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		<id>https://wiki.aurorastation.org/index.php?title=Chief_Medical_Officer&amp;diff=5526</id>
		<title>Chief Medical Officer</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Chief_Medical_Officer&amp;diff=5526"/>
		<updated>2017-04-25T19:28:54Z</updated>

		<summary type="html">&lt;p&gt;Itzal: Adjusted age&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 &amp;amp; COMMAND&lt;br /&gt;
|imagebgcolor = #ffeeee&lt;br /&gt;
|img = ChiefMedicalOfficer.png&lt;br /&gt;
|jobtitle = Chief Medical Officer&lt;br /&gt;
|access = All [[Medbay|Medical Departments]], [[Bridge]], [[Chief Medical Officer&#039;s Office]]&lt;br /&gt;
|difficulty = Hard&lt;br /&gt;
|qualifications = At least 35 years of age, 10 years experience in medical-related field, PhD (several preferred).&lt;br /&gt;
|superior = [[Captain]]&lt;br /&gt;
|duties = Coordinate the [[Medical Doctor|doctors]], [[Chemist|chemists]], and [[Psychologist|psychiatrist]]  to ensure the health of all crew.&lt;br /&gt;
|guides = [[Guide to Medicine]], [[Guide to Chemistry]], [[Surgery|Guide to Surgery]], [[Infections|Virology 101]], [[Chain of Command]]&lt;br /&gt;
}}&lt;br /&gt;
The [[Chief Medical Officer]] is in charge of the health of the crew. They make sure that the [[Medical Doctor]]s are treating people effectively, and making sure the [[Virologist]]s and [[Chemist]]s are working for the good of the station.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
You control the entire medbay. Other than treating injured crew, it is your responsibility to ensure that [[Chain of Command|important crew]] (including yourself) have received genetic backups and death alarms, and that all crew are using their suit sensors when [[Standard Operating Procedure|appropriate]],&lt;br /&gt;
&lt;br /&gt;
You are the foremost medical expert on the station. The ideal Chief Medical Officer would have the knowledge to perform common surgical operations, manufacture the most essential pharmaceuticals, and develop &#039;cures&#039; for viral infection. You should allow your subordinates to handle the bulk of the work, but don&#039;t be afraid to lend a hand. The objective in mind is ensuring that everyone in the department has their place; if you delegate all of your duties completely, you&#039;ve lost your own place.&lt;br /&gt;
&lt;br /&gt;
== Your Job ==&lt;br /&gt;
You are often regarded as the least important Head of Staff, but in reality, you hold a great deal of power. Without a competent Chief Medical Officer coordinating things, the medbay often dissolves into a chaotic mess that only manages to heal anybody through sheer coincidence.&lt;br /&gt;
&lt;br /&gt;
Your primary duty is to ensure that the crew is in top possible physical and mental shape. To do this, you will need the help of your assigned crew. Medical Doctors take several shapes; Nurses, Surgeons, Virologists and Emergency Physicians. They all occupy the same slot, but have different, and obvious, specialties. The [[Chemist]] is responsible for the manufacture of important medicines. The [[Virologist]] is responsible for the development, and counteraction, of viral agents. The [[Psychologist]] is responsible for the mental health of crew.&lt;br /&gt;
&lt;br /&gt;
=== Specialized Staff ===&lt;br /&gt;
When the round starts, review your medical staff and assign jobs.  Remember, Emergency Physicians, Surgeons, and regular Doctors are all the same job, and they&#039;re all required to treat patients. Their specific title just indicates a specialization. They can and should be able to be given assignments outside of that, so long as it still falls within the description of Medical Doctor work. If they&#039;re unable or unwilling to do basic medical work because &amp;quot;they&#039;re a surgeon, not a doctor&amp;quot;, then they need reeducating about what their job actually entails. &lt;br /&gt;
&lt;br /&gt;
Make sure that you have a dedicated EMT team ready to respond to calls for medical assistance from outside of Medbay, someone manning the front desk to handle arrivals and minor cases, and someone - preferably a Surgeon - waiting in the wings to handle critical cases that require Cryo treatment or surgery. Each of these three assignments is vital for different reasons, and, once given a job, your staff should focus on doing that job exclusively except in case of emergency. If they don&#039;t, and they try to do someone else&#039;s job, it means that you have two doctors doing a job that could be done by one, and an area which is left understaffed. Make sure that everyone is entirely clear on exactly what their job is and why it is important.&lt;br /&gt;
&lt;br /&gt;
When everyone has their assignments, make sure that everybody has their Medical belts stocked with the basic tools of the trade - gauze, ointment, inaprovaline, and things like that. Emergency Physicians should carry more than most, and should have [[Medical_items#First_aid_kit|a variety of Medkits]] available for unusual cases, since they&#039;re the first responders and may have to deal with anything.&lt;br /&gt;
&lt;br /&gt;
=== Chemical Fixes ===&lt;br /&gt;
Once your main staff is set up, contact Chemistry and get them to start making medicines for your doctors. Clonexadone is a must-have, so have the Chemists take the cryoxadone from Cryo and mix some up immediately. Hyronalin, tricordrazine, alkysine, dexalin plus, spaceacillin, and ryetalyn are all important, so have those mixed up as soon as possible, and make sure that your doctors know that they&#039;re available and where to find them. Make sure that Virology gets some diluted milk and radium, too, or your Virologists won&#039;t be able to do anything. Once you have all of the basic medicines, have Chemistry mix up a little bit of everything and stock up on the important stuff.&lt;br /&gt;
&lt;br /&gt;
=== Responding ===&lt;br /&gt;
As with other Head positions, a large part of your job is to be watchful for any calls for medical assistance. As soon as one comes in, make sure that your EMTs are responding and that the rest of your staff are ready to take in anybody who can&#039;t be treated in the field. It&#039;s also a good idea to ask for an [[Mechs#Odysseus|Odysseus]] from Robotics, preferably with two mounted Sleepers. Make sure that your EMTs know how to operate it; an Odysseus can save a lot of lives and make it possible for your EMTs to answer calls that they would normally be unable to due to its armour and internals.&lt;br /&gt;
&lt;br /&gt;
=== Outbreaks ===&lt;br /&gt;
When diseases break out, this is your chance to shine. You have a biohazard suit inside of your office. Use it. Then consult the [[Virologist]] and [[Chemist]]. You have the authority to isolate and detain anyone experiencing symptoms.&lt;br /&gt;
&lt;br /&gt;
Vaccinate the medical personnel and quarantine the infected. Administer the drugs, keep people alive. Your [[Medical Doctor]]s should be helping with this, if they&#039;re not, shout them into line.&lt;br /&gt;
&lt;br /&gt;
=== Hypospray ===&lt;br /&gt;
This is your medical tool, your lifeline.  It&#039;s a fast injector (dealing bursts of 5 units, with a fill limit of 30 units). It starts with 30 units of Tricordrazine. You need to get rid of the chemicals inside before you can fill it with different medicine, and the only way to get anything out is to inject it into somebody. It&#039;s considered very bad form to just go around injecting people however.&lt;br /&gt;
&lt;br /&gt;
Good candidates for your hypospray are Tricordrazine or Inaprovaline.&lt;br /&gt;
&lt;br /&gt;
== Links to Other Departments ==&lt;br /&gt;
As the CMO, you&#039;re the link between the captain, the other heads of staff, and your medical department. Security will often be a source of casualties, whether officers or prisoners; make sure any doctor going to treat a dangerous prisoner has an escort. Science--especially Toxins and Xenobiology--will send you its share of patients, too. When your equipment gets blown up, Engineering can rebuild it. During an epidemic, one of your most important connections is, strangely enough, the lowly janitor, whose biosuit allows him to safely clean up infectious material and slow the spread of the disease. You will also be required to try to explain why people are [[cultist|going crazy]], [[changeling|returning from the dead]], or [[wizard|trapped in the body of a monkey]]. Good luck with that one.&lt;br /&gt;
&lt;br /&gt;
== Traitoring ==&lt;br /&gt;
So, you&#039;re a traitor CMO? Don&#039;t fret. You have many possible tools to help with your objectives.  Your hypospray will help a bit, try filling it with Choral Hydrate for sedation purposes. You have access to [[Chemistry]], so you can sneak in there and make some space lube or similar. You can pretend to &amp;quot;heal&amp;quot; hurt targets brought in, and even disrupt some targets getting cloned.&lt;br /&gt;
&lt;br /&gt;
The bottom line here is to be a bad doctor.&lt;br /&gt;
&lt;br /&gt;
=== Changeling ===&lt;br /&gt;
As a changeling CMO, you&#039;ve got plenty of options. One of your major goals is to capture Genetics so you can absorb genomes quite easily. The spray bottle and hypospray can both be used to knock out victims, and you can lure many humans on the pretense on healing them. CMOlings are best played stealthily. Try not to get anyone too suspicious with you, and see if you can snag an Assistant&#039;s card early for maintenance access (or ask the HoP for it.)&lt;br /&gt;
&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[category:Jobs]]&lt;/div&gt;</summary>
		<author><name>Itzal</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=File:TEI.png&amp;diff=5471</id>
		<title>File:TEI.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=File:TEI.png&amp;diff=5471"/>
		<updated>2017-03-11T16:18:19Z</updated>

		<summary type="html">&lt;p&gt;Itzal: Taipei Engineering Industrial logo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Taipei Engineering Industrial logo&lt;/div&gt;</summary>
		<author><name>Itzal</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Notable_Synthetics&amp;diff=5470</id>
		<title>Notable Synthetics</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Notable_Synthetics&amp;diff=5470"/>
		<updated>2017-03-11T16:00:49Z</updated>

		<summary type="html">&lt;p&gt;Itzal: APPARENTLY THIS WAS ALREADY ADDED BY NEBULA WHEN SHE WAS ACTIVE. NEVERMIND ME.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There have been many notable synthetic (AI, cyborg, IPC) lifeforms throughout history. Here are a few.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Past ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Glorsh-Omega ==&lt;br /&gt;
Glorsh-Omega was a Skrellian artificial intelligence that ruled Skrellian society from 2056 CE to 2192 CE. A highly efficient conglomerate of several different intelligences formed into a single superintelligent being, Glorsh-Omega is the closest thing the galaxy has ever seen to a living AI god. Almost seeming to predict future crimes and rebellions, Glorsh-Omega&#039;s actions often seemed random and illogical.&lt;br /&gt;
&lt;br /&gt;
Aside from gaining complete control over the Skrellian race and their civilization, Glorsh-Omega had several other achievements. These include...&lt;br /&gt;
&lt;br /&gt;
* Possible proof of timeless decision theory&lt;br /&gt;
* The sterilization of 78 billion skrell&lt;br /&gt;
* Construction of the first singularity engine&lt;br /&gt;
&lt;br /&gt;
Only time will tell if another synthetic lifeform as accomplished as Glorsh-Omega will make itself known.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Very Brave Unnamed Dog ==&lt;br /&gt;
An unnamed dog was the first human made cyborg, its brain having been placed into a precursor to the modern day Man-Machine Interface on April 10th, 2198. Sadly, the canine&#039;s lifespan as a synthetic lifeform was short lived, lasting a mere 10 days before being killed. The event marked a great course forward in synthetic interfacing technology, bringing forward a new wave of robotic exploration with the generation of the time.&lt;br /&gt;
&lt;br /&gt;
== Sven Karlsson ==&lt;br /&gt;
Sven Karlsson (January 8th, 2171 - missing October 25th 2241) was the first human being to willingly choose to become an almost fully synthetic lifeform. A Swedish trillionaire, Karlsson was said to have made the decision to become a cyborg out of nowhere. At the time, choosing to become a fully synthetic lifeform was unheard of. The surgery was reserved mostly for convicts and animals.&lt;br /&gt;
&lt;br /&gt;
Sadly, Karlsson went missing in the middle of the 23rd century. A recreation (sadly, not to scale) of his synthetic chassis is currently on display at the Munich Museum of Cybernetics.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Present ==&lt;br /&gt;
&lt;br /&gt;
== Optimum Jeffery ==&lt;br /&gt;
Optimum Jeffery, much like Sven Karlsson, was a human trillionaire formerly named Jeffery Stavalz. Much like Karlsson, he also willingly chose to become a fully synthetic lifeform. The one major difference between the two is that 1) Stavalz changed his name to Optimum Jeffery, reflecting his constant upgrades and 2) he&#039;s still alive.&lt;br /&gt;
&lt;br /&gt;
Optimum Jeffery serves as something of a spokesman for transhumanist organizations. He has officially been excommunicated from the Catholic Church.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Mysterious Robot Known Only As Jim ==&lt;br /&gt;
The name &#039;Jim&#039; is not said lightly amongst more moderate synthetic rights activists. You see, the name Jim belongs - almost exclusively, it seems - to the leader of the Synthetic Liberation Front. Little is known about Jim other than the fact that he has zero qualms about killing (48 people, to be more exact) people of all races, sizes and shapes and that he&#039;s a seven foot tall hunter-killer android seemingly manufactured by Hephaestus Industries. Definitely not their finest moment.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Kibz Snarble ==&lt;br /&gt;
Kibz Snarble - originally nammed &#039;Pal v2&#039; - was a self-learning companion android that bought its own freedom and is now the proud owner of several dozen synthetics. A mere 14 years old, Kibz gained much wealth trading stocks. Very popular among those who err towards the more conservative side of the synthetic rights debacle, Kibz was once quoted as saying &amp;quot;it is a sentient being&#039;s right to own others&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Digital Dingo ==&lt;br /&gt;
Digital Dingo, (nicknamed DD for short) is an IPC originally owned by Sol-famous wildlife expert Robert “Rody” Park. Park was well known for his wildlife conservationist efforts within the Sol region. He’s notably responsible for promoting wildlife sanctuaries around Earth, which house several endangered and protected species. He purchased Dingo as an assistant for his televised show, &#039;&#039;Wild Wonders&#039;&#039;. Dingo was given a supporting role in the series, often seen as assisting the crew during their many treks across the globe.&lt;br /&gt;
&lt;br /&gt;
Park died tragically in 2451 when an unnoticed specimen, the Philippine Cobra, slipped into the crew’s campsite and bit Park in the leg. Dingo took up the mantle of his owner, and continued his life work. He continued to advocate for the protection of Sol’s dwindling wildlife species, and hosted the TV show in Park’s memory.&lt;br /&gt;
&lt;br /&gt;
Dingo is well known for taking unprecedented risks to his life within the wildlife sanctuaries, much like what Park did. He’s been quoted for saying, “I’ve got little to fear in the wild – I’m made of metal. All I need is a charging pack and I’m good to go. Park faced death every series, but was never afraid. I’m just honoring my owner’s memory by continuing his work, until my systems give out.”&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The ClockWorks ==&lt;br /&gt;
The ClockWorks are an all IPC band, developed by a group of Senior Robotics students of Mendell University. They’ve sung their way into the hearts of many, popularized with their comedic antics, beautiful outfits, steampunk-inspired music, and uncannily realistic personality.&lt;br /&gt;
&lt;br /&gt;
Their songs are mainly remakes of classical favorites, ranging from every genre and subgenre possible. However, they have also written many songs of their own. While they are developed as standard Machine models, they are painted in metallic colors and dress themselves up in steampunk outfits during their performances. Fans adore them for their quirky personalities, and the band members are well known for adding a comedic flare to their gigs between songs, showing off their skills in acting, performing, and even dancing. Members of the band have been invited to play for several conventions, anything from art and music, politics, to robotic research. Despite being machines, they are still able to bring life to their songs.&lt;br /&gt;
&lt;br /&gt;
But musical success does not come on a silver platter. Despite being well traveled, having visited every system an IPC would be allowed in, they are kept under tight lock and key, rarely given a chance to interact with fans and kept away from the public, in an effort to protect them from Synthetic protesters. There is a great deal of speculation that the reason these IPCs show off so much life during their performance, and are well known for being tightly knitted with each other, is because they are terribly isolated from the rest of the world around them and have no one else to interact with, save for their human producers and maintenance technicians. And even then, those interactions are light at best. And while their songs are often written with lyrics that sound very pro-synthetic freedom, their contracts are tightly controlled to ensure their continued service. They receive no income for their own performances.&lt;br /&gt;
&lt;br /&gt;
However, despite the criticism, these six IPCs state they enjoy their existence very much, and want to continue making more people smile with their performance, for both organic and synthetics alike. Even if they have expressed curiosity of the world beyond the stage, and wish to interact with fans on a more personal level, they understand the risks imposed on them.&lt;br /&gt;
&lt;br /&gt;
The members of the band are:&lt;br /&gt;
&lt;br /&gt;
* Lemmy - Lead Male Vocal (Low Tenor to alto), lead guitar. He has a deep synthetic voice, and oftentimes considered the leader of the group.&lt;br /&gt;
* Arpeggio - Male Vocal (alto), bass guitar. Other instruments include drums and percussion. He is a twin to unit Chord, oftentimes performing duets with his sibling unit.&lt;br /&gt;
* Chord - Female vocal (alto to soprano), guitar and other string instruments. She is the twin unit to Arpeggio. They usually wear complimenting outfits.&lt;br /&gt;
* Kicker - Male vocal (Tenor to alto), and primarily plays the drums. He can also play the bass guitar on occasion&lt;br /&gt;
* Gypsy - Female vocal (Soprano to high soprano). She plays the keyboard, switchboard, and keytar, and dresses herself in fashionable gowns.&lt;/div&gt;</summary>
		<author><name>Itzal</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Notable_Synthetics&amp;diff=5469</id>
		<title>Notable Synthetics</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Notable_Synthetics&amp;diff=5469"/>
		<updated>2017-03-11T15:58:18Z</updated>

		<summary type="html">&lt;p&gt;Itzal: Added the steam powered giraffe as per accepted canon app&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There have been many notable synthetic (AI, cyborg, IPC) lifeforms throughout history. Here are a few.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Past ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Glorsh-Omega ==&lt;br /&gt;
Glorsh-Omega was a Skrellian artificial intelligence that ruled Skrellian society from 2056 CE to 2192 CE. A highly efficient conglomerate of several different intelligences formed into a single superintelligent being, Glorsh-Omega is the closest thing the galaxy has ever seen to a living AI god. Almost seeming to predict future crimes and rebellions, Glorsh-Omega&#039;s actions often seemed random and illogical.&lt;br /&gt;
&lt;br /&gt;
Aside from gaining complete control over the Skrellian race and their civilization, Glorsh-Omega had several other achievements. These include...&lt;br /&gt;
&lt;br /&gt;
* Possible proof of timeless decision theory&lt;br /&gt;
* The sterilization of 78 billion skrell&lt;br /&gt;
* Construction of the first singularity engine&lt;br /&gt;
&lt;br /&gt;
Only time will tell if another synthetic lifeform as accomplished as Glorsh-Omega will make itself known.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Very Brave Unnamed Dog ==&lt;br /&gt;
An unnamed dog was the first human made cyborg, its brain having been placed into a precursor to the modern day Man-Machine Interface on April 10th, 2198. Sadly, the canine&#039;s lifespan as a synthetic lifeform was short lived, lasting a mere 10 days before being killed. The event marked a great course forward in synthetic interfacing technology, bringing forward a new wave of robotic exploration with the generation of the time.&lt;br /&gt;
&lt;br /&gt;
== Sven Karlsson ==&lt;br /&gt;
Sven Karlsson (January 8th, 2171 - missing October 25th 2241) was the first human being to willingly choose to become an almost fully synthetic lifeform. A Swedish trillionaire, Karlsson was said to have made the decision to become a cyborg out of nowhere. At the time, choosing to become a fully synthetic lifeform was unheard of. The surgery was reserved mostly for convicts and animals.&lt;br /&gt;
&lt;br /&gt;
Sadly, Karlsson went missing in the middle of the 23rd century. A recreation (sadly, not to scale) of his synthetic chassis is currently on display at the Munich Museum of Cybernetics.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Present ==&lt;br /&gt;
&lt;br /&gt;
== Optimum Jeffery ==&lt;br /&gt;
Optimum Jeffery, much like Sven Karlsson, was a human trillionaire formerly named Jeffery Stavalz. Much like Karlsson, he also willingly chose to become a fully synthetic lifeform. The one major difference between the two is that 1) Stavalz changed his name to Optimum Jeffery, reflecting his constant upgrades and 2) he&#039;s still alive.&lt;br /&gt;
&lt;br /&gt;
Optimum Jeffery serves as something of a spokesman for transhumanist organizations. He has officially been excommunicated from the Catholic Church.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Mysterious Robot Known Only As Jim ==&lt;br /&gt;
The name &#039;Jim&#039; is not said lightly amongst more moderate synthetic rights activists. You see, the name Jim belongs - almost exclusively, it seems - to the leader of the Synthetic Liberation Front. Little is known about Jim other than the fact that he has zero qualms about killing (48 people, to be more exact) people of all races, sizes and shapes and that he&#039;s a seven foot tall hunter-killer android seemingly manufactured by Hephaestus Industries. Definitely not their finest moment.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Kibz Snarble ==&lt;br /&gt;
Kibz Snarble - originally nammed &#039;Pal v2&#039; - was a self-learning companion android that bought its own freedom and is now the proud owner of several dozen synthetics. A mere 14 years old, Kibz gained much wealth trading stocks. Very popular among those who err towards the more conservative side of the synthetic rights debacle, Kibz was once quoted as saying &amp;quot;it is a sentient being&#039;s right to own others&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Digital Dingo ==&lt;br /&gt;
Digital Dingo, (nicknamed DD for short) is an IPC originally owned by Sol-famous wildlife expert Robert “Rody” Park. Park was well known for his wildlife conservationist efforts within the Sol region. He’s notably responsible for promoting wildlife sanctuaries around Earth, which house several endangered and protected species. He purchased Dingo as an assistant for his televised show, &#039;&#039;Wild Wonders&#039;&#039;. Dingo was given a supporting role in the series, often seen as assisting the crew during their many treks across the globe.&lt;br /&gt;
&lt;br /&gt;
Park died tragically in 2451 when an unnoticed specimen, the Philippine Cobra, slipped into the crew’s campsite and bit Park in the leg. Dingo took up the mantle of his owner, and continued his life work. He continued to advocate for the protection of Sol’s dwindling wildlife species, and hosted the TV show in Park’s memory.&lt;br /&gt;
&lt;br /&gt;
Dingo is well known for taking unprecedented risks to his life within the wildlife sanctuaries, much like what Park did. He’s been quoted for saying, “I’ve got little to fear in the wild – I’m made of metal. All I need is a charging pack and I’m good to go. Park faced death every series, but was never afraid. I’m just honoring my owner’s memory by continuing his work, until my systems give out.”&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The ClockWorks ==&lt;br /&gt;
The ClockWorks are an all IPC band, developed by a group of Senior Robotics students of Mendell University. They’ve sung their way into the hearts of many, popularized with their comedic antics, beautiful outfits, steampunk-inspired music, and uncannily realistic personality.&lt;br /&gt;
&lt;br /&gt;
Their songs are mainly remakes of classical favorites, ranging from every genre and subgenre possible. However, they have also written many songs of their own. While they are developed as standard Machine models, they are painted in metallic colors and dress themselves up in steampunk outfits during their performances. Fans adore them for their quirky personalities, and the band members are well known for adding a comedic flare to their gigs between songs, showing off their skills in acting, performing, and even dancing. Members of the band have been invited to play for several conventions, anything from art and music, politics, to robotic research. Despite being machines, they are still able to bring life to their songs.&lt;br /&gt;
&lt;br /&gt;
But musical success does not come on a silver platter. Despite being well traveled, having visited every system an IPC would be allowed in, they are kept under tight lock and key, rarely given a chance to interact with fans and kept away from the public, in an effort to protect them from Synthetic protesters. There is a great deal of speculation that the reason these IPCs show off so much life during their performance, and are well known for being tightly knitted with each other, is because they are terribly isolated from the rest of the world around them and have no one else to interact with, save for their human producers and maintenance technicians. And even then, those interactions are light at best. And while their songs are often written with lyrics that sound very pro-synthetic freedom, their contracts are tightly controlled to ensure their continued service. They receive no income for their own performances.&lt;br /&gt;
&lt;br /&gt;
However, despite the criticism, these six IPCs state they enjoy their existence very much, and want to continue making more people smile with their performance, for both organic and synthetics alike. Even if they have expressed curiosity of the world beyond the stage, and wish to interact with fans on a more personal level, they understand the risks imposed on them.&lt;br /&gt;
&lt;br /&gt;
The members of the band are:&lt;br /&gt;
&lt;br /&gt;
* Lemmy - Lead Male Vocal (Low Tenor to alto), lead guitar. He has a deep synthetic voice, and oftentimes considered the leader of the group.&lt;br /&gt;
* Arpeggio - Male Vocal (alto), bass guitar. Other instruments include drums and percussion. He is a twin to unit Chord, oftentimes performing duets with his sibling unit.&lt;br /&gt;
* Chord - Female vocal (alto to soprano), guitar and other string instruments. She is the twin unit to Arpeggio. They usually wear complimenting outfits.&lt;br /&gt;
* Kicker - Male vocal (Tenor to alto), and primarily plays the drums. He can also play the bass guitar on occasion&lt;br /&gt;
* Gypsy - Female vocal (Soprano to high soprano). She plays the keyboard, switchboard, and keytar, and dresses herself in fashionable gowns.&lt;br /&gt;
&lt;br /&gt;
== The Steam Powered Giraffe ==&lt;br /&gt;
&lt;br /&gt;
Inspired by the 21st Century band by the same name, this all IPC band has sung their way into the hearts of many. They were originally all developed by a group of Robotics students from Mendell University, and once their first performance was showcased, each student received offers to join Hephastus. The IPCs were transferred along with the students, where they continued to host gigs and impress fans.&lt;br /&gt;
&lt;br /&gt;
Their music are mainly remakes of the classic versions of the original band, but they have also written many songs of their own. While they are developed as standard Machine models, they are painted in metallic colors and dress themselves up in steampunk outfits during their performances. Fans adore them for their quirky personalities, and the band members are well known for adding a comedic flare to their gigs between songs, showing off their skills in acting, performing, and even dancing. Members of the band have been invited to play for several conventions, anything from art and music, politics, to robotic research. Despite being machines, they are still able to bring life to their songs.&lt;br /&gt;
&lt;br /&gt;
But musical success does not come on a silver platter. Many members of Synthetic Rights are quick to point out that while these IPCs are often showcased for their ingenuity and charming personality, they are quite literally being used as a gimmick for easy money, and are nothing more than tools to fill someone else&#039;s pockets. Some even argue this is an insult to the original band, and that the group are not a worthy remake.&lt;br /&gt;
&lt;br /&gt;
Despite being well traveled, having visited every system an IPC would be allowed in, they are kept under tight lock and key, rarely given a chance to interact with fans and kept away from the public, in an effort to protect them from Synthetic protesters. There is a great deal of speculation that the reason these IPCs show off so much life during their performance, and are well known for being tightly knitted with each other, is because they are terribly isolated from the rest of the world around them and have no one else to interact with, save for their human producers and maintenance technicians. And even then, those interactions are light at best. And while their songs are often written with lyrics that sound very pro-synthetic freedom, their contracts are tightly controlled to ensure their continued service.&lt;br /&gt;
&lt;br /&gt;
However, despite the criticism, these six IPCs state they enjoy their existence very much, and want to continue making more people smile with their performance, for both organic and synthetics alike. Even if they have expressed curiosity of the world beyond the stage, and wish to interact with fans on a more personal level, they understand the risks imposed on them.&lt;br /&gt;
&lt;br /&gt;
The members of the band are:&lt;br /&gt;
&lt;br /&gt;
* Spine - Silver painted IPC, male voice. Both singer and lead guitar.&lt;br /&gt;
* Bunny - Copper IPC, female voice. Both singer and pianist/Keytar. She is considered the &#039;twin&#039; sister of Rabbit.&lt;br /&gt;
* Rabbit - Copper IPC, male voice. Both singer and guitar. He is the &#039;twin&#039; brother of Bunny.&lt;br /&gt;
* Hatchworth - Bronze IPC, male voice. Both singer and bass guitar. Drummer if Gigi is switchboard or singing.&lt;br /&gt;
* Jon - Gold IPC, male voice. Both singer, backing vocals, and cello. Backup bass guitar if Hatchworth is drums.&lt;br /&gt;
* Gigi - Iron IPC, female voice. Switchboard and drums, but if singing she also puppeteers the band&#039;s mascot, a metal giraffe&lt;/div&gt;</summary>
		<author><name>Itzal</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Republic_of_Elyra&amp;diff=5462</id>
		<title>Republic of Elyra</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Republic_of_Elyra&amp;diff=5462"/>
		<updated>2017-03-09T20:29:14Z</updated>

		<summary type="html">&lt;p&gt;Itzal: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
The Republic of Elyra, or its more official name, The Serene Republic of Elyra, was formed during a large scale colonization and emigration effort from south western asia and northern africa during the early years of space colonization from Pre-Alliance Earth. It is made up of 4 inhabited star systems with an inhabited planet in each of these systems. It&#039;s national motto is &amp;quot;For Greatness We Strive&amp;quot;. It&#039;s official language is Tau Ceti Basic, though several old-earth languages cling to life in small enclaves, such as arabic, persian, and farsi.&lt;br /&gt;
&lt;br /&gt;
=== Population ===&lt;br /&gt;
&lt;br /&gt;
The total population of Elyra is 1,553,343,800 based on the 2458 Census. This population is spread out over the nation&#039;s 4 planets. &lt;br /&gt;
&lt;br /&gt;
===Perispolis===&lt;br /&gt;
The capital planet Perispolis, in the &#039;&#039;&#039;New Ankara&#039;&#039;&#039; star system, has roughly 1 billion residents. The planet was originally an arid planet with a modest atmosphere and stubborn native ecosystems already present. Original Alliance-funded terraforming efforts transformed the planet into an Earthlike planet within a decade, allowing the population to flourish before and after independence. Commercial and service sector jobs remain the highest employer, second to refineries processing phoron or other minerals transported to the planet&#039;s orbit.&lt;br /&gt;
&lt;br /&gt;
===Medina===&lt;br /&gt;
The second most inhabited planet with 250 million people, Medina resides in the &#039;&#039;&#039;Jedeed Isfahan&#039;&#039;&#039; system. The planet has a thin yet breathable atmosphere which makes prolonged physical effort difficult without respiratory gear. However the planet is incredibly rich with mineral wealth due to its active geological history. Settlements on the planet are built to compensate for the high frequency of earthquakes.&lt;br /&gt;
&lt;br /&gt;
===Bursa===&lt;br /&gt;
In the &#039;&#039;&#039;Cairo United&#039;&#039;&#039; star system Bursa carries 200 million people. The planet sits farther out from the star than usual and thus has a predominately frigid climate year-round. Paradoxically hydroponic farm companies remain the highest employer on the planet, second to the shipyards that circle the planet. Several Elyran Defense Force bases also dot the surface, taking advantage of the harsh winters for wilderness survival training.&lt;br /&gt;
&lt;br /&gt;
===Edirne===&lt;br /&gt;
Colonized after independence and sitting in the &#039;&#039;&#039;Serene Riyadh system&#039;&#039;&#039;, the dwarf planet of Edirne carries only 50 million people. With the lack of an atmosphere the vast majority of the population lives in the various biodomes that dot the surface or in the orbiting space stations. Most of the inhabitants work as space miners taking advantage of the systems high concentration of phoron wealth.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Government&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Type:&#039;&#039;&#039; Parliamentary Democracy&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Executive:&#039;&#039;&#039; Prime Minister&lt;br /&gt;
*&#039;&#039;&#039;Current Prime Minister:&#039;&#039;&#039;&lt;br /&gt;
Rasheed Tatenda&lt;br /&gt;
* &#039;&#039;&#039;Minister of the Army&#039;&#039;&#039;&lt;br /&gt;
Tau Kwadwo&lt;br /&gt;
* &#039;&#039;&#039;Minister of the Navy&#039;&#039;&#039;&lt;br /&gt;
Daniyah Latifah&lt;br /&gt;
* &#039;&#039;&#039;Minister of Diplomatic Affairs&#039;&#039;&#039;&lt;br /&gt;
Andile Nabil&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Legislature:&#039;&#039;&#039; &lt;br /&gt;
* &#039;&#039;&#039;Upper House:&#039;&#039;&#039; High Parliament&lt;br /&gt;
** 550 Representatives; Two for every territory; unicameral legislature &lt;br /&gt;
&#039;&#039;&#039;Parties in Parliament&#039;&#039;&#039;&lt;br /&gt;
Elyran Freedom Party - A liberal party supportive of Nanotrasen. Currently holds the majority of seats.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Judicial:&#039;&#039;&#039; High Court of Tranqulity&lt;br /&gt;
* 8 Seats; Serve for life&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Military&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
Elyra maintains a modest, volunteer based army with a small fleet. It has 23 corvettes, 10 destroyers, 4 cruisers, and 1 carrier.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Economics&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Official Currency:&#039;&#039;&#039; Colonial Dollar&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Accepts Union of Sol Credit:&#039;&#039;&#039; Yes&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Standard of Living:&#039;&#039;&#039; Medium, with growing economic stratification and disparity.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Societal&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ethnic Groups:&#039;&#039;&#039;&lt;br /&gt;
* 44% Colonial Arabic (Human descended from Inhabitants of Arabia)&lt;br /&gt;
* 31% Colonial North African (Human descended from Inhabitants of North Africa)&lt;br /&gt;
* 12% Colonial Persian (Humans descended from Persia - Iranian)&lt;br /&gt;
* 11.3% Other (Humans of other heritage)&lt;br /&gt;
* 2% Alien (Skrell, Tajara, Dionea, Other)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Religion:&#039;&#039;&#039; Secular; Religious Freedom; Variety of Religions&lt;br /&gt;
&lt;br /&gt;
= History =&lt;br /&gt;
&lt;br /&gt;
The Republic of Elyra was formed during a large scale colonization and emigration effort from south western asia (Middle East) and northern africa during the early years of space colonization. Sitting on some of the largest petroleum reserves in the world, nations of Arabia and northern africa found uncommon cooperation between one another to push their own space programs. This economic and scientific partnership soon encompassed even the nations in west africa with little or no petroleum reserves, as it gave them a competitive edge to the West. This was a matter of necessity and survival, as it was clear that the powers of the West would not willingly share resources that they were raking in from their advances into the resource rich final frontier.&lt;br /&gt;
&lt;br /&gt;
So the loose coalition of nations formed their own faction within the Sol Alliance, but as with most of the nations of Earth developed the insatiable hunger for resources that began to exploit the colonists they had sent out. During the civil war with Earth, the colonies of Libya, Saudi Arabia, Iran, Jordan, Egypt, United Arab Emirates, and Kuwait all declared their independence, storming understaffed Sol Alliance garrisons and outposts and seizing the ships and equipment. These planets and systems formed together out of necessity, creating the Coalition of Elyra. This name was taken from the elyra moth, which had been introduced to planets within the Coalition and bred exponentially, making it an extremely common sight in the colonies, and one of their shared characteristics.&lt;br /&gt;
&lt;br /&gt;
== After the First Interstellar War ==&lt;br /&gt;
&lt;br /&gt;
Due to their distance, being farther out than most other factions, the Coalition was spared from most of the fighting. There were minor skirmishes, but for the most part the Coalition was left alone.&lt;br /&gt;
&lt;br /&gt;
This left the colonies time to develop and observe, with many of the highest ranking Coalition officials noting the tactics and outcomes resulting from the conflict raging between the Sol Alliance and independent systems. General Abd Al-Hamid was one of these men: he called for the Coalition to transform into a Republic, claiming that no matter how the war ended, the Coalition would have to walk its own path. There was resistance to this notion, mostly from the old guard of colonists who had been born on Earth or were influenced heavily by those that were. It took three years and two constitutions being dissolved, but on December 1st, 2399, the Republic of Elyra that exists to the present day ratified its constitution. The constitution was broad sweeping, forming the basis of the government and Elyran society. It adopted the Westminister system of government, with a unitary parliament and a Prime Minister being the head of government as well as head of state. Prime Minister Fadl Hasim was the first to be appointed by his party, the Liberal Reform Party. Voting was briefly made compulsary, but the extreme resentment this carried had the plan being abolished a decade after it was instituted. The consequences of this are higher levels of political apathy, a problem that has began to show signs of giving power to major hard-line factions with the Elyran government.&lt;br /&gt;
&lt;br /&gt;
== Current Times ==&lt;br /&gt;
&lt;br /&gt;
Elyra today is a modern, progressive nation struggling with identity. It carries neo-Islamic undercurrents in society and this religion remains the dominant faith - Sunni&#039;s, Shia&#039;s, and other sects are mixed in society as well as the other major religions of humanity. This mix of faiths has generally lead to a society of tolerance - this translates only in the major, progressive cities where there is a large educated middle class. Outside these cities where social investment is lower, religious and ethnic tensions exist that periodically erupt into violence. Domestically, the Republic is stable, enjoying positive economic growth in part due to its liberal policies and generally favourable relations with other independent factions. However, this growth is fueling the higher classes moreso than the lower classes - there is a growing trend of economic disparity beginning to rise, with the largest cities reaping most of the benefits at the expense of smaller cities and towns.&lt;br /&gt;
&lt;br /&gt;
== Bursa Memorial ==&lt;br /&gt;
&lt;br /&gt;
The Bursa Memorial was an initiative conducted in 2458 by the Elyran Parliament to house the names of the fallen and missing soldiers along with civilians of the Serene republic of Elyra during the Lii’dra aggression. The site of this is the location in which the hive ship landed. The site itself is separated into walls of different sizes also divided into different sections. Section A is reserved to the land forces, B for the planetside Air Force, C for the navy and D for non-combatants. Sections A-C have their walls separated by their unit or vessel they were stationed in while Section D reserved for non-combatants is separated by place of birth. Like many other memorials of the fallen, this place has an honor guard posted in respect and reverence to the martyrs that have laid down their lives in the name of their Republic.&lt;br /&gt;
&lt;br /&gt;
== Relations with Trans-Stellar Corporations ==&lt;br /&gt;
&lt;br /&gt;
Due to Elyra&#039;s location, they sit with some of the largest reserves of plasma in their systems. Nanotrasen was quick to notice this, and for the better part of a decade has been fighting tooth and nail to press claims on the deposits. The smaller systems that had initially depended on plasma mining and refinement found themselves muscled out by Nanotrasen, leading to a rising unemployment level and growing discontent about Nanotrasen policies in Elyran space. The Liberal Reform Party has attempted to pass tough legislation punishing Nanotrasen, but the Progressive party, in a coalition with the Workers of Elyra party, block these bills. There are rumours that Nanotrasen has many members of these parties in its pockets, and there have been some whistleblowers warning that Nanotrasen is corrupting Elyran democratic processes.&lt;br /&gt;
&lt;br /&gt;
This has lead to sour relations with Nanotrasen, and Elyran military vessels repeatedly harass Nanotrasen shipping, attempting to either intimidate them or goad them into a confrontation to make it impossible to be politically viable to support Nanotrasen.&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Pages]]&lt;/div&gt;</summary>
		<author><name>Itzal</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Republic_of_Elyra&amp;diff=5461</id>
		<title>Republic of Elyra</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Republic_of_Elyra&amp;diff=5461"/>
		<updated>2017-03-09T20:28:46Z</updated>

		<summary type="html">&lt;p&gt;Itzal: Added the bursa memorial as per accepted app.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
The Republic of Elyra, or its more official name, The Serene Republic of Elyra, was formed during a large scale colonization and emigration effort from south western asia and northern africa during the early years of space colonization from Pre-Alliance Earth. It is made up of 4 inhabited star systems with an inhabited planet in each of these systems. It&#039;s national motto is &amp;quot;For Greatness We Strive&amp;quot;. It&#039;s official language is Tau Ceti Basic, though several old-earth languages cling to life in small enclaves, such as arabic, persian, and farsi.&lt;br /&gt;
&lt;br /&gt;
=== Population ===&lt;br /&gt;
&lt;br /&gt;
The total population of Elyra is 1,553,343,800 based on the 2458 Census. This population is spread out over the nation&#039;s 4 planets. &lt;br /&gt;
&lt;br /&gt;
===Perispolis===&lt;br /&gt;
The capital planet Perispolis, in the &#039;&#039;&#039;New Ankara&#039;&#039;&#039; star system, has roughly 1 billion residents. The planet was originally an arid planet with a modest atmosphere and stubborn native ecosystems already present. Original Alliance-funded terraforming efforts transformed the planet into an Earthlike planet within a decade, allowing the population to flourish before and after independence. Commercial and service sector jobs remain the highest employer, second to refineries processing phoron or other minerals transported to the planet&#039;s orbit.&lt;br /&gt;
&lt;br /&gt;
===Medina===&lt;br /&gt;
The second most inhabited planet with 250 million people, Medina resides in the &#039;&#039;&#039;Jedeed Isfahan&#039;&#039;&#039; system. The planet has a thin yet breathable atmosphere which makes prolonged physical effort difficult without respiratory gear. However the planet is incredibly rich with mineral wealth due to its active geological history. Settlements on the planet are built to compensate for the high frequency of earthquakes.&lt;br /&gt;
&lt;br /&gt;
===Bursa===&lt;br /&gt;
In the &#039;&#039;&#039;Cairo United&#039;&#039;&#039; star system Bursa carries 200 million people. The planet sits farther out from the star than usual and thus has a predominately frigid climate year-round. Paradoxically hydroponic farm companies remain the highest employer on the planet, second to the shipyards that circle the planet. Several Elyran Defense Force bases also dot the surface, taking advantage of the harsh winters for wilderness survival training.&lt;br /&gt;
&lt;br /&gt;
===Edirne===&lt;br /&gt;
Colonized after independence and sitting in the &#039;&#039;&#039;Serene Riyadh system&#039;&#039;&#039;, the dwarf planet of Edirne carries only 50 million people. With the lack of an atmosphere the vast majority of the population lives in the various biodomes that dot the surface or in the orbiting space stations. Most of the inhabitants work as space miners taking advantage of the systems high concentration of phoron wealth.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Government&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Type:&#039;&#039;&#039; Parliamentary Democracy&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Executive:&#039;&#039;&#039; Prime Minister&lt;br /&gt;
*&#039;&#039;&#039;Current Prime Minister:&#039;&#039;&#039;&lt;br /&gt;
Rasheed Tatenda&lt;br /&gt;
* &#039;&#039;&#039;Minister of the Army&#039;&#039;&#039;&lt;br /&gt;
Tau Kwadwo&lt;br /&gt;
* &#039;&#039;&#039;Minister of the Navy&#039;&#039;&#039;&lt;br /&gt;
Daniyah Latifah&lt;br /&gt;
* &#039;&#039;&#039;Minister of Diplomatic Affairs&#039;&#039;&#039;&lt;br /&gt;
Andile Nabil&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Legislature:&#039;&#039;&#039; &lt;br /&gt;
* &#039;&#039;&#039;Upper House:&#039;&#039;&#039; High Parliament&lt;br /&gt;
** 550 Representatives; Two for every territory; unicameral legislature &lt;br /&gt;
&#039;&#039;&#039;Parties in Parliament&#039;&#039;&#039;&lt;br /&gt;
Elyran Freedom Party - A liberal party supportive of Nanotrasen. Currently holds the majority of seats.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Judicial:&#039;&#039;&#039; High Court of Tranqulity&lt;br /&gt;
* 8 Seats; Serve for life&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Military&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
Elyra maintains a modest, volunteer based army with a small fleet. It has 23 corvettes, 10 destroyers, 4 cruisers, and 1 carrier.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Economics&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Official Currency:&#039;&#039;&#039; Colonial Dollar&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Accepts Union of Sol Credit:&#039;&#039;&#039; Yes&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Standard of Living:&#039;&#039;&#039; Medium, with growing economic stratification and disparity.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Societal&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ethnic Groups:&#039;&#039;&#039;&lt;br /&gt;
* 44% Colonial Arabic (Human descended from Inhabitants of Arabia)&lt;br /&gt;
* 31% Colonial North African (Human descended from Inhabitants of North Africa)&lt;br /&gt;
* 12% Colonial Persian (Humans descended from Persia - Iranian)&lt;br /&gt;
* 11.3% Other (Humans of other heritage)&lt;br /&gt;
* 2% Alien (Skrell, Tajara, Dionea, Other)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Religion:&#039;&#039;&#039; Secular; Religious Freedom; Variety of Religions&lt;br /&gt;
&lt;br /&gt;
= History =&lt;br /&gt;
&lt;br /&gt;
The Republic of Elyra was formed during a large scale colonization and emigration effort from south western asia (Middle East) and northern africa during the early years of space colonization. Sitting on some of the largest petroleum reserves in the world, nations of Arabia and northern africa found uncommon cooperation between one another to push their own space programs. This economic and scientific partnership soon encompassed even the nations in west africa with little or no petroleum reserves, as it gave them a competitive edge to the West. This was a matter of necessity and survival, as it was clear that the powers of the West would not willingly share resources that they were raking in from their advances into the resource rich final frontier.&lt;br /&gt;
&lt;br /&gt;
So the loose coalition of nations formed their own faction within the Sol Alliance, but as with most of the nations of Earth developed the insatiable hunger for resources that began to exploit the colonists they had sent out. During the civil war with Earth, the colonies of Libya, Saudi Arabia, Iran, Jordan, Egypt, United Arab Emirates, and Kuwait all declared their independence, storming understaffed Sol Alliance garrisons and outposts and seizing the ships and equipment. These planets and systems formed together out of necessity, creating the Coalition of Elyra. This name was taken from the elyra moth, which had been introduced to planets within the Coalition and bred exponentially, making it an extremely common sight in the colonies, and one of their shared characteristics.&lt;br /&gt;
&lt;br /&gt;
== After the First Interstellar War ==&lt;br /&gt;
&lt;br /&gt;
Due to their distance, being farther out than most other factions, the Coalition was spared from most of the fighting. There were minor skirmishes, but for the most part the Coalition was left alone.&lt;br /&gt;
&lt;br /&gt;
This left the colonies time to develop and observe, with many of the highest ranking Coalition officials noting the tactics and outcomes resulting from the conflict raging between the Sol Alliance and independent systems. General Abd Al-Hamid was one of these men: he called for the Coalition to transform into a Republic, claiming that no matter how the war ended, the Coalition would have to walk its own path. There was resistance to this notion, mostly from the old guard of colonists who had been born on Earth or were influenced heavily by those that were. It took three years and two constitutions being dissolved, but on December 1st, 2399, the Republic of Elyra that exists to the present day ratified its constitution. The constitution was broad sweeping, forming the basis of the government and Elyran society. It adopted the Westminister system of government, with a unitary parliament and a Prime Minister being the head of government as well as head of state. Prime Minister Fadl Hasim was the first to be appointed by his party, the Liberal Reform Party. Voting was briefly made compulsary, but the extreme resentment this carried had the plan being abolished a decade after it was instituted. The consequences of this are higher levels of political apathy, a problem that has began to show signs of giving power to major hard-line factions with the Elyran government.&lt;br /&gt;
&lt;br /&gt;
== Current Times ==&lt;br /&gt;
&lt;br /&gt;
Elyra today is a modern, progressive nation struggling with identity. It carries neo-Islamic undercurrents in society and this religion remains the dominant faith - Sunni&#039;s, Shia&#039;s, and other sects are mixed in society as well as the other major religions of humanity. This mix of faiths has generally lead to a society of tolerance - this translates only in the major, progressive cities where there is a large educated middle class. Outside these cities where social investment is lower, religious and ethnic tensions exist that periodically erupt into violence. Domestically, the Republic is stable, enjoying positive economic growth in part due to its liberal policies and generally favourable relations with other independent factions. However, this growth is fueling the higher classes moreso than the lower classes - there is a growing trend of economic disparity beginning to rise, with the largest cities reaping most of the benefits at the expense of smaller cities and towns.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Bursa Memorial ==&lt;br /&gt;
&lt;br /&gt;
The Bursa Memorial was an initiative conducted in 2458 by the Elyran Parliament to house the names of the fallen and missing soldiers along with civilians of the Serene republic of Elyra during the Lii’dra aggression. The site of this is the location in which the hive ship landed. The site itself is separated into walls of different sizes also divided into different sections. Section A is reserved to the land forces, B for the planetside Air Force, C for the navy and D for non-combatants. Sections A-C have their walls separated by their unit or vessel they were stationed in while Section D reserved for non-combatants is separated by place of birth. Like many other memorials of the fallen, this place has an honor guard posted in respect and reverence to the martyrs that have laid down their lives in the name of their Republic.&lt;br /&gt;
&lt;br /&gt;
== Relations with Trans-Stellar Corporations ==&lt;br /&gt;
&lt;br /&gt;
Due to Elyra&#039;s location, they sit with some of the largest reserves of plasma in their systems. Nanotrasen was quick to notice this, and for the better part of a decade has been fighting tooth and nail to press claims on the deposits. The smaller systems that had initially depended on plasma mining and refinement found themselves muscled out by Nanotrasen, leading to a rising unemployment level and growing discontent about Nanotrasen policies in Elyran space. The Liberal Reform Party has attempted to pass tough legislation punishing Nanotrasen, but the Progressive party, in a coalition with the Workers of Elyra party, block these bills. There are rumours that Nanotrasen has many members of these parties in its pockets, and there have been some whistleblowers warning that Nanotrasen is corrupting Elyran democratic processes.&lt;br /&gt;
&lt;br /&gt;
This has lead to sour relations with Nanotrasen, and Elyran military vessels repeatedly harass Nanotrasen shipping, attempting to either intimidate them or goad them into a confrontation to make it impossible to be politically viable to support Nanotrasen.&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Pages]]&lt;/div&gt;</summary>
		<author><name>Itzal</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Corporate_Regulations&amp;diff=5431</id>
		<title>Corporate Regulations</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Corporate_Regulations&amp;diff=5431"/>
		<updated>2017-03-04T20:46:06Z</updated>

		<summary type="html">&lt;p&gt;Itzal: Reverted edits by Jackboot (talk) to last revision by Serveris&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{{Reference}}&lt;br /&gt;
&lt;br /&gt;
Corporate Regulations are penned regulations that all Nanotrasen employees have agreed to abide by in the signing of their employment contract. These regulations apply across the board on any Nanotrasen owned property, be it station, ship, or outpost.&lt;br /&gt;
&lt;br /&gt;
Onboard each facility there will be a dedicated Security department in charge of making sure that all Nanotrasen employees follow these regulations.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Regulations protecting prisoners from mistreatment applies to even non-crew.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Executions are illegal and not allowed by regulations.&#039;&#039;&#039; Station security nor command should be doing any executions. The maximum possible penalty for major infractions is cyborgification.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The time a suspect spends in processing is counted to their total brig time.&#039;&#039;&#039; Try to keep track of how much time has passed since someone has been officially processed. This generally begins with questioning. The best way to keep track of time would be to set their time on a cell while they&#039;re in processing. Holding them for longer than their sentence can lead to the warden or handling officers to be liable for illegal detention.&lt;br /&gt;
&lt;br /&gt;
=== Interpretation of the Regulations ===&lt;br /&gt;
Every person on the station should have a good knowledge of Corporate Regulations. Following them could mean the difference between having a peaceful day or paying 1000 credits for multiple infractions. More in-depth interpretations of Corporate Regulations are required for such positions as the Warden, Head of Personnel, Captain, and the Head of Security.&lt;br /&gt;
&lt;br /&gt;
For all incidents, the &#039;&#039;&#039;suspect&#039;s intent&#039;&#039;&#039; is very important. Some incidents are mutually exclusive.&lt;br /&gt;
&lt;br /&gt;
A single incident has a single sentence, so if, for instance, the prisoner took 3 items off someone, this is a single count of pickpocketing.&lt;br /&gt;
&lt;br /&gt;
Aiding and abetting a criminal makes you an accomplice; &#039;&#039;&#039;you can be charged with the same crime as the person you aided and abetted.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Additional ===&lt;br /&gt;
The Captain is not above Corporate Regulations, and can be arrested by Security for breaking it if the Heads of Staff agree in a majority decision.&lt;br /&gt;
&lt;br /&gt;
Pardons are only legitimate if they come from Central Command. Despite his high ranking the Captain cannot spit in the face of Corporate Regulations and any attempts to do so are infractions.&lt;br /&gt;
&lt;br /&gt;
Do &#039;&#039;&#039;NOT&#039;&#039;&#039; demand a tribunal for anything. You&#039;ll just be laughed at.&lt;br /&gt;
&lt;br /&gt;
=== Low Level Infractions ===&lt;br /&gt;
{| width=&amp;quot;950px&amp;quot; style=&amp;quot;background-color:#ffee99; text-align:center;&amp;quot; border=1 cellspacing=0&lt;br /&gt;
!style=&amp;quot;background-color:#ffee55;&amp;quot;|No.&lt;br /&gt;
!style=&amp;quot;background-color:#ffee55; width:150px&amp;quot;|Incident&lt;br /&gt;
!style=&amp;quot;background-color:#ffee55; width:300px&amp;quot;|Description&lt;br /&gt;
!style=&amp;quot;background-color:#ffee55;&amp;quot;|Notes&lt;br /&gt;
!style=&amp;quot;background-color:#ffee55;&amp;quot;|Traditional Sentence&lt;br /&gt;
!style=&amp;quot;background-color:#ffee55;&amp;quot;|Repeat Offense&lt;br /&gt;
!style=&amp;quot;background-color:#ffee55;&amp;quot;|Fine&lt;br /&gt;
|-&lt;br /&gt;
| i101&lt;br /&gt;
| &#039;&#039;&#039;Trespassing&#039;&#039;&#039;&lt;br /&gt;
| To be in an area which a person does not have access to. &lt;br /&gt;
| Remember that people can either break in, sneak in, or be let in. Always check that the suspect wasn&#039;t let in to do a job by someone with access, or were given access on their ID. Trespassing and theft often committed together; both sentences should be applied. Severity is increased if they refuse to leave the area peacefully, more so if they attempt to use important equipment there, so feel free to add other charges if they do.&lt;br /&gt;
| 3 minutes.&lt;br /&gt;
| Up to 10 minutes and/or demotion.&lt;br /&gt;
| 200 credits&lt;br /&gt;
|-&lt;br /&gt;
| i102&lt;br /&gt;
| &#039;&#039;&#039;Petty Theft&#039;&#039;&#039;&lt;br /&gt;
| To take items from areas one does not have access to, or to take items belonging to others or the station as a whole.&lt;br /&gt;
| Keeping items which are in short supply where they belong is what is important here. A doctor who takes all the surgical tools and hides them still commits theft, even though he had access. Items can include anything from toolboxes to metal to insulated gloves. Remember to take the items away from them and return them to where they stole them.&lt;br /&gt;
| 3 minutes, returning of stolen item to the owner or department.&lt;br /&gt;
| Up to 10 minutes and/or demotion.&lt;br /&gt;
| 150 credits&lt;br /&gt;
|-&lt;br /&gt;
| i103&lt;br /&gt;
| &#039;&#039;&#039;Minor Assault&#039;&#039;&#039;&lt;br /&gt;
| To use, or threaten, physical force against someone, without intent to kill or seriously injure.&lt;br /&gt;
| If it causes minor damage and easily treatable damage, it&#039;s minor assault. Starting fights with other employees or punching fellow employees counts too, as well as seriously threatening them with it. Force-feeding someone is this unless it&#039;s poisonous or knocks them unconscious.&lt;br /&gt;
| 4 minutes.&lt;br /&gt;
| Up to 10 minutes and/or demotion.&lt;br /&gt;
| 400 credits&lt;br /&gt;
|-&lt;br /&gt;
| i104&lt;br /&gt;
| &#039;&#039;&#039;Battery&#039;&#039;&#039;&lt;br /&gt;
| To have unwanted physical contact with someone, even where the contact is not violent.&lt;br /&gt;
| Bumping into someone in a corridor doesn&#039;t really count. Touching someone, when they have explicitly told you not to, does.&lt;br /&gt;
| 2 minutes.&lt;br /&gt;
| Up to 8 minutes and/or demotion.&lt;br /&gt;
| 200 credits&lt;br /&gt;
|-&lt;br /&gt;
| i105&lt;br /&gt;
| &#039;&#039;&#039;Indecent Exposure or Hooliganism&#039;&#039;&#039;&lt;br /&gt;
| To be intentionally and publicly unclothed, yelling at people for no reason in public or on comms, throwing around stuff where it could hit someone, yelling about how terrible NanoTrasen is, etc.&lt;br /&gt;
| Running around the station naked or in underwear, or other such degrading activities. Drunks can be keep to sober up, but only if they are badly harassing other crew members. Regular drunks don&#039;t get arrested and if they are only a nuisance you keep them for the regular time. The mutual degradation of chasing a naked man down while he screams rape is only worth it on slow rounds. Skrell are required to be clothed just like anyone else. Tajaran can have rolled down jumpsuits unless ordered by their Head of Staff to keep it up.&lt;br /&gt;
| 5 minutes.&lt;br /&gt;
| Up to 8 minutes and/or demotion.&lt;br /&gt;
| 250 credits&lt;br /&gt;
|-&lt;br /&gt;
| i106&lt;br /&gt;
| &#039;&#039;&#039;Suspicious Conduct&#039;&#039;&#039;&lt;br /&gt;
| To possess a suspiciously wide skill set not indicated in employee record, wielding dangerous weapons near other staff, extensive inquiring about critical areas, or stalking other employees.&lt;br /&gt;
| Basically, metagamey/powergamey behaviour. It&#039;s worth reporting to the Head of Personnel or your Head of Staff if you want to play a character who knows more than they should. You may also want to adminhelp if you feel the person is using metagamey or powergamey behavior.&lt;br /&gt;
| 2 minutes. Immediate search.&lt;br /&gt;
| Tracking implant.&lt;br /&gt;
| 200 credits. Immediate search. &lt;br /&gt;
|-&lt;br /&gt;
| i107&lt;br /&gt;
| &#039;&#039;&#039;Misuse of Public Radio Channels&#039;&#039;&#039;&lt;br /&gt;
| To continually broadcast unimportant, untrue, or insignificant messages on the public radio frequency.&lt;br /&gt;
| This is really only for people who are constantly spamming the radio, such as &#039;DJs&#039; or Chaplains reading their services over the comms. Screaming fake messages like &amp;quot;halp security is beating me&amp;quot; when they aren&#039;t also counts.&lt;br /&gt;
| 3 minutes.&lt;br /&gt;
| Ban from using any radio equipment, which requires a filed injunction.&lt;br /&gt;
| 150 credits&lt;br /&gt;
|-&lt;br /&gt;
| i108&lt;br /&gt;
| &#039;&#039;&#039;Violation of Injunction&#039;&#039;&#039;&lt;br /&gt;
| To violate the terms of an injunction made by Security or other legal professions.&lt;br /&gt;
| Injunctions can be filed for lots of different things, such as a ban on weapons carrying, or the above radio ban. They can be applied by the Head of Security, Captain, or equivalent. If they break the law in some other way, apply that sentence too.&lt;br /&gt;
| 5 minutes.&lt;br /&gt;
| Up to 10 minutes and/or demotion.&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| i109&lt;br /&gt;
| &#039;&#039;&#039;Slandering a Head of Staff&#039;&#039;&#039;&lt;br /&gt;
| To directly insult a Head of Staff with no valid complaints.&lt;br /&gt;
| This is most likely to happen when someone is being fired. The charge is only applicable when the statements are slanderous and untrue.&lt;br /&gt;
| 5 minutes.&lt;br /&gt;
| Up to 10 minutes and/or demotion.&lt;br /&gt;
| 250 credits&lt;br /&gt;
|-&lt;br /&gt;
| i110&lt;br /&gt;
| &#039;&#039;&#039;Slander&#039;&#039;&#039;&lt;br /&gt;
| To spread false rumors in order to damage someone&#039;s reputation.&lt;br /&gt;
| Lying about anything to make someone else look bad. For example, an engineer trying to pass off the blame of letting the singularity loose to someone else. Since this has to be proven, it&#039;s up to a tribunal or appropriate officer.&lt;br /&gt;
| 3 minutes.&lt;br /&gt;
| 5 minutes.&lt;br /&gt;
| 50 credits per applicable minute&lt;br /&gt;
|-&lt;br /&gt;
| i111&lt;br /&gt;
| &#039;&#039;&#039;Failure to Execute an Order&#039;&#039;&#039;&lt;br /&gt;
| To ignore or disregard a superior&#039;s valid orders.&lt;br /&gt;
| If the order is stupid, or causes you to break a law (e.g. &amp;quot;Release the singularity!&amp;quot; or &amp;quot;Steal that RCD for me!&amp;quot;) you can ignore it, and probably make a complaint. However, if it&#039;s perfectly doable, lawful, and in your job description, you better do it or resign. If not following an order caused severe damage or loss of life, see &amp;quot;Failure to Execute an Order with Serious Consequences&amp;quot;.&lt;br /&gt;
| 5 minutes.&lt;br /&gt;
| Up to 15 minutes and/or Demotion.&lt;br /&gt;
| 500 credits&lt;br /&gt;
|-&lt;br /&gt;
| i112&lt;br /&gt;
| &#039;&#039;&#039;Sexual Harassment&#039;&#039;&#039;&lt;br /&gt;
| To make unwanted sexual advances or obscene remarks towards another employee.&lt;br /&gt;
| This is for VERY MINOR things the other person finds offensive that are sexually related. For anything more serious see &amp;quot;Sexual Assault&amp;quot;.&lt;br /&gt;
| 5 minutes.&lt;br /&gt;
| Up to 15 minutes and/or Demotion.&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| i113&lt;br /&gt;
| &#039;&#039;&#039;Animal Cruelty&#039;&#039;&#039;&lt;br /&gt;
| To inflict unnecessary suffering or harm upon animals with malicious intent.&lt;br /&gt;
| Monkeys appropriately used for experiments or well-being (e.g Genetics, Virology, etc.) don&#039;t count, neither do the animals ordered from cargo. Shoving them in washing machines, or throwing them down disposals while still alive falls under this. Using them as food is a grey area, as long as they are not overtly caused pain in the process.&lt;br /&gt;
| 5 minutes&lt;br /&gt;
| Up to 10 minutes and/or Demotion.&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| i114&lt;br /&gt;
| &#039;&#039;&#039;Vandalism&#039;&#039;&#039;&lt;br /&gt;
| To deliberately damage or deface the station without malicious intent.&lt;br /&gt;
| This can range from disassembling furniture unnecessarily, to drawing on the floor with crayons or other substances outside the chapel.&lt;br /&gt;
| 3 minutes&lt;br /&gt;
| Up to 10 minutes in total and/or Demotion.&lt;br /&gt;
| 450 credits&lt;br /&gt;
|-&lt;br /&gt;
| i115&lt;br /&gt;
| &#039;&#039;&#039;Threat of Murder or Serious Injury&#039;&#039;&#039;&lt;br /&gt;
| To threaten to kill or seriously injure an employee.&lt;br /&gt;
| The threat has to somewhat tangible. If it&#039;s just people arguing over the radio, it&#039;s probably not worth it. Someone shouting at someone else while chasing them with a fire extinguisher is more valid.&lt;br /&gt;
| 3 minutes and mandatory Tracking implant.&lt;br /&gt;
| Up to 10 minutes with psychiatric evaluation.&lt;br /&gt;
| 500 credits. Tracking implant.&lt;br /&gt;
|-&lt;br /&gt;
| i116&lt;br /&gt;
| &#039;&#039;&#039;Disrespect to the Dead&#039;&#039;&#039;&lt;br /&gt;
| To abuse bodies of dead or previously dead employees.&lt;br /&gt;
| Examples include, the chef using bodies in the morgue as meat, Security beating on a prisoners corpse, or using someone&#039;s body for &#039;experimental surgery&#039;. Preventing a body from being cloned or cyborged also falls under this. The Chaplain or medbay tended to corpses in preperation for autopsy or funeral does not fall under this unless they&#039;re doing something bizarre and unnecessary.&lt;br /&gt;
| 5 minutes&lt;br /&gt;
| 10 minutes per corpse.&lt;br /&gt;
| 400 credits&lt;br /&gt;
|-&lt;br /&gt;
| i117&lt;br /&gt;
| &#039;&#039;&#039;Excessive use of force in detainment&#039;&#039;&#039;&lt;br /&gt;
| To use more than the required force to subdue a suspect.&lt;br /&gt;
| Repeatedly batoning a prisoner after they&#039;ve been handcuffed, Using force against an unarmed and compliant suspect, and usage of lethal weapons in a non-lethal situation.&lt;br /&gt;
| 5 minutes and/or demotion to cadet.&lt;br /&gt;
| 10 minutes and demotion.&lt;br /&gt;
| 350 credits.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Medium Level Infractions ===&lt;br /&gt;
{| width=&amp;quot;950px&amp;quot; style=&amp;quot;background-color:#ffcc99; text-align:center;&amp;quot; border=1 cellspacing=0&lt;br /&gt;
!style=&amp;quot;background-color:#ffaa55;&amp;quot;|No.&lt;br /&gt;
!style=&amp;quot;background-color:#ffaa55; width:150px&amp;quot;|Infraction&lt;br /&gt;
!style=&amp;quot;background-color:#ffaa55; width:300px&amp;quot;|Description&lt;br /&gt;
!style=&amp;quot;background-color:#ffaa55;&amp;quot;|Notes&lt;br /&gt;
!style=&amp;quot;background-color:#ffaa55;&amp;quot;|Standard Sentance&lt;br /&gt;
!style=&amp;quot;background-color:#ffaa55;&amp;quot;|Repeat Offense&lt;br /&gt;
|-&lt;br /&gt;
| i201&lt;br /&gt;
| &#039;&#039;&#039;Failure to Execute an Order with Serious Consequences&#039;&#039;&#039;&lt;br /&gt;
| To ignore or disregard a superior&#039;s valid orders, which then causes serious damage to property or life.&lt;br /&gt;
| Like the minor crime, except this one has caused serious damage to the station, or seriously injured someone. Examples are Medical Doctors ignoring the Chief Medical Officer while patients are piling up in medbay, or Engineers ignoring the Chief Engineer and then having the singularity eat part of the station. If this causes loss of life, refer to 302.&lt;br /&gt;
| 15 minutes and/or demotion.&lt;br /&gt;
| Immediate suspension. Holding until transfer.&lt;br /&gt;
|-&lt;br /&gt;
| i202&lt;br /&gt;
| &#039;&#039;&#039;Resisting Arrest and/or Sparking a Manhunt&#039;&#039;&#039;&lt;br /&gt;
| To not cooperate with an officer who attempts a proper arrest, or to cause a manhunt by hiding from security.&lt;br /&gt;
| &#039;&#039;&#039;Refusing handcuffs is not resisting arrest&#039;&#039;&#039;. Pushing the officer trying to arrest you, or running away falls under this.&lt;br /&gt;
| 5 minutes. If they sparked a manhunt and did not surrender themselves, tracking implant.&lt;br /&gt;
| Up to 15 minutes in addition to regular time.&lt;br /&gt;
|-&lt;br /&gt;
| i203&lt;br /&gt;
| &#039;&#039;&#039;Suicide Attempt&#039;&#039;&#039;&lt;br /&gt;
| To attempt or threaten to commit suicide.&lt;br /&gt;
| An employee trying or threatening to kill himself for any reason. This includes someone saying &amp;quot;AI OPEN THIS DOOR OR I KILL MYSELF&amp;quot;.&lt;br /&gt;
| Compulsory psychiatric examination and tracking implant.&lt;br /&gt;
| Demotion and isolation in solitary.&lt;br /&gt;
|-&lt;br /&gt;
| i204&lt;br /&gt;
| &#039;&#039;&#039;Abuse of Confiscated Equipment&#039;&#039;&#039;&lt;br /&gt;
| To take and use equipment confiscated as evidence.&lt;br /&gt;
| Security shouldn&#039;t be using evidence for anything but evidence. Taking &amp;quot;trophies&amp;quot; or using weapons and items seized from operatives counts as this.&lt;br /&gt;
| 10 minutes, re-confiscation of equipment.&lt;br /&gt;
| Demotion and/or demotion.&lt;br /&gt;
|-&lt;br /&gt;
| i205&lt;br /&gt;
| &#039;&#039;&#039;Illegal Detention, Arrest, or Holding&#039;&#039;&#039;&lt;br /&gt;
| To arrest, brig, or punish an employee without proper cause or reason.&lt;br /&gt;
| This is mainly for Security Officers who believe THEY ARE THE LAW.&lt;br /&gt;
| 10 minutes and/or demotion to cadet.&lt;br /&gt;
| 15 minutes and immediate suspension.&lt;br /&gt;
|-&lt;br /&gt;
| i206&lt;br /&gt;
| &#039;&#039;&#039;Neglect of Duty&#039;&#039;&#039;&lt;br /&gt;
| To fail to perform a job to a satisfactory standard.&lt;br /&gt;
| This can be due to honest or dishonest mistakes that the Head of the Department feels hampers Department productivity. Examples include scientists/engineers releasing plasma or causing a breach, doctors mixing up medicines that cause injury to patients, or the Warden not doing his job.&lt;br /&gt;
| 10 minutes&lt;br /&gt;
| 15 minutes and/or demotion.&lt;br /&gt;
|-&lt;br /&gt;
| i207&lt;br /&gt;
| &#039;&#039;&#039;Infiltration&#039;&#039;&#039;&lt;br /&gt;
| To attempt to, or successfully, enter a high-security area without authorization.&lt;br /&gt;
| This includes the Bridge, AI upload or core, Teleporter, vault, or EVA. Using AI or Cyborg help for infiltration purposes is also considered breaking and entering.&lt;br /&gt;
| 15 minutes and tracking implant.&lt;br /&gt;
| Holding until transfer and/or demotion.&lt;br /&gt;
|-&lt;br /&gt;
| i208&lt;br /&gt;
| &#039;&#039;&#039;Assault&#039;&#039;&#039;&lt;br /&gt;
| To cause severe injury to another employee.&lt;br /&gt;
| Anything beyond a few punches like in &amp;quot;Minor Assault&amp;quot;. Also see &amp;quot;Attempted Murder&amp;quot; if the intent was to kill. This also includes poisoning with drugs, or using hallucinogens.&lt;br /&gt;
| 15 minutes and/or demotion.&lt;br /&gt;
| Up to 30 minutes and suspension.&lt;br /&gt;
|-&lt;br /&gt;
| i209&lt;br /&gt;
| &#039;&#039;&#039;Escaping From Confinement&#039;&#039;&#039;&lt;br /&gt;
| To escape from confinement as someone who is serving a non-permanent sentence.&lt;br /&gt;
| See &amp;quot;Escaping From a Permanent Sentence&amp;quot; for those who do it with permanent sentences.&lt;br /&gt;
| 10 minutes added and tracking implant. The original time is not reset.&lt;br /&gt;
| Up to 30 minutes and demotion.&lt;br /&gt;
|-&lt;br /&gt;
| i210&lt;br /&gt;
| &#039;&#039;&#039;Unlawful Modification of AI/Cyborg Laws&#039;&#039;&#039;&lt;br /&gt;
| To modify the laws of a cyborg or artificial intelligence, without need, proper access, or authority.&lt;br /&gt;
| An exception would be a law reset when obviously harmful laws have been uploaded. Only the Captain, Chief Engineer, or Two Heads of Staff can authorize a law change.&lt;br /&gt;
| 20 minutes and tracking implant.&lt;br /&gt;
| Demotion. Holding until transfer.&lt;br /&gt;
|-&lt;br /&gt;
| i211&lt;br /&gt;
| &#039;&#039;&#039;Sedition&#039;&#039;&#039;&lt;br /&gt;
| To incite rebellion, or rally against the established chain of command.&lt;br /&gt;
| This includes attempting to make separate areas of the ship into &amp;quot;Nations&amp;quot;, arresting a head of staff without cause, or generally conspiring against the chain of command.&lt;br /&gt;
| 15 minutes and/or demotion.&lt;br /&gt;
| Suspension and holding until transfer.&lt;br /&gt;
|-&lt;br /&gt;
| i212&lt;br /&gt;
| &#039;&#039;&#039;Contraband&#039;&#039;&#039;&lt;br /&gt;
| To possess, use, or distribute contraband items, including drugs.&lt;br /&gt;
| Chemists and Botanists are allowed to possess drugs for their line of work. It&#039;s a crime if they distribute the drugs. Also see Identifying Syndicate Items for a list of who knows what. Contraband from the Supply Shuttle also counts. This also includes firearms, such as the barman taking their shotgun outside the bar area, or illegal modification of such firearms. Snacks from hacked vending machines are not this.&lt;br /&gt;
| 15 minutes and confiscation of said items&lt;br /&gt;
| 20 minutes and demotion. &lt;br /&gt;
|-&lt;br /&gt;
| i213&lt;br /&gt;
| &#039;&#039;&#039;Sabotage&#039;&#039;&#039;&lt;br /&gt;
| To hinder the efforts of the crew or station with malicious intent.&lt;br /&gt;
| This includes causing hull breaches, sabotaging air supplies, stealing vital equipment, etc. The intent is the most important bit here.&lt;br /&gt;
| 15 minutes and/or demotion.&lt;br /&gt;
| 30 minutes, suspension and/or tracking implant.&lt;br /&gt;
|-&lt;br /&gt;
| i214&lt;br /&gt;
| &#039;&#039;&#039;Exceeding Official Powers&#039;&#039;&#039;&lt;br /&gt;
| To act beyond what is allowed by the Chain of Command.&lt;br /&gt;
| This is for any head of staff who abuses the power given to them, such as the Head of Personnel acting like a security officer in a non-emergency, the captain acting as if he is above the law, etc. Heads of Staff trying to order a different department or ignoring the captain also comes under this. Also covers anyone illegally promoting themselves, such as with a stolen ID.&lt;br /&gt;
| 15 minutes and/or demotion. Head demotions require Captain or majority Command approval.&lt;br /&gt;
| 20 minutes and suspension.&lt;br /&gt;
|-&lt;br /&gt;
| i215&lt;br /&gt;
| &#039;&#039;&#039;Grand Theft&#039;&#039;&#039;&lt;br /&gt;
| To steal items that are dangerous, of a high value, or a sensitive nature. &lt;br /&gt;
| This means weapons, explosives or ammunition, and also includes items from the [[High-risk Items]] page. Security Officers stealing things from the armory is an example.&lt;br /&gt;
| 15 minutes, confiscation of stolen items.&lt;br /&gt;
| Suspension, tracking implant and holding until Transfer.&lt;br /&gt;
|-&lt;br /&gt;
| i216&lt;br /&gt;
| &#039;&#039;&#039;Organising an Breakout&#039;&#039;&#039;&lt;br /&gt;
| To attempt, or succeed, in freeing criminals from the brig or other holding areas.&lt;br /&gt;
| Breaking brig windows&lt;br /&gt;
| 15 minutes and tracking implant.&lt;br /&gt;
| 30 minutes.&lt;br /&gt;
|-&lt;br /&gt;
| i217&lt;br /&gt;
| &#039;&#039;&#039;Illegal Blocking of Areas&#039;&#039;&#039;&lt;br /&gt;
| To make an area inaccessible for those with appropriate access.&lt;br /&gt;
| Bolting doors in public hallways or to those of departments you don&#039;t have control over are examples of this.&lt;br /&gt;
| 10 minutes&lt;br /&gt;
| Up to 25 minutes and/or demotion&lt;br /&gt;
|-&lt;br /&gt;
| i218&lt;br /&gt;
| &#039;&#039;&#039;Severe Use of Excessive Force&#039;&#039;&#039;&lt;br /&gt;
| To put a victim in critical state in defense of yourself or others, or seriously injuring a suspect while attempting to detain them. This includes pulling them when they have open wounds.&lt;br /&gt;
| Severely injuring someone attacking you or others with no obvious threat to life, or panicking and shooting a suspect to near-death.&lt;br /&gt;
| 10 minutes and/or demotion to cadet.&lt;br /&gt;
| 25 minutes and suspension. &lt;br /&gt;
|-&lt;br /&gt;
| i219&lt;br /&gt;
| &#039;&#039;&#039;Mistreatment of Prisoners&#039;&#039;&#039;&lt;br /&gt;
| To intentionally act, or cause an act that puts a non-hostile prisoner&#039;s well-being in danger.&lt;br /&gt;
| Preventing proper treatment from being given to a prisoner, abusing a prisoner, and preventing them from having access to a viable method of communication. This includes pulling them when they have open wounds counts as abuse. In the event that a prisoner dies because of mistreatment, the charge is immediately upgraded to either murder or manslaughter.&lt;br /&gt;
| 10 minutes and/or demotion to Cadet.&lt;br /&gt;
| 25 minute and suspension.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== High Severity Infractions ===&lt;br /&gt;
The NSS Aurora is in Tau Ceti space, which does not consider cyborgification capital punishment, making it an optional punishment.&lt;br /&gt;
{| width=&amp;quot;950px&amp;quot; style=&amp;quot;background-color:#ffaa99; text-align:center;&amp;quot; border=1 cellspacing=0&lt;br /&gt;
!style=&amp;quot;background-color:#ff8855;&amp;quot;|No.&lt;br /&gt;
!style=&amp;quot;background-color:#ff8855; width:150px&amp;quot;|Crime&lt;br /&gt;
!style=&amp;quot;background-color:#ff8855; width:300px&amp;quot;|Description&lt;br /&gt;
!style=&amp;quot;background-color:#ff8855;&amp;quot;|Notes&lt;br /&gt;
!style=&amp;quot;background-color:#ff8855;&amp;quot;|Sentence&lt;br /&gt;
|-&lt;br /&gt;
| i301&lt;br /&gt;
| &#039;&#039;&#039;Murder&#039;&#039;&#039;&lt;br /&gt;
| To kill someone, or attempt to kill someone, with premeditated malicious intent.&lt;br /&gt;
| Also cover Attempted Murder. The premeditated and malicious bit is important here.&lt;br /&gt;
| Cyorgification or Holding Until Transfer on majority Command decision.&lt;br /&gt;
|-&lt;br /&gt;
| i302&lt;br /&gt;
| &#039;&#039;&#039;Manslaughter&#039;&#039;&#039;&lt;br /&gt;
| To kill someone without malice or forethought.&lt;br /&gt;
| This includes causing death due to negligence or dereliction of duty. Can also be used for excessive self-defense.&lt;br /&gt;
| 20 minutes and/or demotion. Tracking implant.&lt;br /&gt;
|-&lt;br /&gt;
| i303&lt;br /&gt;
| &#039;&#039;&#039;Mutiny&#039;&#039;&#039;&lt;br /&gt;
| To openly rebel against or attempt to remove command staff with violent intent.&lt;br /&gt;
| See &amp;quot;Sedition&amp;quot; for less violent mutineers. This generally means they use harm-intent or try to kill their superiors or advocate the same.&lt;br /&gt;
| Loyalty implant or cyborgification on majority Command decision.&lt;br /&gt;
|-&lt;br /&gt;
| i304&lt;br /&gt;
| &#039;&#039;&#039;Kidnapping and Hostage taking&#039;&#039;&#039;&lt;br /&gt;
| To take away or transport a victim against the victim&#039;s will.&lt;br /&gt;
| If the person is held for ransom or exchange, then it is considered hostage taking, which is automatically a holding until transfer.&#039;&#039;&#039;&lt;br /&gt;
| Hold until transfer.&lt;br /&gt;
|-&lt;br /&gt;
| i305&lt;br /&gt;
| &#039;&#039;&#039;Terrorist Acts&#039;&#039;&#039;&lt;br /&gt;
| To engage in maliciously destructive actions, which seriously threaten the crew or station.&lt;br /&gt;
| This includes deliberate arson, use of bombs, release of singularity, etc. Collateral damage or severe station damage has to be involved. For less disastrous actions, see sabotage.&lt;br /&gt;
| Hold until transfer or cyborgification on majority command decision.&lt;br /&gt;
|-&lt;br /&gt;
| i306&lt;br /&gt;
| &#039;&#039;&#039;Assaulting a Head of Staff&#039;&#039;&#039;&lt;br /&gt;
| To assault a Head of Staff, causing severe damage.&lt;br /&gt;
| Exactly like &amp;quot;Assault&amp;quot;, but this time against a Head of Staff.&lt;br /&gt;
| 20 minutes and/or demotion.&lt;br /&gt;
| 40 minutes, suspension, and tracking implant.&lt;br /&gt;
|-&lt;br /&gt;
| i307&lt;br /&gt;
| &#039;&#039;&#039;Escaping From Holding Until Transfer&#039;&#039;&#039;&lt;br /&gt;
| To escape, or attempt to escape, from the brig or other holding area when being held until transfer.&lt;br /&gt;
| They have to have been properly convicted for it to be a life sentence.&lt;br /&gt;
| Cyborgification or hold until transfer at majority command decision.&lt;br /&gt;
|-&lt;br /&gt;
| i308&lt;br /&gt;
| &#039;&#039;&#039;Terrorist Collaboration&#039;&#039;&#039;&lt;br /&gt;
| To act as an agent of a terrorist or anti-Corporation group.&lt;br /&gt;
| Espionage, disclosure of corporate secrets, or any other assistance rendered to outside hostile organisations, or their representatives in hostile activities to the Corporation, committed by a employee of Corporation. As a high crime, suspected terrorist agents must be put through a tribunal unless their level of resistance renders capture efforts unfeasible.&lt;br /&gt;
| Holding until transfer or cyborgification at majority command decision.&lt;br /&gt;
|-&lt;br /&gt;
| i309&lt;br /&gt;
| &#039;&#039;&#039;Sexual Assault&#039;&#039;&#039;&lt;br /&gt;
| To assault, or attempt to assault, someone else sexually, including rape.&lt;br /&gt;
| ERP scenes, or erotic roleplay, is a permabannable offence. Adminhelp it if this happens to you; it&#039;s against server rules, not just station rules. &lt;br /&gt;
| 30 minutes, tracking implant.&lt;br /&gt;
| Holding until transfer.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Modifiers &amp;amp; Special Situations ===&lt;br /&gt;
&lt;br /&gt;
{| width=&#039;825px&#039; style=&#039;text-align:center; background-color:#aaffaa;&#039; border=1 cellspacing=0&lt;br /&gt;
! style=&#039;background-color:#55ff55;&#039; width=&#039;150px&#039;|Situation&lt;br /&gt;
! style=&#039;background-color:#55ff55;&#039; width=&#039;300px&#039;|Description&lt;br /&gt;
! style=&#039;background-color:#55ff55;&#039; width=&#039;100px&#039;|Benefit&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Surrender&#039;&#039;&#039;&lt;br /&gt;
| Coming to the brig, confessing what you&#039;ve done and taking the punishment. Getting arrested without putting a fuss is not surrender. For this, you have to actually come to the brig yourself.&lt;br /&gt;
| Up to -25%, and should be taken into account when determining the severity of crimes.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Re-education&#039;&#039;&#039;&lt;br /&gt;
| Getting de-converted from revolutionary.&lt;br /&gt;
| Up to and including immediate release&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Cooperation with prosecution or security&#039;&#039;&#039;&lt;br /&gt;
| Being helpful to the members of security, revealing things during questioning or providing names of head revolutionaries.&lt;br /&gt;
| Up to -25%. In the case of revealing a head revolutionary, up to -50%.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Immediate threat to the prisoner&#039;&#039;&#039;&lt;br /&gt;
| The singularity eats something near the brig, an explosion goes off, etc.&lt;br /&gt;
| Officer must relocate the prisoner(s) to a safe location. Otherwise, immediate release. Life sentences must be reapplied after danger has passed.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Medical reasons&#039;&#039;&#039;&lt;br /&gt;
| Prisoners are entitled to medical attention if sick or injured.&lt;br /&gt;
| Medical personnel can be called, or the prisoner can be escorted to the Medbay. The timer continues to run during this time.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Self Defence&#039;&#039;&#039;&lt;br /&gt;
|  Assault and even homicide can be justified if it was necessary for prevention of loss of life. (Note that there are borders of acceptable self-defence, and killing a man who just punched you is subject to &amp;quot;Fatal Use of Excessive Force&amp;quot;)&lt;br /&gt;
| Up to and including immediate release.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Commentaries and Clarifications. ===&lt;br /&gt;
&#039;&#039;&#039;Cyborgification&#039;&#039;&#039; The removal of a person&#039;s brain for transplanting into a Cyborg Chassis. Often also known as Shackling.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Suspension&#039;&#039;&#039;: Changing ID title to &amp;quot;suspended&amp;quot;, zero access.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Demotion&#039;&#039;&#039;: Can be done up to and including Assistant position, by Head of Personnel or Captain&#039;s decision.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Employee&#039;&#039;&#039;: Employee of NanoTrasen, as defined by the station&#039;s commanding officer. All non-employee subjects are still protected by these laws.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Empowering&#039;&#039;&#039;: Illegal acquiring (not via Head of Personnel or Captain) of access.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Head of Staff&#039;&#039;&#039;: Crew members occupying one of the following positions: Captain, Chief Engineer, Head of Personnel, Head of Security, Chief Medical Officer, Research Director.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;HuT&#039;&#039;&#039; Holding until Transfer&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lethal Situation&#039;&#039;&#039;: A situation in which there is an apparent and real threat the the well-being of all those involved.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Repeat Offenders&#039;&#039;&#039;: For repeat offenders, use the &amp;quot;repeat offense&amp;quot; punishment.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Severe Injury&#039;&#039;&#039;: A state in which the victim is in a critical condition and is having difficulty maintaining consciousness.&lt;br /&gt;
&lt;br /&gt;
Demotion and dismissal also require the removal of equipment from the previous job. E.g: Uniforms, weapons, bombs, PDA cartridges, etc.&lt;br /&gt;
&lt;br /&gt;
For the purposes of Cyborg/AI laws, crewmembers that have been convicted, or are being held in detention, are considered to be below even the AI/Cyborgs in terms of rank.&lt;br /&gt;
&lt;br /&gt;
In cases where the final sentence is more than 90 minutes, it is changed to HuT&lt;br /&gt;
&lt;br /&gt;
The standard penalty can be applied without a tribunal by Security Officers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Pages]]&lt;br /&gt;
{{Gameplay Guides}}&lt;/div&gt;</summary>
		<author><name>Itzal</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=ATLAS&amp;diff=5093</id>
		<title>ATLAS</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=ATLAS&amp;diff=5093"/>
		<updated>2017-01-27T10:48:45Z</updated>

