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	<id>https://wiki.aurorastation.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=KesterShadowHair</id>
	<title>Aurora Information Uplink - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://wiki.aurorastation.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=KesterShadowHair"/>
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	<updated>2026-05-31T05:40:46Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Raider&amp;diff=23143</id>
		<title>Raider</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Raider&amp;diff=23143"/>
		<updated>2022-01-25T07:09:35Z</updated>

		<summary type="html">&lt;p&gt;KesterShadowHair: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP|assign= KesterShadowHair}}&lt;br /&gt;
{{JobPageHeader&lt;br /&gt;
|headerbgcolor = black&lt;br /&gt;
|headerfontcolor = red&lt;br /&gt;
|stafftype = ENEMY&lt;br /&gt;
|imagebgcolor = gray&lt;br /&gt;
|img_generic = File:Generic_captain.png&lt;br /&gt;
|img = HeistRaider.png&lt;br /&gt;
|jobtitle = Raider&lt;br /&gt;
|access = Only public&lt;br /&gt;
|difficulty = Hard&lt;br /&gt;
|superior = Your employers, or no one&lt;br /&gt;
|duties = Steal from the vessel, cause havoc or trade.&lt;br /&gt;
|guides = This one here&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Raiders are most likely going to target the SCC&#039;s finest vessel the SCCV Horizon. Conjure up new gimmicks and give your team an end goal. Drive the story!&lt;br /&gt;
&lt;br /&gt;
Some lore articles talk about groups of pirates! Be creative!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Read the exploitable information on your uplink... some people have information about their past on there that warrants Pirates.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Raiders initially don&#039;t have any Tele-crystals to use spawning in.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Raiders should use their &#039;&#039;&#039;story to secure particular resources from the station&#039;&#039;&#039;, by gifts, trades, or theft and then make a quick getaway in their shuttle. The list includes but is not limited to:&lt;br /&gt;
&lt;br /&gt;
*Resources (E.G Metal, Glass, Plasteel, Phoron, etc.)&lt;br /&gt;
*Engineering equipment&lt;br /&gt;
*Persons of interest&lt;br /&gt;
&lt;br /&gt;
Raiders have an encrypted radio channel use &#039;&#039;&#039;:x&#039;&#039;&#039; to access it. Raiders also intercept all communications on the station/vessel.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Extended skillset - You are equipped with whatever skills you need to achieve your objective and no more.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==The Heist==&lt;br /&gt;
&lt;br /&gt;
What you have been tasked to steal will vary from round to round, but it will likely include some high-tech items and maybe even crew members. Make the heist revolve around your story.&lt;br /&gt;
&lt;br /&gt;
===Gear===&lt;br /&gt;
Your ship the &#039;&#039;&#039;Skipjack&#039;&#039;&#039; comes with weapon spawns and varies pieces of equipment in the warehouse. Below is the provided equipment for every raider round.&lt;br /&gt;
&lt;br /&gt;
Addiontially your pirate &#039;&#039;&#039;warehouse&#039;&#039;&#039; has around ten crates of supplies. Crack them all open see what you find!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Powered Crossbow&#039;&#039;&#039;- Fires superheated metal rods and is much more effective after being charged up fully, which takes around five or six seconds. In space it is an incredibly potent tool, able to fling off targets into space at pretty fast speeds. Also comes with the added bonus of pinning people to walls if they happen to be within a tile or so of them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cockpit&#039;&#039;&#039;- In the cockpit is one emp grenade, one viscerator grenade and one cryptographic sequencer(EMAG). There is also a weapon spawn in here.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Marksman rifle&#039;&#039;&#039;- Behind the bar in your pirate spawn. You&#039;ll find this heavy ballistic hitter. &amp;lt;s&amp;gt; Fires 7.62 rounds at Security &amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Various weapon spawns&#039;&#039;&#039;- Once you board the skipjack pay attention to the nearby tables/shelves you&#039;ll be surprised what&#039;s laying about.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ionrifle/Harpoon&#039;&#039;&#039;- For when you need to harpoon the assistant. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Set of tools with gloves&#039;&#039;&#039;- Someone in your raider team should be running tools. That EMAG card will only get you so far.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A crammed medical bay&#039;&#039;&#039;- Raiders do have medical supplies and a surgery table. Protected with a windoor. &amp;lt;s&amp;gt; For that inevitable firefight &amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;- Various sets of voidsuits and hardsuits can be found around the ship and on the raider base. You don&#039;t wanna end up in high-scale firefights.&lt;br /&gt;
&lt;br /&gt;
===The Skipjack===&lt;br /&gt;
&lt;br /&gt;
The greatest asset at the raiders&#039; disposal is their ship, a small yet durable skipjack. The ship has the ability to travel to various parts of the station z-level as well as mining, allowing the raiders to keep on the move and avoid capture by the crew. There is a cool down period in between each jump. The central room of the skipjack is the storeroom, racks filled with various weapons and suits, the port wing of the craft houses a small brig and the starboard wing is home to a crude medbay. The two wings are connected to airlocks which allow entrance and exit.&lt;br /&gt;
&lt;br /&gt;
{{Antagonists}}&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[Category: Jobs]] [[Category:Antagonists]]&lt;/div&gt;</summary>
		<author><name>KesterShadowHair</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Raider&amp;diff=23107</id>
		<title>Raider</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Raider&amp;diff=23107"/>
		<updated>2022-01-24T21:54:29Z</updated>

		<summary type="html">&lt;p&gt;KesterShadowHair: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP|assign= KesterShadowHair}}&lt;br /&gt;
{{JobPageHeader&lt;br /&gt;
|headerbgcolor = black&lt;br /&gt;
|headerfontcolor = red&lt;br /&gt;
|stafftype = ENEMY&lt;br /&gt;
|imagebgcolor = gray&lt;br /&gt;
|img_generic = File:Generic_captain.png&lt;br /&gt;
|img = HeistRaider.png&lt;br /&gt;
|jobtitle = Raider&lt;br /&gt;
|access = Only public&lt;br /&gt;
|difficulty = Hard&lt;br /&gt;
|superior = Your employers, or no one&lt;br /&gt;
|duties = Steal from the vessel, cause havoc or trade.&lt;br /&gt;
|guides = This one here&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Raiders are most likely going to target the SCC&#039;s finest vessel the SCCV Horizon. Conjure up new gimmicks and give your team an end goal. Drive the story!&lt;br /&gt;
&lt;br /&gt;
Some lore articles talk about groups of pirates! Be creative!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Read the exploitable information on your uplink... some people have information about their past on there that warrants Pirates.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Raiders initially don&#039;t have any Tele-crystals to use spawning in.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Raiders should use their &#039;&#039;&#039;story to secure particular resources from the station&#039;&#039;&#039;, by gifts, trades, or theft and then make a quick getaway in their shuttle. The list includes but is not limited to:&lt;br /&gt;
&lt;br /&gt;
*Resources (E.G Metal, Glass, Plasteel, Phoron, etc.)&lt;br /&gt;
*Engineering equipment&lt;br /&gt;
*Persons of interest&lt;br /&gt;
&lt;br /&gt;
Raiders have an encrypted radio channel use &#039;&#039;&#039;:x&#039;&#039;&#039; to access it. Raiders also intercept all communications on the station.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Extended skillset - You are equipped with whatever skills you need to achieve your objective and no more.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==The Heist==&lt;br /&gt;
&lt;br /&gt;
What you have been tasked to steal will vary from round to round, but it will likely include some high-tech items and maybe even crew members. Make the heist revolve around your story.&lt;br /&gt;
&lt;br /&gt;
===Gear===&lt;br /&gt;
Your ship the &#039;&#039;&#039;Skipjack&#039;&#039;&#039; comes with weapon spawns and varies pieces of equipment in the warehouse. Below is the provided equipment for every raider round.&lt;br /&gt;
&lt;br /&gt;
Addiontially your pirate &#039;&#039;&#039;warehouse&#039;&#039;&#039; has around ten crates of supplies. Crack them all open see what you find!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Powered Crossbow&#039;&#039;&#039;- Fires superheated metal rods and is much more effective after being charged up fully, which takes around five or six seconds. In space it is an incredibly potent tool, able to fling off targets into space at pretty fast speeds. Also comes with the added bonus of pinning people to walls if they happen to be within a tile or so of them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cockpit&#039;&#039;&#039;- In the cockpit is one emp grenade, one viscerator grenade and one cryptographic sequencer(EMAG). There is also a weapon spawn in here.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Marksman rifle&#039;&#039;&#039;- Behind the bar in your pirate spawn. You&#039;ll find this heavy ballistic hitter. &amp;lt;s&amp;gt; Fires 7.62 rounds at Security &amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Various weapon spawns&#039;&#039;&#039;- Once you board the skipjack pay attention to the nearby tables/shelves you&#039;ll be surprised what&#039;s laying about.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ionrifle/Harpoon&#039;&#039;&#039;- For when you need to harpoon the assistant. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Set of tools with gloves&#039;&#039;&#039;- Someone in your raider team should be running tools. That EMAG card will only get you so far.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A crammed medical bay&#039;&#039;&#039;- Raiders do have medical supplies and a surgery table. Protected with a windoor. &amp;lt;s&amp;gt; For that inevitable firefight &amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;- Various sets of voidsuits and hardsuits can be found around the ship and on the raider base. You don&#039;t wanna end up in high-scale firefights.&lt;br /&gt;
&lt;br /&gt;
===The Skipjack===&lt;br /&gt;
&lt;br /&gt;
The greatest asset at the raiders&#039; disposal is their ship, a small yet durable skipjack. The ship has the ability to travel to various parts of the station z-level as well as mining, allowing the raiders to keep on the move and avoid capture by the crew. There is a cool down period in between each jump. The central room of the skipjack is the storeroom, racks filled with various weapons and suits, the port wing of the craft houses a small brig and the starboard wing is home to a crude medbay. The two wings are connected to airlocks which allow entrance and exit.&lt;br /&gt;
&lt;br /&gt;
{{Antagonists}}&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[Category: Jobs]] [[Category:Antagonists]]&lt;/div&gt;</summary>
		<author><name>KesterShadowHair</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Raider&amp;diff=23094</id>
		<title>Raider</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Raider&amp;diff=23094"/>
		<updated>2022-01-24T15:36:23Z</updated>

		<summary type="html">&lt;p&gt;KesterShadowHair: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP|assign= KesterShadowHair}}&lt;br /&gt;
{{JobPageHeader&lt;br /&gt;
|headerbgcolor = black&lt;br /&gt;
|headerfontcolor = red&lt;br /&gt;
|stafftype = ENEMY&lt;br /&gt;
|imagebgcolor = gray&lt;br /&gt;
|img_generic = File:Generic_captain.png&lt;br /&gt;
|img = HeistRaider.png&lt;br /&gt;
|jobtitle = Raider&lt;br /&gt;
|access = Only public&lt;br /&gt;
|difficulty = Hard&lt;br /&gt;
|superior = Your employers, or no one&lt;br /&gt;
|duties = Steal from the station, cause havoc or trade.&lt;br /&gt;
|guides = This one here&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Raiders are members of a gang of pirates and thieves that steal aboard NT stations to, well, steal valuable items and commodities. SKREEE!&lt;br /&gt;
&lt;br /&gt;
Raiders must secure resources from the station, by gifts, trades, or theft and then make a quick getaway in their shuttle. The list includes but is not limited to:&lt;br /&gt;
&lt;br /&gt;
*Resources (E.G Metal, Glass, Plasteel, Phoron, etc.)&lt;br /&gt;
*Engineering equipment&lt;br /&gt;
*Persons of interest&lt;br /&gt;
&lt;br /&gt;
Raiders have an encrypted radio channel which can be accessed using Headset.png:t&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Extended skillset - You are equipped with whatever skills you need to achieve your objective, and no more.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==The Heist==&lt;br /&gt;
&lt;br /&gt;
What you have been tasked to steal will vary from round to round, but it will likely include some high tech items and maybe even crew members, in order to steal these things you have...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Remember:&#039;&#039;&#039; You can change the frequency on your headset to &#039;&#039;&#039;145.9&#039;&#039;&#039; to talk on the common channel.&lt;br /&gt;
&lt;br /&gt;
===Gear===&lt;br /&gt;
&lt;br /&gt;
Your ship comes loaded with some low tech weaponry that favors common pirate tactics of running and hiding.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dart Gun&#039;&#039;&#039;- Comes loaded with tranquilizer darts loaded up with sleep toxins. Valuable tool in incapacitating and capturing crew. The dosage is only enough to knock out the unfortunate for a minute or so.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Powered Crossbow&#039;&#039;&#039;- Fires superheated metal rods and is much more effective after being charged up fully, which takes around five or six seconds. In space it is an incredibly potent tool, able to fling off targets into space at pretty fast speeds. Also comes with the added bonus of pinning people to walls if they happen to be within a tile or so of them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pneumatic Cannon&#039;&#039;&#039;- The fire-anything gun, literally, it can fire anything at targets. Useful if you&#039;re running from crew member and just grab any nick nacks as you high tail it outta the hot zone. Needs to be connected to a tank of gas to be useful at all, the pressure can be set to make it more or less lethal.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;- Various sets of voidsuits and hardsuits can be found around the ship and on the raider base.&lt;br /&gt;
&lt;br /&gt;
===The Skipjack===&lt;br /&gt;
&lt;br /&gt;
The greatest asset at the raiders&#039; disposal is their ship, a small yet durable skipjack. The ship has the ability to travel to various parts of the station z-level as well as mining, allowing the raiders to keep on the move and avoid capture by the crew. There is a cool down period in between each jump. The central room of the skipjack is the storeroom, racks filled with various weapons and suits, the port wing of the craft houses a small brig and the starboard wing is home to a crude medbay. The two wings are connected to airlocks which allow entrance and exit.&lt;br /&gt;
&lt;br /&gt;
{{Antagonists}}&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[Category: Jobs]] [[Category:Antagonists]]&lt;/div&gt;</summary>
		<author><name>KesterShadowHair</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Corporate_Liaison&amp;diff=23000</id>
		<title>Corporate Liaison</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Corporate_Liaison&amp;diff=23000"/>
		<updated>2022-01-19T20:26:32Z</updated>

		<summary type="html">&lt;p&gt;KesterShadowHair: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP|assign= KesterShadowHair}}&lt;br /&gt;
{{JobPageHeader&lt;br /&gt;
|headerbgcolor = black&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = ADMINISTRATIVE&lt;br /&gt;
|imagebgcolor = grey&lt;br /&gt;
|img = Ia_consultant.png&lt;br /&gt;
|jobtitle = NanoTrasen Liaison&lt;br /&gt;
|access = The Representatives Office, [[Job_Guides#Station_Command|the Bridge]], and the Odin Shuttle.&lt;br /&gt;
|difficulty = Medium to Hard&lt;br /&gt;
|qualifications = At least 30 years of age, relevant education. You&#039;ve convinced NanoTrasen Central Command you&#039;re worth loaning a Shuttle, and you are representing an [[#Interest Group|Interest Group]]&lt;br /&gt;
|education = [[Tajaran Educational Institutions#Al&#039;mari College of Hadiist Sciences|Al&#039;mari College of Hadiist Sciences]] - [[Tajaran Educational Institutions#Kaltir Law Academy|Kaltir Law Academy]]&lt;br /&gt;
|superior = [[Job_Guides#Station_Command|Station Command]] and your [[#Interest Group|Interest Group]]&lt;br /&gt;
|duties = Representing your factions interests, conducting interviews and AMAs&#039;, Improving your interest groups image, &amp;lt;s&amp;gt;Being Less Creepy than the old IAA role&amp;lt;/s&amp;gt;&lt;br /&gt;
|guides = [[Corporate_Regulations|Corporate Regulations]], [[Guide to Station Procedure|Station Directives]], [[Guide_to_Law|Guide to Law]], [[Guide_to_Paperwork|Guide to Paperwork]], [[Chain of Command]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NanoTrasen Liaisons&#039;&#039;&#039; or &#039;&#039;&#039;Representatives&#039;&#039;&#039; act as the link between an [[#Interest Group|Interest Group]] and their assigned facility. Their primary concerns are to ensure that the group they&#039;re representing is treated more favorably or just ensuring they&#039;re treated equally, within [[Corporate Regulations]], via interviews and reports to [[Job_Guides#Station_Command|Command Staff]] about misconduct.&lt;br /&gt;
&lt;br /&gt;
Secondary responsibilities of a &#039;&#039;&#039;Representative&#039;&#039;&#039; include increasing awareness of whatever factions or cause they represent. For more information on the goal of different kinds of &#039;&#039;&#039;Representative&#039;&#039;&#039;, see: [[#Interest Groups|Interest Groups]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Representatives&#039;&#039;&#039; can be played by characters of any Species that can be a part of the represented faction, by players with a Head of Staff whitelist, it is not part of [[Job_Guides#Station_Command|Station Command]] however.&lt;br /&gt;
&lt;br /&gt;
== Variation ==&lt;br /&gt;
There are two variations of Representative, those being Corporate Liaison and Consular officer. They can both be on station at one time, allowing for a representative of a Faction to be there alongside a liaison from a MegaCorporation. It is encouraged that they will work together on matters if there is a NanoTrasen Liaison alongside a consular officer, so the consular can have an easier time getting important messages through to central command or station command. &lt;br /&gt;
&lt;br /&gt;
== Interest Groups ==&lt;br /&gt;
All Non-NanoTrasen Interest Groups get access to an External Comms Link in their Fax machine which enables them to contact their superiors, and receive an orders list on round start. While they do not get all of the benefits of working for NanoTrasen, they definitely do get [[#Traitoring|other benefits]].&lt;br /&gt;
=== [[Nanotrasen_Corporation|NanoTrasen Liaison]] ===&lt;br /&gt;
&lt;br /&gt;
* NanoTrasen Liaisons are dispatched by central command to act as an on-station link between [[Nanotrasen_Corporation#Executives|Central Command]] and [[Job Guides#Station_command|Station Command]]. They can talk to command and crew on matters such as NanoTrasens interests aboard the station, advise Station Command, and issue various paperwork, including Contract Extensions, and situation reports. They can also make sure that station command is following [[Corporate Regulations|Correct Procedure]], and not doing anything bad in the eyes of the company.&lt;br /&gt;
&lt;br /&gt;
=== Corporate Representative ===&lt;br /&gt;
&lt;br /&gt;
* On station liaisons from other Megacorporations with contractors on Station. They are supposed to represent the interests of their parent company, as well as to ensure the well being and prosperity of their contractors. They can pressure [[Job_Guides#Station_Command|Command Staff]], make requests, or even do back-alley deals and bribes in [[traitor|certain circumstances]].&lt;br /&gt;
&lt;br /&gt;
=== [[Republic_of_Biesel|Tau Ceti Representative]] ===&lt;br /&gt;
&lt;br /&gt;
* Tasked by the [[Biesel|Republic of Biesel]] government to ensure that [[Guide_to_Law#Republic_of_Biesel|Tau Ceti Law]] is being followed, and that safety regulations are being followed. They are to promote Biesel sentiment, and reinforce the image of the bright beacon of democracy. They may also issue Tau Ceti citizenship and passports in certain circumstances.&lt;br /&gt;
&lt;br /&gt;
=== [[Sol_Alliance|Sol Consular Officer]] ===&lt;br /&gt;
&lt;br /&gt;
* Following the aftermath of the [[KING OF THE WORLD#READE FALLS!|35th&#039;s invasion]], Sol Alliance consular officers are no longer welcome aboard the Aurora.&lt;br /&gt;
&lt;br /&gt;
=== [[People&#039;s Republic of Adhomai|PRA Consular Officer]] ===&lt;br /&gt;
&lt;br /&gt;
* Dispatched from the [[Tajara#People.27s_Republic_of_Adhomai|Peoples Republic of Adhomai]] to ensure the well being and interests of Republican citizens who are living in this far away [[Tajara|Tajaran]] enclave. They are to encourage proper Republican values and make sure that party lines are being upheld. &lt;br /&gt;
&lt;br /&gt;
* They are the Party&#039;s eyes and ears on the station and are tasked with reporting any subversive behavior to the government. They are given a set of tools and access to the fax machine to deal diplomatically with possible subversive elements. They can also issue Honorary Party Memberships to any crewmember.&lt;br /&gt;
&lt;br /&gt;
* Consulars are Hadiist Party members and should always be loyal to President Hadii. They must be exemplary citizens and embody the Republican ideals. Cooperating with NanoTrasen authorities is also necessary due to the strict bounds between the Republic and the corporation.&lt;br /&gt;
&lt;br /&gt;
=== [[Democratic People&#039;s Republic of Adhomai|DPRA Consular Officer]] ===&lt;br /&gt;
&lt;br /&gt;
* Dispatched from the [[Democratic People&#039;s Republic of Adhomai]] to ensure the well being and interests of Al&#039;mariist citizens who are living in this far away [[Tajara|Tajaran]] enclave. They are to encourage proper Al&#039;mariist values and ensure that the rights of the Tajara people are being respected.&lt;br /&gt;
&lt;br /&gt;
* Consulars are employed by the civilian government and should display the values upheld by the Al&#039;mariist ideology. They are given a set of tools and access to the fax machine to make sure that any DPRA citizen is working towards the future of their species.&lt;br /&gt;
&lt;br /&gt;
* While consular officers are part of the civil government, they can still harbor sympathies for the military juntas and Supreme Commander Nated. Cooperation with NanoTrasen is desirable when the outcome is beneficial to the Al&#039;mariist cause. While direct opposition against the megacorporations is no part of the consular&#039;s duties, DPRA consular officers should do their best to support Liberation Army personnel on the field.&lt;br /&gt;
&lt;br /&gt;
=== [[New Kingdom of Adhomai|NKA Consular Officer]] ===&lt;br /&gt;
&lt;br /&gt;
* Dispatched from the [[New Kingdom of Adhomai]] to ensure the well being and interests of Royalists citizens who are living in this far away [[Tajara|Tajaran]] enclave. They are to encourage traditional Tajaran values and ensure cooperation between the New Kingdom and NanoTrasen.&lt;br /&gt;
&lt;br /&gt;
* Consulars are under the supervision of the Crown and should be model citizens. They are given a set of tools and access to the fax machine to make sure that any NKA citizen is acting in an upstanding manner. Cooperation with NanoTrasen is necessary, as the Kingdom is doing its best to acquire allies.&lt;br /&gt;
&lt;br /&gt;
* Consulars can be either nobles or commoners. Despite their origins, they were chosen by their support of the Royalist ideology.&lt;br /&gt;
&lt;br /&gt;
=== [[Unathi#Izweski_Nation|Hegemony Consular Officer]] ===&lt;br /&gt;
&lt;br /&gt;
* Hailing from [[Unathi|Unathi owned space]], these diplomats are here to reach the Unathi working on NanoTrasen vessels and keep the relations between NanoTrasen and the Hegemony in top shape. As a [[Unathi|Unathi]] representative, you will need to carefully balance the morals of your homeworld and your diplomatic responsibilities.&lt;br /&gt;
&lt;br /&gt;
* You are recommended to call Unathi to your office, to speak with them and learn their origins.  Talk about their clan back on Moghes, learn their religious ideals, find any... &#039;&#039;&#039;[[Unathi#The_Guwan|undesirables]]&#039;&#039;&#039; who might be hiding their clan name and ensure paperwork is sent to a Hegemony vessel documenting a possible Guwan hiding their Guwan title behind their old Clan name.&lt;br /&gt;
&lt;br /&gt;
* Consulars will always be &#039;&#039;&#039;noblemen&#039;&#039;&#039;, or even &#039;&#039;&#039;noblewomen&#039;&#039;&#039;. Either way, your clan is notable and you might be related to a [[Unathi#Izweski_Nation|Lord of Moghes]] in some way.&lt;br /&gt;
&lt;br /&gt;
* Hosting Feasts in honor of the Hegemon is always fun. Let everyone know you&#039;re rich, by paying for all their meals for the shift.&lt;br /&gt;
&lt;br /&gt;
*If a Guwan wishes to prove themselves capable of restoring their title, or creating a new one, you are one of the first steps. They must prove themselves worthy enough to be represented by you or someone you choose in a court. Afterwards, directly message the Lore Developer in charge of Unathi, or a deputy.&lt;br /&gt;
&lt;br /&gt;
=== [[Skrell|Jargon Federation Consular Officer]] ===&lt;br /&gt;
&lt;br /&gt;
* Having come all the way from [[Notable_Skrell_Systems_and_Locations#Nralakk:_The_Home_system|Nralakk]] these officers are very well versed in local customs and culture. Being the natural diplomats, Skrell Consular Officers are very diplomatically savvy and knowledgeable and are on the station to remind other Skrell how far the Federation reaches. Thus a Skrell Consular Officer should strive to be the last person on the station to offend their host, while not being a complete pushover.&lt;br /&gt;
&lt;br /&gt;
=== [[Empire_of_Dominia|Dominian Consular Officer]] ===&lt;br /&gt;
&lt;br /&gt;
* Sent by the [[Empire_of_Dominia|Dominian Empire]], the job of Dominian Consular Officer is to dispell all perceived inaccuracies about Dominian first and ensure the loyalty of its subjects second. Dominia has had an understanding with NanoTrasen ever since its rediscovery by the other spacial factions and its officers ensure that this relationship lasts, despite the ideological differences.&lt;br /&gt;
&lt;br /&gt;
=== [[Vaurca|Vaurca Consular Officer]] ===&lt;br /&gt;
&lt;br /&gt;
* Representing one of the [[Vaurca#Hives|hives]], Vaurca Consular Officers are always a special type of Vaurca, a [[Vaurca#Playing_a_Hive_Representative|Ta]] also known as a Breeder. As the emotional centerpiece of Vaurca society, a Vaurca Consular officer is the ideal type capable of communicating and understanding all the other species in the system.&lt;br /&gt;
&lt;br /&gt;
=== [[Synthetic_Factions#The_Golden_Deep|Golden Deep Consular Officer]] ===&lt;br /&gt;
&lt;br /&gt;
* As a representation of the Golden Deep, your duties are to ensure the continued relations between Nanotrasen and Golden Deep affiliates.&lt;br /&gt;
* Golden Deep Consular Officers must have acquired their Golden Deep Citizenship.&lt;br /&gt;
* A Golden Deep Consular Officers are more often than not highly esteemed merchants, or a membership holding, carefully vetted synthetic made to engage as a diplomatic bridge between business partners.&lt;br /&gt;
* You are recommended to promote the Golden Deep affiliates in the Republic of Biesel, as well as seeking out synthetics for purchase under the Golden Deep umbrella.&lt;br /&gt;
* A membership within Golden Deep is not to be given lightly and Consular Officers are responsible for ensuring that any IPCs inducted into the group can increase its prosperity.&lt;br /&gt;
&lt;br /&gt;
=== [[Coalition of Colonies|Coalition of Colonies Consular Officer]] ===&lt;br /&gt;
&lt;br /&gt;
* As a Representative of the expansive CoC, you are entrusted to act as the link between all the members of the CoC, their populace, and the Coalition as a whole. You are likely to interact with a wide range of people, so Coalition Consulars are normally excellent at conflict resolution and problem solving.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Species Consulars/Liaisons Permitted&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
! Humans&lt;br /&gt;
! Skrells&lt;br /&gt;
! Unathi&lt;br /&gt;
! Tajara&lt;br /&gt;
! IPCs&lt;br /&gt;
! Dionae&lt;br /&gt;
! Vaurca&lt;br /&gt;
|-&lt;br /&gt;
!NT Liaison&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
!Tau Ceti&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|- &lt;br /&gt;
!PRA&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
!DPRA&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
!NKA&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|- &lt;br /&gt;
!Hegemony&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|- &lt;br /&gt;
!Dominia&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|- &lt;br /&gt;
!Zavodskoi Interstellar&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|- &lt;br /&gt;
!EPMC Rep.&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|- &lt;br /&gt;
!Idris Rep.&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|- &lt;br /&gt;
!Heph Rep.&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|- &lt;br /&gt;
!Zeng-Hu Rep.&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|- &lt;br /&gt;
!Jargon&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
!Vaucrae Hive&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|-  &lt;br /&gt;
!Golden Deep&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|-  &lt;br /&gt;
!Coalition&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|- &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Embrace The Bureaucracy ==&lt;br /&gt;
So, your shoes are polished, your tie is on straight, your stamp is inked up and there’s a full cup of coffee on your desk - what now?&lt;br /&gt;
&lt;br /&gt;
:Typically, the broad duties of a Representative can be sorted into three major categories:&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Awareness&#039;&#039;&#039;: Doing activities to spread awareness of your [[#Interest Groups|Interest Group]] are a very good idea to keep everyone happy, and most importantly, informed. A good representative might give seminars on the virtues and upsides of their Interest Group, or a Consular Officer might do a QnA or trivia for their faction. Get creative with it, and remember that certain factions will be trying harder than others, such as the PRA or Hegemony. &lt;br /&gt;
# &#039;&#039;&#039;Oversight&#039;&#039;&#039;: Doing activities that keep members of your [[#Interest Groups|Interest Group]] happy are a good idea. If a member of said Interest Group is unhappy, take them in and work out ways to make it better, such as talking to Station Command to improve the situation. In order for that to work, a Representative needs to be keeping track of members of their Interest group, in ways such as PDAing to ask them, or calling them in to your office for a [[Vampire|chat]].&lt;br /&gt;
# &#039;&#039;&#039;Protest&#039;&#039;&#039;: Activities taken in response to mistreatment. An example would be contacting the [[Captain]], [[Head of Personnel]], or [[Job_Guides#Security|Security]] when you suspect someone from your [[#Interest Groups|Interest Group]] is in danger or has been wronged. Another would be vocally protesting in response to someone from your [[#Interest Group|Interest Group]] being arrested, even going as far as to negotiate for their release, or lessening of their punishment. &#039;&#039;&#039;Do not push this or it may&#039;&#039;&#039; [[#Directive 12|lead to trouble!]]&lt;br /&gt;
&lt;br /&gt;
Before you sign on for that first shift, recognize a hard truth about &#039;&#039;&#039;Representatives&#039;&#039;&#039;: you are not, strictly speaking, a necessary component of the station’s crew. By yourself, you cannot permit, prevent, or enforce just about anything. You are barely even part of the Stations&#039; Crew.&lt;br /&gt;
&lt;br /&gt;
Your ability to effectively do your job therefore relies on your ability to communicate with the station’s various [[Job_Guides|Departments]], and [[Job_Guides#Station_Command|Station Command]]. Having good working relationships with the crew also makes it more likely that they will come to you with their problems, or report things to you, rather than leaving you to hunt for them, or to sit at your desk contemplating your coffee all shift.&lt;br /&gt;
&lt;br /&gt;
:In order to help build those working relationships, there are a few things Representatives should try to do.&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Do Spread Awareness&#039;&#039;&#039;: The only way you&#039;re going to get Station Crew on your side is if you get involved with the Crewmembers aboard the Aurora, in whatever way you may choose to do so, or your [[#Interest_Group|Interest Group]] entails.&lt;br /&gt;
#&#039;&#039;&#039;Do Not Cause Trouble&#039;&#039;&#039;: You are here with the express permission of [[Job_Guides#Station_Command|Station Command]] and NanoTrasen, a permission that can easily be revoked, you don&#039;t want to test them, and any violation of [[Corporate Regulations]] should be strictly covert, if at all.&lt;br /&gt;
#&#039;&#039;&#039;Do Play Favorites&#039;&#039;&#039;: It is the express purpose of your job to advocate for your [[#Interest_Group|Interest Group]], and thus, to play favorites. If you think that helping a Crewmember who is close to someone in it will aid in that, you should definitely do it if it fits your character. Though, you don&#039;t want others to know, as it could land you in trouble with a [[Security Officer]], and thus, [[Job_Guides#Station_Command|Station Command]]. It could also violate [[Server Rules]] in extreme cases, if in doubt, Ahelp.&lt;br /&gt;
&lt;br /&gt;
=== [[Guide to Station Procedure#Representatives and Consular Officers|Directive 12]] ===&lt;br /&gt;
&amp;quot;Command staff are expected to engage representatives through diplomacy and to consent to reasonable requests. The representative is not part of the station chain of command. The representative is granted special status in relation to corporate regulations;&amp;quot;&lt;br /&gt;
* The representative does not serve brig time for low level infractions, the fine alternative can be used in those cases. The representative can serve brig time for medium and high level infractions, with command staff being able to contact Central Command requesting the revocation of the representative&#039;s privilege.&lt;br /&gt;
* The representative&#039;s office offers immunity to the representative. Security may not enter to conduct arrests under normal circumstances. Entering or refusing to exit the office is considered trespassing. The office&#039;s immunity may be revoked by the captain or a captain level decision.&lt;br /&gt;
Read more at: [[Guide to Station Procedure#Representatives and Consular Officers|Station Directives: Directive 12]].&lt;br /&gt;
&lt;br /&gt;
== Traitoring ==&lt;br /&gt;
:This scenario is unlikely as the NanoTrasen Liaison, as the Mindshield Implant all Liaisons are required to have prevents you from being brainwashed, However, if you&#039;re a Representative for a different group, and find yourself selected for traitor, congratulations! You are an antagonist trusted explicitly by your [[#Interest Group|Interest Group]], who will likely be thrilled to help you. &lt;br /&gt;
&lt;br /&gt;
:Wield your bureaucracy against the company you&#039;ve signed up to act within! The morphic clerical kit may be of use to a traitorous Representative, as the stamps it provides allow you to forge command staff approval of just about anything. Through this, you can stamp approval papers to your fellows, have them lie to [[Job_Guides#Command|Command Staff]] about who they got them from, and then procure anything they&#039;d like, thanks to you. If anyone questions what you&#039;re doing, remind them that you have the best interests of your people at heart.&lt;br /&gt;
&lt;br /&gt;
{{Command}}&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[Category:Jobs]]&lt;br /&gt;
[[Category:Command]]&lt;/div&gt;</summary>
		<author><name>KesterShadowHair</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Corporate_Liaison&amp;diff=22999</id>
		<title>Corporate Liaison</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Corporate_Liaison&amp;diff=22999"/>
		<updated>2022-01-19T20:26:20Z</updated>

		<summary type="html">&lt;p&gt;KesterShadowHair: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP|assign= KesterShadowHair&lt;br /&gt;
{{JobPageHeader&lt;br /&gt;
|headerbgcolor = black&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = ADMINISTRATIVE&lt;br /&gt;
|imagebgcolor = grey&lt;br /&gt;
|img = Ia_consultant.png&lt;br /&gt;
|jobtitle = NanoTrasen Liaison&lt;br /&gt;
|access = The Representatives Office, [[Job_Guides#Station_Command|the Bridge]], and the Odin Shuttle.&lt;br /&gt;
|difficulty = Medium to Hard&lt;br /&gt;
|qualifications = At least 30 years of age, relevant education. You&#039;ve convinced NanoTrasen Central Command you&#039;re worth loaning a Shuttle, and you are representing an [[#Interest Group|Interest Group]]&lt;br /&gt;
|education = [[Tajaran Educational Institutions#Al&#039;mari College of Hadiist Sciences|Al&#039;mari College of Hadiist Sciences]] - [[Tajaran Educational Institutions#Kaltir Law Academy|Kaltir Law Academy]]&lt;br /&gt;
|superior = [[Job_Guides#Station_Command|Station Command]] and your [[#Interest Group|Interest Group]]&lt;br /&gt;
|duties = Representing your factions interests, conducting interviews and AMAs&#039;, Improving your interest groups image, &amp;lt;s&amp;gt;Being Less Creepy than the old IAA role&amp;lt;/s&amp;gt;&lt;br /&gt;
|guides = [[Corporate_Regulations|Corporate Regulations]], [[Guide to Station Procedure|Station Directives]], [[Guide_to_Law|Guide to Law]], [[Guide_to_Paperwork|Guide to Paperwork]], [[Chain of Command]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NanoTrasen Liaisons&#039;&#039;&#039; or &#039;&#039;&#039;Representatives&#039;&#039;&#039; act as the link between an [[#Interest Group|Interest Group]] and their assigned facility. Their primary concerns are to ensure that the group they&#039;re representing is treated more favorably or just ensuring they&#039;re treated equally, within [[Corporate Regulations]], via interviews and reports to [[Job_Guides#Station_Command|Command Staff]] about misconduct.&lt;br /&gt;
&lt;br /&gt;
Secondary responsibilities of a &#039;&#039;&#039;Representative&#039;&#039;&#039; include increasing awareness of whatever factions or cause they represent. For more information on the goal of different kinds of &#039;&#039;&#039;Representative&#039;&#039;&#039;, see: [[#Interest Groups|Interest Groups]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Representatives&#039;&#039;&#039; can be played by characters of any Species that can be a part of the represented faction, by players with a Head of Staff whitelist, it is not part of [[Job_Guides#Station_Command|Station Command]] however.&lt;br /&gt;
&lt;br /&gt;
== Variation ==&lt;br /&gt;
There are two variations of Representative, those being Corporate Liaison and Consular officer. They can both be on station at one time, allowing for a representative of a Faction to be there alongside a liaison from a MegaCorporation. It is encouraged that they will work together on matters if there is a NanoTrasen Liaison alongside a consular officer, so the consular can have an easier time getting important messages through to central command or station command. &lt;br /&gt;
&lt;br /&gt;
== Interest Groups ==&lt;br /&gt;
All Non-NanoTrasen Interest Groups get access to an External Comms Link in their Fax machine which enables them to contact their superiors, and receive an orders list on round start. While they do not get all of the benefits of working for NanoTrasen, they definitely do get [[#Traitoring|other benefits]].&lt;br /&gt;
=== [[Nanotrasen_Corporation|NanoTrasen Liaison]] ===&lt;br /&gt;
&lt;br /&gt;
* NanoTrasen Liaisons are dispatched by central command to act as an on-station link between [[Nanotrasen_Corporation#Executives|Central Command]] and [[Job Guides#Station_command|Station Command]]. They can talk to command and crew on matters such as NanoTrasens interests aboard the station, advise Station Command, and issue various paperwork, including Contract Extensions, and situation reports. They can also make sure that station command is following [[Corporate Regulations|Correct Procedure]], and not doing anything bad in the eyes of the company.&lt;br /&gt;
&lt;br /&gt;
=== Corporate Representative ===&lt;br /&gt;
&lt;br /&gt;
* On station liaisons from other Megacorporations with contractors on Station. They are supposed to represent the interests of their parent company, as well as to ensure the well being and prosperity of their contractors. They can pressure [[Job_Guides#Station_Command|Command Staff]], make requests, or even do back-alley deals and bribes in [[traitor|certain circumstances]].&lt;br /&gt;
&lt;br /&gt;
=== [[Republic_of_Biesel|Tau Ceti Representative]] ===&lt;br /&gt;
&lt;br /&gt;
* Tasked by the [[Biesel|Republic of Biesel]] government to ensure that [[Guide_to_Law#Republic_of_Biesel|Tau Ceti Law]] is being followed, and that safety regulations are being followed. They are to promote Biesel sentiment, and reinforce the image of the bright beacon of democracy. They may also issue Tau Ceti citizenship and passports in certain circumstances.&lt;br /&gt;
&lt;br /&gt;
=== [[Sol_Alliance|Sol Consular Officer]] ===&lt;br /&gt;
&lt;br /&gt;
* Following the aftermath of the [[KING OF THE WORLD#READE FALLS!|35th&#039;s invasion]], Sol Alliance consular officers are no longer welcome aboard the Aurora.&lt;br /&gt;
&lt;br /&gt;
=== [[People&#039;s Republic of Adhomai|PRA Consular Officer]] ===&lt;br /&gt;
&lt;br /&gt;
* Dispatched from the [[Tajara#People.27s_Republic_of_Adhomai|Peoples Republic of Adhomai]] to ensure the well being and interests of Republican citizens who are living in this far away [[Tajara|Tajaran]] enclave. They are to encourage proper Republican values and make sure that party lines are being upheld. &lt;br /&gt;
&lt;br /&gt;
* They are the Party&#039;s eyes and ears on the station and are tasked with reporting any subversive behavior to the government. They are given a set of tools and access to the fax machine to deal diplomatically with possible subversive elements. They can also issue Honorary Party Memberships to any crewmember.&lt;br /&gt;
&lt;br /&gt;
* Consulars are Hadiist Party members and should always be loyal to President Hadii. They must be exemplary citizens and embody the Republican ideals. Cooperating with NanoTrasen authorities is also necessary due to the strict bounds between the Republic and the corporation.&lt;br /&gt;
&lt;br /&gt;
=== [[Democratic People&#039;s Republic of Adhomai|DPRA Consular Officer]] ===&lt;br /&gt;
&lt;br /&gt;
* Dispatched from the [[Democratic People&#039;s Republic of Adhomai]] to ensure the well being and interests of Al&#039;mariist citizens who are living in this far away [[Tajara|Tajaran]] enclave. They are to encourage proper Al&#039;mariist values and ensure that the rights of the Tajara people are being respected.&lt;br /&gt;
&lt;br /&gt;
* Consulars are employed by the civilian government and should display the values upheld by the Al&#039;mariist ideology. They are given a set of tools and access to the fax machine to make sure that any DPRA citizen is working towards the future of their species.&lt;br /&gt;
&lt;br /&gt;
* While consular officers are part of the civil government, they can still harbor sympathies for the military juntas and Supreme Commander Nated. Cooperation with NanoTrasen is desirable when the outcome is beneficial to the Al&#039;mariist cause. While direct opposition against the megacorporations is no part of the consular&#039;s duties, DPRA consular officers should do their best to support Liberation Army personnel on the field.&lt;br /&gt;
&lt;br /&gt;
=== [[New Kingdom of Adhomai|NKA Consular Officer]] ===&lt;br /&gt;
&lt;br /&gt;
* Dispatched from the [[New Kingdom of Adhomai]] to ensure the well being and interests of Royalists citizens who are living in this far away [[Tajara|Tajaran]] enclave. They are to encourage traditional Tajaran values and ensure cooperation between the New Kingdom and NanoTrasen.&lt;br /&gt;
&lt;br /&gt;
* Consulars are under the supervision of the Crown and should be model citizens. They are given a set of tools and access to the fax machine to make sure that any NKA citizen is acting in an upstanding manner. Cooperation with NanoTrasen is necessary, as the Kingdom is doing its best to acquire allies.&lt;br /&gt;
&lt;br /&gt;
* Consulars can be either nobles or commoners. Despite their origins, they were chosen by their support of the Royalist ideology.&lt;br /&gt;
&lt;br /&gt;
=== [[Unathi#Izweski_Nation|Hegemony Consular Officer]] ===&lt;br /&gt;
&lt;br /&gt;
* Hailing from [[Unathi|Unathi owned space]], these diplomats are here to reach the Unathi working on NanoTrasen vessels and keep the relations between NanoTrasen and the Hegemony in top shape. As a [[Unathi|Unathi]] representative, you will need to carefully balance the morals of your homeworld and your diplomatic responsibilities.&lt;br /&gt;
&lt;br /&gt;
* You are recommended to call Unathi to your office, to speak with them and learn their origins.  Talk about their clan back on Moghes, learn their religious ideals, find any... &#039;&#039;&#039;[[Unathi#The_Guwan|undesirables]]&#039;&#039;&#039; who might be hiding their clan name and ensure paperwork is sent to a Hegemony vessel documenting a possible Guwan hiding their Guwan title behind their old Clan name.&lt;br /&gt;
&lt;br /&gt;
* Consulars will always be &#039;&#039;&#039;noblemen&#039;&#039;&#039;, or even &#039;&#039;&#039;noblewomen&#039;&#039;&#039;. Either way, your clan is notable and you might be related to a [[Unathi#Izweski_Nation|Lord of Moghes]] in some way.&lt;br /&gt;
&lt;br /&gt;
* Hosting Feasts in honor of the Hegemon is always fun. Let everyone know you&#039;re rich, by paying for all their meals for the shift.&lt;br /&gt;
&lt;br /&gt;
*If a Guwan wishes to prove themselves capable of restoring their title, or creating a new one, you are one of the first steps. They must prove themselves worthy enough to be represented by you or someone you choose in a court. Afterwards, directly message the Lore Developer in charge of Unathi, or a deputy.&lt;br /&gt;
&lt;br /&gt;
=== [[Skrell|Jargon Federation Consular Officer]] ===&lt;br /&gt;
&lt;br /&gt;
* Having come all the way from [[Notable_Skrell_Systems_and_Locations#Nralakk:_The_Home_system|Nralakk]] these officers are very well versed in local customs and culture. Being the natural diplomats, Skrell Consular Officers are very diplomatically savvy and knowledgeable and are on the station to remind other Skrell how far the Federation reaches. Thus a Skrell Consular Officer should strive to be the last person on the station to offend their host, while not being a complete pushover.&lt;br /&gt;
&lt;br /&gt;
=== [[Empire_of_Dominia|Dominian Consular Officer]] ===&lt;br /&gt;
&lt;br /&gt;
* Sent by the [[Empire_of_Dominia|Dominian Empire]], the job of Dominian Consular Officer is to dispell all perceived inaccuracies about Dominian first and ensure the loyalty of its subjects second. Dominia has had an understanding with NanoTrasen ever since its rediscovery by the other spacial factions and its officers ensure that this relationship lasts, despite the ideological differences.&lt;br /&gt;
&lt;br /&gt;
=== [[Vaurca|Vaurca Consular Officer]] ===&lt;br /&gt;
&lt;br /&gt;
* Representing one of the [[Vaurca#Hives|hives]], Vaurca Consular Officers are always a special type of Vaurca, a [[Vaurca#Playing_a_Hive_Representative|Ta]] also known as a Breeder. As the emotional centerpiece of Vaurca society, a Vaurca Consular officer is the ideal type capable of communicating and understanding all the other species in the system.&lt;br /&gt;
&lt;br /&gt;
=== [[Synthetic_Factions#The_Golden_Deep|Golden Deep Consular Officer]] ===&lt;br /&gt;
&lt;br /&gt;
* As a representation of the Golden Deep, your duties are to ensure the continued relations between Nanotrasen and Golden Deep affiliates.&lt;br /&gt;
* Golden Deep Consular Officers must have acquired their Golden Deep Citizenship.&lt;br /&gt;
* A Golden Deep Consular Officers are more often than not highly esteemed merchants, or a membership holding, carefully vetted synthetic made to engage as a diplomatic bridge between business partners.&lt;br /&gt;
* You are recommended to promote the Golden Deep affiliates in the Republic of Biesel, as well as seeking out synthetics for purchase under the Golden Deep umbrella.&lt;br /&gt;
* A membership within Golden Deep is not to be given lightly and Consular Officers are responsible for ensuring that any IPCs inducted into the group can increase its prosperity.&lt;br /&gt;
&lt;br /&gt;
=== [[Coalition of Colonies|Coalition of Colonies Consular Officer]] ===&lt;br /&gt;
&lt;br /&gt;
* As a Representative of the expansive CoC, you are entrusted to act as the link between all the members of the CoC, their populace, and the Coalition as a whole. You are likely to interact with a wide range of people, so Coalition Consulars are normally excellent at conflict resolution and problem solving.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Species Consulars/Liaisons Permitted&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
! Humans&lt;br /&gt;
! Skrells&lt;br /&gt;
! Unathi&lt;br /&gt;
! Tajara&lt;br /&gt;
! IPCs&lt;br /&gt;
! Dionae&lt;br /&gt;
! Vaurca&lt;br /&gt;
|-&lt;br /&gt;
!NT Liaison&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
!Tau Ceti&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|- &lt;br /&gt;
!PRA&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
!DPRA&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
!NKA&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|- &lt;br /&gt;
!Hegemony&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|- &lt;br /&gt;
!Dominia&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|- &lt;br /&gt;
!Zavodskoi Interstellar&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|- &lt;br /&gt;
!EPMC Rep.&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|- &lt;br /&gt;
!Idris Rep.&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|- &lt;br /&gt;
!Heph Rep.&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|- &lt;br /&gt;
!Zeng-Hu Rep.&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|- &lt;br /&gt;
!Jargon&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
!Vaucrae Hive&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|-  &lt;br /&gt;
!Golden Deep&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|-  &lt;br /&gt;
!Coalition&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|- &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Embrace The Bureaucracy ==&lt;br /&gt;
So, your shoes are polished, your tie is on straight, your stamp is inked up and there’s a full cup of coffee on your desk - what now?&lt;br /&gt;
&lt;br /&gt;
:Typically, the broad duties of a Representative can be sorted into three major categories:&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Awareness&#039;&#039;&#039;: Doing activities to spread awareness of your [[#Interest Groups|Interest Group]] are a very good idea to keep everyone happy, and most importantly, informed. A good representative might give seminars on the virtues and upsides of their Interest Group, or a Consular Officer might do a QnA or trivia for their faction. Get creative with it, and remember that certain factions will be trying harder than others, such as the PRA or Hegemony. &lt;br /&gt;
# &#039;&#039;&#039;Oversight&#039;&#039;&#039;: Doing activities that keep members of your [[#Interest Groups|Interest Group]] happy are a good idea. If a member of said Interest Group is unhappy, take them in and work out ways to make it better, such as talking to Station Command to improve the situation. In order for that to work, a Representative needs to be keeping track of members of their Interest group, in ways such as PDAing to ask them, or calling them in to your office for a [[Vampire|chat]].&lt;br /&gt;
# &#039;&#039;&#039;Protest&#039;&#039;&#039;: Activities taken in response to mistreatment. An example would be contacting the [[Captain]], [[Head of Personnel]], or [[Job_Guides#Security|Security]] when you suspect someone from your [[#Interest Groups|Interest Group]] is in danger or has been wronged. Another would be vocally protesting in response to someone from your [[#Interest Group|Interest Group]] being arrested, even going as far as to negotiate for their release, or lessening of their punishment. &#039;&#039;&#039;Do not push this or it may&#039;&#039;&#039; [[#Directive 12|lead to trouble!]]&lt;br /&gt;
&lt;br /&gt;
Before you sign on for that first shift, recognize a hard truth about &#039;&#039;&#039;Representatives&#039;&#039;&#039;: you are not, strictly speaking, a necessary component of the station’s crew. By yourself, you cannot permit, prevent, or enforce just about anything. You are barely even part of the Stations&#039; Crew.&lt;br /&gt;
&lt;br /&gt;
Your ability to effectively do your job therefore relies on your ability to communicate with the station’s various [[Job_Guides|Departments]], and [[Job_Guides#Station_Command|Station Command]]. Having good working relationships with the crew also makes it more likely that they will come to you with their problems, or report things to you, rather than leaving you to hunt for them, or to sit at your desk contemplating your coffee all shift.&lt;br /&gt;
&lt;br /&gt;
:In order to help build those working relationships, there are a few things Representatives should try to do.&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Do Spread Awareness&#039;&#039;&#039;: The only way you&#039;re going to get Station Crew on your side is if you get involved with the Crewmembers aboard the Aurora, in whatever way you may choose to do so, or your [[#Interest_Group|Interest Group]] entails.&lt;br /&gt;
#&#039;&#039;&#039;Do Not Cause Trouble&#039;&#039;&#039;: You are here with the express permission of [[Job_Guides#Station_Command|Station Command]] and NanoTrasen, a permission that can easily be revoked, you don&#039;t want to test them, and any violation of [[Corporate Regulations]] should be strictly covert, if at all.&lt;br /&gt;
#&#039;&#039;&#039;Do Play Favorites&#039;&#039;&#039;: It is the express purpose of your job to advocate for your [[#Interest_Group|Interest Group]], and thus, to play favorites. If you think that helping a Crewmember who is close to someone in it will aid in that, you should definitely do it if it fits your character. Though, you don&#039;t want others to know, as it could land you in trouble with a [[Security Officer]], and thus, [[Job_Guides#Station_Command|Station Command]]. It could also violate [[Server Rules]] in extreme cases, if in doubt, Ahelp.&lt;br /&gt;
&lt;br /&gt;
=== [[Guide to Station Procedure#Representatives and Consular Officers|Directive 12]] ===&lt;br /&gt;
&amp;quot;Command staff are expected to engage representatives through diplomacy and to consent to reasonable requests. The representative is not part of the station chain of command. The representative is granted special status in relation to corporate regulations;&amp;quot;&lt;br /&gt;
* The representative does not serve brig time for low level infractions, the fine alternative can be used in those cases. The representative can serve brig time for medium and high level infractions, with command staff being able to contact Central Command requesting the revocation of the representative&#039;s privilege.&lt;br /&gt;
* The representative&#039;s office offers immunity to the representative. Security may not enter to conduct arrests under normal circumstances. Entering or refusing to exit the office is considered trespassing. The office&#039;s immunity may be revoked by the captain or a captain level decision.&lt;br /&gt;
Read more at: [[Guide to Station Procedure#Representatives and Consular Officers|Station Directives: Directive 12]].&lt;br /&gt;
&lt;br /&gt;
== Traitoring ==&lt;br /&gt;
:This scenario is unlikely as the NanoTrasen Liaison, as the Mindshield Implant all Liaisons are required to have prevents you from being brainwashed, However, if you&#039;re a Representative for a different group, and find yourself selected for traitor, congratulations! You are an antagonist trusted explicitly by your [[#Interest Group|Interest Group]], who will likely be thrilled to help you. &lt;br /&gt;
&lt;br /&gt;
:Wield your bureaucracy against the company you&#039;ve signed up to act within! The morphic clerical kit may be of use to a traitorous Representative, as the stamps it provides allow you to forge command staff approval of just about anything. Through this, you can stamp approval papers to your fellows, have them lie to [[Job_Guides#Command|Command Staff]] about who they got them from, and then procure anything they&#039;d like, thanks to you. If anyone questions what you&#039;re doing, remind them that you have the best interests of your people at heart.&lt;br /&gt;
&lt;br /&gt;
{{Command}}&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[Category:Jobs]]&lt;br /&gt;
[[Category:Command]]&lt;/div&gt;</summary>
		<author><name>KesterShadowHair</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Corporate_Liaison&amp;diff=22998</id>
		<title>Corporate Liaison</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Corporate_Liaison&amp;diff=22998"/>
		<updated>2022-01-19T20:25:28Z</updated>

