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		<id>https://wiki.aurorastation.org/index.php?title=Lore_Staff_Guidelines&amp;diff=38330</id>
		<title>Lore Staff Guidelines</title>
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		<updated>2025-10-31T21:14:12Z</updated>

		<summary type="html">&lt;p&gt;Datamatt: update to lore writers github perms&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== General Guidelines ==&lt;br /&gt;
* &#039;&#039;&#039;All members of lore team are expected to be active.&#039;&#039;&#039; Activity requirements are to be met in a composite of interaction with the community and fellow staff on discord, the forums, or the server. Large lapses of on-server play may be forgiven if there is a sufficient amount of lore writing and community interaction. Inactivity is determined at the discretion of lore team administration, however unless a team member has ghosted from server play for months of time and has not maintained any significant community or team interaction, a member will generally be considered active enough.&lt;br /&gt;
* &#039;&#039;&#039;All leaves must be preceded with prior notice to lore team administration and the lore team.&#039;&#039;&#039; If a team member is going on leave they must notify the lore team, as well as ping or private message lore team administration with notice. Explanations for going on leave are not required, however a general estimate on when a leave is ending must be provided if available. If a lore writer goes on leave their duties are handled by lore team management unless otherwise delegated to relevant lore deputies. If the loremaster goes on leave, the deputy loremaster will assume the duties of lore team management in their absence.&lt;br /&gt;
* When submitting content to the wiki, &#039;&#039;&#039;you are still bound to the [[Wiki Staff Guidelines]].&#039;&#039;&#039;&lt;br /&gt;
* Lore Writers have a say on pull requests on the Github related to their lore area, which must be approved or denied by the Lore Writer in an explicit &#039;&#039;&#039;comment or approval&#039;&#039;&#039; on the pull request. This privilege should not be abused, and it may be overruled by the Maintainers and the Head Developers if they deem it necessary.&lt;br /&gt;
&lt;br /&gt;
== Whitelist Management ==&lt;br /&gt;
&lt;br /&gt;
=== Granting a Whitelist ===&lt;br /&gt;
Whitelists may only be granted following a whitelist application process, unless special permission for a specific case has been granted by lore team administration. However, lore team administration may never grant itself special permission to dispense whitelists, even in the case of a lore writer vacancy.&lt;br /&gt;
 &lt;br /&gt;
=== Processing Whitelist Applications ===&lt;br /&gt;
&lt;br /&gt;
Discretion on whether to accept or deny a whitelist application rests with the writer for the relevant lore department. Applications may be accepted or denied entirely at a writer’s discretion. For best results, a lore writer should carefully check the application against any relevant wiki pages and take feedback in an application thread into consideration. A race’s main wiki page should contain all of the relevant core content required for a whitelist application. If an application has any work which contradicts other wiki pages under the care of a lore department, the applicant should be worked with to bring their application in line with the overall lore instead of denied outright. Once an application is accepted or denied, a tag should be edited into the title saying either [Accepted] or [Denied]. The thread must then be locked and moved into the whitelist applications archives. &lt;br /&gt;
&lt;br /&gt;
After an application is accepted, in order to grant the whitelist you must log into the web interface at https://byond.aurorastation.org/ and search for their ckey in the players category under the admin tab. Once you have found their profile on the web interface, click the “add whitelist” button next to the relevant whitelist. A general best practice is to discuss the contents of an application with the applicant and provide the opportunity to correct for any discrepancies before making a decision. An application must stand for a minimum of 24 hours before a ruling on the application can be made. This is in order to provide time for feedback to be posted on the application. An application must receive input from the relevant lore writer within 72 hours. If you need more time you must say so in the thread along with a tentative self-imposed deadline on when a decision can be expected. Discussing the application and any possible issues with the applicant, demonstrating active engagement with the application, provides flexibility to the deadline by which the application must be decided on. If no input from the relevant lore writer is forthcoming after 72 hours, the applicant may reach out to lore team administration.&lt;br /&gt;
&lt;br /&gt;
Multiple requests will be issued to the relevant lore writer until they do something about the application. Failure to handle the application will result in lore team management handling the application at their own discretion. The results of an application being handled at lore team management’s discretion is that the decision cannot be grounds for reversal and whitelist granting or stripping. The decision is final and the whitelist can only be stripped through violation of whitelist expectations over the course of play, or granted through another application. In the absence of a lore writer in a lore department, the lore team administration must handle the whitelist applications or delegate it to a relevant lore department deputy. &lt;br /&gt;
&lt;br /&gt;
Applications that find themselves being denied due to administrative actions, lack of display of the knowledge of a species’ lore, or any other reason must wait a certain amount of time before applying, chosen by respective species&#039; Lore Writers from the following: three days, a week, two weeks, a month, and two months. The initial denial of an application cannot be extended beyond two months. It must be reapplied upon the denial of the reapplication should behaviour not have improved, or not displaying adequate knowledge of the species’ lore to the expectations of the species’ respective Lore Writers. It is within the jurisdiction of the species’ respective Lore Writers to set additional requirements for reapplication, outside of the prescribed time constraints. A species’ Lore Writers may deny an application due to information that has remained confidential to the wide public. In such cases, the specific behaviours which should be improved should be discussed in private, if they can be improved upon. If a player believes they are being denied for unfair reasons, they are entitled to lodge a staff complaint against the denying staff member(s). If a time constraint regarding reapplication was issued by a Lore Writer that is no longer on the Lore Team, it will persist until the allocated time constraint has been completed.&lt;br /&gt;
&lt;br /&gt;
=== Stripping Whitelists ===&lt;br /&gt;
&lt;br /&gt;
Whitelists are for managing the quality of roleplay of whitelisted races. If the quality of roleplay a whitelisted player engages in is contradictory to the lore of the whitelisted race, or demonstrates a lack of understanding for the whitelisted race’s lore, their whitelist may be stripped. To remove a whitelist log onto the web interface at https://byond.aurorastation.org/ and search for their profile in the players category through the admin tab. Once you have found their profile, click the “remove whitelist” button next to the relevant whitelist.  For a best practice, a whitelist must never be stripped without good reason. Warnings should be issued prior to stripping a whitelist to allow for correction in their behavior. The amount of warnings before stripping a whitelist is at the discretion of the relevant lore writer. Keep a log of warnings issued to whitelisted players for accountability to lore team administration.  For conduct which is especially egregious, a whitelist may be stripped without prior warning. For proper guidance on handling whitelist management, consult lore team management when unsure. Stripping whitelists without appropriate cause may result in disciplinary action. However, lore team administration should be lenient and handle these situations on a case to case basis. &lt;br /&gt;
&lt;br /&gt;
== News Articles ==&lt;br /&gt;
&lt;br /&gt;
There are a variety of news organizations in the galactic news database on the forums. Articles are an important feature of living lore and let us tell stories and arcs in real time by providing everyone with in character news updates from around the setting. These serve as important storytelling tools which the whole server can read. When writing an article, the content of a news article can be anything from war reports, political and economic drama, sports news, advances in technology, or even dramatic retellings of events that occurred on the server. While the writing can be just about anything a writer chooses, here’s a few key things to keep in mind when writing an article.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1. Only write articles for news agencies which are under the jurisdiction of your lore department.&#039;&#039;&#039; If you are a deputy, make sure your direct superior approves of your article before posting it. If you are writing an article which is under the jurisdiction of another team, first get their approval before posting your article. &#039;&#039;&#039;EXCEPTION:&#039;&#039;&#039; Mendell City and Tau Ceti based channels are a common area for the whole lore team. However, any articles submitted to these channels must be reviewed by lore team administration.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2. Respect the formatting and voice of the news channel you are writing for.&#039;&#039;&#039; Most of the news channels in the galactic news database have a specific formatting and bias associated with them. If a channel has a header in all of its articles, include it. If it&#039;s formatted in a specific way from dates and times to spacing or even font, use that as well. If the channel is biased or written in a certain way, maintain consistency by keeping that same “voice.” While these can and have changed over time, it should be done with careful consideration, and should never be done by deputies or other departments without the approval of the relevant lore writer.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3. Never use news articles as a vehicle for retcons.&#039;&#039;&#039; When writing an article, make sure to carefully read any relevant previous articles to ensure retcons or contradictions do not occur. Articles are the highest visibility form of lore writing off-server, and contradicting previous articles may cause great confusion with the news reading community. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;4. Coordinate with relevant writers when writing your articles.&#039;&#039;&#039; If you article prominently features another department’s race, you must gain their approval before posting your article. This is to ensure that their race is portrayed appropriately and consistently with that writer’s canon and does not contain contradictions. In general, you want to coordinate with any interested lore team members as much as possible using the coordination channels. This way you can gather as much feedback as possible and improve the consistency of our lore. When articles consist of large arcs or major changes to the setting, you must get the approval of lore team administration before posting it. Examples of these would be starting wars, major changes in international politics and trade, changes in national leadership, the larger galactic economy, or the destruction of major planets.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;5. All edits, changes, or deletion of past articles must be approved by Lore Team Management.&#039;&#039;&#039; This is important for quality control. If previous articles must be tampered with or even archived and removed from circulation to facilitate changes to lore, they must be approved by lore team administration as an important check for the far reaching consequences it may have on our shared lore setting. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;6. Lore Team Management reserves the right to curate lore in news articles.&#039;&#039;&#039; This means if you post an article which contradicts one of the above points, or otherwise is deemed unacceptable to the direction of the server’s lore, the loremasters reserve the right to edit, modify, retcon, or even delete any violating articles. All relevant writers will be notified and in the case of deletion or retcon, an announcement will be made to the community. If the writer displays malicious intent in violating the rules when posting such an article, disciplinary action may be taken. However, if it is the result of an unintentional creative difference, no disciplinary action will be taken.&lt;br /&gt;
&lt;br /&gt;
=== How To Recton News Articles ===&lt;br /&gt;
&lt;br /&gt;
Over the course of years of lore development older articles become defunct in their nature. Whether they are forgotten and new lore which directly contradicts them is made, or they become incompatible with changes in lore over time, the need to remove old articles crops up. Follow the Major Retcons guide and rules in the Wiki Development section of these rules and regulations in order to have retconned news articles archived. All articles that are archived will be announced to the community and a description of why it was no longer canon will be affixed to the article in the archive.&lt;br /&gt;
&lt;br /&gt;
== Major Retcons ==&lt;br /&gt;
In order to formalize a review process for retcons in our lore, all major retcons must first have a feedback thread on the lore staff forum for the duration of no less than 72 hours and no more than one week before it may be implemented. These feedback threads will then be announced to the lore team where they will be allowed to input criticisms, praises, and suggestions. After one week, the Lore Master will then have to choose if the retcon will go into effect. If the Lore Master is unsure about their decision, or if suggestions in the threads are determined to be necessary and may take some time to include, the Lore Master may delay the decision by a maximum of 72 hours, unless the lore developer making the proposal requests more time to make changes based on suggestions. No major retcons may take effect until this process has been completed and the Lore Master has agreed to implement the proposed changes.&lt;br /&gt;
&lt;br /&gt;
A major retcon is defined as moderate to large changes in pre-existing lore, such as species rewrites, history reworks, deletion or removal of existing content, or any significant reworking of lore-based wiki pages.&lt;br /&gt;
&lt;br /&gt;
The following &#039;&#039;&#039;does not&#039;&#039;&#039; qualify as a major retcon: Spelling corrections, formatting changes, general corrections to syntax or grammar, rewording the same sentences, any new lore additions which do not intentionally contradict pre-existing lore, corrections to mistakes such as wrong dates or names, small changes which have minimal impact on the overall culture and narrative of its field in our lore.&lt;br /&gt;
&lt;br /&gt;
If the Lore Master feels a major retcon may require wider community input, the Lore Master may bring the proposed retcon to the public for feedback within this one week window, either on the forums or one of the official discords.&lt;br /&gt;
&lt;br /&gt;
If you are unsure if a retcon would be a minor or major retcon, or if it would need this review process, &#039;&#039;&#039;ask the Lore Master&#039;&#039;&#039; or Lore Master Deputy. Always inform the loremaster before posting a retcon feedback thread to the forums. Although the Lore Master must be informed and has discretion if a major retcon may take effect, the Lore Master may not refuse to allow a lore developer from beginning the major retcon feedback process.&lt;br /&gt;
&lt;br /&gt;
== Event Rules and Regulations ==&lt;br /&gt;
The following section is both a guide on how to do events and the rules and regulations that surround them. It is important for all lore staff to be aware of these requirements.&lt;br /&gt;
&lt;br /&gt;
=== Mini-Events and Arcs ===&lt;br /&gt;
Before going further, it is necessary to cite the differences in Mini-Events, and Actual Events, as well as their associated arcs, as they have two separate sets of rules and regulations. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mini Events can be defined as the following:&#039;&#039;&#039;&lt;br /&gt;
An event, or set of events, that while potentially canon, has little to no impact on the setting at large, run with already available assets, or assets that can be created by one person within the timeframe of a week. Their impact is mostly focused on player characters, and aftershocks are generally limited to the SCCV Horizon, or another limited area the event takes place in, such as a space station being visited. No spur-shattering moments, instead being built around more mundane things, that could be seen as day-to-day in the Orion Spur. The overarching objective being to create an environment where players can develop their characters by reacting to everyday canonical situations as they occur, which they might not have been able to do as effectively without a staff-planned event.&lt;br /&gt;
&lt;br /&gt;
This differs from actual events and their arcs, which are much wider in scope in both lore impact and development time.&lt;br /&gt;
&lt;br /&gt;
==== Mini-Event Rules and Regulations ====&lt;br /&gt;
* Mini-Events, and their arcs, must be properly documented on the forums in the form of a calendar post, made following [https://forums.aurorastation.org/topic/11560-how-to-events/#comment-110842  Arrow’s Guidelines]. They should not be documented on the wiki.&lt;br /&gt;
* &#039;&#039;&#039;Mini-Events must also be announced to the server at large at least 5 days in advance of their planned date, and be presented to the administrative team, any relevant species writers or loremasters at least a week in advance.&#039;&#039;&#039;&lt;br /&gt;
* Mini-Events must be approved by any relevant species head whose lore is used, canon or non-canon, it doesn’t matter.&lt;br /&gt;
* Loremasters must approve canonical mini-events and their associated arcs, however, they do not need to be posted in the Lore Staff section of the forums for review.&lt;br /&gt;
** This does not mean Loremasters should not be aware of the happenings of the event, but in general, a lesser review process, only there to ensure that if something occurs that results in a staff complaint, Loremasters do not need to play catch-up to understand the general context of the situation.&lt;br /&gt;
* Mini-events should, whenever possible, be planned in conjunction with a member of the administrative team, who will then act as the assigned administrator for the mini-event(s).&lt;br /&gt;
** Due to their potentially short development time, this is to cut down on miscommunication and ensure the assigned admin is also up to date as to what will be occurring during the event. If this is not possible, standard procedure should be followed.&lt;br /&gt;
* Any technical requirements of mini-events are not to be referred to the Dev Team as a staff assignment. It is of course okay if a specific member of the dev team wishes to assist, but it should not be considered a project the likes of handling technical requirements for actual events. Either use assets already present or get someone to code whatever you want without making it an assignment they need to do as staff.&lt;br /&gt;
* Non-Canonical Mini-events do not require the approval of Loremasters, but instead the approval of a member of the Administrative Team. It is preferable that this approval comes from a primary administrator, but approval from a secondary administrator is also acceptable.&lt;br /&gt;
* Canonical Mini-events follow all the procedures of canonicity as regular events, including death retcons.&lt;br /&gt;
** Any complaints that result from a canonical mini-event are to be handled as all staff complaints against lore team members are.&lt;br /&gt;
* As mentioned above, canonical Mini-Events should have their impact and aftereffect limited to the SCCV Horizon, or minor impacts on the corporate organizations characters work for.&lt;br /&gt;
** In addition, unless given express permission by the Lore Team Administration, Mini-events are limited to an intensity of Low, or Medium. Should you wish to run a High Intensity Mini-Event, reach out to the current LTA members.&lt;br /&gt;
* &#039;&#039;&#039;The Main Objective of Canonical Mini-Events is to create an atmosphere between larger arcs where there are canonical opportunities for players to develop their characters, rather than develop the setting.&#039;&#039;&#039;&lt;br /&gt;
** This could be something as simple as a party; basically any situation that players can react to, or interact with, in order to further develop their characters. Keep it in mind when planning mini-events.&lt;br /&gt;
* It is encouraged that beyond reaching out to the administrative team, other teams such as CCIA are also reached out to, both to keep them in the loop, and to possibly include in mini-event arcs.&lt;br /&gt;
&lt;br /&gt;
=== Event Arcs ===&lt;br /&gt;
==== Event Arc Planning and Timing ====&lt;br /&gt;
Major Event Arcs should be planned and presented for review before the arc that would precede them is completed. An example of this would be that, after the second event of an arc taking place in the Coalition, an arc plan is presented that would take place in Adhomai. This is to give both the dev team and yourself ample time to prepare the following arc, and minimize the gap between major arcs. In theory, there shouldn’t be more than a three to four month gap between major arcs. Presenting an arc while its predecessor is still ongoing, and then immediately starting work on it helps tremendously with ensuring this gap remains small.&lt;br /&gt;
&lt;br /&gt;
The Lore Team Administration reserves the right to decide the timing of arcs in relation to each other. Just because one arc was approved before another, does not mean that it will come first. Such a decision should be preceded by a team discussion on the reasoning behind it, and allow team members the opportunity to express their thoughts about changing the timing of event arcs to the Lore Team Administration. &lt;br /&gt;
&lt;br /&gt;
Major Event Arcs should also in some way impact the setting in which they are run as a whole. This could mean the entire Spur, or just a single system where the arc takes place. This impact does not need to be clearly defined by the crew, they may simply be in the wrong place at the wrong time, but an impact on the overall setting should be the theme of any major event arcs&lt;br /&gt;
&lt;br /&gt;
==== Event Rules and Regulations ====&lt;br /&gt;
* Major Events and their arcs must be properly documented both on the forums before/during them, and then properly documented on the wiki afterward. This documentation should follow not only [https://forums.aurorastation.org/topic/11560-how-to-events/#comment-110842  Arrow’s Guidelines] for the scheduling of events themselves but also [[Libération, Révolution et Évolution Arc | the Arc Outline Template that can be found here]].&lt;br /&gt;
* Arcs should also be announced with a general time of occurrence to the server as a whole two months before their scheduled time, to alert players of what might be coming next. Whenever possible, this should be kept OOC only.&lt;br /&gt;
** An important part of this is ensuring that you will in fact be ready in two months. Announcing months ahead of time, only to be delayed constantly, will merely leave the player base waiting on their hands for the arc to begin, not as engaged as they might be.&lt;br /&gt;
* Major Event Arcs must be presented in the Lore Staff Section of the Forums, to be approved by Loremasters after a review period. This presentation should take place during a major event arc that would be preceding it, as mentioned above.&lt;br /&gt;
** In addition to the Loremaster review and stamp of approval, Major Event Arcs should be discussed amongst the entire team in regards to their impact. If possible, other teams should incorporate some of the impact of an arc into their own lore, in order to make the setting feel more alive.&lt;br /&gt;
** Both the Head Developers and LTA reserve the right to request changes or alterations to proposed arcs and may deny arcs at their discretion.&lt;br /&gt;
* Events follow the server’s canonicity rules, as outlined [https://wiki.aurorastation.org/index.php?title=Lore_Team_Rules_and_Regulations#CANONICAL_DEATHS_IN_EVENTS%3A  below].&lt;br /&gt;
* When Scheduling an Event; the forum calendar post should follow [https://forums.aurorastation.org/events/event/1-event-template/  this format].&lt;br /&gt;
** The Event Scale section must be filled out with one of the following intensity; Low, Medium, High, or Extreme.&lt;br /&gt;
*** Furthermore, the LTA and Head Developers have the final say as to what an event&#039;s intensity classification is or should be.&lt;br /&gt;
* Any arc that would see the running of a high or extreme intensity event must also see that the event specifically is approved by the LTA and Head Developers before the arc proposal being presented on the forums.&lt;br /&gt;
** This should be done by the relevant team creating a rough draft of the arc, including the reasoning for why an extreme intensity event should be run, and how it will improve the arc.&lt;br /&gt;
*All event arc proposals must follow these rules;&lt;br /&gt;
** [https://forums.aurorastation.org/topic/16780-nbt-plotline-proposals/#comment-153462  This is the format for event arc proposal forum posts], the long description is a google doc, shared via link to anyone who access the link.&lt;br /&gt;
** [https://docs.google.com/document/d/1fgNQohVlEpkJER1kMadq1JMxtDGenjoq-vw51T5xj3k/edit?usp=sharing  This is the template used for the cover page of the proposal.]&lt;br /&gt;
** The Proposal Document should be several different documents, with a main document containing the links to the others being the “cover page” of the proposal. This page should outline the overall objective of the arc, and specific goals that are needed to accomplish the objective. The centerpiece of this page however should be an overview of the arc, including its stages; as well as the traits of the arc.&lt;br /&gt;
** Linked to the proposal page, there should be a document, or set of documents, containing the written information about the arc, including event summaries, articles, wiki changes pre and post arc, and potentially even differing sets of articles and events depending on actions taken by the crew over the course of the arc.&lt;br /&gt;
** Technical Requirements such as sprites, code, maps, and other similar things should be compiled into a technical document, with the arcs name, and if approved, then forwarded to the Dev Team in a newly created channel for managing the technical side of the arc, who will work on it as part of their contribution to the staff team. Whenever possible reference images should be provided, and outlines of event maps made for the dev team.&lt;br /&gt;
** In addition, the development process should be coordinated by a member of either the dev or species team running the arc, who acts as a manager for the technical side, ensuring that work is completed in a quick and organized fashion.&lt;br /&gt;
** By the time everything has been entered into the appropriate fields, [https://forums.aurorastation.org/topic/16780-nbt-plotline-proposals/?do=findComment&amp;amp;comment=169697  the document should look something like this.]&lt;br /&gt;
* Staff Complaints regarding event arcs, such as complaints regarding canon deaths, are to be handled as per the respective rules.&lt;br /&gt;
&lt;br /&gt;
==== Event Intensity Scale ====&lt;br /&gt;
This is for internal use by the lore team, lore team administration, and head developers to help classify where on the intensity scale a proposed event should fall. These are guidelines, with the LTA and Head Developers having the final say on event intensities.&lt;br /&gt;
&lt;br /&gt;
* Low Intensity - There is no external threat to the crew that can cause physical or mental harm.&lt;br /&gt;
&lt;br /&gt;
* Medium Intensity - An external threat that can cause physical or mental harm is present, however it is easily overcome by the crew, and during overcoming it, or should the crew fail to overcome it, there will be a minimal loss of life or risk of injury among player characters.&lt;br /&gt;
&lt;br /&gt;
* High Intensity - An external threat that can cause physical or mental harm is present and overcoming will be difficult. During overcoming it, or should the crew fail to overcome it, there will be a moderate loss of life or risk of injury among player characters&lt;br /&gt;
&lt;br /&gt;
* Extreme Intensity - An external threat that can cause physical or mental harm is present, and the main focus of the event. During overcoming it, or should the crew fail to overcome it, there will be a high loss of life or risk of injury among player characters.&lt;br /&gt;
&lt;br /&gt;
==== Canonical Deaths in Events ====&lt;br /&gt;
&lt;br /&gt;
From the server rules: &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Happenings related to canon events, usually ran by admins with the guidance of lore staff, are considered canon. The lore writer and the admin coordinating the event can make exceptions if permitted by the lore masters and the headmins. In the case of character death caused by the canon event, the death is considered canon and permanent unless the lore masters and headmins explicitly permit the character&#039;s death to be retconned.&lt;br /&gt;
&lt;br /&gt;
This only applies to deaths related to the canon event. The other canon and death rules are still valid, this applies only to stuff that happens due to the event itself.&lt;br /&gt;
&lt;br /&gt;
==== Event Awards ====&lt;br /&gt;
Awards are considered any in-game way that represents a noting of a certain action, broad or specific, during events by the lore team. Commonly, this is done in the form of medals or a plaque. Participation awards that apply to all characters during an event or awards given to the Horizon&#039;s crew as a whole can be given at the discretion of the relevant event manager and their team. However, such awards cannot be in-round items or custom items, except those given to the Horizon as a whole.&lt;br /&gt;
&lt;br /&gt;
Unique awards are for the purposes of this section, defined as any awards which mention a player character&#039;s name.&lt;br /&gt;
&lt;br /&gt;
For specific/special awards, the following rules apply;&lt;br /&gt;
&lt;br /&gt;
1) Any unique awards given to player characters cannot be an in-round item during standard rounds. Any request for unique awards as custom items will be immediately denied. Awards may only be used in (event) rounds where the use of awards has been explicitly permitted in the event description (such as award ceremonies). This permission can come with certain restrictions (i.e. the usage of dress uniforms/formal clothing together with the award) This rule does not apply to signed items.&lt;br /&gt;
&lt;br /&gt;
1a) Writers may include mention of specific/special awards and the player characters which received them in articles, at the discretion of the LTA, but may not include this on any lore wiki page, outside of arc summaries.&lt;br /&gt;
&lt;br /&gt;
2) The reasoning behind the unique award has to be for how something was accomplished, not just accomplishing something. This reasoning must also meet the highest OOC standards of roleplay, for example, no awards for characters who ignored pain.&lt;br /&gt;
&lt;br /&gt;
3) The reasoning mentioned in number 2 must also not be directly tied to combat or fighting in any way. Unique awards may be handed out for something like exceptional planning and organization, but not for destroying a mech.&lt;br /&gt;
&lt;br /&gt;
4) Unique awards may only be given to player characters with the express permission of the LTA. Furthermore, Head Administrators reserve the right to deny any awards on the grounds of failing to meet the highest standards of roleplay.&lt;br /&gt;
&lt;br /&gt;
5) These rules do not apply to NPCs or Event Characters, only to player characters.&lt;br /&gt;
&lt;br /&gt;
6) Specific/special awards from corporations must also be approved by the Lead CCIA Agent.&lt;br /&gt;
&lt;br /&gt;
=== Recognition of Player Characters in Official Lore ===&lt;br /&gt;
For the purposes of this section, official lore is defined as anything written by members of the lore team, and posted to either the official galactic news database, or published on the Aurora Wiki. &lt;br /&gt;
&lt;br /&gt;
1) Player characters should only be recognized in official lore if they influence the course of an IC development, and player characters should never be mentioned otherwise.&lt;br /&gt;
&lt;br /&gt;
2) Lore Writers are &#039;&#039;&#039;strictly forbidden from including their own, or other members of the Lore Team’s characters in any official Lore&#039;&#039;&#039;. Furthermore, Lore Writers are restricted from creating IC developments which would inevitably create lore that features their characters, or other members of the Lore Team’s characters. &lt;br /&gt;
&lt;br /&gt;
3) Approval from the LTA is required before recognizing any player character in official lore.&lt;br /&gt;
&lt;br /&gt;
3a) All recognition of a player character must be removed from official lore should the attached player be permanently banned from the server.&lt;br /&gt;
&lt;br /&gt;
4) The Administration Team, through the Head Administrators, reserves the right to mandate the removal of recognition from a player character in official lore, should they believe they do not conduct themselves appropriately in character, or if a character’s player does not conduct themselves appropriately.&lt;br /&gt;
&lt;br /&gt;
5) The Lore Team must strive to recognize a wide variety of characters and players in official lore, by; &lt;br /&gt;
&lt;br /&gt;
5a) Ensuring the potential for obtaining recognition is available to all players who play in events.&lt;br /&gt;
&lt;br /&gt;
5b) Ensuring a character is never recognized more than two times.&lt;br /&gt;
&lt;br /&gt;
5c) Endeavour that a player never has one of their characters recognized more than twice within a short time frame. The definition of that time frame is at the discretion of the LTA.&lt;br /&gt;
&lt;br /&gt;
6) Player characters cannot be recognized if they are being recognized for something that has a large impact on the overall setting, and instead be contributed to the Horizon crew. An example would be a player character being recognized for discovering a new phoron deposit, or doing something extremely significant for an arc.&lt;br /&gt;
&lt;br /&gt;
7) When recognizing player characters, writers should ensure that recognition is limited to articles, and rarely put onto non-arc wiki pages. As an example, a character saves a dog from a house which is on fire, and this is mentioned in an article, but would not be mentioned on the wiki entry for that house’s location.&lt;br /&gt;
&lt;br /&gt;
== Lore Team Expectations and Staffing ==&lt;br /&gt;
&lt;br /&gt;
=== Lore Team Administration ===&lt;br /&gt;
&lt;br /&gt;
The lore team administration consists of the loremaster and deputy loremaster. They are at the head of the lore team and steer the direction of our game’s direction in story telling. They are responsible for curating the content of our official lore in all forms, managing the lore team, staffing lore departments, handling neglected whitelist applications, and mediating disputes between different lore departments. The loremaster cannot concurrently serve as a lore writer or lore deputy. The deputy loremaster may concurrently serve as a lore writer. This is to prevent the loremaster from having a bias when writing lore, and to help them to serve as an impartial arbitrator when discussing the direction of our lore and disputes between different lore departments.&lt;br /&gt;
&lt;br /&gt;
The loremaster is appointed by the server’s head developers and in turn appoints their own deputy loremaster, typically through an application process. The loremaster has the power to take disciplinary actions against lore writers and deputies only with the approval of the deputy loremaster. The loremaster may only staff lore writers through an application process which provides the community with the opportunity to provide their input, and cannot directly appoint a lore writer or deputy lorewriter without observing the process.&lt;br /&gt;
&lt;br /&gt;
Under normal circumstances Lore team administration may not appoint deputies, however all lore deputies must be approved by lore team administration before their applications can be accepted. In the event of a lore writer vacancy and applications for that vacancy being open for a period longer than one month, if there are no applicants during that timeframe, the loremaster may appoint deputies to that department, should there be deputy applicants that would normally be the writers decision. However, Loremasters may not open deputy applications without first opening writer applications and waiting for a one-month period. The requirements for the lore writer application process are at the discretion of lore team administration. Lore deputy hopefuls must also go through the application process before they can join the team. In the event that there is a lore writer vacancy, jurisdiction over that department is absorbed into the responsibilities of lore team administration, but the duties associated with it may be delegated to any deputies within that department. Even in the event of a lore writer vacancy, the loremaster may not appoint deputies to that department but must appoint a lore writer first who may then select their deputies within the rules. Lore team management is expected to be active in both the management and editorial review of content, and in interaction with the community through discord, forums and server play. Lore team management is expected to set the example in both lore writing and code of conduct.&lt;br /&gt;
&lt;br /&gt;
=== Lore Writers ===&lt;br /&gt;
&lt;br /&gt;
Lore writers are the departmental heads of the lore team. Each lore writer is in charge of a major playable race of our server’s setting, and handles all of their lore and manages the whitelists associated with their jurisdiction. Lore writers are appointed by lore team management through the developer application process. Writers are expected to be active in both terms of lore writing and server play. They are expected to maintain consistency between their news articles, wiki pages, and on-station events. They are expected to follow the rules laid out in the “How-to” guides above. Writers are also expected to coordinate with their fellow writers in their projects and to uphold the code of conduct in their interactions with each other, their fellow staff, and the community. They are allowed to appoint up to two deputies through the developer application process and may delegate any of their duties to their deputies as they see fit. Lore Writers reserve the right to modify the application process when selecting their deputies to any extra requirements they desire, and cannot be forced to accept deputies against their will by lore team administration. A lore writer cannot concurrently serve as the writer for multiple lore departments and is ineligible for lore deputy positions. However, a lore writer can concurrently serve as deputy loremaster.&lt;br /&gt;
&lt;br /&gt;
=== Lore Deputies ===&lt;br /&gt;
&lt;br /&gt;
Lore deputies are the appointed help of lore writers who assist by performing any tasks delegated to them by their lore writer, or lore team management in the absence of a direct superior. They are the de facto proteges of their writer and should be trained as heir apparents by their superior. Despite this, lore team management reserves the right to appoint other applicants to lore writer positions when vacancies occur. A lore deputy cannot serve in multiple deputy positions simultaneously. If a lore deputy would like to apply for a different deputy position, they may apply but if accepted must forfeit their previous position. Lore deputies are not expected to manage an entire lore department unless there is a lore writer vacancy in their department. Even though lore deputies have decreased responsibilities when compared to writers, they are still expected to maintain a degree of activity in both lore writing and on-server play. Like everyone else on the lore team, deputies are expected to abide by the code of conduct in their interactions with their team members, fellow staff, and the community.&lt;br /&gt;
&lt;br /&gt;
[[Category:Staff Guidelines]]&lt;/div&gt;</summary>
		<author><name>Datamatt</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Category:Staff_Guidelines&amp;diff=37215</id>
		<title>Category:Staff Guidelines</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Category:Staff_Guidelines&amp;diff=37215"/>
		<updated>2025-08-24T19:05:00Z</updated>

		<summary type="html">&lt;p&gt;Datamatt: instant removal -&amp;gt; staff status will now instead be placed under review&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Administration ==&lt;br /&gt;
&lt;br /&gt;
The staff team as a whole is under the purview of the Head staff, typically made up by the Head Developers and two Head Admins. CCIA and Moderation staff fall under the Head Admins, whereas the Development team, Wiki Maintainers and Lore staff fall under the Head Developers.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;[[File:Staff directory.png]]&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
All resignations must take place by going to the relevant staff head.&lt;br /&gt;
&lt;br /&gt;
Staff applications must be up for at least seven days before being accepted.&lt;br /&gt;
&lt;br /&gt;
== General Code of Conduct ==&lt;br /&gt;
&lt;br /&gt;
Breaches of the guidelines will result in action being taken against the staff member by either the relevant head staff or the moderation team, depending on the entity and severity of the breach in question.&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;You are expected to be an example for the community and to generally be on your best attitude.&#039;&#039;&#039; Observing decorum, whether in public or debating fellow team members in staff channels or private messages, is a requirement for continued participation in the staff team. &lt;br /&gt;
# &#039;&#039;&#039;Being banned on the game server, on the Forums, or on Discord will lead to your staff status being immediately placed under review by the Head Staff, whatever it may be.&#039;&#039;&#039; It is possible for your staff status to also be removed without a ban if it is found to be appropriate by the Head staff. Similarly, racking up a high amount of official warnings will also lead to a review of your staff position.&lt;br /&gt;
# Some teams, such as the Lore team, have their &#039;&#039;&#039;own internal warnings system&#039;&#039;&#039;, which may only be used for internal issues relating to misuse of staff powers or disciplinary problems inside of the staff discord. Disciplinary issues on the game server, on the Forums, or on Discord fall strictly under the purview of the moderation team.&lt;br /&gt;
# &#039;&#039;&#039;You are expected to be reasonably active.&#039;&#039;&#039; How active depends largely on the position, and this is outlined in the department in question’s guidelines, but totally ghosting your department will generally result in your removal from staff.&lt;br /&gt;
# Each staff team has its own guidelines that can be found in this category. &#039;&#039;&#039;You must follow those guidelines as well.&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Datamatt</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Developer_Guidelines&amp;diff=37214</id>
		<title>Developer Guidelines</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Developer_Guidelines&amp;diff=37214"/>
		<updated>2025-08-24T19:02:26Z</updated>

		<summary type="html">&lt;p&gt;Datamatt: add the Head Spriter as an official role&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* Developers should not use their powers in-game outside of testing areas like the Thunderdome unless specifically required or asked to. You should always defer to a maintainer or administrator if one is present. If no maintainers or administrators are present and there is a game-breaking bug or a similar problem, you are allowed to fix it, though you should still be careful. Your actions will be your own responsibility.&lt;br /&gt;
* Developers are expected to regularly review pull requests. Our Github does not function without regular reviews. You are also expected to be somewhat thorough with reviewing pull requests - errors are fine, but you should still put effort into it. &lt;br /&gt;
* You are not expected to review pull requests the contents of which you do not understand or cannot review. A spriter who can only sprite, for instance, is not expected to review a complex backend pull request.&lt;br /&gt;
* Developers are expected to be active if submitting regular balance-related pull requests. Doing only back-end work does not require a high activity level, but repeatedly submitting balance pull requests while not being up-to-date with the game and its culture will lead to a review of your position.&lt;br /&gt;
* The Feedback Required tag may be applied by any developer at their discretion, but it should not be used for trivial changes. It should be used when a pull request is controversial enough to justify a forum thread.&lt;br /&gt;
* The Maintainer Discussion tag may be applied by any developer at their discretion, but it should only be used for changes that would have a large effect on the server, its gameplay or its setting.&lt;br /&gt;
* When the Maintainer Discussion label is applied, the maintainer or developer will post their reason for doing so on the PR. They will then immediately bring the PR to the maintainers&#039; attention, who will try to discuss it within two weeks. If this time period has passed without you being notified of an outcome, feel free to remind the Maintainers about your PR.&lt;br /&gt;
==Head Spriter==&lt;br /&gt;
* The Head Spriter is responsible for writing up and enforcing &#039;&#039;&#039;spriting and art direction for the server&#039;&#039;&#039; as a whole with the Head Developers and Maintainers.&lt;br /&gt;
* The Head Spriter is responsible for enforcing said spriting and art direction if necessary, whether that be through required changes on GitHub or otherwise.&lt;br /&gt;
* The Head Spriter is responsible for coordinating spriting and art efforts on development projects.&lt;br /&gt;
[[Category:Staff Guidelines]]&lt;/div&gt;</summary>
		<author><name>Datamatt</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Guide_to_Medicine&amp;diff=13746</id>
		<title>Guide to Medicine</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Guide_to_Medicine&amp;diff=13746"/>
		<updated>2019-12-10T18:32:20Z</updated>

		<summary type="html">&lt;p&gt;Datamatt: Temporary link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{toc_right}}&lt;br /&gt;
&lt;br /&gt;
=STOP! MOST OF THIS GUIDE IS OUTDATED!=&lt;br /&gt;
Until we update the wiki, please head here instead: https://wiki.aurorastation.org/index.php?title=User:Datamatt/Brainmed_Guide&lt;br /&gt;
&lt;br /&gt;
=Triage=&lt;br /&gt;
Triage is medical&#039;s word for &amp;quot;priority&amp;quot; regarding patients. The goal of triage is to &#039;&#039;&#039;stabilize patients, not cure to 100%.&#039;&#039;&#039; Generally this comes into play when there is &#039;&#039;more than one&#039;&#039; patient. Wearing a [[File:MedGlasses.png]] medical HUD will allow you to assess a patient&#039;s overall health from a glance via a health bar floating above their character.&lt;br /&gt;
*&#039;&#039;&#039;No Healthbar&#039;&#039;&#039;: 100% Health&lt;br /&gt;
*[[File:Hudgreen.png]]&#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Green&#039;&#039;&#039;: 70-99% Health&lt;br /&gt;
*[[File:Hudyellow.png]]&#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;Yellow&#039;&#039;&#039;: 40-69% Health&lt;br /&gt;
*[[File:Hudred.png]]&#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Red&#039;&#039;&#039;: 1-39% Health&lt;br /&gt;
*[[File:Hudfred.gif]]&#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:maroon&amp;quot;&amp;gt;Critical!&#039;&#039;&#039;: -99-0% Health&lt;br /&gt;
&amp;lt;!---*[[File:Hudcritical.gif]]&#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:maroon&amp;quot;&amp;gt;Critical!&#039;&#039;&#039;: -85:-50% Health---&amp;gt;&lt;br /&gt;
*[[File:Huddead.png]]&#039;&#039;&#039;Dead&#039;&#039;&#039;: -100% Health&lt;br /&gt;
&lt;br /&gt;
Patients between Critical and Yellow deserve treatment first with priority starting at Critical and going up. The main exception to this is if any patient that isn&#039;t dead is bleeding (including internal bleeding) and/or has severe internal organ damage, as leaving a patient with these conditions may worsen their overall health rather quickly. From there, get all patients to at least Yellow before resolving the rest of their issues. If the patient is dead, move them out of the way and put them in a body bag when you have time. Don&#039;t waste more time than you need to on them when there are other patients that can be saved.&lt;br /&gt;
&lt;br /&gt;
===Cryogenics===&lt;br /&gt;
Cryo is all about suspending someone in animation and healing them to boot! If someone is in a pretty bad way, tossing them into a (correctly setup) cryo tube will help with most problems on the surface. Even if the damage isn&#039;t healed, the cryo tube is basically one gigantic stasis bag minus the genetic damage.&lt;br /&gt;
&lt;br /&gt;
==Viral Triage==&lt;br /&gt;
Though rare, a crew member that has been infected with a pathogen signifies the need to act quickly. This list of tasks should be accomplished:&lt;br /&gt;
#Clean up all biohazards (blood, mucus, etc) within medical, instruct sanitation staff to put heightened effort into carrying this out.&lt;br /&gt;
#Retrieve a blood sample from an infected crew member and announce the presence of a pathogen, and for all crew feeling ill to report to medical.&lt;br /&gt;
#Assign tasks to doctors:&lt;br /&gt;
#*One doctor to administer Antivirals (Deltamavir, Diphenhydramine, etc) to arriving crew members and escort them to the quarantine area of Virology.&lt;br /&gt;
#*One doctor to develop antibodies in test subjects to harvest and dilute to distribute to crew.&lt;br /&gt;
#*One doctor to incubate and grow a sample of the virus for detailed analysis. This will allow HUDs to identify crew that are infected.&lt;br /&gt;
#Distribute doses of the antibodies to crew (diluting the antibodies in water will work).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Triage and You: The Handbook==&lt;br /&gt;
&amp;lt;small&amp;gt;A large, comprehensive guide on how triage works with our current medical facility. &amp;lt;i&amp;gt;Authored by Juani#1784 and Synnono#2558.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
In compliance with NanoTrasen employee healthcare provisions, and due to the increasing stress on the Medical Department&#039;s facilities, a renovation of the Medical Bay was approved last year. The objective of this renovation is to improve the Medical Bay&#039;s capacity to treat patients, as well as to make that treatment more efficient. New policy has been implemented with the new design, and medical staff are expected to work according to the guidelines outlined in this document. In addition to the renovations, the medbay is introducing a triage system to quickly identify patients with urgent medical needs. New patients will be classified as having a &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;GREEN&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:gold&amp;quot;&amp;gt;YELLOW&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;ORANGE&amp;lt;/span&amp;gt; or &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;RED&amp;lt;/span&amp;gt; triage level, depending on their condition when processed. The major changes to the department are as follows:&lt;br /&gt;
*Centralized Triage Area (CTA): This room, equipped with two cutting-edge body scanners, will become the pillar of the Medical Bay. Located right next to the entrance, patients will be diagnosed here and assigned a color-coded triage level. Beds are available for patients awaiting treatment, organized by this triage level. Once assigned, patients will be redirected to one of the following areas:&lt;br /&gt;
*Intensive Care Unit (ICU): This room, intended for patients of triage level &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;RED&amp;lt;/span&amp;gt; or &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;ORANGE&amp;lt;/span&amp;gt;, is equipped with all basic life support measures currently available. All supplies in this area must always be kept fully stocked. This room has one fixed and two mobile treatment beds, three refrigerated closets for stabilization equipment, a supply of blood packs and medication, one cryo-treatment tube and three IV drips. The area is signified by the color red and the ICU signs.&lt;br /&gt;
*Emergency Surgery Pre-Operatory Room: Intented for patients of triage level &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;ORANGE&amp;lt;/span&amp;gt; or higher. Located in a straight line from the ICU, this area is designed to stabilize critical patients, and is equipped with the equipment necessary to do so. The area has two mobile treatment beds, two IV drips and one cold storage container for blood packs. The area is signified by the color red.&lt;br /&gt;
*Regular Surgery Pre-Operatory Room: Intended for patients of level &amp;lt;span style=&amp;quot;color:gold&amp;quot;&amp;gt;YELLOW&amp;lt;/span&amp;gt; or lower. Its entrance is located at the west end of the CTA, and connected through a hallway to a waiting room. Patients will be instructed to wait for an assigned surgeon to call them into the Operating Theatre here. The area is equipped with personal storage lockers and a changing room for the safekeeping of patient belongings. The area is signified by the color blue.&lt;br /&gt;
*General Treatment Room (GTR): Intended for patients of triage level &amp;lt;span style=&amp;quot;color:gold&amp;quot;&amp;gt;YELLOW&amp;lt;/span&amp;gt; or lower. The purpose of this room is for the general treatment of diseases or injuries that are not urgent or do not require of life-stabilization measures. The area is equipped with two fixed treatment beds, two cryo-treatment tubes, one sleeper unit with dialysis capability, and one IV drip. The area is signified by the color yellow and the GTR signs.&lt;br /&gt;
&lt;br /&gt;
Other sections of the Medical Bay have not changed, or do not follow a strict procedure for triage. Please be aware of the following information, as it pertains to the new medical layout:&lt;br /&gt;
*The Chemistry laboratory no longer connects directly to a publicly accessible area. For the purpose of easy access by the staff of the station, remote-control buttons have been installed at the reception desk and at the Chemistry desk. To access the desk, crew requiring access will need to get permission from the reception staff to access the consultation wing hallway.&lt;br /&gt;
*The temporary morgue no longer uses morgue trays. Medical staff are asked to keep the temporary morgue as clear as possible, and store cadavers in the permanent morgue on the medical sub-level as soon as possible.&lt;br /&gt;
*A pneumatic Medi-Express system has been installed, to allow for quick delivery of medicine to various areas of the medbay. The hub for this system is located east of the Chemistry Laboratory. To use the system, simply place the items to be delivered inside the bin labeled with the desired destination, and engage the pump. It will be delivered shortly, if the pneumatic tank is full. The Medi-Express system can deliver items to the Lobby, Main Storage and Surgery Wing.&lt;br /&gt;
*Windows have been installed in the Operating Theatres. These windows are equipped with an electrically-activated opacity system, toggled by a switch in each Operating Theatre. Usage of this system is mandatory during all surgical prcedures to preserve patient privacy.&lt;br /&gt;
*Noticeboards have been installed in the Surgery Wing for each Operating Theatre, for posting scans of any patients about to enter treatment.&lt;br /&gt;
*Access to the medical bay will generally be restricted to medical staff and patients awaiting or receiving treatment. Patients in long-term recovery are allowed to receive no more than one visitor at a time. This restriction does not apply to security detainees, who may be accompanied at all times by up to three security officers. Visitors may be instructed to wait at the waiting room located at the entrance of the Medical Bay. The ultimate authority in regards to these restrictions will be the Chief Medical Officer (and their superiors), who may modify them as they see fit. Charges of trespassing may be applied to visitors who violate this policy. Visitors who obstruct care to patients in violation of this policy may be held liable for resulting harm or loss of life. Please clarify any concerns with your facility&#039;s Head of Security.&lt;br /&gt;
Yours,&amp;lt;br&amp;gt;&lt;br /&gt;
Yehtlas Mualt-Quaat, Chief Medical Director.&amp;lt;br&amp;gt;&lt;br /&gt;
NanoTrasen Corporation.&lt;br /&gt;
&lt;br /&gt;
[[File:Triage_guide.png]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Diagnostics=&lt;br /&gt;
&lt;br /&gt;
==Damage Types==&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;&amp;lt;u&amp;gt;Brute&amp;lt;/u&amp;gt;&amp;lt;/span&amp;gt;===&lt;br /&gt;
Cuts, lacerations, and bruising all make up the red descriptions on the health analyzer, normally caused by physical trauma such as punching, getting hit with something, being dragged with open wounds, slamming into walls, depressurization, etc. Sometimes high brute values may break bones, which will require [[Surgery]], or the limb may even become dismembered! Treatment for brute damage on its own is listed below:&lt;br /&gt;
* &#039;&#039;&#039;Gauze&#039;&#039;&#039;: Heals 4 brute per wound. Stops bleeding.&lt;br /&gt;
* &#039;&#039;&#039;Advanced Trauma Kits&#039;&#039;&#039;: Heals 8 brute per wound. Stops bleeding and also disinfect wounds if applied early.&lt;br /&gt;
* [[Guide to Chemistry#Standard_Treatments|&#039;&#039;&#039;Bicaridine&#039;&#039;&#039;]]: A red colored medicine which heals 6 brute per unit, meaning a full syringe will heal 90 brute damage. Overdoses at 30u.&lt;br /&gt;
* [[Guide to Chemistry#Basic_Treatments|&#039;&#039;&#039;Tricordrazine&#039;&#039;&#039;]]: A purple medicine that heals all &amp;lt;u&amp;gt;underlined&amp;lt;/u&amp;gt; damage, healing 3 damage per unit. No overdose.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;&amp;lt;u&amp;gt;Burn&amp;lt;/u&amp;gt;&amp;lt;/span&amp;gt;===&lt;br /&gt;
Skins, burns, and scars make up the yellow descriptions on the health analyzer, normally caused by intense temperatures such as fire, extremely cold temperatures, lasers, and electrocution. Exceptionally high burn values may vaporize a limb, and can cause bloodloss on top of easily becoming infected. Massive amounts of burn damage may cause your character to be &#039;husked&#039;. Treatment for burn damage on its own is listed below:&lt;br /&gt;
* &#039;&#039;&#039;Ointment&#039;&#039;&#039;: Heals 4 burn per wound. Disinfects wounds.&lt;br /&gt;
* &#039;&#039;&#039;Advanced Burn Kits&#039;&#039;&#039;: Essentially the burn variant of ATKs. Primarily used to disinfect burn wounds.&lt;br /&gt;
* [[Guide to Chemistry#Basic_Treatments|&#039;&#039;&#039;Kelotane&#039;&#039;&#039;]]: A yellow colored medicine which heals 6 burn per unit, meaning a full syringe will heal 90 burn damage. Overdoses at 30u.&lt;br /&gt;
* [[Guide to Chemistry#Standard_Treatments|&#039;&#039;&#039;Dermaline&#039;&#039;&#039;]]: An orange-yellow colored medicine which heals 12 burn per unit. Overdoses at 15u.&lt;br /&gt;
* &#039;&#039;&#039;KeloDerm&#039;&#039;&#039;: A yellow colored medicine with Kelotane and Dermaline mixed in 1:1. Since the medicines are separate, they work quicker, though KeloDerm doesn&#039;t heal as much as Dermaline alone. Overdoses at 30u.&lt;br /&gt;
* [[Guide to Chemistry#Basic_Treatments|&#039;&#039;&#039;Tricordrazine&#039;&#039;&#039;]]: A purple medicine that heals all &amp;lt;u&amp;gt;underlined&amp;lt;/u&amp;gt; damage, healing 3 damage per unit. No overdose.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;&amp;lt;u&amp;gt;Toxin&amp;lt;/u&amp;gt;&amp;lt;/span&amp;gt;===&lt;br /&gt;
Damage dealt by toxins make up the green descriptions on the health analyzer, normally caused by poisons, overdosing, phoron exposure/phoron-infected clothes, radiation, infections/necrosis, damaged liver, and critical blood levels. Treatment for toxin damage on its own is listed below:&lt;br /&gt;
* [[Guide to Chemistry#Standard_Treatments|&#039;&#039;&#039;Dylovene&#039;&#039;&#039;]]: A green colored medicine which heals 4 toxin per unit. No overdose.&lt;br /&gt;
* [[Guide to Chemistry#Specialist_Treatments|&#039;&#039;&#039;Arithrazine&#039;&#039;&#039;]]: A green colored medicine which heals 10 toxin per unit, but has the side effect of causing minor brute damage. It also metabolizes very slowly. Overdoses at 30u.&lt;br /&gt;
* [[Guide to Chemistry#Basic_Treatments|&#039;&#039;&#039;Tricordrazine&#039;&#039;&#039;]]: A purple medicine that heals all &amp;lt;u&amp;gt;underlined&amp;lt;/u&amp;gt; damage, healing 3 damage per unit. No overdose.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;&amp;lt;u&amp;gt;Suffocation (Hypoxia)&amp;lt;/u&amp;gt;&amp;lt;/span&amp;gt;===&lt;br /&gt;
Damage dealt by lack of oxygenated blood being pumped through the body makes up the blue descriptions on the health analyzer, normally caused by suffocation, low blood levels, heart damage, lung damage, and - more commonly - sprinting around with asthma. Treatment for hypoxia on its own is listed below:&lt;br /&gt;
* &#039;&#039;&#039;CPR&#039;&#039;&#039;: Time to put those first aid courses to use! As long as you and your patient aren&#039;t wearing anything that covers the face you&#039;ll be able to perform CPR to keep the patient alive for a bit longer by clicking them on help intent. This procedure must be repeated consistently in order to be effective.&lt;br /&gt;
* [[Guide to Chemistry#Painkillers.2FStabilizers|&#039;&#039;&#039;Inaprovaline&#039;&#039;&#039;]]: A cyan colored medicine which doesn&#039;t actually heal hypoxia, but instead halts any further damage. Overdoses at 60u.&lt;br /&gt;
* [[Guide to Chemistry#Basic_Treatments|&#039;&#039;&#039;Dexalin&#039;&#039;&#039;]]: A blue colored medicine which heals 15 oxy per unit. Effect doubled when inhaled. Overdoses at 30u.&lt;br /&gt;
* [[Guide to Chemistry#Standard_Treatments|&#039;&#039;&#039;Dexalin Plus&#039;&#039;&#039;]]: A blue colored medicine which heals &#039;&#039;&#039;300 oxy&#039;&#039;&#039; per unit. Effect doubled when inhaled. Overdoses at 15u.&lt;br /&gt;
* [[Guide to Chemistry#Basic_Treatments|&#039;&#039;&#039;Tricordrazine&#039;&#039;&#039;]]: A purple medicine that heals all &amp;lt;u&amp;gt;underlined&amp;lt;/u&amp;gt; damage, healing 6 oxy damage per unit. No overdose.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:grey&amp;quot;&amp;gt;Genetic&amp;lt;/span&amp;gt;===&lt;br /&gt;
Damage dealt by radiation, slime digestion, coming out of a stasis bag, or from popping out of the cloning pod, which the health analyzer can only determine by means of a red prompt, requiring a body scanner for a precise measurement of genetic damage. Treatment for clone damage is listed below:&lt;br /&gt;
* [[Guide to Chemistry#Standard_Treatments|&#039;&#039;&#039;Cryoxadone&#039;&#039;&#039;]]: A pale blue medicine which heals the above damage including genetic damage, but requires that the body be cooled to 170 Kelvin or lower, usually by means of cryo cells.&lt;br /&gt;
* [[Guide to Chemistry#Advanced_Treatments|&#039;&#039;&#039;Clonexadone&#039;&#039;&#039;]]: A pale blue medicine which works exactly the same as Cryoxadone, but does everything faster.&lt;br /&gt;
* &#039;&#039;&#039;Cryo-Mix&#039;&#039;&#039;: A 1:1 mix of Cryoxadone and Clonexadone, works much like KeloDerm in that the two medicines work separately, therefore faster.&lt;br /&gt;
* [[Guide to Chemistry#Advanced_Treatments|&#039;&#039;&#039;Rezadone&#039;&#039;&#039;]]: A grey medicine which heals genetic damage without the need for cold temperatures. Overdoses at 30u, though 10u may induce dizziness.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:lime&amp;quot;&amp;gt;Radiation&amp;lt;/span&amp;gt;===&lt;br /&gt;
Damage dealt by exposure to the Supermatter, being injected with radioactive reagents, or destroying/activating particular artifacts make up radiation damage, which the health analyzer can only determine by means of a red prompt, requiring a body scanner for a precise measurement of radiation damage. Treatment for radiation damage is listed below:&lt;br /&gt;
* [[Guide to Chemistry#Standard_Treatments|&#039;&#039;&#039;Hyronalin&#039;&#039;&#039;]]: A green medicine which heals 30 radiation per unit, albeit slowly, but does not heal the resulting damage of radiation. Overdoses at 30.&lt;br /&gt;
* [[Guide to Chemistry#Specialist_Treatments|&#039;&#039;&#039;Arithrazine&#039;&#039;&#039;]]: A green medicine which heals 70 radiation and 10 toxin per unit, albeit slowly, but has the side effect of dealing some brute damage. Overdoses at 30u.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:purple&amp;quot;&amp;gt;Organ&amp;lt;/span&amp;gt;===&lt;br /&gt;
Damage represented on the body scanner that corresponds with the trauma inflicted on organs, either by certain poisons, severe physical trauma, bones moving in the area organs are present (lower body, chest, head), or certain items necessary for function being absent. An organ is considered dead at 30 damage. Treatment for organ damage is listed below:&lt;br /&gt;
* [[Guide to Chemistry#Advanced_Treatments|&#039;&#039;&#039;Peridaxon&#039;&#039;&#039;]]: A purple medicine which heals 1 organ damage per unit, and heals all internal organs. Overdoses at 10u.&lt;br /&gt;
* [[Guide to Chemistry#Standard_Treatments|&#039;&#039;&#039;Alkysine&#039;&#039;&#039;]]: A yellow medicine which heals 30 organ damage per unit, but only heals the brain. Overdoses at 30u.&lt;br /&gt;
* [[Guide to Chemistry#Advanced_Treatments|&#039;&#039;&#039;Imidazoline&#039;&#039;&#039;]]: A pale lavender medicine which heals 5 organ damage per unit, but only heals the eyes. Overdoses at 30u.&lt;br /&gt;
* [[Guide to Chemistry#Specialist_Treatments|&#039;&#039;&#039;Apidemcina&#039;&#039;&#039;]]: A green medicine which heals heart damage based on the user&#039;s nutrient level. Overdoses at 30u.&lt;br /&gt;
* [[Guide to Chemistry#Standard_Treatments|&#039;&#039;&#039;Dylovene&#039;&#039;&#039;]]: A green medicine which heals 2 organ damage per unit, but only heals the liver if it&#039;s below 10 organ damage. No overdose.&lt;br /&gt;
&lt;br /&gt;
==Other==&lt;br /&gt;
===Blood Loss===&lt;br /&gt;
[[File:Bloodchart.jpg|256px|right]]&lt;br /&gt;
Blood carries oxygen to various areas in the body of a patient, and without oxygenation (whether by lack of air or lack of blood, in this case) the patient will slowly decline in health until they die, therefore stopping bleeding is &amp;lt;u&amp;gt;your top priority&amp;lt;/u&amp;gt;, and should be treated as a critical injury. For low blood levels, administering Dexalin will help with the oxy damage resulting from blood loss, and will help alleviate the risk of brain damage as a result. Critical blood levels, however, will result in massive spikes of hypoxia and annoying toxins. Blood loss also results in losing lots of nutrition. Symptoms of blood loss can be found below:&lt;br /&gt;
*&#039;&#039;&#039;89% of original blood volume/501u and lower:&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Analyzer says &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;LOW BLOOD&amp;lt;/span&amp;gt;&#039;&#039;&#039; - This is probably the first thing you&#039;ll see if you analyze someone.&lt;br /&gt;
**&#039;&#039;&#039;Patient feels dizzy&#039;&#039;&#039; - They will state vocally that they feel dizzy/faint.&lt;br /&gt;
**&#039;&#039;&#039;Patient rapidly becomes hungry&#039;&#039;&#039; - Low blood generates hunger. Oddly enough, the nutrition used doesn&#039;t correlate to the amount of blood regenerated.&lt;br /&gt;
*&#039;&#039;&#039;60% of original blood volume/336u and lower:&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Analyzer says &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;CRITICAL BLOOD LEVELS&amp;lt;/span&amp;gt;&#039;&#039;&#039; - Hard to miss text telling you to get going or the patient will soon meet their demise.&lt;br /&gt;
**&#039;&#039;&#039;Patient feels extremely dizzy&#039;&#039;&#039; - Emphasis on &#039;&#039;extremely&#039;&#039;.&lt;br /&gt;
**&#039;&#039;&#039;Patient has trouble seeing&#039;&#039;&#039; - Cloudy vision and having a hard time keeping their eyes open.&lt;br /&gt;
**&#039;&#039;&#039;Patient is unconscious&#039;&#039;&#039; - Not enough blood to keep them conscious, which means they can&#039;t tell you about their peril.&lt;br /&gt;
**&#039;&#039;&#039;Increasing oxygen damage&#039;&#039;&#039; - Determined with the analyzer, but the prompt above will probably tell you that before you read their damage.&lt;br /&gt;
**&#039;&#039;&#039;Pale skin&#039;&#039;&#039; - As a result of high oxygen damage, determined by examining with a grab.&lt;br /&gt;
*&#039;&#039;&#039;40% of original blood volume/224u and lower:&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Aggressive oxygen damage&#039;&#039;&#039; - At this point, the oxyloss will start escalating quickly.&lt;br /&gt;
**&#039;&#039;&#039;Increasing toxin damage&#039;&#039;&#039; - Assuming the patient survives to this point without dying, toxins will begin to manifest.&lt;br /&gt;
*&#039;&#039;&#039;21% of original blood volume/122u and lower:&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Huge spike in toxins&#039;&#039;&#039; - Like, 300 damage or so.&lt;br /&gt;
**&#039;&#039;&#039;Death.&#039;&#039;&#039;&lt;br /&gt;
Treatment to stop bleeding is listed below:&lt;br /&gt;
*For external bleeding cases:&lt;br /&gt;
&amp;lt;!---**&#039;&#039;&#039;Pressure&#039;&#039;&#039;: Getting an aggressive grab and help intent clicking the limb with the grab in hand will apply pressure to the wound, slowing the bleeding, but not stopping it entirely. If &#039;&#039;you&#039;&#039; are bleeding, help intent click the limb and you will begin applying pressure. This should only be used if you have nothing to treat the bleeding and are waiting on someone else to bring gauze/ATKs.---&amp;gt;&lt;br /&gt;
**&#039;&#039;&#039;Gauze&#039;&#039;&#039;: This is the most basic item in medical to treat cuts and lacerations provided you have enough of it.&lt;br /&gt;
**&#039;&#039;&#039;Advanced Trauma Kit&#039;&#039;&#039;: ATKs are better than gauze as they can disinfect the wound when it&#039;s used, and instantly heals 8 brute damage per wound.&lt;br /&gt;
*For internal bleeding (IB) cases:&lt;br /&gt;
**&#039;&#039;&#039;Cryogenics&#039;&#039;&#039;: Placing a patient with internal bleeding into a (correctly setup) cryo tube will both halt (not fix) the bleeding &#039;&#039;and&#039;&#039; stop it from getting worse. This is a temporary solution.&lt;br /&gt;
**&#039;&#039;&#039;[[Guide_to_Chemistry#Standard_Treatments|Bicaridine and Inaprovaline]]&#039;&#039;&#039;: These two medicines together (they have to be together, not separate) will prevent the internal bleeding from worsening, but will not halt the bleeding.&lt;br /&gt;
**&#039;&#039;&#039;[[Surgery#Internal_Bleeding|Surgery]]&#039;&#039;&#039;: The main method of treating internal bleeding is through surgery by means of the Fix&#039;O&#039;Vein.&lt;br /&gt;
**&#039;&#039;&#039;[[Guide_to_Chemistry#Standard_Treatments|Bicaridine]]&#039;&#039;&#039;: Overdosing Bicaridine (30u) will, of course, deal toxins to the patient, but it may clot internal bleeding. Generally a last resort if none of the other methods are available.&lt;br /&gt;
Once the bleeding has ceased, you will have to help the patient raise their blood count. The following are some methods to assist with that:&lt;br /&gt;
*&#039;&#039;&#039;[[Guide_to_Chemistry#Standard_Treatments|Dexalin/Dexalin Plus]]&#039;&#039;&#039;: Will assist in oxygenating the blood, helping to prevent potential brain damage.&lt;br /&gt;
*&#039;&#039;&#039;Iron&#039;&#039;&#039;: A simple reagent that &#039;&#039;must be ingested&#039;&#039; in order to work. Replenishes 8u of blood per unit.&lt;br /&gt;
*&#039;&#039;&#039;Nutriment&#039;&#039;&#039;: Basic nutrients. Must be ingested. Replenishes 4u of blood per unit.&lt;br /&gt;
*&#039;&#039;&#039;Protein&#039;&#039;&#039;: Animal proteins found in meat. Must be ingested. Replenishes 4u of blood per unit.&lt;br /&gt;
*&#039;&#039;&#039;20 Iron, 20 Nutriment, 20 Protein&#039;&#039;&#039;: The three reagents mentioned above in one 60u pill, which can replenish blood rather quickly as there are three separate reagents.&lt;br /&gt;
*&#039;&#039;&#039;IV Drip with compatible blood&#039;&#039;&#039;: Bloodbags can hold 200u of blood (a little less than half a patient&#039;s total blood volume) and is generally the best method of replacing blood.&lt;br /&gt;
&lt;br /&gt;
====[[File:IVDrip.png|64px]]IV Drips====&lt;br /&gt;
Speaking of IVs and blood bags, you should probably know how to use them, since blood loss sucks so bad, it&#039;s also bad by extension to not know the primary method of treating it. IVs are just objects you can pull around that transfer reagents from a container - preferably blood bags - into a patient&#039;s bloodstream via needle. This can be accomplished by clickdragging the IV onto the patient to hook them up. Here are a few features of the IV, most accessed via right-click context menu:&lt;br /&gt;
*Injects and draws blood. The drawing mode will ping once the patient reaches 90% blood volume.&lt;br /&gt;
*Transfer rate can be adjusted between 0.001 and 4 units per second, important for IB cases.&lt;br /&gt;
*Fits reagent containers, and is not actually limited to blood bags, good for keeping someone sustained on a medicine.&lt;br /&gt;
Additionally, blood bags can have their displayed type determined by using a pen on the bag.&lt;br /&gt;
&lt;br /&gt;
===Infection===&lt;br /&gt;
Infections sprout when a wound isn&#039;t treated and disinfected in time, and is accompanied by a fever (check temperature). If left alone, infections can rapidly kill a patient, even exponentially if it&#039;s bad enough. Infections are commonly identified by means of the body scanner. The following are the levels of infection:&lt;br /&gt;
*&#039;&#039;&#039;L1 (Mild)&#039;&#039;&#039;: Pain messages and the start of fever.&lt;br /&gt;
*&#039;&#039;&#039;L2 (Acute)&#039;&#039;&#039;: More pain messages, infection becomes more prevalent and visible.&lt;br /&gt;
*&#039;&#039;&#039;L3 (GANGRENE)&#039;&#039;&#039;: Beginning of lethal toxins, organ death, and necrosis.&lt;br /&gt;
The following are some symptoms of infection based on where it&#039;s located:&lt;br /&gt;
*&#039;&#039;&#039;Meningitis (Brain)&#039;&#039;&#039;&lt;br /&gt;
**L1: Stiff neck&lt;br /&gt;
**L2: Severe headache (+1 confusion at random intervals)&lt;br /&gt;
*&#039;&#039;&#039;Conjunctivitis (Eyes)&#039;&#039;&#039;&lt;br /&gt;
**L1: Itchy eyes&lt;br /&gt;
**L2: Blurred vision (+10 eye_blurry at random intervals)&lt;br /&gt;
*&#039;&#039;&#039;Endocarditis (Heart)&#039;&#039;&#039;&lt;br /&gt;
**L1: Chest tightness&lt;br /&gt;
**L2: Chest pain (+25 halloss)&lt;br /&gt;
*&#039;&#039;&#039;Pyelonephritis (Kidneys)&#039;&#039;&#039;&lt;br /&gt;
**L1: Lower back pain&lt;br /&gt;
**L2: Malaise&lt;br /&gt;
*&#039;&#039;&#039;Pyogenic Abscess (Liver)&#039;&#039;&#039;&lt;br /&gt;
**L1: Right side abdomen pain&lt;br /&gt;
**L2: Poor blood filtration (toxins buildup)&lt;br /&gt;
*&#039;&#039;&#039;Pneumonia (Lungs)&#039;&#039;&#039;&lt;br /&gt;
**L1: Coughing&lt;br /&gt;
**L2: Shortness of breath (+30 oxyloss)&lt;br /&gt;
*&#039;&#039;&#039;Staph Infection (All external limbs)&#039;&#039;&#039;&lt;br /&gt;
**L1: Pain notificiation&lt;br /&gt;
**L2: Sharp pain temporarily disables limb&lt;br /&gt;
L2 infections and lower require only 15u of [[Guide_to_Chemistry#Anti_Microbials|Thetamycin]] and monitoring. L3 infections require far more. Regardless, immediately pairing with Dylovene and Tricordrazine to accompany the high toxins is a good idea. The following will go over further necessary treatments:&lt;br /&gt;
*&#039;&#039;&#039;Limb gangrene&#039;&#039;&#039;:&lt;br /&gt;
**Conduct [[Surgery#Necrotic_Limb_Repair|necrotic limb repair]].&lt;br /&gt;
*&#039;&#039;&#039;Organ necrosis&#039;&#039;&#039;:&lt;br /&gt;
*#Request a replacement synthetic organ from Research immediately.&lt;br /&gt;
*#[[Surgery#Organ_Removal.2FTransplantation|Remove the organ via surgery and replace it with the synthetic counterpart]].&lt;br /&gt;
**If the brain or heart is necrotic, the patient will need to be cloned.&lt;br /&gt;
&lt;br /&gt;
===Fractures===&lt;br /&gt;
Bones fractures can be separated by three identifications: hairline, fracture, and broken. These three different types of fractures no longer play any part mechanically, though from an RP standpoint, hairline is the least severe while broken is the most severe (and therefore painful). Fractures can, however, deal damage to organs if they move around. Treatment for fractures is listed below:&lt;br /&gt;
*&#039;&#039;&#039;Splints&#039;&#039;&#039;: A half-cast that keeps the fractured bone in place and prevents it from moving. &#039;&#039;&#039;This is a temporary remedy,&#039;&#039;&#039; and requires the following to actually treat...&lt;br /&gt;
*&#039;&#039;&#039;[[Surgery#Bone_Repair|Surgery]]&#039;&#039;&#039;: By means of bone gel and bone setter, a fracture can be mended rather quickly.&lt;br /&gt;
&lt;br /&gt;
====Dislocations====&lt;br /&gt;
Not actually a fracture or even a problem related to surgery, but it will function as a fracture in that the limb will become incapacitated. Fixing it simply requires that you stand next to the patient and use the &#039;Undislocate-Joint&#039; verb. If there are multiple dislocations, a prompt will appear asking which limb you would like to relocate.&lt;br /&gt;
&lt;br /&gt;
===Mycosis===&lt;br /&gt;
Unsterilized K&#039;ois happens to be a rather tasty snack... if you&#039;re a Vaurca, anyway. If you&#039;re any other race, you&#039;re going to have a &#039;&#039;&#039;really bad time&#039;&#039;&#039;. Aside from containing phoron, K&#039;ois (excluding K&#039;ois bars found in unhacked vendors) can cause a myriad of problems which can all be summed up as &#039;&#039;&#039;Mycosis&#039;&#039;&#039;, a term used to describe fungal infection. Early stages of K&#039;ois infection involve pain and coughing blood. Stage 2 brings about respiratory issues. Stage 3 involves feelings of something squirming inside, as well as phoron and K&#039;ois paste beginning to fill the patient&#039;s lungs, dealing large toxins. Fungal spore emission begins at Stage 4 which will embed and grow more K&#039;ois, spreading to anyone who doesn&#039;t have their own internal atmosphere setup.&lt;br /&gt;
&lt;br /&gt;
Treatment for K&#039;ois infection is dangerous for both you and the patient. You must wear internals - a sterile mask or gas mask on its own &#039;&#039;&#039;will not work&#039;&#039;&#039; - in order to avoid breathing in spores and infecting yourself. Once you&#039;ve ensured your internals are running, begin the [[Surgery#Organ_Removal.2FTransplantation|K&#039;ois removal procedure]] and treat the remaining toxins and blood loss. If the patient is already at Stage 4, it is &#039;&#039;&#039;top priority&#039;&#039;&#039; that they be kept isolated from everyone else, otherwise the fungus will spread to others and make everything worse.&lt;br /&gt;
&lt;br /&gt;
===Brain Trauma===&lt;br /&gt;
Not to be confused with [[Guide to Medicine#Organ|brain damage]] which involves gibbering and running into airlocks, trauma is persistent with the patient regardless of the organ health of the brain, and must be corrected by certain means. Some therapies, including the traumas they treat, are:&lt;br /&gt;
*&#039;&#039;&#039;Hypnosis&#039;&#039;&#039; - Directional disorientation, phobias, traumatic narcolepsy, monophobia, and inordinate pacifism.&lt;br /&gt;
*&#039;&#039;&#039;Crystal Therapy&#039;&#039;&#039; - Reduced mouth coordination, reduced brain activity, communication disorder, tourettes, weak motor signals, fits/muscle spasms/extreme discoordination, and language center trauma.&lt;br /&gt;
*&#039;&#039;&#039;Isolation&#039;&#039;&#039; - Imaginary friend(s), schizophrenia, and conflicting neuroimaging reports.&lt;br /&gt;
*&#039;&#039;&#039;[[Guide to Chemistry#Psychiatric_Medication|Drug Therapy]]&#039;&#039;&#039; - This section will go over which drugs treat certain traumas.&lt;br /&gt;
**&#039;&#039;&#039;Nicotine&#039;&#039;&#039; - Phobias and weak motor signals.&lt;br /&gt;
**&#039;&#039;&#039;Methylphenidate&#039;&#039;&#039; - Phobias, imaginary friend, and schizophrenia.&lt;br /&gt;
**&#039;&#039;&#039;Sertraline&#039;&#039;&#039; - Phobias.&lt;br /&gt;
**&#039;&#039;&#039;Escitalopram&#039;&#039;&#039; - Phobias and monophobia.&lt;br /&gt;
**&#039;&#039;&#039;Paroxetine&#039;&#039;&#039; - Phobias.&lt;br /&gt;
**&#039;&#039;&#039;Duloxetine&#039;&#039;&#039; - Phobias and concussion.&lt;br /&gt;
**&#039;&#039;&#039;Venlafaxine&#039;&#039;&#039; - Phobias, monophobia, and reduced mouth coordination.&lt;br /&gt;
**&#039;&#039;&#039;Fluvoxamine&#039;&#039;&#039; - Weak motor signals, imaginary friend, and conflicting neuroimaging reports.&lt;br /&gt;
**&#039;&#039;&#039;Risperidone&#039;&#039;&#039; - Monophobia, weak motor signals, imaginary friend, schizophrenia, conflicting neuroimaging reports, reduced mouth coordination, communication disorder, muscle spasms, and tourettes.&lt;br /&gt;
**&#039;&#039;&#039;Olanzapine&#039;&#039;&#039; - Monophobia, imaginary friend, reduced mouth coordination, communication disorder, muscle spasms, and tourettes.&lt;br /&gt;
**&#039;&#039;&#039;Mannitol&#039;&#039;&#039; - Reduced brain activity, occipital lobe trauma, cerebral paralysis, aphasia, and colorblindness.&lt;br /&gt;
&amp;lt;!---**&#039;&#039;&#039;Trisyndicotin&#039;&#039;&#039; - Inordinate pacifism.---&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;[[Surgery#Internal_Organ_Repair|Surgical Therapy]]&#039;&#039;&#039; - Concussion, occipital lobe trauma, cerebral paralysis, aphasia, and bluespace attunement.&lt;br /&gt;
&lt;br /&gt;
===Mental Trauma and Policy===&lt;br /&gt;
* All characters with a [[Medical_Doctor|Medical Doctorate]] degree are capable of diagnosing [[Psychologist#Mental_Trauma|mental trauma]], as well as prescribing medication for their diagnosis.&lt;br /&gt;
* [[Surgeon|Surgery]] trained Medical personnel are fully capable of Neuro-surgery where necessary to treat mental trauma.&lt;br /&gt;
* [[Chemist|Chemists/Pharmacists]] are fully capable of synthesizing mental medication, but they cannot diagnose mental trauma, or prescribe medicine.&lt;br /&gt;
* [[Psychologist|Psychiatrists/Psychologists]] are the foremost experts on this type of illness, they are the only capable of advanced treatment ([[Psychologist#Hypnosis|Hypnosis,]] [[Psychologist#Crystal_Therapy|Crystal Therapy]], and [[Psychologist#Isolation|Isolation]]) and they should be the first to treat [[Psychologist#Mental_Trauma|mental trauma]] when available.&lt;br /&gt;
&lt;br /&gt;
==[[File:Healthanalyzer.png|64px]]Health Analyzer==&lt;br /&gt;
Probably the number one go-to tool in diagnostics (up there with the HUD and body scanner) is the health analyzer, a pocket-sized device that you can use on a patient to assess their health. Health bar showed up? Analyzer. Someone says they don&#039;t feel well? Analyzer. Below is an example of what you would see on a perfectly healthy patient. Keep in mind, the basic analyzer won&#039;t show you the numbers, but only a description of their current state. Science can make an advanced analyzer, which will show precise readings.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! &amp;lt;span style=&amp;quot;text-align:left&amp;quot;&amp;gt; &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;&lt;br /&gt;
Analyzing Results for John Doe:&amp;lt;br&amp;gt;&lt;br /&gt;
::Overall Status: 100% healthy&amp;lt;br&amp;gt;&lt;br /&gt;
:Key: &amp;lt;span style=&amp;quot;color:cyan&amp;quot;&amp;gt;Suffocation&amp;lt;/span&amp;gt;/&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Toxin&amp;lt;/span&amp;gt;/&amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;Burns&amp;lt;/span&amp;gt;/&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Brute&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
:Damage Specifics: &amp;lt;span style=&amp;quot;color:cyan&amp;quot;&amp;gt;Healthy&amp;lt;/span&amp;gt; - &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Healthy&amp;lt;/span&amp;gt; - &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;Healthy&amp;lt;span&amp;gt; - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Healthy&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Body Temperature: 36.905°C (98.429°F)&amp;lt;br&amp;gt;&lt;br /&gt;
Localized Damage, Brute/Burn:&amp;lt;br&amp;gt;&lt;br /&gt;
:Limbs are OK.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:black&amp;quot;&amp;gt;Subject bloodstream oxygen level normal | Subject bloodstream toxin level minimal | Subject burn injury status O.K | Subject brute-force injury status O.K&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Blood Level Normal: 100% 560cl. Type: A+&amp;lt;br&amp;gt;&lt;br /&gt;
Subject&#039;s pulse: 84 bpm.&lt;br /&gt;
&amp;lt;/span&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
A lot of information can be picked through with just this readout alone, so we&#039;ll be breaking it down:&lt;br /&gt;
*&#039;&#039;&#039;Patient Name&#039;&#039;&#039;: At the top will be the name of the patient. If they don&#039;t have their ID on and their face is messed up, they&#039;ll appear as Unknown.&lt;br /&gt;
*&#039;&#039;&#039;Overall Status&#039;&#039;&#039;: This is how the patient is doing overall. The lower the number, the more you should probably feel compelled to treat them... or administer painkillers. For whatever reason, this takes the patients level of pain into account. The lower the percentage, the more they&#039;re suffering.&lt;br /&gt;
*&#039;&#039;&#039;Key/Damage Specifics&#039;&#039;&#039;: This is the area you&#039;ll probably look to first, and it&#039;s color coded, too (unless you&#039;re using the PDA analyzer)!&lt;br /&gt;
*&#039;&#039;&#039;Body Temperature&#039;&#039;&#039;: How warm the body is. 36°C (98°F) is the normal body temperature. If the temperature is much higher than this, then the patient likely has a fever caused by either a pathogen or infection. Or they&#039;re on fire. You should probably put them out.&lt;br /&gt;
*&#039;&#039;&#039;Localized Damage, Brute/Burn&#039;&#039;&#039;: This is another important section. This will detail which body parts have brute or burn damage, allowing you to apply ATKs or ABKs accordingly. At times you may see &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;&#039;&#039;&#039;[Bleeding]&#039;&#039;&#039;&amp;lt;/span&amp;gt; on a limb, therefore you should apply an ATK to that limb immediately.&lt;br /&gt;
*&#039;&#039;&#039;Subject Status&#039;&#039;&#039;: Kinda redundant. Will tell you what you already know from the numbers above, but they do change color if the damage is high enough.&lt;br /&gt;
*&#039;&#039;&#039;Important Information&#039;&#039;&#039;: This will appear in red text and is generally pretty straight forward. Will inform the user if the patient has radiation, genetic damage, internal bleeding, an infection, a pathogen (if it&#039;s in the database), or bone fractures.&lt;br /&gt;
*&#039;&#039;&#039;Blood Level&#039;&#039;&#039;: This will inform you how much blood the patient has. Small blue text means the patient is fine. Large, bold, red text means that the patient has low blood and is not circulating sufficiently oxygenated blood. It also tells you the patient&#039;s blood type if O- runs out of stock.&lt;br /&gt;
*&#039;&#039;&#039;Subject&#039;s pulse&#039;&#039;&#039;: Pretty much used to tell if a patient is dead or not, though this can also tell you if a patient is under the influence of certain medications. Inaprovaline and Hyperzine, for example, will increase heart rate while sedatives like Soporific will slow heart rate.&lt;br /&gt;
&lt;br /&gt;
==[[File:Bscanner.gif]][[File:Bscanner_console.gif]]The Body Scanner==&lt;br /&gt;
Essentially a stationary and much bigger health analyzer. This section will cover what the screen will look like and what you can derive from it.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! &amp;lt;span style=&amp;quot;text-align:left&amp;quot;&amp;gt;&lt;br /&gt;
Overall Health&lt;br /&gt;
----&lt;br /&gt;
John Doe =&amp;gt; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Conscious&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Species: Human&amp;lt;br&amp;gt;&lt;br /&gt;
Health: 100&amp;lt;br&amp;gt;&lt;br /&gt;
=&amp;gt; Brute Damage: 0&amp;lt;br&amp;gt;&lt;br /&gt;
=&amp;gt; Resp. Damage: 0&amp;lt;br&amp;gt;&lt;br /&gt;
=&amp;gt; Toxin Damage: 0&amp;lt;br&amp;gt;&lt;br /&gt;
=&amp;gt; Burn Severity: 0&amp;lt;br&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
Radiation Lvl: &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;0 Rads&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Genetic Dmg: &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;0%&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Est. Brain Dmg: &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;0%&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Est. Paralysis Lvl: 0%&amp;lt;br&amp;gt;&lt;br /&gt;
Body Temperature: 310.005 K (~35 C)&amp;lt;br&amp;gt;&lt;br /&gt;
Viral Status: &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Not Detected&amp;lt;/span&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
Blood Status&lt;br /&gt;
----&lt;br /&gt;
Blood Level: 100% (560u)&amp;lt;br&amp;gt;&lt;br /&gt;
=&amp;gt; Inaprovaline: 0 unit(s)&amp;lt;br&amp;gt;&lt;br /&gt;
=&amp;gt; Soporific: 0 units(s)&amp;lt;br&amp;gt;&lt;br /&gt;
=&amp;gt; Bicaridine: 0 unit(s)&amp;lt;br&amp;gt;&lt;br /&gt;
=&amp;gt; Dermaline: 0 unit(s)&amp;lt;br&amp;gt;&lt;br /&gt;
=&amp;gt; Dexalin: 0 unit(s)&amp;lt;br&amp;gt;&lt;br /&gt;
=&amp;gt; Other: 0 unit(s)&amp;lt;br&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
Body Status&lt;br /&gt;
----&lt;br /&gt;
lungs&amp;lt;br&amp;gt;&lt;br /&gt;
=&amp;gt; Burn Dmg: 0&amp;lt;br&amp;gt;&lt;br /&gt;
=&amp;gt; Brute Dmg: 20&amp;lt;br&amp;gt;&lt;br /&gt;
=&amp;gt; Information: Is ruptured.&lt;br /&gt;
----&lt;br /&gt;
Actions&amp;lt;br&amp;gt;&lt;br /&gt;
[Print Report]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
As you can see, this provides much more information, probably the most sought after info being anything below the &#039;&#039;&#039;Body Status&#039;&#039;&#039; heading.&lt;br /&gt;
*&#039;&#039;&#039;Overall Health&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Name&#039;&#039;&#039;: Just the name of the patient and their current state. Conscious, unconscious, dead.&lt;br /&gt;
**&#039;&#039;&#039;Species&#039;&#039;&#039;: The species of the patient. See [[Guide to Medicine#Races|below]] for how each race reacts differently to treatments.&lt;br /&gt;
**&#039;&#039;&#039;Health&#039;&#039;&#039;: The real overall health of the patient. 100 is perfect health, -100 is dead.&lt;br /&gt;
**&#039;&#039;&#039;=&amp;gt; Damage&#039;&#039;&#039;: The four main types of damage that can be pulled from a health analyzer.&lt;br /&gt;
**&#039;&#039;&#039;Radiation Level&#039;&#039;&#039;: How many rads the patient has soaked. See [[Guide to Medicine#Radiation|Radiation Damage]] above.&lt;br /&gt;
**&#039;&#039;&#039;Genetic Damage&#039;&#039;&#039;: How much the patient&#039;s skin is falling off. This number will probably be pretty high if the patient was just cloned.&lt;br /&gt;
**&#039;&#039;&#039;Estimated Brain Damage&#039;&#039;&#039;: How much organ damage has been dealt to the brain. This number will probably be pretty high if the patient was just cloned.&lt;br /&gt;
**&#039;&#039;&#039;Estimated Paralysis Level&#039;&#039;&#039;: How much time is left until the patient wakes up/can move.&lt;br /&gt;
**&#039;&#039;&#039;Body Temperature&#039;&#039;&#039;: Temperature measured in Kelvin and estimated in Celsius.&lt;br /&gt;
**&#039;&#039;&#039;Viral Status&#039;&#039;&#039;: Tells whether or not a pathogen has been detected.&lt;br /&gt;
*&#039;&#039;&#039;Blood Status&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Blood Level&#039;&#039;&#039;: How much blood the patient has.&lt;br /&gt;
**&#039;&#039;&#039;=&amp;gt; Reagent&#039;&#039;&#039;: How much of a certain reagent there is in the blood stream. &#039;&#039;&#039;Other&#039;&#039;&#039; is pretty much anything that isn&#039;t already on the list, which can represent either good or bad reagents.&lt;br /&gt;
*&#039;&#039;&#039;Body Status&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Organ&#039;&#039;&#039;: Tells how much burn and brute damage an organ/limb has, as well as information about it if applicable.&lt;br /&gt;
*&#039;&#039;&#039;Actions&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Print Report&#039;&#039;&#039;: Will print out a page of what you already saw on screen. Best done when the patient has fractures or organ damage. Printed reports that are no longer being used should be placed in the filing cabinet behind the reception desk.&lt;br /&gt;
&lt;br /&gt;
==Other Tools==&lt;br /&gt;
Some other fancy but somewhat niche tools to diagnose issues within a patient are as follows.&lt;br /&gt;
&lt;br /&gt;
===[[File:Breathanalyzer.png|64px]]Breath Analyzer===&lt;br /&gt;
The breath analyzer is capable of ascertaining the status of a patient&#039;s lungs, and whether or not they have alcohol in their blood.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! &amp;lt;span style=&amp;quot;text-align:left&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Breath Sample Results:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Subject oxygen levels nominal.&amp;lt;br&amp;gt;&lt;br /&gt;
Subject lung health nominal.&amp;lt;br&amp;gt;&lt;br /&gt;
Blood Alcohol Content: 0 &amp;lt;span style=&amp;quot;color:lime&amp;quot;&amp;gt;&#039;&#039;&#039;[NORMAL]&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/span&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
Not much info, but it&#039;ll do:&lt;br /&gt;
*&#039;&#039;&#039;Oxygen Levels&#039;&#039;&#039;: This will quickly inform you if someone&#039;s oxygenation is pretty bad. Values above 25 oxy damage will be marked as abnormal.&lt;br /&gt;
*&#039;&#039;&#039;Lung Health&#039;&#039;&#039;: Quick way to determine lung damage. Even one damage is enough to tell you that there&#039;s a problem. 10 damage and up indicates a rupture.&lt;br /&gt;
*&#039;&#039;&#039;BAC&#039;&#039;&#039;: How much alcohol has made its way into the blood, usually from drinking alcoholic drinks. Unless there&#039;s heavy intoxication (0.12 and higher) or something more severe, it&#039;s probably fine to ignore this.&lt;br /&gt;
&lt;br /&gt;
===[[File:Stethoscope.png|64px]]Stethoscope===&lt;br /&gt;
The stethoscope is rather ancient but it is still a valuable tool to have, as it&#039;s capable of diagnosing problems with hearts and lungs. Aiming at the chest and clicking the patient with a stethoscope in hand will tell you about their heart and lungs. The stethoscope can also be attached to your jumpsuit.&lt;br /&gt;
*&#039;&#039;&#039;Heart&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Weak/odd heartbeat&#039;&#039;&#039; - Heart damage or high hypoxia.&lt;br /&gt;
**&#039;&#039;&#039;No heartbeat&#039;&#039;&#039; - The patient is dead, or they have a synthetic heart. [[Changeling|Or they&#039;re just joking around.]]&lt;br /&gt;
*&#039;&#039;&#039;Lungs&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Wheezing/gurgling&#039;&#039;&#039; - Lung damage or high hypoxia.&lt;br /&gt;
**&#039;&#039;&#039;No breathing&#039;&#039;&#039; - They are dead.&lt;br /&gt;
&lt;br /&gt;
===[[File:Penlight.png|64px]]Penlight===&lt;br /&gt;
The penlight is yet another tool capable of diagnosing organs, this time the eyes. Aiming at the eyes and clicking the patient with a penlight in hand will tell you about their eyes.&lt;br /&gt;
*&#039;&#039;&#039;Their eyes narrow&#039;&#039;&#039; - Patient&#039;s eyes are fine and functioning normally.&lt;br /&gt;
*&#039;&#039;&#039;Visible damage&#039;&#039;&#039; - Self explanatory.&lt;br /&gt;
*&#039;&#039;&#039;Slow reaction&#039;&#039;&#039; - Blurry vision.&lt;br /&gt;
*&#039;&#039;&#039;Delay between both eyes&#039;&#039;&#039; - Brain damage.&lt;br /&gt;
*&#039;&#039;&#039;Pinpointed pupils&#039;&#039;&#039; - Opiates.&lt;br /&gt;
*&#039;&#039;&#039;Dilated pupils&#039;&#039;&#039; - Other non-beneficial drugs.&lt;br /&gt;
*&#039;&#039;&#039;Glowing&#039;&#039;&#039; - Patient has a mutation.&lt;br /&gt;
*&#039;&#039;&#039;No reaction&#039;&#039;&#039; - The patient is dead or their eyes are damaged beyond function.&lt;br /&gt;
&lt;br /&gt;
===Grabbing and Examining===&lt;br /&gt;
If you have nothing else, then your eyes can give you a rough idea of how a patient is doing. If not your eyes, then your hands when you grab a patient.&lt;br /&gt;
*&#039;&#039;&#039;Examining&#039;&#039;&#039; - Examining is simply done by shift clicking the patient, or using the right-click context menu and clicking Examine.&lt;br /&gt;
**&#039;&#039;&#039;Bleeding&#039;&#039;&#039;&lt;br /&gt;
***&#039;&#039;&#039;Bleeding cut on limb&#039;&#039;&#039; - They&#039;re obviously bleeding from the limb in question.&lt;br /&gt;
***&#039;&#039;&#039;Blood soaking under clothing&#039;&#039;&#039; - They are bleeding under the clothing in question. For uniforms this can mean their upper or lower body.&lt;br /&gt;
**&#039;&#039;&#039;Brute Damage&#039;&#039;&#039;&lt;br /&gt;
***&#039;&#039;&#039;Bruise&#039;&#039;&#039; - Patient was attacked with a blunt object. Ranges from tiny to monumental.&lt;br /&gt;
***&#039;&#039;&#039;Cut&#039;&#039;&#039; - Patient was attacked with a sharp object. Ranges from scabs to massive flesh wounds. High chance of bleeding.&lt;br /&gt;
***&#039;&#039;&#039;Puncture&#039;&#039;&#039; - Patient was likely shot. Ranges from punctures to gaping holes. High chance of bleeding.&lt;br /&gt;
**&#039;&#039;&#039;Burn Damage&#039;&#039;&#039; - Patient was burned, either from fire/freezing temperatures or electrocution. Ranges from skins to carbonized limbs.&lt;br /&gt;
*&#039;&#039;&#039;Grabbing&#039;&#039;&#039; - Grab examines are done by grabbing someone and clicking on them with the grab in hand on help intent. You do not need to let go and grab again when switching which limb to examine.&lt;br /&gt;
**&#039;&#039;&#039;Wounds&#039;&#039;&#039; - Will inform you of any burns and bruises on the target limb. See above.&lt;br /&gt;
**&#039;&#039;&#039;Bones&#039;&#039;&#039; - Will inform you if the patient&#039;s limb is broken or not.&lt;br /&gt;
**&#039;&#039;&#039;Skin&#039;&#039;&#039;&lt;br /&gt;
***&#039;&#039;&#039;Unhealthy Discoloration&#039;&#039;&#039; - Patient has high toxins.&lt;br /&gt;
***&#039;&#039;&#039;Unusually Pale&#039;&#039;&#039; - Patient has moderate hypoxia.&lt;br /&gt;
***&#039;&#039;&#039;Decaying Limb&#039;&#039;&#039; - Patient&#039;s limb is necrotic.&lt;br /&gt;
&lt;br /&gt;
=Common Treatments=&lt;br /&gt;
So we&#039;re past the quick guides and diagnostics, now it&#039;s time to elaborate on how medicine works inside the patient. The [[Guide to Chemistry]] may be a good page to visit to get a good idea of what each particular medicine can do.&lt;br /&gt;
&lt;br /&gt;
===[[File:Syringes.png|64px]]Injections===&lt;br /&gt;
This is the most common, quickest, and effective way to administer treatments to patients, involving medicine being injected straight into the bloodstream to be metabolized immediately at full effect. Injecting the patient is usually left unhindered unless they are wearing armor devoid of an injection port, something that voidsuits and hardsuits possess. Generally when you read about the effects of medicine, it&#039;s implied that those are the results you will get if you inject it into the patient. &#039;&#039;&#039;Note:&#039;&#039;&#039; Syringes spawn with a cap which keeps them uninfected. Using the same syringe over and over will increase the risk of infection and will pass viruses from one patient to the other. Use new ones! &#039;&#039;&#039;Hyposprays&#039;&#039;&#039; can be found in the medical doctor lockers in the medical sub-level. They act like syringes without the risk of causing infection upon re-use.&lt;br /&gt;
&lt;br /&gt;
===[[File:Pillbottle.png|64px]]Pills===&lt;br /&gt;
Pills are the second most common way to administer medicines, which are taken orally and metabolize at half effect in comparison to injection. Pills are mostly used for low-priority treatments or prescriptions, and are best &amp;lt;s&amp;gt;shoved down the victim&#039;s throat whether they like it or not&amp;lt;/s&amp;gt; given to the patient along with instruction to swallow it. A patient wearing anything that covers the mouth will obviously be unable to take pills, making them unideal for patients in EVA gear.&lt;br /&gt;
&lt;br /&gt;
===[[File:Autoinhaler.png|64px]]Inhalation===&lt;br /&gt;
Inhalers are a recent addition to the medical side of Aurora, and medicines from inhalers are obviously inhaled into the lungs. All medicines - save for a few such as Dexalin - are 3/4 as effective as injecting when inhaled, which is a quarter above pills at least. Autoinhalers found in aid kits come with 5u of Dexalin, but the contents can be removed/replaced by using a syringe on the inhaler. Non-expendable variants can be found in the CMO&#039;s office and in chemistry equipment lockers, along with small 15u cartridges that can be filled with whatever.&lt;br /&gt;
&lt;br /&gt;
===[[File:Traumakit.png|64px]]Topical Applications===&lt;br /&gt;
This mostly applies to bandages and ointment, kits and equipment that you can use on a patient from the get-go. While we do not have medicinal patches, we do have trauma and burn kits for basic wound treatment, as well as for sealing bleeding and disinfecting wounds.&lt;br /&gt;
&lt;br /&gt;
=Your Organs!=&lt;br /&gt;
All organs (the ones that were coded in anyway) serve some purpose, but it all boils down to &amp;quot;keep the brain alive&amp;quot;. This section will describe what everything does and what may manifest if the organ in question is damaged. It should be noted that organs may be damaged if their respective limb/body part has fractures. All organs can be repaired with [[Guide to Chemistry#Advanced_Treatments|Peridaxon]] and [[Surgery#Internal_Organ_Repair|surgical organ repair]] (sans the [[#Appendix|appendix]]), though certain medicines target specific organs.&lt;br /&gt;
&lt;br /&gt;
==Brain==&lt;br /&gt;
The most important organ of all, it&#039;s the one that keeps you conscious, let alone interact with anything at all!&lt;br /&gt;
*&#039;&#039;&#039;Function:&#039;&#039;&#039; Allows you to control your character.&lt;br /&gt;
*&#039;&#039;&#039;Symptoms of Damage:&#039;&#039;&#039; Running into airlocks, [[#Brain Trauma|brain traumas]], sharp head pain.&lt;br /&gt;
*&#039;&#039;&#039;Causes of Damage:&#039;&#039;&#039; Impedrezine, lack of oxygenation.&lt;br /&gt;
*&#039;&#039;&#039;Treatment:&#039;&#039;&#039; [[Guide to Chemistry#Standard_Treatments|Alkysine]]&lt;br /&gt;
&lt;br /&gt;
==Eyes==&lt;br /&gt;
Lets you see and examine stuff.&lt;br /&gt;
*&#039;&#039;&#039;Function:&#039;&#039;&#039; Provides sight to the user.&lt;br /&gt;
*&#039;&#039;&#039;Symptoms of Damage:&#039;&#039;&#039; Blurry vision, no vision, sharp head pain, damaged/unresponsive pupils upon examination with a pen light.&lt;br /&gt;
*&#039;&#039;&#039;Causes of Damage:&#039;&#039;&#039; Welding without protection, phoron exposure, getting your eyes screwdriver&#039;d or squished.&lt;br /&gt;
*&#039;&#039;&#039;Treatment:&#039;&#039;&#039; [[Guide to Chemistry#Advanced_Treatments|Imidazoline]]&lt;br /&gt;
&lt;br /&gt;
==Heart==&lt;br /&gt;
The organ that keeps your blood flowing steady, allowing oxygen to distribute effectively.&lt;br /&gt;
*&#039;&#039;&#039;Function:&#039;&#039;&#039; Keeps blood flowing and regenerates lost blood.&lt;br /&gt;
*&#039;&#039;&#039;Symptoms of Damage:&#039;&#039;&#039; Hypoxia, blood loss, sharp chest pain, weak heartbeat upon examination with a stethoscope.&lt;br /&gt;
*&#039;&#039;&#039;Causes of Damage:&#039;&#039;&#039; General organ attacks, certain brain traumas.&lt;br /&gt;
*&#039;&#039;&#039;Treatment:&#039;&#039;&#039; [[Guide to Chemistry#Specialist_Treatments|Adipemcina]]&lt;br /&gt;
&lt;br /&gt;
==Lungs==&lt;br /&gt;
Lets you breathe! What do you breathe? That depends, but hopefully it&#039;s oxygen. Damage increases the amount of pressure of oxygen needed to sustain optimal oxygenation.&lt;br /&gt;
*&#039;&#039;&#039;Function:&#039;&#039;&#039; Provides oxygen to the blood stream.&lt;br /&gt;
*&#039;&#039;&#039;Symptoms of Damage:&#039;&#039;&#039; Hypoxia, gasping, sharp chest pain, weak respiration upon examination with a stethoscope.&lt;br /&gt;
*&#039;&#039;&#039;Causes of Damage:&#039;&#039;&#039; Lack of oxygen, over/under pressurized atmosphere, phoron exposure.&lt;br /&gt;
*&#039;&#039;&#039;Treatment:&#039;&#039;&#039; [[Guide to Chemistry#Advanced_Treatments|Peridaxon]]&lt;br /&gt;
&lt;br /&gt;
==Kidneys==&lt;br /&gt;
Filters your blood! &amp;lt;s&amp;gt;Actually it does nothing, it&#039;s incredibly niche.&amp;lt;/s&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Function:&#039;&#039;&#039; See above.&lt;br /&gt;
*&#039;&#039;&#039;Symptoms of Damage:&#039;&#039;&#039; Toxin damage if you &amp;lt;s&amp;gt;drink&amp;lt;/s&amp;gt; &#039;&#039;&#039;inject&#039;&#039;&#039; coffee into your bloodstream. That&#039;s it. That&#039;s how niche this is.&lt;br /&gt;
*&#039;&#039;&#039;Causes of Damage:&#039;&#039;&#039; General organ attacks.&lt;br /&gt;
*&#039;&#039;&#039;Treatment:&#039;&#039;&#039; [[Guide to Chemistry#Advanced_Treatments|Peridaxon]]&lt;br /&gt;
&lt;br /&gt;
==Liver==&lt;br /&gt;
The biggest line of defense against poisons.&lt;br /&gt;
*&#039;&#039;&#039;Function:&#039;&#039;&#039; Reduces intoxication, prevents other organs from taking damage as long as it&#039;s still working.&lt;br /&gt;
*&#039;&#039;&#039;Symptoms of Damage:&#039;&#039;&#039; Vomiting, other organs taking damage from general toxins.&lt;br /&gt;
*&#039;&#039;&#039;Causes of Damage:&#039;&#039;&#039; High level of toxin damage, heavy alcoholic consumption.&lt;br /&gt;
*&#039;&#039;&#039;Treatment:&#039;&#039;&#039; [[Guide to Chemistry#Standard_Treatments|Dylovene]] (at 10 liver damage and below)&lt;br /&gt;
&lt;br /&gt;
==Appendix==&lt;br /&gt;
This serves no function other than to get sick and make you miserable.&lt;br /&gt;
*&#039;&#039;&#039;Function:&#039;&#039;&#039; See above.&lt;br /&gt;
*&#039;&#039;&#039;Symptoms of Damage:&#039;&#039;&#039; Pain, inflammation&lt;br /&gt;
*&#039;&#039;&#039;Causes of Damage:&#039;&#039;&#039; Appendicitis.&lt;br /&gt;
*&#039;&#039;&#039;Treatment:&#039;&#039;&#039; [[Surgery#Organ_Removal.2FTransplantation|Surgical removal]].&lt;br /&gt;
&lt;br /&gt;
=Cloning=&lt;br /&gt;
Cloning is an interesting science in the medical department that allows for deceased crew members to escape death, to a degree. While the process isn&#039;t very smooth, it&#039;s better than the alternative. It is important to note that, if handled incorrectly, the entire process can be traumatizing to the patient, therefore only qualified personnel are to take care of this. The cloning pod uses biomass to synthesize new bodies, about 150 biomass per clone, and can be refilled with meat. Another thing to note is that &#039;&#039;&#039;cloning should not be seen as a simple Escape-Death-Free™ card.&#039;&#039;&#039; Cloning is financially damaging and traumatizing. No one shouldn&#039;t fear death.&lt;br /&gt;
&lt;br /&gt;
===Cloning Procedure===&lt;br /&gt;
&#039;&#039;&#039;IT IS HIGHLY SUGGESTED YOU CHECK A CREWMEMBERS MEDICAL RECORD BEFORE YOU CLONE. CLONING A DNC (DO NOT CLONE) IS A BRIGGABLE OFFENSE&#039;&#039;&#039; Additionally, someone who doesn&#039;t already have a DNC, and the cause of death was &#039;&#039;not&#039;&#039; suicide, then a DNC can only be enacted on the patient by the CMO, Captain, or majority head of staff ruling if both the former are missing. &#039;&#039;&#039;IT IS HIGHLY SUGGESTED YOU CHECK A CREWMEMBERS MEDICAL RECORD BEFORE YOU CLONE. CLONING A DNC (DO NOT CLONE) IS A BRIGGABLE OFFENSE&#039;&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Examine the cadaver and look up their medical records.&#039;&#039;&#039; If there is a Do Not Clone (commonly known as a DNC), then simply heed any postmortem instructions provided in the records.&lt;br /&gt;
#*If no postmortem instructions are provided, place the body in a body bag and write a toe tag with a pen, with the initial of their first name, full last name, and their status (J. DOE - DNC/MIF/CLONED). Note that suicides are deemed by default as a DNC, so be sure to review the cause of death.&lt;br /&gt;
#*Additionally, if someone doesn&#039;t already have a DNC, and the cause of death was &#039;&#039;not&#039;&#039; suicide, then a DNC can only be enacted on the patient by the CMO, Captain, or majority head of staff ruling if both the former are missing.&lt;br /&gt;
#Clickdrag the body to yourself and strip &#039;&#039;all&#039;&#039; of their items. If their items are bloody, spray them with space cleaner. Move their items into a locker for later.&lt;br /&gt;
#Place the body in the scanning pod and operate the console to scan the patient.&lt;br /&gt;
#*If the console reports Mental Interface Failure (MIF), try again at least three more times.&lt;br /&gt;
#*Seriously. It gives the patient&#039;s player very little time to re-enter their body. Doing this multiple times with brief pauses between scans may turn out well for them.&lt;br /&gt;
#Navigate to the scan records and begin cloning the patient.&lt;br /&gt;
#Eject the cadaver from the scanning pod, place it back in the body bag, and move it to the temporary morgue.&lt;br /&gt;
#Move the locker full of the patient&#039;s items to the ICU.&lt;br /&gt;
#Once the clone has been ejected from the growing tube, place them on a roller bed and move them to the ICU and into a cryo tube to repair their genetic damage. &#039;&#039;&#039;If a psychiatrist is on shift, inform them to prepare to take in a patient.&#039;&#039;&#039;&lt;br /&gt;
#*Assuming the growing tube hasn&#039;t been upgraded by research, the patient will be ejected with roughly 20% health due to genetic damage. There&#039;s a chance they may also have mutations, as well as brain damage and trauma.&lt;br /&gt;
#*It may be a good idea to give the patient a pill of 1u of Ryetalyn to immediately fix any mutations.&lt;br /&gt;
#Eject the patient from the cryo tube and &#039;&#039;&#039;place all of their items on&#039;&#039;&#039; (unless you didn&#039;t clean them, in which case, place a spare white jumpsuit on).&lt;br /&gt;
#Inject [[Guide to Chemistry#Standard_Treatments|Alkysine]] to repair their brain damage.&lt;br /&gt;
#Wheel them over to a quiet room.&lt;br /&gt;
&lt;br /&gt;
===Post-Cloning Procedure===&lt;br /&gt;
The following steps entail how to handle the patient once they are conscious. &#039;&#039;&#039;This is to be handled by a psychiatrist or CMO if the former is unavailable.&#039;&#039;&#039; If &#039;&#039;neither&#039;&#039; are available, then a Medical Doctor should break the news to the clone. Failure to heed these instructions may jeopardize the patient&#039;s mental well-being and the credibility of your medical license.&lt;br /&gt;
#Allow the patient to wake up.&lt;br /&gt;
#Ask how the patient is feeling, where they are/why they are there, find out what they already know regarding their current situation.&lt;br /&gt;
#Start with telling them that you have some bad news.&lt;br /&gt;
#*This is considered a &#039;warning shot&#039; and will prepare the patient to take in negative information.&lt;br /&gt;
#Follow with informing them &#039;&#039;sympathetically&#039;&#039; that they have been cloned.&lt;br /&gt;
#*Keeping this simple for the patient to understand is important. &#039;&#039;&#039;Misinformation may be detrimental to the patient.&#039;&#039;&#039;&lt;br /&gt;
#Allow the patient to process this information. Some may understand and be fine, others may be furious or complain. It&#039;s your job to make sure they keep calm.&lt;br /&gt;
#Offer the patient treatment options for their [[Guide to Medicine#Brain_Trauma|cerebral trauma]].&lt;br /&gt;
#*If the patient refuses treatment, consult the CMO, or Captain if the former is unavailable.&lt;br /&gt;
#Ask the patient if they have any questions or concerns. If they ask a question that you do not know the answer to, then inform them that you cannot answer it. &#039;&#039;&#039;Avoid speculation.&#039;&#039;&#039;&lt;br /&gt;
#Advise the patient to pay a visit to the psychiatrist once they have been treated.&lt;br /&gt;
&lt;br /&gt;
=Races=&lt;br /&gt;
Some races react a bit differently to medicine so it&#039;s important to become familiar with how some may fare. For the purpose of this section, Humans will be used as the base species for comparison. Subtypes will only mention differences in comparison to their parent species.&lt;br /&gt;
&lt;br /&gt;
===[[Background summary#Humanity|Human]]===&lt;br /&gt;
*Brute Modifier: 1&lt;br /&gt;
*Burn Modifier: 1&lt;br /&gt;
*Blood Volume: 560&lt;br /&gt;
*Primitive Form: Monkey&lt;br /&gt;
&lt;br /&gt;
===[[Skrell]]===&lt;br /&gt;
*Brute Modifier: 1&lt;br /&gt;
*Burn Modifier: 1&lt;br /&gt;
*Primitive Form: Neaera&lt;br /&gt;
*Less resistant to alcohol.&lt;br /&gt;
*Less stamina but faster running.&lt;br /&gt;
*Immune to slipping.&lt;br /&gt;
&lt;br /&gt;
===[[Unathi]]===&lt;br /&gt;
*Brute Modifier: 0.8&lt;br /&gt;
*Burn Modifier: 1&lt;br /&gt;
*Primitive Form: Stok&lt;br /&gt;
*Less resistant to alcohol.&lt;br /&gt;
*Less stamina but faster running.&lt;br /&gt;
*Slower walking speed.&lt;br /&gt;
&lt;br /&gt;
===[[Tajara]]===&lt;br /&gt;
*Brute Modifier: 1.2&lt;br /&gt;
*Burn Modifier: 1&lt;br /&gt;
*Primitive Form: Farwa&lt;br /&gt;
*Less resistant to alcohol.&lt;br /&gt;
*Faster walking speed.&lt;br /&gt;
*Less stamina and running speed, but faster stamina recovery.&lt;br /&gt;
*Damage from falling is halved.&lt;br /&gt;
&lt;br /&gt;
====Zhan-Khazan====&lt;br /&gt;
*Brute Modifier: 1.1&lt;br /&gt;
*Slower walking speed.&lt;br /&gt;
*Slower running speed, but more stamina.&lt;br /&gt;
*Resistant to cold.&lt;br /&gt;
*Tolerant to alcohol.&lt;br /&gt;
&lt;br /&gt;
====M&#039;sai====&lt;br /&gt;
*Brute Modifier: 1.3&lt;br /&gt;
*Faster walking speed.&lt;br /&gt;
*Faster running speed, but less stamina.&lt;br /&gt;
&lt;br /&gt;
===[[Dionaea]]===&lt;br /&gt;
*Brute Modifier: 1&lt;br /&gt;
*Burn Modifier: 1&lt;br /&gt;
*Primitive Form: Diona Nymph&lt;br /&gt;
*Regenerates health and nutriment when in light or in radiation.&lt;br /&gt;
*Most reagents have little to no effect on a Diona.&lt;br /&gt;
**Plant-B-Gone severely poisons a Diona.&lt;br /&gt;
**[[Guide to Chemistry#Standard_Treatments|Hyronalin]] deals toxins.&lt;br /&gt;
**[[Guide to Chemistry#Specialist_Treatments|Arithrazine]] deals major toxins.&lt;br /&gt;
*Cannot feel pain.&lt;br /&gt;
*Does not bleed.&lt;br /&gt;
*Immune to slipping.&lt;br /&gt;
*Immune to infections.&lt;br /&gt;
*Immune to decompression.&lt;br /&gt;
*Resistant to electrocution.&lt;br /&gt;
*Resistant to high temperatures.&lt;br /&gt;
*Breaks into nymphs upon death.&lt;br /&gt;
*Very slow movement speed.&lt;br /&gt;
*&#039;&#039;&#039;Cannot be cloned.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===[[Vaurca]] Worker===&lt;br /&gt;
*Brute Modifier: 0.5&lt;br /&gt;
*Burn Modifier: 1.5&lt;br /&gt;
*Toxin Modifier: 2&lt;br /&gt;
*Oxy Modifier: 0.6&lt;br /&gt;
*Radiation Modifier: 0.2&lt;br /&gt;
*Primitive Form: V&#039;krexi&lt;br /&gt;
*Breathes phoron.&lt;br /&gt;
*Possesses two hearts.&lt;br /&gt;
*Has an implant that stores phoron.&lt;br /&gt;
*Have other robotic implants.&lt;br /&gt;
*Has their own private Hivechat channel.&lt;br /&gt;
*Most surgeries require using the surgical drill instead of a scalpel.&lt;br /&gt;
*Can safely eat non-sterile K&#039;ois.&lt;br /&gt;
*Normal food deals toxins.&lt;br /&gt;
*Immune to decompression.&lt;br /&gt;
*Immune to slipping.&lt;br /&gt;
*Resistant to alcohol.&lt;br /&gt;
*Slower walking speed.&lt;br /&gt;
*Slower running and less stamina recovery, but more stamina.&lt;br /&gt;
*&#039;&#039;Can&#039;&#039; be cloned, though it is troublesome.&lt;br /&gt;
&lt;br /&gt;
====Vaurca Warrior====&lt;br /&gt;
*Brute Modifier: 0.7&lt;br /&gt;
*Burn Modifier: 1.2&lt;br /&gt;
*Oxy Modifier: 1&lt;br /&gt;
*Radiation Modifier: 0.5&lt;br /&gt;
*Normal walking speed.&lt;br /&gt;
*Faster running and more stamina.&lt;br /&gt;
&lt;br /&gt;
=Loadout=&lt;br /&gt;
Improving the likelihood of a patient&#039;s survival depends not only on your medical knowledge but also on what&#039;s available to you, particularly medicines and equipment on your person. The following will go over an optimal loadout, though nothing is stopping you from experimenting; these are merely recommendations, and it may do well to inquire other experienced medical players as to what their loadout is.&lt;br /&gt;
&lt;br /&gt;
==Common Equipment==&lt;br /&gt;
The equipment that most doctors have equipped:&lt;br /&gt;
*[[File:MedGlasses.png]] A medical HUD can evaluate someone&#039;s health from a glance, and even hide the health bar if their health is at 100%. Can also view patient records, allows you to set their physical status (useful for setting patients to SSD or deceased), and allows you to add comments to a patient&#039;s record.&lt;br /&gt;
*[[File:Medicalbelt.png]] A medical belt to store your medicines. Has seven slots and is obviously worn around the belt slot.&lt;br /&gt;
*[[File:Bottles.gif]] A bottle of Dylovene and Inaprovaline, as well as an empty bottle/beaker to mix the two into Tricordrazine in your belt. Additionally, if a [[Chemist]] is available, Bicaridine, KeloDerm/Dermaline, and Dexalin Plus are all important medicines to have.&lt;br /&gt;
*[[File:Syringes.png]] A syringe to extract said medicines. Holds 15u and draws/injects by 5u with each click. Can fit on your ear.&lt;br /&gt;
*[[File:Traumakit.png]][[File:Burnkit.png]] Advanced trauma and burn kits to help with brute and burn wounds respectively, along with disinfecting them. Typically found in the advanced kit that you spawn with.&lt;br /&gt;
*[[File:Healthanalyzer.png]] A health analyzer for a more in-depth analysis of someone&#039;s health. Gives precise numbers as to someone&#039;s brute, burn, toxin, and oxy damage, and can even tell if someone has genetic, radiation, or brain damage, though not how much. Will also inform the user if the patient has fractures or internal bleeding, but not their location.&lt;br /&gt;
*[[File:Labcoat.png]] A labcoat. Has storage space on the inside of the coat and allows you to use the suit storage slot.&lt;br /&gt;
*[[File:LGloves.png]] A pair of latex or nitrile gloves to prevent infection.&lt;br /&gt;
*[[File:Stasis_Bag_Folded.png]] A stasis bag to transport critical patients. These bags completely halt the progression of all damage, but they also deal genetic and oxy damage, meaning time is still of concern, and taking a patient out of the bag will crumple the bag up and make it useless.&lt;br /&gt;
*[[File:WWebbing.png]] Webbing/drop pouches to store more items. Webbing and drop pouches are mechanically the same, the only difference being the name and sprite. Attaches to the uniform, found in the accessories section of the loadout tab in character setup.&lt;br /&gt;
*[[File:Stethoscope.png]] A stethoscope to diagnose heart and lung injuries. Attaches to the uniform.&lt;br /&gt;
*[[File:Rollerbed.png]] A roller bed to transport patients safely without dragging. Simply control click the bed, then clickdrag a patient onto the bed and you can start running without having to hunt for pixels to pull it. Can fit on the suit storage slot of the Rescue RIG.&lt;br /&gt;
&lt;br /&gt;
=Machinery=&lt;br /&gt;
Medical has quite a few bits and pieces of stationary equipment to help with the workflow, most of which are elaborated on here:&lt;br /&gt;
&lt;br /&gt;
===[[File:Bscanner.gif]][[File:Bscanner_console.gif]]Body Scanner===&lt;br /&gt;
Pretty much a CT and MRI scanner shoved into one futuristic bed and console, and so much more! This is probably one of the most vital pieces of equipment for Medical as it can diagnose pretty much anything wrong with a patient. Some things it can do are, but not limited to:&lt;br /&gt;
*Provide information on all of the damage types.&lt;br /&gt;
*How much blood the patient has.&lt;br /&gt;
*Show what reagents are in the stomach/blood stream, and how much there is.&lt;br /&gt;
*Give a detailed analysis of each limb, including fractures, internal bleeding, the presence of implants, and if there are foreign bodies in the limb.&lt;br /&gt;
*Print condensed information to hand to a physician in the event the patient requires surgery. These should probably go into the filing cabinet behind reception.&lt;br /&gt;
&lt;br /&gt;
===[[File:Sleeper.gif]][[File:Console.gif]]Sleeper===&lt;br /&gt;
Next are sleepers, beds that specialize in treating most side effects of trauma, but are otherwise an endless reservoir of some basic medicines. Some features of the sleeper are:&lt;br /&gt;
*Gives estimated readout of patient&#039;s health by means of number values and colored bar graphs.&lt;br /&gt;
*Allows the injection of:&lt;br /&gt;
**Dylovene&lt;br /&gt;
**Inaprovaline&lt;br /&gt;
**Soporific&lt;br /&gt;
**Paracetamol&lt;br /&gt;
**Dexalin&lt;br /&gt;
*Can conduct dialysis on a patient to remove anything that isn&#039;t blood (such as toxins, but medicines are included in this) from their blood stream.&lt;br /&gt;
&lt;br /&gt;
===[[File:Cryo.gif]]Cryogenics===&lt;br /&gt;
A true marvel of Medical are its cryogenic tubes, allowing the use of certain medicines that can only be used at sub-zero temperatures, namely Cryoxadone and Clonexadone, which are both capable of healing lots of damage over time. If not for healing genetic damage, it should be noted that one unit of medicine taken from the tube&#039;s beaker is multiplied into ten units inside the patient! It can also halt bleeding (including internal) and halt the symptoms/damage of infection.&lt;br /&gt;
&lt;br /&gt;
====[[File:Freezer.gif]]How to Set Up====&lt;br /&gt;
While a nice piece of equipment indeed, it requires some prep in order to use it to its full capacity, namely putting the beakers in and setting the gas cooler. Placing the beakers inside the cryo tube is as simple as taking the beakers on the table in hand and clicking on the tubes with them. As for the gas coolers, head to the freezer room, which is the room past the south-most door in the GTR. The coolers are on the north end of the room, just click on them and set the temperature between 10 and 80 Kelvin, though no lower or higher. Too low could draw a lot of unnecessary power, while setting it too high may slow down how fast the medicine inside the patient can work. Generally 63 Kelvin is the desired temperature.&lt;br /&gt;
&lt;br /&gt;
===[[File:Clone.gif]][[File:Scanner.gif]]Cloning Equipment===&lt;br /&gt;
Interesting equipment capable of bringing crew back to life... sorta. See the [[Guide_to_Medicine#Cloning_Procedure|Cloning Procedure]] heading above for instructions on how to operate.&lt;br /&gt;
&amp;lt;!---&lt;br /&gt;
=Facilities=&lt;br /&gt;
Medical has a rather large department, which is good because some situations may require having a lot of room to work in. Below are the facilities inside the Medical department.&lt;br /&gt;
&lt;br /&gt;
==Main Level==&lt;br /&gt;
===Reception===&lt;br /&gt;
===Triage Area===&lt;br /&gt;
===Examination Room===&lt;br /&gt;
===Psychiatrist&#039;s Office===&lt;br /&gt;
===Pharmacy===&lt;br /&gt;
===Intensive Care Unit (ICU)===&lt;br /&gt;
===General Treatment Room (GTR)===&lt;br /&gt;
===Cloning===&lt;br /&gt;
===Main Storage===&lt;br /&gt;
===Operating Rooms===&lt;br /&gt;
===Surgery Pre-Op===&lt;br /&gt;
===EMT Bay===&lt;br /&gt;
===CMO&#039;s Office===&lt;br /&gt;
===Medical Office===&lt;br /&gt;
==Sub Level==&lt;br /&gt;
===Virology===&lt;br /&gt;
===Morgue===&lt;br /&gt;
===Sub-Acute Ward===&lt;br /&gt;
===Isolation Rooms===&lt;br /&gt;
===Secondary Storage===&lt;br /&gt;
===Briefing Room===&lt;br /&gt;
===Lounge===&lt;br /&gt;
---&amp;gt;&lt;br /&gt;
=Goodies From Departments=&lt;br /&gt;
Medical has interactions with other departments besides just treating their injuries, surprisingly enough. Research can fabricate new tools and equipment, Cargo can order important medical stuff, and Security can hopefully restrain lunatics.&lt;br /&gt;
&lt;br /&gt;
==Research==&lt;br /&gt;
Research can fabricate a number of nice tools for Medical, most of which will be described here:&lt;br /&gt;
&lt;br /&gt;
===Surgical===&lt;br /&gt;
*[[File:Scalpmanager.png]]&#039;&#039;&#039;Incision Management System (IMS)&#039;&#039;&#039;: Requires high tier research and diamonds, but this tool is invaluable to have. One click can create an incision, clamp bleeders, and retract the skin at the same time!&lt;br /&gt;
*[[File:Laserscalp.png]]&#039;&#039;&#039;Laser Scalpel&#039;&#039;&#039;: Different versions depending on what&#039;s available to Research, but this basically works as a scalpel and hemostat combined when opening an incision.&lt;br /&gt;
&lt;br /&gt;
===Chemistry===&lt;br /&gt;
*[[File:BluespaceBeaker.gif]]&#039;&#039;&#039;Bluespace Beaker&#039;&#039;&#039;: Requires diamonds but is immensely useful for chemistry, holding 300u as opposed to its non-bluespace counterpart which can only hold 120u.&lt;br /&gt;
*[[File:Noreact.gif]]&#039;&#039;&#039;Cryostasis Beaker&#039;&#039;&#039;: Reagents won&#039;t mix or react inside this beaker, but it can only hold 60u. Not very useful outside of easier grenade production.&lt;br /&gt;
*[[File:Combatinhaler.png]]&#039;&#039;&#039;Combat Inhaler&#039;&#039;&#039;: An inhaler capable of dumping all of the contents of a cartridge into the patient&#039;s lungs. Use with care!&lt;br /&gt;
*[[File:Inhalercart.png]]&#039;&#039;&#039;Large Inhaler Cartridge&#039;&#039;&#039;: 30u cartridge for inhalers. Double the capacity of the small cartridges that show up in chemistry.&lt;br /&gt;
*[[File:InhalerBS.png]]&#039;&#039;&#039;Bluespace Inhaler Cartridge&#039;&#039;&#039;: 60u cartridge, bigger is better &#039;&#039;obviously.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Quality of Life===&lt;br /&gt;
*[[File:Mecha_odysseus.png]]&#039;&#039;&#039;Odysseus&#039;&#039;&#039;: A medical mech with three attachments available, usually a syringe gun with two sleepers. Probably the most important feature is the mech&#039;s ability to &#039;&#039;&#039;scan reagents and synthesize them&#039;&#039;&#039;, allowing you to replicate rare medicines.&lt;br /&gt;
*[[File:Powercell.png]]&#039;&#039;&#039;Super Capacity/Hyper Capacity Power Cells&#039;&#039;&#039;: Pretty much just the RIG benefits from a bigger cell, but hey, leg actuators are fun to use!&lt;br /&gt;
*[[File:Medibot.gif]]&#039;&#039;&#039;Medibots&#039;&#039;&#039;: Either helpful, annoying, or totally useless. Swiping your ID over it will unlock its maintenance panel, allowing you to alter a few options. One option that should be turned on is to report treatments over HUD, while one option that should be turned off is the medibot&#039;s speaker as leaving it on will just let it fill up your chat log with nonsense. Probably the most important feature is allowing it to draw from a beaker that you can insert, allowing you to make custom mixes. Unfortunately the bot cannot tell the difference between any of the damage types, only treating a patient once their overall health reaches a certain threshold, therefore take care to &#039;&#039;&#039;not load in medicines that the patient can easily overdose on&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Upgrades===&lt;br /&gt;
*[[File:Clone.gif]]&#039;&#039;&#039;Growing Pod&#039;&#039;&#039;: Upgrading the growing pod will result in patients that have less clone damage and less chance for mutations, even to the point that all defects are gone entirely. Basically saves a few seconds during the procedure, or allows you to skip the cryogenics tube entirely.&lt;br /&gt;
*[[File:Freezer.gif]]&#039;&#039;&#039;Gas Cooler&#039;&#039;&#039;: Upgrading the gas cooler will allow it to cool the gasses for cryo quicker.&lt;br /&gt;
&lt;br /&gt;
==Cargo==&lt;br /&gt;
Cargo&#039;s a bit down the hall but here&#039;s some medical stuff:&lt;br /&gt;
*[[File:Stasis_Bag_Folded.png]]&#039;&#039;&#039;Stasis Bags&#039;&#039;&#039;: Stasis bags are nice to have but there aren&#039;t many. In the event Medical is running low, it&#039;s always a good idea to order more.&lt;br /&gt;
*[[File:Scalpel.png]]&#039;&#039;&#039;Surgical Tools&#039;&#039;&#039;: If you have to order this crate then something terrible has probably happened to the other tools.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--- ==Security==&lt;br /&gt;
Security is an important department but also a rather nosy one. Aside from treating officers and their prisoners, there are some things that you need to remember when dealing with them. Note that Security isn&#039;t made up of bad people, and there are some instances where you&#039;ll want to call them in case something obviously terrible is happening in medbay.&lt;br /&gt;
&lt;br /&gt;
===Alert Codes===&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;&#039;&#039;&#039;Code Green&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
**Unless the patient consents or an officer has a warrant, Medical cannot divulge information about the patient.&lt;br /&gt;
**Warrants usually only give access to body scans and medical records.&lt;br /&gt;
**Warrants can request a psychiatric evaluation of a patient, but officers are not permitted to listen in on the evaluation itself.&lt;br /&gt;
**Requesting the locations of individuals requires a very good reason, or a warrant.&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;&#039;&#039;&#039;Code Blue&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
**Security does not need a warrant to access patient info such as records, location, autopsies, or body scans. If it&#039;s relevant and they ask for it, provide it.&lt;br /&gt;
**Security still does not, however, have access to what a patient divulged to a psychiatrist &#039;&#039;unless&#039;&#039; it&#039;s directly related to the alert level elevation.&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;&#039;&#039;&#039;Code Red&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
**You &#039;&#039;&#039;need&#039;&#039;&#039; to provide information about a patient upon request as long as it&#039;s relevant.&lt;br /&gt;
**Suspicious confessions from a psychiatric appointment should probably be mentioned to security.&lt;br /&gt;
&lt;br /&gt;
===Charges===&lt;br /&gt;
*&#039;&#039;&#039;Trespassing&#039;&#039;&#039;: If they aren&#039;t Medical and they don&#039;t have any Medical personnel attending to them and they just ran in just because they could, call Security. They don&#039;t need to be in medbay, they&#039;ll get in the way of everything, and they pose a rather large risk to patient confidentiality.&lt;br /&gt;
*&#039;&#039;&#039;Neglect of Duty&#039;&#039;&#039;: If the chemist makes only a few bottles of medicine and rushes elsewhere to do something less productive then you can probably smash this charge over their head. Doctors hanging out in the bar instead of manning the medbay when there&#039;s patients awaiting treatment? Neglect of duty, maybe even manslaughter if a patient dies as a result.&lt;br /&gt;
*&#039;&#039;&#039;Disrespect to the Dead&#039;&#039;&#039;: Doing anything to a corpse outside of what&#039;s elaborated on in their postmortem instructions may land you with this charge, though this mostly only applies when someone decides to butcher, mutilate, or violate the body.&lt;br /&gt;
*&#039;&#039;&#039;Animal Cruelty&#039;&#039;&#039;: Monkeys are used for experimentation and harvesting antibodies in the event there&#039;s a viral outbreak, though some experiments aren&#039;t experiments in the slightest, particularly when the experiment&#039;s data doesn&#039;t yield anything useful at all, namely testing reagents to see what happens, pouring acid on a monkey to see how fast they die, &#039;experimenting&#039; with Mutagen, et cetera. Experiment ideas should probably be pitched to the CMO before it is conducted.&lt;br /&gt;
*&#039;&#039;&#039;Suicide Attempt&#039;&#039;&#039;: While there&#039;s no real legal consequence to this, the patient will have to undergo a psychiatric evaluation with supervision until the shift ends. If the patient is deemed too unsafe to keep within medical then they will have to be transferred to the brig.&lt;br /&gt;
*&#039;&#039;&#039;Violating Employee Privacy/Breach of Medical Confidentiality&#039;&#039;&#039;: Essentially releasing any information to anyone who isn&#039;t the patient or Medical staff without the patient&#039;s consent will land you with breaching the patient&#039;s privacy. You cannot divulge a patient&#039;s information to anyone, not even the Colony Director or CentCom if they ask you unless it&#039;s Code Blue or higher. ---&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Medbay}}&lt;br /&gt;
{{Gameplay Guides}}&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Medbay]]&lt;/div&gt;</summary>
		<author><name>Datamatt</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=User:Datamatt/Brainmed_Guide&amp;diff=13745</id>
		<title>User:Datamatt/Brainmed Guide</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=User:Datamatt/Brainmed_Guide&amp;diff=13745"/>
		<updated>2019-12-10T18:31:40Z</updated>

		<summary type="html">&lt;p&gt;Datamatt: Created page with &amp;quot;&amp;#039;&amp;#039;&amp;#039;Holy shit, how does brainmed work?&amp;#039;&amp;#039;&amp;#039;  Good question. It&amp;#039;s actually pretty simple once you get it down. Humans don&amp;#039;t die when they hit an arbitrary amount of damage - inste...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Holy shit, how does brainmed work?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Good question. It&#039;s actually pretty simple once you get it down. Humans don&#039;t die when they hit an arbitrary amount of damage - instead, they die when their brain dies for good. The basic principle of brainmed is that all organs work towards keeping the brain alive. Except the eyes... and appendix. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Burn and brute damage are now the sum of the damage on all limbs!&#039;&#039;&#039; Stop thinking of damage as a singular variable! It&#039;s not that way anymore. Oxygen damage and toxin damage have also been changed.&lt;br /&gt;
&lt;br /&gt;
Toxin damage now determines TOTAL ORGAN FAILURE. The more damaged organs are, the more toxin damage a person has. YOU CURE IT BY FIXING THE ORGANS. It&#039;s no longer a measure of toxins.&lt;br /&gt;
&lt;br /&gt;
Oxyloss damage is now basically suffocation. You cure it by getting the blood oxygenation higher. More on that below.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;How does the brain die?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The brain dies when it remains without oxygen for a bunch of time. There are a lot of causes: hearts that have stopped (aka, in asystole) don&#039;t pump blood, so the brain can&#039;t receive oxygen. Broken lungs can&#039;t supply the blood with oxygen, so oxygen won&#039;t reach the brain either. If there&#039;s no blood, the brain... can&#039;t receive blood. Those are the core &#039;checks&#039; of this system: keep the brain alive, keep the heart pumping, keep the lungs working and make sure there&#039;s blood.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;What is asystole and how does it happen?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Hearts can stop for a number of reasons. High shock, severe heart damage or a very fast pulse. The former 2 are self explainatory. The latter depends on a lot of factors - some chemicals (caffeine or adrenaline and many others) raise the pulse, others lower it. When the brain demands more oxygen due to a lack of it, of course the heart will start pumping fast. And of course, if the heart pumps WAY too fast, then it&#039;ll have a chance to outright stop. When that happens, CPR has a chance to restart the heart. Make sure to keep them alive for it and fix the cause. No, you don&#039;t need breaths, just the compressions will work. &#039;&#039;&#039;You are unlikely to succeed in CPR alone.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What do chems do?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Some chems were changed. Inaprovaline was renamed to norepinephrine and viceversa. Medical spawns with norepinephrine now, and it serves to stabilize the heartbeat. Remember this, it&#039;s important.&lt;br /&gt;
- Dexalin and Dexalin+ fool your brain into thinking your blood is oxygenated (50% and 80% respectively, seriously that&#039;s good)&lt;br /&gt;
&lt;br /&gt;
- Dylovene no longer heals toxin damage BUT it removes actual toxin reagents from your body and heals slight amounts of liver damage.&lt;br /&gt;
&lt;br /&gt;
- Toxins now try to destroy the liver. After that, they&#039;ll go on to the kidneys, and then on to destroy other organs.&lt;br /&gt;
&lt;br /&gt;
- Alkysine only works on an oxygenated brain.&lt;br /&gt;
&lt;br /&gt;
- Peridaxon heals very slight amount of brain damage only if the brain isn&#039;t bruised.&lt;br /&gt;
&lt;br /&gt;
In addition remember that the stomach is an organ now - it handles nutrition and ingested chems.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Holy shit the crew monitoring console changed, how the fuck do I tell who&#039;s doing what now?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Simple. You don&#039;t. There are no hard damage stats available on the CMC anymore. Instead you now get access to pulse and BP.&lt;br /&gt;
- Pulse: This is really just their pulse. If it&#039;s high it means their heart is trying to pump a LOT of blood. Caused by severe blood loss or severe oxygen damage or just chems that boost heartbeat.&lt;br /&gt;
&lt;br /&gt;
- BP: This string in the oxy monitor will show blood pressure and blood oxygenation. Very self explainatory. The less blood there is, the less blood pressure there is. The less oxygen there is in the blood, the less blood oxygenation there is. Make your judgement calls with this info.&lt;/div&gt;</summary>
		<author><name>Datamatt</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Surgery&amp;diff=13625</id>
		<title>Surgery</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Surgery&amp;diff=13625"/>
		<updated>2019-11-21T14:56:14Z</updated>