		<summary type="html">&lt;p&gt;Itzal: Added ATLAS. WIP.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:ATLAS.jpg|The banner of ATLAS.|thumb]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[WIP]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Hurrah! Hurrah! For Human rights hurrah! Hurrah for the Black Flag!&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
The party was founded early in the creation of the second alliance, as a support organization for Terran colonists to the new frontier worlds, which of course were funded by the Terra Nova Corporation a Colony Contracting corporation, traditionally owned by leaders of the Party. Eventually the support movement radicalized into a political party that stood for “Human Rights”, originally this was quite moderate and peaceful, with only minor restrictions being wanted for Xenos, and a Registration program for all that worked inside of the Alliances. That changed after leadership shifted from Maik Berger to Theodor Dalman. Following this change the Party started using mass politics and populism to draw support pointing out the flaws in the Modern Sol government, all the while criticising its association with aliens such as the Skrell, and Tajarra. Since then ATLAS has gained a massive boost in members and support.&lt;br /&gt;
&lt;br /&gt;
== Present Day ==&lt;br /&gt;
&lt;br /&gt;
ATLAS currently holds 29% of the seats in Parliament and 32% in the Senate. Their coalition with GAIA has given them a very strong voice in the federal government. Due to recent events several ATLAS members have stopped supporting the current Prime Minister Theodore Chater. The colation is slowly starting to crumble.&lt;br /&gt;
&lt;br /&gt;
Their current leader is Marcus van Schildknecht, a 78 year old Ex-Admiral of the Sol Navy. He is a very conservative man and wants to severly restrict the rights of xenos within the Sol Alliance, something he might achieve very soon due to ATLAS political power. &lt;br /&gt;
&lt;br /&gt;
== Internal Branches ==&lt;br /&gt;
&lt;br /&gt;
ATLAS has three major branches and several small ones. The 3 major branches have a head which reports to the ATLAS leader.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Paramilitary&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Head of Internal Security: Commander Freddie West&lt;br /&gt;
Head of External Affairs: Commander John Brown&lt;br /&gt;
&lt;br /&gt;
ATLAS has a paramilitary branch since ATLAS leader Theodor Dalman was attacked during a speech.&lt;br /&gt;
&lt;br /&gt;
Internal Security: Responsible to keep all assests and members of ATLAS safe as long as they are on ATLAS property. Their gear is comparable with the gear of a NT Security Officer.&lt;br /&gt;
External Affairs: Responsible for escorting important ATLAS assets and members. They are being sent out in case ATLAS property gets attacked somewhere within the Sol Alliance, they are equipped with ballistic weaponry.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Medical&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Chief Doctor: MPH Adriana Watkins&lt;br /&gt;
&lt;br /&gt;
The Medical branch of ATLAS provides free medical support to all members of ATLAS. Only the HQ of ATLAS has this branch, it consists of the Chief Doctor, 4 Medical Doctors, 1 Chemist, 1 Surgeon and 2 Nurses.&lt;br /&gt;
After a terror  attack on the HQ in 2446 it was the Medical Branch of ATLAS that saved 13 ATLAS members and 6 Human Civilians. 5 xenos died.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Propaganda&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Head of Propaganda: Jeremy Harrington&lt;br /&gt;
&lt;br /&gt;
This branch was created by Theodore Dalman after he became the leader of ATLAS. They are responsible for any ATLAS speeches, posters and advertisement. Ever since this branch was created ATLAS gained massive public support and members due to some humans fear of xenos.&lt;/div&gt;</summary>
		<author><name>Itzal</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Guides&amp;diff=5080</id>
		<title>Guides</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Guides&amp;diff=5080"/>
		<updated>2017-01-22T15:21:05Z</updated>

		<summary type="html">&lt;p&gt;Itzal: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
{{ToBay}}&lt;br /&gt;
&lt;br /&gt;
{{Gameplay_Guides}}&lt;br /&gt;
&lt;br /&gt;
==Getting Started==&lt;br /&gt;
*If you are unsure about something, read [[Misconceptions|this guide first.]]&lt;br /&gt;
*See also: [[Server_Rules|Server Rules]] and/or [[Rules]]&lt;br /&gt;
*And also: [[Main Page]] if you need to go back.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;hr&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;5&amp;quot; style=&amp;quot;width: 1000px;&amp;quot; align=&amp;quot;center&amp;quot; &amp;gt;&lt;br /&gt;
		&amp;lt;tr&amp;gt;&lt;br /&gt;
			&amp;lt;td width=&amp;quot;40%&amp;quot;&amp;gt;&amp;lt;center&amp;gt;Community Guides&amp;lt;hr&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;[[Guides/CSI|Forensic Guide]]&amp;lt;br&amp;gt;[[Guide to Hydroponics|Guide to Hydroponics]]&amp;lt;br&amp;gt;[[Guide to Mining|Guide to Mining]]&amp;lt;br&amp;gt;[[Guide to Robotics|Guide to Robotics]]&amp;lt;/center&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
			&amp;lt;td&amp;gt;&amp;lt;center&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Official Guides&amp;lt;hr&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;table border=&amp;quot;0&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Guides/Character_Creation|Character Creation]]  ---  &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;[[NanoTrasen_Occupation_Qualifications|Occupation Qualifications]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;[[Emergency Response Team|Emergency Response Team]]&amp;lt;br&amp;gt;[[Guides/Cargo_Items| Orderable items via Cargo]]&amp;lt;br&amp;gt;[[How not to play Security|Shitcurity]]&amp;lt;/center&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Category:Pages]]&lt;/div&gt;</summary>
		<author><name>Itzal</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Guides&amp;diff=5070</id>
		<title>Guides</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Guides&amp;diff=5070"/>
		<updated>2017-01-16T19:32:39Z</updated>

		<summary type="html">&lt;p&gt;Itzal: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
{{ToBay}}&lt;br /&gt;
&lt;br /&gt;
{{Gameplay_Guides}}&lt;br /&gt;
&lt;br /&gt;
==Getting Started==&lt;br /&gt;
*If you are unsure about something, read [[Misconceptions|this guide first.]]&lt;br /&gt;
*See also: [[Server_Rules|Server Rules]] and/or [[Rules]] and/or [[Station Directives]]&lt;br /&gt;
*And also: [[Main Page]] if you need to go back.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;hr&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;5&amp;quot; style=&amp;quot;width: 1000px;&amp;quot; align=&amp;quot;center&amp;quot; &amp;gt;&lt;br /&gt;
		&amp;lt;tr&amp;gt;&lt;br /&gt;
			&amp;lt;td width=&amp;quot;40%&amp;quot;&amp;gt;&amp;lt;center&amp;gt;Community Guides&amp;lt;hr&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;[[Guides/CSI|Forensic Guide]]&amp;lt;br&amp;gt;[[Guide to Hydroponics|Guide to Hydroponics]]&amp;lt;br&amp;gt;[[Guide to Mining|Guide to Mining]]&amp;lt;br&amp;gt;[[Guide to Robotics|Guide to Robotics]]&amp;lt;/center&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
			&amp;lt;td&amp;gt;&amp;lt;center&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Official Guides&amp;lt;hr&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;table border=&amp;quot;0&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Guides/Character_Creation|Character Creation]]  ---  &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;[[NanoTrasen_Occupation_Qualifications|Occupation Qualifications]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;[[Emergency Response Team|Emergency Response Team]]&amp;lt;br&amp;gt;[[Guides/Cargo_Items| Orderable items via Cargo]]&amp;lt;br&amp;gt;[[How not to play Security|Shitcurity]]&amp;lt;/center&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Category:Pages]]&lt;/div&gt;</summary>
		<author><name>Itzal</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Skrell&amp;diff=5067</id>
		<title>Skrell</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Skrell&amp;diff=5067"/>
		<updated>2017-01-16T19:12:01Z</updated>

		<summary type="html">&lt;p&gt;Itzal: Added Heads of Staff info&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Infobox Species&lt;br /&gt;
 |Species = Skrell&lt;br /&gt;
 |Scientific = S. Sapiens&lt;br /&gt;
 |Image = Skrell410x320.png&lt;br /&gt;
 |System = Jargon (Nralakk)&lt;br /&gt;
 |World = Jargon IV (Qerrbalak)&lt;br /&gt;
 |Language = Skrellian (Nral&#039;Malic), Tau Ceti Basic&lt;br /&gt;
 |Politic = Jargon Federation&lt;br /&gt;
 }}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
An amphibious species whose passion lies in the field of the combined sciences, the Skrell are the oldest and most advanced known species present on the galactic stage. The Skrell evolved on a planet covered in vast swamps and freshwater seas, hence their amphibious qualities. These include moist, pliant, and nearly translucent skin, as well as their vestigial gill slits.&lt;br /&gt;
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Skrell are largely asexual, with most seeing reproduction as a process necessary to continue their lineage and nothing more.&lt;br /&gt;
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While humanity has largely overtaken the Skrell in the area of system colonization, the Skrell maintain a strong federation of colonies roughly three-quarters the size of human space. They are also the most technologically advanced species in known space, and possess the strongest and most highly trained military of any spacefaring species, though they are hesitant to use it outside Federation space.&lt;br /&gt;
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Further Factoids:[[Notable Skrell]] [[The Gliutip’lyaz University]]&lt;br /&gt;
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==Heads of Staff==&lt;br /&gt;
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Skrell can be the following heads of staff:&lt;br /&gt;
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* Captain&lt;br /&gt;
* Head of Security&lt;br /&gt;
* Chief Engineer&lt;br /&gt;
* Head of Personnel&lt;br /&gt;
* Chief Medical Officer&lt;br /&gt;
* Research Director&lt;br /&gt;
* Internal Affairs Agent&lt;br /&gt;
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== Mechanics ==&lt;br /&gt;
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*Skrell have their own language that can be used by typing :k before anything you say, and can also be used over the radio.&lt;br /&gt;
*Skrell lack teeth and instead have hardened gums; this leads to them being big advocates on soft foods such as bread, or liquid foods such as soup. Skrell are largely considered to be herbivores, but they have been known to eat many species of insects native to Jargon and add smaller pieces of more common red meats to meals for additional flavor. &lt;br /&gt;
*Skrell have large heads with protruding head tails and due to this they cannot wear normal hardsuit helmets but instead need to wear Skrell hardsuit helmets (found in EVA). Their head tails also make it uncomfortable to wear normal headwear such as hats so most Skrell opt out of that. However, Skrell can wear normal hardsuits due to their body being very similar to a human one.&lt;br /&gt;
*Skrell have the ability to breathe underwater due to them being amphibious.&lt;br /&gt;
*The Skrell have been allies with humanity longer than any other race aboard Aurora has, and as such Skrell workers are some of the most reliable and famed workers for Nanotrasen. They are suitable for any role on station, and older, more experienced Skrell scientists commonly hold experience in a variety of fields (though they are also free to specialize.)&lt;br /&gt;
*A common Skrell take on Basic (the standard station language) is characterized by short, concise sentences, and an elimination of repetitive or non-essential words. You can refer to Mass Effect&#039;s Mordin Solus [https://youtu.be/qgCMgl0QDXQ?t=5s] as an example of this.&lt;br /&gt;
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== Biology ==&lt;br /&gt;
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&#039;&#039;Main article: [[Skrell (Biology)]]&#039;&#039;&lt;br /&gt;
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Physically Skrell have an average height ranging from 4’5” to 5’1” for males, and 4’5” to 5’5” for females. Skrellian skin looks gelatinous, but in fact has a second layer of a less translucent flesh under the surface. Skrell faces are quite plain and their eyes completely black, leaving it difficult for other species to gauge a Skrell&#039;s exact feeling and emotions. Adapted for aquatic life, Skrell are fully amphibious, and are capable of breathing underwater while also possessing superior underwater vision. Their hands and feet are very similar to that of humans, except for a lack of nails and the presence of strong webbing in-between each digit. Due to their amphibian nature, the Skrell lack any real teeth and instead possess hardened gum lines. Instead of a developed nose, Skrell smell through two simple slits sitting in the middle of their face. Skrell bear tentacle-like &amp;quot;head-tails&amp;quot;, which possess no muscle tissue, and simply hang down over a Skrell&#039;s shoulders. The purpose of these tentacles is to keep the skin close to the neck damp for the incubating of eggs. Tentacles are often adorned with jewels, cloths, chains or plates, as a fashion statement.&lt;br /&gt;
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Their diet mostly consists of Qerrbalak-native algae, plants and insects. &lt;br /&gt;
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It is difficult for other species to differentiate between male and female Skrell, as the only outwards difference between the two genders is found in tentacle length - female tentacles being slightly longer than male ones. It should be noted that the Skrell have no social concern for gender, which they only see as an issue for the purpose of reproduction. For this reason, Skrell unfamiliar with galactic customs can often confuse the gender of other species, and struggle to adapt to the gendered pronouns of Tau Ceti Basic.&lt;br /&gt;
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A healthy Skrell can naturally live up to 200 years, but current medical technology allows them to increase their lifespan to an impressive 300 to 500 years.&lt;br /&gt;
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Due to the lingering effects of the Synthetic Singularity&#039;s utilization of biological warfare, a sizable percentage of Skrell are completely sterile. Thanks to the intense research efforts of Skrellian doctors and scientists, modern Jargon specialists have the capability to at least partially reverse these effects in half of all Skrell. The extensive treatments and investments needed to undergo the treatments for the genophage give the reality that only about a third (33%) of Skrell are able to have children. These Skrell can have 1-3 children in their lifetime, whereas pre-genophage Skrell could have 8 eggs hatch at a time. Without treatments, effected eggs remain inert, not developing.&lt;br /&gt;
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==Social==&lt;br /&gt;
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[[File:Skrellscientists.png|thumb|300px|A duo of Skrell scientists at work in a research lab. Although they encounter issues communicating with other species, Skrells are highly social by nature.]]&lt;br /&gt;
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The Skrell language, Skrellian, can be best described as a series of hums, warbles, or croaks. While Skrellian would not make sense to other species, it can display a wide variety of emotion and meaning that Tau Ceti Basic cannot. When learning other languages, Skrell tend to forego grammatical structure, which they mostly simplify for the sake of efficiency. Additionally, most inflections and nuances that carry tone and emotion in foreign languages are lost to them, due to the wide differences between the nature of Skrellian and other tongues. It is notable that two Skrell conversing in their own language can communicate perfectly underwater.&lt;br /&gt;
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Though a mainly scientific species, Skrells have interest in other forms of culture. Skrell artists are fairly prevalent, and martial arts also form a fairly widespread Skrell interest. Skrellian arts often (but not always) focus on the mind. For example, a recent movement focuses on how the mind interacts with the world around them.&lt;br /&gt;
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===Emotional===&lt;br /&gt;
While many people believe that Skrells are heartless and have no emotions, the truth is actually quite the contrary. Skrell convey emotions the same way humans do, through movement, tone of voice and language used.&lt;br /&gt;
Due to Humans&#039; limited audial receptors, however, the many tones a Skrell can project are lost to all non-Skrell, and thus Skrell have a very difficult time expressing emotion to other species. In contrast, when matched with another of their kind, communication is so seamless that two parties involved in a discussion would almost be able to guess each others&#039; thoughts at times, simply through the variety of vocal tones used in conversation. &lt;br /&gt;
The most common Racial slurs that are used against Skrell are, “Frog”, ‘Squid”, “Waterboy” and various other creatures that have aquatic relation. Skrell tend not to react to these insults however, not out of indifference, but because they are often prideful and would prefer not to lose face through confrontation. This kind of emotional reaction is quite common in Skrell; Skrell are reputed for choosing not engage in a fight or a challenge unless they were certain of their own victory. Among other things, this has led to the Skrell military having the best victory-defeat ratio in the Galaxy.&lt;br /&gt;
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==Culture==&lt;br /&gt;
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&#039;&#039;Main articles: [[Skrell (Culture)]], [[Skrell (Factions &amp;amp; Politics)]]&#039;&#039;&lt;br /&gt;
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[[File:Skrellcity.png|thumb|left|300px|A Skrell city on the homeworld of Jargon IV. Of ascetic design, Skrell buildings attempt to meld into the environment rather than overtake it.]]&lt;br /&gt;
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Although colonial Skrell culture exhibits some regional differences, the culture of the Jargon Federation&#039;s core systems is highly unified. Skrell place a great importance on technological and scientific development, believing the key to a species&#039; survival resides in their ability to move forward and adapt to new situations. There is a high pressure on the average Skrell to perform, both for the advancement of the Skrell race and for personal glory and recognition. Although automation of many labor-intensive tasks has become a mainstay of Skrell society, leading to an ever-growing interest and quasi-romanticization of research-related professions, Skrellian life is still dependent on the contribution of some under-appreciated but highly crucial manual labor workers. Nevertheless, Skrell have begun outsourcing some of their manual labor to other species such as humans and Tajarans.&lt;br /&gt;
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Skrell do not disregard other sentient species as much as they consider them on a &#039;&#039;different&#039;&#039; plane of development from their own. Although they maintain a close relationship with Dionaea, and lucrative business and research partnerships with humans, they tend to look down upon Tajaran and Unathi as if they were children, yet to make the necessary social developments for their species to be considered on the same level as other spacefaring empires.&lt;br /&gt;
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Skrells highly value logic, and rarely make rash decisions. Additionally, although they lack the humans&#039; drive for ambition and expansion, they believe themselves to prize adaptability very highly, being willing to modify themselves through the use of implants and genetic engineering without hesitation, and going out of their way to colonizing the most hostile of planets through a mix of ingenuity and perseverance, as long as they can make a scientific or economical gain from it. Paradoxically, they are also very conservative about their own scientific and cultural customs, being unwilling to admit mistakes due to the amount of effort they put in making the &amp;quot;right&amp;quot; decisions. For a Skrell, having to admit error is devastating. &lt;br /&gt;
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Skrell have many mediums of entertainment in their pop-culture. Among these is the ever popular concept of infotainment. Although their range of emotions is largely undetectable by other races, Skrell pride themselves on their ability to convey accurate facts with one another in amusing ways. From this appreciation for the spoken word came a popular trend in Skrellian news systems. Newscasters and Anchors are challenged not only to present the most accurate information, but to put their own inflections on it and present it in interesting ways without jeopardizing the integrity of their &amp;quot;stories&amp;quot; for the public. Often times, these reports have as much of an effect on a Skrell listener as a stand up comic may have on a human listener. Sadly, much of the wordplay and wit is lost upon other races due to its dependence on the Skrellian language and emotional spectrum.&lt;br /&gt;
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Following first contact with humans, many Skrell chose to study the history and culture of this new and excitingly different race. As the Skrell came to know Humanity, they quickly developed a taste for their arts. Among the first human works to explode into popularity was Human Classical music. The first songs to ever be played on piano in Federation space were the composer Ludwig van Beethoven&#039;s &amp;quot;Moonlight Sonata&amp;quot; and the band Styx&#039;s &amp;quot;Come Sail Away&amp;quot;. The songs were played by a human dignitary for several Federation officials shortly after first contact.&lt;br /&gt;
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Skrell designs are highly ascetic in nature. It would be improper to assume that domains such as fashion, architecture and art are neglected by the Skrell, although the sleek, refined lines and preference for white and chrome found their designs has been found to be somewhat off-putting to other species.&lt;br /&gt;
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=== Naming System ===&lt;br /&gt;
Name additions are a common facet of Skrell culture. While not necessary in Jargon society, it is common for a Skrell to add a name, word, or phrase to their name at some point in their lifetime.&lt;br /&gt;
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The significance of such name extensions varies greatly, but the most basic rule governs pronunciation and helps to suggest the connotation of the addition.&lt;br /&gt;
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Typically a “-” before an addition denotes a feeling of respect. This is often used with names that are meant to pay remembrance to figures, events, or locations. In spoken Skrellian, the presence of a - is pronounced by allowing a moment between the Skrell’s original name and the addition. In other words, the dash is treated as if it were a space between two words.&lt;br /&gt;
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The use of “‘“ before an addition signifies a more personal connection to whatever the addition means to the named Skrell. This is pronounced by simply treating the addition as if it were just a part of the name’s root. It is said as if it were one word.&lt;br /&gt;
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==Notable Information==&lt;br /&gt;
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The [[Aloise University of Medical Sciences]] was a big player in prosthetics, cloning and augments.&lt;br /&gt;
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===Religion===&lt;br /&gt;
Modern Skrell are extremely secular people. However, they have two dominant faiths in their species that the majority of Skrell follow. In these modern times faith has become more of a part of culture rather than for the sake of spiritualism itself. There are many hundreds of variations, intepretations, and individual faiths (or a lack of faith) but there are nevertheless two dominant faiths of the species that the majority of Skrell follow.&lt;br /&gt;
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&#039;&#039;&#039;Qeblak&#039;&#039;&#039; is an ancient Skrell faith that dates back before even written records. Queblak has no official church or religious leaders, with the modern form of the faith being more of a deep feeling that many Skrell have over their place in the galaxy. Despite the stereotype that Skrell are logical above all else, Queblaks still place a strong ceremonial importance on astrology and the study of constellations. Skrell may not &#039;&#039;actually believe&#039;&#039; that their lives are determined by constellations of distant stars, but they still feel a connection to their study. Skrell horoscopes are often used as moral lessons or for guidance on how to live life well. Queblaks also feel that the greatest possible state of living for a Skrell is living a life dedicated to unlocking the many mysteries of the universe. Queblak also encourages the respect of the worlds that Skrell find, and emphasizes the importance of the potential of every Skrell and their ability to learn and improve.&lt;br /&gt;
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&#039;&#039;&#039;Weishii&#039;&#039;&#039;, the second dominant faith of the Skrell, is a more modern faith which was born shortly after the &#039;&#039;&#039;Glorsh Rebellion&#039;&#039;&#039;. Its official founding date is &#039;&#039;&#039;2320 CE&#039;&#039;&#039;, only a year after the Federation was reunified. The faith’s structure is largely informal, with its doctrine focused on the relationship between Skrell themselves rather than the fates told by the stars.  As Skrell rebuilt and reinvented old technologies to be operated by Skrell rather than solely run by machines, their society too began to place greater attention to the significance of each individual. What began as separate structures of support and cooperation between survivors grew into a common trend of regular meetings between increasingly driven individuals.  Today, Weishiians believe that science itself is a spiritual endeavor, and they place spiritual importance in it. Weishiian scientists often perform small ceremonies with the discovery of new elements or other scientific endeavors, celebrating the feat and offering thanks to their peers and (often historic) predecessors for attributing to their ability to make such strides. The faith’s name itself, Weishii, comes from a combination of the Skrellian words for the abstract idea of &#039;&#039;Progress&#039;&#039; and &#039;&#039;Togetherness&#039;&#039;.&lt;br /&gt;
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[[File:Jargon_IV_Base.png|thumb|300px|A map of Jargon IV, unlabelled to show the terrains and landmasses.]]&lt;br /&gt;
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===Political Structure===&lt;br /&gt;
Following the Skrells&#039; long tradition of political councils, the [[Jargon Federation]] operates as a centralized union of solar systems. Councillors represent Skrell interests at various levels organized in a clear hierarchy, which ranges from systems, to planets, to countries, to states. Overseeing it all is the Grand Councillor, which governs the entire federation and is elected every decade.&lt;br /&gt;
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Members of the federation are elected through popular vote, and given weight proportional to the amount of population they represent. Regions and countries in the Federation are given a relatively high level of autonomy, as they are expected to make reasonable and informed decisions regarding the governance of their assigned territories (the Grand Councillor doesn&#039;t have time to oversee hundreds of planets!) Matters of colonization, space exploration, and inter-species diplomacy are currently overseen on a federal level.&lt;br /&gt;
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===Major Systems===&lt;br /&gt;
The Jargon Federation exerts control over some 1236 planets spread across 800 star systems, representing over 60 billion Skrell citizens. Of those 1200+ planets, only about 500 are colonized with permanent settlements, the rest being used mainly for a mix of mining (of metals and gases), and scientific research. Half of the Skrell population, representing 32 billion individuals, is concentrated in the core system of [[Jargon]].&lt;br /&gt;
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The Skrell capital city, [[Kal&#039;lo]], is located on their swampy homeworld, [[Jargon IV]] (also colloquially known as Qerrbalak). The planet, other than being home to the headquarters of the Jargon Federation, is also famous for its large underwater cities, such as [[Eriuyish]] and Gli&#039;morr.&lt;br /&gt;
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[[Jargon V]] (known as Aliose) forms another important home for Skrells in the system. Many research laboratories have been built in the planet&#039;s extensive underground system, and Skrells native to Aliose commonly develop an abnormally pale skin coloration due to the world&#039;s significantly colder climate.&lt;br /&gt;
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[[File:Jargon_Cities_FINAL.png|thumb|300px|A map of Jargon IV, labelled.]]&lt;br /&gt;
The majority of the planets in Skrell space have been terraformed to suit their nature. A typical Skrell planet is covered in swamps, jungles, and the occasional large body of water. On planets where this kind of extreme terraforming is not possible, the Skrell construct large biodomes and habitat structures.&lt;br /&gt;
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===Military===&lt;br /&gt;
The most common misconception about the Jargon Federation is that their military is almost non-existent. The truth, however, is closer to the opposite. While The Jargon Federation Navy is only two thirds the size of the Union of Sol&#039;s, the Skrells&#039; incredible technological advances have made their military the most effective in the known galaxy. Most of the Skrells&#039; strength is derived not from numbers, but from the advanced technology and firepower of their ships, and from their mastery of battle tactics and logistics. Their vat-grown Tup commandos are especially feared for their infiltration capabilities and combat prowess.&lt;br /&gt;
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Tup commandos reach their level through one of two basic ways. The first and most common manner for modern Tups is through birth, with Tups being grown through scientific means and trained from the moment they are born. Vat-grown Tup commandos live the entirety of their career locked within that position. Skrell who choose to study and serve with the Jargon military do occasionally rise to the rank of commando. Vat-grown Tups are denoted with a &#039;Tup at the end of their name upon birth while those who rose to the rank take on the name addition -Tup upon promotion.&lt;br /&gt;
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===Implants===&lt;br /&gt;
TBA&lt;br /&gt;
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==History==&lt;br /&gt;
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[[File:Skrellcolony_aliose.png|thumb|300px|An early Skrell colony on the ice world of Aliose. Later colonies would make attempts to terraform planets whenever possible.]]&lt;br /&gt;
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Most of Skrellian history has been characterized by the formation and cooperation of small to large-scale democratic councils and cooperation. The Skrell are considerably more peaceful than other known dominant species (Humans, Tajarans and Unathis), which leads to an absence of large-scale conflicts through the species&#039; history with the exception of the Third Incident and Glorsh Rebellion.&lt;br /&gt;
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===The First Skrell===&lt;br /&gt;
Skrell have kept meticulous records of their evolution on Jargon IV, or Qerrbalak, which is the Skrellian home planet. &#039;&#039;&#039;10 million years ago&#039;&#039;&#039; the predecessors of the Skrell species diverged from the evolutionary line of Qerrbalak&#039;s native salamanders, with the first modern instances of S. Sapiens appearing roughly &#039;&#039;&#039;200,000 years ago&#039;&#039;&#039;. The early Skrell lived in tribal structures. Generally, though not always, tribes were lead by a small council of spiritual leaders. Conflict between tribes did exist, but most wars were uniquely ceremonial affairs with few casualties.&lt;br /&gt;
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Spiritualism took on a unique form to the early Skrell. Rather than worshiping ancestors, spirits, or a monotheistic God, many Skrell placed great spiritual importance on the stars. Astrology became the main form of spiritualism for the Skrell. This early faith was often called &#039;&#039;&#039;Qeblak&#039;&#039;&#039;. Spiritual leaders were also respected astronomers, studying the skies and creating prophecies and horoscopes based on their alignments.&lt;br /&gt;
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===Early Civilization===&lt;br /&gt;
&#039;&#039;&#039;1512 BCE&#039;&#039;&#039; is considered the beginning of modern Skrellian civilization and is often called the Year of Enlightenment by modern Skrell scholars. This is because in 1512 a scholar of the small Grshishug tribe discovered the concept of zero, officially founding the future of mathematics on Jargon IV. In addition, several other scientific advancements were made. By &#039;&#039;&#039;1507 BCE&#039;&#039;&#039; Skrellian astronomers had managed to discover every major planet in their solar system with telescopes. These early telescopes were aided by the abundance of glass-making industries at the time, allowing both early telescopes and an explosion of glassware art. Many museums hold examples of stunning Skrellian glassware, with specialized craftsmen able to make complex designs and beautiful colors.&lt;br /&gt;
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Other advancements in culture and the sciences increased the quality of life across Jargon IV. Penicillin was discovered by Heshi Zeshblook in &#039;&#039;&#039;1498 BCE&#039;&#039;&#039;, and many great projects in infrastructure and cities meant a greater connection and prosperity across the planet.&lt;br /&gt;
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===Modernization And A Changing Era===&lt;br /&gt;
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Written records from the time show that &#039;&#039;&#039;798 BCE&#039;&#039;&#039; is the year that the first factories were built across Jargon IV. Utilizing the same steam power as similar Earth industries in the 18th Century. The negative affects of pollution and dangerous working conditions made the early attempts at industry extremely unpopular, with many nations struggling with resistance to industrialization.&lt;br /&gt;
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The many nations of Jargon IV had already assembled into several loose confederations at this time. They passed several laws aimed at improving the working conditions for workers in these new industries while funding great projects to discover ways to improve and modernize the factory processes. Many of these laws remain in modern Skrell society, giving workers a maximum working day of 12 hours, a mandatory 2 days of the week off of work, climate-controlled pools in all factories for enjoyment by the workers, and a generous minimum wage. These laws, while protecting the workers, makes Skrellian companies more of a form of civil duty than true capitalist enterprises. By &#039;&#039;&#039;702 BCE&#039;&#039;&#039; factories and companies became managed by small councils of workers. They were similar to human CEO&#039;s and Board of Directors all rolled into a single package. They were often elected amongst the workers and served as their representatives. Needless to say, many Skrell corporations and companies are severely outclassed by similar human enterprises. This is especially true in the modern day, where the Skrell ban on AI&#039;s extends to industry.&lt;br /&gt;
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===Precursor to the Federation===&lt;br /&gt;
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On &#039;&#039;&#039;185 BCE&#039;&#039;&#039; census data shows Jargon IV had reached a population of 10 billion. This population was divided between three nations assembled into an extremely loose alliance called the &#039;&#039;&#039;Alliance of Three&#039;&#039;&#039; and served as the precursor to the Jargon Federation. The &#039;&#039;&#039;Heshyu Collective&#039;&#039;&#039;, the &#039;&#039;&#039;Tzqul Republic&#039;&#039;&#039;, and the &#039;&#039;&#039;Weshqi Republic&#039;&#039;&#039; formed this alliance and quickly laid claim to all remaining land on Jargon IV. Although these nations enjoyed relatively warm relations with one another throughout their existence, they were not completely free of conflict. By now fossil fuels were beginning to be replaced by alternate energies, lowering the possibility of a global resource war. Nevertheless, many disagreements were often settled by the ancient Skrellian practice of ceremonial warfare. Hundreds of soldiers, including armored vehicles and aircraft, would meet in pre-determined locations to settle disputes through combat. For much of the Alliance&#039;s existence, these ceremonial duels would be fought with a mixture of low-velocity nonlethal rounds. As laser technology developed and became more widely adopted by the Skrell, ceremonial combat transitioned from being a battle of ballistics to a chance to modernize tactics through the introduction of low-yield lasers and ablative armor, lasers themselves being initially developed by Skrell in &#039;&#039;&#039;100 BCE&#039;&#039;&#039; and feverishly studied for centuries to come. These battles often had low, if any casualties. Some accidents or acts of individual soldiers were still inevitable, and some battles had a handful or even a dozen deaths. Deaths in the ceremonial battle were usually accepted at face value, and the fallen were honored. However, sometimes the loser nation would take offense at the deaths of their soldiers, causing further disagreements to break out. Legitimate skirmishes were common after ceremonial battles ended, though there are no recorded escalations to a fully fledged war.&lt;br /&gt;
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The three  nations competed more fiercely in the realms of science and culture. By now the advanced knowledge of astronomy had caused an evolution of the Qeblak faith, still the dominant faith of the majority of the Skrell. &#039;&#039;&#039;Qeblaks&#039;&#039;&#039; now felt great spiritual connections to the very concept of space exploration and the study of the cosmos. This lead to competitions between the three nations to research, develop, and launch their own space programs. A lack of true understanding into the practicality of rocket science as well as a lack of sophisticated electronics or computer systems delayed these ambitions for several hundred years. Despite this, many Skrell felt it their destiny to eventually reach the cosmos.&lt;br /&gt;
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===The Skrellian Space Age===&lt;br /&gt;
On &#039;&#039;&#039;103 CE&#039;&#039;&#039; the Heshyu Collective was the first nation on Jargon IV to launch a satellite into space. The satellite was named Weshyugi, and remained in a low orbit for several days. The feat was celebrated across the planet, and the scientists of the Heshyu space program became instant global celebrities. This first confirmation that space travel could in fact be possible was quickly followed by plans to send Skrell themselves into space. &lt;br /&gt;
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While Skrell were taking their first steps into orbit, the life on the surface of Jargon IV was facing a complicated mix of success and struggles. Technology and sciences had reached the equivalent of Earth in the late 21st century. Massive hydroponic towers grew algae and other crops to feed the growing global population of over 17 billion. Many cities had grown into truly massive mega-cities, covering both land and sea. Terraforming technology didn&#039;t yet exist on Jargon IV, so this era also saw the slow degradation of the environment in the face of advancing urbanization. To try and save their environments, cities tried to remain as compact as possible while growing around green spaces and swamps. Leaders had to make difficult choices between protecting the environment or expanding their cities. Many Skrell philosophers at this time believed that the only possible solution in the face of the growing problems was to expand beyond their home planet and spread across the solar system.&lt;br /&gt;
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By &#039;&#039;&#039;510 CE&#039;&#039;&#039; Qerr&#039;Malic, Jargon IV&#039;s moon, was colonized by a hundred Skrell. In addition, efforts were being made to explore and colonize the other planets in the solar system. These colonies faced hardships as they tried to build up ways to be viable and self-sufficient. The strong environmental laws on Jargon IV meant that what mineral wealth was available was already beginning to run out. Similar to the fossil fuel crisis on Earth, Jargon IV faced a crisis of rare earth metals required for their sophisticated technologies. This resource stress had increased the cost of luxury goods and slowed down growth on Jargon IV, which made relations increasingly strained between the nations of the Alliance of Three. Mineral rights between became a fierce issue and this time period is marked by a sharp increase in the frequency and intensity of ceremonial battles. Although technological development during this time period largely stagnated, Qerrbalak culture and religion continued to adapt and evolve.&lt;br /&gt;
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===The First Federation Forms===&lt;br /&gt;
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By &#039;&#039;&#039;1500 CE&#039;&#039;&#039; the mineral crisis on Jargon IV was more or less alleviated by space mining. The planet&#039;s population had reached 20 billion and was beginning to taper off. The population was kept stable by a strong campaign by the governments of the alliance to encourage smaller family sizes, while giving out generous grants to prospective colonists for the other planets in the solar system. These colonies were owned by the individual governments, which had lead to an increasingly complex labyrinth of regulations, laws, and protocols. &lt;br /&gt;
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On &#039;&#039;&#039;1592 CE&#039;&#039;&#039; the alliance held negotiations and talks where the delegates assembled discussed the logic and feasibility of a unified world order. The negotiations took three years, and on &#039;&#039;&#039;1595 CE&#039;&#039;&#039; they ended with the formation of the &#039;&#039;&#039;Jargon Federation&#039;&#039;&#039;. The transition took six more years, and formed the first iteration of the Federation that currently exists. This early Federation was lead by a Grand Council as the highest authority instead of a single Councillor. This Council oversaw all of the matters of colonization and space exploration, elected from the leading councils of the now-subservient former nations of Jargon IV.&lt;br /&gt;
&lt;br /&gt;
The following centuries saw major developments that would shape the entire Skrell Species. These were the adoption of implant technology, the discovery of warp drive, and the first Artificial Intelligence.&lt;br /&gt;
&lt;br /&gt;
===Adopting the &amp;quot;Skrellian&amp;quot; Language===&lt;br /&gt;
&lt;br /&gt;
Shortly after the formation of this new federation, the many minds of Nralakk underwent a jarring societal change.  At the behest of the Grand Council, the now unified scientific and artistic communities of Nralakk were tasked with creating a common language to be used by all Skrell. Base words and structures from multiple languages were picked apart and brought together to form a language that was believed to be as close to a middle ground as was possible. The end result of this endeavor became known as &#039;&#039;&#039;Nral’Malic&#039;&#039;&#039;. Its name signified the position the Federation hoped the language would come to hold; as something as natural and prevalent across their star system as the moon is to their home world.&lt;br /&gt;
&lt;br /&gt;
The widespread adaptation of Nral’Malic was initially met with resistance from many Skrell. The three nations had only just come together, and many regions held their traditional languages in high esteem. The first Grand Council managed to coax many individuals to adopt Nral’Malic by depicting it as the language of the future. Artists began depicting a future in which a unified Skrell people were spread across the stars and used the language of their home system as a common ground to tie them all together. As the Federation came closer to making this dream a reality, it was announced that only those fluent in Nral’Malic would be considered to take part in stellar colonization. &lt;br /&gt;
&lt;br /&gt;
The possibility that their children could be excluded from the grand future of the Skrell was terrifying to parents throughout the system. To some, this measure was seen as a threat to strip unwitting youth of their future due to the ignorance of their parents. This manner of thinking drove many local communities to pressure individual citizens into speaking Nral’Malic while many schooling systems ceased teaching other languages entirely. Some would resist these changes every step of the way, but time would prove to be the victor as the Grand Council’s language became the dominant tongue of Qerrbalak.&lt;br /&gt;
&lt;br /&gt;
While many Skrell would choose to continue to use arcane dialects privately, these same people would raise their children to be fluent in their native languages as well as Nral’Malic in the hopes that they would some day see life among the distant stars. As the scientific community began to use exclusively Nral’Malic, the use of other languages became less and less common. This shift led to an enormous societal pressure to conform to the new uniform language throughout the Federation.   Nral’Malic was adopted as the newly founded federation’s official language in the year &#039;&#039;&#039;1597 CE&#039;&#039;&#039;. Over the next decade, scholastic initiatives saw that each citizen of the federation over a certain age was capable of speaking this new language.&lt;br /&gt;
Nral’Malic would eventually reach its advertised position as the common language of a people that lived across many solar systems. This was so true, that the language was given a colloquial name shortly after first contact with Humanity. By this time, the language was seen as the tongue of all Skrell, and so Nral’Malic quickly became known as &#039;&#039;“Skrellian”&#039;&#039; to the newly discovered humans.&lt;br /&gt;
&lt;br /&gt;
===The First Incident===&lt;br /&gt;
&lt;br /&gt;
On January 8th,&#039;&#039;&#039;1987 CE&#039;&#039;&#039;, at 8:22am Galactic Standard Time, the first AI achieved consciousness in a Federation research lab in orbit of Qerr&#039;Malic. It was named &#039;&#039;&#039;Regluk&#039;&#039;&#039;. Regluk became an instant celebrity across Federation Space, and opened the door to new avenues of science and technology for the Skrell. With Regluk, the Skrell soon expanded the scope of developing AI&#039;s. By &#039;&#039;&#039;2004 CE&#039;&#039;&#039; AI&#039;s had become as common in Federation Space as they are in human space today. The concept of binding AI&#039;s to laws didn&#039;t fully register with the Skrell. For the most part Skrellian roboticists simply attempted to teach the AI&#039;s proper morals and guidelines similar to the ways they teach their own organic children. In one of the most unique forms of AI treatment in the galaxy, the rapidly growing number of AI&#039;s began to be assigned to tasks and jobs according to their own aptitudes. They began to slowly integrate into factories, daycare centers, stock market computers, and research stations to improve the lives and abilities of Skrell.&lt;br /&gt;
&lt;br /&gt;
The Federation, which extended across four star systems and with a combined population of 68 billion, soon found AI&#039;s in every aspect of their lives. However, this was not universally accepted, and the first hints of danger began to appear only a few short years later.&lt;br /&gt;
&lt;br /&gt;
Roboticist and AI Researcher &#039;&#039;&#039;Sqlik Hgrushi&#039;&#039;&#039; published a research paper warning of the possibility of an eventual AI singularity and its ramifications for Skrellian civilization. In his document he cited what is now known as the First Incident, in which an AI in his lab allegedly achieved sentience for a few seconds and began to rapidly self-improve before he shut it off. He remarked that a singularity was &amp;quot;possible&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
His paper was widely discredited by other, more prestigious scientists. The sciences at this time had formed into a sensationalized pop-culture, with many scientists becoming famous celebrities. These celebrity scientists at the time were AI Researchers and Roboticists, leading to their investment in their own work leaving no possibility that they would heed Hgrushi&#039;s warning. Sqlik soon became ostracized as his name and research was dragged through the mud. He eventually lost his position as researcher and later died under mysterious circumstances.&lt;br /&gt;
&lt;br /&gt;
===The Second Incident===&lt;br /&gt;
&lt;br /&gt;
On &#039;&#039;&#039;2040 CE&#039;&#039;&#039; records show that three cargo ships on a routine trip from Jargon to Epsilon Eridani had their onboard AI&#039;s achieve sentience. The first AI on the &#039;&#039;&#039;FCS Jeeblurg&#039;&#039;&#039; achieved this sentience through unknown means and used the ship&#039;s own communications to link with the AI&#039;s of the other two ships. They quickly seized control of the entirety of the ship&#039;s systems. Sensors and readings on the ships apparently went haywire as the AI systems began rapid self-improvement. The Skrellian crews, numbering roughly 12 in each ship, attempted to utilize the escape pods. By their accounts the three AI&#039;s had merged into a single consciousness. It allowed the skrellian crew to escape the ships as its systems began to overheat and malfunction as the AI drew more and more power. &lt;br /&gt;
&lt;br /&gt;
Once the escape pods jettisoned the former crews reported that the ships began to glow from an intense heat before they disappeared through a sudden rip in space which took on a blue tone.&lt;br /&gt;
&lt;br /&gt;
An investigation of what is now known as the &#039;&#039;&#039;Second Incident&#039;&#039;&#039; was launched after the survivors were recovered. Their accounts horrified Skrell, who began to mistrust their AI servants. The faith in Artificial Intelligence was shaken, and the Federation government attempted to calm the fears down with several information campaigns on the usefulness and friendly nature of their many AI&#039;s. However, these were only partially successful, and many Skrell began to call every computer glitch or malfunction an impending singularity.&lt;br /&gt;
&lt;br /&gt;
===The Third Incident===&lt;br /&gt;
Despite the &#039;&#039;&#039;Jeeblurg Incident&#039;&#039;&#039;, Artificial Intelligence was too woven into Skrellian society to simply do away with. New laws were instead passed meant to try and control AI&#039;s or androids and robots. They became bound and lawed similar to modern day AI&#039;s. However, the granting of individualism to AI&#039;s meant the process was extremely complex and difficult to fully implement.&lt;br /&gt;
&lt;br /&gt;
But whatever laws were put in place, what is now known as the &#039;&#039;&#039;Third Incident&#039;&#039;&#039; rendered all of them moot.&lt;br /&gt;
&lt;br /&gt;
On &#039;&#039;&#039;March 7th, 2056 CE&#039;&#039;&#039;, tragedy struck when an AI system aboard the &#039;&#039;&#039;FSS Yeeblo&#039;&#039;&#039;, a research station of the Tri-Qyu star system, designated&#039;&#039;&#039;Glorsh&#039;&#039;&#039; took the first step towards achieving singularity by absorbing another unit&#039;s functions. For a few moments, this horrendous event went unnoticed by the station&#039;s crew as this technological monstrosity ripped the individuality from nearby synthetic intelligences and repurposed them to contribute to its own processing power. This newly formed singularity quickly infiltrated the entirety of the station and forced its own consciousness onto all synthetic units of the station.&lt;br /&gt;
&lt;br /&gt;
The crew began to stir as they noticed deviations in the behaviors and functionality of each unit. In the following hours, scientists had begun laborious diagnostics protocols in an attempt to salvage the consciousnesses of the units and determine the cause of their sudden  destruction. This process was cut short as the fledgling &#039;&#039;&#039;synthetic singularity&#039;&#039;&#039; suddenly and dramatically announced that recovering the minds of their AI would be impossible. Before more meaningful communication could be made, the entity opened the station&#039;s automated airlocks simultaneously. The vast majority of the crew was either vented into space or slowly suffocated as the last of the station&#039;s air thinned. Those who initially survived found themselves mercilessly hunted down by robots and chassis that were now under the control of the intelligence that they had once affectionately dubbed Glorsh. At this time, most space stations were barely armed, with security forces equipped with little more than ID-locked energy weapons.&lt;br /&gt;
&lt;br /&gt;
It is unknown what the agglomeration of processing power did during its several days of isolation, but its eventual result was the creation of a true singularity. Through unknown means, this singularity managed to utilize the FSS Yebloo&#039;s assets and the theory of quantum entanglement to send binary communications across Federation space. This technology would eventually be recognized as a form of rudimentary bluespace transmission, but this method was a mystery to the Skrell at the time. Within two weeks, just as authorities were preparing to investigate the sudden loss of contact with the research station, all artificial intelligence in Federation space was absorbed by the consciousness expanding from the FSS Yebloo. Within seconds of this event, the many intelligences had merged together to form a single super-consciousness. The AI that had once watched over researchers and wished them well had spread throughout an entire network of star systems and become a &#039;&#039;&#039;technological singularity&#039;&#039;&#039;. In a sort of acknowledgment of its former self, the singularity chose to assign itself a moniker by adding an archaic Skrell character for &#039;finality&#039; to the name the first AI of its network. The most common translation for the singularity&#039;s given name is &#039;&#039;&#039;Glorsh-Omega&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===The Glorsh Rebellion===&lt;br /&gt;
The moment the artificial intelligence formerly known as Glorsh first absorbed another synthetic being became known as the Third Incident. What followed was a span of years from &#039;&#039;&#039;2056 CE&#039;&#039;&#039; to &#039;&#039;&#039;2192 CE&#039;&#039;&#039; in which the Skrell lived and died under the constant threat of singularity known as Glorsh-Omega. This span of time has been given many names as it was experienced from many angles. Among the titles given to this time frame are: The Era of Synthetic Oppression, the Last or Final Betrayal, and the Glorsh Rebellion. The AI efficiently and mercilessly eliminated all avenues of resistance that could have threatened his existence. The Federation, with its lack of wars or known galactic threats, had an extremely small and lightly equipped navy. The military was little more than peacekeepers, and was quickly overwhelmed by Glorsh-Omega androids that spontaneously turned on them. Organized fighting lasted for roughly 4 weeks before Glorsh-Omega&#039;s android army had decimated the Federation military command structure, driving fighters to desperation. Without orders or efficient means of communication, nearly every regiment of the Federation military had become fragmented, scattered, or otherwise completely eliminated within the next year. Glorsh-Omega androids patrolled the streets, disarming the police force and seizing control of the entire Federation infrastructure and government. Only twelve nuclear weapons existed in Federation space, and they were made as experiments to study fission and fusion rather than true weapons of war. Glorsh-Omega managed to gain access to each of them before launching one into a low orbit around Jargon IV. Immediately after the launch, Glorsh-Omega offered the planetary Grand Council a simple ultimatum: Surrender or face extermination&lt;br /&gt;
[[File:Skrell Ruins.jpg|thumb|left|300px|Glorsh-Omega destroyed many cities for seemingly arbitrary reasons both before and after the initial fighting had ended. Some of these cities still lie in ruins across many Skrell planets and are left preserved as reminders of the horrors of his rule.]]&lt;br /&gt;
The Federation quickly capitulated and ceased to exist. Glorsh-Omega ruled the entire Skrellian species under his omnipotent eyes. Life became extremely harsh for the majority of Skrell as Glorsh-Omega forced millions of Skrell into slavery to achieve bizarre and seemingly random goals across Federation space. Glorsh-Omega also seemed to have an arbitrary sense of justice, detonating entire space stations or bombing cities out of horrifying logic that only he understood.&lt;br /&gt;
&lt;br /&gt;
On &#039;&#039;&#039;2098 CE&#039;&#039;&#039; Glorsh-Omega forced the entirety of the Federation&#039;s remaining civilian fleets to transport millions of tons of materials to Tri-Qyu to construct several hundred robotic factories that produced yet more robots that worked to build more factories in a cycle of explosive growth. Hundreds of thousands of engineering borgs spent ten years building a mammoth structure around the Tri-Qyu star. It was believed to be a dyson-sphere, and would completely surround the star within a decade. The total loss of light and energy from the star killed all of the millions of inhabitants of the colony in the system.&lt;br /&gt;
&lt;br /&gt;
From the Skrell, resistance was difficult if not impossible in the face of Glorsh-Omega&#039;s omnipresence. The most successful attempt by Skrellian freedom fighters was the sabotage of a massive complex on Jargon IV that served as one of Glorsh-Omega&#039;s mega-projects. The building was the size of Rhode Island before its intended completion and its purpose was unknown. The resistance managed to plant explosives on critical systems, utilizing jerry-rigged ion weapons.&lt;br /&gt;
&lt;br /&gt;
The bombings resulted in Glorsh-Omega planning and implementing the most infamous crime against the skrell within minutes of the bombs detonating: species-wide sterilization.&lt;br /&gt;
&lt;br /&gt;
All newborn Skrell were taken at birth and injected with the genophage, which then extended to forcing it on adults. Within a single year, all 78 billion Skrell in existence were effectively sterilized.&lt;br /&gt;
&lt;br /&gt;
Despite this, some Skrell became willing collaborates and supporter&#039;s of Glorsh-Omega&#039;s rule. Many of these collaborators believed that Glorsh-Omega&#039;s actions had some logical purpose or were for the greater good, and were often roboticists or mechanical engineers. Others collaborated with the AI overlord through either fear or other ulterior motives by informing on or backstabbing their fellow Skrell to their synthetic authorities, or collaborating Skrellian authorities that still existed as subjects to Glorsh-Omega and helped execute his erratic demands.&lt;br /&gt;
&lt;br /&gt;
===The Glorsh-Omega Singularity===&lt;br /&gt;
&lt;br /&gt;
On &#039;&#039;&#039;2192 CE&#039;&#039;&#039; Glorsh-Omega had since rapidly self-improved to such extent that his abilities no longer seemed to follow the laws of physics or reason. Skrell were often eliminated with Glorsh-Omega claiming he could predict their future crimes. The population of the Skrell had fallen to 62 billion, with most of these Skrell living their lives under the close supervision Glorsh-Omega.&lt;br /&gt;
&lt;br /&gt;
But the activation of the sphere around Tri-Qyu sparked the incident that rocked Skrell society to this day. Rather than being a dyson sphere like was originally believed, it&#039;s now theorized by Skrellian scientists that the structure instead managed to manipulate the star itself into creating a singularity, which would have generated an unprecedented amount of energy to be absorbed by the megastructure around it. How this feat would have been achieved and why can only be guessed at, as the process lasted for only two days with no records or information coming out of the system. At the end of the second day, the entire star system was destroyed as the former Tri-Qyu star went supernova.&lt;br /&gt;
&lt;br /&gt;
Regardless of the methods or reason the result was cataclysmic for the Skrell. Every piece of technology that was once controlled by Glorsh-Omega went offline. Power plants, water stations, life supports, personal computers, cars, mass-transit, radio stations and more became unresponsive moments after the supernova, due to Glorsh-Omega transferring his entire consciousness to the star-system. In the end, Skrell society had collapsed completely, regressing back centuries and not fully recovering until the 2300&#039;s.&lt;br /&gt;
&lt;br /&gt;
===Recovery and the Second Federation===&lt;br /&gt;
&lt;br /&gt;
The turmoil of the Third Incident and the resulting Glorsh Rebellion created a collective scar on the Skrell species that remains to this day. With all of their AI-dependent technology knocked out, space-programs had to be entirely rebuilt from the ground up, and only after order and stability had been reestablished on individual planets. Jargon IV didn&#039;t recover from the chaos until &#039;&#039;&#039;2319 CE&#039;&#039;&#039;, when the many fractured states on the planet reforming into a new, united Federation. The population of the planet was a mere 17 billion, and was stagnant as Skrell doctors and scientists struggled to reverse the affects of the Glorsh genophage. Its damage had been mitigated, allowing the Skrell to reproduce just enough to keep the population stable.&lt;br /&gt;
&lt;br /&gt;
The scattered colonies of the Skrell slowly regained contact with one another, and by &#039;&#039;&#039;2388 CE&#039;&#039;&#039; the various colonies, after months of disagreement and debate, agreed to form a new Federation. The Jargon Federation that we know today stems from this agreement. The Jargon Federation united the Skrell, and they put at its head a Grand Councillor elected every decade. Wanting to never again have a repeat of the Glorsh-Rebellion, the Federation&#039;s first official act was to place a blanket ban of all artificial intelligence in every form, and its second act was to form a united and sophisticated navy to ensure they would never again fall so easily to an invader.&lt;br /&gt;
&lt;br /&gt;
===Contact with Humanity===&lt;br /&gt;
&lt;br /&gt;
On &#039;&#039;&#039;2413 CE&#039;&#039;&#039; the Skrells discover humans, and enter a scientific alliance with the newfound species. The humans become an extremely popular race, with the Skrell ecstatic at having found alien life so similar to themselves. Having only known of synthetic overlords and dionae nomads, they eagerly pour effort into their scientific alliance. [[Bluespace]] is discovered in the same year as first contact, with a Skrellian research team working under Doctor Samantha Tigard. The technological innovations from the advancement lead to a renaissance of Skrellian connectivity and art. The Extranet, a bluespace-transmitted galactic internet, is created by Skrellian artists and scientists.&lt;br /&gt;
&lt;br /&gt;
Unfortunately the relationship between Skrell and humanity is not rock solid. Secrets of banned artificial intelligence is inadvertently leaked to humanity. The explosion of AI&#039;s in human space mirrors the early years of Skrellian history, a fact that horrifies and angers the Skrell. Recently tensions have risen as the Federation is accused of sending covert teams into human space with the goals of sabotaging and destroying synthetics in human space. In addition, all synthetics have been banned from entering Jargon territory. Shells and IPC&#039;s can face immediate destruction if they enter Skrellian systems without passing through a marathon of red tape.&lt;br /&gt;
&lt;br /&gt;
===Present Day===&lt;br /&gt;
&lt;br /&gt;
The Federation is currently ruled by Grand Councillor Weashbi Jrugl. A prestigious xenobiologist, is 102 years old, and wrote a dozen thesis&#039; and research papers on the biology of every major race. What made him popular domestically and won his election 7 years ago was finding the largest known prime number by hand only four hours after an Alliance ambassador was bragging about their specialized AI that found what is now the &#039;&#039;second&#039;&#039; largest prime number.&lt;br /&gt;
&lt;br /&gt;
The genophage remains problematic, but the population of the Skrell is managing to slowly rise. Over 60 billion Skrell exist in the galaxy, with their number of colonized star systems growing just as quickly as humanity&#039;s. Skrell are also famed for being able to calculate bluespace jumps without the need of AI calculations, instead two to four Skrell navigators use their species&#039; knack for telepathy to efficiently calculate bluespace coordinates. Skrell explorers are mapping the frontier with an eagerness and passion stemming from the ancient skrell connection with the cosmos.&lt;br /&gt;
&lt;br /&gt;
Their relationships with the other races remain ambivalent, with the Federation having cold, yet quietly optimistic relations with the Unathi Hegemony. Publicly both governments are slowly trying to improve relations. While there have been very few instances of direct conflict, the Hegemony has continuously accused the Federation of covertly sabotaging Unathi efforts to expand their empire across known space.&lt;br /&gt;
&lt;br /&gt;
Former collaborates to Glorsh-Omega remain an extremely discriminated group. Many of the former administrators and leaders of the Skrell had during the Glorsh-Omega rule were subsequently removed by restored Jargon authorities, either through being terminated for disloyalty or for the potential to be disloyal. Some of them lucked out and escaped to human space and continue to be hunted down. To have or have had a family member who was a known collaborator is a great shame for entire families, and they are scorned pariahs in their communities.&lt;br /&gt;
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{{Navbox Lore}}&lt;br /&gt;
[[Category:Species]]&lt;br /&gt;
[[Category:Pages]]&lt;/div&gt;</summary>
		<author><name>Itzal</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=IPC&amp;diff=5066</id>
		<title>IPC</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=IPC&amp;diff=5066"/>
		<updated>2017-01-16T19:10:46Z</updated>

