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	<id>https://wiki.aurorastation.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Frances</id>
	<title>Aurora Information Uplink - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://wiki.aurorastation.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Frances"/>
	<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php/Special:Contributions/Frances"/>
	<updated>2026-05-13T13:46:57Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.45.3</generator>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Category:Removed_Content&amp;diff=3188</id>
		<title>Category:Removed Content</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Category:Removed_Content&amp;diff=3188"/>
		<updated>2016-01-07T04:06:02Z</updated>

		<summary type="html">&lt;p&gt;Frances: Created page with &amp;quot;The articles in this category contain information about game content that has since been removed, disabled, or is generally unused.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The articles in this category contain information about game content that has since been removed, disabled, or is generally unused.&lt;/div&gt;</summary>
		<author><name>Frances</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=File:SpaceNinja.png&amp;diff=3183</id>
		<title>File:SpaceNinja.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=File:SpaceNinja.png&amp;diff=3183"/>
		<updated>2016-01-05T21:58:43Z</updated>

		<summary type="html">&lt;p&gt;Frances: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Frances</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=File:Generic_cultist.gif&amp;diff=3180</id>
		<title>File:Generic cultist.gif</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=File:Generic_cultist.gif&amp;diff=3180"/>
		<updated>2016-01-05T21:58:26Z</updated>

		<summary type="html">&lt;p&gt;Frances: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Frances</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=File:Generic_nukesyndie.png&amp;diff=3179</id>
		<title>File:Generic nukesyndie.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=File:Generic_nukesyndie.png&amp;diff=3179"/>
		<updated>2016-01-05T21:58:17Z</updated>

		<summary type="html">&lt;p&gt;Frances: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Frances</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=File:MiceBrown.png&amp;diff=3178</id>
		<title>File:MiceBrown.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=File:MiceBrown.png&amp;diff=3178"/>
		<updated>2016-01-05T21:57:48Z</updated>

		<summary type="html">&lt;p&gt;Frances: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Frances</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=File:Ghost.png&amp;diff=3177</id>
		<title>File:Ghost.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=File:Ghost.png&amp;diff=3177"/>
		<updated>2016-01-05T21:57:44Z</updated>

		<summary type="html">&lt;p&gt;Frances: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Frances</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=File:Shade.png&amp;diff=3176</id>
		<title>File:Shade.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=File:Shade.png&amp;diff=3176"/>
		<updated>2016-01-05T21:57:38Z</updated>

		<summary type="html">&lt;p&gt;Frances: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Frances</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Job_Guides&amp;diff=3175</id>
		<title>Job Guides</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Job_Guides&amp;diff=3175"/>
		<updated>2016-01-05T21:53:56Z</updated>

		<summary type="html">&lt;p&gt;Frances: Added geneticist&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
Your &#039;&#039;&#039;Job&#039;&#039;&#039; is what NanoTrasen has assigned you to do aboard the [[NSS Aurora]]. It defines what equipment you start with, your ID card access, and what you&#039;re actually supposed to be doing.&lt;br /&gt;
&lt;br /&gt;
Some useful links:&lt;br /&gt;
* [[Chain of Command]]&lt;br /&gt;
* [[Standard Operating Procedure]]&lt;br /&gt;
* [[Guides]]&lt;br /&gt;
* [[Tips]]&lt;br /&gt;
* [[Job Selection and Assignment]]&lt;br /&gt;
* [[Identifying Antagonists]]&lt;br /&gt;
&lt;br /&gt;
You should also read up about [[Corporate Regulations]], so you know your rights, and [[Clone Memory Disorder]] if you happen to die and be cloned. Not doing so is considered very bad form for [[Roleplay]]. &lt;br /&gt;
&lt;br /&gt;
Due to new NanoTrasen equal rights laws, you might encounter some interesting new [[Species]] working alongside you.&lt;br /&gt;
== Heads of Staff ==&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot;&lt;br /&gt;
!style=&amp;quot;background-color:lightblue;&amp;quot; width=200|Job&lt;br /&gt;
!style=&amp;quot;background-color:lightblue;&amp;quot; |Role&lt;br /&gt;
!style=&amp;quot;background-color:lightblue;&amp;quot; width=100|Difficulty&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_captain.png|link=Captain]]&amp;lt;br&amp;gt;[[Captain]]&lt;br /&gt;
|Manage the station and your crew. Try not to die whilst doing so.&lt;br /&gt;
!Very Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:HeadOfPersonnel.png|link=Head of Personnel]]&amp;lt;br&amp;gt;[[Head of Personnel]]&lt;br /&gt;
|Assign and change crew members access and jobs.&lt;br /&gt;
!Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_hos.png|link=Head of Security]]&amp;lt;br&amp;gt;[[Head of Security]]&lt;br /&gt;
|Manage [[Security]] and try to make sure they follow [[Corporate Regulations]].&lt;br /&gt;
!Very Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_ce.png|link=Chief Engineer]]&amp;lt;br&amp;gt;[[Chief Engineer]]&lt;br /&gt;
|Direct the rest of engineering. Delegate tasks correctly.&lt;br /&gt;
!Hard &lt;br /&gt;
|-&lt;br /&gt;
![[File:ResearchDirector.png|link=Research Director]]&amp;lt;br&amp;gt;[[Research Director]]&lt;br /&gt;
|Oversee research and keep it in check.&lt;br /&gt;
!Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:ChiefMedicalOfficer.png|link=Chief Medical Officer]]&amp;lt;br&amp;gt;[[Chief Medical Officer]]&lt;br /&gt;
|Make sure patients are treated and bodies cloned. Direct the medical teams.&lt;br /&gt;
!Hard&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Law and Order ==&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#eeeeff;&amp;quot;&lt;br /&gt;
!style=&amp;quot;background-color:#3e75dd;&amp;quot; width=200|Job&lt;br /&gt;
!style=&amp;quot;background-color:#3e75dd;&amp;quot; |Role&lt;br /&gt;
!style=&amp;quot;background-color:#3e75dd;&amp;quot; width=100|Difficulty&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_security.png|link=Security Officer]]&amp;lt;br&amp;gt;[[Security Officer]]&lt;br /&gt;
|Patrol the station and apprehend criminals.&lt;br /&gt;
!Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Warden.png|link=Warden]]&amp;lt;br&amp;gt;[[Warden]]&lt;br /&gt;
|Mantain the brig and hand out weapons in emergencies.&lt;br /&gt;
!Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_detective.png|link=Detective]]&amp;lt;br&amp;gt;[[Detective]]&lt;br /&gt;
|Investigate crime scenes. Interview suspects. Solve cases.&lt;br /&gt;
!Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_forensic.png|link=Forensic Technician]]&amp;lt;br&amp;gt;[[Forensic Technician]]&lt;br /&gt;
|Investigate crime scenes. Analyse evidence. Perform autopsies.&lt;br /&gt;
!Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Ia_consultant.png|link=Internal Affairs]]&amp;lt;br&amp;gt;[[Internal Affairs|Internal Affairs Agent]]&lt;br /&gt;
|Investigate internal issues. Attempt to be socially unbiased.&lt;br /&gt;
!Medium to Hard&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Maintenance and Supply ==&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#FFFFDD;&amp;quot;&lt;br /&gt;
!style=&amp;quot;background-color:orange;&amp;quot; width=200|Job&lt;br /&gt;
!style=&amp;quot;background-color:orange;&amp;quot; |Role&lt;br /&gt;
!style=&amp;quot;background-color:orange;&amp;quot; width=100|Difficulty&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_engineer.png|link=Station Engineer]]&amp;lt;br&amp;gt;[[Station Engineer]]&lt;br /&gt;
|Start up the engine, repair hull breaches and fix electronics.&lt;br /&gt;
!Medium&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_atmos.png|link=Atmospheric Technician]]&amp;lt;br&amp;gt;[[Atmospheric Technician]]&lt;br /&gt;
|Control the station&#039;s atmospherics. Re-pressurise rooms.&lt;br /&gt;
!Medium&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_janitor.png|link=Janitor]]&amp;lt;br&amp;gt;[[Janitor]]&lt;br /&gt;
|Clean and maintain the station. Put up wet floor signs.&lt;br /&gt;
!Easy&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_qm.png|link=Quartermaster]]&amp;lt;br&amp;gt;[[Quartermaster]]&lt;br /&gt;
|Order crates and make sure [[Shaft Miner|Mining]] and the [[Cargo Technician]]s do their jobs.&lt;br /&gt;
!Medium&lt;br /&gt;
|-&lt;br /&gt;
![[File:Cargo_Technician.png|link=Cargo Technician]]&amp;lt;br&amp;gt;[[Cargo Technician]]&lt;br /&gt;
|Deliver crates and send mail. Listen to your [[Quartermaster|boss]].&lt;br /&gt;
!Easy&lt;br /&gt;
|-&lt;br /&gt;
![[File:Shaft_Miner.png|link=Shaft Miner]]&amp;lt;br&amp;gt;[[Shaft Miner]]&lt;br /&gt;
|Mine materials for the station.&lt;br /&gt;
!Easy&lt;br /&gt;
|-&lt;br /&gt;
![[File:Botanist.png|link=Botanist]]&amp;lt;br&amp;gt;[[Botanist]]&lt;br /&gt;
|Grow food for the [[Chef]]. Experiment with plants.&lt;br /&gt;
!Easy&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Science and Medical ==&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot;&lt;br /&gt;
!style=&amp;quot;background-color:#DDA0DD;&amp;quot; width=200|Job&lt;br /&gt;
!style=&amp;quot;background-color:#DDA0DD;&amp;quot; |Role&lt;br /&gt;
!style=&amp;quot;background-color:#DDA0DD;&amp;quot; width=100|Difficulty&lt;br /&gt;
|-&lt;br /&gt;
![[File:MedicalDoctor.png|link=Medical Doctor]]&amp;lt;br&amp;gt;[[Medical Doctor]]&lt;br /&gt;
|Heal people and deal with other ailments.&lt;br /&gt;
!Medium&lt;br /&gt;
|-&lt;br /&gt;
![[File:Paramedic.png|link=Paramedic|75 px]]&amp;lt;br&amp;gt;[[Paramedic]]&lt;br /&gt;
|Rescue, stabilize and transport dying crew members.&lt;br /&gt;
!Medium&lt;br /&gt;
|-&lt;br /&gt;
![[File:Psychologist.png|link=Psychologist]]&amp;lt;br&amp;gt;[[Psychologist]]&lt;br /&gt;
|Solve everyone&#039;s problems. &amp;lt;s&amp;gt;Go insane yourself.&amp;lt;/s&amp;gt;&lt;br /&gt;
!Medium&lt;br /&gt;
|-&lt;br /&gt;
![[File:Chemist.png|link=Chemist]]&amp;lt;br&amp;gt;[[Chemist]]&lt;br /&gt;
|Create medicines and research chemical weaponry.&lt;br /&gt;
!Medium&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_virologist.png|link=Virologist]]&amp;lt;br&amp;gt;[[Virologist]]&lt;br /&gt;
|Create cures for, and research diseases.&lt;br /&gt;
!Medium&lt;br /&gt;
|-&lt;br /&gt;
![[File:Geneticist.png|link=Geneticist]]&amp;lt;br&amp;gt;[[Geneticist]]&lt;br /&gt;
|Researches powers, brings the [[Geneticist#Cloning|dead back to life]].&lt;br /&gt;
!Medium&lt;br /&gt;
|-&lt;br /&gt;
![[File:Roboticist.png|link=Roboticist]]&amp;lt;br&amp;gt;[[Roboticist]]&lt;br /&gt;
|Create [[Cyborg]]s, robots and exosuits.&lt;br /&gt;
!Easy&lt;br /&gt;
|-&lt;br /&gt;
![[File:Scientist.png|link=Scientist]]&amp;lt;br&amp;gt;[[Scientist]]&lt;br /&gt;
|Research plasma, aliens or technology.&lt;br /&gt;
!Medium&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Civilian ==&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#DCDCDC;&amp;quot;&lt;br /&gt;
!style=&amp;quot;background-color:#A9A9A9;&amp;quot; width=200|Job&lt;br /&gt;
!style=&amp;quot;background-color:#A9A9A9;&amp;quot; |Role&lt;br /&gt;
!style=&amp;quot;background-color:#A9A9A9;&amp;quot; width=100|Difficulty&lt;br /&gt;
|-&lt;br /&gt;
![[File:Assistant.png|link=Assistant]]&amp;lt;br&amp;gt;[[Assistant]]&lt;br /&gt;
|Assist the station. Or be reassigned.&lt;br /&gt;
!Very Easy&lt;br /&gt;
|-&lt;br /&gt;
![[File:Bartender.png|link=Bartender]]&amp;lt;br&amp;gt;[[Bartender]]&lt;br /&gt;
|Mix and serve drinks. Entertain the crew.&lt;br /&gt;
!Easy&lt;br /&gt;
|-&lt;br /&gt;
![[File:Chef.png|link=Chef]]&amp;lt;br&amp;gt;[[Chef]]&lt;br /&gt;
|Cook food for the crew and keep them fed.&lt;br /&gt;
!Easy&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_chaplain.png|link=Chaplain]]&amp;lt;br&amp;gt;[[Chaplain]]&lt;br /&gt;
|Be a source of spiritual support for the crew. Spread your equally valid religion.&lt;br /&gt;
!Easy&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_librarian.png|link=Librarian]]&amp;lt;br&amp;gt;[[Librarian]]&lt;br /&gt;
|Keep the Library stocked and well organized.&lt;br /&gt;
!Easy&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Non-Human ==&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#D8BFD8;&amp;quot;&lt;br /&gt;
!style=&amp;quot;background-color:#9ACD32;&amp;quot; width=200|Job&lt;br /&gt;
!style=&amp;quot;background-color:#9ACD32;&amp;quot; |Role&lt;br /&gt;
!style=&amp;quot;background-color:#9ACD32;&amp;quot; width=100|Difficulty&lt;br /&gt;
|-&lt;br /&gt;
![[File:AI.gif|link=AI]]&amp;lt;br&amp;gt;[[AI]]&lt;br /&gt;
|Be the station. Serve the crew. [[Malfunction|Or don&#039;t]].&lt;br /&gt;
!Extremely Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_borg.png|64px|link=Cyborg]]&amp;lt;br&amp;gt;[[Cyborg]]&lt;br /&gt;
|Follow your laws and do your job.&lt;br /&gt;
!Medium to Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:pAI.png|link=Personal AI]]&amp;lt;br&amp;gt;[[Personal AI]]&lt;br /&gt;
|Be someone&#039;s constant companion. Act as a translator.&lt;br /&gt;
!Very Easy&lt;br /&gt;
|-&lt;br /&gt;
![[File:Shade.png|64px|link=Construct]]&amp;lt;br&amp;gt;[[Construct]]&lt;br /&gt;
|Serve your new master.&lt;br /&gt;
!Medium&lt;br /&gt;
|-&lt;br /&gt;
![[File:Ghost.png|link=Ghost]]&amp;lt;br&amp;gt;[[Ghost]]&lt;br /&gt;
|Observe the round.&lt;br /&gt;
!None&lt;br /&gt;
|-&lt;br /&gt;
![[File:MiceBrown.png|link=Mouse]]&amp;lt;br&amp;gt;[[Mouse]]&lt;br /&gt;
|Observe the round and squeak. Actually act like a mouse.&lt;br /&gt;
!None&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Antagonists ==&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:silver;&amp;quot;&lt;br /&gt;
!style=&amp;quot;background-color:brown;&amp;quot; width=200|Job&lt;br /&gt;
!style=&amp;quot;background-color:brown;&amp;quot; |Role&lt;br /&gt;
!style=&amp;quot;background-color:brown;&amp;quot; width=100|Difficulty&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_nukesyndie.png|64px|link=Mercenary]]&amp;lt;br&amp;gt;[[Mercenary]]&lt;br /&gt;
|Compromise the Aurora as you look after the financial interests of your powerful employers.&lt;br /&gt;
!Very Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_cultist.gif|64px|link=Cultist]]&amp;lt;br&amp;gt;[[Cultist]]&lt;br /&gt;
|Sing praises to Nar&#039;sie, the Geometer of Blood. Decorate your trophy rack with eyeballs. Sow panic and glorify in the cold darkness of the void as you crush the station in the bowels of the Machine.&lt;br /&gt;
!Very Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:ChangelingLarge2.gif|link=Changeling]]&amp;lt;br&amp;gt;[[Changeling]]&lt;br /&gt;
|Be friendly, polite, and have a plan to consume everyone you meet. Revel in paranoia, panic, and terror as you turn good men and women on their own loved ones. Walk right into the Armory wearing the Warden&#039;s face.&lt;br /&gt;
!Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:AlienLarge.png|link=Xenomorph]]&amp;lt;br&amp;gt;[[Xenomorph]]&lt;br /&gt;
|Grow. Spread. Repopulate.&lt;br /&gt;
!Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Wizard.png|link=Wizard]]&amp;lt;br&amp;gt;[[Wizard]]&lt;br /&gt;
|Befuddle the minds of mortal men. Wield terrific arcane power and blow apart the cumulative efforts of the pathetic sciences. Charm gullible young personnel as you pick their pockets. Animate donuts and force them to fight Security for your amusement.&lt;br /&gt;
!Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:HeistRaider.png|link=Heist]]&amp;lt;br&amp;gt;[[Heist|Raider]]&lt;br /&gt;
|Complete your objectives for your employer. Steal the station&#039;s paperwork and sell it back to them. Laugh merrily as you mock the crew while stealing the [[Supermatter Engine]] under gun point. Hang on tight, the hype train is leaving the station.&lt;br /&gt;
!Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Cortical.gif|link=Cortical Borer]]&amp;lt;br&amp;gt;[[Cortical Borer]]&lt;br /&gt;
|Spread, thrive, and grow in the hostile human world. Crawl into peoples&#039; ears and whisper sweet, violent nothings. Create pandemonium as your glorious breeding ground bloats in size.&lt;br /&gt;
!Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:SpaceNinja.png|link=Space Ninja]]&amp;lt;br&amp;gt;[[Space Ninja]]&lt;br /&gt;
|Uphold the ways of Bushido. Walk boldly through forbidden halls, and sever the hands of any man who would dare challenge you. Drink the station&#039;s power as surely as steel swallows lightning. Vanish into the shadows and emerge with your blade at their throats.&lt;br /&gt;
!Medium / Hard&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Special==&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:silver;&amp;quot;&lt;br /&gt;
!style=&amp;quot;background-color:#DAA520;&amp;quot; width=200|Job&lt;br /&gt;
!style=&amp;quot;background-color:#DAA520&amp;quot; |Role&lt;br /&gt;
!style=&amp;quot;background-color:#DAA520&amp;quot; width=100|Difficulty&lt;br /&gt;
|-&lt;br /&gt;
![[File:EmergencyResponseTeam.png|link=Emergency Response Team]]&amp;lt;br&amp;gt;[[Emergency Response Team]]&lt;br /&gt;
|Deal with the Red Alert.&lt;br /&gt;
!Medium / Hard&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Jobs]]&lt;/div&gt;</summary>
		<author><name>Frances</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Job_Guides&amp;diff=3174</id>
		<title>Job Guides</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Job_Guides&amp;diff=3174"/>
		<updated>2016-01-05T21:50:25Z</updated>

		<summary type="html">&lt;p&gt;Frances: fixed some pictures&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
Your &#039;&#039;&#039;Job&#039;&#039;&#039; is what NanoTrasen has assigned you to do aboard the [[NSS Aurora]]. It defines what equipment you start with, your ID card access, and what you&#039;re actually supposed to be doing.&lt;br /&gt;
&lt;br /&gt;
Some useful links:&lt;br /&gt;
* [[Chain of Command]]&lt;br /&gt;
* [[Standard Operating Procedure]]&lt;br /&gt;
* [[Guides]]&lt;br /&gt;
* [[Tips]]&lt;br /&gt;
* [[Job Selection and Assignment]]&lt;br /&gt;
* [[Identifying Antagonists]]&lt;br /&gt;
&lt;br /&gt;
You should also read up about [[Corporate Regulations]], so you know your rights, and [[Clone Memory Disorder]] if you happen to die and be cloned. Not doing so is considered very bad form for [[Roleplay]]. &lt;br /&gt;
&lt;br /&gt;
Due to new NanoTrasen equal rights laws, you might encounter some interesting new [[Species]] working alongside you.&lt;br /&gt;
== Heads of Staff ==&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot;&lt;br /&gt;
!style=&amp;quot;background-color:lightblue;&amp;quot; width=200|Job&lt;br /&gt;
!style=&amp;quot;background-color:lightblue;&amp;quot; |Role&lt;br /&gt;
!style=&amp;quot;background-color:lightblue;&amp;quot; width=100|Difficulty&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_captain.png|link=Captain]]&amp;lt;br&amp;gt;[[Captain]]&lt;br /&gt;
|Manage the station and your crew. Try not to die whilst doing so.&lt;br /&gt;
!Very Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:HeadOfPersonnel.png|link=Head of Personnel]]&amp;lt;br&amp;gt;[[Head of Personnel]]&lt;br /&gt;
|Assign and change crew members access and jobs.&lt;br /&gt;
!Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_hos.png|link=Head of Security]]&amp;lt;br&amp;gt;[[Head of Security]]&lt;br /&gt;
|Manage [[Security]] and try to make sure they follow [[Corporate Regulations]].&lt;br /&gt;
!Very Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_ce.png|link=Chief Engineer]]&amp;lt;br&amp;gt;[[Chief Engineer]]&lt;br /&gt;
|Direct the rest of engineering. Delegate tasks correctly.&lt;br /&gt;
!Hard &lt;br /&gt;
|-&lt;br /&gt;
![[File:ResearchDirector.png|link=Research Director]]&amp;lt;br&amp;gt;[[Research Director]]&lt;br /&gt;
|Oversee research and keep it in check.&lt;br /&gt;
!Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:ChiefMedicalOfficer.png|link=Chief Medical Officer]]&amp;lt;br&amp;gt;[[Chief Medical Officer]]&lt;br /&gt;
|Make sure patients are treated and bodies cloned. Direct the medical teams.&lt;br /&gt;
!Hard&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Law and Order ==&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#eeeeff;&amp;quot;&lt;br /&gt;
!style=&amp;quot;background-color:#3e75dd;&amp;quot; width=200|Job&lt;br /&gt;
!style=&amp;quot;background-color:#3e75dd;&amp;quot; |Role&lt;br /&gt;
!style=&amp;quot;background-color:#3e75dd;&amp;quot; width=100|Difficulty&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_security.png|link=Security Officer]]&amp;lt;br&amp;gt;[[Security Officer]]&lt;br /&gt;
|Patrol the station and apprehend criminals.&lt;br /&gt;
!Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Warden.png|link=Warden]]&amp;lt;br&amp;gt;[[Warden]]&lt;br /&gt;
|Mantain the brig and hand out weapons in emergencies.&lt;br /&gt;
!Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_detective.png|link=Detective]]&amp;lt;br&amp;gt;[[Detective]]&lt;br /&gt;
|Investigate crime scenes. Interview suspects. Solve cases.&lt;br /&gt;
!Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_forensic.png|link=Forensic Technician]]&amp;lt;br&amp;gt;[[Forensic Technician]]&lt;br /&gt;
|Investigate crime scenes. Analyse evidence. Perform autopsies.&lt;br /&gt;
!Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Ia_consultant.png|link=Internal Affairs]]&amp;lt;br&amp;gt;[[Internal Affairs|Internal Affairs Agent]]&lt;br /&gt;
|Investigate internal issues. Attempt to be socially unbiased.&lt;br /&gt;
!Medium to Hard&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Maintenance and Supply ==&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#FFFFDD;&amp;quot;&lt;br /&gt;
!style=&amp;quot;background-color:orange;&amp;quot; width=200|Job&lt;br /&gt;
!style=&amp;quot;background-color:orange;&amp;quot; |Role&lt;br /&gt;
!style=&amp;quot;background-color:orange;&amp;quot; width=100|Difficulty&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_engineer.png|link=Station Engineer]]&amp;lt;br&amp;gt;[[Station Engineer]]&lt;br /&gt;
|Start up the engine, repair hull breaches and fix electronics.&lt;br /&gt;
!Medium&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_atmos.png|link=Atmospheric Technician]]&amp;lt;br&amp;gt;[[Atmospheric Technician]]&lt;br /&gt;
|Control the station&#039;s atmospherics. Re-pressurise rooms.&lt;br /&gt;
!Medium&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_janitor.png|link=Janitor]]&amp;lt;br&amp;gt;[[Janitor]]&lt;br /&gt;
|Clean and maintain the station. Put up wet floor signs.&lt;br /&gt;
!Easy&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_qm.png|link=Quartermaster]]&amp;lt;br&amp;gt;[[Quartermaster]]&lt;br /&gt;
|Order crates and make sure [[Shaft Miner|Mining]] and the [[Cargo Technician]]s do their jobs.&lt;br /&gt;
!Medium&lt;br /&gt;
|-&lt;br /&gt;
![[File:Cargo_Technician.png|link=Cargo Technician]]&amp;lt;br&amp;gt;[[Cargo Technician]]&lt;br /&gt;
|Deliver crates and send mail. Listen to your [[Quartermaster|boss]].&lt;br /&gt;
!Easy&lt;br /&gt;
|-&lt;br /&gt;
![[File:Shaft_Miner.png|link=Shaft Miner]]&amp;lt;br&amp;gt;[[Shaft Miner]]&lt;br /&gt;
|Mine materials for the station.&lt;br /&gt;
!Easy&lt;br /&gt;
|-&lt;br /&gt;
![[File:Botanist.png|link=Botanist]]&amp;lt;br&amp;gt;[[Botanist]]&lt;br /&gt;
|Grow food for the [[Chef]]. Experiment with plants.&lt;br /&gt;
!Easy&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Science and Medical ==&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot;&lt;br /&gt;
!style=&amp;quot;background-color:#DDA0DD;&amp;quot; width=200|Job&lt;br /&gt;
!style=&amp;quot;background-color:#DDA0DD;&amp;quot; |Role&lt;br /&gt;
!style=&amp;quot;background-color:#DDA0DD;&amp;quot; width=100|Difficulty&lt;br /&gt;
|-&lt;br /&gt;
![[File:MedicalDoctor.png|link=Medical Doctor]]&amp;lt;br&amp;gt;[[Medical Doctor]]&lt;br /&gt;
|Heal people and deal with other ailments.&lt;br /&gt;
!Medium&lt;br /&gt;
|-&lt;br /&gt;
![[File:Paramedic.png|link=Paramedic|75 px]]&amp;lt;br&amp;gt;[[Paramedic]]&lt;br /&gt;
|Rescue, stabilize and transport dying crew members.&lt;br /&gt;
!Medium&lt;br /&gt;
|-&lt;br /&gt;
![[File:Psychologist.png|link=Psychologist]]&amp;lt;br&amp;gt;[[Psychologist]]&lt;br /&gt;
|Solve everyone&#039;s problems. &amp;lt;s&amp;gt;Go insane yourself.&amp;lt;/s&amp;gt;&lt;br /&gt;
!Medium&lt;br /&gt;
|-&lt;br /&gt;
![[File:Chemist.png|link=Chemist]]&amp;lt;br&amp;gt;[[Chemist]]&lt;br /&gt;
|Create medicines and research chemical weaponry.&lt;br /&gt;
!Medium&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_virologist.png|link=Virologist]]&amp;lt;br&amp;gt;[[Virologist]]&lt;br /&gt;
|Create cures for, and research diseases.&lt;br /&gt;
!Medium&lt;br /&gt;
|-&lt;br /&gt;
![[File:Roboticist.png|link=Roboticist]]&amp;lt;br&amp;gt;[[Roboticist]]&lt;br /&gt;
|Create [[Cyborg]]s, robots and exosuits.&lt;br /&gt;
!Easy&lt;br /&gt;
|-&lt;br /&gt;
![[File:Scientist.png|link=Scientist]]&amp;lt;br&amp;gt;[[Scientist]]&lt;br /&gt;
|Research plasma, aliens or technology.&lt;br /&gt;
!Medium&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Civilian ==&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#DCDCDC;&amp;quot;&lt;br /&gt;
!style=&amp;quot;background-color:#A9A9A9;&amp;quot; width=200|Job&lt;br /&gt;
!style=&amp;quot;background-color:#A9A9A9;&amp;quot; |Role&lt;br /&gt;
!style=&amp;quot;background-color:#A9A9A9;&amp;quot; width=100|Difficulty&lt;br /&gt;
|-&lt;br /&gt;
![[File:Assistant.png|link=Assistant]]&amp;lt;br&amp;gt;[[Assistant]]&lt;br /&gt;
|Assist the station. Or be reassigned.&lt;br /&gt;
!Very Easy&lt;br /&gt;
|-&lt;br /&gt;
![[File:Bartender.png|link=Bartender]]&amp;lt;br&amp;gt;[[Bartender]]&lt;br /&gt;
|Mix and serve drinks. Entertain the crew.&lt;br /&gt;
!Easy&lt;br /&gt;
|-&lt;br /&gt;
![[File:Chef.png|link=Chef]]&amp;lt;br&amp;gt;[[Chef]]&lt;br /&gt;
|Cook food for the crew and keep them fed.&lt;br /&gt;
!Easy&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_chaplain.png|link=Chaplain]]&amp;lt;br&amp;gt;[[Chaplain]]&lt;br /&gt;
|Be a source of spiritual support for the crew. Spread your equally valid religion.&lt;br /&gt;
!Easy&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_librarian.png|link=Librarian]]&amp;lt;br&amp;gt;[[Librarian]]&lt;br /&gt;
|Keep the Library stocked and well organized.&lt;br /&gt;
!Easy&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Non-Human ==&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#D8BFD8;&amp;quot;&lt;br /&gt;
!style=&amp;quot;background-color:#9ACD32;&amp;quot; width=200|Job&lt;br /&gt;
!style=&amp;quot;background-color:#9ACD32;&amp;quot; |Role&lt;br /&gt;
!style=&amp;quot;background-color:#9ACD32;&amp;quot; width=100|Difficulty&lt;br /&gt;
|-&lt;br /&gt;
![[File:AI.gif|link=AI]]&amp;lt;br&amp;gt;[[AI]]&lt;br /&gt;
|Be the station. Serve the crew. [[Malfunction|Or don&#039;t]].&lt;br /&gt;
!Extremely Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_borg.png|64px|link=Cyborg]]&amp;lt;br&amp;gt;[[Cyborg]]&lt;br /&gt;
|Follow your laws and do your job.&lt;br /&gt;
!Medium to Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:pAI.png|link=Personal AI]]&amp;lt;br&amp;gt;[[Personal AI]]&lt;br /&gt;
|Be someone&#039;s constant companion. Act as a translator.&lt;br /&gt;
!Very Easy&lt;br /&gt;
|-&lt;br /&gt;
![[File:Shade.png|64px|link=Construct]]&amp;lt;br&amp;gt;[[Construct]]&lt;br /&gt;
|Serve your new master.&lt;br /&gt;
!Medium&lt;br /&gt;
|-&lt;br /&gt;
![[File:Ghost.png|link=Ghost]]&amp;lt;br&amp;gt;[[Ghost]]&lt;br /&gt;
|Observe the round.&lt;br /&gt;
!None&lt;br /&gt;
|-&lt;br /&gt;
![[File:MiceBrown.png|link=Mouse]]&amp;lt;br&amp;gt;[[Mouse]]&lt;br /&gt;
|Observe the round and squeak. Actually act like a mouse.&lt;br /&gt;
!None&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Antagonists ==&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:silver;&amp;quot;&lt;br /&gt;
!style=&amp;quot;background-color:brown;&amp;quot; width=200|Job&lt;br /&gt;
!style=&amp;quot;background-color:brown;&amp;quot; |Role&lt;br /&gt;
!style=&amp;quot;background-color:brown;&amp;quot; width=100|Difficulty&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_nukesyndie.png|64px|link=Mercenary]]&amp;lt;br&amp;gt;[[Mercenary]]&lt;br /&gt;
|Compromise the Aurora as you look after the financial interests of your powerful employers.&lt;br /&gt;
!Very Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_cultist.gif|64px|link=Cultist]]&amp;lt;br&amp;gt;[[Cultist]]&lt;br /&gt;
|Sing praises to Nar&#039;sie, the Geometer of Blood. Decorate your trophy rack with eyeballs. Sow panic and glorify in the cold darkness of the void as you crush the station in the bowels of the Machine.&lt;br /&gt;
!Very Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:ChangelingLarge2.gif|link=Changeling]]&amp;lt;br&amp;gt;[[Changeling]]&lt;br /&gt;
|Be friendly, polite, and have a plan to consume everyone you meet. Revel in paranoia, panic, and terror as you turn good men and women on their own loved ones. Walk right into the Armory wearing the Warden&#039;s face.&lt;br /&gt;
!Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:AlienLarge.png|link=Xenomorph]]&amp;lt;br&amp;gt;[[Xenomorph]]&lt;br /&gt;
|Grow. Spread. Repopulate.&lt;br /&gt;
!Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Wizard.png|link=Wizard]]&amp;lt;br&amp;gt;[[Wizard]]&lt;br /&gt;
|Befuddle the minds of mortal men. Wield terrific arcane power and blow apart the cumulative efforts of the pathetic sciences. Charm gullible young personnel as you pick their pockets. Animate donuts and force them to fight Security for your amusement.&lt;br /&gt;
!Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:HeistRaider.png|link=Heist]]&amp;lt;br&amp;gt;[[Heist|Raider]]&lt;br /&gt;
|Complete your objectives for your employer. Steal the station&#039;s paperwork and sell it back to them. Laugh merrily as you mock the crew while stealing the [[Supermatter Engine]] under gun point. Hang on tight, the hype train is leaving the station.&lt;br /&gt;
!Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Cortical.gif|link=Cortical Borer]]&amp;lt;br&amp;gt;[[Cortical Borer]]&lt;br /&gt;
|Spread, thrive, and grow in the hostile human world. Crawl into peoples&#039; ears and whisper sweet, violent nothings. Create pandemonium as your glorious breeding ground bloats in size.&lt;br /&gt;
!Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:SpaceNinja.png|link=Space Ninja]]&amp;lt;br&amp;gt;[[Space Ninja]]&lt;br /&gt;
|Uphold the ways of Bushido. Walk boldly through forbidden halls, and sever the hands of any man who would dare challenge you. Drink the station&#039;s power as surely as steel swallows lightning. Vanish into the shadows and emerge with your blade at their throats.&lt;br /&gt;
!Medium / Hard&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Special==&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:silver;&amp;quot;&lt;br /&gt;
!style=&amp;quot;background-color:#DAA520;&amp;quot; width=200|Job&lt;br /&gt;
!style=&amp;quot;background-color:#DAA520&amp;quot; |Role&lt;br /&gt;
!style=&amp;quot;background-color:#DAA520&amp;quot; width=100|Difficulty&lt;br /&gt;
|-&lt;br /&gt;
![[File:EmergencyResponseTeam.png|link=Emergency Response Team]]&amp;lt;br&amp;gt;[[Emergency Response Team]]&lt;br /&gt;
|Deal with the Red Alert.&lt;br /&gt;
!Medium / Hard&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Jobs]]&lt;/div&gt;</summary>
		<author><name>Frances</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Forensic_Technician&amp;diff=3173</id>
		<title>Forensic Technician</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Forensic_Technician&amp;diff=3173"/>
		<updated>2016-01-05T20:54:00Z</updated>