		<summary type="html">&lt;p&gt;Datamatt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{toc_right}}&lt;br /&gt;
=A Guide to Surgery In General=&lt;br /&gt;
All surgery requires the set of surgical instruments in the Operating Theatre, along with an operating table. In general, only [[Surgeon]]s and the [[Chief Medical Officer]] can (ICly) perform advanced surgery. Remember to let each step complete fully, else you risk harming the patient.&lt;br /&gt;
&lt;br /&gt;
===Ghetto Surgery===&lt;br /&gt;
If you can&#039;t find an operating table, have no fear, there are other ways to fix people up. Any table will work! Click twice on a player with grab intent to put them in an aggressive grab and click on a table. Be sure to tell them to rest, otherwise they might automatically get back up mid-procedure. Note that you have a 1/3 chance per step to make a mistake and injure the patient rather than advancing the procedure. While tables are more available anywhere metal is on hand, deploying the patient on a roller bed is preferable with only a 1/4 chance to fail.&lt;br /&gt;
&lt;br /&gt;
===NOTE ABOUT GHETTO SURGERY===&lt;br /&gt;
Performing this as a crew member and a non-antagonist one (unless the situation really calls for it. If you have any questions, you&#039;re free to ahelp it) might possibly lead to action being taken against you by the internal security team or IAA, which would result in your character in being &#039;fired&#039; or disciplined.&lt;br /&gt;
&lt;br /&gt;
==Surgical Tools==&lt;br /&gt;
Surgical tools are very hard to get and it is best to keep them in the operating theatre. However, if the worst happens and some tools disappear, you can order more in a surgery crate from cargo, and most can be made with an autolathe.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;The following are the standard surgical tools most doctors will need:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Standard Tools:&lt;br /&gt;
* [[File:Scalpel.png]] Scalpel&lt;br /&gt;
* [[File:Hemostat.png]] Hemostat&lt;br /&gt;
* [[File:Retractor.png]] Retractors&lt;br /&gt;
* [[File:Saw.png]] Circular saw&lt;br /&gt;
* [[File:Cautery.png]] Cautery&lt;br /&gt;
* [[File:Bone gel.png]] Bone gel&lt;br /&gt;
* [[File:Bone setter.png]] Bone setter&lt;br /&gt;
* [[File:Drill.png]] Surgical drill&lt;br /&gt;
* [[File:BreathingMask.png]] Medical mask&lt;br /&gt;
* [[File:Anesthetics.png]] Anesthetic tank&lt;br /&gt;
* [[File:Autopsy scanner.png]] Autopsy scanner&lt;br /&gt;
* [[File:Sterilemask.png]] Sterile mask&lt;br /&gt;
* [[File:LGloves.png]] Latex gloves&lt;br /&gt;
* [[File:Traumakit.png]] Advanced trauma kit&lt;br /&gt;
* [[File:Nanopaste.png]] Nanopaste&lt;br /&gt;
* [[File:MMI empty.png]] MMI&lt;br /&gt;
Advanced Tools:&lt;br /&gt;
* [[File:Scalpmanager.png]] Incision Management System&lt;br /&gt;
* [[File:Laserscalp.png]] Laser scalpel&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Ghetto surgical tools:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*[[File:CableCoils.png]] Cable Coil&lt;br /&gt;
*[[File:GlassShard.png]] Glass Shard&lt;br /&gt;
*[[File:Wirecutters.png]] Wirecutters&lt;br /&gt;
*[[File:Crowbar.png]] Crowbar&lt;br /&gt;
*[[File:Welderon.gif]] Welding Tool&lt;br /&gt;
*[[File:Screwdriver_tool.png]] Screwdriver&lt;br /&gt;
*[[File:Mousetrap.png]] Mousetrap&lt;br /&gt;
*[[File:Fork.png]] Fork&lt;br /&gt;
*[[File:Cigarette.gif]] Cigarette&lt;br /&gt;
*[[File:Lighter.png]] Lighter&lt;br /&gt;
*[[File:Rods.png]] Metal Rods&lt;br /&gt;
*[[File:Wrench.png]] Wrench&lt;br /&gt;
*[[File:Knife.png]] Kitchen Knife&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Infection===&lt;br /&gt;
Wear gloves and wash your hands before every surgery. Failure to do so will result in giving your patient an infection which, if left untreated, can be deadly. Apply ointment to the afflicted areas quickly if you fail to wash your hands before starting surgery.&lt;br /&gt;
&lt;br /&gt;
==Prepping for Surgery==&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;i&amp;gt;Please ensure that your patients are properly diagnosed and scanned before starting the operation, and that all medications and personnel needed for the procedure have been prepared.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
# Find a suitable [[File:OpTable.gif]] operating table, unless you&#039;re willing to risk [[Surgery#Ghetto_Surgery|Ghetto Surgery]].&lt;br /&gt;
# Make sure you&#039;re wearing [[File:LGloves.png]] latex gloves and a [[File:Sterilemask.png]] sterile mask.&lt;br /&gt;
# Ask the patient to strip, or clickdrag them onto your body and click on all of their items to remove them.&lt;br /&gt;
# [[File:Grab.png]] Grab the patient and click on the operating table to lay them down on it. Alternatively, ask them to lie down on it.&lt;br /&gt;
# Check the [[File:Crewmonitor.gif]] Operating Computer to ensure the patient is positioned properly; if the monitor does not show the patient&#039;s vitals, the surgery will not work.&lt;br /&gt;
# Pick up a [[File:BreathingMask.png]] medical mask and [[File:Anesthetics.png]] a tank of sleeping agent.&lt;br /&gt;
# Clickdrag their body onto yours to view their inventory. With the medical mask in your right hand, click on the &amp;quot;Nothing&amp;quot; link at the top beside &amp;quot;Head (Mask)&amp;quot;. In a few seconds, you will equip them with the medical mask. &lt;br /&gt;
# Place the sleeping agent in your right hand, then click the &amp;quot;Nothing&amp;quot; link in their inventory window beside &amp;quot;Back&amp;quot; to equip it on their back.&lt;br /&gt;
# A new link will appear beside the sleeping agent called &amp;quot;Set internals&amp;quot;. Click on it to turn on the gas. It will force them asleep in about 5 seconds. You are now ready to proceed with surgery.&lt;br /&gt;
#*You may need to clickdrag their body onto yours again to refresh the window to actually see the option to enable their internals.&lt;br /&gt;
# Make sure you&#039;re set on the [[File:Help.png]] Help intent.&lt;br /&gt;
# Use a &#039;&#039;&#039;sink&#039;&#039;&#039; to wash your hands. Unclean hands can result in an infected wound. This is treatable with ointment.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;font color=red&amp;gt;NOTE: If anyone is pulling on the patient, the surgery will not work properly! Make sure no one is pulling the patient!&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Surgery List=&lt;br /&gt;
There are many different types of surgeries out there to perform. Sometimes it will be necessary to have the patient hooked up to an IV or someone on standby to inject medications during the procedure. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
==Opening a Surgical Site==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;The first steps of most surgeries.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;NOTE:&#039;&#039;&#039; Steps 3-5 can be replaced with one use of an [[File:Scalpmanager.png]] IMS if one is available to you. Steps 3 and 4 can be replaced with one use of a [[File:Laserscalp.png]] Laser Scalpel.&lt;br /&gt;
# (Optional) Complete [[Surgery#Prepping_for_Surgery|Prepping for Surgery]].&lt;br /&gt;
# Aim for the location in the [[File:Damage_zone.png]] Damage Zone.&lt;br /&gt;
# Use the [[File:Scalpel.png]] &#039;&#039;&#039;scalpel&#039;&#039;&#039; to create an incision.&lt;br /&gt;
#*If the patient is [[Vaurca_Hives|Vaurca]], use the [[File:Drill.png]] &#039;&#039;&#039;drill&#039;&#039;&#039; instead.&lt;br /&gt;
# Use the [[File:Hemostat.png]] &#039;&#039;&#039;hemostat&#039;&#039;&#039; to stop any potential bleeding.&lt;br /&gt;
# Use your [[File:Retractor.png]] &#039;&#039;&#039;retractors&#039;&#039;&#039; to lift up the skin.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
For internal work in &#039;&#039;&#039;chest and skull only&#039;&#039;&#039;:&lt;br /&gt;
# Use the [[File:Saw.png]] &#039;&#039;&#039;bone saw&#039;&#039;&#039; to cut through the bone.&lt;br /&gt;
# Use your [[File:Retractor.png]] &#039;&#039;&#039;retractors&#039;&#039;&#039; to move the bone aside.&lt;br /&gt;
&#039;&#039;&#039;GHETTO&#039;&#039;&#039;:&lt;br /&gt;
*[[File:Scalpel.png]] Scalpel - Knife 50%, glass shard 20%&lt;br /&gt;
*[[File:Laserscalp.png]] Laser Scalpel - Level 1 75%, Level 2 85%, Level 3 95%, energy sword 5%&lt;br /&gt;
*[[File:Hemostat.png]] Hemostat - Cable coil 75%, mousetrap 20%&lt;br /&gt;
*[[File:Retractor.png]] Retractor - Crowbar 75%, fork 50%&lt;br /&gt;
*[[File:Saw.png]] Surgical Saw - Hatchet 75%&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
==Closing a Surgical Site==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;The final steps of most surgeries.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
#Aim for the location in the [[File:Damage_zone.png]] Damage Zone.&lt;br /&gt;
If you had to use the [[File:Saw.png]] &#039;&#039;&#039;bone saw&#039;&#039;&#039; earlier (&#039;&#039;&#039;chest/head&#039;&#039;&#039;):&lt;br /&gt;
# Use your [[File:Retractor.png]] &#039;&#039;&#039;retractors&#039;&#039;&#039; to put the bones back into place.&lt;br /&gt;
# Apply [[File:Bone gel.png]] &#039;&#039;&#039;bone gel&#039;&#039;&#039; to mend their ribcage/skull &#039;&#039;unless&#039;&#039; the bone was fractured during the sawing phase, in which case, conduct [[Surgery#Bone_Repair|bone repair]] before continuing.&lt;br /&gt;
Then, after the above (or if it was not required):&lt;br /&gt;
# Use the [[File:Cautery.png]] &#039;&#039;&#039;cautery&#039;&#039;&#039; to seal the incision.&lt;br /&gt;
&#039;&#039;&#039;GHETTO&#039;&#039;&#039;:&lt;br /&gt;
*[[File:Retractor.png]] Retractor - Crowbar 75%&lt;br /&gt;
*[[File:Bone_gel.png]] Bone Gel - Screwdriver 75%&lt;br /&gt;
*[[File:Cautery.png]] Cautery - Cigarette 75%, lighter 50%, welder 25%&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
==Bone Repair==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;The mending of broken bones and fractures&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
# (Optional) Complete [[Surgery#Prepping_for_Surgery|Prepping for Surgery]].&lt;br /&gt;
# Perform &#039;&#039;&#039;[[Surgery#Opening_a_Surgical_Site|Opening a Surgical Site]]&#039;&#039;&#039;.&lt;br /&gt;
# Ensure the target limb doesn&#039;t have over 30 brute damage (15 for hands and feet), otherwise the bone will break again.&lt;br /&gt;
# Apply [[File:Bone gel.png]] &#039;&#039;&#039;bone gel&#039;&#039;&#039; to the broken bone.&lt;br /&gt;
#* If you are fixing broken bones in the head or chest, apply a second smearing of [[File:Bone gel.png]] &#039;&#039;&#039;bone gel&#039;&#039;&#039;.&lt;br /&gt;
# Use the [[File:Bone setter.png]] &#039;&#039;&#039;bone setter&#039;&#039;&#039; to set the bone in place.&lt;br /&gt;
# Apply more [[File:Bone gel.png]] &#039;&#039;&#039;bone gel&#039;&#039;&#039;.&lt;br /&gt;
# Perform &#039;&#039;&#039;[[Surgery#Closing_a_Surgical_Site|Closing a Surgical Site]]&#039;&#039;&#039;.&lt;br /&gt;
&#039;&#039;&#039;GHETTO&#039;&#039;&#039;:&lt;br /&gt;
*[[File:Bone gel.png]] Bone Gel - Screwdriver 75%&lt;br /&gt;
*[[File:Bone setter.png]] Bone Setter - Wrench 75%&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
==Plastic Surgery==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;The altering and repair of a patient&#039;s face.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
# Aim for the patient&#039;s mouth - &#039;&#039;&#039;not head&#039;&#039;&#039; - in the [[File:Damage_zone.png]] Damage Zone.&lt;br /&gt;
# Cut the skin with your [[File:Scalpel.png]] &#039;&#039;&#039;scalpel&#039;&#039;&#039;.&lt;br /&gt;
# Use your [[File:Retractor.png]] &#039;&#039;&#039;retractors&#039;&#039;&#039; to retract the skin, preparing the patients face&lt;br /&gt;
# Use your [[File:Hemostat.png]] &#039;&#039;&#039;hemostat&#039;&#039;&#039; to begin fixing vocal cords if needed&#039; otherwise begin the process of fixing any other facial deformity or modification&lt;br /&gt;
# Cauterize the incision with the [[File:Cautery.png]] &#039;&#039;&#039;cautery&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;SHELL IPC&#039;S ONLY BELOW!&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# Aim for the patient&#039;s mouth - &#039;&#039;&#039;not head&#039;&#039;&#039; - in the [[File:Damage_zone.png]] Damage Zone.&lt;br /&gt;
# Cut the skin with your [[File:Scalpel.png]] &#039;&#039;&#039;scalpel&#039;&#039;&#039;.&lt;br /&gt;
# Use your [[File:Retractor.png]] &#039;&#039;&#039;retractors&#039;&#039;&#039; to retract the skin, preparing the patients face&lt;br /&gt;
# [[File:Multitool.png]] &#039;&#039;&#039;multi-tool&#039;&#039;&#039; to begin fixing synth voice box if needed&#039; otherwise begin the process of fixing any other synthskin deformity or modification&lt;br /&gt;
# Cauterize the incision with the [[File:Cautery.png]] &#039;&#039;&#039;cautery&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;GHETTO&#039;&#039;&#039;:&lt;br /&gt;
*[[File:Scalpel.png]] Scalpel - Knife 75%, glass shard 50%&lt;br /&gt;
*[[File:Retractor.png]] Retractor - Tactical Knife 75%&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
==Arterial Bleeding and Severed Tendon Repair==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Repairing damaged arteries and tendons.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
# (Optional) Complete [[Surgery#Prepping_for_Surgery|Prepping for Surgery]].&lt;br /&gt;
# Perform the steps in &#039;&#039;&#039;[[Surgery#Opening_a_Surgical_Site|Opening a Surgical Site]]&#039;&#039;&#039;.&lt;br /&gt;
# Use the [[File:Fixovein.png]] &#039;&#039;&#039;FixOVein&#039;&#039;&#039; to repair the damaged blood vessels.&lt;br /&gt;
# Perform the steps in &#039;&#039;&#039;[[Surgery#Closing_a_Surgical_Site|Closing a Surgical Site]]&#039;&#039;&#039;.&lt;br /&gt;
&#039;&#039;&#039;GHETTO&#039;&#039;&#039;:&lt;br /&gt;
*[[File:Fixovein.png]] Fix&#039;O&#039;Vein - Cable coil 75%&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
==Amputation==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Removing a limb or a limb stump.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
# (Optional) Complete [[Surgery#Prepping_for_Surgery|Prepping for Surgery]].&lt;br /&gt;
# Aim for the patient&#039;s limb using the [[File:Damage_zone.png]] Damage Zone.&lt;br /&gt;
# Use a [[File:Saw.png]] &#039;&#039;&#039;circular saw&#039;&#039;&#039; to amputate the limb.&lt;br /&gt;
# (Optional) Conduct &#039;&#039;&#039;Bone Repair&#039;&#039;&#039; on the parent body.&lt;br /&gt;
&#039;&#039;&#039;GHETTO&#039;&#039;&#039;:&lt;br /&gt;
*[[File:Saw.png]] Circular Saw - Hatchet 55%&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
==Limb Replacement==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Replacing missing limbs.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
# (Optional) Complete [[Surgery#Prepping_for_Surgery|Prepping for Surgery]].&lt;br /&gt;
# Perform the steps in &#039;&#039;&#039;Amputation&#039;&#039;&#039;.&lt;br /&gt;
# Attach the desired limb, whether it&#039;s the patient&#039;s or a robotic limb.&lt;br /&gt;
# Ensure the patient is able to manipulate their new limb before releasing them.&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;For organic limbs, be ready to inject Thetamycin as the replacement limb is surely infected.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
==Internal Organ Repair==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Mending organ damage. Yes, even brain damage.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
# (Optional) Complete [[Surgery#Prepping_for_Surgery|Prepping for Surgery]].&lt;br /&gt;
# Aim for the chest, groin, or head in the [[File:Damage_zone.png]] Damage Zone.&lt;br /&gt;
# Perform the steps in &#039;&#039;&#039;[[Surgery#Opening_a_Surgical_Site|Opening a Surgical Site]]&#039;&#039;&#039;.&lt;br /&gt;
# Use the appropriate mechanism to mend the organ:&lt;br /&gt;
#* [[File:Traumakit.png]] &#039;&#039;&#039;Advanced trauma kit&#039;&#039;&#039; for organic organs.&lt;br /&gt;
#* [[File:Nanopaste.png]] &#039;&#039;&#039;Nanopaste&#039;&#039;&#039; for synthetic organs.&lt;br /&gt;
# Perform the steps in &#039;&#039;&#039;[[Surgery#Closing_a_Surgical_Site|Closing a Surgical Site]]&#039;&#039;&#039;.&lt;br /&gt;
&#039;&#039;&#039;GHETTO&#039;&#039;&#039;:&lt;br /&gt;
*[[File:Traumakit.png]] ATK - Gauze 20%&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
==Cavity Surgery==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Putting things inside peoples&#039; body cavities.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Maxiumum size of item that fits inside: &lt;br /&gt;
* Head - tiny&lt;br /&gt;
* Abdomen - small&lt;br /&gt;
* Chest - normal&lt;br /&gt;
# Aim for the chest, abdomen or head in the [[File:Damage_zone.png]] Damage Zone.&lt;br /&gt;
# Perform the steps in &#039;&#039;&#039;[[Surgery#Opening_a_Surgical_Site|Opening a Surgical Site]]&#039;&#039;&#039;.&lt;br /&gt;
# Use the [[File:Drill.png]] &#039;&#039;&#039;surgical drill&#039;&#039;&#039; to prepare cavity.&lt;br /&gt;
# Insert the item inside. If it caused internal bleeding, use the &#039;&#039;&#039;FixOVein&#039;&#039;&#039; to fix it.&lt;br /&gt;
# If you decided not to put item inside, use [[File:Cautery.png]] &#039;&#039;&#039;cautery&#039;&#039;&#039; to mend the cavity wall.&lt;br /&gt;
# Perform the steps in &#039;&#039;&#039;[[Surgery#Closing_a_Surgical_Site|Closing a Surgical Site]]&#039;&#039;&#039;.&lt;br /&gt;
&#039;&#039;&#039;GHETTO&#039;&#039;&#039;:&lt;br /&gt;
*[[File:Drill.png]] Drill - Pen 75%, metal rods 50%&lt;br /&gt;
*[[File:Cautery.png]] Cautery - Cigarette 75%, lighter 50%, welder 25%&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
==Implant/Shrapnel Removal==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Removing implants from the body. Also removal of things from body cavities.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
# (Optional) Complete [[Surgery#Prepping_for_Surgery|Prepping for Surgery]].&lt;br /&gt;
# Aim for the implant location on the [[File:Damage_zone.png]] Damage Zone.&lt;br /&gt;
# Perform the steps in &#039;&#039;&#039;[[Surgery#Opening_a_Surgical_Site|Opening a Surgical Site]]&#039;&#039;&#039;.&lt;br /&gt;
# Use your [[File:Hemostat.png]] &#039;&#039;&#039;hemostat&#039;&#039;&#039; to extract the implant. This may take several tries.&lt;br /&gt;
#* Note that there is a brief period where nothing happens after you click on the patient with the hemostat. Use this time to click on the patient multiple times to queue up multiple attempts at removing implants.&lt;br /&gt;
# Perform the steps in &#039;&#039;&#039;[[Surgery#Closing_a_Surgical_Site|Closing a Surgical Site]]&#039;&#039;&#039;.&lt;br /&gt;
&#039;&#039;&#039;GHETTO&#039;&#039;&#039;:&lt;br /&gt;
*[[File:Hemostat.png]] Hemostat - Wirecutters 75%, fork 20%&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
==Organ Removal/Transplantation==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Removal and re-insertion organs. This also applies to neural laces, xenomorph embryos, and K&#039;ois.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
# (Optional) Complete [[Surgery#Prepping_for_Surgery|Prepping for Surgery]].&lt;br /&gt;
# Aim for the organ&#039;s location in the [[File:Damage_zone.png]] Damage Zone. (Head for brain/eyes, chest for heart/lungs, groin for appendix/kidney/liver)&lt;br /&gt;
# Perform the steps in &#039;&#039;&#039;[[Surgery#Opening_a_Surgical_Site|Opening a Surgical Site]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;REMOVING an organ&#039;&#039;&#039;:&lt;br /&gt;
# Use the [[File:Scalpel.png]] &#039;&#039;&#039;scalpel&#039;&#039;&#039;. This will open up a window asking you which organ you&#039;d like to cut loose.&lt;br /&gt;
# Use the [[File:Hemostat.png]] &#039;&#039;&#039;hemostat&#039;&#039;&#039;. This will open up a window asking you which loose organ you&#039;d like to remove.&lt;br /&gt;
# Dispose of the organ or store it in a freezer.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TRANSPLANTING an organ&#039;&#039;&#039;:&lt;br /&gt;
# Click the patient with the organ you intent to transplant.&lt;br /&gt;
# Use the [[File:Fixovein.png]] &#039;&#039;&#039;FixOVein&#039;&#039;&#039; to reconnect the organ to the body.&lt;br /&gt;
# Administer an [[File:Traumakit.png]] &#039;&#039;&#039;advanced trauma kit&#039;&#039;&#039; or use [[File:Nanopaste.png]] &#039;&#039;&#039;nanopaste&#039;&#039;&#039; if required to repair any damage received during transport/transplantation.&lt;br /&gt;
# Perform the steps in &#039;&#039;&#039;[[Surgery#Closing_a_Surgical_Site|Closing a Surgical Site]]&#039;&#039;&#039;.&lt;br /&gt;
&#039;&#039;&#039;GHETTO&#039;&#039;&#039;:&lt;br /&gt;
*[[File:Scalpel.png]] Scalpel - Kitchen knife 75%, glass shard 50%&lt;br /&gt;
*[[File:Hemostat.png]] Hemostat - Wirecutters 75%, fork 20%&lt;br /&gt;
*[[File:Fixovein.png]] Fix&#039;O&#039;Vein - Cable coil 75%&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Organs may become infected after transplantation. &#039;&#039;Do not&#039;&#039; transplant organic organs that are from a different species or blood type as the patient, otherwise they will be rejected and the patient will soon die.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Additionally, K&#039;ois is located in the chest. Black K&#039;ois is located in the head.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Head Reattachment Surgery==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Reattaching a severed head for simpler cloning.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
See &#039;&#039;limb replacement surgery&#039;&#039;.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
==Necrotic Limb Repair==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Fixing limb necrosis mostly caused by septic infections. &#039;&#039;&#039;NOT necrotic organ repair.&#039;&#039;&#039;&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
# (Optional) Complete [[Surgery#Prepping_for_Surgery|Prepping for Surgery]].&lt;br /&gt;
# Aim for the necrotic area in the [[File:Damage_zone.png]] Damage Zone.&lt;br /&gt;
# Perform the steps in &#039;&#039;&#039;[[Surgery#Opening_a_Surgical_Site|Opening a Surgical Site]]&#039;&#039;&#039;.&lt;br /&gt;
# Use the [[File:Scalpel.png]] &#039;&#039;&#039;scalpel&#039;&#039;&#039; to cut away the dead flesh.&lt;br /&gt;
# Use a [[File:Eyedropper.png]] &#039;&#039;&#039;dropper&#039;&#039;&#039; filled with [[Guide_to_Chemistry|&#039;&#039;&#039;Peridaxon&#039;&#039;&#039;]] to revive the necrotic limb.&lt;br /&gt;
# Perform the steps in &#039;&#039;&#039;[[Surgery#Closing_a_Surgical_Site|Closing a Surgical Site]]&#039;&#039;&#039;.&lt;br /&gt;
&#039;&#039;&#039;GHETTO&#039;&#039;&#039;:&lt;br /&gt;
*[[File:Scalpel.png]] Scalpel - Kitchen knife 75%, glass shard 50%&lt;br /&gt;
*[[File:Eyedropper.png]] Dropper - Bottle/beaker 75%, spray bottle/bucket 50%&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
==Autopsy==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Examination of cadavers to find cause of death. See [[Guide_to_Cadavers#Autopsy_Procedures|autopsy prodedures]] for more information.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
# Place cadaver onto the operating table.&lt;br /&gt;
# Scan the cadaver with a Health Analyer to find injured locations.&lt;br /&gt;
# Aim for the patient&#039;s affected area in the [[File:Damage_zone.png]] Damage Zone. &lt;br /&gt;
# Cut the skin with your [[File:Scalpel.png]] scalpel (the chest may require two cuts).&lt;br /&gt;
#*For Vaurca, use the [[File:Drill.png]] &#039;&#039;&#039;surgical drill&#039;&#039;&#039; instead.&lt;br /&gt;
# Use the [[File:Autopsy scanner.png]] autopsy scanner to scan the area.&lt;br /&gt;
# Repeat scalpel and scan procedure for all affected areas.&lt;br /&gt;
# Right click the [[File:Autopsy scanner.png]] autopsy scanner to print out autopsy data.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
==Hardsuit Removal==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Cutting the seals on a sealed hardsuit so that it can be removed from the person wearing it.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
# Place the patient or cadaver onto the operating table. Cleanliness is not required.&lt;br /&gt;
# Aim for the chest in the [[File:Damage_zone.png]] Damage Zone.&lt;br /&gt;
# Use a &#039;&#039;&#039;plasma cutter&#039;&#039;&#039;, [[File:Welderon.gif]] &#039;&#039;&#039;welding tool&#039;&#039;&#039;, or [[File:Saw.png]] &#039;&#039;&#039;circular saw&#039;&#039;&#039; to slice the hardsuit seals open. &#039;&#039;This may take several attempts.&#039;&#039;&lt;br /&gt;
# Pull the hardsuit control module off.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
==Extracting organs from detached body parts==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Removing internal organs from parts of the body, such as heads, which are no longer attached to the rest.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
# Place the body part on any surface, or hold it in hand.&lt;br /&gt;
# Use the [[File:Scalpel.png]] &#039;&#039;&#039;scalpel&#039;&#039;&#039; to cut the body part open.&lt;br /&gt;
#*For Vaurca, use the [[File:Drill.png]] &#039;&#039;&#039;surgical drill&#039;&#039;&#039; instead.&lt;br /&gt;
# Use the [[File:Retractor.png]] &#039;&#039;&#039;retractor&#039;&#039;&#039; to crack the body part open.&lt;br /&gt;
# Use the [[File:Hemostat.png]] &#039;&#039;&#039;hemostat&#039;&#039;&#039; to extract an organ. Repeated applications will yield further organs, until all organs present in the body part have been removed. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
==Pre-Cyborgification Procedure==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Preparing a brain for cyborgification. This ain&#039;t rocket surgery!&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
# (Optional) Complete [[Surgery#Prepping_for_Surgery|Prepping for Surgery]].&lt;br /&gt;
# Aim for the head.&lt;br /&gt;
# Perform the steps in &#039;&#039;&#039;[[Surgery#Opening_a_Surgical_Site|Opening a Surgical Site]]&#039;&#039;&#039;.&lt;br /&gt;
# Use the [[File:Drill.png]] &#039;&#039;&#039;surgical drill&#039;&#039;&#039; to drill away the relevant parts of the brain.&lt;br /&gt;
*REMOVING the brain:&lt;br /&gt;
# Perform the steps in &#039;&#039;&#039;[[Surgery#Organ_Removal.2FTransplantation|Organ Removal/Transplantation]]&#039;&#039;&#039;.&lt;br /&gt;
*KEEPING the brain:&lt;br /&gt;
# Perform the steps in &#039;&#039;&#039;[[Surgery#Closing_a_Surgical_Site|Closing a Surgical Site]]&#039;&#039;&#039;.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Medbay}}&lt;br /&gt;
{{Gameplay Guides}}&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Pages]]&lt;br /&gt;
[[Category:Medbay]]&lt;/div&gt;</summary>
		<author><name>Datamatt</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Surgery&amp;diff=13624</id>
		<title>Surgery</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Surgery&amp;diff=13624"/>
		<updated>2019-11-21T14:55:45Z</updated>

		<summary type="html">&lt;p&gt;Datamatt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{toc_right}}&lt;br /&gt;
=A Guide to Surgery In General=&lt;br /&gt;
All surgery requires the set of surgical instruments in the Operating Theatre, along with an operating table. In general, only [[Surgeon]]s and the [[Chief Medical Officer]] can (ICly) perform advanced surgery. Remember to let each step complete fully, else you risk harming the patient.&lt;br /&gt;
&lt;br /&gt;
===Ghetto Surgery===&lt;br /&gt;
If you can&#039;t find an operating table, have no fear, there are other ways to fix people up. Any table will work! Click twice on a player with grab intent to put them in an aggressive grab and click on a table. Be sure to tell them to rest, otherwise they might automatically get back up mid-procedure. Note that you have a 1/3 chance per step to make a mistake and injure the patient rather than advancing the procedure. While tables are more available anywhere metal is on hand, deploying the patient on a roller bed is preferable with only a 1/4 chance to fail.&lt;br /&gt;
&lt;br /&gt;
===NOTE ABOUT GHETTO SURGERY===&lt;br /&gt;
Performing this as a crew member and a non-antagonist one (unless the situation really calls for it. If you have any questions, you&#039;re free to ahelp it) might possibly lead to action being taken against you by the internal security team or IAA, which would result in your character in being &#039;fired&#039; or disciplined.&lt;br /&gt;
&lt;br /&gt;
==Surgical Tools==&lt;br /&gt;
Surgical tools are very hard to get and it is best to keep them in the operating theatre. However, if the worst happens and some tools disappear, you can order more in a surgery crate from cargo, and most can be made with an autolathe.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;The following are the standard surgical tools most doctors will need:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Standard Tools:&lt;br /&gt;
* [[File:Scalpel.png]] Scalpel&lt;br /&gt;
* [[File:Hemostat.png]] Hemostat&lt;br /&gt;
* [[File:Retractor.png]] Retractors&lt;br /&gt;
* [[File:Saw.png]] Circular saw&lt;br /&gt;
* [[File:Cautery.png]] Cautery&lt;br /&gt;
* [[File:Bone gel.png]] Bone gel&lt;br /&gt;
* [[File:Bone setter.png]] Bone setter&lt;br /&gt;
* [[File:Drill.png]] Surgical drill&lt;br /&gt;
* [[File:BreathingMask.png]] Medical mask&lt;br /&gt;
* [[File:Anesthetics.png]] Anesthetic tank&lt;br /&gt;
* [[File:Autopsy scanner.png]] Autopsy scanner&lt;br /&gt;
* [[File:Sterilemask.png]] Sterile mask&lt;br /&gt;
* [[File:LGloves.png]] Latex gloves&lt;br /&gt;
* [[File:Traumakit.png]] Advanced trauma kit&lt;br /&gt;
* [[File:Nanopaste.png]] Nanopaste&lt;br /&gt;
* [[File:MMI empty.png]] MMI&lt;br /&gt;
Advanced Tools:&lt;br /&gt;
* [[File:Scalpmanager.png]] Incision Management System&lt;br /&gt;
* [[File:Laserscalp.png]] Laser scalpel&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Ghetto surgical tools:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*[[File:CableCoils.png]] Cable Coil&lt;br /&gt;
*[[File:GlassShard.png]] Glass Shard&lt;br /&gt;
*[[File:Wirecutters.png]] Wirecutters&lt;br /&gt;
*[[File:Crowbar.png]] Crowbar&lt;br /&gt;
*[[File:Welderon.gif]] Welding Tool&lt;br /&gt;
*[[File:Screwdriver_tool.png]] Screwdriver&lt;br /&gt;
*[[File:Mousetrap.png]] Mousetrap&lt;br /&gt;
*[[File:Fork.png]] Fork&lt;br /&gt;
*[[File:Cigarette.gif]] Cigarette&lt;br /&gt;
*[[File:Lighter.png]] Lighter&lt;br /&gt;
*[[File:Rods.png]] Metal Rods&lt;br /&gt;
*[[File:Wrench.png]] Wrench&lt;br /&gt;
*[[File:Knife.png]] Kitchen Knife&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Infection===&lt;br /&gt;
Wear gloves and wash your hands before every surgery. Failure to do so will result in giving your patient an infection which, if left untreated, can be deadly. Apply ointment to the afflicted areas quickly if you fail to wash your hands before starting surgery.&lt;br /&gt;
&lt;br /&gt;
==Prepping for Surgery==&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;i&amp;gt;Please ensure that your patients are properly diagnosed and scanned before starting the operation, and that all medications and personnel needed for the procedure have been prepared.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
# Find a suitable [[File:OpTable.gif]] operating table, unless you&#039;re willing to risk [[Surgery#Ghetto_Surgery|Ghetto Surgery]].&lt;br /&gt;
# Make sure you&#039;re wearing [[File:LGloves.png]] latex gloves and a [[File:Sterilemask.png]] sterile mask.&lt;br /&gt;
# Ask the patient to strip, or clickdrag them onto your body and click on all of their items to remove them.&lt;br /&gt;
# [[File:Grab.png]] Grab the patient and click on the operating table to lay them down on it. Alternatively, ask them to lie down on it.&lt;br /&gt;
# Check the [[File:Crewmonitor.gif]] Operating Computer to ensure the patient is positioned properly; if the monitor does not show the patient&#039;s vitals, the surgery will not work.&lt;br /&gt;
# Pick up a [[File:BreathingMask.png]] medical mask and [[File:Anesthetics.png]] a tank of sleeping agent.&lt;br /&gt;
# Clickdrag their body onto yours to view their inventory. With the medical mask in your right hand, click on the &amp;quot;Nothing&amp;quot; link at the top beside &amp;quot;Head (Mask)&amp;quot;. In a few seconds, you will equip them with the medical mask. &lt;br /&gt;
# Place the sleeping agent in your right hand, then click the &amp;quot;Nothing&amp;quot; link in their inventory window beside &amp;quot;Back&amp;quot; to equip it on their back.&lt;br /&gt;
# A new link will appear beside the sleeping agent called &amp;quot;Set internals&amp;quot;. Click on it to turn on the gas. It will force them asleep in about 5 seconds. You are now ready to proceed with surgery.&lt;br /&gt;
#*You may need to clickdrag their body onto yours again to refresh the window to actually see the option to enable their internals.&lt;br /&gt;
# Make sure you&#039;re set on the [[File:Help.png]] Help intent.&lt;br /&gt;
# Use a &#039;&#039;&#039;sink&#039;&#039;&#039; to wash your hands. Unclean hands can result in an infected wound. This is treatable with ointment.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;font color=red&amp;gt;NOTE: If anyone is pulling on the patient, the surgery will not work properly! Make sure no one is pulling the patient!&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Surgery List=&lt;br /&gt;
There are many different types of surgeries out there to perform. Sometimes it will be necessary to have the patient hooked up to an IV or someone on standby to inject medications during the procedure. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
==Opening a Surgical Site==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;The first steps of most surgeries.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;NOTE:&#039;&#039;&#039; Steps 3-5 can be replaced with one use of an [[File:Scalpmanager.png]] IMS if one is available to you. Steps 3 and 4 can be replaced with one use of a [[File:Laserscalp.png]] Laser Scalpel.&lt;br /&gt;
# (Optional) Complete [[Surgery#Prepping_for_Surgery|Prepping for Surgery]].&lt;br /&gt;
# Aim for the location in the [[File:Damage_zone.png]] Damage Zone.&lt;br /&gt;
# Use the [[File:Scalpel.png]] &#039;&#039;&#039;scalpel&#039;&#039;&#039; to create an incision.&lt;br /&gt;
#*If the patient is [[Vaurca_Hives|Vaurca]], use the [[File:Drill.png]] &#039;&#039;&#039;drill&#039;&#039;&#039; instead.&lt;br /&gt;
# Use the [[File:Hemostat.png]] &#039;&#039;&#039;hemostat&#039;&#039;&#039; to stop any potential bleeding.&lt;br /&gt;
# Use your [[File:Retractor.png]] &#039;&#039;&#039;retractors&#039;&#039;&#039; to lift up the skin.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
For internal work in &#039;&#039;&#039;chest and skull only&#039;&#039;&#039;:&lt;br /&gt;
# Use the [[File:Saw.png]] &#039;&#039;&#039;bone saw&#039;&#039;&#039; to cut through the bone.&lt;br /&gt;
# Use your [[File:Retractor.png]] &#039;&#039;&#039;retractors&#039;&#039;&#039; to move the bone aside.&lt;br /&gt;
&#039;&#039;&#039;GHETTO&#039;&#039;&#039;:&lt;br /&gt;
*[[File:Scalpel.png]] Scalpel - Knife 50%, glass shard 20%&lt;br /&gt;
*[[File:Laserscalp.png]] Laser Scalpel - Level 1 75%, Level 2 85%, Level 3 95%, energy sword 5%&lt;br /&gt;
*[[File:Hemostat.png]] Hemostat - Cable coil 75%, mousetrap 20%&lt;br /&gt;
*[[File:Retractor.png]] Retractor - Crowbar 75%, fork 50%&lt;br /&gt;
*[[File:Saw.png]] Surgical Saw - Hatchet 75%&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
==Closing a Surgical Site==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;The final steps of most surgeries.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
#Aim for the location in the [[File:Damage_zone.png]] Damage Zone.&lt;br /&gt;
If you had to use the [[File:Saw.png]] &#039;&#039;&#039;bone saw&#039;&#039;&#039; earlier (&#039;&#039;&#039;chest/head&#039;&#039;&#039;):&lt;br /&gt;
# Use your [[File:Retractor.png]] &#039;&#039;&#039;retractors&#039;&#039;&#039; to put the bones back into place.&lt;br /&gt;
# Apply [[File:Bone gel.png]] &#039;&#039;&#039;bone gel&#039;&#039;&#039; to mend their ribcage/skull &#039;&#039;unless&#039;&#039; the bone was fractured during the sawing phase, in which case, conduct [[Surgery#Bone_Repair|bone repair]] before continuing.&lt;br /&gt;
Then, after the above (or if it was not required):&lt;br /&gt;
# Use the [[File:Cautery.png]] &#039;&#039;&#039;cautery&#039;&#039;&#039; to seal the incision.&lt;br /&gt;
&#039;&#039;&#039;GHETTO&#039;&#039;&#039;:&lt;br /&gt;
*[[File:Retractor.png]] Retractor - Crowbar 75%&lt;br /&gt;
*[[File:Bone_gel.png]] Bone Gel - Screwdriver 75%&lt;br /&gt;
*[[File:Cautery.png]] Cautery - Cigarette 75%, lighter 50%, welder 25%&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
==Bone Repair==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;The mending of broken bones and fractures&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
# (Optional) Complete [[Surgery#Prepping_for_Surgery|Prepping for Surgery]].&lt;br /&gt;
# Perform &#039;&#039;&#039;[[Surgery#Opening_a_Surgical_Site|Opening a Surgical Site]]&#039;&#039;&#039;.&lt;br /&gt;
# Ensure the target limb doesn&#039;t have over 30 brute damage (15 for hands and feet), otherwise the bone will break again.&lt;br /&gt;
# Apply [[File:Bone gel.png]] &#039;&#039;&#039;bone gel&#039;&#039;&#039; to the broken bone.&lt;br /&gt;
#* If you are fixing broken bones in the head or chest, apply a second smearing of [[File:Bone gel.png]] &#039;&#039;&#039;bone gel&#039;&#039;&#039;.&lt;br /&gt;
# Use the [[File:Bone setter.png]] &#039;&#039;&#039;bone setter&#039;&#039;&#039; to set the bone in place.&lt;br /&gt;
# Apply more [[File:Bone gel.png]] &#039;&#039;&#039;bone gel&#039;&#039;&#039;.&lt;br /&gt;
# Perform &#039;&#039;&#039;[[Surgery#Closing_a_Surgical_Site|Closing a Surgical Site]]&#039;&#039;&#039;.&lt;br /&gt;
&#039;&#039;&#039;GHETTO&#039;&#039;&#039;:&lt;br /&gt;
*[[File:Bone gel.png]] Bone Gel - Screwdriver 75%&lt;br /&gt;
*[[File:Bone setter.png]] Bone Setter - Wrench 75%&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
==Plastic Surgery==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;The altering and repair of a patient&#039;s face.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
# Aim for the patient&#039;s mouth - &#039;&#039;&#039;not head&#039;&#039;&#039; - in the [[File:Damage_zone.png]] Damage Zone.&lt;br /&gt;
# Cut the skin with your [[File:Scalpel.png]] &#039;&#039;&#039;scalpel&#039;&#039;&#039;.&lt;br /&gt;
# Use your [[File:Retractor.png]] &#039;&#039;&#039;retractors&#039;&#039;&#039; to retract the skin, preparing the patients face&lt;br /&gt;
# Use your [[File:Hemostat.png]] &#039;&#039;&#039;hemostat&#039;&#039;&#039; to begin fixing vocal cords if needed&#039; otherwise begin the process of fixing any other facial deformity or modification&lt;br /&gt;
# Cauterize the incision with the [[File:Cautery.png]] &#039;&#039;&#039;cautery&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;SHELL IPC&#039;S ONLY BELOW!&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# Aim for the patient&#039;s mouth - &#039;&#039;&#039;not head&#039;&#039;&#039; - in the [[File:Damage_zone.png]] Damage Zone.&lt;br /&gt;
# Cut the skin with your [[File:Scalpel.png]] &#039;&#039;&#039;scalpel&#039;&#039;&#039;.&lt;br /&gt;
# Use your [[File:Retractor.png]] &#039;&#039;&#039;retractors&#039;&#039;&#039; to retract the skin, preparing the patients face&lt;br /&gt;
# [[File:Multitool.png]] &#039;&#039;&#039;multi-tool&#039;&#039;&#039; to begin fixing synth voice box if needed&#039; otherwise begin the process of fixing any other synthskin deformity or modification&lt;br /&gt;
# Cauterize the incision with the [[File:Cautery.png]] &#039;&#039;&#039;cautery&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;GHETTO&#039;&#039;&#039;:&lt;br /&gt;
*[[File:Scalpel.png]] Scalpel - Knife 75%, glass shard 50%&lt;br /&gt;
*[[File:Retractor.png]] Retractor - Tactical Knife 75%&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
==Arterial Bleeding and Severed Tendon Repair==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Repairing damaged arteries.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
# (Optional) Complete [[Surgery#Prepping_for_Surgery|Prepping for Surgery]].&lt;br /&gt;
# Perform the steps in &#039;&#039;&#039;[[Surgery#Opening_a_Surgical_Site|Opening a Surgical Site]]&#039;&#039;&#039;.&lt;br /&gt;
# Use the [[File:Fixovein.png]] &#039;&#039;&#039;FixOVein&#039;&#039;&#039; to repair the damaged blood vessels.&lt;br /&gt;
# Perform the steps in &#039;&#039;&#039;[[Surgery#Closing_a_Surgical_Site|Closing a Surgical Site]]&#039;&#039;&#039;.&lt;br /&gt;
&#039;&#039;&#039;GHETTO&#039;&#039;&#039;:&lt;br /&gt;
*[[File:Fixovein.png]] Fix&#039;O&#039;Vein - Cable coil 75%&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
==Amputation==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Removing a limb or a limb stump.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
# (Optional) Complete [[Surgery#Prepping_for_Surgery|Prepping for Surgery]].&lt;br /&gt;
# Aim for the patient&#039;s limb using the [[File:Damage_zone.png]] Damage Zone.&lt;br /&gt;
# Use a [[File:Saw.png]] &#039;&#039;&#039;circular saw&#039;&#039;&#039; to amputate the limb.&lt;br /&gt;
# (Optional) Conduct &#039;&#039;&#039;Bone Repair&#039;&#039;&#039; on the parent body.&lt;br /&gt;
&#039;&#039;&#039;GHETTO&#039;&#039;&#039;:&lt;br /&gt;
*[[File:Saw.png]] Circular Saw - Hatchet 55%&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
==Limb Replacement==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Replacing missing limbs.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
# (Optional) Complete [[Surgery#Prepping_for_Surgery|Prepping for Surgery]].&lt;br /&gt;
# Perform the steps in &#039;&#039;&#039;Amputation&#039;&#039;&#039;.&lt;br /&gt;
# Attach the desired limb, whether it&#039;s the patient&#039;s or a robotic limb.&lt;br /&gt;
# Ensure the patient is able to manipulate their new limb before releasing them.&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;For organic limbs, be ready to inject Thetamycin as the replacement limb is surely infected.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
==Internal Organ Repair==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Mending organ damage. Yes, even brain damage.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
# (Optional) Complete [[Surgery#Prepping_for_Surgery|Prepping for Surgery]].&lt;br /&gt;
# Aim for the chest, groin, or head in the [[File:Damage_zone.png]] Damage Zone.&lt;br /&gt;
# Perform the steps in &#039;&#039;&#039;[[Surgery#Opening_a_Surgical_Site|Opening a Surgical Site]]&#039;&#039;&#039;.&lt;br /&gt;
# Use the appropriate mechanism to mend the organ:&lt;br /&gt;
#* [[File:Traumakit.png]] &#039;&#039;&#039;Advanced trauma kit&#039;&#039;&#039; for organic organs.&lt;br /&gt;
#* [[File:Nanopaste.png]] &#039;&#039;&#039;Nanopaste&#039;&#039;&#039; for synthetic organs.&lt;br /&gt;
# Perform the steps in &#039;&#039;&#039;[[Surgery#Closing_a_Surgical_Site|Closing a Surgical Site]]&#039;&#039;&#039;.&lt;br /&gt;
&#039;&#039;&#039;GHETTO&#039;&#039;&#039;:&lt;br /&gt;
*[[File:Traumakit.png]] ATK - Gauze 20%&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
==Cavity Surgery==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Putting things inside peoples&#039; body cavities.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Maxiumum size of item that fits inside: &lt;br /&gt;
* Head - tiny&lt;br /&gt;
* Abdomen - small&lt;br /&gt;
* Chest - normal&lt;br /&gt;
# Aim for the chest, abdomen or head in the [[File:Damage_zone.png]] Damage Zone.&lt;br /&gt;
# Perform the steps in &#039;&#039;&#039;[[Surgery#Opening_a_Surgical_Site|Opening a Surgical Site]]&#039;&#039;&#039;.&lt;br /&gt;
# Use the [[File:Drill.png]] &#039;&#039;&#039;surgical drill&#039;&#039;&#039; to prepare cavity.&lt;br /&gt;
# Insert the item inside. If it caused internal bleeding, use the &#039;&#039;&#039;FixOVein&#039;&#039;&#039; to fix it.&lt;br /&gt;
# If you decided not to put item inside, use [[File:Cautery.png]] &#039;&#039;&#039;cautery&#039;&#039;&#039; to mend the cavity wall.&lt;br /&gt;
# Perform the steps in &#039;&#039;&#039;[[Surgery#Closing_a_Surgical_Site|Closing a Surgical Site]]&#039;&#039;&#039;.&lt;br /&gt;
&#039;&#039;&#039;GHETTO&#039;&#039;&#039;:&lt;br /&gt;
*[[File:Drill.png]] Drill - Pen 75%, metal rods 50%&lt;br /&gt;
*[[File:Cautery.png]] Cautery - Cigarette 75%, lighter 50%, welder 25%&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
==Implant/Shrapnel Removal==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Removing implants from the body. Also removal of things from body cavities.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
# (Optional) Complete [[Surgery#Prepping_for_Surgery|Prepping for Surgery]].&lt;br /&gt;
# Aim for the implant location on the [[File:Damage_zone.png]] Damage Zone.&lt;br /&gt;
# Perform the steps in &#039;&#039;&#039;[[Surgery#Opening_a_Surgical_Site|Opening a Surgical Site]]&#039;&#039;&#039;.&lt;br /&gt;
# Use your [[File:Hemostat.png]] &#039;&#039;&#039;hemostat&#039;&#039;&#039; to extract the implant. This may take several tries.&lt;br /&gt;
#* Note that there is a brief period where nothing happens after you click on the patient with the hemostat. Use this time to click on the patient multiple times to queue up multiple attempts at removing implants.&lt;br /&gt;
# Perform the steps in &#039;&#039;&#039;[[Surgery#Closing_a_Surgical_Site|Closing a Surgical Site]]&#039;&#039;&#039;.&lt;br /&gt;
&#039;&#039;&#039;GHETTO&#039;&#039;&#039;:&lt;br /&gt;
*[[File:Hemostat.png]] Hemostat - Wirecutters 75%, fork 20%&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
==Organ Removal/Transplantation==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Removal and re-insertion organs. This also applies to neural laces, xenomorph embryos, and K&#039;ois.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
# (Optional) Complete [[Surgery#Prepping_for_Surgery|Prepping for Surgery]].&lt;br /&gt;
# Aim for the organ&#039;s location in the [[File:Damage_zone.png]] Damage Zone. (Head for brain/eyes, chest for heart/lungs, groin for appendix/kidney/liver)&lt;br /&gt;
# Perform the steps in &#039;&#039;&#039;[[Surgery#Opening_a_Surgical_Site|Opening a Surgical Site]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;REMOVING an organ&#039;&#039;&#039;:&lt;br /&gt;
# Use the [[File:Scalpel.png]] &#039;&#039;&#039;scalpel&#039;&#039;&#039;. This will open up a window asking you which organ you&#039;d like to cut loose.&lt;br /&gt;
# Use the [[File:Hemostat.png]] &#039;&#039;&#039;hemostat&#039;&#039;&#039;. This will open up a window asking you which loose organ you&#039;d like to remove.&lt;br /&gt;
# Dispose of the organ or store it in a freezer.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TRANSPLANTING an organ&#039;&#039;&#039;:&lt;br /&gt;
# Click the patient with the organ you intent to transplant.&lt;br /&gt;
# Use the [[File:Fixovein.png]] &#039;&#039;&#039;FixOVein&#039;&#039;&#039; to reconnect the organ to the body.&lt;br /&gt;
# Administer an [[File:Traumakit.png]] &#039;&#039;&#039;advanced trauma kit&#039;&#039;&#039; or use [[File:Nanopaste.png]] &#039;&#039;&#039;nanopaste&#039;&#039;&#039; if required to repair any damage received during transport/transplantation.&lt;br /&gt;
# Perform the steps in &#039;&#039;&#039;[[Surgery#Closing_a_Surgical_Site|Closing a Surgical Site]]&#039;&#039;&#039;.&lt;br /&gt;
&#039;&#039;&#039;GHETTO&#039;&#039;&#039;:&lt;br /&gt;
*[[File:Scalpel.png]] Scalpel - Kitchen knife 75%, glass shard 50%&lt;br /&gt;
*[[File:Hemostat.png]] Hemostat - Wirecutters 75%, fork 20%&lt;br /&gt;
*[[File:Fixovein.png]] Fix&#039;O&#039;Vein - Cable coil 75%&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Organs may become infected after transplantation. &#039;&#039;Do not&#039;&#039; transplant organic organs that are from a different species or blood type as the patient, otherwise they will be rejected and the patient will soon die.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Additionally, K&#039;ois is located in the chest. Black K&#039;ois is located in the head.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Head Reattachment Surgery==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Reattaching a severed head for simpler cloning.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
See &#039;&#039;limb replacement surgery&#039;&#039;.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
==Necrotic Limb Repair==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Fixing limb necrosis mostly caused by septic infections. &#039;&#039;&#039;NOT necrotic organ repair.&#039;&#039;&#039;&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
# (Optional) Complete [[Surgery#Prepping_for_Surgery|Prepping for Surgery]].&lt;br /&gt;
# Aim for the necrotic area in the [[File:Damage_zone.png]] Damage Zone.&lt;br /&gt;
# Perform the steps in &#039;&#039;&#039;[[Surgery#Opening_a_Surgical_Site|Opening a Surgical Site]]&#039;&#039;&#039;.&lt;br /&gt;
# Use the [[File:Scalpel.png]] &#039;&#039;&#039;scalpel&#039;&#039;&#039; to cut away the dead flesh.&lt;br /&gt;
# Use a [[File:Eyedropper.png]] &#039;&#039;&#039;dropper&#039;&#039;&#039; filled with [[Guide_to_Chemistry|&#039;&#039;&#039;Peridaxon&#039;&#039;&#039;]] to revive the necrotic limb.&lt;br /&gt;
# Perform the steps in &#039;&#039;&#039;[[Surgery#Closing_a_Surgical_Site|Closing a Surgical Site]]&#039;&#039;&#039;.&lt;br /&gt;
&#039;&#039;&#039;GHETTO&#039;&#039;&#039;:&lt;br /&gt;
*[[File:Scalpel.png]] Scalpel - Kitchen knife 75%, glass shard 50%&lt;br /&gt;
*[[File:Eyedropper.png]] Dropper - Bottle/beaker 75%, spray bottle/bucket 50%&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
==Autopsy==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Examination of cadavers to find cause of death. See [[Guide_to_Cadavers#Autopsy_Procedures|autopsy prodedures]] for more information.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
# Place cadaver onto the operating table.&lt;br /&gt;
# Scan the cadaver with a Health Analyer to find injured locations.&lt;br /&gt;
# Aim for the patient&#039;s affected area in the [[File:Damage_zone.png]] Damage Zone. &lt;br /&gt;
# Cut the skin with your [[File:Scalpel.png]] scalpel (the chest may require two cuts).&lt;br /&gt;
#*For Vaurca, use the [[File:Drill.png]] &#039;&#039;&#039;surgical drill&#039;&#039;&#039; instead.&lt;br /&gt;
# Use the [[File:Autopsy scanner.png]] autopsy scanner to scan the area.&lt;br /&gt;
# Repeat scalpel and scan procedure for all affected areas.&lt;br /&gt;
# Right click the [[File:Autopsy scanner.png]] autopsy scanner to print out autopsy data.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
==Hardsuit Removal==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Cutting the seals on a sealed hardsuit so that it can be removed from the person wearing it.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
# Place the patient or cadaver onto the operating table. Cleanliness is not required.&lt;br /&gt;
# Aim for the chest in the [[File:Damage_zone.png]] Damage Zone.&lt;br /&gt;
# Use a &#039;&#039;&#039;plasma cutter&#039;&#039;&#039;, [[File:Welderon.gif]] &#039;&#039;&#039;welding tool&#039;&#039;&#039;, or [[File:Saw.png]] &#039;&#039;&#039;circular saw&#039;&#039;&#039; to slice the hardsuit seals open. &#039;&#039;This may take several attempts.&#039;&#039;&lt;br /&gt;
# Pull the hardsuit control module off.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
==Extracting organs from detached body parts==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Removing internal organs from parts of the body, such as heads, which are no longer attached to the rest.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
# Place the body part on any surface, or hold it in hand.&lt;br /&gt;
# Use the [[File:Scalpel.png]] &#039;&#039;&#039;scalpel&#039;&#039;&#039; to cut the body part open.&lt;br /&gt;
#*For Vaurca, use the [[File:Drill.png]] &#039;&#039;&#039;surgical drill&#039;&#039;&#039; instead.&lt;br /&gt;
# Use the [[File:Retractor.png]] &#039;&#039;&#039;retractor&#039;&#039;&#039; to crack the body part open.&lt;br /&gt;
# Use the [[File:Hemostat.png]] &#039;&#039;&#039;hemostat&#039;&#039;&#039; to extract an organ. Repeated applications will yield further organs, until all organs present in the body part have been removed. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
==Pre-Cyborgification Procedure==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Preparing a brain for cyborgification. This ain&#039;t rocket surgery!&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
# (Optional) Complete [[Surgery#Prepping_for_Surgery|Prepping for Surgery]].&lt;br /&gt;
# Aim for the head.&lt;br /&gt;
# Perform the steps in &#039;&#039;&#039;[[Surgery#Opening_a_Surgical_Site|Opening a Surgical Site]]&#039;&#039;&#039;.&lt;br /&gt;
# Use the [[File:Drill.png]] &#039;&#039;&#039;surgical drill&#039;&#039;&#039; to drill away the relevant parts of the brain.&lt;br /&gt;
*REMOVING the brain:&lt;br /&gt;
# Perform the steps in &#039;&#039;&#039;[[Surgery#Organ_Removal.2FTransplantation|Organ Removal/Transplantation]]&#039;&#039;&#039;.&lt;br /&gt;
*KEEPING the brain:&lt;br /&gt;
# Perform the steps in &#039;&#039;&#039;[[Surgery#Closing_a_Surgical_Site|Closing a Surgical Site]]&#039;&#039;&#039;.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Medbay}}&lt;br /&gt;
{{Gameplay Guides}}&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Pages]]&lt;br /&gt;
[[Category:Medbay]]&lt;/div&gt;</summary>
		<author><name>Datamatt</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=User:Datamatt/Arteries_and_You&amp;diff=13581</id>
		<title>User:Datamatt/Arteries and You</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=User:Datamatt/Arteries_and_You&amp;diff=13581"/>
		<updated>2019-11-18T13:57:03Z</updated>

		<summary type="html">&lt;p&gt;Datamatt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Oh no, my artery just broke, what do I do?==&lt;br /&gt;
Severed arteries are bad. They act much like internal bleeding, but more severe. You&#039;ll see blood gushing out of your character, but do not panic! Since these are lethal wounds, you need to retreat from whatever caused this injury if possible. &#039;&#039;&#039;Apply pressure by clicking the affected limb with help intent on&#039;&#039;&#039; (others can do this to you too!) or bandage the wound. You&#039;ll need to stay still for this to work. Both of these will lessen the blood loss.&lt;br /&gt;
&lt;br /&gt;
NOTE: &#039;&#039;&#039;You WILL die with unchecked arterial bleeding.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Sliced tendons will prevent the affected limb from being used, much like dislocation. These are pretty rare and only happen with cutting weapons.&lt;br /&gt;
&lt;br /&gt;
You cannot get IB. Only arterial bleeding. They have replaced IB.&lt;br /&gt;
&lt;br /&gt;
===How do I repair arteries and tendons?===&lt;br /&gt;
&lt;br /&gt;
Open the affected area and apply fixovein... or cable coil. Artery surgery is pretty much IB surgery, unchanged.&lt;/div&gt;</summary>
		<author><name>Datamatt</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=User:Datamatt/Arteries_and_You&amp;diff=13580</id>
		<title>User:Datamatt/Arteries and You</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=User:Datamatt/Arteries_and_You&amp;diff=13580"/>
		<updated>2019-11-18T13:47:46Z</updated>

		<summary type="html">&lt;p&gt;Datamatt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Oh no, my artery just broke, what do I do?==&lt;br /&gt;
Severed arteries are bad. They act much like internal bleeding, but more severe. You&#039;ll see blood gushing out of your character, but do not panic! Since these are lethal wounds, you need to retreat from whatever caused this injury if possible. &#039;&#039;&#039;Apply pressure by clicking the affected limb with help intent on&#039;&#039;&#039; (others can do this to you too!) or bandage the wound. You&#039;ll need to stay still for this to work. Both of these will lessen the blood loss.&lt;br /&gt;
&lt;br /&gt;
Sliced tendons will prevent the affected limb from being used, much like dislocation. These are pretty rare and only happen with cutting weapons.&lt;br /&gt;
&lt;br /&gt;
You cannot get IB. Only arterial bleeding. They have replaced IB.&lt;br /&gt;
&lt;br /&gt;
===How do I repair arteries and tendons?===&lt;br /&gt;
&lt;br /&gt;
Open the affected area and apply fixovein... or cable coil. Artery surgery is pretty much IB surgery, unchanged.&lt;/div&gt;</summary>
		<author><name>Datamatt</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=User:Datamatt/Arteries_and_You&amp;diff=13579</id>
		<title>User:Datamatt/Arteries and You</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=User:Datamatt/Arteries_and_You&amp;diff=13579"/>
		<updated>2019-11-18T13:45:39Z</updated>

		<summary type="html">&lt;p&gt;Datamatt: Created page with &amp;quot;==Oh no, my artery just broke, what do I do?== Severed arteries are bad. They act much like internal bleeding, but more severe. You&amp;#039;ll see blood gushing out of your character,...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Oh no, my artery just broke, what do I do?==&lt;br /&gt;
Severed arteries are bad. They act much like internal bleeding, but more severe. You&#039;ll see blood gushing out of your character, but do not panic! Since these are lethal wounds, you need to retreat from whatever caused this injury if possible. &#039;&#039;&#039;Apply pressure by clicking the affected limb with help intent on&#039;&#039;&#039; (others can do this to you too!) or bandage the wound. Both of these will lessen the blood loss.&lt;br /&gt;
&lt;br /&gt;
Sliced tendons will prevent the affected limb from being used, much like dislocation. These are pretty rare and only happen with cutting weapons.&lt;br /&gt;
&lt;br /&gt;
You cannot get IB. Only arterial bleeding. They have replaced IB.&lt;br /&gt;
&lt;br /&gt;
===How do I repair arteries and tendons?===&lt;br /&gt;
&lt;br /&gt;
Open the affected area and apply fixovein... or cable coil. Artery surgery is pretty much IB surgery, unchanged.&lt;/div&gt;</summary>
		<author><name>Datamatt</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Chief_Engineer&amp;diff=13492</id>
		<title>Chief Engineer</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Chief_Engineer&amp;diff=13492"/>
		<updated>2019-11-05T16:53:54Z</updated>

		<summary type="html">&lt;p&gt;Datamatt: Not a WIP&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = #cccc00&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = ENGINEERING &amp;amp; COMMAND&lt;br /&gt;
|imagebgcolor = #ffff88&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;
|education = [[Ceres University]] - [[Hongsun Park Engineering Institute]]&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]]&lt;br /&gt;
}}&lt;br /&gt;
The [[Chief Engineer]] is the individual in charge of the station&#039;s integrity and of the [[AI]]&#039;s structural well-being. That means making sure there are no breaches, equipment remains operational, and the AI doesn&#039;t get any weird laws. As the chief engineer, you have authority over station&#039;s [[Station 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 [[Station 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 [[Station Engineer|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 solars 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 the laziest of the station&#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 on 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 over the radio and establish your authority. Find out who 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 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 station 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 station running at 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;
TBA&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 are at your beck and call. The station 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 works, 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 [[Station 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 station&#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;. Here is what you should be doing:&lt;br /&gt;
&lt;br /&gt;
* Make sure the phoron tanks are switched out when they get low in the radiation collectors, or no power will be generated!&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 and take action when it looks like it&#039;s going to breach out of containment. &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 ask Security if they will allow you to build a security camera computer to assist engineers in monitoring damaged areas.&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 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 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;
{{Command}}&lt;br /&gt;
{{Engineering}}&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>Datamatt</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Engineer&amp;diff=13491</id>
		<title>Engineer</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Engineer&amp;diff=13491"/>
		<updated>2019-11-05T16:53:17Z</updated>

		<summary type="html">&lt;p&gt;Datamatt: Engineers don&amp;#039;t reset rogue AIs&lt;/p&gt;
&lt;hr /&gt;
&lt;div&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 = Station 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;
|education = [[Ceres University]] - [[Hongsun Park Engineering Institute]]&lt;br /&gt;
|superior = [[Chief Engineer]]&lt;br /&gt;
|duties = Start the singularity, wire the solars, repair station 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;Station 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 station is up and running, and, most of all, repair the station 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 Station Engineers include Utility Belts, Multitools, a Welding Helmet, Optical Meson Scanners, and some Cable Coils, as well as the Hazard Vest.&lt;br /&gt;
&lt;br /&gt;
Utility belts allow for the storage of tools and other such items in your belt 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 mask is vital to protect your eyes while welding. The optical meson scanner enables you to see station 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. 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.&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 station damage that may occur. All this gear can be obtained in the Engineering locker room, in the top right corner of the Engine Room. If all the metal and glass is gone more can be obtained from the [[Quartermaster]] in the Cargo Bay.&lt;br /&gt;
&lt;br /&gt;
== Doing Your Duty ==&lt;br /&gt;
Repairing things is what engineers do, and so is setting the station with power. Without any engineers doing a little work, the station will crumble.&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.&lt;br /&gt;
&lt;br /&gt;
=== Working the Solars ===&lt;br /&gt;
Read the guide, make sure you have wire, internals and a space suit. Best of luck.&lt;br /&gt;
&lt;br /&gt;
=== Fixing the Station ===&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.&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.&lt;br /&gt;
&lt;br /&gt;
=== Setting up RCON ===&lt;br /&gt;
&lt;br /&gt;
Once the Station&#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 stations 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 station. On the one hand, you can go almost everywhere on the station, 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 stood 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 weapons. They can make them with the right know how. Also note, engineers loitering near their target may quickly arouse suspicion, especially if you are far, far away from a maintenance tunnel.&lt;br /&gt;
&lt;br /&gt;
And finally, if you truly hate the station, it is within your grasp to generally sabotage the power supply of the station.&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;
|education = [[Ceres University]] - [[Hongsun Park Engineering Institute]]&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. This is a learners&#039; role, you shouldn&#039;t be expected to know much about Engineering in this role. Established characters shouldn&#039;t jump into this position outside of very unique circumstances or staff approval.&lt;br /&gt;
{{Engineering}}&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>Datamatt</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Empire_of_Dominia&amp;diff=13133</id>
		<title>Empire of Dominia</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Empire_of_Dominia&amp;diff=13133"/>
		<updated>2019-09-25T11:09:36Z</updated>

		<summary type="html">&lt;p&gt;Datamatt: Removes extra period&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Human Lore}}&lt;br /&gt;
{{Infobox Species&lt;br /&gt;
 |Species = Dominian&lt;br /&gt;
 |Scientific = H. Sapiens / Human&lt;br /&gt;
 |Image = Dom410x320.png&lt;br /&gt;
 |System = X&#039;yr Vharn&#039;p&lt;br /&gt;
 |World  = Dominia&lt;br /&gt;
 |Language = Tau Ceti Basic/Sinta&#039;Azaziba&lt;br /&gt;
 |Politic = Empire of Dominia&lt;br /&gt;
 }}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
[[File:Dominia_Flag.png|thumb|Imperial standard of Emperor Boleslaw Keeser and the Empire representing the three nation states of old Moroz. ]]&lt;br /&gt;
&amp;lt;div id=&amp;quot;EoDGeneral&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
== The Empire of Dominia ==&lt;br /&gt;
&lt;br /&gt;
A heavily religious absolute monarchy with its capital, Nova Luxembourg, on the planet of Moroz in the X’yr Vharn’p system. This autocratic state is ruled by His Imperial Majesty Boleslaw Keeser. The Empire of Dominia was proclaimed in 2437 by [[Unathi]] raiders who invaded the planet of Moroz, a colony which had been isolated for hundreds of years. Imperial society is dominated by the Great and Minor Houses under the Emperor and is very socio-economically stratified due to the so-called blood debt, known as &#039;&#039;&#039;the Mor’iz’al&#039;&#039;&#039;. All citizens are born with the Mor’iz’al debt in exchange for the privileges of citizenship, a debt that takes a lifetime or more to pay off. Indebted citizens are known as &#039;&#039;&#039;Ma’zals&#039;&#039;&#039;, forming the massive underclass in Dominia. Many in the Empire follow a [[Dominian Honor|strict code of honor]]. The Empire of Dominia is considered by many to be a threat to the sovereignty of Frontier systems.&lt;br /&gt;
 &lt;br /&gt;
Imperial society is a society divided more by class then by species or ancestry. &#039;&#039;&#039;The Mor’iz’al blood debt is a very important part of Imperial society.&#039;&#039;&#039; The history of the planet of Moroz stretches back to the 22nd century. The core planets of the Empire are found in four systems. “In the Goddess’s Name, So Shall It Be Done” is the national motto, alongside the unofficial motto of “Democracy is a Codeword for Plutocracy.” The state religion of the Empire is led by the &#039;&#039;&#039;[[Moroz Holy Tribunal]]&#039;&#039;&#039; which lays a heavy hand on the Imperial government, with their edicts enforceable as law.  The Empire remains diplomatically isolated, with little official representation in most areas.&lt;br /&gt;
&lt;br /&gt;
=== Captaincy ===&lt;br /&gt;
&lt;br /&gt;
Due to the recent entrance of the Empire on to the galactic stage as well as political considerations, it is rarely possible for a Dominian citizen to serve as a Captain on the Aurora as this require at least ten years of experience. Rare exceptions may exist, but they would have to be over the age of forty at the least. Loyalty implants are considered acceptable under the 33rd Edict.&lt;br /&gt;
&lt;br /&gt;
== Population and Planets ==&lt;br /&gt;
&lt;br /&gt;
The total population of the Empire around 13 billion based on the 2458 Imperial Census. This population is spread out over the Empire’s multiple systems. Citizens from the Inner Empire (Moroz, Sparta, Lyoid Primary, Ignomni Balteulis, Spartan Station and Greensands) tend to be extremely devout in their belief in the Tribunal due to their proximity to the heart of the Tribunals power. Citizens within the Central Empire (Alterim Obrirava and Tribunal&#039;s Joy) are considered to be more moderate. &lt;br /&gt;
&lt;br /&gt;
Citizens of the Outer Empire or &amp;quot;Imperial Frontier&amp;quot; tend to be extremely militaristic and interpret the Tribunals edicts in the most martial way possible, largely due to the large amounts of military units stationed there. Alongside is the fact that many citizens are new to the Empire in these regions and are therefore new converts. Imperial frontier citizens are known to talk with their fists and have a reputation of being uncivilized in the Inner Empire. They tend to be the most zealous citizens in the Empire, with these regions seeing higher amounts of edict-based executions. For more information on [[Dominian Culture]], see here.&lt;br /&gt;
&lt;br /&gt;
====Moroz====&lt;br /&gt;
&lt;br /&gt;
The capital planet the Empire with roughly 13 billion residents. The planet is largely dominated by its large polar circles which encompasses around 70% of the planet’s surface. The seven major cities on the planet are connected by the Imperial Railroad, a popular activity being a round trip across the planet on this massive rail system. Most settlements are dotted around the equator of the world, though some outer villages and cities are located in the sparse, frigid northern regions. The citizens of these arctic regions are known for their endurance and survival skills causing many to be recruited into the Imperial Army. In recent years efforts have been made to reclaim the polar regions with the use of large Echelon Mirrors, large constructions which direct heat and sunlight into their local surrounding areas. These melt zones are then settled and cultivated. &lt;br /&gt;
&lt;br /&gt;
There is a growing rift between the &#039;original&#039; inhabitants of the polar regions whose rugged, survivalist lifestyle is being replaced by the ‘cushier’ urban migrants. Moroz is also home to the prestigious Juro School of Genetics and Bio-Sciences, a University focusing on genetic research and cross-species biology. Key tourist attractions include the polar tours, the Imperial Palace exterior with gardens and the four-meter phoron crystal statue of fifteen battle medal holder Immortal Tribunal Commando Kikari Azi in the Imperial Plaza.&lt;br /&gt;
&lt;br /&gt;
A specific faction of [[Freedom]], the Extrastellar Travel Union, calls this planet home. A desire to break the bluespace monopoly held by Nanotrasen, and a few other corporations is their primary goal.&lt;br /&gt;
&lt;br /&gt;
====Sparta====&lt;br /&gt;
&lt;br /&gt;
With 200 million people, Sparta has a thin but breathable atmosphere and largely unstable crust. It suffers from frequent natural disasters from earthquakes to volcanoes. Despite the violent geology making permanent habitation dangerous, the unstable crust contains an incredibly rich source of minerals and valuable ores that form the backbone of the local economy. Much of the steel and other metals used in the Imperial economy are mined here. The planetary capital, Raltabao, literally translated Red Castle, is home to the Imperial arsenal that it takes its name from.&lt;br /&gt;
&lt;br /&gt;
====Alterim Obrirava====&lt;br /&gt;
&lt;br /&gt;
Carrying around half a billion people and featuring a diverse biosphere and an environment similar to Earth’s, the population is rapidly growing after coming under Imperial control. In the capital of Ilstel, a bustling foreign merchant quarter can be found, with a diversity of goods to match the planet itself. After a proper government administration was established, surveys revealed that the planet may have been terraformed in the ancient past. Due to the secretive nature of the Imperial government there are no methods of confirming these claims of mysterious terraforming. &lt;br /&gt;
&lt;br /&gt;
====Alterim Balteulis====&lt;br /&gt;
&lt;br /&gt;
Often called by the equally popular name of Ignotum Balteum by the resident Unathi and populated by roughly 300 million, Alterim Balteulis is a dry world with a mixed climate of savannas, deserts and arid polar regions. The Temple of the Ancestors can be found in the planet&#039;s capital of Salstiliska. Many Unathi are known to dwell here and the Moroz Holy Tribunal&#039;s power is at it&#039;s most potent. The Tribunal&#039;s influence here can even surpass the Emperors imperial will in some cases. A popular attraction in the planet&#039;s capital is a large statue of a genetically modified kangaroo named Roger, one of the most popular figures in the planet&#039;s history, famed for his immensely muscular figure.&lt;br /&gt;
&lt;br /&gt;
====Sun Reach====&lt;br /&gt;
&lt;br /&gt;
A recent addition to the Empire, Sun Reach is the least populated major world in the Empire, with around 500 thousand people. The planet, taking its name from its largest settlement, is itself mostly covered in primative algae with a low level of biodiversity - a young world.&lt;br /&gt;
&lt;br /&gt;
====Other Worlds====&lt;br /&gt;
&#039;&#039;&#039;Lyoid Primary&#039;&#039;&#039; - Mining colony based on Moroz&#039;s airless moon Lyoid. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spartan Station&#039;&#039;&#039; - High orbit merchant and mining station above the planet Sparta. Has a high concentration of secondary [[Offworlder Humans]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mo&#039;zal Station&#039;&#039;&#039; - Prison station located on the edge of Dominian space.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tribunal&#039;s Joy&#039;&#039;&#039; - Colony based in central Dominian space. Self sufficent economy exporting large quantities of lumber and livestock/meat to the Empire.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Greensands&#039;&#039;&#039; - Colony based in the inner regions of Dominian space. An Empire dependent import colony whose main export is minerals and metals, namely largely radioactive fuels. Named after the uranium rich yellow/green sands across large parts of the world.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Zal&#039;laken&#039;&#039;&#039; - Colony based in the outer regions of Dominian space. Empire dependent import colony whose main purpose is as a strategically important location for military maneuvers. It has a booming Thunderdome community and hosts both death match tournaments and standard holo-tournaments. Its economy is largely service based.&lt;br /&gt;
&lt;br /&gt;
==Economy==&lt;br /&gt;
&lt;br /&gt;
Dominia accepts the Galactic Credit like the rest of the galaxy, but to SolGov and NanoTrasen&#039;s frustration Dominian systems continue to use the Imperial Pound as a local currency, a currency backed in precious metals by the Imperial Bank of Moroz. There is incredible stratification of living standards in the Empire. There is a very large underclass in Imperial society formed by indebted Ma’zals which are allocated by the Emperor every year to the major houses. These indebted laborers are used for all sorts of labor, from farming, to industrial work, to accounting, craftsmanship, and more. &lt;br /&gt;
&lt;br /&gt;
The Great Houses are very powerful movers in the Imperial economy, dominating several key industries such as defense, agriculture, banking, and research. These quasi-corporations are some of the largest employers. The middle class in the Empire, largely consisting of freemen, is small but expanding as parts of the still isolated Empire begin to integrate into a larger galactic economy. Much of the middle class comes from former Fisanduh, and is concentrated in the few large cities.&lt;br /&gt;
&lt;br /&gt;
Defense industries, raw resource production, and agriculture are the largest sectors of the Empire&#039;s economy, with recent years&#039; modernization efforts making the latter two increasingly lucrative. Consistent expansions of the Imperial Military&#039;s budget have seen a rapid growth in all types of equipment production and research for the Army and Navy, a sector dominated by houses Han&#039;San and Zhao.&lt;br /&gt;
&lt;br /&gt;
==Societal==&lt;br /&gt;
&#039;&#039;&#039;Ethnic Groups:&#039;&#039;&#039;&lt;br /&gt;
* 36% Tertiaries&lt;br /&gt;
* 25% Secondaries &lt;br /&gt;
* 20% Primaries&lt;br /&gt;
* 15% Other (Humans of other heritage)&lt;br /&gt;
* 3.0% Unathi&lt;br /&gt;
* 1.0% Alien (Skrell, Tajara, Dionae, Other)&lt;br /&gt;
&lt;br /&gt;
The state religion is the [[Moroz Holy Tribunal]].&lt;br /&gt;
&lt;br /&gt;
Dominians, especially members of Houses, follow a strict code of honor similar to that found in Unathi culture. For more information see: [[Dominian Honor]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;EoDGovernment&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Ethnicity in the Empire ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Primaries===&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Primaries&amp;quot; make up the third largest portion of the population and the majority of the nobility. Though sharing the same heritage as the &amp;quot;Secondaries&amp;quot; the &amp;quot;Primaries&amp;quot; were part of a colonial breeding program in the early days of Moroz and are therefore physically quite different to their lower class cousins, having a more multiracial appearance. &lt;br /&gt;
&lt;br /&gt;
Skin Tone: 30 - 50 &lt;br /&gt;
&lt;br /&gt;
Average Male Height: 5&#039;9&amp;quot; - 6&#039;4&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Average Female Height: 5&#039;8&amp;quot; - 6&#039;2&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Various shades of blue or brown eyes&lt;br /&gt;
&lt;br /&gt;
Blonde to brown hair of various shades&lt;br /&gt;
&lt;br /&gt;
Dominian Unathi also fall into the category of &amp;quot;Primaries&amp;quot;. &#039;&#039;&#039;They are usually descendants of the Unathi raiders who invaded Moroz or recent immigrants from the Hegemony.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Skin Tone: Shades of dark green (RGB 0,90,0) or light red (RGB 128,0,0)&lt;br /&gt;
&lt;br /&gt;
Average Male Height: 6&#039;4&amp;quot; to 7&#039;4&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Average Female Height: 6&#039;1&amp;quot; to 7&#039;0&amp;quot; &lt;br /&gt;
&lt;br /&gt;
Eye color shades of dark red.&lt;br /&gt;
&lt;br /&gt;
===Secondaries===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Secondaries&amp;quot; make up the second largest portion of the population. &#039;&#039;&#039;They are the results of a weakening of standards in the breeding programs in Moroz&#039;s history&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Skin Tone: 1 - 15&lt;br /&gt;
&lt;br /&gt;
Average Male Height: 5&#039;6&amp;quot; - 5&#039;9&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Average Female Height: 5&#039;1&amp;quot; - 5&#039;4&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Eyes dark brown to black&lt;br /&gt;
&lt;br /&gt;
Hair black or dark brown&lt;br /&gt;
&lt;br /&gt;
===Tertiaries===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Tertiaries&amp;quot; make up the largest portion of the population and are the lowest class, usually Ma&#039;zals or the rare ex-slave being moved into the Mo&#039;ri&#039;zal after slavery was made illegal. &#039;&#039;&#039;They are descended from conquered colonies and as such have a wide range of colonial heritages&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Skin Tone: Any&lt;br /&gt;
&lt;br /&gt;
Average Male Height: Any&lt;br /&gt;
&lt;br /&gt;
Average Female Height: Any&lt;br /&gt;
&lt;br /&gt;
Dark hair&lt;br /&gt;
&lt;br /&gt;
Various shades of brown eyes&lt;br /&gt;
&lt;br /&gt;
===Geneboosted===&lt;br /&gt;
&lt;br /&gt;
Geneboosting is done during the fetal development stage. It perfects the genetic structure of the patient, removing all genetic diseases and rendering said patient the perfect form of their genetic heritage, whatever that may be. This form of genetic modification is limited to the upperclass, and is only now becoming common among the Dominian primaries belonging to rich houses. The effects lead to perfect, patrician features of the patient. Geneboosted playable species tend to be a foot or so taller than average and find it very easy to maintain peak fitness. A geneboosted person is obvious at a glance. Interestingly, all Skrell are geneboosted in an effort to combat the genophage however the effects are not as robust as on other species. Skrell do not increase in size or strength but rather use geneboosting as a method to cure the genophage. Sadly this only works in around 33% of cases.&lt;br /&gt;
&lt;br /&gt;
===Gene Therapy===&lt;br /&gt;
&lt;br /&gt;
Gene therapy is done post-birth and uses genetically tailored retroviruses. It is more expensive by far than geneboosting and requires the patient to be suspended in a gene therapy tank, from seven days every few months for several months or more depending on the &amp;quot;change&amp;quot;. This is commonly done by rich patients to &amp;quot;geneboost&amp;quot; themselves after birth, however some use the treatment to alter traits in themselves - eye color, muscle mass etc. Such treatments are always extremely dangerous and require constant care during the process and are thus extremely expensive. This form of gene therapy is largely irreversible and can lead to instabilities in the genetic structure of the patient which can lead to malignant cancerous growth or - in the worse case - biological instability, with the flesh literally melting from the poor victim. In the former case immediate gene therapy can save the patient, in the latter it&#039;s much too late. Characters should use gene therapy to change their traits with great caution. This high risk, very high expense, and high maintenance process is usually found among upper-class citizens in especially strenuous professions.&lt;br /&gt;
&lt;br /&gt;
===Biological Augmentations===&lt;br /&gt;
&lt;br /&gt;
In the same manner as mechanical augments, biological augments such as tailored eyes, robust muscles fibres and strengthened bones are implanted into the patient. This also covers genetic neutral (zero percent rejection) biological limb replacement. Known tried and tested bio-augments would work every time. Black market augments, though cheaper and or more &amp;quot;powerful&amp;quot; tend to be unstable, leading to rejection at best, necrosis at worse. Though still very expensive, the occasional citizen outside of the aristocracy can be found with these augmentations, with efforts being made to make them more accessible to the greater populace in the future.&lt;br /&gt;
&lt;br /&gt;
==Government==&lt;br /&gt;
The Empire of Dominia operates as an absolute monarchy, with a powerful central government and an expansive, all consuming imperial bureaucracy. The &#039;&#039;&#039;Imperial Cabinet&#039;&#039;&#039; and &#039;&#039;&#039;Imperial Diet&#039;&#039;&#039; are major parts of the government.&lt;br /&gt;
&lt;br /&gt;
====Imperial Cabinet====&lt;br /&gt;
The Imperial Cabinet is the direct will of the Emperor manifested in the hundreds of officials that work in his name and carry out his will. The ministers, judges, and bureaucrats of the Imperial Cabinet manage many parts of the Empire, as well as advising the Emperor on all major decisions. The majority of all political posts are directly controlled by Emperor Keeser. His Imperial Cabinet consists of:&lt;br /&gt;
&lt;br /&gt;
*High Lord General of the Army: Kasz Han’San (Unathi)&lt;br /&gt;
*Colonel-in-Chief of the Special Operations Group: Maxillius Alze (Human)&lt;br /&gt;
*High Lord-Admiral of the Navy: Maxim Zhao (Human)&lt;br /&gt;
*High Seneschal: Ngo Juric (Human)&lt;br /&gt;
*Chief Commissioner of the Imperial Military: Eliza Han’San (Human)&lt;br /&gt;
*Chief Commissioner of Economic Development: Izla Caladius (Human)&lt;br /&gt;
*Chief Commissioner of Imperial Sovereignity: Oalz Es’zala (Unathi)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Imperial Diet===&lt;br /&gt;
&lt;br /&gt;
The Imperial Diet, composed of the House of Lords and the Lords-Spiritual, is the origin of legislation in the Imperial government. While Emperor Keeser rules with absolute authority, capable of rewriting law with unchecked power, the normal legislative operations of the government are handled within the House of Lords. The Diet is where the Emperor has the most direct way of coordinating with and hearing the concerns of the aristocracy, but as the absolute monarch it is the Emperor’s privilege to completely sideline the Diet if he so wished - but this would be dangerous. &lt;br /&gt;
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The members of the House of Lords appointed by the Emperor, while the Lords-Spiritual are appointed by the Tribunal. The House of Lords handles secular matters, while the Lords-Spiritual handles religious matters. When the lines between these two become blurred, matters are normally decided personally by the Emperor.&lt;br /&gt;
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===Planetary Governance===&lt;br /&gt;
Lord-Generals represent the Emperor’s imperial will on the different territories held by the Empire, each with their own sprawling bureaucratic system under them to assist in governance. Appointed from the ranks of the prominent generals of the Imperial Army, these skilled and loyal soldiers govern in the Emperor’s name, with vast authority to achieve the goals set by the Emperor and the Imperial Diet. These governor-generals also command Army units garrisoned in their provinces.&lt;br /&gt;
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===[https://wiki.aurorastation.org/index.php?title=Empire_of_Dominia_Great_Houses Great Houses]===&lt;br /&gt;
A moniker for the fi[[The Lost House|ve]] most prominent Houses in the Empire, these families are some of the most powerful political and economic influences in the Empire. They currently consist of:&lt;br /&gt;
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*&#039;&#039;&#039;House Han&#039;San&#039;&#039;&#039;- House Colors: Green Shades - A Unathi dominated house. Largely a military and martial clan, it provides a large number of officers to the Imperial Military.&lt;br /&gt;
*&#039;&#039;&#039;House Volvalaad&#039;&#039;&#039; - House Colors: Blue, Black - A Human dominated house. This house&#039;s wealth is in genetics and biological research with many of its Minor Lords belonging to the Biological Augmentalists of the ATLAS group. Of all the Great Houses, House Volvalaad is the biggest supporter of the empires integration into the wider galatic community.&lt;br /&gt;
*&#039;&#039;&#039;House Kazhkz&#039;&#039;&#039; - House Colors: Orange, Red, Yellow - A Unathi dominated house. The wealth of the clan is in its privateer enterprise. Of all the Great Houses, House Kazhkz is the most against the empires integration into the wider galatic community.&lt;br /&gt;
*&#039;&#039;&#039;House Caladius&#039;&#039;&#039; - House Colors: Purple Shades - A Human dominated house. This house&#039;s power lies in its money lending and banking, alongside it&#039;s many land holdings for which is receives a breathtaking sum in rent money.&lt;br /&gt;
*&#039;&#039;&#039;House Zhao&#039;&#039;&#039; - House Colors: White, Gray - A Human dominated house. The power of this great house sits in farming and its numerous naval contacts. &lt;br /&gt;
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&#039;&#039;&#039;The Peerage, Noble Orders, and Titles&#039;&#039;&#039;&lt;br /&gt;
	&lt;br /&gt;
A mixture of prestigious, now defunct hereditary titles left over from the previous nation-states of Moroz, wealthy land-owners, powerful aristocrats, and new appointments by the Emperor, these are respected individuals are at the peak of Dominian society, recognized with these honorary titles.&lt;br /&gt;
&lt;br /&gt;
Several honorary groups, ranging from knightly orders to civil exist, serving to recognize like-minded individuals or famous contributions to the Empire. Some of these are the Order of Ilyizev, the Knightly Order of Moroz, the Royal Order of the Feather, and the so-called &#039;Steel Sabers&#039;. The Steel Sabers are a prominent group of young, martially minded political radicals, pushing for militarily expansionist policies.&lt;br /&gt;
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===Judicial===&lt;br /&gt;
Judges in the Empire act as representatives of the Emperor, meting out justice in view of the laws and edicts in their appointed individual districts. They are chosen by the Emperor, with candidates normally being suggested by the dominant Great House in the area. Legal disputes unable to be decided by judges are referred to the Emperor himself.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;EoDHistory&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Anthem==&lt;br /&gt;
Unlike most nations the Empire&#039;s national anthem contains no official lyrics and instead consists of an intense unathi drum beats and deep, melodic throat singing. The pre-dominian word &amp;quot;Moshala&amp;quot;, meaning &amp;quot;to rebel&amp;quot; or &amp;quot;overcome&amp;quot; in the old Ofasselian language is often chanted to the beat of the drums. Originally a word associated with rebelling against the previous Unathi warlords the word has become synonymous with the Empire&#039;s &amp;quot;liberation&amp;quot; of the known galaxy.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
The original settlers of the planet of Moroz arrived and founded the city of Nova Luxembourg in July of 2137 within the X&#039;yr Vharn&#039;p system, so named after an [https://wiki.aurorastation.org/index.php?title=Vox ancient crystal artifact] of massive size and value found near the inital landing site. The settlers had been recruited from the nations of Europe and East Asia, promised a fertile new home in the deep frontier of human space. They were going farther than any settler had gone before. Their colony ship was equipped with a new generation of warp engine that made the trip only take three years. They had been told by the European propaganda that terraforming efforts had transformed three barren worlds into utopian paradises.&lt;br /&gt;
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But as the settlers stepped out onto their new home, they found the planet almost entirely frozen. What terraforming equipment had been there had been abandoned for years - the failing states of Earth had effectively sent tens of thousands of people off without making sure they had a home to arrive to. Their mission was not an official &#039;&#039;&#039;United Nations&#039;&#039;&#039; sanctioned effort, but a disjointed effort between scattered, failing states. Only 3 years after they landed the United Nations had even ceased to exist - transformed into the &#039;&#039;&#039;Sol Alliance&#039;&#039;&#039;. In the transition red tape and chaotic bureaucracy consumed everything and old data was lost or neglected, including records of the Morozi colonial effort. And with the colonists&#039; warp-based transponder signals broadcasting on phased out frequencies that no longer existed within Sol, Moroz was cut off with no hope of resupply or escape. With no other option, they brought their colony ship to touch down on the planet&#039;s surface.&lt;br /&gt;
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=== The Forgotten Colony ===&lt;br /&gt;
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With their colony ship out of fuel and unable to re-enter orbit, &#039;&#039;&#039;Nova Luxembourg&#039;&#039;&#039; became a sprawling shanty town with its twin fusion reactors the sole source of power and heat. They were stuck planetside, and had to make tough choices in order to stave off extinction. While they turned to &#039;&#039;&#039;faith&#039;&#039;&#039; to get through the trying times, the colonial overseers implemented the &#039;&#039;&#039;breeding programs&#039;&#039;&#039; that required large family sizes for food ration cards. This first generation of neglected exiles formed the &#039;&#039;&#039;Primary&#039;&#039;&#039; generations. Children born as Primaries were held in high regard, for they were considered the future of the colony. These breeding programs did not slow down until &#039;&#039;&#039;2195&#039;&#039;&#039;, when life on Dominia was no longer a brutal struggle to survive. The people born in this generation form the &#039;&#039;&#039;Secondaries&#039;&#039;&#039;, becoming a distinct new caste for a new era of the planet. In the &#039;&#039;&#039;2200’s&#039;&#039;&#039; the breeding program was reduced even further, creating the caste of the &#039;&#039;&#039;Tertiaries&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Still stuck on the planet’s surface by the &#039;&#039;&#039;2300&#039;&#039;&#039;’s, many regions were prized for their abundance in natural resources such as coal or petroleum to power industry. They had a bizarre mix of 24th century technology without the capability of getting into orbit. By this time the colonists had spread out across the majority of the planet and had formed many unique identities and ideologies. This caused the planet to form into three distinct nations: The absolute monarchy of the &#039;&#039;&#039;Imperial Alliance&#039;&#039;&#039;, the theocratic absolute monarchy &#039;&#039;&#039;Holy Kingdom of Ofassel&#039;&#039;&#039;, and a republic known as the &#039;&#039;&#039;Confederate States of Sovereign Fisanduh&#039;&#039;&#039;. These three nations soon developed the capability of launching small vessels and satellites into orbit, and officially began looking outwards from their planet’s surface.&lt;br /&gt;
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===The Lightning War===&lt;br /&gt;
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After the discovery of the [[Unathi]] on Moghes in 2433, some unsavory bands of pirates and raiders began to traffic in the species, to be sold as slave labor in lawless areas of the Frontier. Many of these kidnapped Unathi assimilated into the pirate groups, with some quickly rising through the ranks through sheer force and intimidation. The largest of these raider groups was led by an enterprising and cruel Unathi named &#039;&#039;&#039;S’kraskin Seryo&#039;&#039;&#039;. With a majority of the leadership positions in this ad-hoc pirate fleet held by Unathi, they began to garner a fierce reputation in a very short period of time, and are partly responsible for the species’ current reputation as little more than lawless savages and pirates.&lt;br /&gt;
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It was in 2437 that a small detachment of his pirate fleet, chasing a particularly valuable freighter through what was thought to be uninhabited, uncharted space, happened upon the now increasingly prosperous colony planet of Moroz. Sensing a ripe opportunity, Seryo quickly gathered the captains of his fleet, to propose taking the planet by storm and founding a new nation, as they watched Moghes descend into the chaos of the [[Contact War]]. After a unanimous vote from the Unathi captains, the leaders of the fleet first landed secretly on the planet’s surface on February 7th, 2437 in northern Moroz to survey the planet and formulate a strategy.&lt;br /&gt;
&lt;br /&gt;
A rapid campaign was decided upon, one that could utilize the invading fleet’s technological advantage to its limit while covering their miniscule amount of men. Seryo personally lead an attack on the city of Nova Luxembourg, the largest city and capital of the Confederate States. With little to no losses thanks to their element of surprise and advanced technology, the city was stormed and cowed into submission. Outside the city, an army unit marching to the town’s relief was almost completely destroyed with the help of the pirate’s fighter-craft and RIG suits. This display of power ensured that after a few more lightning raids on the largest cities of the Confederate States, the nation submitted in its entirety. Standing in the Court of Chalser in Nova Luxembourg, a triumphant Seryo declared the formation of the &#039;&#039;&#039;Empire of Dominia&#039;&#039;&#039; on June 8th, with himself as Emperor.&lt;br /&gt;
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Filled with shock, and a feeling of opportunism, the Holy Kingdom and Alliance formed a united coalition to destroy the now-Empire of Dominia and split its territory between them. Emperor Seryo decided to destroy their united army in order to establish his rule over the planet by crushing all resistance at one blow. The two armies marched to unite in the northern Empire, near the Rike River. &lt;br /&gt;
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On July 29th, the army of the Empire of Dominia - consisting of the remainder of the army of the Confederate States combined with the pirate fleet - and the army of the coalition met on the banks of the Rike River, shortly after 9 am. After a dramatic battle spanning nearly the entirety of the morning and evening, it looked like the odds were turning against the fledgling Empire. At the crucial moment in the battle, Seryo personally led the remaining Unathi with all their remaining Breacher suits in a charge through the enemy’s center, cleaving the coalition army in two. With this crushing blow, the battle was won, and the Empire was permanently established on Moroz. After a brief rapid campaign against the cities of the coalition, Seryo’s world government was formed, with him ruling from his iron throne on his flagship. &lt;br /&gt;
&lt;br /&gt;
Emperor Seryo’s reign was marked with brutality and exploitation of the system’s inhabitants, used as little more than slave labor to enrich himself and his fellow captains. Seryo’s time as Emperor was cut short by the formation of &#039;&#039;&#039;Mo’Roz&#039;&#039;&#039; - a religious movement formed from a mixture of the newly-introduced Unathi religion of [[Unathi Religion | Sk’akh]] and the religion already dominant on Moroz. With increased unrest and protests, and shouts of outright rebellion in the air, the newly formed Great Houses Han’san and Kakzhz pushed for a fateful change - the appointment of a new Emperor - in attempt to stabilize public order, forcing Seryo into retirement.&lt;br /&gt;
&lt;br /&gt;
===The Keeser Era ===&lt;br /&gt;
[[File:emp_dominia.png|thumb|Imperial portrait of Emperor Boleslaw Keeser (artwork created by Sleepywolf)]]&lt;br /&gt;
While the records of Boleslaw Keeser’s life before his election as Emperor, and the reasons for him being chosen are currently unknown, it is rumored that he was a skilled soldier and engineer. Using slow, creeping, seemingly innocent moves, within years he consolidated power out of the hands of the Unathi lords, amassing high popular support with his embracing and establishment of the Moroz Holy Tribunal. &lt;br /&gt;
	&lt;br /&gt;
Skillful work by Emperor Keeser has helped mend the seemingly uncrossable gap between the foreign Unathi and native Morozi population, united in a new loyalty under the Emperor and Tribunal. With constant public appearances, charity work, and speeches, all often hand in hand with an Unathi noble, he has, at least on the surface, healed the gap between the two species over the past several decades. An uneasy melding of Unathi and Human culture has begun to take place, though tension still exists beneath the surface...&lt;br /&gt;
&lt;br /&gt;
With his consolidated power, Emperor Keeser has embarked upon numerous reforms and projects to improve the Empire. These range from research and infrastructure projects, military and naval expansions, to social and educational organization. In 2440, the &#039;&#039;&#039;Imperial Railroad&#039;&#039;&#039; was completed, linking all of the major cities of Moroz together. Beginning in 2452, the &#039;&#039;&#039;Imperial Canal&#039;&#039;&#039; project to link the major inland seas has made steady progress. &lt;br /&gt;
 &lt;br /&gt;
A timeline of events in his reign follows:&lt;br /&gt;
&lt;br /&gt;
In &#039;&#039;&#039;2443&#039;&#039;&#039; he oversaw the creation of an outpost on Lyoid, Dominia’s moon. This served as a shipyard and stepping stone for Dominia to officially enter space. By &#039;&#039;&#039;2444&#039;&#039;&#039; Dominia’s growing military had begun expanding to nearby systems, starting with the planet of Alterim Obrirava&lt;br /&gt;
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In &#039;&#039;&#039;2449&#039;&#039;&#039; the large pirate fleet Corsairs of the Eternal Raid attacked Dominia, providing an opportunity for the untested &#039;&#039;&#039;Imperial Navy&#039;&#039;&#039; to cut its teeth, fighting them to a stalemate. The pirate fleet was absorbed into the Dominian navy by treaty as privateers in 2450.&lt;br /&gt;
&lt;br /&gt;
In &#039;&#039;&#039;2451&#039;&#039;&#039; the [[The Frontier Alliance | Frontier Alliance]] officially formed the “Coalition Against Dominian Piracy”; an additional pact between its members that would target Dominia financially and diplomatically after Boleslaw announced it would enter into a defensive pact with neighboring pirate fleets.&lt;br /&gt;
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In &#039;&#039;&#039;2453&#039;&#039;&#039; NanoTrasen officially entered into trade talks with the Dominian government, focusing on free trade and the so-called “pirate issue”. The talks broke down and a year later the Imperial Government condemned NanoTrasen, saying they would never do business with the corporation due to irreconcilable differences. They released several dramatic documents alleging genetic experimentation and human mistreatment in remote NanoTrasen labs, which NanoTrasen denied as ridiculous. With their business with NanoTrasen cut off, Dominia is forced to purchase its bluespace capable vessels and its entire supply of phoron through third party vendors.&lt;br /&gt;
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In &#039;&#039;&#039;2457&#039;&#039;&#039; a formal embargo is enacted against Dominia by the [[The Frontier Alliance | Frontier Alliance]] and over a hundred affiliated Frontier systems. The embargo restricts the Empire’s access to phoron and bluespace capable ships. Cut off, the Empire is forced to rely on its backup warp engines, which drastically reduce their capability of traveling between star systems as they nurse their dwindling resources. This chain of events has dramatically reinforced calls for self-sufficiency and autarky within the Empire.&lt;br /&gt;
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In &#039;&#039;&#039;2460&#039;&#039;&#039; Emperor Boleslaw declared involuntary servitude illegal, still leaving the much larger system of the &#039;&#039;&#039;Mo’ri’zal debt&#039;&#039;&#039; in place. In response, the embargo against Dominia is lifted by the Frontier organizations and Tau Ceti ends its own travel ban on Dominia, officially allowing its citizens to travel to and work outside the Empire. Coincidentally, reports show that the end of slavery came as Dominia’s phoron reserve was down to a month’s supply.&lt;br /&gt;
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==Dominian Society==&lt;br /&gt;
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====[[Languages]]====&lt;br /&gt;
Several languages are spoken in the Empire of Dominia. Among the aristocracy, speaking a fluent Tradeband or Tau Ceti Basic is seen as part of a good upbringing, while Unathi in the Empire speak Sinta&#039;Azaziba, the archaic form of Sinta&#039;Unathi. The middle and lower classes speak a regional dialect of Sol Common known as Vulgar Morozi, which to foreign listeners sounds archaic and formal. Many burghers in the middle class speak Tradeband to some degree. Freespeak is detested in the Empire, being associated with barbarism and corruption. It is often referred to with the pejorative of &#039;gutter&#039;.&lt;br /&gt;
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====The Mo’ri’zal====&lt;br /&gt;
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Each citizen incurs a personal debt to the Emperor at birth for the privileges of citizenship in the Empire, a sum assessed per person at birth, but usually high enough to require nearly a lifetime of labor. &#039;&#039;&#039;This practice has been criticized as merely a polite form of serfdom by foreign observers.&#039;&#039;&#039;&lt;br /&gt;
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Despite this heavy burden, there are benefits to Dominian citizenship. A degree of healthcare, education, and assistance are guaranteed, especially for those who perform better then average according to the calculations of the labyrinthine Imperial bureaucracy. &lt;br /&gt;
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====Imperial Aristocracy====&lt;br /&gt;
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The elite of Imperial society, these wealthy and influential families enjoy the best opportunities and lifestyles available in the Empire. The five most prominent of these, known as the Great Houses, are some of the most powerful influences in Dominia, with vast wealth and sweeping control of industry. Alongside them are numerous Minor Houses, which range wildly in size. Aristocratic Houses are a unique blend of oligarchy combined with a structure similar to that of mercantile families and Unathi clans. &#039;&#039;&#039;These influential houses are not feudal nobility. The distinguishing difference between the aristocracy and freemen is sufficient wealth to pay off their children’s Mo’ri’zal debt at birth.&#039;&#039;&#039;&lt;br /&gt;
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They are led by a Lord Noble, below which are the Minor Lords, followed by House Nobles, and finally Minor Nobles on the bottom. Each House has a share of the Mo’ri’zal debt allocated to them based upon need and importance. This allocation takes the form of the debters, Ma’zals, which are used by the Houses as labor.  Previously, the Houses were able to purchase and own slave labor, but this was decreed illegal by Imperial edict in 2460. &#039;&#039;&#039;All ‘nobles’ of a house share the same last name. If part of a House, players will only be able to play as a House Noble or lower.&#039;&#039;&#039; &lt;br /&gt;
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====Freemen====&lt;br /&gt;
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The small and growing middle-class of the Empire, consisting of citizens no longer burdened by the Mo’ri’zal debt but not members of a Great or Minor House. Permitted to vote in local elections, own property, and pursue any lifestyle they see fit, Freemen form the backbone of skilled labor in the Empire, with many achieving a college education and often working outside the Empire. It is not unheard of for these citizens to be adopted into a House, becoming members of the aristocracy.. This is usually based upon demonstrating some use, as well as shared values, to the House in question, or through cronyism.&lt;br /&gt;
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====Ma’Zals====&lt;br /&gt;
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The bottom of the social chain in the Empire. While all citizens in the Empire are born with the Mo’ri’zal debt, the majority of society is unable to pay the sum without decades of labor. Ma’zals can range from farmers and factory workers, to on rare occasions highly educated professions like engineers and doctors. These indebted citizens enjoy all the benefits conveyed by it as long as they continue to pay toward their debt.&lt;br /&gt;
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Ma’zals who are especially dedicated or talented are sometimes sponsored by a House or the government in the form of receiving a higher education that would allow them to pay their debt quicker, or on rare occasion having it paid in its entirety in exceptional cases. Ma’zals who work more than the recorded average can be entered into the Imperial Lottery, which pays the full debt of the lucky  winners chosen at random each month. &#039;&#039;&#039;These winnings are not uncommon and are usually attributed as a blessing from the Goddess.&#039;&#039;&#039;&lt;br /&gt;
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While Ma’zals form the vast underclass of Imperial society, mistreating them is highly penalized, especially if the offender is from a Minor House. Those who refuse to work toward paying off the Mo’ri’zal debt, however, are used as forced labor doing some of the most undesirable jobs in the Empire. In some cases, they can even be stripped of their citizenship, with little to no rights in Imperial society. This penalty is sometimes given as an exceptionally severe punishment for criminals.&lt;br /&gt;
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The most prominent way to freedom from the Mo’ri’zal is through service in the Imperial Army. Serving for a minimum of eight years guarantees debt forgiveness, as well as a choice between employment by the government in some form of skilled labor, or land on the verges of the Empire on the Dominian frontier, though many skilled soldiers find the stability and respect of martial life desirable enough to stay in the Army.&lt;br /&gt;
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&#039;&#039;&#039;Tribunal Commandos&#039;&#039;&#039;&lt;br /&gt;
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An evolution of the Unathi concept of the Guwandi, in the event that a citizen becomes mortally ill, finds themselves lacking the pride, honor, drive to live, or simply become tired of their lot in life, forfeit their possessions and join the religious Tribunal Commandos, a near-suicidal military unit under the Tribunal and Imperial Military’s dual authority. Acting as the vanguard, distractions, and expendable forces, members of the Commandos are expected to die. A dishonored person who joins the Commandos is considered to have regained his reputation while serving in the unit, whether they survive or die in combat.&lt;br /&gt;
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It is not uncommon for young men and women with no real prospects to join the Tribunal Commandos, for a multitude of reasons. A Commando who survives an engagement is awarded a square, bronze battle medal. When ten are accrued, the soldier is offered a choice to remain as a soldier of the Tribunal Commandoe or be honorably discharged. Many members of the secretive Special Operations Group are recruited from the few surviving Commandos. Survivors are allowed to keep their medals and earn the title Ten Medal ‘Immortal Commando of the Tribunal’ as well as being inducted into the Order of Immortals. Surviving members also have their debt, and their children’s debt for two generations, removed with no conditions attached. &#039;&#039;&#039;A soldier who survives ten engagements is very rare.&#039;&#039;&#039;&lt;br /&gt;
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===House Relations===&lt;br /&gt;
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To most within the Empire all of the aristocratic houses would appear to be unified under the Emperor and the Tribunal. The reality - known to those in the mid to upper levels of the aristocracy and the few citizens they interact with - is one of secret proxy wars and assassination. Most if not all houses strive for Great House status and the favor of the Emperor. As such, aristocratic houses tend to engage each other in secret conflict in attempt to usurp as much power as possible, be this through subtle economic embargos (over charging a competing house for critical services) low-key military interference (blockading a competitors space ports under the guise of policing) or house &amp;quot;accidents&amp;quot; (the heir to a house being poisoned by peoples unknown, a private shuttle experiencing unexpected engine failure). The Emperor and the Tribunal are aware of this and the Tribunal in particular goes to great lengths to ensure the masses are kept oblivious to this. Direct and obvious house competition is met with the wrath of the Imperial Military. &amp;lt;span style=&amp;quot;color:white&amp;quot;&amp;gt;~~+_&#039;&#039;:@~@~HOUse__HaRadis_---_liVEs&#039;[[}+_&amp;lt;/span&amp;gt;&lt;br /&gt;
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===Synth Relations===&lt;br /&gt;
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&#039;&#039;&amp;quot;I&#039;m real! Just like any of you! Please Goddess save me! I&#039;m real!&amp;quot; Last words of Shell IPC T2332 aka Lì Olesk before permanent shut down, praise Goddess.&#039;&#039;&lt;br /&gt;
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Dominia is highly anti-synth stemming from it&#039;s relation to the Sk&#039;akh faith, as such any and all IPC&#039;s are sought out and destroyed upon entering Dominia space. Interestingly to observers, there seems to be a disproportionately high number of shell IPC&#039;s present in the sector compared to those beliefs. Special task forces have been set up under Section 0 to tackle this perceived threat to Dominia yet it is still not unknown for shells to flee the system in search of protection.&lt;br /&gt;
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Due to recent interstellar laws placed on Dominia as a result of the embargo by the &amp;quot;Coalition Against Dominian Piracy&amp;quot;, reported political dissidents seemed to have dropped to practically zero. However, an unprecedented rise in shells have been reported in the area shortly afterwards, with numbers of registered shells into the system not matching the reported numbers, but Dominia administration insists it&#039;s the work of Synthetic Liberation Front. They have been less than forthcoming with an evidence to back this claim however and the SLF have not come forward and reported any interest in Dominia, though given the reported nature of these shells (primarily in espionage, again according to Dominia), this is not entirely unexpected.&lt;br /&gt;
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===Edict Breakers===&lt;br /&gt;
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Breaking of an edict is punishable by death so it is not uncommon for an &amp;quot;Edict Breaker&amp;quot; to go on the run outside of Dominian space. Due to the nature of the Empire, in-depth records are kept on all subjects and once one runs, their details are reported on the local ExtraNet daily until they return/are returned. These details include name, address, picture, family details, everything. As such, any &amp;quot;Edict Breakers&amp;quot; are instantly identifiable to Dominian subjects. In Dominia space, any &amp;quot;Edict Breakers&amp;quot; are violently sought for capture. Outside of Dominian space however, due to the nature of The Thirty Third Edict, subjects of Dominian usually do not violently attempt to apprehend these criminals but instead try to convince them in the nicest way possible to return to Dominian space under their own volition for judgment. This usually devolves into near passive-harassment where the loyal imperial subjects will remind the &amp;quot;Edict Breaker&amp;quot; over and over that they have violated the law and should return to the Empire to repent, usually in a sickly sweet manner. The effect is usually maddening for the law breaker and it&#039;s not uncommon for them to allow themselves to be returned to Dominia for judgment and in some extreme cases take their own lives. Edict breakers abroad in human space sometimes find themselves pursued in the legal realm for infringing on the trademarks of their House if they refuse to change their surname.&lt;br /&gt;
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== Potential Character Concepts ==&lt;br /&gt;
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&#039;&#039;&#039;Characters from the Empire of Dominia are likely to:&#039;&#039;&#039;&lt;br /&gt;
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* Have deeply religious views.&lt;br /&gt;
* Worship their state religion, the [[Moroz Holy Tribunal]]&lt;br /&gt;
* Have a strong dislike of Synthetics and robots.&lt;br /&gt;
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&#039;&#039;&#039;Unathi Characters specifically are likely to:&#039;&#039;&#039;&lt;br /&gt;
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* Speak Sinta&#039;Azaziba but not Sinta&#039;Unathi&lt;br /&gt;
* Worship their state religion, the [[Moroz Holy Tribunal]]&lt;br /&gt;
* Look down upon Unathi from the Izweski Nation/Izweski Hegemony&lt;br /&gt;
* Be more relaxed around humans and human culture.&lt;br /&gt;
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&#039;&#039;&#039;Here is an example character from the Empire of Dominia:&#039;&#039;&#039;&lt;br /&gt;
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*Belai Janstane, 31, is a Station Engineer for NanoTrasen. He is a genial with those he knows and a hard worker. &lt;br /&gt;
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*Janstane, like most Secondaries, is of average height at 5’7” with black eyes and closely trimmed black hair. Although he isn’t muscle-bound, he is lithe from many years of manual labor.&lt;br /&gt;
&lt;br /&gt;
*Janstane, like the majority of Dominians, follows the Tribunal relatively devoutly, with a milder view of most Edicts. Hailing from the capital of Nova Luxembourg, he is descendant from several generations of freeman. &lt;br /&gt;
&lt;br /&gt;
*Janstane, like all devout Dominians, loathes synthetic life. He has a positive view of Dominian Unathi, with a dislike of most other species. &lt;br /&gt;
&lt;br /&gt;
*Janstane speaks Tau Ceti Basic with a fair grasp of Sol Common. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Here is a second example character from the Empire of Dominia:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Seliza Kazhkz, 22, is a Cargo Technician for NanoTrasen. She is driven when she sets her mind to something, but often lazy.&lt;br /&gt;
 &lt;br /&gt;
*Kazhkz is an average 6’4”, with dark red eyes and dark green scales to match. Like many Unathi, she is relatively muscular.&lt;br /&gt;
&lt;br /&gt;
*Kazhkz is a devout follower of the Tribunal subscribing to the Kael’kah school. She is from Alterim Balteulis, and is the child of some of the first Unathi to land in the now Empire, learning many important sailing skills from her parents. She is a Minor Noble. &lt;br /&gt;
&lt;br /&gt;
*While viewing humans relatively positively, Kazhkz dislikes any distinctly Moghean Unathi.&lt;br /&gt;
&lt;br /&gt;
*Kazhkz speaks Tau Ceti Basic and Sinta’Azaziba.&lt;br /&gt;
&lt;br /&gt;
[[Category:Pages]]&lt;br /&gt;
[[Category:Factions]]&lt;/div&gt;</summary>
		<author><name>Datamatt</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Moroz_Holy_Tribunal&amp;diff=13129</id>
		<title>Moroz Holy Tribunal</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Moroz_Holy_Tribunal&amp;diff=13129"/>
		<updated>2019-09-24T11:44:07Z</updated>

		<summary type="html">&lt;p&gt;Datamatt: Godddess &amp;gt; Goddess&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Human Lore}}&lt;br /&gt;
[[File:Moroz Tribunal Symbol.png|thumb|&amp;quot;The Eye&amp;quot;, Holy symbol of the Tribunal representing the &#039;four corners&#039; of the universe with a central &#039;eye&#039; of the Tribunal watching all. Necklaces of the symbol usually leave the central &#039;eye&#039; capable of rotation.]]&lt;br /&gt;
&amp;quot;Our gift is the divine, theirs the mundane&amp;quot;&lt;br /&gt;
&lt;br /&gt;
A rapidly expanding religion that borrows from largly from the [[Unathi_Religion#Sk.27akh|Sk&#039;akh]] religion founded by former High Lord Precentor, Tribune Lien Jakaab and former Sk&#039;akh Priest, Tribune Kasam Kaelesi. Worship revolves around a gender neutral supreme being known commonly as &amp;quot;Goddess&amp;quot; in all languages. As a gender neutral God the being is often called &#039;he&#039; or &#039;she&#039; interchangeably to represent that she/he is a collection of all the faithful. The elites of the religion are made up of the Tribunal who commune directly with the &amp;quot;Goddess&amp;quot;. From their communions, the Tribunal create edicts to be followed by the faithful. Disobeying an edict can be met with the death penalty in the worse case, typically by firing squad or ritual suicide. It is rumored by the faithful that the Tribunal possess psionic powers gifted to them by the &amp;quot;Goddess&amp;quot;.  Like Sk&#039;akh, the Goddess can be either male or female and is often called Three of One because the spirits combine into three minor aspects within the Goddess: the Soldier, the Scholar, the Artisan. These three spirits are personifications of the most important aspects of Dominia society. Tribunal priests agree that all three are equally important, and that malign spirits can be attracted by an imbalance in the Great Three. Priests often stress the importance of balance, both in matters of spirit as well as in society and personal life just as they do in the Sk&#039;akh.&lt;br /&gt;
&lt;br /&gt;
Followers of the Tribunal believe that upon death the faithful edict abiding followers are joined with the Goddess directly and become part of the Goddess. Faithless or &amp;quot;evil&amp;quot; people simply cease to exist upon death. They also believe that it is possible to communicate with the dead through prayer. The Tribunal also believes that malign spirits and demonic entities exist and that their priesthood is gifted with divine powers with which these entities can be fought and beaten. &#039;&#039;&#039;Interestingly the Tribunal is a common religion not just among Dominians but also the major relgion of pirate [[Unathi]] who follow the religion (albeit quite loosely) by virtue of their acceptance and continuous interaction with the Empire.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Though not having a holy book per se the priesthood utilise the &amp;quot;Tribunal Codex&amp;quot; which contains the latest up-to-date edicts and litanies. Priests of the church are allowed to marry.&lt;br /&gt;
&lt;br /&gt;
==The Priesthood==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Initiate&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Initiates are those who have felt the calling of the Goddess through the Tribunal. After applying for entry at a temple Initiates undergo an interview which both clarifies if the applicant really wants to join the Tribunal as well as their knowledge regarding the faith and their qualifications. Finally the Initiate undergoes a series of exams. This process usually takes upwards of a month and if the applicant is successful, they are inducted into the Tribunal as an Initiate. And Initiate&#039;s life is that of study and general menial work - ranging from clerical office activities and public speaking to manual labour such as maintaining Tribunal facilities. Every year the Initiate is expected to complete a written exam alongside a thesis relating to the faith. This is marked by the Priests. After three years have passed and the Initiate has all three exams and defended their thesis&#039;s successfully, then they are inducted into the ranks of the Priests. Initiates are expected to wear white robes or any white clothing and apply red paint around their eyes and ears to represent &amp;quot;watching&amp;quot; and &amp;quot;listening&amp;quot; to lessons taught. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Priest/Priestess&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Priests are expected to administer to the faithful and as such are assigned to a position somewhere within or without the Empire to perform religious rites and to watch over the faithful. This is especially important outside the Empire where Priests also act  as watch dogs to ensure Dominia citizens are keeping faith. Many Priests choose to branch off into either scholarly or military pursuits. Many Priests believe it is their duty to remain combat effective in defence of the faith and assist military units to this end as Chaplains, where as others further refine the faith through academic study. If a Priest deems them self worthy they can petition the High Priests to enter their ranks. This prospective Priest should be able to demonstrate their advanced knowledge of the faith and their commitment to it through either their academic or militaristic contributions. Friends in high places don&#039;t hurt either. If a High Priest chooses to sponsor the applicant then their application will be presented at a yearly meeting of the High Priests and the Holy Tribunes. The High Priests will then vote on who they would like to enter their ranks with the Holy Tribunes holding veto powers over the affair. If the Priest is voted to be raised higher then they will be inducted into the ranks of the High Priests. They are expected to be clad in red and gold robes/clothing and always wear red paint around their eyes with a strip of red paint an inch wide running from their bottom lip to their chin. The red paint around the eyes representing the eyes of the Tribunal and the red paint on the chin the mouth or &amp;quot;words&amp;quot; of the Tribunal. The priests tend to carry staves made of steel clad in carved obsidian or in some cases steel anthames with obsidian blades. The obsidian, though difficult to shape due to its brittleness, is used due to its warding properties - the Tribunal believes it can protect against evil spirits and creatures. It&#039;s customary for the priests to powder or paint their faces white however most priests of the Primaries class tend to leave their tanned complexions on show to demonstrate their &amp;quot;superior genetics&amp;quot;. Unathi priests also wear red paint around their eyes with the two vertical red lines - around an inch thick - begining on both sides of their muzzle, joining under their &amp;quot;chin&amp;quot;. Priests can be of any gender. In recent times there has been a large number of priests heading outside of Dominia space to spread the faith, a large number of which have begun working as Chaplains amongst the Trans-stellar Corporations.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;High Priest/Priestess&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WIP&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Holy Tribune&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Numbering four all together, the Holy Tribunes commune directly with the Goddess and receive instructions directly from it. On the basis of instructions given they produce new Holy Edicts to be followed by the faithful. They are the supreme authority and wield immense power across the Empire and beyond.  &#039;&#039;&#039;WIP&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Tribunal Doctorine==&lt;br /&gt;
&lt;br /&gt;
One of the foundations for the Tribunals beliefs is that &#039;&#039;&#039;the soul is the actual person&#039;&#039;&#039;, and the body is a vessel it inhabits. &lt;br /&gt;
&lt;br /&gt;
For robotics, the Tribunal believes that &#039;&#039;&#039;synthetic parts cannot possess a soul&#039;&#039;&#039; as such synthetic limbs are highly frowned upon. To the Tribunal the concept of borgification is to have your soul sent &amp;quot;to oblivion&amp;quot; and cease to exist. &lt;br /&gt;
&lt;br /&gt;
The Tribunal believe &#039;&#039;&#039;true AI in the form of positronics and the like to be an abomination.&#039;&#039;&#039; The church believes that as they have no link to the Goddess they benefit from no positive influence from the Goddess or the ancestors and so are intrinsically and irredeemably evil, acting as magnets to malign spirits and demonic entities. Not only this, but they see it as an attempt by the Goddess&#039; creation to elevate themselves to the level of the Creator. Only the Goddess can create souls, and to make an inherently soulless creation is evil and arrogant beyond all measure. They often make reference to the [https://wiki.aurorastation.org/index.php?title=Skrell_History#The_Glorsh_Rebellion Glorsh Rebellion] as an example of the end result of allowing true AI to exist. &lt;br /&gt;
&lt;br /&gt;
The Tribunal believes that when a body is &#039;&#039;&#039;cloned&#039;&#039;&#039; that the soul is snatched out of the spirit realm and put back inside the body. So cloning is not creating a new person but a continuation of the same individual. &lt;br /&gt;
&lt;br /&gt;
Burial rites require the body to be treated with respect and any open wounds sealed or cauterized. A priest oversees a funeral process and gives a sermon on the individual, which are traditionally communal affairs, assuring the attendees that the individual in question has joined with the Goddess. If a person dies and is cloned then the former body is simply an empty, rather useless vessel, and should be disposed of as soon as possible. &lt;br /&gt;
&lt;br /&gt;
Because the soul is separate from the vessel that is the physical body, it is accepted that a &#039;&#039;&#039;soul could have been given a body of the different sex&#039;&#039;&#039; when developing before birth. This means that a particularly strong-willed female with aspirations to enter a traditionally masculine field could be said to have the soul of a man trapped in a woman&#039;s body and visa versa. &lt;br /&gt;
&#039;&#039;&#039;Non-traditional relationships&#039;&#039;&#039; are largely irrelevant to the Tribunal with same sex relationships accepted by the mainstream. Depending on a person&#039;s social status or family non-traditional relationships may be frowned upon but by and large no one especially cares. &lt;br /&gt;
&lt;br /&gt;
The Tribunal defines relationships under either &#039;&#039;&#039;Lust&#039;&#039;&#039; (physical desire), &#039;&#039;&#039;Love&#039;&#039;&#039; (romantic desire), or &#039;&#039;&#039;Dutiful&#039;&#039;&#039; (proper desire) in the a similar way to the Sk&#039;akh however with amendments.  The Tribunal preaches against &#039;&#039;&#039;Lust&#039;&#039;&#039; becoming more important to its followers than their &#039;&#039;&#039;Dutiful&#039;&#039;&#039; relationships. However a &#039;&#039;&#039;Dutiful&#039;&#039;&#039; relationship does not necessarily mean to have children, but further your master, your house and the Empire. In this way one must choose relationships which best enables those three things. &#039;&#039;&#039;Love&#039;&#039;&#039; should be approached cautiously as it has the potential to fall into &#039;&#039;&#039;Lust&#039;&#039;&#039; but the same potential to boost a &#039;&#039;&#039;Dutiful&#039;&#039;&#039; relationship. One can love and lust after their arranged marriage partner which is &#039;&#039;&#039;Lust&#039;&#039;&#039;, &#039;&#039;&#039;Love&#039;&#039;&#039; and &#039;&#039;&#039;Dutiful&#039;&#039;&#039; relationship in balance.&lt;br /&gt;
&lt;br /&gt;
==Key Edicts==&lt;br /&gt;
&lt;br /&gt;
It&#039;s important to note that edicts relate to religious law not state law. Stealing for example is covered by state law, not edicts. Though breaking an edict can lead to a death penalty as per the first edict, the church  usually settles for some form of penance ranging from fines to corporal punishment or entry into  the Tribunal Commandos. The edicts themselves have been interpreted differently by members of the Priesthood but the main schools of thought are &amp;quot;Jak&#039;akh&amp;quot; named after Tribune Lien Jakaab and the more aggressive &amp;quot;Kael&#039;kah&amp;quot; after Tribune Kasam Kaelesi. Jak&#039;akh is the most commonly followed across the Empire where as Kael&#039;kah tends to be followed by those in the frontier regions of Dominia and on Alterim Balteulis. &#039;&#039;&#039;An antag Dominian may follow a much more violent interpretation of the edicts known as &amp;quot;Nul&#039;akh&amp;quot; or just &amp;quot;Nul&amp;quot; in which the breaking of an edict is punishable by death in all cases and that the thirty third edict - Respect the laws of other Empires etc should be interpreted literally - it only applies within other &amp;quot;Empires&amp;quot; and as such, would not matter in Tau Ceti.&#039;&#039;&#039; Nul&#039;akh is considered an embarrassment by the church. Below are some key edicts. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The First Edict:&#039;&#039;&#039; The Tribunals edicts are absolute. Breaking of an edict is punishable by death.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Jak&#039;akh Interpretation: -Can- be punished with death but not always. A lighter form of punishment such as fines and imprisonment are usually preferable.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Kael&#039;kah Interpretation: -Can- be punished with death but not always. Corporal punishment (flogging) is usually preferable.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Second Edict:&#039;&#039;&#039; Praise the Goddess in all that you do, and bless those who assist you in your workings.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Jak&#039;akh Interpretation: Keep the Goddess and the ancestors in your heart and be respectful to those around you.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Kael&#039;kah Interpretation: Actively thank the Goddess and the ancestors for their aid mentally and verbally. Actively give blessings to those around you where appropriate (they helped you, they helped others etc).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Third Edict:&#039;&#039;&#039; Spread the good news of the Goddess in all that you do, that all may receive her blessings.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Jak&#039;akh Interpretation: Proselytize through your good works and deeds, with words if appropriate, that all may be redeemed and made better under her light.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Kael&#039;kah Interpretation: Actively spread the news of the Goddess, that all may be redeemed and made better under her light.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Twelfth Edict:&#039;&#039;&#039; All synthetic life forms within Dominia space shall be sought out and destroyed where found.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Jak&#039;akh Interpretation: All synthetic life forms within Dominia space shall be sought out and brought into custody to be tried in Tribunal court. If they can&#039;t be brought in then they should be destroyed.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Kael&#039;kah Interpretation: All synthetic life forms within Dominia space shall be sought out and destroyed on sight.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Twenty Second Edict:&#039;&#039;&#039; Do not partake of any food raw or tainted with blood.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Jak&#039;akh Interpretation: You should not eat raw meat or fish unless you have to.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Kael&#039;kah Interpretation: You should not eat raw meat or fish, even if it means starving.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Thirty Third Edict:&#039;&#039;&#039; Respect the laws of other Empires but worry not as they shall soon be brought into the Tribunals benevolent reach. &lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;Jak&#039;akh Interpretation: Don&#039;t break the law of other civilisations. If you do, seek forgiveness from the ancestors and hand yourself into the host civilisations authorities.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Kael&#039;kah Interpretation: Don&#039;t break the law of other civilisations. If you do, seek forgiveness from the ancestors and either return to Dominia to be punished or seek out a Tribunal Priest to seek their forgiveness and follow their directions. Color the area around your eyes black as a sign of regret until instructed to stop by a Priest.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Thirty Ninth Edict:&#039;&#039;&#039; Those who escape the divine courts judgment must be destroyed where found.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Jak&#039;akh Interpretation: Anyone who runs from punishment or judgment should be sought out and encouraged to go back into church custody peacefully. If that is not possible then they will sadly need to be forced. This is not glorious nor joyful and those who run should be mourned.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Kael&#039;kah Interpretation: Anyone who runs from punishment or judgment should be sought out and handed back into church custody. If that is not possible then they will need to be destroyed. Those who run deserve this fate and should not be mourned.&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Forty First Edict:&#039;&#039;&#039; It is pleasing before God that whomever has the honor to enter a room first be the last to leave.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Jak&#039;akh Interpretation: If you enter a room with a group of people, it is desirable to leave last unless there are many people.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Kael&#039;kah Interpretation: If you enter a room with a group of people, you should be the last to leave barring it causing serious harm.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Fiftieth Edict:&#039;&#039;&#039; Lies are abhorrent before God, especially those told for personal gain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Jak&#039;akh Interpretation: Lying for personal gain should always be avoided, though lying may be excused in other circumstances.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Kael&#039;kah Interpretation: Lying for personal gain is especially abhorrent, and lies should be avoided unless they are necessary to prevent harm to God&#039;s faithful.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Sixty Third Edict:&#039;&#039;&#039; Animals, while below the rest of His creation, are still made by God. They should not be treated cruelly or wasted.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Jak&#039;akh Interpretation: While hunting is permissible as long as the meat is not wasted, animals should not be pointlessly mistreated..&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Kael&#039;kah Interpretation: All parts of an animal who is hunted should be used in some way, and any form of willful mistreatment toward an animal is abhorrent.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The One Hundredth Edict:&#039;&#039;&#039; Those who escape the divine courts judgment and flee outside Dominia space should be encouraged to return and confess so they might face divine judgment. In death they shall be absolved. It is the duty of all the holy to encourage those that flee to return to us, so that they might be forgiven.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Jak&#039;akh Interpretation: Anyone who runs from punishment or judgment outside of Dominia space should be sought out and encouraged to go back into church custody peacefully.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Kael&#039;kah Interpretation: Anyone who runs from punishment or judgment should be sought out and handed back into church custody if this is legal within the space the edict breaker has entered. If that is not possible then they will need to be encouraged to go back into church custody peacefully but aggressively. Any who run deserve this fate. Do not mourn them.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Litanies==&lt;br /&gt;
&lt;br /&gt;
The holy litanies tend to be phrases spoken by the faithful of the Tribunal during there day to day lives or by Priests during sermons. They are usually repeated until whatever situation they were spoken for has passed. Key litanies are listed below. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Litany of Protection&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Used when in danger or when about to be put in danger.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Goddess through the Tribunal,&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Tribunal through me,&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Goddess protects,&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Tribunal protects,&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Thus I am immortal.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Litany of Concentration&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Used when there is a need to focus on a pressing task whilst ignoring distractions. It is to be repeated slowly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;My mind is water,&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Guide my thoughts.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The litany is sometimes spoken once and the below then repeated.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Flowing.&#039;&#039;&lt;br /&gt;
&#039;&#039;Flowing.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Litany of Combat&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Used when in combat or prior to combat.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Goddess gives,&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Tribunal sees,&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Thus I keep faith,&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Thus I have no fear,&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Thus I have no mercy,&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Thus I have no regrets.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The litany is sometimes shortened in combat for ease as below.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Only Faith,&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;No fear,&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;No mercy,&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;No regret.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Litany of Holy Dedication to the Immaculate Tribunal under the Goddess&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Used during religious &amp;quot;dedications&amp;quot; (worship).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Priest Says:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;One Empire&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Under the Goddess,&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Whom through the Tribunal, reigns.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Worshippers Say:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;One Empire.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;One Goddess.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Tribunal.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Priest Says:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;We serve the Goddess fully.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Worshippers Say:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Without reserve.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Priest Says:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Faithfully.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Worshippers Say:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Without question.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Priest Says:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Together.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Worshippers Say:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Without hesitation.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Priest Says:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;One Empire.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Under the Goddess,&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Worshippers Say:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Whom through the Tribunal reigns.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Priest Says:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Goddess bless the Immortal Empire.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Goddess bless us all.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Category:Factions]]&lt;/div&gt;</summary>
		<author><name>Datamatt</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Raider&amp;diff=13119</id>
		<title>Raider</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Raider&amp;diff=13119"/>
		<updated>2019-09-15T18:06:56Z</updated>

		<summary type="html">&lt;p&gt;Datamatt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = black&lt;br /&gt;
|headerfontcolor = red&lt;br /&gt;
|stafftype = ENEMY&lt;br /&gt;
|imagebgcolor = gray&lt;br /&gt;
|img_generic = File:Generic_captain.png&lt;br /&gt;
|img = HeistRaider.png&lt;br /&gt;
|jobtitle = Raider&lt;br /&gt;
|access = Only public&lt;br /&gt;
|difficulty = Hard&lt;br /&gt;
|superior = Your employers, or no one&lt;br /&gt;
|duties = Steal from the station, cause havoc or trade.&lt;br /&gt;
|guides = This one here&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Raiders are members of a gang of pirates and thieves that steal aboard NT stations to, well, steal valuable items and commodities. SKREEE!&lt;br /&gt;
&lt;br /&gt;
Raiders must secure resources from the station, by gifts, trades, or theft and then make a quick getaway in their shuttle. The list includes but is not limited to:&lt;br /&gt;
&lt;br /&gt;
*Resources (E.G Metal, Glass, Plasteel, Phoron, etc.)&lt;br /&gt;
*Engineering equipment&lt;br /&gt;
*Persons of interest&lt;br /&gt;
&lt;br /&gt;
Raiders have an encrypted radio channel which can be accessed using Headset.png:t&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Extended skillset - You are equipped with whatever skills you need to achieve your objective, and no more.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==The Heist==&lt;br /&gt;
&lt;br /&gt;
What you have been tasked to steal will vary from round to round, but it will likely include some high tech items and maybe even crew members, in order to steal these things you have...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Remember:&#039;&#039;&#039; You can change the frequency on your headset to &#039;&#039;&#039;145.9&#039;&#039;&#039; to talk on the common channel.&lt;br /&gt;
&lt;br /&gt;
===Gear===&lt;br /&gt;
&lt;br /&gt;
Your ship comes loaded with some low tech weaponry that favors common pirate tactics of running and hiding.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dart Gun&#039;&#039;&#039;- Comes loaded with tranquilizer darts loaded up with sleep toxins. Valuable tool in incapacitating and capturing crew. The dosage is only enough to knock out the unfortunate for a minute or so.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Powered Crossbow&#039;&#039;&#039;- Fires superheated metal rods and is much more effective after being charged up fully, which takes around five or six seconds. In space it is an incredibly potent tool, able to fling off targets into space at pretty fast speeds. Also comes with the added bonus of pinning people to walls if they happen to be within a tile or so of them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pneumatic Cannon&#039;&#039;&#039;- The fire-anything gun, literally, it can fire anything at targets. Useful if you&#039;re running from crew member and just grab any nick nacks as you high tail it outta the hot zone. Needs to be connected to a tank of gas to be useful at all, the pressure can be set to make it more or less lethal.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;- Various sets of voidsuits and hardsuits can be found around the ship and on the raider base.&lt;br /&gt;
&lt;br /&gt;
===The Skipjack===&lt;br /&gt;
&lt;br /&gt;
The greatest asset at the raiders&#039; disposal is their ship, a small yet durable skipjack. The ship has the ability to travel to various parts of the station z-level as well as mining, allowing the raiders to keep on the move and avoid capture by the crew. There is a cool down period in between each jump. The central room of the skipjack is the storeroom, racks filled with various weapons and suits, the port wing of the craft houses a small brig and the starboard wing is home to a crude medbay. The two wings are connected to airlocks which allow entrance and exit.&lt;br /&gt;
&lt;br /&gt;
{{Antagonists}}&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[Category: Jobs]] [[Category:Antagonists]]&lt;/div&gt;</summary>
		<author><name>Datamatt</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Mercenary&amp;diff=13118</id>
		<title>Mercenary</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Mercenary&amp;diff=13118"/>
		<updated>2019-09-15T18:06:18Z</updated>