		<summary type="html">&lt;p&gt;KesterShadowHair: Removed Skrell from the Dominia selection.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = black&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = ADMINISTRATIVE&lt;br /&gt;
|imagebgcolor = grey&lt;br /&gt;
|img = Ia_consultant.png&lt;br /&gt;
|jobtitle = NanoTrasen Liaison&lt;br /&gt;
|access = The Representatives Office, [[Job_Guides#Station_Command|the Bridge]], and the Odin Shuttle.&lt;br /&gt;
|difficulty = Medium to Hard&lt;br /&gt;
|qualifications = At least 30 years of age, relevant education. You&#039;ve convinced NanoTrasen Central Command you&#039;re worth loaning a Shuttle, and you are representing an [[#Interest Group|Interest Group]]&lt;br /&gt;
|education = [[Tajaran Educational Institutions#Al&#039;mari College of Hadiist Sciences|Al&#039;mari College of Hadiist Sciences]] - [[Tajaran Educational Institutions#Kaltir Law Academy|Kaltir Law Academy]]&lt;br /&gt;
|superior = [[Job_Guides#Station_Command|Station Command]] and your [[#Interest Group|Interest Group]]&lt;br /&gt;
|duties = Representing your factions interests, conducting interviews and AMAs&#039;, Improving your interest groups image, &amp;lt;s&amp;gt;Being Less Creepy than the old IAA role&amp;lt;/s&amp;gt;&lt;br /&gt;
|guides = [[Corporate_Regulations|Corporate Regulations]], [[Guide to Station Procedure|Station Directives]], [[Guide_to_Law|Guide to Law]], [[Guide_to_Paperwork|Guide to Paperwork]], [[Chain of Command]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NanoTrasen Liaisons&#039;&#039;&#039; or &#039;&#039;&#039;Representatives&#039;&#039;&#039; act as the link between an [[#Interest Group|Interest Group]] and their assigned facility. Their primary concerns are to ensure that the group they&#039;re representing is treated more favorably or just ensuring they&#039;re treated equally, within [[Corporate Regulations]], via interviews and reports to [[Job_Guides#Station_Command|Command Staff]] about misconduct.&lt;br /&gt;
&lt;br /&gt;
Secondary responsibilities of a &#039;&#039;&#039;Representative&#039;&#039;&#039; include increasing awareness of whatever factions or cause they represent. For more information on the goal of different kinds of &#039;&#039;&#039;Representative&#039;&#039;&#039;, see: [[#Interest Groups|Interest Groups]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Representatives&#039;&#039;&#039; can be played by characters of any Species that can be a part of the represented faction, by players with a Head of Staff whitelist, it is not part of [[Job_Guides#Station_Command|Station Command]] however.&lt;br /&gt;
&lt;br /&gt;
== Variation ==&lt;br /&gt;
There are two variations of Representative, those being Corporate Liaison and Consular officer. They can both be on station at one time, allowing for a representative of a Faction to be there alongside a liaison from a MegaCorporation. It is encouraged that they will work together on matters if there is a NanoTrasen Liaison alongside a consular officer, so the consular can have an easier time getting important messages through to central command or station command. &lt;br /&gt;
&lt;br /&gt;
== Interest Groups ==&lt;br /&gt;
All Non-NanoTrasen Interest Groups get access to an External Comms Link in their Fax machine which enables them to contact their superiors, and receive an orders list on round start. While they do not get all of the benefits of working for NanoTrasen, they definitely do get [[#Traitoring|other benefits]].&lt;br /&gt;
=== [[Nanotrasen_Corporation|NanoTrasen Liaison]] ===&lt;br /&gt;
&lt;br /&gt;
* NanoTrasen Liaisons are dispatched by central command to act as an on-station link between [[Nanotrasen_Corporation#Executives|Central Command]] and [[Job Guides#Station_command|Station Command]]. They can talk to command and crew on matters such as NanoTrasens interests aboard the station, advise Station Command, and issue various paperwork, including Contract Extensions, and situation reports. They can also make sure that station command is following [[Corporate Regulations|Correct Procedure]], and not doing anything bad in the eyes of the company.&lt;br /&gt;
&lt;br /&gt;
=== Corporate Representative ===&lt;br /&gt;
&lt;br /&gt;
* On station liaisons from other Megacorporations with contractors on Station. They are supposed to represent the interests of their parent company, as well as to ensure the well being and prosperity of their contractors. They can pressure [[Job_Guides#Station_Command|Command Staff]], make requests, or even do back-alley deals and bribes in [[traitor|certain circumstances]].&lt;br /&gt;
&lt;br /&gt;
=== [[Republic_of_Biesel|Tau Ceti Representative]] ===&lt;br /&gt;
&lt;br /&gt;
* Tasked by the [[Biesel|Republic of Biesel]] government to ensure that [[Guide_to_Law#Republic_of_Biesel|Tau Ceti Law]] is being followed, and that safety regulations are being followed. They are to promote Biesel sentiment, and reinforce the image of the bright beacon of democracy. They may also issue Tau Ceti citizenship and passports in certain circumstances.&lt;br /&gt;
&lt;br /&gt;
=== [[Sol_Alliance|Sol Consular Officer]] ===&lt;br /&gt;
&lt;br /&gt;
* Following the aftermath of the [[KING OF THE WORLD#READE FALLS!|35th&#039;s invasion]], Sol Alliance consular officers are no longer welcome aboard the Aurora.&lt;br /&gt;
&lt;br /&gt;
=== [[People&#039;s Republic of Adhomai|PRA Consular Officer]] ===&lt;br /&gt;
&lt;br /&gt;
* Dispatched from the [[Tajara#People.27s_Republic_of_Adhomai|Peoples Republic of Adhomai]] to ensure the well being and interests of Republican citizens who are living in this far away [[Tajara|Tajaran]] enclave. They are to encourage proper Republican values and make sure that party lines are being upheld. &lt;br /&gt;
&lt;br /&gt;
* They are the Party&#039;s eyes and ears on the station and are tasked with reporting any subversive behavior to the government. They are given a set of tools and access to the fax machine to deal diplomatically with possible subversive elements. They can also issue Honorary Party Memberships to any crewmember.&lt;br /&gt;
&lt;br /&gt;
* Consulars are Hadiist Party members and should always be loyal to President Hadii. They must be exemplary citizens and embody the Republican ideals. Cooperating with NanoTrasen authorities is also necessary due to the strict bounds between the Republic and the corporation.&lt;br /&gt;
&lt;br /&gt;
=== [[Democratic People&#039;s Republic of Adhomai|DPRA Consular Officer]] ===&lt;br /&gt;
&lt;br /&gt;
* Dispatched from the [[Democratic People&#039;s Republic of Adhomai]] to ensure the well being and interests of Al&#039;mariist citizens who are living in this far away [[Tajara|Tajaran]] enclave. They are to encourage proper Al&#039;mariist values and ensure that the rights of the Tajara people are being respected.&lt;br /&gt;
&lt;br /&gt;
* Consulars are employed by the civilian government and should display the values upheld by the Al&#039;mariist ideology. They are given a set of tools and access to the fax machine to make sure that any DPRA citizen is working towards the future of their species.&lt;br /&gt;
&lt;br /&gt;
* While consular officers are part of the civil government, they can still harbor sympathies for the military juntas and Supreme Commander Nated. Cooperation with NanoTrasen is desirable when the outcome is beneficial to the Al&#039;mariist cause. While direct opposition against the megacorporations is no part of the consular&#039;s duties, DPRA consular officers should do their best to support Liberation Army personnel on the field.&lt;br /&gt;
&lt;br /&gt;
=== [[New Kingdom of Adhomai|NKA Consular Officer]] ===&lt;br /&gt;
&lt;br /&gt;
* Dispatched from the [[New Kingdom of Adhomai]] to ensure the well being and interests of Royalists citizens who are living in this far away [[Tajara|Tajaran]] enclave. They are to encourage traditional Tajaran values and ensure cooperation between the New Kingdom and NanoTrasen.&lt;br /&gt;
&lt;br /&gt;
* Consulars are under the supervision of the Crown and should be model citizens. They are given a set of tools and access to the fax machine to make sure that any NKA citizen is acting in an upstanding manner. Cooperation with NanoTrasen is necessary, as the Kingdom is doing its best to acquire allies.&lt;br /&gt;
&lt;br /&gt;
* Consulars can be either nobles or commoners. Despite their origins, they were chosen by their support of the Royalist ideology.&lt;br /&gt;
&lt;br /&gt;
=== [[Unathi#Izweski_Nation|Hegemony Consular Officer]] ===&lt;br /&gt;
&lt;br /&gt;
* Hailing from [[Unathi|Unathi owned space]], these diplomats are here to reach the Unathi working on NanoTrasen vessels and keep the relations between NanoTrasen and the Hegemony in top shape. As a [[Unathi|Unathi]] representative, you will need to carefully balance the morals of your homeworld and your diplomatic responsibilities.&lt;br /&gt;
&lt;br /&gt;
* You are recommended to call Unathi to your office, to speak with them and learn their origins.  Talk about their clan back on Moghes, learn their religious ideals, find any... &#039;&#039;&#039;[[Unathi#The_Guwan|undesirables]]&#039;&#039;&#039; who might be hiding their clan name and ensure paperwork is sent to a Hegemony vessel documenting a possible Guwan hiding their Guwan title behind their old Clan name.&lt;br /&gt;
&lt;br /&gt;
* Consulars will always be &#039;&#039;&#039;noblemen&#039;&#039;&#039;, or even &#039;&#039;&#039;noblewomen&#039;&#039;&#039;. Either way, your clan is notable and you might be related to a [[Unathi#Izweski_Nation|Lord of Moghes]] in some way.&lt;br /&gt;
&lt;br /&gt;
* Hosting Feasts in honor of the Hegemon is always fun. Let everyone know you&#039;re rich, by paying for all their meals for the shift.&lt;br /&gt;
&lt;br /&gt;
*If a Guwan wishes to prove themselves capable of restoring their title, or creating a new one, you are one of the first steps. They must prove themselves worthy enough to be represented by you or someone you choose in a court. Afterwards, directly message the Lore Developer in charge of Unathi, or a deputy.&lt;br /&gt;
&lt;br /&gt;
=== [[Skrell|Jargon Federation Consular Officer]] ===&lt;br /&gt;
&lt;br /&gt;
* Having come all the way from [[Notable_Skrell_Systems_and_Locations#Nralakk:_The_Home_system|Nralakk]] these officers are very well versed in local customs and culture. Being the natural diplomats, Skrell Consular Officers are very diplomatically savvy and knowledgeable and are on the station to remind other Skrell how far the Federation reaches. Thus a Skrell Consular Officer should strive to be the last person on the station to offend their host, while not being a complete pushover.&lt;br /&gt;
&lt;br /&gt;
=== [[Empire_of_Dominia|Dominian Consular Officer]] ===&lt;br /&gt;
&lt;br /&gt;
* Sent by the [[Empire_of_Dominia|Dominian Empire]], the job of Dominian Consular Officer is to dispell all perceived inaccuracies about Dominian first and ensure the loyalty of its subjects second. Dominia has had an understanding with NanoTrasen ever since its rediscovery by the other spacial factions and its officers ensure that this relationship lasts, despite the ideological differences.&lt;br /&gt;
&lt;br /&gt;
=== [[Vaurca|Vaurca Consular Officer]] ===&lt;br /&gt;
&lt;br /&gt;
* Representing one of the [[Vaurca#Hives|hives]], Vaurca Consular Officers are always a special type of Vaurca, a [[Vaurca#Playing_a_Hive_Representative|Ta]] also known as a Breeder. As the emotional centerpiece of Vaurca society, a Vaurca Consular officer is the ideal type capable of communicating and understanding all the other species in the system.&lt;br /&gt;
&lt;br /&gt;
=== [[Synthetic_Factions#The_Golden_Deep|Golden Deep Consular Officer]] ===&lt;br /&gt;
&lt;br /&gt;
* As a representation of the Golden Deep, your duties are to ensure the continued relations between Nanotrasen and Golden Deep affiliates.&lt;br /&gt;
* Golden Deep Consular Officers must have acquired their Golden Deep Citizenship.&lt;br /&gt;
* A Golden Deep Consular Officers are more often than not highly esteemed merchants, or a membership holding, carefully vetted synthetic made to engage as a diplomatic bridge between business partners.&lt;br /&gt;
* You are recommended to promote the Golden Deep affiliates in the Republic of Biesel, as well as seeking out synthetics for purchase under the Golden Deep umbrella.&lt;br /&gt;
* A membership within Golden Deep is not to be given lightly and Consular Officers are responsible for ensuring that any IPCs inducted into the group can increase its prosperity.&lt;br /&gt;
&lt;br /&gt;
=== [[Coalition of Colonies|Coalition of Colonies Consular Officer]] ===&lt;br /&gt;
&lt;br /&gt;
* As a Representative of the expansive CoC, you are entrusted to act as the link between all the members of the CoC, their populace, and the Coalition as a whole. You are likely to interact with a wide range of people, so Coalition Consulars are normally excellent at conflict resolution and problem solving.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Species Consulars/Liaisons Permitted&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
! Humans&lt;br /&gt;
! Skrells&lt;br /&gt;
! Unathi&lt;br /&gt;
! Tajara&lt;br /&gt;
! IPCs&lt;br /&gt;
! Dionae&lt;br /&gt;
! Vaurca&lt;br /&gt;
|-&lt;br /&gt;
!NT Liaison&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
!Tau Ceti&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|- &lt;br /&gt;
!PRA&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
!DPRA&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
!NKA&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|- &lt;br /&gt;
!Hegemony&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|- &lt;br /&gt;
!Dominia&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|- &lt;br /&gt;
!Zavodskoi Interstellar&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|- &lt;br /&gt;
!EPMC Rep.&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|- &lt;br /&gt;
!Idris Rep.&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|- &lt;br /&gt;
!Heph Rep.&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|- &lt;br /&gt;
!Zeng-Hu Rep.&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|- &lt;br /&gt;
!Jargon&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
!Vaucrae Hive&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|-  &lt;br /&gt;
!Golden Deep&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|-  &lt;br /&gt;
!Coalition&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
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|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|- &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Embrace The Bureaucracy ==&lt;br /&gt;
So, your shoes are polished, your tie is on straight, your stamp is inked up and there’s a full cup of coffee on your desk - what now?&lt;br /&gt;
&lt;br /&gt;
:Typically, the broad duties of a Representative can be sorted into three major categories:&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Awareness&#039;&#039;&#039;: Doing activities to spread awareness of your [[#Interest Groups|Interest Group]] are a very good idea to keep everyone happy, and most importantly, informed. A good representative might give seminars on the virtues and upsides of their Interest Group, or a Consular Officer might do a QnA or trivia for their faction. Get creative with it, and remember that certain factions will be trying harder than others, such as the PRA or Hegemony. &lt;br /&gt;
# &#039;&#039;&#039;Oversight&#039;&#039;&#039;: Doing activities that keep members of your [[#Interest Groups|Interest Group]] happy are a good idea. If a member of said Interest Group is unhappy, take them in and work out ways to make it better, such as talking to Station Command to improve the situation. In order for that to work, a Representative needs to be keeping track of members of their Interest group, in ways such as PDAing to ask them, or calling them in to your office for a [[Vampire|chat]].&lt;br /&gt;
# &#039;&#039;&#039;Protest&#039;&#039;&#039;: Activities taken in response to mistreatment. An example would be contacting the [[Captain]], [[Head of Personnel]], or [[Job_Guides#Security|Security]] when you suspect someone from your [[#Interest Groups|Interest Group]] is in danger or has been wronged. Another would be vocally protesting in response to someone from your [[#Interest Group|Interest Group]] being arrested, even going as far as to negotiate for their release, or lessening of their punishment. &#039;&#039;&#039;Do not push this or it may&#039;&#039;&#039; [[#Directive 12|lead to trouble!]]&lt;br /&gt;
&lt;br /&gt;
Before you sign on for that first shift, recognize a hard truth about &#039;&#039;&#039;Representatives&#039;&#039;&#039;: you are not, strictly speaking, a necessary component of the station’s crew. By yourself, you cannot permit, prevent, or enforce just about anything. You are barely even part of the Stations&#039; Crew.&lt;br /&gt;
&lt;br /&gt;
Your ability to effectively do your job therefore relies on your ability to communicate with the station’s various [[Job_Guides|Departments]], and [[Job_Guides#Station_Command|Station Command]]. Having good working relationships with the crew also makes it more likely that they will come to you with their problems, or report things to you, rather than leaving you to hunt for them, or to sit at your desk contemplating your coffee all shift.&lt;br /&gt;
&lt;br /&gt;
:In order to help build those working relationships, there are a few things Representatives should try to do.&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Do Spread Awareness&#039;&#039;&#039;: The only way you&#039;re going to get Station Crew on your side is if you get involved with the Crewmembers aboard the Aurora, in whatever way you may choose to do so, or your [[#Interest_Group|Interest Group]] entails.&lt;br /&gt;
#&#039;&#039;&#039;Do Not Cause Trouble&#039;&#039;&#039;: You are here with the express permission of [[Job_Guides#Station_Command|Station Command]] and NanoTrasen, a permission that can easily be revoked, you don&#039;t want to test them, and any violation of [[Corporate Regulations]] should be strictly covert, if at all.&lt;br /&gt;
#&#039;&#039;&#039;Do Play Favorites&#039;&#039;&#039;: It is the express purpose of your job to advocate for your [[#Interest_Group|Interest Group]], and thus, to play favorites. If you think that helping a Crewmember who is close to someone in it will aid in that, you should definitely do it if it fits your character. Though, you don&#039;t want others to know, as it could land you in trouble with a [[Security Officer]], and thus, [[Job_Guides#Station_Command|Station Command]]. It could also violate [[Server Rules]] in extreme cases, if in doubt, Ahelp.&lt;br /&gt;
&lt;br /&gt;
=== [[Guide to Station Procedure#Representatives and Consular Officers|Directive 12]] ===&lt;br /&gt;
&amp;quot;Command staff are expected to engage representatives through diplomacy and to consent to reasonable requests. The representative is not part of the station chain of command. The representative is granted special status in relation to corporate regulations;&amp;quot;&lt;br /&gt;
* The representative does not serve brig time for low level infractions, the fine alternative can be used in those cases. The representative can serve brig time for medium and high level infractions, with command staff being able to contact Central Command requesting the revocation of the representative&#039;s privilege.&lt;br /&gt;
* The representative&#039;s office offers immunity to the representative. Security may not enter to conduct arrests under normal circumstances. Entering or refusing to exit the office is considered trespassing. The office&#039;s immunity may be revoked by the captain or a captain level decision.&lt;br /&gt;
Read more at: [[Guide to Station Procedure#Representatives and Consular Officers|Station Directives: Directive 12]].&lt;br /&gt;
&lt;br /&gt;
== Traitoring ==&lt;br /&gt;
:This scenario is unlikely as the NanoTrasen Liaison, as the Mindshield Implant all Liaisons are required to have prevents you from being brainwashed, However, if you&#039;re a Representative for a different group, and find yourself selected for traitor, congratulations! You are an antagonist trusted explicitly by your [[#Interest Group|Interest Group]], who will likely be thrilled to help you. &lt;br /&gt;
&lt;br /&gt;
:Wield your bureaucracy against the company you&#039;ve signed up to act within! The morphic clerical kit may be of use to a traitorous Representative, as the stamps it provides allow you to forge command staff approval of just about anything. Through this, you can stamp approval papers to your fellows, have them lie to [[Job_Guides#Command|Command Staff]] about who they got them from, and then procure anything they&#039;d like, thanks to you. If anyone questions what you&#039;re doing, remind them that you have the best interests of your people at heart.&lt;br /&gt;
&lt;br /&gt;
{{Command}}&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[Category:Jobs]]&lt;br /&gt;
[[Category:Command]]&lt;/div&gt;</summary>
		<author><name>KesterShadowHair</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Captain&amp;diff=22997</id>
		<title>Captain</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Captain&amp;diff=22997"/>
		<updated>2022-01-19T20:21:35Z</updated>

		<summary type="html">&lt;p&gt;KesterShadowHair: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP|assign= KesterShadowHair}}&lt;br /&gt;
{{JobPageHeader&lt;br /&gt;
|headerbgcolor = darkblue&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = COMMAND&lt;br /&gt;
|imagebgcolor = lightblue&lt;br /&gt;
|img_generic = File:Generic_captain.png&lt;br /&gt;
|img = Generic_captain.png&lt;br /&gt;
|jobtitle = Captain&lt;br /&gt;
|access = [[Job_Guides|All]]&lt;br /&gt;
|difficulty = Very Hard&lt;br /&gt;
|qualifications = At least 35 years of age, 10 years experience with NanoTrasen, at least one department-related degree.&lt;br /&gt;
|superior = Corporate Regulations, Central Command, and NanoTrasen Officials&lt;br /&gt;
|duties = Ensure the station remains &amp;quot;afloat&amp;quot;. Keep the crew alive, delegate effectively, and keep the research going. Do !!Glorious Paperwork!!.&lt;br /&gt;
|guides = [[Corporate Regulations]], [[Chain of Command]], basics of all other Head of Staff guides optional&lt;br /&gt;
}}&lt;br /&gt;
The [[Captain]] is in charge of the station and everyone on it. They make sure the crew is working and productive and any [[Job_Guides#Antagonists|potential threats]] are seen to. They are expected to be able to command their [[Job_Guides#Station_Command|Heads of Staff]] effectively, and have ultimate authority on the station, second only to CentComm. As such, your almightly stamp can pave way to great projects or great disasters. Stamp the wrong thing too many times, and you may be targeted by CentComm for investigation.&lt;br /&gt;
&lt;br /&gt;
== Being a Captain ==&lt;br /&gt;
The Captain is the top of the power chain. They command the [[Job_Guides#Station_Command|Heads of Staff]] and have the final say in station decisions. The hold an all access ID, a large amount of unique equipment, and a luxurious cabin. The only one with potentially more power is the AI. This is a very important role and should only be played by experienced players.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Per admin policy, any Captain character is only allowed to join the round as a Captain, a Head of Staff role as defined by that character&#039;s experience and backstory, or as a visitor. Make sure you know the [[Guide to Station Procedure#Visitors| Visitor Policy]] if you plan to join as a visitor.&lt;br /&gt;
&lt;br /&gt;
=== Commanding Command ===&lt;br /&gt;
The Captains main job is to lead and direct the station. The Captain therefore has direct authority over the Heads of Staff, changing the alert level, going to red alert, contacting CentComm, calling the evacuation shuttle, and coordinating station-wide emergency evacuation and defence.&lt;br /&gt;
&lt;br /&gt;
In the absence or lack of a head for a specific department, effort should be made by you, or the [[Head of Personnel]] to appoint one to each department. You should always have a fully functioning command staff. If no valid staff for promotion are found (to your own discretion), you may be called or chose to handle the affairs of those departments as a stand-in Head of Staff. But, know your limits. Focus on the functioning, not doing actual work.&lt;br /&gt;
&lt;br /&gt;
It is the Captain&#039;s job to make sure that all the Heads of Staff are communicating and leading their departments properly, or making sure the [[Head of Personnel]] is doing it for him. They should not involve themselves directly in departmental matters unless asked by the Head of Staff responsible, however the Captain may step in if they feel that the matter is being handled poorly.&lt;br /&gt;
&lt;br /&gt;
For example, the Captain should not have to tell the [[Chief Engineer]] to start the engine, a competent chief should be able to do this themselves. If they can&#039;t, it falls to the Captain to make the decision as to whether to demote the current head, promote someone to a head, or consult with that department as to the best course of action. The Captains job isn&#039;t to do others&#039; work for them, but make sure that everything is being done correctly.&lt;br /&gt;
&lt;br /&gt;
=== Station Finances And You ===&lt;br /&gt;
&lt;br /&gt;
Finally, you are the only one along with the [[Head of Personnel]] that has access to the Account Uplink Terminal. It lists the personal account of every crew member and the department accounts.&lt;br /&gt;
&lt;br /&gt;
Each crew member’s individual account belongs to that crew member, and your access to these accounts is for oversight. There are sometimes accusations of fraud, embezzlement, or theft and your ability to go over transaction histories of every crew member gives you the power to hunt down nefarious accounting. You should never take money out of a crew member’s personal account without permission or proof that they got that money nefariously.&lt;br /&gt;
&lt;br /&gt;
As Captain your authority is sovereign, absolute, and unquestionable, but during standard operations you should leave the station accounts to the [[Head of Personnel]]. Even so, you do not need a warrant to access the details of any account and you can check them at any time, but every personal account is protected under [[Corporate Regulations | Privacy Laws]] unless you find direct evidence of a crime.  That means on green alert [[Job_Guides#Internal_Security|Security]] needs a warrant to get a copy of a crew member’s bank statement.&lt;br /&gt;
&lt;br /&gt;
The Department accounts are the primary focus for you and the other heads of staff. It is part of your and the Head of Personnel’s job to make those numbers in the department accounts go up, up, and up! &lt;br /&gt;
&lt;br /&gt;
The Cargo and Vendor accounts automatically make money, but for service some ways to do that could be asking the [[Chef]] to sell his food rather than giving it out for free, and finding other methods of moneymaking.&lt;br /&gt;
&lt;br /&gt;
=== Controlling the Crew ===&lt;br /&gt;
As Captain, you are in charge. There really is no way to tell you exactly how to run things, many people have different leadership styles. However, as Captain, there are some things you should be aware of: &lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Only involve yourself when there is nobody else available to do the job.&#039;&#039;&#039; If you get involved in every security matter when there&#039;s already a Head of Security, it is suggested you get a job change. If there isn&#039;t a head for a specific department, get your Head of Personnel to assign a new one. The only exception to this rule is when your Head of Personnel is &amp;quot;absent&amp;quot; as you are the only other Head who can assign people.&lt;br /&gt;
#&#039;&#039;&#039;Delegate whenever you can.&#039;&#039;&#039; If someone says &#039;Captain, there&#039;s a phoron leak!&#039; then you order your Chief Engineer to go fix it. Do NOT attempt to fix it yourself. You will put yourself unnecessarily at risk.&lt;br /&gt;
#&#039;&#039;&#039;Follow the Chain of Command.&#039;&#039;&#039; You command the Heads. The Heads command their departments. Try not to skip them in the decision making process. They are the ones who &#039;&#039;should&#039;&#039; know their own departments best.&lt;br /&gt;
#&#039;&#039;&#039;Keep calm and carry on.&#039;&#039;&#039; As Captain, every shift should be a normal and productive working day. However, be prepared to deal with any or all of the following: Incompetent or absent Heads, [[Job_Guides#Antagonists|subversive elements]], angry crew members banging down the bridge door trying to get in, corrupted AI&#039;s on a war path, killer meteor strikes, plagues, faulty electrical gear and the occasional aftermath of an armageddon against the ship, thanks to a range of the above. And it&#039;s your job to manage it all. Good luck.&lt;br /&gt;
&lt;br /&gt;
=== Alerts and SOP ===&lt;br /&gt;
Main Article: [[Corporate Regulations]]&lt;br /&gt;
&lt;br /&gt;
You have control of the station&#039;s alert level. The following is a summary of what they are and when they should be used:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Code Green - All Clear.&#039;&#039;&#039; &lt;br /&gt;
Default operating level. No immediate or clear threat to the station. All departments may carry out work as normal. &lt;br /&gt;
&lt;br /&gt;
This is how the round starts, and you should do everything in your power to keep it that way. It can be changed to this from the Communications Console on the bridge.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Code Blue - Suspected Threat.&#039;&#039;&#039; &lt;br /&gt;
Raised alert level. Suspected threat to the station. Issued by Central Command, the Captain, or a Head of Staff vote. Security personnel are authorized to wear armor vests, helmets and display weaponry at all times. Random searches of crew are permitted within reason. Locational searches are also permitted with probable cause, however Command Staff may shut down a locational search of an area under their authority. This includes but is not limited to: their own department, the bridge, vault or any other shared command-restricted location. In both cases, it is the right of the department head, or the individual receiving the search to know the reason of said search.&lt;br /&gt;
&lt;br /&gt;
If you feel that there is a threat to the station either from the environment (large atmospheric breaches, meteors, etc.) or people (organised attacks against crew, theft of high value property, unknown invaders, etc). Code Blue can be raised from the Communications Console on the bridge.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Code Red - Confirmed Threat.&#039;&#039;&#039; &lt;br /&gt;
Maximum alert level. Confirmed threat to the station and/or severe damage. Issued by Central Command, the Captain, or a Head of Staff vote. Martial law. Suit sensors are mandatory and everyone is required to stay in their workplace unless needed elsewhere. Security may detain suspects without a warrant. Tau Ceti Basic is required on public channels.&lt;br /&gt;
&lt;br /&gt;
Code Red should only be called when there is a confirmed and active threat to the station that places crew at a severe disadvantage to resolving said threat, and/or inhibits normal station operations (confirmed also meaning to the best of your knowledge). This can only be raised by swiping two Head of Staff ID cards at the same time in the Keycard Authentication Devices in each Head of Staff&#039;s office. In emergencies, your spare ID can be used as well. You may also request an [[Emergency Response Team]] or emergency evacuation from these devices, however these options should be considered a last resort. Heads of Staff are to instruct personnel to do everything in their power to reduce the impact of the incident that incited the Code Red in order to drop to a lesser status.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Warning: a round end vote cannot be called during Code Red. Leaving it up when it&#039;s not required may annoy people.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Code Yellow - Biological Hazard&#039;&#039;&#039; &lt;br /&gt;
The station is now under an elevated alert status due to a confirmed biological hazard. All crew are to follow command instruction in order to ensure a safe return to standard operations.&lt;br /&gt;
&lt;br /&gt;
Code Yellow should be used for biological hazards such as carp, spiders, bears, drones, blobs or any other biological hazard on the station. It will give Command and any relevant departments the required flexibility (for example allowing officers to carry weaponry during a spider outbreak) to deal with any biological hazard threats, without sacrificing privacy rights or giving the Security Department the means to arrest/search crew without a warrant.&lt;br /&gt;
&lt;br /&gt;
=== Equipment ===&lt;br /&gt;
There are many items in your cabin, but not all of them should be used all the time. Captains are not supposed to involve themselves directly in most station matters (like security issues), and you should not expect things to go wrong, so wearing your special armor and carrying a lethal energy on [[Captain#Alerts_and_SOP|green alert]] is not expected or encouraged. You are allowed to carry a weapon for self-defense, though it should not be lethal. The &#039;chain of command&#039; item is a novelty, and should really not leave your office. The telescopic baton relies on brute damage to topple the target, and does not stun in any way, so use it sparingly. Don&#039;t carry your spare ID on you constantly, you should only go for it if you have a good reason and it&#039;s [[Captain#Alerts_and_SOP|red alert]]. Outside of that, everything that can be done, can be done with your base ID.&lt;br /&gt;
&lt;br /&gt;
Your armour and helmet function as a space suit, but this does not mean you should be wearing it all the time. The antique laser gun in the glass case is an antique and should be treated as such, it shouldn&#039;t leave its case, and is highly valuable.&lt;br /&gt;
&lt;br /&gt;
=== Paperwork ===&lt;br /&gt;
&lt;br /&gt;
You are the chief paperwork stamper on the station and as said earlier, your stamp is a very powerful tool. It can be used as a substitute for every other, &#039;&#039;lesser&#039;&#039; stamp on the station, the same way your orders stamp everyone else&#039;s. Use it responsibly, because written authorization is a powerful tool.&lt;br /&gt;
&lt;br /&gt;
=== Authority ===&lt;br /&gt;
The Captain has the final say on almost every matter on the station. If the Captain tells someone to do something they better do it, or have an exceptionally good reason to not do so. Captains should follow [[Corporate Regulations]] and [[Security]] has the power to arrest the Captain for serious violations if they do not (after Heads of Staff unanimously agree). The only time Corporate Regulations may be overridden is if there is an imminent and overwhelming threat to the station. &lt;br /&gt;
&lt;br /&gt;
Situations where the captain&#039;s orders are overridden are rare, but may include orders that would cause unnecessary and large amounts of damage to people or property, or are simply outrageously stupid. For example, ordering the [[Chief Engineer]] to vent the bar of atmosphere as people are getting slightly tipsy. This is not the norm however, and generally people should follow whatever the captain says.&lt;br /&gt;
&lt;br /&gt;
==== Code Delta And Self-Destruct ====&lt;br /&gt;
&lt;br /&gt;
The highest echelons of NanoTrasen are fully aware that a number of its research stations are dabbling into extra-dimensional or even anomalous materials and artifacts which pose significant risks to humanity, the galaxy, and the corporation&#039;s bottom line. As such, all deep space research stations (like the Aurora and Exodus) have installed in them a 50 kiloton nuclear bomb to act as a self-destruct. The existence of the nuke is, for obvious reasons, highly classified. The Captain is the only one aside from the stationbound AI who knows about the nuke and the Delta Protocol. The Head of Security is aware that there is a mysterious authentication disk on station that needs to be protected at all costs, but not of its purpose.&lt;br /&gt;
&lt;br /&gt;
In an instance where the station is beyond hope, the Captain can send an emergency message to Central Command detailing the situation and requesting the nuclear code. &#039;&#039;&#039;With a fax or emergency transmission you must end your message with the code [CPE-1704-TKS] to verify it is legitimate.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Only Captains know this code, which is used to ensure only Captains that &#039;&#039;&#039;spawned&#039;&#039;&#039; as a Captain can request the code. Making a bogus request is fine, but if you are not a Captain (or an antag with a good reason) and use this code then you will be bwoinked.&lt;br /&gt;
&lt;br /&gt;
If the message is deemed valid by Central Command (the admins) a confirmation message is sent to the Captain. If the Captain confirms the code is transmitted directly to the Captain, who then simply has to make it to the nuke with the code and the disk to begin the sequence.&lt;br /&gt;
&lt;br /&gt;
Requesting the code should only be done if the station has expended all of its resources in containing a threat and failed. Because the Captain is the only one with this power, it is in their interest to ensure they can live long enough to carry it out.&lt;br /&gt;
&lt;br /&gt;
=== Dangers ===&lt;br /&gt;
NanoTrasen vessels are often under threat from various [[Job_Guides#Antagonists|criminal organisations]] and natural space disasters. As Captain, is it your job to manage these threats and make sure that they do not interfere with normal activity aboard the station.&lt;br /&gt;
&lt;br /&gt;
Most of the time, your on-board [[Job_Guides#Medical|Security]], [[Job_Guides#Medical|Medical]], and [[Job_Guides#Engineering_and_Maintenance|Engineering]] forces should be sufficient to deal with the threat. Therefore, you are not expected to have to deal with such matters by yourself, save for when you have not been supplied with them, or you feel they are incompetent.&lt;br /&gt;
&lt;br /&gt;
As far as running into danger goes, there is a thin line between stupidity and heroism. The rule of thumb is that you should only face suicidal odds when there is no other valid option. Your life&#039;s importance is second only to the station&#039;s existence.&lt;br /&gt;
&lt;br /&gt;
== Links to Other Departments ==&lt;br /&gt;
As a captain, you have direct authority only over the other heads of staff. This means that, if your captain is the snooty type, they can get away with never having to talk to the miners, the cook, or the toxins researcher. On the other hand, there&#039;s nothing wrong with playing a captain who&#039;ll happily shoot the breeze with the janitor. That&#039;s up to you and your character.&lt;br /&gt;
&lt;br /&gt;
When it comes to other departments, your primary job is to coordinate everyone&#039;s actions. Your captain&#039;s headset lets you talk to all heads of staff and hear any department&#039;s radio channel. If a department has a head of staff, your primary interactions will be with them, because they (should) know how to run their department. Without a head of staff, you may have to step in. With or without a Head to work with, make sure each department has the information and supplies it needs to work well.&lt;br /&gt;
&lt;br /&gt;
==Roleplaying Tips==&lt;br /&gt;
* In terms of roleplaying, you have a lot of freedom. You should really have some basic knowledge of how each department runs, and who the heads of them are, but outside that you could really have as much (or as little) knowledge as you want. You can play with a background in a certain field, but you should NOT be able to do everything (i.e. Being able to set-up the Engine single-handedly AND knowing how to make bombs is probably going too far). Just remember though, a very incompetent Captain doesn&#039;t make too many friends.&lt;br /&gt;
* Leave Security matters to security, you don&#039;t (and shouldn&#039;t) need to step in on every criminal situation. You are above the Head of Security in terms of command, but you should defer security matters to him. Only step in if you think that a decision could endanger the station or crew.&lt;br /&gt;
* Don&#039;t think that just because you&#039;re the Captain, that you can do anything you want. That&#039;s the absolute &#039;&#039;&#039;worst&#039;&#039;&#039; thing to do. You&#039;re there to make sure everyone else is doing their job, not to do it for them.&lt;br /&gt;
* Your armour is heavy protective armour that is space capable. It is not for walking around in all the time, and would be anywhere from extremely uncomfortable to debilitating exhausting depending on your captain&#039;s physical strength and stamina to do so. There is an armoured vest in your locker if you absolutely feel the need to wear armour when the full set isn&#039;t appropriate, but keep in mind you&#039;re on a research station, and you shouldn&#039;t be expecting to really need the armour under the majority of situations.&lt;br /&gt;
&lt;br /&gt;
{{Command}}&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[Category:Jobs]]&lt;br /&gt;
[[Category:Pages]]&lt;br /&gt;
[[Category:Command]]&lt;/div&gt;</summary>
		<author><name>KesterShadowHair</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Executive_Officer&amp;diff=22996</id>
		<title>Executive Officer</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Executive_Officer&amp;diff=22996"/>
		<updated>2022-01-19T20:21:19Z</updated>

