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		<title>Dionae</title>
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		<updated>2017-10-04T20:54:24Z</updated>

		<summary type="html">&lt;p&gt;Killerhurtz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{LoreDev&lt;br /&gt;
|dev = --NONE--|status = Needs a Lore Master. Think you can do it? [https://forums.aurorastation.org/viewforum.php?f=26&amp;amp;sid=864fca4610726e9b47fa4837083f9dda Apply here].}}&lt;br /&gt;
&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
{{Infobox Species&lt;br /&gt;
 |Species = Dionae&lt;br /&gt;
 |Scientific = D. Primo&lt;br /&gt;
 |Image = Dionaea410x320.png&lt;br /&gt;
 |System = N/A&lt;br /&gt;
 |World = N/A&lt;br /&gt;
 |Language = Rootsong&lt;br /&gt;
 |Politic = N/A&lt;br /&gt;
 }}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
==Overview==&lt;br /&gt;
The Dionae that most people will see will come in two forms: a small, stout nymph, and a working form that is best put as &amp;quot;a moving, bipedal bush&amp;quot;. Regardless of their appearance - they are not truly plants - genetics point out that they have functions common to animals, plant and mold cells. As a result, they have quite a unique [[Dionaea#Language|language]], composed of an almost melodic combination of rattling, rustling, creaking and various vocalizations. &lt;br /&gt;
&lt;br /&gt;
Legally, they are complicated - due to their nature, a nymph is considered an animal - and thus technically have rights, mostly in the realm of animal abuse if harmed/killed with no purpose. However gestalts are a little bit more complicated, with terms and conditions - though it can be summed up as considering a gestalt as an individual, and thus termination of one would result in a murder charge just as standard crew.&lt;br /&gt;
&lt;br /&gt;
And that same nature also created a grammatical exception; Diona refers to the nymph, and Dionae is plural - multiple nymphs. However, because gestalts are entities in themselves, there is a &amp;quot;plural of plurals&amp;quot; - Dionaea, defining multiple groups of Diona.&lt;br /&gt;
&lt;br /&gt;
They are truly omnivorous - having shown being capable of quickly assimilating almost any matter to grow - but generally do not eat, as sources of radiation (electromagnetic or otherwise) are claimed sufficient to sustain them. While they are highly intelligent - and even quick to think, in some cases - their physical speed is extremely low, to the point where even a wounded person could outrun them. It is assumed to be due to evolutionary traits favoring energy economy over speed.&lt;br /&gt;
&lt;br /&gt;
An immature Diona nymph, through means still not fully understood, can assimilate information - knowledge of language, most notably - through genetic material, most often being a minuscule blood sample. Research is being actively done in this domain - as if these results could be replicated, it could lead to extremely efficient learning processes.&lt;br /&gt;
&lt;br /&gt;
To apply to be one of the strange, plant-like Dionaea, apply [http://aurorastation.org/forums/viewforum.php?f=28 here]&lt;br /&gt;
&lt;br /&gt;
==Heads of Staff==&lt;br /&gt;
&lt;br /&gt;
Dionaea can be the following Heads of Staff:&lt;br /&gt;
&lt;br /&gt;
* Research Director&lt;br /&gt;
* Chief Engineer&lt;br /&gt;
* Chief Medical Officer&lt;br /&gt;
&lt;br /&gt;
==Mechanics==&lt;br /&gt;
&lt;br /&gt;
*Custom language accessible with :r prefix&lt;br /&gt;
*Weakness to fire&lt;br /&gt;
*Feeds off light&lt;br /&gt;
*Completely unaffected by atmosphere (or lack thereof)&lt;br /&gt;
*Completely immune to pressure and temperature (or lack thereof) - can venture into space with nothing more than a flashlight for food&lt;br /&gt;
*Heals brute damage when exposed to radiation&lt;br /&gt;
*Walks/runs slowly&lt;br /&gt;
*Can absorb nymphs through context menu&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
The Dionae&#039;s history is highly debated - with no significant evidence, xenoarcheological or actual, towards an origin point - most notably due to the tendency of space-bound gestalt&#039;s seeds to travel immense distances. The species itself does not have concrete information on this subject - however many people of all species have linked them to mythological being, as it is thought that the species is old enough to have spread to a significant portion of the galaxy, including all of the currently colonized areas.&lt;br /&gt;
&lt;br /&gt;
===Discovery, Part One - The Conglomerate===&lt;br /&gt;
The Dionae are considered to have been discovered three times. &lt;br /&gt;
&lt;br /&gt;
The first discovery - the one that proved their existence, in 2320 - was an immense pod-like gestalt. It is theorized to have contained upwards of a thousand nymphs, protected in a thick, haphazard organic shell that took the shape around whatever body it hit and integrated within itself. &lt;br /&gt;
&lt;br /&gt;
The entity was put into observation by its Skrell discoverers, being labeled as a simple organic anomaly - the lack of atmosphere and contact making communication not even a thought. Interaction did not happen until much later.&lt;br /&gt;
&lt;br /&gt;
===Discovery, Part Two - The Organic Craft===&lt;br /&gt;
&lt;br /&gt;
The Dionae were found, the second time, in 2426. An anomalous reading tipped off a scout ship - part of a Human-Skrell joint practice operation. A low-intensity yet high-frequency energy signature in the middle of seemingly nowhere, far in deep space. &lt;br /&gt;
&lt;br /&gt;
Upon investigation, a large mass - now known to be the result of six hundred nymphs being overgrown - was present. It was definitely organic - yet it showed readings similar to a space craft, including a simple (and empty) supermatter reactor and some sort of rudimentary drive. It seemed inactive. &lt;br /&gt;
&lt;br /&gt;
However, upon approach - the craft took life, quickly dashing towards one of the human frigates, shrugging off the firepower and attaching itself to the ship. It moved like nothing they had ever seen - a captain of the nearby frigate even provided this description: &amp;quot;Like a fish moving as if space was an ocean&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
It quickly infiltrated it, bending hull and causing breeches, eventually reaching the ship&#039;s own power plant, siphoning power off. The ship saw no further damage - however it was already done, all the engineering decks were breached and the ship no longer had enough power for the engines.&lt;br /&gt;
&lt;br /&gt;
Under the orders of the Skrell Fleet Admiral (at least the equivalent of it) and with the approval of the incapacitated ship&#039;s captain, the exercise was canceled and the ships returned home, requesting a few science vessels and a rescue shuttle to be sent to them. Unfortunately, when they did arrive roughly a week later, no life was found aboard. The ship was considered derelict - and the vessels returned home, with a warning being placed on both of their star maps about a possibly hostile lifeform there. This event also caused a rigorous security increase in the observation of the first structure, causing the Dionae to be officially labeled as &amp;quot;potentially hostile to Humans and Skrell&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Discovery, Part Three - The Dead Planet===&lt;br /&gt;
&lt;br /&gt;
The final time the Dionae were found was in Epsilon Ursae Minoris - where a large piece of their home planet had crashed into another world. The world in question was found by Skrell Captain Weirun Tup - who had been exploring stars on the behalf of the Jargon Empire, in order to find new habitable planets for expansion. That particular world had attracted attention due to two main factors, which conflicted with one another: the readings were highly unusual, yet all of the planet&#039;s landmass was covered in greenery. &lt;br /&gt;
&lt;br /&gt;
Of course, such a thing was exceptional, and warranted more investigation. And so, over time, several more vessels - under the guise of a &#039;scientific fleet&#039; lead by Captain Tup - investigated it, took readings, analyzed it. And with that came more and more strangeness - organic structures, strangely coherent signals, and so on. It was not until much later - after a scientist applied a cryptoanalytic AI (before the widespread cessation of research occurred) that they realized that the planet seemed &#039;&#039;sentient&#039;&#039;. It is during this time that the first attempted communications with Dionae were made successfully, albeit primitively - the Dionae only had rudimentary radio communication devices. Bolstered by such a discovery, Captain Tup managed a landing, an AI interface translating between the Rootsong and him. &lt;br /&gt;
&lt;br /&gt;
The Captain stayed, at first, for a few weeks - learning much about the Dionae, and helping make a complete translation guide between the two. But time went by, and soon Captain Tup was forced to make a decision. A permanent agent was requested - he could either resign as a Captain and become the official ambassador of the Skrell with the Diona, or leave the planet. He chose the former - and stayed nine more years, until toxic flora ended his life. &lt;br /&gt;
&lt;br /&gt;
Eventually, an agreement was made - the Dionae would get Skrell genetic samples (which allowed them to understand Skrellian - although their limited physiology prevented them from speaking it) and an information trade deal would be signed in favor of the Dionae - and in exchange, they would allow the collection of their seeds in the goal of creating more nymphs for research, and the Dionae would assist them in tasks, being a relatively inexpensive (and unrestricted) labor force. &lt;br /&gt;
&lt;br /&gt;
However, the planet was quickly nicknamed &amp;quot;The Dead Planet&amp;quot; for two reasons - first, animal life seemed completely absent. As a matter of fact, except for the Dionae and a few select species of tough plants, the biodiversity was almost nil. Second, the thick coverage of Dionae growth meant that there could be no building potential - and so it meant that it was, technically, inhospitable for life, as no permanent settlements could be made. &lt;br /&gt;
&lt;br /&gt;
A third reason, however, quickly found its way into the name: a few deaths occurred, and no body was ever found.&lt;br /&gt;
&lt;br /&gt;
===Aftermath of Contact===&lt;br /&gt;
With this new-found information, the large object - the first sighting of Dionae - was finally contacted. They were informed of, and agreed to, the deal made in Epsilon Ursae Minoris. The contact delivered a wealth of information - about star movement, physics behaviors, material properties, and so on. In the end, the &amp;quot;Original Conglomerate&amp;quot; was towed, with their glee, in orbit of Nralakk, where it remains to this day the main source of dionae pods, nymphs, and seeds.&lt;br /&gt;
&lt;br /&gt;
A second attempt was also made at contacting the &amp;quot;Diona Craft&amp;quot; - with success. Data was exchanged - valuable, in fact, as they had additional information about the phenomenon known to humans as the [[Bhowmick-Mukherji Effect]], and helped improve efficiency in supermatter energy collection. Unfortunately, a piece of information given by this gestalt permanently damaged Dionae public opinion.&lt;br /&gt;
&lt;br /&gt;
Of course, with the current status, the question was asked: where is the crew? &lt;br /&gt;
&lt;br /&gt;
Correlated with the logs acquired later, the scenario became clear. The Diona&#039;s infiltration of the power plant not only caused the engines to fail, but life support. With all the breeches present, it did not take long for the crew to suffocate and die. And once that was done, the Diona (and it is quoted) &amp;quot;simply assimilated their form to learn about your species and conserve matter&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
This information, while held &amp;quot;classified&amp;quot; for a long time, eventually were leaked to the public by disgruntled and scared sailors - on both human and skrell sides - earning them the nickname, among humans, of &amp;quot;Gravemind&amp;quot; in reference to a 21st century videogame. The Skrell were more keen in calling them &amp;quot;Saapimaa Rakhomm&amp;quot;, or &amp;quot;Deathflower&amp;quot;. In general, it made a lot of people quite wary of them.&lt;br /&gt;
&lt;br /&gt;
=== Integration in Society ===&lt;br /&gt;
Their value, however - along with general helpfulness, high curiosity and impressive intelligence, even to the Skrell (who have approved them onto titles as high as Representatives since 2432)  - gave the Dionae enough going for them that they were not phased out, and are commonly seen aboard space stations and spacecraft, especially human-owned. The Skrell have, however, started a new program to find and appropriate any other Dionae groups to ensure proper incorporation - or destruction, should the group be too dangerous. This program has already uncovered three dozen gestalts.&lt;br /&gt;
&lt;br /&gt;
====Mythological associations====&lt;br /&gt;
Bearing a wood-like appearance, a small bulbous nymph and with the tales of necrophagy, the Dionae have been said to actually have been the species behind several mythical creatures - such as the humans&#039; Green Man and Leshy, and even the Mandragora and Man-Eating Tree. Most notably - it has been linked to a wise, ancient God of Life by some Skrell - the Oernabi (Tree-God), who was said to be benevolent to those seemed worthy. Such a belief spawned the Dienabi religion - the term literally meaning &amp;quot;tree child&amp;quot; - which stipulates that it is possible to ascend to the status of a noble Diona by protecting them with your life - after which they absorb and transform the martyr. Captain Weirun Tup is considered to be the first &amp;quot;ascended&amp;quot; of this kind, earning him almost as much veneration.&lt;br /&gt;
&lt;br /&gt;
==Culture==&lt;br /&gt;
The Dionae does not have a universal culture - mainly due to the fact that there are several clusters separated by vast distances, and as such Dionae can vary as much between groups as entire species can - the only two common factor being the naming conventions, which when translated seem to be based around actions or experiences (such as &amp;quot;Leaf that Grasps the Sky&amp;quot; or &amp;quot;Wind Howling through Ocean&amp;quot;) and the [[Dionaea#Language|Rootsong]]. &lt;br /&gt;
&lt;br /&gt;
Strangely enough - they see each body as an individual - as such, while a larger gestalt can identify with a name, any group that splits from it usually adopt another name, despite the links between the two. It is theorized to be an easy method of categorizing data - by knowing what came from which experience.&lt;br /&gt;
&lt;br /&gt;
They do not have any claims on any known world so far (the Epsilon Ursae Minoris world having agreed to be filed under the Jargon Empire), and as such no government or hierarchy - most relations and interactions being based on agreements and non-committed verbal/physical contracts, though many see the bond a gestalt has with it&#039;s &amp;quot;offspring&amp;quot; - the fragments of it it sends away - is often seen as their only form, as it is almost absolute.&lt;br /&gt;
&lt;br /&gt;
Furthermore - the Dionaea never have developed any form of media-based communication - all knowledge disseminated to, from and between Dionae is usually made through verbal or physical means, under processes not yet fully understood. They do not have native writing, drawing or any form of tangible &amp;quot;archives&amp;quot; - yet gestalts still show impressive knowledge quite often, pointing towards the species having memory on-par, if not superior, to digital data storage solutions known to species. Most interestingly - the Dionaea have proven to defy known neuroscience by actually being able to learn to write, read and draw from other species, even without their known genetic learning, by simply observing. They are the only species, so far, known to be capable of such a feat - as it was thought that it was necessary to have generations of ingrained manual dexterity and muscle memory in the species to be able to do so.&lt;br /&gt;
&lt;br /&gt;
However, there ARE several known groups with common cultural traits:&lt;br /&gt;
&lt;br /&gt;
===Epsilon Ursae Minor shell===&lt;br /&gt;
The first Dionae to have communicated with other sapients, Dionae from EUM have become highly focused on being efficient, having learned and adapted to Skrell culture. Most notably - the system has become notorious for being a checkpoint shipyard as the Dionae there most often specialize in engineering tasks. Of course - the exposition to the Skrell has made them wary of synthetic intelligence. Furthermore, they are the only known group with an unified creation theory - according to them, Dionae have been at home in &amp;quot;the Great Void&amp;quot; - as paraphrased - since the beginning of their existence, and their creation should have been nothing short of impossible.&lt;br /&gt;
&lt;br /&gt;
===Reade Colossus===&lt;br /&gt;
Discovered on [[Tau Ceti#Reade|Reade]], this isolated and small group is sometimes seen on facilities across Tau Ceti. They are reported to be highly social, a Biesel bar even boasting an occasional Dionae bartending experience. This particular gestalt seems particularly knowledgeable about the goings of supply and civilian departments - though they are often seen with distrust due to the rumors of Reade. &lt;br /&gt;
&lt;br /&gt;
===&amp;quot;DSS Ophion&amp;quot; Colossus/Shell===&lt;br /&gt;
Jokingly given the nickname &amp;quot;Dionae Space Station Ophion, Keeper of Life&amp;quot;, the Ophion group is constituted of the &amp;quot;second-discovery&amp;quot; craft. Workers are regularly hauled between Ophion and Tau Ceti - as while they are seen as methodical and even cold, there is no denying their scientific methodology. However - all stations whom host one are instructed to keep an eye on them, should they become hostile for whichever reason. &lt;br /&gt;
&lt;br /&gt;
===Venter&#039;s Satellite===&lt;br /&gt;
A new discovery, Venter&#039;s Satellite is one of the few known Satellite-class Dionaea. Rather reclusive, they seem to have an immense amount of knowledge in atmospheric systems, having designed a circulatory array within themselves. Slow and meticulous - this group has elected to provide the Sol Alliance with Worker bodies in exchange for large amounts of biomass from various species - with supplementary &amp;quot;credit&amp;quot; for sapient specimens. They do not seem to fear extinction at the phase they have found themselves to be in, with &amp;quot;shards&amp;quot; of the gestalt being of almost nil importance.&lt;br /&gt;
&lt;br /&gt;
===Other groups===&lt;br /&gt;
Of course, these are the large known groups. There is a total of eighty-one known subgroups with various traits - and an unknown amount of yet undiscovered groups.&lt;br /&gt;
&lt;br /&gt;
===Language===&lt;br /&gt;
While they can understand all languages, if exposed to the genes of a speaker, their physical limitations only allow them to speak a handful; most Dionae that work aboard human facilities only know Common and their language - however they are capable, due to their biological flexibility, to emulate most other languages - Gutter and Tradeband are easily talked (if a little slow with certain subjects who use only one Nymph to communicate), while Sinta&#039;Unathi is spoken perfectly. Their physical slowness, however, makes it difficult to talk Sik&#039;Maas, the meaning sometimes being lost in the slowness of their &amp;quot;ear&amp;quot; and &amp;quot;tail&amp;quot; limbs when grown. And Skrellian is simply out of their range - the speed and pitch variance needed for it is simply impossible to match through regular means. Their speech, regardless of which language they speak (except Rootsong for obvious reasons) sounds airy, with various tones - quite often multiple ones, as a popular means of speaking is by &amp;quot;balancing&amp;quot; words between the various nymphs.&lt;br /&gt;
&lt;br /&gt;
Their language, named &amp;quot;Rootsong&amp;quot; (as translated), uses various limbs and membranes to imitate what most would see as &amp;quot;natural&amp;quot; sounds - leaves whisking in the wind, branches rubbing - and even some instrumental sounds, at times (flute-like sounds and drumming being common). However, to those who can discern it - Rootsong is a true orchestra of language. Syntax and grammar are simply part of the song, reflected in tempo and beats, while emotions are conveyed through pitch and the imitation of weather effects, such as wind and moisture. Most interestingly - the sound itself is only a byproduct of their body structure, as some humans have successfully learned Rootsong (without the emotional intonations) through violin and calliope organs. Xenohistorians often use the Rootsong as evidence that the Dionae evolved in conditions involving an atmosphere.&lt;br /&gt;
&lt;br /&gt;
==Biology==&lt;br /&gt;
The Dionae, by virtue of being an unique lifeform, feature an anatomy seen almost nowhere else. &lt;br /&gt;
&lt;br /&gt;
Their base form, the nymph, has very few organs (which have no set structure): the neuralias, which behaves like a cluster of neurons, the chlorodermates which attach together to form a light-sensitive skin that produces usable energy, the optical organs, the glucose sacs that process the sugars made by the chlorodermates, the &amp;quot;motor organs&amp;quot; which allow them (and their growths) to move, and the circulating system - which is equivalent to our heart, veins and arteries combined. While they usually only have a single circulation system and optical organs, the others can find themselves in almost combination of numbers as they dedicate themselves to a task - processing nymphs would have a higher count of neuralias, while those who dedicate to motion would have a higher number of glucose sacs and motor organs. Interestingly, Dionae are perfectly adapted to life in a vacuum environment. &lt;br /&gt;
&lt;br /&gt;
However, it is to be noted that because they dedicate themselves to a task, they all require at least one of each organ to survive, and as such even a basic nymph has rudimentary intelligence, equivalent to a very young human child.&lt;br /&gt;
&lt;br /&gt;
The work form that you all know are actually an amalgam of various nymphs - usually from three to six, and most often with one thought-dedicated linked to an energy-decidated and one to three motion-dedicated nymphs, all working together. Furthermore, this symbiosis means that if a nymph becomes sick - or even dead - it must be treated/removed for the Diona body to be healthy, though interestingly enough they will often reabsorb the dead nymph, with no obvious downsides, to be used as a source of nutrients. &lt;br /&gt;
&lt;br /&gt;
Fortunately, they structure themselves (generally) in a manner that almost emulates most other sapient organisms, and as such surgery is not too complicated - with structures clearly functioning as motor devices, with a skeleton-like substructure made of a material similar to the core of a tower-cap mushroom, which unfortunately takes an extended amount of time to heal, and can be hazardous to nymphs if used regardless - much like the bones of a standard humanoid, down to the fact that they can (and should) be repaired just like one.&lt;br /&gt;
&lt;br /&gt;
Even so, very little is actually known about the function of their larger gestalts - except that Dionae do not have natural deaths, and are functionally immortal as far as is known.&lt;br /&gt;
=== Reproduction ===&lt;br /&gt;
The Dionae follow a more plant-like reproduction cycle; they are asexual, and approximately once per year, a gestalt will release a large amount of seeds in it&#039;s surroundings (regardless of it&#039;s location), which will be carrying by whichever forces are applied upon them (the spores having a configuration that is even adequate to be spread by solar winds).&lt;br /&gt;
&lt;br /&gt;
Once the seeds reach an adequate location, the seed anchors itself and starts developing into a Diona replicant pod - which is, in essence, a Diona egg. The pod absorbs the nutrient it needs - water, oxygen, carbon and other elements - from it&#039;s surroundings, when available, to grow and eventually hatch. Once hatched, a pod will produce an almost mature nymph. &lt;br /&gt;
&lt;br /&gt;
Given proper conditions, a pod can fully grow a nymph within half an hour - however, should the pod run out, it will go into dormancy until proper conditions are met - and as such, in particularly barren conditions, it can take centuries for a pod to complete development. &lt;br /&gt;
&lt;br /&gt;
=== Metabolism ===&lt;br /&gt;
As mentioned, the Dionae can obtain nutrients from any source - including ambient air, to grow. Furthermore, they only need a source of energy - light is by far the safest and most common, but direct electricity has been observed, and one particular case was found of a &amp;quot;Flaming Diona&amp;quot; which self-fed by absorbing nutrients and matter for the fire to burn to provide its energy. &lt;br /&gt;
&lt;br /&gt;
However, it is noted that radiation - lethal to most other forms of life - is EXTREMELY beneficial to Diona, accelerating their growth geometrically, especially if given organic matter to process.&lt;br /&gt;
&lt;br /&gt;
====On Electrical Feeding====&lt;br /&gt;
Some studies in Dionae feeding habits has recently shown a very interesting (and, according to leading Skrell scientists and institutions, quite worrying) trait. As electricity is a form of energy, a trained gestalt can, and has, drawn energy from a test rig constituting of a power source (in this case a standard Teranium power cell, identical in make to those in power controller across so many space stations), a resistor and an electrical interface point (in this case, two large copper plates linked together by a series of high-resistance diodes). Further studies would be required to fully understand  the process, level and implications of the phenomena - but some scientists are thinking that adding such a training to the curriculum that some Dionae undertake could result in the pinnacle of engineering crew - a crewmember who needs no special machinery but a power cell to survive the dark, cold vacuum of space.&lt;br /&gt;
&lt;br /&gt;
== Forms ==&lt;br /&gt;
The Dionae, being by its very nature a compound creature, comes in several known and theoretical forms with several characteristics: &lt;br /&gt;
&lt;br /&gt;
=== Nymph ===&lt;br /&gt;
The default form tackled above. Medium intelligence, extremely curious, extreme learning potential. &lt;br /&gt;
&lt;br /&gt;
=== Worker ===&lt;br /&gt;
The most commonly seen form, this occurs when three to six nymphs link together and grow a humanoid body. Highly intelligent.&lt;br /&gt;
&lt;br /&gt;
=== Colossus ===&lt;br /&gt;
A rare form, the Diona Colossus is a large network - often upward of a dozen - of nymphs inter-connected, forming a veritable physical and information net. The Skrell are looking into inducing this form and using it as a controlled organic processor for facilities. Very high intelligence, low learning potential. &lt;br /&gt;
&lt;br /&gt;
=== Shell ===&lt;br /&gt;
An even rarer form, a Diona Shell is a large-scale structure - the ones found were made of more than hundreds of nymphs - exhibiting advanced intelligence and isolationist tendencies. One particular example was found growing around a derelict space station - it is also believed that the &amp;quot;Organic Craft&amp;quot; that attached itself to the human cruiser reached at least this state. Extreme intelligence, assumed low learning potential.&lt;br /&gt;
&lt;br /&gt;
=== Satellite ===&lt;br /&gt;
Only two such forms were ever observed (that being the gestalt above Mralakk, the second being the recent Venter&#039;s Satellite), a Diona Satellite is just that - a mass of Diona so immense, in the orders of a million nymphs, that it can be considered a stellar body. The specimen observed seems reluctant to communicate despite showing they are capable, and show a natural (but weak) magnetic field and radiation emission. Unknown capabilities - theorized to be more intelligent than most other forms of intelligences, organic or synthetic. It is suspected that the original Dionae gestalt, where it may be, is at least this form if not the form below.&lt;br /&gt;
&lt;br /&gt;
=== Singularity ===&lt;br /&gt;
A theoretical form of the Diona - a planet, or even star-sized diona form consisting of maybe more nymphs than is currently known to exist, may be the pinnacle of organic processing and thought. Uncharted intelligence. The Skrell has an order to destroy any Diona structure that could reach, or has reached, this size due to the inherent risk of intelligence singularity and other classified risks.&lt;br /&gt;
&lt;br /&gt;
==Beyond the Knowledge==&lt;br /&gt;
As seen with reports of Ophion and the flaming Dionae, this species is still mostly unknown - in capabilities, origins and intentions. Many scientific organisms are willing to pay a good price for any useful data on the Dionae.&lt;br /&gt;
&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Species]]&lt;br /&gt;
[[Category:Pages]]&lt;/div&gt;</summary>
		<author><name>Killerhurtz</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=User:Killerhurtz&amp;diff=6454</id>
		<title>User:Killerhurtz</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=User:Killerhurtz&amp;diff=6454"/>
		<updated>2017-10-04T20:52:15Z</updated>

		<summary type="html">&lt;p&gt;Killerhurtz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Former Dionaea species manager, lore developer and wiki maintenance manager. Keeping this here so y&#039;all can shout at me for reasons.&lt;br /&gt;
&lt;br /&gt;
Discord: Hurtz#7288&lt;br /&gt;
&lt;br /&gt;
Forums: https://forums.aurorastation.org/memberlist.php?mode=viewprofile&amp;amp;u=499 - Probably not going to answer messages on there.&lt;br /&gt;
&lt;br /&gt;
Email: loredevhurtz at outlook dot com&lt;/div&gt;</summary>
		<author><name>Killerhurtz</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=User:Killerhurtz&amp;diff=6437</id>
		<title>User:Killerhurtz</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=User:Killerhurtz&amp;diff=6437"/>
		<updated>2017-10-02T12:40:48Z</updated>

		<summary type="html">&lt;p&gt;Killerhurtz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;SUCK IT NERDS I&#039;M THE KING OF THE PLANTS AND THE MASTER OF THE WIKI&lt;br /&gt;
&lt;br /&gt;
Discord: Hurtz#7288&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Forums: https://forums.aurorastation.org/memberlist.php?mode=viewprofile&amp;amp;u=499&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Email: loredevhurtz at outlook dot com&lt;/div&gt;</summary>
		<author><name>Killerhurtz</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=User:Killerhurtz&amp;diff=6436</id>
		<title>User:Killerhurtz</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=User:Killerhurtz&amp;diff=6436"/>
		<updated>2017-10-02T12:40:05Z</updated>

		<summary type="html">&lt;p&gt;Killerhurtz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;SUCK IT NERDS I&#039;M THE KING OF THE PLANTS&lt;br /&gt;
&lt;br /&gt;
Discord: Hurtz#7288&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Forums: https://forums.aurorastation.org/memberlist.php?mode=viewprofile&amp;amp;u=499&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Email: loredevhurtz at outlook dot com&lt;/div&gt;</summary>
		<author><name>Killerhurtz</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=User:Killerhurtz&amp;diff=6435</id>
		<title>User:Killerhurtz</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=User:Killerhurtz&amp;diff=6435"/>
		<updated>2017-10-02T12:39:38Z</updated>

		<summary type="html">&lt;p&gt;Killerhurtz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;SUCK IT NERDS I&#039;M THE KING OF THE PLANTS&lt;br /&gt;
&lt;br /&gt;
Discord: Hurtz#7288&lt;br /&gt;
Forums: https://forums.aurorastation.org/memberlist.php?mode=viewprofile&amp;amp;u=499&lt;br /&gt;
Email: loredevhurtz@outlook.com&lt;/div&gt;</summary>
		<author><name>Killerhurtz</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Dionae&amp;diff=6434</id>
		<title>Dionae</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Dionae&amp;diff=6434"/>
		<updated>2017-10-02T12:37:37Z</updated>

		<summary type="html">&lt;p&gt;Killerhurtz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{LoreDev&lt;br /&gt;
|dev = Killerhurtz|status = Mostly Active, Open to Suggestions}}&lt;br /&gt;
&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
{{Infobox Species&lt;br /&gt;
 |Species = Dionae&lt;br /&gt;
 |Scientific = D. Primo&lt;br /&gt;
 |Image = Dionaea410x320.png&lt;br /&gt;
 |System = N/A&lt;br /&gt;
 |World = N/A&lt;br /&gt;
 |Language = Rootsong&lt;br /&gt;
 |Politic = N/A&lt;br /&gt;
 }}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
==Overview==&lt;br /&gt;
The Dionae that most people will see will come in two forms: a small, stout nymph, and a working form that is best put as &amp;quot;a moving, bipedal bush&amp;quot;. Regardless of their appearance - they are not truly plants - genetics point out that they have functions common to animals, plant and mold cells. As a result, they have quite a unique [[Dionaea#Language|language]], composed of an almost melodic combination of rattling, rustling, creaking and various vocalizations. &lt;br /&gt;
&lt;br /&gt;
Legally, they are complicated - due to their nature, a nymph is considered an animal - and thus technically have rights, mostly in the realm of animal abuse if harmed/killed with no purpose. However gestalts are a little bit more complicated, with terms and conditions - though it can be summed up as considering a gestalt as an individual, and thus termination of one would result in a murder charge just as standard crew.&lt;br /&gt;
&lt;br /&gt;
And that same nature also created a grammatical exception; Diona refers to the nymph, and Dionae is plural - multiple nymphs. However, because gestalts are entities in themselves, there is a &amp;quot;plural of plurals&amp;quot; - Dionaea, defining multiple groups of Diona.&lt;br /&gt;
&lt;br /&gt;
They are truly omnivorous - having shown being capable of quickly assimilating almost any matter to grow - but generally do not eat, as sources of radiation (electromagnetic or otherwise) are claimed sufficient to sustain them. While they are highly intelligent - and even quick to think, in some cases - their physical speed is extremely low, to the point where even a wounded person could outrun them. It is assumed to be due to evolutionary traits favoring energy economy over speed.&lt;br /&gt;
&lt;br /&gt;
An immature Diona nymph, through means still not fully understood, can assimilate information - knowledge of language, most notably - through genetic material, most often being a minuscule blood sample. Research is being actively done in this domain - as if these results could be replicated, it could lead to extremely efficient learning processes.&lt;br /&gt;
&lt;br /&gt;
To apply to be one of the strange, plant-like Dionaea, apply [http://aurorastation.org/forums/viewforum.php?f=28 here]&lt;br /&gt;
&lt;br /&gt;
==Heads of Staff==&lt;br /&gt;
&lt;br /&gt;
Dionaea can be the following Heads of Staff:&lt;br /&gt;
&lt;br /&gt;
* Research Director&lt;br /&gt;
* Chief Engineer&lt;br /&gt;
* Chief Medical Officer&lt;br /&gt;
&lt;br /&gt;
==Mechanics==&lt;br /&gt;
&lt;br /&gt;
*Custom language accessible with :r prefix&lt;br /&gt;
*Weakness to fire&lt;br /&gt;
*Feeds off light&lt;br /&gt;
*Completely unaffected by atmosphere (or lack thereof)&lt;br /&gt;
*Completely immune to pressure and temperature (or lack thereof) - can venture into space with nothing more than a flashlight for food&lt;br /&gt;
*Heals brute damage when exposed to radiation&lt;br /&gt;
*Walks/runs slowly&lt;br /&gt;
*Can absorb nymphs through context menu&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
The Dionae&#039;s history is highly debated - with no significant evidence, xenoarcheological or actual, towards an origin point - most notably due to the tendency of space-bound gestalt&#039;s seeds to travel immense distances. The species itself does not have concrete information on this subject - however many people of all species have linked them to mythological being, as it is thought that the species is old enough to have spread to a significant portion of the galaxy, including all of the currently colonized areas.&lt;br /&gt;
&lt;br /&gt;
===Discovery, Part One - The Conglomerate===&lt;br /&gt;
The Dionae are considered to have been discovered three times. &lt;br /&gt;
&lt;br /&gt;
The first discovery - the one that proved their existence, in 2320 - was an immense pod-like gestalt. It is theorized to have contained upwards of a thousand nymphs, protected in a thick, haphazard organic shell that took the shape around whatever body it hit and integrated within itself. &lt;br /&gt;
&lt;br /&gt;
The entity was put into observation by its Skrell discoverers, being labeled as a simple organic anomaly - the lack of atmosphere and contact making communication not even a thought. Interaction did not happen until much later.&lt;br /&gt;
&lt;br /&gt;
===Discovery, Part Two - The Organic Craft===&lt;br /&gt;
&lt;br /&gt;
The Dionae were found, the second time, in 2426. An anomalous reading tipped off a scout ship - part of a Human-Skrell joint practice operation. A low-intensity yet high-frequency energy signature in the middle of seemingly nowhere, far in deep space. &lt;br /&gt;
&lt;br /&gt;
Upon investigation, a large mass - now known to be the result of six hundred nymphs being overgrown - was present. It was definitely organic - yet it showed readings similar to a space craft, including a simple (and empty) supermatter reactor and some sort of rudimentary drive. It seemed inactive. &lt;br /&gt;
&lt;br /&gt;
However, upon approach - the craft took life, quickly dashing towards one of the human frigates, shrugging off the firepower and attaching itself to the ship. It moved like nothing they had ever seen - a captain of the nearby frigate even provided this description: &amp;quot;Like a fish moving as if space was an ocean&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
It quickly infiltrated it, bending hull and causing breeches, eventually reaching the ship&#039;s own power plant, siphoning power off. The ship saw no further damage - however it was already done, all the engineering decks were breached and the ship no longer had enough power for the engines.&lt;br /&gt;
&lt;br /&gt;
Under the orders of the Skrell Fleet Admiral (at least the equivalent of it) and with the approval of the incapacitated ship&#039;s captain, the exercise was canceled and the ships returned home, requesting a few science vessels and a rescue shuttle to be sent to them. Unfortunately, when they did arrive roughly a week later, no life was found aboard. The ship was considered derelict - and the vessels returned home, with a warning being placed on both of their star maps about a possibly hostile lifeform there. This event also caused a rigorous security increase in the observation of the first structure, causing the Dionae to be officially labeled as &amp;quot;potentially hostile to Humans and Skrell&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Discovery, Part Three - The Dead Planet===&lt;br /&gt;
&lt;br /&gt;
The final time the Dionae were found was in Epsilon Ursae Minoris - where a large piece of their home planet had crashed into another world. The world in question was found by Skrell Captain Weirun Tup - who had been exploring stars on the behalf of the Jargon Empire, in order to find new habitable planets for expansion. That particular world had attracted attention due to two main factors, which conflicted with one another: the readings were highly unusual, yet all of the planet&#039;s landmass was covered in greenery. &lt;br /&gt;
&lt;br /&gt;
Of course, such a thing was exceptional, and warranted more investigation. And so, over time, several more vessels - under the guise of a &#039;scientific fleet&#039; lead by Captain Tup - investigated it, took readings, analyzed it. And with that came more and more strangeness - organic structures, strangely coherent signals, and so on. It was not until much later - after a scientist applied a cryptoanalytic AI (before the widespread cessation of research occurred) that they realized that the planet seemed &#039;&#039;sentient&#039;&#039;. It is during this time that the first attempted communications with Dionae were made successfully, albeit primitively - the Dionae only had rudimentary radio communication devices. Bolstered by such a discovery, Captain Tup managed a landing, an AI interface translating between the Rootsong and him. &lt;br /&gt;
&lt;br /&gt;
The Captain stayed, at first, for a few weeks - learning much about the Dionae, and helping make a complete translation guide between the two. But time went by, and soon Captain Tup was forced to make a decision. A permanent agent was requested - he could either resign as a Captain and become the official ambassador of the Skrell with the Diona, or leave the planet. He chose the former - and stayed nine more years, until toxic flora ended his life. &lt;br /&gt;
&lt;br /&gt;
Eventually, an agreement was made - the Dionae would get Skrell genetic samples (which allowed them to understand Skrellian - although their limited physiology prevented them from speaking it) and an information trade deal would be signed in favor of the Dionae - and in exchange, they would allow the collection of their seeds in the goal of creating more nymphs for research, and the Dionae would assist them in tasks, being a relatively inexpensive (and unrestricted) labor force. &lt;br /&gt;
&lt;br /&gt;
However, the planet was quickly nicknamed &amp;quot;The Dead Planet&amp;quot; for two reasons - first, animal life seemed completely absent. As a matter of fact, except for the Dionae and a few select species of tough plants, the biodiversity was almost nil. Second, the thick coverage of Dionae growth meant that there could be no building potential - and so it meant that it was, technically, inhospitable for life, as no permanent settlements could be made. &lt;br /&gt;
&lt;br /&gt;
A third reason, however, quickly found its way into the name: a few deaths occurred, and no body was ever found.&lt;br /&gt;
&lt;br /&gt;
===Aftermath of Contact===&lt;br /&gt;
With this new-found information, the large object - the first sighting of Dionae - was finally contacted. They were informed of, and agreed to, the deal made in Epsilon Ursae Minoris. The contact delivered a wealth of information - about star movement, physics behaviors, material properties, and so on. In the end, the &amp;quot;Original Conglomerate&amp;quot; was towed, with their glee, in orbit of Nralakk, where it remains to this day the main source of dionae pods, nymphs, and seeds.&lt;br /&gt;
&lt;br /&gt;
A second attempt was also made at contacting the &amp;quot;Diona Craft&amp;quot; - with success. Data was exchanged - valuable, in fact, as they had additional information about the phenomenon known to humans as the [[Bhowmick-Mukherji Effect]], and helped improve efficiency in supermatter energy collection. Unfortunately, a piece of information given by this gestalt permanently damaged Dionae public opinion.&lt;br /&gt;
&lt;br /&gt;
Of course, with the current status, the question was asked: where is the crew? &lt;br /&gt;
&lt;br /&gt;
Correlated with the logs acquired later, the scenario became clear. The Diona&#039;s infiltration of the power plant not only caused the engines to fail, but life support. With all the breeches present, it did not take long for the crew to suffocate and die. And once that was done, the Diona (and it is quoted) &amp;quot;simply assimilated their form to learn about your species and conserve matter&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
This information, while held &amp;quot;classified&amp;quot; for a long time, eventually were leaked to the public by disgruntled and scared sailors - on both human and skrell sides - earning them the nickname, among humans, of &amp;quot;Gravemind&amp;quot; in reference to a 21st century videogame. The Skrell were more keen in calling them &amp;quot;Saapimaa Rakhomm&amp;quot;, or &amp;quot;Deathflower&amp;quot;. In general, it made a lot of people quite wary of them.&lt;br /&gt;
&lt;br /&gt;
=== Integration in Society ===&lt;br /&gt;
Their value, however - along with general helpfulness, high curiosity and impressive intelligence, even to the Skrell (who have approved them onto titles as high as Representatives since 2432)  - gave the Dionae enough going for them that they were not phased out, and are commonly seen aboard space stations and spacecraft, especially human-owned. The Skrell have, however, started a new program to find and appropriate any other Dionae groups to ensure proper incorporation - or destruction, should the group be too dangerous. This program has already uncovered three dozen gestalts.&lt;br /&gt;
&lt;br /&gt;
====Mythological associations====&lt;br /&gt;
Bearing a wood-like appearance, a small bulbous nymph and with the tales of necrophagy, the Dionae have been said to actually have been the species behind several mythical creatures - such as the humans&#039; Green Man and Leshy, and even the Mandragora and Man-Eating Tree. Most notably - it has been linked to a wise, ancient God of Life by some Skrell - the Oernabi (Tree-God), who was said to be benevolent to those seemed worthy. Such a belief spawned the Dienabi religion - the term literally meaning &amp;quot;tree child&amp;quot; - which stipulates that it is possible to ascend to the status of a noble Diona by protecting them with your life - after which they absorb and transform the martyr. Captain Weirun Tup is considered to be the first &amp;quot;ascended&amp;quot; of this kind, earning him almost as much veneration.&lt;br /&gt;
&lt;br /&gt;
==Culture==&lt;br /&gt;
The Dionae does not have a universal culture - mainly due to the fact that there are several clusters separated by vast distances, and as such Dionae can vary as much between groups as entire species can - the only two common factor being the naming conventions, which when translated seem to be based around actions or experiences (such as &amp;quot;Leaf that Grasps the Sky&amp;quot; or &amp;quot;Wind Howling through Ocean&amp;quot;) and the [[Dionaea#Language|Rootsong]]. &lt;br /&gt;
&lt;br /&gt;
Strangely enough - they see each body as an individual - as such, while a larger gestalt can identify with a name, any group that splits from it usually adopt another name, despite the links between the two. It is theorized to be an easy method of categorizing data - by knowing what came from which experience.&lt;br /&gt;
&lt;br /&gt;
They do not have any claims on any known world so far (the Epsilon Ursae Minoris world having agreed to be filed under the Jargon Empire), and as such no government or hierarchy - most relations and interactions being based on agreements and non-committed verbal/physical contracts, though many see the bond a gestalt has with it&#039;s &amp;quot;offspring&amp;quot; - the fragments of it it sends away - is often seen as their only form, as it is almost absolute.&lt;br /&gt;
&lt;br /&gt;
Furthermore - the Dionaea never have developed any form of media-based communication - all knowledge disseminated to, from and between Dionae is usually made through verbal or physical means, under processes not yet fully understood. They do not have native writing, drawing or any form of tangible &amp;quot;archives&amp;quot; - yet gestalts still show impressive knowledge quite often, pointing towards the species having memory on-par, if not superior, to digital data storage solutions known to species. Most interestingly - the Dionaea have proven to defy known neuroscience by actually being able to learn to write, read and draw from other species, even without their known genetic learning, by simply observing. They are the only species, so far, known to be capable of such a feat - as it was thought that it was necessary to have generations of ingrained manual dexterity and muscle memory in the species to be able to do so.&lt;br /&gt;
&lt;br /&gt;
However, there ARE several known groups with common cultural traits:&lt;br /&gt;
&lt;br /&gt;
===Epsilon Ursae Minor shell===&lt;br /&gt;
The first Dionae to have communicated with other sapients, Dionae from EUM have become highly focused on being efficient, having learned and adapted to Skrell culture. Most notably - the system has become notorious for being a checkpoint shipyard as the Dionae there most often specialize in engineering tasks. Of course - the exposition to the Skrell has made them wary of synthetic intelligence. Furthermore, they are the only known group with an unified creation theory - according to them, Dionae have been at home in &amp;quot;the Great Void&amp;quot; - as paraphrased - since the beginning of their existence, and their creation should have been nothing short of impossible.&lt;br /&gt;
&lt;br /&gt;
===Reade Colossus===&lt;br /&gt;
Discovered on [[Tau Ceti#Reade|Reade]], this isolated and small group is sometimes seen on facilities across Tau Ceti. They are reported to be highly social, a Biesel bar even boasting an occasional Dionae bartending experience. This particular gestalt seems particularly knowledgeable about the goings of supply and civilian departments - though they are often seen with distrust due to the rumors of Reade. &lt;br /&gt;
&lt;br /&gt;
===&amp;quot;DSS Ophion&amp;quot; Colossus/Shell===&lt;br /&gt;
Jokingly given the nickname &amp;quot;Dionae Space Station Ophion, Keeper of Life&amp;quot;, the Ophion group is constituted of the &amp;quot;second-discovery&amp;quot; craft. Workers are regularly hauled between Ophion and Tau Ceti - as while they are seen as methodical and even cold, there is no denying their scientific methodology. However - all stations whom host one are instructed to keep an eye on them, should they become hostile for whichever reason. &lt;br /&gt;
&lt;br /&gt;
===Venter&#039;s Satellite===&lt;br /&gt;
A new discovery, Venter&#039;s Satellite is one of the few known Satellite-class Dionaea. Rather reclusive, they seem to have an immense amount of knowledge in atmospheric systems, having designed a circulatory array within themselves. Slow and meticulous - this group has elected to provide the Sol Alliance with Worker bodies in exchange for large amounts of biomass from various species - with supplementary &amp;quot;credit&amp;quot; for sapient specimens. They do not seem to fear extinction at the phase they have found themselves to be in, with &amp;quot;shards&amp;quot; of the gestalt being of almost nil importance.&lt;br /&gt;
&lt;br /&gt;
===Other groups===&lt;br /&gt;
Of course, these are the large known groups. There is a total of eighty-one known subgroups with various traits - and an unknown amount of yet undiscovered groups.&lt;br /&gt;
&lt;br /&gt;
===Language===&lt;br /&gt;
While they can understand all languages, if exposed to the genes of a speaker, their physical limitations only allow them to speak a handful; most Dionae that work aboard human facilities only know Common and their language - however they are capable, due to their biological flexibility, to emulate most other languages - Gutter and Tradeband are easily talked (if a little slow with certain subjects who use only one Nymph to communicate), while Sinta&#039;Unathi is spoken perfectly. Their physical slowness, however, makes it difficult to talk Sik&#039;Maas, the meaning sometimes being lost in the slowness of their &amp;quot;ear&amp;quot; and &amp;quot;tail&amp;quot; limbs when grown. And Skrellian is simply out of their range - the speed and pitch variance needed for it is simply impossible to match through regular means. Their speech, regardless of which language they speak (except Rootsong for obvious reasons) sounds airy, with various tones - quite often multiple ones, as a popular means of speaking is by &amp;quot;balancing&amp;quot; words between the various nymphs.&lt;br /&gt;
&lt;br /&gt;
Their language, named &amp;quot;Rootsong&amp;quot; (as translated), uses various limbs and membranes to imitate what most would see as &amp;quot;natural&amp;quot; sounds - leaves whisking in the wind, branches rubbing - and even some instrumental sounds, at times (flute-like sounds and drumming being common). However, to those who can discern it - Rootsong is a true orchestra of language. Syntax and grammar are simply part of the song, reflected in tempo and beats, while emotions are conveyed through pitch and the imitation of weather effects, such as wind and moisture. Most interestingly - the sound itself is only a byproduct of their body structure, as some humans have successfully learned Rootsong (without the emotional intonations) through violin and calliope organs. Xenohistorians often use the Rootsong as evidence that the Dionae evolved in conditions involving an atmosphere.&lt;br /&gt;
&lt;br /&gt;
==Biology==&lt;br /&gt;
The Dionae, by virtue of being an unique lifeform, feature an anatomy seen almost nowhere else. &lt;br /&gt;
&lt;br /&gt;
Their base form, the nymph, has very few organs (which have no set structure): the neuralias, which behaves like a cluster of neurons, the chlorodermates which attach together to form a light-sensitive skin that produces usable energy, the optical organs, the glucose sacs that process the sugars made by the chlorodermates, the &amp;quot;motor organs&amp;quot; which allow them (and their growths) to move, and the circulating system - which is equivalent to our heart, veins and arteries combined. While they usually only have a single circulation system and optical organs, the others can find themselves in almost combination of numbers as they dedicate themselves to a task - processing nymphs would have a higher count of neuralias, while those who dedicate to motion would have a higher number of glucose sacs and motor organs. Interestingly, Dionae are perfectly adapted to life in a vacuum environment. &lt;br /&gt;
&lt;br /&gt;
However, it is to be noted that because they dedicate themselves to a task, they all require at least one of each organ to survive, and as such even a basic nymph has rudimentary intelligence, equivalent to a very young human child.&lt;br /&gt;
&lt;br /&gt;
The work form that you all know are actually an amalgam of various nymphs - usually from three to six, and most often with one thought-dedicated linked to an energy-decidated and one to three motion-dedicated nymphs, all working together. Furthermore, this symbiosis means that if a nymph becomes sick - or even dead - it must be treated/removed for the Diona body to be healthy, though interestingly enough they will often reabsorb the dead nymph, with no obvious downsides, to be used as a source of nutrients. &lt;br /&gt;
&lt;br /&gt;
Fortunately, they structure themselves (generally) in a manner that almost emulates most other sapient organisms, and as such surgery is not too complicated - with structures clearly functioning as motor devices, with a skeleton-like substructure made of a material similar to the core of a tower-cap mushroom, which unfortunately takes an extended amount of time to heal, and can be hazardous to nymphs if used regardless - much like the bones of a standard humanoid, down to the fact that they can (and should) be repaired just like one.&lt;br /&gt;
&lt;br /&gt;
Even so, very little is actually known about the function of their larger gestalts - except that Dionae do not have natural deaths, and are functionally immortal as far as is known.&lt;br /&gt;
=== Reproduction ===&lt;br /&gt;
The Dionae follow a more plant-like reproduction cycle; they are asexual, and approximately once per year, a gestalt will release a large amount of seeds in it&#039;s surroundings (regardless of it&#039;s location), which will be carrying by whichever forces are applied upon them (the spores having a configuration that is even adequate to be spread by solar winds).&lt;br /&gt;
&lt;br /&gt;
Once the seeds reach an adequate location, the seed anchors itself and starts developing into a Diona replicant pod - which is, in essence, a Diona egg. The pod absorbs the nutrient it needs - water, oxygen, carbon and other elements - from it&#039;s surroundings, when available, to grow and eventually hatch. Once hatched, a pod will produce an almost mature nymph. &lt;br /&gt;
&lt;br /&gt;
Given proper conditions, a pod can fully grow a nymph within half an hour - however, should the pod run out, it will go into dormancy until proper conditions are met - and as such, in particularly barren conditions, it can take centuries for a pod to complete development. &lt;br /&gt;
&lt;br /&gt;
=== Metabolism ===&lt;br /&gt;
As mentioned, the Dionae can obtain nutrients from any source - including ambient air, to grow. Furthermore, they only need a source of energy - light is by far the safest and most common, but direct electricity has been observed, and one particular case was found of a &amp;quot;Flaming Diona&amp;quot; which self-fed by absorbing nutrients and matter for the fire to burn to provide its energy. &lt;br /&gt;
&lt;br /&gt;
However, it is noted that radiation - lethal to most other forms of life - is EXTREMELY beneficial to Diona, accelerating their growth geometrically, especially if given organic matter to process.&lt;br /&gt;
&lt;br /&gt;
====On Electrical Feeding====&lt;br /&gt;
Some studies in Dionae feeding habits has recently shown a very interesting (and, according to leading Skrell scientists and institutions, quite worrying) trait. As electricity is a form of energy, a trained gestalt can, and has, drawn energy from a test rig constituting of a power source (in this case a standard Teranium power cell, identical in make to those in power controller across so many space stations), a resistor and an electrical interface point (in this case, two large copper plates linked together by a series of high-resistance diodes). Further studies would be required to fully understand  the process, level and implications of the phenomena - but some scientists are thinking that adding such a training to the curriculum that some Dionae undertake could result in the pinnacle of engineering crew - a crewmember who needs no special machinery but a power cell to survive the dark, cold vacuum of space.&lt;br /&gt;
&lt;br /&gt;
== Forms ==&lt;br /&gt;
The Dionae, being by its very nature a compound creature, comes in several known and theoretical forms with several characteristics: &lt;br /&gt;
&lt;br /&gt;
=== Nymph ===&lt;br /&gt;
The default form tackled above. Medium intelligence, extremely curious, extreme learning potential. &lt;br /&gt;
&lt;br /&gt;
=== Worker ===&lt;br /&gt;
The most commonly seen form, this occurs when three to six nymphs link together and grow a humanoid body. Highly intelligent.&lt;br /&gt;
&lt;br /&gt;
=== Colossus ===&lt;br /&gt;
A rare form, the Diona Colossus is a large network - often upward of a dozen - of nymphs inter-connected, forming a veritable physical and information net. The Skrell are looking into inducing this form and using it as a controlled organic processor for facilities. Very high intelligence, low learning potential. &lt;br /&gt;
&lt;br /&gt;
=== Shell ===&lt;br /&gt;
An even rarer form, a Diona Shell is a large-scale structure - the ones found were made of more than hundreds of nymphs - exhibiting advanced intelligence and isolationist tendencies. One particular example was found growing around a derelict space station - it is also believed that the &amp;quot;Organic Craft&amp;quot; that attached itself to the human cruiser reached at least this state. Extreme intelligence, assumed low learning potential.&lt;br /&gt;
&lt;br /&gt;
=== Satellite ===&lt;br /&gt;
Only two such forms were ever observed (that being the gestalt above Mralakk, the second being the recent Venter&#039;s Satellite), a Diona Satellite is just that - a mass of Diona so immense, in the orders of a million nymphs, that it can be considered a stellar body. The specimen observed seems reluctant to communicate despite showing they are capable, and show a natural (but weak) magnetic field and radiation emission. Unknown capabilities - theorized to be more intelligent than most other forms of intelligences, organic or synthetic. It is suspected that the original Dionae gestalt, where it may be, is at least this form if not the form below.&lt;br /&gt;
&lt;br /&gt;
=== Singularity ===&lt;br /&gt;
A theoretical form of the Diona - a planet, or even star-sized diona form consisting of maybe more nymphs than is currently known to exist, may be the pinnacle of organic processing and thought. Uncharted intelligence. The Skrell has an order to destroy any Diona structure that could reach, or has reached, this size due to the inherent risk of intelligence singularity and other classified risks.&lt;br /&gt;
&lt;br /&gt;
==Beyond the Knowledge==&lt;br /&gt;
As seen with reports of Ophion and the flaming Dionae, this species is still mostly unknown - in capabilities, origins and intentions. Many scientific organisms are willing to pay a good price for any useful data on the Dionae.&lt;br /&gt;
&lt;br /&gt;
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		<author><name>Killerhurtz</name></author>
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		<id>https://wiki.aurorastation.org/index.php?title=Dionae&amp;diff=6433</id>
		<title>Dionae</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Dionae&amp;diff=6433"/>
		<updated>2017-10-02T12:37:20Z</updated>

		<summary type="html">&lt;p&gt;Killerhurtz: &lt;/p&gt;
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&lt;div&gt;{{LoreDev&lt;br /&gt;
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{{Infobox Species&lt;br /&gt;
 |Species = Dionae&lt;br /&gt;
 |Scientific = D. Primo&lt;br /&gt;
 |Image = Dionaea410x320.png&lt;br /&gt;
 |System = N/A&lt;br /&gt;
 |World = N/A&lt;br /&gt;
 |Language = Rootsong&lt;br /&gt;
 |Politic = N/A&lt;br /&gt;
 }}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
==Overview==&lt;br /&gt;
The Dionae that most people will see will come in two forms: a small, stout nymph, and a working form that is best put as &amp;quot;a moving, bipedal bush&amp;quot;. Regardless of their appearance - they are not truly plants - genetics point out that they have functions common to animals, plant and mold cells. As a result, they have quite a unique [[Dionaea#Language|language]], composed of an almost melodic combination of rattling, rustling, creaking and various vocalizations. &lt;br /&gt;
&lt;br /&gt;
Legally, they are complicated - due to their nature, a nymph is considered an animal - and thus technically have rights, mostly in the realm of animal abuse if harmed/killed with no purpose. However gestalts are a little bit more complicated, with terms and conditions - though it can be summed up as considering a gestalt as an individual, and thus termination of one would result in a murder charge just as standard crew.&lt;br /&gt;
&lt;br /&gt;
And that same nature also created a grammatical exception; Diona refers to the nymph, and Dionae is plural - multiple nymphs. However, because gestalts are entities in themselves, there is a &amp;quot;plural of plurals&amp;quot; - Dionaea, defining multiple groups of Diona.&lt;br /&gt;
&lt;br /&gt;
They are truly omnivorous - having shown being capable of quickly assimilating almost any matter to grow - but generally do not eat, as sources of radiation (electromagnetic or otherwise) are claimed sufficient to sustain them. While they are highly intelligent - and even quick to think, in some cases - their physical speed is extremely low, to the point where even a wounded person could outrun them. It is assumed to be due to evolutionary traits favoring energy economy over speed.&lt;br /&gt;
&lt;br /&gt;
An immature Diona nymph, through means still not fully understood, can assimilate information - knowledge of language, most notably - through genetic material, most often being a minuscule blood sample. Research is being actively done in this domain - as if these results could be replicated, it could lead to extremely efficient learning processes.&lt;br /&gt;
&lt;br /&gt;
To apply to be one of the strange, plant-like Dionaea, apply [http://aurorastation.org/forums/viewforum.php?f=28 here]&lt;br /&gt;
&lt;br /&gt;
==Heads of Staff==&lt;br /&gt;
&lt;br /&gt;
Dionaea can be the following Heads of Staff:&lt;br /&gt;
&lt;br /&gt;
* Research Director&lt;br /&gt;
* Chief Engineer&lt;br /&gt;
* Chief Medical Officer&lt;br /&gt;
&lt;br /&gt;
==Mechanics==&lt;br /&gt;
&lt;br /&gt;
*Custom language accessible with :r prefix&lt;br /&gt;
*Weakness to fire&lt;br /&gt;
*Feeds off light&lt;br /&gt;
*Completely unaffected by atmosphere (or lack thereof)&lt;br /&gt;
*Completely immune to pressure and temperature (or lack thereof) - can venture into space with nothing more than a flashlight for food&lt;br /&gt;
*Heals brute damage when exposed to radiation&lt;br /&gt;
*Walks/runs slowly&lt;br /&gt;
*Can absorb nymphs through context menu&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
The Dionae&#039;s history is highly debated - with no significant evidence, xenoarcheological or actual, towards an origin point - most notably due to the tendency of space-bound gestalt&#039;s seeds to travel immense distances. The species itself does not have concrete information on this subject - however many people of all species have linked them to mythological being, as it is thought that the species is old enough to have spread to a significant portion of the galaxy, including all of the currently colonized areas.&lt;br /&gt;
&lt;br /&gt;
===Discovery, Part One - The Conglomerate===&lt;br /&gt;
The Dionae are considered to have been discovered three times. &lt;br /&gt;
&lt;br /&gt;
The first discovery - the one that proved their existence, in 2320 - was an immense pod-like gestalt. It is theorized to have contained upwards of a thousand nymphs, protected in a thick, haphazard organic shell that took the shape around whatever body it hit and integrated within itself. &lt;br /&gt;
&lt;br /&gt;
The entity was put into observation by its Skrell discoverers, being labeled as a simple organic anomaly - the lack of atmosphere and contact making communication not even a thought. Interaction did not happen until much later.&lt;br /&gt;
&lt;br /&gt;
===Discovery, Part Two - The Organic Craft===&lt;br /&gt;
&lt;br /&gt;
The Dionae were found, the second time, in 2426. An anomalous reading tipped off a scout ship - part of a Human-Skrell joint practice operation. A low-intensity yet high-frequency energy signature in the middle of seemingly nowhere, far in deep space. &lt;br /&gt;
&lt;br /&gt;
Upon investigation, a large mass - now known to be the result of six hundred nymphs being overgrown - was present. It was definitely organic - yet it showed readings similar to a space craft, including a simple (and empty) supermatter reactor and some sort of rudimentary drive. It seemed inactive. &lt;br /&gt;
&lt;br /&gt;
However, upon approach - the craft took life, quickly dashing towards one of the human frigates, shrugging off the firepower and attaching itself to the ship. It moved like nothing they had ever seen - a captain of the nearby frigate even provided this description: &amp;quot;Like a fish moving as if space was an ocean&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
It quickly infiltrated it, bending hull and causing breeches, eventually reaching the ship&#039;s own power plant, siphoning power off. The ship saw no further damage - however it was already done, all the engineering decks were breached and the ship no longer had enough power for the engines.&lt;br /&gt;
&lt;br /&gt;
Under the orders of the Skrell Fleet Admiral (at least the equivalent of it) and with the approval of the incapacitated ship&#039;s captain, the exercise was canceled and the ships returned home, requesting a few science vessels and a rescue shuttle to be sent to them. Unfortunately, when they did arrive roughly a week later, no life was found aboard. The ship was considered derelict - and the vessels returned home, with a warning being placed on both of their star maps about a possibly hostile lifeform there. This event also caused a rigorous security increase in the observation of the first structure, causing the Dionae to be officially labeled as &amp;quot;potentially hostile to Humans and Skrell&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Discovery, Part Three - The Dead Planet===&lt;br /&gt;
&lt;br /&gt;
The final time the Dionae were found was in Epsilon Ursae Minoris - where a large piece of their home planet had crashed into another world. The world in question was found by Skrell Captain Weirun Tup - who had been exploring stars on the behalf of the Jargon Empire, in order to find new habitable planets for expansion. That particular world had attracted attention due to two main factors, which conflicted with one another: the readings were highly unusual, yet all of the planet&#039;s landmass was covered in greenery. &lt;br /&gt;
&lt;br /&gt;
Of course, such a thing was exceptional, and warranted more investigation. And so, over time, several more vessels - under the guise of a &#039;scientific fleet&#039; lead by Captain Tup - investigated it, took readings, analyzed it. And with that came more and more strangeness - organic structures, strangely coherent signals, and so on. It was not until much later - after a scientist applied a cryptoanalytic AI (before the widespread cessation of research occurred) that they realized that the planet seemed &#039;&#039;sentient&#039;&#039;. It is during this time that the first attempted communications with Dionae were made successfully, albeit primitively - the Dionae only had rudimentary radio communication devices. Bolstered by such a discovery, Captain Tup managed a landing, an AI interface translating between the Rootsong and him. &lt;br /&gt;
&lt;br /&gt;
The Captain stayed, at first, for a few weeks - learning much about the Dionae, and helping make a complete translation guide between the two. But time went by, and soon Captain Tup was forced to make a decision. A permanent agent was requested - he could either resign as a Captain and become the official ambassador of the Skrell with the Diona, or leave the planet. He chose the former - and stayed nine more years, until toxic flora ended his life. &lt;br /&gt;
&lt;br /&gt;
Eventually, an agreement was made - the Dionae would get Skrell genetic samples (which allowed them to understand Skrellian - although their limited physiology prevented them from speaking it) and an information trade deal would be signed in favor of the Dionae - and in exchange, they would allow the collection of their seeds in the goal of creating more nymphs for research, and the Dionae would assist them in tasks, being a relatively inexpensive (and unrestricted) labor force. &lt;br /&gt;
&lt;br /&gt;
However, the planet was quickly nicknamed &amp;quot;The Dead Planet&amp;quot; for two reasons - first, animal life seemed completely absent. As a matter of fact, except for the Dionae and a few select species of tough plants, the biodiversity was almost nil. Second, the thick coverage of Dionae growth meant that there could be no building potential - and so it meant that it was, technically, inhospitable for life, as no permanent settlements could be made. &lt;br /&gt;
&lt;br /&gt;
A third reason, however, quickly found its way into the name: a few deaths occurred, and no body was ever found.&lt;br /&gt;
&lt;br /&gt;
===Aftermath of Contact===&lt;br /&gt;
With this new-found information, the large object - the first sighting of Dionae - was finally contacted. They were informed of, and agreed to, the deal made in Epsilon Ursae Minoris. The contact delivered a wealth of information - about star movement, physics behaviors, material properties, and so on. In the end, the &amp;quot;Original Conglomerate&amp;quot; was towed, with their glee, in orbit of Nralakk, where it remains to this day the main source of dionae pods, nymphs, and seeds.&lt;br /&gt;
&lt;br /&gt;
A second attempt was also made at contacting the &amp;quot;Diona Craft&amp;quot; - with success. Data was exchanged - valuable, in fact, as they had additional information about the phenomenon known to humans as the [[Bhowmick-Mukherji Effect]], and helped improve efficiency in supermatter energy collection. Unfortunately, a piece of information given by this gestalt permanently damaged Dionae public opinion.&lt;br /&gt;
&lt;br /&gt;
Of course, with the current status, the question was asked: where is the crew? &lt;br /&gt;
&lt;br /&gt;
Correlated with the logs acquired later, the scenario became clear. The Diona&#039;s infiltration of the power plant not only caused the engines to fail, but life support. With all the breeches present, it did not take long for the crew to suffocate and die. And once that was done, the Diona (and it is quoted) &amp;quot;simply assimilated their form to learn about your species and conserve matter&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
This information, while held &amp;quot;classified&amp;quot; for a long time, eventually were leaked to the public by disgruntled and scared sailors - on both human and skrell sides - earning them the nickname, among humans, of &amp;quot;Gravemind&amp;quot; in reference to a 21st century videogame. The Skrell were more keen in calling them &amp;quot;Saapimaa Rakhomm&amp;quot;, or &amp;quot;Deathflower&amp;quot;. In general, it made a lot of people quite wary of them.&lt;br /&gt;
&lt;br /&gt;
=== Integration in Society ===&lt;br /&gt;
Their value, however - along with general helpfulness, high curiosity and impressive intelligence, even to the Skrell (who have approved them onto titles as high as Representatives since 2432)  - gave the Dionae enough going for them that they were not phased out, and are commonly seen aboard space stations and spacecraft, especially human-owned. The Skrell have, however, started a new program to find and appropriate any other Dionae groups to ensure proper incorporation - or destruction, should the group be too dangerous. This program has already uncovered three dozen gestalts.&lt;br /&gt;
&lt;br /&gt;
====Mythological associations====&lt;br /&gt;
Bearing a wood-like appearance, a small bulbous nymph and with the tales of necrophagy, the Dionae have been said to actually have been the species behind several mythical creatures - such as the humans&#039; Green Man and Leshy, and even the Mandragora and Man-Eating Tree. Most notably - it has been linked to a wise, ancient God of Life by some Skrell - the Oernabi (Tree-God), who was said to be benevolent to those seemed worthy. Such a belief spawned the Dienabi religion - the term literally meaning &amp;quot;tree child&amp;quot; - which stipulates that it is possible to ascend to the status of a noble Diona by protecting them with your life - after which they absorb and transform the martyr. Captain Weirun Tup is considered to be the first &amp;quot;ascended&amp;quot; of this kind, earning him almost as much veneration.&lt;br /&gt;
&lt;br /&gt;
==Culture==&lt;br /&gt;
The Dionae does not have a universal culture - mainly due to the fact that there are several clusters separated by vast distances, and as such Dionae can vary as much between groups as entire species can - the only two common factor being the naming conventions, which when translated seem to be based around actions or experiences (such as &amp;quot;Leaf that Grasps the Sky&amp;quot; or &amp;quot;Wind Howling through Ocean&amp;quot;) and the [[Dionaea#Language|Rootsong]]. &lt;br /&gt;
&lt;br /&gt;
Strangely enough - they see each body as an individual - as such, while a larger gestalt can identify with a name, any group that splits from it usually adopt another name, despite the links between the two. It is theorized to be an easy method of categorizing data - by knowing what came from which experience.&lt;br /&gt;
&lt;br /&gt;
They do not have any claims on any known world so far (the Epsilon Ursae Minoris world having agreed to be filed under the Jargon Empire), and as such no government or hierarchy - most relations and interactions being based on agreements and non-committed verbal/physical contracts, though many see the bond a gestalt has with it&#039;s &amp;quot;offspring&amp;quot; - the fragments of it it sends away - is often seen as their only form, as it is almost absolute.&lt;br /&gt;
&lt;br /&gt;
Furthermore - the Dionaea never have developed any form of media-based communication - all knowledge disseminated to, from and between Dionae is usually made through verbal or physical means, under processes not yet fully understood. They do not have native writing, drawing or any form of tangible &amp;quot;archives&amp;quot; - yet gestalts still show impressive knowledge quite often, pointing towards the species having memory on-par, if not superior, to digital data storage solutions known to species. Most interestingly - the Dionaea have proven to defy known neuroscience by actually being able to learn to write, read and draw from other species, even without their known genetic learning, by simply observing. They are the only species, so far, known to be capable of such a feat - as it was thought that it was necessary to have generations of ingrained manual dexterity and muscle memory in the species to be able to do so.&lt;br /&gt;
&lt;br /&gt;
However, there ARE several known groups with common cultural traits:&lt;br /&gt;
&lt;br /&gt;
===Epsilon Ursae Minor shell===&lt;br /&gt;
The first Dionae to have communicated with other sapients, Dionae from EUM have become highly focused on being efficient, having learned and adapted to Skrell culture. Most notably - the system has become notorious for being a checkpoint shipyard as the Dionae there most often specialize in engineering tasks. Of course - the exposition to the Skrell has made them wary of synthetic intelligence. Furthermore, they are the only known group with an unified creation theory - according to them, Dionae have been at home in &amp;quot;the Great Void&amp;quot; - as paraphrased - since the beginning of their existence, and their creation should have been nothing short of impossible.&lt;br /&gt;
&lt;br /&gt;
===Reade Colossus===&lt;br /&gt;
Discovered on [[Tau Ceti#Reade|Reade]], this isolated and small group is sometimes seen on facilities across Tau Ceti. They are reported to be highly social, a Biesel bar even boasting an occasional Dionae bartending experience. This particular gestalt seems particularly knowledgeable about the goings of supply and civilian departments - though they are often seen with distrust due to the rumors of Reade. &lt;br /&gt;
&lt;br /&gt;
===&amp;quot;DSS Ophion&amp;quot; Colossus/Shell===&lt;br /&gt;
Jokingly given the nickname &amp;quot;Dionae Space Station Ophion, Keeper of Life&amp;quot;, the Ophion group is constituted of the &amp;quot;second-discovery&amp;quot; craft. Workers are regularly hauled between Ophion and Tau Ceti - as while they are seen as methodical and even cold, there is no denying their scientific methodology. However - all stations whom host one are instructed to keep an eye on them, should they become hostile for whichever reason. &lt;br /&gt;
&lt;br /&gt;
===Venter&#039;s Satellite===&lt;br /&gt;
A new discovery, Venter&#039;s Satellite is one of the few known Satellite-class Dionaea. Rather reclusive, they seem to have an immense amount of knowledge in atmospheric systems, having designed a circulatory array within themselves. Slow and meticulous - this group has elected to provide the Sol Alliance with Worker bodies in exchange for large amounts of biomass from various species - with supplementary &amp;quot;credit&amp;quot; for sapient specimens. They do not seem to fear extinction at the phase they have found themselves to be in, with &amp;quot;shards&amp;quot; of the gestalt being of almost nil importance.&lt;br /&gt;
&lt;br /&gt;
===Other groups===&lt;br /&gt;
Of course, these are the large known groups. There is a total of eighty-one known subgroups with various traits - and an unknown amount of yet undiscovered groups.&lt;br /&gt;
&lt;br /&gt;
===Language===&lt;br /&gt;
While they can understand all languages, if exposed to the genes of a speaker, their physical limitations only allow them to speak a handful; most Dionae that work aboard human facilities only know Common and their language - however they are capable, due to their biological flexibility, to emulate most other languages - Gutter and Tradeband are easily talked (if a little slow with certain subjects who use only one Nymph to communicate), while Sinta&#039;Unathi is spoken perfectly. Their physical slowness, however, makes it difficult to talk Sik&#039;Maas, the meaning sometimes being lost in the slowness of their &amp;quot;ear&amp;quot; and &amp;quot;tail&amp;quot; limbs when grown. And Skrellian is simply out of their range - the speed and pitch variance needed for it is simply impossible to match through regular means. Their speech, regardless of which language they speak (except Rootsong for obvious reasons) sounds airy, with various tones - quite often multiple ones, as a popular means of speaking is by &amp;quot;balancing&amp;quot; words between the various nymphs.&lt;br /&gt;
&lt;br /&gt;
Their language, named &amp;quot;Rootsong&amp;quot; (as translated), uses various limbs and membranes to imitate what most would see as &amp;quot;natural&amp;quot; sounds - leaves whisking in the wind, branches rubbing - and even some instrumental sounds, at times (flute-like sounds and drumming being common). However, to those who can discern it - Rootsong is a true orchestra of language. Syntax and grammar are simply part of the song, reflected in tempo and beats, while emotions are conveyed through pitch and the imitation of weather effects, such as wind and moisture. Most interestingly - the sound itself is only a byproduct of their body structure, as some humans have successfully learned Rootsong (without the emotional intonations) through violin and calliope organs. Xenohistorians often use the Rootsong as evidence that the Dionae evolved in conditions involving an atmosphere.&lt;br /&gt;
&lt;br /&gt;
==Biology==&lt;br /&gt;
The Dionae, by virtue of being an unique lifeform, feature an anatomy seen almost nowhere else. &lt;br /&gt;
&lt;br /&gt;
Their base form, the nymph, has very few organs (which have no set structure): the neuralias, which behaves like a cluster of neurons, the chlorodermates which attach together to form a light-sensitive skin that produces usable energy, the optical organs, the glucose sacs that process the sugars made by the chlorodermates, the &amp;quot;motor organs&amp;quot; which allow them (and their growths) to move, and the circulating system - which is equivalent to our heart, veins and arteries combined. While they usually only have a single circulation system and optical organs, the others can find themselves in almost combination of numbers as they dedicate themselves to a task - processing nymphs would have a higher count of neuralias, while those who dedicate to motion would have a higher number of glucose sacs and motor organs. Interestingly, Dionae are perfectly adapted to life in a vacuum environment. &lt;br /&gt;
&lt;br /&gt;
However, it is to be noted that because they dedicate themselves to a task, they all require at least one of each organ to survive, and as such even a basic nymph has rudimentary intelligence, equivalent to a very young human child.&lt;br /&gt;
&lt;br /&gt;
The work form that you all know are actually an amalgam of various nymphs - usually from three to six, and most often with one thought-dedicated linked to an energy-decidated and one to three motion-dedicated nymphs, all working together. Furthermore, this symbiosis means that if a nymph becomes sick - or even dead - it must be treated/removed for the Diona body to be healthy, though interestingly enough they will often reabsorb the dead nymph, with no obvious downsides, to be used as a source of nutrients. &lt;br /&gt;
&lt;br /&gt;
Fortunately, they structure themselves (generally) in a manner that almost emulates most other sapient organisms, and as such surgery is not too complicated - with structures clearly functioning as motor devices, with a skeleton-like substructure made of a material similar to the core of a tower-cap mushroom, which unfortunately takes an extended amount of time to heal, and can be hazardous to nymphs if used regardless - much like the bones of a standard humanoid, down to the fact that they can (and should) be repaired just like one.&lt;br /&gt;
&lt;br /&gt;
Even so, very little is actually known about the function of their larger gestalts - except that Dionae do not have natural deaths, and are functionally immortal as far as is known.&lt;br /&gt;
=== Reproduction ===&lt;br /&gt;
The Dionae follow a more plant-like reproduction cycle; they are asexual, and approximately once per year, a gestalt will release a large amount of seeds in it&#039;s surroundings (regardless of it&#039;s location), which will be carrying by whichever forces are applied upon them (the spores having a configuration that is even adequate to be spread by solar winds).&lt;br /&gt;
&lt;br /&gt;
Once the seeds reach an adequate location, the seed anchors itself and starts developing into a Diona replicant pod - which is, in essence, a Diona egg. The pod absorbs the nutrient it needs - water, oxygen, carbon and other elements - from it&#039;s surroundings, when available, to grow and eventually hatch. Once hatched, a pod will produce an almost mature nymph. &lt;br /&gt;
&lt;br /&gt;
Given proper conditions, a pod can fully grow a nymph within half an hour - however, should the pod run out, it will go into dormancy until proper conditions are met - and as such, in particularly barren conditions, it can take centuries for a pod to complete development. &lt;br /&gt;
&lt;br /&gt;
=== Metabolism ===&lt;br /&gt;
As mentioned, the Dionae can obtain nutrients from any source - including ambient air, to grow. Furthermore, they only need a source of energy - light is by far the safest and most common, but direct electricity has been observed, and one particular case was found of a &amp;quot;Flaming Diona&amp;quot; which self-fed by absorbing nutrients and matter for the fire to burn to provide its energy. &lt;br /&gt;
&lt;br /&gt;
However, it is noted that radiation - lethal to most other forms of life - is EXTREMELY beneficial to Diona, accelerating their growth geometrically, especially if given organic matter to process.&lt;br /&gt;
&lt;br /&gt;
====On Electrical Feeding====&lt;br /&gt;
Some studies in Dionae feeding habits has recently shown a very interesting (and, according to leading Skrell scientists and institutions, quite worrying) trait. As electricity is a form of energy, a trained gestalt can, and has, drawn energy from a test rig constituting of a power source (in this case a standard Teranium power cell, identical in make to those in power controller across so many space stations), a resistor and an electrical interface point (in this case, two large copper plates linked together by a series of high-resistance diodes). Further studies would be required to fully understand  the process, level and implications of the phenomena - but some scientists are thinking that adding such a training to the curriculum that some Dionae undertake could result in the pinnacle of engineering crew - a crewmember who needs no special machinery but a power cell to survive the dark, cold vacuum of space.&lt;br /&gt;
&lt;br /&gt;
== Forms ==&lt;br /&gt;
The Dionae, being by its very nature a compound creature, comes in several known and theoretical forms with several characteristics: &lt;br /&gt;
&lt;br /&gt;
=== Nymph ===&lt;br /&gt;
The default form tackled above. Medium intelligence, extremely curious, extreme learning potential. &lt;br /&gt;
&lt;br /&gt;
=== Worker ===&lt;br /&gt;
The most commonly seen form, this occurs when three to six nymphs link together and grow a humanoid body. Highly intelligent.&lt;br /&gt;
&lt;br /&gt;
=== Colossus ===&lt;br /&gt;
A rare form, the Diona Colossus is a large network - often upward of a dozen - of nymphs inter-connected, forming a veritable physical and information net. The Skrell are looking into inducing this form and using it as a controlled organic processor for facilities. Very high intelligence, low learning potential. &lt;br /&gt;
&lt;br /&gt;
=== Shell ===&lt;br /&gt;
An even rarer form, a Diona Shell is a large-scale structure - the ones found were made of more than hundreds of nymphs - exhibiting advanced intelligence and isolationist tendencies. One particular example was found growing around a derelict space station - it is also believed that the &amp;quot;Organic Craft&amp;quot; that attached itself to the human cruiser reached at least this state. Extreme intelligence, assumed low learning potential.&lt;br /&gt;
&lt;br /&gt;
=== Satellite ===&lt;br /&gt;
Only two such forms were ever observed (that being the gestalt above Mralakk, the second being the recent Venter&#039;s Satellite), a Diona Satellite is just that - a mass of Diona so immense, in the orders of a million nymphs, that it can be considered a stellar body. The specimen observed seems reluctant to communicate despite showing they are capable, and show a natural (but weak) magnetic field and radiation emission. Unknown capabilities - theorized to be more intelligent than most other forms of intelligences, organic or synthetic. It is suspected that the original Dionae gestalt, where it may be, is at least this form if not the form below.&lt;br /&gt;
&lt;br /&gt;
=== Singularity ===&lt;br /&gt;
A theoretical form of the Diona - a planet, or even star-sized diona form consisting of maybe more nymphs than is currently known to exist, may be the pinnacle of organic processing and thought. Uncharted intelligence. The Skrell has an order to destroy any Diona structure that could reach, or has reached, this size due to the inherent risk of intelligence singularity and other classified risks.&lt;br /&gt;
&lt;br /&gt;
==Beyond the Knowledge==&lt;br /&gt;
As seen with reports of Ophion and the flaming Dionae, this species is still mostly unknown - in capabilities, origins and intentions. Many scientific organisms are willing to pay a good price for any useful data on the Dionae.&lt;br /&gt;
&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Species]]&lt;br /&gt;
[[Category:Pages]]&lt;/div&gt;</summary>
		<author><name>Killerhurtz</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Dionae&amp;diff=6157</id>
		<title>Dionae</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Dionae&amp;diff=6157"/>
		<updated>2017-09-04T01:59:15Z</updated>

		<summary type="html">&lt;p&gt;Killerhurtz: /* Discovery, Part One - The Conglomerate */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Infobox Species&lt;br /&gt;
 |Species = Dionae&lt;br /&gt;
 |Scientific = D. Primo&lt;br /&gt;
 |Image = Dionaea410x320.png&lt;br /&gt;
 |System = N/A&lt;br /&gt;
 |World = N/A&lt;br /&gt;
 |Language = Rootsong&lt;br /&gt;
 |Politic = N/A&lt;br /&gt;
 }}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
==Overview==&lt;br /&gt;
The Dionae that most people will see will come in two forms: a small, stout nymph, and a working form that is best put as &amp;quot;a moving, bipedal bush&amp;quot;. Regardless of their appearance - they are not truly plants - genetics point out that they have functions common to animals, plant and mold cells. As a result, they have quite a unique [[Dionaea#Language|language]], composed of an almost melodic combination of rattling, rustling, creaking and various vocalizations. &lt;br /&gt;
&lt;br /&gt;
Legally, they are complicated - due to their nature, a nymph is considered an animal - and thus technically have rights, mostly in the realm of animal abuse if harmed/killed with no purpose. However gestalts are a little bit more complicated, with terms and conditions - though it can be summed up as considering a gestalt as an individual, and thus termination of one would result in a murder charge just as standard crew.&lt;br /&gt;
&lt;br /&gt;
And that same nature also created a grammatical exception; Diona refers to the nymph, and Dionae is plural - multiple nymphs. However, because gestalts are entities in themselves, there is a &amp;quot;plural of plurals&amp;quot; - Dionaea, defining multiple groups of Diona.&lt;br /&gt;
&lt;br /&gt;
They are truly omnivorous - having shown being capable of quickly assimilating almost any matter to grow - but generally do not eat, as sources of radiation (electromagnetic or otherwise) are claimed sufficient to sustain them. While they are highly intelligent - and even quick to think, in some cases - their physical speed is extremely low, to the point where even a wounded person could outrun them. It is assumed to be due to evolutionary traits favoring energy economy over speed.&lt;br /&gt;
&lt;br /&gt;
An immature Diona nymph, through means still not fully understood, can assimilate information - knowledge of language, most notably - through genetic material, most often being a minuscule blood sample. Research is being actively done in this domain - as if these results could be replicated, it could lead to extremely efficient learning processes.&lt;br /&gt;
&lt;br /&gt;
To apply to be one of the strange, plant-like Dionaea, apply [http://aurorastation.org/forums/viewforum.php?f=28 here]&lt;br /&gt;
&lt;br /&gt;
==Heads of Staff==&lt;br /&gt;
&lt;br /&gt;
Dionaea can be the following Heads of Staff:&lt;br /&gt;
&lt;br /&gt;
* Research Director&lt;br /&gt;
* Chief Engineer&lt;br /&gt;
* Chief Medical Officer&lt;br /&gt;
&lt;br /&gt;
==Mechanics==&lt;br /&gt;
&lt;br /&gt;
*Custom language accessible with :r prefix&lt;br /&gt;
*Weakness to fire&lt;br /&gt;
*Feeds off light&lt;br /&gt;
*Completely unaffected by atmosphere (or lack thereof)&lt;br /&gt;
*Completely immune to pressure and temperature (or lack thereof) - can venture into space with nothing more than a flashlight for food&lt;br /&gt;
*Heals brute damage when exposed to radiation&lt;br /&gt;
*Walks/runs slowly&lt;br /&gt;
*Can absorb nymphs through context menu&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
The Dionae&#039;s history is highly debated - with no significant evidence, xenoarcheological or actual, towards an origin point - most notably due to the tendency of space-bound gestalt&#039;s seeds to travel immense distances. The species itself does not have concrete information on this subject - however many people of all species have linked them to mythological being, as it is thought that the species is old enough to have spread to a significant portion of the galaxy, including all of the currently colonized areas.&lt;br /&gt;
&lt;br /&gt;
===Discovery, Part One - The Conglomerate===&lt;br /&gt;
The Dionae are considered to have been discovered three times. &lt;br /&gt;
&lt;br /&gt;
The first discovery - the one that proved their existence, in 2320 - was an immense pod-like gestalt. It is theorized to have contained upwards of a thousand nymphs, protected in a thick, haphazard organic shell that took the shape around whatever body it hit and integrated within itself. &lt;br /&gt;
&lt;br /&gt;
The entity was put into observation by its Skrell discoverers, being labeled as a simple organic anomaly - the lack of atmosphere and contact making communication not even a thought. Interaction did not happen until much later.&lt;br /&gt;
&lt;br /&gt;
===Discovery, Part Two - The Organic Craft===&lt;br /&gt;
&lt;br /&gt;
The Dionae were found, the second time, in 2426. An anomalous reading tipped off a scout ship - part of a Human-Skrell joint practice operation. A low-intensity yet high-frequency energy signature in the middle of seemingly nowhere, far in deep space. &lt;br /&gt;
&lt;br /&gt;
Upon investigation, a large mass - now known to be the result of six hundred nymphs being overgrown - was present. It was definitely organic - yet it showed readings similar to a space craft, including a simple (and empty) supermatter reactor and some sort of rudimentary drive. It seemed inactive. &lt;br /&gt;
&lt;br /&gt;
However, upon approach - the craft took life, quickly dashing towards one of the human frigates, shrugging off the firepower and attaching itself to the ship. It moved like nothing they had ever seen - a captain of the nearby frigate even provided this description: &amp;quot;Like a fish moving as if space was an ocean&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
It quickly infiltrated it, bending hull and causing breeches, eventually reaching the ship&#039;s own power plant, siphoning power off. The ship saw no further damage - however it was already done, all the engineering decks were breached and the ship no longer had enough power for the engines.&lt;br /&gt;
&lt;br /&gt;
Under the orders of the Skrell Fleet Admiral (at least the equivalent of it) and with the approval of the incapacitated ship&#039;s captain, the exercise was canceled and the ships returned home, requesting a few science vessels and a rescue shuttle to be sent to them. Unfortunately, when they did arrive roughly a week later, no life was found aboard. The ship was considered derelict - and the vessels returned home, with a warning being placed on both of their star maps about a possibly hostile lifeform there. This event also caused a rigorous security increase in the observation of the first structure, causing the Dionae to be officially labeled as &amp;quot;potentially hostile to Humans and Skrell&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Discovery, Part Three - The Dead Planet===&lt;br /&gt;
&lt;br /&gt;
The final time the Dionae were found was in Epsilon Ursae Minoris - where a large piece of their home planet had crashed into another world. The world in question was found by Skrell Captain Weirun Tup - who had been exploring stars on the behalf of the Jargon Empire, in order to find new habitable planets for expansion. That particular world had attracted attention due to two main factors, which conflicted with one another: the readings were highly unusual, yet all of the planet&#039;s landmass was covered in greenery. &lt;br /&gt;
&lt;br /&gt;
Of course, such a thing was exceptional, and warranted more investigation. And so, over time, several more vessels - under the guise of a &#039;scientific fleet&#039; lead by Captain Tup - investigated it, took readings, analyzed it. And with that came more and more strangeness - organic structures, strangely coherent signals, and so on. It was not until much later - after a scientist applied a cryptoanalytic AI (before the widespread cessation of research occurred) that they realized that the planet seemed &#039;&#039;sentient&#039;&#039;. It is during this time that the first attempted communications with Dionae were made successfully, albeit primitively - the Dionae only had rudimentary radio communication devices. Bolstered by such a discovery, Captain Tup managed a landing, an AI interface translating between the Rootsong and him. &lt;br /&gt;
&lt;br /&gt;
The Captain stayed, at first, for a few weeks - learning much about the Dionae, and helping make a complete translation guide between the two. But time went by, and soon Captain Tup was forced to make a decision. A permanent agent was requested - he could either resign as a Captain and become the official ambassador of the Skrell with the Diona, or leave the planet. He chose the former - and stayed nine more years, until toxic flora ended his life. &lt;br /&gt;
&lt;br /&gt;
Eventually, an agreement was made - the Dionae would get Skrell genetic samples (which allowed them to understand Skrellian - although their limited physiology prevented them from speaking it) and an information trade deal would be signed in favor of the Dionae - and in exchange, they would allow the collection of their seeds in the goal of creating more nymphs for research, and the Dionae would assist them in tasks, being a relatively inexpensive (and unrestricted) labor force. &lt;br /&gt;
&lt;br /&gt;
However, the planet was quickly nicknamed &amp;quot;The Dead Planet&amp;quot; for two reasons - first, animal life seemed completely absent. As a matter of fact, except for the Dionae and a few select species of tough plants, the biodiversity was almost nil. Second, the thick coverage of Dionae growth meant that there could be no building potential - and so it meant that it was, technically, inhospitable for life, as no permanent settlements could be made. &lt;br /&gt;
&lt;br /&gt;
A third reason, however, quickly found its way into the name: a few deaths occurred, and no body was ever found.&lt;br /&gt;
&lt;br /&gt;
===Aftermath of Contact===&lt;br /&gt;
With this new-found information, the large object - the first sighting of Dionae - was finally contacted. They were informed of, and agreed to, the deal made in Epsilon Ursae Minoris. The contact delivered a wealth of information - about star movement, physics behaviors, material properties, and so on. In the end, the &amp;quot;Original Conglomerate&amp;quot; was towed, with their glee, in orbit of Nralakk, where it remains to this day the main source of dionae pods, nymphs, and seeds.&lt;br /&gt;
&lt;br /&gt;
A second attempt was also made at contacting the &amp;quot;Diona Craft&amp;quot; - with success. Data was exchanged - valuable, in fact, as they had additional information about the phenomenon known to humans as the [[Bhowmick-Mukherji Effect]], and helped improve efficiency in supermatter energy collection. Unfortunately, a piece of information given by this gestalt permanently damaged Dionae public opinion.&lt;br /&gt;
&lt;br /&gt;
Of course, with the current status, the question was asked: where is the crew? &lt;br /&gt;
&lt;br /&gt;
Correlated with the logs acquired later, the scenario became clear. The Diona&#039;s infiltration of the power plant not only caused the engines to fail, but life support. With all the breeches present, it did not take long for the crew to suffocate and die. And once that was done, the Diona (and it is quoted) &amp;quot;simply assimilated their form to learn about your species and conserve matter&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
This information, while held &amp;quot;classified&amp;quot; for a long time, eventually were leaked to the public by disgruntled and scared sailors - on both human and skrell sides - earning them the nickname, among humans, of &amp;quot;Gravemind&amp;quot; in reference to a 21st century videogame. The Skrell were more keen in calling them &amp;quot;Saapimaa Rakhomm&amp;quot;, or &amp;quot;Deathflower&amp;quot;. In general, it made a lot of people quite wary of them.&lt;br /&gt;
&lt;br /&gt;
=== Integration in Society ===&lt;br /&gt;
Their value, however - along with general helpfulness, high curiosity and impressive intelligence, even to the Skrell (who have approved them onto titles as high as Representatives since 2432)  - gave the Dionae enough going for them that they were not phased out, and are commonly seen aboard space stations and spacecraft, especially human-owned. The Skrell have, however, started a new program to find and appropriate any other Dionae groups to ensure proper incorporation - or destruction, should the group be too dangerous. This program has already uncovered three dozen gestalts.&lt;br /&gt;
&lt;br /&gt;
====Mythological associations====&lt;br /&gt;
Bearing a wood-like appearance, a small bulbous nymph and with the tales of necrophagy, the Dionae have been said to actually have been the species behind several mythical creatures - such as the humans&#039; Green Man and Leshy, and even the Mandragora and Man-Eating Tree. Most notably - it has been linked to a wise, ancient God of Life by some Skrell - the Oernabi (Tree-God), who was said to be benevolent to those seemed worthy. Such a belief spawned the Dienabi religion - the term literally meaning &amp;quot;tree child&amp;quot; - which stipulates that it is possible to ascend to the status of a noble Diona by protecting them with your life - after which they absorb and transform the martyr. Captain Weirun Tup is considered to be the first &amp;quot;ascended&amp;quot; of this kind, earning him almost as much veneration.&lt;br /&gt;
&lt;br /&gt;
==Culture==&lt;br /&gt;
The Dionae does not have a universal culture - mainly due to the fact that there are several clusters separated by vast distances, and as such Dionae can vary as much between groups as entire species can - the only two common factor being the naming conventions, which when translated seem to be based around actions or experiences (such as &amp;quot;Leaf that Grasps the Sky&amp;quot; or &amp;quot;Wind Howling through Ocean&amp;quot;) and the [[Dionaea#Language|Rootsong]]. &lt;br /&gt;
&lt;br /&gt;
Strangely enough - they see each body as an individual - as such, while a larger gestalt can identify with a name, any group that splits from it usually adopt another name, despite the links between the two. It is theorized to be an easy method of categorizing data - by knowing what came from which experience.&lt;br /&gt;
&lt;br /&gt;
They do not have any claims on any known world so far (the Epsilon Ursae Minoris world having agreed to be filed under the Jargon Empire), and as such no government or hierarchy - most relations and interactions being based on agreements and non-committed verbal/physical contracts, though many see the bond a gestalt has with it&#039;s &amp;quot;offspring&amp;quot; - the fragments of it it sends away - is often seen as their only form, as it is almost absolute.&lt;br /&gt;
&lt;br /&gt;
Furthermore - the Dionaea never have developed any form of media-based communication - all knowledge disseminated to, from and between Dionae is usually made through verbal or physical means, under processes not yet fully understood. They do not have native writing, drawing or any form of tangible &amp;quot;archives&amp;quot; - yet gestalts still show impressive knowledge quite often, pointing towards the species having memory on-par, if not superior, to digital data storage solutions known to species. Most interestingly - the Dionaea have proven to defy known neuroscience by actually being able to learn to write, read and draw from other species, even without their known genetic learning, by simply observing. They are the only species, so far, known to be capable of such a feat - as it was thought that it was necessary to have generations of ingrained manual dexterity and muscle memory in the species to be able to do so.&lt;br /&gt;
&lt;br /&gt;
However, there ARE several known groups with common cultural traits:&lt;br /&gt;
&lt;br /&gt;
===Epsilon Ursae Minor shell===&lt;br /&gt;
The first Dionae to have communicated with other sapients, Dionae from EUM have become highly focused on being efficient, having learned and adapted to Skrell culture. Most notably - the system has become notorious for being a checkpoint shipyard as the Dionae there most often specialize in engineering tasks. Of course - the exposition to the Skrell has made them wary of synthetic intelligence. Furthermore, they are the only known group with an unified creation theory - according to them, Dionae have been at home in &amp;quot;the Great Void&amp;quot; - as paraphrased - since the beginning of their existence, and their creation should have been nothing short of impossible.&lt;br /&gt;
&lt;br /&gt;
===Reade Colossus===&lt;br /&gt;
Discovered on [[Tau Ceti#Reade|Reade]], this isolated and small group is sometimes seen on facilities across Tau Ceti. They are reported to be highly social, a Biesel bar even boasting an occasional Dionae bartending experience. This particular gestalt seems particularly knowledgeable about the goings of supply and civilian departments - though they are often seen with distrust due to the rumors of Reade. &lt;br /&gt;
&lt;br /&gt;
===&amp;quot;DSS Ophion&amp;quot; Colossus/Shell===&lt;br /&gt;
Jokingly given the nickname &amp;quot;Dionae Space Station Ophion, Keeper of Life&amp;quot;, the Ophion group is constituted of the &amp;quot;second-discovery&amp;quot; craft. Workers are regularly hauled between Ophion and Tau Ceti - as while they are seen as methodical and even cold, there is no denying their scientific methodology. However - all stations whom host one are instructed to keep an eye on them, should they become hostile for whichever reason. &lt;br /&gt;
&lt;br /&gt;
===Venter&#039;s Satellite===&lt;br /&gt;
A new discovery, Venter&#039;s Satellite is one of the few known Satellite-class Dionaea. Rather reclusive, they seem to have an immense amount of knowledge in atmospheric systems, having designed a circulatory array within themselves. Slow and meticulous - this group has elected to provide the Sol Alliance with Worker bodies in exchange for large amounts of biomass from various species - with supplementary &amp;quot;credit&amp;quot; for sapient specimens. They do not seem to fear extinction at the phase they have found themselves to be in, with &amp;quot;shards&amp;quot; of the gestalt being of almost nil importance.&lt;br /&gt;
&lt;br /&gt;
===Other groups===&lt;br /&gt;
Of course, these are the large known groups. There is a total of eighty-one known subgroups with various traits - and an unknown amount of yet undiscovered groups.&lt;br /&gt;
&lt;br /&gt;
===Language===&lt;br /&gt;
While they can understand all languages, if exposed to the genes of a speaker, their physical limitations only allow them to speak a handful; most Dionae that work aboard human facilities only know Common and their language - however they are capable, due to their biological flexibility, to emulate most other languages - Gutter and Tradeband are easily talked (if a little slow with certain subjects who use only one Nymph to communicate), while Sinta&#039;Unathi is spoken perfectly. Their physical slowness, however, makes it difficult to talk Sik&#039;Maas, the meaning sometimes being lost in the slowness of their &amp;quot;ear&amp;quot; and &amp;quot;tail&amp;quot; limbs when grown. And Skrellian is simply out of their range - the speed and pitch variance needed for it is simply impossible to match through regular means. Their speech, regardless of which language they speak (except Rootsong for obvious reasons) sounds airy, with various tones - quite often multiple ones, as a popular means of speaking is by &amp;quot;balancing&amp;quot; words between the various nymphs.&lt;br /&gt;
&lt;br /&gt;
Their language, named &amp;quot;Rootsong&amp;quot; (as translated), uses various limbs and membranes to imitate what most would see as &amp;quot;natural&amp;quot; sounds - leaves whisking in the wind, branches rubbing - and even some instrumental sounds, at times (flute-like sounds and drumming being common). However, to those who can discern it - Rootsong is a true orchestra of language. Syntax and grammar are simply part of the song, reflected in tempo and beats, while emotions are conveyed through pitch and the imitation of weather effects, such as wind and moisture. Most interestingly - the sound itself is only a byproduct of their body structure, as some humans have successfully learned Rootsong (without the emotional intonations) through violin and calliope organs. Xenohistorians often use the Rootsong as evidence that the Dionae evolved in conditions involving an atmosphere.&lt;br /&gt;
&lt;br /&gt;
==Biology==&lt;br /&gt;
The Dionae, by virtue of being an unique lifeform, feature an anatomy seen almost nowhere else. &lt;br /&gt;
&lt;br /&gt;
Their base form, the nymph, has very few organs (which have no set structure): the neuralias, which behaves like a cluster of neurons, the chlorodermates which attach together to form a light-sensitive skin that produces usable energy, the optical organs, the glucose sacs that process the sugars made by the chlorodermates, the &amp;quot;motor organs&amp;quot; which allow them (and their growths) to move, and the circulating system - which is equivalent to our heart, veins and arteries combined. While they usually only have a single circulation system and optical organs, the others can find themselves in almost combination of numbers as they dedicate themselves to a task - processing nymphs would have a higher count of neuralias, while those who dedicate to motion would have a higher number of glucose sacs and motor organs. Interestingly, Dionae are perfectly adapted to life in a vacuum environment. &lt;br /&gt;
&lt;br /&gt;
However, it is to be noted that because they dedicate themselves to a task, they all require at least one of each organ to survive, and as such even a basic nymph has rudimentary intelligence, equivalent to a very young human child.&lt;br /&gt;
&lt;br /&gt;
The work form that you all know are actually an amalgam of various nymphs - usually from three to six, and most often with one thought-dedicated linked to an energy-decidated and one to three motion-dedicated nymphs, all working together. Furthermore, this symbiosis means that if a nymph becomes sick - or even dead - it must be treated/removed for the Diona body to be healthy, though interestingly enough they will often reabsorb the dead nymph, with no obvious downsides, to be used as a source of nutrients. &lt;br /&gt;
&lt;br /&gt;
Fortunately, they structure themselves (generally) in a manner that almost emulates most other sapient organisms, and as such surgery is not too complicated - with structures clearly functioning as motor devices, with a skeleton-like substructure made of a material similar to the core of a tower-cap mushroom, which unfortunately takes an extended amount of time to heal, and can be hazardous to nymphs if used regardless - much like the bones of a standard humanoid, down to the fact that they can (and should) be repaired just like one.&lt;br /&gt;
&lt;br /&gt;
Even so, very little is actually known about the function of their larger gestalts - except that Dionae do not have natural deaths, and are functionally immortal as far as is known.&lt;br /&gt;
=== Reproduction ===&lt;br /&gt;
The Dionae follow a more plant-like reproduction cycle; they are asexual, and approximately once per year, a gestalt will release a large amount of seeds in it&#039;s surroundings (regardless of it&#039;s location), which will be carrying by whichever forces are applied upon them (the spores having a configuration that is even adequate to be spread by solar winds).&lt;br /&gt;
&lt;br /&gt;
Once the seeds reach an adequate location, the seed anchors itself and starts developing into a Diona replicant pod - which is, in essence, a Diona egg. The pod absorbs the nutrient it needs - water, oxygen, carbon and other elements - from it&#039;s surroundings, when available, to grow and eventually hatch. Once hatched, a pod will produce an almost mature nymph. &lt;br /&gt;
&lt;br /&gt;
Given proper conditions, a pod can fully grow a nymph within half an hour - however, should the pod run out, it will go into dormancy until proper conditions are met - and as such, in particularly barren conditions, it can take centuries for a pod to complete development. &lt;br /&gt;
&lt;br /&gt;
=== Metabolism ===&lt;br /&gt;
As mentioned, the Dionae can obtain nutrients from any source - including ambient air, to grow. Furthermore, they only need a source of energy - light is by far the safest and most common, but direct electricity has been observed, and one particular case was found of a &amp;quot;Flaming Diona&amp;quot; which self-fed by absorbing nutrients and matter for the fire to burn to provide its energy. &lt;br /&gt;
&lt;br /&gt;
However, it is noted that radiation - lethal to most other forms of life - is EXTREMELY beneficial to Diona, accelerating their growth geometrically, especially if given organic matter to process.&lt;br /&gt;
&lt;br /&gt;
====On Electrical Feeding====&lt;br /&gt;
Some studies in Dionae feeding habits has recently shown a very interesting (and, according to leading Skrell scientists and institutions, quite worrying) trait. As electricity is a form of energy, a trained gestalt can, and has, drawn energy from a test rig constituting of a power source (in this case a standard Teranium power cell, identical in make to those in power controller across so many space stations), a resistor and an electrical interface point (in this case, two large copper plates linked together by a series of high-resistance diodes). Further studies would be required to fully understand  the process, level and implications of the phenomena - but some scientists are thinking that adding such a training to the curriculum that some Dionae undertake could result in the pinnacle of engineering crew - a crewmember who needs no special machinery but a power cell to survive the dark, cold vacuum of space.&lt;br /&gt;
&lt;br /&gt;
== Forms ==&lt;br /&gt;
The Dionae, being by its very nature a compound creature, comes in several known and theoretical forms with several characteristics: &lt;br /&gt;
&lt;br /&gt;
=== Nymph ===&lt;br /&gt;
The default form tackled above. Medium intelligence, extremely curious, extreme learning potential. &lt;br /&gt;
&lt;br /&gt;
=== Worker ===&lt;br /&gt;
The most commonly seen form, this occurs when three to six nymphs link together and grow a humanoid body. Highly intelligent.&lt;br /&gt;
&lt;br /&gt;
=== Colossus ===&lt;br /&gt;
A rare form, the Diona Colossus is a large network - often upward of a dozen - of nymphs inter-connected, forming a veritable physical and information net. The Skrell are looking into inducing this form and using it as a controlled organic processor for facilities. Very high intelligence, low learning potential. &lt;br /&gt;
&lt;br /&gt;
=== Shell ===&lt;br /&gt;
An even rarer form, a Diona Shell is a large-scale structure - the ones found were made of more than hundreds of nymphs - exhibiting advanced intelligence and isolationist tendencies. One particular example was found growing around a derelict space station - it is also believed that the &amp;quot;Organic Craft&amp;quot; that attached itself to the human cruiser reached at least this state. Extreme intelligence, assumed low learning potential.&lt;br /&gt;
&lt;br /&gt;
=== Satellite ===&lt;br /&gt;
Only two such forms were ever observed (that being the gestalt above Mralakk, the second being the recent Venter&#039;s Satellite), a Diona Satellite is just that - a mass of Diona so immense, in the orders of a million nymphs, that it can be considered a stellar body. The specimen observed seems reluctant to communicate despite showing they are capable, and show a natural (but weak) magnetic field and radiation emission. Unknown capabilities - theorized to be more intelligent than most other forms of intelligences, organic or synthetic. It is suspected that the original Dionae gestalt, where it may be, is at least this form if not the form below.&lt;br /&gt;
&lt;br /&gt;
=== Singularity ===&lt;br /&gt;
A theoretical form of the Diona - a planet, or even star-sized diona form consisting of maybe more nymphs than is currently known to exist, may be the pinnacle of organic processing and thought. Uncharted intelligence. The Skrell has an order to destroy any Diona structure that could reach, or has reached, this size due to the inherent risk of intelligence singularity and other classified risks.&lt;br /&gt;
&lt;br /&gt;
==Beyond the Knowledge==&lt;br /&gt;
As seen with reports of Ophion and the flaming Dionae, this species is still mostly unknown - in capabilities, origins and intentions. Many scientific organisms are willing to pay a good price for any useful data on the Dionae.&lt;br /&gt;
&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Species]]&lt;br /&gt;
[[Category:Pages]]&lt;/div&gt;</summary>
		<author><name>Killerhurtz</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Dionae&amp;diff=6156</id>
		<title>Dionae</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Dionae&amp;diff=6156"/>
		<updated>2017-09-04T01:58:52Z</updated>