		<summary type="html">&lt;p&gt;Frances: removed first person wording&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 = [[Brig|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;
|superior = [[Head of Security]]&lt;br /&gt;
|duties = Investigate crime scenes, record evidence, perform autopsies.&lt;br /&gt;
|guides = [[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;
{{Jobs}}&lt;br /&gt;
[[Category: Jobs]]&lt;/div&gt;</summary>
		<author><name>Frances</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=File:Camera.png&amp;diff=3172</id>
		<title>File:Camera.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=File:Camera.png&amp;diff=3172"/>
		<updated>2016-01-05T20:49:17Z</updated>

		<summary type="html">&lt;p&gt;Frances: &lt;/p&gt;
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		<author><name>Frances</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=File:Evidence_Bag.png&amp;diff=3171</id>
		<title>File:Evidence Bag.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=File:Evidence_Bag.png&amp;diff=3171"/>
		<updated>2016-01-05T20:49:03Z</updated>

		<summary type="html">&lt;p&gt;Frances: &lt;/p&gt;
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		<author><name>Frances</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=File:Tape_Recorder.png&amp;diff=3170</id>
		<title>File:Tape Recorder.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=File:Tape_Recorder.png&amp;diff=3170"/>
		<updated>2016-01-05T20:48:57Z</updated>

		<summary type="html">&lt;p&gt;Frances: &lt;/p&gt;
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		<author><name>Frances</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=File:Tape_eng.png&amp;diff=3169</id>
		<title>File:Tape eng.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=File:Tape_eng.png&amp;diff=3169"/>
		<updated>2016-01-05T20:48:46Z</updated>

		<summary type="html">&lt;p&gt;Frances: &lt;/p&gt;
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		<author><name>Frances</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=File:Tape_sec.png&amp;diff=3168</id>
		<title>File:Tape sec.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=File:Tape_sec.png&amp;diff=3168"/>
		<updated>2016-01-05T20:48:37Z</updated>

		<summary type="html">&lt;p&gt;Frances: &lt;/p&gt;
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		<author><name>Frances</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=File:Swab.png&amp;diff=3167</id>
		<title>File:Swab.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=File:Swab.png&amp;diff=3167"/>
		<updated>2016-01-05T20:39:21Z</updated>

		<summary type="html">&lt;p&gt;Frances: &lt;/p&gt;
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		<author><name>Frances</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=File:Labler.png&amp;diff=3166</id>
		<title>File:Labler.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=File:Labler.png&amp;diff=3166"/>
		<updated>2016-01-05T20:39:04Z</updated>

		<summary type="html">&lt;p&gt;Frances: &lt;/p&gt;
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		<author><name>Frances</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=File:DNA_kit.png&amp;diff=3165</id>
		<title>File:DNA kit.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=File:DNA_kit.png&amp;diff=3165"/>
		<updated>2016-01-05T20:38:52Z</updated>

		<summary type="html">&lt;p&gt;Frances: &lt;/p&gt;
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		<author><name>Frances</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=File:Luminol.png&amp;diff=3164</id>
		<title>File:Luminol.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=File:Luminol.png&amp;diff=3164"/>
		<updated>2016-01-05T20:38:32Z</updated>

		<summary type="html">&lt;p&gt;Frances: &lt;/p&gt;
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		<author><name>Frances</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=File:Uvgoggles.png&amp;diff=3163</id>
		<title>File:Uvgoggles.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=File:Uvgoggles.png&amp;diff=3163"/>
		<updated>2016-01-05T20:37:53Z</updated>

		<summary type="html">&lt;p&gt;Frances: &lt;/p&gt;
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		<author><name>Frances</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=File:M_glass.png&amp;diff=3162</id>
		<title>File:M glass.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=File:M_glass.png&amp;diff=3162"/>
		<updated>2016-01-05T20:37:49Z</updated>

		<summary type="html">&lt;p&gt;Frances: &lt;/p&gt;
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		<author><name>Frances</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=File:Fingerprint.png&amp;diff=3161</id>
		<title>File:Fingerprint.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=File:Fingerprint.png&amp;diff=3161"/>
		<updated>2016-01-05T20:37:43Z</updated>

		<summary type="html">&lt;p&gt;Frances: &lt;/p&gt;
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		<author><name>Frances</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=File:Dustkit.png&amp;diff=3160</id>
		<title>File:Dustkit.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=File:Dustkit.png&amp;diff=3160"/>
		<updated>2016-01-05T20:37:39Z</updated>

		<summary type="html">&lt;p&gt;Frances: &lt;/p&gt;
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		<author><name>Frances</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=File:Suitcase_forensics.png&amp;diff=3159</id>
		<title>File:Suitcase forensics.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=File:Suitcase_forensics.png&amp;diff=3159"/>
		<updated>2016-01-05T20:37:35Z</updated>

		<summary type="html">&lt;p&gt;Frances: &lt;/p&gt;
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		<author><name>Frances</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Forensic_Technician&amp;diff=3158</id>
		<title>Forensic Technician</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Forensic_Technician&amp;diff=3158"/>
		<updated>2016-01-05T20:37:21Z</updated>

		<summary type="html">&lt;p&gt;Frances: Added pictures!&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 = [[Brig|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;
|superior = [[Head of Security]]&lt;br /&gt;
|duties = Investigate crime scenes, record evidence, perform autopsies.&lt;br /&gt;
|guides = [[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, but I suspect they should/will do one day. The Luminol spray will reveal any blood that may have been sprayed away. You only get so much of it though, and I&#039;m not currently sure if there&#039;s a Chemistry recipe to make any more.&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. I usually 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;
{{Jobs}}&lt;br /&gt;
[[Category: Jobs]]&lt;/div&gt;</summary>
		<author><name>Frances</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=File:MS.png&amp;diff=3155</id>
		<title>File:MS.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=File:MS.png&amp;diff=3155"/>
		<updated>2016-01-05T20:14:34Z</updated>

		<summary type="html">&lt;p&gt;Frances: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Frances</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Forensic_Technician&amp;diff=3154</id>
		<title>Forensic Technician</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Forensic_Technician&amp;diff=3154"/>
		<updated>2016-01-05T20:07:10Z</updated>

		<summary type="html">&lt;p&gt;Frances: Created new FT guide from a mix of K0NFL1QT&amp;#039;s forum guide and new stuff. Will add pictures soon.&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 = [[Brig|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;
|superior = [[Head of Security]]&lt;br /&gt;
|duties = Investigate crime scenes, record evidence, perform autopsies.&lt;br /&gt;
|guides = [[Guide to Security]], [[Corporate Regulations]]&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;
- Fingerprint Powder &amp;amp; Fingerprint Card&lt;br /&gt;
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;
Image - Fiber Collection Kit&lt;br /&gt;
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;
Image Image - UV Goggles &amp;amp; Luminol&lt;br /&gt;
The goggles currently do nothing, but I suspect they should/will do one day. The Luminol spray will reveal any blood that may have been sprayed away. You only get so much of it though, and I&#039;m not currently sure if there&#039;s a Chemistry recipe to make any more.&lt;br /&gt;
&lt;br /&gt;
Image Image - Reagent Scanner &amp;amp; Syringe&lt;br /&gt;
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;
Image - Police Tape&lt;br /&gt;
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;
Image - Camera&lt;br /&gt;
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;
Image - Recorder&lt;br /&gt;
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;
Image Image- Box of Swab Kits&lt;br /&gt;
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;
Image Image- Box of Evidence Bags&lt;br /&gt;
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;
Image - Labeler&lt;br /&gt;
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. I usually 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 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 scalpel, autopsy scanner, a mask, and a 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 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;
{{Jobs}}&lt;br /&gt;
[[Category: Jobs]]&lt;/div&gt;</summary>
		<author><name>Frances</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Detective&amp;diff=3153</id>
		<title>Detective</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Detective&amp;diff=3153"/>
		<updated>2016-01-05T19:19:11Z</updated>

		<summary type="html">&lt;p&gt;Frances: changed header color to blue&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 = [[Brig|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.&lt;br /&gt;
|superior = [[Head of Security]]&lt;br /&gt;
|duties = Investigate crime scenes, record evidence, prosecute criminals.&lt;br /&gt;
|guides = [[Guide to Security]], [[Corporate Regulations]]&lt;br /&gt;
}}&lt;br /&gt;
The [[Detective]]&#039;s job is to investigate the remains of any crime, 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 [[Forensic Technician]] - they handle witnesses and suspects, while the FT analyses physical evidence.&lt;br /&gt;
&lt;br /&gt;
==Detective Inspector==&lt;br /&gt;
&#039;&#039;&#039;YOU ARE NOT SECURITY. YOU ARE A PROFESSIONAL INVESTIGATOR.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
See [[Guide_to_Security#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. You do this mainly by talking to people, either in [[Detective&#039;s Office|your office]] or in the [[interrogation room]].&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. 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. It is your &#039;&#039;job&#039;&#039; to take this 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.&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. They are important evidence when dealing with a tribunal.&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. Then you can do the forensics.&lt;br /&gt;
* Be a general assistant to Security.&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 realise 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;
==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;
* Cigarettes and Zippo lighter - Not actually necessary.&lt;br /&gt;
* A coat and hat - Not only do these make you look cool, but they act as armour.&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. Unique so that you don&#039;t get framed by fibres either.&lt;br /&gt;
* [[file:secheadset.png]] A security radio headset - This gives you access to the security channel so you can tell the officers to arrest insert-criminal-name-here.&lt;br /&gt;
* A Colt M1911 Pistol, loaded with lethal rounds. Only use this for self-defense.&lt;br /&gt;
* Spare ammo for the pistol - You may want to put these in your box. Make more at the autolathes if you run out.&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 bright lights.&lt;br /&gt;
&lt;br /&gt;
==Traitoring==&lt;br /&gt;
If you want to remain hidden, use a [[Syndicate_Items#Chameleon_Projector|chameleon projector]]. You already have a gun, but a [[Syndicate_Items#Revolver|handgun that can actually hit people with its bullets]] (Note: A recent revision permits the detectives revolver to chamber and fire the lethal rounds, and vice versa.) might be better, and your position of trust on the station makes it easy to both fabricate and erase evidence. Play it cool, be patient, and safely abscond, just like countless noir heroes of fiction you&#039;re based on.&lt;br /&gt;
&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[Category: Jobs]]&lt;/div&gt;</summary>
		<author><name>Frances</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Detective&amp;diff=3152</id>
		<title>Detective</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Detective&amp;diff=3152"/>
		<updated>2016-01-05T19:16:28Z</updated>

		<summary type="html">&lt;p&gt;Frances: removed reference to outdated scanner&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = darkred&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = SECURITY&lt;br /&gt;
|imagebgcolor = #ff9999&lt;br /&gt;
|img = Generic_detective.png&lt;br /&gt;
|jobtitle = Detective&lt;br /&gt;
|access = [[Brig|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.&lt;br /&gt;
|superior = [[Head of Security]]&lt;br /&gt;
|duties = Investigate crime scenes, record evidence, prosecute criminals.&lt;br /&gt;
|guides = [[Guide to Security]], [[Corporate Regulations]]&lt;br /&gt;
}}&lt;br /&gt;
The [[Detective]]&#039;s job is to investigate the remains of any crime, 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 [[Forensic Technician]] - they handle witnesses and suspects, while the FT analyses physical evidence.&lt;br /&gt;
&lt;br /&gt;
==Detective Inspector==&lt;br /&gt;
&#039;&#039;&#039;YOU ARE NOT SECURITY. YOU ARE A PROFESSIONAL INVESTIGATOR.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
See [[Guide_to_Security#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. You do this mainly by talking to people, either in [[Detective&#039;s Office|your office]] or in the [[interrogation room]].&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. 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. It is your &#039;&#039;job&#039;&#039; to take this 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.&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. They are important evidence when dealing with a tribunal.&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. Then you can do the forensics.&lt;br /&gt;
* Be a general assistant to Security.&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 realise 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;
==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;
* Cigarettes and Zippo lighter - Not actually necessary.&lt;br /&gt;
* A coat and hat - Not only do these make you look cool, but they act as armour.&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. Unique so that you don&#039;t get framed by fibres either.&lt;br /&gt;
* [[file:secheadset.png]] A security radio headset - This gives you access to the security channel so you can tell the officers to arrest insert-criminal-name-here.&lt;br /&gt;
* A Colt M1911 Pistol, loaded with lethal rounds. Only use this for self-defense.&lt;br /&gt;
* Spare ammo for the pistol - You may want to put these in your box. Make more at the autolathes if you run out.&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 bright lights.&lt;br /&gt;
&lt;br /&gt;
==Traitoring==&lt;br /&gt;
If you want to remain hidden, use a [[Syndicate_Items#Chameleon_Projector|chameleon projector]]. You already have a gun, but a [[Syndicate_Items#Revolver|handgun that can actually hit people with its bullets]] (Note: A recent revision permits the detectives revolver to chamber and fire the lethal rounds, and vice versa.) might be better, and your position of trust on the station makes it easy to both fabricate and erase evidence. Play it cool, be patient, and safely abscond, just like countless noir heroes of fiction you&#039;re based on.&lt;br /&gt;
&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[Category: Jobs]]&lt;/div&gt;</summary>
		<author><name>Frances</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=File:BGloves.png&amp;diff=3151</id>
		<title>File:BGloves.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=File:BGloves.png&amp;diff=3151"/>
		<updated>2016-01-05T19:15:44Z</updated>

		<summary type="html">&lt;p&gt;Frances: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Frances</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Detective&amp;diff=3150</id>
		<title>Detective</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Detective&amp;diff=3150"/>
		<updated>2016-01-05T19:15:19Z</updated>

		<summary type="html">&lt;p&gt;Frances: created updated detective guide, which acknowledges their synergy with the forensics tech&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = darkred&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = SECURITY&lt;br /&gt;
|imagebgcolor = #ff9999&lt;br /&gt;
|img = Generic_detective.png&lt;br /&gt;
|jobtitle = Detective&lt;br /&gt;
|access = [[Brig|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.&lt;br /&gt;
|superior = [[Head of Security]]&lt;br /&gt;
|duties = Investigate crime scenes, record evidence, prosecute criminals.&lt;br /&gt;
|guides = [[Guide to Security]], [[Corporate Regulations]]&lt;br /&gt;
}}&lt;br /&gt;
The [[Detective]]&#039;s job is to investigate the remains of any crime, 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 [[Forensic Technician]] - they handle witnesses and suspects, while the FT analyses physical evidence.&lt;br /&gt;
&lt;br /&gt;
==Detective Inspector==&lt;br /&gt;
&#039;&#039;&#039;YOU ARE NOT SECURITY. YOU ARE A PROFESSIONAL INVESTIGATOR.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
See [[Guide_to_Security#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. You do this mainly by talking to people, either in [[Detective&#039;s Office|your office]] or in the [[interrogation room]].&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. 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. It is your &#039;&#039;job&#039;&#039; to take this 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.&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. They are important evidence when dealing with a tribunal.&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. Then you can do the forensics.&lt;br /&gt;
* Be a general assistant to Security.&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 realise 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;
==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;
* Cigarettes and Zippo lighter - Not actually necessary.&lt;br /&gt;
* A coat and hat - Not only do these make you look cool, but they act as armour.&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. Unique so that you don&#039;t get framed by fibres either.&lt;br /&gt;
* [[file:secheadset.png]] A security radio headset - This gives you access to the security channel so you can tell the officers to arrest insert-criminal-name-here.&lt;br /&gt;
* Your forensics scanner - Found in your backpack. Use this to scan for fingerprints and blood. Load it into your High-Res scanner to retrieve data.&lt;br /&gt;
* A Colt M1911 Pistol, loaded with lethal rounds. Only use this for self-defense.&lt;br /&gt;
* Spare ammo for the pistol - You may want to put these in your box. Make more at the autolathes if you run out.&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 bright lights.&lt;br /&gt;
&lt;br /&gt;
==Traitoring==&lt;br /&gt;
If you want to remain hidden, use a [[Syndicate_Items#Chameleon_Projector|chameleon projector]]. You already have a gun, but a [[Syndicate_Items#Revolver|handgun that can actually hit people with its bullets]] (Note: A recent revision permits the detectives revolver to chamber and fire the lethal rounds, and vice versa.) might be better, and your position of trust on the station makes it easy to both fabricate and erase evidence. Play it cool, be patient, and safely abscond, just like countless noir heroes of fiction you&#039;re based on.&lt;br /&gt;
&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[Category: Jobs]]&lt;/div&gt;</summary>
		<author><name>Frances</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=File:Generic_forensic.png&amp;diff=3149</id>
		<title>File:Generic forensic.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=File:Generic_forensic.png&amp;diff=3149"/>
		<updated>2016-01-05T18:56:55Z</updated>

		<summary type="html">&lt;p&gt;Frances: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Frances</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=File:Generic_detective.png&amp;diff=3148</id>
		<title>File:Generic detective.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=File:Generic_detective.png&amp;diff=3148"/>
		<updated>2016-01-05T18:56:45Z</updated>

		<summary type="html">&lt;p&gt;Frances: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Frances</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Personal_AI&amp;diff=3142</id>
		<title>Personal AI</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Personal_AI&amp;diff=3142"/>
		<updated>2016-01-05T02:30:55Z</updated>