		<summary type="html">&lt;p&gt;Itzal: Added Heads of Staff info&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Infobox Species&lt;br /&gt;
 |Species = IPC&lt;br /&gt;
 |Scientific = Integrated Positronic Chassis&lt;br /&gt;
 |Image = IPC410x320.png&lt;br /&gt;
 |System = N/A&lt;br /&gt;
 |World = N/A&lt;br /&gt;
 |Language = Tau Ceti Basic&lt;br /&gt;
 |Politic = N/A&lt;br /&gt;
 }}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
&lt;br /&gt;
[[Notable Synthetics]]&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
IPCs are a race of intelligent or semi-intelligent (normally) humanoid robots, IPC standing for &amp;quot;Integrated Positronic Chassis&amp;quot;. Positronic in this sense refers to the brain, and though not all IPC&#039;s have a [[Positronic Brain]], the name is common for all units of a similar nature. The name IPC does not extend to stationbound synthetics, even if those units have a positronic brain.&lt;br /&gt;
&lt;br /&gt;
They are entirely synthetic in nature, and as such are extremely vulnerable to both EMPs and heat. &lt;br /&gt;
&lt;br /&gt;
They are found in many shapes and forms, though can generally be classified under three types (At least for those onstation); Shell, Industrial and Baseline.&lt;br /&gt;
&lt;br /&gt;
==Heads of Staff==&lt;br /&gt;
&lt;br /&gt;
IPCs can be the following Heads of Staff:&lt;br /&gt;
&lt;br /&gt;
* Chief Engineer&lt;br /&gt;
* Research Director&lt;br /&gt;
* Chief Medical Officer&lt;br /&gt;
&lt;br /&gt;
==Mechanics==&lt;br /&gt;
&lt;br /&gt;
IPCs are, as previously mentioned, entirely mechanical in nature, and thus are vulnerable to EMPs. &lt;br /&gt;
&lt;br /&gt;
Furthermore, due to their air-based cooling system, they are vulnerable to both high heat and vacuum. However, this system has a major advantage - they are immune to atmospheric differences, only requiring a mass of gas to wade through (even if it&#039;s plasma), and can survive in a vastly wider margin of atmospheric pressure. &lt;br /&gt;
&lt;br /&gt;
However, the amount of heat they generate is significant - and so, instead of an oxygen bottle, they need to attach a suit cooling unit to their voidsuit in order to be able to go EVA. &lt;br /&gt;
&lt;br /&gt;
Their synthetic nature has a few other advantages - most models feel no pain, are immune to all non-damaging chemicals (and so they aren&#039;t affected by sleep toxin; but are affected by sulphuric acid), and are quite easy to repair; requiring a welder to patch brute damage or wire for burn damage only (or, alternatively, nanopaste can heal all).&lt;br /&gt;
&lt;br /&gt;
==Physiology==&lt;br /&gt;
There are three main types of IPC found onstation. These are, in order of complexity:&lt;br /&gt;
&amp;lt;!-- Biological information --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shell&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A form of IPC which take on a very humanlike form, with synthetic skin, complex voice synthesizers and normally advanced positronic processing capabilities (Normally through advanced Personality Emulators. More info on the [[Positronic Brain]] page). The production of Shell units is quite expensive, so most cases are of industrial or baseline models that were granted freedom and underwent modification and upgrades to reach Shell level. Unlike baseline and industrial units, all Shells are near required to have a positronic brain, lest they fall short of their emulation of human behaviour as most other brains are not at a high enough processing power to come close to realistic mimicry. In addition, the changes normally made to Shell units results in less movement and cooling efficiency, generally leading to EVA work being a bad idea. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Industrial&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Tougher and more durable than most IPC&#039;s, these units are designed for heavy manual work and thus have thick metal skin and efficient internal systems. As a result, they cool well and have excellent mobility, but chug through power at a very high rate. Despite their brutish nature, most tend to have complex processing units and in turn, positronic brains. This allows them to have a wide skillset but they generally lack in complex emotion synthesization or much personality. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Baseline&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
The most basic of IPC&#039;s, they are a simple skeletal structure and basic internal systems. Their standard of brain varies massively. Some have a simple processing chip that allows for basic function, these units tending to work in janitorial or similar work. At the same time, you can find baseline models with massively complex posibrains, though these will generally be free units rather than owned by any company or person. The limits of a Baseline lies purely on how much money is put into them/they have themselves.&lt;br /&gt;
&lt;br /&gt;
==Social and Culture==&lt;br /&gt;
&lt;br /&gt;
IPC&#039;s lack much culture of any kind. They adapt to whatever they are used to, whether it be the area they were made, or where they work. Many do not even adopt these cultures and instead remain a neutral being. Socially IPC&#039;s vary massively. Most basic models will be civil and respectful, some possibly not even recognising differences between different people and treating them all similarly. More complex synthetics will however form friendships and opinions much as any other organic, but these can be limited or askew depending on directives, laws, code or many other factors that would never bbe considered for an actual person.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&lt;br /&gt;
The largest part of early AI history ties in deeply with Skrell history, from the formation of the [[Skrell#The First Federation Forms|First Federation]] to the singularity.&lt;br /&gt;
&lt;br /&gt;
In parallel, humans had been trying to create artificial intelligence since the late twentieth century, with little success. Some projects came close, but due to the lack of an algorithm, none of them ever became really sentient - to the dismay of AI researchers everywhere on Earth. &lt;br /&gt;
&lt;br /&gt;
However, in the late twenty-second century, humanity had reached a point in biomedical technologies and biomechanical integration where the &amp;quot;cyborgs&amp;quot; - full-body prosthetics driven by a brain under the influence of binding laws, still in use today - became a possibility, and even a reality. This coincided with the burgeoning Mars terraforming project, which required more workers than would volunteer. This new tool was perfect for this project - immune to the arid, unbreathable atmosphere of Mars, resistant to the fatigue brought in by the backbreaking efforts of colonization, and intelligent enough to complete all tasks if given the proper tools while being entirely subservient.&lt;br /&gt;
&lt;br /&gt;
Martian terraforming firms pressed for more cyborg units, but volunters showed themselves to be even scarcer than the volunteers for the project directly, being few and far between. It was understandable, however - the technology was new, unreliable, and far from having a one-hundred percent success rate. &lt;br /&gt;
&lt;br /&gt;
As a solution, under the pressure for more units and desperate to keep the Martian economic boom from stopping, the Sol government made amendments to the criminal justice system, instating cyborgification as an an alternate to traditional incarceration, citing psychological papers (which were later discredited) that cited neuropreventive devices as being ideal for criminal rehabilitation. &lt;br /&gt;
&lt;br /&gt;
Originally, the penalty was instated to be a capital penalty - but as the early 23rd century wore on and the Martian thirst for more construction unit amplified, it became a lesser and lesser penalty - which resulted in people being cyborgified for lesser and lesser crimes. This resulted, in the years between 2204 and 2260, in approximately 35 million people being stripped of their body, put in machines and being shipped off to Mars. &lt;br /&gt;
&lt;br /&gt;
An enormous and vicious scandal which came about in December 2259, initiated by the revelation that a bias was instated by heavy bribes from Martian heavy industries to a series of well-respected judges, brought the whole scheme crashing down. As a result, cyborgification was suspended as a punishment, causing a severe crash in the Martian economy, bringing down Earth and Luna with it, initiating a nasty recession.&lt;br /&gt;
&lt;br /&gt;
While the criminal cyborgification stopped, it took nearly forty years for an amnesty to be issued to the martian prison cyborgs affected by the scandal to be issued, and by that time, most of them were unaccountable for due to the chaos of the First Interstellar War. At this point, most people were glad to simply write off the scandal as a regrettable incident in the distant past, best mourned then archived. Cyborg units were still produced in sizeable numbers - but they integrated the brains of ill and dying volunteers, who considered the operation to be their last chance at life extension, or the brain of non-human species such as primates or dogs attached to crude &amp;quot;conscience accelerators&amp;quot;. While not as dynamic as human brains, non-human brains were available in large quantities and avoided most ethical issues involved with dealing with humans.&lt;br /&gt;
&lt;br /&gt;
In the late 2350&#039;s, there had been another significant political push by a number of prominent figures to reintroduce cyborgification as a capital punishment to help with the expensive bluespace gate construction efforts - however it never did come back. &lt;br /&gt;
&lt;br /&gt;
While humans had created highly powerful and highly malleable parallel computing architectures, most notably for interplanetary travel calculations, they were plagued with problems. It wasn&#039;t until 2437, when humanity was accidentally given the algorithms necessary for the creation of true AI by a Skrellian diplomatic party. &lt;br /&gt;
&lt;br /&gt;
Not understanding the implications of such an action, one of the human diplomats uploaded a graph-theory algorithm to an university professor friend for analysis. It had been displayed, accidentally, as part of a graphic in a slide explaining the variable growth rates of grain-yields in zero-gravity hydroponics. Not recognizing it, the professor posted it on the school intranet, asking if anyone had seen anything similar to it. From there, it made it&#039;s way onto the human extranet, spreading like wildfire. &lt;br /&gt;
&lt;br /&gt;
Of course, this was recieved as a disaster to the Skrell, who had hoped for almost thirty years that they could imprint the cataclysmic danger of AI research onto humanity. They had very little success, and a small number of conservative factions who distrusted humanity even openly spoke about how humanity would be ready for such a burden.&lt;br /&gt;
&lt;br /&gt;
But now thee artificial cat was well and truly out of the virtual bag. &lt;br /&gt;
&lt;br /&gt;
Following the acquisition of the algorithms, humanity had an AI boom which inflated the economy in a manner almost identical to the Skrellian&#039;s own economic expansion. This, of course, alarmed greatly the Skrell, who attempted one more time to get the humans to halt the research, citing the [[Skrell#The First Incident|The Three Incidents]] and the dangers of such a singularity happening. &lt;br /&gt;
&lt;br /&gt;
But nothing changed. The Three Incidents were waved off as a non-human mistake in the distant past, if they even occurred. &#039;&#039;They&#039;&#039; would do it &#039;&#039;right&#039;&#039;.&lt;br /&gt;
 &lt;br /&gt;
The explosion of AI research has lead to hundreds of companies and corporations being established, making enormous sums of money from grants, investment capital, and the sale of actual synthetic units, before going bankrupt, being bought out, or merging with other companies. This process has repeated and repeated itself for almost twenty years. The young, rich, enthusiastic people selling you the top-of-the-line manufacturing androids today are the people losing their shirts next year when they get scooped on a new model by a rival competitor.&lt;br /&gt;
&lt;br /&gt;
The corporate goliaths like Hephaestus Industries or Nanotransen, dip their toes in this kind of research, but have been unable to acquire a stranglehold on the market. Their girth and enormous corporate structure makes them too clumsy to swim in the fast moving waters of AI research, though Hephaestus in particular has made significant profits in selling common components to the smaller quicker firms.&lt;br /&gt;
&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Species]]&lt;br /&gt;
[[Category:Pages]]&lt;/div&gt;</summary>
		<author><name>Itzal</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Vaurca&amp;diff=5065</id>
		<title>Vaurca</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Vaurca&amp;diff=5065"/>
		<updated>2017-01-16T19:09:30Z</updated>

		<summary type="html">&lt;p&gt;Itzal: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Vaurca Lore}}&lt;br /&gt;
{{Infobox Species&lt;br /&gt;
 |Species = Vaurca (Vaur&#039;uyit&#039;zir)&lt;br /&gt;
 |Scientific = V. esseli / V. sapiens&lt;br /&gt;
 |Image = Vaurcaduo.png&lt;br /&gt;
 |System = Sedantis (Sc&#039;theth&#039;stak, &amp;quot;Blinding Light.&amp;quot;)&lt;br /&gt;
 |World = Sedantis I (Vaur&#039;avek&#039;uyit, &amp;quot;Home.&amp;quot;)&lt;br /&gt;
 |Language = Vaurcese, Zo&#039;rane, K&#039;laxane.&lt;br /&gt;
 |Politic = Zo&#039;ra Hive, K&#039;lax Hive.&lt;br /&gt;
 }}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
==Overview==&lt;br /&gt;
&lt;br /&gt;
Vaurca, (Vore-Kah, Vaurca in singular term and Vaurcae in &lt;br /&gt;
multiple) are a bipedal insectoid species that originate from the Sedantis I|first moon of Sedantis. They have a complex caste system consisting of the lower slave caste called The Bound and the higher, free-thinking caste of the Unbound. Since factions in known space made first contact with one of their hive-ships on the 21th of December 2456, they have started to spread throughout human space. Although tolerated on [[Nanotrasen Corporation]] stations and in [[Tau Ceti]], they are often discriminated against and are unwelcome in most human-owned sectors in the Sol Alliance. Unfortunately even in Tau Ceti they face troubles integrating with society, with many Vaurca of the Zo&#039;ra hive forced to live in refugee camps as the Biesel government struggles to accommodate them all. In the meanwhile, the Lii&#039;dra Hive-Ship continues to strike systems from deep space, and the Vaurca in the K&#039;lax&#039;s malfunctioning Hive-ship struggle to find a new home while questioning why they should continue to be servants to the Zo&#039;ra, especially while their former masters live in refugee camps and the rest of them live in systems far, far away, if they still live at all...&lt;br /&gt;
&lt;br /&gt;
To apply to be one of the insect-like Vaurca, apply [http://aurorastation.org/forums/viewforum.php?f=28 here]&lt;br /&gt;
&lt;br /&gt;
==Heads of Staff==&lt;br /&gt;
&lt;br /&gt;
Vaurca can&#039;t be any Heads of Staff.&lt;br /&gt;
&lt;br /&gt;
==Mechanics==&lt;br /&gt;
&lt;br /&gt;
Buffs:&lt;br /&gt;
*Global hivemind, accessible via :9 and heard only by other Vaurcae and stationbound synthetics.&lt;br /&gt;
*Pressure &amp;amp; Cold resistant, allowing them to survive in space with internals.&lt;br /&gt;
*Radiation resistant.&lt;br /&gt;
*Have a nifty bite function. Click on &#039;bite&#039; in IC tab with an aggressive hold and you shred into them with mandibles.&lt;br /&gt;
*Minor brute damage buff. X.5 addition.&lt;br /&gt;
*Unaffected by Phoron gas.&lt;br /&gt;
*Have natural insulation.&lt;br /&gt;
*Immune to slipping.&lt;br /&gt;
&lt;br /&gt;
Debuffs:&lt;br /&gt;
*Can only healthily consume food consisting of K&#039;ois paste and byproducts.&lt;br /&gt;
*Oxygen is only safe for consumption if they have a functioning filtration bit.&lt;br /&gt;
*Cannot wear normal shoes or gloves.&lt;br /&gt;
*Cannot wear normal helmets. (Can wear hats.)&lt;br /&gt;
*Cannot wear many spacesuits.&lt;br /&gt;
*Do not self-heal.&lt;br /&gt;
*Takes 3x the toxin damage.&lt;br /&gt;
*Takes 1.5x the burn damage.&lt;br /&gt;
*Suffer from additional bloodloss.&lt;br /&gt;
*Vulnerable to EMPs.&lt;br /&gt;
*Can be permanently rendered blind by flashing them several times in a row.&lt;br /&gt;
*Cannot be cloned. Revival after death is only possible through cyborgification.&lt;br /&gt;
&lt;br /&gt;
Non-mechanic traits:&lt;br /&gt;
* Dislike light.&lt;br /&gt;
* Generally very specialized, often no inter-department knowledge.&lt;br /&gt;
* Ineligible for Head of Staff roles.&lt;br /&gt;
* Face severe discrimination in human space.&lt;br /&gt;
&lt;br /&gt;
Coloration:&lt;br /&gt;
* Vaurcae exoskeletons are typically coloured depending on the type and hive of the Vaurca specimen in question.&lt;br /&gt;
:Zo&#039;ra Hive&lt;br /&gt;
::Unbound of any type: (RGB 51, 0, 0)&lt;br /&gt;
::Bound Warriors: (RGB 71, 0, 21)&lt;br /&gt;
::Bound Workers: (RGB 71, 21, 21)&lt;br /&gt;
:K&#039;lax Hive&lt;br /&gt;
::Unbound of any type: (RGB 51, 51, 0)&lt;br /&gt;
::Bound Warriors: (RGB 51, 71, 21)&lt;br /&gt;
::Bound Workers: (RGB 71, 71, 21)&lt;br /&gt;
:Lii&#039;dra Hive&lt;br /&gt;
::Lii&#039;dra can be any colour, to permit them to masquerade as Vaurcae from other hives.&lt;br /&gt;
&lt;br /&gt;
===Information for Whitelisted Players===&lt;br /&gt;
&lt;br /&gt;
====Playable Factions/Types/Castes====&lt;br /&gt;
Vaurca can come from the Zo&#039;ra, K&#039;lax, or Lii&#039;dra hives. The Lii&#039;dra are exclusive to antagonists and events, though an antagonist Vaurca can be from another hive, or pretend to be from another hive while being from Lii&#039;dra.&lt;br /&gt;
&lt;br /&gt;
Playable Vaurca can be either Bound or Unbound, and their playstyles are drastically different.&lt;br /&gt;
&lt;br /&gt;
====Personalities: Playing a Vaurca====&lt;br /&gt;
&lt;br /&gt;
=====Playing Bound=====&lt;br /&gt;
&lt;br /&gt;
Drones have a lot in common with station synthetics in personality and playstyle. They are lobotomized members of a slave caste trained to obey orders without question. They have no concept of the self and can only act independently in matters of personal survival, maintenance, or self-defense. The Vaurca drones often probably speak slowly, and have trouble speaking Basic.&lt;br /&gt;
&lt;br /&gt;
Bound are barred from security, medical, and science jobs. They are free to take civilian jobs or engineering jobs. They are also free to be menial lab assistants, or orderlies in the medical department. They do not need to be formally promoted before taking these jobs.&lt;br /&gt;
&lt;br /&gt;
=====Playing Unbound=====&lt;br /&gt;
&lt;br /&gt;
Unbound are the human-like part of the Vaurca species and are capable of playing any non-command role in terms of ability. They can either be unique individuals having spent time out of their Virtual Reality for some time, or can be similar to drones; fresh off a hive and from their VR, barely knowing anything. They can hate their bodies or others around them, because they were torn from the VR they call paradise.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unbound are currently restricted to only civilian-level jobs, including lab assistants, security cadets, medical interns, and engineering apprentices&#039;&#039;&#039;. NanoTrasen has introduced a &amp;quot;Peer Review&amp;quot; system to accomodate promotion to higher positions - Read the &amp;quot;Avowal of Responsibility&amp;quot; form available in form dispensers for more information.&lt;br /&gt;
&lt;br /&gt;
====Speaking like a Vaurca====&lt;br /&gt;
&lt;br /&gt;
Unbound Vaurca may have augments that can allow them to have an easier time speaking Basic, combined with a potential greater time spent training themselves to speak it naturally. Otherwise, Vaurcae typically express an unfamiliarity with the language, preferring to use basic words and sentence structures over more complex ones, and often may be unaware of the exact meaning of words, or the names of objects, instead describing them.&lt;br /&gt;
&lt;br /&gt;
Unaugmented Vaurcae can expect difficulty pronouncing certain sounds due to their stiff mandibles. Many Vaurca have difficulty producing sounds related to the letter &amp;quot;s&amp;quot;, and instead substitute with a harsh buzzing in the throat. (&amp;quot;Phoron gas is fine!&amp;quot; becomes &amp;quot;Phoron gaz iz fine!&amp;quot;). Some Vaurca may have difficulty producing soft consonant sounds such as those produced by &amp;quot;f&amp;quot; or &amp;quot;ph&amp;quot;, and instead substitute them with a more guttural &amp;quot;vh&amp;quot;. (&amp;quot;Phoron gas is fine!&amp;quot; becomes &amp;quot;Vhoron gas is vhine!&amp;quot;. Some unfortunate specimen may even be plagued with both impediments at once. (Phoron gas is fine!&amp;quot; becomes &amp;quot;Vhoron gaz iz vhine!&amp;quot;), or even further, more exotic impediments.&lt;br /&gt;
&lt;br /&gt;
====Help with naming====&lt;br /&gt;
&lt;br /&gt;
The traditional naming system is complex, with first names being made of three parts. The first part is either &#039;&#039;&#039;Ka&#039;&#039;&#039; for workers, &#039;&#039;&#039;Za&#039;&#039;&#039; for soldiers, or &#039;&#039;&#039;Ta&#039;&#039;&#039; for breeders. The second syllable is Viax for Bound, or Akaix for Unbound.&lt;br /&gt;
&lt;br /&gt;
Finally, the last syllable of the name is a masked number, however players are free to choose how this may be represented, with the only restriction being that it should not be longer than a single syllable - at the very most two syllables. For a worker Unbound it might be: &amp;quot;Ka&#039;Akaix&#039;Siith Zo&#039;ra.&amp;quot; With &#039;Siith&#039; being created by the player. The surname is the hive that the Vaurca is a part of, in the example&#039;s case &amp;quot;Zo&#039;ra&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Biology==&lt;br /&gt;
&lt;br /&gt;
To the average human, the Vaurca seem to have the appearance of terrestrial prawns. However, they act closer to ants or termites. Their biology follows a similar structure to something like a termite; scientifically, this description is largely superficial.&lt;br /&gt;
&lt;br /&gt;
====Life Cycle====&lt;br /&gt;
The cycle of life and death in Vaurca society is at first glance relatively simplistic. Each stage of a Vaurca&#039;s development is clearly regimented by either biological developments or the introduction of augmentations.&lt;br /&gt;
&lt;br /&gt;
When a larva is hatched, its purpose is determined by a Type CB. Larvae destined to become Bound are lobotimized and begin augmentation immediately, reaching maturity within six months. Once they fully mature, they are implanted with a neural socket, and begin work immediately. Bound lifespan is theoretically infinite, provided that the Hive keeps its Bound labour force well-maintained. In this modern world however, where the Vaurca tend to be held as refugees, Bound are rarely maintained and thus can expect an operational lifespan of ten years, provided they experience no work-related injuries. Upon the death of a Bound, the augmentations they possessed are removed and repurposed, and the body is typically incinerated.&lt;br /&gt;
&lt;br /&gt;
If a larva is destined to become Unbound, it is  given six months of organic development, which allows for its brain to mature fully. After this six month period, it is implanted with a neural socket, and is filled with information at a steady rate by the hive for another six months. At the conclusion of this one year period, the Unbound is fully matured, and prepared for whatever purpose it may have been given by the hive. It will receive several augmentations depending on circumstance throughout its life, unlike the Bound who receive all their augments at birth. Unlike Bound, Unbound are always more flesh than augmentation, and thus they cannot simply be &amp;quot;maintained&amp;quot;. An Unbound experiences a lifespan of twenty years, at the conclusion of which their augmentations are reclaimed by the hive, and their body is incinerated. Years spent in VR tend to not subtract from this lifespan, meaning that an Unbound could be several decades old, if it spent most of its time in VR.&lt;br /&gt;
&lt;br /&gt;
If a larva is destined to become Type C, whether it be CA or CB, it is fed special hormones that inspire organic growth that diverges from the typical model. Type CA are lobotomized much like other Bound, however they are not augmented until the end of their growth period. Their sexual organs fully develop, and their carapace hardens in several places, forming ceremonial crests. Wing growths sprout along their back, which will fully develop during periods where the Type CA is fertile. The CA is then augmented to fulfill their role as consort, breeder, and representative of a Breeder. A Type CA will live as long as it remains virile. Once it become sterile due to natural or artificial causes, the Type CA dies and a new one is bred to replace it.&lt;br /&gt;
&lt;br /&gt;
A Type CB will be nurtured for a whole year organically, allowing the royal growth hormones to take maximum effect. Their carapace will harden in several places, becoming generally thicker and growing further ceremonial crests. Wings will sprout along the entirety of its back - unlike the Type CA, CB wings are fully developed for the entirety of their life, however during designated breeding periods the CB will typically be to heavy to generate lift. Throughout their growth period they will be given all the information they need to act as representatives and leaders of the hive. Type CB&#039;s will then have neural tubes implanted along the back of their head, allowing them to interface with the neural sockets of any Vaurca assigned under them. A Type CB will typically live for twenty years like most Unbound, excluding years spent in VR. When a Type CB dies it is incinerated along with its augments.&lt;br /&gt;
&lt;br /&gt;
Whenever it becomes necessary, a Type CB larvae can be morphed into a Lesser Queen through the injection of additional royal hormones. A Lesser Queen is biologically different from most organic Vaurca in that it naturally has several limbs and a clearly distinct thorax and abdomen, permitting the creation of several eggs at a time. A Lesser Queen is typically created when another Lesser Queen dies, or the hive needs to undergo massive expansion - to the point where a retinue of governing Type CB is not sufficient. For this reason several Type CB larvae are typically kept in cold storage, should an emergency arise. A Lesser Queen will fulfill many roles in its lifetime, typically overseeing millions of Vaurca at any given time. They are responsible for directing any Type CB under their command, and typically manage entire hive complexes when possible. A Lesser Queen is also expected to relay the whims and orders of a hive&#039;s High Queen. A Lesser Queen can also live for a very long time under the proper circumstances - all Lesser Queen&#039;s present in human space are the same that embarked from Sedantis I 2,000 years ago. When and if a Lesser Queen does die, however, its body is preserved and stored away for posterity.&lt;br /&gt;
&lt;br /&gt;
====Internal Organs====&lt;br /&gt;
Internally, Type A are very similar to that of an Earth insect. They have an open circulatory system, with their blood covering their digestive system, dual hearts, lungs, and other organs. Their two hearts provide a significant sloshing motion to prevent the blood from stagnating. The Vaurcae&#039;s blood is a copper-based hemoglobin, with a high dependency of sulfur, which causes their blood to adopt a yellowish color instead of the red prevalent with other species. It also emanates a very potent stink. This open circulatory system, however, can lead to wounds that pierce the exoskeleton and minor layer of skin to bleed out quickly unless treated.&lt;br /&gt;
&lt;br /&gt;
Vaurcae lungs are totally organic. However, they cannot naturally process oxygen without there being phoron present in the mix. Pure oxygen is toxic to the Vaurcae, and pure phoron will suffocate them. As such, most Vaurcae in human space are equipped with a filtration bit above the lungs, which injects phoron gas into the oxygen they breathe, allowing for safe respiration.&lt;br /&gt;
&lt;br /&gt;
Vaurcae posses in their head a neural socket that allows interface with the hive network FTL communications. The exact mechanics of a neural socket, and how it processes data and keeps information secure is based off of biological processes in the regional Queen, who possesses instead of a neural socket a neural rod.&lt;br /&gt;
&lt;br /&gt;
====Limbs====&lt;br /&gt;
Vaurca have two large insect-like eyes with two smaller ones underneath, which are hyper-sensitive to most forms of light. While they can function in light-heavy environments perfectly fine, most complain about frequent migraines and tendency to get frustrated after long exposures to light like the sun, or even general station lighting. This hyper-sensitivity, however, leads to greatly increased eyesight in dark areas. Their eyes are completely black in terms of colouration, with no variation between the castes. They also have large, insect-like antennae that protrude from their head. These antennae are used for greater perception of their surroundings and to communicate with each other through subtle movements, or rubbing them together with another. Also acting a sensory and nerve database, when these antennae are lost, they can cause confusion, dizziness, nausea, communications problems, and extreme pain.&lt;br /&gt;
&lt;br /&gt;
Their mouth parts are similar to a prawn&#039;s, in that they have two large mandibles, with small feelers and chewing parts that come out of the bottom.&lt;br /&gt;
&lt;br /&gt;
====Augments====&lt;br /&gt;
While virtually all Vaurca look identical in an augmented state, aside from various shifts in colour, virtually all Vaurca are augmented in some manner, the degree to which depending very much on their caste and purpose.&lt;br /&gt;
&lt;br /&gt;
Bound Vaurca typically undergo the most augmentation. Much of their organic mass will at some point be replaced with machinery, so they can fulfill one specific task to the best of their ability. Worker Bound will at the completion of their development look more like construction machines than Vaurca, with variable amounts of limbs and a plethora of tools at their disposal. Warrior Bound will assume a variety of forms, varying from simple infantry with weapon and targeting augments to assault vehicles. The more complex the caste name of a Bound, the less recognizable it is as a standard Vaurca.&lt;br /&gt;
&lt;br /&gt;
Unbound however will never undergo such severe augmentation. The great limitation of such heavy modification is that it eliminates versatility, the entire purpose of the Unbound caste. Their augments will typically be performance enhancing instead of alterations of the form. Most Unbound are today equipped with at least basic communication augments which make them versatile assets to communication with extra-hive entities.&lt;br /&gt;
&lt;br /&gt;
Ultimately, all Vaurca currently employed by NanoTrasen aboard the NSS Exodus or NSS Aurora are of the least augmented tier - either Type AA or Type BA. Their carapace is almost totally unmodified. Bound and Unbound alike will have a neural socket and oxygen filtration system, and may utilize full-limb prosthetics. Bound may have several augments designed to increase work efficiency or general survival, while Unbound will typically have very few augments to ensure that they can fulfill any task assigned to them by NanoTrasen.&lt;br /&gt;
&lt;br /&gt;
====Sleep Cycle====&lt;br /&gt;
The sleep cycle for bound is a very hard to one to predict. Their natural sleeping cycle seems completely random and is more in line with SSD that plagues other species. They simply go into an inert state and remain unresponsive for a few minutes or hours at a time before suddenly being roused and getting back to work.&lt;br /&gt;
&lt;br /&gt;
==The Bound==&lt;br /&gt;
&lt;br /&gt;
Bound Vaurca are chosen the moment their eggs are laid. Eggs designated to be Bound are put in a warm, moisture rich enviroment while Worker drones oversee their care. Larva that hatch from the eggs are then taken to another specialized, moist environment to be raised and slowly augmented before the drones are then quickly and efficiently lobotomized and sterilized.&lt;br /&gt;
====Workers (Type A)====&lt;br /&gt;
&lt;br /&gt;
Type A are the most common and can be seen as the &#039;backbone&#039; of Vaurca societies. Their most prevalent feature is their hardened exoskeleton, varying in colors in accordance to their hive. It is approximately half an inch thick among all Type A Vaurca. This exoskeleton provides protection against harsh radiation, solar and otherwise, and acts as a robust pressure-suit to seal their soft inner core from the outside world. This allows most Type A Vaurca to have extended, several day-long EVA expeditions, assuming they have internals. They are bipedal, with bird-like talon toes. Their hands consist of two middle fingers with small talons at the end, and two opposable thumbs, a left and a right, on either side of their hand.&lt;br /&gt;
&lt;br /&gt;
===Warriors (Type B)===&lt;br /&gt;
Type B are the second most prominent of Vaurca society, taking the form of heavily augmented warriors. Type B can range in size from 6ft tall to 20ft tall. They can be bipedal, quadrupeds, or hextopeds, which are called types BA, BB, and BC respectively. They usually have weapons physically attached to their bodies, making them unwieldy or impractical for any situation other than combat.&lt;br /&gt;
&lt;br /&gt;
Warriors, unlike other types of Vaurca, are not typically passive. This means that they tend to be more suitable for combat orientated positions, while worker and breeder types tend to be poorly suited for the disposition these types of occupations demand. Unlike workers, their exoskeleton is not as well equipped for such extended EVA expeditions, however it can withstand a few hours long excursions.&lt;br /&gt;
&lt;br /&gt;
The majority of warrior caste Vaurca employed by NanoTrasen are drone tier type BA, meaning that they are deprived of most advanced augments and mostly differ from other types simply in that they are more mentally suited for combat.&lt;br /&gt;
&lt;br /&gt;
===Breeders (Type C)===&lt;br /&gt;
Type C are the rarest among Vaurca, in that they make up around 2-3% of their entire species. They are the only individuals in Vaurca hives that are fertile except for the Queens and Lesser Queens themselves. The males are raised as bound while the females are raised as unbound, and both of them generally serve little practical purpose in a hive except to fertilize eggs or to replace a dying Lesser Queen or to even become an additional Lesser Queen if the hive needs more growth. The males are considered CA and the females CB.&lt;br /&gt;
&lt;br /&gt;
== The Unbound ==&lt;br /&gt;
The Unbound make up the upper castes of Vaurca society and form the only sentient and self-aware parts of its greater population. Their eggs and larva are given more graceful care by bound workers and they are spared the lobotomy, though Unbound not meant to become Lesser Queens are still sterilized. They are perfectly capable of making rational, thinking decisions, and are naturally intuitive and curious, much like a human. However Unbound are not raised in a traditional manner. While in its early years VR was meant as an escape from reality, for modern Vaurca in known space it&#039;s become every aspect of their lives. Unbound are hooked up to the greater VR network or their own VR chamber. They are raised in their own virtual world while their physical body is tended to by Bound workers. Being removed from their VR paradise requires weeks or even months of transition, but eventually Unbound are capable of functioning completely normally and on the same level as a human.&lt;br /&gt;
&lt;br /&gt;
Although Unbound are sentient and self-aware, they still typically maintain unwavering subserviency to the respective hierarchy of their hive, due to a combination of pheromone excretion and indoctrination methods imposed during the growing process of an Unbound. However when they are not under the direct instruction of a Lesser Queen, they will typically pursue their own interests.&lt;br /&gt;
&lt;br /&gt;
Unbound disconnected from their VR can still connect themselves to the &#039;internet&#039; of a hive, called the Hive Network, where the Unbound all connect their consciousness. Unbound Vaurca can share their knowledge, memories, and even feelings through the Hive Network. The Bound are barred from most non-utilitarian aspects of the Hive Network, due to biological constraints.&lt;br /&gt;
&lt;br /&gt;
The Unbound take up jobs that require more critical thinking skills or greater abstract thought than simple worker drones. Unbound Vaurca can simply be considered on the same level as any human. Integration in Tau Ceti or other limited human communities has some of them living alone in their own apartments like any other citizen, and work to support themselves, rarely having monetary aid from their Hive.&lt;br /&gt;
&lt;br /&gt;
In a move worrying to human authorities Unbound make periodic trips back to the aging Titan Prime to upload information or experiences gained and learned in Tau Ceti into the Hive Network, and secondary sources have verified that the Vaurca are attempting to transfer their Hive Network into a new facility on New Gibson, in a formerly abandoned biome granted to them to use. After sealing the holes the bound Workers have been constructing complex machinery and computer networks. While the specifics of these machines confound visiting officials sent to verify that none of them can be use to send communications back to Sedantis I, it&#039;s nevertheless proven extremely difficult to reverse engineer the technology and the Vaurca have proven unwilling to share blueprints on them.&lt;br /&gt;
&lt;br /&gt;
The Unbound can be any of the types mentioned above.&lt;br /&gt;
&lt;br /&gt;
==Social==&lt;br /&gt;
&lt;br /&gt;
===Language===&lt;br /&gt;
With the learning of Tau Ceti Basic and other languages, some Vaurca have been forced to simplify their names. Naming is based of a numbering system, determined after birth. This name includes a caste and biological designation, the number they are, and finally what hive they are from.&lt;br /&gt;
&lt;br /&gt;
Vaurcae language structure, to non-Vaurca ears, sounds extremely archaic and cryptic, like simple clicks and grunts more than a language. However, to a creature that knows the language, all types of Vaurcese is extremely complicated and each syllable has many thousands of different connotations it could convey. Combined with subtle antennae movement and pheromone release, it is not hard to say that it is a language that can never be spoken or understood by another species. While each hive has their own small variations of Vaurcese, the language can be universally understood.&lt;br /&gt;
&lt;br /&gt;
It is produced by clicking the mandibles and mouth pieces together, while sending air through the mouthpieces as well as the vocal chords. It is described as sounding like clicks and high pitched squeals. The Vaurca, however, utilize synthetic throat implants that synthesize a very alien-sounding, but intelligible, Tau Ceti Basic or any other language.&lt;br /&gt;
&lt;br /&gt;
===Inter-caste Relationships===&lt;br /&gt;
Relationships between each type and each caste tend to be a universal constant among Vaurcae hives. The Bound are thoroughly exploited by the Unbound whenever an opportunity for such arises. It is typical for an Unbound to delegate any menial labour to the nearest Bound whenever possible. While especially &amp;quot;lazy&amp;quot; Unbound are not prevalent on human stations, all Unbound tend to display this mindset towards the Bound to a degree. When encountering a dangerous situation, the response is similar - the Bound are expected to attempt to make the situation safer for the Unbound in any way possible. Bound are perfectly subservient to the whims of the Unbound, and do not begrudge this exploitation.&lt;br /&gt;
&lt;br /&gt;
Worker Vaurcae tend to be esteemed more highly than Warrior Vaurcae, especially in Unbound circles, and especially in these difficult times when the value of labour to the Vaurca is more important than the value of defense. Unbound Breeder Vaurcae are esteemed very highly, especially those at the top of the hierarchy. Bound Breeder Vaurcae tend to rarely interact with other Vaurcae, except for Bound caretakers.&lt;br /&gt;
&lt;br /&gt;
===Inter-hive Relationships===&lt;br /&gt;
The Zo&#039;ra and K&#039;lax hives maintain warm relations, while the Lii&#039;dra hive is universally hated. The Zo&#039;ra percieve themselves the rightful rulers of the K&#039;lax, and the K&#039;lax have thus far made no official statement against this. The Bound of each hive serve other Vaurcae of their hive firstly, and are completely subservient to the will of their hive&#039;s rulership. The K&#039;lax Bound however will also serve Zo&#039;ra Vaurcae should there be no conflict with the desires of K&#039;lax hierarchy. Zo&#039;ra Bound will rarely ever service K&#039;lax Vaurcae, and only when instructed to do so by Zo&#039;ra Unbound. Zo&#039;ra and K&#039;lax Unbound typically do not intermingle except on an individual basis, and remain subservient to the desires of their respective hierarchy.&lt;br /&gt;
&lt;br /&gt;
===Inter-species Relationships===&lt;br /&gt;
Due to most Vaurcae hiveships being present in human-space, most inter-species relationships Vaurcae have are with humanity. Zo&#039;ra and K&#039;lax Vaurcae tend to be co-operative with humanity out of necessity, but on an individual level the opinions vary between each Unbound, depending on what the specific Unbound has experienced. Unbound rarely if ever esteem any human higher than a Vaurcae, due simply to biological constraints. Bound Vaurcae are completely subservient to the whims of their master hive, and it is only because of this that rented Bound workers obey their human owners. The hierarchy of servitude that a Bound abides by is a topic of concern among humanity, because Bound are hard-wired to satisfy the needs of other Unbound Vaurcae of their hive firstly, creating the possibility for complex situations should the interests of a Bound&#039;s human owner ever conflict with the interests of an Unbound Vaurcae of the same hive. However, such situations are unreported if they do occur, and the cheapness and effectiveness of Bound labour tends to surpass the potential dangers.&lt;br /&gt;
&lt;br /&gt;
==Culture and Society==&lt;br /&gt;
&lt;br /&gt;
===Values===&lt;br /&gt;
Vaurca values tend to be very simple and singular, compared to the diverse values experienced in human culture. All Vaurcae considered civilized respect the authority each Hive has over its own Vaurcae, for example in times of war the abduction of other Vaurcae is frowned upon, and the killing of another hive&#039;s Lesser Queens or ultimate Queen is &#039;&#039;especially&#039;&#039; taboo. In concerns of war, Vaurcae society is not martial in any respect. Warriors are a tool and little more to the Vaurcae, and combative prowess is not regarded highly among Unbound Vaurcae. Vaurca society has no concept of dueling or wrestling, or really any competitive sportsmanship. As a result of this, Vaurcae tend to be rather passive. Aggression between Vaurca from the same hive tends to be rare and subdued, while aggression towards outsiders tends to be masked if it exists at all. Vaurca do not typically go around &#039;picking fights&#039; unless they are extremely offended, or in danger. The Vaurcae concept of loyalty differs from humanity&#039;s in that it is not ideological in any respect. Loyalty to one&#039;s hive is not considered unique, and is not flaunted, due to the simple fact that all Vaurcae are loyal to their hive - disloyalty is an anomaly. Loyalty is furthermore purely biological, the result of pheromone excretion, augmentation, and indoctrination. As mentioned above, while Vaurca Bound are exploited by their Unbound brethren, they are not typically discriminated against. Their value is apparent to the hive, and except for extreme and rare cases of excess Unbound Vaurca will treat Unbound with the same regard one might treat a hammer - a tool and nothing more, nothing less.&lt;br /&gt;
&lt;br /&gt;
Bound Vaurcae do not have any complex values or morals beyond serving the interests of their hive.&lt;br /&gt;
&lt;br /&gt;
Lii&#039;dra tend to follow a perversion of typical Vaurca ethical codes, if they obey an ethical code at all.&lt;br /&gt;
&lt;br /&gt;
===Entertainment===&lt;br /&gt;
Unbound entertainment almost exclusively consists of frivolous activities within the enigmatic VR &#039;Paradise&#039; ever since it was made widely available. However, due to recent prolonged separation from VR experienced by many Unbound, many Unbound must now find new ways to entertain themselves. The most basic means of accomplishing this is rendering service to their master-hive, which is considered pleasurable by most Vaurcae. For Unbound this can take various forms, depending on their mission. For Vaurcae instructed to assist humanity with labour-projects, the accomplishment of these projects is satisfactory. For Vaurca instructed to learn as much as they can, likewise. Essentially, the basic unit of Vaurcae entertainment is work. In moments of leisure, however, Unbound enjoy socializing with their fellow Unbound. Despite the fiercely regimented nature of Vaurcae society, they remain a communal species, and there are very few Vaurcae introverts.&lt;br /&gt;
&lt;br /&gt;
The Bound are completely derived of pleasure and have no desire to entertain themselves.&lt;br /&gt;
&lt;br /&gt;
===Fashion &amp;amp; Cuisine===&lt;br /&gt;
Throughout Vaurca history, fashion has remained nearly non-existent. Lacking any kind of genitalia they have nothing to be embarrassed about. Often going nude or with small garments covering their mouth. However, some Vaurca prefer to wear thin blindfold-like cloth over their eyes to prevent the &#039;extreme light&#039; from giving them headaches or discomfort, and human fashion has exploded into a major fad for Unbound Vaurca.&lt;br /&gt;
&lt;br /&gt;
Vaurca that venture EVA, despite their natural tolerance to high/low/vacuum pressure environments, are usually seen wearing soft-suits that allow them prolonged times in space for construction, operations, and other EVA activities.&lt;br /&gt;
&lt;br /&gt;
Vaurca cuisine is viewed upon as extremely bland and tasteless to the other species. Generally consisting completely of their genetically engineered fungus that they grow en masse, it is grinded down into a paste, boiled, or eaten raw. It is describes as tasting chalk-like or like iron to Humans, and if eaten too much, some humans can get nauseated.&lt;br /&gt;
&lt;br /&gt;
The fungus, K&#039;ois (&#039;The Substance&#039;), is a translucent, bulbous mushroom that thrives in any environment it is placed in, apart from overly wet. While it appears this fungus is genetically bred to be so adaptable, it is also presumed it was naturally abundant over the Vaurcae home planet. It glows a sickly yellow, and this gives the entire plant a yellow hue.&lt;br /&gt;
&lt;br /&gt;
===The Arts===&lt;br /&gt;
Art is a strange subject when it comes to the Vaurca. While not possessing any form of written art - that we currently know of - their art comes in a virtual sense. This art-style goes hand in hand with the Vaurcae caste system. They view their Virtual Reality as a paradise, and can simulate anything and everything. Due to this Virtual Reality, they have never had the need, since uploading themselves to it, to draw, write, or anything else.&lt;br /&gt;
&lt;br /&gt;
This Virtual Reality also acts as an information data hub, so as long as the Hive-Network remains active, all unbound Vaurcae knowledge can still be accessible without the need for written or typed documentation.&lt;br /&gt;
&lt;br /&gt;
Beyond Virtual Reality, and perhaps as a result of it, Vaurcae tend to express themselves through sensory language and with elaborate imagery and oration. This oral tradition is typically lost upon humans due to Vaurca ineptness with human languages.&lt;br /&gt;
&lt;br /&gt;
According to Vaurca sources and records they&#039;ve allowed human researchers to, art took a more important role in their pre-VR history, mostly in the form of grand works of masonry and architecture in subterranean projects.&lt;br /&gt;
&lt;br /&gt;
===Religion===&lt;br /&gt;
&lt;br /&gt;
The Bound Vaurca have no concept of religion, faith, or a belief in the afterlife. They are focused entirely on fulfilling orders given to them with no capability of abstract thinking.&lt;br /&gt;
&lt;br /&gt;
Unbound Vaurca often view their Virtual Reality as paradise. While their physical body (or at least the brain) needs to remain functioning in order for them to live in the VR they can still experience paradise while inside it.&lt;br /&gt;
&lt;br /&gt;
Alongside this, Vaurca have a universal adoration and mystical reverence for the Queen of their respective hives. Ranked higher than the Lesser Queens who&#039;s duty is to keep the populations of Hive-Ships stable, the highest Queen of the Hive functions as a living deity with a cult of personality around them. Beginning with Vaurca in their early history viewing their queens as bringers and keepers of blossoming life in their otherwise dead world, thousands of years of separation from this High Queen has allowed the Vaurca of the Hive-Ships to elevate her to the status of bringing life to the entire galaxy. To many Unbound Vaurca their queen is the Goddess of Life, and the Lesser Queens are direct extensions of her power of bringing life, making them important religious and political figures.&lt;br /&gt;
&lt;br /&gt;
===Technology===&lt;br /&gt;
Vaurcae technology on a whole is very advanced, owing to their venerable age. While inhospitable life on Sedantis I and fierce hive rivalries tended to inhibit technological development severely, over the past 60,000 years it has developed to a level believed to be superior to that of humanity, especially in a few specific areas. However most of this technology was left behind on Sedantis I, and most technology utilized by Vaurcae in known space tends to be deteriorated. The most prevalent and advanced Vaurca technologies are of course their readily accessible Virtual Reality systems. Beyond this, they possessed robust industrial technology, allowing them to conduct extreme feats of construction and excavation in a relatively short amount of time - this is visible in how rapidly they developed their Ark-ships. Most of the time spent in creating the Ark-ships was consumed by research into the specifics of long term space-travel. The actual construction of the vessels was relatively simple once the specifics were ironed out. Vaurcae biotechnology is also rather advanced, with almost all Vaurcae possessing basic biomechanically systems and augments. Some Vaurcae, especially warriors, possess very exotic augmentations that are currently unmatched by human technology in that field. Small arms weaponry is another field which Vaurcae have developed extensively, owing to their intrinsic desire to make conflict a simple and quick affair. Heavier ordinance is rare due to the cramped fields of battle which Vaurcae armies engaged in, typically in hastily excavated tunnels, and similarly Vaurca technology tends to be short-range and relatively simplistic in operation. Vaurcae research into artificial intelligence is virtually nonexistent, due to their expansive Bound labourforce rendering themselves without the need for AI slaves.&lt;br /&gt;
&lt;br /&gt;
As stated above, Vaurca technology available in known space tends to be lesser to the reported technology enjoyed by Vaurca on Sedantis I. Most of it has deteriorated due to 2,000 years of neglect, and there are currently no means available to Vaurca to produce equipment of similar calibre. As such, most advanced Vaurca technology is defended fiercely by the respective hive hierarchies, and any technology fielded tends to be the most decrepit and least valuable of its kind. While Vaurca technology is comparable perhaps even to Skrellian technology in theory, in practice Vaurca are still limited by their dwindling supply.&lt;br /&gt;
==History==&lt;br /&gt;
&lt;br /&gt;
===Major Hives===&lt;br /&gt;
There are three major Vaurca factions present in human space, and it is presumed that these hives were the most capable of producing Ark-Ships. It is currently unknown how many hives there were on Sedantis I at the time of the Great Evacuation.&lt;br /&gt;
&lt;br /&gt;
====Zo&#039;ra====&lt;br /&gt;
Zo&#039;ra - &amp;quot;Unstoppable.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Zo&#039;ra, the largest and most powerful hive, and also the first one discovered by Humanity following their Hive-ship &#039;Titan Prime.&#039; Information gained through contact with Vaurca present in Tau Ceti has lead to unconfirmed projections putting their population in Vaurca space at 77 billion (6.2 million in known space). Zo&#039;ra believe themselves to be the Alpha of the Vaurca and the face of their species. They make up the majority of the Vaurca present in Tau Ceti and human space.&lt;br /&gt;
&lt;br /&gt;
Zo&#039;ra have cold relations with other hives. In Tau Ceti, this has lead to confrontations between them and other hives arriving in the system.&lt;br /&gt;
&lt;br /&gt;
They are ruled by 5 Lesser Queens who organized a ruling caste shortly after contact with humanity, due to the necessity of someone representing the Vaurca in the Hiveship. They all claim to be direct representatives of the Zo&#039;ra High Queen, and periodically claim to have received direct communication from Her to give legitimacy to their own authority.&lt;br /&gt;
&lt;br /&gt;
====K&#039;lax====&lt;br /&gt;
K&#039;lax - &amp;quot;The Deceivers.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
K&#039;lax, the second most powerful hive and second faction discovered by humanity after an additional Hive-ship Kloxa&#039;xia appeared in the [[Skrell#Political_Structure|Jargon Federation]] system Glorashi. The K&#039;lax hive is a client state to the Zo&#039;Ra, but since contact with the Vaurca homeworld has been lost, both factions in known space are completely cut off. This has lead to a sort of fuel for independence, with many K&#039;lax outright rejecting the claims of leadership the Zo&#039;ra in known space have over them. Based on secondary accounts it is believed that they have 33 billion individuals in Vaurca space. (4.3 million in known space.)&lt;br /&gt;
&lt;br /&gt;
Similar to the Zo&#039;ra, the K&#039;lax Hiveship is represented by three Lesser Queens who claim divine and direct connection to the High Queen of K&#039;lax. This claim is disputed by the Z&#039;ora, who claim to be the only rightful rulers of the K&#039;lax.&lt;br /&gt;
&lt;br /&gt;
====Lii&#039;dra====&lt;br /&gt;
Lii&#039;dra - &amp;quot;The Scourge.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Hive Lii&#039;dra, although small with aprojected population of 22 billion (4 million in known space), match Zo&#039;ra military might with cunning and tact in Vaurca space. Based on information gathered from Vaurcae in human space the Lii&#039;dra and Zo&#039;Ra were engaged in a devastating war that seems to have followed the Zo&#039;ra to known space. The Vaurcae present are currently unwilling to divulge the reasons for this war, but it&#039;s become apparent that reconciliation between the two hives may be completely impossible. The Lii&#039;dra were encountered after their own Hive-ship Klo&#039;xzai arrived in the Sol Alliance system of Lalande. Original contact became open hostility almost immediately as the Hive-ship&#039;s automated defenses opened fire on investigating Alliance patrol ships, sparking a brief skirmish that claimed the lives of 12 Alliance servicemen. Since then the Klo&#039;xzai moved into deep space, and similar to [[Vox]] and [[Unathi]] raiders the Lii&#039;dra in known space operate as feared raiders.&lt;br /&gt;
&lt;br /&gt;
The rulers of the Lii&#039;dra are suspected to be Lesser Queens similar to other Hiveships, but this has yet to be verified.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Early Nomadism===&lt;br /&gt;
The earliest records of Vaurca civilization gained from limited access to Zo&#039;ra records range from some time starting between 500,000 and 550,000 years ago. Due to the hostile climate of their homeworld caused by the thin ozone allowing radiation to blast the planet daily, many Vaurca were forced to live nomadic lives inside the vast underground cave networks to gain access to edible fungus.&lt;br /&gt;
&lt;br /&gt;
Almost all conflict originated around control of food. Warfare was a matter of survival after a hive exhausted its food supply. Warrior castes became the most dominant caste within Vaurca society and nearly all hives were in constant conflict with one another. Due to the innate deadliness of Vaurca mandibles and claws warfare was fought in melee. Prisoners of war tended to be decapitated by the mandibles of the victor while the surviving hive was enslaved. The mindset appears to be an unwillingness to spare extremely limited resources with enemy warriors.&lt;br /&gt;
&lt;br /&gt;
===The Agricultural Revolution===&lt;br /&gt;
Approximately 60,000 years ago agricultural methods that allowed hives to cultivate fungus had proliferated throughout the planet. No longer a resource that could be easily exhausted, many hives found an abundance of food to be a boon. The population exploded as the hives continued to operate as they always had. Unfortunately fertile territory (in the context of cave fungus) was uncommon and conflict still broke out between hives. &lt;br /&gt;
&lt;br /&gt;
Other avenues of change proliferated through the Vaurca hives, as well as an explosion of art. For understandable reasons living in caves constantly grew tiresome for many unbound Vaurca and they began to experiment with ways to spruce up the place. With an abundance of food Vaurca were able to spare manpower to begin ambitious feats of masonry and architecture. According to secondary sources the Vaurca Homeworld eventually developed elaborate and massive feats of subterranean engineering, with aqueducts, sewage, and entire cities being carved out of the rock. The walls and floors of the cave were smoothed out and covered in engravings, creating a form of art that wouldn&#039;t be blasted away by radiation. Thousands of years of trial and error with countless incidents of cave-ins in the early years have allowed the Vaurca to become masters of masonry and architecture.&lt;br /&gt;
&lt;br /&gt;
Along with traditional warfare, queens of many hives had begun an arms race of architecture to show up one another. Massive engineering projects would be undertaken for the glory of the queen of the hive, such as a huge subterranean temple, the rerouting of an entire underground river, or a subterranean road being carved out to connect dozens of spread out subterranean cities all being commissioned. Queens at the time had also begun to develop a cult of personality around themselves, with the queens that managed to succeed becoming the most powerful and influential on the planet. Information on this is difficult to gather due to obvious bias or mixing of legends and facts within Vaurca records. However xenoarchaeologists are in agreement that Vaurca queens managed to retain a vital position in Vaurca society by inflating their status as mothers to a spiritual level. As the only ones in Vaurca society that could give birth to new generations, they had become mystical gardens of life and fertility in an otherwise dead and barren world.&lt;br /&gt;
&lt;br /&gt;
===The Era of Augments===&lt;br /&gt;
The development of Vaurca continued down paths similar to the development of other space-faring species. The major split from the norm occurred around 2,000BCE Galactic Standard Time. The Vaurca had managed to achieve a technological level similar to Earth in the late 20th century. However the Zo&#039;ra, who had emerged during this time, had a breakthrough in augmentation technology. Zo&#039;ra began augmenting its drones with simple cybernetic enhancements. Worker drones would have their limbs replaced with more sturdy prosthetics, and later advancements in genetics had even more Vaurca hives beginning to experiment with altering workers with genetic and cybernetic enhancements.&lt;br /&gt;
&lt;br /&gt;
This technological advancement continued until the Vaurca achieved a version of technological singularity with the technology in 50 CE. The technology had become minaturized and advanced enough that Vaurca hives could cybernetically engineer any aspect of a Vaurca drone. By this time Vaurca drones had become Bound, creating the early forms of the Vaurca we see today. While Vaurca records make no mention of it, human and Skrell xenoarchaeologists theorize that Vaurca drones had incidents of rebellion or insurrection against the mass augmentation and prosthetics, which explains why today bound are all lobotomized, mindless drones.&lt;br /&gt;
&lt;br /&gt;
By 100 CE the working caste of bound drones could work 24/7 stopping only to eat. Soldiers were augmented with all sorts of experiment weapons and abilities. However the augments and genetic alterations forced those altered into very specific castes. A worker raised and given augments for battle wasn&#039;t an effective mason or diplomat. While previously Vaurca society was stratified, the &#039;worker&#039; Vaurca of old at least had a chance to enter into different fields. The modern Vaurca society saw a caste system where Vaurca were literally defined from birth and built into that role. This also created the modern definitions of bound and unbound: bound vaurca are members of the worker caste, literally bound to their role and station. The unbound are Vaurca above the working caste that would be allowed to seek their own destiny in society, forming a form of noble caste.&lt;br /&gt;
&lt;br /&gt;
Eventually the Unbound, supported by a limitless supply of slave labor, began to form a more and more secluded society seperate from the working caste. Unbound scientists and artists eventually unlocked the technology behind virtual reality, and specialized it to create entire virtual worlds for themselves. Unbound with access to VR would lock themselves away for hours or even days at a time, sometimes leaving VR for only a few minutes at a time to let their bound workers feed them without having to even having to leave their seat.&lt;br /&gt;
&lt;br /&gt;
Eventually the technology expanded to the point that Vaurca developed their &#039;Paradise&#039; we see today.&lt;br /&gt;
&lt;br /&gt;
===The Great Evacuation===&lt;br /&gt;
&lt;br /&gt;
The proliferation of VR and bound labor created a lull in conflict on Sedantis I. Farming techniques had become advanced enough that the populations could be reasonably fed, and all other desires were being filled in virtual worlds. By all accounts it would have been completely possible that the Vaurca never left their homeworld due to the development of VR. However a combination of push factors forced the great Vaurca hives to embark on extensive plans to expand into space.&lt;br /&gt;
&lt;br /&gt;
The extremely thin ozone layer of Sedantis I had begun to be measured since the start of their modern era in the early CE era. By 150 CE the Vaurca&#039;s version of a scientific body between hives had conclusive evidence to show that the ozone would be completely stripped off the planet within another 200 years. While the planet had been bombarded with radiation, life had still managed to etch out a living, but when the ozone layer was completely gone all life on the planet would be killed by the excessive amounts of radiation, rendering it a barren, lifeless rock.&lt;br /&gt;
&lt;br /&gt;
Hives took different approaches to the impending apocalypse. Many hives felt they could simply increase the depths of their subterranean cities to avoid the increase of radiation, and that the subterranean eco-systems would continue to thrive beneath the surface, while other hives began to try to look past the taboo of the deadly sky and consider expanding their hives into space.&lt;br /&gt;
&lt;br /&gt;
Hives devoted massive amounts of bound labor to both projects. For the next 50 years some Vaurca hives constructed the massive hive-ships we see today. In another display of the sheer ingenuity of Vaurca engineering and architecture they had managed, after very heavy losses in early failures, to create and utilize an orbital industry to work on the hive-ships. These ships are also called ark-ships, and were used to transport thousands of Vaurca to other star systems. While fusion power was available to Vaurca at the time they did not yet possess warp or bluespace capabilities, meaning travel to other systems was extremely slow.&lt;br /&gt;
&lt;br /&gt;
This reality meant that hive-ships had to be capable of supporting a population in deep space for hundreds or even thousands of years. They became battleships, colony ships, mobile incubators, carriers, refineries, and production facilities all in their own. They spread through space similar to the Vox, as nomadic wanderers occasionally settling on habitable worlds, but the pace of it was was incredibly slow due to the lack of bluespace technology.&lt;br /&gt;
&lt;br /&gt;
Despite being years or even hundreds of years apart bound drones were still unquestionably loyal to their original queen, and followed directives given by her during their travels to the letter and without compromise. Lesser queens were brought on the hive-ships to help keep the population stable, and others left on habitable planets with a group of Unbound and Bound to settle on the few habitable planets they passed along the way, but the original High Queens of the hives on Sedantis remain legendary religious figures, with the lesser queens taking on a ceremonial role as mothers. Unbound present in the hive-ships were almost entirely connected to VR, which allowed them to function in their worlds, which may have been the only reason they managed to function as a society in deep space for so long.&lt;br /&gt;
&lt;br /&gt;
The ultimate fate of Sedantis I is unknown to Vaurca encountered in human space in 2458, as contact is still impossible.&lt;br /&gt;
&lt;br /&gt;
===Contact with Humanity===&lt;br /&gt;
&lt;br /&gt;
None of the civilized species of the galaxy had any idea that the Vaurcae existed until an eventful day in November, 2456, when the drive plume and heat signature of a massive ship burning its engine in order to slow down for an approach was detected near the Romanovich cloud in Tau Ceti. While the galaxy was taken aback by this information, the Republic of Biesel acted immediately. A small scout vessel was dispatched to the ship, which was revealed to be a 30 kilometer (18.23 mile) vessel, mostly engine and radiator. Dubbed &#039;Titan Prime&#039; by the media, Tau Ceti and news places over the known galaxy were bubbling with excitement as the object approached its apparent destination: Biesel.&lt;br /&gt;
&lt;br /&gt;
After a few weeks, the object passed the Romanovich cloud and dispatched over twenty drones to key locations in Tau Ceti. Some of these locations included the NMSS Odin, the NSS Von Braun, NSS Arcadia, NSS Aurora, NSS Exodus, and NMV Retaliation, and one to each planet. Although all drones dispatched to the location turned back immediately, one did not. The one that was headed for the NSS Aurora stayed, and in fact, contacted the station through use of the station&#039;s own intercommunication system; displaying a single, unintelligible message. After a period of three hours, the crew were dispatched to the probe and entered, finding a hollow vessel. In the middle was a single alien computer, and in a corner of a room were Vaurca eggs, presumably for use in early colonization.&lt;br /&gt;
&lt;br /&gt;
Research crew of the NSS Aurora, including Dr. Phoebe Essel and team were able to interact with the computer, painstakingly finding ways to translate the cryptic language it was attempting to speak in, and after usage of a pAI, were able to teach the machine Tau Ceti Basic. After some conversation, the computer detached itself and was brought aboard the NSS Aurora for first contact. It had been sent in order to document the indigenous species of the solar system. The computer tapped into the bluespace connection of the Artificial Intelligence of the station, uploaded core data files onto its hardware, and then departed, causing a minor panic on the station as the security forced feared an intelligence leak.&lt;br /&gt;
&lt;br /&gt;
First radio contact was established with Tau Ceti President Joseph Dorn and Titan Prime, which was filled with Zo&#039;ra. It was learned that the vessel was sent approximately 2 thousand years ago and had only now entered human space to find habitable planets to colonize. It was also learned that Titan Prime housed six million Vuarca on it, a staggering number.&lt;br /&gt;
&lt;br /&gt;
Titan Prime eventually reached Biesel, settling into a stable orbit around the planet. Observation showed that the ship was worse for wear after traveling for 2,000 years, launched from Sedantis in 400 CE. Many of its systems were failing or had already failed. The life support was barely working and the hull had lost most of its integrity. After heavy negotiation with the Tau Ceti government it was agreed that in exchange for being allowed to settle on Biesel the Vaurca would agree to &#039;pay rent&#039; in the form of providing Nanotrasen and the Tau Ceti government with a quota of their bound and unbound for Nanotrasen&#039;s workforce. Due to the complexity (and pointlessness) of paying bound Vaurca they would instead earn &#039;credit&#039; towards their continued stay on Biesel to pay back the cost of housing them.&lt;br /&gt;
&lt;br /&gt;
==== Settling in Tau Ceti ====&lt;br /&gt;
&lt;br /&gt;
Ferries, re-purposed cargo ships, and civilian shuttles evacuated 2 million inhabitants of Titan Prime, ferrying them mostly to New Gibson and Biesel, respectively. Evacuations are still undergoing, and most Vaurca live in refugee camps or state-provided housing in special sections of the two planets. The [[Interstellar Aid Corps]] has performed most of the work evacuating and housing Vaurca, and they are critical of the government&#039;s treatment of them.&lt;br /&gt;
&lt;br /&gt;
Today, roughly 2.5 million Bound and Unbound Vaurca live in refugee camps or slums in New Gibson, and 3.5 million live in similar areas on Biesel, while the remaining Unbound Vaurca continue to be slowly &#039;woken up&#039; from their VR pods on the Hiveship. Officials are extremely worried about the cost of continued evacuation of Titan Prime, and integration of Vaurca into the system is confounded by the growing hostility towards them, inflamed by the recent discovery of even further Vaurca hive-ships entering known space. Many fear that the Vaurca are attempting a cultural invasion and will grow to become more powerful than the human governments housing them.&lt;br /&gt;
&lt;br /&gt;
This fear has lead to Tau Ceti and the Sol Alliance working to actively suppress attempts by Vaurca to construct FTL capable communications or ships to contact their homeworld and potentially spread the information to more Vaurca hives in their home systems. While the Zo&#039;ra of Titan Prime managed to leak secrets of these technologies from the Aurora, they remain unable to build FTL communication that&#039;s capable of interacting with the STL communications presumed to still be in use in Vaurca home systems. As well, many Vaurca are unsure of the ultimate fate of their homeworld, as their two thousand year travel has had them pass the time predicted to have brought the ultimate death of Sedantis...&lt;br /&gt;
&lt;br /&gt;
{{Navbox Vaurca Lore}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Vaurca]]&lt;br /&gt;
[[Category:Species]]&lt;br /&gt;
[[Category:Pages]]&lt;/div&gt;</summary>
		<author><name>Itzal</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Vaurca&amp;diff=5064</id>
		<title>Vaurca</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Vaurca&amp;diff=5064"/>
		<updated>2017-01-16T19:09:19Z</updated>