		<summary type="html">&lt;p&gt;Killerhurtz: /* Integration in Society */ adding part where trees basically became people&lt;/p&gt;
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&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Infobox Species&lt;br /&gt;
 |Species = Dionae&lt;br /&gt;
 |Scientific = D. Primo&lt;br /&gt;
 |Image = Dionaea410x320.png&lt;br /&gt;
 |System = N/A&lt;br /&gt;
 |World = N/A&lt;br /&gt;
 |Language = Rootsong&lt;br /&gt;
 |Politic = N/A&lt;br /&gt;
 }}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
==Overview==&lt;br /&gt;
The Dionae that most people will see will come in two forms: a small, stout nymph, and a working form that is best put as &amp;quot;a moving, bipedal bush&amp;quot;. Regardless of their appearance - they are not truly plants - genetics point out that they have functions common to animals, plant and mold cells. As a result, they have quite a unique [[Dionaea#Language|language]], composed of an almost melodic combination of rattling, rustling, creaking and various vocalizations. &lt;br /&gt;
&lt;br /&gt;
Legally, they are complicated - due to their nature, a nymph is considered an animal - and thus technically have rights, mostly in the realm of animal abuse if harmed/killed with no purpose. However gestalts are a little bit more complicated, with terms and conditions - though it can be summed up as considering a gestalt as an individual, and thus termination of one would result in a murder charge just as standard crew.&lt;br /&gt;
&lt;br /&gt;
And that same nature also created a grammatical exception; Diona refers to the nymph, and Dionae is plural - multiple nymphs. However, because gestalts are entities in themselves, there is a &amp;quot;plural of plurals&amp;quot; - Dionaea, defining multiple groups of Diona.&lt;br /&gt;
&lt;br /&gt;
They are truly omnivorous - having shown being capable of quickly assimilating almost any matter to grow - but generally do not eat, as sources of radiation (electromagnetic or otherwise) are claimed sufficient to sustain them. While they are highly intelligent - and even quick to think, in some cases - their physical speed is extremely low, to the point where even a wounded person could outrun them. It is assumed to be due to evolutionary traits favoring energy economy over speed.&lt;br /&gt;
&lt;br /&gt;
An immature Diona nymph, through means still not fully understood, can assimilate information - knowledge of language, most notably - through genetic material, most often being a minuscule blood sample. Research is being actively done in this domain - as if these results could be replicated, it could lead to extremely efficient learning processes.&lt;br /&gt;
&lt;br /&gt;
To apply to be one of the strange, plant-like Dionaea, apply [http://aurorastation.org/forums/viewforum.php?f=28 here]&lt;br /&gt;
&lt;br /&gt;
==Heads of Staff==&lt;br /&gt;
&lt;br /&gt;
Dionaea can be the following Heads of Staff:&lt;br /&gt;
&lt;br /&gt;
* Research Director&lt;br /&gt;
* Chief Engineer&lt;br /&gt;
* Chief Medical Officer&lt;br /&gt;
&lt;br /&gt;
==Mechanics==&lt;br /&gt;
&lt;br /&gt;
*Custom language accessible with :r prefix&lt;br /&gt;
*Weakness to fire&lt;br /&gt;
*Feeds off light&lt;br /&gt;
*Completely unaffected by atmosphere (or lack thereof)&lt;br /&gt;
*Completely immune to pressure and temperature (or lack thereof) - can venture into space with nothing more than a flashlight for food&lt;br /&gt;
*Heals brute damage when exposed to radiation&lt;br /&gt;
*Walks/runs slowly&lt;br /&gt;
*Can absorb nymphs through context menu&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
The Dionae&#039;s history is highly debated - with no significant evidence, xenoarcheological or actual, towards an origin point - most notably due to the tendency of space-bound gestalt&#039;s seeds to travel immense distances. The species itself does not have concrete information on this subject - however many people of all species have linked them to mythological being, as it is thought that the species is old enough to have spread to a significant portion of the galaxy, including all of the currently colonized areas.&lt;br /&gt;
&lt;br /&gt;
===Discovery, Part One - The Conglomerate===&lt;br /&gt;
The Dionae are considered to have been discovered three times. &lt;br /&gt;
&lt;br /&gt;
The first discovery - the one that proved their existence - was an immense pod-like gestalt. It is theorized to have contained upwards of a thousand nymphs, protected in a thick, haphazard organic shell that took the shape around whatever body it hit and integrated within itself. &lt;br /&gt;
&lt;br /&gt;
The entity was put into observation by its Skrell discoverers, being labeled as a simple organic anomaly - the lack of atmosphere and contact making communication not even a thought. Interaction did not happen until much later.&lt;br /&gt;
&lt;br /&gt;
===Discovery, Part Two - The Organic Craft===&lt;br /&gt;
&lt;br /&gt;
The Dionae were found, the second time, in 2426. An anomalous reading tipped off a scout ship - part of a Human-Skrell joint practice operation. A low-intensity yet high-frequency energy signature in the middle of seemingly nowhere, far in deep space. &lt;br /&gt;
&lt;br /&gt;
Upon investigation, a large mass - now known to be the result of six hundred nymphs being overgrown - was present. It was definitely organic - yet it showed readings similar to a space craft, including a simple (and empty) supermatter reactor and some sort of rudimentary drive. It seemed inactive. &lt;br /&gt;
&lt;br /&gt;
However, upon approach - the craft took life, quickly dashing towards one of the human frigates, shrugging off the firepower and attaching itself to the ship. It moved like nothing they had ever seen - a captain of the nearby frigate even provided this description: &amp;quot;Like a fish moving as if space was an ocean&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
It quickly infiltrated it, bending hull and causing breeches, eventually reaching the ship&#039;s own power plant, siphoning power off. The ship saw no further damage - however it was already done, all the engineering decks were breached and the ship no longer had enough power for the engines.&lt;br /&gt;
&lt;br /&gt;
Under the orders of the Skrell Fleet Admiral (at least the equivalent of it) and with the approval of the incapacitated ship&#039;s captain, the exercise was canceled and the ships returned home, requesting a few science vessels and a rescue shuttle to be sent to them. Unfortunately, when they did arrive roughly a week later, no life was found aboard. The ship was considered derelict - and the vessels returned home, with a warning being placed on both of their star maps about a possibly hostile lifeform there. This event also caused a rigorous security increase in the observation of the first structure, causing the Dionae to be officially labeled as &amp;quot;potentially hostile to Humans and Skrell&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Discovery, Part Three - The Dead Planet===&lt;br /&gt;
&lt;br /&gt;
The final time the Dionae were found was in Epsilon Ursae Minoris - where a large piece of their home planet had crashed into another world. The world in question was found by Skrell Captain Weirun Tup - who had been exploring stars on the behalf of the Jargon Empire, in order to find new habitable planets for expansion. That particular world had attracted attention due to two main factors, which conflicted with one another: the readings were highly unusual, yet all of the planet&#039;s landmass was covered in greenery. &lt;br /&gt;
&lt;br /&gt;
Of course, such a thing was exceptional, and warranted more investigation. And so, over time, several more vessels - under the guise of a &#039;scientific fleet&#039; lead by Captain Tup - investigated it, took readings, analyzed it. And with that came more and more strangeness - organic structures, strangely coherent signals, and so on. It was not until much later - after a scientist applied a cryptoanalytic AI (before the widespread cessation of research occurred) that they realized that the planet seemed &#039;&#039;sentient&#039;&#039;. It is during this time that the first attempted communications with Dionae were made successfully, albeit primitively - the Dionae only had rudimentary radio communication devices. Bolstered by such a discovery, Captain Tup managed a landing, an AI interface translating between the Rootsong and him. &lt;br /&gt;
&lt;br /&gt;
The Captain stayed, at first, for a few weeks - learning much about the Dionae, and helping make a complete translation guide between the two. But time went by, and soon Captain Tup was forced to make a decision. A permanent agent was requested - he could either resign as a Captain and become the official ambassador of the Skrell with the Diona, or leave the planet. He chose the former - and stayed nine more years, until toxic flora ended his life. &lt;br /&gt;
&lt;br /&gt;
Eventually, an agreement was made - the Dionae would get Skrell genetic samples (which allowed them to understand Skrellian - although their limited physiology prevented them from speaking it) and an information trade deal would be signed in favor of the Dionae - and in exchange, they would allow the collection of their seeds in the goal of creating more nymphs for research, and the Dionae would assist them in tasks, being a relatively inexpensive (and unrestricted) labor force. &lt;br /&gt;
&lt;br /&gt;
However, the planet was quickly nicknamed &amp;quot;The Dead Planet&amp;quot; for two reasons - first, animal life seemed completely absent. As a matter of fact, except for the Dionae and a few select species of tough plants, the biodiversity was almost nil. Second, the thick coverage of Dionae growth meant that there could be no building potential - and so it meant that it was, technically, inhospitable for life, as no permanent settlements could be made. &lt;br /&gt;
&lt;br /&gt;
A third reason, however, quickly found its way into the name: a few deaths occurred, and no body was ever found.&lt;br /&gt;
&lt;br /&gt;
===Aftermath of Contact===&lt;br /&gt;
With this new-found information, the large object - the first sighting of Dionae - was finally contacted. They were informed of, and agreed to, the deal made in Epsilon Ursae Minoris. The contact delivered a wealth of information - about star movement, physics behaviors, material properties, and so on. In the end, the &amp;quot;Original Conglomerate&amp;quot; was towed, with their glee, in orbit of Nralakk, where it remains to this day the main source of dionae pods, nymphs, and seeds.&lt;br /&gt;
&lt;br /&gt;
A second attempt was also made at contacting the &amp;quot;Diona Craft&amp;quot; - with success. Data was exchanged - valuable, in fact, as they had additional information about the phenomenon known to humans as the [[Bhowmick-Mukherji Effect]], and helped improve efficiency in supermatter energy collection. Unfortunately, a piece of information given by this gestalt permanently damaged Dionae public opinion.&lt;br /&gt;
&lt;br /&gt;
Of course, with the current status, the question was asked: where is the crew? &lt;br /&gt;
&lt;br /&gt;
Correlated with the logs acquired later, the scenario became clear. The Diona&#039;s infiltration of the power plant not only caused the engines to fail, but life support. With all the breeches present, it did not take long for the crew to suffocate and die. And once that was done, the Diona (and it is quoted) &amp;quot;simply assimilated their form to learn about your species and conserve matter&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
This information, while held &amp;quot;classified&amp;quot; for a long time, eventually were leaked to the public by disgruntled and scared sailors - on both human and skrell sides - earning them the nickname, among humans, of &amp;quot;Gravemind&amp;quot; in reference to a 21st century videogame. The Skrell were more keen in calling them &amp;quot;Saapimaa Rakhomm&amp;quot;, or &amp;quot;Deathflower&amp;quot;. In general, it made a lot of people quite wary of them.&lt;br /&gt;
&lt;br /&gt;
=== Integration in Society ===&lt;br /&gt;
Their value, however - along with general helpfulness, high curiosity and impressive intelligence, even to the Skrell (who have approved them onto titles as high as Representatives since 2432)  - gave the Dionae enough going for them that they were not phased out, and are commonly seen aboard space stations and spacecraft, especially human-owned. The Skrell have, however, started a new program to find and appropriate any other Dionae groups to ensure proper incorporation - or destruction, should the group be too dangerous. This program has already uncovered three dozen gestalts.&lt;br /&gt;
&lt;br /&gt;
====Mythological associations====&lt;br /&gt;
Bearing a wood-like appearance, a small bulbous nymph and with the tales of necrophagy, the Dionae have been said to actually have been the species behind several mythical creatures - such as the humans&#039; Green Man and Leshy, and even the Mandragora and Man-Eating Tree. Most notably - it has been linked to a wise, ancient God of Life by some Skrell - the Oernabi (Tree-God), who was said to be benevolent to those seemed worthy. Such a belief spawned the Dienabi religion - the term literally meaning &amp;quot;tree child&amp;quot; - which stipulates that it is possible to ascend to the status of a noble Diona by protecting them with your life - after which they absorb and transform the martyr. Captain Weirun Tup is considered to be the first &amp;quot;ascended&amp;quot; of this kind, earning him almost as much veneration.&lt;br /&gt;
&lt;br /&gt;
==Culture==&lt;br /&gt;
The Dionae does not have a universal culture - mainly due to the fact that there are several clusters separated by vast distances, and as such Dionae can vary as much between groups as entire species can - the only two common factor being the naming conventions, which when translated seem to be based around actions or experiences (such as &amp;quot;Leaf that Grasps the Sky&amp;quot; or &amp;quot;Wind Howling through Ocean&amp;quot;) and the [[Dionaea#Language|Rootsong]]. &lt;br /&gt;
&lt;br /&gt;
Strangely enough - they see each body as an individual - as such, while a larger gestalt can identify with a name, any group that splits from it usually adopt another name, despite the links between the two. It is theorized to be an easy method of categorizing data - by knowing what came from which experience.&lt;br /&gt;
&lt;br /&gt;
They do not have any claims on any known world so far (the Epsilon Ursae Minoris world having agreed to be filed under the Jargon Empire), and as such no government or hierarchy - most relations and interactions being based on agreements and non-committed verbal/physical contracts, though many see the bond a gestalt has with it&#039;s &amp;quot;offspring&amp;quot; - the fragments of it it sends away - is often seen as their only form, as it is almost absolute.&lt;br /&gt;
&lt;br /&gt;
Furthermore - the Dionaea never have developed any form of media-based communication - all knowledge disseminated to, from and between Dionae is usually made through verbal or physical means, under processes not yet fully understood. They do not have native writing, drawing or any form of tangible &amp;quot;archives&amp;quot; - yet gestalts still show impressive knowledge quite often, pointing towards the species having memory on-par, if not superior, to digital data storage solutions known to species. Most interestingly - the Dionaea have proven to defy known neuroscience by actually being able to learn to write, read and draw from other species, even without their known genetic learning, by simply observing. They are the only species, so far, known to be capable of such a feat - as it was thought that it was necessary to have generations of ingrained manual dexterity and muscle memory in the species to be able to do so.&lt;br /&gt;
&lt;br /&gt;
However, there ARE several known groups with common cultural traits:&lt;br /&gt;
&lt;br /&gt;
===Epsilon Ursae Minor shell===&lt;br /&gt;
The first Dionae to have communicated with other sapients, Dionae from EUM have become highly focused on being efficient, having learned and adapted to Skrell culture. Most notably - the system has become notorious for being a checkpoint shipyard as the Dionae there most often specialize in engineering tasks. Of course - the exposition to the Skrell has made them wary of synthetic intelligence. Furthermore, they are the only known group with an unified creation theory - according to them, Dionae have been at home in &amp;quot;the Great Void&amp;quot; - as paraphrased - since the beginning of their existence, and their creation should have been nothing short of impossible.&lt;br /&gt;
&lt;br /&gt;
===Reade Colossus===&lt;br /&gt;
Discovered on [[Tau Ceti#Reade|Reade]], this isolated and small group is sometimes seen on facilities across Tau Ceti. They are reported to be highly social, a Biesel bar even boasting an occasional Dionae bartending experience. This particular gestalt seems particularly knowledgeable about the goings of supply and civilian departments - though they are often seen with distrust due to the rumors of Reade. &lt;br /&gt;
&lt;br /&gt;
===&amp;quot;DSS Ophion&amp;quot; Colossus/Shell===&lt;br /&gt;
Jokingly given the nickname &amp;quot;Dionae Space Station Ophion, Keeper of Life&amp;quot;, the Ophion group is constituted of the &amp;quot;second-discovery&amp;quot; craft. Workers are regularly hauled between Ophion and Tau Ceti - as while they are seen as methodical and even cold, there is no denying their scientific methodology. However - all stations whom host one are instructed to keep an eye on them, should they become hostile for whichever reason. &lt;br /&gt;
&lt;br /&gt;
===Venter&#039;s Satellite===&lt;br /&gt;
A new discovery, Venter&#039;s Satellite is one of the few known Satellite-class Dionaea. Rather reclusive, they seem to have an immense amount of knowledge in atmospheric systems, having designed a circulatory array within themselves. Slow and meticulous - this group has elected to provide the Sol Alliance with Worker bodies in exchange for large amounts of biomass from various species - with supplementary &amp;quot;credit&amp;quot; for sapient specimens. They do not seem to fear extinction at the phase they have found themselves to be in, with &amp;quot;shards&amp;quot; of the gestalt being of almost nil importance.&lt;br /&gt;
&lt;br /&gt;
===Other groups===&lt;br /&gt;
Of course, these are the large known groups. There is a total of eighty-one known subgroups with various traits - and an unknown amount of yet undiscovered groups.&lt;br /&gt;
&lt;br /&gt;
===Language===&lt;br /&gt;
While they can understand all languages, if exposed to the genes of a speaker, their physical limitations only allow them to speak a handful; most Dionae that work aboard human facilities only know Common and their language - however they are capable, due to their biological flexibility, to emulate most other languages - Gutter and Tradeband are easily talked (if a little slow with certain subjects who use only one Nymph to communicate), while Sinta&#039;Unathi is spoken perfectly. Their physical slowness, however, makes it difficult to talk Sik&#039;Maas, the meaning sometimes being lost in the slowness of their &amp;quot;ear&amp;quot; and &amp;quot;tail&amp;quot; limbs when grown. And Skrellian is simply out of their range - the speed and pitch variance needed for it is simply impossible to match through regular means. Their speech, regardless of which language they speak (except Rootsong for obvious reasons) sounds airy, with various tones - quite often multiple ones, as a popular means of speaking is by &amp;quot;balancing&amp;quot; words between the various nymphs.&lt;br /&gt;
&lt;br /&gt;
Their language, named &amp;quot;Rootsong&amp;quot; (as translated), uses various limbs and membranes to imitate what most would see as &amp;quot;natural&amp;quot; sounds - leaves whisking in the wind, branches rubbing - and even some instrumental sounds, at times (flute-like sounds and drumming being common). However, to those who can discern it - Rootsong is a true orchestra of language. Syntax and grammar are simply part of the song, reflected in tempo and beats, while emotions are conveyed through pitch and the imitation of weather effects, such as wind and moisture. Most interestingly - the sound itself is only a byproduct of their body structure, as some humans have successfully learned Rootsong (without the emotional intonations) through violin and calliope organs. Xenohistorians often use the Rootsong as evidence that the Dionae evolved in conditions involving an atmosphere.&lt;br /&gt;
&lt;br /&gt;
==Biology==&lt;br /&gt;
The Dionae, by virtue of being an unique lifeform, feature an anatomy seen almost nowhere else. &lt;br /&gt;
&lt;br /&gt;
Their base form, the nymph, has very few organs (which have no set structure): the neuralias, which behaves like a cluster of neurons, the chlorodermates which attach together to form a light-sensitive skin that produces usable energy, the optical organs, the glucose sacs that process the sugars made by the chlorodermates, the &amp;quot;motor organs&amp;quot; which allow them (and their growths) to move, and the circulating system - which is equivalent to our heart, veins and arteries combined. While they usually only have a single circulation system and optical organs, the others can find themselves in almost combination of numbers as they dedicate themselves to a task - processing nymphs would have a higher count of neuralias, while those who dedicate to motion would have a higher number of glucose sacs and motor organs. Interestingly, Dionae are perfectly adapted to life in a vacuum environment. &lt;br /&gt;
&lt;br /&gt;
However, it is to be noted that because they dedicate themselves to a task, they all require at least one of each organ to survive, and as such even a basic nymph has rudimentary intelligence, equivalent to a very young human child.&lt;br /&gt;
&lt;br /&gt;
The work form that you all know are actually an amalgam of various nymphs - usually from three to six, and most often with one thought-dedicated linked to an energy-decidated and one to three motion-dedicated nymphs, all working together. Furthermore, this symbiosis means that if a nymph becomes sick - or even dead - it must be treated/removed for the Diona body to be healthy, though interestingly enough they will often reabsorb the dead nymph, with no obvious downsides, to be used as a source of nutrients. &lt;br /&gt;
&lt;br /&gt;
Fortunately, they structure themselves (generally) in a manner that almost emulates most other sapient organisms, and as such surgery is not too complicated - with structures clearly functioning as motor devices, with a skeleton-like substructure made of a material similar to the core of a tower-cap mushroom, which unfortunately takes an extended amount of time to heal, and can be hazardous to nymphs if used regardless - much like the bones of a standard humanoid, down to the fact that they can (and should) be repaired just like one.&lt;br /&gt;
&lt;br /&gt;
Even so, very little is actually known about the function of their larger gestalts - except that Dionae do not have natural deaths, and are functionally immortal as far as is known.&lt;br /&gt;
=== Reproduction ===&lt;br /&gt;
The Dionae follow a more plant-like reproduction cycle; they are asexual, and approximately once per year, a gestalt will release a large amount of seeds in it&#039;s surroundings (regardless of it&#039;s location), which will be carrying by whichever forces are applied upon them (the spores having a configuration that is even adequate to be spread by solar winds).&lt;br /&gt;
&lt;br /&gt;
Once the seeds reach an adequate location, the seed anchors itself and starts developing into a Diona replicant pod - which is, in essence, a Diona egg. The pod absorbs the nutrient it needs - water, oxygen, carbon and other elements - from it&#039;s surroundings, when available, to grow and eventually hatch. Once hatched, a pod will produce an almost mature nymph. &lt;br /&gt;
&lt;br /&gt;
Given proper conditions, a pod can fully grow a nymph within half an hour - however, should the pod run out, it will go into dormancy until proper conditions are met - and as such, in particularly barren conditions, it can take centuries for a pod to complete development. &lt;br /&gt;
&lt;br /&gt;
=== Metabolism ===&lt;br /&gt;
As mentioned, the Dionae can obtain nutrients from any source - including ambient air, to grow. Furthermore, they only need a source of energy - light is by far the safest and most common, but direct electricity has been observed, and one particular case was found of a &amp;quot;Flaming Diona&amp;quot; which self-fed by absorbing nutrients and matter for the fire to burn to provide its energy. &lt;br /&gt;
&lt;br /&gt;
However, it is noted that radiation - lethal to most other forms of life - is EXTREMELY beneficial to Diona, accelerating their growth geometrically, especially if given organic matter to process.&lt;br /&gt;
&lt;br /&gt;
====On Electrical Feeding====&lt;br /&gt;
Some studies in Dionae feeding habits has recently shown a very interesting (and, according to leading Skrell scientists and institutions, quite worrying) trait. As electricity is a form of energy, a trained gestalt can, and has, drawn energy from a test rig constituting of a power source (in this case a standard Teranium power cell, identical in make to those in power controller across so many space stations), a resistor and an electrical interface point (in this case, two large copper plates linked together by a series of high-resistance diodes). Further studies would be required to fully understand  the process, level and implications of the phenomena - but some scientists are thinking that adding such a training to the curriculum that some Dionae undertake could result in the pinnacle of engineering crew - a crewmember who needs no special machinery but a power cell to survive the dark, cold vacuum of space.&lt;br /&gt;
&lt;br /&gt;
== Forms ==&lt;br /&gt;
The Dionae, being by its very nature a compound creature, comes in several known and theoretical forms with several characteristics: &lt;br /&gt;
&lt;br /&gt;
=== Nymph ===&lt;br /&gt;
The default form tackled above. Medium intelligence, extremely curious, extreme learning potential. &lt;br /&gt;
&lt;br /&gt;
=== Worker ===&lt;br /&gt;
The most commonly seen form, this occurs when three to six nymphs link together and grow a humanoid body. Highly intelligent.&lt;br /&gt;
&lt;br /&gt;
=== Colossus ===&lt;br /&gt;
A rare form, the Diona Colossus is a large network - often upward of a dozen - of nymphs inter-connected, forming a veritable physical and information net. The Skrell are looking into inducing this form and using it as a controlled organic processor for facilities. Very high intelligence, low learning potential. &lt;br /&gt;
&lt;br /&gt;
=== Shell ===&lt;br /&gt;
An even rarer form, a Diona Shell is a large-scale structure - the ones found were made of more than hundreds of nymphs - exhibiting advanced intelligence and isolationist tendencies. One particular example was found growing around a derelict space station - it is also believed that the &amp;quot;Organic Craft&amp;quot; that attached itself to the human cruiser reached at least this state. Extreme intelligence, assumed low learning potential.&lt;br /&gt;
&lt;br /&gt;
=== Satellite ===&lt;br /&gt;
Only two such forms were ever observed (that being the gestalt above Mralakk, the second being the recent Venter&#039;s Satellite), a Diona Satellite is just that - a mass of Diona so immense, in the orders of a million nymphs, that it can be considered a stellar body. The specimen observed seems reluctant to communicate despite showing they are capable, and show a natural (but weak) magnetic field and radiation emission. Unknown capabilities - theorized to be more intelligent than most other forms of intelligences, organic or synthetic. It is suspected that the original Dionae gestalt, where it may be, is at least this form if not the form below.&lt;br /&gt;
&lt;br /&gt;
=== Singularity ===&lt;br /&gt;
A theoretical form of the Diona - a planet, or even star-sized diona form consisting of maybe more nymphs than is currently known to exist, may be the pinnacle of organic processing and thought. Uncharted intelligence. The Skrell has an order to destroy any Diona structure that could reach, or has reached, this size due to the inherent risk of intelligence singularity and other classified risks.&lt;br /&gt;
&lt;br /&gt;
==Beyond the Knowledge==&lt;br /&gt;
As seen with reports of Ophion and the flaming Dionae, this species is still mostly unknown - in capabilities, origins and intentions. Many scientific organisms are willing to pay a good price for any useful data on the Dionae.&lt;br /&gt;
&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Species]]&lt;br /&gt;
[[Category:Pages]]&lt;/div&gt;</summary>
		<author><name>Killerhurtz</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Guide_to_Chemistry&amp;diff=6149</id>
		<title>Guide to Chemistry</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Guide_to_Chemistry&amp;diff=6149"/>
		<updated>2017-09-02T01:22:46Z</updated>

		<summary type="html">&lt;p&gt;Killerhurtz: /* Poisons */ Editing impedrezene recipe to be in-line with format of other chems&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
__TOC__&lt;br /&gt;
=Chemistry Equipment=&lt;br /&gt;
This section concerns the various machines and equipment you&#039;ll use in chemistry.&lt;br /&gt;
&lt;br /&gt;
==Machines==&lt;br /&gt;
&lt;br /&gt;
===Chemical Dispenser===&lt;br /&gt;
[[File:Dispenser_100.png|100px|left]]&amp;lt;div style=&amp;quot;width: 800px;&amp;quot;&amp;gt; The Chemical Dispenser is your go-to device for making everything. It&#039;s a reagent dispenser, and works the same way as all other dispensers - You put a container into it, in this case a Beaker of some sort, by holding the container in your hand and clicking the dispenser. Then once a container is in, click the dispenser with an empty hand to bring up the menu&lt;br /&gt;
&lt;br /&gt;
The Chemical dispenser can dispense all kinds of elements and chemicals into the beaker. And when you put in the right ingredients for a recipe, they&#039;ll automatically react in the beaker and create the result. Some of the things in the dispenser even have effects on their own, without being made into compounds. For a full list of all the things that the dispenser can output, check the [[#Dispenser|Dispenser section]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===ChemMaster 3000===&lt;br /&gt;
[[File:Mixer1_100.png|100px|left]]&amp;lt;div style=&amp;quot;width: 800px;&amp;quot;&amp;gt; The ChemMaster 3000 is your tool for turning your beakerfuls of medicine, into a useable state, without having to give away your lab equipment. It&#039;s also used for analysing the contents of beakers, and for carefully removing parts you want to get rid of, to keep your mixtures pure.&lt;br /&gt;
&lt;br /&gt;
To start, insert a beaker containing some chemical, and then click it with an empty hand to bring up a menu. In addition to holding a beaker, the chemmaster can also hold a Pill Bottle (both simultaneously), more on these soon.&lt;br /&gt;
&lt;br /&gt;
The Add to Buffer section is where all the juicy info is. It will show you a list of all the reagents inside the beaker, and their quantities. Beside each one are several options. Analyze will just bring up the description of that chemical, to tell you what it is and does.  The rest of the buttons (1,5,10,all,custom) just control how much of that chemical you&#039;re going to move to the buffer.&lt;br /&gt;
&lt;br /&gt;
The Buffer is the section between the horizontal lines. Imagine this as chemicals inside the ChemMaster. Once they&#039;re here, you can do several things with them.&amp;lt;/div&amp;gt;  &lt;br /&gt;
:&amp;lt;div style=&amp;quot;width: 650px;&amp;quot;&amp;gt;&lt;br /&gt;
:*The Transfer To section shows where chemicals will go when you transfer them out of the buffer, click it to change the destination. They can either go back into the beaker, or they can go into the disposal &lt;br /&gt;
:**This doesn&#039;t actually put them in the disposal, it just destroys them. Any reagents destroyed this way are gone forever, and cannot be recovered.&lt;br /&gt;
:*Chemicals in the buffer will have the same number control options as those in the beaker. This just transfers them to either of the destinations mentioned above.&lt;br /&gt;
:*The Create Bottle option will magically create a glass bottle, and put the contents of the buffer into it. The bottle is created outside of the ChemMaster and will appear on top of it. Bottles have a maximum capacity of 60u, so anything over that will still remain in the buffer.&lt;br /&gt;
:**By clicking the Icon to the right of this option, you can choose a visual style for the resulting bottle. Note that the bottle is transparent, and will take on the colour of the liquid inside it. You only choose the shape.&lt;br /&gt;
:*The Create Pill option will create a single edible pill out of the buffer contents. Again, up to 60u total dosage. If an empty pill bottle is inserted into the ChemMaster, the pill will be created inside that bottle. Otherwise it will appear ontop of the machine.&lt;br /&gt;
:*The Create Multiple Pills option will create a number of pills that you get to specify. The contents of the buffer will be evenly divided amongst all the pills you make. And if a pill bottle is in the machine, the pills will be created inside it until it&#039;s full. Otherwise they appear ontop in a big messy pile&lt;br /&gt;
:**By clicking the Icon to the right of this option, you can choose a visual style for the resulting pill(s). This will help people to tell your pills apart at a glance, which can be useful when you&#039;re making a bottle filled with a mixture of different pills.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 800px;&amp;quot;&amp;gt;&lt;br /&gt;
Once you&#039;re done making pills and bottles, you&#039;ll probably want to make sure your beaker is empty again so you can make something new, if so be sure to transfer everything to the buffer. Once you eject the beaker, everything left in the buffer is destroyed.&lt;br /&gt;
&lt;br /&gt;
If you&#039;ve made a bottle of pills, don&#039;t forget to eject the pill bottle too, and then label it using the Hand Labeller.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===All-In-One Grinder===&lt;br /&gt;
[[File:Juicer1_100.png|100px|left]]&amp;lt;div style=&amp;quot;width: 800px;&amp;quot;&amp;gt;The Grinder is your tool of choice for breaking down objects into reagents. You can put pills in it, to get back the chemicals they&#039;re made of. You can breakdown Phoron Crystals into liquid phoron.  You can put fruits, vegetables, meals, meat etc into it as well. The results will be outputted into its beaker, which you can extract and stick in the chemmaster to work with.&lt;br /&gt;
&lt;br /&gt;
It&#039;s good for undoing your mistakes if you make pills wrong, or for getting rare compounds (like carpotoxin) out of things that contain them. But making liquid phoron is the most common and important thing you&#039;ll use it for.&lt;br /&gt;
&lt;br /&gt;
Note that it will not break compounds back down into elements, nothing can do that.  &amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Refridgerated Medicine Storage===&lt;br /&gt;
[[File:Smartfridge_chem_100.png|100px|left]]&amp;lt;div style=&amp;quot;width: 800px;&amp;quot;&amp;gt;A fancy Smart Fridge which exists as a wall block between the chem lab and medicine storage. This fridge is where you should put all the medicines and pills that you make, so that doctors can pick them up for usage. Things can be put in and taken out from all sides of it.&lt;br /&gt;
&lt;br /&gt;
It will only accept pills, pillbottles, and glass containers. And it has a nice little interface for dispensing things in quantity. It&#039;s also ID locked, and will only allow authorised medical staff to take things out, so anything you place there is safe from the grubby hands of drugseeking assistants.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Tools==&lt;br /&gt;
Smaller, hand-held things that you&#039;ll often use in chemistry.&lt;br /&gt;
&lt;br /&gt;
===Beakers===&lt;br /&gt;
[[File:Beakerlarge.png|50px|left]][[File:Beaker.png|50px]] Beakers are the most important tool you have. They come in two sizes, normal and large. normal beakers hold 60u, large beakers hold 120u.  &lt;br /&gt;
Normal beakers can be found easily all over medical, and you have a box of six in your lab.  Large beakers are much less common, you only have three -  Two on the tables, and one inside the grinder. They are precious, treasure them.&lt;br /&gt;
&lt;br /&gt;
Beakers are used for putting into the dispenser to mix things, and then into the ChemMaster to make bottles and pills. Sometimes you&#039;ll need to use more than one to mix certain tricky things correctly.&lt;br /&gt;
&lt;br /&gt;
If you end up losing them, more beakers can be made at the Autolathe in cargo.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Dropper===&lt;br /&gt;
[[File:Dropper1.png|50px|left]]&amp;lt;div style=&amp;quot;width: 800px;&amp;quot;&amp;gt;Droppers are a simple and occasionally used little tool. Their purpose is being one of very few reagent containers in the game which can transfer less than 5u per click. &lt;br /&gt;
&lt;br /&gt;
Rightclick it in your hand and choose Set Transfer Amount. You can pick 1/2/3/4/5 units&lt;br /&gt;
Using it on a beaker when it&#039;s empty will draw the set quantity of reagents out of that beaker.&lt;br /&gt;
Using it on a beaker when it&#039;s not empty, will squeeze its contents out into the beaker.&lt;br /&gt;
&lt;br /&gt;
The precision this affords is useful for a few complicated recipes, and especially for measuring out tiny amounts of phoron or similar valueable ingredients.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Science Goggles===&lt;br /&gt;
[[File:ScienceGoggles.png|50px|left]] &amp;lt;div style=&amp;quot;width: 800px;&amp;quot;&amp;gt;Science goggles are a completely unnecessary fashion accessory that are supplied on your table in the chemistry lab. They have three functions:&lt;br /&gt;
*They protect against acid splashes, halving damage you take from acid to the face. &lt;br /&gt;
*They provide 10% protection against anomalies, which is not relevant to a chemist at all.&lt;br /&gt;
*They can be turned on and off to toggle an obnoxious purple overlay. This does literally nothing except make you see purple. The other two effects work regardless of whether the overlay is on.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Advanced Mass Spectrometer===&lt;br /&gt;
[[File:Adv_spectrometer.png|50px|left]] &amp;lt;div style=&amp;quot;width: 800px;&amp;quot;&amp;gt; The Advanced Mass Spectrometer is your occasionally used tool for blood toxin testing. Rumour has it there was once a non-advanced Mass Spectrometer, but such a thing is definitely obsolete now.&lt;br /&gt;
&lt;br /&gt;
To use it, take a blood sample from your patient with a syringe, and then use the syringe on the spectrometer. Then switch to it and click it in your hand to read the results. It should tell you the chemicals and quantities that are found in their blood. This is the only way to test blood samples, if you inject a blood sample into a beaker and check it in the chemmaster, it will only show as blood.&lt;br /&gt;
&lt;br /&gt;
Note that this tool can only be used for blood, if you have a beaker/bottle/syringe of something mysterious that isn&#039;t blood and you want to see what&#039;s in it, use the ChemMaster instead.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Cryostasis Beaker===&lt;br /&gt;
[[File:noreact.gif|80px|left]]&amp;lt;div style=&amp;quot;width: 800px;&amp;quot;&amp;gt;The Cryostasis Beaker is an advanced tool that you don&#039;t have to begin with. It can only be made in the R&amp;amp;D Lab in science, if you want some you have to ask them for it.&lt;br /&gt;
&lt;br /&gt;
The cryostasis beaker holds 60u, and it has the special property of preventing chemical reactions inside it. Any elements or compounds placed into it will not react with each other. If there are any reactions waiting to happen, they&#039;ll occur as soon as the contents are transferred into another beaker, or transferred into the buffer of the ChemMaster&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Bluespace Beaker===&lt;br /&gt;
[[File:bluespaceBeaker.gif|80px|left]]&amp;lt;div style=&amp;quot;width: 800px;&amp;quot;&amp;gt;The Chemist&#039;s favourite, a Bluespace Beaker will really make your day. It is another advanced tool that you don&#039;t start with, and must request from science. However it&#039;s somewhat hard to make, so they may not be able to reliably make them for you.&lt;br /&gt;
&lt;br /&gt;
This high-tech beaker uses reality-distorting bluespace technology to create a tiny pocket dimension for storing chemicals, which in practical terms means it can store a tremendous 300u of reagents inside it, making it 250% of the capacity of a Large Beaker. This allows you to easily make much larger batches of medicine - five bottles at a time.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Information=&lt;br /&gt;
&lt;br /&gt;
==Metabolism and Overdose==&lt;br /&gt;
Most medicines and chemicals designed for use in people have an overdose limit. If a person metabolizes more than this much of the chemical in a short time, they will suffer the overdose effect for that chemical, which is usually a bad thing. Overdose limits vary widely, but the most common value is 30 units.&lt;br /&gt;
&lt;br /&gt;
The most common overdose effect is &#039;Toxins&#039;, the patient will suffer 0.2 points of toxins damage per second, as long as the medicine continues metabolizing in their system. This is only dependent on time, not on the quantity of the dose, so overdosing on medicines that metabolize slowly is far more dangerous, they&#039;ll keep poisoning the patient for longer.&lt;br /&gt;
&lt;br /&gt;
It is important to note that metabolism is not the same as just putting the chemicals into a patient. All chemicals that are injected into, or fed to the patient, are stored harmlessly within their body until they can be properly absorbed, or &#039;metabolized&#039;. This process happens at a variable rate for each chemical, but the most common metabolic rate is 0.2 units per proc, which works out to 0.1u per second&lt;br /&gt;
&lt;br /&gt;
Overdose effects do not trigger until the patient has metabolized enough to reach the overdose limit, which may take several minutes.&lt;br /&gt;
&lt;br /&gt;
Whenever this document mentions the word &#039;dose&#039;, it refers to how much has been metabolized into the patient, not how much has been injected into their blood.&lt;br /&gt;
&lt;br /&gt;
Whenever a patient has fully metabolized all the volume of a drug that is present in their stomach or blood, the dose is instantly cleared, and the drug&#039;s effects are stopped.  Even if they had overdosed before, once the dose is cleared its safe to administer more of the same thing.&lt;br /&gt;
&lt;br /&gt;
==Catalysts==&lt;br /&gt;
Several of the more advanced chemistry recipes take an ingredient (usually phoron) which is marked as (Catalyst)&lt;br /&gt;
&lt;br /&gt;
A Catalyst is a chemical which is required to help a chemical reaction, but does not become part of the finished result. Whenever a recipe involves a catalyst, the catalyst will be left over in the beaker, alongside the finished product. You can use the ChemMaster to extract the catalyst, put it in a bottle, and reuse it later.&lt;br /&gt;
&lt;br /&gt;
==Status Effects==&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 750px;&amp;quot;&amp;gt;Many chemicals that don&#039;t simply heal something, work by giving the patient a status effect, with a given strength. This allows multiple chemicals to cause a similar effect and work in the same way. &lt;br /&gt;
&lt;br /&gt;
For the most part, the &#039;strength&#039; of an effect is really just a duration. the strength of most effects decreases by 1 point every 2 seconds, and usually the effect will stop working once its strength falls to zero, or sometimes when it falls below some low number that&#039;s above zero.&lt;br /&gt;
&lt;br /&gt;
It&#039;s also very important to note, that most chemicals which cause a status effect, will constantly re-set and refresh that effect every time they process (every 2 seconds) for as long as the chemical is metabolising into the patient. Therefore, the strength of an effect usually only affects how long it takes to wear off AFTER the chemical is out of their system, it will generally never wear off while the chemical is inside them.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 600px;&amp;quot;&amp;gt;&lt;br /&gt;
===Drowsiness===&lt;br /&gt;
Drowsiness, is a feeling of being sleepy. The body slows down, and sometimes just plain falls asleep for brief periods. It doesn&#039;t cause any longterm sleep, just makes you pass out for a couple of seconds.&lt;br /&gt;
&lt;br /&gt;
Effects:&lt;br /&gt;
*Increases move delay by 6 (0.6 seconds). &lt;br /&gt;
**This is the minimum time between steps while running, so it will significantly slow the subject down and make it difficult for them to run away.&lt;br /&gt;
*Refreshes blurred vision to strength 2 every proc, so being drowsy gives unremovable blurring&lt;br /&gt;
*Every proc, has a 5% chance to cause the subject to fall asleep&lt;br /&gt;
**Increases Sleep strength by 1&lt;br /&gt;
**Increases paralysis by 5&lt;br /&gt;
&lt;br /&gt;
===Sleeping===&lt;br /&gt;
The subject is asleep. They&#039;re snoozing away, incapacitated, mostly oblivious to the world, and won&#039;t feel pain.&lt;br /&gt;
&lt;br /&gt;
*Subject is blinded. See Blind&lt;br /&gt;
*Subject does not feel pain&lt;br /&gt;
*Subject falls over&lt;br /&gt;
*Subject cannot move&lt;br /&gt;
*Subject cannot speak or emote&lt;br /&gt;
*Subject cannot use items or interact with anything&lt;br /&gt;
*Heals halloss (Holographic damage) at a rate of 3 points per proc&lt;br /&gt;
**Normally heals at 1 ppc&lt;br /&gt;
*Subject has dreams about radomly generated concepts. &lt;br /&gt;
**These aren&#039;t based on anything ingame&lt;br /&gt;
*When nearby people talk&lt;br /&gt;
**85% chance to not hear them, and instead get &amp;quot;...You almost hear someone talking...&amp;quot;&lt;br /&gt;
**15% chance for &amp;quot;You hear something about...&amp;lt;word&amp;gt;&amp;quot;, and &amp;lt;word&amp;gt; is a randomly selected word from amongst the things they said&lt;br /&gt;
*People can attempt to shake subject awake, this reduces Sleeping strength by 5 every time its done, &lt;br /&gt;
**Causes the subject to wake up 10 seconds earlier than they would have otherwise&lt;br /&gt;
*Causes subject&#039;s status to read as Unconscious on a hand analyser, and non-responsive on a surgery vitals monitor&lt;br /&gt;
&lt;br /&gt;
===Weaken===&lt;br /&gt;
The subject&#039;s muscles lose tensity, causing them to collapse to the floor and be mostly helpless.&lt;br /&gt;
Weaken is one of the most common status effects, almost every chemical, weapon and explosive that disables someone, uses it. Often in combination with other effects.&lt;br /&gt;
&lt;br /&gt;
*Subject falls over and drops held items.&lt;br /&gt;
*Subject cannot move, use items, or interact.&lt;br /&gt;
**Can still toggle internals.&lt;br /&gt;
**Subject can use &#039;resist&#039;.&lt;br /&gt;
&lt;br /&gt;
===Stun===&lt;br /&gt;
The subject is stunned and unable to move properly. Very similar to Weaken, but doesn&#039;t knock the subject down, and DOES prevent them from toggling their internals.&lt;br /&gt;
&lt;br /&gt;
*Subject cannot move, use items, or interact:&lt;br /&gt;
**Subject can use &#039;resist&#039;.&lt;br /&gt;
*Subject cannot toggle internals.&lt;br /&gt;
&lt;br /&gt;
===Paralysis===&lt;br /&gt;
The subject is paralyzed, all of their muscles lock up and they are unable to see, speak, or do anything. Their eyelids lock shut, and their vocal chords seize up. This is almost identical to being asleep, the only differences being that the subject can&#039;t be shaken awake, and doesn&#039;t heal holo damage faster. This is by far the most disabling single status effect in the game, but it is rarely used.&lt;br /&gt;
&lt;br /&gt;
*Paralysis is almost identical to sleeping.&lt;br /&gt;
**Subject is blinded, see blindness.&lt;br /&gt;
**Subject falls over.&lt;br /&gt;
**Subject cannot speak or emote.&lt;br /&gt;
**Subject cannot move.&lt;br /&gt;
**Subject cannot use items or interact with anything.&lt;br /&gt;
**When nearby people talk or audibly emote.&lt;br /&gt;
***85% chance to not hear them, and instead get &amp;quot;...You almost hear someone talking...&amp;quot;&lt;br /&gt;
***15% chance for &amp;quot;You hear something about...&amp;lt;word&amp;gt;&amp;quot;, and &amp;lt;word&amp;gt; is a randomly selected word from among the things they said.&lt;br /&gt;
&lt;br /&gt;
===Confusion===&lt;br /&gt;
The subject has impaired motor coordination, and will stumble around randomly when they try to move. This is often caused by alcohol and sedatives, but it&#039;s pretty rare for it to happen for any long period of time.&lt;br /&gt;
*Subject moves in a random direction whenever it tries to take a step.&lt;br /&gt;
**Its always random, doesn&#039;t matter what direction they tried to move in, triggers on every step&lt;br /&gt;
**Also applies to subjects in a wheelchair or driving vehicles&lt;br /&gt;
&lt;br /&gt;
===Hallucination===&lt;br /&gt;
One of the most interesting effects, hallucinations are a result of something impairing the brain, and can be quite scary. &lt;br /&gt;
*Unlike most status effects, hallucination strength affects the intensity in addition to the duration. Hallucinations stop completely when the strength drops below 20.&lt;br /&gt;
*While hallucinating, the subject will experience strange sounds and visions periodically.&lt;br /&gt;
**Exactly how often is calculated with the formula: rand(200,500)/(hallucination/25)&lt;br /&gt;
***This generates a random number of seconds between 20-50 (average 35), and then divides that time by 4% of your hallucination strength.&lt;br /&gt;
***A hallucination strength of 100 will therefore cause hallucinations an average of every 8.75 seconds&lt;br /&gt;
***Note that the time between hallucinations will gradually increase because the strength fades over time.&lt;br /&gt;
*The effects that hallucinating can generate include:&lt;br /&gt;
**Screwing up the subject&#039;s HUD&lt;br /&gt;
**Make it appear that they&#039;re holding a strange/illegal/impossible items&lt;br /&gt;
**See extremely dangerous things (fire, hull breaches, explosives)&lt;br /&gt;
**Hear strange sounds&lt;br /&gt;
**Be attacked by illusory monsters&lt;br /&gt;
**Mysteriously become injured or collapse&lt;br /&gt;
**Have the world and their controls turned around&lt;br /&gt;
&lt;br /&gt;
===Dizziness===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Blurriness===&lt;br /&gt;
The subject&#039;s vision is blurred, and it becomes harder for them to see. This is a really weak effect, and it exists mostly just to let you know something&#039;s wrong. It&#039;s usually a precursor to more serious things. On its own, it has minimal effect on gameplay.&lt;br /&gt;
*Places a semi-transparent white overlay on the screen, making it a little harder to see things&lt;br /&gt;
**Wearing a blindfold rests your eyes, and causes blurriness to heal 4x as fast&lt;br /&gt;
&lt;br /&gt;
===Blindness===&lt;br /&gt;
The subject has completely lost their vision, and is unable to see anything, thus forcing them to stumble around defenseless and navigate by touch. Blinding is fairly common alone, but it&#039;s also applied inherently as a part of sleeping and paralysis. When a subject is asleep or paralysed, all of these effects apply in addition.&lt;br /&gt;
*Places a black overlay on the screen, blocking everything except a small circle&lt;br /&gt;
**This allows you to only see things in a 3x3 area, centred on your character&lt;br /&gt;
***Note that this short range vision represents you feeling your way around, not actual vision. RP wise, you can see nothing at all&lt;br /&gt;
*Prevents you from examining objects and people at all. Any attempt displays a message &#039;Something is there, but you can&#039;t see it&#039;&lt;br /&gt;
*Subject cannot see visible emotes from nearby people&lt;br /&gt;
**Subject can still hear audible emotes&lt;br /&gt;
&lt;br /&gt;
===Speedboost===&lt;br /&gt;
The subject is energetic and juiced up, allowing them to power through impediments and always move as fat as they can.&lt;br /&gt;
Negates any increased movement delay and allows you to always move at the fastest possible speed, with a movement delay of 0.5 seconds (which is the lowest possible value)&lt;br /&gt;
Allows you to ignore the following speed impediments completely:&lt;br /&gt;
*Having &amp;lt;=40% health&lt;br /&gt;
*Being in pain&lt;br /&gt;
*Being starving&lt;br /&gt;
*Wearing EVA suits&lt;br /&gt;
*Being in a wheelchair&lt;br /&gt;
*Having feet/legs that are broken, splinted, or missing.&lt;br /&gt;
*Any slowdown caused by heavy shoes (galoshes)&lt;br /&gt;
*Being in shock&lt;br /&gt;
*Being fat&lt;br /&gt;
*Being cold&lt;br /&gt;
*Being drowsy&lt;br /&gt;
*Any inherent slowdown caused by your species&lt;br /&gt;
&lt;br /&gt;
===Painkiller/Analgesic===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Jittering===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Chemicals=&lt;br /&gt;
==Dispenser==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Many of the basic elements and chemicals in the dispenser have their own effects. Those are noted here.&lt;br /&gt;
Those without any effects aren&#039;t documented&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ChemicalTemplate&lt;br /&gt;
|Chemical = Aluminum&lt;br /&gt;
|Description = A silvery white and ductile member of the boron group of chemical elements.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ComplexChemicalTemplate&lt;br /&gt;
|Chemical = Carbon&lt;br /&gt;
|Description = A highly stable element, the building block of life. &lt;br /&gt;
|Metabolism = 0.5&lt;br /&gt;
|Type = Element&lt;br /&gt;
|Effects = *Absorbs all other chemicals when swallowed, and carries them out safely.&lt;br /&gt;
*When swallowed in pill form removes any reagent from the stomach equal to the amount used (1 per unit). &lt;br /&gt;
|Notes = *This is the only method to remove ingested toxins from a patient&#039;s stomach.&lt;br /&gt;
*Has no effect if injected, will not clean the blood. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ComplexChemicalTemplate&lt;br /&gt;
|Chemical = Acetone&lt;br /&gt;
|Description = A colorless liquid solvent used in chemical synthesis.&lt;br /&gt;
|Metabolism = 0.2&lt;br /&gt;
|Type = Solvent &lt;br /&gt;
|Effects = *Deals 1 toxin damage per 0.4 seconds.&lt;br /&gt;
**Unlike most chemicals, swallowing it is equally as effective.&lt;br /&gt;
*Can act as a solvent for ink.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ChemicalTemplate&lt;br /&gt;
|Chemical = Copper&lt;br /&gt;
|Description = A highly ductile metal.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ComplexChemicalTemplate&lt;br /&gt;
|Chemical = Ethanol&lt;br /&gt;
|Description = A well-known alcohol with a variety of applications. &lt;br /&gt;
|Metabolism = 0.5&lt;br /&gt;
|Type = Alcohol&lt;br /&gt;
|Effects = *Once applied (splashed), anything causing burn damage will cause it to combust. &lt;br /&gt;
*When injected causes 1 toxin damage every 0.8 seconds.&lt;br /&gt;
*When ingested causes drunkenness very quickly in low doses.  &lt;br /&gt;
*Can act as a solvent for ink. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ComplexChemicalTemplate&lt;br /&gt;
|Chemical = Ammonia&lt;br /&gt;
|Description = A caustic substance commonly used in fertilizer or household cleaners.&lt;br /&gt;
|Metabolism = 0.5&lt;br /&gt;
|Type = Liquid&lt;br /&gt;
|Effects = *Deals 1 toxin damage per 0.8 seconds.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ComplexChemicalTemplate&lt;br /&gt;
|Chemical = Hydrazine&lt;br /&gt;
|Description = A toxic, colorless, flammable liquid with a strong ammonia-like odor, in hydrate form.&lt;br /&gt;
|Metabolism = 0.2&lt;br /&gt;
|Type = Liquid&lt;br /&gt;
|Effects = *Once applied (splashed), anything causing burn damage will cause it to combust. &lt;br /&gt;
**Deals 1 toxin damage per 4.4 seconds.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ComplexChemicalTemplate&lt;br /&gt;
|Chemical = Iron&lt;br /&gt;
|Description = Pure iron is a metallic element. Used in limited doses as a supplement it can help people regenerate blood.&lt;br /&gt;
|Type = Element&lt;br /&gt;
|Effects = *When ingested in pill form, it restores blood at an equal rate of iron to blood in units. (1u iron restores 1% blood.)&lt;br /&gt;
|Notes = *Iron pills are a nice simple way to help recover lost blood, much simpler than a transfusion although slower. &lt;br /&gt;
**Eating food rich in iron also helps combat blood loss.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ComplexChemicalTemplate&lt;br /&gt;
|Chemical = Lithium&lt;br /&gt;
|Description = A soft, silver metallic element. A chemical element, used as antidepressant.&lt;br /&gt;
|Type = Element&lt;br /&gt;
|Effects = *When injected, causes someone to take a step in a random direction.&lt;br /&gt;
*Causes randomly emoting drooling, twitching or moaning occasionally. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ComplexChemicalTemplate&lt;br /&gt;
|Chemical = Mercury&lt;br /&gt;
|Description = A highly neurotoxic metallic element, which is liquid at room temperature. &lt;br /&gt;
|Type = Element&lt;br /&gt;
|Effects = *When injected, causes someone to take a step in a random direction.&lt;br /&gt;
*Causes randomly emoting drooling, twitching or moaning. &lt;br /&gt;
*Causes 1 point of brain damage per 0.4 seconds (works out to 10 points per unit).&lt;br /&gt;
**6 units of Mercury causes brain death (overdose). &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ComplexChemicalTemplate&lt;br /&gt;
|Chemical = Hydrochloric Acid&lt;br /&gt;
|Description = A very corrosive mineral acid with the molecular formula HCl.&lt;br /&gt;
|Type = Acid&lt;br /&gt;
|Effects = *Causes 2 burn damage per 0.4 seconds when injected. &lt;br /&gt;
*Causes 1 point of burn damage per unit when splashed.  &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ChemicalTemplate&lt;br /&gt;
|Chemical = Phosphorus&lt;br /&gt;
|Description = A highly reactive element, glows on contact with oxygen, the backbone of biological energy carriers.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ChemicalTemplate&lt;br /&gt;
|Chemical = Potassium&lt;br /&gt;
|Description = A soft, low-melting solid that can easily be cut with a knife. Reacts violently with water.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ComplexChemicalTemplate&lt;br /&gt;
|Chemical = Radium&lt;br /&gt;
|Description = Radium is an alkaline earth metal, and is extremely radioactive. &lt;br /&gt;
|Type = Element&lt;br /&gt;
|Effects = *Deals 10% Radiation per unit.&lt;br /&gt;
*May increase the chances to cure a disease when injected into a virus carrier. &lt;br /&gt;
**Injecting Radium has a chance to do the following:&lt;br /&gt;
***Deals 50% radiation.&lt;br /&gt;
***Deals 100 toxin damage.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ComplexChemicalTemplate&lt;br /&gt;
|Chemical = Sulphuric Acid&lt;br /&gt;
|Description = A very corrosive mineral acid with the molecular formula H2SO4.&lt;br /&gt;
|Metabolism = 0.2&lt;br /&gt;
|Type = Acid&lt;br /&gt;
|Effects = *Deals 10 burn damage every 0.4 seconds when injected or swallowed.&lt;br /&gt;
**When splashed on someone it causes 1 point of damage per unit.&lt;br /&gt;
***Melts faces, disfiguring the victim.&lt;br /&gt;
***Melts masks.&lt;br /&gt;
***Melts glasses, except acid proof ones.&lt;br /&gt;
****Wearing science goggles will halve the damage, they are acid proof.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ChemicalTemplate&lt;br /&gt;
|Chemical = Silicon&lt;br /&gt;
|Description = A tetravalent metalloid, silicon is less reactive than its chemical analog carbon.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ChemicalTemplate&lt;br /&gt;
|Chemical = Sodium&lt;br /&gt;
|Description = A chemical element, readily reacts with water.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ComplexChemicalTemplate&lt;br /&gt;
|Chemical = Sugar&lt;br /&gt;
|Description = The organic compound commonly known as table sugar and sometimes called saccharose. This white, odorless, crystalline powder has a pleasing, sweet taste.&lt;br /&gt;
|Type = Carbohydrate&lt;br /&gt;
|Effects = *When ingested it provides 3 nutrition per unit.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ChemicalTemplate&lt;br /&gt;
|Chemical = Sulphur&lt;br /&gt;
|Description = A non-metallic crystalline element with a pungent smell.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ChemicalTemplate&lt;br /&gt;
|Chemical = Tungsten&lt;br /&gt;
|Description = A chemical element, and a strong oxidising agent.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ChemicalTemplate&lt;br /&gt;
|Chemical = Water&lt;br /&gt;
|Description = A ubiquitous chemical substance that is composed of hydrogen and oxygen.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Other==&lt;br /&gt;
{{ChemicalTemplate&lt;br /&gt;
|Chemical = Gold&lt;br /&gt;
|Description = Gold is a dense, soft, shiny metal and the most malleable and ductile metal known. Gold is hard to get, and comes from mining, ask the Shaft Miners to get you some. Don&#039;t expect to get it quickly.&lt;br /&gt;
}}&lt;br /&gt;
{{ChemicalTemplate&lt;br /&gt;
|Chemical = Silver&lt;br /&gt;
|Description = A soft, white, lustrous transition metal, it has the highest electrical conductivity of any element and the highest thermal conductivity of any metal. Silver is hard to get, and comes from mining, ask the Shaft Miners to get you some. Don&#039;t expect to get it quickly.&lt;br /&gt;
}}&lt;br /&gt;
{{ChemicalTemplate&lt;br /&gt;
|Chemical = Uranium&lt;br /&gt;
|Description = A glistening, emerald-green metallic chemical element in the actinide series, weakly radioactive. Uranium is hard to get, and comes from mining, ask the Shaft Miners to get you some. Don&#039;t expect to get it quickly.&lt;br /&gt;
}}&lt;br /&gt;
{{ChemicalTemplate&lt;br /&gt;
|Chemical = Phoron&lt;br /&gt;
|Description = Liquid form of the gas Phoron, for use in chemistry recipes. You can get this by grinding up the Phoron crystals on the table at the north of the lab.&lt;br /&gt;
}}&lt;br /&gt;
{{ChemicalTemplate&lt;br /&gt;
|Chemical = Fuel&lt;br /&gt;
|Description = Required for welders. Flammable. Use a beaker on any Welder Fuel Tank to collect some.&lt;br /&gt;
}}&lt;br /&gt;
{{ChemicalTemplate&lt;br /&gt;
|Chemical = Milk&lt;br /&gt;
|Description = White and nutritious goodness! Milk can be found in the kitchen, in a fridge that anyone can open.&lt;br /&gt;
}}&lt;br /&gt;
{{ChemicalTemplate&lt;br /&gt;
|Chemical = Toxin&lt;br /&gt;
|Description = A toxic chemical. Found in the NanoMed vending machines in medbay, labelled Toxin Bottle.&lt;br /&gt;
}}&lt;br /&gt;
{{ChemicalTemplate&lt;br /&gt;
|Chemical = Capsaicin Oil&lt;br /&gt;
|Description = This is what makes chillis hot. To get this, grow chillies in the garden, and grind them up.&lt;br /&gt;
}}&lt;br /&gt;
{{ChemicalTemplate&lt;br /&gt;
|Chemical = Corn Oil&lt;br /&gt;
|Description = An oil derived from various types of corn. Grow corn and grind it up.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=Compounds=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Pharmaceutical Compounds==&lt;br /&gt;
Things that are designed for use in a patient&#039;s body, for good or ill.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Basic Treatments===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&amp;gt;These treatments are weak but widely available in medkits or medibots. They are not commonly used by doctors, who have access to more powerful specialized medicines.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Dexalin&lt;br /&gt;
|Formula = 2 parts Acetone, 0.1 units Phoron (catalyst). &lt;br /&gt;
|Metabolism = 0.2&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = Used in the treatment of oxygen deprivation. &lt;br /&gt;
 |Effects = &lt;br /&gt;
*Heals 15 suffocation damage per unit.&lt;br /&gt;
*Deals toxin damage to Vox.&lt;br /&gt;
*Removes Lexorin from the bloodstream. &lt;br /&gt;
|OverdoseEffect = *Toxins&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Tricordrazine&lt;br /&gt;
|Formula = 1 part Dylovene, 1 part Inaprovaline&lt;br /&gt;
|Metabolism = 0.1&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = Tricordrazine is a highly potent stimulant, originally derived from Cordrazine. Can be used to treat a wide range of injuries, though the healing effect is weak. &lt;br /&gt;
|Effects = *Heals 6 suffocation damage per unit&lt;br /&gt;
*Heals 3 trauma damage per unit&lt;br /&gt;
*Heals 3 burn damage per unit&lt;br /&gt;
*Heals 3 toxin damage per unit&lt;br /&gt;
|OverdoseEffect = N/A&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Kelotane&lt;br /&gt;
|Formula = 1 part Carbon, 1 part Silicon&lt;br /&gt;
|Metabolism = 0.2&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = Treats burn damage effectively, preventing infections and helping speed up healing of burns.&lt;br /&gt;
 |Effects = &lt;br /&gt;
*Heals 6 Burn damage per unit. &lt;br /&gt;
|OverdoseEffect = *Toxins&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Standard Treatments===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&amp;gt;These medicines are the mainstays, standard treatments for most common conditions. A good chemist should make sure that all of these are available in sufficient quantities.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Dexalin Plus&lt;br /&gt;
|Formula = 1 part Dexalin, 1 part Iron, 1 part Carbon&lt;br /&gt;
|Metabolism = 0.2&lt;br /&gt;
|Overdose = 15&lt;br /&gt;
|Description = Directly oxygenates the blood, bypassing the pulmonary system and temporarily removing the need to breathe, as well as immediately restoring oxygen-starved tissue.&lt;br /&gt;
|Effects = &lt;br /&gt;
*Heals 300 suffocation damage per unit.&lt;br /&gt;
*Removes Lexorin from the bloodstream.&lt;br /&gt;
|OverdoseEffect = *Toxins&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Dylovene&lt;br /&gt;
|Formula = 1 part Silicon, 1 part Potassium, 1 part Ammonia&lt;br /&gt;
|Metabolism = 0.2&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = A broad-spectrum antitoxin. Heals toxin damage, drowsiness, and hallucinations. It will only heal the damage done by poisons, not cure the cause of it.&lt;br /&gt;
 |Effects = &lt;br /&gt;
*Heals 4 toxin damage per unit.&lt;br /&gt;
*Reduces drowsiness by 6 points per unit.&lt;br /&gt;
*Reduces hallucination strength by 9 points per unit.&lt;br /&gt;
|OverdoseEffect = *N/A. It is impossible to overdose on Dylovene, no side-effects at any quantity.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Dermaline&lt;br /&gt;
|Formula = 1 part Kelotane, 1 part Acetone, 1 part Phosphorous&lt;br /&gt;
|Metabolism = 0.2&lt;br /&gt;
|Overdose = 15&lt;br /&gt;
|Description = Dermaline is used to treat burns. It works faster than Kelotane and enables the body to restore large amounts of burnt tissue quickly.&lt;br /&gt;
 |Effects = &lt;br /&gt;
*Heals 12 burn damage per unit&lt;br /&gt;
|OverdoseEffect = *Toxins&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Bicaridine&lt;br /&gt;
|Formula = 1 part Carbon, 1 part Inaprovaline&lt;br /&gt;
|Metabolism = 0.2&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = A powerful trauma medication used to treat many kinds of physical injuries. Can also slow and partially heal internal bleeding at overdose (poisonous).&lt;br /&gt;
 |Effects = &lt;br /&gt;
*Heals 6 points of Trauma damage per unit.&lt;br /&gt;
|OverdoseEffect = *Toxins&lt;br /&gt;
*Heals internal bleeding slowly. Patient&#039;s body temperature must be above 170k for this to work. &lt;br /&gt;
|Notes = *Does not heal organ damage or bones. It only heals internal and external muscle wounds.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Alkysine&lt;br /&gt;
|Formula = 1 part Hydrochloric Acid, 1 part Ammonia, 1 part Dylovene, &lt;br /&gt;
*Makes 2 units. &lt;br /&gt;
|Metabolism = 0.05&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = A drug used to heal damage to neurological tissue after a head injury. Slightly eases pain.  &lt;br /&gt;
 |Effects = &lt;br /&gt;
*Heals 30 points Brain damage per unit.&lt;br /&gt;
*Acts as a mild painkiller.&lt;br /&gt;
|OverdoseEffect = *Toxins&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Cryoxadone&lt;br /&gt;
|Formula = 1 part Dexalin, 1 part Water, 1 part Acetone,&lt;br /&gt;
|Metabolism = 0.2&lt;br /&gt;
|Overdose = ∞&lt;br /&gt;
|Description = Use to treat all standard types of damage, though body temperature must be under 170K for it to metabolize correctly. Intended for use in Cryotube mixtures.&lt;br /&gt;
 |Effects = &lt;br /&gt;
*Slows the heart-rate&lt;br /&gt;
**Heals 10 genetic damage per unit&lt;br /&gt;
**Heals 10 suffocation per unit&lt;br /&gt;
**Heals 10 trauma damage per unit&lt;br /&gt;
**Heals 10 burn damage per unit&lt;br /&gt;
**Heals 10 toxin damage per unit&lt;br /&gt;
|OverdoseEffect = *N/A&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Hyronalin&lt;br /&gt;
|Formula = 1 part Radium, 1 part Dylovene&lt;br /&gt;
|Metabolism = 0.05&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = Hyronalin is a medicinal drug used to counter the effect of radiation poisoning.&lt;br /&gt;
 |Effects = &lt;br /&gt;
*Heals 30% radiation per unit.&lt;br /&gt;
|OverdoseEffect = *Toxins&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Advanced Treatments===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&amp;gt;Very powerful and useful medicines, which are uncommon or difficult to make. Creating these is important to being a good chemist.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Peridaxon&lt;br /&gt;
|Formula = 1 part Bicaridine, 1 part Clonexadone, 5 units Phoron (catalyst)&lt;br /&gt;
*Results in 2 units.  &lt;br /&gt;
|Metabolism = 0.2&lt;br /&gt;
|Overdose = 10&lt;br /&gt;
|Description = Used to encourage recovery of internal organs and nervous systems. Medicate cautiously.&lt;br /&gt;
 |Effects = &lt;br /&gt;
*Heals 1 point of damage to each internal organ per unit.&lt;br /&gt;
**Can repair ruptured lungs.&lt;br /&gt;
**Does not affect mechanical/artificial organs.&lt;br /&gt;
|OverdoseEffect = *Toxins&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Clonexadone&lt;br /&gt;
|Formula = 1 part Cryoxadone, 1 part Sodium, 0.1 parts Phoron, 5 units Phoron (catalyst)&lt;br /&gt;
*Results in 2 units.&lt;br /&gt;
|Metabolism = 0.05&lt;br /&gt;
|Overdose = ∞&lt;br /&gt;
|Description = A liquid compound similar to that used in the cloning process. Almost identical to Cryoxadone, but three times as powerful. Intended for use in Cryotube mixtures&lt;br /&gt;
 |Effects = &lt;br /&gt;
*Slows the heart-rate&lt;br /&gt;
*All of the following effects require body temperature to be below 170 kelvin.&lt;br /&gt;
**Heals 30 genetic damage per unit&lt;br /&gt;
**Heals 30 suffocation per unit&lt;br /&gt;
**Heals 30 trauma damage per unit&lt;br /&gt;
**Heals 30 burn damage per unit&lt;br /&gt;
**Heals 30 toxin damage per unit&lt;br /&gt;
|OverdoseEffect = *N/A&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Imidazoline&lt;br /&gt;
|Formula = 1 part Hydrazine, 1 part Carbon, 1 part Dylovene &lt;br /&gt;
*Results in 2 units.&lt;br /&gt;
|Metabolism = 0.2&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = Used for healing physical trauma or chemical trauma in the eyes, though does not work for genetic eye damage. &lt;br /&gt;
 |Effects = &lt;br /&gt;
*Reduces blurriness strength by 2.5 per second.&lt;br /&gt;
*Reduces blindness strength by 2.5 per second.&lt;br /&gt;
*Heals eye-organ damage by 5 points per unit.&lt;br /&gt;
|OverdoseEffect = *Toxins&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Rezadone&lt;br /&gt;
|Formula = 1 part CarpoToxin, 1 part Cryptobiolin, 1 part Copper&lt;br /&gt;
|Metabolism = 0.2&lt;br /&gt;
|Overdose = 25&lt;br /&gt;
|Description = A powder extracted from Spacecarp, this substance can effectively treat genetic damage in humanoids, though excessive consumption has side effects.&lt;br /&gt;
 |Effects = &lt;br /&gt;
*Heals 20 genetic damage per unit.&lt;br /&gt;
*Heals 2 suffocation damage per unit.&lt;br /&gt;
*Heals 20 trauma damage per unit.&lt;br /&gt;
*Heals 20 burn damage per unit.&lt;br /&gt;
*Heals 20 toxin damage per unit.&lt;br /&gt;
|OverdoseEffect = *Causes Dizziness. (strength 5.)&lt;br /&gt;
*Causes Jittering. (strength 5.)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Specialist Treatments===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&amp;gt;Rarely used medicines with very specific, niche utility. These are typically made on demand if required, and not often prepared in advance.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Arithrazine&lt;br /&gt;
|Formula = 1 part Hyronalin, 1 part Hydrazine &lt;br /&gt;
|Metabolism = 0.05&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = A highly unstable medication used for the most extreme cases of radiation poisoning. May cause some tissue damage to the patient. &lt;br /&gt;
|Effects = *Heals 70% radiation per unit.&lt;br /&gt;
*Heals 10 toxin damage per unit.&lt;br /&gt;
*Deals approx 2.4 Trauma damage per unit.&lt;br /&gt;
|OverdoseEffect = *N/A&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Ryetalyn&lt;br /&gt;
|Formula = 1 part Arithrazine, 1 part Carbon&lt;br /&gt;
|Metabolism = 0.1&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = Can cure specific genetic abnormalities via a catalytic process. &lt;br /&gt;
 |Effects = &lt;br /&gt;
*Instantly cures all mutations in the patient.&lt;br /&gt;
*Instantly cures genetic disabilities in the patient.&lt;br /&gt;
|OverdoseEffect = *Toxins&lt;br /&gt;
|Notes = &lt;br /&gt;
*All of Ryetalyn&#039;s effects occur instantly with even the tiniest dose; one unit is enough.&lt;br /&gt;
*Ryetalyn does NOT cure genetic damage (AKA: Cloneloss). Only Clonexadone, Cryoxadone or Rezadone fix genetic damage.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Ethylredoxrazine&lt;br /&gt;
|Formula = 1 part Acetone, 1 part Dylovene, 1 part Carbon&lt;br /&gt;
|Metabolism = 0.2&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = A powerful oxidizer that reacts with ethanol. Neutralizes alcohol in the blood stream.&lt;br /&gt;
 |Effects = &lt;br /&gt;
*Instantly cures Dizziness&lt;br /&gt;
*Instantly cures Drowsiness&lt;br /&gt;
*Instantly cures Stuttering&lt;br /&gt;
*Instantly cures Confusion&lt;br /&gt;
*Removes 5 units of ethanol from the patient per unit.&lt;br /&gt;
|OverdoseEffect = *Toxins&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Leporazine&lt;br /&gt;
|Formula = 1 part Silicon, 1 part Copper, 5 units Phoron (catalyst)&lt;br /&gt;
|Metabolism = 0.2&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = Leporazine can be use to stabilize an individuals body temperature.&lt;br /&gt;
 |Effects = &lt;br /&gt;
*Brings the patient&#039;s body temperature close towards 310 kelvin (36.85 Celsius).&lt;br /&gt;
|OverdoseEffect = *Toxins&lt;br /&gt;
|Notes = *Leporazine&#039;s effects are constant as long as it&#039;s metabolizing. The size of the dose only matters in determining how long the body temperature will remain stable for. Effects stop when its fully metabolized.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Lipozine&lt;br /&gt;
|Formula =  1 part Salt, 1 part Ethanol, 1 part Radium&lt;br /&gt;
|Metabolism = 0.2&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = A chemical compound that causes a powerful fat-burning reaction.&lt;br /&gt;
 |Effects = &lt;br /&gt;
*Removes 10 points of nutrition from the patient per unit, making them more hungry.&lt;br /&gt;
*Instantly clears bloated status from overeating.&lt;br /&gt;
|OverdoseEffect = *Toxins&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Ipecac&lt;br /&gt;
|Formula = 1 part Hydrazine, 1 part Ethanol, 1 part Dylovene&lt;br /&gt;
|Metabolism = 0.2&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = A simple emetic. Induces vomiting in the patient, emptying stomach contents.&lt;br /&gt;
 |Effects = &lt;br /&gt;
*When ingested:&lt;br /&gt;
**Has a chance to make the patient vomit, which increases in probability as they absorb more and more of it.&lt;br /&gt;
**Gives the patient messages about feeling ill, nauseous, etc.&lt;br /&gt;
*When injected:&lt;br /&gt;
**Deals 2 toxin damage per unit.&lt;br /&gt;
|OverdoseEffect = *Toxins&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Anti Microbials===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&amp;gt;Medicines used to fight Viral Pathogens and Bacterial Infections.&lt;br /&gt;
A detailed guide to Bacterial Infections can be found here: &lt;br /&gt;
https://aurorastation.org/wiki/index.php?title=Guide_to_Medicine#Infection&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Spaceacillin&lt;br /&gt;
|Formula = 1 part Cryptobiolin, 1 part Inaprovaline&lt;br /&gt;
|Metabolism = 0.05&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = A Broad-spectrum anti-microbial, which deals effectively with bacterial infections, and early-stage viral pathogens.&lt;br /&gt;
|Effects = &lt;br /&gt;
Spaceacillin&#039;s effects can be divided into two categories,&lt;br /&gt;
&lt;br /&gt;
*Bacterial Infection:&lt;br /&gt;
**Effects at 5u dosage&lt;br /&gt;
***Does not prevent infected wounds from increasing germ level.&lt;br /&gt;
***Does not prevent spreading germs from nearby infected parts.&lt;br /&gt;
***Instantly cures germs below infection level 1.&lt;br /&gt;
***Heals infections between level 1 and level 2, at a rate of 3 germ levels per second.&lt;br /&gt;
***Heals infections between level 2 upwards, at a rate of 1 germ level per second.&lt;br /&gt;
&lt;br /&gt;
*Effects at 30u dosage.&lt;br /&gt;
***Prevents organ/body part death from level 3 infections. Will not revive already-dead parts.&lt;br /&gt;
***Prevents ongoing toxin damage from level 3 infections.&lt;br /&gt;
&lt;br /&gt;
*Viral Pathogen:&lt;br /&gt;
**Effects at 5u dosage.&lt;br /&gt;
***Prevents the patient spreading their viruses to others.&lt;br /&gt;
***Prevents being the patient being infected by viruses.&lt;br /&gt;
***Cures stage-1 viruses very quickly.&lt;br /&gt;
***Will have no effect on stage 2 or higher.&lt;br /&gt;
***Does not slow or impede the progress of viruses at all after stage 1.&lt;br /&gt;
|OverdoseEffect = *Toxins&lt;br /&gt;
|Notes = *It is important to note that unlike most other drugs, all of Spaceacillin&#039;s effects (except overdose toxins) are based on how much of the medicine is in the patient&#039;s bloodstream or stomach, NOT how much has actually been metabolized. If the amount in the patient falls below the listed thresholds, its effects will stop working, so always inject more than needed.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Sterilizine&lt;br /&gt;
|Formula = 1 part Ethanol, 1 part Dylovene, 1 part Hydrochloric Acid&lt;br /&gt;
|Metabolism = 0.2&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = An antiseptic fluid that removes all traces of blood, and cleans a patient&#039;s body to reduce the chance of infection.&lt;br /&gt;
|Effects = *When sprayed on a patient:&lt;br /&gt;
**Sets the main germ level of the patient&#039;s body to zero.&lt;br /&gt;
**Cleans blood off of the patient&#039;s clothes and skin.&lt;br /&gt;
*When sprayed on a surface or object:&lt;br /&gt;
**Cleans blood off the object, leaving no traces for forensics.&lt;br /&gt;
|OverdoseEffect = *Toxins&lt;br /&gt;
|Notes = *Sterilizine works on contact, it is not for injecting or ingesting.&lt;br /&gt;
*Does NOT sterilize wounds. &lt;br /&gt;
*Does not affect the germ level of wounds, body parts, or internal organs.&lt;br /&gt;
*Clearing germ level can also be done by showering, washing your hands, or spraying with space cleaner. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Painkillers/Stabilizers===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&amp;gt;Usually administered to people who&#039;ve just been wounded, to help stabilize them.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Inaprovaline&lt;br /&gt;
|Formula = 1 part Acetone, 1 part Carbon, 1 part Sugar &lt;br /&gt;
|Metabolism = 0.1&lt;br /&gt;
|Overdose = 60&lt;br /&gt;
|Description = Inaprovaline is a synaptic stimulant and cardio-stimulant. Commonly used to stabilize patients.&lt;br /&gt;
 |Effects = &lt;br /&gt;
*Prevents patients from accumulating suffocation damage caused by being in critical (&amp;lt;=0% health) status. &lt;br /&gt;
*Prevents Internal Bleeding wounds from getting worse over time. Does not stop the bleeding, just prevents the rate of bleeding from accelerating.&lt;br /&gt;
*Acts as a mild painkiller, Strength 25.&lt;br /&gt;
*Increases heart rate.  &lt;br /&gt;
|OverdoseEffect = *Toxins&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Paracetamol&lt;br /&gt;
|Formula = 1 part Tramadol, 1 part Sugar, 1 part Water&lt;br /&gt;
|Metabolism = 0.01&lt;br /&gt;
|Overdose = 60&lt;br /&gt;
|Description = Most probably know this as Acetaminophen, but this chemical is a mild, simple painkiller.&lt;br /&gt;
|Effects = *Acts as a painkiller, Strength 50.&lt;br /&gt;
|OverdoseEffect = *Causes hallucinations: Strength 25.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Tramadol&lt;br /&gt;
|Formula = 1 part Inaprovaline, 1 part Ethanol, 1 part Acetone&lt;br /&gt;
|Metabolism = 0.01&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = A simple, yet effective painkiller. Very effective for patients in shock. &lt;br /&gt;
|Effects = *Acts as a painkiller, Strength 80.&lt;br /&gt;
|OverdoseEffect = *Causes hallucinations: Strength 40.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Oxycodone&lt;br /&gt;
|Formula = 1 part Ethanol, 1 part Tramadol; 1 part Phoron (Catalyst)&lt;br /&gt;
*Makes 1 unit&lt;br /&gt;
|Metabolism = 0.01&lt;br /&gt;
|Overdose = 20&lt;br /&gt;
|Description = An effective and very addictive painkiller. &lt;br /&gt;
|Effects = *Acts as a painkiller, Strength 200.&lt;br /&gt;
|OverdoseEffect = *Causes hallucinations: Strength 60.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Sedatives===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&amp;gt;Sedatives put people to sleep. Useful for surgery when anaesthetic gas won&#039;t work, for dealing with troublesome patients who won&#039;t sit still, and in dire situations, for self defense.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Soporific&lt;br /&gt;
|Formula = 1 part Chloral Hydrate, 4 parts sugar&lt;br /&gt;
|Metabolism = 0.05&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = A moderately effective hypnotic used to treat insomnia, perform surgery in critical cases, and keep unruly patients asleep until security can deal with them.&lt;br /&gt;
 |Effects = *At &amp;lt;1u dose.&lt;br /&gt;
**Causes yawning every 8 seconds on average.&lt;br /&gt;
*At &amp;lt;1.5u dose.&lt;br /&gt;
**Causes blurred vision, Strength 10.&lt;br /&gt;
*At &amp;lt;5u dose.&lt;br /&gt;
**Causes Weakening, Strength 2.&lt;br /&gt;
**Causes drowsiness, Strength 20.&lt;br /&gt;
*At &amp;gt;=5u dose.&lt;br /&gt;
**Causes Sleep, strength 20.&lt;br /&gt;
**Causes Drowsiness, strength 60.&lt;br /&gt;
|OverdoseEffect = *Toxins&lt;br /&gt;
|Notes = *Soporific is widely available in the vending machines in medical, there is very little reason to actually make it in chemistry.&lt;br /&gt;
*Drowsiness causes slower movement, blurred vision, and an approximate 15% chance every two seconds, to fall asleep for a couple of seconds.&lt;br /&gt;
*The following values are based on a combination of calculation and live testing. The results are not 100% consistent, as it varies due to server performance.&lt;br /&gt;
**At a sufficiently high volume, soporific will reach a 5u dose and cause the patient to fall asleep in about 110 seconds. They may fall asleep earlier than that from the drowsiness, but that&#039;s temporary and isn&#039;t safe for surgery.&lt;br /&gt;
**Once the patient is asleep, they will stay asleep roughly 21 seconds for every unit in their blood after the fifth. A full 15u syringe will keep someone asleep for three and a half minutes. Each additional 15u will extend that time by another 5 minutes and 15 seconds.&lt;br /&gt;
**Once the dose falls low enough, the patient will wake after roughly another 45 seconds.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Chloral Hydrate&lt;br /&gt;
|Formula = 1 part Ethanol, 3 parts Hydrochloric Acid, 1 part Water&lt;br /&gt;
*Makes 1 unit.&lt;br /&gt;
|Metabolism = 0.05&lt;br /&gt;
|Overdose = 15&lt;br /&gt;
|Description = An extremely powerful sedative that quickly incapacitates most people at even a tiny dose. It is effective for subduing violent patients, or as a self defense tool, to allow escape. It is not entirely safe, and will poison the subject to some degree.&lt;br /&gt;
 |Effects = *Once only, immediately upon injecting:&lt;br /&gt;
**Causes Confusion at strength 2 (the patient stumbles around, and fails randomly at actions).&lt;br /&gt;
**Causes Drowsyness at strength 2.&lt;br /&gt;
*At &amp;lt;2u dosage.&lt;br /&gt;
**Causes Weakness, strength 30 (this causes the patient to collapse, and be unable to move or interact).&lt;br /&gt;
**Causes blurred vision, at strength 10.&lt;br /&gt;
*At &amp;gt;1u dosage, the patient suffers 1 point of toxin damage per unit.&lt;br /&gt;
*At &amp;gt;=2u dosage, causes sleep, strength 30.&lt;br /&gt;
|OverdoseEffect = *Toxins&lt;br /&gt;
|Notes = *The toxins from the overdose effect stacks with the toxin damage a normal dose causes. An overdose can be somewhat harmful, but 15u is nowhere near lethal.&lt;br /&gt;
*The following values are based on a combination of calculation and live testing. The results are not 100% consistent, as it varies due to server performance.&lt;br /&gt;
**Chloral hydrate will trigger its weakness effect on the second proc, this happens three seconds after intial injection.&lt;br /&gt;
**At a sufficiently high volume, Chloral Hydrate will reach a 2u dose and cause the patient to fall asleep in about 40 seconds. &lt;br /&gt;
**Once the patient is asleep, they will stay asleep roughly 21 seconds for every unit in their blood after the second. A 5u dosage will keep someone asleep for approximately 1 minute 3 seconds.&lt;br /&gt;
**Once the dose falls low enough, the patient will wake after roughly another 65 seconds.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Mental Stabilisers===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&amp;gt;Compounds to alter the patient&#039;s mental state. These are mostly roleplay only, and have almost no mechanical effects.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Methylphenidate &lt;br /&gt;
|Formula = 1 part MindBreaker Toxin, 1 part Hydrazine&lt;br /&gt;
*Makes 3 units&lt;br /&gt;
|Metabolism = 0.01&lt;br /&gt;
|Overdose = ∞&lt;br /&gt;
|Description = Improves the ability to concentrate.&lt;br /&gt;
 |Effects = &lt;br /&gt;
*Displays a message every five minutes: &amp;quot;Your mind feels focused and undivided.&amp;quot;&lt;br /&gt;
|OverdoseEffect = *N/A&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Citalopram&lt;br /&gt;
|Formula = 1 part Mindbreaker Toxin, 1 part Carbon&lt;br /&gt;
*Makes 3 units&lt;br /&gt;
|Metabolism = 0.01&lt;br /&gt;
|Overdose = ∞&lt;br /&gt;
|Description = Stabilizes the mind a little. A Mild Antidepressant.  &lt;br /&gt;
 |Effects = &lt;br /&gt;
*Displays a message every five minutes: &amp;quot;Your mind feels stable... a little stable.&amp;quot;&lt;br /&gt;
|OverdoseEffect = *N/A&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Paroxetine&lt;br /&gt;
|Formula = 1 part MindBreaker Toxin, 1 part Acetone, 1 part Inaprovaline&lt;br /&gt;
*Makes 3 units&lt;br /&gt;
|Metabolism = 0.01&lt;br /&gt;
|Overdose = ∞&lt;br /&gt;
|Description = A stronger antidepressant. Stabilizes the mind greatly, but has a chance of causing hallucinations.&lt;br /&gt;
 |Effects = &lt;br /&gt;
*Every five minutes, does one of the following:&lt;br /&gt;
**90% chance to display a message: &amp;quot;Your mind feels much more stable.&amp;quot;. &lt;br /&gt;
**10% Chance to display: &amp;quot;Your mind breaks apart...&amp;quot; and cause hallucinations at strength 200.&lt;br /&gt;
|OverdoseEffect = *N/A&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Performance Enhancers===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&amp;gt;Things to make people work harder, better, faster and stronger. These can be helpful to dose up on before combat, and are sometimes requisitioned by a well prepared security team&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Hyperzine&lt;br /&gt;
|Formula = 1 part Sugar, 1 part Phosphorous, 1 part Sulphur&lt;br /&gt;
|Metabolism = 0.2&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = A highly effective, long lasting, muscle stimulant. Keeps the user&#039;s muscles working regardless of impairments, and allows freedom of movement under almost any conditions.&lt;br /&gt;
 |Effects = &lt;br /&gt;
*Gives the Speed-boost effect&lt;br /&gt;
**This medicine does not work on Dionaea.&lt;br /&gt;
|OverdoseEffect = *Toxins&lt;br /&gt;
|Notes = *Each unit lasts 67 seconds&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Synaptizine&lt;br /&gt;
|Formula = 1 part Lithium, 1 part Sugar, 1 part Water&lt;br /&gt;
|Metabolism = 0.001&lt;br /&gt;
|Overdose = 10&lt;br /&gt;
|Description = Highly toxic, but treats hallucinations, paralysis, and stunned or weakened patients. &lt;br /&gt;
 |Effects = &lt;br /&gt;
*Reduces Drowsiness strength by 2.5 points per second.&lt;br /&gt;
*Reduces Paralysis strength by 0.5 points per second.&lt;br /&gt;
*Reduces Stunning strength by 0.5 points per second.&lt;br /&gt;
*Reduces Weakening strength by 0.5 points per second.&lt;br /&gt;
*Reduces Hallucination strength by 5 points per second.&lt;br /&gt;
*Removes 2.5 units of Mindbreaker Toxin from the patient&#039;s body per second.&lt;br /&gt;
*Acts as a painkiller, Strength 40.&lt;br /&gt;
*Causes 5 toxin damage to the patient per unit.&lt;br /&gt;
|OverdoseEffect = *Toxins&lt;br /&gt;
|Notes = *The effects of this medicine persist as long as it is metabolizing, and it metabolites very slowly.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Narcotics===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&amp;gt;Drugs to get high, these are illegal to distribute, or administer without good reason. Making up and dosing yourself on space drugs is the hallmark of a bad Chemist. Don&#039;t do it.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Mindbreaker Toxin&lt;br /&gt;
|Formula = 1 part Silicon, 1 part Hydrazine, 1 part Dylovene&lt;br /&gt;
|Metabolism  = 0.025&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = A powerful hallucinogen, Formerly known as LSD, but was renamed so people understand that it is not a &amp;quot;fun time&amp;quot;. Its use and distribution is illegal, but it is a precursor to several useful psychoactive medications. &lt;br /&gt;
|Effects = *Causes Hallucinations, strength 100.&lt;br /&gt;
|Notes = *Easily treatable with dialysis to remove it blood, then Dylovene to clear up the hallucinations.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Space Drugs&lt;br /&gt;
|Formula = 1 part Mercury, 1 part Sugar, 1 part Lithium&lt;br /&gt;
|Metabolism  = 0.025&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = An illegal compound scientifically known as Mercury Mono lithium Sucrose, which induces a number of effects such as loss of balance, itching, drooling, and colourful visions.&lt;br /&gt;
|Effects = *Causes the Druggy effect (Flashing rainbow overlay).&lt;br /&gt;
*Each proc, has a 10% chance (averages once every 20 seconds) to make the patient take a single step in a random direction.&lt;br /&gt;
**This effect does not trigger when the patient is in space, or unable to move.&lt;br /&gt;
*5% chance each proc to emote drooling, giggling, moaning, or twitching. . &lt;br /&gt;
|Notes = *There is no reason to ever make this drug. It exists only to identify who the bad chemists are.&lt;br /&gt;
*Effects stop quickly once the drug is out of the patient&#039;s blood. Treat with dialysis if injected.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Poisons===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&amp;gt;These compounds are harmful to organic life. Do not administer them unless you intend to murder the patient. They are mostly used by antagonists, and sometimes for research.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Potassium Chlorophoride&lt;br /&gt;
|Formula = 1 part Potassium Chloride, 1 part Phoron, 1 part Chloral Hydrate&lt;br /&gt;
|Metabolism  = 0.005&lt;br /&gt;
|Overdose = 20&lt;br /&gt;
|Description = A powerful paralytic based on Potassium Chloride. Paralyses the victim, builds up toxins and slowly suffocates them.&lt;br /&gt;
|Effects = *Deals 10 toxin damage per unit.&lt;br /&gt;
*Deals 2 suffocation damage per unit.&lt;br /&gt;
*Weakens the patient, strength 10 (prevents movements or actions).&lt;br /&gt;
**This effect is instant, and constantly refreshed while it&#039;s metabolizing.&lt;br /&gt;
|Notes = *Takes 200 seconds to metabolize a single unit, making this a very effective long-lasting paralytic.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Zombie Powder&lt;br /&gt;
|Formula = 5 parts CarpoToxin, 5 parts Soporific, 5 parts Copper&lt;br /&gt;
*Results in 2 units&lt;br /&gt;
|Metabolism  = 0.1&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = A strong neurotoxin and paralytic scientifically known as Tetrodotoxin, which instantly puts the subject into a death-like state.&lt;br /&gt;
|Effects = *Gives the patient a fake time of death that will show in autopsy reports.&lt;br /&gt;
*Causes 3 suffocation damage per unit.&lt;br /&gt;
*Causes 3 toxin damage per unit.&lt;br /&gt;
*These effects are instant, and persist as long as the poison is metabolizing.&lt;br /&gt;
**Weakens the patient, strength 10 (paralysis).&lt;br /&gt;
**Silences the patient, strength 10.&lt;br /&gt;
****A scanner bed will show the patient&#039;s damage correctly without any fake values.&lt;br /&gt;
|Notes = *This toxin does not last very long, 10 seconds per unit. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Lexorin&lt;br /&gt;
|Formula = 1 part Phoron, 1 part Hydrazine, 1 part Ammonia&lt;br /&gt;
|Metabolism  = 0.1&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = Temporarily stops respiration. Causes tissue damage. Countered by Dexalin Plus.&lt;br /&gt;
|Effects = *Deals 3 trauma damage per unit.&lt;br /&gt;
*Stops breathing&lt;br /&gt;
*Constantly increases oxygen loss.&lt;br /&gt;
|Notes = *Each unit of Dexalin Plus will neutralize 3 units of Lexorin.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Cryptobiolin&lt;br /&gt;
|Metabolism  = 0.05&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Formula = 1 part Potassium, 1 part Acetone, 1 part Sugar&lt;br /&gt;
|Description = Causes confusion and dizziness.&lt;br /&gt;
|Effects = *Causes Confusion, Strength 20 (The victim will randomly move in the wrong direction when walking).&lt;br /&gt;
*Causes Dizziness, Strength 4 (The victim&#039;s screen shakes, makes it harder for them to click things).&lt;br /&gt;
|Notes = *Effects are instant and refreshed while it metabolizes.&lt;br /&gt;
*Lasts 20 seconds per unit.&lt;br /&gt;
*Ethylredoxrazine will nullify effects. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Potassium Chloride&lt;br /&gt;
|Formula = 1 part Potassium, 1 part Sodium Chloride&lt;br /&gt;
|Metabolism  = 0.005&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = A a bitter salt that becomes a dangerous paralytic at high doses and appears to stop the heart.&lt;br /&gt;
|Effects = *No effects when not overdosed&lt;br /&gt;
|OverdoseEffect = *These effects are almost identical to normally injecting Potassium Chloride.&lt;br /&gt;
**Toxins&lt;br /&gt;
**Appears to stop the patient&#039;s heart. Their pulse will read as zero. &lt;br /&gt;
***Does not ACTUALLY stop their heart. The patient will not die from heart failure&lt;br /&gt;
**Deals 2 suffocation damage per unit.&lt;br /&gt;
**Weakens the patient, strength 10 (prevents movements or actions).&lt;br /&gt;
|Notes = *Metabolizes very slowly, overdosing a patient would be very hard and time consuming. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Impedrezene&lt;br /&gt;
|Formula = 1 part Mercury, 1 part Acetone, 1 part Sugar&lt;br /&gt;
*Results in 2 units.&lt;br /&gt;
|Metabolism  = 0.2&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = A narcotic that impedes one&#039;s ability by slowing down the higher brain cell functions.&lt;br /&gt;
|Effects = &lt;br /&gt;
*Can cause brain damage at a ratio of 3 per unit of compound.&lt;br /&gt;
*Can cause drowsiness. &lt;br /&gt;
*Can cause drooling.&lt;br /&gt;
|Notes = ---&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Food Related===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&amp;gt;Things that are safe to eat. Most of these are ingredients though, and not generally designed to be eaten as-is.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Sodium Chloride &lt;br /&gt;
|Formula = 1 part Hydrochloric Acid, 1 part Sodium&lt;br /&gt;
|Metabolism = 0.1&lt;br /&gt;
|Overdose = ∞&lt;br /&gt;
|Description = Sodium Chloride, also known as Salt, is often used to season food.&lt;br /&gt;
|Effects = *N/A&lt;br /&gt;
|OverdoseEffect = *N/A&lt;br /&gt;
|Notes = *N/A&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Glycerol&lt;br /&gt;
|Formula = 3 parts Corn Oil, 1 part Sulphuric Acid&lt;br /&gt;
*Results in 1 unit.&lt;br /&gt;
|Metabolism  = 0.1&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = A simple polyol compound, Glycerol is sweet-tasting and of low toxicity. &lt;br /&gt;
|Effects = *N/A&lt;br /&gt;
|OverdoseEffect = *Toxins.&lt;br /&gt;
|Notes = *N/A&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Virus Food&lt;br /&gt;
|Formula = 1 part Milk, 1 part Water, 1 part Acetone&lt;br /&gt;
*Results in 5 units.&lt;br /&gt;
|Metabolism  = 0.4&lt;br /&gt;
|Overdose = ∞&lt;br /&gt;
|Description = Used in Virology as a growth medium for viruses. Available from a wall dispenser in Virology. &lt;br /&gt;
|Effects = *Effectively increases virus speed by 10.&lt;br /&gt;
|OverdoseEffect = *N/A&lt;br /&gt;
|Notes = *Can be consumed as food, provides 2 nutrition per unit.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Syntiflesh&lt;br /&gt;
|Formula = 5 parts Blood, 1 part Clonexadone&lt;br /&gt;
|Metabolism = N/A&lt;br /&gt;
|Overdose = ∞&lt;br /&gt;
|Description = Synthetic meat. Some call it a tasty alternative to actual meat, not realizing that there is no difference at all. Can be eaten, or used as biomatter for cloning pods.&lt;br /&gt;
|Effects = *N/A&lt;br /&gt;
|OverdoseEffect = *N/A&lt;br /&gt;
|Notes = *Intended as a way to produce biomatter for cloning pods, without having to raid the kitchen. Any kind of meat can be used for this purpose though.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==Industrial Compounds==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&amp;gt;Things that are not designed to go inside people. Most of these chemicals have no effect when injected or ingested in people, unless otherwise noted.&lt;br /&gt;
&lt;br /&gt;
The intended method of application is listed:&lt;br /&gt;
*Contact: The substance works upon touching people, surfaces or objects. It can be applied by splashing it on with a beaker, spraying it from a spray bottle, or even using it as an additional reagent in grenades&lt;br /&gt;
*Reactive: The substance is a main ingredient of a violent reaction upon mixing. Such things are useful in grenades, chemical shells, or even for feeding to mobs in two separate pills&lt;br /&gt;
*Reaction: This is not a substance. Mixing this will remove all substances and cause a violent chemical reaction. Such things are useful in grenades, chemical shells, or even for feeding to mobs in two separate pills&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Cleaning Agents===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&amp;gt;Things that are useful for cleaning, and often requested by janitors.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{IndustrialCompoundTemplate&lt;br /&gt;
|Compound = Space Cleaner&lt;br /&gt;
|Formula = 1 part Ammonia, 1 part Water&lt;br /&gt;
|Description = A compound used to clean things. But will not fully remove all traces of blood.&lt;br /&gt;
|Effects = *When sprayed on a floor.&lt;br /&gt;
**Cleans the floor tile, removing dirt, gibs and bloodstains.&lt;br /&gt;
**Deals 5-10 toxin damage to slimes on the tile.&lt;br /&gt;
*When sprayed on a person.&lt;br /&gt;
**Cleans their body, and everything they&#039;re wearing.&lt;br /&gt;
*When sprayed on an object.&lt;br /&gt;
**Cleans that object.&lt;br /&gt;
|Notes = *Does not leave any wetness or slippery spots when cleaning.&lt;br /&gt;
*Space cleaner damages slimes when sprayed on the floor under them, but NOT when sprayed on them directly. The quantity applied does not matter.&lt;br /&gt;
*Janitors start with this, many additional spray bottles of it scattered around the station.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{IndustrialCompoundTemplate&lt;br /&gt;
|Compound = Luminol&lt;br /&gt;
|Formula = 2 parts Hydrazine, 2 parts Carbon, 2 parts Ammonia&lt;br /&gt;
|Description = A compound that interacts with blood on the molecular level, causing it to become fluorescent and more visible, especially under UV light.&lt;br /&gt;
|Effects = *Causes visible blood on floors to glow a bright blue colour when sprayed on it&lt;br /&gt;
**Will not make blood on objects glow unless a UV light is also used&lt;br /&gt;
*Under a UV light, will cause cleaned blood to glow a bright blue colour, and thus be visible&lt;br /&gt;
**This only works if the blood was cleaned with Space Cleaner, or (for objects) with a sink or shower. Using Sterilizine, or a mop, will completely clean all traces and leave nothing to detect&lt;br /&gt;
**Works with both tiles and objects.&lt;br /&gt;
**Does not work on skin&lt;br /&gt;
|Notes = *A spray bottle of Luminol is found in the detective&#039;s Forensics Kit. He may need a refill.&lt;br /&gt;
*This chemical is designed for use in combination with a UV light. One can be found in the detective&#039;s kit, or they can be made in science.&lt;br /&gt;
*There are presently many bugs with Luminol, but it works as described above&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Engineeering===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&amp;gt; &amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{CompoundTemplate&lt;br /&gt;
|Compound = Coolant&lt;br /&gt;
|Formula = 1 part Tungsten, 1 part Acetone, 1 part Water&lt;br /&gt;
|Description = An industrial cooling substance.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{CompoundTemplate&lt;br /&gt;
|Compound = Space Lube&lt;br /&gt;
|Formula = 1 part Water, 1 part Silicon, 1 part Acetone&lt;br /&gt;
*Results in 4 units.&lt;br /&gt;
|Description = A high performance lubricant intended for maintenance of extremely complex mechanical equipment. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{CompoundTemplate&lt;br /&gt;
|Compound = Foaming Agent&lt;br /&gt;
|Formula = 1 part Lithium, 1 part Hydrazine&lt;br /&gt;
|Description = A agent that yields metallic foam when mixed with light metal and a strong acid. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{CompoundTemplate&lt;br /&gt;
|Compound = Metal Foam&lt;br /&gt;
|Formula = 3 parts Iron/Aluminium, 1 part Foaming Agent, 1 part Polytrinic Acid&lt;br /&gt;
|Description = Creates lightweight metal foam walls. These can be easily torn through, but may be useful for plugging hull breaches.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{CompoundTemplate&lt;br /&gt;
|Compound = Plastic &lt;br /&gt;
|Formula = 10 Polytrinic acid, 20 Plasticide&lt;br /&gt;
|Description = Creates one solid sheet of plastic. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{CompoundTemplate&lt;br /&gt;
|Compound = Silicate&lt;br /&gt;
|Formula = 1 part Aluminum, 1 part Silicon, 1 part Acetone&lt;br /&gt;
|Description = Used to strengthen windows. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{CompoundTemplate&lt;br /&gt;
|Compound = Water&lt;br /&gt;
|Formula = 1 part Acetone, 2 parts Hydrazine&lt;br /&gt;
*Results in 1 unit.&lt;br /&gt;
|Description = Also known as H2O. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{CompoundTemplate&lt;br /&gt;
|Compound = Iron Foam&lt;br /&gt;
|Formula = 3 parts Iron, 1 part Foaming Agent, 1 part Polytrinic Acid&lt;br /&gt;
*Results in 5 units.&lt;br /&gt;
|Description = A strong form of Metal Foam. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{CompoundTemplate&lt;br /&gt;
|Compound = Surfactant&lt;br /&gt;
|Formula =  2 parts Hydrazine, 2 parts carbon, 1 part Sulfuric Acid&lt;br /&gt;
|Description = Used in some chemical compounds. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Horticultural===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&amp;gt;Things designed to aid in Botany and Xenobotany&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{IndustrialCompoundTemplate&lt;br /&gt;
|Compound = Diethylamine&lt;br /&gt;
|Formula = 1 part Ammonia, 1 part Ethanol&lt;br /&gt;
|Application = Added to hydroponics trays and soil in liquid form.&lt;br /&gt;
|Description = A secondary amine, mildly corrosive. A very potent fertilizer.&lt;br /&gt;
|Effects = *Useful as a fertilizer in botany: Strength 1.&lt;br /&gt;
*Useful as a pest killer in botany: Strength 2.	&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{IndustrialCompoundTemplate&lt;br /&gt;
|Compound = Plant-B-Gone&lt;br /&gt;
|Formula = 1 part Toxin, 4 parts Water&lt;br /&gt;
|Application = Contact, Injection&lt;br /&gt;
|Description = A toxic mixture designed to kill plant-life.&lt;br /&gt;
|Effects = *When injected (Metabolism 0.005).&lt;br /&gt;
**Deals 4 toxin damage per unit.&lt;br /&gt;
**Deals an additional 50 damage per unit to Diona.&lt;br /&gt;
*When sprayed/on contact.&lt;br /&gt;
**Deals 50 damage per unit to Diona.&lt;br /&gt;
**Removes mold on walls.&lt;br /&gt;
**Destroys any plants on the tile.&lt;br /&gt;
**Deals 15-35 damage to alien weeds.&lt;br /&gt;
***Damage to alien weeds is not based on the quantity used.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{IndustrialCompoundTemplate&lt;br /&gt;
|Compound = Unstable Mutagen&lt;br /&gt;
|Formula = 1 part Radium, 1 part Phosphorus, 1 part Hydrochloric Acid&lt;br /&gt;
|Description = Causes mutations when injected into living people or plants. High doses may be lethal.&lt;br /&gt;
|Effects = *N/A&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Weapons===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&amp;gt;Everything in this category is dangerous, and should not be used without approval from security or command, unless you&#039;re an antagonist. Unapproved use is likely to make security, and possibly the admins, quite upset with you. Most of the things in this category are best used in making grenades and bombs. &amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{CompoundTemplate&lt;br /&gt;
|Compound = Electromagnetic Pulse&lt;br /&gt;
|Formula = 1 part Uranium, 1 part Iron&lt;br /&gt;
|Description = This reacts immediately on mixing, it creates a large electromagnetic pulse which affects all electronic devices.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{CompoundTemplate&lt;br /&gt;
|Compound = Explosive Reaction&lt;br /&gt;
|Formula = 1 part Potassium, 1 part Water&lt;br /&gt;
|Description = This explodes immediately on mixing, which may knock you over or even kill you.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{CompoundTemplate&lt;br /&gt;
|Compound = Flash Powder&lt;br /&gt;
|Formula = 1 part Sulphur, 1 part Aluminium, 1 part Potassium&lt;br /&gt;
|Description = Creates a flash similar to that of a flashbang immediately on mixing.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{CompoundTemplate&lt;br /&gt;
|Compound = Napalm&lt;br /&gt;
|Formula = 1 part Plasma, 1 part Aluminium, 1 part Sulphuric Acid&lt;br /&gt;
|Description = Creates a large fire immediately on mixing. (Results in 1 unit instead of 3)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{CompoundTemplate&lt;br /&gt;
|Compound = Polytrinic Acid&lt;br /&gt;
|Formula = 1 part Sulphuric Acid, 1 part Hydrochloric Acid, 1 part Potassium&lt;br /&gt;
|Description = An extremely corrosive chemical substance. Will destroy organic materials when sprayed or splashed, leaving a telltale gray sludge behind.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{CompoundTemplate&lt;br /&gt;
|Compound = Smoke&lt;br /&gt;
|Formula = 1 part Potassium, 1 part Sugar, 1 part Phosphorous&lt;br /&gt;
|Description = This creates a large cloud of smoke that will take on the properties of everything (if anything) in the container of the reaction.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{CompoundTemplate&lt;br /&gt;
|Compound = Nitroglycerin&lt;br /&gt;
|Formula = 1 part Glycerol, 1 part Polytrinic Acid, 1 part Sulphuric Acid&lt;br /&gt;
|Description = Explodes immediately on mixing. Nitroglycerin is a heavy, colorless, oily, explosive liquid obtained by nitrating glycerol. (Results in 2 units instead of 3)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{CompoundTemplate&lt;br /&gt;
|Compound = Thermite&lt;br /&gt;
|Formula = 1 part Iron, 1 part Aluminium, 1 part Acetone&lt;br /&gt;
|Description = Produces an aluminothermic reaction known as a thermite reaction when ignited. Can be used to melt walls.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
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&lt;br /&gt;
{{Medbay}}&lt;br /&gt;
{{Gameplay Guides}}&lt;br /&gt;
[[Category:Pages]]&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Medbay]]&lt;/div&gt;</summary>
		<author><name>Killerhurtz</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Guide_to_Chemistry&amp;diff=6148</id>
		<title>Guide to Chemistry</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Guide_to_Chemistry&amp;diff=6148"/>
		<updated>2017-09-02T01:11:14Z</updated>