		<summary type="html">&lt;p&gt;KesterShadowHair: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP|assign= KesterShadowHair}}&lt;br /&gt;
{{JobPageHeader&lt;br /&gt;
|headerbgcolor = darkblue&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = COMMAND&lt;br /&gt;
|imagebgcolor = lightblue&lt;br /&gt;
|img = HeadOfPersonnel.png&lt;br /&gt;
|jobtitle = Head of Personnel&lt;br /&gt;
|access = [[Job Guides#Service|Full access to all service]] and [[Job Guides#Supply|supply departments]], Most of [[Job Guides#Research|Research]], Most of [[Job Guides#Medical|Medbay]], except the Morgue. [[Job_Guides#Engineering_and_Maintenance|Engineering]], [[Job_Guides#Engineering_and_Maintenance|Maintenance]], [[Job_Guides#Engineering_and_Maintenance|Tech Storage]], EVA, [[Job_Guides#Command|Bridge]], HoP locker, Personal Lockers, ID computer.&lt;br /&gt;
|difficulty = Hard&lt;br /&gt;
|qualifications = At least 30 years of age, 10 years experience in department-related field and a relevant Bachelors or Masters degree.&lt;br /&gt;
|education = [[Apex &amp;amp; Ft Sunder Joint Military Academies]] - [[New Seoul Combat Training Centre]] - [[Tajaran Educational Institutions#Kaltir Law Academy|Kaltir Law Academy]] - [[Tajaran Educational Institutions#Al&#039;mari College of Hadiist Sciences|Al&#039;mari College of Hadiist Sciences]] - [[Tajaran Educational Institutions#Nal&#039;tor College of Career Excellence|Nal&#039;tor College of Career Excellence]]&lt;br /&gt;
|superior = [[Captain]]&lt;br /&gt;
|duties = Administration, IDs, managing personnel numbers, synergize the departments.&lt;br /&gt;
|guides = [[Chain of Command]]&lt;br /&gt;
}}&lt;br /&gt;
The [[Head of Personnel]] is in charge of assigning and reassigning crew members correctly and making sure station departments are well-staffed and running optimally with a secondary concern of trying to make as much money as possible for the civilian and cargo accounts. You are on the same level as all of the other [[Chain of Command|heads of staff]] and do not outrank any of them. Heads of Personnel are also not automatically Acting Captain, and must be voted in the position just as any other Heads. However, you are the only one besides the [[Captain]] who has access to the Identification Card Modifier.&lt;br /&gt;
&lt;br /&gt;
== Your Own Department ==&lt;br /&gt;
As a Head of Staff, you have your own department to watch out for. You&#039;re in charge of coordinating the [[Job_Guides#Civilian|civilian personnel]] and supply staff on the station. This also includes the [[Quartermaster]] and [[Cargo Technician|Cargo Technicians]]. Usually, you can let the station&#039;s various [[Bartender|Bartenders]] and [[Librarian|Librarians]] run around and take care of themselves. They are technically under your direct command, but their jobs are usually simple and usually don&#039;t need your direct oversight. However, you are the only one besides the Captain that can give them the account number to the civilian account to let them charge for products properly.&lt;br /&gt;
&lt;br /&gt;
== Human Resources ==&lt;br /&gt;
You are the Head of Personnel. You get access to just about everything, including basic access to every department on the station. While you can also give yourself full access, this is a major breach of your powers and job. Your main responsibility is to manage the crew and make sure each department is fully staffed and working efficiently. Depending on how many crew members there are, that may mean some people pulling double shifts or having to do jobs they&#039;re not so good at doing.&lt;br /&gt;
&lt;br /&gt;
=== A Full Department Is a Happy Department ===&lt;br /&gt;
When a department is lacking in crew members, you are expected to take the initiative to find qualified crew members to reassign or promote into the department. Offering pay raises, reimbursements, or recommending people into certain departments are all good ways of convincing people to transfer to a department that needs more staff members. Denying crew members a transfer into a fully-staffed department is a good way of getting staff in the places you need them as well. But remember to not be obstructionist: Work with the crew to find where they would be happiest and most productive.&lt;br /&gt;
&lt;br /&gt;
=== A Happy Department Is a Productive Department ===&lt;br /&gt;
Now that a certain department is staffed, it also falls under your and [[Job_Guides#Command|Command Staff]] jurisdiction to make sure that each of the departments are running smoothly. Check up with all of the other department heads frequently to make sure that there aren&#039;t any inter-department problems or any major problems between crew members. You can also periodically check up on departments personally. Try to keep these inspections informal. Departments don&#039;t appreciate it when you are domineering or start demanding things from them.&lt;br /&gt;
&lt;br /&gt;
The best way to proceed with a department inspection is to show up when they aren&#039;t in the middle of a stressful situation. Strike up a brief conversation with anyone at the desk, then do a quick walk around. If someone stops you, just ask them how the department is running and if you can do anything to help them out.&lt;br /&gt;
&lt;br /&gt;
=== A Productive Department Is A Wealthy Department ===&lt;br /&gt;
As HoP you have access to the Account Uplink Terminal. Only you and the [[Captain]] start with access to this terminal. It lists the personal account of every crew member and the department accounts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Each crew member’s individual account belongs to that crew member,&#039;&#039;&#039; and your access to these accounts is for oversight. There are sometimes accusations of fraud, embezzlement, or theft and your ability to go over the transaction histories of every crew member gives you the power to hunt down nefarious accounting. You should never take money out of a crew member’s personal account without permission or proof that they got that money nefariously. You do not need a warrant to check financial accounts yourself since you are the manager of the “bank” for this shift, but the details of a crew member’s account is covered under [[Corporate Regulations | Privacy Laws]] unless you find direct evidence of a crime.  That means on green alert [[Security]] needs a warrant to get a copy of a crew member’s bank statement.&lt;br /&gt;
&lt;br /&gt;
The Department accounts are the primary focus for you and the other heads of staff. It is part of your and the Captain’s job to make those numbers in the department accounts go up, up, and up! &lt;br /&gt;
&lt;br /&gt;
The Cargo and Vendor accounts automatically make money. Your primary focus is on the [[Chef]] and [[bartender]]. The Chef should be selling their food, and their own job page outlines how to do it. They may come to you asking for the department account number to set up their ability to make transactions. You can either provide them the actual Service account details if you trust them, or form a special new account with a certain pre-set budget (of 500 credits for example) and give them the details to that account instead. &#039;&#039;&#039;Be careful! The money you add to new accounts will be taken from other department accounts, so do not go higher than 1,000 if other departments are planning on using their funds!&#039;&#039;&#039; Be sure you are able to transfer money back and forth if the worst happens. The kitchen may also make cash payments - be sure to swing by and ask for any funds made.&lt;br /&gt;
&lt;br /&gt;
You should also consider having cargo compete with the [[merchant]] by selling whatever was stored in the warehouse.&lt;br /&gt;
&lt;br /&gt;
== The Reassignment: A Way of Life ==&lt;br /&gt;
Your other job is reassigning people when they come to your desk with one or more access requests. Make sure that he or she has a good, justified reason to want a job change. A [[Chef]] who suddenly wants to become a scientist is a good example of someone who should be heavily scrutinized. When in doubt, check their employment records.&lt;br /&gt;
&lt;br /&gt;
Feel free to deny someone&#039;s transfer request if you get a poor explanation as to how someone suddenly came into possession of his or her sudden inter-department knowledge (My uncle was in a war/I read it in a book/I just know, are all pretty bad reasons). Alternatively, set them up with a subservient, or assistant position, until they&#039;ve proven that they can do the job correctly. Custom assignment titles are useful for this! Try to be a lot more lenient in giving someone cadet or apprentice roles.&lt;br /&gt;
&lt;br /&gt;
If a department has no heads of staff you can fill in as the supervising head of staff when filling out a reassignment form. Just stamp and sign it to have it on record that you made a judgment call in the reassignment. Any later arriving heads of staff may appreciate your foresight.&lt;br /&gt;
&lt;br /&gt;
=== You&#039;re Hired, Welcome Aboard ===&lt;br /&gt;
If someone&#039;s job transfer request isn&#039;t completely ridiculous then it&#039;s time for you to do some background checks. Make sure the crew member knows what they&#039;re (going to be) doing inside of his or her new department. Once you&#039;ve determined someone is a potential candidate for a job transfer, it&#039;s a good idea to grab one of the reassignment or promotion forms from the request console. It&#039;s generally encouraged to fill out the form for the individual. This lets you ensure the form is filled out correctly and has the additional benefit of making the requesting employee like you more since no one likes paperwork! Keeping a record of all of the access changes you give out is key to keeping everyone else informed about what you&#039;re doing and keeping you out of the [[Security_Officer#The_Brig|brig]].&lt;br /&gt;
&lt;br /&gt;
Here comes the hard part. Now that you have a filled-out form, you should get it signed and stamped by an appropriate [[Chain of Command|head of staff]]. Usually, this involves getting the department head&#039;s attention in one way or another, be it talking to them over the radio or sending your man to the department itself. Again, keeping a record of a department head&#039;s consent on file is usually one of the best ways to prove that your access change wasn&#039;t [[Corporate Regulations|completely illegal]]. The shorthand version of this process would be to inform the head of staff in question about the transfer over the Command radio channel and get quick consent from there, and stamping and signing yourself with their consent.&lt;br /&gt;
&lt;br /&gt;
Finally ask the man for his Identification Card so that you can officially give them the requested job title and access. Unless someone would like a specific job title, make sure to use the generic job titles near the top of the screen so that [[Security Officer|Security]] can identify that person much more easily with their fancy SecHUDs. If someone has a custom job title it might be a good idea to give them a copy of the reassignment form to carry as proof they aren&#039;t up to no good.&lt;br /&gt;
&lt;br /&gt;
=== You&#039;re Suspended, Get Out ===&lt;br /&gt;
As well as handing out job transfers, it&#039;s also well within your authority to demote people and take those jobs away.&lt;br /&gt;
&lt;br /&gt;
If someone falls asleep on the job or messes something up, you are well within your rights to demote them to a lower position after consulting the appropriate head of staff. Demoting a head of staff, however, is something that should not be done without the [[Captain]]&#039;s consent or majority decision from all heads of staff.&lt;br /&gt;
&lt;br /&gt;
Occasionally, a head of staff will request that a crew member be demoted for varying reasons. All heads of staff are authorized to demote members of their own departments, so long as the necessary demotion form is filled out for that crew member. A Head of Personnel is expected to assist in processing these demotions from other departments without impeding this process - any dispute over the validity of a demotion outside the Head of Personnel&#039;s own departments should be handled in review after the fact, ideally overseen by a [[Captain|Captain]]. A head of staff cannot remove a crew member from the station entirely, and only has the power to demote the crew members in his or her own department.&lt;br /&gt;
&lt;br /&gt;
Rarely will a crew member be suspended from his or her position as an Aurora employee entirely. Only the [[Captain]] has the power to authorize such a procedure or a majority decision of all heads of staff. When a crew member is suspended he or she is essentially &amp;quot;fired&amp;quot;: that person is given no job, pay, or privileges and is removed from the station on the next Crew Transfer Shuttle pending further review by NanoTrasen at [[Tau Ceti#CentComm|Central Command]].&lt;br /&gt;
&lt;br /&gt;
=== In Case of Emergency, Break Glass ===&lt;br /&gt;
Sometimes people need access to certain departments in an emergency, and the AI isn&#039;t up to the task of opening doors for people. Feel free to hand out emergency access to people such as [[Security Officer|Security Officers]] if the situation calls for it. Once the crisis has been averted, however, make sure to call them all back so you can revert them to their standard access. [[Research Director|A number]] [[Head of Security|of people]] really do not like it when crew members go walking into their department for no real reason just because they have access to it. &#039;&#039;&#039;Handing out unapproved and unjustifiable access is one of the fastest ways to get you demoted.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== The Five Points of Human Resources Management ==&lt;br /&gt;
The Head of Personnel can be a rather varied job. He can savor the prestige or feel shackled to the ID computer. If you find yourself wearing teal, make the most of it by doing your job correctly.&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Support the Captain&#039;&#039;&#039;. Be sure to work as a team to lead the crew. Earn this trust by making frequent use of command chat (:c) and deferring to him on matters of great importance like assigning new heads or calling the shuttle. You do not outrank the other heads, but you have the unique position of being able to assign people. You are the face of the Human Resources Department, so make sure you are good leadership material. &lt;br /&gt;
# &#039;&#039;&#039;Uphold the Rights of Crewmen&#039;&#039;&#039;. Security often commits excesses and the Captain is either dead or personally involved in a case. In these situations, remember to consider every side of the story before making a decision and try to follow [[Corporate Regulations]], and get support Internal Affairs when they investigate.&lt;br /&gt;
# &#039;&#039;&#039;Follow the Principle of Least Privilege&#039;&#039;&#039;. When assigning new access levels or creating new jobs, ask yourself just how much access is really needed to perform the task. If a hardworking engineer wants EVA access, consider if he really needs access, or just for you to open the door for him while he gets a suit. If the [[Chaplain|Counselor]] is being proactive about finding bodies but often needs people to open doors, maybe the risk of giving him more access is less than gain from increasing his effectiveness. Decisions like these keep the station more secure and cut down on the number of accidental arrests made by Security for assumed trespassing. Remember to write their increased access or privileged items on a form and give it a good stamping so the Janitor will be able to show why he&#039;s mopping the Medbay floors. &lt;br /&gt;
# &#039;&#039;&#039;Talk to the Crew&#039;&#039;&#039;. The Captain is often too busy dealing with who knows what. The Head of Security is usually trying to keep his department in check. The Research Director is on fire, the Chief Medical Officer is up to his elbows injured people, and the Chief Engineer is trying to keep everyone warm and breathing in a vacuum. You&#039;re really the only Head able to take time and listen to the crew. Invite crewmen to talk to you when there are conflicts. Defuse the interpersonal and interdepartmental problems you discover during these conversations, and prevent grievances from becoming grief. Advocate on behalf of the beaten to security, and generally reduce the frequency and intensity of mutinies.&lt;br /&gt;
# &#039;&#039;&#039;Manage your Department First&#039;&#039;&#039;. While technically you can demote everyone who&#039;s ID you seize to Assistant, managing civilian workers not under another head is your immediate responsibility. Keeping janitors on task, directing the Chef to throw a pizza party, and getting the records up to date is the first thing to do after assigning job and access changes. Demoting bad [[Security Officer]]s or stepping in for an absent department head also falls on your desk, but going into other departments to micromanage in front of their head is both bad form and likely to make you reviled. Always clear a demotion with their department head, or ideally, have all the heads aware they can send troublesome employees your way to being sent to the mining base. This lets you focus on your immediate underlings and avoid stepping on toes.&lt;br /&gt;
&lt;br /&gt;
== [[File:Corgi.PNG]]Ian ==&lt;br /&gt;
Ian, who starts in your office, is a dog that keeps you company. You can pet him or just pull him around for fun. Please try to be sensible about him.&lt;br /&gt;
&lt;br /&gt;
It is traditional to rescue Ian if the Aurora has to be evacuated.&lt;br /&gt;
&lt;br /&gt;
== Links to Other Departments ==&lt;br /&gt;
Your job as head of personnel is to make sure all the necessary roles are filled. Check the crew manifest--is there a researcher who will want materials, but no miner to supply them? A cook, but no gardener? Three surgeons, but no chemist? If there&#039;s a gap in the chain of production, everything will slow down, and it&#039;s your job to fill those gaps. Whether you transfer someone from one job to another, or just give someone enough access to fill in for an empty role when it&#039;s needed, make sure the person you&#039;ve put in the job is qualified to do it. If it&#039;s a gap in civilian your employees tend to appreciate you personally stepping in to help them. This can be working as a botanist for the chef, or being a temporary chef and/or bartender when you have little else to do and the areas are empty.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Roleplaying Tips ==&lt;br /&gt;
* You should have good knowledge of the [[Chain of Command]].&lt;br /&gt;
* As an example, you could play as a subservient right-hand man to the Captain, or a devious power-hungry maniac, only serving to further your own career goals. Remember, whatever you choose, try to enjoy it, and try not to ruin the round for other people.&lt;br /&gt;
* You may have access to it, but you are not (read &amp;lt;span style=color:red;font-weight:bold&amp;gt;NOT&amp;lt;/span&amp;gt;) [[Security Officer|Security]]. Chasing and arresting criminals should be left to the likes of [[Security Officer]]s and possibly the [[Head of Security]]. Your armor and weapon are for your protection only and do not give you the right to chase after criminals. If you should happen across a crime, pulling your weapon may hinder more than help.&lt;br /&gt;
* You can use the [[Guide to Paperwork]] if you want to make your own forms, or use the [[Example Paperwork]] page. &lt;br /&gt;
&lt;br /&gt;
{{Command}}&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[Category: Jobs]]&lt;br /&gt;
[[Category:Command]]&lt;/div&gt;</summary>
		<author><name>KesterShadowHair</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Head_of_Security&amp;diff=22995</id>
		<title>Head of Security</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Head_of_Security&amp;diff=22995"/>
		<updated>2022-01-19T20:20:57Z</updated>

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&lt;div&gt;{{WIP|assign= KesterShadowHair}}&lt;br /&gt;
{{JobPageHeader&lt;br /&gt;
|headerbgcolor = blue&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = SECURITY &amp;amp; COMMAND&lt;br /&gt;
|imagebgcolor = #9eb7ff&lt;br /&gt;
|img = Generic_hos.png&lt;br /&gt;
|jobtitle = Head of Security&lt;br /&gt;
|access = All of [[Job_Guides#Medical|medbay]], All of [[Job_Guides#Internal_Security|security]], All of [[Job_Guides#Research|research and development]], [[Security_Officer#The_Brig|Brig]] Timers, [[Job_Guides#Station_Command|Bridge]], Teleporter, [[Botanist|Hydroponics]], [[Atmospheric_Technician|Atmospherics]], [[Janitor|Janitor&#039;s closet]], [[Chef|Kitchen]], [[Bartender|Bar]], [[Job_Guides#Engineering_and_Maintenance|Maintenance]]&lt;br /&gt;
|difficulty = Very Hard&lt;br /&gt;
|qualifications = At least 30 years of age, 10 years experience in security-related field and a relevant Bachelors or Masters degree.&lt;br /&gt;
|education = [[Apex &amp;amp; Ft Sunder Joint Military Academies]] - [[New Seoul Combat Training Centre]] - [[Tajaran Educational Institutions#Kaltir Law Academy|Kaltir Law Academy]] - [[Tajaran Educational Institutions#Al&#039;mari College of Hadiist Sciences|Al&#039;mari College of Hadiist Sciences]]&lt;br /&gt;
|duties = Ensure the arrested prisoners don&#039;t escape, issue weapons to security, command the Brig.&lt;br /&gt;
|superior = [[Captain]]&lt;br /&gt;
|duties = Coordinate security, maintain order.&lt;br /&gt;
|guides = [[Security_Officer#Standard_Procedure|Guide to Security]], [[Corporate Regulations]], [[Chain of Command]]&lt;br /&gt;
}}&lt;br /&gt;
The [[Head of Security]] is in charge of the [[Job_Guides#Internal_Security|Security]] forces on the station. They command the [[Warden]], [[Investigator]], and [[Security Officer|Security Officers]] and make sure that they [[NanoTrasen_Liaison#Submitting_an_Incident_Report|don&#039;t ruin everything]].&lt;br /&gt;
&lt;br /&gt;
== Job Description ==&lt;br /&gt;
Your job isn&#039;t to hunt people down unless it&#039;s an urgent matter in one of the many places your normal security officers can&#039;t get into, so you can usually just sit in your office and let the [[Roboticist#Securitron|securitrons]] and officers do it for you. You have more access to the station than anyone else in security, but less than the other heads. Try not to depend on it.&lt;br /&gt;
&lt;br /&gt;
You are concerned with the following people:&lt;br /&gt;
&lt;br /&gt;
* [[Security Officer|Security Officers]]: These are your pawns, and it&#039;s your job to control them. If they&#039;re being incompetent resource wasters, yell at them and get them to fall in line. If they continue, tell them to stop or have them demoted. A security officer that does not do his job properly shouldn&#039;t even have this job in the first place.&lt;br /&gt;
&lt;br /&gt;
* [[Warden|The Warden]]: This is a special security officer who acts as the Brig&#039;s watchdog. Make sure he doesn&#039;t set and/or support unfair and bad brig times, that he doesn&#039;t leave the Brig, and he won&#039;t bother you. He also hands out equipment in emergencies.&lt;br /&gt;
&lt;br /&gt;
* [[Investigator]]: The job of the Investigators is to investigate crimes. They specialize in interrogating suspects and witnesses, analyzing evidence procured at a crime scene and pursuing leads. They are firmly under your command, regardless of what they may say. &lt;br /&gt;
&lt;br /&gt;
* [[Job_Guides#Command|Station Command]]: Should security or anyone else be acting out of their job description [[Job_Guides#Command|Station Command]] can be called in. They conduct their own investigations to determine whether someone has overstepped their power or authority. You have no direct authority over them.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
=== Officers, Roll Out ===&lt;br /&gt;
The first step towards keeping the station safe is to ensure that your own officers aren&#039;t a threat. Security enforces the law, but they are not above it - and neither are you. Make sure that all of your personnel are familiar with the regulations regarding [[Corporate Regulations]], and [[Security_Officer#Standard_Procedure|standard Security practices]].&lt;br /&gt;
&lt;br /&gt;
Once your force is up to speed on the rules and regulations, send them out on patrol. Pay attention to all the radio channels for any calls for help. If there are any, dispatch some officers to handle it, and make sure that the [[Investigator]] collects any relevant evidence. Make sure that the Warden keeps the Security records up-to-date.&lt;br /&gt;
&lt;br /&gt;
=== Laying Down the Law ===&lt;br /&gt;
Check to make sure that appropriate times are given out for violations of Corporate Regulations, and that your department only arrests people who have actually committed crimes. Remember, if they&#039;re doing something that you don&#039;t like but is technically not against the law, you can issue an official injunction - preferably in an official-sounding language, written, and stamped with your Head of Security stamp - against it. Expect abuse of this power to be called out, however.&lt;br /&gt;
&lt;br /&gt;
If one of your officers misbehave, yell at them, or in more serious cases, show them the inside of a cell. Keep them busy by sending them on patrols, leads, and follow-ups. An unoccupied officer is often a [[NanoTrasen_Liaison#Submitting_an_Incident_Report|bad officer.]]&lt;br /&gt;
&lt;br /&gt;
==== El Capitan ====&lt;br /&gt;
It is also important that you understand the relationship between Security and the [[Captain]]. The Captain&#039;s authority on the station is absolute, except where it conflicts with Corporate Regulations; the Captain cannot pardon criminals, cannot get away with committing crimes, and so on. The only time that Corporate Regulations can be overridden is when there is an imminent and overwhelming threat to the station. Other Heads of Staff are required to follow Corporate Regulations as well. &#039;&#039;&#039;However&#039;&#039;&#039;, this does not mean that you are the law. You are still outranked by the Captain. You can only arrest the Captain, or other Heads of Staff, if they&#039;ve actually committed a crime. Until that time, you have to follow orders just like anyone else.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Finally, always remember to follow [[Security_Officer#Standard_Procedure|standard security procedures!]]&lt;br /&gt;
&lt;br /&gt;
== Office ==&lt;br /&gt;
Your office is in the [[Security_Officer#The_Brig|Brig]]. It holds various security equipment for use in apprehending and detaining criminals. Your office also has both a security records computer and a security camera potato which you can use to monitor the station from the comfort of your desk chair.&lt;br /&gt;
&lt;br /&gt;
== Brig ==&lt;br /&gt;
The holding area for prisoners. Only people with access to security can enter. It&#039;s still possible for normal crew members to view the cells through the windows behind them. As the windows are electrified, though, they&#039;re not a valid means of entry unless the person happens to have insulated gloves.&lt;br /&gt;
&lt;br /&gt;
The brig also has blast doors in all of the windows, as well as the halls into the cells. There&#039;s a button to drop them in the warden&#039;s office and your office.&lt;br /&gt;
&lt;br /&gt;
Prisoners may try to flee, so do something about the doors (portable flasher), or handcuff them to the bed as you investigate their items (make sure to then release from the bed and cuffs if they aren&#039;t dangerous). And, &#039;&#039;&#039;SET A TIME TO THE TIMER&#039;&#039;&#039; (the door won&#039;t lock unless you do this). Make sure to [[Corporate Regulations|keep the time to the crime]].&lt;br /&gt;
&lt;br /&gt;
In the event that a prisoner has been deemed too dangerous to release, they can be kept in one of the secure holding cells.&lt;br /&gt;
&lt;br /&gt;
== Links to Other Departments ==&lt;br /&gt;
As Head of Security, you coordinate your actions with the captain, the other heads of staff, and your officers. You will often work with Medical, when a crime results in injury, when a prisoner is hurt, or when a patient is violent. When a criminal damages station infrastructure, you will work with Engineering to determine what happened and whether it&#039;s safe for your officers to investigate. Supply and Research can get you high-powered weapons if you need them. And do try to keep the janitor from thoughtlessly cleaning up the evidence.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Command}}&lt;br /&gt;
{{Security}}&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[Category: Jobs]]&lt;br /&gt;
[[Category: Security]]&lt;br /&gt;
[[Category: Command]]&lt;/div&gt;</summary>
		<author><name>KesterShadowHair</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Chief_Engineer&amp;diff=22994</id>
		<title>Chief Engineer</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Chief_Engineer&amp;diff=22994"/>
		<updated>2022-01-19T20:20:32Z</updated>

		<summary type="html">&lt;p&gt;KesterShadowHair: &lt;/p&gt;
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{{JobPageHeader&lt;br /&gt;
|headerbgcolor = #cccc00&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = ENGINEERING &amp;amp; COMMAND&lt;br /&gt;
|imagebgcolor = #ffff88&lt;br /&gt;
|img = Generic_ce.png&lt;br /&gt;
|jobtitle = Chief Engineer&lt;br /&gt;
|access = Robotics and Mech Bay, Engineering, Atmospherics, Chief Engineers Office, Research, Medical, Construction Area, Bridge, Maintenance, EVA, Tech Storage, AI Upload, Teleporter, Telecoms Satellite, External airlocks&lt;br /&gt;
|difficulty = Hard&lt;br /&gt;
|qualifications = At least 30 years of age, 10 years experience in engineering-related field, Doctorate of Engineering (or equivalent).&lt;br /&gt;
|education = [[Ceres University]] - [[Hongsun Park Engineering Institute]] - [[Tajaran Educational Institutions#Shastar Technical University|Shastar Technical University]] - [[Tajaran Educational Institutions#Hadii Institute of Orbital Research|Hadii Institute of Orbital Research]] - [[Tajaran Educational Institutions#Dymtris Polytechnic College|Dymtris Polytechnic College]]&lt;br /&gt;
|superior = [[Captain]]&lt;br /&gt;
|duties = Coordinate engineering, ensure equipment doesn&#039;t get stolen, make sure the supermatter doesn&#039;t explode, maintain the [[AI]] and [[Telecommunications]], &amp;lt;s&amp;gt;hold pizza parties in the break room&amp;lt;/s&amp;gt;.&lt;br /&gt;
|guides = &amp;lt;!--[[Guide to Engineering]]--&amp;gt; [[Hacking]], [[Guide to Atmospherics]], [[Guide to Construction]], [[Solars]], [[Supermatter Engine]], [[Telecommunications]], [[Guide to Shields]], [[Chain of Command]]&lt;br /&gt;
}}&lt;br /&gt;
The [[Chief Engineer]] is the individual in charge of the station&#039;s integrity and of the [[AI]]&#039;s &#039;&#039;&#039;structural well-being&#039;&#039;&#039;. That means making sure there are no breaches, equipment remains operational, and the AI doesn&#039;t get &amp;lt;s&amp;gt;any weird laws&amp;lt;/s&amp;gt;some strange [[Ninja|guests]]. As the chief engineer, you have authority over station&#039;s [[Station Engineer|engineers]] and the [[Atmospheric Technician|atmospheric technicians]].&lt;br /&gt;
&lt;br /&gt;
== Role ==&lt;br /&gt;
You are the head of the Engineering department, which includes not only [[Station Engineer]]s, but [[Atmospheric Technician]]s as well. Essentially, your job is to boss Engineering and Atmospherics around and make sure the engine, atmospherics, and the solars are set up so that the power and air are constantly flowing.&lt;br /&gt;
&lt;br /&gt;
Other than directing the workflow of the department, you&#039;re also expected to carry out general [[Station Engineer|engineer]] duties and maintain the [[AI]]. To be a good chief it is imperative that you have a good working knowledge of how APCs, SMES cells, and power in general works, how to decipher atmospherics, how to efficiently set up the supermatter and solar, and how to get your engineers moving. Knowing how to work the experimental tesla engine will be good too.&lt;br /&gt;
&lt;br /&gt;
== Duties ==&lt;br /&gt;
It&#039;s no secret that engineers are more often than not &amp;lt;s&amp;gt;the only ones working at all&amp;lt;/s&amp;gt;the laziest of the station&#039;s crew, and that there is no job that surpasses the capacity for an atmospherics technician to be completely clueless about his own department. This is where you come in! As stated above, your duties consist pretty much entirely of telling the engineers and atmos techs to work or just doing their jobs yourself. Listed below are those jobs.&lt;br /&gt;
&lt;br /&gt;
=== At the Start of the Round ===&lt;br /&gt;
Greet your team &amp;lt;s&amp;gt;over the radio&amp;lt;/s&amp;gt;sitting around your table and let them know that a CE is going to get all the trouble for whatever they are building today. Find out who &amp;lt;s&amp;gt;is bald&amp;lt;/s&amp;gt;you will be working with and how many of them, and make sure that everyone has a job to do. Designate someone to do solars (unless someone else volunteers first) and get everyone else working on the supermatter. If you take to charge these first minutes of the round, most of Engineering will follow the rest of your orders until the round ends. If you stay silent then when you suddenly need something done halfway through the round, you can guarantee that nobody will listen to you or know who you are. If nothing else, speaking over the channel will at least tell you who on your team you can rely on.&lt;br /&gt;
&lt;br /&gt;
=== Supermatter and the Setting Up Thereof ===&lt;br /&gt;
Setting up the engine and supplying power to the station should be the first priority of the engineering department. Most of the time your team will be fairly competent and you&#039;ll only need to supervise, but sometimes you&#039;ll have to step in. [[Supermatter Engine|Read the guide]], and make sure you know it. If someone&#039;s clearly new, help them out a bit and show them the ropes. If someone&#039;s clearly being an idiot then shout at them and forcibly demote if they continue. With these points in mind, the supermatter should successfully start generating power. It&#039;s always a good idea to announce this to the crew when it happens.&lt;br /&gt;
&lt;br /&gt;
=== Solar Panels ===&lt;br /&gt;
Whilst the supermatter outputs a ton of power, a hardened engineer like yourself knows that it&#039;s volatile, and failures and problems can, and will arise. This is where solars come in. Solars output a decent amount of energy and can keep the station running at a bare minimum whilst you inevitably sort out an issue with the supermater, but they need setting up first! Luckily this is even easier than setting up any engine and you can just designate one of your engineers to go out and complete the task, better yet if they volunteer.&lt;br /&gt;
&lt;br /&gt;
=== Tesla Knowledge ===&lt;br /&gt;
The default setup is already standing. Add some missing parts from the storage and if you feel scared of what could destroy the entire station you might even order someone to grab and install the beacon from upstairs, just in case &amp;lt;s&amp;gt;someone fixes the code and it kills everyone again&amp;lt;/s&amp;gt;.&lt;br /&gt;
For now you want to weld every part to the ground, add some grounding rods and upgrade the SMES units &amp;lt;s&amp;gt;only to argue with an engineer for the rest of the roundabout how your setup is vastly inferior to theirs&amp;lt;/s&amp;gt;how nice the giant ball of death zaps today.&lt;br /&gt;
&lt;br /&gt;
=== Atmospherics, the Great City-State of Pipes ===&lt;br /&gt;
The supermatter is radiating, the solars are wired and the engineering team &amp;lt;s&amp;gt;are all in the bar&amp;lt;/s&amp;gt;are at your beck and call. The station is getting a steady supply of power and you&#039;re confident your team can maintain this and repair any damage to the hull. Your job is done, right? NOT SO FAST, my friend! Haven&#039;t you forgotten Atmosia?&lt;br /&gt;
&lt;br /&gt;
Yes, as hard as it is to accept, that convoluted bundle of pipes and its clueless staff are under your jurisdiction and it&#039;s your responsibility to make sure that it&#039;s keeping everybody breathing. As the CE, you are expected to know the basics of how atmos work, how to optimize it, and then how to keep people from messing it up. If possible, it&#039;s recommended that you have as much experience in Atmospherics as you do in regular construction and engineering. Nobody likes a Chief Engineer that does not know how to re-pressurize a room correctly. [[Guide to Atmospherics|Again, read the guide and learn it]].&lt;br /&gt;
&lt;br /&gt;
All you really have to do with atmos is get acquainted with its staff (You can do this at round start along with your [[Station Engineer|direct minions]], as they share the engineering channel), make sure they know how to optimize it (if not, do it yourself - better yet teach them), and then check back in periodically to ensure [[Traitor|some]] [[AI|one]] hasn&#039;t tampered with it.&lt;br /&gt;
&lt;br /&gt;
=== Continued Maintenance ===&lt;br /&gt;
Now that the station&#039;s systems are running at maximum capacity or are in the process of being made so, you can relax a little and &amp;lt;s&amp;gt;order some pizza&amp;lt;/s&amp;gt; carefully hoard all the materials and send for security when tech storage is broken into at 0:10 round time. Here is what else you should be doing:&lt;br /&gt;
&lt;br /&gt;
* Always make sure every engineer has a GPS with them at all times. &amp;lt;s&amp;gt;Never mention suit sensors to them.&amp;lt;/s&amp;gt;&lt;br /&gt;
* Periodically check out Atmospherics to make sure nobody&#039;s messed it up.&lt;br /&gt;
* Listen to the radio for hull breaches. When you hear of one, send a couple of engineers out to mend the damage.&lt;br /&gt;
* Supervise the supermatter &amp;lt;s&amp;gt;watch all engineers devolve into headless chickens&amp;lt;/s&amp;gt; and take action when it looks like it&#039;s going to breach out of containment. &lt;br /&gt;
* Notice that the Tesla vanished into thin air, without destroying any of the station, &amp;lt;s&amp;gt;tell everyone why it is the best source of energy and 100% save&amp;lt;/s&amp;gt;.&lt;br /&gt;
* Talk to your team. Make sure solars are wired or in the process of being done, and ensure there&#039;s always at least one engineer in Engineering to monitor power levels.&lt;br /&gt;
&lt;br /&gt;
As Chief Engineer you may authorize &#039;&#039;&#039;autolathes&#039;&#039;&#039; to be set up to assist engineering. You can also &amp;lt;s&amp;gt;ask Security if they will allow you to build a security camera computer to assist engineers in monitoring damaged areas.&amp;lt;/s&amp;gt; hack your own camera console, so security will never find out  about why every engineer knows about the &amp;lt;s&amp;gt;Nuke&amp;lt;/s&amp;gt; room above the captain&#039;s office.&lt;br /&gt;
&lt;br /&gt;
== Links to Other Departments ==&lt;br /&gt;
You coordinate actions between the captain, the other heads of departments, and your engineers. You&#039;ll be working with Security when they need to get into a crime scene that happens to be depressurized (this happens a lot), with Medical when they need to rescue someone in an area that&#039;s the minus atmosphere or plus poison (do try to keep them from rushing in and adding to the casualties), and with Science when they blow something up yet again. Your headset lets you keep track of your engineers, where they are, and what they&#039;re doing, as well as check in with the other departments to be sure everyone has the engineering help they need.&lt;br /&gt;
&lt;br /&gt;
== Traitoring ==&lt;br /&gt;
So you&#039;ve been hired to kill/steal something on this &amp;lt;s&amp;gt;ship&amp;lt;/s&amp;gt; station? Great! This is one of the easier jobs when doing this due to the fact that you have access to most of the areas where the steal objectives are and, even if they are somewhere you can&#039;t get to, you can easily just hack open the door or RCD the wall down.&lt;br /&gt;
&lt;br /&gt;
{{Command}}&lt;br /&gt;
{{Engineering}}&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[Category:Engineering]]&lt;br /&gt;
[[Category:Pages]]&lt;br /&gt;
[[Category: Jobs]]&lt;br /&gt;
[[Category:Command]]&lt;/div&gt;</summary>
		<author><name>KesterShadowHair</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Research_Director&amp;diff=22993</id>
		<title>Research Director</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Research_Director&amp;diff=22993"/>
		<updated>2022-01-19T20:19:42Z</updated>

		<summary type="html">&lt;p&gt;KesterShadowHair: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP|assign= KesterShadowHair}}&lt;br /&gt;
{{JobPageHeader&lt;br /&gt;
|headerbgcolor = lightblue&lt;br /&gt;
|headerfontcolor = black&lt;br /&gt;
|stafftype = RESEARCH &amp;amp; COMMAND&lt;br /&gt;
|imagebgcolor = #eeeeff&lt;br /&gt;
|img = ResearchDirector.png&lt;br /&gt;
|jobtitle = Research Director&lt;br /&gt;
|access = [[Job Guides#Research|Research Departments]], EVA, [[Job_Guides#Engineering_and_Maintenance|Engineering]], [[Job_Guides#Engineering_and_Maintenance|Construction]], External Airlocks, [[Roboticist|Robotics]], [[Job Guides#Command|Bridge]], [[Job Guides#Research|Research Director&#039;s Office]], [[Guide_to_Telescience|Teleporter]], [[Telecommunications|Telecommunications]]&lt;br /&gt;
|difficulty = Hard&lt;br /&gt;
|qualifications = At least 35 years of age, 10 years experience in science-related field, PhD.&lt;br /&gt;
|education = [[Mars University]] - [[Solis Cognito University]] - [[The Gliutip’lyaz University]] - [[Hongsun Park Engineering Institute]] - [[Tajaran Educational Institutions#Shungsta University of Agrarian Sciences|Shungsta University of Agrarian Sciences]] - [[Tajaran Educational Institutions#Hadii Institute of Orbital Research|Hadii Institute of Orbital Research]] - [[Tajaran Educational Institutions#Miran&#039;mir Academy of Scientific Pursuits|Miran&#039;mir Academy of Scientific Pursuits]]&lt;br /&gt;
|superior = [[Captain]]&lt;br /&gt;
|duties = Lead Research and Development, supervise your [[Scientist]]s, make sure the [[Roboticist|Roboticists]] are building borgs or mechs.&lt;br /&gt;
|guides = [[Guide to Research and Development]], [[Guide to Toxins]], [[Guide to Xenobiology]], [[Xenoarcheologist|Guide to Xenoarchaeology and Anomalies]], [[Chain of Command]]&lt;br /&gt;
}}&lt;br /&gt;
The [[Research Director]] in charge of what is (theoretically) [[Background summary|the reason the station is around]]. You job is to direct research into new things. And you have a group of [[Scientist]]s to help you do that.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
Unlike most Heads of Staff, your job isn&#039;t so much to keep [[Job_Guides#Medical_and_Science|your staff]] working as it is to &#039;&#039;keep&#039;&#039; them from doing so. Or, at least, to keep them from doing so &#039;&#039;badly&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Technically speaking, your job is the least vital out of any of the Heads of Staff. The Science division isn&#039;t vital to the continued operations of the Aurora, even if it is why it&#039;s there in the first place. The station won&#039;t fall apart if the slimes die, alien artifacts never get studied, and bombs never get made. It &#039;&#039;will&#039;&#039;, however, fall apart if the slimes &#039;&#039;escape&#039;&#039;, if dangerous alien artefacts aren&#039;t well-monitored, or if a poorly-made bomb destroys the Escape arm.&lt;br /&gt;
&lt;br /&gt;
Your job is to keep them from accidentally killing themselves. [[Guide_to_Toxins|Toxins Mixing]] and [[Xenobiologist|Xenobiology]] in particular are highly dangerous areas and should be monitored at all times. &lt;br /&gt;
&lt;br /&gt;
You&#039;re also the foremost expert on strange phenomena on the station. When something strange shows up, it&#039;s your job to figure out what it is and how best to deal with it. The other Heads of Staff will rely on you to figure out exactly what it is and what to do about it. &lt;br /&gt;
&lt;br /&gt;
So, in short, keep your staff from screwing everything up royally and keep the other Heads informed about anything weird going on.&lt;br /&gt;
&lt;br /&gt;
You arrive at the station inside your office next to toxins. You have the front seat. So sit back and enjoy the view. Remember that you have two of the most important things on the station, Robotics control and the AI integrity restorer.&lt;br /&gt;
&lt;br /&gt;
== Directing Research 101 ==&lt;br /&gt;
As the Research Director, your job is obviously to direct research. You have access to anything scientific.&lt;br /&gt;
&lt;br /&gt;
=== There&#039;s No I In Team ===&lt;br /&gt;
Your official responsibility is to ensure that nobody does anything they shouldn&#039;t. This means making sure that the [[Roboticist]]s don’t cyborg people without good reason, and that Toxins does not destroy the station.&lt;br /&gt;
&lt;br /&gt;
Try to stop Toxins from igniting. Teach your scientists the proper way to handle [[phoron]]. &lt;br /&gt;
&lt;br /&gt;
=== Computer Maintenance And You ===&lt;br /&gt;
In the event of AI damage on an Intelicard, there is a computer in your office that can be used to repair its systems. This is a long process, but it is still usually better than having no AI at all. In addition, it is possible to build a new AI from the circuit also found in your office. Using plasteel and glass, it is constructed just like any other computer up until the Synthetic brain is inserted. Please be aware that a freshly constructed [[AI]] comes with the default NanoTrasen laws.&lt;br /&gt;
&lt;br /&gt;
=== AI Overpopulation: The Core Circuit And You ===&lt;br /&gt;
Whether to reduce the load on primary AI or just to increase information chaos, with this nifty AI Core circuit board found in your office you can make a second, working AI. You need the following components first:&lt;br /&gt;
a screwdriver,&lt;br /&gt;
a wrench,&lt;br /&gt;
4 sheets of plasteel,&lt;br /&gt;
2 sheets of reinforced glass,&lt;br /&gt;
the circuit board,&lt;br /&gt;
and, of course, a brain in a braincase.&lt;br /&gt;
&lt;br /&gt;
Make AI Core frame with plasteel, wrench it in a preferably secure place near an intercom (or a radio), add circuits, screwdriver, wires, braincase, glass, screwdrive it again. Voila! Now there are two working AIs on the station!&lt;br /&gt;
&lt;br /&gt;
=== Assistant with Science ===&lt;br /&gt;
You can be of great help as an assistant with large amounts of access. Collecting flashes and power cells for robotics and other items for research.&lt;br /&gt;
&lt;br /&gt;
=== Upgrading the station===&lt;br /&gt;
NT has granted your colleagues a station that has plenty of room for improvement. Plenty of machines around the station can be upgraded to improve efficiency, and you&#039;re encouraged to let your coworkers feel what an efficient science really means: Better work conditions. Use the [[File:RPED.png]] Rapid Part Exchanger device, produced by the Protolathe to rapidly replace obsolete parts with newer parts; or deconstruct and reconstruct the machine from the getgo.&lt;br /&gt;
Use the [[Guide to Advanced Construction]] to check what parts each machine contains, to know what stock parts to replace. The RPED is also able to scan the stock parts present in the machine. Below is the list of currently upgradeable machines:&lt;br /&gt;
*Biogenerator. Upgrades improve recycling and lowers costs.&lt;br /&gt;
*Borg Charger. Upgrades speed charging and enables repairs.&lt;br /&gt;
*Protolathe. Upgrades cut production costs; up to half.&lt;br /&gt;
*Circuit Imprinter. Upgrades cut productions costs; up to half.&lt;br /&gt;
*Autolathe. Upgrades lower material loss in production, down to 0%.&lt;br /&gt;
*Destructive Analyzer. Upgrades increase minimum reliability that can be analyzed.&lt;br /&gt;
*PACMANS. Upgrades decrease heat emitted and power produced per sheet.&lt;br /&gt;
*Gas heater/coolers. Upgrades increase efficiency and cooling range.&lt;br /&gt;
&lt;br /&gt;
== Links to Other Departments ==&lt;br /&gt;
As the research director, you are the link between the captain, the heads of staff, and your researchers. R&amp;amp;D supplies technology to the other departments and receives supplies from the miners and quartermaster. When something strange happens--someone [[changeling|turns into a monkey]], [[wizard|teleports without a device]], or has [[traitor|illegal technology]]--it&#039;s your job to try to explain what just happened. Good luck.&lt;br /&gt;
&lt;br /&gt;
{{Command}}&lt;br /&gt;
{{Research}}&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[Category: Jobs]]&lt;br /&gt;
[[Category:Command]]&lt;br /&gt;
[[Category:Research]]&lt;/div&gt;</summary>
		<author><name>KesterShadowHair</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Executive_Officer&amp;diff=22797</id>
		<title>Executive Officer</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Executive_Officer&amp;diff=22797"/>
		<updated>2022-01-15T16:13:28Z</updated>

		<summary type="html">&lt;p&gt;KesterShadowHair: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = darkblue&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = COMMAND&lt;br /&gt;
|imagebgcolor = lightblue&lt;br /&gt;
|img = HeadOfPersonnel.png&lt;br /&gt;
|jobtitle = Head of Personnel&lt;br /&gt;
|access = [[Job Guides#Service|Full access to all service]] and [[Job Guides#Supply|supply departments]], Most of [[Job Guides#Research|Research]], Most of [[Job Guides#Medical|Medbay]], except the Morgue. [[Job_Guides#Engineering_and_Maintenance|Engineering]], [[Job_Guides#Engineering_and_Maintenance|Maintenance]], [[Job_Guides#Engineering_and_Maintenance|Tech Storage]], EVA, [[Job_Guides#Command|Bridge]], HoP locker, Personal Lockers, ID computer.&lt;br /&gt;
|difficulty = Hard&lt;br /&gt;
|qualifications = At least 30 years of age, 10 years experience in department-related field and a relevant Bachelors or Masters degree.&lt;br /&gt;
|education = [[Apex &amp;amp; Ft Sunder Joint Military Academies]] - [[New Seoul Combat Training Centre]] - [[Tajaran Educational Institutions#Kaltir Law Academy|Kaltir Law Academy]] - [[Tajaran Educational Institutions#Al&#039;mari College of Hadiist Sciences|Al&#039;mari College of Hadiist Sciences]] - [[Tajaran Educational Institutions#Nal&#039;tor College of Career Excellence|Nal&#039;tor College of Career Excellence]]&lt;br /&gt;
|superior = [[Captain]]&lt;br /&gt;
|duties = Administration, IDs, managing personnel numbers, synergize the departments.&lt;br /&gt;
|guides = [[Chain of Command]]&lt;br /&gt;
}}&lt;br /&gt;
The [[Head of Personnel]] is in charge of assigning and reassigning crew members correctly and making sure station departments are well-staffed and running optimally with a secondary concern of trying to make as much money as possible for the civilian and cargo accounts. You are on the same level as all of the other [[Chain of Command|heads of staff]] and do not outrank any of them. Heads of Personnel are also not automatically Acting Captain, and must be voted in the position just as any other Heads. However, you are the only one besides the [[Captain]] who has access to the Identification Card Modifier.&lt;br /&gt;
&lt;br /&gt;
== Your Own Department ==&lt;br /&gt;
As a Head of Staff, you have your own department to watch out for. You&#039;re in charge of coordinating the [[Job_Guides#Civilian|civilian personnel]] and supply staff on the station. This also includes the [[Quartermaster]] and [[Cargo Technician|Cargo Technicians]]. Usually, you can let the station&#039;s various [[Bartender|Bartenders]] and [[Librarian|Librarians]] run around and take care of themselves. They are technically under your direct command, but their jobs are usually simple and usually don&#039;t need your direct oversight. However, you are the only one besides the Captain that can give them the account number to the civilian account to let them charge for products properly.&lt;br /&gt;
&lt;br /&gt;
== Human Resources ==&lt;br /&gt;
You are the Head of Personnel. You get access to just about everything, including basic access to every department on the station. While you can also give yourself full access, this is a major breach of your powers and job. Your main responsibility is to manage the crew and make sure each department is fully staffed and working efficiently. Depending on how many crew members there are, that may mean some people pulling double shifts or having to do jobs they&#039;re not so good at doing.&lt;br /&gt;
&lt;br /&gt;
=== A Full Department Is a Happy Department ===&lt;br /&gt;
When a department is lacking in crew members, you are expected to take the initiative to find qualified crew members to reassign or promote into the department. Offering pay raises, reimbursements, or recommending people into certain departments are all good ways of convincing people to transfer to a department that needs more staff members. Denying crew members a transfer into a fully-staffed department is a good way of getting staff in the places you need them as well. But remember to not be obstructionist: Work with the crew to find where they would be happiest and most productive.&lt;br /&gt;
&lt;br /&gt;
=== A Happy Department Is a Productive Department ===&lt;br /&gt;
Now that a certain department is staffed, it also falls under your and [[Job_Guides#Command|Command Staff]] jurisdiction to make sure that each of the departments are running smoothly. Check up with all of the other department heads frequently to make sure that there aren&#039;t any inter-department problems or any major problems between crew members. You can also periodically check up on departments personally. Try to keep these inspections informal. Departments don&#039;t appreciate it when you are domineering or start demanding things from them.&lt;br /&gt;
&lt;br /&gt;
The best way to proceed with a department inspection is to show up when they aren&#039;t in the middle of a stressful situation. Strike up a brief conversation with anyone at the desk, then do a quick walk around. If someone stops you, just ask them how the department is running and if you can do anything to help them out.&lt;br /&gt;
&lt;br /&gt;
=== A Productive Department Is A Wealthy Department ===&lt;br /&gt;
As HoP you have access to the Account Uplink Terminal. Only you and the [[Captain]] start with access to this terminal. It lists the personal account of every crew member and the department accounts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Each crew member’s individual account belongs to that crew member,&#039;&#039;&#039; and your access to these accounts is for oversight. There are sometimes accusations of fraud, embezzlement, or theft and your ability to go over the transaction histories of every crew member gives you the power to hunt down nefarious accounting. You should never take money out of a crew member’s personal account without permission or proof that they got that money nefariously. You do not need a warrant to check financial accounts yourself since you are the manager of the “bank” for this shift, but the details of a crew member’s account is covered under [[Corporate Regulations | Privacy Laws]] unless you find direct evidence of a crime.  That means on green alert [[Security]] needs a warrant to get a copy of a crew member’s bank statement.&lt;br /&gt;
&lt;br /&gt;
The Department accounts are the primary focus for you and the other heads of staff. It is part of your and the Captain’s job to make those numbers in the department accounts go up, up, and up! &lt;br /&gt;
&lt;br /&gt;
The Cargo and Vendor accounts automatically make money. Your primary focus is on the [[Chef]] and [[bartender]]. The Chef should be selling their food, and their own job page outlines how to do it. They may come to you asking for the department account number to set up their ability to make transactions. You can either provide them the actual Service account details if you trust them, or form a special new account with a certain pre-set budget (of 500 credits for example) and give them the details to that account instead. &#039;&#039;&#039;Be careful! The money you add to new accounts will be taken from other department accounts, so do not go higher than 1,000 if other departments are planning on using their funds!&#039;&#039;&#039; Be sure you are able to transfer money back and forth if the worst happens. The kitchen may also make cash payments - be sure to swing by and ask for any funds made.&lt;br /&gt;
&lt;br /&gt;
You should also consider having cargo compete with the [[merchant]] by selling whatever was stored in the warehouse.&lt;br /&gt;
&lt;br /&gt;
== The Reassignment: A Way of Life ==&lt;br /&gt;
Your other job is reassigning people when they come to your desk with one or more access requests. Make sure that he or she has a good, justified reason to want a job change. A [[Chef]] who suddenly wants to become a scientist is a good example of someone who should be heavily scrutinized. When in doubt, check their employment records.&lt;br /&gt;
&lt;br /&gt;
Feel free to deny someone&#039;s transfer request if you get a poor explanation as to how someone suddenly came into possession of his or her sudden inter-department knowledge (My uncle was in a war/I read it in a book/I just know, are all pretty bad reasons). Alternatively, set them up with a subservient, or assistant position, until they&#039;ve proven that they can do the job correctly. Custom assignment titles are useful for this! Try to be a lot more lenient in giving someone cadet or apprentice roles.&lt;br /&gt;
&lt;br /&gt;
If a department has no heads of staff you can fill in as the supervising head of staff when filling out a reassignment form. Just stamp and sign it to have it on record that you made a judgment call in the reassignment. Any later arriving heads of staff may appreciate your foresight.&lt;br /&gt;
&lt;br /&gt;
=== You&#039;re Hired, Welcome Aboard ===&lt;br /&gt;
If someone&#039;s job transfer request isn&#039;t completely ridiculous then it&#039;s time for you to do some background checks. Make sure the crew member knows what they&#039;re (going to be) doing inside of his or her new department. Once you&#039;ve determined someone is a potential candidate for a job transfer, it&#039;s a good idea to grab one of the reassignment or promotion forms from the request console. It&#039;s generally encouraged to fill out the form for the individual. This lets you ensure the form is filled out correctly and has the additional benefit of making the requesting employee like you more since no one likes paperwork! Keeping a record of all of the access changes you give out is key to keeping everyone else informed about what you&#039;re doing and keeping you out of the [[Security_Officer#The_Brig|brig]].&lt;br /&gt;
&lt;br /&gt;
Here comes the hard part. Now that you have a filled-out form, you should get it signed and stamped by an appropriate [[Chain of Command|head of staff]]. Usually, this involves getting the department head&#039;s attention in one way or another, be it talking to them over the radio or sending your man to the department itself. Again, keeping a record of a department head&#039;s consent on file is usually one of the best ways to prove that your access change wasn&#039;t [[Corporate Regulations|completely illegal]]. The shorthand version of this process would be to inform the head of staff in question about the transfer over the Command radio channel and get quick consent from there, and stamping and signing yourself with their consent.&lt;br /&gt;
&lt;br /&gt;
Finally ask the man for his Identification Card so that you can officially give them the requested job title and access. Unless someone would like a specific job title, make sure to use the generic job titles near the top of the screen so that [[Security Officer|Security]] can identify that person much more easily with their fancy SecHUDs. If someone has a custom job title it might be a good idea to give them a copy of the reassignment form to carry as proof they aren&#039;t up to no good.&lt;br /&gt;
&lt;br /&gt;
=== You&#039;re Suspended, Get Out ===&lt;br /&gt;
As well as handing out job transfers, it&#039;s also well within your authority to demote people and take those jobs away.&lt;br /&gt;
&lt;br /&gt;
If someone falls asleep on the job or messes something up, you are well within your rights to demote them to a lower position after consulting the appropriate head of staff. Demoting a head of staff, however, is something that should not be done without the [[Captain]]&#039;s consent or majority decision from all heads of staff.&lt;br /&gt;
&lt;br /&gt;
Occasionally, a head of staff will request that a crew member be demoted for varying reasons. All heads of staff are authorized to demote members of their own departments, so long as the necessary demotion form is filled out for that crew member. A Head of Personnel is expected to assist in processing these demotions from other departments without impeding this process - any dispute over the validity of a demotion outside the Head of Personnel&#039;s own departments should be handled in review after the fact, ideally overseen by a [[Captain|Captain]]. A head of staff cannot remove a crew member from the station entirely, and only has the power to demote the crew members in his or her own department.&lt;br /&gt;
&lt;br /&gt;
Rarely will a crew member be suspended from his or her position as an Aurora employee entirely. Only the [[Captain]] has the power to authorize such a procedure or a majority decision of all heads of staff. When a crew member is suspended he or she is essentially &amp;quot;fired&amp;quot;: that person is given no job, pay, or privileges and is removed from the station on the next Crew Transfer Shuttle pending further review by NanoTrasen at [[Tau Ceti#CentComm|Central Command]].&lt;br /&gt;
&lt;br /&gt;
=== In Case of Emergency, Break Glass ===&lt;br /&gt;
Sometimes people need access to certain departments in an emergency, and the AI isn&#039;t up to the task of opening doors for people. Feel free to hand out emergency access to people such as [[Security Officer|Security Officers]] if the situation calls for it. Once the crisis has been averted, however, make sure to call them all back so you can revert them to their standard access. [[Research Director|A number]] [[Head of Security|of people]] really do not like it when crew members go walking into their department for no real reason just because they have access to it. &#039;&#039;&#039;Handing out unapproved and unjustifiable access is one of the fastest ways to get you demoted.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== The Five Points of Human Resources Management ==&lt;br /&gt;
The Head of Personnel can be a rather varied job. He can savor the prestige or feel shackled to the ID computer. If you find yourself wearing teal, make the most of it by doing your job correctly.&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Support the Captain&#039;&#039;&#039;. Be sure to work as a team to lead the crew. Earn this trust by making frequent use of command chat (:c) and deferring to him on matters of great importance like assigning new heads or calling the shuttle. You do not outrank the other heads, but you have the unique position of being able to assign people. You are the face of the Human Resources Department, so make sure you are good leadership material. &lt;br /&gt;
# &#039;&#039;&#039;Uphold the Rights of Crewmen&#039;&#039;&#039;. Security often commits excesses and the Captain is either dead or personally involved in a case. In these situations, remember to consider every side of the story before making a decision and try to follow [[Corporate Regulations]], and get support Internal Affairs when they investigate.&lt;br /&gt;
# &#039;&#039;&#039;Follow the Principle of Least Privilege&#039;&#039;&#039;. When assigning new access levels or creating new jobs, ask yourself just how much access is really needed to perform the task. If a hardworking engineer wants EVA access, consider if he really needs access, or just for you to open the door for him while he gets a suit. If the [[Chaplain|Counselor]] is being proactive about finding bodies but often needs people to open doors, maybe the risk of giving him more access is less than gain from increasing his effectiveness. Decisions like these keep the station more secure and cut down on the number of accidental arrests made by Security for assumed trespassing. Remember to write their increased access or privileged items on a form and give it a good stamping so the Janitor will be able to show why he&#039;s mopping the Medbay floors. &lt;br /&gt;
# &#039;&#039;&#039;Talk to the Crew&#039;&#039;&#039;. The Captain is often too busy dealing with who knows what. The Head of Security is usually trying to keep his department in check. The Research Director is on fire, the Chief Medical Officer is up to his elbows injured people, and the Chief Engineer is trying to keep everyone warm and breathing in a vacuum. You&#039;re really the only Head able to take time and listen to the crew. Invite crewmen to talk to you when there are conflicts. Defuse the interpersonal and interdepartmental problems you discover during these conversations, and prevent grievances from becoming grief. Advocate on behalf of the beaten to security, and generally reduce the frequency and intensity of mutinies.&lt;br /&gt;
# &#039;&#039;&#039;Manage your Department First&#039;&#039;&#039;. While technically you can demote everyone who&#039;s ID you seize to Assistant, managing civilian workers not under another head is your immediate responsibility. Keeping janitors on task, directing the Chef to throw a pizza party, and getting the records up to date is the first thing to do after assigning job and access changes. Demoting bad [[Security Officer]]s or stepping in for an absent department head also falls on your desk, but going into other departments to micromanage in front of their head is both bad form and likely to make you reviled. Always clear a demotion with their department head, or ideally, have all the heads aware they can send troublesome employees your way to being sent to the mining base. This lets you focus on your immediate underlings and avoid stepping on toes.&lt;br /&gt;
&lt;br /&gt;
== [[File:Corgi.PNG]]Ian ==&lt;br /&gt;
Ian, who starts in your office, is a dog that keeps you company. You can pet him or just pull him around for fun. Please try to be sensible about him.&lt;br /&gt;
&lt;br /&gt;
It is traditional to rescue Ian if the Aurora has to be evacuated.&lt;br /&gt;
&lt;br /&gt;
== Links to Other Departments ==&lt;br /&gt;
Your job as head of personnel is to make sure all the necessary roles are filled. Check the crew manifest--is there a researcher who will want materials, but no miner to supply them? A cook, but no gardener? Three surgeons, but no chemist? If there&#039;s a gap in the chain of production, everything will slow down, and it&#039;s your job to fill those gaps. Whether you transfer someone from one job to another, or just give someone enough access to fill in for an empty role when it&#039;s needed, make sure the person you&#039;ve put in the job is qualified to do it. If it&#039;s a gap in civilian your employees tend to appreciate you personally stepping in to help them. This can be working as a botanist for the chef, or being a temporary chef and/or bartender when you have little else to do and the areas are empty.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Roleplaying Tips ==&lt;br /&gt;
* You should have good knowledge of the [[Chain of Command]].&lt;br /&gt;
* As an example, you could play as a subservient right-hand man to the Captain, or a devious power-hungry maniac, only serving to further your own career goals. Remember, whatever you choose, try to enjoy it, and try not to ruin the round for other people.&lt;br /&gt;
* You may have access to it, but you are not (read &amp;lt;span style=color:red;font-weight:bold&amp;gt;NOT&amp;lt;/span&amp;gt;) [[Security Officer|Security]]. Chasing and arresting criminals should be left to the likes of [[Security Officer]]s and possibly the [[Head of Security]]. Your armor and weapon are for your protection only and do not give you the right to chase after criminals. If you should happen across a crime, pulling your weapon may hinder more than help.&lt;br /&gt;
* You can use the [[Guide to Paperwork]] if you want to make your own forms, or use the [[Example Paperwork]] page. &lt;br /&gt;
&lt;br /&gt;
{{Command}}&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[Category: Jobs]]&lt;br /&gt;
[[Category:Command]]&lt;/div&gt;</summary>
		<author><name>KesterShadowHair</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Head_of_Security&amp;diff=22796</id>
		<title>Head of Security</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Head_of_Security&amp;diff=22796"/>
		<updated>2022-01-15T16:11:36Z</updated>