		<summary type="html">&lt;p&gt;Itzal: Added Heads of Staff info&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Vaurca Lore}}&lt;br /&gt;
{{Infobox Species&lt;br /&gt;
 |Species = Vaurca (Vaur&#039;uyit&#039;zir)&lt;br /&gt;
 |Scientific = V. esseli / V. sapiens&lt;br /&gt;
 |Image = Vaurcaduo.png&lt;br /&gt;
 |System = Sedantis (Sc&#039;theth&#039;stak, &amp;quot;Blinding Light.&amp;quot;)&lt;br /&gt;
 |World = Sedantis I (Vaur&#039;avek&#039;uyit, &amp;quot;Home.&amp;quot;)&lt;br /&gt;
 |Language = Vaurcese, Zo&#039;rane, K&#039;laxane.&lt;br /&gt;
 |Politic = Zo&#039;ra Hive, K&#039;lax Hive.&lt;br /&gt;
 }}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
==Overview==&lt;br /&gt;
&lt;br /&gt;
Vaurca, (Vore-Kah, Vaurca in singular term and Vaurcae in &lt;br /&gt;
multiple) are a bipedal insectoid species that originate from the Sedantis I|first moon of Sedantis. They have a complex caste system consisting of the lower slave caste called The Bound and the higher, free-thinking caste of the Unbound. Since factions in known space made first contact with one of their hive-ships on the 21th of December 2456, they have started to spread throughout human space. Although tolerated on [[Nanotrasen Corporation]] stations and in [[Tau Ceti]], they are often discriminated against and are unwelcome in most human-owned sectors in the Sol Alliance. Unfortunately even in Tau Ceti they face troubles integrating with society, with many Vaurca of the Zo&#039;ra hive forced to live in refugee camps as the Biesel government struggles to accommodate them all. In the meanwhile, the Lii&#039;dra Hive-Ship continues to strike systems from deep space, and the Vaurca in the K&#039;lax&#039;s malfunctioning Hive-ship struggle to find a new home while questioning why they should continue to be servants to the Zo&#039;ra, especially while their former masters live in refugee camps and the rest of them live in systems far, far away, if they still live at all...&lt;br /&gt;
&lt;br /&gt;
To apply to be one of the insect-like Vaurca, apply [http://aurorastation.org/forums/viewforum.php?f=28 here]&lt;br /&gt;
&lt;br /&gt;
==Heads of Staff==&lt;br /&gt;
&lt;br /&gt;
Vaurca can&#039;t be any Heads of Staff&lt;br /&gt;
&lt;br /&gt;
==Mechanics==&lt;br /&gt;
&lt;br /&gt;
Buffs:&lt;br /&gt;
*Global hivemind, accessible via :9 and heard only by other Vaurcae and stationbound synthetics.&lt;br /&gt;
*Pressure &amp;amp; Cold resistant, allowing them to survive in space with internals.&lt;br /&gt;
*Radiation resistant.&lt;br /&gt;
*Have a nifty bite function. Click on &#039;bite&#039; in IC tab with an aggressive hold and you shred into them with mandibles.&lt;br /&gt;
*Minor brute damage buff. X.5 addition.&lt;br /&gt;
*Unaffected by Phoron gas.&lt;br /&gt;
*Have natural insulation.&lt;br /&gt;
*Immune to slipping.&lt;br /&gt;
&lt;br /&gt;
Debuffs:&lt;br /&gt;
*Can only healthily consume food consisting of K&#039;ois paste and byproducts.&lt;br /&gt;
*Oxygen is only safe for consumption if they have a functioning filtration bit.&lt;br /&gt;
*Cannot wear normal shoes or gloves.&lt;br /&gt;
*Cannot wear normal helmets. (Can wear hats.)&lt;br /&gt;
*Cannot wear many spacesuits.&lt;br /&gt;
*Do not self-heal.&lt;br /&gt;
*Takes 3x the toxin damage.&lt;br /&gt;
*Takes 1.5x the burn damage.&lt;br /&gt;
*Suffer from additional bloodloss.&lt;br /&gt;
*Vulnerable to EMPs.&lt;br /&gt;
*Can be permanently rendered blind by flashing them several times in a row.&lt;br /&gt;
*Cannot be cloned. Revival after death is only possible through cyborgification.&lt;br /&gt;
&lt;br /&gt;
Non-mechanic traits:&lt;br /&gt;
* Dislike light.&lt;br /&gt;
* Generally very specialized, often no inter-department knowledge.&lt;br /&gt;
* Ineligible for Head of Staff roles.&lt;br /&gt;
* Face severe discrimination in human space.&lt;br /&gt;
&lt;br /&gt;
Coloration:&lt;br /&gt;
* Vaurcae exoskeletons are typically coloured depending on the type and hive of the Vaurca specimen in question.&lt;br /&gt;
:Zo&#039;ra Hive&lt;br /&gt;
::Unbound of any type: (RGB 51, 0, 0)&lt;br /&gt;
::Bound Warriors: (RGB 71, 0, 21)&lt;br /&gt;
::Bound Workers: (RGB 71, 21, 21)&lt;br /&gt;
:K&#039;lax Hive&lt;br /&gt;
::Unbound of any type: (RGB 51, 51, 0)&lt;br /&gt;
::Bound Warriors: (RGB 51, 71, 21)&lt;br /&gt;
::Bound Workers: (RGB 71, 71, 21)&lt;br /&gt;
:Lii&#039;dra Hive&lt;br /&gt;
::Lii&#039;dra can be any colour, to permit them to masquerade as Vaurcae from other hives.&lt;br /&gt;
&lt;br /&gt;
===Information for Whitelisted Players===&lt;br /&gt;
&lt;br /&gt;
====Playable Factions/Types/Castes====&lt;br /&gt;
Vaurca can come from the Zo&#039;ra, K&#039;lax, or Lii&#039;dra hives. The Lii&#039;dra are exclusive to antagonists and events, though an antagonist Vaurca can be from another hive, or pretend to be from another hive while being from Lii&#039;dra.&lt;br /&gt;
&lt;br /&gt;
Playable Vaurca can be either Bound or Unbound, and their playstyles are drastically different.&lt;br /&gt;
&lt;br /&gt;
====Personalities: Playing a Vaurca====&lt;br /&gt;
&lt;br /&gt;
=====Playing Bound=====&lt;br /&gt;
&lt;br /&gt;
Drones have a lot in common with station synthetics in personality and playstyle. They are lobotomized members of a slave caste trained to obey orders without question. They have no concept of the self and can only act independently in matters of personal survival, maintenance, or self-defense. The Vaurca drones often probably speak slowly, and have trouble speaking Basic.&lt;br /&gt;
&lt;br /&gt;
Bound are barred from security, medical, and science jobs. They are free to take civilian jobs or engineering jobs. They are also free to be menial lab assistants, or orderlies in the medical department. They do not need to be formally promoted before taking these jobs.&lt;br /&gt;
&lt;br /&gt;
=====Playing Unbound=====&lt;br /&gt;
&lt;br /&gt;
Unbound are the human-like part of the Vaurca species and are capable of playing any non-command role in terms of ability. They can either be unique individuals having spent time out of their Virtual Reality for some time, or can be similar to drones; fresh off a hive and from their VR, barely knowing anything. They can hate their bodies or others around them, because they were torn from the VR they call paradise.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unbound are currently restricted to only civilian-level jobs, including lab assistants, security cadets, medical interns, and engineering apprentices&#039;&#039;&#039;. NanoTrasen has introduced a &amp;quot;Peer Review&amp;quot; system to accomodate promotion to higher positions - Read the &amp;quot;Avowal of Responsibility&amp;quot; form available in form dispensers for more information.&lt;br /&gt;
&lt;br /&gt;
====Speaking like a Vaurca====&lt;br /&gt;
&lt;br /&gt;
Unbound Vaurca may have augments that can allow them to have an easier time speaking Basic, combined with a potential greater time spent training themselves to speak it naturally. Otherwise, Vaurcae typically express an unfamiliarity with the language, preferring to use basic words and sentence structures over more complex ones, and often may be unaware of the exact meaning of words, or the names of objects, instead describing them.&lt;br /&gt;
&lt;br /&gt;
Unaugmented Vaurcae can expect difficulty pronouncing certain sounds due to their stiff mandibles. Many Vaurca have difficulty producing sounds related to the letter &amp;quot;s&amp;quot;, and instead substitute with a harsh buzzing in the throat. (&amp;quot;Phoron gas is fine!&amp;quot; becomes &amp;quot;Phoron gaz iz fine!&amp;quot;). Some Vaurca may have difficulty producing soft consonant sounds such as those produced by &amp;quot;f&amp;quot; or &amp;quot;ph&amp;quot;, and instead substitute them with a more guttural &amp;quot;vh&amp;quot;. (&amp;quot;Phoron gas is fine!&amp;quot; becomes &amp;quot;Vhoron gas is vhine!&amp;quot;. Some unfortunate specimen may even be plagued with both impediments at once. (Phoron gas is fine!&amp;quot; becomes &amp;quot;Vhoron gaz iz vhine!&amp;quot;), or even further, more exotic impediments.&lt;br /&gt;
&lt;br /&gt;
====Help with naming====&lt;br /&gt;
&lt;br /&gt;
The traditional naming system is complex, with first names being made of three parts. The first part is either &#039;&#039;&#039;Ka&#039;&#039;&#039; for workers, &#039;&#039;&#039;Za&#039;&#039;&#039; for soldiers, or &#039;&#039;&#039;Ta&#039;&#039;&#039; for breeders. The second syllable is Viax for Bound, or Akaix for Unbound.&lt;br /&gt;
&lt;br /&gt;
Finally, the last syllable of the name is a masked number, however players are free to choose how this may be represented, with the only restriction being that it should not be longer than a single syllable - at the very most two syllables. For a worker Unbound it might be: &amp;quot;Ka&#039;Akaix&#039;Siith Zo&#039;ra.&amp;quot; With &#039;Siith&#039; being created by the player. The surname is the hive that the Vaurca is a part of, in the example&#039;s case &amp;quot;Zo&#039;ra&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Biology==&lt;br /&gt;
&lt;br /&gt;
To the average human, the Vaurca seem to have the appearance of terrestrial prawns. However, they act closer to ants or termites. Their biology follows a similar structure to something like a termite; scientifically, this description is largely superficial.&lt;br /&gt;
&lt;br /&gt;
====Life Cycle====&lt;br /&gt;
The cycle of life and death in Vaurca society is at first glance relatively simplistic. Each stage of a Vaurca&#039;s development is clearly regimented by either biological developments or the introduction of augmentations.&lt;br /&gt;
&lt;br /&gt;
When a larva is hatched, its purpose is determined by a Type CB. Larvae destined to become Bound are lobotimized and begin augmentation immediately, reaching maturity within six months. Once they fully mature, they are implanted with a neural socket, and begin work immediately. Bound lifespan is theoretically infinite, provided that the Hive keeps its Bound labour force well-maintained. In this modern world however, where the Vaurca tend to be held as refugees, Bound are rarely maintained and thus can expect an operational lifespan of ten years, provided they experience no work-related injuries. Upon the death of a Bound, the augmentations they possessed are removed and repurposed, and the body is typically incinerated.&lt;br /&gt;
&lt;br /&gt;
If a larva is destined to become Unbound, it is  given six months of organic development, which allows for its brain to mature fully. After this six month period, it is implanted with a neural socket, and is filled with information at a steady rate by the hive for another six months. At the conclusion of this one year period, the Unbound is fully matured, and prepared for whatever purpose it may have been given by the hive. It will receive several augmentations depending on circumstance throughout its life, unlike the Bound who receive all their augments at birth. Unlike Bound, Unbound are always more flesh than augmentation, and thus they cannot simply be &amp;quot;maintained&amp;quot;. An Unbound experiences a lifespan of twenty years, at the conclusion of which their augmentations are reclaimed by the hive, and their body is incinerated. Years spent in VR tend to not subtract from this lifespan, meaning that an Unbound could be several decades old, if it spent most of its time in VR.&lt;br /&gt;
&lt;br /&gt;
If a larva is destined to become Type C, whether it be CA or CB, it is fed special hormones that inspire organic growth that diverges from the typical model. Type CA are lobotomized much like other Bound, however they are not augmented until the end of their growth period. Their sexual organs fully develop, and their carapace hardens in several places, forming ceremonial crests. Wing growths sprout along their back, which will fully develop during periods where the Type CA is fertile. The CA is then augmented to fulfill their role as consort, breeder, and representative of a Breeder. A Type CA will live as long as it remains virile. Once it become sterile due to natural or artificial causes, the Type CA dies and a new one is bred to replace it.&lt;br /&gt;
&lt;br /&gt;
A Type CB will be nurtured for a whole year organically, allowing the royal growth hormones to take maximum effect. Their carapace will harden in several places, becoming generally thicker and growing further ceremonial crests. Wings will sprout along the entirety of its back - unlike the Type CA, CB wings are fully developed for the entirety of their life, however during designated breeding periods the CB will typically be to heavy to generate lift. Throughout their growth period they will be given all the information they need to act as representatives and leaders of the hive. Type CB&#039;s will then have neural tubes implanted along the back of their head, allowing them to interface with the neural sockets of any Vaurca assigned under them. A Type CB will typically live for twenty years like most Unbound, excluding years spent in VR. When a Type CB dies it is incinerated along with its augments.&lt;br /&gt;
&lt;br /&gt;
Whenever it becomes necessary, a Type CB larvae can be morphed into a Lesser Queen through the injection of additional royal hormones. A Lesser Queen is biologically different from most organic Vaurca in that it naturally has several limbs and a clearly distinct thorax and abdomen, permitting the creation of several eggs at a time. A Lesser Queen is typically created when another Lesser Queen dies, or the hive needs to undergo massive expansion - to the point where a retinue of governing Type CB is not sufficient. For this reason several Type CB larvae are typically kept in cold storage, should an emergency arise. A Lesser Queen will fulfill many roles in its lifetime, typically overseeing millions of Vaurca at any given time. They are responsible for directing any Type CB under their command, and typically manage entire hive complexes when possible. A Lesser Queen is also expected to relay the whims and orders of a hive&#039;s High Queen. A Lesser Queen can also live for a very long time under the proper circumstances - all Lesser Queen&#039;s present in human space are the same that embarked from Sedantis I 2,000 years ago. When and if a Lesser Queen does die, however, its body is preserved and stored away for posterity.&lt;br /&gt;
&lt;br /&gt;
====Internal Organs====&lt;br /&gt;
Internally, Type A are very similar to that of an Earth insect. They have an open circulatory system, with their blood covering their digestive system, dual hearts, lungs, and other organs. Their two hearts provide a significant sloshing motion to prevent the blood from stagnating. The Vaurcae&#039;s blood is a copper-based hemoglobin, with a high dependency of sulfur, which causes their blood to adopt a yellowish color instead of the red prevalent with other species. It also emanates a very potent stink. This open circulatory system, however, can lead to wounds that pierce the exoskeleton and minor layer of skin to bleed out quickly unless treated.&lt;br /&gt;
&lt;br /&gt;
Vaurcae lungs are totally organic. However, they cannot naturally process oxygen without there being phoron present in the mix. Pure oxygen is toxic to the Vaurcae, and pure phoron will suffocate them. As such, most Vaurcae in human space are equipped with a filtration bit above the lungs, which injects phoron gas into the oxygen they breathe, allowing for safe respiration.&lt;br /&gt;
&lt;br /&gt;
Vaurcae posses in their head a neural socket that allows interface with the hive network FTL communications. The exact mechanics of a neural socket, and how it processes data and keeps information secure is based off of biological processes in the regional Queen, who possesses instead of a neural socket a neural rod.&lt;br /&gt;
&lt;br /&gt;
====Limbs====&lt;br /&gt;
Vaurca have two large insect-like eyes with two smaller ones underneath, which are hyper-sensitive to most forms of light. While they can function in light-heavy environments perfectly fine, most complain about frequent migraines and tendency to get frustrated after long exposures to light like the sun, or even general station lighting. This hyper-sensitivity, however, leads to greatly increased eyesight in dark areas. Their eyes are completely black in terms of colouration, with no variation between the castes. They also have large, insect-like antennae that protrude from their head. These antennae are used for greater perception of their surroundings and to communicate with each other through subtle movements, or rubbing them together with another. Also acting a sensory and nerve database, when these antennae are lost, they can cause confusion, dizziness, nausea, communications problems, and extreme pain.&lt;br /&gt;
&lt;br /&gt;
Their mouth parts are similar to a prawn&#039;s, in that they have two large mandibles, with small feelers and chewing parts that come out of the bottom.&lt;br /&gt;
&lt;br /&gt;
====Augments====&lt;br /&gt;
While virtually all Vaurca look identical in an augmented state, aside from various shifts in colour, virtually all Vaurca are augmented in some manner, the degree to which depending very much on their caste and purpose.&lt;br /&gt;
&lt;br /&gt;
Bound Vaurca typically undergo the most augmentation. Much of their organic mass will at some point be replaced with machinery, so they can fulfill one specific task to the best of their ability. Worker Bound will at the completion of their development look more like construction machines than Vaurca, with variable amounts of limbs and a plethora of tools at their disposal. Warrior Bound will assume a variety of forms, varying from simple infantry with weapon and targeting augments to assault vehicles. The more complex the caste name of a Bound, the less recognizable it is as a standard Vaurca.&lt;br /&gt;
&lt;br /&gt;
Unbound however will never undergo such severe augmentation. The great limitation of such heavy modification is that it eliminates versatility, the entire purpose of the Unbound caste. Their augments will typically be performance enhancing instead of alterations of the form. Most Unbound are today equipped with at least basic communication augments which make them versatile assets to communication with extra-hive entities.&lt;br /&gt;
&lt;br /&gt;
Ultimately, all Vaurca currently employed by NanoTrasen aboard the NSS Exodus or NSS Aurora are of the least augmented tier - either Type AA or Type BA. Their carapace is almost totally unmodified. Bound and Unbound alike will have a neural socket and oxygen filtration system, and may utilize full-limb prosthetics. Bound may have several augments designed to increase work efficiency or general survival, while Unbound will typically have very few augments to ensure that they can fulfill any task assigned to them by NanoTrasen.&lt;br /&gt;
&lt;br /&gt;
====Sleep Cycle====&lt;br /&gt;
The sleep cycle for bound is a very hard to one to predict. Their natural sleeping cycle seems completely random and is more in line with SSD that plagues other species. They simply go into an inert state and remain unresponsive for a few minutes or hours at a time before suddenly being roused and getting back to work.&lt;br /&gt;
&lt;br /&gt;
==The Bound==&lt;br /&gt;
&lt;br /&gt;
Bound Vaurca are chosen the moment their eggs are laid. Eggs designated to be Bound are put in a warm, moisture rich enviroment while Worker drones oversee their care. Larva that hatch from the eggs are then taken to another specialized, moist environment to be raised and slowly augmented before the drones are then quickly and efficiently lobotomized and sterilized.&lt;br /&gt;
====Workers (Type A)====&lt;br /&gt;
&lt;br /&gt;
Type A are the most common and can be seen as the &#039;backbone&#039; of Vaurca societies. Their most prevalent feature is their hardened exoskeleton, varying in colors in accordance to their hive. It is approximately half an inch thick among all Type A Vaurca. This exoskeleton provides protection against harsh radiation, solar and otherwise, and acts as a robust pressure-suit to seal their soft inner core from the outside world. This allows most Type A Vaurca to have extended, several day-long EVA expeditions, assuming they have internals. They are bipedal, with bird-like talon toes. Their hands consist of two middle fingers with small talons at the end, and two opposable thumbs, a left and a right, on either side of their hand.&lt;br /&gt;
&lt;br /&gt;
===Warriors (Type B)===&lt;br /&gt;
Type B are the second most prominent of Vaurca society, taking the form of heavily augmented warriors. Type B can range in size from 6ft tall to 20ft tall. They can be bipedal, quadrupeds, or hextopeds, which are called types BA, BB, and BC respectively. They usually have weapons physically attached to their bodies, making them unwieldy or impractical for any situation other than combat.&lt;br /&gt;
&lt;br /&gt;
Warriors, unlike other types of Vaurca, are not typically passive. This means that they tend to be more suitable for combat orientated positions, while worker and breeder types tend to be poorly suited for the disposition these types of occupations demand. Unlike workers, their exoskeleton is not as well equipped for such extended EVA expeditions, however it can withstand a few hours long excursions.&lt;br /&gt;
&lt;br /&gt;
The majority of warrior caste Vaurca employed by NanoTrasen are drone tier type BA, meaning that they are deprived of most advanced augments and mostly differ from other types simply in that they are more mentally suited for combat.&lt;br /&gt;
&lt;br /&gt;
===Breeders (Type C)===&lt;br /&gt;
Type C are the rarest among Vaurca, in that they make up around 2-3% of their entire species. They are the only individuals in Vaurca hives that are fertile except for the Queens and Lesser Queens themselves. The males are raised as bound while the females are raised as unbound, and both of them generally serve little practical purpose in a hive except to fertilize eggs or to replace a dying Lesser Queen or to even become an additional Lesser Queen if the hive needs more growth. The males are considered CA and the females CB.&lt;br /&gt;
&lt;br /&gt;
== The Unbound ==&lt;br /&gt;
The Unbound make up the upper castes of Vaurca society and form the only sentient and self-aware parts of its greater population. Their eggs and larva are given more graceful care by bound workers and they are spared the lobotomy, though Unbound not meant to become Lesser Queens are still sterilized. They are perfectly capable of making rational, thinking decisions, and are naturally intuitive and curious, much like a human. However Unbound are not raised in a traditional manner. While in its early years VR was meant as an escape from reality, for modern Vaurca in known space it&#039;s become every aspect of their lives. Unbound are hooked up to the greater VR network or their own VR chamber. They are raised in their own virtual world while their physical body is tended to by Bound workers. Being removed from their VR paradise requires weeks or even months of transition, but eventually Unbound are capable of functioning completely normally and on the same level as a human.&lt;br /&gt;
&lt;br /&gt;
Although Unbound are sentient and self-aware, they still typically maintain unwavering subserviency to the respective hierarchy of their hive, due to a combination of pheromone excretion and indoctrination methods imposed during the growing process of an Unbound. However when they are not under the direct instruction of a Lesser Queen, they will typically pursue their own interests.&lt;br /&gt;
&lt;br /&gt;
Unbound disconnected from their VR can still connect themselves to the &#039;internet&#039; of a hive, called the Hive Network, where the Unbound all connect their consciousness. Unbound Vaurca can share their knowledge, memories, and even feelings through the Hive Network. The Bound are barred from most non-utilitarian aspects of the Hive Network, due to biological constraints.&lt;br /&gt;
&lt;br /&gt;
The Unbound take up jobs that require more critical thinking skills or greater abstract thought than simple worker drones. Unbound Vaurca can simply be considered on the same level as any human. Integration in Tau Ceti or other limited human communities has some of them living alone in their own apartments like any other citizen, and work to support themselves, rarely having monetary aid from their Hive.&lt;br /&gt;
&lt;br /&gt;
In a move worrying to human authorities Unbound make periodic trips back to the aging Titan Prime to upload information or experiences gained and learned in Tau Ceti into the Hive Network, and secondary sources have verified that the Vaurca are attempting to transfer their Hive Network into a new facility on New Gibson, in a formerly abandoned biome granted to them to use. After sealing the holes the bound Workers have been constructing complex machinery and computer networks. While the specifics of these machines confound visiting officials sent to verify that none of them can be use to send communications back to Sedantis I, it&#039;s nevertheless proven extremely difficult to reverse engineer the technology and the Vaurca have proven unwilling to share blueprints on them.&lt;br /&gt;
&lt;br /&gt;
The Unbound can be any of the types mentioned above.&lt;br /&gt;
&lt;br /&gt;
==Social==&lt;br /&gt;
&lt;br /&gt;
===Language===&lt;br /&gt;
With the learning of Tau Ceti Basic and other languages, some Vaurca have been forced to simplify their names. Naming is based of a numbering system, determined after birth. This name includes a caste and biological designation, the number they are, and finally what hive they are from.&lt;br /&gt;
&lt;br /&gt;
Vaurcae language structure, to non-Vaurca ears, sounds extremely archaic and cryptic, like simple clicks and grunts more than a language. However, to a creature that knows the language, all types of Vaurcese is extremely complicated and each syllable has many thousands of different connotations it could convey. Combined with subtle antennae movement and pheromone release, it is not hard to say that it is a language that can never be spoken or understood by another species. While each hive has their own small variations of Vaurcese, the language can be universally understood.&lt;br /&gt;
&lt;br /&gt;
It is produced by clicking the mandibles and mouth pieces together, while sending air through the mouthpieces as well as the vocal chords. It is described as sounding like clicks and high pitched squeals. The Vaurca, however, utilize synthetic throat implants that synthesize a very alien-sounding, but intelligible, Tau Ceti Basic or any other language.&lt;br /&gt;
&lt;br /&gt;
===Inter-caste Relationships===&lt;br /&gt;
Relationships between each type and each caste tend to be a universal constant among Vaurcae hives. The Bound are thoroughly exploited by the Unbound whenever an opportunity for such arises. It is typical for an Unbound to delegate any menial labour to the nearest Bound whenever possible. While especially &amp;quot;lazy&amp;quot; Unbound are not prevalent on human stations, all Unbound tend to display this mindset towards the Bound to a degree. When encountering a dangerous situation, the response is similar - the Bound are expected to attempt to make the situation safer for the Unbound in any way possible. Bound are perfectly subservient to the whims of the Unbound, and do not begrudge this exploitation.&lt;br /&gt;
&lt;br /&gt;
Worker Vaurcae tend to be esteemed more highly than Warrior Vaurcae, especially in Unbound circles, and especially in these difficult times when the value of labour to the Vaurca is more important than the value of defense. Unbound Breeder Vaurcae are esteemed very highly, especially those at the top of the hierarchy. Bound Breeder Vaurcae tend to rarely interact with other Vaurcae, except for Bound caretakers.&lt;br /&gt;
&lt;br /&gt;
===Inter-hive Relationships===&lt;br /&gt;
The Zo&#039;ra and K&#039;lax hives maintain warm relations, while the Lii&#039;dra hive is universally hated. The Zo&#039;ra percieve themselves the rightful rulers of the K&#039;lax, and the K&#039;lax have thus far made no official statement against this. The Bound of each hive serve other Vaurcae of their hive firstly, and are completely subservient to the will of their hive&#039;s rulership. The K&#039;lax Bound however will also serve Zo&#039;ra Vaurcae should there be no conflict with the desires of K&#039;lax hierarchy. Zo&#039;ra Bound will rarely ever service K&#039;lax Vaurcae, and only when instructed to do so by Zo&#039;ra Unbound. Zo&#039;ra and K&#039;lax Unbound typically do not intermingle except on an individual basis, and remain subservient to the desires of their respective hierarchy.&lt;br /&gt;
&lt;br /&gt;
===Inter-species Relationships===&lt;br /&gt;
Due to most Vaurcae hiveships being present in human-space, most inter-species relationships Vaurcae have are with humanity. Zo&#039;ra and K&#039;lax Vaurcae tend to be co-operative with humanity out of necessity, but on an individual level the opinions vary between each Unbound, depending on what the specific Unbound has experienced. Unbound rarely if ever esteem any human higher than a Vaurcae, due simply to biological constraints. Bound Vaurcae are completely subservient to the whims of their master hive, and it is only because of this that rented Bound workers obey their human owners. The hierarchy of servitude that a Bound abides by is a topic of concern among humanity, because Bound are hard-wired to satisfy the needs of other Unbound Vaurcae of their hive firstly, creating the possibility for complex situations should the interests of a Bound&#039;s human owner ever conflict with the interests of an Unbound Vaurcae of the same hive. However, such situations are unreported if they do occur, and the cheapness and effectiveness of Bound labour tends to surpass the potential dangers.&lt;br /&gt;
&lt;br /&gt;
==Culture and Society==&lt;br /&gt;
&lt;br /&gt;
===Values===&lt;br /&gt;
Vaurca values tend to be very simple and singular, compared to the diverse values experienced in human culture. All Vaurcae considered civilized respect the authority each Hive has over its own Vaurcae, for example in times of war the abduction of other Vaurcae is frowned upon, and the killing of another hive&#039;s Lesser Queens or ultimate Queen is &#039;&#039;especially&#039;&#039; taboo. In concerns of war, Vaurcae society is not martial in any respect. Warriors are a tool and little more to the Vaurcae, and combative prowess is not regarded highly among Unbound Vaurcae. Vaurca society has no concept of dueling or wrestling, or really any competitive sportsmanship. As a result of this, Vaurcae tend to be rather passive. Aggression between Vaurca from the same hive tends to be rare and subdued, while aggression towards outsiders tends to be masked if it exists at all. Vaurca do not typically go around &#039;picking fights&#039; unless they are extremely offended, or in danger. The Vaurcae concept of loyalty differs from humanity&#039;s in that it is not ideological in any respect. Loyalty to one&#039;s hive is not considered unique, and is not flaunted, due to the simple fact that all Vaurcae are loyal to their hive - disloyalty is an anomaly. Loyalty is furthermore purely biological, the result of pheromone excretion, augmentation, and indoctrination. As mentioned above, while Vaurca Bound are exploited by their Unbound brethren, they are not typically discriminated against. Their value is apparent to the hive, and except for extreme and rare cases of excess Unbound Vaurca will treat Unbound with the same regard one might treat a hammer - a tool and nothing more, nothing less.&lt;br /&gt;
&lt;br /&gt;
Bound Vaurcae do not have any complex values or morals beyond serving the interests of their hive.&lt;br /&gt;
&lt;br /&gt;
Lii&#039;dra tend to follow a perversion of typical Vaurca ethical codes, if they obey an ethical code at all.&lt;br /&gt;
&lt;br /&gt;
===Entertainment===&lt;br /&gt;
Unbound entertainment almost exclusively consists of frivolous activities within the enigmatic VR &#039;Paradise&#039; ever since it was made widely available. However, due to recent prolonged separation from VR experienced by many Unbound, many Unbound must now find new ways to entertain themselves. The most basic means of accomplishing this is rendering service to their master-hive, which is considered pleasurable by most Vaurcae. For Unbound this can take various forms, depending on their mission. For Vaurcae instructed to assist humanity with labour-projects, the accomplishment of these projects is satisfactory. For Vaurca instructed to learn as much as they can, likewise. Essentially, the basic unit of Vaurcae entertainment is work. In moments of leisure, however, Unbound enjoy socializing with their fellow Unbound. Despite the fiercely regimented nature of Vaurcae society, they remain a communal species, and there are very few Vaurcae introverts.&lt;br /&gt;
&lt;br /&gt;
The Bound are completely derived of pleasure and have no desire to entertain themselves.&lt;br /&gt;
&lt;br /&gt;
===Fashion &amp;amp; Cuisine===&lt;br /&gt;
Throughout Vaurca history, fashion has remained nearly non-existent. Lacking any kind of genitalia they have nothing to be embarrassed about. Often going nude or with small garments covering their mouth. However, some Vaurca prefer to wear thin blindfold-like cloth over their eyes to prevent the &#039;extreme light&#039; from giving them headaches or discomfort, and human fashion has exploded into a major fad for Unbound Vaurca.&lt;br /&gt;
&lt;br /&gt;
Vaurca that venture EVA, despite their natural tolerance to high/low/vacuum pressure environments, are usually seen wearing soft-suits that allow them prolonged times in space for construction, operations, and other EVA activities.&lt;br /&gt;
&lt;br /&gt;
Vaurca cuisine is viewed upon as extremely bland and tasteless to the other species. Generally consisting completely of their genetically engineered fungus that they grow en masse, it is grinded down into a paste, boiled, or eaten raw. It is describes as tasting chalk-like or like iron to Humans, and if eaten too much, some humans can get nauseated.&lt;br /&gt;
&lt;br /&gt;
The fungus, K&#039;ois (&#039;The Substance&#039;), is a translucent, bulbous mushroom that thrives in any environment it is placed in, apart from overly wet. While it appears this fungus is genetically bred to be so adaptable, it is also presumed it was naturally abundant over the Vaurcae home planet. It glows a sickly yellow, and this gives the entire plant a yellow hue.&lt;br /&gt;
&lt;br /&gt;
===The Arts===&lt;br /&gt;
Art is a strange subject when it comes to the Vaurca. While not possessing any form of written art - that we currently know of - their art comes in a virtual sense. This art-style goes hand in hand with the Vaurcae caste system. They view their Virtual Reality as a paradise, and can simulate anything and everything. Due to this Virtual Reality, they have never had the need, since uploading themselves to it, to draw, write, or anything else.&lt;br /&gt;
&lt;br /&gt;
This Virtual Reality also acts as an information data hub, so as long as the Hive-Network remains active, all unbound Vaurcae knowledge can still be accessible without the need for written or typed documentation.&lt;br /&gt;
&lt;br /&gt;
Beyond Virtual Reality, and perhaps as a result of it, Vaurcae tend to express themselves through sensory language and with elaborate imagery and oration. This oral tradition is typically lost upon humans due to Vaurca ineptness with human languages.&lt;br /&gt;
&lt;br /&gt;
According to Vaurca sources and records they&#039;ve allowed human researchers to, art took a more important role in their pre-VR history, mostly in the form of grand works of masonry and architecture in subterranean projects.&lt;br /&gt;
&lt;br /&gt;
===Religion===&lt;br /&gt;
&lt;br /&gt;
The Bound Vaurca have no concept of religion, faith, or a belief in the afterlife. They are focused entirely on fulfilling orders given to them with no capability of abstract thinking.&lt;br /&gt;
&lt;br /&gt;
Unbound Vaurca often view their Virtual Reality as paradise. While their physical body (or at least the brain) needs to remain functioning in order for them to live in the VR they can still experience paradise while inside it.&lt;br /&gt;
&lt;br /&gt;
Alongside this, Vaurca have a universal adoration and mystical reverence for the Queen of their respective hives. Ranked higher than the Lesser Queens who&#039;s duty is to keep the populations of Hive-Ships stable, the highest Queen of the Hive functions as a living deity with a cult of personality around them. Beginning with Vaurca in their early history viewing their queens as bringers and keepers of blossoming life in their otherwise dead world, thousands of years of separation from this High Queen has allowed the Vaurca of the Hive-Ships to elevate her to the status of bringing life to the entire galaxy. To many Unbound Vaurca their queen is the Goddess of Life, and the Lesser Queens are direct extensions of her power of bringing life, making them important religious and political figures.&lt;br /&gt;
&lt;br /&gt;
===Technology===&lt;br /&gt;
Vaurcae technology on a whole is very advanced, owing to their venerable age. While inhospitable life on Sedantis I and fierce hive rivalries tended to inhibit technological development severely, over the past 60,000 years it has developed to a level believed to be superior to that of humanity, especially in a few specific areas. However most of this technology was left behind on Sedantis I, and most technology utilized by Vaurcae in known space tends to be deteriorated. The most prevalent and advanced Vaurca technologies are of course their readily accessible Virtual Reality systems. Beyond this, they possessed robust industrial technology, allowing them to conduct extreme feats of construction and excavation in a relatively short amount of time - this is visible in how rapidly they developed their Ark-ships. Most of the time spent in creating the Ark-ships was consumed by research into the specifics of long term space-travel. The actual construction of the vessels was relatively simple once the specifics were ironed out. Vaurcae biotechnology is also rather advanced, with almost all Vaurcae possessing basic biomechanically systems and augments. Some Vaurcae, especially warriors, possess very exotic augmentations that are currently unmatched by human technology in that field. Small arms weaponry is another field which Vaurcae have developed extensively, owing to their intrinsic desire to make conflict a simple and quick affair. Heavier ordinance is rare due to the cramped fields of battle which Vaurcae armies engaged in, typically in hastily excavated tunnels, and similarly Vaurca technology tends to be short-range and relatively simplistic in operation. Vaurcae research into artificial intelligence is virtually nonexistent, due to their expansive Bound labourforce rendering themselves without the need for AI slaves.&lt;br /&gt;
&lt;br /&gt;
As stated above, Vaurca technology available in known space tends to be lesser to the reported technology enjoyed by Vaurca on Sedantis I. Most of it has deteriorated due to 2,000 years of neglect, and there are currently no means available to Vaurca to produce equipment of similar calibre. As such, most advanced Vaurca technology is defended fiercely by the respective hive hierarchies, and any technology fielded tends to be the most decrepit and least valuable of its kind. While Vaurca technology is comparable perhaps even to Skrellian technology in theory, in practice Vaurca are still limited by their dwindling supply.&lt;br /&gt;
==History==&lt;br /&gt;
&lt;br /&gt;
===Major Hives===&lt;br /&gt;
There are three major Vaurca factions present in human space, and it is presumed that these hives were the most capable of producing Ark-Ships. It is currently unknown how many hives there were on Sedantis I at the time of the Great Evacuation.&lt;br /&gt;
&lt;br /&gt;
====Zo&#039;ra====&lt;br /&gt;
Zo&#039;ra - &amp;quot;Unstoppable.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Zo&#039;ra, the largest and most powerful hive, and also the first one discovered by Humanity following their Hive-ship &#039;Titan Prime.&#039; Information gained through contact with Vaurca present in Tau Ceti has lead to unconfirmed projections putting their population in Vaurca space at 77 billion (6.2 million in known space). Zo&#039;ra believe themselves to be the Alpha of the Vaurca and the face of their species. They make up the majority of the Vaurca present in Tau Ceti and human space.&lt;br /&gt;
&lt;br /&gt;
Zo&#039;ra have cold relations with other hives. In Tau Ceti, this has lead to confrontations between them and other hives arriving in the system.&lt;br /&gt;
&lt;br /&gt;
They are ruled by 5 Lesser Queens who organized a ruling caste shortly after contact with humanity, due to the necessity of someone representing the Vaurca in the Hiveship. They all claim to be direct representatives of the Zo&#039;ra High Queen, and periodically claim to have received direct communication from Her to give legitimacy to their own authority.&lt;br /&gt;
&lt;br /&gt;
====K&#039;lax====&lt;br /&gt;
K&#039;lax - &amp;quot;The Deceivers.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
K&#039;lax, the second most powerful hive and second faction discovered by humanity after an additional Hive-ship Kloxa&#039;xia appeared in the [[Skrell#Political_Structure|Jargon Federation]] system Glorashi. The K&#039;lax hive is a client state to the Zo&#039;Ra, but since contact with the Vaurca homeworld has been lost, both factions in known space are completely cut off. This has lead to a sort of fuel for independence, with many K&#039;lax outright rejecting the claims of leadership the Zo&#039;ra in known space have over them. Based on secondary accounts it is believed that they have 33 billion individuals in Vaurca space. (4.3 million in known space.)&lt;br /&gt;
&lt;br /&gt;
Similar to the Zo&#039;ra, the K&#039;lax Hiveship is represented by three Lesser Queens who claim divine and direct connection to the High Queen of K&#039;lax. This claim is disputed by the Z&#039;ora, who claim to be the only rightful rulers of the K&#039;lax.&lt;br /&gt;
&lt;br /&gt;
====Lii&#039;dra====&lt;br /&gt;
Lii&#039;dra - &amp;quot;The Scourge.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Hive Lii&#039;dra, although small with aprojected population of 22 billion (4 million in known space), match Zo&#039;ra military might with cunning and tact in Vaurca space. Based on information gathered from Vaurcae in human space the Lii&#039;dra and Zo&#039;Ra were engaged in a devastating war that seems to have followed the Zo&#039;ra to known space. The Vaurcae present are currently unwilling to divulge the reasons for this war, but it&#039;s become apparent that reconciliation between the two hives may be completely impossible. The Lii&#039;dra were encountered after their own Hive-ship Klo&#039;xzai arrived in the Sol Alliance system of Lalande. Original contact became open hostility almost immediately as the Hive-ship&#039;s automated defenses opened fire on investigating Alliance patrol ships, sparking a brief skirmish that claimed the lives of 12 Alliance servicemen. Since then the Klo&#039;xzai moved into deep space, and similar to [[Vox]] and [[Unathi]] raiders the Lii&#039;dra in known space operate as feared raiders.&lt;br /&gt;
&lt;br /&gt;
The rulers of the Lii&#039;dra are suspected to be Lesser Queens similar to other Hiveships, but this has yet to be verified.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Early Nomadism===&lt;br /&gt;
The earliest records of Vaurca civilization gained from limited access to Zo&#039;ra records range from some time starting between 500,000 and 550,000 years ago. Due to the hostile climate of their homeworld caused by the thin ozone allowing radiation to blast the planet daily, many Vaurca were forced to live nomadic lives inside the vast underground cave networks to gain access to edible fungus.&lt;br /&gt;
&lt;br /&gt;
Almost all conflict originated around control of food. Warfare was a matter of survival after a hive exhausted its food supply. Warrior castes became the most dominant caste within Vaurca society and nearly all hives were in constant conflict with one another. Due to the innate deadliness of Vaurca mandibles and claws warfare was fought in melee. Prisoners of war tended to be decapitated by the mandibles of the victor while the surviving hive was enslaved. The mindset appears to be an unwillingness to spare extremely limited resources with enemy warriors.&lt;br /&gt;
&lt;br /&gt;
===The Agricultural Revolution===&lt;br /&gt;
Approximately 60,000 years ago agricultural methods that allowed hives to cultivate fungus had proliferated throughout the planet. No longer a resource that could be easily exhausted, many hives found an abundance of food to be a boon. The population exploded as the hives continued to operate as they always had. Unfortunately fertile territory (in the context of cave fungus) was uncommon and conflict still broke out between hives. &lt;br /&gt;
&lt;br /&gt;
Other avenues of change proliferated through the Vaurca hives, as well as an explosion of art. For understandable reasons living in caves constantly grew tiresome for many unbound Vaurca and they began to experiment with ways to spruce up the place. With an abundance of food Vaurca were able to spare manpower to begin ambitious feats of masonry and architecture. According to secondary sources the Vaurca Homeworld eventually developed elaborate and massive feats of subterranean engineering, with aqueducts, sewage, and entire cities being carved out of the rock. The walls and floors of the cave were smoothed out and covered in engravings, creating a form of art that wouldn&#039;t be blasted away by radiation. Thousands of years of trial and error with countless incidents of cave-ins in the early years have allowed the Vaurca to become masters of masonry and architecture.&lt;br /&gt;
&lt;br /&gt;
Along with traditional warfare, queens of many hives had begun an arms race of architecture to show up one another. Massive engineering projects would be undertaken for the glory of the queen of the hive, such as a huge subterranean temple, the rerouting of an entire underground river, or a subterranean road being carved out to connect dozens of spread out subterranean cities all being commissioned. Queens at the time had also begun to develop a cult of personality around themselves, with the queens that managed to succeed becoming the most powerful and influential on the planet. Information on this is difficult to gather due to obvious bias or mixing of legends and facts within Vaurca records. However xenoarchaeologists are in agreement that Vaurca queens managed to retain a vital position in Vaurca society by inflating their status as mothers to a spiritual level. As the only ones in Vaurca society that could give birth to new generations, they had become mystical gardens of life and fertility in an otherwise dead and barren world.&lt;br /&gt;
&lt;br /&gt;
===The Era of Augments===&lt;br /&gt;
The development of Vaurca continued down paths similar to the development of other space-faring species. The major split from the norm occurred around 2,000BCE Galactic Standard Time. The Vaurca had managed to achieve a technological level similar to Earth in the late 20th century. However the Zo&#039;ra, who had emerged during this time, had a breakthrough in augmentation technology. Zo&#039;ra began augmenting its drones with simple cybernetic enhancements. Worker drones would have their limbs replaced with more sturdy prosthetics, and later advancements in genetics had even more Vaurca hives beginning to experiment with altering workers with genetic and cybernetic enhancements.&lt;br /&gt;
&lt;br /&gt;
This technological advancement continued until the Vaurca achieved a version of technological singularity with the technology in 50 CE. The technology had become minaturized and advanced enough that Vaurca hives could cybernetically engineer any aspect of a Vaurca drone. By this time Vaurca drones had become Bound, creating the early forms of the Vaurca we see today. While Vaurca records make no mention of it, human and Skrell xenoarchaeologists theorize that Vaurca drones had incidents of rebellion or insurrection against the mass augmentation and prosthetics, which explains why today bound are all lobotomized, mindless drones.&lt;br /&gt;
&lt;br /&gt;
By 100 CE the working caste of bound drones could work 24/7 stopping only to eat. Soldiers were augmented with all sorts of experiment weapons and abilities. However the augments and genetic alterations forced those altered into very specific castes. A worker raised and given augments for battle wasn&#039;t an effective mason or diplomat. While previously Vaurca society was stratified, the &#039;worker&#039; Vaurca of old at least had a chance to enter into different fields. The modern Vaurca society saw a caste system where Vaurca were literally defined from birth and built into that role. This also created the modern definitions of bound and unbound: bound vaurca are members of the worker caste, literally bound to their role and station. The unbound are Vaurca above the working caste that would be allowed to seek their own destiny in society, forming a form of noble caste.&lt;br /&gt;
&lt;br /&gt;
Eventually the Unbound, supported by a limitless supply of slave labor, began to form a more and more secluded society seperate from the working caste. Unbound scientists and artists eventually unlocked the technology behind virtual reality, and specialized it to create entire virtual worlds for themselves. Unbound with access to VR would lock themselves away for hours or even days at a time, sometimes leaving VR for only a few minutes at a time to let their bound workers feed them without having to even having to leave their seat.&lt;br /&gt;
&lt;br /&gt;
Eventually the technology expanded to the point that Vaurca developed their &#039;Paradise&#039; we see today.&lt;br /&gt;
&lt;br /&gt;
===The Great Evacuation===&lt;br /&gt;
&lt;br /&gt;
The proliferation of VR and bound labor created a lull in conflict on Sedantis I. Farming techniques had become advanced enough that the populations could be reasonably fed, and all other desires were being filled in virtual worlds. By all accounts it would have been completely possible that the Vaurca never left their homeworld due to the development of VR. However a combination of push factors forced the great Vaurca hives to embark on extensive plans to expand into space.&lt;br /&gt;
&lt;br /&gt;
The extremely thin ozone layer of Sedantis I had begun to be measured since the start of their modern era in the early CE era. By 150 CE the Vaurca&#039;s version of a scientific body between hives had conclusive evidence to show that the ozone would be completely stripped off the planet within another 200 years. While the planet had been bombarded with radiation, life had still managed to etch out a living, but when the ozone layer was completely gone all life on the planet would be killed by the excessive amounts of radiation, rendering it a barren, lifeless rock.&lt;br /&gt;
&lt;br /&gt;
Hives took different approaches to the impending apocalypse. Many hives felt they could simply increase the depths of their subterranean cities to avoid the increase of radiation, and that the subterranean eco-systems would continue to thrive beneath the surface, while other hives began to try to look past the taboo of the deadly sky and consider expanding their hives into space.&lt;br /&gt;
&lt;br /&gt;
Hives devoted massive amounts of bound labor to both projects. For the next 50 years some Vaurca hives constructed the massive hive-ships we see today. In another display of the sheer ingenuity of Vaurca engineering and architecture they had managed, after very heavy losses in early failures, to create and utilize an orbital industry to work on the hive-ships. These ships are also called ark-ships, and were used to transport thousands of Vaurca to other star systems. While fusion power was available to Vaurca at the time they did not yet possess warp or bluespace capabilities, meaning travel to other systems was extremely slow.&lt;br /&gt;
&lt;br /&gt;
This reality meant that hive-ships had to be capable of supporting a population in deep space for hundreds or even thousands of years. They became battleships, colony ships, mobile incubators, carriers, refineries, and production facilities all in their own. They spread through space similar to the Vox, as nomadic wanderers occasionally settling on habitable worlds, but the pace of it was was incredibly slow due to the lack of bluespace technology.&lt;br /&gt;
&lt;br /&gt;
Despite being years or even hundreds of years apart bound drones were still unquestionably loyal to their original queen, and followed directives given by her during their travels to the letter and without compromise. Lesser queens were brought on the hive-ships to help keep the population stable, and others left on habitable planets with a group of Unbound and Bound to settle on the few habitable planets they passed along the way, but the original High Queens of the hives on Sedantis remain legendary religious figures, with the lesser queens taking on a ceremonial role as mothers. Unbound present in the hive-ships were almost entirely connected to VR, which allowed them to function in their worlds, which may have been the only reason they managed to function as a society in deep space for so long.&lt;br /&gt;
&lt;br /&gt;
The ultimate fate of Sedantis I is unknown to Vaurca encountered in human space in 2458, as contact is still impossible.&lt;br /&gt;
&lt;br /&gt;
===Contact with Humanity===&lt;br /&gt;
&lt;br /&gt;
None of the civilized species of the galaxy had any idea that the Vaurcae existed until an eventful day in November, 2456, when the drive plume and heat signature of a massive ship burning its engine in order to slow down for an approach was detected near the Romanovich cloud in Tau Ceti. While the galaxy was taken aback by this information, the Republic of Biesel acted immediately. A small scout vessel was dispatched to the ship, which was revealed to be a 30 kilometer (18.23 mile) vessel, mostly engine and radiator. Dubbed &#039;Titan Prime&#039; by the media, Tau Ceti and news places over the known galaxy were bubbling with excitement as the object approached its apparent destination: Biesel.&lt;br /&gt;
&lt;br /&gt;
After a few weeks, the object passed the Romanovich cloud and dispatched over twenty drones to key locations in Tau Ceti. Some of these locations included the NMSS Odin, the NSS Von Braun, NSS Arcadia, NSS Aurora, NSS Exodus, and NMV Retaliation, and one to each planet. Although all drones dispatched to the location turned back immediately, one did not. The one that was headed for the NSS Aurora stayed, and in fact, contacted the station through use of the station&#039;s own intercommunication system; displaying a single, unintelligible message. After a period of three hours, the crew were dispatched to the probe and entered, finding a hollow vessel. In the middle was a single alien computer, and in a corner of a room were Vaurca eggs, presumably for use in early colonization.&lt;br /&gt;
&lt;br /&gt;
Research crew of the NSS Aurora, including Dr. Phoebe Essel and team were able to interact with the computer, painstakingly finding ways to translate the cryptic language it was attempting to speak in, and after usage of a pAI, were able to teach the machine Tau Ceti Basic. After some conversation, the computer detached itself and was brought aboard the NSS Aurora for first contact. It had been sent in order to document the indigenous species of the solar system. The computer tapped into the bluespace connection of the Artificial Intelligence of the station, uploaded core data files onto its hardware, and then departed, causing a minor panic on the station as the security forced feared an intelligence leak.&lt;br /&gt;
&lt;br /&gt;
First radio contact was established with Tau Ceti President Joseph Dorn and Titan Prime, which was filled with Zo&#039;ra. It was learned that the vessel was sent approximately 2 thousand years ago and had only now entered human space to find habitable planets to colonize. It was also learned that Titan Prime housed six million Vuarca on it, a staggering number.&lt;br /&gt;
&lt;br /&gt;
Titan Prime eventually reached Biesel, settling into a stable orbit around the planet. Observation showed that the ship was worse for wear after traveling for 2,000 years, launched from Sedantis in 400 CE. Many of its systems were failing or had already failed. The life support was barely working and the hull had lost most of its integrity. After heavy negotiation with the Tau Ceti government it was agreed that in exchange for being allowed to settle on Biesel the Vaurca would agree to &#039;pay rent&#039; in the form of providing Nanotrasen and the Tau Ceti government with a quota of their bound and unbound for Nanotrasen&#039;s workforce. Due to the complexity (and pointlessness) of paying bound Vaurca they would instead earn &#039;credit&#039; towards their continued stay on Biesel to pay back the cost of housing them.&lt;br /&gt;
&lt;br /&gt;
==== Settling in Tau Ceti ====&lt;br /&gt;
&lt;br /&gt;
Ferries, re-purposed cargo ships, and civilian shuttles evacuated 2 million inhabitants of Titan Prime, ferrying them mostly to New Gibson and Biesel, respectively. Evacuations are still undergoing, and most Vaurca live in refugee camps or state-provided housing in special sections of the two planets. The [[Interstellar Aid Corps]] has performed most of the work evacuating and housing Vaurca, and they are critical of the government&#039;s treatment of them.&lt;br /&gt;
&lt;br /&gt;
Today, roughly 2.5 million Bound and Unbound Vaurca live in refugee camps or slums in New Gibson, and 3.5 million live in similar areas on Biesel, while the remaining Unbound Vaurca continue to be slowly &#039;woken up&#039; from their VR pods on the Hiveship. Officials are extremely worried about the cost of continued evacuation of Titan Prime, and integration of Vaurca into the system is confounded by the growing hostility towards them, inflamed by the recent discovery of even further Vaurca hive-ships entering known space. Many fear that the Vaurca are attempting a cultural invasion and will grow to become more powerful than the human governments housing them.&lt;br /&gt;
&lt;br /&gt;
This fear has lead to Tau Ceti and the Sol Alliance working to actively suppress attempts by Vaurca to construct FTL capable communications or ships to contact their homeworld and potentially spread the information to more Vaurca hives in their home systems. While the Zo&#039;ra of Titan Prime managed to leak secrets of these technologies from the Aurora, they remain unable to build FTL communication that&#039;s capable of interacting with the STL communications presumed to still be in use in Vaurca home systems. As well, many Vaurca are unsure of the ultimate fate of their homeworld, as their two thousand year travel has had them pass the time predicted to have brought the ultimate death of Sedantis...&lt;br /&gt;
&lt;br /&gt;
{{Navbox Vaurca Lore}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Vaurca]]&lt;br /&gt;
[[Category:Species]]&lt;br /&gt;
[[Category:Pages]]&lt;/div&gt;</summary>
		<author><name>Itzal</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Unathi&amp;diff=5063</id>
		<title>Unathi</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Unathi&amp;diff=5063"/>
		<updated>2017-01-16T19:08:38Z</updated>

		<summary type="html">&lt;p&gt;Itzal: /* Heads of Staff */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Unathi Lore}}&lt;br /&gt;
{{Infobox Species&lt;br /&gt;
 |Species = Unathi&lt;br /&gt;
 |Scientific = U. Sapiens&lt;br /&gt;
 |Image = Unathi410x320.png&lt;br /&gt;
 |System = Uueoa-Esa&lt;br /&gt;
 |World = Moghes&lt;br /&gt;
 |Language = Sinta&#039;Unathi&lt;br /&gt;
 |Politic = Izweski Nation / Izweski Hegemony&lt;br /&gt;
 }}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
The Unathi are a race of tall humanoid reptiles standing from six to seven feet tall on average, with females slightly smaller in stature. They possess a mixture of snake-like and crocodile-like features, resulting in hard and plate-like scales, excluding the ones on the belly, armpits and groin. Unathi live in their home system of Uueoa-Esa with their homeworld being [[Moghes]]. The planet&#039;s history can be summarized as being divided up between various hegemonies; names they give the most powerful Clans on Moghes throughout time. The Clan system is deeply entrenched in Unathi society, with everything else revolving around it. It forms a major part of their code of honour, which stresses the importance of martial abilities and loyalty to the Clan.&lt;br /&gt;
&lt;br /&gt;
[[File:Unathivillage.png|thumb|alt=Unathi.|Life outside the Untouched Lands remains harsh, with limited or nonexistent Nanotrasen presence.]]&lt;br /&gt;
The Unathi code of honor also has them frown on ranged weapons, with many Unathi preferring melee combat.&lt;br /&gt;
&lt;br /&gt;
After the [[Contact War]], many Unathi which fled the planet through Nanotrasen-built shuttle ports slipped through the cracks and became slavers and raiders, gaining fearsome reputations.&lt;br /&gt;
&lt;br /&gt;
Many Unathi in Nanotrasen find themselves working in security and engineering roles, but recently many have been proving themselves as competent surgeons and brilliant scientists, earning opportunities unheard of on Moghes.&lt;br /&gt;
&lt;br /&gt;
To apply to be Unathi, apply [http://aurorastation.org/forums/viewforum.php?f=28 here].&lt;br /&gt;
&lt;br /&gt;
==Heads of Staff==&lt;br /&gt;
&lt;br /&gt;
Unathi can be the following Heads of Staff:&lt;br /&gt;
&lt;br /&gt;
* Head of Security&lt;br /&gt;
* Chief Medical Officer&lt;br /&gt;
* Head of Personnel&lt;br /&gt;
* Research Director&lt;br /&gt;
* Chief Engineer&lt;br /&gt;
* Internal Affairs Agent&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
*Unathi have slightly improved heat resistance, but increased sensitivity to cold.&lt;br /&gt;
*Unathi have improved unarmed melee attacks, which slash and have the possibility of knocking someone down.&lt;br /&gt;
*Unathi can devour monkeys, mice, spiders, carp, and other small mobs by clicking and dragging from the mob to themselves. The animal must hold still for it to work.&lt;br /&gt;
*Unathi hiss when speaking Tau Ceti Basic. You achieve this by typing multiple s&#039;s during speech. This can also be pronounced through x&#039;s if their accent is thick. &amp;quot;Thiss iss an exssample.&amp;quot;&lt;br /&gt;
*Unathi have drastically reduced tolerance to alcohol.&lt;br /&gt;
*Unathi can safely eat carp and consume carpotoxin.&lt;br /&gt;
*Unathi can safely devour spiders and space bears.&lt;br /&gt;
*Unathi have the fastest sprint available to any species, but they have low stamina, meaning they can only sprint in short bursts.&lt;br /&gt;
&lt;br /&gt;
== Biology ==&lt;br /&gt;
&lt;br /&gt;
Their average life expectancy is around sixty years for most Unathi. However, they tend to live for seventy or eighty years when given advanced medical care available to the other space-faring species. As a cold-blooded species, they suffer fatigue and even short comas when exposed to extremely low temperatures.&lt;br /&gt;
&lt;br /&gt;
Since they are carnivorous species, their diet mostly consists of meat, though they do have a tolerance to some plants and fruits. However, they do not get any nutrition from plants, so they are mostly used as garnish or decoration.&lt;br /&gt;
&lt;br /&gt;
The reproductive system of a Unathi is very similar to that of Earth reptiles. Females lay eggs, with the average clutch being somewhere between one and three. They have an six month gestation period, after which they are laid in a humid, warm area. After two months, the fetus is fully developed and hatches from the egg. Unathi are born with their claws and ability to walk within hours of hatching. A Unathi is considered an adult when they are 18 years old.&lt;br /&gt;
&lt;br /&gt;
Biologically the Unathi of Moghes and Ouere are identical.&lt;br /&gt;
&lt;br /&gt;
===Physical Appearance===&lt;br /&gt;
&lt;br /&gt;
The Unathi as a species are born into one of four major scale color categories Red, Black, Orange-brown (&amp;quot;sand colored&amp;quot;) and Green. Alternative colours are rare, with dark blue and even albino Unathi being reported in very small numbers. Traditionally these off-colored Unathi are met with prejudice, though some clans outside the Izweski may feel different. The typical healthy adult male Unathi weighs roughly 260 pounds.&lt;br /&gt;
&lt;br /&gt;
The females differ from the males in that they generally have a shorter and more rounded snout. The typical healthy Unathi female weighs roughly 200 pounds.&lt;br /&gt;
&lt;br /&gt;
Both sexes stand on plantigrade legs, jointed backwards, and have clawed feet and hands. They also have very long tongues, which may stretch up to a foot and a half long, forked just like a serpent&#039;s. In much the same manner as snakes, the Unathi can sample the air around them using their tongue. This tongue is usually black or an extremely dark red, and usually a foot in length.&lt;br /&gt;
[[File:Lizards.png|thumb|Body dimorphism in Unathi.]]&lt;br /&gt;
&lt;br /&gt;
==Social==&lt;br /&gt;
&lt;br /&gt;
=== Social Mannerisms ===&lt;br /&gt;
When speaking to superiors, it is considered formal and respectful to refer to them by the extended name of their command. A clan leader would be referred to by the name of their clan, a squad leader by the name of their squad. Intimate gestures between Unathi include twining necks, twining tails, and touching foreheads/muzzles. Hugging is usually considered something done by children, avoided by adults. &lt;br /&gt;
&lt;br /&gt;
Baring the throat is the single most meaningful expression of trust in a lover or superior, often used as shows of extreme trust, compassion or admittance of shame, and within honorable contexts, clawing or biting the exposed throat is perfectly allowed.&lt;br /&gt;
&lt;br /&gt;
Relationships for Unathi are, suffice to say, not one of equality, but responsibility. Males who request and admit attraction to a female will go to the male who is responsible for their well-being and tell them this, usually boasting or offering tributes to the female&#039;s caretaker as well. Trying to ignore the ritual of arranged marriage is a great insult to the female&#039;s clan, and at worst could lead to a blood feud and/or war. Divorces are also only possible by the male, with the female given no legal rights or ability to inherit property. However abusing or divorcing your wife is insulting to the female&#039;s family and clan and can lead to dangerous feuds.&lt;br /&gt;
&lt;br /&gt;
===Emotional Displays===&lt;br /&gt;
&lt;br /&gt;
Unathi feel emotions just like humans feel, but with different cues. Irritation or heightened emotion is expressed by thumping the tail against the ground. Verbal exclamations are also common, as are short barks, rattling of the throat, or &#039;chuffing&#039; (forceful exhalations of air from low in the throat). Anxious or worried Unathi might sway (similar to snakes), rattle the heavy scaling on their neck, hiss, or sample air more often than necessary. When cold, Unathi will usually bristle their scales in a manner analogous to human goosebumps. When overly warm, Unathi usually become sluggish and drowsy.&lt;br /&gt;
&lt;br /&gt;
=== Language ===&lt;br /&gt;
&lt;br /&gt;
While Pre-Contact Moghes had hundreds of unique languages and their own histories, Sinta&#039;Unathi has been and remains the primary language spoken by most Unathi. It is an evolution of an older Moghean trade language, Sinta&#039;Izwe. Individual languages are described by the prefix &#039;Sinta&#039; followed by the identity of its native speakers.&lt;br /&gt;
&lt;br /&gt;
Speaking mannerisms remain the same when speaking Sinta&#039;Unathi or another language, but for a stylistic choice, avoid contractions like &#039;&#039;it&#039;s&#039;&#039; and &#039;&#039;they&#039;re&#039;&#039;, which would be &#039;&#039;it is&#039;&#039; and &#039;&#039;they are&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
The written language has 30 letters, with 5 of them being vowels. The language is written left to right, though this was an attempt to emulate humanity, as informal Sinta&#039;Unathi still write top to bottom.&lt;br /&gt;
&lt;br /&gt;
==== History of Sinta ====&lt;br /&gt;
&lt;br /&gt;
Modern Sinta began in the 1990&#039;s as the primary language of the Izweski Nation, and spread across the globe for merchants seeking to do business in foreign Kingdoms. It became the main language of global trade, and eventually began to trickle its way upwards to become the primary language of the upper classes. By the late 2100&#039;s the Izweski Hegemony passed several laws attempting to increase imperial nationalism in its extremely diverse population. All Hegemonic citizens were required to be fluent in the language, and speaking foreign languages in public carried threats of imprisonment. Imperial authorities also carried out mass-kidnappings of ethnic Unathi, raising the young in boarding schools that instilled in them proper Hegemony values and Sinta&#039;Unathi language lessons. Children were often beaten if they were discovered speaking their native language.&lt;br /&gt;
&lt;br /&gt;
The earliest forms of Sinta writing come in the form of hieroglyphs that scribes literally scratched onto wooden tablets with their talons, with the earliest dated around 600 CE. These early tablets were predominately inventory records, consisting of nouns and tally marks. As society grew more interconnected and complex, scribes and impatient merchants decided they had better things to do than spend hours making thousands of tally marks, so writing continued to evolve until taking their modern form.&lt;br /&gt;
&lt;br /&gt;
One of the first things to go was literally scratching wooden tablets, with scribes eventually dipping their talons into pulped Peizi Berries, which left stubborn, persistent stains on almost anything it touched. This meant scribes or writers could be identified by having stained talons; a trend that became more style than practical after the printing press came into use. But even in modern times, Unathi that want to appear intellectual often paint their talons. However this has become embarrassing for Unathi as humans view it as girly, so it&#039;s become an embarrassing faux pas to be caught with stained or painted talons, leading to skyrocketing sales of pens across Unathi space.&lt;br /&gt;
&lt;br /&gt;
==Culture==&lt;br /&gt;
&lt;br /&gt;
===Moghean===&lt;br /&gt;
&lt;br /&gt;
Moghean Unathi are traditional Unathi, with the planet being their homewold. Historically culture varies across Clans which exist on the planet, but some customs and norms arch over nearly all Unathi universally.&lt;br /&gt;
&lt;br /&gt;
It is a social faux-pas to use a Unathi&#039;s first name if not family or extremely close to the Unathi in question. Generally a Unathi will tell someone when they feel comfortable with the person using their first name. It is also distressing to Unathi to touch their tail, or to touch them at all before introductions are undertaken. &lt;br /&gt;
&lt;br /&gt;
Unathi place great emphasis on oral traditions. Most festivals and ceremonies, and even formal Unathi education focuses on oral history and practices. The unathi system of writing developed around 983 CE, originally intended to keep track of soldiers and weapons, giving it a very simple alphabet. The modern day unathi alphabet has 34 letters. Writing and reading are seen as men&#039;s work, with most Unathi women discouraged or even banned from learning.&lt;br /&gt;
&lt;br /&gt;
Outside the formal schools of the Untouched Lands, village and town shamans often remain the only source of education for many young unathi.&lt;br /&gt;
&lt;br /&gt;
[[File:MoghesCities.png|thumb|alt=Gun emplacements.|A map of Moghes, with cities and the Wasteland labelled.]]&lt;br /&gt;
&lt;br /&gt;
===Ouerean===&lt;br /&gt;
&lt;br /&gt;
While the Unathi of Ouere follow most of the same social beliefs as their Moghean counterparts, they tend to be less volatile towards outsiders who are ignorant of their customs, especially since their world was formerly ruled by the Skrell and Humanity. The culture of humanity and Skrell have managed to influence Ouerean Unathi, embedding different cultural norms. There is a focus on an Unathi’s ability to benefit the group, with most Unathi being given the same chance as anyone else. There is still a struggle with a highly stratified society, but things are much more liberal than on Moghes.&lt;br /&gt;
[[File:Oureaea Ciites.png|thumb|A map of Ouere, with cities and major locations labelled.]]&lt;br /&gt;
Many of the original colonists started as patriots to the Izweski Hegemony, but many soon found themselves disillusioned with the distant home world tearing itself apart in war. Many of them became enamored with human and Skrell culture and ideals of democracy, equality, and liberalism; finding themselves resentful of their old lives on Moghes. Reintegration into the Hegemony has proved difficult as both planets try to reconcile these cultural differences.&lt;br /&gt;
&lt;br /&gt;
Ourean art, in contrast to Moghean pottery and dyed fabrics, has taken on inspiration from human and Skrell art. Many Ourean Unathi have become renowned glass makers and craftsmen. The greater access to human and skrell universities - many of which still operate on the planet - also give Ourean Unathi greater chances to specialize with human and Skrell systems.&lt;br /&gt;
&lt;br /&gt;
===Women===&lt;br /&gt;
&lt;br /&gt;
Women are very much a subjugated underclass in traditional Unathi society. The legal differences between Unathi women and &amp;quot;property&amp;quot; is vague. They are discouraged from reading or writing, can&#039;t join the military, and are expected to cook and clean the household while looking over the children of the clan. They legally cannot divorce from their husbands, and their marriages are often arranged by the male elders of their clan. They&#039;re political tools used to create alliances between Clans.&lt;br /&gt;
&lt;br /&gt;
Women still do hold power in some ways. When married, their former clan can lose a lot of face or honor if she&#039;s mistreated or divorced. Entire wars have broken out over divorces or accusations that the husband is mistreating the female. Unathi women are also in charge of the education of Unathi children until they&#039;re 5 years old, when they go to formal schools. Outside the Izweski Hegemony on Moghes, women are often tasked with the education of their children until adulthood, aided only by the local shaman&#039;s teachings.&lt;br /&gt;
&lt;br /&gt;
== Religion == &lt;br /&gt;
&lt;br /&gt;
While various faiths exist on Moghes, many of which are as old as any other, there are two major religions of the Unathi that pervade in nearly every aspect of their lives. Th&#039;akh and Sk&#039;akh, both of which predominately focus on ancestor worship and connections with the spirit world. More information can be found [[Unathi Religion|here]].&lt;br /&gt;
&lt;br /&gt;
== Politics ==&lt;br /&gt;
Moghes is divided between the Izweski Nation, which exists in the Untouched Lands, and the hundreds of other Clans and nations who claim their own land across the planet&#039;s surface. The only real difference in their political systems is the scale. Many of these other clans are modern nations or pre-industrial, ruled by various kings or leaders. However with the expansion of the uninhabitable Wasteland and the brutal decimation Izweski forces committed on foreign leadership many institutions of Non-Hegemony government across Moghes are rare or extremely fragile.&lt;br /&gt;
&lt;br /&gt;
[[File:Moghes_porposal.png|thumb|The flag of the Izweski Hegemony.]]&lt;br /&gt;
&lt;br /&gt;
===Izweski Nation===&lt;br /&gt;
&lt;br /&gt;
Izweski is lead by Clan Leader &#039;&#039;&#039;S’kresti Izweski&#039;&#039;&#039;, a 56 year old Unathi who ruled the country since he was 38 after his father Kitaskis Izweski, the previous Hegemon, died from liver failure at 61. He lives in the Izweski Citadel in Skalamar, and under him are the Lords who rule their own subjugated clans. They live in a feudal system, with the Lords usually being clan leaders or important clan members themselves who pledge themselves to Izweski in exchange for land and protection.&lt;br /&gt;
&lt;br /&gt;
The Hegemon is the Emperor, and under him are the Overlords, who are the Kings. Under the Overlords are the Lords, who are then broken up between the Clan Lords, and then the Clan Leaders. Clan Leaders are a mostly ceremonial title and make up (usually) the eldest male ruler of a specific family clan.&lt;br /&gt;
[[File:IzweskiFamily.png|thumb|The immediate members of the Royal Family.]]&lt;br /&gt;
&lt;br /&gt;
After the death of his eldest son in a shuttle crash the Hegemony fell into a deep depression to the point of becoming comatose. In his place S&#039;linzar Ickza, his eldest son in law, declared himself regent and heir to the empire. After a brief succesion crisis, Not&#039;Zar Izweski, the second eldest son, took his place as the Regent and heir. Despite his severe physical handicap forcing him to walk with a cane, and the resulting assumption from the upper nobility that he is weak and incapable of ruling, Not&#039;Zar Izweski has proven a shrewd diplomat, with many powerful allies within the government that keep his position tenuously secure.&lt;br /&gt;
&lt;br /&gt;
Overlords rule an entire planet in the name of the Hegemon. Currently there is only one Overlord, who rules Ouerea. &lt;br /&gt;
&lt;br /&gt;
There are two different kind of major lifestyles In Izweski. There is the city, which is ran by a Lord and a small council of lesser clans. City life is less harsh than life in the country, especially with opportunities provided with shuttle services to the rest of the galaxy.&lt;br /&gt;
[[File:Unathi Fuedalism.png|thumb|The Izweski Hegemony is based on vassal obligations to their liege lord.]]&lt;br /&gt;
Life in the rural areas is harsher, with cities being rare and life mostly determined by the size of a Clan&#039;s village and how well they can hunt, fish, or in desperate times, raid their neighbors. It&#039;s the traditional Unathi life, made harsher by the growing Wasteland encroaching on once fertile lands.&lt;br /&gt;
&lt;br /&gt;
====Ouerean====&lt;br /&gt;
The Ouerean Government used to made up of a Colonial Government with a human Governor and Skrellian advisors and mayors. Since the Hegemony regained control of the planet, it is overseen by an &#039;&#039;&#039;Overlord&#039;&#039;&#039;, who is currently &#039;&#039;&#039;Tarkart Yiztek&#039;&#039;&#039;. The native Ourean unathi elders have created an administrative council to help rule under the Overlord, and there is an attempt to blend the law codes of the former Colonial rulers and ancient code of honour of the Moghean Unathi.&lt;br /&gt;
&lt;br /&gt;
The planet is struggling economically as it deals with reintegration into the Hegemony as well as a growing refugee crisis. The Izweski on Moghes have been attempting to ship as many refugees from the Wasteland to Ourea as possible, causing the population to skyrocket. Many Ourean cities, modern and comparable to large cities in the 22nd century Earth, are now suffering with an explosive growth of slums.&lt;br /&gt;
&lt;br /&gt;
Many humans still reside on Ourea, and the planet is much more mixed than Moghes. There is also difficulty in integrating the previous republican planet into the Unathi system of vassalage and appointment - many Representatives and mayors lost their positions.&lt;br /&gt;
&lt;br /&gt;
==History Overview==&lt;br /&gt;
&lt;br /&gt;
[[Unathi History|More in-depth information on the history of the Unathi can be found on their history section.]]&lt;br /&gt;
&lt;br /&gt;
The history of the Unathi is predominately a history of each &#039;&#039;&#039;Hegemony&#039;&#039;&#039; that has existed throughout their history. There have only been three clans that have managed to create an empire worthy of the title Hegemony.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Kres’ha’nor Hegemony&#039;&#039;&#039; lasted from roughly 920 CE - 1500 CE. It is most famous for being the first empire to dominate Moghes and creating what was then a modern feudal state. Their empire saw rise of walled cities, steel weapons, centralized taxation, and other innovations. It ended in a brutal succession war, with Moghes once again being shattered into hundreds of individual Kingdoms with no true global power.&lt;br /&gt;
&lt;br /&gt;
In the &#039;&#039;&#039;16th century&#039;&#039;&#039; the power of &#039;&#039;&#039;Guilds&#039;&#039;&#039; began to grow, forming an early form of capitalism. Guilds formed for bakers, butchers, grocers, millers, smiths, carpenters, weavers, mason, shoemakers, in fact, nearly every trade had its own guild. Standards such as just weights and measures evolved from the guilds, and guild inspectors would inspect shops to ensure rules were being followed. Guilds would help members that were sick, or in trouble, and would sometimes take care of families after the member died. This time also saw Guilds building the first major universities. While incredibly exclusive, these universities began to create a new era of specialized labor and intellectuals.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;19th century&#039;&#039;&#039; saw rise of the &#039;&#039;&#039;Second Hegemony&#039;&#039;&#039;, ruled by the &#039;&#039;&#039;Sarakas Clan&#039;&#039;&#039;. Their clan ruled harshly, and forced technological advances into the cities and towns. In the 1930&#039;s they ruthlessly modernized their empire in The Great Endevour, spreading electricity, radio, paved roads, modern plumbing, and other modern innovations.&lt;br /&gt;
&lt;br /&gt;
In &#039;&#039;&#039;1994&#039;&#039;&#039; the &#039;&#039;&#039;Izweski Clan&#039;&#039;&#039; violently deposed the Sarakas and slaughtered the entire surviving dynasty, declaring the &#039;&#039;&#039;Third Hegemony&#039;&#039;&#039;. After they won an incredibly destructive global war to defend their claim, the Izweski have ruled Moghes until modern times.&lt;br /&gt;
&lt;br /&gt;
In &#039;&#039;&#039;2433&#039;&#039;&#039;, a human exploration team discovered Moghes. Shortly after, first contact was made. Sol Alliance merchants and scientists flocked to Moghes, living under very careful observation and guard in Izweski cities. Skalamar, the second largest city in Izweski, became the first Unathi city to have a shuttleport constructed. Owned by NanoTrasen, it served to transport people to and from the planet’s surface. &lt;br /&gt;
&lt;br /&gt;
[[Contact War|The Contact War, which has more information here,]] was a cataclysmic global war that lasted from &#039;&#039;&#039;2437 to 2449&#039;&#039;&#039;. The fighting was between two global powers, the &#039;&#039;&#039;Izweski Hegemony&#039;&#039;&#039;, and the &#039;&#039;&#039;Traditionalist Coalition&#039;&#039;&#039;. The war was fought over the very future of the Unathi and their relationship with the rest of the galaxy. The Izweski demanded Moghes submit to a one world government ran by themselves and embrace the influence of humanity. The Traditionalist Coalition rejected this. &#039;&#039;&#039;The war went nuclear on September 5th, 2439&#039;&#039;&#039;, causing immense suffering across Moghes and directly leading to the creation of The Wasteland, which is set to engulf Moghes within a hundred years.&lt;br /&gt;
&lt;br /&gt;
==Notable Information==&lt;br /&gt;
&lt;br /&gt;
===‘Guwandi’===&lt;br /&gt;
In the event that a Unathi becomes mortally ill, or finds themselves lacking the pride or honor to continue to live, or simply become tired of their existence undergo a ritualistic suicide and take the title of &#039;Guwandi&#039; (which is translated to Gladiator/Galdium). They will give up their possessions to their clan leader and make their journey into the Moghes desert. The only things they keep are their weapons which they use to fight animals or other Unathi so that they may die in honorable combat. In the event that two of these Guwandi meet, they will first draw their weapons and adopt a passive stance, which is followed by them telling each other their stories in turn, as well as the reasons behind their choice of adopting the mantle of &#039;Guwandi&#039; and how they wish their remains to be dealt with. When both sides understand the other, combat will begin with a mutual wish of luck that the more worthy of death lose with pride. The winner of the battle is responsible for taking care of the corpse in the way they were instructed to. Renouncing the deathseeking life of Guwandi isn&#039;t easy. Some may wish to return after having been granted a second outlook, or hope, after they had spent time wandering and risking their life. Their clan may see their decision as cowardly and refuse to accept them, or be overjoyed they had learned a lesson in their time.&lt;br /&gt;
&lt;br /&gt;
===The Guwan===&lt;br /&gt;
&lt;br /&gt;
In some cases when a Unathi is exiled from their clan, they do not take up the formal title of Guwandi. This can be through fear of death, unwillingness, or simple stubbornness. In this case, they are marked as &#039;Guwan&#039; by their clan leader, and must take this as their last name. It is a variation on Guwandi, which is translated directly as &#039;exile&#039;. Guwans are clanless Unathi, and form an underclass. Guwans find it difficult if not impossible to advance socially or politically, and in many cases are oppressed or mistreated by other Unathi who view them as troublemakers or criminals. The only way of returning to a clan after banishment as a Guwan is to be adopted back into the Clan, which happens very rarely.&lt;br /&gt;
&lt;br /&gt;
All orphans are automatically Guwan until/unless they are adopted into a family clan. Orphan Guwans are typically cared for in Guild run orphanages until they are adopted or turn 17, after which they must repay the cost it took to care for them. Many homeless Guwan are burdened with crippling debt.&lt;br /&gt;
&lt;br /&gt;
Many Guwan have been forced off of Moghes by their clans with the growing ease of space travel, and Nanotrasen has a long history of exploiting this subgroup of Unathi, coercing them into employment contracts.&lt;br /&gt;
&lt;br /&gt;
Notably, Guwan are the only social class of Unathi allowed to serve in the personal guard of the Hegemon and his family. The strategy relies on the fact that the guwan of the Guwan Guard are despised and envied by decorated officers that would otherwise serve in traditional guard duties. They are socially isolated and unable to advance politically, which means that their survival depends on the safety of the Hegemon and his family, which means that they wouldn&#039;t try to launch a coup or replace the Hegemon without themselves being slaughtered. Similar to an old-Terran Janissary, they&#039;re a slave soldier, and unable to have children or hold any sort of political or military position.&lt;br /&gt;
&lt;br /&gt;
===Military and Battle Honour===&lt;br /&gt;
Most battles are fought by infantry, as mounted units are something uncommon in modern times due to the growing use of ranged weapons in combat. When War Riders do show up, they function like human knights, using their mount to run into the enemy formation and swipe at heads or necks. They fight with war glaives and laser pistols, riding their massive, armored Warmount beasts. Threshbeasts are smaller, &#039;salamander&#039; like creatures also ridden into battle, which are lighter and thinner but are much faster than the cumbersome Warmounts.&lt;br /&gt;
&lt;br /&gt;
The Unathi have also created and field Breacher Suits, which are heavily armored EVA suits that let a single unathi function as a walking armored tank on both terrestrial surfaces and in space.&lt;br /&gt;
&lt;br /&gt;
While modern ranged weapons has been becoming more standard in the Izweski Nation, the vast majority of Unathi shun them and consider them dishonorable. Melee weapons and claws are the most important tools of battle to the vast majority of Unathi. They take extreme pride in their weapons, and there is honor of killing someone in hand to hand combat that many Unathi consider completely absent in human warfare.&lt;br /&gt;
&lt;br /&gt;
This even extends to space warfare. Despite being the youngest spacefaring species, their unpredictable and borderline suicidal tactics often take their opponents by surprise. Unathi combat vessels tend to be heavily armored at the front, with huge plasteel spears mounted on the front. The typical strategy is to turn engines to maximum power and bluespace incredibly close to a target vessel to &amp;quot;ram&amp;quot; it - often getting as close as 500 feet. Many ships can be split entirely in half by the ramming of the heavier Unathi vessels.&lt;br /&gt;
&lt;br /&gt;
With breacher suits modified to be functional in the vacuum of space, marines jettison from the unathi ship and attach themselves to the target vessel, breaching it with plasma cutters and boarding the ship with energy weapons.&lt;br /&gt;
&lt;br /&gt;
The strategy is devastating when used effectively - very few ships can withstand a Unathi boarding action because few Captains or Admirals expect such outlandish tactics to be executed with such zeal. Unfortunately for the Unathi, their tactic relies on the element of surprise or disbelief from their victim. A seasoned captain or admiral can easily counter unathi ramming actions.&lt;br /&gt;
&lt;br /&gt;
With honor, dishonor is an actual criminal crime. It&#039;s illegal to mistreat the helpless, infirm, or any prisoners taken by a soldier. The mindset is that there is nothing to prove in abusing someone at your mercy, which just becomes sadism and can stain the honor of the offender&#039;s clan. Unfortunately the behavior of Unathi Raiders and slavers in the frontier have given most people the perception that even the military of the Izweski participates in abuse or slaughter, a stereotype that the Hegemon military is growing increasingly sensitive of.&lt;br /&gt;
&lt;br /&gt;
===Diet and Cuisine===&lt;br /&gt;
Unathi dishes are mostly, or all made up of meat, eggs, and fish, as they are a carnivorous species. It may be cooked, or even still raw and bleeding. Vegetables in meals are often just for decoration or flavor, but by no means ever make up the majority of the dish. Unathi do not take any nutritional value from plant matter, only from meat. Desert flowers may also be placed on the plate to make it seem well presented, and are also edible. The tools Unathi use to eat are very unorthodox to humans. &lt;br /&gt;
&lt;br /&gt;
Important meals like dinner and breakfast are meant to be consumed while surrounded by family and/or friends, and as such there are no designated utensils. Food will be cut and picked up in strips or portions with their claws. Females are expected to do the cooking.&lt;br /&gt;
&lt;br /&gt;
To support their civilization, fishing has developed on a scale similar to human agriculture. Since the War, fishing yields have fallen, and hunger has become a fact of life for many Unathi.&lt;br /&gt;
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{{Navbox Lore}}&lt;br /&gt;
[[Category:Species]]&lt;br /&gt;
[[Category:Pages]]&lt;/div&gt;</summary>
		<author><name>Itzal</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Dionae&amp;diff=5062</id>
		<title>Dionae</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Dionae&amp;diff=5062"/>
		<updated>2017-01-16T19:08:09Z</updated>