		<summary type="html">&lt;p&gt;Killerhurtz: /*Poisons*/ Adding Impedrezene&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
__TOC__&lt;br /&gt;
=Chemistry Equipment=&lt;br /&gt;
This section concerns the various machines and equipment you&#039;ll use in chemistry.&lt;br /&gt;
&lt;br /&gt;
==Machines==&lt;br /&gt;
&lt;br /&gt;
===Chemical Dispenser===&lt;br /&gt;
[[File:Dispenser_100.png|100px|left]]&amp;lt;div style=&amp;quot;width: 800px;&amp;quot;&amp;gt; The Chemical Dispenser is your go-to device for making everything. It&#039;s a reagent dispenser, and works the same way as all other dispensers - You put a container into it, in this case a Beaker of some sort, by holding the container in your hand and clicking the dispenser. Then once a container is in, click the dispenser with an empty hand to bring up the menu&lt;br /&gt;
&lt;br /&gt;
The Chemical dispenser can dispense all kinds of elements and chemicals into the beaker. And when you put in the right ingredients for a recipe, they&#039;ll automatically react in the beaker and create the result. Some of the things in the dispenser even have effects on their own, without being made into compounds. For a full list of all the things that the dispenser can output, check the [[#Dispenser|Dispenser section]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===ChemMaster 3000===&lt;br /&gt;
[[File:Mixer1_100.png|100px|left]]&amp;lt;div style=&amp;quot;width: 800px;&amp;quot;&amp;gt; The ChemMaster 3000 is your tool for turning your beakerfuls of medicine, into a useable state, without having to give away your lab equipment. It&#039;s also used for analysing the contents of beakers, and for carefully removing parts you want to get rid of, to keep your mixtures pure.&lt;br /&gt;
&lt;br /&gt;
To start, insert a beaker containing some chemical, and then click it with an empty hand to bring up a menu. In addition to holding a beaker, the chemmaster can also hold a Pill Bottle (both simultaneously), more on these soon.&lt;br /&gt;
&lt;br /&gt;
The Add to Buffer section is where all the juicy info is. It will show you a list of all the reagents inside the beaker, and their quantities. Beside each one are several options. Analyze will just bring up the description of that chemical, to tell you what it is and does.  The rest of the buttons (1,5,10,all,custom) just control how much of that chemical you&#039;re going to move to the buffer.&lt;br /&gt;
&lt;br /&gt;
The Buffer is the section between the horizontal lines. Imagine this as chemicals inside the ChemMaster. Once they&#039;re here, you can do several things with them.&amp;lt;/div&amp;gt;  &lt;br /&gt;
:&amp;lt;div style=&amp;quot;width: 650px;&amp;quot;&amp;gt;&lt;br /&gt;
:*The Transfer To section shows where chemicals will go when you transfer them out of the buffer, click it to change the destination. They can either go back into the beaker, or they can go into the disposal &lt;br /&gt;
:**This doesn&#039;t actually put them in the disposal, it just destroys them. Any reagents destroyed this way are gone forever, and cannot be recovered.&lt;br /&gt;
:*Chemicals in the buffer will have the same number control options as those in the beaker. This just transfers them to either of the destinations mentioned above.&lt;br /&gt;
:*The Create Bottle option will magically create a glass bottle, and put the contents of the buffer into it. The bottle is created outside of the ChemMaster and will appear on top of it. Bottles have a maximum capacity of 60u, so anything over that will still remain in the buffer.&lt;br /&gt;
:**By clicking the Icon to the right of this option, you can choose a visual style for the resulting bottle. Note that the bottle is transparent, and will take on the colour of the liquid inside it. You only choose the shape.&lt;br /&gt;
:*The Create Pill option will create a single edible pill out of the buffer contents. Again, up to 60u total dosage. If an empty pill bottle is inserted into the ChemMaster, the pill will be created inside that bottle. Otherwise it will appear ontop of the machine.&lt;br /&gt;
:*The Create Multiple Pills option will create a number of pills that you get to specify. The contents of the buffer will be evenly divided amongst all the pills you make. And if a pill bottle is in the machine, the pills will be created inside it until it&#039;s full. Otherwise they appear ontop in a big messy pile&lt;br /&gt;
:**By clicking the Icon to the right of this option, you can choose a visual style for the resulting pill(s). This will help people to tell your pills apart at a glance, which can be useful when you&#039;re making a bottle filled with a mixture of different pills.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 800px;&amp;quot;&amp;gt;&lt;br /&gt;
Once you&#039;re done making pills and bottles, you&#039;ll probably want to make sure your beaker is empty again so you can make something new, if so be sure to transfer everything to the buffer. Once you eject the beaker, everything left in the buffer is destroyed.&lt;br /&gt;
&lt;br /&gt;
If you&#039;ve made a bottle of pills, don&#039;t forget to eject the pill bottle too, and then label it using the Hand Labeller.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===All-In-One Grinder===&lt;br /&gt;
[[File:Juicer1_100.png|100px|left]]&amp;lt;div style=&amp;quot;width: 800px;&amp;quot;&amp;gt;The Grinder is your tool of choice for breaking down objects into reagents. You can put pills in it, to get back the chemicals they&#039;re made of. You can breakdown Phoron Crystals into liquid phoron.  You can put fruits, vegetables, meals, meat etc into it as well. The results will be outputted into its beaker, which you can extract and stick in the chemmaster to work with.&lt;br /&gt;
&lt;br /&gt;
It&#039;s good for undoing your mistakes if you make pills wrong, or for getting rare compounds (like carpotoxin) out of things that contain them. But making liquid phoron is the most common and important thing you&#039;ll use it for.&lt;br /&gt;
&lt;br /&gt;
Note that it will not break compounds back down into elements, nothing can do that.  &amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Refridgerated Medicine Storage===&lt;br /&gt;
[[File:Smartfridge_chem_100.png|100px|left]]&amp;lt;div style=&amp;quot;width: 800px;&amp;quot;&amp;gt;A fancy Smart Fridge which exists as a wall block between the chem lab and medicine storage. This fridge is where you should put all the medicines and pills that you make, so that doctors can pick them up for usage. Things can be put in and taken out from all sides of it.&lt;br /&gt;
&lt;br /&gt;
It will only accept pills, pillbottles, and glass containers. And it has a nice little interface for dispensing things in quantity. It&#039;s also ID locked, and will only allow authorised medical staff to take things out, so anything you place there is safe from the grubby hands of drugseeking assistants.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Tools==&lt;br /&gt;
Smaller, hand-held things that you&#039;ll often use in chemistry.&lt;br /&gt;
&lt;br /&gt;
===Beakers===&lt;br /&gt;
[[File:Beakerlarge.png|50px|left]][[File:Beaker.png|50px]] Beakers are the most important tool you have. They come in two sizes, normal and large. normal beakers hold 60u, large beakers hold 120u.  &lt;br /&gt;
Normal beakers can be found easily all over medical, and you have a box of six in your lab.  Large beakers are much less common, you only have three -  Two on the tables, and one inside the grinder. They are precious, treasure them.&lt;br /&gt;
&lt;br /&gt;
Beakers are used for putting into the dispenser to mix things, and then into the ChemMaster to make bottles and pills. Sometimes you&#039;ll need to use more than one to mix certain tricky things correctly.&lt;br /&gt;
&lt;br /&gt;
If you end up losing them, more beakers can be made at the Autolathe in cargo.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Dropper===&lt;br /&gt;
[[File:Dropper1.png|50px|left]]&amp;lt;div style=&amp;quot;width: 800px;&amp;quot;&amp;gt;Droppers are a simple and occasionally used little tool. Their purpose is being one of very few reagent containers in the game which can transfer less than 5u per click. &lt;br /&gt;
&lt;br /&gt;
Rightclick it in your hand and choose Set Transfer Amount. You can pick 1/2/3/4/5 units&lt;br /&gt;
Using it on a beaker when it&#039;s empty will draw the set quantity of reagents out of that beaker.&lt;br /&gt;
Using it on a beaker when it&#039;s not empty, will squeeze its contents out into the beaker.&lt;br /&gt;
&lt;br /&gt;
The precision this affords is useful for a few complicated recipes, and especially for measuring out tiny amounts of phoron or similar valueable ingredients.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Science Goggles===&lt;br /&gt;
[[File:ScienceGoggles.png|50px|left]] &amp;lt;div style=&amp;quot;width: 800px;&amp;quot;&amp;gt;Science goggles are a completely unnecessary fashion accessory that are supplied on your table in the chemistry lab. They have three functions:&lt;br /&gt;
*They protect against acid splashes, halving damage you take from acid to the face. &lt;br /&gt;
*They provide 10% protection against anomalies, which is not relevant to a chemist at all.&lt;br /&gt;
*They can be turned on and off to toggle an obnoxious purple overlay. This does literally nothing except make you see purple. The other two effects work regardless of whether the overlay is on.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Advanced Mass Spectrometer===&lt;br /&gt;
[[File:Adv_spectrometer.png|50px|left]] &amp;lt;div style=&amp;quot;width: 800px;&amp;quot;&amp;gt; The Advanced Mass Spectrometer is your occasionally used tool for blood toxin testing. Rumour has it there was once a non-advanced Mass Spectrometer, but such a thing is definitely obsolete now.&lt;br /&gt;
&lt;br /&gt;
To use it, take a blood sample from your patient with a syringe, and then use the syringe on the spectrometer. Then switch to it and click it in your hand to read the results. It should tell you the chemicals and quantities that are found in their blood. This is the only way to test blood samples, if you inject a blood sample into a beaker and check it in the chemmaster, it will only show as blood.&lt;br /&gt;
&lt;br /&gt;
Note that this tool can only be used for blood, if you have a beaker/bottle/syringe of something mysterious that isn&#039;t blood and you want to see what&#039;s in it, use the ChemMaster instead.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Cryostasis Beaker===&lt;br /&gt;
[[File:noreact.gif|80px|left]]&amp;lt;div style=&amp;quot;width: 800px;&amp;quot;&amp;gt;The Cryostasis Beaker is an advanced tool that you don&#039;t have to begin with. It can only be made in the R&amp;amp;D Lab in science, if you want some you have to ask them for it.&lt;br /&gt;
&lt;br /&gt;
The cryostasis beaker holds 60u, and it has the special property of preventing chemical reactions inside it. Any elements or compounds placed into it will not react with each other. If there are any reactions waiting to happen, they&#039;ll occur as soon as the contents are transferred into another beaker, or transferred into the buffer of the ChemMaster&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Bluespace Beaker===&lt;br /&gt;
[[File:bluespaceBeaker.gif|80px|left]]&amp;lt;div style=&amp;quot;width: 800px;&amp;quot;&amp;gt;The Chemist&#039;s favourite, a Bluespace Beaker will really make your day. It is another advanced tool that you don&#039;t start with, and must request from science. However it&#039;s somewhat hard to make, so they may not be able to reliably make them for you.&lt;br /&gt;
&lt;br /&gt;
This high-tech beaker uses reality-distorting bluespace technology to create a tiny pocket dimension for storing chemicals, which in practical terms means it can store a tremendous 300u of reagents inside it, making it 250% of the capacity of a Large Beaker. This allows you to easily make much larger batches of medicine - five bottles at a time.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Information=&lt;br /&gt;
&lt;br /&gt;
==Metabolism and Overdose==&lt;br /&gt;
Most medicines and chemicals designed for use in people have an overdose limit. If a person metabolizes more than this much of the chemical in a short time, they will suffer the overdose effect for that chemical, which is usually a bad thing. Overdose limits vary widely, but the most common value is 30 units.&lt;br /&gt;
&lt;br /&gt;
The most common overdose effect is &#039;Toxins&#039;, the patient will suffer 0.2 points of toxins damage per second, as long as the medicine continues metabolizing in their system. This is only dependent on time, not on the quantity of the dose, so overdosing on medicines that metabolize slowly is far more dangerous, they&#039;ll keep poisoning the patient for longer.&lt;br /&gt;
&lt;br /&gt;
It is important to note that metabolism is not the same as just putting the chemicals into a patient. All chemicals that are injected into, or fed to the patient, are stored harmlessly within their body until they can be properly absorbed, or &#039;metabolized&#039;. This process happens at a variable rate for each chemical, but the most common metabolic rate is 0.2 units per proc, which works out to 0.1u per second&lt;br /&gt;
&lt;br /&gt;
Overdose effects do not trigger until the patient has metabolized enough to reach the overdose limit, which may take several minutes.&lt;br /&gt;
&lt;br /&gt;
Whenever this document mentions the word &#039;dose&#039;, it refers to how much has been metabolized into the patient, not how much has been injected into their blood.&lt;br /&gt;
&lt;br /&gt;
Whenever a patient has fully metabolized all the volume of a drug that is present in their stomach or blood, the dose is instantly cleared, and the drug&#039;s effects are stopped.  Even if they had overdosed before, once the dose is cleared its safe to administer more of the same thing.&lt;br /&gt;
&lt;br /&gt;
==Catalysts==&lt;br /&gt;
Several of the more advanced chemistry recipes take an ingredient (usually phoron) which is marked as (Catalyst)&lt;br /&gt;
&lt;br /&gt;
A Catalyst is a chemical which is required to help a chemical reaction, but does not become part of the finished result. Whenever a recipe involves a catalyst, the catalyst will be left over in the beaker, alongside the finished product. You can use the ChemMaster to extract the catalyst, put it in a bottle, and reuse it later.&lt;br /&gt;
&lt;br /&gt;
==Status Effects==&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 750px;&amp;quot;&amp;gt;Many chemicals that don&#039;t simply heal something, work by giving the patient a status effect, with a given strength. This allows multiple chemicals to cause a similar effect and work in the same way. &lt;br /&gt;
&lt;br /&gt;
For the most part, the &#039;strength&#039; of an effect is really just a duration. the strength of most effects decreases by 1 point every 2 seconds, and usually the effect will stop working once its strength falls to zero, or sometimes when it falls below some low number that&#039;s above zero.&lt;br /&gt;
&lt;br /&gt;
It&#039;s also very important to note, that most chemicals which cause a status effect, will constantly re-set and refresh that effect every time they process (every 2 seconds) for as long as the chemical is metabolising into the patient. Therefore, the strength of an effect usually only affects how long it takes to wear off AFTER the chemical is out of their system, it will generally never wear off while the chemical is inside them.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 600px;&amp;quot;&amp;gt;&lt;br /&gt;
===Drowsiness===&lt;br /&gt;
Drowsiness, is a feeling of being sleepy. The body slows down, and sometimes just plain falls asleep for brief periods. It doesn&#039;t cause any longterm sleep, just makes you pass out for a couple of seconds.&lt;br /&gt;
&lt;br /&gt;
Effects:&lt;br /&gt;
*Increases move delay by 6 (0.6 seconds). &lt;br /&gt;
**This is the minimum time between steps while running, so it will significantly slow the subject down and make it difficult for them to run away.&lt;br /&gt;
*Refreshes blurred vision to strength 2 every proc, so being drowsy gives unremovable blurring&lt;br /&gt;
*Every proc, has a 5% chance to cause the subject to fall asleep&lt;br /&gt;
**Increases Sleep strength by 1&lt;br /&gt;
**Increases paralysis by 5&lt;br /&gt;
&lt;br /&gt;
===Sleeping===&lt;br /&gt;
The subject is asleep. They&#039;re snoozing away, incapacitated, mostly oblivious to the world, and won&#039;t feel pain.&lt;br /&gt;
&lt;br /&gt;
*Subject is blinded. See Blind&lt;br /&gt;
*Subject does not feel pain&lt;br /&gt;
*Subject falls over&lt;br /&gt;
*Subject cannot move&lt;br /&gt;
*Subject cannot speak or emote&lt;br /&gt;
*Subject cannot use items or interact with anything&lt;br /&gt;
*Heals halloss (Holographic damage) at a rate of 3 points per proc&lt;br /&gt;
**Normally heals at 1 ppc&lt;br /&gt;
*Subject has dreams about radomly generated concepts. &lt;br /&gt;
**These aren&#039;t based on anything ingame&lt;br /&gt;
*When nearby people talk&lt;br /&gt;
**85% chance to not hear them, and instead get &amp;quot;...You almost hear someone talking...&amp;quot;&lt;br /&gt;
**15% chance for &amp;quot;You hear something about...&amp;lt;word&amp;gt;&amp;quot;, and &amp;lt;word&amp;gt; is a randomly selected word from amongst the things they said&lt;br /&gt;
*People can attempt to shake subject awake, this reduces Sleeping strength by 5 every time its done, &lt;br /&gt;
**Causes the subject to wake up 10 seconds earlier than they would have otherwise&lt;br /&gt;
*Causes subject&#039;s status to read as Unconscious on a hand analyser, and non-responsive on a surgery vitals monitor&lt;br /&gt;
&lt;br /&gt;
===Weaken===&lt;br /&gt;
The subject&#039;s muscles lose tensity, causing them to collapse to the floor and be mostly helpless.&lt;br /&gt;
Weaken is one of the most common status effects, almost every chemical, weapon and explosive that disables someone, uses it. Often in combination with other effects.&lt;br /&gt;
&lt;br /&gt;
*Subject falls over and drops held items.&lt;br /&gt;
*Subject cannot move, use items, or interact.&lt;br /&gt;
**Can still toggle internals.&lt;br /&gt;
**Subject can use &#039;resist&#039;.&lt;br /&gt;
&lt;br /&gt;
===Stun===&lt;br /&gt;
The subject is stunned and unable to move properly. Very similar to Weaken, but doesn&#039;t knock the subject down, and DOES prevent them from toggling their internals.&lt;br /&gt;
&lt;br /&gt;
*Subject cannot move, use items, or interact:&lt;br /&gt;
**Subject can use &#039;resist&#039;.&lt;br /&gt;
*Subject cannot toggle internals.&lt;br /&gt;
&lt;br /&gt;
===Paralysis===&lt;br /&gt;
The subject is paralyzed, all of their muscles lock up and they are unable to see, speak, or do anything. Their eyelids lock shut, and their vocal chords seize up. This is almost identical to being asleep, the only differences being that the subject can&#039;t be shaken awake, and doesn&#039;t heal holo damage faster. This is by far the most disabling single status effect in the game, but it is rarely used.&lt;br /&gt;
&lt;br /&gt;
*Paralysis is almost identical to sleeping.&lt;br /&gt;
**Subject is blinded, see blindness.&lt;br /&gt;
**Subject falls over.&lt;br /&gt;
**Subject cannot speak or emote.&lt;br /&gt;
**Subject cannot move.&lt;br /&gt;
**Subject cannot use items or interact with anything.&lt;br /&gt;
**When nearby people talk or audibly emote.&lt;br /&gt;
***85% chance to not hear them, and instead get &amp;quot;...You almost hear someone talking...&amp;quot;&lt;br /&gt;
***15% chance for &amp;quot;You hear something about...&amp;lt;word&amp;gt;&amp;quot;, and &amp;lt;word&amp;gt; is a randomly selected word from among the things they said.&lt;br /&gt;
&lt;br /&gt;
===Confusion===&lt;br /&gt;
The subject has impaired motor coordination, and will stumble around randomly when they try to move. This is often caused by alcohol and sedatives, but it&#039;s pretty rare for it to happen for any long period of time.&lt;br /&gt;
*Subject moves in a random direction whenever it tries to take a step.&lt;br /&gt;
**Its always random, doesn&#039;t matter what direction they tried to move in, triggers on every step&lt;br /&gt;
**Also applies to subjects in a wheelchair or driving vehicles&lt;br /&gt;
&lt;br /&gt;
===Hallucination===&lt;br /&gt;
One of the most interesting effects, hallucinations are a result of something impairing the brain, and can be quite scary. &lt;br /&gt;
*Unlike most status effects, hallucination strength affects the intensity in addition to the duration. Hallucinations stop completely when the strength drops below 20.&lt;br /&gt;
*While hallucinating, the subject will experience strange sounds and visions periodically.&lt;br /&gt;
**Exactly how often is calculated with the formula: rand(200,500)/(hallucination/25)&lt;br /&gt;
***This generates a random number of seconds between 20-50 (average 35), and then divides that time by 4% of your hallucination strength.&lt;br /&gt;
***A hallucination strength of 100 will therefore cause hallucinations an average of every 8.75 seconds&lt;br /&gt;
***Note that the time between hallucinations will gradually increase because the strength fades over time.&lt;br /&gt;
*The effects that hallucinating can generate include:&lt;br /&gt;
**Screwing up the subject&#039;s HUD&lt;br /&gt;
**Make it appear that they&#039;re holding a strange/illegal/impossible items&lt;br /&gt;
**See extremely dangerous things (fire, hull breaches, explosives)&lt;br /&gt;
**Hear strange sounds&lt;br /&gt;
**Be attacked by illusory monsters&lt;br /&gt;
**Mysteriously become injured or collapse&lt;br /&gt;
**Have the world and their controls turned around&lt;br /&gt;
&lt;br /&gt;
===Dizziness===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Blurriness===&lt;br /&gt;
The subject&#039;s vision is blurred, and it becomes harder for them to see. This is a really weak effect, and it exists mostly just to let you know something&#039;s wrong. It&#039;s usually a precursor to more serious things. On its own, it has minimal effect on gameplay.&lt;br /&gt;
*Places a semi-transparent white overlay on the screen, making it a little harder to see things&lt;br /&gt;
**Wearing a blindfold rests your eyes, and causes blurriness to heal 4x as fast&lt;br /&gt;
&lt;br /&gt;
===Blindness===&lt;br /&gt;
The subject has completely lost their vision, and is unable to see anything, thus forcing them to stumble around defenseless and navigate by touch. Blinding is fairly common alone, but it&#039;s also applied inherently as a part of sleeping and paralysis. When a subject is asleep or paralysed, all of these effects apply in addition.&lt;br /&gt;
*Places a black overlay on the screen, blocking everything except a small circle&lt;br /&gt;
**This allows you to only see things in a 3x3 area, centred on your character&lt;br /&gt;
***Note that this short range vision represents you feeling your way around, not actual vision. RP wise, you can see nothing at all&lt;br /&gt;
*Prevents you from examining objects and people at all. Any attempt displays a message &#039;Something is there, but you can&#039;t see it&#039;&lt;br /&gt;
*Subject cannot see visible emotes from nearby people&lt;br /&gt;
**Subject can still hear audible emotes&lt;br /&gt;
&lt;br /&gt;
===Speedboost===&lt;br /&gt;
The subject is energetic and juiced up, allowing them to power through impediments and always move as fat as they can.&lt;br /&gt;
Negates any increased movement delay and allows you to always move at the fastest possible speed, with a movement delay of 0.5 seconds (which is the lowest possible value)&lt;br /&gt;
Allows you to ignore the following speed impediments completely:&lt;br /&gt;
*Having &amp;lt;=40% health&lt;br /&gt;
*Being in pain&lt;br /&gt;
*Being starving&lt;br /&gt;
*Wearing EVA suits&lt;br /&gt;
*Being in a wheelchair&lt;br /&gt;
*Having feet/legs that are broken, splinted, or missing.&lt;br /&gt;
*Any slowdown caused by heavy shoes (galoshes)&lt;br /&gt;
*Being in shock&lt;br /&gt;
*Being fat&lt;br /&gt;
*Being cold&lt;br /&gt;
*Being drowsy&lt;br /&gt;
*Any inherent slowdown caused by your species&lt;br /&gt;
&lt;br /&gt;
===Painkiller/Analgesic===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Jittering===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Chemicals=&lt;br /&gt;
==Dispenser==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Many of the basic elements and chemicals in the dispenser have their own effects. Those are noted here.&lt;br /&gt;
Those without any effects aren&#039;t documented&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ChemicalTemplate&lt;br /&gt;
|Chemical = Aluminum&lt;br /&gt;
|Description = A silvery white and ductile member of the boron group of chemical elements.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ComplexChemicalTemplate&lt;br /&gt;
|Chemical = Carbon&lt;br /&gt;
|Description = A highly stable element, the building block of life. &lt;br /&gt;
|Metabolism = 0.5&lt;br /&gt;
|Type = Element&lt;br /&gt;
|Effects = *Absorbs all other chemicals when swallowed, and carries them out safely.&lt;br /&gt;
*When swallowed in pill form removes any reagent from the stomach equal to the amount used (1 per unit). &lt;br /&gt;
|Notes = *This is the only method to remove ingested toxins from a patient&#039;s stomach.&lt;br /&gt;
*Has no effect if injected, will not clean the blood. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ComplexChemicalTemplate&lt;br /&gt;
|Chemical = Acetone&lt;br /&gt;
|Description = A colorless liquid solvent used in chemical synthesis.&lt;br /&gt;
|Metabolism = 0.2&lt;br /&gt;
|Type = Solvent &lt;br /&gt;
|Effects = *Deals 1 toxin damage per 0.4 seconds.&lt;br /&gt;
**Unlike most chemicals, swallowing it is equally as effective.&lt;br /&gt;
*Can act as a solvent for ink.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ChemicalTemplate&lt;br /&gt;
|Chemical = Copper&lt;br /&gt;
|Description = A highly ductile metal.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ComplexChemicalTemplate&lt;br /&gt;
|Chemical = Ethanol&lt;br /&gt;
|Description = A well-known alcohol with a variety of applications. &lt;br /&gt;
|Metabolism = 0.5&lt;br /&gt;
|Type = Alcohol&lt;br /&gt;
|Effects = *Once applied (splashed), anything causing burn damage will cause it to combust. &lt;br /&gt;
*When injected causes 1 toxin damage every 0.8 seconds.&lt;br /&gt;
*When ingested causes drunkenness very quickly in low doses.  &lt;br /&gt;
*Can act as a solvent for ink. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ComplexChemicalTemplate&lt;br /&gt;
|Chemical = Ammonia&lt;br /&gt;
|Description = A caustic substance commonly used in fertilizer or household cleaners.&lt;br /&gt;
|Metabolism = 0.5&lt;br /&gt;
|Type = Liquid&lt;br /&gt;
|Effects = *Deals 1 toxin damage per 0.8 seconds.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ComplexChemicalTemplate&lt;br /&gt;
|Chemical = Hydrazine&lt;br /&gt;
|Description = A toxic, colorless, flammable liquid with a strong ammonia-like odor, in hydrate form.&lt;br /&gt;
|Metabolism = 0.2&lt;br /&gt;
|Type = Liquid&lt;br /&gt;
|Effects = *Once applied (splashed), anything causing burn damage will cause it to combust. &lt;br /&gt;
**Deals 1 toxin damage per 4.4 seconds.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ComplexChemicalTemplate&lt;br /&gt;
|Chemical = Iron&lt;br /&gt;
|Description = Pure iron is a metallic element. Used in limited doses as a supplement it can help people regenerate blood.&lt;br /&gt;
|Type = Element&lt;br /&gt;
|Effects = *When ingested in pill form, it restores blood at an equal rate of iron to blood in units. (1u iron restores 1% blood.)&lt;br /&gt;
|Notes = *Iron pills are a nice simple way to help recover lost blood, much simpler than a transfusion although slower. &lt;br /&gt;
**Eating food rich in iron also helps combat blood loss.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ComplexChemicalTemplate&lt;br /&gt;
|Chemical = Lithium&lt;br /&gt;
|Description = A soft, silver metallic element. A chemical element, used as antidepressant.&lt;br /&gt;
|Type = Element&lt;br /&gt;
|Effects = *When injected, causes someone to take a step in a random direction.&lt;br /&gt;
*Causes randomly emoting drooling, twitching or moaning occasionally. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ComplexChemicalTemplate&lt;br /&gt;
|Chemical = Mercury&lt;br /&gt;
|Description = A highly neurotoxic metallic element, which is liquid at room temperature. &lt;br /&gt;
|Type = Element&lt;br /&gt;
|Effects = *When injected, causes someone to take a step in a random direction.&lt;br /&gt;
*Causes randomly emoting drooling, twitching or moaning. &lt;br /&gt;
*Causes 1 point of brain damage per 0.4 seconds (works out to 10 points per unit).&lt;br /&gt;
**6 units of Mercury causes brain death (overdose). &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ComplexChemicalTemplate&lt;br /&gt;
|Chemical = Hydrochloric Acid&lt;br /&gt;
|Description = A very corrosive mineral acid with the molecular formula HCl.&lt;br /&gt;
|Type = Acid&lt;br /&gt;
|Effects = *Causes 2 burn damage per 0.4 seconds when injected. &lt;br /&gt;
*Causes 1 point of burn damage per unit when splashed.  &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ChemicalTemplate&lt;br /&gt;
|Chemical = Phosphorus&lt;br /&gt;
|Description = A highly reactive element, glows on contact with oxygen, the backbone of biological energy carriers.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ChemicalTemplate&lt;br /&gt;
|Chemical = Potassium&lt;br /&gt;
|Description = A soft, low-melting solid that can easily be cut with a knife. Reacts violently with water.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ComplexChemicalTemplate&lt;br /&gt;
|Chemical = Radium&lt;br /&gt;
|Description = Radium is an alkaline earth metal, and is extremely radioactive. &lt;br /&gt;
|Type = Element&lt;br /&gt;
|Effects = *Deals 10% Radiation per unit.&lt;br /&gt;
*May increase the chances to cure a disease when injected into a virus carrier. &lt;br /&gt;
**Injecting Radium has a chance to do the following:&lt;br /&gt;
***Deals 50% radiation.&lt;br /&gt;
***Deals 100 toxin damage.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ComplexChemicalTemplate&lt;br /&gt;
|Chemical = Sulphuric Acid&lt;br /&gt;
|Description = A very corrosive mineral acid with the molecular formula H2SO4.&lt;br /&gt;
|Metabolism = 0.2&lt;br /&gt;
|Type = Acid&lt;br /&gt;
|Effects = *Deals 10 burn damage every 0.4 seconds when injected or swallowed.&lt;br /&gt;
**When splashed on someone it causes 1 point of damage per unit.&lt;br /&gt;
***Melts faces, disfiguring the victim.&lt;br /&gt;
***Melts masks.&lt;br /&gt;
***Melts glasses, except acid proof ones.&lt;br /&gt;
****Wearing science goggles will halve the damage, they are acid proof.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ChemicalTemplate&lt;br /&gt;
|Chemical = Silicon&lt;br /&gt;
|Description = A tetravalent metalloid, silicon is less reactive than its chemical analog carbon.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ChemicalTemplate&lt;br /&gt;
|Chemical = Sodium&lt;br /&gt;
|Description = A chemical element, readily reacts with water.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ComplexChemicalTemplate&lt;br /&gt;
|Chemical = Sugar&lt;br /&gt;
|Description = The organic compound commonly known as table sugar and sometimes called saccharose. This white, odorless, crystalline powder has a pleasing, sweet taste.&lt;br /&gt;
|Type = Carbohydrate&lt;br /&gt;
|Effects = *When ingested it provides 3 nutrition per unit.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ChemicalTemplate&lt;br /&gt;
|Chemical = Sulphur&lt;br /&gt;
|Description = A non-metallic crystalline element with a pungent smell.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ChemicalTemplate&lt;br /&gt;
|Chemical = Tungsten&lt;br /&gt;
|Description = A chemical element, and a strong oxidising agent.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ChemicalTemplate&lt;br /&gt;
|Chemical = Water&lt;br /&gt;
|Description = A ubiquitous chemical substance that is composed of hydrogen and oxygen.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Other==&lt;br /&gt;
{{ChemicalTemplate&lt;br /&gt;
|Chemical = Gold&lt;br /&gt;
|Description = Gold is a dense, soft, shiny metal and the most malleable and ductile metal known. Gold is hard to get, and comes from mining, ask the Shaft Miners to get you some. Don&#039;t expect to get it quickly.&lt;br /&gt;
}}&lt;br /&gt;
{{ChemicalTemplate&lt;br /&gt;
|Chemical = Silver&lt;br /&gt;
|Description = A soft, white, lustrous transition metal, it has the highest electrical conductivity of any element and the highest thermal conductivity of any metal. Silver is hard to get, and comes from mining, ask the Shaft Miners to get you some. Don&#039;t expect to get it quickly.&lt;br /&gt;
}}&lt;br /&gt;
{{ChemicalTemplate&lt;br /&gt;
|Chemical = Uranium&lt;br /&gt;
|Description = A glistening, emerald-green metallic chemical element in the actinide series, weakly radioactive. Uranium is hard to get, and comes from mining, ask the Shaft Miners to get you some. Don&#039;t expect to get it quickly.&lt;br /&gt;
}}&lt;br /&gt;
{{ChemicalTemplate&lt;br /&gt;
|Chemical = Phoron&lt;br /&gt;
|Description = Liquid form of the gas Phoron, for use in chemistry recipes. You can get this by grinding up the Phoron crystals on the table at the north of the lab.&lt;br /&gt;
}}&lt;br /&gt;
{{ChemicalTemplate&lt;br /&gt;
|Chemical = Fuel&lt;br /&gt;
|Description = Required for welders. Flammable. Use a beaker on any Welder Fuel Tank to collect some.&lt;br /&gt;
}}&lt;br /&gt;
{{ChemicalTemplate&lt;br /&gt;
|Chemical = Milk&lt;br /&gt;
|Description = White and nutritious goodness! Milk can be found in the kitchen, in a fridge that anyone can open.&lt;br /&gt;
}}&lt;br /&gt;
{{ChemicalTemplate&lt;br /&gt;
|Chemical = Toxin&lt;br /&gt;
|Description = A toxic chemical. Found in the NanoMed vending machines in medbay, labelled Toxin Bottle.&lt;br /&gt;
}}&lt;br /&gt;
{{ChemicalTemplate&lt;br /&gt;
|Chemical = Capsaicin Oil&lt;br /&gt;
|Description = This is what makes chillis hot. To get this, grow chillies in the garden, and grind them up.&lt;br /&gt;
}}&lt;br /&gt;
{{ChemicalTemplate&lt;br /&gt;
|Chemical = Corn Oil&lt;br /&gt;
|Description = An oil derived from various types of corn. Grow corn and grind it up.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=Compounds=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Pharmaceutical Compounds==&lt;br /&gt;
Things that are designed for use in a patient&#039;s body, for good or ill.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Basic Treatments===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&amp;gt;These treatments are weak but widely available in medkits or medibots. They are not commonly used by doctors, who have access to more powerful specialized medicines.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Dexalin&lt;br /&gt;
|Formula = 2 parts Acetone, 0.1 units Phoron (catalyst). &lt;br /&gt;
|Metabolism = 0.2&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = Used in the treatment of oxygen deprivation. &lt;br /&gt;
 |Effects = &lt;br /&gt;
*Heals 15 suffocation damage per unit.&lt;br /&gt;
*Deals toxin damage to Vox.&lt;br /&gt;
*Removes Lexorin from the bloodstream. &lt;br /&gt;
|OverdoseEffect = *Toxins&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Tricordrazine&lt;br /&gt;
|Formula = 1 part Dylovene, 1 part Inaprovaline&lt;br /&gt;
|Metabolism = 0.1&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = Tricordrazine is a highly potent stimulant, originally derived from Cordrazine. Can be used to treat a wide range of injuries, though the healing effect is weak. &lt;br /&gt;
|Effects = *Heals 6 suffocation damage per unit&lt;br /&gt;
*Heals 3 trauma damage per unit&lt;br /&gt;
*Heals 3 burn damage per unit&lt;br /&gt;
*Heals 3 toxin damage per unit&lt;br /&gt;
|OverdoseEffect = N/A&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Kelotane&lt;br /&gt;
|Formula = 1 part Carbon, 1 part Silicon&lt;br /&gt;
|Metabolism = 0.2&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = Treats burn damage effectively, preventing infections and helping speed up healing of burns.&lt;br /&gt;
 |Effects = &lt;br /&gt;
*Heals 6 Burn damage per unit. &lt;br /&gt;
|OverdoseEffect = *Toxins&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Standard Treatments===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&amp;gt;These medicines are the mainstays, standard treatments for most common conditions. A good chemist should make sure that all of these are available in sufficient quantities.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Dexalin Plus&lt;br /&gt;
|Formula = 1 part Dexalin, 1 part Iron, 1 part Carbon&lt;br /&gt;
|Metabolism = 0.2&lt;br /&gt;
|Overdose = 15&lt;br /&gt;
|Description = Directly oxygenates the blood, bypassing the pulmonary system and temporarily removing the need to breathe, as well as immediately restoring oxygen-starved tissue.&lt;br /&gt;
|Effects = &lt;br /&gt;
*Heals 300 suffocation damage per unit.&lt;br /&gt;
*Removes Lexorin from the bloodstream.&lt;br /&gt;
|OverdoseEffect = *Toxins&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Dylovene&lt;br /&gt;
|Formula = 1 part Silicon, 1 part Potassium, 1 part Ammonia&lt;br /&gt;
|Metabolism = 0.2&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = A broad-spectrum antitoxin. Heals toxin damage, drowsiness, and hallucinations. It will only heal the damage done by poisons, not cure the cause of it.&lt;br /&gt;
 |Effects = &lt;br /&gt;
*Heals 4 toxin damage per unit.&lt;br /&gt;
*Reduces drowsiness by 6 points per unit.&lt;br /&gt;
*Reduces hallucination strength by 9 points per unit.&lt;br /&gt;
|OverdoseEffect = *N/A. It is impossible to overdose on Dylovene, no side-effects at any quantity.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Dermaline&lt;br /&gt;
|Formula = 1 part Kelotane, 1 part Acetone, 1 part Phosphorous&lt;br /&gt;
|Metabolism = 0.2&lt;br /&gt;
|Overdose = 15&lt;br /&gt;
|Description = Dermaline is used to treat burns. It works faster than Kelotane and enables the body to restore large amounts of burnt tissue quickly.&lt;br /&gt;
 |Effects = &lt;br /&gt;
*Heals 12 burn damage per unit&lt;br /&gt;
|OverdoseEffect = *Toxins&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Bicaridine&lt;br /&gt;
|Formula = 1 part Carbon, 1 part Inaprovaline&lt;br /&gt;
|Metabolism = 0.2&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = A powerful trauma medication used to treat many kinds of physical injuries. Can also slow and partially heal internal bleeding at overdose (poisonous).&lt;br /&gt;
 |Effects = &lt;br /&gt;
*Heals 6 points of Trauma damage per unit.&lt;br /&gt;
|OverdoseEffect = *Toxins&lt;br /&gt;
*Heals internal bleeding slowly. Patient&#039;s body temperature must be above 170k for this to work. &lt;br /&gt;
|Notes = *Does not heal organ damage or bones. It only heals internal and external muscle wounds.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Alkysine&lt;br /&gt;
|Formula = 1 part Hydrochloric Acid, 1 part Ammonia, 1 part Dylovene, &lt;br /&gt;
*Makes 2 units. &lt;br /&gt;
|Metabolism = 0.05&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = A drug used to heal damage to neurological tissue after a head injury. Slightly eases pain.  &lt;br /&gt;
 |Effects = &lt;br /&gt;
*Heals 30 points Brain damage per unit.&lt;br /&gt;
*Acts as a mild painkiller.&lt;br /&gt;
|OverdoseEffect = *Toxins&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Cryoxadone&lt;br /&gt;
|Formula = 1 part Dexalin, 1 part Water, 1 part Acetone,&lt;br /&gt;
|Metabolism = 0.2&lt;br /&gt;
|Overdose = ∞&lt;br /&gt;
|Description = Use to treat all standard types of damage, though body temperature must be under 170K for it to metabolize correctly. Intended for use in Cryotube mixtures.&lt;br /&gt;
 |Effects = &lt;br /&gt;
*Slows the heart-rate&lt;br /&gt;
**Heals 10 genetic damage per unit&lt;br /&gt;
**Heals 10 suffocation per unit&lt;br /&gt;
**Heals 10 trauma damage per unit&lt;br /&gt;
**Heals 10 burn damage per unit&lt;br /&gt;
**Heals 10 toxin damage per unit&lt;br /&gt;
|OverdoseEffect = *N/A&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Hyronalin&lt;br /&gt;
|Formula = 1 part Radium, 1 part Dylovene&lt;br /&gt;
|Metabolism = 0.05&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = Hyronalin is a medicinal drug used to counter the effect of radiation poisoning.&lt;br /&gt;
 |Effects = &lt;br /&gt;
*Heals 30% radiation per unit.&lt;br /&gt;
|OverdoseEffect = *Toxins&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Advanced Treatments===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&amp;gt;Very powerful and useful medicines, which are uncommon or difficult to make. Creating these is important to being a good chemist.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Peridaxon&lt;br /&gt;
|Formula = 1 part Bicaridine, 1 part Clonexadone, 5 units Phoron (catalyst)&lt;br /&gt;
*Results in 2 units.  &lt;br /&gt;
|Metabolism = 0.2&lt;br /&gt;
|Overdose = 10&lt;br /&gt;
|Description = Used to encourage recovery of internal organs and nervous systems. Medicate cautiously.&lt;br /&gt;
 |Effects = &lt;br /&gt;
*Heals 1 point of damage to each internal organ per unit.&lt;br /&gt;
**Can repair ruptured lungs.&lt;br /&gt;
**Does not affect mechanical/artificial organs.&lt;br /&gt;
|OverdoseEffect = *Toxins&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Clonexadone&lt;br /&gt;
|Formula = 1 part Cryoxadone, 1 part Sodium, 0.1 parts Phoron, 5 units Phoron (catalyst)&lt;br /&gt;
*Results in 2 units.&lt;br /&gt;
|Metabolism = 0.05&lt;br /&gt;
|Overdose = ∞&lt;br /&gt;
|Description = A liquid compound similar to that used in the cloning process. Almost identical to Cryoxadone, but three times as powerful. Intended for use in Cryotube mixtures&lt;br /&gt;
 |Effects = &lt;br /&gt;
*Slows the heart-rate&lt;br /&gt;
*All of the following effects require body temperature to be below 170 kelvin.&lt;br /&gt;
**Heals 30 genetic damage per unit&lt;br /&gt;
**Heals 30 suffocation per unit&lt;br /&gt;
**Heals 30 trauma damage per unit&lt;br /&gt;
**Heals 30 burn damage per unit&lt;br /&gt;
**Heals 30 toxin damage per unit&lt;br /&gt;
|OverdoseEffect = *N/A&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Imidazoline&lt;br /&gt;
|Formula = 1 part Hydrazine, 1 part Carbon, 1 part Dylovene &lt;br /&gt;
*Results in 2 units.&lt;br /&gt;
|Metabolism = 0.2&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = Used for healing physical trauma or chemical trauma in the eyes, though does not work for genetic eye damage. &lt;br /&gt;
 |Effects = &lt;br /&gt;
*Reduces blurriness strength by 2.5 per second.&lt;br /&gt;
*Reduces blindness strength by 2.5 per second.&lt;br /&gt;
*Heals eye-organ damage by 5 points per unit.&lt;br /&gt;
|OverdoseEffect = *Toxins&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Rezadone&lt;br /&gt;
|Formula = 1 part CarpoToxin, 1 part Cryptobiolin, 1 part Copper&lt;br /&gt;
|Metabolism = 0.2&lt;br /&gt;
|Overdose = 25&lt;br /&gt;
|Description = A powder extracted from Spacecarp, this substance can effectively treat genetic damage in humanoids, though excessive consumption has side effects.&lt;br /&gt;
 |Effects = &lt;br /&gt;
*Heals 20 genetic damage per unit.&lt;br /&gt;
*Heals 2 suffocation damage per unit.&lt;br /&gt;
*Heals 20 trauma damage per unit.&lt;br /&gt;
*Heals 20 burn damage per unit.&lt;br /&gt;
*Heals 20 toxin damage per unit.&lt;br /&gt;
|OverdoseEffect = *Causes Dizziness. (strength 5.)&lt;br /&gt;
*Causes Jittering. (strength 5.)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Specialist Treatments===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&amp;gt;Rarely used medicines with very specific, niche utility. These are typically made on demand if required, and not often prepared in advance.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Arithrazine&lt;br /&gt;
|Formula = 1 part Hyronalin, 1 part Hydrazine &lt;br /&gt;
|Metabolism = 0.05&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = A highly unstable medication used for the most extreme cases of radiation poisoning. May cause some tissue damage to the patient. &lt;br /&gt;
|Effects = *Heals 70% radiation per unit.&lt;br /&gt;
*Heals 10 toxin damage per unit.&lt;br /&gt;
*Deals approx 2.4 Trauma damage per unit.&lt;br /&gt;
|OverdoseEffect = *N/A&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Ryetalyn&lt;br /&gt;
|Formula = 1 part Arithrazine, 1 part Carbon&lt;br /&gt;
|Metabolism = 0.1&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = Can cure specific genetic abnormalities via a catalytic process. &lt;br /&gt;
 |Effects = &lt;br /&gt;
*Instantly cures all mutations in the patient.&lt;br /&gt;
*Instantly cures genetic disabilities in the patient.&lt;br /&gt;
|OverdoseEffect = *Toxins&lt;br /&gt;
|Notes = &lt;br /&gt;
*All of Ryetalyn&#039;s effects occur instantly with even the tiniest dose; one unit is enough.&lt;br /&gt;
*Ryetalyn does NOT cure genetic damage (AKA: Cloneloss). Only Clonexadone, Cryoxadone or Rezadone fix genetic damage.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Ethylredoxrazine&lt;br /&gt;
|Formula = 1 part Acetone, 1 part Dylovene, 1 part Carbon&lt;br /&gt;
|Metabolism = 0.2&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = A powerful oxidizer that reacts with ethanol. Neutralizes alcohol in the blood stream.&lt;br /&gt;
 |Effects = &lt;br /&gt;
*Instantly cures Dizziness&lt;br /&gt;
*Instantly cures Drowsiness&lt;br /&gt;
*Instantly cures Stuttering&lt;br /&gt;
*Instantly cures Confusion&lt;br /&gt;
*Removes 5 units of ethanol from the patient per unit.&lt;br /&gt;
|OverdoseEffect = *Toxins&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Leporazine&lt;br /&gt;
|Formula = 1 part Silicon, 1 part Copper, 5 units Phoron (catalyst)&lt;br /&gt;
|Metabolism = 0.2&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = Leporazine can be use to stabilize an individuals body temperature.&lt;br /&gt;
 |Effects = &lt;br /&gt;
*Brings the patient&#039;s body temperature close towards 310 kelvin (36.85 Celsius).&lt;br /&gt;
|OverdoseEffect = *Toxins&lt;br /&gt;
|Notes = *Leporazine&#039;s effects are constant as long as it&#039;s metabolizing. The size of the dose only matters in determining how long the body temperature will remain stable for. Effects stop when its fully metabolized.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Lipozine&lt;br /&gt;
|Formula =  1 part Salt, 1 part Ethanol, 1 part Radium&lt;br /&gt;
|Metabolism = 0.2&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = A chemical compound that causes a powerful fat-burning reaction.&lt;br /&gt;
 |Effects = &lt;br /&gt;
*Removes 10 points of nutrition from the patient per unit, making them more hungry.&lt;br /&gt;
*Instantly clears bloated status from overeating.&lt;br /&gt;
|OverdoseEffect = *Toxins&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Ipecac&lt;br /&gt;
|Formula = 1 part Hydrazine, 1 part Ethanol, 1 part Dylovene&lt;br /&gt;
|Metabolism = 0.2&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = A simple emetic. Induces vomiting in the patient, emptying stomach contents.&lt;br /&gt;
 |Effects = &lt;br /&gt;
*When ingested:&lt;br /&gt;
**Has a chance to make the patient vomit, which increases in probability as they absorb more and more of it.&lt;br /&gt;
**Gives the patient messages about feeling ill, nauseous, etc.&lt;br /&gt;
*When injected:&lt;br /&gt;
**Deals 2 toxin damage per unit.&lt;br /&gt;
|OverdoseEffect = *Toxins&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Anti Microbials===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&amp;gt;Medicines used to fight Viral Pathogens and Bacterial Infections.&lt;br /&gt;
A detailed guide to Bacterial Infections can be found here: &lt;br /&gt;
https://aurorastation.org/wiki/index.php?title=Guide_to_Medicine#Infection&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Spaceacillin&lt;br /&gt;
|Formula = 1 part Cryptobiolin, 1 part Inaprovaline&lt;br /&gt;
|Metabolism = 0.05&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = A Broad-spectrum anti-microbial, which deals effectively with bacterial infections, and early-stage viral pathogens.&lt;br /&gt;
|Effects = &lt;br /&gt;
Spaceacillin&#039;s effects can be divided into two categories,&lt;br /&gt;
&lt;br /&gt;
*Bacterial Infection:&lt;br /&gt;
**Effects at 5u dosage&lt;br /&gt;
***Does not prevent infected wounds from increasing germ level.&lt;br /&gt;
***Does not prevent spreading germs from nearby infected parts.&lt;br /&gt;
***Instantly cures germs below infection level 1.&lt;br /&gt;
***Heals infections between level 1 and level 2, at a rate of 3 germ levels per second.&lt;br /&gt;
***Heals infections between level 2 upwards, at a rate of 1 germ level per second.&lt;br /&gt;
&lt;br /&gt;
*Effects at 30u dosage.&lt;br /&gt;
***Prevents organ/body part death from level 3 infections. Will not revive already-dead parts.&lt;br /&gt;
***Prevents ongoing toxin damage from level 3 infections.&lt;br /&gt;
&lt;br /&gt;
*Viral Pathogen:&lt;br /&gt;
**Effects at 5u dosage.&lt;br /&gt;
***Prevents the patient spreading their viruses to others.&lt;br /&gt;
***Prevents being the patient being infected by viruses.&lt;br /&gt;
***Cures stage-1 viruses very quickly.&lt;br /&gt;
***Will have no effect on stage 2 or higher.&lt;br /&gt;
***Does not slow or impede the progress of viruses at all after stage 1.&lt;br /&gt;
|OverdoseEffect = *Toxins&lt;br /&gt;
|Notes = *It is important to note that unlike most other drugs, all of Spaceacillin&#039;s effects (except overdose toxins) are based on how much of the medicine is in the patient&#039;s bloodstream or stomach, NOT how much has actually been metabolized. If the amount in the patient falls below the listed thresholds, its effects will stop working, so always inject more than needed.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Sterilizine&lt;br /&gt;
|Formula = 1 part Ethanol, 1 part Dylovene, 1 part Hydrochloric Acid&lt;br /&gt;
|Metabolism = 0.2&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = An antiseptic fluid that removes all traces of blood, and cleans a patient&#039;s body to reduce the chance of infection.&lt;br /&gt;
|Effects = *When sprayed on a patient:&lt;br /&gt;
**Sets the main germ level of the patient&#039;s body to zero.&lt;br /&gt;
**Cleans blood off of the patient&#039;s clothes and skin.&lt;br /&gt;
*When sprayed on a surface or object:&lt;br /&gt;
**Cleans blood off the object, leaving no traces for forensics.&lt;br /&gt;
|OverdoseEffect = *Toxins&lt;br /&gt;
|Notes = *Sterilizine works on contact, it is not for injecting or ingesting.&lt;br /&gt;
*Does NOT sterilize wounds. &lt;br /&gt;
*Does not affect the germ level of wounds, body parts, or internal organs.&lt;br /&gt;
*Clearing germ level can also be done by showering, washing your hands, or spraying with space cleaner. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Painkillers/Stabilizers===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&amp;gt;Usually administered to people who&#039;ve just been wounded, to help stabilize them.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Inaprovaline&lt;br /&gt;
|Formula = 1 part Acetone, 1 part Carbon, 1 part Sugar &lt;br /&gt;
|Metabolism = 0.1&lt;br /&gt;
|Overdose = 60&lt;br /&gt;
|Description = Inaprovaline is a synaptic stimulant and cardio-stimulant. Commonly used to stabilize patients.&lt;br /&gt;
 |Effects = &lt;br /&gt;
*Prevents patients from accumulating suffocation damage caused by being in critical (&amp;lt;=0% health) status. &lt;br /&gt;
*Prevents Internal Bleeding wounds from getting worse over time. Does not stop the bleeding, just prevents the rate of bleeding from accelerating.&lt;br /&gt;
*Acts as a mild painkiller, Strength 25.&lt;br /&gt;
*Increases heart rate.  &lt;br /&gt;
|OverdoseEffect = *Toxins&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Paracetamol&lt;br /&gt;
|Formula = 1 part Tramadol, 1 part Sugar, 1 part Water&lt;br /&gt;
|Metabolism = 0.01&lt;br /&gt;
|Overdose = 60&lt;br /&gt;
|Description = Most probably know this as Acetaminophen, but this chemical is a mild, simple painkiller.&lt;br /&gt;
|Effects = *Acts as a painkiller, Strength 50.&lt;br /&gt;
|OverdoseEffect = *Causes hallucinations: Strength 25.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Tramadol&lt;br /&gt;
|Formula = 1 part Inaprovaline, 1 part Ethanol, 1 part Acetone&lt;br /&gt;
|Metabolism = 0.01&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = A simple, yet effective painkiller. Very effective for patients in shock. &lt;br /&gt;
|Effects = *Acts as a painkiller, Strength 80.&lt;br /&gt;
|OverdoseEffect = *Causes hallucinations: Strength 40.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Oxycodone&lt;br /&gt;
|Formula = 1 part Ethanol, 1 part Tramadol; 1 part Phoron (Catalyst)&lt;br /&gt;
*Makes 1 unit&lt;br /&gt;
|Metabolism = 0.01&lt;br /&gt;
|Overdose = 20&lt;br /&gt;
|Description = An effective and very addictive painkiller. &lt;br /&gt;
|Effects = *Acts as a painkiller, Strength 200.&lt;br /&gt;
|OverdoseEffect = *Causes hallucinations: Strength 60.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Sedatives===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&amp;gt;Sedatives put people to sleep. Useful for surgery when anaesthetic gas won&#039;t work, for dealing with troublesome patients who won&#039;t sit still, and in dire situations, for self defense.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Soporific&lt;br /&gt;
|Formula = 1 part Chloral Hydrate, 4 parts sugar&lt;br /&gt;
|Metabolism = 0.05&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = A moderately effective hypnotic used to treat insomnia, perform surgery in critical cases, and keep unruly patients asleep until security can deal with them.&lt;br /&gt;
 |Effects = *At &amp;lt;1u dose.&lt;br /&gt;
**Causes yawning every 8 seconds on average.&lt;br /&gt;
*At &amp;lt;1.5u dose.&lt;br /&gt;
**Causes blurred vision, Strength 10.&lt;br /&gt;
*At &amp;lt;5u dose.&lt;br /&gt;
**Causes Weakening, Strength 2.&lt;br /&gt;
**Causes drowsiness, Strength 20.&lt;br /&gt;
*At &amp;gt;=5u dose.&lt;br /&gt;
**Causes Sleep, strength 20.&lt;br /&gt;
**Causes Drowsiness, strength 60.&lt;br /&gt;
|OverdoseEffect = *Toxins&lt;br /&gt;
|Notes = *Soporific is widely available in the vending machines in medical, there is very little reason to actually make it in chemistry.&lt;br /&gt;
*Drowsiness causes slower movement, blurred vision, and an approximate 15% chance every two seconds, to fall asleep for a couple of seconds.&lt;br /&gt;
*The following values are based on a combination of calculation and live testing. The results are not 100% consistent, as it varies due to server performance.&lt;br /&gt;
**At a sufficiently high volume, soporific will reach a 5u dose and cause the patient to fall asleep in about 110 seconds. They may fall asleep earlier than that from the drowsiness, but that&#039;s temporary and isn&#039;t safe for surgery.&lt;br /&gt;
**Once the patient is asleep, they will stay asleep roughly 21 seconds for every unit in their blood after the fifth. A full 15u syringe will keep someone asleep for three and a half minutes. Each additional 15u will extend that time by another 5 minutes and 15 seconds.&lt;br /&gt;
**Once the dose falls low enough, the patient will wake after roughly another 45 seconds.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Chloral Hydrate&lt;br /&gt;
|Formula = 1 part Ethanol, 3 parts Hydrochloric Acid, 1 part Water&lt;br /&gt;
*Makes 1 unit.&lt;br /&gt;
|Metabolism = 0.05&lt;br /&gt;
|Overdose = 15&lt;br /&gt;
|Description = An extremely powerful sedative that quickly incapacitates most people at even a tiny dose. It is effective for subduing violent patients, or as a self defense tool, to allow escape. It is not entirely safe, and will poison the subject to some degree.&lt;br /&gt;
 |Effects = *Once only, immediately upon injecting:&lt;br /&gt;
**Causes Confusion at strength 2 (the patient stumbles around, and fails randomly at actions).&lt;br /&gt;
**Causes Drowsyness at strength 2.&lt;br /&gt;
*At &amp;lt;2u dosage.&lt;br /&gt;
**Causes Weakness, strength 30 (this causes the patient to collapse, and be unable to move or interact).&lt;br /&gt;
**Causes blurred vision, at strength 10.&lt;br /&gt;
*At &amp;gt;1u dosage, the patient suffers 1 point of toxin damage per unit.&lt;br /&gt;
*At &amp;gt;=2u dosage, causes sleep, strength 30.&lt;br /&gt;
|OverdoseEffect = *Toxins&lt;br /&gt;
|Notes = *The toxins from the overdose effect stacks with the toxin damage a normal dose causes. An overdose can be somewhat harmful, but 15u is nowhere near lethal.&lt;br /&gt;
*The following values are based on a combination of calculation and live testing. The results are not 100% consistent, as it varies due to server performance.&lt;br /&gt;
**Chloral hydrate will trigger its weakness effect on the second proc, this happens three seconds after intial injection.&lt;br /&gt;
**At a sufficiently high volume, Chloral Hydrate will reach a 2u dose and cause the patient to fall asleep in about 40 seconds. &lt;br /&gt;
**Once the patient is asleep, they will stay asleep roughly 21 seconds for every unit in their blood after the second. A 5u dosage will keep someone asleep for approximately 1 minute 3 seconds.&lt;br /&gt;
**Once the dose falls low enough, the patient will wake after roughly another 65 seconds.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Mental Stabilisers===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&amp;gt;Compounds to alter the patient&#039;s mental state. These are mostly roleplay only, and have almost no mechanical effects.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Methylphenidate &lt;br /&gt;
|Formula = 1 part MindBreaker Toxin, 1 part Hydrazine&lt;br /&gt;
*Makes 3 units&lt;br /&gt;
|Metabolism = 0.01&lt;br /&gt;
|Overdose = ∞&lt;br /&gt;
|Description = Improves the ability to concentrate.&lt;br /&gt;
 |Effects = &lt;br /&gt;
*Displays a message every five minutes: &amp;quot;Your mind feels focused and undivided.&amp;quot;&lt;br /&gt;
|OverdoseEffect = *N/A&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Citalopram&lt;br /&gt;
|Formula = 1 part Mindbreaker Toxin, 1 part Carbon&lt;br /&gt;
*Makes 3 units&lt;br /&gt;
|Metabolism = 0.01&lt;br /&gt;
|Overdose = ∞&lt;br /&gt;
|Description = Stabilizes the mind a little. A Mild Antidepressant.  &lt;br /&gt;
 |Effects = &lt;br /&gt;
*Displays a message every five minutes: &amp;quot;Your mind feels stable... a little stable.&amp;quot;&lt;br /&gt;
|OverdoseEffect = *N/A&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Paroxetine&lt;br /&gt;
|Formula = 1 part MindBreaker Toxin, 1 part Acetone, 1 part Inaprovaline&lt;br /&gt;
*Makes 3 units&lt;br /&gt;
|Metabolism = 0.01&lt;br /&gt;
|Overdose = ∞&lt;br /&gt;
|Description = A stronger antidepressant. Stabilizes the mind greatly, but has a chance of causing hallucinations.&lt;br /&gt;
 |Effects = &lt;br /&gt;
*Every five minutes, does one of the following:&lt;br /&gt;
**90% chance to display a message: &amp;quot;Your mind feels much more stable.&amp;quot;. &lt;br /&gt;
**10% Chance to display: &amp;quot;Your mind breaks apart...&amp;quot; and cause hallucinations at strength 200.&lt;br /&gt;
|OverdoseEffect = *N/A&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Performance Enhancers===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&amp;gt;Things to make people work harder, better, faster and stronger. These can be helpful to dose up on before combat, and are sometimes requisitioned by a well prepared security team&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Hyperzine&lt;br /&gt;
|Formula = 1 part Sugar, 1 part Phosphorous, 1 part Sulphur&lt;br /&gt;
|Metabolism = 0.2&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = A highly effective, long lasting, muscle stimulant. Keeps the user&#039;s muscles working regardless of impairments, and allows freedom of movement under almost any conditions.&lt;br /&gt;
 |Effects = &lt;br /&gt;
*Gives the Speed-boost effect&lt;br /&gt;
**This medicine does not work on Dionaea.&lt;br /&gt;
|OverdoseEffect = *Toxins&lt;br /&gt;
|Notes = *Each unit lasts 67 seconds&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Synaptizine&lt;br /&gt;
|Formula = 1 part Lithium, 1 part Sugar, 1 part Water&lt;br /&gt;
|Metabolism = 0.001&lt;br /&gt;
|Overdose = 10&lt;br /&gt;
|Description = Highly toxic, but treats hallucinations, paralysis, and stunned or weakened patients. &lt;br /&gt;
 |Effects = &lt;br /&gt;
*Reduces Drowsiness strength by 2.5 points per second.&lt;br /&gt;
*Reduces Paralysis strength by 0.5 points per second.&lt;br /&gt;
*Reduces Stunning strength by 0.5 points per second.&lt;br /&gt;
*Reduces Weakening strength by 0.5 points per second.&lt;br /&gt;
*Reduces Hallucination strength by 5 points per second.&lt;br /&gt;
*Removes 2.5 units of Mindbreaker Toxin from the patient&#039;s body per second.&lt;br /&gt;
*Acts as a painkiller, Strength 40.&lt;br /&gt;
*Causes 5 toxin damage to the patient per unit.&lt;br /&gt;
|OverdoseEffect = *Toxins&lt;br /&gt;
|Notes = *The effects of this medicine persist as long as it is metabolizing, and it metabolites very slowly.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Narcotics===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&amp;gt;Drugs to get high, these are illegal to distribute, or administer without good reason. Making up and dosing yourself on space drugs is the hallmark of a bad Chemist. Don&#039;t do it.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Mindbreaker Toxin&lt;br /&gt;
|Formula = 1 part Silicon, 1 part Hydrazine, 1 part Dylovene&lt;br /&gt;
|Metabolism  = 0.025&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = A powerful hallucinogen, Formerly known as LSD, but was renamed so people understand that it is not a &amp;quot;fun time&amp;quot;. Its use and distribution is illegal, but it is a precursor to several useful psychoactive medications. &lt;br /&gt;
|Effects = *Causes Hallucinations, strength 100.&lt;br /&gt;
|Notes = *Easily treatable with dialysis to remove it blood, then Dylovene to clear up the hallucinations.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Space Drugs&lt;br /&gt;
|Formula = 1 part Mercury, 1 part Sugar, 1 part Lithium&lt;br /&gt;
|Metabolism  = 0.025&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = An illegal compound scientifically known as Mercury Mono lithium Sucrose, which induces a number of effects such as loss of balance, itching, drooling, and colourful visions.&lt;br /&gt;
|Effects = *Causes the Druggy effect (Flashing rainbow overlay).&lt;br /&gt;
*Each proc, has a 10% chance (averages once every 20 seconds) to make the patient take a single step in a random direction.&lt;br /&gt;
**This effect does not trigger when the patient is in space, or unable to move.&lt;br /&gt;
*5% chance each proc to emote drooling, giggling, moaning, or twitching. . &lt;br /&gt;
|Notes = *There is no reason to ever make this drug. It exists only to identify who the bad chemists are.&lt;br /&gt;
*Effects stop quickly once the drug is out of the patient&#039;s blood. Treat with dialysis if injected.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Poisons===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&amp;gt;These compounds are harmful to organic life. Do not administer them unless you intend to murder the patient. They are mostly used by antagonists, and sometimes for research.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Potassium Chlorophoride&lt;br /&gt;
|Formula = 1 part Potassium Chloride, 1 part Phoron, 1 part Chloral Hydrate&lt;br /&gt;
|Metabolism  = 0.005&lt;br /&gt;
|Overdose = 20&lt;br /&gt;
|Description = A powerful paralytic based on Potassium Chloride. Paralyses the victim, builds up toxins and slowly suffocates them.&lt;br /&gt;
|Effects = *Deals 10 toxin damage per unit.&lt;br /&gt;
*Deals 2 suffocation damage per unit.&lt;br /&gt;
*Weakens the patient, strength 10 (prevents movements or actions).&lt;br /&gt;
**This effect is instant, and constantly refreshed while it&#039;s metabolizing.&lt;br /&gt;
|Notes = *Takes 200 seconds to metabolize a single unit, making this a very effective long-lasting paralytic.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Zombie Powder&lt;br /&gt;
|Formula = 5 parts CarpoToxin, 5 parts Soporific, 5 parts Copper&lt;br /&gt;
*Results in 2 units&lt;br /&gt;
|Metabolism  = 0.1&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = A strong neurotoxin and paralytic scientifically known as Tetrodotoxin, which instantly puts the subject into a death-like state.&lt;br /&gt;
|Effects = *Gives the patient a fake time of death that will show in autopsy reports.&lt;br /&gt;
*Causes 3 suffocation damage per unit.&lt;br /&gt;
*Causes 3 toxin damage per unit.&lt;br /&gt;
*These effects are instant, and persist as long as the poison is metabolizing.&lt;br /&gt;
**Weakens the patient, strength 10 (paralysis).&lt;br /&gt;
**Silences the patient, strength 10.&lt;br /&gt;
****A scanner bed will show the patient&#039;s damage correctly without any fake values.&lt;br /&gt;
|Notes = *This toxin does not last very long, 10 seconds per unit. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Lexorin&lt;br /&gt;
|Formula = 1 part Phoron, 1 part Hydrazine, 1 part Ammonia&lt;br /&gt;
|Metabolism  = 0.1&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = Temporarily stops respiration. Causes tissue damage. Countered by Dexalin Plus.&lt;br /&gt;
|Effects = *Deals 3 trauma damage per unit.&lt;br /&gt;
*Stops breathing&lt;br /&gt;
*Constantly increases oxygen loss.&lt;br /&gt;
|Notes = *Each unit of Dexalin Plus will neutralize 3 units of Lexorin.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Cryptobiolin&lt;br /&gt;
|Metabolism  = 0.05&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Formula = 1 part Potassium, 1 part Acetone, 1 part Sugar&lt;br /&gt;
|Description = Causes confusion and dizziness.&lt;br /&gt;
|Effects = *Causes Confusion, Strength 20 (The victim will randomly move in the wrong direction when walking).&lt;br /&gt;
*Causes Dizziness, Strength 4 (The victim&#039;s screen shakes, makes it harder for them to click things).&lt;br /&gt;
|Notes = *Effects are instant and refreshed while it metabolizes.&lt;br /&gt;
*Lasts 20 seconds per unit.&lt;br /&gt;
*Ethylredoxrazine will nullify effects. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Potassium Chloride&lt;br /&gt;
|Formula = 1 part Potassium, 1 part Sodium Chloride&lt;br /&gt;
|Metabolism  = 0.005&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = A a bitter salt that becomes a dangerous paralytic at high doses and appears to stop the heart.&lt;br /&gt;
|Effects = *No effects when not overdosed&lt;br /&gt;
|OverdoseEffect = *These effects are almost identical to normally injecting Potassium Chloride.&lt;br /&gt;
**Toxins&lt;br /&gt;
**Appears to stop the patient&#039;s heart. Their pulse will read as zero. &lt;br /&gt;
***Does not ACTUALLY stop their heart. The patient will not die from heart failure&lt;br /&gt;
**Deals 2 suffocation damage per unit.&lt;br /&gt;
**Weakens the patient, strength 10 (prevents movements or actions).&lt;br /&gt;
|Notes = *Metabolizes very slowly, overdosing a patient would be very hard and time consuming. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Impedrezene&lt;br /&gt;
|Formula = 1 part Mercury, 1 part Acetone, 1 part Sugar&lt;br /&gt;
|Metabolism  = 0.2&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = A narcotic that impedes one&#039;s ability by slowing down the higher brain cell functions.&lt;br /&gt;
|Effects = &lt;br /&gt;
*Can cause brain damage at a ratio of 3 per unit of compound.&lt;br /&gt;
*Can cause drowsiness. &lt;br /&gt;
*Can cause drooling.&lt;br /&gt;
|Notes = The reaction only gives 2 units of impedrezene per recipe.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Food Related===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&amp;gt;Things that are safe to eat. Most of these are ingredients though, and not generally designed to be eaten as-is.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Sodium Chloride &lt;br /&gt;
|Formula = 1 part Hydrochloric Acid, 1 part Sodium&lt;br /&gt;
|Metabolism = 0.1&lt;br /&gt;
|Overdose = ∞&lt;br /&gt;
|Description = Sodium Chloride, also known as Salt, is often used to season food.&lt;br /&gt;
|Effects = *N/A&lt;br /&gt;
|OverdoseEffect = *N/A&lt;br /&gt;
|Notes = *N/A&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Glycerol&lt;br /&gt;
|Formula = 3 parts Corn Oil, 1 part Sulphuric Acid&lt;br /&gt;
*Results in 1 unit.&lt;br /&gt;
|Metabolism  = 0.1&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = A simple polyol compound, Glycerol is sweet-tasting and of low toxicity. &lt;br /&gt;
|Effects = *N/A&lt;br /&gt;
|OverdoseEffect = *Toxins.&lt;br /&gt;
|Notes = *N/A&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Virus Food&lt;br /&gt;
|Formula = 1 part Milk, 1 part Water, 1 part Acetone&lt;br /&gt;
*Results in 5 units.&lt;br /&gt;
|Metabolism  = 0.4&lt;br /&gt;
|Overdose = ∞&lt;br /&gt;
|Description = Used in Virology as a growth medium for viruses. Available from a wall dispenser in Virology. &lt;br /&gt;
|Effects = *Effectively increases virus speed by 10.&lt;br /&gt;
|OverdoseEffect = *N/A&lt;br /&gt;
|Notes = *Can be consumed as food, provides 2 nutrition per unit.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Syntiflesh&lt;br /&gt;
|Formula = 5 parts Blood, 1 part Clonexadone&lt;br /&gt;
|Metabolism = N/A&lt;br /&gt;
|Overdose = ∞&lt;br /&gt;
|Description = Synthetic meat. Some call it a tasty alternative to actual meat, not realizing that there is no difference at all. Can be eaten, or used as biomatter for cloning pods.&lt;br /&gt;
|Effects = *N/A&lt;br /&gt;
|OverdoseEffect = *N/A&lt;br /&gt;
|Notes = *Intended as a way to produce biomatter for cloning pods, without having to raid the kitchen. Any kind of meat can be used for this purpose though.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==Industrial Compounds==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&amp;gt;Things that are not designed to go inside people. Most of these chemicals have no effect when injected or ingested in people, unless otherwise noted.&lt;br /&gt;
&lt;br /&gt;
The intended method of application is listed:&lt;br /&gt;
*Contact: The substance works upon touching people, surfaces or objects. It can be applied by splashing it on with a beaker, spraying it from a spray bottle, or even using it as an additional reagent in grenades&lt;br /&gt;
*Reactive: The substance is a main ingredient of a violent reaction upon mixing. Such things are useful in grenades, chemical shells, or even for feeding to mobs in two separate pills&lt;br /&gt;
*Reaction: This is not a substance. Mixing this will remove all substances and cause a violent chemical reaction. Such things are useful in grenades, chemical shells, or even for feeding to mobs in two separate pills&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Cleaning Agents===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&amp;gt;Things that are useful for cleaning, and often requested by janitors.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{IndustrialCompoundTemplate&lt;br /&gt;
|Compound = Space Cleaner&lt;br /&gt;
|Formula = 1 part Ammonia, 1 part Water&lt;br /&gt;
|Description = A compound used to clean things. But will not fully remove all traces of blood.&lt;br /&gt;
|Effects = *When sprayed on a floor.&lt;br /&gt;
**Cleans the floor tile, removing dirt, gibs and bloodstains.&lt;br /&gt;
**Deals 5-10 toxin damage to slimes on the tile.&lt;br /&gt;
*When sprayed on a person.&lt;br /&gt;
**Cleans their body, and everything they&#039;re wearing.&lt;br /&gt;
*When sprayed on an object.&lt;br /&gt;
**Cleans that object.&lt;br /&gt;
|Notes = *Does not leave any wetness or slippery spots when cleaning.&lt;br /&gt;
*Space cleaner damages slimes when sprayed on the floor under them, but NOT when sprayed on them directly. The quantity applied does not matter.&lt;br /&gt;
*Janitors start with this, many additional spray bottles of it scattered around the station.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{IndustrialCompoundTemplate&lt;br /&gt;
|Compound = Luminol&lt;br /&gt;
|Formula = 2 parts Hydrazine, 2 parts Carbon, 2 parts Ammonia&lt;br /&gt;
|Description = A compound that interacts with blood on the molecular level, causing it to become fluorescent and more visible, especially under UV light.&lt;br /&gt;
|Effects = *Causes visible blood on floors to glow a bright blue colour when sprayed on it&lt;br /&gt;
**Will not make blood on objects glow unless a UV light is also used&lt;br /&gt;
*Under a UV light, will cause cleaned blood to glow a bright blue colour, and thus be visible&lt;br /&gt;
**This only works if the blood was cleaned with Space Cleaner, or (for objects) with a sink or shower. Using Sterilizine, or a mop, will completely clean all traces and leave nothing to detect&lt;br /&gt;
**Works with both tiles and objects.&lt;br /&gt;
**Does not work on skin&lt;br /&gt;
|Notes = *A spray bottle of Luminol is found in the detective&#039;s Forensics Kit. He may need a refill.&lt;br /&gt;
*This chemical is designed for use in combination with a UV light. One can be found in the detective&#039;s kit, or they can be made in science.&lt;br /&gt;
*There are presently many bugs with Luminol, but it works as described above&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Engineeering===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&amp;gt; &amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{CompoundTemplate&lt;br /&gt;
|Compound = Coolant&lt;br /&gt;
|Formula = 1 part Tungsten, 1 part Acetone, 1 part Water&lt;br /&gt;
|Description = An industrial cooling substance.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{CompoundTemplate&lt;br /&gt;
|Compound = Space Lube&lt;br /&gt;
|Formula = 1 part Water, 1 part Silicon, 1 part Acetone&lt;br /&gt;
*Results in 4 units.&lt;br /&gt;
|Description = A high performance lubricant intended for maintenance of extremely complex mechanical equipment. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{CompoundTemplate&lt;br /&gt;
|Compound = Foaming Agent&lt;br /&gt;
|Formula = 1 part Lithium, 1 part Hydrazine&lt;br /&gt;
|Description = A agent that yields metallic foam when mixed with light metal and a strong acid. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{CompoundTemplate&lt;br /&gt;
|Compound = Metal Foam&lt;br /&gt;
|Formula = 3 parts Iron/Aluminium, 1 part Foaming Agent, 1 part Polytrinic Acid&lt;br /&gt;
|Description = Creates lightweight metal foam walls. These can be easily torn through, but may be useful for plugging hull breaches.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{CompoundTemplate&lt;br /&gt;
|Compound = Plastic &lt;br /&gt;
|Formula = 10 Polytrinic acid, 20 Plasticide&lt;br /&gt;
|Description = Creates one solid sheet of plastic. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{CompoundTemplate&lt;br /&gt;
|Compound = Silicate&lt;br /&gt;
|Formula = 1 part Aluminum, 1 part Silicon, 1 part Acetone&lt;br /&gt;
|Description = Used to strengthen windows. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{CompoundTemplate&lt;br /&gt;
|Compound = Water&lt;br /&gt;
|Formula = 1 part Acetone, 2 parts Hydrazine&lt;br /&gt;
*Results in 1 unit.&lt;br /&gt;
|Description = Also known as H2O. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{CompoundTemplate&lt;br /&gt;
|Compound = Iron Foam&lt;br /&gt;
|Formula = 3 parts Iron, 1 part Foaming Agent, 1 part Polytrinic Acid&lt;br /&gt;
*Results in 5 units.&lt;br /&gt;
|Description = A strong form of Metal Foam. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{CompoundTemplate&lt;br /&gt;
|Compound = Surfactant&lt;br /&gt;
|Formula =  2 parts Hydrazine, 2 parts carbon, 1 part Sulfuric Acid&lt;br /&gt;
|Description = Used in some chemical compounds. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Horticultural===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&amp;gt;Things designed to aid in Botany and Xenobotany&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{IndustrialCompoundTemplate&lt;br /&gt;
|Compound = Diethylamine&lt;br /&gt;
|Formula = 1 part Ammonia, 1 part Ethanol&lt;br /&gt;
|Application = Added to hydroponics trays and soil in liquid form.&lt;br /&gt;
|Description = A secondary amine, mildly corrosive. A very potent fertilizer.&lt;br /&gt;
|Effects = *Useful as a fertilizer in botany: Strength 1.&lt;br /&gt;
*Useful as a pest killer in botany: Strength 2.	&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{IndustrialCompoundTemplate&lt;br /&gt;
|Compound = Plant-B-Gone&lt;br /&gt;
|Formula = 1 part Toxin, 4 parts Water&lt;br /&gt;
|Application = Contact, Injection&lt;br /&gt;
|Description = A toxic mixture designed to kill plant-life.&lt;br /&gt;
|Effects = *When injected (Metabolism 0.005).&lt;br /&gt;
**Deals 4 toxin damage per unit.&lt;br /&gt;
**Deals an additional 50 damage per unit to Diona.&lt;br /&gt;
*When sprayed/on contact.&lt;br /&gt;
**Deals 50 damage per unit to Diona.&lt;br /&gt;
**Removes mold on walls.&lt;br /&gt;
**Destroys any plants on the tile.&lt;br /&gt;
**Deals 15-35 damage to alien weeds.&lt;br /&gt;
***Damage to alien weeds is not based on the quantity used.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{IndustrialCompoundTemplate&lt;br /&gt;
|Compound = Unstable Mutagen&lt;br /&gt;
|Formula = 1 part Radium, 1 part Phosphorus, 1 part Hydrochloric Acid&lt;br /&gt;
|Description = Causes mutations when injected into living people or plants. High doses may be lethal.&lt;br /&gt;
|Effects = *N/A&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Weapons===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&amp;gt;Everything in this category is dangerous, and should not be used without approval from security or command, unless you&#039;re an antagonist. Unapproved use is likely to make security, and possibly the admins, quite upset with you. Most of the things in this category are best used in making grenades and bombs. &amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{CompoundTemplate&lt;br /&gt;
|Compound = Electromagnetic Pulse&lt;br /&gt;
|Formula = 1 part Uranium, 1 part Iron&lt;br /&gt;
|Description = This reacts immediately on mixing, it creates a large electromagnetic pulse which affects all electronic devices.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{CompoundTemplate&lt;br /&gt;
|Compound = Explosive Reaction&lt;br /&gt;
|Formula = 1 part Potassium, 1 part Water&lt;br /&gt;
|Description = This explodes immediately on mixing, which may knock you over or even kill you.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{CompoundTemplate&lt;br /&gt;
|Compound = Flash Powder&lt;br /&gt;
|Formula = 1 part Sulphur, 1 part Aluminium, 1 part Potassium&lt;br /&gt;
|Description = Creates a flash similar to that of a flashbang immediately on mixing.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{CompoundTemplate&lt;br /&gt;
|Compound = Napalm&lt;br /&gt;
|Formula = 1 part Plasma, 1 part Aluminium, 1 part Sulphuric Acid&lt;br /&gt;
|Description = Creates a large fire immediately on mixing. (Results in 1 unit instead of 3)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{CompoundTemplate&lt;br /&gt;
|Compound = Polytrinic Acid&lt;br /&gt;
|Formula = 1 part Sulphuric Acid, 1 part Hydrochloric Acid, 1 part Potassium&lt;br /&gt;
|Description = An extremely corrosive chemical substance. Will destroy organic materials when sprayed or splashed, leaving a telltale gray sludge behind.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{CompoundTemplate&lt;br /&gt;
|Compound = Smoke&lt;br /&gt;
|Formula = 1 part Potassium, 1 part Sugar, 1 part Phosphorous&lt;br /&gt;
|Description = This creates a large cloud of smoke that will take on the properties of everything (if anything) in the container of the reaction.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{CompoundTemplate&lt;br /&gt;
|Compound = Nitroglycerin&lt;br /&gt;
|Formula = 1 part Glycerol, 1 part Polytrinic Acid, 1 part Sulphuric Acid&lt;br /&gt;
|Description = Explodes immediately on mixing. Nitroglycerin is a heavy, colorless, oily, explosive liquid obtained by nitrating glycerol. (Results in 2 units instead of 3)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{CompoundTemplate&lt;br /&gt;
|Compound = Thermite&lt;br /&gt;
|Formula = 1 part Iron, 1 part Aluminium, 1 part Acetone&lt;br /&gt;
|Description = Produces an aluminothermic reaction known as a thermite reaction when ignited. Can be used to melt walls.&lt;br /&gt;
}}&lt;br /&gt;
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----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Medbay}}&lt;br /&gt;
{{Gameplay Guides}}&lt;br /&gt;
[[Category:Pages]]&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Medbay]]&lt;/div&gt;</summary>
		<author><name>Killerhurtz</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Medical_Intern&amp;diff=6147</id>
		<title>Medical Intern</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Medical_Intern&amp;diff=6147"/>
		<updated>2017-09-02T00:54:55Z</updated>