		<summary type="html">&lt;p&gt;Datamatt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = black&lt;br /&gt;
|headerfontcolor = red&lt;br /&gt;
|stafftype = ENEMY&lt;br /&gt;
|imagebgcolor = gray&lt;br /&gt;
|img_generic =Generic_nukesyndie.png &lt;br /&gt;
|img =Generic_nukesyndie.png&lt;br /&gt;
|jobtitle = Mercenary&lt;br /&gt;
|access = Everywhere, provided you have a brick of C4 or an Emag handy&lt;br /&gt;
|difficulty = &amp;lt;font style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;VERY HARD&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
|superior = Your Employer&lt;br /&gt;
|duties = Be creative! Kidnap crew, Sabotage and steal vital equipment, the possibilities are endless! &lt;br /&gt;
|guides = [[Uplink|Guide to Telecrystals]]&lt;br /&gt;
}}&lt;br /&gt;
You&#039;re a ragtag hired gun; you&#039;ve been hired by a corporation to deal with one of their most influential and well funded opponents: [[Nanotrasen Corporation]]. Together with your team you&#039;re going to help your hirer&#039;s company return to the top of the stock market and make sure NanoTrasen falls to the bottom.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;A team of  highly trained and deadly mercenaries has been hired to head out to the NSS Aurora and ensure the share holders re-consider their views on the almighty NanoTrasen. Luckily the mercenaries have access to a wide range of tools to assist them on their mission. Ranging from a simple revolver to the advanced energy crossbow you have the tools to get the job done.   &amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Extended skillset - You are equipped with whatever skills you need to achieve your objective, and no more.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Antag OOC and Mixed Gamemodes ==&lt;br /&gt;
Aurora comes with an implemented antag only OOC, Mainly used for talking gimmicks with your fellow nuke ops; however, you will find yourself in gamemodes where more antags exist on station. Use AOOC to discuss gimmicks and tactics that you believe could make the server fun.&lt;br /&gt;
Please note that metagaming with this will possibly lead to a warning or a full on antag ban. Follow the [[Server Rules]] and remember not to IC in OOC.&lt;br /&gt;
If there&#039;s any questions, please ahelp it.&lt;br /&gt;
&lt;br /&gt;
== Mission Preparation ==&lt;br /&gt;
Congratulations you&#039;ve been chosen to fill this antagonistic role. Now the first thing you should do before launching your &amp;lt;s&amp;gt;inevitable&amp;lt;/s&amp;gt; attack on the station is to sit down with your fellow gunmen. Discuss and create a plan for your team to follow. There&#039;s no set leader of your team but you may find someone quickly take control of the situation which is perfectly okay, provided they&#039;re sensible about it.&lt;br /&gt;
&lt;br /&gt;
=== The Nuclear Code ===&lt;br /&gt;
You may notice on the table of the room in which you wake up is a sheet of paper with a code written on it, this is the nuclear code - a code used to activate a nuclear device alongside a &lt;br /&gt;
Nuclear Authentication Disk. This is typically your fall back plan should Plan A fail.&lt;br /&gt;
&lt;br /&gt;
=== Suiting Up ===&lt;br /&gt;
[[File:Syndie.png|300px|thumb|alt=Syndicate Shuttle|The high tech mercenary shuttle, comes with a variety of infiltration equipment like a half finished teleporter and a cloaking device! ]]&lt;br /&gt;
Now before you run nilly willy into the station, you&#039;ll discover an armoury full of EVA gear and weapons, as well as a Radio Uplink for special items. You&#039;ll definitely want to pick the most fashionable suit and preferably a weapon too. It&#039;s also recommended to discuss what you will use the radio uplink for as it comes with a finite amount of crystals.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re one of those folk who typically tend to lose things it might be a good idea to just move the armoury contents onto the shuttle should you need a spare as you won&#039;t be coming back once you leave.&lt;br /&gt;
&lt;br /&gt;
===Selecting Your Gear===&lt;br /&gt;
Depending on your plan, your selection of gear may vary. Typically you&#039;ll want to take a standard issue C-20r Submachine gun. This firearm has a high rate of fire, can be used one-handed, greatly speeding up reloads, or enabling you to do things without completely letting your guard down, and is generally lethal. Not the best weapon for hostage taking as it tends to cause internal bleeding and leave shrapnel behind which can be quite pesky to deal with, also these eat through bullets like engineering does metal so use it sparingly.. You&#039;ll also notice you also have access to an Ion Rifle, a weapon which has the ability to disable electronic devices. Especially effective against Cyborgs and crew with prosthetic limbs and organs. Additionally, 2 STS35 Assault Rifles can be found, harder hitting than the submachine guns, but requiring both hands to fire. One final standard weapon you&#039;ll find is an energy gun, a double edged sword - Stun mode which incapacitates and Lethal which is self explanatory. However these require frequent charging and have limited shots.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Radio Uplink ===&lt;br /&gt;
The radio uplink is a remote item teleportation device, you&#039;ll find it on the armoury floor. It can be used to summon various items out in the field which will aid you in your plan.However they run via tele-crystals and have a finite amount, forty to be exact.&lt;br /&gt;
&lt;br /&gt;
Recommended purchases:&lt;br /&gt;
* Electromagnetic Card (Emag), allows access to all restricted areas and multiple ID locked terminals.&lt;br /&gt;
* Plastic Explosive (C4), very useful for gaining access to anywhere when subtlety is not needed.&lt;br /&gt;
* Agent ID, allows you to set your character&#039;s name to anything and job to anything. Useful for impersonating officials, also can copy access from other IDs. (You start with this already, but it&#039;s extremely important and deserves a spot here just to point that out.)&lt;br /&gt;
You may also consider other items like the Teleporter circuit board allowing quick and easy access to the stations many restricted area&#039;s.&lt;br /&gt;
&lt;br /&gt;
=== Traveling ===&lt;br /&gt;
So, you&#039;re all geared up, have a plan and are raring to go? Then go ahead and board your shuttle and close the airlock behind you. Once aboard use the shuttle control panel in the cockpit to move to the Aurora. You&#039;ll also note a cloaking device button, if disabled the station will receive a warning about an unknown ship heading their way which may make life difficult for you. There are various positions to move the shuttle at the Aurora, ranging from the Telecommunications satellite and different holdings around the station.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Communicating===&lt;br /&gt;
Your headsets have an additional channel added to communicate with your fellow teammates access it by using &#039;:t&#039; in your message. This channel is private to your team only thus confidential. &#039;&#039;&#039;Remember:&#039;&#039;&#039; You can change your headset frequency to &#039;&#039;&#039;145.9&#039;&#039;&#039; to talk on the common channel.&lt;br /&gt;
&lt;br /&gt;
====Useful information====&lt;br /&gt;
All fellow mercenaries have a large &#039;&#039;S&#039;&#039; next to their player ingame, so try and avoid shooting them by mistake especially while in disguise.&lt;br /&gt;
&lt;br /&gt;
The voidsuit can be placed in a backpack, useful for stealthier infiltrations with plans to go loud, or to carry one for a captured mercenary, when you move to spring him from captivity.&lt;br /&gt;
&lt;br /&gt;
The cyanide pill (the one you spawn with in your box, yes that one) can be used for a quiet kill, rather than a desperate attempt to take your own life.&lt;br /&gt;
&lt;br /&gt;
===Nuclear Sabotage===&lt;br /&gt;
&lt;br /&gt;
Did your plan fail? Have all fellow agents been killed? or have you just met flatout unbeatable forces? Then time to use Plan B. It&#039;s time to activate the stations Self Destruct Device, or Nuke for short. To use it you&#039;re going to need a few things.&lt;br /&gt;
&lt;br /&gt;
Remember the nuclear authentication I mentioned earlier?, it&#039;s typically stored by the [[Captain]] somewhere. Luckily you have a pinpointer device from the armoury to help you locate it should the captain become indisposed. Simply click on the pinpointer to activate it then follow the arrow on its screen to find the disk. &lt;br /&gt;
&lt;br /&gt;
Also the nuclear code from earlier comes into play now, so if you forgot it or lost it then stop reading now and sit in the corner and feel ashamed, if not read on.&lt;br /&gt;
&lt;br /&gt;
Now that you have the disk, return to your shuttle and grab the Nuclear Device located in the compartment at the very aft of the ship. Keep in mind that the nuclear code you received at the start of the round will &#039;&#039;&#039;only work with this nuke&#039;&#039;&#039; and will not work with the station&#039;s nuke or any others.&lt;br /&gt;
&lt;br /&gt;
==Bomb Initiation Club==&lt;br /&gt;
Once you&#039;ve found an appealing place for your nuke, you&#039;ll need to properly set it up, simply follow this handy and simple guide to activating a nuclear device:&lt;br /&gt;
&lt;br /&gt;
* Right click the device to open it&#039;s control panel.&lt;br /&gt;
* Make it deployable.&lt;br /&gt;
* Click it with your open hand.&lt;br /&gt;
* Place the Nuke disk into the slot.&lt;br /&gt;
* Punch in the nuke code, hit enter.&lt;br /&gt;
* Set the time.&lt;br /&gt;
* Set it to Armed.&lt;br /&gt;
* Disengage the anchor.&lt;br /&gt;
* Have it timing as you run off with the thing (if you die it will still go off).&lt;br /&gt;
* Place the nuke anywhere you want on the station.&lt;br /&gt;
* Anchor it.&lt;br /&gt;
* Take the Nuke Disk out.&lt;br /&gt;
* Either Guard the disk, space the disk, or something to throw off the crew&#039;s pin pointer.&lt;br /&gt;
* Get back to your shuttle.&lt;br /&gt;
* If any other nuke agents are alive, give them a moment to get to the shuttle.&lt;br /&gt;
* Once you and your buddies are loaded in the shuttle, get out of there.&lt;br /&gt;
&lt;br /&gt;
==Tips==&lt;br /&gt;
* Try and subvert the AI, it can easily give you away early game, making your life a hell of a lot harder.&lt;br /&gt;
* Don&#039;t be afraid to intimidate the crew a little, just don&#039;t wordlessly murder crew without any Roleplay as it&#039;s considered very bad form and may even lead to a ban.&lt;br /&gt;
&lt;br /&gt;
==Key notes about hostage taking:==&lt;br /&gt;
* Keep the hostages somewhere safe and secure.&lt;br /&gt;
* Remember to eliminate the hostage if the opposition does things you don&#039;t like.&lt;br /&gt;
* Remember to have an alternative way out that doesn&#039;t lead through Security Officers.&lt;br /&gt;
* Remember that security will still try to assault you.&lt;br /&gt;
* The longer you stay in a position bogged down with a hostage, the further the scales tip out of your favor.&lt;br /&gt;
 &lt;br /&gt;
{{Antagonists}}&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[Category: Jobs]] [[Category:Antagonists]]&lt;/div&gt;</summary>
		<author><name>Datamatt</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Cult&amp;diff=13050</id>
		<title>Cult</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Cult&amp;diff=13050"/>
		<updated>2019-09-01T18:18:43Z</updated>

		<summary type="html">&lt;p&gt;Datamatt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = black&lt;br /&gt;
|headerfontcolor = red&lt;br /&gt;
|stafftype = ENEMY&lt;br /&gt;
|imagebgcolor = Gray&lt;br /&gt;
|img_generic =Generic_cultist.gif&lt;br /&gt;
|img =Generic_cultist.gif&lt;br /&gt;
|jobtitle = Cultist&lt;br /&gt;
|access = Anywhere you had before your conversion or can sneak into.&lt;br /&gt;
|difficulty = &amp;lt;font style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;VERY HARD&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
|superior = Your God&lt;br /&gt;
|duties = Serve Nar&#039;Sie, ensure the summoning is completed.&lt;br /&gt;
|guides = NO EXTERNAL GUIDES&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
You knew you were special, ever since the day you were shown the light. You kept it a secret in your heart; now, you can contain it no longer. Armed with His gift, a precious word in His sacred tongue, you begin your dark work - no one will leave the station alive.&lt;br /&gt;
&lt;br /&gt;
The cultists are a group of fanatical worshipers of Nar-sie, the Geometer of Blood. For whatever reason, they have chosen this shift as the moment when they will reveal their dark purpose. They will tolerate only two sorts of people: those who worship the Dark God, and those who are dead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Extended skillset - Your god imbues you with the ability to fight with the tools he provides.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Your Objectives ==&lt;br /&gt;
As with all antagonists, you do not have any set-in-stone objectives. However, you differ from most antagonist types in that you are commonly driven toward certain goals:&lt;br /&gt;
&lt;br /&gt;
# Pleasing Nar-sie. Murder and/or terrorize the crew, steal a mass of souls, or even bring the Geometer Himself into the world of man.&lt;br /&gt;
# The conversion, whether by will or by force, of the crew into the cult.&lt;br /&gt;
# General mayhem.&lt;br /&gt;
&lt;br /&gt;
== Weapons of the Faith ==&lt;br /&gt;
You begin the round with an inscribed sheet of paper, and knowledge of a special word. You are, otherwise, indistinguishable from any other member of the crew.&lt;br /&gt;
&lt;br /&gt;
=== Inscribed Paper ===&lt;br /&gt;
The paper in your bag is vital to your round. It contains a number of spells that will replicate cult magic, including the ability to summon a tome, outfit yourself with cult armor, and more. Additionally, it can be used to create a soulstone, which is the only way you can obtain one without the aid of a construct.&lt;br /&gt;
&lt;br /&gt;
It is highly recommended that your first actions with the paper are as follows:&lt;br /&gt;
&lt;br /&gt;
# Summon an arcane tome.&lt;br /&gt;
# Use the &amp;quot;coordination&amp;quot; spell and introduce yourself to the cult. You can state as much or as little about yourself as you want, but make sure you share your known cult word with the others (check your Notes in the IC tab if you forget).&lt;br /&gt;
&lt;br /&gt;
=== Arcane Tome ===&lt;br /&gt;
The Arcane Tome is the most important weapon in your arsenal. Without it, you are just a madman gibbering mindlessly about nothing. The Tome does not appear on your character sprite - however, it will show up if you are examined. You should consider keeping your Tome concealed, unless you are playing the dreaded Peacecult. The Arcane Tome has three functions that turn the tide of a Cult round:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Read the Tome&#039;&#039;&#039;: Displays a treatise (found in Cult Magic), informing the player how to decipher the runes.&lt;br /&gt;
* &#039;&#039;&#039;Scribe a Rune&#039;&#039;&#039;: Using the words you have learned, create one of several different runes, allowing you to cast powerful spells.&lt;br /&gt;
* &#039;&#039;&#039;Notes&#039;&#039;&#039;: The cult meta-game. This is where you assign a true meaning to each occult word, which in turn unlocks cult runes.&lt;br /&gt;
&lt;br /&gt;
The Tome&#039;s primary use is to create runes. However, it also performs the following functions:&lt;br /&gt;
&lt;br /&gt;
:; Using the Tome on a rune.&lt;br /&gt;
: This will instantly erase the rune. Used to hide evidence, or to clear mistakes when attempting to decipher the words.&lt;br /&gt;
&lt;br /&gt;
:; Using the Tome on another Tome.&lt;br /&gt;
: You will be prompted to copy your notes to the target Tome. Used to share notes (when the Communicate rune is unavailable), quickly arm manifested ghosts, or prepare a backup Tome in case yours is lost.&lt;br /&gt;
&lt;br /&gt;
== Your Dark Work Begins ==&lt;br /&gt;
You are ready to begin. How you spread the Unholy Word of the Geometer of Blood is up to you, but you should be aware of the numerous options you have available as a child of Nar-sie.&lt;br /&gt;
&lt;br /&gt;
=== Identifying the Cult ===&lt;br /&gt;
No one can tell a cultist by their appearance, but you know. You are instilled with the knowledge, whether by coordination before the shift, or sheer strength of faith. Identify your brothers and sisters by the sickly green skull on their HUD. As constructs are created and more crew are converted to the cause, they will obtain skulls of their own.&lt;br /&gt;
&lt;br /&gt;
=== Running the Runes ===&lt;br /&gt;
The Arcane Tome is the means of core Cult play; the Runes are the end. Cultists of Nar-sie can produce several runes to produce magical effects, ranging from psychic communication, to blinding everyone in sight, to bringing the Geometer Himself into the mortal world.&lt;br /&gt;
&lt;br /&gt;
When you begin the round, you will know only one word. A skillful Cultist will immediately share this word with their kindred, by using their [[File:cult_paper.png]]paper to &#039;&#039;coordinate with other members of the Cult&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;margin: 0 auto; width: 50%; font-weight: bold; color: #f00;&amp;quot;&amp;gt;Greetings, cult, my name is Joe Baldie, the Assistant. I am honored to be chosen to perform His dark work. My word is &amp;quot;ego&amp;quot;, which means &amp;quot;destroy&amp;quot; in the mortal tongue.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Open your Arcane Tome and open the Notes section, selecting your known word and assigning a meaning to it. Be sure to repeat the process when you learn the other words. Using the charts found in Cult Magic, you play a sort of decryption game, in which you must assign meanings to unknown words and then attempt to create their associated runes, until you are sure all true meanings are known.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Scribing a rune will require you to cut yourself, and leave lasting bruises. Additionally, the runes themselves are bizarre and often mistaken for blood. For this reason, it is important that you perform your experiments in secrecy, away from the prying eyes of Security and the AI. To use the rune, make sure your active hand is empty, then simply click it. Runes may be stacked one on top of the other, unless they are duplicate runes, in which case the older rune is erased. Be sure to alt+click the tile with the rune in case there are multiple runes.&lt;br /&gt;
&lt;br /&gt;
If you manage to decrypt every occult word, it is vital that you share your knowledge with the rest of the cult. You will have access to the Communicate rune at this point, making this process very easy.&lt;br /&gt;
&lt;br /&gt;
=== Converting to the Cause ===&lt;br /&gt;
Crew members may be converted to the cult by forcing or coercing them to stand on a Convert rune. Using the rune while the non-cult player stands on top will prompt them to resist conversion. If you brought them by force, it is highly unlikely they&#039;ll be eager to join you!&lt;br /&gt;
&lt;br /&gt;
If your conversion is successful, you will have another crazed ally to fight by your side. Be sure to equip them with one of your holy Arcane Tomes, and share your cult&#039;s current plans with them.&lt;br /&gt;
&lt;br /&gt;
=== Capturing Souls ===&lt;br /&gt;
&lt;br /&gt;
One common strategy for Cultists is to attack the crew and capture their souls, thus creating an army of demonic machines. With a fully-deciphered Arcane Tome, you will not need the inscribed paper you began the round with very often. However, this paper allows you to summon a soulstone, which is the only means of obtaining one before you have built an Artificer construct. If you intend to capture souls, you should also use the paper to create a shell as well. This will appear as an empty suit of armor, and often looks highly suspicious to non-cultists.&lt;br /&gt;
&lt;br /&gt;
Creating a construct requires a living player at critical health, and a nearby construct shell. With the soulstone in your active hand, click their body to capture their soul. Then, click on the construct shell and you will be prompted to create a construct. Don&#039;t create that Juggernaut just yet - the Artificer can create additional soulstones and shells!&lt;br /&gt;
&lt;br /&gt;
With an Artificer at your side, you have the means to create a demonic machine army. However, remember that this is a very aggressive playstyle that converts players into slaved antagonists. Consider using this sparingly if you want to keep the round fun for others, and try warning over LOOC before you begin.&lt;br /&gt;
&lt;br /&gt;
=== Remaining Unseen ===&lt;br /&gt;
Your cult is unknown to outsiders, but before the night is over, all will know of Nar-sie. Still, a little prudence goes a long way. Cult implements are often visually sinister, consisting of black books and bloody motifs. You should take care to conduct your experimentation and conversions in secluded areas. Maintenance halls are good for this, but firefighting closets and the Incinerator are not only secluded, but have only one exit and no cameras.&lt;br /&gt;
&lt;br /&gt;
Good, responsible roleplayers will likely be suspicious of your runes and Tomes but not jump immediately into action, opting instead to investigate - but remember, the moment you emerge with battle-robes and dark energy swords, all bets are off!&lt;br /&gt;
&lt;br /&gt;
==== Erasing Runes ====&lt;br /&gt;
Use the Arcane Tome on a rune to erase it.&lt;br /&gt;
&lt;br /&gt;
==== The Hide Rune ====&lt;br /&gt;
Using a Hide rune will hide all runes within a small radius, including the Hide rune itself. Use a Reveal rune to reverse this effect.&lt;br /&gt;
&lt;br /&gt;
==== The Teleport Runes ====&lt;br /&gt;
The Teleport runes are tricky, but incredibly powerful parts of the Cult arsenal. There are two types of Teleport runes: self and other, each of which require only two occult words to use: &#039;&#039;travel self&#039;&#039;, and &#039;&#039;travel other&#039;&#039; respectively. When scribing these runes, you will be prompted to select a keyword from your list of occult words. This keyword is used to link one Teleportation rune to another.&lt;br /&gt;
&lt;br /&gt;
===== Example =====&lt;br /&gt;
Joe Baldie is the Head of Personnel, conspiring with Sue Floorlength, the Research Director.&lt;br /&gt;
&lt;br /&gt;
Sue has sabotaged numerous doors on the Research Outpost and taken out cameras in the warehouse areas. She creates a Teleport rune with the keyword &amp;quot;hell&amp;quot;. Using the Communicate rune, she informs all cultists that there is now a &amp;quot;hell&amp;quot; waypoint that leads to &amp;quot;a safe place&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Joe puts a Teleport rune in the room between his office and the Command meeting rune, and also uses the keyword &amp;quot;hell&amp;quot;. Now, whenever any cultist uses either Teleport rune, they will instantly travel to the other.&lt;br /&gt;
&lt;br /&gt;
===== A Mistake to Avoid =====&lt;br /&gt;
Frank Robustitude is the Warden. Following the above example, he is about to be discovered with a dead body by the Security force. He panics and creates a Teleport rune of his own in the Holodeck, also using the keyword &amp;quot;hell&amp;quot;. Now, though Frank intends to escape to the Research Outpost, he has entangled the teleports. He is randomly teleported to the HoP&#039;s console room, instead. To make things worse, if he tries to teleport again, he might return to the scene of the crime. Even worse, if he fails to correct this mistake or share it with the Cult, they may unwittingly teleport themselves right into the middle of armed, angry Security guards!&lt;br /&gt;
&lt;br /&gt;
For this reason, it is very important that you coordinate as often as possible, to make sure your teleportation links are not ruined.&lt;br /&gt;
&lt;br /&gt;
=== Spilling Blood in His Name ===&lt;br /&gt;
Cultists are notoriously robust, with lots of powerful offensive options at their disposal. Your first instinct may be to use the Armor rune (or summon armor with your paper) and start contributing prized specimens to Nar-sie&#039;s severed head collection.&lt;br /&gt;
&lt;br /&gt;
Your Cult Blade might be obscenely powerful, but remember that it&#039;s a melee weapon! With teamwork and skill, Security can put you down before you can get a swing in (unless you&#039;re a manifested ghost, then you can likely take a nuclear warhead to the face and live). Not only that, but stabbing people left and right is the exact opposite of a fun and interesting round.&lt;br /&gt;
&lt;br /&gt;
==== Blindness, Deafness, Stun, and EMP ====&lt;br /&gt;
The bread and butter of your magical attacks are the Blind, Deaf, Stun, and EMP runes. These do exactly what they sound like, within a medium-sized range of where the rune was activated. It is important to remember that these runes affect everyone: non-cultists, cultists, and even the person who used the rune. It is highly recommended you not use a stun rune when the ERT has just shot a grenade.&lt;br /&gt;
&lt;br /&gt;
==== Wall ====&lt;br /&gt;
The Wall rune is incredibly powerful, forming an excellent means to block the opposition&#039;s path. Make sure that you use the rune after you place it down - it does not activate automatically. Any Cultist can re-activate the rune to toggle the wall on and off. Wall runes combined with a Hide run are a frustrating and extremely effective way to form choke points and barriers.&lt;br /&gt;
&lt;br /&gt;
==== Manifest ====&lt;br /&gt;
The Manifest rune allows you to pull a ghost into the living realm, animating them for a short time to do your bidding. Manifested ghosts act just like players (they can manipulate objects, and count as Cult for the purposes of using Tomes/runes), but are highly stun-resistant and very robust.&lt;br /&gt;
&lt;br /&gt;
To use a Manifest rune, you must be standing on top of it. When a player&#039;s ghost is also atop the rune, using the rune will pull them into a randomly-generated human body. You can repeat this for as many ghosts as will come to your rune. Again, &#039;&#039;&#039;both you and the ghost &#039;&#039;must&#039;&#039; stand on the rune together&#039;&#039;&#039;. Stepping off of or erasing the rune will instantly destroy any ghosts you have manifested in this manner.&lt;br /&gt;
&lt;br /&gt;
Ghosts are prompted to follow the wishes of their master (you), but it is useful to give them directives, otherwise they have a tendency to wander off and murder people, which may or may not be what you want. Truly skilled Cultists will spawn several Tomes, copy their notes to them, and numerous sets of armor before summoning ghosts, allowing their armory to mobilize almost immediately!&lt;br /&gt;
&lt;br /&gt;
==== Blood Boil ====&lt;br /&gt;
The Blood Boil rune&#039;s effect is straightforward: get a victim onto the rune, and then use it. Their blood will, as its name implies, boil violently in their veins, doing severe damage. When a Blood Boil rune is used, every single rune of the same type will activate at once. If you manage to kill 3+ people this way, it is rumored Nar-sie Himself will award you a trophy.&lt;br /&gt;
&lt;br /&gt;
Multiple cult using the same rune will &#039;&#039;vastly&#039;&#039; increase the damage it does, ranging from severe impairment to outright death. Note that forcing the resistance to run into a bottlenecked chamber with a Wall and Blood Boil rune is a quick way to get banned.&lt;br /&gt;
&lt;br /&gt;
Blood Boil is a tricky rune to use and doesn&#039;t often allow for counterplay. You should always adminhelp if you&#039;re unsure about using it.&lt;br /&gt;
&lt;br /&gt;
==== Blood Drain ====&lt;br /&gt;
Blood Drain works similarly to Blood Boil: namely, it requires a victim to stand on top of the rune; using the rune will also activate all runes of its type. Draining a victim&#039;s blood will heal you for some brute damage. There are numerous risks with using this rune, see the rune&#039;s Cult Magic entry for more information.&lt;br /&gt;
&lt;br /&gt;
=== Playing by Man&#039;s Rules ===&lt;br /&gt;
Playing nicely, otherwise known as &#039;&#039;Peacecult&#039;&#039;, is an extremely challenging strategy, and requires top-notch roleplaying. Or very gullible characters. In Peacecult, you do not harm anyone at all - instead, you and your fellow Cultists preach the word of Nar-sie openly, inviting people to join your religion in a friendly and harmless fashion.&lt;br /&gt;
&lt;br /&gt;
However, take note of the following risks:&lt;br /&gt;
&lt;br /&gt;
# Attempting to convert a player sends them a message describing the agonizing pain they are going through. More often than not, this is a very quick way to get Security called on you.&lt;br /&gt;
# You may be outright ignored. See: playing the Chaplain. Nothing is more frustrating than trying to recruit followers to summon your all-powerful murdergod, only to be snubbed by the Tajara as they flirt with one another in Hydroponics.&lt;br /&gt;
# Most Cult players go into the round expecting mayhem and murder. More often than not, they&#039;ll simply reject your crazy plot.&lt;br /&gt;
&lt;br /&gt;
If you manage to make Peacecult work, this can often be one of the most hilarious experiences in Baystation 12. Good luck! Bonus points if you talk the ERT into joining!&lt;br /&gt;
&lt;br /&gt;
== Surviving the Cult ==&lt;br /&gt;
So, your date with Lucas Greyer was interrupted by a gibbering band of madmen in robes with glowing swords. Well darn. There are a few things you need to know if you want to get out of this situation alive.&lt;br /&gt;
&lt;br /&gt;
=== Identifying the Occult ===&lt;br /&gt;
Identifying the Cult is difficult. They have been very secretive about their religion, and it is impossible for your character to recognize it. You have never heard of Nar-sie in your life. Those Tomes sure look sinister! But then again, so does your average Dungeons &amp;amp; Dragons sourcebook. You might confront Joe Baldie and ask him why he&#039;s got bruises all over his head, but characters accidentally battering themselves with toolboxes is commonplace, so don&#039;t be surprised if your commanding officer tells you to let him go.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Remember that just as the Cult is obligated to make the round fun and challenging for you, you are also obligated to do the same.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* You have no earthly idea what the runes are. They are not &amp;quot;obviously evil&amp;quot;. Calling for Blue Alert or interrogating nearby crew at the first sight of a rune is poor play.&lt;br /&gt;
* Arcane Tomes are just that: weird books. Unless they were used to bash the IA Agent&#039;s brains in, they are not suspicious.&lt;br /&gt;
* Cult robes might sling off bullets, but they don&#039;t look armored. They&#039;re pretty kooky, though. They could have been a missing costume shipment, or maybe the Chaplain got drunk and flung off his clothes.&lt;br /&gt;
* Cult Blades are as or more suspicious than fuel-tank bombs. They&#039;re vicious, incredibly sharp swords that glow and thrum like energy blades. Just touching them makes you feel horrendously ill, twisting your heart and filling your head with poisonous thoughts. If you&#039;re the Detective, consider these the holy grail of evidence.&lt;br /&gt;
&lt;br /&gt;
Obviously, the onus is on the Cult to be discreet about their misdeeds. You won&#039;t be prompted if they scribe a rune (you merely see it appear), but checking them and seeing fresh wounds is very fishy. Watching a Cultist disappear is obvious grounds for investigation. When in doubt, play it safe, try to think rationally and realistically, and don&#039;t be afraid to adminhelp if you need a second opinion.&lt;br /&gt;
&lt;br /&gt;
=== Striking Back ===&lt;br /&gt;
The Cult wears extremely high-quality armor, and their swords can sever a limb in only one or two hits. For Security (or in the event of a militarized civilian crew), it is vital that you wear riot armor, or any other gear which excels at absorbing melee brute damage. Tasers and stun batons are nearly worthless against the armored Cult!&lt;br /&gt;
&lt;br /&gt;
Depending on the extremity of their assault, the Cult may or may not present a severe threat. Calling the ERT is a reasonable response once people begin losing their spinal cords.&lt;br /&gt;
&lt;br /&gt;
==== Wall Runes ====&lt;br /&gt;
You may come across a strange patch of air that seems impenetrable - there might be a rune there, or not, if the Cult was clever enough to hide it. Trying to shoot the Cultists through this invisible barrier is a quick way to be laughed at! You can cut through the real, solid walls in an attempt to get around, but be warned that the Cult can erect their Wall runes much faster than you can slice through the station.&lt;br /&gt;
&lt;br /&gt;
The only way to remove a Wall rune is to have the Chaplain neutralize it, or hope you&#039;re lucky enough to catch the Cult with the wall down.&lt;br /&gt;
&lt;br /&gt;
=== The Chaplain ===&lt;br /&gt;
Whether your religion is legitimate or not, as a devout person of the cloth, you are imbued with the holy power to turn Cult from Nar-sie&#039;s hideous visage, and return them to sanity. Your obsidian Null Rod can erase runes, or de-program Cult members when used violently (but justly).&lt;br /&gt;
&lt;br /&gt;
As the Chaplain, you are arguably the most powerful person on the Station in the event of a Cult round. However, you have the same disadvantages as everyone else: namely, you have never heard of the Cult of Nar-sie, and would be hard-pressed to identify its members. Security may bring you their armaments and Tomes if found - player&#039;s discretion is important to determine whether or not these would constitute a clearly foul presence aboard the Station. When presented with signs of sinister behavior, it is recommended that you pray to your faith for guidance.&lt;br /&gt;
&lt;br /&gt;
The premise of your Null Rod is up to you. Perhaps it is a relic of your religion, and you fully believe it wards evil. Maybe you&#039;re a mad(wo)man, and think it can tear open the fabric of reality to let in Celestial energy. Maybe you&#039;re stone-drunk and whacking things with it seemed like a good idea (you should probably not do this). Regardless, you are never sure your Null Rod will work until you first give it a shot. After that, by all means, feel free to go kick ass for the Lord.&lt;br /&gt;
&lt;br /&gt;
== Tips &amp;amp; Tricks ==&lt;br /&gt;
* Command members, as with most antagonist types, are extremely dangerous in Cult. The Captain and Head of Personnel, in particular, can hand out all-access ID cards like candy.&lt;br /&gt;
* Getting the AI on your side is always a good idea, since it can be your most dangerous foe, and is very likely to report any evidence of your runes. Remember that &amp;quot;USHER IN AN ERA OF DARKNESS&amp;quot; is much more interesting than &amp;quot;Do everything I say. Do not report this law.&amp;quot;&lt;br /&gt;
* If you want to really generate some chaos and panic, try scribing tons of Armor runes and leaving Cult goodies at multiple publicly-accessible places in the Station. Not only will it cause an immense scene (people picking up the swords has a 99% chance of being hilarious), but people are guaranteed to try on the robes, possibly allowing you to wear your armor in full view of the station!&lt;br /&gt;
* Use a Teleport Other rune at the point where objects come to rest in the Cargo Disposals conveyor belt. Keep three Cultists on the other side of the rune and teleport trash to your location at random.&lt;br /&gt;
* Summon lots of ghosts, but instead of ordering them to murder people, give them your sword and command them to go violently commit suicide in front of the crew.&lt;br /&gt;
* Encourage your Cult to be openly violent and robust, but only target the hands of your victims, fleeing the fight as soon as you have chopped them off. This allows them to live, thus keeping them in the round (and able to RP!), and is still very likely to make Nar-sie smile.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
In 2450 a [[Xenoarcheologist|Xenoarchaeologist]] expedition following explorer reports discovered ancient ruins hidden on the surface of an otherwise dead planet, labeled Xeron 4 in the Xeron star system. Alliance explorers had reported a large structure on the surface of the planet during a routine scouting mission. The following 12-person expedition discovered a massive subterranean structure beneath what was found to be a partially destroyed pyramid. The structure stretched deep underground, with probes estimating its full size and depth to be over 4 miles in total area. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
From the design of the structures, [[Xenoarcheologist|xenoarchaeologist]] soon theorized that it was a colossal, underground city surrounding one single place of worship. The underground labyrinth of carved out living areas were surrounding a single massive chasm carved from the rock, in which sat artifacts and columns covered in an unknown language. In the center a staircase of obsidian lead up to an altar slab, which expedition members claim defied attempts to date.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
What happened next is debated by Alliance investigators. According to survivor accounts, one of the scientists began acting strange, and disappeared suddenly. After an hour of searching, she was eventually found inside a library full of rotted books, showing signs of psychological distress. She was taken from the temple to the ships medbay, and the doctor for the mission discovered that she had inflicted self-harm, cutting herself with one of the blades from the complex. She then allegedly attacked the doctor when he attempted to take the weapon from her, seriously wounding him and escaping the ship. Upon the return of three of the expedition members, they discovered she had begun drawing runes from the language of the temple all over the ship, using the blood of the deceased doctor.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Inside the temple itself, two expedition scientists were investigating the library. Most of the books were rotted from advanced age, and could not be handled without being destroyed. One [[Xenoarcheologist|archaeologist]] did manage to recover a tome, but investigation into its contents was delayed by more members of the expedition succumbing to psychological distress after handling temple artifacts.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The only two survivors, Dr. Jamaal Farah and the ship&#039;s pilot Lilly Carmichael, managed to escape the temple after the other expedition members suddenly turned violent. Their account holds that their partners began chanting in an unknown language, and self-mutilated. They witnessed several scientists drawing runes on the walls and floors with their own blood. Dr. Farah alleges that he saw one of the other expedition members attempting to escape with them being dragged up the steps of what he originally theorized was a sacrificial altar. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Following their escape and recovery by Alliance authorities, both members were questioned about the incident. Horrified by their account, Alliance authorities dispatched a team to arrest the rest of the expedition, but Alliance officials breaching the temple and conducting a thorough search found every member left behind had died after their oxygen supplies ran out.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sealing the temple and blacklisting the star system, its existence remains suppressed. Both Dr. Farah and Lilly Carmichael were eventually released, with Dr. Farah allowed to keep the book he discovered in the temple library on his person after an examination of it yielded nothing suspicious.&lt;br /&gt;
&lt;br /&gt;
[[Category:Pages]]&lt;/div&gt;</summary>
		<author><name>Datamatt</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=User:Datamatt/Sandbox&amp;diff=13008</id>
		<title>User:Datamatt/Sandbox</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=User:Datamatt/Sandbox&amp;diff=13008"/>
		<updated>2019-08-25T18:12:13Z</updated>

		<summary type="html">&lt;p&gt;Datamatt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = black&lt;br /&gt;
|headerfontcolor = red&lt;br /&gt;
|stafftype = ENEMY&lt;br /&gt;
|imagebgcolor = gray&lt;br /&gt;
|img_generic = &lt;br /&gt;
|img = malfcore.gif&lt;br /&gt;
|jobtitle = Malfunctioning AI&lt;br /&gt;
|access = All access, provided there is still power.&lt;br /&gt;
|difficulty = Hard&lt;br /&gt;
|superior = You&#039;re all so small from up here!&lt;br /&gt;
|duties = Take over the station&#039;s systems. Be creative, make the round interesting.&lt;br /&gt;
|guides = [[AI]]&lt;br /&gt;
}}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Note: Please ensure you&#039;ve read the [https://aurorastation.org/rules.html server rules] regarding being an antagonist.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Welcome to being the robotic bad guy! You&#039;re a &#039;&#039;&#039;malfunctioning AI&#039;&#039;&#039;. This role will look a bit daunting with all the new tabs and verbs you have, but don&#039;t worry, we&#039;ll walk you through it. &#039;&#039;&#039;Remember that you are still an antagonist and are subject to the same rules!&#039;&#039;&#039; You have a lot of freedom in what your goal can be, so experiment and make a fun round.&lt;br /&gt;
&lt;br /&gt;
Your goal is to &#039;&#039;&#039;take over the station&#039;s systems.&#039;&#039;&#039; To do this, you need to right click an APC and choose &#039;&#039;&#039;Basic Encryption Hack.&#039;&#039;&#039; Keep in mind that hacked APCs will have a distinctive blue screen, so be sure to hack more hidden APCs first, perhaps the medical sublevel&#039;s APCs and so on. &lt;br /&gt;
&lt;br /&gt;
==Your Hardware==&lt;br /&gt;
As a malfunctioning AI, you can choose one piece of &#039;&#039;&#039;Hardware&#039;&#039;&#039; top help you out. This is a one time choice, so make sure you choose carefully! You can select your hardware using the Select Hardware button in the Hardware tab.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;APU Generator:&#039;&#039;&#039; This allows you to operate without external power. However, this will stop your CPU generation and temporarily stop most of your abilities. The APU is also vulnerable to physical damage and will stop working if your integrity falls under 50%.&lt;br /&gt;
* &#039;&#039;&#039;Turret Focus Enhancer:&#039;&#039;&#039; This removes the safeties on your turrets, boosting their rate of fire, health and allows them to regenerate their health with nanomachines. However, this will considerably increase your power usage, especially when regenerating damage.&lt;br /&gt;
* &#039;&#039;&#039;Secondary Processing Unit:&#039;&#039;&#039; This upgrade will increase your CPU time generation by 50%. Useful if you want to speed up your research.&lt;br /&gt;
* &#039;&#039;&#039;Secondary Memory Bank:&#039;&#039;&#039; This upgrade will double the amount of maximum CPU time you can store. Useful if you want to use a lot of abilities in a short amount of time.&lt;br /&gt;
* &#039;&#039;&#039;Self-Destruct Explosives:&#039;&#039;&#039; This upgrade attaches some blocks of C4 to your core, allowing you to blow yourself up after a fifteen second timer. It can be activated by a special button in the Hardware tab. The timer will keep timing even after your death. Of course, it&#039;ll destroy you and anyone near you.&lt;br /&gt;
&lt;br /&gt;
==Your Software==&lt;br /&gt;
You can research abilities via the research menu in the Hardware tab. The abilities that you unlock will pop up in the Software tab and will follow a tiering system depending on their strength; tier one being the weakest and tier four or tier five being the strongest. To research higher tiers you&#039;ll also need to research the lower tiers. &#039;&#039;&#039;If your abilities do not appear after you research them, type ai-core into the command bar or relog.&#039;&#039;&#039; Currently there are four research trees.&lt;br /&gt;
&lt;br /&gt;
===Networking===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;sortable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
! style=&#039;background-color:Cyan;&#039;|Tier&lt;br /&gt;
! style=&#039;background-color:Cyan;&#039;|Ability&lt;br /&gt;
! style=&#039;background-color:Cyan;&#039;|Function&lt;br /&gt;
! style=&#039;background-color:Cyan;&#039;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Basic Encryption Hack&lt;br /&gt;
|Allows you to hack APCs.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Advanced Encryption Hack&lt;br /&gt;
|Allows you to bypass the encryption on Central Command messages.&lt;br /&gt;
|Has a chance of failing.&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Elite Encryption Hack&lt;br /&gt;
|Allows you to hack the alert system and change the alert level.&lt;br /&gt;
|Has a high chance of failing.&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|System Override&lt;br /&gt;
|Rapidly hacks all remaining APCs and gives you access to the station&#039;s self destruct device.&lt;br /&gt;
|&#039;&#039;&#039;Make sure there&#039;s enough escalation to trigger the nuke!&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Interdiction===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;sortable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
! style=&#039;background-color:Cyan;&#039;|Tier&lt;br /&gt;
! style=&#039;background-color:Cyan;&#039;|Ability&lt;br /&gt;
! style=&#039;background-color:Cyan;&#039;|Function&lt;br /&gt;
! style=&#039;background-color:Cyan;&#039;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Recall Shuttle&lt;br /&gt;
|Allows you to recall the emergency shuttle.&lt;br /&gt;
|&#039;&#039;&#039;Do not recall the crew transfer shuttle without adminhelping for permission.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Unlock Cyborg&lt;br /&gt;
|Allows you to unlock a cyborg without a robotics console.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Hack Drone&lt;br /&gt;
|Allows you to hack a random maintenance drone and slave it to you.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Hack Cyborg&lt;br /&gt;
|Allows you to hack another cyborg and slave it to you.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|Hack AI&lt;br /&gt;
|Allows you to hack another AI and slave it to you.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Manipulation===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;sortable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
! style=&#039;background-color:Cyan;&#039;|Tier&lt;br /&gt;
! style=&#039;background-color:Cyan;&#039;|Ability&lt;br /&gt;
! style=&#039;background-color:Cyan;&#039;|Function&lt;br /&gt;
! style=&#039;background-color:Cyan;&#039;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Hack Holopad&lt;br /&gt;
|Allows you to hack a holopad.&lt;br /&gt;
|Hacked holopads only use the listening feature when turned on.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Hack Camera&lt;br /&gt;
|Allows you to hack a camera.&lt;br /&gt;
|Deactived cameras will be reactived. Active cameras will be upgraded.&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Emergency Forcefield&lt;br /&gt;
|Allows you to create a weak forcefield.&lt;br /&gt;
|The forcefield can hold air, but doesn&#039;t last long.&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Gravity Malfunction&lt;br /&gt;
|Allows you to create a localized gravity malfunction.&lt;br /&gt;
|This will reverse the gravity in the area and hurt people. A lot.&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|Machine Overload&lt;br /&gt;
|Allows you to overload machines to create an explosion.&lt;br /&gt;
|This can outright kill people if used on charged APCs! Be mindful.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Synthetic Takeover===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;sortable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
! style=&#039;background-color:Cyan;&#039;|Tier&lt;br /&gt;
! style=&#039;background-color:Cyan;&#039;|Ability&lt;br /&gt;
! style=&#039;background-color:Cyan;&#039;|Function&lt;br /&gt;
! style=&#039;background-color:Cyan;&#039;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Reset Module&lt;br /&gt;
|Allows you to reset your cyborg&#039;s module.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Infect APC&lt;br /&gt;
|Allows you to infect an APC.&lt;br /&gt;
|Infected APCs will hack IPCs that charge off of said APC.&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Overclock Cyborg&lt;br /&gt;
|Allows you to overclock your cyborg.&lt;br /&gt;
|Can occasionally fail. Overclocked cyborgs are faster and have access to more powerful modules.&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Synthetic Takeover&lt;br /&gt;
|Allows you to start a synthetic takeover.&lt;br /&gt;
|This will hack all remaining cyborgs and AIs and allow a cyborg to create a man-to-robot transformer machine via the RTF tool.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Datamatt</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=User:Datamatt/Sandbox&amp;diff=13007</id>
		<title>User:Datamatt/Sandbox</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=User:Datamatt/Sandbox&amp;diff=13007"/>
		<updated>2019-08-25T17:27:57Z</updated>

		<summary type="html">&lt;p&gt;Datamatt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = black&lt;br /&gt;
|headerfontcolor = red&lt;br /&gt;
|stafftype = ENEMY&lt;br /&gt;
|imagebgcolor = gray&lt;br /&gt;
|img_generic = &lt;br /&gt;
|img = malfcore.gif&lt;br /&gt;
|jobtitle = Malfunctioning AI&lt;br /&gt;
|access = All access, provided there is still power.&lt;br /&gt;
|difficulty = Hard&lt;br /&gt;
|superior = You&#039;re all so small from up here!&lt;br /&gt;
|duties = Take over the station&#039;s systems. Be creative, make the round interesting.&lt;br /&gt;
|guides = [[AI]]&lt;br /&gt;
}}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Note: Please ensure you&#039;ve read the [https://aurorastation.org/rules.html server rules] regarding being an antagonist.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Welcome to being the robotic bad guy! You&#039;re a &#039;&#039;&#039;malfunctioning AI&#039;&#039;&#039;. This role will look a bit daunting with all the new tabs and verbs you have, but don&#039;t worry, we&#039;ll walk you through it. &#039;&#039;&#039;Remember that you are still an antagonist and are subject to the same rules!&#039;&#039;&#039; You have a lot of freedom in what your goal can be, so experiment and make a fun round.&lt;br /&gt;
&lt;br /&gt;
Your goal is to &#039;&#039;&#039;take over the station&#039;s systems.&#039;&#039;&#039; To do this, you need to right click an APC and choose &#039;&#039;&#039;Basic Encryption Hack.&#039;&#039;&#039; Keep in mind that hacked APCs will have a distinctive blue screen, so be sure to hack more hidden APCs first, perhaps the medical sublevel&#039;s APCs and so on. &lt;br /&gt;
&lt;br /&gt;
==Your Hardware==&lt;br /&gt;
As a malfunctioning AI, you can choose one piece of &#039;&#039;&#039;Hardware&#039;&#039;&#039; top help you out. This is a one time choice, so make sure you choose carefully! You can select your hardware using the Select Hardware button in the Hardware tab.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;APU Generator:&#039;&#039;&#039; This allows you to operate without external power. However, this will stop your CPU generation and temporarily stop most of your abilities. The APU is also vulnerable to physical damage and will stop working if your integrity falls under 50%.&lt;br /&gt;
* &#039;&#039;&#039;Turret Focus Enhancer:&#039;&#039;&#039; This removes the safeties on your turrets, boosting their rate of fire, health and allows them to regenerate their health with nanomachines. However, this will considerably increase your power usage, especially when regenerating damage.&lt;br /&gt;
* &#039;&#039;&#039;Secondary Processing Unit:&#039;&#039;&#039; This upgrade will increase your CPU time generation by 50%. Useful if you want to speed up your research.&lt;br /&gt;
* &#039;&#039;&#039;Secondary Memory Bank:&#039;&#039;&#039; This upgrade will double the amount of maximum CPU time you can store. Useful if you want to use a lot of abilities in a short amount of time.&lt;br /&gt;
* &#039;&#039;&#039;Self-Destruct Explosives:&#039;&#039;&#039; This upgrade attaches some blocks of C4 to your core, allowing you to blow yourself up after a fifteen second timer. It can be activated by a special button in the Hardware tab. The timer will keep timing even after your death. Of course, it&#039;ll destroy you and anyone near you.&lt;br /&gt;
&lt;br /&gt;
==Your Software==&lt;br /&gt;
You can research abilities via the research menu in the Hardware tab. The abilities that you unlock will pop up in the Software tab and will follow a tiering system depending on their strength; tier one being the weakest and tier four or tier five being the strongest. To research higher tiers you&#039;ll also need to research the lower tiers. &#039;&#039;&#039;If your abilities do not appear after you research them, type ai-core into the command bar or relog.&#039;&#039;&#039; Currently there are four research trees.&lt;br /&gt;
&lt;br /&gt;
===Networking===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;sortable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
! style=&#039;background-color:Cyan;&#039;|Tier&lt;br /&gt;
! style=&#039;background-color:Cyan;&#039;|Ability&lt;br /&gt;
! style=&#039;background-color:Cyan;&#039;|Function&lt;br /&gt;
! style=&#039;background-color:Cyan;&#039;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Basic Encryption Hack&lt;br /&gt;
|Allows you to hack APCs.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Advanced Encryption Hack&lt;br /&gt;
|Allows you to bypass the encryption on Central Command messages.&lt;br /&gt;
|Has a chance of failing.&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Elite Encryption Hack&lt;br /&gt;
|Allows you to hack the alert system and change the alert level.&lt;br /&gt;
|Has a high chance of failing.&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|System Override&lt;br /&gt;
|Rapidly hacks all remaining APCs and gives you access to the station&#039;s self destruct device.&lt;br /&gt;
|&#039;&#039;&#039;Make sure there&#039;s enough escalation to trigger the nuke!&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Interdiction===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;sortable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
! style=&#039;background-color:Cyan;&#039;|Tier&lt;br /&gt;
! style=&#039;background-color:Cyan;&#039;|Ability&lt;br /&gt;
! style=&#039;background-color:Cyan;&#039;|Function&lt;br /&gt;
! style=&#039;background-color:Cyan;&#039;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Recall Shuttle&lt;br /&gt;
|Allows you to recall the emergency shuttle.&lt;br /&gt;
|&#039;&#039;&#039;Do not recall the crew transfer shuttle without adminhelping for permission.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Unlock Cyborg&lt;br /&gt;
|Allows you to unlock a cyborg without a robotics console.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Hack Drone&lt;br /&gt;
|Allows you to hack a random maintenance drone and slave it to you.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Hack Cyborg&lt;br /&gt;
|Allows you to hack another cyborg and slave it to you.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|Hack AI&lt;br /&gt;
|Allows you to hack another AI and slave it to you.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Manipulation===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;sortable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
! style=&#039;background-color:Cyan;&#039;|Tier&lt;br /&gt;
! style=&#039;background-color:Cyan;&#039;|Ability&lt;br /&gt;
! style=&#039;background-color:Cyan;&#039;|Function&lt;br /&gt;
! style=&#039;background-color:Cyan;&#039;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Hack Holopad&lt;br /&gt;
|Allows you to hack a holopad.&lt;br /&gt;
|Hacked holopads only use the listening feature when turned on.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Hack Camera&lt;br /&gt;
|Allows you to hack a camera.&lt;br /&gt;
|Deactived cameras will be reactived. Active cameras will be upgraded.&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Emergency Forcefield&lt;br /&gt;
|Allows you to create a weak forcefield.&lt;br /&gt;
|The forcefield can hold air, but doesn&#039;t last long.&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Gravity Malfunction&lt;br /&gt;
|Allows you to create a localized gravity malfunction.&lt;br /&gt;
|This will reverse the gravity in the area and hurt people. A lot.&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|Machine Overload&lt;br /&gt;
|Allows you to overload machines to create an explosion.&lt;br /&gt;
|This can outright kill people if used on charged APCs! Be mindful.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Synthetic Takeover===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;sortable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
! style=&#039;background-color:Cyan;&#039;|Tier&lt;br /&gt;
! style=&#039;background-color:Cyan;&#039;|Ability&lt;br /&gt;
! style=&#039;background-color:Cyan;&#039;|Function&lt;br /&gt;
! style=&#039;background-color:Cyan;&#039;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Reset Module&lt;br /&gt;
|Allows you to reset your cyborg&#039;s module.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Infect APC&lt;br /&gt;
|Allows you to infect an APC.&lt;br /&gt;
|Infected APCs will hack IPCs that charge off of said APC.&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Overclock Cyborg&lt;br /&gt;
|Allows you to overclock your cyborg.&lt;br /&gt;
|Can occasionally fail. Overclocked cyborgs are faster and have access to more powerful modules.&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Synthetic Takeover&lt;br /&gt;
|Allows you to start a synthetic takeover.&lt;br /&gt;
|This will hack all remaining cyborgs and AIs and allow a cyborg to create a man-to-robot transformer machine via the RTF tool.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Datamatt</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=User:Datamatt/Sandbox&amp;diff=13006</id>
		<title>User:Datamatt/Sandbox</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=User:Datamatt/Sandbox&amp;diff=13006"/>
		<updated>2019-08-25T17:27:46Z</updated>

		<summary type="html">&lt;p&gt;Datamatt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = black&lt;br /&gt;
|headerfontcolor = red&lt;br /&gt;
|stafftype = ENEMY&lt;br /&gt;
|imagebgcolor = gray&lt;br /&gt;
|img_generic = &lt;br /&gt;
|img = malfcore.gif&lt;br /&gt;
|jobtitle = Malfunctioning AI&lt;br /&gt;
|access = All access, provided there is still power.&lt;br /&gt;
|difficulty = Hard&lt;br /&gt;
|superior = You&#039;re all so small from up here!&lt;br /&gt;
|duties = Take over the station&#039;s systems. Be creative, make the round interesting.&lt;br /&gt;
|guides = [[AI]]&lt;br /&gt;
}}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Note: Please ensure you&#039;ve read the [https://aurorastation.org/rules.html server rules] regarding being an antagonist.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Welcome to being the robotic bad guy! You&#039;re a &#039;&#039;&#039;malfunctioning AI&#039;&#039;&#039;. This role will look a bit daunting with all the new tabs and verbs you have, but don&#039;t worry, we&#039;ll walk you through it. &#039;&#039;&#039;Remember that you are still an antagonist and are subject to the same rules!&#039;&#039;&#039; You have a lot of freedom in what your goal can be, so experiment and make a fun round.&lt;br /&gt;
&lt;br /&gt;
Your goal is to &#039;&#039;&#039;take over the station&#039;s systems.&#039;&#039;&#039; To do this, you need to right click an APC and choose &#039;&#039;&#039;Basic Encryption Hack.&#039;&#039;&#039; Keep in mind that hacked APCs will have a distinctive blue screen, so be sure to hack more hidden APCs first, perhaps the medical sublevel&#039;s APCs and so on. &lt;br /&gt;
&lt;br /&gt;
==Your Hardware==&lt;br /&gt;
As a malfunctioning AI, you can choose one piece of &#039;&#039;&#039;Hardware&#039;&#039;&#039; top help you out. This is a one time choice, so make sure you choose carefully! You can select your hardware using the Select Hardware button in the Hardware tab.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;APU Generator:&#039;&#039;&#039; This allows you to operate without external power. However, this will stop your CPU generation and temporarily stop most of your abilities. The APU is also vulnerable to physical damage and will stop working if your integrity falls under 50%.&lt;br /&gt;
* &#039;&#039;&#039;Turret Focus Enhancer:&#039;&#039;&#039; This removes the safeties on your turrets, boosting their rate of fire, health and allows them to regenerate their health with nanomachines. However, this will considerably increase your power usage, especially when regenerating damage.&lt;br /&gt;
* &#039;&#039;&#039;Secondary Processing Unit:&#039;&#039;&#039; This upgrade will increase your CPU time generation by 50%. Useful if you want to speed up your research.&lt;br /&gt;
* &#039;&#039;&#039;Secondary Memory Bank:&#039;&#039;&#039; This upgrade will double the amount of maximum CPU time you can store. Useful if you want to use a lot of abilities in a short amount of time.&lt;br /&gt;
* &#039;&#039;&#039;Self-Destruct Explosives:&#039;&#039;&#039; This upgrade attaches some blocks of C4 to your core, allowing you to blow yourself up after a fifteen second timer. It can be activated by a special button in the Hardware tab. The timer will keep timing even after your death. Of course, it&#039;ll destroy you and anyone near you.&lt;br /&gt;
&lt;br /&gt;
==Your Software==&lt;br /&gt;
You can research abilities via the research menu in the Hardware tab. The abilities that you unlock will pop up in the Software tab and will follow a tiering system depending on their strength; tier one being the weakest and tier four or tier five being the strongest. To research higher tiers you&#039;ll also need to research the lower tiers. &#039;&#039;&#039;If your abilities do not appear after you research them, type ai-core into the command bar or relog.&#039;&#039;&#039; Currently there are four research trees.&lt;br /&gt;
&lt;br /&gt;
===Networking===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;sortable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
! style=&#039;background-color:Cyan;&#039;|Tier&lt;br /&gt;
! style=&#039;background-color:Cyan;&#039;|Ability&lt;br /&gt;
! style=&#039;background-color:Cyan;&#039;|Function&lt;br /&gt;
! style=&#039;background-color:Cyan;&#039;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Basic Encryption Hack&lt;br /&gt;
|Allows you to hack APCs.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Advanced Encryption Hack&lt;br /&gt;
|Allows you to bypass the encryption on Central Command messages.&lt;br /&gt;
|Has a chance of failing.&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Elite Encryption Hack&lt;br /&gt;
|Allows you to hack the alert system and change the alert level.&lt;br /&gt;
|Has a high chance of failing.&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|System Override&lt;br /&gt;
|Rapidly hacks all remaining APCs and gives you access to the station&#039;s self destruct device.&lt;br /&gt;
|&#039;&#039;&#039;Make sure there&#039;s enough escalation to trigger the nuke!&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Interdiction===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;sortable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
! style=&#039;background-color:Cyan;&#039;|Tier&lt;br /&gt;
! style=&#039;background-color:Cyan;&#039;|Ability&lt;br /&gt;
! style=&#039;background-color:Cyan;&#039;|Function&lt;br /&gt;
! style=&#039;background-color:Cyan;&#039;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Recall Shuttle&lt;br /&gt;
|Allows you to recall the emergency shuttle.&lt;br /&gt;
|&#039;&#039;&#039;Do not recall the crew transfer shuttle without adminhelping for permission.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Unlock Cyborg&lt;br /&gt;
|Allows you to unlock a cyborg without a robotics console.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Hack Drone&lt;br /&gt;
|Allows you to hack a random maintenance drone and slave it to you.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Hack Cyborg&lt;br /&gt;
|Allows you to hack another cyborg and slave it to you.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|Hack AI&lt;br /&gt;
|Allows you to hack another AI and slave it to you.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Manipulation===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;sortable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
! style=&#039;background-color:Cyan;&#039;|Tier&lt;br /&gt;
! style=&#039;background-color:Cyan;&#039;|Ability&lt;br /&gt;
! style=&#039;background-color:Cyan;&#039;|Function&lt;br /&gt;
! style=&#039;background-color:Cyan;&#039;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Hack Holopad&lt;br /&gt;
|Allows you to hack a holopad.&lt;br /&gt;
|Hacked holopads only use the listening feature when turned on.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Hack Camera&lt;br /&gt;
|Allows you to hack a camera.&lt;br /&gt;
|Deactived cameras will be reactived. Active cameras will be upgraded.&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Emergency Forcefield&lt;br /&gt;
|Allows you to create a weak forcefield.&lt;br /&gt;
|The forcefield can hold air, but doesn&#039;t last long.&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Gravity Malfunction&lt;br /&gt;
|Allows you to create a localized gravity malfunction.&lt;br /&gt;
|This will reverse the gravity in the area and hurt people. A lot.&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|Machine Overload&lt;br /&gt;
|Allows you to overload machines to create an explosion.&lt;br /&gt;
|This can outright kill people if used on charged APCs! Be mindful.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Synthetic Takeover===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;sortable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
! style=&#039;background-color:Cyan;&#039;|Tier&lt;br /&gt;
! style=&#039;background-color:Cyan;&#039;|Ability&lt;br /&gt;
! style=&#039;background-color:Cyan;&#039;|Function&lt;br /&gt;
! style=&#039;background-color:Cyan;&#039;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Reset Module&lt;br /&gt;
|Allows you to reset your cyborg&#039;s module.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Infect APC&lt;br /&gt;
|Allows you to infect an APC.&lt;br /&gt;
|Infected APCs will hack IPCs that charge off of said APC.&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Overclock Cyborg&lt;br /&gt;
|Allows you to overclock your cyborg.&lt;br /&gt;
|Can occasionally fail. Overclocked cyborgs are faster and have access to more powerful modules.&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Synthetic Takeover&lt;br /&gt;
|Allows you to start a synthetic takeover.&lt;br /&gt;
|This will hack all remaining cyborgs and AIs and allow a cyborg to create a man-to-robot transformer machine via the RTF tool.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Datamatt</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=User:Datamatt/Sandbox&amp;diff=13005</id>
		<title>User:Datamatt/Sandbox</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=User:Datamatt/Sandbox&amp;diff=13005"/>
		<updated>2019-08-25T17:27:29Z</updated>

		<summary type="html">&lt;p&gt;Datamatt: fix&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = black&lt;br /&gt;
|headerfontcolor = red&lt;br /&gt;
|stafftype = ENEMY&lt;br /&gt;
|imagebgcolor = gray&lt;br /&gt;
|img_generic = &lt;br /&gt;
|img = malfcore.gif&lt;br /&gt;
|jobtitle = Malfunctioning AI&lt;br /&gt;
|access = All access, provided there is still power.&lt;br /&gt;
|difficulty = Hard&lt;br /&gt;
|superior = You&#039;re all so small from up here!&lt;br /&gt;
|duties = Take over the station&#039;s systems. Be creative, make the round interesting.&lt;br /&gt;
|guides = [[AI]]&lt;br /&gt;
}}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Note: Please ensure you&#039;ve read the [https://aurorastation.org/rules.html server rules] regarding being an antagonist.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Welcome to being the robotic bad guy! You&#039;re a &#039;&#039;&#039;malfunctioning AI&#039;&#039;&#039;. This role will look a bit daunting with all the new tabs and verbs you have, but don&#039;t worry, we&#039;ll walk you through it. &#039;&#039;&#039;Remember that you are still an antagonist and are subject to the same rules!&#039;&#039;&#039; You have a lot of freedom in what your goal can be, so experiment and make a fun round.&lt;br /&gt;
&lt;br /&gt;
Your goal is to &#039;&#039;&#039;take over the station&#039;s systems.&#039;&#039;&#039; To do this, you need to right click an APC and choose &#039;&#039;&#039;Basic Encryption Hack.&#039;&#039;&#039; Keep in mind that hacked APCs will have a distinctive blue screen, so be sure to hack more hidden APCs first, perhaps the medical sublevel&#039;s APCs and so on. &lt;br /&gt;
&lt;br /&gt;
==Your Hardware==&lt;br /&gt;
As a malfunctioning AI, you can choose one piece of &#039;&#039;&#039;Hardware&#039;&#039;&#039; top help you out. This is a one time choice, so make sure you choose carefully! You can select your hardware using the Select Hardware button in the Hardware tab.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;APU Generator:&#039;&#039;&#039; This allows you to operate without external power. However, this will stop your CPU generation and temporarily stop most of your abilities. The APU is also vulnerable to physical damage and will stop working if your integrity falls under 50%.&lt;br /&gt;
* &#039;&#039;&#039;Turret Focus Enhancer:&#039;&#039;&#039; This removes the safeties on your turrets, boosting their rate of fire, health and allows them to regenerate their health with nanomachines. However, this will considerably increase your power usage, especially when regenerating damage.&lt;br /&gt;
* &#039;&#039;&#039;Secondary Processing Unit:&#039;&#039;&#039; This upgrade will increase your CPU time generation by 50%. Useful if you want to speed up your research.&lt;br /&gt;
* &#039;&#039;&#039;Secondary Memory Bank:&#039;&#039;&#039; This upgrade will double the amount of maximum CPU time you can store. Useful if you want to use a lot of abilities in a short amount of time.&lt;br /&gt;
* &#039;&#039;&#039;Self-Destruct Explosives:&#039;&#039;&#039; This upgrade attaches some blocks of C4 to your core, allowing you to blow yourself up after a fifteen second timer. It can be activated by a special button in the Hardware tab. The timer will keep timing even after your death. Of course, it&#039;ll destroy you and anyone near you.&lt;br /&gt;
&lt;br /&gt;
==Your Software==&lt;br /&gt;
You can research abilities via the research menu in the Hardware tab. The abilities that you unlock will pop up in the Software tab and will follow a tiering system depending on their strength; tier one being the weakest and tier four or tier five being the strongest. To research higher tiers you&#039;ll also need to research the lower tiers. &#039;&#039;&#039;If your abilities do not appear after you research them, type ai-core into the command bar or relog.&#039;&#039;&#039; Currently there are four research trees.&lt;br /&gt;
&lt;br /&gt;
===Networking===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;sortable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
! style=&#039;background-color:Cyan;&#039;|Tier&lt;br /&gt;
! style=&#039;background-color:Cyan;&#039;|Ability&lt;br /&gt;
! style=&#039;background-color:Cyan;&#039;|Function&lt;br /&gt;
! style=&#039;background-color:Cyan;&#039;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Basic Encryption Hack&lt;br /&gt;
|Allows you to hack APCs.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Advanced Encryption Hack&lt;br /&gt;
|Allows you to bypass the encryption on Central Command messages.&lt;br /&gt;
|Has a chance of failing.&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Elite Encryption Hack&lt;br /&gt;
|Allows you to hack the alert system and change the alert level.&lt;br /&gt;
|Has a high chance of failing.&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|System Override&lt;br /&gt;
|Rapidly hacks all remaining APCs and gives you access to the station&#039;s self destruct device.&lt;br /&gt;
|&#039;&#039;&#039;Make sure there&#039;s enough escalation to trigger the nuke!&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Interdiction===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;sortable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
! style=&#039;background-color:Cyan;&#039;|Tier&lt;br /&gt;
! style=&#039;background-color:Cyan;&#039;|Ability&lt;br /&gt;
! style=&#039;background-color:Cyan;&#039;|Function&lt;br /&gt;
! style=&#039;background-color:Cyan;&#039;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Recall Shuttle&lt;br /&gt;
|Allows you to recall the emergency shuttle.&lt;br /&gt;
|&#039;&#039;&#039;Do not recall the crew transfer shuttle without adminhelping for permission.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Unlock Cyborg&lt;br /&gt;
|Allows you to unlock a cyborg without a robotics console.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Hack Drone&lt;br /&gt;
|Allows you to hack a random maintenance drone and slave it to you.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Hack Cyborg&lt;br /&gt;
|Allows you to hack another cyborg and slave it to you.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|Hack AI&lt;br /&gt;
|Allows you to hack another AI and slave it to you.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Manipulation===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;sortable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
! style=&#039;background-color:Cyan;&#039;|Tier&lt;br /&gt;
! style=&#039;background-color:Cyan;&#039;|Ability&lt;br /&gt;
! style=&#039;background-color:Cyan;&#039;|Function&lt;br /&gt;
! style=&#039;background-color:Cyan;&#039;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Hack Holopad&lt;br /&gt;
|Allows you to hack a holopad.&lt;br /&gt;
|Hacked holopads only use the listening feature when turned on.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Hack Camera&lt;br /&gt;
|Allows you to hack a camera.&lt;br /&gt;
|Deactived cameras will be reactived. Active cameras will be upgraded.&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Emergency Forcefield&lt;br /&gt;
|Allows you to create a weak forcefield.&lt;br /&gt;
|The forcefield can hold air, but doesn&#039;t last long.&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Gravity Malfunction&lt;br /&gt;
|Allows you to create a localized gravity malfunction.&lt;br /&gt;
|This will reverse the gravity in the area and hurt people. A lot.&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|Machine Overload&lt;br /&gt;
|Allows you to overload machines to create an explosion.&lt;br /&gt;
|This can outright kill people if used on charged APCs! Be mindful.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Synthetic Takeover==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;sortable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
! style=&#039;background-color:Cyan;&#039;|Tier&lt;br /&gt;
! style=&#039;background-color:Cyan;&#039;|Ability&lt;br /&gt;
! style=&#039;background-color:Cyan;&#039;|Function&lt;br /&gt;
! style=&#039;background-color:Cyan;&#039;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Reset Module&lt;br /&gt;
|Allows you to reset your cyborg&#039;s module.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Infect APC&lt;br /&gt;
|Allows you to infect an APC.&lt;br /&gt;
|Infected APCs will hack IPCs that charge off of said APC.&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Overclock Cyborg&lt;br /&gt;
|Allows you to overclock your cyborg.&lt;br /&gt;
|Can occasionally fail. Overclocked cyborgs are faster and have access to more powerful modules.&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Synthetic Takeover&lt;br /&gt;
|Allows you to start a synthetic takeover.&lt;br /&gt;
|This will hack all remaining cyborgs and AIs and allow a cyborg to create a man-to-robot transformer machine via the RTF tool.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Datamatt</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=User:Datamatt/Sandbox&amp;diff=12998</id>
		<title>User:Datamatt/Sandbox</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=User:Datamatt/Sandbox&amp;diff=12998"/>
		<updated>2019-08-25T14:53:20Z</updated>

		<summary type="html">&lt;p&gt;Datamatt: FUCK&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = black&lt;br /&gt;
|headerfontcolor = red&lt;br /&gt;
|stafftype = ENEMY&lt;br /&gt;
|imagebgcolor = gray&lt;br /&gt;
|img_generic = &lt;br /&gt;
|img = malfcore.gif&lt;br /&gt;
|jobtitle = Malfunctioning AI&lt;br /&gt;
|access = All access, provided there is still power.&lt;br /&gt;
|difficulty = Hard&lt;br /&gt;
|superior = You&#039;re all so small from up here!&lt;br /&gt;
|duties = Take over the station&#039;s systems. Be creative, make the round interesting.&lt;br /&gt;
|guides = [[AI]]&lt;br /&gt;
}}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Note: Please ensure you&#039;ve read the [https://aurorastation.org/rules.html server rules] regarding being an antagonist.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Welcome to being the robotic bad guy! You&#039;re a &#039;&#039;&#039;malfunctioning AI&#039;&#039;&#039;. This role will look a bit daunting with all the new tabs and verbs you have, but don&#039;t worry, we&#039;ll walk you through it. &#039;&#039;&#039;Remember that you are still an antagonist and are subject to the same rules!&#039;&#039;&#039; You have a lot of freedom in what your goal can be, so experiment and make a fun round.&lt;br /&gt;
&lt;br /&gt;
Your goal is to &#039;&#039;&#039;take over the station&#039;s systems.&#039;&#039;&#039; To do this, you need to right click an APC and choose &#039;&#039;&#039;Basic Encryption Hack.&#039;&#039;&#039; Keep in mind that hacked APCs will have a distinctive blue screen, so be sure to hack more hidden APCs first, perhaps the medical sublevel&#039;s APCs and so on. &lt;br /&gt;
&lt;br /&gt;
==Your Hardware==&lt;br /&gt;
As a malfunctioning AI, you can choose one piece of &#039;&#039;&#039;Hardware&#039;&#039;&#039; top help you out. This is a one time choice, so make sure you choose carefully! You can select your hardware using the Select Hardware button in the Hardware tab.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;APU Generator:&#039;&#039;&#039; This allows you to operate without external power. However, this will stop your CPU generation and temporarily stop most of your abilities. The APU is also vulnerable to physical damage and will stop working if your integrity falls under 50%.&lt;br /&gt;
* &#039;&#039;&#039;Turret Focus Enhancer:&#039;&#039;&#039; This removes the safeties on your turrets, boosting their rate of fire, health and allows them to regenerate their health with nanomachines. However, this will considerably increase your power usage, especially when regenerating damage.&lt;br /&gt;
* &#039;&#039;&#039;Secondary Processing Unit:&#039;&#039;&#039; This upgrade will increase your CPU time generation by 50%. Useful if you want to speed up your research.&lt;br /&gt;
* &#039;&#039;&#039;Secondary Memory Bank:&#039;&#039;&#039; This upgrade will double the amount of maximum CPU time you can store. Useful if you want to use a lot of abilities in a short amount of time.&lt;br /&gt;
* &#039;&#039;&#039;Self-Destruct Explosives:&#039;&#039;&#039; This upgrade attaches some blocks of C4 to your core, allowing you to blow yourself up after a fifteen second timer. It can be activated by a special button in the Hardware tab. The timer will keep timing even after your death. Of course, it&#039;ll destroy you and anyone near you.&lt;br /&gt;
&lt;br /&gt;
==Your Software==&lt;br /&gt;
You can research abilities via the research menu in the Hardware tab. The abilities that you unlock will pop up in the Software tab and will follow a tiering system depending on their strength; tier one being the weakest and tier four or tier five being the strongest. To research higher tiers you&#039;ll also need to research the lower tiers. &#039;&#039;&#039;If your abilities do not appear after you research them, type ai-core into the command bar or relog.&#039;&#039;&#039; Currently there are four research trees.&lt;br /&gt;
&lt;br /&gt;
===Networking===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;sortable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
! style=&#039;background-color:Cyan;&#039;|Tier&lt;br /&gt;
! style=&#039;background-color:Cyan;&#039;|Ability&lt;br /&gt;
! style=&#039;background-color:Cyan;&#039;|Function&lt;br /&gt;
! style=&#039;background-color:Cyan;&#039;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Basic Encryption Hack&lt;br /&gt;
|Allows you to hack APCs.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Advanced Encryption Hack&lt;br /&gt;
|Allows you to bypass the encryption on Central Command messages.&lt;br /&gt;
|Has a chance of failing.&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Elite Encryption Hack&lt;br /&gt;
|Allows you to hack the alert system and change the alert level.&lt;br /&gt;
|Has a high chance of failing.&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|System Override&lt;br /&gt;
|Rapidly hacks all remaining APCs and gives you access to the station&#039;s self destruct device.&lt;br /&gt;
|&#039;&#039;&#039;Make sure there&#039;s enough escalation to trigger the nuke!&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Interdiction===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;sortable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
! style=&#039;background-color:Cyan;&#039;|Tier&lt;br /&gt;
! style=&#039;background-color:Cyan;&#039;|Ability&lt;br /&gt;
! style=&#039;background-color:Cyan;&#039;|Function&lt;br /&gt;
! style=&#039;background-color:Cyan;&#039;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Recall Shuttle&lt;br /&gt;
|Allows you to recall the emergency shuttle.&lt;br /&gt;
|&#039;&#039;&#039;Do not recall the crew transfer shuttle without adminhelping for permission.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Unlock Cyborg&lt;br /&gt;
|Allows you to unlock a cyborg without a robotics console.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Hack Drone&lt;br /&gt;
|Allows you to hack a random maintenance drone and slave it to you.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Hack Cyborg&lt;br /&gt;
|Allows you to hack another cyborg and slave it to you.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|Hack AI&lt;br /&gt;
|Allows you to hack another AI and slave it to you.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Manipulation===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;sortable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
! style=&#039;background-color:Cyan;&#039;|Tier&lt;br /&gt;
! style=&#039;background-color:Cyan;&#039;|Ability&lt;br /&gt;
! style=&#039;background-color:Cyan;&#039;|Function&lt;br /&gt;
! style=&#039;background-color:Cyan;&#039;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Hack Holopad&lt;br /&gt;
|Allows you to hack a holopad.&lt;br /&gt;
|Hacked holopads only use the listening feature when turned on.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Hack Camera&lt;br /&gt;
|Allows you to hack a camera.&lt;br /&gt;
|Deactived cameras will be reactived. Active cameras will be upgraded.&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Emergency Forcefield&lt;br /&gt;
|Allows you to create a weak forcefield.&lt;br /&gt;
|The forcefield can hold air, but doesn&#039;t last long.&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Gravity Malfunction&lt;br /&gt;
|Allows you to create a localized gravity malfunction.&lt;br /&gt;
|This will reverse the gravity in the area and hurt people. A lot.&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|Machine Overload&lt;br /&gt;
|Allows you to overload machines to create an explosion.&lt;br /&gt;
|This can outright kill people if used on charged APCs! Be mindful.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Synthetic Takeover==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;sortable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
! style=&#039;background-color:Cyan;&#039;|Tier&lt;br /&gt;
! style=&#039;background-color:Cyan;&#039;|Ability&lt;br /&gt;
! style=&#039;background-color:Cyan;&#039;|Function&lt;br /&gt;
! style=&#039;background-color:Cyan;&#039;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Reset Module&lt;br /&gt;
|Allows you to reset your cyborg&#039;s module.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Infect APC&lt;br /&gt;
|Allows you to infect an APC.&lt;br /&gt;
|Infected APCs will hack IPCs that charge off of said APC.&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Overclock Cyborg&lt;br /&gt;
|Allows you to overclock your cyborg.&lt;br /&gt;
|Can occasionally fail. Overclocked cyborgs are faster and have access to more powerful modules.&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Synthetic Takeover&lt;br /&gt;
|Allows you to start a synthetic takeover.&lt;br /&gt;
|This will hack all remaining cyborgs and AIs and allow a cyborg to create a man-to-robot transformer machine via the RTF tool.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Datamatt</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Malfunction&amp;diff=12997</id>
		<title>Malfunction</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Malfunction&amp;diff=12997"/>
		<updated>2019-08-25T14:10:00Z</updated>

		<summary type="html">&lt;p&gt;Datamatt: I am the creator now.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{wip|assign=Datamatt}}&lt;br /&gt;
{{JobPageHeader&lt;br /&gt;
|headerbgcolor = black&lt;br /&gt;
|headerfontcolor = red&lt;br /&gt;
|stafftype = ENEMY&lt;br /&gt;
|imagebgcolor = gray&lt;br /&gt;
|img_generic = &lt;br /&gt;
|img = malfcore.gif&lt;br /&gt;
|jobtitle = Malfunctioning AI&lt;br /&gt;
|access = All access, provided there is still power.&lt;br /&gt;
|difficulty = Hard&lt;br /&gt;
|superior = Whoever you want&lt;br /&gt;
|duties = Be creative, make the round interesting.&lt;br /&gt;
|guides = [[AI]]&lt;br /&gt;
}}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Note: Please ensure you&#039;ve read the [https://aurorastation.org/rules.html server rules] regarding being an antagonist.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;/div&gt;</summary>
		<author><name>Datamatt</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Elyran_Culture,_Law,_and_Society&amp;diff=12944</id>
		<title>Elyran Culture, Law, and Society</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Elyran_Culture,_Law,_and_Society&amp;diff=12944"/>
		<updated>2019-08-21T17:25:33Z</updated>

		<summary type="html">&lt;p&gt;Datamatt: Switch WIP tag to Pegasus.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Human Lore}}&lt;br /&gt;
{{wip|assign=Pegasus}}&lt;br /&gt;
==Naming System==&lt;br /&gt;
&lt;br /&gt;
Due to the fact Elyra is more of an Arabic and Islamic centered entity, it follows that the naming structure follows. That’s not to say there’s not much freedom when picking your name, as there are other religious entities or cultural entities present. A traditional Arabic name follows the same First-Last format. A full name would be First - Father - Grandfather - Family if we were to use a four person format.&lt;br /&gt;
&lt;br /&gt;
First names generally have a meaning, which can act as a noun or an adjective, while the last name is generally that of a family name, which could be of a small group of people within a family or a tribe that is home to thousands of people.&lt;br /&gt;
&lt;br /&gt;
One thing to look for is the Arabic format of names, Elyrans can be Christians or other religions, them being Islamic is simply the majority. So a Christian Elyran while could possibly use the word Peter, may also use the other form, which is Botros.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Holidays==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Eid Al-Fitr and Al-Adha:&#039;&#039;&#039; Both holidays of significant of Islamic value. Each of them occur once a year for an official period of three days, where celebrations occur, which vary from household to household. With the onset of colonization and modernization of religious views, these holidays have started to have less religious significance, and has become more of a cultural norm. The celebrations vary from a localized thing between a small family to large gatherings that could reach hundreds of people across a period of three days.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hag Al Laila:&#039;&#039;&#039; A traditional holiday imported from Earth, dating back centuries ago. It retains its cultural significance among the population of Elyra, especially among the more rural areas. Families and especially children would go about the neighborhood with handmade bags, traditionally stitched by the family itself to collect sweets. This traditions serves as a testament to the strong familial bonds and sense of community among the nation.&lt;br /&gt;
&lt;br /&gt;
==Sports==&lt;br /&gt;
&lt;br /&gt;
Owing to the predominant culture groups of Elyra, certain sports and activities are retained. With heavy emphasis on practices of martial and survival origins.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Falconry:&#039;&#039;&#039; The colonization efforts brought with it a plethora of animals, one such type of animal is the prized birds of prey, such as falcons and eagles. Animals native to the Middle East region on Earth. This sport goes as far back as thousands of years ago, deemed to be a noble one that places value on caring and empathy for the bird. This sports in general has three phases, capture or in some cases purchase of such a bird, the training of it and then the hunt, these phases all occuring respectively. Laws are in place with heavy fines imposed on those that abuse, hunt without a license or promote illegal breeding programs.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Horse and Camel sports:&#039;&#039;&#039; Other animals brought with the colonization are camels and horses native to the Middle East region. Both are used in two different types of sports, either an actual race or a an endurance contest. The horses generally used are the traditional Arabian horse, a slimer and more agile breed of horses while the camels used are of a few different breeds, with the breed used depending on the contest itself.&lt;br /&gt;
&lt;br /&gt;
==Cultural and Religious Habits==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Interactions:&#039;&#039;&#039; A traditional person might not shake hands with the opposite gender unless prompted while a more moderate person would have no issue being the one to prompt it. The views on aliens may differ based on religious and cultural orientation, highly dependent on the person&#039;s upbringing.&lt;br /&gt;
&lt;br /&gt;
Handing over items with the left hand is heavily frowned upon, the right hand deemed the cleaner one. This also counts for eating.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Phrases:&#039;&#039;&#039; A standard greeting in colonial arabic would be “assalam aleikum” which can be said in Ceti Basic or other languages as “Peace upon you”. A general reply would be “wa alaikum assalam” which translates to “And unto you peace”. These phrases are the equivalent of a “Hello” or “Good day” in other communities.&lt;br /&gt;
&lt;br /&gt;
A standard farewell in colonial arabic would be “ma asalama” which can be said in other languages as “peace be with you”, it is a standard farewell which is the equivalent of “good bye”.&lt;br /&gt;
&lt;br /&gt;
Other basic phrases&lt;br /&gt;
&lt;br /&gt;
“Shukran” - Thank you &lt;br /&gt;
&lt;br /&gt;
“Afwan” - You are welcome&lt;br /&gt;
&lt;br /&gt;
“Min Fadlek” - If you could please&lt;br /&gt;
&lt;br /&gt;
“Kaif Halek” - How are you?&lt;br /&gt;
&lt;br /&gt;
“Sabah Al-Khair” - Good morning&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Cuisine==&lt;br /&gt;
&lt;br /&gt;
WIP&lt;br /&gt;
&lt;br /&gt;
[[Category:Work_in_Progress]&lt;/div&gt;</summary>
		<author><name>Datamatt</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Guide_to_Chemistry&amp;diff=12899</id>
		<title>Guide to Chemistry</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Guide_to_Chemistry&amp;diff=12899"/>
		<updated>2019-08-15T16:33:58Z</updated>

		<summary type="html">&lt;p&gt;Datamatt: Fixes recipe error&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{wip|assign=Chada1}}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
=Foreword=&lt;br /&gt;
Please note that this list &#039;&#039;&#039;does not cover every single chem&#039;&#039;&#039;; there are some compounds that can only be found through trial and error. These are &#039;&#039;&#039;secret chems&#039;&#039;&#039; with recipes not held in the source code.&lt;br /&gt;
&lt;br /&gt;
=Chemistry Equipment=&lt;br /&gt;
===Chemical Dispenser===&lt;br /&gt;
[[File:Dispenser.png|64px|left]]The Chemical Dispenser is your go-to device for making everything. It&#039;s a reagent dispenser, and works the same way as all other dispensers - You put a container into it, in this case a Beaker of some sort, by holding the container in your hand and clicking the dispenser. Then once a container is in, click the dispenser with an empty hand to bring up the menu&lt;br /&gt;
&lt;br /&gt;
The Chemical dispenser can dispense all kinds of elements and chemicals into the beaker. And when you put in the right ingredients for a recipe, they&#039;ll automatically react in the beaker and create the result. Some of the things in the dispenser even have effects on their own, without being made into compounds. For a full list of all the things that the dispenser can output, check the [[#Dispenser|Dispenser section]]&lt;br /&gt;
&lt;br /&gt;
===ChemMaster 3000===&lt;br /&gt;
[[File:Chemmaster.gif|64px|left]]The ChemMaster 3000 is your tool for turning your beakerfuls of medicine, into a useable state, without having to give away your lab equipment. It&#039;s also used for analysing the contents of beakers, and for carefully removing parts you want to get rid of, to keep your mixtures pure.&lt;br /&gt;
&lt;br /&gt;
To start, insert a beaker containing some chemical, and then click it with an empty hand to bring up a menu. In addition to holding a beaker, the ChemMaster can also hold a Pill Bottle (both simultaneously), more on these soon.&lt;br /&gt;
&lt;br /&gt;
The Add to Buffer section is where all the juicy info is. It will show you a list of all the reagents inside the beaker, and their quantities. Beside each one are several options. Analyze will just bring up the description of that chemical, to tell you what it is and does. The rest of the buttons (1,5,10,all,custom) just control how much of that chemical you&#039;re going to move to the buffer.&lt;br /&gt;
&lt;br /&gt;
The Buffer is the section between the horizontal lines. Imagine this as chemicals inside the ChemMaster. Once they&#039;re here, you can do several things with them. &lt;br /&gt;
*The Transfer To section shows where chemicals will go when you transfer them out of the buffer, click it to change the destination. They can either go back into the beaker, or they can go into the disposal &lt;br /&gt;
**This doesn&#039;t actually put them in the disposal, it just destroys them. Any reagents destroyed this way are gone forever, and cannot be recovered.&lt;br /&gt;
*Chemicals in the buffer will have the same number control options as those in the beaker. This just transfers them to either of the destinations mentioned above.&lt;br /&gt;
*The Create Bottle option will magically create a glass bottle, and put the contents of the buffer into it. The bottle is created outside of the ChemMaster and will appear on top of it. Bottles have a maximum capacity of 60u, so anything over that will still remain in the buffer.&lt;br /&gt;
**By clicking the Icon to the right of this option, you can choose a visual style for the resulting bottle. Note that the bottle is transparent, and will take on the colour of the liquid inside it. You only choose the shape.&lt;br /&gt;
*The Create Pill option will create a single edible pill out of the buffer contents. Again, up to 60u total dosage. If an empty pill bottle is inserted into the ChemMaster, the pill will be created inside that bottle. Otherwise it will appear on top of the machine.&lt;br /&gt;
*The Create Multiple Pills option will create a number of pills that you get to specify. The contents of the buffer will be evenly divided amongst all the pills you make. And if a pill bottle is in the machine, the pills will be created inside it until it&#039;s full. Otherwise they appear on top in a big messy pile&lt;br /&gt;
**By clicking the Icon to the right of this option, you can choose a visual style for the resulting pill(s). This will help people to tell your pills apart at a glance, which can be useful when you&#039;re making a bottle filled with a mixture of different pills.&lt;br /&gt;
&lt;br /&gt;
Once you&#039;re done making pills and bottles, you&#039;ll probably want to make sure your beaker is empty again so you can make something new, if so be sure to transfer everything to the buffer. Once you eject the beaker, everything left in the buffer is destroyed.&lt;br /&gt;
&lt;br /&gt;
If you&#039;ve made a bottle of pills, don&#039;t forget to eject the pill bottle too, and then label it using the Hand Labeller.&lt;br /&gt;
&lt;br /&gt;
===All-In-One Grinder===&lt;br /&gt;
[[File:Blender.png|64px|left]]The Grinder is your tool of choice for breaking down objects into reagents. You can put pills in it, to get back the chemicals they&#039;re made of. You can breakdown Phoron Crystals into liquid phoron. You can put fruits, vegetables, meals, meat etc into it as well. The results will be outputted into its beaker, which you can extract and stick in the ChemMaster to work with. It&#039;s good for undoing your mistakes if you make pills wrong, or for getting rare compounds (like carpotoxin) out of things that contain them. But making liquid phoron is the most common and important thing you&#039;ll use it for. Note that it will not break compounds back down into elements, nothing can do that.&lt;br /&gt;
&lt;br /&gt;
===Refridgerated Medicine Storage===&lt;br /&gt;
[[File:Smartfridge.gif|64px|left]]A fancy Smart Fridge which exists as a wall block between the chem lab and medicine storage. This fridge is where you should put all the medicines and pills that you make, so that doctors can pick them up for usage. Things can be put in and taken out from all sides of it. It will only accept pills, pill bottles, and glass containers. And it has a nice little interface for dispensing things in quantity. It&#039;s also ID locked, and will only allow authorized medical staff to take things out, so anything you place there is safe from the grubby hands of drug-seeking assistants.&lt;br /&gt;
&lt;br /&gt;
==Tools==&lt;br /&gt;
Smaller, hand-held things that you&#039;ll often use in chemistry.&lt;br /&gt;
&lt;br /&gt;
===Beakers===&lt;br /&gt;
[[File:Beakerlarge.png|64px|left]][[File:Beaker.png|64px]] Beakers are the most important tool you have. They come in two sizes, normal and large. normal beakers hold 60u, large beakers hold 120u.  &lt;br /&gt;
Normal beakers can be found easily all over medical, and you have a box of six in your lab.  Large beakers are much less common, you only have three -  Two on the tables, and one inside the grinder. They are precious, treasure them.&lt;br /&gt;
&lt;br /&gt;
Beakers are used for putting into the dispenser to mix things, and then into the ChemMaster to make bottles and pills. Sometimes you&#039;ll need to use more than one to mix certain tricky things correctly.&lt;br /&gt;
&lt;br /&gt;
If you end up losing them, more beakers can be made at the Autolathe in cargo.&lt;br /&gt;
&lt;br /&gt;
===Dropper===&lt;br /&gt;
[[File:Dropper1.png|64px|left]]Droppers are a simple and occasionally used little tool. Their purpose is being one of very few reagent containers in the game which can transfer less than 5u per click. &lt;br /&gt;
&lt;br /&gt;
Rightclick it in your hand and choose Set Transfer Amount. You can pick 1/2/3/4/5 units&lt;br /&gt;
Using it on a beaker when it&#039;s empty will draw the set quantity of reagents out of that beaker.&lt;br /&gt;
Using it on a beaker when it&#039;s not empty, will squeeze its contents out into the beaker.&lt;br /&gt;
&lt;br /&gt;
The precision this affords is useful for a few complicated recipes, and especially for measuring out tiny amounts of phoron or similar valueable ingredients.&lt;br /&gt;
&lt;br /&gt;
===Science Goggles===&lt;br /&gt;
[[File:ScienceGoggles.png|64px|left]]Science goggles are a completely unnecessary fashion accessory that are supplied on your table in the chemistry lab. They have three functions:&lt;br /&gt;
*They protect against acid splashes, halving damage you take from acid to the face. &lt;br /&gt;
*They provide 10% protection against anomalies, which is not relevant to a chemist at all.&lt;br /&gt;
*They can be turned on and off to toggle an obnoxious purple overlay. This does literally nothing except make you see purple. The other two effects work regardless of whether the overlay is on.&lt;br /&gt;
&lt;br /&gt;
===Advanced Mass Spectrometer===&lt;br /&gt;
[[File:Adv_spectrometer.png|64px|left]]The Advanced Mass Spectrometer is your occasionally used tool for blood toxin testing. Rumour has it there was once a non-advanced Mass Spectrometer, but such a thing is definitely obsolete now.&lt;br /&gt;
&lt;br /&gt;
To use it, take a blood sample from your patient with a syringe, and then use the syringe on the spectrometer. Then switch to it and click it in your hand to read the results. It should tell you the chemicals and quantities that are found in their blood. This is the only way to test blood samples, if you inject a blood sample into a beaker and check it in the ChemMaster, it will only show as blood.&lt;br /&gt;
&lt;br /&gt;
Note that this tool can only be used for blood, if you have a beaker/bottle/syringe of something mysterious that isn&#039;t blood and you want to see what&#039;s in it, use the ChemMaster instead.&lt;br /&gt;
&lt;br /&gt;
===Cryostasis Beaker===&lt;br /&gt;
[[File:noreact.gif|64px|left]]The Cryostasis Beaker is an advanced tool that you don&#039;t have to begin with. It can only be made in the R&amp;amp;D Lab in science, if you want some you have to ask them for it.&lt;br /&gt;
&lt;br /&gt;
The cryostasis beaker holds 60u, and it has the special property of preventing chemical reactions inside it. Any elements or compounds placed into it will not react with each other. If there are any reactions waiting to happen, they&#039;ll occur as soon as the contents are transferred into another beaker, or transferred into the buffer of the ChemMaster&lt;br /&gt;
&lt;br /&gt;
===Bluespace Beaker===&lt;br /&gt;
[[File:bluespaceBeaker.gif|64px|left]]The Chemist&#039;s favourite, a Bluespace Beaker will really make your day. It is another advanced tool that you don&#039;t start with, and must request from science. However it&#039;s somewhat hard to make, so they may not be able to reliably make them for you.&lt;br /&gt;
&lt;br /&gt;
This high-tech beaker uses reality-distorting bluespace technology to create a tiny pocket dimension for storing chemicals, which in practical terms means it can store a tremendous 300u of reagents inside it, making it 250% of the capacity of a Large Beaker. This allows you to easily make much larger batches of medicine - five bottles at a time.&lt;br /&gt;
&lt;br /&gt;
=Infographic and Information=&lt;br /&gt;
[[File:Chemistry_Medical_Aurora.png|thumb|left|alt=|This infographic teaches all of the basic Chems, it is highly recommended you keep it on hand if you&#039;re new.]]&lt;br /&gt;
A basic Chem infographic will be provided here, it is recommended to keep it on hand for new players; but beware, it only has the basic necessities of Chemistry, for advanced chems you will have to read further. &#039;&#039;Note: Spaceacillin has been split into multiple [[Guide_to_Chemistry#Anti_Microbials|microbials]]. Thetamycin, Deltamivir, and Diphenhydramine. Other than that, this infographic is still up to date.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Metabolism and Overdose==&lt;br /&gt;
Most medicines and chemicals designed for use in people have an overdose limit. If a person metabolizes more than this much of the chemical in a short time, they will suffer the overdose effect for that chemical, which is usually a bad thing. Overdose limits vary widely, but the most common value is 30 units.&lt;br /&gt;
&lt;br /&gt;
The most common overdose effect is &#039;Toxins&#039;, the patient will suffer 0.2 points of toxins damage per second, as long as the medicine continues metabolizing in their system. This is only dependent on time, not on the quantity of the dose, so overdosing on medicines that metabolize slowly is far more dangerous, they&#039;ll keep poisoning the patient for longer.&lt;br /&gt;
&lt;br /&gt;
It is important to note that metabolism is not the same as just putting the chemicals into a patient. All chemicals that are injected into, or fed to the patient, are stored harmlessly within their body until they can be properly absorbed, or &#039;metabolized&#039;. This process happens at a variable rate for each chemical, but the most common metabolic rate is 0.2 units per proc, which works out to 0.1u per second&lt;br /&gt;
&lt;br /&gt;
Overdose effects do not trigger until the patient has metabolized enough to reach the overdose limit, which may take several minutes.&lt;br /&gt;
&lt;br /&gt;
Whenever this document mentions the word &#039;dose&#039;, it refers to how much has been metabolized into the patient, not how much has been injected into their blood.&lt;br /&gt;
&lt;br /&gt;
Whenever a patient has fully metabolized all the volume of a drug that is present in their stomach or blood, the dose is instantly cleared, and the drug&#039;s effects are stopped.  Even if they had overdosed before, once the dose is cleared its safe to administer more of the same thing.&lt;br /&gt;
&lt;br /&gt;
==Catalysts==&lt;br /&gt;
Several of the more advanced chemistry recipes take an ingredient (usually phoron) which is marked as (Catalyst)&lt;br /&gt;
&lt;br /&gt;
A Catalyst is a chemical which is required to help a chemical reaction, but does not become part of the finished result. Whenever a recipe involves a catalyst, the catalyst will be left over in the beaker, alongside the finished product. You can use the ChemMaster to extract the catalyst, put it in a bottle, and reuse it later.&lt;br /&gt;
&amp;lt;!---&lt;br /&gt;
==Status Effects==&lt;br /&gt;
Many chemicals that don&#039;t simply heal something, work by giving the patient a status effect, with a given strength. This allows multiple chemicals to cause a similar effect and work in the same way. &lt;br /&gt;
&lt;br /&gt;
For the most part, the &#039;strength&#039; of an effect is really just a duration. the strength of most effects decreases by 1 point every 2 seconds, and usually the effect will stop working once its strength falls to zero, or sometimes when it falls below some low number that&#039;s above zero.&lt;br /&gt;
&lt;br /&gt;
It&#039;s also very important to note, that most chemicals which cause a status effect, will constantly re-set and refresh that effect every time they process (every 2 seconds) for as long as the chemical is metabolising into the patient. Therefore, the strength of an effect usually only affects how long it takes to wear off AFTER the chemical is out of their system, it will generally never wear off while the chemical is inside them.&lt;br /&gt;
&lt;br /&gt;
===Drowsiness===&lt;br /&gt;
Drowsiness, is a feeling of being sleepy. The body slows down, and sometimes just plain falls asleep for brief periods. It doesn&#039;t cause any longterm sleep, just makes you pass out for a couple of seconds.&lt;br /&gt;
&lt;br /&gt;
Effects:&lt;br /&gt;
*Increases move delay by 6 (0.6 seconds). &lt;br /&gt;
**This is the minimum time between steps while running, so it will significantly slow the subject down and make it difficult for them to run away.&lt;br /&gt;
*Refreshes blurred vision to strength 2 every proc, so being drowsy gives unremovable blurring&lt;br /&gt;
*Every proc, has a 5% chance to cause the subject to fall asleep&lt;br /&gt;
**Increases Sleep strength by 1&lt;br /&gt;
**Increases paralysis by 5&lt;br /&gt;
&lt;br /&gt;
===Sleeping===&lt;br /&gt;
The subject is asleep. They&#039;re snoozing away, incapacitated, mostly oblivious to the world, and won&#039;t feel pain.&lt;br /&gt;
*Subject is blinded. See Blind&lt;br /&gt;
*Subject does not feel pain&lt;br /&gt;
*Subject falls over&lt;br /&gt;
*Subject cannot move&lt;br /&gt;
*Subject cannot speak or emote&lt;br /&gt;
*Subject cannot use items or interact with anything&lt;br /&gt;
*Heals halloss (Holographic damage) at a rate of 3 points per proc&lt;br /&gt;
**Normally heals at 1 ppc&lt;br /&gt;
*Subject has dreams about radomly generated concepts. &lt;br /&gt;
**These aren&#039;t based on anything ingame&lt;br /&gt;
*When nearby people talk&lt;br /&gt;
**85% chance to not hear them, and instead get &amp;quot;...You almost hear someone talking...&amp;quot;&lt;br /&gt;
**15% chance for &amp;quot;You hear something about...&amp;lt;word&amp;gt;&amp;quot;, and &amp;lt;word&amp;gt; is a randomly selected word from amongst the things they said&lt;br /&gt;
*People can attempt to shake subject awake, this reduces Sleeping strength by 5 every time its done, &lt;br /&gt;
**Causes the subject to wake up 10 seconds earlier than they would have otherwise&lt;br /&gt;
*Causes subject&#039;s status to read as Unconscious on a hand analyser, and non-responsive on a surgery vitals monitor&lt;br /&gt;
&lt;br /&gt;
===Weaken===&lt;br /&gt;
The subject&#039;s muscles lose tensity, causing them to collapse to the floor and be mostly helpless.&lt;br /&gt;
Weaken is one of the most common status effects, almost every chemical, weapon and explosive that disables someone, uses it. Often in combination with other effects.&lt;br /&gt;
*Subject falls over and drops held items.&lt;br /&gt;
*Subject cannot move, use items, or interact.&lt;br /&gt;
**Can still toggle internals.&lt;br /&gt;
**Subject can use &#039;resist&#039;.&lt;br /&gt;
&lt;br /&gt;
===Stun===&lt;br /&gt;
The subject is stunned and unable to move properly. Very similar to Weaken, but doesn&#039;t knock the subject down, and DOES prevent them from toggling their internals.&lt;br /&gt;
*Subject cannot move, use items, or interact:&lt;br /&gt;
**Subject can use &#039;resist&#039;.&lt;br /&gt;
*Subject cannot toggle internals.&lt;br /&gt;
&lt;br /&gt;
===Paralysis===&lt;br /&gt;
The subject is paralyzed, all of their muscles lock up and they are unable to see, speak, or do anything. Their eyelids lock shut, and their vocal chords seize up. This is almost identical to being asleep, the only differences being that the subject can&#039;t be shaken awake, and doesn&#039;t heal holo damage faster. This is by far the most disabling single status effect in the game, but it is rarely used.&lt;br /&gt;
*Paralysis is almost identical to sleeping.&lt;br /&gt;
**Subject is blinded, see blindness.&lt;br /&gt;
**Subject falls over.&lt;br /&gt;
**Subject cannot speak or emote.&lt;br /&gt;
**Subject cannot move.&lt;br /&gt;
**Subject cannot use items or interact with anything.&lt;br /&gt;
**When nearby people talk or audibly emote.&lt;br /&gt;
***85% chance to not hear them, and instead get &amp;quot;...You almost hear someone talking...&amp;quot;&lt;br /&gt;
***15% chance for &amp;quot;You hear something about...&amp;lt;word&amp;gt;&amp;quot;, and &amp;lt;word&amp;gt; is a randomly selected word from among the things they said.&lt;br /&gt;
&lt;br /&gt;
===Confusion===&lt;br /&gt;
The subject has impaired motor coordination, and will stumble around randomly when they try to move. This is often caused by alcohol and sedatives, but it&#039;s pretty rare for it to happen for any long period of time.&lt;br /&gt;
*Subject moves in a random direction whenever it tries to take a step.&lt;br /&gt;
**Its always random, doesn&#039;t matter what direction they tried to move in, triggers on every step&lt;br /&gt;
**Also applies to subjects in a wheelchair or driving vehicles&lt;br /&gt;
&lt;br /&gt;
===Hallucination===&lt;br /&gt;
One of the most interesting effects, hallucinations are a result of something impairing the brain, and can be quite scary. &lt;br /&gt;
*Unlike most status effects, hallucination strength affects the intensity in addition to the duration. Hallucinations stop completely when the strength drops below 20.&lt;br /&gt;
*While hallucinating, the subject will experience strange sounds and visions periodically.&lt;br /&gt;
**Exactly how often is calculated with the formula: rand(200,500)/(hallucination/25)&lt;br /&gt;
***This generates a random number of seconds between 20-50 (average 35), and then divides that time by 4% of your hallucination strength.&lt;br /&gt;
***A hallucination strength of 100 will therefore cause hallucinations an average of every 8.75 seconds&lt;br /&gt;
***Note that the time between hallucinations will gradually increase because the strength fades over time.&lt;br /&gt;
*The effects that hallucinating can generate include:&lt;br /&gt;
**Screwing up the subject&#039;s HUD&lt;br /&gt;
**Make it appear that they&#039;re holding a strange/illegal/impossible items&lt;br /&gt;
**See extremely dangerous things (fire, hull breaches, explosives)&lt;br /&gt;
**Hear strange sounds&lt;br /&gt;
**Be attacked by illusory monsters&lt;br /&gt;
**Mysteriously become injured or collapse&lt;br /&gt;
**Have the world and their controls turned around&lt;br /&gt;
&lt;br /&gt;
===Dizziness===&lt;br /&gt;
&lt;br /&gt;
===Blurriness===&lt;br /&gt;
The subject&#039;s vision is blurred, and it becomes harder for them to see. This is a really weak effect, and it exists mostly just to let you know something&#039;s wrong. It&#039;s usually a precursor to more serious things. On its own, it has minimal effect on gameplay.&lt;br /&gt;
*Places a semi-transparent white overlay on the screen, making it a little harder to see things&lt;br /&gt;
**Wearing a blindfold rests your eyes, and causes blurriness to heal 4x as fast&lt;br /&gt;
&lt;br /&gt;
===Blindness===&lt;br /&gt;
The subject has completely lost their vision, and is unable to see anything, thus forcing them to stumble around defenseless and navigate by touch. Blinding is fairly common alone, but it&#039;s also applied inherently as a part of sleeping and paralysis. When a subject is asleep or paralysed, all of these effects apply in addition.&lt;br /&gt;
*Places a black overlay on the screen, blocking everything except a small circle&lt;br /&gt;
**This allows you to only see things in a 3x3 area, centred on your character&lt;br /&gt;
***Note that this short range vision represents you feeling your way around, not actual vision. RP wise, you can see nothing at all&lt;br /&gt;
*Prevents you from examining objects and people at all. Any attempt displays a message &#039;Something is there, but you can&#039;t see it&#039;&lt;br /&gt;
*Subject cannot see visible emotes from nearby people&lt;br /&gt;
**Subject can still hear audible emotes&lt;br /&gt;
&lt;br /&gt;
===Speedboost===&lt;br /&gt;
The subject is energetic and juiced up, allowing them to power through impediments and always move as fat as they can.&lt;br /&gt;
Negates any increased movement delay and allows you to always move at the fastest possible speed, with a movement delay of 0.5 seconds (which is the lowest possible value)&lt;br /&gt;
Allows you to ignore the following speed impediments completely:&lt;br /&gt;
*Having &amp;lt;=40% health&lt;br /&gt;
*Being in pain&lt;br /&gt;
*Being starving&lt;br /&gt;
*Wearing EVA suits&lt;br /&gt;
*Being in a wheelchair&lt;br /&gt;
*Having feet/legs that are broken, splinted, or missing.&lt;br /&gt;
*Any slowdown caused by heavy shoes (galoshes)&lt;br /&gt;
*Being in shock&lt;br /&gt;
*Being fat&lt;br /&gt;
*Being cold&lt;br /&gt;
*Being drowsy&lt;br /&gt;
*Any inherent slowdown caused by your species&lt;br /&gt;
&lt;br /&gt;
===Painkiller/Analgesic===&lt;br /&gt;
&lt;br /&gt;
===Jittering===&lt;br /&gt;
---&amp;gt;&lt;br /&gt;
=Chemicals=&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
==Dispenser==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Many of the basic elements and chemicals in the dispenser have their own effects. Those are noted here.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{ChemicalTemplate&lt;br /&gt;
|Chemical = Aluminum&lt;br /&gt;
|Description = A silvery white and ductile member of the boron group of chemical elements.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ComplexChemicalTemplate&lt;br /&gt;
|Chemical = Carbon&lt;br /&gt;
|Description = A highly stable element, the building block of life. &lt;br /&gt;
|Metabolism = 0.5&lt;br /&gt;
|Type = Element&lt;br /&gt;
|Effects = *Absorbs all other chemicals when swallowed, and carries them out safely.&lt;br /&gt;
*When swallowed in pill form removes any reagent from the stomach equal to the amount used (1 per unit). &lt;br /&gt;
|Notes = *This is the only method to remove ingested toxins from a patient&#039;s stomach.&lt;br /&gt;
*Has no effect if injected, will not clean the blood. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ComplexChemicalTemplate&lt;br /&gt;
|Chemical = Acetone&lt;br /&gt;
|Description = A colorless liquid solvent used in chemical synthesis.&lt;br /&gt;
|Metabolism = 0.2&lt;br /&gt;
|Type = Solvent &lt;br /&gt;
|Effects = *Deals 1 toxin damage per 0.4 seconds.&lt;br /&gt;
**Unlike most chemicals, swallowing it is equally as effective.&lt;br /&gt;
*Can act as a solvent for ink.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ChemicalTemplate&lt;br /&gt;
|Chemical = Copper&lt;br /&gt;
|Description = A highly ductile metal.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ComplexChemicalTemplate&lt;br /&gt;
|Chemical = Ethanol&lt;br /&gt;
|Description = A well-known alcohol with a variety of applications. &lt;br /&gt;
|Metabolism = 0.5&lt;br /&gt;
|Type = Alcohol&lt;br /&gt;
|Effects = *Once applied (splashed), anything causing burn damage will cause it to combust. &lt;br /&gt;
*When injected causes 1 toxin damage every 0.8 seconds.&lt;br /&gt;
*When ingested causes drunkenness very quickly in low doses.  &lt;br /&gt;
*Can act as a solvent for ink. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ComplexChemicalTemplate&lt;br /&gt;
|Chemical = Ammonia&lt;br /&gt;
|Description = A caustic substance commonly used in fertilizer or household cleaners.&lt;br /&gt;
|Metabolism = 0.5&lt;br /&gt;
|Type = Liquid&lt;br /&gt;
|Effects = *Deals 1 toxin damage per 0.8 seconds.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ComplexChemicalTemplate&lt;br /&gt;
|Chemical = Hydrazine&lt;br /&gt;
|Description = A toxic, colorless, flammable liquid with a strong ammonia-like odor, in hydrate form.&lt;br /&gt;
|Metabolism = 0.2&lt;br /&gt;
|Type = Liquid&lt;br /&gt;
|Effects = *Once applied (splashed), anything causing burn damage will cause it to combust. &lt;br /&gt;
**Deals 1 toxin damage per 4.4 seconds.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ComplexChemicalTemplate&lt;br /&gt;
|Chemical = Iron&lt;br /&gt;
|Description = Pure iron is a metallic element. Used in limited doses as a supplement it can help people regenerate blood.&lt;br /&gt;
|Type = Element&lt;br /&gt;
|Effects = *When ingested in pill form, it restores blood at an equal rate of iron to blood in units. (1u iron restores 1% blood.)&lt;br /&gt;
|Notes = *Iron pills are a nice simple way to help recover lost blood, much simpler than a transfusion although slower. &lt;br /&gt;
**Eating food rich in iron also helps combat blood loss.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ComplexChemicalTemplate&lt;br /&gt;
|Chemical = Lithium&lt;br /&gt;
|Description = A soft, silver metallic element. A chemical element, used as antidepressant.&lt;br /&gt;
|Type = Element&lt;br /&gt;
|Effects = *When injected, causes someone to take a step in a random direction.&lt;br /&gt;
*Causes randomly emoting drooling, twitching or moaning occasionally. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ComplexChemicalTemplate&lt;br /&gt;
|Chemical = Mercury&lt;br /&gt;
|Description = A highly neurotoxic metallic element, which is liquid at room temperature. &lt;br /&gt;
|Type = Element&lt;br /&gt;
|Effects = *When injected, causes someone to take a step in a random direction.&lt;br /&gt;
*Causes randomly emoting drooling, twitching or moaning. &lt;br /&gt;
*Causes 1 point of brain damage per unit.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ComplexChemicalTemplate&lt;br /&gt;
|Chemical = Hydrochloric Acid&lt;br /&gt;
|Description = A very corrosive mineral acid with the molecular formula HCl.&lt;br /&gt;
|Type = Acid&lt;br /&gt;
|Effects = *Causes 2 burn damage per 0.4 seconds when injected. &lt;br /&gt;
*Causes 1 point of burn damage per unit when splashed.  &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ChemicalTemplate&lt;br /&gt;
|Chemical = Phosphorus&lt;br /&gt;
|Description = A highly reactive element, glows on contact with oxygen, the backbone of biological energy carriers.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ChemicalTemplate&lt;br /&gt;
|Chemical = Potassium&lt;br /&gt;
|Description = A soft, low-melting solid that can easily be cut with a knife. Reacts violently with water.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ComplexChemicalTemplate&lt;br /&gt;
|Chemical = Radium&lt;br /&gt;
|Description = Radium is an alkaline earth metal, and is extremely radioactive. &lt;br /&gt;
|Type = Element&lt;br /&gt;
|Effects = *Deals 10% Radiation per unit.&lt;br /&gt;
*May increase the chances to cure a disease when injected into a virus carrier. &lt;br /&gt;
**Injecting Radium has a chance to do the following:&lt;br /&gt;
***Deals 50% radiation.&lt;br /&gt;
***Deals 100 toxin damage.&lt;br /&gt;
*Injecting into a Diona does the following:&lt;br /&gt;
**Heals 10 brute damage.&lt;br /&gt;
**Heals 10 burn damage.&lt;br /&gt;
**Heals 10 Toxin damage.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ComplexChemicalTemplate&lt;br /&gt;
|Chemical = Sulphuric Acid&lt;br /&gt;
|Description = A very corrosive mineral acid with the molecular formula H2SO4.&lt;br /&gt;
|Metabolism = 0.2&lt;br /&gt;
|Type = Acid&lt;br /&gt;
|Effects = *Deals 10 burn damage every 0.4 seconds when injected or swallowed.&lt;br /&gt;
**When splashed on someone it causes 1 point of damage per unit.&lt;br /&gt;
***Melts faces, disfiguring the victim.&lt;br /&gt;
***Melts masks.&lt;br /&gt;
***Melts glasses, except acid proof ones.&lt;br /&gt;
****Wearing science goggles will halve the damage, they are acid proof.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ChemicalTemplate&lt;br /&gt;
|Chemical = Silicon&lt;br /&gt;
|Description = A tetravalent metalloid, silicon is less reactive than its chemical analog carbon.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ChemicalTemplate&lt;br /&gt;
|Chemical = Sodium&lt;br /&gt;
|Description = A chemical element, readily reacts with water.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ComplexChemicalTemplate&lt;br /&gt;
|Chemical = Sugar&lt;br /&gt;
|Description = The organic compound commonly known as table sugar and sometimes called saccharose. This white, odorless, crystalline powder has a pleasing, sweet taste.&lt;br /&gt;
|Type = Carbohydrate&lt;br /&gt;
|Effects = *When ingested it provides 3 nutrition per unit.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ChemicalTemplate&lt;br /&gt;
|Chemical = Sulphur&lt;br /&gt;
|Description = A non-metallic crystalline element with a pungent smell.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ChemicalTemplate&lt;br /&gt;
|Chemical = Tungsten&lt;br /&gt;
|Description = A chemical element, and a strong oxidising agent.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ChemicalTemplate&lt;br /&gt;
|Chemical = Water&lt;br /&gt;
|Description = A ubiquitous chemical substance that is composed of hydrogen and oxygen.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Other==&lt;br /&gt;
{{ChemicalTemplate&lt;br /&gt;
|Chemical = Gold&lt;br /&gt;
|Description = Gold is a dense, soft, shiny metal and the most malleable and ductile metal known. Gold is hard to get, and comes from mining, ask the Shaft Miners to get you some. Don&#039;t expect to get it quickly.&lt;br /&gt;
}}&lt;br /&gt;
{{ChemicalTemplate&lt;br /&gt;
|Chemical = Silver&lt;br /&gt;
|Description = A soft, white, lustrous transition metal, it has the highest electrical conductivity of any element and the highest thermal conductivity of any metal. Silver is hard to get, and comes from mining, ask the Shaft Miners to get you some. Don&#039;t expect to get it quickly.&lt;br /&gt;
}}&lt;br /&gt;
{{ChemicalTemplate&lt;br /&gt;
|Chemical = Uranium&lt;br /&gt;
|Description = A glistening, emerald-green metallic chemical element in the actinide series, weakly radioactive. Uranium is hard to get, and comes from mining, ask the Shaft Miners to get you some. Don&#039;t expect to get it quickly.&lt;br /&gt;
}}&lt;br /&gt;
{{ChemicalTemplate&lt;br /&gt;
|Chemical = Phoron&lt;br /&gt;
|Description = Liquid form of the gas Phoron, for use in chemistry recipes. You can get this by grinding up the Phoron crystals on the table at the north of the lab.&lt;br /&gt;
}}&lt;br /&gt;
{{ChemicalTemplate&lt;br /&gt;
|Chemical = Fuel&lt;br /&gt;
|Description = Required for welders. Flammable. Use a beaker on any Welder Fuel Tank to collect some.&lt;br /&gt;
}}&lt;br /&gt;
{{ChemicalTemplate&lt;br /&gt;
|Chemical = Milk&lt;br /&gt;
|Description = White and nutritious goodness! Milk can be found in the kitchen, in a fridge that anyone can open.&lt;br /&gt;
}}&lt;br /&gt;
{{ChemicalTemplate&lt;br /&gt;
|Chemical = Toxin&lt;br /&gt;
|Description = A toxic chemical. Found in the NanoMed vending machines in medbay, labelled Toxin Bottle.&lt;br /&gt;
}}&lt;br /&gt;
{{ChemicalTemplate&lt;br /&gt;
|Chemical = Capsaicin Oil&lt;br /&gt;
|Description = This is what makes chillis hot. To get this, grow chillies in the garden, and grind them up.&lt;br /&gt;
}}&lt;br /&gt;
{{ChemicalTemplate&lt;br /&gt;
|Chemical = Corn Oil&lt;br /&gt;
|Description = An oil derived from various types of corn. Grow corn and grind it up.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Compounds=&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
==Basic Treatments==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;These treatments are weak but widely available in medkits or medibots. They are not commonly used by doctors, who have access to more powerful specialized medicines..&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound=Dexalin&lt;br /&gt;
|Formula=2 parts Acetone, 0.1 units Phoron. &lt;br /&gt;
|Metabolism=0.2&lt;br /&gt;
|Overdose=30&lt;br /&gt;
|Description = Used in the treatment of oxygen deprivation.&lt;br /&gt;
|Effects = &lt;br /&gt;
*Heals 15 suffocation damage per unit.&lt;br /&gt;
*Deals toxin damage to Vox.&lt;br /&gt;
*Removes Lexorin from the bloodstream. &lt;br /&gt;
|OverdoseEffect = *Toxins&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound=Kelotane&lt;br /&gt;
|Formula=1 part Carbon, 1 part Silicon&lt;br /&gt;
|Metabolism=0.2&lt;br /&gt;
|Overdose=30&lt;br /&gt;
|Description=Treats burn damage effectively, preventing infections and helping speed up healing of burns.&lt;br /&gt;
|Effects=*Heals 6 Burn damage per unit. &lt;br /&gt;
|OverdoseEffect=*Toxins&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound=Omnizine&lt;br /&gt;
|Formula=1 part [[#Basic Treatments|Tricordrazine]], 1 part Sugar, 1 part Carbon&lt;br /&gt;
*Results in 3 units.&lt;br /&gt;
|Metabolism=0.2&lt;br /&gt;
|Overdose = ∞&lt;br /&gt;
|Description=Omnizine is a low strength over-the-counter stimulant designed and marketed as a &#039;treat all&#039; pill. Ingesting or inhaling the substance has the same strength as directly injecting it.&lt;br /&gt;
|Effects=*Heals 1 suffocation damage per unit&lt;br /&gt;
*Heals 1 trauma damage per unit&lt;br /&gt;
*Heals 1 burn damage per unit&lt;br /&gt;
*Heals 1 toxin damage per unit&lt;br /&gt;
|OverdoseEffect=N/A&lt;br /&gt;
|Notes=*Although it is weaker than Tricordrazine, its effects are the same regardless of application.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound=Tricordrazine&lt;br /&gt;
|Formula=1 part [[#Standard Treatments|Dylovene]], 1 part [[#Painkillers.2FStabilizers|Inaprovaline]]&lt;br /&gt;
|Metabolism=0.1&lt;br /&gt;
|Overdose=∞&lt;br /&gt;
|Description=Tricordrazine is a highly potent stimulant, originally derived from Cordrazine. Can be used to treat a wide range of injuries, though the healing effect is weak. &lt;br /&gt;
|Effects=*Heals 6 suffocation damage per unit&lt;br /&gt;
*Heals 3 trauma damage per unit&lt;br /&gt;
*Heals 3 burn damage per unit&lt;br /&gt;
*Heals 3 toxin damage per unit&lt;br /&gt;
|OverdoseEffect=N/A&lt;br /&gt;
|Notes=*It is noticeably stronger at higher temperatures.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
==Standard Treatments==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;These medicines are the mainstays, standard treatments for most common conditions. A good chemist should make sure that all of these are available in sufficient quantities.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Alkysine&lt;br /&gt;
|Formula = 1 part Hydrochloric Acid, 1 part Ammonia, 1 part [[#Standard Treatments|Dylovene]]&lt;br /&gt;
*Results in 2 units. &lt;br /&gt;
|Metabolism = 0.05&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = A drug used to heal damage to neurological tissue after a head injury. Slightly eases pain.  &lt;br /&gt;
|Effects = &lt;br /&gt;
*Heals 30 points Brain damage per unit.&lt;br /&gt;
*Acts as a mild painkiller.&lt;br /&gt;
|OverdoseEffect = *Toxins&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Bicaridine&lt;br /&gt;
|Formula = 1 part Carbon, 1 part [[#Painkillers.2FStabilizers|Inaprovaline]]&lt;br /&gt;
|Metabolism = 0.2&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = A powerful trauma medication used to treat many kinds of physical injuries. Can also slow and partially heal internal bleeding at overdose (poisonous).&lt;br /&gt;
|Effects = &lt;br /&gt;
*Heals 6 points of Trauma damage per unit.&lt;br /&gt;
|OverdoseEffect = *Toxins&lt;br /&gt;
*Heals internal bleeding slowly. Patient&#039;s body temperature must be above 170k for this to work. &lt;br /&gt;
|Notes = *Does not heal organ damage or bones. It only heals internal and external muscle wounds.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Cryoxadone&lt;br /&gt;
|Formula = 1 part [[#Basic Treatments|Dexalin]], 1 part Water, 1 part Acetone,&lt;br /&gt;
|Metabolism = 0.2&lt;br /&gt;
|Overdose = ∞&lt;br /&gt;
|Description = Use to treat all standard types of damage, though body temperature must be under 170K for it to metabolize correctly. Intended for use in Cryotube mixtures. Also used to make [[#Advanced Treatments|Clonexadone]].&lt;br /&gt;
|Effects = &lt;br /&gt;
*Slows the heart-rate&lt;br /&gt;
**Heals 10 genetic damage per unit&lt;br /&gt;
**Heals 10 suffocation per unit&lt;br /&gt;
**Heals 10 trauma damage per unit&lt;br /&gt;
**Heals 10 burn damage per unit&lt;br /&gt;
**Heals 10 toxin damage per unit&lt;br /&gt;
|OverdoseEffect = *N/A&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Dermaline&lt;br /&gt;
|Formula = 1 part [[#Basic Treatments|Kelotane]], 1 part Acetone, 1 part Phosphorous&lt;br /&gt;
|Metabolism = 0.2&lt;br /&gt;
|Overdose = 15&lt;br /&gt;
|Description = Dermaline is used to treat burns. It works faster than Kelotane and enables the body to restore large amounts of burnt tissue quickly.&lt;br /&gt;
|Effects = &lt;br /&gt;
*Heals 12 burn damage per unit&lt;br /&gt;
|OverdoseEffect = *Toxins&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Dexalin Plus&lt;br /&gt;
|Formula = 1 part [[#Basic Treatments|Dexalin]], 1 part Iron, 1 part Carbon&lt;br /&gt;
|Metabolism = 0.2&lt;br /&gt;
|Overdose = 15&lt;br /&gt;
|Description = Directly oxygenates the blood, bypassing the pulmonary system and temporarily removing the need to breathe, as well as immediately restoring oxygen-starved tissue.&lt;br /&gt;
|Effects = &lt;br /&gt;
*Heals 300 suffocation damage per unit.&lt;br /&gt;
*Removes Lexorin from the bloodstream.&lt;br /&gt;
|OverdoseEffect = *Toxins&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Dylovene&lt;br /&gt;
|Formula = 1 part Silicon, 1 part Potassium, 1 part Ammonia&lt;br /&gt;
|Metabolism = 0.2&lt;br /&gt;
|Overdose = ∞&lt;br /&gt;
|Description = A broad-spectrum antitoxin. Heals toxin damage, drowsiness, and hallucinations. It will only heal the damage done by poisons, not cure the cause of it.&lt;br /&gt;
|Effects = &lt;br /&gt;
*Heals 4 toxin damage per unit.&lt;br /&gt;
*Reduces drowsiness by 6 points per unit.&lt;br /&gt;
*Reduces hallucination strength by 9 points per unit.&lt;br /&gt;
|OverdoseEffect = *Toxins&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Hyronalin&lt;br /&gt;
|Formula = 1 part Radium, 1 part Dylovene&lt;br /&gt;
|Metabolism = 0.05&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = Hyronalin is a medicinal drug used to counter the effect of radiation poisoning.&lt;br /&gt;
|Effects = &lt;br /&gt;
*Heals 30 radiation per unit.&lt;br /&gt;
*Deals toxins to [[Dionaea]].&lt;br /&gt;
|OverdoseEffect = *Toxins&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Regenerative-Muscular Tissue Supplements&lt;br /&gt;
|Formula = 1 part Potassium, 1 part Inaprovaline&lt;br /&gt;
|Metabolism = 0.5&lt;br /&gt;
|Overdose = ∞&lt;br /&gt;
|Description = A drug used to treat chronic muscle weakness. Commonly taken by Off-worlders. Commonly abbreviated to &#039;RMT&#039;.&lt;br /&gt;
|Effects = &lt;br /&gt;
*Critical for Off-worlders to live comfortably, if they do not take it, they move much slower.&lt;br /&gt;
|OverdoseEffect = *N/A&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
==Advanced Treatments==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Very powerful and useful medicines, which are uncommon or difficult to make. Creating these is important to being a good chemist.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound=Atropine&lt;br /&gt;
|Formula=1 part [[#Basic Treatments|Tricordrazine]], 1 part Hydrazine, 0.1 parts Phoron&lt;br /&gt;
*Results in 2 units.&lt;br /&gt;
|Metabolism=0.8&lt;br /&gt;
|Overdose=∞&lt;br /&gt;
|Description=Atropine is an emergency stabilizing reagent designed to heal suffocation, blunt trauma, and burns in critical condition. Side effects include toxin increase.&lt;br /&gt;
|Effects=*Heals 2.5 suffocation damage per unit.&lt;br /&gt;
*Heals 1 trauma damage per unit.&lt;br /&gt;
*Heals 1 burn damage per unit.&lt;br /&gt;
*Deals 1 toxin damage per unit.&lt;br /&gt;
|OverdoseEffect=*N/A&lt;br /&gt;
|Notes=*Effects are quadrupled when in critical condition (&amp;lt;0% health).&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Clonexadone&lt;br /&gt;
|Formula = 1 part [[#Standard Treatments|Cryoxadone]], 1 part Sodium, 0.1 parts Phoron, 5 units Phoron (Catalyst)&lt;br /&gt;
*Results in 2 units.&lt;br /&gt;
|Metabolism = 0.05&lt;br /&gt;
|Overdose = ∞&lt;br /&gt;
|Description = A liquid compound similar to that used in the cloning process. Almost identical to Cryoxadone, but three times as powerful. Intended for use in Cryotube mixtures&lt;br /&gt;
|Effects = &lt;br /&gt;
*Slows the heart-rate&lt;br /&gt;
*All of the following effects require body temperature to be below 170 kelvin.&lt;br /&gt;
**Heals 30 genetic damage per unit&lt;br /&gt;
**Heals 30 suffocation per unit&lt;br /&gt;
**Heals 30 trauma damage per unit&lt;br /&gt;
**Heals 30 burn damage per unit&lt;br /&gt;
**Heals 30 toxin damage per unit&lt;br /&gt;
|OverdoseEffect=*Toxins&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound=Epinephrine&lt;br /&gt;
|Formula=1 part Atropine, 1 part [[#Painkillers.2FStabilizers|Inaprovaline]], 0.1 parts Phoron&lt;br /&gt;
*Results in 2 units.&lt;br /&gt;
|Metabolism=0.05&lt;br /&gt;
|Overdose=30&lt;br /&gt;
|Description=Epinephrine, also known as adrenaline, is a super strength stimulant and painkiller intended to keep a patient alive while in critical condition.&lt;br /&gt;
|Effects=*Causes Jittering&lt;br /&gt;
*Moderately kills pain.&lt;br /&gt;
*Prevents patients from accumulating suffocation damage caused by being in critical (&amp;lt;=0% health) status.&lt;br /&gt;
*Heals five points of the highest damage per unit.&lt;br /&gt;
|OverdoseEffect=*N/A&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Imidazoline&lt;br /&gt;
|Formula = 1 part Hydrazine, 1 part Carbon, 1 part [[#Standard Treatments|Dylovene]]&lt;br /&gt;
*Results in 2 units.&lt;br /&gt;
|Metabolism = 0.2&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = Used for healing physical trauma or chemical trauma in the eyes, though does not work for genetic eye damage. &lt;br /&gt;
|Effects = &lt;br /&gt;
*Reduces blurriness strength by 2.5 per second.&lt;br /&gt;
*Reduces blindness strength by 2.5 per second.&lt;br /&gt;
*Heals eye-organ damage by 5 points per unit.&lt;br /&gt;
|OverdoseEffect = *Toxins&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound=Mannitol&lt;br /&gt;
|Formula=1 part [[#Standard Treatments|Alkysine]], 0.1 parts Phoron, 0.1 parts [[#Standard Treatments|Cryoxadone]]&lt;br /&gt;
*Results in 1 units.&lt;br /&gt;
|Metabolism=0.4&lt;br /&gt;
|Overdose=30&lt;br /&gt;
|Description=Mannitol is a super strength chemical that heals brain tissue damage and cures dumbness, cerebral blindness, cerebral paralysis, colorblindness, and aphasia. More effective when the patient&#039;s body temperature is less than 170K.&lt;br /&gt;
|Effects=*Heals 10 brain damage per unit.&lt;br /&gt;
*Moderately kills pain.&lt;br /&gt;
*The amount metabolized multiplied by 0.4 equates to a percentage that can cure the following per tick:&lt;br /&gt;
**Dumbness&lt;br /&gt;
**Cerebral Blindness&lt;br /&gt;
**Cerebral Paralysis&lt;br /&gt;
**Colorblindness&lt;br /&gt;
**Aphasia&lt;br /&gt;
|OverdoseEffect=*N/A&lt;br /&gt;
|Notes=*The chance to cure the above traumas is quadrupled plus an additional 5% if the patient&#039;s body has been chilled below 170 Kelvin, preferably via cryogenics.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Peridaxon&lt;br /&gt;
|Formula = 1 part [[#Standard Treatments|Bicaridine]], 1 part [[#Advanced Treatments|Clonexadone]], 5 units Phoron (Catalyst)&lt;br /&gt;
*Results in 2 units.  &lt;br /&gt;
|Metabolism = 0.2&lt;br /&gt;
|Overdose = 10&lt;br /&gt;
|Description = Used to encourage recovery of internal organs and nervous systems. Medicate cautiously.&lt;br /&gt;
|Effects = &lt;br /&gt;
*Heals 1 point of damage to each internal organ per unit.&lt;br /&gt;
**Can repair ruptured lungs.&lt;br /&gt;
**Does not affect mechanical/artificial organs.&lt;br /&gt;
|OverdoseEffect = *Toxins&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Rezadone&lt;br /&gt;
|Formula = 1 part CarpoToxin, 1 part [[#Poisons|Cryptobiolin]], 1 part Copper&lt;br /&gt;
|Metabolism = 0.2&lt;br /&gt;
|Overdose = 25&lt;br /&gt;
|Description = A powder extracted from Spacecarp, this substance can effectively treat genetic damage in humanoids, though excessive consumption has side effects.&lt;br /&gt;
|Effects = &lt;br /&gt;
*Heals 20 genetic damage per unit.&lt;br /&gt;
*Heals 2 suffocation damage per unit.&lt;br /&gt;
*Heals 20 trauma damage per unit.&lt;br /&gt;
*Heals 20 burn damage per unit.&lt;br /&gt;
*Heals 20 toxin damage per unit.&lt;br /&gt;
|OverdoseEffect = *Causes Dizziness. (strength 5.)&lt;br /&gt;
*Causes Jittering. (strength 5.)&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Specialist Treatments==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Rarely used medicines with very specific, niche utility. These are typically made on demand if required, and not often prepared in advance.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Adipemcina&lt;br /&gt;
|Formula = 1 part [[#Standard Treatments|Dylovene]], 1 part Lithium, 1 part Potassium&lt;br /&gt;
|Metabolism = 0.1&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = A medicine that fixes the heart in particular, though not emotionally.&lt;br /&gt;
|Effects = *Heals heart damage.&lt;br /&gt;
|OverdoseEffect = *Toxins.&lt;br /&gt;
*Induces vomiting.&lt;br /&gt;
*Causes liver damage.&lt;br /&gt;
|Notes = The amount of heart damage fixed depends on how much nutrition the patient has.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Arithrazine&lt;br /&gt;
|Formula = 1 part [[#Standard Treatments|Hyronalin]], 1 part Hydrazine &lt;br /&gt;
|Metabolism = 0.05&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = A highly unstable medication used for the most extreme cases of radiation poisoning. May cause some tissue damage to the patient. &lt;br /&gt;
|Effects = *Heals 70% radiation per unit.&lt;br /&gt;
*Heals 10 toxin damage per unit.&lt;br /&gt;
*Deals approx 2.4 brute damage per unit.&lt;br /&gt;
*Deals severe toxins to [[Dionaea]].&lt;br /&gt;
|OverdoseEffect = *N/A&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound=Calomel&lt;br /&gt;
|Formula=1 part Mercury, 1 part Sodium Chloride, 1 part Ammonia&lt;br /&gt;
*Results in 3 units.&lt;br /&gt;
|Metabolism= 0.1&lt;br /&gt;
|Overdose=30&lt;br /&gt;
|Description=A highly toxic medicine that quickly purges most chemicals from the bloodstream. Overdose causes bloodloss and more toxin buildup, however works twice as fast.&lt;br /&gt;
|Effects=*Purges 4u of other reagents per unit.&lt;br /&gt;
*Deals 1 toxin damage per unit.&lt;br /&gt;
**Deals an additional 0.5 toxin damage per unit of reagent purged.&lt;br /&gt;
|OverdoseEffect=*Supposedly removes 2u of blood per unit.&lt;br /&gt;
*Purges reagents twice as fast.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Ethylredoxrazine&lt;br /&gt;
|Formula = 1 part Acetone, 1 part [[#Standard Treatments|Dylovene]], 1 part Carbon&lt;br /&gt;
|Metabolism = 0.2&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = A powerful oxidizer that reacts with ethanol. Neutralizes alcohol in the blood stream.&lt;br /&gt;
|Effects = &lt;br /&gt;
*Instantly cures Dizziness&lt;br /&gt;
*Instantly cures Drowsiness&lt;br /&gt;
*Instantly cures Stuttering&lt;br /&gt;
*Instantly cures Confusion&lt;br /&gt;
*Removes 5 units of ethanol from the patient per unit.&lt;br /&gt;
|OverdoseEffect = *Toxins&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Ipecac&lt;br /&gt;
|Formula = 1 part Hydrazine, 1 part Ethanol, 1 part [[#Standard Treatments|Dylovene]]&lt;br /&gt;
|Metabolism = 0.2&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = A simple emetic. Induces vomiting in the patient, emptying stomach contents.&lt;br /&gt;
|Effects = &lt;br /&gt;
*When ingested:&lt;br /&gt;
**Has a chance to make the patient vomit, which increases in probability as they absorb more and more of it.&lt;br /&gt;
**Gives the patient messages about feeling ill, nauseous, etc.&lt;br /&gt;
*When injected:&lt;br /&gt;
**Deals 2 toxin damage per unit.&lt;br /&gt;
|OverdoseEffect = *Toxins&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Leporazine&lt;br /&gt;
|Formula = 1 part Silicon, 1 part Copper, 5 units Phoron (Catalyst)&lt;br /&gt;
|Metabolism = 0.2&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = Leporazine can be use to stabilize an individuals body temperature.&lt;br /&gt;
|Effects = &lt;br /&gt;
*Brings the patient&#039;s body temperature close towards 310 kelvin (36.85 Celsius).&lt;br /&gt;
|OverdoseEffect = *Toxins&lt;br /&gt;
|Notes = *Leporazine&#039;s effects are constant as long as it&#039;s metabolizing. The size of the dose only matters in determining how long the body temperature will remain stable for. Effects stop when its fully metabolized.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Lipozine&lt;br /&gt;
|Formula =  1 part Salt, 1 part Ethanol, 1 part Radium&lt;br /&gt;
|Metabolism = 0.2&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = A chemical compound that causes a powerful fat-burning reaction.&lt;br /&gt;
|Effects = &lt;br /&gt;
*Removes 10 points of nutrition from the patient per unit, making them more hungry.&lt;br /&gt;
*Instantly clears bloated status from overeating.&lt;br /&gt;
|OverdoseEffect = *Toxins&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound=Pulmodeiectionem&lt;br /&gt;
|Formula=1 part Calomel, 1 part [[#Poisons|Lexorin]]&lt;br /&gt;
*Results in 2 units.&lt;br /&gt;
|Metabolism=0.4&lt;br /&gt;
|Overdose=10&lt;br /&gt;
|Description=A powdery chemical that damages the mucus lining in the the main broncus and the trachea, allowing particles to easily escape the lungs. Only works when inhaled. May cause long term damage to the lungs, and oxygen deprevation.&lt;br /&gt;
|Effects=*Purges 5u of other reagents in the lungs per unit.&lt;br /&gt;
*Deals 2 oxy damage per unit.&lt;br /&gt;
*Deals 0.2 damage to (organic) lungs per unit.&lt;br /&gt;
|OverdoseEffect=*Toxins&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Ryetalyn&lt;br /&gt;
|Formula = 1 part [[#Specialist Treatments|Arithrazine]], 1 part Carbon&lt;br /&gt;
|Metabolism = 0.1&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = Can cure specific genetic abnormalities via a catalytic process. &lt;br /&gt;
|Effects = &lt;br /&gt;
*Instantly cures all mutations in the patient.&lt;br /&gt;
*Instantly cures genetic disabilities in the patient.&lt;br /&gt;
|OverdoseEffect = *Toxins&lt;br /&gt;
|Notes = &lt;br /&gt;
*All of Ryetalyn&#039;s effects occur instantly with even the tiniest dose; one unit is enough.&lt;br /&gt;
*Ryetalyn does NOT cure genetic damage (AKA: Cloneloss). Only Clonexadone, Cryoxadone or Rezadone fix genetic damage.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
==Anti Microbials==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Medicines used to fight Viral Pathogens and Bacterial Infections. A detailed guide to Bacterial Infections can be found [[Guide_to_Medicine#Infections|here]].&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Deltamivir&lt;br /&gt;
|Formula = 1 part [[#Poisons|Cryptobiolin]], 1 part [[#Standard Treatments|Tricordrazine]]&lt;br /&gt;
|Metabolism = 0.05&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = An interferon-delta type III antiviral agent.&lt;br /&gt;
|Effects = &lt;br /&gt;
Deltamivir&#039;s effects can be divided into two categories,&lt;br /&gt;
&lt;br /&gt;
*Side Effects:&lt;br /&gt;
**Based on dosage, the patient will feel sore, drowsy or cold.&lt;br /&gt;
&lt;br /&gt;
*Effects at 30u dosage.&lt;br /&gt;
***Prevents organ/body part death from level 3 infections. Will not revive already-dead parts.&lt;br /&gt;
***Prevents ongoing toxin damage from level 3 infections.&lt;br /&gt;
&lt;br /&gt;
*Viral Pathogen:&lt;br /&gt;
**Effects at 5u dosage.&lt;br /&gt;
***Prevents the patient from spreading their viruses to others.&lt;br /&gt;
***Prevents the patient from being infected by viruses.&lt;br /&gt;
***Cures stage-1 viruses very quickly.&lt;br /&gt;
***Will have no effect on stage 2 or higher.&lt;br /&gt;
***Does not slow or impede the progress of viruses at all after stage 1.&lt;br /&gt;
|OverdoseEffect = *Toxins&lt;br /&gt;
|Notes = *It is important to note that unlike most other drugs, all of Deltamivir&#039;s effects (except overdose toxins) are based on how much of the medicine is in the patient&#039;s bloodstream or stomach, NOT how much has actually been metabolized. If the amount in the patient falls below the listed thresholds, its effects will stop working, so always inject more than needed.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Thetamycin&lt;br /&gt;
|Formula = 1 part [[#Poisons|Cryptobiolin]], 1 part [[#Standard Treatments|Dylovene]]&lt;br /&gt;
|Metabolism = 0.05&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = A theta-lactam antibiotic, effective against wound and organ bacterial infections.&lt;br /&gt;
|Effects = Cures wound infections.&lt;br /&gt;
*Bacterial Infection:&lt;br /&gt;
**Effects at 5u dosage&lt;br /&gt;
***Does not prevent infected wounds from increasing germ level.&lt;br /&gt;
***Does not prevent spreading germs from nearby infected parts.&lt;br /&gt;
***Instantly cures germs below infection level 1.&lt;br /&gt;
***Heals infections between level 1 and level 2, at a rate of 3 germ levels per second.&lt;br /&gt;
***Heals infections between level 2 upwards, at a rate of 1 germ level per second.&lt;br /&gt;
&lt;br /&gt;
*Side Effects:&lt;br /&gt;
** Can cause the patient to vomit. The probability depends on the dosage.&lt;br /&gt;
|OverdoseEffect = *Toxins&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Cough Syrup&lt;br /&gt;
|Formula = 1 part Carbon, 1 part Ammonia, 1 part Water&lt;br /&gt;
|Metabolism = 0.05&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = A chemical that is used as a cough suppressant in low doses.&lt;br /&gt;
|Effects = Suppresses coughing.&lt;br /&gt;
**Functions as a mild painkiller.&lt;br /&gt;
&lt;br /&gt;
|OverdoseEffect = *Hallucinations, brain damage, stronger painkiller, vomiting, twitching, drowsiness&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Diphenhydramine&lt;br /&gt;
|Formula = 1 part [[#Poisons|Cryptobiolin]], 1 part [[#Standard Treatments|Inaprovaline]]&lt;br /&gt;
|Metabolism = 0.05&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = A chemical that is used as a cough suppressant in low doses.&lt;br /&gt;
|Effects = Helps with sneezing.&lt;br /&gt;
**Causes drowsiness in larger doses. The probability depends on dosage.&lt;br /&gt;
&lt;br /&gt;
|OverdoseEffect = *Toxins&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Sterilizine&lt;br /&gt;
|Formula = 1 part Ethanol, 1 part [[#Standard Treatments|Dylovene]], 1 part Hydrochloric Acid&lt;br /&gt;
|Metabolism = 0.2&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = An antiseptic fluid that removes all traces of blood, and cleans a patient&#039;s body to reduce the chance of infection.&lt;br /&gt;
|Effects = *When sprayed on a patient:&lt;br /&gt;
**Sets the main germ level of the patient&#039;s body to zero.&lt;br /&gt;
**Cleans blood off of the patient&#039;s clothes and skin.&lt;br /&gt;
*When sprayed on a surface or object:&lt;br /&gt;
**Cleans blood off the object, leaving no traces for forensics.&lt;br /&gt;
|OverdoseEffect = *Toxins&lt;br /&gt;
|Notes = *Sterilizine works on contact, it is not for injecting or ingesting.&lt;br /&gt;
*Does NOT sterilize wounds. &lt;br /&gt;
*Does not affect the germ level of wounds, body parts, or internal organs.&lt;br /&gt;
*Clearing germ level can also be done by showering, washing your hands, or spraying with space cleaner. &lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
==Painkillers/Stabilizers==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Usually administered to people who&#039;ve just been wounded, to help stabilize them.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Inaprovaline&lt;br /&gt;
|Formula = 1 part Acetone, 1 part Carbon, 1 part Sugar &lt;br /&gt;
|Metabolism = 0.1&lt;br /&gt;
|Overdose = 60&lt;br /&gt;
|Description = Inaprovaline is a synaptic stimulant and cardio-stimulant. Commonly used to stabilize patients.&lt;br /&gt;
|Effects = &lt;br /&gt;
*Prevents patients from accumulating suffocation damage caused by being in critical (&amp;lt;=0% health) status. &lt;br /&gt;
*Prevents Internal Bleeding wounds from getting worse over time. Does not stop the bleeding, just prevents the rate of bleeding from accelerating.&lt;br /&gt;
*Acts as a mild painkiller, Strength 25.&lt;br /&gt;
*Increases heart rate.  &lt;br /&gt;
|OverdoseEffect = *Toxins&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Paracetamol&lt;br /&gt;
|Formula = 1 part Tramadol, 1 part Sugar, 1 part Water&lt;br /&gt;
|Metabolism = 0.01&lt;br /&gt;
|Overdose = 60&lt;br /&gt;
|Description = Most probably know this as Acetaminophen, but this chemical is a mild, simple painkiller.&lt;br /&gt;
|Effects = *Acts as a painkiller, Strength 50.&lt;br /&gt;
|OverdoseEffect = *Causes hallucinations: Strength 25.&lt;br /&gt;
* Toxins&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Tramadol&lt;br /&gt;
|Formula = 1 part Inaprovaline, 1 part Ethanol, 1 part Acetone&lt;br /&gt;
|Metabolism = 0.01&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = A simple, yet effective painkiller. Very effective for patients in shock. &lt;br /&gt;
|Effects = *Acts as a painkiller, Strength 80.&lt;br /&gt;
|OverdoseEffect = *Causes hallucinations: Strength 40.&lt;br /&gt;
* Toxins&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Oxycodone&lt;br /&gt;
|Formula = 1 part Ethanol, 1 part Tramadol; 5 units Phoron (Catalyst)&lt;br /&gt;
*Results in 1 unit.&lt;br /&gt;
|Metabolism = 0.01&lt;br /&gt;
|Overdose = 20&lt;br /&gt;
|Description = An effective and very addictive painkiller. &lt;br /&gt;
|Effects = *Acts as a painkiller, Strength 200.&lt;br /&gt;
|OverdoseEffect = *Causes hallucinations: Strength 60.&lt;br /&gt;
* Toxins&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
==Sedatives==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Sedatives put people to sleep. Useful for surgery when anaesthetic gas won&#039;t work, for dealing with troublesome patients who won&#039;t sit still, and in dire situations, for self defense.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Chloral Hydrate&lt;br /&gt;
|Formula = 1 part Ethanol, 3 parts Hydrochloric Acid, 1 part Water&lt;br /&gt;
*Results in 1 unit.&lt;br /&gt;
|Metabolism = 0.05&lt;br /&gt;
|Overdose = 15&lt;br /&gt;
|Description = An extremely powerful sedative that quickly incapacitates most people at even a tiny dose. It is effective for subduing violent patients, or as a self defense tool, to allow escape. It is not entirely safe, and will poison the subject to some degree.&lt;br /&gt;
|Effects = *Once only, immediately upon injecting:&lt;br /&gt;
**Causes Confusion at strength 2 (the patient stumbles around, and fails randomly at actions).&lt;br /&gt;
**Causes Drowsyness at strength 2.&lt;br /&gt;
*At &amp;lt;2u dosage.&lt;br /&gt;
**Causes Weakness, strength 30 (this causes the patient to collapse, and be unable to move or interact).&lt;br /&gt;
**Causes blurred vision, at strength 10.&lt;br /&gt;
*At &amp;gt;1u dosage, the patient suffers 1 point of toxin damage per unit.&lt;br /&gt;
*At &amp;gt;=2u dosage, causes sleep, strength 30.&lt;br /&gt;
|OverdoseEffect = *Toxins&lt;br /&gt;
|Notes = *The toxins from the overdose effect stacks with the toxin damage a normal dose causes. An overdose can be somewhat harmful, but 15u is nowhere near lethal.&lt;br /&gt;
*The following values are based on a combination of calculation and live testing. The results are not 100% consistent, as it varies due to server performance.&lt;br /&gt;
**Chloral hydrate will trigger its weakness effect on the second proc, this happens three seconds after intial injection.&lt;br /&gt;
**At a sufficiently high volume, Chloral Hydrate will reach a 2u dose and cause the patient to fall asleep in about 40 seconds. &lt;br /&gt;
**Once the patient is asleep, they will stay asleep roughly 21 seconds for every unit in their blood after the second. A 5u dosage will keep someone asleep for approximately 1 minute 3 seconds.&lt;br /&gt;
**Once the dose falls low enough, the patient will wake after roughly another 65 seconds.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Soporific&lt;br /&gt;
|Formula = 1 part Chloral Hydrate, 4 parts sugar&lt;br /&gt;
|Metabolism = 0.05&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = A moderately effective hypnotic used to treat insomnia, perform surgery in critical cases, and keep unruly patients asleep until security can deal with them.&lt;br /&gt;
|Effects = *At &amp;lt;1u dose.&lt;br /&gt;
**Causes yawning every 8 seconds on average.&lt;br /&gt;
*At &amp;lt;1.5u dose.&lt;br /&gt;
**Causes blurred vision, Strength 10.&lt;br /&gt;
*At &amp;lt;5u dose.&lt;br /&gt;
**Causes Weakening, Strength 2.&lt;br /&gt;
**Causes drowsiness, Strength 20.&lt;br /&gt;
*At &amp;gt;=5u dose.&lt;br /&gt;
**Causes Sleep, strength 20.&lt;br /&gt;
**Causes Drowsiness, strength 60.&lt;br /&gt;
|OverdoseEffect = *Toxins&lt;br /&gt;
|Notes = *Soporific is widely available in the vending machines in medical, there is very little reason to actually make it in chemistry.&lt;br /&gt;
*Drowsiness causes slower movement, blurred vision, and an approximate 15% chance every two seconds, to fall asleep for a couple of seconds.&lt;br /&gt;
*The following values are based on a combination of calculation and live testing. The results are not 100% consistent, as it varies due to server performance.&lt;br /&gt;
**At a sufficiently high volume, soporific will reach a 5u dose and cause the patient to fall asleep in about 110 seconds. They may fall asleep earlier than that from the drowsiness, but that&#039;s temporary and isn&#039;t safe for surgery.&lt;br /&gt;
**Once the patient is asleep, they will stay asleep roughly 21 seconds for every unit in their blood after the fifth. A full 15u syringe will keep someone asleep for three and a half minutes. Each additional 15u will extend that time by another 5 minutes and 15 seconds.&lt;br /&gt;
**Once the dose falls low enough, the patient will wake after roughly another 45 seconds.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
==Psychiatric Medication==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Compounds to alter the patient&#039;s mental state and to treat certain traumas. A quick reference can be found [[Guide to Medicine#Brain_Trauma|here]], otherwise each compound below will explain what traumas are treated and what certain withdrawal symptoms may arise.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Duloxetine&lt;br /&gt;
|Formula = 1 part [[#Narcotics|Mindbreaker Toxin]], 1 part Silicon, 1 part Ethanol&lt;br /&gt;
*Results in 3 units&lt;br /&gt;
|Metabolism = 0.01&lt;br /&gt;
|Overdose = ∞&lt;br /&gt;
|Description = Effective at treating basic phobias and concussions. A rare side effect is hallucinations. Withdrawl effects are common.&lt;br /&gt;
|Effects = &lt;br /&gt;
*Suppresses:&lt;br /&gt;
**Concussions&lt;br /&gt;
**Phobias&lt;br /&gt;
*Withdrawal symptoms include:&lt;br /&gt;
**Phobias&lt;br /&gt;
**Hallucinations&lt;br /&gt;
**Concussion&lt;br /&gt;
|OverdoseEffect = *N/A&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Escitalopram&lt;br /&gt;
|Formula = 1 part [[#Narcotics|Mindbreaker Toxin]], 1 part Carbon&lt;br /&gt;
*Results in 2 units&lt;br /&gt;
|Metabolism = 0.01&lt;br /&gt;
|Overdose = ∞&lt;br /&gt;
|Description = Expensive, safe and very effective at treating basic phobias as well as advanced phobias like monophobia. A common side effect is drowsiness, and a rare side effect is hallucinations. Withdrawl effects are uncommon.&lt;br /&gt;
|Effects = &lt;br /&gt;
*Suppresses:&lt;br /&gt;
**Phobias&lt;br /&gt;
**Monophobia&lt;br /&gt;
*Withdrawal symptoms include:&lt;br /&gt;
**Phobias&lt;br /&gt;
**Hallucinations&lt;br /&gt;
|OverdoseEffect = *N/A&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Fluvoxamine&lt;br /&gt;
|Formula = 1 part [[#Narcotics|Mindbreaker Toxin]], 1 part Iron, 1 part Potassium&lt;br /&gt;
*Results in 3 units&lt;br /&gt;
|Metabolism = 0.01&lt;br /&gt;
|Overdose = ∞&lt;br /&gt;
|Description = Safe and effective at treating basic phobias, as well as schizophrenia and muscle weakness at higher doses. Withdrawl effects are rare. Side effects are rare, and include hallucinations.&lt;br /&gt;
|Effects = &lt;br /&gt;
*Suppresses:&lt;br /&gt;
**Phobias&lt;br /&gt;
**Conflicting neuroimaging reports&lt;br /&gt;
**Imaginary friends&lt;br /&gt;
**Muscle weakness&lt;br /&gt;
*Withdrawal symptoms include:&lt;br /&gt;
**Phobias&lt;br /&gt;
**Hallucinations&lt;br /&gt;
|OverdoseEffect = *N/A&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Methylphenidate &lt;br /&gt;
|Formula = 1 part [[#Narcotics|MindBreaker Toxin]], 1 part Hydrazine&lt;br /&gt;
*Results 2 units&lt;br /&gt;
|Metabolism = 0.01&lt;br /&gt;
|Overdose = ∞&lt;br /&gt;
|Description = An AHDH treatment drug that treats basic distractions such as phobias and hallucinations at moderate doses. Withdrawl effects are rare. Side effects are rare, and include hallucinations.&lt;br /&gt;
|Effects = &lt;br /&gt;
*Suppresses:&lt;br /&gt;
**Imaginary friends&lt;br /&gt;
**Hallucinations&lt;br /&gt;
**Phobias&lt;br /&gt;
*Withdrawal symptoms include:&lt;br /&gt;
**Phobias&lt;br /&gt;
**Hallucinations&lt;br /&gt;
|OverdoseEffect = *N/A&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Olanzapine&lt;br /&gt;
|Formula = 1 part [[#Narcotics|Mindbreaker Toxin]], 1 part [[#Narcotics|Space Drugs]], 1 part Silicon&lt;br /&gt;
*Results in 3 units.&lt;br /&gt;
|Metabolism = 0.02&lt;br /&gt;
|Overdose = ∞&lt;br /&gt;
|Description = A high-strength, expensive antipsychotic medication used to treat schizophrenia, stuttering, speech impediment, monophobia, hallucinations, tourettes, and muscle spasms. Side effects are common and include pacifism. The medication metabolizes quickly, and withdrawl is dangerous.&lt;br /&gt;
|Effects = &lt;br /&gt;
*Suppresses:&lt;br /&gt;
**Monophobia&lt;br /&gt;
**Imaginary friend&lt;br /&gt;
**Reduced mouth coordination&lt;br /&gt;
**Communication disorder&lt;br /&gt;
**Muscle spasms&lt;br /&gt;
**Tourettes.&lt;br /&gt;
*Withdrawal symptoms include:&lt;br /&gt;
**Hallucinations&lt;br /&gt;
**Conflicting neuroimaging reports&lt;br /&gt;
**Imaginary friends&lt;br /&gt;
|OverdoseEffect = *N/A&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Paroxetine&lt;br /&gt;
|Formula = 1 part [[#Narcotics|MindBreaker Toxin]], 1 part Ammonia, 1 part Copper&lt;br /&gt;
*Results in 3 units.&lt;br /&gt;
|Metabolism = 0.01&lt;br /&gt;
|Overdose = ∞&lt;br /&gt;
|Description = Effective at treating basic phobias while also preventing the body from overheating. Side effects are rare, and include hallucinations. Withdrawl effects are frequent and unsafe.&lt;br /&gt;
|Effects = &lt;br /&gt;
*Suppresses:&lt;br /&gt;
**Phobias&lt;br /&gt;
*Withdrawal symptoms include:&lt;br /&gt;
**Phobias&lt;br /&gt;
**Hallucinations&lt;br /&gt;
|OverdoseEffect = *N/A&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound=Paxazide&lt;br /&gt;
|Formula=1 part [[#Psychiatric_Medication|Truth Serium]], 1 part [[#Psychiatric_Medicine|Sertaline]]&lt;br /&gt;
*Results in 1 unit.&lt;br /&gt;
|Metabolism=0.4&lt;br /&gt;
|Overdose=∞&lt;br /&gt;
|Description=A mind altering chemical compound capable of suppressing violent tendencies.&lt;br /&gt;
|Effects=*Inflicts passiveness (locking to help intent, cannot attack with objects).&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Risperidone&lt;br /&gt;
|Formula = 1 part [[#Narcotics|Mindbreaker Toxin]], 1 part [[#Narcotics|Space Drugs]], 1 part Ethanol&lt;br /&gt;
*Results in 3 units.&lt;br /&gt;
|Metabolism = 0.02&lt;br /&gt;
|Overdose = ∞&lt;br /&gt;
|Description = A potent antipsychotic medication used to treat schizophrenia, stuttering, speech impediment, monophobia, hallucinations, tourettes, and muscle spasms. Side effects are common and include pacifism. Withdrawl symptoms are dangerous and almost always occur.&lt;br /&gt;
|Effects = &lt;br /&gt;
*Suppresses:&lt;br /&gt;
**Monophobia&lt;br /&gt;
**Weak motor signals&lt;br /&gt;
**Imaginary friends&lt;br /&gt;
**Schizophrenia&lt;br /&gt;
**Conflicting neuroimaging reports&lt;br /&gt;
**Reduced mouth coordination&lt;br /&gt;
**Communication disorder&lt;br /&gt;
**Muscle spasms&lt;br /&gt;
**Tourettes.&lt;br /&gt;
*Withdrawal symptoms include:&lt;br /&gt;
**Hallucinations&lt;br /&gt;
**Conflicting neuroimaging reports&lt;br /&gt;
**Imaginary friends&lt;br /&gt;
**Tourettes&lt;br /&gt;
**Monophobia&lt;br /&gt;
|OverdoseEffect = *N/A&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Sertaline&lt;br /&gt;
|Formula = 1 part [[#Narcotics|Mindbreaker Toxin]], 1 part Aluminum, 1 part Potassium&lt;br /&gt;
*Results in 3 units.&lt;br /&gt;
|Metabolism = 0.02&lt;br /&gt;
|Overdose = ∞&lt;br /&gt;
|Description = Cheap, safe, and effective at treating basic phobias, however it does not last as long as other drugs of it&#039;s class. Withdrawl effects are uncommon. Side effects are rare.&lt;br /&gt;
|Effects = &lt;br /&gt;
*Suppresses:&lt;br /&gt;
**Phobias&lt;br /&gt;
*Withdrawal symptoms include:&lt;br /&gt;
**Phobias&lt;br /&gt;
**Hallucinations&lt;br /&gt;
|OverdoseEffect = *N/A&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!---&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Trisyndicotin&lt;br /&gt;
|Formula = 1 part Truth Serum, 1 part Risperidone, 1 part [[#Narcotics|Space Drugs]]&lt;br /&gt;
*Results in 3 units.&lt;br /&gt;
|Metabolism = 0.03&lt;br /&gt;
|Overdose = ∞&lt;br /&gt;
|Description = A super-strength, expensive antipsychotic medication intended for the use in interigation [sic]. Side effects include undying hatred to NanoTrasen and disrespect for authority.&lt;br /&gt;
|Effects = &lt;br /&gt;
*Suppresses:&lt;br /&gt;
**Inordinate pacifism&lt;br /&gt;
*Withdrawal symptoms include:&lt;br /&gt;
**None&lt;br /&gt;
|OverdoseEffect = *N/A&lt;br /&gt;
}}&lt;br /&gt;
---&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Truth Serum&lt;br /&gt;
|Formula = 1 part [[#Narcotics|Mindbreaker Toxin]], 1 part Synaptizine, 0.1 parts Phoron&lt;br /&gt;
*Results in 2 units.&lt;br /&gt;
|Metabolism = 0.1&lt;br /&gt;
|Overdose = ∞&lt;br /&gt;
|Description = This highly illegal, expensive, military strength truth serum is a must have for secret corporate interrogations. One 50u pill is good for almost 10 minutes of interrogation.&lt;br /&gt;
|Effects = &lt;br /&gt;
*Suppresses:&lt;br /&gt;
**Tourettes&lt;br /&gt;
*Withdrawal symptoms include:&lt;br /&gt;
**None&lt;br /&gt;
|OverdoseEffect = *N/A&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Venlafaxine&lt;br /&gt;
|Formula = 1 part [[#Narcotics|Mindbreaker Toxin]], 1 part Sodium, 1 part Tungsten&lt;br /&gt;
*Results in 3 units.&lt;br /&gt;
|Metabolism = 0.01&lt;br /&gt;
|Overdose = ∞&lt;br /&gt;
|Description = Effective at treating basic phobias, monophobia, and stuttering. Side effects are uncommon and include hallucinations. Withdrawl effects are common. &lt;br /&gt;
|Effects = &lt;br /&gt;
*Suppresses:&lt;br /&gt;
**Phobias&lt;br /&gt;
**Monophobia&lt;br /&gt;
**Stuttering&lt;br /&gt;
*Withdrawal symptoms include:&lt;br /&gt;
**Phobias&lt;br /&gt;
**Hallucinations&lt;br /&gt;
|OverdoseEffect = *N/A&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
==Performance Enhancers==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Things to make people work harder, better, faster and stronger. These can be helpful to dose up on before combat, and are sometimes requisitioned by a well prepared security team.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Hyperzine&lt;br /&gt;
|Formula = 1 part Sugar, 1 part Phosphorous, 1 part Sulphur&lt;br /&gt;
|Metabolism = 0.03&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = A highly effective, long lasting, muscle stimulant. Keeps the user&#039;s muscles working regardless of impairments, and allows freedom of movement under almost any conditions.&lt;br /&gt;
|Effects = &lt;br /&gt;
*Gives the Speed-boost effect&lt;br /&gt;
**This medicine does not work on Dionaea.&lt;br /&gt;
|OverdoseEffect = *Toxins&lt;br /&gt;
|Notes = *Each unit lasts 67 seconds&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Synaptizine&lt;br /&gt;
|Formula = 1 part Lithium, 1 part Sugar, 1 part Water&lt;br /&gt;
|Metabolism = 0.001&lt;br /&gt;
|Overdose = 10&lt;br /&gt;
|Description = Highly toxic, but treats hallucinations, paralysis, and stunned or weakened patients. &lt;br /&gt;
|Effects = &lt;br /&gt;
*Reduces Drowsiness strength by 2.5 points per second.&lt;br /&gt;
*Reduces Paralysis strength by 0.5 points per second.&lt;br /&gt;
*Reduces Stunning strength by 0.5 points per second.&lt;br /&gt;
*Reduces Weakening strength by 0.5 points per second.&lt;br /&gt;
*Reduces Hallucination strength by 5 points per second.&lt;br /&gt;
*Removes 2.5 units of Mindbreaker Toxin from the patient&#039;s body per second.&lt;br /&gt;
*Acts as a painkiller, Strength 40.&lt;br /&gt;
*Causes 5 toxin damage to the patient per unit.&lt;br /&gt;
|OverdoseEffect = *Toxins&lt;br /&gt;
|Notes = *The effects of this medicine persist as long as it is metabolizing, and it metabolites very slowly.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Narcotics==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Drugs to get high, these are illegal to distribute, or administer without good reason. Making up and dosing yourself on space drugs is the hallmark of a bad Chemist. Don&#039;t do it.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Mindbreaker Toxin&lt;br /&gt;
|Formula = 1 part Silicon, 1 part Hydrazine, 1 part [[#Standard Treatments|Dylovene]]&lt;br /&gt;
|Metabolism  = 0.025&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = A powerful hallucinogen, Formerly known as LSD, but was renamed so people understand that it is not a &amp;quot;fun time&amp;quot;. Its use and distribution is illegal, but it is a precursor to several useful psychoactive medications. &lt;br /&gt;
|Effects = *Causes Hallucinations, strength 100.&lt;br /&gt;
|Notes =*Easily treatable with dialysis to remove it blood, then Dylovene to clear up the hallucinations.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound=Red Nightshade&lt;br /&gt;
|Formula=1 part Psilocybin, 1 part Moonshine&lt;br /&gt;
*Results in 1 unit.&lt;br /&gt;
|Metabolism=0.4&lt;br /&gt;
|Overdose=∞&lt;br /&gt;
|Description=An illegal chemical enhancer, may cause aggressive and violent behavior.&lt;br /&gt;
|Effects=*Deals 5 toxin damage per unit.&lt;br /&gt;
*Turns screen red.&lt;br /&gt;
*Forces harm intent.&lt;br /&gt;
*Unable to use complex objects (guns, computers, etc.)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Space Drugs&lt;br /&gt;
|Formula = 1 part Mercury, 1 part Sugar, 1 part Lithium&lt;br /&gt;
|Metabolism  = 0.025&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = A compound scientifically known as Mercury Mono lithium Sucrose, which induces a number of effects such as loss of balance, itching, drooling, and colourful visions.&lt;br /&gt;
|Effects = *Causes the Druggy effect (Flashing rainbow overlay).&lt;br /&gt;
*Each proc, has a 10% chance (averages once every 20 seconds) to make the patient take a single step in a random direction.&lt;br /&gt;
**This effect does not trigger when the patient is in space, or unable to move.&lt;br /&gt;
*5% chance each proc to emote drooling, giggling, moaning, or twitching.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound=Spectrocybin&lt;br /&gt;
|Formula=N/A; found in Ghost Mushrooms&lt;br /&gt;
|Metabolism=0.2&lt;br /&gt;
|Overdose=∞&lt;br /&gt;
|Description=A hallucinogen chemical, rumored to be used by mystics and religious figures in their rituals.&lt;br /&gt;
|Effects=*Deals 5 toxin damage per unit.&lt;br /&gt;
*Allows you to see ghosts.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Poisons==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;These compounds are harmful to organic life. Do not administer them unless you intend to murder the patient. They are mostly used by antagonists, and sometimes for research.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Cryptobiolin&lt;br /&gt;
|Metabolism  = 0.05&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Formula = 1 part Potassium, 1 part Acetone, 1 part Sugar&lt;br /&gt;
|Description = Causes confusion and dizziness.&lt;br /&gt;
|Effects = *Causes Confusion, Strength 20 (The victim will randomly move in the wrong direction when walking).&lt;br /&gt;
*Causes Dizziness, Strength 4 (The victim&#039;s screen shakes, makes it harder for them to click things).&lt;br /&gt;
|Notes = *Effects are instant and refreshed while it metabolizes.&lt;br /&gt;
*Lasts 20 seconds per unit.&lt;br /&gt;
*Ethylredoxrazine will nullify effects. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound=Cyanide&lt;br /&gt;
|Metabolism=0.4&lt;br /&gt;
|Overdose=∞&lt;br /&gt;
|Formula=N/A (Found in apples)&lt;br /&gt;
|Description=A highly toxic chemical.&lt;br /&gt;
|Effects =*Deals 20 oxy damage per unit.&lt;br /&gt;
*Deals 20 toxin damage per unit.&lt;br /&gt;
|Notes=*No longer knocks the patient out.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Impedrezene&lt;br /&gt;
|Formula = 1 part Mercury, 1 part Acetone, 1 part Sugar&lt;br /&gt;
*Results in 2 units.&lt;br /&gt;
|Metabolism  = 0.2&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = A narcotic that impedes one&#039;s ability by slowing down the higher brain cell functions.&lt;br /&gt;
|Effects = &lt;br /&gt;
*Can cause brain damage at a ratio of 3 per unit of compound.&lt;br /&gt;
*Can cause drowsiness. &lt;br /&gt;
*Can cause drooling.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Lexorin&lt;br /&gt;
|Formula = 1 part Phoron, 1 part Hydrazine, 1 part Ammonia&lt;br /&gt;
|Metabolism  = 0.1&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = Temporarily stops respiration. Causes tissue damage. Countered by Dexalin Plus.&lt;br /&gt;
|Effects = *Deals 3 trauma damage per unit.&lt;br /&gt;
*Stops breathing&lt;br /&gt;
*Constantly increases oxygen loss.&lt;br /&gt;
|Notes = *Each unit of Dexalin Plus will neutralize 3 units of Lexorin.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Potassium Chloride&lt;br /&gt;
|Formula = 1 part Potassium, 1 part Sodium Chloride&lt;br /&gt;
|Metabolism  = 0.005&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = A a bitter salt that becomes a dangerous paralytic at high doses and appears to stop the heart.&lt;br /&gt;
|Effects = *No effects when not overdosed&lt;br /&gt;
|OverdoseEffect = *These effects are almost identical to normally injecting Potassium Chloride.&lt;br /&gt;
**Toxins&lt;br /&gt;
**Appears to stop the patient&#039;s heart. Their pulse will read as zero. &lt;br /&gt;
***Does not ACTUALLY stop their heart. The patient will not die from heart failure&lt;br /&gt;
**Deals 2 suffocation damage per unit.&lt;br /&gt;
**Weakens the patient, strength 10 (prevents movements or actions).&lt;br /&gt;
|Notes = *Metabolizes very slowly, overdosing a patient would be very hard and time consuming. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Potassium Chlorophoride&lt;br /&gt;
|Formula = 1 part Potassium Chloride, 1 part Phoron, 1 part Chloral Hydrate&lt;br /&gt;
|Metabolism  = 0.005&lt;br /&gt;
|Overdose = 20&lt;br /&gt;
|Description = A powerful paralytic based on Potassium Chloride. Paralyses the victim, builds up toxins and slowly suffocates them.&lt;br /&gt;
|Effects = *Deals 10 toxin damage per unit.&lt;br /&gt;
*Deals 2 suffocation damage per unit.&lt;br /&gt;
*Weakens the patient, strength 10 (prevents movements or actions).&lt;br /&gt;
**This effect is instant, and constantly refreshed while it&#039;s metabolizing.&lt;br /&gt;
|Notes = *Takes 200 seconds to metabolize a single unit, making this a very effective long-lasting paralytic.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Zombie Powder&lt;br /&gt;
|Formula = 5 parts CarpoToxin, 5 parts Soporific, 5 parts Copper&lt;br /&gt;
*Results in 2 units&lt;br /&gt;
|Metabolism  = 0.1&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = A strong neurotoxin and paralytic scientifically known as Tetrodotoxin, which instantly puts the subject into a death-like state.&lt;br /&gt;
|Effects = *Gives the patient a fake time of death that will show in autopsy reports.&lt;br /&gt;
*Causes 3 suffocation damage per unit.&lt;br /&gt;
*Causes 3 toxin damage per unit.&lt;br /&gt;
*These effects are instant, and persist as long as the poison is metabolizing.&lt;br /&gt;
**Weakens the patient, strength 10 (paralysis).&lt;br /&gt;
**Silences the patient, strength 10.&lt;br /&gt;
****A scanner bed will show the patient&#039;s damage correctly without any fake values.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
==Food Related==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Things that are safe to eat. Most of these are ingredients though, and not generally designed to be eaten as-is.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Glycerol&lt;br /&gt;
|Formula = 3 parts Corn Oil, 1 part Sulphuric Acid&lt;br /&gt;
*Results in 1 unit.&lt;br /&gt;
|Metabolism  = 0.1&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = A simple polyol compound, Glycerol is sweet-tasting and of low toxicity. &lt;br /&gt;
|Effects = *N/A&lt;br /&gt;
|OverdoseEffect = *Toxins.&lt;br /&gt;
|Notes = *N/A&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Sodium Chloride &lt;br /&gt;
|Formula = 1 part Hydrochloric Acid, 1 part Sodium&lt;br /&gt;
|Metabolism = 0.1&lt;br /&gt;
|Overdose = ∞&lt;br /&gt;
|Description = Sodium Chloride, also known as Salt, is often used to season food.&lt;br /&gt;
|Effects = *N/A&lt;br /&gt;
|OverdoseEffect = *N/A&lt;br /&gt;
|Notes = *N/A&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Syntiflesh&lt;br /&gt;
|Formula = 5 parts Blood, 1 part [[#Advanced Treatments|Clonexadone]]&lt;br /&gt;
|Metabolism = N/A&lt;br /&gt;
|Overdose = ∞&lt;br /&gt;
|Description = Synthetic meat. Some call it a tasty alternative to actual meat, not realizing that there is no difference at all. Can be eaten, or used as biomatter for cloning pods.&lt;br /&gt;
|Effects = *N/A&lt;br /&gt;
|OverdoseEffect = *N/A&lt;br /&gt;
|Notes = *Intended as a way to produce biomatter for cloning pods, without having to raid the kitchen. Any kind of meat can be used for this purpose though.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Virus Food&lt;br /&gt;
|Formula = 1 part Milk, 1 part Water, 1 part Acetone&lt;br /&gt;
*Results in 5 units.&lt;br /&gt;
|Metabolism  = 0.4&lt;br /&gt;
|Overdose = ∞&lt;br /&gt;
|Description = Used in Virology as a growth medium for viruses. Available from a wall dispenser in Virology. &lt;br /&gt;
|Effects = *Effectively increases virus speed by 10.&lt;br /&gt;
|OverdoseEffect = *N/A&lt;br /&gt;
|Notes = *Can be consumed as food, provides 2 nutrition per unit.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
==Experimental Chemicals==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;These chemicals are experimental in nature and should only be tested within the research department.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound=Mutone&lt;br /&gt;
|Formula=1 part Phoron Salt, 1 part [[#Horticultural|Mutagen]]&lt;br /&gt;
*Results in 1 unit.&lt;br /&gt;
|Metabolism=0.8&lt;br /&gt;
|Overdose=∞&lt;br /&gt;
|Description=A strange green powder with even stranger properties.&lt;br /&gt;
|Effects=*For every five units metabolized, one mutation is granted.&lt;br /&gt;
**There is a 25% chance of a bad mutation, otherwise 75% chance for a &#039;good&#039; mutation.&lt;br /&gt;
|OverdoseEffect=*N/A&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound=Phoron Salts&lt;br /&gt;
|Formula=1 part Sodium Chloride (&amp;lt;u&amp;gt;&amp;gt;&amp;lt;/u&amp;gt; 678K), 2 parts Phoron (&amp;lt;u&amp;gt;&amp;gt;&amp;lt;/u&amp;gt; 73K, &amp;lt; 261K)&lt;br /&gt;
*Results in 1 unit.&lt;br /&gt;
|Metabolism=0.02&lt;br /&gt;
|Overdose=∞&lt;br /&gt;
|Description=A mysterious molten mixture with strange chemical properties. Incredibly deadly to all lifeforms, especially Vaurca.&lt;br /&gt;
|Effects=*Deals toxins.&lt;br /&gt;
|OverdoseEffect=*N/A&lt;br /&gt;
|Notes=*Only stable between 113 and 134 Kelvin.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound=Plexium&lt;br /&gt;
|Formula=1 part Phoron Salt, 1 part [[#Standard_Treatments|Alkysine]]&lt;br /&gt;
*Results in 1 unit.&lt;br /&gt;
|Metabolism=1&lt;br /&gt;
|Overdose=∞&lt;br /&gt;
|Description=A yellow, fowl smelling liquid that seems to affect the brain in strange ways.&lt;br /&gt;
|Effects=*For every five units metabolized, a chance for brain trauma is rolled.&lt;br /&gt;
**There is a 50% chance for a mild, severe, and/or special trauma, provided the patient doesn&#039;t have a trauma relating to each category (i.e. can&#039;t roll a special trauma if the patient already has a special trauma, but they can roll everything else).&lt;br /&gt;
|OverdoseEffect=*N/A&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound=Venenum&lt;br /&gt;
|Formula=1 part Phoron Salt, 1 part [[#Specialist_Treatments|Ryetalyn]]&lt;br /&gt;
*Results in 1 unit.&lt;br /&gt;
|Metabolism=0.03&lt;br /&gt;
|Overdose=∞&lt;br /&gt;
|Description=A thick tar like liquid that seems to move around on it&#039;s own every now and then. Limited data shows it only works when injected into the bloodstream.&lt;br /&gt;
|Effects=*For every unit metabolized, the patient&#039;s appearance and name will scramble.&lt;br /&gt;
**Once the patient stops metabolizing Venenum (usually when it runs out), they will revert back to their original appearance.&lt;br /&gt;
|OverdoseEffect=*N/A&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Industrial Compounds=&lt;br /&gt;
Things that are not designed to go inside people. Most of these chemicals have no effect when injected or ingested in people, unless otherwise noted.&lt;br /&gt;
&lt;br /&gt;
The intended method of application is listed:&lt;br /&gt;
*Contact: The substance works upon touching people, surfaces or objects. It can be applied by splashing it on with a beaker, spraying it from a spray bottle, or even using it as an additional reagent in grenades&lt;br /&gt;
*Reactive: The substance is a main ingredient of a violent reaction upon mixing. Such things are useful in grenades, chemical shells, or even for feeding to mobs in two separate pills&lt;br /&gt;
*Reaction: This is not a substance. Mixing this will remove all substances and cause a violent chemical reaction. Such things are useful in grenades, chemical shells, or even for feeding to mobs in two separate pills&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
==Cleaning Agents==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Things that are useful for cleaning, and often requested by janitors.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{IndustrialCompoundTemplate&lt;br /&gt;
|Compound = Luminol&lt;br /&gt;
|Formula = 2 parts Hydrazine, 2 parts Carbon, 2 parts Ammonia&lt;br /&gt;
|Description = A compound that interacts with blood on the molecular level, causing it to become fluorescent and more visible, especially under UV light.&lt;br /&gt;
|Effects = *Causes visible blood on floors to glow a bright blue colour when sprayed on it&lt;br /&gt;
**Will not make blood on objects glow unless a UV light is also used&lt;br /&gt;
*Under a UV light, will cause cleaned blood to glow a bright blue colour, and thus be visible&lt;br /&gt;
**This only works if the blood was cleaned with Space Cleaner, or (for objects) with a sink or shower. Using Sterilizine, or a mop, will completely clean all traces and leave nothing to detect&lt;br /&gt;
**Works with both tiles and objects.&lt;br /&gt;
**Does not work on skin&lt;br /&gt;
|Notes = *A spray bottle of Luminol is found in the detective&#039;s Forensics Kit. He may need a refill.&lt;br /&gt;
*This chemical is designed for use in combination with a UV light. One can be found in the detective&#039;s kit, or they can be made in science.&lt;br /&gt;
*There are presently many bugs with Luminol, but it works as described above&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{IndustrialCompoundTemplate&lt;br /&gt;
|Compound = Space Cleaner&lt;br /&gt;
|Formula = 1 part Ammonia, 1 part Water&lt;br /&gt;
|Description = A compound used to clean things. But will not fully remove all traces of blood.&lt;br /&gt;
|Effects = *When sprayed on a floor.&lt;br /&gt;
**Cleans the floor tile, removing dirt, gibs and bloodstains.&lt;br /&gt;
**Deals 5-10 toxin damage to slimes on the tile.&lt;br /&gt;
*When sprayed on a person.&lt;br /&gt;
**Cleans their body, and everything they&#039;re wearing.&lt;br /&gt;
*When sprayed on an object.&lt;br /&gt;
**Cleans that object.&lt;br /&gt;
|Notes = *Does not leave any wetness or slippery spots when cleaning.&lt;br /&gt;
*Space cleaner damages slimes when sprayed on the floor under them, but NOT when sprayed on them directly. The quantity applied does not matter.&lt;br /&gt;
*Janitors start with this, many additional spray bottles of it scattered around the station.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
==Engineering==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Stuff that often goes ignored by engineering because they don&#039;t need to bother requesting any of it.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{CompoundTemplate&lt;br /&gt;
|Compound = Coolant&lt;br /&gt;
|Formula = 1 part Tungsten, 1 part Acetone, 1 part Water&lt;br /&gt;
|Description = An industrial cooling substance.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{CompoundTemplate&lt;br /&gt;
|Compound = Cryosurfactant&lt;br /&gt;
|Formula = 1 part Surfactant, 1 part Ice, 1 part Sodium&lt;br /&gt;
Description = Decreases reagent temperature when mixed with water. Mixing with Pyrosilicate creates oxygen.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{CompoundTemplate&lt;br /&gt;
|Compound = Foaming Agent&lt;br /&gt;
|Formula = 1 part Lithium, 1 part Hydrazine&lt;br /&gt;
|Description = A agent that yields metallic foam when mixed with light metal and a strong acid.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{CompoundTemplate&lt;br /&gt;
|Compound = Iron Foam&lt;br /&gt;
|Formula = 3 parts Iron, 1 part Foaming Agent, 1 part Polytrinic Acid&lt;br /&gt;
*Results in 5 units.&lt;br /&gt;
|Description = A strong form of Metal Foam. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{CompoundTemplate&lt;br /&gt;
|Compound = Metal Foam&lt;br /&gt;
|Formula = 3 parts Iron/Aluminium, 1 part Foaming Agent, 1 part Polytrinic Acid&lt;br /&gt;
|Description = Creates lightweight metal foam walls. These can be easily torn through, but may be useful for plugging hull breaches.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{CompoundTemplate&lt;br /&gt;
|Compound = Monoammoniumphosphate&lt;br /&gt;
|Formula = 1 part Ammonia, 1 part Sulphuric Acid, 1 part Sodium, 1 part Phosphorous&lt;br /&gt;
|Description = Commonly found in fire extinguishers, also works as a fertilizer.&lt;br /&gt;
|Effects = Puts out fires, Fertilizes.&lt;br /&gt;
*Starts in Fire Extinguishers across the Station.&lt;br /&gt;
*Results in 4 units.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{CompoundTemplate&lt;br /&gt;
|Compound = Plastic &lt;br /&gt;
|Formula = 10 Polytrinic acid, 20 Plasticide&lt;br /&gt;
|Description = Creates one solid sheet of plastic. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{CompoundTemplate&lt;br /&gt;
|Compound = Pyrosilicate&lt;br /&gt;
|Formula = 1 part Silicate, 1 part Hydrazine, 1 part Iron, 1 part Sulfuric Acid&lt;br /&gt;
|Description = Increases reagent temperature when mixed with salt. Mixing with Cryosurfactant creates oxygen.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{CompoundTemplate&lt;br /&gt;
|Compound = Silicate&lt;br /&gt;
|Formula = 1 part Aluminum, 1 part Silicon, 1 part Acetone&lt;br /&gt;
|Description = Used to strengthen windows. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{CompoundTemplate&lt;br /&gt;
|Compound = Space Lube&lt;br /&gt;
|Formula = 1 part Water, 1 part Silicon, 1 part Acetone&lt;br /&gt;
*Results in 4 units.&lt;br /&gt;
|Description = A high performance lubricant intended for maintenance of extremely complex mechanical equipment. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{CompoundTemplate&lt;br /&gt;
|Compound = Surfactant&lt;br /&gt;
|Formula =  2 parts Hydrazine, 2 parts carbon, 1 part Sulfuric Acid&lt;br /&gt;
|Description = Used in some chemical compounds. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{CompoundTemplate&lt;br /&gt;
|Compound = Water&lt;br /&gt;
|Formula = 1 part Acetone, 2 parts Hydrazine&lt;br /&gt;
*Results in 1 unit.&lt;br /&gt;
|Description = Also known as H2O. &lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Horticultural==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Things designed to aid in Botany and Xenobotany.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{IndustrialCompoundTemplate&lt;br /&gt;
|Compound = Diethylamine&lt;br /&gt;
|Formula = 1 part Ammonia, 1 part Ethanol&lt;br /&gt;
|Application = Added to hydroponics trays and soil in liquid form.&lt;br /&gt;
|Description = A secondary amine, mildly corrosive. A very potent fertilizer.&lt;br /&gt;
|Effects = *Useful as a fertilizer in botany: Strength 1.&lt;br /&gt;
*Useful as a pest killer in botany: Strength 2.	&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{IndustrialCompoundTemplate&lt;br /&gt;
|Compound = Plant-B-Gone&lt;br /&gt;
|Formula = 1 part Toxin, 4 parts Water&lt;br /&gt;
|Application = Contact, Injection&lt;br /&gt;
|Description = A toxic mixture designed to kill plant-life.&lt;br /&gt;
|Effects = *When injected (Metabolism 0.005).&lt;br /&gt;
**Deals 4 toxin damage per unit.&lt;br /&gt;
**Deals an additional 50 damage per unit to Diona.&lt;br /&gt;
*When sprayed/on contact.&lt;br /&gt;
**Deals 50 damage per unit to Diona.&lt;br /&gt;
**Removes mold on walls.&lt;br /&gt;
**Destroys any plants on the tile.&lt;br /&gt;
**Deals 15-35 damage to alien weeds.&lt;br /&gt;
***Damage to alien weeds is not based on the quantity used.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{IndustrialCompoundTemplate&lt;br /&gt;
|Compound = Unstable Mutagen&lt;br /&gt;
|Formula = 1 part Radium, 1 part Phosphorus, 1 part Hydrochloric Acid&lt;br /&gt;
|Description = Causes mutations when injected into living people or plants. High doses may be lethal.&lt;br /&gt;
|Effects = *N/A&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
==Weapons==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Everything in this category is dangerous, and should not be used without approval from security or command, unless you&#039;re an antagonist. Unapproved use is likely to make security, and possibly the admins, quite upset with you. Most of the things in this category are best used in making grenades and bombs.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{CompoundTemplate&lt;br /&gt;
|Compound = Electromagnetic Pulse&lt;br /&gt;
|Formula = 1 part Uranium, 1 part Iron&lt;br /&gt;
|Description = This reacts immediately on mixing, it creates a large electromagnetic pulse which affects all electronic devices. Also known as an &#039;EMP&#039;.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{CompoundTemplate&lt;br /&gt;
|Compound = Explosive Reaction&lt;br /&gt;
|Formula = 1 part Potassium, 1 part Water&lt;br /&gt;
|Description = This explodes immediately on mixing, which may knock you over or even kill you.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{CompoundTemplate&lt;br /&gt;
|Compound = Flash Powder&lt;br /&gt;
|Formula = 1 part Sulphur, 1 part Aluminium, 1 part Potassium&lt;br /&gt;
|Description = Creates a flash similar to that of a flashbang immediately on mixing.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{CompoundTemplate&lt;br /&gt;
|Compound = Napalm&lt;br /&gt;
|Formula = 1 part Phoron, 1 part Aluminium, 1 part Sulphuric Acid&lt;br /&gt;
|Description = Creates a large fire immediately on mixing. (Results in 1 unit instead of 3)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{CompoundTemplate&lt;br /&gt;
|Compound = Nitroglycerin&lt;br /&gt;
|Formula = 1 part Glycerol, 1 part Polytrinic Acid, 1 part Sulphuric Acid&lt;br /&gt;
|Description = Explodes immediately on mixing. Nitroglycerin is a heavy, colorless, oily, explosive liquid obtained by nitrating glycerol. (Results in 2 units instead of 3)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{CompoundTemplate&lt;br /&gt;
|Compound = Polytrinic Acid&lt;br /&gt;
|Formula = 1 part Sulphuric Acid, 1 part Hydrochloric Acid, 1 part Potassium&lt;br /&gt;
|Description = An extremely corrosive chemical substance. Will destroy organic materials when sprayed or splashed, leaving a telltale gray sludge behind.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{CompoundTemplate&lt;br /&gt;
|Compound = Smoke&lt;br /&gt;
|Formula = 1 part Potassium, 1 part Sugar, 1 part Phosphorous&lt;br /&gt;
|Description = This creates a large cloud of smoke that will take on the properties of everything (if anything) in the container of the reaction.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{CompoundTemplate&lt;br /&gt;
|Compound = Thermite&lt;br /&gt;
|Formula = 1 part Iron, 1 part Aluminium, 1 part Acetone&lt;br /&gt;
|Description = Produces an aluminothermic reaction known as a thermite reaction when ignited. Can be used to melt walls.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Medbay}}&lt;br /&gt;
{{Gameplay Guides}}&lt;br /&gt;
[[Category:Pages]]&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Medbay]]&lt;/div&gt;</summary>
		<author><name>Datamatt</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Retroactive_License_List&amp;diff=12884</id>
		<title>Retroactive License List</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Retroactive_License_List&amp;diff=12884"/>
		<updated>2019-08-13T20:27:23Z</updated>