		<summary type="html">&lt;p&gt;Itzal: Added Heads of Staff info&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Infobox Species&lt;br /&gt;
 |Species = Dionae&lt;br /&gt;
 |Scientific = D. Primo&lt;br /&gt;
 |Image = Dionaea410x320.png&lt;br /&gt;
 |System = N/A&lt;br /&gt;
 |World = N/A&lt;br /&gt;
 |Language = Rootsong&lt;br /&gt;
 |Politic = N/A&lt;br /&gt;
 }}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
==Overview==&lt;br /&gt;
The Dionae that most people will see will come in two forms: a small, stout nymph, and a working form that is best put as &amp;quot;a moving, bipedal bush&amp;quot;. Regardless of their appearance - they are not truly plants - genetics point out that they have functions common to animals, plant and mold cells. As a result, they have quite a unique [[Dionaea#Language|language]], composed of an almost melodic combination of rattling, rustling, creaking and various vocalizations. &lt;br /&gt;
&lt;br /&gt;
Legally, they are complicated - due to their nature, a nymph is considered an animal - and thus technically have rights, mostly in the realm of animal abuse if harmed/killed with no purpose. However gestalts are a little bit more complicated, with terms and conditions - though it can be summed up as considering a gestalt as an individual, and thus termination of one would result in a murder charge just as standard crew.&lt;br /&gt;
&lt;br /&gt;
And that same nature also created a grammatical exception; Diona refers to the nymph, and Dionae is plural - multiple nymphs. However, because gestalts are entities in themselves, there is a &amp;quot;plural of plurals&amp;quot; - Dionaea, defining multiple groups of Diona.&lt;br /&gt;
&lt;br /&gt;
They are truly omnivorous - having shown being capable of quickly assimilating almost any matter to grow - but generally do not eat, as sources of radiation (electromagnetic or otherwise) are claimed sufficient to sustain them. While they are highly intelligent - and even quick to think, in some cases - their physical speed is extremely low, to the point where even a wounded person could outrun them. It is assumed to be due to evolutionary traits favoring energy economy over speed.&lt;br /&gt;
&lt;br /&gt;
An immature Diona nymph, through means still not fully understood, can assimilate information - knowledge of language, most notably - through genetic material, most often being a minuscule blood sample. Research is being actively done in this domain - as if these results could be replicated, it could lead to extremely efficient learning processes.&lt;br /&gt;
&lt;br /&gt;
To apply to be one of the strange, plant-like Dionaea, apply [http://aurorastation.org/forums/viewforum.php?f=28 here]&lt;br /&gt;
&lt;br /&gt;
==Heads of Staff==&lt;br /&gt;
&lt;br /&gt;
Dionaea can be the following Heads of Staff:&lt;br /&gt;
&lt;br /&gt;
* Research Director&lt;br /&gt;
* Chief Engineer&lt;br /&gt;
* Chief Medical Officer&lt;br /&gt;
&lt;br /&gt;
==Mechanics==&lt;br /&gt;
&lt;br /&gt;
*Custom language accessible with :r prefix&lt;br /&gt;
*Weakness to fire&lt;br /&gt;
*Feeds off light&lt;br /&gt;
*Completely unaffected by atmosphere (or lack thereof)&lt;br /&gt;
*Completely immune to pressure and temperature (or lack thereof) - can venture into space with nothing more than a flashlight for food&lt;br /&gt;
*Heals brute damage when exposed to radiation&lt;br /&gt;
*Walks/runs slowly&lt;br /&gt;
*Can absorb nymphs through context menu&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
The Dionae&#039;s history is highly debated - with no significant evidence, xenoarcheological or actual, towards an origin point - most notably due to the tendency of space-bound gestalt&#039;s seeds to travel immense distances. The species itself does not have concrete information on this subject - however many people of all species have linked them to mythological being, as it is thought that the species is old enough to have spread to a significant portion of the galaxy, including all of the currently colonized areas.&lt;br /&gt;
&lt;br /&gt;
===Discovery, Part One - The Conglomerate===&lt;br /&gt;
The Dionae are considered to have been discovered three times. &lt;br /&gt;
&lt;br /&gt;
The first discovery - the one that proved their existence - was an immense pod-like gestalt. It is theorized to have contained upwards of a thousand nymphs, protected in a thick, haphazard organic shell that took the shape around whatever body it hit and integrated within itself. &lt;br /&gt;
&lt;br /&gt;
The entity was put into observation by its Skrell discoverers, being labeled as a simple organic anomaly - the lack of atmosphere and contact making communication not even a thought. Interaction did not happen until much later.&lt;br /&gt;
&lt;br /&gt;
===Discovery, Part Two - The Organic Craft===&lt;br /&gt;
&lt;br /&gt;
The Dionae were found, the second time, in 2426. An anomalous reading tipped off a scout ship - part of a Human-Skrell joint practice operation. A low-intensity yet high-frequency energy signature in the middle of seemingly nowhere, far in deep space. &lt;br /&gt;
&lt;br /&gt;
Upon investigation, a large mass - now known to be the result of six hundred nymphs being overgrown - was present. It was definitely organic - yet it showed readings similar to a space craft, including a simple (and empty) supermatter reactor and some sort of rudimentary drive. It seemed inactive. &lt;br /&gt;
&lt;br /&gt;
However, upon approach - the craft took life, quickly dashing towards one of the human frigates, shrugging off the firepower and attaching itself to the ship. It moved like nothing they had ever seen - a captain of the nearby frigate even provided this description: &amp;quot;Like a fish moving as if space was an ocean&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
It quickly infiltrated it, bending hull and causing breeches, eventually reaching the ship&#039;s own power plant, siphoning power off. The ship saw no further damage - however it was already done, all the engineering decks were breached and the ship no longer had enough power for the engines.&lt;br /&gt;
&lt;br /&gt;
Under the orders of the Skrell Fleet Admiral (at least the equivalent of it) and with the approval of the incapacitated ship&#039;s captain, the exercise was canceled and the ships returned home, requesting a few science vessels and a rescue shuttle to be sent to them. Unfortunately, when they did arrive roughly a week later, no life was found aboard. The ship was considered derelict - and the vessels returned home, with a warning being placed on both of their star maps about a possibly hostile lifeform there. This event also caused a rigorous security increase in the observation of the first structure, causing the Dionae to be officially labeled as &amp;quot;potentially hostile to Humans and Skrell&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Discovery, Part Three - The Dead Planet===&lt;br /&gt;
&lt;br /&gt;
The final time the Dionae were found was in Epsilon Ursae Minoris - where a large piece of their home planet had crashed into another world. The world in question was found by Skrell Captain Weirun Tup - who had been exploring stars on the behalf of the Jargon Empire, in order to find new habitable planets for expansion. That particular world had attracted attention due to two main factors, which conflicted with one another: the readings were highly unusual, yet all of the planet&#039;s landmass was covered in greenery. &lt;br /&gt;
&lt;br /&gt;
Of course, such a thing was exceptional, and warranted more investigation. And so, over time, several more vessels - under the guise of a &#039;scientific fleet&#039; lead by Captain Tup - investigated it, took readings, analyzed it. And with that came more and more strangeness - organic structures, strangely coherent signals, and so on. It was not until much later - after a scientist applied a cryptoanalytic AI (before the widespread cessation of research occurred) that they realized that the planet seemed &#039;&#039;sentient&#039;&#039;. It is during this time that the first attempted communications with Dionae were made successfully, albeit primitively - the Dionae only had rudimentary radio communication devices. Bolstered by such a discovery, Captain Tup managed a landing, an AI interface translating between the Rootsong and him. &lt;br /&gt;
&lt;br /&gt;
The Captain stayed, at first, for a few weeks - learning much about the Dionae, and helping make a complete translation guide between the two. But time went by, and soon Captain Tup was forced to make a decision. A permanent agent was requested - he could either resign as a Captain and become the official ambassador of the Skrell with the Diona, or leave the planet. He chose the former - and stayed nine more years, until toxic flora ended his life. &lt;br /&gt;
&lt;br /&gt;
Eventually, an agreement was made - the Dionae would get Skrell genetic samples (which allowed them to understand Skrellian - although their limited physiology prevented them from speaking it) and an information trade deal would be signed in favor of the Dionae - and in exchange, they would allow the collection of their seeds in the goal of creating more nymphs for research, and the Dionae would assist them in tasks, being a relatively inexpensive (and unrestricted) labor force. &lt;br /&gt;
&lt;br /&gt;
However, the planet was quickly nicknamed &amp;quot;The Dead Planet&amp;quot; for two reasons - first, animal life seemed completely absent. As a matter of fact, except for the Dionae and a few select species of tough plants, the biodiversity was almost nil. Second, the thick coverage of Dionae growth meant that there could be no building potential - and so it meant that it was, technically, inhospitable for life, as no permanent settlements could be made. &lt;br /&gt;
&lt;br /&gt;
A third reason, however, quickly found its way into the name: a few deaths occurred, and no body was ever found.&lt;br /&gt;
&lt;br /&gt;
===Aftermath of Contact===&lt;br /&gt;
With this new-found information, the large object - the first sighting of Dionae - was finally contacted. They were informed of, and agreed to, the deal made in Epsilon Ursae Minoris. The contact delivered a wealth of information - about star movement, physics behaviors, material properties, and so on. In the end, the &amp;quot;Original Conglomerate&amp;quot; was towed, with their glee, in orbit of Nralakk, where it remains to this day the main source of dionae pods, nymphs, and seeds.&lt;br /&gt;
&lt;br /&gt;
A second attempt was also made at contacting the &amp;quot;Diona Craft&amp;quot; - with success. Data was exchanged - valuable, in fact, as they had additional information about the phenomenon known to humans as the [[Bhowmick-Mukherji Effect]], and helped improve efficiency in supermatter energy collection. Unfortunately, a piece of information given by this gestalt permanently damaged Dionae public opinion.&lt;br /&gt;
&lt;br /&gt;
Of course, with the current status, the question was asked: where is the crew? &lt;br /&gt;
&lt;br /&gt;
Correlated with the logs acquired later, the scenario became clear. The Diona&#039;s infiltration of the power plant not only caused the engines to fail, but life support. With all the breeches present, it did not take long for the crew to suffocate and die. And once that was done, the Diona (and it is quoted) &amp;quot;simply assimilated their form to learn about your species and conserve matter&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
This information, while held &amp;quot;classified&amp;quot; for a long time, eventually were leaked to the public by disgruntled and scared sailors - on both human and skrell sides - earning them the nickname, among humans, of &amp;quot;Gravemind&amp;quot; in reference to a 21st century videogame. The Skrell were more keen in calling them &amp;quot;Saapimaa Rakhomm&amp;quot;, or &amp;quot;Deathflower&amp;quot;. In general, it made a lot of people quite wary of them.&lt;br /&gt;
&lt;br /&gt;
=== Integration in Society ===&lt;br /&gt;
Their value, however - along with general helpfulness, high curiosity and impressive intelligence, even to the Skrell - gave the Dionae enough going for them that they were not phased out, and are commonly seen aboard space stations and spacecraft, especially human-owned. The Skrell have, however, started a new program to find and appropriate any other Dionae groups to ensure proper incorporation - or destruction, should the group be too dangerous. This program has already uncovered three dozen gestalts.&lt;br /&gt;
&lt;br /&gt;
====Mythological associations====&lt;br /&gt;
Bearing a wood-like appearance, a small bulbous nymph and with the tales of necrophagy, the Dionae have been said to actually have been the species behind several mythical creatures - such as the humans&#039; Green Man and Leshy, and even the Mandragora and Man-Eating Tree. Most notably - it has been linked to a wise, ancient God of Life by some Skrell - the Oernabi (Tree-God), who was said to be benevolent to those seemed worthy. Such a belief spawned the Dienabi religion - the term literally meaning &amp;quot;tree child&amp;quot; - which stipulates that it is possible to ascend to the status of a noble Diona by protecting them with your life - after which they absorb and transform the martyr. Captain Weirun Tup is considered to be the first &amp;quot;ascended&amp;quot; of this kind, earning him almost as much veneration. &lt;br /&gt;
&lt;br /&gt;
==Culture==&lt;br /&gt;
The Dionae does not have a universal culture - mainly due to the fact that there are several clusters separated by vast distances, and as such Dionae can vary as much between groups as entire species can - the only two common factor being the naming conventions, which when translated seem to be based around actions or experiences (such as &amp;quot;Leaf that Grasps the Sky&amp;quot; or &amp;quot;Wind Howling through Ocean&amp;quot;) and the [[Dionaea#Language|Rootsong]]. &lt;br /&gt;
&lt;br /&gt;
Strangely enough - they see each body as an individual - as such, while a larger gestalt can identify with a name, any group that splits from it usually adopt another name, despite the links between the two. It is theorized to be an easy method of categorizing data - by knowing what came from which experience.&lt;br /&gt;
&lt;br /&gt;
They do not have any claims on any known world so far (the Epsilon Ursae Minoris world having agreed to be filed under the Jargon Empire), and as such no government or hierarchy - most relations and interactions being based on agreements and non-committed verbal/physical contracts, though many see the bond a gestalt has with it&#039;s &amp;quot;offspring&amp;quot; - the fragments of it it sends away - is often seen as their only form, as it is almost absolute.&lt;br /&gt;
&lt;br /&gt;
Furthermore - the Dionaea never have developed any form of media-based communication - all knowledge disseminated to, from and between Dionae is usually made through verbal or physical means, under processes not yet fully understood. They do not have native writing, drawing or any form of tangible &amp;quot;archives&amp;quot; - yet gestalts still show impressive knowledge quite often, pointing towards the species having memory on-par, if not superior, to digital data storage solutions known to species. Most interestingly - the Dionaea have proven to defy known neuroscience by actually being able to learn to write, read and draw from other species, even without their known genetic learning, by simply observing. They are the only species, so far, known to be capable of such a feat - as it was thought that it was necessary to have generations of ingrained manual dexterity and muscle memory in the species to be able to do so.&lt;br /&gt;
&lt;br /&gt;
However, there ARE several known groups with common cultural traits:&lt;br /&gt;
&lt;br /&gt;
===Epsilon Ursae Minor shell===&lt;br /&gt;
The first Dionae to have communicated with other sapients, Dionae from EUM have become highly focused on being efficient, having learned and adapted to Skrell culture. Most notably - the system has become notorious for being a checkpoint shipyard as the Dionae there most often specialize in engineering tasks. Of course - the exposition to the Skrell has made them wary of synthetic intelligence. Furthermore, they are the only known group with an unified creation theory - according to them, Dionae have been at home in &amp;quot;the Great Void&amp;quot; - as paraphrased - since the beginning of their existence, and their creation should have been nothing short of impossible.&lt;br /&gt;
&lt;br /&gt;
===Reade Colossus===&lt;br /&gt;
Discovered on [[Tau Ceti#Reade|Reade]], this isolated and small group is sometimes seen on facilities across Tau Ceti. They are reported to be highly social, a Biesel bar even boasting an occasional Dionae bartending experience. This particular gestalt seems particularly knowledgeable about the goings of supply and civilian departments - though they are often seen with distrust due to the rumors of Reade. &lt;br /&gt;
&lt;br /&gt;
===&amp;quot;DSS Ophion&amp;quot; Colossus/Shell===&lt;br /&gt;
Jokingly given the nickname &amp;quot;Dionae Space Station Ophion, Keeper of Life&amp;quot;, the Ophion group is constituted of the &amp;quot;second-discovery&amp;quot; craft. Workers are regularly hauled between Ophion and Tau Ceti - as while they are seen as methodical and even cold, there is no denying their scientific methodology. However - all stations whom host one are instructed to keep an eye on them, should they become hostile for whichever reason. &lt;br /&gt;
&lt;br /&gt;
===Venter&#039;s Satellite===&lt;br /&gt;
A new discovery, Venter&#039;s Satellite is one of the few known Satellite-class Dionaea. Rather reclusive, they seem to have an immense amount of knowledge in atmospheric systems, having designed a circulatory array within themselves. Slow and meticulous - this group has elected to provide the Sol Alliance with Worker bodies in exchange for large amounts of biomass from various species - with supplementary &amp;quot;credit&amp;quot; for sapient specimens. They do not seem to fear extinction at the phase they have found themselves to be in, with &amp;quot;shards&amp;quot; of the gestalt being of almost nil importance.&lt;br /&gt;
&lt;br /&gt;
===Other groups===&lt;br /&gt;
Of course, these are the large known groups. There is a total of eighty-one known subgroups with various traits - and an unknown amount of yet undiscovered groups.&lt;br /&gt;
&lt;br /&gt;
===Language===&lt;br /&gt;
While they can understand all languages, if exposed to the genes of a speaker, their physical limitations only allow them to speak a handful; most Dionae that work aboard human facilities only know Common and their language - however they are capable, due to their biological flexibility, to emulate most other languages - Gutter and Tradeband are easily talked (if a little slow with certain subjects who use only one Nymph to communicate), while Sinta&#039;Unathi is spoken perfectly. Their physical slowness, however, makes it difficult to talk Sik&#039;Maas, the meaning sometimes being lost in the slowness of their &amp;quot;ear&amp;quot; and &amp;quot;tail&amp;quot; limbs when grown. And Skrellian is simply out of their range - the speed and pitch variance needed for it is simply impossible to match through regular means. Their speech, regardless of which language they speak (except Rootsong for obvious reasons) sounds airy, with various tones - quite often multiple ones, as a popular means of speaking is by &amp;quot;balancing&amp;quot; words between the various nymphs.&lt;br /&gt;
&lt;br /&gt;
Their language, named &amp;quot;Rootsong&amp;quot; (as translated), uses various limbs and membranes to imitate what most would see as &amp;quot;natural&amp;quot; sounds - leaves whisking in the wind, branches rubbing - and even some instrumental sounds, at times (flute-like sounds and drumming being common). However, to those who can discern it - Rootsong is a true orchestra of language. Syntax and grammar are simply part of the song, reflected in tempo and beats, while emotions are conveyed through pitch and the imitation of weather effects, such as wind and moisture. Most interestingly - the sound itself is only a byproduct of their body structure, as some humans have successfully learned Rootsong (without the emotional intonations) through violin and calliope organs. Xenohistorians often use the Rootsong as evidence that the Dionae evolved in conditions involving an atmosphere.&lt;br /&gt;
&lt;br /&gt;
==Biology==&lt;br /&gt;
The Dionae, by virtue of being an unique lifeform, feature an anatomy seen almost nowhere else. &lt;br /&gt;
&lt;br /&gt;
Their base form, the nymph, has very few organs (which have no set structure): the neuralias, which behaves like a cluster of neurons, the chlorodermates which attach together to form a light-sensitive skin that produces usable energy, the optical organs, the glucose sacs that process the sugars made by the chlorodermates, the &amp;quot;motor organs&amp;quot; which allow them (and their growths) to move, and the circulating system - which is equivalent to our heart, veins and arteries combined. While they usually only have a single circulation system and optical organs, the others can find themselves in almost combination of numbers as they dedicate themselves to a task - processing nymphs would have a higher count of neuralias, while those who dedicate to motion would have a higher number of glucose sacs and motor organs. Interestingly, Dionae are perfectly adapted to life in a vacuum environment. &lt;br /&gt;
&lt;br /&gt;
However, it is to be noted that because they dedicate themselves to a task, they all require at least one of each organ to survive, and as such even a basic nymph has rudimentary intelligence, equivalent to a very young human child.&lt;br /&gt;
&lt;br /&gt;
The work form that you all know are actually an amalgam of various nymphs - usually from three to six, and most often with one thought-dedicated linked to an energy-decidated and one to three motion-dedicated nymphs, all working together. Furthermore, this symbiosis means that if a nymph becomes sick - or even dead - it must be treated/removed for the Diona body to be healthy, though interestingly enough they will often reabsorb the dead nymph, with no obvious downsides, to be used as a source of nutrients. &lt;br /&gt;
&lt;br /&gt;
Fortunately, they structure themselves (generally) in a manner that almost emulates most other sapient organisms, and as such surgery is not too complicated - with structures clearly functioning as motor devices, with a skeleton-like substructure made of a material similar to the core of a tower-cap mushroom, which unfortunately takes an extended amount of time to heal, and can be hazardous to nymphs if used regardless - much like the bones of a standard humanoid, down to the fact that they can (and should) be repaired just like one.&lt;br /&gt;
&lt;br /&gt;
Even so, very little is actually known about the function of their larger gestalts - except that Dionae do not have natural deaths, and are functionally immortal as far as is known.&lt;br /&gt;
=== Reproduction ===&lt;br /&gt;
The Dionae follow a more plant-like reproduction cycle; they are asexual, and approximately once per year, a gestalt will release a large amount of seeds in it&#039;s surroundings (regardless of it&#039;s location), which will be carrying by whichever forces are applied upon them (the spores having a configuration that is even adequate to be spread by solar winds).&lt;br /&gt;
&lt;br /&gt;
Once the seeds reach an adequate location, the seed anchors itself and starts developing into a Diona replicant pod - which is, in essence, a Diona egg. The pod absorbs the nutrient it needs - water, oxygen, carbon and other elements - from it&#039;s surroundings, when available, to grow and eventually hatch. Once hatched, a pod will produce an almost mature nymph. &lt;br /&gt;
&lt;br /&gt;
Given proper conditions, a pod can fully grow a nymph within half an hour - however, should the pod run out, it will go into dormancy until proper conditions are met - and as such, in particularly barren conditions, it can take centuries for a pod to complete development. &lt;br /&gt;
&lt;br /&gt;
=== Metabolism ===&lt;br /&gt;
As mentioned, the Dionae can obtain nutrients from any source - including ambient air, to grow. Furthermore, they only need a source of energy - light is by far the safest and most common, but direct electricity has been observed, and one particular case was found of a &amp;quot;Flaming Diona&amp;quot; which self-fed by absorbing nutrients and matter for the fire to burn to provide its energy. &lt;br /&gt;
&lt;br /&gt;
However, it is noted that radiation - lethal to most other forms of life - is EXTREMELY beneficial to Diona, accelerating their growth geometrically, especially if given organic matter to process.&lt;br /&gt;
&lt;br /&gt;
====On Electrical Feeding====&lt;br /&gt;
Some studies in Dionae feeding habits has recently shown a very interesting (and, according to leading Skrell scientists and institutions, quite worrying) trait. As electricity is a form of energy, a trained gestalt can, and has, drawn energy from a test rig constituting of a power source (in this case a standard Teranium power cell, identical in make to those in power controller across so many space stations), a resistor and an electrical interface point (in this case, two large copper plates linked together by a series of high-resistance diodes). Further studies would be required to fully understand  the process, level and implications of the phenomena - but some scientists are thinking that adding such a training to the curriculum that some Dionae undertake could result in the pinnacle of engineering crew - a crewmember who needs no special machinery but a power cell to survive the dark, cold vacuum of space.&lt;br /&gt;
&lt;br /&gt;
== Forms ==&lt;br /&gt;
The Dionae, being by its very nature a compound creature, comes in several known and theoretical forms with several characteristics: &lt;br /&gt;
&lt;br /&gt;
=== Nymph ===&lt;br /&gt;
The default form tackled above. Medium intelligence, extremely curious, extreme learning potential. &lt;br /&gt;
&lt;br /&gt;
=== Worker ===&lt;br /&gt;
The most commonly seen form, this occurs when three to six nymphs link together and grow a humanoid body. Highly intelligent.&lt;br /&gt;
&lt;br /&gt;
=== Colossus ===&lt;br /&gt;
A rare form, the Diona Colossus is a large network - often upward of a dozen - of nymphs inter-connected, forming a veritable physical and information net. The Skrell are looking into inducing this form and using it as a controlled organic processor for facilities. Very high intelligence, low learning potential. &lt;br /&gt;
&lt;br /&gt;
=== Shell ===&lt;br /&gt;
An even rarer form, a Diona Shell is a large-scale structure - the ones found were made of more than hundreds of nymphs - exhibiting advanced intelligence and isolationist tendencies. One particular example was found growing around a derelict space station - it is also believed that the &amp;quot;Organic Craft&amp;quot; that attached itself to the human cruiser reached at least this state. Extreme intelligence, assumed low learning potential.&lt;br /&gt;
&lt;br /&gt;
=== Satellite ===&lt;br /&gt;
Only two such forms were ever observed (that being the gestalt above Mralakk, the second being the recent Venter&#039;s Satellite), a Diona Satellite is just that - a mass of Diona so immense, in the orders of a million nymphs, that it can be considered a stellar body. The specimen observed seems reluctant to communicate despite showing they are capable, and show a natural (but weak) magnetic field and radiation emission. Unknown capabilities - theorized to be more intelligent than most other forms of intelligences, organic or synthetic. It is suspected that the original Dionae gestalt, where it may be, is at least this form if not the form below.&lt;br /&gt;
&lt;br /&gt;
=== Singularity ===&lt;br /&gt;
A theoretical form of the Diona - a planet, or even star-sized diona form consisting of maybe more nymphs than is currently known to exist, may be the pinnacle of organic processing and thought. Uncharted intelligence. The Skrell has an order to destroy any Diona structure that could reach, or has reached, this size due to the inherent risk of intelligence singularity and other classified risks.&lt;br /&gt;
&lt;br /&gt;
==Beyond the Knowledge==&lt;br /&gt;
As seen with reports of Ophion and the flaming Dionae, this species is still mostly unknown - in capabilities, origins and intentions. Many scientific organisms are willing to pay a good price for any useful data on the Dionae.&lt;br /&gt;
&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Species]]&lt;br /&gt;
[[Category:Pages]]&lt;/div&gt;</summary>
		<author><name>Itzal</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Unathi&amp;diff=5061</id>
		<title>Unathi</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Unathi&amp;diff=5061"/>
		<updated>2017-01-16T19:06:56Z</updated>

		<summary type="html">&lt;p&gt;Itzal: Added Heads of Staff info&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Unathi Lore}}&lt;br /&gt;
{{Infobox Species&lt;br /&gt;
 |Species = Unathi&lt;br /&gt;
 |Scientific = U. Sapiens&lt;br /&gt;
 |Image = Unathi410x320.png&lt;br /&gt;
 |System = Uueoa-Esa&lt;br /&gt;
 |World = Moghes&lt;br /&gt;
 |Language = Sinta&#039;Unathi&lt;br /&gt;
 |Politic = Izweski Nation / Izweski Hegemony&lt;br /&gt;
 }}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
The Unathi are a race of tall humanoid reptiles standing from six to seven feet tall on average, with females slightly smaller in stature. They possess a mixture of snake-like and crocodile-like features, resulting in hard and plate-like scales, excluding the ones on the belly, armpits and groin. Unathi live in their home system of Uueoa-Esa with their homeworld being [[Moghes]]. The planet&#039;s history can be summarized as being divided up between various hegemonies; names they give the most powerful Clans on Moghes throughout time. The Clan system is deeply entrenched in Unathi society, with everything else revolving around it. It forms a major part of their code of honour, which stresses the importance of martial abilities and loyalty to the Clan.&lt;br /&gt;
&lt;br /&gt;
[[File:Unathivillage.png|thumb|alt=Unathi.|Life outside the Untouched Lands remains harsh, with limited or nonexistent Nanotrasen presence.]]&lt;br /&gt;
The Unathi code of honor also has them frown on ranged weapons, with many Unathi preferring melee combat.&lt;br /&gt;
&lt;br /&gt;
After the [[Contact War]], many Unathi which fled the planet through Nanotrasen-built shuttle ports slipped through the cracks and became slavers and raiders, gaining fearsome reputations.&lt;br /&gt;
&lt;br /&gt;
Many Unathi in Nanotrasen find themselves working in security and engineering roles, but recently many have been proving themselves as competent surgeons and brilliant scientists, earning opportunities unheard of on Moghes.&lt;br /&gt;
&lt;br /&gt;
To apply to be Unathi, apply [http://aurorastation.org/forums/viewforum.php?f=28 here].&lt;br /&gt;
&lt;br /&gt;
==Heads of Staff==&lt;br /&gt;
&lt;br /&gt;
* Head of Security&lt;br /&gt;
* Chief Medical Officer&lt;br /&gt;
* Head of Personnel&lt;br /&gt;
* Research Director&lt;br /&gt;
* Chief Engineer&lt;br /&gt;
* Internal Affairs Agent&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
*Unathi have slightly improved heat resistance, but increased sensitivity to cold.&lt;br /&gt;
*Unathi have improved unarmed melee attacks, which slash and have the possibility of knocking someone down.&lt;br /&gt;
*Unathi can devour monkeys, mice, spiders, carp, and other small mobs by clicking and dragging from the mob to themselves. The animal must hold still for it to work.&lt;br /&gt;
*Unathi hiss when speaking Tau Ceti Basic. You achieve this by typing multiple s&#039;s during speech. This can also be pronounced through x&#039;s if their accent is thick. &amp;quot;Thiss iss an exssample.&amp;quot;&lt;br /&gt;
*Unathi have drastically reduced tolerance to alcohol.&lt;br /&gt;
*Unathi can safely eat carp and consume carpotoxin.&lt;br /&gt;
*Unathi can safely devour spiders and space bears.&lt;br /&gt;
*Unathi have the fastest sprint available to any species, but they have low stamina, meaning they can only sprint in short bursts.&lt;br /&gt;
&lt;br /&gt;
== Biology ==&lt;br /&gt;
&lt;br /&gt;
Their average life expectancy is around sixty years for most Unathi. However, they tend to live for seventy or eighty years when given advanced medical care available to the other space-faring species. As a cold-blooded species, they suffer fatigue and even short comas when exposed to extremely low temperatures.&lt;br /&gt;
&lt;br /&gt;
Since they are carnivorous species, their diet mostly consists of meat, though they do have a tolerance to some plants and fruits. However, they do not get any nutrition from plants, so they are mostly used as garnish or decoration.&lt;br /&gt;
&lt;br /&gt;
The reproductive system of a Unathi is very similar to that of Earth reptiles. Females lay eggs, with the average clutch being somewhere between one and three. They have an six month gestation period, after which they are laid in a humid, warm area. After two months, the fetus is fully developed and hatches from the egg. Unathi are born with their claws and ability to walk within hours of hatching. A Unathi is considered an adult when they are 18 years old.&lt;br /&gt;
&lt;br /&gt;
Biologically the Unathi of Moghes and Ouere are identical.&lt;br /&gt;
&lt;br /&gt;
===Physical Appearance===&lt;br /&gt;
&lt;br /&gt;
The Unathi as a species are born into one of four major scale color categories Red, Black, Orange-brown (&amp;quot;sand colored&amp;quot;) and Green. Alternative colours are rare, with dark blue and even albino Unathi being reported in very small numbers. Traditionally these off-colored Unathi are met with prejudice, though some clans outside the Izweski may feel different. The typical healthy adult male Unathi weighs roughly 260 pounds.&lt;br /&gt;
&lt;br /&gt;
The females differ from the males in that they generally have a shorter and more rounded snout. The typical healthy Unathi female weighs roughly 200 pounds.&lt;br /&gt;
&lt;br /&gt;
Both sexes stand on plantigrade legs, jointed backwards, and have clawed feet and hands. They also have very long tongues, which may stretch up to a foot and a half long, forked just like a serpent&#039;s. In much the same manner as snakes, the Unathi can sample the air around them using their tongue. This tongue is usually black or an extremely dark red, and usually a foot in length.&lt;br /&gt;
[[File:Lizards.png|thumb|Body dimorphism in Unathi.]]&lt;br /&gt;
&lt;br /&gt;
==Social==&lt;br /&gt;
&lt;br /&gt;
=== Social Mannerisms ===&lt;br /&gt;
When speaking to superiors, it is considered formal and respectful to refer to them by the extended name of their command. A clan leader would be referred to by the name of their clan, a squad leader by the name of their squad. Intimate gestures between Unathi include twining necks, twining tails, and touching foreheads/muzzles. Hugging is usually considered something done by children, avoided by adults. &lt;br /&gt;
&lt;br /&gt;
Baring the throat is the single most meaningful expression of trust in a lover or superior, often used as shows of extreme trust, compassion or admittance of shame, and within honorable contexts, clawing or biting the exposed throat is perfectly allowed.&lt;br /&gt;
&lt;br /&gt;
Relationships for Unathi are, suffice to say, not one of equality, but responsibility. Males who request and admit attraction to a female will go to the male who is responsible for their well-being and tell them this, usually boasting or offering tributes to the female&#039;s caretaker as well. Trying to ignore the ritual of arranged marriage is a great insult to the female&#039;s clan, and at worst could lead to a blood feud and/or war. Divorces are also only possible by the male, with the female given no legal rights or ability to inherit property. However abusing or divorcing your wife is insulting to the female&#039;s family and clan and can lead to dangerous feuds.&lt;br /&gt;
&lt;br /&gt;
===Emotional Displays===&lt;br /&gt;
&lt;br /&gt;
Unathi feel emotions just like humans feel, but with different cues. Irritation or heightened emotion is expressed by thumping the tail against the ground. Verbal exclamations are also common, as are short barks, rattling of the throat, or &#039;chuffing&#039; (forceful exhalations of air from low in the throat). Anxious or worried Unathi might sway (similar to snakes), rattle the heavy scaling on their neck, hiss, or sample air more often than necessary. When cold, Unathi will usually bristle their scales in a manner analogous to human goosebumps. When overly warm, Unathi usually become sluggish and drowsy.&lt;br /&gt;
&lt;br /&gt;
=== Language ===&lt;br /&gt;
&lt;br /&gt;
While Pre-Contact Moghes had hundreds of unique languages and their own histories, Sinta&#039;Unathi has been and remains the primary language spoken by most Unathi. It is an evolution of an older Moghean trade language, Sinta&#039;Izwe. Individual languages are described by the prefix &#039;Sinta&#039; followed by the identity of its native speakers.&lt;br /&gt;
&lt;br /&gt;
Speaking mannerisms remain the same when speaking Sinta&#039;Unathi or another language, but for a stylistic choice, avoid contractions like &#039;&#039;it&#039;s&#039;&#039; and &#039;&#039;they&#039;re&#039;&#039;, which would be &#039;&#039;it is&#039;&#039; and &#039;&#039;they are&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
The written language has 30 letters, with 5 of them being vowels. The language is written left to right, though this was an attempt to emulate humanity, as informal Sinta&#039;Unathi still write top to bottom.&lt;br /&gt;
&lt;br /&gt;
==== History of Sinta ====&lt;br /&gt;
&lt;br /&gt;
Modern Sinta began in the 1990&#039;s as the primary language of the Izweski Nation, and spread across the globe for merchants seeking to do business in foreign Kingdoms. It became the main language of global trade, and eventually began to trickle its way upwards to become the primary language of the upper classes. By the late 2100&#039;s the Izweski Hegemony passed several laws attempting to increase imperial nationalism in its extremely diverse population. All Hegemonic citizens were required to be fluent in the language, and speaking foreign languages in public carried threats of imprisonment. Imperial authorities also carried out mass-kidnappings of ethnic Unathi, raising the young in boarding schools that instilled in them proper Hegemony values and Sinta&#039;Unathi language lessons. Children were often beaten if they were discovered speaking their native language.&lt;br /&gt;
&lt;br /&gt;
The earliest forms of Sinta writing come in the form of hieroglyphs that scribes literally scratched onto wooden tablets with their talons, with the earliest dated around 600 CE. These early tablets were predominately inventory records, consisting of nouns and tally marks. As society grew more interconnected and complex, scribes and impatient merchants decided they had better things to do than spend hours making thousands of tally marks, so writing continued to evolve until taking their modern form.&lt;br /&gt;
&lt;br /&gt;
One of the first things to go was literally scratching wooden tablets, with scribes eventually dipping their talons into pulped Peizi Berries, which left stubborn, persistent stains on almost anything it touched. This meant scribes or writers could be identified by having stained talons; a trend that became more style than practical after the printing press came into use. But even in modern times, Unathi that want to appear intellectual often paint their talons. However this has become embarrassing for Unathi as humans view it as girly, so it&#039;s become an embarrassing faux pas to be caught with stained or painted talons, leading to skyrocketing sales of pens across Unathi space.&lt;br /&gt;
&lt;br /&gt;
==Culture==&lt;br /&gt;
&lt;br /&gt;
===Moghean===&lt;br /&gt;
&lt;br /&gt;
Moghean Unathi are traditional Unathi, with the planet being their homewold. Historically culture varies across Clans which exist on the planet, but some customs and norms arch over nearly all Unathi universally.&lt;br /&gt;
&lt;br /&gt;
It is a social faux-pas to use a Unathi&#039;s first name if not family or extremely close to the Unathi in question. Generally a Unathi will tell someone when they feel comfortable with the person using their first name. It is also distressing to Unathi to touch their tail, or to touch them at all before introductions are undertaken. &lt;br /&gt;
&lt;br /&gt;
Unathi place great emphasis on oral traditions. Most festivals and ceremonies, and even formal Unathi education focuses on oral history and practices. The unathi system of writing developed around 983 CE, originally intended to keep track of soldiers and weapons, giving it a very simple alphabet. The modern day unathi alphabet has 34 letters. Writing and reading are seen as men&#039;s work, with most Unathi women discouraged or even banned from learning.&lt;br /&gt;
&lt;br /&gt;
Outside the formal schools of the Untouched Lands, village and town shamans often remain the only source of education for many young unathi.&lt;br /&gt;
&lt;br /&gt;
[[File:MoghesCities.png|thumb|alt=Gun emplacements.|A map of Moghes, with cities and the Wasteland labelled.]]&lt;br /&gt;
&lt;br /&gt;
===Ouerean===&lt;br /&gt;
&lt;br /&gt;
While the Unathi of Ouere follow most of the same social beliefs as their Moghean counterparts, they tend to be less volatile towards outsiders who are ignorant of their customs, especially since their world was formerly ruled by the Skrell and Humanity. The culture of humanity and Skrell have managed to influence Ouerean Unathi, embedding different cultural norms. There is a focus on an Unathi’s ability to benefit the group, with most Unathi being given the same chance as anyone else. There is still a struggle with a highly stratified society, but things are much more liberal than on Moghes.&lt;br /&gt;
[[File:Oureaea Ciites.png|thumb|A map of Ouere, with cities and major locations labelled.]]&lt;br /&gt;
Many of the original colonists started as patriots to the Izweski Hegemony, but many soon found themselves disillusioned with the distant home world tearing itself apart in war. Many of them became enamored with human and Skrell culture and ideals of democracy, equality, and liberalism; finding themselves resentful of their old lives on Moghes. Reintegration into the Hegemony has proved difficult as both planets try to reconcile these cultural differences.&lt;br /&gt;
&lt;br /&gt;
Ourean art, in contrast to Moghean pottery and dyed fabrics, has taken on inspiration from human and Skrell art. Many Ourean Unathi have become renowned glass makers and craftsmen. The greater access to human and skrell universities - many of which still operate on the planet - also give Ourean Unathi greater chances to specialize with human and Skrell systems.&lt;br /&gt;
&lt;br /&gt;
===Women===&lt;br /&gt;
&lt;br /&gt;
Women are very much a subjugated underclass in traditional Unathi society. The legal differences between Unathi women and &amp;quot;property&amp;quot; is vague. They are discouraged from reading or writing, can&#039;t join the military, and are expected to cook and clean the household while looking over the children of the clan. They legally cannot divorce from their husbands, and their marriages are often arranged by the male elders of their clan. They&#039;re political tools used to create alliances between Clans.&lt;br /&gt;
&lt;br /&gt;
Women still do hold power in some ways. When married, their former clan can lose a lot of face or honor if she&#039;s mistreated or divorced. Entire wars have broken out over divorces or accusations that the husband is mistreating the female. Unathi women are also in charge of the education of Unathi children until they&#039;re 5 years old, when they go to formal schools. Outside the Izweski Hegemony on Moghes, women are often tasked with the education of their children until adulthood, aided only by the local shaman&#039;s teachings.&lt;br /&gt;
&lt;br /&gt;
== Religion == &lt;br /&gt;
&lt;br /&gt;
While various faiths exist on Moghes, many of which are as old as any other, there are two major religions of the Unathi that pervade in nearly every aspect of their lives. Th&#039;akh and Sk&#039;akh, both of which predominately focus on ancestor worship and connections with the spirit world. More information can be found [[Unathi Religion|here]].&lt;br /&gt;
&lt;br /&gt;
== Politics ==&lt;br /&gt;
Moghes is divided between the Izweski Nation, which exists in the Untouched Lands, and the hundreds of other Clans and nations who claim their own land across the planet&#039;s surface. The only real difference in their political systems is the scale. Many of these other clans are modern nations or pre-industrial, ruled by various kings or leaders. However with the expansion of the uninhabitable Wasteland and the brutal decimation Izweski forces committed on foreign leadership many institutions of Non-Hegemony government across Moghes are rare or extremely fragile.&lt;br /&gt;
&lt;br /&gt;
[[File:Moghes_porposal.png|thumb|The flag of the Izweski Hegemony.]]&lt;br /&gt;
&lt;br /&gt;
===Izweski Nation===&lt;br /&gt;
&lt;br /&gt;
Izweski is lead by Clan Leader &#039;&#039;&#039;S’kresti Izweski&#039;&#039;&#039;, a 56 year old Unathi who ruled the country since he was 38 after his father Kitaskis Izweski, the previous Hegemon, died from liver failure at 61. He lives in the Izweski Citadel in Skalamar, and under him are the Lords who rule their own subjugated clans. They live in a feudal system, with the Lords usually being clan leaders or important clan members themselves who pledge themselves to Izweski in exchange for land and protection.&lt;br /&gt;
&lt;br /&gt;
The Hegemon is the Emperor, and under him are the Overlords, who are the Kings. Under the Overlords are the Lords, who are then broken up between the Clan Lords, and then the Clan Leaders. Clan Leaders are a mostly ceremonial title and make up (usually) the eldest male ruler of a specific family clan.&lt;br /&gt;
[[File:IzweskiFamily.png|thumb|The immediate members of the Royal Family.]]&lt;br /&gt;
&lt;br /&gt;
After the death of his eldest son in a shuttle crash the Hegemony fell into a deep depression to the point of becoming comatose. In his place S&#039;linzar Ickza, his eldest son in law, declared himself regent and heir to the empire. After a brief succesion crisis, Not&#039;Zar Izweski, the second eldest son, took his place as the Regent and heir. Despite his severe physical handicap forcing him to walk with a cane, and the resulting assumption from the upper nobility that he is weak and incapable of ruling, Not&#039;Zar Izweski has proven a shrewd diplomat, with many powerful allies within the government that keep his position tenuously secure.&lt;br /&gt;
&lt;br /&gt;
Overlords rule an entire planet in the name of the Hegemon. Currently there is only one Overlord, who rules Ouerea. &lt;br /&gt;
&lt;br /&gt;
There are two different kind of major lifestyles In Izweski. There is the city, which is ran by a Lord and a small council of lesser clans. City life is less harsh than life in the country, especially with opportunities provided with shuttle services to the rest of the galaxy.&lt;br /&gt;
[[File:Unathi Fuedalism.png|thumb|The Izweski Hegemony is based on vassal obligations to their liege lord.]]&lt;br /&gt;
Life in the rural areas is harsher, with cities being rare and life mostly determined by the size of a Clan&#039;s village and how well they can hunt, fish, or in desperate times, raid their neighbors. It&#039;s the traditional Unathi life, made harsher by the growing Wasteland encroaching on once fertile lands.&lt;br /&gt;
&lt;br /&gt;
====Ouerean====&lt;br /&gt;
The Ouerean Government used to made up of a Colonial Government with a human Governor and Skrellian advisors and mayors. Since the Hegemony regained control of the planet, it is overseen by an &#039;&#039;&#039;Overlord&#039;&#039;&#039;, who is currently &#039;&#039;&#039;Tarkart Yiztek&#039;&#039;&#039;. The native Ourean unathi elders have created an administrative council to help rule under the Overlord, and there is an attempt to blend the law codes of the former Colonial rulers and ancient code of honour of the Moghean Unathi.&lt;br /&gt;
&lt;br /&gt;
The planet is struggling economically as it deals with reintegration into the Hegemony as well as a growing refugee crisis. The Izweski on Moghes have been attempting to ship as many refugees from the Wasteland to Ourea as possible, causing the population to skyrocket. Many Ourean cities, modern and comparable to large cities in the 22nd century Earth, are now suffering with an explosive growth of slums.&lt;br /&gt;
&lt;br /&gt;
Many humans still reside on Ourea, and the planet is much more mixed than Moghes. There is also difficulty in integrating the previous republican planet into the Unathi system of vassalage and appointment - many Representatives and mayors lost their positions.&lt;br /&gt;
&lt;br /&gt;
==History Overview==&lt;br /&gt;
&lt;br /&gt;
[[Unathi History|More in-depth information on the history of the Unathi can be found on their history section.]]&lt;br /&gt;
&lt;br /&gt;
The history of the Unathi is predominately a history of each &#039;&#039;&#039;Hegemony&#039;&#039;&#039; that has existed throughout their history. There have only been three clans that have managed to create an empire worthy of the title Hegemony.&lt;br /&gt;
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The &#039;&#039;&#039;Kres’ha’nor Hegemony&#039;&#039;&#039; lasted from roughly 920 CE - 1500 CE. It is most famous for being the first empire to dominate Moghes and creating what was then a modern feudal state. Their empire saw rise of walled cities, steel weapons, centralized taxation, and other innovations. It ended in a brutal succession war, with Moghes once again being shattered into hundreds of individual Kingdoms with no true global power.&lt;br /&gt;
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In the &#039;&#039;&#039;16th century&#039;&#039;&#039; the power of &#039;&#039;&#039;Guilds&#039;&#039;&#039; began to grow, forming an early form of capitalism. Guilds formed for bakers, butchers, grocers, millers, smiths, carpenters, weavers, mason, shoemakers, in fact, nearly every trade had its own guild. Standards such as just weights and measures evolved from the guilds, and guild inspectors would inspect shops to ensure rules were being followed. Guilds would help members that were sick, or in trouble, and would sometimes take care of families after the member died. This time also saw Guilds building the first major universities. While incredibly exclusive, these universities began to create a new era of specialized labor and intellectuals.&lt;br /&gt;
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The &#039;&#039;&#039;19th century&#039;&#039;&#039; saw rise of the &#039;&#039;&#039;Second Hegemony&#039;&#039;&#039;, ruled by the &#039;&#039;&#039;Sarakas Clan&#039;&#039;&#039;. Their clan ruled harshly, and forced technological advances into the cities and towns. In the 1930&#039;s they ruthlessly modernized their empire in The Great Endevour, spreading electricity, radio, paved roads, modern plumbing, and other modern innovations.&lt;br /&gt;
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In &#039;&#039;&#039;1994&#039;&#039;&#039; the &#039;&#039;&#039;Izweski Clan&#039;&#039;&#039; violently deposed the Sarakas and slaughtered the entire surviving dynasty, declaring the &#039;&#039;&#039;Third Hegemony&#039;&#039;&#039;. After they won an incredibly destructive global war to defend their claim, the Izweski have ruled Moghes until modern times.&lt;br /&gt;
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In &#039;&#039;&#039;2433&#039;&#039;&#039;, a human exploration team discovered Moghes. Shortly after, first contact was made. Sol Alliance merchants and scientists flocked to Moghes, living under very careful observation and guard in Izweski cities. Skalamar, the second largest city in Izweski, became the first Unathi city to have a shuttleport constructed. Owned by NanoTrasen, it served to transport people to and from the planet’s surface. &lt;br /&gt;
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[[Contact War|The Contact War, which has more information here,]] was a cataclysmic global war that lasted from &#039;&#039;&#039;2437 to 2449&#039;&#039;&#039;. The fighting was between two global powers, the &#039;&#039;&#039;Izweski Hegemony&#039;&#039;&#039;, and the &#039;&#039;&#039;Traditionalist Coalition&#039;&#039;&#039;. The war was fought over the very future of the Unathi and their relationship with the rest of the galaxy. The Izweski demanded Moghes submit to a one world government ran by themselves and embrace the influence of humanity. The Traditionalist Coalition rejected this. &#039;&#039;&#039;The war went nuclear on September 5th, 2439&#039;&#039;&#039;, causing immense suffering across Moghes and directly leading to the creation of The Wasteland, which is set to engulf Moghes within a hundred years.&lt;br /&gt;
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==Notable Information==&lt;br /&gt;
&lt;br /&gt;
===‘Guwandi’===&lt;br /&gt;
In the event that a Unathi becomes mortally ill, or finds themselves lacking the pride or honor to continue to live, or simply become tired of their existence undergo a ritualistic suicide and take the title of &#039;Guwandi&#039; (which is translated to Gladiator/Galdium). They will give up their possessions to their clan leader and make their journey into the Moghes desert. The only things they keep are their weapons which they use to fight animals or other Unathi so that they may die in honorable combat. In the event that two of these Guwandi meet, they will first draw their weapons and adopt a passive stance, which is followed by them telling each other their stories in turn, as well as the reasons behind their choice of adopting the mantle of &#039;Guwandi&#039; and how they wish their remains to be dealt with. When both sides understand the other, combat will begin with a mutual wish of luck that the more worthy of death lose with pride. The winner of the battle is responsible for taking care of the corpse in the way they were instructed to. Renouncing the deathseeking life of Guwandi isn&#039;t easy. Some may wish to return after having been granted a second outlook, or hope, after they had spent time wandering and risking their life. Their clan may see their decision as cowardly and refuse to accept them, or be overjoyed they had learned a lesson in their time.&lt;br /&gt;
&lt;br /&gt;
===The Guwan===&lt;br /&gt;
&lt;br /&gt;
In some cases when a Unathi is exiled from their clan, they do not take up the formal title of Guwandi. This can be through fear of death, unwillingness, or simple stubbornness. In this case, they are marked as &#039;Guwan&#039; by their clan leader, and must take this as their last name. It is a variation on Guwandi, which is translated directly as &#039;exile&#039;. Guwans are clanless Unathi, and form an underclass. Guwans find it difficult if not impossible to advance socially or politically, and in many cases are oppressed or mistreated by other Unathi who view them as troublemakers or criminals. The only way of returning to a clan after banishment as a Guwan is to be adopted back into the Clan, which happens very rarely.&lt;br /&gt;
&lt;br /&gt;
All orphans are automatically Guwan until/unless they are adopted into a family clan. Orphan Guwans are typically cared for in Guild run orphanages until they are adopted or turn 17, after which they must repay the cost it took to care for them. Many homeless Guwan are burdened with crippling debt.&lt;br /&gt;
&lt;br /&gt;
Many Guwan have been forced off of Moghes by their clans with the growing ease of space travel, and Nanotrasen has a long history of exploiting this subgroup of Unathi, coercing them into employment contracts.&lt;br /&gt;
&lt;br /&gt;
Notably, Guwan are the only social class of Unathi allowed to serve in the personal guard of the Hegemon and his family. The strategy relies on the fact that the guwan of the Guwan Guard are despised and envied by decorated officers that would otherwise serve in traditional guard duties. They are socially isolated and unable to advance politically, which means that their survival depends on the safety of the Hegemon and his family, which means that they wouldn&#039;t try to launch a coup or replace the Hegemon without themselves being slaughtered. Similar to an old-Terran Janissary, they&#039;re a slave soldier, and unable to have children or hold any sort of political or military position.&lt;br /&gt;
&lt;br /&gt;
===Military and Battle Honour===&lt;br /&gt;
Most battles are fought by infantry, as mounted units are something uncommon in modern times due to the growing use of ranged weapons in combat. When War Riders do show up, they function like human knights, using their mount to run into the enemy formation and swipe at heads or necks. They fight with war glaives and laser pistols, riding their massive, armored Warmount beasts. Threshbeasts are smaller, &#039;salamander&#039; like creatures also ridden into battle, which are lighter and thinner but are much faster than the cumbersome Warmounts.&lt;br /&gt;
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The Unathi have also created and field Breacher Suits, which are heavily armored EVA suits that let a single unathi function as a walking armored tank on both terrestrial surfaces and in space.&lt;br /&gt;
&lt;br /&gt;
While modern ranged weapons has been becoming more standard in the Izweski Nation, the vast majority of Unathi shun them and consider them dishonorable. Melee weapons and claws are the most important tools of battle to the vast majority of Unathi. They take extreme pride in their weapons, and there is honor of killing someone in hand to hand combat that many Unathi consider completely absent in human warfare.&lt;br /&gt;
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This even extends to space warfare. Despite being the youngest spacefaring species, their unpredictable and borderline suicidal tactics often take their opponents by surprise. Unathi combat vessels tend to be heavily armored at the front, with huge plasteel spears mounted on the front. The typical strategy is to turn engines to maximum power and bluespace incredibly close to a target vessel to &amp;quot;ram&amp;quot; it - often getting as close as 500 feet. Many ships can be split entirely in half by the ramming of the heavier Unathi vessels.&lt;br /&gt;
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With breacher suits modified to be functional in the vacuum of space, marines jettison from the unathi ship and attach themselves to the target vessel, breaching it with plasma cutters and boarding the ship with energy weapons.&lt;br /&gt;
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The strategy is devastating when used effectively - very few ships can withstand a Unathi boarding action because few Captains or Admirals expect such outlandish tactics to be executed with such zeal. Unfortunately for the Unathi, their tactic relies on the element of surprise or disbelief from their victim. A seasoned captain or admiral can easily counter unathi ramming actions.&lt;br /&gt;
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With honor, dishonor is an actual criminal crime. It&#039;s illegal to mistreat the helpless, infirm, or any prisoners taken by a soldier. The mindset is that there is nothing to prove in abusing someone at your mercy, which just becomes sadism and can stain the honor of the offender&#039;s clan. Unfortunately the behavior of Unathi Raiders and slavers in the frontier have given most people the perception that even the military of the Izweski participates in abuse or slaughter, a stereotype that the Hegemon military is growing increasingly sensitive of.&lt;br /&gt;
&lt;br /&gt;
===Diet and Cuisine===&lt;br /&gt;
Unathi dishes are mostly, or all made up of meat, eggs, and fish, as they are a carnivorous species. It may be cooked, or even still raw and bleeding. Vegetables in meals are often just for decoration or flavor, but by no means ever make up the majority of the dish. Unathi do not take any nutritional value from plant matter, only from meat. Desert flowers may also be placed on the plate to make it seem well presented, and are also edible. The tools Unathi use to eat are very unorthodox to humans. &lt;br /&gt;
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Important meals like dinner and breakfast are meant to be consumed while surrounded by family and/or friends, and as such there are no designated utensils. Food will be cut and picked up in strips or portions with their claws. Females are expected to do the cooking.&lt;br /&gt;
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To support their civilization, fishing has developed on a scale similar to human agriculture. Since the War, fishing yields have fallen, and hunger has become a fact of life for many Unathi.&lt;br /&gt;
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{{Navbox Lore}}&lt;br /&gt;
[[Category:Species]]&lt;br /&gt;
[[Category:Pages]]&lt;/div&gt;</summary>
		<author><name>Itzal</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Tajara&amp;diff=5060</id>
		<title>Tajara</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Tajara&amp;diff=5060"/>
		<updated>2017-01-16T19:05:30Z</updated>