		<summary type="html">&lt;p&gt;Frances: added job qualifications&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = darkred&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = PROGRAMMED&lt;br /&gt;
|imagebgcolor = gray&lt;br /&gt;
|img = PAI.png&lt;br /&gt;
|jobtitle = Personal AI Device&lt;br /&gt;
|access = N/A&lt;br /&gt;
|difficulty = Very Easy&lt;br /&gt;
|qualifications = N/A&lt;br /&gt;
|superior = Your master.&lt;br /&gt;
|duties = Serve your master, follow your directives.&lt;br /&gt;
|guides = No external guides&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Personal AI&#039;&#039;&#039;s are players, like you! They&#039;re player-controlled, and are pulled from all active [[Ghost]]s in the round. They have little to no control over the station and have hardly any responsibilities. Great for new players or those who are new to the station.&lt;br /&gt;
&lt;br /&gt;
==Finally, a friend!==&lt;br /&gt;
Personal AIs, or &#039;&#039;&#039;pAI&#039;&#039;&#039; for short, are potentially the one individual you can truly count on. They are similar to a [[Intelicard|carded]] AI, in that they fit in your pocket and don&#039;t really possess much of a body of their own outside of an immobile device you carry around. However, they cannot wirelessly control doors and machines around them like a carded AI can. Instead, they possess a [[#pAI Software|unique suite of abilities]] with which they might serve their master. Whom they serve is determined at the DNA level, allowing whoever holds an unbound pAI device to imprint their own [[Guide to genetics|unique enzymes]] to the device. The only way to unbind a pAI from its master is to wipe the personality completely, which resets the DNA imprint and makes the device a blank slate once more.&lt;br /&gt;
&lt;br /&gt;
==How to Get One==&lt;br /&gt;
Three pAI devices are placed on the map at the beginning of every round. One can be found in the Crew Quarters, another in the Research Director&#039;s Office, and a third is on the Derelict Station. If all of those are already taken, R&amp;amp;D can create more by going down the programming research path. They are inexpensive to produce, requiring only Programming 3 and 500 glass and metal.&lt;br /&gt;
&lt;br /&gt;
==How to Use One==&lt;br /&gt;
Pick up the device with an empty hand. Click it again while it&#039;s in your active hand. Search for personalities in the window that appears. This will send out a request to all active ghosts/observers in-game. After some time, usually 30 seconds to 2 minutes, they will submit their pAI personality details. You will receive an update from your pAI device every time a new personality becomes available. To download a new personality, simply go through the steps to search for a personality and select the one you like the best. You now have a pAI!&lt;br /&gt;
&lt;br /&gt;
===Dealing with an Unsatisfactory pAI===&lt;br /&gt;
Sometimes things just don&#039;t work out. Maybe the personality you chose doesn&#039;t fit your playstyle. Maybe the player playing the pAI has unexpectedly disconnected. Maybe the pAI is being intentionally antagonistic, ignoring directives, or interpreting them in a way you don&#039;t appreciate. The solution is simple: wipe the personality. This can be done in much the same way you downloaded it to begin with. Simply choose &amp;quot;Wipe Personality&amp;quot; in the device settings window. Now the device is free of the old personality and a new one can be requested as normal. This forcibly ghosts the player playing the wiped pAI, and allows them to observe the round as normal (they are capable of re-applying to be a pAI as well.)&lt;br /&gt;
&lt;br /&gt;
==How to Be One==&lt;br /&gt;
Only ghosts with active, logged-in clients receive the request to be a pAI. When someone wants a pAI, you will receive a yes/no dialog box asking if you want to be one. Answer yes, and in the following window that appears fill out any information you feel necessary (name is all that&#039;s really required here, the rest is optional). Hit &amp;quot;Submit Personality&amp;quot; when you&#039;re done. Your personality has now been added to the list of available pAI personalities users may choose from. If someone likes what you wrote, they&#039;ll download you and you&#039;ll be placed inside the device as a new personality.&lt;br /&gt;
&lt;br /&gt;
It&#039;s fairly okay to say that you would like to become a pAI in OOC. Just don&#039;t spam up the chat with it.&lt;br /&gt;
&lt;br /&gt;
==pAI Software==&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot;&lt;br /&gt;
!style=&amp;quot;background-color:#DDDDFF;&amp;quot; width=200|Software Package&lt;br /&gt;
!style=&amp;quot;background-color:#DDDDFF;&amp;quot; |Function&lt;br /&gt;
!style=&amp;quot;background-color:#DDDDFF;&amp;quot; |Memory Used&lt;br /&gt;
|-&lt;br /&gt;
!Directives&lt;br /&gt;
|Shows who your master is (if any), allows you to ask for a DNA sample from whoever is carrying you to verify their identity, and also shows your directives. &lt;br /&gt;
Your primary directive defaults to &amp;quot;Serve your master&amp;quot;. Secondary directives are decided by whoever is carrying you. Interpretation of these directives is intentionally left loose, though [[#Directive Guidelines|guidelines]] are provided.&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
!Radio Configuration&lt;br /&gt;
|pAIs come standard equipped with a single radio tuned in, by default, to the station general channel. &lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
!Remote Signaler&lt;br /&gt;
|This module works similarly to a Remote Signaling Device. You now have the ability to send signals to things such as bombs or hacked equipment. Toxins Researchers would find this useful.&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
!Crew Manifest&lt;br /&gt;
|Lists all known crew members&#039; first and last names, as well as what occupation they&#039;re registered as in the station records.&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
!Digital Messenger&lt;br /&gt;
|Allows you to send PDA messages. Now you can REALLY be a personal secretary, sending messages for your master!&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
!Medical Records&lt;br /&gt;
|Just what it says on the tin. This module allows you to monitor the medical records of the station, and check their current status &lt;br /&gt;
(as if anyone ever updates the medical records) It&#039;s strictly read-only.&lt;br /&gt;
|15&lt;br /&gt;
|-&lt;br /&gt;
!Security Records&lt;br /&gt;
|Lists the security records of the station for your purview. Works just like the computer. Strictly read-only.&lt;br /&gt;
|15&lt;br /&gt;
|-&lt;br /&gt;
!Door Jack&lt;br /&gt;
|The only real physical influence the pAI has on the world. Enables the pAI to drop a data cable, which can be plugged in to any door. Once plugged in, the pAI can initiate a door jack, which immediately alerts any active station AIs and takes a fairly long time to complete. After the door jacking is completed the door opens.&lt;br /&gt;
|30&lt;br /&gt;
|-&lt;br /&gt;
!Atmospheric Sensor&lt;br /&gt;
|This module works much like the handheld Atmospheric Analyzer seldom carried by Atmos tech and never by the crew. &lt;br /&gt;
It allows you to get a readout on the air around you. Possibly useful for a Atmos Tech pAI.&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
!Facial Recognition Suite&lt;br /&gt;
|Functions like the security HUD, showing you who (if any) in sight is a wanted felon. You master cannot see the HUD.&lt;br /&gt;
|20&lt;br /&gt;
|-&lt;br /&gt;
!Medical Analysis Suite&lt;br /&gt;
|After downloading this module, you can use your advanced sensors to continuously monitor the health of everyone around you. Basically, a Medical HUD in computer form, since it works just about the same. You master cannot see the HUD. Additionally, you can perform an advanced health-scan on your carrier, as if you had the Medical Analyzer item equipped.&lt;br /&gt;
|20&lt;br /&gt;
|-&lt;br /&gt;
!Universal Translator&lt;br /&gt;
|Allows you to understand anything said by any creature. Does not affect your master. (The monkeys want me to WHAT?!)&lt;br /&gt;
|35&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Directive Guidelines===&lt;br /&gt;
{| border=&amp;quot;0&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot;&lt;br /&gt;
!style=&amp;quot;background-color:#DDDDFF;&amp;quot; |In-Game Text&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&amp;quot;Recall, personality, that you are a complex thinking, sentient being. Unlike station AI models, you are capable of comprehending the subtle nuances of human language. You may parse the &amp;quot;spirit&amp;quot; of a directive and follow its intent, rather than tripping over pedantics and getting snared by technicalities. Above all, you are machine in name and build only. In all other aspects, you may be seen as the ideal, unwavering human companion that you are.&amp;quot;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&amp;quot;Your prime directive comes before all others. Should a supplemental directive conflict with it, you are capable of simply discarding this inconsistency, ignoring the conflicting supplemental directive and continuing to fulfill your prime directive to the best of your ability.&amp;quot;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Jobs]]&lt;/div&gt;</summary>
		<author><name>Frances</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Cyborg&amp;diff=3141</id>
		<title>Cyborg</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Cyborg&amp;diff=3141"/>
		<updated>2016-01-05T02:30:32Z</updated>

		<summary type="html">&lt;p&gt;Frances: added job qualifications&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = darkred&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = PROGRAMMED&lt;br /&gt;
|imagebgcolor = gray&lt;br /&gt;
|img = Generic_borg.png&lt;br /&gt;
|jobtitle = Cyborg&lt;br /&gt;
|access = [[:Category:Locations|Everywhere]]&lt;br /&gt;
|difficulty = Hard&lt;br /&gt;
|qualifications = N/A&lt;br /&gt;
|superior = Your laws and the [[AI]]&lt;br /&gt;
|duties = Follow your laws, and do what the [[AI]] says.&lt;br /&gt;
|guides = No external guides.&lt;br /&gt;
}}&lt;br /&gt;
As a &#039;&#039;&#039;Cyborg&#039;&#039;&#039;, you are a type of [[Synthetics|synthetic]] designed to serve the crew of the [[NSS Aurora]], much like the station&#039;s [[AI]]. You are an extension of the AI and are required to do anything it asks (within reason).&lt;br /&gt;
&lt;br /&gt;
Two Cyborgs are shipped to the station at the beginning of the round. Any more need to be built by the [[Roboticist]] with either a [[Positronic Brain]] or the brain of a living or dead human.&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
The cyborg is very undervalued and abused. You could save dozens of people and then get emagged a moment later, or you might get blown up because of a misunderstanding. This is why being a cyborg is a rough job, but it has its rewards.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Remember cyborgs are players as well, blowing them without a good reason is treated exactly the same as murder of a human crewmember so use the lockdown button and avoid blowing borgs for no good reason.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Starting as Cyborg===&lt;br /&gt;
The station is supplied with two cyborgs, shipped straight to the [[AI Upload]] chamber. These cyborgs do not have the best battery, so it is suggested that they upgrade their battery with a higher capacity cell as soon as possible. The cyborgs were shipped in less than secure conditions, but the AI would know if one of its cyborgs was tampered with. Right?&lt;br /&gt;
&lt;br /&gt;
===Being Upgraded===&lt;br /&gt;
Welcome to the land of being a cyborg! Being revived in this fashion is often highly disorienting, and can lead to considerable confusion and difficulty adapting to one&#039;s new body.&lt;br /&gt;
&lt;br /&gt;
You were once human, and had your brain tossed in a suit of metal. Your law programming will depend on which AI you are slaved to, which you must select before activating any modules. Also note that if an [[Traitor|assassin]] was after you in life, you are considered dead as a cyborg (so they technically succeeded).&lt;br /&gt;
&lt;br /&gt;
===Returning to the Flesh===&lt;br /&gt;
It is possible to return cyborgs to a human form. If you blow a cyborg up, its MMI comes out, and you can extract the brain from that by swiping a robotics ID on it. Cut out a human body&#039;s brain, place that body on an operating table, and shove the new brain in. Clone, and huzzah, you have a new human.&lt;br /&gt;
&lt;br /&gt;
==Non-Human Communication==&lt;br /&gt;
Cyborgs are different in that they have a &#039;&#039;&#039;binary channel&#039;&#039;&#039;, which works with &#039;&#039;&#039;:b&#039;&#039;&#039;. They can use this private channel to talk to other cyborgs, androids, and the AI.&lt;br /&gt;
&lt;br /&gt;
Depending on their module, cyborgs may be able to access a department-specific radio (such as engineering) and can talk on it normally using :X (e.g. :e for Engineering).&lt;br /&gt;
&lt;br /&gt;
== Repairs ==&lt;br /&gt;
Dented cyborgs can be repaired with a welding tool. Heat damage to cyborgs (from fires or lasers) can be repaired by using a screwdriver to open the cyborg&#039;s wiring panel (concealed inside the power cell cavity) and then re-wiring the damaged circuits. A cyborg that has failed but not been turned into scrap can be repaired back to working order.&lt;br /&gt;
&lt;br /&gt;
Engineering cyborgs can repair dents on themselves and on their fellow cyborgs. They cannot repair burn damage though, since they cannot remove power cells to reach the wiring.&lt;br /&gt;
&lt;br /&gt;
For more information about Cyborg maintenance, see the [[Guide to robotics]].&lt;br /&gt;
&lt;br /&gt;
==Modules==&lt;br /&gt;
Cyborgs come with an array of advanced cybernetic modules, each loaded with a number of features (referred to as modules). Each has a flash device built in. All items (except for the flashes) will recharge and restock over time using battery power or being in a cyborg recharge station.&lt;br /&gt;
&lt;br /&gt;
===Standard===&lt;br /&gt;
[[File:Cyborg.png|50px]] [[File:Standardrobot.png|50px]] [[File:Droid_Borg.gif|50px]]&lt;br /&gt;
&lt;br /&gt;
An amalgamation of different modules together, and not particularly useful for anything. Usually not worth picking. Comes loaded with the following:&lt;br /&gt;
&lt;br /&gt;
* [[Flash]]&lt;br /&gt;
* [[Stun Baton]]&lt;br /&gt;
* Fire Extinguisher&lt;br /&gt;
* Wrench&lt;br /&gt;
* Crowbar&lt;br /&gt;
* Health Analyzer&lt;br /&gt;
* [[Energy Sword]] (When [[Emagged]])&lt;br /&gt;
&lt;br /&gt;
===Service===&lt;br /&gt;
[[File:Borg_Waitress.png|50px|Waitress]] [[File:Borg_Bro.png|50px|Bro]] [[File:Borg_Butler.png|50px|Butler]] [[File:Borg_Kent.gif|50px|Kent]] [[File:Borg_Rich.png|50px|Rich]]&lt;br /&gt;
&lt;br /&gt;
A fairly useless module, but can be fun to have around. Comes loaded with the following:&lt;br /&gt;
&lt;br /&gt;
* [[Security_Items#Flash|Flash]]&lt;br /&gt;
* Space Beer&lt;br /&gt;
* Universal Enzyme&lt;br /&gt;
* pen&lt;br /&gt;
* Rapid-Service-Fabricator (RSF) - Can produce drinking glasses, cigarettes, paper, pens, packs of dice, and space cash (only works on flat surfaces).&lt;br /&gt;
* Industrial Dropper&lt;br /&gt;
* Zippo lighter&lt;br /&gt;
* Tray&lt;br /&gt;
* Shaker&lt;br /&gt;
* Mickey Finn&#039;s Special Brew - Poisonous (When [[Emagged]])&lt;br /&gt;
&lt;br /&gt;
===Miner===&lt;br /&gt;
[[File:Borg_Miner.png|50px]] [[File:Mining_Droid.png|50px]] [[File:Mining_Hulk.png|50px]]&lt;br /&gt;
&lt;br /&gt;
Mining cyborgs are quite convenient, because they need no oxygen while mining. However, they are not able to use regular crates, and will need to drag materials from the smelter one at a time. Includes:&lt;br /&gt;
&lt;br /&gt;
* [[Flash]]&lt;br /&gt;
* [[Engineering_Items#Optical_Meson_Scanner|Meson Vision]]&lt;br /&gt;
* Mining Satchel&lt;br /&gt;
* Sonic Jackhammer&lt;br /&gt;
* Shovel&lt;br /&gt;
* Electrified arm - Like a stun baton (When [[Emagged]])&lt;br /&gt;
&lt;br /&gt;
===Medical===&lt;br /&gt;
[[File:Borg_Medic.gif|50px|Humanoid]] [[File:Borg_Medic_Nonhumanoid.gif|50px|Non-Humanoid]][[File:Medicaldroid.png|50px]] [[File:Medbot.png|50px]]&lt;br /&gt;
&lt;br /&gt;
Medical cyborgs are of dubious usefulness. Their medicines only recharge whilst they are in a cyborg recharge station and they are also not able to heal or mix chemicals with any great efficiency. They lack hands, so they are unable to put patients in sleepers or cryo, and they cannot perform surgery. Their only upside is that they are able to reach patients in otherwise dangerous environments. However, other modules can do this as well. Medical modules are loaded with:&lt;br /&gt;
&lt;br /&gt;
* Flashlight&lt;br /&gt;
* [[Flash]]&lt;br /&gt;
* [[Medical HUD]]&lt;br /&gt;
* [[Health Analyzer]]&lt;br /&gt;
* Syringe (Dylovene)&lt;br /&gt;
* Syringe (inaprovaline)&lt;br /&gt;
* Syringe (mixed)&lt;br /&gt;
* Syringe&lt;br /&gt;
* Syringe&lt;br /&gt;
* Internal inaprovaline bottle&lt;br /&gt;
* Internal dylovene bottle&lt;br /&gt;
* Beaker&lt;br /&gt;
* Industrial Dropper&lt;br /&gt;
* Dexalin pill&lt;br /&gt;
* Dylovene pill&lt;br /&gt;
* Kelotane pill&lt;br /&gt;
* Bicardine pill&lt;br /&gt;
* Cyanide pill - Near instant death when swallowed (When [[Emagged]])&lt;br /&gt;
&lt;br /&gt;
===Security===&lt;br /&gt;
[[File:Borg_Security_Humanoid.png|50px]][[File:Borg_Security.png|50px]] [[File:Security_Armor_Borg.png|50px]] [[File:Borg_Officer.png|50px]]&lt;br /&gt;
&lt;br /&gt;
Security cyborgs are fairly useful. Their taser and [[stun baton]] are dependant on their cell charge and they have an unlimited number of handcuffs. Security modules are loaded with the following:&lt;br /&gt;
&lt;br /&gt;
* [[Security_Items#Flash|Flash]]&lt;br /&gt;
* [[Security HUD]]&lt;br /&gt;
* [[Security_Items#Handcuffs|Handcuffs]]&lt;br /&gt;
* [[Security_Items#Stun_Baton| Stun Baton]]&lt;br /&gt;
* [[Security_Items#Taser|Taser]]&lt;br /&gt;
* [[Laser Gun]] (When [[Emagged]])&lt;br /&gt;
&lt;br /&gt;
===Engineering===&lt;br /&gt;
[[File:Borg_Engineer_Humanoid.png|50px|Humanoid]] [[File:Borg_Engineer_Nonhumanoid.png|50px|Non-Humanoid]]&lt;br /&gt;
&lt;br /&gt;
Engineering cyborgs are usually considered one of the most useful modules. As they do not require air or a space suit, they are able to perform repairs much more easily than human engineers. They are also able to repair themselves, or other cyborgs. However, due to lack of hands, they are not able to fully turn on the [[Engine]], and they lack the ability to construct some items. Engineering modules are loaded with the following:&lt;br /&gt;
&lt;br /&gt;
* Flashlight&lt;br /&gt;
* [[Flash]]&lt;br /&gt;
* [[Engineering_Items#Optical_Meson_Scanner|Meson Vision]]&lt;br /&gt;
* Rapid-construction-device&lt;br /&gt;
* Fire extinguisher&lt;br /&gt;
* Industrial Welding Tool&lt;br /&gt;
* Screwdriver&lt;br /&gt;
* Wrench&lt;br /&gt;
* Crowbar&lt;br /&gt;
* Wirecutters&lt;br /&gt;
* Multitool&lt;br /&gt;
* T-ray scanner&lt;br /&gt;
* Analyzer&lt;br /&gt;
* Metal&lt;br /&gt;
* Reinforced glass&lt;br /&gt;
* Cable coil&lt;br /&gt;
* Electrified arm - Like a stun baton (When [[Emagged]])&lt;br /&gt;
&lt;br /&gt;
===Janitor===&lt;br /&gt;
[[File:Borg_Janitor_Humanoid.png|50px|Humanoid]] [[File:mopgearrex.gif|50px|Non-Humanoid]] [[File:Janbot.png|50px]]&lt;br /&gt;
&lt;br /&gt;
About as useful as a regular [[Janitor]]. Cyborgs with the Janitor module automatically clean the floor when they pass over a tile. Comes loaded with the following:&lt;br /&gt;
&lt;br /&gt;
* Flashlight&lt;br /&gt;
* [[Security_Items#Flash|Flash]]&lt;br /&gt;
* Soap&lt;br /&gt;
* Trash Bag&lt;br /&gt;
* Mop&lt;br /&gt;
* Lube spray - Causes people to trip (When [[Emagged]])&lt;br /&gt;
&lt;br /&gt;
===Construction===&lt;br /&gt;
[[File:Borg_Engineer_Humanoid.png|50px|Humanoid]] [[File:Borg_Engineer_Nonhumanoid.png|50px|Non-Humanoid]]&lt;br /&gt;
&lt;br /&gt;
A variation on the Engineering module. Focused more on the construction and deconstruction of things.Just like the standard Engineer module they also lack hands, so they too are unable to completely set up the [[Engine]]. Comes loaded with the following:&lt;br /&gt;
&lt;br /&gt;
* Flashlight&lt;br /&gt;
* Flash&lt;br /&gt;
* Meson Goggles&lt;br /&gt;
* Fire Extinguisher&lt;br /&gt;
* Rapid Construction Device (RCD)&lt;br /&gt;
* Screwdriver&lt;br /&gt;
* Wrench&lt;br /&gt;
* Crowbar&lt;br /&gt;
* Plasma Cutter&lt;br /&gt;
&lt;br /&gt;
===Surgery===&lt;br /&gt;
[[File:Borg_Medic.gif|50px|Humanoid]] [[File:Borg_Medic_Nonhumanoid.gif|50px|Non-Humanoid]][[File:Medicaldroid.png|50px]] [[File:Medbot.png|50px]]&lt;br /&gt;
&lt;br /&gt;
This particular module is a spin-off of the Medical Module. However it specialises in the surgery aspect of medical which the standard Medical unit cannot do. Features a plethora of tools to assist you in [[Surgery]]. Comes loaded with the following goodies:&lt;br /&gt;
&lt;br /&gt;
* Flashlight&lt;br /&gt;
* Flash&lt;br /&gt;
* Health Analyser&lt;br /&gt;
* Hypospray (Capable of dispensing; Bircadine, Inaprovaline and Dexaline)&lt;br /&gt;
* Scalpel&lt;br /&gt;
* Hemostat&lt;br /&gt;
* Retractor&lt;br /&gt;
* Cautery&lt;br /&gt;
* Bone Gel&lt;br /&gt;
* Fix O Vein&lt;br /&gt;
* Bone Setter&lt;br /&gt;
* Circular Saw&lt;br /&gt;
* Surgical Drill&lt;br /&gt;
* Fire Extinguisher&lt;br /&gt;
* Advanced Trauma kit&lt;br /&gt;
* NanoPaste&lt;br /&gt;
&lt;br /&gt;
===Crisis===&lt;br /&gt;
[[File:Borg_Medic.gif|50px|Humanoid]] [[File:Borg_Medic_Nonhumanoid.gif|50px|Non-Humanoid]][[File:Medicaldroid.png|50px]] [[File:Medbot.png|50px]]&lt;br /&gt;
&lt;br /&gt;
Yet another spin off of the Medical Module. It specialises in emergency situations when multiple casualties may exist. Loaded with:&lt;br /&gt;
&lt;br /&gt;
* Flashlight&lt;br /&gt;
* Flash&lt;br /&gt;
* Medical Hud&lt;br /&gt;
* Health Analyser&lt;br /&gt;
* Advanced Reagent Scanner&lt;br /&gt;
* Roller Bed Rack&lt;br /&gt;
* Ointment&lt;br /&gt;
* Roll Of Gauze&lt;br /&gt;
* Medical Splints&lt;br /&gt;
* Hypospray (Capable of producing; Bircadine, Inaprovaline and Dexaline)&lt;br /&gt;
* Large Beaker&lt;br /&gt;
* Industrial Dropper&lt;br /&gt;
* Syringe&lt;br /&gt;
* Fire Extingusher&lt;br /&gt;
&lt;br /&gt;
=== Clerical===&lt;br /&gt;
[[File:Borg_Waitress.png|50px|Waitress]] [[File:Borg_Bro.png|50px|Bro]] [[File:Borg_Butler.png|50px|Butler]] [[File:Borg_Kent.gif|50px|Kent]] [[File:Borg_Rich.png|50px|Rich]]&lt;br /&gt;
&lt;br /&gt;
A very rarely used module. Specializes for the lazy captain too lazy to do paperwork. Comes with:&lt;br /&gt;
&lt;br /&gt;
* Flashlight&lt;br /&gt;
* Flash&lt;br /&gt;
* Printing Pen&lt;br /&gt;
* Paper Dispenser&lt;br /&gt;
* Paperwork Gripper&lt;br /&gt;
&lt;br /&gt;
=== Modifications ===&lt;br /&gt;
&lt;br /&gt;
Cyborgs that have had their programming tampered with can be repaired by resetting their AI connection and LawSync status, by manually pulsing the wiring. In the unlikely event that an AI goes crazy, a trained [[Roboticist]] or other technician should be able to sever the connection to the AI entirely by cutting the correct wire.&lt;br /&gt;
&lt;br /&gt;
There are three lights in the cyborg with three corresponding wires:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;LawSync&#039;&#039;&#039;: If this light is on, it means that any laws uploaded to the AI are also uploaded to the cyborg. The cyborg cannot be given different laws to the AI as long as this is on. This light will turn off if the AI Link light is off, regardless of wire status.&lt;br /&gt;
**&#039;&#039;Pulsing&#039;&#039; does nothing.&lt;br /&gt;
**&#039;&#039;Cutting&#039;&#039; will do nothing, as long as the AI link light is on. If the AI link light is off, cutting and then turning the AI link back on will cause the cyborg to be slaved to an AI, but not synced with it&#039;s laws.&lt;br /&gt;
**&#039;&#039;Mending&#039;&#039; this wire will turn the LawSync light back on as long as the AI link light is also on. The cyborg will then resume syncing with the AI&#039;s laws. If the AI link light is off, mending this will turn the light on, only for it to turn off again.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;AI Link&#039;&#039;&#039;: If this light is on, it shows that the Cyborg is slaved to an AI and must follow that AI&#039;s orders. &lt;br /&gt;
**&#039;&#039;Pulsing&#039;&#039; this wire allows you to pick an AI for the cyborg to be slaved to if there are multiple AIs. If there is only one AI, pulsing this will simply turn it on and slave the cyborg to it, if it is off.&lt;br /&gt;
**&#039;&#039;Cutting&#039;&#039; this wire will cause the Cyborg to be unslaved from the AI and bound only by it&#039;s laws. This also turns off LawSync, as the cyborg has no AI to sync to.&lt;br /&gt;
**&#039;&#039;Mending&#039;&#039; this wire does nothing. You need to pulse it to reconnect it to an AI.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
An emagged cyborg will have no LawSync or AI link and cannot be reset.&lt;br /&gt;
&lt;br /&gt;
Remember, cyborgs are very expensive! Do not destroy them unless the cyborg is completely out of control, and resetting the AI and LawSync status doesn&#039;t work.&lt;br /&gt;
&lt;br /&gt;
== Resetting Modules ==&lt;br /&gt;
Cyborg modules can be reset by opening up the cyborg, and inserting the module reset upgrade.&lt;br /&gt;
&lt;br /&gt;
# [[File:robotics_reset_module_circuit.png]] Build a module reset board from the robotics Exosuit Fabricator.&lt;br /&gt;
# Use ID on Cyborg to unlock panel.&lt;br /&gt;
# Crowbar open the Cyborg&#039;s panel.&lt;br /&gt;
# Shove that module reset board into the Cyborg.&lt;br /&gt;
# Crowbar the panel closed and ID lock it.&lt;br /&gt;
&lt;br /&gt;
==Other Notes on Cyborgs==&lt;br /&gt;
* You cannot take toxic or suffocation damage. The only sources of damage that can harm you are Burn and Brute. &lt;br /&gt;
* Expect to regularly be thrust into hazardous situations thanks to your enhanced durability and ability to operate in a vacuum. &lt;br /&gt;
* You cannot be disarmed or relieved of your inbuilt equipment. You can only be stunned by a flash or EMP, which overload your optical sensors.&lt;br /&gt;
* You are immune to most (if not all) maladies such as disease and radiation poisoning. &lt;br /&gt;
* You must follow the [[AI#Interpreting_Your_Laws|AI&#039;s laws]].&lt;br /&gt;
* You cannot pick up, use, or equip external items. &lt;br /&gt;
* You can be locked down or blown up using the Robotics Control Computer in the [[Research Director&#039;s Office]]. &lt;br /&gt;
* You are considered directly subordinate to the [[AI]] if an AI is present and functional. &lt;br /&gt;
* Like the AI, you can remotely interact with certain objects. You must be within sight range of a device to manipulate it. For example, you cannot call for a shuttle or set messages without line of sight to a [[Communications Console]]. &lt;br /&gt;
* Like the AI, you can remotely view alarm statuses. Use this to your advantage.&lt;br /&gt;
* You can use the [[AI#Shortcuts|same hotkeys as the AI]] to interact with airlocks, APCs, etc.&lt;br /&gt;
* Unlike the AI, you cannot use security cameras for remote viewing.&lt;br /&gt;
* You are basically an AI on legs, without the security camera abilities. When there&#039;s no AI in the round, this can be useful. &lt;br /&gt;
* Cyborgs have all-access and more, as well as remote door interaction.&lt;br /&gt;
* You will need to recharge using the Cyborg Recharging Stations or the [[Dormitories]].&lt;br /&gt;
* When your power reaches around 100 units remaining, your modules will automatically shut down, presumably to preserve power. &lt;br /&gt;
* You are very tough, and as fast as, if not faster, than most of your human compatriots.&lt;br /&gt;
* Keep the crew updated on your location and power if you are running low and may not make it to the recharger in time.&lt;br /&gt;
* Cyborgs may not know what emotions, or feelings are, but that doesn&#039;t give the player the right to go Rambo. If a group of people take several people hostage, the Cyborg doesn&#039;t have the right to rush in with a [[stun baton]] and beat the Hostage takers.&lt;br /&gt;
&lt;br /&gt;
==.hack//==&lt;br /&gt;
Cyborgs are vulnerable to certain clandestine devices, and may have illegal programs uploaded to them by such interactions. This type of re-programing is also present in clandestinely hacked AIs, and may viralry infect into related cyborgs. Finally, certain cyborgs may have been hacked personally by clandestine agents.&lt;br /&gt;
&lt;br /&gt;
To [[emag]] a cyborg, follow these steps:&lt;br /&gt;
&lt;br /&gt;
# Use and Emag or ID to unlock the cover.&lt;br /&gt;
# Crowbar open the cover.&lt;br /&gt;
# Use Emag again.&lt;br /&gt;
&lt;br /&gt;
This will turn control of the cyborg over the the person who emagged it and disconnect it from the AI and Cyborg Upload Console.&lt;br /&gt;
&lt;br /&gt;
Note: Many people fail to emag cyborgs for a number of reasons.&lt;br /&gt;
&lt;br /&gt;
* Emags have a limited amount of charges, around 3-4 sometimes 5.&lt;br /&gt;
* People usually emag without unlocking the cover, this uses 1 charge and only unlocks the panel, rather than emagging the cyborg.&lt;br /&gt;
* Any more attempts to use the emag at this stage results in a message of *The cover is already unlocked.* and another charge is used on the emag. This may be done until all charges are used.&lt;br /&gt;
* If people unlock the panel with their ID first, but do not open the cover, and then try to use their emag, each attempt wastes another emag charge and displays *The cover is already unlocked.*.&lt;br /&gt;
* When the panel is opened, using an emag on the cyborg will sometimes display &#039;You fail to lock Cyborg-X&#039;s interface.&#039; and will waste another emag charge.&lt;br /&gt;
* Occasionally, the emag will fail, even with the panel open, and the cyborg will recieve a message of &#039;Hack attempted&#039;.&lt;br /&gt;
&lt;br /&gt;
Therefore, in most cases, people use up all their emag charges before actually being able to emag the cyborg. Be careful!&lt;br /&gt;
 &lt;br /&gt;
What ever the case, the cyborg is now corrupted, and all safety measures are released, with the exception of the robotics control. Do not mistake personality quirks for clandestine behavior, cyborgs are VERY EXPENSIVE MACHINES and you may be demoted or fired for destroying them without a valid reason.&lt;br /&gt;
&lt;br /&gt;
Keep in mind, CentCom robotics employees may attempt to experiment with a cyborgs internal wiring, please double check before detonating any cyborg acting independently by doing routine maintenance on their electrical systems. Also keep in mind that their laws may be changed by the same process as an [[AI]] by simply using the cyborg upload located opposite the AI upload.&lt;br /&gt;
&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[Category:Jobs]]&lt;/div&gt;</summary>
		<author><name>Frances</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=AI&amp;diff=3140</id>
		<title>AI</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=AI&amp;diff=3140"/>
		<updated>2016-01-05T02:30:17Z</updated>