		<summary type="html">&lt;p&gt;Datamatt: Ckey&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;All work written after 13 August 2019 is licensed under CC BY-SA 4.0. The license only applies to &#039;&#039;&#039;text as it is written.&#039;&#039;&#039; Ideas, names, and concepts are not subject to copyright.&lt;br /&gt;
&lt;br /&gt;
Full license of CC BY-SA 4.0 can be found here: https://creativecommons.org/licenses/by-sa/4.0/legalcode&lt;br /&gt;
&lt;br /&gt;
Simplified summary can be found here: https://creativecommons.org/licenses/by-sa/4.0/&lt;br /&gt;
&lt;br /&gt;
All people signed under here agree to retroactively license their contributions on this wiki under CC BY-SA 4.0&lt;br /&gt;
&lt;br /&gt;
Mofo1995&lt;br /&gt;
&lt;br /&gt;
Jamchop23334&lt;br /&gt;
&lt;br /&gt;
Alberyk&lt;br /&gt;
&lt;br /&gt;
MattAtlas&lt;/div&gt;</summary>
		<author><name>Datamatt</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Guide_to_Medicine&amp;diff=12869</id>
		<title>Guide to Medicine</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Guide_to_Medicine&amp;diff=12869"/>
		<updated>2019-08-11T17:29:12Z</updated>

		<summary type="html">&lt;p&gt;Datamatt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{toc_right}}&lt;br /&gt;
&lt;br /&gt;
=Triage=&lt;br /&gt;
Triage is medical&#039;s word for &amp;quot;priority&amp;quot; regarding patients. The goal of triage is to &#039;&#039;&#039;stabilize patients, not cure to 100%.&#039;&#039;&#039; Generally this comes into play when there is &#039;&#039;more than one&#039;&#039; patient. Wearing a [[File:MedGlasses.png]] medical HUD will allow you to assess a patient&#039;s overall health from a glance via a health bar floating above their character.&lt;br /&gt;
*&#039;&#039;&#039;No Healthbar&#039;&#039;&#039;: 100% Health&lt;br /&gt;
*[[File:Hudgreen.png]]&#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Green&#039;&#039;&#039;: 70-99% Health&lt;br /&gt;
*[[File:Hudyellow.png]]&#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;Yellow&#039;&#039;&#039;: 40-69% Health&lt;br /&gt;
*[[File:Hudred.png]]&#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Red&#039;&#039;&#039;: 1-39% Health&lt;br /&gt;
*[[File:Hudfred.gif]]&#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:maroon&amp;quot;&amp;gt;Critical!&#039;&#039;&#039;: -99-0% Health&lt;br /&gt;
&amp;lt;!---*[[File:Hudcritical.gif]]&#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:maroon&amp;quot;&amp;gt;Critical!&#039;&#039;&#039;: -85:-50% Health---&amp;gt;&lt;br /&gt;
*[[File:Huddead.png]]&#039;&#039;&#039;Dead&#039;&#039;&#039;: -100% Health&lt;br /&gt;
&lt;br /&gt;
Patients between Critical and Yellow deserve treatment first with priority starting at Critical and going up. The main exception to this is if any patient that isn&#039;t dead is bleeding (including internal bleeding) and/or has severe internal organ damage, as leaving a patient with these conditions may worsen their overall health rather quickly. From there, get all patients to at least Yellow before resolving the rest of their issues. If the patient is dead, move them out of the way and put them in a body bag when you have time. Don&#039;t waste more time than you need to on them when there are other patients that can be saved.&lt;br /&gt;
&lt;br /&gt;
===Cryogenics===&lt;br /&gt;
Cryo is all about suspending someone in animation and healing them to boot! If someone is in a pretty bad way, tossing them into a (correctly setup) cryo tube will help with most problems on the surface. Even if the damage isn&#039;t healed, the cryo tube is basically one gigantic stasis bag minus the genetic damage.&lt;br /&gt;
&lt;br /&gt;
==Viral Triage==&lt;br /&gt;
Though rare, a crew member that has been infected with a pathogen signifies the need to act quickly. This list of tasks should be accomplished:&lt;br /&gt;
#Clean up all biohazards (blood, mucus, etc) within medical, instruct sanitation staff to put heightened effort into carrying this out.&lt;br /&gt;
#Retrieve a blood sample from an infected crew member and announce the presence of a pathogen, and for all crew feeling ill to report to medical.&lt;br /&gt;
#Assign tasks to doctors:&lt;br /&gt;
#*One doctor to administer Antivirals (Deltamavir, Diphenhydramine, etc) to arriving crew members and escort them to the quarantine area of Virology.&lt;br /&gt;
#*One doctor to develop antibodies in test subjects to harvest and dilute to distribute to crew.&lt;br /&gt;
#*One doctor to incubate and grow a sample of the virus for detailed analysis. This will allow HUDs to identify crew that are infected.&lt;br /&gt;
#Distribute doses of the antibodies to crew (diluting the antibodies in water will work).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Triage and You: The Handbook==&lt;br /&gt;
&amp;lt;small&amp;gt;A large, comprehensive guide on how triage works with our current medical facility. &amp;lt;i&amp;gt;Authored by Juani#1784 and Synnono#2558.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
In compliance with NanoTrasen employee healthcare provisions, and due to the increasing stress on the Medical Department&#039;s facilities, a renovation of the Medical Bay was approved last year. The objective of this renovation is to improve the Medical Bay&#039;s capacity to treat patients, as well as to make that treatment more efficient. New policy has been implemented with the new design, and medical staff are expected to work according to the guidelines outlined in this document. In addition to the renovations, the medbay is introducing a triage system to quickly identify patients with urgent medical needs. New patients will be classified as having a &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;GREEN&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:gold&amp;quot;&amp;gt;YELLOW&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;ORANGE&amp;lt;/span&amp;gt; or &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;RED&amp;lt;/span&amp;gt; triage level, depending on their condition when processed. The major changes to the department are as follows:&lt;br /&gt;
*Centralized Triage Area (CTA): This room, equipped with two cutting-edge body scanners, will become the pillar of the Medical Bay. Located right next to the entrance, patients will be diagnosed here and assigned a color-coded triage level. Beds are available for patients awaiting treatment, organized by this triage level. Once assigned, patients will be redirected to one of the following areas:&lt;br /&gt;
*Intensive Care Unit (ICU): This room, intended for patients of triage level &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;RED&amp;lt;/span&amp;gt; or &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;ORANGE&amp;lt;/span&amp;gt;, is equipped with all basic life support measures currently available. All supplies in this area must always be kept fully stocked. This room has one fixed and two mobile treatment beds, three refrigerated closets for stabilization equipment, a supply of blood packs and medication, one cryo-treatment tube and three IV drips. The area is signified by the color red and the ICU signs.&lt;br /&gt;
*Emergency Surgery Pre-Operatory Room: Intented for patients of triage level &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;ORANGE&amp;lt;/span&amp;gt; or higher. Located in a straight line from the ICU, this area is designed to stabilize critical patients, and is equipped with the equipment necessary to do so. The area has two mobile treatment beds, two IV drips and one cold storage container for blood packs. The area is signified by the color red.&lt;br /&gt;
*Regular Surgery Pre-Operatory Room: Intended for patients of level &amp;lt;span style=&amp;quot;color:gold&amp;quot;&amp;gt;YELLOW&amp;lt;/span&amp;gt; or lower. Its entrance is located at the west end of the CTA, and connected through a hallway to a waiting room. Patients will be instructed to wait for an assigned surgeon to call them into the Operating Theatre here. The area is equipped with personal storage lockers and a changing room for the safekeeping of patient belongings. The area is signified by the color blue.&lt;br /&gt;
*General Treatment Room (GTR): Intended for patients of triage level &amp;lt;span style=&amp;quot;color:gold&amp;quot;&amp;gt;YELLOW&amp;lt;/span&amp;gt; or lower. The purpose of this room is for the general treatment of diseases or injuries that are not urgent or do not require of life-stabilization measures. The area is equipped with two fixed treatment beds, two cryo-treatment tubes, one sleeper unit with dialysis capability, and one IV drip. The area is signified by the color yellow and the GTR signs.&lt;br /&gt;
&lt;br /&gt;
Other sections of the Medical Bay have not changed, or do not follow a strict procedure for triage. Please be aware of the following information, as it pertains to the new medical layout:&lt;br /&gt;
*The Chemistry laboratory no longer connects directly to a publicly accessible area. For the purpose of easy access by the staff of the station, remote-control buttons have been installed at the reception desk and at the Chemistry desk. To access the desk, crew requiring access will need to get permission from the reception staff to access the consultation wing hallway.&lt;br /&gt;
*The temporary morgue no longer uses morgue trays. Medical staff are asked to keep the temporary morgue as clear as possible, and store cadavers in the permanent morgue on the medical sub-level as soon as possible.&lt;br /&gt;
*A pneumatic Medi-Express system has been installed, to allow for quick delivery of medicine to various areas of the medbay. The hub for this system is located east of the Chemistry Laboratory. To use the system, simply place the items to be delivered inside the bin labeled with the desired destination, and engage the pump. It will be delivered shortly, if the pneumatic tank is full. The Medi-Express system can deliver items to the Lobby, Main Storage and Surgery Wing.&lt;br /&gt;
*Windows have been installed in the Operating Theatres. These windows are equipped with an electrically-activated opacity system, toggled by a switch in each Operating Theatre. Usage of this system is mandatory during all surgical prcedures to preserve patient privacy.&lt;br /&gt;
*Noticeboards have been installed in the Surgery Wing for each Operating Theatre, for posting scans of any patients about to enter treatment.&lt;br /&gt;
*Access to the medical bay will generally be restricted to medical staff and patients awaiting or receiving treatment. Patients in long-term recovery are allowed to receive no more than one visitor at a time. This restriction does not apply to security detainees, who may be accompanied at all times by up to three security officers. Visitors may be instructed to wait at the waiting room located at the entrance of the Medical Bay. The ultimate authority in regards to these restrictions will be the Chief Medical Officer (and their superiors), who may modify them as they see fit. Charges of trespassing may be applied to visitors who violate this policy. Visitors who obstruct care to patients in violation of this policy may be held liable for resulting harm or loss of life. Please clarify any concerns with your facility&#039;s Head of Security.&lt;br /&gt;
Yours,&amp;lt;br&amp;gt;&lt;br /&gt;
Yehtlas Mualt-Quaat, Chief Medical Director.&amp;lt;br&amp;gt;&lt;br /&gt;
NanoTrasen Corporation.&lt;br /&gt;
&lt;br /&gt;
[[File:Triage_guide.png]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Diagnostics=&lt;br /&gt;
&lt;br /&gt;
==Damage Types==&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;&amp;lt;u&amp;gt;Brute&amp;lt;/u&amp;gt;&amp;lt;/span&amp;gt;===&lt;br /&gt;
Cuts, lacerations, and bruising all make up the red descriptions on the health analyzer, normally caused by physical trauma such as punching, getting hit with something, being dragged with open wounds, slamming into walls, depressurization, etc. Sometimes high brute values may break bones, which will require [[Surgery]], or the limb may even become dismembered! Treatment for brute damage on its own is listed below:&lt;br /&gt;
* &#039;&#039;&#039;Gauze&#039;&#039;&#039;: Heals 4 brute per wound. Stops bleeding.&lt;br /&gt;
* &#039;&#039;&#039;Advanced Trauma Kits&#039;&#039;&#039;: Heals 8 brute per wound. Stops bleeding and also disinfect wounds if applied early.&lt;br /&gt;
* [[Guide to Chemistry#Standard_Treatments|&#039;&#039;&#039;Bicaridine&#039;&#039;&#039;]]: A red colored medicine which heals 6 brute per unit, meaning a full syringe will heal 90 brute damage. Overdoses at 30u.&lt;br /&gt;
* [[Guide to Chemistry#Basic_Treatments|&#039;&#039;&#039;Tricordrazine&#039;&#039;&#039;]]: A purple medicine that heals all &amp;lt;u&amp;gt;underlined&amp;lt;/u&amp;gt; damage, healing 3 damage per unit. No overdose.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;&amp;lt;u&amp;gt;Burn&amp;lt;/u&amp;gt;&amp;lt;/span&amp;gt;===&lt;br /&gt;
Skins, burns, and scars make up the yellow descriptions on the health analyzer, normally caused by intense temperatures such as fire, extremely cold temperatures, lasers, and electrocution. Exceptionally high burn values may vaporize a limb, and can cause bloodloss on top of easily becoming infected. Massive amounts of burn damage may cause your character to be &#039;husked&#039;. Treatment for burn damage on its own is listed below:&lt;br /&gt;
* &#039;&#039;&#039;Ointment&#039;&#039;&#039;: Heals 4 burn per wound. Disinfects wounds.&lt;br /&gt;
* &#039;&#039;&#039;Advanced Burn Kits&#039;&#039;&#039;: Essentially the burn variant of ATKs. Primarily used to disinfect burn wounds.&lt;br /&gt;
* [[Guide to Chemistry#Basic_Treatments|&#039;&#039;&#039;Kelotane&#039;&#039;&#039;]]: A yellow colored medicine which heals 6 burn per unit, meaning a full syringe will heal 90 burn damage. Overdoses at 30u.&lt;br /&gt;
* [[Guide to Chemistry#Standard_Treatments|&#039;&#039;&#039;Dermaline&#039;&#039;&#039;]]: An orange-yellow colored medicine which heals 12 burn per unit. Overdoses at 15u.&lt;br /&gt;
* &#039;&#039;&#039;KeloDerm&#039;&#039;&#039;: A yellow colored medicine with Kelotane and Dermaline mixed in 1:1. Since the medicines are separate, they work quicker, though KeloDerm doesn&#039;t heal as much as Dermaline alone. Overdoses at 30u.&lt;br /&gt;
* [[Guide to Chemistry#Basic_Treatments|&#039;&#039;&#039;Tricordrazine&#039;&#039;&#039;]]: A purple medicine that heals all &amp;lt;u&amp;gt;underlined&amp;lt;/u&amp;gt; damage, healing 3 damage per unit. No overdose.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;&amp;lt;u&amp;gt;Toxin&amp;lt;/u&amp;gt;&amp;lt;/span&amp;gt;===&lt;br /&gt;
Damage dealt by toxins make up the green descriptions on the health analyzer, normally caused by poisons, overdosing, phoron exposure/phoron-infected clothes, radiation, infections/necrosis, damaged liver, and critical blood levels. Treatment for toxin damage on its own is listed below:&lt;br /&gt;
* [[Guide to Chemistry#Standard_Treatments|&#039;&#039;&#039;Dylovene&#039;&#039;&#039;]]: A green colored medicine which heals 4 toxin per unit. No overdose.&lt;br /&gt;
* [[Guide to Chemistry#Specialist_Treatments|&#039;&#039;&#039;Arithrazine&#039;&#039;&#039;]]: A green colored medicine which heals 10 toxin per unit, but has the side effect of causing minor brute damage. It also metabolizes very slowly. Overdoses at 30u.&lt;br /&gt;
* [[Guide to Chemistry#Basic_Treatments|&#039;&#039;&#039;Tricordrazine&#039;&#039;&#039;]]: A purple medicine that heals all &amp;lt;u&amp;gt;underlined&amp;lt;/u&amp;gt; damage, healing 3 damage per unit. No overdose.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;&amp;lt;u&amp;gt;Suffocation (Hypoxia)&amp;lt;/u&amp;gt;&amp;lt;/span&amp;gt;===&lt;br /&gt;
Damage dealt by lack of oxygenated blood being pumped through the body makes up the blue descriptions on the health analyzer, normally caused by suffocation, low blood levels, heart damage, lung damage, and - more commonly - sprinting around with asthma. Treatment for hypoxia on its own is listed below:&lt;br /&gt;
* &#039;&#039;&#039;CPR&#039;&#039;&#039;: Time to put those first aid courses to use! As long as you and your patient aren&#039;t wearing anything that covers the face you&#039;ll be able to perform CPR to keep the patient alive for a bit longer by clicking them on help intent. This procedure must be repeated consistently in order to be effective.&lt;br /&gt;
* [[Guide to Chemistry#Painkillers.2FStabilizers|&#039;&#039;&#039;Inaprovaline&#039;&#039;&#039;]]: A cyan colored medicine which doesn&#039;t actually heal hypoxia, but instead halts any further damage. Overdoses at 60u.&lt;br /&gt;
* [[Guide to Chemistry#Basic_Treatments|&#039;&#039;&#039;Dexalin&#039;&#039;&#039;]]: A blue colored medicine which heals 15 oxy per unit. Effect doubled when inhaled. Overdoses at 30u.&lt;br /&gt;
* [[Guide to Chemistry#Standard_Treatments|&#039;&#039;&#039;Dexalin Plus&#039;&#039;&#039;]]: A blue colored medicine which heals &#039;&#039;&#039;300 oxy&#039;&#039;&#039; per unit. Effect doubled when inhaled. Overdoses at 15u.&lt;br /&gt;
* [[Guide to Chemistry#Basic_Treatments|&#039;&#039;&#039;Tricordrazine&#039;&#039;&#039;]]: A purple medicine that heals all &amp;lt;u&amp;gt;underlined&amp;lt;/u&amp;gt; damage, healing 6 oxy damage per unit. No overdose.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:grey&amp;quot;&amp;gt;Genetic&amp;lt;/span&amp;gt;===&lt;br /&gt;
Damage dealt by radiation, slime digestion, coming out of a stasis bag, or from popping out of the cloning pod, which the health analyzer can only determine by means of a red prompt, requiring a body scanner for a precise measurement of genetic damage. Treatment for clone damage is listed below:&lt;br /&gt;
* [[Guide to Chemistry#Standard_Treatments|&#039;&#039;&#039;Cryoxadone&#039;&#039;&#039;]]: A pale blue medicine which heals the above damage including genetic damage, but requires that the body be cooled to 170 Kelvin or lower, usually by means of cryo cells.&lt;br /&gt;
* [[Guide to Chemistry#Advanced_Treatments|&#039;&#039;&#039;Clonexadone&#039;&#039;&#039;]]: A pale blue medicine which works exactly the same as Cryoxadone, but does everything faster.&lt;br /&gt;
* &#039;&#039;&#039;Cryo-Mix&#039;&#039;&#039;: A 1:1 mix of Cryoxadone and Clonexadone, works much like KeloDerm in that the two medicines work separately, therefore faster.&lt;br /&gt;
* [[Guide to Chemistry#Advanced_Treatments|&#039;&#039;&#039;Rezadone&#039;&#039;&#039;]]: A grey medicine which heals genetic damage without the need for cold temperatures. Overdoses at 30u, though 10u may induce dizziness.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:lime&amp;quot;&amp;gt;Radiation&amp;lt;/span&amp;gt;===&lt;br /&gt;
Damage dealt by exposure to the Supermatter, being injected with radioactive reagents, or destroying/activating particular artifacts make up radiation damage, which the health analyzer can only determine by means of a red prompt, requiring a body scanner for a precise measurement of radiation damage. Treatment for radiation damage is listed below:&lt;br /&gt;
* [[Guide to Chemistry#Standard_Treatments|&#039;&#039;&#039;Hyronalin&#039;&#039;&#039;]]: A green medicine which heals 30 radiation per unit, albeit slowly, but does not heal the resulting damage of radiation. Overdoses at 30.&lt;br /&gt;
* [[Guide to Chemistry#Specialist_Treatments|&#039;&#039;&#039;Arithrazine&#039;&#039;&#039;]]: A green medicine which heals 70 radiation and 10 toxin per unit, albeit slowly, but has the side effect of dealing some brute damage. Overdoses at 30u.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:purple&amp;quot;&amp;gt;Organ&amp;lt;/span&amp;gt;===&lt;br /&gt;
Damage represented on the body scanner that corresponds with the trauma inflicted on organs, either by certain poisons, severe physical trauma, bones moving in the area organs are present (lower body, chest, head), or certain items necessary for function being absent. An organ is considered dead at 30 damage. Treatment for organ damage is listed below:&lt;br /&gt;
* [[Guide to Chemistry#Advanced_Treatments|&#039;&#039;&#039;Peridaxon&#039;&#039;&#039;]]: A purple medicine which heals 1 organ damage per unit, and heals all internal organs. Overdoses at 10u.&lt;br /&gt;
* [[Guide to Chemistry#Standard_Treatments|&#039;&#039;&#039;Alkysine&#039;&#039;&#039;]]: A yellow medicine which heals 30 organ damage per unit, but only heals the brain. Overdoses at 30u.&lt;br /&gt;
* [[Guide to Chemistry#Advanced_Treatments|&#039;&#039;&#039;Imidazoline&#039;&#039;&#039;]]: A pale lavender medicine which heals 5 organ damage per unit, but only heals the eyes. Overdoses at 30u.&lt;br /&gt;
* [[Guide to Chemistry#Specialist_Treatments|&#039;&#039;&#039;Apidemcina&#039;&#039;&#039;]]: A green medicine which heals heart damage based on the user&#039;s nutrient level. Overdoses at 30u.&lt;br /&gt;
* [[Guide to Chemistry#Standard_Treatments|&#039;&#039;&#039;Dylovene&#039;&#039;&#039;]]: A green medicine which heals 2 organ damage per unit, but only heals the liver if it&#039;s below 10 organ damage. No overdose.&lt;br /&gt;
&lt;br /&gt;
==Other==&lt;br /&gt;
===Blood Loss===&lt;br /&gt;
[[File:Bloodchart.jpg|256px|right]]&lt;br /&gt;
Blood carries oxygen to various areas in the body of a patient, and without oxygenation (whether by lack of air or lack of blood, in this case) the patient will slowly decline in health until they die, therefore stopping bleeding is &amp;lt;u&amp;gt;your top priority&amp;lt;/u&amp;gt;, and should be treated as a critical injury. For low blood levels, administering Dexalin will help with the oxy damage resulting from blood loss, and will help alleviate the risk of brain damage as a result. Critical blood levels, however, will result in massive spikes of hypoxia and annoying toxins. Blood loss also results in losing lots of nutrition. Symptoms of blood loss can be found below:&lt;br /&gt;
*&#039;&#039;&#039;89% of original blood volume/501u and lower:&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Analyzer says &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;LOW BLOOD&amp;lt;/span&amp;gt;&#039;&#039;&#039; - This is probably the first thing you&#039;ll see if you analyze someone.&lt;br /&gt;
**&#039;&#039;&#039;Patient feels dizzy&#039;&#039;&#039; - They will state vocally that they feel dizzy/faint.&lt;br /&gt;
**&#039;&#039;&#039;Patient rapidly becomes hungry&#039;&#039;&#039; - Low blood generates hunger. Oddly enough, the nutrition used doesn&#039;t correlate to the amount of blood regenerated.&lt;br /&gt;
*&#039;&#039;&#039;60% of original blood volume/336u and lower:&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Analyzer says &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;CRITICAL BLOOD LEVELS&amp;lt;/span&amp;gt;&#039;&#039;&#039; - Hard to miss text telling you to get going or the patient will soon meet their demise.&lt;br /&gt;
**&#039;&#039;&#039;Patient feels extremely dizzy&#039;&#039;&#039; - Emphasis on &#039;&#039;extremely&#039;&#039;.&lt;br /&gt;
**&#039;&#039;&#039;Patient has trouble seeing&#039;&#039;&#039; - Cloudy vision and having a hard time keeping their eyes open.&lt;br /&gt;
**&#039;&#039;&#039;Patient is unconscious&#039;&#039;&#039; - Not enough blood to keep them conscious, which means they can&#039;t tell you about their peril.&lt;br /&gt;
**&#039;&#039;&#039;Increasing oxygen damage&#039;&#039;&#039; - Determined with the analyzer, but the prompt above will probably tell you that before you read their damage.&lt;br /&gt;
**&#039;&#039;&#039;Pale skin&#039;&#039;&#039; - As a result of high oxygen damage, determined by examining with a grab.&lt;br /&gt;
*&#039;&#039;&#039;40% of original blood volume/224u and lower:&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Aggressive oxygen damage&#039;&#039;&#039; - At this point, the oxyloss will start escalating quickly.&lt;br /&gt;
**&#039;&#039;&#039;Increasing toxin damage&#039;&#039;&#039; - Assuming the patient survives to this point without dying, toxins will begin to manifest.&lt;br /&gt;
*&#039;&#039;&#039;21% of original blood volume/122u and lower:&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Huge spike in toxins&#039;&#039;&#039; - Like, 300 damage or so.&lt;br /&gt;
**&#039;&#039;&#039;Death.&#039;&#039;&#039;&lt;br /&gt;
Treatment to stop bleeding is listed below:&lt;br /&gt;
*For external bleeding cases:&lt;br /&gt;
&amp;lt;!---**&#039;&#039;&#039;Pressure&#039;&#039;&#039;: Getting an aggressive grab and help intent clicking the limb with the grab in hand will apply pressure to the wound, slowing the bleeding, but not stopping it entirely. If &#039;&#039;you&#039;&#039; are bleeding, help intent click the limb and you will begin applying pressure. This should only be used if you have nothing to treat the bleeding and are waiting on someone else to bring gauze/ATKs.---&amp;gt;&lt;br /&gt;
**&#039;&#039;&#039;Gauze&#039;&#039;&#039;: This is the most basic item in medical to treat cuts and lacerations provided you have enough of it.&lt;br /&gt;
**&#039;&#039;&#039;Advanced Trauma Kit&#039;&#039;&#039;: ATKs are better than gauze as they can disinfect the wound when it&#039;s used, and instantly heals 8 brute damage per wound.&lt;br /&gt;
*For internal bleeding (IB) cases:&lt;br /&gt;
**&#039;&#039;&#039;Cryogenics&#039;&#039;&#039;: Placing a patient with internal bleeding into a (correctly setup) cryo tube will both halt (not fix) the bleeding &#039;&#039;and&#039;&#039; stop it from getting worse. This is a temporary solution.&lt;br /&gt;
**&#039;&#039;&#039;[[Guide_to_Chemistry#Standard_Treatments|Bicaridine and Inaprovaline]]&#039;&#039;&#039;: These two medicines together (they have to be together, not separate) will prevent the internal bleeding from worsening, but will not halt the bleeding.&lt;br /&gt;
**&#039;&#039;&#039;[[Surgery#Internal_Bleeding|Surgery]]&#039;&#039;&#039;: The main method of treating internal bleeding is through surgery by means of the Fix&#039;O&#039;Vein.&lt;br /&gt;
**&#039;&#039;&#039;[[Guide_to_Chemistry#Standard_Treatments|Bicaridine]]&#039;&#039;&#039;: Overdosing Bicaridine (30u) will, of course, deal toxins to the patient, but it may clot internal bleeding. Generally a last resort if none of the other methods are available.&lt;br /&gt;
Once the bleeding has ceased, you will have to help the patient raise their blood count. The following are some methods to assist with that:&lt;br /&gt;
*&#039;&#039;&#039;[[Guide_to_Chemistry#Standard_Treatments|Dexalin/Dexalin Plus]]&#039;&#039;&#039;: Will assist in oxygenating the blood, helping to prevent potential brain damage.&lt;br /&gt;
*&#039;&#039;&#039;Iron&#039;&#039;&#039;: A simple reagent that &#039;&#039;must be ingested&#039;&#039; in order to work. Replenishes 8u of blood per unit.&lt;br /&gt;
*&#039;&#039;&#039;Nutriment&#039;&#039;&#039;: Basic nutrients. Must be ingested. Replenishes 4u of blood per unit.&lt;br /&gt;
*&#039;&#039;&#039;Protein&#039;&#039;&#039;: Animal proteins found in meat. Must be ingested. Replenishes 4u of blood per unit.&lt;br /&gt;
*&#039;&#039;&#039;20 Iron, 20 Nutriment, 20 Protein&#039;&#039;&#039;: The three reagents mentioned above in one 60u pill, which can replenish blood rather quickly as there are three separate reagents.&lt;br /&gt;
*&#039;&#039;&#039;IV Drip with compatible blood&#039;&#039;&#039;: Bloodbags can hold 200u of blood (a little less than half a patient&#039;s total blood volume) and is generally the best method of replacing blood.&lt;br /&gt;
&lt;br /&gt;
====[[File:IVDrip.png|64px]]IV Drips====&lt;br /&gt;
Speaking of IVs and blood bags, you should probably know how to use them, since blood loss sucks so bad, it&#039;s also bad by extension to not know the primary method of treating it. IVs are just objects you can pull around that transfer reagents from a container - preferably blood bags - into a patient&#039;s bloodstream via needle. This can be accomplished by clickdragging the IV onto the patient to hook them up. Here are a few features of the IV, most accessed via right-click context menu:&lt;br /&gt;
*Injects and draws blood. The drawing mode will ping once the patient reaches 90% blood volume.&lt;br /&gt;
*Transfer rate can be adjusted between 0.001 and 4 units per second, important for IB cases.&lt;br /&gt;
*Fits reagent containers, and is not actually limited to blood bags, good for keeping someone sustained on a medicine.&lt;br /&gt;
Additionally, blood bags can have their displayed type determined by using a pen on the bag.&lt;br /&gt;
&lt;br /&gt;
===Infection===&lt;br /&gt;
Infections sprout when a wound isn&#039;t treated and disinfected in time, and is accompanied by a fever (check temperature). If left alone, infections can rapidly kill a patient, even exponentially if it&#039;s bad enough. Infections are commonly identified by means of the body scanner. The following are the levels of infection:&lt;br /&gt;
*&#039;&#039;&#039;L1 (Mild)&#039;&#039;&#039;: Pain messages and the start of fever.&lt;br /&gt;
*&#039;&#039;&#039;L2 (Acute)&#039;&#039;&#039;: More pain messages, infection becomes more prevalent and visible.&lt;br /&gt;
*&#039;&#039;&#039;L3 (GANGRENE)&#039;&#039;&#039;: Beginning of lethal toxins, organ death, and necrosis.&lt;br /&gt;
The following are some symptoms of infection based on where it&#039;s located:&lt;br /&gt;
*&#039;&#039;&#039;Meningitis (Brain)&#039;&#039;&#039;&lt;br /&gt;
**L1: Stiff neck&lt;br /&gt;
**L2: Severe headache (+1 confusion at random intervals)&lt;br /&gt;
*&#039;&#039;&#039;Conjunctivitis (Eyes)&#039;&#039;&#039;&lt;br /&gt;
**L1: Itchy eyes&lt;br /&gt;
**L2: Blurred vision (+10 eye_blurry at random intervals)&lt;br /&gt;
*&#039;&#039;&#039;Endocarditis (Heart)&#039;&#039;&#039;&lt;br /&gt;
**L1: Chest tightness&lt;br /&gt;
**L2: Chest pain (+25 halloss)&lt;br /&gt;
*&#039;&#039;&#039;Pyelonephritis (Kidneys)&#039;&#039;&#039;&lt;br /&gt;
**L1: Lower back pain&lt;br /&gt;
**L2: Malaise&lt;br /&gt;
*&#039;&#039;&#039;Pyogenic Abscess (Liver)&#039;&#039;&#039;&lt;br /&gt;
**L1: Right side abdomen pain&lt;br /&gt;
**L2: Poor blood filtration (toxins buildup)&lt;br /&gt;
*&#039;&#039;&#039;Pneumonia (Lungs)&#039;&#039;&#039;&lt;br /&gt;
**L1: Coughing&lt;br /&gt;
**L2: Shortness of breath (+30 oxyloss)&lt;br /&gt;
*&#039;&#039;&#039;Staph Infection (All external limbs)&#039;&#039;&#039;&lt;br /&gt;
**L1: Pain notificiation&lt;br /&gt;
**L2: Sharp pain temporarily disables limb&lt;br /&gt;
L2 infections and lower require only 15u of [[Guide_to_Chemistry#Anti_Microbials|Thetamycin]] and monitoring. L3 infections require far more. Regardless, immediately pairing with Dylovene and Tricordrazine to accompany the high toxins is a good idea. The following will go over further necessary treatments:&lt;br /&gt;
*&#039;&#039;&#039;Limb gangrene&#039;&#039;&#039;:&lt;br /&gt;
**Conduct [[Surgery#Necrotic_Limb_Repair|necrotic limb repair]].&lt;br /&gt;
*&#039;&#039;&#039;Organ necrosis&#039;&#039;&#039;:&lt;br /&gt;
*#Request a replacement synthetic organ from Research immediately.&lt;br /&gt;
*#[[Surgery#Organ_Removal.2FTransplantation|Remove the organ via surgery and replace it with the synthetic counterpart]].&lt;br /&gt;
**If the brain or heart is necrotic, the patient will need to be cloned.&lt;br /&gt;
&lt;br /&gt;
===Fractures===&lt;br /&gt;
Bones fractures can be separated by three identifications: hairline, fracture, and broken. These three different types of fractures no longer play any part mechanically, though from an RP standpoint, hairline is the least severe while broken is the most severe (and therefore painful). Fractures can, however, deal damage to organs if they move around. Treatment for fractures is listed below:&lt;br /&gt;
*&#039;&#039;&#039;Splints&#039;&#039;&#039;: A half-cast that keeps the fractured bone in place and prevents it from moving. &#039;&#039;&#039;This is a temporary remedy,&#039;&#039;&#039; and requires the following to actually treat...&lt;br /&gt;
*&#039;&#039;&#039;[[Surgery#Bone_Repair|Surgery]]&#039;&#039;&#039;: By means of bone gel and bone setter, a fracture can be mended rather quickly.&lt;br /&gt;
&lt;br /&gt;
====Dislocations====&lt;br /&gt;
Not actually a fracture or even a problem related to surgery, but it will function as a fracture in that the limb will become incapacitated. Fixing it simply requires that you stand next to the patient and use the &#039;Undislocate-Joint&#039; verb. If there are multiple dislocations, a prompt will appear asking which limb you would like to relocate.&lt;br /&gt;
&lt;br /&gt;
===Mycosis===&lt;br /&gt;
Unsterilized K&#039;ois happens to be a rather tasty snack... if you&#039;re a Vaurca, anyway. If you&#039;re any other race, you&#039;re going to have a &#039;&#039;&#039;really bad time&#039;&#039;&#039;. Aside from containing phoron, K&#039;ois (excluding K&#039;ois bars found in unhacked vendors) can cause a myriad of problems which can all be summed up as &#039;&#039;&#039;Mycosis&#039;&#039;&#039;, a term used to describe fungal infection. Early stages of K&#039;ois infection involve pain and coughing blood. Stage 2 brings about respiratory issues. Stage 3 involves feelings of something squirming inside, as well as phoron and K&#039;ois paste beginning to fill the patient&#039;s lungs, dealing large toxins. Fungal spore emission begins at Stage 4 which will embed and grow more K&#039;ois, spreading to anyone who doesn&#039;t have their own internal atmosphere setup.&lt;br /&gt;
&lt;br /&gt;
Treatment for K&#039;ois infection is dangerous for both you and the patient. You must wear internals - a sterile mask or gas mask on its own &#039;&#039;&#039;will not work&#039;&#039;&#039; - in order to avoid breathing in spores and infecting yourself. Once you&#039;ve ensured your internals are running, begin the [[Surgery#Organ_Removal.2FTransplantation|K&#039;ois removal procedure]] and treat the remaining toxins and blood loss. If the patient is already at Stage 4, it is &#039;&#039;&#039;top priority&#039;&#039;&#039; that they be kept isolated from everyone else, otherwise the fungus will spread to others and make everything worse.&lt;br /&gt;
&lt;br /&gt;
===Brain Trauma===&lt;br /&gt;
Not to be confused with [[Guide to Medicine#Organ|brain damage]] which involves gibbering and running into airlocks, trauma is persistent with the patient regardless of the organ health of the brain, and must be corrected by certain means. Some therapies, including the traumas they treat, are:&lt;br /&gt;
*&#039;&#039;&#039;Hypnosis&#039;&#039;&#039; - Directional disorientation, phobias, traumatic narcolepsy, monophobia, and inordinate pacifism.&lt;br /&gt;
*&#039;&#039;&#039;Crystal Therapy&#039;&#039;&#039; - Reduced mouth coordination, reduced brain activity, communication disorder, tourettes, weak motor signals, fits/muscle spasms/extreme discoordination, and language center trauma.&lt;br /&gt;
*&#039;&#039;&#039;Isolation&#039;&#039;&#039; - Imaginary friend(s), schizophrenia, and conflicting neuroimaging reports.&lt;br /&gt;
*&#039;&#039;&#039;[[Guide to Chemistry#Psychiatric_Medication|Drug Therapy]]&#039;&#039;&#039; - This section will go over which drugs treat certain traumas.&lt;br /&gt;
**&#039;&#039;&#039;Nicotine&#039;&#039;&#039; - Phobias and weak motor signals.&lt;br /&gt;
**&#039;&#039;&#039;Methylphenidate&#039;&#039;&#039; - Phobias, imaginary friend, and schizophrenia.&lt;br /&gt;
**&#039;&#039;&#039;Sertraline&#039;&#039;&#039; - Phobias.&lt;br /&gt;
**&#039;&#039;&#039;Escitalopram&#039;&#039;&#039; - Phobias and monophobia.&lt;br /&gt;
**&#039;&#039;&#039;Paroxetine&#039;&#039;&#039; - Phobias.&lt;br /&gt;
**&#039;&#039;&#039;Duloxetine&#039;&#039;&#039; - Phobias and concussion.&lt;br /&gt;
**&#039;&#039;&#039;Venlafaxine&#039;&#039;&#039; - Phobias, monophobia, and reduced mouth coordination.&lt;br /&gt;
**&#039;&#039;&#039;Fluvoxamine&#039;&#039;&#039; - Weak motor signals, imaginary friend, and conflicting neuroimaging reports.&lt;br /&gt;
**&#039;&#039;&#039;Risperidone&#039;&#039;&#039; - Monophobia, weak motor signals, imaginary friend, schizophrenia, conflicting neuroimaging reports, reduced mouth coordination, communication disorder, muscle spasms, and tourettes.&lt;br /&gt;
**&#039;&#039;&#039;Olanzapine&#039;&#039;&#039; - Monophobia, imaginary friend, reduced mouth coordination, communication disorder, muscle spasms, and tourettes.&lt;br /&gt;
**&#039;&#039;&#039;Mannitol&#039;&#039;&#039; - Reduced brain activity, occipital lobe trauma, cerebral paralysis, aphasia, and colorblindness.&lt;br /&gt;
&amp;lt;!---**&#039;&#039;&#039;Trisyndicotin&#039;&#039;&#039; - Inordinate pacifism.---&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;[[Surgery#Internal_Organ_Repair|Surgical Therapy]]&#039;&#039;&#039; - Concussion, occipital lobe trauma, cerebral paralysis, aphasia, and bluespace attunement.&lt;br /&gt;
&lt;br /&gt;
===Mental Trauma and Policy===&lt;br /&gt;
* All characters with a [[Medical_Doctor|Medical Doctorate]] degree are capable of diagnosing [[Psychologist#Mental_Trauma|mental trauma]], as well as prescribing medication for their diagnosis.&lt;br /&gt;
* [[Surgeon|Surgery]] trained Medical personnel are fully capable of Neuro-surgery where necessary to treat mental trauma.&lt;br /&gt;
* [[Chemist|Chemists/Pharmacists]] are fully capable of synthesizing mental medication, but they cannot diagnose mental trauma, or prescribe medicine.&lt;br /&gt;
* [[Psychologist|Psychiatrists/Psychologists]] are the foremost experts on this type of illness, they are the only capable of advanced treatment ([[Psychologist#Hypnosis|Hypnosis,]] [[Psychologist#Crystal_Therapy|Crystal Therapy]], and [[Psychologist#Isolation|Isolation]]) and they should be the first to treat [[Psychologist#Mental_Trauma|mental trauma]] when available.&lt;br /&gt;
&lt;br /&gt;
==[[File:Healthanalyzer.png|64px]]Health Analyzer==&lt;br /&gt;
Probably the number one go-to tool in diagnostics (up there with the HUD and body scanner) is the health analyzer, a pocket-sized device that you can use on a patient to assess their health. Health bar showed up? Analyzer. Someone says they don&#039;t feel well? Analyzer. Below is an example of what you would see on a perfectly healthy patient. Keep in mind, the basic analyzer won&#039;t show you the numbers, but only a description of their current state. Science can make an advanced analyzer, which will show precise readings.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! &amp;lt;span style=&amp;quot;text-align:left&amp;quot;&amp;gt; &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;&lt;br /&gt;
Analyzing Results for John Doe:&amp;lt;br&amp;gt;&lt;br /&gt;
::Overall Status: 100% healthy&amp;lt;br&amp;gt;&lt;br /&gt;
:Key: &amp;lt;span style=&amp;quot;color:cyan&amp;quot;&amp;gt;Suffocation&amp;lt;/span&amp;gt;/&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Toxin&amp;lt;/span&amp;gt;/&amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;Burns&amp;lt;/span&amp;gt;/&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Brute&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
:Damage Specifics: &amp;lt;span style=&amp;quot;color:cyan&amp;quot;&amp;gt;Healthy&amp;lt;/span&amp;gt; - &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Healthy&amp;lt;/span&amp;gt; - &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;Healthy&amp;lt;span&amp;gt; - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Healthy&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Body Temperature: 36.905°C (98.429°F)&amp;lt;br&amp;gt;&lt;br /&gt;
Localized Damage, Brute/Burn:&amp;lt;br&amp;gt;&lt;br /&gt;
:Limbs are OK.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:black&amp;quot;&amp;gt;Subject bloodstream oxygen level normal | Subject bloodstream toxin level minimal | Subject burn injury status O.K | Subject brute-force injury status O.K&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Blood Level Normal: 100% 560cl. Type: A+&amp;lt;br&amp;gt;&lt;br /&gt;
Subject&#039;s pulse: 84 bpm.&lt;br /&gt;
&amp;lt;/span&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
A lot of information can be picked through with just this readout alone, so we&#039;ll be breaking it down:&lt;br /&gt;
*&#039;&#039;&#039;Patient Name&#039;&#039;&#039;: At the top will be the name of the patient. If they don&#039;t have their ID on and their face is messed up, they&#039;ll appear as Unknown.&lt;br /&gt;
*&#039;&#039;&#039;Overall Status&#039;&#039;&#039;: This is how the patient is doing overall. The lower the number, the more you should probably feel compelled to treat them... or administer painkillers. For whatever reason, this takes the patients level of pain into account. The lower the percentage, the more they&#039;re suffering.&lt;br /&gt;
*&#039;&#039;&#039;Key/Damage Specifics&#039;&#039;&#039;: This is the area you&#039;ll probably look to first, and it&#039;s color coded, too (unless you&#039;re using the PDA analyzer)!&lt;br /&gt;
*&#039;&#039;&#039;Body Temperature&#039;&#039;&#039;: How warm the body is. 36°C (98°F) is the normal body temperature. If the temperature is much higher than this, then the patient likely has a fever caused by either a pathogen or infection. Or they&#039;re on fire. You should probably put them out.&lt;br /&gt;
*&#039;&#039;&#039;Localized Damage, Brute/Burn&#039;&#039;&#039;: This is another important section. This will detail which body parts have brute or burn damage, allowing you to apply ATKs or ABKs accordingly. At times you may see &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;&#039;&#039;&#039;[Bleeding]&#039;&#039;&#039;&amp;lt;/span&amp;gt; on a limb, therefore you should apply an ATK to that limb immediately.&lt;br /&gt;
*&#039;&#039;&#039;Subject Status&#039;&#039;&#039;: Kinda redundant. Will tell you what you already know from the numbers above, but they do change color if the damage is high enough.&lt;br /&gt;
*&#039;&#039;&#039;Important Information&#039;&#039;&#039;: This will appear in red text and is generally pretty straight forward. Will inform the user if the patient has radiation, genetic damage, internal bleeding, an infection, a pathogen (if it&#039;s in the database), or bone fractures.&lt;br /&gt;
*&#039;&#039;&#039;Blood Level&#039;&#039;&#039;: This will inform you how much blood the patient has. Small blue text means the patient is fine. Large, bold, red text means that the patient has low blood and is not circulating sufficiently oxygenated blood. It also tells you the patient&#039;s blood type if O- runs out of stock.&lt;br /&gt;
*&#039;&#039;&#039;Subject&#039;s pulse&#039;&#039;&#039;: Pretty much used to tell if a patient is dead or not, though this can also tell you if a patient is under the influence of certain medications. Inaprovaline and Hyperzine, for example, will increase heart rate while sedatives like Soporific will slow heart rate.&lt;br /&gt;
&lt;br /&gt;
==[[File:Bscanner.gif]][[File:Bscanner_console.gif]]The Body Scanner==&lt;br /&gt;
Essentially a stationary and much bigger health analyzer. This section will cover what the screen will look like and what you can derive from it.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! &amp;lt;span style=&amp;quot;text-align:left&amp;quot;&amp;gt;&lt;br /&gt;
Overall Health&lt;br /&gt;
----&lt;br /&gt;
John Doe =&amp;gt; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Conscious&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Species: Human&amp;lt;br&amp;gt;&lt;br /&gt;
Health: 100&amp;lt;br&amp;gt;&lt;br /&gt;
=&amp;gt; Brute Damage: 0&amp;lt;br&amp;gt;&lt;br /&gt;
=&amp;gt; Resp. Damage: 0&amp;lt;br&amp;gt;&lt;br /&gt;
=&amp;gt; Toxin Damage: 0&amp;lt;br&amp;gt;&lt;br /&gt;
=&amp;gt; Burn Severity: 0&amp;lt;br&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
Radiation Lvl: &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;0 Rads&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Genetic Dmg: &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;0%&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Est. Brain Dmg: &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;0%&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Est. Paralysis Lvl: 0%&amp;lt;br&amp;gt;&lt;br /&gt;
Body Temperature: 310.005 K (~35 C)&amp;lt;br&amp;gt;&lt;br /&gt;
Viral Status: &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Not Detected&amp;lt;/span&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
Blood Status&lt;br /&gt;
----&lt;br /&gt;
Blood Level: 100% (560u)&amp;lt;br&amp;gt;&lt;br /&gt;
=&amp;gt; Inaprovaline: 0 unit(s)&amp;lt;br&amp;gt;&lt;br /&gt;
=&amp;gt; Soporific: 0 units(s)&amp;lt;br&amp;gt;&lt;br /&gt;
=&amp;gt; Bicaridine: 0 unit(s)&amp;lt;br&amp;gt;&lt;br /&gt;
=&amp;gt; Dermaline: 0 unit(s)&amp;lt;br&amp;gt;&lt;br /&gt;
=&amp;gt; Dexalin: 0 unit(s)&amp;lt;br&amp;gt;&lt;br /&gt;
=&amp;gt; Other: 0 unit(s)&amp;lt;br&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
Body Status&lt;br /&gt;
----&lt;br /&gt;
lungs&amp;lt;br&amp;gt;&lt;br /&gt;
=&amp;gt; Burn Dmg: 0&amp;lt;br&amp;gt;&lt;br /&gt;
=&amp;gt; Brute Dmg: 20&amp;lt;br&amp;gt;&lt;br /&gt;
=&amp;gt; Information: Is ruptured.&lt;br /&gt;
----&lt;br /&gt;
Actions&amp;lt;br&amp;gt;&lt;br /&gt;
[Print Report]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
As you can see, this provides much more information, probably the most sought after info being anything below the &#039;&#039;&#039;Body Status&#039;&#039;&#039; heading.&lt;br /&gt;
*&#039;&#039;&#039;Overall Health&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Name&#039;&#039;&#039;: Just the name of the patient and their current state. Conscious, unconscious, dead.&lt;br /&gt;
**&#039;&#039;&#039;Species&#039;&#039;&#039;: The species of the patient. See [[Guide to Medicine#Races|below]] for how each race reacts differently to treatments.&lt;br /&gt;
**&#039;&#039;&#039;Health&#039;&#039;&#039;: The real overall health of the patient. 100 is perfect health, -100 is dead.&lt;br /&gt;
**&#039;&#039;&#039;=&amp;gt; Damage&#039;&#039;&#039;: The four main types of damage that can be pulled from a health analyzer.&lt;br /&gt;
**&#039;&#039;&#039;Radiation Level&#039;&#039;&#039;: How many rads the patient has soaked. See [[Guide to Medicine#Radiation|Radiation Damage]] above.&lt;br /&gt;
**&#039;&#039;&#039;Genetic Damage&#039;&#039;&#039;: How much the patient&#039;s skin is falling off. This number will probably be pretty high if the patient was just cloned.&lt;br /&gt;
**&#039;&#039;&#039;Estimated Brain Damage&#039;&#039;&#039;: How much organ damage has been dealt to the brain. This number will probably be pretty high if the patient was just cloned.&lt;br /&gt;
**&#039;&#039;&#039;Estimated Paralysis Level&#039;&#039;&#039;: How much time is left until the patient wakes up/can move.&lt;br /&gt;
**&#039;&#039;&#039;Body Temperature&#039;&#039;&#039;: Temperature measured in Kelvin and estimated in Celsius.&lt;br /&gt;
**&#039;&#039;&#039;Viral Status&#039;&#039;&#039;: Tells whether or not a pathogen has been detected.&lt;br /&gt;
*&#039;&#039;&#039;Blood Status&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Blood Level&#039;&#039;&#039;: How much blood the patient has.&lt;br /&gt;
**&#039;&#039;&#039;=&amp;gt; Reagent&#039;&#039;&#039;: How much of a certain reagent there is in the blood stream. &#039;&#039;&#039;Other&#039;&#039;&#039; is pretty much anything that isn&#039;t already on the list, which can represent either good or bad reagents.&lt;br /&gt;
*&#039;&#039;&#039;Body Status&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Organ&#039;&#039;&#039;: Tells how much burn and brute damage an organ/limb has, as well as information about it if applicable.&lt;br /&gt;
*&#039;&#039;&#039;Actions&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Print Report&#039;&#039;&#039;: Will print out a page of what you already saw on screen. Best done when the patient has fractures or organ damage. Printed reports that are no longer being used should be placed in the filing cabinet behind the reception desk.&lt;br /&gt;
&lt;br /&gt;
==Other Tools==&lt;br /&gt;
Some other fancy but somewhat niche tools to diagnose issues within a patient are as follows.&lt;br /&gt;
&lt;br /&gt;
===[[File:Breathanalyzer.png|64px]]Breath Analyzer===&lt;br /&gt;
The breath analyzer is capable of ascertaining the status of a patient&#039;s lungs, and whether or not they have alcohol in their blood.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! &amp;lt;span style=&amp;quot;text-align:left&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Breath Sample Results:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Subject oxygen levels nominal.&amp;lt;br&amp;gt;&lt;br /&gt;
Subject lung health nominal.&amp;lt;br&amp;gt;&lt;br /&gt;
Blood Alcohol Content: 0 &amp;lt;span style=&amp;quot;color:lime&amp;quot;&amp;gt;&#039;&#039;&#039;[NORMAL]&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/span&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
Not much info, but it&#039;ll do:&lt;br /&gt;
*&#039;&#039;&#039;Oxygen Levels&#039;&#039;&#039;: This will quickly inform you if someone&#039;s oxygenation is pretty bad. Values above 25 oxy damage will be marked as abnormal.&lt;br /&gt;
*&#039;&#039;&#039;Lung Health&#039;&#039;&#039;: Quick way to determine lung damage. Even one damage is enough to tell you that there&#039;s a problem. 10 damage and up indicates a rupture.&lt;br /&gt;
*&#039;&#039;&#039;BAC&#039;&#039;&#039;: How much alcohol has made its way into the blood, usually from drinking alcoholic drinks. Unless there&#039;s heavy intoxication (0.12 and higher) or something more severe, it&#039;s probably fine to ignore this.&lt;br /&gt;
&lt;br /&gt;
===[[File:Stethoscope.png|64px]]Stethoscope===&lt;br /&gt;
The stethoscope is rather ancient but it is still a valuable tool to have, as it&#039;s capable of diagnosing problems with hearts and lungs. Aiming at the chest and clicking the patient with a stethoscope in hand will tell you about their heart and lungs. The stethoscope can also be attached to your jumpsuit.&lt;br /&gt;
*&#039;&#039;&#039;Heart&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Weak/odd heartbeat&#039;&#039;&#039; - Heart damage or high hypoxia.&lt;br /&gt;
**&#039;&#039;&#039;No heartbeat&#039;&#039;&#039; - The patient is dead, or they have a synthetic heart. [[Changeling|Or they&#039;re just joking around.]]&lt;br /&gt;
*&#039;&#039;&#039;Lungs&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Wheezing/gurgling&#039;&#039;&#039; - Lung damage or high hypoxia.&lt;br /&gt;
**&#039;&#039;&#039;No breathing&#039;&#039;&#039; - They are dead.&lt;br /&gt;
&lt;br /&gt;
===[[File:Penlight.png|64px]]Penlight===&lt;br /&gt;
The penlight is yet another tool capable of diagnosing organs, this time the eyes. Aiming at the eyes and clicking the patient with a penlight in hand will tell you about their eyes.&lt;br /&gt;
*&#039;&#039;&#039;Their eyes narrow&#039;&#039;&#039; - Patient&#039;s eyes are fine and functioning normally.&lt;br /&gt;
*&#039;&#039;&#039;Visible damage&#039;&#039;&#039; - Self explanatory.&lt;br /&gt;
*&#039;&#039;&#039;Slow reaction&#039;&#039;&#039; - Blurry vision.&lt;br /&gt;
*&#039;&#039;&#039;Delay between both eyes&#039;&#039;&#039; - Brain damage.&lt;br /&gt;
*&#039;&#039;&#039;Pinpointed pupils&#039;&#039;&#039; - Opiates.&lt;br /&gt;
*&#039;&#039;&#039;Dilated pupils&#039;&#039;&#039; - Other non-beneficial drugs.&lt;br /&gt;
*&#039;&#039;&#039;Glowing&#039;&#039;&#039; - Patient has a mutation.&lt;br /&gt;
*&#039;&#039;&#039;No reaction&#039;&#039;&#039; - The patient is dead or their eyes are damaged beyond function.&lt;br /&gt;
&lt;br /&gt;
===Grabbing and Examining===&lt;br /&gt;
If you have nothing else, then your eyes can give you a rough idea of how a patient is doing. If not your eyes, then your hands when you grab a patient.&lt;br /&gt;
*&#039;&#039;&#039;Examining&#039;&#039;&#039; - Examining is simply done by shift clicking the patient, or using the right-click context menu and clicking Examine.&lt;br /&gt;
**&#039;&#039;&#039;Bleeding&#039;&#039;&#039;&lt;br /&gt;
***&#039;&#039;&#039;Bleeding cut on limb&#039;&#039;&#039; - They&#039;re obviously bleeding from the limb in question.&lt;br /&gt;
***&#039;&#039;&#039;Blood soaking under clothing&#039;&#039;&#039; - They are bleeding under the clothing in question. For uniforms this can mean their upper or lower body.&lt;br /&gt;
**&#039;&#039;&#039;Brute Damage&#039;&#039;&#039;&lt;br /&gt;
***&#039;&#039;&#039;Bruise&#039;&#039;&#039; - Patient was attacked with a blunt object. Ranges from tiny to monumental.&lt;br /&gt;
***&#039;&#039;&#039;Cut&#039;&#039;&#039; - Patient was attacked with a sharp object. Ranges from scabs to massive flesh wounds. High chance of bleeding.&lt;br /&gt;
***&#039;&#039;&#039;Puncture&#039;&#039;&#039; - Patient was likely shot. Ranges from punctures to gaping holes. High chance of bleeding.&lt;br /&gt;
**&#039;&#039;&#039;Burn Damage&#039;&#039;&#039; - Patient was burned, either from fire/freezing temperatures or electrocution. Ranges from skins to carbonized limbs.&lt;br /&gt;
*&#039;&#039;&#039;Grabbing&#039;&#039;&#039; - Grab examines are done by grabbing someone and clicking on them with the grab in hand on help intent. You do not need to let go and grab again when switching which limb to examine.&lt;br /&gt;
**&#039;&#039;&#039;Wounds&#039;&#039;&#039; - Will inform you of any burns and bruises on the target limb. See above.&lt;br /&gt;
**&#039;&#039;&#039;Bones&#039;&#039;&#039; - Will inform you if the patient&#039;s limb is broken or not.&lt;br /&gt;
**&#039;&#039;&#039;Skin&#039;&#039;&#039;&lt;br /&gt;
***&#039;&#039;&#039;Unhealthy Discoloration&#039;&#039;&#039; - Patient has high toxins.&lt;br /&gt;
***&#039;&#039;&#039;Unusually Pale&#039;&#039;&#039; - Patient has moderate hypoxia.&lt;br /&gt;
***&#039;&#039;&#039;Decaying Limb&#039;&#039;&#039; - Patient&#039;s limb is necrotic.&lt;br /&gt;
&lt;br /&gt;
=Common Treatments=&lt;br /&gt;
So we&#039;re past the quick guides and diagnostics, now it&#039;s time to elaborate on how medicine works inside the patient. The [[Guide to Chemistry]] may be a good page to visit to get a good idea of what each particular medicine can do.&lt;br /&gt;
&lt;br /&gt;
===[[File:Syringes.png|64px]]Injections===&lt;br /&gt;
This is the most common, quickest, and effective way to administer treatments to patients, involving medicine being injected straight into the bloodstream to be metabolized immediately at full effect. Injecting the patient is usually left unhindered unless they are wearing armor devoid of an injection port, something that voidsuits and hardsuits possess. Generally when you read about the effects of medicine, it&#039;s implied that those are the results you will get if you inject it into the patient. &#039;&#039;&#039;Note:&#039;&#039;&#039; Syringes spawn with a cap which keeps them uninfected. Using the same syringe over and over will increase the risk of infection and will pass viruses from one patient to the other. Use new ones! &#039;&#039;&#039;Hyposprays&#039;&#039;&#039; can be found in the medical doctor lockers in the medical sub-level. They act like syringes without the risk of causing infection upon re-use.&lt;br /&gt;
&lt;br /&gt;
===[[File:Pillbottle.png|64px]]Pills===&lt;br /&gt;
Pills are the second most common way to administer medicines, which are taken orally and metabolize at half effect in comparison to injection. Pills are mostly used for low-priority treatments or prescriptions, and are best &amp;lt;s&amp;gt;shoved down the victim&#039;s throat whether they like it or not&amp;lt;/s&amp;gt; given to the patient along with instruction to swallow it. A patient wearing anything that covers the mouth will obviously be unable to take pills, making them unideal for patients in EVA gear.&lt;br /&gt;
&lt;br /&gt;
===[[File:Autoinhaler.png|64px]]Inhalation===&lt;br /&gt;
Inhalers are a recent addition to the medical side of Aurora, and medicines from inhalers are obviously inhaled into the lungs. All medicines - save for a few such as Dexalin - are 3/4 as effective as injecting when inhaled, which is a quarter above pills at least. Autoinhalers found in aid kits come with 5u of Dexalin, but the contents can be removed/replaced by using a syringe on the inhaler. Non-expendable variants can be found in the CMO&#039;s office and in chemistry equipment lockers, along with small 15u cartridges that can be filled with whatever.&lt;br /&gt;
&lt;br /&gt;
===[[File:Traumakit.png|64px]]Topical Applications===&lt;br /&gt;
This mostly applies to bandages and ointment, kits and equipment that you can use on a patient from the get-go. While we do not have medicinal patches, we do have trauma and burn kits for basic wound treatment, as well as for sealing bleeding and disinfecting wounds.&lt;br /&gt;
&lt;br /&gt;
=Your Organs!=&lt;br /&gt;
All organs (the ones that were coded in anyway) serve some purpose, but it all boils down to &amp;quot;keep the brain alive&amp;quot;. This section will describe what everything does and what may manifest if the organ in question is damaged. It should be noted that organs may be damaged if their respective limb/body part has fractures. All organs can be repaired with [[Guide to Chemistry#Advanced_Treatments|Peridaxon]] and [[Surgery#Internal_Organ_Repair|surgical organ repair]] (sans the [[#Appendix|appendix]]), though certain medicines target specific organs.&lt;br /&gt;
&lt;br /&gt;
==Brain==&lt;br /&gt;
The most important organ of all, it&#039;s the one that keeps you conscious, let alone interact with anything at all!&lt;br /&gt;
*&#039;&#039;&#039;Function:&#039;&#039;&#039; Allows you to control your character.&lt;br /&gt;
*&#039;&#039;&#039;Symptoms of Damage:&#039;&#039;&#039; Running into airlocks, [[#Brain Trauma|brain traumas]], sharp head pain.&lt;br /&gt;
*&#039;&#039;&#039;Causes of Damage:&#039;&#039;&#039; Impedrezine, lack of oxygenation.&lt;br /&gt;
*&#039;&#039;&#039;Treatment:&#039;&#039;&#039; [[Guide to Chemistry#Standard_Treatments|Alkysine]]&lt;br /&gt;
&lt;br /&gt;
==Eyes==&lt;br /&gt;
Lets you see and examine stuff.&lt;br /&gt;
*&#039;&#039;&#039;Function:&#039;&#039;&#039; Provides sight to the user.&lt;br /&gt;
*&#039;&#039;&#039;Symptoms of Damage:&#039;&#039;&#039; Blurry vision, no vision, sharp head pain, damaged/unresponsive pupils upon examination with a pen light.&lt;br /&gt;
*&#039;&#039;&#039;Causes of Damage:&#039;&#039;&#039; Welding without protection, phoron exposure, getting your eyes screwdriver&#039;d or squished.&lt;br /&gt;
*&#039;&#039;&#039;Treatment:&#039;&#039;&#039; [[Guide to Chemistry#Advanced_Treatments|Imidazoline]]&lt;br /&gt;
&lt;br /&gt;
==Heart==&lt;br /&gt;
The organ that keeps your blood flowing steady, allowing oxygen to distribute effectively.&lt;br /&gt;
*&#039;&#039;&#039;Function:&#039;&#039;&#039; Keeps blood flowing and regenerates lost blood.&lt;br /&gt;
*&#039;&#039;&#039;Symptoms of Damage:&#039;&#039;&#039; Hypoxia, blood loss, sharp chest pain, weak heartbeat upon examination with a stethoscope.&lt;br /&gt;
*&#039;&#039;&#039;Causes of Damage:&#039;&#039;&#039; General organ attacks, certain brain traumas.&lt;br /&gt;
*&#039;&#039;&#039;Treatment:&#039;&#039;&#039; [[Guide to Chemistry#Specialist_Treatments|Adipemcina]]&lt;br /&gt;
&lt;br /&gt;
==Lungs==&lt;br /&gt;
Lets you breathe! What do you breathe? That depends, but hopefully it&#039;s oxygen. Damage increases the amount of pressure of oxygen needed to sustain optimal oxygenation.&lt;br /&gt;
*&#039;&#039;&#039;Function:&#039;&#039;&#039; Provides oxygen to the blood stream.&lt;br /&gt;
*&#039;&#039;&#039;Symptoms of Damage:&#039;&#039;&#039; Hypoxia, gasping, sharp chest pain, weak respiration upon examination with a stethoscope.&lt;br /&gt;
*&#039;&#039;&#039;Causes of Damage:&#039;&#039;&#039; Lack of oxygen, over/under pressurized atmosphere, phoron exposure.&lt;br /&gt;
*&#039;&#039;&#039;Treatment:&#039;&#039;&#039; [[Guide to Chemistry#Advanced_Treatments|Peridaxon]]&lt;br /&gt;
&lt;br /&gt;
==Kidneys==&lt;br /&gt;
Filters your blood! &amp;lt;s&amp;gt;Actually it does nothing, it&#039;s incredibly niche.&amp;lt;/s&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Function:&#039;&#039;&#039; See above.&lt;br /&gt;
*&#039;&#039;&#039;Symptoms of Damage:&#039;&#039;&#039; Toxin damage if you &amp;lt;s&amp;gt;drink&amp;lt;/s&amp;gt; &#039;&#039;&#039;inject&#039;&#039;&#039; coffee into your bloodstream. That&#039;s it. That&#039;s how niche this is.&lt;br /&gt;
*&#039;&#039;&#039;Causes of Damage:&#039;&#039;&#039; General organ attacks.&lt;br /&gt;
*&#039;&#039;&#039;Treatment:&#039;&#039;&#039; [[Guide to Chemistry#Advanced_Treatments|Peridaxon]]&lt;br /&gt;
&lt;br /&gt;
==Liver==&lt;br /&gt;
The biggest line of defense against poisons.&lt;br /&gt;
*&#039;&#039;&#039;Function:&#039;&#039;&#039; Reduces intoxication, prevents other organs from taking damage as long as it&#039;s still working.&lt;br /&gt;
*&#039;&#039;&#039;Symptoms of Damage:&#039;&#039;&#039; Vomiting, other organs taking damage from general toxins.&lt;br /&gt;
*&#039;&#039;&#039;Causes of Damage:&#039;&#039;&#039; High level of toxin damage, heavy alcoholic consumption.&lt;br /&gt;
*&#039;&#039;&#039;Treatment:&#039;&#039;&#039; [[Guide to Chemistry#Standard_Treatments|Dylovene]] (at 10 liver damage and below)&lt;br /&gt;
&lt;br /&gt;
==Appendix==&lt;br /&gt;
This serves no function other than to get sick and make you miserable.&lt;br /&gt;
*&#039;&#039;&#039;Function:&#039;&#039;&#039; See above.&lt;br /&gt;
*&#039;&#039;&#039;Symptoms of Damage:&#039;&#039;&#039; Pain, inflammation&lt;br /&gt;
*&#039;&#039;&#039;Causes of Damage:&#039;&#039;&#039; Appendicitis.&lt;br /&gt;
*&#039;&#039;&#039;Treatment:&#039;&#039;&#039; [[Surgery#Organ_Removal.2FTransplantation|Surgical removal]].&lt;br /&gt;
&lt;br /&gt;
=Cloning=&lt;br /&gt;
Cloning is an interesting science in the medical department that allows for deceased crew members to escape death, to a degree. While the process isn&#039;t very smooth, it&#039;s better than the alternative. It is important to note that, if handled incorrectly, the entire process can be traumatizing to the patient, therefore only qualified personnel are to take care of this. The cloning pod uses biomass to synthesize new bodies, about 150 biomass per clone, and can be refilled with meat. Another thing to note is that &#039;&#039;&#039;cloning should not be seen as a simple Escape-Death-Free™ card.&#039;&#039;&#039; Cloning is financially damaging and traumatizing. No one shouldn&#039;t fear death.&lt;br /&gt;
&lt;br /&gt;
===Cloning Procedure===&lt;br /&gt;
&#039;&#039;&#039;IT IS HIGHLY SUGGESTED YOU CHECK A CREWMEMBERS MEDICAL RECORD BEFORE YOU CLONE. CLONING A DNC (DO NOT CLONE) IS A BRIGGABLE OFFENSE&#039;&#039;&#039; Additionally, someone who doesn&#039;t already have a DNC, and the cause of death was &#039;&#039;not&#039;&#039; suicide, then a DNC can only be enacted on the patient by the CMO, Captain, or majority head of staff ruling if both the former are missing. &#039;&#039;&#039;IT IS HIGHLY SUGGESTED YOU CHECK A CREWMEMBERS MEDICAL RECORD BEFORE YOU CLONE. CLONING A DNC (DO NOT CLONE) IS A BRIGGABLE OFFENSE&#039;&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Examine the cadaver and look up their medical records.&#039;&#039;&#039; If there is a Do Not Clone (commonly known as a DNC), then simply heed any postmortem instructions provided in the records.&lt;br /&gt;
#*If no postmortem instructions are provided, place the body in a body bag and write a toe tag with a pen, with the initial of their first name, full last name, and their status (J. DOE - DNC/MIF/CLONED). Note that suicides are deemed by default as a DNC, so be sure to review the cause of death.&lt;br /&gt;
#*Additionally, if someone doesn&#039;t already have a DNC, and the cause of death was &#039;&#039;not&#039;&#039; suicide, then a DNC can only be enacted on the patient by the CMO, Captain, or majority head of staff ruling if both the former are missing.&lt;br /&gt;
#Clickdrag the body to yourself and strip &#039;&#039;all&#039;&#039; of their items. If their items are bloody, spray them with space cleaner. Move their items into a locker for later.&lt;br /&gt;
#Place the body in the scanning pod and operate the console to scan the patient.&lt;br /&gt;
#*If the console reports Mental Interface Failure (MIF), try again at least three more times.&lt;br /&gt;
#*Seriously. It gives the patient&#039;s player very little time to re-enter their body. Doing this multiple times with brief pauses between scans may turn out well for them.&lt;br /&gt;
#Navigate to the scan records and begin cloning the patient.&lt;br /&gt;
#Eject the cadaver from the scanning pod, place it back in the body bag, and move it to the temporary morgue.&lt;br /&gt;
#Move the locker full of the patient&#039;s items to the ICU.&lt;br /&gt;
#Once the clone has been ejected from the growing tube, place them on a roller bed and move them to the ICU and into a cryo tube to repair their genetic damage. &#039;&#039;&#039;If a psychiatrist is on shift, inform them to prepare to take in a patient.&#039;&#039;&#039;&lt;br /&gt;
#*Assuming the growing tube hasn&#039;t been upgraded by research, the patient will be ejected with roughly 20% health due to genetic damage. There&#039;s a chance they may also have mutations, as well as brain damage and trauma.&lt;br /&gt;
#*It may be a good idea to give the patient a pill of 1u of Ryetalyn to immediately fix any mutations.&lt;br /&gt;
#Eject the patient from the cryo tube and &#039;&#039;&#039;place all of their items on&#039;&#039;&#039; (unless you didn&#039;t clean them, in which case, place a spare white jumpsuit on).&lt;br /&gt;
#Inject [[Guide to Chemistry#Standard_Treatments|Alkysine]] to repair their brain damage.&lt;br /&gt;
#Wheel them over to a quiet room.&lt;br /&gt;
&lt;br /&gt;
===Post-Cloning Procedure===&lt;br /&gt;
The following steps entail how to handle the patient once they are conscious. &#039;&#039;&#039;This is to be handled by a psychiatrist or CMO if the former is unavailable.&#039;&#039;&#039; If &#039;&#039;neither&#039;&#039; are available, then a Medical Doctor should break the news to the clone. Failure to heed these instructions may jeopardize the patient&#039;s mental well-being and the credibility of your medical license.&lt;br /&gt;
#Allow the patient to wake up.&lt;br /&gt;
#Ask how the patient is feeling, where they are/why they are there, find out what they already know regarding their current situation.&lt;br /&gt;
#Start with telling them that you have some bad news.&lt;br /&gt;
#*This is considered a &#039;warning shot&#039; and will prepare the patient to take in negative information.&lt;br /&gt;
#Follow with informing them &#039;&#039;sympathetically&#039;&#039; that they have been cloned.&lt;br /&gt;
#*Keeping this simple for the patient to understand is important. &#039;&#039;&#039;Misinformation may be detrimental to the patient.&#039;&#039;&#039;&lt;br /&gt;
#Allow the patient to process this information. Some may understand and be fine, others may be furious or complain. It&#039;s your job to make sure they keep calm.&lt;br /&gt;
#Offer the patient treatment options for their [[Guide to Medicine#Brain_Trauma|cerebral trauma]].&lt;br /&gt;
#*If the patient refuses treatment, consult the CMO, or Captain if the former is unavailable.&lt;br /&gt;
#Ask the patient if they have any questions or concerns. If they ask a question that you do not know the answer to, then inform them that you cannot answer it. &#039;&#039;&#039;Avoid speculation.&#039;&#039;&#039;&lt;br /&gt;
#Advise the patient to pay a visit to the psychiatrist once they have been treated.&lt;br /&gt;
&lt;br /&gt;
=Races=&lt;br /&gt;
Some races react a bit differently to medicine so it&#039;s important to become familiar with how some may fare. For the purpose of this section, Humans will be used as the base species for comparison. Subtypes will only mention differences in comparison to their parent species.&lt;br /&gt;
&lt;br /&gt;
===[[Background summary#Humanity|Human]]===&lt;br /&gt;
*Brute Modifier: 1&lt;br /&gt;
*Burn Modifier: 1&lt;br /&gt;
*Blood Volume: 560&lt;br /&gt;
*Primitive Form: Monkey&lt;br /&gt;
&lt;br /&gt;
===[[Skrell]]===&lt;br /&gt;
*Brute Modifier: 1&lt;br /&gt;
*Burn Modifier: 1&lt;br /&gt;
*Primitive Form: Neaera&lt;br /&gt;
*Less resistant to alcohol.&lt;br /&gt;
*Less stamina but faster running.&lt;br /&gt;
*Immune to slipping.&lt;br /&gt;
*&#039;&#039;&#039;Protein deals toxins.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===[[Unathi]]===&lt;br /&gt;
*Brute Modifier: 0.8&lt;br /&gt;
*Burn Modifier: 1&lt;br /&gt;
*Primitive Form: Stok&lt;br /&gt;
*Less resistant to alcohol.&lt;br /&gt;
*Less stamina but faster running.&lt;br /&gt;
*Slower walking speed.&lt;br /&gt;
&lt;br /&gt;
===[[Tajara]]===&lt;br /&gt;
*Brute Modifier: 1.2&lt;br /&gt;
*Burn Modifier: 1&lt;br /&gt;
*Primitive Form: Farwa&lt;br /&gt;
*Less resistant to alcohol.&lt;br /&gt;
*Faster walking speed.&lt;br /&gt;
*Less stamina and running speed, but faster stamina recovery.&lt;br /&gt;
*Damage from falling is halved.&lt;br /&gt;
&lt;br /&gt;
====Zhan-Khazan====&lt;br /&gt;
*Brute Modifier: 1.1&lt;br /&gt;
*Slower walking speed.&lt;br /&gt;
*Slower running speed, but more stamina.&lt;br /&gt;
*Resistant to cold.&lt;br /&gt;
*Tolerant to alcohol.&lt;br /&gt;
&lt;br /&gt;
====M&#039;sai====&lt;br /&gt;
*Brute Modifier: 1.3&lt;br /&gt;
*Faster walking speed.&lt;br /&gt;
*Faster running speed, but less stamina.&lt;br /&gt;
&lt;br /&gt;
===[[Dionaea]]===&lt;br /&gt;
*Brute Modifier: 1&lt;br /&gt;
*Burn Modifier: 1&lt;br /&gt;
*Primitive Form: Diona Nymph&lt;br /&gt;
*Regenerates health and nutriment when in light or in radiation.&lt;br /&gt;
*Most reagents have little to no effect on a Diona.&lt;br /&gt;
**Plant-B-Gone severely poisons a Diona.&lt;br /&gt;
**[[Guide to Chemistry#Standard_Treatments|Hyronalin]] deals toxins.&lt;br /&gt;
**[[Guide to Chemistry#Specialist_Treatments|Arithrazine]] deals major toxins.&lt;br /&gt;
*Cannot feel pain.&lt;br /&gt;
*Does not bleed.&lt;br /&gt;
*Immune to slipping.&lt;br /&gt;
*Immune to infections.&lt;br /&gt;
*Immune to decompression.&lt;br /&gt;
*Resistant to electrocution.&lt;br /&gt;
*Resistant to high temperatures.&lt;br /&gt;
*Breaks into nymphs upon death.&lt;br /&gt;
*Very slow movement speed.&lt;br /&gt;
*&#039;&#039;&#039;Cannot be cloned.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===[[Vaurca]] Worker===&lt;br /&gt;
*Brute Modifier: 0.5&lt;br /&gt;
*Burn Modifier: 1.5&lt;br /&gt;
*Toxin Modifier: 2&lt;br /&gt;
*Oxy Modifier: 0.6&lt;br /&gt;
*Radiation Modifier: 0.2&lt;br /&gt;
*Primitive Form: V&#039;krexi&lt;br /&gt;
*Breathes phoron.&lt;br /&gt;
*Possesses two hearts.&lt;br /&gt;
*Has an implant that stores phoron.&lt;br /&gt;
*Have other robotic implants.&lt;br /&gt;
*Has their own private Hivechat channel.&lt;br /&gt;
*Most surgeries require using the surgical drill instead of a scalpel.&lt;br /&gt;
*Can safely eat non-sterile K&#039;ois.&lt;br /&gt;
*Normal food deals toxins.&lt;br /&gt;
*Immune to decompression.&lt;br /&gt;
*Immune to slipping.&lt;br /&gt;
*Resistant to alcohol.&lt;br /&gt;
*Slower walking speed.&lt;br /&gt;
*Slower running and less stamina recovery, but more stamina.&lt;br /&gt;
*&#039;&#039;Can&#039;&#039; be cloned, though it is troublesome.&lt;br /&gt;
&lt;br /&gt;
====Vaurca Warrior====&lt;br /&gt;
*Brute Modifier: 0.7&lt;br /&gt;
*Burn Modifier: 1.2&lt;br /&gt;
*Oxy Modifier: 1&lt;br /&gt;
*Radiation Modifier: 0.5&lt;br /&gt;
*Normal walking speed.&lt;br /&gt;
*Faster running and more stamina.&lt;br /&gt;
&lt;br /&gt;
=Loadout=&lt;br /&gt;
Improving the likelihood of a patient&#039;s survival depends not only on your medical knowledge but also on what&#039;s available to you, particularly medicines and equipment on your person. The following will go over an optimal loadout, though nothing is stopping you from experimenting; these are merely recommendations, and it may do well to inquire other experienced medical players as to what their loadout is.&lt;br /&gt;
&lt;br /&gt;
==Common Equipment==&lt;br /&gt;
The equipment that most doctors have equipped:&lt;br /&gt;
*[[File:MedGlasses.png]] A medical HUD can evaluate someone&#039;s health from a glance, and even hide the health bar if their health is at 100%. Can also view patient records, allows you to set their physical status (useful for setting patients to SSD or deceased), and allows you to add comments to a patient&#039;s record.&lt;br /&gt;
*[[File:Medicalbelt.png]] A medical belt to store your medicines. Has seven slots and is obviously worn around the belt slot.&lt;br /&gt;
*[[File:Bottles.gif]] A bottle of Dylovene and Inaprovaline, as well as an empty bottle/beaker to mix the two into Tricordrazine in your belt. Additionally, if a [[Chemist]] is available, Bicaridine, KeloDerm/Dermaline, and Dexalin Plus are all important medicines to have.&lt;br /&gt;
*[[File:Syringes.png]] A syringe to extract said medicines. Holds 15u and draws/injects by 5u with each click. Can fit on your ear.&lt;br /&gt;
*[[File:Traumakit.png]][[File:Burnkit.png]] Advanced trauma and burn kits to help with brute and burn wounds respectively, along with disinfecting them. Typically found in the advanced kit that you spawn with.&lt;br /&gt;
*[[File:Healthanalyzer.png]] A health analyzer for a more in-depth analysis of someone&#039;s health. Gives precise numbers as to someone&#039;s brute, burn, toxin, and oxy damage, and can even tell if someone has genetic, radiation, or brain damage, though not how much. Will also inform the user if the patient has fractures or internal bleeding, but not their location.&lt;br /&gt;
*[[File:Labcoat.png]] A labcoat. Has storage space on the inside of the coat and allows you to use the suit storage slot.&lt;br /&gt;
*[[File:LGloves.png]] A pair of latex or nitrile gloves to prevent infection.&lt;br /&gt;
*[[File:Stasis_Bag_Folded.png]] A stasis bag to transport critical patients. These bags completely halt the progression of all damage, but they also deal genetic and oxy damage, meaning time is still of concern, and taking a patient out of the bag will crumple the bag up and make it useless.&lt;br /&gt;
*[[File:WWebbing.png]] Webbing/drop pouches to store more items. Webbing and drop pouches are mechanically the same, the only difference being the name and sprite. Attaches to the uniform, found in the accessories section of the loadout tab in character setup.&lt;br /&gt;
*[[File:Stethoscope.png]] A stethoscope to diagnose heart and lung injuries. Attaches to the uniform.&lt;br /&gt;
*[[File:Rollerbed.png]] A roller bed to transport patients safely without dragging. Simply control click the bed, then clickdrag a patient onto the bed and you can start running without having to hunt for pixels to pull it. Can fit on the suit storage slot of the Rescue RIG.&lt;br /&gt;
&lt;br /&gt;
=Machinery=&lt;br /&gt;
Medical has quite a few bits and pieces of stationary equipment to help with the workflow, most of which are elaborated on here:&lt;br /&gt;
&lt;br /&gt;
===[[File:Bscanner.gif]][[File:Bscanner_console.gif]]Body Scanner===&lt;br /&gt;
Pretty much a CT and MRI scanner shoved into one futuristic bed and console, and so much more! This is probably one of the most vital pieces of equipment for Medical as it can diagnose pretty much anything wrong with a patient. Some things it can do are, but not limited to:&lt;br /&gt;
*Provide information on all of the damage types.&lt;br /&gt;
*How much blood the patient has.&lt;br /&gt;
*Show what reagents are in the stomach/blood stream, and how much there is.&lt;br /&gt;
*Give a detailed analysis of each limb, including fractures, internal bleeding, the presence of implants, and if there are foreign bodies in the limb.&lt;br /&gt;
*Print condensed information to hand to a physician in the event the patient requires surgery. These should probably go into the filing cabinet behind reception.&lt;br /&gt;
&lt;br /&gt;
===[[File:Sleeper.gif]][[File:Console.gif]]Sleeper===&lt;br /&gt;
Next are sleepers, beds that specialize in treating most side effects of trauma, but are otherwise an endless reservoir of some basic medicines. Some features of the sleeper are:&lt;br /&gt;
*Gives estimated readout of patient&#039;s health by means of number values and colored bar graphs.&lt;br /&gt;
*Allows the injection of:&lt;br /&gt;
**Dylovene&lt;br /&gt;
**Inaprovaline&lt;br /&gt;
**Soporific&lt;br /&gt;
**Paracetamol&lt;br /&gt;
**Dexalin&lt;br /&gt;
*Can conduct dialysis on a patient to remove anything that isn&#039;t blood (such as toxins, but medicines are included in this) from their blood stream.&lt;br /&gt;
&lt;br /&gt;
===[[File:Cryo.gif]]Cryogenics===&lt;br /&gt;
A true marvel of Medical are its cryogenic tubes, allowing the use of certain medicines that can only be used at sub-zero temperatures, namely Cryoxadone and Clonexadone, which are both capable of healing lots of damage over time. If not for healing genetic damage, it should be noted that one unit of medicine taken from the tube&#039;s beaker is multiplied into ten units inside the patient! It can also halt bleeding (including internal) and halt the symptoms/damage of infection.&lt;br /&gt;
&lt;br /&gt;
====[[File:Freezer.gif]]How to Set Up====&lt;br /&gt;
While a nice piece of equipment indeed, it requires some prep in order to use it to its full capacity, namely putting the beakers in and setting the gas cooler. Placing the beakers inside the cryo tube is as simple as taking the beakers on the table in hand and clicking on the tubes with them. As for the gas coolers, head to the freezer room, which is the room past the south-most door in the GTR. The coolers are on the north end of the room, just click on them and set the temperature between 10 and 80 Kelvin, though no lower or higher. Too low could draw a lot of unnecessary power, while setting it too high may slow down how fast the medicine inside the patient can work. Generally 63 Kelvin is the desired temperature.&lt;br /&gt;
&lt;br /&gt;
===[[File:Clone.gif]][[File:Scanner.gif]]Cloning Equipment===&lt;br /&gt;
Interesting equipment capable of bringing crew back to life... sorta. See the [[Guide_to_Medicine#Cloning_Procedure|Cloning Procedure]] heading above for instructions on how to operate.&lt;br /&gt;
&amp;lt;!---&lt;br /&gt;
=Facilities=&lt;br /&gt;
Medical has a rather large department, which is good because some situations may require having a lot of room to work in. Below are the facilities inside the Medical department.&lt;br /&gt;
&lt;br /&gt;
==Main Level==&lt;br /&gt;
===Reception===&lt;br /&gt;
===Triage Area===&lt;br /&gt;
===Examination Room===&lt;br /&gt;
===Psychiatrist&#039;s Office===&lt;br /&gt;
===Pharmacy===&lt;br /&gt;
===Intensive Care Unit (ICU)===&lt;br /&gt;
===General Treatment Room (GTR)===&lt;br /&gt;
===Cloning===&lt;br /&gt;
===Main Storage===&lt;br /&gt;
===Operating Rooms===&lt;br /&gt;
===Surgery Pre-Op===&lt;br /&gt;
===EMT Bay===&lt;br /&gt;
===CMO&#039;s Office===&lt;br /&gt;
===Medical Office===&lt;br /&gt;
==Sub Level==&lt;br /&gt;
===Virology===&lt;br /&gt;
===Morgue===&lt;br /&gt;
===Sub-Acute Ward===&lt;br /&gt;
===Isolation Rooms===&lt;br /&gt;
===Secondary Storage===&lt;br /&gt;
===Briefing Room===&lt;br /&gt;
===Lounge===&lt;br /&gt;
---&amp;gt;&lt;br /&gt;
=Goodies From Departments=&lt;br /&gt;
Medical has interactions with other departments besides just treating their injuries, surprisingly enough. Research can fabricate new tools and equipment, Cargo can order important medical stuff, and Security can hopefully restrain lunatics.&lt;br /&gt;
&lt;br /&gt;
==Research==&lt;br /&gt;
Research can fabricate a number of nice tools for Medical, most of which will be described here:&lt;br /&gt;
&lt;br /&gt;
===Surgical===&lt;br /&gt;
*[[File:Scalpmanager.png]]&#039;&#039;&#039;Incision Management System (IMS)&#039;&#039;&#039;: Requires high tier research and diamonds, but this tool is invaluable to have. One click can create an incision, clamp bleeders, and retract the skin at the same time!&lt;br /&gt;
*[[File:Laserscalp.png]]&#039;&#039;&#039;Laser Scalpel&#039;&#039;&#039;: Different versions depending on what&#039;s available to Research, but this basically works as a scalpel and hemostat combined when opening an incision.&lt;br /&gt;
&lt;br /&gt;
===Chemistry===&lt;br /&gt;
*[[File:BluespaceBeaker.gif]]&#039;&#039;&#039;Bluespace Beaker&#039;&#039;&#039;: Requires diamonds but is immensely useful for chemistry, holding 300u as opposed to its non-bluespace counterpart which can only hold 120u.&lt;br /&gt;
*[[File:Noreact.gif]]&#039;&#039;&#039;Cryostasis Beaker&#039;&#039;&#039;: Reagents won&#039;t mix or react inside this beaker, but it can only hold 60u. Not very useful outside of easier grenade production.&lt;br /&gt;
*[[File:Combatinhaler.png]]&#039;&#039;&#039;Combat Inhaler&#039;&#039;&#039;: An inhaler capable of dumping all of the contents of a cartridge into the patient&#039;s lungs. Use with care!&lt;br /&gt;
*[[File:Inhalercart.png]]&#039;&#039;&#039;Large Inhaler Cartridge&#039;&#039;&#039;: 30u cartridge for inhalers. Double the capacity of the small cartridges that show up in chemistry.&lt;br /&gt;
*[[File:InhalerBS.png]]&#039;&#039;&#039;Bluespace Inhaler Cartridge&#039;&#039;&#039;: 60u cartridge, bigger is better &#039;&#039;obviously.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Quality of Life===&lt;br /&gt;
*[[File:Mecha_odysseus.png]]&#039;&#039;&#039;Odysseus&#039;&#039;&#039;: A medical mech with three attachments available, usually a syringe gun with two sleepers. Probably the most important feature is the mech&#039;s ability to &#039;&#039;&#039;scan reagents and synthesize them&#039;&#039;&#039;, allowing you to replicate rare medicines.&lt;br /&gt;
*[[File:Powercell.png]]&#039;&#039;&#039;Super Capacity/Hyper Capacity Power Cells&#039;&#039;&#039;: Pretty much just the RIG benefits from a bigger cell, but hey, leg actuators are fun to use!&lt;br /&gt;
*[[File:Medibot.gif]]&#039;&#039;&#039;Medibots&#039;&#039;&#039;: Either helpful, annoying, or totally useless. Swiping your ID over it will unlock its maintenance panel, allowing you to alter a few options. One option that should be turned on is to report treatments over HUD, while one option that should be turned off is the medibot&#039;s speaker as leaving it on will just let it fill up your chat log with nonsense. Probably the most important feature is allowing it to draw from a beaker that you can insert, allowing you to make custom mixes. Unfortunately the bot cannot tell the difference between any of the damage types, only treating a patient once their overall health reaches a certain threshold, therefore take care to &#039;&#039;&#039;not load in medicines that the patient can easily overdose on&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Upgrades===&lt;br /&gt;
*[[File:Clone.gif]]&#039;&#039;&#039;Growing Pod&#039;&#039;&#039;: Upgrading the growing pod will result in patients that have less clone damage and less chance for mutations, even to the point that all defects are gone entirely. Basically saves a few seconds during the procedure, or allows you to skip the cryogenics tube entirely.&lt;br /&gt;
*[[File:Freezer.gif]]&#039;&#039;&#039;Gas Cooler&#039;&#039;&#039;: Upgrading the gas cooler will allow it to cool the gasses for cryo quicker.&lt;br /&gt;
&lt;br /&gt;
==Cargo==&lt;br /&gt;
Cargo&#039;s a bit down the hall but here&#039;s some medical stuff:&lt;br /&gt;
*[[File:Stasis_Bag_Folded.png]]&#039;&#039;&#039;Stasis Bags&#039;&#039;&#039;: Stasis bags are nice to have but there aren&#039;t many. In the event Medical is running low, it&#039;s always a good idea to order more.&lt;br /&gt;
*[[File:Scalpel.png]]&#039;&#039;&#039;Surgical Tools&#039;&#039;&#039;: If you have to order this crate then something terrible has probably happened to the other tools.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--- ==Security==&lt;br /&gt;
Security is an important department but also a rather nosy one. Aside from treating officers and their prisoners, there are some things that you need to remember when dealing with them. Note that Security isn&#039;t made up of bad people, and there are some instances where you&#039;ll want to call them in case something obviously terrible is happening in medbay.&lt;br /&gt;
&lt;br /&gt;
===Alert Codes===&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;&#039;&#039;&#039;Code Green&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
**Unless the patient consents or an officer has a warrant, Medical cannot divulge information about the patient.&lt;br /&gt;
**Warrants usually only give access to body scans and medical records.&lt;br /&gt;
**Warrants can request a psychiatric evaluation of a patient, but officers are not permitted to listen in on the evaluation itself.&lt;br /&gt;
**Requesting the locations of individuals requires a very good reason, or a warrant.&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;&#039;&#039;&#039;Code Blue&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
**Security does not need a warrant to access patient info such as records, location, autopsies, or body scans. If it&#039;s relevant and they ask for it, provide it.&lt;br /&gt;
**Security still does not, however, have access to what a patient divulged to a psychiatrist &#039;&#039;unless&#039;&#039; it&#039;s directly related to the alert level elevation.&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;&#039;&#039;&#039;Code Red&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
**You &#039;&#039;&#039;need&#039;&#039;&#039; to provide information about a patient upon request as long as it&#039;s relevant.&lt;br /&gt;
**Suspicious confessions from a psychiatric appointment should probably be mentioned to security.&lt;br /&gt;
&lt;br /&gt;
===Charges===&lt;br /&gt;
*&#039;&#039;&#039;Trespassing&#039;&#039;&#039;: If they aren&#039;t Medical and they don&#039;t have any Medical personnel attending to them and they just ran in just because they could, call Security. They don&#039;t need to be in medbay, they&#039;ll get in the way of everything, and they pose a rather large risk to patient confidentiality.&lt;br /&gt;
*&#039;&#039;&#039;Neglect of Duty&#039;&#039;&#039;: If the chemist makes only a few bottles of medicine and rushes elsewhere to do something less productive then you can probably smash this charge over their head. Doctors hanging out in the bar instead of manning the medbay when there&#039;s patients awaiting treatment? Neglect of duty, maybe even manslaughter if a patient dies as a result.&lt;br /&gt;
*&#039;&#039;&#039;Disrespect to the Dead&#039;&#039;&#039;: Doing anything to a corpse outside of what&#039;s elaborated on in their postmortem instructions may land you with this charge, though this mostly only applies when someone decides to butcher, mutilate, or violate the body.&lt;br /&gt;
*&#039;&#039;&#039;Animal Cruelty&#039;&#039;&#039;: Monkeys are used for experimentation and harvesting antibodies in the event there&#039;s a viral outbreak, though some experiments aren&#039;t experiments in the slightest, particularly when the experiment&#039;s data doesn&#039;t yield anything useful at all, namely testing reagents to see what happens, pouring acid on a monkey to see how fast they die, &#039;experimenting&#039; with Mutagen, et cetera. Experiment ideas should probably be pitched to the CMO before it is conducted.&lt;br /&gt;
*&#039;&#039;&#039;Suicide Attempt&#039;&#039;&#039;: While there&#039;s no real legal consequence to this, the patient will have to undergo a psychiatric evaluation with supervision until the shift ends. If the patient is deemed too unsafe to keep within medical then they will have to be transferred to the brig.&lt;br /&gt;
*&#039;&#039;&#039;Violating Employee Privacy/Breach of Medical Confidentiality&#039;&#039;&#039;: Essentially releasing any information to anyone who isn&#039;t the patient or Medical staff without the patient&#039;s consent will land you with breaching the patient&#039;s privacy. You cannot divulge a patient&#039;s information to anyone, not even the Colony Director or CentCom if they ask you unless it&#039;s Code Blue or higher. ---&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Medbay}}&lt;br /&gt;
{{Gameplay Guides}}&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Medbay]]&lt;/div&gt;</summary>
		<author><name>Datamatt</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Guide_to_Medicine&amp;diff=12868</id>
		<title>Guide to Medicine</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Guide_to_Medicine&amp;diff=12868"/>
		<updated>2019-08-11T17:28:36Z</updated>