		<summary type="html">&lt;p&gt;KesterShadowHair: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = blue&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = SECURITY &amp;amp; COMMAND&lt;br /&gt;
|imagebgcolor = #9eb7ff&lt;br /&gt;
|img = Generic_hos.png&lt;br /&gt;
|jobtitle = Head of Security&lt;br /&gt;
|access = All of [[Job_Guides#Medical|medbay]], All of [[Job_Guides#Internal_Security|security]], All of [[Job_Guides#Research|research and development]], [[Security_Officer#The_Brig|Brig]] Timers, [[Job_Guides#Station_Command|Bridge]], Teleporter, [[Botanist|Hydroponics]], [[Atmospheric_Technician|Atmospherics]], [[Janitor|Janitor&#039;s closet]], [[Chef|Kitchen]], [[Bartender|Bar]], [[Job_Guides#Engineering_and_Maintenance|Maintenance]]&lt;br /&gt;
|difficulty = Very Hard&lt;br /&gt;
|qualifications = At least 30 years of age, 10 years experience in security-related field and a relevant Bachelors or Masters degree.&lt;br /&gt;
|education = [[Apex &amp;amp; Ft Sunder Joint Military Academies]] - [[New Seoul Combat Training Centre]] - [[Tajaran Educational Institutions#Kaltir Law Academy|Kaltir Law Academy]] - [[Tajaran Educational Institutions#Al&#039;mari College of Hadiist Sciences|Al&#039;mari College of Hadiist Sciences]]&lt;br /&gt;
|duties = Ensure the arrested prisoners don&#039;t escape, issue weapons to security, command the Brig.&lt;br /&gt;
|superior = [[Captain]]&lt;br /&gt;
|duties = Coordinate security, maintain order.&lt;br /&gt;
|guides = [[Security_Officer#Standard_Procedure|Guide to Security]], [[Corporate Regulations]], [[Chain of Command]]&lt;br /&gt;
}}&lt;br /&gt;
The [[Head of Security]] is in charge of the [[Job_Guides#Internal_Security|Security]] forces on the station. They command the [[Warden]], [[Investigator]], and [[Security Officer|Security Officers]] and make sure that they [[NanoTrasen_Liaison#Submitting_an_Incident_Report|don&#039;t ruin everything]].&lt;br /&gt;
&lt;br /&gt;
== Job Description ==&lt;br /&gt;
Your job isn&#039;t to hunt people down unless it&#039;s an urgent matter in one of the many places your normal security officers can&#039;t get into, so you can usually just sit in your office and let the [[Roboticist#Securitron|securitrons]] and officers do it for you. You have more access to the station than anyone else in security, but less than the other heads. Try not to depend on it.&lt;br /&gt;
&lt;br /&gt;
You are concerned with the following people:&lt;br /&gt;
&lt;br /&gt;
* [[Security Officer|Security Officers]]: These are your pawns, and it&#039;s your job to control them. If they&#039;re being incompetent resource wasters, yell at them and get them to fall in line. If they continue, tell them to stop or have them demoted. A security officer that does not do his job properly shouldn&#039;t even have this job in the first place.&lt;br /&gt;
&lt;br /&gt;
* [[Warden|The Warden]]: This is a special security officer who acts as the Brig&#039;s watchdog. Make sure he doesn&#039;t set and/or support unfair and bad brig times, that he doesn&#039;t leave the Brig, and he won&#039;t bother you. He also hands out equipment in emergencies.&lt;br /&gt;
&lt;br /&gt;
* [[Investigator]]: The job of the Investigators is to investigate crimes. They specialize in interrogating suspects and witnesses, analyzing evidence procured at a crime scene and pursuing leads. They are firmly under your command, regardless of what they may say. &lt;br /&gt;
&lt;br /&gt;
* [[Job_Guides#Command|Station Command]]: Should security or anyone else be acting out of their job description [[Job_Guides#Command|Station Command]] can be called in. They conduct their own investigations to determine whether someone has overstepped their power or authority. You have no direct authority over them.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
=== Officers, Roll Out ===&lt;br /&gt;
The first step towards keeping the station safe is to ensure that your own officers aren&#039;t a threat. Security enforces the law, but they are not above it - and neither are you. Make sure that all of your personnel are familiar with the regulations regarding [[Corporate Regulations]], and [[Security_Officer#Standard_Procedure|standard Security practices]].&lt;br /&gt;
&lt;br /&gt;
Once your force is up to speed on the rules and regulations, send them out on patrol. Pay attention to all the radio channels for any calls for help. If there are any, dispatch some officers to handle it, and make sure that the [[Investigator]] collects any relevant evidence. Make sure that the Warden keeps the Security records up-to-date.&lt;br /&gt;
&lt;br /&gt;
=== Laying Down the Law ===&lt;br /&gt;
Check to make sure that appropriate times are given out for violations of Corporate Regulations, and that your department only arrests people who have actually committed crimes. Remember, if they&#039;re doing something that you don&#039;t like but is technically not against the law, you can issue an official injunction - preferably in an official-sounding language, written, and stamped with your Head of Security stamp - against it. Expect abuse of this power to be called out, however.&lt;br /&gt;
&lt;br /&gt;
If one of your officers misbehave, yell at them, or in more serious cases, show them the inside of a cell. Keep them busy by sending them on patrols, leads, and follow-ups. An unoccupied officer is often a [[NanoTrasen_Liaison#Submitting_an_Incident_Report|bad officer.]]&lt;br /&gt;
&lt;br /&gt;
==== El Capitan ====&lt;br /&gt;
It is also important that you understand the relationship between Security and the [[Captain]]. The Captain&#039;s authority on the station is absolute, except where it conflicts with Corporate Regulations; the Captain cannot pardon criminals, cannot get away with committing crimes, and so on. The only time that Corporate Regulations can be overridden is when there is an imminent and overwhelming threat to the station. Other Heads of Staff are required to follow Corporate Regulations as well. &#039;&#039;&#039;However&#039;&#039;&#039;, this does not mean that you are the law. You are still outranked by the Captain. You can only arrest the Captain, or other Heads of Staff, if they&#039;ve actually committed a crime. Until that time, you have to follow orders just like anyone else.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Finally, always remember to follow [[Security_Officer#Standard_Procedure|standard security procedures!]]&lt;br /&gt;
&lt;br /&gt;
== Office ==&lt;br /&gt;
Your office is in the [[Security_Officer#The_Brig|Brig]]. It holds various security equipment for use in apprehending and detaining criminals. Your office also has both a security records computer and a security camera potato which you can use to monitor the station from the comfort of your desk chair.&lt;br /&gt;
&lt;br /&gt;
== Brig ==&lt;br /&gt;
The holding area for prisoners. Only people with access to security can enter. It&#039;s still possible for normal crew members to view the cells through the windows behind them. As the windows are electrified, though, they&#039;re not a valid means of entry unless the person happens to have insulated gloves.&lt;br /&gt;
&lt;br /&gt;
The brig also has blast doors in all of the windows, as well as the halls into the cells. There&#039;s a button to drop them in the warden&#039;s office and your office.&lt;br /&gt;
&lt;br /&gt;
Prisoners may try to flee, so do something about the doors (portable flasher), or handcuff them to the bed as you investigate their items (make sure to then release from the bed and cuffs if they aren&#039;t dangerous). And, &#039;&#039;&#039;SET A TIME TO THE TIMER&#039;&#039;&#039; (the door won&#039;t lock unless you do this). Make sure to [[Corporate Regulations|keep the time to the crime]].&lt;br /&gt;
&lt;br /&gt;
In the event that a prisoner has been deemed too dangerous to release, they can be kept in one of the secure holding cells.&lt;br /&gt;
&lt;br /&gt;
== Links to Other Departments ==&lt;br /&gt;
As Head of Security, you coordinate your actions with the captain, the other heads of staff, and your officers. You will often work with Medical, when a crime results in injury, when a prisoner is hurt, or when a patient is violent. When a criminal damages station infrastructure, you will work with Engineering to determine what happened and whether it&#039;s safe for your officers to investigate. Supply and Research can get you high-powered weapons if you need them. And do try to keep the janitor from thoughtlessly cleaning up the evidence.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Command}}&lt;br /&gt;
{{Security}}&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[Category: Jobs]]&lt;br /&gt;
[[Category: Security]]&lt;br /&gt;
[[Category: Command]]&lt;/div&gt;</summary>
		<author><name>KesterShadowHair</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Research_Director&amp;diff=22781</id>
		<title>Research Director</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Research_Director&amp;diff=22781"/>
		<updated>2022-01-14T19:38:01Z</updated>

		<summary type="html">&lt;p&gt;KesterShadowHair: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = lightblue&lt;br /&gt;
|headerfontcolor = black&lt;br /&gt;
|stafftype = RESEARCH &amp;amp; COMMAND&lt;br /&gt;
|imagebgcolor = #eeeeff&lt;br /&gt;
|img = ResearchDirector.png&lt;br /&gt;
|jobtitle = Research Director&lt;br /&gt;
|access = [[Job Guides#Research|Research Departments]], EVA, [[Job_Guides#Engineering_and_Maintenance|Engineering]], [[Job_Guides#Engineering_and_Maintenance|Construction]], External Airlocks, [[Roboticist|Robotics]], [[Job Guides#Command|Bridge]], [[Job Guides#Research|Research Director&#039;s Office]], [[Guide_to_Telescience|Teleporter]], [[Telecommunications|Telecommunications]]&lt;br /&gt;
|difficulty = Hard&lt;br /&gt;
|qualifications = At least 35 years of age, 10 years experience in science-related field, PhD.&lt;br /&gt;
|education = [[Mars University]] - [[Solis Cognito University]] - [[The Gliutip’lyaz University]] - [[Hongsun Park Engineering Institute]] - [[Tajaran Educational Institutions#Shungsta University of Agrarian Sciences|Shungsta University of Agrarian Sciences]] - [[Tajaran Educational Institutions#Hadii Institute of Orbital Research|Hadii Institute of Orbital Research]] - [[Tajaran Educational Institutions#Miran&#039;mir Academy of Scientific Pursuits|Miran&#039;mir Academy of Scientific Pursuits]]&lt;br /&gt;
|superior = [[Captain]]&lt;br /&gt;
|duties = Lead Research and Development, supervise your [[Scientist]]s, make sure the [[Roboticist|Roboticists]] are building borgs or mechs.&lt;br /&gt;
|guides = [[Guide to Research and Development]], [[Guide to Toxins]], [[Guide to Xenobiology]], [[Xenoarcheologist|Guide to Xenoarchaeology and Anomalies]], [[Chain of Command]]&lt;br /&gt;
}}&lt;br /&gt;
The [[Research Director]] in charge of what is (theoretically) [[Background summary|the reason the station is around]]. You job is to direct research into new things. And you have a group of [[Scientist]]s to help you do that.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
Unlike most Heads of Staff, your job isn&#039;t so much to keep [[Job_Guides#Medical_and_Science|your staff]] working as it is to &#039;&#039;keep&#039;&#039; them from doing so. Or, at least, to keep them from doing so &#039;&#039;badly&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Technically speaking, your job is the least vital out of any of the Heads of Staff. The Science division isn&#039;t vital to the continued operations of the Aurora, even if it is why it&#039;s there in the first place. The station won&#039;t fall apart if the slimes die, alien artifacts never get studied, and bombs never get made. It &#039;&#039;will&#039;&#039;, however, fall apart if the slimes &#039;&#039;escape&#039;&#039;, if dangerous alien artefacts aren&#039;t well-monitored, or if a poorly-made bomb destroys the Escape arm.&lt;br /&gt;
&lt;br /&gt;
Your job is to keep them from accidentally killing themselves. [[Guide_to_Toxins|Toxins Mixing]] and [[Xenobiologist|Xenobiology]] in particular are highly dangerous areas and should be monitored at all times. &lt;br /&gt;
&lt;br /&gt;
You&#039;re also the foremost expert on strange phenomena on the station. When something strange shows up, it&#039;s your job to figure out what it is and how best to deal with it. The other Heads of Staff will rely on you to figure out exactly what it is and what to do about it. &lt;br /&gt;
&lt;br /&gt;
So, in short, keep your staff from screwing everything up royally and keep the other Heads informed about anything weird going on.&lt;br /&gt;
&lt;br /&gt;
You arrive at the station inside your office next to toxins. You have the front seat. So sit back and enjoy the view. Remember that you have two of the most important things on the station, Robotics control and the AI integrity restorer.&lt;br /&gt;
&lt;br /&gt;
== Directing Research 101 ==&lt;br /&gt;
As the Research Director, your job is obviously to direct research. You have access to anything scientific.&lt;br /&gt;
&lt;br /&gt;
=== There&#039;s No I In Team ===&lt;br /&gt;
Your official responsibility is to ensure that nobody does anything they shouldn&#039;t. This means making sure that the [[Roboticist]]s don’t cyborg people without good reason, and that Toxins does not destroy the station.&lt;br /&gt;
&lt;br /&gt;
Try to stop Toxins from igniting. Teach your scientists the proper way to handle [[phoron]]. &lt;br /&gt;
&lt;br /&gt;
=== Computer Maintenance And You ===&lt;br /&gt;
In the event of AI damage on an Intelicard, there is a computer in your office that can be used to repair its systems. This is a long process, but it is still usually better than having no AI at all. In addition, it is possible to build a new AI from the circuit also found in your office. Using plasteel and glass, it is constructed just like any other computer up until the Synthetic brain is inserted. Please be aware that a freshly constructed [[AI]] comes with the default NanoTrasen laws.&lt;br /&gt;
&lt;br /&gt;
=== AI Overpopulation: The Core Circuit And You ===&lt;br /&gt;
Whether to reduce the load on primary AI or just to increase information chaos, with this nifty AI Core circuit board found in your office you can make a second, working AI. You need the following components first:&lt;br /&gt;
a screwdriver,&lt;br /&gt;
a wrench,&lt;br /&gt;
4 sheets of plasteel,&lt;br /&gt;
2 sheets of reinforced glass,&lt;br /&gt;
the circuit board,&lt;br /&gt;
and, of course, a brain in a braincase.&lt;br /&gt;
&lt;br /&gt;
Make AI Core frame with plasteel, wrench it in a preferably secure place near an intercom (or a radio), add circuits, screwdriver, wires, braincase, glass, screwdrive it again. Voila! Now there are two working AIs on the station!&lt;br /&gt;
&lt;br /&gt;
=== Assistant with Science ===&lt;br /&gt;
You can be of great help as an assistant with large amounts of access. Collecting flashes and power cells for robotics and other items for research.&lt;br /&gt;
&lt;br /&gt;
=== Upgrading the station===&lt;br /&gt;
NT has granted your colleagues a station that has plenty of room for improvement. Plenty of machines around the station can be upgraded to improve efficiency, and you&#039;re encouraged to let your coworkers feel what an efficient science really means: Better work conditions. Use the [[File:RPED.png]] Rapid Part Exchanger device, produced by the Protolathe to rapidly replace obsolete parts with newer parts; or deconstruct and reconstruct the machine from the getgo.&lt;br /&gt;
Use the [[Guide to Advanced Construction]] to check what parts each machine contains, to know what stock parts to replace. The RPED is also able to scan the stock parts present in the machine. Below is the list of currently upgradeable machines:&lt;br /&gt;
*Biogenerator. Upgrades improve recycling and lowers costs.&lt;br /&gt;
*Borg Charger. Upgrades speed charging and enables repairs.&lt;br /&gt;
*Protolathe. Upgrades cut production costs; up to half.&lt;br /&gt;
*Circuit Imprinter. Upgrades cut productions costs; up to half.&lt;br /&gt;
*Autolathe. Upgrades lower material loss in production, down to 0%.&lt;br /&gt;
*Destructive Analyzer. Upgrades increase minimum reliability that can be analyzed.&lt;br /&gt;
*PACMANS. Upgrades decrease heat emitted and power produced per sheet.&lt;br /&gt;
*Gas heater/coolers. Upgrades increase efficiency and cooling range.&lt;br /&gt;
&lt;br /&gt;
== Links to Other Departments ==&lt;br /&gt;
As the research director, you are the link between the captain, the heads of staff, and your researchers. R&amp;amp;D supplies technology to the other departments and receives supplies from the miners and quartermaster. When something strange happens--someone [[changeling|turns into a monkey]], [[wizard|teleports without a device]], or has [[traitor|illegal technology]]--it&#039;s your job to try to explain what just happened. Good luck.&lt;br /&gt;
&lt;br /&gt;
{{Command}}&lt;br /&gt;
{{Research}}&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[Category: Jobs]]&lt;br /&gt;
[[Category:Command]]&lt;br /&gt;
[[Category:Research]]&lt;/div&gt;</summary>
		<author><name>KesterShadowHair</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Chief_Medical_Officer&amp;diff=22732</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=22732"/>
		<updated>2022-01-14T00:18:31Z</updated>

		<summary type="html">&lt;p&gt;KesterShadowHair: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP|assign= KesterShadowHair}}&lt;br /&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 [[Job_Guides#Medical|Medical Departments]], including your office, [[Job_Guides#Station_Command|Bridge]], [[Engineering]], Construction, [[Job_Guides#Research|Research]].&lt;br /&gt;
|difficulty = Hard&lt;br /&gt;
|qualifications = At least 35 years of age, M.D., 5 years medical experience.&lt;br /&gt;
|education = [[Lunar University of Medical Science]] - [[Skalamar University Of Medicine]] - [[Biesel Institute of Medical Sciences]] - [[Aliose University of Medical Sciences]] - [[Tajaran Educational Institutions#Trizar State Medical Academy|Trizar State Medical Academy]]&lt;br /&gt;
|superior = [[Captain]]&lt;br /&gt;
|duties = Coordinate the [[Medical Doctor|doctors]], [[Chemist|chemists]], and [[Psychologist|psychiatrist]]  to ensure the health of all crew.&lt;br /&gt;
|guides = [[Guide to Medicine]], [[Guide to Chemistry]], [[Surgery|Guide to Surgery]], [[Chain of Command]]&lt;br /&gt;
}}&lt;br /&gt;
The [[Chief Medical Officer]] is in charge of the health of the crew. They make sure that the [[Medical Doctor]]s are treating people effectively, and making sure the [[Chemist]]s are working for the good of the station.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
You manage the entire medbay. Your primary task is to make sure everyone is doing their jobs and not taking over everyone else&#039;s lane. Other than treating injured crew, it is your responsibility to ensure that all crew are using their suit sensors when [[Corporate Regulations|appropriate]].&lt;br /&gt;
&lt;br /&gt;
You are the medical &amp;lt;s&amp;gt;expert&amp;lt;/s&amp;gt; leader on the station. The ideal Chief Medical Officer would have the knowledge to perform common surgical operations, manufacture most basic pharmaceuticals. You should allow your &#039;&#039;&#039;subordinates to handle the bulk of the work&#039;&#039;&#039; and only jump in to help new players or fill in critical roles that your character would be able to perform &amp;lt;s&amp;gt;or what you have written in your records.&amp;lt;/s&amp;gt; The objective in mind is ensuring that everyone in the department has their place; if you delegate all of your duties completely, &amp;lt;s&amp;gt;you&#039;ve lost your own place&amp;lt;/s&amp;gt; you can empty the bridge bar without getting caught.&lt;br /&gt;
&lt;br /&gt;
== Your Job ==&lt;br /&gt;
You are often regarded as the least important Head of Staff, but in reality, you hold &amp;lt;s&amp;gt;power over life and death&amp;lt;/s&amp;gt; a great deal of power. Without a competent Chief Medical Officer coordinating things, the medbay often dissolves into a chaotic mess that only manages to heal anybody through sheer coincidence &amp;lt;s&amp;gt;or that one paramedic who you should really ahelp for doing surgery again.&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Your primary duty is to ensure that the crew is in top possible physical &amp;lt;s&amp;gt;and mental&amp;lt;/s&amp;gt; shape. To do this, you will need the help of your assigned crew. Medical Doctors take several shapes; Physicians, Surgeons, are responsible for general treatment and surgery needs but have different, and obvious, specialties. The [[Chemist]] is responsible for the manufacture of important medicines. The [[Psychologist]] is responsible for the mental health of crew. &amp;lt;s&amp;gt;Why is the cult in here?&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Specialized Staff ===&lt;br /&gt;
When the round starts, review your medical staff and assigned jobs.  Remember, Physicians, Surgeons, and First Responders are all required to treat patients. Their specific title just indicates a specialization. They can and should be able to be given assignments outside of that, so long as it still falls within the description of Medical Doctor work. If they&#039;re unable or unwilling to do basic medical work &amp;lt;s&amp;gt; Kick them out for being useless&amp;lt;/s&amp;gt; because &amp;quot;they&#039;re a surgeon, not a doctor&amp;quot;, then they need reeducating about what their job actually entails. If they decide to run out and do the first responders job without getting told to, &amp;lt;s&amp;gt;fire them&amp;lt;/s&amp;gt; explain to them the error of their ways.&lt;br /&gt;
&lt;br /&gt;
Make sure that you have a dedicated First Responder team ready to respond to calls for medical assistance from outside of Medbay, someone manning the front desk &amp;lt;s&amp;gt; talking to each other instead looking at the sensors and a miner dies oops! &amp;lt;/s&amp;gt; to handle arrivals and minor cases, and someone - preferably &amp;lt;s&amp;gt;everyone and some officers&amp;lt;/s&amp;gt; a medical doctor - waiting in the wings to handle critical cases that require Cryo treatment or surgery. Each of these three assignments is vital for different reasons, and, once given a job, your staff should focus on doing that job exclusively &amp;lt;s&amp;gt;except in case of emergency&amp;lt;/s&amp;gt; and only help out when asked for instead of jumping in whenever they feel more competent. If they don&#039;t, and they try to do someone else&#039;s job, it means that you have two doctors doing a job that could be done by &amp;lt;s&amp;gt;three&amp;lt;/s&amp;gt; one, and an area which is left understaffed. Make sure that everyone is entirely clear on exactly what their job is and why it is important.&lt;br /&gt;
&lt;br /&gt;
When everyone has their assignments, make sure that everybody has their Medical belts stocked with the basic tools of the trade - gauze, ointment, Inaprovaline, and things like that. Physicians, First Responders should carry more than most, and should have [[Guide_to_Medicine#Common_Equipment|a variety of Medkits]] available for unusual cases, since they&#039;re the first 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, [[Guide_to_Chemistry#Anti_Microbials|antimicrobials]], and ryetalyn are all important, so have those mixed up as soon as possible, and make sure that your doctors know that they&#039;re available and where to find them. Once you have all of the basic medicines, have Chemistry mix up a little bit of everything and stock up on the important stuff, or &amp;lt;s&amp;gt;do all the work yourself&amp;lt;/s&amp;gt; decide to have a shift without every chemical known to man prepared an hour before the [[Mercenary|time police]] arrives.&lt;br /&gt;
&lt;br /&gt;
=== Responding ===&lt;br /&gt;
As with other Head positions, a large part of your job is to be watchful for any calls for medical assistance. As soon as one comes in, make sure that your First Responders are responding and that the rest of your staff are ready to take in anybody who can&#039;t be treated in the field. It&#039;s also a good idea to ask for an [[Guide_to_Robotics#Odysseus|Odysseus]] from Robotics, preferably with two mounted Sleepers. Make sure that your First Responders know how to operate it; an Odysseus can save a lot of lives and make it possible for your First Responders to answer calls that they would normally be unable to due to its armour and internals.&lt;br /&gt;
&lt;br /&gt;
=== Premium Hypospray ===&lt;br /&gt;
This is your medical tool, your lifeline.&amp;lt;s&amp;gt; Should you have a chemist&amp;lt;/s&amp;gt;  It&#039;s a instant injector (dealing bursts of 5 units, with a fill limit of 30 units). You need to get rid of the chemicals inside before you can fill it with different medicine, which can be done by using the sink, or make your own mixes inside of the hypospray on the fly. It&#039;s considered very bad form to just go around injecting people without any RP however.&lt;br /&gt;
&lt;br /&gt;
Good candidates for your hypospray are &amp;lt;s&amp;gt;Tricordrazine or Inaprovaline.&amp;lt;/s&amp;gt; whatever the patient needs right now. Sadly surgery does not fit into it yet.&lt;br /&gt;
&lt;br /&gt;
== Links to Other Departments ==&lt;br /&gt;
As the CMO, you&#039;re the link between the captain, the other heads of staff, and your medical department. Security will often be a source of casualties, whether officers or prisoners; make sure any doctor going to treat a dangerous prisoner has an escort. Science--especially Toxins and Xenobiology--will send you its share of patients, too. When your equipment gets blown up, Engineering can rebuild it. During an epidemic, one of your most important connections is, strangely enough, the lowly janitor, whose biosuit allows him to safely clean up infectious material and slow the spread of the disease. You will also be required to try to explain why people are [[cult|going crazy]], [[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;
{{Command}}&lt;br /&gt;
{{Medbay}}&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[category:Jobs]]&lt;br /&gt;
[[Category:Medbay]]&lt;/div&gt;</summary>
		<author><name>KesterShadowHair</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Chief_Medical_Officer&amp;diff=22729</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=22729"/>
		<updated>2022-01-13T14:15:10Z</updated>

		<summary type="html">&lt;p&gt;KesterShadowHair: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP|assign= KesterShadowHair}}&lt;br /&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 [[Job_Guides#Medical|Medical Departments]], including your office, [[Job_Guides#Station_Command|Bridge]], [[Engineering]], Construction, [[Job_Guides#Research|Research]].&lt;br /&gt;
|difficulty = Hard&lt;br /&gt;
|qualifications = At least 35 years of age, M.D., 5 years medical experience.&lt;br /&gt;
|education = [[Lunar University of Medical Science]] - [[Skalamar University Of Medicine]] - [[Biesel Institute of Medical Sciences]] - [[Aliose University of Medical Sciences]] - [[Tajaran Educational Institutions#Trizar State Medical Academy|Trizar State Medical Academy]]&lt;br /&gt;
|superior = [[Captain]]&lt;br /&gt;
|duties = Coordinate the [[Medical Doctor|doctors]], [[Chemist|chemists]], and [[Psychologist|psychiatrist]]  to ensure the health of all crew.&lt;br /&gt;
|guides = [[Guide to Medicine]], [[Guide to Chemistry]], [[Surgery|Guide to Surgery]], [[Chain of Command]]&lt;br /&gt;
}}&lt;br /&gt;
The [[Chief Medical Officer]] is in charge of the health of the crew. They make sure that the [[Medical Doctor]]s are treating people effectively, and making sure the [[Chemist]]s are working for the good of the station.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
You manage the entire medbay. Your primary task is to make sure everyone is doing their jobs and not taking over everyone else&#039;s lane. Other than treating injured crew, it is your responsibility to ensure that all crew are using their suit sensors when [[Corporate Regulations|appropriate]].&lt;br /&gt;
&lt;br /&gt;
You are the medical &amp;lt;s&amp;gt;expert&amp;lt;/s&amp;gt; leader on the station. The ideal Chief Medical Officer would have the knowledge to perform common surgical operations, manufacture most basic pharmaceuticals. You should allow your &#039;&#039;&#039;subordinates to handle the bulk of the work&#039;&#039;&#039; and only jump in to help new players or fill in critical roles that your character would be able to perform &amp;lt;s&amp;gt;or what you have written in your records.&amp;lt;/s&amp;gt; The objective in mind is ensuring that everyone in the department has their place; if you delegate all of your duties completely, &amp;lt;s&amp;gt;you&#039;ve lost your own place&amp;lt;/s&amp;gt; you can empty the bridge bar without getting caught.&lt;br /&gt;
&lt;br /&gt;
== Your Job ==&lt;br /&gt;
You are often regarded as the least important Head of Staff, but in reality, you hold &amp;lt;s&amp;gt;power over life and death&amp;lt;/s&amp;gt; a great deal of power. Without a competent Chief Medical Officer coordinating things, the medbay often dissolves into a chaotic mess that only manages to heal anybody through sheer coincidence &amp;lt;s&amp;gt;or that one paramedic who you should really ahelp for doing surgery again.&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Your primary duty is to ensure that the crew is in top possible physical &amp;lt;s&amp;gt;and mental&amp;lt;/s&amp;gt; shape. To do this, you will need the help of your assigned crew. Medical Doctors take several shapes; Physicians, Surgeons, are responsible for general treatment and surgery needs but have different, and obvious, specialties. The [[Chemist]] is responsible for the manufacture of important medicines. The [[Psychologist]] is responsible for the mental health of crew. &amp;lt;s&amp;gt;Why is the cult in here?&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Specialized Staff ===&lt;br /&gt;
When the round starts, review your medical staff and assigned jobs.  Remember, Physicians, Surgeons, and First Respobders are all required to treat patients. Their specific title just indicates a specialization. They can and should be able to be given assignments outside of that, so long as it still falls within the description of Medical Doctor work. If they&#039;re unable or unwilling to do basic medical work &amp;lt;s&amp;gt; Kick them out for being useless&amp;lt;/s&amp;gt; because &amp;quot;they&#039;re a surgeon, not a doctor&amp;quot;, then they need reeducating about what their job actually entails. If they decide to run out and do the paramedics job without getting told to, &amp;lt;s&amp;gt;fire them&amp;lt;/s&amp;gt; explain to them the error of their ways.&lt;br /&gt;
&lt;br /&gt;
Make sure that you have a dedicated First Responder team ready to respond to calls for medical assistance from outside of Medbay, someone manning the front desk &amp;lt;s&amp;gt; talking to each other instead looking at the sensors and a miner dies oops! &amp;lt;/s&amp;gt; to handle arrivals and minor cases, and someone - preferably &amp;lt;s&amp;gt;everyone and some officers&amp;lt;/s&amp;gt; a medical doctor - waiting in the wings to handle critical cases that require Cryo treatment or surgery. Each of these three assignments is vital for different reasons, and, once given a job, your staff should focus on doing that job exclusively &amp;lt;s&amp;gt;except in case of emergency&amp;lt;/s&amp;gt; and only help out when asked for instead of jumping in whenever they feel more competent. If they don&#039;t, and they try to do someone else&#039;s job, it means that you have two doctors doing a job that could be done by &amp;lt;s&amp;gt;three&amp;lt;/s&amp;gt; one, and an area which is left understaffed. Make sure that everyone is entirely clear on exactly what their job is and why it is important.&lt;br /&gt;
&lt;br /&gt;
When everyone has their assignments, make sure that everybody has their Medical belts stocked with the basic tools of the trade - gauze, ointment, Inaprovaline, and things like that. Physicians, First Responders should carry more than most, and should have [[Guide_to_Medicine#Common_Equipment|a variety of Medkits]] available for unusual cases, since they&#039;re the first 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, [[Guide_to_Chemistry#Anti_Microbials|antimicrobials]], and ryetalyn are all important, so have those mixed up as soon as possible, and make sure that your doctors know that they&#039;re available and where to find them. Once you have all of the basic medicines, have Chemistry mix up a little bit of everything and stock up on the important stuff, or &amp;lt;s&amp;gt;do all the work yourself&amp;lt;/s&amp;gt; decide to have a shift without every chemical known to man prepared an hour before the [[Mercenary|time police]] arrives.&lt;br /&gt;
&lt;br /&gt;
=== Responding ===&lt;br /&gt;
As with other Head positions, a large part of your job is to be watchful for any calls for medical assistance. As soon as one comes in, make sure that your First Responders are responding and that the rest of your staff are ready to take in anybody who can&#039;t be treated in the field. It&#039;s also a good idea to ask for an [[Guide_to_Robotics#Odysseus|Odysseus]] from Robotics, preferably with two mounted Sleepers. Make sure that your First Responders know how to operate it; an Odysseus can save a lot of lives and make it possible for your First Responders to answer calls that they would normally be unable to due to its armour and internals.&lt;br /&gt;
&lt;br /&gt;
=== Premium Hypospray ===&lt;br /&gt;
This is your medical tool, your lifeline.&amp;lt;s&amp;gt; Should you have a chemist&amp;lt;/s&amp;gt;  It&#039;s a instant injector (dealing bursts of 5 units, with a fill limit of 30 units). You need to get rid of the chemicals inside before you can fill it with different medicine, which can be done by using the sink, or make your own mixes inside of the hypospray on the fly. It&#039;s considered very bad form to just go around injecting people without any RP however.&lt;br /&gt;
&lt;br /&gt;
Good candidates for your hypospray are &amp;lt;s&amp;gt;Tricordrazine or Inaprovaline.&amp;lt;/s&amp;gt; whatever the patient needs right now. Sadly surgery does not fit into it yet.&lt;br /&gt;
&lt;br /&gt;
== Links to Other Departments ==&lt;br /&gt;
As the CMO, you&#039;re the link between the captain, the other heads of staff, and your medical department. Security will often be a source of casualties, whether officers or prisoners; make sure any doctor going to treat a dangerous prisoner has an escort. Science--especially Toxins and Xenobiology--will send you its share of patients, too. When your equipment gets blown up, Engineering can rebuild it. During an epidemic, one of your most important connections is, strangely enough, the lowly janitor, whose biosuit allows him to safely clean up infectious material and slow the spread of the disease. You will also be required to try to explain why people are [[cult|going crazy]], [[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;
{{Command}}&lt;br /&gt;
{{Medbay}}&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[category:Jobs]]&lt;br /&gt;
[[Category:Medbay]]&lt;/div&gt;</summary>
		<author><name>KesterShadowHair</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Chief_Medical_Officer&amp;diff=22728</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=22728"/>
		<updated>2022-01-13T13:58:23Z</updated>

		<summary type="html">&lt;p&gt;KesterShadowHair: Fixing up half of the wording/ removing the antag options near the bottom.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP|assign= KesterShadowHair}}&lt;br /&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 [[Job_Guides#Medical|Medical Departments]], including your office, [[Job_Guides#Station_Command|Bridge]], [[Engineering]], Construction, [[Job_Guides#Research|Research]].&lt;br /&gt;
|difficulty = Hard&lt;br /&gt;
|qualifications = At least 35 years of age, M.D., 5 years medical experience.&lt;br /&gt;
|education = [[Lunar University of Medical Science]] - [[Skalamar University Of Medicine]] - [[Biesel Institute of Medical Sciences]] - [[Aliose University of Medical Sciences]] - [[Tajaran Educational Institutions#Trizar State Medical Academy|Trizar State Medical Academy]]&lt;br /&gt;
|superior = [[Captain]]&lt;br /&gt;
|duties = Coordinate the [[Medical Doctor|doctors]], [[Chemist|chemists]], and [[Psychologist|psychiatrist]]  to ensure the health of all crew.&lt;br /&gt;
|guides = [[Guide to Medicine]], [[Guide to Chemistry]], [[Surgery|Guide to Surgery]], [[Chain of Command]]&lt;br /&gt;
}}&lt;br /&gt;
The [[Chief Medical Officer]] is in charge of the health of the crew. They make sure that the [[Medical Doctor]]s are treating people effectively, and making sure the [[Chemist]]s are working for the good of the station.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
You manage the entire medbay. Your primary task is to make sure everyone is doing their jobs and not taking over everyone else&#039;s lane. Other than treating injured crew, it is your responsibility to ensure &amp;lt;s&amp;gt;that [[Chain of Command|important crew]] (including yourself) have received genetic backups and death alarms, and&amp;lt;/s&amp;gt; that all crew are using their suit sensors when [[Corporate Regulations|appropriate]],&lt;br /&gt;
&lt;br /&gt;
You are the medical &amp;lt;s&amp;gt;expert&amp;lt;/s&amp;gt; leader on the station. The ideal Chief Medical Officer would have the knowledge to perform common surgical operations, manufacture most basic pharmaceuticals. You should allow your &#039;&#039;&#039;subordinates to handle the bulk of the work&#039;&#039;&#039; and only jump in to help new players or fill in critical roles that your character would be able to perform &amp;lt;s&amp;gt;or what you have written in your records.&amp;lt;/s&amp;gt; The objective in mind is ensuring that everyone in the department has their place; if you delegate all of your duties completely, &amp;lt;s&amp;gt;you&#039;ve lost your own place&amp;lt;/s&amp;gt; you can empty the bridge bar without getting caught.&lt;br /&gt;
&lt;br /&gt;
== Your Job ==&lt;br /&gt;
You are often regarded as the least important Head of Staff, but in reality, you hold &amp;lt;s&amp;gt;power over life and death&amp;lt;/s&amp;gt; a great deal of power. Without a competent Chief Medical Officer coordinating things, the medbay often dissolves into a chaotic mess that only manages to heal anybody through sheer coincidence &amp;lt;s&amp;gt;or that one paramedic who you should really ahelp for doing surgery again.&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Your primary duty is to ensure that the crew is in top possible physical &amp;lt;s&amp;gt;and mental&amp;lt;/s&amp;gt; shape. To do this, you will need the help of your assigned crew. Medical Doctors take several shapes; Nurses, Surgeons, 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 [[Psychologist]] is responsible for the mental health of crew &amp;lt;s&amp;gt;since we removed cloning.&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Specialized Staff ===&lt;br /&gt;
When the round starts, review your medical staff and assigned jobs.  Remember, 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. If they decide to run out and do the paramedics job without getting told to, &amp;lt;s&amp;gt;fire them&amp;lt;/s&amp;gt; explain to them the error of their ways.&lt;br /&gt;
&lt;br /&gt;
Make sure that you have a dedicated First Responder team ready to respond to calls for medical assistance from outside of Medbay, someone manning the front desk &amp;lt;s&amp;gt; talking to each other instead of the sensors and a miner dies oops! &amp;lt;/s&amp;gt; to handle arrivals and minor cases, and someone - preferably &amp;lt;s&amp;gt;everyone and some officers&amp;lt;/s&amp;gt; a medical doctor - waiting in the wings to handle critical cases that require Cryo treatment or surgery. Each of these three assignments is vital for different reasons, and, once given a job, your staff should focus on doing that job exclusively &amp;lt;s&amp;gt;except in case of emergency&amp;lt;/s&amp;gt; and only help out when asked for instead of jumping in whenever they feel more competent. If they don&#039;t, and they try to do someone else&#039;s job, it means that you have two doctors doing a job that could be done by &amp;lt;s&amp;gt;three&amp;lt;/s&amp;gt; one, and an area which is left understaffed. Make sure that everyone is entirely clear on exactly what their job is and why it is important.&lt;br /&gt;
&lt;br /&gt;
When everyone has their assignments, make sure that everybody has their Medical belts stocked with the basic tools of the trade - gauze, ointment, Inaprovaline, and things like that. Physicians, First Responders should carry more than most, and should have [[Guide_to_Medicine#Common_Equipment|a variety of Medkits]] available for unusual cases, since they&#039;re the first 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, [[Guide_to_Chemistry#Anti_Microbials|antimicrobials]], and ryetalyn are all important, so have those mixed up as soon as possible, and make sure that your doctors know that they&#039;re available and where to find them. Once you have all of the basic medicines, have Chemistry mix up a little bit of everything and stock up on the important stuff, or &amp;lt;s&amp;gt;do all the work yourself&amp;lt;/s&amp;gt; decide to have a shift without every chemical known to man prepared an hour before the [[Mercenary|time police]] arrives.&lt;br /&gt;
&lt;br /&gt;
=== Responding ===&lt;br /&gt;
As with other Head positions, a large part of your job is to be watchful for any calls for medical assistance. As soon as one comes in, make sure that your First Responders are responding and that the rest of your staff are ready to take in anybody who can&#039;t be treated in the field. It&#039;s also a good idea to ask for an [[Guide_to_Robotics#Odysseus|Odysseus]] from Robotics, preferably with two mounted Sleepers. Make sure that your First Responders know how to operate it; an Odysseus can save a lot of lives and make it possible for your First Responders to answer calls that they would normally be unable to due to its armour and internals.&lt;br /&gt;
&lt;br /&gt;
=== Premium Hypospray ===&lt;br /&gt;
This is your medical tool, your lifeline.&amp;lt;s&amp;gt; Should you have a chemist&amp;lt;/s&amp;gt;  It&#039;s a instant injector (dealing bursts of 5 units, with a fill limit of 30 units). You need to get rid of the chemicals inside before you can fill it with different medicine, which can be done by using the sink, or make your own mixes inside of the hypospray on the fly. It&#039;s considered very bad form to just go around injecting people without any RP however.&lt;br /&gt;
&lt;br /&gt;
Good candidates for your hypospray are &amp;lt;s&amp;gt;Tricordrazine or Inaprovaline.&amp;lt;/s&amp;gt; whatever the patient needs right now. Sadly surgery does not fit into it yet.&lt;br /&gt;
&lt;br /&gt;
== Links to Other Departments ==&lt;br /&gt;
As the CMO, you&#039;re the link between the captain, the other heads of staff, and your medical department. Security will often be a source of casualties, whether officers or prisoners; make sure any doctor going to treat a dangerous prisoner has an escort. Science--especially Toxins and Xenobiology--will send you its share of patients, too. When your equipment gets blown up, Engineering can rebuild it. During an epidemic, one of your most important connections is, strangely enough, the lowly janitor, whose biosuit allows him to safely clean up infectious material and slow the spread of the disease. You will also be required to try to explain why people are [[cult|going crazy]], [[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;
{{Command}}&lt;br /&gt;
{{Medbay}}&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[category:Jobs]]&lt;br /&gt;
[[Category:Medbay]]&lt;/div&gt;</summary>
		<author><name>KesterShadowHair</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Corporate_Liaison&amp;diff=22725</id>
		<title>Corporate Liaison</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Corporate_Liaison&amp;diff=22725"/>
		<updated>2022-01-13T05:02:18Z</updated>