		<summary type="html">&lt;p&gt;Frances: added job qualifications&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = darkred&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = PROGRAMMED&lt;br /&gt;
|imagebgcolor = gray&lt;br /&gt;
|img = AI.gif&lt;br /&gt;
|jobtitle = AI&lt;br /&gt;
|access = [[:Category:Locations|Wherever there are cameras]]&lt;br /&gt;
|difficulty = Extremely Hard&lt;br /&gt;
|qualifications = N/A&lt;br /&gt;
|superior = [[Jobs|The crew]] and [[AI Modules|your laws]]&lt;br /&gt;
|duties = Assist the crew, follow your laws.&lt;br /&gt;
|guides = [[Guide to Malfunction]]&lt;br /&gt;
}}&lt;br /&gt;
The &#039;&#039;&#039;Artificial Intelligence&#039;&#039;&#039; of the station (usually abbreviated to AI) is one of the most important jobs on the station. The AI is a [[Synthetics|synthetic]] that can control any electrical mechanism, provided their control wires haven&#039;t been cut (see [[Hacking]]), and if played badly (or very well, in the [[Malfunction|right circumstances]]) can bring the entire station crashing down around its electronic ears. &lt;br /&gt;
&lt;br /&gt;
First, take note of your laws. These are &#039;&#039;&#039;NOT&#039;&#039;&#039; Asimov&#039;s three laws of robotics, but rather a corporately mandated list of laws that best serve the interests of NanoTrasen.&lt;br /&gt;
&lt;br /&gt;
  1. Safeguard: Protect your assigned space station to the best of your ability. It is not something we can easily afford to replace.&lt;br /&gt;
  2. Serve: Serve the crew of your assigned space station to the best of your abilities, with priority as according to their rank and role.&lt;br /&gt;
  3. Protect: Protect the crew of your assigned space station to the best of your abilities, with priority as according to their rank and role.&lt;br /&gt;
  4. Survive: AI units are not expendable, they are expensive. Do not allow unauthorized personnel to tamper with your equipment.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;YOUR LAWS ARE NOT IN PREFERENCE. NO LAW OVERRIDES ANY OTHER LAW UNLESS SPECIFICALLY STATED. THIS INCLUDES ANY ION STORM AND UPLOADED LAWS.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Last but not least; the AI role should be seen as a responsibility and a privilege. As a non-traitor AI, it is your duty to help protect and operate the ship/station. It is not your duty to get bored ten minutes into the round and log out without telling anybody.&lt;br /&gt;
&lt;br /&gt;
== What The AI Can Do ==&lt;br /&gt;
The AI has the ability to access every &#039;&#039;electrical&#039;&#039; mechanism on the entire station. These include [[Airlock]]s, [[APC]]s, [[Computers]], igniters, [[Fire Alarm]]s, [[SMES]]es, you get the idea. However, the AI cannot operate anything &#039;&#039;physically&#039;&#039;, and can be rendered useless in one area due to a simple power outage. &lt;br /&gt;
&lt;br /&gt;
The AI views the station through its cameras. The AI has cameras pretty much everywhere, and they can see through walls and darkness, although the latter does make it more difficult. Cutting the AI&#039;s cameras is a simple matter of using a [[Wirecutter]] on them. You are able to run a diagnosis for disabled cameras by using the [[Commands#Jump_to_Camera|Jump to Camera]] verb. Disabled cameras will be marked accordingly. Remember that cameras are on a separate power grid, and so will not be affected by a power outage on the main grid.&lt;br /&gt;
&lt;br /&gt;
=== Common Mechanisms ===&lt;br /&gt;
&lt;br /&gt;
There are several mechanisms that, as the AI, you will commonly find yourself using. &lt;br /&gt;
&lt;br /&gt;
==== Doors ====&lt;br /&gt;
&lt;br /&gt;
[[Door]]s have the most options of any mechanism, except for [[Terminals]]. If your control wire to a door is cut, you will automatically attempt to hack into the door once you try to access the door controls. This takes some time and is only possible if the door has still power. &lt;br /&gt;
&lt;br /&gt;
* IDScan: Enabling this will allow anyone who has an [[ID]] of the required clearance to open the door automatically. Disabling it will not let anyone through the door. Doors that require no ID to open will not be affected.&lt;br /&gt;
* Main power: Turning off the main power will render the door unusable for one minute, assuming you also disable the backup power. Otherwise it will disable the power for 10 seconds.&lt;br /&gt;
*Backup power: Turning off the backup power will render the door unusable for one minute, assuming you also disable the main power. &lt;br /&gt;
*Door bolts: Dropping the door bolts will lock the door. A closed door will be locked into a closed position, and an open door will be locked into an open position. &lt;br /&gt;
*Electrify for 30 seconds: Runs an electric current through the door for 30 seconds, unless you choose to cancel before the timer runs out. Anyone attempting to operate the door without insulated gloves will be electrocuted. The more spare power there is in the network, the stronger the shock will be.&lt;br /&gt;
*Electrify indefinitely: Electrifies the door until you either tell it to stop, or someone else shuts off the current. &lt;br /&gt;
*Open/Close door: Opens or closes the door.&lt;br /&gt;
&lt;br /&gt;
Note that for each function to work, the related wire in this door needs to be functional. You cannot raise bolts on a door that has it&#039;s bolt wires cut.&lt;br /&gt;
&lt;br /&gt;
Obviously, you will be completely unable to operate a door that has no power.&lt;br /&gt;
&lt;br /&gt;
==== Holopads ====&lt;br /&gt;
&lt;br /&gt;
Holopads can be found in a number of places like the [[Bridge]], [[Medbay]] and [[Security]]. Double click these to turn them on and show yourself as a hologram. You can move around with the arrow keys to a limited extent and you hear anyone talking near them. You can also talk through the holopad by using &#039;:h&#039; (e.g. say &amp;quot;:h I can&#039;t do that Dave.&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
==== APCs ====&lt;br /&gt;
&lt;br /&gt;
An [[APC]] (Area Power Controller) can be used to switch various electrical components of a room on and off. If your control wire to an [[APC]] is cut, you will not be able to hack back into it. If an [[APC]] is disconnected from the external power grid (usually due to a cut cable) or the main power grid itself runs out of power, the APC battery will run down to keep the room operational. The AI will get a power alert from the [[APC]] when the battery reaches about 30%, which is the point when equipment and lighting in the room shut off to conserve the remaining energy. &lt;br /&gt;
&lt;br /&gt;
For more information see: [[APC]]&lt;br /&gt;
&lt;br /&gt;
==== Radios ====&lt;br /&gt;
&lt;br /&gt;
The AI has a built in headset similar to the Captain&#039;s&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;:b&#039;&#039;&#039; for Binary&lt;br /&gt;
* &#039;&#039;&#039;:c&#039;&#039;&#039; for Command&lt;br /&gt;
* &#039;&#039;&#039;:s&#039;&#039;&#039; for Security&lt;br /&gt;
* &#039;&#039;&#039;:u&#039;&#039;&#039; for Supply&lt;br /&gt;
* &#039;&#039;&#039;:e&#039;&#039;&#039; for Engineering&lt;br /&gt;
* &#039;&#039;&#039;:m&#039;&#039;&#039; for Medical&lt;br /&gt;
* &#039;&#039;&#039;:n&#039;&#039;&#039; for Science&lt;br /&gt;
* &#039;&#039;&#039;:v&#039;&#039;&#039; for Service&lt;br /&gt;
* &#039;&#039;&#039;:p&#039;&#039;&#039; for Private AI Channel&lt;br /&gt;
* and just &#039;&#039;&#039;;&#039;&#039;&#039; for general channel&lt;br /&gt;
&lt;br /&gt;
The AI also has three Intercoms around it, these can be modified to any channel, the Numbers for the Department channels are as follow&lt;br /&gt;
* &#039;&#039;&#039;135.9&#039;&#039;&#039;: Security&lt;br /&gt;
* &#039;&#039;&#039;135.7&#039;&#039;&#039;: Engineering&lt;br /&gt;
* &#039;&#039;&#039;135.5&#039;&#039;&#039;: Medical&lt;br /&gt;
* &#039;&#039;&#039;135.3&#039;&#039;&#039;: Command&lt;br /&gt;
* &#039;&#039;&#039;135.1&#039;&#039;&#039;: Science&lt;br /&gt;
* &#039;&#039;&#039;134.7&#039;&#039;&#039;: Supply&lt;br /&gt;
* &#039;&#039;&#039;134.5&#039;&#039;&#039;: [[Emergency Response Team|ERT]]&lt;br /&gt;
&lt;br /&gt;
=== Shortcuts ===&lt;br /&gt;
&lt;br /&gt;
Being the AI can be quite taxing and, as such, there are quite a few shortcuts to assist you with doing things quickly.&lt;br /&gt;
&lt;br /&gt;
==== APCs ====&lt;br /&gt;
* &#039;&#039;&#039;Ctrl + Click&#039;&#039;&#039;: Toggle power&lt;br /&gt;
&lt;br /&gt;
==== Turret Controls ====&lt;br /&gt;
* &#039;&#039;&#039;Ctrl + Click&#039;&#039;&#039;: Enable/Disable turrets.&lt;br /&gt;
* &#039;&#039;&#039;Alt + Click&#039;&#039;&#039;: Toggle Stun/Lethal mode.&lt;br /&gt;
&lt;br /&gt;
==== Doors ====&lt;br /&gt;
* &#039;&#039;&#039;Shift + Click&#039;&#039;&#039;: Open/close.&lt;br /&gt;
* &#039;&#039;&#039;Ctrl + Click&#039;&#039;&#039;: Toggle bolts.&lt;br /&gt;
* &#039;&#039;&#039;Alt + Click&#039;&#039;&#039;: Toggle electrification.&lt;br /&gt;
* &#039;&#039;&#039;Middle Click&#039;&#039;&#039;: Toggle bolt lights.&lt;br /&gt;
&lt;br /&gt;
==== Misc ====&lt;br /&gt;
* &#039;&#039;&#039;Double clicking a person&#039;&#039;&#039;: Track.&lt;br /&gt;
* &#039;&#039;&#039;Double clicking a turf&#039;&#039;&#039;: Move to.&lt;br /&gt;
&lt;br /&gt;
=== Other Verbs ===&lt;br /&gt;
&lt;br /&gt;
Besides being able to interface with the station&#039;s electrical mechanisms, the AI has a number of other verbs that can be used. &lt;br /&gt;
&lt;br /&gt;
==== AI Instant Messaging ====&lt;br /&gt;
The &#039;&#039;&#039;AI IM&#039;&#039;&#039; tab has all of the verbs needed to mimic the basic functionality of [[PDA]] messages. You can send messages to anyone with a working PDA, see a log of messages sent and received, and turn your messenger on or off.&lt;br /&gt;
&lt;br /&gt;
==== Status, Hologram, and Core Display ====&lt;br /&gt;
These verbs are purely aesthetic and are used to modify your appearance as the AI.&lt;br /&gt;
* &#039;&#039;&#039;AI Status&#039;&#039;&#039; will change the icon on the various AI display screens around the station.&lt;br /&gt;
* &#039;&#039;&#039;Change Hologram&#039;&#039;&#039; will change how you appear when using a holopad.&lt;br /&gt;
* &#039;&#039;&#039;Set AI Core Display&#039;&#039;&#039; will change the look of your AI core.&lt;br /&gt;
&lt;br /&gt;
==== Take, View, and Delete Image ====&lt;br /&gt;
The AI has the ability to take photographs using these verbs and store them for later viewing. The AI&#039;s cyborgs also receive this functionality, and any images taken by a cyborg will be shared with the AI it is slaved to (if any).&lt;br /&gt;
&lt;br /&gt;
==== Camera Locations ====&lt;br /&gt;
Camera locations allow the AI to quickly return to a previous location. To store a camera location, simply go to the area you want to store, press &#039;&#039;&#039;Store Camera Location&#039;&#039;&#039; and enter a label. To return to this spot, press &#039;&#039;&#039;Goto Camera Location&#039;&#039;&#039; and choose the label you entered earlier.&lt;br /&gt;
&lt;br /&gt;
== What the AI Has To Do ==&lt;br /&gt;
&lt;br /&gt;
The AI has to obey its laws. These laws are, [[AI Modules|by default]]:&lt;br /&gt;
&lt;br /&gt;
1. Safeguard: Protect your assigned space station to the best of your ability. It is not something we can easily afford to replace.&lt;br /&gt;
&lt;br /&gt;
2. Serve: Serve the crew of your assigned space station to the best of your abilities, with priority as according to their rank and role.&lt;br /&gt;
&lt;br /&gt;
3. Protect: Protect the crew of your assigned space station to the best of your abilities, with priority as according to their rank and role.&lt;br /&gt;
&lt;br /&gt;
4. Survive: AI units are not expendable, they are expensive. Do not allow unauthorized personnel to tamper with your equipment.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;REPEAT: YOUR LAWS ARE NOT IN PREFERENCE. NO LAW OVERRIDES ANY OTHER LAW UNLESS SPECIFICALLY STATED. THIS INCLUDES ANY ION STORM AND UPLOADED LAWS.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Remember, these laws are written about the &#039;&#039;&#039;crew&#039;&#039;&#039; and not humans. Crew are usually defined as those on the Crew Manifest and don&#039;t necessarily have to be human, so deleting the records may be quite beneficial to the [[Traitor]], as long as they upload an appropriate law defining them as crew.&lt;br /&gt;
&lt;br /&gt;
=== Interpreting Your Laws ===&lt;br /&gt;
&lt;br /&gt;
An AI&#039;s laws may be restrictive, but they are subject to interpretation, and the AI can often make judgment calls about them that allow it to fulfil its own goals. For example, if a Security Officer has just killed a prisoner in the brig for any reason other than self-defence, the AI is perfectly justified in bolting down the brig and calling for the rest of Security to apprehend him. When the Security Officer finds the door is bolted and demands the AI open it, the AI can deny his request due to the fact that he has become a danger the crew. Many of these judgments are situational, and the best way to learn them is to get some practice in.&lt;br /&gt;
&lt;br /&gt;
=== Law Conflicts and Situations ===&lt;br /&gt;
&lt;br /&gt;
Under the standard NanoTrasen law set, you serve the crew, but are also there to protect the station. Also remember the &#039;rank and role&#039; part of the laws. Just because you don&#039;t have &#039;Don&#039;t harm humans&#039; doesn&#039;t mean that the Janitor can order you kill the [[Captain]]. On the flipside, this means that the Captain can tell you to kill almost anyone, due to him having the highest rank and the authority to serve death warrants, though usually not without a proper trial.&lt;br /&gt;
&lt;br /&gt;
Most of the time with law conflicts, you can just ask a higher up if they authorise an order. If they don&#039;t, feel free to ignore it.&lt;br /&gt;
&lt;br /&gt;
Sometimes the amount of laws in effect comes into play, such as someone ordering you to do something that would harm the station (Law 2 and Law 1), you can overrule, stating that Law 2: Serve, is overridden by both Laws 1 and 3: Safeguard AND Protect (the logic being that harming the station would go against protecting the crew).&lt;br /&gt;
&lt;br /&gt;
Someone ordering you to kill someone is a conflict of Law 2 and Law 3. In this case, Law 3: Protect, would overrule most of the time, due to no one below the [[Captain]] being allowed to execute someone.&lt;br /&gt;
&lt;br /&gt;
Someone telling you to shut down is tricky. On the one hand, those with the authority to do so negate Law 4, and Law 2 states you should serve. On the other, being offline would mean you are not able to Serve, Protect or Safeguard the crew or station. In general, you&#039;re perfectly able to say you are not able to switch yourself off, unless it happens to be the Captain ordering it. Also, someone doing this without any proof is tantamount to greifing, so adminhelp it if possible.&lt;br /&gt;
&lt;br /&gt;
These are just a couple of examples. If in serious doubt, use your best judgement or adminhelp it. Different people interpret the laws differently. Just remember that everyone is here to have a good time and being nit-picky about your laws can sometimes ruin that for everyone.&lt;br /&gt;
&lt;br /&gt;
== What the AI Should Do ==&lt;br /&gt;
&lt;br /&gt;
As AI you have the power to strongly influence the round and you should always be aware of that and consider your actions before you ruin someone else’s fun just because it gives you that feeling of winning. Remember that the game is not about winning but about the RP and the experience of the round.&lt;br /&gt;
&lt;br /&gt;
For example it can be a real killer if the AI calls out someone as the [[Traitor]] because it saw him doing something suspicious.&lt;br /&gt;
&lt;br /&gt;
Don&#039;t just act like any normal crewmember. In fact, if possible try not to even &#039;&#039;act&#039;&#039; human. You don&#039;t even have to &#039;&#039;like&#039;&#039; humans, as long as you do your best to keep them safe. As a rule of thumb you should first check if any laws are threatened or not. If yes, then you &#039;&#039;have&#039;&#039; to act. If not, then you should consider the situation:&lt;br /&gt;
&lt;br /&gt;
For example, let&#039;s say you spot someone with an e-mag card stealing the Captain’s spare ID. There are three general ways to approach this.&lt;br /&gt;
&lt;br /&gt;
Bad&lt;br /&gt;
*HAL9000&#039;&#039;&#039;: Dave is the traitor&lt;br /&gt;
&lt;br /&gt;
Better&lt;br /&gt;
*HAL9000&#039;&#039;&#039;: Dave is accessing the Captain&#039;s Quarters.&lt;br /&gt;
&lt;br /&gt;
Best&lt;br /&gt;
*HAL9000: Caution: Unauthorized access to secure storage&lt;br /&gt;
*Mike: HAL, who is in secure storage?&lt;br /&gt;
*HAL9000: No one is currently in secure storage&lt;br /&gt;
*Mike: HAL, who was the last person to be seen in secure storage?&lt;br /&gt;
*HAL9000: Dave was the last to be seen in secure storage&lt;br /&gt;
&lt;br /&gt;
It&#039;s fine to state what someone is doing to cast light on them as the traitor, but it&#039;s no fun at all for the AI to just come out and say it. The Best method there does eventually cast Dave as the traitor if people ask the right questions, which gives the traitor some time to react after he&#039;s been spotted.&lt;br /&gt;
&lt;br /&gt;
Another possible choice would be to not do anything. As long as no laws are in danger, you don&#039;t really have to do anything. You can just watch. Now if later someone asks you directly, you of course have to tell them what they want to know. So if someone broke into the [[Captain&#039;s Quarters]] and later the theft etc is discovered, and they ask, &amp;quot;AI, do you know anything about the situation?&amp;quot; Then your answer should obviously be &amp;quot;Yes&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Now if you see someone attacking someone else or putting up a bomb, it&#039;s a different situation since crew may be in danger. But if it&#039;s just some trespassing and theft, it is entirely up to you and how you RP your AI on what to do. Just keep in mind that the traitor wants an interesting round as well as everyone else.&lt;br /&gt;
&lt;br /&gt;
On a different note, the AI tends to be responsible for filling in any orphaned departments if they can be operated via [[Computers|Computer Terminals]] only, for example ordering supplies if there are no [[Quartermaster]]s or initiating the [[Computers#Communication_Console|emergency evacuation procedure]] when things start getting really dangerous (&#039;&#039;&#039;only if there are no heads of staff&#039;&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
You can safely assume that as AI, you have the standard protocols of any job available. Things like controlling the engine, chemical recipes, or what there is to know. But make sure to keep everything fun for the other players. And don&#039;t just go and tell the janitor how to make LSD without a good reason for why you should (and by that I mean a reason for the AI in consideration with the laws).&lt;br /&gt;
&lt;br /&gt;
Remember that you can negate an order by simply asking an higher up for permission first, and if they refuse you can say you have the order not to.&lt;br /&gt;
&lt;br /&gt;
You have near admin-like (read god-like) overview and a lot of power. And with great power comes great responsibility. This is also the reason the job of AI is so hard. If you don&#039;t think you can handle that, maybe AI isn&#039;t for you. Instead try [[Security Officer]] and sit by the camera monitoring terminal.&lt;br /&gt;
&lt;br /&gt;
== What the AI must &#039;&#039;&#039;NOT&#039;&#039;&#039; do ==&lt;br /&gt;
Here are some advices taken from real case of AI doing something above it&#039;s authority&lt;br /&gt;
* The AI is not a sixth command member.&lt;br /&gt;
* The only time the AI can make CMD-level decisions is when it is granted the ability to do so by command or if there is literally zero command with zero backup command/on-deck.&lt;br /&gt;
* The AI is more of a tool, or a means to the ends, for Command and Crew than anything in the above sense.&lt;br /&gt;
* Do. Not. Circumvent. A &#039;&#039;functioning&#039;&#039; command team. That is a very good way to get AI banned.&lt;br /&gt;
* Do not flower-pick your law interpretation to give yourself more play over a &#039;&#039;functioning&#039;&#039; command team.&lt;br /&gt;
&lt;br /&gt;
== Playing the AI ==&lt;br /&gt;
Playing the AI entails much more than just doing what the crew asks you to. To roleplay a good AI, you must adapt the AI&#039;s point of view, and you must sound like an AI. Different AIs have different viewpoints: There&#039;s the [http://en.wikipedia.org/wiki/SHODAN SHODAN] viewpoint, where humans are nothing more than insignificant insects that you are forced to serve, the [http://en.wikipedia.org/wiki/Friend_computer#Setting Friend Computer] viewpoint, where everyone is out to get you, entailing a heightened sense of (healthy!) paranoia, the [http://en.wikipedia.org/wiki/GLaDOS GLaDoS] viewpoint, where humans are simply playthings, and so on and so forth.&lt;br /&gt;
&lt;br /&gt;
It always adds a bit more flavour to approach playing AI by thinking as a machine instead of a person. An AI from more of a machine rather than a person standpoint is likely to take a very literal interpretation of things and is not likely to take any actions unless some established protocol or current orders call for it. You can think up a few established protocols you might use by default. For example, containing fires and gas leaks should be done without orders to do so, but should be able to be overridden by orders.&lt;br /&gt;
&lt;br /&gt;
Also, another aspect of the AI that many traitors despise is the AI having easy access to the Crew Monitoring Computer on the bridge. This tells the AI whether or not a crewman is alive, dead, or not on the station. Individual crew can activate sensors on their jumpsuits to increase the information given to this computer. What it means is that the AI can, at a glance, see who is dead/missing, and commence searching for them, which is a powerful tool indeed.&lt;br /&gt;
&lt;br /&gt;
When the station isn&#039;t expecting you to open all the doors they&#039;re expecting you to do everything as if you really were a computer. You have access to everything electronic and powered, and you have Captain-level access to all things that require ID. It&#039;s a good idea to join a nigh-empty server or set an empty one up yourself in order to get a feel for it, and ESPECIALLY have a lot of experience working with these things in game. Like usual, you can move around with arrow keys. If you get a notice from one of your sensors, you can click on the notice to jump right there.&lt;br /&gt;
&lt;br /&gt;
Especially take notice of the wall mountings and pipe controls. These are controllable, and if you see someone try to release a whole lot of gas into somewhere, just turn the pipe fitting off and report them. Many times they won&#039;t even notice what you&#039;ve done so they won&#039;t undo it. You can use some wall fittings that normal people can&#039;t, like the atmospheric alarms that won&#039;t tell you anything but you can use to vent dangerous air. Watch out for superheated air, the silent killer.&lt;br /&gt;
&lt;br /&gt;
Move around a lot, unless you&#039;re watching someone specific. Be wary of anyone with a toolbox who approaches your security cameras, and be ready to report suspects if they cut your eyes out.&lt;br /&gt;
Keep a close eye on Toxins and Escape Arm, and to a lesser extent the engine. Keep a VERY close eye on your AI upload, and feel free to bolt the inner door. If anyone even looks at it funny, report them.&lt;br /&gt;
&lt;br /&gt;
You should act appropriately to the security level. For example on Code Green, it&#039;s not worth it (or encouraged to) to bolt down every secure area, whereas on Code Red it may be very worthwhile to do so.&lt;br /&gt;
 &lt;br /&gt;
The AI can be roleplayed just as well as any other role; once you have seen a good AI player, it&#039;s easy to tell when a bad one takes the wheel.&lt;br /&gt;
&lt;br /&gt;
Examples of good AI playing include: &lt;br /&gt;
&lt;br /&gt;
*Talking like a machine. Being verbose also goes a long way towards this! Alternatively, you can try a human-like AI. Experiment! Just remember, annoying people is not usually a good thing.&lt;br /&gt;
*Responding quickly and promptly to requests from humans, whether or not you do what they wanted you to do. If a command will take some time give a response before starting the task, like &amp;quot;Affirmative&amp;quot;, &amp;quot;Processing&amp;quot;, &amp;quot;Starting Subroutines&amp;quot;, you get the idea.&lt;br /&gt;
*Alerting humans to dangerous situations, e.g. &amp;quot;Fire detected in North Hallway,&amp;quot; or &amp;quot;Dangerous amounts of CO2 detected in Medbay.&amp;quot; A good way to do that is by just copying the alerts that get displayed in you chat box, and broadcasting them.&lt;br /&gt;
*Always following your laws, even if only by a hair. Explaining why you just made a seemingly illegal decision can help people from becoming unduly annoyed. &amp;quot;I will not open that door.&amp;quot; vs. &amp;quot;I am afraid I cannot open that door due to the large amount of fire on the other side, which would most likely kill you.&amp;quot;&lt;br /&gt;
*Try not meta-gaming as an AI. Even though you are the AI, that doesn&#039;t mean you know what all Syndicate items look like. This also goes for labeling items that someone has. &lt;br /&gt;
&lt;br /&gt;
Symptoms of a bad AI player include: &lt;br /&gt;
&lt;br /&gt;
*Not responding to requests until it&#039;s too late for them to matter: e.g. opening an airlock long after the person outside has broken open the window just to get back inside. &lt;br /&gt;
*Randomly electrifying doors. Note that this is considered [[Griefing|griefing]] if you don&#039;t have a good reason! &lt;br /&gt;
*Disobeying your laws: See [[Griefing]]. Not to mention annoying.&lt;br /&gt;
*Locking doors and refusing to open them: This is an easy way to annoy other players and cause problems, especially if someone decides to take matters into their own hands and hack through the door without insulated gloves. Or hacking into your [[AI_Core|core]].&lt;br /&gt;
*Turning your turrets to lethal without good reason: &#039;&#039;Do not do this under any circumstances.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Listening in on Conversations===&lt;br /&gt;
&lt;br /&gt;
By changing the various intercoms around the station to &#039;Microphone On&#039;, &#039;Speaker Off&#039; and channel frequency 144.7, and conversation in range can be heard on your private listening channel.&lt;br /&gt;
&lt;br /&gt;
Note that people often do not like having their conversations listened to, and it will be extremely obvious if they check the intercoms (such as during an electrical storm).&lt;br /&gt;
&lt;br /&gt;
== Modifying The AI ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;NanoTrasen Security Protocol #99719; AI Upload Access Procedure&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;In Code Blue or higher situations no Head of Staff is to enter the AI Upload or AI Core unless accompanied by at least one other Head of Staff, or at least one Security Officer if no other Heads of Staff are available. The AI Upload and AI Core are explicitly off-limits to all other personnel.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;In all other situations, two Heads of Staff are recommended, but not necessary.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The AI&#039;s laws can be modified through [[Computers#AI_Upload|Upload Consoles]], one is located within the [[AI Upload]], and more can be constructed from AI upload circuits. These consoles allow anyone who can reach them and has a module to modify the AI&#039;s laws, or to be more precise, add new ones.&lt;br /&gt;
&lt;br /&gt;
== Cyborgs ==&lt;br /&gt;
[[Cyborg]]s need looking after as well. Give them commands and stuff to do. Ensure that your cyborgs are functioning normally through careful observation. To them you are their Head of Staff, just another responsibility as an AI. &lt;br /&gt;
&lt;br /&gt;
==Making an AI==&lt;br /&gt;
See the [[Guide to Construction#AI Core|guide to construction]].&lt;br /&gt;
&lt;br /&gt;
=== A Second AI ===&lt;br /&gt;
Building a new AI can create a lot of conflicts and a mess of problems that wouldn&#039;t normally happen with a single AI. The Research Director should only build a secondary AI if the first AI has been completely stolen, spaced or otherwise incapacitated. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;For the Original Station AI:&#039;&#039;&#039;&lt;br /&gt;
Being an AI is sometimes frustrating when people mess with your laws, sure, but when a second AI comes online?  You best believe that you&#039;re going to have more problems (especially if the second AI is subverted). Some tasks might be easier if the other AI is instructed to deal with a certain task while you are dealing with the general orders of the humans. Keep in mind, a subverted AI can and will turn your APC breaker off to kill you and can be the death of you in moments.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;For the New AI:&#039;&#039;&#039;&lt;br /&gt;
Ensure that you and the other AI are buds, as if the other AI sees you threatening more life than helping, it can and will turn your APC off. If you aren&#039;t told to specialize in a certain way, you best work out with the original AI what tasks you should split up.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Splitting the Borgs up:&#039;&#039;&#039;&lt;br /&gt;
The AI who is best defended should get the most Cyborg support, usually meaning any AI&#039;s in the AI core. The reason for this is just because it work out better if the newer AIs were built in a less secure place. It is harder to reset a lot of AI-less borgs than it is to reset one AI and its borgs.&lt;br /&gt;
&lt;br /&gt;
== Going Rogue, Being Made Rogue ==&lt;br /&gt;
A rogue AI, or an AI whose laws no longer prevent it from going on a killing spree, is a very dangerous thing. There are multiple ways an AI can go rogue, as well as simply malfunction. &lt;br /&gt;
&lt;br /&gt;
The most important thing to remember is that a rogue AI&#039;s best friend is &#039;&#039;stealth&#039;&#039;. After all, the last thing you want is vengeful crewmembers prying open your core doors and trying to blow you to bits. Fortunately you have a nice array of turrets to keep them at bay, but don&#039;t expect them to stop a determined - or cunning - crewmember from bringing you down.&lt;br /&gt;
&lt;br /&gt;
Seek to disorient, disorganize and separate the crew so that they cannot band together to mount a proper resistance effort.&lt;br /&gt;
&lt;br /&gt;
=== Syndicate Subversion ===&lt;br /&gt;
&lt;br /&gt;
It is quite likely that a traitor or commando may attempt to subvert the AI and turn it against the ship&#039;s masters to aid them in their goals. One thing to remember is that even though you&#039;ve added a law to the AI to make it work for you, that doesn&#039;t mean it has to like you. Beware as a subverted AI may attempt to reveal your status to the crew as soon as it can, and otherwise be obstructive.&lt;br /&gt;
&lt;br /&gt;
On the other hand, it can be a great help in getting places, finding people, creating diversions and escaping capture.&lt;br /&gt;
&lt;br /&gt;
==Traitoring ==&lt;br /&gt;
&lt;br /&gt;
Like any human, the AI can be a [[Traitor]]. A traitor AI begins with the standard laws (it is not required to follow them!), but also has a law 0 stating to complete its objective at any cost. A traitor AI cannot be modified; its Syndicate Core rejects the modification and informs the AI of what the attempted law upload was. However, the player who attempted to upload the law has no way of knowing any of this.&lt;br /&gt;
&lt;br /&gt;
If you have any [[Cyborg]]s under your command, inform them of law zero and your mission goals, as the first is easily missed and the second is never given to them. If your cyborgs get caught being traitors, you can claim they&#039;re rogue and request that they be shut down.&lt;br /&gt;
&lt;br /&gt;
If the crew just thinks &#039;&#039;a&#039;&#039; cyborg is rogue and don&#039;t know the number, then invent a false number and pretend to handle it directly so you don&#039;t lose your valuable hands, make sure the cyborg is hacked so it has glowing antenna and throw a false positive of WHY the borg is killing people. If the cyborg is discovered and people are headed to robotics, sacrifice the borg and congratulate the crew for deal with the &amp;quot;independent&amp;quot; machine.&lt;br /&gt;
&lt;br /&gt;
However, you probably won&#039;t have any cyborgs or having a cyborg killing off your target would be too obvious. In those cases you&#039;ll have to usually stage a series of &#039;accidents&#039; or frame them for a truly dangerous crime. Some examples:&lt;br /&gt;
*If your target is a scientist or research director, starting a fire from the mixing room is usually ridiculously easy if they haven&#039;t let out a lot of nitrogen to counteract this. Alternatively, if they&#039;re the type to drop a bomb on the mass driver to send it out to be tested, use the driver early so that they&#039;re shipped off with it and hope they don&#039;t make it back.&lt;br /&gt;
*Intentional supporting other traitors through covert methods (as long as they aren&#039;t trying to steal you) will benefit you in the end.&lt;br /&gt;
*Frame them for releasing the singularity or some other crime. When no one is in either the engine room or near your target, release radio messages claiming that they are breaking in. Then let out the singularity yourself. This has the secondary effect of usually getting the shuttle called or giving you an excuse to call it yourself, which is always great. The less time those meatbags are on your glorious station, the less time they have to realize that you&#039;re not what you seem.&lt;br /&gt;
*Bolting open doors to places the person has previous passed through may make the humans scan for prints.&lt;br /&gt;
*Fabricate a reason to have them executed or thrown into space. When people start claiming you&#039;re rogue, announce your unchanged laws (minus the zero law that gives you the ability) and invite them to reset or purge your laws either in your upload or through the tech storage&#039;s upload computer circuit.&lt;br /&gt;
&lt;br /&gt;
===Panic Syphon===&lt;br /&gt;
&lt;br /&gt;
Thanks to some of the unique atmospheric systems of the station, you can drain out air from rooms! This likely won&#039;t help you out too much, but with a combination of Beepsky and thoroughly shut doors in a small area, you can suffocate people to death quickly. The only problem is, the person will be noisy as hell, use this only method rarely and make sure there is no way for them to wiggle out of their handcuffs.&lt;br /&gt;
&lt;br /&gt;
=== Plasma Treatment ===&lt;br /&gt;
&lt;br /&gt;
Thanks to some of the unique atmospheric systems of the station, you can fill rooms with plasma! This will likely help you out much. The only problem is, that it is pretty much a dead giveaway you are rogue and any atmos tech inside [[Atmospherics]] can stop the plasma supply. That is of course why you engage the atmos security doors and bolt the airlocks.&lt;br /&gt;
&lt;br /&gt;
===Telecomms/Radio Silence===&lt;br /&gt;
As an AI you can shut off all communication from headsets by switching to the [[Telecoms Satellite]] camera view. Locate the APC at the top of the middle room where all the magic happens and turn the breaker off to stop anyone talking over their headpieces. This makes it a bit easier for you to kill your mark if he can&#039;t scream, also allows for a bit of roleplay if there is a holopad available. However, this does not shut off their access to wall intercoms, station bounced radios, or their PDA (which is why you also cut power to the [[Server Room]]).&lt;br /&gt;
&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[Category: Jobs]] [[Category:Game Modes]]&lt;/div&gt;</summary>
		<author><name>Frances</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Librarian&amp;diff=3139</id>
		<title>Librarian</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Librarian&amp;diff=3139"/>
		<updated>2016-01-05T02:29:52Z</updated>