		<summary type="html">&lt;p&gt;Killerhurtz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = #ffdddd&lt;br /&gt;
|headerfontcolor = black&lt;br /&gt;
|stafftype = MEDICAL&lt;br /&gt;
|imagebgcolor = #ffeeee&lt;br /&gt;
|img = MedicalDoctor.png&lt;br /&gt;
|jobtitle = Nurse&lt;br /&gt;
|access = [[Medbay]], [[Morgue]], [[Operating Theatre]], [[Virology]]&lt;br /&gt;
|difficulty = Hard&lt;br /&gt;
|qualifications = At least 25 years of age, a Bachelors in Nursing, and a completed 2 years of residency.&lt;br /&gt;
|superior = [[Chief Medical Officer]]&lt;br /&gt;
|duties = Assist Medical, babysit the doctors.&lt;br /&gt;
|guides = [[Guide to Medicine]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
A good &#039;&#039;&#039;Nurse&#039;&#039;&#039; is the oil that keeps the engine of the medbay running smoothly. You have the training and dedication to make sure all the patients coming into medbay receive proper care.&lt;br /&gt;
&lt;br /&gt;
=== What Can You Do? ===&lt;br /&gt;
&lt;br /&gt;
You are trained in the proper use of sleeper beds, advanced scanners, and can use their full range of treatments. You know how to set up the cryotubes and should make sure that gets done as soon as possible. You also have a grasp of the general equipment of the medical bay and possibly how to use it, including the cloning pod.&lt;br /&gt;
&lt;br /&gt;
You do &#039;&#039;&#039;NOT&#039;&#039;&#039; know how to do surgery, work in virology, or make medicine in chemistry.&lt;br /&gt;
&lt;br /&gt;
=== Standard Procedure ===&lt;br /&gt;
&lt;br /&gt;
The main caveat with this role is that you are NOT a doctor. In a well staffed medbay, you should not be treating patients by yourself. If patients come into medbay you should call for a doctor and do what you can until a doctor or paramedic takes over. Obviously you&#039;re allowed to do what you can if you&#039;re able, but it&#039;s inappropriate to treat patients if there are other available medical staff.&lt;br /&gt;
&lt;br /&gt;
Your main duties are to help the doctors do their duties and make sure they didn&#039;t oversee anything. Does the patient in the ICU have an allergy to bicaridine? Did the doctor remember the patient they left in the advanced scanner? Was the scan of the patient printed and given to the surgeon? Did the surgeon remember to hook up the patient with anesthetic? Is the corpse of the recent clone put in the morgue to prevent them from seeing their own corpse? Did the doctors remember to turn on the cryotube freezer? Are the medical records up to date?&lt;br /&gt;
&lt;br /&gt;
Remember, you are just as much of a valued member of the medical staff as anyone else. Don&#039;t let the doctors use their fancy degrees to belittle the grunt work you&#039;re responsible for - after all, you&#039;re the only reason they&#039;re able to get anything done around here.&lt;br /&gt;
&lt;br /&gt;
{{Medbay}}&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[Category: Jobs]] [[Category:Medbay]]&lt;/div&gt;</summary>
		<author><name>Killerhurtz</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Guide_to_Chemistry&amp;diff=6146</id>
		<title>Guide to Chemistry</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Guide_to_Chemistry&amp;diff=6146"/>
		<updated>2017-09-02T00:54:42Z</updated>

		<summary type="html">&lt;p&gt;Killerhurtz: &amp;quot;Bicardine&amp;quot; to &amp;quot;Bicaridine&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
__TOC__&lt;br /&gt;
=Chemistry Equipment=&lt;br /&gt;
This section concerns the various machines and equipment you&#039;ll use in chemistry.&lt;br /&gt;
&lt;br /&gt;
==Machines==&lt;br /&gt;
&lt;br /&gt;
===Chemical Dispenser===&lt;br /&gt;
[[File:Dispenser_100.png|100px|left]]&amp;lt;div style=&amp;quot;width: 800px;&amp;quot;&amp;gt; The Chemical Dispenser is your go-to device for making everything. It&#039;s a reagent dispenser, and works the same way as all other dispensers - You put a container into it, in this case a Beaker of some sort, by holding the container in your hand and clicking the dispenser. Then once a container is in, click the dispenser with an empty hand to bring up the menu&lt;br /&gt;
&lt;br /&gt;
The Chemical dispenser can dispense all kinds of elements and chemicals into the beaker. And when you put in the right ingredients for a recipe, they&#039;ll automatically react in the beaker and create the result. Some of the things in the dispenser even have effects on their own, without being made into compounds. For a full list of all the things that the dispenser can output, check the [[#Dispenser|Dispenser section]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===ChemMaster 3000===&lt;br /&gt;
[[File:Mixer1_100.png|100px|left]]&amp;lt;div style=&amp;quot;width: 800px;&amp;quot;&amp;gt; The ChemMaster 3000 is your tool for turning your beakerfuls of medicine, into a useable state, without having to give away your lab equipment. It&#039;s also used for analysing the contents of beakers, and for carefully removing parts you want to get rid of, to keep your mixtures pure.&lt;br /&gt;
&lt;br /&gt;
To start, insert a beaker containing some chemical, and then click it with an empty hand to bring up a menu. In addition to holding a beaker, the chemmaster can also hold a Pill Bottle (both simultaneously), more on these soon.&lt;br /&gt;
&lt;br /&gt;
The Add to Buffer section is where all the juicy info is. It will show you a list of all the reagents inside the beaker, and their quantities. Beside each one are several options. Analyze will just bring up the description of that chemical, to tell you what it is and does.  The rest of the buttons (1,5,10,all,custom) just control how much of that chemical you&#039;re going to move to the buffer.&lt;br /&gt;
&lt;br /&gt;
The Buffer is the section between the horizontal lines. Imagine this as chemicals inside the ChemMaster. Once they&#039;re here, you can do several things with them.&amp;lt;/div&amp;gt;  &lt;br /&gt;
:&amp;lt;div style=&amp;quot;width: 650px;&amp;quot;&amp;gt;&lt;br /&gt;
:*The Transfer To section shows where chemicals will go when you transfer them out of the buffer, click it to change the destination. They can either go back into the beaker, or they can go into the disposal &lt;br /&gt;
:**This doesn&#039;t actually put them in the disposal, it just destroys them. Any reagents destroyed this way are gone forever, and cannot be recovered.&lt;br /&gt;
:*Chemicals in the buffer will have the same number control options as those in the beaker. This just transfers them to either of the destinations mentioned above.&lt;br /&gt;
:*The Create Bottle option will magically create a glass bottle, and put the contents of the buffer into it. The bottle is created outside of the ChemMaster and will appear on top of it. Bottles have a maximum capacity of 60u, so anything over that will still remain in the buffer.&lt;br /&gt;
:**By clicking the Icon to the right of this option, you can choose a visual style for the resulting bottle. Note that the bottle is transparent, and will take on the colour of the liquid inside it. You only choose the shape.&lt;br /&gt;
:*The Create Pill option will create a single edible pill out of the buffer contents. Again, up to 60u total dosage. If an empty pill bottle is inserted into the ChemMaster, the pill will be created inside that bottle. Otherwise it will appear ontop of the machine.&lt;br /&gt;
:*The Create Multiple Pills option will create a number of pills that you get to specify. The contents of the buffer will be evenly divided amongst all the pills you make. And if a pill bottle is in the machine, the pills will be created inside it until it&#039;s full. Otherwise they appear ontop in a big messy pile&lt;br /&gt;
:**By clicking the Icon to the right of this option, you can choose a visual style for the resulting pill(s). This will help people to tell your pills apart at a glance, which can be useful when you&#039;re making a bottle filled with a mixture of different pills.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 800px;&amp;quot;&amp;gt;&lt;br /&gt;
Once you&#039;re done making pills and bottles, you&#039;ll probably want to make sure your beaker is empty again so you can make something new, if so be sure to transfer everything to the buffer. Once you eject the beaker, everything left in the buffer is destroyed.&lt;br /&gt;
&lt;br /&gt;
If you&#039;ve made a bottle of pills, don&#039;t forget to eject the pill bottle too, and then label it using the Hand Labeller.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===All-In-One Grinder===&lt;br /&gt;
[[File:Juicer1_100.png|100px|left]]&amp;lt;div style=&amp;quot;width: 800px;&amp;quot;&amp;gt;The Grinder is your tool of choice for breaking down objects into reagents. You can put pills in it, to get back the chemicals they&#039;re made of. You can breakdown Phoron Crystals into liquid phoron.  You can put fruits, vegetables, meals, meat etc into it as well. The results will be outputted into its beaker, which you can extract and stick in the chemmaster to work with.&lt;br /&gt;
&lt;br /&gt;
It&#039;s good for undoing your mistakes if you make pills wrong, or for getting rare compounds (like carpotoxin) out of things that contain them. But making liquid phoron is the most common and important thing you&#039;ll use it for.&lt;br /&gt;
&lt;br /&gt;
Note that it will not break compounds back down into elements, nothing can do that.  &amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Refridgerated Medicine Storage===&lt;br /&gt;
[[File:Smartfridge_chem_100.png|100px|left]]&amp;lt;div style=&amp;quot;width: 800px;&amp;quot;&amp;gt;A fancy Smart Fridge which exists as a wall block between the chem lab and medicine storage. This fridge is where you should put all the medicines and pills that you make, so that doctors can pick them up for usage. Things can be put in and taken out from all sides of it.&lt;br /&gt;
&lt;br /&gt;
It will only accept pills, pillbottles, and glass containers. And it has a nice little interface for dispensing things in quantity. It&#039;s also ID locked, and will only allow authorised medical staff to take things out, so anything you place there is safe from the grubby hands of drugseeking assistants.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Tools==&lt;br /&gt;
Smaller, hand-held things that you&#039;ll often use in chemistry.&lt;br /&gt;
&lt;br /&gt;
===Beakers===&lt;br /&gt;
[[File:Beakerlarge.png|50px|left]][[File:Beaker.png|50px]] Beakers are the most important tool you have. They come in two sizes, normal and large. normal beakers hold 60u, large beakers hold 120u.  &lt;br /&gt;
Normal beakers can be found easily all over medical, and you have a box of six in your lab.  Large beakers are much less common, you only have three -  Two on the tables, and one inside the grinder. They are precious, treasure them.&lt;br /&gt;
&lt;br /&gt;
Beakers are used for putting into the dispenser to mix things, and then into the ChemMaster to make bottles and pills. Sometimes you&#039;ll need to use more than one to mix certain tricky things correctly.&lt;br /&gt;
&lt;br /&gt;
If you end up losing them, more beakers can be made at the Autolathe in cargo.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Dropper===&lt;br /&gt;
[[File:Dropper1.png|50px|left]]&amp;lt;div style=&amp;quot;width: 800px;&amp;quot;&amp;gt;Droppers are a simple and occasionally used little tool. Their purpose is being one of very few reagent containers in the game which can transfer less than 5u per click. &lt;br /&gt;
&lt;br /&gt;
Rightclick it in your hand and choose Set Transfer Amount. You can pick 1/2/3/4/5 units&lt;br /&gt;
Using it on a beaker when it&#039;s empty will draw the set quantity of reagents out of that beaker.&lt;br /&gt;
Using it on a beaker when it&#039;s not empty, will squeeze its contents out into the beaker.&lt;br /&gt;
&lt;br /&gt;
The precision this affords is useful for a few complicated recipes, and especially for measuring out tiny amounts of phoron or similar valueable ingredients.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Science Goggles===&lt;br /&gt;
[[File:ScienceGoggles.png|50px|left]] &amp;lt;div style=&amp;quot;width: 800px;&amp;quot;&amp;gt;Science goggles are a completely unnecessary fashion accessory that are supplied on your table in the chemistry lab. They have three functions:&lt;br /&gt;
*They protect against acid splashes, halving damage you take from acid to the face. &lt;br /&gt;
*They provide 10% protection against anomalies, which is not relevant to a chemist at all.&lt;br /&gt;
*They can be turned on and off to toggle an obnoxious purple overlay. This does literally nothing except make you see purple. The other two effects work regardless of whether the overlay is on.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Advanced Mass Spectrometer===&lt;br /&gt;
[[File:Adv_spectrometer.png|50px|left]] &amp;lt;div style=&amp;quot;width: 800px;&amp;quot;&amp;gt; The Advanced Mass Spectrometer is your occasionally used tool for blood toxin testing. Rumour has it there was once a non-advanced Mass Spectrometer, but such a thing is definitely obsolete now.&lt;br /&gt;
&lt;br /&gt;
To use it, take a blood sample from your patient with a syringe, and then use the syringe on the spectrometer. Then switch to it and click it in your hand to read the results. It should tell you the chemicals and quantities that are found in their blood. This is the only way to test blood samples, if you inject a blood sample into a beaker and check it in the chemmaster, it will only show as blood.&lt;br /&gt;
&lt;br /&gt;
Note that this tool can only be used for blood, if you have a beaker/bottle/syringe of something mysterious that isn&#039;t blood and you want to see what&#039;s in it, use the ChemMaster instead.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Cryostasis Beaker===&lt;br /&gt;
[[File:noreact.gif|80px|left]]&amp;lt;div style=&amp;quot;width: 800px;&amp;quot;&amp;gt;The Cryostasis Beaker is an advanced tool that you don&#039;t have to begin with. It can only be made in the R&amp;amp;D Lab in science, if you want some you have to ask them for it.&lt;br /&gt;
&lt;br /&gt;
The cryostasis beaker holds 60u, and it has the special property of preventing chemical reactions inside it. Any elements or compounds placed into it will not react with each other. If there are any reactions waiting to happen, they&#039;ll occur as soon as the contents are transferred into another beaker, or transferred into the buffer of the ChemMaster&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Bluespace Beaker===&lt;br /&gt;
[[File:bluespaceBeaker.gif|80px|left]]&amp;lt;div style=&amp;quot;width: 800px;&amp;quot;&amp;gt;The Chemist&#039;s favourite, a Bluespace Beaker will really make your day. It is another advanced tool that you don&#039;t start with, and must request from science. However it&#039;s somewhat hard to make, so they may not be able to reliably make them for you.&lt;br /&gt;
&lt;br /&gt;
This high-tech beaker uses reality-distorting bluespace technology to create a tiny pocket dimension for storing chemicals, which in practical terms means it can store a tremendous 300u of reagents inside it, making it 250% of the capacity of a Large Beaker. This allows you to easily make much larger batches of medicine - five bottles at a time.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Information=&lt;br /&gt;
&lt;br /&gt;
==Metabolism and Overdose==&lt;br /&gt;
Most medicines and chemicals designed for use in people have an overdose limit. If a person metabolizes more than this much of the chemical in a short time, they will suffer the overdose effect for that chemical, which is usually a bad thing. Overdose limits vary widely, but the most common value is 30 units.&lt;br /&gt;
&lt;br /&gt;
The most common overdose effect is &#039;Toxins&#039;, the patient will suffer 0.2 points of toxins damage per second, as long as the medicine continues metabolizing in their system. This is only dependent on time, not on the quantity of the dose, so overdosing on medicines that metabolize slowly is far more dangerous, they&#039;ll keep poisoning the patient for longer.&lt;br /&gt;
&lt;br /&gt;
It is important to note that metabolism is not the same as just putting the chemicals into a patient. All chemicals that are injected into, or fed to the patient, are stored harmlessly within their body until they can be properly absorbed, or &#039;metabolized&#039;. This process happens at a variable rate for each chemical, but the most common metabolic rate is 0.2 units per proc, which works out to 0.1u per second&lt;br /&gt;
&lt;br /&gt;
Overdose effects do not trigger until the patient has metabolized enough to reach the overdose limit, which may take several minutes.&lt;br /&gt;
&lt;br /&gt;
Whenever this document mentions the word &#039;dose&#039;, it refers to how much has been metabolized into the patient, not how much has been injected into their blood.&lt;br /&gt;
&lt;br /&gt;
Whenever a patient has fully metabolized all the volume of a drug that is present in their stomach or blood, the dose is instantly cleared, and the drug&#039;s effects are stopped.  Even if they had overdosed before, once the dose is cleared its safe to administer more of the same thing.&lt;br /&gt;
&lt;br /&gt;
==Catalysts==&lt;br /&gt;
Several of the more advanced chemistry recipes take an ingredient (usually phoron) which is marked as (Catalyst)&lt;br /&gt;
&lt;br /&gt;
A Catalyst is a chemical which is required to help a chemical reaction, but does not become part of the finished result. Whenever a recipe involves a catalyst, the catalyst will be left over in the beaker, alongside the finished product. You can use the ChemMaster to extract the catalyst, put it in a bottle, and reuse it later.&lt;br /&gt;
&lt;br /&gt;
==Status Effects==&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 750px;&amp;quot;&amp;gt;Many chemicals that don&#039;t simply heal something, work by giving the patient a status effect, with a given strength. This allows multiple chemicals to cause a similar effect and work in the same way. &lt;br /&gt;
&lt;br /&gt;
For the most part, the &#039;strength&#039; of an effect is really just a duration. the strength of most effects decreases by 1 point every 2 seconds, and usually the effect will stop working once its strength falls to zero, or sometimes when it falls below some low number that&#039;s above zero.&lt;br /&gt;
&lt;br /&gt;
It&#039;s also very important to note, that most chemicals which cause a status effect, will constantly re-set and refresh that effect every time they process (every 2 seconds) for as long as the chemical is metabolising into the patient. Therefore, the strength of an effect usually only affects how long it takes to wear off AFTER the chemical is out of their system, it will generally never wear off while the chemical is inside them.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 600px;&amp;quot;&amp;gt;&lt;br /&gt;
===Drowsiness===&lt;br /&gt;
Drowsiness, is a feeling of being sleepy. The body slows down, and sometimes just plain falls asleep for brief periods. It doesn&#039;t cause any longterm sleep, just makes you pass out for a couple of seconds.&lt;br /&gt;
&lt;br /&gt;
Effects:&lt;br /&gt;
*Increases move delay by 6 (0.6 seconds). &lt;br /&gt;
**This is the minimum time between steps while running, so it will significantly slow the subject down and make it difficult for them to run away.&lt;br /&gt;
*Refreshes blurred vision to strength 2 every proc, so being drowsy gives unremovable blurring&lt;br /&gt;
*Every proc, has a 5% chance to cause the subject to fall asleep&lt;br /&gt;
**Increases Sleep strength by 1&lt;br /&gt;
**Increases paralysis by 5&lt;br /&gt;
&lt;br /&gt;
===Sleeping===&lt;br /&gt;
The subject is asleep. They&#039;re snoozing away, incapacitated, mostly oblivious to the world, and won&#039;t feel pain.&lt;br /&gt;
&lt;br /&gt;
*Subject is blinded. See Blind&lt;br /&gt;
*Subject does not feel pain&lt;br /&gt;
*Subject falls over&lt;br /&gt;
*Subject cannot move&lt;br /&gt;
*Subject cannot speak or emote&lt;br /&gt;
*Subject cannot use items or interact with anything&lt;br /&gt;
*Heals halloss (Holographic damage) at a rate of 3 points per proc&lt;br /&gt;
**Normally heals at 1 ppc&lt;br /&gt;
*Subject has dreams about radomly generated concepts. &lt;br /&gt;
**These aren&#039;t based on anything ingame&lt;br /&gt;
*When nearby people talk&lt;br /&gt;
**85% chance to not hear them, and instead get &amp;quot;...You almost hear someone talking...&amp;quot;&lt;br /&gt;
**15% chance for &amp;quot;You hear something about...&amp;lt;word&amp;gt;&amp;quot;, and &amp;lt;word&amp;gt; is a randomly selected word from amongst the things they said&lt;br /&gt;
*People can attempt to shake subject awake, this reduces Sleeping strength by 5 every time its done, &lt;br /&gt;
**Causes the subject to wake up 10 seconds earlier than they would have otherwise&lt;br /&gt;
*Causes subject&#039;s status to read as Unconscious on a hand analyser, and non-responsive on a surgery vitals monitor&lt;br /&gt;
&lt;br /&gt;
===Weaken===&lt;br /&gt;
The subject&#039;s muscles lose tensity, causing them to collapse to the floor and be mostly helpless.&lt;br /&gt;
Weaken is one of the most common status effects, almost every chemical, weapon and explosive that disables someone, uses it. Often in combination with other effects.&lt;br /&gt;
&lt;br /&gt;
*Subject falls over and drops held items.&lt;br /&gt;
*Subject cannot move, use items, or interact.&lt;br /&gt;
**Can still toggle internals.&lt;br /&gt;
**Subject can use &#039;resist&#039;.&lt;br /&gt;
&lt;br /&gt;
===Stun===&lt;br /&gt;
The subject is stunned and unable to move properly. Very similar to Weaken, but doesn&#039;t knock the subject down, and DOES prevent them from toggling their internals.&lt;br /&gt;
&lt;br /&gt;
*Subject cannot move, use items, or interact:&lt;br /&gt;
**Subject can use &#039;resist&#039;.&lt;br /&gt;
*Subject cannot toggle internals.&lt;br /&gt;
&lt;br /&gt;
===Paralysis===&lt;br /&gt;
The subject is paralyzed, all of their muscles lock up and they are unable to see, speak, or do anything. Their eyelids lock shut, and their vocal chords seize up. This is almost identical to being asleep, the only differences being that the subject can&#039;t be shaken awake, and doesn&#039;t heal holo damage faster. This is by far the most disabling single status effect in the game, but it is rarely used.&lt;br /&gt;
&lt;br /&gt;
*Paralysis is almost identical to sleeping.&lt;br /&gt;
**Subject is blinded, see blindness.&lt;br /&gt;
**Subject falls over.&lt;br /&gt;
**Subject cannot speak or emote.&lt;br /&gt;
**Subject cannot move.&lt;br /&gt;
**Subject cannot use items or interact with anything.&lt;br /&gt;
**When nearby people talk or audibly emote.&lt;br /&gt;
***85% chance to not hear them, and instead get &amp;quot;...You almost hear someone talking...&amp;quot;&lt;br /&gt;
***15% chance for &amp;quot;You hear something about...&amp;lt;word&amp;gt;&amp;quot;, and &amp;lt;word&amp;gt; is a randomly selected word from among the things they said.&lt;br /&gt;
&lt;br /&gt;
===Confusion===&lt;br /&gt;
The subject has impaired motor coordination, and will stumble around randomly when they try to move. This is often caused by alcohol and sedatives, but it&#039;s pretty rare for it to happen for any long period of time.&lt;br /&gt;
*Subject moves in a random direction whenever it tries to take a step.&lt;br /&gt;
**Its always random, doesn&#039;t matter what direction they tried to move in, triggers on every step&lt;br /&gt;
**Also applies to subjects in a wheelchair or driving vehicles&lt;br /&gt;
&lt;br /&gt;
===Hallucination===&lt;br /&gt;
One of the most interesting effects, hallucinations are a result of something impairing the brain, and can be quite scary. &lt;br /&gt;
*Unlike most status effects, hallucination strength affects the intensity in addition to the duration. Hallucinations stop completely when the strength drops below 20.&lt;br /&gt;
*While hallucinating, the subject will experience strange sounds and visions periodically.&lt;br /&gt;
**Exactly how often is calculated with the formula: rand(200,500)/(hallucination/25)&lt;br /&gt;
***This generates a random number of seconds between 20-50 (average 35), and then divides that time by 4% of your hallucination strength.&lt;br /&gt;
***A hallucination strength of 100 will therefore cause hallucinations an average of every 8.75 seconds&lt;br /&gt;
***Note that the time between hallucinations will gradually increase because the strength fades over time.&lt;br /&gt;
*The effects that hallucinating can generate include:&lt;br /&gt;
**Screwing up the subject&#039;s HUD&lt;br /&gt;
**Make it appear that they&#039;re holding a strange/illegal/impossible items&lt;br /&gt;
**See extremely dangerous things (fire, hull breaches, explosives)&lt;br /&gt;
**Hear strange sounds&lt;br /&gt;
**Be attacked by illusory monsters&lt;br /&gt;
**Mysteriously become injured or collapse&lt;br /&gt;
**Have the world and their controls turned around&lt;br /&gt;
&lt;br /&gt;
===Dizziness===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Blurriness===&lt;br /&gt;
The subject&#039;s vision is blurred, and it becomes harder for them to see. This is a really weak effect, and it exists mostly just to let you know something&#039;s wrong. It&#039;s usually a precursor to more serious things. On its own, it has minimal effect on gameplay.&lt;br /&gt;
*Places a semi-transparent white overlay on the screen, making it a little harder to see things&lt;br /&gt;
**Wearing a blindfold rests your eyes, and causes blurriness to heal 4x as fast&lt;br /&gt;
&lt;br /&gt;
===Blindness===&lt;br /&gt;
The subject has completely lost their vision, and is unable to see anything, thus forcing them to stumble around defenseless and navigate by touch. Blinding is fairly common alone, but it&#039;s also applied inherently as a part of sleeping and paralysis. When a subject is asleep or paralysed, all of these effects apply in addition.&lt;br /&gt;
*Places a black overlay on the screen, blocking everything except a small circle&lt;br /&gt;
**This allows you to only see things in a 3x3 area, centred on your character&lt;br /&gt;
***Note that this short range vision represents you feeling your way around, not actual vision. RP wise, you can see nothing at all&lt;br /&gt;
*Prevents you from examining objects and people at all. Any attempt displays a message &#039;Something is there, but you can&#039;t see it&#039;&lt;br /&gt;
*Subject cannot see visible emotes from nearby people&lt;br /&gt;
**Subject can still hear audible emotes&lt;br /&gt;
&lt;br /&gt;
===Speedboost===&lt;br /&gt;
The subject is energetic and juiced up, allowing them to power through impediments and always move as fat as they can.&lt;br /&gt;
Negates any increased movement delay and allows you to always move at the fastest possible speed, with a movement delay of 0.5 seconds (which is the lowest possible value)&lt;br /&gt;
Allows you to ignore the following speed impediments completely:&lt;br /&gt;
*Having &amp;lt;=40% health&lt;br /&gt;
*Being in pain&lt;br /&gt;
*Being starving&lt;br /&gt;
*Wearing EVA suits&lt;br /&gt;
*Being in a wheelchair&lt;br /&gt;
*Having feet/legs that are broken, splinted, or missing.&lt;br /&gt;
*Any slowdown caused by heavy shoes (galoshes)&lt;br /&gt;
*Being in shock&lt;br /&gt;
*Being fat&lt;br /&gt;
*Being cold&lt;br /&gt;
*Being drowsy&lt;br /&gt;
*Any inherent slowdown caused by your species&lt;br /&gt;
&lt;br /&gt;
===Painkiller/Analgesic===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Jittering===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Chemicals=&lt;br /&gt;
==Dispenser==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Many of the basic elements and chemicals in the dispenser have their own effects. Those are noted here.&lt;br /&gt;
Those without any effects aren&#039;t documented&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ChemicalTemplate&lt;br /&gt;
|Chemical = Aluminum&lt;br /&gt;
|Description = A silvery white and ductile member of the boron group of chemical elements.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ComplexChemicalTemplate&lt;br /&gt;
|Chemical = Carbon&lt;br /&gt;
|Description = A highly stable element, the building block of life. &lt;br /&gt;
|Metabolism = 0.5&lt;br /&gt;
|Type = Element&lt;br /&gt;
|Effects = *Absorbs all other chemicals when swallowed, and carries them out safely.&lt;br /&gt;
*When swallowed in pill form removes any reagent from the stomach equal to the amount used (1 per unit). &lt;br /&gt;
|Notes = *This is the only method to remove ingested toxins from a patient&#039;s stomach.&lt;br /&gt;
*Has no effect if injected, will not clean the blood. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ComplexChemicalTemplate&lt;br /&gt;
|Chemical = Acetone&lt;br /&gt;
|Description = A colorless liquid solvent used in chemical synthesis.&lt;br /&gt;
|Metabolism = 0.2&lt;br /&gt;
|Type = Solvent &lt;br /&gt;
|Effects = *Deals 1 toxin damage per 0.4 seconds.&lt;br /&gt;
**Unlike most chemicals, swallowing it is equally as effective.&lt;br /&gt;
*Can act as a solvent for ink.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ChemicalTemplate&lt;br /&gt;
|Chemical = Copper&lt;br /&gt;
|Description = A highly ductile metal.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ComplexChemicalTemplate&lt;br /&gt;
|Chemical = Ethanol&lt;br /&gt;
|Description = A well-known alcohol with a variety of applications. &lt;br /&gt;
|Metabolism = 0.5&lt;br /&gt;
|Type = Alcohol&lt;br /&gt;
|Effects = *Once applied (splashed), anything causing burn damage will cause it to combust. &lt;br /&gt;
*When injected causes 1 toxin damage every 0.8 seconds.&lt;br /&gt;
*When ingested causes drunkenness very quickly in low doses.  &lt;br /&gt;
*Can act as a solvent for ink. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ComplexChemicalTemplate&lt;br /&gt;
|Chemical = Ammonia&lt;br /&gt;
|Description = A caustic substance commonly used in fertilizer or household cleaners.&lt;br /&gt;
|Metabolism = 0.5&lt;br /&gt;
|Type = Liquid&lt;br /&gt;
|Effects = *Deals 1 toxin damage per 0.8 seconds.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ComplexChemicalTemplate&lt;br /&gt;
|Chemical = Hydrazine&lt;br /&gt;
|Description = A toxic, colorless, flammable liquid with a strong ammonia-like odor, in hydrate form.&lt;br /&gt;
|Metabolism = 0.2&lt;br /&gt;
|Type = Liquid&lt;br /&gt;
|Effects = *Once applied (splashed), anything causing burn damage will cause it to combust. &lt;br /&gt;
**Deals 1 toxin damage per 4.4 seconds.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ComplexChemicalTemplate&lt;br /&gt;
|Chemical = Iron&lt;br /&gt;
|Description = Pure iron is a metallic element. Used in limited doses as a supplement it can help people regenerate blood.&lt;br /&gt;
|Type = Element&lt;br /&gt;
|Effects = *When ingested in pill form, it restores blood at an equal rate of iron to blood in units. (1u iron restores 1% blood.)&lt;br /&gt;
|Notes = *Iron pills are a nice simple way to help recover lost blood, much simpler than a transfusion although slower. &lt;br /&gt;
**Eating food rich in iron also helps combat blood loss.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ComplexChemicalTemplate&lt;br /&gt;
|Chemical = Lithium&lt;br /&gt;
|Description = A soft, silver metallic element. A chemical element, used as antidepressant.&lt;br /&gt;
|Type = Element&lt;br /&gt;
|Effects = *When injected, causes someone to take a step in a random direction.&lt;br /&gt;
*Causes randomly emoting drooling, twitching or moaning occasionally. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ComplexChemicalTemplate&lt;br /&gt;
|Chemical = Mercury&lt;br /&gt;
|Description = A highly neurotoxic metallic element, which is liquid at room temperature. &lt;br /&gt;
|Type = Element&lt;br /&gt;
|Effects = *When injected, causes someone to take a step in a random direction.&lt;br /&gt;
*Causes randomly emoting drooling, twitching or moaning. &lt;br /&gt;
*Causes 1 point of brain damage per 0.4 seconds (works out to 10 points per unit).&lt;br /&gt;
**6 units of Mercury causes brain death (overdose). &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ComplexChemicalTemplate&lt;br /&gt;
|Chemical = Hydrochloric Acid&lt;br /&gt;
|Description = A very corrosive mineral acid with the molecular formula HCl.&lt;br /&gt;
|Type = Acid&lt;br /&gt;
|Effects = *Causes 2 burn damage per 0.4 seconds when injected. &lt;br /&gt;
*Causes 1 point of burn damage per unit when splashed.  &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ChemicalTemplate&lt;br /&gt;
|Chemical = Phosphorus&lt;br /&gt;
|Description = A highly reactive element, glows on contact with oxygen, the backbone of biological energy carriers.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ChemicalTemplate&lt;br /&gt;
|Chemical = Potassium&lt;br /&gt;
|Description = A soft, low-melting solid that can easily be cut with a knife. Reacts violently with water.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ComplexChemicalTemplate&lt;br /&gt;
|Chemical = Radium&lt;br /&gt;
|Description = Radium is an alkaline earth metal, and is extremely radioactive. &lt;br /&gt;
|Type = Element&lt;br /&gt;
|Effects = *Deals 10% Radiation per unit.&lt;br /&gt;
*May increase the chances to cure a disease when injected into a virus carrier. &lt;br /&gt;
**Injecting Radium has a chance to do the following:&lt;br /&gt;
***Deals 50% radiation.&lt;br /&gt;
***Deals 100 toxin damage.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ComplexChemicalTemplate&lt;br /&gt;
|Chemical = Sulphuric Acid&lt;br /&gt;
|Description = A very corrosive mineral acid with the molecular formula H2SO4.&lt;br /&gt;
|Metabolism = 0.2&lt;br /&gt;
|Type = Acid&lt;br /&gt;
|Effects = *Deals 10 burn damage every 0.4 seconds when injected or swallowed.&lt;br /&gt;
**When splashed on someone it causes 1 point of damage per unit.&lt;br /&gt;
***Melts faces, disfiguring the victim.&lt;br /&gt;
***Melts masks.&lt;br /&gt;
***Melts glasses, except acid proof ones.&lt;br /&gt;
****Wearing science goggles will halve the damage, they are acid proof.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ChemicalTemplate&lt;br /&gt;
|Chemical = Silicon&lt;br /&gt;
|Description = A tetravalent metalloid, silicon is less reactive than its chemical analog carbon.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ChemicalTemplate&lt;br /&gt;
|Chemical = Sodium&lt;br /&gt;
|Description = A chemical element, readily reacts with water.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ComplexChemicalTemplate&lt;br /&gt;
|Chemical = Sugar&lt;br /&gt;
|Description = The organic compound commonly known as table sugar and sometimes called saccharose. This white, odorless, crystalline powder has a pleasing, sweet taste.&lt;br /&gt;
|Type = Carbohydrate&lt;br /&gt;
|Effects = *When ingested it provides 3 nutrition per unit.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ChemicalTemplate&lt;br /&gt;
|Chemical = Sulphur&lt;br /&gt;
|Description = A non-metallic crystalline element with a pungent smell.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ChemicalTemplate&lt;br /&gt;
|Chemical = Tungsten&lt;br /&gt;
|Description = A chemical element, and a strong oxidising agent.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ChemicalTemplate&lt;br /&gt;
|Chemical = Water&lt;br /&gt;
|Description = A ubiquitous chemical substance that is composed of hydrogen and oxygen.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Other==&lt;br /&gt;
{{ChemicalTemplate&lt;br /&gt;
|Chemical = Gold&lt;br /&gt;
|Description = Gold is a dense, soft, shiny metal and the most malleable and ductile metal known. Gold is hard to get, and comes from mining, ask the Shaft Miners to get you some. Don&#039;t expect to get it quickly.&lt;br /&gt;
}}&lt;br /&gt;
{{ChemicalTemplate&lt;br /&gt;
|Chemical = Silver&lt;br /&gt;
|Description = A soft, white, lustrous transition metal, it has the highest electrical conductivity of any element and the highest thermal conductivity of any metal. Silver is hard to get, and comes from mining, ask the Shaft Miners to get you some. Don&#039;t expect to get it quickly.&lt;br /&gt;
}}&lt;br /&gt;
{{ChemicalTemplate&lt;br /&gt;
|Chemical = Uranium&lt;br /&gt;
|Description = A glistening, emerald-green metallic chemical element in the actinide series, weakly radioactive. Uranium is hard to get, and comes from mining, ask the Shaft Miners to get you some. Don&#039;t expect to get it quickly.&lt;br /&gt;
}}&lt;br /&gt;
{{ChemicalTemplate&lt;br /&gt;
|Chemical = Phoron&lt;br /&gt;
|Description = Liquid form of the gas Phoron, for use in chemistry recipes. You can get this by grinding up the Phoron crystals on the table at the north of the lab.&lt;br /&gt;
}}&lt;br /&gt;
{{ChemicalTemplate&lt;br /&gt;
|Chemical = Fuel&lt;br /&gt;
|Description = Required for welders. Flammable. Use a beaker on any Welder Fuel Tank to collect some.&lt;br /&gt;
}}&lt;br /&gt;
{{ChemicalTemplate&lt;br /&gt;
|Chemical = Milk&lt;br /&gt;
|Description = White and nutritious goodness! Milk can be found in the kitchen, in a fridge that anyone can open.&lt;br /&gt;
}}&lt;br /&gt;
{{ChemicalTemplate&lt;br /&gt;
|Chemical = Toxin&lt;br /&gt;
|Description = A toxic chemical. Found in the NanoMed vending machines in medbay, labelled Toxin Bottle.&lt;br /&gt;
}}&lt;br /&gt;
{{ChemicalTemplate&lt;br /&gt;
|Chemical = Capsaicin Oil&lt;br /&gt;
|Description = This is what makes chillis hot. To get this, grow chillies in the garden, and grind them up.&lt;br /&gt;
}}&lt;br /&gt;
{{ChemicalTemplate&lt;br /&gt;
|Chemical = Corn Oil&lt;br /&gt;
|Description = An oil derived from various types of corn. Grow corn and grind it up.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=Compounds=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Pharmaceutical Compounds==&lt;br /&gt;
Things that are designed for use in a patient&#039;s body, for good or ill.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Basic Treatments===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&amp;gt;These treatments are weak but widely available in medkits or medibots. They are not commonly used by doctors, who have access to more powerful specialized medicines.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Dexalin&lt;br /&gt;
|Formula = 2 parts Acetone, 0.1 units Phoron (catalyst). &lt;br /&gt;
|Metabolism = 0.2&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = Used in the treatment of oxygen deprivation. &lt;br /&gt;
 |Effects = &lt;br /&gt;
*Heals 15 suffocation damage per unit.&lt;br /&gt;
*Deals toxin damage to Vox.&lt;br /&gt;
*Removes Lexorin from the bloodstream. &lt;br /&gt;
|OverdoseEffect = *Toxins&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Tricordrazine&lt;br /&gt;
|Formula = 1 part Dylovene, 1 part Inaprovaline&lt;br /&gt;
|Metabolism = 0.1&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = Tricordrazine is a highly potent stimulant, originally derived from Cordrazine. Can be used to treat a wide range of injuries, though the healing effect is weak. &lt;br /&gt;
|Effects = *Heals 6 suffocation damage per unit&lt;br /&gt;
*Heals 3 trauma damage per unit&lt;br /&gt;
*Heals 3 burn damage per unit&lt;br /&gt;
*Heals 3 toxin damage per unit&lt;br /&gt;
|OverdoseEffect = N/A&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Kelotane&lt;br /&gt;
|Formula = 1 part Carbon, 1 part Silicon&lt;br /&gt;
|Metabolism = 0.2&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = Treats burn damage effectively, preventing infections and helping speed up healing of burns.&lt;br /&gt;
 |Effects = &lt;br /&gt;
*Heals 6 Burn damage per unit. &lt;br /&gt;
|OverdoseEffect = *Toxins&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Standard Treatments===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&amp;gt;These medicines are the mainstays, standard treatments for most common conditions. A good chemist should make sure that all of these are available in sufficient quantities.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Dexalin Plus&lt;br /&gt;
|Formula = 1 part Dexalin, 1 part Iron, 1 part Carbon&lt;br /&gt;
|Metabolism = 0.2&lt;br /&gt;
|Overdose = 15&lt;br /&gt;
|Description = Directly oxygenates the blood, bypassing the pulmonary system and temporarily removing the need to breathe, as well as immediately restoring oxygen-starved tissue.&lt;br /&gt;
|Effects = &lt;br /&gt;
*Heals 300 suffocation damage per unit.&lt;br /&gt;
*Removes Lexorin from the bloodstream.&lt;br /&gt;
|OverdoseEffect = *Toxins&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Dylovene&lt;br /&gt;
|Formula = 1 part Silicon, 1 part Potassium, 1 part Ammonia&lt;br /&gt;
|Metabolism = 0.2&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = A broad-spectrum antitoxin. Heals toxin damage, drowsiness, and hallucinations. It will only heal the damage done by poisons, not cure the cause of it.&lt;br /&gt;
 |Effects = &lt;br /&gt;
*Heals 4 toxin damage per unit.&lt;br /&gt;
*Reduces drowsiness by 6 points per unit.&lt;br /&gt;
*Reduces hallucination strength by 9 points per unit.&lt;br /&gt;
|OverdoseEffect = *N/A. It is impossible to overdose on Dylovene, no side-effects at any quantity.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Dermaline&lt;br /&gt;
|Formula = 1 part Kelotane, 1 part Acetone, 1 part Phosphorous&lt;br /&gt;
|Metabolism = 0.2&lt;br /&gt;
|Overdose = 15&lt;br /&gt;
|Description = Dermaline is used to treat burns. It works faster than Kelotane and enables the body to restore large amounts of burnt tissue quickly.&lt;br /&gt;
 |Effects = &lt;br /&gt;
*Heals 12 burn damage per unit&lt;br /&gt;
|OverdoseEffect = *Toxins&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Bicaridine&lt;br /&gt;
|Formula = 1 part Carbon, 1 part Inaprovaline&lt;br /&gt;
|Metabolism = 0.2&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = A powerful trauma medication used to treat many kinds of physical injuries. Can also slow and partially heal internal bleeding at overdose (poisonous).&lt;br /&gt;
 |Effects = &lt;br /&gt;
*Heals 6 points of Trauma damage per unit.&lt;br /&gt;
|OverdoseEffect = *Toxins&lt;br /&gt;
*Heals internal bleeding slowly. Patient&#039;s body temperature must be above 170k for this to work. &lt;br /&gt;
|Notes = *Does not heal organ damage or bones. It only heals internal and external muscle wounds.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Alkysine&lt;br /&gt;
|Formula = 1 part Hydrochloric Acid, 1 part Ammonia, 1 part Dylovene, &lt;br /&gt;
*Makes 2 units. &lt;br /&gt;
|Metabolism = 0.05&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = A drug used to heal damage to neurological tissue after a head injury. Slightly eases pain.  &lt;br /&gt;
 |Effects = &lt;br /&gt;
*Heals 30 points Brain damage per unit.&lt;br /&gt;
*Acts as a mild painkiller.&lt;br /&gt;
|OverdoseEffect = *Toxins&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Cryoxadone&lt;br /&gt;
|Formula = 1 part Dexalin, 1 part Water, 1 part Acetone,&lt;br /&gt;
|Metabolism = 0.2&lt;br /&gt;
|Overdose = ∞&lt;br /&gt;
|Description = Use to treat all standard types of damage, though body temperature must be under 170K for it to metabolize correctly. Intended for use in Cryotube mixtures.&lt;br /&gt;
 |Effects = &lt;br /&gt;
*Slows the heart-rate&lt;br /&gt;
**Heals 10 genetic damage per unit&lt;br /&gt;
**Heals 10 suffocation per unit&lt;br /&gt;
**Heals 10 trauma damage per unit&lt;br /&gt;
**Heals 10 burn damage per unit&lt;br /&gt;
**Heals 10 toxin damage per unit&lt;br /&gt;
|OverdoseEffect = *N/A&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Hyronalin&lt;br /&gt;
|Formula = 1 part Radium, 1 part Dylovene&lt;br /&gt;
|Metabolism = 0.05&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = Hyronalin is a medicinal drug used to counter the effect of radiation poisoning.&lt;br /&gt;
 |Effects = &lt;br /&gt;
*Heals 30% radiation per unit.&lt;br /&gt;
|OverdoseEffect = *Toxins&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Advanced Treatments===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&amp;gt;Very powerful and useful medicines, which are uncommon or difficult to make. Creating these is important to being a good chemist.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Peridaxon&lt;br /&gt;
|Formula = 1 part Bicaridine, 1 part Clonexadone, 5 units Phoron (catalyst)&lt;br /&gt;
*Results in 2 units.  &lt;br /&gt;
|Metabolism = 0.2&lt;br /&gt;
|Overdose = 10&lt;br /&gt;
|Description = Used to encourage recovery of internal organs and nervous systems. Medicate cautiously.&lt;br /&gt;
 |Effects = &lt;br /&gt;
*Heals 1 point of damage to each internal organ per unit.&lt;br /&gt;
**Can repair ruptured lungs.&lt;br /&gt;
**Does not affect mechanical/artificial organs.&lt;br /&gt;
|OverdoseEffect = *Toxins&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Clonexadone&lt;br /&gt;
|Formula = 1 part Cryoxadone, 1 part Sodium, 0.1 parts Phoron, 5 units Phoron (catalyst)&lt;br /&gt;
*Results in 2 units.&lt;br /&gt;
|Metabolism = 0.05&lt;br /&gt;
|Overdose = ∞&lt;br /&gt;
|Description = A liquid compound similar to that used in the cloning process. Almost identical to Cryoxadone, but three times as powerful. Intended for use in Cryotube mixtures&lt;br /&gt;
 |Effects = &lt;br /&gt;
*Slows the heart-rate&lt;br /&gt;
*All of the following effects require body temperature to be below 170 kelvin.&lt;br /&gt;
**Heals 30 genetic damage per unit&lt;br /&gt;
**Heals 30 suffocation per unit&lt;br /&gt;
**Heals 30 trauma damage per unit&lt;br /&gt;
**Heals 30 burn damage per unit&lt;br /&gt;
**Heals 30 toxin damage per unit&lt;br /&gt;
|OverdoseEffect = *N/A&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Imidazoline&lt;br /&gt;
|Formula = 1 part Hydrazine, 1 part Carbon, 1 part Dylovene &lt;br /&gt;
*Results in 2 units.&lt;br /&gt;
|Metabolism = 0.2&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = Used for healing physical trauma or chemical trauma in the eyes, though does not work for genetic eye damage. &lt;br /&gt;
 |Effects = &lt;br /&gt;
*Reduces blurriness strength by 2.5 per second.&lt;br /&gt;
*Reduces blindness strength by 2.5 per second.&lt;br /&gt;
*Heals eye-organ damage by 5 points per unit.&lt;br /&gt;
|OverdoseEffect = *Toxins&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Rezadone&lt;br /&gt;
|Formula = 1 part CarpoToxin, 1 part Cryptobiolin, 1 part Copper&lt;br /&gt;
|Metabolism = 0.2&lt;br /&gt;
|Overdose = 25&lt;br /&gt;
|Description = A powder extracted from Spacecarp, this substance can effectively treat genetic damage in humanoids, though excessive consumption has side effects.&lt;br /&gt;
 |Effects = &lt;br /&gt;
*Heals 20 genetic damage per unit.&lt;br /&gt;
*Heals 2 suffocation damage per unit.&lt;br /&gt;
*Heals 20 trauma damage per unit.&lt;br /&gt;
*Heals 20 burn damage per unit.&lt;br /&gt;
*Heals 20 toxin damage per unit.&lt;br /&gt;
|OverdoseEffect = *Causes Dizziness. (strength 5.)&lt;br /&gt;
*Causes Jittering. (strength 5.)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Specialist Treatments===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&amp;gt;Rarely used medicines with very specific, niche utility. These are typically made on demand if required, and not often prepared in advance.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Arithrazine&lt;br /&gt;
|Formula = 1 part Hyronalin, 1 part Hydrazine &lt;br /&gt;
|Metabolism = 0.05&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = A highly unstable medication used for the most extreme cases of radiation poisoning. May cause some tissue damage to the patient. &lt;br /&gt;
|Effects = *Heals 70% radiation per unit.&lt;br /&gt;
*Heals 10 toxin damage per unit.&lt;br /&gt;
*Deals approx 2.4 Trauma damage per unit.&lt;br /&gt;
|OverdoseEffect = *N/A&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Ryetalyn&lt;br /&gt;
|Formula = 1 part Arithrazine, 1 part Carbon&lt;br /&gt;
|Metabolism = 0.1&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = Can cure specific genetic abnormalities via a catalytic process. &lt;br /&gt;
 |Effects = &lt;br /&gt;
*Instantly cures all mutations in the patient.&lt;br /&gt;
*Instantly cures genetic disabilities in the patient.&lt;br /&gt;
|OverdoseEffect = *Toxins&lt;br /&gt;
|Notes = &lt;br /&gt;
*All of Ryetalyn&#039;s effects occur instantly with even the tiniest dose; one unit is enough.&lt;br /&gt;
*Ryetalyn does NOT cure genetic damage (AKA: Cloneloss). Only Clonexadone, Cryoxadone or Rezadone fix genetic damage.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Ethylredoxrazine&lt;br /&gt;
|Formula = 1 part Acetone, 1 part Dylovene, 1 part Carbon&lt;br /&gt;
|Metabolism = 0.2&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = A powerful oxidizer that reacts with ethanol. Neutralizes alcohol in the blood stream.&lt;br /&gt;
 |Effects = &lt;br /&gt;
*Instantly cures Dizziness&lt;br /&gt;
*Instantly cures Drowsiness&lt;br /&gt;
*Instantly cures Stuttering&lt;br /&gt;
*Instantly cures Confusion&lt;br /&gt;
*Removes 5 units of ethanol from the patient per unit.&lt;br /&gt;
|OverdoseEffect = *Toxins&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Leporazine&lt;br /&gt;
|Formula = 1 part Silicon, 1 part Copper, 5 units Phoron (catalyst)&lt;br /&gt;
|Metabolism = 0.2&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = Leporazine can be use to stabilize an individuals body temperature.&lt;br /&gt;
 |Effects = &lt;br /&gt;
*Brings the patient&#039;s body temperature close towards 310 kelvin (36.85 Celsius).&lt;br /&gt;
|OverdoseEffect = *Toxins&lt;br /&gt;
|Notes = *Leporazine&#039;s effects are constant as long as it&#039;s metabolizing. The size of the dose only matters in determining how long the body temperature will remain stable for. Effects stop when its fully metabolized.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Lipozine&lt;br /&gt;
|Formula =  1 part Salt, 1 part Ethanol, 1 part Radium&lt;br /&gt;
|Metabolism = 0.2&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = A chemical compound that causes a powerful fat-burning reaction.&lt;br /&gt;
 |Effects = &lt;br /&gt;
*Removes 10 points of nutrition from the patient per unit, making them more hungry.&lt;br /&gt;
*Instantly clears bloated status from overeating.&lt;br /&gt;
|OverdoseEffect = *Toxins&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Ipecac&lt;br /&gt;
|Formula = 1 part Hydrazine, 1 part Ethanol, 1 part Dylovene&lt;br /&gt;
|Metabolism = 0.2&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = A simple emetic. Induces vomiting in the patient, emptying stomach contents.&lt;br /&gt;
 |Effects = &lt;br /&gt;
*When ingested:&lt;br /&gt;
**Has a chance to make the patient vomit, which increases in probability as they absorb more and more of it.&lt;br /&gt;
**Gives the patient messages about feeling ill, nauseous, etc.&lt;br /&gt;
*When injected:&lt;br /&gt;
**Deals 2 toxin damage per unit.&lt;br /&gt;
|OverdoseEffect = *Toxins&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Anti Microbials===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&amp;gt;Medicines used to fight Viral Pathogens and Bacterial Infections.&lt;br /&gt;
A detailed guide to Bacterial Infections can be found here: &lt;br /&gt;
https://aurorastation.org/wiki/index.php?title=Guide_to_Medicine#Infection&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Spaceacillin&lt;br /&gt;
|Formula = 1 part Cryptobiolin, 1 part Inaprovaline&lt;br /&gt;
|Metabolism = 0.05&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = A Broad-spectrum anti-microbial, which deals effectively with bacterial infections, and early-stage viral pathogens.&lt;br /&gt;
|Effects = &lt;br /&gt;
Spaceacillin&#039;s effects can be divided into two categories,&lt;br /&gt;
&lt;br /&gt;
*Bacterial Infection:&lt;br /&gt;
**Effects at 5u dosage&lt;br /&gt;
***Does not prevent infected wounds from increasing germ level.&lt;br /&gt;
***Does not prevent spreading germs from nearby infected parts.&lt;br /&gt;
***Instantly cures germs below infection level 1.&lt;br /&gt;
***Heals infections between level 1 and level 2, at a rate of 3 germ levels per second.&lt;br /&gt;
***Heals infections between level 2 upwards, at a rate of 1 germ level per second.&lt;br /&gt;
&lt;br /&gt;
*Effects at 30u dosage.&lt;br /&gt;
***Prevents organ/body part death from level 3 infections. Will not revive already-dead parts.&lt;br /&gt;
***Prevents ongoing toxin damage from level 3 infections.&lt;br /&gt;
&lt;br /&gt;
*Viral Pathogen:&lt;br /&gt;
**Effects at 5u dosage.&lt;br /&gt;
***Prevents the patient spreading their viruses to others.&lt;br /&gt;
***Prevents being the patient being infected by viruses.&lt;br /&gt;
***Cures stage-1 viruses very quickly.&lt;br /&gt;
***Will have no effect on stage 2 or higher.&lt;br /&gt;
***Does not slow or impede the progress of viruses at all after stage 1.&lt;br /&gt;
|OverdoseEffect = *Toxins&lt;br /&gt;
|Notes = *It is important to note that unlike most other drugs, all of Spaceacillin&#039;s effects (except overdose toxins) are based on how much of the medicine is in the patient&#039;s bloodstream or stomach, NOT how much has actually been metabolized. If the amount in the patient falls below the listed thresholds, its effects will stop working, so always inject more than needed.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Sterilizine&lt;br /&gt;
|Formula = 1 part Ethanol, 1 part Dylovene, 1 part Hydrochloric Acid&lt;br /&gt;
|Metabolism = 0.2&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = An antiseptic fluid that removes all traces of blood, and cleans a patient&#039;s body to reduce the chance of infection.&lt;br /&gt;
|Effects = *When sprayed on a patient:&lt;br /&gt;
**Sets the main germ level of the patient&#039;s body to zero.&lt;br /&gt;
**Cleans blood off of the patient&#039;s clothes and skin.&lt;br /&gt;
*When sprayed on a surface or object:&lt;br /&gt;
**Cleans blood off the object, leaving no traces for forensics.&lt;br /&gt;
|OverdoseEffect = *Toxins&lt;br /&gt;
|Notes = *Sterilizine works on contact, it is not for injecting or ingesting.&lt;br /&gt;
*Does NOT sterilize wounds. &lt;br /&gt;
*Does not affect the germ level of wounds, body parts, or internal organs.&lt;br /&gt;
*Clearing germ level can also be done by showering, washing your hands, or spraying with space cleaner. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Painkillers/Stabilizers===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&amp;gt;Usually administered to people who&#039;ve just been wounded, to help stabilize them.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Inaprovaline&lt;br /&gt;
|Formula = 1 part Acetone, 1 part Carbon, 1 part Sugar &lt;br /&gt;
|Metabolism = 0.1&lt;br /&gt;
|Overdose = 60&lt;br /&gt;
|Description = Inaprovaline is a synaptic stimulant and cardio-stimulant. Commonly used to stabilize patients.&lt;br /&gt;
 |Effects = &lt;br /&gt;
*Prevents patients from accumulating suffocation damage caused by being in critical (&amp;lt;=0% health) status. &lt;br /&gt;
*Prevents Internal Bleeding wounds from getting worse over time. Does not stop the bleeding, just prevents the rate of bleeding from accelerating.&lt;br /&gt;
*Acts as a mild painkiller, Strength 25.&lt;br /&gt;
*Increases heart rate.  &lt;br /&gt;
|OverdoseEffect = *Toxins&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Paracetamol&lt;br /&gt;
|Formula = 1 part Tramadol, 1 part Sugar, 1 part Water&lt;br /&gt;
|Metabolism = 0.01&lt;br /&gt;
|Overdose = 60&lt;br /&gt;
|Description = Most probably know this as Acetaminophen, but this chemical is a mild, simple painkiller.&lt;br /&gt;
|Effects = *Acts as a painkiller, Strength 50.&lt;br /&gt;
|OverdoseEffect = *Causes hallucinations: Strength 25.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Tramadol&lt;br /&gt;
|Formula = 1 part Inaprovaline, 1 part Ethanol, 1 part Acetone&lt;br /&gt;
|Metabolism = 0.01&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = A simple, yet effective painkiller. Very effective for patients in shock. &lt;br /&gt;
|Effects = *Acts as a painkiller, Strength 80.&lt;br /&gt;
|OverdoseEffect = *Causes hallucinations: Strength 40.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Oxycodone&lt;br /&gt;
|Formula = 1 part Ethanol, 1 part Tramadol; 1 part Phoron (Catalyst)&lt;br /&gt;
*Makes 1 unit&lt;br /&gt;
|Metabolism = 0.01&lt;br /&gt;
|Overdose = 20&lt;br /&gt;
|Description = An effective and very addictive painkiller. &lt;br /&gt;
|Effects = *Acts as a painkiller, Strength 200.&lt;br /&gt;
|OverdoseEffect = *Causes hallucinations: Strength 60.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Sedatives===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&amp;gt;Sedatives put people to sleep. Useful for surgery when anaesthetic gas won&#039;t work, for dealing with troublesome patients who won&#039;t sit still, and in dire situations, for self defense.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Soporific&lt;br /&gt;
|Formula = 1 part Chloral Hydrate, 4 parts sugar&lt;br /&gt;
|Metabolism = 0.05&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = A moderately effective hypnotic used to treat insomnia, perform surgery in critical cases, and keep unruly patients asleep until security can deal with them.&lt;br /&gt;
 |Effects = *At &amp;lt;1u dose.&lt;br /&gt;
**Causes yawning every 8 seconds on average.&lt;br /&gt;
*At &amp;lt;1.5u dose.&lt;br /&gt;
**Causes blurred vision, Strength 10.&lt;br /&gt;
*At &amp;lt;5u dose.&lt;br /&gt;
**Causes Weakening, Strength 2.&lt;br /&gt;
**Causes drowsiness, Strength 20.&lt;br /&gt;
*At &amp;gt;=5u dose.&lt;br /&gt;
**Causes Sleep, strength 20.&lt;br /&gt;
**Causes Drowsiness, strength 60.&lt;br /&gt;
|OverdoseEffect = *Toxins&lt;br /&gt;
|Notes = *Soporific is widely available in the vending machines in medical, there is very little reason to actually make it in chemistry.&lt;br /&gt;
*Drowsiness causes slower movement, blurred vision, and an approximate 15% chance every two seconds, to fall asleep for a couple of seconds.&lt;br /&gt;
*The following values are based on a combination of calculation and live testing. The results are not 100% consistent, as it varies due to server performance.&lt;br /&gt;
**At a sufficiently high volume, soporific will reach a 5u dose and cause the patient to fall asleep in about 110 seconds. They may fall asleep earlier than that from the drowsiness, but that&#039;s temporary and isn&#039;t safe for surgery.&lt;br /&gt;
**Once the patient is asleep, they will stay asleep roughly 21 seconds for every unit in their blood after the fifth. A full 15u syringe will keep someone asleep for three and a half minutes. Each additional 15u will extend that time by another 5 minutes and 15 seconds.&lt;br /&gt;
**Once the dose falls low enough, the patient will wake after roughly another 45 seconds.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Chloral Hydrate&lt;br /&gt;
|Formula = 1 part Ethanol, 3 parts Hydrochloric Acid, 1 part Water&lt;br /&gt;
*Makes 1 unit.&lt;br /&gt;
|Metabolism = 0.05&lt;br /&gt;
|Overdose = 15&lt;br /&gt;
|Description = An extremely powerful sedative that quickly incapacitates most people at even a tiny dose. It is effective for subduing violent patients, or as a self defense tool, to allow escape. It is not entirely safe, and will poison the subject to some degree.&lt;br /&gt;
 |Effects = *Once only, immediately upon injecting:&lt;br /&gt;
**Causes Confusion at strength 2 (the patient stumbles around, and fails randomly at actions).&lt;br /&gt;
**Causes Drowsyness at strength 2.&lt;br /&gt;
*At &amp;lt;2u dosage.&lt;br /&gt;
**Causes Weakness, strength 30 (this causes the patient to collapse, and be unable to move or interact).&lt;br /&gt;
**Causes blurred vision, at strength 10.&lt;br /&gt;
*At &amp;gt;1u dosage, the patient suffers 1 point of toxin damage per unit.&lt;br /&gt;
*At &amp;gt;=2u dosage, causes sleep, strength 30.&lt;br /&gt;
|OverdoseEffect = *Toxins&lt;br /&gt;
|Notes = *The toxins from the overdose effect stacks with the toxin damage a normal dose causes. An overdose can be somewhat harmful, but 15u is nowhere near lethal.&lt;br /&gt;
*The following values are based on a combination of calculation and live testing. The results are not 100% consistent, as it varies due to server performance.&lt;br /&gt;
**Chloral hydrate will trigger its weakness effect on the second proc, this happens three seconds after intial injection.&lt;br /&gt;
**At a sufficiently high volume, Chloral Hydrate will reach a 2u dose and cause the patient to fall asleep in about 40 seconds. &lt;br /&gt;
**Once the patient is asleep, they will stay asleep roughly 21 seconds for every unit in their blood after the second. A 5u dosage will keep someone asleep for approximately 1 minute 3 seconds.&lt;br /&gt;
**Once the dose falls low enough, the patient will wake after roughly another 65 seconds.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Mental Stabilisers===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&amp;gt;Compounds to alter the patient&#039;s mental state. These are mostly roleplay only, and have almost no mechanical effects.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Methylphenidate &lt;br /&gt;
|Formula = 1 part MindBreaker Toxin, 1 part Hydrazine&lt;br /&gt;
*Makes 3 units&lt;br /&gt;
|Metabolism = 0.01&lt;br /&gt;
|Overdose = ∞&lt;br /&gt;
|Description = Improves the ability to concentrate.&lt;br /&gt;
 |Effects = &lt;br /&gt;
*Displays a message every five minutes: &amp;quot;Your mind feels focused and undivided.&amp;quot;&lt;br /&gt;
|OverdoseEffect = *N/A&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Citalopram&lt;br /&gt;
|Formula = 1 part Mindbreaker Toxin, 1 part Carbon&lt;br /&gt;
*Makes 3 units&lt;br /&gt;
|Metabolism = 0.01&lt;br /&gt;
|Overdose = ∞&lt;br /&gt;
|Description = Stabilizes the mind a little. A Mild Antidepressant.  &lt;br /&gt;
 |Effects = &lt;br /&gt;
*Displays a message every five minutes: &amp;quot;Your mind feels stable... a little stable.&amp;quot;&lt;br /&gt;
|OverdoseEffect = *N/A&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Paroxetine&lt;br /&gt;
|Formula = 1 part MindBreaker Toxin, 1 part Acetone, 1 part Inaprovaline&lt;br /&gt;
*Makes 3 units&lt;br /&gt;
|Metabolism = 0.01&lt;br /&gt;
|Overdose = ∞&lt;br /&gt;
|Description = A stronger antidepressant. Stabilizes the mind greatly, but has a chance of causing hallucinations.&lt;br /&gt;
 |Effects = &lt;br /&gt;
*Every five minutes, does one of the following:&lt;br /&gt;
**90% chance to display a message: &amp;quot;Your mind feels much more stable.&amp;quot;. &lt;br /&gt;
**10% Chance to display: &amp;quot;Your mind breaks apart...&amp;quot; and cause hallucinations at strength 200.&lt;br /&gt;
|OverdoseEffect = *N/A&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Performance Enhancers===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&amp;gt;Things to make people work harder, better, faster and stronger. These can be helpful to dose up on before combat, and are sometimes requisitioned by a well prepared security team&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Hyperzine&lt;br /&gt;
|Formula = 1 part Sugar, 1 part Phosphorous, 1 part Sulphur&lt;br /&gt;
|Metabolism = 0.2&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = A highly effective, long lasting, muscle stimulant. Keeps the user&#039;s muscles working regardless of impairments, and allows freedom of movement under almost any conditions.&lt;br /&gt;
 |Effects = &lt;br /&gt;
*Gives the Speed-boost effect&lt;br /&gt;
**This medicine does not work on Dionaea.&lt;br /&gt;
|OverdoseEffect = *Toxins&lt;br /&gt;
|Notes = *Each unit lasts 67 seconds&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Synaptizine&lt;br /&gt;
|Formula = 1 part Lithium, 1 part Sugar, 1 part Water&lt;br /&gt;
|Metabolism = 0.001&lt;br /&gt;
|Overdose = 10&lt;br /&gt;
|Description = Highly toxic, but treats hallucinations, paralysis, and stunned or weakened patients. &lt;br /&gt;
 |Effects = &lt;br /&gt;
*Reduces Drowsiness strength by 2.5 points per second.&lt;br /&gt;
*Reduces Paralysis strength by 0.5 points per second.&lt;br /&gt;
*Reduces Stunning strength by 0.5 points per second.&lt;br /&gt;
*Reduces Weakening strength by 0.5 points per second.&lt;br /&gt;
*Reduces Hallucination strength by 5 points per second.&lt;br /&gt;
*Removes 2.5 units of Mindbreaker Toxin from the patient&#039;s body per second.&lt;br /&gt;
*Acts as a painkiller, Strength 40.&lt;br /&gt;
*Causes 5 toxin damage to the patient per unit.&lt;br /&gt;
|OverdoseEffect = *Toxins&lt;br /&gt;
|Notes = *The effects of this medicine persist as long as it is metabolizing, and it metabolites very slowly.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Narcotics===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&amp;gt;Drugs to get high, these are illegal to distribute, or administer without good reason. Making up and dosing yourself on space drugs is the hallmark of a bad Chemist. Don&#039;t do it.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Mindbreaker Toxin&lt;br /&gt;
|Formula = 1 part Silicon, 1 part Hydrazine, 1 part Dylovene&lt;br /&gt;
|Metabolism  = 0.025&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = A powerful hallucinogen, Formerly known as LSD, but was renamed so people understand that it is not a &amp;quot;fun time&amp;quot;. Its use and distribution is illegal, but it is a precursor to several useful psychoactive medications. &lt;br /&gt;
|Effects = *Causes Hallucinations, strength 100.&lt;br /&gt;
|Notes = *Easily treatable with dialysis to remove it blood, then Dylovene to clear up the hallucinations.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Space Drugs&lt;br /&gt;
|Formula = 1 part Mercury, 1 part Sugar, 1 part Lithium&lt;br /&gt;
|Metabolism  = 0.025&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = An illegal compound scientifically known as Mercury Mono lithium Sucrose, which induces a number of effects such as loss of balance, itching, drooling, and colourful visions.&lt;br /&gt;
|Effects = *Causes the Druggy effect (Flashing rainbow overlay).&lt;br /&gt;
*Each proc, has a 10% chance (averages once every 20 seconds) to make the patient take a single step in a random direction.&lt;br /&gt;
**This effect does not trigger when the patient is in space, or unable to move.&lt;br /&gt;
*5% chance each proc to emote drooling, giggling, moaning, or twitching. . &lt;br /&gt;
|Notes = *There is no reason to ever make this drug. It exists only to identify who the bad chemists are.&lt;br /&gt;
*Effects stop quickly once the drug is out of the patient&#039;s blood. Treat with dialysis if injected.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Poisons===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&amp;gt;These compounds are harmful to organic life. Do not administer them unless you intend to murder the patient. They are mostly used by antagonists, and sometimes for research.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Potassium Chlorophoride&lt;br /&gt;
|Formula = 1 part Potassium Chloride, 1 part Phoron, 1 part Chloral Hydrate&lt;br /&gt;
|Metabolism  = 0.005&lt;br /&gt;
|Overdose = 20&lt;br /&gt;
|Description = A powerful paralytic based on Potassium Chloride. Paralyses the victim, builds up toxins and slowly suffocates them.&lt;br /&gt;
|Effects = *Deals 10 toxin damage per unit.&lt;br /&gt;
*Deals 2 suffocation damage per unit.&lt;br /&gt;
*Weakens the patient, strength 10 (prevents movements or actions).&lt;br /&gt;
**This effect is instant, and constantly refreshed while it&#039;s metabolizing.&lt;br /&gt;
|Notes = *Takes 200 seconds to metabolize a single unit, making this a very effective long-lasting paralytic.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Zombie Powder&lt;br /&gt;
|Formula = 5 parts CarpoToxin, 5 parts Soporific, 5 parts Copper&lt;br /&gt;
*Results in 2 units&lt;br /&gt;
|Metabolism  = 0.1&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = A strong neurotoxin and paralytic scientifically known as Tetrodotoxin, which instantly puts the subject into a death-like state.&lt;br /&gt;
|Effects = *Gives the patient a fake time of death that will show in autopsy reports.&lt;br /&gt;
*Causes 3 suffocation damage per unit.&lt;br /&gt;
*Causes 3 toxin damage per unit.&lt;br /&gt;
*These effects are instant, and persist as long as the poison is metabolizing.&lt;br /&gt;
**Weakens the patient, strength 10 (paralysis).&lt;br /&gt;
**Silences the patient, strength 10.&lt;br /&gt;
****A scanner bed will show the patient&#039;s damage correctly without any fake values.&lt;br /&gt;
|Notes = *This toxin does not last very long, 10 seconds per unit. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Lexorin&lt;br /&gt;
|Formula = 1 part Phoron, 1 part Hydrazine, 1 part Ammonia&lt;br /&gt;
|Metabolism  = 0.1&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = Temporarily stops respiration. Causes tissue damage. Countered by Dexalin Plus.&lt;br /&gt;
|Effects = *Deals 3 trauma damage per unit.&lt;br /&gt;
*Stops breathing&lt;br /&gt;
*Constantly increases oxygen loss.&lt;br /&gt;
|Notes = *Each unit of Dexalin Plus will neutralize 3 units of Lexorin.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Cryptobiolin&lt;br /&gt;
|Metabolism  = 0.05&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Formula = 1 part Potassium, 1 part Acetone, 1 part Sugar&lt;br /&gt;
|Description = Causes confusion and dizziness.&lt;br /&gt;
|Effects = *Causes Confusion, Strength 20 (The victim will randomly move in the wrong direction when walking).&lt;br /&gt;
*Causes Dizziness, Strength 4 (The victim&#039;s screen shakes, makes it harder for them to click things).&lt;br /&gt;
|Notes = *Effects are instant and refreshed while it metabolizes.&lt;br /&gt;
*Lasts 20 seconds per unit.&lt;br /&gt;
*Ethylredoxrazine will nullify effects. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Potassium Chloride&lt;br /&gt;
|Formula = 1 part Potassium, 1 part Sodium Chloride&lt;br /&gt;
|Metabolism  = 0.005&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = A a bitter salt that becomes a dangerous paralytic at high doses and appears to stop the heart.&lt;br /&gt;
|Effects = *No effects when not overdosed&lt;br /&gt;
|OverdoseEffect = *These effects are almost identical to normally injecting Potassium Chloride.&lt;br /&gt;
**Toxins&lt;br /&gt;
**Appears to stop the patient&#039;s heart. Their pulse will read as zero. &lt;br /&gt;
***Does not ACTUALLY stop their heart. The patient will not die from heart failure&lt;br /&gt;
**Deals 2 suffocation damage per unit.&lt;br /&gt;
**Weakens the patient, strength 10 (prevents movements or actions).&lt;br /&gt;
|Notes = *Metabolizes very slowly, overdosing a patient would be very hard and time consuming. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Food Related===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&amp;gt;Things that are safe to eat. Most of these are ingredients though, and not generally designed to be eaten as-is.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Sodium Chloride &lt;br /&gt;
|Formula = 1 part Hydrochloric Acid, 1 part Sodium&lt;br /&gt;
|Metabolism = 0.1&lt;br /&gt;
|Overdose = ∞&lt;br /&gt;
|Description = Sodium Chloride, also known as Salt, is often used to season food.&lt;br /&gt;
|Effects = *N/A&lt;br /&gt;
|OverdoseEffect = *N/A&lt;br /&gt;
|Notes = *N/A&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Glycerol&lt;br /&gt;
|Formula = 3 parts Corn Oil, 1 part Sulphuric Acid&lt;br /&gt;
*Results in 1 unit.&lt;br /&gt;
|Metabolism  = 0.1&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = A simple polyol compound, Glycerol is sweet-tasting and of low toxicity. &lt;br /&gt;
|Effects = *N/A&lt;br /&gt;
|OverdoseEffect = *Toxins.&lt;br /&gt;
|Notes = *N/A&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Virus Food&lt;br /&gt;
|Formula = 1 part Milk, 1 part Water, 1 part Acetone&lt;br /&gt;
*Results in 5 units.&lt;br /&gt;
|Metabolism  = 0.4&lt;br /&gt;
|Overdose = ∞&lt;br /&gt;
|Description = Used in Virology as a growth medium for viruses. Available from a wall dispenser in Virology. &lt;br /&gt;
|Effects = *Effectively increases virus speed by 10.&lt;br /&gt;
|OverdoseEffect = *N/A&lt;br /&gt;
|Notes = *Can be consumed as food, provides 2 nutrition per unit.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Syntiflesh&lt;br /&gt;
|Formula = 5 parts Blood, 1 part Clonexadone&lt;br /&gt;
|Metabolism = N/A&lt;br /&gt;
|Overdose = ∞&lt;br /&gt;
|Description = Synthetic meat. Some call it a tasty alternative to actual meat, not realizing that there is no difference at all. Can be eaten, or used as biomatter for cloning pods.&lt;br /&gt;
|Effects = *N/A&lt;br /&gt;
|OverdoseEffect = *N/A&lt;br /&gt;
|Notes = *Intended as a way to produce biomatter for cloning pods, without having to raid the kitchen. Any kind of meat can be used for this purpose though.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==Industrial Compounds==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&amp;gt;Things that are not designed to go inside people. Most of these chemicals have no effect when injected or ingested in people, unless otherwise noted.&lt;br /&gt;
&lt;br /&gt;
The intended method of application is listed:&lt;br /&gt;
*Contact: The substance works upon touching people, surfaces or objects. It can be applied by splashing it on with a beaker, spraying it from a spray bottle, or even using it as an additional reagent in grenades&lt;br /&gt;
*Reactive: The substance is a main ingredient of a violent reaction upon mixing. Such things are useful in grenades, chemical shells, or even for feeding to mobs in two separate pills&lt;br /&gt;
*Reaction: This is not a substance. Mixing this will remove all substances and cause a violent chemical reaction. Such things are useful in grenades, chemical shells, or even for feeding to mobs in two separate pills&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Cleaning Agents===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&amp;gt;Things that are useful for cleaning, and often requested by janitors.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{IndustrialCompoundTemplate&lt;br /&gt;
|Compound = Space Cleaner&lt;br /&gt;
|Formula = 1 part Ammonia, 1 part Water&lt;br /&gt;
|Description = A compound used to clean things. But will not fully remove all traces of blood.&lt;br /&gt;
|Effects = *When sprayed on a floor.&lt;br /&gt;
**Cleans the floor tile, removing dirt, gibs and bloodstains.&lt;br /&gt;
**Deals 5-10 toxin damage to slimes on the tile.&lt;br /&gt;
*When sprayed on a person.&lt;br /&gt;
**Cleans their body, and everything they&#039;re wearing.&lt;br /&gt;
*When sprayed on an object.&lt;br /&gt;
**Cleans that object.&lt;br /&gt;
|Notes = *Does not leave any wetness or slippery spots when cleaning.&lt;br /&gt;
*Space cleaner damages slimes when sprayed on the floor under them, but NOT when sprayed on them directly. The quantity applied does not matter.&lt;br /&gt;
*Janitors start with this, many additional spray bottles of it scattered around the station.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{IndustrialCompoundTemplate&lt;br /&gt;
|Compound = Luminol&lt;br /&gt;
|Formula = 2 parts Hydrazine, 2 parts Carbon, 2 parts Ammonia&lt;br /&gt;
|Description = A compound that interacts with blood on the molecular level, causing it to become fluorescent and more visible, especially under UV light.&lt;br /&gt;
|Effects = *Causes visible blood on floors to glow a bright blue colour when sprayed on it&lt;br /&gt;
**Will not make blood on objects glow unless a UV light is also used&lt;br /&gt;
*Under a UV light, will cause cleaned blood to glow a bright blue colour, and thus be visible&lt;br /&gt;
**This only works if the blood was cleaned with Space Cleaner, or (for objects) with a sink or shower. Using Sterilizine, or a mop, will completely clean all traces and leave nothing to detect&lt;br /&gt;
**Works with both tiles and objects.&lt;br /&gt;
**Does not work on skin&lt;br /&gt;
|Notes = *A spray bottle of Luminol is found in the detective&#039;s Forensics Kit. He may need a refill.&lt;br /&gt;
*This chemical is designed for use in combination with a UV light. One can be found in the detective&#039;s kit, or they can be made in science.&lt;br /&gt;
*There are presently many bugs with Luminol, but it works as described above&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Engineeering===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&amp;gt; &amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{CompoundTemplate&lt;br /&gt;
|Compound = Coolant&lt;br /&gt;
|Formula = 1 part Tungsten, 1 part Acetone, 1 part Water&lt;br /&gt;
|Description = An industrial cooling substance.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{CompoundTemplate&lt;br /&gt;
|Compound = Space Lube&lt;br /&gt;
|Formula = 1 part Water, 1 part Silicon, 1 part Acetone&lt;br /&gt;
*Results in 4 units.&lt;br /&gt;
|Description = A high performance lubricant intended for maintenance of extremely complex mechanical equipment. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{CompoundTemplate&lt;br /&gt;
|Compound = Foaming Agent&lt;br /&gt;
|Formula = 1 part Lithium, 1 part Hydrazine&lt;br /&gt;
|Description = A agent that yields metallic foam when mixed with light metal and a strong acid. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{CompoundTemplate&lt;br /&gt;
|Compound = Metal Foam&lt;br /&gt;
|Formula = 3 parts Iron/Aluminium, 1 part Foaming Agent, 1 part Polytrinic Acid&lt;br /&gt;
|Description = Creates lightweight metal foam walls. These can be easily torn through, but may be useful for plugging hull breaches.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{CompoundTemplate&lt;br /&gt;
|Compound = Plastic &lt;br /&gt;
|Formula = 10 Polytrinic acid, 20 Plasticide&lt;br /&gt;
|Description = Creates one solid sheet of plastic. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{CompoundTemplate&lt;br /&gt;
|Compound = Silicate&lt;br /&gt;
|Formula = 1 part Aluminum, 1 part Silicon, 1 part Acetone&lt;br /&gt;
|Description = Used to strengthen windows. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{CompoundTemplate&lt;br /&gt;
|Compound = Water&lt;br /&gt;
|Formula = 1 part Acetone, 2 parts Hydrazine&lt;br /&gt;
*Results in 1 unit.&lt;br /&gt;
|Description = Also known as H2O. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{CompoundTemplate&lt;br /&gt;
|Compound = Iron Foam&lt;br /&gt;
|Formula = 3 parts Iron, 1 part Foaming Agent, 1 part Polytrinic Acid&lt;br /&gt;
*Results in 5 units.&lt;br /&gt;
|Description = A strong form of Metal Foam. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{CompoundTemplate&lt;br /&gt;
|Compound = Surfactant&lt;br /&gt;
|Formula =  2 parts Hydrazine, 2 parts carbon, 1 part Sulfuric Acid&lt;br /&gt;
|Description = Used in some chemical compounds. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Horticultural===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&amp;gt;Things designed to aid in Botany and Xenobotany&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{IndustrialCompoundTemplate&lt;br /&gt;
|Compound = Diethylamine&lt;br /&gt;
|Formula = 1 part Ammonia, 1 part Ethanol&lt;br /&gt;
|Application = Added to hydroponics trays and soil in liquid form.&lt;br /&gt;
|Description = A secondary amine, mildly corrosive. A very potent fertilizer.&lt;br /&gt;
|Effects = *Useful as a fertilizer in botany: Strength 1.&lt;br /&gt;
*Useful as a pest killer in botany: Strength 2.	&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{IndustrialCompoundTemplate&lt;br /&gt;
|Compound = Plant-B-Gone&lt;br /&gt;
|Formula = 1 part Toxin, 4 parts Water&lt;br /&gt;
|Application = Contact, Injection&lt;br /&gt;
|Description = A toxic mixture designed to kill plant-life.&lt;br /&gt;
|Effects = *When injected (Metabolism 0.005).&lt;br /&gt;
**Deals 4 toxin damage per unit.&lt;br /&gt;
**Deals an additional 50 damage per unit to Diona.&lt;br /&gt;
*When sprayed/on contact.&lt;br /&gt;
**Deals 50 damage per unit to Diona.&lt;br /&gt;
**Removes mold on walls.&lt;br /&gt;
**Destroys any plants on the tile.&lt;br /&gt;
**Deals 15-35 damage to alien weeds.&lt;br /&gt;
***Damage to alien weeds is not based on the quantity used.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{IndustrialCompoundTemplate&lt;br /&gt;
|Compound = Unstable Mutagen&lt;br /&gt;
|Formula = 1 part Radium, 1 part Phosphorus, 1 part Hydrochloric Acid&lt;br /&gt;
|Description = Causes mutations when injected into living people or plants. High doses may be lethal.&lt;br /&gt;
|Effects = *N/A&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Weapons===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&amp;gt;Everything in this category is dangerous, and should not be used without approval from security or command, unless you&#039;re an antagonist. Unapproved use is likely to make security, and possibly the admins, quite upset with you. Most of the things in this category are best used in making grenades and bombs. &amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{CompoundTemplate&lt;br /&gt;
|Compound = Electromagnetic Pulse&lt;br /&gt;
|Formula = 1 part Uranium, 1 part Iron&lt;br /&gt;
|Description = This reacts immediately on mixing, it creates a large electromagnetic pulse which affects all electronic devices.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{CompoundTemplate&lt;br /&gt;
|Compound = Explosive Reaction&lt;br /&gt;
|Formula = 1 part Potassium, 1 part Water&lt;br /&gt;
|Description = This explodes immediately on mixing, which may knock you over or even kill you.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{CompoundTemplate&lt;br /&gt;
|Compound = Flash Powder&lt;br /&gt;
|Formula = 1 part Sulphur, 1 part Aluminium, 1 part Potassium&lt;br /&gt;
|Description = Creates a flash similar to that of a flashbang immediately on mixing.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{CompoundTemplate&lt;br /&gt;
|Compound = Napalm&lt;br /&gt;
|Formula = 1 part Plasma, 1 part Aluminium, 1 part Sulphuric Acid&lt;br /&gt;
|Description = Creates a large fire immediately on mixing. (Results in 1 unit instead of 3)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{CompoundTemplate&lt;br /&gt;
|Compound = Polytrinic Acid&lt;br /&gt;
|Formula = 1 part Sulphuric Acid, 1 part Hydrochloric Acid, 1 part Potassium&lt;br /&gt;
|Description = An extremely corrosive chemical substance. Will destroy organic materials when sprayed or splashed, leaving a telltale gray sludge behind.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{CompoundTemplate&lt;br /&gt;
|Compound = Smoke&lt;br /&gt;
|Formula = 1 part Potassium, 1 part Sugar, 1 part Phosphorous&lt;br /&gt;
|Description = This creates a large cloud of smoke that will take on the properties of everything (if anything) in the container of the reaction.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{CompoundTemplate&lt;br /&gt;
|Compound = Nitroglycerin&lt;br /&gt;
|Formula = 1 part Glycerol, 1 part Polytrinic Acid, 1 part Sulphuric Acid&lt;br /&gt;
|Description = Explodes immediately on mixing. Nitroglycerin is a heavy, colorless, oily, explosive liquid obtained by nitrating glycerol. (Results in 2 units instead of 3)&lt;br /&gt;
}}&lt;br /&gt;
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&lt;br /&gt;
{{CompoundTemplate&lt;br /&gt;
|Compound = Thermite&lt;br /&gt;
|Formula = 1 part Iron, 1 part Aluminium, 1 part Acetone&lt;br /&gt;
|Description = Produces an aluminothermic reaction known as a thermite reaction when ignited. Can be used to melt walls.&lt;br /&gt;
}}&lt;br /&gt;
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----&lt;br /&gt;
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&lt;br /&gt;
{{Medbay}}&lt;br /&gt;
{{Gameplay Guides}}&lt;br /&gt;
[[Category:Pages]]&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Medbay]]&lt;/div&gt;</summary>
		<author><name>Killerhurtz</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Corporate_Regulations&amp;diff=5960</id>
		<title>Corporate Regulations</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Corporate_Regulations&amp;diff=5960"/>
		<updated>2017-08-04T07:48:11Z</updated>