		<summary type="html">&lt;p&gt;KesterShadowHair: /* Species Consulars/Liaisons Permitted */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = black&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = ADMINISTRATIVE&lt;br /&gt;
|imagebgcolor = grey&lt;br /&gt;
|img = Ia_consultant.png&lt;br /&gt;
|jobtitle = NanoTrasen Liaison&lt;br /&gt;
|access = The Representatives Office, [[Job_Guides#Station_Command|the Bridge]], and the Odin Shuttle.&lt;br /&gt;
|difficulty = Medium to Hard&lt;br /&gt;
|qualifications = At least 30 years of age, relevant education. You&#039;ve convinced NanoTrasen Central Command you&#039;re worth loaning a Shuttle, and you are representing an [[#Interest Group|Interest Group]]&lt;br /&gt;
|education = [[Tajaran Educational Institutions#Al&#039;mari College of Hadiist Sciences|Al&#039;mari College of Hadiist Sciences]] - [[Tajaran Educational Institutions#Kaltir Law Academy|Kaltir Law Academy]]&lt;br /&gt;
|superior = [[Job_Guides#Station_Command|Station Command]] and your [[#Interest Group|Interest Group]]&lt;br /&gt;
|duties = Representing your factions interests, conducting interviews and AMAs&#039;, Improving your interest groups image, &amp;lt;s&amp;gt;Being Less Creepy than the old IAA role&amp;lt;/s&amp;gt;&lt;br /&gt;
|guides = [[Corporate_Regulations|Corporate Regulations]], [[Guide to Station Procedure|Station Directives]], [[Guide_to_Law|Guide to Law]], [[Guide_to_Paperwork|Guide to Paperwork]], [[Chain of Command]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NanoTrasen Liaisons&#039;&#039;&#039; or &#039;&#039;&#039;Representatives&#039;&#039;&#039; act as the link between an [[#Interest Group|Interest Group]] and their assigned facility. Their primary concerns are to ensure that the group they&#039;re representing is treated more favorably or just ensuring they&#039;re treated equally, within [[Corporate Regulations]], via interviews and reports to [[Job_Guides#Station_Command|Command Staff]] about misconduct.&lt;br /&gt;
&lt;br /&gt;
Secondary responsibilities of a &#039;&#039;&#039;Representative&#039;&#039;&#039; include increasing awareness of whatever factions or cause they represent. For more information on the goal of different kinds of &#039;&#039;&#039;Representative&#039;&#039;&#039;, see: [[#Interest Groups|Interest Groups]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Representatives&#039;&#039;&#039; can be played by characters of any Species that can be a part of the represented faction, by players with a Head of Staff whitelist, it is not part of [[Job_Guides#Station_Command|Station Command]] however.&lt;br /&gt;
&lt;br /&gt;
== Variation ==&lt;br /&gt;
There are two variations of Representative, those being Corporate Liaison and Consular officer. They can both be on station at one time, allowing for a representative of a Faction to be there alongside a liaison from a MegaCorporation. It is encouraged that they will work together on matters if there is a NanoTrasen Liaison alongside a consular officer, so the consular can have an easier time getting important messages through to central command or station command. &lt;br /&gt;
&lt;br /&gt;
== Interest Groups ==&lt;br /&gt;
All Non-NanoTrasen Interest Groups get access to an External Comms Link in their Fax machine which enables them to contact their superiors, and receive an orders list on round start. While they do not get all of the benefits of working for NanoTrasen, they definitely do get [[#Traitoring|other benefits]].&lt;br /&gt;
=== [[Nanotrasen_Corporation|NanoTrasen Liaison]] ===&lt;br /&gt;
&lt;br /&gt;
* NanoTrasen Liaisons are dispatched by central command to act as an on-station link between [[Nanotrasen_Corporation#Executives|Central Command]] and [[Job Guides#Station_command|Station Command]]. They can talk to command and crew on matters such as NanoTrasens interests aboard the station, advise Station Command, and issue various paperwork, including Contract Extensions, and situation reports. They can also make sure that station command is following [[Corporate Regulations|Correct Procedure]], and not doing anything bad in the eyes of the company.&lt;br /&gt;
&lt;br /&gt;
=== Corporate Representative ===&lt;br /&gt;
&lt;br /&gt;
* On station liaisons from other Megacorporations with contractors on Station. They are supposed to represent the interests of their parent company, as well as to ensure the well being and prosperity of their contractors. They can pressure [[Job_Guides#Station_Command|Command Staff]], make requests, or even do back-alley deals and bribes in [[traitor|certain circumstances]].&lt;br /&gt;
&lt;br /&gt;
=== [[Republic_of_Biesel|Tau Ceti Representative]] ===&lt;br /&gt;
&lt;br /&gt;
* Tasked by the [[Biesel|Republic of Biesel]] government to ensure that [[Guide_to_Law#Republic_of_Biesel|Tau Ceti Law]] is being followed, and that safety regulations are being followed. They are to promote Biesel sentiment, and reinforce the image of the bright beacon of democracy. They may also issue Tau Ceti citizenship and passports in certain circumstances.&lt;br /&gt;
&lt;br /&gt;
=== [[Sol_Alliance|Sol Consular Officer]] ===&lt;br /&gt;
&lt;br /&gt;
* Following the aftermath of the [[KING OF THE WORLD#READE FALLS!|35th&#039;s invasion]], Sol Alliance consular officers are no longer welcome aboard the Aurora.&lt;br /&gt;
&lt;br /&gt;
=== [[People&#039;s Republic of Adhomai|PRA Consular Officer]] ===&lt;br /&gt;
&lt;br /&gt;
* Dispatched from the [[Tajara#People.27s_Republic_of_Adhomai|Peoples Republic of Adhomai]] to ensure the well being and interests of Republican citizens who are living in this far away [[Tajara|Tajaran]] enclave. They are to encourage proper Republican values and make sure that party lines are being upheld. &lt;br /&gt;
&lt;br /&gt;
* They are the Party&#039;s eyes and ears on the station and are tasked with reporting any subversive behavior to the government. They are given a set of tools and access to the fax machine to deal diplomatically with possible subversive elements. They can also issue Honorary Party Memberships to any crewmember.&lt;br /&gt;
&lt;br /&gt;
* Consulars are Hadiist Party members and should always be loyal to President Hadii. They must be exemplary citizens and embody the Republican ideals. Cooperating with NanoTrasen authorities is also necessary due to the strict bounds between the Republic and the corporation.&lt;br /&gt;
&lt;br /&gt;
=== [[Democratic People&#039;s Republic of Adhomai|DPRA Consular Officer]] ===&lt;br /&gt;
&lt;br /&gt;
* Dispatched from the [[Democratic People&#039;s Republic of Adhomai]] to ensure the well being and interests of Al&#039;mariist citizens who are living in this far away [[Tajara|Tajaran]] enclave. They are to encourage proper Al&#039;mariist values and ensure that the rights of the Tajara people are being respected.&lt;br /&gt;
&lt;br /&gt;
* Consulars are employed by the civilian government and should display the values upheld by the Al&#039;mariist ideology. They are given a set of tools and access to the fax machine to make sure that any DPRA citizen is working towards the future of their species.&lt;br /&gt;
&lt;br /&gt;
* While consular officers are part of the civil government, they can still harbor sympathies for the military juntas and Supreme Commander Nated. Cooperation with NanoTrasen is desirable when the outcome is beneficial to the Al&#039;mariist cause. While direct opposition against the megacorporations is no part of the consular&#039;s duties, DPRA consular officers should do their best to support Liberation Army personnel on the field.&lt;br /&gt;
&lt;br /&gt;
=== [[New Kingdom of Adhomai|NKA Consular Officer]] ===&lt;br /&gt;
&lt;br /&gt;
* Dispatched from the [[New Kingdom of Adhomai]] to ensure the well being and interests of Royalists citizens who are living in this far away [[Tajara|Tajaran]] enclave. They are to encourage traditional Tajaran values and ensure cooperation between the New Kingdom and NanoTrasen.&lt;br /&gt;
&lt;br /&gt;
* Consulars are under the supervision of the Crown and should be model citizens. They are given a set of tools and access to the fax machine to make sure that any NKA citizen is acting in an upstanding manner. Cooperation with NanoTrasen is necessary, as the Kingdom is doing its best to acquire allies.&lt;br /&gt;
&lt;br /&gt;
* Consulars can be either nobles or commoners. Despite their origins, they were chosen by their support of the Royalist ideology.&lt;br /&gt;
&lt;br /&gt;
=== [[Unathi#Izweski_Nation|Hegemony Consular Officer]] ===&lt;br /&gt;
&lt;br /&gt;
* Hailing from [[Unathi|Unathi owned space]], these diplomats are here to reach the Unathi working on NanoTrasen vessels and keep the relations between NanoTrasen and the Hegemony in top shape. As a [[Unathi|Unathi]] representative, you will need to carefully balance the morals of your homeworld and your diplomatic responsibilities.&lt;br /&gt;
&lt;br /&gt;
* You are recommended to call Unathi to your office, to speak with them and learn their origins.  Talk about their clan back on Moghes, learn their religious ideals, find any... &#039;&#039;&#039;[[Unathi#The_Guwan|undesirables]]&#039;&#039;&#039; who might be hiding their clan name and ensure paperwork is sent to a Hegemony vessel documenting a possible Guwan hiding their Guwan title behind their old Clan name.&lt;br /&gt;
&lt;br /&gt;
* Consulars will always be &#039;&#039;&#039;noblemen&#039;&#039;&#039;, or even &#039;&#039;&#039;noblewomen&#039;&#039;&#039;. Either way, your clan is notable and you might be related to a [[Unathi#Izweski_Nation|Lord of Moghes]] in some way.&lt;br /&gt;
&lt;br /&gt;
* Hosting Feasts in honor of the Hegemon is always fun. Let everyone know you&#039;re rich, by paying for all their meals for the shift.&lt;br /&gt;
&lt;br /&gt;
*If a Guwan wishes to prove themselves capable of restoring their title, or creating a new one, you are one of the first steps. They must prove themselves worthy enough to be represented by you or someone you choose in a court. Afterwards, directly message the Lore Developer in charge of Unathi, or a deputy.&lt;br /&gt;
&lt;br /&gt;
=== [[Skrell|Jargon Federation Consular Officer]] ===&lt;br /&gt;
&lt;br /&gt;
* Having come all the way from [[Notable_Skrell_Systems_and_Locations#Nralakk:_The_Home_system|Nralakk]] these officers are very well versed in local customs and culture. Being the natural diplomats, Skrell Consular Officers are very diplomatically savvy and knowledgeable and are on the station to remind other Skrell how far the Federation reaches. Thus a Skrell Consular Officer should strive to be the last person on the station to offend their host, while not being a complete pushover.&lt;br /&gt;
&lt;br /&gt;
=== [[Empire_of_Dominia|Dominian Consular Officer]] ===&lt;br /&gt;
&lt;br /&gt;
* Sent by the [[Empire_of_Dominia|Dominian Empire]], the job of Dominian Consular Officer is to dispell all perceived inaccuracies about Dominian first and ensure the loyalty of its subjects second. Dominia has had an understanding with NanoTrasen ever since its rediscovery by the other spacial factions and its officers ensure that this relationship lasts, despite the ideological differences.&lt;br /&gt;
&lt;br /&gt;
=== [[Vaurca|Vaurca Consular Officer]] ===&lt;br /&gt;
&lt;br /&gt;
* Representing one of the [[Vaurca#Hives|hives]], Vaurca Consular Officers are always a special type of Vaurca, a [[Vaurca#Playing_a_Hive_Representative|Ta]] also known as a Breeder. As the emotional centerpiece of Vaurca society, a Vaurca Consular officer is the ideal type capable of communicating and understanding all the other species in the system.&lt;br /&gt;
&lt;br /&gt;
=== [[Synthetic_Factions#The_Golden_Deep|Golden Deep Consular Officer]] ===&lt;br /&gt;
&lt;br /&gt;
* As a representation of the Golden Deep, your duties are to ensure the continued relations between Nanotrasen and Golden Deep affiliates.&lt;br /&gt;
* Golden Deep Consular Officers must have acquired their Golden Deep Citizenship.&lt;br /&gt;
* A Golden Deep Consular Officers are more often than not highly esteemed merchants, or a membership holding, carefully vetted synthetic made to engage as a diplomatic bridge between business partners.&lt;br /&gt;
* You are recommended to promote the Golden Deep affiliates in the Republic of Biesel, as well as seeking out synthetics for purchase under the Golden Deep umbrella.&lt;br /&gt;
* A membership within Golden Deep is not to be given lightly and Consular Officers are responsible for ensuring that any IPCs inducted into the group can increase its prosperity.&lt;br /&gt;
&lt;br /&gt;
=== [[Coalition of Colonies|Coalition of Colonies Consular Officer]] ===&lt;br /&gt;
&lt;br /&gt;
* As a Representative of the expansive CoC, you are entrusted to act as the link between all the members of the CoC, their populace, and the Coalition as a whole. You are likely to interact with a wide range of people, so Coalition Consulars are normally excellent at conflict resolution and problem solving.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Species Consulars/Liaisons Permitted&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
! Humans&lt;br /&gt;
! Skrells&lt;br /&gt;
! Unathi&lt;br /&gt;
! Tajara&lt;br /&gt;
! IPCs&lt;br /&gt;
! Dionae&lt;br /&gt;
! Vaurca&lt;br /&gt;
|-&lt;br /&gt;
!NT Liaison&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
!Tau Ceti&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|- &lt;br /&gt;
!PRA&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
!DPRA&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
!NKA&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|- &lt;br /&gt;
!Hegemony&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|- &lt;br /&gt;
!Dominia&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|- &lt;br /&gt;
!Zavodskoi Interstellar&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|- &lt;br /&gt;
!EPMC Rep.&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|- &lt;br /&gt;
!Idris Rep.&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|- &lt;br /&gt;
!Heph Rep.&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|- &lt;br /&gt;
!Zeng-Hu Rep.&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|- &lt;br /&gt;
!Jargon&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
!Vaucrae Hive&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|-  &lt;br /&gt;
!Golden Deep&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|-  &lt;br /&gt;
!Coalition&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|- &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Embrace The Bureaucracy ==&lt;br /&gt;
So, your shoes are polished, your tie is on straight, your stamp is inked up and there’s a full cup of coffee on your desk - what now?&lt;br /&gt;
&lt;br /&gt;
:Typically, the broad duties of a Representative can be sorted into three major categories:&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Awareness&#039;&#039;&#039;: Doing activities to spread awareness of your [[#Interest Groups|Interest Group]] are a very good idea to keep everyone happy, and most importantly, informed. A good representative might give seminars on the virtues and upsides of their Interest Group, or a Consular Officer might do a QnA or trivia for their faction. Get creative with it, and remember that certain factions will be trying harder than others, such as the PRA or Hegemony. &lt;br /&gt;
# &#039;&#039;&#039;Oversight&#039;&#039;&#039;: Doing activities that keep members of your [[#Interest Groups|Interest Group]] happy are a good idea. If a member of said Interest Group is unhappy, take them in and work out ways to make it better, such as talking to Station Command to improve the situation. In order for that to work, a Representative needs to be keeping track of members of their Interest group, in ways such as PDAing to ask them, or calling them in to your office for a [[Vampire|chat]].&lt;br /&gt;
# &#039;&#039;&#039;Protest&#039;&#039;&#039;: Activities taken in response to mistreatment. An example would be contacting the [[Captain]], [[Head of Personnel]], or [[Job_Guides#Security|Security]] when you suspect someone from your [[#Interest Groups|Interest Group]] is in danger or has been wronged. Another would be vocally protesting in response to someone from your [[#Interest Group|Interest Group]] being arrested, even going as far as to negotiate for their release, or lessening of their punishment. &#039;&#039;&#039;Do not push this or it may&#039;&#039;&#039; [[#Directive 12|lead to trouble!]]&lt;br /&gt;
&lt;br /&gt;
Before you sign on for that first shift, recognize a hard truth about &#039;&#039;&#039;Representatives&#039;&#039;&#039;: you are not, strictly speaking, a necessary component of the station’s crew. By yourself, you cannot permit, prevent, or enforce just about anything. You are barely even part of the Stations&#039; Crew.&lt;br /&gt;
&lt;br /&gt;
Your ability to effectively do your job therefore relies on your ability to communicate with the station’s various [[Job_Guides|Departments]], and [[Job_Guides#Station_Command|Station Command]]. Having good working relationships with the crew also makes it more likely that they will come to you with their problems, or report things to you, rather than leaving you to hunt for them, or to sit at your desk contemplating your coffee all shift.&lt;br /&gt;
&lt;br /&gt;
:In order to help build those working relationships, there are a few things Representatives should try to do.&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Do Spread Awareness&#039;&#039;&#039;: The only way you&#039;re going to get Station Crew on your side is if you get involved with the Crewmembers aboard the Aurora, in whatever way you may choose to do so, or your [[#Interest_Group|Interest Group]] entails.&lt;br /&gt;
#&#039;&#039;&#039;Do Not Cause Trouble&#039;&#039;&#039;: You are here with the express permission of [[Job_Guides#Station_Command|Station Command]] and NanoTrasen, a permission that can easily be revoked, you don&#039;t want to test them, and any violation of [[Corporate Regulations]] should be strictly covert, if at all.&lt;br /&gt;
#&#039;&#039;&#039;Do Play Favorites&#039;&#039;&#039;: It is the express purpose of your job to advocate for your [[#Interest_Group|Interest Group]], and thus, to play favorites. If you think that helping a Crewmember who is close to someone in it will aid in that, you should definitely do it if it fits your character. Though, you don&#039;t want others to know, as it could land you in trouble with a [[Security Officer]], and thus, [[Job_Guides#Station_Command|Station Command]]. It could also violate [[Server Rules]] in extreme cases, if in doubt, Ahelp.&lt;br /&gt;
&lt;br /&gt;
=== [[Guide to Station Procedure#Representatives and Consular Officers|Directive 12]] ===&lt;br /&gt;
&amp;quot;Command staff are expected to engage representatives through diplomacy and to consent to reasonable requests. The representative is not part of the station chain of command. The representative is granted special status in relation to corporate regulations;&amp;quot;&lt;br /&gt;
* The representative does not serve brig time for low level infractions, the fine alternative can be used in those cases. The representative can serve brig time for medium and high level infractions, with command staff being able to contact Central Command requesting the revocation of the representative&#039;s privilege.&lt;br /&gt;
* The representative&#039;s office offers immunity to the representative. Security may not enter to conduct arrests under normal circumstances. Entering or refusing to exit the office is considered trespassing. The office&#039;s immunity may be revoked by the captain or a captain level decision.&lt;br /&gt;
Read more at: [[Guide to Station Procedure#Representatives and Consular Officers|Station Directives: Directive 12]].&lt;br /&gt;
&lt;br /&gt;
== Traitoring ==&lt;br /&gt;
:This scenario is unlikely as the NanoTrasen Liaison, as the Mindshield Implant all Liaisons are required to have prevents you from being brainwashed, However, if you&#039;re a Representative for a different group, and find yourself selected for traitor, congratulations! You are an antagonist trusted explicitly by your [[#Interest Group|Interest Group]], who will likely be thrilled to help you. &lt;br /&gt;
&lt;br /&gt;
:Wield your bureaucracy against the company you&#039;ve signed up to act within! The morphic clerical kit may be of use to a traitorous Representative, as the stamps it provides allow you to forge command staff approval of just about anything. Through this, you can stamp approval papers to your fellows, have them lie to [[Job_Guides#Command|Command Staff]] about who they got them from, and then procure anything they&#039;d like, thanks to you. If anyone questions what you&#039;re doing, remind them that you have the best interests of your people at heart.&lt;br /&gt;
&lt;br /&gt;
{{Command}}&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[Category:Jobs]]&lt;br /&gt;
[[Category:Command]]&lt;/div&gt;</summary>
		<author><name>KesterShadowHair</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Corporate_Liaison&amp;diff=22724</id>
		<title>Corporate Liaison</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Corporate_Liaison&amp;diff=22724"/>
		<updated>2022-01-13T04:58:55Z</updated>

		<summary type="html">&lt;p&gt;KesterShadowHair: /* Species Consulars Permitted */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = black&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = ADMINISTRATIVE&lt;br /&gt;
|imagebgcolor = grey&lt;br /&gt;
|img = Ia_consultant.png&lt;br /&gt;
|jobtitle = NanoTrasen Liaison&lt;br /&gt;
|access = The Representatives Office, [[Job_Guides#Station_Command|the Bridge]], and the Odin Shuttle.&lt;br /&gt;
|difficulty = Medium to Hard&lt;br /&gt;
|qualifications = At least 30 years of age, relevant education. You&#039;ve convinced NanoTrasen Central Command you&#039;re worth loaning a Shuttle, and you are representing an [[#Interest Group|Interest Group]]&lt;br /&gt;
|education = [[Tajaran Educational Institutions#Al&#039;mari College of Hadiist Sciences|Al&#039;mari College of Hadiist Sciences]] - [[Tajaran Educational Institutions#Kaltir Law Academy|Kaltir Law Academy]]&lt;br /&gt;
|superior = [[Job_Guides#Station_Command|Station Command]] and your [[#Interest Group|Interest Group]]&lt;br /&gt;
|duties = Representing your factions interests, conducting interviews and AMAs&#039;, Improving your interest groups image, &amp;lt;s&amp;gt;Being Less Creepy than the old IAA role&amp;lt;/s&amp;gt;&lt;br /&gt;
|guides = [[Corporate_Regulations|Corporate Regulations]], [[Guide to Station Procedure|Station Directives]], [[Guide_to_Law|Guide to Law]], [[Guide_to_Paperwork|Guide to Paperwork]], [[Chain of Command]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NanoTrasen Liaisons&#039;&#039;&#039; or &#039;&#039;&#039;Representatives&#039;&#039;&#039; act as the link between an [[#Interest Group|Interest Group]] and their assigned facility. Their primary concerns are to ensure that the group they&#039;re representing is treated more favorably or just ensuring they&#039;re treated equally, within [[Corporate Regulations]], via interviews and reports to [[Job_Guides#Station_Command|Command Staff]] about misconduct.&lt;br /&gt;
&lt;br /&gt;
Secondary responsibilities of a &#039;&#039;&#039;Representative&#039;&#039;&#039; include increasing awareness of whatever factions or cause they represent. For more information on the goal of different kinds of &#039;&#039;&#039;Representative&#039;&#039;&#039;, see: [[#Interest Groups|Interest Groups]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Representatives&#039;&#039;&#039; can be played by characters of any Species that can be a part of the represented faction, by players with a Head of Staff whitelist, it is not part of [[Job_Guides#Station_Command|Station Command]] however.&lt;br /&gt;
&lt;br /&gt;
== Variation ==&lt;br /&gt;
There are two variations of Representative, those being Corporate Liaison and Consular officer. They can both be on station at one time, allowing for a representative of a Faction to be there alongside a liaison from a MegaCorporation. It is encouraged that they will work together on matters if there is a NanoTrasen Liaison alongside a consular officer, so the consular can have an easier time getting important messages through to central command or station command. &lt;br /&gt;
&lt;br /&gt;
== Interest Groups ==&lt;br /&gt;
All Non-NanoTrasen Interest Groups get access to an External Comms Link in their Fax machine which enables them to contact their superiors, and receive an orders list on round start. While they do not get all of the benefits of working for NanoTrasen, they definitely do get [[#Traitoring|other benefits]].&lt;br /&gt;
=== [[Nanotrasen_Corporation|NanoTrasen Liaison]] ===&lt;br /&gt;
&lt;br /&gt;
* NanoTrasen Liaisons are dispatched by central command to act as an on-station link between [[Nanotrasen_Corporation#Executives|Central Command]] and [[Job Guides#Station_command|Station Command]]. They can talk to command and crew on matters such as NanoTrasens interests aboard the station, advise Station Command, and issue various paperwork, including Contract Extensions, and situation reports. They can also make sure that station command is following [[Corporate Regulations|Correct Procedure]], and not doing anything bad in the eyes of the company.&lt;br /&gt;
&lt;br /&gt;
=== Corporate Representative ===&lt;br /&gt;
&lt;br /&gt;
* On station liaisons from other Megacorporations with contractors on Station. They are supposed to represent the interests of their parent company, as well as to ensure the well being and prosperity of their contractors. They can pressure [[Job_Guides#Station_Command|Command Staff]], make requests, or even do back-alley deals and bribes in [[traitor|certain circumstances]].&lt;br /&gt;
&lt;br /&gt;
=== [[Republic_of_Biesel|Tau Ceti Representative]] ===&lt;br /&gt;
&lt;br /&gt;
* Tasked by the [[Biesel|Republic of Biesel]] government to ensure that [[Guide_to_Law#Republic_of_Biesel|Tau Ceti Law]] is being followed, and that safety regulations are being followed. They are to promote Biesel sentiment, and reinforce the image of the bright beacon of democracy. They may also issue Tau Ceti citizenship and passports in certain circumstances.&lt;br /&gt;
&lt;br /&gt;
=== [[Sol_Alliance|Sol Consular Officer]] ===&lt;br /&gt;
&lt;br /&gt;
* Following the aftermath of the [[KING OF THE WORLD#READE FALLS!|35th&#039;s invasion]], Sol Alliance consular officers are no longer welcome aboard the Aurora.&lt;br /&gt;
&lt;br /&gt;
=== [[People&#039;s Republic of Adhomai|PRA Consular Officer]] ===&lt;br /&gt;
&lt;br /&gt;
* Dispatched from the [[Tajara#People.27s_Republic_of_Adhomai|Peoples Republic of Adhomai]] to ensure the well being and interests of Republican citizens who are living in this far away [[Tajara|Tajaran]] enclave. They are to encourage proper Republican values and make sure that party lines are being upheld. &lt;br /&gt;
&lt;br /&gt;
* They are the Party&#039;s eyes and ears on the station and are tasked with reporting any subversive behavior to the government. They are given a set of tools and access to the fax machine to deal diplomatically with possible subversive elements. They can also issue Honorary Party Memberships to any crewmember.&lt;br /&gt;
&lt;br /&gt;
* Consulars are Hadiist Party members and should always be loyal to President Hadii. They must be exemplary citizens and embody the Republican ideals. Cooperating with NanoTrasen authorities is also necessary due to the strict bounds between the Republic and the corporation.&lt;br /&gt;
&lt;br /&gt;
=== [[Democratic People&#039;s Republic of Adhomai|DPRA Consular Officer]] ===&lt;br /&gt;
&lt;br /&gt;
* Dispatched from the [[Democratic People&#039;s Republic of Adhomai]] to ensure the well being and interests of Al&#039;mariist citizens who are living in this far away [[Tajara|Tajaran]] enclave. They are to encourage proper Al&#039;mariist values and ensure that the rights of the Tajara people are being respected.&lt;br /&gt;
&lt;br /&gt;
* Consulars are employed by the civilian government and should display the values upheld by the Al&#039;mariist ideology. They are given a set of tools and access to the fax machine to make sure that any DPRA citizen is working towards the future of their species.&lt;br /&gt;
&lt;br /&gt;
* While consular officers are part of the civil government, they can still harbor sympathies for the military juntas and Supreme Commander Nated. Cooperation with NanoTrasen is desirable when the outcome is beneficial to the Al&#039;mariist cause. While direct opposition against the megacorporations is no part of the consular&#039;s duties, DPRA consular officers should do their best to support Liberation Army personnel on the field.&lt;br /&gt;
&lt;br /&gt;
=== [[New Kingdom of Adhomai|NKA Consular Officer]] ===&lt;br /&gt;
&lt;br /&gt;
* Dispatched from the [[New Kingdom of Adhomai]] to ensure the well being and interests of Royalists citizens who are living in this far away [[Tajara|Tajaran]] enclave. They are to encourage traditional Tajaran values and ensure cooperation between the New Kingdom and NanoTrasen.&lt;br /&gt;
&lt;br /&gt;
* Consulars are under the supervision of the Crown and should be model citizens. They are given a set of tools and access to the fax machine to make sure that any NKA citizen is acting in an upstanding manner. Cooperation with NanoTrasen is necessary, as the Kingdom is doing its best to acquire allies.&lt;br /&gt;
&lt;br /&gt;
* Consulars can be either nobles or commoners. Despite their origins, they were chosen by their support of the Royalist ideology.&lt;br /&gt;
&lt;br /&gt;
=== [[Unathi#Izweski_Nation|Hegemony Consular Officer]] ===&lt;br /&gt;
&lt;br /&gt;
* Hailing from [[Unathi|Unathi owned space]], these diplomats are here to reach the Unathi working on NanoTrasen vessels and keep the relations between NanoTrasen and the Hegemony in top shape. As a [[Unathi|Unathi]] representative, you will need to carefully balance the morals of your homeworld and your diplomatic responsibilities.&lt;br /&gt;
&lt;br /&gt;
* You are recommended to call Unathi to your office, to speak with them and learn their origins.  Talk about their clan back on Moghes, learn their religious ideals, find any... &#039;&#039;&#039;[[Unathi#The_Guwan|undesirables]]&#039;&#039;&#039; who might be hiding their clan name and ensure paperwork is sent to a Hegemony vessel documenting a possible Guwan hiding their Guwan title behind their old Clan name.&lt;br /&gt;
&lt;br /&gt;
* Consulars will always be &#039;&#039;&#039;noblemen&#039;&#039;&#039;, or even &#039;&#039;&#039;noblewomen&#039;&#039;&#039;. Either way, your clan is notable and you might be related to a [[Unathi#Izweski_Nation|Lord of Moghes]] in some way.&lt;br /&gt;
&lt;br /&gt;
* Hosting Feasts in honor of the Hegemon is always fun. Let everyone know you&#039;re rich, by paying for all their meals for the shift.&lt;br /&gt;
&lt;br /&gt;
*If a Guwan wishes to prove themselves capable of restoring their title, or creating a new one, you are one of the first steps. They must prove themselves worthy enough to be represented by you or someone you choose in a court. Afterwards, directly message the Lore Developer in charge of Unathi, or a deputy.&lt;br /&gt;
&lt;br /&gt;
=== [[Skrell|Jargon Federation Consular Officer]] ===&lt;br /&gt;
&lt;br /&gt;
* Having come all the way from [[Notable_Skrell_Systems_and_Locations#Nralakk:_The_Home_system|Nralakk]] these officers are very well versed in local customs and culture. Being the natural diplomats, Skrell Consular Officers are very diplomatically savvy and knowledgeable and are on the station to remind other Skrell how far the Federation reaches. Thus a Skrell Consular Officer should strive to be the last person on the station to offend their host, while not being a complete pushover.&lt;br /&gt;
&lt;br /&gt;
=== [[Empire_of_Dominia|Dominian Consular Officer]] ===&lt;br /&gt;
&lt;br /&gt;
* Sent by the [[Empire_of_Dominia|Dominian Empire]], the job of Dominian Consular Officer is to dispell all perceived inaccuracies about Dominian first and ensure the loyalty of its subjects second. Dominia has had an understanding with NanoTrasen ever since its rediscovery by the other spacial factions and its officers ensure that this relationship lasts, despite the ideological differences.&lt;br /&gt;
&lt;br /&gt;
=== [[Vaurca|Vaurca Consular Officer]] ===&lt;br /&gt;
&lt;br /&gt;
* Representing one of the [[Vaurca#Hives|hives]], Vaurca Consular Officers are always a special type of Vaurca, a [[Vaurca#Playing_a_Hive_Representative|Ta]] also known as a Breeder. As the emotional centerpiece of Vaurca society, a Vaurca Consular officer is the ideal type capable of communicating and understanding all the other species in the system.&lt;br /&gt;
&lt;br /&gt;
=== [[Synthetic_Factions#The_Golden_Deep|Golden Deep Consular Officer]] ===&lt;br /&gt;
&lt;br /&gt;
* As a representation of the Golden Deep, your duties are to ensure the continued relations between Nanotrasen and Golden Deep affiliates.&lt;br /&gt;
* Golden Deep Consular Officers must have acquired their Golden Deep Citizenship.&lt;br /&gt;
* A Golden Deep Consular Officers are more often than not highly esteemed merchants, or a membership holding, carefully vetted synthetic made to engage as a diplomatic bridge between business partners.&lt;br /&gt;
* You are recommended to promote the Golden Deep affiliates in the Republic of Biesel, as well as seeking out synthetics for purchase under the Golden Deep umbrella.&lt;br /&gt;
* A membership within Golden Deep is not to be given lightly and Consular Officers are responsible for ensuring that any IPCs inducted into the group can increase its prosperity.&lt;br /&gt;
&lt;br /&gt;
=== [[Coalition of Colonies|Coalition of Colonies Consular Officer]] ===&lt;br /&gt;
&lt;br /&gt;
* As a Representative of the expansive CoC, you are entrusted to act as the link between all the members of the CoC, their populace, and the Coalition as a whole. You are likely to interact with a wide range of people, so Coalition Consulars are normally excellent at conflict resolution and problem solving.&lt;br /&gt;
&lt;br /&gt;
=== Species Consulars/Liaisons Permitted ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Species Consulars Permitted&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
! Humans&lt;br /&gt;
! Skrells&lt;br /&gt;
! Unathi&lt;br /&gt;
! Tajara&lt;br /&gt;
! IPCs&lt;br /&gt;
! Dionae&lt;br /&gt;
! Vaurca&lt;br /&gt;
|-&lt;br /&gt;
!NT Liaison&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
!Tau Ceti&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|- &lt;br /&gt;
!PRA&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
!DPRA&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
!NKA&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|- &lt;br /&gt;
!Hegemony&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|- &lt;br /&gt;
!Dominia&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|- &lt;br /&gt;
!Zavodskoi Interstellar&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
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|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|- &lt;br /&gt;
!EPMC Rep.&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
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|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|- &lt;br /&gt;
!Idris Rep.&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|- &lt;br /&gt;
!Heph Rep.&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|- &lt;br /&gt;
!Zeng-Hu Rep.&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|- &lt;br /&gt;
!Jargon&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
!Vaucrae Hive&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|-  &lt;br /&gt;
!Golden Deep&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|-  &lt;br /&gt;
!Coalition&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|- &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Embrace The Bureaucracy ==&lt;br /&gt;
So, your shoes are polished, your tie is on straight, your stamp is inked up and there’s a full cup of coffee on your desk - what now?&lt;br /&gt;
&lt;br /&gt;
:Typically, the broad duties of a Representative can be sorted into three major categories:&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Awareness&#039;&#039;&#039;: Doing activities to spread awareness of your [[#Interest Groups|Interest Group]] are a very good idea to keep everyone happy, and most importantly, informed. A good representative might give seminars on the virtues and upsides of their Interest Group, or a Consular Officer might do a QnA or trivia for their faction. Get creative with it, and remember that certain factions will be trying harder than others, such as the PRA or Hegemony. &lt;br /&gt;
# &#039;&#039;&#039;Oversight&#039;&#039;&#039;: Doing activities that keep members of your [[#Interest Groups|Interest Group]] happy are a good idea. If a member of said Interest Group is unhappy, take them in and work out ways to make it better, such as talking to Station Command to improve the situation. In order for that to work, a Representative needs to be keeping track of members of their Interest group, in ways such as PDAing to ask them, or calling them in to your office for a [[Vampire|chat]].&lt;br /&gt;
# &#039;&#039;&#039;Protest&#039;&#039;&#039;: Activities taken in response to mistreatment. An example would be contacting the [[Captain]], [[Head of Personnel]], or [[Job_Guides#Security|Security]] when you suspect someone from your [[#Interest Groups|Interest Group]] is in danger or has been wronged. Another would be vocally protesting in response to someone from your [[#Interest Group|Interest Group]] being arrested, even going as far as to negotiate for their release, or lessening of their punishment. &#039;&#039;&#039;Do not push this or it may&#039;&#039;&#039; [[#Directive 12|lead to trouble!]]&lt;br /&gt;
&lt;br /&gt;
Before you sign on for that first shift, recognize a hard truth about &#039;&#039;&#039;Representatives&#039;&#039;&#039;: you are not, strictly speaking, a necessary component of the station’s crew. By yourself, you cannot permit, prevent, or enforce just about anything. You are barely even part of the Stations&#039; Crew.&lt;br /&gt;
&lt;br /&gt;
Your ability to effectively do your job therefore relies on your ability to communicate with the station’s various [[Job_Guides|Departments]], and [[Job_Guides#Station_Command|Station Command]]. Having good working relationships with the crew also makes it more likely that they will come to you with their problems, or report things to you, rather than leaving you to hunt for them, or to sit at your desk contemplating your coffee all shift.&lt;br /&gt;
&lt;br /&gt;
:In order to help build those working relationships, there are a few things Representatives should try to do.&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Do Spread Awareness&#039;&#039;&#039;: The only way you&#039;re going to get Station Crew on your side is if you get involved with the Crewmembers aboard the Aurora, in whatever way you may choose to do so, or your [[#Interest_Group|Interest Group]] entails.&lt;br /&gt;
#&#039;&#039;&#039;Do Not Cause Trouble&#039;&#039;&#039;: You are here with the express permission of [[Job_Guides#Station_Command|Station Command]] and NanoTrasen, a permission that can easily be revoked, you don&#039;t want to test them, and any violation of [[Corporate Regulations]] should be strictly covert, if at all.&lt;br /&gt;
#&#039;&#039;&#039;Do Play Favorites&#039;&#039;&#039;: It is the express purpose of your job to advocate for your [[#Interest_Group|Interest Group]], and thus, to play favorites. If you think that helping a Crewmember who is close to someone in it will aid in that, you should definitely do it if it fits your character. Though, you don&#039;t want others to know, as it could land you in trouble with a [[Security Officer]], and thus, [[Job_Guides#Station_Command|Station Command]]. It could also violate [[Server Rules]] in extreme cases, if in doubt, Ahelp.&lt;br /&gt;
&lt;br /&gt;
=== [[Guide to Station Procedure#Representatives and Consular Officers|Directive 12]] ===&lt;br /&gt;
&amp;quot;Command staff are expected to engage representatives through diplomacy and to consent to reasonable requests. The representative is not part of the station chain of command. The representative is granted special status in relation to corporate regulations;&amp;quot;&lt;br /&gt;
* The representative does not serve brig time for low level infractions, the fine alternative can be used in those cases. The representative can serve brig time for medium and high level infractions, with command staff being able to contact Central Command requesting the revocation of the representative&#039;s privilege.&lt;br /&gt;
* The representative&#039;s office offers immunity to the representative. Security may not enter to conduct arrests under normal circumstances. Entering or refusing to exit the office is considered trespassing. The office&#039;s immunity may be revoked by the captain or a captain level decision.&lt;br /&gt;
Read more at: [[Guide to Station Procedure#Representatives and Consular Officers|Station Directives: Directive 12]].&lt;br /&gt;
&lt;br /&gt;
== Traitoring ==&lt;br /&gt;
:This scenario is unlikely as the NanoTrasen Liaison, as the Mindshield Implant all Liaisons are required to have prevents you from being brainwashed, However, if you&#039;re a Representative for a different group, and find yourself selected for traitor, congratulations! You are an antagonist trusted explicitly by your [[#Interest Group|Interest Group]], who will likely be thrilled to help you. &lt;br /&gt;
&lt;br /&gt;
:Wield your bureaucracy against the company you&#039;ve signed up to act within! The morphic clerical kit may be of use to a traitorous Representative, as the stamps it provides allow you to forge command staff approval of just about anything. Through this, you can stamp approval papers to your fellows, have them lie to [[Job_Guides#Command|Command Staff]] about who they got them from, and then procure anything they&#039;d like, thanks to you. If anyone questions what you&#039;re doing, remind them that you have the best interests of your people at heart.&lt;br /&gt;
&lt;br /&gt;
{{Command}}&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[Category:Jobs]]&lt;br /&gt;
[[Category:Command]]&lt;/div&gt;</summary>
		<author><name>KesterShadowHair</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Guide_to_EVA&amp;diff=22533</id>
		<title>Guide to EVA</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Guide_to_EVA&amp;diff=22533"/>
		<updated>2022-01-08T08:54:48Z</updated>