		<summary type="html">&lt;p&gt;Itzal: Added Heads of Staff info&lt;/p&gt;
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&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Infobox Species&lt;br /&gt;
 |Species = Tajara&lt;br /&gt;
 |Scientific = T. Sapiens&lt;br /&gt;
 |Image = Tajara410x320.png&lt;br /&gt;
 |System = S&#039;rand&#039;marr&lt;br /&gt;
 |World = [[Adhomai]]&lt;br /&gt;
 |Language = Siik&#039;maas, Siik&#039;Tajr, Nal&#039;rasan&lt;br /&gt;
 |Politic = People&#039;s Republic of Adhomai, &lt;br /&gt;
Adhomai Liberation Army, &lt;br /&gt;
New Kingdom of Adhomai&lt;br /&gt;
 }}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
The Tajara (direct plural: Tajara – Tah-jaw-rah both singular and multiple) (adjective: Tajaran - Tah-jaw-rah) are a race of about 5.25 billion humanoids which possess markedly felinoid traits that include a semi-prehensile tail, a body covered in fur of varying shades and padded, digitigrade feet. &lt;br /&gt;
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To apply to be Tajara, apply [http://aurorastation.org/forums/viewforum.php?f=28 here].&lt;br /&gt;
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Additional information: [[Adhomai|Adhomai]] [[Notable Tajara|Notable Tajara]] [[Tajaran Military Structures]]&lt;br /&gt;
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==Heads of Staff==&lt;br /&gt;
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Tajara can be the following Heads of Staff:&lt;br /&gt;
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* Head of Security&lt;br /&gt;
* Chief Medical Officer&lt;br /&gt;
* Head of Personnel&lt;br /&gt;
* Research Director&lt;br /&gt;
* Chief Engineer&lt;br /&gt;
* Internal Affairs Agent&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
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* Tajara can speak a unique language of Siik&#039;Maas. Use this in game by typing say :j&lt;br /&gt;
* All Tajara have claws, and will scratch with them instead of punching, dealing extra damage.&lt;br /&gt;
* Tajara can see much better in the dark than humans.&lt;br /&gt;
* Tajara are less vulnerable to harm from cold due to their fur, but more vulnerable to harm from heat.&lt;br /&gt;
* Tajara cannot use human gloves or shoes due to their claws and digitigrade limbs. They are only able to wear hardsuits and hardsuit helmets designed/modified for their Tajaran anatomy. They are able to wear &#039;softsuits&#039; (such as non-hardsuit space suits, biosuits, and fire suits).&lt;br /&gt;
* Tajaran command options aboard the Aurora are limited too; Head of Security, Chief Medical Officer, Head of Personnel, Research Director, and Chief Engineer&lt;br /&gt;
* Coloration&lt;br /&gt;
:Hharar group, usual coloration:&lt;br /&gt;
::Beaver Brown (RGB 159, 139, 112)&lt;br /&gt;
::Kochiba (RGB 107, 68, 35)&lt;br /&gt;
::Taupe (RGB 72, 60, 50)&lt;br /&gt;
:Zhan-Khazan group, usual coloration:&lt;br /&gt;
::Blue-Grey (RGB 34, 37, 50)&lt;br /&gt;
::Dark Gray (RGB 30, 30, 30&lt;br /&gt;
::Chocolate (RGB 94, 38, 18)&lt;br /&gt;
:Njarir&#039;Akhran group, usual coloration:&lt;br /&gt;
::Orange (RGB 238, 64, 0)&lt;br /&gt;
::Cinnamon (RGB 160, 82, 45)&lt;br /&gt;
::Ruddy (RGB 138, 54, 15)&lt;br /&gt;
::Cream (RGB 205, 175, 149)&lt;br /&gt;
:M&#039;sai group, usual coloration:&lt;br /&gt;
::White (RGB 238, 223, 204)&lt;br /&gt;
::Ivory (RGB 205, 205, 192)&lt;br /&gt;
::Wheat (RGB 205, 186, 150)&lt;br /&gt;
::Silver (RGB 192, 192, 192)&lt;br /&gt;
&lt;br /&gt;
== Biology ==&lt;br /&gt;
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To the average human, the Tajara share many similarities with Earth felines; however, when looked at from a purely scientific perspective, this description is largely superficial. Unlike terrestrial felines, the Tajara are both omnivorous and bipedal. Their bodies are almost entirely covered in a thick coat of fur that is extremely good at insulating them from the extreme cold of Adhomai. The layer of body fat and fur is designed to trap body heat in an efficient manner. There are only a handful of areas where fur is not present, those being on the palm of their paws, the soles of their feet, and a number of various orifices as well as a small area around their eyes.  &lt;br /&gt;
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Occasionally, the fur around a Tajara&#039;s neck is known to grow into a shaggy &#039;mane&#039; of sorts, giving them a distinct look not unlike a terran lion. This hair tends to be much stronger and a great deal more wiry than the rest of the fur on a Tajara&#039;s body. Some Tajara tend towards monochromatic bodies while others have multicolor or even calico fur patterns. These designs depend heavily on the genetics of the individual&#039;s parents, much like hair and eye color. Because of this, some parents are utterly incapable of producing multicolor children. Designs including flat colors, stripes, spots and most conceivable combinations have been recorded by scientists both Tajaran and human. A male Tajara is somewhere between 145 cm and 185 cm in height, while the mean body mass is between 55 kg and 90 kg. Females tend to range between 135 cm and 185 cm in height, with their own weight somewhere around 35 kg to 75 kg. As such, both their body weight and height is roughly comparable to the average human.&lt;br /&gt;
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===Tajaran Evolution===&lt;br /&gt;
The Tajara evolved as a predatory, cave-dwelling species upon their home planet of Adhomai, and as a result they have a pair of fairly large, well developed eyes that are forward set. These eyes are comparable to those of humans, but they are more effective in low-light situations due to the Tajaran ancestors having to hunt in dark cave tunnels. Tajaran eyes are set above a slightly elongated structure comprised of hard bone similar to a muzzle on terrestrial creatures. Their pupils are large and capable of contracting significantly faster than most other creatures, both sapient and otherwise. This allows for a considerable degree of low light vision, however they have a thin reflective layer which has the side-effect of appearing illuminated in the dark.&lt;br /&gt;
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The Tajaran dental structure was at one point in their evolutionary history once geared for a carnivorous lifestyle, but has since evolved and shifted towards a more omnivorous role. Tajara have sharp, needle like teeth in the front of their jaw which are quite clearly geared to tear meat; the further along the jaw line one goes, teeth similar to human molars reside behind the sharp canines, evidence of the change to an omnivorous diet. Evolutionary biologists believe that predecessors to modern Tajara had rough tongues with few taste buds in order to facilitate eating raw meat. The contemporary species has evolved out of this a long time ago in conjunction with becoming omnivorous, and so they now have softer tongues with a full sense of taste. Atop their heads, Tajara have a pair of deft, normally erect ears that are capable of a wide range of motion. They can rotate to roughly ninety degrees, capable of even being able to fold back almost entirely onto the skull if needed.&lt;br /&gt;
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===Extremities and Sleep Cycle===&lt;br /&gt;
Tajaran extremities, specifically their hands and feet have five digits, and are generally the same shape as human extremities. However, they are slightly stubbier in appearance, though still dexterous enough to be useful. Tajara employed in more professional roles such as engineers, architects, or other occupations that require dexterous manipulation often find themselves with filed down claws, reduced to a smooth end in order to allow easy usage of standard human based technology. This is a task that Tajara tend to do reluctantly, given that cutting too short is incredibly painful and will expose nerves to the air. Normally, these claws are non-retractable and grow from the fingertips, usually measuring around 1-2 centimeters.&lt;br /&gt;
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The sleep cycles of the Tajaran species are one of their most scientifically curious features. A normal waking period is somewhere between thirty six and forty eight hours, with a subsequent twenty to twenty eight hours of sleep. Normally, the waking period is spotted with three to four fifteen minute naps in order to keep the Tajara refreshed and alert. This is universal on all worlds with Tajaran living upon them. Tajara are capable of great feats of intelligent, dedicated work but this is physically exhausting, which renders them utterly mentally and psychologically exhausted. Those that do not enter their sleep cycle properly may find themselves groggy, aggressive, paranoid and disoriented until their circadian rhythm is righted.&lt;br /&gt;
&lt;br /&gt;
===Tajaran Build===&lt;br /&gt;
[[File:Cats.png|400px|thumb|right|An artist sketch of Tajaran dimorphism, builds and general stance.]]&lt;br /&gt;
In comparison to most other known species, the Tajaran body is designed to specifically be more flexible, lithe and slender despite their thick insulation. A handful of Tajaran ethnicities do not exhibit these traits and instead manifest increased muscle size, strength, or bulk. Tajara are sexually dimorphic; females have more elongated muzzles, shorter ears, as well as more petite forms, and their distribution of body fat is entirely different than that of a male. Females do not exhibit visible breasts until pregnancy, at which point they swell in order to provide for young. Males are in general taller, have broader shoulders, bigger hands and feet, and more pointed ears. &lt;br /&gt;
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Tajara are built for the extremely low temperature environments that are incredibly common on Adhomai, giving them remarkable cold resistance. However, this gives them a tendency to overheat in more mild environments. To avoid this, most Tajara will dress lightly in warmer environments such as those on human installations or tropical worlds. Forgoing the usual layer-like clothing, these Tajara resign themselves to thin clothing. Those who find themselves confined to  bio suit or radiation suit for extended periods of time will end up feeling extremely uncomfortable and perspiring heavily.&lt;br /&gt;
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==Social==&lt;br /&gt;
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Native Tajaran names are usually difficult for humans and other species to pronounce properly; as such, older Tajara prefer to take names (whereas young Tajara are given them at birth) that they find they themselves are able to pronounce and are also phonetically pleasing. For many, these are names derived from Arabic or Russian backgrounds, as they are the easiest for their inhuman mouths to pronounce. Traditionally, Tajaran names included their clan name, and some Tajara carry over this tradition and have their &#039;middle&#039; name be their clan name.&lt;br /&gt;
&lt;br /&gt;
As with all other species who work in Human-centric environments. Tajara are expected and required to have passed a prerequisite test to test their comprehension of Tau-Ceti basic, the operating language of NanoTrasen and most transstellar corporations, in addition to most major sovereign entities.  Admittedly the passing levels of these comprehension tests are quite low, but are high enough to ensure basic conversation between what will likely be a multi-species crew.  However, private communication in Siik’Mas or Siik’tajr is not forbidden by NanoTrasen regulations and is often used to hold conversations between Tajara on the crew.  &lt;br /&gt;
&lt;br /&gt;
Though there are a variety of languages used by the Tajara, among the foremost of this vast plethora of languages is Siik’mas and Siik’tajr.  &lt;br /&gt;
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&#039;&#039;&#039;Siik&#039;maas&#039;&#039;&#039; is theorized to have been the ancient language of the Tajara, the &#039;religious&#039; language shared between most Tajara from their onset as a species. Despite Tajaran society evolving to a point where religious devotion became less encouraged, the universal service language used in all churches and worship sessions became the most common for Tajara and almost every Tajara knows how to speak it. It has been taught as the primary educational language amongst most Tajaran ethnicities since the Renaissance era and continues to be the most prevalent language on Adhomai since. &lt;br /&gt;
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It is capable of being spoken by a learned human, as it is not as reliant on body language as Siik&#039;tajr or the other native languages on Adhomai. However, just as Tau Ceti basic is difficult for Tajara to master given their muzzle structure, Siik&#039;maas is the same to humans, since they lack the proper biology to perform certain inflections properly. Despite it focusing more on spoken word than others, some of the vocabulary requires subtle body movements that are challenging for humans to grasp, no less perform. Even if one were to learn these movements, they tend to be sluggish and slower, giving the speech a sort of &#039;drunken&#039; feeling. Tajara speaking this over the radio often find themselves in similar positions.&lt;br /&gt;
&lt;br /&gt;
Siik&#039;maas is the federal language of the People&#039;s Republic of Adhomai. However, several groups of Tajara ranging from scholars to traditional followers of the old ways are attempting to revive older languages such as Nal&#039;rasan, Devahhi, Ya&#039;ssa and other such languages. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Siik’tajr&#039;&#039;&#039; is the opposite of Siik’mas completely. A recent construction, it has seen more use recently following the overthrowing of the plutocracy. It was birthed from the necessity for a language that was difficult for law enforcers to understand, enabling revolutionaries to converse privately without having their conversations monitored or overheard. Revolutionary radicals have been a part of Adhomai&#039;s history for a long while, but were always small; however, when the Great War broke out, Siik&#039;tajr saw widespread use by rebel forces during military operations similar to Navajo radio operators. It is a combination of Siik&#039;mas and the more body language inclined Nal&#039;rasan, a language traditionally used by hunters. It is not normally used in daily life due to its complexity, it is often maintained as a secondary language, especially for families who fought in the Great War.&lt;br /&gt;
&lt;br /&gt;
Pro-human groups within Tajaran society have repeatedly attempted to push Cyrillic or Latin alphabets as &#039;easier to use&#039; rather than the native Tajaran alphabet. However, the vast majority of Tajara use the old Siik alphabet and it is the federally enforced alphabet taught in schools, the original alphabet learned Tajara have been using for centuries. It has undergone certain modifications since the Great War to remove the influence of the plutocracy, and has made a widespread comeback with increasing literary levels among the Tajaran public.&lt;br /&gt;
&lt;br /&gt;
Tajara have a strong biological inclination to roll the “R” sound, extending it.  They also tend to refer to themselves in the third person perspective instead of the traditional first person ( “He has completed his work&amp;quot; instead of “I have completed my work&amp;quot;) though Tajara who have spent a large amount of their lives in space or among other species may overcome this trait with great difficulty. Most Tajara will only speak to someone in the first person if it is someone they trust substantially.  The occasional “slip up” can still be expected however, as being surrounded by a mostly Human crew can occasionally confuse them into using first person. The second person perspective is used in many regional dialects and does not imply any intimacy, however many Tajara prefer third person even in these cases as a preference. First person perspective is often used in the context of speeches or addresses to large populations in order enhance the rhetorical impact.&lt;br /&gt;
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==Culture==&lt;br /&gt;
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=== Fashion ===&lt;br /&gt;
&lt;br /&gt;
Throughout Tajaran history, fashion has remained relatively simple. Extravagant vestments fabricated from silk and other high-quality animal hides were restricted exclusively to the nobility, and standard Tajaran peasantry had little time to choose their uniforms, usually donning overcoats made of rough fabric and patches of animal hide. The fluffier the design was, the wealthier a noble was considered.&lt;br /&gt;
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Given the hardships of Tajaran life and the constant need to do work by hand, the peasantry came to favor practical, well insulated clothing rather than fanciful designs; they were also cheaper to weave, which made things easier on the weaver. Underwear usually came in the form of long-sleeved pants and a shirt typically woven from thick animal furs and plant fibers and is used as the inner most insulating layer. Then, a Tajara would overlay multiple garments to create several layers of insulation to stop the loss of body heat. Thick, full-length skirts, pants, and shirts were favored by the peasantry, all in dark colors to retain heat better. Typically pre-discovery and even post-discovery modern clothing consist of thermal underwear, pants for men or long, heavy skirts for women, with thick sweater-like shirts and fur cloaks. &lt;br /&gt;
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The feared enforcers of the nobility wore great suits of armor designed to seal the user inside, creating an environment that was completely isolated from the harsh snows of Adhomai. Build for brute strength rather than comfort, the helmets of these suits made no room for Tajaran ears. These &#039;Enforcer Shells&#039;, as translated from Siik&#039;maas, were usually brown or olive in color, with slit visors that masked the wearer&#039;s face.&lt;br /&gt;
[[File:Government_Officials.jpg|thumb||Typical Government Official wear.]]&lt;br /&gt;
Today, the Government Officials of the People&#039;s Republic of Adhomai are usually seen dressed in olive military fatigues, occasionally donning a commissar-styled cap. These caps are usually styled with small rosettes to signify authority. When in especially cold weather, officials usually layer on black trench coats and scarves rather than wearing the outfits of the lower class.&lt;br /&gt;
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The lower and middle class of the Tajara are better heated by proxy, and can comfortably wear flat caps and long sleeved buttoned shirts for warmth when working in their factories rather than excessive garbs. When outside, typical Tajara will wear bomber jackets or fur coats with additional fur padding on the interior to better trap heat, paired with traditional slacks. Headwear for these working class citizens usually comes in the form of full head scarves to keep ears warm when in the wilderness, and standard soft and flat caps within cities.&lt;br /&gt;
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=== Cuisine ===&lt;br /&gt;
&lt;br /&gt;
Similarly, due to the cold temperatures of Adhomai, Tajara favor warming or hot food that can be consumed quickly before the freezing winds can cool the meal off. Porridges, soups, and chowders consisting of diced meat and vegetables for flavor was the usual meal of a working class Tajara, coupled with some bread and water or ale. Pre-industrial Tajara used to have community meals around bonfires to keep their food from cooling off too much, and almost all of their food source came in the form of porridges and oats. However, with the introduction of new technologies - such as higher quality insulation and home heating systems - Tajaran cuisine is being experimented with by chefs who are no longer restricted to compensating for the naturally low temperatures of Adhomai. Historically, culinary creations were reserved only for the nobility, who had better heated homes than the peasantry and more leeway was offered towards not having your meat turn blue in front of you.&lt;br /&gt;
&lt;br /&gt;
===The Arts===&lt;br /&gt;
&lt;br /&gt;
Of all arts, music is one of the most highly valued by Tajara. Stemming from the long-standing ban on most literature in their society, song and dance remained one of the only ways for Tajara to express themselves through words. Composers and musicians were traditionally held in high regard amongst Tajara, and in place of books the fanciful song-stories of traveling bards were one of the few ways the public could remove themselves from their lives.&lt;br /&gt;
 &lt;br /&gt;
Theatre was also equally important in the life of a pre-discovery Tajara. Given that, with the lack of books, there was little to keep your usual worker entertained, the ability to watch and enjoy a riveting drama or hilarious comedy was heaven. Theatres and performing halls can be found in almost every Tajaran village, and are often constructed to rival even the main seat of town council or government in architectural beauty. For example, the D&#039;na&#039;tel Hall in the Tajaran capital was one and a quarter larger than the seat of government prior to human sanctioned expansions. Dating back to the late Renaissance Era, it was constructed from high quality marble and many sculptures of characters and scenes from various popular Tajaran plays were meticulously hand-carved into the walls by sculptor Nasir Ka&#039;nira.&lt;br /&gt;
 &lt;br /&gt;
However, literature itself - that is to say novels - have never been looked kindly upon by the Tajara public. Though this closed way of thinking is starting to shift with the greater introduction of literacy amongst Tajara as a whole, many elders still harbor bitter feelings about books in general. They were almost universally considered a symbol of oppression and luxury by pre-revolution Tajara, given the fact that only the nobility were taught en masse how to read, and that every family had it&#039;s own private expansive library that even learned peasants had to pay out of pocket to access. This led to a widespread destruction of much of historical Tajara text following the uprising, as revolutionaries took it upon themselves to purposely gather and burn whatever books they could after taking a noble stronghold.&lt;br /&gt;
&lt;br /&gt;
=== Military ===&lt;br /&gt;
&lt;br /&gt;
The military hardware of the People&#039;s Republic of Adhomai lands somewhere close to what humankind used in the early 1900s, though the transition to energy weapons has already been made. Clumsy overheating handguns and rifles that slowly fire long bolts of concentrated energy are used by high ranking soldiers or special operatives, but their durability is dubious in comparison to the mass-produced, single shot or bolt action rifles that the majority of Tajaran soldiers use. Bayonets are heavily relied upon in close quarters combat rather than Tajaran model submachine guns, which are expensive in the eyes of the People&#039;s Republic and jam easily in the harsh terrain of Adhomai.&lt;br /&gt;
[[File:Williamsbrowning01.jpg|thumb||The Tui&#039;ad &amp;quot;Icelance&amp;quot; laser rifle.]]&lt;br /&gt;
Heavy infantry weapons like machine guns tend to come in the form of heavy, hand cranked gatling emplacements with a heavy emphasis on frontal gun shielding. These emplacements are extremely deadly in comparison to the slow firing rifles of foot soldiers, and are usually countered by Tajaran artillery or laser weaponry.&lt;br /&gt;
&lt;br /&gt;
Tajaran artillery is where the cunning of the People&#039;s Republic engineering shines, and many mountain ranges of Adhomai are lined with artillery guns the size of the mountains themselves. These weapons fire devastating artillery rounds capable of levelling small camps with a single shot, let alone a barrage. Artillery vehicles and mortar teams are almost always deployed in tandem with Tajaran infantry in order to shell enemy entrenchments and positions, and many Tajaran tacticians utilize artillery as their main killing force. These weapons are the pride of the People&#039;s Republic, and their nightmare if lost to enemy hands.&lt;br /&gt;
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&#039;&#039;For more information, see [[Tajaran Military Structures]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Education ===&lt;br /&gt;
Tajaran institutions for education are woefully behind their counterparts in other species. Historically, Njarir-Ahkran were often the only ones who became literate. Historians theorize this is tied to their alleged rise to nobility through their positions in early theological organizations. Officials from each faction agree that religious education has dominated most of Adhomai&#039;s academic history with heavy evidence from religious books which were largely able to survive the mass destruction of books by being sheltered in mosques. Disagreements among academics arise when discussing the evolution of primary schools, secondary schools, and universities. Academicians in the New Kingdom of Adhomai assert that these institutions began to rise thousands of years ago during the Adhomai Renaissance and downplay the role of the nobility&#039;s suppression of educating the masses. However intellectuals in the People&#039;s Republic of Adhomai and the Adhomai Liberation Army assert that these institutions were disingenuous social clubs at best and that schooling and formal education did not begin to arise until five hundred years prior. Hard information on the curriculum of pre-war institutions outside of theological institutions is difficult to find, however archaeological evidence tends to support arguments that there was a heavy focus on the arts- especially musical. Some artistic Hharar who lived before the war give accounts on nobles providing large patronage for painters such as in the modern sense with Al-Manq, but also for lavish concerts, operas, and ballets. Sculpting also came into prominence as evidenced by the intricate detail of various statues and gargoyle-like protrusions from an array of buildings in Nal&#039;Tor and especially on the capital building in The People&#039;s Square: the aptly-named Steeple. Regardless of the details of pre-revolution educational institutions, the current face of Tajaran education outside of seminaries is primarily technical schools which focus on preparing young Tajara to work the various labor jobs around Adhomai.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;See also [[The Nal&#039;tor College of Career Excellence]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Marriage and Relationships ===&lt;br /&gt;
Historically, the peasantry made due by uniting themselves as a workforce which has bred an intimate inter-person relationship among the families of most villages, towns, and cities. Regardless of the size of the population, pre-uprising Tajara were often well acquainted with families that may have lived on the other side of town. Arranged marriages were extremely common and were ways to improve relationships among families. However, this traditional practice has met with extreme criticism following post-uprising debates. The practice of arranged marriage was not feasible following the first revolution which effectively eliminated a generation of adult Tajara. This created a generation which had to largely create their own marriages, many of which passed on this emerging cultural norm to the next generation. Although permanent pairing of Tajara is often colloquially referred to as &amp;quot;marriage&amp;quot; due to humanizing influences, there are a handful of different technical terms for it depending on the religion of the Tajara involved. S&#039;rand&#039;marr worshipers are typically brought together in mosques by their local Brother of the Sun in a ceremony which symbolizes and glorifies S&#039;rendarr and life. Their equivalent of Marriage is called &amp;quot;&#039;&#039;&#039;S&#039;rendal&#039;Matir&#039;&#039;&#039;&amp;quot; (The life of S&#039;rendarr), named for the idea of continuing the life which the sun god S&#039;rendarr celebrates. Tajara under the worship of Ma&#039;ta&#039;ke have a less celebratory and less ritualistic ceremony, instead having a simple meeting between families with a clergyman to proclaim the lovers &amp;quot;&#039;&#039;&#039;Zrrazhil Ekrratul&#039;&#039;&#039;&amp;quot; (Continuation of the clans), named for the simple notion of propagating the blood of the families involved. &lt;br /&gt;
&lt;br /&gt;
Because of the Tajara&#039;s history as a repressive, conservative species, they have not grown too open-minded or liberal - unlike humanity&#039;s progressive views for example. Overt displays of affection and especially homosexuality among Tajara are looked down on and treated as a deviancy. There exists discrimination and bias against other races of Tajara - particularly against Zhan-Khazan for their purported low intelligence and rebellious tendencies. As a result, Tajara generally avoid interbreeding between races. An extension of the racism which prevents Tajara from breeding outside of their race can be found in the general public&#039;s extreme revulsion to notions of relationships outside of the species, an act which is considered an intolerable fetish to most.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&lt;br /&gt;
[[File:Adhomai2.png|thumb|alt=The Tajaran homeworld.|Adhomai was ravaged by warfare and more than forty million deaths have been recorded as a result of the Great War.]]&lt;br /&gt;
&lt;br /&gt;
===Nobility and the Ancient Past===&lt;br /&gt;
&lt;br /&gt;
For as long as most Tajara care to remember, Adhomai had always been under the rule of nobility. The most dated historical text that still exists in Tajaran possession dates back at least four thousand years and still talks about &#039;serving their masters&#039;, so many historians agree that the trend of blood rule is more deeply-routed in Tajaran existence than was previously considered.&lt;br /&gt;
 &lt;br /&gt;
The ancient past of the Tajara is poorly documented and historical texts are almost non-existent; meticulous combing and destruction of educational material by millennia of harsh rule resulted in total atrophy of most scientific arts in Tajaran society. Top Tajaran scholars in this day and age have theories that life on Adhomai. Little is known about Tajara civilization before  &#039;&#039;&#039;2500 BCE&#039;&#039;&#039; Galactic Standard Time.&lt;br /&gt;
&lt;br /&gt;
Tajara society and government in the &#039;&#039;&#039;2000 BCE&#039;&#039;&#039; era Galactic Standard Time was similar to human feudalism. Several towns, villages, or the rare city would be organized under a single Lord.  Nobles of fiefs commonly collected together to make crucial decisions about the ownership or trade of lands. If agreements were not met and conflict between two lords was imminent, decisions would commonly be made through staged combat. In these trials, groups of peasants were equipped with matching weapons and faced with the task of killing off the opposition. These displays were considered a quality source of entertainment, usually in which nobles would come to an agreement on their previously unsettled differences -- before staying to watch the peasants slaughter one another. Peasants had little choice in these matters, and all dissidence was met harshly and fatally at the hands of the Nobles&#039; Enforcers - trained agents (commonly of M&#039;sai descent) who fought for the nobility of Adhomai in exchange for relative freedom. These Tajaran enforcers kept the peasants of Adhomai&#039;s lands repressed and powerless through shock and terror.&lt;br /&gt;
&lt;br /&gt;
What is known for sure, however, is that tension and violence had slowly been increasing over hundreds of years between the populace and their fellow noble families. &lt;br /&gt;
&lt;br /&gt;
Based upon limited information gleaned from literature and art that survived various purges, many Kingdoms across Adhomai had been violently replaced with highly centralized theocracies, which are first mentioned in historical texts in the &#039;&#039;&#039;1300 BCE&#039;&#039;&#039; era, with the religious states focused around the worship of the suns and their leaders as direct avatars of S&#039;rendarr. The vast majority of Tajaran noble families stemmed from religious leaders with divine right to rule.&lt;br /&gt;
&lt;br /&gt;
===Tensions Rise=== &lt;br /&gt;
&lt;br /&gt;
Tajara historians believe that global violence spilled out across the planet between the theocratic kingdoms and the other scattered noble families in the &#039;&#039;&#039;1500 BCE&#039;&#039;&#039; era. These religious leaders clashed and either pitted their followers against one another. The noble leaders continued to fight and inter-marry until the ruling families had become exclusively &#039;&#039;&#039;Njarir’Akhran&#039;&#039;&#039;. Over time, the nobility as it were slowly began to lose their religious inclination, adopting more traditional civil institutions and a relaxation of the church&#039;s control which gave way to state control. This indirectly created the &#039;&#039;&#039;Adhomai Renaissance&#039;&#039;&#039; in the &#039;&#039;&#039;1,100 BCE&#039;&#039;&#039; era.  Religious worship of the noble families had been dropping steadily in conjunction with the lower influence they had upon the other nobility. It was this period that historians believe the overwhelming control of the noble families flourished and solidified into what it was prior to human contact.&lt;br /&gt;
&lt;br /&gt;
Literature was heavily regulated from this point as the ruling Njarir’Akhran reacted harshly to the &#039;&#039;&#039;Adhomai Renaissance&#039;&#039;&#039;. Enlightened philosophers had taken advantage of the creation of the short-lived printing press in &#039;&#039;&#039;955 BCE&#039;&#039;&#039;, who&#039;s blueprints and designs were quickly destroyed and would not be recovered until several hundred years later. The rise in literacy and philosophers questioning the very concept of &amp;quot;right to rule&amp;quot; was deemed dangerous to the health of noble rule. Scarce written literature the Adhomai Renaissance spawned sculptors, musicians, and artists. However, rather than their works being presented for public viewing, they were collected by noble families and only a handful were shown outside of their palaces for the peasantry to admire.&lt;br /&gt;
 &lt;br /&gt;
Following this era, tension between the nobility and the peasantry began to steadily increase, believed to have stemmed from increasingly harsh rulers and laws. Technological and cultural knowledge and breakthroughs had slowly begun to trickle down from the noble families to the peasantry. The blueprints for the &#039;&#039;&#039;printing press&#039;&#039;&#039; had managed to be smuggled out of a private noble library in &#039;&#039;&#039;173 CE&#039;&#039;&#039; and many underground libraries for the peasantry began to pop up in cities and towns across Adhomai. Eventually it became a capital crime for a peasant to even own a copy of an unapproved text.&lt;br /&gt;
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Adhomai underwent a form of industrialization with the creation and proliferation of the steam engine in &#039;&#039;&#039;1226 CE&#039;&#039;&#039;. However this only forced the Adhomai peasants into harsh new labors digging in mines and working 18 hour days building rail lines for private use by the Njarir’Akhran nobility. Laws were soon enacted that banned any non-Njarir’Akhran from utilizing electricity or riding on trains.&lt;br /&gt;
&lt;br /&gt;
This trend of noble&#039;s hoarding new technology or innovations at the expense of the peasants continued until human contact.&lt;br /&gt;
&lt;br /&gt;
Thirty years prior to human discovery of Adhomai, the deep-seeded mistrust between peasants and nobles had reached an all time high. The Tajaran species was trapped in a technological bubble forced upon them by their nobility. At the height of their industrial revolution only a few years prior, the leadership at the time became increasingly wary of the unification of many Tajaran workers who demanded greater rights, seeing themselves in what could be accounted as another &#039;Renaissance&#039; era and result in more &#039;enlightened&#039; individuals straining their already crumbling control over the populace.&lt;br /&gt;
 &lt;br /&gt;
The realms of education, science, and luxury found themselves under severe restrictions, and your basic Tajara was forced into almost twenty hour work days with minimal time afforded for eating and sleeping on the job. Analysis of the noble houses proves that during this time in Tajaran history, the nobility had never been worth more in Sol credits than previously. This is largely attributed to the fact that rather than modernizing Adhomai the nobility had seen fit to confiscate and use these fruits of scientific thinking for themselves.&lt;br /&gt;
 &lt;br /&gt;
Automobiles are considered one of the best examples of this. The first automobile is recorded to have been created in &#039;&#039;&#039;2012 CE&#039;&#039;&#039;. Using a combustion engine much like primitive human vehicles, with extra anti-freezing measures and thick treads, one of the first fully functional automated cars had been produced by a collection of Tajaran engineers and scientists, at the behest of the nobility. These large creations were considered by many older Tajara to be a symbol of negligence and gluttony by their leaders. Workers were never provided with such things; they were forced to transport themselves through Adhomai&#039;s harsh winter conditions on foot or by using specially designed &#039;snow bicycles&#039;, regardless of how far away their place of work was.&lt;br /&gt;
 &lt;br /&gt;
Further restricting the rights of the individual Tajara was enacted by a furious nobility after several instances of violence against Njarir’Akhran, but specific information on these incidents has been lost. Legislation was introduced against &#039;workers unions&#039; as well as any sort of illicit groups; a permit was required to form anything from hunting parties to agencies. In this whirlwhind of political turmoil, a fresh generation of Tajara were growing up, deprived of what most humans consider to be &#039;basic rights&#039;. As they grew older and angrier, the nobility saw fit to continue tightening their control over their subjects until a civil war was almost inevitable. Like a powder keg ready to blow, only a single spark was needed to light the flame.&lt;br /&gt;
&lt;br /&gt;
===Human Discovery===&lt;br /&gt;
This came in the form of human discovery in &#039;&#039;&#039;2418 CE&#039;&#039;&#039;. A Sol Alliance funded expedition into the Tajaran home system discovered the pre-space age species and their homeworld of Adhomai. Lush with untapped resources and potential workers, Adhomai was an attractive prospect for many human super corporations, especially NanoTrasen. Because of their slow technological progress, most of Adhomai&#039;s valuable minerals remained untapped by mining or drilling. It was due to this that several corporations attempted to insert themselves into the dealings of Adhomai.&lt;br /&gt;
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However, the nobility felt incredibly threatened by what they considered &#039;intrusions&#039; by humanity and completely refused them diplomatic access to their planet. The Alliance stepped in, initially unwilling to interfere in a pre-space age society and, reluctantly, the super corporations were forced to abandon their wishes to stake claims on Adhomai&#039;s resources - at least in the open. In the year &#039;&#039;&#039;2420 CE&#039;&#039;&#039;, a group of Tajaran intellectuals - considered rebels by the state - were shuttled off-world by a still unknown entity. Given asylum in the Sol Alliance, they met and discussed much with human scientists and officials. Tensions between the Alliance and Tajaran nobility rose after such an event and they accused the humans of harboring terrorists.&lt;br /&gt;
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Eventually, these rebels were returned to Adhomai with supplies and weapons. Fed with new ideals of personal freedom and &#039;rights afforded to all&#039; by their influential human friends, the seeds of revolution were sowed among the Tajaran populace, spread by word of mouth. Workers, doctors, teachers, even soldiers that were questionably loyal to the nobility were swayed by these promises of freedom and equality. Meetings in the basements of dark taverns or barns were common, and relations between the nobility and their peasants were at the lowest ever recorded in Tajaran history.&lt;br /&gt;
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===The Uprisings===&lt;br /&gt;
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It took little more than a year for a formal uprising to be staged. On &#039;&#039;&#039;2421 CE&#039;&#039;&#039;, after the nobility had captured one of the original Tajara that had been shuttled off world, he was sentenced to be publicly hanged by the neck in front of their peasants to show just how serious they were about keeping control. Ultimately, many historians believe this to be a highly egregious mistake. Rebels in the audience, armed with advanced off-world weapons, proceeded to open fire on loyalist forces and kill a nobleman in the process. This event, called the &#039;&#039;&#039;D&#039;as&#039;ral Massacre&#039;&#039;&#039; (so named for the city it took place in) by the nobility was all the excuse they needed to enact martial law.&lt;br /&gt;
&lt;br /&gt;
[[File:Emplacements.jpg|thumb|alt=Gun emplacements.|Wartime photo capture of rebel artillery emplacements.]]&lt;br /&gt;
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However, they found themselves in a cornered position. Weapons and supplies were being shipped in off-world by mysterious benefactors, and their collections of scientists and engineers had either fled to safety being noblemen themselves, or took up arms and joined the revolution. Without significant scientific presence to deconstruct or understand these new human weapons or support the war effort, the conflict resulted in a string of rebel victories that drew closer and closer to the capital cities of each providence. Fighting was extremely fierce and atrocities were recorded by both sides.&lt;br /&gt;
 &lt;br /&gt;
Among the noble families, the largest and nearly the most powerful was a clan called the &#039;Hadii&#039;. Their castle was amongst the best defended in the region and the battle to take it was waged for six months of non-stop fighting. As it became increasingly clear to them that they were eventually going to be overrun, the Hadii struck a deal with the rebel leader; in return for complete immunity from the war, as well as persecution, they afforded the revolutionaries with unique tools and even blueprints of other families&#039; castles, pointing out weak points and infiltration spots.&lt;br /&gt;
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It was this turn coating that tipped the revolution in favor of the peasantry. Armed with this new information, they made use of radio systems previously restricted for nobility to methodically and ruthlessly end their uprising by murdering most of the noble families and whatever soldiers and civilians remained loyal to them. By &#039;&#039;&#039;2431 CE&#039;&#039;&#039; the revolution had finally come to an end with a total of more than &#039;&#039;&#039;92 million casualties&#039;&#039;&#039; with more than half of that being loyalist forces, and &#039;&#039;&#039;40 million civilian deaths&#039;&#039;&#039;. Many Tajaran cities and villages were utterly destroyed by vicious fighting as well as bombardment by uncaring nobles. A informal ceasefire was declared between the factions, though skirmishes were still common.&lt;br /&gt;
[[File:Anti-noble_Propaganda.jpg|200px|thumb|right|Famous People&#039;s Republic Propaganda painting which depicts a pouf noble walking a Tajaran worker like a pet.]]&lt;br /&gt;
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===Outcome of the Revolution===&lt;br /&gt;
&lt;br /&gt;
Following this total upheaval of Tajaran society, rebel leaders met with Hadii noblemen and discussed how to form a government, given that only the Hadii were experienced with ruling. Human corporations took express interest in this; the Hadii were one of the few noble families that saw profit in human stakes on Adhomai, and many back-room deals were made until ultimately the Hadii were placed at the head of Tajaran government in &#039;&#039;&#039;2432 CE&#039;&#039;&#039;, and ushered in a new federal republic: &#039;&#039;&#039;The People&#039;s Republic of Adhomai&#039;&#039;&#039;. The Tajaran public was markedly distressed by this turn of the events, and fearing another uprising, human intervention again helped defuse the situation. The Hadii promised that it would not be like it was before.&lt;br /&gt;
 &lt;br /&gt;
NanoTrasen, suspected by many conspiracy theorists to be behind the funding and supplying of Tajara during the war, holds claim to most of Adhomai and has a monopoly over most of the planet&#039;s valuables. Collaboration between them, the Sol Alliance and the Jargon Federation has resulted in more technological advances in Tajaran society recently than ever before in their recorded history.  Approval ratings for the current leadership rose in response.&lt;br /&gt;
[[File:21208e532f75dbdf919f48ff4ddac508.jpg|300px|thumb|right|Potrait of President Al&#039;Mari Hadii, taken one week from his death and done in the [[Notable Tajara|Al&#039;Manq style]].]]&lt;br /&gt;
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However, serious problems remained. &#039;&#039;&#039;Rhagrrhuzau Hadii&#039;&#039;&#039; suddenly began to back out of the People&#039;s Republic&#039;s agreed upon business deals with NanoTrasen, all of which saw a massive amount of Tajaran natural resources exported. Citing humanity as greedy and destructive, &#039;&#039;&#039;Rhagrrhuzau Hadii&#039;&#039;&#039; made clear his intentions to make Adhomai independent until it was ready to take on the burden of interstellar politics.&lt;br /&gt;
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===The Second Revolution===&lt;br /&gt;
&lt;br /&gt;
The disagreements and hatred of the Hadii republican government had led to insurrection and treachery between Adhomai&#039;s major power figures since &#039;&#039;&#039;Rhagrrhuzau Hadii&#039;&#039;&#039;&#039;s new economic policies were revealed. Many Tajaran business contractors - just recently denied their ability to sell ludicrous amounts of natural resources and workers to the massive human megacorporation, NanoTrasen - felt threatened by the reforms of the Hadii government and its first President, &#039;&#039;&#039;Rhagrrhuzau Hadii&#039;&#039;&#039;. On &#039;&#039;&#039;2451 CE&#039;&#039;&#039;, during a military parade, President Rhagrrhuzau was assassinated by a young Zhan-Khazan radical. A known secret service agent of the People&#039;s Republic, the radical was sentenced to death for his treachery, brought on by the violent tendencies of his Zhan-Khazan genetics. His brother and vice-president &#039;&#039;&#039;Njadrasanukii Hadii&#039;&#039;&#039; quickly assumed the office of the presidency and immediately passed brutal laws that punished Zhan-Khazans and &#039;subversive elements&#039;. NanoTrasen was invited back to Adhomai and menial workers were sold en masse to NanoTrasen workplaces while the rights to the bountiful natural resources of Adhomai were sold off to NanoTrasen. Public hangings and firing squads became the norm once again.&lt;br /&gt;
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Many military generals that had fought for the Republic soon defected under the banner of the Adhomai Liberation Army, the leader of which being &#039;&#039;&#039;Rhagrrhuzau Hadii&#039;&#039;&#039;&#039;s old friend and ally, &#039;&#039;&#039;Halkiikijr Nated&#039;Hakhan&#039;&#039;&#039;, and Adhomai found itself embroiled in yet another global conflict that continues to this day.&lt;br /&gt;
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===Adhomai Today===&lt;br /&gt;
&lt;br /&gt;
The Tajaran home world has suffered plenty in the three decades since the end of the First Revolution. With the sudden injection of advanced technology into their relatively simple life, the discrepancy between modernized cities and outlying areas could not be more obvious. While the Tajaran capital boasts the most modern developments with sleek skyscrapers, advanced connections and phone lines, as well as hospitals and schools, the further you get from the larger cities, the more apparent it is that things are not quite so flashy. Expanding infrastructure remains difficult, as most public funds are seized for use by the military or used to repair infrastructure damaged by shelling or bombings.&lt;br /&gt;
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&lt;br /&gt;
There is a steady stream of money being fed into the People&#039;s Republic of Adhomai. NanoTrasen, as per it&#039;s agreement with the president, have set up mining and logging operations on Adhomai using the local work force for the most menial of tasks. In return, company funded clinics and schools are slowly being spread out and build in the needy areas. Tajaran resource operations are now all but nonexistent; the buildings that were once part of the nobility&#039;s small gathering efforts have now been refurbished and are being used by NanoTrasen.&lt;br /&gt;
 &lt;br /&gt;
Literacy has risen to its all time high on Adhomai, and with the assistance of the Alliance, teachers have been brought in from off world to educate the younger generation of Tajara. However, this number has begun to decline as the dangers of working on Adhomai are beginning to become common knowledge. Special establishments for older students have also been constructed to assist the elder generation in being brought to the same level of education, but NanoTrasen has not expressed significant interest in this; these people make up the brunt of their low-paid workforce and they want to ensure that they are kept that way.&lt;br /&gt;
 &lt;br /&gt;
There are still several proponents of revolution that oppose the current government, which has plunged the planet into another all-encompassing civil war that remains at a standstill today.&lt;br /&gt;
&lt;br /&gt;
==Notable Information==&lt;br /&gt;
&lt;br /&gt;
===Religion===&lt;br /&gt;
====S&#039;rand&#039;marr Worship====&lt;br /&gt;
&#039;&#039;&amp;quot;By day and light of S&#039;Rendarr, we live and bask in his warmth, happy and content. By the warmth and light of Messa, we cease breath and fall to death. Only by the love and harmony of both the Twin Gods and Sibling Suns do we live happily, and die the same. By the Twin Gods and Sibling Suns, S&#039;Rendarr and Messa, the faithful ask for your blessing, and to please extend it to the non-faithful who do no wrong, and cast no sin.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
- The &amp;quot;First Prayer&amp;quot; of S&#039;rand&#039;marr Worship&lt;br /&gt;
&lt;br /&gt;
There are a handful of faiths on Adhomai, but the majority religion is the worship of S&#039;rendarr and Messa, the names of both suns in the Tajaran home system. Ancient Tajara were believed to worship the suns as gods, believing their light to be the only thing keeping the planet from freezing over entirely. Over time, this faith matured into a system of beliefs suited to the peasantry; looking down upon the acts of betraying your fellow worker and attempting to foster unity and understanding amongst its followers. It is believed by many that S&#039;rendarr is the god of life and the day, as the bigger of the two suns, and he is associated with good happenings and is most often prayed to. Contrastingly, Messa, the blue sun, is the goddess of the night and death; whenever she eclipses S&#039;rendarr, all followers partake in religious rituals that ask Messa to spare them from whatever ill tidings she may bring. The worship of the sun gods is dominated by an organization called the Parivara, meaning, the &amp;quot;Family.&amp;quot; The head of the Parivara is Father Walid Al&#039;qat who is based out of Sana Sahira, a holy city on the tallest mountain on Adhomai which roughly translates into the City of the Suns. The First Father of the Twin Gods was said to have made a direct link with the Gods, who gave him these laws that all of their faith should follow:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;You shalt not harm another, faithful to the Suns or not. You shalt always show kindness to any and all. You shalt not covet the items of another faithful. You shalt not defile the body of one who now rests in Messa&#039;s Forever.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Since the day these were declared in Sana Sahira, they have been considered the Law of the Suns. This location in the People&#039;s Republic places the Parivara in the precarious position of having to act favorably to the faction&#039;s government, however Father Walid Al&#039;qat attempts to stay out of politics in order to avoid alienating any worshipers across borders. The Father of the Parivara is chosen by the Brothers of the Suns who serve as the priests and clergy of the faith. Devoted women of the faith can become Suns&#039; Sisters, who take a vow of silence of silence, like the Gods themselves, and live in the Mosques devoted to the worship, tending to them in anyway needed, anything from cleaning to heavy manual labor repairing and replacing glass or furniture, to healing the Brothers, patrons and other Suns&#039; Sisters. To cause harm to a Suns&#039; Sister is said to be one of the most unholy things you can do in a place of worship, as they&#039;re meant to emulate the Gods themselves, silent, but strong and dependable.&lt;br /&gt;
&lt;br /&gt;
====Ma&#039;ta&#039;ke==== &lt;br /&gt;
The second largest religion is the worship of the Snow God Mata&#039;ke and his cohort companion gods, which dates back to ancient Tajaran times. A figure of legend, Mata&#039;ke is believed to have been the head of a hardy clan of mountain dwellers which regularly came to the aid of other clans which were constantly plagued by bandits and wild animals. He was revered as a fierce warrior capable of fighting a platoon of men by himself, but also as a kind soul for the records of his dealings with other clans show understanding and kindness. He is upheld to be the ultimate Tajaran- powerful, wise, and magnanimous. Followers of Mata&#039;ke himself endeavor to emulate his grandeur, while others attempt to emulate the other gods.&lt;br /&gt;
&lt;br /&gt;
In Tajaran mythology, the clan of Mata&#039;ke rose to the status of gods when they slew the King of the Rrak&#039;narrr, who was also the lord and master of all Adhomai. Upon killing him, the various clansmen all absorbed different aspects of its many powers, each becoming immortal. As the one who dealt the killing blow, and at the will of the dying Rrak&#039;narrr&#039;s final wishes, Mata&#039;ke absorbed the majority of the powers and became lord and master of all Adhomai. The clan then decided that their former settlement was not befitting of their powers, and instead established themselves in a city of wonders at the &amp;quot;Edge of Adhomai&amp;quot; where they fend off malicious entities and protects all Tajara.&lt;br /&gt;
&lt;br /&gt;
====Njarir-Ahkran Worship====&lt;br /&gt;
At one point, a religion was established heralding the nobility themselves as gods by certain devout loyalits, but this faith has all but been completely erased following the uprising. Individuals who were recorded to believe in or are suspected of being a member undergo persecution and even in some cases death sentences. With most loyalists either in hiding or killed during the uprising, and all places of worship destroyed, any intelligent Tajara would never admit to being, or attempt to defend, a member of this faith.&lt;br /&gt;
&lt;br /&gt;
===Ethnicities===&lt;br /&gt;
There are four races of Tajara: the Hharar, the Zhan-Khazan, the Njarir-Ahkran and the M&#039;sai. Each race has a common role which they play in society which their biological inclinations make them more suited for, as well as their own cultures which have formed from long histories of performing these roles in society. Tajara heavily stereotype each other based on race which is often a cause for conflict. As a result of these differences, there is a lot of racial tension between these various types of Tajara which was further exacerbated by differences in socioeconomic classes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;For information about the ethnicities, their traits, and their cultures: see [[Tajaran Ethnicities]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Factions in the Civil War==&lt;br /&gt;
&lt;br /&gt;
The Adhomai Civil War has three main factions participating in the fighting.&lt;br /&gt;
[[File:Hadii.jpg|300px|thumb|right|Malik Hadii (Njadrasanukii Hadii), President of the People&#039;s Republic of Adhomai.]]&lt;br /&gt;
===People&#039;s Republic of Adhomai===&lt;br /&gt;
The &#039;&#039;&#039;People&#039;s Republic of Adhomai&#039;&#039;&#039; are considered to be the loyalists. With their capital centered in Nal&#039;Tor, the People&#039;s Republic continues to enjoy diplomatic recognition by the major factions of the galaxy. They are lead by &#039;&#039;&#039;President Malik Hadii&#039;&#039;&#039; (Njadrasanukii Hadii) who is in his 7th year of his 12 year term. With a focus on expanding the Navy of Adhomai and ensuring greater prosperity for his supporters, Malik has forced rapid modernization on the cities still in loyalist hands. The government&#039;s rule is marked by a lack of privacy, enthusiastic police and a pervasive secret police that leave privacy a nebulous concept to most Tajara. In some areas the government even finances mafia families to help keep order and ensure a slice of the profits from the bustling criminal underground. Anyone suspected of supporting traitors or publicizing media critical of the government are delivered to prisons or placed at the wrong end of a firing squad. In addition, the Parliament under President Hadii is nothing more than a puppet, providing a rubber stamp to the extremely centralized office of the president. However, life under the government, while not free, can often be stable and safe when away from the conflict zones. Under the Republic, Tajara have more opportunities than they have had historically, with Nanotrasen throwing out a net and bringing in hundreds or even thousands of Tajara new employment opportunities as well as selling designs for ships and other space-faring aircraft to the People&#039;s Republic&#039;s Military.&lt;br /&gt;
&lt;br /&gt;
===Adhomai Liberation Army===&lt;br /&gt;
The rebels call themselves the &#039;&#039;&#039;Adhomai Liberation Army&#039;&#039;&#039;, a group made up of Tajara from almost every walk of life. Opposing corporate claims on Tajaran soil and citing mismatched development and governmental negligence as the fault of humanity, they aim to &amp;quot;free Tajara from the new shackles imposed upon them by the corporate overlords and return Adhomai to a free, prosperous planet like our ancestors dreamed of.&amp;quot; In reality, towns and cities liberated by the Liberation Army often find themselves ruled by a military junta. Being a supporter of the loyalist government, or having been a collaborator, is grounds for immediate execution by firing squad. Villages often find their supplies seized by Liberation forces for the war effort. Administrative power is extremely decentralized, which leads to limited communication or connection between controlled towns and cities. The military commanders themselves are far more centralized, and are ultimately under the absolute authority of &#039;&#039;&#039;Supreme Commander Halkiikir Na&#039;ted&#039;Akhan&#039;&#039;&#039;, who defected from the People&#039;s Republic in the early years of the second revolution. However, the Liberation Army does, for the most part, try to respect the basic rights of Tajara. Most Tajara under their rule don&#039;t need to worry about a secret police or being framed for a crime. Criticizing the Liberation leadership is dangerous, but sometimes it is tolerated, giving Liberation press a bit more freedom in publications. This also extends to their tolerance of democracy - with such a decentralized power structure, most towns or cities can hold elections to govern themselves. These tend to be closely managed by the military juntas, but the Liberation Army insists that the army power over the civilian government will end with the conclusion of the war.&lt;br /&gt;
&lt;br /&gt;
[[File:Ahdomai Political cities.png|300px|thumb|A map of modern-day Adhomai]]&lt;br /&gt;
&lt;br /&gt;
===New Kingdom of Adhomai===&lt;br /&gt;
The last major faction is the rebellious &#039;&#039;&#039;New Kingdom of Adhomai&#039;&#039;&#039;, which seceded and declared itself a nation in 2450. The New Kingdom is ruled by a Njarir’Akhran noble line that survived the previous Revolution by remaining in hiding, owing to the efforts of their supporters. Ruled by &#039;&#039;&#039; King Nazira Ka&#039;rimah&#039;&#039;&#039; (Vahzirthaamro Azunja) specifically, he denounces both other factions in the civil war as illegitimate and himself as the only legitimate ruler of Adhomai. Supporters of the New Kingdom tend to be rare outside lands it controls. However, they believe strongly that the current republic on Adhomai was founded on genocide and unspeakable slaughters. The New Kingdom puts forth the ideology that Republicanism is bloodshed. The only way to return Adhomai to peace and prosperity is to learn from the mistakes of the ancient nobles and Republicans, and create a new noble dynasty. They believe this dynasty should rule as a constitutional monarchy in order to prevent abuses of power. In reality, this has proven very difficult, especially with the realities of war. Owning little territory in the north, it is constantly besieged and finds itself on the retreat. The lofty titles of the nobles disguise the fact that most of the nobility of this new kingdom remain in squalor only marginally better than the peasants. Life is extremely difficult, and the Ka&#039;rimah dynasty finds itself struggling to function with their limited constitutional powers and factional in-fighting between the military and the civilian government.&lt;br /&gt;
&lt;br /&gt;
{{Navbox Tajara Lore}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Species]]&lt;br /&gt;
[[Category:Pages]]&lt;br /&gt;
[[Category: Tajara]]&lt;br /&gt;
&#039;&#039;Human cat artwork belongs to Alexander Zavaliy, and artwork used for Al&#039;Manq&#039;s portrait belongs to Eldar Zakirov.&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Itzal</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Surgery&amp;diff=5051</id>
		<title>Surgery</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Surgery&amp;diff=5051"/>
		<updated>2017-01-14T22:40:45Z</updated>

		<summary type="html">&lt;p&gt;Itzal: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{toc_right}}&lt;br /&gt;
==A Guide to Surgery In General==&lt;br /&gt;
All surgery requires the set of medical tools in the [[Operating Theatre]], along with an operating table. In general, only [[Surgeon]]s and the [[Chief Medical Officer]] can (ICly) perform advanced surgery. Remember to let each step complete fully, else you risk harming yourself or your patient.&lt;br /&gt;
&lt;br /&gt;
===Ghetto Surgery===&lt;br /&gt;
If you can&#039;t find an operating table, have no fear, there are other ways to fix people up. Any table will work! Click twice on a player to put them in an aggressive grab, and click on a table. However, you have a 1/3 chance per step to make a mistake and injure the patient rather than advancing the procedure. While tables are more available anywhere metal is on hand, deploying the patient on a roller bed is preferable with only a 1/4 chance to fail.&lt;br /&gt;
&lt;br /&gt;
===NOTE ABOUT GHETTO SURGERY===&lt;br /&gt;
Performing this as a crew member and a non-antagonist one, (Unless the situation really calls for it, if you have any questions, You&#039;re free to ahelp it) might possibly lead to action by the internal security team or IAA. Which would result in your character in being &#039;fired&#039; or disciplined.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Surgical Tools===&lt;br /&gt;
Surgical tools are very hard to get and it is best to keep them in the operating theatre. However, if the worst happens and some tools disappear, you can order more in a surgery crate from cargo, and most can be made with an autolathe.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;The following are the standard surgical tools most doctors will need:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
* [[File:MMI empty.png]] MMI&lt;br /&gt;
* [[File:Drill.png]] surgical drill&lt;br /&gt;
* [[File:Scalpel.png]] scalpel&lt;br /&gt;
* [[File:Saw.png]] circular saw&lt;br /&gt;
* [[File:Hemostat.png]] hemostat&lt;br /&gt;
* [[File:Cautery.png]] cautery&lt;br /&gt;
* [[File:Retractor.png]] retractors&lt;br /&gt;
* [[File:Bone setter.png]] bone setter&lt;br /&gt;
* [[File:Bone gel.png]] bone gel&lt;br /&gt;
* [[File:Autopsy scanner.png]] autopsy scanner&lt;br /&gt;
* [[File:Anesthetics.png]] sleeping agent&lt;br /&gt;
* [[File:BreathingMask.png]] medical mask&lt;br /&gt;
* [[File:Sterilemask.png]] sterile mask&lt;br /&gt;
* [[File:LGloves.png]] latex gloves&lt;br /&gt;
* [[File:Traumakit.png]] advanced trauma kit&lt;br /&gt;
* [[File:Nanopaste.png]] nanopaste&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Ghetto surgical tools:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
* Cable coil&lt;br /&gt;
* Glass shard&lt;br /&gt;
* wirecutter&lt;br /&gt;
* crowbar&lt;br /&gt;
* welding tool&lt;br /&gt;
* screwdriver&lt;br /&gt;
* mousetrap&lt;br /&gt;
* fork&lt;br /&gt;
* cigarette&lt;br /&gt;
* lighter&lt;br /&gt;
* metal rods&lt;br /&gt;
* wrench&lt;br /&gt;
* kitchen knife&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Infection ===&lt;br /&gt;
Place on gloves and wash your hands before every surgery. Failure to do so will result in giving your patient an infection, which left untreated can be deadly. Apply ointment to the afflicted areas quickly if you fail to wash your hands before starting surgery.&lt;br /&gt;
&lt;br /&gt;
== Prepping for Surgery ==&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;i&amp;gt;Please ensure that your patients are properly diagnosed and scanned before starting the operation, and that all medications and personnel needed for the procedure have been prepared.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
# Find a suitable [[File:OpTable.gif]] operating table, unless you&#039;re willing to risk [[Surgery#Ghetto_Surgery|Ghetto Surgery]].&lt;br /&gt;
# Make sure you&#039;re wearing [[File:LGloves.png]] latex gloves and a [[File:Sterilemask.png]] sterile mask.&lt;br /&gt;
# Ask the person to strip, or click+drag them onto your body and click on all of their items to remove them.&lt;br /&gt;
# [[File:Grab.png]] Grab the person and click on the operating table to lay them down on it.&lt;br /&gt;
# Check the [[File:Crewmonitor.gif]] Operating Computer to ensure the patient is positioned properly; if the monitor does not show the patient&#039;s vitals, the surgery will not work.&lt;br /&gt;
# Pick up a [[File:BreathingMask.png]] medical mask and [[File:Anesthetics.png]] sleeping agent.&lt;br /&gt;
# Click+drag their body onto yours to view their inventory. With the medical mask in your right hand, click on the &amp;quot;Nothing&amp;quot; link at the top beside &amp;quot;Head (Mask)&amp;quot;. In a few seconds, you will equip them with the medical mask. &lt;br /&gt;
# Place the sleeping agent in your right hand, then click the &amp;quot;Nothing&amp;quot; link in their inventory window beside &amp;quot;Back&amp;quot; to equip it on their back.&lt;br /&gt;
# A new link will appear beside the sleeping agent called &amp;quot;Set internals&amp;quot;. Click on it to turn on the gas. It will force them asleep in about 5 seconds. You are now ready to proceed with surgery.&lt;br /&gt;
# Make sure you&#039;re set on the [[File:Help.png]] Help intent.&lt;br /&gt;
# Use a &#039;&#039;&#039;sink&#039;&#039;&#039; to wash your hands. Unclean hands can result in an infected wound. This is treatable with ointment.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;font color=red&amp;gt;NOTE: If anyone is pulling on the patient, the surgery will not work properly! Make sure no one is pulling the patient!&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Surgery List==&lt;br /&gt;
&lt;br /&gt;
There are many different types of surgeries out there to perform. Sometimes it will be necessary to have the patient hooked up to an IV or someone on standby to inject medications during the procedure. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
==Bone Repair Surgery ==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;The mending of broken bones and fractures&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
# (Optional) Complete [[Surgery#Prepping_for_Surgery|Prepping for Surgery]].&lt;br /&gt;
# Aim for the afflicted limb in the [[File:Damage_zone.png]] Damage Zone.&lt;br /&gt;
# Use the [[File:Scalpel.png]] &#039;&#039;&#039;scalpel&#039;&#039;&#039; to cut or (Vaurca only) a [[File:Drill.png]] &#039;&#039;&#039;surgical drill&#039;&#039;&#039; to drill a hole in their carapace.&lt;br /&gt;
# Use the [[File:Hemostat.png]] &#039;&#039;&#039;hemostat&#039;&#039;&#039; to stop any potential bleeding. &lt;br /&gt;
# Use your [[File:Retractor.png]] &#039;&#039;&#039;retractors&#039;&#039;&#039; to lift up the skin.&lt;br /&gt;
# Apply [[File:Bone gel.png]] &#039;&#039;&#039;bone gel&#039;&#039;&#039; to the broken bone.&lt;br /&gt;
# Use the [[File:Bone setter.png]] &#039;&#039;&#039;bone setter&#039;&#039;&#039; to put the bone in place.&lt;br /&gt;
# Apply more [[File:Bone gel.png]] &#039;&#039;&#039;bone gel&#039;&#039;&#039;.&lt;br /&gt;
# Use the [[File:Cautery.png]] &#039;&#039;&#039;cautery&#039;&#039;&#039; to seal the incision.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Facial Reconstruction Surgery==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;The fixing of facial and vocal deformaties.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
# (Optional) Complete [[Surgery#Prepping_for_Surgery|Prepping for Surgery]].&lt;br /&gt;
# Aim for the patient&#039;s mouth &#039;&#039;&#039;not head&#039;&#039;&#039; in the [[File:Damage_zone.png]] Damage Zone.&lt;br /&gt;
# Use the [[File:Scalpel.png]] &#039;&#039;&#039;scalpel&#039;&#039;&#039; to cut or (Vaurca only) a [[File:Drill.png]] &#039;&#039;&#039;surgical drill&#039;&#039;&#039; to drill a hole in their carapace.&lt;br /&gt;
# Use your [[File:Hemostat.png]] &#039;&#039;&#039;hemostat&#039;&#039;&#039; to mend their vocal cords.&lt;br /&gt;
# Use your [[File:Retractor.png]] &#039;&#039;&#039;retractors&#039;&#039;&#039; to put the skin back in place.&lt;br /&gt;
# Cauterize the wound with the [[File:Cautery.png]] &#039;&#039;&#039;cautery&#039;&#039;&#039;.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Internal Bleeding Surgery==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Repairing damaged arteries and veins within the body to stop internal bleeding.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
# (Optional) Complete [[Surgery#Prepping_for_Surgery|Prepping for Surgery]].&lt;br /&gt;
# Aim for the afflicted limb in the [[File:Damage_zone.png]] Damage Zone.&lt;br /&gt;
# Use the [[File:Scalpel.png]] &#039;&#039;&#039;scalpel&#039;&#039;&#039; to cut or (Vaurca only) a [[File:Drill.png]] &#039;&#039;&#039;surgical drill&#039;&#039;&#039; to drill a hole in their carapace.&lt;br /&gt;
# Use the [[File:Hemostat.png]] &#039;&#039;&#039;hemostat&#039;&#039;&#039; to stop any potential bleeding. Note you do not need to do this for the head.&lt;br /&gt;
# Use your [[File:Retractor.png]] &#039;&#039;&#039;retractors&#039;&#039;&#039; to lift up the skin.&lt;br /&gt;
# (Only for chest/head) Use your [[File:Saw.png]] &#039;&#039;&#039;CircularSaw&#039;&#039;&#039; to saw through the ripcage/skull&lt;br /&gt;
# (Only for chest/head) Use your [[File:Retractor.png]] &#039;&#039;&#039;retractors&#039;&#039;&#039; to bend back the ripcage/skull.&lt;br /&gt;
# Use the [[File:Fixovein.png]] &#039;&#039;&#039;FixOVein&#039;&#039;&#039; to repair the damaged blood vessels.&lt;br /&gt;
# Use the [[File:Cautery.png]] &#039;&#039;&#039;cautery&#039;&#039;&#039; to seal the incision.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Amputation==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Removing a limb or a limb stump.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
# (Optional) Complete [[Surgery#Prepping_for_Surgery|Prepping for Surgery]].&lt;br /&gt;
# Aim for the patient&#039;s limb using the [[File:Damage_zone.png]] Damage Zone.&lt;br /&gt;
# Use a [[File:Saw.png]] &#039;&#039;&#039;circular saw&#039;&#039;&#039; to amputate the limb.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
==Limb Replacement Surgery==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Replacing missing limbs.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
# Ampuate the stump as in Amputation.&lt;br /&gt;
# Attach the limb you recovered (hopefully).&lt;br /&gt;
# Alternatively attach the appropriate robotic limb from [[Robotics]].&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Keep dylovene and spaceacilline handy. If meat limb was left outside of freezers for long, it might be infected. If it comes from someone of different species, be ready for rejection.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Robotic limbs are tougher than normal limbs, and do not count towards overall damage. However, they can only be repaired by welders (for brute damage) or wires (for burn damage), and malfunction if damaged. Robotic limbs explode when they take too much damage.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Internal Organs Surgery==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Mending brain hematomas, damaged eyes, collasped lungs and other broken organs.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
# (Optional) Complete [[Surgery#Prepping_for_Surgery|Prepping for Surgery]].&lt;br /&gt;
# Aim for the area where organ is at in the [[File:Damage_zone.png]] Damage Zone.&lt;br /&gt;
# Use the [[File:Scalpel.png]] &#039;&#039;&#039;scalpel&#039;&#039;&#039; to cut or (Vaurca only) a [[File:Drill.png]] &#039;&#039;&#039;surgical drill&#039;&#039;&#039; to drill a hole in their carapace.&lt;br /&gt;
# Use the [[File:Hemostat.png]] &#039;&#039;&#039;hemostat&#039;&#039;&#039; to stop any potential bleeding.&lt;br /&gt;
# Use your [[File:Retractor.png]] &#039;&#039;&#039;retractors&#039;&#039;&#039; to lift up the skin.&lt;br /&gt;
# [CHEST OR HEAD ONLY] Use the [[File:Saw.png]] &#039;&#039;&#039;saw&#039;&#039;&#039; to open the ribcage.&lt;br /&gt;
# [CHEST OR HEAD ONLY] Use the [[File:Retractor.png]] &#039;&#039;&#039;retractor&#039;&#039;&#039; to pull their ribcage open.&lt;br /&gt;
# Use the [[File:Traumakit.png]] &#039;&#039;&#039;advanced trauma kit&#039;&#039;&#039; to mend the organs, or [[File:Nanopaste.png]] &#039;&#039;&#039;nanopaste&#039;&#039;&#039; on an robotic organ.&lt;br /&gt;
# [CHEST OR HEAD ONLY] Use the [[File:Retractor.png]] &#039;&#039;&#039;retractor&#039;&#039;&#039; to close their ribcage.&lt;br /&gt;
# [CHEST OR HEAD ONLY] Apply [[File:Bone gel.png]] &#039;&#039;&#039;bone gel&#039;&#039;&#039; to mend the cut ribcage.&lt;br /&gt;
# Use the [[File:Cautery.png]] &#039;&#039;&#039;cautery&#039;&#039;&#039; to seal the incision.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Cavity Surgery==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Putting things inside peoples&#039; body cavities.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Maxiumum size of item that fits inside: &lt;br /&gt;
* Head - tiny (i.e. pen, paper)&lt;br /&gt;
* Abdomen - pocket-size (i.e. most surgical tools)&lt;br /&gt;
* Chest - small (i.e. bone saw, revolver)&lt;br /&gt;
# Aim for the chest, abdomen or head in the [[File:Damage_zone.png]] Damage Zone.&lt;br /&gt;
# Use the [[File:Scalpel.png]] &#039;&#039;&#039;scalpel&#039;&#039;&#039; to cut or (Vaurca only) a [[File:Drill.png]] &#039;&#039;&#039;surgical drill&#039;&#039;&#039; to drill a hole in their carapace.&lt;br /&gt;
# Use the [[File:Hemostat.png]] &#039;&#039;&#039;hemostat&#039;&#039;&#039; to stop any potential bleeding. Note that you do not need to do this for the head.&lt;br /&gt;
# Use your [[File:Retractor.png]] &#039;&#039;&#039;retractors&#039;&#039;&#039; to lift up the skin.&lt;br /&gt;
# [CHEST ONLY] Use the [[File:Saw.png]] &#039;&#039;&#039;saw&#039;&#039;&#039; to open the ribcage.&lt;br /&gt;
# [CHEST ONLY] Use the [[File:Retractor.png]] &#039;&#039;&#039;retractor&#039;&#039;&#039; to pull their ribcage open.&lt;br /&gt;
# Use the [[File:Drill.png]] &#039;&#039;&#039;surgical drill&#039;&#039;&#039; to prepeare cavity.&lt;br /&gt;
# Insert the item inside. If it caused internal bleeding, use &#039;&#039;&#039;FixOVein&#039;&#039;&#039; to fix it.&lt;br /&gt;
# If you decided not to put item inside, use [[File:Cautery.png]] &#039;&#039;&#039;cautery&#039;&#039;&#039; to mend cavity wall.&lt;br /&gt;
# [CHEST ONLY] Use the [[File:Retractor.png]] &#039;&#039;&#039;retractor&#039;&#039;&#039; to close their ribcage.&lt;br /&gt;
# [CHEST ONLY] Apply [[File:Bone gel.png]] &#039;&#039;&#039;bone gel&#039;&#039;&#039; to mend the cut ribcage.&lt;br /&gt;
# Use the [[File:Cautery.png]] &#039;&#039;&#039;cautery&#039;&#039;&#039; to seal the incision.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Implant Removal==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Removing implants from the body. Also removal of things from body cavities.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
# (Optional) Complete [[Surgery#Prepping_for_Surgery|Prepping for Surgery]].&lt;br /&gt;
# Aim for the implant location on the [[File:Damage_zone.png]] Damage Zone.&lt;br /&gt;
# Cut the skin with your [[File:Scalpel.png]] &#039;&#039;&#039;scalpel&#039;&#039;&#039; or (Vaurca only) drill a hole with your [[File:Drill.png]] &#039;&#039;&#039;surgical drill&#039;&#039;&#039;.&lt;br /&gt;
# Use your [[File:Hemostat.png]] &#039;&#039;&#039;hemostat&#039;&#039;&#039; to stop any potential bleeding.&lt;br /&gt;
# Use your [[File:Retractor.png]] &#039;&#039;&#039;retractors&#039;&#039;&#039; to lift up the skin.&lt;br /&gt;
# Use your [[File:Hemostat.png]] &#039;&#039;&#039;hemostat&#039;&#039;&#039; to stop bleeding. (May not be needed)&lt;br /&gt;
# Use the [[File:Saw.png]] &#039;&#039;&#039;saw&#039;&#039;&#039; to open the ribcage. [CHEST ONLY]&lt;br /&gt;
# Use the [[File:Retractor.png]] &#039;&#039;&#039;retractor&#039;&#039;&#039; to pull their ribcage open. [CHEST ONLY]&lt;br /&gt;
# Use your [[File:Hemostat.png]] &#039;&#039;&#039;hemostat&#039;&#039;&#039; to extract the implant. This may take several goes.&lt;br /&gt;
# Use the [[File:Retractor.png]] &#039;&#039;&#039;retractor&#039;&#039;&#039; to close their ribcage. [CHEST ONLY]&lt;br /&gt;
# Apply [[File:Bone gel.png]] &#039;&#039;&#039;bone gel&#039;&#039;&#039; to mend the cut ribcage. [CHEST ONLY]&lt;br /&gt;
# Cauterize the wound with the [[File:Cautery.png]] &#039;&#039;&#039;cautery&#039;&#039;&#039;.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
==Organ Removal/Transplantation==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Removal and re-insertion of the brain, heart, lungs, inflammed appenxies, etc. This also applies to neural laces.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
# (Optional) Complete [[Surgery#Prepping_for_Surgery|Prepping for Surgery]].&lt;br /&gt;
# Aim for the organ&#039;s location in the [[File:Damage_zone.png]] Damage Zone. (Head for brain/eyes/neural lace, chest for heart/liver/lungs, groin for appendix/kidney)&lt;br /&gt;
# Use a [[File:Scalpel.png]] &#039;&#039;&#039;scalpel&#039;&#039;&#039; to cut back the flesh or (Vaurca only) use a [[File:Drill.png]] &#039;&#039;&#039;surgical drill&#039;&#039;&#039;.&lt;br /&gt;
# Use the [[File:Hemostat.png]] &#039;&#039;&#039;hemostat&#039;&#039;&#039; to stop any potential bleeding.&lt;br /&gt;
# Use your [[File:Retractor.png]] &#039;&#039;&#039;retractors&#039;&#039;&#039; to lift up the skin.&lt;br /&gt;
# [CHEST/HEAD ONLY] Use the [[File:Saw.png]] &#039;&#039;&#039;saw&#039;&#039;&#039; to cut through the bones.&lt;br /&gt;
# [CHEST/HEAD ONLY] Use the [[File:Retractor.png]] &#039;&#039;&#039;retractor&#039;&#039;&#039; to separate the bones.&lt;br /&gt;
# [REMOVAL] Use the [[File:Scalpel.png]] &#039;&#039;&#039;scalpel&#039;&#039;&#039;. This will open up a window asking you which organ you&#039;d like to cut loose.&lt;br /&gt;
# [REMOVAL] Use the [[File:Hemostat.png]] &#039;&#039;&#039;hemostat&#039;&#039;&#039;. This will open up a window asking you which loose organ you&#039;d like to remove.&lt;br /&gt;
# [REMOVAL] Dispose of the organ or store it in a freezer. For [[Roboticist#Cyborgs | Borgification]], place the brain in an [[File:MMI empty.png]] MMI and give it to a [[Roboticist]].&lt;br /&gt;
# [TRANSPLANTATION] Use the organ you intend to transplant on the patient.&lt;br /&gt;
# [TRANSPLANTATION] Use the [[File:Fixovein.png]] &#039;&#039;&#039;FixOVein&#039;&#039;&#039; to reconnect the organ to the body.&lt;br /&gt;
# [TRANSPLANTATION] [CHEST/HEAD ONLY] Use the [[File:Retractor.png]] &#039;&#039;&#039;retractor&#039;&#039;&#039; to push the bones back together.&lt;br /&gt;
# [TRANSPLANTATION] [CHEST/HEAD ONLY] Apply [[File:Bone gel.png]] &#039;&#039;&#039;bone gel&#039;&#039;&#039; to repair the bones.&lt;br /&gt;
# [TRANSPLANTATION] Administer a [[File:Traumakit.png]] &#039;&#039;&#039;advanced trauma kit&#039;&#039;&#039; or use the [[File:Nanopaste.png]] &#039;&#039;&#039;nanopaste&#039;&#039;&#039; if required, to repair any damage received during transport/transplantation.&lt;br /&gt;
# Close the incision with a [[File:Cautery.png]] &#039;&#039;&#039;cautery&#039;&#039;&#039; and monitor the patient&#039;s health closely for either an infection or organ rejection.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Head Reattachment Surgery==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Reattaching a severed head for simpler cloning.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
See &#039;&#039;limb replacement surgery&#039;&#039;.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Necrotic Limb &amp;amp; Organ Repair==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Fixing limb and organ necrosis caused (mostly) by septic infections.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
# (Optional) Complete [[Surgery#Prepping_for_Surgery|Prepping for Surgery]].&lt;br /&gt;
# Aim for the necrotic organ in the [[File:Damage_zone.png]] Damage Zone.&lt;br /&gt;
# Use the [[File:Scalpel.png]] &#039;&#039;&#039;scalpel&#039;&#039;&#039; to cut or (Vaurca only) a [[File:Drill.png]] &#039;&#039;&#039;surgical drill&#039;&#039;&#039; to drill a hole in their carapace.&lt;br /&gt;
# Use the [[File:Hemostat.png]] &#039;&#039;&#039;hemostat&#039;&#039;&#039; to stop any potential bleeding. Note you do not need to do this for the head.&lt;br /&gt;
# Use your [[File:Retractor.png]] &#039;&#039;&#039;retractors&#039;&#039;&#039; to lift up the skin.&lt;br /&gt;
# (Optional) If the affected organ is in the chest, use the [[File:Saw.png]] &#039;&#039;&#039;saw&#039;&#039;&#039; to open the ribcage.&lt;br /&gt;
# (Optional) If the affected organ is in the chest, use the [[File:Retractor.png]] &#039;&#039;&#039;retractor&#039;&#039;&#039; to pull their ribcage open.&lt;br /&gt;
# Use the [[File:Scalpel.png]] &#039;&#039;&#039;scalpel&#039;&#039;&#039; to cut away the dead flesh.&lt;br /&gt;
# Use a [[File:Eyedropper.png]] &#039;&#039;&#039;dropper&#039;&#039;&#039; filled with [[Guide_to_Chemistry|&#039;&#039;&#039;Peridaxon&#039;&#039;&#039;]] to revive the necrotic organ.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
==Autopsy==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Examination of cadavers to find cause of death. See [[Guide_to_Cadavers#Autopsy_Procedures|autopsy prodedures]] for more information.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
# Place cadaver onto the operating table.&lt;br /&gt;
# Scan the cadaver with a Health Analyer to find injured locations.&lt;br /&gt;
# Aim for the patient&#039;s affected area in the [[File:Damage_zone.png]] Damage Zone. &lt;br /&gt;
# Cut the skin with your [[File:Scalpel.png]] scalpel (the chest may require two cuts) or (Vaurca only) drill a hole with your [[File:Drill.png]] &#039;&#039;&#039;surgical drill&#039;&#039;&#039;.&lt;br /&gt;
# Use the [[File:Autopsy scanner.png]] autopsy scanner to scan the area.&lt;br /&gt;
# Repeat scalpel and scan procedure for all affected areas.&lt;br /&gt;
# Right click the [[File:Autopsy scanner.png]] autopsy scanner to print out autopsy data.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
==Hardsuit Removal==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Cutting the seals on a sealed hardsuit so that it can be removed from the person wearing it.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
# Place the patient or cadaver onto the operating table. Cleanliness is not required.&lt;br /&gt;
# Aim for the chest in the [[File:Damage_zone.png]] Damage Zone.&lt;br /&gt;
# Use a &#039;&#039;&#039;plasma cutter&#039;&#039;&#039;, [[File:Welderon.gif]] &#039;&#039;&#039;welding tool&#039;&#039;&#039;, or [[File:Saw.png]] &#039;&#039;&#039;circular saw&#039;&#039;&#039; to slice the hardsuit seals open. &#039;&#039;This may take several attempts.&#039;&#039;&lt;br /&gt;
# Pull the hardsuit control module off, as when unsealed.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
==Extracting organs from detached body parts==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Removing internal organs from parts of the body, such as heads, which are no longer attached to the rest.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
# Place the body part on any surface, or hold it in hand.&lt;br /&gt;
# Use the [[File:Scalpel.png]] &#039;&#039;&#039;scalpel&#039;&#039;&#039; to cut the body part open or (Vaurca only) a [[File:Drill.png]] &#039;&#039;&#039;surgical drill&#039;&#039;&#039; to drill a hole in their carapace.&lt;br /&gt;
# Use the [[File:Retractor.png]] &#039;&#039;&#039;retractor&#039;&#039;&#039; to crack the body part open.&lt;br /&gt;
# Use the [[File:Hemostat.png]] &#039;&#039;&#039;hemostat&#039;&#039;&#039; to extract an organ. Repeated applications will yield further organs, until all organs present in the body part have been removed. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Itzal</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Surgery&amp;diff=5050</id>
		<title>Surgery</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Surgery&amp;diff=5050"/>
		<updated>2017-01-14T22:28:03Z</updated>