		<summary type="html">&lt;p&gt;Datamatt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{toc_right}}&lt;br /&gt;
&lt;br /&gt;
=Triage=&lt;br /&gt;
Triage is medical&#039;s word for &amp;quot;priority&amp;quot; regarding patients. The goal of triage is to &#039;&#039;&#039;stabilize patients, not cure to 100%.&#039;&#039;&#039; Generally this comes into play when there is &#039;&#039;more than one&#039;&#039; patient. Wearing a [[File:MedGlasses.png]] medical HUD will allow you to assess a patient&#039;s overall health from a glance via a health bar floating above their character.&lt;br /&gt;
*&#039;&#039;&#039;No Healthbar&#039;&#039;&#039;: 100% Health&lt;br /&gt;
*[[File:Hudgreen.png]]&#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Green&#039;&#039;&#039;: 70-99% Health&lt;br /&gt;
*[[File:Hudyellow.png]]&#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;Yellow&#039;&#039;&#039;: 40-69% Health&lt;br /&gt;
*[[File:Hudred.png]]&#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Red&#039;&#039;&#039;: 1-39% Health&lt;br /&gt;
*[[File:Hudfred.gif]]&#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:maroon&amp;quot;&amp;gt;Critical!&#039;&#039;&#039;: -99-0% Health&lt;br /&gt;
&amp;lt;!---*[[File:Hudcritical.gif]]&#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:maroon&amp;quot;&amp;gt;Critical!&#039;&#039;&#039;: -85:-50% Health---&amp;gt;&lt;br /&gt;
*[[File:Huddead.png]]&#039;&#039;&#039;Dead&#039;&#039;&#039;: -100% Health&lt;br /&gt;
&lt;br /&gt;
Patients between Critical and Yellow deserve treatment first with priority starting at Critical and going up. The main exception to this is if any patient that isn&#039;t dead is bleeding (including internal bleeding) and/or has severe internal organ damage, as leaving a patient with these conditions may worsen their overall health rather quickly. From there, get all patients to at least Yellow before resolving the rest of their issues. If the patient is dead, move them out of the way and put them in a body bag when you have time. Don&#039;t waste more time than you need to on them when there are other patients that can be saved.&lt;br /&gt;
&lt;br /&gt;
===Cryogenics===&lt;br /&gt;
Cryo is all about suspending someone in animation and healing them to boot! If someone is in a pretty bad way, tossing them into a (correctly setup) cryo tube will help with most problems on the surface. Even if the damage isn&#039;t healed, the cryo tube is basically one gigantic stasis bag minus the genetic damage.&lt;br /&gt;
&lt;br /&gt;
==Viral Triage==&lt;br /&gt;
Though rare, a crew member that has been infected with a pathogen signifies the need to act quickly. This list of tasks should be accomplished:&lt;br /&gt;
#Clean up all biohazards (blood, mucus, etc) within medical, instruct sanitation staff to put heightened effort into carrying this out.&lt;br /&gt;
#Retrieve a blood sample from an infected crew member and announce the presence of a pathogen, and for all crew feeling ill to report to medical.&lt;br /&gt;
#Assign tasks to doctors:&lt;br /&gt;
#*One doctor to administer Antivirals (Deltamavir, Diphenhydramine, etc) to arriving crew members and escort them to the quarantine area of Virology.&lt;br /&gt;
#*One doctor to develop antibodies in test subjects to harvest and dilute to distribute to crew.&lt;br /&gt;
#*One doctor to incubate and grow a sample of the virus for detailed analysis. This will allow HUDs to identify crew that are infected.&lt;br /&gt;
#Distribute doses of the antibodies to crew (diluting the antibodies in water will work).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Triage and You: The Handbook==&lt;br /&gt;
&amp;lt;small&amp;gt;A large, comprehensive guide on how triage works with our current medical facility. &amp;lt;i&amp;gt;Authored by Juani#1784 and Synnono#2558.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
In compliance with NanoTrasen employee healthcare provisions, and due to the increasing stress on the Medical Department&#039;s facilities, a renovation of the Medical Bay was approved last year. The objective of this renovation is to improve the Medical Bay&#039;s capacity to treat patients, as well as to make that treatment more efficient. New policy has been implemented with the new design, and medical staff are expected to work according to the guidelines outlined in this document. In addition to the renovations, the medbay is introducing a triage system to quickly identify patients with urgent medical needs. New patients will be classified as having a &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;GREEN&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:gold&amp;quot;&amp;gt;YELLOW&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;ORANGE&amp;lt;/span&amp;gt; or &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;RED&amp;lt;/span&amp;gt; triage level, depending on their condition when processed. The major changes to the department are as follows:&lt;br /&gt;
*Centralized Triage Area (CTA): This room, equipped with two cutting-edge body scanners, will become the pillar of the Medical Bay. Located right next to the entrance, patients will be diagnosed here and assigned a color-coded triage level. Beds are available for patients awaiting treatment, organized by this triage level. Once assigned, patients will be redirected to one of the following areas:&lt;br /&gt;
*Intensive Care Unit (ICU): This room, intended for patients of triage level &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;RED&amp;lt;/span&amp;gt; or &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;ORANGE&amp;lt;/span&amp;gt;, is equipped with all basic life support measures currently available. All supplies in this area must always be kept fully stocked. This room has one fixed and two mobile treatment beds, three refrigerated closets for stabilization equipment, a supply of blood packs and medication, one cryo-treatment tube and three IV drips. The area is signified by the color red and the ICU signs.&lt;br /&gt;
*Emergency Surgery Pre-Operatory Room: Intented for patients of triage level &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;ORANGE&amp;lt;/span&amp;gt; or higher. Located in a straight line from the ICU, this area is designed to stabilize critical patients, and is equipped with the equipment necessary to do so. The area has two mobile treatment beds, two IV drips and one cold storage container for blood packs. The area is signified by the color red.&lt;br /&gt;
*Regular Surgery Pre-Operatory Room: Intended for patients of level &amp;lt;span style=&amp;quot;color:gold&amp;quot;&amp;gt;YELLOW&amp;lt;/span&amp;gt; or lower. Its entrance is located at the west end of the CTA, and connected through a hallway to a waiting room. Patients will be instructed to wait for an assigned surgeon to call them into the Operating Theatre here. The area is equipped with personal storage lockers and a changing room for the safekeeping of patient belongings. The area is signified by the color blue.&lt;br /&gt;
*General Treatment Room (GTR): Intended for patients of triage level &amp;lt;span style=&amp;quot;color:gold&amp;quot;&amp;gt;YELLOW&amp;lt;/span&amp;gt; or lower. The purpose of this room is for the general treatment of diseases or injuries that are not urgent or do not require of life-stabilization measures. The area is equipped with two fixed treatment beds, two cryo-treatment tubes, one sleeper unit with dialysis capability, and one IV drip. The area is signified by the color yellow and the GTR signs.&lt;br /&gt;
&lt;br /&gt;
Other sections of the Medical Bay have not changed, or do not follow a strict procedure for triage. Please be aware of the following information, as it pertains to the new medical layout:&lt;br /&gt;
*The Chemistry laboratory no longer connects directly to a publicly accessible area. For the purpose of easy access by the staff of the station, remote-control buttons have been installed at the reception desk and at the Chemistry desk. To access the desk, crew requiring access will need to get permission from the reception staff to access the consultation wing hallway.&lt;br /&gt;
*The temporary morgue no longer uses morgue trays. Medical staff are asked to keep the temporary morgue as clear as possible, and store cadavers in the permanent morgue on the medical sub-level as soon as possible.&lt;br /&gt;
*A pneumatic Medi-Express system has been installed, to allow for quick delivery of medicine to various areas of the medbay. The hub for this system is located east of the Chemistry Laboratory. To use the system, simply place the items to be delivered inside the bin labeled with the desired destination, and engage the pump. It will be delivered shortly, if the pneumatic tank is full. The Medi-Express system can deliver items to the Lobby, Main Storage and Surgery Wing.&lt;br /&gt;
*Windows have been installed in the Operating Theatres. These windows are equipped with an electrically-activated opacity system, toggled by a switch in each Operating Theatre. Usage of this system is mandatory during all surgical prcedures to preserve patient privacy.&lt;br /&gt;
*Noticeboards have been installed in the Surgery Wing for each Operating Theatre, for posting scans of any patients about to enter treatment.&lt;br /&gt;
*Access to the medical bay will generally be restricted to medical staff and patients awaiting or receiving treatment. Patients in long-term recovery are allowed to receive no more than one visitor at a time. This restriction does not apply to security detainees, who may be accompanied at all times by up to three security officers. Visitors may be instructed to wait at the waiting room located at the entrance of the Medical Bay. The ultimate authority in regards to these restrictions will be the Chief Medical Officer (and their superiors), who may modify them as they see fit. Charges of trespassing may be applied to visitors who violate this policy. Visitors who obstruct care to patients in violation of this policy may be held liable for resulting harm or loss of life. Please clarify any concerns with your facility&#039;s Head of Security.&lt;br /&gt;
Yours,&amp;lt;br&amp;gt;&lt;br /&gt;
Yehtlas Mualt-Quaat, Chief Medical Director.&amp;lt;br&amp;gt;&lt;br /&gt;
NanoTrasen Corporation.&lt;br /&gt;
&lt;br /&gt;
[[File:Triage_guide.png]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Diagnostics=&lt;br /&gt;
&lt;br /&gt;
==Damage Types==&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;&amp;lt;u&amp;gt;Brute&amp;lt;/u&amp;gt;&amp;lt;/span&amp;gt;===&lt;br /&gt;
Cuts, lacerations, and bruising all make up the red descriptions on the health analyzer, normally caused by physical trauma such as punching, getting hit with something, being dragged with open wounds, slamming into walls, depressurization, etc. Sometimes high brute values may break bones, which will require [[Surgery]], or the limb may even become dismembered! Treatment for brute damage on its own is listed below:&lt;br /&gt;
* &#039;&#039;&#039;Gauze&#039;&#039;&#039;: Heals 4 brute per wound. Stops bleeding.&lt;br /&gt;
* &#039;&#039;&#039;Advanced Trauma Kits&#039;&#039;&#039;: Heals 8 brute per wound. Stops bleeding and also disinfect wounds if applied early.&lt;br /&gt;
* [[Guide to Chemistry#Standard_Treatments|&#039;&#039;&#039;Bicaridine&#039;&#039;&#039;]]: A red colored medicine which heals 6 brute per unit, meaning a full syringe will heal 90 brute damage. Overdoses at 30u.&lt;br /&gt;
* [[Guide to Chemistry#Basic_Treatments|&#039;&#039;&#039;Tricordrazine&#039;&#039;&#039;]]: A purple medicine that heals all &amp;lt;u&amp;gt;underlined&amp;lt;/u&amp;gt; damage, healing 3 damage per unit. No overdose.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;&amp;lt;u&amp;gt;Burn&amp;lt;/u&amp;gt;&amp;lt;/span&amp;gt;===&lt;br /&gt;
Skins, burns, and scars make up the yellow descriptions on the health analyzer, normally caused by intense temperatures such as fire, extremely cold temperatures, lasers, and electrocution. Exceptionally high burn values may vaporize a limb, and can cause bloodloss on top of easily becoming infected. Massive amounts of burn damage may cause your character to be &#039;husked&#039;. Treatment for burn damage on its own is listed below:&lt;br /&gt;
* &#039;&#039;&#039;Ointment&#039;&#039;&#039;: Heals 4 burn per wound. Disinfects wounds.&lt;br /&gt;
* &#039;&#039;&#039;Advanced Burn Kits&#039;&#039;&#039;: Essentially the burn variant of ATKs. Primarily used to disinfect burn wounds.&lt;br /&gt;
* [[Guide to Chemistry#Basic_Treatments|&#039;&#039;&#039;Kelotane&#039;&#039;&#039;]]: A yellow colored medicine which heals 6 burn per unit, meaning a full syringe will heal 90 burn damage. Overdoses at 30u.&lt;br /&gt;
* [[Guide to Chemistry#Standard_Treatments|&#039;&#039;&#039;Dermaline&#039;&#039;&#039;]]: An orange-yellow colored medicine which heals 12 burn per unit. Overdoses at 15u.&lt;br /&gt;
* &#039;&#039;&#039;KeloDerm&#039;&#039;&#039;: A yellow colored medicine with Kelotane and Dermaline mixed in 1:1. Since the medicines are separate, they work quicker, though KeloDerm doesn&#039;t heal as much as Dermaline alone. Overdoses at 30u.&lt;br /&gt;
* [[Guide to Chemistry#Basic_Treatments|&#039;&#039;&#039;Tricordrazine&#039;&#039;&#039;]]: A purple medicine that heals all &amp;lt;u&amp;gt;underlined&amp;lt;/u&amp;gt; damage, healing 3 damage per unit. No overdose.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;&amp;lt;u&amp;gt;Toxin&amp;lt;/u&amp;gt;&amp;lt;/span&amp;gt;===&lt;br /&gt;
Damage dealt by toxins make up the green descriptions on the health analyzer, normally caused by poisons, overdosing, phoron exposure/phoron-infected clothes, radiation, infections/necrosis, damaged liver, and critical blood levels. Treatment for toxin damage on its own is listed below:&lt;br /&gt;
* [[Guide to Chemistry#Standard_Treatments|&#039;&#039;&#039;Dylovene&#039;&#039;&#039;]]: A green colored medicine which heals 4 toxin per unit. No overdose.&lt;br /&gt;
* [[Guide to Chemistry#Specialist_Treatments|&#039;&#039;&#039;Arithrazine&#039;&#039;&#039;]]: A green colored medicine which heals 10 toxin per unit, but has the side effect of causing minor brute damage. It also metabolizes very slowly. Overdoses at 30u.&lt;br /&gt;
* [[Guide to Chemistry#Basic_Treatments|&#039;&#039;&#039;Tricordrazine&#039;&#039;&#039;]]: A purple medicine that heals all &amp;lt;u&amp;gt;underlined&amp;lt;/u&amp;gt; damage, healing 3 damage per unit. No overdose.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;&amp;lt;u&amp;gt;Suffocation (Hypoxia)&amp;lt;/u&amp;gt;&amp;lt;/span&amp;gt;===&lt;br /&gt;
Damage dealt by lack of oxygenated blood being pumped through the body makes up the blue descriptions on the health analyzer, normally caused by suffocation, low blood levels, heart damage, lung damage, and - more commonly - sprinting around with asthma. Treatment for hypoxia on its own is listed below:&lt;br /&gt;
* &#039;&#039;&#039;CPR&#039;&#039;&#039;: Time to put those first aid courses to use! As long as you and your patient aren&#039;t wearing anything that covers the face you&#039;ll be able to perform CPR to keep the patient alive for a bit longer by clicking them on help intent. This procedure must be repeated consistently in order to be effective.&lt;br /&gt;
* [[Guide to Chemistry#Painkillers.2FStabilizers|&#039;&#039;&#039;Inaprovaline&#039;&#039;&#039;]]: A cyan colored medicine which doesn&#039;t actually heal hypoxia, but instead halts any further damage. Overdoses at 60u.&lt;br /&gt;
* [[Guide to Chemistry#Basic_Treatments|&#039;&#039;&#039;Dexalin&#039;&#039;&#039;]]: A blue colored medicine which heals 15 oxy per unit. Effect doubled when inhaled. Overdoses at 30u.&lt;br /&gt;
* [[Guide to Chemistry#Standard_Treatments|&#039;&#039;&#039;Dexalin Plus&#039;&#039;&#039;]]: A blue colored medicine which heals &#039;&#039;&#039;300 oxy&#039;&#039;&#039; per unit. Effect doubled when inhaled. Overdoses at 15u.&lt;br /&gt;
* [[Guide to Chemistry#Basic_Treatments|&#039;&#039;&#039;Tricordrazine&#039;&#039;&#039;]]: A purple medicine that heals all &amp;lt;u&amp;gt;underlined&amp;lt;/u&amp;gt; damage, healing 6 oxy damage per unit. No overdose.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:grey&amp;quot;&amp;gt;Genetic&amp;lt;/span&amp;gt;===&lt;br /&gt;
Damage dealt by radiation, slime digestion, coming out of a stasis bag, or from popping out of the cloning pod, which the health analyzer can only determine by means of a red prompt, requiring a body scanner for a precise measurement of genetic damage. Treatment for clone damage is listed below:&lt;br /&gt;
* [[Guide to Chemistry#Standard_Treatments|&#039;&#039;&#039;Cryoxadone&#039;&#039;&#039;]]: A pale blue medicine which heals the above damage including genetic damage, but requires that the body be cooled to 170 Kelvin or lower, usually by means of cryo cells.&lt;br /&gt;
* [[Guide to Chemistry#Advanced_Treatments|&#039;&#039;&#039;Clonexadone&#039;&#039;&#039;]]: A pale blue medicine which works exactly the same as Cryoxadone, but does everything faster.&lt;br /&gt;
* &#039;&#039;&#039;Cryo-Mix&#039;&#039;&#039;: A 1:1 mix of Cryoxadone and Clonexadone, works much like KeloDerm in that the two medicines work separately, therefore faster.&lt;br /&gt;
* [[Guide to Chemistry#Advanced_Treatments|&#039;&#039;&#039;Rezadone&#039;&#039;&#039;]]: A grey medicine which heals genetic damage without the need for cold temperatures. Overdoses at 30u, though 10u may induce dizziness.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:lime&amp;quot;&amp;gt;Radiation&amp;lt;/span&amp;gt;===&lt;br /&gt;
Damage dealt by exposure to the Supermatter, being injected with radioactive reagents, or destroying/activating particular artifacts make up radiation damage, which the health analyzer can only determine by means of a red prompt, requiring a body scanner for a precise measurement of radiation damage. Treatment for radiation damage is listed below:&lt;br /&gt;
* [[Guide to Chemistry#Standard_Treatments|&#039;&#039;&#039;Hyronalin&#039;&#039;&#039;]]: A green medicine which heals 30 radiation per unit, albeit slowly, but does not heal the resulting damage of radiation. Overdoses at 30.&lt;br /&gt;
* [[Guide to Chemistry#Specialist_Treatments|&#039;&#039;&#039;Arithrazine&#039;&#039;&#039;]]: A green medicine which heals 70 radiation and 10 toxin per unit, albeit slowly, but has the side effect of dealing some brute damage. Overdoses at 30u.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:purple&amp;quot;&amp;gt;Organ&amp;lt;/span&amp;gt;===&lt;br /&gt;
Damage represented on the body scanner that corresponds with the trauma inflicted on organs, either by certain poisons, severe physical trauma, bones moving in the area organs are present (lower body, chest, head), or certain items necessary for function being absent. An organ is considered dead at 30 damage. Treatment for organ damage is listed below:&lt;br /&gt;
* [[Guide to Chemistry#Advanced_Treatments|&#039;&#039;&#039;Peridaxon&#039;&#039;&#039;]]: A purple medicine which heals 1 organ damage per unit, and heals all internal organs. Overdoses at 10u.&lt;br /&gt;
* [[Guide to Chemistry#Standard_Treatments|&#039;&#039;&#039;Alkysine&#039;&#039;&#039;]]: A yellow medicine which heals 30 organ damage per unit, but only heals the brain. Overdoses at 30u.&lt;br /&gt;
* [[Guide to Chemistry#Advanced_Treatments|&#039;&#039;&#039;Imidazoline&#039;&#039;&#039;]]: A pale lavender medicine which heals 5 organ damage per unit, but only heals the eyes. Overdoses at 30u.&lt;br /&gt;
* [[Guide to Chemistry#Specialist_Treatments|&#039;&#039;&#039;Apidemcina&#039;&#039;&#039;]]: A green medicine which heals heart damage based on the user&#039;s nutrient level. Overdoses at 30u.&lt;br /&gt;
* [[Guide to Chemistry#Standard_Treatments|&#039;&#039;&#039;Dylovene&#039;&#039;&#039;]]: A green medicine which heals 2 organ damage per unit, but only heals the liver if it&#039;s below 10 organ damage. No overdose.&lt;br /&gt;
&lt;br /&gt;
==Other==&lt;br /&gt;
===Blood Loss===&lt;br /&gt;
[[File:Bloodchart.jpg|256px|right]]&lt;br /&gt;
Blood carries oxygen to various areas in the body of a patient, and without oxygenation (whether by lack of air or lack of blood, in this case) the patient will slowly decline in health until they die, therefore stopping bleeding is &amp;lt;u&amp;gt;your top priority&amp;lt;/u&amp;gt;, and should be treated as a critical injury. For low blood levels, administering Dexalin will help with the oxy damage resulting from blood loss, and will help alleviate the risk of brain damage as a result. Critical blood levels, however, will result in massive spikes of hypoxia and annoying toxins. Blood loss also results in losing lots of nutrition. Symptoms of blood loss can be found below:&lt;br /&gt;
*&#039;&#039;&#039;89% of original blood volume/501u and lower:&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Analyzer says &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;LOW BLOOD&amp;lt;/span&amp;gt;&#039;&#039;&#039; - This is probably the first thing you&#039;ll see if you analyze someone.&lt;br /&gt;
**&#039;&#039;&#039;Patient feels dizzy&#039;&#039;&#039; - They will state vocally that they feel dizzy/faint.&lt;br /&gt;
**&#039;&#039;&#039;Patient rapidly becomes hungry&#039;&#039;&#039; - Low blood generates hunger. Oddly enough, the nutrition used doesn&#039;t correlate to the amount of blood regenerated.&lt;br /&gt;
*&#039;&#039;&#039;60% of original blood volume/336u and lower:&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Analyzer says &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;CRITICAL BLOOD LEVELS&amp;lt;/span&amp;gt;&#039;&#039;&#039; - Hard to miss text telling you to get going or the patient will soon meet their demise.&lt;br /&gt;
**&#039;&#039;&#039;Patient feels extremely dizzy&#039;&#039;&#039; - Emphasis on &#039;&#039;extremely&#039;&#039;.&lt;br /&gt;
**&#039;&#039;&#039;Patient has trouble seeing&#039;&#039;&#039; - Cloudy vision and having a hard time keeping their eyes open.&lt;br /&gt;
**&#039;&#039;&#039;Patient is unconscious&#039;&#039;&#039; - Not enough blood to keep them conscious, which means they can&#039;t tell you about their peril.&lt;br /&gt;
**&#039;&#039;&#039;Increasing oxygen damage&#039;&#039;&#039; - Determined with the analyzer, but the prompt above will probably tell you that before you read their damage.&lt;br /&gt;
**&#039;&#039;&#039;Pale skin&#039;&#039;&#039; - As a result of high oxygen damage, determined by examining with a grab.&lt;br /&gt;
*&#039;&#039;&#039;40% of original blood volume/224u and lower:&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Aggressive oxygen damage&#039;&#039;&#039; - At this point, the oxyloss will start escalating quickly.&lt;br /&gt;
**&#039;&#039;&#039;Increasing toxin damage&#039;&#039;&#039; - Assuming the patient survives to this point without dying, toxins will begin to manifest.&lt;br /&gt;
*&#039;&#039;&#039;21% of original blood volume/122u and lower:&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Huge spike in toxins&#039;&#039;&#039; - Like, 300 damage or so.&lt;br /&gt;
**&#039;&#039;&#039;Death.&#039;&#039;&#039;&lt;br /&gt;
Treatment to stop bleeding is listed below:&lt;br /&gt;
*For external bleeding cases:&lt;br /&gt;
&amp;lt;!---**&#039;&#039;&#039;Pressure&#039;&#039;&#039;: Getting an aggressive grab and help intent clicking the limb with the grab in hand will apply pressure to the wound, slowing the bleeding, but not stopping it entirely. If &#039;&#039;you&#039;&#039; are bleeding, help intent click the limb and you will begin applying pressure. This should only be used if you have nothing to treat the bleeding and are waiting on someone else to bring gauze/ATKs.---&amp;gt;&lt;br /&gt;
**&#039;&#039;&#039;Gauze&#039;&#039;&#039;: This is the most basic item in medical to treat cuts and lacerations provided you have enough of it.&lt;br /&gt;
**&#039;&#039;&#039;Advanced Trauma Kit&#039;&#039;&#039;: ATKs are better than gauze as they can disinfect the wound when it&#039;s used, and instantly heals 8 brute damage per wound.&lt;br /&gt;
*For internal bleeding (IB) cases:&lt;br /&gt;
**&#039;&#039;&#039;Cryogenics&#039;&#039;&#039;: Placing a patient with internal bleeding into a (correctly setup) cryo tube will both halt (not fix) the bleeding &#039;&#039;and&#039;&#039; stop it from getting worse. This is a temporary solution.&lt;br /&gt;
**&#039;&#039;&#039;[[Guide_to_Chemistry#Standard_Treatments|Bicaridine and Inaprovaline]]&#039;&#039;&#039;: These two medicines together (they have to be together, not separate) will prevent the internal bleeding from worsening, but will not halt the bleeding.&lt;br /&gt;
**&#039;&#039;&#039;[[Surgery#Internal_Bleeding|Surgery]]&#039;&#039;&#039;: The main method of treating internal bleeding is through surgery by means of the Fix&#039;O&#039;Vein.&lt;br /&gt;
**&#039;&#039;&#039;[[Guide_to_Chemistry#Standard_Treatments|Bicaridine]]&#039;&#039;&#039;: Overdosing Bicaridine (30u) will, of course, deal toxins to the patient, but it may clot internal bleeding. Generally a last resort if none of the other methods are available.&lt;br /&gt;
Once the bleeding has ceased, you will have to help the patient raise their blood count. The following are some methods to assist with that:&lt;br /&gt;
*&#039;&#039;&#039;[[Guide_to_Chemistry#Standard_Treatments|Dexalin/Dexalin Plus]]&#039;&#039;&#039;: Will assist in oxygenating the blood, helping to prevent potential brain damage.&lt;br /&gt;
*&#039;&#039;&#039;Iron&#039;&#039;&#039;: A simple reagent that &#039;&#039;must be ingested&#039;&#039; in order to work. Replenishes 8u of blood per unit.&lt;br /&gt;
*&#039;&#039;&#039;Nutriment&#039;&#039;&#039;: Basic nutrients. Must be ingested. Replenishes 4u of blood per unit.&lt;br /&gt;
*&#039;&#039;&#039;Protein&#039;&#039;&#039;: Animal proteins found in meat. Must be ingested. Replenishes 4u of blood per unit.&lt;br /&gt;
*&#039;&#039;&#039;20 Iron, 20 Nutriment, 20 Protein&#039;&#039;&#039;: The three reagents mentioned above in one 60u pill, which can replenish blood rather quickly as there are three separate reagents.&lt;br /&gt;
*&#039;&#039;&#039;IV Drip with compatible blood&#039;&#039;&#039;: Bloodbags can hold 200u of blood (a little less than half a patient&#039;s total blood volume) and is generally the best method of replacing blood.&lt;br /&gt;
&lt;br /&gt;
====[[File:IVDrip.png|64px]]IV Drips====&lt;br /&gt;
Speaking of IVs and blood bags, you should probably know how to use them, since blood loss sucks so bad, it&#039;s also bad by extension to not know the primary method of treating it. IVs are just objects you can pull around that transfer reagents from a container - preferably blood bags - into a patient&#039;s bloodstream via needle. This can be accomplished by clickdragging the IV onto the patient to hook them up. Here are a few features of the IV, most accessed via right-click context menu:&lt;br /&gt;
*Injects and draws blood. The drawing mode will ping once the patient reaches 90% blood volume.&lt;br /&gt;
*Transfer rate can be adjusted between 0.001 and 4 units per second, important for IB cases.&lt;br /&gt;
*Fits reagent containers, and is not actually limited to blood bags, good for keeping someone sustained on a medicine.&lt;br /&gt;
Additionally, blood bags can have their displayed type determined by using a pen on the bag.&lt;br /&gt;
&lt;br /&gt;
===Infection===&lt;br /&gt;
Infections sprout when a wound isn&#039;t treated and disinfected in time, and is accompanied by a fever (check temperature). If left alone, infections can rapidly kill a patient, even exponentially if it&#039;s bad enough. Infections are commonly identified by means of the body scanner. The following are the levels of infection:&lt;br /&gt;
*&#039;&#039;&#039;L1 (Mild)&#039;&#039;&#039;: Pain messages and the start of fever.&lt;br /&gt;
*&#039;&#039;&#039;L2 (Acute)&#039;&#039;&#039;: More pain messages, infection becomes more prevalent and visible.&lt;br /&gt;
*&#039;&#039;&#039;L3 (GANGRENE)&#039;&#039;&#039;: Beginning of lethal toxins, organ death, and necrosis.&lt;br /&gt;
The following are some symptoms of infection based on where it&#039;s located:&lt;br /&gt;
*&#039;&#039;&#039;Meningitis (Brain)&#039;&#039;&#039;&lt;br /&gt;
**L1: Stiff neck&lt;br /&gt;
**L2: Severe headache (+1 confusion at random intervals)&lt;br /&gt;
*&#039;&#039;&#039;Conjunctivitis (Eyes)&#039;&#039;&#039;&lt;br /&gt;
**L1: Itchy eyes&lt;br /&gt;
**L2: Blurred vision (+10 eye_blurry at random intervals)&lt;br /&gt;
*&#039;&#039;&#039;Endocarditis (Heart)&#039;&#039;&#039;&lt;br /&gt;
**L1: Chest tightness&lt;br /&gt;
**L2: Chest pain (+25 halloss)&lt;br /&gt;
*&#039;&#039;&#039;Pyelonephritis (Kidneys)&#039;&#039;&#039;&lt;br /&gt;
**L1: Lower back pain&lt;br /&gt;
**L2: Malaise&lt;br /&gt;
*&#039;&#039;&#039;Pyogenic Abscess (Liver)&#039;&#039;&#039;&lt;br /&gt;
**L1: Right side abdomen pain&lt;br /&gt;
**L2: Poor blood filtration (toxins buildup)&lt;br /&gt;
*&#039;&#039;&#039;Pneumonia (Lungs)&#039;&#039;&#039;&lt;br /&gt;
**L1: Coughing&lt;br /&gt;
**L2: Shortness of breath (+30 oxyloss)&lt;br /&gt;
*&#039;&#039;&#039;Staph Infection (All external limbs)&#039;&#039;&#039;&lt;br /&gt;
**L1: Pain notificiation&lt;br /&gt;
**L2: Sharp pain temporarily disables limb&lt;br /&gt;
L2 infections and lower require only 15u of [[Guide_to_Chemistry#Anti_Microbials|Thetamycin]] and monitoring. L3 infections require far more. Regardless, immediately pairing with Dylovene and Tricordrazine to accompany the high toxins is a good idea. The following will go over further necessary treatments:&lt;br /&gt;
*&#039;&#039;&#039;Limb gangrene&#039;&#039;&#039;:&lt;br /&gt;
**Conduct [[Surgery#Necrotic_Limb_Repair|necrotic limb repair]].&lt;br /&gt;
*&#039;&#039;&#039;Organ necrosis&#039;&#039;&#039;:&lt;br /&gt;
*#Request a replacement synthetic organ from Research immediately.&lt;br /&gt;
*#[[Surgery#Organ_Removal.2FTransplantation|Remove the organ via surgery and replace it with the synthetic counterpart]].&lt;br /&gt;
**If the brain or heart is necrotic, the patient will need to be cloned.&lt;br /&gt;
&lt;br /&gt;
===Fractures===&lt;br /&gt;
Bones fractures can be separated by three identifications: hairline, fracture, and broken. These three different types of fractures no longer play any part mechanically, though from an RP standpoint, hairline is the least severe while broken is the most severe (and therefore painful). Fractures can, however, deal damage to organs if they move around. Treatment for fractures is listed below:&lt;br /&gt;
*&#039;&#039;&#039;Splints&#039;&#039;&#039;: A half-cast that keeps the fractured bone in place and prevents it from moving. &#039;&#039;&#039;This is a temporary remedy,&#039;&#039;&#039; and requires the following to actually treat...&lt;br /&gt;
*&#039;&#039;&#039;[[Surgery#Bone_Repair|Surgery]]&#039;&#039;&#039;: By means of bone gel and bone setter, a fracture can be mended rather quickly.&lt;br /&gt;
&lt;br /&gt;
====Dislocations====&lt;br /&gt;
Not actually a fracture or even a problem related to surgery, but it will function as a fracture in that the limb will become incapacitated. Fixing it simply requires that you stand next to the patient and use the &#039;Undislocate-Joint&#039; verb. If there are multiple dislocations, a prompt will appear asking which limb you would like to relocate.&lt;br /&gt;
&lt;br /&gt;
===Mycosis===&lt;br /&gt;
Unsterilized K&#039;ois happens to be a rather tasty snack... if you&#039;re a Vaurca, anyway. If you&#039;re any other race, you&#039;re going to have a &#039;&#039;&#039;really bad time&#039;&#039;&#039;. Aside from containing phoron, K&#039;ois (excluding K&#039;ois bars found in unhacked vendors) can cause a myriad of problems which can all be summed up as &#039;&#039;&#039;Mycosis&#039;&#039;&#039;, a term used to describe fungal infection. Early stages of K&#039;ois infection involve pain and coughing blood. Stage 2 brings about respiratory issues. Stage 3 involves feelings of something squirming inside, as well as phoron and K&#039;ois paste beginning to fill the patient&#039;s lungs, dealing large toxins. Fungal spore emission begins at Stage 4 which will embed and grow more K&#039;ois, spreading to anyone who doesn&#039;t have their own internal atmosphere setup.&lt;br /&gt;
&lt;br /&gt;
Treatment for K&#039;ois infection is dangerous for both you and the patient. You must wear internals - a sterile mask or gas mask on its own &#039;&#039;&#039;will not work&#039;&#039;&#039; - in order to avoid breathing in spores and infecting yourself. Once you&#039;ve ensured your internals are running, begin the [[Surgery#Organ_Removal.2FTransplantation|K&#039;ois removal procedure]] and treat the remaining toxins and blood loss. If the patient is already at Stage 4, it is &#039;&#039;&#039;top priority&#039;&#039;&#039; that they be kept isolated from everyone else, otherwise the fungus will spread to others and make everything worse.&lt;br /&gt;
&lt;br /&gt;
===Brain Trauma===&lt;br /&gt;
Not to be confused with [[Guide to Medicine#Organ|brain damage]] which involves gibbering and running into airlocks, trauma is persistent with the patient regardless of the organ health of the brain, and must be corrected by certain means. Some therapies, including the traumas they treat, are:&lt;br /&gt;
*&#039;&#039;&#039;Hypnosis&#039;&#039;&#039; - Directional disorientation, phobias, traumatic narcolepsy, monophobia, and inordinate pacifism.&lt;br /&gt;
*&#039;&#039;&#039;Crystal Therapy&#039;&#039;&#039; - Reduced mouth coordination, reduced brain activity, communication disorder, tourettes, weak motor signals, fits/muscle spasms/extreme discoordination, and language center trauma.&lt;br /&gt;
*&#039;&#039;&#039;Isolation&#039;&#039;&#039; - Imaginary friend(s), schizophrenia, and conflicting neuroimaging reports.&lt;br /&gt;
*&#039;&#039;&#039;[[Guide to Chemistry#Psychiatric_Medication|Drug Therapy]]&#039;&#039;&#039; - This section will go over which drugs treat certain traumas.&lt;br /&gt;
**&#039;&#039;&#039;Nicotine&#039;&#039;&#039; - Phobias and weak motor signals.&lt;br /&gt;
**&#039;&#039;&#039;Methylphenidate&#039;&#039;&#039; - Phobias, imaginary friend, and schizophrenia.&lt;br /&gt;
**&#039;&#039;&#039;Sertraline&#039;&#039;&#039; - Phobias.&lt;br /&gt;
**&#039;&#039;&#039;Escitalopram&#039;&#039;&#039; - Phobias and monophobia.&lt;br /&gt;
**&#039;&#039;&#039;Paroxetine&#039;&#039;&#039; - Phobias.&lt;br /&gt;
**&#039;&#039;&#039;Duloxetine&#039;&#039;&#039; - Phobias and concussion.&lt;br /&gt;
**&#039;&#039;&#039;Venlafaxine&#039;&#039;&#039; - Phobias, monophobia, and reduced mouth coordination.&lt;br /&gt;
**&#039;&#039;&#039;Fluvoxamine&#039;&#039;&#039; - Weak motor signals, imaginary friend, and conflicting neuroimaging reports.&lt;br /&gt;
**&#039;&#039;&#039;Risperidone&#039;&#039;&#039; - Monophobia, weak motor signals, imaginary friend, schizophrenia, conflicting neuroimaging reports, reduced mouth coordination, communication disorder, muscle spasms, and tourettes.&lt;br /&gt;
**&#039;&#039;&#039;Olanzapine&#039;&#039;&#039; - Monophobia, imaginary friend, reduced mouth coordination, communication disorder, muscle spasms, and tourettes.&lt;br /&gt;
**&#039;&#039;&#039;Mannitol&#039;&#039;&#039; - Reduced brain activity, occipital lobe trauma, cerebral paralysis, aphasia, and colorblindness.&lt;br /&gt;
&amp;lt;!---**&#039;&#039;&#039;Trisyndicotin&#039;&#039;&#039; - Inordinate pacifism.---&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;[[Surgery#Internal_Organ_Repair|Surgical Therapy]]&#039;&#039;&#039; - Concussion, occipital lobe trauma, cerebral paralysis, aphasia, and bluespace attunement.&lt;br /&gt;
&lt;br /&gt;
===Mental Trauma and Policy===&lt;br /&gt;
* All characters with a [[Medical_Doctor|Medical Doctorate]] degree are capable of diagnosing [[Psychologist#Mental_Trauma|mental trauma]], as well as prescribing medication for their diagnosis.&lt;br /&gt;
* [[Surgeon|Surgery]] trained Medical personnel are fully capable of Neuro-surgery where necessary to treat mental trauma.&lt;br /&gt;
* [[Chemist|Chemists/Pharmacists]] are fully capable of synthesizing mental medication, but they cannot diagnose mental trauma, or prescribe medicine.&lt;br /&gt;
* [[Psychologist|Psychiatrists/Psychologists]] are the foremost experts on this type of illness, they are the only capable of advanced treatment ([[Psychologist#Hypnosis|Hypnosis,]] [[Psychologist#Crystal_Therapy|Crystal Therapy]], and [[Psychologist#Isolation|Isolation]]) and they should be the first to treat [[Psychologist#Mental_Trauma|mental trauma]] when available.&lt;br /&gt;
&lt;br /&gt;
==[[File:Healthanalyzer.png|64px]]Health Analyzer==&lt;br /&gt;
Probably the number one go-to tool in diagnostics (up there with the HUD and body scanner) is the health analyzer, a pocket-sized device that you can use on a patient to assess their health. Health bar showed up? Analyzer. Someone says they don&#039;t feel well? Analyzer. Below is an example of what you would see on a perfectly healthy patient. Keep in mind, the basic analyzer won&#039;t show you the numbers, but only a description of their current state. Science can make an advanced analyzer, which will show precise readings.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! &amp;lt;span style=&amp;quot;text-align:left&amp;quot;&amp;gt; &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;&lt;br /&gt;
Analyzing Results for John Doe:&amp;lt;br&amp;gt;&lt;br /&gt;
::Overall Status: 100% healthy&amp;lt;br&amp;gt;&lt;br /&gt;
:Key: &amp;lt;span style=&amp;quot;color:cyan&amp;quot;&amp;gt;Suffocation&amp;lt;/span&amp;gt;/&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Toxin&amp;lt;/span&amp;gt;/&amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;Burns&amp;lt;/span&amp;gt;/&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Brute&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
:Damage Specifics: &amp;lt;span style=&amp;quot;color:cyan&amp;quot;&amp;gt;Healthy&amp;lt;/span&amp;gt; - &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Healthy&amp;lt;/span&amp;gt; - &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;0Healthyspan&amp;gt; - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Healthy&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Body Temperature: 36.905°C (98.429°F)&amp;lt;br&amp;gt;&lt;br /&gt;
Localized Damage, Brute/Burn:&amp;lt;br&amp;gt;&lt;br /&gt;
:Limbs are OK.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:black&amp;quot;&amp;gt;Subject bloodstream oxygen level normal | Subject bloodstream toxin level minimal | Subject burn injury status O.K | Subject brute-force injury status O.K&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Blood Level Normal: 100% 560cl. Type: A+&amp;lt;br&amp;gt;&lt;br /&gt;
Subject&#039;s pulse: 84 bpm.&lt;br /&gt;
&amp;lt;/span&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
A lot of information can be picked through with just this readout alone, so we&#039;ll be breaking it down:&lt;br /&gt;
*&#039;&#039;&#039;Patient Name&#039;&#039;&#039;: At the top will be the name of the patient. If they don&#039;t have their ID on and their face is messed up, they&#039;ll appear as Unknown.&lt;br /&gt;
*&#039;&#039;&#039;Overall Status&#039;&#039;&#039;: This is how the patient is doing overall. The lower the number, the more you should probably feel compelled to treat them... or administer painkillers. For whatever reason, this takes the patients level of pain into account. The lower the percentage, the more they&#039;re suffering.&lt;br /&gt;
*&#039;&#039;&#039;Key/Damage Specifics&#039;&#039;&#039;: This is the area you&#039;ll probably look to first, and it&#039;s color coded, too (unless you&#039;re using the PDA analyzer)!&lt;br /&gt;
*&#039;&#039;&#039;Body Temperature&#039;&#039;&#039;: How warm the body is. 36°C (98°F) is the normal body temperature. If the temperature is much higher than this, then the patient likely has a fever caused by either a pathogen or infection. Or they&#039;re on fire. You should probably put them out.&lt;br /&gt;
*&#039;&#039;&#039;Localized Damage, Brute/Burn&#039;&#039;&#039;: This is another important section. This will detail which body parts have brute or burn damage, allowing you to apply ATKs or ABKs accordingly. At times you may see &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;&#039;&#039;&#039;[Bleeding]&#039;&#039;&#039;&amp;lt;/span&amp;gt; on a limb, therefore you should apply an ATK to that limb immediately.&lt;br /&gt;
*&#039;&#039;&#039;Subject Status&#039;&#039;&#039;: Kinda redundant. Will tell you what you already know from the numbers above, but they do change color if the damage is high enough.&lt;br /&gt;
*&#039;&#039;&#039;Important Information&#039;&#039;&#039;: This will appear in red text and is generally pretty straight forward. Will inform the user if the patient has radiation, genetic damage, internal bleeding, an infection, a pathogen (if it&#039;s in the database), or bone fractures.&lt;br /&gt;
*&#039;&#039;&#039;Blood Level&#039;&#039;&#039;: This will inform you how much blood the patient has. Small blue text means the patient is fine. Large, bold, red text means that the patient has low blood and is not circulating sufficiently oxygenated blood. It also tells you the patient&#039;s blood type if O- runs out of stock.&lt;br /&gt;
*&#039;&#039;&#039;Subject&#039;s pulse&#039;&#039;&#039;: Pretty much used to tell if a patient is dead or not, though this can also tell you if a patient is under the influence of certain medications. Inaprovaline and Hyperzine, for example, will increase heart rate while sedatives like Soporific will slow heart rate.&lt;br /&gt;
&lt;br /&gt;
==[[File:Bscanner.gif]][[File:Bscanner_console.gif]]The Body Scanner==&lt;br /&gt;
Essentially a stationary and much bigger health analyzer. This section will cover what the screen will look like and what you can derive from it.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! &amp;lt;span style=&amp;quot;text-align:left&amp;quot;&amp;gt;&lt;br /&gt;
Overall Health&lt;br /&gt;
----&lt;br /&gt;
John Doe =&amp;gt; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Conscious&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Species: Human&amp;lt;br&amp;gt;&lt;br /&gt;
Health: 100&amp;lt;br&amp;gt;&lt;br /&gt;
=&amp;gt; Brute Damage: 0&amp;lt;br&amp;gt;&lt;br /&gt;
=&amp;gt; Resp. Damage: 0&amp;lt;br&amp;gt;&lt;br /&gt;
=&amp;gt; Toxin Damage: 0&amp;lt;br&amp;gt;&lt;br /&gt;
=&amp;gt; Burn Severity: 0&amp;lt;br&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
Radiation Lvl: &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;0 Rads&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Genetic Dmg: &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;0%&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Est. Brain Dmg: &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;0%&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Est. Paralysis Lvl: 0%&amp;lt;br&amp;gt;&lt;br /&gt;
Body Temperature: 310.005 K (~35 C)&amp;lt;br&amp;gt;&lt;br /&gt;
Viral Status: &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Not Detected&amp;lt;/span&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
Blood Status&lt;br /&gt;
----&lt;br /&gt;
Blood Level: 100% (560u)&amp;lt;br&amp;gt;&lt;br /&gt;
=&amp;gt; Inaprovaline: 0 unit(s)&amp;lt;br&amp;gt;&lt;br /&gt;
=&amp;gt; Soporific: 0 units(s)&amp;lt;br&amp;gt;&lt;br /&gt;
=&amp;gt; Bicaridine: 0 unit(s)&amp;lt;br&amp;gt;&lt;br /&gt;
=&amp;gt; Dermaline: 0 unit(s)&amp;lt;br&amp;gt;&lt;br /&gt;
=&amp;gt; Dexalin: 0 unit(s)&amp;lt;br&amp;gt;&lt;br /&gt;
=&amp;gt; Other: 0 unit(s)&amp;lt;br&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
Body Status&lt;br /&gt;
----&lt;br /&gt;
lungs&amp;lt;br&amp;gt;&lt;br /&gt;
=&amp;gt; Burn Dmg: 0&amp;lt;br&amp;gt;&lt;br /&gt;
=&amp;gt; Brute Dmg: 20&amp;lt;br&amp;gt;&lt;br /&gt;
=&amp;gt; Information: Is ruptured.&lt;br /&gt;
----&lt;br /&gt;
Actions&amp;lt;br&amp;gt;&lt;br /&gt;
[Print Report]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
As you can see, this provides much more information, probably the most sought after info being anything below the &#039;&#039;&#039;Body Status&#039;&#039;&#039; heading.&lt;br /&gt;
*&#039;&#039;&#039;Overall Health&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Name&#039;&#039;&#039;: Just the name of the patient and their current state. Conscious, unconscious, dead.&lt;br /&gt;
**&#039;&#039;&#039;Species&#039;&#039;&#039;: The species of the patient. See [[Guide to Medicine#Races|below]] for how each race reacts differently to treatments.&lt;br /&gt;
**&#039;&#039;&#039;Health&#039;&#039;&#039;: The real overall health of the patient. 100 is perfect health, -100 is dead.&lt;br /&gt;
**&#039;&#039;&#039;=&amp;gt; Damage&#039;&#039;&#039;: The four main types of damage that can be pulled from a health analyzer.&lt;br /&gt;
**&#039;&#039;&#039;Radiation Level&#039;&#039;&#039;: How many rads the patient has soaked. See [[Guide to Medicine#Radiation|Radiation Damage]] above.&lt;br /&gt;
**&#039;&#039;&#039;Genetic Damage&#039;&#039;&#039;: How much the patient&#039;s skin is falling off. This number will probably be pretty high if the patient was just cloned.&lt;br /&gt;
**&#039;&#039;&#039;Estimated Brain Damage&#039;&#039;&#039;: How much organ damage has been dealt to the brain. This number will probably be pretty high if the patient was just cloned.&lt;br /&gt;
**&#039;&#039;&#039;Estimated Paralysis Level&#039;&#039;&#039;: How much time is left until the patient wakes up/can move.&lt;br /&gt;
**&#039;&#039;&#039;Body Temperature&#039;&#039;&#039;: Temperature measured in Kelvin and estimated in Celsius.&lt;br /&gt;
**&#039;&#039;&#039;Viral Status&#039;&#039;&#039;: Tells whether or not a pathogen has been detected.&lt;br /&gt;
*&#039;&#039;&#039;Blood Status&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Blood Level&#039;&#039;&#039;: How much blood the patient has.&lt;br /&gt;
**&#039;&#039;&#039;=&amp;gt; Reagent&#039;&#039;&#039;: How much of a certain reagent there is in the blood stream. &#039;&#039;&#039;Other&#039;&#039;&#039; is pretty much anything that isn&#039;t already on the list, which can represent either good or bad reagents.&lt;br /&gt;
*&#039;&#039;&#039;Body Status&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Organ&#039;&#039;&#039;: Tells how much burn and brute damage an organ/limb has, as well as information about it if applicable.&lt;br /&gt;
*&#039;&#039;&#039;Actions&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Print Report&#039;&#039;&#039;: Will print out a page of what you already saw on screen. Best done when the patient has fractures or organ damage. Printed reports that are no longer being used should be placed in the filing cabinet behind the reception desk.&lt;br /&gt;
&lt;br /&gt;
==Other Tools==&lt;br /&gt;
Some other fancy but somewhat niche tools to diagnose issues within a patient are as follows.&lt;br /&gt;
&lt;br /&gt;
===[[File:Breathanalyzer.png|64px]]Breath Analyzer===&lt;br /&gt;
The breath analyzer is capable of ascertaining the status of a patient&#039;s lungs, and whether or not they have alcohol in their blood.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! &amp;lt;span style=&amp;quot;text-align:left&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Breath Sample Results:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Subject oxygen levels nominal.&amp;lt;br&amp;gt;&lt;br /&gt;
Subject lung health nominal.&amp;lt;br&amp;gt;&lt;br /&gt;
Blood Alcohol Content: 0 &amp;lt;span style=&amp;quot;color:lime&amp;quot;&amp;gt;&#039;&#039;&#039;[NORMAL]&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/span&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
Not much info, but it&#039;ll do:&lt;br /&gt;
*&#039;&#039;&#039;Oxygen Levels&#039;&#039;&#039;: This will quickly inform you if someone&#039;s oxygenation is pretty bad. Values above 25 oxy damage will be marked as abnormal.&lt;br /&gt;
*&#039;&#039;&#039;Lung Health&#039;&#039;&#039;: Quick way to determine lung damage. Even one damage is enough to tell you that there&#039;s a problem. 10 damage and up indicates a rupture.&lt;br /&gt;
*&#039;&#039;&#039;BAC&#039;&#039;&#039;: How much alcohol has made its way into the blood, usually from drinking alcoholic drinks. Unless there&#039;s heavy intoxication (0.12 and higher) or something more severe, it&#039;s probably fine to ignore this.&lt;br /&gt;
&lt;br /&gt;
===[[File:Stethoscope.png|64px]]Stethoscope===&lt;br /&gt;
The stethoscope is rather ancient but it is still a valuable tool to have, as it&#039;s capable of diagnosing problems with hearts and lungs. Aiming at the chest and clicking the patient with a stethoscope in hand will tell you about their heart and lungs. The stethoscope can also be attached to your jumpsuit.&lt;br /&gt;
*&#039;&#039;&#039;Heart&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Weak/odd heartbeat&#039;&#039;&#039; - Heart damage or high hypoxia.&lt;br /&gt;
**&#039;&#039;&#039;No heartbeat&#039;&#039;&#039; - The patient is dead, or they have a synthetic heart. [[Changeling|Or they&#039;re just joking around.]]&lt;br /&gt;
*&#039;&#039;&#039;Lungs&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Wheezing/gurgling&#039;&#039;&#039; - Lung damage or high hypoxia.&lt;br /&gt;
**&#039;&#039;&#039;No breathing&#039;&#039;&#039; - They are dead.&lt;br /&gt;
&lt;br /&gt;
===[[File:Penlight.png|64px]]Penlight===&lt;br /&gt;
The penlight is yet another tool capable of diagnosing organs, this time the eyes. Aiming at the eyes and clicking the patient with a penlight in hand will tell you about their eyes.&lt;br /&gt;
*&#039;&#039;&#039;Their eyes narrow&#039;&#039;&#039; - Patient&#039;s eyes are fine and functioning normally.&lt;br /&gt;
*&#039;&#039;&#039;Visible damage&#039;&#039;&#039; - Self explanatory.&lt;br /&gt;
*&#039;&#039;&#039;Slow reaction&#039;&#039;&#039; - Blurry vision.&lt;br /&gt;
*&#039;&#039;&#039;Delay between both eyes&#039;&#039;&#039; - Brain damage.&lt;br /&gt;
*&#039;&#039;&#039;Pinpointed pupils&#039;&#039;&#039; - Opiates.&lt;br /&gt;
*&#039;&#039;&#039;Dilated pupils&#039;&#039;&#039; - Other non-beneficial drugs.&lt;br /&gt;
*&#039;&#039;&#039;Glowing&#039;&#039;&#039; - Patient has a mutation.&lt;br /&gt;
*&#039;&#039;&#039;No reaction&#039;&#039;&#039; - The patient is dead or their eyes are damaged beyond function.&lt;br /&gt;
&lt;br /&gt;
===Grabbing and Examining===&lt;br /&gt;
If you have nothing else, then your eyes can give you a rough idea of how a patient is doing. If not your eyes, then your hands when you grab a patient.&lt;br /&gt;
*&#039;&#039;&#039;Examining&#039;&#039;&#039; - Examining is simply done by shift clicking the patient, or using the right-click context menu and clicking Examine.&lt;br /&gt;
**&#039;&#039;&#039;Bleeding&#039;&#039;&#039;&lt;br /&gt;
***&#039;&#039;&#039;Bleeding cut on limb&#039;&#039;&#039; - They&#039;re obviously bleeding from the limb in question.&lt;br /&gt;
***&#039;&#039;&#039;Blood soaking under clothing&#039;&#039;&#039; - They are bleeding under the clothing in question. For uniforms this can mean their upper or lower body.&lt;br /&gt;
**&#039;&#039;&#039;Brute Damage&#039;&#039;&#039;&lt;br /&gt;
***&#039;&#039;&#039;Bruise&#039;&#039;&#039; - Patient was attacked with a blunt object. Ranges from tiny to monumental.&lt;br /&gt;
***&#039;&#039;&#039;Cut&#039;&#039;&#039; - Patient was attacked with a sharp object. Ranges from scabs to massive flesh wounds. High chance of bleeding.&lt;br /&gt;
***&#039;&#039;&#039;Puncture&#039;&#039;&#039; - Patient was likely shot. Ranges from punctures to gaping holes. High chance of bleeding.&lt;br /&gt;
**&#039;&#039;&#039;Burn Damage&#039;&#039;&#039; - Patient was burned, either from fire/freezing temperatures or electrocution. Ranges from skins to carbonized limbs.&lt;br /&gt;
*&#039;&#039;&#039;Grabbing&#039;&#039;&#039; - Grab examines are done by grabbing someone and clicking on them with the grab in hand on help intent. You do not need to let go and grab again when switching which limb to examine.&lt;br /&gt;
**&#039;&#039;&#039;Wounds&#039;&#039;&#039; - Will inform you of any burns and bruises on the target limb. See above.&lt;br /&gt;
**&#039;&#039;&#039;Bones&#039;&#039;&#039; - Will inform you if the patient&#039;s limb is broken or not.&lt;br /&gt;
**&#039;&#039;&#039;Skin&#039;&#039;&#039;&lt;br /&gt;
***&#039;&#039;&#039;Unhealthy Discoloration&#039;&#039;&#039; - Patient has high toxins.&lt;br /&gt;
***&#039;&#039;&#039;Unusually Pale&#039;&#039;&#039; - Patient has moderate hypoxia.&lt;br /&gt;
***&#039;&#039;&#039;Decaying Limb&#039;&#039;&#039; - Patient&#039;s limb is necrotic.&lt;br /&gt;
&lt;br /&gt;
=Common Treatments=&lt;br /&gt;
So we&#039;re past the quick guides and diagnostics, now it&#039;s time to elaborate on how medicine works inside the patient. The [[Guide to Chemistry]] may be a good page to visit to get a good idea of what each particular medicine can do.&lt;br /&gt;
&lt;br /&gt;
===[[File:Syringes.png|64px]]Injections===&lt;br /&gt;
This is the most common, quickest, and effective way to administer treatments to patients, involving medicine being injected straight into the bloodstream to be metabolized immediately at full effect. Injecting the patient is usually left unhindered unless they are wearing armor devoid of an injection port, something that voidsuits and hardsuits possess. Generally when you read about the effects of medicine, it&#039;s implied that those are the results you will get if you inject it into the patient. &#039;&#039;&#039;Note:&#039;&#039;&#039; Syringes spawn with a cap which keeps them uninfected. Using the same syringe over and over will increase the risk of infection and will pass viruses from one patient to the other. Use new ones! &#039;&#039;&#039;Hyposprays&#039;&#039;&#039; can be found in the medical doctor lockers in the medical sub-level. They act like syringes without the risk of causing infection upon re-use.&lt;br /&gt;
&lt;br /&gt;
===[[File:Pillbottle.png|64px]]Pills===&lt;br /&gt;
Pills are the second most common way to administer medicines, which are taken orally and metabolize at half effect in comparison to injection. Pills are mostly used for low-priority treatments or prescriptions, and are best &amp;lt;s&amp;gt;shoved down the victim&#039;s throat whether they like it or not&amp;lt;/s&amp;gt; given to the patient along with instruction to swallow it. A patient wearing anything that covers the mouth will obviously be unable to take pills, making them unideal for patients in EVA gear.&lt;br /&gt;
&lt;br /&gt;
===[[File:Autoinhaler.png|64px]]Inhalation===&lt;br /&gt;
Inhalers are a recent addition to the medical side of Aurora, and medicines from inhalers are obviously inhaled into the lungs. All medicines - save for a few such as Dexalin - are 3/4 as effective as injecting when inhaled, which is a quarter above pills at least. Autoinhalers found in aid kits come with 5u of Dexalin, but the contents can be removed/replaced by using a syringe on the inhaler. Non-expendable variants can be found in the CMO&#039;s office and in chemistry equipment lockers, along with small 15u cartridges that can be filled with whatever.&lt;br /&gt;
&lt;br /&gt;
===[[File:Traumakit.png|64px]]Topical Applications===&lt;br /&gt;
This mostly applies to bandages and ointment, kits and equipment that you can use on a patient from the get-go. While we do not have medicinal patches, we do have trauma and burn kits for basic wound treatment, as well as for sealing bleeding and disinfecting wounds.&lt;br /&gt;
&lt;br /&gt;
=Your Organs!=&lt;br /&gt;
All organs (the ones that were coded in anyway) serve some purpose, but it all boils down to &amp;quot;keep the brain alive&amp;quot;. This section will describe what everything does and what may manifest if the organ in question is damaged. It should be noted that organs may be damaged if their respective limb/body part has fractures. All organs can be repaired with [[Guide to Chemistry#Advanced_Treatments|Peridaxon]] and [[Surgery#Internal_Organ_Repair|surgical organ repair]] (sans the [[#Appendix|appendix]]), though certain medicines target specific organs.&lt;br /&gt;
&lt;br /&gt;
==Brain==&lt;br /&gt;
The most important organ of all, it&#039;s the one that keeps you conscious, let alone interact with anything at all!&lt;br /&gt;
*&#039;&#039;&#039;Function:&#039;&#039;&#039; Allows you to control your character.&lt;br /&gt;
*&#039;&#039;&#039;Symptoms of Damage:&#039;&#039;&#039; Running into airlocks, [[#Brain Trauma|brain traumas]], sharp head pain.&lt;br /&gt;
*&#039;&#039;&#039;Causes of Damage:&#039;&#039;&#039; Impedrezine, lack of oxygenation.&lt;br /&gt;
*&#039;&#039;&#039;Treatment:&#039;&#039;&#039; [[Guide to Chemistry#Standard_Treatments|Alkysine]]&lt;br /&gt;
&lt;br /&gt;
==Eyes==&lt;br /&gt;
Lets you see and examine stuff.&lt;br /&gt;
*&#039;&#039;&#039;Function:&#039;&#039;&#039; Provides sight to the user.&lt;br /&gt;
*&#039;&#039;&#039;Symptoms of Damage:&#039;&#039;&#039; Blurry vision, no vision, sharp head pain, damaged/unresponsive pupils upon examination with a pen light.&lt;br /&gt;
*&#039;&#039;&#039;Causes of Damage:&#039;&#039;&#039; Welding without protection, phoron exposure, getting your eyes screwdriver&#039;d or squished.&lt;br /&gt;
*&#039;&#039;&#039;Treatment:&#039;&#039;&#039; [[Guide to Chemistry#Advanced_Treatments|Imidazoline]]&lt;br /&gt;
&lt;br /&gt;
==Heart==&lt;br /&gt;
The organ that keeps your blood flowing steady, allowing oxygen to distribute effectively.&lt;br /&gt;
*&#039;&#039;&#039;Function:&#039;&#039;&#039; Keeps blood flowing and regenerates lost blood.&lt;br /&gt;
*&#039;&#039;&#039;Symptoms of Damage:&#039;&#039;&#039; Hypoxia, blood loss, sharp chest pain, weak heartbeat upon examination with a stethoscope.&lt;br /&gt;
*&#039;&#039;&#039;Causes of Damage:&#039;&#039;&#039; General organ attacks, certain brain traumas.&lt;br /&gt;
*&#039;&#039;&#039;Treatment:&#039;&#039;&#039; [[Guide to Chemistry#Specialist_Treatments|Adipemcina]]&lt;br /&gt;
&lt;br /&gt;
==Lungs==&lt;br /&gt;
Lets you breathe! What do you breathe? That depends, but hopefully it&#039;s oxygen. Damage increases the amount of pressure of oxygen needed to sustain optimal oxygenation.&lt;br /&gt;
*&#039;&#039;&#039;Function:&#039;&#039;&#039; Provides oxygen to the blood stream.&lt;br /&gt;
*&#039;&#039;&#039;Symptoms of Damage:&#039;&#039;&#039; Hypoxia, gasping, sharp chest pain, weak respiration upon examination with a stethoscope.&lt;br /&gt;
*&#039;&#039;&#039;Causes of Damage:&#039;&#039;&#039; Lack of oxygen, over/under pressurized atmosphere, phoron exposure.&lt;br /&gt;
*&#039;&#039;&#039;Treatment:&#039;&#039;&#039; [[Guide to Chemistry#Advanced_Treatments|Peridaxon]]&lt;br /&gt;
&lt;br /&gt;
==Kidneys==&lt;br /&gt;
Filters your blood! &amp;lt;s&amp;gt;Actually it does nothing, it&#039;s incredibly niche.&amp;lt;/s&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Function:&#039;&#039;&#039; See above.&lt;br /&gt;
*&#039;&#039;&#039;Symptoms of Damage:&#039;&#039;&#039; Toxin damage if you &amp;lt;s&amp;gt;drink&amp;lt;/s&amp;gt; &#039;&#039;&#039;inject&#039;&#039;&#039; coffee into your bloodstream. That&#039;s it. That&#039;s how niche this is.&lt;br /&gt;
*&#039;&#039;&#039;Causes of Damage:&#039;&#039;&#039; General organ attacks.&lt;br /&gt;
*&#039;&#039;&#039;Treatment:&#039;&#039;&#039; [[Guide to Chemistry#Advanced_Treatments|Peridaxon]]&lt;br /&gt;
&lt;br /&gt;
==Liver==&lt;br /&gt;
The biggest line of defense against poisons.&lt;br /&gt;
*&#039;&#039;&#039;Function:&#039;&#039;&#039; Reduces intoxication, prevents other organs from taking damage as long as it&#039;s still working.&lt;br /&gt;
*&#039;&#039;&#039;Symptoms of Damage:&#039;&#039;&#039; Vomiting, other organs taking damage from general toxins.&lt;br /&gt;
*&#039;&#039;&#039;Causes of Damage:&#039;&#039;&#039; High level of toxin damage, heavy alcoholic consumption.&lt;br /&gt;
*&#039;&#039;&#039;Treatment:&#039;&#039;&#039; [[Guide to Chemistry#Standard_Treatments|Dylovene]] (at 10 liver damage and below)&lt;br /&gt;
&lt;br /&gt;
==Appendix==&lt;br /&gt;
This serves no function other than to get sick and make you miserable.&lt;br /&gt;
*&#039;&#039;&#039;Function:&#039;&#039;&#039; See above.&lt;br /&gt;
*&#039;&#039;&#039;Symptoms of Damage:&#039;&#039;&#039; Pain, inflammation&lt;br /&gt;
*&#039;&#039;&#039;Causes of Damage:&#039;&#039;&#039; Appendicitis.&lt;br /&gt;
*&#039;&#039;&#039;Treatment:&#039;&#039;&#039; [[Surgery#Organ_Removal.2FTransplantation|Surgical removal]].&lt;br /&gt;
&lt;br /&gt;
=Cloning=&lt;br /&gt;
Cloning is an interesting science in the medical department that allows for deceased crew members to escape death, to a degree. While the process isn&#039;t very smooth, it&#039;s better than the alternative. It is important to note that, if handled incorrectly, the entire process can be traumatizing to the patient, therefore only qualified personnel are to take care of this. The cloning pod uses biomass to synthesize new bodies, about 150 biomass per clone, and can be refilled with meat. Another thing to note is that &#039;&#039;&#039;cloning should not be seen as a simple Escape-Death-Free™ card.&#039;&#039;&#039; Cloning is financially damaging and traumatizing. No one shouldn&#039;t fear death.&lt;br /&gt;
&lt;br /&gt;
===Cloning Procedure===&lt;br /&gt;
&#039;&#039;&#039;IT IS HIGHLY SUGGESTED YOU CHECK A CREWMEMBERS MEDICAL RECORD BEFORE YOU CLONE. CLONING A DNC (DO NOT CLONE) IS A BRIGGABLE OFFENSE&#039;&#039;&#039; Additionally, someone who doesn&#039;t already have a DNC, and the cause of death was &#039;&#039;not&#039;&#039; suicide, then a DNC can only be enacted on the patient by the CMO, Captain, or majority head of staff ruling if both the former are missing. &#039;&#039;&#039;IT IS HIGHLY SUGGESTED YOU CHECK A CREWMEMBERS MEDICAL RECORD BEFORE YOU CLONE. CLONING A DNC (DO NOT CLONE) IS A BRIGGABLE OFFENSE&#039;&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Examine the cadaver and look up their medical records.&#039;&#039;&#039; If there is a Do Not Clone (commonly known as a DNC), then simply heed any postmortem instructions provided in the records.&lt;br /&gt;
#*If no postmortem instructions are provided, place the body in a body bag and write a toe tag with a pen, with the initial of their first name, full last name, and their status (J. DOE - DNC/MIF/CLONED). Note that suicides are deemed by default as a DNC, so be sure to review the cause of death.&lt;br /&gt;
#*Additionally, if someone doesn&#039;t already have a DNC, and the cause of death was &#039;&#039;not&#039;&#039; suicide, then a DNC can only be enacted on the patient by the CMO, Captain, or majority head of staff ruling if both the former are missing.&lt;br /&gt;
#Clickdrag the body to yourself and strip &#039;&#039;all&#039;&#039; of their items. If their items are bloody, spray them with space cleaner. Move their items into a locker for later.&lt;br /&gt;
#Place the body in the scanning pod and operate the console to scan the patient.&lt;br /&gt;
#*If the console reports Mental Interface Failure (MIF), try again at least three more times.&lt;br /&gt;
#*Seriously. It gives the patient&#039;s player very little time to re-enter their body. Doing this multiple times with brief pauses between scans may turn out well for them.&lt;br /&gt;
#Navigate to the scan records and begin cloning the patient.&lt;br /&gt;
#Eject the cadaver from the scanning pod, place it back in the body bag, and move it to the temporary morgue.&lt;br /&gt;
#Move the locker full of the patient&#039;s items to the ICU.&lt;br /&gt;
#Once the clone has been ejected from the growing tube, place them on a roller bed and move them to the ICU and into a cryo tube to repair their genetic damage. &#039;&#039;&#039;If a psychiatrist is on shift, inform them to prepare to take in a patient.&#039;&#039;&#039;&lt;br /&gt;
#*Assuming the growing tube hasn&#039;t been upgraded by research, the patient will be ejected with roughly 20% health due to genetic damage. There&#039;s a chance they may also have mutations, as well as brain damage and trauma.&lt;br /&gt;
#*It may be a good idea to give the patient a pill of 1u of Ryetalyn to immediately fix any mutations.&lt;br /&gt;
#Eject the patient from the cryo tube and &#039;&#039;&#039;place all of their items on&#039;&#039;&#039; (unless you didn&#039;t clean them, in which case, place a spare white jumpsuit on).&lt;br /&gt;
#Inject [[Guide to Chemistry#Standard_Treatments|Alkysine]] to repair their brain damage.&lt;br /&gt;
#Wheel them over to a quiet room.&lt;br /&gt;
&lt;br /&gt;
===Post-Cloning Procedure===&lt;br /&gt;
The following steps entail how to handle the patient once they are conscious. &#039;&#039;&#039;This is to be handled by a psychiatrist or CMO if the former is unavailable.&#039;&#039;&#039; If &#039;&#039;neither&#039;&#039; are available, then a Medical Doctor should break the news to the clone. Failure to heed these instructions may jeopardize the patient&#039;s mental well-being and the credibility of your medical license.&lt;br /&gt;
#Allow the patient to wake up.&lt;br /&gt;
#Ask how the patient is feeling, where they are/why they are there, find out what they already know regarding their current situation.&lt;br /&gt;
#Start with telling them that you have some bad news.&lt;br /&gt;
#*This is considered a &#039;warning shot&#039; and will prepare the patient to take in negative information.&lt;br /&gt;
#Follow with informing them &#039;&#039;sympathetically&#039;&#039; that they have been cloned.&lt;br /&gt;
#*Keeping this simple for the patient to understand is important. &#039;&#039;&#039;Misinformation may be detrimental to the patient.&#039;&#039;&#039;&lt;br /&gt;
#Allow the patient to process this information. Some may understand and be fine, others may be furious or complain. It&#039;s your job to make sure they keep calm.&lt;br /&gt;
#Offer the patient treatment options for their [[Guide to Medicine#Brain_Trauma|cerebral trauma]].&lt;br /&gt;
#*If the patient refuses treatment, consult the CMO, or Captain if the former is unavailable.&lt;br /&gt;
#Ask the patient if they have any questions or concerns. If they ask a question that you do not know the answer to, then inform them that you cannot answer it. &#039;&#039;&#039;Avoid speculation.&#039;&#039;&#039;&lt;br /&gt;
#Advise the patient to pay a visit to the psychiatrist once they have been treated.&lt;br /&gt;
&lt;br /&gt;
=Races=&lt;br /&gt;
Some races react a bit differently to medicine so it&#039;s important to become familiar with how some may fare. For the purpose of this section, Humans will be used as the base species for comparison. Subtypes will only mention differences in comparison to their parent species.&lt;br /&gt;
&lt;br /&gt;
===[[Background summary#Humanity|Human]]===&lt;br /&gt;
*Brute Modifier: 1&lt;br /&gt;
*Burn Modifier: 1&lt;br /&gt;
*Blood Volume: 560&lt;br /&gt;
*Primitive Form: Monkey&lt;br /&gt;
&lt;br /&gt;
===[[Skrell]]===&lt;br /&gt;
*Brute Modifier: 1&lt;br /&gt;
*Burn Modifier: 1&lt;br /&gt;
*Primitive Form: Neaera&lt;br /&gt;
*Less resistant to alcohol.&lt;br /&gt;
*Less stamina but faster running.&lt;br /&gt;
*Immune to slipping.&lt;br /&gt;
*&#039;&#039;&#039;Protein deals toxins.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===[[Unathi]]===&lt;br /&gt;
*Brute Modifier: 0.8&lt;br /&gt;
*Burn Modifier: 1&lt;br /&gt;
*Primitive Form: Stok&lt;br /&gt;
*Less resistant to alcohol.&lt;br /&gt;
*Less stamina but faster running.&lt;br /&gt;
*Slower walking speed.&lt;br /&gt;
&lt;br /&gt;
===[[Tajara]]===&lt;br /&gt;
*Brute Modifier: 1.2&lt;br /&gt;
*Burn Modifier: 1&lt;br /&gt;
*Primitive Form: Farwa&lt;br /&gt;
*Less resistant to alcohol.&lt;br /&gt;
*Faster walking speed.&lt;br /&gt;
*Less stamina and running speed, but faster stamina recovery.&lt;br /&gt;
*Damage from falling is halved.&lt;br /&gt;
&lt;br /&gt;
====Zhan-Khazan====&lt;br /&gt;
*Brute Modifier: 1.1&lt;br /&gt;
*Slower walking speed.&lt;br /&gt;
*Slower running speed, but more stamina.&lt;br /&gt;
*Resistant to cold.&lt;br /&gt;
*Tolerant to alcohol.&lt;br /&gt;
&lt;br /&gt;
====M&#039;sai====&lt;br /&gt;
*Brute Modifier: 1.3&lt;br /&gt;
*Faster walking speed.&lt;br /&gt;
*Faster running speed, but less stamina.&lt;br /&gt;
&lt;br /&gt;
===[[Dionaea]]===&lt;br /&gt;
*Brute Modifier: 1&lt;br /&gt;
*Burn Modifier: 1&lt;br /&gt;
*Primitive Form: Diona Nymph&lt;br /&gt;
*Regenerates health and nutriment when in light or in radiation.&lt;br /&gt;
*Most reagents have little to no effect on a Diona.&lt;br /&gt;
**Plant-B-Gone severely poisons a Diona.&lt;br /&gt;
**[[Guide to Chemistry#Standard_Treatments|Hyronalin]] deals toxins.&lt;br /&gt;
**[[Guide to Chemistry#Specialist_Treatments|Arithrazine]] deals major toxins.&lt;br /&gt;
*Cannot feel pain.&lt;br /&gt;
*Does not bleed.&lt;br /&gt;
*Immune to slipping.&lt;br /&gt;
*Immune to infections.&lt;br /&gt;
*Immune to decompression.&lt;br /&gt;
*Resistant to electrocution.&lt;br /&gt;
*Resistant to high temperatures.&lt;br /&gt;
*Breaks into nymphs upon death.&lt;br /&gt;
*Very slow movement speed.&lt;br /&gt;
*&#039;&#039;&#039;Cannot be cloned.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===[[Vaurca]] Worker===&lt;br /&gt;
*Brute Modifier: 0.5&lt;br /&gt;
*Burn Modifier: 1.5&lt;br /&gt;
*Toxin Modifier: 2&lt;br /&gt;
*Oxy Modifier: 0.6&lt;br /&gt;
*Radiation Modifier: 0.2&lt;br /&gt;
*Primitive Form: V&#039;krexi&lt;br /&gt;
*Breathes phoron.&lt;br /&gt;
*Possesses two hearts.&lt;br /&gt;
*Has an implant that stores phoron.&lt;br /&gt;
*Have other robotic implants.&lt;br /&gt;
*Has their own private Hivechat channel.&lt;br /&gt;
*Most surgeries require using the surgical drill instead of a scalpel.&lt;br /&gt;
*Can safely eat non-sterile K&#039;ois.&lt;br /&gt;
*Normal food deals toxins.&lt;br /&gt;
*Immune to decompression.&lt;br /&gt;
*Immune to slipping.&lt;br /&gt;
*Resistant to alcohol.&lt;br /&gt;
*Slower walking speed.&lt;br /&gt;
*Slower running and less stamina recovery, but more stamina.&lt;br /&gt;
*&#039;&#039;Can&#039;&#039; be cloned, though it is troublesome.&lt;br /&gt;
&lt;br /&gt;
====Vaurca Warrior====&lt;br /&gt;
*Brute Modifier: 0.7&lt;br /&gt;
*Burn Modifier: 1.2&lt;br /&gt;
*Oxy Modifier: 1&lt;br /&gt;
*Radiation Modifier: 0.5&lt;br /&gt;
*Normal walking speed.&lt;br /&gt;
*Faster running and more stamina.&lt;br /&gt;
&lt;br /&gt;
=Loadout=&lt;br /&gt;
Improving the likelihood of a patient&#039;s survival depends not only on your medical knowledge but also on what&#039;s available to you, particularly medicines and equipment on your person. The following will go over an optimal loadout, though nothing is stopping you from experimenting; these are merely recommendations, and it may do well to inquire other experienced medical players as to what their loadout is.&lt;br /&gt;
&lt;br /&gt;
==Common Equipment==&lt;br /&gt;
The equipment that most doctors have equipped:&lt;br /&gt;
*[[File:MedGlasses.png]] A medical HUD can evaluate someone&#039;s health from a glance, and even hide the health bar if their health is at 100%. Can also view patient records, allows you to set their physical status (useful for setting patients to SSD or deceased), and allows you to add comments to a patient&#039;s record.&lt;br /&gt;
*[[File:Medicalbelt.png]] A medical belt to store your medicines. Has seven slots and is obviously worn around the belt slot.&lt;br /&gt;
*[[File:Bottles.gif]] A bottle of Dylovene and Inaprovaline, as well as an empty bottle/beaker to mix the two into Tricordrazine in your belt. Additionally, if a [[Chemist]] is available, Bicaridine, KeloDerm/Dermaline, and Dexalin Plus are all important medicines to have.&lt;br /&gt;
*[[File:Syringes.png]] A syringe to extract said medicines. Holds 15u and draws/injects by 5u with each click. Can fit on your ear.&lt;br /&gt;
*[[File:Traumakit.png]][[File:Burnkit.png]] Advanced trauma and burn kits to help with brute and burn wounds respectively, along with disinfecting them. Typically found in the advanced kit that you spawn with.&lt;br /&gt;
*[[File:Healthanalyzer.png]] A health analyzer for a more in-depth analysis of someone&#039;s health. Gives precise numbers as to someone&#039;s brute, burn, toxin, and oxy damage, and can even tell if someone has genetic, radiation, or brain damage, though not how much. Will also inform the user if the patient has fractures or internal bleeding, but not their location.&lt;br /&gt;
*[[File:Labcoat.png]] A labcoat. Has storage space on the inside of the coat and allows you to use the suit storage slot.&lt;br /&gt;
*[[File:LGloves.png]] A pair of latex or nitrile gloves to prevent infection.&lt;br /&gt;
*[[File:Stasis_Bag_Folded.png]] A stasis bag to transport critical patients. These bags completely halt the progression of all damage, but they also deal genetic and oxy damage, meaning time is still of concern, and taking a patient out of the bag will crumple the bag up and make it useless.&lt;br /&gt;
*[[File:WWebbing.png]] Webbing/drop pouches to store more items. Webbing and drop pouches are mechanically the same, the only difference being the name and sprite. Attaches to the uniform, found in the accessories section of the loadout tab in character setup.&lt;br /&gt;
*[[File:Stethoscope.png]] A stethoscope to diagnose heart and lung injuries. Attaches to the uniform.&lt;br /&gt;
*[[File:Rollerbed.png]] A roller bed to transport patients safely without dragging. Simply control click the bed, then clickdrag a patient onto the bed and you can start running without having to hunt for pixels to pull it. Can fit on the suit storage slot of the Rescue RIG.&lt;br /&gt;
&lt;br /&gt;
=Machinery=&lt;br /&gt;
Medical has quite a few bits and pieces of stationary equipment to help with the workflow, most of which are elaborated on here:&lt;br /&gt;
&lt;br /&gt;
===[[File:Bscanner.gif]][[File:Bscanner_console.gif]]Body Scanner===&lt;br /&gt;
Pretty much a CT and MRI scanner shoved into one futuristic bed and console, and so much more! This is probably one of the most vital pieces of equipment for Medical as it can diagnose pretty much anything wrong with a patient. Some things it can do are, but not limited to:&lt;br /&gt;
*Provide information on all of the damage types.&lt;br /&gt;
*How much blood the patient has.&lt;br /&gt;
*Show what reagents are in the stomach/blood stream, and how much there is.&lt;br /&gt;
*Give a detailed analysis of each limb, including fractures, internal bleeding, the presence of implants, and if there are foreign bodies in the limb.&lt;br /&gt;
*Print condensed information to hand to a physician in the event the patient requires surgery. These should probably go into the filing cabinet behind reception.&lt;br /&gt;
&lt;br /&gt;
===[[File:Sleeper.gif]][[File:Console.gif]]Sleeper===&lt;br /&gt;
Next are sleepers, beds that specialize in treating most side effects of trauma, but are otherwise an endless reservoir of some basic medicines. Some features of the sleeper are:&lt;br /&gt;
*Gives estimated readout of patient&#039;s health by means of number values and colored bar graphs.&lt;br /&gt;
*Allows the injection of:&lt;br /&gt;
**Dylovene&lt;br /&gt;
**Inaprovaline&lt;br /&gt;
**Soporific&lt;br /&gt;
**Paracetamol&lt;br /&gt;
**Dexalin&lt;br /&gt;
*Can conduct dialysis on a patient to remove anything that isn&#039;t blood (such as toxins, but medicines are included in this) from their blood stream.&lt;br /&gt;
&lt;br /&gt;
===[[File:Cryo.gif]]Cryogenics===&lt;br /&gt;
A true marvel of Medical are its cryogenic tubes, allowing the use of certain medicines that can only be used at sub-zero temperatures, namely Cryoxadone and Clonexadone, which are both capable of healing lots of damage over time. If not for healing genetic damage, it should be noted that one unit of medicine taken from the tube&#039;s beaker is multiplied into ten units inside the patient! It can also halt bleeding (including internal) and halt the symptoms/damage of infection.&lt;br /&gt;
&lt;br /&gt;
====[[File:Freezer.gif]]How to Set Up====&lt;br /&gt;
While a nice piece of equipment indeed, it requires some prep in order to use it to its full capacity, namely putting the beakers in and setting the gas cooler. Placing the beakers inside the cryo tube is as simple as taking the beakers on the table in hand and clicking on the tubes with them. As for the gas coolers, head to the freezer room, which is the room past the south-most door in the GTR. The coolers are on the north end of the room, just click on them and set the temperature between 10 and 80 Kelvin, though no lower or higher. Too low could draw a lot of unnecessary power, while setting it too high may slow down how fast the medicine inside the patient can work. Generally 63 Kelvin is the desired temperature.&lt;br /&gt;
&lt;br /&gt;
===[[File:Clone.gif]][[File:Scanner.gif]]Cloning Equipment===&lt;br /&gt;
Interesting equipment capable of bringing crew back to life... sorta. See the [[Guide_to_Medicine#Cloning_Procedure|Cloning Procedure]] heading above for instructions on how to operate.&lt;br /&gt;
&amp;lt;!---&lt;br /&gt;
=Facilities=&lt;br /&gt;
Medical has a rather large department, which is good because some situations may require having a lot of room to work in. Below are the facilities inside the Medical department.&lt;br /&gt;
&lt;br /&gt;
==Main Level==&lt;br /&gt;
===Reception===&lt;br /&gt;
===Triage Area===&lt;br /&gt;
===Examination Room===&lt;br /&gt;
===Psychiatrist&#039;s Office===&lt;br /&gt;
===Pharmacy===&lt;br /&gt;
===Intensive Care Unit (ICU)===&lt;br /&gt;
===General Treatment Room (GTR)===&lt;br /&gt;
===Cloning===&lt;br /&gt;
===Main Storage===&lt;br /&gt;
===Operating Rooms===&lt;br /&gt;
===Surgery Pre-Op===&lt;br /&gt;
===EMT Bay===&lt;br /&gt;
===CMO&#039;s Office===&lt;br /&gt;
===Medical Office===&lt;br /&gt;
==Sub Level==&lt;br /&gt;
===Virology===&lt;br /&gt;
===Morgue===&lt;br /&gt;
===Sub-Acute Ward===&lt;br /&gt;
===Isolation Rooms===&lt;br /&gt;
===Secondary Storage===&lt;br /&gt;
===Briefing Room===&lt;br /&gt;
===Lounge===&lt;br /&gt;
---&amp;gt;&lt;br /&gt;
=Goodies From Departments=&lt;br /&gt;
Medical has interactions with other departments besides just treating their injuries, surprisingly enough. Research can fabricate new tools and equipment, Cargo can order important medical stuff, and Security can hopefully restrain lunatics.&lt;br /&gt;
&lt;br /&gt;
==Research==&lt;br /&gt;
Research can fabricate a number of nice tools for Medical, most of which will be described here:&lt;br /&gt;
&lt;br /&gt;
===Surgical===&lt;br /&gt;
*[[File:Scalpmanager.png]]&#039;&#039;&#039;Incision Management System (IMS)&#039;&#039;&#039;: Requires high tier research and diamonds, but this tool is invaluable to have. One click can create an incision, clamp bleeders, and retract the skin at the same time!&lt;br /&gt;
*[[File:Laserscalp.png]]&#039;&#039;&#039;Laser Scalpel&#039;&#039;&#039;: Different versions depending on what&#039;s available to Research, but this basically works as a scalpel and hemostat combined when opening an incision.&lt;br /&gt;
&lt;br /&gt;
===Chemistry===&lt;br /&gt;
*[[File:BluespaceBeaker.gif]]&#039;&#039;&#039;Bluespace Beaker&#039;&#039;&#039;: Requires diamonds but is immensely useful for chemistry, holding 300u as opposed to its non-bluespace counterpart which can only hold 120u.&lt;br /&gt;
*[[File:Noreact.gif]]&#039;&#039;&#039;Cryostasis Beaker&#039;&#039;&#039;: Reagents won&#039;t mix or react inside this beaker, but it can only hold 60u. Not very useful outside of easier grenade production.&lt;br /&gt;
*[[File:Combatinhaler.png]]&#039;&#039;&#039;Combat Inhaler&#039;&#039;&#039;: An inhaler capable of dumping all of the contents of a cartridge into the patient&#039;s lungs. Use with care!&lt;br /&gt;
*[[File:Inhalercart.png]]&#039;&#039;&#039;Large Inhaler Cartridge&#039;&#039;&#039;: 30u cartridge for inhalers. Double the capacity of the small cartridges that show up in chemistry.&lt;br /&gt;
*[[File:InhalerBS.png]]&#039;&#039;&#039;Bluespace Inhaler Cartridge&#039;&#039;&#039;: 60u cartridge, bigger is better &#039;&#039;obviously.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Quality of Life===&lt;br /&gt;
*[[File:Mecha_odysseus.png]]&#039;&#039;&#039;Odysseus&#039;&#039;&#039;: A medical mech with three attachments available, usually a syringe gun with two sleepers. Probably the most important feature is the mech&#039;s ability to &#039;&#039;&#039;scan reagents and synthesize them&#039;&#039;&#039;, allowing you to replicate rare medicines.&lt;br /&gt;
*[[File:Powercell.png]]&#039;&#039;&#039;Super Capacity/Hyper Capacity Power Cells&#039;&#039;&#039;: Pretty much just the RIG benefits from a bigger cell, but hey, leg actuators are fun to use!&lt;br /&gt;
*[[File:Medibot.gif]]&#039;&#039;&#039;Medibots&#039;&#039;&#039;: Either helpful, annoying, or totally useless. Swiping your ID over it will unlock its maintenance panel, allowing you to alter a few options. One option that should be turned on is to report treatments over HUD, while one option that should be turned off is the medibot&#039;s speaker as leaving it on will just let it fill up your chat log with nonsense. Probably the most important feature is allowing it to draw from a beaker that you can insert, allowing you to make custom mixes. Unfortunately the bot cannot tell the difference between any of the damage types, only treating a patient once their overall health reaches a certain threshold, therefore take care to &#039;&#039;&#039;not load in medicines that the patient can easily overdose on&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Upgrades===&lt;br /&gt;
*[[File:Clone.gif]]&#039;&#039;&#039;Growing Pod&#039;&#039;&#039;: Upgrading the growing pod will result in patients that have less clone damage and less chance for mutations, even to the point that all defects are gone entirely. Basically saves a few seconds during the procedure, or allows you to skip the cryogenics tube entirely.&lt;br /&gt;
*[[File:Freezer.gif]]&#039;&#039;&#039;Gas Cooler&#039;&#039;&#039;: Upgrading the gas cooler will allow it to cool the gasses for cryo quicker.&lt;br /&gt;
&lt;br /&gt;
==Cargo==&lt;br /&gt;
Cargo&#039;s a bit down the hall but here&#039;s some medical stuff:&lt;br /&gt;
*[[File:Stasis_Bag_Folded.png]]&#039;&#039;&#039;Stasis Bags&#039;&#039;&#039;: Stasis bags are nice to have but there aren&#039;t many. In the event Medical is running low, it&#039;s always a good idea to order more.&lt;br /&gt;
*[[File:Scalpel.png]]&#039;&#039;&#039;Surgical Tools&#039;&#039;&#039;: If you have to order this crate then something terrible has probably happened to the other tools.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--- ==Security==&lt;br /&gt;
Security is an important department but also a rather nosy one. Aside from treating officers and their prisoners, there are some things that you need to remember when dealing with them. Note that Security isn&#039;t made up of bad people, and there are some instances where you&#039;ll want to call them in case something obviously terrible is happening in medbay.&lt;br /&gt;
&lt;br /&gt;
===Alert Codes===&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;&#039;&#039;&#039;Code Green&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
**Unless the patient consents or an officer has a warrant, Medical cannot divulge information about the patient.&lt;br /&gt;
**Warrants usually only give access to body scans and medical records.&lt;br /&gt;
**Warrants can request a psychiatric evaluation of a patient, but officers are not permitted to listen in on the evaluation itself.&lt;br /&gt;
**Requesting the locations of individuals requires a very good reason, or a warrant.&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;&#039;&#039;&#039;Code Blue&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
**Security does not need a warrant to access patient info such as records, location, autopsies, or body scans. If it&#039;s relevant and they ask for it, provide it.&lt;br /&gt;
**Security still does not, however, have access to what a patient divulged to a psychiatrist &#039;&#039;unless&#039;&#039; it&#039;s directly related to the alert level elevation.&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;&#039;&#039;&#039;Code Red&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
**You &#039;&#039;&#039;need&#039;&#039;&#039; to provide information about a patient upon request as long as it&#039;s relevant.&lt;br /&gt;
**Suspicious confessions from a psychiatric appointment should probably be mentioned to security.&lt;br /&gt;
&lt;br /&gt;
===Charges===&lt;br /&gt;
*&#039;&#039;&#039;Trespassing&#039;&#039;&#039;: If they aren&#039;t Medical and they don&#039;t have any Medical personnel attending to them and they just ran in just because they could, call Security. They don&#039;t need to be in medbay, they&#039;ll get in the way of everything, and they pose a rather large risk to patient confidentiality.&lt;br /&gt;
*&#039;&#039;&#039;Neglect of Duty&#039;&#039;&#039;: If the chemist makes only a few bottles of medicine and rushes elsewhere to do something less productive then you can probably smash this charge over their head. Doctors hanging out in the bar instead of manning the medbay when there&#039;s patients awaiting treatment? Neglect of duty, maybe even manslaughter if a patient dies as a result.&lt;br /&gt;
*&#039;&#039;&#039;Disrespect to the Dead&#039;&#039;&#039;: Doing anything to a corpse outside of what&#039;s elaborated on in their postmortem instructions may land you with this charge, though this mostly only applies when someone decides to butcher, mutilate, or violate the body.&lt;br /&gt;
*&#039;&#039;&#039;Animal Cruelty&#039;&#039;&#039;: Monkeys are used for experimentation and harvesting antibodies in the event there&#039;s a viral outbreak, though some experiments aren&#039;t experiments in the slightest, particularly when the experiment&#039;s data doesn&#039;t yield anything useful at all, namely testing reagents to see what happens, pouring acid on a monkey to see how fast they die, &#039;experimenting&#039; with Mutagen, et cetera. Experiment ideas should probably be pitched to the CMO before it is conducted.&lt;br /&gt;
*&#039;&#039;&#039;Suicide Attempt&#039;&#039;&#039;: While there&#039;s no real legal consequence to this, the patient will have to undergo a psychiatric evaluation with supervision until the shift ends. If the patient is deemed too unsafe to keep within medical then they will have to be transferred to the brig.&lt;br /&gt;
*&#039;&#039;&#039;Violating Employee Privacy/Breach of Medical Confidentiality&#039;&#039;&#039;: Essentially releasing any information to anyone who isn&#039;t the patient or Medical staff without the patient&#039;s consent will land you with breaching the patient&#039;s privacy. You cannot divulge a patient&#039;s information to anyone, not even the Colony Director or CentCom if they ask you unless it&#039;s Code Blue or higher. ---&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Medbay}}&lt;br /&gt;
{{Gameplay Guides}}&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Medbay]]&lt;/div&gt;</summary>
		<author><name>Datamatt</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Guide_to_Medicine&amp;diff=12867</id>
		<title>Guide to Medicine</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Guide_to_Medicine&amp;diff=12867"/>
		<updated>2019-08-11T17:28:21Z</updated>