		<summary type="html">&lt;p&gt;KesterShadowHair: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP|assign = KesterShadowHair}}&lt;br /&gt;
EVA is an often used phrase that means &#039;&#039;&#039;Extravehicular Activity&#039;&#039;&#039;, which more often than not refers to going out into space, or &#039;&#039;&#039;spacewalking&#039;&#039;&#039;, which typically involves exploring the asteroid that the Aurora is stationed on. EVA may also refer to EVA Storage next to Security.&lt;br /&gt;
&lt;br /&gt;
=Space Suits and Equipment=&lt;br /&gt;
In order to not succumb to vacuum and have your blood boil out of your pores, you must wear protective equipment. Below are the different types of equipment available.&lt;br /&gt;
&lt;br /&gt;
==[[File:Softsuit.png|64px]]Softsuits==&lt;br /&gt;
Softsuits are your most basic protective equipment against vacuum and space. They are commonly found in the blue emergency oxygen closets placed around the station. The suit and helmet are separate, but also quite fragile and susceptible to puncturing and tearing, which would render the suit useless against space. They are also clunky, encumbering, and colored very brightly.&lt;br /&gt;
&lt;br /&gt;
==[[File:Engineering_VoidsuitFull.png|64px]]Voidsuits==&lt;br /&gt;
&amp;lt;small&amp;gt;See also: [[Guide to Voidsuits|Voidsuits]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Voidsuits are much more advanced over softsuits, and provide a slightly better range of options. The only downside is that they must be refit in a [[#Suit_Cycler|suit cycler]] to fit your species/anatomy if you are not human. Voidsuits, however, contain a suit slot for oxygen tanks so that you don&#039;t have to place one on your back, which has the added benefit of letting you wear your backpack. On top of this, voidsuits can also be assembled and compacted down to a single item, which will be covered below. Despite what some may look like, voidsuits are &#039;&#039;not&#039;&#039; suits of armor, and can still be damaged beyond optimal operation. &lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
In this expandable list is your go-to voidsuit information and our current departmental voidsuits.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
==Assembly==&lt;br /&gt;
Assembly is done by taking a voidsuit component and clicking on the main suit with it. This will attach it to the suit, and will deploy once the main suit is equipped &#039;&#039;as long as nothing is in the way,&#039;&#039; shoes being an exception for magboots. To remove components, use a screwdriver on the suit. Assembly is optional but very much encouraged.&lt;br /&gt;
* [[File:Medical_Voidsuit_Helmet.png|64px]]&#039;&#039;&#039;Voidsuit helmet:&#039;&#039;&#039; Occupies helmet slot. Removes the need for an oxygen mask as long as it&#039;s worn.&lt;br /&gt;
* [[File:Medical_Hardsuit.png|64px]]&#039;&#039;&#039;Voidsuit:&#039;&#039;&#039; Occupies exo slot.&lt;br /&gt;
* [[File:Mashoe.png|64px]]&#039;&#039;&#039;Magboots:&#039;&#039;&#039; Occupies shoe slot. Will fit over any shoes you&#039;re already wearing.&lt;br /&gt;
* [[File:Oxygen_tank.png|64px]]&#039;&#039;&#039;Oxygen tank:&#039;&#039;&#039; Occupies suit storage slot. Provides breathable oxygen. Can be ejected by right clicking the suit.&amp;lt;br&amp;gt;&#039;&#039;&#039;OR&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
* [[File:Suit_cooler.png|64px]]&#039;&#039;&#039;Suit cooler:&#039;&#039;&#039; Occupies suit storage slot. Cools the internal atmosphere of the suit for synthetic users. Can be ejected by right clicking the suit.&lt;br /&gt;
&lt;br /&gt;
==Departmental Voidsuits==&lt;br /&gt;
[[File:GreysuitFull.png|64px]] &#039;&#039;&#039;Standard greysuit:&#039;&#039;&#039; Cannot attach oxygen tank easily/pieces don&#039;t converge into the center like the others.&lt;br /&gt;
&lt;br /&gt;
[[File:Mining_VoidsuitFull.png|64px]] &#039;&#039;&#039;Mining voidsuit:&#039;&#039;&#039; All accessories can be slotted into the center chest piece for a quick deploy. A hardy suit for hardy labor, providing protection against melee and explosions. Found in Mining. Used by [[Shaft Miner|miners]].&lt;br /&gt;
&lt;br /&gt;
[[File:Medical_VoidsuitFull.png|64px]] &#039;&#039;&#039;Medical voidsuit:&#039;&#039;&#039; All accessories can be slotted into the center chest piece for a quick deploy. A white and blue suit for when medical inevitably gets breached by debris or something, nothing really notable about it. Found in EVA Storage. Used by [[Paramedic|medbay staff]].&lt;br /&gt;
&lt;br /&gt;
[[File:Security_VoidsuitFull.png|64px]] &#039;&#039;&#039;Security voidsuit:&#039;&#039;&#039; All accessories can be slotted into the center chest piece for a quick deploy. A blue voidsuit to match the colors of the security, provides good melee and explosive protection. Found in EVA Storage. Used by [[Security Officer|officers]].&lt;br /&gt;
&lt;br /&gt;
[[File:Sciencevoidsuit.png|64px]] &#039;&#039;&#039;Research voidsuit:&#039;&#039;&#039; All accessories can be slotted into the center chest piece for a quick deploy. A special suit that designed for usage by NanoTrasen research personnel, provides good energy and radiation protection. Found in the research department. Used by [[Scientist|research staff]].&lt;br /&gt;
&lt;br /&gt;
[[File:Engineering_VoidsuitFull.png|64px]]&#039;&#039;&#039; Engineering voidsuit:&#039;&#039;&#039; All accessories can be slotted into the center chest piece for a quick deploy. Probably the most iconic suit, this engineering voidsuit has decent radiation protection, though not complete immunity. Found in EVA Storage and Engineering Storage. Used by [[Station Engineer|engineers]].&lt;br /&gt;
&lt;br /&gt;
[[File:Atmospherics_VoidsuitFull.png|64px]]&#039;&#039;&#039; Atmospherics voidsuit:&#039;&#039;&#039; All accessories can be slotted into the center chest piece for a quick deploy. A suit similar to the engineering voidsuit, but it can withstand an incredible 30000 Kelvin atmosphere, provided the user isn&#039;t on fire. Found in EVA Storage and Atmospherics. Used by [[Atmospheric Technician|atmos techs]].&lt;br /&gt;
&lt;br /&gt;
[[File:Captain_VoidsuitFull.png|64px]] &#039;&#039;&#039;Captains voidsuit:&#039;&#039;&#039; All accessories can be slotted into the center chest piece for a quick deploy. A bulky suit with decent protection all around, though with a slight speed penalty. Found in the Captain&#039;s Quarters. Used by the [[Captain]].&lt;br /&gt;
&lt;br /&gt;
[[File:Skrell_Voidsuit.png|64px]] &#039;&#039;&#039;Skrell voidsuit:&#039;&#039;&#039; All accessories can be slotted into the center chest pieces for a quick deploy.&lt;br /&gt;
A voidsuit fitted for [[Skrell]] users, providing good energy and explosive resistance. Found in EVA Storage. Used by [[Skrell]] crew.&lt;br /&gt;
&lt;br /&gt;
==Voidsuit repair:== &lt;br /&gt;
[[File:Wrench.png|64px]]&lt;br /&gt;
Voidsuits are not suits of armor (at least most aren&#039;t). They can be damaged easily to the point that it is no longer able to protect the user from vacuum or other factors. Suits can become sub-optimal by two common forms of damage: punctures and scorches.&lt;br /&gt;
*&#039;&#039;&#039;Punctures&#039;&#039;&#039; - These usually manifest from sources of blunt force, like axes, bullets, or simply being shoved around and crashing into walls from unstable atmosphere. These are fixed by using a welder on the suit.&lt;br /&gt;
*&#039;&#039;&#039;Scorches&#039;&#039;&#039; - Burn marks usually mean the suit&#039;s been melted away by intense heat and that sort. These are fixed by using steel sheets on the suit.&lt;br /&gt;
Note: There can be multiple instances of damage on a suit. Be sure to examine the suit until all sources disappear.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Suit Cycler:== &lt;br /&gt;
[[File:Suit_cycler.png|64px]]&lt;br /&gt;
This large stationary machine refits voidsuits to a race&#039;s anatomy, particularly ones that are not human. There are different cyclers for different department voidsuits, all locked to prevent other departments from obtaining or impersonating another department&#039;s color. As long as you have access, you are able to lock and unlock a suit cycler.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Operation:&#039;&#039;&#039;&lt;br /&gt;
A small window of options should appear once the cycler is unlocked. Options range from recoloring and refitting suits to sterilizing the voidsuit in UV light. To refit a suit, place the voidsuit and helmet inside the cycler, select the type of suit (which will just change the sprite, the suit will still have the same stats as before), and select your race. Click &#039;&#039;&#039;Begin Customization Routine&#039;&#039;&#039; and wait for around ten seconds until the cycler pings. Remove the voidsuit and helmet and ensure that they fit on your character.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
==[[File:Evasuit.png|64px]]Hardsuits==&lt;br /&gt;
Hardsuits are perhaps the most advanced pieces of EVA equipment supplied by Nanotrasen. They resemble control modules that fit on your back to deploy and manage components and modules at the press of a button. Refitting hardsuits is unnecessary (and impossible) because the hardsuit will conform to a user&#039;s anatomy as soon as it deploys. They also contain a detachable oxygen tank, power cell, and bone support. They are much sturdier than voidsuits and may even work as armor, depending on the control module you&#039;re wearing. Hardsuits have more utility over voidsuits in that they contain modules that can perform a variety of tasks, depending on the control module you&#039;re wearing. The downsides of hardsuits, however, are that they inflict a speed penalty and they are both uncommon and expensive.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;See also: [[Hardsuit Operation]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
In this expandable list will be station provided hardsuits/maintenance.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Evasuit.png|64px]] &#039;&#039;&#039;Standard EVA suit:&#039;&#039;&#039; Building these rigs can be for any purpose. Most orders for robotics are this suit. Can be modified with non-combat accessories. Explore!&lt;br /&gt;
&lt;br /&gt;
[[File:Rescuesuit.png|64px]]&#039;&#039;&#039; Rescue suit module:&#039;&#039;&#039; Adding utility to this rig will assist the user/patient. &amp;lt;s&amp;gt;For picking those dead miners off the asteroid!&amp;lt;/s&amp;gt; A durable suit designed for medical rescue in high risk areas. Located in Medical EMT Bay. Comes with integrated magboots, maneuvering jets, helmet light, and a cover lock. Provides immunity to biohazards and radiation, strong defense against energy, very small defense against blunt force and explosions, and barely protects against ballistics and lasers.&lt;br /&gt;
&lt;br /&gt;
[[File:Rdnewrig.png|64px]] &#039;&#039;&#039;AMI suit:&#039;&#039;&#039; &amp;lt;s&amp;gt; Does anyone actually wear this?&amp;lt;/s&amp;gt; An Anomalous Material Interaction hardsuit that protects against the strangest energies the universe can throw at it. Located in the Research Director&#039;s office and the Vault. Comes with integrated magboots, maneuvering jets, helmet light, AI suite, and a cover lock. Provides immunity to biohazards and radiation, very strong defense against energy, strong defense against explosions, moderate defense against blunt force, small protection against lasers, and barely protects against ballistics. It is also resistant to EMPs.&lt;br /&gt;
&lt;br /&gt;
[[File:Advancedsuit.png|64px]] &#039;&#039;&#039;CE&#039;s suit:&#039;&#039;&#039; An advanced voidsuit that protects against hazardous, low pressure environments. Shines with a high polish. Located in Chief Engineer&#039;s Office. Basically a cooler EVA RIG. Comes with integrated magboots, maneuvering jets, helmet light, AI suite, and a cover lock. Provides immunity to biohazards and radiation, small protection against explosions and blunt force, very small protection against lasers and energy, and barely protects against ballistics. The gloves are also insulated. &#039;&#039;&#039;Slap the biggest cell into this baby for that mounted RFC&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:Newindustrialsuit.png|64px]] &#039;&#039;&#039;Industrial rig:&#039;&#039;&#039; &amp;lt;s&amp;gt; Installing the mining drill to shoot at Security &amp;lt;/s&amp;gt; A heavy, powerful rig used by construction crews and mining corporations. Bought at the mining vendor. Comes with integrated magboots, helmet light, and a cover lock. Provides immunity to biohazards, strong defense against blunt force, moderate protection against radiation and ballistics, very small defense against explosions and lasers, and barely protects against energy. It is also weaker to EMPs.&lt;br /&gt;
&lt;br /&gt;
[[File:Hazardsuit.png|64px]] &#039;&#039;&#039;Hazard suit:&#039;&#039;&#039; A Security hardsuit designed for prolonged EVA in dangerous environments. Found in the Vault or built by robotics. Comes with integrated magboots, helmet light, and a cover lock. Provides immunity to biohazards, strong defense against blunt force and explosions, small protection against ballistics, very small defense against lasers and radiation, and barely protects against energy.&lt;br /&gt;
&lt;br /&gt;
[[File:Combatsuit.png|64px]] &#039;&#039;&#039; Combat suit:&#039;&#039;&#039; &#039;&#039;&#039;This hardsuit can only be worn by HUMANS&#039;&#039;&#039;&amp;lt;s&amp;gt; Should mining supply you in time &amp;lt;/s&amp;gt; A sleek and dangerous hardsuit for active combat. Can be built by robotics. Provides immunity to biohazards, strong defense against blunt force, ballistics, lasers, bomb and barely protects against energy. You&#039;ll need to slap modules into these after you get them built.&lt;br /&gt;
&lt;br /&gt;
==Hardsuit Operation==&lt;br /&gt;
Hardsuit control modules are meant to be worn on your back, and it may take some time to put it on. Ensure that you are not wearing anything on the outer clothing or helmet slot. Once equipped, two new tabs will appear in the top-right of your screen with a handful of new verbs, the most important of them being Toggle-Hardsuit in the Hardsuit tab. Details on all verbs can be found below. Once the Toggle-Hardsuit verb is used, the hardsuit will deploy into your outer clothing, gloves, helmet, and shoe slots, and will begin calibrating to your anatomy. If you are already wearing shoes or gloves, then the hardsuit will fit over them automatically. Once calibrated, you will be able to move around freely with some speed penalty.&lt;br /&gt;
&lt;br /&gt;
===Hardsuit Tab===&lt;br /&gt;
*&#039;&#039;&#039;Configure Voice Synthesiser:&#039;&#039;&#039; Will allow you to toggle a voice synthesizer on and off, and lets you type in a voice to imitate. Obviously this will do nothing if your hardsuit does not possess the required module.&lt;br /&gt;
*&#039;&#039;&#039;Deploy Hardsuit:&#039;&#039;&#039; Deploys all components immediately and simultaneously.&lt;br /&gt;
*&#039;&#039;&#039;Engage Module:&#039;&#039;&#039; Summons a pop-up prompt with a list of modules to activate on your suit. Slow and clunky.&lt;br /&gt;
*&#039;&#039;&#039;Open Hardsuit Interface:&#039;&#039;&#039; Opens a sleek window detailing modules, power supply, and suit permissions.&lt;br /&gt;
*&#039;&#039;&#039;Select Module:&#039;&#039;&#039; Summons a pop-up prompt with a list of modules that will standby until you click. Slow and clunky.&lt;br /&gt;
*&#039;&#039;&#039;Switch Vision Mode:&#039;&#039;&#039; Cycles through vision settings. Only useful if your hardsuit has a configurable visor.&lt;br /&gt;
*&#039;&#039;&#039;Toggle Boots/Chestpiece/Gauntlets/Helmet:&#039;&#039;&#039; Un/Deploys the selected component.&lt;br /&gt;
*&#039;&#039;&#039;Toggle Hardsuit:&#039;&#039;&#039; Turns the suit either on or off. The suit must be fully deployed to perform either of these tasks.&lt;br /&gt;
*&#039;&#039;&#039;Toggle Module:&#039;&#039;&#039; Summons a pop-up prompt with a list of modules that you can toggle on or off. Slow and clunky.&lt;br /&gt;
*&#039;&#039;&#039;Toggle Visor:&#039;&#039;&#039; Self explanatory. Won&#039;t work if your suit does not have a configurable visor.&lt;br /&gt;
&lt;br /&gt;
===Hardsuit Modules Tab===&lt;br /&gt;
This is a nice tab to switch to if you don&#039;t like the game unfocusing when you select a standalone window/prompt. It will display your suit charge, modules, toggles on said modules, and how much energy it will take to perform actions with these modules. Any cost value ending in &#039;&#039;&#039;E&#039;&#039;&#039; means that the suit will consume that much energy immediately upon activation, while values ending in &#039;&#039;&#039;A&#039;&#039;&#039; means the suit will consume that much energy when the module is in use.&lt;br /&gt;
&lt;br /&gt;
===RIG Module Press===&lt;br /&gt;
This device converts usable items into modules to be installed in your hardsuits/rigs.&lt;br /&gt;
&lt;br /&gt;
===Maintenance===&lt;br /&gt;
Hardsuits may need to be recharged or have their internals refilled, primarily the former, or perhaps the hardsuit itself is damaged. To conduct maintenance, do the following:&lt;br /&gt;
#Swipe your ID over the control module.&lt;br /&gt;
#Crowbar the panel open.&lt;br /&gt;
#For internals:&lt;br /&gt;
##Wrench the tank out.&lt;br /&gt;
#For power cell/control board:&lt;br /&gt;
##Screwdriver.&lt;br /&gt;
##Select which part you wish to remove.&lt;br /&gt;
#Crowbar and ID the control module to lock the suit back up.&lt;br /&gt;
&lt;br /&gt;
To repair the hardsuit, remove the control module and do the following:&lt;br /&gt;
*For scorches, use metal.&lt;br /&gt;
*For punctures, use a welder.&lt;br /&gt;
*For module damage, remove the module and use cable coil or nanopaste.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==[[File:Oxygen_tank.png|64px]]Internal Atmosphere==&lt;br /&gt;
[[File:Canister_prompt.png|frame|128px|Canister interface. Set the pressure to max, open the valve, then close it and eject the tank.]]&lt;br /&gt;
So if you&#039;re made of meat and [[#Cooled Atmosphere|are not synthetic]], then you most likely breathe. Not breathing is bad, and space (or vented rooms) doesn&#039;t really grant you the luxury of breathing. If your internal atmosphere (dubbed &#039;&#039;&#039;&amp;quot;internals&amp;quot;&#039;&#039;&#039;) isn&#039;t enabled, then you are breathing the atmosphere around you which can either be fine or &#039;&#039;really bad.&#039;&#039; In most instances to conserve oxygen, you&#039;ll want your internals to be turned off while inside the station when there&#039;s no emergency or anything of that sort. While exploring breached/vented/contaminated rooms or exiting the station, however, you&#039;ll want to turn your internals on, otherwise you may asphyxiate, breathe in toxins, or (sometimes) catch airborne pathogens.&lt;br /&gt;
&lt;br /&gt;
The most common method of establishing an internal atmosphere for yourself is with an oxygen tank and a breath mask, both of which are found in the box inside your backpack. It is worth mentioning that, while tanks of all sizes can be pressurized to a little over 1000 kilopascals (kPa), their size still determines how much air is actually contained inside the tank (an emergency oxygen tank at 1013 kPa won&#039;t last nearly as long as a normal oxygen tank at 1013 kPa). Another thing to note is that the emergency tank you spawn with isn&#039;t topped off to maximum capacity, only holding 303 kPa set to release at 21 kPa, meaning that the tank is truly for emergency use and won&#039;t last you more than seven minutes.&lt;br /&gt;
&lt;br /&gt;
Almost all tanks for use as internals are blue tanks of pure oxygen instead of an air mix, the most notable difference between the two being the pressure at which the contents of the tank are released into a mask: O2 releases at 21 kPa by default (16 kPa is the minimum safe pressure before you begin to asphyxiate) while Air releases at 101 kPa. Release pressure can be adjusted by clicking the tank in hand. If you wish to top off your tank (to a maximum of 1013 kPa), you must put your tank in an oxygen canister and open the valve at max pressure until the gauge on the tank matches. Once it does, close the valve and eject the tank.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[File:Suit_cooler.png|64px]]Cooled Atmosphere==&lt;br /&gt;
If you don&#039;t actually breathe air and are a synthetic user, then you will be using suit cooling units instead of oxygen tanks. Often while wearing a voidsuit, hardsuit, or other vacuum-proof equipment, synthetic individuals will begin to overheat because the atmosphere inside continues to heat up from their warmth. To counteract this, suit coolers are used in place of an oxygen tank to constantly cool the air inside the suit as long as it is turned on and the cell inside has power. For voidsuits and hardsuits, activate the suit cooler and place it on the suit storage slot (preferably quickly). To recharge the cell, use a screwdriver on the unit, then click on the cooler while it is in your hand to pop the cell out, then just place the cell in a cell charger. &#039;&#039;&#039;Coolers cannot be assembled into voidsuits,&#039;&#039;&#039; but Research is able to make a cooling module for hardsuits if need be.&lt;br /&gt;
&lt;br /&gt;
==[[File:Jetpack_black.gif|64px]]Jetpacks== &lt;br /&gt;
&#039;&#039;&#039;To get these to work the best use them on your characters BACK slot&#039;&#039;&#039; Unless you&#039;re using a hardsuit with maneuvering jets, jetpacks are necessary to navigate environments without gravity, otherwise you will drift perpetually unless another force acts on your character, such as throwing or coming into contact with an object. Activating a jetpack will allow you to move around quickly, and activating stabilization (at the cost of more propellant) will allow for more precise movement, as well as keeping you from falling through holes. Jetpacks must be placed on your back to work, and &#039;&#039;&#039;should not be used as internals&#039;&#039;&#039; if the paint on the jetpack is black. If you are not granted the luxury of using a jetpack, a fire extinguisher will work as well.&lt;br /&gt;
&lt;br /&gt;
==[[File:Oxycandle.png|64px]]Oxycandles==&lt;br /&gt;
Oxycandles are basically cans containing a chemical mixture capable of generating breathable air upon combustion. These are for emergency use and don&#039;t provide much air; it produces roughly enough to sustain two or three turfs with stable atmosphere, therefore lighting this in a vented hallway may as well be a waste. They can be found in emergency closets, sometimes providing as much as three candles. These can be useful for refilling airlocks that have been forced open or if the canister that provides air happens to be empty.&lt;br /&gt;
&lt;br /&gt;
==[[File:Airbubble_folded.png|64px]]Air Bubbles==&lt;br /&gt;
Air bubbles are pretty much self-explanatory, being a bubble filled - for the most part - with air. They are used in emergencies where the user is trapped in/unable to move away from hazardous atmospheric conditions, primarily vacuum. They are found inside emergency closets, though they are small enough to fit inside your emergency internals box. Deploying the bag is simple, all it takes is for you to activate it in-hand and the air bubble will deploy on the same turf as you, now it&#039;s as simple as unzipping it, stepping onto it, and zipping it back over yourself. The atmosphere inside isn&#039;t pleasant, but it&#039;s better than vacuum, though be careful; moving will place you outside of the bag! The tank that supplies oxygen is an extended engineering airtank which, by default, is capable of supplying around an hour or so of oxygen. Without an air tank enabled, the bubble&#039;s atmos contents will simply mimic whatever&#039;s around it. This tank may be removed with the right click context menu, and can be replaced by clicking on the air bubble with any tank. Examining the bubble will tell you if a tank is attached and how much pressure is left in it. Once you are safe, you may exit the bag and click-drag it onto your character to fold it back up, albeit poorly, leaving you with a larger mess of material that will no longer fit in your internals box. Additionally, it can only fit one person... or perhaps victim; cable restraints can be used on the zipper to lock it, preventing anyone from the inside or the outside from opening it unless they have wirecutters, perfect for abductions when combined with the right air mix.&lt;br /&gt;
&lt;br /&gt;
=Exiting the Station=&lt;br /&gt;
[[File:Airlock prompt.png|frame|Airlock panel. Controls airlock doors and atmosphere control.]]&lt;br /&gt;
Once your have the gear you need, you&#039;re ready to exit the station. Most of the time, exiting the station is done by cycling through an airlock, which will depressurize the room you&#039;re in momentarily and open to the outside. If the airlock has not been operated before or it is not cycled to your side of it, you must press the button on your side of the door to open it. From there, click the control panel and select &#039;&#039;&#039;Cycle to Exterior&#039;&#039;&#039;. &#039;&#039;DO NOT&#039;&#039; click any buttons that will force the doors, otherwise the airlock and the adjacent room will depressurize and you&#039;ll probably fly out as a result. It is highly recommended that your activate your internals and magboots before operating the airlock interface in case an accident occurs during the cycling procedure. Once the vents shut off and the opposite door opens, you are free to walk through.&lt;br /&gt;
&lt;br /&gt;
==Exploring the Asteroid==&lt;br /&gt;
The asteroid is nothing short of dark and dusty, maybe with a bit of rocky debris here and there. Oh, and don&#039;t forget the holes. Navigating this rock can be dangerous if you aren&#039;t paying attention; gravity is always in play, and there&#039;s plenty of holes to fall down if you&#039;re not careful. In fact, unless you have a jetpack with stabilizers or a hardsuit with leg actuators, falling down a hole will almost certainly guarantee your demise, so watch where you&#039;re going and never walk where you can&#039;t see. You should also keep a close eye out for schools of carp since they&#039;re able to out-maneuver you with ease.&lt;br /&gt;
&lt;br /&gt;
==Exploring Space==&lt;br /&gt;
Space is... well, space. Aesthetically and mechanically. There&#039;s no air, no floor, and no gravity. Without a jetpack, you will be forced to use magboots and cling to the exterior of the station to navigate. If you fall out of range of the station wall, you will have to throw something in the direction you are traveling in order to send yourself back. If someone is unconscious in space, they will have to be pulled towards the station. If they are fully conscious but unable to maneuver in space, switching to an intent other than help and bumping into them will move them.&lt;br /&gt;
&lt;br /&gt;
If you accidentally fall into space and begin orbiting the asteroid, go ahead and rest to prepare yourself to land. When you hit the asteroid again, you&#039;ll tuck and roll, reducing the amount of damage you take greatly and negating chances of bleeding and/or puncturing your suit as a result.&lt;br /&gt;
&lt;br /&gt;
===Returning===&lt;br /&gt;
Returning to the station is about the same as exiting except you&#039;re going into the airlock from the other side and maybe also tracking in a ton of asteroid dust from your boots. Simply bring up the interface and click &#039;&#039;&#039;Cycle to Interior&#039;&#039;&#039; and wait for the room to repressurize. In the event that there&#039;s not enough air in the supply canisters, allow the room to pressurize as high as it will go before forcing the interior door, though using an [[#Oxycandles|oxycandle]] may prove useful here. While a little dangerous, depending on the size of the airlock and what the atmosphere is, at least you won&#039;t be stuck.&lt;br /&gt;
&lt;br /&gt;
{{Gameplay Guides}}&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>KesterShadowHair</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Guide_to_EVA&amp;diff=22532</id>
		<title>Guide to EVA</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Guide_to_EVA&amp;diff=22532"/>
		<updated>2022-01-08T08:50:27Z</updated>

		<summary type="html">&lt;p&gt;KesterShadowHair: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP|assign = KesterShadowHair}}&lt;br /&gt;
EVA is an often used phrase that means &#039;&#039;&#039;Extravehicular Activity&#039;&#039;&#039;, which more often than not refers to going out into space, or &#039;&#039;&#039;spacewalking&#039;&#039;&#039;, which typically involves exploring the asteroid that the Aurora is stationed on. EVA may also refer to EVA Storage next to Security.&lt;br /&gt;
&lt;br /&gt;
=Space Suits and Equipment=&lt;br /&gt;
In order to not succumb to vacuum and have your blood boil out of your pores, you must wear protective equipment. Below are the different types of equipment available.&lt;br /&gt;
&lt;br /&gt;
==[[File:Softsuit.png|64px]]Softsuits==&lt;br /&gt;
Softsuits are your most basic protective equipment against vacuum and space. They are commonly found in the blue emergency oxygen closets placed around the station. The suit and helmet are separate, but also quite fragile and susceptible to puncturing and tearing, which would render the suit useless against space. They are also clunky, encumbering, and colored very brightly.&lt;br /&gt;
&lt;br /&gt;
==[[File:Engineering_VoidsuitFull.png|64px]]Voidsuits==&lt;br /&gt;
&amp;lt;small&amp;gt;See also: [[Guide to Voidsuits|Voidsuits]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Voidsuits are much more advanced over softsuits, and provide a slightly better range of options. The only downside is that they must be refit in a [[#Suit_Cycler|suit cycler]] to fit your species/anatomy if you are not human. Voidsuits, however, contain a suit slot for oxygen tanks so that you don&#039;t have to place one on your back, which has the added benefit of letting you wear your backpack. On top of this, voidsuits can also be assembled and compacted down to a single item, which will be covered below. Despite what some may look like, voidsuits are &#039;&#039;not&#039;&#039; suits of armor, and can still be damaged beyond optimal operation. &lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
In this expandable list is your go-to voidsuit information and our current departmental voidsuits.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
==Assembly==&lt;br /&gt;
Assembly is done by taking a voidsuit component and clicking on the main suit with it. This will attach it to the suit, and will deploy once the main suit is equipped &#039;&#039;as long as nothing is in the way,&#039;&#039; shoes being an exception for magboots. To remove components, use a screwdriver on the suit. Assembly is optional but very much encouraged.&lt;br /&gt;
* [[File:Medical_Voidsuit_Helmet.png|64px]]&#039;&#039;&#039;Voidsuit helmet:&#039;&#039;&#039; Occupies helmet slot. Removes the need for an oxygen mask as long as it&#039;s worn.&lt;br /&gt;
* [[File:Medical_Hardsuit.png|64px]]&#039;&#039;&#039;Voidsuit:&#039;&#039;&#039; Occupies exo slot.&lt;br /&gt;
* [[File:Mashoe.png|64px]]&#039;&#039;&#039;Magboots:&#039;&#039;&#039; Occupies shoe slot. Will fit over any shoes you&#039;re already wearing.&lt;br /&gt;
* [[File:Oxygen_tank.png|64px]]&#039;&#039;&#039;Oxygen tank:&#039;&#039;&#039; Occupies suit storage slot. Provides breathable oxygen. Can be ejected by right clicking the suit.&amp;lt;br&amp;gt;&#039;&#039;&#039;OR&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
* [[File:Suit_cooler.png|64px]]&#039;&#039;&#039;Suit cooler:&#039;&#039;&#039; Occupies suit storage slot. Cools the internal atmosphere of the suit for synthetic users. Can be ejected by right clicking the suit.&lt;br /&gt;
&lt;br /&gt;
==Departmental Voidsuits==&lt;br /&gt;
[[File:GreysuitFull.png|64px]] &#039;&#039;&#039;Standard greysuit:&#039;&#039;&#039; Cannot attach oxygen tank easily/pieces don&#039;t converge into the center like the others.&lt;br /&gt;
&lt;br /&gt;
[[File:Mining_VoidsuitFull.png|64px]] &#039;&#039;&#039;Mining voidsuit:&#039;&#039;&#039; All accessories can be slotted into the center chest piece for a quick deploy. A hardy suit for hardy labor, providing protection against melee and explosions. Found in Mining. Used by [[Shaft Miner|miners]].&lt;br /&gt;
&lt;br /&gt;
[[File:Medical_VoidsuitFull.png|64px]] &#039;&#039;&#039;Medical voidsuit:&#039;&#039;&#039; All accessories can be slotted into the center chest piece for a quick deploy. A white and blue suit for when medical inevitably gets breached by debris or something, nothing really notable about it. Found in EVA Storage. Used by [[Paramedic|medbay staff]].&lt;br /&gt;
&lt;br /&gt;
[[File:Security_VoidsuitFull.png|64px]] &#039;&#039;&#039;Security voidsuit:&#039;&#039;&#039; All accessories can be slotted into the center chest piece for a quick deploy. A blue voidsuit to match the colors of the security, provides good melee and explosive protection. Found in EVA Storage. Used by [[Security Officer|officers]].&lt;br /&gt;
&lt;br /&gt;
[[File:Sciencevoidsuit.png|64px]] &#039;&#039;&#039;Research voidsuit:&#039;&#039;&#039; All accessories can be slotted into the center chest piece for a quick deploy. A special suit that designed for usage by NanoTrasen research personnel, provides good energy and radiation protection. Found in the research department. Used by [[Scientist|research staff]].&lt;br /&gt;
&lt;br /&gt;
[[File:Engineering_VoidsuitFull.png|64px]]&#039;&#039;&#039; Engineering voidsuit:&#039;&#039;&#039; All accessories can be slotted into the center chest piece for a quick deploy. Probably the most iconic suit, this engineering voidsuit has decent radiation protection, though not complete immunity. Found in EVA Storage and Engineering Storage. Used by [[Station Engineer|engineers]].&lt;br /&gt;
&lt;br /&gt;
[[File:Atmospherics_VoidsuitFull.png|64px]]&#039;&#039;&#039; Atmospherics voidsuit:&#039;&#039;&#039; All accessories can be slotted into the center chest piece for a quick deploy. A suit similar to the engineering voidsuit, but it can withstand an incredible 30000 Kelvin atmosphere, provided the user isn&#039;t on fire. Found in EVA Storage and Atmospherics. Used by [[Atmospheric Technician|atmos techs]].&lt;br /&gt;
&lt;br /&gt;
[[File:Captain_VoidsuitFull.png|64px]] &#039;&#039;&#039;Captains voidsuit:&#039;&#039;&#039; All accessories can be slotted into the center chest piece for a quick deploy. A bulky suit with decent protection all around, though with a slight speed penalty. Found in the Captain&#039;s Quarters. Used by the [[Captain]].&lt;br /&gt;
&lt;br /&gt;
[[File:Skrell_Voidsuit.png|64px]] &#039;&#039;&#039;Skrell voidsuit:&#039;&#039;&#039; All accessories can be slotted into the center chest pieces for a quick deploy.&lt;br /&gt;
A voidsuit fitted for [[Skrell]] users, providing good energy and explosive resistance. Found in EVA Storage. Used by [[Skrell]] crew.&lt;br /&gt;
&lt;br /&gt;
==Voidsuit repair:== &lt;br /&gt;
[[File:Wrench.png|64px]]&lt;br /&gt;
Voidsuits are not suits of armor (at least most aren&#039;t). They can be damaged easily to the point that it is no longer able to protect the user from vacuum or other factors. Suits can become sub-optimal by two common forms of damage: punctures and scorches.&lt;br /&gt;
*&#039;&#039;&#039;Punctures&#039;&#039;&#039; - These usually manifest from sources of blunt force, like axes, bullets, or simply being shoved around and crashing into walls from unstable atmosphere. These are fixed by using a welder on the suit.&lt;br /&gt;
*&#039;&#039;&#039;Scorches&#039;&#039;&#039; - Burn marks usually mean the suit&#039;s been melted away by intense heat and that sort. These are fixed by using steel sheets on the suit.&lt;br /&gt;
Note: There can be multiple instances of damage on a suit. Be sure to examine the suit until all sources disappear.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Suit Cycler:== &lt;br /&gt;
[[File:Suit_cycler.png|64px]]&lt;br /&gt;
This large stationary machine refits voidsuits to a race&#039;s anatomy, particularly ones that are not human. There are different cyclers for different department voidsuits, all locked to prevent other departments from obtaining or impersonating another department&#039;s color. As long as you have access, you are able to lock and unlock a suit cycler.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Operation:&#039;&#039;&#039;&lt;br /&gt;
A small window of options should appear once the cycler is unlocked. Options range from recoloring and refitting suits to sterilizing the voidsuit in UV light. To refit a suit, place the voidsuit and helmet inside the cycler, select the type of suit (which will just change the sprite, the suit will still have the same stats as before), and select your race. Click &#039;&#039;&#039;Begin Customization Routine&#039;&#039;&#039; and wait for around ten seconds until the cycler pings. Remove the voidsuit and helmet and ensure that they fit on your character.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
==[[File:Evasuit.png|64px]]Hardsuits==&lt;br /&gt;
Hardsuits are perhaps the most advanced pieces of EVA equipment supplied by Nanotrasen. They resemble control modules that fit on your back to deploy and manage components and modules at the press of a button. Refitting hardsuits is unnecessary (and impossible) because the hardsuit will conform to a user&#039;s anatomy as soon as it deploys. They also contain a detachable oxygen tank, power cell, and bone support. They are much sturdier than voidsuits and may even work as armor, depending on the control module you&#039;re wearing. Hardsuits have more utility over voidsuits in that they contain modules that can perform a variety of tasks, depending on the control module you&#039;re wearing. The downsides of hardsuits, however, are that they inflict a speed penalty and they are both uncommon and expensive.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;See also: [[Hardsuit Operation]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
In this expandable list will be station provided hardsuits/maintenance.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Evasuit.png|64px]] &#039;&#039;&#039;Standard EVA suit:&#039;&#039;&#039; Building these rigs can be for any purpose. Most orders for robotics are this suit. Can be modified with non-combat accessories. Explore!&lt;br /&gt;
&lt;br /&gt;
[[File:Rescuesuit.png|64px]]&#039;&#039;&#039; Rescue suit module:&#039;&#039;&#039; Adding utility to this rig will assist the user/patient. &amp;lt;s&amp;gt;For picking those dead miners off the asteroid!&amp;lt;/s&amp;gt; A durable suit designed for medical rescue in high risk areas. Located in Medical EMT Bay. Comes with integrated magboots, maneuvering jets, helmet light, and a cover lock. Provides immunity to biohazards and radiation, strong defense against energy, very small defense against blunt force and explosions, and barely protects against ballistics and lasers.&lt;br /&gt;
&lt;br /&gt;
[[File:Rdnewrig.png|64px]] &#039;&#039;&#039;AMI suit:&#039;&#039;&#039; &amp;lt;s&amp;gt; Does anyone actually wear this?&amp;lt;/s&amp;gt; An Anomalous Material Interaction hardsuit that protects against the strangest energies the universe can throw at it. Located in the Research Director&#039;s office and the Vault. Comes with integrated magboots, maneuvering jets, helmet light, AI suite, and a cover lock. Provides immunity to biohazards and radiation, very strong defense against energy, strong defense against explosions, moderate defense against blunt force, small protection against lasers, and barely protects against ballistics. It is also resistant to EMPs.&lt;br /&gt;
&lt;br /&gt;
[[File:Advancedsuit.png|64px]] &#039;&#039;&#039;CE&#039;s suit:&#039;&#039;&#039; An advanced voidsuit that protects against hazardous, low pressure environments. Shines with a high polish. Located in Chief Engineer&#039;s Office. Basically a cooler EVA RIG. Comes with integrated magboots, maneuvering jets, helmet light, AI suite, and a cover lock. Provides immunity to biohazards and radiation, small protection against explosions and blunt force, very small protection against lasers and energy, and barely protects against ballistics. The gloves are also insulated. &#039;&#039;&#039;Slap the biggest cell into this baby for that mounted RFC&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:Newindustrialsuit.png|64px]] &#039;&#039;&#039;Industrial rig:&#039;&#039;&#039; &amp;lt;s&amp;gt; Installing the mining drill to shoot at Security &amp;lt;/s&amp;gt; A heavy, powerful rig used by construction crews and mining corporations. Bought at the mining vendor. Comes with integrated magboots, helmet light, and a cover lock. Provides immunity to biohazards, strong defense against blunt force, moderate protection against radiation and ballistics, very small defense against explosions and lasers, and barely protects against energy. It is also weaker to EMPs.&lt;br /&gt;
&lt;br /&gt;
[[File:Hazardsuit.png|64px]] &#039;&#039;&#039;Hazard suit:&#039;&#039;&#039; A Security hardsuit designed for prolonged EVA in dangerous environments. Found in the Vault or built by robotics. Comes with integrated magboots, helmet light, and a cover lock. Provides immunity to biohazards, strong defense against blunt force and explosions, small protection against ballistics, very small defense against lasers and radiation, and barely protects against energy.&lt;br /&gt;
&lt;br /&gt;
[[File:Combatsuit.png|64px]] &#039;&#039;&#039; Combat suit:&#039;&#039;&#039; &#039;&#039;&#039;This hardsuit can only be worn by HUMANS&#039;&#039;&#039;&amp;lt;s&amp;gt; Should mining supply you in time &amp;lt;/s&amp;gt; A sleek and dangerous hardsuit for active combat. Can be built by robotics. Provides immunity to biohazards, strong defense against blunt force, ballistics, lasers, bomb and barely protects against energy. You&#039;ll need to slap modules into these after you get them built.&lt;br /&gt;
&lt;br /&gt;
==Hardsuit Operation==&lt;br /&gt;
Hardsuit control modules are meant to be worn on your back, and it may take some time to put it on. Ensure that you are not wearing anything on the outer clothing or helmet slot. Once equipped, two new tabs will appear in the top-right of your screen with a handful of new verbs, the most important of them being Toggle-Hardsuit in the Hardsuit tab. Details on all verbs can be found below. Once the Toggle-Hardsuit verb is used, the hardsuit will deploy into your outer clothing, gloves, helmet, and shoe slots, and will begin calibrating to your anatomy. If you are already wearing shoes or gloves, then the hardsuit will fit over them automatically. Once calibrated, you will be able to move around freely with some speed penalty.&lt;br /&gt;
&lt;br /&gt;
===Hardsuit Tab===&lt;br /&gt;
*&#039;&#039;&#039;Configure Voice Synthesiser:&#039;&#039;&#039; Will allow you to toggle a voice synthesizer on and off, and lets you type in a voice to imitate. Obviously this will do nothing if your hardsuit does not possess the required module.&lt;br /&gt;
*&#039;&#039;&#039;Deploy Hardsuit:&#039;&#039;&#039; Deploys all components immediately and simultaneously.&lt;br /&gt;
*&#039;&#039;&#039;Engage Module:&#039;&#039;&#039; Summons a pop-up prompt with a list of modules to activate on your suit. Slow and clunky.&lt;br /&gt;
*&#039;&#039;&#039;Open Hardsuit Interface:&#039;&#039;&#039; Opens a sleek window detailing modules, power supply, and suit permissions.&lt;br /&gt;
*&#039;&#039;&#039;Select Module:&#039;&#039;&#039; Summons a pop-up prompt with a list of modules that will standby until you click. Slow and clunky.&lt;br /&gt;
*&#039;&#039;&#039;Switch Vision Mode:&#039;&#039;&#039; Cycles through vision settings. Only useful if your hardsuit has a configurable visor.&lt;br /&gt;
*&#039;&#039;&#039;Toggle Boots/Chestpiece/Gauntlets/Helmet:&#039;&#039;&#039; Un/Deploys the selected component.&lt;br /&gt;
*&#039;&#039;&#039;Toggle Hardsuit:&#039;&#039;&#039; Turns the suit either on or off. The suit must be fully deployed to perform either of these tasks.&lt;br /&gt;
*&#039;&#039;&#039;Toggle Module:&#039;&#039;&#039; Summons a pop-up prompt with a list of modules that you can toggle on or off. Slow and clunky.&lt;br /&gt;
*&#039;&#039;&#039;Toggle Visor:&#039;&#039;&#039; Self explanatory. Won&#039;t work if your suit does not have a configurable visor.&lt;br /&gt;
&lt;br /&gt;
===Hardsuit Modules Tab===&lt;br /&gt;
This is a nice tab to switch to if you don&#039;t like the game unfocusing when you select a standalone window/prompt. It will display your suit charge, modules, toggles on said modules, and how much energy it will take to perform actions with these modules. Any cost value ending in &#039;&#039;&#039;E&#039;&#039;&#039; means that the suit will consume that much energy immediately upon activation, while values ending in &#039;&#039;&#039;A&#039;&#039;&#039; means the suit will consume that much energy when the module is in use.&lt;br /&gt;
&lt;br /&gt;
===RIG Module Press===&lt;br /&gt;
This device converts usable items into modules to be installed in your hardsuits/rigs.&lt;br /&gt;
&lt;br /&gt;
===Maintenance===&lt;br /&gt;
Hardsuits may need to be recharged or have their internals refilled, primarily the former, or perhaps the hardsuit itself is damaged. To conduct maintenance, do the following:&lt;br /&gt;
#Swipe your ID over the control module.&lt;br /&gt;
#Crowbar the panel open.&lt;br /&gt;
#For internals:&lt;br /&gt;
##Wrench the tank out.&lt;br /&gt;
#For power cell/control board:&lt;br /&gt;
##Screwdriver.&lt;br /&gt;
##Select which part you wish to remove.&lt;br /&gt;
#Crowbar and ID the control module to lock the suit back up.&lt;br /&gt;
&lt;br /&gt;
To repair the hardsuit, remove the control module and do the following:&lt;br /&gt;
*For scorches, use metal.&lt;br /&gt;
*For punctures, use a welder.&lt;br /&gt;
*For module damage, remove the module and use cable coil or nanopaste.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==[[File:Oxygen_tank.png|64px]]Internal Atmosphere==&lt;br /&gt;
[[File:Canister_prompt.png|frame|128px|Canister interface. Set the pressure to max, open the valve, then close it and eject the tank.]]&lt;br /&gt;
So if you&#039;re made of meat and [[#Cooled Atmosphere|are not synthetic]], then you most likely breathe. Not breathing is bad, and space (or vented rooms) doesn&#039;t really grant you the luxury of breathing. If your internal atmosphere (dubbed &#039;&#039;&#039;&amp;quot;internals&amp;quot;&#039;&#039;&#039;) isn&#039;t enabled, then you are breathing the atmosphere around you which can either be fine or &#039;&#039;really bad.&#039;&#039; In most instances to conserve oxygen, you&#039;ll want your internals to be turned off while inside the station when there&#039;s no emergency or anything of that sort. While exploring breached/vented/contaminated rooms or exiting the station, however, you&#039;ll want to turn your internals on, otherwise you may asphyxiate, breathe in toxins, or (sometimes) catch airborne pathogens.&lt;br /&gt;
&lt;br /&gt;
The most common method of establishing an internal atmosphere for yourself is with an oxygen tank and a breath mask, both of which are found in the box inside your backpack. It is worth mentioning that, while tanks of all sizes can be pressurized to a little over 1000 kilopascals (kPa), their size still determines how much air is actually contained inside the tank (an emergency oxygen tank at 1013 kPa won&#039;t last nearly as long as a normal oxygen tank at 1013 kPa). Another thing to note is that the emergency tank you spawn with isn&#039;t topped off to maximum capacity, only holding 303 kPa set to release at 21 kPa, meaning that the tank is truly for emergency use and won&#039;t last you more than seven minutes.&lt;br /&gt;
&lt;br /&gt;
Almost all tanks for use as internals are blue tanks of pure oxygen instead of an air mix, the most notable difference between the two being the pressure at which the contents of the tank are released into a mask: O2 releases at 21 kPa by default (16 kPa is the minimum safe pressure before you begin to asphyxiate) while Air releases at 101 kPa. Release pressure can be adjusted by clicking the tank in hand. If you wish to top off your tank (to a maximum of 1013 kPa), you must put your tank in an oxygen canister and open the valve at max pressure until the gauge on the tank matches. Once it does, close the valve and eject the tank.&lt;br /&gt;
&lt;br /&gt;
===Voidsuit Use===&lt;br /&gt;
All voidsuits have a suit storage slot that can hold your oxygen tank, and it can either be placed on the storage slot while you&#039;re wearing the suit or it can be [[Guide to Voidsuits#Assembly|assembled into the suit]] while you aren&#039;t wearing it. In the event you assembled your voidsuit, right clicking the suit should give you an option to eject the tank, since you will not be able to remove it simply by grabbing it. Voidsuit helmets also remove the need to wear a mask to supply oxygen, though wearing both doesn&#039;t hinder anything.&lt;br /&gt;
&lt;br /&gt;
===Hardsuit Use===&lt;br /&gt;
Hardsuits come with oxygen tanks lodged into the suit, and removing them involves a little more work. Swiping your ID over the RIG will unlock it, which will allow you to crowbar the maintenance hatch open, followed by wrenching the tank out of the suit. It&#039;s normally a good idea to top off hardsuit tanks that have maneuvering jets.&lt;br /&gt;
&lt;br /&gt;
==[[File:Suit_cooler.png|64px]]Cooled Atmosphere==&lt;br /&gt;
If you don&#039;t actually breathe air and are a synthetic user, then you will be using suit cooling units instead of oxygen tanks. Often while wearing a voidsuit, hardsuit, or other vacuum-proof equipment, synthetic individuals will begin to overheat because the atmosphere inside continues to heat up from their warmth. To counteract this, suit coolers are used in place of an oxygen tank to constantly cool the air inside the suit as long as it is turned on and the cell inside has power. For voidsuits and hardsuits, activate the suit cooler and place it on the suit storage slot (preferably quickly). To recharge the cell, use a screwdriver on the unit, then click on the cooler while it is in your hand to pop the cell out, then just place the cell in a cell charger. &#039;&#039;&#039;Coolers cannot be assembled into voidsuits,&#039;&#039;&#039; but Research is able to make a cooling module for hardsuits if need be.&lt;br /&gt;
&lt;br /&gt;
==[[File:Jetpack_black.gif|64px]]Jetpacks==&lt;br /&gt;
Unless you&#039;re using a hardsuit with maneuvering jets, jetpacks are necessary to navigate environments without gravity, otherwise you will drift perpetually unless another force acts on your character, such as throwing or coming into contact with an object. Activating a jetpack will allow you to move around quickly, and activating stabilization (at the cost of more propellant) will allow for more precise movement, as well as keeping you from falling through holes. Jetpacks must be placed on your back to work, and &#039;&#039;&#039;should not be used as internals&#039;&#039;&#039; if the paint on the jetpack is black. If you are not granted the luxury of using a jetpack, a fire extinguisher will work as well.&lt;br /&gt;
&lt;br /&gt;
==[[File:Oxycandle.png|64px]]Oxycandles==&lt;br /&gt;
Oxycandles are basically cans containing a chemical mixture capable of generating breathable air upon combustion. These are for emergency use and don&#039;t provide much air; it produces roughly enough to sustain two or three turfs with stable atmosphere, therefore lighting this in a vented hallway may as well be a waste. They can be found in emergency closets, sometimes providing as much as three candles. These can be useful for refilling airlocks that have been forced open or if the canister that provides air happens to be empty.&lt;br /&gt;
&lt;br /&gt;
==[[File:Airbubble_folded.png|64px]]Air Bubbles==&lt;br /&gt;
Air bubbles are pretty much self-explanatory, being a bubble filled - for the most part - with air. They are used in emergencies where the user is trapped in/unable to move away from hazardous atmospheric conditions, primarily vacuum. They are found inside emergency closets, though they are small enough to fit inside your emergency internals box. Deploying the bag is simple, all it takes is for you to activate it in-hand and the air bubble will deploy on the same turf as you, now it&#039;s as simple as unzipping it, stepping onto it, and zipping it back over yourself. The atmosphere inside isn&#039;t pleasant, but it&#039;s better than vacuum, though be careful; moving will place you outside of the bag! The tank that supplies oxygen is an extended engineering airtank which, by default, is capable of supplying around an hour or so of oxygen. Without an air tank enabled, the bubble&#039;s atmos contents will simply mimic whatever&#039;s around it. This tank may be removed with the right click context menu, and can be replaced by clicking on the air bubble with any tank. Examining the bubble will tell you if a tank is attached and how much pressure is left in it. Once you are safe, you may exit the bag and click-drag it onto your character to fold it back up, albeit poorly, leaving you with a larger mess of material that will no longer fit in your internals box. Additionally, it can only fit one person... or perhaps victim; cable restraints can be used on the zipper to lock it, preventing anyone from the inside or the outside from opening it unless they have wirecutters, perfect for abductions when combined with the right air mix.&lt;br /&gt;
&lt;br /&gt;
=Exiting the Station=&lt;br /&gt;
[[File:Airlock prompt.png|frame|Airlock panel. Controls airlock doors and atmosphere control.]]&lt;br /&gt;
Once your have the gear you need, you&#039;re ready to exit the station. Most of the time, exiting the station is done by cycling through an airlock, which will depressurize the room you&#039;re in momentarily and open to the outside. If the airlock has not been operated before or it is not cycled to your side of it, you must press the button on your side of the door to open it. From there, click the control panel and select &#039;&#039;&#039;Cycle to Exterior&#039;&#039;&#039;. &#039;&#039;DO NOT&#039;&#039; click any buttons that will force the doors, otherwise the airlock and the adjacent room will depressurize and you&#039;ll probably fly out as a result. It is highly recommended that your activate your internals and magboots before operating the airlock interface in case an accident occurs during the cycling procedure. Once the vents shut off and the opposite door opens, you are free to walk through.&lt;br /&gt;
&lt;br /&gt;
==Exploring the Asteroid==&lt;br /&gt;
The asteroid is nothing short of dark and dusty, maybe with a bit of rocky debris here and there. Oh, and don&#039;t forget the holes. Navigating this rock can be dangerous if you aren&#039;t paying attention; gravity is always in play, and there&#039;s plenty of holes to fall down if you&#039;re not careful. In fact, unless you have a jetpack with stabilizers or a hardsuit with leg actuators, falling down a hole will almost certainly guarantee your demise, so watch where you&#039;re going and never walk where you can&#039;t see. You should also keep a close eye out for schools of carp since they&#039;re able to out-maneuver you with ease.&lt;br /&gt;
&lt;br /&gt;
==Exploring Space==&lt;br /&gt;
Space is... well, space. Aesthetically and mechanically. There&#039;s no air, no floor, and no gravity. Without a jetpack, you will be forced to use magboots and cling to the exterior of the station to navigate. If you fall out of range of the station wall, you will have to throw something in the direction you are traveling in order to send yourself back. If someone is unconscious in space, they will have to be pulled towards the station. If they are fully conscious but unable to maneuver in space, switching to an intent other than help and bumping into them will move them.&lt;br /&gt;
&lt;br /&gt;
If you accidentally fall into space and begin orbiting the asteroid, go ahead and rest to prepare yourself to land. When you hit the asteroid again, you&#039;ll tuck and roll, reducing the amount of damage you take greatly and negating chances of bleeding and/or puncturing your suit as a result.&lt;br /&gt;
&lt;br /&gt;
===Returning===&lt;br /&gt;
Returning to the station is about the same as exiting except you&#039;re going into the airlock from the other side and maybe also tracking in a ton of asteroid dust from your boots. Simply bring up the interface and click &#039;&#039;&#039;Cycle to Interior&#039;&#039;&#039; and wait for the room to repressurize. In the event that there&#039;s not enough air in the supply canisters, allow the room to pressurize as high as it will go before forcing the interior door, though using an [[#Oxycandles|oxycandle]] may prove useful here. While a little dangerous, depending on the size of the airlock and what the atmosphere is, at least you won&#039;t be stuck.&lt;br /&gt;
&lt;br /&gt;
{{Gameplay Guides}}&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>KesterShadowHair</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Guide_to_EVA&amp;diff=22529</id>
		<title>Guide to EVA</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Guide_to_EVA&amp;diff=22529"/>
		<updated>2022-01-08T08:43:31Z</updated>