		<summary type="html">&lt;p&gt;Killerhurtz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Reference}}&lt;br /&gt;
{{IC_Laws}}&lt;br /&gt;
&lt;br /&gt;
= Corporate regulations =&lt;br /&gt;
&lt;br /&gt;
Corporate Regulations are penned regulations that all Nanotrasen employees have agreed to abide by in the signing of their employment contract. These regulations apply across the board on any Nanotrasen owned property, be it station, ship, or outpost.&lt;br /&gt;
&lt;br /&gt;
Onboard each facility there will be a dedicated Security department in charge of making sure that all Nanotrasen employees follow these regulations.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Regulations protecting prisoners from mistreatment applies to even non-crew.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Executions are illegal and not allowed by regulations.&#039;&#039;&#039; Station security nor command should be doing any executions. The maximum possible penalty for major infractions is cyborgification.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The brig timer of a prisoner begins after processing.&#039;&#039;&#039; As such, all prisoner processing is expected to be done in a timely manner. Should the processing of a prisoner be delayed, increased in length or any other actions that would result in postponing the end of the procedure - and thus the entry of the prisoner into the system and the start of brig time - may result in the Warden and/or person(s) responsible in the improper handling to be liable for illegal detention.&lt;br /&gt;
&lt;br /&gt;
=== Interpretation of the Regulations ===&lt;br /&gt;
Every person on the station should have a good knowledge of Corporate Regulations. Following them could mean the difference between having a peaceful day or paying 1000 credits for multiple infractions. More in-depth interpretations of Corporate Regulations are required for such positions as the Warden, Head of Personnel, Captain, and the Head of Security.&lt;br /&gt;
&lt;br /&gt;
For all incidents, the &#039;&#039;&#039;suspect&#039;s intent&#039;&#039;&#039; is very important. Some incidents are mutually exclusive.&lt;br /&gt;
&lt;br /&gt;
A single incident has a single sentence, so if, for instance, the prisoner took 3 items off someone, this is a single count of pickpocketing.&lt;br /&gt;
&lt;br /&gt;
Aiding and abetting a criminal makes you an accomplice; &#039;&#039;&#039;you can be charged with the same crime as the person you aided and abetted.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Additional ===&lt;br /&gt;
The Captain is not above Corporate Regulations, and can be arrested by Security for breaking it if the Heads of Staff agree in a majority decision.&lt;br /&gt;
&lt;br /&gt;
Pardons are only legitimate if they come from Central Command. Despite his high ranking the Captain cannot spit in the face of Corporate Regulations and any attempts to do so are infractions.&lt;br /&gt;
&lt;br /&gt;
Do &#039;&#039;&#039;NOT&#039;&#039;&#039; demand a tribunal for anything. You&#039;ll just be laughed at.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Low Level Infractions (Yellow Violations; i100&#039;s) ===&lt;br /&gt;
==== Regarding warnings ====&lt;br /&gt;
&lt;br /&gt;
Officers are allowed to give out official warnings for first-time low level infractions. Any repeat offenders are to be sentenced.&lt;br /&gt;
&lt;br /&gt;
Officers are not obligated to first issue out an official warning, but are encouraged to do so if the situation allows it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;950px&amp;quot; style=&amp;quot;background-color:#ffee99; text-align:center;&amp;quot; border=1 cellspacing=0&lt;br /&gt;
!style=&amp;quot;background-color:#ffee55;&amp;quot;|No.&lt;br /&gt;
!style=&amp;quot;background-color:#ffee55; width:150px&amp;quot;|Incident&lt;br /&gt;
!style=&amp;quot;background-color:#ffee55; width:300px&amp;quot;|Description&lt;br /&gt;
!style=&amp;quot;background-color:#ffee55;&amp;quot;|Notes&lt;br /&gt;
!style=&amp;quot;background-color:#ffee55;&amp;quot;|Traditional Sentence&lt;br /&gt;
!style=&amp;quot;background-color:#ffee55;&amp;quot;|Repeat Offense&lt;br /&gt;
!style=&amp;quot;background-color:#ffee55;&amp;quot;|Fine&lt;br /&gt;
|-&lt;br /&gt;
| i101&lt;br /&gt;
| &#039;&#039;&#039;Trespassing&#039;&#039;&#039;&lt;br /&gt;
| To be in an area which a person does not have access to. &lt;br /&gt;
| Remember that people can either break in, sneak in, or be let in. Always check that the suspect wasn&#039;t let in to do a job by someone with access, or were given access on their ID. Trespassing and theft often committed together; both sentences should be applied. Severity is increased if they refuse to leave the area peacefully, more so if they attempt to use important equipment there, so feel free to add other charges if they do.&lt;br /&gt;
| 3 minutes.&lt;br /&gt;
| Up to 10 minutes and/or demotion.&lt;br /&gt;
| 200 credits&lt;br /&gt;
|-&lt;br /&gt;
| i102&lt;br /&gt;
| &#039;&#039;&#039;Petty Theft&#039;&#039;&#039;&lt;br /&gt;
| To take items from areas one does not have access to, or to take items belonging to others or the station as a whole.&lt;br /&gt;
| Keeping items which are in short supply where they belong is what is important here. A doctor who takes all the surgical tools and hides them still commits theft, even though he had access. Items can include anything from toolboxes to metal to insulated gloves. Remember to take the items away from them and return them to where they stole them.&lt;br /&gt;
| 3 minutes, returning of stolen item to the owner or department.&lt;br /&gt;
| Up to 10 minutes and/or demotion.&lt;br /&gt;
| 150 credits&lt;br /&gt;
|-&lt;br /&gt;
| i103&lt;br /&gt;
| &#039;&#039;&#039;Minor Assault&#039;&#039;&#039;&lt;br /&gt;
| To use, or threaten, physical force against someone, without intent to kill or seriously injure.&lt;br /&gt;
| If it causes minor damage and easily treatable damage, it&#039;s minor assault. Starting fights with other employees or punching fellow employees counts too, as well as seriously threatening them with it. Force-feeding someone is this unless it&#039;s poisonous or knocks them unconscious.&lt;br /&gt;
| 4 minutes.&lt;br /&gt;
| Up to 10 minutes and/or demotion.&lt;br /&gt;
| 400 credits&lt;br /&gt;
|-&lt;br /&gt;
| i104&lt;br /&gt;
| &#039;&#039;&#039;Battery&#039;&#039;&#039;&lt;br /&gt;
| To have unwanted physical contact with someone, even where the contact is not violent.&lt;br /&gt;
| Bumping into someone in a corridor doesn&#039;t really count. Touching someone, when they have explicitly told you not to, does.&lt;br /&gt;
| 2 minutes.&lt;br /&gt;
| Up to 8 minutes and/or demotion.&lt;br /&gt;
| 200 credits&lt;br /&gt;
|-&lt;br /&gt;
| i105&lt;br /&gt;
| &#039;&#039;&#039;Indecent Exposure or Hooliganism&#039;&#039;&#039;&lt;br /&gt;
| To be intentionally and publicly unclothed, yelling at people for no reason in public or on comms, throwing around stuff where it could hit someone, yelling about how terrible NanoTrasen is, etc.&lt;br /&gt;
| Running around the station naked or in underwear, or other such degrading activities. Drunks can be keep to sober up, but only if they are badly harassing other crew members. Regular drunks don&#039;t get arrested and if they are only a nuisance you keep them for the regular time. The mutual degradation of chasing a naked man down while he screams rape is only worth it on slow rounds. Skrell are required to be clothed just like anyone else. Tajaran can have rolled down jumpsuits unless ordered by their Head of Staff to keep it up.&lt;br /&gt;
| 5 minutes.&lt;br /&gt;
| Up to 8 minutes and/or demotion.&lt;br /&gt;
| 250 credits&lt;br /&gt;
|-&lt;br /&gt;
| i106&lt;br /&gt;
| &#039;&#039;&#039;Suspicious Conduct&#039;&#039;&#039;&lt;br /&gt;
| To possess a suspiciously wide skill set not indicated in employee record, wielding dangerous weapons near other staff, extensive inquiring about critical areas, or stalking other employees. A search or arrest warrant is needed to apply this charge on code green.&lt;br /&gt;
| Basically, metagamey/powergamey behaviour. It&#039;s worth reporting to the Head of Personnel or your Head of Staff if you want to play a character who knows more than they should. You may also want to adminhelp if you feel the person is using metagamey or powergamey behavior.&lt;br /&gt;
| 2 minutes. Immediate search.&lt;br /&gt;
| Tracking implant.&lt;br /&gt;
| 200 credits. Immediate search. &lt;br /&gt;
|-&lt;br /&gt;
| i107&lt;br /&gt;
| &#039;&#039;&#039;Misuse of Public Radio Channels&#039;&#039;&#039;&lt;br /&gt;
| To continually broadcast unimportant, untrue, or insignificant messages on the public radio frequency.&lt;br /&gt;
| This is really only for people who are constantly spamming the radio, such as &#039;DJs&#039; or Chaplains reading their services over the comms. Screaming fake messages like &amp;quot;halp security is beating me&amp;quot; when they aren&#039;t also counts.&lt;br /&gt;
| 3 minutes.&lt;br /&gt;
| Ban from using any radio equipment, which requires a filed injunction.&lt;br /&gt;
| 150 credits&lt;br /&gt;
|-&lt;br /&gt;
| i108&lt;br /&gt;
| &#039;&#039;&#039;Violation of Injunction&#039;&#039;&#039;&lt;br /&gt;
| To violate the terms of an injunction made by Security or other legal professions.&lt;br /&gt;
| Injunctions can be filed for lots of different things, such as a ban on weapons carrying, or the above radio ban. They can be applied by the Head of Security, Captain, or equivalent. If they break the law in some other way, apply that sentence too.&lt;br /&gt;
| 5 minutes.&lt;br /&gt;
| Up to 10 minutes and/or demotion.&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| i109&lt;br /&gt;
| &#039;&#039;&#039;Slandering a Head of Staff&#039;&#039;&#039;&lt;br /&gt;
| To directly insult a Head of Staff with no valid complaints.&lt;br /&gt;
| This is most likely to happen when someone is being fired. The charge is only applicable when the statements are slanderous and untrue.&lt;br /&gt;
| 5 minutes.&lt;br /&gt;
| Up to 10 minutes and/or demotion.&lt;br /&gt;
| 250 credits&lt;br /&gt;
|-&lt;br /&gt;
| i110&lt;br /&gt;
| &#039;&#039;&#039;Slander&#039;&#039;&#039;&lt;br /&gt;
| To spread false rumors in order to damage someone&#039;s reputation.&lt;br /&gt;
| Lying about anything to make someone else look bad. For example, an engineer trying to pass off the blame of letting the singularity loose to someone else. Since this has to be proven, it&#039;s up to a tribunal or appropriate officer.&lt;br /&gt;
| 3 minutes.&lt;br /&gt;
| 5 minutes.&lt;br /&gt;
| 50 credits per applicable minute&lt;br /&gt;
|-&lt;br /&gt;
| i111&lt;br /&gt;
| &#039;&#039;&#039;Failure to Execute an Order&#039;&#039;&#039;&lt;br /&gt;
| To ignore or disregard a superior&#039;s valid orders.&lt;br /&gt;
| If the order is stupid, or causes you to break a law (e.g. &amp;quot;Release the singularity!&amp;quot; or &amp;quot;Steal that RCD for me!&amp;quot;) you can ignore it, and probably make a complaint. However, if it&#039;s perfectly doable, lawful, and in your job description, you better do it or resign. If not following an order caused severe damage or loss of life, see &amp;quot;Failure to Execute an Order with Serious Consequences&amp;quot;.&lt;br /&gt;
| 5 minutes.&lt;br /&gt;
| Up to 15 minutes and/or Demotion.&lt;br /&gt;
| 500 credits&lt;br /&gt;
|-&lt;br /&gt;
| i112&lt;br /&gt;
| &#039;&#039;&#039;Sexual Harassment&#039;&#039;&#039;&lt;br /&gt;
| To make unwanted sexual advances or obscene remarks towards another employee.&lt;br /&gt;
| This is for VERY MINOR things the other person finds offensive that are sexually related. For anything more serious see &amp;quot;Sexual Assault&amp;quot;.&lt;br /&gt;
| 5 minutes.&lt;br /&gt;
| Up to 15 minutes and/or Demotion.&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| i113&lt;br /&gt;
| &#039;&#039;&#039;Animal Cruelty&#039;&#039;&#039;&lt;br /&gt;
| To inflict unnecessary suffering or harm upon animals with malicious intent.&lt;br /&gt;
| Monkeys appropriately used for experiments or well-being (e.g Genetics, Virology, etc.) don&#039;t count, neither do the animals ordered from cargo. Shoving them in washing machines, or throwing them down disposals while still alive falls under this. Using them as food is a grey area, as long as they are not overtly caused pain in the process.&lt;br /&gt;
| 5 minutes&lt;br /&gt;
| Up to 10 minutes and/or Demotion.&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| i114&lt;br /&gt;
| &#039;&#039;&#039;Vandalism&#039;&#039;&#039;&lt;br /&gt;
| To deliberately damage or deface the station without malicious intent.&lt;br /&gt;
| This can range from disassembling furniture unnecessarily, to drawing on the floor with crayons or other substances outside the chapel.&lt;br /&gt;
| 3 minutes&lt;br /&gt;
| Up to 10 minutes in total and/or Demotion.&lt;br /&gt;
| 450 credits&lt;br /&gt;
|-&lt;br /&gt;
| i115&lt;br /&gt;
| &#039;&#039;&#039;Threat of Murder or Serious Injury&#039;&#039;&#039;&lt;br /&gt;
| To threaten to kill or seriously injure an employee.&lt;br /&gt;
| The threat has to somewhat tangible. If it&#039;s just people arguing over the radio, it&#039;s probably not worth it. Someone shouting at someone else while chasing them with a fire extinguisher is more valid.&lt;br /&gt;
| 3 minutes and mandatory Tracking implant.&lt;br /&gt;
| Up to 10 minutes with psychiatric evaluation.&lt;br /&gt;
| 500 credits. Tracking implant.&lt;br /&gt;
|-&lt;br /&gt;
| i116&lt;br /&gt;
| &#039;&#039;&#039;Disrespect to the Dead&#039;&#039;&#039;&lt;br /&gt;
| To abuse bodies of dead or previously dead employees.&lt;br /&gt;
| Examples include, the chef using bodies in the morgue as meat, Security beating on a prisoners corpse, or using someone&#039;s body for &#039;experimental surgery&#039;. Preventing a body from being cloned or cyborged also falls under this. The Chaplain or medbay tended to corpses in preperation for autopsy or funeral does not fall under this unless they&#039;re doing something bizarre and unnecessary.&lt;br /&gt;
| 5 minutes&lt;br /&gt;
| 10 minutes per corpse.&lt;br /&gt;
| 400 credits&lt;br /&gt;
|-&lt;br /&gt;
| i117&lt;br /&gt;
| &#039;&#039;&#039;Excessive use of force in detainment&#039;&#039;&#039;&lt;br /&gt;
| To use more than the required force to subdue a suspect.&lt;br /&gt;
| Repeatedly batoning a prisoner after they&#039;ve been handcuffed, Using force against an unarmed and compliant suspect, and usage of lethal weapons in a non-lethal situation.&lt;br /&gt;
| 5 minutes and/or demotion to cadet.&lt;br /&gt;
| 10 minutes and demotion.&lt;br /&gt;
| 350 credits.&lt;br /&gt;
|-&lt;br /&gt;
| i118&lt;br /&gt;
| &#039;&#039;&#039;Violation of privacy laws&#039;&#039;&#039;&lt;br /&gt;
| To intentionally leak private aspects of employee records to unauthorized personnel. &lt;br /&gt;
| Cargo technicians found reading records flushed down disposals would be charged with this as well. Command can discuss medical records with other command (or IAA and Detectives on request) if they have a good reason, and similar with employee and security records. Using a station announcement asking someone come pick up their hemorrhoid cream is also a no. The punishment goes to the source of the leak. Authorization for respective records goes to their respective heads of staff. (CMO, HoP, HoS, and the final say of Captain.&lt;br /&gt;
| Fine.&lt;br /&gt;
| Demotion and/or Suspension.&lt;br /&gt;
| 500 credits.&lt;br /&gt;
|- &lt;br /&gt;
| i119&lt;br /&gt;
| &#039;&#039;&#039;Illegal search&#039;&#039;&#039;&lt;br /&gt;
| To preform a search of an employee or workplace without a search warrant, clearance, or probable cause on code green.&lt;br /&gt;
| An extension of the Privacy Laws, crew members are entitled to the privacy against searches on green alert. Security is required to obtain a search warrant from either the Head of Security, Captain, or lacking either, an IAA or Warden. Searches of workplaces falls under this. Security can circumvent a search warrant requirement if they: have clearance from the respective head of staff, have directly witnessed a crime taking place, or feel there is a real and imminent danger to the safety of crew and/or station. This also does not apply to searches conducted after another, legitimate arrest. &lt;br /&gt;
| A written apology. Return of non-contraband goods and reduced brig time for victim. &lt;br /&gt;
| Demotion and/or Suspension.&lt;br /&gt;
| 500 credits.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Medium Level Infractions (Amber Violations; i200&#039;s) ===&lt;br /&gt;
{| width=&amp;quot;950px&amp;quot; style=&amp;quot;background-color:#ffcc99; text-align:center;&amp;quot; border=1 cellspacing=0&lt;br /&gt;
!style=&amp;quot;background-color:#ffaa55;&amp;quot;|No.&lt;br /&gt;
!style=&amp;quot;background-color:#ffaa55; width:150px&amp;quot;|Infraction&lt;br /&gt;
!style=&amp;quot;background-color:#ffaa55; width:300px&amp;quot;|Description&lt;br /&gt;
!style=&amp;quot;background-color:#ffaa55;&amp;quot;|Notes&lt;br /&gt;
!style=&amp;quot;background-color:#ffaa55;&amp;quot;|Standard Sentance&lt;br /&gt;
!style=&amp;quot;background-color:#ffaa55;&amp;quot;|Repeat Offense&lt;br /&gt;
|-&lt;br /&gt;
| i201&lt;br /&gt;
| &#039;&#039;&#039;Failure to Execute an Order with Serious Consequences&#039;&#039;&#039;&lt;br /&gt;
| To ignore or disregard a superior&#039;s valid orders, which then causes serious damage to property or life.&lt;br /&gt;
| Like the minor crime, except this one has caused serious damage to the station, or seriously injured someone. Examples are Medical Doctors ignoring the Chief Medical Officer while patients are piling up in medbay, or Engineers ignoring the Chief Engineer and then having the singularity eat part of the station. If this causes loss of life, refer to 302.&lt;br /&gt;
| 15 minutes and/or demotion.&lt;br /&gt;
| Immediate suspension. Holding until transfer.&lt;br /&gt;
|-&lt;br /&gt;
| i202&lt;br /&gt;
| &#039;&#039;&#039;Resisting Arrest and/or Sparking a Manhunt&#039;&#039;&#039;&lt;br /&gt;
| To not cooperate with an officer who attempts a proper arrest, or to cause a manhunt by hiding from security.&lt;br /&gt;
| &#039;&#039;&#039;Refusing handcuffs is not resisting arrest&#039;&#039;&#039;. Pushing the officer trying to arrest you, or running away falls under this.&lt;br /&gt;
| 5 minutes. If they sparked a manhunt and did not surrender themselves, tracking implant.&lt;br /&gt;
| Up to 15 minutes in addition to regular time.&lt;br /&gt;
|-&lt;br /&gt;
| i203&lt;br /&gt;
| &#039;&#039;&#039;Suicide Attempt&#039;&#039;&#039;&lt;br /&gt;
| To attempt or threaten to commit suicide.&lt;br /&gt;
| An employee trying or threatening to kill himself for any reason. This includes someone saying &amp;quot;AI OPEN THIS DOOR OR I KILL MYSELF&amp;quot;.&lt;br /&gt;
| Compulsory psychiatric examination and tracking implant.&lt;br /&gt;
| Demotion and isolation in solitary.&lt;br /&gt;
|-&lt;br /&gt;
| i204&lt;br /&gt;
| &#039;&#039;&#039;Abuse of Confiscated Equipment&#039;&#039;&#039;&lt;br /&gt;
| To take and use equipment confiscated as evidence.&lt;br /&gt;
| Security shouldn&#039;t be using evidence for anything but evidence. Taking &amp;quot;trophies&amp;quot; or using weapons and items seized from operatives counts as this.&lt;br /&gt;
| 10 minutes, re-confiscation of equipment.&lt;br /&gt;
| Demotion and/or demotion.&lt;br /&gt;
|-&lt;br /&gt;
| i205&lt;br /&gt;
| &#039;&#039;&#039;Illegal Detention, Arrest, or Holding&#039;&#039;&#039;&lt;br /&gt;
| To arrest, brig, or punish an employee without proper cause or reason.&lt;br /&gt;
| This is mainly for Security Officers who believe THEY ARE THE LAW.&lt;br /&gt;
| 10 minutes and/or demotion to cadet.&lt;br /&gt;
| 15 minutes and immediate suspension.&lt;br /&gt;
|-&lt;br /&gt;
| i206&lt;br /&gt;
| &#039;&#039;&#039;Neglect of Duty&#039;&#039;&#039;&lt;br /&gt;
| To fail to perform a job to a satisfactory standard.&lt;br /&gt;
| This can be due to honest or dishonest mistakes that the Head of the Department feels hampers Department productivity. Examples include scientists/engineers releasing plasma or causing a breach, doctors mixing up medicines that cause injury to patients, or the Warden not doing his job.&lt;br /&gt;
| 10 minutes&lt;br /&gt;
| 15 minutes and/or demotion.&lt;br /&gt;
|-&lt;br /&gt;
| i207&lt;br /&gt;
| &#039;&#039;&#039;Infiltration&#039;&#039;&#039;&lt;br /&gt;
| To attempt to, or successfully, enter a high-security area without authorization.&lt;br /&gt;
| This includes the Bridge, AI upload or core, Teleporter, vault, or EVA. Using AI or Cyborg help for infiltration purposes is also considered breaking and entering.&lt;br /&gt;
| 15 minutes and tracking implant.&lt;br /&gt;
| Holding until transfer and/or demotion.&lt;br /&gt;
|-&lt;br /&gt;
| i208&lt;br /&gt;
| &#039;&#039;&#039;Assault&#039;&#039;&#039;&lt;br /&gt;
| To cause severe injury to another employee.&lt;br /&gt;
| Anything beyond a few punches like in &amp;quot;Minor Assault&amp;quot;. Also see &amp;quot;Attempted Murder&amp;quot; if the intent was to kill. This also includes poisoning with drugs, or using hallucinogens.&lt;br /&gt;
| 15 minutes and/or demotion.&lt;br /&gt;
| Up to 30 minutes and suspension.&lt;br /&gt;
|-&lt;br /&gt;
| i209&lt;br /&gt;
| &#039;&#039;&#039;Escaping From Confinement&#039;&#039;&#039;&lt;br /&gt;
| To escape from confinement as someone who is serving a non-permanent sentence.&lt;br /&gt;
| See &amp;quot;Escaping From a Permanent Sentence&amp;quot; for those who do it with permanent sentences.&lt;br /&gt;
| 10 minutes added and tracking implant. The original time is not reset.&lt;br /&gt;
| Up to 30 minutes and demotion.&lt;br /&gt;
|-&lt;br /&gt;
| i210&lt;br /&gt;
| &#039;&#039;&#039;Unlawful Modification of AI/Cyborg Laws&#039;&#039;&#039;&lt;br /&gt;
| To modify the laws of a cyborg or artificial intelligence, without need, proper access, or authority.&lt;br /&gt;
| An exception would be a law reset when obviously harmful laws have been uploaded. Only the Captain, Chief Engineer, or Two Heads of Staff can authorize a law change.&lt;br /&gt;
| 20 minutes and tracking implant.&lt;br /&gt;
| Demotion. Holding until transfer.&lt;br /&gt;
|-&lt;br /&gt;
| i211&lt;br /&gt;
| &#039;&#039;&#039;Sedition&#039;&#039;&#039;&lt;br /&gt;
| To incite rebellion, or rally against the established chain of command.&lt;br /&gt;
| This includes attempting to make separate areas of the ship into &amp;quot;Nations&amp;quot;, arresting a head of staff without cause, or generally conspiring against the chain of command.&lt;br /&gt;
| 15 minutes and/or demotion.&lt;br /&gt;
| Suspension and holding until transfer.&lt;br /&gt;
|-&lt;br /&gt;
| i212&lt;br /&gt;
| &#039;&#039;&#039;Contraband&#039;&#039;&#039;&lt;br /&gt;
| To possess, use, or distribute contraband items, including drugs.&lt;br /&gt;
| Chemists and Botanists are allowed to possess drugs for their line of work. It&#039;s a crime if they distribute the drugs. Also see Identifying Syndicate Items for a list of who knows what. Contraband from the Supply Shuttle also counts. This also includes firearms, such as the barman taking their shotgun outside the bar area, or illegal modification of such firearms. Snacks from hacked vending machines are not this.&lt;br /&gt;
| 15 minutes and confiscation of said items&lt;br /&gt;
| 20 minutes and demotion. &lt;br /&gt;
|-&lt;br /&gt;
| i213&lt;br /&gt;
| &#039;&#039;&#039;Sabotage&#039;&#039;&#039;&lt;br /&gt;
| To hinder the efforts of the crew or station with malicious intent.&lt;br /&gt;
| This includes causing hull breaches, sabotaging air supplies, stealing vital equipment, etc. The intent is the most important bit here.&lt;br /&gt;
| 15 minutes and/or demotion.&lt;br /&gt;
| 30 minutes, suspension and/or tracking implant.&lt;br /&gt;
|-&lt;br /&gt;
| i214&lt;br /&gt;
| &#039;&#039;&#039;Exceeding Official Powers&#039;&#039;&#039;&lt;br /&gt;
| To act beyond what is allowed by the Chain of Command.&lt;br /&gt;
| This is for any head of staff who abuses the power given to them, such as the Head of Personnel acting like a security officer in a non-emergency, the captain acting as if he is above the law, etc. Heads of Staff trying to order a different department or ignoring the captain also comes under this. Also covers anyone illegally promoting themselves, such as with a stolen ID.&lt;br /&gt;
| 15 minutes and/or demotion. Head demotions require Captain or majority Command approval.&lt;br /&gt;
| 20 minutes and suspension.&lt;br /&gt;
|-&lt;br /&gt;
| i215&lt;br /&gt;
| &#039;&#039;&#039;Grand Theft&#039;&#039;&#039;&lt;br /&gt;
| To steal items that are dangerous, of a high value, or a sensitive nature. &lt;br /&gt;
| This means weapons, explosives or ammunition, and also includes items from the [[High-risk Items]] page. Security Officers stealing things from the armory is an example.&lt;br /&gt;
| 15 minutes, confiscation of stolen items.&lt;br /&gt;
| Suspension, tracking implant and holding until Transfer.&lt;br /&gt;
|-&lt;br /&gt;
| i216&lt;br /&gt;
| &#039;&#039;&#039;Organising an Breakout&#039;&#039;&#039;&lt;br /&gt;
| To attempt, or succeed, in freeing criminals from the brig or other holding areas.&lt;br /&gt;
| Breaking brig windows&lt;br /&gt;
| 15 minutes and tracking implant.&lt;br /&gt;
| 30 minutes.&lt;br /&gt;
|-&lt;br /&gt;
| i217&lt;br /&gt;
| &#039;&#039;&#039;Illegal Blocking of Areas&#039;&#039;&#039;&lt;br /&gt;
| To make an area inaccessible for those with appropriate access.&lt;br /&gt;
| Bolting doors in public hallways or to those of departments you don&#039;t have control over are examples of this.&lt;br /&gt;
| 10 minutes&lt;br /&gt;
| Up to 25 minutes and/or demotion&lt;br /&gt;
|-&lt;br /&gt;
| i218&lt;br /&gt;
| &#039;&#039;&#039;Severe Use of Excessive Force&#039;&#039;&#039;&lt;br /&gt;
| To put a victim in critical state in defense of yourself or others, or seriously injuring a suspect while attempting to detain them. This includes pulling them when they have open wounds.&lt;br /&gt;
| Severely injuring someone attacking you or others with no obvious threat to life, or panicking and shooting a suspect to near-death.&lt;br /&gt;
| 10 minutes and/or demotion to cadet.&lt;br /&gt;
| 25 minutes and suspension. &lt;br /&gt;
|-&lt;br /&gt;
| i219&lt;br /&gt;
| &#039;&#039;&#039;Mistreatment of Prisoners&#039;&#039;&#039;&lt;br /&gt;
| To intentionally act, or cause an act that puts a non-hostile prisoner&#039;s well-being in danger.&lt;br /&gt;
| Preventing proper treatment from being given to a prisoner, abusing a prisoner, and preventing them from having access to a viable method of communication. This includes pulling them when they have open wounds counts as abuse. In the event that a prisoner dies because of mistreatment, the charge is immediately upgraded to either murder or manslaughter.&lt;br /&gt;
| 10 minutes and/or demotion to Cadet.&lt;br /&gt;
| 25 minute and suspension.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== High Severity Infractions (Red Violations; i300&#039;s) ===&lt;br /&gt;
==== Regarding cyborgification ====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The NSS Aurora is in Tau Ceti space, which does not consider cyborgification capital punishment, making it an optional punishment.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;950px&amp;quot; style=&amp;quot;background-color:#ffaa99; text-align:center;&amp;quot; border=1 cellspacing=0&lt;br /&gt;
!style=&amp;quot;background-color:#ff8855;&amp;quot;|No.&lt;br /&gt;
!style=&amp;quot;background-color:#ff8855; width:150px&amp;quot;|Crime&lt;br /&gt;
!style=&amp;quot;background-color:#ff8855; width:300px&amp;quot;|Description&lt;br /&gt;
!style=&amp;quot;background-color:#ff8855;&amp;quot;|Notes&lt;br /&gt;
!style=&amp;quot;background-color:#ff8855;&amp;quot;|Sentence&lt;br /&gt;
|-&lt;br /&gt;
| i301&lt;br /&gt;
| &#039;&#039;&#039;Murder&#039;&#039;&#039;&lt;br /&gt;
| To kill someone, or attempt to kill someone, with premeditated malicious intent.&lt;br /&gt;
| Also cover Attempted Murder. The premeditated and malicious bit is important here.&lt;br /&gt;
| Cyorgification or Holding Until Transfer on majority Command decision.&lt;br /&gt;
|-&lt;br /&gt;
| i302&lt;br /&gt;
| &#039;&#039;&#039;Manslaughter&#039;&#039;&#039;&lt;br /&gt;
| To kill someone without malice or forethought.&lt;br /&gt;
| This includes causing death due to negligence or dereliction of duty. Can also be used for excessive self-defense.&lt;br /&gt;
| 20 minutes and/or demotion. Tracking implant.&lt;br /&gt;
|-&lt;br /&gt;
| i303&lt;br /&gt;
| &#039;&#039;&#039;Mutiny&#039;&#039;&#039;&lt;br /&gt;
| To openly rebel against or attempt to remove command staff with violent intent.&lt;br /&gt;
| See &amp;quot;Sedition&amp;quot; for less violent mutineers. This generally means they use harm-intent or try to kill their superiors or advocate the same.&lt;br /&gt;
| Loyalty implant or cyborgification on majority Command decision.&lt;br /&gt;
|-&lt;br /&gt;
| i304&lt;br /&gt;
| &#039;&#039;&#039;Kidnapping and Hostage taking&#039;&#039;&#039;&lt;br /&gt;
| To take away or transport a victim against the victim&#039;s will.&lt;br /&gt;
| If the person is held for ransom or exchange, then it is considered hostage taking, which is automatically a holding until transfer.&#039;&#039;&#039;&lt;br /&gt;
| Hold until transfer.&lt;br /&gt;
|-&lt;br /&gt;
| i305&lt;br /&gt;
| &#039;&#039;&#039;Terrorist Acts&#039;&#039;&#039;&lt;br /&gt;
| To engage in maliciously destructive actions, which seriously threaten the crew or station.&lt;br /&gt;
| This includes deliberate arson, use of bombs, release of singularity, etc. Collateral damage or severe station damage has to be involved. For less disastrous actions, see sabotage.&lt;br /&gt;
| Hold until transfer or cyborgification on majority command decision.&lt;br /&gt;
|-&lt;br /&gt;
| i306&lt;br /&gt;
| &#039;&#039;&#039;Assaulting a Head of Staff&#039;&#039;&#039;&lt;br /&gt;
| To assault a Head of Staff, causing severe damage.&lt;br /&gt;
| Exactly like &amp;quot;Assault&amp;quot;, but this time against a Head of Staff.&lt;br /&gt;
| 20 minutes and/or demotion.&lt;br /&gt;
| 40 minutes, suspension, and tracking implant.&lt;br /&gt;
|-&lt;br /&gt;
| i307&lt;br /&gt;
| &#039;&#039;&#039;Escaping From Holding Until Transfer&#039;&#039;&#039;&lt;br /&gt;
| To escape, or attempt to escape, from the brig or other holding area when being held until transfer.&lt;br /&gt;
| They have to have been properly convicted for it to be a life sentence.&lt;br /&gt;
| Cyborgification or hold until transfer at majority command decision.&lt;br /&gt;
|-&lt;br /&gt;
| i308&lt;br /&gt;
| &#039;&#039;&#039;Corporate Espionage&#039;&#039;&#039;&lt;br /&gt;
| To act as an agent of a terrorist or anti-Corporation group.&lt;br /&gt;
| Espionage, disclosure of corporate secrets, or any other assistance rendered to outside hostile organisations, or their representatives in hostile activities to the Corporation, committed by a employee of Corporation.&lt;br /&gt;
| Holding until transfer or cyborgification at majority command decision.&lt;br /&gt;
|-&lt;br /&gt;
| i309&lt;br /&gt;
| &#039;&#039;&#039;Sexual Assault&#039;&#039;&#039;&lt;br /&gt;
| To assault, or attempt to assault, someone else sexually, including rape.&lt;br /&gt;
| ERP scenes, or erotic roleplay, is a permabannable offence. Adminhelp it if this happens to you; it&#039;s against server rules, not just station rules. &lt;br /&gt;
| 30 minutes, tracking implant.&lt;br /&gt;
| Holding until transfer.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Modifiers &amp;amp; Special Situations ===&lt;br /&gt;
&lt;br /&gt;
{| width=&#039;825px&#039; style=&#039;text-align:center; background-color:#aaffaa;&#039; border=1 cellspacing=0&lt;br /&gt;
! style=&#039;background-color:#55ff55;&#039; width=&#039;150px&#039;|Situation&lt;br /&gt;
! style=&#039;background-color:#55ff55;&#039; width=&#039;300px&#039;|Description&lt;br /&gt;
! style=&#039;background-color:#55ff55;&#039; width=&#039;100px&#039;|Benefit&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Surrender&#039;&#039;&#039;&lt;br /&gt;
| Coming to the brig, confessing what you&#039;ve done and taking the punishment. Getting arrested without putting a fuss is not surrender. For this, you have to actually come to the brig yourself.&lt;br /&gt;
| Up to -25%, and should be taken into account when determining the severity of crimes.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Re-education&#039;&#039;&#039;&lt;br /&gt;
| Getting de-converted from revolutionary.&lt;br /&gt;
| Up to and including immediate release&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Cooperation with prosecution or security&#039;&#039;&#039;&lt;br /&gt;
| Being helpful to the members of security, revealing things during questioning or providing names of head revolutionaries.&lt;br /&gt;
| Up to -25%. In the case of revealing a head revolutionary, up to -50%.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Immediate threat to the prisoner&#039;&#039;&#039;&lt;br /&gt;
| The singularity eats something near the brig, an explosion goes off, etc.&lt;br /&gt;
| Officer must relocate the prisoner(s) to a safe location. Otherwise, immediate release. Life sentences must be reapplied after danger has passed.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Medical reasons&#039;&#039;&#039;&lt;br /&gt;
| Prisoners are entitled to medical attention if sick or injured.&lt;br /&gt;
| Medical personnel can be called, or the prisoner can be escorted to the Medbay. The timer continues to run during this time.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Self Defence&#039;&#039;&#039;&lt;br /&gt;
|  Assault and even homicide can be justified if it was necessary for prevention of loss of life. (Note that there are borders of acceptable self-defence, and killing a man who just punched you is subject to &amp;quot;Fatal Use of Excessive Force&amp;quot;)&lt;br /&gt;
| Up to and including immediate release.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Parole ====&lt;br /&gt;
&lt;br /&gt;
Parole is temporarily releasing a prisoner before their sentence has been fully completed on the promise of good behavior. Parole can be given for any number of reasons, including brig overcrowding, a reward for good behavior or confession, or if the prisoner&#039;s skills are in need by the station such as a doctor or engineer.&lt;br /&gt;
&lt;br /&gt;
The Warden or Head of Security can choose to give prisoners parole. A tracking implant is recommended if the prisoner is a flight risk (IE an engineer going EVA, but it is up to the Warden/HoS to determine how much of a risk they are.) Tracking implants for minor crimes are not worth it.&lt;br /&gt;
&lt;br /&gt;
On the completion of their time they are simply marked as released as normal.&lt;br /&gt;
&lt;br /&gt;
If they commit any crimes their parole is ended and they must serve out the remainder of their time in the brig with the new crime&#039;s time added on.&lt;br /&gt;
&lt;br /&gt;
Parole can be given immediately after initial processing; theoretically a prisoner can spend their entire sentence out of the brig.&lt;br /&gt;
&lt;br /&gt;
=== Terminology and Clarifications ===&lt;br /&gt;
&#039;&#039;&#039;Cyborgification&#039;&#039;&#039; The removal of a person&#039;s brain for transplanting into a Cyborg Chassis. Often also known as Shackling.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Suspension&#039;&#039;&#039;: Changing ID title to &amp;quot;suspended&amp;quot;, zero access.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Demotion&#039;&#039;&#039;: Can be done up to and including Assistant position, by Head of Personnel or Captain&#039;s decision.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Employee&#039;&#039;&#039;: Employee of NanoTrasen, as defined by the station&#039;s commanding officer. All non-employee subjects are still protected by these laws.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Empowering&#039;&#039;&#039;: Illegal acquiring (not via Head of Personnel or Captain) of access.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Head of Staff&#039;&#039;&#039;: Crew members occupying one of the following positions: Captain, Chief Engineer, Head of Personnel, Head of Security, Chief Medical Officer, Research Director.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;HuT&#039;&#039;&#039; Holding until Transfer&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lethal Situation&#039;&#039;&#039;: A situation in which there is an apparent and real threat the the well-being of all those involved.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Repeat Offenders&#039;&#039;&#039;: For repeat offenders, use the &amp;quot;repeat offense&amp;quot; punishment.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Severe Injury&#039;&#039;&#039;: A state in which the victim is in a critical condition and is having difficulty maintaining consciousness.&lt;br /&gt;
&lt;br /&gt;
Demotion and dismissal also require the removal of equipment from the previous job. E.g: Uniforms, weapons, bombs, PDA cartridges, etc.&lt;br /&gt;
&lt;br /&gt;
For the purposes of Cyborg/AI laws, crewmembers that have been convicted, or are being held in detention, are considered to be below even the AI/Cyborgs in terms of rank.&lt;br /&gt;
&lt;br /&gt;
In cases where the final sentence is more than 90 minutes, it is changed to HuT&lt;br /&gt;
&lt;br /&gt;
The standard penalty can be applied without a tribunal by Security Officers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Pages]]&lt;br /&gt;
{{Gameplay Guides}}&lt;/div&gt;</summary>
		<author><name>Killerhurtz</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Corporate_Regulations&amp;diff=5959</id>
		<title>Corporate Regulations</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Corporate_Regulations&amp;diff=5959"/>
		<updated>2017-08-04T07:44:28Z</updated>

		<summary type="html">&lt;p&gt;Killerhurtz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Reference}}&lt;br /&gt;
{{IC_Laws}}&lt;br /&gt;
&lt;br /&gt;
= Corporate regulations =&lt;br /&gt;
&lt;br /&gt;
Corporate Regulations are penned regulations that all Nanotrasen employees have agreed to abide by in the signing of their employment contract. These regulations apply across the board on any Nanotrasen owned property, be it station, ship, or outpost.&lt;br /&gt;
&lt;br /&gt;
Onboard each facility there will be a dedicated Security department in charge of making sure that all Nanotrasen employees follow these regulations.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Regulations protecting prisoners from mistreatment applies to even non-crew.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Executions are illegal and not allowed by regulations.&#039;&#039;&#039; Station security nor command should be doing any executions. The maximum possible penalty for major infractions is cyborgification.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The brig timer of a prisoner begins after processing.&#039;&#039;&#039; As such, all prisoner processing is expected to be done in a timely manner. Should the processing of a prisoner be delayed, increased in length or any other actions that would result in postponing the end of the procedure - and thus the entry of the prisoner into the system and the start of brig time - may result in the Warden and/or any Officer involved in the improper handling to be liable for illegal detention.&lt;br /&gt;
&lt;br /&gt;
=== Interpretation of the Regulations ===&lt;br /&gt;
Every person on the station should have a good knowledge of Corporate Regulations. Following them could mean the difference between having a peaceful day or paying 1000 credits for multiple infractions. More in-depth interpretations of Corporate Regulations are required for such positions as the Warden, Head of Personnel, Captain, and the Head of Security.&lt;br /&gt;
&lt;br /&gt;
For all incidents, the &#039;&#039;&#039;suspect&#039;s intent&#039;&#039;&#039; is very important. Some incidents are mutually exclusive.&lt;br /&gt;
&lt;br /&gt;
A single incident has a single sentence, so if, for instance, the prisoner took 3 items off someone, this is a single count of pickpocketing.&lt;br /&gt;
&lt;br /&gt;
Aiding and abetting a criminal makes you an accomplice; &#039;&#039;&#039;you can be charged with the same crime as the person you aided and abetted.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Additional ===&lt;br /&gt;
The Captain is not above Corporate Regulations, and can be arrested by Security for breaking it if the Heads of Staff agree in a majority decision.&lt;br /&gt;
&lt;br /&gt;
Pardons are only legitimate if they come from Central Command. Despite his high ranking the Captain cannot spit in the face of Corporate Regulations and any attempts to do so are infractions.&lt;br /&gt;
&lt;br /&gt;
Do &#039;&#039;&#039;NOT&#039;&#039;&#039; demand a tribunal for anything. You&#039;ll just be laughed at.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Low Level Infractions (Yellow Violations; i100&#039;s) ===&lt;br /&gt;
==== Regarding warnings ====&lt;br /&gt;
&lt;br /&gt;
Officers are allowed to give out official warnings for first-time low level infractions. Any repeat offenders are to be sentenced.&lt;br /&gt;
&lt;br /&gt;
Officers are not obligated to first issue out an official warning, but are encouraged to do so if the situation allows it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;950px&amp;quot; style=&amp;quot;background-color:#ffee99; text-align:center;&amp;quot; border=1 cellspacing=0&lt;br /&gt;
!style=&amp;quot;background-color:#ffee55;&amp;quot;|No.&lt;br /&gt;
!style=&amp;quot;background-color:#ffee55; width:150px&amp;quot;|Incident&lt;br /&gt;
!style=&amp;quot;background-color:#ffee55; width:300px&amp;quot;|Description&lt;br /&gt;
!style=&amp;quot;background-color:#ffee55;&amp;quot;|Notes&lt;br /&gt;
!style=&amp;quot;background-color:#ffee55;&amp;quot;|Traditional Sentence&lt;br /&gt;
!style=&amp;quot;background-color:#ffee55;&amp;quot;|Repeat Offense&lt;br /&gt;
!style=&amp;quot;background-color:#ffee55;&amp;quot;|Fine&lt;br /&gt;
|-&lt;br /&gt;
| i101&lt;br /&gt;
| &#039;&#039;&#039;Trespassing&#039;&#039;&#039;&lt;br /&gt;
| To be in an area which a person does not have access to. &lt;br /&gt;
| Remember that people can either break in, sneak in, or be let in. Always check that the suspect wasn&#039;t let in to do a job by someone with access, or were given access on their ID. Trespassing and theft often committed together; both sentences should be applied. Severity is increased if they refuse to leave the area peacefully, more so if they attempt to use important equipment there, so feel free to add other charges if they do.&lt;br /&gt;
| 3 minutes.&lt;br /&gt;
| Up to 10 minutes and/or demotion.&lt;br /&gt;
| 200 credits&lt;br /&gt;
|-&lt;br /&gt;
| i102&lt;br /&gt;
| &#039;&#039;&#039;Petty Theft&#039;&#039;&#039;&lt;br /&gt;
| To take items from areas one does not have access to, or to take items belonging to others or the station as a whole.&lt;br /&gt;
| Keeping items which are in short supply where they belong is what is important here. A doctor who takes all the surgical tools and hides them still commits theft, even though he had access. Items can include anything from toolboxes to metal to insulated gloves. Remember to take the items away from them and return them to where they stole them.&lt;br /&gt;
| 3 minutes, returning of stolen item to the owner or department.&lt;br /&gt;
| Up to 10 minutes and/or demotion.&lt;br /&gt;
| 150 credits&lt;br /&gt;
|-&lt;br /&gt;
| i103&lt;br /&gt;
| &#039;&#039;&#039;Minor Assault&#039;&#039;&#039;&lt;br /&gt;
| To use, or threaten, physical force against someone, without intent to kill or seriously injure.&lt;br /&gt;
| If it causes minor damage and easily treatable damage, it&#039;s minor assault. Starting fights with other employees or punching fellow employees counts too, as well as seriously threatening them with it. Force-feeding someone is this unless it&#039;s poisonous or knocks them unconscious.&lt;br /&gt;
| 4 minutes.&lt;br /&gt;
| Up to 10 minutes and/or demotion.&lt;br /&gt;
| 400 credits&lt;br /&gt;
|-&lt;br /&gt;
| i104&lt;br /&gt;
| &#039;&#039;&#039;Battery&#039;&#039;&#039;&lt;br /&gt;
| To have unwanted physical contact with someone, even where the contact is not violent.&lt;br /&gt;
| Bumping into someone in a corridor doesn&#039;t really count. Touching someone, when they have explicitly told you not to, does.&lt;br /&gt;
| 2 minutes.&lt;br /&gt;
| Up to 8 minutes and/or demotion.&lt;br /&gt;
| 200 credits&lt;br /&gt;
|-&lt;br /&gt;
| i105&lt;br /&gt;
| &#039;&#039;&#039;Indecent Exposure or Hooliganism&#039;&#039;&#039;&lt;br /&gt;
| To be intentionally and publicly unclothed, yelling at people for no reason in public or on comms, throwing around stuff where it could hit someone, yelling about how terrible NanoTrasen is, etc.&lt;br /&gt;
| Running around the station naked or in underwear, or other such degrading activities. Drunks can be keep to sober up, but only if they are badly harassing other crew members. Regular drunks don&#039;t get arrested and if they are only a nuisance you keep them for the regular time. The mutual degradation of chasing a naked man down while he screams rape is only worth it on slow rounds. Skrell are required to be clothed just like anyone else. Tajaran can have rolled down jumpsuits unless ordered by their Head of Staff to keep it up.&lt;br /&gt;
| 5 minutes.&lt;br /&gt;
| Up to 8 minutes and/or demotion.&lt;br /&gt;
| 250 credits&lt;br /&gt;
|-&lt;br /&gt;
| i106&lt;br /&gt;
| &#039;&#039;&#039;Suspicious Conduct&#039;&#039;&#039;&lt;br /&gt;
| To possess a suspiciously wide skill set not indicated in employee record, wielding dangerous weapons near other staff, extensive inquiring about critical areas, or stalking other employees. A search or arrest warrant is needed to apply this charge on code green.&lt;br /&gt;
| Basically, metagamey/powergamey behaviour. It&#039;s worth reporting to the Head of Personnel or your Head of Staff if you want to play a character who knows more than they should. You may also want to adminhelp if you feel the person is using metagamey or powergamey behavior.&lt;br /&gt;
| 2 minutes. Immediate search.&lt;br /&gt;
| Tracking implant.&lt;br /&gt;
| 200 credits. Immediate search. &lt;br /&gt;
|-&lt;br /&gt;
| i107&lt;br /&gt;
| &#039;&#039;&#039;Misuse of Public Radio Channels&#039;&#039;&#039;&lt;br /&gt;
| To continually broadcast unimportant, untrue, or insignificant messages on the public radio frequency.&lt;br /&gt;
| This is really only for people who are constantly spamming the radio, such as &#039;DJs&#039; or Chaplains reading their services over the comms. Screaming fake messages like &amp;quot;halp security is beating me&amp;quot; when they aren&#039;t also counts.&lt;br /&gt;
| 3 minutes.&lt;br /&gt;
| Ban from using any radio equipment, which requires a filed injunction.&lt;br /&gt;
| 150 credits&lt;br /&gt;
|-&lt;br /&gt;
| i108&lt;br /&gt;
| &#039;&#039;&#039;Violation of Injunction&#039;&#039;&#039;&lt;br /&gt;
| To violate the terms of an injunction made by Security or other legal professions.&lt;br /&gt;
| Injunctions can be filed for lots of different things, such as a ban on weapons carrying, or the above radio ban. They can be applied by the Head of Security, Captain, or equivalent. If they break the law in some other way, apply that sentence too.&lt;br /&gt;
| 5 minutes.&lt;br /&gt;
| Up to 10 minutes and/or demotion.&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| i109&lt;br /&gt;
| &#039;&#039;&#039;Slandering a Head of Staff&#039;&#039;&#039;&lt;br /&gt;
| To directly insult a Head of Staff with no valid complaints.&lt;br /&gt;
| This is most likely to happen when someone is being fired. The charge is only applicable when the statements are slanderous and untrue.&lt;br /&gt;
| 5 minutes.&lt;br /&gt;
| Up to 10 minutes and/or demotion.&lt;br /&gt;
| 250 credits&lt;br /&gt;
|-&lt;br /&gt;
| i110&lt;br /&gt;
| &#039;&#039;&#039;Slander&#039;&#039;&#039;&lt;br /&gt;
| To spread false rumors in order to damage someone&#039;s reputation.&lt;br /&gt;
| Lying about anything to make someone else look bad. For example, an engineer trying to pass off the blame of letting the singularity loose to someone else. Since this has to be proven, it&#039;s up to a tribunal or appropriate officer.&lt;br /&gt;
| 3 minutes.&lt;br /&gt;
| 5 minutes.&lt;br /&gt;
| 50 credits per applicable minute&lt;br /&gt;
|-&lt;br /&gt;
| i111&lt;br /&gt;
| &#039;&#039;&#039;Failure to Execute an Order&#039;&#039;&#039;&lt;br /&gt;
| To ignore or disregard a superior&#039;s valid orders.&lt;br /&gt;
| If the order is stupid, or causes you to break a law (e.g. &amp;quot;Release the singularity!&amp;quot; or &amp;quot;Steal that RCD for me!&amp;quot;) you can ignore it, and probably make a complaint. However, if it&#039;s perfectly doable, lawful, and in your job description, you better do it or resign. If not following an order caused severe damage or loss of life, see &amp;quot;Failure to Execute an Order with Serious Consequences&amp;quot;.&lt;br /&gt;
| 5 minutes.&lt;br /&gt;
| Up to 15 minutes and/or Demotion.&lt;br /&gt;
| 500 credits&lt;br /&gt;
|-&lt;br /&gt;
| i112&lt;br /&gt;
| &#039;&#039;&#039;Sexual Harassment&#039;&#039;&#039;&lt;br /&gt;
| To make unwanted sexual advances or obscene remarks towards another employee.&lt;br /&gt;
| This is for VERY MINOR things the other person finds offensive that are sexually related. For anything more serious see &amp;quot;Sexual Assault&amp;quot;.&lt;br /&gt;
| 5 minutes.&lt;br /&gt;
| Up to 15 minutes and/or Demotion.&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| i113&lt;br /&gt;
| &#039;&#039;&#039;Animal Cruelty&#039;&#039;&#039;&lt;br /&gt;
| To inflict unnecessary suffering or harm upon animals with malicious intent.&lt;br /&gt;
| Monkeys appropriately used for experiments or well-being (e.g Genetics, Virology, etc.) don&#039;t count, neither do the animals ordered from cargo. Shoving them in washing machines, or throwing them down disposals while still alive falls under this. Using them as food is a grey area, as long as they are not overtly caused pain in the process.&lt;br /&gt;
| 5 minutes&lt;br /&gt;
| Up to 10 minutes and/or Demotion.&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| i114&lt;br /&gt;
| &#039;&#039;&#039;Vandalism&#039;&#039;&#039;&lt;br /&gt;
| To deliberately damage or deface the station without malicious intent.&lt;br /&gt;
| This can range from disassembling furniture unnecessarily, to drawing on the floor with crayons or other substances outside the chapel.&lt;br /&gt;
| 3 minutes&lt;br /&gt;
| Up to 10 minutes in total and/or Demotion.&lt;br /&gt;
| 450 credits&lt;br /&gt;
|-&lt;br /&gt;
| i115&lt;br /&gt;
| &#039;&#039;&#039;Threat of Murder or Serious Injury&#039;&#039;&#039;&lt;br /&gt;
| To threaten to kill or seriously injure an employee.&lt;br /&gt;
| The threat has to somewhat tangible. If it&#039;s just people arguing over the radio, it&#039;s probably not worth it. Someone shouting at someone else while chasing them with a fire extinguisher is more valid.&lt;br /&gt;
| 3 minutes and mandatory Tracking implant.&lt;br /&gt;
| Up to 10 minutes with psychiatric evaluation.&lt;br /&gt;
| 500 credits. Tracking implant.&lt;br /&gt;
|-&lt;br /&gt;
| i116&lt;br /&gt;
| &#039;&#039;&#039;Disrespect to the Dead&#039;&#039;&#039;&lt;br /&gt;
| To abuse bodies of dead or previously dead employees.&lt;br /&gt;
| Examples include, the chef using bodies in the morgue as meat, Security beating on a prisoners corpse, or using someone&#039;s body for &#039;experimental surgery&#039;. Preventing a body from being cloned or cyborged also falls under this. The Chaplain or medbay tended to corpses in preperation for autopsy or funeral does not fall under this unless they&#039;re doing something bizarre and unnecessary.&lt;br /&gt;
| 5 minutes&lt;br /&gt;
| 10 minutes per corpse.&lt;br /&gt;
| 400 credits&lt;br /&gt;
|-&lt;br /&gt;
| i117&lt;br /&gt;
| &#039;&#039;&#039;Excessive use of force in detainment&#039;&#039;&#039;&lt;br /&gt;
| To use more than the required force to subdue a suspect.&lt;br /&gt;
| Repeatedly batoning a prisoner after they&#039;ve been handcuffed, Using force against an unarmed and compliant suspect, and usage of lethal weapons in a non-lethal situation.&lt;br /&gt;
| 5 minutes and/or demotion to cadet.&lt;br /&gt;
| 10 minutes and demotion.&lt;br /&gt;
| 350 credits.&lt;br /&gt;
|-&lt;br /&gt;
| i118&lt;br /&gt;
| &#039;&#039;&#039;Violation of privacy laws&#039;&#039;&#039;&lt;br /&gt;
| To intentionally leak private aspects of employee records to unauthorized personnel. &lt;br /&gt;
| Cargo technicians found reading records flushed down disposals would be charged with this as well. Command can discuss medical records with other command (or IAA and Detectives on request) if they have a good reason, and similar with employee and security records. Using a station announcement asking someone come pick up their hemorrhoid cream is also a no. The punishment goes to the source of the leak. Authorization for respective records goes to their respective heads of staff. (CMO, HoP, HoS, and the final say of Captain.&lt;br /&gt;
| Fine.&lt;br /&gt;
| Demotion and/or Suspension.&lt;br /&gt;
| 500 credits.&lt;br /&gt;
|- &lt;br /&gt;
| i119&lt;br /&gt;
| &#039;&#039;&#039;Illegal search&#039;&#039;&#039;&lt;br /&gt;
| To preform a search of an employee or workplace without a search warrant, clearance, or probable cause on code green.&lt;br /&gt;
| An extension of the Privacy Laws, crew members are entitled to the privacy against searches on green alert. Security is required to obtain a search warrant from either the Head of Security, Captain, or lacking either, an IAA or Warden. Searches of workplaces falls under this. Security can circumvent a search warrant requirement if they: have clearance from the respective head of staff, have directly witnessed a crime taking place, or feel there is a real and imminent danger to the safety of crew and/or station. This also does not apply to searches conducted after another, legitimate arrest. &lt;br /&gt;
| A written apology. Return of non-contraband goods and reduced brig time for victim. &lt;br /&gt;
| Demotion and/or Suspension.&lt;br /&gt;
| 500 credits.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Medium Level Infractions (Amber Violations; i200&#039;s) ===&lt;br /&gt;
{| width=&amp;quot;950px&amp;quot; style=&amp;quot;background-color:#ffcc99; text-align:center;&amp;quot; border=1 cellspacing=0&lt;br /&gt;
!style=&amp;quot;background-color:#ffaa55;&amp;quot;|No.&lt;br /&gt;
!style=&amp;quot;background-color:#ffaa55; width:150px&amp;quot;|Infraction&lt;br /&gt;
!style=&amp;quot;background-color:#ffaa55; width:300px&amp;quot;|Description&lt;br /&gt;
!style=&amp;quot;background-color:#ffaa55;&amp;quot;|Notes&lt;br /&gt;
!style=&amp;quot;background-color:#ffaa55;&amp;quot;|Standard Sentance&lt;br /&gt;
!style=&amp;quot;background-color:#ffaa55;&amp;quot;|Repeat Offense&lt;br /&gt;
|-&lt;br /&gt;
| i201&lt;br /&gt;
| &#039;&#039;&#039;Failure to Execute an Order with Serious Consequences&#039;&#039;&#039;&lt;br /&gt;
| To ignore or disregard a superior&#039;s valid orders, which then causes serious damage to property or life.&lt;br /&gt;
| Like the minor crime, except this one has caused serious damage to the station, or seriously injured someone. Examples are Medical Doctors ignoring the Chief Medical Officer while patients are piling up in medbay, or Engineers ignoring the Chief Engineer and then having the singularity eat part of the station. If this causes loss of life, refer to 302.&lt;br /&gt;
| 15 minutes and/or demotion.&lt;br /&gt;
| Immediate suspension. Holding until transfer.&lt;br /&gt;
|-&lt;br /&gt;
| i202&lt;br /&gt;
| &#039;&#039;&#039;Resisting Arrest and/or Sparking a Manhunt&#039;&#039;&#039;&lt;br /&gt;
| To not cooperate with an officer who attempts a proper arrest, or to cause a manhunt by hiding from security.&lt;br /&gt;
| &#039;&#039;&#039;Refusing handcuffs is not resisting arrest&#039;&#039;&#039;. Pushing the officer trying to arrest you, or running away falls under this.&lt;br /&gt;
| 5 minutes. If they sparked a manhunt and did not surrender themselves, tracking implant.&lt;br /&gt;
| Up to 15 minutes in addition to regular time.&lt;br /&gt;
|-&lt;br /&gt;
| i203&lt;br /&gt;
| &#039;&#039;&#039;Suicide Attempt&#039;&#039;&#039;&lt;br /&gt;
| To attempt or threaten to commit suicide.&lt;br /&gt;
| An employee trying or threatening to kill himself for any reason. This includes someone saying &amp;quot;AI OPEN THIS DOOR OR I KILL MYSELF&amp;quot;.&lt;br /&gt;
| Compulsory psychiatric examination and tracking implant.&lt;br /&gt;
| Demotion and isolation in solitary.&lt;br /&gt;
|-&lt;br /&gt;
| i204&lt;br /&gt;
| &#039;&#039;&#039;Abuse of Confiscated Equipment&#039;&#039;&#039;&lt;br /&gt;
| To take and use equipment confiscated as evidence.&lt;br /&gt;
| Security shouldn&#039;t be using evidence for anything but evidence. Taking &amp;quot;trophies&amp;quot; or using weapons and items seized from operatives counts as this.&lt;br /&gt;
| 10 minutes, re-confiscation of equipment.&lt;br /&gt;
| Demotion and/or demotion.&lt;br /&gt;
|-&lt;br /&gt;
| i205&lt;br /&gt;
| &#039;&#039;&#039;Illegal Detention, Arrest, or Holding&#039;&#039;&#039;&lt;br /&gt;
| To arrest, brig, or punish an employee without proper cause or reason.&lt;br /&gt;
| This is mainly for Security Officers who believe THEY ARE THE LAW.&lt;br /&gt;
| 10 minutes and/or demotion to cadet.&lt;br /&gt;
| 15 minutes and immediate suspension.&lt;br /&gt;
|-&lt;br /&gt;
| i206&lt;br /&gt;
| &#039;&#039;&#039;Neglect of Duty&#039;&#039;&#039;&lt;br /&gt;
| To fail to perform a job to a satisfactory standard.&lt;br /&gt;
| This can be due to honest or dishonest mistakes that the Head of the Department feels hampers Department productivity. Examples include scientists/engineers releasing plasma or causing a breach, doctors mixing up medicines that cause injury to patients, or the Warden not doing his job.&lt;br /&gt;
| 10 minutes&lt;br /&gt;
| 15 minutes and/or demotion.&lt;br /&gt;
|-&lt;br /&gt;
| i207&lt;br /&gt;
| &#039;&#039;&#039;Infiltration&#039;&#039;&#039;&lt;br /&gt;
| To attempt to, or successfully, enter a high-security area without authorization.&lt;br /&gt;
| This includes the Bridge, AI upload or core, Teleporter, vault, or EVA. Using AI or Cyborg help for infiltration purposes is also considered breaking and entering.&lt;br /&gt;
| 15 minutes and tracking implant.&lt;br /&gt;
| Holding until transfer and/or demotion.&lt;br /&gt;
|-&lt;br /&gt;
| i208&lt;br /&gt;
| &#039;&#039;&#039;Assault&#039;&#039;&#039;&lt;br /&gt;
| To cause severe injury to another employee.&lt;br /&gt;
| Anything beyond a few punches like in &amp;quot;Minor Assault&amp;quot;. Also see &amp;quot;Attempted Murder&amp;quot; if the intent was to kill. This also includes poisoning with drugs, or using hallucinogens.&lt;br /&gt;
| 15 minutes and/or demotion.&lt;br /&gt;
| Up to 30 minutes and suspension.&lt;br /&gt;
|-&lt;br /&gt;
| i209&lt;br /&gt;
| &#039;&#039;&#039;Escaping From Confinement&#039;&#039;&#039;&lt;br /&gt;
| To escape from confinement as someone who is serving a non-permanent sentence.&lt;br /&gt;
| See &amp;quot;Escaping From a Permanent Sentence&amp;quot; for those who do it with permanent sentences.&lt;br /&gt;
| 10 minutes added and tracking implant. The original time is not reset.&lt;br /&gt;
| Up to 30 minutes and demotion.&lt;br /&gt;
|-&lt;br /&gt;
| i210&lt;br /&gt;
| &#039;&#039;&#039;Unlawful Modification of AI/Cyborg Laws&#039;&#039;&#039;&lt;br /&gt;
| To modify the laws of a cyborg or artificial intelligence, without need, proper access, or authority.&lt;br /&gt;
| An exception would be a law reset when obviously harmful laws have been uploaded. Only the Captain, Chief Engineer, or Two Heads of Staff can authorize a law change.&lt;br /&gt;
| 20 minutes and tracking implant.&lt;br /&gt;
| Demotion. Holding until transfer.&lt;br /&gt;
|-&lt;br /&gt;
| i211&lt;br /&gt;
| &#039;&#039;&#039;Sedition&#039;&#039;&#039;&lt;br /&gt;
| To incite rebellion, or rally against the established chain of command.&lt;br /&gt;
| This includes attempting to make separate areas of the ship into &amp;quot;Nations&amp;quot;, arresting a head of staff without cause, or generally conspiring against the chain of command.&lt;br /&gt;
| 15 minutes and/or demotion.&lt;br /&gt;
| Suspension and holding until transfer.&lt;br /&gt;
|-&lt;br /&gt;
| i212&lt;br /&gt;
| &#039;&#039;&#039;Contraband&#039;&#039;&#039;&lt;br /&gt;
| To possess, use, or distribute contraband items, including drugs.&lt;br /&gt;
| Chemists and Botanists are allowed to possess drugs for their line of work. It&#039;s a crime if they distribute the drugs. Also see Identifying Syndicate Items for a list of who knows what. Contraband from the Supply Shuttle also counts. This also includes firearms, such as the barman taking their shotgun outside the bar area, or illegal modification of such firearms. Snacks from hacked vending machines are not this.&lt;br /&gt;
| 15 minutes and confiscation of said items&lt;br /&gt;
| 20 minutes and demotion. &lt;br /&gt;
|-&lt;br /&gt;
| i213&lt;br /&gt;
| &#039;&#039;&#039;Sabotage&#039;&#039;&#039;&lt;br /&gt;
| To hinder the efforts of the crew or station with malicious intent.&lt;br /&gt;
| This includes causing hull breaches, sabotaging air supplies, stealing vital equipment, etc. The intent is the most important bit here.&lt;br /&gt;
| 15 minutes and/or demotion.&lt;br /&gt;
| 30 minutes, suspension and/or tracking implant.&lt;br /&gt;
|-&lt;br /&gt;
| i214&lt;br /&gt;
| &#039;&#039;&#039;Exceeding Official Powers&#039;&#039;&#039;&lt;br /&gt;
| To act beyond what is allowed by the Chain of Command.&lt;br /&gt;
| This is for any head of staff who abuses the power given to them, such as the Head of Personnel acting like a security officer in a non-emergency, the captain acting as if he is above the law, etc. Heads of Staff trying to order a different department or ignoring the captain also comes under this. Also covers anyone illegally promoting themselves, such as with a stolen ID.&lt;br /&gt;
| 15 minutes and/or demotion. Head demotions require Captain or majority Command approval.&lt;br /&gt;
| 20 minutes and suspension.&lt;br /&gt;
|-&lt;br /&gt;
| i215&lt;br /&gt;
| &#039;&#039;&#039;Grand Theft&#039;&#039;&#039;&lt;br /&gt;
| To steal items that are dangerous, of a high value, or a sensitive nature. &lt;br /&gt;
| This means weapons, explosives or ammunition, and also includes items from the [[High-risk Items]] page. Security Officers stealing things from the armory is an example.&lt;br /&gt;
| 15 minutes, confiscation of stolen items.&lt;br /&gt;
| Suspension, tracking implant and holding until Transfer.&lt;br /&gt;
|-&lt;br /&gt;
| i216&lt;br /&gt;
| &#039;&#039;&#039;Organising an Breakout&#039;&#039;&#039;&lt;br /&gt;
| To attempt, or succeed, in freeing criminals from the brig or other holding areas.&lt;br /&gt;
| Breaking brig windows&lt;br /&gt;
| 15 minutes and tracking implant.&lt;br /&gt;
| 30 minutes.&lt;br /&gt;
|-&lt;br /&gt;
| i217&lt;br /&gt;
| &#039;&#039;&#039;Illegal Blocking of Areas&#039;&#039;&#039;&lt;br /&gt;
| To make an area inaccessible for those with appropriate access.&lt;br /&gt;
| Bolting doors in public hallways or to those of departments you don&#039;t have control over are examples of this.&lt;br /&gt;
| 10 minutes&lt;br /&gt;
| Up to 25 minutes and/or demotion&lt;br /&gt;
|-&lt;br /&gt;
| i218&lt;br /&gt;
| &#039;&#039;&#039;Severe Use of Excessive Force&#039;&#039;&#039;&lt;br /&gt;
| To put a victim in critical state in defense of yourself or others, or seriously injuring a suspect while attempting to detain them. This includes pulling them when they have open wounds.&lt;br /&gt;
| Severely injuring someone attacking you or others with no obvious threat to life, or panicking and shooting a suspect to near-death.&lt;br /&gt;
| 10 minutes and/or demotion to cadet.&lt;br /&gt;
| 25 minutes and suspension. &lt;br /&gt;
|-&lt;br /&gt;
| i219&lt;br /&gt;
| &#039;&#039;&#039;Mistreatment of Prisoners&#039;&#039;&#039;&lt;br /&gt;
| To intentionally act, or cause an act that puts a non-hostile prisoner&#039;s well-being in danger.&lt;br /&gt;
| Preventing proper treatment from being given to a prisoner, abusing a prisoner, and preventing them from having access to a viable method of communication. This includes pulling them when they have open wounds counts as abuse. In the event that a prisoner dies because of mistreatment, the charge is immediately upgraded to either murder or manslaughter.&lt;br /&gt;
| 10 minutes and/or demotion to Cadet.&lt;br /&gt;
| 25 minute and suspension.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== High Severity Infractions (Red Violations; i300&#039;s) ===&lt;br /&gt;
==== Regarding cyborgification ====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The NSS Aurora is in Tau Ceti space, which does not consider cyborgification capital punishment, making it an optional punishment.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;950px&amp;quot; style=&amp;quot;background-color:#ffaa99; text-align:center;&amp;quot; border=1 cellspacing=0&lt;br /&gt;
!style=&amp;quot;background-color:#ff8855;&amp;quot;|No.&lt;br /&gt;
!style=&amp;quot;background-color:#ff8855; width:150px&amp;quot;|Crime&lt;br /&gt;
!style=&amp;quot;background-color:#ff8855; width:300px&amp;quot;|Description&lt;br /&gt;
!style=&amp;quot;background-color:#ff8855;&amp;quot;|Notes&lt;br /&gt;
!style=&amp;quot;background-color:#ff8855;&amp;quot;|Sentence&lt;br /&gt;
|-&lt;br /&gt;
| i301&lt;br /&gt;
| &#039;&#039;&#039;Murder&#039;&#039;&#039;&lt;br /&gt;
| To kill someone, or attempt to kill someone, with premeditated malicious intent.&lt;br /&gt;
| Also cover Attempted Murder. The premeditated and malicious bit is important here.&lt;br /&gt;
| Cyorgification or Holding Until Transfer on majority Command decision.&lt;br /&gt;
|-&lt;br /&gt;
| i302&lt;br /&gt;
| &#039;&#039;&#039;Manslaughter&#039;&#039;&#039;&lt;br /&gt;
| To kill someone without malice or forethought.&lt;br /&gt;
| This includes causing death due to negligence or dereliction of duty. Can also be used for excessive self-defense.&lt;br /&gt;
| 20 minutes and/or demotion. Tracking implant.&lt;br /&gt;
|-&lt;br /&gt;
| i303&lt;br /&gt;
| &#039;&#039;&#039;Mutiny&#039;&#039;&#039;&lt;br /&gt;
| To openly rebel against or attempt to remove command staff with violent intent.&lt;br /&gt;
| See &amp;quot;Sedition&amp;quot; for less violent mutineers. This generally means they use harm-intent or try to kill their superiors or advocate the same.&lt;br /&gt;
| Loyalty implant or cyborgification on majority Command decision.&lt;br /&gt;
|-&lt;br /&gt;
| i304&lt;br /&gt;
| &#039;&#039;&#039;Kidnapping and Hostage taking&#039;&#039;&#039;&lt;br /&gt;
| To take away or transport a victim against the victim&#039;s will.&lt;br /&gt;
| If the person is held for ransom or exchange, then it is considered hostage taking, which is automatically a holding until transfer.&#039;&#039;&#039;&lt;br /&gt;
| Hold until transfer.&lt;br /&gt;
|-&lt;br /&gt;
| i305&lt;br /&gt;
| &#039;&#039;&#039;Terrorist Acts&#039;&#039;&#039;&lt;br /&gt;
| To engage in maliciously destructive actions, which seriously threaten the crew or station.&lt;br /&gt;
| This includes deliberate arson, use of bombs, release of singularity, etc. Collateral damage or severe station damage has to be involved. For less disastrous actions, see sabotage.&lt;br /&gt;
| Hold until transfer or cyborgification on majority command decision.&lt;br /&gt;
|-&lt;br /&gt;
| i306&lt;br /&gt;
| &#039;&#039;&#039;Assaulting a Head of Staff&#039;&#039;&#039;&lt;br /&gt;
| To assault a Head of Staff, causing severe damage.&lt;br /&gt;
| Exactly like &amp;quot;Assault&amp;quot;, but this time against a Head of Staff.&lt;br /&gt;
| 20 minutes and/or demotion.&lt;br /&gt;
| 40 minutes, suspension, and tracking implant.&lt;br /&gt;
|-&lt;br /&gt;
| i307&lt;br /&gt;
| &#039;&#039;&#039;Escaping From Holding Until Transfer&#039;&#039;&#039;&lt;br /&gt;
| To escape, or attempt to escape, from the brig or other holding area when being held until transfer.&lt;br /&gt;
| They have to have been properly convicted for it to be a life sentence.&lt;br /&gt;
| Cyborgification or hold until transfer at majority command decision.&lt;br /&gt;
|-&lt;br /&gt;
| i308&lt;br /&gt;
| &#039;&#039;&#039;Corporate Espionage&#039;&#039;&#039;&lt;br /&gt;
| To act as an agent of a terrorist or anti-Corporation group.&lt;br /&gt;
| Espionage, disclosure of corporate secrets, or any other assistance rendered to outside hostile organisations, or their representatives in hostile activities to the Corporation, committed by a employee of Corporation.&lt;br /&gt;
| Holding until transfer or cyborgification at majority command decision.&lt;br /&gt;
|-&lt;br /&gt;
| i309&lt;br /&gt;
| &#039;&#039;&#039;Sexual Assault&#039;&#039;&#039;&lt;br /&gt;
| To assault, or attempt to assault, someone else sexually, including rape.&lt;br /&gt;
| ERP scenes, or erotic roleplay, is a permabannable offence. Adminhelp it if this happens to you; it&#039;s against server rules, not just station rules. &lt;br /&gt;
| 30 minutes, tracking implant.&lt;br /&gt;
| Holding until transfer.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Modifiers &amp;amp; Special Situations ===&lt;br /&gt;
&lt;br /&gt;
{| width=&#039;825px&#039; style=&#039;text-align:center; background-color:#aaffaa;&#039; border=1 cellspacing=0&lt;br /&gt;
! style=&#039;background-color:#55ff55;&#039; width=&#039;150px&#039;|Situation&lt;br /&gt;
! style=&#039;background-color:#55ff55;&#039; width=&#039;300px&#039;|Description&lt;br /&gt;
! style=&#039;background-color:#55ff55;&#039; width=&#039;100px&#039;|Benefit&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Surrender&#039;&#039;&#039;&lt;br /&gt;
| Coming to the brig, confessing what you&#039;ve done and taking the punishment. Getting arrested without putting a fuss is not surrender. For this, you have to actually come to the brig yourself.&lt;br /&gt;
| Up to -25%, and should be taken into account when determining the severity of crimes.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Re-education&#039;&#039;&#039;&lt;br /&gt;
| Getting de-converted from revolutionary.&lt;br /&gt;
| Up to and including immediate release&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Cooperation with prosecution or security&#039;&#039;&#039;&lt;br /&gt;
| Being helpful to the members of security, revealing things during questioning or providing names of head revolutionaries.&lt;br /&gt;
| Up to -25%. In the case of revealing a head revolutionary, up to -50%.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Immediate threat to the prisoner&#039;&#039;&#039;&lt;br /&gt;
| The singularity eats something near the brig, an explosion goes off, etc.&lt;br /&gt;
| Officer must relocate the prisoner(s) to a safe location. Otherwise, immediate release. Life sentences must be reapplied after danger has passed.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Medical reasons&#039;&#039;&#039;&lt;br /&gt;
| Prisoners are entitled to medical attention if sick or injured.&lt;br /&gt;
| Medical personnel can be called, or the prisoner can be escorted to the Medbay. The timer continues to run during this time.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Self Defence&#039;&#039;&#039;&lt;br /&gt;
|  Assault and even homicide can be justified if it was necessary for prevention of loss of life. (Note that there are borders of acceptable self-defence, and killing a man who just punched you is subject to &amp;quot;Fatal Use of Excessive Force&amp;quot;)&lt;br /&gt;
| Up to and including immediate release.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Parole ====&lt;br /&gt;
&lt;br /&gt;
Parole is temporarily releasing a prisoner before their sentence has been fully completed on the promise of good behavior. Parole can be given for any number of reasons, including brig overcrowding, a reward for good behavior or confession, or if the prisoner&#039;s skills are in need by the station such as a doctor or engineer.&lt;br /&gt;
&lt;br /&gt;
The Warden or Head of Security can choose to give prisoners parole. A tracking implant is recommended if the prisoner is a flight risk (IE an engineer going EVA, but it is up to the Warden/HoS to determine how much of a risk they are.) Tracking implants for minor crimes are not worth it.&lt;br /&gt;
&lt;br /&gt;
On the completion of their time they are simply marked as released as normal.&lt;br /&gt;
&lt;br /&gt;
If they commit any crimes their parole is ended and they must serve out the remainder of their time in the brig with the new crime&#039;s time added on.&lt;br /&gt;
&lt;br /&gt;
Parole can be given immediately after initial processing; theoretically a prisoner can spend their entire sentence out of the brig.&lt;br /&gt;
&lt;br /&gt;
=== Terminology and Clarifications ===&lt;br /&gt;
&#039;&#039;&#039;Cyborgification&#039;&#039;&#039; The removal of a person&#039;s brain for transplanting into a Cyborg Chassis. Often also known as Shackling.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Suspension&#039;&#039;&#039;: Changing ID title to &amp;quot;suspended&amp;quot;, zero access.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Demotion&#039;&#039;&#039;: Can be done up to and including Assistant position, by Head of Personnel or Captain&#039;s decision.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Employee&#039;&#039;&#039;: Employee of NanoTrasen, as defined by the station&#039;s commanding officer. All non-employee subjects are still protected by these laws.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Empowering&#039;&#039;&#039;: Illegal acquiring (not via Head of Personnel or Captain) of access.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Head of Staff&#039;&#039;&#039;: Crew members occupying one of the following positions: Captain, Chief Engineer, Head of Personnel, Head of Security, Chief Medical Officer, Research Director.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;HuT&#039;&#039;&#039; Holding until Transfer&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lethal Situation&#039;&#039;&#039;: A situation in which there is an apparent and real threat the the well-being of all those involved.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Repeat Offenders&#039;&#039;&#039;: For repeat offenders, use the &amp;quot;repeat offense&amp;quot; punishment.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Severe Injury&#039;&#039;&#039;: A state in which the victim is in a critical condition and is having difficulty maintaining consciousness.&lt;br /&gt;
&lt;br /&gt;
Demotion and dismissal also require the removal of equipment from the previous job. E.g: Uniforms, weapons, bombs, PDA cartridges, etc.&lt;br /&gt;
&lt;br /&gt;
For the purposes of Cyborg/AI laws, crewmembers that have been convicted, or are being held in detention, are considered to be below even the AI/Cyborgs in terms of rank.&lt;br /&gt;
&lt;br /&gt;
In cases where the final sentence is more than 90 minutes, it is changed to HuT&lt;br /&gt;
&lt;br /&gt;
The standard penalty can be applied without a tribunal by Security Officers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Pages]]&lt;br /&gt;
{{Gameplay Guides}}&lt;/div&gt;</summary>
		<author><name>Killerhurtz</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Corporate_Regulations&amp;diff=5618</id>
		<title>Corporate Regulations</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Corporate_Regulations&amp;diff=5618"/>
		<updated>2017-07-13T19:57:33Z</updated>

		<summary type="html">&lt;p&gt;Killerhurtz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Reference}}&lt;br /&gt;
{{IC_Laws}}&lt;br /&gt;
&lt;br /&gt;
= Corporate regulations =&lt;br /&gt;
&lt;br /&gt;
Corporate Regulations are penned regulations that all Nanotrasen employees have agreed to abide by in the signing of their employment contract. These regulations apply across the board on any Nanotrasen owned property, be it station, ship, or outpost.&lt;br /&gt;
&lt;br /&gt;
Onboard each facility there will be a dedicated Security department in charge of making sure that all Nanotrasen employees follow these regulations.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Regulations protecting prisoners from mistreatment applies to even non-crew.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Executions are illegal and not allowed by regulations.&#039;&#039;&#039; Station security nor command should be doing any executions. The maximum possible penalty for major infractions is cyborgification.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The time a suspect spends in processing is counted to their total brig time.&#039;&#039;&#039; Try to keep track of how much time has passed since someone has been officially processed. This generally begins with questioning. The best way to keep track of time would be to set their time on a cell while they&#039;re in processing. Holding them for longer than their sentence can lead to the warden or handling officers to be liable for illegal detention.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Interpretation of the Regulations ===&lt;br /&gt;
Every person on the station should have a good knowledge of Corporate Regulations. Following them could mean the difference between having a peaceful day or paying 1000 credits for multiple infractions. More in-depth interpretations of Corporate Regulations are required for such positions as the Warden, Head of Personnel, Captain, and the Head of Security.&lt;br /&gt;
&lt;br /&gt;
For all incidents, the &#039;&#039;&#039;suspect&#039;s intent&#039;&#039;&#039; is very important. Some incidents are mutually exclusive.&lt;br /&gt;
&lt;br /&gt;
A single incident has a single sentence, so if, for instance, the prisoner took 3 items off someone, this is a single count of pickpocketing.&lt;br /&gt;
&lt;br /&gt;
Aiding and abetting a criminal makes you an accomplice; &#039;&#039;&#039;you can be charged with the same crime as the person you aided and abetted.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Additional ===&lt;br /&gt;
The Captain is not above Corporate Regulations, and can be arrested by Security for breaking it if the Heads of Staff agree in a majority decision.&lt;br /&gt;
&lt;br /&gt;
Pardons are only legitimate if they come from Central Command. Despite his high ranking the Captain cannot spit in the face of Corporate Regulations and any attempts to do so are infractions.&lt;br /&gt;
&lt;br /&gt;
Do &#039;&#039;&#039;NOT&#039;&#039;&#039; demand a tribunal for anything. You&#039;ll just be laughed at.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Low Level Infractions (Yellow Violations; i100&#039;s) ===&lt;br /&gt;
==== Regarding warnings ====&lt;br /&gt;
&lt;br /&gt;
Officers are allowed to give out official warnings for first-time low level infractions. Any repeat offenders are to be sentenced.&lt;br /&gt;
&lt;br /&gt;
Officers are not obligated to first issue out an official warning, but are encouraged to do so if the situation allows it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;950px&amp;quot; style=&amp;quot;background-color:#ffee99; text-align:center;&amp;quot; border=1 cellspacing=0&lt;br /&gt;
!style=&amp;quot;background-color:#ffee55;&amp;quot;|No.&lt;br /&gt;
!style=&amp;quot;background-color:#ffee55; width:150px&amp;quot;|Incident&lt;br /&gt;
!style=&amp;quot;background-color:#ffee55; width:300px&amp;quot;|Description&lt;br /&gt;
!style=&amp;quot;background-color:#ffee55;&amp;quot;|Notes&lt;br /&gt;
!style=&amp;quot;background-color:#ffee55;&amp;quot;|Traditional Sentence&lt;br /&gt;
!style=&amp;quot;background-color:#ffee55;&amp;quot;|Repeat Offense&lt;br /&gt;
!style=&amp;quot;background-color:#ffee55;&amp;quot;|Fine&lt;br /&gt;
|-&lt;br /&gt;
| i101&lt;br /&gt;
| &#039;&#039;&#039;Trespassing&#039;&#039;&#039;&lt;br /&gt;
| To be in an area which a person does not have access to. &lt;br /&gt;
| Remember that people can either break in, sneak in, or be let in. Always check that the suspect wasn&#039;t let in to do a job by someone with access, or were given access on their ID. Trespassing and theft often committed together; both sentences should be applied. Severity is increased if they refuse to leave the area peacefully, more so if they attempt to use important equipment there, so feel free to add other charges if they do.&lt;br /&gt;
| 3 minutes.&lt;br /&gt;
| Up to 10 minutes and/or demotion.&lt;br /&gt;
| 200 credits&lt;br /&gt;
|-&lt;br /&gt;
| i102&lt;br /&gt;
| &#039;&#039;&#039;Petty Theft&#039;&#039;&#039;&lt;br /&gt;
| To take items from areas one does not have access to, or to take items belonging to others or the station as a whole.&lt;br /&gt;
| Keeping items which are in short supply where they belong is what is important here. A doctor who takes all the surgical tools and hides them still commits theft, even though he had access. Items can include anything from toolboxes to metal to insulated gloves. Remember to take the items away from them and return them to where they stole them.&lt;br /&gt;
| 3 minutes, returning of stolen item to the owner or department.&lt;br /&gt;
| Up to 10 minutes and/or demotion.&lt;br /&gt;
| 150 credits&lt;br /&gt;
|-&lt;br /&gt;
| i103&lt;br /&gt;
| &#039;&#039;&#039;Minor Assault&#039;&#039;&#039;&lt;br /&gt;
| To use, or threaten, physical force against someone, without intent to kill or seriously injure.&lt;br /&gt;
| If it causes minor damage and easily treatable damage, it&#039;s minor assault. Starting fights with other employees or punching fellow employees counts too, as well as seriously threatening them with it. Force-feeding someone is this unless it&#039;s poisonous or knocks them unconscious.&lt;br /&gt;
| 4 minutes.&lt;br /&gt;
| Up to 10 minutes and/or demotion.&lt;br /&gt;
| 400 credits&lt;br /&gt;
|-&lt;br /&gt;
| i104&lt;br /&gt;
| &#039;&#039;&#039;Battery&#039;&#039;&#039;&lt;br /&gt;
| To have unwanted physical contact with someone, even where the contact is not violent.&lt;br /&gt;
| Bumping into someone in a corridor doesn&#039;t really count. Touching someone, when they have explicitly told you not to, does.&lt;br /&gt;
| 2 minutes.&lt;br /&gt;
| Up to 8 minutes and/or demotion.&lt;br /&gt;
| 200 credits&lt;br /&gt;
|-&lt;br /&gt;
| i105&lt;br /&gt;
| &#039;&#039;&#039;Indecent Exposure or Hooliganism&#039;&#039;&#039;&lt;br /&gt;
| To be intentionally and publicly unclothed, yelling at people for no reason in public or on comms, throwing around stuff where it could hit someone, yelling about how terrible NanoTrasen is, etc.&lt;br /&gt;
| Running around the station naked or in underwear, or other such degrading activities. Drunks can be keep to sober up, but only if they are badly harassing other crew members. Regular drunks don&#039;t get arrested and if they are only a nuisance you keep them for the regular time. The mutual degradation of chasing a naked man down while he screams rape is only worth it on slow rounds. Skrell are required to be clothed just like anyone else. Tajaran can have rolled down jumpsuits unless ordered by their Head of Staff to keep it up.&lt;br /&gt;
| 5 minutes.&lt;br /&gt;
| Up to 8 minutes and/or demotion.&lt;br /&gt;
| 250 credits&lt;br /&gt;
|-&lt;br /&gt;
| i106&lt;br /&gt;
| &#039;&#039;&#039;Suspicious Conduct&#039;&#039;&#039;&lt;br /&gt;
| To possess a suspiciously wide skill set not indicated in employee record, wielding dangerous weapons near other staff, extensive inquiring about critical areas, or stalking other employees. A search or arrest warrant is needed to apply this charge on code green.&lt;br /&gt;
| Basically, metagamey/powergamey behaviour. It&#039;s worth reporting to the Head of Personnel or your Head of Staff if you want to play a character who knows more than they should. You may also want to adminhelp if you feel the person is using metagamey or powergamey behavior.&lt;br /&gt;
| 2 minutes. Immediate search.&lt;br /&gt;
| Tracking implant.&lt;br /&gt;
| 200 credits. Immediate search. &lt;br /&gt;
|-&lt;br /&gt;
| i107&lt;br /&gt;
| &#039;&#039;&#039;Misuse of Public Radio Channels&#039;&#039;&#039;&lt;br /&gt;
| To continually broadcast unimportant, untrue, or insignificant messages on the public radio frequency.&lt;br /&gt;
| This is really only for people who are constantly spamming the radio, such as &#039;DJs&#039; or Chaplains reading their services over the comms. Screaming fake messages like &amp;quot;halp security is beating me&amp;quot; when they aren&#039;t also counts.&lt;br /&gt;
| 3 minutes.&lt;br /&gt;
| Ban from using any radio equipment, which requires a filed injunction.&lt;br /&gt;
| 150 credits&lt;br /&gt;
|-&lt;br /&gt;
| i108&lt;br /&gt;
| &#039;&#039;&#039;Violation of Injunction&#039;&#039;&#039;&lt;br /&gt;
| To violate the terms of an injunction made by Security or other legal professions.&lt;br /&gt;
| Injunctions can be filed for lots of different things, such as a ban on weapons carrying, or the above radio ban. They can be applied by the Head of Security, Captain, or equivalent. If they break the law in some other way, apply that sentence too.&lt;br /&gt;
| 5 minutes.&lt;br /&gt;
| Up to 10 minutes and/or demotion.&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| i109&lt;br /&gt;
| &#039;&#039;&#039;Slandering a Head of Staff&#039;&#039;&#039;&lt;br /&gt;
| To directly insult a Head of Staff with no valid complaints.&lt;br /&gt;
| This is most likely to happen when someone is being fired. The charge is only applicable when the statements are slanderous and untrue.&lt;br /&gt;
| 5 minutes.&lt;br /&gt;
| Up to 10 minutes and/or demotion.&lt;br /&gt;
| 250 credits&lt;br /&gt;
|-&lt;br /&gt;
| i110&lt;br /&gt;
| &#039;&#039;&#039;Slander&#039;&#039;&#039;&lt;br /&gt;
| To spread false rumors in order to damage someone&#039;s reputation.&lt;br /&gt;
| Lying about anything to make someone else look bad. For example, an engineer trying to pass off the blame of letting the singularity loose to someone else. Since this has to be proven, it&#039;s up to a tribunal or appropriate officer.&lt;br /&gt;
| 3 minutes.&lt;br /&gt;
| 5 minutes.&lt;br /&gt;
| 50 credits per applicable minute&lt;br /&gt;
|-&lt;br /&gt;
| i111&lt;br /&gt;
| &#039;&#039;&#039;Failure to Execute an Order&#039;&#039;&#039;&lt;br /&gt;
| To ignore or disregard a superior&#039;s valid orders.&lt;br /&gt;
| If the order is stupid, or causes you to break a law (e.g. &amp;quot;Release the singularity!&amp;quot; or &amp;quot;Steal that RCD for me!&amp;quot;) you can ignore it, and probably make a complaint. However, if it&#039;s perfectly doable, lawful, and in your job description, you better do it or resign. If not following an order caused severe damage or loss of life, see &amp;quot;Failure to Execute an Order with Serious Consequences&amp;quot;.&lt;br /&gt;
| 5 minutes.&lt;br /&gt;
| Up to 15 minutes and/or Demotion.&lt;br /&gt;
| 500 credits&lt;br /&gt;
|-&lt;br /&gt;
| i112&lt;br /&gt;
| &#039;&#039;&#039;Sexual Harassment&#039;&#039;&#039;&lt;br /&gt;
| To make unwanted sexual advances or obscene remarks towards another employee.&lt;br /&gt;
| This is for VERY MINOR things the other person finds offensive that are sexually related. For anything more serious see &amp;quot;Sexual Assault&amp;quot;.&lt;br /&gt;
| 5 minutes.&lt;br /&gt;
| Up to 15 minutes and/or Demotion.&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| i113&lt;br /&gt;
| &#039;&#039;&#039;Animal Cruelty&#039;&#039;&#039;&lt;br /&gt;
| To inflict unnecessary suffering or harm upon animals with malicious intent.&lt;br /&gt;
| Monkeys appropriately used for experiments or well-being (e.g Genetics, Virology, etc.) don&#039;t count, neither do the animals ordered from cargo. Shoving them in washing machines, or throwing them down disposals while still alive falls under this. Using them as food is a grey area, as long as they are not overtly caused pain in the process.&lt;br /&gt;
| 5 minutes&lt;br /&gt;
| Up to 10 minutes and/or Demotion.&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| i114&lt;br /&gt;
| &#039;&#039;&#039;Vandalism&#039;&#039;&#039;&lt;br /&gt;
| To deliberately damage or deface the station without malicious intent.&lt;br /&gt;
| This can range from disassembling furniture unnecessarily, to drawing on the floor with crayons or other substances outside the chapel.&lt;br /&gt;
| 3 minutes&lt;br /&gt;
| Up to 10 minutes in total and/or Demotion.&lt;br /&gt;
| 450 credits&lt;br /&gt;
|-&lt;br /&gt;
| i115&lt;br /&gt;
| &#039;&#039;&#039;Threat of Murder or Serious Injury&#039;&#039;&#039;&lt;br /&gt;
| To threaten to kill or seriously injure an employee.&lt;br /&gt;
| The threat has to somewhat tangible. If it&#039;s just people arguing over the radio, it&#039;s probably not worth it. Someone shouting at someone else while chasing them with a fire extinguisher is more valid.&lt;br /&gt;
| 3 minutes and mandatory Tracking implant.&lt;br /&gt;
| Up to 10 minutes with psychiatric evaluation.&lt;br /&gt;
| 500 credits. Tracking implant.&lt;br /&gt;
|-&lt;br /&gt;
| i116&lt;br /&gt;
| &#039;&#039;&#039;Disrespect to the Dead&#039;&#039;&#039;&lt;br /&gt;
| To abuse bodies of dead or previously dead employees.&lt;br /&gt;
| Examples include, the chef using bodies in the morgue as meat, Security beating on a prisoners corpse, or using someone&#039;s body for &#039;experimental surgery&#039;. Preventing a body from being cloned or cyborged also falls under this. The Chaplain or medbay tended to corpses in preperation for autopsy or funeral does not fall under this unless they&#039;re doing something bizarre and unnecessary.&lt;br /&gt;
| 5 minutes&lt;br /&gt;
| 10 minutes per corpse.&lt;br /&gt;
| 400 credits&lt;br /&gt;
|-&lt;br /&gt;
| i117&lt;br /&gt;
| &#039;&#039;&#039;Excessive use of force in detainment&#039;&#039;&#039;&lt;br /&gt;
| To use more than the required force to subdue a suspect.&lt;br /&gt;
| Repeatedly batoning a prisoner after they&#039;ve been handcuffed, Using force against an unarmed and compliant suspect, and usage of lethal weapons in a non-lethal situation.&lt;br /&gt;
| 5 minutes and/or demotion to cadet.&lt;br /&gt;
| 10 minutes and demotion.&lt;br /&gt;
| 350 credits.&lt;br /&gt;
|-&lt;br /&gt;
| i118&lt;br /&gt;
| &#039;&#039;&#039;Violation of privacy laws&#039;&#039;&#039;&lt;br /&gt;
| To intentionally leak private aspects of employee records to unauthorized personnel. &lt;br /&gt;
| Cargo technicians found reading records flushed down disposals would be charged with this as well. Command can discuss medical records with other command (or IAA and Detectives on request) if they have a good reason, and similar with employee and security records. Using a station announcement asking someone come pick up their hemorrhoid cream is also a no. The punishment goes to the source of the leak. Authorization for respective records goes to their respective heads of staff. (CMO, HoP, HoS, and the final say of Captain.&lt;br /&gt;
| Fine.&lt;br /&gt;
| Demotion and/or Suspension.&lt;br /&gt;
| 500 credits.&lt;br /&gt;
|- &lt;br /&gt;
| i119&lt;br /&gt;
| &#039;&#039;&#039;Illegal search&#039;&#039;&#039;&lt;br /&gt;
| To preform a search of an employee or workplace without a search warrant, clearance, or probable cause on code green.&lt;br /&gt;
| An extension of the Privacy Laws, crew members are entitled to the privacy against searches on green alert. Security is required to obtain a search warrant from either the Head of Security, Captain, or lacking either, an IAA or Warden. Searches of workplaces falls under this. Security can circumvent a search warrant requirement if they: have clearance from the respective head of staff, have directly witnessed a crime taking place, or feel there is a real and imminent danger to the safety of crew and/or station. This also does not apply to searches conducted after another, legitimate arrest. &lt;br /&gt;
| A written apology. Return of non-contraband goods and reduced brig time for victim. &lt;br /&gt;
| Demotion and/or Suspension.&lt;br /&gt;
| 500 credits.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Medium Level Infractions (Amber Violations; i200&#039;s) ===&lt;br /&gt;
{| width=&amp;quot;950px&amp;quot; style=&amp;quot;background-color:#ffcc99; text-align:center;&amp;quot; border=1 cellspacing=0&lt;br /&gt;
!style=&amp;quot;background-color:#ffaa55;&amp;quot;|No.&lt;br /&gt;
!style=&amp;quot;background-color:#ffaa55; width:150px&amp;quot;|Infraction&lt;br /&gt;
!style=&amp;quot;background-color:#ffaa55; width:300px&amp;quot;|Description&lt;br /&gt;
!style=&amp;quot;background-color:#ffaa55;&amp;quot;|Notes&lt;br /&gt;
!style=&amp;quot;background-color:#ffaa55;&amp;quot;|Standard Sentance&lt;br /&gt;
!style=&amp;quot;background-color:#ffaa55;&amp;quot;|Repeat Offense&lt;br /&gt;
|-&lt;br /&gt;
| i201&lt;br /&gt;
| &#039;&#039;&#039;Failure to Execute an Order with Serious Consequences&#039;&#039;&#039;&lt;br /&gt;
| To ignore or disregard a superior&#039;s valid orders, which then causes serious damage to property or life.&lt;br /&gt;
| Like the minor crime, except this one has caused serious damage to the station, or seriously injured someone. Examples are Medical Doctors ignoring the Chief Medical Officer while patients are piling up in medbay, or Engineers ignoring the Chief Engineer and then having the singularity eat part of the station. If this causes loss of life, refer to 302.&lt;br /&gt;
| 15 minutes and/or demotion.&lt;br /&gt;
| Immediate suspension. Holding until transfer.&lt;br /&gt;
|-&lt;br /&gt;
| i202&lt;br /&gt;
| &#039;&#039;&#039;Resisting Arrest and/or Sparking a Manhunt&#039;&#039;&#039;&lt;br /&gt;
| To not cooperate with an officer who attempts a proper arrest, or to cause a manhunt by hiding from security.&lt;br /&gt;
| &#039;&#039;&#039;Refusing handcuffs is not resisting arrest&#039;&#039;&#039;. Pushing the officer trying to arrest you, or running away falls under this.&lt;br /&gt;
| 5 minutes. If they sparked a manhunt and did not surrender themselves, tracking implant.&lt;br /&gt;
| Up to 15 minutes in addition to regular time.&lt;br /&gt;
|-&lt;br /&gt;
| i203&lt;br /&gt;
| &#039;&#039;&#039;Suicide Attempt&#039;&#039;&#039;&lt;br /&gt;
| To attempt or threaten to commit suicide.&lt;br /&gt;
| An employee trying or threatening to kill himself for any reason. This includes someone saying &amp;quot;AI OPEN THIS DOOR OR I KILL MYSELF&amp;quot;.&lt;br /&gt;
| Compulsory psychiatric examination and tracking implant.&lt;br /&gt;
| Demotion and isolation in solitary.&lt;br /&gt;
|-&lt;br /&gt;
| i204&lt;br /&gt;
| &#039;&#039;&#039;Abuse of Confiscated Equipment&#039;&#039;&#039;&lt;br /&gt;
| To take and use equipment confiscated as evidence.&lt;br /&gt;
| Security shouldn&#039;t be using evidence for anything but evidence. Taking &amp;quot;trophies&amp;quot; or using weapons and items seized from operatives counts as this.&lt;br /&gt;
| 10 minutes, re-confiscation of equipment.&lt;br /&gt;
| Demotion and/or demotion.&lt;br /&gt;
|-&lt;br /&gt;
| i205&lt;br /&gt;
| &#039;&#039;&#039;Illegal Detention, Arrest, or Holding&#039;&#039;&#039;&lt;br /&gt;
| To arrest, brig, or punish an employee without proper cause or reason.&lt;br /&gt;
| This is mainly for Security Officers who believe THEY ARE THE LAW.&lt;br /&gt;
| 10 minutes and/or demotion to cadet.&lt;br /&gt;
| 15 minutes and immediate suspension.&lt;br /&gt;
|-&lt;br /&gt;
| i206&lt;br /&gt;
| &#039;&#039;&#039;Neglect of Duty&#039;&#039;&#039;&lt;br /&gt;
| To fail to perform a job to a satisfactory standard.&lt;br /&gt;
| This can be due to honest or dishonest mistakes that the Head of the Department feels hampers Department productivity. Examples include scientists/engineers releasing plasma or causing a breach, doctors mixing up medicines that cause injury to patients, or the Warden not doing his job.&lt;br /&gt;
| 10 minutes&lt;br /&gt;
| 15 minutes and/or demotion.&lt;br /&gt;
|-&lt;br /&gt;
| i207&lt;br /&gt;
| &#039;&#039;&#039;Infiltration&#039;&#039;&#039;&lt;br /&gt;
| To attempt to, or successfully, enter a high-security area without authorization.&lt;br /&gt;
| This includes the Bridge, AI upload or core, Teleporter, vault, or EVA. Using AI or Cyborg help for infiltration purposes is also considered breaking and entering.&lt;br /&gt;
| 15 minutes and tracking implant.&lt;br /&gt;
| Holding until transfer and/or demotion.&lt;br /&gt;
|-&lt;br /&gt;
| i208&lt;br /&gt;
| &#039;&#039;&#039;Assault&#039;&#039;&#039;&lt;br /&gt;
| To cause severe injury to another employee.&lt;br /&gt;
| Anything beyond a few punches like in &amp;quot;Minor Assault&amp;quot;. Also see &amp;quot;Attempted Murder&amp;quot; if the intent was to kill. This also includes poisoning with drugs, or using hallucinogens.&lt;br /&gt;
| 15 minutes and/or demotion.&lt;br /&gt;
| Up to 30 minutes and suspension.&lt;br /&gt;
|-&lt;br /&gt;
| i209&lt;br /&gt;
| &#039;&#039;&#039;Escaping From Confinement&#039;&#039;&#039;&lt;br /&gt;
| To escape from confinement as someone who is serving a non-permanent sentence.&lt;br /&gt;
| See &amp;quot;Escaping From a Permanent Sentence&amp;quot; for those who do it with permanent sentences.&lt;br /&gt;
| 10 minutes added and tracking implant. The original time is not reset.&lt;br /&gt;
| Up to 30 minutes and demotion.&lt;br /&gt;
|-&lt;br /&gt;
| i210&lt;br /&gt;
| &#039;&#039;&#039;Unlawful Modification of AI/Cyborg Laws&#039;&#039;&#039;&lt;br /&gt;
| To modify the laws of a cyborg or artificial intelligence, without need, proper access, or authority.&lt;br /&gt;
| An exception would be a law reset when obviously harmful laws have been uploaded. Only the Captain, Chief Engineer, or Two Heads of Staff can authorize a law change.&lt;br /&gt;
| 20 minutes and tracking implant.&lt;br /&gt;
| Demotion. Holding until transfer.&lt;br /&gt;
|-&lt;br /&gt;
| i211&lt;br /&gt;
| &#039;&#039;&#039;Sedition&#039;&#039;&#039;&lt;br /&gt;
| To incite rebellion, or rally against the established chain of command.&lt;br /&gt;
| This includes attempting to make separate areas of the ship into &amp;quot;Nations&amp;quot;, arresting a head of staff without cause, or generally conspiring against the chain of command.&lt;br /&gt;
| 15 minutes and/or demotion.&lt;br /&gt;
| Suspension and holding until transfer.&lt;br /&gt;
|-&lt;br /&gt;
| i212&lt;br /&gt;
| &#039;&#039;&#039;Contraband&#039;&#039;&#039;&lt;br /&gt;
| To possess, use, or distribute contraband items, including drugs.&lt;br /&gt;
| Chemists and Botanists are allowed to possess drugs for their line of work. It&#039;s a crime if they distribute the drugs. Also see Identifying Syndicate Items for a list of who knows what. Contraband from the Supply Shuttle also counts. This also includes firearms, such as the barman taking their shotgun outside the bar area, or illegal modification of such firearms. Snacks from hacked vending machines are not this.&lt;br /&gt;
| 15 minutes and confiscation of said items&lt;br /&gt;
| 20 minutes and demotion. &lt;br /&gt;
|-&lt;br /&gt;
| i213&lt;br /&gt;
| &#039;&#039;&#039;Sabotage&#039;&#039;&#039;&lt;br /&gt;
| To hinder the efforts of the crew or station with malicious intent.&lt;br /&gt;
| This includes causing hull breaches, sabotaging air supplies, stealing vital equipment, etc. The intent is the most important bit here.&lt;br /&gt;
| 15 minutes and/or demotion.&lt;br /&gt;
| 30 minutes, suspension and/or tracking implant.&lt;br /&gt;
|-&lt;br /&gt;
| i214&lt;br /&gt;
| &#039;&#039;&#039;Exceeding Official Powers&#039;&#039;&#039;&lt;br /&gt;
| To act beyond what is allowed by the Chain of Command.&lt;br /&gt;
| This is for any head of staff who abuses the power given to them, such as the Head of Personnel acting like a security officer in a non-emergency, the captain acting as if he is above the law, etc. Heads of Staff trying to order a different department or ignoring the captain also comes under this. Also covers anyone illegally promoting themselves, such as with a stolen ID.&lt;br /&gt;
| 15 minutes and/or demotion. Head demotions require Captain or majority Command approval.&lt;br /&gt;
| 20 minutes and suspension.&lt;br /&gt;
|-&lt;br /&gt;
| i215&lt;br /&gt;
| &#039;&#039;&#039;Grand Theft&#039;&#039;&#039;&lt;br /&gt;
| To steal items that are dangerous, of a high value, or a sensitive nature. &lt;br /&gt;
| This means weapons, explosives or ammunition, and also includes items from the [[High-risk Items]] page. Security Officers stealing things from the armory is an example.&lt;br /&gt;
| 15 minutes, confiscation of stolen items.&lt;br /&gt;
| Suspension, tracking implant and holding until Transfer.&lt;br /&gt;
|-&lt;br /&gt;
| i216&lt;br /&gt;
| &#039;&#039;&#039;Organising an Breakout&#039;&#039;&#039;&lt;br /&gt;
| To attempt, or succeed, in freeing criminals from the brig or other holding areas.&lt;br /&gt;
| Breaking brig windows&lt;br /&gt;
| 15 minutes and tracking implant.&lt;br /&gt;
| 30 minutes.&lt;br /&gt;
|-&lt;br /&gt;
| i217&lt;br /&gt;
| &#039;&#039;&#039;Illegal Blocking of Areas&#039;&#039;&#039;&lt;br /&gt;
| To make an area inaccessible for those with appropriate access.&lt;br /&gt;
| Bolting doors in public hallways or to those of departments you don&#039;t have control over are examples of this.&lt;br /&gt;
| 10 minutes&lt;br /&gt;
| Up to 25 minutes and/or demotion&lt;br /&gt;
|-&lt;br /&gt;
| i218&lt;br /&gt;
| &#039;&#039;&#039;Severe Use of Excessive Force&#039;&#039;&#039;&lt;br /&gt;
| To put a victim in critical state in defense of yourself or others, or seriously injuring a suspect while attempting to detain them. This includes pulling them when they have open wounds.&lt;br /&gt;
| Severely injuring someone attacking you or others with no obvious threat to life, or panicking and shooting a suspect to near-death.&lt;br /&gt;
| 10 minutes and/or demotion to cadet.&lt;br /&gt;
| 25 minutes and suspension. &lt;br /&gt;
|-&lt;br /&gt;
| i219&lt;br /&gt;
| &#039;&#039;&#039;Mistreatment of Prisoners&#039;&#039;&#039;&lt;br /&gt;
| To intentionally act, or cause an act that puts a non-hostile prisoner&#039;s well-being in danger.&lt;br /&gt;
| Preventing proper treatment from being given to a prisoner, abusing a prisoner, and preventing them from having access to a viable method of communication. This includes pulling them when they have open wounds counts as abuse. In the event that a prisoner dies because of mistreatment, the charge is immediately upgraded to either murder or manslaughter.&lt;br /&gt;
| 10 minutes and/or demotion to Cadet.&lt;br /&gt;
| 25 minute and suspension.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== High Severity Infractions (Red Violations; i300&#039;s) ===&lt;br /&gt;
==== Regarding cyborgification ====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The NSS Aurora is in Tau Ceti space, which does not consider cyborgification capital punishment, making it an optional punishment.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;950px&amp;quot; style=&amp;quot;background-color:#ffaa99; text-align:center;&amp;quot; border=1 cellspacing=0&lt;br /&gt;
!style=&amp;quot;background-color:#ff8855;&amp;quot;|No.&lt;br /&gt;
!style=&amp;quot;background-color:#ff8855; width:150px&amp;quot;|Crime&lt;br /&gt;
!style=&amp;quot;background-color:#ff8855; width:300px&amp;quot;|Description&lt;br /&gt;
!style=&amp;quot;background-color:#ff8855;&amp;quot;|Notes&lt;br /&gt;
!style=&amp;quot;background-color:#ff8855;&amp;quot;|Sentence&lt;br /&gt;
|-&lt;br /&gt;
| i301&lt;br /&gt;
| &#039;&#039;&#039;Murder&#039;&#039;&#039;&lt;br /&gt;
| To kill someone, or attempt to kill someone, with premeditated malicious intent.&lt;br /&gt;
| Also cover Attempted Murder. The premeditated and malicious bit is important here.&lt;br /&gt;
| Cyorgification or Holding Until Transfer on majority Command decision.&lt;br /&gt;
|-&lt;br /&gt;
| i302&lt;br /&gt;
| &#039;&#039;&#039;Manslaughter&#039;&#039;&#039;&lt;br /&gt;
| To kill someone without malice or forethought.&lt;br /&gt;
| This includes causing death due to negligence or dereliction of duty. Can also be used for excessive self-defense.&lt;br /&gt;
| 20 minutes and/or demotion. Tracking implant.&lt;br /&gt;
|-&lt;br /&gt;
| i303&lt;br /&gt;
| &#039;&#039;&#039;Mutiny&#039;&#039;&#039;&lt;br /&gt;
| To openly rebel against or attempt to remove command staff with violent intent.&lt;br /&gt;
| See &amp;quot;Sedition&amp;quot; for less violent mutineers. This generally means they use harm-intent or try to kill their superiors or advocate the same.&lt;br /&gt;
| Loyalty implant or cyborgification on majority Command decision.&lt;br /&gt;
|-&lt;br /&gt;
| i304&lt;br /&gt;
| &#039;&#039;&#039;Kidnapping and Hostage taking&#039;&#039;&#039;&lt;br /&gt;
| To take away or transport a victim against the victim&#039;s will.&lt;br /&gt;
| If the person is held for ransom or exchange, then it is considered hostage taking, which is automatically a holding until transfer.&#039;&#039;&#039;&lt;br /&gt;
| Hold until transfer.&lt;br /&gt;
|-&lt;br /&gt;
| i305&lt;br /&gt;
| &#039;&#039;&#039;Terrorist Acts&#039;&#039;&#039;&lt;br /&gt;
| To engage in maliciously destructive actions, which seriously threaten the crew or station.&lt;br /&gt;
| This includes deliberate arson, use of bombs, release of singularity, etc. Collateral damage or severe station damage has to be involved. For less disastrous actions, see sabotage.&lt;br /&gt;
| Hold until transfer or cyborgification on majority command decision.&lt;br /&gt;
|-&lt;br /&gt;
| i306&lt;br /&gt;
| &#039;&#039;&#039;Assaulting a Head of Staff&#039;&#039;&#039;&lt;br /&gt;
| To assault a Head of Staff, causing severe damage.&lt;br /&gt;
| Exactly like &amp;quot;Assault&amp;quot;, but this time against a Head of Staff.&lt;br /&gt;
| 20 minutes and/or demotion.&lt;br /&gt;
| 40 minutes, suspension, and tracking implant.&lt;br /&gt;
|-&lt;br /&gt;
| i307&lt;br /&gt;
| &#039;&#039;&#039;Escaping From Holding Until Transfer&#039;&#039;&#039;&lt;br /&gt;
| To escape, or attempt to escape, from the brig or other holding area when being held until transfer.&lt;br /&gt;
| They have to have been properly convicted for it to be a life sentence.&lt;br /&gt;
| Cyborgification or hold until transfer at majority command decision.&lt;br /&gt;
|-&lt;br /&gt;
| i308&lt;br /&gt;
| &#039;&#039;&#039;Corporate Espionage&#039;&#039;&#039;&lt;br /&gt;
| To act as an agent of a terrorist or anti-Corporation group.&lt;br /&gt;
| Espionage, disclosure of corporate secrets, or any other assistance rendered to outside hostile organisations, or their representatives in hostile activities to the Corporation, committed by a employee of Corporation.&lt;br /&gt;
| Holding until transfer or cyborgification at majority command decision.&lt;br /&gt;
|-&lt;br /&gt;
| i309&lt;br /&gt;
| &#039;&#039;&#039;Sexual Assault&#039;&#039;&#039;&lt;br /&gt;
| To assault, or attempt to assault, someone else sexually, including rape.&lt;br /&gt;
| ERP scenes, or erotic roleplay, is a permabannable offence. Adminhelp it if this happens to you; it&#039;s against server rules, not just station rules. &lt;br /&gt;
| 30 minutes, tracking implant.&lt;br /&gt;
| Holding until transfer.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Modifiers &amp;amp; Special Situations ===&lt;br /&gt;
&lt;br /&gt;
{| width=&#039;825px&#039; style=&#039;text-align:center; background-color:#aaffaa;&#039; border=1 cellspacing=0&lt;br /&gt;
! style=&#039;background-color:#55ff55;&#039; width=&#039;150px&#039;|Situation&lt;br /&gt;
! style=&#039;background-color:#55ff55;&#039; width=&#039;300px&#039;|Description&lt;br /&gt;
! style=&#039;background-color:#55ff55;&#039; width=&#039;100px&#039;|Benefit&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Surrender&#039;&#039;&#039;&lt;br /&gt;
| Coming to the brig, confessing what you&#039;ve done and taking the punishment. Getting arrested without putting a fuss is not surrender. For this, you have to actually come to the brig yourself.&lt;br /&gt;
| Up to -25%, and should be taken into account when determining the severity of crimes.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Re-education&#039;&#039;&#039;&lt;br /&gt;
| Getting de-converted from revolutionary.&lt;br /&gt;
| Up to and including immediate release&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Cooperation with prosecution or security&#039;&#039;&#039;&lt;br /&gt;
| Being helpful to the members of security, revealing things during questioning or providing names of head revolutionaries.&lt;br /&gt;
| Up to -25%. In the case of revealing a head revolutionary, up to -50%.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Immediate threat to the prisoner&#039;&#039;&#039;&lt;br /&gt;
| The singularity eats something near the brig, an explosion goes off, etc.&lt;br /&gt;
| Officer must relocate the prisoner(s) to a safe location. Otherwise, immediate release. Life sentences must be reapplied after danger has passed.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Medical reasons&#039;&#039;&#039;&lt;br /&gt;
| Prisoners are entitled to medical attention if sick or injured.&lt;br /&gt;
| Medical personnel can be called, or the prisoner can be escorted to the Medbay. The timer continues to run during this time.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Self Defence&#039;&#039;&#039;&lt;br /&gt;
|  Assault and even homicide can be justified if it was necessary for prevention of loss of life. (Note that there are borders of acceptable self-defence, and killing a man who just punched you is subject to &amp;quot;Fatal Use of Excessive Force&amp;quot;)&lt;br /&gt;
| Up to and including immediate release.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Parole ====&lt;br /&gt;
&lt;br /&gt;
Parole is temporarily releasing a prisoner before their sentence has been fully completed on the promise of good behavior. Parole can be given for any number of reasons, including brig overcrowding, a reward for good behavior or confession, or if the prisoner&#039;s skills are in need by the station such as a doctor or engineer.&lt;br /&gt;
&lt;br /&gt;
The Warden or Head of Security can choose to give prisoners parole. A tracking implant is recommended if the prisoner is a flight risk (IE an engineer going EVA, but it is up to the Warden/HoS to determine how much of a risk they are.) Tracking implants for minor crimes are not worth it.&lt;br /&gt;
&lt;br /&gt;
On the completion of their time they are simply marked as released as normal.&lt;br /&gt;
&lt;br /&gt;
If they commit any crimes their parole is ended and they must serve out the remainder of their time in the brig with the new crime&#039;s time added on.&lt;br /&gt;
&lt;br /&gt;
Parole can be given immediately after initial processing; theoretically a prisoner can spend their entire sentence out of the brig.&lt;br /&gt;
&lt;br /&gt;
=== Terminology and Clarifications ===&lt;br /&gt;
&#039;&#039;&#039;Cyborgification&#039;&#039;&#039; The removal of a person&#039;s brain for transplanting into a Cyborg Chassis. Often also known as Shackling.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Suspension&#039;&#039;&#039;: Changing ID title to &amp;quot;suspended&amp;quot;, zero access.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Demotion&#039;&#039;&#039;: Can be done up to and including Assistant position, by Head of Personnel or Captain&#039;s decision.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Employee&#039;&#039;&#039;: Employee of NanoTrasen, as defined by the station&#039;s commanding officer. All non-employee subjects are still protected by these laws.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Empowering&#039;&#039;&#039;: Illegal acquiring (not via Head of Personnel or Captain) of access.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Head of Staff&#039;&#039;&#039;: Crew members occupying one of the following positions: Captain, Chief Engineer, Head of Personnel, Head of Security, Chief Medical Officer, Research Director.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;HuT&#039;&#039;&#039; Holding until Transfer&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lethal Situation&#039;&#039;&#039;: A situation in which there is an apparent and real threat the the well-being of all those involved.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Repeat Offenders&#039;&#039;&#039;: For repeat offenders, use the &amp;quot;repeat offense&amp;quot; punishment.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Severe Injury&#039;&#039;&#039;: A state in which the victim is in a critical condition and is having difficulty maintaining consciousness.&lt;br /&gt;
&lt;br /&gt;
Demotion and dismissal also require the removal of equipment from the previous job. E.g: Uniforms, weapons, bombs, PDA cartridges, etc.&lt;br /&gt;
&lt;br /&gt;
For the purposes of Cyborg/AI laws, crewmembers that have been convicted, or are being held in detention, are considered to be below even the AI/Cyborgs in terms of rank.&lt;br /&gt;
&lt;br /&gt;
In cases where the final sentence is more than 90 minutes, it is changed to HuT&lt;br /&gt;
&lt;br /&gt;
The standard penalty can be applied without a tribunal by Security Officers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Pages]]&lt;br /&gt;
{{Gameplay Guides}}&lt;/div&gt;</summary>
		<author><name>Killerhurtz</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Template:IC_Laws&amp;diff=5617</id>
		<title>Template:IC Laws</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Template:IC_Laws&amp;diff=5617"/>
		<updated>2017-07-13T19:56:56Z</updated>