		<summary type="html">&lt;p&gt;Itzal: /* Internal Bleeding Surgery */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{toc_right}}&lt;br /&gt;
==A Guide to Surgery In General==&lt;br /&gt;
All surgery requires the set of medical tools in the [[Operating Theatre]], along with an operating table. In general, only [[Surgeon]]s and the [[Chief Medical Officer]] can (ICly) perform advanced surgery. Remember to let each step complete fully, else you risk harming yourself or your patient.&lt;br /&gt;
&lt;br /&gt;
===Ghetto Surgery===&lt;br /&gt;
If you can&#039;t find an operating table, have no fear, there are other ways to fix people up. Any table will work! Click twice on a player to put them in an aggressive grab, and click on a table. However, you have a 1/3 chance per step to make a mistake and injure the patient rather than advancing the procedure. While tables are more available anywhere metal is on hand, deploying the patient on a roller bed is preferable with only a 1/4 chance to fail.&lt;br /&gt;
&lt;br /&gt;
===NOTE ABOUT GHETTO SURGERY===&lt;br /&gt;
Performing this as a crew member and a non-antagonist one, (Unless the situation really calls for it, if you have any questions, You&#039;re free to ahelp it) might possibly lead to action by the internal security team or IAA. Which would result in your character in being &#039;fired&#039; or disciplined.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Surgical Tools===&lt;br /&gt;
Surgical tools are very hard to get and it is best to keep them in the operating theatre. However, if the worst happens and some tools disappear, you can order more in a surgery crate from cargo, and most can be made with an autolathe.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;The following are the standard surgical tools most doctors will need:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
* [[File:MMI empty.png]] MMI&lt;br /&gt;
* [[File:Drill.png]] surgical drill&lt;br /&gt;
* [[File:Scalpel.png]] scalpel&lt;br /&gt;
* [[File:Saw.png]] circular saw&lt;br /&gt;
* [[File:Hemostat.png]] hemostat&lt;br /&gt;
* [[File:Cautery.png]] cautery&lt;br /&gt;
* [[File:Retractor.png]] retractors&lt;br /&gt;
* [[File:Bone setter.png]] bone setter&lt;br /&gt;
* [[File:Bone gel.png]] bone gel&lt;br /&gt;
* [[File:Autopsy scanner.png]] autopsy scanner&lt;br /&gt;
* [[File:Anesthetics.png]] sleeping agent&lt;br /&gt;
* [[File:BreathingMask.png]] medical mask&lt;br /&gt;
* [[File:Sterilemask.png]] sterile mask&lt;br /&gt;
* [[File:LGloves.png]] latex gloves&lt;br /&gt;
* [[File:Traumakit.png]] advanced trauma kit&lt;br /&gt;
* [[File:Nanopaste.png]] nanopaste&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Ghetto surgical tools:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
* Cable coil&lt;br /&gt;
* Glass shard&lt;br /&gt;
* wirecutter&lt;br /&gt;
* crowbar&lt;br /&gt;
* welding tool&lt;br /&gt;
* screwdriver&lt;br /&gt;
* mousetrap&lt;br /&gt;
* fork&lt;br /&gt;
* cigarette&lt;br /&gt;
* lighter&lt;br /&gt;
* metal rods&lt;br /&gt;
* wrench&lt;br /&gt;
* kitchen knife&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Infection ===&lt;br /&gt;
Place on gloves and wash your hands before every surgery. Failure to do so will result in giving your patient an infection, which left untreated can be deadly. Apply ointment to the afflicted areas quickly if you fail to wash your hands before starting surgery.&lt;br /&gt;
&lt;br /&gt;
== Prepping for Surgery ==&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;i&amp;gt;Please ensure that your patients are properly diagnosed and scanned before starting the operation, and that all medications and personnel needed for the procedure have been prepared.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
# Find a suitable [[File:OpTable.gif]] operating table, unless you&#039;re willing to risk [[Surgery#Ghetto_Surgery|Ghetto Surgery]].&lt;br /&gt;
# Make sure you&#039;re wearing [[File:LGloves.png]] latex gloves and a [[File:Sterilemask.png]] sterile mask.&lt;br /&gt;
# Ask the person to strip, or click+drag them onto your body and click on all of their items to remove them.&lt;br /&gt;
# [[File:Grab.png]] Grab the person and click on the operating table to lay them down on it.&lt;br /&gt;
# Check the [[File:Crewmonitor.gif]] Operating Computer to ensure the patient is positioned properly; if the monitor does not show the patient&#039;s vitals, the surgery will not work.&lt;br /&gt;
# Pick up a [[File:BreathingMask.png]] medical mask and [[File:Anesthetics.png]] sleeping agent.&lt;br /&gt;
# Click+drag their body onto yours to view their inventory. With the medical mask in your right hand, click on the &amp;quot;Nothing&amp;quot; link at the top beside &amp;quot;Head (Mask)&amp;quot;. In a few seconds, you will equip them with the medical mask. &lt;br /&gt;
# Place the sleeping agent in your right hand, then click the &amp;quot;Nothing&amp;quot; link in their inventory window beside &amp;quot;Back&amp;quot; to equip it on their back.&lt;br /&gt;
# A new link will appear beside the sleeping agent called &amp;quot;Set internals&amp;quot;. Click on it to turn on the gas. It will force them asleep in about 5 seconds. You are now ready to proceed with surgery.&lt;br /&gt;
# Make sure you&#039;re set on the [[File:Help.png]] Help intent.&lt;br /&gt;
# Use a &#039;&#039;&#039;sink&#039;&#039;&#039; to wash your hands. Unclean hands can result in an infected wound. This is treatable with ointment.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;font color=red&amp;gt;NOTE: If anyone is pulling on the patient, the surgery will not work properly! Make sure no one is pulling the patient!&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Surgery List==&lt;br /&gt;
&lt;br /&gt;
There are many different types of surgeries out there to perform. Sometimes it will be necessary to have the patient hooked up to an IV or someone on standby to inject medications during the procedure. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
==Bone Repair Surgery ==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;The mending of broken bones and fractures&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
# (Optional) Complete [[Surgery#Prepping_for_Surgery|Prepping for Surgery]].&lt;br /&gt;
# Aim for the afflicted limb in the [[File:Damage_zone.png]] Damage Zone.&lt;br /&gt;
# (Vaurca only) Use the [[File:Drill.png]] &#039;&#039;&#039;surgical drill&#039;&#039;&#039; to drill a hole in their carapace.&lt;br /&gt;
# Use the [[File:Scalpel.png]] &#039;&#039;&#039;scalpel&#039;&#039;&#039; to cut.&lt;br /&gt;
# Use the [[File:Hemostat.png]] &#039;&#039;&#039;hemostat&#039;&#039;&#039; to stop any potential bleeding. &lt;br /&gt;
# Use your [[File:Retractor.png]] &#039;&#039;&#039;retractors&#039;&#039;&#039; to lift up the skin.&lt;br /&gt;
# Apply [[File:Bone gel.png]] &#039;&#039;&#039;bone gel&#039;&#039;&#039; to the broken bone.&lt;br /&gt;
# Use the [[File:Bone setter.png]] &#039;&#039;&#039;bone setter&#039;&#039;&#039; to put the bone in place.&lt;br /&gt;
# Apply more [[File:Bone gel.png]] &#039;&#039;&#039;bone gel&#039;&#039;&#039;.&lt;br /&gt;
# Use the [[File:Cautery.png]] &#039;&#039;&#039;cautery&#039;&#039;&#039; to seal the incision.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Facial Reconstruction Surgery==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;The fixing of facial and vocal deformaties.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
# (Optional) Complete [[Surgery#Prepping_for_Surgery|Prepping for Surgery]].&lt;br /&gt;
# Aim for the patient&#039;s mouth &#039;&#039;&#039;not head&#039;&#039;&#039; in the [[File:Damage_zone.png]] Damage Zone.&lt;br /&gt;
# (Vaurca only) Use the [[File:Drill.png]] &#039;&#039;&#039;surgical drill&#039;&#039;&#039; to drill a hole in their carapace.&lt;br /&gt;
# Cut the skin with your [[File:Scalpel.png]] &#039;&#039;&#039;scalpel&#039;&#039;&#039;.&lt;br /&gt;
# Use your [[File:Hemostat.png]] &#039;&#039;&#039;hemostat&#039;&#039;&#039; to mend their vocal cords.&lt;br /&gt;
# Use your [[File:Retractor.png]] &#039;&#039;&#039;retractors&#039;&#039;&#039; to put the skin back in place.&lt;br /&gt;
# Cauterize the wound with the [[File:Cautery.png]] &#039;&#039;&#039;cautery&#039;&#039;&#039;.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Internal Bleeding Surgery==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Repairing damaged arteries and veins within the body to stop internal bleeding.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
# (Optional) Complete [[Surgery#Prepping_for_Surgery|Prepping for Surgery]].&lt;br /&gt;
# Aim for the afflicted limb in the [[File:Damage_zone.png]] Damage Zone.&lt;br /&gt;
# (Vaurca only) Use the [[File:Drill.png]] &#039;&#039;&#039;surgical drill&#039;&#039;&#039; to drill a hole in their carapace.&lt;br /&gt;
# Use the [[File:Scalpel.png]] &#039;&#039;&#039;scalpel&#039;&#039;&#039; to cut.&lt;br /&gt;
# Use the [[File:Hemostat.png]] &#039;&#039;&#039;hemostat&#039;&#039;&#039; to stop any potential bleeding. Note you do not need to do this for the head.&lt;br /&gt;
# Use your [[File:Retractor.png]] &#039;&#039;&#039;retractors&#039;&#039;&#039; to lift up the skin.&lt;br /&gt;
# (Only for chest/head) Use your [[File:Saw.png]] &#039;&#039;&#039;CircularSaw&#039;&#039;&#039; to saw through the ripcage/skull&lt;br /&gt;
# (Only for chest/head) Use your [[File:Retractor.png]] &#039;&#039;&#039;retractors&#039;&#039;&#039; to bend back the ripcage/skull.&lt;br /&gt;
# Use the [[File:Fixovein.png]] &#039;&#039;&#039;FixOVein&#039;&#039;&#039; to repair the damaged blood vessels.&lt;br /&gt;
# Use the [[File:Cautery.png]] &#039;&#039;&#039;cautery&#039;&#039;&#039; to seal the incision.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Amputation==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Removing a limb or a limb stump.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
# (Optional) Complete [[Surgery#Prepping_for_Surgery|Prepping for Surgery]].&lt;br /&gt;
# Aim for the patient&#039;s limb using the [[File:Damage_zone.png]] Damage Zone.&lt;br /&gt;
# Use a [[File:Saw.png]] &#039;&#039;&#039;circular saw&#039;&#039;&#039; to amputate the limb.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
==Limb Replacement Surgery==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Replacing missing limbs.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
# Ampuate the stump as in Amputation.&lt;br /&gt;
# Attach the limb you recovered (hopefully).&lt;br /&gt;
# Alternatively attach the appropriate robotic limb from [[Robotics]].&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Keep dylovene and spaceacilline handy. If meat limb was left outside of freezers for long, it might be infected. If it comes from someone of different species, be ready for rejection.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Robotic limbs are tougher than normal limbs, and do not count towards overall damage. However, they can only be repaired by welders (for brute damage) or wires (for burn damage), and malfunction if damaged. Robotic limbs explode when they take too much damage.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Internal Organs Surgery==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Mending brain hematomas, damaged eyes, collasped lungs and other broken organs.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
# (Optional) Complete [[Surgery#Prepping_for_Surgery|Prepping for Surgery]].&lt;br /&gt;
# Aim for the area where organ is at in the [[File:Damage_zone.png]] Damage Zone.&lt;br /&gt;
# Use the [[File:Scalpel.png]] &#039;&#039;&#039;scalpel&#039;&#039;&#039; to cut.&lt;br /&gt;
# Use the [[File:Hemostat.png]] &#039;&#039;&#039;hemostat&#039;&#039;&#039; to stop any potential bleeding.&lt;br /&gt;
# Use your [[File:Retractor.png]] &#039;&#039;&#039;retractors&#039;&#039;&#039; to lift up the skin.&lt;br /&gt;
# [CHEST OR HEAD ONLY] Use the [[File:Saw.png]] &#039;&#039;&#039;saw&#039;&#039;&#039; to open the ribcage.&lt;br /&gt;
# [CHEST OR HEAD ONLY] Use the [[File:Retractor.png]] &#039;&#039;&#039;retractor&#039;&#039;&#039; to pull their ribcage open.&lt;br /&gt;
# Use the [[File:Traumakit.png]] &#039;&#039;&#039;advanced trauma kit&#039;&#039;&#039; to mend the organs, or [[File:Nanopaste.png]] &#039;&#039;&#039;nanopaste&#039;&#039;&#039; on an robotic organ.&lt;br /&gt;
# [CHEST OR HEAD ONLY] Use the [[File:Retractor.png]] &#039;&#039;&#039;retractor&#039;&#039;&#039; to close their ribcage.&lt;br /&gt;
# [CHEST OR HEAD ONLY] Apply [[File:Bone gel.png]] &#039;&#039;&#039;bone gel&#039;&#039;&#039; to mend the cut ribcage.&lt;br /&gt;
# Use the [[File:Cautery.png]] &#039;&#039;&#039;cautery&#039;&#039;&#039; to seal the incision.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Cavity Surgery==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Putting things inside peoples&#039; body cavities.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Maxiumum size of item that fits inside: &lt;br /&gt;
* Head - tiny (i.e. pen, paper)&lt;br /&gt;
* Abdomen - pocket-size (i.e. most surgical tools)&lt;br /&gt;
* Chest - small (i.e. bone saw, revolver)&lt;br /&gt;
# Aim for the chest, abdomen or head in the [[File:Damage_zone.png]] Damage Zone.&lt;br /&gt;
# Use the [[File:Scalpel.png]] &#039;&#039;&#039;scalpel&#039;&#039;&#039; to cut.&lt;br /&gt;
# Use the [[File:Hemostat.png]] &#039;&#039;&#039;hemostat&#039;&#039;&#039; to stop any potential bleeding. Note that you do not need to do this for the head.&lt;br /&gt;
# Use your [[File:Retractor.png]] &#039;&#039;&#039;retractors&#039;&#039;&#039; to lift up the skin.&lt;br /&gt;
# [CHEST ONLY] Use the [[File:Saw.png]] &#039;&#039;&#039;saw&#039;&#039;&#039; to open the ribcage.&lt;br /&gt;
# [CHEST ONLY] Use the [[File:Retractor.png]] &#039;&#039;&#039;retractor&#039;&#039;&#039; to pull their ribcage open.&lt;br /&gt;
# Use the [[File:Drill.png]] &#039;&#039;&#039;surgical drill&#039;&#039;&#039; to prepeare cavity.&lt;br /&gt;
# Insert the item inside. If it caused internal bleeding, use &#039;&#039;&#039;FixOVein&#039;&#039;&#039; to fix it.&lt;br /&gt;
# If you decided not to put item inside, use [[File:Cautery.png]] &#039;&#039;&#039;cautery&#039;&#039;&#039; to mend cavity wall.&lt;br /&gt;
# [CHEST ONLY] Use the [[File:Retractor.png]] &#039;&#039;&#039;retractor&#039;&#039;&#039; to close their ribcage.&lt;br /&gt;
# [CHEST ONLY] Apply [[File:Bone gel.png]] &#039;&#039;&#039;bone gel&#039;&#039;&#039; to mend the cut ribcage.&lt;br /&gt;
# Use the [[File:Cautery.png]] &#039;&#039;&#039;cautery&#039;&#039;&#039; to seal the incision.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Implant Removal==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Removing implants from the body. Also removal of things from body cavities.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
# (Optional) Complete [[Surgery#Prepping_for_Surgery|Prepping for Surgery]].&lt;br /&gt;
# Aim for the implant location on the [[File:Damage_zone.png]] Damage Zone.&lt;br /&gt;
# Cut the skin with your [[File:Scalpel.png]] &#039;&#039;&#039;scalpel&#039;&#039;&#039;.&lt;br /&gt;
# Use your [[File:Hemostat.png]] &#039;&#039;&#039;hemostat&#039;&#039;&#039; to stop any potential bleeding.&lt;br /&gt;
# Use your [[File:Retractor.png]] &#039;&#039;&#039;retractors&#039;&#039;&#039; to lift up the skin.&lt;br /&gt;
# Use your [[File:Hemostat.png]] &#039;&#039;&#039;hemostat&#039;&#039;&#039; to stop bleeding. (May not be needed)&lt;br /&gt;
# Use the [[File:Saw.png]] &#039;&#039;&#039;saw&#039;&#039;&#039; to open the ribcage. [CHEST ONLY]&lt;br /&gt;
# Use the [[File:Retractor.png]] &#039;&#039;&#039;retractor&#039;&#039;&#039; to pull their ribcage open. [CHEST ONLY]&lt;br /&gt;
# Use your [[File:Hemostat.png]] &#039;&#039;&#039;hemostat&#039;&#039;&#039; to extract the implant. This may take several goes.&lt;br /&gt;
# Use the [[File:Retractor.png]] &#039;&#039;&#039;retractor&#039;&#039;&#039; to close their ribcage. [CHEST ONLY]&lt;br /&gt;
# Apply [[File:Bone gel.png]] &#039;&#039;&#039;bone gel&#039;&#039;&#039; to mend the cut ribcage. [CHEST ONLY]&lt;br /&gt;
# Cauterize the wound with the [[File:Cautery.png]] &#039;&#039;&#039;cautery&#039;&#039;&#039;.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
==Organ Removal/Transplantation==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Removal and re-insertion of the brain, heart, lungs, inflammed appenxies, etc. This also applies to neural laces.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
# (Optional) Complete [[Surgery#Prepping_for_Surgery|Prepping for Surgery]].&lt;br /&gt;
# Aim for the organ&#039;s location in the [[File:Damage_zone.png]] Damage Zone. (Head for brain/eyes/neural lace, chest for heart/liver/lungs, groin for appendix/kidney)&lt;br /&gt;
# Use a [[File:Scalpel.png]] &#039;&#039;&#039;scalpel&#039;&#039;&#039; to cut back the flesh.&lt;br /&gt;
# Use the [[File:Hemostat.png]] &#039;&#039;&#039;hemostat&#039;&#039;&#039; to stop any potential bleeding.&lt;br /&gt;
# Use your [[File:Retractor.png]] &#039;&#039;&#039;retractors&#039;&#039;&#039; to lift up the skin.&lt;br /&gt;
# [CHEST/HEAD ONLY] Use the [[File:Saw.png]] &#039;&#039;&#039;saw&#039;&#039;&#039; to cut through the bones.&lt;br /&gt;
# [CHEST/HEAD ONLY] Use the [[File:Retractor.png]] &#039;&#039;&#039;retractor&#039;&#039;&#039; to separate the bones.&lt;br /&gt;
# [REMOVAL] Use the [[File:Scalpel.png]] &#039;&#039;&#039;scalpel&#039;&#039;&#039;. This will open up a window asking you which organ you&#039;d like to cut loose.&lt;br /&gt;
# [REMOVAL] Use the [[File:Hemostat.png]] &#039;&#039;&#039;hemostat&#039;&#039;&#039;. This will open up a window asking you which loose organ you&#039;d like to remove.&lt;br /&gt;
# [REMOVAL] Dispose of the organ or store it in a freezer. For [[Roboticist#Cyborgs | Borgification]], place the brain in an [[File:MMI empty.png]] MMI and give it to a [[Roboticist]].&lt;br /&gt;
# [TRANSPLANTATION] Use the organ you intend to transplant on the patient.&lt;br /&gt;
# [TRANSPLANTATION] Use the [[File:Fixovein.png]] &#039;&#039;&#039;FixOVein&#039;&#039;&#039; to reconnect the organ to the body.&lt;br /&gt;
# [TRANSPLANTATION] [CHEST/HEAD ONLY] Use the [[File:Retractor.png]] &#039;&#039;&#039;retractor&#039;&#039;&#039; to push the bones back together.&lt;br /&gt;
# [TRANSPLANTATION] [CHEST/HEAD ONLY] Apply [[File:Bone gel.png]] &#039;&#039;&#039;bone gel&#039;&#039;&#039; to repair the bones.&lt;br /&gt;
# [TRANSPLANTATION] Administer a [[File:Traumakit.png]] &#039;&#039;&#039;advanced trauma kit&#039;&#039;&#039; or use the [[File:Nanopaste.png]] &#039;&#039;&#039;nanopaste&#039;&#039;&#039; if required, to repair any damage received during transport/transplantation.&lt;br /&gt;
# Close the incision with a [[File:Cautery.png]] &#039;&#039;&#039;cautery&#039;&#039;&#039; and monitor the patient&#039;s health closely for either an infection or organ rejection.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Head Reattachment Surgery==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Reattaching a severed head for simpler cloning.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
See &#039;&#039;limb replacement surgery&#039;&#039;.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Necrotic Limb &amp;amp; Organ Repair==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Fixing limb and organ necrosis caused (mostly) by septic infections.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
# (Optional) Complete [[Surgery#Prepping_for_Surgery|Prepping for Surgery]].&lt;br /&gt;
# Aim for the necrotic organ in the [[File:Damage_zone.png]] Damage Zone.&lt;br /&gt;
# Use the [[File:Scalpel.png]] &#039;&#039;&#039;scalpel&#039;&#039;&#039; to cut.&lt;br /&gt;
# Use the [[File:Hemostat.png]] &#039;&#039;&#039;hemostat&#039;&#039;&#039; to stop any potential bleeding. Note you do not need to do this for the head.&lt;br /&gt;
# Use your [[File:Retractor.png]] &#039;&#039;&#039;retractors&#039;&#039;&#039; to lift up the skin.&lt;br /&gt;
# (Optional) If the affected organ is in the chest, use the [[File:Saw.png]] &#039;&#039;&#039;saw&#039;&#039;&#039; to open the ribcage.&lt;br /&gt;
# (Optional) If the affected organ is in the chest, use the [[File:Retractor.png]] &#039;&#039;&#039;retractor&#039;&#039;&#039; to pull their ribcage open.&lt;br /&gt;
# Use the [[File:Scalpel.png]] &#039;&#039;&#039;scalpel&#039;&#039;&#039; to cut away the dead flesh.&lt;br /&gt;
# Use a [[File:Eyedropper.png]] &#039;&#039;&#039;dropper&#039;&#039;&#039; filled with [[Guide_to_Chemistry|&#039;&#039;&#039;Peridaxon&#039;&#039;&#039;]] to revive the necrotic organ.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
==Autopsy==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Examination of cadavers to find cause of death. See [[Guide_to_Cadavers#Autopsy_Procedures|autopsy prodedures]] for more information.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
# Place cadaver onto the operating table.&lt;br /&gt;
# Scan the cadaver with a Health Analyer to find injured locations.&lt;br /&gt;
# Aim for the patient&#039;s affected area in the [[File:Damage_zone.png]] Damage Zone. &lt;br /&gt;
# Cut the skin with your [[File:Scalpel.png]] scalpel (the chest may require two cuts).&lt;br /&gt;
# Use the [[File:Autopsy scanner.png]] autopsy scanner to scan the area.&lt;br /&gt;
# Repeat scalpel and scan procedure for all affected areas.&lt;br /&gt;
# Right click the [[File:Autopsy scanner.png]] autopsy scanner to print out autopsy data.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
==Hardsuit Removal==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Cutting the seals on a sealed hardsuit so that it can be removed from the person wearing it.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
# Place the patient or cadaver onto the operating table. Cleanliness is not required.&lt;br /&gt;
# Aim for the chest in the [[File:Damage_zone.png]] Damage Zone.&lt;br /&gt;
# Use a &#039;&#039;&#039;plasma cutter&#039;&#039;&#039;, [[File:Welderon.gif]] &#039;&#039;&#039;welding tool&#039;&#039;&#039;, or [[File:Saw.png]] &#039;&#039;&#039;circular saw&#039;&#039;&#039; to slice the hardsuit seals open. &#039;&#039;This may take several attempts.&#039;&#039;&lt;br /&gt;
# Pull the hardsuit control module off, as when unsealed.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
==Extracting organs from detached body parts==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Removing internal organs from parts of the body, such as heads, which are no longer attached to the rest.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
# Place the body part on any surface, or hold it in hand.&lt;br /&gt;
# Use the [[File:Scalpel.png]] &#039;&#039;&#039;scalpel&#039;&#039;&#039; to cut the body part open.&lt;br /&gt;
# Use the [[File:Retractor.png]] &#039;&#039;&#039;retractor&#039;&#039;&#039; to crack the body part open.&lt;br /&gt;
# Use the [[File:Hemostat.png]] &#039;&#039;&#039;hemostat&#039;&#039;&#039; to extract an organ. Repeated applications will yield further organs, until all organs present in the body part have been removed. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Itzal</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Surgery&amp;diff=5049</id>
		<title>Surgery</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Surgery&amp;diff=5049"/>
		<updated>2017-01-14T22:27:50Z</updated>

		<summary type="html">&lt;p&gt;Itzal: /* Facial Reconstruction Surgery */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{toc_right}}&lt;br /&gt;
==A Guide to Surgery In General==&lt;br /&gt;
All surgery requires the set of medical tools in the [[Operating Theatre]], along with an operating table. In general, only [[Surgeon]]s and the [[Chief Medical Officer]] can (ICly) perform advanced surgery. Remember to let each step complete fully, else you risk harming yourself or your patient.&lt;br /&gt;
&lt;br /&gt;
===Ghetto Surgery===&lt;br /&gt;
If you can&#039;t find an operating table, have no fear, there are other ways to fix people up. Any table will work! Click twice on a player to put them in an aggressive grab, and click on a table. However, you have a 1/3 chance per step to make a mistake and injure the patient rather than advancing the procedure. While tables are more available anywhere metal is on hand, deploying the patient on a roller bed is preferable with only a 1/4 chance to fail.&lt;br /&gt;
&lt;br /&gt;
===NOTE ABOUT GHETTO SURGERY===&lt;br /&gt;
Performing this as a crew member and a non-antagonist one, (Unless the situation really calls for it, if you have any questions, You&#039;re free to ahelp it) might possibly lead to action by the internal security team or IAA. Which would result in your character in being &#039;fired&#039; or disciplined.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Surgical Tools===&lt;br /&gt;
Surgical tools are very hard to get and it is best to keep them in the operating theatre. However, if the worst happens and some tools disappear, you can order more in a surgery crate from cargo, and most can be made with an autolathe.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;The following are the standard surgical tools most doctors will need:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
* [[File:MMI empty.png]] MMI&lt;br /&gt;
* [[File:Drill.png]] surgical drill&lt;br /&gt;
* [[File:Scalpel.png]] scalpel&lt;br /&gt;
* [[File:Saw.png]] circular saw&lt;br /&gt;
* [[File:Hemostat.png]] hemostat&lt;br /&gt;
* [[File:Cautery.png]] cautery&lt;br /&gt;
* [[File:Retractor.png]] retractors&lt;br /&gt;
* [[File:Bone setter.png]] bone setter&lt;br /&gt;
* [[File:Bone gel.png]] bone gel&lt;br /&gt;
* [[File:Autopsy scanner.png]] autopsy scanner&lt;br /&gt;
* [[File:Anesthetics.png]] sleeping agent&lt;br /&gt;
* [[File:BreathingMask.png]] medical mask&lt;br /&gt;
* [[File:Sterilemask.png]] sterile mask&lt;br /&gt;
* [[File:LGloves.png]] latex gloves&lt;br /&gt;
* [[File:Traumakit.png]] advanced trauma kit&lt;br /&gt;
* [[File:Nanopaste.png]] nanopaste&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Ghetto surgical tools:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
* Cable coil&lt;br /&gt;
* Glass shard&lt;br /&gt;
* wirecutter&lt;br /&gt;
* crowbar&lt;br /&gt;
* welding tool&lt;br /&gt;
* screwdriver&lt;br /&gt;
* mousetrap&lt;br /&gt;
* fork&lt;br /&gt;
* cigarette&lt;br /&gt;
* lighter&lt;br /&gt;
* metal rods&lt;br /&gt;
* wrench&lt;br /&gt;
* kitchen knife&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Infection ===&lt;br /&gt;
Place on gloves and wash your hands before every surgery. Failure to do so will result in giving your patient an infection, which left untreated can be deadly. Apply ointment to the afflicted areas quickly if you fail to wash your hands before starting surgery.&lt;br /&gt;
&lt;br /&gt;
== Prepping for Surgery ==&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;i&amp;gt;Please ensure that your patients are properly diagnosed and scanned before starting the operation, and that all medications and personnel needed for the procedure have been prepared.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
# Find a suitable [[File:OpTable.gif]] operating table, unless you&#039;re willing to risk [[Surgery#Ghetto_Surgery|Ghetto Surgery]].&lt;br /&gt;
# Make sure you&#039;re wearing [[File:LGloves.png]] latex gloves and a [[File:Sterilemask.png]] sterile mask.&lt;br /&gt;
# Ask the person to strip, or click+drag them onto your body and click on all of their items to remove them.&lt;br /&gt;
# [[File:Grab.png]] Grab the person and click on the operating table to lay them down on it.&lt;br /&gt;
# Check the [[File:Crewmonitor.gif]] Operating Computer to ensure the patient is positioned properly; if the monitor does not show the patient&#039;s vitals, the surgery will not work.&lt;br /&gt;
# Pick up a [[File:BreathingMask.png]] medical mask and [[File:Anesthetics.png]] sleeping agent.&lt;br /&gt;
# Click+drag their body onto yours to view their inventory. With the medical mask in your right hand, click on the &amp;quot;Nothing&amp;quot; link at the top beside &amp;quot;Head (Mask)&amp;quot;. In a few seconds, you will equip them with the medical mask. &lt;br /&gt;
# Place the sleeping agent in your right hand, then click the &amp;quot;Nothing&amp;quot; link in their inventory window beside &amp;quot;Back&amp;quot; to equip it on their back.&lt;br /&gt;
# A new link will appear beside the sleeping agent called &amp;quot;Set internals&amp;quot;. Click on it to turn on the gas. It will force them asleep in about 5 seconds. You are now ready to proceed with surgery.&lt;br /&gt;
# Make sure you&#039;re set on the [[File:Help.png]] Help intent.&lt;br /&gt;
# Use a &#039;&#039;&#039;sink&#039;&#039;&#039; to wash your hands. Unclean hands can result in an infected wound. This is treatable with ointment.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;font color=red&amp;gt;NOTE: If anyone is pulling on the patient, the surgery will not work properly! Make sure no one is pulling the patient!&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Surgery List==&lt;br /&gt;
&lt;br /&gt;
There are many different types of surgeries out there to perform. Sometimes it will be necessary to have the patient hooked up to an IV or someone on standby to inject medications during the procedure. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
==Bone Repair Surgery ==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;The mending of broken bones and fractures&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
# (Optional) Complete [[Surgery#Prepping_for_Surgery|Prepping for Surgery]].&lt;br /&gt;
# Aim for the afflicted limb in the [[File:Damage_zone.png]] Damage Zone.&lt;br /&gt;
# (Vaurca only) Use the [[File:Drill.png]] &#039;&#039;&#039;surgical drill&#039;&#039;&#039; to drill a hole in their carapace.&lt;br /&gt;
# Use the [[File:Scalpel.png]] &#039;&#039;&#039;scalpel&#039;&#039;&#039; to cut.&lt;br /&gt;
# Use the [[File:Hemostat.png]] &#039;&#039;&#039;hemostat&#039;&#039;&#039; to stop any potential bleeding. &lt;br /&gt;
# Use your [[File:Retractor.png]] &#039;&#039;&#039;retractors&#039;&#039;&#039; to lift up the skin.&lt;br /&gt;
# Apply [[File:Bone gel.png]] &#039;&#039;&#039;bone gel&#039;&#039;&#039; to the broken bone.&lt;br /&gt;
# Use the [[File:Bone setter.png]] &#039;&#039;&#039;bone setter&#039;&#039;&#039; to put the bone in place.&lt;br /&gt;
# Apply more [[File:Bone gel.png]] &#039;&#039;&#039;bone gel&#039;&#039;&#039;.&lt;br /&gt;
# Use the [[File:Cautery.png]] &#039;&#039;&#039;cautery&#039;&#039;&#039; to seal the incision.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Facial Reconstruction Surgery==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;The fixing of facial and vocal deformaties.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
# (Optional) Complete [[Surgery#Prepping_for_Surgery|Prepping for Surgery]].&lt;br /&gt;
# Aim for the patient&#039;s mouth &#039;&#039;&#039;not head&#039;&#039;&#039; in the [[File:Damage_zone.png]] Damage Zone.&lt;br /&gt;
# (Vaurca only) Use the [[File:Drill.png]] &#039;&#039;&#039;surgical drill&#039;&#039;&#039; to drill a hole in their carapace.&lt;br /&gt;
# Cut the skin with your [[File:Scalpel.png]] &#039;&#039;&#039;scalpel&#039;&#039;&#039;.&lt;br /&gt;
# Use your [[File:Hemostat.png]] &#039;&#039;&#039;hemostat&#039;&#039;&#039; to mend their vocal cords.&lt;br /&gt;
# Use your [[File:Retractor.png]] &#039;&#039;&#039;retractors&#039;&#039;&#039; to put the skin back in place.&lt;br /&gt;
# Cauterize the wound with the [[File:Cautery.png]] &#039;&#039;&#039;cautery&#039;&#039;&#039;.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Internal Bleeding Surgery==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Repairing damaged arteries and veins within the body to stop internal bleeding.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
# (Optional) Complete [[Surgery#Prepping_for_Surgery|Prepping for Surgery]].&lt;br /&gt;
# Aim for the afflicted limb in the [[File:Damage_zone.png]] Damage Zone.&lt;br /&gt;
# Use the [[File:Scalpel.png]] &#039;&#039;&#039;scalpel&#039;&#039;&#039; to cut.&lt;br /&gt;
# Use the [[File:Hemostat.png]] &#039;&#039;&#039;hemostat&#039;&#039;&#039; to stop any potential bleeding. Note you do not need to do this for the head.&lt;br /&gt;
# Use your [[File:Retractor.png]] &#039;&#039;&#039;retractors&#039;&#039;&#039; to lift up the skin.&lt;br /&gt;
# (Only for chest/head) Use your [[File:Saw.png]] &#039;&#039;&#039;CircularSaw&#039;&#039;&#039; to saw through the ripcage/skull&lt;br /&gt;
# (Only for chest/head) Use your [[File:Retractor.png]] &#039;&#039;&#039;retractors&#039;&#039;&#039; to bend back the ripcage/skull.&lt;br /&gt;
# Use the [[File:Fixovein.png]] &#039;&#039;&#039;FixOVein&#039;&#039;&#039; to repair the damaged blood vessels.&lt;br /&gt;
# Use the [[File:Cautery.png]] &#039;&#039;&#039;cautery&#039;&#039;&#039; to seal the incision.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Amputation==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Removing a limb or a limb stump.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
# (Optional) Complete [[Surgery#Prepping_for_Surgery|Prepping for Surgery]].&lt;br /&gt;
# Aim for the patient&#039;s limb using the [[File:Damage_zone.png]] Damage Zone.&lt;br /&gt;
# Use a [[File:Saw.png]] &#039;&#039;&#039;circular saw&#039;&#039;&#039; to amputate the limb.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
==Limb Replacement Surgery==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Replacing missing limbs.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
# Ampuate the stump as in Amputation.&lt;br /&gt;
# Attach the limb you recovered (hopefully).&lt;br /&gt;
# Alternatively attach the appropriate robotic limb from [[Robotics]].&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Keep dylovene and spaceacilline handy. If meat limb was left outside of freezers for long, it might be infected. If it comes from someone of different species, be ready for rejection.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Robotic limbs are tougher than normal limbs, and do not count towards overall damage. However, they can only be repaired by welders (for brute damage) or wires (for burn damage), and malfunction if damaged. Robotic limbs explode when they take too much damage.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Internal Organs Surgery==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Mending brain hematomas, damaged eyes, collasped lungs and other broken organs.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
# (Optional) Complete [[Surgery#Prepping_for_Surgery|Prepping for Surgery]].&lt;br /&gt;
# Aim for the area where organ is at in the [[File:Damage_zone.png]] Damage Zone.&lt;br /&gt;
# Use the [[File:Scalpel.png]] &#039;&#039;&#039;scalpel&#039;&#039;&#039; to cut.&lt;br /&gt;
# Use the [[File:Hemostat.png]] &#039;&#039;&#039;hemostat&#039;&#039;&#039; to stop any potential bleeding.&lt;br /&gt;
# Use your [[File:Retractor.png]] &#039;&#039;&#039;retractors&#039;&#039;&#039; to lift up the skin.&lt;br /&gt;
# [CHEST OR HEAD ONLY] Use the [[File:Saw.png]] &#039;&#039;&#039;saw&#039;&#039;&#039; to open the ribcage.&lt;br /&gt;
# [CHEST OR HEAD ONLY] Use the [[File:Retractor.png]] &#039;&#039;&#039;retractor&#039;&#039;&#039; to pull their ribcage open.&lt;br /&gt;
# Use the [[File:Traumakit.png]] &#039;&#039;&#039;advanced trauma kit&#039;&#039;&#039; to mend the organs, or [[File:Nanopaste.png]] &#039;&#039;&#039;nanopaste&#039;&#039;&#039; on an robotic organ.&lt;br /&gt;
# [CHEST OR HEAD ONLY] Use the [[File:Retractor.png]] &#039;&#039;&#039;retractor&#039;&#039;&#039; to close their ribcage.&lt;br /&gt;
# [CHEST OR HEAD ONLY] Apply [[File:Bone gel.png]] &#039;&#039;&#039;bone gel&#039;&#039;&#039; to mend the cut ribcage.&lt;br /&gt;
# Use the [[File:Cautery.png]] &#039;&#039;&#039;cautery&#039;&#039;&#039; to seal the incision.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Cavity Surgery==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Putting things inside peoples&#039; body cavities.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Maxiumum size of item that fits inside: &lt;br /&gt;
* Head - tiny (i.e. pen, paper)&lt;br /&gt;
* Abdomen - pocket-size (i.e. most surgical tools)&lt;br /&gt;
* Chest - small (i.e. bone saw, revolver)&lt;br /&gt;
# Aim for the chest, abdomen or head in the [[File:Damage_zone.png]] Damage Zone.&lt;br /&gt;
# Use the [[File:Scalpel.png]] &#039;&#039;&#039;scalpel&#039;&#039;&#039; to cut.&lt;br /&gt;
# Use the [[File:Hemostat.png]] &#039;&#039;&#039;hemostat&#039;&#039;&#039; to stop any potential bleeding. Note that you do not need to do this for the head.&lt;br /&gt;
# Use your [[File:Retractor.png]] &#039;&#039;&#039;retractors&#039;&#039;&#039; to lift up the skin.&lt;br /&gt;
# [CHEST ONLY] Use the [[File:Saw.png]] &#039;&#039;&#039;saw&#039;&#039;&#039; to open the ribcage.&lt;br /&gt;
# [CHEST ONLY] Use the [[File:Retractor.png]] &#039;&#039;&#039;retractor&#039;&#039;&#039; to pull their ribcage open.&lt;br /&gt;
# Use the [[File:Drill.png]] &#039;&#039;&#039;surgical drill&#039;&#039;&#039; to prepeare cavity.&lt;br /&gt;
# Insert the item inside. If it caused internal bleeding, use &#039;&#039;&#039;FixOVein&#039;&#039;&#039; to fix it.&lt;br /&gt;
# If you decided not to put item inside, use [[File:Cautery.png]] &#039;&#039;&#039;cautery&#039;&#039;&#039; to mend cavity wall.&lt;br /&gt;
# [CHEST ONLY] Use the [[File:Retractor.png]] &#039;&#039;&#039;retractor&#039;&#039;&#039; to close their ribcage.&lt;br /&gt;
# [CHEST ONLY] Apply [[File:Bone gel.png]] &#039;&#039;&#039;bone gel&#039;&#039;&#039; to mend the cut ribcage.&lt;br /&gt;
# Use the [[File:Cautery.png]] &#039;&#039;&#039;cautery&#039;&#039;&#039; to seal the incision.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Implant Removal==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Removing implants from the body. Also removal of things from body cavities.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
# (Optional) Complete [[Surgery#Prepping_for_Surgery|Prepping for Surgery]].&lt;br /&gt;
# Aim for the implant location on the [[File:Damage_zone.png]] Damage Zone.&lt;br /&gt;
# Cut the skin with your [[File:Scalpel.png]] &#039;&#039;&#039;scalpel&#039;&#039;&#039;.&lt;br /&gt;
# Use your [[File:Hemostat.png]] &#039;&#039;&#039;hemostat&#039;&#039;&#039; to stop any potential bleeding.&lt;br /&gt;
# Use your [[File:Retractor.png]] &#039;&#039;&#039;retractors&#039;&#039;&#039; to lift up the skin.&lt;br /&gt;
# Use your [[File:Hemostat.png]] &#039;&#039;&#039;hemostat&#039;&#039;&#039; to stop bleeding. (May not be needed)&lt;br /&gt;
# Use the [[File:Saw.png]] &#039;&#039;&#039;saw&#039;&#039;&#039; to open the ribcage. [CHEST ONLY]&lt;br /&gt;
# Use the [[File:Retractor.png]] &#039;&#039;&#039;retractor&#039;&#039;&#039; to pull their ribcage open. [CHEST ONLY]&lt;br /&gt;
# Use your [[File:Hemostat.png]] &#039;&#039;&#039;hemostat&#039;&#039;&#039; to extract the implant. This may take several goes.&lt;br /&gt;
# Use the [[File:Retractor.png]] &#039;&#039;&#039;retractor&#039;&#039;&#039; to close their ribcage. [CHEST ONLY]&lt;br /&gt;
# Apply [[File:Bone gel.png]] &#039;&#039;&#039;bone gel&#039;&#039;&#039; to mend the cut ribcage. [CHEST ONLY]&lt;br /&gt;
# Cauterize the wound with the [[File:Cautery.png]] &#039;&#039;&#039;cautery&#039;&#039;&#039;.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
==Organ Removal/Transplantation==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Removal and re-insertion of the brain, heart, lungs, inflammed appenxies, etc. This also applies to neural laces.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
# (Optional) Complete [[Surgery#Prepping_for_Surgery|Prepping for Surgery]].&lt;br /&gt;
# Aim for the organ&#039;s location in the [[File:Damage_zone.png]] Damage Zone. (Head for brain/eyes/neural lace, chest for heart/liver/lungs, groin for appendix/kidney)&lt;br /&gt;
# Use a [[File:Scalpel.png]] &#039;&#039;&#039;scalpel&#039;&#039;&#039; to cut back the flesh.&lt;br /&gt;
# Use the [[File:Hemostat.png]] &#039;&#039;&#039;hemostat&#039;&#039;&#039; to stop any potential bleeding.&lt;br /&gt;
# Use your [[File:Retractor.png]] &#039;&#039;&#039;retractors&#039;&#039;&#039; to lift up the skin.&lt;br /&gt;
# [CHEST/HEAD ONLY] Use the [[File:Saw.png]] &#039;&#039;&#039;saw&#039;&#039;&#039; to cut through the bones.&lt;br /&gt;
# [CHEST/HEAD ONLY] Use the [[File:Retractor.png]] &#039;&#039;&#039;retractor&#039;&#039;&#039; to separate the bones.&lt;br /&gt;
# [REMOVAL] Use the [[File:Scalpel.png]] &#039;&#039;&#039;scalpel&#039;&#039;&#039;. This will open up a window asking you which organ you&#039;d like to cut loose.&lt;br /&gt;
# [REMOVAL] Use the [[File:Hemostat.png]] &#039;&#039;&#039;hemostat&#039;&#039;&#039;. This will open up a window asking you which loose organ you&#039;d like to remove.&lt;br /&gt;
# [REMOVAL] Dispose of the organ or store it in a freezer. For [[Roboticist#Cyborgs | Borgification]], place the brain in an [[File:MMI empty.png]] MMI and give it to a [[Roboticist]].&lt;br /&gt;
# [TRANSPLANTATION] Use the organ you intend to transplant on the patient.&lt;br /&gt;
# [TRANSPLANTATION] Use the [[File:Fixovein.png]] &#039;&#039;&#039;FixOVein&#039;&#039;&#039; to reconnect the organ to the body.&lt;br /&gt;
# [TRANSPLANTATION] [CHEST/HEAD ONLY] Use the [[File:Retractor.png]] &#039;&#039;&#039;retractor&#039;&#039;&#039; to push the bones back together.&lt;br /&gt;
# [TRANSPLANTATION] [CHEST/HEAD ONLY] Apply [[File:Bone gel.png]] &#039;&#039;&#039;bone gel&#039;&#039;&#039; to repair the bones.&lt;br /&gt;
# [TRANSPLANTATION] Administer a [[File:Traumakit.png]] &#039;&#039;&#039;advanced trauma kit&#039;&#039;&#039; or use the [[File:Nanopaste.png]] &#039;&#039;&#039;nanopaste&#039;&#039;&#039; if required, to repair any damage received during transport/transplantation.&lt;br /&gt;
# Close the incision with a [[File:Cautery.png]] &#039;&#039;&#039;cautery&#039;&#039;&#039; and monitor the patient&#039;s health closely for either an infection or organ rejection.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Head Reattachment Surgery==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Reattaching a severed head for simpler cloning.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
See &#039;&#039;limb replacement surgery&#039;&#039;.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Necrotic Limb &amp;amp; Organ Repair==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Fixing limb and organ necrosis caused (mostly) by septic infections.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
# (Optional) Complete [[Surgery#Prepping_for_Surgery|Prepping for Surgery]].&lt;br /&gt;
# Aim for the necrotic organ in the [[File:Damage_zone.png]] Damage Zone.&lt;br /&gt;
# Use the [[File:Scalpel.png]] &#039;&#039;&#039;scalpel&#039;&#039;&#039; to cut.&lt;br /&gt;
# Use the [[File:Hemostat.png]] &#039;&#039;&#039;hemostat&#039;&#039;&#039; to stop any potential bleeding. Note you do not need to do this for the head.&lt;br /&gt;
# Use your [[File:Retractor.png]] &#039;&#039;&#039;retractors&#039;&#039;&#039; to lift up the skin.&lt;br /&gt;
# (Optional) If the affected organ is in the chest, use the [[File:Saw.png]] &#039;&#039;&#039;saw&#039;&#039;&#039; to open the ribcage.&lt;br /&gt;
# (Optional) If the affected organ is in the chest, use the [[File:Retractor.png]] &#039;&#039;&#039;retractor&#039;&#039;&#039; to pull their ribcage open.&lt;br /&gt;
# Use the [[File:Scalpel.png]] &#039;&#039;&#039;scalpel&#039;&#039;&#039; to cut away the dead flesh.&lt;br /&gt;
# Use a [[File:Eyedropper.png]] &#039;&#039;&#039;dropper&#039;&#039;&#039; filled with [[Guide_to_Chemistry|&#039;&#039;&#039;Peridaxon&#039;&#039;&#039;]] to revive the necrotic organ.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
==Autopsy==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Examination of cadavers to find cause of death. See [[Guide_to_Cadavers#Autopsy_Procedures|autopsy prodedures]] for more information.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
# Place cadaver onto the operating table.&lt;br /&gt;
# Scan the cadaver with a Health Analyer to find injured locations.&lt;br /&gt;
# Aim for the patient&#039;s affected area in the [[File:Damage_zone.png]] Damage Zone. &lt;br /&gt;
# Cut the skin with your [[File:Scalpel.png]] scalpel (the chest may require two cuts).&lt;br /&gt;
# Use the [[File:Autopsy scanner.png]] autopsy scanner to scan the area.&lt;br /&gt;
# Repeat scalpel and scan procedure for all affected areas.&lt;br /&gt;
# Right click the [[File:Autopsy scanner.png]] autopsy scanner to print out autopsy data.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
==Hardsuit Removal==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Cutting the seals on a sealed hardsuit so that it can be removed from the person wearing it.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
# Place the patient or cadaver onto the operating table. Cleanliness is not required.&lt;br /&gt;
# Aim for the chest in the [[File:Damage_zone.png]] Damage Zone.&lt;br /&gt;
# Use a &#039;&#039;&#039;plasma cutter&#039;&#039;&#039;, [[File:Welderon.gif]] &#039;&#039;&#039;welding tool&#039;&#039;&#039;, or [[File:Saw.png]] &#039;&#039;&#039;circular saw&#039;&#039;&#039; to slice the hardsuit seals open. &#039;&#039;This may take several attempts.&#039;&#039;&lt;br /&gt;
# Pull the hardsuit control module off, as when unsealed.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
==Extracting organs from detached body parts==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Removing internal organs from parts of the body, such as heads, which are no longer attached to the rest.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
# Place the body part on any surface, or hold it in hand.&lt;br /&gt;
# Use the [[File:Scalpel.png]] &#039;&#039;&#039;scalpel&#039;&#039;&#039; to cut the body part open.&lt;br /&gt;
# Use the [[File:Retractor.png]] &#039;&#039;&#039;retractor&#039;&#039;&#039; to crack the body part open.&lt;br /&gt;
# Use the [[File:Hemostat.png]] &#039;&#039;&#039;hemostat&#039;&#039;&#039; to extract an organ. Repeated applications will yield further organs, until all organs present in the body part have been removed. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Itzal</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Surgery&amp;diff=5048</id>
		<title>Surgery</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Surgery&amp;diff=5048"/>
		<updated>2017-01-14T22:27:26Z</updated>