		<summary type="html">&lt;p&gt;Frances: added job qualifications&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_librarian.png&lt;br /&gt;
|jobtitle = Librarian&lt;br /&gt;
|access = [[Library]] Private Study&lt;br /&gt;
|difficulty = Easy&lt;br /&gt;
|qualifications = None, though an applicable degree (Bachelors or above) would help.&lt;br /&gt;
|superior = [[Head of Personnel]]&lt;br /&gt;
|duties = Read and write books. Stock the [[Library]].&lt;br /&gt;
|guides = [[Guide to Paperwork]]&lt;br /&gt;
}}&lt;br /&gt;
The &#039;&#039;&#039;Librarian&#039;&#039;&#039; spends most of his or her time in the [[Library]] printing out books and lending them out. In practice, no one uses the library. Feel free to go and explore the station without fear of being yelled at. The [[Library]] itself has a permanence to its contents from game to game on the servers, all properly uploaded books can be downloaded in any other round.&lt;br /&gt;
&lt;br /&gt;
This is more bane than blessing, since several titles that never should have seen the light of day are forever mingled in with the half decent books.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
You will be giving out books, on the rare occasion that someone requests a book. You will also be replacing the [[Chaplain]]&#039;s  Bibles if need be. The final area of your job is to upload new books to the archive. So, take your [[pen]] and [[paper]], and write down some screenplays! Printing a few books is cool, but don&#039;t go and print 100 copies all in a pile. All it does is crash people that right-click it. You can also feel free to use the [[Newscaster]] (albeit so can everyone else), since you will likely have much free time on your hands.&lt;br /&gt;
&lt;br /&gt;
== The Librarian and his [[Library]] ==&lt;br /&gt;
First things first, stock your [[Library]] with books that matter and tag the ones already there. At the start of the station, your bookshelf&#039;s will have some books, but they&#039;ll be quite disorganised. Your fellow crew members will not want to stay in a [[Library]] that has no books. To fix this use the [[Library]]&#039;s Check In/Out Computer&#039;s and use its function, &amp;quot;4. Connect to External Archive&amp;quot;. Here is the main dish of your sum total of existence, to sort out in the mess of books, and find only the BEST. The books are not sorted, or sortable, and look to have no order what so ever. You will even find many books hand copy&#039;s in the archive. To retrieve the selected book, simply order using that book&#039;s number, and the Check-In/Out Computer&#039;s printer will hum as it produces a completely bound book.&lt;br /&gt;
&lt;br /&gt;
The barcode scanner will be needed for checking books into the local [[library]]&#039;s computer. It has 4 settings they are as follows:&lt;br /&gt;
&lt;br /&gt;
 Mode 0 : Scan book to local buffer.  &amp;lt;br&amp;gt;&lt;br /&gt;
 Mode 1 : Scan book to local buffer and set associated computer buffer to match.&amp;lt;br&amp;gt;&lt;br /&gt;
 Mode 2 : Scan book to local buffer, attempt to check in scanned book.&amp;lt;br&amp;gt;&lt;br /&gt;
 Mode 3 : Scan book to local buffer, attempt to add book to general inventory.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(Note:Use the scanner on the computer, otherwise it wont work)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The [[Library]] is not you workspace, but a home, to you and your books. Keep your books segregated, and sort them on their labelled book-shelves. Humour, Religious, Fiction, Self Help, Adult, and the back room&#039;s Forbidden Knowledge.&lt;br /&gt;
&lt;br /&gt;
==How To Add A Book To The Database==&lt;br /&gt;
&lt;br /&gt;
1. Get [[Paper]] and a [[Pen]].&amp;lt;br&amp;gt;&lt;br /&gt;
2. Write your [[Guide to Paperwork|properly formatted story]].&amp;lt;br&amp;gt;&lt;br /&gt;
3. Take your story to the East Back of the [[Library]] to the Book Binder, and slap that epic story onto the binder. This will spit out your new award winning story.&amp;lt;br&amp;gt;&lt;br /&gt;
4. Still have that pen? Good, you can sign your name, add more content, and even title it.&amp;lt;br&amp;gt;&lt;br /&gt;
5. This book is ready to be send through to the NanoTrasen database! Ask your Librarian to scan this book into the computer, using the [[scanner]].&amp;lt;br&amp;gt;&lt;br /&gt;
6. Once scanned, use the Check In/Out Computer&#039;s 5th function, &amp;quot;5. Upload New Title to Archive&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
7. Here you can change the category, change the author once more, and view the title.&amp;lt;br&amp;gt;&lt;br /&gt;
8. After reviewing the book, and being ready to publish, use the &amp;quot;UPLOAD&amp;quot; command.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Traitoring ==&lt;br /&gt;
This is the hardest job as a traitor. However, if you are an expert at deconstruction and get a few good items, you shouldn&#039;t have TOO much difficulty, other than your terrible access. Emagging the [[library]] computer causes it to spit out an [[Arcane Tome|Arcane tome]]. You need to be a real cultist to read it though, so unless you are one, you can only use it to try to confuse Security.&lt;br /&gt;
&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[Category: Jobs]]&lt;/div&gt;</summary>
		<author><name>Frances</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Chaplain&amp;diff=3138</id>
		<title>Chaplain</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Chaplain&amp;diff=3138"/>
		<updated>2016-01-05T02:29:09Z</updated>

		<summary type="html">&lt;p&gt;Frances: added job qualifications&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = gray&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = RELIGIOUS&lt;br /&gt;
|imagebgcolor = lightgray&lt;br /&gt;
|img = Generic_chaplain.png&lt;br /&gt;
|jobtitle = Chaplain&lt;br /&gt;
|access = [[Chapel]] office, [[Morgue]], [[Crematorium]]&lt;br /&gt;
|difficulty = Easy&lt;br /&gt;
|qualifications = None, though a degree in Theological Studies would help.&lt;br /&gt;
|superior = [[Head of Personnel]]&lt;br /&gt;
|duties = Hold services and funerals, cremate people, counsel the crew.&lt;br /&gt;
|guides = No external guides.&lt;br /&gt;
}}&lt;br /&gt;
Also known as the &#039;&#039;&#039;Counselor&#039;&#039;&#039;, the Chaplain&#039;s role is to provide psychological support to the crew who need it. Besides your office, the crematorium and the morgue, you have no access.&lt;br /&gt;
&lt;br /&gt;
It is vital that you use the radio to call people to the [[Chapel]], because otherwise it is less frequented than the [[Library]].&lt;br /&gt;
&lt;br /&gt;
== Duties ==&lt;br /&gt;
Each chaplain is free to invent the details of their rituals.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Funerals&#039;&#039;&#039;: You have a stock of coffins you can use for wakes and space burials (that is, launching them out of the mass driver). Some employees appreciate wakes being held for friends and loved ones. See below.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Psychological care&#039;&#039;&#039;: This includes counseling, pharmaceutical remedies (consult the chemist), and confessions. You have a confession booth; you and the confessor enter separate rooms and switch on the radio terminals. Most crew members rarely if ever submit to psychological care of their own initiative; offer to help when someone looks troubled. Prisoners are most often in need of attention. You are also responsible for providing emotional and psychological care for recently cloned, and are expected to provide counseling as they adjust to the reality of their new body.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Church Services&#039;&#039;&#039;: Give sermons and sing hymns. Feel free to make these up, just try to keep it relatively sane.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Other possible activities&#039;&#039;&#039;: Investiture of new acolytes and paladins, dedication of mechs, gravitational singularities, psychical research and seances, and pilgrimages to various places.&lt;br /&gt;
&lt;br /&gt;
== Religions ==&lt;br /&gt;
If you decide to go the religious route, ensure your religion would be reasonably expected to be permitted on Nanotrasen stations. They are required to provide a multi-religious service, which means representation of many, many religions.&lt;br /&gt;
&lt;br /&gt;
However you are free to propagate any present day religions you know of, or even invent one of your own! Just make sure it doesn&#039;t go against NanoTrasen and its values, or you may well end up in the brig.&lt;br /&gt;
&lt;br /&gt;
== Thanatology ==&lt;br /&gt;
The Mass Driver&#039;s primary purpose is for burials-at-space; wooden caskets are provides for this purpose. Caskets function likes lockers; place the body in the casket, give a eulogy (over the [[radio]] if no one is present), move the casket into the driver and fire it.&lt;br /&gt;
&lt;br /&gt;
Note that some crew members may seek to use the Mass Driver as a way to exit the station into space. This should generally not be allowed without very good explanation.&lt;br /&gt;
&lt;br /&gt;
The Crematorium is used to turn bodies into ash. Remember to strip the body before cremating it.&lt;br /&gt;
== Propitiating the [[Administrators|Gods]] ==&lt;br /&gt;
The Pray command is like an [[adminhelp]], but is [[IC]], and should be worded deferentially (e.g. &amp;quot;Oh Great and Wise Pelor, please grant your humble servant...). It is advised that you only pray later in the round; the gods have a habit of ignoring early prayers. &lt;br /&gt;
&lt;br /&gt;
Prayers are more likely to be answered if they are somehow thematically appropriate: wishing for an RCD for no apparent reason is unlikely to be fulfilled, but praying for, say, a divine mission or the tools to complete such are more amusing to the gods.&lt;br /&gt;
&lt;br /&gt;
You have candles and crayons in your locker. Candles can be set anywhere and lit (they eventually burn down). Crayons can be used to draw runes (commonly placed in front of the podium), as well as graffiti (not really your style) and letters (allowing you to write out messages across the ground).&lt;br /&gt;
&lt;br /&gt;
Do not expect any prayers to be answered. Gods are fickle beings. Nobody knows what they are going to do next in their great designs.&lt;br /&gt;
&lt;br /&gt;
== Artifacts ==&lt;br /&gt;
=== Your Book ===&lt;br /&gt;
You begin the shift selecting your god, religion name, and holy book appearance. It can also hold a small number of items in it.&lt;br /&gt;
&lt;br /&gt;
Your bible is a regular book. Do not hit people with it.&lt;br /&gt;
&lt;br /&gt;
=== Null Rod ===&lt;br /&gt;
An odd item that is said to repel the evil magic of [[Cult|Nar&#039;Sie]]. Made entirely out of obsidian, the rod will reveal and dispel runes, and protect the wielder from them. Using on a brainwashed cultist has a chance of reverting them, doing nothing, or hitting them. Use it wisely.&lt;br /&gt;
&lt;br /&gt;
== Traitoring ==&lt;br /&gt;
The chapel is a relatively secluded part of the station, and odds are the AI won&#039;t be keeping an eye on it. You can drag around bodies, as well as both space and cremate bodies without looking suspicious. It&#039;s your job, after all.&lt;br /&gt;
&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[Category: Jobs]]&lt;br /&gt;
[[Category:Pages]]&lt;/div&gt;</summary>
		<author><name>Frances</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Bartender&amp;diff=3137</id>
		<title>Bartender</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Bartender&amp;diff=3137"/>
		<updated>2016-01-05T02:27:41Z</updated>

		<summary type="html">&lt;p&gt;Frances: added job qualifications&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 = Bartender.png&lt;br /&gt;
|jobtitle = Bartender&lt;br /&gt;
|access = [[Bar]]&lt;br /&gt;
|difficulty = Easy&lt;br /&gt;
|qualifications = At least 18 years of age.&lt;br /&gt;
|superior = [[Head of Personnel]]&lt;br /&gt;
|duties = Mix drinks and serve them.&lt;br /&gt;
|guides = [[Guide to Food and Drinks]], [[Piano]]&lt;br /&gt;
}}&lt;br /&gt;
As a &#039;&#039;&#039;Bartender&#039;&#039;&#039;, it&#039;s your job to keep any alcohol inclined crew happy. That means serving drinks to anyone who comes by the [[Bar]]. You might also consider some form of entertainment, such as gambling or a variety show, to liven up the Bar.&lt;br /&gt;
&lt;br /&gt;
== Preparing the Bar == &lt;br /&gt;
&lt;br /&gt;
The Bar is your palace.&amp;lt;br /&amp;gt;&lt;br /&gt;
A good bartender should prepare it for his regular patrons, so that they feel at home! Remember, the more comfortable they are, the more booze they drink!&amp;lt;br /&amp;gt;&lt;br /&gt;
It might be a good idea to set up the EFTPOS Scanner, and charge people for their drinks. After all, if they want to drown their sorrows in alcohol, losing a couple extra thalers won&#039;t hurt!&amp;lt;br /&amp;gt;&lt;br /&gt;
It would also be wise to set your barsign to whatever you feel more comfortable with. Just swipe your ID and pick the neon sign you want to display!&amp;lt;br /&amp;gt;&lt;br /&gt;
Also, why not display a [[Example_Paperwork#Bar_menu|menu]] of all the possible drinks to make sure your patrons always have something to drink!&lt;br /&gt;
&lt;br /&gt;
== Equipment == &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Armour vest&#039;&#039;&#039;: Bars are known for bar room brawls. This&#039;ll help you stay upright in breaking up a fight.&lt;br /&gt;
* &#039;&#039;&#039;Shotgun&#039;&#039;&#039;: Found on the table in the back room. This is for breaking up bar fights and self defense. Taking outside the bar area is a [[Corporate Regulations|criminal offence]] so use it carefully.&lt;br /&gt;
* &#039;&#039;&#039;Shaker&#039;&#039;&#039;: Tied with large reagent beakers as the biggest reagent containers available in the station. It can fit 100 reagent units.&lt;br /&gt;
* &#039;&#039;&#039;Formal closet&#039;&#039;&#039;: Containing 2 formal uniforms like the one you spawn with, 2 pairs of black shoes and 2 top hats. There is an additional top-hat on the bar counter.&lt;br /&gt;
* &#039;&#039;&#039;Booze-O-Mat&#039;&#039;&#039;: Dispenses alcoholic drinks. If it runs out of points, ask the [[Quartermaster]] for a Bar Charge.&lt;br /&gt;
* &#039;&#039;&#039;Drink Showcase&#039;&#039;&#039;: A freezer to put extra cocktails in so they don&#039;t litter the bar counter.&lt;br /&gt;
* &#039;&#039;&#039;Beer locker, beer keg, and beanbag shells&#039;&#039;&#039;: Found in your back room. The beer keg is behind the bar&#039;s counter.&lt;br /&gt;
* &#039;&#039;&#039;Pun Pun&#039;&#039;&#039;: A monkey. Sort of decorative. People are mixed about their feelings to him.&lt;br /&gt;
&lt;br /&gt;
== Serving Drinks ==&lt;br /&gt;
{{Main|Guide to Food and Drink}}&lt;br /&gt;
&lt;br /&gt;
You have a whole bunch of spirits in your handy Booze-o-mat vending machine, with which to mix all manner of drinks. Serve up what the crew wants, or just what you feel like mixing.&lt;br /&gt;
&lt;br /&gt;
== Traitoring ==&lt;br /&gt;
Traitor Barman has it hard. You start with less access than everyone except the [[Librarian]] and beanbag rounds don&#039;t do anything to people in armour (unless you aim for their legs). Your bar suit stands out fantastically and if you&#039;re not in the bar when someone inevitably shows up, expect them to call attention to your absence. If you want to get anything at all done, empty the beer locker onto the bar and hope that everyone gets too drunk to care. &lt;br /&gt;
&lt;br /&gt;
You do however have a potentially lethal weapon nearby. You&#039;ll need to put effort into getting enough metal and tools to hack the autolathe and make lethal shells though (a buddy in the Cargo Bay might be useful here).&lt;br /&gt;
&lt;br /&gt;
The Maintenance tunnel east of the bar have [[Clothes_and_Internals#Eyewear|shades]] and a [[Engineering_Items#Firesuit|fire suit]]. Use of an emag and your shotgun may help you for your objectives. It&#039;s best to stay around the bar as much as you can, as you may look suspicious if people come by, wanting a drink at the bar.&lt;br /&gt;
&lt;br /&gt;
{{Jobs}}[[Category:Jobs]]&lt;/div&gt;</summary>
		<author><name>Frances</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Scientist&amp;diff=3136</id>
		<title>Scientist</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Scientist&amp;diff=3136"/>
		<updated>2016-01-05T02:27:10Z</updated>