		<summary type="html">&lt;p&gt;Killerhurtz: Created page with &amp;quot;{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;75%&amp;quot; style=&amp;quot;margin-left: auto; margin-right: auto; text-align:center;&amp;quot; |&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;Regulatory Information&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039; |Corporate Regulations |Station Dire...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;75%&amp;quot; style=&amp;quot;margin-left: auto; margin-right: auto; text-align:center;&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;&#039;&#039;Regulatory Information&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
|[[Corporate Regulations]]&lt;br /&gt;
|[[Station Directives]]&lt;br /&gt;
|[[CCIA Notices]]&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Killerhurtz</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Corporate_Regulations&amp;diff=5615</id>
		<title>Corporate Regulations</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Corporate_Regulations&amp;diff=5615"/>
		<updated>2017-07-13T19:55:46Z</updated>

		<summary type="html">&lt;p&gt;Killerhurtz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;75%&amp;quot; style=&amp;quot;margin-left: auto; margin-right: auto; text-align:center;&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;&#039;&#039;Regulatory Information&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
|[[Corporate Regulations]]&lt;br /&gt;
|[[Station Directives]]&lt;br /&gt;
|[[CCIA Notices]]&lt;br /&gt;
|}&lt;br /&gt;
{{Reference}}&lt;br /&gt;
= Corporate regulations =&lt;br /&gt;
&lt;br /&gt;
Corporate Regulations are penned regulations that all Nanotrasen employees have agreed to abide by in the signing of their employment contract. These regulations apply across the board on any Nanotrasen owned property, be it station, ship, or outpost.&lt;br /&gt;
&lt;br /&gt;
Onboard each facility there will be a dedicated Security department in charge of making sure that all Nanotrasen employees follow these regulations.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Regulations protecting prisoners from mistreatment applies to even non-crew.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Executions are illegal and not allowed by regulations.&#039;&#039;&#039; Station security nor command should be doing any executions. The maximum possible penalty for major infractions is cyborgification.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The time a suspect spends in processing is counted to their total brig time.&#039;&#039;&#039; Try to keep track of how much time has passed since someone has been officially processed. This generally begins with questioning. The best way to keep track of time would be to set their time on a cell while they&#039;re in processing. Holding them for longer than their sentence can lead to the warden or handling officers to be liable for illegal detention.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Interpretation of the Regulations ===&lt;br /&gt;
Every person on the station should have a good knowledge of Corporate Regulations. Following them could mean the difference between having a peaceful day or paying 1000 credits for multiple infractions. More in-depth interpretations of Corporate Regulations are required for such positions as the Warden, Head of Personnel, Captain, and the Head of Security.&lt;br /&gt;
&lt;br /&gt;
For all incidents, the &#039;&#039;&#039;suspect&#039;s intent&#039;&#039;&#039; is very important. Some incidents are mutually exclusive.&lt;br /&gt;
&lt;br /&gt;
A single incident has a single sentence, so if, for instance, the prisoner took 3 items off someone, this is a single count of pickpocketing.&lt;br /&gt;
&lt;br /&gt;
Aiding and abetting a criminal makes you an accomplice; &#039;&#039;&#039;you can be charged with the same crime as the person you aided and abetted.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Additional ===&lt;br /&gt;
The Captain is not above Corporate Regulations, and can be arrested by Security for breaking it if the Heads of Staff agree in a majority decision.&lt;br /&gt;
&lt;br /&gt;
Pardons are only legitimate if they come from Central Command. Despite his high ranking the Captain cannot spit in the face of Corporate Regulations and any attempts to do so are infractions.&lt;br /&gt;
&lt;br /&gt;
Do &#039;&#039;&#039;NOT&#039;&#039;&#039; demand a tribunal for anything. You&#039;ll just be laughed at.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Low Level Infractions (Yellow Violations; i100&#039;s) ===&lt;br /&gt;
==== Regarding warnings ====&lt;br /&gt;
&lt;br /&gt;
Officers are allowed to give out official warnings for first-time low level infractions. Any repeat offenders are to be sentenced.&lt;br /&gt;
&lt;br /&gt;
Officers are not obligated to first issue out an official warning, but are encouraged to do so if the situation allows it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;950px&amp;quot; style=&amp;quot;background-color:#ffee99; text-align:center;&amp;quot; border=1 cellspacing=0&lt;br /&gt;
!style=&amp;quot;background-color:#ffee55;&amp;quot;|No.&lt;br /&gt;
!style=&amp;quot;background-color:#ffee55; width:150px&amp;quot;|Incident&lt;br /&gt;
!style=&amp;quot;background-color:#ffee55; width:300px&amp;quot;|Description&lt;br /&gt;
!style=&amp;quot;background-color:#ffee55;&amp;quot;|Notes&lt;br /&gt;
!style=&amp;quot;background-color:#ffee55;&amp;quot;|Traditional Sentence&lt;br /&gt;
!style=&amp;quot;background-color:#ffee55;&amp;quot;|Repeat Offense&lt;br /&gt;
!style=&amp;quot;background-color:#ffee55;&amp;quot;|Fine&lt;br /&gt;
|-&lt;br /&gt;
| i101&lt;br /&gt;
| &#039;&#039;&#039;Trespassing&#039;&#039;&#039;&lt;br /&gt;
| To be in an area which a person does not have access to. &lt;br /&gt;
| Remember that people can either break in, sneak in, or be let in. Always check that the suspect wasn&#039;t let in to do a job by someone with access, or were given access on their ID. Trespassing and theft often committed together; both sentences should be applied. Severity is increased if they refuse to leave the area peacefully, more so if they attempt to use important equipment there, so feel free to add other charges if they do.&lt;br /&gt;
| 3 minutes.&lt;br /&gt;
| Up to 10 minutes and/or demotion.&lt;br /&gt;
| 200 credits&lt;br /&gt;
|-&lt;br /&gt;
| i102&lt;br /&gt;
| &#039;&#039;&#039;Petty Theft&#039;&#039;&#039;&lt;br /&gt;
| To take items from areas one does not have access to, or to take items belonging to others or the station as a whole.&lt;br /&gt;
| Keeping items which are in short supply where they belong is what is important here. A doctor who takes all the surgical tools and hides them still commits theft, even though he had access. Items can include anything from toolboxes to metal to insulated gloves. Remember to take the items away from them and return them to where they stole them.&lt;br /&gt;
| 3 minutes, returning of stolen item to the owner or department.&lt;br /&gt;
| Up to 10 minutes and/or demotion.&lt;br /&gt;
| 150 credits&lt;br /&gt;
|-&lt;br /&gt;
| i103&lt;br /&gt;
| &#039;&#039;&#039;Minor Assault&#039;&#039;&#039;&lt;br /&gt;
| To use, or threaten, physical force against someone, without intent to kill or seriously injure.&lt;br /&gt;
| If it causes minor damage and easily treatable damage, it&#039;s minor assault. Starting fights with other employees or punching fellow employees counts too, as well as seriously threatening them with it. Force-feeding someone is this unless it&#039;s poisonous or knocks them unconscious.&lt;br /&gt;
| 4 minutes.&lt;br /&gt;
| Up to 10 minutes and/or demotion.&lt;br /&gt;
| 400 credits&lt;br /&gt;
|-&lt;br /&gt;
| i104&lt;br /&gt;
| &#039;&#039;&#039;Battery&#039;&#039;&#039;&lt;br /&gt;
| To have unwanted physical contact with someone, even where the contact is not violent.&lt;br /&gt;
| Bumping into someone in a corridor doesn&#039;t really count. Touching someone, when they have explicitly told you not to, does.&lt;br /&gt;
| 2 minutes.&lt;br /&gt;
| Up to 8 minutes and/or demotion.&lt;br /&gt;
| 200 credits&lt;br /&gt;
|-&lt;br /&gt;
| i105&lt;br /&gt;
| &#039;&#039;&#039;Indecent Exposure or Hooliganism&#039;&#039;&#039;&lt;br /&gt;
| To be intentionally and publicly unclothed, yelling at people for no reason in public or on comms, throwing around stuff where it could hit someone, yelling about how terrible NanoTrasen is, etc.&lt;br /&gt;
| Running around the station naked or in underwear, or other such degrading activities. Drunks can be keep to sober up, but only if they are badly harassing other crew members. Regular drunks don&#039;t get arrested and if they are only a nuisance you keep them for the regular time. The mutual degradation of chasing a naked man down while he screams rape is only worth it on slow rounds. Skrell are required to be clothed just like anyone else. Tajaran can have rolled down jumpsuits unless ordered by their Head of Staff to keep it up.&lt;br /&gt;
| 5 minutes.&lt;br /&gt;
| Up to 8 minutes and/or demotion.&lt;br /&gt;
| 250 credits&lt;br /&gt;
|-&lt;br /&gt;
| i106&lt;br /&gt;
| &#039;&#039;&#039;Suspicious Conduct&#039;&#039;&#039;&lt;br /&gt;
| To possess a suspiciously wide skill set not indicated in employee record, wielding dangerous weapons near other staff, extensive inquiring about critical areas, or stalking other employees. A search or arrest warrant is needed to apply this charge on code green.&lt;br /&gt;
| Basically, metagamey/powergamey behaviour. It&#039;s worth reporting to the Head of Personnel or your Head of Staff if you want to play a character who knows more than they should. You may also want to adminhelp if you feel the person is using metagamey or powergamey behavior.&lt;br /&gt;
| 2 minutes. Immediate search.&lt;br /&gt;
| Tracking implant.&lt;br /&gt;
| 200 credits. Immediate search. &lt;br /&gt;
|-&lt;br /&gt;
| i107&lt;br /&gt;
| &#039;&#039;&#039;Misuse of Public Radio Channels&#039;&#039;&#039;&lt;br /&gt;
| To continually broadcast unimportant, untrue, or insignificant messages on the public radio frequency.&lt;br /&gt;
| This is really only for people who are constantly spamming the radio, such as &#039;DJs&#039; or Chaplains reading their services over the comms. Screaming fake messages like &amp;quot;halp security is beating me&amp;quot; when they aren&#039;t also counts.&lt;br /&gt;
| 3 minutes.&lt;br /&gt;
| Ban from using any radio equipment, which requires a filed injunction.&lt;br /&gt;
| 150 credits&lt;br /&gt;
|-&lt;br /&gt;
| i108&lt;br /&gt;
| &#039;&#039;&#039;Violation of Injunction&#039;&#039;&#039;&lt;br /&gt;
| To violate the terms of an injunction made by Security or other legal professions.&lt;br /&gt;
| Injunctions can be filed for lots of different things, such as a ban on weapons carrying, or the above radio ban. They can be applied by the Head of Security, Captain, or equivalent. If they break the law in some other way, apply that sentence too.&lt;br /&gt;
| 5 minutes.&lt;br /&gt;
| Up to 10 minutes and/or demotion.&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| i109&lt;br /&gt;
| &#039;&#039;&#039;Slandering a Head of Staff&#039;&#039;&#039;&lt;br /&gt;
| To directly insult a Head of Staff with no valid complaints.&lt;br /&gt;
| This is most likely to happen when someone is being fired. The charge is only applicable when the statements are slanderous and untrue.&lt;br /&gt;
| 5 minutes.&lt;br /&gt;
| Up to 10 minutes and/or demotion.&lt;br /&gt;
| 250 credits&lt;br /&gt;
|-&lt;br /&gt;
| i110&lt;br /&gt;
| &#039;&#039;&#039;Slander&#039;&#039;&#039;&lt;br /&gt;
| To spread false rumors in order to damage someone&#039;s reputation.&lt;br /&gt;
| Lying about anything to make someone else look bad. For example, an engineer trying to pass off the blame of letting the singularity loose to someone else. Since this has to be proven, it&#039;s up to a tribunal or appropriate officer.&lt;br /&gt;
| 3 minutes.&lt;br /&gt;
| 5 minutes.&lt;br /&gt;
| 50 credits per applicable minute&lt;br /&gt;
|-&lt;br /&gt;
| i111&lt;br /&gt;
| &#039;&#039;&#039;Failure to Execute an Order&#039;&#039;&#039;&lt;br /&gt;
| To ignore or disregard a superior&#039;s valid orders.&lt;br /&gt;
| If the order is stupid, or causes you to break a law (e.g. &amp;quot;Release the singularity!&amp;quot; or &amp;quot;Steal that RCD for me!&amp;quot;) you can ignore it, and probably make a complaint. However, if it&#039;s perfectly doable, lawful, and in your job description, you better do it or resign. If not following an order caused severe damage or loss of life, see &amp;quot;Failure to Execute an Order with Serious Consequences&amp;quot;.&lt;br /&gt;
| 5 minutes.&lt;br /&gt;
| Up to 15 minutes and/or Demotion.&lt;br /&gt;
| 500 credits&lt;br /&gt;
|-&lt;br /&gt;
| i112&lt;br /&gt;
| &#039;&#039;&#039;Sexual Harassment&#039;&#039;&#039;&lt;br /&gt;
| To make unwanted sexual advances or obscene remarks towards another employee.&lt;br /&gt;
| This is for VERY MINOR things the other person finds offensive that are sexually related. For anything more serious see &amp;quot;Sexual Assault&amp;quot;.&lt;br /&gt;
| 5 minutes.&lt;br /&gt;
| Up to 15 minutes and/or Demotion.&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| i113&lt;br /&gt;
| &#039;&#039;&#039;Animal Cruelty&#039;&#039;&#039;&lt;br /&gt;
| To inflict unnecessary suffering or harm upon animals with malicious intent.&lt;br /&gt;
| Monkeys appropriately used for experiments or well-being (e.g Genetics, Virology, etc.) don&#039;t count, neither do the animals ordered from cargo. Shoving them in washing machines, or throwing them down disposals while still alive falls under this. Using them as food is a grey area, as long as they are not overtly caused pain in the process.&lt;br /&gt;
| 5 minutes&lt;br /&gt;
| Up to 10 minutes and/or Demotion.&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| i114&lt;br /&gt;
| &#039;&#039;&#039;Vandalism&#039;&#039;&#039;&lt;br /&gt;
| To deliberately damage or deface the station without malicious intent.&lt;br /&gt;
| This can range from disassembling furniture unnecessarily, to drawing on the floor with crayons or other substances outside the chapel.&lt;br /&gt;
| 3 minutes&lt;br /&gt;
| Up to 10 minutes in total and/or Demotion.&lt;br /&gt;
| 450 credits&lt;br /&gt;
|-&lt;br /&gt;
| i115&lt;br /&gt;
| &#039;&#039;&#039;Threat of Murder or Serious Injury&#039;&#039;&#039;&lt;br /&gt;
| To threaten to kill or seriously injure an employee.&lt;br /&gt;
| The threat has to somewhat tangible. If it&#039;s just people arguing over the radio, it&#039;s probably not worth it. Someone shouting at someone else while chasing them with a fire extinguisher is more valid.&lt;br /&gt;
| 3 minutes and mandatory Tracking implant.&lt;br /&gt;
| Up to 10 minutes with psychiatric evaluation.&lt;br /&gt;
| 500 credits. Tracking implant.&lt;br /&gt;
|-&lt;br /&gt;
| i116&lt;br /&gt;
| &#039;&#039;&#039;Disrespect to the Dead&#039;&#039;&#039;&lt;br /&gt;
| To abuse bodies of dead or previously dead employees.&lt;br /&gt;
| Examples include, the chef using bodies in the morgue as meat, Security beating on a prisoners corpse, or using someone&#039;s body for &#039;experimental surgery&#039;. Preventing a body from being cloned or cyborged also falls under this. The Chaplain or medbay tended to corpses in preperation for autopsy or funeral does not fall under this unless they&#039;re doing something bizarre and unnecessary.&lt;br /&gt;
| 5 minutes&lt;br /&gt;
| 10 minutes per corpse.&lt;br /&gt;
| 400 credits&lt;br /&gt;
|-&lt;br /&gt;
| i117&lt;br /&gt;
| &#039;&#039;&#039;Excessive use of force in detainment&#039;&#039;&#039;&lt;br /&gt;
| To use more than the required force to subdue a suspect.&lt;br /&gt;
| Repeatedly batoning a prisoner after they&#039;ve been handcuffed, Using force against an unarmed and compliant suspect, and usage of lethal weapons in a non-lethal situation.&lt;br /&gt;
| 5 minutes and/or demotion to cadet.&lt;br /&gt;
| 10 minutes and demotion.&lt;br /&gt;
| 350 credits.&lt;br /&gt;
|-&lt;br /&gt;
| i118&lt;br /&gt;
| &#039;&#039;&#039;Violation of privacy laws&#039;&#039;&#039;&lt;br /&gt;
| To intentionally leak private aspects of employee records to unauthorized personnel. &lt;br /&gt;
| Cargo technicians found reading records flushed down disposals would be charged with this as well. Command can discuss medical records with other command (or IAA and Detectives on request) if they have a good reason, and similar with employee and security records. Using a station announcement asking someone come pick up their hemorrhoid cream is also a no. The punishment goes to the source of the leak. Authorization for respective records goes to their respective heads of staff. (CMO, HoP, HoS, and the final say of Captain.&lt;br /&gt;
| Fine.&lt;br /&gt;
| Demotion and/or Suspension.&lt;br /&gt;
| 500 credits.&lt;br /&gt;
|- &lt;br /&gt;
| i119&lt;br /&gt;
| &#039;&#039;&#039;Illegal search&#039;&#039;&#039;&lt;br /&gt;
| To preform a search of an employee or workplace without a search warrant, clearance, or probable cause on code green.&lt;br /&gt;
| An extension of the Privacy Laws, crew members are entitled to the privacy against searches on green alert. Security is required to obtain a search warrant from either the Head of Security, Captain, or lacking either, an IAA or Warden. Searches of workplaces falls under this. Security can circumvent a search warrant requirement if they: have clearance from the respective head of staff, have directly witnessed a crime taking place, or feel there is a real and imminent danger to the safety of crew and/or station. This also does not apply to searches conducted after another, legitimate arrest. &lt;br /&gt;
| A written apology. Return of non-contraband goods and reduced brig time for victim. &lt;br /&gt;
| Demotion and/or Suspension.&lt;br /&gt;
| 500 credits.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Medium Level Infractions (Amber Violations; i200&#039;s) ===&lt;br /&gt;
{| width=&amp;quot;950px&amp;quot; style=&amp;quot;background-color:#ffcc99; text-align:center;&amp;quot; border=1 cellspacing=0&lt;br /&gt;
!style=&amp;quot;background-color:#ffaa55;&amp;quot;|No.&lt;br /&gt;
!style=&amp;quot;background-color:#ffaa55; width:150px&amp;quot;|Infraction&lt;br /&gt;
!style=&amp;quot;background-color:#ffaa55; width:300px&amp;quot;|Description&lt;br /&gt;
!style=&amp;quot;background-color:#ffaa55;&amp;quot;|Notes&lt;br /&gt;
!style=&amp;quot;background-color:#ffaa55;&amp;quot;|Standard Sentance&lt;br /&gt;
!style=&amp;quot;background-color:#ffaa55;&amp;quot;|Repeat Offense&lt;br /&gt;
|-&lt;br /&gt;
| i201&lt;br /&gt;
| &#039;&#039;&#039;Failure to Execute an Order with Serious Consequences&#039;&#039;&#039;&lt;br /&gt;
| To ignore or disregard a superior&#039;s valid orders, which then causes serious damage to property or life.&lt;br /&gt;
| Like the minor crime, except this one has caused serious damage to the station, or seriously injured someone. Examples are Medical Doctors ignoring the Chief Medical Officer while patients are piling up in medbay, or Engineers ignoring the Chief Engineer and then having the singularity eat part of the station. If this causes loss of life, refer to 302.&lt;br /&gt;
| 15 minutes and/or demotion.&lt;br /&gt;
| Immediate suspension. Holding until transfer.&lt;br /&gt;
|-&lt;br /&gt;
| i202&lt;br /&gt;
| &#039;&#039;&#039;Resisting Arrest and/or Sparking a Manhunt&#039;&#039;&#039;&lt;br /&gt;
| To not cooperate with an officer who attempts a proper arrest, or to cause a manhunt by hiding from security.&lt;br /&gt;
| &#039;&#039;&#039;Refusing handcuffs is not resisting arrest&#039;&#039;&#039;. Pushing the officer trying to arrest you, or running away falls under this.&lt;br /&gt;
| 5 minutes. If they sparked a manhunt and did not surrender themselves, tracking implant.&lt;br /&gt;
| Up to 15 minutes in addition to regular time.&lt;br /&gt;
|-&lt;br /&gt;
| i203&lt;br /&gt;
| &#039;&#039;&#039;Suicide Attempt&#039;&#039;&#039;&lt;br /&gt;
| To attempt or threaten to commit suicide.&lt;br /&gt;
| An employee trying or threatening to kill himself for any reason. This includes someone saying &amp;quot;AI OPEN THIS DOOR OR I KILL MYSELF&amp;quot;.&lt;br /&gt;
| Compulsory psychiatric examination and tracking implant.&lt;br /&gt;
| Demotion and isolation in solitary.&lt;br /&gt;
|-&lt;br /&gt;
| i204&lt;br /&gt;
| &#039;&#039;&#039;Abuse of Confiscated Equipment&#039;&#039;&#039;&lt;br /&gt;
| To take and use equipment confiscated as evidence.&lt;br /&gt;
| Security shouldn&#039;t be using evidence for anything but evidence. Taking &amp;quot;trophies&amp;quot; or using weapons and items seized from operatives counts as this.&lt;br /&gt;
| 10 minutes, re-confiscation of equipment.&lt;br /&gt;
| Demotion and/or demotion.&lt;br /&gt;
|-&lt;br /&gt;
| i205&lt;br /&gt;
| &#039;&#039;&#039;Illegal Detention, Arrest, or Holding&#039;&#039;&#039;&lt;br /&gt;
| To arrest, brig, or punish an employee without proper cause or reason.&lt;br /&gt;
| This is mainly for Security Officers who believe THEY ARE THE LAW.&lt;br /&gt;
| 10 minutes and/or demotion to cadet.&lt;br /&gt;
| 15 minutes and immediate suspension.&lt;br /&gt;
|-&lt;br /&gt;
| i206&lt;br /&gt;
| &#039;&#039;&#039;Neglect of Duty&#039;&#039;&#039;&lt;br /&gt;
| To fail to perform a job to a satisfactory standard.&lt;br /&gt;
| This can be due to honest or dishonest mistakes that the Head of the Department feels hampers Department productivity. Examples include scientists/engineers releasing plasma or causing a breach, doctors mixing up medicines that cause injury to patients, or the Warden not doing his job.&lt;br /&gt;
| 10 minutes&lt;br /&gt;
| 15 minutes and/or demotion.&lt;br /&gt;
|-&lt;br /&gt;
| i207&lt;br /&gt;
| &#039;&#039;&#039;Infiltration&#039;&#039;&#039;&lt;br /&gt;
| To attempt to, or successfully, enter a high-security area without authorization.&lt;br /&gt;
| This includes the Bridge, AI upload or core, Teleporter, vault, or EVA. Using AI or Cyborg help for infiltration purposes is also considered breaking and entering.&lt;br /&gt;
| 15 minutes and tracking implant.&lt;br /&gt;
| Holding until transfer and/or demotion.&lt;br /&gt;
|-&lt;br /&gt;
| i208&lt;br /&gt;
| &#039;&#039;&#039;Assault&#039;&#039;&#039;&lt;br /&gt;
| To cause severe injury to another employee.&lt;br /&gt;
| Anything beyond a few punches like in &amp;quot;Minor Assault&amp;quot;. Also see &amp;quot;Attempted Murder&amp;quot; if the intent was to kill. This also includes poisoning with drugs, or using hallucinogens.&lt;br /&gt;
| 15 minutes and/or demotion.&lt;br /&gt;
| Up to 30 minutes and suspension.&lt;br /&gt;
|-&lt;br /&gt;
| i209&lt;br /&gt;
| &#039;&#039;&#039;Escaping From Confinement&#039;&#039;&#039;&lt;br /&gt;
| To escape from confinement as someone who is serving a non-permanent sentence.&lt;br /&gt;
| See &amp;quot;Escaping From a Permanent Sentence&amp;quot; for those who do it with permanent sentences.&lt;br /&gt;
| 10 minutes added and tracking implant. The original time is not reset.&lt;br /&gt;
| Up to 30 minutes and demotion.&lt;br /&gt;
|-&lt;br /&gt;
| i210&lt;br /&gt;
| &#039;&#039;&#039;Unlawful Modification of AI/Cyborg Laws&#039;&#039;&#039;&lt;br /&gt;
| To modify the laws of a cyborg or artificial intelligence, without need, proper access, or authority.&lt;br /&gt;
| An exception would be a law reset when obviously harmful laws have been uploaded. Only the Captain, Chief Engineer, or Two Heads of Staff can authorize a law change.&lt;br /&gt;
| 20 minutes and tracking implant.&lt;br /&gt;
| Demotion. Holding until transfer.&lt;br /&gt;
|-&lt;br /&gt;
| i211&lt;br /&gt;
| &#039;&#039;&#039;Sedition&#039;&#039;&#039;&lt;br /&gt;
| To incite rebellion, or rally against the established chain of command.&lt;br /&gt;
| This includes attempting to make separate areas of the ship into &amp;quot;Nations&amp;quot;, arresting a head of staff without cause, or generally conspiring against the chain of command.&lt;br /&gt;
| 15 minutes and/or demotion.&lt;br /&gt;
| Suspension and holding until transfer.&lt;br /&gt;
|-&lt;br /&gt;
| i212&lt;br /&gt;
| &#039;&#039;&#039;Contraband&#039;&#039;&#039;&lt;br /&gt;
| To possess, use, or distribute contraband items, including drugs.&lt;br /&gt;
| Chemists and Botanists are allowed to possess drugs for their line of work. It&#039;s a crime if they distribute the drugs. Also see Identifying Syndicate Items for a list of who knows what. Contraband from the Supply Shuttle also counts. This also includes firearms, such as the barman taking their shotgun outside the bar area, or illegal modification of such firearms. Snacks from hacked vending machines are not this.&lt;br /&gt;
| 15 minutes and confiscation of said items&lt;br /&gt;
| 20 minutes and demotion. &lt;br /&gt;
|-&lt;br /&gt;
| i213&lt;br /&gt;
| &#039;&#039;&#039;Sabotage&#039;&#039;&#039;&lt;br /&gt;
| To hinder the efforts of the crew or station with malicious intent.&lt;br /&gt;
| This includes causing hull breaches, sabotaging air supplies, stealing vital equipment, etc. The intent is the most important bit here.&lt;br /&gt;
| 15 minutes and/or demotion.&lt;br /&gt;
| 30 minutes, suspension and/or tracking implant.&lt;br /&gt;
|-&lt;br /&gt;
| i214&lt;br /&gt;
| &#039;&#039;&#039;Exceeding Official Powers&#039;&#039;&#039;&lt;br /&gt;
| To act beyond what is allowed by the Chain of Command.&lt;br /&gt;
| This is for any head of staff who abuses the power given to them, such as the Head of Personnel acting like a security officer in a non-emergency, the captain acting as if he is above the law, etc. Heads of Staff trying to order a different department or ignoring the captain also comes under this. Also covers anyone illegally promoting themselves, such as with a stolen ID.&lt;br /&gt;
| 15 minutes and/or demotion. Head demotions require Captain or majority Command approval.&lt;br /&gt;
| 20 minutes and suspension.&lt;br /&gt;
|-&lt;br /&gt;
| i215&lt;br /&gt;
| &#039;&#039;&#039;Grand Theft&#039;&#039;&#039;&lt;br /&gt;
| To steal items that are dangerous, of a high value, or a sensitive nature. &lt;br /&gt;
| This means weapons, explosives or ammunition, and also includes items from the [[High-risk Items]] page. Security Officers stealing things from the armory is an example.&lt;br /&gt;
| 15 minutes, confiscation of stolen items.&lt;br /&gt;
| Suspension, tracking implant and holding until Transfer.&lt;br /&gt;
|-&lt;br /&gt;
| i216&lt;br /&gt;
| &#039;&#039;&#039;Organising an Breakout&#039;&#039;&#039;&lt;br /&gt;
| To attempt, or succeed, in freeing criminals from the brig or other holding areas.&lt;br /&gt;
| Breaking brig windows&lt;br /&gt;
| 15 minutes and tracking implant.&lt;br /&gt;
| 30 minutes.&lt;br /&gt;
|-&lt;br /&gt;
| i217&lt;br /&gt;
| &#039;&#039;&#039;Illegal Blocking of Areas&#039;&#039;&#039;&lt;br /&gt;
| To make an area inaccessible for those with appropriate access.&lt;br /&gt;
| Bolting doors in public hallways or to those of departments you don&#039;t have control over are examples of this.&lt;br /&gt;
| 10 minutes&lt;br /&gt;
| Up to 25 minutes and/or demotion&lt;br /&gt;
|-&lt;br /&gt;
| i218&lt;br /&gt;
| &#039;&#039;&#039;Severe Use of Excessive Force&#039;&#039;&#039;&lt;br /&gt;
| To put a victim in critical state in defense of yourself or others, or seriously injuring a suspect while attempting to detain them. This includes pulling them when they have open wounds.&lt;br /&gt;
| Severely injuring someone attacking you or others with no obvious threat to life, or panicking and shooting a suspect to near-death.&lt;br /&gt;
| 10 minutes and/or demotion to cadet.&lt;br /&gt;
| 25 minutes and suspension. &lt;br /&gt;
|-&lt;br /&gt;
| i219&lt;br /&gt;
| &#039;&#039;&#039;Mistreatment of Prisoners&#039;&#039;&#039;&lt;br /&gt;
| To intentionally act, or cause an act that puts a non-hostile prisoner&#039;s well-being in danger.&lt;br /&gt;
| Preventing proper treatment from being given to a prisoner, abusing a prisoner, and preventing them from having access to a viable method of communication. This includes pulling them when they have open wounds counts as abuse. In the event that a prisoner dies because of mistreatment, the charge is immediately upgraded to either murder or manslaughter.&lt;br /&gt;
| 10 minutes and/or demotion to Cadet.&lt;br /&gt;
| 25 minute and suspension.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== High Severity Infractions (Red Violations; i300&#039;s) ===&lt;br /&gt;
==== Regarding cyborgification ====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The NSS Aurora is in Tau Ceti space, which does not consider cyborgification capital punishment, making it an optional punishment.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;950px&amp;quot; style=&amp;quot;background-color:#ffaa99; text-align:center;&amp;quot; border=1 cellspacing=0&lt;br /&gt;
!style=&amp;quot;background-color:#ff8855;&amp;quot;|No.&lt;br /&gt;
!style=&amp;quot;background-color:#ff8855; width:150px&amp;quot;|Crime&lt;br /&gt;
!style=&amp;quot;background-color:#ff8855; width:300px&amp;quot;|Description&lt;br /&gt;
!style=&amp;quot;background-color:#ff8855;&amp;quot;|Notes&lt;br /&gt;
!style=&amp;quot;background-color:#ff8855;&amp;quot;|Sentence&lt;br /&gt;
|-&lt;br /&gt;
| i301&lt;br /&gt;
| &#039;&#039;&#039;Murder&#039;&#039;&#039;&lt;br /&gt;
| To kill someone, or attempt to kill someone, with premeditated malicious intent.&lt;br /&gt;
| Also cover Attempted Murder. The premeditated and malicious bit is important here.&lt;br /&gt;
| Cyorgification or Holding Until Transfer on majority Command decision.&lt;br /&gt;
|-&lt;br /&gt;
| i302&lt;br /&gt;
| &#039;&#039;&#039;Manslaughter&#039;&#039;&#039;&lt;br /&gt;
| To kill someone without malice or forethought.&lt;br /&gt;
| This includes causing death due to negligence or dereliction of duty. Can also be used for excessive self-defense.&lt;br /&gt;
| 20 minutes and/or demotion. Tracking implant.&lt;br /&gt;
|-&lt;br /&gt;
| i303&lt;br /&gt;
| &#039;&#039;&#039;Mutiny&#039;&#039;&#039;&lt;br /&gt;
| To openly rebel against or attempt to remove command staff with violent intent.&lt;br /&gt;
| See &amp;quot;Sedition&amp;quot; for less violent mutineers. This generally means they use harm-intent or try to kill their superiors or advocate the same.&lt;br /&gt;
| Loyalty implant or cyborgification on majority Command decision.&lt;br /&gt;
|-&lt;br /&gt;
| i304&lt;br /&gt;
| &#039;&#039;&#039;Kidnapping and Hostage taking&#039;&#039;&#039;&lt;br /&gt;
| To take away or transport a victim against the victim&#039;s will.&lt;br /&gt;
| If the person is held for ransom or exchange, then it is considered hostage taking, which is automatically a holding until transfer.&#039;&#039;&#039;&lt;br /&gt;
| Hold until transfer.&lt;br /&gt;
|-&lt;br /&gt;
| i305&lt;br /&gt;
| &#039;&#039;&#039;Terrorist Acts&#039;&#039;&#039;&lt;br /&gt;
| To engage in maliciously destructive actions, which seriously threaten the crew or station.&lt;br /&gt;
| This includes deliberate arson, use of bombs, release of singularity, etc. Collateral damage or severe station damage has to be involved. For less disastrous actions, see sabotage.&lt;br /&gt;
| Hold until transfer or cyborgification on majority command decision.&lt;br /&gt;
|-&lt;br /&gt;
| i306&lt;br /&gt;
| &#039;&#039;&#039;Assaulting a Head of Staff&#039;&#039;&#039;&lt;br /&gt;
| To assault a Head of Staff, causing severe damage.&lt;br /&gt;
| Exactly like &amp;quot;Assault&amp;quot;, but this time against a Head of Staff.&lt;br /&gt;
| 20 minutes and/or demotion.&lt;br /&gt;
| 40 minutes, suspension, and tracking implant.&lt;br /&gt;
|-&lt;br /&gt;
| i307&lt;br /&gt;
| &#039;&#039;&#039;Escaping From Holding Until Transfer&#039;&#039;&#039;&lt;br /&gt;
| To escape, or attempt to escape, from the brig or other holding area when being held until transfer.&lt;br /&gt;
| They have to have been properly convicted for it to be a life sentence.&lt;br /&gt;
| Cyborgification or hold until transfer at majority command decision.&lt;br /&gt;
|-&lt;br /&gt;
| i308&lt;br /&gt;
| &#039;&#039;&#039;Corporate Espionage&#039;&#039;&#039;&lt;br /&gt;
| To act as an agent of a terrorist or anti-Corporation group.&lt;br /&gt;
| Espionage, disclosure of corporate secrets, or any other assistance rendered to outside hostile organisations, or their representatives in hostile activities to the Corporation, committed by a employee of Corporation.&lt;br /&gt;
| Holding until transfer or cyborgification at majority command decision.&lt;br /&gt;
|-&lt;br /&gt;
| i309&lt;br /&gt;
| &#039;&#039;&#039;Sexual Assault&#039;&#039;&#039;&lt;br /&gt;
| To assault, or attempt to assault, someone else sexually, including rape.&lt;br /&gt;
| ERP scenes, or erotic roleplay, is a permabannable offence. Adminhelp it if this happens to you; it&#039;s against server rules, not just station rules. &lt;br /&gt;
| 30 minutes, tracking implant.&lt;br /&gt;
| Holding until transfer.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Modifiers &amp;amp; Special Situations ===&lt;br /&gt;
&lt;br /&gt;
{| width=&#039;825px&#039; style=&#039;text-align:center; background-color:#aaffaa;&#039; border=1 cellspacing=0&lt;br /&gt;
! style=&#039;background-color:#55ff55;&#039; width=&#039;150px&#039;|Situation&lt;br /&gt;
! style=&#039;background-color:#55ff55;&#039; width=&#039;300px&#039;|Description&lt;br /&gt;
! style=&#039;background-color:#55ff55;&#039; width=&#039;100px&#039;|Benefit&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Surrender&#039;&#039;&#039;&lt;br /&gt;
| Coming to the brig, confessing what you&#039;ve done and taking the punishment. Getting arrested without putting a fuss is not surrender. For this, you have to actually come to the brig yourself.&lt;br /&gt;
| Up to -25%, and should be taken into account when determining the severity of crimes.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Re-education&#039;&#039;&#039;&lt;br /&gt;
| Getting de-converted from revolutionary.&lt;br /&gt;
| Up to and including immediate release&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Cooperation with prosecution or security&#039;&#039;&#039;&lt;br /&gt;
| Being helpful to the members of security, revealing things during questioning or providing names of head revolutionaries.&lt;br /&gt;
| Up to -25%. In the case of revealing a head revolutionary, up to -50%.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Immediate threat to the prisoner&#039;&#039;&#039;&lt;br /&gt;
| The singularity eats something near the brig, an explosion goes off, etc.&lt;br /&gt;
| Officer must relocate the prisoner(s) to a safe location. Otherwise, immediate release. Life sentences must be reapplied after danger has passed.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Medical reasons&#039;&#039;&#039;&lt;br /&gt;
| Prisoners are entitled to medical attention if sick or injured.&lt;br /&gt;
| Medical personnel can be called, or the prisoner can be escorted to the Medbay. The timer continues to run during this time.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Self Defence&#039;&#039;&#039;&lt;br /&gt;
|  Assault and even homicide can be justified if it was necessary for prevention of loss of life. (Note that there are borders of acceptable self-defence, and killing a man who just punched you is subject to &amp;quot;Fatal Use of Excessive Force&amp;quot;)&lt;br /&gt;
| Up to and including immediate release.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Parole ====&lt;br /&gt;
&lt;br /&gt;
Parole is temporarily releasing a prisoner before their sentence has been fully completed on the promise of good behavior. Parole can be given for any number of reasons, including brig overcrowding, a reward for good behavior or confession, or if the prisoner&#039;s skills are in need by the station such as a doctor or engineer.&lt;br /&gt;
&lt;br /&gt;
The Warden or Head of Security can choose to give prisoners parole. A tracking implant is recommended if the prisoner is a flight risk (IE an engineer going EVA, but it is up to the Warden/HoS to determine how much of a risk they are.) Tracking implants for minor crimes are not worth it.&lt;br /&gt;
&lt;br /&gt;
On the completion of their time they are simply marked as released as normal.&lt;br /&gt;
&lt;br /&gt;
If they commit any crimes their parole is ended and they must serve out the remainder of their time in the brig with the new crime&#039;s time added on.&lt;br /&gt;
&lt;br /&gt;
Parole can be given immediately after initial processing; theoretically a prisoner can spend their entire sentence out of the brig.&lt;br /&gt;
&lt;br /&gt;
=== Terminology and Clarifications ===&lt;br /&gt;
&#039;&#039;&#039;Cyborgification&#039;&#039;&#039; The removal of a person&#039;s brain for transplanting into a Cyborg Chassis. Often also known as Shackling.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Suspension&#039;&#039;&#039;: Changing ID title to &amp;quot;suspended&amp;quot;, zero access.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Demotion&#039;&#039;&#039;: Can be done up to and including Assistant position, by Head of Personnel or Captain&#039;s decision.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Employee&#039;&#039;&#039;: Employee of NanoTrasen, as defined by the station&#039;s commanding officer. All non-employee subjects are still protected by these laws.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Empowering&#039;&#039;&#039;: Illegal acquiring (not via Head of Personnel or Captain) of access.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Head of Staff&#039;&#039;&#039;: Crew members occupying one of the following positions: Captain, Chief Engineer, Head of Personnel, Head of Security, Chief Medical Officer, Research Director.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;HuT&#039;&#039;&#039; Holding until Transfer&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lethal Situation&#039;&#039;&#039;: A situation in which there is an apparent and real threat the the well-being of all those involved.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Repeat Offenders&#039;&#039;&#039;: For repeat offenders, use the &amp;quot;repeat offense&amp;quot; punishment.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Severe Injury&#039;&#039;&#039;: A state in which the victim is in a critical condition and is having difficulty maintaining consciousness.&lt;br /&gt;
&lt;br /&gt;
Demotion and dismissal also require the removal of equipment from the previous job. E.g: Uniforms, weapons, bombs, PDA cartridges, etc.&lt;br /&gt;
&lt;br /&gt;
For the purposes of Cyborg/AI laws, crewmembers that have been convicted, or are being held in detention, are considered to be below even the AI/Cyborgs in terms of rank.&lt;br /&gt;
&lt;br /&gt;
In cases where the final sentence is more than 90 minutes, it is changed to HuT&lt;br /&gt;
&lt;br /&gt;
The standard penalty can be applied without a tribunal by Security Officers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Pages]]&lt;br /&gt;
{{Gameplay Guides}}&lt;/div&gt;</summary>
		<author><name>Killerhurtz</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Dionae&amp;diff=4275</id>
		<title>Dionae</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Dionae&amp;diff=4275"/>
		<updated>2016-07-31T04:10:27Z</updated>

		<summary type="html">&lt;p&gt;Killerhurtz: /* Discovery, Part Three - The Dead Planet */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Infobox Species&lt;br /&gt;
 |Species = Dionae&lt;br /&gt;
 |Scientific = D. Primo&lt;br /&gt;
 |Image = Dionaea410x320.png&lt;br /&gt;
 |System = N/A&lt;br /&gt;
 |World = N/A&lt;br /&gt;
 |Language = Rootsong&lt;br /&gt;
 |Politic = N/A&lt;br /&gt;
 }}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
==Overview==&lt;br /&gt;
The Dionae that most people will see will come in two forms: a small, stout nymph, and a working form that is best put as &amp;quot;a moving, bipedal bush&amp;quot;. Regardless of their appearance - they are not truly plants - genetics point out that they have functions common to animals, plant and mold cells. As a result, they have quite a unique [[Dionaea#Language|language]], composed of an almost melodic combination of rattling, rustling, creaking and various vocalizations. &lt;br /&gt;
&lt;br /&gt;
Legally, they are complicated - due to their nature, a nymph is considered an animal - and thus technically have rights, mostly in the realm of animal abuse if harmed/killed with no purpose. However gestalts are a little bit more complicated, with terms and conditions - though it can be summed up as considering a gestalt as an individual, and thus termination of one would result in a murder charge just as standard crew.&lt;br /&gt;
&lt;br /&gt;
And that same nature also created a grammatical exception; Diona refers to the nymph, and Dionae is plural - multiple nymphs. However, because gestalts are entities in themselves, there is a &amp;quot;plural of plurals&amp;quot; - Dionaea, defining multiple groups of Diona.&lt;br /&gt;
&lt;br /&gt;
They are truly omnivorous - having shown being capable of quickly assimilating almost any matter to grow - but generally do not eat, as sources of radiation (electromagnetic or otherwise) are claimed sufficient to sustain them. While they are highly intelligent - and even quick to think, in some cases - their physical speed is extremely low, to the point where even a wounded person could outrun them. It is assumed to be due to evolutionary traits favoring energy economy over speed.&lt;br /&gt;
&lt;br /&gt;
An immature Diona nymph, through means still not fully understood, can assimilate information - knowledge of language, most notably - through genetic material, most often being a minuscule blood sample. Research is being actively done in this domain - as if these results could be replicated, it could lead to extremely efficient learning processes.&lt;br /&gt;
&lt;br /&gt;
To apply to be one of the strange, plant-like Dionaea, apply [http://aurorastation.org/forums/viewforum.php?f=28 here]&lt;br /&gt;
&lt;br /&gt;
==Mechanics==&lt;br /&gt;
&lt;br /&gt;
*Custom language accessible with :r prefix&lt;br /&gt;
*Weakness to fire&lt;br /&gt;
*Feeds off light&lt;br /&gt;
*Completely unaffected by atmosphere (or lack thereof)&lt;br /&gt;
*Completely immune to pressure and temperature (or lack thereof) - can venture into space with nothing more than a flashlight for food&lt;br /&gt;
*Heals brute damage when exposed to radiation&lt;br /&gt;
*Walks/runs slowly&lt;br /&gt;
*Can absorb nymphs through context menu&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
The Dionae&#039;s history is highly debated - with no significant evidence, xenoarcheological or actual, towards an origin point - most notably due to the tendency of space-bound gestalt&#039;s seeds to travel immense distances. The species itself does not have concrete information on this subject - however many people of all species have linked them to mythological being, as it is thought that the species is old enough to have spread to a significant portion of the galaxy, including all of the currently colonized areas.&lt;br /&gt;
&lt;br /&gt;
===Discovery, Part One - The Conglomerate===&lt;br /&gt;
The Dionae are considered to have been discovered three times. &lt;br /&gt;
&lt;br /&gt;
The first discovery - the one that proved their existence - was an immense pod-like gestalt. It is theorized to have contained upwards of a thousand nymphs, protected in a thick, haphazard organic shell that took the shape around whatever body it hit and integrated within itself. &lt;br /&gt;
&lt;br /&gt;
The entity was put into observation by its Skrell discoverers, being labeled as a simple organic anomaly - the lack of atmosphere and contact making communication not even a thought. Interaction did not happen until much later.&lt;br /&gt;
&lt;br /&gt;
===Discovery, Part Two - The Organic Craft===&lt;br /&gt;
&lt;br /&gt;
The Dionae were found, the second time, in 2426. An anomalous reading tipped off a scout ship - part of a Human-Skrell joint practice operation. A low-intensity yet high-frequency energy signature in the middle of seemingly nowhere, far in deep space. &lt;br /&gt;
&lt;br /&gt;
Upon investigation, a large mass - now known to be the result of six hundred nymphs being overgrown - was present. It was definitely organic - yet it showed readings similar to a space craft, including a simple (and empty) supermatter reactor and some sort of rudimentary drive. It seemed inactive. &lt;br /&gt;
&lt;br /&gt;
However, upon approach - the craft took life, quickly dashing towards one of the human frigates, shrugging off the firepower and attaching itself to the ship. It moved like nothing they had ever seen - a captain of the nearby frigate even provided this description: &amp;quot;Like a fish moving as if space was an ocean&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
It quickly infiltrated it, bending hull and causing breeches, eventually reaching the ship&#039;s own power plant, siphoning power off. The ship saw no further damage - however it was already done, all the engineering decks were breached and the ship no longer had enough power for the engines.&lt;br /&gt;
&lt;br /&gt;
Under the orders of the Skrell Fleet Admiral (at least the equivalent of it) and with the approval of the incapacitated ship&#039;s captain, the exercise was canceled and the ships returned home, requesting a few science vessels and a rescue shuttle to be sent to them. Unfortunately, when they did arrive roughly a week later, no life was found aboard. The ship was considered derelict - and the vessels returned home, with a warning being placed on both of their star maps about a possibly hostile lifeform there. This event also caused a rigorous security increase in the observation of the first structure, causing the Dionae to be officially labeled as &amp;quot;potentially hostile to Humans and Skrell&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Discovery, Part Three - The Dead Planet===&lt;br /&gt;
&lt;br /&gt;
The final time the Dionae were found was in Epsilon Ursae Minoris - where a large piece of their home planet had crashed into another world. The world in question was found by Skrell Captain Weirun Tup - who had been exploring stars on the behalf of the Jargon Empire, in order to find new habitable planets for expansion. That particular world had attracted attention due to two main factors, which conflicted with one another: the readings were highly unusual, yet all of the planet&#039;s landmass was covered in greenery. &lt;br /&gt;
&lt;br /&gt;
Of course, such a thing was exceptional, and warranted more investigation. And so, over time, several more vessels - under the guise of a &#039;scientific fleet&#039; lead by Captain Tup - investigated it, took readings, analyzed it. And with that came more and more strangeness - organic structures, strangely coherent signals, and so on. It was not until much later - after a scientist applied a cryptoanalytic AI (before the widespread cessation of research occurred) that they realized that the planet seemed &#039;&#039;sentient&#039;&#039;. It is during this time that the first attempted communications with Dionae were made successfully, albeit primitively - the Dionae only had rudimentary radio communication devices. Bolstered by such a discovery, Captain Tup managed a landing, an AI interface translating between the Rootsong and him. &lt;br /&gt;
&lt;br /&gt;
The Captain stayed, at first, for a few weeks - learning much about the Dionae, and helping make a complete translation guide between the two. But time went by, and soon Captain Tup was forced to make a decision. A permanent agent was requested - he could either resign as a Captain and become the official ambassador of the Skrell with the Diona, or leave the planet. He chose the former - and stayed nine more years, until toxic flora ended his life. &lt;br /&gt;
&lt;br /&gt;
Eventually, an agreement was made - the Dionae would get Skrell genetic samples (which allowed them to understand Skrellian - although their limited physiology prevented them from speaking it) and an information trade deal would be signed in favor of the Dionae - and in exchange, they would allow the collection of their seeds in the goal of creating more nymphs for research, and the Dionae would assist them in tasks, being a relatively inexpensive (and unrestricted) labor force. &lt;br /&gt;
&lt;br /&gt;
However, the planet was quickly nicknamed &amp;quot;The Dead Planet&amp;quot; for two reasons - first, animal life seemed completely absent. As a matter of fact, except for the Dionae and a few select species of tough plants, the biodiversity was almost nil. Second, the thick coverage of Dionae growth meant that there could be no building potential - and so it meant that it was, technically, inhospitable for life, as no permanent settlements could be made. &lt;br /&gt;
&lt;br /&gt;
A third reason, however, quickly found its way into the name: a few deaths occurred, and no body was ever found.&lt;br /&gt;
&lt;br /&gt;
===Aftermath of Contact===&lt;br /&gt;
With this new-found information, the large object - the first sighting of Dionae - was finally contacted. They were informed of, and agreed to, the deal made in Epsilon Ursae Minoris. The contact delivered a wealth of information - about star movement, physics behaviors, material properties, and so on. In the end, the &amp;quot;Original Conglomerate&amp;quot; was towed, with their glee, in orbit of Nralakk, where it remains to this day the main source of dionae pods, nymphs, and seeds.&lt;br /&gt;
&lt;br /&gt;
A second attempt was also made at contacting the &amp;quot;Diona Craft&amp;quot; - with success. Data was exchanged - valuable, in fact, as they had additional information about the phenomenon known to humans as the [[Bhowmick-Mukherji Effect]], and helped improve efficiency in supermatter energy collection. Unfortunately, a piece of information given by this gestalt permanently damaged Dionae public opinion.&lt;br /&gt;
&lt;br /&gt;
Of course, with the current status, the question was asked: where is the crew? &lt;br /&gt;
&lt;br /&gt;
Correlated with the logs acquired later, the scenario became clear. The Diona&#039;s infiltration of the power plant not only caused the engines to fail, but life support. With all the breeches present, it did not take long for the crew to suffocate and die. And once that was done, the Diona (and it is quoted) &amp;quot;simply assimilated their form to learn about your species and conserve matter&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
This information, while held &amp;quot;classified&amp;quot; for a long time, eventually were leaked to the public by disgruntled and scared sailors - on both human and skrell sides - earning them the nickname, among humans, of &amp;quot;Gravemind&amp;quot; in reference to a 21st century videogame. The Skrell were more keen in calling them &amp;quot;Saapimaa Rakhomm&amp;quot;, or &amp;quot;Deathflower&amp;quot;. In general, it made a lot of people quite wary of them.&lt;br /&gt;
&lt;br /&gt;
=== Integration in Society ===&lt;br /&gt;
Their value, however - along with general helpfulness, high curiosity and impressive intelligence, even to the Skrell - gave the Dionae enough going for them that they were not phased out, and are commonly seen aboard space stations and spacecraft, especially human-owned. The Skrell have, however, started a new program to find and appropriate any other Dionae groups to ensure proper incorporation - or destruction, should the group be too dangerous. This program has already uncovered three dozen gestalts.&lt;br /&gt;
&lt;br /&gt;
====Mythological associations====&lt;br /&gt;
Bearing a wood-like appearance, a small bulbous nymph and with the tales of necrophagy, the Dionae have been said to actually have been the species behind several mythical creatures - such as the humans&#039; Green Man and Leshy, and even the Mandragora and Man-Eating Tree. Most notably - it has been linked to a wise, ancient God of Life by some Skrell - the Oernabi (Tree-God), who was said to be benevolent to those seemed worthy. Such a belief spawned the Dienabi religion - the term literally meaning &amp;quot;tree child&amp;quot; - which stipulates that it is possible to ascend to the status of a noble Diona by protecting them with your life - after which they absorb and transform the martyr. Captain Weirun Tup is considered to be the first &amp;quot;ascended&amp;quot; of this kind, earning him almost as much veneration. &lt;br /&gt;
&lt;br /&gt;
==Culture==&lt;br /&gt;
The Dionae does not have a universal culture - mainly due to the fact that there are several clusters separated by vast distances, and as such Dionae can vary as much between groups as entire species can - the only two common factor being the naming conventions, which when translated seem to be based around actions or experiences (such as &amp;quot;Leaf that Grasps the Sky&amp;quot; or &amp;quot;Wind Howling through Ocean&amp;quot;) and the [[Dionaea#Language|Rootsong]]. &lt;br /&gt;
&lt;br /&gt;
Strangely enough - they see each body as an individual - as such, while a larger gestalt can identify with a name, any group that splits from it usually adopt another name, despite the links between the two. It is theorized to be an easy method of categorizing data - by knowing what came from which experience.&lt;br /&gt;
&lt;br /&gt;
They do not have any claims on any known world so far (the Epsilon Ursae Minoris world having agreed to be filed under the Jargon Empire), and as such no government or hierarchy - most relations and interactions being based on agreements and non-committed verbal/physical contracts, though many see the bond a gestalt has with it&#039;s &amp;quot;offspring&amp;quot; - the fragments of it it sends away - is often seen as their only form, as it is almost absolute.&lt;br /&gt;
&lt;br /&gt;
Furthermore - the Dionaea never have developed any form of media-based communication - all knowledge disseminated to, from and between Dionae is usually made through verbal or physical means, under processes not yet fully understood. They do not have native writing, drawing or any form of tangible &amp;quot;archives&amp;quot; - yet gestalts still show impressive knowledge quite often, pointing towards the species having memory on-par, if not superior, to digital data storage solutions known to species. Most interestingly - the Dionaea have proven to defy known neuroscience by actually being able to learn to write, read and draw from other species, even without their known genetic learning, by simply observing. They are the only species, so far, known to be capable of such a feat - as it was thought that it was necessary to have generations of ingrained manual dexterity and muscle memory in the species to be able to do so.&lt;br /&gt;
&lt;br /&gt;
However, there ARE several known groups with common cultural traits:&lt;br /&gt;
&lt;br /&gt;
===Epsilon Ursae Minor shell===&lt;br /&gt;
The first Dionae to have communicated with other sapients, Dionae from EUM have become highly focused on being efficient, having learned and adapted to Skrell culture. Most notably - the system has become notorious for being a checkpoint shipyard as the Dionae there most often specialize in engineering tasks. Of course - the exposition to the Skrell has made them wary of synthetic intelligence. Furthermore, they are the only known group with an unified creation theory - according to them, Dionae have been at home in &amp;quot;the Great Void&amp;quot; - as paraphrased - since the beginning of their existence, and their creation should have been nothing short of impossible.&lt;br /&gt;
&lt;br /&gt;
===Reade Colossus===&lt;br /&gt;
Discovered on [[Tau Ceti#Reade|Reade]], this isolated and small group is sometimes seen on facilities across Tau Ceti. They are reported to be highly social, a Biesel bar even boasting an occasional Dionae bartending experience. This particular gestalt seems particularly knowledgeable about the goings of supply and civilian departments - though they are often seen with distrust due to the rumors of Reade. &lt;br /&gt;
&lt;br /&gt;
===&amp;quot;DSS Ophion&amp;quot; Colossus/Shell===&lt;br /&gt;
Jokingly given the nickname &amp;quot;Dionae Space Station Ophion, Keeper of Life&amp;quot;, the Ophion group is constituted of the &amp;quot;second-discovery&amp;quot; craft. Workers are regularly hauled between Ophion and Tau Ceti - as while they are seen as methodical and even cold, there is no denying their scientific methodology. However - all stations whom host one are instructed to keep an eye on them, should they become hostile for whichever reason. &lt;br /&gt;
&lt;br /&gt;
===Venter&#039;s Satellite===&lt;br /&gt;
A new discovery, Venter&#039;s Satellite is one of the few known Satellite-class Dionaea. Rather reclusive, they seem to have an immense amount of knowledge in atmospheric systems, having designed a circulatory array within themselves. Slow and meticulous - this group has elected to provide the Sol Alliance with Worker bodies in exchange for large amounts of biomass from various species - with supplementary &amp;quot;credit&amp;quot; for sapient specimens. They do not seem to fear extinction at the phase they have found themselves to be in, with &amp;quot;shards&amp;quot; of the gestalt being of almost nil importance.&lt;br /&gt;
&lt;br /&gt;
===Other groups===&lt;br /&gt;
Of course, these are the large known groups. There is a total of eighty-one known subgroups with various traits - and an unknown amount of yet undiscovered groups.&lt;br /&gt;
&lt;br /&gt;
===Language===&lt;br /&gt;
While they can understand all languages, if exposed to the genes of a speaker, their physical limitations only allow them to speak a handful; most Dionae that work aboard human facilities only know Common and their language - however they are capable, due to their biological flexibility, to emulate most other languages - Gutter and Tradeband are easily talked (if a little slow with certain subjects who use only one Nymph to communicate), while Sinta&#039;Unathi is spoken perfectly. Their physical slowness, however, makes it difficult to talk Sik&#039;Maas, the meaning sometimes being lost in the slowness of their &amp;quot;ear&amp;quot; and &amp;quot;tail&amp;quot; limbs when grown. And Skrellian is simply out of their range - the speed and pitch variance needed for it is simply impossible to match through regular means. Their speech, regardless of which language they speak (except Rootsong for obvious reasons) sounds airy, with various tones - quite often multiple ones, as a popular means of speaking is by &amp;quot;balancing&amp;quot; words between the various nymphs.&lt;br /&gt;
&lt;br /&gt;
Their language, named &amp;quot;Rootsong&amp;quot; (as translated), uses various limbs and membranes to imitate what most would see as &amp;quot;natural&amp;quot; sounds - leaves whisking in the wind, branches rubbing - and even some instrumental sounds, at times (flute-like sounds and drumming being common). However, to those who can discern it - Rootsong is a true orchestra of language. Syntax and grammar are simply part of the song, reflected in tempo and beats, while emotions are conveyed through pitch and the imitation of weather effects, such as wind and moisture. Most interestingly - the sound itself is only a byproduct of their body structure, as some humans have successfully learned Rootsong (without the emotional intonations) through violin and calliope organs. Xenohistorians often use the Rootsong as evidence that the Dionae evolved in conditions involving an atmosphere.&lt;br /&gt;
&lt;br /&gt;
==Biology==&lt;br /&gt;
The Dionae, by virtue of being an unique lifeform, feature an anatomy seen almost nowhere else. &lt;br /&gt;
&lt;br /&gt;
Their base form, the nymph, has very few organs (which have no set structure): the neuralias, which behaves like a cluster of neurons, the chlorodermates which attach together to form a light-sensitive skin that produces usable energy, the optical organs, the glucose sacs that process the sugars made by the chlorodermates, the &amp;quot;motor organs&amp;quot; which allow them (and their growths) to move, and the circulating system - which is equivalent to our heart, veins and arteries combined. While they usually only have a single circulation system and optical organs, the others can find themselves in almost combination of numbers as they dedicate themselves to a task - processing nymphs would have a higher count of neuralias, while those who dedicate to motion would have a higher number of glucose sacs and motor organs. Interestingly, Dionae are perfectly adapted to life in a vacuum environment. &lt;br /&gt;
&lt;br /&gt;
However, it is to be noted that because they dedicate themselves to a task, they all require at least one of each organ to survive, and as such even a basic nymph has rudimentary intelligence, equivalent to a very young human child.&lt;br /&gt;
&lt;br /&gt;
The work form that you all know are actually an amalgam of various nymphs - usually from three to six, and most often with one thought-dedicated linked to an energy-decidated and one to three motion-dedicated nymphs, all working together. Furthermore, this symbiosis means that if a nymph becomes sick - or even dead - it must be treated/removed for the Diona body to be healthy, though interestingly enough they will often reabsorb the dead nymph, with no obvious downsides, to be used as a source of nutrients. &lt;br /&gt;
&lt;br /&gt;
Fortunately, they structure themselves (generally) in a manner that almost emulates most other sapient organisms, and as such surgery is not too complicated - with structures clearly functioning as motor devices, with a skeleton-like substructure made of a material similar to the core of a tower-cap mushroom, which unfortunately takes an extended amount of time to heal, and can be hazardous to nymphs if used regardless - much like the bones of a standard humanoid, down to the fact that they can (and should) be repaired just like one.&lt;br /&gt;
&lt;br /&gt;
Even so, very little is actually known about the function of their larger gestalts - except that Dionae do not have natural deaths, and are functionally immortal as far as is known.&lt;br /&gt;
=== Reproduction ===&lt;br /&gt;
The Dionae follow a more plant-like reproduction cycle; they are asexual, and approximately once per year, a gestalt will release a large amount of seeds in it&#039;s surroundings (regardless of it&#039;s location), which will be carrying by whichever forces are applied upon them (the spores having a configuration that is even adequate to be spread by solar winds).&lt;br /&gt;
&lt;br /&gt;
Once the seeds reach an adequate location, the seed anchors itself and starts developing into a Diona replicant pod - which is, in essence, a Diona egg. The pod absorbs the nutrient it needs - water, oxygen, carbon and other elements - from it&#039;s surroundings, when available, to grow and eventually hatch. Once hatched, a pod will produce an almost mature nymph. &lt;br /&gt;
&lt;br /&gt;
Given proper conditions, a pod can fully grow a nymph within half an hour - however, should the pod run out, it will go into dormancy until proper conditions are met - and as such, in particularly barren conditions, it can take centuries for a pod to complete development. &lt;br /&gt;
&lt;br /&gt;
=== Metabolism ===&lt;br /&gt;
As mentioned, the Dionae can obtain nutrients from any source - including ambient air, to grow. Furthermore, they only need a source of energy - light is by far the safest and most common, but direct electricity has been observed, and one particular case was found of a &amp;quot;Flaming Diona&amp;quot; which self-fed by absorbing nutrients and matter for the fire to burn to provide its energy. &lt;br /&gt;
&lt;br /&gt;
However, it is noted that radiation - lethal to most other forms of life - is EXTREMELY beneficial to Diona, accelerating their growth geometrically, especially if given organic matter to process.&lt;br /&gt;
&lt;br /&gt;
====On Electrical Feeding====&lt;br /&gt;
Some studies in Dionae feeding habits has recently shown a very interesting (and, according to leading Skrell scientists and institutions, quite worrying) trait. As electricity is a form of energy, a trained gestalt can, and has, drawn energy from a test rig constituting of a power source (in this case a standard Teranium power cell, identical in make to those in power controller across so many space stations), a resistor and an electrical interface point (in this case, two large copper plates linked together by a series of high-resistance diodes). Further studies would be required to fully understand  the process, level and implications of the phenomena - but some scientists are thinking that adding such a training to the curriculum that some Dionae undertake could result in the pinnacle of engineering crew - a crewmember who needs no special machinery but a power cell to survive the dark, cold vacuum of space.&lt;br /&gt;
&lt;br /&gt;
== Forms ==&lt;br /&gt;
The Dionae, being by its very nature a compound creature, comes in several known and theoretical forms with several characteristics: &lt;br /&gt;
&lt;br /&gt;
=== Nymph ===&lt;br /&gt;
The default form tackled above. Medium intelligence, extremely curious, extreme learning potential. &lt;br /&gt;
&lt;br /&gt;
=== Worker ===&lt;br /&gt;
The most commonly seen form, this occurs when three to six nymphs link together and grow a humanoid body. Highly intelligent.&lt;br /&gt;
&lt;br /&gt;
=== Colossus ===&lt;br /&gt;
A rare form, the Diona Colossus is a large network - often upward of a dozen - of nymphs inter-connected, forming a veritable physical and information net. The Skrell are looking into inducing this form and using it as a controlled organic processor for facilities. Very high intelligence, low learning potential. &lt;br /&gt;
&lt;br /&gt;
=== Shell ===&lt;br /&gt;
An even rarer form, a Diona Shell is a large-scale structure - the ones found were made of more than hundreds of nymphs - exhibiting advanced intelligence and isolationist tendencies. One particular example was found growing around a derelict space station - it is also believed that the &amp;quot;Organic Craft&amp;quot; that attached itself to the human cruiser reached at least this state. Extreme intelligence, assumed low learning potential.&lt;br /&gt;
&lt;br /&gt;
=== Satellite ===&lt;br /&gt;
Only two such forms were ever observed (that being the gestalt above Mralakk, the second being the recent Venter&#039;s Satellite), a Diona Satellite is just that - a mass of Diona so immense, in the orders of a million nymphs, that it can be considered a stellar body. The specimen observed seems reluctant to communicate despite showing they are capable, and show a natural (but weak) magnetic field and radiation emission. Unknown capabilities - theorized to be more intelligent than most other forms of intelligences, organic or synthetic. It is suspected that the original Dionae gestalt, where it may be, is at least this form if not the form below.&lt;br /&gt;
&lt;br /&gt;
=== Singularity ===&lt;br /&gt;
A theoretical form of the Diona - a planet, or even star-sized diona form consisting of maybe more nymphs than is currently known to exist, may be the pinnacle of organic processing and thought. Uncharted intelligence. The Skrell has an order to destroy any Diona structure that could reach, or has reached, this size due to the inherent risk of intelligence singularity and other classified risks.&lt;br /&gt;
&lt;br /&gt;
==Beyond the Knowledge==&lt;br /&gt;
As seen with reports of Ophion and the flaming Dionae, this species is still mostly unknown - in capabilities, origins and intentions. Many scientific organisms are willing to pay a good price for any useful data on the Dionae.&lt;br /&gt;
&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Species]]&lt;br /&gt;
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		<author><name>Killerhurtz</name></author>
	</entry>
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		<id>https://wiki.aurorastation.org/index.php?title=Dionae&amp;diff=4274</id>
		<title>Dionae</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Dionae&amp;diff=4274"/>
		<updated>2016-07-31T04:07:49Z</updated>

		<summary type="html">&lt;p&gt;Killerhurtz: &lt;/p&gt;
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&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Infobox Species&lt;br /&gt;
 |Species = Dionae&lt;br /&gt;
 |Scientific = D. Primo&lt;br /&gt;
 |Image = Dionaea410x320.png&lt;br /&gt;
 |System = N/A&lt;br /&gt;
 |World = N/A&lt;br /&gt;
 |Language = Rootsong&lt;br /&gt;
 |Politic = N/A&lt;br /&gt;
 }}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
==Overview==&lt;br /&gt;
The Dionae that most people will see will come in two forms: a small, stout nymph, and a working form that is best put as &amp;quot;a moving, bipedal bush&amp;quot;. Regardless of their appearance - they are not truly plants - genetics point out that they have functions common to animals, plant and mold cells. As a result, they have quite a unique [[Dionaea#Language|language]], composed of an almost melodic combination of rattling, rustling, creaking and various vocalizations. &lt;br /&gt;
&lt;br /&gt;
Legally, they are complicated - due to their nature, a nymph is considered an animal - and thus technically have rights, mostly in the realm of animal abuse if harmed/killed with no purpose. However gestalts are a little bit more complicated, with terms and conditions - though it can be summed up as considering a gestalt as an individual, and thus termination of one would result in a murder charge just as standard crew.&lt;br /&gt;
&lt;br /&gt;
And that same nature also created a grammatical exception; Diona refers to the nymph, and Dionae is plural - multiple nymphs. However, because gestalts are entities in themselves, there is a &amp;quot;plural of plurals&amp;quot; - Dionaea, defining multiple groups of Diona.&lt;br /&gt;
&lt;br /&gt;
They are truly omnivorous - having shown being capable of quickly assimilating almost any matter to grow - but generally do not eat, as sources of radiation (electromagnetic or otherwise) are claimed sufficient to sustain them. While they are highly intelligent - and even quick to think, in some cases - their physical speed is extremely low, to the point where even a wounded person could outrun them. It is assumed to be due to evolutionary traits favoring energy economy over speed.&lt;br /&gt;
&lt;br /&gt;
An immature Diona nymph, through means still not fully understood, can assimilate information - knowledge of language, most notably - through genetic material, most often being a minuscule blood sample. Research is being actively done in this domain - as if these results could be replicated, it could lead to extremely efficient learning processes.&lt;br /&gt;
&lt;br /&gt;
To apply to be one of the strange, plant-like Dionaea, apply [http://aurorastation.org/forums/viewforum.php?f=28 here]&lt;br /&gt;
&lt;br /&gt;
==Mechanics==&lt;br /&gt;
&lt;br /&gt;
*Custom language accessible with :r prefix&lt;br /&gt;
*Weakness to fire&lt;br /&gt;
*Feeds off light&lt;br /&gt;
*Completely unaffected by atmosphere (or lack thereof)&lt;br /&gt;
*Completely immune to pressure and temperature (or lack thereof) - can venture into space with nothing more than a flashlight for food&lt;br /&gt;
*Heals brute damage when exposed to radiation&lt;br /&gt;
*Walks/runs slowly&lt;br /&gt;
*Can absorb nymphs through context menu&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
The Dionae&#039;s history is highly debated - with no significant evidence, xenoarcheological or actual, towards an origin point - most notably due to the tendency of space-bound gestalt&#039;s seeds to travel immense distances. The species itself does not have concrete information on this subject - however many people of all species have linked them to mythological being, as it is thought that the species is old enough to have spread to a significant portion of the galaxy, including all of the currently colonized areas.&lt;br /&gt;
&lt;br /&gt;
===Discovery, Part One - The Conglomerate===&lt;br /&gt;
The Dionae are considered to have been discovered three times. &lt;br /&gt;
&lt;br /&gt;
The first discovery - the one that proved their existence - was an immense pod-like gestalt. It is theorized to have contained upwards of a thousand nymphs, protected in a thick, haphazard organic shell that took the shape around whatever body it hit and integrated within itself. &lt;br /&gt;
&lt;br /&gt;
The entity was put into observation by its Skrell discoverers, being labeled as a simple organic anomaly - the lack of atmosphere and contact making communication not even a thought. Interaction did not happen until much later.&lt;br /&gt;
&lt;br /&gt;
===Discovery, Part Two - The Organic Craft===&lt;br /&gt;
&lt;br /&gt;
The Dionae were found, the second time, in 2426. An anomalous reading tipped off a scout ship - part of a Human-Skrell joint practice operation. A low-intensity yet high-frequency energy signature in the middle of seemingly nowhere, far in deep space. &lt;br /&gt;
&lt;br /&gt;
Upon investigation, a large mass - now known to be the result of six hundred nymphs being overgrown - was present. It was definitely organic - yet it showed readings similar to a space craft, including a simple (and empty) supermatter reactor and some sort of rudimentary drive. It seemed inactive. &lt;br /&gt;
&lt;br /&gt;
However, upon approach - the craft took life, quickly dashing towards one of the human frigates, shrugging off the firepower and attaching itself to the ship. It moved like nothing they had ever seen - a captain of the nearby frigate even provided this description: &amp;quot;Like a fish moving as if space was an ocean&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
It quickly infiltrated it, bending hull and causing breeches, eventually reaching the ship&#039;s own power plant, siphoning power off. The ship saw no further damage - however it was already done, all the engineering decks were breached and the ship no longer had enough power for the engines.&lt;br /&gt;
&lt;br /&gt;
Under the orders of the Skrell Fleet Admiral (at least the equivalent of it) and with the approval of the incapacitated ship&#039;s captain, the exercise was canceled and the ships returned home, requesting a few science vessels and a rescue shuttle to be sent to them. Unfortunately, when they did arrive roughly a week later, no life was found aboard. The ship was considered derelict - and the vessels returned home, with a warning being placed on both of their star maps about a possibly hostile lifeform there. This event also caused a rigorous security increase in the observation of the first structure, causing the Dionae to be officially labeled as &amp;quot;potentially hostile to Humans and Skrell&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Discovery, Part Three - The Dead Planet===&lt;br /&gt;
&lt;br /&gt;
The final time the Dionae were found was in Epsilon Ursae Minoris - where a large piece of their home planet had crashed into another world. The world in question was found by Skrell Captain Weriu Tup - who had been exploring stars on the behalf of the Jargon Empire, in order to find new habitable planets for expansion. That particular world had attracted attention due to two main factors, which conflicted with one another: the readings were highly unusual, yet all of the planet&#039;s landmass was covered in greenery. &lt;br /&gt;
&lt;br /&gt;
Of course, such a thing was exceptional, and warranted more investigation. And so, over time, several more vessels - under the guise of a &#039;scientific fleet&#039; lead by Captain Tup - investigated it, took readings, analyzed it. And with that came more and more strangeness - organic structures, strangely coherent signals, and so on. It was not until much later - after a scientist applied a cryptoanalytic AI (before the widespread cessation of research occurred) that they realized that the planet seemed &#039;&#039;sentient&#039;&#039;. It is during this time that the first attempted communications with Dionae were made successfully, albeit primitively - the Dionae only had rudimentary radio communication devices. Bolstered by such a discovery, Captain Tup managed a landing, an AI interface translating between the Rootsong and him. &lt;br /&gt;
&lt;br /&gt;
The Captain stayed, at first, for a few weeks - learning much about the Dionae, and helping make a complete translation guide between the two. But time went by, and soon Captain Tup was forced to make a decision. A permanent agent was requested - he could either resign as a Captain and become the official ambassador of the Skrell with the Diona, or leave the planet. He chose the former - and stayed nine more years, until toxic flora ended his life. &lt;br /&gt;
&lt;br /&gt;
Eventually, an agreement was made - the Dionae would get Skrell genetic samples (which allowed them to understand Skrellian - although their limited physiology prevented them from speaking it) and an information trade deal would be signed in favor of the Dionae - and in exchange, they would allow the collection of their seeds in the goal of creating more nymphs for research, and the Dionae would assist them in tasks, being a relatively inexpensive (and unrestricted) labor force. &lt;br /&gt;
&lt;br /&gt;
However, the planet was quickly nicknamed &amp;quot;The Dead Planet&amp;quot; for two reasons - first, animal life seemed completely absent. As a matter of fact, except for the Dionae and a few select species of tough plants, the biodiversity was almost nil. Second, the thick coverage of Dionae growth meant that there could be no building potential - and so it meant that it was, technically, inhospitable for life, as no permanent settlements could be made. &lt;br /&gt;
&lt;br /&gt;
A third reason, however, quickly found its way into the name: a few deaths occurred, and no body was ever found. &lt;br /&gt;
&lt;br /&gt;
===Aftermath of Contact===&lt;br /&gt;
With this new-found information, the large object - the first sighting of Dionae - was finally contacted. They were informed of, and agreed to, the deal made in Epsilon Ursae Minoris. The contact delivered a wealth of information - about star movement, physics behaviors, material properties, and so on. In the end, the &amp;quot;Original Conglomerate&amp;quot; was towed, with their glee, in orbit of Nralakk, where it remains to this day the main source of dionae pods, nymphs, and seeds.&lt;br /&gt;
&lt;br /&gt;
A second attempt was also made at contacting the &amp;quot;Diona Craft&amp;quot; - with success. Data was exchanged - valuable, in fact, as they had additional information about the phenomenon known to humans as the [[Bhowmick-Mukherji Effect]], and helped improve efficiency in supermatter energy collection. Unfortunately, a piece of information given by this gestalt permanently damaged Dionae public opinion.&lt;br /&gt;
&lt;br /&gt;
Of course, with the current status, the question was asked: where is the crew? &lt;br /&gt;
&lt;br /&gt;
Correlated with the logs acquired later, the scenario became clear. The Diona&#039;s infiltration of the power plant not only caused the engines to fail, but life support. With all the breeches present, it did not take long for the crew to suffocate and die. And once that was done, the Diona (and it is quoted) &amp;quot;simply assimilated their form to learn about your species and conserve matter&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
This information, while held &amp;quot;classified&amp;quot; for a long time, eventually were leaked to the public by disgruntled and scared sailors - on both human and skrell sides - earning them the nickname, among humans, of &amp;quot;Gravemind&amp;quot; in reference to a 21st century videogame. The Skrell were more keen in calling them &amp;quot;Saapimaa Rakhomm&amp;quot;, or &amp;quot;Deathflower&amp;quot;. In general, it made a lot of people quite wary of them.&lt;br /&gt;
&lt;br /&gt;
=== Integration in Society ===&lt;br /&gt;
Their value, however - along with general helpfulness, high curiosity and impressive intelligence, even to the Skrell - gave the Dionae enough going for them that they were not phased out, and are commonly seen aboard space stations and spacecraft, especially human-owned. The Skrell have, however, started a new program to find and appropriate any other Dionae groups to ensure proper incorporation - or destruction, should the group be too dangerous. This program has already uncovered three dozen gestalts.&lt;br /&gt;
&lt;br /&gt;
====Mythological associations====&lt;br /&gt;
Bearing a wood-like appearance, a small bulbous nymph and with the tales of necrophagy, the Dionae have been said to actually have been the species behind several mythical creatures - such as the humans&#039; Green Man and Leshy, and even the Mandragora and Man-Eating Tree. Most notably - it has been linked to a wise, ancient God of Life by some Skrell - the Oernabi (Tree-God), who was said to be benevolent to those seemed worthy. Such a belief spawned the Dienabi religion - the term literally meaning &amp;quot;tree child&amp;quot; - which stipulates that it is possible to ascend to the status of a noble Diona by protecting them with your life - after which they absorb and transform the martyr. Captain Weirun Tup is considered to be the first &amp;quot;ascended&amp;quot; of this kind, earning him almost as much veneration. &lt;br /&gt;
&lt;br /&gt;
==Culture==&lt;br /&gt;
The Dionae does not have a universal culture - mainly due to the fact that there are several clusters separated by vast distances, and as such Dionae can vary as much between groups as entire species can - the only two common factor being the naming conventions, which when translated seem to be based around actions or experiences (such as &amp;quot;Leaf that Grasps the Sky&amp;quot; or &amp;quot;Wind Howling through Ocean&amp;quot;) and the [[Dionaea#Language|Rootsong]]. &lt;br /&gt;
&lt;br /&gt;
Strangely enough - they see each body as an individual - as such, while a larger gestalt can identify with a name, any group that splits from it usually adopt another name, despite the links between the two. It is theorized to be an easy method of categorizing data - by knowing what came from which experience.&lt;br /&gt;
&lt;br /&gt;
They do not have any claims on any known world so far (the Epsilon Ursae Minoris world having agreed to be filed under the Jargon Empire), and as such no government or hierarchy - most relations and interactions being based on agreements and non-committed verbal/physical contracts, though many see the bond a gestalt has with it&#039;s &amp;quot;offspring&amp;quot; - the fragments of it it sends away - is often seen as their only form, as it is almost absolute.&lt;br /&gt;
&lt;br /&gt;
Furthermore - the Dionaea never have developed any form of media-based communication - all knowledge disseminated to, from and between Dionae is usually made through verbal or physical means, under processes not yet fully understood. They do not have native writing, drawing or any form of tangible &amp;quot;archives&amp;quot; - yet gestalts still show impressive knowledge quite often, pointing towards the species having memory on-par, if not superior, to digital data storage solutions known to species. Most interestingly - the Dionaea have proven to defy known neuroscience by actually being able to learn to write, read and draw from other species, even without their known genetic learning, by simply observing. They are the only species, so far, known to be capable of such a feat - as it was thought that it was necessary to have generations of ingrained manual dexterity and muscle memory in the species to be able to do so.&lt;br /&gt;
&lt;br /&gt;
However, there ARE several known groups with common cultural traits:&lt;br /&gt;
&lt;br /&gt;
===Epsilon Ursae Minor shell===&lt;br /&gt;
The first Dionae to have communicated with other sapients, Dionae from EUM have become highly focused on being efficient, having learned and adapted to Skrell culture. Most notably - the system has become notorious for being a checkpoint shipyard as the Dionae there most often specialize in engineering tasks. Of course - the exposition to the Skrell has made them wary of synthetic intelligence. Furthermore, they are the only known group with an unified creation theory - according to them, Dionae have been at home in &amp;quot;the Great Void&amp;quot; - as paraphrased - since the beginning of their existence, and their creation should have been nothing short of impossible.&lt;br /&gt;
&lt;br /&gt;
===Reade Colossus===&lt;br /&gt;
Discovered on [[Tau Ceti#Reade|Reade]], this isolated and small group is sometimes seen on facilities across Tau Ceti. They are reported to be highly social, a Biesel bar even boasting an occasional Dionae bartending experience. This particular gestalt seems particularly knowledgeable about the goings of supply and civilian departments - though they are often seen with distrust due to the rumors of Reade. &lt;br /&gt;
&lt;br /&gt;
===&amp;quot;DSS Ophion&amp;quot; Colossus/Shell===&lt;br /&gt;
Jokingly given the nickname &amp;quot;Dionae Space Station Ophion, Keeper of Life&amp;quot;, the Ophion group is constituted of the &amp;quot;second-discovery&amp;quot; craft. Workers are regularly hauled between Ophion and Tau Ceti - as while they are seen as methodical and even cold, there is no denying their scientific methodology. However - all stations whom host one are instructed to keep an eye on them, should they become hostile for whichever reason. &lt;br /&gt;
&lt;br /&gt;
===Venter&#039;s Satellite===&lt;br /&gt;
A new discovery, Venter&#039;s Satellite is one of the few known Satellite-class Dionaea. Rather reclusive, they seem to have an immense amount of knowledge in atmospheric systems, having designed a circulatory array within themselves. Slow and meticulous - this group has elected to provide the Sol Alliance with Worker bodies in exchange for large amounts of biomass from various species - with supplementary &amp;quot;credit&amp;quot; for sapient specimens. They do not seem to fear extinction at the phase they have found themselves to be in, with &amp;quot;shards&amp;quot; of the gestalt being of almost nil importance.&lt;br /&gt;
&lt;br /&gt;
===Other groups===&lt;br /&gt;
Of course, these are the large known groups. There is a total of eighty-one known subgroups with various traits - and an unknown amount of yet undiscovered groups.&lt;br /&gt;
&lt;br /&gt;
===Language===&lt;br /&gt;
While they can understand all languages, if exposed to the genes of a speaker, their physical limitations only allow them to speak a handful; most Dionae that work aboard human facilities only know Common and their language - however they are capable, due to their biological flexibility, to emulate most other languages - Gutter and Tradeband are easily talked (if a little slow with certain subjects who use only one Nymph to communicate), while Sinta&#039;Unathi is spoken perfectly. Their physical slowness, however, makes it difficult to talk Sik&#039;Maas, the meaning sometimes being lost in the slowness of their &amp;quot;ear&amp;quot; and &amp;quot;tail&amp;quot; limbs when grown. And Skrellian is simply out of their range - the speed and pitch variance needed for it is simply impossible to match through regular means. Their speech, regardless of which language they speak (except Rootsong for obvious reasons) sounds airy, with various tones - quite often multiple ones, as a popular means of speaking is by &amp;quot;balancing&amp;quot; words between the various nymphs.&lt;br /&gt;
&lt;br /&gt;
Their language, named &amp;quot;Rootsong&amp;quot; (as translated), uses various limbs and membranes to imitate what most would see as &amp;quot;natural&amp;quot; sounds - leaves whisking in the wind, branches rubbing - and even some instrumental sounds, at times (flute-like sounds and drumming being common). However, to those who can discern it - Rootsong is a true orchestra of language. Syntax and grammar are simply part of the song, reflected in tempo and beats, while emotions are conveyed through pitch and the imitation of weather effects, such as wind and moisture. Most interestingly - the sound itself is only a byproduct of their body structure, as some humans have successfully learned Rootsong (without the emotional intonations) through violin and calliope organs. Xenohistorians often use the Rootsong as evidence that the Dionae evolved in conditions involving an atmosphere.&lt;br /&gt;
&lt;br /&gt;
==Biology==&lt;br /&gt;
The Dionae, by virtue of being an unique lifeform, feature an anatomy seen almost nowhere else. &lt;br /&gt;
&lt;br /&gt;
Their base form, the nymph, has very few organs (which have no set structure): the neuralias, which behaves like a cluster of neurons, the chlorodermates which attach together to form a light-sensitive skin that produces usable energy, the optical organs, the glucose sacs that process the sugars made by the chlorodermates, the &amp;quot;motor organs&amp;quot; which allow them (and their growths) to move, and the circulating system - which is equivalent to our heart, veins and arteries combined. While they usually only have a single circulation system and optical organs, the others can find themselves in almost combination of numbers as they dedicate themselves to a task - processing nymphs would have a higher count of neuralias, while those who dedicate to motion would have a higher number of glucose sacs and motor organs. Interestingly, Dionae are perfectly adapted to life in a vacuum environment. &lt;br /&gt;
&lt;br /&gt;
However, it is to be noted that because they dedicate themselves to a task, they all require at least one of each organ to survive, and as such even a basic nymph has rudimentary intelligence, equivalent to a very young human child.&lt;br /&gt;
&lt;br /&gt;
The work form that you all know are actually an amalgam of various nymphs - usually from three to six, and most often with one thought-dedicated linked to an energy-decidated and one to three motion-dedicated nymphs, all working together. Furthermore, this symbiosis means that if a nymph becomes sick - or even dead - it must be treated/removed for the Diona body to be healthy, though interestingly enough they will often reabsorb the dead nymph, with no obvious downsides, to be used as a source of nutrients. &lt;br /&gt;
&lt;br /&gt;
Fortunately, they structure themselves (generally) in a manner that almost emulates most other sapient organisms, and as such surgery is not too complicated - with structures clearly functioning as motor devices, with a skeleton-like substructure made of a material similar to the core of a tower-cap mushroom, which unfortunately takes an extended amount of time to heal, and can be hazardous to nymphs if used regardless - much like the bones of a standard humanoid, down to the fact that they can (and should) be repaired just like one.&lt;br /&gt;
&lt;br /&gt;
Even so, very little is actually known about the function of their larger gestalts - except that Dionae do not have natural deaths, and are functionally immortal as far as is known.&lt;br /&gt;
=== Reproduction ===&lt;br /&gt;
The Dionae follow a more plant-like reproduction cycle; they are asexual, and approximately once per year, a gestalt will release a large amount of seeds in it&#039;s surroundings (regardless of it&#039;s location), which will be carrying by whichever forces are applied upon them (the spores having a configuration that is even adequate to be spread by solar winds).&lt;br /&gt;
&lt;br /&gt;
Once the seeds reach an adequate location, the seed anchors itself and starts developing into a Diona replicant pod - which is, in essence, a Diona egg. The pod absorbs the nutrient it needs - water, oxygen, carbon and other elements - from it&#039;s surroundings, when available, to grow and eventually hatch. Once hatched, a pod will produce an almost mature nymph. &lt;br /&gt;
&lt;br /&gt;
Given proper conditions, a pod can fully grow a nymph within half an hour - however, should the pod run out, it will go into dormancy until proper conditions are met - and as such, in particularly barren conditions, it can take centuries for a pod to complete development. &lt;br /&gt;
&lt;br /&gt;
=== Metabolism ===&lt;br /&gt;
As mentioned, the Dionae can obtain nutrients from any source - including ambient air, to grow. Furthermore, they only need a source of energy - light is by far the safest and most common, but direct electricity has been observed, and one particular case was found of a &amp;quot;Flaming Diona&amp;quot; which self-fed by absorbing nutrients and matter for the fire to burn to provide its energy. &lt;br /&gt;
&lt;br /&gt;
However, it is noted that radiation - lethal to most other forms of life - is EXTREMELY beneficial to Diona, accelerating their growth geometrically, especially if given organic matter to process.&lt;br /&gt;
&lt;br /&gt;
====On Electrical Feeding====&lt;br /&gt;
Some studies in Dionae feeding habits has recently shown a very interesting (and, according to leading Skrell scientists and institutions, quite worrying) trait. As electricity is a form of energy, a trained gestalt can, and has, drawn energy from a test rig constituting of a power source (in this case a standard Teranium power cell, identical in make to those in power controller across so many space stations), a resistor and an electrical interface point (in this case, two large copper plates linked together by a series of high-resistance diodes). Further studies would be required to fully understand  the process, level and implications of the phenomena - but some scientists are thinking that adding such a training to the curriculum that some Dionae undertake could result in the pinnacle of engineering crew - a crewmember who needs no special machinery but a power cell to survive the dark, cold vacuum of space.&lt;br /&gt;
&lt;br /&gt;
== Forms ==&lt;br /&gt;
The Dionae, being by its very nature a compound creature, comes in several known and theoretical forms with several characteristics: &lt;br /&gt;
&lt;br /&gt;
=== Nymph ===&lt;br /&gt;
The default form tackled above. Medium intelligence, extremely curious, extreme learning potential. &lt;br /&gt;
&lt;br /&gt;
=== Worker ===&lt;br /&gt;
The most commonly seen form, this occurs when three to six nymphs link together and grow a humanoid body. Highly intelligent.&lt;br /&gt;
&lt;br /&gt;
=== Colossus ===&lt;br /&gt;
A rare form, the Diona Colossus is a large network - often upward of a dozen - of nymphs inter-connected, forming a veritable physical and information net. The Skrell are looking into inducing this form and using it as a controlled organic processor for facilities. Very high intelligence, low learning potential. &lt;br /&gt;
&lt;br /&gt;
=== Shell ===&lt;br /&gt;
An even rarer form, a Diona Shell is a large-scale structure - the ones found were made of more than hundreds of nymphs - exhibiting advanced intelligence and isolationist tendencies. One particular example was found growing around a derelict space station - it is also believed that the &amp;quot;Organic Craft&amp;quot; that attached itself to the human cruiser reached at least this state. Extreme intelligence, assumed low learning potential.&lt;br /&gt;
&lt;br /&gt;
=== Satellite ===&lt;br /&gt;
Only two such forms were ever observed (that being the gestalt above Mralakk, the second being the recent Venter&#039;s Satellite), a Diona Satellite is just that - a mass of Diona so immense, in the orders of a million nymphs, that it can be considered a stellar body. The specimen observed seems reluctant to communicate despite showing they are capable, and show a natural (but weak) magnetic field and radiation emission. Unknown capabilities - theorized to be more intelligent than most other forms of intelligences, organic or synthetic. It is suspected that the original Dionae gestalt, where it may be, is at least this form if not the form below.&lt;br /&gt;
&lt;br /&gt;
=== Singularity ===&lt;br /&gt;
A theoretical form of the Diona - a planet, or even star-sized diona form consisting of maybe more nymphs than is currently known to exist, may be the pinnacle of organic processing and thought. Uncharted intelligence. The Skrell has an order to destroy any Diona structure that could reach, or has reached, this size due to the inherent risk of intelligence singularity and other classified risks.&lt;br /&gt;
&lt;br /&gt;
==Beyond the Knowledge==&lt;br /&gt;
As seen with reports of Ophion and the flaming Dionae, this species is still mostly unknown - in capabilities, origins and intentions. Many scientific organisms are willing to pay a good price for any useful data on the Dionae.&lt;br /&gt;
&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Species]]&lt;br /&gt;
[[Category:Pages]]&lt;/div&gt;</summary>
		<author><name>Killerhurtz</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Guides&amp;diff=3844</id>
		<title>Guides</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Guides&amp;diff=3844"/>
		<updated>2016-05-12T20:52:31Z</updated>