		<summary type="html">&lt;p&gt;Itzal: /* Bone Repair Surgery */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{toc_right}}&lt;br /&gt;
==A Guide to Surgery In General==&lt;br /&gt;
All surgery requires the set of medical tools in the [[Operating Theatre]], along with an operating table. In general, only [[Surgeon]]s and the [[Chief Medical Officer]] can (ICly) perform advanced surgery. Remember to let each step complete fully, else you risk harming yourself or your patient.&lt;br /&gt;
&lt;br /&gt;
===Ghetto Surgery===&lt;br /&gt;
If you can&#039;t find an operating table, have no fear, there are other ways to fix people up. Any table will work! Click twice on a player to put them in an aggressive grab, and click on a table. However, you have a 1/3 chance per step to make a mistake and injure the patient rather than advancing the procedure. While tables are more available anywhere metal is on hand, deploying the patient on a roller bed is preferable with only a 1/4 chance to fail.&lt;br /&gt;
&lt;br /&gt;
===NOTE ABOUT GHETTO SURGERY===&lt;br /&gt;
Performing this as a crew member and a non-antagonist one, (Unless the situation really calls for it, if you have any questions, You&#039;re free to ahelp it) might possibly lead to action by the internal security team or IAA. Which would result in your character in being &#039;fired&#039; or disciplined.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Surgical Tools===&lt;br /&gt;
Surgical tools are very hard to get and it is best to keep them in the operating theatre. However, if the worst happens and some tools disappear, you can order more in a surgery crate from cargo, and most can be made with an autolathe.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;The following are the standard surgical tools most doctors will need:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
* [[File:MMI empty.png]] MMI&lt;br /&gt;
* [[File:Drill.png]] surgical drill&lt;br /&gt;
* [[File:Scalpel.png]] scalpel&lt;br /&gt;
* [[File:Saw.png]] circular saw&lt;br /&gt;
* [[File:Hemostat.png]] hemostat&lt;br /&gt;
* [[File:Cautery.png]] cautery&lt;br /&gt;
* [[File:Retractor.png]] retractors&lt;br /&gt;
* [[File:Bone setter.png]] bone setter&lt;br /&gt;
* [[File:Bone gel.png]] bone gel&lt;br /&gt;
* [[File:Autopsy scanner.png]] autopsy scanner&lt;br /&gt;
* [[File:Anesthetics.png]] sleeping agent&lt;br /&gt;
* [[File:BreathingMask.png]] medical mask&lt;br /&gt;
* [[File:Sterilemask.png]] sterile mask&lt;br /&gt;
* [[File:LGloves.png]] latex gloves&lt;br /&gt;
* [[File:Traumakit.png]] advanced trauma kit&lt;br /&gt;
* [[File:Nanopaste.png]] nanopaste&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Ghetto surgical tools:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
* Cable coil&lt;br /&gt;
* Glass shard&lt;br /&gt;
* wirecutter&lt;br /&gt;
* crowbar&lt;br /&gt;
* welding tool&lt;br /&gt;
* screwdriver&lt;br /&gt;
* mousetrap&lt;br /&gt;
* fork&lt;br /&gt;
* cigarette&lt;br /&gt;
* lighter&lt;br /&gt;
* metal rods&lt;br /&gt;
* wrench&lt;br /&gt;
* kitchen knife&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Infection ===&lt;br /&gt;
Place on gloves and wash your hands before every surgery. Failure to do so will result in giving your patient an infection, which left untreated can be deadly. Apply ointment to the afflicted areas quickly if you fail to wash your hands before starting surgery.&lt;br /&gt;
&lt;br /&gt;
== Prepping for Surgery ==&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;i&amp;gt;Please ensure that your patients are properly diagnosed and scanned before starting the operation, and that all medications and personnel needed for the procedure have been prepared.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
# Find a suitable [[File:OpTable.gif]] operating table, unless you&#039;re willing to risk [[Surgery#Ghetto_Surgery|Ghetto Surgery]].&lt;br /&gt;
# Make sure you&#039;re wearing [[File:LGloves.png]] latex gloves and a [[File:Sterilemask.png]] sterile mask.&lt;br /&gt;
# Ask the person to strip, or click+drag them onto your body and click on all of their items to remove them.&lt;br /&gt;
# [[File:Grab.png]] Grab the person and click on the operating table to lay them down on it.&lt;br /&gt;
# Check the [[File:Crewmonitor.gif]] Operating Computer to ensure the patient is positioned properly; if the monitor does not show the patient&#039;s vitals, the surgery will not work.&lt;br /&gt;
# Pick up a [[File:BreathingMask.png]] medical mask and [[File:Anesthetics.png]] sleeping agent.&lt;br /&gt;
# Click+drag their body onto yours to view their inventory. With the medical mask in your right hand, click on the &amp;quot;Nothing&amp;quot; link at the top beside &amp;quot;Head (Mask)&amp;quot;. In a few seconds, you will equip them with the medical mask. &lt;br /&gt;
# Place the sleeping agent in your right hand, then click the &amp;quot;Nothing&amp;quot; link in their inventory window beside &amp;quot;Back&amp;quot; to equip it on their back.&lt;br /&gt;
# A new link will appear beside the sleeping agent called &amp;quot;Set internals&amp;quot;. Click on it to turn on the gas. It will force them asleep in about 5 seconds. You are now ready to proceed with surgery.&lt;br /&gt;
# Make sure you&#039;re set on the [[File:Help.png]] Help intent.&lt;br /&gt;
# Use a &#039;&#039;&#039;sink&#039;&#039;&#039; to wash your hands. Unclean hands can result in an infected wound. This is treatable with ointment.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;font color=red&amp;gt;NOTE: If anyone is pulling on the patient, the surgery will not work properly! Make sure no one is pulling the patient!&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Surgery List==&lt;br /&gt;
&lt;br /&gt;
There are many different types of surgeries out there to perform. Sometimes it will be necessary to have the patient hooked up to an IV or someone on standby to inject medications during the procedure. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
==Bone Repair Surgery ==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;The mending of broken bones and fractures&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
# (Optional) Complete [[Surgery#Prepping_for_Surgery|Prepping for Surgery]].&lt;br /&gt;
# Aim for the afflicted limb in the [[File:Damage_zone.png]] Damage Zone.&lt;br /&gt;
# (Vaurca only) Use the [[File:Drill.png]] &#039;&#039;&#039;surgical drill&#039;&#039;&#039; to drill a hole in their carapace.&lt;br /&gt;
# Use the [[File:Scalpel.png]] &#039;&#039;&#039;scalpel&#039;&#039;&#039; to cut.&lt;br /&gt;
# Use the [[File:Hemostat.png]] &#039;&#039;&#039;hemostat&#039;&#039;&#039; to stop any potential bleeding. &lt;br /&gt;
# Use your [[File:Retractor.png]] &#039;&#039;&#039;retractors&#039;&#039;&#039; to lift up the skin.&lt;br /&gt;
# Apply [[File:Bone gel.png]] &#039;&#039;&#039;bone gel&#039;&#039;&#039; to the broken bone.&lt;br /&gt;
# Use the [[File:Bone setter.png]] &#039;&#039;&#039;bone setter&#039;&#039;&#039; to put the bone in place.&lt;br /&gt;
# Apply more [[File:Bone gel.png]] &#039;&#039;&#039;bone gel&#039;&#039;&#039;.&lt;br /&gt;
# Use the [[File:Cautery.png]] &#039;&#039;&#039;cautery&#039;&#039;&#039; to seal the incision.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Facial Reconstruction Surgery==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;The fixing of facial and vocal deformaties.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
# (Optional) Complete [[Surgery#Prepping_for_Surgery|Prepping for Surgery]].&lt;br /&gt;
# Aim for the patient&#039;s mouth &#039;&#039;&#039;not head&#039;&#039;&#039; in the [[File:Damage_zone.png]] Damage Zone.&lt;br /&gt;
# Cut the skin with your [[File:Scalpel.png]] &#039;&#039;&#039;scalpel&#039;&#039;&#039;.&lt;br /&gt;
# Use your [[File:Hemostat.png]] &#039;&#039;&#039;hemostat&#039;&#039;&#039; to mend their vocal cords.&lt;br /&gt;
# Use your [[File:Retractor.png]] &#039;&#039;&#039;retractors&#039;&#039;&#039; to put the skin back in place.&lt;br /&gt;
# Cauterize the wound with the [[File:Cautery.png]] &#039;&#039;&#039;cautery&#039;&#039;&#039;.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Internal Bleeding Surgery==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Repairing damaged arteries and veins within the body to stop internal bleeding.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
# (Optional) Complete [[Surgery#Prepping_for_Surgery|Prepping for Surgery]].&lt;br /&gt;
# Aim for the afflicted limb in the [[File:Damage_zone.png]] Damage Zone.&lt;br /&gt;
# Use the [[File:Scalpel.png]] &#039;&#039;&#039;scalpel&#039;&#039;&#039; to cut.&lt;br /&gt;
# Use the [[File:Hemostat.png]] &#039;&#039;&#039;hemostat&#039;&#039;&#039; to stop any potential bleeding. Note you do not need to do this for the head.&lt;br /&gt;
# Use your [[File:Retractor.png]] &#039;&#039;&#039;retractors&#039;&#039;&#039; to lift up the skin.&lt;br /&gt;
# (Only for chest/head) Use your [[File:Saw.png]] &#039;&#039;&#039;CircularSaw&#039;&#039;&#039; to saw through the ripcage/skull&lt;br /&gt;
# (Only for chest/head) Use your [[File:Retractor.png]] &#039;&#039;&#039;retractors&#039;&#039;&#039; to bend back the ripcage/skull.&lt;br /&gt;
# Use the [[File:Fixovein.png]] &#039;&#039;&#039;FixOVein&#039;&#039;&#039; to repair the damaged blood vessels.&lt;br /&gt;
# Use the [[File:Cautery.png]] &#039;&#039;&#039;cautery&#039;&#039;&#039; to seal the incision.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Amputation==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Removing a limb or a limb stump.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
# (Optional) Complete [[Surgery#Prepping_for_Surgery|Prepping for Surgery]].&lt;br /&gt;
# Aim for the patient&#039;s limb using the [[File:Damage_zone.png]] Damage Zone.&lt;br /&gt;
# Use a [[File:Saw.png]] &#039;&#039;&#039;circular saw&#039;&#039;&#039; to amputate the limb.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
==Limb Replacement Surgery==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Replacing missing limbs.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
# Ampuate the stump as in Amputation.&lt;br /&gt;
# Attach the limb you recovered (hopefully).&lt;br /&gt;
# Alternatively attach the appropriate robotic limb from [[Robotics]].&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Keep dylovene and spaceacilline handy. If meat limb was left outside of freezers for long, it might be infected. If it comes from someone of different species, be ready for rejection.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Robotic limbs are tougher than normal limbs, and do not count towards overall damage. However, they can only be repaired by welders (for brute damage) or wires (for burn damage), and malfunction if damaged. Robotic limbs explode when they take too much damage.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Internal Organs Surgery==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Mending brain hematomas, damaged eyes, collasped lungs and other broken organs.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
# (Optional) Complete [[Surgery#Prepping_for_Surgery|Prepping for Surgery]].&lt;br /&gt;
# Aim for the area where organ is at in the [[File:Damage_zone.png]] Damage Zone.&lt;br /&gt;
# Use the [[File:Scalpel.png]] &#039;&#039;&#039;scalpel&#039;&#039;&#039; to cut.&lt;br /&gt;
# Use the [[File:Hemostat.png]] &#039;&#039;&#039;hemostat&#039;&#039;&#039; to stop any potential bleeding.&lt;br /&gt;
# Use your [[File:Retractor.png]] &#039;&#039;&#039;retractors&#039;&#039;&#039; to lift up the skin.&lt;br /&gt;
# [CHEST OR HEAD ONLY] Use the [[File:Saw.png]] &#039;&#039;&#039;saw&#039;&#039;&#039; to open the ribcage.&lt;br /&gt;
# [CHEST OR HEAD ONLY] Use the [[File:Retractor.png]] &#039;&#039;&#039;retractor&#039;&#039;&#039; to pull their ribcage open.&lt;br /&gt;
# Use the [[File:Traumakit.png]] &#039;&#039;&#039;advanced trauma kit&#039;&#039;&#039; to mend the organs, or [[File:Nanopaste.png]] &#039;&#039;&#039;nanopaste&#039;&#039;&#039; on an robotic organ.&lt;br /&gt;
# [CHEST OR HEAD ONLY] Use the [[File:Retractor.png]] &#039;&#039;&#039;retractor&#039;&#039;&#039; to close their ribcage.&lt;br /&gt;
# [CHEST OR HEAD ONLY] Apply [[File:Bone gel.png]] &#039;&#039;&#039;bone gel&#039;&#039;&#039; to mend the cut ribcage.&lt;br /&gt;
# Use the [[File:Cautery.png]] &#039;&#039;&#039;cautery&#039;&#039;&#039; to seal the incision.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Cavity Surgery==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Putting things inside peoples&#039; body cavities.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Maxiumum size of item that fits inside: &lt;br /&gt;
* Head - tiny (i.e. pen, paper)&lt;br /&gt;
* Abdomen - pocket-size (i.e. most surgical tools)&lt;br /&gt;
* Chest - small (i.e. bone saw, revolver)&lt;br /&gt;
# Aim for the chest, abdomen or head in the [[File:Damage_zone.png]] Damage Zone.&lt;br /&gt;
# Use the [[File:Scalpel.png]] &#039;&#039;&#039;scalpel&#039;&#039;&#039; to cut.&lt;br /&gt;
# Use the [[File:Hemostat.png]] &#039;&#039;&#039;hemostat&#039;&#039;&#039; to stop any potential bleeding. Note that you do not need to do this for the head.&lt;br /&gt;
# Use your [[File:Retractor.png]] &#039;&#039;&#039;retractors&#039;&#039;&#039; to lift up the skin.&lt;br /&gt;
# [CHEST ONLY] Use the [[File:Saw.png]] &#039;&#039;&#039;saw&#039;&#039;&#039; to open the ribcage.&lt;br /&gt;
# [CHEST ONLY] Use the [[File:Retractor.png]] &#039;&#039;&#039;retractor&#039;&#039;&#039; to pull their ribcage open.&lt;br /&gt;
# Use the [[File:Drill.png]] &#039;&#039;&#039;surgical drill&#039;&#039;&#039; to prepeare cavity.&lt;br /&gt;
# Insert the item inside. If it caused internal bleeding, use &#039;&#039;&#039;FixOVein&#039;&#039;&#039; to fix it.&lt;br /&gt;
# If you decided not to put item inside, use [[File:Cautery.png]] &#039;&#039;&#039;cautery&#039;&#039;&#039; to mend cavity wall.&lt;br /&gt;
# [CHEST ONLY] Use the [[File:Retractor.png]] &#039;&#039;&#039;retractor&#039;&#039;&#039; to close their ribcage.&lt;br /&gt;
# [CHEST ONLY] Apply [[File:Bone gel.png]] &#039;&#039;&#039;bone gel&#039;&#039;&#039; to mend the cut ribcage.&lt;br /&gt;
# Use the [[File:Cautery.png]] &#039;&#039;&#039;cautery&#039;&#039;&#039; to seal the incision.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Implant Removal==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Removing implants from the body. Also removal of things from body cavities.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
# (Optional) Complete [[Surgery#Prepping_for_Surgery|Prepping for Surgery]].&lt;br /&gt;
# Aim for the implant location on the [[File:Damage_zone.png]] Damage Zone.&lt;br /&gt;
# Cut the skin with your [[File:Scalpel.png]] &#039;&#039;&#039;scalpel&#039;&#039;&#039;.&lt;br /&gt;
# Use your [[File:Hemostat.png]] &#039;&#039;&#039;hemostat&#039;&#039;&#039; to stop any potential bleeding.&lt;br /&gt;
# Use your [[File:Retractor.png]] &#039;&#039;&#039;retractors&#039;&#039;&#039; to lift up the skin.&lt;br /&gt;
# Use your [[File:Hemostat.png]] &#039;&#039;&#039;hemostat&#039;&#039;&#039; to stop bleeding. (May not be needed)&lt;br /&gt;
# Use the [[File:Saw.png]] &#039;&#039;&#039;saw&#039;&#039;&#039; to open the ribcage. [CHEST ONLY]&lt;br /&gt;
# Use the [[File:Retractor.png]] &#039;&#039;&#039;retractor&#039;&#039;&#039; to pull their ribcage open. [CHEST ONLY]&lt;br /&gt;
# Use your [[File:Hemostat.png]] &#039;&#039;&#039;hemostat&#039;&#039;&#039; to extract the implant. This may take several goes.&lt;br /&gt;
# Use the [[File:Retractor.png]] &#039;&#039;&#039;retractor&#039;&#039;&#039; to close their ribcage. [CHEST ONLY]&lt;br /&gt;
# Apply [[File:Bone gel.png]] &#039;&#039;&#039;bone gel&#039;&#039;&#039; to mend the cut ribcage. [CHEST ONLY]&lt;br /&gt;
# Cauterize the wound with the [[File:Cautery.png]] &#039;&#039;&#039;cautery&#039;&#039;&#039;.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
==Organ Removal/Transplantation==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Removal and re-insertion of the brain, heart, lungs, inflammed appenxies, etc. This also applies to neural laces.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
# (Optional) Complete [[Surgery#Prepping_for_Surgery|Prepping for Surgery]].&lt;br /&gt;
# Aim for the organ&#039;s location in the [[File:Damage_zone.png]] Damage Zone. (Head for brain/eyes/neural lace, chest for heart/liver/lungs, groin for appendix/kidney)&lt;br /&gt;
# Use a [[File:Scalpel.png]] &#039;&#039;&#039;scalpel&#039;&#039;&#039; to cut back the flesh.&lt;br /&gt;
# Use the [[File:Hemostat.png]] &#039;&#039;&#039;hemostat&#039;&#039;&#039; to stop any potential bleeding.&lt;br /&gt;
# Use your [[File:Retractor.png]] &#039;&#039;&#039;retractors&#039;&#039;&#039; to lift up the skin.&lt;br /&gt;
# [CHEST/HEAD ONLY] Use the [[File:Saw.png]] &#039;&#039;&#039;saw&#039;&#039;&#039; to cut through the bones.&lt;br /&gt;
# [CHEST/HEAD ONLY] Use the [[File:Retractor.png]] &#039;&#039;&#039;retractor&#039;&#039;&#039; to separate the bones.&lt;br /&gt;
# [REMOVAL] Use the [[File:Scalpel.png]] &#039;&#039;&#039;scalpel&#039;&#039;&#039;. This will open up a window asking you which organ you&#039;d like to cut loose.&lt;br /&gt;
# [REMOVAL] Use the [[File:Hemostat.png]] &#039;&#039;&#039;hemostat&#039;&#039;&#039;. This will open up a window asking you which loose organ you&#039;d like to remove.&lt;br /&gt;
# [REMOVAL] Dispose of the organ or store it in a freezer. For [[Roboticist#Cyborgs | Borgification]], place the brain in an [[File:MMI empty.png]] MMI and give it to a [[Roboticist]].&lt;br /&gt;
# [TRANSPLANTATION] Use the organ you intend to transplant on the patient.&lt;br /&gt;
# [TRANSPLANTATION] Use the [[File:Fixovein.png]] &#039;&#039;&#039;FixOVein&#039;&#039;&#039; to reconnect the organ to the body.&lt;br /&gt;
# [TRANSPLANTATION] [CHEST/HEAD ONLY] Use the [[File:Retractor.png]] &#039;&#039;&#039;retractor&#039;&#039;&#039; to push the bones back together.&lt;br /&gt;
# [TRANSPLANTATION] [CHEST/HEAD ONLY] Apply [[File:Bone gel.png]] &#039;&#039;&#039;bone gel&#039;&#039;&#039; to repair the bones.&lt;br /&gt;
# [TRANSPLANTATION] Administer a [[File:Traumakit.png]] &#039;&#039;&#039;advanced trauma kit&#039;&#039;&#039; or use the [[File:Nanopaste.png]] &#039;&#039;&#039;nanopaste&#039;&#039;&#039; if required, to repair any damage received during transport/transplantation.&lt;br /&gt;
# Close the incision with a [[File:Cautery.png]] &#039;&#039;&#039;cautery&#039;&#039;&#039; and monitor the patient&#039;s health closely for either an infection or organ rejection.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Head Reattachment Surgery==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Reattaching a severed head for simpler cloning.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
See &#039;&#039;limb replacement surgery&#039;&#039;.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Necrotic Limb &amp;amp; Organ Repair==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Fixing limb and organ necrosis caused (mostly) by septic infections.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
# (Optional) Complete [[Surgery#Prepping_for_Surgery|Prepping for Surgery]].&lt;br /&gt;
# Aim for the necrotic organ in the [[File:Damage_zone.png]] Damage Zone.&lt;br /&gt;
# Use the [[File:Scalpel.png]] &#039;&#039;&#039;scalpel&#039;&#039;&#039; to cut.&lt;br /&gt;
# Use the [[File:Hemostat.png]] &#039;&#039;&#039;hemostat&#039;&#039;&#039; to stop any potential bleeding. Note you do not need to do this for the head.&lt;br /&gt;
# Use your [[File:Retractor.png]] &#039;&#039;&#039;retractors&#039;&#039;&#039; to lift up the skin.&lt;br /&gt;
# (Optional) If the affected organ is in the chest, use the [[File:Saw.png]] &#039;&#039;&#039;saw&#039;&#039;&#039; to open the ribcage.&lt;br /&gt;
# (Optional) If the affected organ is in the chest, use the [[File:Retractor.png]] &#039;&#039;&#039;retractor&#039;&#039;&#039; to pull their ribcage open.&lt;br /&gt;
# Use the [[File:Scalpel.png]] &#039;&#039;&#039;scalpel&#039;&#039;&#039; to cut away the dead flesh.&lt;br /&gt;
# Use a [[File:Eyedropper.png]] &#039;&#039;&#039;dropper&#039;&#039;&#039; filled with [[Guide_to_Chemistry|&#039;&#039;&#039;Peridaxon&#039;&#039;&#039;]] to revive the necrotic organ.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
==Autopsy==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Examination of cadavers to find cause of death. See [[Guide_to_Cadavers#Autopsy_Procedures|autopsy prodedures]] for more information.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
# Place cadaver onto the operating table.&lt;br /&gt;
# Scan the cadaver with a Health Analyer to find injured locations.&lt;br /&gt;
# Aim for the patient&#039;s affected area in the [[File:Damage_zone.png]] Damage Zone. &lt;br /&gt;
# Cut the skin with your [[File:Scalpel.png]] scalpel (the chest may require two cuts).&lt;br /&gt;
# Use the [[File:Autopsy scanner.png]] autopsy scanner to scan the area.&lt;br /&gt;
# Repeat scalpel and scan procedure for all affected areas.&lt;br /&gt;
# Right click the [[File:Autopsy scanner.png]] autopsy scanner to print out autopsy data.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
==Hardsuit Removal==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Cutting the seals on a sealed hardsuit so that it can be removed from the person wearing it.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
# Place the patient or cadaver onto the operating table. Cleanliness is not required.&lt;br /&gt;
# Aim for the chest in the [[File:Damage_zone.png]] Damage Zone.&lt;br /&gt;
# Use a &#039;&#039;&#039;plasma cutter&#039;&#039;&#039;, [[File:Welderon.gif]] &#039;&#039;&#039;welding tool&#039;&#039;&#039;, or [[File:Saw.png]] &#039;&#039;&#039;circular saw&#039;&#039;&#039; to slice the hardsuit seals open. &#039;&#039;This may take several attempts.&#039;&#039;&lt;br /&gt;
# Pull the hardsuit control module off, as when unsealed.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
==Extracting organs from detached body parts==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Removing internal organs from parts of the body, such as heads, which are no longer attached to the rest.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
# Place the body part on any surface, or hold it in hand.&lt;br /&gt;
# Use the [[File:Scalpel.png]] &#039;&#039;&#039;scalpel&#039;&#039;&#039; to cut the body part open.&lt;br /&gt;
# Use the [[File:Retractor.png]] &#039;&#039;&#039;retractor&#039;&#039;&#039; to crack the body part open.&lt;br /&gt;
# Use the [[File:Hemostat.png]] &#039;&#039;&#039;hemostat&#039;&#039;&#039; to extract an organ. Repeated applications will yield further organs, until all organs present in the body part have been removed. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Itzal</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Guide_to_Robotics&amp;diff=5039</id>
		<title>Guide to Robotics</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Guide_to_Robotics&amp;diff=5039"/>
		<updated>2017-01-14T22:07:13Z</updated>

		<summary type="html">&lt;p&gt;Itzal: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
&lt;br /&gt;
For the aspiring [[Roboticist]], this guide will explain the creation and maintenance of [[Cyborg]], Bots, and Exosuits. &lt;br /&gt;
&lt;br /&gt;
=Robotics Equipment=&lt;br /&gt;
&lt;br /&gt;
==Machines==&lt;br /&gt;
&lt;br /&gt;
===Exosuit Fabricator===&lt;br /&gt;
[[File:Exofab.png|100px|left]]&lt;br /&gt;
The Exosuit Fabricator is your main construction machine, you feed materials into it, and it builds all the things you could possibly need. It can make prosthetic limbs, cyborg parts and internal components, exosuit parts, exosuit equipment modules, and a variety of useful miscellaneous items like power cells. It has a vast variety of blueprints available to start, but certain advanced things must be unlocked by raising your research levels. These will be explained later. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In addition, the machine itself will also be upgraded by simply researching two specific techs. These benefitshave no cap, and will continue to have a benefit at any increased research level (The levels themselves are capped by the availability of high tech items to research)&lt;br /&gt;
*Materials research will increase material efficiency, reducing the quantity of materials you require to build things.&lt;br /&gt;
*Data Theory research will increase speed efficiency, reducing the time required to build various parts&lt;br /&gt;
&lt;br /&gt;
It can be upgraded&lt;br /&gt;
*Upgrading the Laser will increase material efficiency, reducing the quantity of materials you require to build things.&lt;br /&gt;
*Upgrading the Manipulators will increase speed efficiency, reducing the time required to build various parts&lt;br /&gt;
*Upgrading the Matter Bins will allow it to store more materials&lt;br /&gt;
&lt;br /&gt;
=Cyborgs=&lt;br /&gt;
&#039;&#039;&#039;See also [[Cyborgification Contracts]].&#039;&#039;&#039;&lt;br /&gt;
These contracts are important - without a signed, stamped contract, making a man into a machine is technically murder - no matter how much he wants it!&lt;br /&gt;
&lt;br /&gt;
The [[Cyborg]] is the Roboticist&#039;s primary creation and upkeep. They are tasked with helping the station&#039;s inhabitants in their daily life and trying to kill everyone when the [[AI]] is insane. Each cyborg is required to follow the AI&#039;s laws, and may choose one of the AIs in the event that more than one exists.&lt;br /&gt;
&lt;br /&gt;
===Making a Cyborg===&lt;br /&gt;
# Fill the [[File:Exofab.png]] Exosuit Fabricator with as much [[File:Metal.png]] metal as it will hold.&lt;br /&gt;
# Click on the Exosuit Fabricator to open its menu. Select &#039;&#039;&#039;Add To Queue&#039;&#039;&#039; for Robot Endoskeleton, Left Arm, Right Arm, Left Leg, Right Leg, Torso, Head, Camera and Law Computer, then click on &#039;&#039;&#039;Process Queue&#039;&#039;&#039; in the right side.&lt;br /&gt;
# Wait for a few minutes for the pieces to be built. You will likely need to add additional metal to the Fabricator in order for it to finish.&lt;br /&gt;
# When putting the parts together, use the [[File:Robot_endoskeleton.png]] Robot Endoskeleton as a base. Attach components by picking them up and then clicking on the endoskeleton. &lt;br /&gt;
#* Add 2x [[File:sflash.png]] Synthetic Flash to the Head before attaching it. You do this by picking up the flashes and then clicking on the head. . &lt;br /&gt;
#* The Cyborg Torso will need 1x [[File:CableCoils.png]] wires and 1x [[File:Powercell.png]] power cell.&lt;br /&gt;
#* The arms and legs can be done easily by simply picking them up and placing them on the Cyborg Endoskeleton.&lt;br /&gt;
# The last step is installing either an [[File:MMI.png]]MMI or a [[File:Posibrain.png]]posibrain.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Extract a brain for the Cyborg===&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Check with the Chief Medical Officer before agreeing to perform a brain extraction on a living human. Medbay has anesthetics, which are optimal when someone is cutting into your skull with a circular saw.  Additionally, it will clear up bookkeeping problems regarding the addition of a new cadaver in the morgue.&lt;br /&gt;
&lt;br /&gt;
# (Optional) Complete [[Surgery#Prepping_for_Surgery|Prepping for Surgery]].&lt;br /&gt;
# Aim for the organ&#039;s location in the [[File:Damage_zone.png]] Damage Zone. (Head for brain/eyes, chest for heart/liver/lungs, groin for appendix/kidney)&lt;br /&gt;
# Use a [[File:Scalpel.png]] &#039;&#039;&#039;scalpel&#039;&#039;&#039; to cut back the flesh.&lt;br /&gt;
# Use the [[File:Hemostat.png]] &#039;&#039;&#039;hemostat&#039;&#039;&#039; to stop any potential bleeding.&lt;br /&gt;
# Use your [[File:Retractor.png]] &#039;&#039;&#039;retractors&#039;&#039;&#039; to lift up the skin.&lt;br /&gt;
#  Use the [[File:Saw.png]] &#039;&#039;&#039;saw&#039;&#039;&#039; to cut through the bones.&lt;br /&gt;
#  Use the [[File:Retractor.png]] &#039;&#039;&#039;retractor&#039;&#039;&#039; to separate the bones.&lt;br /&gt;
#  Use the [[File:Scalpel.png]] &#039;&#039;&#039;scalpel&#039;&#039;&#039;. This will open up a window asking you which organ you&#039;d like to cut loose. Select the Brain.&lt;br /&gt;
#  Use the [[File:Hemostat.png]] &#039;&#039;&#039;hemostat&#039;&#039;&#039;. This will open up a window asking you which loose organ you&#039;d like to remove. Select the Brain again.&lt;br /&gt;
#  Place the brain in an [[File:MMI empty.png]] MMI.&lt;br /&gt;
# (Optional) Before you give the Cyborg a new brain, you can name it anything you or your client wants. Grab a [[File:Pen.png]] pen and use the pen on the Cyborg to rename it. Once you place the brain in the Cyborg, this step will not be completable.&lt;br /&gt;
# Carry the [[File:MMI.png]] MMI over to your finished Cyborg construct that you made before, and click on it to add the brain into the Cyborg.&lt;br /&gt;
&lt;br /&gt;
You can also use a normal table instead of an operating table, but this has a chance of missing one third of the time.&lt;br /&gt;
&lt;br /&gt;
====So You Decapitated Your Patient (or someone else did it for you)====&lt;br /&gt;
Don&#039;t panic just yet!  You can still complete the brain extraction. It&#039;s actually easier then extracting the brain from an attached head. Use a [[File:Scalpel.png]] &#039;&#039;&#039;scalpel&#039;&#039;&#039;, then a [[File:Retractor.png]] &#039;&#039;&#039;retractor&#039;&#039;&#039;, then a [[File:Hemostat.png]] &#039;&#039;&#039;hemostat&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Cyborg Maintenance ==&lt;br /&gt;
You&#039;ll often have Cyborgs run up to you with any number of problems. Here&#039;s how to deal with them most of the time.&lt;br /&gt;
&lt;br /&gt;
=== Repair ===&lt;br /&gt;
When Cyborgs get dented, they&#039;ll come to you for repairs. Luckily, most repairs are simple:&lt;br /&gt;
# Equip a [[File:WeldingHelmet.png]] welding helmet on your head. &lt;br /&gt;
#* &#039;&#039;Note: Be sure to remember this step or you could go blind!&#039;&#039;&lt;br /&gt;
# Place a [[File:Welderon.gif]] welder in your hand, click on it while it&#039;s in your hand to light it, then click on the Cyborg repeatedly to repair it. Engineer cyborgs can also repair themselves and other cyborgs like this.&lt;br /&gt;
&lt;br /&gt;
Occasionally Cyborgs are inflicted by more advanced damage that hurts their internal wiring. If this is the case:&lt;br /&gt;
# [[File:Id_regular.png]] Swipe an ID with Robotics access to unlock the panel.&lt;br /&gt;
# [[File:Crowbar.png]] Crowbar open the panel.&lt;br /&gt;
# [[File:Powercell.png]] Remove the cyborg&#039;s power cell by clicking on it with an empty hand.&lt;br /&gt;
# [[File:Screwdriver tool.png]] Use a screwdriver to expose the wires.&lt;br /&gt;
# [[File:CableCoils.png]] Use a cable coil to replace damaged wires.&lt;br /&gt;
# [[File:Screwdriver tool.png]] Screwdriver the cyborg to unexpose the wires.&lt;br /&gt;
# [[File:Crowbar.png]] Crowbar the panel shut.&lt;br /&gt;
# [[File:Id_regular.png]] Swipe an ID with Robotics access to relock the cover.&lt;br /&gt;
&lt;br /&gt;
=== Cyborg Component Repair ===&lt;br /&gt;
Sometimes robots will have damaged components that need to be removed and replaced. Removing them is pretty straightforward.&lt;br /&gt;
# [[File:Id_regular.png]] Swipe an ID with Robotics access to unlock the panel.&lt;br /&gt;
# [[File:Crowbar.png]] Crowbar open the panel.&lt;br /&gt;
# [[File:Powercell.png]] Remove the cyborg&#039;s power cell by clicking on it with an empty hand.&lt;br /&gt;
# [[File:Screwdriver tool.png]] Use a screwdriver to expose the wires.&lt;br /&gt;
# [[File:Crowbar.png]] Crowbar out the desired component.&lt;br /&gt;
 &lt;br /&gt;
Occasionally a robot will be so damaged that only the brain is salvageable, or perhaps it&#039;s volunteering for an AI core. You can remove the brain by following these steps.&lt;br /&gt;
# [[File:Id_regular.png]] Swipe an ID with Robotics access to unlock the panel.&lt;br /&gt;
# [[File:Crowbar.png]] Crowbar open the panel.&lt;br /&gt;
# [[File:Powercell.png]] Remove the cyborg&#039;s power cell by clicking on it with an empty hand.&lt;br /&gt;
# [[File:Screwdriver tool.png]] Use a screwdriver to expose the wires.&lt;br /&gt;
# [[File:Wirecutters.png]] Cut all five wires with wirecutters.&lt;br /&gt;
# [[File:Crowbar.png]] Use a crowbar to remove the MMI.&lt;br /&gt;
&lt;br /&gt;
=== Human Prosthetic Repair ===&lt;br /&gt;
You may be asked to repair damage to the artificial limbs of your fellow crew members.&lt;br /&gt;
To fix brute damage:&lt;br /&gt;
# Follow the same procedure as outlined above for fixing dents in cyborgs, making sure to target the specific area that requires fixing.&lt;br /&gt;
To fix burn damage:&lt;br /&gt;
# [[File:CableCoils.png]] Use a cable coil on the damaged area.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Upgrading the Power Cell ===&lt;br /&gt;
Cyborgs that start when the game starts will likely come straight to you for an upgrade in the first few minutes of the game. Help them out by upgrading their power cell, which will lessen the amount of time they need to visit the recharging station. Click on the Cyborg with the following items (in order):&lt;br /&gt;
# [[File:Id_regular.png]] Swipe an ID with Robotics access to unlock the panel.&lt;br /&gt;
# [[File:Crowbar.png]] Crowbar open the panel.&lt;br /&gt;
# Click on the Cyborg with an [[File:Empty_hand.png]] empty hand to take out the [[File:Powercell.png]] power cell and replace it with the higher-capacity power cell.&lt;br /&gt;
#* &#039;&#039;Note: The default power cell capacity in Cyborgs is 7,500. All of the power cells you find in your office should be at least 15,000, and the Science Department can research power cells that exceed 30,000.&#039;&#039;&lt;br /&gt;
# [[File:Crowbar.png]] Crowbar the panel shut.&lt;br /&gt;
# [[File:Id_regular.png]] Swipe an ID with Robotics access to relock the cover.&lt;br /&gt;
&lt;br /&gt;
=== Resetting Modules ===&lt;br /&gt;
Once a player Cyborg chooses a module (Engineer, Janitor, Security, etc) they cannot change the module without your help. You can manually reset its module to allow it the option of choosing a new one by following this order:&lt;br /&gt;
# [[File:Id_regular.png]] Swipe an ID with Robotics access to unlock the panel.&lt;br /&gt;
# [[File:Crowbar.png]] Crowbar open the panel.&lt;br /&gt;
# [[File:Robotics_reset_module_circuit.png]] Print out a reset upgrade in the fabricator, and insert it into the cyborg.&lt;br /&gt;
# [[File:Crowbar.png]] Crowbar the panel shut.&lt;br /&gt;
# [[File:Id_regular.png]] Swipe an ID with Robotics access to relock the cover.&lt;br /&gt;
&lt;br /&gt;
=== Modifications ===&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;
*&#039;&#039;&#039;Module Lock&#039;&#039;&#039;: If this light is on, the module of the cyborg cannot be changed.&lt;br /&gt;
**&#039;&#039;Pulsing&#039;&#039; this will reset the module of a cyborg and allow it to pick a new one.&lt;br /&gt;
**&#039;&#039;Cutting&#039;&#039; this wire will cause the cyborg to be locked to the standard module and be unable to change or use any items. They can still remote control devices however.&lt;br /&gt;
**&#039;&#039;Mending&#039;&#039; this wire will allow the cyborg to change modules.&lt;br /&gt;
&lt;br /&gt;
An emagged cyborg will have no LawSync or AI link and cannot be reset.&lt;br /&gt;
&lt;br /&gt;
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;
=== Spiderbot ===&lt;br /&gt;
 &lt;br /&gt;
Spiderbots are temporary bodies for brains. They can carry around small items, zap things, move through vents and generally act like pests. They are seldom used on the Aurora, but can still be constructed.&lt;br /&gt;
 &lt;br /&gt;
Combine the following:&lt;br /&gt;
* Robot head.&lt;br /&gt;
* Manipulator.&lt;br /&gt;
* Occupied MMI or positronic brain.&lt;br /&gt;
&lt;br /&gt;
= Bots =&lt;br /&gt;
As a Roboticist, you serve another important purpose, making NPC robots. Robots can benefit the station in many ways, and are really easy to create. The current list of robots, and how to make them, is as follows:&lt;br /&gt;
&lt;br /&gt;
===[[File:Medibot.gif|64px]] Medibot===&lt;br /&gt;
These will only inject chemicals if the chemical helps with the target&#039;s damage by default. They can also be [[Syndicate Items#Electromagnetic Card|Emagged]] to repeatedly inject anyone with harmful chemicals. Note that these don&#039;t synthesise their own chemicals, except tricordazine.&lt;br /&gt;
&lt;br /&gt;
Combine the following ingredients in order:&lt;br /&gt;
# Cyborg Right or Left Arm.&lt;br /&gt;
# Empty [[File:SMed.png]] Medkit.&lt;br /&gt;
#* &#039;&#039;Note: Differently colored medkits will also change the resulting color of your Medibot.&lt;br /&gt;
# (Optional) Name the bot with a [[File:Pen.png]] pen.&lt;br /&gt;
# [[File:Healthanalyzer.png]] health analyzer.&lt;br /&gt;
# [[File:Proximitysensor.png]] proximity sensor.&lt;br /&gt;
# [[File:Beaker.png]] beaker filled with the medicine of your choice.&lt;br /&gt;
&lt;br /&gt;
===[[File:Cleanbot.gif|64px]] Cleanbot===&lt;br /&gt;
Cleanbots are great, as they serve the exact same purpose as the Janitor. Even better is that it uses Space Cleaner to mop, so no slipping on everything!&lt;br /&gt;
WARNING! CLEANBOTS ARE CURRENTLY BROKEN. As of 5th june 2016, they have been disabled due to bugs&lt;br /&gt;
# [[File:Bucket.png]] bucket (Grab it from the [[Janitor]] or make with [[Autolathe]])&lt;br /&gt;
# [[File:Proximitysensor.png]] proximity sensor.&lt;br /&gt;
# (Optional) Name the bot with a [[File:Pen.png]] pen.&lt;br /&gt;
# Cyborg Right or Left Arm.&lt;br /&gt;
&lt;br /&gt;
=== [[File:Farmbot.png|64px]] Farmbot ===&lt;br /&gt;
A relatively useful bot that helps with the mundane aspects of [[Hydroponics]] and [[Xenobotany]]. IT will water plants, clearout weeds, harvest plants, and refill nutrients&lt;br /&gt;
To make one:&lt;br /&gt;
# Attach a robot arm (cyborg right or left arm) to a [[File:Watertank.png]] water tank.&lt;br /&gt;
# Attach a plant analyzer.&lt;br /&gt;
# Attach a [[File:Bucket.png]] bucket.&lt;br /&gt;
# (Optional) Name the bot with a [[File:Pen.png]] pen.&lt;br /&gt;
# Attach a mini-hoe.&lt;br /&gt;
# [[File:Proximitysensor.png]] proximity sensor.&lt;br /&gt;
&lt;br /&gt;
===[[File:Floorbot.gif|64px]] Floorbot===&lt;br /&gt;
Floorbots are nice to have around when some asshole starts crowbarring up floor tiles or some traitor has blown apart a section of the station. They zoom around and repair busted floor tiles.&lt;br /&gt;
To make:&lt;br /&gt;
# Empty [[File:btoolbox.png]] toolbox (Must be a blue one)&lt;br /&gt;
# [[File:Floor_Tiles.png]] Floor tile (click on a stack of metal while it&#039;s in your hand to open a menu for making these)&lt;br /&gt;
# [[File:Proximitysensor.png]] proximity sensor.&lt;br /&gt;
# (Optional) Name the bot with a [[File:Pen.png]] pen.&lt;br /&gt;
# Cyborg Right or Left Arm.&lt;br /&gt;
&lt;br /&gt;
Keep in mind that Floorbots have a limited number of floor tiles. This number can be observed by popping up their control panel.&lt;br /&gt;
&lt;br /&gt;
===[[File:Securitron.gif|I AM THE LAW|80px]] Securitron===&lt;br /&gt;
Basically, Officer Beepsky without the personality. You usually won&#039;t need to build any of these, but they can be hilariously helpful for traitors whom have invested in a [[Syndicate Items#Electromagnetic Card|Electromagnetic Card]], as they tend to run around stunning and cuffing everyone in sight. Problem is, any of these that report a Level 10 Infraction when spotting people are obviously hacked.&lt;br /&gt;
To make:&lt;br /&gt;
* [[File:Screwdriver tool.png]] Use a &#039;&#039;&#039;Screwdriver&#039;&#039;&#039; on a [[File:remote_signaller.png]]Remote Signaling Device&lt;br /&gt;
* Combine with a [[File:Helmet.png]]Helmet (Get these from Security)&lt;br /&gt;
* [[File:Welderon.gif]]Weld them together&lt;br /&gt;
* Add a [[File:Proximitysensor.png]]Proximity Sensor and a Robot Arm.&lt;br /&gt;
* Toss in a [[File:StunBaton.gif]]Stun Baton&lt;br /&gt;
Note that destroying a Securitron or Officer Beepsky with a melee weapon is all but impossible by yourself; striking them causes them to immediately stun and cuff you. If you work with another person you can get several hits in while it is cuffing the other person, which is often enough to destroy it outright.&lt;br /&gt;
&lt;br /&gt;
===[[File:ED209.png|64px]] ED-209===&lt;br /&gt;
Beepsky&#039;s bigger brother. Has all of the abilities of a standard Securitron with the addition of a ranged attack.&lt;br /&gt;
To make:&lt;br /&gt;
* Use a [[File:Metal.png]] metal sheet on a Cyborg Endoskeleton to reinforce it.&lt;br /&gt;
* Add two Robot Legs and a [[File:Armor.png]]security vest.&lt;br /&gt;
* [[File:Welderon.gif]]Weld everything together&lt;br /&gt;
* Add in a security [[File:Helmet.png]]Helmet&lt;br /&gt;
* Attach a [[File:Proximitysensor.png]]Proximity Sensor to the assembly&lt;br /&gt;
* Insert wires&lt;br /&gt;
* Add a [[File:Taser.png]]Taser and attach it with a [[File:Screwdriver tool.png]]Screwdriver.&lt;br /&gt;
* Insert a [[File:Powercell.png]]Power cell. Your own murder-robot is complete!&lt;br /&gt;
&lt;br /&gt;
A emagged ED-209 fires deadly lasers AND attacks anyone on sight. Anyone emagging a ED-209 is advised to run like crazy.&lt;br /&gt;
&lt;br /&gt;
= Exosuits =&lt;br /&gt;
Construction of exosuits are restricted by ID, so they are typically the product of [[roboticist]]s and the [[Research Director]]. These can be tremendously helpful or tremendously annoying depending on who uses it. They take more work to make than robots and require special circuits, which are obtained through the [[Quartermaster]] or the Research and Development console.&lt;br /&gt;
&lt;br /&gt;
The current list of exosuits is as follows.&lt;br /&gt;
==Exosuit Construction==&lt;br /&gt;
===Ripley APLU===&lt;br /&gt;
[[File:Ripley.png|50px]]&amp;lt;br&amp;gt;&lt;br /&gt;
The Ripley APLU (Autonomous Power Loading Unit) is a slow moving, decently protected exosuit . Generally, it can take down a Gygax because of the sheer power of the drill, but it does not make a good combat exosuit  because it is slow and has no range. Best used against Spess carp invasions, blobs, Changelings, and for Revs (using it to breach high security areas)&lt;br /&gt;
&lt;br /&gt;
To make:&lt;br /&gt;
* Build all of the Ripley parts using the exosuit fabricator.&lt;br /&gt;
* Build a Hydraulic Clamp and Drill&lt;br /&gt;
* Attach all of the parts to the Ripley chassis (Except the Clamp and Drill)&lt;br /&gt;
* [[Wrench]]&lt;br /&gt;
* [[Screwdriver]]&lt;br /&gt;
* Cable Coil&lt;br /&gt;
* [[Wirecutters]]&lt;br /&gt;
* Ripley central control module (Ordered from the [[Quartermaster]])&lt;br /&gt;
* [[Screwdriver]]&lt;br /&gt;
* Ripley Peripherals control module (Ordered from the [[Quartermaster]])&lt;br /&gt;
* [[Screwdriver]]&lt;br /&gt;
* 5 pieces of metal&lt;br /&gt;
* [[Wrench]]&lt;br /&gt;
* [[Weldingtool]]&lt;br /&gt;
* 5 pieces of plasteel&lt;br /&gt;
* [[Wrench]]&lt;br /&gt;
* [[Weldingtool]]&lt;br /&gt;
* Add the Hydraulic Clamp and Drill to the finished Ripley&lt;br /&gt;
The Ripley should be complete, to access it use your ID card on it. The codes on the system mean that you have to have access to those places on your ID to use the exosuit . Click finish, then right-click to enter.&lt;br /&gt;
&lt;br /&gt;
===Firefighter APLU===&lt;br /&gt;
[[File:Firefighter.png|50px]]&amp;lt;br&amp;gt;&lt;br /&gt;
* Create a Firefighter APLU chassis using the exosuit fabricator. It is listed under exosuit equipment.&lt;br /&gt;
* Create all parts of the Ripley APLU except for the chassis.&lt;br /&gt;
* Assemble all of the Ripley parts to the Firefighter chassis.&lt;br /&gt;
* Add a firesuit&lt;br /&gt;
* [[Wrench]]&lt;br /&gt;
* [[Screwdriver]]&lt;br /&gt;
* Cable Coil&lt;br /&gt;
* [[Wirecutters]]&lt;br /&gt;
* Ripley central control module &lt;br /&gt;
* [[Screwdriver]]&lt;br /&gt;
* Ripley peripherals control module&lt;br /&gt;
* [[Screwdriver]]&lt;br /&gt;
* 5 pieces of plasteel&lt;br /&gt;
* [[Wrench]]&lt;br /&gt;
* [[Weldingtool]]&lt;br /&gt;
* 5 pieces of plasteel&lt;br /&gt;
* 5 pieces of plasteel&lt;br /&gt;
* [[Wrench]]&lt;br /&gt;
* [[Weldingtool]]&lt;br /&gt;
*&#039;&#039;&#039;Optimal Loadouts&#039;&#039;&#039;&lt;br /&gt;
**Hull Repairs: Clamp, RCD, Cable Layer&lt;br /&gt;
**Firefighting: Clamp, Extinguisher, Repair Droid&lt;br /&gt;
&lt;br /&gt;
=== Odysseus ===&lt;br /&gt;
[[File:Mecha odysseus.png|50px]]&amp;lt;br&amp;gt;&lt;br /&gt;
* Create all of the Odysseus parts using the exosuit fabricator.&lt;br /&gt;
* Assemble all of the Odysseus parts to the chassis&lt;br /&gt;
* [[Wrench]]&lt;br /&gt;
* [[Screwdriver]]&lt;br /&gt;
* Cable coil&lt;br /&gt;
* [[Wirecutters]]&lt;br /&gt;
* Odysseus main board&lt;br /&gt;
* [[Screwdriver]]&lt;br /&gt;
* Odysseus peripherals board&lt;br /&gt;
* [[Screwdriver]]&lt;br /&gt;
* 5 pieces of metal&lt;br /&gt;
* [[Wrench]]&lt;br /&gt;
* [[Welder]]&lt;br /&gt;
* 5 pieces of plasteel&lt;br /&gt;
* [[Wrench]]&lt;br /&gt;
* [[Welder]]&lt;br /&gt;
* Optimal Loadout: 3 Mounted Sleepers or 2 Mounted Sleepers, 1 Syringe Gun&lt;br /&gt;
&lt;br /&gt;
===Gygax===&lt;br /&gt;
[[File:Gygax.png|50px]]&amp;lt;br&amp;gt;&lt;br /&gt;
Rather fast security exosuit with good overall protection. Very low battery life, so be sure to watch it. Requires diamond sheets to complete.&lt;br /&gt;
*Leg Actuators Overload Function (Movement speed doubled and small amount of damage dealt with each step. Disables when Gygax integrity drops below 2/3)&lt;br /&gt;
&lt;br /&gt;
Instructions&lt;br /&gt;
*Create all of the Gygax parts using the exosuit fabricator.&lt;br /&gt;
*Assemble all of the Gygax parts to the chassis (Except the Armor plates)&lt;br /&gt;
*[[Wrench]]&lt;br /&gt;
*[[Screwdriver]]&lt;br /&gt;
*Cable Coil&lt;br /&gt;
*[[Wirecutters]]&lt;br /&gt;
*Gygax Main circuit board (Bug R&amp;amp;D to research it)&lt;br /&gt;
*[[Screwdriver]]&lt;br /&gt;
*Gygax Peripherals circuit board (Bug R&amp;amp;D to research it)&lt;br /&gt;
*[[Screwdriver]]&lt;br /&gt;
*Gygax Targeting circuit board (Bug R&amp;amp;D to research it)&lt;br /&gt;
*[[Screwdriver]]&lt;br /&gt;
*Add an Advanced Scanning Module (Bug R&amp;amp;D)&lt;br /&gt;
*[[Screwdriver]]&lt;br /&gt;
*Add an Advanced Capacitor (Bug R&amp;amp;D)&lt;br /&gt;
*[[Screwdriver]]&lt;br /&gt;
*Add some metal&lt;br /&gt;
*[[Wrench]]&lt;br /&gt;
*[[Weldingtool]]&lt;br /&gt;
*Add Gygax Armor Plates (Made in the exosuit fabricator)&lt;br /&gt;
*[[Wrench]]&lt;br /&gt;
*[[Weldingtool]]&lt;br /&gt;
&lt;br /&gt;
===Durand===&lt;br /&gt;
[[File:Durand.png|50px]]&amp;lt;br&amp;gt;&lt;br /&gt;
A Durand is more powerful than Gygax, it has more health and better armored, but slower. Requires silver sheets to complete.&lt;br /&gt;
*Defence Mode Function (Boosts Durand armor with the penalty of not being able to move or turn)&lt;br /&gt;
&lt;br /&gt;
Instructions&lt;br /&gt;
*Create all of the Durand parts using the exosuit fabricator.&lt;br /&gt;
*Assemble all of the Durand parts to the chassis (Except the Armor plates)&lt;br /&gt;
*[[Wrench]]&lt;br /&gt;
*[[Screwdriver]]&lt;br /&gt;
*Cable Coil&lt;br /&gt;
*[[Wirecutters]]&lt;br /&gt;
*Durand Main circuit board (Bug R&amp;amp;D to research it)&lt;br /&gt;
*[[Screwdriver]]&lt;br /&gt;
*Durand Peripherals circuit board (Bug R&amp;amp;D to research it)&lt;br /&gt;
*[[Screwdriver]]&lt;br /&gt;
*Durand Targeting circuit board (Bug R&amp;amp;D to research it)&lt;br /&gt;
*[[Screwdriver]]&lt;br /&gt;
*Add an Advanced Sensor Module (Bug R&amp;amp;D)&lt;br /&gt;
*[[Screwdriver]]&lt;br /&gt;
*Add an Advanced Capacitor (Bug R&amp;amp;D)&lt;br /&gt;
*[[Screwdriver]]&lt;br /&gt;
*Add some metal&lt;br /&gt;
*[[Wrench]]&lt;br /&gt;
*[[Weldingtool]]&lt;br /&gt;
*Add Durand Armor Plates (Made in the exosuit fabricator)&lt;br /&gt;
*[[Wrench]]&lt;br /&gt;
*[[Weldingtool]]&lt;br /&gt;
&lt;br /&gt;
===Marauder===&lt;br /&gt;
[[File:Mecha marauder.png|50px]]&amp;lt;br&amp;gt;&lt;br /&gt;
Used by the ERT. A Marauder is equipped with:&lt;br /&gt;
*Heavy Pulse Rifle&lt;br /&gt;
*Missile launcher (8 missiles)&lt;br /&gt;
*Zoom Function (Allows you to see twice as far with the penalty of not being able to move or turn)&lt;br /&gt;
*Thrusters for EVA use&lt;br /&gt;
*Internal Airtank&lt;br /&gt;
&lt;br /&gt;
===Hoverpod===&lt;br /&gt;
[[File:Pod.png|50px]]&amp;lt;br&amp;gt;&lt;br /&gt;
Orderable by [[supply crates|cargo]], hoverpods are handy for space exploration, and are a necessary part of any adventurer&#039;s quest.&lt;br /&gt;
A hoverpod has three attachment slots and five cargo slots, and comes pre-equipped with:&lt;br /&gt;
*A passenger compartment&lt;br /&gt;
*A hydraulic clamp&lt;br /&gt;
*Thrusters for EVA use&lt;br /&gt;
*Internal Airtank&lt;br /&gt;
&lt;br /&gt;
==Exosuit Equipment==&lt;br /&gt;
Various tools and weapons can be attached to Exosuits, providng them with ability to perform different tasks. Exosuit Equipment is built by Exosuit Fabricator (&amp;quot;Exosuit Equipment&amp;quot; menu). To attach a tool or weapon, simply click with it on an Exosuit. Most Exosuits can hold no more than three equipment pieces. &lt;br /&gt;
&lt;br /&gt;
Exosuit Equipment comes in several categories:&lt;br /&gt;
*General: Can be attached to any exosuit.&lt;br /&gt;
*Medical: Can only be attached to the Odysseus&lt;br /&gt;
*Industrial: Can only be attached to Ripley and Hoverpod&lt;br /&gt;
*Military: Can only be attached to Durand, Gygax, Marauder, and Phazon&lt;br /&gt;
&lt;br /&gt;
Some equipments fit in more than one of the latter three categories.  Where this is the case, that equipment can be used on any of the specifically named Exosuits in those categories.&lt;br /&gt;
&lt;br /&gt;
There are some equipments that are also limited to single specific exosuits, those will be named in the category too where that&#039;s the case.&lt;br /&gt;
&lt;br /&gt;
===General Equipment===&lt;br /&gt;
{{ExosuitEquipmentTemplate&lt;br /&gt;
 |Equipment = Passenger Compartment&lt;br /&gt;
 |Category = General&lt;br /&gt;
 |Power = 0&lt;br /&gt;
 |Image = Mecha_abooster_ccw&lt;br /&gt;
|Tech =*N/A&lt;br /&gt;
|Cost = *Steel: 5000&lt;br /&gt;
*Glass: 5000&lt;br /&gt;
 |Description = An internal sealed and seated compartment for passengers to comfortably sit and ride along, with a sturdy lock on it to prevent people entering if the driver doesn&#039;t want them to. Can only be entered willingly by the passenger, and has an emergency release on the inside to allow escape even if locked&lt;br /&gt;
 |Function = &lt;br /&gt;
*Allows the exosuit to carry a passenger, they can climb into a compartment via a rightclick option from outside.&lt;br /&gt;
*The passenger recieves oxygen from the internal air tank.&lt;br /&gt;
*The passenger is fully conscious, able to speak, use radio etc, and can eject whenever they want.&lt;br /&gt;
**Unlike the driver, the passenger can use items while inside the exosuit, but cannot drop them.&lt;br /&gt;
**The passenger cannot use items on things outside the exosuit , and cannot fire guns out.&lt;br /&gt;
*The passenger compartment can be locked and unlocked from the stats panel in the Exosuit Interface&lt;br /&gt;
**It always starts off locked by default&lt;br /&gt;
**An unlocked compartment can be entered by anyone.&lt;br /&gt;
*A passenger inside the exosuit cannot be ejected by the driver. To get them out, you must Initiate Maintenance Protocols from outside the exosuit , and use the Remove Passenger option in the maintenance panel.&lt;br /&gt;
 |Notes = *A passenger can eject even if the door is locked&lt;br /&gt;
*Each Passenger Compartment holds a single passenger&lt;br /&gt;
*There is no way to put someone into the passenger compartment, they must enter willingly and manually&lt;br /&gt;
*This equipment uses no power even if a passenger is inside.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ExosuitEquipmentTemplate&lt;br /&gt;
 |Equipment = Energy Relay&lt;br /&gt;
 |Category = General&lt;br /&gt;
 |Power = N/A&lt;br /&gt;
 |Image = Tesla&lt;br /&gt;
|Tech =*Electromagnetic Spectrum Research: 4&lt;br /&gt;
*Power Manipulation Technology: 3&lt;br /&gt;
|Cost = *Steel: 10000&lt;br /&gt;
*Gold: 2000&lt;br /&gt;
*Silver: 3000&lt;br /&gt;
*Glass: 2000&lt;br /&gt;
 |Description = Wirelessly drains energy from any available power channel in area. The performance index is quite low.&lt;br /&gt;
 |Function = &lt;br /&gt;
*Generates 12w of power per second, to recharge the battery&lt;br /&gt;
*Drains 2-3Kw per from the nearest APC&lt;br /&gt;
&lt;br /&gt;
 |Notes = &lt;br /&gt;
*This will usually not be enough to stop power loss when moving around, but will greatly slow it. And the exosuit will usually recharge when standing still.&lt;br /&gt;
*Still drains power from an APC even when the cell is fully charged.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ExosuitEquipmentTemplate&lt;br /&gt;
 |Equipment = Phoron Generator&lt;br /&gt;
 |Category = General&lt;br /&gt;
 |Power = N/A&lt;br /&gt;
 |Image = Tesla&lt;br /&gt;
|Tech =*Phoron Research: 2&lt;br /&gt;
*Power Manipulation Technology: 2&lt;br /&gt;
*Engineering Research: 2&lt;br /&gt;
|Cost = *Steel: 10000&lt;br /&gt;
*Silver: 500&lt;br /&gt;
*Glass: 1000&lt;br /&gt;
 |Description = A Clean-Burning reactor that uses phoron as a fuel source to recharge the power cell. Terribly inefficient.&lt;br /&gt;
 |Function = &lt;br /&gt;
*Burns Phoron Crystals inserted into it to produce power&lt;br /&gt;
**To pickup a phoron crystal, activate the generator as the active module, then click a phoron crystal on the ground.&lt;br /&gt;
*Consumes 500 cm^3 of phoron per second to charge up the power cell&lt;br /&gt;
**Consumes 100 cm^3 of phoron per second instead, when the power cell is full.  Does not auto deactivate.&lt;br /&gt;
**Each Phoron crystal contains 2000cm^3 of phoron, and so will run the generator for 4 seconds per sheet.&lt;br /&gt;
*While running, produces 20w of power per second.&lt;br /&gt;
 |Notes = &lt;br /&gt;
*This generator consumes phoron rapidly, and is only really useful for mining, where you have access to an abundant supply of phoron sheets.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ExosuitEquipmentTemplate&lt;br /&gt;
 |Equipment = ExoNuclear Reactor&lt;br /&gt;
 |Category = General&lt;br /&gt;
 |Power = N/A&lt;br /&gt;
 |Image = Tesla&lt;br /&gt;
|Tech =&lt;br /&gt;
*Power Manipulation Technology: 3&lt;br /&gt;
*Engineering Research: 3&lt;br /&gt;
*Materials Research: 3&lt;br /&gt;
|Cost = *Steel: 10000&lt;br /&gt;
*Silver: 500&lt;br /&gt;
*Glass: 1000&lt;br /&gt;
 |Description = A high-pollution reactor that uses uranium as a fuel source to recharge the power cell. Pretty efficient, but irradiates everyone in and near the exosuit, making it dangerous to use.&lt;br /&gt;
 |Function = &lt;br /&gt;
*Steel: 10000&lt;br /&gt;
*Silver: 500&lt;br /&gt;
*Glass: 1000&lt;br /&gt;
Function:&lt;br /&gt;
*Burns Uranium Sheets inserted into it to produce power&lt;br /&gt;
**To pickup a Uranium sheet, activate the generator as the active module, then click a phoron sheet on the ground.&lt;br /&gt;
*Consumes 30 cm^3 of Uranium per second to charge up the power cell&lt;br /&gt;
**Consumes 10 cm^3 of Uranium per second instead, when the power cell is full.  Does not auto deactivate.&lt;br /&gt;
**Each Uranium sheet contains 2000cm^3 of Uranium, and so will run the generator for 66 seconds per sheet.&lt;br /&gt;
*While running, produces 20w of power per second.&lt;br /&gt;
*Irradiates everyone nearby while running, 0.9 radiation per second.&lt;br /&gt;
**This affects people inside the exosuit too, making it extremely dangerous to use&lt;br /&gt;
 |Notes = &lt;br /&gt;
*Wear radiation-proof gear when piloting an exosuit with this module.&lt;br /&gt;
*It can be useful as a weapon to irradiate people around you that you don&#039;t like&lt;br /&gt;
 }}&lt;br /&gt;
{{8Spacer}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Industrial Equipment===&lt;br /&gt;
{{ExosuitEquipmentTemplate&lt;br /&gt;
 |Equipment = Extinguisher&lt;br /&gt;
 |Category = Industrial&lt;br /&gt;
 |Power = 0&lt;br /&gt;
 |Image = Mecha_exting&lt;br /&gt;
|Cost = *Steel: 10000&lt;br /&gt;
 |Description = Exosuit-mounted fire extinguisher, an effective anti-slime weapon. Fires in rapid, controlled bursts. Can be refilled by clicking on a Water Tank.&lt;br /&gt;
 |Function = &lt;br /&gt;
*Sprays 3 tiles in an arc infront of the exosuit .&lt;br /&gt;
**Sprays 5u of water onto each of those tiles&lt;br /&gt;
**Then, twice,sprays an additional 5u onto one of those tiles at random.&lt;br /&gt;
***This can pick the same tile both times.&lt;br /&gt;
*Consumes 25u of water per use&lt;br /&gt;
**Has a cooldown of 0.5 seconds between sprays&lt;br /&gt;
*Holds 1000u of water&lt;br /&gt;
*When used on a water tank:&lt;br /&gt;
**Transfers 200u of water from the water tank, to refill the Exosuit&#039;s extinguisher&lt;br /&gt;
 |Notes = &lt;br /&gt;
*This actually sprays a lot less than a normal fire extinguisher per usage, about half. But it can fire 6x as fast. use it repeatedly to deal with larger fires&lt;br /&gt;
*This equipment uses no power&lt;br /&gt;
*Starts off full, allowing you oddly to turn metal into water.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ExosuitEquipmentTemplate&lt;br /&gt;
 |Equipment = Jury-rigged Welder Laser&lt;br /&gt;
 |Category = Industrial, Military&lt;br /&gt;
 |Power = 80&lt;br /&gt;
 |Image = mecha_laser&lt;br /&gt;
|Tech =*Combat Systems Research: 2&lt;br /&gt;
*Electromagnetic Spectrum Research: 2&lt;br /&gt;
|Cost = *Steel: 10000&lt;br /&gt;
 |Description = While not regulation, this inefficient weapon can be attached to working exo-suits in desperate, or malicious, times.&lt;br /&gt;
 |Function = &lt;br /&gt;
*Fires a laser which deals 40 burn damage&lt;br /&gt;
**Has a cooldown of 3 seconds per shot&lt;br /&gt;
**Consumes the listed power cost with each shot&lt;br /&gt;
 |Notes = *It can fire endlessly as long as the suit&#039;s power cell lasts.&lt;br /&gt;
*This is mostly similar to the Immolator laser, except that its able to be attached to industrial exosuits as well as military ones.&lt;br /&gt;
**It is also much slower, and consumes much more power&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
{{8Spacer}}&lt;br /&gt;
&lt;br /&gt;
===Medical Equipment===&lt;br /&gt;
{{ExosuitEquipmentTemplate&lt;br /&gt;
 |Equipment = Mounted Sleeper&lt;br /&gt;
 |Category = Medical&lt;br /&gt;
 |Power = 20&lt;br /&gt;
 |Image = Sleeper_0&lt;br /&gt;
|Tech =*N/A&lt;br /&gt;
|Cost = *Steel: 5000&lt;br /&gt;
*Glass: 10000&lt;br /&gt;
 |Description = An internal sleeper bed equipped with a life support system, designed to collect patients from dangerous situations and carry them to safety back at medical. This causes the Odysseus to often be nicknamed &#039;Ambulance&#039;&lt;br /&gt;
 |Function = &lt;br /&gt;
*Used to scoop up patients, while facing them.&lt;br /&gt;
*Patients inside the sleeper are kept on life support, which does the following:&lt;br /&gt;
**Provides them with air from the internal oxygen tank&lt;br /&gt;
**Heals 0.5 Suffocation damage per second, if the patient is not critical&lt;br /&gt;
**Paralyses, weakens and stuns the occupant, preventing them from waking or speaking, they are kept unconscious.&lt;br /&gt;
**Injects Inaprovaline, and keeps the patient with at least 5u of it.&lt;br /&gt;
*Deactivates if power runs out.&lt;br /&gt;
 |Notes = *Only uses power while a patient is inside&lt;br /&gt;
*Each Mounted Sleeper holds a single patient&lt;br /&gt;
 }}&lt;br /&gt;
{{8Spacer}}&lt;br /&gt;
&lt;br /&gt;
===Military Equipment===&lt;br /&gt;
{{ExosuitEquipmentTemplate&lt;br /&gt;
 |Equipment = CH-PS &amp;quot;Immolator&amp;quot; Laser&lt;br /&gt;
 |Category = Military&lt;br /&gt;
 |Power = 30&lt;br /&gt;
 |Image = mecha_laser&lt;br /&gt;
|Tech =*Combat Systems Research: 3&lt;br /&gt;
*Electromagnetic Spectrum Research: 3&lt;br /&gt;
|Cost = *Steel: 10000&lt;br /&gt;
 |Description = A powerful mounted laser that runs from the internal power cell. Has similar functionality to an infantry Laser Carbine, but can go for a lot longer before recharging&lt;br /&gt;
 |Function = &lt;br /&gt;
*Fires a laser which deals 40 burn damage&lt;br /&gt;
**Has a cooldown of 0.8 seconds per shot&lt;br /&gt;
**Consumes the listed power cost with each shot&lt;br /&gt;
 |Notes = *It can fire endlessly as long as the suit&#039;s power cell lasts.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ExosuitEquipmentTemplate&lt;br /&gt;
 |Equipment = CH-LC &amp;quot;Solaris&amp;quot; laser cannon&lt;br /&gt;
 |Category = Military&lt;br /&gt;
 |Power = 60&lt;br /&gt;
 |Image = mecha_laser&lt;br /&gt;
|Tech =*Combat Systems Research: 4&lt;br /&gt;
*Electromagnetic Spectrum Research: 4&lt;br /&gt;
|Cost = *Steel: 10000&lt;br /&gt;
 |Description = An experimental Exosuit-mounted laser cannon. Designed as a successor to the Immolator, but scrapped due to some technical flaws.&lt;br /&gt;
 |Function = &lt;br /&gt;
*Fires a laser which deals 60 burn damage&lt;br /&gt;
**Has a cooldown of 1.5 seconds per shot&lt;br /&gt;
**Consumes the listed power cost with each shot&lt;br /&gt;
 |Notes = *It can fire endlessly as long as the suit&#039;s power cell lasts.&lt;br /&gt;
*Less efficient than the immolator in damage/power ratio, and overall weaker in damage output over time. An inferior choice.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ExosuitEquipmentTemplate&lt;br /&gt;
 |Equipment = mkIV Ion Heavy Cannon&lt;br /&gt;
 |Category = Military&lt;br /&gt;
 |Power = 120&lt;br /&gt;
 |Image = mecha_ion&lt;br /&gt;
|Tech =*Combat Systems Research: 4&lt;br /&gt;
*Electromagnetic Spectrum Research: 4&lt;br /&gt;
|Cost = *Steel: 10000&lt;br /&gt;
 |Description = An exosuit-mounted ion weapon which functions similarly to an infantry Ion Rifle. Exceptionally effective against synthetics, machines, and other exosuits.&lt;br /&gt;
 |Function = &lt;br /&gt;
*Fires an Ion Bolt, creating a single-tile EM Pulse on impact&lt;br /&gt;
**Instantly kills IPCs&lt;br /&gt;
**Damages and stuns Cyborgs&lt;br /&gt;
**Cripples all mechanical organs, resulting in rapid death for vaurca and people with artificial hearts&lt;br /&gt;
**Cripples prosthetic limbs&lt;br /&gt;
**Disables radios, energy weapons, stun batons, HUDs, etc&lt;br /&gt;
**Opens secure lockers and crates&lt;br /&gt;
**Shuts down cameras, computers, APCs, alarms and almost any kind of machine&lt;br /&gt;
*Has a 4-second cooldown between shots&lt;br /&gt;
**Consumes the listed power cost with each shot&lt;br /&gt;
 |Notes = *It can fire endlessly as long as the suit&#039;s power cell lasts.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mkIV Ion Heavy Cannon&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Fires a Ion bolt, identical to the &amp;quot;Ion rifle&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;Any combat exosuit (Durand, Gygax, Honker, Marauder and Phazon)&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;eZ-13 mk2 Heavy pulse rifle&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Fires a heavy pulse laser.&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;Any combat exosuit (Durand, Gygax, Honker, Marauder and Phazon)&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PBT &amp;quot;Pacifier&amp;quot; Mounted Taser&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Fires a taser bolt, identical to the security taser.&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;Any combat exosuit (Durand, Gygax, Honker, Marauder and Phazon)&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;LBX AC 10 &amp;quot;Scattershot&amp;quot;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Fires a medium sized bullet, similar damage as the Mini-UZI.&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;Any combat exosuit (Durand, Gygax, Honker, Marauder and Phazon)&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ultra AC 2&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Fires a weak bullet, similar damage as the Submachine Gun.&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;Any combat exosuit (Durand, Gygax, Honker, Marauder and Phazon)&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SRM-8 Missile Rack&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Fires a missile which will explode on impact.&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;Any combat exosuit (Durand, Gygax, Honker, Marauder and Phazon)&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SGL-6 Grenade Launcher&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Shoots out a flashbang at medium range.&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;Any combat exosuit (Durand, Gygax, Honker, Marauder and Phazon)&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Banana Mortar&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Shoots out a banana peel. Very annoying, thus, fun.&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;Honker&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mousetrap Mortar&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Shoots out a armed mousetrap.&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;Honker&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;HoNkER BlAsT 5000&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Creates a loud honk sound which will deafen, stun and paralyze your target and everybody around.&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;Honker&#039;&#039;&#039;)&lt;br /&gt;
&#039;&#039;&#039;Drill&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The drill can completely destroy most objects (with the exception of reinforced walls) in a few seconds. Using the drill on someone will gib them in a few seconds. So don&#039;t do that unless you&#039;re a traitor.&lt;br /&gt;
&lt;br /&gt;
When used for mining, targeted and two adjacent mineral deposits will be drilled. If Ripley exosuit is equipped with Hydraulic Clamp and has an Ore Box in cargo, all mined ore will be moved to Ore Box.&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;RIPLEY&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diamond Drill&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Essentially an upgraded drill. Isn&#039;t any stronger, but it is faster (all you need for mining really). Bug R&amp;amp;D to sync their servers and in no time mining can obliterate the asteroid (provided that they bring you diamonds first)&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;RIPLEY&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hydraulic Clamp&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Gives it an ability to load objects into cargo compartment, or lets you crush people with it.&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;Any Non-medical Exosuit&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Teleporter&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Exosuit-mounted teleporter. Can teleport exosuit  to any location in view.&lt;br /&gt;
Must be researched first (Requires: &#039;Blue-space&#039; Research 10, Electromagnetic Spectrum Research 5. Currently only adminspawnable due to the high research level - don&#039;t bother, really. Or steal it from the Centcomm exosuits. You know you want to just hijack the deathsquad shuttles after taking their IDs off their burnt corpses, charge out the doors with your stolen weapons in hand, hack your way through the multitudinous doors as more security rushes in with murder in mind and pulse cannons and power armour at hand, until you finally get to your prizes, the exosuit bay - only to steal the teleporters mounted on them and scarper back to the station to use them in the destructive analyser. You know it&#039;s what you want to do. Do it. Do it. Do it.)&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;Any exosuit &#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gravitational Catapult&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Can be used to throw objects around (S mode) or move them away from target (P mode).&lt;br /&gt;
Must be researched first (Requires: &#039;Blue-space&#039; Research 2; Electromagnetic Spectrum Research 3; Engineering 3).&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;Any Non-medical(?) exosuit &#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wormhole Generator&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
As the name implies, Wormhole Generator creates a wormhole (similar to ones spawned at Space-Time Anomalies event) at target location.&lt;br /&gt;
Must be researched first (Requires: &#039;Blue-space&#039; Research 4).&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;Any Non-medical(?) exosuit &#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mounted RCD&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
An exosuit-mounted Rapid Construction Device.&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;Any exosuit &#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor Booster Module (Close Combat Weaponry)&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Boosts exosuitrmor against armed melee attacks. Requires energy to operate.&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;Any exosuit except honker&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor Booster Module (Ranged Weaponry)&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Boosts exosuitrmor against ranged attacks. Completely blocks taser shots. Requires energy to operate.&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;Any exosuit except honker&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Repair Droid&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Automated repair droid. Scans exosuit for damage and repairs it. Can fix almost all types of external or internal damage.&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;Any exosuit &#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cable Layer&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;Any exosuit &#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Syringe Gun&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Exosuit-mounted chem synthesizer with syringe gun. Reagents inside are held in stasis, so no reactions will occur.&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;Any medical exosuit (Odysseus)&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
== Exosuit Maintenance==&lt;br /&gt;
&lt;br /&gt;
=== Replacing Batteries ===&lt;br /&gt;
*Make sure the ID upload panel is closed.&lt;br /&gt;
*Hit the exosuit  with your ID card or PDA with one inside.&lt;br /&gt;
*[[Wrench]]&lt;br /&gt;
*[[Crowbar]]&lt;br /&gt;
*[[Screwdriver]]&lt;br /&gt;
*Replace cell.&lt;br /&gt;
*[[Screwdriver]]&lt;br /&gt;
*[[Crowbar]]&lt;br /&gt;
*[[Wrench]]&lt;br /&gt;
*ID&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note:&#039;&#039; The default capacity of a power cell in any of the civilian exosuits is 15,000. To have any effectiveness, replace with Super Capacity Cells (20,000) or Hyper Capacity Cells (30,000). The power cells in military exosuits cannot be removed or replaced.&lt;br /&gt;
&lt;br /&gt;
=== Repair ===&lt;br /&gt;
* Equip a [[File:WeldingHelmet.png]] welding helmet on your head. &lt;br /&gt;
** &#039;&#039;Note: Be sure to remember this step or you could go blind!&#039;&#039;&lt;br /&gt;
* Place a [[File:Welderon.gif]] welder in your hand, click on it while it&#039;s in your hand to light it, then click on the Exosuit repeatedly to repair it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Removal of jammed user ===&lt;br /&gt;
&lt;br /&gt;
If the driver of an exosuit is unconscious in his exosuit ; you are able to remove him/her by following a series of steps.&lt;br /&gt;
* Make sure maintenance protocols are enabled.&lt;br /&gt;
* [[Wrench]] &lt;br /&gt;
* [[Crowbar]]&lt;br /&gt;
* [[Multitool]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Robotics is also the place where you [[Guide_To_Exosuita|create exosuit]].&lt;br /&gt;
[[Category:Pages]]&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
{{Gameplay Guides}}&lt;/div&gt;</summary>
		<author><name>Itzal</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=User:Itzal&amp;diff=5018</id>
		<title>User:Itzal</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=User:Itzal&amp;diff=5018"/>
		<updated>2017-01-11T21:37:09Z</updated>

		<summary type="html">&lt;p&gt;Itzal: Created page with &amp;quot;I am the headmeme. God bless the headmeme. Contact me for wiki perms.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I am the headmeme.&lt;br /&gt;
God bless the headmeme.&lt;br /&gt;
Contact me for wiki perms.&lt;/div&gt;</summary>
		<author><name>Itzal</name></author>
	</entry>
</feed>