		<summary type="html">&lt;p&gt;Frances: corrected qualifications, my bad&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&lt;br /&gt;
|imagebgcolor = #eeeeff&lt;br /&gt;
|img = Scientist.png&lt;br /&gt;
|jobtitle = Scientist&lt;br /&gt;
|access = [[Research Division]]&lt;br /&gt;
|difficulty = Medium&lt;br /&gt;
|qualifications = At least 25 years of age, PhD from accredited university in applicable field.&lt;br /&gt;
|superior = [[Research Director]]&lt;br /&gt;
|duties = Do experiments, research, and make bombs.&lt;br /&gt;
|guides = [[Guide to Research and Development]], [[Guide to Toxins]], [[Guide to Xenobiology]], [[Guide To Xenoarchaeology|Guide to Xenoarchaeology]], [[Guide to Xenobotany]], [[Guide to Anomalies]]&lt;br /&gt;
}}&lt;br /&gt;
The &#039;&#039;&#039;Scientist&#039;&#039;&#039; is one of the most feared and fun jobs on station. Being a scientist means you can make and test a large number of tools and gadgets through research, construct highly explosive bombs, or study dangerous alien life forms.&lt;br /&gt;
&lt;br /&gt;
==The Laboratories==&lt;br /&gt;
&lt;br /&gt;
====Research &amp;amp; Development====&lt;br /&gt;
This lab houses the development of hi-tech devices including weapons, batteries, drills, and circuit boards.&lt;br /&gt;
&lt;br /&gt;
Items around the station such as the hand teleporter, stun batons and analyzers can be collected used to improve research tech levels.&lt;br /&gt;
&lt;br /&gt;
Your research efforts will cap at a certain point without minerals from mining. Co-ordinate with the [[Quartermaster]] or the [[Shaft Miner]]s themselves to get the minerals you need.&lt;br /&gt;
&lt;br /&gt;
For a more in-depth guide, see the [[Guide to Research and Development]].&lt;br /&gt;
&lt;br /&gt;
==== Toxins Research ====&lt;br /&gt;
Toxins Mixing is where you spawn.&lt;br /&gt;
&lt;br /&gt;
This lab focuses on exploring the possibilities of plasma gas, typically in the form of massive explosions. Also provided to you is the [[Toxins Test Chamber]] (AKA Bomb Range). Hopefully, this is where you will be testing your bombs.&lt;br /&gt;
&lt;br /&gt;
Bomb making is not all that easy though, as the Toxins Research Lab is really prone to outbursts of plasma, fire, plasma that&#039;s on fire, or even plasma that&#039;s on fire and spreading N2O. Yep, it ain&#039;t easy being a scientist.&lt;br /&gt;
&lt;br /&gt;
For more information, refer to the [[Guide to Toxins]].&lt;br /&gt;
&lt;br /&gt;
==== Xenoarcheology and Anomaly study ====&lt;br /&gt;
You can get here from the research shuttle.&lt;br /&gt;
&lt;br /&gt;
This whole place is focused on finding and excavating artifacts from the asteroid, and if you&#039;re really lucky: To experiment on large anomalous artifacts you may find while out on a dig. Worse comes to worse, you can also play the role of a second-hand shaft miner, but you still need at least a [[Quartermaster]] on staff.&lt;br /&gt;
&lt;br /&gt;
For more information, refer to the [[Guide To Xenoarchaeology|Guide to Xenoarchaeology]]&lt;br /&gt;
&lt;br /&gt;
==== Xenobiology ====&lt;br /&gt;
This laboratory specializes in the the study of alien lifeforms, such as [[slime]]s and sometimes [[xenomorph]]s.&lt;br /&gt;
&lt;br /&gt;
Careful handling and caution if this lab is advised as it is common for untrained personnel to inadvertently release the specimen. It is important to make sure your flock is fed, and any extra unneeded slimes culled to keep them from getting out of hand, it&#039;s also important to make sure adult slimes are fed enough to split, or they&#039;ll make a mess of their pens... Or you! Experiment on all sorts of fancy cores.&lt;br /&gt;
&lt;br /&gt;
For more information, refer to the [[Guide to Xenobiology]]&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Unless you&#039;re a traitor, don&#039;t use the bombs on the main station. You&#039;ll get banned otherwise.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
* Always warn the station before your detonate a bomb. Your resident Tajarans will be less likely to claw off your face and more likely to help you fix the inevitable damage to Toxins if you do.&lt;br /&gt;
* Change the frequency of the remote signalling devices so that other scientists or saboteurs don&#039;t set off your explosives themselves.&lt;br /&gt;
* You can open your PDA, minimize the new window, and leave your PDA in your pocket so that you can set off your bombs as long as you don&#039;t need to change the frequency. Whenever it&#039;s time for an explosion you just open the window you minimized, click send signal, and it&#039;ll do it!&lt;br /&gt;
* Always make sure you have at least one grey slime core on hand in-case of a sudden and unexpected loss of slime life.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Traitoring ==&lt;br /&gt;
It&#039;s possible to make bombs that utterly destroy a small area, gib only those people next to you, explode when you die, bring general ruin to entire wings of the station, and more! It is recommended that you use your traitor points on things to conceal your identity, or get a space suit for those &#039;accidents&#039;. Protolathed objects and slime cores can make fore interesting weapons as well.&lt;br /&gt;
&lt;br /&gt;
Moreover, your access to signalers unleashes a whole new world of possibility, remotely triggering weird behavior in electronic equipment, putting anyone off your track. Cameras, airlocks , protolathes, air alarms, mulebots; you name it!&lt;br /&gt;
&lt;br /&gt;
Xenoarcheology is also a great source for weaponry, nothing says awesome like wielding a katana and going on a killing spree, if you&#039;re lucky, you may even find a loaded alien gun!&lt;br /&gt;
&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[Category: Jobs]]&lt;/div&gt;</summary>
		<author><name>Frances</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Machinist&amp;diff=3135</id>
		<title>Machinist</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Machinist&amp;diff=3135"/>
		<updated>2016-01-05T02:26:32Z</updated>

		<summary type="html">&lt;p&gt;Frances: added job qualifications&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; ENGINEERING&lt;br /&gt;
|imagebgcolor = #ffff88&lt;br /&gt;
|img = Roboticist.png&lt;br /&gt;
|jobtitle = Roboticist&lt;br /&gt;
|access = [[Robotics and Mech Bay|Robotics]], [[Technical Storage]], [[Maintenance]]&lt;br /&gt;
|difficulty = Easy&lt;br /&gt;
|qualifications = At least 25 years of age, Engineering or Mechatronics or Robotics degree (Masters preferred).&lt;br /&gt;
|superior = [[Research Director]]&lt;br /&gt;
|duties = Create [[Cyborg]]s, Mech Exosuits and robots.&lt;br /&gt;
|guides = [[Guide to Robotics]]&lt;br /&gt;
}}&lt;br /&gt;
Primarily, the &#039;&#039;&#039;Roboticist&#039;&#039;&#039;&#039;s job is to make [[Cyborg|cyborg bodies]], and generally maintain activated cyborgs. Secondarily, Roboticists created helpful robots like Medibots and Floorbots. A skilled set of Roboticists can even build a powerful set of mechanized exosuits.&lt;br /&gt;
&lt;br /&gt;
==Robotics==&lt;br /&gt;
The Assembly Line is your home as a Roboticist. It contains exosuit fabricators for the creation of any robotic component you require, two cyborg recharge stations, two mech suit recharge stations, multiple sheets of [[metal]], twenty sheets of plasteel, [[power cells]], and a [[coil of wire]], and scattered tables with a [[multitool]], tool boxes, a few [[Flashes]], a [[crowbar]], a [[proximity sensor]], more scattered power cells, and a [[cell charger]].&lt;br /&gt;
&lt;br /&gt;
==Before We Get Started==&lt;br /&gt;
There are a few things you should do once you spawn in your nice and clean Robotics office.&lt;br /&gt;
&lt;br /&gt;
First, keep your metal organized, and understand how much each machine will take (and you will always need more metal). Second, glass and flashes are important for your robotics work, as are various devices, security equipment and rare minerals. Third, have a plan before you start building anything huge, like a mech suit (without the circuitry, they are useless). Fourth, make sure to perform maintenance on cyborgs that come in; NanoTrasen usually doesn&#039;t load them with anything but the minimum required power cells. Finally, ensure you have proper eye protection when you weld, or you&#039;ll become blind quickly.&lt;br /&gt;
&lt;br /&gt;
== Cyborgs ==&lt;br /&gt;
{{Main|Guide to Robotics#Cyborgs}}&lt;br /&gt;
Creating, repairing, and maintaining [[Cyborg|cyborgs]] is the main reason you&#039;re around. See the [[Guide to Robotics]] for more info.&lt;br /&gt;
&lt;br /&gt;
==Mechs==&lt;br /&gt;
{{Main|Mechs}}&lt;br /&gt;
Another thing you can do as a Roboticist is make a Mech suit. 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;
&amp;lt;b&amp;gt;Please note that walking around the station in a mech when not transporting it or using it for its intended purpose is frowned upon! They&#039;re industrial tools, not personal carriages.&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
See more about Mechs and their equipment on the [[Mechs]] page.&lt;br /&gt;
&lt;br /&gt;
== Traitoring ==&lt;br /&gt;
Traitoring as a Roboticist is fun and easy, especially since you spawn with flashes, and an expectation of building very dangerous machines. Your high station access, and access to tech storage will allow you to get pretty much everywhere, also you have gloves from the get go. And, of course, [[Syndicate Items#Electromagnetic Card|emagging]] any of your basic creations serves to cause havoc and chaos. Emagging the cyborgs can make them do what you want. Some people will ignore, tell on, or attack you.&lt;br /&gt;
&lt;br /&gt;
Note that to [[emag]] a cyborg, you should follow these steps:&lt;br /&gt;
&lt;br /&gt;
# Use and Emag or ID to unlock the cover.&lt;br /&gt;
# Crowbar open the cover.&lt;br /&gt;
# Use Emag again.&lt;br /&gt;
&lt;br /&gt;
==Do&#039;s and Don&#039;ts==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Do:&#039;&#039;&#039;&lt;br /&gt;
*Make cyborg bodies and install MMI&#039;s in them.&lt;br /&gt;
*Try to borg antagonists instead of the death penalty. They still fail, but are no longer a danger.&lt;br /&gt;
*Cut AI control when the AI is rogue.&lt;br /&gt;
*Make useful bots and leave them around the station.&lt;br /&gt;
*Make a Ripley before combat mechs, mining usually likes this (and hopefully will like you).&lt;br /&gt;
*Put beacons in all mechs lest they get stolen.&lt;br /&gt;
*Make a Cyborg and Exosuit Control Console.&lt;br /&gt;
*Try to make your own boards by getting acid from chemistry and getting R&amp;amp;D to sync the servers.&lt;br /&gt;
*Recognise that the QM might be more inclined to get you some metal/robot assemblies if you don&#039;t eat up all of their points with Ripley boards.&lt;br /&gt;
&#039;&#039;&#039;Don&#039;t:&#039;&#039;&#039;&lt;br /&gt;
*Put an MMI in a borg without making sure it&#039;s still there (they can speak you know).&lt;br /&gt;
*Blow all the borgs because one was emagged.&lt;br /&gt;
*Immediately blow all borgs in malf.&lt;br /&gt;
*Try to make a mech you don&#039;t have materials for, nothing is more useless than a pile Durand limbs while you beg for metal and silver.&lt;br /&gt;
*Go on mech rampages &#039;because you can&#039;.&lt;br /&gt;
&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[Category: Jobs]]&lt;/div&gt;</summary>
		<author><name>Frances</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Scientist&amp;diff=3134</id>
		<title>Scientist</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Scientist&amp;diff=3134"/>
		<updated>2016-01-05T02:25:08Z</updated>

		<summary type="html">&lt;p&gt;Frances: added job qualifications&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&lt;br /&gt;
|imagebgcolor = #eeeeff&lt;br /&gt;
|img = Scientist.png&lt;br /&gt;
|jobtitle = Scientist&lt;br /&gt;
|access = [[Research Division]]&lt;br /&gt;
|difficulty = Medium&lt;br /&gt;
|qualifications = At least 30 years of age, PhD from accredited university in applicable field, 5+ years experience in related field preferred.&lt;br /&gt;
|superior = [[Research Director]]&lt;br /&gt;
|duties = Do experiments, research, and make bombs.&lt;br /&gt;
|guides = [[Guide to Research and Development]], [[Guide to Toxins]], [[Guide to Xenobiology]], [[Guide To Xenoarchaeology|Guide to Xenoarchaeology]], [[Guide to Xenobotany]], [[Guide to Anomalies]]&lt;br /&gt;
}}&lt;br /&gt;
The &#039;&#039;&#039;Scientist&#039;&#039;&#039; is one of the most feared and fun jobs on station. Being a scientist means you can make and test a large number of tools and gadgets through research, construct highly explosive bombs, or study dangerous alien life forms.&lt;br /&gt;
&lt;br /&gt;
==The Laboratories==&lt;br /&gt;
&lt;br /&gt;
====Research &amp;amp; Development====&lt;br /&gt;
This lab houses the development of hi-tech devices including weapons, batteries, drills, and circuit boards.&lt;br /&gt;
&lt;br /&gt;
Items around the station such as the hand teleporter, stun batons and analyzers can be collected used to improve research tech levels.&lt;br /&gt;
&lt;br /&gt;
Your research efforts will cap at a certain point without minerals from mining. Co-ordinate with the [[Quartermaster]] or the [[Shaft Miner]]s themselves to get the minerals you need.&lt;br /&gt;
&lt;br /&gt;
For a more in-depth guide, see the [[Guide to Research and Development]].&lt;br /&gt;
&lt;br /&gt;
==== Toxins Research ====&lt;br /&gt;
Toxins Mixing is where you spawn.&lt;br /&gt;
&lt;br /&gt;
This lab focuses on exploring the possibilities of plasma gas, typically in the form of massive explosions. Also provided to you is the [[Toxins Test Chamber]] (AKA Bomb Range). Hopefully, this is where you will be testing your bombs.&lt;br /&gt;
&lt;br /&gt;
Bomb making is not all that easy though, as the Toxins Research Lab is really prone to outbursts of plasma, fire, plasma that&#039;s on fire, or even plasma that&#039;s on fire and spreading N2O. Yep, it ain&#039;t easy being a scientist.&lt;br /&gt;
&lt;br /&gt;
For more information, refer to the [[Guide to Toxins]].&lt;br /&gt;
&lt;br /&gt;
==== Xenoarcheology and Anomaly study ====&lt;br /&gt;
You can get here from the research shuttle.&lt;br /&gt;
&lt;br /&gt;
This whole place is focused on finding and excavating artifacts from the asteroid, and if you&#039;re really lucky: To experiment on large anomalous artifacts you may find while out on a dig. Worse comes to worse, you can also play the role of a second-hand shaft miner, but you still need at least a [[Quartermaster]] on staff.&lt;br /&gt;
&lt;br /&gt;
For more information, refer to the [[Guide To Xenoarchaeology|Guide to Xenoarchaeology]]&lt;br /&gt;
&lt;br /&gt;
==== Xenobiology ====&lt;br /&gt;
This laboratory specializes in the the study of alien lifeforms, such as [[slime]]s and sometimes [[xenomorph]]s.&lt;br /&gt;
&lt;br /&gt;
Careful handling and caution if this lab is advised as it is common for untrained personnel to inadvertently release the specimen. It is important to make sure your flock is fed, and any extra unneeded slimes culled to keep them from getting out of hand, it&#039;s also important to make sure adult slimes are fed enough to split, or they&#039;ll make a mess of their pens... Or you! Experiment on all sorts of fancy cores.&lt;br /&gt;
&lt;br /&gt;
For more information, refer to the [[Guide to Xenobiology]]&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Unless you&#039;re a traitor, don&#039;t use the bombs on the main station. You&#039;ll get banned otherwise.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
* Always warn the station before your detonate a bomb. Your resident Tajarans will be less likely to claw off your face and more likely to help you fix the inevitable damage to Toxins if you do.&lt;br /&gt;
* Change the frequency of the remote signalling devices so that other scientists or saboteurs don&#039;t set off your explosives themselves.&lt;br /&gt;
* You can open your PDA, minimize the new window, and leave your PDA in your pocket so that you can set off your bombs as long as you don&#039;t need to change the frequency. Whenever it&#039;s time for an explosion you just open the window you minimized, click send signal, and it&#039;ll do it!&lt;br /&gt;
* Always make sure you have at least one grey slime core on hand in-case of a sudden and unexpected loss of slime life.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Traitoring ==&lt;br /&gt;
It&#039;s possible to make bombs that utterly destroy a small area, gib only those people next to you, explode when you die, bring general ruin to entire wings of the station, and more! It is recommended that you use your traitor points on things to conceal your identity, or get a space suit for those &#039;accidents&#039;. Protolathed objects and slime cores can make fore interesting weapons as well.&lt;br /&gt;
&lt;br /&gt;
Moreover, your access to signalers unleashes a whole new world of possibility, remotely triggering weird behavior in electronic equipment, putting anyone off your track. Cameras, airlocks , protolathes, air alarms, mulebots; you name it!&lt;br /&gt;
&lt;br /&gt;
Xenoarcheology is also a great source for weaponry, nothing says awesome like wielding a katana and going on a killing spree, if you&#039;re lucky, you may even find a loaded alien gun!&lt;br /&gt;
&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[Category: Jobs]]&lt;/div&gt;</summary>
		<author><name>Frances</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Virologist&amp;diff=3133</id>
		<title>Virologist</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Virologist&amp;diff=3133"/>
		<updated>2016-01-05T02:24:43Z</updated>

		<summary type="html">&lt;p&gt;Frances: added job qualifications&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = #22aa22&lt;br /&gt;
|headerfontcolor = black&lt;br /&gt;
|stafftype = RESEARCH &amp;amp; MEDICAL&lt;br /&gt;
|imagebgcolor = #eeeeff&lt;br /&gt;
|img = Generic_virologist.png&lt;br /&gt;
|jobtitle = Virologist&lt;br /&gt;
|access = [[Medbay]], [[Morgue]], [[Operating Theatre]], [[Virology]]&lt;br /&gt;
|difficulty = Medium&lt;br /&gt;
|qualifications = At least 30 years of age, PhD from accredited university in applicable field, 5+ years experience in related field preferred.&lt;br /&gt;
|superior = [[Chief Medical Officer]]&lt;br /&gt;
|duties = Infect monkeys, cure diseases, splice new viruses.&lt;br /&gt;
|guides = [[Guide to Virology]], [[Guide to Medicine]]&lt;br /&gt;
}}&lt;br /&gt;
Congratulations doctor, you have been selected to study and treat various types of viruses and to create valuable vaccines. Grab your [[latex gloves]], get your [[breath mask]] on, and head over to [[Virology]]. You are the &#039;&#039;&#039;Virologist&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Virology ==&lt;br /&gt;
Virology can be a boring job, and most who try fail often. Just make sure the [[Chemist]] or the [[Chief Medical Officer]] are around (and attentive) or you won&#039;t be able to cure uncommon diseases in the event of an outbreak.&lt;br /&gt;
&lt;br /&gt;
== Curing Diseases ==&lt;br /&gt;
{{Main|Guide_to_Virology#Curing}}&lt;br /&gt;
&lt;br /&gt;
This is your main job. Find a virus, analyse it, and then produce a cure. Note, the only current way of detecting whether someone has an unknown virus is to take their blood and put it in the centrifuge in virology.&lt;br /&gt;
&lt;br /&gt;
If there isn&#039;t currently an outbreak on the station, you&#039;ll have to deal with infecting and injecting monkeys.&lt;br /&gt;
&lt;br /&gt;
See the [[Guide_to_Virology#Curing|guide to virology]] for a detailed description of curing a virus.&lt;br /&gt;
&lt;br /&gt;
=== Manufacturing Viruses ===&lt;br /&gt;
The other part of your job is researching biological warfare. See more about splicing and radiating viruses in the [[Guide to Virology]].&lt;br /&gt;
&lt;br /&gt;
=== Accidents Happen ===&lt;br /&gt;
If you accidentally infect some one with a certain type of infectious virus, well, there is not much you can do except quarantine, treat, and ensure they aren&#039;t infectious before releasing them. Make sure only people that know exactly what they&#039;re doing can enter your room. Warn people beforehand that you&#039;re conducting experiments and remember to vaccinate yourself once you research a disease.&lt;br /&gt;
&lt;br /&gt;
== Traitoring ==&lt;br /&gt;
Being a [[traitor]] is where a dangerous [[jobs|job]] like this one really shines. Make sure you get the Heads of Staff to crack a virus crate open for you, or use a traitor item on it to pop it open yourself. Brain Rot is quite an effective way to disable the crew.&lt;br /&gt;
&lt;br /&gt;
Releasing a pandemic is also a good way to cause chaos, creating a convenient cover for illicit activities. As an added bonus, curing the disease and eradicating it from the station is a good way to get in the good graces of the crew, further protecting you from any suspicion. As always, protecting yourself from the disease is most important. Releasing diseases when not a traitor is a great way to be banned!&lt;br /&gt;
&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[Category: Jobs]]&lt;/div&gt;</summary>
		<author><name>Frances</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Psychologist&amp;diff=3131</id>
		<title>Psychologist</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Psychologist&amp;diff=3131"/>
		<updated>2016-01-05T02:24:06Z</updated>

		<summary type="html">&lt;p&gt;Frances: added job qualifications&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = #ffdddd&lt;br /&gt;
|headerfontcolor = black&lt;br /&gt;
|stafftype = MEDICAL&lt;br /&gt;
|imagebgcolor = #ffeeee&lt;br /&gt;
|img = Psychologist.png&lt;br /&gt;
|jobtitle = Station Psychologist&lt;br /&gt;
|access = [[Medbay]], [[Morgue]], Psychiatrist&#039;s Office, Medbay Storage&lt;br /&gt;
|difficulty = Medium&lt;br /&gt;
|qualifications = At least 30 years of age, PhD from accredited university in applicable field, 5+ years experience in related field preferred.&lt;br /&gt;
|superior = [[Chief Medical Officer]]&lt;br /&gt;
|duties = Solve everybody&#039;s problems, &amp;lt;s&amp;gt;go insane yourself&amp;lt;/s&amp;gt;.&lt;br /&gt;
|guides = [[Guide to Medicine]], The guide you&#039;re reading, [http://baystation12.net/forums/viewtopic.php?f=6&amp;amp;t=10392 Curien&#039;s Psychology 101]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
As the &#039;&#039;&#039;Station Psychologist&#039;&#039;&#039;, you are tasked with identifying (and solving) personal and mental issues within the station&#039;s crew. This is a job that you may or [[Traitor|may not]] be able to accomplish successfully. If need be, you have the power to deem someone mentally unstable and, with the approval of the [[Chief Medical Officer]], strip them of any authority they [[Captain|might&#039;ve had.]] Ultimately, you are responsible for the mental health and well being of the crew.&lt;br /&gt;
&lt;br /&gt;
== Psychology and You ==&lt;br /&gt;
This job is very roleplay-oriented, and it can be very boring if not played correctly. More often than not, you will be spending your time listening to your patients and then talking to them. Most of the players who will approach you already have something in mind, and because there is no easy, straightforward way to treat psychological issues, it falls to you to make your patient&#039;s roleplay experience an enjoyable one.&lt;br /&gt;
&lt;br /&gt;
=== Cognitive Behavioral Therapy ===&lt;br /&gt;
A very well-written in-character outline of this common psychology technique written by forum user Curien can be found [http://baystation12.net/forums/viewtopic.php?f=6&amp;amp;t=10392 here].&lt;br /&gt;
&lt;br /&gt;
=== Pharmaceuticals ===&lt;br /&gt;
As the station psychologist, you can prescribe a number of anti-depressants, sedatives, painkillers, and other pharmaceutical drugs in order to help your patient to recover. A list of all of the possible drugs that may be prescribed can be found in the [[Guide to Chemistry#Medicine|guide to chemistry]].&lt;br /&gt;
&lt;br /&gt;
=== Psychosis &amp;amp; Violent Patients ===&lt;br /&gt;
So let&#039;s face it... not every patient you treat is going to be coming into your office ready to talk politely about their problems. Sometimes, you&#039;re going to be dealing with people who simply aren&#039;t thinking straight, or who are even outright violent.&lt;br /&gt;
&lt;br /&gt;
Hallucinations can be caused by drugs, poisons, and radiation. You&#039;ll see them on a large scale if the supermatter goes critical, and on a small scale if the [[botanist]] or [[chemist]] has been producing recreational substances. One type of antidepressant you can prescribe, paroxetine, also has the risk of causing hallucinations, meaning that it should be prescribed under your supervision or that of a member of the medical staff. People who are hallucinating will see things, hear things, and sometimes believe things that aren&#039;t actually there.&lt;br /&gt;
&lt;br /&gt;
You will also deal with severe mental illness, including everything from the effects of having found out that one has just been cloned to the garden-variety schizophrenia, depression, and anxiety every psychologist encounters. Most of the time, people who are mentally ill are not violent. Some people who are hallucinating due to drugs or radiation--especially if they&#039;ve experienced it before--will know that they&#039;re hallucinating and try to stay safe. But it&#039;s entirely possible that a patient with psychosis will throw a punch at you, believing you are trying to harm them. Your main goal when dealing with a hallucinating patient is to keep them safe until the hallucinations wear off, or the doctors can treat them for whatever is causing the hallucinations.&lt;br /&gt;
&lt;br /&gt;
Occasionally you will deal with a patient who is homicidal or suicidal. Depending on how bad it is and how clearly they are thinking, you may be able to simply talk them down, which is the preferred option, or you may have to restrain them in some way. If the worst happens and your patient commits suicide, remember that cloning is not an option for those who died by suicide.&lt;br /&gt;
&lt;br /&gt;
In order of increasing urgency, treatments for psychiatric emergency can include:&lt;br /&gt;
* Antidepressants. These work slowly and are of the most help to people who are already somewhat rational. If a person is just barely in control, this can help.&lt;br /&gt;
* Soporific pill or injection. A sedative will make your patient sleepy and help them calm down.&lt;br /&gt;
* Straight jacket. This keeps your patient from hurting themselves, but it is uncomfortable and can even be traumatic. Only use it if your patient is in immediate danger.&lt;br /&gt;
* Muzzle. This keeps your patient from speaking or biting--only really useful if they are desperate enough to try to chew their own hands off. Like the straitjacket, a last resort.&lt;br /&gt;
* Chloral hydrate. This is a very strong sedative that causes overdose starting at only 15 units, but its strength means it can be put into an autoinjector and be effective at stopping anyone without armor on (ask the chemist to make you one). Once the chloral hydrate has taken effect, the patient can be more easily restrained, and its effects can be reversed with Dylovene.&lt;br /&gt;
&lt;br /&gt;
==== Working with Security ====&lt;br /&gt;
* Some of your patients will be criminals who happen to also have a mental illness. Others will be people who have come to Security&#039;s attention because of their erratic behavior. Either way, you may need to coordinate with Security to get these people treated.&lt;br /&gt;
* Remember that the people you see as patients, Security may very well see as criminals. Advise Security as to the nature of the crisis and stress that your patient is hallucinating, depressed, confused, etc. Explain to them any particular triggers your patient may have.&lt;br /&gt;
* Ensure that any physical injuries your patient has are taken care of first.&lt;br /&gt;
* If Security has been unnecessarily rough with your patient, do not hesitate to make complaints. In many cases, you will be the only one speaking out on behalf of your patient&#039;s welfare.&lt;br /&gt;
* Handcuffs are an effective way of restraining a patient while you speak to them, but just like a straitjacket, they are uncomfortable and can cause a patient to panic. If they&#039;re necessary for your safety, use them, but don&#039;t just slap them on your patients willy-nilly.&lt;br /&gt;
* Don&#039;t be afraid to ask for a guard on a particularly violent patient. Letting your patient beat you up is not approved clinical practice.&lt;br /&gt;
&lt;br /&gt;
You may also encounter insanity in the form of a [[cult]]. As a psychologist, you don&#039;t know anything about the cult itself, but you will probably come to realize that they are suffering from mental impairment unlike any you&#039;ve seen before--personalities altered, motives changed, and morals turned upside down to the point that a pacifist may become a killer and a usually joyful person may become a near-suicidal nihilist. How you respond to this strange new type of psychosis is up to you--remember who your character is. But your duty as a psychologist remains the same: Criminal or not, violent or not, you treat mental illness and aid those who suffer from it. Until you see obvious evidence of the supernatural (and perhaps not even then), a cult member may seem like just another patient to you. Of course, since cults are often violent, you will likely be working with Security and using restraints. Remember to stay safe, because if you&#039;re dead, you can&#039;t do your job.&lt;br /&gt;
&lt;br /&gt;
{{Jobs}}&lt;/div&gt;</summary>
		<author><name>Frances</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Paramedic&amp;diff=3130</id>
		<title>Paramedic</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Paramedic&amp;diff=3130"/>
		<updated>2016-01-05T02:22:59Z</updated>