		<summary type="html">&lt;p&gt;KesterShadowHair: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP|assign = KesterShadowHair}}&lt;br /&gt;
EVA is an often used phrase that means &#039;&#039;&#039;Extravehicular Activity&#039;&#039;&#039;, which more often than not refers to going out into space, or &#039;&#039;&#039;spacewalking&#039;&#039;&#039;, which typically involves exploring the asteroid that the Aurora is stationed on. EVA may also refer to EVA Storage next to Security.&lt;br /&gt;
&lt;br /&gt;
=Space Suits and Equipment=&lt;br /&gt;
In order to not succumb to vacuum and have your blood boil out of your pores, you must wear protective equipment. Below are the different types of equipment available.&lt;br /&gt;
&lt;br /&gt;
==[[File:Softsuit.png|64px]]Softsuits==&lt;br /&gt;
Softsuits are your most basic protective equipment against vacuum and space. They are commonly found in the blue emergency oxygen closets placed around the station. The suit and helmet are separate, but also quite fragile and susceptible to puncturing and tearing, which would render the suit useless against space. They are also clunky, encumbering, and colored very brightly.&lt;br /&gt;
&lt;br /&gt;
==[[File:Engineering_VoidsuitFull.png|64px]]Voidsuits==&lt;br /&gt;
&amp;lt;small&amp;gt;See also: [[Guide to Voidsuits|Voidsuits]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Voidsuits are much more advanced over softsuits, and provide a slightly better range of options. The only downside is that they must be refit in a [[#Suit_Cycler|suit cycler]] to fit your species/anatomy if you are not human. Voidsuits, however, contain a suit slot for oxygen tanks so that you don&#039;t have to place one on your back, which has the added benefit of letting you wear your backpack. On top of this, voidsuits can also be assembled and compacted down to a single item, which will be covered below. Despite what some may look like, voidsuits are &#039;&#039;not&#039;&#039; suits of armor, and can still be damaged beyond optimal operation. &lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
In this expandable list is your go-to voidsuit information and our current departmental voidsuits.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
==Assembly==&lt;br /&gt;
Assembly is done by taking a voidsuit component and clicking on the main suit with it. This will attach it to the suit, and will deploy once the main suit is equipped &#039;&#039;as long as nothing is in the way,&#039;&#039; shoes being an exception for magboots. To remove components, use a screwdriver on the suit. Assembly is optional but very much encouraged.&lt;br /&gt;
* [[File:Medical_Voidsuit_Helmet.png|64px]]&#039;&#039;&#039;Voidsuit helmet:&#039;&#039;&#039; Occupies helmet slot. Removes the need for an oxygen mask as long as it&#039;s worn.&lt;br /&gt;
* [[File:Medical_Hardsuit.png|64px]]&#039;&#039;&#039;Voidsuit:&#039;&#039;&#039; Occupies exo slot.&lt;br /&gt;
* [[File:Mashoe.png|64px]]&#039;&#039;&#039;Magboots:&#039;&#039;&#039; Occupies shoe slot. Will fit over any shoes you&#039;re already wearing.&lt;br /&gt;
* [[File:Oxygen_tank.png|64px]]&#039;&#039;&#039;Oxygen tank:&#039;&#039;&#039; Occupies suit storage slot. Provides breathable oxygen. Can be ejected by right clicking the suit.&amp;lt;br&amp;gt;&#039;&#039;&#039;OR&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
* [[File:Suit_cooler.png|64px]]&#039;&#039;&#039;Suit cooler:&#039;&#039;&#039; Occupies suit storage slot. Cools the internal atmosphere of the suit for synthetic users. Can be ejected by right clicking the suit.&lt;br /&gt;
&lt;br /&gt;
==Departmental Voidsuits==&lt;br /&gt;
[[File:GreysuitFull.png|64px]] &#039;&#039;&#039;Standard greysuit:&#039;&#039;&#039; Cannot attach oxygen tank easily/pieces don&#039;t converge into the center like the others.&lt;br /&gt;
&lt;br /&gt;
[[File:Mining_VoidsuitFull.png|64px]] &#039;&#039;&#039;Mining voidsuit:&#039;&#039;&#039; All accessories can be slotted into the center chest piece for a quick deploy. A hardy suit for hardy labor, providing protection against melee and explosions. Found in Mining. Used by [[Shaft Miner|miners]].&lt;br /&gt;
&lt;br /&gt;
[[File:Medical_VoidsuitFull.png|64px]] &#039;&#039;&#039;Medical voidsuit:&#039;&#039;&#039; All accessories can be slotted into the center chest piece for a quick deploy. A white and blue suit for when medical inevitably gets breached by debris or something, nothing really notable about it. Found in EVA Storage. Used by [[Paramedic|medbay staff]].&lt;br /&gt;
&lt;br /&gt;
[[File:Security_VoidsuitFull.png|64px]] &#039;&#039;&#039;Security voidsuit:&#039;&#039;&#039; All accessories can be slotted into the center chest piece for a quick deploy. A blue voidsuit to match the colors of the security, provides good melee and explosive protection. Found in EVA Storage. Used by [[Security Officer|officers]].&lt;br /&gt;
&lt;br /&gt;
[[File:Sciencevoidsuit.png|64px]] &#039;&#039;&#039;Research voidsuit:&#039;&#039;&#039; All accessories can be slotted into the center chest piece for a quick deploy. A special suit that designed for usage by NanoTrasen research personnel, provides good energy and radiation protection. Found in the research department. Used by [[Scientist|research staff]].&lt;br /&gt;
&lt;br /&gt;
[[File:Engineering_VoidsuitFull.png|64px]]&#039;&#039;&#039; Engineering voidsuit:&#039;&#039;&#039; All accessories can be slotted into the center chest piece for a quick deploy. Probably the most iconic suit, this engineering voidsuit has decent radiation protection, though not complete immunity. Found in EVA Storage and Engineering Storage. Used by [[Station Engineer|engineers]].&lt;br /&gt;
&lt;br /&gt;
[[File:Atmospherics_VoidsuitFull.png|64px]]&#039;&#039;&#039; Atmospherics voidsuit:&#039;&#039;&#039; All accessories can be slotted into the center chest piece for a quick deploy. A suit similar to the engineering voidsuit, but it can withstand an incredible 30000 Kelvin atmosphere, provided the user isn&#039;t on fire. Found in EVA Storage and Atmospherics. Used by [[Atmospheric Technician|atmos techs]].&lt;br /&gt;
&lt;br /&gt;
[[File:Captain_VoidsuitFull.png|64px]] &#039;&#039;&#039;Captains voidsuit:&#039;&#039;&#039; All accessories can be slotted into the center chest piece for a quick deploy. A bulky suit with decent protection all around, though with a slight speed penalty. Found in the Captain&#039;s Quarters. Used by the [[Captain]].&lt;br /&gt;
&lt;br /&gt;
[[File:Skrell_Voidsuit.png|64px]] &#039;&#039;&#039;Skrell voidsuit:&#039;&#039;&#039; All accessories can be slotted into the center chest pieces for a quick deploy.&lt;br /&gt;
A voidsuit fitted for [[Skrell]] users, providing good energy and explosive resistance. Found in EVA Storage. Used by [[Skrell]] crew.&lt;br /&gt;
&lt;br /&gt;
==Voidsuit repair:== &lt;br /&gt;
[[File:Wrench.png|64px]]&lt;br /&gt;
Voidsuits are not suits of armor (at least most aren&#039;t). They can be damaged easily to the point that it is no longer able to protect the user from vacuum or other factors. Suits can become sub-optimal by two common forms of damage: punctures and scorches.&lt;br /&gt;
*&#039;&#039;&#039;Punctures&#039;&#039;&#039; - These usually manifest from sources of blunt force, like axes, bullets, or simply being shoved around and crashing into walls from unstable atmosphere. These are fixed by using a welder on the suit.&lt;br /&gt;
*&#039;&#039;&#039;Scorches&#039;&#039;&#039; - Burn marks usually mean the suit&#039;s been melted away by intense heat and that sort. These are fixed by using steel sheets on the suit.&lt;br /&gt;
Note: There can be multiple instances of damage on a suit. Be sure to examine the suit until all sources disappear.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Suit Cycler:== &lt;br /&gt;
[[File:Suit_cycler.png|64px]]&lt;br /&gt;
This large stationary machine refits voidsuits to a race&#039;s anatomy, particularly ones that are not human. There are different cyclers for different department voidsuits, all locked to prevent other departments from obtaining or impersonating another department&#039;s color. As long as you have access, you are able to lock and unlock a suit cycler.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Operation:&#039;&#039;&#039;&lt;br /&gt;
A small window of options should appear once the cycler is unlocked. Options range from recoloring and refitting suits to sterilizing the voidsuit in UV light. To refit a suit, place the voidsuit and helmet inside the cycler, select the type of suit (which will just change the sprite, the suit will still have the same stats as before), and select your race. Click &#039;&#039;&#039;Begin Customization Routine&#039;&#039;&#039; and wait for around ten seconds until the cycler pings. Remove the voidsuit and helmet and ensure that they fit on your character.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
==[[File:Evasuit.png|64px]]Hardsuits==&lt;br /&gt;
Hardsuits are perhaps the most advanced pieces of EVA equipment supplied by Nanotrasen. They resemble control modules that fit on your back to deploy and manage components and modules at the press of a button. Refitting hardsuits is unnecessary (and impossible) because the hardsuit will conform to a user&#039;s anatomy as soon as it deploys. They also contain a detachable oxygen tank, power cell, and bone support. They are much sturdier than voidsuits and may even work as armor, depending on the control module you&#039;re wearing. Hardsuits have more utility over voidsuits in that they contain modules that can perform a variety of tasks, depending on the control module you&#039;re wearing. The downsides of hardsuits, however, are that they inflict a speed penalty and they are both uncommon and expensive.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;See also: [[Hardsuit Operation]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
In this expandable list will be station provided hardsuits/maintenance.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Evasuit.png|64px]] &#039;&#039;&#039;Standard EVA suit:&#039;&#039;&#039; Building these rigs can be for any purpose. Most orders for robotics are this suit. Can be modified with non-combat accessories. Explore!&lt;br /&gt;
&lt;br /&gt;
[[File:Rescuesuit.png|64px]]&#039;&#039;&#039; Rescue suit module:&#039;&#039;&#039; Adding utility to this rig will assist the user/patient. &amp;lt;s&amp;gt;For picking those dead miners off the asteroid!&amp;lt;/s&amp;gt; A durable suit designed for medical rescue in high risk areas. Located in Medical EMT Bay. Comes with integrated magboots, maneuvering jets, helmet light, and a cover lock. Provides immunity to biohazards and radiation, strong defense against energy, very small defense against blunt force and explosions, and barely protects against ballistics and lasers.&lt;br /&gt;
&lt;br /&gt;
[[File:Rdnewrig.png|64px]] &#039;&#039;&#039;AMI suit:&#039;&#039;&#039; &amp;lt;s&amp;gt; Does anyone actually wear this?&amp;lt;/s&amp;gt; An Anomalous Material Interaction hardsuit that protects against the strangest energies the universe can throw at it. Located in the Research Director&#039;s office and the Vault. Comes with integrated magboots, maneuvering jets, helmet light, AI suite, and a cover lock. Provides immunity to biohazards and radiation, very strong defense against energy, strong defense against explosions, moderate defense against blunt force, small protection against lasers, and barely protects against ballistics. It is also resistant to EMPs.&lt;br /&gt;
&lt;br /&gt;
[[File:Advancedsuit.png|64px]] &#039;&#039;&#039;CE&#039;s suit:&#039;&#039;&#039; An advanced voidsuit that protects against hazardous, low pressure environments. Shines with a high polish. Located in Chief Engineer&#039;s Office. Basically a cooler EVA RIG. Comes with integrated magboots, maneuvering jets, helmet light, AI suite, and a cover lock. Provides immunity to biohazards and radiation, small protection against explosions and blunt force, very small protection against lasers and energy, and barely protects against ballistics. The gloves are also insulated. &#039;&#039;&#039;Slap the biggest cell into this baby for that mounted RFC&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:Newindustrialsuit.png|64px]] &#039;&#039;&#039;Industrial rig:&#039;&#039;&#039; &amp;lt;s&amp;gt; Installing the mining drill to shoot at Security &amp;lt;/s&amp;gt; A heavy, powerful rig used by construction crews and mining corporations. Bought at the mining vendor. Comes with integrated magboots, helmet light, and a cover lock. Provides immunity to biohazards, strong defense against blunt force, moderate protection against radiation and ballistics, very small defense against explosions and lasers, and barely protects against energy. It is also weaker to EMPs.&lt;br /&gt;
&lt;br /&gt;
[[File:Hazardsuit.png|64px]] &#039;&#039;&#039;Hazard suit:&#039;&#039;&#039; A Security hardsuit designed for prolonged EVA in dangerous environments. Found in the Vault or built by robotics. Comes with integrated magboots, helmet light, and a cover lock. Provides immunity to biohazards, strong defense against blunt force and explosions, small protection against ballistics, very small defense against lasers and radiation, and barely protects against energy.&lt;br /&gt;
&lt;br /&gt;
[[File:Combatsuit.png|64px]] &#039;&#039;&#039; Combat suit:&#039;&#039;&#039; &#039;&#039;&#039;This hardsuit can only be worn by HUMANS&#039;&#039;&#039;&amp;lt;s&amp;gt; Should mining supply you in time &amp;lt;/s&amp;gt; A sleek and dangerous hardsuit for active combat. Can be built by robotics. Provides immunity to biohazards, strong defense against blunt force, ballistics, lasers, bomb and barely protects against energy. You&#039;ll need to slap modules into these after you get them built.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==[[File:Oxygen_tank.png|64px]]Internal Atmosphere==&lt;br /&gt;
[[File:Canister_prompt.png|frame|128px|Canister interface. Set the pressure to max, open the valve, then close it and eject the tank.]]&lt;br /&gt;
So if you&#039;re made of meat and [[#Cooled Atmosphere|are not synthetic]], then you most likely breathe. Not breathing is bad, and space (or vented rooms) doesn&#039;t really grant you the luxury of breathing. If your internal atmosphere (dubbed &#039;&#039;&#039;&amp;quot;internals&amp;quot;&#039;&#039;&#039;) isn&#039;t enabled, then you are breathing the atmosphere around you which can either be fine or &#039;&#039;really bad.&#039;&#039; In most instances to conserve oxygen, you&#039;ll want your internals to be turned off while inside the station when there&#039;s no emergency or anything of that sort. While exploring breached/vented/contaminated rooms or exiting the station, however, you&#039;ll want to turn your internals on, otherwise you may asphyxiate, breathe in toxins, or (sometimes) catch airborne pathogens.&lt;br /&gt;
&lt;br /&gt;
The most common method of establishing an internal atmosphere for yourself is with an oxygen tank and a breath mask, both of which are found in the box inside your backpack. It is worth mentioning that, while tanks of all sizes can be pressurized to a little over 1000 kilopascals (kPa), their size still determines how much air is actually contained inside the tank (an emergency oxygen tank at 1013 kPa won&#039;t last nearly as long as a normal oxygen tank at 1013 kPa). Another thing to note is that the emergency tank you spawn with isn&#039;t topped off to maximum capacity, only holding 303 kPa set to release at 21 kPa, meaning that the tank is truly for emergency use and won&#039;t last you more than seven minutes.&lt;br /&gt;
&lt;br /&gt;
Almost all tanks for use as internals are blue tanks of pure oxygen instead of an air mix, the most notable difference between the two being the pressure at which the contents of the tank are released into a mask: O2 releases at 21 kPa by default (16 kPa is the minimum safe pressure before you begin to asphyxiate) while Air releases at 101 kPa. Release pressure can be adjusted by clicking the tank in hand. If you wish to top off your tank (to a maximum of 1013 kPa), you must put your tank in an oxygen canister and open the valve at max pressure until the gauge on the tank matches. Once it does, close the valve and eject the tank.&lt;br /&gt;
&lt;br /&gt;
===Voidsuit Use===&lt;br /&gt;
All voidsuits have a suit storage slot that can hold your oxygen tank, and it can either be placed on the storage slot while you&#039;re wearing the suit or it can be [[Guide to Voidsuits#Assembly|assembled into the suit]] while you aren&#039;t wearing it. In the event you assembled your voidsuit, right clicking the suit should give you an option to eject the tank, since you will not be able to remove it simply by grabbing it. Voidsuit helmets also remove the need to wear a mask to supply oxygen, though wearing both doesn&#039;t hinder anything.&lt;br /&gt;
&lt;br /&gt;
===Hardsuit Use===&lt;br /&gt;
Hardsuits come with oxygen tanks lodged into the suit, and removing them involves a little more work. Swiping your ID over the RIG will unlock it, which will allow you to crowbar the maintenance hatch open, followed by wrenching the tank out of the suit. It&#039;s normally a good idea to top off hardsuit tanks that have maneuvering jets.&lt;br /&gt;
&lt;br /&gt;
==[[File:Suit_cooler.png|64px]]Cooled Atmosphere==&lt;br /&gt;
If you don&#039;t actually breathe air and are a synthetic user, then you will be using suit cooling units instead of oxygen tanks. Often while wearing a voidsuit, hardsuit, or other vacuum-proof equipment, synthetic individuals will begin to overheat because the atmosphere inside continues to heat up from their warmth. To counteract this, suit coolers are used in place of an oxygen tank to constantly cool the air inside the suit as long as it is turned on and the cell inside has power. For voidsuits and hardsuits, activate the suit cooler and place it on the suit storage slot (preferably quickly). To recharge the cell, use a screwdriver on the unit, then click on the cooler while it is in your hand to pop the cell out, then just place the cell in a cell charger. &#039;&#039;&#039;Coolers cannot be assembled into voidsuits,&#039;&#039;&#039; but Research is able to make a cooling module for hardsuits if need be.&lt;br /&gt;
&lt;br /&gt;
==[[File:Jetpack_black.gif|64px]]Jetpacks==&lt;br /&gt;
Unless you&#039;re using a hardsuit with maneuvering jets, jetpacks are necessary to navigate environments without gravity, otherwise you will drift perpetually unless another force acts on your character, such as throwing or coming into contact with an object. Activating a jetpack will allow you to move around quickly, and activating stabilization (at the cost of more propellant) will allow for more precise movement, as well as keeping you from falling through holes. Jetpacks must be placed on your back to work, and &#039;&#039;&#039;should not be used as internals&#039;&#039;&#039; if the paint on the jetpack is black. If you are not granted the luxury of using a jetpack, a fire extinguisher will work as well.&lt;br /&gt;
&lt;br /&gt;
==[[File:Oxycandle.png|64px]]Oxycandles==&lt;br /&gt;
Oxycandles are basically cans containing a chemical mixture capable of generating breathable air upon combustion. These are for emergency use and don&#039;t provide much air; it produces roughly enough to sustain two or three turfs with stable atmosphere, therefore lighting this in a vented hallway may as well be a waste. They can be found in emergency closets, sometimes providing as much as three candles. These can be useful for refilling airlocks that have been forced open or if the canister that provides air happens to be empty.&lt;br /&gt;
&lt;br /&gt;
==[[File:Airbubble_folded.png|64px]]Air Bubbles==&lt;br /&gt;
Air bubbles are pretty much self-explanatory, being a bubble filled - for the most part - with air. They are used in emergencies where the user is trapped in/unable to move away from hazardous atmospheric conditions, primarily vacuum. They are found inside emergency closets, though they are small enough to fit inside your emergency internals box. Deploying the bag is simple, all it takes is for you to activate it in-hand and the air bubble will deploy on the same turf as you, now it&#039;s as simple as unzipping it, stepping onto it, and zipping it back over yourself. The atmosphere inside isn&#039;t pleasant, but it&#039;s better than vacuum, though be careful; moving will place you outside of the bag! The tank that supplies oxygen is an extended engineering airtank which, by default, is capable of supplying around an hour or so of oxygen. Without an air tank enabled, the bubble&#039;s atmos contents will simply mimic whatever&#039;s around it. This tank may be removed with the right click context menu, and can be replaced by clicking on the air bubble with any tank. Examining the bubble will tell you if a tank is attached and how much pressure is left in it. Once you are safe, you may exit the bag and click-drag it onto your character to fold it back up, albeit poorly, leaving you with a larger mess of material that will no longer fit in your internals box. Additionally, it can only fit one person... or perhaps victim; cable restraints can be used on the zipper to lock it, preventing anyone from the inside or the outside from opening it unless they have wirecutters, perfect for abductions when combined with the right air mix.&lt;br /&gt;
&lt;br /&gt;
=Exiting the Station=&lt;br /&gt;
[[File:Airlock prompt.png|frame|Airlock panel. Controls airlock doors and atmosphere control.]]&lt;br /&gt;
Once your have the gear you need, you&#039;re ready to exit the station. Most of the time, exiting the station is done by cycling through an airlock, which will depressurize the room you&#039;re in momentarily and open to the outside. If the airlock has not been operated before or it is not cycled to your side of it, you must press the button on your side of the door to open it. From there, click the control panel and select &#039;&#039;&#039;Cycle to Exterior&#039;&#039;&#039;. &#039;&#039;DO NOT&#039;&#039; click any buttons that will force the doors, otherwise the airlock and the adjacent room will depressurize and you&#039;ll probably fly out as a result. It is highly recommended that your activate your internals and magboots before operating the airlock interface in case an accident occurs during the cycling procedure. Once the vents shut off and the opposite door opens, you are free to walk through.&lt;br /&gt;
&lt;br /&gt;
==Exploring the Asteroid==&lt;br /&gt;
The asteroid is nothing short of dark and dusty, maybe with a bit of rocky debris here and there. Oh, and don&#039;t forget the holes. Navigating this rock can be dangerous if you aren&#039;t paying attention; gravity is always in play, and there&#039;s plenty of holes to fall down if you&#039;re not careful. In fact, unless you have a jetpack with stabilizers or a hardsuit with leg actuators, falling down a hole will almost certainly guarantee your demise, so watch where you&#039;re going and never walk where you can&#039;t see. You should also keep a close eye out for schools of carp since they&#039;re able to out-maneuver you with ease.&lt;br /&gt;
&lt;br /&gt;
==Exploring Space==&lt;br /&gt;
Space is... well, space. Aesthetically and mechanically. There&#039;s no air, no floor, and no gravity. Without a jetpack, you will be forced to use magboots and cling to the exterior of the station to navigate. If you fall out of range of the station wall, you will have to throw something in the direction you are traveling in order to send yourself back. If someone is unconscious in space, they will have to be pulled towards the station. If they are fully conscious but unable to maneuver in space, switching to an intent other than help and bumping into them will move them.&lt;br /&gt;
&lt;br /&gt;
If you accidentally fall into space and begin orbiting the asteroid, go ahead and rest to prepare yourself to land. When you hit the asteroid again, you&#039;ll tuck and roll, reducing the amount of damage you take greatly and negating chances of bleeding and/or puncturing your suit as a result.&lt;br /&gt;
&lt;br /&gt;
===Returning===&lt;br /&gt;
Returning to the station is about the same as exiting except you&#039;re going into the airlock from the other side and maybe also tracking in a ton of asteroid dust from your boots. Simply bring up the interface and click &#039;&#039;&#039;Cycle to Interior&#039;&#039;&#039; and wait for the room to repressurize. In the event that there&#039;s not enough air in the supply canisters, allow the room to pressurize as high as it will go before forcing the interior door, though using an [[#Oxycandles|oxycandle]] may prove useful here. While a little dangerous, depending on the size of the airlock and what the atmosphere is, at least you won&#039;t be stuck.&lt;br /&gt;
&lt;br /&gt;
{{Gameplay Guides}}&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>KesterShadowHair</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=User:KesterShadowHair&amp;diff=22452</id>
		<title>User:KesterShadowHair</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=User:KesterShadowHair&amp;diff=22452"/>
		<updated>2022-01-07T21:30:46Z</updated>

		<summary type="html">&lt;p&gt;KesterShadowHair: Created page with &amp;quot;Hi I&amp;#039;m Kester   I joined the wiki team recently and have been expanding upon articles. You may message me on discord at Mio#0772 thanks!&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hi I&#039;m Kester&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I joined the wiki team recently and have been expanding upon articles. You may message me on discord at Mio#0772 thanks!&lt;/div&gt;</summary>
		<author><name>KesterShadowHair</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Operative&amp;diff=22440</id>
		<title>Operative</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Operative&amp;diff=22440"/>
		<updated>2022-01-05T15:28:39Z</updated>

		<summary type="html">&lt;p&gt;KesterShadowHair: Made the sprites bigger for all suits/ main ninja piece matches the rest of the wiki with 64px&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
{{JobPageHeader&lt;br /&gt;
|headerbgcolor = black&lt;br /&gt;
|headerfontcolor = red&lt;br /&gt;
|stafftype = ELITE&lt;br /&gt;
|imagebgcolor = gray&lt;br /&gt;
|img_generic =SpaceNinja.png|64px&lt;br /&gt;
|img = SpaceNinja.png|64px&lt;br /&gt;
|jobtitle = Ninja&lt;br /&gt;
|access = Maintenance/whatever you teleport into.&lt;br /&gt;
|difficulty = &amp;lt;font style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;HARD&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
|superior = You make this up.&lt;br /&gt;
|duties = Come up with your objectives fitting for a high-tech ninja. Some of the faction-specific suits below will assist you in your story.&lt;br /&gt;
|guides = None.&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Extended skillset - You aren&#039;t held to conventional standards on skills. However, make it believable. &#039;&#039;&#039;&lt;br /&gt;
===Overview===&lt;br /&gt;
&lt;br /&gt;
If you are reading this, congratulations! You have been chosen to become a 25th-century agent worthy of the title &amp;quot;ninja&amp;quot;. You spawn in as a high-tech ninja that can be equipped with high-tech gadgets that you order through your [[uplink]] under the Infiltration items section!&lt;br /&gt;
&lt;br /&gt;
==The Way of Ninja==&lt;br /&gt;
&lt;br /&gt;
=== Introduction to the RIG ===&lt;br /&gt;
The hardsuit is a RIG. RIGs are specialized suits that can equip specialized modules depending on the model and have the ability to retract and deploy from certain body parts to facilitate utilizing these modules while wearing other things. Generally, when utilizing the stealth suit, it’s a bad idea to retract the majority of these pieces without good reason as you can easily be found in hostile environments or situations at any point. RIGs ingame have two states; off, and on. When off, none of the modules can be utilized, the RIG is not airtight, and none of the armor is in place. On top of this, your vision is limited and you move quite slowly. This leaves you vulnerable while taking it off or putting it on to apply new modules, so make sure you’ve got everything you need first before you depart to the station.&lt;br /&gt;
&lt;br /&gt;
The RIG modules can be seen in the “Hardsuit Modules” tab at the top right, and the RIG system controls are in their own independent hardsuit tab adjacent.&lt;br /&gt;
&lt;br /&gt;
===== Operating The Suit =====&lt;br /&gt;
Your ID card has specific access required to unlock your suit and open it. Use the ID on your suit while it’s on the ground and the crowbar on it to open the panel. From this point, screwdrivers can be used to remove certain modules or the cell. Modules can’t be removed while it is worn, but the cell can - this is very important for replacing your cell in the event you are stuck without power.&lt;br /&gt;
&lt;br /&gt;
Important note: You should absolutely mess with your hardsuit activation settings. This can be found in the preferences tab, and most people leave it on middle-click. Whatever you press for this will activate any modules you have. For example, if you’ve got a laser gun in your hardsuit, middle clicking on that assistant will shoot it at them, but only when it specifically is selected. You can activate static modules that do not have a target this way as well, or utilize other things like chemical injectors to quickly inject folks with medications.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
==== Suit Module list ====&lt;br /&gt;
Your default RIG modules are perhaps your most useful assets. Here’s brief descriptions followed by much more complicated ones of each default module you start with in the stealth suit.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
===== VOID-shift Bluespace Phase Projector =====&lt;br /&gt;
An in-built, targeted teleporter. Place your mouse over a tile you have vision over and use your hardsuit activation key, and it will permit you to teleport instantaneously to it, given there’s no solid objects to intercede with it. Countered by bluespace inhibitors found in the vault, the armory, the station authentication terminal, and the station’s AI core. Do not attempt to teleport into these locations unless the inhibitors are destroyed, or you will explode.  &lt;br /&gt;
&lt;br /&gt;
*&amp;lt;b&amp;gt; Long description:&amp;lt;/b&amp;gt; It’s your most powerful tool. With stable power incoming, like quickly switching cells or using the emergency power generator, you can effectively outrun any conceivable force in the game with this thing outside of an angry wizard. You are capable of grappling people and utilizing it to teleport them into objects, instantly exploding one of their limbs. You can teleport through walls once every five seconds. If it’s in your vision and nothing is on the tile, you can instantly be there, and many people underestimate how absurd this power truly is. This is most commonly utilized to run away or baffle security, but it is very important to realize how this pretty much gives you absolute power over any given situation unless you willingly throw yourself into a trap. &lt;br /&gt;
&lt;br /&gt;
Without covering the full extent of what you can synergize with this, the best piece of advice I can share is that this is your best way to involve as many people as possible. It also gives you the ability to pick and choose your fights. For example, if a specific officer is hindering your story and you think it’s best to remove them from the situation, a mixture of force gloves to instantly grab and a quick teleport to some area far away always helps. Alternatively just doing the good old teleporting behind and utilizing weapons found in the uplink, or your wit to incapacitate or kill them in some way. There are many items in the game that can instantly incapacitate individuals from close range available to antagonists, especially ninjas - their downfall being that you must be adjacent to the target in question. With your teleporter, this is obviously not an issue.&lt;br /&gt;
&lt;br /&gt;
It takes quick hands and good reflexes to pull off more complicated stuff, but once you play the role a couple times, you can do amazing things with this device.&lt;br /&gt;
&lt;br /&gt;
===== Optical Scanners =====&lt;br /&gt;
A very useful asset as it comes with thermals. Use “Enable Visor” to activate, and cycle to “thermals.” For best results, mix with meson goggles worn on the eyes. It’s a trick most people use to see through walls and teleport to targets directly and precisely.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;b&amp;gt; Long description:&amp;lt;/b&amp;gt; Way stronger than most people believe. Few antagonists ingame have access to outright thermal vision, and using it is a great way to get control over a narrative. NVGs and mesons are available as well in the situation you’re somehow unable to get normal meson goggles for your eyes beneath the visor.&lt;br /&gt;
  &lt;br /&gt;
===== Voice Synthesizer =====&lt;br /&gt;
A strangely under-utilized tool that you’d really expect to be used more. It’s exactly what you’d think - just a simple voice changer that requires your helmet deployed to use. It’s incredibly simple to utilize. The menu itself is blatantly clear in what it means. All you have to do is press the “configure synthesizer” button.&lt;br /&gt;
&lt;br /&gt;
===== Integrated Intelligence System =====&lt;br /&gt;
A module you can shove AIs, pAIs, and positronics into. To use it, press “enable dataspike,” and make sure your gauntlets are deployed. Then, simply pick up or switch the hands onto the AI.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;b&amp;gt; Long description:&amp;lt;/b&amp;gt; If AI control is toggled, it allows the synthetic to control your hardsuit for you! This usually isn’t very useful, but it’s cool as hell and is amazingly powerful when you’re incapacitated. When you are incapacitated, your AI can continue fighting in the suit while your body serves as the support, or run away and let you heal. This consumes an absolutely ridiculous amount of power, so while the AI can kick ass for you, it won’t be for long. Modules like the emergency power generator coupled with the powersink allow the AI to survive a little longer. Unfortunately this does not make you invincible, but even in death, don’t worry - your corpse is still plentiful support for the AI to defeat your enemies. &lt;br /&gt;
&lt;br /&gt;
===== Dead Man’s Switch =====&lt;br /&gt;
A really, really powerful bomb. Guaranteed to leave nothing behind. Detonates the instant you die, or when triggered.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;b&amp;gt; Long description:&amp;lt;/b&amp;gt; This is the only module that can’t be removed from the stealth suit. It vaporizes you and your hardsuit and blows individuals up to a few tiles away into bits. This is generally something you can’t control, but try to avoid using the “succumb” verb early so as to avoid decimating a crowd of people with it. Or do, if they deserve it. Oddly, hardsuit module placement on the menu places them in strange positions and the most common buttons you’ll be pressing are literally directly adjacent to the dead man’s switch “BIG BOOM” button. This means, in using the suit, desperately avoid instantly pressing “yes” on prompts - one of them might just make you explode.&lt;br /&gt;
&lt;br /&gt;
===== Leg Actuators =====&lt;br /&gt;
Your discount magboots. Permits you to scale z-levels and survive falls from any altitude. &lt;br /&gt;
&lt;br /&gt;
*&amp;lt;b&amp;gt; Long description:&amp;lt;/b&amp;gt; Very simple, permits a targeted leap and protects against unexpected falls. Leave these enabled 100% of the time. In the event you’re hit by an EMP, make sure to re-enable them first. These will undoubtedly save your life. To jump up Z-levels, try leaping on the tile you’re standing on. You can’t leap directly up, but you can leap onto a ledge if it’s one tile ahead of where you’re facing, and one level above. In a desperate escape, these will prevent you to fling yourself off the asteroid to prevent being chased. &lt;br /&gt;
&lt;br /&gt;
==== Uplink Suit Modules ====&lt;br /&gt;
You can access new modules by going to the “infiltration items” tab in the “request items” category of the infiltrator uplink you should have available. These range from being just as useful as your default modules to being very situational.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Energy Blade and Dart Launcher (4TC)&amp;lt;/b&amp;gt;&lt;br /&gt;
One of the strongest melee weapons in the game. Armor penetration, VERY high brute, and a built-in dart launcher that instantly stuns unarmored targets on hit.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;b&amp;gt; Long description:&amp;lt;/b&amp;gt; Really power consuming, so only use it when you absolutely need it. It’s useful for cutting through walls, people, windows and more, and when paired with force gloves, it can be turned into an instant-kill device against any armor in the game. The possibilities are really endless. Keep in mind that, while utilizing it, middle click becomes your ability to shoot darts. They’re ultimately useless against armored targets but they give minor toxins. When spammed, they can be rather awful to deal with. You can keep this dart launcher selected by selecting the energy blade projector, but you don’t have to project a blade. Switching off of the selection of the blade will not retract it, so don’t worry about that.&lt;br /&gt;
&lt;br /&gt;
Try to understand that, paired with teleporting, you can pretty much target and instantly kill anybody in the game with this device. It is absolutely a bad idea to abuse it without very good reason, especially if you’re robust enough to bring multiple folks down with it. The blade also has a high chance to deflect incoming projectiles passively, and reflect lasers (sometimes back at whoever fired them!).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Stealth Field (5TC)&amp;lt;/b&amp;gt;&lt;br /&gt;
A very useful tool if you get your hands on a higher capacity power cell. When activated, you become invisible to normal detection means and the naked eye. Super important: utilizing any hardsuit modules instantly decloaks you. When you decloak, there’s quite a loud noise as well, so try to be careful!&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;b&amp;gt; Long description:&amp;lt;/b&amp;gt; It’s a staple of ninjas! Some important notes follow. Idle glows like the IPC screen lighting and meson goggles, as well as flashlights will still project when cloaked, so avoid using those when you intend to cloak. Attacking and firing guns does not decloak you (though it should), and is once again overpowered especially when combined with things like the blade.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Grenade Launcher (5TC)&amp;lt;/b&amp;gt;&lt;br /&gt;
Very strong in the right hands. Comes with three flashbangs, three EMP grenades, and three smoke bombs. While the smoke bombs are pretty ineffective due to silly lighting and directional vision systems, they’re good for confusing crowds. Flashbangs are very strong area-of-effect stuns that are diminished by bigger, better armor, with REALLY heavy armor being completely immune to them. EMP grenades are good for disarming security in a rush. Don’t get caught in the blast, though.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;b&amp;gt; Long description:&amp;lt;/b&amp;gt; Flashbangs are good for getting out of sticky situations and can be quickly, easily reloaded by popping open your hardsuit and just clicking on it with the grenade in hand. EMP grenades are a different story, and you’ll need quick reflexes to get out of the AOE in time - usually utilizing your teleporter to do so safely. Otherwise, without EMP prevention, you probably will lose at least one module to the EMP’s damage, if not more. Be cautious of where you send EMP grenades flying, as one misfire or silly move can easily take several IPCs, cyborgs, or people with augments out of the round. On the other hand, it’s good for instantly killing robots, draining an entire security force’s energy weapons, batons, tasers, disabling APCs, disabling lights, sparking lockdowns, shocking doors, and more. If someone has NVGs or thermals, EMP grenades temporarily blind them as well.&lt;br /&gt;
&lt;br /&gt;
EMP grenades are VERY large radius, taking up your entire screen’s worth of tiles. The inner four or so tiles are affected by a “strong” EMP, which does a ton of damage to mechanical things. The outer tiles are “weak” EMP, which has very diminished effects. For mechanical hearts, any sort of EMP is an instantaneous death. Try to know your targets as best you can before throwing these around with that in mind.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;EMAG Hand Module (1TC)&amp;lt;/b&amp;gt;&lt;br /&gt;
A limited use cryptographic sequencer in the gauntlets. Good for messing with machinery, but with your ability to teleport, not much else.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;b&amp;gt; Long description:&amp;lt;/b&amp;gt; Not the most useful thing practically, but in the event you need more uses than a normal cryptographic sequencer for less TC, this is a good pick. Cryptographic sequencers unlock various secrets in machinery, like giving ED209s lasers, and permitting command consoles to call an unknown, mysterious force…&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Emergency Power Generator (2TC)&amp;lt;/b&amp;gt;&lt;br /&gt;
Amazing source of power income, especially when paired with the powersink. Rapidly injects around 1,000 power into your suit instantly upon activation, and recharges in about 30 seconds. &lt;br /&gt;
&lt;br /&gt;
*&amp;lt;b&amp;gt; Long description:&amp;lt;/b&amp;gt; It may as well be a default module with how useful it is. You’re able to sustain teleporting every few seconds nigh infinitely with this utility, and become a true speedster zooming around everywhere with no regard for your own suit’s power. At higher cell capacities, you’re no less than a God in tight spandex.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Energy Net (3TC)&amp;lt;/b&amp;gt;&lt;br /&gt;
It’s a ranged immobilizer which can instantly put a stop to any mob for no less than a second or two before they’re able to claw their way out. Against someone without sharp items, however, this is drastically increased. Lets you create sitting ducks for very little effort! &lt;br /&gt;
&lt;br /&gt;
*&amp;lt;b&amp;gt; Long description:&amp;lt;/b&amp;gt; Good for hostage taking, dramatic effect, and especially capture gimmicks. You can produce a hand-held net that has less accuracy but fits in your hand, to combo with your hardsuit net projector, ensuring your target doesn’t escape.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Active EMP Shielding (1TC)&amp;lt;/b&amp;gt;&lt;br /&gt;
As the name implies, it’s a toggleable EMP shield that prevents the RIG from taking EMP damage. It does not protect IPCs or prosthetics from EMP damage.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;b&amp;gt; Long description:&amp;lt;/b&amp;gt; Fantastic if you’ve got no prosthetics or aren’t an IPC. Toggle it on, and you won’t have to worry about ion rifles or EMP grenades in engagements, as all incoming EMP damage is nullified entirely. It is very power consuming - so be certain you’re able to end a fight fast or get the heck out. Large cells obviously help this a lot.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Power Sink (2TC)&amp;lt;/b&amp;gt;&lt;br /&gt;
A decent source of power if you’re unable to get the emergency power generator. Very loud, very slow, very risky. To use it, keep gauntlets deployed and click on an APC or a revealed wire. Ensure it’s got power connected or it won’t work!&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;b&amp;gt; Long description:&amp;lt;/b&amp;gt; Really, really slow and generally ineffective. Barely sustains, if at all, any form of ninja moves you can pull across the station. Taking this is either a bad omen or a sign that the user is playing on hard mode. It is very loud, making high-pitched sparking noises audible up to a full screen’s worth of tiles away as long as it’s active.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Matter Fabricator (3TC)&amp;lt;/b&amp;gt;&lt;br /&gt;
Makes shurikens in whatever hand you have active, which can then be thrown. Using the hardsuit activation key with it selected fires a star as well.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;b&amp;gt; Long description:&amp;lt;/b&amp;gt; Scary robust in the right hands. It’s able to pin mobs of any shape or size to walls, making it hilarious and effective against heavily armored opponents. They also get stuck in the flesh, and act as very good shrapnel equivalents. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Combat Injector (2TC)&amp;lt;/b&amp;gt;&lt;br /&gt;
A strong module that, when activated, injects you with ten units of various ridiculous combat stimulants. Generally ensures you literally never go down until you’re dead, or out of chems.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;b&amp;gt; Long description:&amp;lt;/b&amp;gt; A must for any prolonged plan where you can expect to get shot, a lot. This has four chemicals loaded into it, being-&lt;br /&gt;
* Synaptizine - A stimulant that increases endurance, allowing you to shrug off paralyzing stuns and run indefinitely so long as it’s in your veins.&lt;br /&gt;
* Hyperzine - A stimulant that makes you go extremely fast, increases your stun resistance, and makes you really hungry.&lt;br /&gt;
* Oxycodone - The most powerful painkiller in the game, it’ll keep you standing until somewhere around 180 damage or so, which is 20 short of total death. You’re dead at that point most of the time anyway.&lt;br /&gt;
* Glucose - Basically replenishes blood, really, really quickly. It’s iron, but better.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Chemical Injector (1TC)&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A variant of the combat injector which can be selected and must be targeted with hardsuit activation keys and the mouse to work. Generally has a higher reserve of chemicals and focuses on actually healing damage, rather than ignoring it.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt; Long description:&amp;lt;/b&amp;gt; Even better for long-term shootouts than the combat injector. This has nine reloadable chemicals loaded into it, being-&lt;br /&gt;
&lt;br /&gt;
* Tricordrazine - A moderate fix-all which cures burn and brute damage at a decent pace. Mends bleeding, given time.&lt;br /&gt;
* Tramadol - A decent painkiller. Won’t keep you up long in a firefight, but will definitely let you shrug off an extra laser blast or two.&lt;br /&gt;
* Dexalin plus - Instantly cures all oxygen damage upon a single injection. Good for sustaining yourself in the event you’ve accidentally popped your lungs or have lost a lot of blood.&lt;br /&gt;
* Thetamycin - If you have an open wound for a while, injecting thirty units or more of this will stop infections and kill any you may have. It’s great for stopping infections from pesky lasers.&lt;br /&gt;
* Anti-toxin - Exactly what the name says. Removes toxins rather slowly but surely.&lt;br /&gt;
* Glucose - Basically replenishes blood, really, really quickly. It’s iron, but better.&lt;br /&gt;
* Potassium hydrophosphate - Nutriment, in injector form. Yum.&lt;br /&gt;
* Hyronalin - This cures the majority of the effects of radiation rather quickly. Considering your suit is entirely immune to it, this may be useless in most scenarios.&lt;br /&gt;
* Radium - Not good for you, but can produce antibodies for diseases in high quantities. &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;&amp;gt;&lt;br /&gt;
[[File:SpaceNinja.png|64px]]Stealth Suit: All modules in the Infiltration Items section can be installed in the hardsuit. All species except Diona can wear this suit.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
All of the following modules are installed into this suit by default.&lt;br /&gt;
&lt;br /&gt;
*Optical Scanners(Thermal,Nightvision)&lt;br /&gt;
*Voice synthesiser&lt;br /&gt;
*Niling D-sink&lt;br /&gt;
*VOID-shift bluespace projector(Teleporting around)&lt;br /&gt;
*Electrowarfare system (disrupts AI tracking)&lt;br /&gt;
*Integrated intelligence system(pAI slot)&lt;br /&gt;
*Advanced door hacking tool&lt;br /&gt;
*Contact datajack&lt;br /&gt;
*Integrated chemical dispenser&lt;br /&gt;
*Combat leg actuators&lt;br /&gt;
*Additional equipment given: 9MM w/silencer, 2 9MM magazines&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;&amp;gt;&lt;br /&gt;
[[File:Free_Solarian_Fleet_Squad.png|64px]] Solarian Marine: No modules in the Infiltration items section can be installed in the hardsuit. Human only. Not insulated.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*Maneuvering jets&lt;br /&gt;
*Thermal scanner&lt;br /&gt;
*Integrated frag grenade launcher(3),&lt;br /&gt;
*Integrated intelligence system, &lt;br /&gt;
*Niling d-sink&lt;br /&gt;
*Combat chem dispenser&lt;br /&gt;
*Mounted chem injector&lt;br /&gt;
*Mounted drill&lt;br /&gt;
*Combat leg actuators&lt;br /&gt;
*Advanced dooor hacking tool&lt;br /&gt;
*Additional equipment given: sol marine fatigues, service pistol(9mm), brown holster, 2 9mm magazines&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;&amp;gt;&lt;br /&gt;
[[File:Gunslinger.png|64px]] Coalition Gunslinger: Only three modules can be installed the grenade launcher and both chem dispensers. Human only. Not insulated.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*Thermal Scanner&lt;br /&gt;
*Combat leg actuators&lt;br /&gt;
*Mounted laser cannon&lt;br /&gt;
*Maneuvering jets&lt;br /&gt;
*Mounted drill&lt;br /&gt;
*Mounted taser&lt;br /&gt;
*Advanced door hacking tool&lt;br /&gt;
*Energy net launcher&lt;br /&gt;
Additional equipment given: Brown holster, revolver in .308 caliber, 2 .308 speed loaders.&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;&amp;gt;&lt;br /&gt;
[[File:Strikesuit.png|64px]] Eridani Strikesuit: Only three modules can be installed the grenade launcher and both chem dispensers. Human only. Not insulated.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*Night vision&lt;br /&gt;
*Combat leg actuators&lt;br /&gt;
*Maneuvering jets&lt;br /&gt;
*Energy net launcher&lt;br /&gt;
*Niling d-sink&lt;br /&gt;
*Mounted energy gun(you can configure this between lethal and nonlethal)&lt;br /&gt;
*Combat chem dispenser&lt;br /&gt;
*Mounted chem injector &lt;br /&gt;
*Advanced door hacking tool&lt;br /&gt;
*Mounted drill&lt;br /&gt;
*Additional equipment given: automatic .45 pistol, 2 extended .45 mags , brown holster &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;&amp;gt;&lt;br /&gt;
[[File:Jinxiang.png|64px]] Jinxiang Combat Pattern: Only three modules can be installed the grenade launcher and both chem dispensers. Human only. Not insulated.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*Integrated intelligence system (Interesting conclusion Dominian)&lt;br /&gt;
*Thermal scanner&lt;br /&gt;
*Combat leg actuators&lt;br /&gt;
*Maneuvering jets&lt;br /&gt;
*Energy net launcher&lt;br /&gt;
*Niling d-sink&lt;br /&gt;
*Advanced door hacking tool&lt;br /&gt;
*Spider fang blade&lt;br /&gt;
*Additional equipment given: 10mm auto-pistol, 1 10mm magazine, dominian energy shield, dominian cutlass&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;&amp;gt;&lt;br /&gt;
[[File:Elyrarig.png|64px]] Elyran Battlesuit: Only three modules can be installed the grenade launcher and both chem dispensers. Human only. Not insulated.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*Integrated intelligence system&lt;br /&gt;
*Thermal scanner&lt;br /&gt;
*Combat leg actuators&lt;br /&gt;
*Maneuvering jets &lt;br /&gt;
*Energy net launcher&lt;br /&gt;
*Niling d-sink&lt;br /&gt;
*Advanced door hacking tool&lt;br /&gt;
*Mounted plasma cannon&lt;br /&gt;
*Additional equipment given: plasma shotgun, two plasma magazines.&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;&amp;gt;&lt;br /&gt;
[[File:Cyberwarfare_suit.png|64px]] Cyberwarfare Suit: All modules except the grenade launcher and mounted chemical injector can be installed in this hardsuit. All species except Vaurca and Diona can use this suit.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*Integrated intelligence system&lt;br /&gt;
*Niling d-sink&lt;br /&gt;
*Contact datajack&lt;br /&gt;
*Electrowarfare system&lt;br /&gt;
*Voice synthesiser&lt;br /&gt;
*Optical scanners(thermal,night vision)&lt;br /&gt;
*VOID-shift bluespace projector(Teleporting around)&lt;br /&gt;
*Combat leg actuators&lt;br /&gt;
*Advanced door hacking tool&lt;br /&gt;
*Additional equipment given: brown holster, energy crossbow(big one), xray laser pistol&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;&amp;gt;&lt;br /&gt;
[[File:Technoconglomerate_suit.png|64px]] Techno-Conglomerate: All modules in the Infiltration Items section can be installed in this hardsuit. Human only. Not insulated.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*Vitals tracker&lt;br /&gt;
*Chem dispenser&lt;br /&gt;
*Combat leg actuators&lt;br /&gt;
*Energy net launcher&lt;br /&gt;
*Combat chem dispenser&lt;br /&gt;
*Advanced door hacking tool&lt;br /&gt;
*Mounted xray laser gun&lt;br /&gt;
*Additional equipment given: 9mm pistol , 2 9mm magazines, brown holster&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;&amp;gt;&lt;br /&gt;
[[File:Crimson_suit.png|64px]] Crimson Hardsuit: All modules in the Infiltration Items section can be installed in this hardsuit.  All species except Vaurca and Diona can use this suit.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*Mounted laser cannon&lt;br /&gt;
*Thermal scanner&lt;br /&gt;
*Integrated grenade launcher 3x flashbang,smoke,emp&lt;br /&gt;
*Integrated intelligence system&lt;br /&gt;
*Niling d-sink&lt;br /&gt;
*Advanced door hacking tool&lt;br /&gt;
*Electrowarfare system &lt;br /&gt;
*Combat chem dispesner &lt;br /&gt;
*Energy net launcher&lt;br /&gt;
*Combat leg actuators&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;&amp;gt;&lt;br /&gt;
[[File:Rhinosuit.png|64px]] Rhino suit: All modules in the Infiltration Items section can be installed in this hardsuit.  All species except Vaurca and Diona can use this suit.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*Mounted laser cannon&lt;br /&gt;
*Niling d-sink &lt;br /&gt;
*Combat chem dispenser &lt;br /&gt;
*Energy net launcher&lt;br /&gt;
*Advanced door hacking tool&lt;br /&gt;
*Combat leg actuators&lt;br /&gt;
*Additional equipment given: Assault rifle, 9mm pistol, 1 7.62 magazine, 2 9mm magazines.&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;&amp;gt;&lt;br /&gt;
[[File:PRA_suit.png|64px]] Tesla suit: Only three modules can be installed the grenade launcher and both chem dispensers. Only Tajarans can use this suit. (It is also PRA tied)&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*Combat leg actuators&lt;br /&gt;
*Thermal scanner&lt;br /&gt;
*Mounted tesla coil(ouch)&lt;br /&gt;
*Mounted tesla carbine(smaller ouch)&lt;br /&gt;
*Additional equipment given: adhomai service pistol, 2 9mm magazines, brown holster, augment implanter&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;&amp;gt;&lt;br /&gt;
[[File:Breachersuit.png|64px]] Unathi breacher /Authentic/: Only three modules can be installed the grenade launcher and both chem dispensers. Only Unathi can wear this suit.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*Thermal scanner&lt;br /&gt;
*Combat chem dispenser&lt;br /&gt;
*Mounted drill&lt;br /&gt;
*Advanced door hacking tool&lt;br /&gt;
*Additional equipment given: hegemony energy pistol(Incapacitate and Smite setting)&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Tips==&lt;br /&gt;
&lt;br /&gt;
*Avoid combat if you can. You&#039;re the only antag, and you can&#039;t do easily surgery on yourself. If you get internal bleeding because of a lethal shotgun slug, you&#039;re screwed. Luckily, your ninja hardsuit braces bone breaks and fractures. &lt;br /&gt;
&lt;br /&gt;
*Have a backup plan in case you run out of power. Keep a battery in your suit storage if you can. You can switch batteries while still wearing your hardsuit, by unlocking it from &amp;quot;Hardsuit Interface&amp;quot;, then crowbarring and screwdrivering to remove the old battery. &lt;br /&gt;
&lt;br /&gt;
*Don&#039;t be afraid of using guns and other traditional antag methods. Ninja powers are scary and can take a lot of getting used to, but you&#039;ve probably had a chance to learn how to use a gun before. If you break into the armoury and steal all the stuff, don&#039;t be afraid to keep a gun for yourself. &lt;br /&gt;
&lt;br /&gt;
*Remember to RP your kills as much as you can. If you have a single person at swordpoint in maintenance then you can afford to roleplay a lot before you kill them, but if security is chasing you then nobody&#039;s going to blame you for fighting back without emoting first. On that note, however, if you&#039;re in a combat situation and can&#039;t emote, try not to kill them either. Aim for the chest or legs instead of the head, and you&#039;ll be fine.&lt;br /&gt;
&lt;br /&gt;
*Stealing the captain&#039;s (spare) ID will help you immensely in the long run. Or using a net on the Captain or HoP and forcing them to give you their ID.&lt;br /&gt;
&lt;br /&gt;
*Get a toolbelt from maintenance or engineering, find a toolbox and fill the belt. Sometimes some engineers learn the wires and post them in the breakroom. A crowbar will let you recharge outside maintenance. A t-ray may be useful if you can&#039;t remember where wires are.&lt;br /&gt;
&lt;br /&gt;
*If science exists, wait awhile, then go to RnD, print the biggest cell you can, then find a safe place to upgrade your powercell.&lt;br /&gt;
&lt;br /&gt;
*Your suit lets you store any gun in your exosuit slot, including large ones such as Ion Rifles, LWAPs, and Bulldogs. &lt;br /&gt;
&lt;br /&gt;
*Grenades can be reloaded by shoving them into the suit module while it&#039;s open. The same is true for chemicals.&lt;br /&gt;
&lt;br /&gt;
*You can subvert the AI while cloaked.&lt;br /&gt;
&lt;br /&gt;
*A subverted AI inside your suit can save your life, if given access to your suit. For example, if you get critted, the AI can teleport you out and then inject medicine. There is a risk of the AI killing you if it gets reset, however, as you have radium in your suit.&lt;br /&gt;
&lt;br /&gt;
*Substations are a nice hiding place to recharge. Just keep the thermals on.&lt;br /&gt;
&lt;br /&gt;
{{Antagonists}}&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[Category: Jobs]] [[Category:Antagonists]]&lt;/div&gt;</summary>
		<author><name>KesterShadowHair</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Guide_to_EVA&amp;diff=22439</id>
		<title>Guide to EVA</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Guide_to_EVA&amp;diff=22439"/>
		<updated>2022-01-05T15:21:22Z</updated>