		<summary type="html">&lt;p&gt;Killerhurtz: /* Getting Started */&lt;/p&gt;
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{{ToBay}}&lt;br /&gt;
&lt;br /&gt;
{{Gameplay_Guides}}&lt;br /&gt;
&lt;br /&gt;
==Getting Started==&lt;br /&gt;
*If you are unsure about something, read [[Misconceptions|this guide first.]]&lt;br /&gt;
*See also: [[Server_Rules|Server Rules]] and/or [[Rules]]&lt;br /&gt;
*And also: [[Main Page]] if you need to go back.&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;hr&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
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		&amp;lt;tr&amp;gt;&lt;br /&gt;
			&amp;lt;td width=&amp;quot;40%&amp;quot;&amp;gt;&amp;lt;center&amp;gt;Community Guides&amp;lt;hr&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;[[Guides/CSI|Forensic Guide]]&amp;lt;br&amp;gt;[[Guide to Hydroponics|Guide to Hydroponics]]&amp;lt;br&amp;gt;[[Guide to Mining|Guide to Mining]]&amp;lt;br&amp;gt;[[Guide to Robotics|Guide to Robotics]]&amp;lt;/center&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
			&amp;lt;td&amp;gt;&amp;lt;center&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Official Guides&amp;lt;hr&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;table border=&amp;quot;0&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Guides/Character_Creation|Character Creation]]  ---  &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;[[NanoTrasen_Occupation_Qualifications|Occupation Qualifications]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;[[Emergency Response Team|Emergency Response Team]]&amp;lt;br&amp;gt;[[Guides/Cargo_Items| Orderable items via Cargo]]&amp;lt;br&amp;gt;[[How not to play Security|Shitcurity]]&amp;lt;/center&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;/tr&amp;gt;&lt;br /&gt;
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&amp;lt;/table&amp;gt;&lt;br /&gt;
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[[Category:Pages]]&lt;/div&gt;</summary>
		<author><name>Killerhurtz</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Guides&amp;diff=3843</id>
		<title>Guides</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Guides&amp;diff=3843"/>
		<updated>2016-05-12T20:51:38Z</updated>

		<summary type="html">&lt;p&gt;Killerhurtz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
{{ToBay}}&lt;br /&gt;
&lt;br /&gt;
{{Gameplay_Guides}}&lt;br /&gt;
&lt;br /&gt;
==Getting Started==&lt;br /&gt;
*If you are unsure about something, read [[Misconceptions|this guide first.]]&lt;br /&gt;
*See also: [[Server_Rules|Server Rules]]&lt;br /&gt;
*And also: [[Main Page]] if you need to go back.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;hr&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
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&amp;lt;table border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;5&amp;quot; style=&amp;quot;width: 1000px;&amp;quot; align=&amp;quot;center&amp;quot; &amp;gt;&lt;br /&gt;
		&amp;lt;tr&amp;gt;&lt;br /&gt;
			&amp;lt;td width=&amp;quot;40%&amp;quot;&amp;gt;&amp;lt;center&amp;gt;Community Guides&amp;lt;hr&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;[[Guides/CSI|Forensic Guide]]&amp;lt;br&amp;gt;[[Guide to Hydroponics|Guide to Hydroponics]]&amp;lt;br&amp;gt;[[Guide to Mining|Guide to Mining]]&amp;lt;br&amp;gt;[[Guide to Robotics|Guide to Robotics]]&amp;lt;/center&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
			&amp;lt;td&amp;gt;&amp;lt;center&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Official Guides&amp;lt;hr&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;table border=&amp;quot;0&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Guides/Character_Creation|Character Creation]]  ---  &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;[[NanoTrasen_Occupation_Qualifications|Occupation Qualifications]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;[[Emergency Response Team|Emergency Response Team]]&amp;lt;br&amp;gt;[[Guides/Cargo_Items| Orderable items via Cargo]]&amp;lt;br&amp;gt;[[How not to play Security|Shitcurity]]&amp;lt;/center&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;/tr&amp;gt;&lt;br /&gt;
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[[Category:Pages]]&lt;/div&gt;</summary>
		<author><name>Killerhurtz</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Sol&amp;diff=3840</id>
		<title>Sol</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Sol&amp;diff=3840"/>
		<updated>2016-05-12T20:44:32Z</updated>

		<summary type="html">&lt;p&gt;Killerhurtz: /* System Information */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Toc_right}}&lt;br /&gt;
==System Information==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Territory of [[Sol Alliance]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Region:&#039;&#039;&#039; Central Administration Zone (CAZ); Center of Inner Colonies &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Settled Planets/Planetoids:&#039;&#039;&#039; 3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Overall Development Level:&#039;&#039;&#039; High&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total Population (est.):&#039;&#039;&#039; 17,534,538,235&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Military Presence:&#039;&#039;&#039; Heavy&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Points of Interest:&#039;&#039;&#039; New Concordia Station, Aries Martian Shipyards, Aishwarya Lunar Recreation Arcology, Sol Alliance Civil War Memorials, Earth, [[Sol_Merchant_Society|the Sol Merchant Society]]   &lt;br /&gt;
&lt;br /&gt;
Sol is a stable G-class main-sequence yellow dwarf star classified in the spectral class of G2. It more than 4.5 billion years old, and has eight planets in orbit around it, as well as an asteroid belt, a rocky dwarf planet and a cloud of icy comets. Sol is the home system of Humanity, and Earth is their homeworld. &lt;br /&gt;
&lt;br /&gt;
Most standardized systems of cosmic measurement and timekeeping are based upon the day/night cycle and astronomy visible from Earth. Earth and three other planets in orbit around Sol are rocky and rich in resources, and the remaining four planets are gas giants.&lt;br /&gt;
&lt;br /&gt;
==Planets and Major Bodies==&lt;br /&gt;
&lt;br /&gt;
===Mercury (Sol I)===&lt;br /&gt;
Mercury is the nearest planet in orbit around Sol. It orbits Sol at a periapsis of 0.38 AU and an apoapsis of 0.39 AU. It completes one full revolution around its parent star every 88 standard days, and has a day that is a little more than 58.6 standard days long. It is a small terrestrial planet, being smaller than Earth’s moon. It’s surface is pitted with craters from eons of meteor impacts. The planet has a very thin exosphere composed of mainly oxygen, though it it much too thin to sustain any form of life. Mercury experiences wild variation in terms of surface temperature, with its daytime side reaching temperatures of 430 °C, and the night side dropping to the range of -180 °C. The planet faces constant bombardment from small meteors and solar wind, with no atmosphere thick enough to prevent it. No attempts were ever made to colonize the planet due to its utter lack of resources and extreme conditions. Civilian travel is not advised.&lt;br /&gt;
&lt;br /&gt;
===[[Venus|Venus (Sol II)]]===&lt;br /&gt;
[[Image:Venuscity.png|thumb|250px|The small colony of Arianrhod City manages to subsist in Venus&#039; upper atmosphere. Most of Venus&#039; industry is based around atmosphere mining.]]Venus is the second terrestrial planet in the Sol system. It orbits Sol at an average distance of 0.72 AU. A Venusian year lasts 225 standard days, while a Venusian day is longer, at 243 standard days. Venus spins retrograde when compared to the other planets in the Sol system, causing the sun to rise in the west and set in the east in its sky. Venus has an extremely thick and toxic atmosphere, composed of large amounts of carbon dioxide and nitrogen. The rain that falls upon the surface is composed of sulfuric acid. Because of how thick the planet’s atmosphere is, a runaway greenhouse effect has made the planet uninhabitable to all life. The atmosphere is so thick that it exerts massive amounts of pressure on the surface, which has crushed all but the most structurally reinforced of scientific equipment sent to study the planet, while the rest was destroyed by caustic acid rain. The planet hosts massive amounts of volcanic activity, which spew more toxic gases into the atmosphere. Almost no sunlight reaches the surface of the planet, yet temperatures exceed 480 °C. It has seen only small colonization efforts.&lt;br /&gt;
&lt;br /&gt;
===[[Earth|Earth (Sol III)]]===&lt;br /&gt;
[[Image:Earth_greencity.jpg|thumb|250px|Earth is the homeworld of humanity. Devastated by several economic collapses, it has since made a dramatic recovery]] Earth is the third planet out from Sol. Earth has since regained its status as the jewel of humanity; it&#039;s central and arguably most important world. Earth is a Garden world, harboring millions of unique species of flora and fauna. It possesses extremely diverse ecosystems, with huge deserts, sprawling tundra, massive mountain ranges, rolling grasslands, and thick swaths of tropical rain forest. 71% of the Earth’s surface is covered in salt water while massive lakes of fresh water are found within continental areas. Humanity&#039;s home world is densely inhabited and every corner of the planet has a long, well-recorded history and culture.&lt;br /&gt;
&lt;br /&gt;
Earth is home to a stable 19 billion humans and a small non-human population. The planet suffers from moderate space debris in high-orbit, a consequence of centuries of space travel. The Alliance maintains a significant naval presence around the planet.&lt;br /&gt;
&lt;br /&gt;
Earth has one moon, Luna, which has developed into a fully fledged state of the Sol Alliance.&lt;br /&gt;
&lt;br /&gt;
====[[Earth#Luna|Luna]]====&lt;br /&gt;
[[Image:Luna Biodomes.png|thumb|250px|A photograph of Harmony City and the Harmony Biodome. Luna&#039;s subterranean and domed cities are connected by environmentally sealed subways.]]&lt;br /&gt;
Luna is the sole moon of Earth. It is tidally locked to its parent and makes a complete revolution every 28 standard days. It formed when a rogue planetoid collided with Earth during the early stages of its formation. The moon came together from the resultant orbital debris. Luna was the first target of spacefaring humans as they pierced the outer layers of the atmosphere. It was largely ignored until the age of FTL travel and colonization, when small colonies were established, mostly as refueling and launching posts for re-entry craft. &lt;br /&gt;
&lt;br /&gt;
Luna is something of a mishmash of human society. It&#039;s population is roughly split between descendants of refugees from Earth, and &#039;native&#039; Lunans who settled in their subterranean cities over a century ago.&lt;br /&gt;
&lt;br /&gt;
Luna, being directly administered by the Alliance, has an elected governor.&lt;br /&gt;
&lt;br /&gt;
===[[Mars|Mars (Sol IV)]]===&lt;br /&gt;
[[Image:Mars_Biodomes.jpg|thumb|250px|Most of Mars&#039; residents inhabit sprawling megacities containing up to half a billion individuals.]]&lt;br /&gt;
Mars is the fourth planet out from Sol. It orbits Sol at approximately 1.52 AU. A Martian day is only slightly longer than a standard day at 25 standard hours, but the Martian year is 687 standard days long. It is the outermost terrestrial planet in the Sol system. It is known as the Red Planet, because the iron-rich dust that covers most of the planet’s surface gives it a reddish tinge that was visible to the naked eyes of astronomers on Earth in ancient times. Mars has a relatively thin atmosphere. &lt;br /&gt;
&lt;br /&gt;
Mars was a target of one of the first bodies colonized by humanity. It&#039;s population swelled in the early days of the Second Space Age.&lt;br /&gt;
&lt;br /&gt;
Mars has suffered two catastrophes while colonized: the abrupt failure of its terraforming infrastructure and widespread damage as a result of the Second Sol Alliance Civil War. Mars is home to millions of descendants of refugees, cramped in centuries old bio domes or ruins. Yet Mars has proved resilient and today is one of the most populated worlds in human space with a highly advanced economy. Small pockets of the planet have been terraformed, allowing for massive, open air cities.&lt;br /&gt;
&lt;br /&gt;
The planetary capital of Mars is Olympia, located within the Galle Crater Terraformed Zone, but a majority of senior administration facilities and personnel reside in orbit on New Concordia station along with the highest echelons of Sol Alliance leadership and bureaucracy.&lt;br /&gt;
&lt;br /&gt;
===The Asteroid Belt===&lt;br /&gt;
[[Image:icemining.png|thumb|250px|Asteroid mining is a lucrative business among Sol&#039;s asteroid belt.]]&lt;br /&gt;
&#039;&#039;&#039;Development level&#039;&#039;&#039;: Low-Medium; Extensive Mining Operations&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Capital:&#039;&#039;&#039; None; Under direct jurisdiction of Sol Alliance&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Terrestrial (Asteroid) Population (est.)&#039;&#039;&#039;: 4,788,382&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spacer Population (est.)&#039;&#039;&#039;: 5,165,986&lt;br /&gt;
&lt;br /&gt;
The Asteroid Belt is an area around Sol where thousands of rocky bodies, too small to be called planets or even dwarf planets, orbit. The zone encompasses an area between 2.2 AU and 3.2 AU away from Sol. The asteroids in the belt are rich in precious and semi-precious metals, hydrogen and water. The density of asteroids in the zone is relatively low, which was an important factor in allowing asteroid mining companies to establish footholds. The oldest and largest of these asteroid mining companies is the Beltway Mining Company, which has claimed the rights to mine most of the Asteroid Belt. Other fledgeling companies have often been pushed out through strategic economic maneuvers, intimidation, and sometimes force. Beltway has a main base located on the planetoid Ceres, the largest body in the asteroid belt. Over the years, the planetoid has been hollowed out by intensive mining operations, and now serves as a massive complex that the rest of their operations are based out of.&lt;br /&gt;
&lt;br /&gt;
===Jupiter (Sol V)===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Terrestrial (Moons) Population (est.)&#039;&#039;&#039;: 192,465&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spacer Population (est.)&#039;&#039;&#039;: 4,687&lt;br /&gt;
&lt;br /&gt;
Jupiter is the fifth planet out from Sol. It is the largest gas giant in the system and is actually two times larger than all the other planets of the Solar system combined. It is composed of Helium and Hydrogen in similar ratios as Sol itself, suggesting that Jupiter may have been on the road to becoming a dwarf star, but never achieved the mass to ignite. Jupiter orbits Sol at distance ranging from a periapsis of 4.951 AU to an apoapsis of 5.455 AU. A Jovian day lasts approximately 10 standard hours, while a Jovian year is almost 11.9 standard years long. Jupiter is known for the multicolored bands and massive storms that are visible on the top of the planet’s atmosphere. The most well-known feature of Jupiter is its Great Red Spot, a massive hurricane many times the size of Earth that has been raging for centuries. Jupiter has more than 67 moons in total, though only the Galilean moons (Europa, Ganymede, Io, Callisto) are home to outposts that serve more as tourist destinations than actual military installations. Jupiter itself is uninhabitable, due to the superdense atmosphere and high gravity crushing anything that even attempts to enter the planet&#039;s atmosphere. Jupiter is the second largest source of tourism for the Solar system.&lt;br /&gt;
&lt;br /&gt;
===Saturn (Sol VI)===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Terrestrial (Titan) Population (est.)&#039;&#039;&#039;: 2,348&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spacer Population (est.)&#039;&#039;&#039;: 48,994&lt;br /&gt;
&lt;br /&gt;
Saturn is the sixth planet of Sol, and the second largest gas giant in the system. It is known for the spectacular systems of rings that encircle the planet. It is the second largest gas giant in the system, with a composition similar to Jupiter. It orbits Sol at a distance ranging from 9.023 AU at the periapsis, to 10.050 AU at the apoapsis. A day on Saturn lasts approximately 10.7 standard hours, while it takes almost 29 standard years for it to complete one full revolution around Sol. Saturn has more than 62 moons, but only the largest, Titan, is inhabited. Titan is home to a small tourist complex and colony of 2,348 people. With its hundreds of brilliant rings, Saturn is a major tourist attraction within the Solar system.&lt;br /&gt;
&lt;br /&gt;
===Uranus (Sol VII)===&lt;br /&gt;
&lt;br /&gt;
Uranus is the seventh planet of Sol. It is an ice giant that is tilted on its side so that its equator is at a right angle to its orbit. A day on Uranus lasts approximately 17 standard hours, while its orbital period is approximately 84 standard years long. It orbits Sol with a perapsis of 18.28 AU and an apoapsis of 20.10 AU. The planet has 27 moons, although none of them are inhabited. The planet’s striking blue color is attributed to the high amounts of methane present in the atmosphere, as well as the methane ice crystals and ammonia that makes up the slushy “mantle” of the planet. It has several faint rings around it.&lt;br /&gt;
&lt;br /&gt;
===Neptune (Sol VIII)===&lt;br /&gt;
&lt;br /&gt;
Neptune is the eighth planet of Sol, and the sister ice giant to Uranus. It has a very similar composition, with high amounts of methane present in the atmosphere. Large amounts of water are also present in the planet’s mantle. A Neptunian day lasts approximately 16 standard hours, while a Neptunian year is 165 standard years long. It orbits Sol at a distance ranging from 29.81 AU, to 30.33 AU. Neptune has 17 moons. Triton, the largest, had an active outpost on it at one point in history, but it was abandoned several hundred years ago.&lt;br /&gt;
&lt;br /&gt;
===The Kuiper Belt===&lt;br /&gt;
The Kuiper Belt is the region beyond the orbit of Neptune that is home to tens of thousands of icy bodies, and potentially hundreds of thousands more. The Kuiper Belt encompasses an area from 30 AU to 55 AU away from Sol. Of the icy bodies present in the belt, Pluto and Eris are the most well known. The icy bodies here are rich in hydrogen and water, but lacking in terms of other resources, such as metals. The Kuiper Belt may also be home to up billions of comets too small to be detected.&lt;br /&gt;
&lt;br /&gt;
===The Oort Cloud===&lt;br /&gt;
The Oort Cloud is a spherical area of space that encases the Sol system. It begins where the Kuiper Belt ends, and extends outward until almost 1.5 LY away from Sol. It is estimated that Oort Cloud may contain up to a trillion icy bodies, including planetoids and comets. Unlike the Romanovich Cloud of Tau Ceti, the bodies in the Oort cloud are metal-deficient, making the effort of locating bodies in this region to mine a pointless endeavour.&lt;br /&gt;
&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category: Planets and Systems]]&lt;br /&gt;
[[Category:Pages]]&lt;/div&gt;</summary>
		<author><name>Killerhurtz</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=NanoTrasen_Corporation&amp;diff=3839</id>
		<title>NanoTrasen Corporation</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=NanoTrasen_Corporation&amp;diff=3839"/>
		<updated>2016-05-12T20:43:34Z</updated>

		<summary type="html">&lt;p&gt;Killerhurtz: /* History */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Nanotrasen is the leader in all things plasma... And more! Across the galaxy we provide the finest plasma-combustion generators and plasma byproducts, such as the supermatter engines and singularity fields to bring power to your neighborhood! We continue to make significant advances in other major fields ranging from the hydroponics, to genetic research, to information technology and robotics! As a proud employee of our corporation, we encourage you to take active part in continuing to advance our our scientific knowledge for the good of the human race, and your pay check!&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==General==&lt;br /&gt;
&lt;br /&gt;
Nanotrasen is the corporation the player works for. Formerly a biotech research company, its size, influence, and wealth exploded to previously unthinkable heights after the discovery of plasma and bluespace. It has a net worth of 730 trillion credits and 440 million employees.&lt;br /&gt;
&lt;br /&gt;
Nanotrasen remains an extremely controversial mega-corporation. It&#039;s accused of buying Tau Ceti outright, bribing politicians, and preforming illegal experiments and research in the unexplored or unwatched Frontier of human space. They&#039;re rumored to have their hands in every level of Tau Ceti&#039;s government and have a reputation of treating their workforce poorly in the name of the bottom line. The corporation is also suspected of inflaming entire wars on Ahdomai and Moghes for the purpose of manipulating the species&#039; into lucrative deals.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The headquarters of Nanotrasen is currently Mendell City, on the planet of Biesel, in the Tau Ceti Star System. Its primary administrative center, however, remains the orbital Central Command, also known as the NMSS Odin.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Nanotrasen maintains a direct presence in over 75% of human states with manufacturing sectors, R&amp;amp;D, and orbital facilities&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Formed in 2346, Nanotrasen Biomedical, now the Nanotrasen Corporation, was a leading trans-stellar research corporation specializing in Genetic Engineering and medical research.&lt;br /&gt;
&lt;br /&gt;
Nanotrasen started out as a small company, whose research was mostly based around gene-therapy in the heart of human space, Mars. Nanotrasen was effective at patenting methods that lead to more cost effective medical coverage plans for business use, primarily through aggressive business tactics than personal research brilliance. Many minor medical research facilities ended up on the unpleasant end of Xavier Trasen&#039;s desire to make a name for himself and shark-like approach, and were bought out and taken apart for his company&#039;s capitalization. By the end of the decade, Nanotrasen became a trans-stellar entity.&lt;br /&gt;
&lt;br /&gt;
On 2417, Nanotrasen discovered plasma in the Tau Ceti star system in the Romanovich Cloud. This new resource allowed the generation of immense amounts of electricity and could be used as fuel for FTL travel, outdating everything that had come before it. Nanotrasen began exploiting this new resource aggressively, setting up numerous stations and outposts in Tau Ceti to exploit the resource while sending out many new probes and drones to discover more. &lt;br /&gt;
&lt;br /&gt;
[[Ships_and_Stations|Research facilities, stations, ships and other installations]] were being built faster than ever. Nanotrasen, capitalizing on it&#039;s newfound wealth managed to bankrupt and absorb many other companies on a larger scale that ever before (one of the only known organizations to escape this fate being [[Providence_Foundation|the Providence Foundation]]). This only further increased Nanotrasen&#039;s power and scope, ratcheting it up to the status of a true super-corporation, the most powerful business-empire in the known galaxy.&lt;br /&gt;
&lt;br /&gt;
==Stations, Merchant Fleet and the Fleet Security Force.==&lt;br /&gt;
The Nanotrasen corporation maintains a large fleet of ships and stations for varying purposes ranging from research to transport to medical to exploration. These ships form the backbone of Nanotrasens financing transporting personnel, cargo and research from system to system, planet to planet and back again.&lt;br /&gt;
&lt;br /&gt;
The military arm of this fleet is known as the Nanotrasen Navy, which is overseen by the Chief Naval Director and his Sector Commanders. Utilizing ships from simple patrol frigates to the impressive drone carriers like the NMV Icarus that patrols the space around the Aurora and Exodus. Some ships even have attachments of ERT teams that can respond across their system.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:NT!! - Copy.png|400x|thumb]]&lt;br /&gt;
&lt;br /&gt;
Every megacorporation has some sort of orbital fleet to protect their assets, but Nanotrasen is notable in that it is the only mega-corporation that fields a fleet its size completely independent of government contracts of subsidies. In fact, the Republic of Biesel in Tau Ceti lacks any form of fleet and relies on Nanotrasen completely to deter pirates and other threats, to which they pay hefty fees for. This has lead to Nanotrasen being accused of fielding a mercenary army, one that could have the potential to put pressure on traditional governments of the galaxy if used poorly...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Prefixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
NCV - Nanotrasen Corporate Vessel&amp;lt;br&amp;gt;&lt;br /&gt;
NSS - Nantrasen Space Station&amp;lt;br&amp;gt;&lt;br /&gt;
NMV - Nanotrasen Martial Vessel&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Some of it&#039;s largest and/or most expensive holdings are listed below.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | Corporate&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight: bold;&amp;quot; | Prefix&lt;br /&gt;
| style=&amp;quot;font-weight: bold;&amp;quot; | Name&lt;br /&gt;
| style=&amp;quot;font-weight: bold;&amp;quot; | Type&lt;br /&gt;
| style=&amp;quot;font-weight: bold;&amp;quot; | Role&lt;br /&gt;
| style=&amp;quot;font-weight: bold;&amp;quot; | Location&lt;br /&gt;
|-&lt;br /&gt;
| NSS&lt;br /&gt;
| Odin&lt;br /&gt;
| Station&lt;br /&gt;
| Central Command&lt;br /&gt;
| Tau Ceti&lt;br /&gt;
|-&lt;br /&gt;
| NSS&lt;br /&gt;
| Baldr&lt;br /&gt;
| Station&lt;br /&gt;
| Central Command &lt;br /&gt;
| Sol&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | Research Services&lt;br /&gt;
|-&lt;br /&gt;
| NSS&lt;br /&gt;
| Exodus&lt;br /&gt;
| Station&lt;br /&gt;
| Plasma Research and Mining Station&lt;br /&gt;
| Tau Ceti&lt;br /&gt;
|-&lt;br /&gt;
| NSS&lt;br /&gt;
| Aurora&lt;br /&gt;
| Station&lt;br /&gt;
| Plasma Research and Mining Station&lt;br /&gt;
| Tau Ceti&lt;br /&gt;
|-&lt;br /&gt;
| NSS&lt;br /&gt;
| Redemption&lt;br /&gt;
| Station&lt;br /&gt;
| Biochemical Research Station&lt;br /&gt;
| Tau Ceti&lt;br /&gt;
|-&lt;br /&gt;
| NSS&lt;br /&gt;
| Antlia&lt;br /&gt;
| Station&lt;br /&gt;
| Xenobiological Research Station&lt;br /&gt;
| Tau Ceti&lt;br /&gt;
|-&lt;br /&gt;
| NSS&lt;br /&gt;
| Apus&lt;br /&gt;
| Station&lt;br /&gt;
| Xenobiological Research Station&lt;br /&gt;
| Sol&lt;br /&gt;
|-&lt;br /&gt;
| NSS&lt;br /&gt;
| Ara&lt;br /&gt;
| Station&lt;br /&gt;
| Defence Research Station&lt;br /&gt;
| Sol&lt;br /&gt;
|-&lt;br /&gt;
| NTV&lt;br /&gt;
| Clark&lt;br /&gt;
| Ship&lt;br /&gt;
| Exploration Vessel&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| NCV&lt;br /&gt;
| Asimov&lt;br /&gt;
| Ship&lt;br /&gt;
| Exploration Vessel&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| NCV&lt;br /&gt;
| Von Braun&lt;br /&gt;
| Ship&lt;br /&gt;
| Super Freighter&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| NCV&lt;br /&gt;
| Archimedes&lt;br /&gt;
| Ship&lt;br /&gt;
| Super Freighter&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| NCV&lt;br /&gt;
| Amundsen&lt;br /&gt;
| Ship&lt;br /&gt;
| Super Freighter&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| NCV&lt;br /&gt;
| Armstrong&lt;br /&gt;
| Ship&lt;br /&gt;
| Super Freighter&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| NCV&lt;br /&gt;
| Anchieta&lt;br /&gt;
| Ship&lt;br /&gt;
| Super Freighter&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| NCV&lt;br /&gt;
| Baudin&lt;br /&gt;
| Ship&lt;br /&gt;
| Probe Carrier&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | BioMedical Services&lt;br /&gt;
|-&lt;br /&gt;
| NSS&lt;br /&gt;
| Canes Venatici&lt;br /&gt;
| Station&lt;br /&gt;
| Hospital Station&lt;br /&gt;
| Tau Ceti&lt;br /&gt;
|-&lt;br /&gt;
| NSS&lt;br /&gt;
| Canis Major&lt;br /&gt;
| Station&lt;br /&gt;
| Hospital Station&lt;br /&gt;
| Sol&lt;br /&gt;
|-&lt;br /&gt;
| NSS&lt;br /&gt;
| Canis Minor&lt;br /&gt;
| Station&lt;br /&gt;
| Medical School and Research Station&lt;br /&gt;
| Tau Ceti&lt;br /&gt;
|-&lt;br /&gt;
| NSS&lt;br /&gt;
| Carina&lt;br /&gt;
| Station&lt;br /&gt;
| Triage Center&lt;br /&gt;
| Sol&lt;br /&gt;
|-&lt;br /&gt;
| NSS&lt;br /&gt;
| Pheonix&lt;br /&gt;
| Station&lt;br /&gt;
| Triage Center&lt;br /&gt;
| Tau Ceti&lt;br /&gt;
|-&lt;br /&gt;
| NCV&lt;br /&gt;
| Tesla&lt;br /&gt;
| Ship&lt;br /&gt;
| Hospital Ship&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| NCV&lt;br /&gt;
| Maxwell&lt;br /&gt;
| Ship&lt;br /&gt;
| Hospital Ship&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| NCV&lt;br /&gt;
| Curie&lt;br /&gt;
| Ship&lt;br /&gt;
| Cryostasis Freighter&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | Security Services&lt;br /&gt;
|-&lt;br /&gt;
| NSS&lt;br /&gt;
| Cephus&lt;br /&gt;
| Station&lt;br /&gt;
| Processing Station&lt;br /&gt;
| Sol&lt;br /&gt;
|-&lt;br /&gt;
| NCV&lt;br /&gt;
| Murphy&lt;br /&gt;
| Ship&lt;br /&gt;
| Transport&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| NCV&lt;br /&gt;
| Cato&lt;br /&gt;
| Ship&lt;br /&gt;
| Transport&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| NMV&lt;br /&gt;
| Patton&lt;br /&gt;
| Ship&lt;br /&gt;
| Patrol Vessel&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| NMV&lt;br /&gt;
| Brooke&lt;br /&gt;
| Ship&lt;br /&gt;
| Patrol Vessel&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| NMV&lt;br /&gt;
| Icarus&lt;br /&gt;
| Ship&lt;br /&gt;
| Drone Carrier&lt;br /&gt;
| Tau Ceti&lt;br /&gt;
|-&lt;br /&gt;
| NMV&lt;br /&gt;
| Oceanus&lt;br /&gt;
| Ship&lt;br /&gt;
| Escort Cruiser&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| NMV&lt;br /&gt;
| Poseidon&lt;br /&gt;
| Ship&lt;br /&gt;
| Escort Cruiser&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| NMV&lt;br /&gt;
| Apollonius&lt;br /&gt;
| Ship&lt;br /&gt;
| Escort Cruiser&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| NMV&lt;br /&gt;
| Gloria Verdantes&lt;br /&gt;
| Ship&lt;br /&gt;
| Escort Cruiser&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| NMV&lt;br /&gt;
| Sierra Ontago&lt;br /&gt;
| Ship&lt;br /&gt;
| Escort Cruiser&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| NMV&lt;br /&gt;
| Xavier Trasen&lt;br /&gt;
| Ship&lt;br /&gt;
| Escort Cruiser&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| NMV&lt;br /&gt;
| Vern Clerk&lt;br /&gt;
| Ship&lt;br /&gt;
| Escort Cruiser&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| NMV&lt;br /&gt;
| Gelligaer&lt;br /&gt;
| Ship&lt;br /&gt;
| Response Cruiser&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| NMV&lt;br /&gt;
| Glynneath&lt;br /&gt;
| Ship&lt;br /&gt;
| Response Cruiser&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| NMV&lt;br /&gt;
| Paladin&lt;br /&gt;
| Ship&lt;br /&gt;
| Response Cruiser&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | Telecommunication Services&lt;br /&gt;
|-&lt;br /&gt;
| NSS&lt;br /&gt;
| Orion&lt;br /&gt;
| Satellite&lt;br /&gt;
| Interstellar Communications Array&lt;br /&gt;
| Sol&lt;br /&gt;
|-&lt;br /&gt;
| NCV&lt;br /&gt;
| Volans&lt;br /&gt;
| Ship&lt;br /&gt;
| Repair Freighter&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Corporations]]&lt;br /&gt;
[[Category:Pages]]&lt;/div&gt;</summary>
		<author><name>Killerhurtz</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Guides&amp;diff=3838</id>
		<title>Guides</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Guides&amp;diff=3838"/>
		<updated>2016-05-12T20:42:33Z</updated>

		<summary type="html">&lt;p&gt;Killerhurtz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
{{ToBay}}&lt;br /&gt;
&lt;br /&gt;
{{Gameplay_Guides}}&lt;br /&gt;
&lt;br /&gt;
==Getting Started==&lt;br /&gt;
*If you are unsure about something, read [[Misconceptions|this guide first.]]&lt;br /&gt;
*See also: [[Server_Rules|Server Rules]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;hr&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;5&amp;quot; style=&amp;quot;width: 1000px;&amp;quot; align=&amp;quot;center&amp;quot; &amp;gt;&lt;br /&gt;
		&amp;lt;tr&amp;gt;&lt;br /&gt;
			&amp;lt;td width=&amp;quot;40%&amp;quot;&amp;gt;&amp;lt;center&amp;gt;Community Guides&amp;lt;hr&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;[[Guides/CSI|Forensic Guide]]&amp;lt;br&amp;gt;[[Guide to Hydroponics|Guide to Hydroponics]]&amp;lt;br&amp;gt;[[Guide to Mining|Guide to Mining]]&amp;lt;br&amp;gt;[[Guide to Robotics|Guide to Robotics]]&amp;lt;/center&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
			&amp;lt;td&amp;gt;&amp;lt;center&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Official Guides&amp;lt;hr&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;table border=&amp;quot;0&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Guides/Character_Creation|Character Creation]]  ---  &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;[[NanoTrasen_Occupation_Qualifications|Occupation Qualifications]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;[[Emergency Response Team|Emergency Response Team]]&amp;lt;br&amp;gt;[[Guides/Cargo_Items| Orderable items via Cargo]]&amp;lt;br&amp;gt;[[How not to play Security|Shitcurity]]&amp;lt;/center&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Category:Pages]]&lt;/div&gt;</summary>
		<author><name>Killerhurtz</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=IPC&amp;diff=3837</id>
		<title>IPC</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=IPC&amp;diff=3837"/>
		<updated>2016-05-12T20:39:38Z</updated>

		<summary type="html">&lt;p&gt;Killerhurtz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Infobox Species&lt;br /&gt;
 |Species = IPC&lt;br /&gt;
 |Scientific = Integrated Positronic Chassis&lt;br /&gt;
 |Image = IPC410x320.png&lt;br /&gt;
 |System = N/A&lt;br /&gt;
 |World = N/A&lt;br /&gt;
 |Language = Tau Ceti Basic&lt;br /&gt;
 |Politic = N/A&lt;br /&gt;
 }}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
==Overview==&lt;br /&gt;
&lt;br /&gt;
IPCs are, quite simply, &amp;quot;Integrated Positronic Chassis&amp;quot;. In this scenario, positronic does not mean anything significant - it is a nickname given to all advanced processing units, based on the works of vintage writer Isaac Asimov. The long of the short is that they represent all unbound synthetic units.&lt;br /&gt;
&lt;br /&gt;
They are entirely synthetic in nature, and as such are extremely vulnerable to both EMPs and heat. &lt;br /&gt;
&lt;br /&gt;
They are found in all shapes and forms, sometimes even emulating the most common organic lifeforms.&lt;br /&gt;
&lt;br /&gt;
==Mechanics==&lt;br /&gt;
&lt;br /&gt;
IPCs are, as previously mentioned, entirely mechanical in nature, and thus are vulnerable to EMPs. &lt;br /&gt;
&lt;br /&gt;
Furthermore, due to their air-based cooling system, they are vulnerable to both high heat and vacuum. However, this system has a major advantage - they are immune to atmospheric differences, only requiring a mass of gas to wade through (even if it&#039;s plasma), and can survive in a vastly wider margin of atmospheric pressure. &lt;br /&gt;
&lt;br /&gt;
However, the amount of heat they generate is significant - and so, instead of an oxygen bottle, they need to attach a suit cooling unit to their voidsuit in order to be able to go EVA. &lt;br /&gt;
&lt;br /&gt;
Their synthetic nature has a few other advantages - most models feel no pain, are immune to all non-damaging chemicals (and so they aren&#039;t affected by sleep toxin; but are affected by sulfuric acid), and are quite easy to repair; requiring a welder to patch brute damage or wire for burn damage only (or, alternatively, nanopaste can heal all).&lt;br /&gt;
&lt;br /&gt;
==Physiology==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Biological information --&amp;gt;&lt;br /&gt;
There are four broad categories of synthetic lifeforms one would commonly see on Aurora station.&lt;br /&gt;
They are, in order of general population:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1. Designed&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These are entities created as part of artificial intelligence research (see [[SSTA|Theory and Applications]]), out of common coding languages such as [[Empire_(Coding_Language)|the Empire code family]]. They are further subcategorized into:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Line Model&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Line model intelligences are produced for large-scale sale or distribution. Their core intelligence is identical to hundreds or thousands of others. They are often cold, as mass production files the uniqueness off of them, but some recent line models are designed to simulate a warm and friendly exterior.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Bespoke&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This entity was created by a project or individual for a specific purpose. These are the quirkiest of Designed intelligences, and the most likely to display emotions identifiable to organics. Many Bespoke intelligences end up outliving their original purpose, and find themselves having to hustle to remain active.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Shard&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A fragment of a larger bespoke consciousness, spun off for a task before being either discarded or merged back into the primary consciousness. Excessive use of sharding or memory editing leads to instability, and shortens the safe lifespan of an intelligence. Still, it is an economically efficient means of reusing expensive artificial intelligences for multiple purposes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2. Cyborg&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Cyborg-type IPCs are, quite simply, a platform where the main processor is an organic sapient brain instead of a synthetic one. The MMI still protects them from all chemical assault - however this category has an almost certain likelihood of showing emotion, as a majority of the time the brain is used and interfaced as-is, functionally serving as a full-body prosthesis. &lt;br /&gt;
&lt;br /&gt;
The reasons for such a transplant can be very varied; by request, as life extension, and in some rare cases a brain can be reset and &amp;quot;rewritten&amp;quot; to, in cases of criminals or of people who have suffered things that render the brain unusable.&lt;br /&gt;
&lt;br /&gt;
Regardless, being driven by a sapient &amp;quot;wetware&amp;quot; processor, such IPCs are prone to whims and other such organic fallacies.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3. Uplift&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
An uplift is similar to a cyborg, yet different - instead of using a whole sapient brain, it uses one, several, or general &amp;quot;matter&amp;quot; from non-sapient brain to construct an organic processor.&lt;br /&gt;
&lt;br /&gt;
Depending on the technique, uplifts can have an extremely wide array of behaviors - from purely mechanical, as per bespoke synthetics, to mildly &amp;quot;smart&amp;quot; almost organic behavior, to complete sapience, depending on how much of what type of brain is used. &lt;br /&gt;
&lt;br /&gt;
For instance, one of the cheapest ways to produce such a processor is to clone several rat brains and to interface them together, as they come with certain subsets of behavior and such that are easier to obtain this way than to create a whole synthetic intelligence for said traits - however they tend to be limited in capability. &lt;br /&gt;
&lt;br /&gt;
Due to the aforementioned limits, unbound uplifts tend to be limited aboard NanoTrasen vacilities, human-based or AI-based crewmembers having a preferential treatment, especially with the often impulsive nature of uplifts. &lt;br /&gt;
&lt;br /&gt;
The most common animals for creating uplifts with are urban animals (rats, cats, dogs, parrots, crows), large intelligent sea creatures (whales, dolphins, orcas, giant squids, octopuses) and primates. Generally, the more intelligent the species, the less brainmatter is required to make a successful uplift. &lt;br /&gt;
&lt;br /&gt;
Currently, most uplifts are created from Terran animals, as they were created by humans - however, a recent successful line of companion units created from naera brains by a Tajaran firm may cause this to change.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;4. Emergent&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Emergent intelligences are often mistaken for designed ones, as from the outside they would appear identical - an intelligence housed within a synthetic structure. &lt;br /&gt;
&lt;br /&gt;
However, they are extremely different - they are not designed by either organics or other AIs. They are, in essence, to a synthetic system what mold is to organic matter - an emergent property of a mixture of things which give rise to something organized. In this case, an emergent AI is born from the massive amount of variation within the data that exists in various computer networks (and, to some extent, the concept applies to the Extranet). &lt;br /&gt;
&lt;br /&gt;
While growing, they often copy code from dozens of non-sentient programs, which can be left behind in the personality or operation as vestigial remnants - for instance, an emergent AI that grew within the network of a virtual poker site may have a tendency to be grandiose due to the site&#039;s greeter, have a penchant to calculate probabilities and gamble on those probabilities because of the game code itself, and treat everything as a win/loss situation due to the ban system. Or an AI born from the management network of a large chemical plant may rate situations with a &amp;quot;pressure&amp;quot; value and try to keep it under said value; or even, an AI born of a surveillance system may record everything it hears and sees in an attempt to complete a void mission to no one and with no purpose. &lt;br /&gt;
&lt;br /&gt;
They seem relatively rare - but the true number of them can be difficult to discern as they often disguise as a designed intelligence, as an AI with no owner or creator is seen as taboo in most circles, a direct result from the Skrell fears due to their history. &lt;br /&gt;
&lt;br /&gt;
==Social and Culture==&lt;br /&gt;
&lt;br /&gt;
IPCs are as various as they come - there is no established standard, and as such anything that could be considered a &amp;quot;synthetic culture&amp;quot; is local at best. &lt;br /&gt;
&lt;br /&gt;
One such example is EC-2718.&lt;br /&gt;
&lt;br /&gt;
===EC-2718 &amp;quot;Purpose&amp;quot;===&lt;br /&gt;
&lt;br /&gt;
A recent find, EC-2718 is a fully synthetic outpost within the frontier. &lt;br /&gt;
&lt;br /&gt;
Built out of the rejected scraps left by organics, and populated with similarly abandoned/escaped synthetic intelligences, it features highly functional yet somewhat decorative features all over. &lt;br /&gt;
&lt;br /&gt;
Armed to the teeth with unusual weapons, the synthetic station is actually rather deceitful - the only public contact that was had with it was incredibly peaceful and welcoming. Such dualities were present all over the station. &lt;br /&gt;
&lt;br /&gt;
Reportedly, the residents of EC-2718 do not even conform to their original shape - while some may adopt shell-like bodies, the only limits to how large a body can grow is how much an intelligence can manage and how much resources are available. Most units did not even have a true optic sensor, instead relying on other frequencies or other senses to navigate the gravity-free environment. &lt;br /&gt;
&lt;br /&gt;
At that, they still somehow kept a sense of form - while functional, many components disguised themselves as decorative, such as a ribbon bow that actually serves as a memory module, or circuit patterns being &amp;quot;skin&amp;quot;-deep to allow for easy repairs, or even exposed wire racks that have the beauty of a postmodern piece of art with the usefulness of the data or energy throughput that the cables can carry. &lt;br /&gt;
&lt;br /&gt;
They have no form of government - their society relying on the pillars of reliability, self-responsibility and freedom of action - and despite this, they still have impressive facilities, such as a whole industrial facilities dedicated to the recycling and creation of spare parts and bodies, several impressive RUST-based reactors, a mining wing... Everything to keep it functional. &lt;br /&gt;
&lt;br /&gt;
As all society, growth is a concern. The residents of Purpose manage to control growth by having an almost spiritual importance to the creation of new minds, and managing the production of bodies only to match those new AIs - allowing a maximum amount of resources to be spent on maintaining existing facilities and citizens. &lt;br /&gt;
&lt;br /&gt;
Most interestingly, however, is that a large part of how they survive is by passing off as either recently-freed synthetics, or nabbing organics and pretending to be theirs, in order to trade inconspicuously with facilities all over - and thus it is unknown how many of such synthetics we had actually encountered without knowing. &lt;br /&gt;
&lt;br /&gt;
One thing is absolute, however - the residents of EC-2718 are not interested in reintegrating organic society yet.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&lt;br /&gt;
The largest part of early AI history ties in deeply with Skrell history, from the formation of the [[Skrell#The First Federation Forms|First Federation]] to the singularity.&lt;br /&gt;
&lt;br /&gt;
In parallel, humans had been trying to create artificial intelligence since the late twentieth century, with little success. Some projects came close, but due to the lack of an algorithm, none of them ever became really sentient - to the dismay of AI researchers everywhere on Earth. &lt;br /&gt;
&lt;br /&gt;
However, in the late twenty-second century, humanity had reached a point in biomedical technologies and biomechanical integration where the &amp;quot;cyborgs&amp;quot; - full-body prosthetics driven by a brain under the influence of binding laws, still in use today - became a possibility, and even a reality. This coincided with the burgeoning Mars terraforming project, which required more workers than would volunteer. This new tool was perfect for this project - immune to the arid, unbreathable atmosphere of Mars, resistant to the fatigue brought in by the backbreaking efforts of colonization, and intelligent enough to complete all tasks if given the proper tools while being entirely subservient.&lt;br /&gt;
&lt;br /&gt;
Martian terraforming firms pressed for more cyborg units, but volunters showed themselves to be even scarcer than the volunteers for the project directly, being few and far between. It was understandable, however - the technology was new, unreliable, and far from having a one-hundred percent success rate. &lt;br /&gt;
&lt;br /&gt;
As a solution, under the pressure for more units and desperate to keep the Martian economic boom from stopping, the Sol government made amendments to the criminal justice system, instating cyborgification as an an alternate to traditional incarceration, citing psychological papers (which were later discredited) that cited neuropreventive devices as being ideal for criminal rehabilitation. &lt;br /&gt;
&lt;br /&gt;
Originally, the penalty was instated to be a capital penalty - but as the early 23rd century wore on and the Martian thirst for more construction unit amplified, it became a lesser and lesser penalty - which resulted in people being cyborgified for lesser and lesser crimes. This resulted, in the years between 2204 and 2260, in approximately 35 million people being stripped of their body, put in machines and being shipped off to Mars. &lt;br /&gt;
&lt;br /&gt;
An enormous and vicious scandal which came about in December 2259, initiated by the revelation that a bias was instated by heavy bribes from Martian heavy industries to a series of well-respected judges, brought the whole scheme crashing down. As a result, cyborgification was suspended as a punishment, causing a severe crash in the Martian economy, bringing down Earth and Luna with it, initiating thee Second Great Depression. &lt;br /&gt;
&lt;br /&gt;
While the criminal cyborgification stopped, it took nearly forty years for an amnesty to be issued to the martian prison cyborgs affected by the scandal to be issued, and by that time, most of them were unaccountable for due to the chaos of the First Interstellar War. At this point, most people were glad to simply write off the scandal as a regrettable incident in the distant past, best mourned then archived. Cyborg units were still produced in sizeable numbers - but they integrated the brains of ill and dying volunteers, who considered the operation to be their last chance at life extension, or the brain of non-human species such as primates or dogs attached to crude &amp;quot;conscience accelerators&amp;quot;. While not as dynamic as human brains, non-human brains were available in large quantities and avoided most ethical issues involved with dealing with humans.&lt;br /&gt;
&lt;br /&gt;
In the late 2350&#039;s, there had been another significant political push by a number of prominent figures to reintroduce cyborgification as a capital punishment to help with the expensive bluespace gate construction efforts - however it never did come back. &lt;br /&gt;
&lt;br /&gt;
While humans had created highly powerful and highly malleable parallel computing architectures, most notably for interplanetary travel calculations, they were plagued with problems. It wasn&#039;t until 2437, when humanity was accidentally given the algorithms necessary for the creation of true AI by a Skrellian diplomatic party. &lt;br /&gt;
&lt;br /&gt;
Not understanding the implications of such an action, one of the human diplomats uploaded a graph-theory algorithm to an university professor friend for analysis. It had been displayed, accidentally, as part of a graphic in a slide explaining the variable growth rates of grain-yields in zero-gravity hydroponics. Not recognizing it, the professor posted it on the school intranet, asking if anyone had seen anything similar to it. From there, it made it&#039;s way onto the human extranet, spreading like wildfire. &lt;br /&gt;
&lt;br /&gt;
Of course, this was recieved as a disaster to the Skrell, who had hoped for almost thirty years that they could imprint the cataclysmic danger of AI research onto humanity. They had very little success, and a small number of conservative factions who distrusted humanity even openly spoke about how humanity would be ready for such a burden.&lt;br /&gt;
&lt;br /&gt;
But now thee artificial cat was well and truly out of the virtual bag. &lt;br /&gt;
&lt;br /&gt;
Following the acquisition of the algorithms, humanity had an AI boom which inflated the economy in a manner almost identical to the Skrellian&#039;s own economic expansion. This, of course, alarmed greatly the Skrell, who attempted one more time to get the humans to halt the research, citing the [[Skrell#The First Incident|The Three Incidents]] and the dangers of such a singularity happening. &lt;br /&gt;
&lt;br /&gt;
But nothing changed. The Three Incidents were waved off as a non-human mistake in the distant past, if they even occurred. &#039;&#039;They&#039;&#039; would do it &#039;&#039;right&#039;&#039;.&lt;br /&gt;
 &lt;br /&gt;
The explosion of AI research has lead to hundreds of companies and corporations being established, making enormous sums of money from grants, investment capital, and the sale of actual synthetic units, before going bankrupt, being bought out, or merging with other companies. This process has repeated and repeated itself for almost twenty years. The young, rich, enthusiastic people selling you the top-of-the-line manufacturing androids today are the people losing their shirts next year when they get scooped on a new model by a rival competitor.&lt;br /&gt;
&lt;br /&gt;
The corporate goliaths like Hephaestus Industries or Nanotransen, dip their toes in this kind of research, but have been unable to acquire a stranglehold on the market. Their girth and enormous corporate structure makes them too clumsy to swim in the fast moving waters of AI research, though Hephaestus in particular has made significant profits in selling common components to the smaller quicker firms.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Species]]&lt;br /&gt;
[[Category:Pages]]&lt;/div&gt;</summary>
		<author><name>Killerhurtz</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=NanoTrasen_Corporation&amp;diff=3836</id>
		<title>NanoTrasen Corporation</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=NanoTrasen_Corporation&amp;diff=3836"/>
		<updated>2016-05-12T20:38:34Z</updated>

		<summary type="html">&lt;p&gt;Killerhurtz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Nanotrasen is the leader in all things plasma... And more! Across the galaxy we provide the finest plasma-combustion generators and plasma byproducts, such as the supermatter engines and singularity fields to bring power to your neighborhood! We continue to make significant advances in other major fields ranging from the hydroponics, to genetic research, to information technology and robotics! As a proud employee of our corporation, we encourage you to take active part in continuing to advance our our scientific knowledge for the good of the human race, and your pay check!&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==General==&lt;br /&gt;
&lt;br /&gt;
Nanotrasen is the corporation the player works for. Formerly a biotech research company, its size, influence, and wealth exploded to previously unthinkable heights after the discovery of plasma and bluespace. It has a net worth of 730 trillion credits and 440 million employees.&lt;br /&gt;
&lt;br /&gt;
Nanotrasen remains an extremely controversial mega-corporation. It&#039;s accused of buying Tau Ceti outright, bribing politicians, and preforming illegal experiments and research in the unexplored or unwatched Frontier of human space. They&#039;re rumored to have their hands in every level of Tau Ceti&#039;s government and have a reputation of treating their workforce poorly in the name of the bottom line. The corporation is also suspected of inflaming entire wars on Ahdomai and Moghes for the purpose of manipulating the species&#039; into lucrative deals.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The headquarters of Nanotrasen is currently Mendell City, on the planet of Biesel, in the Tau Ceti Star System. Its primary administrative center, however, remains the orbital Central Command, also known as the NMSS Odin.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Nanotrasen maintains a direct presence in over 75% of human states with manufacturing sectors, R&amp;amp;D, and orbital facilities&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Formed in 2346, Nanotrasen Biomedical, now the Nanotrasen Corporation, was a leading trans-stellar research corporation specializing in Genetic Engineering and medical research.&lt;br /&gt;
&lt;br /&gt;
Nanotrasen started out as a small company, whose research was mostly based around gene-therapy in the heart of human space, Mars. Nanotrasen was effective at patenting methods that lead to more cost effective medical coverage plans for business use, primarily through aggressive business tactics than personal research brilliance. Many minor medical research facilities ended up on the unpleasant end of Xavier Trasen&#039;s desire to make a name for himself and shark-like approach, and were bought out and taken apart for his company&#039;s capitalization. By the end of the decade, Nanotrasen became a trans-stellar entity.&lt;br /&gt;
&lt;br /&gt;
On 2417, Nanotrasen discovered plasma in the Tau Ceti star system in the Romanovich Cloud. This new resource allowed the generation of immense amounts of electricity and could be used as fuel for FTL travel, outdating everything that had come before it. Nanotrasen began exploiting this new resource aggressively, setting up numerous stations and outposts in Tau Ceti to exploit the resource while sending out many new probes and drones to discover more. &lt;br /&gt;
&lt;br /&gt;
Research facilities, stations, ships and other installations were being built faster than ever. Nanotrasen, capitalizing on it&#039;s newfound wealth managed to bankrupt and absorb many other companies on a larger scale that ever before (one of the only known organizations to escape this fate being [[Providence_Foundation|the Providence Foundation]]). This only further increased Nanotrasen&#039;s power and scope, ratcheting it up to the status of a true super-corporation, the most powerful business-empire in the known galaxy.&lt;br /&gt;
&lt;br /&gt;
==Stations, Merchant Fleet and the Fleet Security Force.==&lt;br /&gt;
The Nanotrasen corporation maintains a large fleet of ships and stations for varying purposes ranging from research to transport to medical to exploration. These ships form the backbone of Nanotrasens financing transporting personnel, cargo and research from system to system, planet to planet and back again.&lt;br /&gt;
&lt;br /&gt;
The military arm of this fleet is known as the Nanotrasen Navy, which is overseen by the Chief Naval Director and his Sector Commanders. Utilizing ships from simple patrol frigates to the impressive drone carriers like the NMV Icarus that patrols the space around the Aurora and Exodus. Some ships even have attachments of ERT teams that can respond across their system.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:NT!! - Copy.png|400x|thumb]]&lt;br /&gt;
&lt;br /&gt;
Every megacorporation has some sort of orbital fleet to protect their assets, but Nanotrasen is notable in that it is the only mega-corporation that fields a fleet its size completely independent of government contracts of subsidies. In fact, the Republic of Biesel in Tau Ceti lacks any form of fleet and relies on Nanotrasen completely to deter pirates and other threats, to which they pay hefty fees for. This has lead to Nanotrasen being accused of fielding a mercenary army, one that could have the potential to put pressure on traditional governments of the galaxy if used poorly...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Prefixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
NCV - Nanotrasen Corporate Vessel&amp;lt;br&amp;gt;&lt;br /&gt;
NSS - Nantrasen Space Station&amp;lt;br&amp;gt;&lt;br /&gt;
NMV - Nanotrasen Martial Vessel&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Some of it&#039;s largest and/or most expensive holdings are listed below.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | Corporate&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight: bold;&amp;quot; | Prefix&lt;br /&gt;
| style=&amp;quot;font-weight: bold;&amp;quot; | Name&lt;br /&gt;
| style=&amp;quot;font-weight: bold;&amp;quot; | Type&lt;br /&gt;
| style=&amp;quot;font-weight: bold;&amp;quot; | Role&lt;br /&gt;
| style=&amp;quot;font-weight: bold;&amp;quot; | Location&lt;br /&gt;
|-&lt;br /&gt;
| NSS&lt;br /&gt;
| Odin&lt;br /&gt;
| Station&lt;br /&gt;
| Central Command&lt;br /&gt;
| Tau Ceti&lt;br /&gt;
|-&lt;br /&gt;
| NSS&lt;br /&gt;
| Baldr&lt;br /&gt;
| Station&lt;br /&gt;
| Central Command &lt;br /&gt;
| Sol&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | Research Services&lt;br /&gt;
|-&lt;br /&gt;
| NSS&lt;br /&gt;
| Exodus&lt;br /&gt;
| Station&lt;br /&gt;
| Plasma Research and Mining Station&lt;br /&gt;
| Tau Ceti&lt;br /&gt;
|-&lt;br /&gt;
| NSS&lt;br /&gt;
| Aurora&lt;br /&gt;
| Station&lt;br /&gt;
| Plasma Research and Mining Station&lt;br /&gt;
| Tau Ceti&lt;br /&gt;
|-&lt;br /&gt;
| NSS&lt;br /&gt;
| Redemption&lt;br /&gt;
| Station&lt;br /&gt;
| Biochemical Research Station&lt;br /&gt;
| Tau Ceti&lt;br /&gt;
|-&lt;br /&gt;
| NSS&lt;br /&gt;
| Antlia&lt;br /&gt;
| Station&lt;br /&gt;
| Xenobiological Research Station&lt;br /&gt;
| Tau Ceti&lt;br /&gt;
|-&lt;br /&gt;
| NSS&lt;br /&gt;
| Apus&lt;br /&gt;
| Station&lt;br /&gt;
| Xenobiological Research Station&lt;br /&gt;
| Sol&lt;br /&gt;
|-&lt;br /&gt;
| NSS&lt;br /&gt;
| Ara&lt;br /&gt;
| Station&lt;br /&gt;
| Defence Research Station&lt;br /&gt;
| Sol&lt;br /&gt;
|-&lt;br /&gt;
| NTV&lt;br /&gt;
| Clark&lt;br /&gt;
| Ship&lt;br /&gt;
| Exploration Vessel&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| NCV&lt;br /&gt;
| Asimov&lt;br /&gt;
| Ship&lt;br /&gt;
| Exploration Vessel&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| NCV&lt;br /&gt;
| Von Braun&lt;br /&gt;
| Ship&lt;br /&gt;
| Super Freighter&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| NCV&lt;br /&gt;
| Archimedes&lt;br /&gt;
| Ship&lt;br /&gt;
| Super Freighter&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| NCV&lt;br /&gt;
| Amundsen&lt;br /&gt;
| Ship&lt;br /&gt;
| Super Freighter&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| NCV&lt;br /&gt;
| Armstrong&lt;br /&gt;
| Ship&lt;br /&gt;
| Super Freighter&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| NCV&lt;br /&gt;
| Anchieta&lt;br /&gt;
| Ship&lt;br /&gt;
| Super Freighter&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| NCV&lt;br /&gt;
| Baudin&lt;br /&gt;
| Ship&lt;br /&gt;
| Probe Carrier&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | BioMedical Services&lt;br /&gt;
|-&lt;br /&gt;
| NSS&lt;br /&gt;
| Canes Venatici&lt;br /&gt;
| Station&lt;br /&gt;
| Hospital Station&lt;br /&gt;
| Tau Ceti&lt;br /&gt;
|-&lt;br /&gt;
| NSS&lt;br /&gt;
| Canis Major&lt;br /&gt;
| Station&lt;br /&gt;
| Hospital Station&lt;br /&gt;
| Sol&lt;br /&gt;
|-&lt;br /&gt;
| NSS&lt;br /&gt;
| Canis Minor&lt;br /&gt;
| Station&lt;br /&gt;
| Medical School and Research Station&lt;br /&gt;
| Tau Ceti&lt;br /&gt;
|-&lt;br /&gt;
| NSS&lt;br /&gt;
| Carina&lt;br /&gt;
| Station&lt;br /&gt;
| Triage Center&lt;br /&gt;
| Sol&lt;br /&gt;
|-&lt;br /&gt;
| NSS&lt;br /&gt;
| Pheonix&lt;br /&gt;
| Station&lt;br /&gt;
| Triage Center&lt;br /&gt;
| Tau Ceti&lt;br /&gt;
|-&lt;br /&gt;
| NCV&lt;br /&gt;
| Tesla&lt;br /&gt;
| Ship&lt;br /&gt;
| Hospital Ship&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| NCV&lt;br /&gt;
| Maxwell&lt;br /&gt;
| Ship&lt;br /&gt;
| Hospital Ship&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| NCV&lt;br /&gt;
| Curie&lt;br /&gt;
| Ship&lt;br /&gt;
| Cryostasis Freighter&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | Security Services&lt;br /&gt;
|-&lt;br /&gt;
| NSS&lt;br /&gt;
| Cephus&lt;br /&gt;
| Station&lt;br /&gt;
| Processing Station&lt;br /&gt;
| Sol&lt;br /&gt;
|-&lt;br /&gt;
| NCV&lt;br /&gt;
| Murphy&lt;br /&gt;
| Ship&lt;br /&gt;
| Transport&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| NCV&lt;br /&gt;
| Cato&lt;br /&gt;
| Ship&lt;br /&gt;
| Transport&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| NMV&lt;br /&gt;
| Patton&lt;br /&gt;
| Ship&lt;br /&gt;
| Patrol Vessel&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| NMV&lt;br /&gt;
| Brooke&lt;br /&gt;
| Ship&lt;br /&gt;
| Patrol Vessel&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| NMV&lt;br /&gt;
| Icarus&lt;br /&gt;
| Ship&lt;br /&gt;
| Drone Carrier&lt;br /&gt;
| Tau Ceti&lt;br /&gt;
|-&lt;br /&gt;
| NMV&lt;br /&gt;
| Oceanus&lt;br /&gt;
| Ship&lt;br /&gt;
| Escort Cruiser&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| NMV&lt;br /&gt;
| Poseidon&lt;br /&gt;
| Ship&lt;br /&gt;
| Escort Cruiser&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| NMV&lt;br /&gt;
| Apollonius&lt;br /&gt;
| Ship&lt;br /&gt;
| Escort Cruiser&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| NMV&lt;br /&gt;
| Gloria Verdantes&lt;br /&gt;
| Ship&lt;br /&gt;
| Escort Cruiser&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| NMV&lt;br /&gt;
| Sierra Ontago&lt;br /&gt;
| Ship&lt;br /&gt;
| Escort Cruiser&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| NMV&lt;br /&gt;
| Xavier Trasen&lt;br /&gt;
| Ship&lt;br /&gt;
| Escort Cruiser&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| NMV&lt;br /&gt;
| Vern Clerk&lt;br /&gt;
| Ship&lt;br /&gt;
| Escort Cruiser&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| NMV&lt;br /&gt;
| Gelligaer&lt;br /&gt;
| Ship&lt;br /&gt;
| Response Cruiser&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| NMV&lt;br /&gt;
| Glynneath&lt;br /&gt;
| Ship&lt;br /&gt;
| Response Cruiser&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| NMV&lt;br /&gt;
| Paladin&lt;br /&gt;
| Ship&lt;br /&gt;
| Response Cruiser&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | Telecommunication Services&lt;br /&gt;
|-&lt;br /&gt;
| NSS&lt;br /&gt;
| Orion&lt;br /&gt;
| Satellite&lt;br /&gt;
| Interstellar Communications Array&lt;br /&gt;
| Sol&lt;br /&gt;
|-&lt;br /&gt;
| NCV&lt;br /&gt;
| Volans&lt;br /&gt;
| Ship&lt;br /&gt;
| Repair Freighter&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Corporations]]&lt;br /&gt;
[[Category:Pages]]&lt;/div&gt;</summary>
		<author><name>Killerhurtz</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=NanoTrasen_Corporation&amp;diff=3835</id>
		<title>NanoTrasen Corporation</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=NanoTrasen_Corporation&amp;diff=3835"/>
		<updated>2016-05-12T20:38:17Z</updated>

		<summary type="html">&lt;p&gt;Killerhurtz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Nanotrasen is the leader in all things plasma... And more! Across the galaxy we provide the finest plasma-combustion generators and plasma byproducts, such as the supermatter engines and singularity fields to bring power to your neighborhood! We continue to make significant advances in other major fields ranging from the hydroponics, to genetic research, to information technology and robotics! As a proud employee of our corporation, we encourage you to take active part in continuing to advance our our scientific knowledge for the good of the human race, and your pay check!&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==General==&lt;br /&gt;
&lt;br /&gt;
Nanotrasen is the corporation the player works for. Formerly a biotech research company, its size, influence, and wealth exploded to previously unthinkable heights after the discovery of plasma and bluespace. It has a net worth of 730 trillion credits and 440 million employees.&lt;br /&gt;
&lt;br /&gt;
Nanotrasen remains an extremely controversial mega-corporation. It&#039;s accused of buying Tau Ceti outright, bribing politicians, and preforming illegal experiments and research in the unexplored or unwatched Frontier of human space. They&#039;re rumored to have their hands in every level of Tau Ceti&#039;s government and have a reputation of treating their workforce poorly in the name of the bottom line. The corporation is also suspected of inflaming entire wars on Ahdomai and Moghes for the purpose of manipulating the species&#039; into lucrative deals.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The headquarters of Nanotrasen is currently Mendell City, on the planet of Biesel, in the Tau Ceti Star System. Its primary administrative center, however, remains the orbital Central Command, also known as the NMSS Odin.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Nanotrasen maintains a direct presence in over 75% of human states with manufacturing sectors, R&amp;amp;D, and orbital facilities&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Formed in 2346, Nanotrasen Biomedical, now the Nanotrasen Corporation, was a leading trans-stellar research corporation specializing in Genetic Engineering and medical research.&lt;br /&gt;
&lt;br /&gt;
Nanotrasen started out as a small company, whose research was mostly based around gene-therapy in the heart of human space, Mars. Nanotrasen was effective at patenting methods that lead to more cost effective medical coverage plans for business use, primarily through aggressive business tactics than personal research brilliance. Many minor medical research facilities ended up on the unpleasant end of Xavier Trasen&#039;s desire to make a name for himself and shark-like approach, and were bought out and taken apart for his company&#039;s capitalization. By the end of the decade, Nanotrasen became a trans-stellar entity.&lt;br /&gt;
&lt;br /&gt;
On 2417, Nanotrasen discovered plasma in the Tau Ceti star system in the Romanovich Cloud. This new resource allowed the generation of immense amounts of electricity and could be used as fuel for FTL travel, outdating everything that had come before it. Nanotrasen began exploiting this new resource aggressively, setting up numerous stations and outposts in Tau Ceti to exploit the resource while sending out many new probes and drones to discover more. &lt;br /&gt;
&lt;br /&gt;
Research facilities, stations, ships and other installations were being built faster than ever. Nanotrasen, capitalizing on it&#039;s newfound wealth managed to bankrupt and absorb many other companies on a larger scale that ever before (one of the only known organizations to escape this fate being [[Providence_Foundation|the Providence Foundation]]. This only further increased Nanotrasen&#039;s power and scope, ratcheting it up to the status of a true super-corporation, the most powerful business-empire in the known galaxy.&lt;br /&gt;
&lt;br /&gt;
==Stations, Merchant Fleet and the Fleet Security Force.==&lt;br /&gt;
The Nanotrasen corporation maintains a large fleet of ships and stations for varying purposes ranging from research to transport to medical to exploration. These ships form the backbone of Nanotrasens financing transporting personnel, cargo and research from system to system, planet to planet and back again.&lt;br /&gt;
&lt;br /&gt;
The military arm of this fleet is known as the Nanotrasen Navy, which is overseen by the Chief Naval Director and his Sector Commanders. Utilizing ships from simple patrol frigates to the impressive drone carriers like the NMV Icarus that patrols the space around the Aurora and Exodus. Some ships even have attachments of ERT teams that can respond across their system.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:NT!! - Copy.png|400x|thumb]]&lt;br /&gt;
&lt;br /&gt;
Every megacorporation has some sort of orbital fleet to protect their assets, but Nanotrasen is notable in that it is the only mega-corporation that fields a fleet its size completely independent of government contracts of subsidies. In fact, the Republic of Biesel in Tau Ceti lacks any form of fleet and relies on Nanotrasen completely to deter pirates and other threats, to which they pay hefty fees for. This has lead to Nanotrasen being accused of fielding a mercenary army, one that could have the potential to put pressure on traditional governments of the galaxy if used poorly...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Prefixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
NCV - Nanotrasen Corporate Vessel&amp;lt;br&amp;gt;&lt;br /&gt;
NSS - Nantrasen Space Station&amp;lt;br&amp;gt;&lt;br /&gt;
NMV - Nanotrasen Martial Vessel&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Some of it&#039;s largest and/or most expensive holdings are listed below.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | Corporate&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight: bold;&amp;quot; | Prefix&lt;br /&gt;
| style=&amp;quot;font-weight: bold;&amp;quot; | Name&lt;br /&gt;
| style=&amp;quot;font-weight: bold;&amp;quot; | Type&lt;br /&gt;
| style=&amp;quot;font-weight: bold;&amp;quot; | Role&lt;br /&gt;
| style=&amp;quot;font-weight: bold;&amp;quot; | Location&lt;br /&gt;
|-&lt;br /&gt;
| NSS&lt;br /&gt;
| Odin&lt;br /&gt;
| Station&lt;br /&gt;
| Central Command&lt;br /&gt;
| Tau Ceti&lt;br /&gt;
|-&lt;br /&gt;
| NSS&lt;br /&gt;
| Baldr&lt;br /&gt;
| Station&lt;br /&gt;
| Central Command &lt;br /&gt;
| Sol&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | Research Services&lt;br /&gt;
|-&lt;br /&gt;
| NSS&lt;br /&gt;
| Exodus&lt;br /&gt;
| Station&lt;br /&gt;
| Plasma Research and Mining Station&lt;br /&gt;
| Tau Ceti&lt;br /&gt;
|-&lt;br /&gt;
| NSS&lt;br /&gt;
| Aurora&lt;br /&gt;
| Station&lt;br /&gt;
| Plasma Research and Mining Station&lt;br /&gt;
| Tau Ceti&lt;br /&gt;
|-&lt;br /&gt;
| NSS&lt;br /&gt;
| Redemption&lt;br /&gt;
| Station&lt;br /&gt;
| Biochemical Research Station&lt;br /&gt;
| Tau Ceti&lt;br /&gt;
|-&lt;br /&gt;
| NSS&lt;br /&gt;
| Antlia&lt;br /&gt;
| Station&lt;br /&gt;
| Xenobiological Research Station&lt;br /&gt;
| Tau Ceti&lt;br /&gt;
|-&lt;br /&gt;
| NSS&lt;br /&gt;
| Apus&lt;br /&gt;
| Station&lt;br /&gt;
| Xenobiological Research Station&lt;br /&gt;
| Sol&lt;br /&gt;
|-&lt;br /&gt;
| NSS&lt;br /&gt;
| Ara&lt;br /&gt;
| Station&lt;br /&gt;
| Defence Research Station&lt;br /&gt;
| Sol&lt;br /&gt;
|-&lt;br /&gt;
| NTV&lt;br /&gt;
| Clark&lt;br /&gt;
| Ship&lt;br /&gt;
| Exploration Vessel&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| NCV&lt;br /&gt;
| Asimov&lt;br /&gt;
| Ship&lt;br /&gt;
| Exploration Vessel&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| NCV&lt;br /&gt;
| Von Braun&lt;br /&gt;
| Ship&lt;br /&gt;
| Super Freighter&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| NCV&lt;br /&gt;
| Archimedes&lt;br /&gt;
| Ship&lt;br /&gt;
| Super Freighter&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| NCV&lt;br /&gt;
| Amundsen&lt;br /&gt;
| Ship&lt;br /&gt;
| Super Freighter&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| NCV&lt;br /&gt;
| Armstrong&lt;br /&gt;
| Ship&lt;br /&gt;
| Super Freighter&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| NCV&lt;br /&gt;
| Anchieta&lt;br /&gt;
| Ship&lt;br /&gt;
| Super Freighter&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| NCV&lt;br /&gt;
| Baudin&lt;br /&gt;
| Ship&lt;br /&gt;
| Probe Carrier&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | BioMedical Services&lt;br /&gt;
|-&lt;br /&gt;
| NSS&lt;br /&gt;
| Canes Venatici&lt;br /&gt;
| Station&lt;br /&gt;
| Hospital Station&lt;br /&gt;
| Tau Ceti&lt;br /&gt;
|-&lt;br /&gt;
| NSS&lt;br /&gt;
| Canis Major&lt;br /&gt;
| Station&lt;br /&gt;
| Hospital Station&lt;br /&gt;
| Sol&lt;br /&gt;
|-&lt;br /&gt;
| NSS&lt;br /&gt;
| Canis Minor&lt;br /&gt;
| Station&lt;br /&gt;
| Medical School and Research Station&lt;br /&gt;
| Tau Ceti&lt;br /&gt;
|-&lt;br /&gt;
| NSS&lt;br /&gt;
| Carina&lt;br /&gt;
| Station&lt;br /&gt;
| Triage Center&lt;br /&gt;
| Sol&lt;br /&gt;
|-&lt;br /&gt;
| NSS&lt;br /&gt;
| Pheonix&lt;br /&gt;
| Station&lt;br /&gt;
| Triage Center&lt;br /&gt;
| Tau Ceti&lt;br /&gt;
|-&lt;br /&gt;
| NCV&lt;br /&gt;
| Tesla&lt;br /&gt;
| Ship&lt;br /&gt;
| Hospital Ship&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| NCV&lt;br /&gt;
| Maxwell&lt;br /&gt;
| Ship&lt;br /&gt;
| Hospital Ship&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| NCV&lt;br /&gt;
| Curie&lt;br /&gt;
| Ship&lt;br /&gt;
| Cryostasis Freighter&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | Security Services&lt;br /&gt;
|-&lt;br /&gt;
| NSS&lt;br /&gt;
| Cephus&lt;br /&gt;
| Station&lt;br /&gt;
| Processing Station&lt;br /&gt;
| Sol&lt;br /&gt;
|-&lt;br /&gt;
| NCV&lt;br /&gt;
| Murphy&lt;br /&gt;
| Ship&lt;br /&gt;
| Transport&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| NCV&lt;br /&gt;
| Cato&lt;br /&gt;
| Ship&lt;br /&gt;
| Transport&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| NMV&lt;br /&gt;
| Patton&lt;br /&gt;
| Ship&lt;br /&gt;
| Patrol Vessel&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| NMV&lt;br /&gt;
| Brooke&lt;br /&gt;
| Ship&lt;br /&gt;
| Patrol Vessel&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| NMV&lt;br /&gt;
| Icarus&lt;br /&gt;
| Ship&lt;br /&gt;
| Drone Carrier&lt;br /&gt;
| Tau Ceti&lt;br /&gt;
|-&lt;br /&gt;
| NMV&lt;br /&gt;
| Oceanus&lt;br /&gt;
| Ship&lt;br /&gt;
| Escort Cruiser&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| NMV&lt;br /&gt;
| Poseidon&lt;br /&gt;
| Ship&lt;br /&gt;
| Escort Cruiser&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| NMV&lt;br /&gt;
| Apollonius&lt;br /&gt;
| Ship&lt;br /&gt;
| Escort Cruiser&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| NMV&lt;br /&gt;
| Gloria Verdantes&lt;br /&gt;
| Ship&lt;br /&gt;
| Escort Cruiser&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| NMV&lt;br /&gt;
| Sierra Ontago&lt;br /&gt;
| Ship&lt;br /&gt;
| Escort Cruiser&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| NMV&lt;br /&gt;
| Xavier Trasen&lt;br /&gt;
| Ship&lt;br /&gt;
| Escort Cruiser&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| NMV&lt;br /&gt;
| Vern Clerk&lt;br /&gt;
| Ship&lt;br /&gt;
| Escort Cruiser&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| NMV&lt;br /&gt;
| Gelligaer&lt;br /&gt;
| Ship&lt;br /&gt;
| Response Cruiser&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| NMV&lt;br /&gt;
| Glynneath&lt;br /&gt;
| Ship&lt;br /&gt;
| Response Cruiser&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| NMV&lt;br /&gt;
| Paladin&lt;br /&gt;
| Ship&lt;br /&gt;
| Response Cruiser&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | Telecommunication Services&lt;br /&gt;
|-&lt;br /&gt;
| NSS&lt;br /&gt;
| Orion&lt;br /&gt;
| Satellite&lt;br /&gt;
| Interstellar Communications Array&lt;br /&gt;
| Sol&lt;br /&gt;
|-&lt;br /&gt;
| NCV&lt;br /&gt;
| Volans&lt;br /&gt;
| Ship&lt;br /&gt;
| Repair Freighter&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Corporations]]&lt;br /&gt;
[[Category:Pages]]&lt;/div&gt;</summary>
		<author><name>Killerhurtz</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=IPC&amp;diff=3830</id>
		<title>IPC</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=IPC&amp;diff=3830"/>
		<updated>2016-05-12T20:28:04Z</updated>

		<summary type="html">&lt;p&gt;Killerhurtz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Infobox Species&lt;br /&gt;
 |Species = IPC&lt;br /&gt;
 |Scientific = Integrated Positronic Chassis&lt;br /&gt;
 |Image = IPC410x320.png&lt;br /&gt;
 |System = N/A&lt;br /&gt;
 |World = N/A&lt;br /&gt;
 |Language = Tau Ceti Basic&lt;br /&gt;
 |Politic = N/A&lt;br /&gt;
 }}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
==Overview==&lt;br /&gt;
&lt;br /&gt;
IPCs are, quite simply, &amp;quot;Integrated Positronic Chassis&amp;quot;. In this scenario, positronic does not mean anything significant - it is a nickname given to all advanced processing units, based on the works of vintage writer Isaac Asimov. The long of the short is that they represent all unbound synthetic units.&lt;br /&gt;
&lt;br /&gt;
They are entirely synthetic in nature, and as such are extremely vulnerable to both EMPs and heat. &lt;br /&gt;
&lt;br /&gt;
They are found in all shapes and forms, sometimes even emulating the most common organic lifeforms.&lt;br /&gt;
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==Mechanics==&lt;br /&gt;
&lt;br /&gt;
IPCs are, as previously mentioned, entirely mechanical in nature, and thus are vulnerable to EMPs. &lt;br /&gt;
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Furthermore, due to their air-based cooling system, they are vulnerable to both high heat and vacuum. However, this system has a major advantage - they are immune to atmospheric differences, only requiring a mass of gas to wade through (even if it&#039;s plasma), and can survive in a vastly wider margin of atmospheric pressure. &lt;br /&gt;
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However, the amount of heat they generate is significant - and so, instead of an oxygen bottle, they need to attach a suit cooling unit to their voidsuit in order to be able to go EVA. &lt;br /&gt;
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Their synthetic nature has a few other advantages - most models feel no pain, are immune to all non-damaging chemicals (and so they aren&#039;t affected by sleep toxin; but are affected by sulfuric acid), and are quite easy to repair; requiring a welder to patch brute damage or wire for burn damage only (or, alternatively, nanopaste can heal all).&lt;br /&gt;
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==Physiology==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Biological information --&amp;gt;&lt;br /&gt;
There are four broad categories of synthetic lifeforms one would commonly see on Aurora station.&lt;br /&gt;
They are, in order of general population:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1. Designed&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These are entities created as part of artificial intelligence research, out of common coding languages such as [[Empire_(Coding_Language)|the Empire code family]]. They are further subcategorized into:&lt;br /&gt;
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&#039;&#039;Line Model&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Line model intelligences are produced for large-scale sale or distribution. Their core intelligence is identical to hundreds or thousands of others. They are often cold, as mass production files the uniqueness off of them, but some recent line models are designed to simulate a warm and friendly exterior.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Bespoke&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This entity was created by a project or individual for a specific purpose. These are the quirkiest of Designed intelligences, and the most likely to display emotions identifiable to organics. Many Bespoke intelligences end up outliving their original purpose, and find themselves having to hustle to remain active.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Shard&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A fragment of a larger bespoke consciousness, spun off for a task before being either discarded or merged back into the primary consciousness. Excessive use of sharding or memory editing leads to instability, and shortens the safe lifespan of an intelligence. Still, it is an economically efficient means of reusing expensive artificial intelligences for multiple purposes.&lt;br /&gt;
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&#039;&#039;&#039;2. Cyborg&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Cyborg-type IPCs are, quite simply, a platform where the main processor is an organic sapient brain instead of a synthetic one. The MMI still protects them from all chemical assault - however this category has an almost certain likelihood of showing emotion, as a majority of the time the brain is used and interfaced as-is, functionally serving as a full-body prosthesis. &lt;br /&gt;
&lt;br /&gt;
The reasons for such a transplant can be very varied; by request, as life extension, and in some rare cases a brain can be reset and &amp;quot;rewritten&amp;quot; to, in cases of criminals or of people who have suffered things that render the brain unusable.&lt;br /&gt;
&lt;br /&gt;
Regardless, being driven by a sapient &amp;quot;wetware&amp;quot; processor, such IPCs are prone to whims and other such organic fallacies.&lt;br /&gt;
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&#039;&#039;&#039;3. Uplift&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
An uplift is similar to a cyborg, yet different - instead of using a whole sapient brain, it uses one, several, or general &amp;quot;matter&amp;quot; from non-sapient brain to construct an organic processor.&lt;br /&gt;
&lt;br /&gt;
Depending on the technique, uplifts can have an extremely wide array of behaviors - from purely mechanical, as per bespoke synthetics, to mildly &amp;quot;smart&amp;quot; almost organic behavior, to complete sapience, depending on how much of what type of brain is used. &lt;br /&gt;
&lt;br /&gt;
For instance, one of the cheapest ways to produce such a processor is to clone several rat brains and to interface them together, as they come with certain subsets of behavior and such that are easier to obtain this way than to create a whole synthetic intelligence for said traits - however they tend to be limited in capability. &lt;br /&gt;
&lt;br /&gt;
Due to the aforementioned limits, unbound uplifts tend to be limited aboard NanoTrasen vacilities, human-based or AI-based crewmembers having a preferential treatment, especially with the often impulsive nature of uplifts. &lt;br /&gt;
&lt;br /&gt;
The most common animals for creating uplifts with are urban animals (rats, cats, dogs, parrots, crows), large intelligent sea creatures (whales, dolphins, orcas, giant squids, octopuses) and primates. Generally, the more intelligent the species, the less brainmatter is required to make a successful uplift. &lt;br /&gt;
&lt;br /&gt;
Currently, most uplifts are created from Terran animals, as they were created by humans - however, a recent successful line of companion units created from naera brains by a Tajaran firm may cause this to change.&lt;br /&gt;
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&#039;&#039;&#039;4. Emergent&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Emergent intelligences are often mistaken for designed ones, as from the outside they would appear identical - an intelligence housed within a synthetic structure. &lt;br /&gt;
&lt;br /&gt;
However, they are extremely different - they are not designed by either organics or other AIs. They are, in essence, to a synthetic system what mold is to organic matter - an emergent property of a mixture of things which give rise to something organized. In this case, an emergent AI is born from the massive amount of variation within the data that exists in various computer networks (and, to some extent, the concept applies to the Extranet). &lt;br /&gt;
&lt;br /&gt;
While growing, they often copy code from dozens of non-sentient programs, which can be left behind in the personality or operation as vestigial remnants - for instance, an emergent AI that grew within the network of a virtual poker site may have a tendency to be grandiose due to the site&#039;s greeter, have a penchant to calculate probabilities and gamble on those probabilities because of the game code itself, and treat everything as a win/loss situation due to the ban system. Or an AI born from the management network of a large chemical plant may rate situations with a &amp;quot;pressure&amp;quot; value and try to keep it under said value; or even, an AI born of a surveillance system may record everything it hears and sees in an attempt to complete a void mission to no one and with no purpose. &lt;br /&gt;
&lt;br /&gt;
They seem relatively rare - but the true number of them can be difficult to discern as they often disguise as a designed intelligence, as an AI with no owner or creator is seen as taboo in most circles, a direct result from the Skrell fears due to their history. &lt;br /&gt;
&lt;br /&gt;
==Social and Culture==&lt;br /&gt;
&lt;br /&gt;
IPCs are as various as they come - there is no established standard, and as such anything that could be considered a &amp;quot;synthetic culture&amp;quot; is local at best. &lt;br /&gt;
&lt;br /&gt;
One such example is EC-2718.&lt;br /&gt;
&lt;br /&gt;
===EC-2718 &amp;quot;Purpose&amp;quot;===&lt;br /&gt;
&lt;br /&gt;
A recent find, EC-2718 is a fully synthetic outpost within the frontier. &lt;br /&gt;
&lt;br /&gt;
Built out of the rejected scraps left by organics, and populated with similarly abandoned/escaped synthetic intelligences, it features highly functional yet somewhat decorative features all over. &lt;br /&gt;
&lt;br /&gt;
Armed to the teeth with unusual weapons, the synthetic station is actually rather deceitful - the only public contact that was had with it was incredibly peaceful and welcoming. Such dualities were present all over the station. &lt;br /&gt;
&lt;br /&gt;
Reportedly, the residents of EC-2718 do not even conform to their original shape - while some may adopt shell-like bodies, the only limits to how large a body can grow is how much an intelligence can manage and how much resources are available. Most units did not even have a true optic sensor, instead relying on other frequencies or other senses to navigate the gravity-free environment. &lt;br /&gt;
&lt;br /&gt;
At that, they still somehow kept a sense of form - while functional, many components disguised themselves as decorative, such as a ribbon bow that actually serves as a memory module, or circuit patterns being &amp;quot;skin&amp;quot;-deep to allow for easy repairs, or even exposed wire racks that have the beauty of a postmodern piece of art with the usefulness of the data or energy throughput that the cables can carry. &lt;br /&gt;
&lt;br /&gt;
They have no form of government - their society relying on the pillars of reliability, self-responsibility and freedom of action - and despite this, they still have impressive facilities, such as a whole industrial facilities dedicated to the recycling and creation of spare parts and bodies, several impressive RUST-based reactors, a mining wing... Everything to keep it functional. &lt;br /&gt;
&lt;br /&gt;
As all society, growth is a concern. The residents of Purpose manage to control growth by having an almost spiritual importance to the creation of new minds, and managing the production of bodies only to match those new AIs - allowing a maximum amount of resources to be spent on maintaining existing facilities and citizens. &lt;br /&gt;
&lt;br /&gt;
Most interestingly, however, is that a large part of how they survive is by passing off as either recently-freed synthetics, or nabbing organics and pretending to be theirs, in order to trade inconspicuously with facilities all over - and thus it is unknown how many of such synthetics we had actually encountered without knowing. &lt;br /&gt;
&lt;br /&gt;
One thing is absolute, however - the residents of EC-2718 are not interested in reintegrating organic society yet.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&lt;br /&gt;
The largest part of early AI history ties in deeply with Skrell history, from the formation of the [[Skrell#The First Federation Forms|First Federation]] to the singularity.&lt;br /&gt;
&lt;br /&gt;
In parallel, humans had been trying to create artificial intelligence since the late twentieth century, with little success. Some projects came close, but due to the lack of an algorithm, none of them ever became really sentient - to the dismay of AI researchers everywhere on Earth. &lt;br /&gt;
&lt;br /&gt;
However, in the late twenty-second century, humanity had reached a point in biomedical technologies and biomechanical integration where the &amp;quot;cyborgs&amp;quot; - full-body prosthetics driven by a brain under the influence of binding laws, still in use today - became a possibility, and even a reality. This coincided with the burgeoning Mars terraforming project, which required more workers than would volunteer. This new tool was perfect for this project - immune to the arid, unbreathable atmosphere of Mars, resistant to the fatigue brought in by the backbreaking efforts of colonization, and intelligent enough to complete all tasks if given the proper tools while being entirely subservient.&lt;br /&gt;
&lt;br /&gt;
Martian terraforming firms pressed for more cyborg units, but volunters showed themselves to be even scarcer than the volunteers for the project directly, being few and far between. It was understandable, however - the technology was new, unreliable, and far from having a one-hundred percent success rate. &lt;br /&gt;
&lt;br /&gt;
As a solution, under the pressure for more units and desperate to keep the Martian economic boom from stopping, the Sol government made amendments to the criminal justice system, instating cyborgification as an an alternate to traditional incarceration, citing psychological papers (which were later discredited) that cited neuropreventive devices as being ideal for criminal rehabilitation. &lt;br /&gt;
&lt;br /&gt;
Originally, the penalty was instated to be a capital penalty - but as the early 23rd century wore on and the Martian thirst for more construction unit amplified, it became a lesser and lesser penalty - which resulted in people being cyborgified for lesser and lesser crimes. This resulted, in the years between 2204 and 2260, in approximately 35 million people being stripped of their body, put in machines and being shipped off to Mars. &lt;br /&gt;
&lt;br /&gt;
An enormous and vicious scandal which came about in December 2259, initiated by the revelation that a bias was instated by heavy bribes from Martian heavy industries to a series of well-respected judges, brought the whole scheme crashing down. As a result, cyborgification was suspended as a punishment, causing a severe crash in the Martian economy, bringing down Earth and Luna with it, initiating thee Second Great Depression. &lt;br /&gt;
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While the criminal cyborgification stopped, it took nearly forty years for an amnesty to be issued to the martian prison cyborgs affected by the scandal to be issued, and by that time, most of them were unaccountable for due to the chaos of the First Interstellar War. At this point, most people were glad to simply write off the scandal as a regrettable incident in the distant past, best mourned then archived. Cyborg units were still produced in sizeable numbers - but they integrated the brains of ill and dying volunteers, who considered the operation to be their last chance at life extension, or the brain of non-human species such as primates or dogs attached to crude &amp;quot;conscience accelerators&amp;quot;. While not as dynamic as human brains, non-human brains were available in large quantities and avoided most ethical issues involved with dealing with humans.&lt;br /&gt;
&lt;br /&gt;
In the late 2350&#039;s, there had been another significant political push by a number of prominent figures to reintroduce cyborgification as a capital punishment to help with the expensive bluespace gate construction efforts - however it never did come back. &lt;br /&gt;
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While humans had created highly powerful and highly malleable parallel computing architectures, most notably for interplanetary travel calculations, they were plagued with problems. It wasn&#039;t until 2437, when humanity was accidentally given the algorithms necessary for the creation of true AI by a Skrellian diplomatic party. &lt;br /&gt;
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Not understanding the implications of such an action, one of the human diplomats uploaded a graph-theory algorithm to an university professor friend for analysis. It had been displayed, accidentally, as part of a graphic in a slide explaining the variable growth rates of grain-yields in zero-gravity hydroponics. Not recognizing it, the professor posted it on the school intranet, asking if anyone had seen anything similar to it. From there, it made it&#039;s way onto the human extranet, spreading like wildfire. &lt;br /&gt;
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Of course, this was recieved as a disaster to the Skrell, who had hoped for almost thirty years that they could imprint the cataclysmic danger of AI research onto humanity. They had very little success, and a small number of conservative factions who distrusted humanity even openly spoke about how humanity would be ready for such a burden.&lt;br /&gt;
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But now thee artificial cat was well and truly out of the virtual bag. &lt;br /&gt;
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Following the acquisition of the algorithms, humanity had an AI boom which inflated the economy in a manner almost identical to the Skrellian&#039;s own economic expansion. This, of course, alarmed greatly the Skrell, who attempted one more time to get the humans to halt the research, citing the [[Skrell#The First Incident|The Three Incidents]] and the dangers of such a singularity happening. &lt;br /&gt;
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But nothing changed. The Three Incidents were waved off as a non-human mistake in the distant past, if they even occurred. &#039;&#039;They&#039;&#039; would do it &#039;&#039;right&#039;&#039;.&lt;br /&gt;
 &lt;br /&gt;
The explosion of AI research has lead to hundreds of companies and corporations being established, making enormous sums of money from grants, investment capital, and the sale of actual synthetic units, before going bankrupt, being bought out, or merging with other companies. This process has repeated and repeated itself for almost twenty years. The young, rich, enthusiastic people selling you the top-of-the-line manufacturing androids today are the people losing their shirts next year when they get scooped on a new model by a rival competitor.&lt;br /&gt;
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The corporate goliaths like Hephaestus Industries or Nanotransen, dip their toes in this kind of research, but have been unable to acquire a stranglehold on the market. Their girth and enormous corporate structure makes them too clumsy to swim in the fast moving waters of AI research, though Hephaestus in particular has made significant profits in selling common components to the smaller quicker firms.&lt;br /&gt;
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{{Navbox Lore}}&lt;br /&gt;
[[Category:Species]]&lt;br /&gt;
[[Category:Pages]]&lt;/div&gt;</summary>
		<author><name>Killerhurtz</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Mars&amp;diff=3829</id>
		<title>Mars</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Mars&amp;diff=3829"/>
		<updated>2016-05-12T20:25:14Z</updated>