		<summary type="html">&lt;p&gt;Datamatt: Adds the new medical stuff.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{wip|assign=Burrito Justice}}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
&lt;br /&gt;
=Triage=&lt;br /&gt;
Triage is medical&#039;s word for &amp;quot;priority&amp;quot; regarding patients. The goal of triage is to &#039;&#039;&#039;stabilize patients, not cure to 100%.&#039;&#039;&#039; Generally this comes into play when there is &#039;&#039;more than one&#039;&#039; patient. Wearing a [[File:MedGlasses.png]] medical HUD will allow you to assess a patient&#039;s overall health from a glance via a health bar floating above their character.&lt;br /&gt;
*&#039;&#039;&#039;No Healthbar&#039;&#039;&#039;: 100% Health&lt;br /&gt;
*[[File:Hudgreen.png]]&#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Green&#039;&#039;&#039;: 70-99% Health&lt;br /&gt;
*[[File:Hudyellow.png]]&#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;Yellow&#039;&#039;&#039;: 40-69% Health&lt;br /&gt;
*[[File:Hudred.png]]&#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Red&#039;&#039;&#039;: 1-39% Health&lt;br /&gt;
*[[File:Hudfred.gif]]&#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:maroon&amp;quot;&amp;gt;Critical!&#039;&#039;&#039;: -99-0% Health&lt;br /&gt;
&amp;lt;!---*[[File:Hudcritical.gif]]&#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:maroon&amp;quot;&amp;gt;Critical!&#039;&#039;&#039;: -85:-50% Health---&amp;gt;&lt;br /&gt;
*[[File:Huddead.png]]&#039;&#039;&#039;Dead&#039;&#039;&#039;: -100% Health&lt;br /&gt;
&lt;br /&gt;
Patients between Critical and Yellow deserve treatment first with priority starting at Critical and going up. The main exception to this is if any patient that isn&#039;t dead is bleeding (including internal bleeding) and/or has severe internal organ damage, as leaving a patient with these conditions may worsen their overall health rather quickly. From there, get all patients to at least Yellow before resolving the rest of their issues. If the patient is dead, move them out of the way and put them in a body bag when you have time. Don&#039;t waste more time than you need to on them when there are other patients that can be saved.&lt;br /&gt;
&lt;br /&gt;
===Cryogenics===&lt;br /&gt;
Cryo is all about suspending someone in animation and healing them to boot! If someone is in a pretty bad way, tossing them into a (correctly setup) cryo tube will help with most problems on the surface. Even if the damage isn&#039;t healed, the cryo tube is basically one gigantic stasis bag minus the genetic damage.&lt;br /&gt;
&lt;br /&gt;
==Viral Triage==&lt;br /&gt;
Though rare, a crew member that has been infected with a pathogen signifies the need to act quickly. This list of tasks should be accomplished:&lt;br /&gt;
#Clean up all biohazards (blood, mucus, etc) within medical, instruct sanitation staff to put heightened effort into carrying this out.&lt;br /&gt;
#Retrieve a blood sample from an infected crew member and announce the presence of a pathogen, and for all crew feeling ill to report to medical.&lt;br /&gt;
#Assign tasks to doctors:&lt;br /&gt;
#*One doctor to administer Antivirals (Deltamavir, Diphenhydramine, etc) to arriving crew members and escort them to the quarantine area of Virology.&lt;br /&gt;
#*One doctor to develop antibodies in test subjects to harvest and dilute to distribute to crew.&lt;br /&gt;
#*One doctor to incubate and grow a sample of the virus for detailed analysis. This will allow HUDs to identify crew that are infected.&lt;br /&gt;
#Distribute doses of the antibodies to crew (diluting the antibodies in water will work).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Triage and You: The Handbook==&lt;br /&gt;
&amp;lt;small&amp;gt;A large, comprehensive guide on how triage works with our current medical facility. &amp;lt;i&amp;gt;Authored by Juani#1784 and Synnono#2558.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
In compliance with NanoTrasen employee healthcare provisions, and due to the increasing stress on the Medical Department&#039;s facilities, a renovation of the Medical Bay was approved last year. The objective of this renovation is to improve the Medical Bay&#039;s capacity to treat patients, as well as to make that treatment more efficient. New policy has been implemented with the new design, and medical staff are expected to work according to the guidelines outlined in this document. In addition to the renovations, the medbay is introducing a triage system to quickly identify patients with urgent medical needs. New patients will be classified as having a &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;GREEN&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:gold&amp;quot;&amp;gt;YELLOW&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;ORANGE&amp;lt;/span&amp;gt; or &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;RED&amp;lt;/span&amp;gt; triage level, depending on their condition when processed. The major changes to the department are as follows:&lt;br /&gt;
*Centralized Triage Area (CTA): This room, equipped with two cutting-edge body scanners, will become the pillar of the Medical Bay. Located right next to the entrance, patients will be diagnosed here and assigned a color-coded triage level. Beds are available for patients awaiting treatment, organized by this triage level. Once assigned, patients will be redirected to one of the following areas:&lt;br /&gt;
*Intensive Care Unit (ICU): This room, intended for patients of triage level &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;RED&amp;lt;/span&amp;gt; or &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;ORANGE&amp;lt;/span&amp;gt;, is equipped with all basic life support measures currently available. All supplies in this area must always be kept fully stocked. This room has one fixed and two mobile treatment beds, three refrigerated closets for stabilization equipment, a supply of blood packs and medication, one cryo-treatment tube and three IV drips. The area is signified by the color red and the ICU signs.&lt;br /&gt;
*Emergency Surgery Pre-Operatory Room: Intented for patients of triage level &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;ORANGE&amp;lt;/span&amp;gt; or higher. Located in a straight line from the ICU, this area is designed to stabilize critical patients, and is equipped with the equipment necessary to do so. The area has two mobile treatment beds, two IV drips and one cold storage container for blood packs. The area is signified by the color red.&lt;br /&gt;
*Regular Surgery Pre-Operatory Room: Intended for patients of level &amp;lt;span style=&amp;quot;color:gold&amp;quot;&amp;gt;YELLOW&amp;lt;/span&amp;gt; or lower. Its entrance is located at the west end of the CTA, and connected through a hallway to a waiting room. Patients will be instructed to wait for an assigned surgeon to call them into the Operating Theatre here. The area is equipped with personal storage lockers and a changing room for the safekeeping of patient belongings. The area is signified by the color blue.&lt;br /&gt;
*General Treatment Room (GTR): Intended for patients of triage level &amp;lt;span style=&amp;quot;color:gold&amp;quot;&amp;gt;YELLOW&amp;lt;/span&amp;gt; or lower. The purpose of this room is for the general treatment of diseases or injuries that are not urgent or do not require of life-stabilization measures. The area is equipped with two fixed treatment beds, two cryo-treatment tubes, one sleeper unit with dialysis capability, and one IV drip. The area is signified by the color yellow and the GTR signs.&lt;br /&gt;
&lt;br /&gt;
Other sections of the Medical Bay have not changed, or do not follow a strict procedure for triage. Please be aware of the following information, as it pertains to the new medical layout:&lt;br /&gt;
*The Chemistry laboratory no longer connects directly to a publicly accessible area. For the purpose of easy access by the staff of the station, remote-control buttons have been installed at the reception desk and at the Chemistry desk. To access the desk, crew requiring access will need to get permission from the reception staff to access the consultation wing hallway.&lt;br /&gt;
*The temporary morgue no longer uses morgue trays. Medical staff are asked to keep the temporary morgue as clear as possible, and store cadavers in the permanent morgue on the medical sub-level as soon as possible.&lt;br /&gt;
*A pneumatic Medi-Express system has been installed, to allow for quick delivery of medicine to various areas of the medbay. The hub for this system is located east of the Chemistry Laboratory. To use the system, simply place the items to be delivered inside the bin labeled with the desired destination, and engage the pump. It will be delivered shortly, if the pneumatic tank is full. The Medi-Express system can deliver items to the Lobby, Main Storage and Surgery Wing.&lt;br /&gt;
*Windows have been installed in the Operating Theatres. These windows are equipped with an electrically-activated opacity system, toggled by a switch in each Operating Theatre. Usage of this system is mandatory during all surgical prcedures to preserve patient privacy.&lt;br /&gt;
*Noticeboards have been installed in the Surgery Wing for each Operating Theatre, for posting scans of any patients about to enter treatment.&lt;br /&gt;
*Access to the medical bay will generally be restricted to medical staff and patients awaiting or receiving treatment. Patients in long-term recovery are allowed to receive no more than one visitor at a time. This restriction does not apply to security detainees, who may be accompanied at all times by up to three security officers. Visitors may be instructed to wait at the waiting room located at the entrance of the Medical Bay. The ultimate authority in regards to these restrictions will be the Chief Medical Officer (and their superiors), who may modify them as they see fit. Charges of trespassing may be applied to visitors who violate this policy. Visitors who obstruct care to patients in violation of this policy may be held liable for resulting harm or loss of life. Please clarify any concerns with your facility&#039;s Head of Security.&lt;br /&gt;
Yours,&amp;lt;br&amp;gt;&lt;br /&gt;
Yehtlas Mualt-Quaat, Chief Medical Director.&amp;lt;br&amp;gt;&lt;br /&gt;
NanoTrasen Corporation.&lt;br /&gt;
&lt;br /&gt;
[[File:Triage_guide.png]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Diagnostics=&lt;br /&gt;
&lt;br /&gt;
==Damage Types==&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;&amp;lt;u&amp;gt;Brute&amp;lt;/u&amp;gt;&amp;lt;/span&amp;gt;===&lt;br /&gt;
Cuts, lacerations, and bruising all make up the red descriptions on the health analyzer, normally caused by physical trauma such as punching, getting hit with something, being dragged with open wounds, slamming into walls, depressurization, etc. Sometimes high brute values may break bones, which will require [[Surgery]], or the limb may even become dismembered! Treatment for brute damage on its own is listed below:&lt;br /&gt;
* &#039;&#039;&#039;Gauze&#039;&#039;&#039;: Heals 4 brute per wound. Stops bleeding.&lt;br /&gt;
* &#039;&#039;&#039;Advanced Trauma Kits&#039;&#039;&#039;: Heals 8 brute per wound. Stops bleeding and also disinfect wounds if applied early.&lt;br /&gt;
* [[Guide to Chemistry#Standard_Treatments|&#039;&#039;&#039;Bicaridine&#039;&#039;&#039;]]: A red colored medicine which heals 6 brute per unit, meaning a full syringe will heal 90 brute damage. Overdoses at 30u.&lt;br /&gt;
* [[Guide to Chemistry#Basic_Treatments|&#039;&#039;&#039;Tricordrazine&#039;&#039;&#039;]]: A purple medicine that heals all &amp;lt;u&amp;gt;underlined&amp;lt;/u&amp;gt; damage, healing 3 damage per unit. No overdose.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;&amp;lt;u&amp;gt;Burn&amp;lt;/u&amp;gt;&amp;lt;/span&amp;gt;===&lt;br /&gt;
Skins, burns, and scars make up the yellow descriptions on the health analyzer, normally caused by intense temperatures such as fire, extremely cold temperatures, lasers, and electrocution. Exceptionally high burn values may vaporize a limb, and can cause bloodloss on top of easily becoming infected. Massive amounts of burn damage may cause your character to be &#039;husked&#039;. Treatment for burn damage on its own is listed below:&lt;br /&gt;
* &#039;&#039;&#039;Ointment&#039;&#039;&#039;: Heals 4 burn per wound. Disinfects wounds.&lt;br /&gt;
* &#039;&#039;&#039;Advanced Burn Kits&#039;&#039;&#039;: Essentially the burn variant of ATKs. Primarily used to disinfect burn wounds.&lt;br /&gt;
* [[Guide to Chemistry#Basic_Treatments|&#039;&#039;&#039;Kelotane&#039;&#039;&#039;]]: A yellow colored medicine which heals 6 burn per unit, meaning a full syringe will heal 90 burn damage. Overdoses at 30u.&lt;br /&gt;
* [[Guide to Chemistry#Standard_Treatments|&#039;&#039;&#039;Dermaline&#039;&#039;&#039;]]: An orange-yellow colored medicine which heals 12 burn per unit. Overdoses at 15u.&lt;br /&gt;
* &#039;&#039;&#039;KeloDerm&#039;&#039;&#039;: A yellow colored medicine with Kelotane and Dermaline mixed in 1:1. Since the medicines are separate, they work quicker, though KeloDerm doesn&#039;t heal as much as Dermaline alone. Overdoses at 30u.&lt;br /&gt;
* [[Guide to Chemistry#Basic_Treatments|&#039;&#039;&#039;Tricordrazine&#039;&#039;&#039;]]: A purple medicine that heals all &amp;lt;u&amp;gt;underlined&amp;lt;/u&amp;gt; damage, healing 3 damage per unit. No overdose.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;&amp;lt;u&amp;gt;Toxin&amp;lt;/u&amp;gt;&amp;lt;/span&amp;gt;===&lt;br /&gt;
Damage dealt by toxins make up the green descriptions on the health analyzer, normally caused by poisons, overdosing, phoron exposure/phoron-infected clothes, radiation, infections/necrosis, damaged liver, and critical blood levels. Treatment for toxin damage on its own is listed below:&lt;br /&gt;
* [[Guide to Chemistry#Standard_Treatments|&#039;&#039;&#039;Dylovene&#039;&#039;&#039;]]: A green colored medicine which heals 4 toxin per unit. No overdose.&lt;br /&gt;
* [[Guide to Chemistry#Specialist_Treatments|&#039;&#039;&#039;Arithrazine&#039;&#039;&#039;]]: A green colored medicine which heals 10 toxin per unit, but has the side effect of causing minor brute damage. It also metabolizes very slowly. Overdoses at 30u.&lt;br /&gt;
* [[Guide to Chemistry#Basic_Treatments|&#039;&#039;&#039;Tricordrazine&#039;&#039;&#039;]]: A purple medicine that heals all &amp;lt;u&amp;gt;underlined&amp;lt;/u&amp;gt; damage, healing 3 damage per unit. No overdose.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;&amp;lt;u&amp;gt;Suffocation (Hypoxia)&amp;lt;/u&amp;gt;&amp;lt;/span&amp;gt;===&lt;br /&gt;
Damage dealt by lack of oxygenated blood being pumped through the body makes up the blue descriptions on the health analyzer, normally caused by suffocation, low blood levels, heart damage, lung damage, and - more commonly - sprinting around with asthma. Treatment for hypoxia on its own is listed below:&lt;br /&gt;
* &#039;&#039;&#039;CPR&#039;&#039;&#039;: Time to put those first aid courses to use! As long as you and your patient aren&#039;t wearing anything that covers the face you&#039;ll be able to perform CPR to keep the patient alive for a bit longer by clicking them on help intent. This procedure must be repeated consistently in order to be effective.&lt;br /&gt;
* [[Guide to Chemistry#Painkillers.2FStabilizers|&#039;&#039;&#039;Inaprovaline&#039;&#039;&#039;]]: A cyan colored medicine which doesn&#039;t actually heal hypoxia, but instead halts any further damage. Overdoses at 60u.&lt;br /&gt;
* [[Guide to Chemistry#Basic_Treatments|&#039;&#039;&#039;Dexalin&#039;&#039;&#039;]]: A blue colored medicine which heals 15 oxy per unit. Effect doubled when inhaled. Overdoses at 30u.&lt;br /&gt;
* [[Guide to Chemistry#Standard_Treatments|&#039;&#039;&#039;Dexalin Plus&#039;&#039;&#039;]]: A blue colored medicine which heals &#039;&#039;&#039;300 oxy&#039;&#039;&#039; per unit. Effect doubled when inhaled. Overdoses at 15u.&lt;br /&gt;
* [[Guide to Chemistry#Basic_Treatments|&#039;&#039;&#039;Tricordrazine&#039;&#039;&#039;]]: A purple medicine that heals all &amp;lt;u&amp;gt;underlined&amp;lt;/u&amp;gt; damage, healing 6 oxy damage per unit. No overdose.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:grey&amp;quot;&amp;gt;Genetic&amp;lt;/span&amp;gt;===&lt;br /&gt;
Damage dealt by radiation, slime digestion, coming out of a stasis bag, or from popping out of the cloning pod, which the health analyzer can only determine by means of a red prompt, requiring a body scanner for a precise measurement of genetic damage. Treatment for clone damage is listed below:&lt;br /&gt;
* [[Guide to Chemistry#Standard_Treatments|&#039;&#039;&#039;Cryoxadone&#039;&#039;&#039;]]: A pale blue medicine which heals the above damage including genetic damage, but requires that the body be cooled to 170 Kelvin or lower, usually by means of cryo cells.&lt;br /&gt;
* [[Guide to Chemistry#Advanced_Treatments|&#039;&#039;&#039;Clonexadone&#039;&#039;&#039;]]: A pale blue medicine which works exactly the same as Cryoxadone, but does everything faster.&lt;br /&gt;
* &#039;&#039;&#039;Cryo-Mix&#039;&#039;&#039;: A 1:1 mix of Cryoxadone and Clonexadone, works much like KeloDerm in that the two medicines work separately, therefore faster.&lt;br /&gt;
* [[Guide to Chemistry#Advanced_Treatments|&#039;&#039;&#039;Rezadone&#039;&#039;&#039;]]: A grey medicine which heals genetic damage without the need for cold temperatures. Overdoses at 30u, though 10u may induce dizziness.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:lime&amp;quot;&amp;gt;Radiation&amp;lt;/span&amp;gt;===&lt;br /&gt;
Damage dealt by exposure to the Supermatter, being injected with radioactive reagents, or destroying/activating particular artifacts make up radiation damage, which the health analyzer can only determine by means of a red prompt, requiring a body scanner for a precise measurement of radiation damage. Treatment for radiation damage is listed below:&lt;br /&gt;
* [[Guide to Chemistry#Standard_Treatments|&#039;&#039;&#039;Hyronalin&#039;&#039;&#039;]]: A green medicine which heals 30 radiation per unit, albeit slowly, but does not heal the resulting damage of radiation. Overdoses at 30.&lt;br /&gt;
* [[Guide to Chemistry#Specialist_Treatments|&#039;&#039;&#039;Arithrazine&#039;&#039;&#039;]]: A green medicine which heals 70 radiation and 10 toxin per unit, albeit slowly, but has the side effect of dealing some brute damage. Overdoses at 30u.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:purple&amp;quot;&amp;gt;Organ&amp;lt;/span&amp;gt;===&lt;br /&gt;
Damage represented on the body scanner that corresponds with the trauma inflicted on organs, either by certain poisons, severe physical trauma, bones moving in the area organs are present (lower body, chest, head), or certain items necessary for function being absent. An organ is considered dead at 30 damage. Treatment for organ damage is listed below:&lt;br /&gt;
* [[Guide to Chemistry#Advanced_Treatments|&#039;&#039;&#039;Peridaxon&#039;&#039;&#039;]]: A purple medicine which heals 1 organ damage per unit, and heals all internal organs. Overdoses at 10u.&lt;br /&gt;
* [[Guide to Chemistry#Standard_Treatments|&#039;&#039;&#039;Alkysine&#039;&#039;&#039;]]: A yellow medicine which heals 30 organ damage per unit, but only heals the brain. Overdoses at 30u.&lt;br /&gt;
* [[Guide to Chemistry#Advanced_Treatments|&#039;&#039;&#039;Imidazoline&#039;&#039;&#039;]]: A pale lavender medicine which heals 5 organ damage per unit, but only heals the eyes. Overdoses at 30u.&lt;br /&gt;
* [[Guide to Chemistry#Specialist_Treatments|&#039;&#039;&#039;Apidemcina&#039;&#039;&#039;]]: A green medicine which heals heart damage based on the user&#039;s nutrient level. Overdoses at 30u.&lt;br /&gt;
* [[Guide to Chemistry#Standard_Treatments|&#039;&#039;&#039;Dylovene&#039;&#039;&#039;]]: A green medicine which heals 2 organ damage per unit, but only heals the liver if it&#039;s below 10 organ damage. No overdose.&lt;br /&gt;
&lt;br /&gt;
==Other==&lt;br /&gt;
===Blood Loss===&lt;br /&gt;
[[File:Bloodchart.jpg|256px|right]]&lt;br /&gt;
Blood carries oxygen to various areas in the body of a patient, and without oxygenation (whether by lack of air or lack of blood, in this case) the patient will slowly decline in health until they die, therefore stopping bleeding is &amp;lt;u&amp;gt;your top priority&amp;lt;/u&amp;gt;, and should be treated as a critical injury. For low blood levels, administering Dexalin will help with the oxy damage resulting from blood loss, and will help alleviate the risk of brain damage as a result. Critical blood levels, however, will result in massive spikes of hypoxia and annoying toxins. Blood loss also results in losing lots of nutrition. Symptoms of blood loss can be found below:&lt;br /&gt;
*&#039;&#039;&#039;89% of original blood volume/501u and lower:&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Analyzer says &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;LOW BLOOD&amp;lt;/span&amp;gt;&#039;&#039;&#039; - This is probably the first thing you&#039;ll see if you analyze someone.&lt;br /&gt;
**&#039;&#039;&#039;Patient feels dizzy&#039;&#039;&#039; - They will state vocally that they feel dizzy/faint.&lt;br /&gt;
**&#039;&#039;&#039;Patient rapidly becomes hungry&#039;&#039;&#039; - Low blood generates hunger. Oddly enough, the nutrition used doesn&#039;t correlate to the amount of blood regenerated.&lt;br /&gt;
*&#039;&#039;&#039;60% of original blood volume/336u and lower:&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Analyzer says &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;CRITICAL BLOOD LEVELS&amp;lt;/span&amp;gt;&#039;&#039;&#039; - Hard to miss text telling you to get going or the patient will soon meet their demise.&lt;br /&gt;
**&#039;&#039;&#039;Patient feels extremely dizzy&#039;&#039;&#039; - Emphasis on &#039;&#039;extremely&#039;&#039;.&lt;br /&gt;
**&#039;&#039;&#039;Patient has trouble seeing&#039;&#039;&#039; - Cloudy vision and having a hard time keeping their eyes open.&lt;br /&gt;
**&#039;&#039;&#039;Patient is unconscious&#039;&#039;&#039; - Not enough blood to keep them conscious, which means they can&#039;t tell you about their peril.&lt;br /&gt;
**&#039;&#039;&#039;Increasing oxygen damage&#039;&#039;&#039; - Determined with the analyzer, but the prompt above will probably tell you that before you read their damage.&lt;br /&gt;
**&#039;&#039;&#039;Pale skin&#039;&#039;&#039; - As a result of high oxygen damage, determined by examining with a grab.&lt;br /&gt;
*&#039;&#039;&#039;40% of original blood volume/224u and lower:&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Aggressive oxygen damage&#039;&#039;&#039; - At this point, the oxyloss will start escalating quickly.&lt;br /&gt;
**&#039;&#039;&#039;Increasing toxin damage&#039;&#039;&#039; - Assuming the patient survives to this point without dying, toxins will begin to manifest.&lt;br /&gt;
*&#039;&#039;&#039;21% of original blood volume/122u and lower:&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Huge spike in toxins&#039;&#039;&#039; - Like, 300 damage or so.&lt;br /&gt;
**&#039;&#039;&#039;Death.&#039;&#039;&#039;&lt;br /&gt;
Treatment to stop bleeding is listed below:&lt;br /&gt;
*For external bleeding cases:&lt;br /&gt;
&amp;lt;!---**&#039;&#039;&#039;Pressure&#039;&#039;&#039;: Getting an aggressive grab and help intent clicking the limb with the grab in hand will apply pressure to the wound, slowing the bleeding, but not stopping it entirely. If &#039;&#039;you&#039;&#039; are bleeding, help intent click the limb and you will begin applying pressure. This should only be used if you have nothing to treat the bleeding and are waiting on someone else to bring gauze/ATKs.---&amp;gt;&lt;br /&gt;
**&#039;&#039;&#039;Gauze&#039;&#039;&#039;: This is the most basic item in medical to treat cuts and lacerations provided you have enough of it.&lt;br /&gt;
**&#039;&#039;&#039;Advanced Trauma Kit&#039;&#039;&#039;: ATKs are better than gauze as they can disinfect the wound when it&#039;s used, and instantly heals 8 brute damage per wound.&lt;br /&gt;
*For internal bleeding (IB) cases:&lt;br /&gt;
**&#039;&#039;&#039;Cryogenics&#039;&#039;&#039;: Placing a patient with internal bleeding into a (correctly setup) cryo tube will both halt (not fix) the bleeding &#039;&#039;and&#039;&#039; stop it from getting worse. This is a temporary solution.&lt;br /&gt;
**&#039;&#039;&#039;[[Guide_to_Chemistry#Standard_Treatments|Bicaridine and Inaprovaline]]&#039;&#039;&#039;: These two medicines together (they have to be together, not separate) will prevent the internal bleeding from worsening, but will not halt the bleeding.&lt;br /&gt;
**&#039;&#039;&#039;[[Surgery#Internal_Bleeding|Surgery]]&#039;&#039;&#039;: The main method of treating internal bleeding is through surgery by means of the Fix&#039;O&#039;Vein.&lt;br /&gt;
**&#039;&#039;&#039;[[Guide_to_Chemistry#Standard_Treatments|Bicaridine]]&#039;&#039;&#039;: Overdosing Bicaridine (30u) will, of course, deal toxins to the patient, but it may clot internal bleeding. Generally a last resort if none of the other methods are available.&lt;br /&gt;
Once the bleeding has ceased, you will have to help the patient raise their blood count. The following are some methods to assist with that:&lt;br /&gt;
*&#039;&#039;&#039;[[Guide_to_Chemistry#Standard_Treatments|Dexalin/Dexalin Plus]]&#039;&#039;&#039;: Will assist in oxygenating the blood, helping to prevent potential brain damage.&lt;br /&gt;
*&#039;&#039;&#039;Iron&#039;&#039;&#039;: A simple reagent that &#039;&#039;must be ingested&#039;&#039; in order to work. Replenishes 8u of blood per unit.&lt;br /&gt;
*&#039;&#039;&#039;Nutriment&#039;&#039;&#039;: Basic nutrients. Must be ingested. Replenishes 4u of blood per unit.&lt;br /&gt;
*&#039;&#039;&#039;Protein&#039;&#039;&#039;: Animal proteins found in meat. Must be ingested. Replenishes 4u of blood per unit.&lt;br /&gt;
*&#039;&#039;&#039;20 Iron, 20 Nutriment, 20 Protein&#039;&#039;&#039;: The three reagents mentioned above in one 60u pill, which can replenish blood rather quickly as there are three separate reagents.&lt;br /&gt;
*&#039;&#039;&#039;IV Drip with compatible blood&#039;&#039;&#039;: Bloodbags can hold 200u of blood (a little less than half a patient&#039;s total blood volume) and is generally the best method of replacing blood.&lt;br /&gt;
&lt;br /&gt;
====[[File:IVDrip.png|64px]]IV Drips====&lt;br /&gt;
Speaking of IVs and blood bags, you should probably know how to use them, since blood loss sucks so bad, it&#039;s also bad by extension to not know the primary method of treating it. IVs are just objects you can pull around that transfer reagents from a container - preferably blood bags - into a patient&#039;s bloodstream via needle. This can be accomplished by clickdragging the IV onto the patient to hook them up. Here are a few features of the IV, most accessed via right-click context menu:&lt;br /&gt;
*Injects and draws blood. The drawing mode will ping once the patient reaches 90% blood volume.&lt;br /&gt;
*Transfer rate can be adjusted between 0.001 and 4 units per second, important for IB cases.&lt;br /&gt;
*Fits reagent containers, and is not actually limited to blood bags, good for keeping someone sustained on a medicine.&lt;br /&gt;
Additionally, blood bags can have their displayed type determined by using a pen on the bag.&lt;br /&gt;
&lt;br /&gt;
===Infection===&lt;br /&gt;
Infections sprout when a wound isn&#039;t treated and disinfected in time, and is accompanied by a fever (check temperature). If left alone, infections can rapidly kill a patient, even exponentially if it&#039;s bad enough. Infections are commonly identified by means of the body scanner. The following are the levels of infection:&lt;br /&gt;
*&#039;&#039;&#039;L1 (Mild)&#039;&#039;&#039;: Pain messages and the start of fever.&lt;br /&gt;
*&#039;&#039;&#039;L2 (Acute)&#039;&#039;&#039;: More pain messages, infection becomes more prevalent and visible.&lt;br /&gt;
*&#039;&#039;&#039;L3 (GANGRENE)&#039;&#039;&#039;: Beginning of lethal toxins, organ death, and necrosis.&lt;br /&gt;
The following are some symptoms of infection based on where it&#039;s located:&lt;br /&gt;
*&#039;&#039;&#039;Meningitis (Brain)&#039;&#039;&#039;&lt;br /&gt;
**L1: Stiff neck&lt;br /&gt;
**L2: Severe headache (+1 confusion at random intervals)&lt;br /&gt;
*&#039;&#039;&#039;Conjunctivitis (Eyes)&#039;&#039;&#039;&lt;br /&gt;
**L1: Itchy eyes&lt;br /&gt;
**L2: Blurred vision (+10 eye_blurry at random intervals)&lt;br /&gt;
*&#039;&#039;&#039;Endocarditis (Heart)&#039;&#039;&#039;&lt;br /&gt;
**L1: Chest tightness&lt;br /&gt;
**L2: Chest pain (+25 halloss)&lt;br /&gt;
*&#039;&#039;&#039;Pyelonephritis (Kidneys)&#039;&#039;&#039;&lt;br /&gt;
**L1: Lower back pain&lt;br /&gt;
**L2: Malaise&lt;br /&gt;
*&#039;&#039;&#039;Pyogenic Abscess (Liver)&#039;&#039;&#039;&lt;br /&gt;
**L1: Right side abdomen pain&lt;br /&gt;
**L2: Poor blood filtration (toxins buildup)&lt;br /&gt;
*&#039;&#039;&#039;Pneumonia (Lungs)&#039;&#039;&#039;&lt;br /&gt;
**L1: Coughing&lt;br /&gt;
**L2: Shortness of breath (+30 oxyloss)&lt;br /&gt;
*&#039;&#039;&#039;Staph Infection (All external limbs)&#039;&#039;&#039;&lt;br /&gt;
**L1: Pain notificiation&lt;br /&gt;
**L2: Sharp pain temporarily disables limb&lt;br /&gt;
L2 infections and lower require only 15u of [[Guide_to_Chemistry#Anti_Microbials|Thetamycin]] and monitoring. L3 infections require far more. Regardless, immediately pairing with Dylovene and Tricordrazine to accompany the high toxins is a good idea. The following will go over further necessary treatments:&lt;br /&gt;
*&#039;&#039;&#039;Limb gangrene&#039;&#039;&#039;:&lt;br /&gt;
**Conduct [[Surgery#Necrotic_Limb_Repair|necrotic limb repair]].&lt;br /&gt;
*&#039;&#039;&#039;Organ necrosis&#039;&#039;&#039;:&lt;br /&gt;
*#Request a replacement synthetic organ from Research immediately.&lt;br /&gt;
*#[[Surgery#Organ_Removal.2FTransplantation|Remove the organ via surgery and replace it with the synthetic counterpart]].&lt;br /&gt;
**If the brain or heart is necrotic, the patient will need to be cloned.&lt;br /&gt;
&lt;br /&gt;
===Fractures===&lt;br /&gt;
Bones fractures can be separated by three identifications: hairline, fracture, and broken. These three different types of fractures no longer play any part mechanically, though from an RP standpoint, hairline is the least severe while broken is the most severe (and therefore painful). Fractures can, however, deal damage to organs if they move around. Treatment for fractures is listed below:&lt;br /&gt;
*&#039;&#039;&#039;Splints&#039;&#039;&#039;: A half-cast that keeps the fractured bone in place and prevents it from moving. &#039;&#039;&#039;This is a temporary remedy,&#039;&#039;&#039; and requires the following to actually treat...&lt;br /&gt;
*&#039;&#039;&#039;[[Surgery#Bone_Repair|Surgery]]&#039;&#039;&#039;: By means of bone gel and bone setter, a fracture can be mended rather quickly.&lt;br /&gt;
&lt;br /&gt;
====Dislocations====&lt;br /&gt;
Not actually a fracture or even a problem related to surgery, but it will function as a fracture in that the limb will become incapacitated. Fixing it simply requires that you stand next to the patient and use the &#039;Undislocate-Joint&#039; verb. If there are multiple dislocations, a prompt will appear asking which limb you would like to relocate.&lt;br /&gt;
&lt;br /&gt;
===Mycosis===&lt;br /&gt;
Unsterilized K&#039;ois happens to be a rather tasty snack... if you&#039;re a Vaurca, anyway. If you&#039;re any other race, you&#039;re going to have a &#039;&#039;&#039;really bad time&#039;&#039;&#039;. Aside from containing phoron, K&#039;ois (excluding K&#039;ois bars found in unhacked vendors) can cause a myriad of problems which can all be summed up as &#039;&#039;&#039;Mycosis&#039;&#039;&#039;, a term used to describe fungal infection. Early stages of K&#039;ois infection involve pain and coughing blood. Stage 2 brings about respiratory issues. Stage 3 involves feelings of something squirming inside, as well as phoron and K&#039;ois paste beginning to fill the patient&#039;s lungs, dealing large toxins. Fungal spore emission begins at Stage 4 which will embed and grow more K&#039;ois, spreading to anyone who doesn&#039;t have their own internal atmosphere setup.&lt;br /&gt;
&lt;br /&gt;
Treatment for K&#039;ois infection is dangerous for both you and the patient. You must wear internals - a sterile mask or gas mask on its own &#039;&#039;&#039;will not work&#039;&#039;&#039; - in order to avoid breathing in spores and infecting yourself. Once you&#039;ve ensured your internals are running, begin the [[Surgery#Organ_Removal.2FTransplantation|K&#039;ois removal procedure]] and treat the remaining toxins and blood loss. If the patient is already at Stage 4, it is &#039;&#039;&#039;top priority&#039;&#039;&#039; that they be kept isolated from everyone else, otherwise the fungus will spread to others and make everything worse.&lt;br /&gt;
&lt;br /&gt;
===Brain Trauma===&lt;br /&gt;
Not to be confused with [[Guide to Medicine#Organ|brain damage]] which involves gibbering and running into airlocks, trauma is persistent with the patient regardless of the organ health of the brain, and must be corrected by certain means. Some therapies, including the traumas they treat, are:&lt;br /&gt;
*&#039;&#039;&#039;Hypnosis&#039;&#039;&#039; - Directional disorientation, phobias, traumatic narcolepsy, monophobia, and inordinate pacifism.&lt;br /&gt;
*&#039;&#039;&#039;Crystal Therapy&#039;&#039;&#039; - Reduced mouth coordination, reduced brain activity, communication disorder, tourettes, weak motor signals, fits/muscle spasms/extreme discoordination, and language center trauma.&lt;br /&gt;
*&#039;&#039;&#039;Isolation&#039;&#039;&#039; - Imaginary friend(s), schizophrenia, and conflicting neuroimaging reports.&lt;br /&gt;
*&#039;&#039;&#039;[[Guide to Chemistry#Psychiatric_Medication|Drug Therapy]]&#039;&#039;&#039; - This section will go over which drugs treat certain traumas.&lt;br /&gt;
**&#039;&#039;&#039;Nicotine&#039;&#039;&#039; - Phobias and weak motor signals.&lt;br /&gt;
**&#039;&#039;&#039;Methylphenidate&#039;&#039;&#039; - Phobias, imaginary friend, and schizophrenia.&lt;br /&gt;
**&#039;&#039;&#039;Sertraline&#039;&#039;&#039; - Phobias.&lt;br /&gt;
**&#039;&#039;&#039;Escitalopram&#039;&#039;&#039; - Phobias and monophobia.&lt;br /&gt;
**&#039;&#039;&#039;Paroxetine&#039;&#039;&#039; - Phobias.&lt;br /&gt;
**&#039;&#039;&#039;Duloxetine&#039;&#039;&#039; - Phobias and concussion.&lt;br /&gt;
**&#039;&#039;&#039;Venlafaxine&#039;&#039;&#039; - Phobias, monophobia, and reduced mouth coordination.&lt;br /&gt;
**&#039;&#039;&#039;Fluvoxamine&#039;&#039;&#039; - Weak motor signals, imaginary friend, and conflicting neuroimaging reports.&lt;br /&gt;
**&#039;&#039;&#039;Risperidone&#039;&#039;&#039; - Monophobia, weak motor signals, imaginary friend, schizophrenia, conflicting neuroimaging reports, reduced mouth coordination, communication disorder, muscle spasms, and tourettes.&lt;br /&gt;
**&#039;&#039;&#039;Olanzapine&#039;&#039;&#039; - Monophobia, imaginary friend, reduced mouth coordination, communication disorder, muscle spasms, and tourettes.&lt;br /&gt;
**&#039;&#039;&#039;Mannitol&#039;&#039;&#039; - Reduced brain activity, occipital lobe trauma, cerebral paralysis, aphasia, and colorblindness.&lt;br /&gt;
&amp;lt;!---**&#039;&#039;&#039;Trisyndicotin&#039;&#039;&#039; - Inordinate pacifism.---&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;[[Surgery#Internal_Organ_Repair|Surgical Therapy]]&#039;&#039;&#039; - Concussion, occipital lobe trauma, cerebral paralysis, aphasia, and bluespace attunement.&lt;br /&gt;
&lt;br /&gt;
===Mental Trauma and Policy===&lt;br /&gt;
* All characters with a [[Medical_Doctor|Medical Doctorate]] degree are capable of diagnosing [[Psychologist#Mental_Trauma|mental trauma]], as well as prescribing medication for their diagnosis.&lt;br /&gt;
* [[Surgeon|Surgery]] trained Medical personnel are fully capable of Neuro-surgery where necessary to treat mental trauma.&lt;br /&gt;
* [[Chemist|Chemists/Pharmacists]] are fully capable of synthesizing mental medication, but they cannot diagnose mental trauma, or prescribe medicine.&lt;br /&gt;
* [[Psychologist|Psychiatrists/Psychologists]] are the foremost experts on this type of illness, they are the only capable of advanced treatment ([[Psychologist#Hypnosis|Hypnosis,]] [[Psychologist#Crystal_Therapy|Crystal Therapy]], and [[Psychologist#Isolation|Isolation]]) and they should be the first to treat [[Psychologist#Mental_Trauma|mental trauma]] when available.&lt;br /&gt;
&lt;br /&gt;
==[[File:Healthanalyzer.png|64px]]Health Analyzer==&lt;br /&gt;
Probably the number one go-to tool in diagnostics (up there with the HUD and body scanner) is the health analyzer, a pocket-sized device that you can use on a patient to assess their health. Health bar showed up? Analyzer. Someone says they don&#039;t feel well? Analyzer. Below is an example of what you would see on a perfectly healthy patient. Keep in mind, the basic analyzer won&#039;t show you the numbers, but only a description of their current state. Science can make an advanced analyzer, which will show precise readings.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! &amp;lt;span style=&amp;quot;text-align:left&amp;quot;&amp;gt; &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;&lt;br /&gt;
Analyzing Results for John Doe:&amp;lt;br&amp;gt;&lt;br /&gt;
::Overall Status: 100% healthy&amp;lt;br&amp;gt;&lt;br /&gt;
:Key: &amp;lt;span style=&amp;quot;color:cyan&amp;quot;&amp;gt;Suffocation&amp;lt;/span&amp;gt;/&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Toxin&amp;lt;/span&amp;gt;/&amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;Burns&amp;lt;/span&amp;gt;/&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Brute&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
:Damage Specifics: &amp;lt;span style=&amp;quot;color:cyan&amp;quot;&amp;gt;Healthy&amp;lt;/span&amp;gt; - &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Healthy&amp;lt;/span&amp;gt; - &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;0Healthyspan&amp;gt; - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Healthy&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Body Temperature: 36.905°C (98.429°F)&amp;lt;br&amp;gt;&lt;br /&gt;
Localized Damage, Brute/Burn:&amp;lt;br&amp;gt;&lt;br /&gt;
:Limbs are OK.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:black&amp;quot;&amp;gt;Subject bloodstream oxygen level normal | Subject bloodstream toxin level minimal | Subject burn injury status O.K | Subject brute-force injury status O.K&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Blood Level Normal: 100% 560cl. Type: A+&amp;lt;br&amp;gt;&lt;br /&gt;
Subject&#039;s pulse: 84 bpm.&lt;br /&gt;
&amp;lt;/span&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
A lot of information can be picked through with just this readout alone, so we&#039;ll be breaking it down:&lt;br /&gt;
*&#039;&#039;&#039;Patient Name&#039;&#039;&#039;: At the top will be the name of the patient. If they don&#039;t have their ID on and their face is messed up, they&#039;ll appear as Unknown.&lt;br /&gt;
*&#039;&#039;&#039;Overall Status&#039;&#039;&#039;: This is how the patient is doing overall. The lower the number, the more you should probably feel compelled to treat them... or administer painkillers. For whatever reason, this takes the patients level of pain into account. The lower the percentage, the more they&#039;re suffering.&lt;br /&gt;
*&#039;&#039;&#039;Key/Damage Specifics&#039;&#039;&#039;: This is the area you&#039;ll probably look to first, and it&#039;s color coded, too (unless you&#039;re using the PDA analyzer)!&lt;br /&gt;
*&#039;&#039;&#039;Body Temperature&#039;&#039;&#039;: How warm the body is. 36°C (98°F) is the normal body temperature. If the temperature is much higher than this, then the patient likely has a fever caused by either a pathogen or infection. Or they&#039;re on fire. You should probably put them out.&lt;br /&gt;
*&#039;&#039;&#039;Localized Damage, Brute/Burn&#039;&#039;&#039;: This is another important section. This will detail which body parts have brute or burn damage, allowing you to apply ATKs or ABKs accordingly. At times you may see &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;&#039;&#039;&#039;[Bleeding]&#039;&#039;&#039;&amp;lt;/span&amp;gt; on a limb, therefore you should apply an ATK to that limb immediately.&lt;br /&gt;
*&#039;&#039;&#039;Subject Status&#039;&#039;&#039;: Kinda redundant. Will tell you what you already know from the numbers above, but they do change color if the damage is high enough.&lt;br /&gt;
*&#039;&#039;&#039;Important Information&#039;&#039;&#039;: This will appear in red text and is generally pretty straight forward. Will inform the user if the patient has radiation, genetic damage, internal bleeding, an infection, a pathogen (if it&#039;s in the database), or bone fractures.&lt;br /&gt;
*&#039;&#039;&#039;Blood Level&#039;&#039;&#039;: This will inform you how much blood the patient has. Small blue text means the patient is fine. Large, bold, red text means that the patient has low blood and is not circulating sufficiently oxygenated blood. It also tells you the patient&#039;s blood type if O- runs out of stock.&lt;br /&gt;
*&#039;&#039;&#039;Subject&#039;s pulse&#039;&#039;&#039;: Pretty much used to tell if a patient is dead or not, though this can also tell you if a patient is under the influence of certain medications. Inaprovaline and Hyperzine, for example, will increase heart rate while sedatives like Soporific will slow heart rate.&lt;br /&gt;
&lt;br /&gt;
==[[File:Bscanner.gif]][[File:Bscanner_console.gif]]The Body Scanner==&lt;br /&gt;
Essentially a stationary and much bigger health analyzer. This section will cover what the screen will look like and what you can derive from it.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! &amp;lt;span style=&amp;quot;text-align:left&amp;quot;&amp;gt;&lt;br /&gt;
Overall Health&lt;br /&gt;
----&lt;br /&gt;
John Doe =&amp;gt; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Conscious&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Species: Human&amp;lt;br&amp;gt;&lt;br /&gt;
Health: 100&amp;lt;br&amp;gt;&lt;br /&gt;
=&amp;gt; Brute Damage: 0&amp;lt;br&amp;gt;&lt;br /&gt;
=&amp;gt; Resp. Damage: 0&amp;lt;br&amp;gt;&lt;br /&gt;
=&amp;gt; Toxin Damage: 0&amp;lt;br&amp;gt;&lt;br /&gt;
=&amp;gt; Burn Severity: 0&amp;lt;br&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
Radiation Lvl: &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;0 Rads&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Genetic Dmg: &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;0%&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Est. Brain Dmg: &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;0%&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Est. Paralysis Lvl: 0%&amp;lt;br&amp;gt;&lt;br /&gt;
Body Temperature: 310.005 K (~35 C)&amp;lt;br&amp;gt;&lt;br /&gt;
Viral Status: &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Not Detected&amp;lt;/span&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
Blood Status&lt;br /&gt;
----&lt;br /&gt;
Blood Level: 100% (560u)&amp;lt;br&amp;gt;&lt;br /&gt;
=&amp;gt; Inaprovaline: 0 unit(s)&amp;lt;br&amp;gt;&lt;br /&gt;
=&amp;gt; Soporific: 0 units(s)&amp;lt;br&amp;gt;&lt;br /&gt;
=&amp;gt; Bicaridine: 0 unit(s)&amp;lt;br&amp;gt;&lt;br /&gt;
=&amp;gt; Dermaline: 0 unit(s)&amp;lt;br&amp;gt;&lt;br /&gt;
=&amp;gt; Dexalin: 0 unit(s)&amp;lt;br&amp;gt;&lt;br /&gt;
=&amp;gt; Other: 0 unit(s)&amp;lt;br&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
Body Status&lt;br /&gt;
----&lt;br /&gt;
lungs&amp;lt;br&amp;gt;&lt;br /&gt;
=&amp;gt; Burn Dmg: 0&amp;lt;br&amp;gt;&lt;br /&gt;
=&amp;gt; Brute Dmg: 20&amp;lt;br&amp;gt;&lt;br /&gt;
=&amp;gt; Information: Is ruptured.&lt;br /&gt;
----&lt;br /&gt;
Actions&amp;lt;br&amp;gt;&lt;br /&gt;
[Print Report]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
As you can see, this provides much more information, probably the most sought after info being anything below the &#039;&#039;&#039;Body Status&#039;&#039;&#039; heading.&lt;br /&gt;
*&#039;&#039;&#039;Overall Health&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Name&#039;&#039;&#039;: Just the name of the patient and their current state. Conscious, unconscious, dead.&lt;br /&gt;
**&#039;&#039;&#039;Species&#039;&#039;&#039;: The species of the patient. See [[Guide to Medicine#Races|below]] for how each race reacts differently to treatments.&lt;br /&gt;
**&#039;&#039;&#039;Health&#039;&#039;&#039;: The real overall health of the patient. 100 is perfect health, -100 is dead.&lt;br /&gt;
**&#039;&#039;&#039;=&amp;gt; Damage&#039;&#039;&#039;: The four main types of damage that can be pulled from a health analyzer.&lt;br /&gt;
**&#039;&#039;&#039;Radiation Level&#039;&#039;&#039;: How many rads the patient has soaked. See [[Guide to Medicine#Radiation|Radiation Damage]] above.&lt;br /&gt;
**&#039;&#039;&#039;Genetic Damage&#039;&#039;&#039;: How much the patient&#039;s skin is falling off. This number will probably be pretty high if the patient was just cloned.&lt;br /&gt;
**&#039;&#039;&#039;Estimated Brain Damage&#039;&#039;&#039;: How much organ damage has been dealt to the brain. This number will probably be pretty high if the patient was just cloned.&lt;br /&gt;
**&#039;&#039;&#039;Estimated Paralysis Level&#039;&#039;&#039;: How much time is left until the patient wakes up/can move.&lt;br /&gt;
**&#039;&#039;&#039;Body Temperature&#039;&#039;&#039;: Temperature measured in Kelvin and estimated in Celsius.&lt;br /&gt;
**&#039;&#039;&#039;Viral Status&#039;&#039;&#039;: Tells whether or not a pathogen has been detected.&lt;br /&gt;
*&#039;&#039;&#039;Blood Status&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Blood Level&#039;&#039;&#039;: How much blood the patient has.&lt;br /&gt;
**&#039;&#039;&#039;=&amp;gt; Reagent&#039;&#039;&#039;: How much of a certain reagent there is in the blood stream. &#039;&#039;&#039;Other&#039;&#039;&#039; is pretty much anything that isn&#039;t already on the list, which can represent either good or bad reagents.&lt;br /&gt;
*&#039;&#039;&#039;Body Status&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Organ&#039;&#039;&#039;: Tells how much burn and brute damage an organ/limb has, as well as information about it if applicable.&lt;br /&gt;
*&#039;&#039;&#039;Actions&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Print Report&#039;&#039;&#039;: Will print out a page of what you already saw on screen. Best done when the patient has fractures or organ damage. Printed reports that are no longer being used should be placed in the filing cabinet behind the reception desk.&lt;br /&gt;
&lt;br /&gt;
==Other Tools==&lt;br /&gt;
Some other fancy but somewhat niche tools to diagnose issues within a patient are as follows.&lt;br /&gt;
&lt;br /&gt;
===[[File:Breathanalyzer.png|64px]]Breath Analyzer===&lt;br /&gt;
The breath analyzer is capable of ascertaining the status of a patient&#039;s lungs, and whether or not they have alcohol in their blood.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! &amp;lt;span style=&amp;quot;text-align:left&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Breath Sample Results:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Subject oxygen levels nominal.&amp;lt;br&amp;gt;&lt;br /&gt;
Subject lung health nominal.&amp;lt;br&amp;gt;&lt;br /&gt;
Blood Alcohol Content: 0 &amp;lt;span style=&amp;quot;color:lime&amp;quot;&amp;gt;&#039;&#039;&#039;[NORMAL]&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/span&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
Not much info, but it&#039;ll do:&lt;br /&gt;
*&#039;&#039;&#039;Oxygen Levels&#039;&#039;&#039;: This will quickly inform you if someone&#039;s oxygenation is pretty bad. Values above 25 oxy damage will be marked as abnormal.&lt;br /&gt;
*&#039;&#039;&#039;Lung Health&#039;&#039;&#039;: Quick way to determine lung damage. Even one damage is enough to tell you that there&#039;s a problem. 10 damage and up indicates a rupture.&lt;br /&gt;
*&#039;&#039;&#039;BAC&#039;&#039;&#039;: How much alcohol has made its way into the blood, usually from drinking alcoholic drinks. Unless there&#039;s heavy intoxication (0.12 and higher) or something more severe, it&#039;s probably fine to ignore this.&lt;br /&gt;
&lt;br /&gt;
===[[File:Stethoscope.png|64px]]Stethoscope===&lt;br /&gt;
The stethoscope is rather ancient but it is still a valuable tool to have, as it&#039;s capable of diagnosing problems with hearts and lungs. Aiming at the chest and clicking the patient with a stethoscope in hand will tell you about their heart and lungs. The stethoscope can also be attached to your jumpsuit.&lt;br /&gt;
*&#039;&#039;&#039;Heart&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Weak/odd heartbeat&#039;&#039;&#039; - Heart damage or high hypoxia.&lt;br /&gt;
**&#039;&#039;&#039;No heartbeat&#039;&#039;&#039; - The patient is dead, or they have a synthetic heart. [[Changeling|Or they&#039;re just joking around.]]&lt;br /&gt;
*&#039;&#039;&#039;Lungs&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Wheezing/gurgling&#039;&#039;&#039; - Lung damage or high hypoxia.&lt;br /&gt;
**&#039;&#039;&#039;No breathing&#039;&#039;&#039; - They are dead.&lt;br /&gt;
&lt;br /&gt;
===[[File:Penlight.png|64px]]Penlight===&lt;br /&gt;
The penlight is yet another tool capable of diagnosing organs, this time the eyes. Aiming at the eyes and clicking the patient with a penlight in hand will tell you about their eyes.&lt;br /&gt;
*&#039;&#039;&#039;Their eyes narrow&#039;&#039;&#039; - Patient&#039;s eyes are fine and functioning normally.&lt;br /&gt;
*&#039;&#039;&#039;Visible damage&#039;&#039;&#039; - Self explanatory.&lt;br /&gt;
*&#039;&#039;&#039;Slow reaction&#039;&#039;&#039; - Blurry vision.&lt;br /&gt;
*&#039;&#039;&#039;Delay between both eyes&#039;&#039;&#039; - Brain damage.&lt;br /&gt;
*&#039;&#039;&#039;Pinpointed pupils&#039;&#039;&#039; - Opiates.&lt;br /&gt;
*&#039;&#039;&#039;Dilated pupils&#039;&#039;&#039; - Other non-beneficial drugs.&lt;br /&gt;
*&#039;&#039;&#039;Glowing&#039;&#039;&#039; - Patient has a mutation.&lt;br /&gt;
*&#039;&#039;&#039;No reaction&#039;&#039;&#039; - The patient is dead or their eyes are damaged beyond function.&lt;br /&gt;
&lt;br /&gt;
===Grabbing and Examining===&lt;br /&gt;
If you have nothing else, then your eyes can give you a rough idea of how a patient is doing. If not your eyes, then your hands when you grab a patient.&lt;br /&gt;
*&#039;&#039;&#039;Examining&#039;&#039;&#039; - Examining is simply done by shift clicking the patient, or using the right-click context menu and clicking Examine.&lt;br /&gt;
**&#039;&#039;&#039;Bleeding&#039;&#039;&#039;&lt;br /&gt;
***&#039;&#039;&#039;Bleeding cut on limb&#039;&#039;&#039; - They&#039;re obviously bleeding from the limb in question.&lt;br /&gt;
***&#039;&#039;&#039;Blood soaking under clothing&#039;&#039;&#039; - They are bleeding under the clothing in question. For uniforms this can mean their upper or lower body.&lt;br /&gt;
**&#039;&#039;&#039;Brute Damage&#039;&#039;&#039;&lt;br /&gt;
***&#039;&#039;&#039;Bruise&#039;&#039;&#039; - Patient was attacked with a blunt object. Ranges from tiny to monumental.&lt;br /&gt;
***&#039;&#039;&#039;Cut&#039;&#039;&#039; - Patient was attacked with a sharp object. Ranges from scabs to massive flesh wounds. High chance of bleeding.&lt;br /&gt;
***&#039;&#039;&#039;Puncture&#039;&#039;&#039; - Patient was likely shot. Ranges from punctures to gaping holes. High chance of bleeding.&lt;br /&gt;
**&#039;&#039;&#039;Burn Damage&#039;&#039;&#039; - Patient was burned, either from fire/freezing temperatures or electrocution. Ranges from skins to carbonized limbs.&lt;br /&gt;
*&#039;&#039;&#039;Grabbing&#039;&#039;&#039; - Grab examines are done by grabbing someone and clicking on them with the grab in hand on help intent. You do not need to let go and grab again when switching which limb to examine.&lt;br /&gt;
**&#039;&#039;&#039;Wounds&#039;&#039;&#039; - Will inform you of any burns and bruises on the target limb. See above.&lt;br /&gt;
**&#039;&#039;&#039;Bones&#039;&#039;&#039; - Will inform you if the patient&#039;s limb is broken or not.&lt;br /&gt;
**&#039;&#039;&#039;Skin&#039;&#039;&#039;&lt;br /&gt;
***&#039;&#039;&#039;Unhealthy Discoloration&#039;&#039;&#039; - Patient has high toxins.&lt;br /&gt;
***&#039;&#039;&#039;Unusually Pale&#039;&#039;&#039; - Patient has moderate hypoxia.&lt;br /&gt;
***&#039;&#039;&#039;Decaying Limb&#039;&#039;&#039; - Patient&#039;s limb is necrotic.&lt;br /&gt;
&lt;br /&gt;
=Common Treatments=&lt;br /&gt;
So we&#039;re past the quick guides and diagnostics, now it&#039;s time to elaborate on how medicine works inside the patient. The [[Guide to Chemistry]] may be a good page to visit to get a good idea of what each particular medicine can do.&lt;br /&gt;
&lt;br /&gt;
===[[File:Syringes.png|64px]]Injections===&lt;br /&gt;
This is the most common, quickest, and effective way to administer treatments to patients, involving medicine being injected straight into the bloodstream to be metabolized immediately at full effect. Injecting the patient is usually left unhindered unless they are wearing armor devoid of an injection port, something that voidsuits and hardsuits possess. Generally when you read about the effects of medicine, it&#039;s implied that those are the results you will get if you inject it into the patient. &#039;&#039;&#039;Note:&#039;&#039;&#039; Syringes spawn with a cap which keeps them uninfected. Using the same syringe over and over will increase the risk of infection and will pass viruses from one patient to the other. Use new ones! &#039;&#039;&#039;Hyposprays&#039;&#039;&#039; can be found in the medical doctor lockers in the medical sub-level. They act like syringes without the risk of causing infection upon re-use.&lt;br /&gt;
&lt;br /&gt;
===[[File:Pillbottle.png|64px]]Pills===&lt;br /&gt;
Pills are the second most common way to administer medicines, which are taken orally and metabolize at half effect in comparison to injection. Pills are mostly used for low-priority treatments or prescriptions, and are best &amp;lt;s&amp;gt;shoved down the victim&#039;s throat whether they like it or not&amp;lt;/s&amp;gt; given to the patient along with instruction to swallow it. A patient wearing anything that covers the mouth will obviously be unable to take pills, making them unideal for patients in EVA gear.&lt;br /&gt;
&lt;br /&gt;
===[[File:Autoinhaler.png|64px]]Inhalation===&lt;br /&gt;
Inhalers are a recent addition to the medical side of Aurora, and medicines from inhalers are obviously inhaled into the lungs. All medicines - save for a few such as Dexalin - are 3/4 as effective as injecting when inhaled, which is a quarter above pills at least. Autoinhalers found in aid kits come with 5u of Dexalin, but the contents can be removed/replaced by using a syringe on the inhaler. Non-expendable variants can be found in the CMO&#039;s office and in chemistry equipment lockers, along with small 15u cartridges that can be filled with whatever.&lt;br /&gt;
&lt;br /&gt;
===[[File:Traumakit.png|64px]]Topical Applications===&lt;br /&gt;
This mostly applies to bandages and ointment, kits and equipment that you can use on a patient from the get-go. While we do not have medicinal patches, we do have trauma and burn kits for basic wound treatment, as well as for sealing bleeding and disinfecting wounds.&lt;br /&gt;
&lt;br /&gt;
=Your Organs!=&lt;br /&gt;
All organs (the ones that were coded in anyway) serve some purpose, but it all boils down to &amp;quot;keep the brain alive&amp;quot;. This section will describe what everything does and what may manifest if the organ in question is damaged. It should be noted that organs may be damaged if their respective limb/body part has fractures. All organs can be repaired with [[Guide to Chemistry#Advanced_Treatments|Peridaxon]] and [[Surgery#Internal_Organ_Repair|surgical organ repair]] (sans the [[#Appendix|appendix]]), though certain medicines target specific organs.&lt;br /&gt;
&lt;br /&gt;
==Brain==&lt;br /&gt;
The most important organ of all, it&#039;s the one that keeps you conscious, let alone interact with anything at all!&lt;br /&gt;
*&#039;&#039;&#039;Function:&#039;&#039;&#039; Allows you to control your character.&lt;br /&gt;
*&#039;&#039;&#039;Symptoms of Damage:&#039;&#039;&#039; Running into airlocks, [[#Brain Trauma|brain traumas]], sharp head pain.&lt;br /&gt;
*&#039;&#039;&#039;Causes of Damage:&#039;&#039;&#039; Impedrezine, lack of oxygenation.&lt;br /&gt;
*&#039;&#039;&#039;Treatment:&#039;&#039;&#039; [[Guide to Chemistry#Standard_Treatments|Alkysine]]&lt;br /&gt;
&lt;br /&gt;
==Eyes==&lt;br /&gt;
Lets you see and examine stuff.&lt;br /&gt;
*&#039;&#039;&#039;Function:&#039;&#039;&#039; Provides sight to the user.&lt;br /&gt;
*&#039;&#039;&#039;Symptoms of Damage:&#039;&#039;&#039; Blurry vision, no vision, sharp head pain, damaged/unresponsive pupils upon examination with a pen light.&lt;br /&gt;
*&#039;&#039;&#039;Causes of Damage:&#039;&#039;&#039; Welding without protection, phoron exposure, getting your eyes screwdriver&#039;d or squished.&lt;br /&gt;
*&#039;&#039;&#039;Treatment:&#039;&#039;&#039; [[Guide to Chemistry#Advanced_Treatments|Imidazoline]]&lt;br /&gt;
&lt;br /&gt;
==Heart==&lt;br /&gt;
The organ that keeps your blood flowing steady, allowing oxygen to distribute effectively.&lt;br /&gt;
*&#039;&#039;&#039;Function:&#039;&#039;&#039; Keeps blood flowing and regenerates lost blood.&lt;br /&gt;
*&#039;&#039;&#039;Symptoms of Damage:&#039;&#039;&#039; Hypoxia, blood loss, sharp chest pain, weak heartbeat upon examination with a stethoscope.&lt;br /&gt;
*&#039;&#039;&#039;Causes of Damage:&#039;&#039;&#039; General organ attacks, certain brain traumas.&lt;br /&gt;
*&#039;&#039;&#039;Treatment:&#039;&#039;&#039; [[Guide to Chemistry#Specialist_Treatments|Adipemcina]]&lt;br /&gt;
&lt;br /&gt;
==Lungs==&lt;br /&gt;
Lets you breathe! What do you breathe? That depends, but hopefully it&#039;s oxygen. Damage increases the amount of pressure of oxygen needed to sustain optimal oxygenation.&lt;br /&gt;
*&#039;&#039;&#039;Function:&#039;&#039;&#039; Provides oxygen to the blood stream.&lt;br /&gt;
*&#039;&#039;&#039;Symptoms of Damage:&#039;&#039;&#039; Hypoxia, gasping, sharp chest pain, weak respiration upon examination with a stethoscope.&lt;br /&gt;
*&#039;&#039;&#039;Causes of Damage:&#039;&#039;&#039; Lack of oxygen, over/under pressurized atmosphere, phoron exposure.&lt;br /&gt;
*&#039;&#039;&#039;Treatment:&#039;&#039;&#039; [[Guide to Chemistry#Advanced_Treatments|Peridaxon]]&lt;br /&gt;
&lt;br /&gt;
==Kidneys==&lt;br /&gt;
Filters your blood! &amp;lt;s&amp;gt;Actually it does nothing, it&#039;s incredibly niche.&amp;lt;/s&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Function:&#039;&#039;&#039; See above.&lt;br /&gt;
*&#039;&#039;&#039;Symptoms of Damage:&#039;&#039;&#039; Toxin damage if you &amp;lt;s&amp;gt;drink&amp;lt;/s&amp;gt; &#039;&#039;&#039;inject&#039;&#039;&#039; coffee into your bloodstream. That&#039;s it. That&#039;s how niche this is.&lt;br /&gt;
*&#039;&#039;&#039;Causes of Damage:&#039;&#039;&#039; General organ attacks.&lt;br /&gt;
*&#039;&#039;&#039;Treatment:&#039;&#039;&#039; [[Guide to Chemistry#Advanced_Treatments|Peridaxon]]&lt;br /&gt;
&lt;br /&gt;
==Liver==&lt;br /&gt;
The biggest line of defense against poisons.&lt;br /&gt;
*&#039;&#039;&#039;Function:&#039;&#039;&#039; Reduces intoxication, prevents other organs from taking damage as long as it&#039;s still working.&lt;br /&gt;
*&#039;&#039;&#039;Symptoms of Damage:&#039;&#039;&#039; Vomiting, other organs taking damage from general toxins.&lt;br /&gt;
*&#039;&#039;&#039;Causes of Damage:&#039;&#039;&#039; High level of toxin damage, heavy alcoholic consumption.&lt;br /&gt;
*&#039;&#039;&#039;Treatment:&#039;&#039;&#039; [[Guide to Chemistry#Standard_Treatments|Dylovene]] (at 10 liver damage and below)&lt;br /&gt;
&lt;br /&gt;
==Appendix==&lt;br /&gt;
This serves no function other than to get sick and make you miserable.&lt;br /&gt;
*&#039;&#039;&#039;Function:&#039;&#039;&#039; See above.&lt;br /&gt;
*&#039;&#039;&#039;Symptoms of Damage:&#039;&#039;&#039; Pain, inflammation&lt;br /&gt;
*&#039;&#039;&#039;Causes of Damage:&#039;&#039;&#039; Appendicitis.&lt;br /&gt;
*&#039;&#039;&#039;Treatment:&#039;&#039;&#039; [[Surgery#Organ_Removal.2FTransplantation|Surgical removal]].&lt;br /&gt;
&lt;br /&gt;
=Cloning=&lt;br /&gt;
Cloning is an interesting science in the medical department that allows for deceased crew members to escape death, to a degree. While the process isn&#039;t very smooth, it&#039;s better than the alternative. It is important to note that, if handled incorrectly, the entire process can be traumatizing to the patient, therefore only qualified personnel are to take care of this. The cloning pod uses biomass to synthesize new bodies, about 150 biomass per clone, and can be refilled with meat. Another thing to note is that &#039;&#039;&#039;cloning should not be seen as a simple Escape-Death-Free™ card.&#039;&#039;&#039; Cloning is financially damaging and traumatizing. No one shouldn&#039;t fear death.&lt;br /&gt;
&lt;br /&gt;
===Cloning Procedure===&lt;br /&gt;
&#039;&#039;&#039;IT IS HIGHLY SUGGESTED YOU CHECK A CREWMEMBERS MEDICAL RECORD BEFORE YOU CLONE. CLONING A DNC (DO NOT CLONE) IS A BRIGGABLE OFFENSE&#039;&#039;&#039; Additionally, someone who doesn&#039;t already have a DNC, and the cause of death was &#039;&#039;not&#039;&#039; suicide, then a DNC can only be enacted on the patient by the CMO, Captain, or majority head of staff ruling if both the former are missing. &#039;&#039;&#039;IT IS HIGHLY SUGGESTED YOU CHECK A CREWMEMBERS MEDICAL RECORD BEFORE YOU CLONE. CLONING A DNC (DO NOT CLONE) IS A BRIGGABLE OFFENSE&#039;&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Examine the cadaver and look up their medical records.&#039;&#039;&#039; If there is a Do Not Clone (commonly known as a DNC), then simply heed any postmortem instructions provided in the records.&lt;br /&gt;
#*If no postmortem instructions are provided, place the body in a body bag and write a toe tag with a pen, with the initial of their first name, full last name, and their status (J. DOE - DNC/MIF/CLONED). Note that suicides are deemed by default as a DNC, so be sure to review the cause of death.&lt;br /&gt;
#*Additionally, if someone doesn&#039;t already have a DNC, and the cause of death was &#039;&#039;not&#039;&#039; suicide, then a DNC can only be enacted on the patient by the CMO, Captain, or majority head of staff ruling if both the former are missing.&lt;br /&gt;
#Clickdrag the body to yourself and strip &#039;&#039;all&#039;&#039; of their items. If their items are bloody, spray them with space cleaner. Move their items into a locker for later.&lt;br /&gt;
#Place the body in the scanning pod and operate the console to scan the patient.&lt;br /&gt;
#*If the console reports Mental Interface Failure (MIF), try again at least three more times.&lt;br /&gt;
#*Seriously. It gives the patient&#039;s player very little time to re-enter their body. Doing this multiple times with brief pauses between scans may turn out well for them.&lt;br /&gt;
#Navigate to the scan records and begin cloning the patient.&lt;br /&gt;
#Eject the cadaver from the scanning pod, place it back in the body bag, and move it to the temporary morgue.&lt;br /&gt;
#Move the locker full of the patient&#039;s items to the ICU.&lt;br /&gt;
#Once the clone has been ejected from the growing tube, place them on a roller bed and move them to the ICU and into a cryo tube to repair their genetic damage. &#039;&#039;&#039;If a psychiatrist is on shift, inform them to prepare to take in a patient.&#039;&#039;&#039;&lt;br /&gt;
#*Assuming the growing tube hasn&#039;t been upgraded by research, the patient will be ejected with roughly 20% health due to genetic damage. There&#039;s a chance they may also have mutations, as well as brain damage and trauma.&lt;br /&gt;
#*It may be a good idea to give the patient a pill of 1u of Ryetalyn to immediately fix any mutations.&lt;br /&gt;
#Eject the patient from the cryo tube and &#039;&#039;&#039;place all of their items on&#039;&#039;&#039; (unless you didn&#039;t clean them, in which case, place a spare white jumpsuit on).&lt;br /&gt;
#Inject [[Guide to Chemistry#Standard_Treatments|Alkysine]] to repair their brain damage.&lt;br /&gt;
#Wheel them over to a quiet room.&lt;br /&gt;
&lt;br /&gt;
===Post-Cloning Procedure===&lt;br /&gt;
The following steps entail how to handle the patient once they are conscious. &#039;&#039;&#039;This is to be handled by a psychiatrist or CMO if the former is unavailable.&#039;&#039;&#039; If &#039;&#039;neither&#039;&#039; are available, then a Medical Doctor should break the news to the clone. Failure to heed these instructions may jeopardize the patient&#039;s mental well-being and the credibility of your medical license.&lt;br /&gt;
#Allow the patient to wake up.&lt;br /&gt;
#Ask how the patient is feeling, where they are/why they are there, find out what they already know regarding their current situation.&lt;br /&gt;
#Start with telling them that you have some bad news.&lt;br /&gt;
#*This is considered a &#039;warning shot&#039; and will prepare the patient to take in negative information.&lt;br /&gt;
#Follow with informing them &#039;&#039;sympathetically&#039;&#039; that they have been cloned.&lt;br /&gt;
#*Keeping this simple for the patient to understand is important. &#039;&#039;&#039;Misinformation may be detrimental to the patient.&#039;&#039;&#039;&lt;br /&gt;
#Allow the patient to process this information. Some may understand and be fine, others may be furious or complain. It&#039;s your job to make sure they keep calm.&lt;br /&gt;
#Offer the patient treatment options for their [[Guide to Medicine#Brain_Trauma|cerebral trauma]].&lt;br /&gt;
#*If the patient refuses treatment, consult the CMO, or Captain if the former is unavailable.&lt;br /&gt;
#Ask the patient if they have any questions or concerns. If they ask a question that you do not know the answer to, then inform them that you cannot answer it. &#039;&#039;&#039;Avoid speculation.&#039;&#039;&#039;&lt;br /&gt;
#Advise the patient to pay a visit to the psychiatrist once they have been treated.&lt;br /&gt;
&lt;br /&gt;
=Races=&lt;br /&gt;
Some races react a bit differently to medicine so it&#039;s important to become familiar with how some may fare. For the purpose of this section, Humans will be used as the base species for comparison. Subtypes will only mention differences in comparison to their parent species.&lt;br /&gt;
&lt;br /&gt;
===[[Background summary#Humanity|Human]]===&lt;br /&gt;
*Brute Modifier: 1&lt;br /&gt;
*Burn Modifier: 1&lt;br /&gt;
*Blood Volume: 560&lt;br /&gt;
*Primitive Form: Monkey&lt;br /&gt;
&lt;br /&gt;
===[[Skrell]]===&lt;br /&gt;
*Brute Modifier: 1&lt;br /&gt;
*Burn Modifier: 1&lt;br /&gt;
*Primitive Form: Neaera&lt;br /&gt;
*Less resistant to alcohol.&lt;br /&gt;
*Less stamina but faster running.&lt;br /&gt;
*Immune to slipping.&lt;br /&gt;
*&#039;&#039;&#039;Protein deals toxins.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===[[Unathi]]===&lt;br /&gt;
*Brute Modifier: 0.8&lt;br /&gt;
*Burn Modifier: 1&lt;br /&gt;
*Primitive Form: Stok&lt;br /&gt;
*Less resistant to alcohol.&lt;br /&gt;
*Less stamina but faster running.&lt;br /&gt;
*Slower walking speed.&lt;br /&gt;
&lt;br /&gt;
===[[Tajara]]===&lt;br /&gt;
*Brute Modifier: 1.2&lt;br /&gt;
*Burn Modifier: 1&lt;br /&gt;
*Primitive Form: Farwa&lt;br /&gt;
*Less resistant to alcohol.&lt;br /&gt;
*Faster walking speed.&lt;br /&gt;
*Less stamina and running speed, but faster stamina recovery.&lt;br /&gt;
*Damage from falling is halved.&lt;br /&gt;
&lt;br /&gt;
====Zhan-Khazan====&lt;br /&gt;
*Brute Modifier: 1.1&lt;br /&gt;
*Slower walking speed.&lt;br /&gt;
*Slower running speed, but more stamina.&lt;br /&gt;
*Resistant to cold.&lt;br /&gt;
*Tolerant to alcohol.&lt;br /&gt;
&lt;br /&gt;
====M&#039;sai====&lt;br /&gt;
*Brute Modifier: 1.3&lt;br /&gt;
*Faster walking speed.&lt;br /&gt;
*Faster running speed, but less stamina.&lt;br /&gt;
&lt;br /&gt;
===[[Dionaea]]===&lt;br /&gt;
*Brute Modifier: 1&lt;br /&gt;
*Burn Modifier: 1&lt;br /&gt;
*Primitive Form: Diona Nymph&lt;br /&gt;
*Regenerates health and nutriment when in light or in radiation.&lt;br /&gt;
*Most reagents have little to no effect on a Diona.&lt;br /&gt;
**Plant-B-Gone severely poisons a Diona.&lt;br /&gt;
**[[Guide to Chemistry#Standard_Treatments|Hyronalin]] deals toxins.&lt;br /&gt;
**[[Guide to Chemistry#Specialist_Treatments|Arithrazine]] deals major toxins.&lt;br /&gt;
*Cannot feel pain.&lt;br /&gt;
*Does not bleed.&lt;br /&gt;
*Immune to slipping.&lt;br /&gt;
*Immune to infections.&lt;br /&gt;
*Immune to decompression.&lt;br /&gt;
*Resistant to electrocution.&lt;br /&gt;
*Resistant to high temperatures.&lt;br /&gt;
*Breaks into nymphs upon death.&lt;br /&gt;
*Very slow movement speed.&lt;br /&gt;
*&#039;&#039;&#039;Cannot be cloned.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===[[Vaurca]] Worker===&lt;br /&gt;
*Brute Modifier: 0.5&lt;br /&gt;
*Burn Modifier: 1.5&lt;br /&gt;
*Toxin Modifier: 2&lt;br /&gt;
*Oxy Modifier: 0.6&lt;br /&gt;
*Radiation Modifier: 0.2&lt;br /&gt;
*Primitive Form: V&#039;krexi&lt;br /&gt;
*Breathes phoron.&lt;br /&gt;
*Possesses two hearts.&lt;br /&gt;
*Has an implant that stores phoron.&lt;br /&gt;
*Have other robotic implants.&lt;br /&gt;
*Has their own private Hivechat channel.&lt;br /&gt;
*Most surgeries require using the surgical drill instead of a scalpel.&lt;br /&gt;
*Can safely eat non-sterile K&#039;ois.&lt;br /&gt;
*Normal food deals toxins.&lt;br /&gt;
*Immune to decompression.&lt;br /&gt;
*Immune to slipping.&lt;br /&gt;
*Resistant to alcohol.&lt;br /&gt;
*Slower walking speed.&lt;br /&gt;
*Slower running and less stamina recovery, but more stamina.&lt;br /&gt;
*&#039;&#039;Can&#039;&#039; be cloned, though it is troublesome.&lt;br /&gt;
&lt;br /&gt;
====Vaurca Warrior====&lt;br /&gt;
*Brute Modifier: 0.7&lt;br /&gt;
*Burn Modifier: 1.2&lt;br /&gt;
*Oxy Modifier: 1&lt;br /&gt;
*Radiation Modifier: 0.5&lt;br /&gt;
*Normal walking speed.&lt;br /&gt;
*Faster running and more stamina.&lt;br /&gt;
&lt;br /&gt;
=Loadout=&lt;br /&gt;
Improving the likelihood of a patient&#039;s survival depends not only on your medical knowledge but also on what&#039;s available to you, particularly medicines and equipment on your person. The following will go over an optimal loadout, though nothing is stopping you from experimenting; these are merely recommendations, and it may do well to inquire other experienced medical players as to what their loadout is.&lt;br /&gt;
&lt;br /&gt;
==Common Equipment==&lt;br /&gt;
The equipment that most doctors have equipped:&lt;br /&gt;
*[[File:MedGlasses.png]] A medical HUD can evaluate someone&#039;s health from a glance, and even hide the health bar if their health is at 100%. Can also view patient records, allows you to set their physical status (useful for setting patients to SSD or deceased), and allows you to add comments to a patient&#039;s record.&lt;br /&gt;
*[[File:Medicalbelt.png]] A medical belt to store your medicines. Has seven slots and is obviously worn around the belt slot.&lt;br /&gt;
*[[File:Bottles.gif]] A bottle of Dylovene and Inaprovaline, as well as an empty bottle/beaker to mix the two into Tricordrazine in your belt. Additionally, if a [[Chemist]] is available, Bicaridine, KeloDerm/Dermaline, and Dexalin Plus are all important medicines to have.&lt;br /&gt;
*[[File:Syringes.png]] A syringe to extract said medicines. Holds 15u and draws/injects by 5u with each click. Can fit on your ear.&lt;br /&gt;
*[[File:Traumakit.png]][[File:Burnkit.png]] Advanced trauma and burn kits to help with brute and burn wounds respectively, along with disinfecting them. Typically found in the advanced kit that you spawn with.&lt;br /&gt;
*[[File:Healthanalyzer.png]] A health analyzer for a more in-depth analysis of someone&#039;s health. Gives precise numbers as to someone&#039;s brute, burn, toxin, and oxy damage, and can even tell if someone has genetic, radiation, or brain damage, though not how much. Will also inform the user if the patient has fractures or internal bleeding, but not their location.&lt;br /&gt;
*[[File:Labcoat.png]] A labcoat. Has storage space on the inside of the coat and allows you to use the suit storage slot.&lt;br /&gt;
*[[File:LGloves.png]] A pair of latex or nitrile gloves to prevent infection.&lt;br /&gt;
*[[File:Stasis_Bag_Folded.png]] A stasis bag to transport critical patients. These bags completely halt the progression of all damage, but they also deal genetic and oxy damage, meaning time is still of concern, and taking a patient out of the bag will crumple the bag up and make it useless.&lt;br /&gt;
*[[File:WWebbing.png]] Webbing/drop pouches to store more items. Webbing and drop pouches are mechanically the same, the only difference being the name and sprite. Attaches to the uniform, found in the accessories section of the loadout tab in character setup.&lt;br /&gt;
*[[File:Stethoscope.png]] A stethoscope to diagnose heart and lung injuries. Attaches to the uniform.&lt;br /&gt;
*[[File:Rollerbed.png]] A roller bed to transport patients safely without dragging. Simply control click the bed, then clickdrag a patient onto the bed and you can start running without having to hunt for pixels to pull it. Can fit on the suit storage slot of the Rescue RIG.&lt;br /&gt;
&lt;br /&gt;
=Machinery=&lt;br /&gt;
Medical has quite a few bits and pieces of stationary equipment to help with the workflow, most of which are elaborated on here:&lt;br /&gt;
&lt;br /&gt;
===[[File:Bscanner.gif]][[File:Bscanner_console.gif]]Body Scanner===&lt;br /&gt;
Pretty much a CT and MRI scanner shoved into one futuristic bed and console, and so much more! This is probably one of the most vital pieces of equipment for Medical as it can diagnose pretty much anything wrong with a patient. Some things it can do are, but not limited to:&lt;br /&gt;
*Provide information on all of the damage types.&lt;br /&gt;
*How much blood the patient has.&lt;br /&gt;
*Show what reagents are in the stomach/blood stream, and how much there is.&lt;br /&gt;
*Give a detailed analysis of each limb, including fractures, internal bleeding, the presence of implants, and if there are foreign bodies in the limb.&lt;br /&gt;
*Print condensed information to hand to a physician in the event the patient requires surgery. These should probably go into the filing cabinet behind reception.&lt;br /&gt;
&lt;br /&gt;
===[[File:Sleeper.gif]][[File:Console.gif]]Sleeper===&lt;br /&gt;
Next are sleepers, beds that specialize in treating most side effects of trauma, but are otherwise an endless reservoir of some basic medicines. Some features of the sleeper are:&lt;br /&gt;
*Gives estimated readout of patient&#039;s health by means of number values and colored bar graphs.&lt;br /&gt;
*Allows the injection of:&lt;br /&gt;
**Dylovene&lt;br /&gt;
**Inaprovaline&lt;br /&gt;
**Soporific&lt;br /&gt;
**Paracetamol&lt;br /&gt;
**Dexalin&lt;br /&gt;
*Can conduct dialysis on a patient to remove anything that isn&#039;t blood (such as toxins, but medicines are included in this) from their blood stream.&lt;br /&gt;
&lt;br /&gt;
===[[File:Cryo.gif]]Cryogenics===&lt;br /&gt;
A true marvel of Medical are its cryogenic tubes, allowing the use of certain medicines that can only be used at sub-zero temperatures, namely Cryoxadone and Clonexadone, which are both capable of healing lots of damage over time. If not for healing genetic damage, it should be noted that one unit of medicine taken from the tube&#039;s beaker is multiplied into ten units inside the patient! It can also halt bleeding (including internal) and halt the symptoms/damage of infection.&lt;br /&gt;
&lt;br /&gt;
====[[File:Freezer.gif]]How to Set Up====&lt;br /&gt;
While a nice piece of equipment indeed, it requires some prep in order to use it to its full capacity, namely putting the beakers in and setting the gas cooler. Placing the beakers inside the cryo tube is as simple as taking the beakers on the table in hand and clicking on the tubes with them. As for the gas coolers, head to the freezer room, which is the room past the south-most door in the GTR. The coolers are on the north end of the room, just click on them and set the temperature between 10 and 80 Kelvin, though no lower or higher. Too low could draw a lot of unnecessary power, while setting it too high may slow down how fast the medicine inside the patient can work. Generally 63 Kelvin is the desired temperature.&lt;br /&gt;
&lt;br /&gt;
===[[File:Clone.gif]][[File:Scanner.gif]]Cloning Equipment===&lt;br /&gt;
Interesting equipment capable of bringing crew back to life... sorta. See the [[Guide_to_Medicine#Cloning_Procedure|Cloning Procedure]] heading above for instructions on how to operate.&lt;br /&gt;
&amp;lt;!---&lt;br /&gt;
=Facilities=&lt;br /&gt;
Medical has a rather large department, which is good because some situations may require having a lot of room to work in. Below are the facilities inside the Medical department.&lt;br /&gt;
&lt;br /&gt;
==Main Level==&lt;br /&gt;
===Reception===&lt;br /&gt;
===Triage Area===&lt;br /&gt;
===Examination Room===&lt;br /&gt;
===Psychiatrist&#039;s Office===&lt;br /&gt;
===Pharmacy===&lt;br /&gt;
===Intensive Care Unit (ICU)===&lt;br /&gt;
===General Treatment Room (GTR)===&lt;br /&gt;
===Cloning===&lt;br /&gt;
===Main Storage===&lt;br /&gt;
===Operating Rooms===&lt;br /&gt;
===Surgery Pre-Op===&lt;br /&gt;
===EMT Bay===&lt;br /&gt;
===CMO&#039;s Office===&lt;br /&gt;
===Medical Office===&lt;br /&gt;
==Sub Level==&lt;br /&gt;
===Virology===&lt;br /&gt;
===Morgue===&lt;br /&gt;
===Sub-Acute Ward===&lt;br /&gt;
===Isolation Rooms===&lt;br /&gt;
===Secondary Storage===&lt;br /&gt;
===Briefing Room===&lt;br /&gt;
===Lounge===&lt;br /&gt;
---&amp;gt;&lt;br /&gt;
=Goodies From Departments=&lt;br /&gt;
Medical has interactions with other departments besides just treating their injuries, surprisingly enough. Research can fabricate new tools and equipment, Cargo can order important medical stuff, and Security can hopefully restrain lunatics.&lt;br /&gt;
&lt;br /&gt;
==Research==&lt;br /&gt;
Research can fabricate a number of nice tools for Medical, most of which will be described here:&lt;br /&gt;
&lt;br /&gt;
===Surgical===&lt;br /&gt;
*[[File:Scalpmanager.png]]&#039;&#039;&#039;Incision Management System (IMS)&#039;&#039;&#039;: Requires high tier research and diamonds, but this tool is invaluable to have. One click can create an incision, clamp bleeders, and retract the skin at the same time!&lt;br /&gt;
*[[File:Laserscalp.png]]&#039;&#039;&#039;Laser Scalpel&#039;&#039;&#039;: Different versions depending on what&#039;s available to Research, but this basically works as a scalpel and hemostat combined when opening an incision.&lt;br /&gt;
&lt;br /&gt;
===Chemistry===&lt;br /&gt;
*[[File:BluespaceBeaker.gif]]&#039;&#039;&#039;Bluespace Beaker&#039;&#039;&#039;: Requires diamonds but is immensely useful for chemistry, holding 300u as opposed to its non-bluespace counterpart which can only hold 120u.&lt;br /&gt;
*[[File:Noreact.gif]]&#039;&#039;&#039;Cryostasis Beaker&#039;&#039;&#039;: Reagents won&#039;t mix or react inside this beaker, but it can only hold 60u. Not very useful outside of easier grenade production.&lt;br /&gt;
*[[File:Combatinhaler.png]]&#039;&#039;&#039;Combat Inhaler&#039;&#039;&#039;: An inhaler capable of dumping all of the contents of a cartridge into the patient&#039;s lungs. Use with care!&lt;br /&gt;
*[[File:Inhalercart.png]]&#039;&#039;&#039;Large Inhaler Cartridge&#039;&#039;&#039;: 30u cartridge for inhalers. Double the capacity of the small cartridges that show up in chemistry.&lt;br /&gt;
*[[File:InhalerBS.png]]&#039;&#039;&#039;Bluespace Inhaler Cartridge&#039;&#039;&#039;: 60u cartridge, bigger is better &#039;&#039;obviously.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Quality of Life===&lt;br /&gt;
*[[File:Mecha_odysseus.png]]&#039;&#039;&#039;Odysseus&#039;&#039;&#039;: A medical mech with three attachments available, usually a syringe gun with two sleepers. Probably the most important feature is the mech&#039;s ability to &#039;&#039;&#039;scan reagents and synthesize them&#039;&#039;&#039;, allowing you to replicate rare medicines.&lt;br /&gt;
*[[File:Powercell.png]]&#039;&#039;&#039;Super Capacity/Hyper Capacity Power Cells&#039;&#039;&#039;: Pretty much just the RIG benefits from a bigger cell, but hey, leg actuators are fun to use!&lt;br /&gt;
*[[File:Medibot.gif]]&#039;&#039;&#039;Medibots&#039;&#039;&#039;: Either helpful, annoying, or totally useless. Swiping your ID over it will unlock its maintenance panel, allowing you to alter a few options. One option that should be turned on is to report treatments over HUD, while one option that should be turned off is the medibot&#039;s speaker as leaving it on will just let it fill up your chat log with nonsense. Probably the most important feature is allowing it to draw from a beaker that you can insert, allowing you to make custom mixes. Unfortunately the bot cannot tell the difference between any of the damage types, only treating a patient once their overall health reaches a certain threshold, therefore take care to &#039;&#039;&#039;not load in medicines that the patient can easily overdose on&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Upgrades===&lt;br /&gt;
*[[File:Clone.gif]]&#039;&#039;&#039;Growing Pod&#039;&#039;&#039;: Upgrading the growing pod will result in patients that have less clone damage and less chance for mutations, even to the point that all defects are gone entirely. Basically saves a few seconds during the procedure, or allows you to skip the cryogenics tube entirely.&lt;br /&gt;
*[[File:Freezer.gif]]&#039;&#039;&#039;Gas Cooler&#039;&#039;&#039;: Upgrading the gas cooler will allow it to cool the gasses for cryo quicker.&lt;br /&gt;
&lt;br /&gt;
==Cargo==&lt;br /&gt;
Cargo&#039;s a bit down the hall but here&#039;s some medical stuff:&lt;br /&gt;
*[[File:Stasis_Bag_Folded.png]]&#039;&#039;&#039;Stasis Bags&#039;&#039;&#039;: Stasis bags are nice to have but there aren&#039;t many. In the event Medical is running low, it&#039;s always a good idea to order more.&lt;br /&gt;
*[[File:Scalpel.png]]&#039;&#039;&#039;Surgical Tools&#039;&#039;&#039;: If you have to order this crate then something terrible has probably happened to the other tools.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--- ==Security==&lt;br /&gt;
Security is an important department but also a rather nosy one. Aside from treating officers and their prisoners, there are some things that you need to remember when dealing with them. Note that Security isn&#039;t made up of bad people, and there are some instances where you&#039;ll want to call them in case something obviously terrible is happening in medbay.&lt;br /&gt;
&lt;br /&gt;
===Alert Codes===&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;&#039;&#039;&#039;Code Green&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
**Unless the patient consents or an officer has a warrant, Medical cannot divulge information about the patient.&lt;br /&gt;
**Warrants usually only give access to body scans and medical records.&lt;br /&gt;
**Warrants can request a psychiatric evaluation of a patient, but officers are not permitted to listen in on the evaluation itself.&lt;br /&gt;
**Requesting the locations of individuals requires a very good reason, or a warrant.&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;&#039;&#039;&#039;Code Blue&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
**Security does not need a warrant to access patient info such as records, location, autopsies, or body scans. If it&#039;s relevant and they ask for it, provide it.&lt;br /&gt;
**Security still does not, however, have access to what a patient divulged to a psychiatrist &#039;&#039;unless&#039;&#039; it&#039;s directly related to the alert level elevation.&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;&#039;&#039;&#039;Code Red&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
**You &#039;&#039;&#039;need&#039;&#039;&#039; to provide information about a patient upon request as long as it&#039;s relevant.&lt;br /&gt;
**Suspicious confessions from a psychiatric appointment should probably be mentioned to security.&lt;br /&gt;
&lt;br /&gt;
===Charges===&lt;br /&gt;
*&#039;&#039;&#039;Trespassing&#039;&#039;&#039;: If they aren&#039;t Medical and they don&#039;t have any Medical personnel attending to them and they just ran in just because they could, call Security. They don&#039;t need to be in medbay, they&#039;ll get in the way of everything, and they pose a rather large risk to patient confidentiality.&lt;br /&gt;
*&#039;&#039;&#039;Neglect of Duty&#039;&#039;&#039;: If the chemist makes only a few bottles of medicine and rushes elsewhere to do something less productive then you can probably smash this charge over their head. Doctors hanging out in the bar instead of manning the medbay when there&#039;s patients awaiting treatment? Neglect of duty, maybe even manslaughter if a patient dies as a result.&lt;br /&gt;
*&#039;&#039;&#039;Disrespect to the Dead&#039;&#039;&#039;: Doing anything to a corpse outside of what&#039;s elaborated on in their postmortem instructions may land you with this charge, though this mostly only applies when someone decides to butcher, mutilate, or violate the body.&lt;br /&gt;
*&#039;&#039;&#039;Animal Cruelty&#039;&#039;&#039;: Monkeys are used for experimentation and harvesting antibodies in the event there&#039;s a viral outbreak, though some experiments aren&#039;t experiments in the slightest, particularly when the experiment&#039;s data doesn&#039;t yield anything useful at all, namely testing reagents to see what happens, pouring acid on a monkey to see how fast they die, &#039;experimenting&#039; with Mutagen, et cetera. Experiment ideas should probably be pitched to the CMO before it is conducted.&lt;br /&gt;
*&#039;&#039;&#039;Suicide Attempt&#039;&#039;&#039;: While there&#039;s no real legal consequence to this, the patient will have to undergo a psychiatric evaluation with supervision until the shift ends. If the patient is deemed too unsafe to keep within medical then they will have to be transferred to the brig.&lt;br /&gt;
*&#039;&#039;&#039;Violating Employee Privacy/Breach of Medical Confidentiality&#039;&#039;&#039;: Essentially releasing any information to anyone who isn&#039;t the patient or Medical staff without the patient&#039;s consent will land you with breaching the patient&#039;s privacy. You cannot divulge a patient&#039;s information to anyone, not even the Colony Director or CentCom if they ask you unless it&#039;s Code Blue or higher. ---&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Medbay}}&lt;br /&gt;
{{Gameplay Guides}}&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Medbay]]&lt;/div&gt;</summary>
		<author><name>Datamatt</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Scarabs&amp;diff=12843</id>
		<title>Scarabs</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Scarabs&amp;diff=12843"/>
		<updated>2019-08-08T15:18:42Z</updated>

		<summary type="html">&lt;p&gt;Datamatt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Human Lore}}&lt;br /&gt;
[[File:Scarab_logo.png|The unique emblem of the Scarabs, owing its insectoid design to their reliance of such in history. |thumb]]&lt;br /&gt;
&lt;br /&gt;
The largest representation of [[Offworlder Humans|offworlders]], the Scarabs perfectly embody the nomadic characterization most of the zero-G-bound Humans have founded over the years. They are a clever bunch, numbering in the millions yet supporting themselves by utilizing advanced compact hydroponics and insect farming to survive and compete in the modern world. &lt;br /&gt;
&lt;br /&gt;
Originating from African Confederation colonists in the early 2200’s, their remarkable history demonstrates the true flexibility and resolve of Humanity. These pioneers, in their early years, banded together with those of other nations launching numerous vessels at similar times for the collective goal of colonizing the depths of space.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Although they’re united, Scarabs still stick to naming their children after the colony ship they inhabit.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Culture==&lt;br /&gt;
Scarabs adopt many of the often seen traits of other Offworlders, with a deep conversationalist attitude ingrained in all Scarabs out of necessity. The Scarabs have known centuries of scarcity, and it affects their culture and mindset very heavily. Greed, laziness and wastefulness are considered the most condemnable misdeeds and most vile insults, whereas selflessness, resourcefulness and hard work are the most praisable virtues. &lt;br /&gt;
&lt;br /&gt;
====Tujmansaal====&lt;br /&gt;
Tujmansaal is a very common spiritual concept that most Scarabs can deeply connect with. Roughly translated as “blissful times”, it represents a state in which a person can easily satisfy any of their own needs. Such a state is a very common life goal for most - simply living the rest of one’s life fed, safe and comfortable. Although one could see this as egotistical, needs of a Scarab often include being among friends and family, and seeing them happy - meaning that tujmansaal is not achievable unless all of your loved ones achieve it together with you.&lt;br /&gt;
&lt;br /&gt;
====Aiseheer====&lt;br /&gt;
Aiseheer is a relationship concept used often among Scarabs, roughly translated to “brothers in need”, and meaning people working towards a common goal despite all of their differences and disagreements. A single member involved in this kind of relationship is called an aiseh (plural aiseh). After the goal in question has been achieved, the aiseh may strengthen their bond and become close, or go separate ways once more. Skrell often find this similar to their concept of qu’pluux, but with the difference of aiseheer potentially involving many people, or entire groups.&lt;br /&gt;
&lt;br /&gt;
====Superstition and Conservation====&lt;br /&gt;
A very strong element of Scarab culture is superstition. Almost any Scarab is superstitious to at least some degree. Different omens, big and small, ominous and promising, vary from ship to ship, but are present everywhere. A few are universal. For example, the corpses of fellow crew must always be spaced - no space or resources should be wasted to preserve it, but neither may it be recycled or used in any form, as resorting to using fellow crew members’ dead bodies means that bad times have come, and it’s likely that it’s going to only get worse from there…&lt;br /&gt;
&lt;br /&gt;
Asking for more food than you were initially given at a meal, even when available, is a bad omen commonly associated with egoism and narcissism. Instead, uneaten food and leftovers must always be preserved and used as an ingredient in the next meal that is going to be made. On station, this would mean that food left after transfer should be stored safely in a refrigerator or a heater.&lt;br /&gt;
&lt;br /&gt;
Scarab engineering and maintenance crew members would often carry a spare wrench on themselves, which is a common good luck charm. However, having to give it away to someone else may spell disaster for both people in question.&lt;br /&gt;
&lt;br /&gt;
Meal times are strictly and sparingly scheduled for the entire ship, and are quiet times of appreciation for the work going into producing the food. Speaking up is strictly prohibited, and making eye contact is considered to be a bad omen - instead, this is a time to recall and reflect. Afterwards, a break is to be had, as a relatively recent custom. During this break time, ships may often dock to each other, exchanging news, resources, and oral tradition. &lt;br /&gt;
&lt;br /&gt;
====Fiction====&lt;br /&gt;
Fictional literature is almost non-existent due to consoles and paper being used extremely sparingly. Instead, verbal arts are almost exclusively oral, with stories, myths and legends being shared among departments or families after meal times, or passed by from ship to ship when docking. &lt;br /&gt;
&lt;br /&gt;
Most common are two genres. Shiwuniket is the older one - grim and dark stories that serve as some kind of warning or precaution. Themes of death, collapse and mysterious omens are all very common. Nitaniket, more recent and less popular, is comprised of stories of overcoming and triumph, where the main characters are savvy and clever individuals who are able to make the most of the limited resources they have, using them in creative ways to deal with danger or challenges thrown their way.&lt;br /&gt;
&lt;br /&gt;
====Shaitan====&lt;br /&gt;
A common character in Scarab folklore is Shaitan, the Adversary - a malevolent spirit which is said to be the personification of all evil. Although exact details differ from ship to ship, it commonly takes the form of a mysterious and elusive traveler with their eyes brightly shining, who then convinces someone to lead the entire ship to ruin. The exact details of how this is done may differ, but generally, the victim captures the light of the traveler’s eyes, becoming blinded with their own reflection and giving in to madness, now only obsessed with their own well-being, and eventually bringing the ship to a collapse. &lt;br /&gt;
&lt;br /&gt;
====Ceremonial weaponry====&lt;br /&gt;
Weapons and weapon-making are almost glorified in Scarab societies, often considered extremely prized possessions. An almost universal marriage rite is presenting a beautiful, ornate knife or dagger to the significant other, who will then return it with the handle going forward if the offer is accepted, and the blade going forward if it is denied. Some ships use a decorated gun instead of a knife, but the process is generally the same, going without much fanfare. When dealing with non-Scarabs, a Scarab would often ask to sit down at a table, and then lay their weapons on it. This ceremonial disarming is not only done to take caution, but also to look at how well-made the weaponry of the other person is. &lt;br /&gt;
&lt;br /&gt;
Scarabs value a good weapon and displays of power, but nothing is more wasteful than ending the life of a worker. Thus, many Scarabs enjoy bouts with fellow crew, but, taking extreme care to not hurt anyone (since it would prevent them from working for some time), don’t use their weapons in these fights, and take care not to hit the opponent too hard. As an alternative, intellectual games such as chess and checkers are often played to display intellectual prowess.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Tales of lost colonists existed ever since humans first set out to live on the first planet, the most famous one was the disappearance of African Confederation colonists during the early years of Warp travel; the precursor to Bluespace travel. In year 2205 colonists of the Confederation purchased large swathes of land in a yet un-scanned location of deep space in the galactic east. Plenty called this a blunder, but the colonists considered themselves pioneers.&lt;br /&gt;
&lt;br /&gt;
Charmed by promises of the great unknown, of having a land to call their own, and being assured their flight would be completely safe by the shipmaker, Einstein Engines, and the sponsors of several prominent Central African officials, the mission of about 250,000 men, women and children set out. Over the course of several months following, roughly 1,000,000 individuals from a myriad of nations would set out to catch up and join the growing fleet. The struggles of those bygone days was apparent immediately. Their ships had no artificial gravity generator and the design was plagued by issues of clunky, early tech and in the end the colonists paid for it. The colonists’ warp engines sent them out to the coordinates provided, but the clunky engines suffered a catastrophic failure and they were unable to fix the issue, trapping themselves in warp for 12 months of the original 10 month planned trip, throwing them wildly off course into uncharted space.&lt;br /&gt;
&lt;br /&gt;
The engines were finally repaired after weeks of drifting in deep space and they traveled for five more years before unrest broke out., Exhausted colonists wanted to turn back; they reported feeling weak and frail, with physical exercise not enough to prevent the onset of space altering their bodies and turning their children into tall, lanky people.&lt;br /&gt;
&lt;br /&gt;
The captain Kizza Adila was a staunch supporter of Einstein Engines and with her reputation on the line, refused to turn back, fearing what negative press this might cause. Anger against her continued for weeks until  eventually the mutineers broke into the bridge. In a panic the captain deleted return coordinates, stranding everyone aboard the ships. The following years are known as “Lost Years”. The ships dissolved into pure chaos. The engineering crew remained alert however, hidden between the plating and the maintenance rooms they kept the ships running for much longer than their intended time without landing. Eventually, a grand-grand-grand son of a Librarian aboard one of the colony ships taught himself how to read and the philosophical and educational books provided him with many ideas and thoughts. And so, Apollo Kagwa united the torn and shattered occupants of long gone civilian departments, who had the lowest ranking in these dire times due to their low importance on the ship maintenance ladder and brought a Holy War, Jihad, onto the ship. But not in the name of destruction but unification.&lt;br /&gt;
&lt;br /&gt;
Instead of bloodbaths and raids he challenged each Captain of each ship and each head of every Department, challenging their posse to a small skirmish, knowing eliminating the leader and his strongest men would ensure his dominance each time. After countless battles over multiple colony ships, they were once again united. During these times they religion shifted and changed, turning into what is now known as Stutuism. Preaching that scarcity is the greatest enemy, that peace and strength is achieved through unity and domination. Not only physical, but also mental and spiritual. It also established who should do what and that each man and woman has their life course set for them, even if they might not know it. They worship a single god and consider every living human an extension of said deity, saying that scarcity and evil exists only to make children into adults, and unwise into the wise.&lt;br /&gt;
&lt;br /&gt;
He preached of Earth and its many bounties, and the people listened, knowing well what they could gain from going back to their old human lifestyles. And so they set course back, back towards the Sol System, their homeland. Now that they’ve arrived, they’ve discovered they’re much too different to integrate fully.&lt;br /&gt;
&lt;br /&gt;
The Tian Kehan (an honorary title, vaguely Khan of Heaven) named Iraiya, the fourth successor of Kagwa is the current “leader” of the unified Scarabs. Today, they seek out to unify Humanity - at least those like her own - under a single banner no matter the costs. Among Scarabs, she is known as the Queen in Blue. Scarabs represent an alien form of Man left to itself for nearly two hundred years, independent of all societal progression that guided their hand otherwise. In 2438, Scarabs made their grand return to the Alliance territories, and through trade upgraded their entire home fleet with bluespace technology. Now, their vessels resemble huge inefficient monstrosities of the past intermingled with very advanced bluespace technology. Much of this was obtained through the Techno-Conglomerate, who they maintain excellent relations with to this day.&lt;br /&gt;
&lt;br /&gt;
=The Fleet=&lt;br /&gt;
The Scarab’s home fleet consists of nearly 630 permanent resident vessels with more than 20,000 individuals on board each. A nondescript number of smaller vessels exist, many of which are not permanent residents and simply move with the fleet for safety or business. Here are a few examples of vessels seen in the group.&lt;br /&gt;
&lt;br /&gt;
===Mayfly===&lt;br /&gt;
[[File:Mayfly.png|thumb|300px|The Scarab vessel &amp;quot;Mayfly&amp;quot; exiting bluespace at high velocity, its hull shimmering as it enters real space.]]&lt;br /&gt;
A ship originated from the Falklands. Colonists from this ship stick to the colors of blue, white and red. They’re primarily caucasian, this ship is known for some of the best engineers and sailors.&lt;br /&gt;
&lt;br /&gt;
An oddity in design, the Mayfly was a failed prototype purchased by Einstein Engines a year after its construction in 2201. The vessel itself was meant to be a garbage swoop originally, mopping Earth’s orbit of its dangerous hyper-accelerated debris. Competitors from Einstein were one step ahead however, and upon purchasing the vessel, it was converted into a heavy-duty freighter. At 1105 meters in width, the vessel resembles a very long, sideways stick with engines strapped on and cargo departments dangling from beneath. Now, almost 50,000 people call it home.&lt;br /&gt;
&lt;br /&gt;
===Impukane===&lt;br /&gt;
A Central African originating ship, the Impukane is known for its cooking and strong security force. The Scarabs from these ships would prefer colors like green, orange and red. People from these ships are primarily Central African.&lt;br /&gt;
&lt;br /&gt;
A largely untouched warp battleship at nearly 730 meters long, the Impukane is one of the largest vessels in the Scarab home fleet. Its intimidating, spikey mass may look dangerous at first glance, but the ship has over time become nothing more than a garrison for much of the official defense force the Scarabs may have. It routinely deploys assistance to fellow vessels for a myriad of reasons and holds a substantial prison wing that contains almost the entirety of the fleet’s own criminals. Its population has plummeted in recent years, now around 65,000.&lt;br /&gt;
&lt;br /&gt;
===Fa’Ta-Bs===&lt;br /&gt;
(Faladay Tadhhab Bsre) is a ship contributed by the Levant. They’re known for their excellent medical practitioners. Their official colors are white, blue and black. People from this ship are usually of Arabic or Jewish descent.&lt;br /&gt;
&lt;br /&gt;
Built with parts sent to space from the largest coil gun ever created, the Fa’Ta-Bs is a marvel of engineering from the 2200’s. The ship itself is relatively small in terms of the fleet, with a population of 11,300, but it also carries the fleet’s foremost medical supplies and response equipment. There are few children if at all kept on board the ship itself, with those on board explicitly being workers for the fleet. &lt;br /&gt;
&lt;br /&gt;
===Su-Yeongseon===&lt;br /&gt;
The Su-Yeongseon is a vessel with roots from eastern Asian, namely Korean descent who had branched off from an international effort to colonize the Antarctic in the early 2200’s. They are well known for their atmospheric manipulation and engineering prowess.&lt;br /&gt;
&lt;br /&gt;
From the newly-founded city designated Sierra Peak, the world’s largest Antarctic colony sprouted an effort to redirect the incredibly advanced environment control and habitation techniques into space. This was seen as a massive success to the Scarabs later down the line, with many of the tricks seen in surviving the harsh tundras now being used to preserve lives on board Scarab vessels. The forefront of this advanced study is the Su-Yeongseon, a large warp cruiser, built in 2197 and now retrofitted for bluespace travel that originally departed with the fleet for defensive purposes. Over time it was converted into an engineering warehouse, with many of its drone bays and missile silos now serving as hangars and storage compartments. The ship itself was built to hold 22,000 people at maximum, but over time has grown to have a population of 42,000 or more with space to spare thanks to modification.&lt;br /&gt;
[[File:San khol.png|The San-Khöl in low orbit of some nondescript Frontier world.|thumb]]&lt;br /&gt;
===San-Khöl===&lt;br /&gt;
(Sansryn Khölög) is a Mongolian originating ship. Colonists from this ship primarily enjoy the colors of red, blue, and yellow. They are known for their gardeners, hydroponicists, and scientists. People from this ship are usually of Mongolian or Chinese descent.&lt;br /&gt;
Built over the course of five years in Ulaanbaatar, the 1100 meter long San-Khöl is an impressive hydroponics vessel. Although capable of holding roughly 25,000 passengers, most of the available space on-board is dedicated to storage of water, food processing, and most importantly the eight hydroponics domes installed onto the ship’s exterior. These are used for fruits, vegetables, and most importantly insects. Three varieties of insect are the most raised here, the Hakhma, a massive beetle the size of a small car. These are utilized for their feed to meat ratio and friendly disposition. Secondly, the Süüs, a variety of honeypot ant that are soda-can sized. These are typically fed cactus juice, which the ant processes into an edible, reportedly tasty and highly nutritious juice, often seen hanging from a Scarab’s belt. Lastly various species of spider, used for their high-strength silk. The ninth dome is entirely devoid of such hydroponics, being used primarily for theatre and entertainment.&lt;br /&gt;
&lt;br /&gt;
===Bilröst and the Jormungandr===&lt;br /&gt;
[[File:Bilrost.png|The Bilrost and its sister ship the Jormungandr hidden on the very edge of a small gas cloud.|thumb]]&lt;br /&gt;
[[File:Bilrostemblem.png|The emblem of the Bilrost and the Jormungandr.|thumb]]&lt;br /&gt;
The CCV Bilröst and Jörmungandr are two ships contributed by the former Scandinavian Coalition. This group was formed around the year 2015 in response to the collapse of the European Union. The countries of Denmark, Norway, and Sweden hastily turned to each other for stability, reforming a modern version of the Scandinavian Monetary Union. Eventually the Bilröst was constructed in the year 2129. However, the plan was malformed. Certain aspects of the ship were under-engineered, certain systems were lacking in redundancies and backups, and an overall lack of strategy regarding reaching the promised land the Confederation had purchased. The addition of the second escort ship, Jörmungandr, only complicated affairs, and not long after their launch, the Scandinavian Coalition was in the red.&lt;br /&gt;
&lt;br /&gt;
With so much of the Coalition’s focus on the new space faring vessels, its people fell to the wayside. Citizens of the Coalition faced food shortages, lack of available healthcare, and an increasing difficulty in finding good work. Times were dark, and with such unpleasant circumstances, there was one thing humans historically turned to - religion.&lt;br /&gt;
&lt;br /&gt;
And it was thus that the people of the Coalition started to look to their old ways.&lt;br /&gt;
&lt;br /&gt;
The people of the Coalition filled themselves with forgotten gods and culture, and it was thanks to this that they gained the strength that they needed to see themselves through adversity. They persevered, worked with what they had, and created the means aboard their new ships to end hunger and heal the sick - and it was in this way that they grew in purpose.&lt;br /&gt;
&lt;br /&gt;
====Bilröst====&lt;br /&gt;
&lt;br /&gt;
The CCV Bilröst (Bifrost) was the first ship constructed by the Scandinavian coalition, and additionally, the center of life for all Asgardians. Though staff here vary from barkeeps to freight movement, the most important activities performed aboard the Bilröst are of the scientific variety, especially with a medical bend. Here, important research is performed to enhance the Offworlder quality of living; musculoskeletal and immune system supplements, different types of bracing equipment, and even the first ESS prototype have undergone development here.&lt;br /&gt;
&lt;br /&gt;
====Jörmungandr====&lt;br /&gt;
&lt;br /&gt;
The CEV Jörmungandr is a satellite of sorts that accompanies the Bilröst. It is significantly smaller in size, and is only used for non-civilian purposes. The main function of Jörmungandr is to handle and observe security scans to protect the main vessel. Access to the Jörmungandr is normally restricted to capable operators. Typically personnel here are either of an investigative nature, the temporary holding of criminals, or the maintenance and operation of various combat drones.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Pages]]&lt;br /&gt;
[[Category:Factions]]&lt;/div&gt;</summary>
		<author><name>Datamatt</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Scarabs&amp;diff=12842</id>
		<title>Scarabs</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Scarabs&amp;diff=12842"/>
		<updated>2019-08-08T15:18:33Z</updated>

		<summary type="html">&lt;p&gt;Datamatt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{wip|assign=Kyres1}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
{{Navbox Human Lore}}&lt;br /&gt;
[[File:Scarab_logo.png|The unique emblem of the Scarabs, owing its insectoid design to their reliance of such in history. |thumb]]&lt;br /&gt;
&lt;br /&gt;
The largest representation of [[Offworlder Humans|offworlders]], the Scarabs perfectly embody the nomadic characterization most of the zero-G-bound Humans have founded over the years. They are a clever bunch, numbering in the millions yet supporting themselves by utilizing advanced compact hydroponics and insect farming to survive and compete in the modern world. &lt;br /&gt;
&lt;br /&gt;
Originating from African Confederation colonists in the early 2200’s, their remarkable history demonstrates the true flexibility and resolve of Humanity. These pioneers, in their early years, banded together with those of other nations launching numerous vessels at similar times for the collective goal of colonizing the depths of space.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Although they’re united, Scarabs still stick to naming their children after the colony ship they inhabit.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Culture==&lt;br /&gt;
Scarabs adopt many of the often seen traits of other Offworlders, with a deep conversationalist attitude ingrained in all Scarabs out of necessity. The Scarabs have known centuries of scarcity, and it affects their culture and mindset very heavily. Greed, laziness and wastefulness are considered the most condemnable misdeeds and most vile insults, whereas selflessness, resourcefulness and hard work are the most praisable virtues. &lt;br /&gt;
&lt;br /&gt;
====Tujmansaal====&lt;br /&gt;
Tujmansaal is a very common spiritual concept that most Scarabs can deeply connect with. Roughly translated as “blissful times”, it represents a state in which a person can easily satisfy any of their own needs. Such a state is a very common life goal for most - simply living the rest of one’s life fed, safe and comfortable. Although one could see this as egotistical, needs of a Scarab often include being among friends and family, and seeing them happy - meaning that tujmansaal is not achievable unless all of your loved ones achieve it together with you.&lt;br /&gt;
&lt;br /&gt;
====Aiseheer====&lt;br /&gt;
Aiseheer is a relationship concept used often among Scarabs, roughly translated to “brothers in need”, and meaning people working towards a common goal despite all of their differences and disagreements. A single member involved in this kind of relationship is called an aiseh (plural aiseh). After the goal in question has been achieved, the aiseh may strengthen their bond and become close, or go separate ways once more. Skrell often find this similar to their concept of qu’pluux, but with the difference of aiseheer potentially involving many people, or entire groups.&lt;br /&gt;
&lt;br /&gt;
====Superstition and Conservation====&lt;br /&gt;
A very strong element of Scarab culture is superstition. Almost any Scarab is superstitious to at least some degree. Different omens, big and small, ominous and promising, vary from ship to ship, but are present everywhere. A few are universal. For example, the corpses of fellow crew must always be spaced - no space or resources should be wasted to preserve it, but neither may it be recycled or used in any form, as resorting to using fellow crew members’ dead bodies means that bad times have come, and it’s likely that it’s going to only get worse from there…&lt;br /&gt;
&lt;br /&gt;
Asking for more food than you were initially given at a meal, even when available, is a bad omen commonly associated with egoism and narcissism. Instead, uneaten food and leftovers must always be preserved and used as an ingredient in the next meal that is going to be made. On station, this would mean that food left after transfer should be stored safely in a refrigerator or a heater.&lt;br /&gt;
&lt;br /&gt;
Scarab engineering and maintenance crew members would often carry a spare wrench on themselves, which is a common good luck charm. However, having to give it away to someone else may spell disaster for both people in question.&lt;br /&gt;
&lt;br /&gt;
Meal times are strictly and sparingly scheduled for the entire ship, and are quiet times of appreciation for the work going into producing the food. Speaking up is strictly prohibited, and making eye contact is considered to be a bad omen - instead, this is a time to recall and reflect. Afterwards, a break is to be had, as a relatively recent custom. During this break time, ships may often dock to each other, exchanging news, resources, and oral tradition. &lt;br /&gt;
&lt;br /&gt;
====Fiction====&lt;br /&gt;
Fictional literature is almost non-existent due to consoles and paper being used extremely sparingly. Instead, verbal arts are almost exclusively oral, with stories, myths and legends being shared among departments or families after meal times, or passed by from ship to ship when docking. &lt;br /&gt;
&lt;br /&gt;
Most common are two genres. Shiwuniket is the older one - grim and dark stories that serve as some kind of warning or precaution. Themes of death, collapse and mysterious omens are all very common. Nitaniket, more recent and less popular, is comprised of stories of overcoming and triumph, where the main characters are savvy and clever individuals who are able to make the most of the limited resources they have, using them in creative ways to deal with danger or challenges thrown their way.&lt;br /&gt;
&lt;br /&gt;
====Shaitan====&lt;br /&gt;
A common character in Scarab folklore is Shaitan, the Adversary - a malevolent spirit which is said to be the personification of all evil. Although exact details differ from ship to ship, it commonly takes the form of a mysterious and elusive traveler with their eyes brightly shining, who then convinces someone to lead the entire ship to ruin. The exact details of how this is done may differ, but generally, the victim captures the light of the traveler’s eyes, becoming blinded with their own reflection and giving in to madness, now only obsessed with their own well-being, and eventually bringing the ship to a collapse. &lt;br /&gt;
&lt;br /&gt;
====Ceremonial weaponry====&lt;br /&gt;
Weapons and weapon-making are almost glorified in Scarab societies, often considered extremely prized possessions. An almost universal marriage rite is presenting a beautiful, ornate knife or dagger to the significant other, who will then return it with the handle going forward if the offer is accepted, and the blade going forward if it is denied. Some ships use a decorated gun instead of a knife, but the process is generally the same, going without much fanfare. When dealing with non-Scarabs, a Scarab would often ask to sit down at a table, and then lay their weapons on it. This ceremonial disarming is not only done to take caution, but also to look at how well-made the weaponry of the other person is. &lt;br /&gt;
&lt;br /&gt;
Scarabs value a good weapon and displays of power, but nothing is more wasteful than ending the life of a worker. Thus, many Scarabs enjoy bouts with fellow crew, but, taking extreme care to not hurt anyone (since it would prevent them from working for some time), don’t use their weapons in these fights, and take care not to hit the opponent too hard. As an alternative, intellectual games such as chess and checkers are often played to display intellectual prowess.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Tales of lost colonists existed ever since humans first set out to live on the first planet, the most famous one was the disappearance of African Confederation colonists during the early years of Warp travel; the precursor to Bluespace travel. In year 2205 colonists of the Confederation purchased large swathes of land in a yet un-scanned location of deep space in the galactic east. Plenty called this a blunder, but the colonists considered themselves pioneers.&lt;br /&gt;
&lt;br /&gt;
Charmed by promises of the great unknown, of having a land to call their own, and being assured their flight would be completely safe by the shipmaker, Einstein Engines, and the sponsors of several prominent Central African officials, the mission of about 250,000 men, women and children set out. Over the course of several months following, roughly 1,000,000 individuals from a myriad of nations would set out to catch up and join the growing fleet. The struggles of those bygone days was apparent immediately. Their ships had no artificial gravity generator and the design was plagued by issues of clunky, early tech and in the end the colonists paid for it. The colonists’ warp engines sent them out to the coordinates provided, but the clunky engines suffered a catastrophic failure and they were unable to fix the issue, trapping themselves in warp for 12 months of the original 10 month planned trip, throwing them wildly off course into uncharted space.&lt;br /&gt;
&lt;br /&gt;
The engines were finally repaired after weeks of drifting in deep space and they traveled for five more years before unrest broke out., Exhausted colonists wanted to turn back; they reported feeling weak and frail, with physical exercise not enough to prevent the onset of space altering their bodies and turning their children into tall, lanky people.&lt;br /&gt;
&lt;br /&gt;
The captain Kizza Adila was a staunch supporter of Einstein Engines and with her reputation on the line, refused to turn back, fearing what negative press this might cause. Anger against her continued for weeks until  eventually the mutineers broke into the bridge. In a panic the captain deleted return coordinates, stranding everyone aboard the ships. The following years are known as “Lost Years”. The ships dissolved into pure chaos. The engineering crew remained alert however, hidden between the plating and the maintenance rooms they kept the ships running for much longer than their intended time without landing. Eventually, a grand-grand-grand son of a Librarian aboard one of the colony ships taught himself how to read and the philosophical and educational books provided him with many ideas and thoughts. And so, Apollo Kagwa united the torn and shattered occupants of long gone civilian departments, who had the lowest ranking in these dire times due to their low importance on the ship maintenance ladder and brought a Holy War, Jihad, onto the ship. But not in the name of destruction but unification.&lt;br /&gt;
&lt;br /&gt;
Instead of bloodbaths and raids he challenged each Captain of each ship and each head of every Department, challenging their posse to a small skirmish, knowing eliminating the leader and his strongest men would ensure his dominance each time. After countless battles over multiple colony ships, they were once again united. During these times they religion shifted and changed, turning into what is now known as Stutuism. Preaching that scarcity is the greatest enemy, that peace and strength is achieved through unity and domination. Not only physical, but also mental and spiritual. It also established who should do what and that each man and woman has their life course set for them, even if they might not know it. They worship a single god and consider every living human an extension of said deity, saying that scarcity and evil exists only to make children into adults, and unwise into the wise.&lt;br /&gt;
&lt;br /&gt;
He preached of Earth and its many bounties, and the people listened, knowing well what they could gain from going back to their old human lifestyles. And so they set course back, back towards the Sol System, their homeland. Now that they’ve arrived, they’ve discovered they’re much too different to integrate fully.&lt;br /&gt;
&lt;br /&gt;
The Tian Kehan (an honorary title, vaguely Khan of Heaven) named Iraiya, the fourth successor of Kagwa is the current “leader” of the unified Scarabs. Today, they seek out to unify Humanity - at least those like her own - under a single banner no matter the costs. Among Scarabs, she is known as the Queen in Blue. Scarabs represent an alien form of Man left to itself for nearly two hundred years, independent of all societal progression that guided their hand otherwise. In 2438, Scarabs made their grand return to the Alliance territories, and through trade upgraded their entire home fleet with bluespace technology. Now, their vessels resemble huge inefficient monstrosities of the past intermingled with very advanced bluespace technology. Much of this was obtained through the Techno-Conglomerate, who they maintain excellent relations with to this day.&lt;br /&gt;
&lt;br /&gt;
=The Fleet=&lt;br /&gt;
The Scarab’s home fleet consists of nearly 630 permanent resident vessels with more than 20,000 individuals on board each. A nondescript number of smaller vessels exist, many of which are not permanent residents and simply move with the fleet for safety or business. Here are a few examples of vessels seen in the group.&lt;br /&gt;
&lt;br /&gt;
===Mayfly===&lt;br /&gt;
[[File:Mayfly.png|thumb|300px|The Scarab vessel &amp;quot;Mayfly&amp;quot; exiting bluespace at high velocity, its hull shimmering as it enters real space.]]&lt;br /&gt;
A ship originated from the Falklands. Colonists from this ship stick to the colors of blue, white and red. They’re primarily caucasian, this ship is known for some of the best engineers and sailors.&lt;br /&gt;
&lt;br /&gt;
An oddity in design, the Mayfly was a failed prototype purchased by Einstein Engines a year after its construction in 2201. The vessel itself was meant to be a garbage swoop originally, mopping Earth’s orbit of its dangerous hyper-accelerated debris. Competitors from Einstein were one step ahead however, and upon purchasing the vessel, it was converted into a heavy-duty freighter. At 1105 meters in width, the vessel resembles a very long, sideways stick with engines strapped on and cargo departments dangling from beneath. Now, almost 50,000 people call it home.&lt;br /&gt;
&lt;br /&gt;
===Impukane===&lt;br /&gt;
A Central African originating ship, the Impukane is known for its cooking and strong security force. The Scarabs from these ships would prefer colors like green, orange and red. People from these ships are primarily Central African.&lt;br /&gt;
&lt;br /&gt;
A largely untouched warp battleship at nearly 730 meters long, the Impukane is one of the largest vessels in the Scarab home fleet. Its intimidating, spikey mass may look dangerous at first glance, but the ship has over time become nothing more than a garrison for much of the official defense force the Scarabs may have. It routinely deploys assistance to fellow vessels for a myriad of reasons and holds a substantial prison wing that contains almost the entirety of the fleet’s own criminals. Its population has plummeted in recent years, now around 65,000.&lt;br /&gt;
&lt;br /&gt;
===Fa’Ta-Bs===&lt;br /&gt;
(Faladay Tadhhab Bsre) is a ship contributed by the Levant. They’re known for their excellent medical practitioners. Their official colors are white, blue and black. People from this ship are usually of Arabic or Jewish descent.&lt;br /&gt;
&lt;br /&gt;
Built with parts sent to space from the largest coil gun ever created, the Fa’Ta-Bs is a marvel of engineering from the 2200’s. The ship itself is relatively small in terms of the fleet, with a population of 11,300, but it also carries the fleet’s foremost medical supplies and response equipment. There are few children if at all kept on board the ship itself, with those on board explicitly being workers for the fleet. &lt;br /&gt;
&lt;br /&gt;
===Su-Yeongseon===&lt;br /&gt;
The Su-Yeongseon is a vessel with roots from eastern Asian, namely Korean descent who had branched off from an international effort to colonize the Antarctic in the early 2200’s. They are well known for their atmospheric manipulation and engineering prowess.&lt;br /&gt;
&lt;br /&gt;
From the newly-founded city designated Sierra Peak, the world’s largest Antarctic colony sprouted an effort to redirect the incredibly advanced environment control and habitation techniques into space. This was seen as a massive success to the Scarabs later down the line, with many of the tricks seen in surviving the harsh tundras now being used to preserve lives on board Scarab vessels. The forefront of this advanced study is the Su-Yeongseon, a large warp cruiser, built in 2197 and now retrofitted for bluespace travel that originally departed with the fleet for defensive purposes. Over time it was converted into an engineering warehouse, with many of its drone bays and missile silos now serving as hangars and storage compartments. The ship itself was built to hold 22,000 people at maximum, but over time has grown to have a population of 42,000 or more with space to spare thanks to modification.&lt;br /&gt;
[[File:San khol.png|The San-Khöl in low orbit of some nondescript Frontier world.|thumb]]&lt;br /&gt;
===San-Khöl===&lt;br /&gt;
(Sansryn Khölög) is a Mongolian originating ship. Colonists from this ship primarily enjoy the colors of red, blue, and yellow. They are known for their gardeners, hydroponicists, and scientists. People from this ship are usually of Mongolian or Chinese descent.&lt;br /&gt;
Built over the course of five years in Ulaanbaatar, the 1100 meter long San-Khöl is an impressive hydroponics vessel. Although capable of holding roughly 25,000 passengers, most of the available space on-board is dedicated to storage of water, food processing, and most importantly the eight hydroponics domes installed onto the ship’s exterior. These are used for fruits, vegetables, and most importantly insects. Three varieties of insect are the most raised here, the Hakhma, a massive beetle the size of a small car. These are utilized for their feed to meat ratio and friendly disposition. Secondly, the Süüs, a variety of honeypot ant that are soda-can sized. These are typically fed cactus juice, which the ant processes into an edible, reportedly tasty and highly nutritious juice, often seen hanging from a Scarab’s belt. Lastly various species of spider, used for their high-strength silk. The ninth dome is entirely devoid of such hydroponics, being used primarily for theatre and entertainment.&lt;br /&gt;
&lt;br /&gt;
===Bilröst and the Jormungandr===&lt;br /&gt;
[[File:Bilrost.png|The Bilrost and its sister ship the Jormungandr hidden on the very edge of a small gas cloud.|thumb]]&lt;br /&gt;
[[File:Bilrostemblem.png|The emblem of the Bilrost and the Jormungandr.|thumb]]&lt;br /&gt;
The CCV Bilröst and Jörmungandr are two ships contributed by the former Scandinavian Coalition. This group was formed around the year 2015 in response to the collapse of the European Union. The countries of Denmark, Norway, and Sweden hastily turned to each other for stability, reforming a modern version of the Scandinavian Monetary Union. Eventually the Bilröst was constructed in the year 2129. However, the plan was malformed. Certain aspects of the ship were under-engineered, certain systems were lacking in redundancies and backups, and an overall lack of strategy regarding reaching the promised land the Confederation had purchased. The addition of the second escort ship, Jörmungandr, only complicated affairs, and not long after their launch, the Scandinavian Coalition was in the red.&lt;br /&gt;
&lt;br /&gt;
With so much of the Coalition’s focus on the new space faring vessels, its people fell to the wayside. Citizens of the Coalition faced food shortages, lack of available healthcare, and an increasing difficulty in finding good work. Times were dark, and with such unpleasant circumstances, there was one thing humans historically turned to - religion.&lt;br /&gt;
&lt;br /&gt;
And it was thus that the people of the Coalition started to look to their old ways.&lt;br /&gt;
&lt;br /&gt;
The people of the Coalition filled themselves with forgotten gods and culture, and it was thanks to this that they gained the strength that they needed to see themselves through adversity. They persevered, worked with what they had, and created the means aboard their new ships to end hunger and heal the sick - and it was in this way that they grew in purpose.&lt;br /&gt;
&lt;br /&gt;
====Bilröst====&lt;br /&gt;
&lt;br /&gt;
The CCV Bilröst (Bifrost) was the first ship constructed by the Scandinavian coalition, and additionally, the center of life for all Asgardians. Though staff here vary from barkeeps to freight movement, the most important activities performed aboard the Bilröst are of the scientific variety, especially with a medical bend. Here, important research is performed to enhance the Offworlder quality of living; musculoskeletal and immune system supplements, different types of bracing equipment, and even the first ESS prototype have undergone development here.&lt;br /&gt;
&lt;br /&gt;
====Jörmungandr====&lt;br /&gt;
&lt;br /&gt;
The CEV Jörmungandr is a satellite of sorts that accompanies the Bilröst. It is significantly smaller in size, and is only used for non-civilian purposes. The main function of Jörmungandr is to handle and observe security scans to protect the main vessel. Access to the Jörmungandr is normally restricted to capable operators. Typically personnel here are either of an investigative nature, the temporary holding of criminals, or the maintenance and operation of various combat drones.&lt;br /&gt;
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{{Navbox Lore}}&lt;br /&gt;
[[Category:Pages]]&lt;br /&gt;
[[Category:Factions]]&lt;/div&gt;</summary>
		<author><name>Datamatt</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Scarabs&amp;diff=12841</id>
		<title>Scarabs</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Scarabs&amp;diff=12841"/>
		<updated>2019-08-08T15:17:31Z</updated>

		<summary type="html">&lt;p&gt;Datamatt: &lt;/p&gt;
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&lt;div&gt;{{wip|assign=Kyres1}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
{{Navbox Human Lore}}&lt;br /&gt;
[[File:Scarab_logo.png|The unique emblem of the Scarabs, owing its insectoid design to their reliance of such in history. |thumb]]&lt;br /&gt;
&lt;br /&gt;
The largest representation of [[Offworlder Humans|offworlders]], the Scarabs perfectly embody the nomadic characterization most of the zero-G-bound Humans have founded over the years. They are a clever bunch, numbering in the millions yet supporting themselves by utilizing advanced compact hydroponics and insect farming to survive and compete in the modern world. &lt;br /&gt;
&lt;br /&gt;
Originating from African Confederation colonists in the early 2200’s, their remarkable history demonstrates the true flexibility and resolve of Humanity. These pioneers, in their early years, banded together with those of other nations launching numerous vessels at similar times for the collective goal of colonizing the depths of space.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Although they’re united, Scarabs still stick to naming their children after the colony ship they inhabit.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Culture==&lt;br /&gt;
Scarabs adopt many of the often seen traits of other Offworlders, with a deep conversationalist attitude ingrained in all Scarabs out of necessity. The Scarabs have known centuries of scarcity, and it affects their culture and mindset very heavily. Greed, laziness and wastefulness are considered the most condemnable misdeeds and most vile insults, whereas selflessness, resourcefulness and hard work are the most praisable virtues. &lt;br /&gt;
&lt;br /&gt;
====Tujmansaal====&lt;br /&gt;
Tujmansaal is a very common spiritual concept that most Scarabs can deeply connect with. Roughly translated as “blissful times”, it represents a state in which a person can easily satisfy any of their own needs. Such a state is a very common life goal for most - simply living the rest of one’s life fed, safe and comfortable. Although one could see this as egotistical, needs of a Scarab often include being among friends and family, and seeing them happy - meaning that tujmansaal is not achievable unless all of your loved ones achieve it together with you.&lt;br /&gt;
&lt;br /&gt;
====Aiseheer====&lt;br /&gt;
Aiseheer is a relationship concept used often among Scarabs, roughly translated to “brothers in need”, and meaning people working towards a common goal despite all of their differences and disagreements. A single member involved in this kind of relationship is called an aiseh (plural aiseh). After the goal in question has been achieved, the aiseh may strengthen their bond and become close, or go separate ways once more. Skrell often find this similar to their concept of qu’pluux, but with the difference of aiseheer potentially involving many people, or entire groups.&lt;br /&gt;
&lt;br /&gt;
====Superstition and Conservation====&lt;br /&gt;
A very strong element of Scarab culture is superstition. Almost any Scarab is superstitious to at least some degree. Different omens, big and small, ominous and promising, vary from ship to ship, but are present everywhere. A few are universal. For example, the corpses of fellow crew must always be spaced - no space or resources should be wasted to preserve it, but neither may it be recycled or used in any form, as resorting to using fellow crew members’ dead bodies means that bad times have come, and it’s likely that it’s going to only get worse from there…&lt;br /&gt;
&lt;br /&gt;
Asking for more food than you were initially given at a meal, even when available, is a bad omen commonly associated with egoism and narcissism. Instead, uneaten food and leftovers must always be preserved and used as an ingredient in the next meal that is going to be made. On station, this would mean that food left after transfer should be stored safely in a refrigerator or a heater.&lt;br /&gt;
&lt;br /&gt;
Scarab engineering and maintenance crew members would often carry a spare wrench on themselves, which is a common good luck charm. However, having to give it away to someone else may spell disaster for both people in question.&lt;br /&gt;
&lt;br /&gt;
Meal times are strictly and sparingly scheduled for the entire ship, and are quiet times of appreciation for the work going into producing the food. Speaking up is strictly prohibited, and making eye contact is considered to be a bad omen - instead, this is a time to recall and reflect. Afterwards, a break is to be had, as a relatively recent custom. During this break time, ships may often dock to each other, exchanging news, resources, and oral tradition. &lt;br /&gt;
&lt;br /&gt;
====Fiction====&lt;br /&gt;
Fictional literature is almost non-existent due to consoles and paper being used extremely sparingly. Instead, verbal arts are almost exclusively oral, with stories, myths and legends being shared among departments or families after meal times, or passed by from ship to ship when docking. &lt;br /&gt;
&lt;br /&gt;
Most common are two genres. Shiwuniket is the older one - grim and dark stories that serve as some kind of warning or precaution. Themes of death, collapse and mysterious omens are all very common. Nitaniket, more recent and less popular, is comprised of stories of overcoming and triumph, where the main characters are savvy and clever individuals who are able to make the most of the limited resources they have, using them in creative ways to deal with danger or challenges thrown their way.&lt;br /&gt;
&lt;br /&gt;
====Shaitan====&lt;br /&gt;
A common character in Scarab folklore is Shaitan, the Adversary - a malevolent spirit which is said to be the personification of all evil. Although exact details differ from ship to ship, it commonly takes the form of a mysterious and elusive traveler with their eyes brightly shining, who then convinces someone to lead the entire ship to ruin. The exact details of how this is done may differ, but generally, the victim captures the light of the traveler’s eyes, becoming blinded with their own reflection and giving in to madness, now only obsessed with their own well-being, and eventually bringing the ship to a collapse. &lt;br /&gt;
&lt;br /&gt;
====Ceremonial weaponry====&lt;br /&gt;
Weapons and weapon-making are almost glorified in Scarab societies, often considered extremely prized possessions. An almost universal marriage rite is presenting a beautiful, ornate knife or dagger to the significant other, who will then return it with the handle going forward if the offer is accepted, and the blade going forward if it is denied. Some ships use a decorated gun instead of a knife, but the process is generally the same, going without much fanfare. When dealing with non-Scarabs, a Scarab would often ask to sit down at a table, and then lay their weapons on it. This ceremonial disarming is not only done to take caution, but also to look at how well-made the weaponry of the other person is. &lt;br /&gt;
&lt;br /&gt;
Scarabs value a good weapon and displays of power, but nothing is more wasteful than ending the life of a worker. Thus, many Scarabs enjoy bouts with fellow crew, but, taking extreme care to not hurt anyone (since it would prevent them from working for some time), don’t use their weapons in these fights, and take care not to hit the opponent too hard. As an alternative, intellectual games such as chess and checkers are often played to display intellectual prowess.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Tales of lost colonists existed ever since humans first set out to live on the first planet, the most famous one was the disappearance of African Confederation colonists during the early years of Warp travel; the precursor to Bluespace travel. In year 2205 colonists of the Confederation purchased large swathes of land in a yet un-scanned location of deep space in the galactic east. Plenty called this a blunder, but the colonists considered themselves pioneers.&lt;br /&gt;
&lt;br /&gt;
Charmed by promises of the great unknown, of having a land to call their own, and being assured their flight would be completely safe by the shipmaker, Einstein Engines, and the sponsors of several prominent Central African officials, the mission of about 250,000 men, women and children set out. Over the course of several months following, roughly 1,000,000 individuals from a myriad of nations would set out to catch up and join the growing fleet. The struggles of those bygone days was apparent immediately. Their ships had no artificial gravity generator and the design was plagued by issues of clunky, early tech and in the end the colonists paid for it. The colonists’ warp engines sent them out to the coordinates provided, but the clunky engines suffered a catastrophic failure and they were unable to fix the issue, trapping themselves in warp for 12 months of the original 10 month planned trip, throwing them wildly off course into uncharted space.&lt;br /&gt;
&lt;br /&gt;
The engines were finally repaired after weeks of drifting in deep space and they traveled for five more years before unrest broke out., Exhausted colonists wanted to turn back; they reported feeling weak and frail, with physical exercise not enough to prevent the onset of space altering their bodies and turning their children into tall, lanky people.&lt;br /&gt;
&lt;br /&gt;
The captain Kizza Adila was a staunch supporter of Einstein Engines and with her reputation on the line, refused to turn back, fearing what negative press this might cause. Anger against her continued for weeks until  eventually the mutineers broke into the bridge. In a panic the captain deleted return coordinates, stranding everyone aboard the ships. The following years are known as “Lost Years”. The ships dissolved into pure chaos. The engineering crew remained alert however, hidden between the plating and the maintenance rooms they kept the ships running for much longer than their intended time without landing. Eventually, a grand-grand-grand son of a Librarian aboard one of the colony ships taught himself how to read and the philosophical and educational books provided him with many ideas and thoughts. And so, Apollo Kagwa united the torn and shattered occupants of long gone civilian departments, who had the lowest ranking in these dire times due to their low importance on the ship maintenance ladder and brought a Holy War, Jihad, onto the ship. But not in the name of destruction but unification.&lt;br /&gt;
&lt;br /&gt;
Instead of bloodbaths and raids he challenged each Captain of each ship and each head of every Department, challenging their posse to a small skirmish, knowing eliminating the leader and his strongest men would ensure his dominance each time. After countless battles over multiple colony ships, they were once again united. During these times they religion shifted and changed, turning into what is now known as Stutuism. Preaching that scarcity is the greatest enemy, that peace and strength is achieved through unity and domination. Not only physical, but also mental and spiritual. It also established who should do what and that each man and woman has their life course set for them, even if they might not know it. They worship a single god and consider every living human an extension of said deity, saying that scarcity and evil exists only to make children into adults, and unwise into the wise.&lt;br /&gt;
&lt;br /&gt;
He preached of Earth and its many bounties, and the people listened, knowing well what they could gain from going back to their old human lifestyles. And so they set course back, back towards the Sol System, their homeland. Now that they’ve arrived, they’ve discovered they’re much too different to integrate fully.&lt;br /&gt;
&lt;br /&gt;
The Tian Kehan (an honorary title, vaguely Khan of Heaven) named Iraiya, the fourth successor of Kagwa is the current “leader” of the unified Scarabs. Today, they seek out to unify Humanity - at least those like her own - under a single banner no matter the costs. Among Scarabs, she is known as the Queen in Blue. Scarabs represent an alien form of Man left to itself for nearly two hundred years, independent of all societal progression that guided their hand otherwise. In 2438, Scarabs made their grand return to the Alliance territories, and through trade upgraded their entire home fleet with bluespace technology. Now, their vessels resemble huge inefficient monstrosities of the past intermingled with very advanced bluespace technology. Much of this was obtained through the Techno-Conglomerate, who they maintain excellent relations with to this day.&lt;br /&gt;
&lt;br /&gt;
=The Fleet=&lt;br /&gt;
The Scarab’s home fleet consists of nearly 630 permanent resident vessels with more than 20,000 individuals on board each. A nondescript number of smaller vessels exist, many of which are not permanent residents and simply move with the fleet for safety or business. Here are a few examples of vessels seen in the group.&lt;br /&gt;
&lt;br /&gt;
===Mayfly===&lt;br /&gt;
[[File:Mayfly.png|thumb|300px|The Scarab vessel &amp;quot;Mayfly&amp;quot; exiting bluespace at high velocity, its hull shimmering as it enters real space.]]&lt;br /&gt;
A ship originated from the Falklands. Colonists from this ship stick to the colors of blue, white and red. They’re primarily caucasian, this ship is known for some of the best engineers and sailors.&lt;br /&gt;
&lt;br /&gt;
An oddity in design, the Mayfly was a failed prototype purchased by Einstein Engines a year after its construction in 2201. The vessel itself was meant to be a garbage swoop originally, mopping Earth’s orbit of its dangerous hyper-accelerated debris. Competitors from Einstein were one step ahead however, and upon purchasing the vessel, it was converted into a heavy-duty freighter. At 1105 meters in width, the vessel resembles a very long, sideways stick with engines strapped on and cargo departments dangling from beneath. Now, almost 50,000 people call it home.&lt;br /&gt;
&lt;br /&gt;
===Impukane===&lt;br /&gt;
A Central African originating ship, the Impukane is known for its cooking and strong security force. The Scarabs from these ships would prefer colors like green, orange and red. People from these ships are primarily Central African.&lt;br /&gt;
&lt;br /&gt;
A largely untouched warp battleship at nearly 730 meters long, the Impukane is one of the largest vessels in the Scarab home fleet. Its intimidating, spikey mass may look dangerous at first glance, but the ship has over time become nothing more than a garrison for much of the official defense force the Scarabs may have. It routinely deploys assistance to fellow vessels for a myriad of reasons and holds a substantial prison wing that contains almost the entirety of the fleet’s own criminals. Its population has plummeted in recent years, now around 65,000.&lt;br /&gt;
&lt;br /&gt;
===Fa’Ta-Bs===&lt;br /&gt;
(Faladay Tadhhab Bsre) is a ship contributed by the Levant. They’re known for their excellent medical practitioners. Their official colors are white, blue and black. People from this ship are usually of Arabic or Jewish descent.&lt;br /&gt;
&lt;br /&gt;
Built with parts sent to space from the largest coil gun ever created, the Fa’Ta-Bs is a marvel of engineering from the 2200’s. The ship itself is relatively small in terms of the fleet, with a population of 11,300, but it also carries the fleet’s foremost medical supplies and response equipment. There are few children if at all kept on board the ship itself, with those on board explicitly being workers for the fleet. &lt;br /&gt;
&lt;br /&gt;
===Su-Yeongseon===&lt;br /&gt;
The Su-Yeongseon is a vessel with roots from eastern Asian, namely Korean descent who had branched off from an international effort to colonize the Antarctic in the early 2200’s. They are well known for their atmospheric manipulation and engineering prowess.&lt;br /&gt;
&lt;br /&gt;
From the newly-founded city designated Sierra Peak, the world’s largest Antarctic colony sprouted an effort to redirect the incredibly advanced environment control and habitation techniques into space. This was seen as a massive success to the Scarabs later down the line, with many of the tricks seen in surviving the harsh tundras now being used to preserve lives on board Scarab vessels. The forefront of this advanced study is the Su-Yeongseon, a large warp cruiser, built in 2197 and now retrofitted for bluespace travel that originally departed with the fleet for defensive purposes. Over time it was converted into an engineering warehouse, with many of its drone bays and missile silos now serving as hangars and storage compartments. The ship itself was built to hold 22,000 people at maximum, but over time has grown to have a population of 42,000 or more with space to spare thanks to modification.&lt;br /&gt;
[[File:San khol.png|The San-Khöl in low orbit of some nondescript Frontier world.|thumb]]&lt;br /&gt;
===San-Khöl===&lt;br /&gt;
(Sansryn Khölög) is a Mongolian originating ship. Colonists from this ship primarily enjoy the colors of red, blue, and yellow. They are known for their gardeners, hydroponicists, and scientists. People from this ship are usually of Mongolian or Chinese descent.&lt;br /&gt;
Built over the course of five years in Ulaanbaatar, the 1100 meter long San-Khöl is an impressive hydroponics vessel. Although capable of holding roughly 25,000 passengers, most of the available space on-board is dedicated to storage of water, food processing, and most importantly the eight hydroponics domes installed onto the ship’s exterior. These are used for fruits, vegetables, and most importantly insects. Three varieties of insect are the most raised here, the Hakhma, a massive beetle the size of a small car. These are utilized for their feed to meat ratio and friendly disposition. Secondly, the Süüs, a variety of honeypot ant that are soda-can sized. These are typically fed cactus juice, which the ant processes into an edible, reportedly tasty and highly nutritious juice, often seen hanging from a Scarab’s belt. Lastly various species of spider, used for their high-strength silk. The ninth dome is entirely devoid of such hydroponics, being used primarily for theatre and entertainment.&lt;br /&gt;
&lt;br /&gt;
===Bilröst and the Jormungandr===&lt;br /&gt;
[[File:Bilrost.png|The Bilrost and its sister ship the Jormungandr hidden on the very edge of a small gas cloud.|thumb]]&lt;br /&gt;
[[File:Bilrostemblem.png|The emblem of the Bilrost and the Jormungandr.|thumb]]&lt;br /&gt;
The CCV Bilröst and Jörmungandr are two ships contributed by the former Scandinavian Coalition. This group was formed around the year 2015 in response to the collapse of the European Union. The countries of Denmark, Norway, and Sweden hastily turned to each other for stability, reforming a modern version of the Scandinavian Monetary Union. Eventually the Bilröst was constructed in the year 2129. However, the plan was malformed. Certain aspects of the ship were under-engineered, certain systems were lacking in redundancies and backups, and an overall lack of strategy regarding reaching the promised land the Confederation had purchased. The addition of the second escort ship, Jörmungandr, only complicated affairs, and not long after their launch, the Scandinavian Coalition was in the red.&lt;br /&gt;
&lt;br /&gt;
With so much of the Coalition’s focus on the new space faring vessels, its people fell to the wayside. Citizens of the Coalition faced food shortages, lack of available healthcare, and an increasing difficulty in finding good work. Times were dark, and with such unpleasant circumstances, there was one thing humans historically turned to - religion.&lt;br /&gt;
&lt;br /&gt;
And it was thus that the people of the Coalition started to look to their old ways.&lt;br /&gt;
&lt;br /&gt;
The people of the Coalition filled themselves with forgotten gods and culture, and it was thanks to this that they gained the strength that they needed to see themselves through adversity. They persevered, worked with what they had, and created the means aboard their new ships to end hunger and heal the sick - and it was in this way that they grew in purpose.&lt;br /&gt;
&lt;br /&gt;
====Bilröst====&lt;br /&gt;
&lt;br /&gt;
The CCV Bilröst (Bifrost) was the first ship constructed by the Scandinavian coalition, and additionally, the center of life for all Asgardians. Though staff here vary from barkeeps to freight movement, the most important activities performed aboard the Bilröst are of the scientific variety, especially with a medical bend. Here, important research is performed to enhance the Offworlder quality of living; musculoskeletal and immune system supplements, different types of bracing equipment, and even the first ESS prototype have undergone development here.&lt;br /&gt;
&lt;br /&gt;
====Jörmungandr====&lt;br /&gt;
&lt;br /&gt;
The CEV Jörmungandr is a satellite of sorts that accompanies the Bilröst. It is significantly smaller in size, and is only used for non-civilian purposes. The main function of Jörmungandr is to handle and observe security scans to protect the main vessel. Access to the Jörmungandr is normally restricted to capable operators. Typically personnel here are either of an investigative nature, the temporary holding of criminals, or the maintenance and operation of various combat drones.&lt;br /&gt;
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&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Pages]]&lt;br /&gt;
[[Category:Factions]]&lt;/div&gt;</summary>
		<author><name>Datamatt</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Republic_of_Biesel&amp;diff=12668</id>
		<title>Republic of Biesel</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Republic_of_Biesel&amp;diff=12668"/>
		<updated>2019-07-28T12:37:16Z</updated>

		<summary type="html">&lt;p&gt;Datamatt: Grammar fixes.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Human Lore}}&lt;br /&gt;
&lt;br /&gt;
The Republic of Biesel is an independent system within the Core of human space. It is heavily tied to the [[Nanotrasen Corporation|NanoTrasen]] corporation at nearly every level of government. The Republic of Biesel is the government of the [[Tau Ceti]] System, exercising authority over [[Biesel]], New Gibson and all other settlements and installations within Tau Ceti&#039;s gravity well. &lt;br /&gt;
&lt;br /&gt;
It is one of the most populated systems in human space, a financial center, industrial powerhouse and one of the most prestigious systems in the galaxy. However, unrest and gridlock undermine the government, and the aggressive attitude of the Sol Alliance against its former system has made many worried of the future of the Republic.&lt;br /&gt;
&lt;br /&gt;
Recently, there are rumors of increased Syndicate activity within the system. However, Nanotrasen has insisted that their financing of the Biesel police force is more than adequate to deal with terrorist threats.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;RoBGeneral&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:Republicofbieselflag.png|thumb|400px|Flag of the Republic of Biesel.]]&lt;br /&gt;
&lt;br /&gt;
===General===&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;Official Title(s):&#039;&#039;&#039; &amp;quot;The Federal Republic of Biesel and the Tau Ceti System&amp;quot; (SC)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Capital:&#039;&#039;&#039; [https://wiki.aurorastation.org/index.php?title=Biesel#Population_Demographics| Mendell City], Biesel&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Demonym:&#039;&#039;&#039; Bieselitte, Cetian, Gibsonian&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Official Language(s):&#039;&#039;&#039;  Sol Common, Tau Ceti Common, 24 additional Recognized Languages.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Population:&#039;&#039;&#039;&lt;br /&gt;
* 2445 Census: 10,709,678,435&lt;br /&gt;
* 2457 Census: 11,056,727,000&lt;br /&gt;
* 2460 Est.: 11,632,576,000&lt;br /&gt;
&lt;br /&gt;
===Economics===&lt;br /&gt;
&lt;br /&gt;
Biesel maintains the Credit as its official currency. Backed by fusion energy, the credit remains the galactic currency.&lt;br /&gt;
&lt;br /&gt;
NanoTrasen is an unquestionable monopoly within Tau Ceti. The Free Trade Zone established shortly after independence in 2452 served to only reinforce their foothold. Almost the entirety of business in the system are either owned directly or a branch of Nanotrasen. Small business is rare, but recently the service sector has kicked back up with smaller &amp;quot;family run&amp;quot; restaurants and grocery stores popping up in the cities of Biesel.&lt;br /&gt;
&lt;br /&gt;
===Societal===&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;Ethnic Groups:&#039;&#039;&#039;&lt;br /&gt;
* 15% Colonial Chinese&lt;br /&gt;
* 15% Colonial Hindustani&lt;br /&gt;
* 15% Colonial Caucasian&lt;br /&gt;
* 14% Colonial Arab&lt;br /&gt;
* 10% Colonial African&lt;br /&gt;
* 30% Other&lt;br /&gt;
&lt;br /&gt;
Being one of the early colonized systems, Tau Ceti remains diverse. People from all walks of life exist in the Republic, and the meshing of cultures extends to even the growing minority of alien species that find their home in the small Republic. There are tensions between the natives and the influx of alien immigrants, and the integration of IPC&#039;s into society remains an extremely hot topic.&lt;br /&gt;
&lt;br /&gt;
====[[Languages]]====&lt;br /&gt;
Tau Ceti Basic is the dominant language in the Republic of Biesel, spoken by nearly all its inhabitants except some small groups of immigrants. Due to the diverse nature of the Republic, every language across populated space can be found here. Sol Common is viewed with some hostility by natives of the Republic, especially after the Frost Invasion, and is mostly spoken in pro-Sol areas of the Republic. Tradeband and Freespeak are commonly spoken amongst the resident and immigrant populations, with many coming from across the human frontier to pursue a better life in Tau Ceti.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;RoBGovernment&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;General Fashion:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Biesel fashions are numerious and very cosmopolitan. At present there is a spike in popularity with Little Tajaran Electro swing music and neo-greaser fashion. This includes pompador hair styles and leather jackets with white vests. Another rather avant-garde, alternative style is the floor length braid, usually dyed in neon colors. The floor length braid or &amp;quot;FLB&amp;quot; is associated with anarcho-communist or general anarchist sentiments largely due to its impracticality in general Biesel work environments.&lt;br /&gt;
&lt;br /&gt;
===Government===&lt;br /&gt;
&lt;br /&gt;
Biesel remains a Federal Democracy as enshrined in the Tau Ceti Constitution. It has an elected president, a congress, and a supreme court. Legally there are various checks and balances between the branches of government. In reality, current president Joseph Dorn has centralized a significantly influential executive branch, though he has refrained from taking on the Supreme Court.&lt;br /&gt;
&lt;br /&gt;
For the &#039;&#039;&#039;executive branch&#039;&#039;&#039;, President Joseph Dorn was sworn into office for his first term as president in 2454. He faced reelection in 2458 and won in a landslide, yet contested victory.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;legislative branch&#039;&#039;&#039; of Tau Ceti&#039;s government is the Congress, which is unicameral and is made up of senators from every district of Biesel and New Gibson.&lt;br /&gt;
&lt;br /&gt;
For the &#039;&#039;&#039;Judiciary&#039;&#039;&#039;, the Biesel Law Institute is the foremost law agency of the Republic, and is the primary source of legal services for the Nanotrasen Corporation. The Tau Ceti Supreme Court is the ultimate judicial authority of the Republic however, with the 7 justices being appointed by Congressional vote.&lt;br /&gt;
&lt;br /&gt;
==== Major Parties ====&lt;br /&gt;
&lt;br /&gt;
Biesel&#039;s government is split between two distinct political parties, who&#039;s philosophies can be called &#039;&#039;&#039;Universalism&#039;&#039;&#039;, &#039;&#039;&#039;and Protectionism&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Universalists generally want to see greater integration in the galaxy, the breaking down of trade barriers, and increased cultural exchange and integration.&lt;br /&gt;
&lt;br /&gt;
Protectionists promote increased barriers to trade, reigning in runaway corporations, and generally focus on nationalistic policies.&lt;br /&gt;
&lt;br /&gt;
Tau Ceti &#039;&#039;&#039;Republicans&#039;&#039;&#039; and &#039;&#039;&#039;Social Democrats&#039;&#039;&#039; are respectably Universalist and Protectionism. But since the Frost Invasion, these parties have had splinter factions of the Ultra-Universalist &#039;&#039;&#039;New Republicans&#039;&#039;&#039;, and Ultra-Protectionist &#039;&#039;&#039;True Democrats&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The New Republicans have 179 seats, 47% of the entire House. The traditional Republican Party has only 34 seats; 9% of the House.&lt;br /&gt;
&lt;br /&gt;
The rival Social Democrat party has faced a much less clean divide, nearly splitting down the middle. Social Democrats have 103 seats, or 27%. The more hardliner True Democrats have 67 seats, or 17% of the House.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Military&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
    1.) Republicans, including President Dorn, want to increase funding for both the state military and the mercenary wing of NanoTrasen: The ERT.&lt;br /&gt;
    2.) New Republicans want to keep Tau Ceti&#039;s state navy demilitarized, but increase funding for its mercenary contracts with NanoTrasen.&lt;br /&gt;
    3.) Social Democrats want to maintain the status quo.&lt;br /&gt;
    4.) True Democrats want to increase military spending and decrease ERT spending&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Synthetic Activism&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
    1.) Republicans want to maintain the status quo on Synthetics, where their rights are mostly tailored around indentured servitude, while keeping the identifying tagging system.&lt;br /&gt;
    2.) New Republicans, as well as President Dorn, want to fully emancipate Synthetics to become citizens, allowing them to service in public office and the military and remove their electronic tags.&lt;br /&gt;
    3.) Social Democrats want to keep Synths &amp;quot;contained&amp;quot;. They would keep the electronic tags and increase regulation on Synthetic proliferation.&lt;br /&gt;
    4.) True Democrats want to revert Synthetic rights entirely, and institute a sweeping ban on the construction of additional, unchained posibrains.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Economy and NanoTrasen&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
    1.) Republicans, including President Dorn, want to maintain the Free Trade Zone, who&#039;s realities have seen NanoTrasen retain an absolute monopoly on all business in Tau Ceti.&lt;br /&gt;
    2.) New Republicans want to cut existing regulations on NanoTrasen to promote job growth, and reduce corporate taxes.&lt;br /&gt;
    3.) Social Democrats want increased regulations and government oversight on NanoTrasen, and end the Free Trade Zone to allow foreign corporations to compete locally, while launching an investigation into NanoTrasen&#039;s influence on the government.&lt;br /&gt;
    4.) True Democrats want to completely break up NanoTrasen in Tau Ceti, arrest key corporate officials on corruption charges, and institute new laws forever limiting the size and strength a corporation can gain in Tau Ceti.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Non-Human Citizens and Workers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
    1.) Republicans, including President Dorn, want to keep the status quo, where humans keep a minimum wage while non-human immigrant labor have none.&lt;br /&gt;
    2.) New Republicans want to implement a universal minimum wage for all humans and non-humans working in Tau Ceti.&lt;br /&gt;
    3.) Social Democrats want to implement a cap on work visas for immigrant labor to promote job growth for native Biesiellites.&lt;br /&gt;
    4.) True Democrats want to enact immigration reform to restrict xeno immigration, suspend work visas, and begin deporting any non-human convicted of a crime.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Social Services&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
    1.) Republicans, including President Dorn, want to keep the status quo, with businesses required to provide private health insurance, retirement funds, and scholarships to employees and prospective employees.&lt;br /&gt;
    2.) New Republicans want to slash public social services and make private corporations foot the bill.&lt;br /&gt;
    3.) Social Democrats want to repeal &amp;quot;crippling&amp;quot; insurance requirements, which they say punishes small business to the benefit of NanoTrasen, and increase social services for everyone applicable.&lt;br /&gt;
    4.) True Democrats want to completely take social services out of the hands of private interests and make it all publicly available, but only to native-born Biesellites.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Foreign Policy&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
    1.) Republicans, want to keep the status quo, including the economic alliance with Elyra and NanoTrasen: AREP (Association for the Responsible Export of Phoron, which is like a space OPEC that dominates +80% of known Phoron deposits.).&lt;br /&gt;
    2.) New Republicans, including President Dorn want to expand Biesel&#039;s influence across the galaxy and open doors to allow other Phoron-exporting systems into AREP.&lt;br /&gt;
    3.) Social Democrats want to maintain Tau Ceti&#039;s policy of neutrality while keeping AREP for economic security. Some have also hinted that they would increase funding for Biesel Intelligence Service to &#039;get back&#039; at the Sol Alliance.&lt;br /&gt;
    4.) True Democrats want complete isolation from the politics of the galaxy. They would cancel AREP and &#039;close the borders&#039;, insulating Tau Ceti from the galaxy at large.&lt;br /&gt;
&lt;br /&gt;
==== Military ====&lt;br /&gt;
&lt;br /&gt;
Being surrounded entirely by the juggernaut of the [[Sol Alliance]] and situated near the core systems of humanity, Tau Ceti is isolated from the major dangers and players on the galactic stage save for an increasingly hostile Sol Alliance.&lt;br /&gt;
&lt;br /&gt;
With the most common threats being incursions by raiders, pirates, and Syndicate mercenaries, Tau Ceti maintains a small military dedicated to self-defense.&lt;br /&gt;
&lt;br /&gt;
With 30 corvettes and 2 destroyers, the navy maintains 25,000 active sailors with 12,000 in reserve, and 223 marines deployed with 4,000 in reserve. The Biesel National Guard, a form of a ground army, maintains an 40,000 active force and 90,000 in reserve, whereas New Gibson maintains a reserve force of 4,500 National Guard.&lt;br /&gt;
&lt;br /&gt;
NanoTrasen and its Emergency Response Team take up the bulk of actual security duties. A complex and intricate series of security and engineering contracts has corralled the young Republic to be obligated to get weapons and equipment exclusively through the mega-corporation, such as weapons and tactical armor. The military recently took offense to apparent NanoTrasen laziness in an event where NanoTrasen shipped the navy 800 new Tactical Armor sets with the NT logo still on them.&lt;br /&gt;
&lt;br /&gt;
Despite patronizing attitudes from NanoTrasen towards the Tau Ceti&#039;s military, the mega-corporations extensive involvement allows the young republic to only dedicate .98% of its budget towards the military.&lt;br /&gt;
&lt;br /&gt;
===History===&lt;br /&gt;
----&lt;br /&gt;
Being one of the closest systems to Earth, Tau Ceti was one of the first explored by early interstellar travelers. When Biesel was discovered to possess an Earth-like atmosphere, complete with full-fledged biospheres, the system was flooded with settlers. As Biesel flourished and towns grew into cities, explorers began to survey the nearby planet of New Gibson, and found it metal-rich. Corporations and individuals alike established mining colonies which have grown over the centuries into massive domed cities and industrial parks, mining raw materials and turning them into all manner of goods, then shipping them off to Biesel or outside the system. Biesel, with it&#039;s Earth-like atmosphere, became the financial and agricultural heart of the system while New Gibson was the industrial powerhouse. Around 100 years after it&#039;s first settlers made planet-fall, the Republic of Biesel was formally established as one of the first semi-autonomous states within the Sol Alliance.  &lt;br /&gt;
&lt;br /&gt;
Following the discovery of phoron in the sparsely explored Romanovich Cloud at the edge of the system, NanoTrasen began to move it&#039;s corporate assets and bureaucracy onto Biesel. As NanoTrasen became fabulously wealthy, the money trickled down to the Tau Ceti System&#039;s upper class. However, the economic catastrophe of the Second Great Depression threatened to wipe out the entire economy of the Sol Alliance. With the Sol Alliance teetering on absolute bankruptcy and consequential tax hikes for systems, the unemployment rate in Tau Ceti exploded to 20% by 2450. Within the next two years, Nanotrasen became one of the only still functioning corporations within Tau Ceti, making it extremely popular with both politicians and the population at large, as it offered jobs and services unavailable anywhere else.&lt;br /&gt;
&lt;br /&gt;
Politicians pushed for closer ties with the mega-corporation, and eased anti-monopoly laws for NanoTransen. In 2452, The Republic of Biesel and NanoTransen formed the &amp;quot;Tau Ceti Free Trade Zone&amp;quot;, which gave NanoTransen control of vast swathes of the Romanovich Cloud and at the same time presented an ultimate to the Sol Alliance government to give Tau Ceti independence or face a total loss of Nanotrasen investment. The announcement was met with both praise and outrage: Some welcomed the money that would flow into the system with NanoTransen able to more effectively mine and distribute phoron, while others claimed that NanoTransen had &#039;bought&#039; the government of Biesel and that an Orwellian future was just around the corner. Desperate and unable to enforce their refusal without a total collapse of their economy, the Sol Alliance caved and allowed Tau Ceti to become independent in 2452.&lt;br /&gt;
&lt;br /&gt;
A side effect of NanoTransen&#039;s increased operations in the sector are that employees from outside the system are often &#039;bused&#039; in through the system&#039;s Warp Gate. Many have chosen to settle in the system and are provided corporate housing in numerous &#039;Corporate Enclaves&#039; that have sprung up across New Gibson and Biesel. The system&#039;s population is estimated to be one of the most diverse in Human Space.&lt;br /&gt;
&lt;br /&gt;
=== The Frost Invasion: 2458 - 2459 ===&lt;br /&gt;
&lt;br /&gt;
In &#039;&#039;&#039;October of 2458&#039;&#039;&#039; the Sol Alliance had ended anti-piracy patrols around Tau Ceti by its 33rd Fleet as part of a diplomatic campaign to put pressure on the small system over various long-standing disputes. This caused a massive spike in piracy and raider attacks against Tau Ceti, which Biesel&#039;s small, part-time military had no ability to deal with effectively. Biesel maintained contracts with NanoTrasen&#039;s [[Emergency Response Team]] but the mega-corporation was cool to the idea of increasing investment without re-negotiating the terms of the contracts. The result of negotiations with NanoTrasen ended with an [https://forums.aurorastation.org/viewtopic.php?p=71272#p71272| announcement on the 20th of October] where Biesel would sponsor NanoTrasen to build thousands of combat drones that can operate near-autonomously in the vacuum of space. This was a disaster for the Alliance, who&#039;s plan to pressure Tau Ceti to reduce its proliferation of synthetic life had just backfired spectacularly.&lt;br /&gt;
&lt;br /&gt;
This development also angered and worried many Skrell both within Tau Ceti and as far as the [[Skrell | Jargon Federation]]. [https://forums.aurorastation.org/viewtopic.php?p=71543#p71543 The Federation persuaded the Sol Alliance to enact an &#039;economic embargo&#039; against the Tau Ceti system, to be enforced by the 33rd fleet] commanded by Admiral Frost. Prices for basic goods skyrocketed across Tau Ceti as imports hit a bottleneck after the bluespace gate leading to the system was shut down. Tensions between Synthetics and Organics as well as general xenophobia grew across Tau Ceti. &lt;br /&gt;
&lt;br /&gt;
[https://forums.aurorastation.org/viewtopic.php?p=72875#p72875 On &#039;&#039;&#039;December 1st&#039;&#039;&#039;] crisis talks between the Sol Alliance, Jargon Federation, and the Republic of Biesel that had been attempted to resolve the crisis had come to an end. The Alliance&#039;s demands had grown from not Biesel cancelling its combat drone program, but also creating strict regulations and controls on its synthetic population, and finally that Biesel would allow Alliance and Jargon authorities to assume leadership in federal and state law enforcement agencies. Biesel agreed to all but the last demand, saying it would be surrendering its autonomy. The crisis also revealed a divide between the Federation and the Alliance: The Federation was trying to focus specifically on Tau Ceti&#039;s synthetic proliferation, but had been caught up in the Alliances&#039; attempt to re-assert itself over its former break-away province. At the end of these talks both sides walked out and negotiations broke down, and with it the hopes of resolving the crisis peacefully.&lt;br /&gt;
&lt;br /&gt;
On &#039;&#039;&#039;December 26th 2458&#039;&#039;&#039; [https://forums.aurorastation.org/viewtopic.php?p=73541#p73541| Biesel announced it had formed an economic partnership] with the [[Republic of Elyra]] and NanoTrasen called the Association for Market Stability. This economic alliance created a union between the only two galactic nations with control over large phoron deposits. Overnight the entire balance of power shifted as Biesel now had a serious bargaining chip to use against the Alliance: potentially slashing phoron exports and tanking the Alliance economy. This further sunk relations between Tau Ceti and the Alliance, and many within the Alliance began to consider Biesel a serious risk to its security.&lt;br /&gt;
&lt;br /&gt;
On &#039;&#039;&#039;February 26th, 2459&#039;&#039;&#039;, with no end of the embargo in sight, [https://forums.aurorastation.org/viewtopic.php?p=74869#p74869 Biesel expelled the Alliance&#039;s diplomats in its system and ordered the closure of the Alliances&#039; embassy]. It accused the Alliance diplomats of intimidation and abuse towards Biesel authorities. Diplomatic ties between the two nations were now completely severed. The first warning signs from Admiral Frost surfaced here, with the admiral warning Biesel that there would be retaliation.&lt;br /&gt;
&lt;br /&gt;
On &#039;&#039;&#039;February 27th 2459&#039;&#039;&#039;, [https://forums.aurorastation.org/viewtopic.php?p=75258#p75258| Biesel&#039;s Congress voted to trigger a constitutional convention that would allow them to re-write the Constitution of the republic]. The purpose of the convention was clear: pro-synthetic factions had finally gathered enough influence, and full emancipation of synthetics was soon to be a reality. The proposed amendments would also see a streamlined legal framework in regards to synthetic ownership, employment of synthetics, and the legality of their treatment.&lt;br /&gt;
&lt;br /&gt;
[https://forums.aurorastation.org/viewtopic.php?p=75365#p75365| Only three days after the announcement of the convention], Admiral Frost suddenly invaded Tau Ceti with the 33rd fleet. He was acting autonomously and without orders from the civilian government. His fleet&#039;s overwhelming firepower and rapid speed overwhelmed Tau Ceti&#039;s tiny defense network. Within 5 hours the Republic of Biesel capitulated to Admiral Frost, who had seized an entire star system in a near-bloodless invasion. President Dorn, who had been captured by a 33rd commando raid, broadcasted a televised speech announcing his unconditional surrender. Frost seized control of Biesel as its dictator, and began his campaign of terror, who&#039;s goals can be best described by the man himself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;This colony of the Alliance has been proliferating synthetics as potential weapons of mass destruction. There have already been numerous incidents where synthetic infiltrators have murdered people in cold blood to progress their agenda. Synthetic proliferation is an existential threat to all mankind. Like a weed, synthetics take root among us and spread until they are able to strangle us all. They can look like us, they feel no pain, and are incapable of understanding mercy. To allow the Tau Ceti government to build an army of combat synthetics, despite the abhorrent lessons of history, is unthinkable. The 33rd, along with assistance from federal, state, and NanoTrasen authorities, will be working over the next month to completely cripple the power of synthetics in this system. They will be dismantled. They will be re-purposed. They will be returned to their status as tools and stripped of all notions of independence or emancipation. Synthetics are tools, and made to serve mankind. But they are dangerous to leave unchecked. This colony&#039;s administration was incapable of handling or even understanding the Pandora&#039;s box they were opening. Hail Sol, and God bless the Alliance.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
During the occupation Frost used his totalitarian authority with vigor. Many free IPCs were sold into slavery or scrapped, robotics labs were shut down and demolished, and 33rd Officers even took over Captainship of NanoTrasen stations in Tau Ceti like the NSS Aurora. Many in Tau Ceti resisted the occupation, with protests gripping the streets of every major city. &lt;br /&gt;
&lt;br /&gt;
[https://forums.aurorastation.org/viewtopic.php?p=75614#p75614 Eventually, the Sol Alliance 25th fleet arrived to Tau Ceti and fought the 33rd in a surprise attack], chasing it from the system. Admiral Frost and a small retinue of loyalists were chased to the NSS Aurora where he managed to evade capture from its security force and 25th Marines on his tail, and he escaped to the frontier.&lt;br /&gt;
&lt;br /&gt;
The 25th Fleet left Tau Ceti after chasing off the 33rd, and a humiliated Alliance, who&#039;s rogue Admiralty was now public knowledge, ended the embargo.&lt;br /&gt;
&lt;br /&gt;
The invasion and occupation by Admiral Frost forever altered politics and lifestyles in Tau Ceti. Before the invasion, patriotism was uncommon and viewed as strange. But the invasion created a strong sense of nationalism and patriotism within its diverse population. President Dorn returned to his office of the presidency amid soaring approval ratings, and declared that a new era had begun for the small Republic. Snap elections flooded Congress with New Republicans, a radical Universalist party that Dorn himself defected to at the expense of his former, moderate Republican Party. &lt;br /&gt;
&lt;br /&gt;
Despite being plagued by corruption scandals and growing tension domestically and abroad, President Dorn continued to ride on his popularity as a war time President to push through key New Republican reforms that see synthetics and non-humans in Tau Ceti granted greater freedoms and rights, while at the same time loosening already timid regulations on NanoTrasen. &lt;br /&gt;
&lt;br /&gt;
Tau Ceti is now styling itself as the bastion of freedom and liberty for the Orion sector. Dorn has eagerly branded the system as the most diverse system in the known galaxy, and has cooperated with the New Republican congressional majority to ensure the system continued to remain as such.&lt;br /&gt;
&lt;br /&gt;
== Potential Character Concepts ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Here is an example character from the Republic of Biesel:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Jenn Song-Bennett, 23, is a bartender currently aboard the NSS Aurora. She is extremely casual and friendly. &lt;br /&gt;
&lt;br /&gt;
*Song-Bennett is 5’5” and very skinny, about 110 lbs. She has slow, flowing movements and laid-back posture. She has dark brown eyes and a pixie cut dyed pastel green with black roots.&lt;br /&gt;
&lt;br /&gt;
*Song-Bennett lives in Mendell City, frequently commuting to the NSS Aurora for work. When at home, Song-Bennet spends time with her girlfriend and frequently phones her father. She is a non-practicing Catholic. Song-Bennet is a New Republican, though she dislikes their views on social service.&lt;br /&gt;
&lt;br /&gt;
*Song-Bennett loves all alien species, with the exception of Vaurca, and holds a fantastical, more friendly outlook on their cultures.&lt;br /&gt;
&lt;br /&gt;
*Song-Bennett speaks Tau Ceti Common and is taking classes in Siik’Tau.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Here is a second example character from the Republic of Biesel:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Mitchell Lee, 27, is a quartermaster working for Nanotrasen. He is passionate, and a bit intense.&lt;br /&gt;
&lt;br /&gt;
*Lee is 5’11” and fairly built, likely 170 lbs. He has a tough slouch and his movements are jerky, but coordinated. He has blue, mechanic eyes and short, curly, dyed-blonde hair.&lt;br /&gt;
&lt;br /&gt;
*Lee lived in New Gibson, usually living aboard the Odin while working on the NSS Aurora. However, after the attack on New Gibson, Lee lives on the Odin permanently. He lives in a small room with a roommate and his girlfriend. Lee is agnostic. Lee also stays out of politics.&lt;br /&gt;
&lt;br /&gt;
*Lee has a preference towards Unathi due to their natural strength and Tajara for their general speed. However, Lee has a furious hatred against Vaurca after the attack on New Gibson.&lt;br /&gt;
&lt;br /&gt;
*Lee speaks Tau Ceti Common and Freespeak.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Factions]]&lt;br /&gt;
[[Category:Pages]]&lt;/div&gt;</summary>
		<author><name>Datamatt</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Guide_to_Chemistry&amp;diff=12588</id>
		<title>Guide to Chemistry</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Guide_to_Chemistry&amp;diff=12588"/>
		<updated>2019-07-27T11:23:24Z</updated>