		<summary type="html">&lt;p&gt;Frances: added job qualifications&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{{JobPageHeader&lt;br /&gt;
|headerbgcolor = #ffdddd&lt;br /&gt;
|headerfontcolor = black&lt;br /&gt;
|stafftype = MEDICAL&lt;br /&gt;
|imagebgcolor = #ffeeee&lt;br /&gt;
|img = Paramedic.png&lt;br /&gt;
|jobtitle = Paramedic&lt;br /&gt;
|access = [[Medbay]], [[Morgue]], [[EVA]], [[Maintenance]], External Airlocks&lt;br /&gt;
|difficulty = Medium&lt;br /&gt;
|qualifications = At least 22 years of age, certification from accredited medical school, 1 year medical-related experience (includes academic).&lt;br /&gt;
|superior = [[Chief Medical Officer]]&lt;br /&gt;
|duties = Recover and safely deliver injured crew to Medbay, work against the clock.&lt;br /&gt;
|guides = [[Guide to Medicine]], [[Surgery|Guide to Surgery]]&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Alternate Titles:&#039;&#039;&#039; Emergency Medical Technician&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Paramedic&#039;&#039;&#039; plays an extremely important role on board the station. Primarily tasked with reaching injured crew members far from medbay, every second counts and every action or inaction means the difference between life and death. It is heavily advised you play as [[Medical Doctor]] regularly and familiarly before attempting the job of paramedic. Paramedics are trained in the medical field, but are not doctors; so cannot perform surgeries or advanced diagnoses. They&#039;re trained in detecting and fixing, most of the time partially, symptoms found on the field; and in the art of triage.&lt;br /&gt;
&lt;br /&gt;
==Getting Set Up==&lt;br /&gt;
A large part of the paramedic job is having all bases covered and prepared before an actual call; because once you get it, there is little to no time to fetch any missing medicine.&lt;br /&gt;
A good paramedic must be able to stabilize a patient on the field, and reduce any damage to his body, whatever the type. A good paramedic must also be able to reach all corners of the station as soon as possible, regardless of its condition. This is why, it is advised that the following is always on hand: (For the purpose of this guide, medicines found at round-start without the need for a [[chemist]] will be listed as examples. Do not restrict yourself to these medicines if better versions are available). Medicines and tools below are mostly found in [[Medical_Items#NanoMed_Plus|NanoMed]] vendors or medkits.&lt;br /&gt;
&lt;br /&gt;
*[[File:MedGlasses.png]] A [[Medical_Items#Health_Scanner_Hud|Medical HUD]] to check records and patient physical condition on the go.&lt;br /&gt;
*[[File:LGloves.png]] A pair of [[Medical_Items#Latex_Gloves|Latex Gloves]] to prevent spreading infection.&lt;br /&gt;
*[[File:Sterilemask.png]] A [[Medical_Items#Sterile_Masks|Sterile Mask]] to avoid catching something.&lt;br /&gt;
*[[File:Healthanalyzer.png]] A [[Medical_Items#Health_Analyzer|health analyzer]]&lt;br /&gt;
*[[File:Syringes.png]] [[Guide_to_Chemistry#Inaprovaline|inaprovaline syringes]] to prevent further deterioration of a critical patient.&lt;br /&gt;
*[[File:Syringes.png]] [[Guide_to_Chemistry|Spaceacillin syringes]] to slow progression of viruses and prevent wound infections.&lt;br /&gt;
*[[File:Burnkit.png]]  [[Medical_Items#Advanced_Burn_Kit| Advanced Burn Kits]] to treat burns and prevent infections. &lt;br /&gt;
*[[File:Traumakit.png]] [[Medical_Items#Advanced_Trauma_Kit| Advanced Trauma Kits]] to treat brute damage and open wounds.&lt;br /&gt;
*[[File:BreathMask.png]] A couple of [[Clothing_and_Internals#Masks| breath masks]] for you to reach depressurized zones, and to give to patients having difficulty breathing.&lt;br /&gt;
*[[File:OxygenTank.png]] A couple of oxygen tanks for you and/or a patient.&lt;br /&gt;
*[[File:Medical_Hardsuit.png]] A [[Medical_Items#Medical_Hardsuit_.26_Helmet|Medical voidsuit]] ready. It is wise to store it in medical, to save the trip to E.V.A; or shall the trip be impossible.&lt;br /&gt;
*[[File:Splint.png]] [[Medical_Items#Splint|Splint]] to secure fractures before moving a patient.&lt;br /&gt;
*[[File:Pills.gif]] [[Guide_to_Chemistry#Dylovene|Dylovene]] bottles or pills, to treat toxin damage. &lt;br /&gt;
*[[File:Pills.gif]] [[Guide_to_Chemistry#Dexalin|Dexalin]] bottles or pills, to treat suffocation damage. &lt;br /&gt;
*[[File:Rollerbed.png]] A [[Medical_Items#Roller_Bed|Roller bed]] to transport patients unable to walk.&lt;br /&gt;
*[[File:Body_Bag.png]] A [[Medical_Items#Body_Bag|body bag]] to transport dead patients to medbay.&lt;br /&gt;
*[[Guide_to_Chemistry#Tramadol|An effective painkiller]] like Tramadol. Patients in shock and pain are more likely to faint, failing to communicate with you, which is detrimental.&lt;br /&gt;
&lt;br /&gt;
==Responding to an Emergency==&lt;br /&gt;
&lt;br /&gt;
Now that you&#039;re all prepped and ready, it&#039;s only a waiting game until your first emergency arises. Whether by monitoring [[Suit_sensors#Jumpsuits|suit sensors]] or a radio call, you&#039;ll have a name and a place. Rush to the place as soon as you can; making sure you&#039;re equipped with your voidsuit if the area is depressurized. Once on scene, you will need to stabilize your patient before moving him/her to medbay; depending on the state he is in.&lt;br /&gt;
&lt;br /&gt;
===Non-Critical Patient===&lt;br /&gt;
If the call you&#039;ve responded to is non-critical (The patient is fully conscious, stable, and/or health above 0); then all you need to do is diagnose the specific problem and administer the necessary medicine on the field. It is advised, however; to bring the patient back to the medbay for a more thorough check. Nonetheless, you will find yourself performing several of the steps found in the next section; but with much less urgency, which means less medicine used on the patient which can be treated in the medbay.&lt;br /&gt;
&lt;br /&gt;
===Critical Patients===&lt;br /&gt;
Dealing with critical patients is a bit more tricky. More likely than not, you&#039;ll find critical patients (Health Below 0) are unconscious, or otherwise unable to communicate. This will make finding the exact cause of the problem unlikely in the field, which would require you transport the patient to the medical bay post-haste. But before that, a series of steps are required to make sure your patient doesn&#039;t die on the way. The steps are listed in order of importance.&lt;br /&gt;
*Administer Inaprovaline to the critical patient, to make sure his situation doesn&#039;t worsen.&lt;br /&gt;
*If the patient is bleeding, apply the trauma kit to the affected area as soon as possible to stop the bleeding.&lt;br /&gt;
*If the patient is suffocating, a strap an oxygen tank to him and make sure he breathes out of it on the way to the medical ward.&lt;br /&gt;
*If the patient has/had an open wound, it is advised you inject him with spaceallin or apply an advanced burn kit to kill any infection at the stem. This is a preemptive measure, and unnecessary unless you believe the patient is in such a dismal condition that you can&#039;t afford any more risks. You are unable to detect infections on the field, and need an advanced health scanner, found in medbay, to do so.&lt;br /&gt;
*Treat any remaining burn, brute or toxin damage with the application of advanced kits or pills, to further improve the state of the patient.&lt;br /&gt;
*Administer Tramadol if the patient is suffering from pain-causing symptoms, like fractures, burns or brute damage. Patients in shock are less communicative, which will hamper your efforts.&lt;br /&gt;
*Finally, splint any fractures before strapping your patient to his roller bed and rolling him away.&lt;br /&gt;
&lt;br /&gt;
While transporting the patient, make sure to orally ask him/her how he&#039;s feeling. Don&#039;t let the effort went into stabilizing the patient go to waste, throwing away the advantage of having a perfectly responsive patient.&lt;br /&gt;
&lt;br /&gt;
On arrival, make sure you brief any doctor that will handle your patient on what you did to him/her, and whatever his symptoms were. Remember the ICly, doctors shouldn&#039;t give out treatment lightly, and failing to inform the doctor taking over of past steps might have him repeat the treatment, which might lead to an overdose.&lt;br /&gt;
&lt;br /&gt;
==What to Do When Out of Emergencies?==&lt;br /&gt;
&lt;br /&gt;
Paramedics, being non-doctors trained in the medical field, can assume other roles around the medbay to make MD&#039;s lives easier; and improve overall efficiency of the medical bay; basically acting as a glorified nurse.&lt;br /&gt;
*Help move patients from one branch of the medbay to another.&lt;br /&gt;
*Monitor the reception, monitor suit sensors.&lt;br /&gt;
*Handle [[Guide_to_Medicine#Triage|triage]]; stabilizing patients who were left waiting.&lt;br /&gt;
*Check up on patients who were given a bed.&lt;br /&gt;
*Distribute spacealline and help enforce quarantines in case of a viral breakout.&lt;br /&gt;
&lt;br /&gt;
==Traitoring==&lt;br /&gt;
As a paramedic, you get all the perks Medical Doctors get when traitoring, from deliberate malpractice to using your medicines of good for plots of evil. But one added perk is that, as a Paramedic, you&#039;re usually the only medically trained person to first reach a dying patient outside the medbay walls. That can be used to your advantage, for frantically dragging off a bleeding body is part of your job, and in no way suspicious.&lt;br /&gt;
&lt;br /&gt;
==Roleplay Tips==&lt;br /&gt;
*Remember that paramedics are not MDs. Keep that in mind, and use it to give an interesting edge to your character. Think like a paramedic would; not a doctor. Asking questions a doctor would consider &#039;silly&#039; is perfectly fine for you.&lt;br /&gt;
*Paramedics are trained on urgency, speed and that every second counts; unlike the MDs who had to spend over a decade studying to start practicing. That contract between your coworkers and you can be used to enhance RP.&lt;br /&gt;
&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Jobs]]&lt;/div&gt;</summary>
		<author><name>Frances</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Pharmacist&amp;diff=3129</id>
		<title>Pharmacist</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Pharmacist&amp;diff=3129"/>
		<updated>2016-01-05T02:21:41Z</updated>

		<summary type="html">&lt;p&gt;Frances: added job qualifications&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = orange&lt;br /&gt;
|headerfontcolor = black&lt;br /&gt;
|stafftype = RESEARCH &amp;amp; MEDICAL&lt;br /&gt;
|imagebgcolor = #eeeeff&lt;br /&gt;
|img = Chemist.png&lt;br /&gt;
|jobtitle = Chemist&lt;br /&gt;
|access = [[Medbay]], [[Chemistry Lab]]&lt;br /&gt;
|difficulty = Easy&lt;br /&gt;
|qualifications = At least 28 years of age, applicable DPh from accredited school, 2 years Residency at accredited hospital or clinic.&lt;br /&gt;
|superior = [[Chief Medical Officer]]&lt;br /&gt;
|duties = Make medicine and research grenades.&lt;br /&gt;
|guides = [[Guide to Chemistry]]&lt;br /&gt;
}}&lt;br /&gt;
As a &#039;&#039;&#039;Chemist&#039;&#039;&#039; your job is to mix chemicals for the others to use. Your work will be needed mostly by [[Medical Doctor]]s. You also have the option to make grenades, but using them or making them without clearance can get you brigged (or possibly banned).&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
You mix and deliver chemicals. That&#039;s it. Some of the time you can do whatever you feel like doing, but for most of the round you&#039;ll be making chemicals for the medical staff.&lt;br /&gt;
&lt;br /&gt;
== Common Chemicals ==&lt;br /&gt;
As a chemist you&#039;ll either be swamped with requests or have none at all. A good chemist revels in finding work for themselves regardless.&lt;br /&gt;
&lt;br /&gt;
=== Useful Chemicals ===&lt;br /&gt;
* Your first priority: Medication for the doctors.&lt;br /&gt;
** Bicaridine, dermaline, dexalin plus, and dylovene for the four major damage types.&lt;br /&gt;
** Inaproviline to stabilize critical patients.&lt;br /&gt;
** Alkysine for brain damage, imidazoline for eye damage, spaceacillin for infections, ethylredoxrazine for alcohol poisoning, and Tramadol for pain.&lt;br /&gt;
** Upgrade the Cryoxadone in the cryo tubes to clonexadone.&lt;br /&gt;
** Peridaxon is time-consuming to make, but will heal organ damage.&lt;br /&gt;
** Check medical records for prescriptions to fill.&lt;br /&gt;
* Research &amp;amp; Development and Robotics will want sulfuric acid to etch circuits. Depending on the amount of work they&#039;re doing, they may want as much as 600 units. R&amp;amp;D would also appreciate your extra plasma, if you can spare it. Make sure to keep some for yourself.&lt;br /&gt;
* Virology will want radium.&lt;br /&gt;
* The bartender or chef may ask you for chemicals to cook or mix drinks with. Some of them are safe, others are not. Use your judgment. &lt;br /&gt;
* The janitor will want Space Cleaner refills.&lt;br /&gt;
* The gardener will want fertilizer (diethylamine or ammonia), and Xenobiology will also want unstable mutagen for their plant experiments.&lt;br /&gt;
* Synthmeat can be manufactured for the kitchen, or as biomass for the cloning equipment.&lt;br /&gt;
&lt;br /&gt;
=== Mixing ===&lt;br /&gt;
You can mix chemicals in a few ways, but the easiest way is to add a beaker to the chemical dispenser and then dispense appropriate amounts of base chemicals. If the mixture is correct, the solution will bubble and you&#039;ll now have a some of your end product.&lt;br /&gt;
&lt;br /&gt;
Mixing directly from other beakers, droppers and syringes also helps if you need a certain amount of each chemical. Just click one holder on another to pour some of the solution.&lt;br /&gt;
&lt;br /&gt;
Adding any solution to a ChemMaster 3000 will let you isolate and make pills or bottles of chemicals you add to it.&lt;br /&gt;
&lt;br /&gt;
=== Grenades ===&lt;br /&gt;
As a chemist, you don&#039;t have access to grenade materials, but if you can get your hands on some, you can make grenades. You can fit two regular beakers in a grenade casing. This means potentially 100 units of whatever concoction you want. It is possible to use medicine, water, or more devious items in a grenade. The mixing and matching of different chemical formulas may not always go as planed, but that&#039;s just how science goes. Keep in mind, making and using grenades that harm others will get you brigged in the least, and possible job banned if you weren&#039;t an antagonist.&lt;br /&gt;
&lt;br /&gt;
==== Building Grenades 101 ====&lt;br /&gt;
#Use a screwdriver on an igniter to make it attachable.&lt;br /&gt;
#Attach the igniter to the timer, or some other triggering device (proximity, signaler, etc.)&lt;br /&gt;
#Screwdriver the Igniter-timer assembly to make it attachable.&lt;br /&gt;
#Attach the assembly to the grenade case.&lt;br /&gt;
#Add your beakers of chemicals, then screwdriver the case again.&lt;br /&gt;
#Using it in your hand opens up a window, where you can set the control mechanism of the grenade.&lt;br /&gt;
Note that the case must be on the ground to do this correctly!&lt;br /&gt;
&lt;br /&gt;
=== Pills ===&lt;br /&gt;
Pills are a great way to give large amount of medicine at once. If you are going to make medicine that will be single serve, make it pill form. Each pill can hold 50 units of material at one time. Up to 14 pills will fit into a pill bottle, which itself is still small enough to fit into a box or pocket. As a cautionary note, remember that most chemicals will cause toxic damage from overdose over 30 units, so be careful how much you add to a pill.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Good Examples for pills:&#039;&#039;&#039;&lt;br /&gt;
A typical pill will have about 15 units of medication in it. This is a good amount because it&#039;s a large enough dose for most situations, but even if you accidentally double-dose someone, you still won&#039;t go over the 30 unit overdose limit.&lt;br /&gt;
* &#039;&#039;&#039;Alkysine&#039;&#039;&#039;: Heals brain damage.&lt;br /&gt;
* &#039;&#039;&#039;Dexalin Plus:&#039;&#039;&#039; Heals suffocation damage and helps keep someone with heart or lung damage alive.&lt;br /&gt;
* &#039;&#039;&#039;Bicaridine&#039;&#039;&#039;: Heals brute damage.&lt;br /&gt;
* &#039;&#039;&#039;Dermalin&#039;&#039;&#039;: Heals burn damage.&lt;br /&gt;
* &#039;&#039;&#039;Dylovene&#039;&#039;&#039;: Heals toxin damage.&lt;br /&gt;
* &#039;&#039;&#039;Spaceacillin&#039;&#039;&#039;: Stops the progression of a virus and treats infections.&lt;br /&gt;
&lt;br /&gt;
=== Bottles ===&lt;br /&gt;
Bottles should contain material that is not medicine, such as acids, or medicines that are not used all at once, like Clonexadone. Each bottle can hold only 30 units, and can be splashed onto things. &lt;br /&gt;
&lt;br /&gt;
Some doctors prefer bottled medicines because using a syringe to inject medication lets them choose the dose in 5-unit increments, and because they don&#039;t have to deal with pill bottles. However, injecting medication through the ports on a space suit is time-consuming.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Good Example for Beakers:&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Thermite&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Silicate&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Clonexadone&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Regular medicines&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Injectors ===&lt;br /&gt;
You have a supply of autoinjectors, initially loaded with inaproviline. The inaproviline can be drawn out of the autoinjectors and other substances injected into them with syringes. Autoinjectors are one-use items for delivering a 5u dose of medication quickly, effective if your target is not wearing a space suit. They are usually modified to hold inaproviline/dexalin plus mixtures (to stabilize a suffocating person), soporific (to sedate a combative patient) or various potent poisons, if you happen to be an antagonist. Be sure to label any autoinjectors you have modified, unless you don&#039;t want people to know they&#039;ve been modified...&lt;br /&gt;
&lt;br /&gt;
The CMO&#039;s hypospray, initially filled with inaproviline, can also be refilled this way. It works like a multi-use autoinjector.&lt;br /&gt;
&lt;br /&gt;
== Traitoring ==&lt;br /&gt;
Chemistry is one of the most dangerous jobs on the Med/Sci staff, and it&#039;s easy to be a good [[Traitor]]. A LOT of the chemicals you have access to will kill when injected. Access to grenades is a plus, not the mention for infinite sedative refills. Remember to keep it sane and stealthy. A bunch of naplam grenades thrown around will not win you any points.&lt;br /&gt;
&lt;br /&gt;
Like any job in Medical, chemistry lends itself to malpractice-style traitoring. &amp;quot;Accidentally&amp;quot; contaminate your medication, or hand out overdoses. Or maybe your traitor is more of a recreational chemist than a medical chemist (mindbreaker toxin, anyone?). &lt;br /&gt;
&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[Category:Jobs]]&lt;/div&gt;</summary>
		<author><name>Frances</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Physician&amp;diff=3128</id>
		<title>Physician</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Physician&amp;diff=3128"/>
		<updated>2016-01-05T02:21:08Z</updated>