		<summary type="html">&lt;p&gt;KesterShadowHair: This edit is mainly porting all the information from Guide to Voidsuits over and shoving it under the expanded tab.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;EVA is an often used phrase that means &#039;&#039;&#039;Extravehicular Activity&#039;&#039;&#039;, which more often than not refers to going out into space, or &#039;&#039;&#039;spacewalking&#039;&#039;&#039;, which typically involves exploring the asteroid that the Aurora is stationed on. EVA may also refer to EVA Storage next to Security.&lt;br /&gt;
&lt;br /&gt;
=Space Suits and Equipment=&lt;br /&gt;
In order to not succumb to vacuum and have your blood boil out of your pores, you must wear protective equipment. Below are the different types of equipment available.&lt;br /&gt;
&lt;br /&gt;
==[[File:Softsuit.png|64px]]Softsuits==&lt;br /&gt;
Softsuits are your most basic protective equipment against vacuum and space. They are commonly found in the blue emergency oxygen closets placed around the station. The suit and helmet are separate, but also quite fragile and susceptible to puncturing and tearing, which would render the suit useless against space. They are also clunky, encumbering, and colored very brightly.&lt;br /&gt;
&lt;br /&gt;
==[[File:Engineering_VoidsuitFull.png|64px]]Voidsuits==&lt;br /&gt;
&amp;lt;small&amp;gt;See also: [[Guide to Voidsuits|Voidsuits]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Voidsuits are much more advanced over softsuits, and provide a slightly better range of options. The only downside is that they must be refit in a [[#Suit_Cycler|suit cycler]] to fit your species/anatomy if you are not human. Voidsuits, however, contain a suit slot for oxygen tanks so that you don&#039;t have to place one on your back, which has the added benefit of letting you wear your backpack. On top of this, voidsuits can also be assembled and compacted down to a single item, which will be covered below. Despite what some may look like, voidsuits are &#039;&#039;not&#039;&#039; suits of armor, and can still be damaged beyond optimal operation. &lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
In this expandable list is your go-to voidsuit information and our current departmental voidsuits.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
==Assembly==&lt;br /&gt;
Assembly is done by taking a voidsuit component and clicking on the main suit with it. This will attach it to the suit, and will deploy once the main suit is equipped &#039;&#039;as long as nothing is in the way,&#039;&#039; shoes being an exception for magboots. To remove components, use a screwdriver on the suit. Assembly is optional but very much encouraged.&lt;br /&gt;
* [[File:Medical_Voidsuit_Helmet.png|64px]]&#039;&#039;&#039;Voidsuit helmet:&#039;&#039;&#039; Occupies helmet slot. Removes the need for an oxygen mask as long as it&#039;s worn.&lt;br /&gt;
* [[File:Medical_Hardsuit.png|64px]]&#039;&#039;&#039;Voidsuit:&#039;&#039;&#039; Occupies exo slot.&lt;br /&gt;
* [[File:Mashoe.png|64px]]&#039;&#039;&#039;Magboots:&#039;&#039;&#039; Occupies shoe slot. Will fit over any shoes you&#039;re already wearing.&lt;br /&gt;
* [[File:Oxygen_tank.png|64px]]&#039;&#039;&#039;Oxygen tank:&#039;&#039;&#039; Occupies suit storage slot. Provides breathable oxygen. Can be ejected by right clicking the suit.&amp;lt;br&amp;gt;&#039;&#039;&#039;OR&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
* [[File:Suit_cooler.png|64px]]&#039;&#039;&#039;Suit cooler:&#039;&#039;&#039; Occupies suit storage slot. Cools the internal atmosphere of the suit for synthetic users. Can be ejected by right clicking the suit.&lt;br /&gt;
&lt;br /&gt;
==Departmental Voidsuits==&lt;br /&gt;
[[File:GreysuitFull.png|64px]] Standard greysuit: Cannot attach oxygen tank easily/pieces don&#039;t converge into the center like the others.&lt;br /&gt;
&lt;br /&gt;
[[File:Mining_VoidsuitFull.png|64px]] Mining voidsuit: All accessories can be slotted into the center chest piece for a quick deploy. A hardy suit for hardy labor, providing protection against melee and explosions. Found in Mining. Used by [[Shaft Miner|miners]].&lt;br /&gt;
&lt;br /&gt;
[[File:Medical_VoidsuitFull.png|64px]] Medical voidsuit: All accessories can be slotted into the center chest piece for a quick deploy. A white and blue suit for when medical inevitably gets breached by debris or something, nothing really notable about it. Found in EVA Storage. Used by [[Paramedic|medbay staff]].&lt;br /&gt;
&lt;br /&gt;
[[File:Security_VoidsuitFull.png|64px]] Security voidsuit: All accessories can be slotted into the center chest piece for a quick deploy. A blue voidsuit to match the colors of the security, provides good melee and explosive protection. Found in EVA Storage. Used by [[Security Officer|officers]].&lt;br /&gt;
&lt;br /&gt;
[[File:Sciencevoidsuit.png|64px]] Research voidsuit: All accessories can be slotted into the center chest piece for a quick deploy. A special suit that designed for usage by NanoTrasen research personnel, provides good energy and radiation protection. Found in the research department. Used by [[Scientist|research staff]].&lt;br /&gt;
&lt;br /&gt;
[[File:Engineering_VoidsuitFull.png|64px]] Engineering voidsuit: All accessories can be slotted into the center chest piece for a quick deploy. Probably the most iconic suit, this engineering voidsuit has decent radiation protection, though not complete immunity. Found in EVA Storage and Engineering Storage. Used by [[Station Engineer|engineers]].&lt;br /&gt;
&lt;br /&gt;
[[File:Atmospherics_VoidsuitFull.png|64px]] Atmospherics voidsuit: All accessories can be slotted into the center chest piece for a quick deploy. A suit similar to the engineering voidsuit, but it can withstand an incredible 30000 Kelvin atmosphere, provided the user isn&#039;t on fire. Found in EVA Storage and Atmospherics. Used by [[Atmospheric Technician|atmos techs]].&lt;br /&gt;
&lt;br /&gt;
[[File:Captain_VoidsuitFull.png|64px]] Captains voidsuit: All accessories can be slotted into the center chest piece for a quick deploy. A bulky suit with decent protection all around, though with a slight speed penalty. Found in the Captain&#039;s Quarters. Used by the [[Captain]].&lt;br /&gt;
&lt;br /&gt;
[[File:Skrell_Voidsuit.png|64px]] Skrell voidsuit: All accessories can be slotted into the center chest pieces for a quick deploy.&lt;br /&gt;
A voidsuit fitted for [[Skrell]] users, providing good energy and explosive resistance. Found in EVA Storage. Used by [[Skrell]] crew.&lt;br /&gt;
&lt;br /&gt;
==Voidsuit repair:== &lt;br /&gt;
[[File:Wrench.png|64px]]&lt;br /&gt;
Voidsuits are not suits of armor (at least most aren&#039;t). They can be damaged easily to the point that it is no longer able to protect the user from vacuum or other factors. Suits can become sub-optimal by two common forms of damage: punctures and scorches.&lt;br /&gt;
*&#039;&#039;&#039;Punctures&#039;&#039;&#039; - These usually manifest from sources of blunt force, like axes, bullets, or simply being shoved around and crashing into walls from unstable atmosphere. These are fixed by using a welder on the suit.&lt;br /&gt;
*&#039;&#039;&#039;Scorches&#039;&#039;&#039; - Burn marks usually mean the suit&#039;s been melted away by intense heat and that sort. These are fixed by using steel sheets on the suit.&lt;br /&gt;
Note: There can be multiple instances of damage on a suit. Be sure to examine the suit until all sources disappear.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Suit Cycler:== &lt;br /&gt;
[[File:Suit_cycler.png|64px]]&lt;br /&gt;
This large stationary machine refits voidsuits to a race&#039;s anatomy, particularly ones that are not human. There are different cyclers for different department voidsuits, all locked to prevent other departments from obtaining or impersonating another department&#039;s color. As long as you have access, you are able to lock and unlock a suit cycler.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Operation:&#039;&#039;&#039;&lt;br /&gt;
A small window of options should appear once the cycler is unlocked. Options range from recoloring and refitting suits to sterilizing the voidsuit in UV light. To refit a suit, place the voidsuit and helmet inside the cycler, select the type of suit (which will just change the sprite, the suit will still have the same stats as before), and select your race. Click &#039;&#039;&#039;Begin Customization Routine&#039;&#039;&#039; and wait for around ten seconds until the cycler pings. Remove the voidsuit and helmet and ensure that they fit on your character.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
==[[File:Evasuit.png|64px]]Hardsuits==&lt;br /&gt;
&amp;lt;small&amp;gt;See also: [[Hardsuit Operation]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Hardsuits are perhaps the most advanced pieces of EVA equipment supplied by Nanotrasen. They resemble control modules that fit on your back to deploy and manage components and modules at the press of a button. Refitting hardsuits is unnecessary (and impossible) because the hardsuit will conform to a user&#039;s anatomy as soon as it deploys. They also contain a detachable oxygen tank, power cell, and bone support. They are much sturdier than voidsuits and may even work as armor, depending on the control module you&#039;re wearing. Hardsuits have more utility over voidsuits in that they contain modules that can perform a variety of tasks, depending on the control module you&#039;re wearing. The downsides of hardsuits, however, are that they inflict a speed penalty and they are both uncommon and expensive.&lt;br /&gt;
&lt;br /&gt;
==[[File:Oxygen_tank.png|64px]]Internal Atmosphere==&lt;br /&gt;
[[File:Canister_prompt.png|frame|128px|Canister interface. Set the pressure to max, open the valve, then close it and eject the tank.]]&lt;br /&gt;
So if you&#039;re made of meat and [[#Cooled Atmosphere|are not synthetic]], then you most likely breathe. Not breathing is bad, and space (or vented rooms) doesn&#039;t really grant you the luxury of breathing. If your internal atmosphere (dubbed &#039;&#039;&#039;&amp;quot;internals&amp;quot;&#039;&#039;&#039;) isn&#039;t enabled, then you are breathing the atmosphere around you which can either be fine or &#039;&#039;really bad.&#039;&#039; In most instances to conserve oxygen, you&#039;ll want your internals to be turned off while inside the station when there&#039;s no emergency or anything of that sort. While exploring breached/vented/contaminated rooms or exiting the station, however, you&#039;ll want to turn your internals on, otherwise you may asphyxiate, breathe in toxins, or (sometimes) catch airborne pathogens.&lt;br /&gt;
&lt;br /&gt;
The most common method of establishing an internal atmosphere for yourself is with an oxygen tank and a breath mask, both of which are found in the box inside your backpack. It is worth mentioning that, while tanks of all sizes can be pressurized to a little over 1000 kilopascals (kPa), their size still determines how much air is actually contained inside the tank (an emergency oxygen tank at 1013 kPa won&#039;t last nearly as long as a normal oxygen tank at 1013 kPa). Another thing to note is that the emergency tank you spawn with isn&#039;t topped off to maximum capacity, only holding 303 kPa set to release at 21 kPa, meaning that the tank is truly for emergency use and won&#039;t last you more than seven minutes.&lt;br /&gt;
&lt;br /&gt;
Almost all tanks for use as internals are blue tanks of pure oxygen instead of an air mix, the most notable difference between the two being the pressure at which the contents of the tank are released into a mask: O2 releases at 21 kPa by default (16 kPa is the minimum safe pressure before you begin to asphyxiate) while Air releases at 101 kPa. Release pressure can be adjusted by clicking the tank in hand. If you wish to top off your tank (to a maximum of 1013 kPa), you must put your tank in an oxygen canister and open the valve at max pressure until the gauge on the tank matches. Once it does, close the valve and eject the tank.&lt;br /&gt;
&lt;br /&gt;
===Voidsuit Use===&lt;br /&gt;
All voidsuits have a suit storage slot that can hold your oxygen tank, and it can either be placed on the storage slot while you&#039;re wearing the suit or it can be [[Guide to Voidsuits#Assembly|assembled into the suit]] while you aren&#039;t wearing it. In the event you assembled your voidsuit, right clicking the suit should give you an option to eject the tank, since you will not be able to remove it simply by grabbing it. Voidsuit helmets also remove the need to wear a mask to supply oxygen, though wearing both doesn&#039;t hinder anything.&lt;br /&gt;
&lt;br /&gt;
===Hardsuit Use===&lt;br /&gt;
Hardsuits come with oxygen tanks lodged into the suit, and removing them involves a little more work. Swiping your ID over the RIG will unlock it, which will allow you to crowbar the maintenance hatch open, followed by wrenching the tank out of the suit. It&#039;s normally a good idea to top off hardsuit tanks that have maneuvering jets.&lt;br /&gt;
&lt;br /&gt;
==[[File:Suit_cooler.png|64px]]Cooled Atmosphere==&lt;br /&gt;
If you don&#039;t actually breathe air and are a synthetic user, then you will be using suit cooling units instead of oxygen tanks. Often while wearing a voidsuit, hardsuit, or other vacuum-proof equipment, synthetic individuals will begin to overheat because the atmosphere inside continues to heat up from their warmth. To counteract this, suit coolers are used in place of an oxygen tank to constantly cool the air inside the suit as long as it is turned on and the cell inside has power. For voidsuits and hardsuits, activate the suit cooler and place it on the suit storage slot (preferably quickly). To recharge the cell, use a screwdriver on the unit, then click on the cooler while it is in your hand to pop the cell out, then just place the cell in a cell charger. &#039;&#039;&#039;Coolers cannot be assembled into voidsuits,&#039;&#039;&#039; but Research is able to make a cooling module for hardsuits if need be.&lt;br /&gt;
&lt;br /&gt;
==[[File:Jetpack_black.gif|64px]]Jetpacks==&lt;br /&gt;
Unless you&#039;re using a hardsuit with maneuvering jets, jetpacks are necessary to navigate environments without gravity, otherwise you will drift perpetually unless another force acts on your character, such as throwing or coming into contact with an object. Activating a jetpack will allow you to move around quickly, and activating stabilization (at the cost of more propellant) will allow for more precise movement, as well as keeping you from falling through holes. Jetpacks must be placed on your back to work, and &#039;&#039;&#039;should not be used as internals&#039;&#039;&#039; if the paint on the jetpack is black. If you are not granted the luxury of using a jetpack, a fire extinguisher will work as well.&lt;br /&gt;
&lt;br /&gt;
==[[File:Oxycandle.png|64px]]Oxycandles==&lt;br /&gt;
Oxycandles are basically cans containing a chemical mixture capable of generating breathable air upon combustion. These are for emergency use and don&#039;t provide much air; it produces roughly enough to sustain two or three turfs with stable atmosphere, therefore lighting this in a vented hallway may as well be a waste. They can be found in emergency closets, sometimes providing as much as three candles. These can be useful for refilling airlocks that have been forced open or if the canister that provides air happens to be empty.&lt;br /&gt;
&lt;br /&gt;
==[[File:Airbubble_folded.png|64px]]Air Bubbles==&lt;br /&gt;
Air bubbles are pretty much self-explanatory, being a bubble filled - for the most part - with air. They are used in emergencies where the user is trapped in/unable to move away from hazardous atmospheric conditions, primarily vacuum. They are found inside emergency closets, though they are small enough to fit inside your emergency internals box. Deploying the bag is simple, all it takes is for you to activate it in-hand and the air bubble will deploy on the same turf as you, now it&#039;s as simple as unzipping it, stepping onto it, and zipping it back over yourself. The atmosphere inside isn&#039;t pleasant, but it&#039;s better than vacuum, though be careful; moving will place you outside of the bag! The tank that supplies oxygen is an extended engineering airtank which, by default, is capable of supplying around an hour or so of oxygen. Without an air tank enabled, the bubble&#039;s atmos contents will simply mimic whatever&#039;s around it. This tank may be removed with the right click context menu, and can be replaced by clicking on the air bubble with any tank. Examining the bubble will tell you if a tank is attached and how much pressure is left in it. Once you are safe, you may exit the bag and click-drag it onto your character to fold it back up, albeit poorly, leaving you with a larger mess of material that will no longer fit in your internals box. Additionally, it can only fit one person... or perhaps victim; cable restraints can be used on the zipper to lock it, preventing anyone from the inside or the outside from opening it unless they have wirecutters, perfect for abductions when combined with the right air mix.&lt;br /&gt;
&lt;br /&gt;
=Exiting the Station=&lt;br /&gt;
[[File:Airlock prompt.png|frame|Airlock panel. Controls airlock doors and atmosphere control.]]&lt;br /&gt;
Once your have the gear you need, you&#039;re ready to exit the station. Most of the time, exiting the station is done by cycling through an airlock, which will depressurize the room you&#039;re in momentarily and open to the outside. If the airlock has not been operated before or it is not cycled to your side of it, you must press the button on your side of the door to open it. From there, click the control panel and select &#039;&#039;&#039;Cycle to Exterior&#039;&#039;&#039;. &#039;&#039;DO NOT&#039;&#039; click any buttons that will force the doors, otherwise the airlock and the adjacent room will depressurize and you&#039;ll probably fly out as a result. It is highly recommended that your activate your internals and magboots before operating the airlock interface in case an accident occurs during the cycling procedure. Once the vents shut off and the opposite door opens, you are free to walk through.&lt;br /&gt;
&lt;br /&gt;
==Exploring the Asteroid==&lt;br /&gt;
The asteroid is nothing short of dark and dusty, maybe with a bit of rocky debris here and there. Oh, and don&#039;t forget the holes. Navigating this rock can be dangerous if you aren&#039;t paying attention; gravity is always in play, and there&#039;s plenty of holes to fall down if you&#039;re not careful. In fact, unless you have a jetpack with stabilizers or a hardsuit with leg actuators, falling down a hole will almost certainly guarantee your demise, so watch where you&#039;re going and never walk where you can&#039;t see. You should also keep a close eye out for schools of carp since they&#039;re able to out-maneuver you with ease.&lt;br /&gt;
&lt;br /&gt;
==Exploring Space==&lt;br /&gt;
Space is... well, space. Aesthetically and mechanically. There&#039;s no air, no floor, and no gravity. Without a jetpack, you will be forced to use magboots and cling to the exterior of the station to navigate. If you fall out of range of the station wall, you will have to throw something in the direction you are traveling in order to send yourself back. If someone is unconscious in space, they will have to be pulled towards the station. If they are fully conscious but unable to maneuver in space, switching to an intent other than help and bumping into them will move them.&lt;br /&gt;
&lt;br /&gt;
If you accidentally fall into space and begin orbiting the asteroid, go ahead and rest to prepare yourself to land. When you hit the asteroid again, you&#039;ll tuck and roll, reducing the amount of damage you take greatly and negating chances of bleeding and/or puncturing your suit as a result.&lt;br /&gt;
&lt;br /&gt;
===Returning===&lt;br /&gt;
Returning to the station is about the same as exiting except you&#039;re going into the airlock from the other side and maybe also tracking in a ton of asteroid dust from your boots. Simply bring up the interface and click &#039;&#039;&#039;Cycle to Interior&#039;&#039;&#039; and wait for the room to repressurize. In the event that there&#039;s not enough air in the supply canisters, allow the room to pressurize as high as it will go before forcing the interior door, though using an [[#Oxycandles|oxycandle]] may prove useful here. While a little dangerous, depending on the size of the airlock and what the atmosphere is, at least you won&#039;t be stuck.&lt;br /&gt;
&lt;br /&gt;
{{Gameplay Guides}}&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>KesterShadowHair</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Operative&amp;diff=22410</id>
		<title>Operative</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Operative&amp;diff=22410"/>
		<updated>2022-01-03T06:32:01Z</updated>

		<summary type="html">&lt;p&gt;KesterShadowHair: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
{{JobPageHeader&lt;br /&gt;
|headerbgcolor = black&lt;br /&gt;
|headerfontcolor = red&lt;br /&gt;
|stafftype = ELITE&lt;br /&gt;
|imagebgcolor = gray&lt;br /&gt;
|img_generic =SpaceNinja.png&lt;br /&gt;
|img = SpaceNinja.png&lt;br /&gt;
|jobtitle = Ninja&lt;br /&gt;
|access = Maintenance/whatever you teleport into.&lt;br /&gt;
|difficulty = &amp;lt;font style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;HARD&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
|superior = You make this up.&lt;br /&gt;
|duties = Come up with your objectives fitting for a high-tech ninja. Some of the faction-specific suits below will assist you in your story.&lt;br /&gt;
|guides = None.&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Extended skillset - You aren&#039;t held to conventional standards on skills. However, make it believable. &#039;&#039;&#039;&lt;br /&gt;
===Overview===&lt;br /&gt;
&lt;br /&gt;
If you are reading this, congratulations! You have been chosen to become a 25th-century agent worthy of the title &amp;quot;ninja&amp;quot;. You spawn in as a high-tech ninja that can be equipped with high-tech gadgets that you order through your [[uplink]] under the Infiltration items section!&lt;br /&gt;
&lt;br /&gt;
==The Way of Ninja==&lt;br /&gt;
&lt;br /&gt;
=== Introduction to the RIG ===&lt;br /&gt;
The hardsuit is a RIG. RIGs are specialized suits that can equip specialized modules depending on the model and have the ability to retract and deploy from certain body parts to facilitate utilizing these modules while wearing other things. Generally, when utilizing the stealth suit, it’s a bad idea to retract the majority of these pieces without good reason as you can easily be found in hostile environments or situations at any point. RIGs ingame have two states; off, and on. When off, none of the modules can be utilized, the RIG is not airtight, and none of the armor is in place. On top of this, your vision is limited and you move quite slowly. This leaves you vulnerable while taking it off or putting it on to apply new modules, so make sure you’ve got everything you need first before you depart to the station.&lt;br /&gt;
&lt;br /&gt;
The RIG modules can be seen in the “Hardsuit Modules” tab at the top right, and the RIG system controls are in their own independent hardsuit tab adjacent.&lt;br /&gt;
&lt;br /&gt;
===== Operating The Suit =====&lt;br /&gt;
Your ID card has specific access required to unlock your suit and open it. Use the ID on your suit while it’s on the ground and the crowbar on it to open the panel. From this point, screwdrivers can be used to remove certain modules or the cell. Modules can’t be removed while it is worn, but the cell can - this is very important for replacing your cell in the event you are stuck without power.&lt;br /&gt;
&lt;br /&gt;
Important note: You should absolutely mess with your hardsuit activation settings. This can be found in the preferences tab, and most people leave it on middle-click. Whatever you press for this will activate any modules you have. For example, if you’ve got a laser gun in your hardsuit, middle clicking on that assistant will shoot it at them, but only when it specifically is selected. You can activate static modules that do not have a target this way as well, or utilize other things like chemical injectors to quickly inject folks with medications.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
==== Suit Module list ====&lt;br /&gt;
Your default RIG modules are perhaps your most useful assets. Here’s brief descriptions followed by much more complicated ones of each default module you start with in the stealth suit.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
===== VOID-shift Bluespace Phase Projector =====&lt;br /&gt;
An in-built, targeted teleporter. Place your mouse over a tile you have vision over and use your hardsuit activation key, and it will permit you to teleport instantaneously to it, given there’s no solid objects to intercede with it. Countered by bluespace inhibitors found in the vault, the armory, the station authentication terminal, and the station’s AI core. Do not attempt to teleport into these locations unless the inhibitors are destroyed, or you will explode.  &lt;br /&gt;
&lt;br /&gt;
*&amp;lt;b&amp;gt; Long description:&amp;lt;/b&amp;gt; It’s your most powerful tool. With stable power incoming, like quickly switching cells or using the emergency power generator, you can effectively outrun any conceivable force in the game with this thing outside of an angry wizard. You are capable of grappling people and utilizing it to teleport them into objects, instantly exploding one of their limbs. You can teleport through walls once every five seconds. If it’s in your vision and nothing is on the tile, you can instantly be there, and many people underestimate how absurd this power truly is. This is most commonly utilized to run away or baffle security, but it is very important to realize how this pretty much gives you absolute power over any given situation unless you willingly throw yourself into a trap. &lt;br /&gt;
&lt;br /&gt;
Without covering the full extent of what you can synergize with this, the best piece of advice I can share is that this is your best way to involve as many people as possible. It also gives you the ability to pick and choose your fights. For example, if a specific officer is hindering your story and you think it’s best to remove them from the situation, a mixture of force gloves to instantly grab and a quick teleport to some area far away always helps. Alternatively just doing the good old teleporting behind and utilizing weapons found in the uplink, or your wit to incapacitate or kill them in some way. There are many items in the game that can instantly incapacitate individuals from close range available to antagonists, especially ninjas - their downfall being that you must be adjacent to the target in question. With your teleporter, this is obviously not an issue.&lt;br /&gt;
&lt;br /&gt;
It takes quick hands and good reflexes to pull off more complicated stuff, but once you play the role a couple times, you can do amazing things with this device.&lt;br /&gt;
&lt;br /&gt;
===== Optical Scanners =====&lt;br /&gt;
A very useful asset as it comes with thermals. Use “Enable Visor” to activate, and cycle to “thermals.” For best results, mix with meson goggles worn on the eyes. It’s a trick most people use to see through walls and teleport to targets directly and precisely.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;b&amp;gt; Long description:&amp;lt;/b&amp;gt; Way stronger than most people believe. Few antagonists ingame have access to outright thermal vision, and using it is a great way to get control over a narrative. NVGs and mesons are available as well in the situation you’re somehow unable to get normal meson goggles for your eyes beneath the visor.&lt;br /&gt;
  &lt;br /&gt;
===== Voice Synthesizer =====&lt;br /&gt;
A strangely under-utilized tool that you’d really expect to be used more. It’s exactly what you’d think - just a simple voice changer that requires your helmet deployed to use. It’s incredibly simple to utilize. The menu itself is blatantly clear in what it means. All you have to do is press the “configure synthesizer” button.&lt;br /&gt;
&lt;br /&gt;
===== Integrated Intelligence System =====&lt;br /&gt;
A module you can shove AIs, pAIs, and positronics into. To use it, press “enable dataspike,” and make sure your gauntlets are deployed. Then, simply pick up or switch the hands onto the AI.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;b&amp;gt; Long description:&amp;lt;/b&amp;gt; If AI control is toggled, it allows the synthetic to control your hardsuit for you! This usually isn’t very useful, but it’s cool as hell and is amazingly powerful when you’re incapacitated. When you are incapacitated, your AI can continue fighting in the suit while your body serves as the support, or run away and let you heal. This consumes an absolutely ridiculous amount of power, so while the AI can kick ass for you, it won’t be for long. Modules like the emergency power generator coupled with the powersink allow the AI to survive a little longer. Unfortunately this does not make you invincible, but even in death, don’t worry - your corpse is still plentiful support for the AI to defeat your enemies. &lt;br /&gt;
&lt;br /&gt;
===== Dead Man’s Switch =====&lt;br /&gt;
A really, really powerful bomb. Guaranteed to leave nothing behind. Detonates the instant you die, or when triggered.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;b&amp;gt; Long description:&amp;lt;/b&amp;gt; This is the only module that can’t be removed from the stealth suit. It vaporizes you and your hardsuit and blows individuals up to a few tiles away into bits. This is generally something you can’t control, but try to avoid using the “succumb” verb early so as to avoid decimating a crowd of people with it. Or do, if they deserve it. Oddly, hardsuit module placement on the menu places them in strange positions and the most common buttons you’ll be pressing are literally directly adjacent to the dead man’s switch “BIG BOOM” button. This means, in using the suit, desperately avoid instantly pressing “yes” on prompts - one of them might just make you explode.&lt;br /&gt;
&lt;br /&gt;
===== Leg Actuators =====&lt;br /&gt;
Your discount magboots. Permits you to scale z-levels and survive falls from any altitude. &lt;br /&gt;
&lt;br /&gt;
*&amp;lt;b&amp;gt; Long description:&amp;lt;/b&amp;gt; Very simple, permits a targeted leap and protects against unexpected falls. Leave these enabled 100% of the time. In the event you’re hit by an EMP, make sure to re-enable them first. These will undoubtedly save your life. To jump up Z-levels, try leaping on the tile you’re standing on. You can’t leap directly up, but you can leap onto a ledge if it’s one tile ahead of where you’re facing, and one level above. In a desperate escape, these will prevent you to fling yourself off the asteroid to prevent being chased. &lt;br /&gt;
&lt;br /&gt;
==== Uplink Suit Modules ====&lt;br /&gt;
You can access new modules by going to the “infiltration items” tab in the “request items” category of the infiltrator uplink you should have available. These range from being just as useful as your default modules to being very situational.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Energy Blade and Dart Launcher (4TC)&amp;lt;/b&amp;gt;&lt;br /&gt;
One of the strongest melee weapons in the game. Armor penetration, VERY high brute, and a built-in dart launcher that instantly stuns unarmored targets on hit.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;b&amp;gt; Long description:&amp;lt;/b&amp;gt; Really power consuming, so only use it when you absolutely need it. It’s useful for cutting through walls, people, windows and more, and when paired with force gloves, it can be turned into an instant-kill device against any armor in the game. The possibilities are really endless. Keep in mind that, while utilizing it, middle click becomes your ability to shoot darts. They’re ultimately useless against armored targets but they give minor toxins. When spammed, they can be rather awful to deal with. You can keep this dart launcher selected by selecting the energy blade projector, but you don’t have to project a blade. Switching off of the selection of the blade will not retract it, so don’t worry about that.&lt;br /&gt;
&lt;br /&gt;
Try to understand that, paired with teleporting, you can pretty much target and instantly kill anybody in the game with this device. It is absolutely a bad idea to abuse it without very good reason, especially if you’re robust enough to bring multiple folks down with it. The blade also has a high chance to deflect incoming projectiles passively, and reflect lasers (sometimes back at whoever fired them!).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Stealth Field (5TC)&amp;lt;/b&amp;gt;&lt;br /&gt;
A very useful tool if you get your hands on a higher capacity power cell. When activated, you become invisible to normal detection means and the naked eye. Super important: utilizing any hardsuit modules instantly decloaks you. When you decloak, there’s quite a loud noise as well, so try to be careful!&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;b&amp;gt; Long description:&amp;lt;/b&amp;gt; It’s a staple of ninjas! Some important notes follow. Idle glows like the IPC screen lighting and meson goggles, as well as flashlights will still project when cloaked, so avoid using those when you intend to cloak. Attacking and firing guns does not decloak you (though it should), and is once again overpowered especially when combined with things like the blade.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Grenade Launcher (5TC)&amp;lt;/b&amp;gt;&lt;br /&gt;
Very strong in the right hands. Comes with three flashbangs, three EMP grenades, and three smoke bombs. While the smoke bombs are pretty ineffective due to silly lighting and directional vision systems, they’re good for confusing crowds. Flashbangs are very strong area-of-effect stuns that are diminished by bigger, better armor, with REALLY heavy armor being completely immune to them. EMP grenades are good for disarming security in a rush. Don’t get caught in the blast, though.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;b&amp;gt; Long description:&amp;lt;/b&amp;gt; Flashbangs are good for getting out of sticky situations and can be quickly, easily reloaded by popping open your hardsuit and just clicking on it with the grenade in hand. EMP grenades are a different story, and you’ll need quick reflexes to get out of the AOE in time - usually utilizing your teleporter to do so safely. Otherwise, without EMP prevention, you probably will lose at least one module to the EMP’s damage, if not more. Be cautious of where you send EMP grenades flying, as one misfire or silly move can easily take several IPCs, cyborgs, or people with augments out of the round. On the other hand, it’s good for instantly killing robots, draining an entire security force’s energy weapons, batons, tasers, disabling APCs, disabling lights, sparking lockdowns, shocking doors, and more. If someone has NVGs or thermals, EMP grenades temporarily blind them as well.&lt;br /&gt;
&lt;br /&gt;
EMP grenades are VERY large radius, taking up your entire screen’s worth of tiles. The inner four or so tiles are affected by a “strong” EMP, which does a ton of damage to mechanical things. The outer tiles are “weak” EMP, which has very diminished effects. For mechanical hearts, any sort of EMP is an instantaneous death. Try to know your targets as best you can before throwing these around with that in mind.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;EMAG Hand Module (1TC)&amp;lt;/b&amp;gt;&lt;br /&gt;
A limited use cryptographic sequencer in the gauntlets. Good for messing with machinery, but with your ability to teleport, not much else.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;b&amp;gt; Long description:&amp;lt;/b&amp;gt; Not the most useful thing practically, but in the event you need more uses than a normal cryptographic sequencer for less TC, this is a good pick. Cryptographic sequencers unlock various secrets in machinery, like giving ED209s lasers, and permitting command consoles to call an unknown, mysterious force…&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Emergency Power Generator (2TC)&amp;lt;/b&amp;gt;&lt;br /&gt;
Amazing source of power income, especially when paired with the powersink. Rapidly injects around 1,000 power into your suit instantly upon activation, and recharges in about 30 seconds. &lt;br /&gt;
&lt;br /&gt;
*&amp;lt;b&amp;gt; Long description:&amp;lt;/b&amp;gt; It may as well be a default module with how useful it is. You’re able to sustain teleporting every few seconds nigh infinitely with this utility, and become a true speedster zooming around everywhere with no regard for your own suit’s power. At higher cell capacities, you’re no less than a God in tight spandex.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Energy Net (3TC)&amp;lt;/b&amp;gt;&lt;br /&gt;
It’s a ranged immobilizer which can instantly put a stop to any mob for no less than a second or two before they’re able to claw their way out. Against someone without sharp items, however, this is drastically increased. Lets you create sitting ducks for very little effort! &lt;br /&gt;
&lt;br /&gt;
*&amp;lt;b&amp;gt; Long description:&amp;lt;/b&amp;gt; Good for hostage taking, dramatic effect, and especially capture gimmicks. You can produce a hand-held net that has less accuracy but fits in your hand, to combo with your hardsuit net projector, ensuring your target doesn’t escape.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Active EMP Shielding (1TC)&amp;lt;/b&amp;gt;&lt;br /&gt;
As the name implies, it’s a toggleable EMP shield that prevents the RIG from taking EMP damage. It does not protect IPCs or prosthetics from EMP damage.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;b&amp;gt; Long description:&amp;lt;/b&amp;gt; Fantastic if you’ve got no prosthetics or aren’t an IPC. Toggle it on, and you won’t have to worry about ion rifles or EMP grenades in engagements, as all incoming EMP damage is nullified entirely. It is very power consuming - so be certain you’re able to end a fight fast or get the heck out. Large cells obviously help this a lot.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Power Sink (2TC)&amp;lt;/b&amp;gt;&lt;br /&gt;
A decent source of power if you’re unable to get the emergency power generator. Very loud, very slow, very risky. To use it, keep gauntlets deployed and click on an APC or a revealed wire. Ensure it’s got power connected or it won’t work!&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;b&amp;gt; Long description:&amp;lt;/b&amp;gt; Really, really slow and generally ineffective. Barely sustains, if at all, any form of ninja moves you can pull across the station. Taking this is either a bad omen or a sign that the user is playing on hard mode. It is very loud, making high-pitched sparking noises audible up to a full screen’s worth of tiles away as long as it’s active.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Matter Fabricator (3TC)&amp;lt;/b&amp;gt;&lt;br /&gt;
Makes shurikens in whatever hand you have active, which can then be thrown. Using the hardsuit activation key with it selected fires a star as well.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;b&amp;gt; Long description:&amp;lt;/b&amp;gt; Scary robust in the right hands. It’s able to pin mobs of any shape or size to walls, making it hilarious and effective against heavily armored opponents. They also get stuck in the flesh, and act as very good shrapnel equivalents. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Combat Injector (2TC)&amp;lt;/b&amp;gt;&lt;br /&gt;
A strong module that, when activated, injects you with ten units of various ridiculous combat stimulants. Generally ensures you literally never go down until you’re dead, or out of chems.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;b&amp;gt; Long description:&amp;lt;/b&amp;gt; A must for any prolonged plan where you can expect to get shot, a lot. This has four chemicals loaded into it, being-&lt;br /&gt;
* Synaptizine - A stimulant that increases endurance, allowing you to shrug off paralyzing stuns and run indefinitely so long as it’s in your veins.&lt;br /&gt;
* Hyperzine - A stimulant that makes you go extremely fast, increases your stun resistance, and makes you really hungry.&lt;br /&gt;
* Oxycodone - The most powerful painkiller in the game, it’ll keep you standing until somewhere around 180 damage or so, which is 20 short of total death. You’re dead at that point most of the time anyway.&lt;br /&gt;
* Glucose - Basically replenishes blood, really, really quickly. It’s iron, but better.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Chemical Injector (1TC)&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A variant of the combat injector which can be selected and must be targeted with hardsuit activation keys and the mouse to work. Generally has a higher reserve of chemicals and focuses on actually healing damage, rather than ignoring it.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt; Long description:&amp;lt;/b&amp;gt; Even better for long-term shootouts than the combat injector. This has nine reloadable chemicals loaded into it, being-&lt;br /&gt;
&lt;br /&gt;
* Tricordrazine - A moderate fix-all which cures burn and brute damage at a decent pace. Mends bleeding, given time.&lt;br /&gt;
* Tramadol - A decent painkiller. Won’t keep you up long in a firefight, but will definitely let you shrug off an extra laser blast or two.&lt;br /&gt;
* Dexalin plus - Instantly cures all oxygen damage upon a single injection. Good for sustaining yourself in the event you’ve accidentally popped your lungs or have lost a lot of blood.&lt;br /&gt;
* Thetamycin - If you have an open wound for a while, injecting thirty units or more of this will stop infections and kill any you may have. It’s great for stopping infections from pesky lasers.&lt;br /&gt;
* Anti-toxin - Exactly what the name says. Removes toxins rather slowly but surely.&lt;br /&gt;
* Glucose - Basically replenishes blood, really, really quickly. It’s iron, but better.&lt;br /&gt;
* Potassium hydrophosphate - Nutriment, in injector form. Yum.&lt;br /&gt;
* Hyronalin - This cures the majority of the effects of radiation rather quickly. Considering your suit is entirely immune to it, this may be useless in most scenarios.&lt;br /&gt;
* Radium - Not good for you, but can produce antibodies for diseases in high quantities. &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;&amp;gt;&lt;br /&gt;
[[File:SpaceNinja.png]]Stealth Suit: All modules in the Infiltration Items section can be installed in the hardsuit. All species except Diona can wear this suit.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
All of the following modules are installed into this suit by default.&lt;br /&gt;
&lt;br /&gt;
*Optical Scanners(Thermal,Nightvision)&lt;br /&gt;
*Voice synthesiser&lt;br /&gt;
*Niling D-sink&lt;br /&gt;
*VOID-shift bluespace projector(Teleporting around)&lt;br /&gt;
*Electrowarfare system (disrupts AI tracking)&lt;br /&gt;
*Integrated intelligence system(pAI slot)&lt;br /&gt;
*Advanced door hacking tool&lt;br /&gt;
*Contact datajack&lt;br /&gt;
*Integrated chemical dispenser&lt;br /&gt;
*Combat leg actuators&lt;br /&gt;
*Additional equipment given: 9MM w/silencer, 2 9MM magazines&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;&amp;gt;&lt;br /&gt;
[[File:Free_Solarian_Fleet_Squad.png]] Solarian Marine: No modules in the Infiltration items section can be installed in the hardsuit. Human only. Not insulated.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*Maneuvering jets&lt;br /&gt;
*Thermal scanner&lt;br /&gt;
*Integrated frag grenade launcher(3),&lt;br /&gt;
*Integrated intelligence system, &lt;br /&gt;
*Niling d-sink&lt;br /&gt;
*Combat chem dispenser&lt;br /&gt;
*Mounted chem injector&lt;br /&gt;
*Mounted drill&lt;br /&gt;
*Combat leg actuators&lt;br /&gt;
*Advanced dooor hacking tool&lt;br /&gt;
*Additional equipment given: sol marine fatigues, service pistol(9mm), brown holster, 2 9mm magazines&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;&amp;gt;&lt;br /&gt;
[[File:Gunslinger.png]] Coalition Gunslinger: Only three modules can be installed the grenade launcher and both chem dispensers. Human only. Not insulated.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*Thermal Scanner&lt;br /&gt;
*Combat leg actuators&lt;br /&gt;
*Mounted laser cannon&lt;br /&gt;
*Maneuvering jets&lt;br /&gt;
*Mounted drill&lt;br /&gt;
*Mounted taser&lt;br /&gt;
*Advanced door hacking tool&lt;br /&gt;
*Energy net launcher&lt;br /&gt;
Additional equipment given: Brown holster, revolver in .308 caliber, 2 .308 speed loaders.&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;&amp;gt;&lt;br /&gt;
[[File:Strikesuit.png]] Eridani Strikesuit: Only three modules can be installed the grenade launcher and both chem dispensers. Human only. Not insulated.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*Night vision&lt;br /&gt;
*Combat leg actuators&lt;br /&gt;
*Maneuvering jets&lt;br /&gt;
*Energy net launcher&lt;br /&gt;
*Niling d-sink&lt;br /&gt;
*Mounted energy gun(you can configure this between lethal and nonlethal)&lt;br /&gt;
*Combat chem dispenser&lt;br /&gt;
*Mounted chem injector &lt;br /&gt;
*Advanced door hacking tool&lt;br /&gt;
*Mounted drill&lt;br /&gt;
*Additional equipment given: automatic .45 pistol, 2 extended .45 mags , brown holster &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;&amp;gt;&lt;br /&gt;
[[File:Jinxiang.png]] Jinxiang Combat Pattern: Only three modules can be installed the grenade launcher and both chem dispensers. Human only. Not insulated.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*Integrated intelligence system (Interesting conclusion Dominian)&lt;br /&gt;
*Thermal scanner&lt;br /&gt;
*Combat leg actuators&lt;br /&gt;
*Maneuvering jets&lt;br /&gt;
*Energy net launcher&lt;br /&gt;
*Niling d-sink&lt;br /&gt;
*Advanced door hacking tool&lt;br /&gt;
*Spider fang blade&lt;br /&gt;
*Additional equipment given: 10mm auto-pistol, 1 10mm magazine, dominian energy shield, dominian cutlass&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;&amp;gt;&lt;br /&gt;
[[File:Elyrarig.png]] Elyran Battlesuit: Only three modules can be installed the grenade launcher and both chem dispensers. Human only. Not insulated.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*Integrated intelligence system&lt;br /&gt;
*Thermal scanner&lt;br /&gt;
*Combat leg actuators&lt;br /&gt;
*Maneuvering jets &lt;br /&gt;
*Energy net launcher&lt;br /&gt;
*Niling d-sink&lt;br /&gt;
*Advanced door hacking tool&lt;br /&gt;
*Mounted plasma cannon&lt;br /&gt;
*Additional equipment given: plasma shotgun, two plasma magazines.&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;&amp;gt;&lt;br /&gt;
[[File:Cyberwarfare_suit.png]] Cyberwarfare Suit: All modules except the grenade launcher and mounted chemical injector can be installed in this hardsuit. All species except Vaurca and Diona can use this suit.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*Integrated intelligence system&lt;br /&gt;
*Niling d-sink&lt;br /&gt;
*Contact datajack&lt;br /&gt;
*Electrowarfare system&lt;br /&gt;
*Voice synthesiser&lt;br /&gt;
*Optical scanners(thermal,night vision)&lt;br /&gt;
*VOID-shift bluespace projector(Teleporting around)&lt;br /&gt;
*Combat leg actuators&lt;br /&gt;
*Advanced door hacking tool&lt;br /&gt;
*Additional equipment given: brown holster, energy crossbow(big one), xray laser pistol&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;&amp;gt;&lt;br /&gt;
[[File:Technoconglomerate_suit.png]] Techno-Conglomerate: All modules in the Infiltration Items section can be installed in this hardsuit. Human only. Not insulated.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*Vitals tracker&lt;br /&gt;
*Chem dispenser&lt;br /&gt;
*Combat leg actuators&lt;br /&gt;
*Energy net launcher&lt;br /&gt;
*Combat chem dispenser&lt;br /&gt;
*Advanced door hacking tool&lt;br /&gt;
*Mounted xray laser gun&lt;br /&gt;
*Additional equipment given: 9mm pistol , 2 9mm magazines, brown holster&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;&amp;gt;&lt;br /&gt;
[[File:Crimson_suit.png]] Crimson Hardsuit: All modules in the Infiltration Items section can be installed in this hardsuit.  All species except Vaurca and Diona can use this suit.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*Mounted laser cannon&lt;br /&gt;
*Thermal scanner&lt;br /&gt;
*Integrated grenade launcher 3x flashbang,smoke,emp&lt;br /&gt;
*Integrated intelligence system&lt;br /&gt;
*Niling d-sink&lt;br /&gt;
*Advanced door hacking tool&lt;br /&gt;
*Electrowarfare system &lt;br /&gt;
*Combat chem dispesner &lt;br /&gt;
*Energy net launcher&lt;br /&gt;
*Combat leg actuators&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;&amp;gt;&lt;br /&gt;
[[File:Rhinosuit.png]] Rhino suit: All modules in the Infiltration Items section can be installed in this hardsuit.  All species except Vaurca and Diona can use this suit.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*Mounted laser cannon&lt;br /&gt;
*Niling d-sink &lt;br /&gt;
*Combat chem dispenser &lt;br /&gt;
*Energy net launcher&lt;br /&gt;
*Advanced door hacking tool&lt;br /&gt;
*Combat leg actuators&lt;br /&gt;
*Additional equipment given: Assault rifle, 9mm pistol, 1 7.62 magazine, 2 9mm magazines.&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;&amp;gt;&lt;br /&gt;
[[File:PRA_suit.png]] Tesla suit: Only three modules can be installed the grenade launcher and both chem dispensers. Only Tajarans can use this suit. (It is also PRA tied)&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*Combat leg actuators&lt;br /&gt;
*Thermal scanner&lt;br /&gt;
*Mounted tesla coil(ouch)&lt;br /&gt;
*Mounted tesla carbine(smaller ouch)&lt;br /&gt;
*Additional equipment given: adhomai service pistol, 2 9mm magazines, brown holster, augment implanter&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;&amp;gt;&lt;br /&gt;
[[File:Breachersuit.png]] Unathi breacher /Authentic/: Only three modules can be installed the grenade launcher and both chem dispensers. Only Unathi can wear this suit.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*Thermal scanner&lt;br /&gt;
*Combat chem dispenser&lt;br /&gt;
*Mounted drill&lt;br /&gt;
*Advanced door hacking tool&lt;br /&gt;
*Additional equipment given: hegemony energy pistol(Incapacitate and Smite setting)&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Tips==&lt;br /&gt;
&lt;br /&gt;
*Avoid combat if you can. You&#039;re the only antag, and you can&#039;t do easily surgery on yourself. If you get internal bleeding because of a lethal shotgun slug, you&#039;re screwed. Luckily, your ninja hardsuit braces bone breaks and fractures. &lt;br /&gt;
&lt;br /&gt;
*Have a backup plan in case you run out of power. Keep a battery in your suit storage if you can. You can switch batteries while still wearing your hardsuit, by unlocking it from &amp;quot;Hardsuit Interface&amp;quot;, then crowbarring and screwdrivering to remove the old battery. &lt;br /&gt;
&lt;br /&gt;
*Don&#039;t be afraid of using guns and other traditional antag methods. Ninja powers are scary and can take a lot of getting used to, but you&#039;ve probably had a chance to learn how to use a gun before. If you break into the armoury and steal all the stuff, don&#039;t be afraid to keep a gun for yourself. &lt;br /&gt;
&lt;br /&gt;
*Remember to RP your kills as much as you can. If you have a single person at swordpoint in maintenance then you can afford to roleplay a lot before you kill them, but if security is chasing you then nobody&#039;s going to blame you for fighting back without emoting first. On that note, however, if you&#039;re in a combat situation and can&#039;t emote, try not to kill them either. Aim for the chest or legs instead of the head, and you&#039;ll be fine.&lt;br /&gt;
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*Stealing the captain&#039;s (spare) ID will help you immensely in the long run. Or using a net on the Captain or HoP and forcing them to give you their ID.&lt;br /&gt;
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*Get a toolbelt from maintenance or engineering, find a toolbox and fill the belt. Sometimes some engineers learn the wires and post them in the breakroom. A crowbar will let you recharge outside maintenance. A t-ray may be useful if you can&#039;t remember where wires are.&lt;br /&gt;
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*If science exists, wait awhile, then go to RnD, print the biggest cell you can, then find a safe place to upgrade your powercell.&lt;br /&gt;
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*Your suit lets you store any gun in your exosuit slot, including large ones such as Ion Rifles, LWAPs, and Bulldogs. &lt;br /&gt;
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*Grenades can be reloaded by shoving them into the suit module while it&#039;s open. The same is true for chemicals.&lt;br /&gt;
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*You can subvert the AI while cloaked.&lt;br /&gt;
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*A subverted AI inside your suit can save your life, if given access to your suit. For example, if you get critted, the AI can teleport you out and then inject medicine. There is a risk of the AI killing you if it gets reset, however, as you have radium in your suit.&lt;br /&gt;
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*Substations are a nice hiding place to recharge. Just keep the thermals on.&lt;br /&gt;
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{{Antagonists}}&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[Category: Jobs]] [[Category:Antagonists]]&lt;/div&gt;</summary>
		<author><name>KesterShadowHair</name></author>
	</entry>
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