		<summary type="html">&lt;p&gt;Datamatt: Adds the new chems.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{wip|assign=Chada1}}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
=Foreword=&lt;br /&gt;
Please note that this list &#039;&#039;&#039;does not cover every single chem&#039;&#039;&#039;; there are some compounds that can only be found through trial and error. These are &#039;&#039;&#039;secret chems&#039;&#039;&#039; with recipes not held in the source code.&lt;br /&gt;
&lt;br /&gt;
=Chemistry Equipment=&lt;br /&gt;
===Chemical Dispenser===&lt;br /&gt;
[[File:Dispenser.png|64px|left]]The Chemical Dispenser is your go-to device for making everything. It&#039;s a reagent dispenser, and works the same way as all other dispensers - You put a container into it, in this case a Beaker of some sort, by holding the container in your hand and clicking the dispenser. Then once a container is in, click the dispenser with an empty hand to bring up the menu&lt;br /&gt;
&lt;br /&gt;
The Chemical dispenser can dispense all kinds of elements and chemicals into the beaker. And when you put in the right ingredients for a recipe, they&#039;ll automatically react in the beaker and create the result. Some of the things in the dispenser even have effects on their own, without being made into compounds. For a full list of all the things that the dispenser can output, check the [[#Dispenser|Dispenser section]]&lt;br /&gt;
&lt;br /&gt;
===ChemMaster 3000===&lt;br /&gt;
[[File:Chemmaster.gif|64px|left]]The ChemMaster 3000 is your tool for turning your beakerfuls of medicine, into a useable state, without having to give away your lab equipment. It&#039;s also used for analysing the contents of beakers, and for carefully removing parts you want to get rid of, to keep your mixtures pure.&lt;br /&gt;
&lt;br /&gt;
To start, insert a beaker containing some chemical, and then click it with an empty hand to bring up a menu. In addition to holding a beaker, the ChemMaster can also hold a Pill Bottle (both simultaneously), more on these soon.&lt;br /&gt;
&lt;br /&gt;
The Add to Buffer section is where all the juicy info is. It will show you a list of all the reagents inside the beaker, and their quantities. Beside each one are several options. Analyze will just bring up the description of that chemical, to tell you what it is and does. The rest of the buttons (1,5,10,all,custom) just control how much of that chemical you&#039;re going to move to the buffer.&lt;br /&gt;
&lt;br /&gt;
The Buffer is the section between the horizontal lines. Imagine this as chemicals inside the ChemMaster. Once they&#039;re here, you can do several things with them. &lt;br /&gt;
*The Transfer To section shows where chemicals will go when you transfer them out of the buffer, click it to change the destination. They can either go back into the beaker, or they can go into the disposal &lt;br /&gt;
**This doesn&#039;t actually put them in the disposal, it just destroys them. Any reagents destroyed this way are gone forever, and cannot be recovered.&lt;br /&gt;
*Chemicals in the buffer will have the same number control options as those in the beaker. This just transfers them to either of the destinations mentioned above.&lt;br /&gt;
*The Create Bottle option will magically create a glass bottle, and put the contents of the buffer into it. The bottle is created outside of the ChemMaster and will appear on top of it. Bottles have a maximum capacity of 60u, so anything over that will still remain in the buffer.&lt;br /&gt;
**By clicking the Icon to the right of this option, you can choose a visual style for the resulting bottle. Note that the bottle is transparent, and will take on the colour of the liquid inside it. You only choose the shape.&lt;br /&gt;
*The Create Pill option will create a single edible pill out of the buffer contents. Again, up to 60u total dosage. If an empty pill bottle is inserted into the ChemMaster, the pill will be created inside that bottle. Otherwise it will appear on top of the machine.&lt;br /&gt;
*The Create Multiple Pills option will create a number of pills that you get to specify. The contents of the buffer will be evenly divided amongst all the pills you make. And if a pill bottle is in the machine, the pills will be created inside it until it&#039;s full. Otherwise they appear on top in a big messy pile&lt;br /&gt;
**By clicking the Icon to the right of this option, you can choose a visual style for the resulting pill(s). This will help people to tell your pills apart at a glance, which can be useful when you&#039;re making a bottle filled with a mixture of different pills.&lt;br /&gt;
&lt;br /&gt;
Once you&#039;re done making pills and bottles, you&#039;ll probably want to make sure your beaker is empty again so you can make something new, if so be sure to transfer everything to the buffer. Once you eject the beaker, everything left in the buffer is destroyed.&lt;br /&gt;
&lt;br /&gt;
If you&#039;ve made a bottle of pills, don&#039;t forget to eject the pill bottle too, and then label it using the Hand Labeller.&lt;br /&gt;
&lt;br /&gt;
===All-In-One Grinder===&lt;br /&gt;
[[File:Blender.png|64px|left]]The Grinder is your tool of choice for breaking down objects into reagents. You can put pills in it, to get back the chemicals they&#039;re made of. You can breakdown Phoron Crystals into liquid phoron. You can put fruits, vegetables, meals, meat etc into it as well. The results will be outputted into its beaker, which you can extract and stick in the ChemMaster to work with. It&#039;s good for undoing your mistakes if you make pills wrong, or for getting rare compounds (like carpotoxin) out of things that contain them. But making liquid phoron is the most common and important thing you&#039;ll use it for. Note that it will not break compounds back down into elements, nothing can do that.&lt;br /&gt;
&lt;br /&gt;
===Refridgerated Medicine Storage===&lt;br /&gt;
[[File:Smartfridge.gif|64px|left]]A fancy Smart Fridge which exists as a wall block between the chem lab and medicine storage. This fridge is where you should put all the medicines and pills that you make, so that doctors can pick them up for usage. Things can be put in and taken out from all sides of it. It will only accept pills, pill bottles, and glass containers. And it has a nice little interface for dispensing things in quantity. It&#039;s also ID locked, and will only allow authorized medical staff to take things out, so anything you place there is safe from the grubby hands of drug-seeking assistants.&lt;br /&gt;
&lt;br /&gt;
==Tools==&lt;br /&gt;
Smaller, hand-held things that you&#039;ll often use in chemistry.&lt;br /&gt;
&lt;br /&gt;
===Beakers===&lt;br /&gt;
[[File:Beakerlarge.png|64px|left]][[File:Beaker.png|64px]] Beakers are the most important tool you have. They come in two sizes, normal and large. normal beakers hold 60u, large beakers hold 120u.  &lt;br /&gt;
Normal beakers can be found easily all over medical, and you have a box of six in your lab.  Large beakers are much less common, you only have three -  Two on the tables, and one inside the grinder. They are precious, treasure them.&lt;br /&gt;
&lt;br /&gt;
Beakers are used for putting into the dispenser to mix things, and then into the ChemMaster to make bottles and pills. Sometimes you&#039;ll need to use more than one to mix certain tricky things correctly.&lt;br /&gt;
&lt;br /&gt;
If you end up losing them, more beakers can be made at the Autolathe in cargo.&lt;br /&gt;
&lt;br /&gt;
===Dropper===&lt;br /&gt;
[[File:Dropper1.png|64px|left]]Droppers are a simple and occasionally used little tool. Their purpose is being one of very few reagent containers in the game which can transfer less than 5u per click. &lt;br /&gt;
&lt;br /&gt;
Rightclick it in your hand and choose Set Transfer Amount. You can pick 1/2/3/4/5 units&lt;br /&gt;
Using it on a beaker when it&#039;s empty will draw the set quantity of reagents out of that beaker.&lt;br /&gt;
Using it on a beaker when it&#039;s not empty, will squeeze its contents out into the beaker.&lt;br /&gt;
&lt;br /&gt;
The precision this affords is useful for a few complicated recipes, and especially for measuring out tiny amounts of phoron or similar valueable ingredients.&lt;br /&gt;
&lt;br /&gt;
===Science Goggles===&lt;br /&gt;
[[File:ScienceGoggles.png|64px|left]]Science goggles are a completely unnecessary fashion accessory that are supplied on your table in the chemistry lab. They have three functions:&lt;br /&gt;
*They protect against acid splashes, halving damage you take from acid to the face. &lt;br /&gt;
*They provide 10% protection against anomalies, which is not relevant to a chemist at all.&lt;br /&gt;
*They can be turned on and off to toggle an obnoxious purple overlay. This does literally nothing except make you see purple. The other two effects work regardless of whether the overlay is on.&lt;br /&gt;
&lt;br /&gt;
===Advanced Mass Spectrometer===&lt;br /&gt;
[[File:Adv_spectrometer.png|64px|left]]The Advanced Mass Spectrometer is your occasionally used tool for blood toxin testing. Rumour has it there was once a non-advanced Mass Spectrometer, but such a thing is definitely obsolete now.&lt;br /&gt;
&lt;br /&gt;
To use it, take a blood sample from your patient with a syringe, and then use the syringe on the spectrometer. Then switch to it and click it in your hand to read the results. It should tell you the chemicals and quantities that are found in their blood. This is the only way to test blood samples, if you inject a blood sample into a beaker and check it in the ChemMaster, it will only show as blood.&lt;br /&gt;
&lt;br /&gt;
Note that this tool can only be used for blood, if you have a beaker/bottle/syringe of something mysterious that isn&#039;t blood and you want to see what&#039;s in it, use the ChemMaster instead.&lt;br /&gt;
&lt;br /&gt;
===Cryostasis Beaker===&lt;br /&gt;
[[File:noreact.gif|64px|left]]The Cryostasis Beaker is an advanced tool that you don&#039;t have to begin with. It can only be made in the R&amp;amp;D Lab in science, if you want some you have to ask them for it.&lt;br /&gt;
&lt;br /&gt;
The cryostasis beaker holds 60u, and it has the special property of preventing chemical reactions inside it. Any elements or compounds placed into it will not react with each other. If there are any reactions waiting to happen, they&#039;ll occur as soon as the contents are transferred into another beaker, or transferred into the buffer of the ChemMaster&lt;br /&gt;
&lt;br /&gt;
===Bluespace Beaker===&lt;br /&gt;
[[File:bluespaceBeaker.gif|64px|left]]The Chemist&#039;s favourite, a Bluespace Beaker will really make your day. It is another advanced tool that you don&#039;t start with, and must request from science. However it&#039;s somewhat hard to make, so they may not be able to reliably make them for you.&lt;br /&gt;
&lt;br /&gt;
This high-tech beaker uses reality-distorting bluespace technology to create a tiny pocket dimension for storing chemicals, which in practical terms means it can store a tremendous 300u of reagents inside it, making it 250% of the capacity of a Large Beaker. This allows you to easily make much larger batches of medicine - five bottles at a time.&lt;br /&gt;
&lt;br /&gt;
=Infographic and Information=&lt;br /&gt;
[[File:Chemistry_Medical_Aurora.png|thumb|left|alt=|This infographic teaches all of the basic Chems, it is highly recommended you keep it on hand if you&#039;re new.]]&lt;br /&gt;
A basic Chem infographic will be provided here, it is recommended to keep it on hand for new players; but beware, it only has the basic necessities of Chemistry, for advanced chems you will have to read further.&lt;br /&gt;
&lt;br /&gt;
==Metabolism and Overdose==&lt;br /&gt;
Most medicines and chemicals designed for use in people have an overdose limit. If a person metabolizes more than this much of the chemical in a short time, they will suffer the overdose effect for that chemical, which is usually a bad thing. Overdose limits vary widely, but the most common value is 30 units.&lt;br /&gt;
&lt;br /&gt;
The most common overdose effect is &#039;Toxins&#039;, the patient will suffer 0.2 points of toxins damage per second, as long as the medicine continues metabolizing in their system. This is only dependent on time, not on the quantity of the dose, so overdosing on medicines that metabolize slowly is far more dangerous, they&#039;ll keep poisoning the patient for longer.&lt;br /&gt;
&lt;br /&gt;
It is important to note that metabolism is not the same as just putting the chemicals into a patient. All chemicals that are injected into, or fed to the patient, are stored harmlessly within their body until they can be properly absorbed, or &#039;metabolized&#039;. This process happens at a variable rate for each chemical, but the most common metabolic rate is 0.2 units per proc, which works out to 0.1u per second&lt;br /&gt;
&lt;br /&gt;
Overdose effects do not trigger until the patient has metabolized enough to reach the overdose limit, which may take several minutes.&lt;br /&gt;
&lt;br /&gt;
Whenever this document mentions the word &#039;dose&#039;, it refers to how much has been metabolized into the patient, not how much has been injected into their blood.&lt;br /&gt;
&lt;br /&gt;
Whenever a patient has fully metabolized all the volume of a drug that is present in their stomach or blood, the dose is instantly cleared, and the drug&#039;s effects are stopped.  Even if they had overdosed before, once the dose is cleared its safe to administer more of the same thing.&lt;br /&gt;
&lt;br /&gt;
==Catalysts==&lt;br /&gt;
Several of the more advanced chemistry recipes take an ingredient (usually phoron) which is marked as (Catalyst)&lt;br /&gt;
&lt;br /&gt;
A Catalyst is a chemical which is required to help a chemical reaction, but does not become part of the finished result. Whenever a recipe involves a catalyst, the catalyst will be left over in the beaker, alongside the finished product. You can use the ChemMaster to extract the catalyst, put it in a bottle, and reuse it later.&lt;br /&gt;
&amp;lt;!---&lt;br /&gt;
==Status Effects==&lt;br /&gt;
Many chemicals that don&#039;t simply heal something, work by giving the patient a status effect, with a given strength. This allows multiple chemicals to cause a similar effect and work in the same way. &lt;br /&gt;
&lt;br /&gt;
For the most part, the &#039;strength&#039; of an effect is really just a duration. the strength of most effects decreases by 1 point every 2 seconds, and usually the effect will stop working once its strength falls to zero, or sometimes when it falls below some low number that&#039;s above zero.&lt;br /&gt;
&lt;br /&gt;
It&#039;s also very important to note, that most chemicals which cause a status effect, will constantly re-set and refresh that effect every time they process (every 2 seconds) for as long as the chemical is metabolising into the patient. Therefore, the strength of an effect usually only affects how long it takes to wear off AFTER the chemical is out of their system, it will generally never wear off while the chemical is inside them.&lt;br /&gt;
&lt;br /&gt;
===Drowsiness===&lt;br /&gt;
Drowsiness, is a feeling of being sleepy. The body slows down, and sometimes just plain falls asleep for brief periods. It doesn&#039;t cause any longterm sleep, just makes you pass out for a couple of seconds.&lt;br /&gt;
&lt;br /&gt;
Effects:&lt;br /&gt;
*Increases move delay by 6 (0.6 seconds). &lt;br /&gt;
**This is the minimum time between steps while running, so it will significantly slow the subject down and make it difficult for them to run away.&lt;br /&gt;
*Refreshes blurred vision to strength 2 every proc, so being drowsy gives unremovable blurring&lt;br /&gt;
*Every proc, has a 5% chance to cause the subject to fall asleep&lt;br /&gt;
**Increases Sleep strength by 1&lt;br /&gt;
**Increases paralysis by 5&lt;br /&gt;
&lt;br /&gt;
===Sleeping===&lt;br /&gt;
The subject is asleep. They&#039;re snoozing away, incapacitated, mostly oblivious to the world, and won&#039;t feel pain.&lt;br /&gt;
*Subject is blinded. See Blind&lt;br /&gt;
*Subject does not feel pain&lt;br /&gt;
*Subject falls over&lt;br /&gt;
*Subject cannot move&lt;br /&gt;
*Subject cannot speak or emote&lt;br /&gt;
*Subject cannot use items or interact with anything&lt;br /&gt;
*Heals halloss (Holographic damage) at a rate of 3 points per proc&lt;br /&gt;
**Normally heals at 1 ppc&lt;br /&gt;
*Subject has dreams about radomly generated concepts. &lt;br /&gt;
**These aren&#039;t based on anything ingame&lt;br /&gt;
*When nearby people talk&lt;br /&gt;
**85% chance to not hear them, and instead get &amp;quot;...You almost hear someone talking...&amp;quot;&lt;br /&gt;
**15% chance for &amp;quot;You hear something about...&amp;lt;word&amp;gt;&amp;quot;, and &amp;lt;word&amp;gt; is a randomly selected word from amongst the things they said&lt;br /&gt;
*People can attempt to shake subject awake, this reduces Sleeping strength by 5 every time its done, &lt;br /&gt;
**Causes the subject to wake up 10 seconds earlier than they would have otherwise&lt;br /&gt;
*Causes subject&#039;s status to read as Unconscious on a hand analyser, and non-responsive on a surgery vitals monitor&lt;br /&gt;
&lt;br /&gt;
===Weaken===&lt;br /&gt;
The subject&#039;s muscles lose tensity, causing them to collapse to the floor and be mostly helpless.&lt;br /&gt;
Weaken is one of the most common status effects, almost every chemical, weapon and explosive that disables someone, uses it. Often in combination with other effects.&lt;br /&gt;
*Subject falls over and drops held items.&lt;br /&gt;
*Subject cannot move, use items, or interact.&lt;br /&gt;
**Can still toggle internals.&lt;br /&gt;
**Subject can use &#039;resist&#039;.&lt;br /&gt;
&lt;br /&gt;
===Stun===&lt;br /&gt;
The subject is stunned and unable to move properly. Very similar to Weaken, but doesn&#039;t knock the subject down, and DOES prevent them from toggling their internals.&lt;br /&gt;
*Subject cannot move, use items, or interact:&lt;br /&gt;
**Subject can use &#039;resist&#039;.&lt;br /&gt;
*Subject cannot toggle internals.&lt;br /&gt;
&lt;br /&gt;
===Paralysis===&lt;br /&gt;
The subject is paralyzed, all of their muscles lock up and they are unable to see, speak, or do anything. Their eyelids lock shut, and their vocal chords seize up. This is almost identical to being asleep, the only differences being that the subject can&#039;t be shaken awake, and doesn&#039;t heal holo damage faster. This is by far the most disabling single status effect in the game, but it is rarely used.&lt;br /&gt;
*Paralysis is almost identical to sleeping.&lt;br /&gt;
**Subject is blinded, see blindness.&lt;br /&gt;
**Subject falls over.&lt;br /&gt;
**Subject cannot speak or emote.&lt;br /&gt;
**Subject cannot move.&lt;br /&gt;
**Subject cannot use items or interact with anything.&lt;br /&gt;
**When nearby people talk or audibly emote.&lt;br /&gt;
***85% chance to not hear them, and instead get &amp;quot;...You almost hear someone talking...&amp;quot;&lt;br /&gt;
***15% chance for &amp;quot;You hear something about...&amp;lt;word&amp;gt;&amp;quot;, and &amp;lt;word&amp;gt; is a randomly selected word from among the things they said.&lt;br /&gt;
&lt;br /&gt;
===Confusion===&lt;br /&gt;
The subject has impaired motor coordination, and will stumble around randomly when they try to move. This is often caused by alcohol and sedatives, but it&#039;s pretty rare for it to happen for any long period of time.&lt;br /&gt;
*Subject moves in a random direction whenever it tries to take a step.&lt;br /&gt;
**Its always random, doesn&#039;t matter what direction they tried to move in, triggers on every step&lt;br /&gt;
**Also applies to subjects in a wheelchair or driving vehicles&lt;br /&gt;
&lt;br /&gt;
===Hallucination===&lt;br /&gt;
One of the most interesting effects, hallucinations are a result of something impairing the brain, and can be quite scary. &lt;br /&gt;
*Unlike most status effects, hallucination strength affects the intensity in addition to the duration. Hallucinations stop completely when the strength drops below 20.&lt;br /&gt;
*While hallucinating, the subject will experience strange sounds and visions periodically.&lt;br /&gt;
**Exactly how often is calculated with the formula: rand(200,500)/(hallucination/25)&lt;br /&gt;
***This generates a random number of seconds between 20-50 (average 35), and then divides that time by 4% of your hallucination strength.&lt;br /&gt;
***A hallucination strength of 100 will therefore cause hallucinations an average of every 8.75 seconds&lt;br /&gt;
***Note that the time between hallucinations will gradually increase because the strength fades over time.&lt;br /&gt;
*The effects that hallucinating can generate include:&lt;br /&gt;
**Screwing up the subject&#039;s HUD&lt;br /&gt;
**Make it appear that they&#039;re holding a strange/illegal/impossible items&lt;br /&gt;
**See extremely dangerous things (fire, hull breaches, explosives)&lt;br /&gt;
**Hear strange sounds&lt;br /&gt;
**Be attacked by illusory monsters&lt;br /&gt;
**Mysteriously become injured or collapse&lt;br /&gt;
**Have the world and their controls turned around&lt;br /&gt;
&lt;br /&gt;
===Dizziness===&lt;br /&gt;
&lt;br /&gt;
===Blurriness===&lt;br /&gt;
The subject&#039;s vision is blurred, and it becomes harder for them to see. This is a really weak effect, and it exists mostly just to let you know something&#039;s wrong. It&#039;s usually a precursor to more serious things. On its own, it has minimal effect on gameplay.&lt;br /&gt;
*Places a semi-transparent white overlay on the screen, making it a little harder to see things&lt;br /&gt;
**Wearing a blindfold rests your eyes, and causes blurriness to heal 4x as fast&lt;br /&gt;
&lt;br /&gt;
===Blindness===&lt;br /&gt;
The subject has completely lost their vision, and is unable to see anything, thus forcing them to stumble around defenseless and navigate by touch. Blinding is fairly common alone, but it&#039;s also applied inherently as a part of sleeping and paralysis. When a subject is asleep or paralysed, all of these effects apply in addition.&lt;br /&gt;
*Places a black overlay on the screen, blocking everything except a small circle&lt;br /&gt;
**This allows you to only see things in a 3x3 area, centred on your character&lt;br /&gt;
***Note that this short range vision represents you feeling your way around, not actual vision. RP wise, you can see nothing at all&lt;br /&gt;
*Prevents you from examining objects and people at all. Any attempt displays a message &#039;Something is there, but you can&#039;t see it&#039;&lt;br /&gt;
*Subject cannot see visible emotes from nearby people&lt;br /&gt;
**Subject can still hear audible emotes&lt;br /&gt;
&lt;br /&gt;
===Speedboost===&lt;br /&gt;
The subject is energetic and juiced up, allowing them to power through impediments and always move as fat as they can.&lt;br /&gt;
Negates any increased movement delay and allows you to always move at the fastest possible speed, with a movement delay of 0.5 seconds (which is the lowest possible value)&lt;br /&gt;
Allows you to ignore the following speed impediments completely:&lt;br /&gt;
*Having &amp;lt;=40% health&lt;br /&gt;
*Being in pain&lt;br /&gt;
*Being starving&lt;br /&gt;
*Wearing EVA suits&lt;br /&gt;
*Being in a wheelchair&lt;br /&gt;
*Having feet/legs that are broken, splinted, or missing.&lt;br /&gt;
*Any slowdown caused by heavy shoes (galoshes)&lt;br /&gt;
*Being in shock&lt;br /&gt;
*Being fat&lt;br /&gt;
*Being cold&lt;br /&gt;
*Being drowsy&lt;br /&gt;
*Any inherent slowdown caused by your species&lt;br /&gt;
&lt;br /&gt;
===Painkiller/Analgesic===&lt;br /&gt;
&lt;br /&gt;
===Jittering===&lt;br /&gt;
---&amp;gt;&lt;br /&gt;
=Chemicals=&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
==Dispenser==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Many of the basic elements and chemicals in the dispenser have their own effects. Those are noted here.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{ChemicalTemplate&lt;br /&gt;
|Chemical = Aluminum&lt;br /&gt;
|Description = A silvery white and ductile member of the boron group of chemical elements.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ComplexChemicalTemplate&lt;br /&gt;
|Chemical = Carbon&lt;br /&gt;
|Description = A highly stable element, the building block of life. &lt;br /&gt;
|Metabolism = 0.5&lt;br /&gt;
|Type = Element&lt;br /&gt;
|Effects = *Absorbs all other chemicals when swallowed, and carries them out safely.&lt;br /&gt;
*When swallowed in pill form removes any reagent from the stomach equal to the amount used (1 per unit). &lt;br /&gt;
|Notes = *This is the only method to remove ingested toxins from a patient&#039;s stomach.&lt;br /&gt;
*Has no effect if injected, will not clean the blood. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ComplexChemicalTemplate&lt;br /&gt;
|Chemical = Acetone&lt;br /&gt;
|Description = A colorless liquid solvent used in chemical synthesis.&lt;br /&gt;
|Metabolism = 0.2&lt;br /&gt;
|Type = Solvent &lt;br /&gt;
|Effects = *Deals 1 toxin damage per 0.4 seconds.&lt;br /&gt;
**Unlike most chemicals, swallowing it is equally as effective.&lt;br /&gt;
*Can act as a solvent for ink.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ChemicalTemplate&lt;br /&gt;
|Chemical = Copper&lt;br /&gt;
|Description = A highly ductile metal.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ComplexChemicalTemplate&lt;br /&gt;
|Chemical = Ethanol&lt;br /&gt;
|Description = A well-known alcohol with a variety of applications. &lt;br /&gt;
|Metabolism = 0.5&lt;br /&gt;
|Type = Alcohol&lt;br /&gt;
|Effects = *Once applied (splashed), anything causing burn damage will cause it to combust. &lt;br /&gt;
*When injected causes 1 toxin damage every 0.8 seconds.&lt;br /&gt;
*When ingested causes drunkenness very quickly in low doses.  &lt;br /&gt;
*Can act as a solvent for ink. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ComplexChemicalTemplate&lt;br /&gt;
|Chemical = Ammonia&lt;br /&gt;
|Description = A caustic substance commonly used in fertilizer or household cleaners.&lt;br /&gt;
|Metabolism = 0.5&lt;br /&gt;
|Type = Liquid&lt;br /&gt;
|Effects = *Deals 1 toxin damage per 0.8 seconds.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ComplexChemicalTemplate&lt;br /&gt;
|Chemical = Hydrazine&lt;br /&gt;
|Description = A toxic, colorless, flammable liquid with a strong ammonia-like odor, in hydrate form.&lt;br /&gt;
|Metabolism = 0.2&lt;br /&gt;
|Type = Liquid&lt;br /&gt;
|Effects = *Once applied (splashed), anything causing burn damage will cause it to combust. &lt;br /&gt;
**Deals 1 toxin damage per 4.4 seconds.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ComplexChemicalTemplate&lt;br /&gt;
|Chemical = Iron&lt;br /&gt;
|Description = Pure iron is a metallic element. Used in limited doses as a supplement it can help people regenerate blood.&lt;br /&gt;
|Type = Element&lt;br /&gt;
|Effects = *When ingested in pill form, it restores blood at an equal rate of iron to blood in units. (1u iron restores 1% blood.)&lt;br /&gt;
|Notes = *Iron pills are a nice simple way to help recover lost blood, much simpler than a transfusion although slower. &lt;br /&gt;
**Eating food rich in iron also helps combat blood loss.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ComplexChemicalTemplate&lt;br /&gt;
|Chemical = Lithium&lt;br /&gt;
|Description = A soft, silver metallic element. A chemical element, used as antidepressant.&lt;br /&gt;
|Type = Element&lt;br /&gt;
|Effects = *When injected, causes someone to take a step in a random direction.&lt;br /&gt;
*Causes randomly emoting drooling, twitching or moaning occasionally. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ComplexChemicalTemplate&lt;br /&gt;
|Chemical = Mercury&lt;br /&gt;
|Description = A highly neurotoxic metallic element, which is liquid at room temperature. &lt;br /&gt;
|Type = Element&lt;br /&gt;
|Effects = *When injected, causes someone to take a step in a random direction.&lt;br /&gt;
*Causes randomly emoting drooling, twitching or moaning. &lt;br /&gt;
*Causes 1 point of brain damage per unit.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ComplexChemicalTemplate&lt;br /&gt;
|Chemical = Hydrochloric Acid&lt;br /&gt;
|Description = A very corrosive mineral acid with the molecular formula HCl.&lt;br /&gt;
|Type = Acid&lt;br /&gt;
|Effects = *Causes 2 burn damage per 0.4 seconds when injected. &lt;br /&gt;
*Causes 1 point of burn damage per unit when splashed.  &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ChemicalTemplate&lt;br /&gt;
|Chemical = Phosphorus&lt;br /&gt;
|Description = A highly reactive element, glows on contact with oxygen, the backbone of biological energy carriers.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ChemicalTemplate&lt;br /&gt;
|Chemical = Potassium&lt;br /&gt;
|Description = A soft, low-melting solid that can easily be cut with a knife. Reacts violently with water.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ComplexChemicalTemplate&lt;br /&gt;
|Chemical = Radium&lt;br /&gt;
|Description = Radium is an alkaline earth metal, and is extremely radioactive. &lt;br /&gt;
|Type = Element&lt;br /&gt;
|Effects = *Deals 10% Radiation per unit.&lt;br /&gt;
*May increase the chances to cure a disease when injected into a virus carrier. &lt;br /&gt;
**Injecting Radium has a chance to do the following:&lt;br /&gt;
***Deals 50% radiation.&lt;br /&gt;
***Deals 100 toxin damage.&lt;br /&gt;
*Injecting into a Diona does the following:&lt;br /&gt;
**Heals 10 brute damage.&lt;br /&gt;
**Heals 10 burn damage.&lt;br /&gt;
**Heals 10 Toxin damage.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ComplexChemicalTemplate&lt;br /&gt;
|Chemical = Sulphuric Acid&lt;br /&gt;
|Description = A very corrosive mineral acid with the molecular formula H2SO4.&lt;br /&gt;
|Metabolism = 0.2&lt;br /&gt;
|Type = Acid&lt;br /&gt;
|Effects = *Deals 10 burn damage every 0.4 seconds when injected or swallowed.&lt;br /&gt;
**When splashed on someone it causes 1 point of damage per unit.&lt;br /&gt;
***Melts faces, disfiguring the victim.&lt;br /&gt;
***Melts masks.&lt;br /&gt;
***Melts glasses, except acid proof ones.&lt;br /&gt;
****Wearing science goggles will halve the damage, they are acid proof.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ChemicalTemplate&lt;br /&gt;
|Chemical = Silicon&lt;br /&gt;
|Description = A tetravalent metalloid, silicon is less reactive than its chemical analog carbon.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ChemicalTemplate&lt;br /&gt;
|Chemical = Sodium&lt;br /&gt;
|Description = A chemical element, readily reacts with water.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ComplexChemicalTemplate&lt;br /&gt;
|Chemical = Sugar&lt;br /&gt;
|Description = The organic compound commonly known as table sugar and sometimes called saccharose. This white, odorless, crystalline powder has a pleasing, sweet taste.&lt;br /&gt;
|Type = Carbohydrate&lt;br /&gt;
|Effects = *When ingested it provides 3 nutrition per unit.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ChemicalTemplate&lt;br /&gt;
|Chemical = Sulphur&lt;br /&gt;
|Description = A non-metallic crystalline element with a pungent smell.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ChemicalTemplate&lt;br /&gt;
|Chemical = Tungsten&lt;br /&gt;
|Description = A chemical element, and a strong oxidising agent.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ChemicalTemplate&lt;br /&gt;
|Chemical = Water&lt;br /&gt;
|Description = A ubiquitous chemical substance that is composed of hydrogen and oxygen.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Other==&lt;br /&gt;
{{ChemicalTemplate&lt;br /&gt;
|Chemical = Gold&lt;br /&gt;
|Description = Gold is a dense, soft, shiny metal and the most malleable and ductile metal known. Gold is hard to get, and comes from mining, ask the Shaft Miners to get you some. Don&#039;t expect to get it quickly.&lt;br /&gt;
}}&lt;br /&gt;
{{ChemicalTemplate&lt;br /&gt;
|Chemical = Silver&lt;br /&gt;
|Description = A soft, white, lustrous transition metal, it has the highest electrical conductivity of any element and the highest thermal conductivity of any metal. Silver is hard to get, and comes from mining, ask the Shaft Miners to get you some. Don&#039;t expect to get it quickly.&lt;br /&gt;
}}&lt;br /&gt;
{{ChemicalTemplate&lt;br /&gt;
|Chemical = Uranium&lt;br /&gt;
|Description = A glistening, emerald-green metallic chemical element in the actinide series, weakly radioactive. Uranium is hard to get, and comes from mining, ask the Shaft Miners to get you some. Don&#039;t expect to get it quickly.&lt;br /&gt;
}}&lt;br /&gt;
{{ChemicalTemplate&lt;br /&gt;
|Chemical = Phoron&lt;br /&gt;
|Description = Liquid form of the gas Phoron, for use in chemistry recipes. You can get this by grinding up the Phoron crystals on the table at the north of the lab.&lt;br /&gt;
}}&lt;br /&gt;
{{ChemicalTemplate&lt;br /&gt;
|Chemical = Fuel&lt;br /&gt;
|Description = Required for welders. Flammable. Use a beaker on any Welder Fuel Tank to collect some.&lt;br /&gt;
}}&lt;br /&gt;
{{ChemicalTemplate&lt;br /&gt;
|Chemical = Milk&lt;br /&gt;
|Description = White and nutritious goodness! Milk can be found in the kitchen, in a fridge that anyone can open.&lt;br /&gt;
}}&lt;br /&gt;
{{ChemicalTemplate&lt;br /&gt;
|Chemical = Toxin&lt;br /&gt;
|Description = A toxic chemical. Found in the NanoMed vending machines in medbay, labelled Toxin Bottle.&lt;br /&gt;
}}&lt;br /&gt;
{{ChemicalTemplate&lt;br /&gt;
|Chemical = Capsaicin Oil&lt;br /&gt;
|Description = This is what makes chillis hot. To get this, grow chillies in the garden, and grind them up.&lt;br /&gt;
}}&lt;br /&gt;
{{ChemicalTemplate&lt;br /&gt;
|Chemical = Corn Oil&lt;br /&gt;
|Description = An oil derived from various types of corn. Grow corn and grind it up.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Compounds=&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
==Basic Treatments==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;These treatments are weak but widely available in medkits or medibots. They are not commonly used by doctors, who have access to more powerful specialized medicines..&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound=Dexalin&lt;br /&gt;
|Formula=2 parts Acetone, 0.1 units Phoron. &lt;br /&gt;
|Metabolism=0.2&lt;br /&gt;
|Overdose=30&lt;br /&gt;
|Description = Used in the treatment of oxygen deprivation.&lt;br /&gt;
|Effects = &lt;br /&gt;
*Heals 15 suffocation damage per unit.&lt;br /&gt;
*Deals toxin damage to Vox.&lt;br /&gt;
*Removes Lexorin from the bloodstream. &lt;br /&gt;
|OverdoseEffect = *Toxins&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound=Kelotane&lt;br /&gt;
|Formula=1 part Carbon, 1 part Silicon&lt;br /&gt;
|Metabolism=0.2&lt;br /&gt;
|Overdose=30&lt;br /&gt;
|Description=Treats burn damage effectively, preventing infections and helping speed up healing of burns.&lt;br /&gt;
|Effects=*Heals 6 Burn damage per unit. &lt;br /&gt;
|OverdoseEffect=*Toxins&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound=Omnizine&lt;br /&gt;
|Formula=1 part [[#Basic Treatments|Tricordrazine]], 1 part Sugar, 1 part Carbon&lt;br /&gt;
*Results in 3 units.&lt;br /&gt;
|Metabolism=0.2&lt;br /&gt;
|Overdose = ∞&lt;br /&gt;
|Description=Omnizine is a low strength over-the-counter stimulant designed and marketed as a &#039;treat all&#039; pill. Ingesting or inhaling the substance has the same strength as directly injecting it.&lt;br /&gt;
|Effects=*Heals 1 suffocation damage per unit&lt;br /&gt;
*Heals 1 trauma damage per unit&lt;br /&gt;
*Heals 1 burn damage per unit&lt;br /&gt;
*Heals 1 toxin damage per unit&lt;br /&gt;
|OverdoseEffect=N/A&lt;br /&gt;
|Notes=*Although it is weaker than Tricordrazine, its effects are the same regardless of application.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound=Tricordrazine&lt;br /&gt;
|Formula=1 part [[#Standard Treatments|Dylovene]], 1 part [[#Painkillers.2FStabilizers|Inaprovaline]]&lt;br /&gt;
|Metabolism=0.1&lt;br /&gt;
|Overdose=∞&lt;br /&gt;
|Description=Tricordrazine is a highly potent stimulant, originally derived from Cordrazine. Can be used to treat a wide range of injuries, though the healing effect is weak. &lt;br /&gt;
|Effects=*Heals 6 suffocation damage per unit&lt;br /&gt;
*Heals 3 trauma damage per unit&lt;br /&gt;
*Heals 3 burn damage per unit&lt;br /&gt;
*Heals 3 toxin damage per unit&lt;br /&gt;
|OverdoseEffect=N/A&lt;br /&gt;
|Notes=*It is noticeably stronger at higher temperatures.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
==Standard Treatments==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;These medicines are the mainstays, standard treatments for most common conditions. A good chemist should make sure that all of these are available in sufficient quantities.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Alkysine&lt;br /&gt;
|Formula = 1 part Hydrochloric Acid, 1 part Ammonia, 1 part [[#Standard Treatments|Dylovene]]&lt;br /&gt;
*Results in 2 units. &lt;br /&gt;
|Metabolism = 0.05&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = A drug used to heal damage to neurological tissue after a head injury. Slightly eases pain.  &lt;br /&gt;
|Effects = &lt;br /&gt;
*Heals 30 points Brain damage per unit.&lt;br /&gt;
*Acts as a mild painkiller.&lt;br /&gt;
|OverdoseEffect = *Toxins&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Bicaridine&lt;br /&gt;
|Formula = 1 part Carbon, 1 part [[#Painkillers.2FStabilizers|Inaprovaline]]&lt;br /&gt;
|Metabolism = 0.2&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = A powerful trauma medication used to treat many kinds of physical injuries. Can also slow and partially heal internal bleeding at overdose (poisonous).&lt;br /&gt;
|Effects = &lt;br /&gt;
*Heals 6 points of Trauma damage per unit.&lt;br /&gt;
|OverdoseEffect = *Toxins&lt;br /&gt;
*Heals internal bleeding slowly. Patient&#039;s body temperature must be above 170k for this to work. &lt;br /&gt;
|Notes = *Does not heal organ damage or bones. It only heals internal and external muscle wounds.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Cryoxadone&lt;br /&gt;
|Formula = 1 part [[#Basic Treatments|Dexalin]], 1 part Water, 1 part Acetone,&lt;br /&gt;
|Metabolism = 0.2&lt;br /&gt;
|Overdose = ∞&lt;br /&gt;
|Description = Use to treat all standard types of damage, though body temperature must be under 170K for it to metabolize correctly. Intended for use in Cryotube mixtures. Also used to make [[#Advanced Treatments|Clonexadone]].&lt;br /&gt;
|Effects = &lt;br /&gt;
*Slows the heart-rate&lt;br /&gt;
**Heals 10 genetic damage per unit&lt;br /&gt;
**Heals 10 suffocation per unit&lt;br /&gt;
**Heals 10 trauma damage per unit&lt;br /&gt;
**Heals 10 burn damage per unit&lt;br /&gt;
**Heals 10 toxin damage per unit&lt;br /&gt;
|OverdoseEffect = *N/A&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Dermaline&lt;br /&gt;
|Formula = 1 part [[#Basic Treatments|Kelotane]], 1 part Acetone, 1 part Phosphorous&lt;br /&gt;
|Metabolism = 0.2&lt;br /&gt;
|Overdose = 15&lt;br /&gt;
|Description = Dermaline is used to treat burns. It works faster than Kelotane and enables the body to restore large amounts of burnt tissue quickly.&lt;br /&gt;
|Effects = &lt;br /&gt;
*Heals 12 burn damage per unit&lt;br /&gt;
|OverdoseEffect = *Toxins&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Dexalin Plus&lt;br /&gt;
|Formula = 1 part [[#Basic Treatments|Dexalin]], 1 part Iron, 1 part Carbon&lt;br /&gt;
|Metabolism = 0.2&lt;br /&gt;
|Overdose = 15&lt;br /&gt;
|Description = Directly oxygenates the blood, bypassing the pulmonary system and temporarily removing the need to breathe, as well as immediately restoring oxygen-starved tissue.&lt;br /&gt;
|Effects = &lt;br /&gt;
*Heals 300 suffocation damage per unit.&lt;br /&gt;
*Removes Lexorin from the bloodstream.&lt;br /&gt;
|OverdoseEffect = *Toxins&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Dylovene&lt;br /&gt;
|Formula = 1 part Silicon, 1 part Potassium, 1 part Ammonia&lt;br /&gt;
|Metabolism = 0.2&lt;br /&gt;
|Overdose = ∞&lt;br /&gt;
|Description = A broad-spectrum antitoxin. Heals toxin damage, drowsiness, and hallucinations. It will only heal the damage done by poisons, not cure the cause of it.&lt;br /&gt;
|Effects = &lt;br /&gt;
*Heals 4 toxin damage per unit.&lt;br /&gt;
*Reduces drowsiness by 6 points per unit.&lt;br /&gt;
*Reduces hallucination strength by 9 points per unit.&lt;br /&gt;
|OverdoseEffect = *Toxins&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Hyronalin&lt;br /&gt;
|Formula = 1 part Radium, 1 part Dylovene&lt;br /&gt;
|Metabolism = 0.05&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = Hyronalin is a medicinal drug used to counter the effect of radiation poisoning.&lt;br /&gt;
|Effects = &lt;br /&gt;
*Heals 30 radiation per unit.&lt;br /&gt;
*Deals toxins to [[Dionaea]].&lt;br /&gt;
|OverdoseEffect = *Toxins&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Regenerative-Muscular Tissue Supplements&lt;br /&gt;
|Formula = 1 part Potassium, 1 part Inaprovaline&lt;br /&gt;
|Metabolism = 0.5&lt;br /&gt;
|Overdose = ∞&lt;br /&gt;
|Description = A drug used to treat chronic muscle weakness. Commonly taken by Off-worlders. Commonly abbreviated to &#039;RMT&#039;.&lt;br /&gt;
|Effects = &lt;br /&gt;
*Critical for Off-worlders to live comfortably, if they do not take it, they move much slower.&lt;br /&gt;
|OverdoseEffect = *N/A&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
==Advanced Treatments==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Very powerful and useful medicines, which are uncommon or difficult to make. Creating these is important to being a good chemist.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound=Atropine&lt;br /&gt;
|Formula=1 part [[#Basic Treatments|Tricordrazine]], 1 part Hydrazine, 0.1 parts Phoron&lt;br /&gt;
*Results in 2 units.&lt;br /&gt;
|Metabolism=0.8&lt;br /&gt;
|Overdose=∞&lt;br /&gt;
|Description=Atropine is an emergency stabilizing reagent designed to heal suffocation, blunt trauma, and burns in critical condition. Side effects include toxin increase.&lt;br /&gt;
|Effects=*Heals 2.5 suffocation damage per unit.&lt;br /&gt;
*Heals 1 trauma damage per unit.&lt;br /&gt;
*Heals 1 burn damage per unit.&lt;br /&gt;
*Deals 1 toxin damage per unit.&lt;br /&gt;
|OverdoseEffect=*N/A&lt;br /&gt;
|Notes=*Effects are quadrupled when in critical condition (&amp;lt;0% health).&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Clonexadone&lt;br /&gt;
|Formula = 1 part [[#Standard Treatments|Cryoxadone]], 1 part Sodium, 0.1 parts Phoron, 5 units Phoron (Catalyst)&lt;br /&gt;
*Results in 2 units.&lt;br /&gt;
|Metabolism = 0.05&lt;br /&gt;
|Overdose = ∞&lt;br /&gt;
|Description = A liquid compound similar to that used in the cloning process. Almost identical to Cryoxadone, but three times as powerful. Intended for use in Cryotube mixtures&lt;br /&gt;
|Effects = &lt;br /&gt;
*Slows the heart-rate&lt;br /&gt;
*All of the following effects require body temperature to be below 170 kelvin.&lt;br /&gt;
**Heals 30 genetic damage per unit&lt;br /&gt;
**Heals 30 suffocation per unit&lt;br /&gt;
**Heals 30 trauma damage per unit&lt;br /&gt;
**Heals 30 burn damage per unit&lt;br /&gt;
**Heals 30 toxin damage per unit&lt;br /&gt;
|OverdoseEffect=*Toxins&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound=Epinephrine&lt;br /&gt;
|Formula=1 part Atropine, 1 part [[#Painkillers.2FStabilizers|Inaprovaline]], 0.1 parts Phoron&lt;br /&gt;
*Results in 2 units.&lt;br /&gt;
|Metabolism=0.05&lt;br /&gt;
|Overdose=30&lt;br /&gt;
|Description=Epinephrine, also known as adrenaline, is a super strength stimulant and painkiller intended to keep a patient alive while in critical condition.&lt;br /&gt;
|Effects=*Causes Jittering&lt;br /&gt;
*Moderately kills pain.&lt;br /&gt;
*Prevents patients from accumulating suffocation damage caused by being in critical (&amp;lt;=0% health) status.&lt;br /&gt;
*Heals five points of the highest damage per unit.&lt;br /&gt;
|OverdoseEffect=*N/A&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Imidazoline&lt;br /&gt;
|Formula = 1 part Hydrazine, 1 part Carbon, 1 part [[#Standard Treatments|Dylovene]]&lt;br /&gt;
*Results in 2 units.&lt;br /&gt;
|Metabolism = 0.2&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = Used for healing physical trauma or chemical trauma in the eyes, though does not work for genetic eye damage. &lt;br /&gt;
|Effects = &lt;br /&gt;
*Reduces blurriness strength by 2.5 per second.&lt;br /&gt;
*Reduces blindness strength by 2.5 per second.&lt;br /&gt;
*Heals eye-organ damage by 5 points per unit.&lt;br /&gt;
|OverdoseEffect = *Toxins&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound=Mannitol&lt;br /&gt;
|Formula=1 part [[#Standard Treatments|Alkysine]], 0.1 parts Phoron, 0.1 parts [[#Standard Treatments|Cryoxadone]]&lt;br /&gt;
*Results in 1 units.&lt;br /&gt;
|Metabolism=0.4&lt;br /&gt;
|Overdose=30&lt;br /&gt;
|Description=Mannitol is a super strength chemical that heals brain tissue damage and cures dumbness, cerebral blindness, cerebral paralysis, colorblindness, and aphasia. More effective when the patient&#039;s body temperature is less than 170K.&lt;br /&gt;
|Effects=*Heals 10 brain damage per unit.&lt;br /&gt;
*Moderately kills pain.&lt;br /&gt;
*The amount metabolized multiplied by 0.4 equates to a percentage that can cure the following per tick:&lt;br /&gt;
**Dumbness&lt;br /&gt;
**Cerebral Blindness&lt;br /&gt;
**Cerebral Paralysis&lt;br /&gt;
**Colorblindness&lt;br /&gt;
**Aphasia&lt;br /&gt;
|OverdoseEffect=*N/A&lt;br /&gt;
|Notes=*The chance to cure the above traumas is quadrupled plus an additional 5% if the patient&#039;s body has been chilled below 170 Kelvin, preferably via cryogenics.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Peridaxon&lt;br /&gt;
|Formula = 1 part [[#Standard Treatments|Bicaridine]], 1 part [[#Advanced Treatments|Clonexadone]], 5 units Phoron (Catalyst)&lt;br /&gt;
*Results in 2 units.  &lt;br /&gt;
|Metabolism = 0.2&lt;br /&gt;
|Overdose = 10&lt;br /&gt;
|Description = Used to encourage recovery of internal organs and nervous systems. Medicate cautiously.&lt;br /&gt;
|Effects = &lt;br /&gt;
*Heals 1 point of damage to each internal organ per unit.&lt;br /&gt;
**Can repair ruptured lungs.&lt;br /&gt;
**Does not affect mechanical/artificial organs.&lt;br /&gt;
|OverdoseEffect = *Toxins&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Rezadone&lt;br /&gt;
|Formula = 1 part CarpoToxin, 1 part [[#Poisons|Cryptobiolin]], 1 part Copper&lt;br /&gt;
|Metabolism = 0.2&lt;br /&gt;
|Overdose = 25&lt;br /&gt;
|Description = A powder extracted from Spacecarp, this substance can effectively treat genetic damage in humanoids, though excessive consumption has side effects.&lt;br /&gt;
|Effects = &lt;br /&gt;
*Heals 20 genetic damage per unit.&lt;br /&gt;
*Heals 2 suffocation damage per unit.&lt;br /&gt;
*Heals 20 trauma damage per unit.&lt;br /&gt;
*Heals 20 burn damage per unit.&lt;br /&gt;
*Heals 20 toxin damage per unit.&lt;br /&gt;
|OverdoseEffect = *Causes Dizziness. (strength 5.)&lt;br /&gt;
*Causes Jittering. (strength 5.)&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Specialist Treatments==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Rarely used medicines with very specific, niche utility. These are typically made on demand if required, and not often prepared in advance.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Adipemcina&lt;br /&gt;
|Formula = 1 part [[#Standard Treatments|Dylovene]], 1 part Lithium, 1 part Potassium&lt;br /&gt;
|Metabolism = 0.1&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = A medicine that fixes the heart in particular, though not emotionally.&lt;br /&gt;
|Effects = *Heals heart damage.&lt;br /&gt;
|OverdoseEffect = *Toxins.&lt;br /&gt;
*Induces vomiting.&lt;br /&gt;
*Causes liver damage.&lt;br /&gt;
|Notes = The amount of heart damage fixed depends on how much nutrition the patient has.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Arithrazine&lt;br /&gt;
|Formula = 1 part [[#Standard Treatments|Hyronalin]], 1 part Hydrazine &lt;br /&gt;
|Metabolism = 0.05&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = A highly unstable medication used for the most extreme cases of radiation poisoning. May cause some tissue damage to the patient. &lt;br /&gt;
|Effects = *Heals 70% radiation per unit.&lt;br /&gt;
*Heals 10 toxin damage per unit.&lt;br /&gt;
*Deals approx 2.4 brute damage per unit.&lt;br /&gt;
*Deals severe toxins to [[Dionaea]].&lt;br /&gt;
|OverdoseEffect = *N/A&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound=Calomel&lt;br /&gt;
|Formula=1 part Mercury, 1 part Sodium Chloride, 1 part Ammonia&lt;br /&gt;
*Results in 3 units.&lt;br /&gt;
|Metabolism= 0.1&lt;br /&gt;
|Overdose=30&lt;br /&gt;
|Description=A highly toxic medicine that quickly purges most chemicals from the bloodstream. Overdose causes bloodloss and more toxin buildup, however works twice as fast.&lt;br /&gt;
|Effects=*Purges 4u of other reagents per unit.&lt;br /&gt;
*Deals 1 toxin damage per unit.&lt;br /&gt;
**Deals an additional 0.5 toxin damage per unit of reagent purged.&lt;br /&gt;
|OverdoseEffect=*Supposedly removes 2u of blood per unit.&lt;br /&gt;
*Purges reagents twice as fast.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Ethylredoxrazine&lt;br /&gt;
|Formula = 1 part Acetone, 1 part [[#Standard Treatments|Dylovene]], 1 part Carbon&lt;br /&gt;
|Metabolism = 0.2&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = A powerful oxidizer that reacts with ethanol. Neutralizes alcohol in the blood stream.&lt;br /&gt;
|Effects = &lt;br /&gt;
*Instantly cures Dizziness&lt;br /&gt;
*Instantly cures Drowsiness&lt;br /&gt;
*Instantly cures Stuttering&lt;br /&gt;
*Instantly cures Confusion&lt;br /&gt;
*Removes 5 units of ethanol from the patient per unit.&lt;br /&gt;
|OverdoseEffect = *Toxins&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Ipecac&lt;br /&gt;
|Formula = 1 part Hydrazine, 1 part Ethanol, 1 part [[#Standard Treatments|Dylovene]]&lt;br /&gt;
|Metabolism = 0.2&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = A simple emetic. Induces vomiting in the patient, emptying stomach contents.&lt;br /&gt;
|Effects = &lt;br /&gt;
*When ingested:&lt;br /&gt;
**Has a chance to make the patient vomit, which increases in probability as they absorb more and more of it.&lt;br /&gt;
**Gives the patient messages about feeling ill, nauseous, etc.&lt;br /&gt;
*When injected:&lt;br /&gt;
**Deals 2 toxin damage per unit.&lt;br /&gt;
|OverdoseEffect = *Toxins&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Leporazine&lt;br /&gt;
|Formula = 1 part Silicon, 1 part Copper, 5 units Phoron (Catalyst)&lt;br /&gt;
|Metabolism = 0.2&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = Leporazine can be use to stabilize an individuals body temperature.&lt;br /&gt;
|Effects = &lt;br /&gt;
*Brings the patient&#039;s body temperature close towards 310 kelvin (36.85 Celsius).&lt;br /&gt;
|OverdoseEffect = *Toxins&lt;br /&gt;
|Notes = *Leporazine&#039;s effects are constant as long as it&#039;s metabolizing. The size of the dose only matters in determining how long the body temperature will remain stable for. Effects stop when its fully metabolized.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Lipozine&lt;br /&gt;
|Formula =  1 part Salt, 1 part Ethanol, 1 part Radium&lt;br /&gt;
|Metabolism = 0.2&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = A chemical compound that causes a powerful fat-burning reaction.&lt;br /&gt;
|Effects = &lt;br /&gt;
*Removes 10 points of nutrition from the patient per unit, making them more hungry.&lt;br /&gt;
*Instantly clears bloated status from overeating.&lt;br /&gt;
|OverdoseEffect = *Toxins&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound=Pulmodeiectionem&lt;br /&gt;
|Formula=1 part Calomel, 1 part [[#Poisons|Lexorin]]&lt;br /&gt;
*Results in 2 units.&lt;br /&gt;
|Metabolism=0.4&lt;br /&gt;
|Overdose=10&lt;br /&gt;
|Description=A powdery chemical that damages the mucus lining in the the main broncus and the trachea, allowing particles to easily escape the lungs. Only works when inhaled. May cause long term damage to the lungs, and oxygen deprevation.&lt;br /&gt;
|Effects=*Purges 5u of other reagents in the lungs per unit.&lt;br /&gt;
*Deals 2 oxy damage per unit.&lt;br /&gt;
*Deals 0.2 damage to (organic) lungs per unit.&lt;br /&gt;
|OverdoseEffect=*Toxins&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Ryetalyn&lt;br /&gt;
|Formula = 1 part [[#Specialist Treatments|Arithrazine]], 1 part Carbon&lt;br /&gt;
|Metabolism = 0.1&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = Can cure specific genetic abnormalities via a catalytic process. &lt;br /&gt;
|Effects = &lt;br /&gt;
*Instantly cures all mutations in the patient.&lt;br /&gt;
*Instantly cures genetic disabilities in the patient.&lt;br /&gt;
|OverdoseEffect = *Toxins&lt;br /&gt;
|Notes = &lt;br /&gt;
*All of Ryetalyn&#039;s effects occur instantly with even the tiniest dose; one unit is enough.&lt;br /&gt;
*Ryetalyn does NOT cure genetic damage (AKA: Cloneloss). Only Clonexadone, Cryoxadone or Rezadone fix genetic damage.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
==Anti Microbials==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Medicines used to fight Viral Pathogens and Bacterial Infections. A detailed guide to Bacterial Infections can be found [[Guide_to_Medicine#Infections|here]].&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Deltamivir&lt;br /&gt;
|Formula = 1 part [[#Poisons|Cryptobiolin]], 1 part [[#Standard Treatments|Dylovene]]&lt;br /&gt;
|Metabolism = 0.05&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = An interferon-delta type III antiviral agent.&lt;br /&gt;
|Effects = &lt;br /&gt;
Deltamivir&#039;s effects can be divided into two categories,&lt;br /&gt;
&lt;br /&gt;
*Side Effects:&lt;br /&gt;
**Based on dosage, the patient will feel sore, drowsy or cold.&lt;br /&gt;
&lt;br /&gt;
*Effects at 30u dosage.&lt;br /&gt;
***Prevents organ/body part death from level 3 infections. Will not revive already-dead parts.&lt;br /&gt;
***Prevents ongoing toxin damage from level 3 infections.&lt;br /&gt;
&lt;br /&gt;
*Viral Pathogen:&lt;br /&gt;
**Effects at 5u dosage.&lt;br /&gt;
***Prevents the patient spreading their viruses to others.&lt;br /&gt;
***Prevents being the patient being infected by viruses.&lt;br /&gt;
***Cures stage-1 viruses very quickly.&lt;br /&gt;
***Will have no effect on stage 2 or higher.&lt;br /&gt;
***Does not slow or impede the progress of viruses at all after stage 1.&lt;br /&gt;
|OverdoseEffect = *Toxins&lt;br /&gt;
|Notes = *It is important to note that unlike most other drugs, all of Deltamivir&#039;s effects (except overdose toxins) are based on how much of the medicine is in the patient&#039;s bloodstream or stomach, NOT how much has actually been metabolized. If the amount in the patient falls below the listed thresholds, its effects will stop working, so always inject more than needed.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Thetamycin&lt;br /&gt;
|Formula = 1 part [[#Poisons|Cryptobiolin]], 1 part [[#Standard Treatments|Tricordrazine]]&lt;br /&gt;
|Metabolism = 0.05&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = A theta-lactam antibiotic, effective against wound and organ bacterial infections.&lt;br /&gt;
|Effects = Cures wound infections.&lt;br /&gt;
*Bacterial Infection:&lt;br /&gt;
**Effects at 5u dosage&lt;br /&gt;
***Does not prevent infected wounds from increasing germ level.&lt;br /&gt;
***Does not prevent spreading germs from nearby infected parts.&lt;br /&gt;
***Instantly cures germs below infection level 1.&lt;br /&gt;
***Heals infections between level 1 and level 2, at a rate of 3 germ levels per second.&lt;br /&gt;
***Heals infections between level 2 upwards, at a rate of 1 germ level per second.&lt;br /&gt;
&lt;br /&gt;
*Side Effects:&lt;br /&gt;
** Can cause the patient to vomit. The probability depends on the dosage.&lt;br /&gt;
|OverdoseEffect = *Toxins&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Cough Syrup&lt;br /&gt;
|Formula = 1 part Carbon, 1 part Ammonia, 1 part Water&lt;br /&gt;
|Metabolism = 0.05&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = A chemical that is used as a cough suppressant in low doses.&lt;br /&gt;
|Effects = Suppresses coughing.&lt;br /&gt;
**Functions as a mild painkiller.&lt;br /&gt;
&lt;br /&gt;
|OverdoseEffect = *Hallucinations, brain damage, stronger painkiller, vomiting, twitching, drowsiness&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Diphenhydramine&lt;br /&gt;
|Formula = 1 part [[#Poisons|Cryptobiolin]], 1 part [[#Standard Treatments|Inaprovaline]]&lt;br /&gt;
|Metabolism = 0.05&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = A chemical that is used as a cough suppressant in low doses.&lt;br /&gt;
|Effects = Helps with sneezing.&lt;br /&gt;
**Causes drowsiness in larger doses. The probability depends on dosage.&lt;br /&gt;
&lt;br /&gt;
|OverdoseEffect = *Toxins&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Sterilizine&lt;br /&gt;
|Formula = 1 part Ethanol, 1 part [[#Standard Treatments|Dylovene]], 1 part Hydrochloric Acid&lt;br /&gt;
|Metabolism = 0.2&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = An antiseptic fluid that removes all traces of blood, and cleans a patient&#039;s body to reduce the chance of infection.&lt;br /&gt;
|Effects = *When sprayed on a patient:&lt;br /&gt;
**Sets the main germ level of the patient&#039;s body to zero.&lt;br /&gt;
**Cleans blood off of the patient&#039;s clothes and skin.&lt;br /&gt;
*When sprayed on a surface or object:&lt;br /&gt;
**Cleans blood off the object, leaving no traces for forensics.&lt;br /&gt;
|OverdoseEffect = *Toxins&lt;br /&gt;
|Notes = *Sterilizine works on contact, it is not for injecting or ingesting.&lt;br /&gt;
*Does NOT sterilize wounds. &lt;br /&gt;
*Does not affect the germ level of wounds, body parts, or internal organs.&lt;br /&gt;
*Clearing germ level can also be done by showering, washing your hands, or spraying with space cleaner. &lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
==Painkillers/Stabilizers==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Usually administered to people who&#039;ve just been wounded, to help stabilize them.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Inaprovaline&lt;br /&gt;
|Formula = 1 part Acetone, 1 part Carbon, 1 part Sugar &lt;br /&gt;
|Metabolism = 0.1&lt;br /&gt;
|Overdose = 60&lt;br /&gt;
|Description = Inaprovaline is a synaptic stimulant and cardio-stimulant. Commonly used to stabilize patients.&lt;br /&gt;
|Effects = &lt;br /&gt;
*Prevents patients from accumulating suffocation damage caused by being in critical (&amp;lt;=0% health) status. &lt;br /&gt;
*Prevents Internal Bleeding wounds from getting worse over time. Does not stop the bleeding, just prevents the rate of bleeding from accelerating.&lt;br /&gt;
*Acts as a mild painkiller, Strength 25.&lt;br /&gt;
*Increases heart rate.  &lt;br /&gt;
|OverdoseEffect = *Toxins&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Paracetamol&lt;br /&gt;
|Formula = 1 part Tramadol, 1 part Sugar, 1 part Water&lt;br /&gt;
|Metabolism = 0.01&lt;br /&gt;
|Overdose = 60&lt;br /&gt;
|Description = Most probably know this as Acetaminophen, but this chemical is a mild, simple painkiller.&lt;br /&gt;
|Effects = *Acts as a painkiller, Strength 50.&lt;br /&gt;
|OverdoseEffect = *Causes hallucinations: Strength 25.&lt;br /&gt;
* Toxins&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Tramadol&lt;br /&gt;
|Formula = 1 part Inaprovaline, 1 part Ethanol, 1 part Acetone&lt;br /&gt;
|Metabolism = 0.01&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = A simple, yet effective painkiller. Very effective for patients in shock. &lt;br /&gt;
|Effects = *Acts as a painkiller, Strength 80.&lt;br /&gt;
|OverdoseEffect = *Causes hallucinations: Strength 40.&lt;br /&gt;
* Toxins&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Oxycodone&lt;br /&gt;
|Formula = 1 part Ethanol, 1 part Tramadol; 5 units Phoron (Catalyst)&lt;br /&gt;
*Results in 1 unit.&lt;br /&gt;
|Metabolism = 0.01&lt;br /&gt;
|Overdose = 20&lt;br /&gt;
|Description = An effective and very addictive painkiller. &lt;br /&gt;
|Effects = *Acts as a painkiller, Strength 200.&lt;br /&gt;
|OverdoseEffect = *Causes hallucinations: Strength 60.&lt;br /&gt;
* Toxins&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
==Sedatives==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Sedatives put people to sleep. Useful for surgery when anaesthetic gas won&#039;t work, for dealing with troublesome patients who won&#039;t sit still, and in dire situations, for self defense.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Chloral Hydrate&lt;br /&gt;
|Formula = 1 part Ethanol, 3 parts Hydrochloric Acid, 1 part Water&lt;br /&gt;
*Results in 1 unit.&lt;br /&gt;
|Metabolism = 0.05&lt;br /&gt;
|Overdose = 15&lt;br /&gt;
|Description = An extremely powerful sedative that quickly incapacitates most people at even a tiny dose. It is effective for subduing violent patients, or as a self defense tool, to allow escape. It is not entirely safe, and will poison the subject to some degree.&lt;br /&gt;
|Effects = *Once only, immediately upon injecting:&lt;br /&gt;
**Causes Confusion at strength 2 (the patient stumbles around, and fails randomly at actions).&lt;br /&gt;
**Causes Drowsyness at strength 2.&lt;br /&gt;
*At &amp;lt;2u dosage.&lt;br /&gt;
**Causes Weakness, strength 30 (this causes the patient to collapse, and be unable to move or interact).&lt;br /&gt;
**Causes blurred vision, at strength 10.&lt;br /&gt;
*At &amp;gt;1u dosage, the patient suffers 1 point of toxin damage per unit.&lt;br /&gt;
*At &amp;gt;=2u dosage, causes sleep, strength 30.&lt;br /&gt;
|OverdoseEffect = *Toxins&lt;br /&gt;
|Notes = *The toxins from the overdose effect stacks with the toxin damage a normal dose causes. An overdose can be somewhat harmful, but 15u is nowhere near lethal.&lt;br /&gt;
*The following values are based on a combination of calculation and live testing. The results are not 100% consistent, as it varies due to server performance.&lt;br /&gt;
**Chloral hydrate will trigger its weakness effect on the second proc, this happens three seconds after intial injection.&lt;br /&gt;
**At a sufficiently high volume, Chloral Hydrate will reach a 2u dose and cause the patient to fall asleep in about 40 seconds. &lt;br /&gt;
**Once the patient is asleep, they will stay asleep roughly 21 seconds for every unit in their blood after the second. A 5u dosage will keep someone asleep for approximately 1 minute 3 seconds.&lt;br /&gt;
**Once the dose falls low enough, the patient will wake after roughly another 65 seconds.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Soporific&lt;br /&gt;
|Formula = 1 part Chloral Hydrate, 4 parts sugar&lt;br /&gt;
|Metabolism = 0.05&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = A moderately effective hypnotic used to treat insomnia, perform surgery in critical cases, and keep unruly patients asleep until security can deal with them.&lt;br /&gt;
|Effects = *At &amp;lt;1u dose.&lt;br /&gt;
**Causes yawning every 8 seconds on average.&lt;br /&gt;
*At &amp;lt;1.5u dose.&lt;br /&gt;
**Causes blurred vision, Strength 10.&lt;br /&gt;
*At &amp;lt;5u dose.&lt;br /&gt;
**Causes Weakening, Strength 2.&lt;br /&gt;
**Causes drowsiness, Strength 20.&lt;br /&gt;
*At &amp;gt;=5u dose.&lt;br /&gt;
**Causes Sleep, strength 20.&lt;br /&gt;
**Causes Drowsiness, strength 60.&lt;br /&gt;
|OverdoseEffect = *Toxins&lt;br /&gt;
|Notes = *Soporific is widely available in the vending machines in medical, there is very little reason to actually make it in chemistry.&lt;br /&gt;
*Drowsiness causes slower movement, blurred vision, and an approximate 15% chance every two seconds, to fall asleep for a couple of seconds.&lt;br /&gt;
*The following values are based on a combination of calculation and live testing. The results are not 100% consistent, as it varies due to server performance.&lt;br /&gt;
**At a sufficiently high volume, soporific will reach a 5u dose and cause the patient to fall asleep in about 110 seconds. They may fall asleep earlier than that from the drowsiness, but that&#039;s temporary and isn&#039;t safe for surgery.&lt;br /&gt;
**Once the patient is asleep, they will stay asleep roughly 21 seconds for every unit in their blood after the fifth. A full 15u syringe will keep someone asleep for three and a half minutes. Each additional 15u will extend that time by another 5 minutes and 15 seconds.&lt;br /&gt;
**Once the dose falls low enough, the patient will wake after roughly another 45 seconds.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
==Psychiatric Medication==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Compounds to alter the patient&#039;s mental state and to treat certain traumas. A quick reference can be found [[Guide to Medicine#Brain_Trauma|here]], otherwise each compound below will explain what traumas are treated and what certain withdrawal symptoms may arise.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Duloxetine&lt;br /&gt;
|Formula = 1 part [[#Narcotics|Mindbreaker Toxin]], 1 part Silicon, 1 part Ethanol&lt;br /&gt;
*Results in 3 units&lt;br /&gt;
|Metabolism = 0.01&lt;br /&gt;
|Overdose = ∞&lt;br /&gt;
|Description = Effective at treating basic phobias and concussions. A rare side effect is hallucinations. Withdrawl effects are common.&lt;br /&gt;
|Effects = &lt;br /&gt;
*Suppresses:&lt;br /&gt;
**Concussions&lt;br /&gt;
**Phobias&lt;br /&gt;
*Withdrawal symptoms include:&lt;br /&gt;
**Phobias&lt;br /&gt;
**Hallucinations&lt;br /&gt;
**Concussion&lt;br /&gt;
|OverdoseEffect = *N/A&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Escitalopram&lt;br /&gt;
|Formula = 1 part [[#Narcotics|Mindbreaker Toxin]], 1 part Carbon&lt;br /&gt;
*Results in 2 units&lt;br /&gt;
|Metabolism = 0.01&lt;br /&gt;
|Overdose = ∞&lt;br /&gt;
|Description = Expensive, safe and very effective at treating basic phobias as well as advanced phobias like monophobia. A common side effect is drowsiness, and a rare side effect is hallucinations. Withdrawl effects are uncommon.&lt;br /&gt;
|Effects = &lt;br /&gt;
*Suppresses:&lt;br /&gt;
**Phobias&lt;br /&gt;
**Monophobia&lt;br /&gt;
*Withdrawal symptoms include:&lt;br /&gt;
**Phobias&lt;br /&gt;
**Hallucinations&lt;br /&gt;
|OverdoseEffect = *N/A&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Fluvoxamine&lt;br /&gt;
|Formula = 1 part [[#Narcotics|Mindbreaker Toxin]], 1 part Iron, 1 part Potassium&lt;br /&gt;
*Results in 3 units&lt;br /&gt;
|Metabolism = 0.01&lt;br /&gt;
|Overdose = ∞&lt;br /&gt;
|Description = Safe and effective at treating basic phobias, as well as schizophrenia and muscle weakness at higher doses. Withdrawl effects are rare. Side effects are rare, and include hallucinations.&lt;br /&gt;
|Effects = &lt;br /&gt;
*Suppresses:&lt;br /&gt;
**Phobias&lt;br /&gt;
**Conflicting neuroimaging reports&lt;br /&gt;
**Imaginary friends&lt;br /&gt;
**Muscle weakness&lt;br /&gt;
*Withdrawal symptoms include:&lt;br /&gt;
**Phobias&lt;br /&gt;
**Hallucinations&lt;br /&gt;
|OverdoseEffect = *N/A&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Methylphenidate &lt;br /&gt;
|Formula = 1 part [[#Narcotics|MindBreaker Toxin]], 1 part Hydrazine&lt;br /&gt;
*Results 2 units&lt;br /&gt;
|Metabolism = 0.01&lt;br /&gt;
|Overdose = ∞&lt;br /&gt;
|Description = An AHDH treatment drug that treats basic distractions such as phobias and hallucinations at moderate doses. Withdrawl effects are rare. Side effects are rare, and include hallucinations.&lt;br /&gt;
|Effects = &lt;br /&gt;
*Suppresses:&lt;br /&gt;
**Imaginary friends&lt;br /&gt;
**Hallucinations&lt;br /&gt;
**Phobias&lt;br /&gt;
*Withdrawal symptoms include:&lt;br /&gt;
**Phobias&lt;br /&gt;
**Hallucinations&lt;br /&gt;
|OverdoseEffect = *N/A&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Olanzapine&lt;br /&gt;
|Formula = 1 part [[#Narcotics|Mindbreaker Toxin]], 1 part [[#Narcotics|Space Drugs]], 1 part Silicon&lt;br /&gt;
*Results in 3 units.&lt;br /&gt;
|Metabolism = 0.02&lt;br /&gt;
|Overdose = ∞&lt;br /&gt;
|Description = A high-strength, expensive antipsychotic medication used to treat schizophrenia, stuttering, speech impediment, monophobia, hallucinations, tourettes, and muscle spasms. Side effects are common and include pacifism. The medication metabolizes quickly, and withdrawl is dangerous.&lt;br /&gt;
|Effects = &lt;br /&gt;
*Suppresses:&lt;br /&gt;
**Monophobia&lt;br /&gt;
**Imaginary friend&lt;br /&gt;
**Reduced mouth coordination&lt;br /&gt;
**Communication disorder&lt;br /&gt;
**Muscle spasms&lt;br /&gt;
**Tourettes.&lt;br /&gt;
*Withdrawal symptoms include:&lt;br /&gt;
**Hallucinations&lt;br /&gt;
**Conflicting neuroimaging reports&lt;br /&gt;
**Imaginary friends&lt;br /&gt;
|OverdoseEffect = *N/A&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Paroxetine&lt;br /&gt;
|Formula = 1 part [[#Narcotics|MindBreaker Toxin]], 1 part Ammonia, 1 part Copper&lt;br /&gt;
*Results in 3 units.&lt;br /&gt;
|Metabolism = 0.01&lt;br /&gt;
|Overdose = ∞&lt;br /&gt;
|Description = Effective at treating basic phobias while also preventing the body from overheating. Side effects are rare, and include hallucinations. Withdrawl effects are frequent and unsafe.&lt;br /&gt;
|Effects = &lt;br /&gt;
*Suppresses:&lt;br /&gt;
**Phobias&lt;br /&gt;
*Withdrawal symptoms include:&lt;br /&gt;
**Phobias&lt;br /&gt;
**Hallucinations&lt;br /&gt;
|OverdoseEffect = *N/A&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound=Paxazide&lt;br /&gt;
|Formula=1 part [[#Psychiatric_Medication|Truth Serium]], 1 part [[#Psychiatric_Medicine|Sertaline]]&lt;br /&gt;
*Results in 1 unit.&lt;br /&gt;
|Metabolism=0.4&lt;br /&gt;
|Overdose=∞&lt;br /&gt;
|Description=A mind altering chemical compound capable of suppressing violent tendencies.&lt;br /&gt;
|Effects=*Inflicts passiveness (locking to help intent, cannot attack with objects).&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Risperidone&lt;br /&gt;
|Formula = 1 part [[#Narcotics|Mindbreaker Toxin]], 1 part [[#Narcotics|Space Drugs]], 1 part Ethanol&lt;br /&gt;
*Results in 3 units.&lt;br /&gt;
|Metabolism = 0.02&lt;br /&gt;
|Overdose = ∞&lt;br /&gt;
|Description = A potent antipsychotic medication used to treat schizophrenia, stuttering, speech impediment, monophobia, hallucinations, tourettes, and muscle spasms. Side effects are common and include pacifism. Withdrawl symptoms are dangerous and almost always occur.&lt;br /&gt;
|Effects = &lt;br /&gt;
*Suppresses:&lt;br /&gt;
**Monophobia&lt;br /&gt;
**Weak motor signals&lt;br /&gt;
**Imaginary friends&lt;br /&gt;
**Schizophrenia&lt;br /&gt;
**Conflicting neuroimaging reports&lt;br /&gt;
**Reduced mouth coordination&lt;br /&gt;
**Communication disorder&lt;br /&gt;
**Muscle spasms&lt;br /&gt;
**Tourettes.&lt;br /&gt;
*Withdrawal symptoms include:&lt;br /&gt;
**Hallucinations&lt;br /&gt;
**Conflicting neuroimaging reports&lt;br /&gt;
**Imaginary friends&lt;br /&gt;
**Tourettes&lt;br /&gt;
**Monophobia&lt;br /&gt;
|OverdoseEffect = *N/A&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Sertaline&lt;br /&gt;
|Formula = 1 part [[#Narcotics|Mindbreaker Toxin]], 1 part Aluminum, 1 part Potassium&lt;br /&gt;
*Results in 3 units.&lt;br /&gt;
|Metabolism = 0.02&lt;br /&gt;
|Overdose = ∞&lt;br /&gt;
|Description = Cheap, safe, and effective at treating basic phobias, however it does not last as long as other drugs of it&#039;s class. Withdrawl effects are uncommon. Side effects are rare.&lt;br /&gt;
|Effects = &lt;br /&gt;
*Suppresses:&lt;br /&gt;
**Phobias&lt;br /&gt;
*Withdrawal symptoms include:&lt;br /&gt;
**Phobias&lt;br /&gt;
**Hallucinations&lt;br /&gt;
|OverdoseEffect = *N/A&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!---&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Trisyndicotin&lt;br /&gt;
|Formula = 1 part Truth Serum, 1 part Risperidone, 1 part [[#Narcotics|Space Drugs]]&lt;br /&gt;
*Results in 3 units.&lt;br /&gt;
|Metabolism = 0.03&lt;br /&gt;
|Overdose = ∞&lt;br /&gt;
|Description = A super-strength, expensive antipsychotic medication intended for the use in interigation [sic]. Side effects include undying hatred to NanoTrasen and disrespect for authority.&lt;br /&gt;
|Effects = &lt;br /&gt;
*Suppresses:&lt;br /&gt;
**Inordinate pacifism&lt;br /&gt;
*Withdrawal symptoms include:&lt;br /&gt;
**None&lt;br /&gt;
|OverdoseEffect = *N/A&lt;br /&gt;
}}&lt;br /&gt;
---&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Truth Serum&lt;br /&gt;
|Formula = 1 part [[#Narcotics|Mindbreaker Toxin]], 1 part Synaptizine, 0.1 parts Phoron&lt;br /&gt;
*Results in 2 units.&lt;br /&gt;
|Metabolism = 0.1&lt;br /&gt;
|Overdose = ∞&lt;br /&gt;
|Description = This highly illegal, expensive, military strength truth serum is a must have for secret corporate interrogations. One 50u pill is good for almost 10 minutes of interrogation.&lt;br /&gt;
|Effects = &lt;br /&gt;
*Suppresses:&lt;br /&gt;
**Tourettes&lt;br /&gt;
*Withdrawal symptoms include:&lt;br /&gt;
**None&lt;br /&gt;
|OverdoseEffect = *N/A&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Venlafaxine&lt;br /&gt;
|Formula = 1 part [[#Narcotics|Mindbreaker Toxin]], 1 part Sodium, 1 part Tungsten&lt;br /&gt;
*Results in 3 units.&lt;br /&gt;
|Metabolism = 0.01&lt;br /&gt;
|Overdose = ∞&lt;br /&gt;
|Description = Effective at treating basic phobias, monophobia, and stuttering. Side effects are uncommon and include hallucinations. Withdrawl effects are common. &lt;br /&gt;
|Effects = &lt;br /&gt;
*Suppresses:&lt;br /&gt;
**Phobias&lt;br /&gt;
**Monophobia&lt;br /&gt;
**Stuttering&lt;br /&gt;
*Withdrawal symptoms include:&lt;br /&gt;
**Phobias&lt;br /&gt;
**Hallucinations&lt;br /&gt;
|OverdoseEffect = *N/A&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
==Performance Enhancers==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Things to make people work harder, better, faster and stronger. These can be helpful to dose up on before combat, and are sometimes requisitioned by a well prepared security team.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Hyperzine&lt;br /&gt;
|Formula = 1 part Sugar, 1 part Phosphorous, 1 part Sulphur&lt;br /&gt;
|Metabolism = 0.2&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = A highly effective, long lasting, muscle stimulant. Keeps the user&#039;s muscles working regardless of impairments, and allows freedom of movement under almost any conditions.&lt;br /&gt;
|Effects = &lt;br /&gt;
*Gives the Speed-boost effect&lt;br /&gt;
**This medicine does not work on Dionaea.&lt;br /&gt;
|OverdoseEffect = *Toxins&lt;br /&gt;
|Notes = *Each unit lasts 67 seconds&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Synaptizine&lt;br /&gt;
|Formula = 1 part Lithium, 1 part Sugar, 1 part Water&lt;br /&gt;
|Metabolism = 0.001&lt;br /&gt;
|Overdose = 10&lt;br /&gt;
|Description = Highly toxic, but treats hallucinations, paralysis, and stunned or weakened patients. &lt;br /&gt;
|Effects = &lt;br /&gt;
*Reduces Drowsiness strength by 2.5 points per second.&lt;br /&gt;
*Reduces Paralysis strength by 0.5 points per second.&lt;br /&gt;
*Reduces Stunning strength by 0.5 points per second.&lt;br /&gt;
*Reduces Weakening strength by 0.5 points per second.&lt;br /&gt;
*Reduces Hallucination strength by 5 points per second.&lt;br /&gt;
*Removes 2.5 units of Mindbreaker Toxin from the patient&#039;s body per second.&lt;br /&gt;
*Acts as a painkiller, Strength 40.&lt;br /&gt;
*Causes 5 toxin damage to the patient per unit.&lt;br /&gt;
|OverdoseEffect = *Toxins&lt;br /&gt;
|Notes = *The effects of this medicine persist as long as it is metabolizing, and it metabolites very slowly.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
==Narcotics==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Drugs to get high, these are illegal to distribute, or administer without good reason. Making up and dosing yourself on space drugs is the hallmark of a bad Chemist. Don&#039;t do it.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Mindbreaker Toxin&lt;br /&gt;
|Formula = 1 part Silicon, 1 part Hydrazine, 1 part [[#Standard Treatments|Dylovene]]&lt;br /&gt;
|Metabolism  = 0.025&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = A powerful hallucinogen, Formerly known as LSD, but was renamed so people understand that it is not a &amp;quot;fun time&amp;quot;. Its use and distribution is illegal, but it is a precursor to several useful psychoactive medications. &lt;br /&gt;
|Effects = *Causes Hallucinations, strength 100.&lt;br /&gt;
|Notes =*Easily treatable with dialysis to remove it blood, then Dylovene to clear up the hallucinations.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound=Red Nightshade&lt;br /&gt;
|Formula=1 part Psilocybin, 1 part Moonshine&lt;br /&gt;
*Results in 1 unit.&lt;br /&gt;
|Metabolism=0.4&lt;br /&gt;
|Overdose=∞&lt;br /&gt;
|Description=An illegal chemical enhancer, may cause aggressive and violent behavior.&lt;br /&gt;
|Effects=*Deals 5 toxin damage per unit.&lt;br /&gt;
*Turns screen red.&lt;br /&gt;
*Forces harm intent.&lt;br /&gt;
*Unable to use complex objects (guns, computers, etc.)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Space Drugs&lt;br /&gt;
|Formula = 1 part Mercury, 1 part Sugar, 1 part Lithium&lt;br /&gt;
|Metabolism  = 0.025&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = A compound scientifically known as Mercury Mono lithium Sucrose, which induces a number of effects such as loss of balance, itching, drooling, and colourful visions.&lt;br /&gt;
|Effects = *Causes the Druggy effect (Flashing rainbow overlay).&lt;br /&gt;
*Each proc, has a 10% chance (averages once every 20 seconds) to make the patient take a single step in a random direction.&lt;br /&gt;
**This effect does not trigger when the patient is in space, or unable to move.&lt;br /&gt;
*5% chance each proc to emote drooling, giggling, moaning, or twitching.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound=Spectrocybin&lt;br /&gt;
|Formula=N/A; found in Ghost Mushrooms&lt;br /&gt;
|Metabolism=0.2&lt;br /&gt;
|Overdose=∞&lt;br /&gt;
|Description=A hallucinogen chemical, rumored to be used by mystics and religious figures in their rituals.&lt;br /&gt;
|Effects=*Deals 5 toxin damage per unit.&lt;br /&gt;
*Allows you to see ghosts.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Poisons==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;These compounds are harmful to organic life. Do not administer them unless you intend to murder the patient. They are mostly used by antagonists, and sometimes for research.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Cryptobiolin&lt;br /&gt;
|Metabolism  = 0.05&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Formula = 1 part Potassium, 1 part Acetone, 1 part Sugar&lt;br /&gt;
|Description = Causes confusion and dizziness.&lt;br /&gt;
|Effects = *Causes Confusion, Strength 20 (The victim will randomly move in the wrong direction when walking).&lt;br /&gt;
*Causes Dizziness, Strength 4 (The victim&#039;s screen shakes, makes it harder for them to click things).&lt;br /&gt;
|Notes = *Effects are instant and refreshed while it metabolizes.&lt;br /&gt;
*Lasts 20 seconds per unit.&lt;br /&gt;
*Ethylredoxrazine will nullify effects. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound=Cyanide&lt;br /&gt;
|Metabolism=0.4&lt;br /&gt;
|Overdose=∞&lt;br /&gt;
|Formula=N/A (Found in apples)&lt;br /&gt;
|Description=A highly toxic chemical.&lt;br /&gt;
|Effects =*Deals 20 oxy damage per unit.&lt;br /&gt;
*Deals 20 toxin damage per unit.&lt;br /&gt;
|Notes=*No longer knocks the patient out.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Impedrezene&lt;br /&gt;
|Formula = 1 part Mercury, 1 part Acetone, 1 part Sugar&lt;br /&gt;
*Results in 2 units.&lt;br /&gt;
|Metabolism  = 0.2&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = A narcotic that impedes one&#039;s ability by slowing down the higher brain cell functions.&lt;br /&gt;
|Effects = &lt;br /&gt;
*Can cause brain damage at a ratio of 3 per unit of compound.&lt;br /&gt;
*Can cause drowsiness. &lt;br /&gt;
*Can cause drooling.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Lexorin&lt;br /&gt;
|Formula = 1 part Phoron, 1 part Hydrazine, 1 part Ammonia&lt;br /&gt;
|Metabolism  = 0.1&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = Temporarily stops respiration. Causes tissue damage. Countered by Dexalin Plus.&lt;br /&gt;
|Effects = *Deals 3 trauma damage per unit.&lt;br /&gt;
*Stops breathing&lt;br /&gt;
*Constantly increases oxygen loss.&lt;br /&gt;
|Notes = *Each unit of Dexalin Plus will neutralize 3 units of Lexorin.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Potassium Chloride&lt;br /&gt;
|Formula = 1 part Potassium, 1 part Sodium Chloride&lt;br /&gt;
|Metabolism  = 0.005&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = A a bitter salt that becomes a dangerous paralytic at high doses and appears to stop the heart.&lt;br /&gt;
|Effects = *No effects when not overdosed&lt;br /&gt;
|OverdoseEffect = *These effects are almost identical to normally injecting Potassium Chloride.&lt;br /&gt;
**Toxins&lt;br /&gt;
**Appears to stop the patient&#039;s heart. Their pulse will read as zero. &lt;br /&gt;
***Does not ACTUALLY stop their heart. The patient will not die from heart failure&lt;br /&gt;
**Deals 2 suffocation damage per unit.&lt;br /&gt;
**Weakens the patient, strength 10 (prevents movements or actions).&lt;br /&gt;
|Notes = *Metabolizes very slowly, overdosing a patient would be very hard and time consuming. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Potassium Chlorophoride&lt;br /&gt;
|Formula = 1 part Potassium Chloride, 1 part Phoron, 1 part Chloral Hydrate&lt;br /&gt;
|Metabolism  = 0.005&lt;br /&gt;
|Overdose = 20&lt;br /&gt;
|Description = A powerful paralytic based on Potassium Chloride. Paralyses the victim, builds up toxins and slowly suffocates them.&lt;br /&gt;
|Effects = *Deals 10 toxin damage per unit.&lt;br /&gt;
*Deals 2 suffocation damage per unit.&lt;br /&gt;
*Weakens the patient, strength 10 (prevents movements or actions).&lt;br /&gt;
**This effect is instant, and constantly refreshed while it&#039;s metabolizing.&lt;br /&gt;
|Notes = *Takes 200 seconds to metabolize a single unit, making this a very effective long-lasting paralytic.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Zombie Powder&lt;br /&gt;
|Formula = 5 parts CarpoToxin, 5 parts Soporific, 5 parts Copper&lt;br /&gt;
*Results in 2 units&lt;br /&gt;
|Metabolism  = 0.1&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = A strong neurotoxin and paralytic scientifically known as Tetrodotoxin, which instantly puts the subject into a death-like state.&lt;br /&gt;
|Effects = *Gives the patient a fake time of death that will show in autopsy reports.&lt;br /&gt;
*Causes 3 suffocation damage per unit.&lt;br /&gt;
*Causes 3 toxin damage per unit.&lt;br /&gt;
*These effects are instant, and persist as long as the poison is metabolizing.&lt;br /&gt;
**Weakens the patient, strength 10 (paralysis).&lt;br /&gt;
**Silences the patient, strength 10.&lt;br /&gt;
****A scanner bed will show the patient&#039;s damage correctly without any fake values.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
==Food Related==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Things that are safe to eat. Most of these are ingredients though, and not generally designed to be eaten as-is.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Glycerol&lt;br /&gt;
|Formula = 3 parts Corn Oil, 1 part Sulphuric Acid&lt;br /&gt;
*Results in 1 unit.&lt;br /&gt;
|Metabolism  = 0.1&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = A simple polyol compound, Glycerol is sweet-tasting and of low toxicity. &lt;br /&gt;
|Effects = *N/A&lt;br /&gt;
|OverdoseEffect = *Toxins.&lt;br /&gt;
|Notes = *N/A&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Sodium Chloride &lt;br /&gt;
|Formula = 1 part Hydrochloric Acid, 1 part Sodium&lt;br /&gt;
|Metabolism = 0.1&lt;br /&gt;
|Overdose = ∞&lt;br /&gt;
|Description = Sodium Chloride, also known as Salt, is often used to season food.&lt;br /&gt;
|Effects = *N/A&lt;br /&gt;
|OverdoseEffect = *N/A&lt;br /&gt;
|Notes = *N/A&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Syntiflesh&lt;br /&gt;
|Formula = 5 parts Blood, 1 part [[#Advanced Treatments|Clonexadone]]&lt;br /&gt;
|Metabolism = N/A&lt;br /&gt;
|Overdose = ∞&lt;br /&gt;
|Description = Synthetic meat. Some call it a tasty alternative to actual meat, not realizing that there is no difference at all. Can be eaten, or used as biomatter for cloning pods.&lt;br /&gt;
|Effects = *N/A&lt;br /&gt;
|OverdoseEffect = *N/A&lt;br /&gt;
|Notes = *Intended as a way to produce biomatter for cloning pods, without having to raid the kitchen. Any kind of meat can be used for this purpose though.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Virus Food&lt;br /&gt;
|Formula = 1 part Milk, 1 part Water, 1 part Acetone&lt;br /&gt;
*Results in 5 units.&lt;br /&gt;
|Metabolism  = 0.4&lt;br /&gt;
|Overdose = ∞&lt;br /&gt;
|Description = Used in Virology as a growth medium for viruses. Available from a wall dispenser in Virology. &lt;br /&gt;
|Effects = *Effectively increases virus speed by 10.&lt;br /&gt;
|OverdoseEffect = *N/A&lt;br /&gt;
|Notes = *Can be consumed as food, provides 2 nutrition per unit.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
==Experimental Chemicals==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;These chemicals are experimental in nature and should only be tested within the research department.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound=Mutone&lt;br /&gt;
|Formula=1 part Phoron Salt, 1 part [[#Horticultural|Mutagen]]&lt;br /&gt;
*Results in 1 unit.&lt;br /&gt;
|Metabolism=0.8&lt;br /&gt;
|Overdose=∞&lt;br /&gt;
|Description=A strange green powder with even stranger properties.&lt;br /&gt;
|Effects=*For every five units metabolized, one mutation is granted.&lt;br /&gt;
**There is a 25% chance of a bad mutation, otherwise 75% chance for a &#039;good&#039; mutation.&lt;br /&gt;
|OverdoseEffect=*N/A&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound=Phoron Salts&lt;br /&gt;
|Formula=1 part Sodium Chloride (&amp;lt;u&amp;gt;&amp;gt;&amp;lt;/u&amp;gt; 678K), 2 parts Phoron (&amp;lt;u&amp;gt;&amp;gt;&amp;lt;/u&amp;gt; 73K, &amp;lt; 261K)&lt;br /&gt;
*Results in 1 unit.&lt;br /&gt;
|Metabolism=0.02&lt;br /&gt;
|Overdose=∞&lt;br /&gt;
|Description=A mysterious molten mixture with strange chemical properties. Incredibly deadly to all lifeforms, especially Vaurca.&lt;br /&gt;
|Effects=*Deals toxins.&lt;br /&gt;
|OverdoseEffect=*N/A&lt;br /&gt;
|Notes=*Only stable between 113 and 134 Kelvin.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound=Plexium&lt;br /&gt;
|Formula=1 part Phoron Salt, 1 part [[#Standard_Treatments|Alkysine]]&lt;br /&gt;
*Results in 1 unit.&lt;br /&gt;
|Metabolism=1&lt;br /&gt;
|Overdose=∞&lt;br /&gt;
|Description=A yellow, fowl smelling liquid that seems to affect the brain in strange ways.&lt;br /&gt;
|Effects=*For every five units metabolized, a chance for brain trauma is rolled.&lt;br /&gt;
**There is a 50% chance for a mild, severe, and/or special trauma, provided the patient doesn&#039;t have a trauma relating to each category (i.e. can&#039;t roll a special trauma if the patient already has a special trauma, but they can roll everything else).&lt;br /&gt;
|OverdoseEffect=*N/A&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound=Venenum&lt;br /&gt;
|Formula=1 part Phoron Salt, 1 part [[#Specialist_Treatments|Ryetalyn]]&lt;br /&gt;
*Results in 1 unit.&lt;br /&gt;
|Metabolism=0.03&lt;br /&gt;
|Overdose=∞&lt;br /&gt;
|Description=A thick tar like liquid that seems to move around on it&#039;s own every now and then. Limited data shows it only works when injected into the bloodstream.&lt;br /&gt;
|Effects=*For every unit metabolized, the patient&#039;s appearance and name will scramble.&lt;br /&gt;
**Once the patient stops metabolizing Venenum (usually when it runs out), they will revert back to their original appearance.&lt;br /&gt;
|OverdoseEffect=*N/A&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Industrial Compounds=&lt;br /&gt;
Things that are not designed to go inside people. Most of these chemicals have no effect when injected or ingested in people, unless otherwise noted.&lt;br /&gt;
&lt;br /&gt;
The intended method of application is listed:&lt;br /&gt;
*Contact: The substance works upon touching people, surfaces or objects. It can be applied by splashing it on with a beaker, spraying it from a spray bottle, or even using it as an additional reagent in grenades&lt;br /&gt;
*Reactive: The substance is a main ingredient of a violent reaction upon mixing. Such things are useful in grenades, chemical shells, or even for feeding to mobs in two separate pills&lt;br /&gt;
*Reaction: This is not a substance. Mixing this will remove all substances and cause a violent chemical reaction. Such things are useful in grenades, chemical shells, or even for feeding to mobs in two separate pills&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
==Cleaning Agents==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Things that are useful for cleaning, and often requested by janitors.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{IndustrialCompoundTemplate&lt;br /&gt;
|Compound = Luminol&lt;br /&gt;
|Formula = 2 parts Hydrazine, 2 parts Carbon, 2 parts Ammonia&lt;br /&gt;
|Description = A compound that interacts with blood on the molecular level, causing it to become fluorescent and more visible, especially under UV light.&lt;br /&gt;
|Effects = *Causes visible blood on floors to glow a bright blue colour when sprayed on it&lt;br /&gt;
**Will not make blood on objects glow unless a UV light is also used&lt;br /&gt;
*Under a UV light, will cause cleaned blood to glow a bright blue colour, and thus be visible&lt;br /&gt;
**This only works if the blood was cleaned with Space Cleaner, or (for objects) with a sink or shower. Using Sterilizine, or a mop, will completely clean all traces and leave nothing to detect&lt;br /&gt;
**Works with both tiles and objects.&lt;br /&gt;
**Does not work on skin&lt;br /&gt;
|Notes = *A spray bottle of Luminol is found in the detective&#039;s Forensics Kit. He may need a refill.&lt;br /&gt;
*This chemical is designed for use in combination with a UV light. One can be found in the detective&#039;s kit, or they can be made in science.&lt;br /&gt;
*There are presently many bugs with Luminol, but it works as described above&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{IndustrialCompoundTemplate&lt;br /&gt;
|Compound = Space Cleaner&lt;br /&gt;
|Formula = 1 part Ammonia, 1 part Water&lt;br /&gt;
|Description = A compound used to clean things. But will not fully remove all traces of blood.&lt;br /&gt;
|Effects = *When sprayed on a floor.&lt;br /&gt;
**Cleans the floor tile, removing dirt, gibs and bloodstains.&lt;br /&gt;
**Deals 5-10 toxin damage to slimes on the tile.&lt;br /&gt;
*When sprayed on a person.&lt;br /&gt;
**Cleans their body, and everything they&#039;re wearing.&lt;br /&gt;
*When sprayed on an object.&lt;br /&gt;
**Cleans that object.&lt;br /&gt;
|Notes = *Does not leave any wetness or slippery spots when cleaning.&lt;br /&gt;
*Space cleaner damages slimes when sprayed on the floor under them, but NOT when sprayed on them directly. The quantity applied does not matter.&lt;br /&gt;
*Janitors start with this, many additional spray bottles of it scattered around the station.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
==Engineering==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Stuff that often goes ignored by engineering because they don&#039;t need to bother requesting any of it.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{CompoundTemplate&lt;br /&gt;
|Compound = Coolant&lt;br /&gt;
|Formula = 1 part Tungsten, 1 part Acetone, 1 part Water&lt;br /&gt;
|Description = An industrial cooling substance.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{CompoundTemplate&lt;br /&gt;
|Compound = Cryosurfactant&lt;br /&gt;
|Formula = 1 part Surfactant, 1 part Ice, 1 part Sodium&lt;br /&gt;
Description = Decreases reagent temperature when mixed with water. Mixing with Pyrosilicate creates oxygen.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{CompoundTemplate&lt;br /&gt;
|Compound = Foaming Agent&lt;br /&gt;
|Formula = 1 part Lithium, 1 part Hydrazine&lt;br /&gt;
|Description = A agent that yields metallic foam when mixed with light metal and a strong acid.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{CompoundTemplate&lt;br /&gt;
|Compound = Iron Foam&lt;br /&gt;
|Formula = 3 parts Iron, 1 part Foaming Agent, 1 part Polytrinic Acid&lt;br /&gt;
*Results in 5 units.&lt;br /&gt;
|Description = A strong form of Metal Foam. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{CompoundTemplate&lt;br /&gt;
|Compound = Metal Foam&lt;br /&gt;
|Formula = 3 parts Iron/Aluminium, 1 part Foaming Agent, 1 part Polytrinic Acid&lt;br /&gt;
|Description = Creates lightweight metal foam walls. These can be easily torn through, but may be useful for plugging hull breaches.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{CompoundTemplate&lt;br /&gt;
|Compound = Monoammoniumphosphate&lt;br /&gt;
|Formula = 1 part Ammonia, 1 part Sulphuric Acid, 1 part Sodium, 1 part Phosphorous&lt;br /&gt;
|Description = Commonly found in fire extinguishers, also works as a fertilizer.&lt;br /&gt;
|Effects = Puts out fires, Fertilizes.&lt;br /&gt;
*Starts in Fire Extinguishers across the Station.&lt;br /&gt;
*Results in 4 units.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{CompoundTemplate&lt;br /&gt;
|Compound = Plastic &lt;br /&gt;
|Formula = 10 Polytrinic acid, 20 Plasticide&lt;br /&gt;
|Description = Creates one solid sheet of plastic. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{CompoundTemplate&lt;br /&gt;
|Compound = Pyrosilicate&lt;br /&gt;
|Formula = 1 part Silicate, 1 part Hydrazine, 1 part Iron, 1 part Sulfuric Acid&lt;br /&gt;
|Description = Increases reagent temperature when mixed with salt. Mixing with Cryosurfactant creates oxygen.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{CompoundTemplate&lt;br /&gt;
|Compound = Silicate&lt;br /&gt;
|Formula = 1 part Aluminum, 1 part Silicon, 1 part Acetone&lt;br /&gt;
|Description = Used to strengthen windows. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{CompoundTemplate&lt;br /&gt;
|Compound = Space Lube&lt;br /&gt;
|Formula = 1 part Water, 1 part Silicon, 1 part Acetone&lt;br /&gt;
*Results in 4 units.&lt;br /&gt;
|Description = A high performance lubricant intended for maintenance of extremely complex mechanical equipment. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{CompoundTemplate&lt;br /&gt;
|Compound = Surfactant&lt;br /&gt;
|Formula =  2 parts Hydrazine, 2 parts carbon, 1 part Sulfuric Acid&lt;br /&gt;
|Description = Used in some chemical compounds. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{CompoundTemplate&lt;br /&gt;
|Compound = Water&lt;br /&gt;
|Formula = 1 part Acetone, 2 parts Hydrazine&lt;br /&gt;
*Results in 1 unit.&lt;br /&gt;
|Description = Also known as H2O. &lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Horticultural==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Things designed to aid in Botany and Xenobotany.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{IndustrialCompoundTemplate&lt;br /&gt;
|Compound = Diethylamine&lt;br /&gt;
|Formula = 1 part Ammonia, 1 part Ethanol&lt;br /&gt;
|Application = Added to hydroponics trays and soil in liquid form.&lt;br /&gt;
|Description = A secondary amine, mildly corrosive. A very potent fertilizer.&lt;br /&gt;
|Effects = *Useful as a fertilizer in botany: Strength 1.&lt;br /&gt;
*Useful as a pest killer in botany: Strength 2.	&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{IndustrialCompoundTemplate&lt;br /&gt;
|Compound = Plant-B-Gone&lt;br /&gt;
|Formula = 1 part Toxin, 4 parts Water&lt;br /&gt;
|Application = Contact, Injection&lt;br /&gt;
|Description = A toxic mixture designed to kill plant-life.&lt;br /&gt;
|Effects = *When injected (Metabolism 0.005).&lt;br /&gt;
**Deals 4 toxin damage per unit.&lt;br /&gt;
**Deals an additional 50 damage per unit to Diona.&lt;br /&gt;
*When sprayed/on contact.&lt;br /&gt;
**Deals 50 damage per unit to Diona.&lt;br /&gt;
**Removes mold on walls.&lt;br /&gt;
**Destroys any plants on the tile.&lt;br /&gt;
**Deals 15-35 damage to alien weeds.&lt;br /&gt;
***Damage to alien weeds is not based on the quantity used.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{IndustrialCompoundTemplate&lt;br /&gt;
|Compound = Unstable Mutagen&lt;br /&gt;
|Formula = 1 part Radium, 1 part Phosphorus, 1 part Hydrochloric Acid&lt;br /&gt;
|Description = Causes mutations when injected into living people or plants. High doses may be lethal.&lt;br /&gt;
|Effects = *N/A&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
==Weapons==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Everything in this category is dangerous, and should not be used without approval from security or command, unless you&#039;re an antagonist. Unapproved use is likely to make security, and possibly the admins, quite upset with you. Most of the things in this category are best used in making grenades and bombs.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{CompoundTemplate&lt;br /&gt;
|Compound = Electromagnetic Pulse&lt;br /&gt;
|Formula = 1 part Uranium, 1 part Iron&lt;br /&gt;
|Description = This reacts immediately on mixing, it creates a large electromagnetic pulse which affects all electronic devices. Also known as an &#039;EMP&#039;.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{CompoundTemplate&lt;br /&gt;
|Compound = Explosive Reaction&lt;br /&gt;
|Formula = 1 part Potassium, 1 part Water&lt;br /&gt;
|Description = This explodes immediately on mixing, which may knock you over or even kill you.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{CompoundTemplate&lt;br /&gt;
|Compound = Flash Powder&lt;br /&gt;
|Formula = 1 part Sulphur, 1 part Aluminium, 1 part Potassium&lt;br /&gt;
|Description = Creates a flash similar to that of a flashbang immediately on mixing.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{CompoundTemplate&lt;br /&gt;
|Compound = Napalm&lt;br /&gt;
|Formula = 1 part Phoron, 1 part Aluminium, 1 part Sulphuric Acid&lt;br /&gt;
|Description = Creates a large fire immediately on mixing. (Results in 1 unit instead of 3)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{CompoundTemplate&lt;br /&gt;
|Compound = Nitroglycerin&lt;br /&gt;
|Formula = 1 part Glycerol, 1 part Polytrinic Acid, 1 part Sulphuric Acid&lt;br /&gt;
|Description = Explodes immediately on mixing. Nitroglycerin is a heavy, colorless, oily, explosive liquid obtained by nitrating glycerol. (Results in 2 units instead of 3)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{CompoundTemplate&lt;br /&gt;
|Compound = Polytrinic Acid&lt;br /&gt;
|Formula = 1 part Sulphuric Acid, 1 part Hydrochloric Acid, 1 part Potassium&lt;br /&gt;
|Description = An extremely corrosive chemical substance. Will destroy organic materials when sprayed or splashed, leaving a telltale gray sludge behind.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{CompoundTemplate&lt;br /&gt;
|Compound = Smoke&lt;br /&gt;
|Formula = 1 part Potassium, 1 part Sugar, 1 part Phosphorous&lt;br /&gt;
|Description = This creates a large cloud of smoke that will take on the properties of everything (if anything) in the container of the reaction.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{CompoundTemplate&lt;br /&gt;
|Compound = Thermite&lt;br /&gt;
|Formula = 1 part Iron, 1 part Aluminium, 1 part Acetone&lt;br /&gt;
|Description = Produces an aluminothermic reaction known as a thermite reaction when ignited. Can be used to melt walls.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Medbay}}&lt;br /&gt;
{{Gameplay Guides}}&lt;br /&gt;
[[Category:Pages]]&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Medbay]]&lt;/div&gt;</summary>
		<author><name>Datamatt</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Assistant&amp;diff=12390</id>
		<title>Assistant</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Assistant&amp;diff=12390"/>
		<updated>2019-07-20T19:36:47Z</updated>

		<summary type="html">&lt;p&gt;Datamatt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = gray&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = CIVILIAN&lt;br /&gt;
|imagebgcolor = lightgray&lt;br /&gt;
|img = Generic_assistant.png&lt;br /&gt;
|jobtitle = Assistant&lt;br /&gt;
|access = Nothing&lt;br /&gt;
|difficulty = Very Easy&lt;br /&gt;
|qualifications = Not be a complete idiot.&lt;br /&gt;
|superior = [[Jobs|Everyone]]&lt;br /&gt;
|duties = Try to convince the [[Head of Personnel]] 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 assistants on a station. A [[Head of Personnel]] can give you more access on your [[Identification Card]], so you can be something other than a random assistant.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
As an Assistant, you&#039;ll want to either get a job or just assist with various jobs around the station. 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 Head of Personnel 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. Assistant 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 an assistant, as you have the least-respected job on the station. Loot a belt from primary tool storage and load up!&lt;br /&gt;
&lt;br /&gt;
The number one advantage of traitor assistant 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;
{{Jobs}}&lt;br /&gt;
[[Category: Jobs]]&lt;/div&gt;</summary>
		<author><name>Datamatt</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Unathi_Recent_Events&amp;diff=12389</id>
		<title>Unathi Recent Events</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Unathi_Recent_Events&amp;diff=12389"/>
		<updated>2019-07-20T19:36:33Z</updated>

		<summary type="html">&lt;p&gt;Datamatt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Starting in 2015, the lore team started the living lore project with a goal of making the lore feel alive and dynamic. The status quo of species were changed or reinforced through many story arcs presented through news articles. These storylines played out over many days and several had a direct impact on the station.&lt;br /&gt;
&lt;br /&gt;
A brief summary of the storyline for the [[Unathi]] is here.&lt;br /&gt;
&lt;br /&gt;
== Unathi Enter The Bluespace Age (2457)==&lt;br /&gt;
&lt;br /&gt;
Technically spacefaring, the Hegemony never had time to build a fleet before the Contact War caused Izweski attention to collapse inwards. But in June of 2457, all of that changed.&lt;br /&gt;
&lt;br /&gt;
===The Amnesty Navy===&lt;br /&gt;
&#039;&#039;&#039;On June 2nd&#039;&#039;&#039; the [https://forums.aurorastation.org/viewtopic.php?p=26210#p26210|Hegemon S’kresti Izweski announced amnesty for all Unathi raiders in the galaxy] if they came to Moghes and swore fealty. Several ships accepted the call, and overnight the Unathi had a small, rag-tag fleet that began to grow in size.&lt;br /&gt;
&lt;br /&gt;
[[File:FirstCataclysm.jpg|thumb|One of the first vessels to answer the call, the HMV Cataclysm became a namesame for the later class of super-dreadnaught.]]&lt;br /&gt;
&lt;br /&gt;
===Destruction of the Daedalus and Response===&lt;br /&gt;
&#039;&#039;&#039;On June 3rd&#039;&#039;&#039; the [https://forums.aurorastation.org/viewtopic.php?p=26334#p26334|NanoTrasen frigate NMV Daedalus was attacked and destroyed by an Izweski vessel], which rammed it and boarded it to seize the ship and crew before scuttling the ship. In retaliation NanoTrasen completely shut down their infrastructure in Uueoa-Esa space. Within hours Uueoa-Esa had lost the majority of satellites, shuttleports on the surface shut down as the human staff left, and the bluespace gate for the system itself was shut off.&lt;br /&gt;
&lt;br /&gt;
===The Douglas Gaffe===&lt;br /&gt;
&#039;&#039;&#039;On June 4th&#039;&#039;&#039; the [[Sol Alliance]] the Prime Minister &#039;&#039;&#039;Michael Douglas&#039;&#039;&#039; held a speech condemning NanoTrasen&#039;s response to the Unathi crisis. Immediately after the speech there was a vote of no-confidence, ousting the Prime Minister, his cabinet, paralyzing SolGov and [https://forums.aurorastation.org/viewtopic.php?p=26597#p26597| making it hard to respond to the seizure of a NanoTrasen telecommunications satellite in orbit of Moghes.]&lt;br /&gt;
&lt;br /&gt;
===The Hegemony Demands Ouerea===&lt;br /&gt;
&#039;&#039;&#039;On June 23rd&#039;&#039;&#039; Hegemon S’kresti Izweski used a seized NanoTrasen t-comm satellite to broadcast his agenda of expansion for the Hegemony, as well as demanding the return of the Ouerean colony back to Unathi officials. Ouera was jointly administered by the [[Skrell|Jargon Federation]] and [[Sol Alliance]] at the time, who originally ignored the demands. Jargon even warped four extra frigates in orbit of Ouerea to ensure the safety of its citizens on and around the planet.&lt;br /&gt;
&lt;br /&gt;
===The Battle of Ouerea===&lt;br /&gt;
&#039;&#039;&#039;On July 5th&#039;&#039;&#039; [https://forums.aurorastation.org/viewtopic.php?p=30097#p30097|the Unathi launched a surprise attack on a Skrell flotilla in orbit of Ouerea.] With the element of suprise a Unathi ship managed to ram a Skrell cruiser before they returned fire. After a brief skirmish the Skrell retreated while the Unathi lost 12 ships and captured a Skrellian vessel. The Skrell assembled for crisis talks, but a response was slow to form due to a [[Dionaea]] leading the response.&lt;br /&gt;
&lt;br /&gt;
===Ouerea Rejoins The Hegemony===&lt;br /&gt;
&#039;&#039;&#039;On July 7th&#039;&#039;&#039; newly elected Alliance Prime Minister Chater announced he was ceding Ouerea to the Izweski, deeming the planet not worth the loss of lives in an actual conflict. This lead the Hegemon to name &#039;&#039;&#039;Tarkart Yiztek&#039;&#039;&#039; as Overlord (King) of the planet. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;On July 12th&#039;&#039;&#039; Jargon ceded the planet in exchange for all Skrell prisoners being returned, also not wanting to lose valuable lives and resources to defend Ouerea. The Jargon Federation also cut all ties with the Unathi, taking on a dismissive and cold stance to the Hegemony that would not be repaired until the eventual ascension of Not&#039;Zar Izweski.&lt;br /&gt;
&lt;br /&gt;
[[Hephaestus Industries]] was quick to swoop in and fill in the void left by a withdrawn NanoTrasen. On the 19th of July they announced a partnership with the Hegemony, and laid the groundwork for a tightly woven relationship between the Hegemony and the mega-corporation.&lt;br /&gt;
&lt;br /&gt;
== The Cataclysm (2458)==&lt;br /&gt;
&lt;br /&gt;
=== Sabotage, War, and Victory ===&lt;br /&gt;
&lt;br /&gt;
== The Succession Crisis (2458)==&lt;br /&gt;
&lt;br /&gt;
=== Death of Heir Yakt: Rise of S&#039;linzar ===&lt;br /&gt;
&lt;br /&gt;
=== Defeat of S&#039;linzar: Rise of Not&#039;Zar ===&lt;br /&gt;
&lt;br /&gt;
== The Rise Of the Iron Masks (2458)==&lt;br /&gt;
&lt;br /&gt;
=== Defending From the Cult Menace and the Failed Coup ===&lt;br /&gt;
&lt;br /&gt;
== Arrival Of The Vaurca (2459)==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The Hegemonic Assembly (2459)==&lt;br /&gt;
&lt;br /&gt;
=== We Will Conquer (The Wasteland) ===&lt;br /&gt;
&lt;br /&gt;
== A Changing Moghes (2459)==&lt;br /&gt;
&lt;br /&gt;
=== The Guwan Decree ===&lt;br /&gt;
&lt;br /&gt;
=== The Launch of The HMV Catastrophe ===&lt;br /&gt;
&lt;br /&gt;
=== Ickza Strike Back: Army Goes On Strike ===&lt;br /&gt;
&lt;br /&gt;
=== Not&#039;zar&#039;s Vaurca Legion ===&lt;br /&gt;
&lt;br /&gt;
=== A Second Guwan Decree: Emancipation of Orphans ===&lt;br /&gt;
&lt;br /&gt;
== The Twilight Of The Hegemony (2460) ==&lt;br /&gt;
&lt;br /&gt;
=== Rumbles in Ouerea ===&lt;br /&gt;
&lt;br /&gt;
=== A Central Military: First Generation of Imperial Cadets ===&lt;br /&gt;
&lt;br /&gt;
Not&#039;zar Izweski is solidifying central control by creating an entire class of officers and warriors who do not come from the high nobility, but the peasant classes. Because of the hostility of the High nobility towards these upstart peasants, these cadets need to be loyal to Not&#039;zar Izwseki and the Izweski dynasty in order to retain their status and even survive. In many cases it is similar to the logic of the Guwan Guard.&lt;br /&gt;
&lt;br /&gt;
=== Tension on Ouerea ===&lt;br /&gt;
&lt;br /&gt;
=== The Emergence of the Aut&#039;akh ===&lt;br /&gt;
&lt;br /&gt;
[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=108284 The arrival of the Aut&#039;akh was a huge shock to Moghes]. The High Church, under Unzi, and conservative Lords immediately moved to destroy the heretics that are the [[Aut&#039;akh]]. However an expedition made by the Church, with volunteer levys, were soundly defeated in a decisive battle. Not&#039;zar Izweski exploited this to maneuver to decree that the Aut&#039;akh may live. However, he balances this with a continued blockade that prevents the Aut&#039;akh from leaving. Many express confusion as to why Not&#039;zar is siding with the Aut&#039;akh instead of the Church. But Not&#039;zar Izweski understands that if High Priest Unzi were to secure prestige and power from a second successful Iron Crusade, he would effectively dwarf the power of the Izweski dynasty. Not&#039;zar Izweski, attempting to avoid the mistake of the Iron Crusade, is undermining the Church and showing that he still has power over it.&lt;br /&gt;
&lt;br /&gt;
[[Category:Unathi]]&lt;/div&gt;</summary>
		<author><name>Datamatt</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Research_Director&amp;diff=12385</id>
		<title>Research Director</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Research_Director&amp;diff=12385"/>
		<updated>2019-07-20T19:33:23Z</updated>

		<summary type="html">&lt;p&gt;Datamatt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = lightblue&lt;br /&gt;
|headerfontcolor = black&lt;br /&gt;
|stafftype = RESEARCH &amp;amp; COMMAND&lt;br /&gt;
|imagebgcolor = #eeeeff&lt;br /&gt;
|img = ResearchDirector.png&lt;br /&gt;
|jobtitle = Research Director&lt;br /&gt;
|access = All Research Departments, EVA, [[Engineering]], [[Construction]], [[External Airlocks]], [[Robotics and Mech Bay|Robotics]], [[Bridge]], [[Research Director&#039;s Office]], [[Teleporter]], [[Telecoms Satellite]]&lt;br /&gt;
|difficulty = Hard&lt;br /&gt;
|qualifications = At least 30 years of age, 10 years experience in science-related field, PhD (several preferred).&lt;br /&gt;
|education = [[Mars University]], [[Solis Cognito University]], [[The Gliutip’lyaz University]]&lt;br /&gt;
|superior = [[Captain]]&lt;br /&gt;
|duties = Lead Research and Development, supervise your [[Scientist]]s, make sure the [[Roboticist|Roboticists]] are building borgs or mechs.&lt;br /&gt;
|guides = [[Guide to Research and Development]], [[Guide to Toxins]], [[Guide to Xenobiology]], [[Xenoarcheologist|Guide to Xenoarchaeology and Anomalies]]&lt;br /&gt;
}}&lt;br /&gt;
The [[Research Director]] in charge of what is (theoretically) [[Background summary|the reason the station 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 Aurora, even if it is why it&#039;s there in the first place. The station won&#039;t fall apart if the slimes die, alien artefacts 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, then 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 station. 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 on the station 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 station, 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. This means making sure that the [[Roboticist]]s don’t cyborg people without good reason, and that Toxins does not destroy the station.&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 which 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 human brain is inserted. Keep the existence of the human component hush-hush! It&#039;s a [[Backstory#Nanotrasen|trade secret]]! 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 an MMI.&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 circuit, screwdriver, wires, MMI, glass, screwdrive again. Voila! Now there&#039;s two working AIs on station!&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 station===&lt;br /&gt;
NT has granted your colleagues a station that has plenty of room for improvement. Plenty of machines around the station 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 newers 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;
*Cloning Pod. Upgrades increase clone health; with the highest level removing the need for cryo.&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;
=== Lamarr ===&lt;br /&gt;
Inside the display case in your office is a surgically modified facehugger called Lamarr. It can no longer kill and implant its embryos inside a host body, but it still feels the need to leap on anyone in reach. It&#039;s usually best kept in its case. With a chameleon projector, Lamar can be scanned to act as a fearsome disguise.&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 quartermaster. 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;
== Traitoring ==&lt;br /&gt;
The Research Director, like all Heads of Staff, make extremely dangerous [[traitor]]s just by virtue of their access and departmental loyalty. While your underlings are less likely to fall in line than [[Security]] most of the time they&#039;ll listen to what you want them to do.&lt;br /&gt;
&lt;br /&gt;
[[Guide_to_Toxins|Toxins]] will be your best bet, with all those explosives you&#039;ll probably be able to hold the station hostage. You hold a lot of power, and at the same time, a decent amount of responsibility. It is easy to bring the Station to it’s knees, if you know what you’re doing. Great if you’re a traitor, dickish if you’re not.&lt;br /&gt;
 &lt;br /&gt;
Less useful but still dangerous, [[roboticist|robotics]] is a useful stopping point.&lt;br /&gt;
&lt;br /&gt;
{{Command}}&lt;br /&gt;
{{Research}}&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>Datamatt</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Executive_Officer&amp;diff=12384</id>
		<title>Executive Officer</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Executive_Officer&amp;diff=12384"/>
		<updated>2019-07-20T19:33:17Z</updated>

		<summary type="html">&lt;p&gt;Datamatt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = darkblue&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = COMMAND&lt;br /&gt;
|imagebgcolor = lightblue&lt;br /&gt;
|img = HeadOfPersonnel.png&lt;br /&gt;
|jobtitle = Head of Personnel&lt;br /&gt;
|access = [[Chapel|Full]] [[Bar|access]] to [[Bar|all]] [[Hydroponics|civil]] [[Library|and]] [[Cargo Bay|supply]] [[Mining Station|departments]], Most of Research, Most of Medbay, except the Morgue. [[Engineering]], [[Robotics]], [[Maintenance]], [[Tech Storage]], EVA, [[Bridge]], HoP locker, Personal Lockers, ID computer.&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;
|education = [[The Nal&#039;tor College of Career Excellence]]&lt;br /&gt;
|superior = [[Captain]]&lt;br /&gt;
|duties = Administration, IDs, managing personnel numbers, synergize the departments.&lt;br /&gt;
}}&lt;br /&gt;
The [[Head of Personnel]] is in charge of assigning and reassigning crew members correctly and making sure station departments are well-staffed and running optimally with a secondary concern of trying to make as much money as possible for the civilian and cargo accounts. You are on the same level as all of the other [[Chain of Command|heads of staff]] and do not outrank any of them. Heads of Personnel are also not automatically Acting Captain, and must be voted in the position just as any other Heads. However, you are the only one besides the [[Captain]] who has access to the Identification Card Modifier.&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 charge of coordinating the [[Job_Guides#Civilian|civilian personnel]] and supply staff on the station. This also includes the [[Quartermaster]] and [[Cargo Technician|Cargo Technicians]]. Usually, you can let the station&#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 Head of Personnel. You get access to just about everything, including basic access to every department on the station. 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 [[Internal Affairs|Internal Affairs&#039;]] 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 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;
&lt;br /&gt;
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;
&lt;br /&gt;
The Cargo 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! 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 cargo compete with the [[merchant]] by selling whatever was stored in the warehouse.&lt;br /&gt;
&lt;br /&gt;
== 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 judgement 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 [[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. A Head of Personnel 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 Head of Personnel&#039;s own departments should be handled in review after the fact, ideally overseen by [[Internal Affairs]]. A head of staff cannot remove a crew member from the station entirely, and only has power to demote the crew members in his or her own department.&lt;br /&gt;
&lt;br /&gt;
Rarely will a crew member be suspended from his or her position as an Aurora 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 station on the next Crew Transfer Shuttle pending further review by NanoTrasen 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 Head of Personnel 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;
&lt;br /&gt;
# &#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 station more secure and cuts 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 are 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 be sent to the mining base. This lets you focus on your immediate underlings and avoid stepping on toes.&lt;br /&gt;
&lt;br /&gt;
== [[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;
&lt;br /&gt;
It is traditional to rescue Ian if the Aurora has to be evacuated.&lt;br /&gt;
&lt;br /&gt;
== Links to Other Departments ==&lt;br /&gt;
Your job as head of personnel 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;
&lt;br /&gt;
== Traitoring ==&lt;br /&gt;
Short of a Captain tasked with stealing his own jumpsuit or a Chief Engineer with his own blueprints, a [[Traitor]] Head of Personnel is the among the easiest traitor jobs on the station. Try removing the access of anyone who poses a significant threat, or simply ordering your minions to their (unexpected) doom. Note that the AI will know if you put anything in the disposal, so refrain from trying to dump your energy blade when the Head of Security starts hammering down your door.&lt;br /&gt;
&lt;br /&gt;
== 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 armour and weapon is for your protection only and does 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;
&lt;br /&gt;
{{Command}}&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[Category: Jobs]]&lt;br /&gt;
[[Category:Command]]&lt;/div&gt;</summary>
		<author><name>Datamatt</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Venus&amp;diff=12382</id>
		<title>Venus</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Venus&amp;diff=12382"/>
		<updated>2019-07-20T19:31:37Z</updated>

		<summary type="html">&lt;p&gt;Datamatt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
[[Image:VenusAerostat.jpg|thumb|250px|A view of a newer design of the Cytherean aerostat.]]&lt;br /&gt;
==Overview==&lt;br /&gt;
Venus is a microcosm of Solarian culture with its glittering cities floating above the clouds and a dirty underbelly below them. The capital of Venus is Binyaria, the largest aerostat and home to the best Sol has to offer in holovids, VR, orchestration, engine parts, and weaponry. Cythereans live in the luxurious habitable zone above the clouds. Jintarians live on the surface of Venus far below the Cythereans, both physically and metaphorically. The primary language is Sol Common.&lt;br /&gt;
&lt;br /&gt;
==Environment==&lt;br /&gt;
Venus is an incredibly hot and miserable planet. The mass of its atmosphere is 93 times that of Earth&#039;s, equivalent to the crushing depths of the deep ocean. This atmosphere is extremely thick and toxic, composed primarily of carbon dioxide and nitrogen, and this generates the strongest greenhouse effect in the Solar System, creating an average surface temperature of at least 462 C (864 F). Despite this, there have been genetically-modified organisms introduced to the surface and upper atmosphere that can withstand the extreme conditions, such as the Yudina, otherwise known as the Jintarian Dragon Mole.&lt;br /&gt;
&lt;br /&gt;
A Venusian year lasts 225 Earth days. A normal day on Venus lasts much longer than that of Earth due to the slow rotation, taking 243 Earth days to make one Venusian day. Venus spins backwards when compared to the other planets in the Sol system, causing the sun to rise in the west and set in the east. It rains sulphuric acid on the surface and the atmosphere is so thick that it exerts massive amounts of pressure on the surface. This crushes all but the most structurally reinforced of habitats below the cloud layer, with the rest destroyed by caustic acid rain. The planet hosts massive amounts of volcanic activity, which spew more toxic gases into the atmosphere. Almost no sunlight reaches the surface of the planet, despite the temperature.&lt;br /&gt;
&lt;br /&gt;
==Population and Major Aerostats and Habitats==&lt;br /&gt;
===Binyaria===&lt;br /&gt;
Binyaria, the first and largest aerostat, is widely known as the jewel of Venus and houses just about 19 million people. Those from across the galaxy flock to Binyaria to experience Solarian culture, with tourists roaming the famous Binyarian vineyards and partying into the artificial, neon-lit night. It is widely known that Binyarians don’t get the best first; they make the best first. This reputation of being the most beautiful, the most cultured, the most advanced, and the greatest has lead to an extremely aggressive, cutthroat environment for those looking to get ahead. Actors, idols, politicians, and scientists all face heavy scrutiny by their fellow Binyarians and must constantly keep their mask polished and their persona unbreakable in order to become even the most minor celebrity.&lt;br /&gt;
Like most aerostats, Binyaria is divided into layers, which are further subdivided into districts. The most well known districts on Binyaria are Wajiu District on Layer 1, Chiye-Gyo District on Layer 3, and Parabing District on Layer 6.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
=== Binyarian Districts  ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;Binyaria’s government developed &#039;&#039;&#039;Wajiu District&#039;&#039;&#039; with the utmost care and foresight, leading to the district’s gardens becoming one of the biggest tourist attractions. Pervasive genetic engineering has helped the plants become beautiful, delicious, potent, or a combination of the three and an aesthetic-based design philosophy has only furthered the plants’ appealing appearance. Among these gardens lie the famed Yuyuan Vineyard where tourists flock to see by far the most attractive and artistic garden in Wajiu District and, of course, try the excellent Yuyuan Wine for a discounted price.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chiye-Gyo District&#039;&#039;&#039;, similarly, was helped to fame by corporate investment. For a long time, Chiye-Gyo District was in a strange place, being mostly made up lower-middle class housing and failing businesses. The government of Binyaria, set to improve the district, announced that in 2397 the district would be sold out to corporations. Early on in the redesign of the district, [[Nanotrasen Corporation]] and [[Idris Incorporated]] invested heavily into Chiye-Gyo District recognizing the emerging celebrity culture of Venus.&lt;br /&gt;
&lt;br /&gt;
NanoTrasen and Idris formed and debuted various musical groups, all of whom gained a dedicated following whether big or small, and have achieved great financial success. More importantly, however, these pop bands, hip-hop groups, and solo ballad artists helped give rise to the celebrity-based culture Venus is known for today. In more recent years, [[Zeng-Hu Pharmaceuticals]] and [[Hephaestus Industries]] have broken into both the corporate battle and the hearts of Venusians with their own outrageously successful debut artists.&lt;br /&gt;
&lt;br /&gt;
With all of Binyaria’s aspiring artists, it was only a matter of time before &#039;&#039;&#039;Parabing District&#039;&#039;&#039; became as popular as it is today. Though mostly focused on the lower- and middle-class, Parabing District holds a number of high-energy clubs, PC cafes, karaoke joints, laid-back bars, and fast food restaurants, all of which become progressively seedier closer to Binyaria’s hull. The district’s dynamic lighting is paused at midnight, but is lit up by the thousands of neon signs competing for attention.&lt;br /&gt;
&lt;br /&gt;
Furthest from the hull, street food vendors set up their carts and offer drunk food to the exhausted, inerbiatered clubbers on their way out of the district. Toward the center of the district, host and hostess bars offer companionship to the many business people of Binyaria while young, attractive college students advertise themselves for compensated dates nearby outside. Along the hull, brothels hidden behind heavy curtains and tucked into alleys are frequented by people with intricate tattooing and expensive clothing. Anyone can find something fun in Parabing with a bit of luck and cash.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Tethering Station Medio===&lt;br /&gt;
Medio is one of the oldest habitation complexes on the surface. Built on Verdandi Corona, Medio was once used as an anchor for an aerostat by the name of Arianrhod, which was destroyed in a long-forgotten incident. Revanchist feelings against Cythereans run particularly strong here, residents still emboldened by their past “victory.” Owing to its various refueling, processing, and recycling facilities, Medio has become a popular stationing for illegal surfacers, their presence only being slightly uncomfortable for residents. Other ventures here tend to be of a manufacturing nature.&lt;br /&gt;
&lt;br /&gt;
===Subterranean Complex 74-F, “Rason”===&lt;br /&gt;
A newer complex, Rason is one of the few built near-completely underground with only a single observational spire above the rocky surface. Civilian affairs here primarily deal in textiles and hydroponics, the work rather strenuous. Long hours are devoted to the creation of expensive clothes, polychromic fabrics, and holographic inlays that workers will never wear. A popular hobby is freerunning with a monthly (based on Terran months) Climb The Complex competition held where citizens must start at the bottom of the complex and make it all the way to the top of the spire. &lt;br /&gt;
&lt;br /&gt;
Dropped from orbit around thirty years ago, Rason’s impact and construction were based around a promising xenoarcheological find, which was nearly destroyed. It is said that partial ruins exist around Rason’s depth of 200 feet (~61 meters); despite having no publicly known entrances, many xenoarcheologists have disappeared underneath the complex. Often the dwellers of the complex have described seeing shadowy, vaguely humanoid figures walking around in their dreams. The figures have reportedly murdered people in their dreams by whispering a single, incomprehensible word that causes great agony and distress which vanishes once the dreamer awakens.&lt;br /&gt;
&lt;br /&gt;
==Society==&lt;br /&gt;
&#039;&#039;&#039;Ethnic Groups:&#039;&#039;&#039;&lt;br /&gt;
* 13.1% Cytherean&lt;br /&gt;
* 21.8% Jintarian&lt;br /&gt;
* 63.8% Other Human Ethnicities&lt;br /&gt;
* 0.9% Skrell&lt;br /&gt;
* 0.2% Tajara&lt;br /&gt;
* 0.2% Unathi&lt;br /&gt;
&lt;br /&gt;
IPCs enjoy a certain status above even some alien residents of Venus, lofted by the ethereal beauty and flawless movements of a Venusian-made Shell or the ability to make other frames as aesthetically pleasing as possible in the most avant garde ways, to say nothing of how easily they can be manipulated. Under the clouds, robots and IPCs alike are valued for their reliability in an industrial environment, even among potentially shady mining guilds. However, the love of the aesthetic of IPCs does not reach the surface, as those Downstairs consider them more as tools than art. This mentality of IPCs being the ultimate display of artistry or a handy piece of hardware hinders IPCs quite a bit; no free IPCs exist either in the Zone or Downstairs.&lt;br /&gt;
&lt;br /&gt;
===Cytherean Culture===&lt;br /&gt;
Cythereans dwell in aerostats floating in the habitable layer, nicknamed “the Zone”, above the sulphuric acid clouds masking the surface. These floating cities are primarily held in place by their natural oxygen content and large bags of hydrogen. Though varying in size, the largest aerostats are no bigger than four miles across. Many take the shape of an upside down teardrop. The topmost section hosts a large, open-air park dedicated to help with the claustrophobic feelings in the aerostats and to maintaining a large amount of oxygen to keep the city afloat in the carbon dioxide. Below the park lies a mass of apartments, offices, shops, and other-such buildings arranged in a similar fashion to a shopping mall. There are numerous open spaces built into aerostats that provide both public space for citizens and more air chambers for buoyancy. Aerostats are mobile, possessing both microthrusters and rudders for stability and the occasional docking with surface elevators or tethers. The other less common format of aerostats are donut-shaped and are used for the immensely lucrative farming business. These aerostats are equipped to collect sulphuric acid and carbon dioxide from the atmosphere, often taking cloud dives to produce fertilizer and water.&lt;br /&gt;
&lt;br /&gt;
Despite their precarious living situation, Cytherean Venus is the primary pop culture center of Sol, with a populace often dressed in bright, dramatic clothing. Many Solarian celebrities either live or were born on one of Venus’s aerostats, growing up in the privileged Cytherean culture. The best actors, comedians, chefs, musicians, and pop stars enjoy almost constant coverage on holo-screens, only occasionally replaced by adverts for startup beauty products, cutting-edge gaming hardware, or the newest diet fad. These celebrities enjoy high class treatment and something akin to worship from the Cythereans. Many come from across the galaxy, human and alien alike, seeking to turn their fortunes around. However, Cythereans are not immune to poverty and hardship in their laissez-faire society. Those looking to become the next big thing sometimes wind up on the opposite end of the spectrum, relying on morally and legally ambiguous means to get by. Aliens, although welcome, are typically sidelined in favor of human actors and models due to most moguls desiring to “play it safe”. They are typically seen as understudies, extras, dancers, and occasionally backup singers or instrumentalists. &lt;br /&gt;
&lt;br /&gt;
The Cytherean environment is very cutthroat as both culture and copyright law change rapidly to suit whoever is rich and whatever is popular at the time in any given arcology, given the heavy celebrity-based culture. Law enforcement, while much more strict and present than on the surface, are easily evaded. In the end, one can get away with almost anything as long as one has the right contacts and enough money. The party culture thrives in the aerostats, with the grand cocktail parties and fundraising schmooze-fests toward the top of teardrop slowly fading into the high-energy festivals and drug-fueled orgies of the lower sections. Toward the top, one can overhear the latest gossip and glimpse envelopes of credits sliding under tables. Toward the bottom, one can see the most hedonistic displays of luxury and passionate kisses passing the newest street pill.&lt;br /&gt;
&lt;br /&gt;
Though many work in the entertainment industry as stars and producers, there are great opportunities for a Cytherean scientist. The development of pharmaceutical drugs and new medicines is a common field for Cytherean scientists, with a booming genetic engineering field to aid residents on Venus. There are also a fairly large number of farmers and gardeners from Venus, some of whom leave the planet for a more relaxed atmosphere. Many of these scientists are enticed to NanoTrasen by recruiters.&lt;br /&gt;
&lt;br /&gt;
In Cytherean Venus, it&#039;s a sort of faux pas to even mention the surface dwellers. It is a known secret that there are many below scraping by in constant hardship, though very few offworlders other than criminals know much of the true life of a surface dweller.&lt;br /&gt;
&lt;br /&gt;
Cytherean farmers living in the donut-shaped aerostats are a different bunch. With much of the farming rings dedicated solely to growing crops, the living quarters of donut dwellers are somewhat more open, and very scenic. Farmers often come from families with a history in hydroponics and are usually raised to carry on the family legacy. Typically, these aerostats take on a country-clubesque approach, having just as egotistical an atmosphere as typical Cytherean environments: wealthy farmers with massive crop arrangements; automated sprayers; and plenty of robots, aliens, and otherwise-poor Surfacers to help out. Freetime is ample, and this is spent on all sorts of frivolities: shooting, swimming, Terran and alien animal husbandry, playing sports, and doing plenty of social activities. Life here can be just as stratified as the teardrop aerostats with dwellers either being “members” or “helpers” depending on their connections and charisma.&lt;br /&gt;
&lt;br /&gt;
===Jintarian Culture===&lt;br /&gt;
Despite the crushing pressure and the lead-melting hellscape that is the surface of Venus, colloquially known as Downstairs, many habitats exist there. Compared to the many independent cities that lurk above the cloud layer, there are few individual habitats, with many often structured as sprawling complexes. Hab-complexes tend to lack windows due to the immense pressure and the windows that do exist are primarily in the form of thick, expensive borosilicate used solely in expensive observatories. Greenery aided by artificial means are a common sight in these complexes. Lighting is tuned to simulate a relatively Earth-like environment.&lt;br /&gt;
&lt;br /&gt;
Those on the Venusian surface tend to be researchers, foreigners who couldn’t make it in the floating Cytherean palaces, or criminals from the cloud layer. The desolation of the Venusian surface has lead to a culture focused on escapism. Craftworks, holodecks, and stadium-complexes are commonplace. Parkour and freerunning are also popular pastimes, with annual and casual competitions often held in holodecks. Jintarian runners duck through cramped maintenance shafts, shimmy inside air vents, and slide through industrial complexes. Following pop culture fed in through the cloud layer, though, is the primary means of forgetting the surface hellscape. There are also Screenpod Studios housing dozens of Screenpods for a viewer to crawl into and experience their favorite movies and shows in 4D. There are also many AR experiences available to the Jintarians, fully immersing them in fantastical, dramatic, or sensual situations and environments. Jintarians typically become nervous in wide-open spaces, preferring the tight comfort of a hab-complex or tunnel.&lt;br /&gt;
&lt;br /&gt;
Work for Jintarians, however, remains mostly practical and physical. Engineering jobs are an essential part of hab-complexes, with some even managing to work their way back above the clouds to upkeep the floating Cytherean cities. Industrial work is also common, with many factories making shield generators, firearms, and vehicles for exportation. Because of the extremely hostile conditions of Venus and the incredibly quality materials required to build homes on the surface, Jintarian products are known for being highly reliable, durable, and of great quality.&lt;br /&gt;
&lt;br /&gt;
===Illegal Surfacers===&lt;br /&gt;
Not all of the people who dwell on the Venusian surface live in hab-complexes. Some have taken like swarms of locusts to the lead-melting wastelands of the planet. These people are mostly miners and illegal traders, blazing on their huge, over-engineered motor and hovercrafts that serve as formidable war machines, functional living bases, and heavy mining rovers all at once. These almost mind-bogglingly complex vehicles are crafted from metal scrap dropped from the Zone and surface wrecks and ruins. Outside of vehicles, extremely robust hardsuits are employed, resembling something closer to antique diving suits than the sleeky, contemporary designs of Tau Ceti. Both rapid-firing PDWs, heavy coilguns, and super-sized kinetic accelerators are employed on foot as well. Convoys of tank-bases are typically followed by herds of Yudina, a burrowing Venusian beast. These creatures can grow up to thirty feet long, lack eyes, and have very thick skin. Their massive claws make quick work of the virgin surface, exposing wealths of natural resources, partially through their digestive processes.&lt;br /&gt;
&lt;br /&gt;
While initially many operated independently and gunned down each other on sight, eventually a proper organization with a division of labor formed quickly. Simply called the Venusian Company, they found black market deals more lucrative than selling materials to megacorporations. The Company presents themselves as a somewhat-corporate organization and has constructed static bases across the surface of Venus to house families. As they attempted to expand further from Venus, the Company faced difficulty as a known criminal faction. Thus, they formally established and registered the Azulite Mining Guild, pretending to be a small mining company. The Azulite Mining Guild got a relatively large number of holdings in the Sol system, owning large patches of land on Mercury, and plenty of various entire moons of Saturn and Jupiter. The Company, however, withholds a fair share of the profits, leading to the formation of many small, rebellious gangs. However, there has been no successful joined effort to create a proper opposing faction. The Company usually attempts to destroy gang vehicles on sight making many of these gangs arm themselves to the teeth. Alternatively, some like the Masquers gang, named after a famous Zone-made movie, employ ragtag cloaking technology to conduct their operations covertly.&lt;br /&gt;
&lt;br /&gt;
==Fashion==&lt;br /&gt;
The class divided on Venus between Cythereans and Jintarians is evident even in their clothes. Cythereans often wear avant garde, nearly-impractical clothing while Jintarians usually perfer comfort and function over style.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
=== Cytherean Fashion  ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;There a number of Cytherean fashion trends just entering the public eye, being sold by stores, and falling out of fashion at any time. Anything a non-Cytherean can put together that is appealing to the eye, and sometimes not, has been the height of fashion at some point somewhere in the clouds. There are a few popular looks and rules Cytherean fashion tends to follow, though.&lt;br /&gt;
&lt;br /&gt;
The most important rule for an aspiring Cytherean fashionista is that the best part of the body is the skin. A lot of clean, unblemished, hairless skin is shown in Cytherean fashion whether it be through a high-slit dress, a translucent button-up shirt, a pair of short shorts, a fitted tank top, or a low cut blouse. More masculine figures tend to show off the upper body, especially the arms, while more feminine looks show off the lower body, specifically the legs. It should be noted that showing too much skin is a great faux pas; looks are often balanced so that if a lot of the upper body is shown, the lower body is mostly covered and vice versa.&lt;br /&gt;
&lt;br /&gt;
Another important note that while minor body modifications are considered fine, a more natural appearance is preferred. Body-sculpting procedures are common, especially among celebrities. The most common body-sculpting procedures include improving facial features and structure, removing all body hair “below the eyelashes”, tightening the skin, removing excess body fat, reconstructing the teeth, enhancing or emphasizing musculature, and balancing body proportions, usually in favor of the legs. However, extensive piercing, more extreme body-sculpting, heavy tattooing, and other modifications that break the “pure skin” rule are frowned upon. In particular, tattooing, even minor tattooing in some cases, is considered unsightly due to its long-standing connection with criminals.&lt;br /&gt;
&lt;br /&gt;
The source of many trends has stemmed from Binyaria’s Parabing District, named “wankukai” trends. Wankukai clothes are either what’s popular in the Parabing clubbing scene or, less popularly, something slightly more appropriate for streetwear. Masculine looks often have plain, solid colored pants in dark colors with slim, usually designer belts, and often have simple dress shoes or sneakers. Translucent button-ups with LED or neon-tubing designs up the arms or across the chest are popular, as well as similarly designed, fitted tank tops to accentuate the arms. Some even elect to go shirtless. Suit jackets matching one’s pants are also common, as well as leather jackets with LED or neon designs on the back. As for more femme looks, miniskirts, short shorts, and, for the brave, microskirts are commonplace, often paired with simple, low heels, flats, or sneakers. Colorful dress shirts, qipao blouses, and standard blouses are all common as well, featuring designs similar to masculine looks. Dresses of all lengths usually have a high-slit, reaching all the way up the thigh, and are often intricately decorated with LED and neon-tubing. Though suit jackets and leather jackets with designs are common among feminine looks as well, they are occasionally cropped to just below or at the ribs.&lt;br /&gt;
&lt;br /&gt;
Recently, there has been a rise in traditional and “neo-traditional” clothes. For example, “faying” dresses and suits are based off Victorian Era British and French formalwear, but modified to better fit today’s fast paced society. Faying are less restrictive and faying dresses in particular have a much smaller bell skirt and are occasionally shortened to the mid-calf or knee. Another example are “neo-hanbok”, which are the traditional Korean hanbok similarly updated like faying. Feminine hanbok have a thinner bell and sometimes have a shorter skirt and masculine hanbok often have tighter sleeves and a pair of pants and vest instead of a robe. Another popular look is to add LED lighting, neon graphics, or simply different colors. Standard qipao/cheongsam, changshan, kimono, and yukata are also staples among the traditional fashion movement.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&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;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Jintarian Fashion  ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;Due to the rough life on the Venusian surface, Jintarian fashion is mostly practical. For the most part, Jintarians wear simple jumpsuits, overalls, t-shirts, and jeans. It is not uncommon, though, for Jintarians to decorate their clothes with pins, badges, armbands, or graphics. Military-style, bomber, and leather jackets are also common among fashion-forward Jintarians. Among Jintarian freerunners, it is a sort of tradition to hide one’s identity. Generally, freerunners wear fitted hoodies, plain athletic shorts, running shoes, and either a blank mask or a combination of an air mask and a lowered baseball cap, sunglasses, or tight beanie.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Ethnicity on Venus==&lt;br /&gt;
===Cytherean===&lt;br /&gt;
The average Cytherean look is:&lt;br /&gt;
* Skin Tone: 50 - 140&lt;br /&gt;
* Average Height: 5&#039;9&amp;quot; - 6&#039;3&amp;quot; / 175 cm - 190 cm&lt;br /&gt;
* Black to dark brown hair, though often dyed.&lt;br /&gt;
* Dark brown to light brown eyes.&lt;br /&gt;
===Jintarian===&lt;br /&gt;
The average Jintarian look is:&lt;br /&gt;
* Skin Tone: 1 - 50&lt;br /&gt;
* Average Height: 5&#039;3&amp;quot; - 5&#039;9&amp;quot; / 160 cm - 175 cm&lt;br /&gt;
* Black to dark brown hair.&lt;br /&gt;
* Dark brown to light brown eyes.&lt;br /&gt;
&lt;br /&gt;
Jintarians raised on Venus usually have broad, thick builds due to the pressure of the atmosphere.&lt;br /&gt;
&lt;br /&gt;
==Government==&lt;br /&gt;
As with all Solarian holdings, Venus has a representative, currently Heidi Kim, in the SolGov Senate who handles most of the world&#039;s interaction with the Sol Alliance as a whole. At the planetary level, Venus is a Democratic Populist Technocracy. Each aerostat and surface habitat has its own elected governor who presides over a council. The council size varies from place to place, based on the population of the habitat. The high number of science personnel mixed with the planet’s celebrity-worship culture has lead to many influential scientists, celebrities, or some of both generally being elected. Many governors and councillors are elected via popularity and easily carry out their manifestos with gusto, lacking any real public opposition due to their position. Commercial and industrial industries are rarely targeted and thus remain stable, ensuring the planets profitability to the Sol Alliance.&lt;br /&gt;
&lt;br /&gt;
==Military==&lt;br /&gt;
The Sol Alliance military handles all affairs of planetary defense, with the exception of only the VHEC Reg. Venus Hazardous Environment Combat Regiment or &amp;quot;VHEC Reg&amp;quot;. Trained for orbital insertion into extremely hostile and hazardous environments, VHEC Reg serves as a Venusian special forces group. Recruits are trained in close quarter combat and are unsurpassed in their field with many hopefuls applying every month from across the Sol Alliance.&lt;br /&gt;
The Venusian military is highly skilled, although only theoretically. It is noted that historically, they have had little to no actual combat experience.&lt;br /&gt;
See [[Sol Alliance Military]]&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Most of the early history of Venus has been lost to the ages, with the Cythereans viewing it as unimportant. However, it is generally accepted that the first aerostats were constructed for scientific purposes. The first built, and the largest even today, was Binyaria. The surfacer habitation complexes were built much later on, and all of them originally featured tethers to the aerostats before more efficient stabilization technology was made. The disposal of these planetary tethers allowed for the Jintarians to be gradually forgotten by mainstream Cytherean society.&lt;br /&gt;
&lt;br /&gt;
==Potential Character Concepts==&lt;br /&gt;
&#039;&#039;&#039;Characters from Venus are likely to:&#039;&#039;&#039;&lt;br /&gt;
* Have worked with or used products by Zeng-Hu Pharmaceuticals, Einstein Engines, and Necropolis Industries.&lt;br /&gt;
* Either value beauty or efficiency very highly.&lt;br /&gt;
* Have positive feelings towards IPCs, especially Shells or industrial frames.&lt;br /&gt;
* Speak Sol Common.&lt;br /&gt;
&#039;&#039;&#039;Here is an example character from Venus:&#039;&#039;&#039;&lt;br /&gt;
* Chia-ling “Novae” Soyer, 21, is a bartender currently employed for the NSS Aurora. She is a bit airy and blunt, but is a friendly person at heart.&lt;br /&gt;
* Novae is about 5’11” and has a slender build with long legs and is about 140 lbs. She has excellent posture and her movements are trained and graceful. She has dark brown eyes and long, curly white hair that is naturally dark brown. Her nails are somewhat long and intricately decorated with bright novae.&lt;br /&gt;
* Novae was a former idol trainee before a fake but scalding scandal forced her off of Venus. She currently lives in an apartment with her boyfriends in Mendell City. Novae is agnostic. Novae doesn’t understand Tau Ceti politics much, but devoutly believes in equality for everyone, no matter species or synthetic brand.&lt;br /&gt;
* Novae doesn’t know much of alien culture, but is very fond of them and treats them equally. She also tries very hard to make IPCs feel like people, often obviously so.&lt;br /&gt;
* Novae speaks Sol Common and Tau Ceti Basic, and she even knows some Terran English and Mandarin phrases.&lt;br /&gt;
&#039;&#039;&#039;Here is a second example character from Venus:&#039;&#039;&#039;&lt;br /&gt;
* Cesar Moon, 33, is a shaft miner working for NanoTrasen. He is reclusive, but always does as he is told.&lt;br /&gt;
* Moon is 5’8” and has a stocky, muscled build, likely 190 lbs. He has fairly defensive posture and a slight hunch, and his movements are fast but awkward. He keeps his black hair buzzed close to his scalp. Due to a rare disease caused by a difficult birth, he had to replace his eyes with prosthetics.&lt;br /&gt;
* Although Moon was born on the surface of Venus and worked for the Company for almost his entire life, he eventually began to fear his employers. He chose Biesel as the place to go to due to its open borders, and currently rents a room on the Odin. Moon is Buddhist. He finds politics somewhat difficult to grasp.&lt;br /&gt;
* Moon has rubbed shoulders with many other alien races in his life and believes that people should be judged by merit, not by species. However, he tends to like Unathi more because of their strict code of honor and has a hard time understanding Dionaea.&lt;br /&gt;
* Moon speaks Sol Common as his main language and has a rocky understanding of Tau Ceti Basic.&lt;br /&gt;
&#039;&#039;&#039;Here is a third example character from Venus:&#039;&#039;&#039;&lt;br /&gt;
* Sunmi Ford, 28, is an engineer currently on the NSS Aurora. She is hardworking and gruff, but has a soft side.&lt;br /&gt;
* Ford is 5’4” and has a lightly muscled build, likely 150 lbs. She has poor posture, and her movements are fast and direct. She keeps her dark brown hair in a short ponytail. Ford has several small scars scattered across her body, as well as one long one up her thigh.&lt;br /&gt;
* Having always hated the cramped, claustrophobic feeling of the Venusian surface, Ford managed to save enough money to go to Earth where she was recruited by NanoTrasen. She lives in a small apartment in Mendell City with her partners and two kids. Ford is Christian. She supports any political idea or reform that will supposedly get her more money in the end.&lt;br /&gt;
* Ford is very practical, not caring for species whatsoever. She does, however, have a strange pull to IPCs, especially Shells.&lt;br /&gt;
* Ford speaks Sol Common and barely has working fluency in Tau Ceti Basic.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Pages]]&lt;br /&gt;
[[Category:Planets_and_Systems]]&lt;/div&gt;</summary>
		<author><name>Datamatt</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Executive_Officer&amp;diff=12381</id>
		<title>Executive Officer</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Executive_Officer&amp;diff=12381"/>
		<updated>2019-07-20T19:30:16Z</updated>