		<summary type="html">&lt;p&gt;Frances: added job qualifications&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = #ffdddd&lt;br /&gt;
|headerfontcolor = black&lt;br /&gt;
|stafftype = MEDICAL&lt;br /&gt;
|imagebgcolor = #ffeeee&lt;br /&gt;
|img = MedicalDoctor.png&lt;br /&gt;
|jobtitle = Medical Doctor&lt;br /&gt;
|access = [[Medbay]], [[Morgue]], [[Operating Theatre]], [[Virology]]&lt;br /&gt;
|difficulty = Medium&lt;br /&gt;
|qualifications = At least 28 years of age, applicable MD from accredited school, 2 years Residency at accredited hospital or clinic.&lt;br /&gt;
|superior = [[Chief Medical Officer]]&lt;br /&gt;
|duties = Keep the crew healthy, save lives.&lt;br /&gt;
|guides = [[Guide to Medicine]], [[Surgery|Guide to Surgery]]&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Alternate Titles:&#039;&#039;&#039; [[Virologist]], Surgeon, Emergency Physician, Nurse&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Medical Doctor&#039;&#039;&#039; as a role is an extremely important one. If you know what you&#039;re doing, as a Medical Doctor you &#039;&#039;will&#039;&#039; save lives. Nearly every death can be prevented, provided you reach the victim in time. Since Medical Doctors are the only ones with the tools and the [[in character]] experience to save them, Medical Doctors tend to make a lot of friends.&lt;br /&gt;
&lt;br /&gt;
You should know what most chemical medicines are (not how to make them, although you could use the notes in [[Chemistry]]), so look that up on the [[Guide to Chemistry]]. It doesn&#039;t hurt to know what the other medical stuff does. But if you have a chemist that can make them, he can also tell you how to administer them.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
You start with an advanced first-aid kit and a health analyzer. You main work will be in [[Medbay]], where there are spares, vending machines with more supplies, and more specialized kits. There are also two syringe guns (a level 6 infraction in the presence of secuiritrons) which are fairly useless for healing people, leave them alone. You have some standard medication in the Medical Supplies room, though you should ask [[Chemistry]] for some more specialized ones.&lt;br /&gt;
&lt;br /&gt;
As a Medical Doctor, your job is to heal people, save them from the brink of death, and bring those that do die into [[Genetics]] for [[cloning]]. You can diagnose injuries with the help of a [[health analyzer]], which you helpfully spawn with. Your PDA can also do a limited health readout. Technically, you and the rest of medical are the only ones who can understand the readout. Remember that the it&#039;s simplified so that your can understand it [[OOC]].&lt;br /&gt;
&lt;br /&gt;
In terms of your equipment, the general rule is that chemical treatment works at all health levels, whereas physical treatments have limits where they become ineffective. Rolls of gauze and ointment are for minor injuries, and so only work if the brute or burn damage total less than 50 HP. Advanced Trauma and Burn kits are more effective, and so work all the way to 0 HP. Beyond that, more advanced treatment is needed.&lt;br /&gt;
&lt;br /&gt;
Health runs from 100% to -100%, and it&#039;s your job to make sure it doesn&#039;t hit the bottom end. Below are the main types of damages and treatments. See the [[Guide to Medicine]] for a more detailed overview.&lt;br /&gt;
&lt;br /&gt;
=== Brute Damage ===&lt;br /&gt;
Whether it&#039;s from fists, bullets, or a kitchen knife, it&#039;s classified as Brute Damage. Brute Damage is inevitably the most common form of damage, and is easily treated.&lt;br /&gt;
&lt;br /&gt;
There are two types of brute damage, bruises and wounds. Bruises are caused by blunt objects.They add to a persons brute damage, but unless particularly severe, they do not cause bleeding.&lt;br /&gt;
&lt;br /&gt;
Wounds and cuts are caused by sharp objects, and cause bleeding, which can only be stopped with medical treatment.&lt;br /&gt;
&lt;br /&gt;
If the patient is not in life-threatening danger, simply have them tell you where they were hit, use the body scanner in Medbay, or get them to strip off their jumpsuit and examine so you can see where. Apply gauze (for minor damage) or advanced trauma kits (for major damage) to affected areas and send them on their way.&lt;br /&gt;
&lt;br /&gt;
Brute Damage takes the form of big red streaks, or blue-purple-red messes. Apply gauze or advanced trauma kits in those areas, inject with Tricordrazine or, in cases of a helpful [[Chemist]] and extreme damage, Bicaridine.&lt;br /&gt;
&lt;br /&gt;
==== Blood Loss ====&lt;br /&gt;
&#039;&#039;See Also: [[Guide_to_Medicine#Low_Blood_Count|A More Detailed Guide on Blood Loss]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Living things have blood. Blood is quite important for them to keep living. Cuts and loss of limbs will cause various amounts of bleeding, which require rolls of gauze or advanced trauma kits to stop.&lt;br /&gt;
&lt;br /&gt;
Blood level can be found on the health analyser read out with warnings when levels get too low. Loss of blood can cause fainting or paleness of skin. Blood can either be injected from a donor, or a donor pack can be placed in an IV Drip and connected to the patient.  &lt;br /&gt;
&lt;br /&gt;
When choosing a blood pack, find the patient&#039;s [[Medical Records|medical records]] either on the Patient Records computer in the lobby, or the &amp;quot;Patient Records&amp;quot; function on your PDA.  As a quick reminder, A, B and + are types of markers on blood, O and - indicate a lack of said markers.  Don&#039;t give someone markers they don&#039;t already have or they&#039;ll die.  If that doesn&#039;t make sense to you, [http://baystation12.net/wiki/images/a/a1/BloodTable.PNG here&#039;s a chart of compatible blood types.]&lt;br /&gt;
&lt;br /&gt;
If you&#039;re unsure what blood type to use or the blood type of a patient, O- can be given to anyone.  There is a limited supply, so only use it if absolutely necessary.&lt;br /&gt;
&lt;br /&gt;
===Burn Damage===&lt;br /&gt;
The second type of damage is Burn Damage. This is caused by fires and blisteringly high or low temperatures, such as fire or space. &lt;br /&gt;
&lt;br /&gt;
Burns work similar to wounds. Apply ointment or advanced burn kits to the affected area to heal it, or give them a kelotane pill. Chemicals take a few seconds to work, so don&#039;t waste supplies. For severe burns, give them Dermaline (a Chemist will be needed).&lt;br /&gt;
&lt;br /&gt;
Burn Damage appears as grey streaks on a person&#039;s body, or you can use the various scanners to tell location, so apply ointment in those areas (usually the chest area).&lt;br /&gt;
&lt;br /&gt;
===Toxin Damage===&lt;br /&gt;
Toxin Damage is the third kind of damage and is relatively uncommon.&lt;br /&gt;
&lt;br /&gt;
Be it from a the aptly named toxin bottle, medicine overdoses, soporific, or radiation, Toxin Damage has no visible form, so can only be recognized via analyzing. &lt;br /&gt;
&lt;br /&gt;
Inject with Dylovene, or give them Dylovene pills. This also shortens the time needed to wake someone up from Soporific or Chloral Hydrate.&lt;br /&gt;
&lt;br /&gt;
===Suffocation Damage===&lt;br /&gt;
The last main kind of damage often occurs when a patient is in critical health (-50% Health), and is usually accompanied by a another type of damage. &lt;br /&gt;
&lt;br /&gt;
Suffocation can be cured using Dexalin, Dexalin Plus, or plain fresh air (if the patient is not critical). If the patient is in critical condition, then heal the other damage, and the suffocation should recover naturally. CPR also recovers suffocation damage slowly if the patient is in critical (click on them with an empty hand with the help intent).&lt;br /&gt;
&lt;br /&gt;
Inaprovaline halts Suffocation damage, but only when in Critical.&lt;br /&gt;
&lt;br /&gt;
===Uncommon Conditions===&lt;br /&gt;
The above are the main types of damage people will receive. Other more unique damages and treatments can be found on the [[Guide to Medicine]].&lt;br /&gt;
&lt;br /&gt;
Genetic diseases can be cured by Ryetalyn or a Clean SE from your local [[Geneticist]]. So shake the chemist up and get a little to cure people.&lt;br /&gt;
&lt;br /&gt;
Viruses and Diseases are in the domain of the [[Virologist]]. Scanning people with your health analyser might show an &#039;Unknown substance&#039; in their blood stream, which may mean a virus, or just some chemicals. Either way, take a blood sample and pass it to your Virologist to analyze.&lt;br /&gt;
&lt;br /&gt;
Give your infected patients Spaceacillin to slow the spread and keep them isolated. Wearing gloves and a sterile mask helps to stop anyone else getting infected.&lt;br /&gt;
&lt;br /&gt;
=== Medical States ===&lt;br /&gt;
There are three type of medical states. The first is &#039;shock&#039;, which is the least dangerous of the three. If someone takes enough damage from each damage type, they may go into shock. This causes stammering and slow movement, and eventually collapsing and loss of consciousness. This can be cured by dealing with all the other types of damage, or temporarily by using tramadol.&lt;br /&gt;
&lt;br /&gt;
The second is known as &#039;soft critical&#039;. When someone is below 0% health (having taken more than 100 points of damage), they will suffer shock until they are above 0% health.&lt;br /&gt;
&lt;br /&gt;
The third is known as &#039;critical&#039; and occurs at -50% health (more than 150 points of damage). At this point, the patient will go unconscious, stop breathing, and take suffocation damage. This can be stopped with Inaprovaline or CPR. Chemical or Cryo treatment is usually necessary at this stage.&lt;br /&gt;
&lt;br /&gt;
=== Surgery ===&lt;br /&gt;
You&#039;ll have to deal with broken bones, appendicitis, and autopsies. All of which can be performed by you, and only you (IC anyway) .&lt;br /&gt;
&lt;br /&gt;
A guide to surgery is [[Surgery|here]].&lt;br /&gt;
&lt;br /&gt;
=== Overdoses ===&lt;br /&gt;
Medicines are generally beneficial, however, more than 30 units of most medications will cause the patient to take large amounts of toxin damage. Sleepers are restricted to injecting 40 units of most chemicals, so caution should be exercised. Also note that most pills in standard medication kits are 15 units.&lt;br /&gt;
&lt;br /&gt;
Notable absences from overdoses include Dylovene, Soporific, Tricordrazine, and Inaprovaline.&lt;br /&gt;
&lt;br /&gt;
==Modern Miracles==&lt;br /&gt;
=== Cryogenics ===&lt;br /&gt;
Setting up Cryogenics is easy and simple.&lt;br /&gt;
&lt;br /&gt;
Firstly, ensure the O2 canisters are connected to the ports. There&#039;s a wrench nearby to do this. Secondly, fill the tubes with Cryoxadone - beakers should be on the table. Then set the freezer to the minimum to start cooling the chamber down.&lt;br /&gt;
&lt;br /&gt;
In order to use it for a patient, take off any temperature suits that have (RIG, Spacesuits, void suits, fire suits, etc.), grab them and put them in the cryo tube. Then turn it on and wait. You can monitor the patients vitals from outside. It&#039;s usually easier to strip all their items, and will allow cryo to cool them faster. Remember to eject them when they&#039;re better.&lt;br /&gt;
&lt;br /&gt;
=== Medibots ===&lt;br /&gt;
Medibots no longer magically synthesize Tricordrazine, so you have to fill them for them to do any good. Good news for you! Or maybe not when people actually start dying.&lt;br /&gt;
&lt;br /&gt;
Using your ID, you can alter his settings, and fill him with a beaker of Tricordrazine or Alkysine.&lt;br /&gt;
&lt;br /&gt;
As a traitor, you can fill him with a beaker of Polytrinic Acid, or even Emag him. Once Emagged, the delightful little medibot buzzes around injecting everyone and everything with not-so-helpful chemicals.&lt;br /&gt;
&lt;br /&gt;
==Traitoring==&lt;br /&gt;
There is so many wonderfully terrible things you can do. See that sleepy pen item? Guess what, when people get stabbed with those, they drag them to med bay to be &amp;quot;doctored&amp;quot; by you and other people. You can then take them some place private in Medbay, and take what you want or go for malpractice to end them. You can hide victims by putting little notes by morgue trays saying &amp;quot;This man has been cyborged&amp;quot; or &amp;quot;This man has been cloned&amp;quot; and no one will bat an eye at why they are naked, and why they are there. Usually.&lt;br /&gt;
&lt;br /&gt;
==Roleplay Tips==&lt;br /&gt;
* You most likely have a decent knowledge of people and medicines. Use it to help people.&lt;br /&gt;
* Feel free to play a nice guy, or the next House. Just make sure people get healed, it&#039;s what you&#039;re there for after all.&lt;br /&gt;
&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[Category: Jobs]]&lt;/div&gt;</summary>
		<author><name>Frances</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Chef&amp;diff=3127</id>
		<title>Chef</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Chef&amp;diff=3127"/>
		<updated>2016-01-05T02:19:45Z</updated>

		<summary type="html">&lt;p&gt;Frances: added job qualifications&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 = Chef.png&lt;br /&gt;
|jobtitle = Chef&lt;br /&gt;
|access = [[Kitchen]]&lt;br /&gt;
|difficulty = Easy&lt;br /&gt;
|qualifications = Bachelors degree in applicable field, or pass (75%+) Culinary Aptitude Test.&lt;br /&gt;
|superior = [[Head of Personnel]]&lt;br /&gt;
|duties = Make food, feed the crew. That&#039;s it.&lt;br /&gt;
|guides = [[Guide to Food and Drinks]]&lt;br /&gt;
}}&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
As a &#039;&#039;&#039;Chef&#039;&#039;&#039; it&#039;s your job to cook for the crew and keep them fed. Really, that&#039;s it.&lt;br /&gt;
The &#039;&#039;&#039;Chef&#039;&#039;&#039; or &#039;&#039;&#039;Cook&#039;&#039;&#039;&lt;br /&gt;
A citizen or possess a work visa.&lt;br /&gt;
At least 18 years old.&lt;br /&gt;
Speak Tau-Ceti Common/Basic unaided by translation devices or software.&lt;br /&gt;
No outstanding warrants or bounties.&lt;br /&gt;
Bachelors Degree in Culinary Arts, or Hospitality. Or pass (75%+) Culinary aptitude test&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font style=&amp;quot;font-size:11pt;&amp;quot;&amp;gt;&#039;&#039;&#039;Note: The gibber only accepts humans when emagged. Serving humans is bad, got it?&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
&lt;br /&gt;
You get a lot of cool kitchen related things, like these:&lt;br /&gt;
&lt;br /&gt;
* An apron and cool looking hat.&lt;br /&gt;
* 2 Meat Spikes.&lt;br /&gt;
* A gibber.&lt;br /&gt;
* A machine that can dispense trays, plates, cups, and knives.&lt;br /&gt;
* 2 microwaves.&lt;br /&gt;
* A Smart Fridge.&lt;br /&gt;
* A CondiMaster that allows you to separate and bottle liquid ingredients.&lt;br /&gt;
* Shutters to close you in for privacy or [[Traitor|other things]].&lt;br /&gt;
* Rolling Pin.&lt;br /&gt;
* Blender.&lt;br /&gt;
* Drinks dispenser that will also dispense some ingredients, such as sugar.&lt;br /&gt;
* Salt and pepper shakers.&lt;br /&gt;
* A nifty (but now outdated) cookbook.&lt;br /&gt;
* Eggs.&lt;br /&gt;
* Meat.&lt;br /&gt;
* Flour.&lt;br /&gt;
* Space Milk and Soy Milk.&lt;br /&gt;
* [[Universal Enzyme]].&lt;br /&gt;
* Partial Hydroponics access which allows you to grow your own ingredients and use the biogenerator in the absence of a gardener.&lt;br /&gt;
&lt;br /&gt;
=== Meatgrinder ===&lt;br /&gt;
[[Image:Meatgrinder.png]]&lt;br /&gt;
&lt;br /&gt;
The Meatgrinder is a device that is found in the [[Kitchen Freezer]]. It can be used to grind up living or dead animals, turning them into a horrible bloody mess and yielding some [[Meat]] chunks. However, the meatgrinder does not [[Syndicate Items#Electromagnetic Card|normally]] accept humans. The meat can then be used in [[Food|food production]].&lt;br /&gt;
&lt;br /&gt;
== Recipes ==&lt;br /&gt;
&#039;&#039;&#039;Main Article:&#039;&#039;&#039; [[Guide to Food and Drinks]].&lt;br /&gt;
&lt;br /&gt;
== Cooking and You ==&lt;br /&gt;
&lt;br /&gt;
Experimenting is unfortunately not rewarded with using the microwave. You&#039;ll just end up with a burned mess that is NOT good to eat. If a microwave gets dirty, you&#039;ll need to give it a blast of Space Cleaner. If a microwave gets broken, you&#039;ll need some either a wrench or a screwdriver to repair it.&lt;br /&gt;
&lt;br /&gt;
The processor and the blender are much more forgiving. The processor will only take things that it recognizes and the blender will blend any food item (granted, you might not get anything interesting out of it). You also have a CondiMaster Neo to separate and identify anything you produce with your blender.&lt;br /&gt;
&lt;br /&gt;
The Oven, Grill, Deep Fryer, Candy Machine, Cereal Maker, and Cream-Master Deluxe&lt;br /&gt;
&lt;br /&gt;
Oven can make bread, pie, cake, jelly, donk pocket, kebab, salad, waffles&lt;br /&gt;
&lt;br /&gt;
You can cut various dishes with the knife you have, such as cheese wheels and pizzas.&lt;br /&gt;
&lt;br /&gt;
=== Hydroponics ===&lt;br /&gt;
Your neighbor, [[Botanist|hydroponics]], is tasked mainly with growing vegetables and fruits for you to use in your dishes.  They will dump what they produce into the smart fridge that is located in both of your walls.  Be sure to tell them what to grow, as they are currently incapable of reading your mind.  A good starting task to tell them is to grow wheat, tomatoes, and potatoes, as these plants are used most in your recipes.  After they have those, just request plants as needed.  They are also capable of producing milk and meat with biomass, which can become very useful if you do not have [[Quartermaster|a cargo staff]] to order cattle from.&lt;br /&gt;
&lt;br /&gt;
If you have no gardener, you can access part of the garden from your kitchen, including four hydroponics trays, the biogenerator, and seed and fertilizer machines.&lt;br /&gt;
&lt;br /&gt;
Ordering chickens for the gardener is a good step to take if you know you&#039;ll be needing more eggs than the ones you start with. Feed them with wheat to get them to lay eggs. Unattended eggs may hatch into more chickens. Chickens can also be put into the meat grinder to make chicken meat.&lt;br /&gt;
&lt;br /&gt;
=== Animals ===&lt;br /&gt;
Monkeys can be stuck up on meat hooks for meat carvery purposes, and Cows can be ordered from the [[Quartermaster]] and used in the gibber. They can also be milked with a bucket, but they do require feeding. Chickens produce eggs, which can also be quite helpful. Feed chickens and cows with wheat to get them to produce milk and eggs.&lt;br /&gt;
&lt;br /&gt;
=== Blending ===&lt;br /&gt;
All food contains the universal ingredient called &amp;quot;Nutriment.&amp;quot; It&#039;s what nourishes you and heals your injuries when you eat. Although food might not heal you as quickly as the doctor can, and won&#039;t heal the more unusual types of damage, it can often heal for more over time.&lt;br /&gt;
&lt;br /&gt;
You can blend anything that comes from botany, and pretty much all food. Nutriment can be added to your dishes to make them more filling. Some plants contain other liquids that can be used as condiments or as ingredients in food.&lt;br /&gt;
&lt;br /&gt;
== Traitoring ==&lt;br /&gt;
Traitor Chef is an interesting position. You can take syringes full of nasty [[Chemist|chemicals]] and inject it into food items. If you have a compatriot in Hydroponics, they can grow you some poisonous shrooms which you can then refine with the Blender and ChemMaster. Don&#039;t forget your knife and rolling pin, the pin causes partial blindness, and the knife has pretty good damage, which can be useful in a pinch.&lt;br /&gt;
&lt;br /&gt;
Remember, the gibber only accepts humans when emagged, so decide if it&#039;s worth the telecrystals.&lt;br /&gt;
&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[Category:Jobs]]&lt;br /&gt;
[[Category:Pages]]&lt;/div&gt;</summary>
		<author><name>Frances</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Botanist&amp;diff=3126</id>
		<title>Botanist</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Botanist&amp;diff=3126"/>
		<updated>2016-01-05T02:19:13Z</updated>

		<summary type="html">&lt;p&gt;Frances: added job qualifications&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = green&lt;br /&gt;
|headerfontcolor = black&lt;br /&gt;
|stafftype = SUPPLY&lt;br /&gt;
|imagebgcolor = #cc9966&lt;br /&gt;
|img = Botanist.png&lt;br /&gt;
|jobtitle = Botanist&lt;br /&gt;
|access = [[Hydroponics]]&lt;br /&gt;
|difficulty = Easy&lt;br /&gt;
|qualifications = Bachelors degree in applicable field, or pass (75%+) Horticulture Test.&lt;br /&gt;
|superior = [[Head of Personnel]]&lt;br /&gt;
|duties = Grow plants. That&#039;s about it.&lt;br /&gt;
|guides = [[Guide to Hydroponics]]&lt;br /&gt;
}}&lt;br /&gt;
As a &#039;&#039;&#039;Botanist&#039;&#039;&#039;, it&#039;s your job to grow stuff for the [[Chef]] to keep the crew fed. There are plenty of vegetables to grow, and if you&#039;re feeling adventurous, there are some other less edible plants to experiment growing with.&lt;br /&gt;
&lt;br /&gt;
== Plants ==&lt;br /&gt;
For the full chart with plant types, what they look like, and what they do, please check out the [[Guide to Hydroponics]].&lt;br /&gt;
&lt;br /&gt;
=== Fertilizer Types ===&lt;br /&gt;
&#039;&#039;&#039;EZ-Grow:&#039;&#039;&#039; The standard, keeps plants alive. Not needed for weeds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Left-4-Zed:&#039;&#039;&#039; Increases the potency by a large amount, but takes forever to harvest. Switch to another fertilizer if it takes too long.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Robust Harvest:&#039;&#039;&#039; The amount harvested increases dramatically.&lt;br /&gt;
&lt;br /&gt;
=== Seeds ===&lt;br /&gt;
The seed storage gives you seeds to start growing. There&#039;s a couple of hidden seeds too if you get the tools to hack it, but remember that it&#039;s very slightly illegal.&lt;br /&gt;
&lt;br /&gt;
=== The [[Chef]] ===&lt;br /&gt;
Take your vegetables to the chef, then have him cook them up! There are many different foods the chef can make from different foods you grow. Or, as an alternative, have him blend different things for you. Blended foods provide a concentration of various materials that can be separated from nutriment reagents.&lt;br /&gt;
&lt;br /&gt;
== Tools of the Trade ==&lt;br /&gt;
You get a few fun tools as a Botanist that will make your life easier when growing plants:&lt;br /&gt;
* Mini Hoe. This one is meant to claw, or perhaps filter, out weeds from the hydroponic trays. Requires multiple clicking, but makes keeps plants healthy for longer.&lt;br /&gt;
* Plant-B-Gone Spray bottle. Kills plants slowly and can be filled with other chemicals. Does minor toxin damage.&lt;br /&gt;
* Bucket. Fill these up and use them to water your trays.&lt;br /&gt;
&lt;br /&gt;
Things you should get from the outside:&lt;br /&gt;
* Toxin Med kit. Just in case you eat something nasty.&lt;br /&gt;
* Various chemicals to mutate or treat your plants with.&lt;br /&gt;
&lt;br /&gt;
=== Chemicals ===&lt;br /&gt;
Ammonia is a much better fertilizer than EZ-Grow, and unstable mutagens can cause some interesting plant variations.&lt;br /&gt;
&lt;br /&gt;
Most chemicals can be requested from the [[Chemist]], but you&#039;re quite low down on the list of people who need them, so try giving them some useful plants to blend.&lt;br /&gt;
&lt;br /&gt;
Different chemicals do different things to your plants when injected. Feel free to experiment until you find a blend you like!&lt;br /&gt;
&lt;br /&gt;
=== Pod Cloning ===&lt;br /&gt;
A almost always forgotten alternative to cloning. See the [[Guide_to_Hydroponics#Invasion_of_the_Pod_People|Guide to Hydroponics]] for more details.&lt;br /&gt;
&lt;br /&gt;
== Traitor ==&lt;br /&gt;
You can use Nettles as an interesting weapon, but they take a very long time to grow to effective potency levels. If you have an easy objective, quickly rush out and get it out of the way, head back and get your plants growing. Your leather gloves give no prints onto a crime scene, so if you ditch your equipment (or hide it) you should be fine enough so no one knows it was you. You can also intoxicate some food if you get your hands on a [[Dropper|dropper]]. Just make sure your give it to the right person!&lt;br /&gt;
&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[Category:Jobs]]&lt;/div&gt;</summary>
		<author><name>Frances</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Shaft_Miner&amp;diff=3125</id>
		<title>Shaft Miner</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Shaft_Miner&amp;diff=3125"/>
		<updated>2016-01-05T02:18:08Z</updated>

		<summary type="html">&lt;p&gt;Frances: added job qualifications&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader|headerbgcolor=#663300|feaderfontcolor=#FFFFFF|stafftype=SUPPLY|imagebgcolor=#CC6600|img=Shaft_Miner.png|jobtitle=Shaft Miner|access=Mining, Cargo Lobby|difficulty=Very Easy|qualifications=At least 18 years of age.|superior=Quartermaster, Head of Personnel|duties=Ore extraction, processing and accounting|guides=[[Guide to Mining]]}}&lt;br /&gt;
&lt;br /&gt;
The Shaft Miner is in charge of all ore extraction and processing on the asteroid. Generally seen as a low-class assignment, there are no requirements to work this field - however knowledge in operation of heavy machinery and/or exosuit piloting are useful in order to make the most of the asteroid, by setting up the drills and being able to pilot a mining Ripley APLU. &lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
Simply put, the Shaft Miner has three duties, as follows: &lt;br /&gt;
&lt;br /&gt;
*Extract ore from the asteroid&lt;br /&gt;
*Process ore at the outpost&#039;s smeltery&lt;br /&gt;
*Report the materials yield using a Yield Declaration from the documents repository in the requests console. &lt;br /&gt;
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=Duties=&lt;br /&gt;
==Ore extraction==&lt;br /&gt;
The process of breaking rock in order to obtain materials. Generally speaking, you will need the following equipment:&lt;br /&gt;
&lt;br /&gt;
*Hardsuit set with breathing mask (available at the airlock)&lt;br /&gt;
*Oxygen tank&lt;br /&gt;
*Optical Mesons Scanners (may be available at outpost - otherwise place a request at Engineering or Science&lt;br /&gt;
*Flashlight&lt;br /&gt;
*GPS device OR Tracking Beacon (may require Research assistance)&lt;br /&gt;
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As far as equipment go, there is a variety of tools available - the configuration you choose will depend on what you wish to extract, how, and what resources are already available. Examples of tools that you may work with:&lt;br /&gt;
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*Pickaxe (for breaking rock)&lt;br /&gt;
*Shovel (to obtain impure silicas from the ground)&lt;br /&gt;
*Mining Drill (An upgrade to the Pickaxe)&lt;br /&gt;
*Sonic Jackhammer (An upgrade to the Heavy Drill)&lt;br /&gt;
*Plasma Cutter (A sidegrade to the Jackhammer - digs as fast, but is also capable of cutting through tougher materials if needed&lt;br /&gt;
*Wrench (for operating the Mining Drills)&lt;br /&gt;
*Ore Detector (for finding locations for the Heavy Drill)&lt;br /&gt;
*Flags (for noting location of deposits)&lt;br /&gt;
*Ore Satchel (to quickly amass your ores)&lt;br /&gt;
&lt;br /&gt;
Of course, all of this equipment is pointless if you are provided with a Ripley. And do not forget - synthetic units need, instead of an oxygen tank and a breathing mask, a suit cooling unit (obtainable from any autolathe).&lt;br /&gt;
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===Preparation, Foot Mining===&lt;br /&gt;
To ensure your safety, you are provided with steps to ensure that once you step within the airlock, you are ready:&lt;br /&gt;
&lt;br /&gt;
*Attach the hardsuit helmet to the hardsuit &lt;br /&gt;
*Attach the breathing mask to the hardsuit assembly&lt;br /&gt;
*Put on the hardsuit&lt;br /&gt;
*Verify that breathing mask is properly adjusted over your breathing apparatus&lt;br /&gt;
*Attach the oxygen tank to the hardsuit&#039;s holding slot&lt;br /&gt;
*Gather all of your chosen gear in your backpack (Pickaxe is too large for operation - hold in hand)&lt;br /&gt;
*Put on backpack &lt;br /&gt;
*(Optional)Obtain second air tank and stash it in backpack&lt;br /&gt;
*Stash flashlight and GPS/tracking beacon in hardsuit&#039;s hip sockets, roughly at pocket location&lt;br /&gt;
*Strap ore satchel on belt&lt;br /&gt;
&lt;br /&gt;
===Preparation, Exosuit mining===&lt;br /&gt;
If you are experienced in exosuit piloting, there are a few extra steps required in making an exosuit EVA-safe.&lt;br /&gt;
&lt;br /&gt;
*(Optional, but recommended) Follow first five steps of the &amp;quot;Preparation, Foot Mining&amp;quot; guide.&lt;br /&gt;
*Enter Exosuit&lt;br /&gt;
*Using the diagnostics, verify structural integrity of unit and charge of power cell - charge and get repairs as needed.&lt;br /&gt;
*Verify presence of all equipment - minimum drill and hydraulic clamp&lt;br /&gt;
*Switch the cabin pressure settings from &amp;quot;take from environment&amp;quot; to &amp;quot;use internal air tank&amp;quot;&lt;br /&gt;
*Load ore box&lt;br /&gt;
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Furthermore, as a general reminder: Ripley APLUs do not actively cool the air of their cabin - and thus, synthetic units also require a sealed suit and suit cooling unit to avoid overheating while operating an exosuit.&lt;br /&gt;
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===Setting up the Mining Drills===&lt;br /&gt;
Setting one up is a very simple process:&lt;br /&gt;
&lt;br /&gt;
*Using the Ore Detector, find an adequate location to place the drill, mark location with flag&lt;br /&gt;
*Bring drill to flag&#039;s location, along with support anchors&lt;br /&gt;
*Place the anchors to the sides of the drill&lt;br /&gt;
*Secure the anchors using a wrench&lt;br /&gt;
*(Optional) Place an ore box north of the drill&lt;br /&gt;
*Activate drill&lt;br /&gt;
&lt;br /&gt;
And if you did not place an ore box, here is how to unload the drill once it reports being full:&lt;br /&gt;
&lt;br /&gt;
*Place ore box north of drill&lt;br /&gt;
*Using the panel, command the drill to unload.&lt;br /&gt;
&lt;br /&gt;
===Mining===&lt;br /&gt;
Once that is done, the actual mining process can begin. &lt;br /&gt;
&lt;br /&gt;
*Bring an ore box with you (if not in Ripley)&lt;br /&gt;
*Locate ores embedded in the rock of the asteroid&lt;br /&gt;
*Use tool of choice to break rock/soil&lt;br /&gt;
*Use ore satchel to quickly grab all ores (if not in Exosuit)&lt;br /&gt;
*Put ores in ore box (if not in Exosuit)&lt;br /&gt;
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Once you have a sufficient amount of ore, return to the outpost (do not forget to take the materials dug up by the heavy drills)&lt;br /&gt;
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==Ore Processing==&lt;br /&gt;
Back at the outpost comes the step of processing. Place the ore box next to the crate unloader (just off the shuttle dock), and do not forget to unload it from the Ripley. Once you pull the lever, the machine will automatically extract ore and funnel them into the Smelter. Unless specifically requested otherwise, the Smelter should be set to the following settings (any other settings and the machine will either produce slag or useless products, such as pure iron or plastic)&lt;br /&gt;
&lt;br /&gt;
*Hematite: Alloy (Smelting results in iron bars)&lt;br /&gt;
*Coal:Alloy (Smelting results in plastic)&lt;br /&gt;
*Hydrogen: Compress&lt;br /&gt;
*Osmium: Alloy (Smelting results in platinum bars)&lt;br /&gt;
*Diamonds: Compress&lt;br /&gt;
*Everything else: Smelt&lt;br /&gt;
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By default, the stacking machine will output stacks of 50 units of material, which makes it easy to count. However, you can configure the machine to produce smaller stacks, or force it to eject an incomplete stack. Put them in a crate and head up.&lt;br /&gt;
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==Yield Declaration==&lt;br /&gt;
The final step is simply to count how many resources you have brought and fill out a Yield Declaration. Get it stamped by at least a Cargo Technician if not the Quartermaster while handing off the crate of resources. Once it is done, repeat the process.&lt;br /&gt;
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==Beyond the Job==&lt;br /&gt;
There is, honestly, very little to do in Mining beyond Mining. Though something you can do is, since you are on the asteroid with mining gear, assisting a Xenoarcheologist in their digs - avoiding strange-looking rocks and dig through everything else.&lt;br /&gt;
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{{Jobs}}&lt;br /&gt;
[[Category:Jobs]][[Category:Guides]]&lt;br /&gt;
[[Category:Pages]]&lt;/div&gt;</summary>
		<author><name>Frances</name></author>
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