		<summary type="html">&lt;p&gt;Datamatt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = darkblue&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = COMMAND&lt;br /&gt;
|imagebgcolor = lightblue&lt;br /&gt;
|img = HeadOfPersonnel.png&lt;br /&gt;
|jobtitle = Head of Personnel&lt;br /&gt;
|access = [[Chapel|Full]] [[Bar|access]] to [[Bar|all]] [[Hydroponics|civil]] [[Library|and]] [[Cargo Bay|supply]] [[Mining Station|departments]], Most of Research, Most of Medbay, except the Morgue. [[Engineering]], [[Robotics]], [[Maintenance]], [[Tech Storage]], [[EVA]], [[Bridge]], HoP locker, Personal Lockers, ID computer.&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;
|education = [[The Nal&#039;tor College of Career Excellence]]&lt;br /&gt;
|superior = [[Captain]]&lt;br /&gt;
|duties = Administration, IDs, managing personnel numbers, synergize the departments.&lt;br /&gt;
}}&lt;br /&gt;
The [[Head of Personnel]] is in charge of assigning and reassigning crew members correctly and making sure station departments are well-staffed and running optimally with a secondary concern of trying to make as much money as possible for the civilian and cargo accounts. You are on the same level as all of the other [[Chain of Command|heads of staff]] and do not outrank any of them. Heads of Personnel are also not automatically Acting Captain, and must be voted in the position just as any other Heads. However, you are the only one besides the [[Captain]] who has access to the Identification Card Modifier.&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 charge of coordinating the [[Job_Guides#Civilian|civilian personnel]] and supply staff on the station. This also includes the [[Quartermaster]] and [[Cargo Technician|Cargo Technicians]]. Usually, you can let the station&#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 Head of Personnel. You get access to just about everything, including basic access to every department on the station. 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 [[Internal Affairs|Internal Affairs&#039;]] 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 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;
&lt;br /&gt;
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;
&lt;br /&gt;
The Cargo 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! 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 cargo compete with the [[merchant]] by selling whatever was stored in the warehouse.&lt;br /&gt;
&lt;br /&gt;
== 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 judgement 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 [[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. A Head of Personnel 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 Head of Personnel&#039;s own departments should be handled in review after the fact, ideally overseen by [[Internal Affairs]]. A head of staff cannot remove a crew member from the station entirely, and only has power to demote the crew members in his or her own department.&lt;br /&gt;
&lt;br /&gt;
Rarely will a crew member be suspended from his or her position as an Aurora 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 station on the next Crew Transfer Shuttle pending further review by NanoTrasen 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 Head of Personnel 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;
&lt;br /&gt;
# &#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 station more secure and cuts 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 are 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 be sent to the mining base. This lets you focus on your immediate underlings and avoid stepping on toes.&lt;br /&gt;
&lt;br /&gt;
== [[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;
&lt;br /&gt;
It is traditional to rescue Ian if the Aurora has to be evacuated.&lt;br /&gt;
&lt;br /&gt;
== Links to Other Departments ==&lt;br /&gt;
Your job as head of personnel 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;
&lt;br /&gt;
== Traitoring ==&lt;br /&gt;
Short of a Captain tasked with stealing his own jumpsuit or a Chief Engineer with his own blueprints, a [[Traitor]] Head of Personnel is the among the easiest traitor jobs on the station. Try removing the access of anyone who poses a significant threat, or simply ordering your minions to their (unexpected) doom. Note that the AI will know if you put anything in the disposal, so refrain from trying to dump your energy blade when the Head of Security starts hammering down your door.&lt;br /&gt;
&lt;br /&gt;
== 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 armour and weapon is for your protection only and does 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;
&lt;br /&gt;
{{Command}}&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[Category: Jobs]]&lt;br /&gt;
[[Category:Command]]&lt;/div&gt;</summary>
		<author><name>Datamatt</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Research_Director&amp;diff=12380</id>
		<title>Research Director</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Research_Director&amp;diff=12380"/>
		<updated>2019-07-20T19:30:11Z</updated>

		<summary type="html">&lt;p&gt;Datamatt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = lightblue&lt;br /&gt;
|headerfontcolor = black&lt;br /&gt;
|stafftype = RESEARCH &amp;amp; COMMAND&lt;br /&gt;
|imagebgcolor = #eeeeff&lt;br /&gt;
|img = ResearchDirector.png&lt;br /&gt;
|jobtitle = Research Director&lt;br /&gt;
|access = All Research Departments, [[EVA]], [[Engineering]], [[Construction]], [[External Airlocks]], [[Robotics and Mech Bay|Robotics]], [[Bridge]], [[Research Director&#039;s Office]], [[Teleporter]], [[Telecoms Satellite]]&lt;br /&gt;
|difficulty = Hard&lt;br /&gt;
|qualifications = At least 30 years of age, 10 years experience in science-related field, PhD (several preferred).&lt;br /&gt;
|education = [[Mars University]], [[Solis Cognito University]], [[The Gliutip’lyaz University]]&lt;br /&gt;
|superior = [[Captain]]&lt;br /&gt;
|duties = Lead Research and Development, supervise your [[Scientist]]s, make sure the [[Roboticist|Roboticists]] are building borgs or mechs.&lt;br /&gt;
|guides = [[Guide to Research and Development]], [[Guide to Toxins]], [[Guide to Xenobiology]], [[Xenoarcheologist|Guide to Xenoarchaeology and Anomalies]]&lt;br /&gt;
}}&lt;br /&gt;
The [[Research Director]] in charge of what is (theoretically) [[Background summary|the reason the station 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 Aurora, even if it is why it&#039;s there in the first place. The station won&#039;t fall apart if the slimes die, alien artefacts 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, then 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 station. 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 on the station 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 station, 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. This means making sure that the [[Roboticist]]s don’t cyborg people without good reason, and that Toxins does not destroy the station.&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 which 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 human brain is inserted. Keep the existence of the human component hush-hush! It&#039;s a [[Backstory#Nanotrasen|trade secret]]! 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 an MMI.&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 circuit, screwdriver, wires, MMI, glass, screwdrive again. Voila! Now there&#039;s two working AIs on station!&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 station===&lt;br /&gt;
NT has granted your colleagues a station that has plenty of room for improvement. Plenty of machines around the station 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 newers 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;
*Cloning Pod. Upgrades increase clone health; with the highest level removing the need for cryo.&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;
=== Lamarr ===&lt;br /&gt;
Inside the display case in your office is a surgically modified facehugger called Lamarr. It can no longer kill and implant its embryos inside a host body, but it still feels the need to leap on anyone in reach. It&#039;s usually best kept in its case. With a chameleon projector, Lamar can be scanned to act as a fearsome disguise.&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 quartermaster. 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;
== Traitoring ==&lt;br /&gt;
The Research Director, like all Heads of Staff, make extremely dangerous [[traitor]]s just by virtue of their access and departmental loyalty. While your underlings are less likely to fall in line than [[Security]] most of the time they&#039;ll listen to what you want them to do.&lt;br /&gt;
&lt;br /&gt;
[[Guide_to_Toxins|Toxins]] will be your best bet, with all those explosives you&#039;ll probably be able to hold the station hostage. You hold a lot of power, and at the same time, a decent amount of responsibility. It is easy to bring the Station to it’s knees, if you know what you’re doing. Great if you’re a traitor, dickish if you’re not.&lt;br /&gt;
 &lt;br /&gt;
Less useful but still dangerous, [[roboticist|robotics]] is a useful stopping point.&lt;br /&gt;
&lt;br /&gt;
{{Command}}&lt;br /&gt;
{{Research}}&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>Datamatt</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Forensic_Technician&amp;diff=12379</id>
		<title>Forensic Technician</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Forensic_Technician&amp;diff=12379"/>
		<updated>2019-07-20T19:27:38Z</updated>

		<summary type="html">&lt;p&gt;Datamatt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = blue&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = SECURITY&lt;br /&gt;
|imagebgcolor = #9eb7ff&lt;br /&gt;
|img = Generic_forensic.png&lt;br /&gt;
|jobtitle = Forensic Technician&lt;br /&gt;
|access = Security, Crime Lab, Morgue, Maintenance&lt;br /&gt;
|difficulty = Hard&lt;br /&gt;
|qualifications = At least 25 years of age, applicable Criminal Forensics degree or 7 years experience in Criminal Forensics/Investigation.&lt;br /&gt;
|education = [[Apex &amp;amp; Ft Sunder Joint Military Academies]] - [[New Seoul Combat Training Centre]]&lt;br /&gt;
|superior = [[Head of Security]]&lt;br /&gt;
|duties = Investigate crime scenes, record evidence, perform autopsies.&lt;br /&gt;
|guides = [[Security_Officer|Guide to Security]], [[Corporate Regulations]], [http://aurorastation.org/forums/viewtopic.php?f=19&amp;amp;t=898#p7082 Guide to Forensics]&lt;br /&gt;
}}&lt;br /&gt;
The &#039;&#039;&#039;Forensic Technician&#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 the [[Detective]] - they handle physical evidence, while the detective interrogates witnesses and suspects.&lt;br /&gt;
&lt;br /&gt;
==Getting Started==&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. Find a lighter and a pack of smokes and have them at the ready, to add extra cool during panic situations. Outclass everyone on the station that isn&#039;t equipped with a top hat and cane. &#039;&#039;BONUS TIP:&#039;&#039; Grab one of the Heavy Duty Flashlights before the Red Tide does. You can put it on your belt slot.&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 become useless and should space yourself in shame. If you arrive and your lab is already empty, find the Detective 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 Morgue access, so feel free to run on down and grab a body bag. You&#039;ll probably need it.&lt;br /&gt;
&lt;br /&gt;
== Tools of the Trade ==&lt;br /&gt;
* [[file:Suitcase_forensics.png]] &#039;&#039;&#039;Crime Scene Kit&#039;&#039;&#039; - Your trusty suitcase, which you can use to haul around all of your forensics junk.&lt;br /&gt;
&lt;br /&gt;
* [[file:Dustkit.png]][[file:Fingerprint.png]] &#039;&#039;&#039;Fingerprint Powder &amp;amp; Fingerprint Card&#039;&#039;&#039; - One of your primary tools. Use the powder on doors, weapons, clothes, or generally anything you suspect that has been touched by a criminal. If anyone has touched what you powder, you&#039;ll get a fingerprint card.&lt;br /&gt;
&lt;br /&gt;
* [[file:m_glass.png]] &#039;&#039;&#039;Fiber Collection Kit&#039;&#039;&#039; - One of your primary tools, but secondary to finding prints due to the interchangeability of clothing. Mostly used as supporting evidence in the case of partial prints that incriminate multiple people. Use it on doors, weapons, clothes, anything you suspect that has been touched by a criminal. If anyone has touched what you use it on, you&#039;ll get a bag of fibers.&lt;br /&gt;
&lt;br /&gt;
* [[file:uvgoggles.png]][[file:luminol.png]] &#039;&#039;&#039;UV Goggles &amp;amp; Luminol&#039;&#039;&#039; - The goggles currently do nothing, though they probably should/will do one day. The Luminol spray will reveal any blood that may have been sprayed away. You only get a limited amount of it per shift, though.&lt;br /&gt;
&lt;br /&gt;
* [[file:MS.png]][[file:Syringes.png]] &#039;&#039;&#039;Reagent Scanner &amp;amp; Syringe&#039;&#039;&#039; - Use the reagent scanner on any food or drink that&#039;s offered to you, before consuming it. Scan EVERYTHING that comes out of Chemistry, the Kitchen and the Bar. You&#039;ll analyze the chemical components of whatever applicable item you scan and each present chemical will be listed. Science can make Advanced Reagent Scanners that will show you the exact concentrations of each chemical in the mix, but the standard version does not provide this information. You can use the Syringe to take a blood sample from someone you suspect to have consumed either drugs or poison, and then analyze it for confirmation.&lt;br /&gt;
&lt;br /&gt;
* [[file:Tape_sec.png]] &#039;&#039;&#039;Police Tape&#039;&#039;&#039; - When you arrive at a crime scene you should use this to tape off every possible entryway and prevent contamination of potential evidence. Throw out anyone who cuts the tape. Try not to completely block off a main hallway, unless it&#039;s absolutely necessary, and even then try to do your investigation and call in a janitor quickly.&lt;br /&gt;
&lt;br /&gt;
* [[file:Camera.png]] &#039;&#039;&#039;Camera&#039;&#039;&#039; - Useful to carry around with you. Considering you are not equipped with the offensive and defensive tools that an Officer has, you take an incriminating picture if the opportunity presents itself and then swiftly run the hell away.&lt;br /&gt;
&lt;br /&gt;
* [[file:Tape_Recorder.png]] &#039;&#039;&#039;Recorder&#039;&#039;&#039; - Useful in case you need to perform an interview, or turn it on in secret and try to goad someone into incriminating themself with their own words.&lt;br /&gt;
&lt;br /&gt;
* [[file:DNA_kit.png]][[file:Swab.png]] &#039;&#039;&#039;Box of Swab Kits&#039;&#039;&#039; - When there&#039;s a blood trail on the floor, and no body in sight, whap the blood with one of these to take a DNA sample. You can also swab bloody weapons, bloody clothes, or people mouths.&lt;br /&gt;
&lt;br /&gt;
* [[file:Box.png]][[file:Evidence_Bag.png]] &#039;&#039;&#039;Box of Evidence Bags&#039;&#039;&#039; - Anything with blood on, or that looks out of place at a crime scene, needs to be bagged before anyone else can touch it.&lt;br /&gt;
&lt;br /&gt;
* [[file:Labler.png]] &#039;&#039;&#039;Labeler&#039;&#039;&#039; - Slap labels on those nameless evidence bags unless you want to forget which bloody weapon was from what crime scene in relevance to what investigation. You can harass cargo for some empty boxes, label them accordingly and stash anything relevant in there.&lt;br /&gt;
&lt;br /&gt;
== You&#039;ve found a Crime Scene/Body, Now What? ==&lt;br /&gt;
First, cordon off the area with the supplied police tape to ensure the crime scene isn&#039;t further contaminated by passerby&#039;s. Rest assured that many of the crew will try to involve themselves if the crime scene is in a public area. Some may even disregard the presence of your tape and walk right through a crime-scene, so if it&#039;s in a populated area try calling for an Officer to assist you in keeping the crime-scene from interference. Remember to wear your gloves so you don&#039;t contaminate evidence yourself.&lt;br /&gt;
&lt;br /&gt;
Once the crime scene is properly taped off and free of loitering assistants, you can begin getting to work. Start by getting pictures of the location of the body, and any other suspicious items. Then, use your swab kit to sample blood if any is present at the scene. Then, begin collecting evidence and putting it in bags &#039;&#039;&#039;with your gloves on.&#039;&#039;&#039; Use your judgement as to what constitutes evidence or not. Bloodied knife? Evidence. Bag of chips? Probably not evidence if it was discarded in a main hallway, definitely evidence if found in a place it has no regular business being.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Make sure to lift the crime scene as soon as possible, so that medical can try to clone the victim in a timely fashion and put their body in the morgue.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Take the blood samples to the [[file:DNA_Analyser.gif]] DNA Analyzer to get them checked for DNA. Remember to close the lid after a sample is loaded, and open it again after ejecting it so you can get your next sample in. The analyzer can process one sample at a time, and will take a minute or so to produce its analysis. Once you have your results, you can compare your DNA strings to those stored in the medical records (which you can access in your office). If your victim has been disfigured or is otherwise impossible to identify, this is also your chance to put a proper ID on them.&lt;br /&gt;
&lt;br /&gt;
Next, it&#039;s time to search for fibers and prints. You lift both of these from evidence using the Fiber Collection Kit and Fingerprint Powder respectively, and analyze them by putting them in your Electron Microscope. If you&#039;re lucky, the culprit might&#039;ve handled valuable evidence (such as the murder weapon) without gloves, but if not you might always have a few fibers to go off on. Remember that for fibers, you need to transfer them to a microscope slide before before you can put them under your microscope (thankfully, each slide is reusable).&lt;br /&gt;
&lt;br /&gt;
At this point, you more often than not have enough evidence to get security to bring it at least one major suspect, if not arrest them outright. Make sure to communicate your findings over the security radio, so sec can be on the lookout for suspects and send them over for the [[Detective]] to interrogate.&lt;br /&gt;
&lt;br /&gt;
== Performing Autopsies ==&lt;br /&gt;
After medical has processed and relocated the body, it should be found on the autopsy table in the Morgue. If it&#039;s not, don&#039;t worry - it might just have already been placed in one of the morgue trays. If the body&#039;s not in the morgue at all, go beat on the nurses&#039; heads until they get it to you.&lt;br /&gt;
&lt;br /&gt;
To perform an autopsy, you&#039;re going to need a [[file:Scalpel.png]] scalpel, [[file:Autopsy_scanner.png]] autopsy scanner, [[file:Sterilemask.png]] a mask, and a [[file:LGloves.png]] pair of gloves. Make sure to put on the mask and gloves before you begin, to avoid contaminating the body or catching any viral pathogens it might still be carrying.&lt;br /&gt;
&lt;br /&gt;
Then, use a health analyser to find out damage areas on the victim, and use the scalpel on every affected zone once (two cuts for the chest might be necessary). Make sure to scan every zone with the autopsy scanner, and get a printout when you&#039;re done. Voila, you have a list of every injury on the body, complete with precise time and responsible weapon. Make sure to communicate your findings with security over the security radio.&lt;br /&gt;
&lt;br /&gt;
Lastly, one additional thing you can do if you can&#039;t find any evidence pointing to a cause of death on the body is to perform a reagents test. To do this, grab a syringe, get a blood sample from the body, and put it through the [[file:MS.png]] mass-spectrometer found in the morgue. The mass-spectrometer should give you an accurate reading of any chemicals that were present in the victim&#039;s body at the time of death. (Note: this can also be used on living victims if you believe they&#039;ve been drugged.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ONLY PERFORM AUTOPSIES AFTER A CLONING ATTEMPT ON THE BODY HAS ALREADY BEEN MADE.&#039;&#039;&#039; It&#039;s not fun to sit around for 30 minutes waiting to be cloned because the forensic tech decided to check your stomach&#039;s contents for the last donk-pocket you ate.&lt;br /&gt;
&lt;br /&gt;
==Traitoring==&lt;br /&gt;
Your options for overt conflict might be more limited than the [[Detective]]&#039;s seeing as you don&#039;t have a gun. However, you&#039;re equally capable of fabricating and falsifying evidence. Furthermore, you have prime access to the station&#039;s morgue, which can be very useful for disposing of, or obtaining corpses, and generally people will be less suspicious of you if you carry around weapons or dangerous chemicals. As a whole, be creative! Frame others for your own crimes! Induce the station in utter confusion!&lt;br /&gt;
&lt;br /&gt;
{{Security}}&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[Category: Jobs]]&lt;br /&gt;
[[Category: Security]]&lt;/div&gt;</summary>
		<author><name>Datamatt</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Detective&amp;diff=12378</id>
		<title>Detective</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Detective&amp;diff=12378"/>
		<updated>2019-07-20T19:26:38Z</updated>

		<summary type="html">&lt;p&gt;Datamatt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = blue&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = SECURITY&lt;br /&gt;
|imagebgcolor = #9eb7ff&lt;br /&gt;
|img = Generic_detective.png&lt;br /&gt;
|jobtitle = Detective&lt;br /&gt;
|access = Security, Detective&#039;s Office, Morgue, Maintenance&lt;br /&gt;
|difficulty = Hard&lt;br /&gt;
|qualifications = At least 25 years of age, applicable Criminal Forensics degree or 7 years experience in Criminal Forensics/Investigation, and completed 4 week Security cadet-ship.&lt;br /&gt;
|education = [[Apex &amp;amp; Ft Sunder Joint Military Academies]] - [[New Seoul Combat Training Centre]]&lt;br /&gt;
|superior = [[Head of Security]]&lt;br /&gt;
|duties = Investigate crime scenes, record evidence, build cases against criminals. Ensure charges are backed by evidence.&lt;br /&gt;
|guides = [[Security_Officer|Guide to Security]], [[Corporate Regulations]]&lt;br /&gt;
}}&lt;br /&gt;
The [[Detective]]&#039;s job is to investigate the remains of any crime, coordinate investigations, and ensure due investigative procedure is being observed. They have limited brig access because they are supposed to be an investigator, not a [[Security Officer]] or [[Warden]]. &#039;&#039;&#039;Detectives are allowed to detain a suspect if they directly witness an infraction&#039;&#039;&#039;, but it is still wise to summon security, given that there is no immediate threat to the station or crew. They cannot access brig timers, and are typically not issued the same duty-gear that officers are. They are expected to work in tandem with the [[Forensic Technician]] - they handle witnesses and suspects, while the FT analyzes physical evidence.&lt;br /&gt;
&lt;br /&gt;
==Detective Inspector==&lt;br /&gt;
&lt;br /&gt;
See [[Security_Officer#Standard_Procedure|standard security procedures]] for more about evidence collecting.&lt;br /&gt;
&lt;br /&gt;
As a detective, your primary duty is to investigate crimes and find out who committed them - and to ensure that evidence is on-hand for the people that the officers arrest. You do this mainly by talking to people, either in [[Detective&#039;s Office|your office]] or in the [[interrogation room]]. Processing is also sufficient for more informal settings.&lt;br /&gt;
&lt;br /&gt;
An investigation is often a complex, multi-step process. Usually, you&#039;ll be called by security when they have a crime but no witnesses (or when the situations reported by witnesses are a bit murky and the warden is too lazy to get the statements themselves).&lt;br /&gt;
&lt;br /&gt;
When there&#039;s a crime scene, but no witnesses, the first step is to let the [[Forensic Technician]] do their work, and collect/analyse the evidence. It is usually a good idea to accompany them to crime scenes. Once that&#039;s done, they should turn up with several &#039;&#039;&#039;key elements&#039;&#039;&#039;: fingerprints, DNA hashes, suspicious cigarette butts or blood-covered murder weapons that they will process into reports for you to use. While you are at the crime scene, observe the area. Take photos, and make notes for yourself to refer to later. Summarize details. It is your &#039;&#039;job&#039;&#039; to take evidence and find a way to connect it to suspicious persons on station - usually by presenting it to them in the interrogation room and grilling them until they crack and admit to their crimes. Keep in mind, most suspects will vehemently deny involvement in crimes, even if you show them a photo of them shooting their victim. Confessions are not absolutely essential, but they can help your case. Consider offering plea bargains (make sure to check with the warden, head of security, or captain to make sure they&#039;re actually willing to cut a deal) in exchange for confessions, or any details you might be missing. &lt;br /&gt;
&lt;br /&gt;
=== Detainment And Use Of Force ===&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;. Your best option when dealing with armed suspects is to stay on the periphery and let officers take the heat (and bullets).&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
Here is a list of stuff that the either Detective spawns with, or is in his office:&lt;br /&gt;
&lt;br /&gt;
* [[file:Dpacket.png]] [[file:Zippo.png]]Detectives are issued a complimentary pack of Dromedary cigarettes and a zippo lighter - lung cancer is considered standard issue.&lt;br /&gt;
* [[file:Dethat.png]] [[file:Greyhat.png]] You are issued two fedoras to further the noir detective cliche - a brown one and a dark grey one. Not only are they fashionable, but they act as armor - somewhat similar to security officer helmets.&lt;br /&gt;
* [[file:Detcoat.png]] [[file:Greycoat.png]] Two trenchcoats are issued to detectives, in complimentary colors to your hats - a brown one and a dark grey one. Both have internal pockets for storing small items. Acts as armor with ratings similar to the vests that security officers are issued.&lt;br /&gt;
* [[file:BGloves.png]] The Detective&#039;s Gloves - As stated above, NEVER take these off if you are planning on being an actual detective and doing your damn job, or you will get your own prints on the fingerprint cards and mess up the evidence.&lt;br /&gt;
* [[file:secheadset.png]] A security radio headset - This gives you access to the security channel so you can effectively communicate with the other security staff.&lt;br /&gt;
* [[file:38revolver.png]] A S&amp;amp;W Model 10 revolver, loaded with .38 special rounds. Extremely lethal - doing 25 brute per hit with the potential to embed in targets causing serious internal damage. Activate it while it is in your hand to unload the cylinder. Can also accept single casings.&lt;br /&gt;
* [[file:38loader.png]] Spare ammo for your revolver - If you run out, hacked autolathes can produce more. It is a good idea to hold onto the speed loaders even if you use them. Give them to cargo - they can recycle the metal in them to make more.&lt;br /&gt;
* A tape recorder - For documenting interviews with suspects. Remember, it can record anything said around you from you hand, suit storage, or pockets, holding up to 3 hours of conversations!  Pretty cool, huh?&lt;br /&gt;
* A hand labeller - For labelling evidence.&lt;br /&gt;
* A camera - For taking pictures of evidence.&lt;br /&gt;
* A pair of sunglasses, for looking shady and protecting your eyes from flashes and flashbangs. Strongly recommended.&lt;br /&gt;
* A pair of handcuffs, for detaining suspects. Use sparingly. &lt;br /&gt;
* A handheld self-defense flash, for protecting yourself. Identical to the flashes issued to every other member of security as well as command staff. Ineffective against anyone wearing tinted eye protection, such as helmets, sunglasses, or hardsuit visors.&lt;br /&gt;
&lt;br /&gt;
Regarding uniform, detectives are expected to enforce a business-formal/business-casual dress - usually this consists of slacks and a dress shirt, or a suit. You are provided with three options from your locker by default:&lt;br /&gt;
* [[File:Whitesuit.png]] Simple brown slacks, with a white dress shirt.&lt;br /&gt;
* [[File:Suittie.png]] Simple grey slacks, with a white dress shirt and a red tie.&lt;br /&gt;
* [[File:Suitvest.png]] Black slacks, with a black vest over a white dress shirt. Comes with a red tie.&lt;br /&gt;
&lt;br /&gt;
==Building a Case==&lt;br /&gt;
&lt;br /&gt;
The most important tenets in investigating crimes - sometimes called the legal burden of proof, or going beyond reasonable doubt - is to ascertain the following:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Motive&#039;&#039;&#039; - This is often the most difficult thing to determine, as it usually cannot be proven by material evidence, and is crucial to proper sentencing. Motive is the difference between an assault charge and attempted murder - vandalism to sabotage - and sedition to mutiny. In order to properly charge someone with capital crimes such as murder or terrorist acts, you &#039;&#039;must&#039;&#039; be able to prove intent. Often, the only way to ascertain motive is to convince them to tell you, however, use your better judgement. A suspect that fires on someone with a .357 revolver has pretty clear intentions, despite what they might suggest.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Means&#039;&#039;&#039; - Typically, forensics can uncover this. The means to which the crime was carried out is the bare-bones facts; the details. Usually, this is in the form of a narrative, explaining, in active practice, exactly how the crime was carried out. How someone broke into an area, through what means someone was assaulted. It is here that you must prove what it is exactly that they did.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Presence/Confirmed Involvement&#039;&#039;&#039; - Again, typically forensics can typically uncover this, although witnesses may also be able to provide supporting statements. Confirming presence or involvement simply means to be able to place a suspect at the area when the crime happened. Finding a suspect&#039;s fingerprints all over a murder scene, the AI reporting someone breaking into an area, or an officer or other witness providing testimony are all indicators that your suspect was present at the crime. This usually lays the foundation of your investigation and will give you your preliminary list of suspects - additionally, it is the easiest to prove, especially with forensics or photographic evidence.&lt;br /&gt;
&lt;br /&gt;
Sometimes, however, there&#039;s going to be a witness but no evidence, in which case your job comes in before Forensics&#039;. 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 search or detain suspicious individuals.&lt;br /&gt;
&lt;br /&gt;
Occasionally, you might be expected to do Forensics&#039; work when no forensic technician is available (only do this if your character possesses the necessary competencies, however.) As a whole, though, your job should be to investigate &#039;&#039;people&#039;&#039;, not &#039;&#039;objects&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Proper Proceedings ==&lt;br /&gt;
Have your printed dossiers with you or on file at all times - these dossiers act as the evidence against the criminal.&lt;br /&gt;
Typically, a dossier - or case files, as they are sometimes called - consists of the following:&lt;br /&gt;
&lt;br /&gt;
* Fingerprint and fiber analysis reports, printed from the high powered-electron microscope&lt;br /&gt;
* DNA analysis reports, printed from the DNA analyzer&lt;br /&gt;
* Copies of the medical/security records of any suspects with matching fingerprints/DNA pertaining to your case&lt;br /&gt;
* Photos of the crime scene, or of any incriminating action&lt;br /&gt;
* Interrogation recording transcripts, of either witnesses or suspects&lt;br /&gt;
* Signed confessions from suspects&lt;br /&gt;
* Any forensics-related paperwork, such as autopsy reports, body-scan print outs, bloodwork forms, etc. (&#039;&#039;Most of these can be found from the paperwork database at any request console, under the security archives.&#039;&#039;)&lt;br /&gt;
* A thorough case report summarizing your findings and evidence is an &#039;&#039;&#039;invaluable&#039;&#039;&#039; centerpiece to any case dossier.&lt;br /&gt;
&lt;br /&gt;
After producing your dossier, with forensics assistance, you will want to hand it to the head of security or equivalent, and then after properly labeling it, archiving it in the evidence locker filing cabinet.&lt;br /&gt;
&lt;br /&gt;
Technically, the above represents the entirety of the detective&#039;s 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 the Detective can do instead:&lt;br /&gt;
&lt;br /&gt;
* Patrol for any crimes, and call security to the scene.&lt;br /&gt;
* Be a general assistant to Security - the warden may occasionally need prisoners escorted to medbay, or for spare jumpsuits to be retrieved for demoted personnel.&lt;br /&gt;
* Use the camera terminal in your office to scan the station. Look around for any crimes, then report it over the Security channel or head over there yourself. It&#039;s probably not a good idea to announce it over the general radio, or the criminal in question will usually realize that you&#039;re onto them and get away.&lt;br /&gt;
* Update the security records. This is meant to be the Warden&#039;s job, but you&#039;ll be hard pressed to see him actually doing that.&lt;br /&gt;
&lt;br /&gt;
{{Security}}&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[Category: Jobs]]&lt;br /&gt;
[[Category: Security]]&lt;/div&gt;</summary>
		<author><name>Datamatt</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Executive_Officer&amp;diff=12377</id>
		<title>Executive Officer</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Executive_Officer&amp;diff=12377"/>
		<updated>2019-07-20T19:24:39Z</updated>

		<summary type="html">&lt;p&gt;Datamatt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = darkblue&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = COMMAND&lt;br /&gt;
|imagebgcolor = lightblue&lt;br /&gt;
|img = HeadOfPersonnel.png&lt;br /&gt;
|jobtitle = Head of Personnel&lt;br /&gt;
|access = [[Chapel|Full]] [[Bar|access]] to [[Bar|all]] [[Hydroponics|civil]] [[Library|and]] [[Cargo Bay|supply]] [[Mining Station|departments]], Most of [[Research Division]], Most of [[Medbay]], except the [[Morgue]]. [[Engineering]], [[Robotics]], [[Maintenance]], [[Tech Storage]], [[EVA]], [[Bridge]], HoP locker, Personal Lockers, ID computer.&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;
|education = [[The Nal&#039;tor College of Career Excellence]]&lt;br /&gt;
|superior = [[Captain]]&lt;br /&gt;
|duties = Administration, IDs, managing personnel numbers, synergize the departments.&lt;br /&gt;
}}&lt;br /&gt;
The [[Head of Personnel]] is in charge of assigning and reassigning crew members correctly and making sure station departments are well-staffed and running optimally with a secondary concern of trying to make as much money as possible for the civilian and cargo accounts. You are on the same level as all of the other [[Chain of Command|heads of staff]] and do not outrank any of them. Heads of Personnel are also not automatically Acting Captain, and must be voted in the position just as any other Heads. However, you are the only one besides the [[Captain]] who has access to the Identification Card Modifier.&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 charge of coordinating the [[Job_Guides#Civilian|civilian personnel]] and supply staff on the station. This also includes the [[Quartermaster]] and [[Cargo Technician|Cargo Technicians]]. Usually, you can let the station&#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 Head of Personnel. You get access to just about everything, including basic access to every department on the station. 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 [[Internal Affairs|Internal Affairs&#039;]] 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 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;
&lt;br /&gt;
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;
&lt;br /&gt;
The Cargo 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! 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 cargo compete with the [[merchant]] by selling whatever was stored in the warehouse.&lt;br /&gt;
&lt;br /&gt;
== 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 judgement 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 [[brig]].&lt;br /&gt;
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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. A Head of Personnel 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 Head of Personnel&#039;s own departments should be handled in review after the fact, ideally overseen by [[Internal Affairs]]. A head of staff cannot remove a crew member from the station entirely, and only has power to demote the crew members in his or her own department.&lt;br /&gt;
&lt;br /&gt;
Rarely will a crew member be suspended from his or her position as an Aurora 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 station on the next Crew Transfer Shuttle pending further review by NanoTrasen 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 Head of Personnel 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;
&lt;br /&gt;
# &#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 station more secure and cuts 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 are 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 be sent to the mining base. This lets you focus on your immediate underlings and avoid stepping on toes.&lt;br /&gt;
&lt;br /&gt;
== [[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;
&lt;br /&gt;
It is traditional to rescue Ian if the Aurora has to be evacuated.&lt;br /&gt;
&lt;br /&gt;
== Links to Other Departments ==&lt;br /&gt;
Your job as head of personnel 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;
&lt;br /&gt;
== Traitoring ==&lt;br /&gt;
Short of a Captain tasked with stealing his own jumpsuit or a Chief Engineer with his own blueprints, a [[Traitor]] Head of Personnel is the among the easiest traitor jobs on the station. Try removing the access of anyone who poses a significant threat, or simply ordering your minions to their (unexpected) doom. Note that the AI will know if you put anything in the disposal, so refrain from trying to dump your energy blade when the Head of Security starts hammering down your door.&lt;br /&gt;
&lt;br /&gt;
== 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 armour and weapon is for your protection only and does 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;
&lt;br /&gt;
{{Command}}&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[Category: Jobs]]&lt;br /&gt;
[[Category:Command]]&lt;/div&gt;</summary>
		<author><name>Datamatt</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Merchant&amp;diff=12373</id>
		<title>Merchant</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Merchant&amp;diff=12373"/>
		<updated>2019-07-20T19:21:39Z</updated>

		<summary type="html">&lt;p&gt;Datamatt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = blue&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = VISITING&lt;br /&gt;
|imagebgcolor = lightblue&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 [[Station Directives#Regarding_Company-Approved_External_Business_Partners_-_Station_Directive_8|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;
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&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;
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&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;
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&lt;br /&gt;
===Your Outpost===&lt;br /&gt;
&lt;br /&gt;
Take a moment to explore your surroundings:&lt;br /&gt;
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* 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;
* Nearby, your bedroom has a mirror that allows you to change your character into a [[Vox]] if you decide you want to roleplay a Vox merchant. If you choose this option, there&#039;s no going back for the round, so think hard about it first.&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;
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&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;
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&lt;br /&gt;
===Whaddaya Buyin?===&lt;br /&gt;
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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;
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&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;
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* &#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;
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*&#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;
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&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;
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===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;
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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;
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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;
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&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;
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&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Pages]]&lt;/div&gt;</summary>
		<author><name>Datamatt</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Chief_Engineer&amp;diff=12372</id>
		<title>Chief Engineer</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Chief_Engineer&amp;diff=12372"/>
		<updated>2019-07-20T19:21:32Z</updated>

		<summary type="html">&lt;p&gt;Datamatt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
&lt;br /&gt;
{{JobPageHeader&lt;br /&gt;
|headerbgcolor = #cccc00&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = ENGINEERING &amp;amp; COMMAND&lt;br /&gt;
|imagebgcolor = #ffff88&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;
|education = [[Ceres University]] - [[Hongsun Park Engineering Institute]]&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]]&lt;br /&gt;
}}&lt;br /&gt;
The [[Chief Engineer]] is the individual in charge of the station&#039;s integrity and of the [[AI]]&#039;s structural well-being. That means making sure there are no breaches, equipment remains operational, and the AI doesn&#039;t get any weird laws. As the chief engineer, you have authority over station&#039;s [[Station 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 [[Station 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 [[Station Engineer|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 solars 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 the laziest of the station&#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 on 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 over the radio and establish your authority. Find out who 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 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 station 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 station running at 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;
TBA&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 are at your beck and call. The station 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 works, 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 [[Station 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 station&#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;. Here is what you should be doing:&lt;br /&gt;
&lt;br /&gt;
* Make sure the phoron tanks are switched out when they get low in the radiation collectors, or no power will be generated!&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 and take action when it looks like it&#039;s going to breach out of containment. &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 ask Security if they will allow you to build a security camera computer to assist engineers in monitoring damaged areas.&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 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 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;
{{Command}}&lt;br /&gt;
{{Engineering}}&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>Datamatt</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Hangar_Technician&amp;diff=12371</id>
		<title>Hangar Technician</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Hangar_Technician&amp;diff=12371"/>
		<updated>2019-07-20T19:21:13Z</updated>

		<summary type="html">&lt;p&gt;Datamatt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor=#663300&lt;br /&gt;
|feaderfontcolor=#FFFFFF&lt;br /&gt;
|stafftype=SUPPLY&lt;br /&gt;
|imagebgcolor=#CC6600&lt;br /&gt;
|img=Cargo_Technician.png&lt;br /&gt;
|jobtitle=Cargo Technician&lt;br /&gt;
|access=Maint Tunnels, Mail Sorting, [[Cargo]]&lt;br /&gt;
|difficulty=Easy&lt;br /&gt;
|qualifications=At least 18 years of age.&lt;br /&gt;
|education = [[The Nal&#039;tor College of Career Excellence]]&lt;br /&gt;
|superior=[[Quartermaster]], [[Head of Personnel]]&lt;br /&gt;
|duties=Handling of Cargo, 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 Cargo Technician is the crewmember that is in charge of handling all cargo-related requests, mailing items, and sorting and then distributing the contents of the warehouse.&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
The Cargo Technician has three responsibilities:&lt;br /&gt;
*Handle Cargo 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;
===Cargo Account===&lt;br /&gt;
The Cargo 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 cargo account. Phoron, platinum, and crates are worth about 100 credits each.&lt;br /&gt;
&lt;br /&gt;
===Handling Orders===&lt;br /&gt;
As the Cargo 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 Cargo 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 Cargo 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 Cargo 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 cargo 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 less 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 Cargo, and open the Cargo 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 Cargo 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;
As a Cargo Technician, you are expected to sort, and then distribute the contents of the warehouse, and send them to various departments. While there isn&#039;t any set in stone way that this must be done, it is generally accepted that items are sorted into piles according to department, and then shipped to the appropriate department. The standard method, though not the only one, of sorting is:&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 machine parts, robotic limbs, exosuit modules, steel, glass, phoron(unless you intend to ship it to the Odin for cargo 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 Cargo 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;
===Cargo 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;
==Cargo Feedback==&lt;br /&gt;
Cargo Suggestion thread: https://forums.aurorastation.org/viewtopic.php?f=17&amp;amp;t=9302&lt;br /&gt;
&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Jobs]][[Category:Guides]][[Category:Pages]]&lt;/div&gt;</summary>
		<author><name>Datamatt</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Guide_to_Robotics&amp;diff=12369</id>
		<title>Guide to Robotics</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Guide_to_Robotics&amp;diff=12369"/>
		<updated>2019-07-20T19:21:04Z</updated>

		<summary type="html">&lt;p&gt;Datamatt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP|assign=VTCobaltblood}}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
&lt;br /&gt;
For the aspiring [[Roboticist]], this guide will explain the creation and maintenance of [[Cyborg]], Bots, and Exosuits. &lt;br /&gt;
&lt;br /&gt;
=Robotics Equipment=&lt;br /&gt;
&lt;br /&gt;
==Machines==&lt;br /&gt;
&lt;br /&gt;
===Exosuit Fabricator===&lt;br /&gt;
[[File:Exofab.png|100px|left]]&lt;br /&gt;
The Exosuit Fabricator is your main construction machine, you feed materials into it, and it builds all the things you could possibly need. It can make prosthetic limbs, cyborg parts and internal components, exosuit parts, exosuit equipment modules, and a variety of useful miscellaneous items like power cells. It has a vast variety of blueprints available to start, but certain advanced things must be unlocked by raising your research levels. These will be explained later. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In addition, the machine itself will also be upgraded by simply researching two specific techs. These benefits have no cap, and will continue to have a benefit at any increased research level (The levels themselves are capped by the availability of high tech items to research)&lt;br /&gt;
*Materials research will increase material efficiency, reducing the quantity of materials you require to build things.&lt;br /&gt;
*Data Theory research will increase speed efficiency, reducing the time required to build various parts&lt;br /&gt;
&lt;br /&gt;
It can be upgraded&lt;br /&gt;
*Upgrading the Laser will increase material efficiency, reducing the quantity of materials you require to build things.&lt;br /&gt;
*Upgrading the Manipulators will increase speed efficiency, reducing the time required to build various parts&lt;br /&gt;
*Upgrading the Matter Bins will allow it to store more materials&lt;br /&gt;
&lt;br /&gt;
=Cyborgs=&lt;br /&gt;
&#039;&#039;&#039;See also [[Guide_to_Paperwork#Robotics:_Cyborgification|Cyborgification Contracts]].&#039;&#039;&#039;&lt;br /&gt;
These contracts are important - without a signed, stamped contract, making a man into a machine is technically murder - no matter how much he wants it!&lt;br /&gt;
&lt;br /&gt;
The [[Cyborg]] is the Roboticist&#039;s primary creation and upkeep. They are tasked with helping the station&#039;s inhabitants in their daily life and trying to kill everyone when the [[AI]] is insane. Each cyborg is required to follow the AI&#039;s laws, and may choose one of the AIs in the event that more than one exists.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
===Making a Cyborg===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
# Fill the [[File:Exofab.png]] Exosuit Fabricator with as much [[File:Metal.png]] metal as it will hold.&lt;br /&gt;
# Click on the Exosuit Fabricator to open its menu. Select &#039;&#039;&#039;Add To Queue&#039;&#039;&#039; for Robot Endoskeleton, Left Arm, Right Arm, Left Leg, Right Leg, Torso, and Head then click on &#039;&#039;&#039;Process Queue&#039;&#039;&#039; in the right side.&lt;br /&gt;
# Wait for a few minutes for the pieces to be built. You will likely need to add additional metal to the Fabricator in order for it to finish.&lt;br /&gt;
# When putting the parts together, use the [[File:Robot_endoskeleton.png]] Robot Endoskeleton as a base. Attach components by picking them up and then clicking on the endoskeleton. &lt;br /&gt;
#* Add 2x [[File:sflash.png]] Synthetic Flash to the Head before attaching it. You do this by picking up the flashes and then clicking on the head. . &lt;br /&gt;
#* The Cyborg Torso will need 1x [[File:CableCoils.png]] wires and 1x [[File:Powercell.png]] power cell.&lt;br /&gt;
#* The arms and legs can be done easily by simply picking them up and placing them on the Cyborg Endoskeleton.&lt;br /&gt;
# The last step is installing either an [[File:MMI.png]]MMI or a [[File:Posibrain.png]]posibrain.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
===Extract a brain for the Cyborg===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Check with the Chief Medical Officer before agreeing to perform a brain extraction on a living human. Medbay has anesthetics, which are optimal when someone is cutting into your skull with a circular saw.  Additionally, it will clear up bookkeeping problems regarding the addition of a new cadaver in the morgue.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
# (Optional) Complete [[Surgery#Prepping_for_Surgery|Prepping for Surgery]].&lt;br /&gt;
# Aim for the organ&#039;s location in the [[File:Damage_zone.png]] Damage Zone. (Head for brain/eyes, chest for heart/liver/lungs, groin for appendix/kidney)&lt;br /&gt;
# Use a [[File:Scalpel.png]] &#039;&#039;&#039;scalpel&#039;&#039;&#039; to cut back the flesh.&lt;br /&gt;
# Use the [[File:Hemostat.png]] &#039;&#039;&#039;hemostat&#039;&#039;&#039; to stop any potential bleeding.&lt;br /&gt;
# Use your [[File:Retractor.png]] &#039;&#039;&#039;retractors&#039;&#039;&#039; to lift up the skin.&lt;br /&gt;
#  Use the [[File:Saw.png]] &#039;&#039;&#039;saw&#039;&#039;&#039; to cut through the bones.&lt;br /&gt;
#  Use the [[File:Retractor.png]] &#039;&#039;&#039;retractor&#039;&#039;&#039; to separate the bones.&lt;br /&gt;
#  Use the [[File:Scalpel.png]] &#039;&#039;&#039;scalpel&#039;&#039;&#039;. This will open up a window asking you which organ you&#039;d like to cut loose. Select the Brain.&lt;br /&gt;
#  Use the [[File:Hemostat.png]] &#039;&#039;&#039;hemostat&#039;&#039;&#039;. This will open up a window asking you which loose organ you&#039;d like to remove. Select the Brain again.&lt;br /&gt;
#  Place the brain in an [[File:MMI empty.png]] MMI.&lt;br /&gt;
# (Optional) Before you give the Cyborg a new brain, you can name it anything you or your client wants. Grab a [[File:Pen.png]] pen and use the pen on the Cyborg to rename it. Once you place the brain in the Cyborg, this step will not be completable.&lt;br /&gt;
# Carry the [[File:MMI.png]] MMI over to your finished Cyborg construct that you made before, and click on it to add the brain into the Cyborg.&lt;br /&gt;
&lt;br /&gt;
You can also use a normal table instead of an operating table, but this has a chance of missing one third of the time.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
====So You Decapitated Your Patient====&lt;br /&gt;
Don&#039;t panic just yet!  You can still complete the brain extraction. It&#039;s actually easier then extracting the brain from an attached head. Use a [[File:Scalpel.png]] &#039;&#039;&#039;scalpel&#039;&#039;&#039;, then a [[File:Retractor.png]] &#039;&#039;&#039;retractor&#039;&#039;&#039;, then a [[File:Hemostat.png]] &#039;&#039;&#039;hemostat&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Cyborg Maintenance ==&lt;br /&gt;
You&#039;ll often have Cyborgs run up to you with any number of problems. Here&#039;s how to deal with them most of the time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
=== Repair ===&lt;br /&gt;
&lt;br /&gt;
When Cyborgs get dented, they&#039;ll come to you for repairs. Luckily, most repairs are simple&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
# Equip a [[File:WeldingHelmet.png]] welding helmet on your head. &lt;br /&gt;
#* &#039;&#039;Note: Be sure to remember this step or you could go blind!&#039;&#039;&lt;br /&gt;
# Place a [[File:Welderon.gif]] welder in your hand, click on it while it&#039;s in your hand to light it, then click on the Cyborg repeatedly to repair it. Engineer cyborgs can also repair themselves and other cyborgs like this.&lt;br /&gt;
&lt;br /&gt;
Occasionally Cyborgs are inflicted by more advanced damage that hurts their internal wiring. If this is the case:&lt;br /&gt;
# [[File:Id_regular.png]] Swipe an ID with Robotics access to unlock the panel.&lt;br /&gt;
# [[File:Crowbar.png]] Crowbar open the panel.&lt;br /&gt;
# [[File:Powercell.png]] Remove the cyborg&#039;s power cell by clicking on it with an empty hand.&lt;br /&gt;
# [[File:Screwdriver tool.png]] Use a screwdriver to expose the wires.&lt;br /&gt;
# [[File:CableCoils.png]] Use a cable coil to replace damaged wires.&lt;br /&gt;
# [[File:Screwdriver tool.png]] Screwdriver the cyborg to unexpose the wires.&lt;br /&gt;
# [[File:Crowbar.png]] Crowbar the panel shut.&lt;br /&gt;
# [[File:Id_regular.png]] Swipe an ID with Robotics access to relock the cover.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
=== Cyborg Component Repair ===&lt;br /&gt;
&lt;br /&gt;
Sometimes robots will have damaged components that need to be removed and replaced. Removing them is pretty straightforward.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
# [[File:Id_regular.png]] Swipe an ID with Robotics access to unlock the panel.&lt;br /&gt;
# [[File:Crowbar.png]] Crowbar open the panel.&lt;br /&gt;
# [[File:Powercell.png]] Remove the cyborg&#039;s power cell by clicking on it with an empty hand.&lt;br /&gt;
# [[File:Screwdriver tool.png]] Use a screwdriver to expose the wires.&lt;br /&gt;
# [[File:Crowbar.png]] Crowbar out the desired component.&lt;br /&gt;
 &lt;br /&gt;
Occasionally a robot will be so damaged that only the brain is salvageable, or perhaps it&#039;s volunteering for an AI core. You can remove the brain by following these steps.&lt;br /&gt;
# [[File:Id_regular.png]] Swipe an ID with Robotics access to unlock the panel.&lt;br /&gt;
# [[File:Crowbar.png]] Crowbar open the panel.&lt;br /&gt;
# [[File:Powercell.png]] Remove the cyborg&#039;s power cell by clicking on it with an empty hand.&lt;br /&gt;
# [[File:Screwdriver tool.png]] Use a screwdriver to expose the wires.&lt;br /&gt;
# [[File:Wirecutters.png]] Cut all five wires with wirecutters.&lt;br /&gt;
# [[File:Crowbar.png]] Use a crowbar to remove the MMI.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
=== Human Prosthetic Repair ===&lt;br /&gt;
&lt;br /&gt;
You may be asked to repair damage to the artificial limbs of your fellow crew members.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
To fix brute damage:&lt;br /&gt;
# Follow the same procedure as outlined above for fixing dents in cyborgs, making sure to target the specific area that requires fixing.&lt;br /&gt;
To fix burn damage:&lt;br /&gt;
# [[File:CableCoils.png]] Use a cable coil on the damaged area.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
=== Upgrading the Power Cell ===&lt;br /&gt;
&lt;br /&gt;
Cyborgs that start when the game starts will likely come straight to you for an upgrade in the first few minutes of the game.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Help them out by upgrading their power cell, which will lessen the amount of time they need to visit the recharging station. Click on the Cyborg with the following items (in order):&lt;br /&gt;
# [[File:Id_regular.png]] Swipe an ID with Robotics access to unlock the panel.&lt;br /&gt;
# [[File:Crowbar.png]] Crowbar open the panel.&lt;br /&gt;
# Click on the Cyborg with an [[File:Empty_hand.png]] empty hand to take out the [[File:Powercell.png]] power cell and replace it with the higher-capacity power cell.&lt;br /&gt;
#* &#039;&#039;Note: The default power cell capacity in Cyborgs is 7,500. All of the power cells you find in your office should be at least 15,000, and the Science Department can research power cells that exceed 30,000.&#039;&#039;&lt;br /&gt;
# [[File:Crowbar.png]] Crowbar the panel shut.&lt;br /&gt;
# [[File:Id_regular.png]] Swipe an ID with Robotics access to relock the cover.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
=== Modules ===&lt;br /&gt;
&lt;br /&gt;
Once a player Cyborg chooses a module (Engineer, Janitor, Security, etc) they cannot change the module without your help.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
You can manually reset its module to allow it the option of choosing a new one by following this order:&lt;br /&gt;
# [[File:Id_regular.png]] Swipe an ID with Robotics access to unlock the panel.&lt;br /&gt;
# [[File:Crowbar.png]] Crowbar open the panel.&lt;br /&gt;
# [[File:Robotics_reset_module_circuit.png]] Print out a reset upgrade in the fabricator, and insert it into the cyborg.&lt;br /&gt;
# [[File:Crowbar.png]] Crowbar the panel shut.&lt;br /&gt;
# [[File:Id_regular.png]] Swipe an ID with Robotics access to relock the cover.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This also works with any other module - just replace the &amp;quot;reset module&amp;quot; with the module of your choosing.&lt;br /&gt;
&lt;br /&gt;
=== Modifications ===&lt;br /&gt;
&lt;br /&gt;
Cyborgs that have had their programming tampered with can be repaired by resetting their AI connection and LawSync status, by manually pulsing the wiring.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
In the unlikely event that an AI goes crazy, a trained [[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;
*&#039;&#039;&#039;Module Lock&#039;&#039;&#039;: If this light is on, the module of the cyborg cannot be changed.&lt;br /&gt;
**&#039;&#039;Pulsing&#039;&#039; this will reset the module of a cyborg and allow it to pick a new one.&lt;br /&gt;
**&#039;&#039;Cutting&#039;&#039; this wire will cause the cyborg to be locked to the standard module and be unable to change or use any items. They can still remote control devices however.&lt;br /&gt;
**&#039;&#039;Mending&#039;&#039; this wire will allow the cyborg to change modules.&lt;br /&gt;
&lt;br /&gt;
An emagged cyborg will have no LawSync or AI link and cannot be reset.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Remember, cyborgs are very expensive! Do not destroy them unless the cyborg is completely out of control, and resetting the AI and LawSync status doesn&#039;t work.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
=== Creating a Spiderbot ===&lt;br /&gt;
&lt;br /&gt;
Spiderbots are temporary bodies for brains. &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
They can carry around small items, zap things, move through vents and generally act like pests. They are seldom used on the Aurora, but can still be constructed.&lt;br /&gt;
 &lt;br /&gt;
Combine the following:&lt;br /&gt;
* Robot head.&lt;br /&gt;
* Manipulator.&lt;br /&gt;
* Occupied MMI or positronic brain.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= IPCs =&lt;br /&gt;
Sometimes, you will need to repair synthetics other than Cyborgs, such as IPCs. The procedures for repairing an IPC are quite different from that of cyborgs, and are as follows:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Opening and Closing Surgical Sites==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;The first and last steps of most repairs.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
* To open a surgical site;&lt;br /&gt;
# [[File:Screwdriver tool.png]] Open the limb&#039;s hatch using a screwdriver.&lt;br /&gt;
# [[File:Crowbar.png]] Pry open the hatch using a crowbar.&lt;br /&gt;
* To close a surgical site;&lt;br /&gt;
# [[File:Crowbar.png]] Pry open the hatch using a crowbar.&lt;br /&gt;
# [[File:Screwdriver tool.png]] Open the limb&#039;s hatch using a screwdriver.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
== Exterior repair ==&lt;br /&gt;
&lt;br /&gt;
In the case that any damage is only external (Anything less than &amp;quot;Severe&amp;quot; or &amp;quot;A lot of&amp;quot;), damage can be repaired.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For dents:&lt;br /&gt;
# [[File:WeldingHelmet.png]] Equip a welding helmet on your head. &lt;br /&gt;
# [[File:Welderon.gif]] Place a  welder in your hand, click on it while it&#039;s in your hand to light it, target the affected organ and then click on the IPC.&lt;br /&gt;
&lt;br /&gt;
For burns:&lt;br /&gt;
# [[File:CableCoils.png]] Target the affected organ and click on the IPC with a cable coil.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Advanced interior repair ===&lt;br /&gt;
&lt;br /&gt;
IPCs possess their own set of internal organs, the locations and identities of which are as follows (Organs with their name in bold are vital - removing it will kill the IPC!):&lt;br /&gt;
# &#039;&#039;&#039;Microbattery&#039;&#039;&#039; - chest&lt;br /&gt;
# &#039;&#039;&#039;Optical sensor&#039;&#039;&#039; - head&lt;br /&gt;
# &#039;&#039;&#039;IPC identification tag&#039;&#039;&#039; - head&lt;br /&gt;
# &#039;&#039;&#039;Positronic brain&#039;&#039;&#039; - head (NOTE: Removing this will only kill the IPC chassis, not the posibrain itself. The brain will function like a normal posibrain.)&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
==== Organ repair ====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
While targeting the organ&#039;s parent limb:&lt;br /&gt;
# [[File:Screwdriver tool.png]] Open the limb&#039;s hatch using a screwdriver.&lt;br /&gt;
# [[File:Crowbar.png]] Pry open the hatch using a crowbar.&lt;br /&gt;
# [[File:Nanopaste.png]] [[File:Screwdriver tool.png]] Mend the damage to the organ using nanopaste or a screwdriver.&lt;br /&gt;
# [[File:Crowbar.png]] Close and secure the hatch using a crowbar.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
==== Organ removal ====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
While targeting the organ&#039;s parent limb:&lt;br /&gt;
# [[File:Screwdriver tool.png]] Open the limb&#039;s hatch using a screwdriver.&lt;br /&gt;
# [[File:Crowbar.png]] Pry open the hatch using a crowbar.&lt;br /&gt;
# [[File:Multitool.png]] Decouple the target organ (you can choose if there are multiple) using a multitool. &#039;&#039;NOTE: It may take multiple clicks before it works.&#039;&#039;&lt;br /&gt;
# [[File:Hemostat.png]] Remove the target organ with the hemostat&lt;br /&gt;
# [[File:Crowbar.png]] Close and secure the hatch using a crowbar.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
==== Organ attachment ====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
While targeting the organ&#039;s parent limb:&lt;br /&gt;
# [[File:Screwdriver tool.png]] Open the limb&#039;s hatch using a screwdriver.&lt;br /&gt;
# [[File:Crowbar.png]] Pry open the hatch using a crowbar.&lt;br /&gt;
# Insert the organ by clicking on the IPC with it in your hand.&lt;br /&gt;
# [[File:Screwdriver tool.png]] Reattach the target organ using a screwdriver.&lt;br /&gt;
# [[File:Crowbar.png]] Close and secure the hatch using a crowbar.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
==== Positronic brain installation ====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
While targeting the head:&lt;br /&gt;
# [[File:Screwdriver tool.png]] Open the head&#039;s hatch using a screwdriver.&lt;br /&gt;
# [[File:Crowbar.png]] Pry open the hatch using a crowbar.&lt;br /&gt;
# Install the Positronic Brain by clicking on the IPC with it in your hand.&lt;br /&gt;
# [[File:Crowbar.png]5] Close and secure the hatch using a crowbar.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
==== Voice mending surgery ====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Helping a poor Shell sing again!&lt;br /&gt;
While targeting the Shells&#039; mouth.&lt;br /&gt;
# [[File:Scalpel.png]] To open the Shells&#039; Synthskin face and reveal the neck.&lt;br /&gt;
# [[File:Multitool.png]] or [[File:CableCoils.png]] To mend the voice modulator.&lt;br /&gt;
# [[File:Retractor.png]] To bend the Shells&#039; Synthskin face and neck back into place.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
==== IPC revival ====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Time to bring a dead robot back to life:&lt;br /&gt;
While targeting the head:&lt;br /&gt;
# [[File:Screwdriver tool.png]] Open the head&#039;s hatch using a screwdriver.&lt;br /&gt;
# [[File:Crowbar.png]] Pry open the hatch using a crowbar.&lt;br /&gt;
# [[File:Multitool.png]] Decouple the Positronic brain.&lt;br /&gt;
# [[File:Hemostat.png]] Remove the brain with the hemostat.&lt;br /&gt;
# [[File:Exofab.png]] Create a full cyborg chassis.&lt;br /&gt;
#* The IPC&#039;s species depends on the brand of the torso. Different brands can be ordered through cargo.&lt;br /&gt;
# [[File:Multitool.png]] Use the multitool on the head to disable the law manager.&lt;br /&gt;
# [[#Making_a_Cyborg|Build a cyborg and follow the steps above.]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Bots =&lt;br /&gt;
As a Roboticist, you serve another important purpose, making NPC robots. Robots can benefit the station in many ways, and are really easy to create. The current list of robots, and how to make them, is as follows:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
===[[File:Medibot.gif|50px]] Medibot===&lt;br /&gt;
&lt;br /&gt;
These will only inject chemicals if the chemical helps with the target&#039;s damage by default. &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
They can also be Emagged to repeatedly inject anyone with harmful chemicals. Note that these don&#039;t synthesise their own chemicals, except tricordazine.&lt;br /&gt;
&lt;br /&gt;
Combine the following ingredients in order:&lt;br /&gt;
# Cyborg Right or Left Arm.&lt;br /&gt;
# Empty [[File:SMed.png]] Medkit.&lt;br /&gt;
#* &#039;&#039;Note: Differently colored medkits will also change the resulting color of your Medibot.&lt;br /&gt;
# (Optional) Name the bot with a [[File:Pen.png]] pen.&lt;br /&gt;
# [[File:Healthanalyzer.png]] health analyzer.&lt;br /&gt;
# [[File:Proximitysensor.png]] proximity sensor.&lt;br /&gt;
# [[File:Beaker.png]] beaker filled with the medicine of your choice.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
===[[File:Cleanbot.gif|50px]] Cleanbot===&lt;br /&gt;
&lt;br /&gt;
Cleanbots are great, as they serve the exact same purpose as the Janitor. &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Even better is that it uses Space Cleaner to mop, so no slipping on everything!&lt;br /&gt;
# [[File:Bucket.png]] bucket (Grab it from the [[Janitor]] or make with Autolathe)&lt;br /&gt;
# [[File:Proximitysensor.png]] proximity sensor.&lt;br /&gt;
# (Optional) Name the bot with a [[File:Pen.png]] pen.&lt;br /&gt;
# Cyborg Right or Left Arm.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
=== [[File:Farmbot.png|50px]] Farmbot ===&lt;br /&gt;
&lt;br /&gt;
A relatively useful bot that helps with the mundane aspects of Hydroponics and Xenobotany. &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It will water plants, clearout weeds, harvest plants, and refill nutrients&lt;br /&gt;
To make one:&lt;br /&gt;
# Attach a robot arm (cyborg right or left arm) to a [[File:Watertank.png]] water tank.&lt;br /&gt;
# Attach a plant analyzer.&lt;br /&gt;
# Attach a [[File:Bucket.png]] bucket.&lt;br /&gt;
# (Optional) Name the bot with a [[File:Pen.png]] pen.&lt;br /&gt;
# Attach a mini-hoe.&lt;br /&gt;
# [[File:Proximitysensor.png]] proximity sensor.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
===[[File:Floorbot.gif|50px]] Floorbot===&lt;br /&gt;
&lt;br /&gt;
Floorbots are nice to have around when some asshole starts crowbarring up floor tiles or some traitor has blown apart a section of the station.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
They zoom around and repair busted floor tiles.&lt;br /&gt;
To make:&lt;br /&gt;
# Empty [[File:btoolbox.png]] toolbox (Must be a blue one)&lt;br /&gt;
# [[File:Floor_Tiles.png]] Floor tile (click on a stack of metal while it&#039;s in your hand to open a menu for making these)&lt;br /&gt;
# [[File:Proximitysensor.png]] proximity sensor.&lt;br /&gt;
# (Optional) Name the bot with a [[File:Pen.png]] pen.&lt;br /&gt;
# Cyborg Right or Left Arm.&lt;br /&gt;
&lt;br /&gt;
Keep in mind that Floorbots have a limited number of floor tiles. This number can be observed by popping up their control panel.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
===[[File:Securitron.gif|I AM THE LAW|50px]] Securitron===&lt;br /&gt;
&lt;br /&gt;
Basically, Officer Beepsky without the personality. &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
You usually won&#039;t need to build any of these, but they can be hilariously helpful for traitors whom have invested in a Electromagnetic Card (E-mag), as they tend to run around stunning and cuffing everyone in sight. Problem is, any of these that report a Level 10 Infraction when spotting people are obviously hacked.&lt;br /&gt;
To make:&lt;br /&gt;
* [[File:Screwdriver tool.png]] Use a &#039;&#039;&#039;Screwdriver&#039;&#039;&#039; on a [[File:remote_signaller.png]]Remote Signaling Device&lt;br /&gt;
* Combine with a [[File:Helmet.png]]Helmet (Get these from Security)&lt;br /&gt;
* [[File:Welderon.gif]]Weld them together&lt;br /&gt;
* Add a [[File:Proximitysensor.png]]Proximity Sensor and a Robot Arm.&lt;br /&gt;
* Toss in a [[File:StunBaton.gif]]Stun Baton&lt;br /&gt;
Note that destroying a Securitron or Officer Beepsky with a melee weapon is all but impossible by yourself; striking them causes them to immediately stun and cuff you. If you work with another person you can get several hits in while it is cuffing the other person, which is often enough to destroy it outright.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
===[[File:ED209.png|50px]] ED-209===&lt;br /&gt;
&lt;br /&gt;
Beepsky&#039;s bigger brother. &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Has all of the abilities of a standard Securitron with the addition of a ranged attack.&lt;br /&gt;
To make:&lt;br /&gt;
* Use a [[File:Metal.png]] metal sheet on a Cyborg Endoskeleton to reinforce it.&lt;br /&gt;
* Add two Robot Legs and a [[File:Armor.png]]security vest.&lt;br /&gt;
* [[File:Welderon.gif]]Weld everything together&lt;br /&gt;
* Add in a security [[File:Helmet.png]]Helmet&lt;br /&gt;
* Attach a [[File:Proximitysensor.png]]Proximity Sensor to the assembly&lt;br /&gt;
* Insert wires&lt;br /&gt;
* Add a [[File:Taser.png]]Taser and attach it with a [[File:Screwdriver tool.png]]Screwdriver.&lt;br /&gt;
* Insert a [[File:Powercell.png]]Power cell. Your own murder-robot is complete!&lt;br /&gt;
&lt;br /&gt;
A emagged ED-209 fires deadly lasers AND attacks anyone on sight. Anyone emagging a ED-209 is advised to run like crazy.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Exosuits =&lt;br /&gt;
Construction of exosuits are restricted by ID, so they are typically the product of [[roboticist]]s and the [[Research Director]]. These can be tremendously helpful or tremendously annoying depending on who uses it. They take more work to make than robots and require special circuits, which are obtained through the [[Quartermaster]] or the Research and Development console.&lt;br /&gt;
&lt;br /&gt;
The current list of exosuits is as follows.&lt;br /&gt;
==Exosuit Construction==&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
===[[File:Ripley.png|50px]] Ripley APLU===&lt;br /&gt;
&lt;br /&gt;
The Ripley APLU (Autonomous Power Loading Unit) is a slow moving, decently protected exosuit.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Generally, it can take down a Gygax because of the sheer power of the drill, but it does not make a good combat exosuit  because it is slow and has no range. Best used against Spess carp invasions, blobs, Changelings, and for Revs (using it to breach high security areas)&lt;br /&gt;
&lt;br /&gt;
To make:&lt;br /&gt;
* Build all of the Ripley parts using the exosuit fabricator.&lt;br /&gt;
* Build a Hydraulic Clamp and Drill&lt;br /&gt;
* Attach all of the parts to the Ripley chassis (Except the Clamp and Drill)&lt;br /&gt;
* Wrench&lt;br /&gt;
* Screwdriver&lt;br /&gt;
* Cable Coil&lt;br /&gt;
* Wirecutters&lt;br /&gt;
* Ripley central control module (Ordered from the [[Quartermaster]] or made by R&amp;amp;D)&lt;br /&gt;
* Screwdriver&lt;br /&gt;
* Ripley Peripherals control module (Ordered from the [[Quartermaster]] or made by R&amp;amp;D)&lt;br /&gt;
* Screwdriver&lt;br /&gt;
* 5 pieces of metal&lt;br /&gt;
* Wrench&lt;br /&gt;
* Weldingtool&lt;br /&gt;
* 5 pieces of plasteel&lt;br /&gt;
* Wrench&lt;br /&gt;
* Weldingtool&lt;br /&gt;
* Add the Hydraulic Clamp and Drill to the finished Ripley&lt;br /&gt;
The Ripley should be complete, to access it use your ID card on it. The codes on the system mean that you have to have access to those places on your ID to use the exosuit . Click finish, then right-click to enter.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
===[[File:Firefighter.png|50px]] Firefighter APLU===&lt;br /&gt;
&lt;br /&gt;
The Firefighter APLU is designed for various Engineering-related tasks such as hull repairs and firefighting. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Create a Firefighter APLU chassis using the exosuit fabricator. It is listed under exosuit equipment.&lt;br /&gt;
* Create all parts of the Ripley APLU except for the chassis.&lt;br /&gt;
* Assemble all of the Ripley parts to the Firefighter chassis.&lt;br /&gt;
* Add a firesuit&lt;br /&gt;
* Wrench&lt;br /&gt;
* Screwdriver&lt;br /&gt;
* Cable Coil&lt;br /&gt;
* Wirecutters&lt;br /&gt;
* Ripley central control module &lt;br /&gt;
* Screwdriver&lt;br /&gt;
* Ripley peripherals control module&lt;br /&gt;
* Screwdriver&lt;br /&gt;
* 5 pieces of plasteel&lt;br /&gt;
* Wrench&lt;br /&gt;
* Weldingtool&lt;br /&gt;
* 5 pieces of plasteel&lt;br /&gt;
* 5 pieces of plasteel&lt;br /&gt;
* Wrench&lt;br /&gt;
* Weldingtool&lt;br /&gt;
*&#039;&#039;&#039;Optimal Loadouts&#039;&#039;&#039;&lt;br /&gt;
**Hull Repairs: Clamp, RCD, Cable Layer&lt;br /&gt;
**Firefighting: Clamp, Extinguisher, Repair Droid&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
===[[File:Mecha odysseus.png|50px]] Odysseus ===&lt;br /&gt;
&lt;br /&gt;
The Odyssesus is a mobile medical exosuit. In a pinch, it can be used as a really nice taxi. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Create all of the Odysseus parts using the exosuit fabricator.&lt;br /&gt;
* Assemble all of the Odysseus parts to the chassis&lt;br /&gt;
* Wrench&lt;br /&gt;
* Screwdriver&lt;br /&gt;
* Cable coil&lt;br /&gt;
* Wirecutters&lt;br /&gt;
* Odysseus main board&lt;br /&gt;
* Screwdriver&lt;br /&gt;
* Odysseus peripherals board&lt;br /&gt;
* Screwdriver&lt;br /&gt;
* 5 pieces of metal&lt;br /&gt;
* Wrench&lt;br /&gt;
* Welder&lt;br /&gt;
* 5 pieces of plasteel&lt;br /&gt;
* Wrench&lt;br /&gt;
* Welder&lt;br /&gt;
* Optimal Loadout: 3 Mounted Sleepers or 2 Mounted Sleepers, 1 Syringe Gun&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
===[[File:Hermes.png|50px]] Hermes ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Create all of the Hermes parts using the exosuit fabricator.&lt;br /&gt;
* Assemble all of the Hermes parts to the chassis&lt;br /&gt;
* Wrench&lt;br /&gt;
* Screwdriver&lt;br /&gt;
* Cable coil&lt;br /&gt;
* Wirecutters&lt;br /&gt;
* Hermes main board&lt;br /&gt;
* Screwdriver&lt;br /&gt;
* Hermes peripherals board&lt;br /&gt;
* Screwdriver&lt;br /&gt;
* 5 pieces of metal&lt;br /&gt;
* Wrench&lt;br /&gt;
* Welder&lt;br /&gt;
* 5 pieces of plasteel&lt;br /&gt;
* Wrench&lt;br /&gt;
* Welder&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
===[[File:Gygax.png|50px]] Gygax===&lt;br /&gt;
&lt;br /&gt;
Rather fast security exosuit with good overall protection.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Very low battery life, so be sure to watch it. Requires diamond sheets to complete.&lt;br /&gt;
*Leg Actuators Overload Function (Movement speed doubled and small amount of damage dealt with each step. Disables when Gygax integrity drops below 2/3)&lt;br /&gt;
&lt;br /&gt;
Instructions&lt;br /&gt;
* Create all of the Gygax parts using the exosuit fabricator.&lt;br /&gt;
* Assemble all of the Gygax parts to the chassis (Except the Armor plates)&lt;br /&gt;
* Wrench&lt;br /&gt;
* Screwdriver&lt;br /&gt;
* Cable Coil&lt;br /&gt;
* Wirecutters&lt;br /&gt;
* Gygax Main circuit board (Bug R&amp;amp;D to research it)&lt;br /&gt;
* Screwdriver&lt;br /&gt;
* Gygax Peripherals circuit board (Bug R&amp;amp;D to research it)&lt;br /&gt;
* Screwdriver&lt;br /&gt;
* Gygax Targeting circuit board (Bug R&amp;amp;D to research it)&lt;br /&gt;
* Screwdriver&lt;br /&gt;
* Add an Advanced Scanning Module (Bug R&amp;amp;D)&lt;br /&gt;
* Screwdriver&lt;br /&gt;
* Add an Advanced Capacitor (Bug R&amp;amp;D)&lt;br /&gt;
* Screwdriver&lt;br /&gt;
* Add some metal&lt;br /&gt;
* Wrench&lt;br /&gt;
* Weldingtool&lt;br /&gt;
* Add Gygax Armor Plates (Made in the exosuit fabricator)&lt;br /&gt;
* Wrench&lt;br /&gt;
* Weldingtool&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
===[[File:Durand.png|50px]] Durand===&lt;br /&gt;
&lt;br /&gt;
A Durand is more powerful than Gygax, it has more health and better armored, but slower.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 Requires silver sheets to complete.&lt;br /&gt;
*Defence Mode Function (Boosts Durand armor with the penalty of not being able to move or turn)&lt;br /&gt;
&lt;br /&gt;
Instructions&lt;br /&gt;
* Create all of the Durand parts using the exosuit fabricator.&lt;br /&gt;
* Assemble all of the Durand parts to the chassis (Except the Armor plates)&lt;br /&gt;
* Wrench&lt;br /&gt;
* Screwdriver&lt;br /&gt;
* Cable Coil&lt;br /&gt;
* Wirecutters&lt;br /&gt;
* Durand Main circuit board (Bug R&amp;amp;D to research it)&lt;br /&gt;
* Screwdriver&lt;br /&gt;
* Durand Peripherals circuit board (Bug R&amp;amp;D to research it)&lt;br /&gt;
* Screwdriver&lt;br /&gt;
* Durand Targeting circuit board (Bug R&amp;amp;D to research it)&lt;br /&gt;
* Screwdriver&lt;br /&gt;
* Add an Advanced Sensor Module (Bug R&amp;amp;D)&lt;br /&gt;
* Screwdriver&lt;br /&gt;
* Add an Advanced Capacitor (Bug R&amp;amp;D)&lt;br /&gt;
* Screwdriver&lt;br /&gt;
* Add some metal&lt;br /&gt;
* Wrench&lt;br /&gt;
* Weldingtool&lt;br /&gt;
* Add Durand Armor Plates (Made in the exosuit fabricator)&lt;br /&gt;
* Wrench&lt;br /&gt;
* Weldingtool&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
===[[File:Mecha marauder.png|50px]] Marauder===&lt;br /&gt;
&lt;br /&gt;
Used by the ERT. &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A Marauder is equipped with:&lt;br /&gt;
* Heavy Pulse Rifle&lt;br /&gt;
* Missile launcher (8 missiles)&lt;br /&gt;
* Zoom Function (Allows you to see twice as far with the penalty of not being able to move or turn)&lt;br /&gt;
* Thrusters for EVA use&lt;br /&gt;
* Internal Airtank&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
===[[File:Pod.png|50px]] Hoverpod===&lt;br /&gt;
&lt;br /&gt;
Orderable by cargo, hoverpods are handy for space exploration, and are a necessary part of any adventurer&#039;s quest. &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A hoverpod has three attachment slots and five cargo slots, and comes pre-equipped with:&lt;br /&gt;
* A passenger compartment&lt;br /&gt;
* A hydraulic clamp&lt;br /&gt;
* Thrusters for EVA use&lt;br /&gt;
* Internal Airtank&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Exosuit Maintenance==&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;
=== Replacing Batteries ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
* Make sure the ID upload panel is closed.&lt;br /&gt;
* Hit the exosuit  with your ID card or PDA with one inside.&lt;br /&gt;
* Wrench&lt;br /&gt;
* Crowbar&lt;br /&gt;
* Screwdriver&lt;br /&gt;
* Replace cell.&lt;br /&gt;
* Screwdriver&lt;br /&gt;
* Crowbar&lt;br /&gt;
* Wrench&lt;br /&gt;
* ID&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note:&#039;&#039; The default capacity of a power cell in any of the civilian exosuits is 15,000. To have any effectiveness, replace with Super Capacity Cells (20,000) or Hyper Capacity Cells (30,000). The power cells in military exosuits cannot be removed or replaced.&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;
=== Repair ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
* Equip a [[File:WeldingHelmet.png]] welding helmet on your head. &lt;br /&gt;
** &#039;&#039;Note: Be sure to remember this step or you could go blind!&#039;&#039;&lt;br /&gt;
* Place a [[File:Welderon.gif]] welder in your hand, click on it while it&#039;s in your hand to light it, then click on the Exosuit repeatedly to repair it.&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;
=== Removal of jammed user ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If the driver of an exosuit is unconscious in his exosuit ; you are able to remove him/her by following a series of steps.&lt;br /&gt;
* Make sure maintenance protocols are enabled.&lt;br /&gt;
* Wrench &lt;br /&gt;
* Crowbar&lt;br /&gt;
* Multitool&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Exosuit Equipment==&lt;br /&gt;
Various tools and weapons can be attached to Exosuits, providng them with ability to perform different tasks. Exosuit Equipment is built by Exosuit Fabricator (&amp;quot;Exosuit Equipment&amp;quot; menu). To attach a tool or weapon, simply click with it on an Exosuit. Most Exosuits can hold no more than three equipment pieces. &lt;br /&gt;
&lt;br /&gt;
Exosuit Equipment comes in several categories:&lt;br /&gt;
* General: Can be attached to any exosuit.&lt;br /&gt;
* Medical: Can only be attached to the Odysseus&lt;br /&gt;
* Industrial: Can only be attached to Ripley and Hoverpod&lt;br /&gt;
* Military: Can only be attached to Durand, Gygax, Marauder, and Phazon&lt;br /&gt;
&lt;br /&gt;
Some equipments fit in more than one of the latter three categories.  Where this is the case, that equipment can be used on any of the specifically named Exosuits in those categories.&lt;br /&gt;
&lt;br /&gt;
There are some equipments that are also limited to single specific exosuits, those will be named in the category too where that&#039;s the case.&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;
===General Equipment===&lt;br /&gt;
&lt;br /&gt;
Passenger compartment - Energy Relay - Phoron Generator - ExoNuclear Reactor&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{ExosuitEquipmentTemplate&lt;br /&gt;
 |Equipment = Passenger Compartment&lt;br /&gt;
 |Category = General&lt;br /&gt;
 |Power = 0&lt;br /&gt;
 |Image = Mecha_abooster_ccw&lt;br /&gt;
|Tech =*N/A&lt;br /&gt;
|Cost = *Steel: 5000&lt;br /&gt;
*Glass: 5000&lt;br /&gt;
 |Description = An internal sealed and seated compartment for passengers to comfortably sit and ride along, with a sturdy lock on it to prevent people entering if the driver doesn&#039;t want them to. Can only be entered willingly by the passenger, and has an emergency release on the inside to allow escape even if locked&lt;br /&gt;
 |Function = &lt;br /&gt;
* Allows the exosuit to carry a passenger, they can climb into a compartment via a rightclick option from outside.&lt;br /&gt;
* The passenger recieves oxygen from the internal air tank.&lt;br /&gt;
* The passenger is fully conscious, able to speak, use radio etc, and can eject whenever they want.&lt;br /&gt;
** Unlike the driver, the passenger can use items while inside the exosuit, but cannot drop them.&lt;br /&gt;
** The passenger cannot use items on things outside the exosuit , and cannot fire guns out.&lt;br /&gt;
* The passenger compartment can be locked and unlocked from the stats panel in the Exosuit Interface&lt;br /&gt;
** It always starts off locked by default&lt;br /&gt;
** An unlocked compartment can be entered by anyone.&lt;br /&gt;
* A passenger inside the exosuit cannot be ejected by the driver. To get them out, you must Initiate Maintenance Protocols from outside the exosuit , and use the Remove Passenger option in the maintenance panel.&lt;br /&gt;
 |Notes = *A passenger can eject even if the door is locked&lt;br /&gt;
* Each Passenger Compartment holds a single passenger&lt;br /&gt;
* There is no way to put someone into the passenger compartment, they must enter willingly and manually&lt;br /&gt;
* This equipment uses no power even if a passenger is inside.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ExosuitEquipmentTemplate&lt;br /&gt;
 |Equipment = Energy Relay&lt;br /&gt;
 |Category = General&lt;br /&gt;
 |Power = N/A&lt;br /&gt;
 |Image = Tesla&lt;br /&gt;
|Tech =*Electromagnetic Spectrum Research: 4&lt;br /&gt;
* Illigal research: 2&lt;br /&gt;
|Cost = *Steel: 10000&lt;br /&gt;
* Gold: 2000&lt;br /&gt;
* Silver: 3000&lt;br /&gt;
* Glass: 2000&lt;br /&gt;
 |Description = Wirelessly drains energy from any available power channel in area. The performance index is quite low.&lt;br /&gt;
 |Function = &lt;br /&gt;
* Generates 12w of power per second, to recharge the battery&lt;br /&gt;
* Drains 2-3Kw per from the nearest APC&lt;br /&gt;
&lt;br /&gt;
 |Notes = &lt;br /&gt;
* This will usually not be enough to stop power loss when moving around, but will greatly slow it. And the exosuit will usually recharge when standing still.&lt;br /&gt;
* Still drains power from an APC even when the cell is fully charged.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ExosuitEquipmentTemplate&lt;br /&gt;
 |Equipment = Phoron Generator&lt;br /&gt;
 |Category = General&lt;br /&gt;
 |Power = N/A&lt;br /&gt;
 |Image = Tesla&lt;br /&gt;
|Tech =*Phoron Research: 2&lt;br /&gt;
* Power Manipulation Technology: 2&lt;br /&gt;
* Engineering Research: 2&lt;br /&gt;
|Cost = *Steel: 10000&lt;br /&gt;
*Silver: 500&lt;br /&gt;
*Glass: 1000&lt;br /&gt;
 |Description = A Clean-Burning reactor that uses phoron as a fuel source to recharge the power cell. Terribly inefficient.&lt;br /&gt;
 |Function = &lt;br /&gt;
* Burns Phoron Crystals inserted into it to produce power&lt;br /&gt;
** To pickup a phoron crystal, activate the generator as the active module, then click a phoron crystal on the ground.&lt;br /&gt;
* Consumes 500 cm^3 of phoron per second to charge up the power cell&lt;br /&gt;
** Consumes 100 cm^3 of phoron per second instead, when the power cell is full.  Does not auto deactivate.&lt;br /&gt;
** Each Phoron crystal contains 2000cm^3 of phoron, and so will run the generator for 4 seconds per sheet.&lt;br /&gt;
* While running, produces 20w of power per second.&lt;br /&gt;
 |Notes = &lt;br /&gt;
* This generator consumes phoron rapidly, and is only really useful for mining, where you have access to an abundant supply of phoron sheets.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ExosuitEquipmentTemplate&lt;br /&gt;
 |Equipment = ExoNuclear Reactor&lt;br /&gt;
 |Category = General&lt;br /&gt;
 |Power = N/A&lt;br /&gt;
 |Image = Tesla&lt;br /&gt;
|Tech =&lt;br /&gt;
* Power Manipulation Technology: 3&lt;br /&gt;
* Engineering Research: 3&lt;br /&gt;
|Cost = *Steel: 10000&lt;br /&gt;
* Silver: 500&lt;br /&gt;
* Glass: 1000&lt;br /&gt;
 |Description = A high-pollution reactor that uses uranium as a fuel source to recharge the power cell. Pretty efficient, but irradiates everyone in and near the exosuit, making it dangerous to use.&lt;br /&gt;
 |Function = &lt;br /&gt;
* Steel: 10000&lt;br /&gt;
* Silver: 500&lt;br /&gt;
* Glass: 1000&lt;br /&gt;
Function:&lt;br /&gt;
* Burns Uranium Sheets inserted into it to produce power&lt;br /&gt;
** To pickup a Uranium sheet, activate the generator as the active module, then click a phoron sheet on the ground.&lt;br /&gt;
* Consumes 30 cm^3 of Uranium per second to charge up the power cell&lt;br /&gt;
** Consumes 10 cm^3 of Uranium per second instead, when the power cell is full.  Does not auto deactivate.&lt;br /&gt;
** Each Uranium sheet contains 2000cm^3 of Uranium, and so will run the generator for 66 seconds per sheet.&lt;br /&gt;
* While running, produces 20w of power per second.&lt;br /&gt;
* Irradiates everyone nearby while running, 0.9 radiation per second.&lt;br /&gt;
** This affects people inside the exosuit too, making it extremely dangerous to use&lt;br /&gt;
 |Notes = &lt;br /&gt;
* Wear radiation-proof gear when piloting an exosuit with this module.&lt;br /&gt;
* It can be useful as a weapon to irradiate people around you that you don&#039;t like&lt;br /&gt;
 }}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
===Industrial Equipment===&lt;br /&gt;
&lt;br /&gt;
Extinguisher - Hydraulic clamp - Drill - Diamond drill - Jury-rigged Welder Laser - RCD&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{ExosuitEquipmentTemplate&lt;br /&gt;
 |Equipment = Extinguisher&lt;br /&gt;
 |Category = Industrial&lt;br /&gt;
 |Power = 0&lt;br /&gt;
 |Image = Mecha_exting&lt;br /&gt;
|Cost = *Steel: 10000&lt;br /&gt;
 |Description = Exosuit-mounted fire extinguisher, an effective anti-slime weapon. Fires in rapid, controlled bursts. Can be refilled by clicking on a Water Tank.&lt;br /&gt;
 |Function = &lt;br /&gt;
* Sprays 3 tiles in an arc infront of the exosuit .&lt;br /&gt;
** Sprays 5u of water onto each of those tiles&lt;br /&gt;
** Then, twice,sprays an additional 5u onto one of those tiles at random.&lt;br /&gt;
*** This can pick the same tile both times.&lt;br /&gt;
* Consumes 25u of water per use&lt;br /&gt;
** Has a cooldown of 0.5 seconds between sprays&lt;br /&gt;
* Holds 1000u of water&lt;br /&gt;
* When used on a water tank:&lt;br /&gt;
** Transfers 200u of water from the water tank, to refill the Exosuit&#039;s extinguisher&lt;br /&gt;
 |Notes = &lt;br /&gt;
* This actually sprays a lot less than a normal fire extinguisher per usage, about half. But it can fire 6x as fast. use it repeatedly to deal with larger fires&lt;br /&gt;
* This equipment uses no power&lt;br /&gt;
* Starts off full, allowing you oddly to turn metal into water.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
{{ExosuitEquipmentTemplate&lt;br /&gt;
 |Equipment = Hydraulic clamp&lt;br /&gt;
 |Category = Industrial&lt;br /&gt;
 |Power = 10&lt;br /&gt;
 |Image = Mecha_clamp&lt;br /&gt;
|Cost = *Steel: 10000&lt;br /&gt;
 |Description = Gives it an ability to load objects into cargo compartment, or lets you crush people with it.&lt;br /&gt;
 |Function = &lt;br /&gt;
* Can pick up certain objects&lt;br /&gt;
** Can store crates into it&#039;s cargo hold&lt;br /&gt;
** Cannot pick up living organisms&lt;br /&gt;
* Has a cooldown of 1.5 seconds between actions&lt;br /&gt;
* Can be used to push people out of the way&lt;br /&gt;
** Alternativly, can be used to crush people, causing 20 brute damage&lt;br /&gt;
 }}&lt;br /&gt;
 &lt;br /&gt;
 {{ExosuitEquipmentTemplate&lt;br /&gt;
 |Equipment = Drill&lt;br /&gt;
 |Category = Industrial&lt;br /&gt;
 |Power = 10&lt;br /&gt;
 |Image = Mecha_drill&lt;br /&gt;
|Cost = *Steel: 10000&lt;br /&gt;
 |Description = The drill can completely destroy most objects (with the exception of reinforced walls) in a few seconds. Using the drill on someone will gib them in a few seconds. So don&#039;t do that unless you&#039;re a traitor. When used for mining, targeted and two adjacent mineral deposits will be drilled. If Ripley exosuit is equipped with Hydraulic Clamp and has an Ore Box in cargo, all mined ore will be moved to Ore Box.&lt;br /&gt;
 |Function = &lt;br /&gt;
* Can be attached to the ripley and combat mechs&lt;br /&gt;
* Can drill various items&lt;br /&gt;
** Drilling a sand floor on the astroid produces a heap of sand&lt;br /&gt;
** Naturally designed for drilling rock walls. Drops resources in piles&lt;br /&gt;
*** Can also drill right trough anomalies, destroying them&lt;br /&gt;
** Can drill trough walls, making it an antag favorite&lt;br /&gt;
** Can drill trough floors, creating breaches&lt;br /&gt;
*** Cannot drill trough reinforced walls&lt;br /&gt;
** Can attack people for 15 brute damage&lt;br /&gt;
* Has a cooldown of 3 seconds between actions&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{ExosuitEquipmentTemplate&lt;br /&gt;
 |Equipment = Diamond drill&lt;br /&gt;
 |Category = Industrial&lt;br /&gt;
 |Power = 0&lt;br /&gt;
 |Image = mecha_diamond_drill&lt;br /&gt;
|Tech =*Materiels research: 4&lt;br /&gt;
* Engineering Research: 3&lt;br /&gt;
|Cost = *Steel: 10000&lt;br /&gt;
* Diamond: 6500&lt;br /&gt;
 |Description = A diamond version of the exosuit drill. It&#039;s harder, better, faster, stronger.&lt;br /&gt;
 |Function = &lt;br /&gt;
* It is almost identical to the normal drill, but drills faster&lt;br /&gt;
* Can drill trough reinforced walls&lt;br /&gt;
* Has a cooldown of 2 seconds&lt;br /&gt;
 }}&lt;br /&gt;
 &lt;br /&gt;
{{ExosuitEquipmentTemplate&lt;br /&gt;
 |Equipment = Jury-rigged Welder Laser&lt;br /&gt;
 |Category = Industrial, Military&lt;br /&gt;
 |Power = 80&lt;br /&gt;
 |Image = mecha_laser&lt;br /&gt;
|Tech =*Combat Systems Research: 2&lt;br /&gt;
* Electromagnetic Spectrum Research: 2&lt;br /&gt;
|Cost = *Steel: 10000&lt;br /&gt;
 |Description = While not regulation, this inefficient weapon can be attached to working exo-suits in desperate, or malicious, times.&lt;br /&gt;
 |Function = &lt;br /&gt;
* Fires a laser which deals 40 burn damage&lt;br /&gt;
** Has a cooldown of 3 seconds per shot&lt;br /&gt;
** Consumes the listed power cost with each shot&lt;br /&gt;
 |Notes = *It can fire endlessly as long as the suit&#039;s power cell lasts.&lt;br /&gt;
* This is mostly similar to the Immolator laser, except that its able to be attached to industrial exosuits as well as military ones.&lt;br /&gt;
** It is also much slower, and consumes much more power&lt;br /&gt;
 }}&lt;br /&gt;
 &lt;br /&gt;
 {{ExosuitEquipmentTemplate&lt;br /&gt;
 |Equipment = Rapid Construction Device&lt;br /&gt;
 |Category = Industrial&lt;br /&gt;
 |Power = 250&lt;br /&gt;
 |Image = mecha_rcd&lt;br /&gt;
|Tech =*Materials research: 4&lt;br /&gt;
* Bluespace research: 3&lt;br /&gt;
* Electromagnetic Spectrum Research: 4&lt;br /&gt;
* Power manipulation research: 4&lt;br /&gt;
|Cost = *Steel: 30000&lt;br /&gt;
* Phoron: 25000&lt;br /&gt;
* Silver: 20000&lt;br /&gt;
* Gold: 20000&lt;br /&gt;
 |Description = An exosuit-mounted Rapid Construction Device.&lt;br /&gt;
 |Function = &lt;br /&gt;
* Can build walls, floors and airlocks&lt;br /&gt;
** Can also remove walls, floors and airlocks&lt;br /&gt;
** Each usage consumes power&lt;br /&gt;
** Created airlocks are standard all-access airlocks&lt;br /&gt;
 |Notes = *It can fire endlessly as long as the suit&#039;s power cell lasts.&lt;br /&gt;
 }}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
===Medical Equipment===&lt;br /&gt;
&lt;br /&gt;
Mounted Sleeper&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{ExosuitEquipmentTemplate&lt;br /&gt;
 |Equipment = Mounted Sleeper&lt;br /&gt;
 |Category = Medical&lt;br /&gt;
 |Power = 20&lt;br /&gt;
 |Image = Sleeper_0&lt;br /&gt;
|Tech =*N/A&lt;br /&gt;
|Cost = *Steel: 5000&lt;br /&gt;
* Glass: 10000&lt;br /&gt;
 |Description = An internal sleeper bed equipped with a life support system, designed to collect patients from dangerous situations and carry them to safety back at medical. This causes the Odysseus to often be nicknamed &#039;Ambulance&#039;&lt;br /&gt;
 |Function = &lt;br /&gt;
* Used to scoop up patients, while facing them.&lt;br /&gt;
* Patients inside the sleeper are kept on life support, which does the following:&lt;br /&gt;
** Provides them with air from the internal oxygen tank&lt;br /&gt;
** Heals 0.5 Suffocation damage per second, if the patient is not critical&lt;br /&gt;
** Paralyses, weakens and stuns the occupant, preventing them from waking or speaking, they are kept unconscious.&lt;br /&gt;
** Injects Inaprovaline, and keeps the patient with at least 5u of it.&lt;br /&gt;
* Deactivates if power runs out.&lt;br /&gt;
 |Notes = *Only uses power while a patient is inside&lt;br /&gt;
* Each Mounted Sleeper holds a single patient&lt;br /&gt;
 }}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
===Military Equipment===&lt;br /&gt;
&lt;br /&gt;
CH-PS &amp;quot;Immolator&amp;quot; Laser - CH-LC &amp;quot;Solaris&amp;quot; laser cannon - mkIV Ion Heavy Cannon&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{ExosuitEquipmentTemplate&lt;br /&gt;
 |Equipment = CH-PS &amp;quot;Immolator&amp;quot; Laser&lt;br /&gt;
 |Category = Military&lt;br /&gt;
 |Power = 30&lt;br /&gt;
 |Image = mecha_laser&lt;br /&gt;
|Tech =*Combat Systems Research: 3&lt;br /&gt;
* Electromagnetic Spectrum Research: 3&lt;br /&gt;
|Cost = *Steel: 10000&lt;br /&gt;
 |Description = A powerful mounted laser that runs from the internal power cell. Has similar functionality to an infantry Laser Carbine, but can go for a lot longer before recharging&lt;br /&gt;
 |Function = &lt;br /&gt;
* Fires a laser which deals 40 burn damage&lt;br /&gt;
** Has a cooldown of 0.8 seconds per shot&lt;br /&gt;
** Consumes the listed power cost with each shot&lt;br /&gt;
 |Notes = *It can fire endlessly as long as the suit&#039;s power cell lasts.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ExosuitEquipmentTemplate&lt;br /&gt;
 |Equipment = CH-LC &amp;quot;Solaris&amp;quot; laser cannon&lt;br /&gt;
 |Category = Military&lt;br /&gt;
 |Power = 60&lt;br /&gt;
 |Image = mecha_laser&lt;br /&gt;
|Tech =*Combat Systems Research: 4&lt;br /&gt;
* Electromagnetic Spectrum Research: 4&lt;br /&gt;
|Cost = *Steel: 10000&lt;br /&gt;
 |Description = An experimental Exosuit-mounted laser cannon. Designed as a successor to the Immolator, but scrapped due to some technical flaws.&lt;br /&gt;
 |Function = &lt;br /&gt;
* Fires a laser which deals 60 burn damage&lt;br /&gt;
** Has a cooldown of 1.5 seconds per shot&lt;br /&gt;
** Consumes the listed power cost with each shot&lt;br /&gt;
 |Notes = *It can fire endlessly as long as the suit&#039;s power cell lasts.&lt;br /&gt;
* Less efficient than the immolator in damage/power ratio, and overall weaker in damage output over time. An inferior choice.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ExosuitEquipmentTemplate&lt;br /&gt;
 |Equipment = mkIV Ion Heavy Cannon&lt;br /&gt;
 |Category = Military&lt;br /&gt;
 |Power = 120&lt;br /&gt;
 |Image = mecha_ion&lt;br /&gt;
|Tech =*Combat Systems Research: 4&lt;br /&gt;
* Electromagnetic Spectrum Research: 4&lt;br /&gt;
|Cost = *Steel: 10000&lt;br /&gt;
 |Description = An exosuit-mounted ion weapon which functions similarly to an infantry Ion Rifle. Exceptionally effective against synthetics, machines, and other exosuits.&lt;br /&gt;
 |Function = &lt;br /&gt;
* Fires an Ion Bolt, creating a single-tile EM Pulse on impact&lt;br /&gt;
** Instantly kills IPCs&lt;br /&gt;
** Damages and stuns Cyborgs&lt;br /&gt;
** Cripples all mechanical organs, resulting in rapid death for vaurca and people with artificial hearts&lt;br /&gt;
** Cripples prosthetic limbs&lt;br /&gt;
** Disables radios, energy weapons, stun batons, HUDs, etc&lt;br /&gt;
** Opens secure lockers and crates&lt;br /&gt;
** Shuts down cameras, computers, APCs, alarms and almost any kind of machine&lt;br /&gt;
* Has a 4-second cooldown between shots&lt;br /&gt;
** Consumes the listed power cost with each shot&lt;br /&gt;
 |Notes = *It can fire endlessly as long as the suit&#039;s power cell lasts.&lt;br /&gt;
 }}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Todo===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;eZ-13 mk2 Heavy pulse rifle&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Fires a heavy pulse laser.&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;Any combat exosuit (Durand, Gygax, Honker, Marauder and Phazon)&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PBT &amp;quot;Pacifier&amp;quot; Mounted Taser&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Fires a taser bolt, identical to the security taser.&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;Any combat exosuit (Durand, Gygax, Honker, Marauder and Phazon)&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;LBX AC 10 &amp;quot;Scattershot&amp;quot;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Fires a medium sized bullet, similar damage as the Mini-UZI.&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;Any combat exosuit (Durand, Gygax, Honker, Marauder and Phazon)&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ultra AC 2&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Fires a weak bullet, similar damage as the Submachine Gun.&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;Any combat exosuit (Durand, Gygax, Honker, Marauder and Phazon)&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SRM-8 Missile Rack&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Fires a missile which will explode on impact.&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;Any combat exosuit (Durand, Gygax, Honker, Marauder and Phazon)&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SGL-6 Grenade Launcher&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Shoots out a flashbang at medium range.&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;Any combat exosuit (Durand, Gygax, Honker, Marauder and Phazon)&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Banana Mortar&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Shoots out a banana peel. Very annoying, thus, fun.&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;Honker&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mousetrap Mortar&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Shoots out a armed mousetrap.&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;Honker&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;HoNkER BlAsT 5000&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Creates a loud honk sound which will deafen, stun and paralyze your target and everybody around.&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;Honker&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Teleporter&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Exosuit-mounted teleporter. Can teleport exosuit  to any location in view.&lt;br /&gt;
Must be researched first (Requires: &#039;Blue-space&#039; Research 10, Electromagnetic Spectrum Research 5. Currently only adminspawnable due to the high research level - don&#039;t bother, really. Or steal it from the Centcomm exosuits. You know you want to just hijack the deathsquad shuttles after taking their IDs off their burnt corpses, charge out the doors with your stolen weapons in hand, hack your way through the multitudinous doors as more security rushes in with murder in mind and pulse cannons and power armour at hand, until you finally get to your prizes, the exosuit bay - only to steal the teleporters mounted on them and scarper back to the station to use them in the destructive analyser. You know it&#039;s what you want to do. Do it. Do it. Do it.)&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;Any exosuit &#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gravitational Catapult&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Can be used to throw objects around (S mode) or move them away from target (P mode).&lt;br /&gt;
Must be researched first (Requires: &#039;Blue-space&#039; Research 2; Electromagnetic Spectrum Research 3; Engineering 3).&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;Any Non-medical(?) exosuit &#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wormhole Generator&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
As the name implies, Wormhole Generator creates a wormhole (similar to ones spawned at Space-Time Anomalies event) at target location.&lt;br /&gt;
Must be researched first (Requires: &#039;Blue-space&#039; Research 4).&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;Any Non-medical(?) exosuit &#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mounted RCD&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
An exosuit-mounted Rapid Construction Device.&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;Any exosuit &#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor Booster Module (Close Combat Weaponry)&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Boosts exosuitrmor against armed melee attacks. Requires energy to operate.&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;Any exosuit except honker&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor Booster Module (Ranged Weaponry)&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Boosts exosuitrmor against ranged attacks. Completely blocks taser shots. Requires energy to operate.&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;Any exosuit except honker&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Repair Droid&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Automated repair droid. Scans exosuit for damage and repairs it. Can fix almost all types of external or internal damage.&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;Any exosuit &#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cable Layer&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;Any exosuit &#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Syringe Gun&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Exosuit-mounted chem synthesizer with syringe gun. Reagents inside are held in stasis, so no reactions will occur.&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;Any medical exosuit (Odysseus)&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
= Hardsuits =&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
===[[File:Amisuit.png|32px]][[File:Rescuesuit.png|32px]][[File:Advancedsuit.png|32px]][[File:Industrialsuit.png|32px]] [[Hardsuit Operation#Civilian_RIGs|Civilian Hardsuit]] Assembly===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
* Cable&lt;br /&gt;
* Wirecutters&lt;br /&gt;
* Control circuit board&lt;br /&gt;
* Screwdriver&lt;br /&gt;
* Steel&lt;br /&gt;
* Wrench&lt;br /&gt;
* Welding tool&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;
===[[Hardsuit Operation#Combat RIGs|Combat Hardsuit]] Assembly===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
* Cable&lt;br /&gt;
* Wirecutters&lt;br /&gt;
* Central circuit board&lt;br /&gt;
* Screwdriver&lt;br /&gt;
* Control circuit board&lt;br /&gt;
* Screwdriver&lt;br /&gt;
* Advanced scanning module&lt;br /&gt;
* Screwdriver&lt;br /&gt;
* Steel&lt;br /&gt;
* Wrench&lt;br /&gt;
* Welding tool&lt;br /&gt;
* Plasteel&lt;br /&gt;
* Wrench&lt;br /&gt;
* Welding tool&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Research}}&lt;br /&gt;
{{Special_Guides}}&lt;br /&gt;
{{Gameplay_Guides}}&lt;br /&gt;
[[Category:Pages]] [[Category:Guides]] [[Category:Special guides]] [[Category:Research]]&lt;/div&gt;</summary>
		<author><name>Datamatt</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=ATLAS&amp;diff=12367</id>
		<title>ATLAS</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=ATLAS&amp;diff=12367"/>
		<updated>2019-07-20T19:19:37Z</updated>

		<summary type="html">&lt;p&gt;Datamatt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
ATLAS, also known as the Sol National Union, is a nationalist, humanity-first party founded in the 25th century, after Bluespace revolutionized space travel. Originally a grassroots movements originating from the outer systems, their strength, mission and platform have all slowly evolved. Now the mandate of ATLAS is a &amp;quot;human first&amp;quot; policy, stressing the importance of human supremacy in the galaxy for the greater prosperity and safety of mankind. They have strong grassroots support in the outer and inner colonies, and their coalition with [[GAIA]] in the legislative of the Alliance has given them a very strong voice in the federal government. ATLAS itself is a Sol Alliance political party however it is known to be active in almost all regions of human space barring the Frontier Union where it is highly suppressed. They are known to regularly violently clash with [[Free Assembly]] group members.&lt;br /&gt;
&lt;br /&gt;
[[File:Atlas flag.jpg|thumb|The banner of ATLAS.]]&lt;br /&gt;
&#039;&#039;&#039;Senator Michael Watkins&#039;&#039;&#039; was the most senior ATLAS politician and the leader of the ATLAS party for SolGov. In Janurary of 2461 he died of liver failure after the pardoning of Admiral Frost. Admiral Frost shortly after rose to the top of a brief power struggle and is now the leader of the party.&lt;br /&gt;
&lt;br /&gt;
== Platforms ==&lt;br /&gt;
&lt;br /&gt;
ATLAS has historically been a champion for the lower classes of the Alliance. ATLAS funded initiatives inject cash and resources into start-up colonies to help them develop. The party tends to &#039;&#039;&#039;strongly emphasize the need for employment and prosperity for all humans&#039;&#039;&#039;. The party is immensely popular at the system and planet level in the outer colonies due to ATLAS funding being responsible for subsidizing healthcare and education in lower income systems, as well as pushing to expand the Bluespace Gate network to the outer colonies to connect them to the more prosperous inner and core colonies.&lt;br /&gt;
&lt;br /&gt;
The party &#039;&#039;&#039;heavily funds charity organizations&#039;&#039;&#039; and are a major source of income for the [[Interstellar Aid Corps]]. Party officials often host lavish charity fundraisers to help construct additional schools or hospitals in struggling colonies.&lt;br /&gt;
&lt;br /&gt;
ATLAS believes that the Alliance works best with a very &#039;&#039;&#039;strong central government&#039;&#039;&#039;, and would expand the powers of SolGov at the expense of individual system rights. Vocal members of ATLAS have questioned the very sovereignty of human Frontier systems, believing that the Alliance should be the unified authority of all mankind.&lt;br /&gt;
&lt;br /&gt;
ATLAS has many allies in the Alliance navy, as the party champions what they call the &#039;Backbone of the Alliance&#039;. They consistently push legislation to provide &#039;&#039;&#039;more funding and manpower for the Navy&#039;&#039;&#039; and historically have sided with the Navy in disputes over civilian control over the military.&lt;br /&gt;
&lt;br /&gt;
ATLAS is suspicious of the non-human races and believes that their literally alien customs and practices are harmful to humanity. The position of the party tends to swing between an &#039;&#039;&#039;outright expulsion of alien residents to closing the borders.&#039;&#039;&#039; ATLAS has long criticized the close relationship SolGov has with the [[Skrell]], often lamenting that humanity did not keep the secrets of Bluespace to itself rather than allow it to be openly shared. ATLAS officials have often been quoted lamenting the fact that the Unathi and Tajara were not annexed upon being discovered, believing that the upheavals in each species&#039; society after humanity contacted them is proof of their inferior culture.&lt;br /&gt;
&lt;br /&gt;
ATLAS has denounced the runaway power of mega-corporations and has struggled to implement legislation to bring them to heel. ATLAS believes &#039;&#039;&#039;the government should have more say in how the trans-stellar corporations run&#039;&#039;&#039; in order to protect the workers and ensure the Corporations are held accountable. Some more radical elements of the party have often argued the merits of nationalizing the trans-stellar corporations and running them as wings of the government, but this is not a common position. These platforms put them at odds with the more moderate [[GAIA]] party, who favor investments in small business rather than trust-busting.&lt;br /&gt;
&lt;br /&gt;
== Factions ==&lt;br /&gt;
&lt;br /&gt;
ATLAS is split into four key factions spread out across human space:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Moderates&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Based on Unity Station, the moderates embody the largest part of the Party, representing the average joe, and their drive for a united humanity. They support generally separate, but equal treatment of Aliens. They aim to promote Human culture to the perceived barbarity of the Unathi, especially regarding their cultures Sexism which the moderates are vehemently against, as well as the politically backwards Tajara. Extremists of this faction call for the immediate expulsion of all non-humans from what they consider human space.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Technosyndicalists&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Based in orbit around Biesel on the Liner PMV Diomedes, Technosyndicalists are a specialized form of National Syndicalists that wish to reorganize the economy in to planets that are self-sufficient and turn them into National communes as well as Nationalizing large corporations (especially NanoTrasen) whom they view with utter disgust in the way of Human dominance. Extremists of this faction call for the abolishment of any non-human Heads of Staff within NanoTrasen.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mechanical Augmentalists&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Based on Oran within the [[Eridani Federation]], Mechanical Augmentalists are a group of the party who seek, to assist Humanity’s evolution through the use of machinery, especially with Implants at birth and mechanically enhanced features. They are strong proponents of trade with the Skrell to further Humanity’s technological advancement. Extremists of this faction call for technological suppression of all alien species. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Biological Augmentalists&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Based on Dominia within the Empire of Dominia, these men and women are the more naturalist version of the Mechanical Augmentalists, instead of arguing for the Mechanical assisted evolution of Humanity, they advocate for investment into genetic science to perfect Humanities flawed genetics, and create a naturally superior &amp;quot;perfect human&amp;quot; that could increase Humanity’s standing in the galaxy. Extremists of this faction call for harvesting of lesser species as biomass to facilitate organ cloning and other genetic science.&lt;br /&gt;
&lt;br /&gt;
== The Artemis Initiative ==&lt;br /&gt;
&lt;br /&gt;
ATLAS has courted controversy due to the party financing a paramilitary movement known as the &#039;&#039;&#039;Artemis Initiative&#039;&#039;&#039;. This organization has two roles: to provide private security for senior ATLAS officials as well as acting as a militia and police force for colonies unable to be officially protected by the Alliance Navy. Guardsmen and Security Officers are usually identified with a black armband with the ATLAS logo.&lt;br /&gt;
&lt;br /&gt;
New recruits to the Initiative are called Initiates. For officers, upon completion of a 4 week training course they would be reassigned to become Security Officers. and equipped similar to NT security.&lt;br /&gt;
&lt;br /&gt;
The Militia are trained in a similar 4 week course and boot camp before being sent back as Guardsmen. They are equipped with laser weapons. Artemis Commanders are usually dispatched to help organize a settlements defenses or to train and advise the local Guardsmen.&lt;br /&gt;
&lt;br /&gt;
The Initiative&#039;s security and militia branches are two separate branches but both answer directly to the ATLAS leadership.&lt;br /&gt;
&lt;br /&gt;
The Commandant of Internal Security is &#039;&#039;&#039; Freddie West&#039;&#039;&#039;. At 62 he has spent the last 18 years organizing the various security details for ATLAS.&lt;br /&gt;
&lt;br /&gt;
Commandant &#039;&#039;&#039;John Brown&#039;&#039;&#039; is the most senior member of the Guardsmen and is often considered its ceremonial figurehead due to his extensive experience in fighting pirates and Unathi raiders.&lt;br /&gt;
&lt;br /&gt;
[[Category:Factions]]&lt;/div&gt;</summary>
		<author><name>Datamatt</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Sol_Alliance&amp;diff=12366</id>
		<title>Sol Alliance</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Sol_Alliance&amp;diff=12366"/>
		<updated>2019-07-20T19:19:15Z</updated>

		<summary type="html">&lt;p&gt;Datamatt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
&lt;br /&gt;
{{Infobox Species&lt;br /&gt;
 |Species = Solarian&lt;br /&gt;
 |Scientific = H. Sapiens / Human&lt;br /&gt;
 |Image = SolCitizens.png&lt;br /&gt;
 |System = Sol&lt;br /&gt;
 |World  = Unity Station&lt;br /&gt;
 |Language = Sol Common&lt;br /&gt;
 |Politic = Alliance of Sovereign Solarian Nations&lt;br /&gt;
 }}&lt;br /&gt;
[[File:Sol Alliance Flag.png|Civilian/Government flag of the Sol Alliance.|thumb]]&lt;br /&gt;
&lt;br /&gt;
==The Sol Alliance==&lt;br /&gt;
&lt;br /&gt;
The human superpower, this federal union is the unquestioned bastion of humanity and the largest nation in the Orion Spur. Though often held back by bureaucratic corruption and efficiency, many look to reform the fading Alliance. The great megacorporations, and humanity as a whole, originated in the Sol Alliance. It is one of the most diverse entities in space, with people from every species, background, and origin living in it.&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&lt;br /&gt;
An absolute juggernaut in terms of cultural and political influence, the Alliance of Sovereign Solarian Nations (ASSN), commonly referred to as SolGov, the Sol Alliance, and sometimes the Alliance, is a federal union of 125 member state star systems, and 212 dependencies including the [[Eridani Federation]]. Dependencies can vary between undeveloped star systems, outposts on asteroids, or even micro-nation space stations. The capital of the Sol Alliance is the bustling Unity Station in orbit over Earth. 52 Alliance states and 25 dependencies are located within the [[Background summary#Inner Colonies|Inner Colonies]]. The remaining dependencies are located within the [[Background summary#Mid Colonies|Mid Colonies]] and outer colonies. With control of hundreds of systems and a large population of about 100 billion, the Sol Alliance is by far the largest nation within all of [[Background summary#Known Space|known space]]. It is arguably the most culturally and linguistically diverse entity within known space, owing primarily to the age of its colonies and its control over the [[Sol|Sol system]] and [[Sol#Earth (Sol III)|Earth]]. &lt;br /&gt;
&lt;br /&gt;
===Economics===&lt;br /&gt;
&lt;br /&gt;
The economy of the Sol Alliance is dominated almost entirely by the four megacorporations: [[Nanotrasen Corporation]] [[Hephaestus Industries]], [[Zeng-Hu Pharmaceuticals]] and [[Einstein Engines]]. Nanotrasen is the largest of these mega-corporations, utilizing its monopoly on phoron to keep the Sol Alliance firmly reliant on them for intergalactic travel.&lt;br /&gt;
&lt;br /&gt;
The Alliance never fully recovered from the Second Great Depression of 2260. That economic collapse and the resulting civil war left confidence in the Alliance economy extremely shaky. The Alliance has an extremely condensed cycle of boom and bust, with a brief year of growth followed by two years of recession, on average. This is partially the reason that trans-stellar corporations are so powerful and influential: With Sol Alliance bonds or ventures radically decentralized and untrustworthy, the resilient economic strength of trans-stellar corporations makes them a much more lucrative investment.&lt;br /&gt;
&lt;br /&gt;
The prosperity of the Alliance is extremely centralized to the inner colonies, most notably the Sol system, which benefit from their proximity to Earth and being the commercial and industrial centers. Farther away from Sol, the average wealth of systems gradually decrease. The frontier of the Sol Alliance territory tend to be far less wealthy than the inner colonies. In some extreme cases, travel to and from these systems can be made difficult as maintenance of bluespace beacons or shuttle services are the responsibility of individual systems. The only assurance in all Alliance systems is the presence of the federally funded Extranet post-service, allowing messages, if not people, to go from one end of the Alliance to the other. And the tax office.&lt;br /&gt;
&lt;br /&gt;
== Population and Planets ==&lt;br /&gt;
The capital of the Sol Alliance is the bustling Unity Station in orbit over Earth. 52 Alliance states and 25 dependencies are located within the Inner Colonies. The remaining dependencies are located within the Mid Colonies and outer colonies. With control of hundreds of systems and a large population of about 100 billion, the Sol Alliance is by far the largest nation within all of known space. It is arguably the most culturally and linguistically diverse entity within known space, owing primarily to the age of its colonies and its control over the Sol system and Earth. &lt;br /&gt;
&lt;br /&gt;
===The Jewel Planets===&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;jewel planets&amp;quot; are considered to be the &amp;quot;jewels in the crown&amp;quot; of the Sol Alliance. They are worlds that are major net contributors to the alliance as a whole and would cause an extreme detriment were they to be lost. As such, these worlds tend to wield great power across the Alliance and are generally treated with much more respect by SolGov in comparison with other colonies and are given much more care when angered. &lt;br /&gt;
&lt;br /&gt;
====[[Earth]]====&lt;br /&gt;
&lt;br /&gt;
Located in the Sol System, Earth is the birth place of [[humanity]] and exports the most resources, especially food products, compared to any other planet in the Sol Alliance. It is also the most populus world in the known universe, supporting over 20 billion sentient souls. &lt;br /&gt;
&lt;br /&gt;
====[[Mars]]====&lt;br /&gt;
&lt;br /&gt;
Located in the Sol System, Mars is famous for its free spiritedness having many times been at logger heads with the Sol Alliance as a whole. It exports various goods across the Alliance and has an extremely prestigious military history. &lt;br /&gt;
&lt;br /&gt;
====[[Venus]]====&lt;br /&gt;
&lt;br /&gt;
Located in the Sol System, Venus is an example of humanities tenacity and mastery, having been considered uncolonisable in the past. The planet is now a major cultural hub, exporting all forms of media across the alliance alongside its high quality machine part and weapons exports. Venus has surpassed even Earth as the Sol Alliance&#039;s culutral center with numerious people from across all walks of live travelling to the planet to &amp;quot;make it big.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
====[https://wiki.aurorastation.org/index.php?title=Eridani_Federation  Oran]====&lt;br /&gt;
&lt;br /&gt;
Located in the Epsilon Eridani system, by viture of the Eridani Corporate Federation&#039;s special relationship with the Sol Alliance Oran has become the defacto commerical trading hub of Alliance suprassing Unity Station, the Alliance capital. A place with a huge rich/poor divide, it is none the less a great place for business. It exports every commodity known to man but its real power comes from the vast, vast sums of credits the planet reinvests into the Alliance.&lt;br /&gt;
&lt;br /&gt;
====[[New Hai Phong]]==== &lt;br /&gt;
&lt;br /&gt;
Located in the Wintermute&#039;s Perches system, New Hai Phong is a highly industrialized savannah world. It has a self sufficient economy, exportinng everthing from food to minerals. The planet became famous for its tobacco exports, which were said to make up the entire known galaxy&#039;s supply. In more recent years, New Hai Phong has become known for [[Hephaestus Industries]] pervasive presence on the planet.&lt;br /&gt;
&lt;br /&gt;
====[[Mictlan]]====&lt;br /&gt;
&lt;br /&gt;
Located in the Alpha Centauri system, Mictlan is considered a wild, untammed world with vast sweeping jungles and rich seas. It is famous for its exports of underwater goods such as coral, fish, wood fungi  heavy and metals such as uranium for which the natives find little use. It provides the largest amount of seafood and uranium in the Alliance, feeding and powering many worlds.&lt;br /&gt;
&lt;br /&gt;
===Key Colonies===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Titan&#039;&#039;&#039; - The largest of Saturn&#039;s natural satellites, Titan consists of large, enclosed [https://wiki.aurorastation.org/index.php?title=Arcology  arcologies] similar to those on [[Mars]]. It hosts a major [[Zeng-Hu Pharmaceuticals]] research and development facility. The economy is self sufficent and it exports vast quanities of water across the Sol Alliance.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Luna]]&#039;&#039;&#039; - [[Earth]]&#039;s only natural satellite, the moon is dominated by subterranean cities which are connected by environmentally sealed roads and railways deep underground. The economy is largely self sufficent with a booming tourist industry.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wolf Harrington&#039;&#039;&#039; - Wolf Harrington is a small subterranean mining and habitation complex in the Sol system, situated on Comet 43P. It is an import-export economy exporting large quantities of ore and importing food, water and equipment.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Trummer&#039;&#039;&#039;﻿﻿ - A flotilla like colony located in the outer colonies. The Trummer﻿﻿ ﻿is an amalgamation of multiple colony ships grafted together. It is a self sufficent economy exporting large quantities of ore and refinded minerals. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Other&#039;&#039;&#039; - There are numerous colonies that exist within the Sol Alliance. Feel free to create your own concepts for use in game. Remember that any Sol Colony would be run by an elected governor, most likely be an egalitarian democratic society (or at least be being strong armed into being one) and would expect to contribute to the Sol Alliance or be on the path to contributing. A theocratic slaver nation isn&#039;t going to be accepatble however a former theocratic ex-slaver democracy struggling against it&#039;s new form of governance would be an interesting concept. Use your common sense and if in doubt, feel free to speak with a member of the human lore team.&lt;br /&gt;
===[[Languages]]===&lt;br /&gt;
Sol Common is the dominant language of the Sol Alliance, across all classes of society. Tau Ceti Basic is commonly available in schools, with Tradeband being uncommon and used mainly amongst those seeking to do business across all of human space. Freespeak is viewed as the language of lower-class, less civilized foreigners, due to rough relations with the Frontier Alliance. Sign language is a popular elective course in higher education in the Sol Alliance.&lt;br /&gt;
&lt;br /&gt;
===Alliance Anthem===&lt;br /&gt;
&lt;br /&gt;
“Our United Alliance” - ASSN Anthem&lt;br /&gt;
&lt;br /&gt;
Our Solarian Sovereignty undisputed&lt;br /&gt;
Our vision, transcendent&lt;br /&gt;
Our heads high, our will strong&lt;br /&gt;
Arise my Alliance, for we are supreme&lt;br /&gt;
From Sol to the frontier, our right&lt;br /&gt;
&lt;br /&gt;
We are humanity, our vision great&lt;br /&gt;
The stars, our destiny manifest&lt;br /&gt;
Through the toil of our people&lt;br /&gt;
We expand to the horizon&lt;br /&gt;
For our Humanity, we expand&lt;br /&gt;
&lt;br /&gt;
Our Solarian Sovereignty undisputed&lt;br /&gt;
Our vision, transcendent&lt;br /&gt;
Our heads high, our will strong&lt;br /&gt;
Arise my Alliance, for we are supreme&lt;br /&gt;
From Sol to the frontier, our right&lt;br /&gt;
&lt;br /&gt;
We are humanity, our vision great&lt;br /&gt;
Proud people under your leadership&lt;br /&gt;
Through the blood of our people&lt;br /&gt;
Always ready to give our due&lt;br /&gt;
For our unity, we stand strong&lt;br /&gt;
&lt;br /&gt;
==Politics==&lt;br /&gt;
&lt;br /&gt;
===Overview===&lt;br /&gt;
The Sol Alliance operates as a hybrid between a Federal Democracy and Westminister system, while at the same time also being an alliance between systems, hence its name. Being the result of original negotiations on Earth to create a new world order between over a hundred nations, including the former United Nations, and the resulting few hundred years of development has left the Alliance government a nearly impenetrable labyrinth of complexity and seeming hypocrisies. An ongoing joke by seasoned politicians is that no one elected to an office actually knows what they&#039;re doing.&lt;br /&gt;
&lt;br /&gt;
===Current Ruling Parties===&lt;br /&gt;
&lt;br /&gt;
The current status quo came into power after the &#039;&#039;Unathi Crisis&#039;&#039; of June 2457 sparked a snap election. The election saw a radical shift in the political climate of the Sol Alliance, with GAIA and ATLAS forming a coalition that currently holds 73% of seats in the Alliance Parliament, and 65% of the seats in the Alliance Senate. This gives it a super majority in the Parliament and Senate, effectively seizing control of the entire Alliance legislator. Their coalition appointed Miles Theodore Chater as their choice for Prime Minister, with him becoming the Prime Minister of the Sol Alliance on June 30th, 2457.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://forums.aurorastation.org/viewtopic.php?p=107462#p107462 However, this dichotomy was radically changed in October of 2460.]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[GAIA]]&#039;&#039;&#039;, also known as Earth and Ares Initiative Associated is a party founded by Gregory Theadore Miles on the 22th of April, 2447 with a primary agenda of furthering the prosperity and ensuring survival of humanity, concentrating on the places where majority resides. They seek to investments and regulations on Alliance economy, wanting to decrease the overall power and economic significance of mega-corporations. The new GAIA front has retained a majority in both houses only thanks to their unification with other parties. GAIA now has 42% of seats in the Senate from 33%. They also have 51% of seats in Parliament, up from 44%.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[ATLAS]]&#039;&#039;&#039;, also known as the Sol National Union, is a party was founded early in the creation of the Alliance, and its mission and platform has slowly evolved. Now the mandate of ATLAS is a &amp;quot;human first&amp;quot; policy, stressing the importance of human supremacy in the galaxy for the greater prosperity and safety of mankind. They have strong grassroots support in the outer colonies, and their coalition with GAIA have given them a very strong voice in the federal government. ATLAS now makes up 40% of the seats in the Senate from 32%. They also now make up 49% of seats on Parliament, up from 29%.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[The Worker&#039;s Party]]&#039;&#039;&#039;, which holds 11% of the seats in Parliament and 15% in the Senate, is a coalition of socialists, communists, and anti-megacorporation advocates that seek radical unionization and the dismantling of the major galactic monopolies. &lt;br /&gt;
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The &#039;&#039;&#039;Utopian Front&#039;&#039;&#039; is the last major party, which holds 16% of the seats in Parliament and 19% of the seats in the Senate. They seek equal integration of all alien species into the Sol Alliance, increased regulation on mega-corporations, and peaceful coexistance with other major galactic factions.&lt;br /&gt;
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== Branches of Government ==&lt;br /&gt;
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The Sol Alliance&#039;s federal government is divided into three branches of government, and their relationship with one another is incredibly complex, but the basics have much in common with 21st century federalism.&lt;br /&gt;
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=== The Executive Branch ===&lt;br /&gt;
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The Executive Branch is based on Unity Station in orbit of Earth. It carries out and enforces laws passed by the legislative branch. It includes the Prime Minister, the Cabinet, executive departments, independent agencies, and other boards, commissions, and committees.&lt;br /&gt;
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Alliance citizens do not directly elect the Prime Minister. Parties appoint a representative from within their party to represent them as candidate for Prime Minister, and that representative becomes Prime Minister if their party wings the majority of seats in Parliament or, during a tie, they enter a coalition with another party to gain the majority.&lt;br /&gt;
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The current Prime Minister of the Sol Alliance is &#039;&#039;&#039;Miles Theodore Chater&#039;&#039;&#039;, a member of the GAIA party. He won a contested election in June of 2457 during snap elections during the Unathi Crisis. He won with his platform of &amp;quot;humanity first&amp;quot;, though more moderate than the ATLAS platform.&lt;br /&gt;
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=== The Judicial Branch ===&lt;br /&gt;
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The judicial branch interprets the meaning of laws, applies laws to individual cases, and decides if laws violate Alliance law.&lt;br /&gt;
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The judicial branch is comprised of the Alliance Supreme Court and other federal courts.&lt;br /&gt;
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=== The Legislative Branch ===&lt;br /&gt;
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The legislative branch is made up of the bicameral upper Alliance Senate and lower Parliament.&lt;br /&gt;
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The Senate is made up of 129 Senators, one from each member state, and four from the Sol System. Each member state elects a single senator to serve a 3 year term. Qualifications for senators are up to individual states. They can be the head of state of the planet or system, or be a single representative elected separate of the local government.&lt;br /&gt;
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The lower Parliament is made up of 218 representatives, and represents the dependencies of the Sol Alliance. Each dependency has its own governing parliament, and their Prime Minister becomes a Member of Parliament for the federal Parliament, and serve as long as their term as Prime Minister in their respective system. The Prime Minister of the Sol Alliance is, confusingly, also a member of the lower Parliament, and counts as 6 representatives, one for Earth, Mars, Europa, the Moon, and Unity Station, giving him 6 effective votes in the lower parliament, because each of these locations are individual member states of the Alliance.&lt;br /&gt;
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=== [[Sol Alliance Military]] ===&lt;br /&gt;
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The Military Forces of the Sol Alliance have a history dating back to the second space race, starting as a defensive and peacekeeping force, their role eventually grew into that of a full time military force. The Sol Peacekeeping Corps was originally formed from specially selected units from the military forces of UN member states.&lt;br /&gt;
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See Also: [[Alliance Strategic Intelligence]]&lt;br /&gt;
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=== [[Sol Alliance History]] ===&lt;br /&gt;
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The Sol Alliance&#039;s relatively long history holds the origins of many of the current nations, megacorporations, and current conflicts within it. For a detailed overview, see the [[Sol Alliance History|Sol Alliance history page]]. &lt;br /&gt;
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== Potential Character Concepts ==&lt;br /&gt;
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&#039;&#039;&#039;Here is an example character from the Sol Alliance:&#039;&#039;&#039;&lt;br /&gt;
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*Chen Zhang, 34, is a medical doctor who currently works for Nanotrasen, currently stationed on the NSS Aurora. He is usually calm and collected.&lt;br /&gt;
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*Zhang is 5’9” and has a slim build, likely 130 lbs. With excellent posture, Zhang moves quickly and efficiently. He has dark brown eyes and has his black hair neatly buzzcut.&lt;br /&gt;
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*Zhang currently lives on Biesel in Mendell City, though he is originally from Shanghai on Earth. He is married and has two children. Zhang is also an agnostic. He also supports ATLAS due to their human-centric ideology.&lt;br /&gt;
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*Zhang isn’t very fond of Tajara, being a supporter of the sudden Tajara ban. He also dislikes Vaurca due to their sudden appearance throughout Tau Ceti.&lt;br /&gt;
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*Zhang speaks Sol Common, Tau Ceti Common, and understands a little Terran Mandarin.&lt;br /&gt;
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&#039;&#039;&#039;Here is a second example character from the Sol Alliance:&#039;&#039;&#039;&lt;br /&gt;
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*Kumari Bhatta, 47, is a chief engineer who has worked for Nanotrasen for 14 years. She is a serious workaholic.&lt;br /&gt;
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*Bhatta is 5’7” and has a lithe, athletic build, about 140 lbs. She constantly moves gingerly, with stiff posture. She has dark brown eyes and her long, black hair is usually in a neat braid.&lt;br /&gt;
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*Bhatta lives aboard the Odin, with her home in Mumbai on Earth. She moved to the Republic of Biesel with her husband, brother, and daughter. Bhatta is a devoted Hindu. She previously supported GAIA, but, due to her move, cares less about Sol Alliance’s politics.&lt;br /&gt;
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*Bhatta has a hard time liking Skrell due to most’s view on artificial intelligence. She does, however, have a slight like toward Unathi because of their honor-based culture.&lt;br /&gt;
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*Bhatta speaks Sol Common and Tau Ceti Common.&lt;br /&gt;
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{{Navbox Lore}}&lt;br /&gt;
[[Category:Factions]]&lt;br /&gt;
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		<author><name>Datamatt</name></author>
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