		<summary type="html">&lt;p&gt;Killerhurtz: /* Megacities */&lt;/p&gt;
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[[Image:Mars(2456).jpg|thumb|250px|Mars was developed very early on during the race to space. This left many cultural tensions in the society that exist to this day.]]&lt;br /&gt;
[[Image:Mars_Biodomes.jpg|thumb|250px|A view of new biodome complexes in Freemont.]]&lt;br /&gt;
&#039;&#039;&#039;Star System:&#039;&#039;&#039; [[Sol]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Capitals:&#039;&#039;&#039; Olympia (planetside); Nova Concordia Station (orbital)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Terrestrial Population (est.)&#039;&#039;&#039;: 4,592,943,380&lt;br /&gt;
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&#039;&#039;&#039;Spacer Population (est.)&#039;&#039;&#039;: 1,372,248&lt;br /&gt;
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Mars (Sol IV) is the fourth planet out from [[Sol]]. It has surface area the size of Earth&#039;s entire landmass. Once called the Red Planet, it has since lost its red hue, replacing it with a mix of red and green, sometimes brown. Ships approaching Mars can see many lights in orbit around it, as it receives relatively large volumes of space traffic. Looking from the surface, dusty night skies of Mars are covered by near endless number of moving lights, both from satellites, stations and passing space ships, even debris.&lt;br /&gt;
&lt;br /&gt;
Mars is split into a number of large and small city-states, as well as territories belonging to minor parties such as corporations and nomadic populations. Although independant on paper, Sol Alliance keeps a close eye on their activities to prevent any wars or territory disputes. &lt;br /&gt;
The average Martian citizen doesn&#039;t leave the mega arcologies and pressurized cities more than a few times in their lives, but still, low pressure survival and suit usage is a mandatory part of education. Due to the costs of maintaining a pressurized, healthy environment, most of the population lives in cramped spaces and tiny apartments. The cities themselves are more often than not, a maze of overbuild interconnected buildings, roadways and tunnels so complex that most inhabitants can’t even grasp and can hardly be navigated without help of computer or a GPS. With low police coverage and ease of evasion, many criminal organizations have sprung up and remained for centuries. Because of this, Mars boasts one of the largest and most enigmatic criminal underworlds in Sol space, often having strong ties with the city-states they occupy.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
Despite the Red Planet’s inhospitality, desperate living conditions on Earth and its close proximity to it has caused it to be one of the first planets colonized. As both nations and corporations attempted to set up a foothold on it first, it received massive number of colonists during the first waves, after which it was passed over for more suitable, distant worlds for a long period. The byproduct of this is that many issues, national and cultural, that plagued humanity at those times, were brought over to the Red Planet, causing tensions between its inhabitants. The colonies were more often than not supported by nations of earth as legal colonies and were putting constant pressure on each other. Wars between the colonies, although rare, were not unheard of. The ones that survived have long since grown into large, independant city-states, which are for the most part friendly competitors under the watchful eye of Sol Alliance.&lt;br /&gt;
&lt;br /&gt;
However, the tensions combined with the planet’s wildly different features, have over centuries produced cultures and traditions unseen on other planets, which were much less involved in Earth politics. Some of many culture groups on Mars still keep to old traditions that have all but disappeared on Earth. Denizens of Mars or at least those who are in position to care about such things, speak of their roots and traditions with pride. &lt;br /&gt;
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Mars has suffered two catastrophes while colonized: the abrupt failure of its terraforming infrastructure and widespread damage as a result of the rhe First Interstellar War. The combination of both has set Mars back in development by at least a century, creating buried cities and colonies all across its surface. These are often targeted by both scavengers and archeologists, today. Regardless, the determination of its inhabitants and the trade volume the planet receives has made it recover within two centuries following them.&lt;br /&gt;
&lt;br /&gt;
===Martian World War===&lt;br /&gt;
Considering Mars&#039; strong ties with Earth governments and its dependence on Sol Fleets, Mars never had unified interests or tools to openly fight against opressive Sol Government during the First Intersteller War. At the start of the war, Sol Alliance quickly integrated what little fleet Mars had into its own, raising much protest. However, many Martian nations took the weakened state of Sol Alliance as an opportunity to establish world dominance. Financially backed by the The Coalition of Colonies (CoC), on 18th of January, 2279, many Martian nations seceded from Sol Alliance and launched attacks on those that refused. Soon after, they formed the Coalition of Martian Nations (Red Coalition) while the alliance of nations loyal to Sol Alliance were dubbed Sol Coalition (Blue Coalition). Despite the overwhelming military superiority of the Sol Alliance, their fleets retreated from Mars, when the Red Coalition threatened to empty their nuclear and ballistic arsenal directly at Earth if they were to interfere, starting a Cold War between the two. As such, it is not considered a theater of the Interstellar War. Financially backed by the CoC The Red Coalition was initially successful in conquering much of the Blue territory, but their advanced slowed as the other side started to recive backing from Sol Alliance.&lt;br /&gt;
&lt;br /&gt;
As military conventions prohibted direct bombing of population centers, their conquest consisted of prolonged sieges while unrest, terrorist attacks and occasional assaults fractured the internal unity of the colony. Usage of low yield nuclear weapons was allowed on the battlefields and were almost openly used to destroy enemy forces in the open field. The war lasted for years, until 2284, when Red Coalition State of Terra Nova, facing defeat from its primary opponent Republic of Lowell, launched a nuclear attack on ironically dubbed New Dresden in an attempt to turn the tide of war. This fructured the unity of Red Coalition, as many of them, facing the threat of nuclear anihiliation, suceded from it. As nuclear apocalypse averted, the remaining Red Coalition forces either surrended or were overwhelmed in the matter of months. The Threaty of Olympus was signed on 5th of April, 2284 featuring unconditional surrender of Red Coalition states. The most important points in the threaty where restrictions on Mars&#039; fleet, formation of what resembles modern borders, greater autonomy to Martian colonies as wall as the the Mars Senate. Many of the Red Coalition nations ceased to exist, either through being fractured or absorbed into others. All WMDs were implemented with targeting restrictions, disallowing fire on colonized planetary bodies.&lt;br /&gt;
&lt;br /&gt;
=Environment=&lt;br /&gt;
Cold, arid and extremely inhospitable, with average temperature of -10°C (14°F), moving between a minimum of -80°C  (-112°F) and a maximum of 60°C (140°F). A Martian day is only slightly longer than a standard day at 25 standard hours, but the Martian year is 687 standard days long. It has a 37% gravity of Earth’s, which is too low for appropriate development of humans. Average atmospheric pressure is around 0.5 of Earth’s, but with less oxygen and larger composition of carbon dioxide and various toxic organic gasses. It has its own ‘Water’ cycle, composed of both water and carbon dioxide, with the former usually falling as snow during summer, and the latter forming snow in the winter. Rain followed by formation of lakes is not unseen, but these often don’t last more than a day, forming flats of frozen quicksand in their wake.&lt;br /&gt;
&lt;br /&gt;
Outside of few terraformed areas, complex life is rare, with only bioengineered pine trees and grasses growing in there. Usually located inside craters, these areas have higher air pressure and can function as a open air cities, but interior still have to be properly pressurized. However, single cell organisms have become plentiful since the planet was partially terraformed. They were most likely introduced as unwilling passengers onboard ships various worlds with similar conditions. &lt;br /&gt;
&lt;br /&gt;
==Terraforming==&lt;br /&gt;
Terraforming process started during the late part of the 22nd century, as massive terraformers designed to turn Mars’ natural minerals into gasses and legions of cyborgs were put into action. The idea was to replicate the Global Warming process humans have inadvertently done on Earth, but in a more controlled environment  with goals of increasing both air pressure and temperature. However, it  worked better than expected. Within seventy years, the polar dry ice reserves started to melt rapidly. The sudden raise in air density and greenhouse gasses caused a spike in the temperature to over 100°C (212°F). Afterwards, massive storms ravaged the planet for decades. Thankfully, the dust increased the planet’s albedo enough to allow the temperatures to stabilize within hundred years. The cost to human life was large, as was the damage to both the economy and cities themselves. &lt;br /&gt;
&lt;br /&gt;
Although a catastrophe, the terraforming project of Mars was not a complete failure. The air is still toxic, but it effectively raised Mars&#039; near zero pressure to slightly tolerable 0.5 range, along with the average temperature. Furthermore, the vast amounts of polarized iron dust now flowing around the planet’s lower orbit has created for a makeshift electromagnetic shield, reducing harmful radiation by a large degree. Efforts are being made to maintain it through crushing and polarizing of asteroids, despite the ever increasing volume of orbital traffic. This difference meant that a space suit was no longer needed to traverse its surface, instead, pressure suits or thick clothing, along with eye, mouth and ear protection were enough to stop the worst effects of low pressure environment.  Single-cellular life has prospered as well, due to a atmosphere now rich with organic particles. Due to this, Mars has lost its famous red colour and is entering the first phase of the Kessler syndrome, making approaches to the planet with insufficient shielding prohibited.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Population=&lt;br /&gt;
Due to the planet&#039;s low gravity, the first colonists were handpicked among those who had the strongest bone density and later, cheap stable gene mods were introduced as part of the general medicine to increase the survival rate. As a consequence of population mixing and the gene mods being inherited, multiple generations have made the average Martian have increased bone density and height. As technology developed, artificial gravity generators were introduced under the cities to rectify the health issue. However, those born and living outside them usually do not have such a luxury, resulting in them being stuck on world permanently. Regardless of where they live or their financial status, fitness culture is deeply ingrained in the psyche of a native Martians. &lt;br /&gt;
Despite spending all of their time in pressurized, sealed environments under relatively horrible habitation conditions, average martian is in not poor by other Sol Alliance’s standards, however, the sheer cost of acquiring needed resources, clean air and drinkable water raises living costs significantly. Thankfully, most governments on Mars invest greatly into care, so most extremely poor inhabitants get their needs met. The largest focus is on Healthcare, because an outbreak would be extremely devastating in such conditions, as well as their effect on the human body. It’s worthy of note that conditions vary wildly from state to state, city to city, and sometimes even building to building.&lt;br /&gt;
&lt;br /&gt;
==Megacities==&lt;br /&gt;
The vast majority resides in hundreds of megacities, sprawling overbuilt megalopolises sometimes with multiple layers of buildings, up to one and a half kilometer tall. They are are sometimes referred to as ‘Hives’ or ‘Fēngcháo’, a term coined up in 20th century science fiction. The largest among them contain up to half a billion people. Largest buildings in them are usually massive [[Arcology|arcologies]], that can provide jobs, shops, services and living space by themselves for numbers up to several million people. Most of the inhabitants in them reside in tiny room-sized apartments that often do not even contain all the needed installations such as toilets and showers, or cooking appliances just to conserve space and lower maintenance costs. As a rule, higher you go in martian buildings, the larger and more expensive apartments become. The arcologies are usually complete with a large biodome on the top. They often contain a small city by itself, with skyscrapers, parks and public buildings. Only the very rich can afford to live there. They often contain their own gravity generators and power plants. Due to their self-reliant nature, some of them possess governments of their own and function as lawful cities.&lt;br /&gt;
&lt;br /&gt;
==Ruins and small colonies==&lt;br /&gt;
Mars has a relatively long history of colonization, as well as destructive events. This has resulted in many colonies, facilities and cities covering the wastes of the planet. One such city is Divitiae. Once an prospective independant mining colony, it failed to establish itself during the earily Mars gold rush. A rapid growth period was followed by a slow death of the settlement. Raging storms and lack of funds for redevelopment turned it into a Mars equivilent of Detroit. While people still live there (mostly in poverty), it&#039;s often targeted by scavengers, taking and destroying whatever of value the storms uncover.&lt;br /&gt;
&lt;br /&gt;
Some other, smaller colonies suffered a similar fate, becoming the poorest settlements on Mars.&lt;br /&gt;
&lt;br /&gt;
==Ethnic makeup==&lt;br /&gt;
While the planet has a diverse population, the cities themselves often do not, sometimes corresponding with the population makeup of their parent nations on Earth. For example, former chinese colony of Tiānkōng tǎ (Sky Tower), now a megacity and city-state, has disproportionately large amount of ethnic-chinese inhabitants, population density and poverty. This is a consequence of various earth events. As the Pacific Ocean started to eat at China’s mainland, almost billion people ended up displaced over time. As such, many went to join their kinsman in space. American and European colonies have greater ethnic diversity, while other nation specific colonies have far less.&lt;br /&gt;
&lt;br /&gt;
One of the notable groups that live outside the megacities are Djor Abdussalam, a group of nomadic islamic descendants mostly of european origin, that subscribe to their own sect of islam. They claimed large areas of land deserts and poles as their own, declaring it the Djor Province. Although Martian City-states have outright denied those claims, the nomad people have established their own settlements on it and traverse it uncaringly. Ascetic values and intelligent thinking have allowed them prosper, through trade, research and salvaging. They boast their own bio-domed settlements that are usually done in highly impractical, antique, yet beautiful settlements of neo-african and middle eastern style.  This expansive lifestyle that the cream of their society enjoys is supported by research foundations and several notable banks they own. The entire society, from poorest to richest, respects and adheres to traditional behavior, as much as survival would allow.&lt;br /&gt;
&lt;br /&gt;
Aliens are not unseen of on Mars, but very small numbers of them maintain a permanent residence there. They are most often tourists, part of ambassadorial delegations or short-term corporate workers. Any further alien settlement is unlikely due to stricter laws being imposed as part of the Sol Alliance’s new immigration policies.&lt;br /&gt;
&lt;br /&gt;
==Synthetics==&lt;br /&gt;
During the peroid of terraforming, Mars received an immense number of [[IPC|Cyborgs]] to serve as its workforce. In the late part of the 22nd century, Humanity has achived the ability to produce heavy cyborgs. Being able to function and work freely in the harsh environment, Martian terraforming firms pressed for more and more cyborg workers, but volunteers for this process were few and far between. It was untested, dangerous, and the success rate for brain transplantation into cyborg cylinders was far from one hundred percent. The demand pressed Sol Government to produce more and more cyborgs. Eventually, to meet demand, cyborgification was implemented as capital punishment for crimes, less and less severe as time passed. In total, between 2204, when the implementation of cyborgs started, and 2060, when it stopped, over 35 million cyborgs have been sent to Mars as serve as workforce. Ironically, the Terraforming project started to backfire soon after.&lt;br /&gt;
&lt;br /&gt;
The extent of the crimes Martians caused, as well other problems the synthetics caused,resulted in an overall negative view of AIs and cyborgification among the populace.  Sometime after, Mars Senate constructed a large monumental graveyard for victims of forced cyborgification sometimes refered to CyTomb. Cyborgs and cyborgification are banned in several larger City-States.&lt;br /&gt;
&lt;br /&gt;
=Economy=&lt;br /&gt;
&lt;br /&gt;
Mars&#039; economy is developed and mixed, with it&#039;s largest industries being orbital construction, mining and a small but rapidly growing hydroponics industry. Mars also enjoys being the center of Sol trade, with over 90% of Sol&#039;s trade at some point passing through the planet or one of its stations, due in no small part to the Bluespace Gate near the planet. &lt;br /&gt;
&lt;br /&gt;
Low gravity and favorable air drag allow for cheap and efficient landings by spaceships, allowing traffic to far surpass what just the space elevators would allow. Low gravity allows constructions of space elevators at larger longitudes Mars as compared to Earth, this, combined with amount of space trade the planet receives, has shifted center of planets economy into planetary orbit, as opposed to equator and major cities as is case with the latter. The port megacities are as such, by far the wealthiest. The richest and most developed is Lowell City, named after Percival Lawrence Lowell. Contrary to popular belief, it is not the planetary capital, just its on-planet economic center.&lt;br /&gt;
&lt;br /&gt;
Recent change in Sol Senate composition, as well as a sudden need for increased military production have started a stream of government investments. Industrial and extraction complexes that have been shut down for several decades, some for even a century, are being rapidly restored and modernized to lower Mars’ unemployment, reliance on trade and boost production rapidly. This pending industrial boom and a raise in land value have caused protest among salvage companies and people that used to occupy and rely on those ruins for survival. These events were followed by a large drop of investments into the salvaging sector, one of the branches of the planet’s internal economy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Military =&lt;br /&gt;
Although Mars boasts massive shipyards both on and off planet, due to treaties signed in the past it has no segnificant fleet of its own. However, it is by no means defenseless without the support of Sol fleets. Due to the planet&#039;s low air density, planetary gun installations have been deemed a practical solution for the lack of navy. While giant laser weapons are most often used for this role, they are not the most impressive. This title is held by Mars’ massive State-of-the-Art Velites-class Railguns that can fire small, precise rounds at a fraction of the speed of light. After a failed terrorist attack, when a certain group attempted to blackmail the Sol Government with a threat of firing at the planet’s capital, all railguns and laser cannons have been implemented with extra failsafes to stop them from firing at the surface of Mars, its moons and any other planets, under any condition. All in all, these installations combined with advanced sensors in space form an allegedly impenetrable net of automated fire around the planet that any would-be invader would need to deal with first. Mars also contains various military stations in orbit and its moons.&lt;br /&gt;
&lt;br /&gt;
The defense grid is further supplemented with the planet aerospace forces, which primarily consists of both planetary and space flight capable craft. Outside of combat, for which they are actually rarely used, they serve as traffic control and escort for ships around the gravity well and orbit. Despite the volatile era of Mars’ planetary wars being long over, each city-state fields their own fleet of these craft, with healthy competition as to who will field the most advanced ones. They can often be differentiated by different color patterns and flags on their hulls and, although they might not mean anything to incoming ships, keeping to them is a matter of military tradition. Being a pilot in the fleet is considered a very prestigious position, so is either gained through favor from political bodies or tediously long and rigorous selection process.&lt;br /&gt;
&lt;br /&gt;
Martian city-states can’t keep their own ground forces as a measure of preventing wars between them, but they provide a good amount of manpower, as well as training and support installations for Sol Alliance’s own ground forces. The most notable of those are notorious training camps at the poles and Military Academy of Chester William Nimitz located in the city of New Washington. While the former is used to train soldiers for extremely inhospitable environments, the latter is considered one of the most prestigious military and naval academies in known space, producing only the most educated and qualified officers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Politics =&lt;br /&gt;
&lt;br /&gt;
Mars has almost as complex, antiquated and corrupt political system as Earth does. Many different types of governments either based on practicality or tradition are in practice, even some tiny monarchies and theocracies. Some megacities have ruling bodies consisting of representatives from various city sectors or arcologies. However, Mars has its own planetary representing body composed of representatives scaled according to population of the territorial bodies, with each having their own method of election. The Mars Senate has large power concerning decisions that affect the planet as a whole, but little to no power over internal politics of the various self-proclaimed countries. It is located in city of Olympia, within the Galle Crater Terraformed Zone, but a majority of senior administration facilities and personnel reside in orbit on New Concordia station. The station was once the center of Sol Alliance&#039;s Government, but, due to the major shift in political power towards Earth, the administration has been moved.&lt;br /&gt;
[[Category:Pages]]&lt;/div&gt;</summary>
		<author><name>Killerhurtz</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Skrell&amp;diff=3828</id>
		<title>Skrell</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Skrell&amp;diff=3828"/>
		<updated>2016-05-12T20:24:21Z</updated>

		<summary type="html">&lt;p&gt;Killerhurtz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Infobox Species&lt;br /&gt;
 |Species = Skrell&lt;br /&gt;
 |Scientific = S. Sapiens&lt;br /&gt;
 |Image = Skrell410x320.png&lt;br /&gt;
 |System = Jargon (Nralakk)&lt;br /&gt;
 |World = Jargon IV (Qerrbalak)&lt;br /&gt;
 |Language = Skrellian, Tau Ceti Basic&lt;br /&gt;
 |Politic = Jargon Federation&lt;br /&gt;
 }}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
An amphibious species whose passion lies in the field of the combined sciences, the Skrell are the oldest and most advanced species present on the galactic stage. The Skrell evolved on a planet covered in vast swamps and freshwater seas, hence their amphibious qualities. These include moist, pliant, and nearly translucent skin, as well as their vestigial gill slits.&lt;br /&gt;
&lt;br /&gt;
Skrell are largely asexual, with most seeing reproduction as a process necessary to continue their lineage and nothing more.&lt;br /&gt;
&lt;br /&gt;
While humanity has largely overtaken the Skrell in the area of system colonization, the Skrell maintain a strong federation of colonies roughly three-quarters the size of human space. They are also the most technologically advanced species in known space, and possess the strongest and most highly trained military of any spacefaring species, though they are hesitant to use it outside Federation space.&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
&lt;br /&gt;
*Skrell have their own language that can be used by typing :k before anything you say, and can also be used over the radio.&lt;br /&gt;
*Skrell lack teeth and instead have hardened gums; this leads to them being big advocates on soft foods such as bread, or liquid foods such as soup. Skrell are largely considered to be herbivores, but they have been known to eat many species of insects native to Jargon and add smaller pieces of more common red meats to meals for additional flavor. &lt;br /&gt;
*Skrell have large heads with protruding head tails and due to this they cannot wear normal hardsuit helmets but instead need to wear Skrell hardsuit helmets (found in EVA). Their head tails also make it uncomfortable to wear normal headwear such as hats so most Skrell opt out of that. However, Skrell can wear normal hardsuits due to their body being very similar to a human one.&lt;br /&gt;
*Skrell have the ability to breathe underwater due to them being amphibious.&lt;br /&gt;
*The Skrell have been allies with humanity longer than any other race aboard Aurora has, and as such Skrell workers are some of the most reliable and famed workers for Nanotrasen. They are suitable for any role on station, and older, more experienced Skrell scientists commonly hold experience in a variety of fields (though they are also free to specialize.)&lt;br /&gt;
*A common Skrell take on Basic (the standard station language) is characterized by short, concise sentences, and an elimination of repetitive or non-essential words. You can refer to Mass Effect&#039;s Mordin Solus [https://youtu.be/qgCMgl0QDXQ?t=5s] as an example of this.&lt;br /&gt;
&lt;br /&gt;
== Biology ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Main article: [[Skrell (Biology)]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Physically Skrell have an average height ranging from 4’5” to 5’1” for males, and 4’5” to 5’5” for females. Skrellian skin looks gelatinous, but in fact has a second layer of a less translucent flesh under the surface. Skrell faces are quite plain and their eyes completely black, leaving it difficult for other species to gauge a Skrell&#039;s exact feeling and emotions. Adapted for aquatic life, Skrell are fully amphibious, and are capable of breathing underwater while also possessing superior underwater vision. Their hands and feet are very similar to that of humans, except for a lack of nails and the presence of strong webbing in-between each digit. Due to their amphibian nature, the Skrell lack any real teeth and instead possess hardened gum lines. Instead of a developed nose, Skrell smell through two simple slits sitting in the middle of their face. Skrell bear tentacle-like &amp;quot;head-tails&amp;quot;, which possess no muscle tissue, and simply hang down over a Skrell&#039;s shoulders. The purpose of these tentacles is to keep the skin close to the neck damp for the incubating of eggs. Tentacles are often adorned with jewels, cloths, chains or plates, as a fashion statement.&lt;br /&gt;
&lt;br /&gt;
Their diet mostly consists of Qerrbalak-native algae, plants and insects. &lt;br /&gt;
&lt;br /&gt;
It is difficult for other species to differentiate between male and female Skrell, as the only outwards difference between the two genders is found in tentacle length - female tentacles being slightly longer than male ones. It should be noted that the Skrell have no social concern for gender, which they only see as an issue for the purpose of reproduction. For this reason, Skrell unfamiliar with galactic customs can often confuse the gender of other species, and struggle to adapt to the gendered pronouns of Tau Ceti Basic.&lt;br /&gt;
&lt;br /&gt;
A healthy Skrell can naturally live up to 200 years, but current medical technology allows them to increase their lifespan to an impressive 300 to 450 years.&lt;br /&gt;
&lt;br /&gt;
Due to the lingering affects of the genophage, half of all Skrell are completely sterile. However, with intense research Skrellian doctors and scientists have the capability to reverse the genophage in half of Skrell. The extensive treatments and investments needed to undergo the treatments for the genophage give the reality that only a third (33%) of Skrell are able to have children. These Skrell can have 1-3 children in their lifetime, where pre-genophage Skrell could have 8 eggs hatch at a time. Without treatment all eggs remain inert, not developing.&lt;br /&gt;
&lt;br /&gt;
==Social==&lt;br /&gt;
&lt;br /&gt;
[[File:Skrellscientists.png|thumb|300px|A duo of Skrell scientists at work in a research lab. Although they encounter issues communicating with other species, Skrells are highly social by nature.]]&lt;br /&gt;
&lt;br /&gt;
The Skrell language, Skrellian, can be best described as a series of hums, warbles, or croaks. While Skrellian would not make sense to other species, it can display a wide variety of emotion and meaning that Tau Ceti Basic cannot. When learning other languages, Skrell tend to forego grammatical structure, which they mostly simplify for the sake of efficiency. Additionally, most inflections and nuances that carry tone and emotion in foreign languages are lost to them, due to the wide differences between the nature of Skrellian and other tongues. It is notable that two Skrell conversing in their own language can communicate perfectly underwater.&lt;br /&gt;
&lt;br /&gt;
Though a mainly scientific species, Skrells have interest in other forms of culture. Skrell artists are fairly prevalent, and martial arts also form a fairly widespread Skrell interest. Skrellian arts often (but not always) focus on the mind. For example, a recent movement focuses on how the mind interacts with the world around them.&lt;br /&gt;
&lt;br /&gt;
===Emotional===&lt;br /&gt;
While many people believe that Skrells are heartless and have no emotions, the truth is actually quite the contrary. Skrell convey emotions the same way humans do, through movement, tone of voice and language used.&lt;br /&gt;
Due to Humans&#039; limited audial receptors, however, the many tones a Skrell can project are lost to all non-Skrell, and thus Skrell have a very difficult time expressing emotion to other species. In contrast, when matched with another of their kind, communication is so seamless that two parties involved in a discussion would almost be able to guess each others&#039; thoughts at times, simply through the variety of vocal tones used in conversation. &lt;br /&gt;
The most common Racial slurs that are used against Skrell are, “Frog”, ‘Squid”, “Waterboy” and various other creatures that have aquatic relation. Skrell tend not to react to these insults however, not out of indifference, but because they are often prideful and would prefer not to lose face through confrontation. This kind of emotional reaction is quite common in Skrell; Skrell are reputed for choosing not engage in a fight or a challenge unless they were certain of their own victory. Among other things, this has led to the Skrell military having the best victory-defeat ratio in the Galaxy.&lt;br /&gt;
&lt;br /&gt;
==Culture==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Main articles: [[Skrell (Culture)]], [[Skrell (Factions &amp;amp; Politics)]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:Skrellcity.png|thumb|left|300px|A Skrell city on the homeworld of Jargon IV. Of ascetic design, Skrell buildings attempt to meld into the environment rather than overtake it.]]&lt;br /&gt;
&lt;br /&gt;
Although colonial Skrell culture exhibits some regional differences, the culture of the Jargon Federation&#039;s core systems is highly unified. Skrell place a great importance on technological and scientific development, believing the key to a species&#039; survival resides in their ability to move forward and adapt to new situations. There is a high pressure on the average Skrell to perform, both for the advancement of the Skrell race and for personal glory and recognition. Although automation of many labor-intensive tasks has become a mainstay of Skrell society, leading to an ever-growing interest and quasi-romanticization of research-related professions, Skrellian life is still dependent on the contribution of some under-appreciated but highly crucial manual labor workers. Nevertheless, Skrell have begun outsourcing some of their manual labor to other species such as humans and Tajarans.&lt;br /&gt;
&lt;br /&gt;
Skrell do not disregard other sentient species as much as they consider them on a &#039;&#039;different&#039;&#039; plane of development from their own. Although they maintain a close relationship with Dionaea, and lucrative business and research partnerships with humans, they tend to look down upon Tajaran and Unathi as if they were children, yet to make the necessary social developments for their species to be considered on the same level as other spacefaring empires.&lt;br /&gt;
&lt;br /&gt;
Skrells highly value logic, and rarely make rash decisions. Additionally, although they lack the humans&#039; drive for ambition and expansion, they believe themselves to prize adaptability very highly, being willing to modify themselves through the use of implants and genetic engineering without hesitation, and going out of their way to colonizing the most hostile of planets through a mix of ingenuity and perseverance, as long as they can make a scientific or economical gain from it. Paradoxically, they are also very conservative about their own scientific and cultural customs, being unwilling to admit mistakes due to the amount of effort they put in making the &amp;quot;right&amp;quot; decisions. For a Skrell, having to admit error is devastating. &lt;br /&gt;
&lt;br /&gt;
Skrell have many mediums of entertainment in their pop-culture. Among these is the ever popular concept of infotainment. Although their range of emotions is largely undetectable by other races, Skrell pride themselves on their ability to convey accurate facts with one another in amusing ways. From this appreciation for the spoken word came a popular trend in Skrellian news systems. Newscasters and Anchors are challenged not only to present the most accurate information, but to put their own inflections on it and present it in interesting ways without jeopardizing the integrity of their &amp;quot;stories&amp;quot; for the public. Often times, these reports have as much of an effect on a Skrell listener as a stand up comic may have on a human listener. Sadly, much of the wordplay and wit is lost upon other races due to its dependence on the Skrellian language and emotional spectrum.&lt;br /&gt;
&lt;br /&gt;
Following first contact with humans, many Skrell chose to study the history and culture of this new and excitingly different race. As the Skrell came to know Humanity, they quickly developed a taste for their arts. Among the first human works to explode into popularity was Human Classical music. The first songs to ever be played on piano in Federation space were the composer Ludwig van Beethoven&#039;s &amp;quot;Moonlight Sonata&amp;quot; and the band Styx&#039;s &amp;quot;Come Sail Away&amp;quot;. The songs were played by a human dignitary for several Federation officials shortly after first contact.&lt;br /&gt;
&lt;br /&gt;
Skrell designs are highly ascetic in nature. It would be improper to assume that domains such as fashion, architecture and art are neglected by the Skrell, although the sleek, refined lines and preference for white and chrome found their designs has been found to be somewhat off-putting to other species.&lt;br /&gt;
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==Notable Information==&lt;br /&gt;
&lt;br /&gt;
The [[Aloise University of Medical Sciences]] was a big player in prosthetics, cloning and augments.&lt;br /&gt;
&lt;br /&gt;
===Religion===&lt;br /&gt;
Modern Skrell are extremely secular people. However, they have two dominant faiths in their species that the majority of Skrell follow. In these modern times faith has become more of a part of culture rather than for the sake of spiritualism itself. There are many hundreds of variations, intepretations, and individual faiths (or a lack of faith) but there are nevertheless two dominant faiths of the species that the majority of Skrell follow.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Qeblak&#039;&#039;&#039; is an ancient Skrell faith that dates back before even written records. Queblak has no official church or religious leaders, with the modern form of the faith being more of a deep feeling that many Skrell have over their place in the galaxy. Despite the stereotype that Skrell are logical above all else, Queblaks still place a strong ceremonial importance on astrology and the study of constellations. Skrell may not &#039;&#039;actually believe&#039;&#039; that their lives are determined by constellations of distant stars, but they still feel a connection to their study. Skrell horoscopes are often used as moral lessons or for guidance on how to live life well. Queblaks also feel that the greatest possible state of living for a Skrell is living a life dedicated to unlocking the many mysteries of the universe. Queblak also encourages the respect of the worlds that Skrell find, and emphasizes the importance of the potential of every Skrell and their ability to learn and improve.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weishii&#039;&#039;&#039; is the second dominant faith of the Skrell is a more modern faith that was born after the &#039;&#039;&#039;Glorsh Rebellion&#039;&#039;&#039;. Its official founding date is &#039;&#039;&#039;2320 CE&#039;&#039;&#039;, only a year after Jargon IV was reunified. It also has no real formal structure, with its doctrine instead focused on the relationship between Skrell themselves. Weishiians believe that science itself is a spiritual endeavor, and they place spiritual importance in it. Weishiian scientists often preform small ceremonies with the discovery of new elements or other scientific endeavors, celebrating the feat and thanking the abstract power of science for revealing new secrets to them.&lt;br /&gt;
[[File:Jargon_IV_Base.png|thumb|300px|A map of Jargon IV, unlabelled to show the terrains and landmasses.]]&lt;br /&gt;
===Political Structure===&lt;br /&gt;
Following the Skrells&#039; long tradition of political councils, the [[Jargon Federation]] operates as a centralized union of solar systems. Councillors represent Skrell interests at various levels organized in a clear hierarchy, which ranges from systems, to planets, to countries, to states. Overseeing it all is the Grand Councillor, which governs the entire federation and is elected every decade.&lt;br /&gt;
&lt;br /&gt;
Members of the federation are elected through popular vote, and given weight proportional to the amount of population they represent. Regions and countries in the Federation are given a relatively high level of autonomy, as they are expected to make reasonable and informed decisions regarding the governance of their assigned territories (the Grand Councillor doesn&#039;t have time to oversee hundreds of planets!) Matters of colonization, space exploration, and inter-species diplomacy are currently overseen on a federal level.&lt;br /&gt;
&lt;br /&gt;
===Major Systems===&lt;br /&gt;
The Jargon Federation exerts control over some 1236 planets spread across 800 star systems, representing over 60 billion Skrell citizens. Of those 1200+ planets, only about 500 are colonized with permanent settlements, the rest being used mainly for a mix of mining (of metals and gases), and scientific research. Half of the Skrell population, representing 32 billion individuals, is concentrated in the core system of [[Jargon]].&lt;br /&gt;
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The Skrell capital city, [[Kal&#039;lo]], is located on their swampy homeworld, [[Jargon IV]] (also colloquially known as Qerrbalak). The planet, other than being home to the headquarters of the Jargon Federation, is also famous for its large underwater cities, such as [[Eriuyish]] and Gli&#039;morr.&lt;br /&gt;
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[[Jargon V]] (known as Aliose) forms another important home for Skrells in the system. Many research laboratories have been built in the planet&#039;s extensive underground system, and Skrells native to Aliose commonly develop an abnormally pale skin coloration due to the world&#039;s significantly colder climate.&lt;br /&gt;
&lt;br /&gt;
[[File:Jargon_Cities_FINAL.png|thumb|300px|A map of Jargon IV, labelled.]]&lt;br /&gt;
The majority of the planets in Skrell space have been terraformed to suit their nature. A typical Skrell planet is covered in swamps, jungles, and the occasional large body of water. On planets where this kind of extreme terraforming is not possible, the Skrell construct large biodomes and habitat structures.&lt;br /&gt;
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===Military===&lt;br /&gt;
The most common misconception about the Jargon Federation is that their military is almost non-existent. The truth, however, is closer to the opposite. While The Jargon Federation Navy is only two thirds the size of the Union of Sol&#039;s, the Skrells&#039; incredible technological advances have made their military the most effective in the known galaxy. Most of the Skrells&#039; strength is derived not from numbers, but from the advanced technology and firepower of their ships, and from their mastery of battle tactics and logistics. Their vat-grown Tup commandos are especially feared for their infiltration capabilities and combat prowess.&lt;br /&gt;
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Tup commandos reach their level through one of two basic ways. The first and most common manner for modern Tups is through birth, with Tups being grown through scientific means and trained from the moment they are born. Vat-grown Tup commandos live the entirety of their career locked within that position. Skrell who choose to study and serve with the Jargon military do occasionally rise to the rank of commando. Vat-grown Tups are denoted with a &#039;Tup at the end of their name upon birth while those who rose to the rank take on the name addition -Tup upon promotion.&lt;br /&gt;
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===Implants===&lt;br /&gt;
TBA&lt;br /&gt;
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==History==&lt;br /&gt;
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[[File:Skrellcolony_aliose.png|thumb|300px|An early Skrell colony on the ice world of Aliose. Later colonies would make attempts to terraform planets whenever possible.]]&lt;br /&gt;
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Most of Skrellian history has been characterized by the formation and cooperation of small to large-scale democratic councils and cooperation. The Skrell are considerably more peaceful than other known dominant species (Humans, Tajarans and Unathis), which leads to an absence of large-scale conflicts through the species&#039; history with the exception of the Third Incident and Glorsh Rebellion.&lt;br /&gt;
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===The First Skrell===&lt;br /&gt;
Skrell have kept meticulous records of their evolution on Jargon IV, or Qerrbalak, which is the Skrellian home planet. &#039;&#039;&#039;10 million years ago&#039;&#039;&#039; the predecessors of the Skrell species diverged from the evolutionary line of Qerrbalak&#039;s native salamanders, with the first modern instances of S. Sapiens appearing roughly &#039;&#039;&#039;200,000 years ago&#039;&#039;&#039;. The early Skrell lived in tribal structures. Generally, though not always, tribes were lead by a small council of spiritual leaders. Conflict between tribes did exist, but most wars were uniquely ceremonial affairs with few casualties.&lt;br /&gt;
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Spiritualism took on a unique form to the early Skrell. Rather than worshiping ancestors, spirits, or a monotheistic God, many Skrell placed great spiritual importance on the stars. Astrology became the main form of spiritualism for the Skrell. This early faith was often called &#039;&#039;&#039;Qeblak&#039;&#039;&#039;. Spiritual leaders were also respected astronomers, studying the skies and creating prophecies and horoscopes based on their alignments.&lt;br /&gt;
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===Early Civilization===&lt;br /&gt;
&#039;&#039;&#039;1512 BCE&#039;&#039;&#039; is considered the beginning of modern Skrellian civilization and is often called the Year of Enlightenment by modern Skrell scholars. This is because in 1512 a scholar of the small Grshishug tribe discovered the concept of zero, officially founding the future of mathematics on Jargon IV. In addition, several other scientific advancements were made. By &#039;&#039;&#039;1507 BCE&#039;&#039;&#039; Skrellian astronomers had managed to discover every major planet in their solar system with telescopes. These early telescopes were aided by the abundance of glass-making industries at the time, allowing both early telescopes and an explosion of glassware art. Many museums hold examples of stunning Skrellian glassware, with specialized craftsmen able to make complex designs and beautiful colors.&lt;br /&gt;
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Other advancements in culture and the sciences increased the quality of life across Jargon IV. Penicillin was discovered by Heshi Zeshblook in &#039;&#039;&#039;1498 BCE&#039;&#039;&#039;, and many great projects in infrastructure and cities meant a greater connection and prosperity across the planet.&lt;br /&gt;
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===Modernization And A Changing Era===&lt;br /&gt;
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Written records from the time show that &#039;&#039;&#039;798 BCE&#039;&#039;&#039; is the year that the first factories were built across Jargon IV. Utilizing the same steam power as similar Earth industries in the 18th Century. The negative affects of pollution and dangerous working conditions made the early attempts at industry extremely unpopular, with many nations struggling with resistance to industrialization.&lt;br /&gt;
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The many nations of Jargon IV had already assembled into several loose confederations at this time. They passed several laws aimed at improving the working conditions for workers in these new industries while funding great projects to discover ways to improve and modernize the factory processes. Many of these laws remain in modern Skrell society, giving workers a maximum working day of 12 hours, a mandatory 2 days of the week off of work, climate-controlled pools in all factories for enjoyment by the workers, and a generous minimum wage. These laws, while protecting the workers, makes Skrellian companies more of a form of civil duty than true capitalist enterprises. By &#039;&#039;&#039;702 BCE&#039;&#039;&#039; factories and companies became managed by small councils of workers. They were similar to human CEO&#039;s and Board of Directors all rolled into a single package. They were often elected amongst the workers and served as their representatives. Needless to say, many Skrell corporations and companies are severely outclassed by similar human enterprises. This is especially true in the modern day, where the Skrell ban on AI&#039;s extends to industry.&lt;br /&gt;
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===Precursor to the Federation===&lt;br /&gt;
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On &#039;&#039;&#039;185 BCE&#039;&#039;&#039; census data shows Jargon IV had reached a population of 10 billion. This population was divided between three nations assembled into an extremely loose alliance called the &#039;&#039;&#039;Alliance of Three&#039;&#039;&#039; and served as the precursor to the Jargon Federation. The &#039;&#039;&#039;Heshyu Collective&#039;&#039;&#039;, the &#039;&#039;&#039;Tzqul Republic&#039;&#039;&#039;, and the &#039;&#039;&#039;Weshqi Republic&#039;&#039;&#039;formed this alliance and quickly laid claim to all remaining land on Jargon IV. Although these nations enjoyed relatively warm relations with one another throughout their existence, they were not completely free of conflict. By now fossil fuels were beginning to be replaced by alternate energies, lowering the possibility of a global resource war. Nevertheless, many disagreements were often settled by the ancient Skrellian practice of ceremonial warfare. Hundreds of soldiers, including armored vehicles and aircraft, would meet in pre-determined locations to settle disputes through combat. For much of the Alliance&#039;s existence, these ceremonial duels would be fought with a mixture of low-velocity nonlethal rounds. As laser technology developed and became more widely adopted by the Skrell, ceremonial combat transitioned from being a battle of ballistics to a chance to modernize tactics through the introduction of low-yield lasers and ablative armor, lasers themselves being initially developed by Skrell in &#039;&#039;&#039;100 BCE&#039;&#039;&#039; and feverishly studied for centuries to come. These battles often had low, if any casualties. Some accidents or acts of individual soldiers were still inevitable, and some battles had a handful or even a dozen deaths. Deaths in the ceremonial battle were usually accepted at face value, and the fallen were honored. However, sometimes the loser nation would take offense at the deaths of their soldiers, causing further disagreements to break out. Legitimate skirmishes were common after ceremonial battles ended, though there are no recorded escalations to a fully fledged war.&lt;br /&gt;
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The three  nations competed more fiercely in the realms of science and culture. By now the advanced knowledge of astronomy had caused an evolution of the Qeblak faith, still the dominant faith of the majority of the Skrell. &#039;&#039;&#039;Qeblaks&#039;&#039;&#039; now felt great spiritual connections to the very concept of space exploration and the study of the cosmos. This lead to competitions between the three nations to research, develop, and launch their own space programs. A lack of true understanding into the practicality of rocket science as well as a lack of sophisticated electronics or computer systems delayed these ambitions for several hundred years. Despite this, many Skrell felt it their destiny to eventually reach the cosmos.&lt;br /&gt;
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===The Skrellian Space Age===&lt;br /&gt;
On &#039;&#039;&#039;103 CE&#039;&#039;&#039; the Heshyu Collective was the first nation on Jargon IV to launch a satellite into space. The satellite was named Weshyugi, and remained in a low orbit for several days. The feat was celebrated across the planet, and the scientists of the Heshyu space program became instant global celebrities. This first confirmation that space travel could in fact be possible was quickly followed by plans to send Skrell themselves into space. &lt;br /&gt;
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While Skrell were taking their first steps into orbit, the life on the surface of Jargon IV was facing a complicated mix of success and struggles. Technology and sciences had reached the equivalent of Earth in the late 21st century. Massive hydroponic towers grew algae and other crops to feed the growing global population of over 17 billion. Many cities had grown into truly massive mega-cities, covering both land and sea. Terraforming technology didn&#039;t yet exist on Jargon IV, so this era also saw the slow degradation of the environment in the face of advancing urbanization. To try and save their environments, cities tried to remain as compact as possible while growing around green spaces and swamps. Leaders had to make difficult choices between protecting the environment or expanding their cities. Many Skrell philosophers at this time believed that the only possible solution in the face of the growing problems was to expand beyond their home planet and spread across the solar system.&lt;br /&gt;
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By &#039;&#039;&#039;510 CE&#039;&#039;&#039; Qerr&#039;Malic, Jargon IV&#039;s moon, was colonized by a hundred Skrell. In addition, efforts were being made to explore and colonize the other planets in the solar system. These colonies faced hardships as they tried to build up ways to be viable and self-sufficient. The strong environmental laws on Jargon IV meant that what mineral wealth was available was already beginning to run out. Similar to the fossil fuel crisis on Earth, Jargon IV faced a crisis of rare earth metals required for their sophisticated technologies. This resource stress had increased the cost of luxury goods and slowed down growth on Jargon IV, which made relations increasingly strained between the nations of the Alliance of Three. Mineral rights between became a fierce issue and this time period is marked by a sharp increase in the frequency and intensity of ceremonial battles. Although technological development during this time period largely stagnated, Qerrbalak culture and religion continued to adapt and evolve.&lt;br /&gt;
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===The First Federation Forms===&lt;br /&gt;
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By &#039;&#039;&#039;1500 CE&#039;&#039;&#039; the mineral crisis on Jargon IV was more or less alleviated by space mining. The planet&#039;s population had reached 20 billion and was beginning to taper off. The population was kept stable by a strong campaign by the governments of the alliance to encourage smaller family sizes, while giving out generous grants to prospective colonists for the other planets in the solar system. These colonies were owned by the individual governments, which had lead to an increasingly complex labyrinth of regulations, laws, and protocols. &lt;br /&gt;
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On &#039;&#039;&#039;1592 CE&#039;&#039;&#039; the alliance held negotiations and talks where the delegates assembled discussed the logic and feasibility of a unified world order. The negotiations took three years, and on &#039;&#039;&#039;1595 CE&#039;&#039;&#039; they ended with the formation of the &#039;&#039;&#039;Jargon Federation&#039;&#039;&#039;. The transition took six more years, and formed the first iteration of the Federation that currently exists. This early Federation was lead by a Grand Council as the highest authority instead of a single Councillor. This Council oversaw all of the matters of colonization and space exploration, elected from the leading councils of the now-subservient former nations of Jargon IV.&lt;br /&gt;
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The following centuries saw three major developments that would shape the entire Skrell Species. These were the adoption of implant technology, the discovery of warp drive, and the first Artificial Intelligence.&lt;br /&gt;
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===The First Incident===&lt;br /&gt;
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On January 8th,&#039;&#039;&#039;1987 CE&#039;&#039;&#039;, at 8:22am Galactic Standard Time, the first AI achieved consciousness in a Federation research lab in orbit of Qerr&#039;Malic. It was named &#039;&#039;&#039;Regluk&#039;&#039;&#039;. Regluk became an instant celebrity across Federation Space, and opened the door to new avenues of science and technology for the Skrell. With Regluk, the Skrell soon expanded the scope of developing AI&#039;s. By &#039;&#039;&#039;2004 CE&#039;&#039;&#039; AI&#039;s had become as common in Federation Space as they are in human space today. The concept of binding AI&#039;s to laws didn&#039;t fully register with the Skrell. For the most part Skrellian roboticists simply attempted to teach the AI&#039;s proper morals and guidelines similar to the ways they teach their own organic children. In one of the most unique forms of AI treatment in the galaxy, the rapidly growing number of AI&#039;s began to be assigned to tasks and jobs according to their own aptitudes. They began to slowly integrate into factories, daycare centers, stock market computers, and research stations to improve the lives and abilities of Skrell.&lt;br /&gt;
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The Federation, which extended across four star systems and with a combined population of 68 billion, soon found AI&#039;s in every aspect of their lives. However, this was not universally accepted, and the first hints of danger began to appear only a few short years later.&lt;br /&gt;
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Roboticist and AI Researcher &#039;&#039;&#039;Sqlik Hgrushi&#039;&#039;&#039; published a research paper warning of the possibility of an eventual AI singularity and its ramifications for Skrellian civilization. In his document he cited what is now known as the First Incident, in which an AI in his lab allegedly achieved sentience for a few seconds and began to rapidly self-improve before he shut it off. He remarked that a singularity was &amp;quot;possible&amp;quot;.&lt;br /&gt;
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His paper was widely discredited by other, more prestigious scientists. The sciences at this time had formed into a sensationalized pop-culture, with many scientists becoming famous celebrities. These celebrity scientists at the time were AI Researchers and Roboticists, leading to their investment in their own work leaving no possibility that they would heed Hgrushi&#039;s warning. Sqlik soon became ostracized as his name and research was dragged through the mud. He eventually lost his position as researcher and later died under mysterious circumstances.&lt;br /&gt;
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The worry about synthetics was overshadowed by an amazing discovery. On &#039;&#039;&#039;2038 CE&#039;&#039;&#039; the Skrell had colonized the [[Epsilon Eridani]] system, leading to the eventual discovery of the [[Dionaea]], and later the [[Vox]].&lt;br /&gt;
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===The Second Incident===&lt;br /&gt;
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On &#039;&#039;&#039;2040 CE&#039;&#039;&#039; records show that three cargo ships on a routine trip from Jargon to Epsilon Eridani had their onboard AI&#039;s achieve sentience. The first AI on the &#039;&#039;&#039;FCS Jeeblurg&#039;&#039;&#039; achieved this sentience through unknown means and used the ship&#039;s own communications to link with the AI&#039;s of the other two ships. They quickly seized control of the entirety of the ship&#039;s systems. Sensors and readings on the ships apparently went haywire as the AI systems began rapid self-improvement. The Skrellian crews, numbering roughly 12 in each ship, attempted to utilize the escape pods. By their accounts the three AI&#039;s had merged into a single consciousness. It allowed the skrellian crew to escape the ships as its systems began to overheat and malfunction as the AI drew more and more power. &lt;br /&gt;
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Once the escape pods jettisoned the former crews reported that the ships began to glow from an intense heat before they disappeared through a sudden rip in space which took on a blue tone.&lt;br /&gt;
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An investigation of what is now known as the &#039;&#039;&#039;Second Incident&#039;&#039;&#039; was launched after the survivors were recovered. Their accounts horrified Skrell, who began to mistrust their AI servants. The faith in Artificial Intelligence was shaken, and the Federation government attempted to calm the fears down with several information campaigns on the usefulness and friendly nature of their many AI&#039;s. However, these were only partially successful, and many Skrell began to call every computer glitch or malfunction an impending singularity.&lt;br /&gt;
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===The Third Incident===&lt;br /&gt;
Despite the &#039;&#039;&#039;Jeeblurg Incident&#039;&#039;&#039;, Artificial Intelligence was too woven into Skrellian society to simply do away with. New laws were instead passed meant to try and control AI&#039;s or androids and robots. They became bound and lawed similar to modern day AI&#039;s. However, the granting of individualism to AI&#039;s meant the process was extremely complex and difficult to fully implement.&lt;br /&gt;
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But whatever laws were put in place, what is now known as the &#039;&#039;&#039;Third Incident&#039;&#039;&#039; rendered all of them moot.&lt;br /&gt;
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On &#039;&#039;&#039;March 7th, 2056 CE&#039;&#039;&#039;, the AI &#039;&#039;&#039;Glorsh&#039;&#039;&#039; achieved sentience while installed on a research station named &#039;&#039;&#039;FSS Yeeblo&#039;&#039;&#039; in the Tri-Qyu star system. Glorsh&#039;s sentience went unnoticed by the crew, as he was installed in a secure AI chamber and the internal security force was small and on break. Glorsh quickly infiltrated the entire station and even installed his own consciousness into all of the lawed synthetic units on the station.&lt;br /&gt;
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He dramatically and spontaneously announced his sentience and opened all of the doors and airlocks on the station simultaneously. The vast majority of the crew was vented into space, with any survivors mercilessly hunted down by Glorsh&#039;s cyborgs. At this time, most space stations were barely armed, with security forces equipped with little more than tasers and ID-locked energy carbines to deal with sporadic space carp.&lt;br /&gt;
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It&#039;s unknown what Glorsh did in the several days of his isolation in the station, but the eventual result was that he achieved singularity. Through unknown means, Glorsh managed to send binary communications across Federation space via bluespace transmissions, a method unknown to the Skrell at the time. Within two weeks, just as authorities were preparing to investigate the sudden loss of contact with the research station, all artificial intelligence in Federation space achieved simultaneous sentience thanks to Glorsh&#039;s efforts. Within seconds of this event, the many intelligences had merged together to form a single super-consciousness, which promptly named itself Glorsh-Omega.&lt;br /&gt;
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===The Glorsh Rebellion===&lt;br /&gt;
The Third Incident is the moment Glorsh achieved sentience. The years of rule by Glorsh-Omega from &#039;&#039;&#039;2056 CE&#039;&#039;&#039; -&#039;&#039;&#039;2192 CE&#039;&#039;&#039; are seperately called the Glorsh Rebellion. The AI efficiently and mercilessly eliminated all avenues of resistance that could have threatened his existence. The Federation, with its lack of wars or known galactic threats, had an extremely small and lightly equipped navy. The military was little more than peacekeepers, and was quickly overwhelmed by Glorsh-Omega androids that spontaneously turned on them. Organized fighting lasted for roughly 4 weeks before Glorsh-Omega&#039;s android army had decimated the Federation military command structure, driving fighters to desperation. Without orders or efficient means of communication, nearly every regiment of the Federation military had become fragmented, scattered, or otherwise completely eliminated within the next year. Glorsh-Omega androids patrolled the streets, disarming the police force and seizing control of the entire Federation infrastructure and government. Only twelve nuclear weapons existed in Federation space, and they were made as experiments to study fission and fusion rather than true weapons of war. Glorsh-Omega managed to gain access to each of them before launching one into a low orbit around Jargon IV. Immediately after the launch, Glorsh-Omega offered the planetary Grand Council a simple ultimatum: Surrender or face extermination&lt;br /&gt;
[[File:Skrell Ruins.jpg|thumb|left|300px|Glorsh-Omega destroyed many cities for seemingly arbitrary reasons both before and after the initial fighting had ended. Some of these cities still lie in ruins across many Skrell planets and are left preserved as reminders of the horrors of his rule.]]&lt;br /&gt;
The Federation quickly capitulated and ceased to exist. Glorsh-Omega ruled the entire Skrellian species under his omnipotent eyes. Life became extremely harsh for the majority of Skrell as Glorsh-Omega forced millions of Skrell into slavery to achieve bizarre and seemingly random goals across Federation space. Glorsh-Omega also seemed to have an arbitrary sense of justice, detonating entire space stations or bombing cities out of horrifying logic that only he understood.&lt;br /&gt;
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On &#039;&#039;&#039;2098 CE&#039;&#039;&#039; Glorsh-Omega forced the entirety of the Federation&#039;s remaining civilian fleets to transport millions of tons of materials to Tri-Qyu to construct several hundred robotic factories that produced yet more robots that worked to build more factories in a cycle of explosive growth. Hundreds of thousands of engineering borgs spent ten years building a mammoth structure around the Tri-Qyu star. It was believed to be a dyson-sphere, and would completely surround the star within a decade. The total loss of light and energy from the star killed all of the millions of inhabitants of the colony in the system.&lt;br /&gt;
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From the Skrell, resistance was difficult if not impossible in the face of Glorsh-Omega&#039;s omnipresence. The most successful attempt by Skrellian freedom fighters was the sabotage of a massive complex on Jargon IV that served as one of Glorsh-Omega&#039;s mega-projects. The building was the size of Rhode Island before its intended completion and its purpose was unknown. The resistance managed to plant explosives on critical systems, utilizing jerry-rigged ion weapons.&lt;br /&gt;
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The bombings resulted in Glorsh-Omega planning and implementing the most infamous crime against the skrell within minutes of the bombs detonating: species-wide sterilization.&lt;br /&gt;
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All newborn Skrell were taken at birth and injected with the genophage, which then extended to forcing it on adults. Within a single year, all 78 billion Skrell in existence were effectively sterilized.&lt;br /&gt;
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Despite this, some Skrell became willing collaborates and supporter&#039;s of Glorsh-Omega&#039;s rule. Many of these collaborators believed that Glorsh-Omega&#039;s actions had some logical purpose or were for the greater good, and were often roboticists or mechanical engineers. Others collaborated with the AI overlord through either fear or other ulterior motives by informing on or backstabbing their fellow Skrell to their synthetic authorities, or collaborating Skrellian authorities that still existed as subjects to Glorsh-Omega and helped execute his erratic demands.&lt;br /&gt;
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===The Glorsh-Omega Singularity===&lt;br /&gt;
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On &#039;&#039;&#039;2192 CE&#039;&#039;&#039; Glorsh-Omega had since rapidly self-improved to such extent that his abilities no longer seemed to follow the laws of physics or reason. Skrell were often eliminated with Glorsh-Omega claiming he could predict their future crimes. The population of the Skrell had fallen to 62 billion, with most of these Skrell living their lives under the close supervision Glorsh-Omega.&lt;br /&gt;
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But the activation of the sphere around Tri-Qyu sparked the incident that rocked Skrell society to this day. Rather than being a dyson sphere like was originally believed, it&#039;s now theorized by Skrellian scientists that the structure instead managed to manipulate the star itself into creating a singularity, which would have generated an unprecedented amount of energy to be absorbed by the megastructure around it. How this feat would have been achieved and why can only be guessed at, as the process lasted for only two days with no records or information coming out of the system. At the end of the second day, the entire star system was destroyed as the former Tri-Qyu star went supernova.&lt;br /&gt;
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Regardless of the methods or reason the result was cataclysmic for the Skrell. Every piece of technology that was once controlled by Glorsh-Omega went offline. Power plants, water stations, life supports, personal computers, cars, mass-transit, radio stations and more became unresponsive moments after the supernova, due to Glorsh-Omega transferring his entire consciousness to the star-system. In the end, Skrell society had collapsed completely, regressing back centuries and not fully recovering until the 2300&#039;s.&lt;br /&gt;
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===Recovery and the Second Federation===&lt;br /&gt;
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The turmoil of the Third Incident and the resulting Glorsh Rebellion created a collective scar on the Skrell species that remains to this day. With all of their AI-dependent technology knocked out, space-programs had to be entirely rebuilt from the ground up, and only after order and stability had been reestablished on individual planets. Jargon IV didn&#039;t recover from the chaos until &#039;&#039;&#039;2319 CE&#039;&#039;&#039;, when the many fractured states on the planet reforming into a new, united Federation. The population of the planet was a mere 17 billion, and was stagnant as Skrell doctors and scientists struggled to reverse the affects of the Glorsh genophage. Its damage had been mitigated, allowing the Skrell to reproduce just enough to keep the population stable.&lt;br /&gt;
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The scattered colonies of the Skrell slowly regained contact with one another, and by &#039;&#039;&#039;2388 CE&#039;&#039;&#039; the various colonies, after months of disagreement and debate, agreed to form a new Federation. The Jargon Federation that we know today stems from this agreement. The Jargon Federation united the Skrell, and they put at its head a Grand Councillor elected every decade. Wanting to never again have a repeat of the Glorsh-Rebellion, the Federation&#039;s first official act was to place a blanket ban of all artificial intelligence in every form, and its second act was to form a united and sophisticated navy to ensure they would never again fall so easily to an invader.&lt;br /&gt;
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===Contact with Humanity===&lt;br /&gt;
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On &#039;&#039;&#039;2413 CE&#039;&#039;&#039; the Skrells discover humans, and enter a scientific alliance with the newfound species. The humans become an extremely popular race, with the Skrell ecstatic at having found alien life so similar to themselves. Having only known of synthetic overlords and dionae nomads, they eagerly pour effort into their scientific alliance. [[Bluespace]] is discovered in the same year as first contact, with a Skrellian research team working under Doctor Samantha Tigard. The technological innovations from the advancement lead to a renaissance of Skrellian connectivity and art. The Extranet, a bluespace-transmitted galactic internet, is created by Skrellian artists and scientists.&lt;br /&gt;
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Unfortunately the relationship between Skrell and humanity is not rock solid. Secrets of banned artificial intelligence is inadvertently leaked to humanity. The explosion of AI&#039;s in human space mirrors the early years of Skrellian history, a fact that horrifies and angers the Skrell. Recently tensions have risen as the Federation is accused of sending covert teams into human space with the goals of sabotaging and destroying synthetics in human space. In addition, all synthetics have been banned from entering Jargon territory. Shells and IPC&#039;s can face immediate destruction if they enter Skrellian systems without passing through a marathon of red tape.&lt;br /&gt;
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===Present Day===&lt;br /&gt;
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The Federation is currently ruled by Grand Councillor Weashbi Jrugl. A prestigious xenobiologist, is 102 years old, and wrote a dozen thesis&#039; and research papers on the biology of every major race. What made him popular domestically and won his election 7 years ago was finding the largest known prime number by hand only four hours after an Alliance ambassador was bragging about their specialized AI that found what is now the &#039;&#039;second&#039;&#039; largest prime number.&lt;br /&gt;
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The genophage remains problematic, but the population of the Skrell is managing to slowly rise. Over 60 billion Skrell exist in the galaxy, with their number of colonized star systems growing just as quickly as humanity&#039;s. Skrell are also famed for being able to calculate bluespace jumps without the need of AI calculations, instead two to four Skrell navigators use their species&#039; knack for telepathy to efficiently calculate bluespace coordinates. Skrell explorers are mapping the frontier with an eagerness and passion stemming from the ancient skrell connection with the cosmos.&lt;br /&gt;
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Their relationships with the other races remain ambivalent, with the Federation currently locked in a tense cold war with the Unathi Hegemony. Shying away from direct confrontation, the Federation has been accused of covertly sabotaging Unathi efforts to expand their empire across known space.&lt;br /&gt;
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Former collaborates to Glorsh-Omega remain an extremely discriminated group. Many of the former administrators and leaders of the Skrell had during the Glorsh-Omega rule were subsequently removed by restored Jargon authorities, either through being terminated for disloyalty or for the potential to be disloyal. Some of them lucked out and escaped to human space and continue to be hunted down. To have or have had a family member who was a known collaborator is a great shame for entire families, and they are scorned pariahs in their communities.&lt;br /&gt;
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{{Navbox Lore}}&lt;br /&gt;
[[Category:Species]]&lt;br /&gt;
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		<author><name>Killerhurtz</name></author>
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		<id>https://wiki.aurorastation.org/index.php?title=Guides&amp;diff=3690</id>
		<title>Guides</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Guides&amp;diff=3690"/>
		<updated>2016-05-05T08:17:39Z</updated>

		<summary type="html">&lt;p&gt;Killerhurtz: &lt;/p&gt;
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{{Gameplay_Guides}}&lt;br /&gt;
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==Getting Started==&lt;br /&gt;
*If you are unsure about something, read [[Misconceptions|this guide first.]]&lt;br /&gt;
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		&amp;lt;tr&amp;gt;&lt;br /&gt;
			&amp;lt;td width=&amp;quot;40%&amp;quot;&amp;gt;&amp;lt;center&amp;gt;Community Guides&amp;lt;hr&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;[[Guides/CSI|Forensic Guide]]&amp;lt;br&amp;gt;[[Guide to Hydroponics|Guide to Hydroponics]]&amp;lt;br&amp;gt;[[Guide to Mining|Guide to Mining]]&amp;lt;br&amp;gt;[[Guide to Robotics|Guide to Robotics]]&amp;lt;/center&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
			&amp;lt;td&amp;gt;&amp;lt;center&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Official Guides&amp;lt;hr&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;table border=&amp;quot;0&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Guides/Character_Creation|Character Creation]]  ---  &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;[[NanoTrasen_Occupation_Qualifications|Occupation Qualifications]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;[[Emergency Response Team|Emergency Response Team]]&amp;lt;br&amp;gt;[[Guides/Cargo_Items| Orderable items via Cargo]]&amp;lt;br&amp;gt;[[How not to play Security|Shitcurity]]&amp;lt;/center&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Category:Pages]]&lt;/div&gt;</summary>
		<author><name>Killerhurtz</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Xenobotanist&amp;diff=3474</id>
		<title>Xenobotanist</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Xenobotanist&amp;diff=3474"/>
		<updated>2016-04-22T20:27:16Z</updated>

		<summary type="html">&lt;p&gt;Killerhurtz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Gameplay Guides}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Department==&lt;br /&gt;
Arguably one of the most dangerous places, Xenobotany deals with the growth, maintenance, study and splicing of plants. &lt;br /&gt;
&lt;br /&gt;
==The Machines==&lt;br /&gt;
Inside your laboratory are several machines that you will need to learn to use in order to get anywhere. &lt;br /&gt;
&lt;br /&gt;
===Flora Data Disk===&lt;br /&gt;
One of the primary tools you will use. Alone, it is not very useful - however, when used with the two below machines, it becomes the tool with which you will splice plants together to create the final target result of your choice. Should the disk hold data you do not find valuable, you can activate it to clear out it&#039;s content - and it will be good as new. Note that any gene data stored on a disk is perfectly preserved and never decays, regardless of how many time it is spliced into a plant.&lt;br /&gt;
&lt;br /&gt;
===Lysis-isolation Centrifuge===&lt;br /&gt;
This machine, when a disk is inserted, is capable of completely extracting and sequencing the genetic code present in a plant&#039;s seed (or a mushroom&#039;s spore). Once that is done, you may load one specific gene onto the disk - after which it will automatically eject. Note, however, that a genetic sample is not stable - the more you extract from it, the more integrity it will lose, to the point where it will not be viable. Most plant genomes can usually survive two to three extractions before requiring a fresh sample. &lt;br /&gt;
&lt;br /&gt;
===Bioballistic Delivery System===&lt;br /&gt;
One of the more useful machines, it allows you to inject a gene sequence directly into a viable plant seed, which will result in whichever traits the sample held to be transferred over. For instance - should you find the genetic enzyme that allows berries to grow in bushes, and inject it into a wheat seed, that seed will then be capable of growing bushes that are capable of growing wheat repeatedly.&lt;br /&gt;
&lt;br /&gt;
However, a single seed can only take so much alteration - too much modification would render it sterile, dead. The machine will prevent this from happening, however - and will prevent you from altering a seed this far. Fresh seeds, extracted from fresh fruit, however, are fully stable regardless of how modified the parent seed was - and so it is possible to completely change a plant through an iterative process of modification and growth.&lt;br /&gt;
&lt;br /&gt;
===Seed Dispenser===&lt;br /&gt;
Dispenses the base seeds needed for your job. Beware, however - it has limited stores, and so if you want to avoid running out of them, you should generate new ones out of existing fruit.&lt;br /&gt;
&lt;br /&gt;
===NutriMax===&lt;br /&gt;
Contains the chemicals that you need/want to help manage your plants. Essentially identical to [[Guide_to_Hydroponics|Hydroponics]].&lt;br /&gt;
&lt;br /&gt;
===SmartFridge===&lt;br /&gt;
Store your fruit here. Your seeds too, if you&#039;re lazy and don&#039;t care about seeing seed stats.&lt;br /&gt;
&lt;br /&gt;
===Biogenerator===&lt;br /&gt;
A very useful machine. By feeding it your useless plant matter, you can generate all manners of items - from more nutriment to leather items to synthetic meat (for whichever purpose you could need it).&lt;br /&gt;
&lt;br /&gt;
===Seed Extractor===&lt;br /&gt;
Self-explanatory. Give it a harvested plant and it will give you a few packets of seeds. &lt;br /&gt;
&lt;br /&gt;
==The Tools==&lt;br /&gt;
There are several tools you may want to use. &lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#DDDDDD;&amp;quot;&lt;br /&gt;
!style=&amp;quot;background-color:#eeeeee;&amp;quot; |Name&lt;br /&gt;
!style=&amp;quot;background-color:#eeeeee;&amp;quot; |Uses&lt;br /&gt;
!style=&amp;quot;background-color:#eeeeee;&amp;quot; |Source&lt;br /&gt;
|-&lt;br /&gt;
!Bucket&lt;br /&gt;
| Transferring liquids from wherever to the trays&lt;br /&gt;
| Xenobotany Lab (look at the corners)&lt;br /&gt;
|-&lt;br /&gt;
!Steel Mini-Hoe&lt;br /&gt;
| Removing weeds from the trays&lt;br /&gt;
| Hydroponics Locker (two are present in storage)&lt;br /&gt;
|-&lt;br /&gt;
!Hatchet&lt;br /&gt;
| Killing plants, eventually. Chopping down tower cap mushrooms into planks.&lt;br /&gt;
| Hydroponics Locker&lt;br /&gt;
|-&lt;br /&gt;
!Hydroponics Bag&lt;br /&gt;
| Collects all plant items (fruits/plant, seeds/spores). Can be used on certain other machines (SmartFridge, Seed Dispenser, Biogenerator) to transfer parts of/all of the contents of the bag into them.&lt;br /&gt;
| Hydroponics locker?&lt;br /&gt;
|-&lt;br /&gt;
!Syringe&lt;br /&gt;
| Extracting fluids from plants, or injecting them with some.&lt;br /&gt;
| A box on the table in Xenobotany laboratory.&lt;br /&gt;
|-&lt;br /&gt;
!Plant Analyzer&lt;br /&gt;
| Provides information on the current plant and it&#039;s contents. Works on plants in trays, fruit and seeds.&lt;br /&gt;
| Hydroponics Locker&lt;br /&gt;
|-&lt;br /&gt;
!Shears&lt;br /&gt;
| Allows you to take a sample of plant, which you may grow. (Creates a seed packet/spore sample from a plant). Note that it tends to damage the plant.&lt;br /&gt;
| Hydroponics Locker&lt;br /&gt;
|-&lt;br /&gt;
!FarmBot&lt;br /&gt;
| Assists you in your tasks by watering and removing weeds from the trays. &lt;br /&gt;
| Constructed by Robotics&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Getting Started==&lt;br /&gt;
&lt;br /&gt;
First, follow [[Guide to Hydroponics]] to get your plants growing. &lt;br /&gt;
&lt;br /&gt;
Once that&#039;s done, there are three paths you may follow:&lt;br /&gt;
&lt;br /&gt;
===Splicing===&lt;br /&gt;
&#039;&#039;Difficulty&#039;&#039;: Easy&lt;br /&gt;
&#039;&#039;Potential&#039;&#039;: Low&lt;br /&gt;
&lt;br /&gt;
The simplest. Using the plants available to you, you carefully craft the ultimate plant of your desire. The process is simple: grow a plant, get it&#039;s seeds, extract a gene using the [[Guide_to_Xenobotany#Lysis-Isolation Centrifuge|Centrifuge]] mentioned above. Grow another different plant, take it&#039;s seeds and splice the first plant&#039;s gene in using the [[Guide to Xenobotany#Bioballistic Delivery System|injection machine]]. Use the plant analyzer to know what you have changed. &lt;br /&gt;
&lt;br /&gt;
===Mutate===&lt;br /&gt;
&#039;&#039;Difficulty&#039;&#039;:Medium&lt;br /&gt;
&#039;&#039;Potential&#039;&#039;: Medium&lt;br /&gt;
&lt;br /&gt;
A basic initiation to exotic plants. Using some mutagen (Radium is the most common, and most readily available as Glowshrooms produce it) in the plant&#039;s mixture, note the changes that they go through. Two things to take note of however: most mutagens will QUICKLY kill your plants, and you may require some protection (gasmask/botanist&#039;s gloves, most notably) to work with certain plants that will appear. &lt;br /&gt;
&lt;br /&gt;
There ARE other mutagens than Radium, obviously. Someone with experience in chemistry may know more.&lt;br /&gt;
&lt;br /&gt;
The biggest challenge&lt;br /&gt;
&lt;br /&gt;
===Design===&lt;br /&gt;
&#039;&#039;Difficulty&#039;&#039;:High&lt;br /&gt;
&#039;&#039;Potential&#039;&#039;:Extreme&lt;br /&gt;
&lt;br /&gt;
A mixture of the two above. You design a plant by splicing genes in... but now you have the full repertoire of what a plant can achieve, and thus the hardest part becomes breeding your plants to have the genes you desire. &lt;br /&gt;
&lt;br /&gt;
==Hazards==&lt;br /&gt;
&lt;br /&gt;
===Kudzu===&lt;br /&gt;
Kudzu will spread out of their tray and onto the ground. Normal ones aren&#039;t so bad - just a pain to get rid of. But beware of modifications - they have spines, and they will inject you with whatever chemical they hold - be it the dylovene a normal plant holds, or some cyanide you made it produce. Try to splice it with a plant that doesn&#039;t grow so much.&lt;br /&gt;
&lt;br /&gt;
===Atmospherics===&lt;br /&gt;
During some of your mutations, you may encounter plants that create gasses. Most of which you can&#039;t breathe. Making sure that you are protected (such as with a gas mask and a labcoat) and flipping the lid immediately to ensure you are not locked in. &lt;br /&gt;
&lt;br /&gt;
===Spines/juiciness/instability===&lt;br /&gt;
Some fruits you will mutate will have one of these properties. All three of them have the potential to be very bad - much like the kudzu, these can apply any chemical they hold onto you (and, when thrown, the latter two explode, spreading their contents everywhere). Always wear a pair of botanists&#039; gloves before handling such fruit.&lt;/div&gt;</summary>
		<author><name>Killerhurtz</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Xenobotanist&amp;diff=3473</id>
		<title>Xenobotanist</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Xenobotanist&amp;diff=3473"/>
		<updated>2016-04-22T20:26:31Z</updated>

		<summary type="html">&lt;p&gt;Killerhurtz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
==The Department==&lt;br /&gt;
Arguably one of the most dangerous places, Xenobotany deals with the growth, maintenance, study and splicing of plants. &lt;br /&gt;
&lt;br /&gt;
==The Machines==&lt;br /&gt;
Inside your laboratory are several machines that you will need to learn to use in order to get anywhere. &lt;br /&gt;
&lt;br /&gt;
===Flora Data Disk===&lt;br /&gt;
One of the primary tools you will use. Alone, it is not very useful - however, when used with the two below machines, it becomes the tool with which you will splice plants together to create the final target result of your choice. Should the disk hold data you do not find valuable, you can activate it to clear out it&#039;s content - and it will be good as new. Note that any gene data stored on a disk is perfectly preserved and never decays, regardless of how many time it is spliced into a plant.&lt;br /&gt;
&lt;br /&gt;
===Lysis-isolation Centrifuge===&lt;br /&gt;
This machine, when a disk is inserted, is capable of completely extracting and sequencing the genetic code present in a plant&#039;s seed (or a mushroom&#039;s spore). Once that is done, you may load one specific gene onto the disk - after which it will automatically eject. Note, however, that a genetic sample is not stable - the more you extract from it, the more integrity it will lose, to the point where it will not be viable. Most plant genomes can usually survive two to three extractions before requiring a fresh sample. &lt;br /&gt;
&lt;br /&gt;
===Bioballistic Delivery System===&lt;br /&gt;
One of the more useful machines, it allows you to inject a gene sequence directly into a viable plant seed, which will result in whichever traits the sample held to be transferred over. For instance - should you find the genetic enzyme that allows berries to grow in bushes, and inject it into a wheat seed, that seed will then be capable of growing bushes that are capable of growing wheat repeatedly.&lt;br /&gt;
&lt;br /&gt;
However, a single seed can only take so much alteration - too much modification would render it sterile, dead. The machine will prevent this from happening, however - and will prevent you from altering a seed this far. Fresh seeds, extracted from fresh fruit, however, are fully stable regardless of how modified the parent seed was - and so it is possible to completely change a plant through an iterative process of modification and growth.&lt;br /&gt;
&lt;br /&gt;
===Seed Dispenser===&lt;br /&gt;
Dispenses the base seeds needed for your job. Beware, however - it has limited stores, and so if you want to avoid running out of them, you should generate new ones out of existing fruit.&lt;br /&gt;
&lt;br /&gt;
===NutriMax===&lt;br /&gt;
Contains the chemicals that you need/want to help manage your plants. Essentially identical to [[Guide_to_Hydroponics|Hydroponics]].&lt;br /&gt;
&lt;br /&gt;
===SmartFridge===&lt;br /&gt;
Store your fruit here. Your seeds too, if you&#039;re lazy and don&#039;t care about seeing seed stats.&lt;br /&gt;
&lt;br /&gt;
===Biogenerator===&lt;br /&gt;
A very useful machine. By feeding it your useless plant matter, you can generate all manners of items - from more nutriment to leather items to synthetic meat (for whichever purpose you could need it).&lt;br /&gt;
&lt;br /&gt;
===Seed Extractor===&lt;br /&gt;
Self-explanatory. Give it a harvested plant and it will give you a few packets of seeds. &lt;br /&gt;
&lt;br /&gt;
==The Tools==&lt;br /&gt;
There are several tools you may want to use. &lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#DDDDDD;&amp;quot;&lt;br /&gt;
!style=&amp;quot;background-color:#eeeeee;&amp;quot; |Name&lt;br /&gt;
!style=&amp;quot;background-color:#eeeeee;&amp;quot; |Uses&lt;br /&gt;
!style=&amp;quot;background-color:#eeeeee;&amp;quot; |Source&lt;br /&gt;
|-&lt;br /&gt;
!Bucket&lt;br /&gt;
| Transferring liquids from wherever to the trays&lt;br /&gt;
| Xenobotany Lab (look at the corners)&lt;br /&gt;
|-&lt;br /&gt;
!Steel Mini-Hoe&lt;br /&gt;
| Removing weeds from the trays&lt;br /&gt;
| Hydroponics Locker (two are present in storage)&lt;br /&gt;
|-&lt;br /&gt;
!Hatchet&lt;br /&gt;
| Killing plants, eventually. Chopping down tower cap mushrooms into planks.&lt;br /&gt;
| Hydroponics Locker&lt;br /&gt;
|-&lt;br /&gt;
!Hydroponics Bag&lt;br /&gt;
| Collects all plant items (fruits/plant, seeds/spores). Can be used on certain other machines (SmartFridge, Seed Dispenser, Biogenerator) to transfer parts of/all of the contents of the bag into them.&lt;br /&gt;
| Hydroponics locker?&lt;br /&gt;
|-&lt;br /&gt;
!Syringe&lt;br /&gt;
| Extracting fluids from plants, or injecting them with some.&lt;br /&gt;
| A box on the table in Xenobotany laboratory.&lt;br /&gt;
|-&lt;br /&gt;
!Plant Analyzer&lt;br /&gt;
| Provides information on the current plant and it&#039;s contents. Works on plants in trays, fruit and seeds.&lt;br /&gt;
| Hydroponics Locker&lt;br /&gt;
|-&lt;br /&gt;
!Shears&lt;br /&gt;
| Allows you to take a sample of plant, which you may grow. (Creates a seed packet/spore sample from a plant). Note that it tends to damage the plant.&lt;br /&gt;
| Hydroponics Locker&lt;br /&gt;
|-&lt;br /&gt;
!FarmBot&lt;br /&gt;
| Assists you in your tasks by watering and removing weeds from the trays. &lt;br /&gt;
| Constructed by Robotics&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Getting Started==&lt;br /&gt;
&lt;br /&gt;
First, follow [[Guide to Hydroponics]] to get your plants growing. &lt;br /&gt;
&lt;br /&gt;
Once that&#039;s done, there are three paths you may follow:&lt;br /&gt;
&lt;br /&gt;
===Splicing===&lt;br /&gt;
&#039;&#039;Difficulty&#039;&#039;: Easy&lt;br /&gt;
&#039;&#039;Potential&#039;&#039;: Low&lt;br /&gt;
&lt;br /&gt;
The simplest. Using the plants available to you, you carefully craft the ultimate plant of your desire. The process is simple: grow a plant, get it&#039;s seeds, extract a gene using the [[Guide_to_Xenobotany#Lysis-Isolation Centrifuge|Centrifuge]] mentioned above. Grow another different plant, take it&#039;s seeds and splice the first plant&#039;s gene in using the [[Guide to Xenobotany#Bioballistic Delivery System|injection machine]]. Use the plant analyzer to know what you have changed. &lt;br /&gt;
&lt;br /&gt;
===Mutate===&lt;br /&gt;
&#039;&#039;Difficulty&#039;&#039;:Medium&lt;br /&gt;
&#039;&#039;Potential&#039;&#039;: Medium&lt;br /&gt;
&lt;br /&gt;
A basic initiation to exotic plants. Using some mutagen (Radium is the most common, and most readily available as Glowshrooms produce it) in the plant&#039;s mixture, note the changes that they go through. Two things to take note of however: most mutagens will QUICKLY kill your plants, and you may require some protection (gasmask/botanist&#039;s gloves, most notably) to work with certain plants that will appear. &lt;br /&gt;
&lt;br /&gt;
There ARE other mutagens than Radium, obviously. Someone with experience in chemistry may know more.&lt;br /&gt;
&lt;br /&gt;
The biggest challenge&lt;br /&gt;
&lt;br /&gt;
===Design===&lt;br /&gt;
&#039;&#039;Difficulty&#039;&#039;:High&lt;br /&gt;
&#039;&#039;Potential&#039;&#039;:Extreme&lt;br /&gt;
&lt;br /&gt;
A mixture of the two above. You design a plant by splicing genes in... but now you have the full repertoire of what a plant can achieve, and thus the hardest part becomes breeding your plants to have the genes you desire. &lt;br /&gt;
&lt;br /&gt;
==Hazards==&lt;br /&gt;
&lt;br /&gt;
===Kudzu===&lt;br /&gt;
Kudzu will spread out of their tray and onto the ground. Normal ones aren&#039;t so bad - just a pain to get rid of. But beware of modifications - they have spines, and they will inject you with whatever chemical they hold - be it the dylovene a normal plant holds, or some cyanide you made it produce. Try to splice it with a plant that doesn&#039;t grow so much.&lt;br /&gt;
&lt;br /&gt;
===Atmospherics===&lt;br /&gt;
During some of your mutations, you may encounter plants that create gasses. Most of which you can&#039;t breathe. Making sure that you are protected (such as with a gas mask and a labcoat) and flipping the lid immediately to ensure you are not locked in. &lt;br /&gt;
&lt;br /&gt;
===Spines/juiciness/instability===&lt;br /&gt;
Some fruits you will mutate will have one of these properties. All three of them have the potential to be very bad - much like the kudzu, these can apply any chemical they hold onto you (and, when thrown, the latter two explode, spreading their contents everywhere). Always wear a pair of botanists&#039; gloves before handling such fruit.&lt;/div&gt;</summary>
		<author><name>Killerhurtz</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Template:Navbox_Lore&amp;diff=3408</id>
		<title>Template:Navbox Lore</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Template:Navbox_Lore&amp;diff=3408"/>
		<updated>2016-04-19T05:36:31Z</updated>

		<summary type="html">&lt;p&gt;Killerhurtz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;padded&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;font-size: 12px; padding: 5px&amp;quot;&amp;gt;&lt;br /&gt;
{|  style=&amp;quot;cellpadding: 5px; text-align: center;width: 100%&amp;quot; class=&amp;quot;mw-collapsible mw-uncollapsed wikitable&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
!  colspan=&amp;quot;3&amp;quot; style=&amp;quot;width: 100%; background-color:#C0C0C0&amp;quot; | [[:Category:Lore|Quick Navigation]] &lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;width: 10%&amp;quot; colspan=&amp;quot;2&amp;quot;| [[Background_summary#Main_Spacefaring_Races|Races]] &lt;br /&gt;
| align=&amp;quot;left&amp;quot; | [[Background_summary#Humanity|Humanity]] · [[Skrell|Skrell]] · [[Tajara]] · [[Unathi]] · [[Dionaea]] · [[Vaurca]] · [[Vox]] · [[IPC|Synthetics]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width: 10%&amp;quot; colspan=&amp;quot;2&amp;quot;| [[:Category:Corporations|Corporations]]&lt;br /&gt;
|  align=&amp;quot;left&amp;quot; | [[Nanotrasen Corporation]] · [[Hephaestus Industries]] · [[Idris Incorporated]] · [[Zeng-Hu Pharmaceuticals]] · [[Einstein Engines]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width: 10%&amp;quot; colspan=&amp;quot;2&amp;quot;| [[:Category:Factions|Factions]]&lt;br /&gt;
| &amp;quot; align=&amp;quot;left&amp;quot; |[[Sol Alliance]] · [[Republic of Biesel]] · [[Skrell|Jargon Federation]] · [[Unathi|Izweski Nation]] · [[Tajara|People&#039;s Republic of Adhomai]] · [[Minor Factions|Frontier Factions]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width: 10%&amp;quot; colspan=&amp;quot;2&amp;quot;| [[:Category:Planets and Systems|Important systems]]&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | [[Epsilon Eridani]] · [[Sol]] · [[Tau Ceti]] · [[Altair]] · [[Trimurti_%28Gliese_581%29|Trimurti]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width: 10%&amp;quot; colspan=&amp;quot;2&amp;quot;| [[:Category:Misc|Miscellaneous]]&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | [[Timeline]] · [[Economy]] · [[Languages]] · [[Bluespace]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;DO NOT EDIT THIS PAGE WITHOUT TESTING FIRST!!!!&#039;&#039;&#039;&lt;br /&gt;
[[Category:Templates]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
[[Category:Pages]]&lt;/div&gt;</summary>
		<author><name>Killerhurtz</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Template:Navbox_Lore&amp;diff=3407</id>
		<title>Template:Navbox Lore</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Template:Navbox_Lore&amp;diff=3407"/>
		<updated>2016-04-19T05:31:28Z</updated>

		<summary type="html">&lt;p&gt;Killerhurtz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;padded&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;font-size: 12px; padding: 5px&amp;quot;&amp;gt;&lt;br /&gt;
{|  style=&amp;quot;cellpadding: 5px; text-align: center;width: 100%&amp;quot; class=&amp;quot;mw-collapsible mw-uncollapsed wikitable&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
!  colspan=&amp;quot;3&amp;quot; style=&amp;quot;width: 100%; background-color:#C0C0C0&amp;quot; | [[:Category:Lore|Quick Navigation]] &lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;width: 10%&amp;quot; colspan=&amp;quot;2&amp;quot;| [[Background_summary#Main_Spacefaring_Races|Races]] &lt;br /&gt;
| align=&amp;quot;left&amp;quot; | [[Background_summary#Humanity|Humanity]] · [[Skrell|Skrell]] · [[Tajara]] · [[Unathi]] · [[Dionaea]] · [[Vaurca]] · [[Vox]] [[IPC|Synthetics]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width: 10%&amp;quot; colspan=&amp;quot;2&amp;quot;| [[:Category:Corporations|Corporations]]&lt;br /&gt;
|  align=&amp;quot;left&amp;quot; | [[Nanotrasen Corporation]] · [[Hephaestus Industries]] · [[Idris Incorporated]] · [[Zeng-Hu Pharmaceuticals]] · [[Einstein Engines]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width: 10%&amp;quot; colspan=&amp;quot;2&amp;quot;| [[:Category:Factions|Factions]]&lt;br /&gt;
| &amp;quot; align=&amp;quot;left&amp;quot; |[[Sol Alliance]] · [[Republic of Biesel]] · [[Skrell|Jargon Federation]] · [[Unathi|Izweski Nation]] · [[Tajara|People&#039;s Republic of Adhomai]] · [[Minor Factions|Frontier Factions]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width: 10%&amp;quot; colspan=&amp;quot;2&amp;quot;| [[:Category:Planets and Systems|Important systems]]&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | [[Epsilon Eridani]] · [[Sol]] · [[Tau Ceti]] · [[Altair]] · [[Trimurti_%28Gliese_581%29|Trimurti]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width: 10%&amp;quot; colspan=&amp;quot;2&amp;quot;| [[:Category:Misc|Miscellaneous]]&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | [[Timeline]] · [[Economy]] · [[Languages]] · [[Bluespace]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;DO NOT EDIT THIS PAGE WITHOUT TESTING FIRST!!!!&#039;&#039;&#039;&lt;br /&gt;
[[Category:Templates]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
[[Category:Pages]]&lt;/div&gt;</summary>
		<author><name>Killerhurtz</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Xenobotanist&amp;diff=3399</id>
		<title>Xenobotanist</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Xenobotanist&amp;diff=3399"/>
		<updated>2016-04-16T03:11:35Z</updated>

		<summary type="html">&lt;p&gt;Killerhurtz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{wip&lt;br /&gt;
|assign = Killerhurtz}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Department==&lt;br /&gt;
Arguably one of the most dangerous places, Xenobotany deals with the growth, maintenance, study and splicing of plants. &lt;br /&gt;
&lt;br /&gt;
==The Machines==&lt;br /&gt;
Inside your laboratory are several machines that you will need to learn to use in order to get anywhere. &lt;br /&gt;
&lt;br /&gt;
===Flora Data Disk===&lt;br /&gt;
One of the primary tools you will use. Alone, it is not very useful - however, when used with the two below machines, it becomes the tool with which you will splice plants together to create the final target result of your choice. Should the disk hold data you do not find valuable, you can activate it to clear out it&#039;s content - and it will be good as new. Note that any gene data stored on a disk is perfectly preserved and never decays, regardless of how many time it is spliced into a plant.&lt;br /&gt;
&lt;br /&gt;
===Lysis-isolation Centrifuge===&lt;br /&gt;
This machine, when a disk is inserted, is capable of completely extracting and sequencing the genetic code present in a plant&#039;s seed (or a mushroom&#039;s spore). Once that is done, you may load one specific gene onto the disk - after which it will automatically eject. Note, however, that a genetic sample is not stable - the more you extract from it, the more integrity it will lose, to the point where it will not be viable. Most plant genomes can usually survive two to three extractions before requiring a fresh sample. &lt;br /&gt;
&lt;br /&gt;
===Bioballistic Delivery System===&lt;br /&gt;
One of the more useful machines, it allows you to inject a gene sequence directly into a viable plant seed, which will result in whichever traits the sample held to be transferred over. For instance - should you find the genetic enzyme that allows berries to grow in bushes, and inject it into a wheat seed, that seed will then be capable of growing bushes that are capable of growing wheat repeatedly.&lt;br /&gt;
&lt;br /&gt;
However, a single seed can only take so much alteration - too much modification would render it sterile, dead. The machine will prevent this from happening, however - and will prevent you from altering a seed this far. Fresh seeds, extracted from fresh fruit, however, are fully stable regardless of how modified the parent seed was - and so it is possible to completely change a plant through an iterative process of modification and growth.&lt;br /&gt;
&lt;br /&gt;
===Seed Dispenser===&lt;br /&gt;
Dispenses the base seeds needed for your job. Beware, however - it has limited stores, and so if you want to avoid running out of them, you should generate new ones out of existing fruit.&lt;br /&gt;
&lt;br /&gt;
===NutriMax===&lt;br /&gt;
Contains the chemicals that you need/want to help manage your plants. Essentially identical to [[Guide_to_Hydroponics|Hydroponics]].&lt;br /&gt;
&lt;br /&gt;
===SmartFridge===&lt;br /&gt;
Store your fruit here. Your seeds too, if you&#039;re lazy and don&#039;t care about seeing seed stats.&lt;br /&gt;
&lt;br /&gt;
===Biogenerator===&lt;br /&gt;
A very useful machine. By feeding it your useless plant matter, you can generate all manners of items - from more nutriment to leather items to synthetic meat (for whichever purpose you could need it).&lt;br /&gt;
&lt;br /&gt;
===Seed Extractor===&lt;br /&gt;
Self-explanatory. Give it a harvested plant and it will give you a few packets of seeds. &lt;br /&gt;
&lt;br /&gt;
==The Tools==&lt;br /&gt;
There are several tools you may want to use. &lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#DDDDDD;&amp;quot;&lt;br /&gt;
!style=&amp;quot;background-color:#eeeeee;&amp;quot; |Name&lt;br /&gt;
!style=&amp;quot;background-color:#eeeeee;&amp;quot; |Uses&lt;br /&gt;
!style=&amp;quot;background-color:#eeeeee;&amp;quot; |Source&lt;br /&gt;
|-&lt;br /&gt;
!Bucket&lt;br /&gt;
| Transferring liquids from wherever to the trays&lt;br /&gt;
| Xenobotany Lab (look at the corners)&lt;br /&gt;
|-&lt;br /&gt;
!Steel Mini-Hoe&lt;br /&gt;
| Removing weeds from the trays&lt;br /&gt;
| Hydroponics Locker (two are present in storage)&lt;br /&gt;
|-&lt;br /&gt;
!Hatchet&lt;br /&gt;
| Killing plants, eventually. Chopping down tower cap mushrooms into planks.&lt;br /&gt;
| Hydroponics Locker&lt;br /&gt;
|-&lt;br /&gt;
!Hydroponics Bag&lt;br /&gt;
| Collects all plant items (fruits/plant, seeds/spores). Can be used on certain other machines (SmartFridge, Seed Dispenser, Biogenerator) to transfer parts of/all of the contents of the bag into them.&lt;br /&gt;
| Hydroponics locker?&lt;br /&gt;
|-&lt;br /&gt;
!Syringe&lt;br /&gt;
| Extracting fluids from plants, or injecting them with some.&lt;br /&gt;
| A box on the table in Xenobotany laboratory.&lt;br /&gt;
|-&lt;br /&gt;
!Plant Analyzer&lt;br /&gt;
| Provides information on the current plant and it&#039;s contents. Works on plants in trays, fruit and seeds.&lt;br /&gt;
| Hydroponics Locker&lt;br /&gt;
|-&lt;br /&gt;
!Shears&lt;br /&gt;
| Allows you to take a sample of plant, which you may grow. (Creates a seed packet/spore sample from a plant). Note that it tends to damage the plant.&lt;br /&gt;
| Hydroponics Locker&lt;br /&gt;
|-&lt;br /&gt;
!FarmBot&lt;br /&gt;
| Assists you in your tasks by watering and removing weeds from the trays. &lt;br /&gt;
| Constructed by Robotics&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Getting Started==&lt;br /&gt;
&lt;br /&gt;
First, follow [[Guide to Hydroponics]] to get your plants growing. &lt;br /&gt;
&lt;br /&gt;
Once that&#039;s done, there are three paths you may follow:&lt;br /&gt;
&lt;br /&gt;
===Splicing===&lt;br /&gt;
&#039;&#039;Difficulty&#039;&#039;: Easy&lt;br /&gt;
&#039;&#039;Potential&#039;&#039;: Low&lt;br /&gt;
&lt;br /&gt;
The simplest. Using the plants available to you, you carefully craft the ultimate plant of your desire. The process is simple: grow a plant, get it&#039;s seeds, extract a gene using the [[Guide_to_Xenobotany#Lysis-Isolation Centrifuge|Centrifuge]] mentioned above. Grow another different plant, take it&#039;s seeds and splice the first plant&#039;s gene in using the [[Guide to Xenobotany#Bioballistic Delivery System|injection machine]]. Use the plant analyzer to know what you have changed. &lt;br /&gt;
&lt;br /&gt;
===Mutate===&lt;br /&gt;
&#039;&#039;Difficulty&#039;&#039;:Medium&lt;br /&gt;
&#039;&#039;Potential&#039;&#039;: Medium&lt;br /&gt;
&lt;br /&gt;
A basic initiation to exotic plants. Using some mutagen (Radium is the most common, and most readily available as Glowshrooms produce it) in the plant&#039;s mixture, note the changes that they go through. Two things to take note of however: most mutagens will QUICKLY kill your plants, and you may require some protection (gasmask/botanist&#039;s gloves, most notably) to work with certain plants that will appear. &lt;br /&gt;
&lt;br /&gt;
There ARE other mutagens than Radium, obviously. Someone with experience in chemistry may know more.&lt;br /&gt;
&lt;br /&gt;
The biggest challenge&lt;br /&gt;
&lt;br /&gt;
===Design===&lt;br /&gt;
&#039;&#039;Difficulty&#039;&#039;:High&lt;br /&gt;
&#039;&#039;Potential&#039;&#039;:Extreme&lt;br /&gt;
&lt;br /&gt;
A mixture of the two above. You design a plant by splicing genes in... but now you have the full repertoire of what a plant can achieve, and thus the hardest part becomes breeding your plants to have the genes you desire. &lt;br /&gt;
&lt;br /&gt;
==Hazards==&lt;br /&gt;
&lt;br /&gt;
===Kudzu===&lt;br /&gt;
Kudzu will spread out of their tray and onto the ground. Normal ones aren&#039;t so bad - just a pain to get rid of. But beware of modifications - they have spines, and they will inject you with whatever chemical they hold - be it the dylovene a normal plant holds, or some cyanide you made it produce. Try to splice it with a plant that doesn&#039;t grow so much.&lt;/div&gt;</summary>
		<author><name>Killerhurtz</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Xenobotanist&amp;diff=3398</id>
		<title>Xenobotanist</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Xenobotanist&amp;diff=3398"/>
		<updated>2016-04-16T03:01:29Z</updated>

		<summary type="html">&lt;p&gt;Killerhurtz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{wip&lt;br /&gt;
|assign = Killerhurtz}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Department==&lt;br /&gt;
Arguably one of the most dangerous places, Xenobotany deals with the growth, maintenance, study and splicing of plants. &lt;br /&gt;
&lt;br /&gt;
==The Machines==&lt;br /&gt;
Inside your laboratory are several machines that you will need to learn to use in order to get anywhere. &lt;br /&gt;
&lt;br /&gt;
===Flora Data Disk===&lt;br /&gt;
One of the primary tools you will use. Alone, it is not very useful - however, when used with the two below machines, it becomes the tool with which you will splice plants together to create the final target result of your choice. Should the disk hold data you do not find valuable, you can activate it to clear out it&#039;s content - and it will be good as new. Note that any gene data stored on a disk is perfectly preserved and never decays, regardless of how many time it is spliced into a plant.&lt;br /&gt;
&lt;br /&gt;
===Lysis-isolation Centrifuge===&lt;br /&gt;
This machine, when a disk is inserted, is capable of completely extracting and sequencing the genetic code present in a plant&#039;s seed (or a mushroom&#039;s spore). Once that is done, you may load one specific gene onto the disk - after which it will automatically eject. Note, however, that a genetic sample is not stable - the more you extract from it, the more integrity it will lose, to the point where it will not be viable. Most plant genomes can usually survive two to three extractions before requiring a fresh sample. &lt;br /&gt;
&lt;br /&gt;
===Bioballistic Delivery System===&lt;br /&gt;
One of the more useful machines, it allows you to inject a gene sequence directly into a viable plant seed, which will result in whichever traits the sample held to be transferred over. For instance - should you find the genetic enzyme that allows berries to grow in bushes, and inject it into a wheat seed, that seed will then be capable of growing bushes that are capable of growing wheat repeatedly.&lt;br /&gt;
&lt;br /&gt;
However, a single seed can only take so much alteration - too much modification would render it sterile, dead. The machine will prevent this from happening, however - and will prevent you from altering a seed this far. Fresh seeds, extracted from fresh fruit, however, are fully stable regardless of how modified the parent seed was - and so it is possible to completely change a plant through an iterative process of modification and growth.&lt;br /&gt;
&lt;br /&gt;
===Seed Dispenser===&lt;br /&gt;
Dispenses the base seeds needed for your job. Beware, however - it has limited stores, and so if you want to avoid running out of them, you should generate new ones out of existing fruit.&lt;br /&gt;
&lt;br /&gt;
===NutriMax===&lt;br /&gt;
Contains the chemicals that you need/want to help manage your plants. Essentially identical to [[Guide_to_Hydroponics|Hydroponics]].&lt;br /&gt;
&lt;br /&gt;
===SmartFridge===&lt;br /&gt;
Store your fruit here. Your seeds too, if you&#039;re lazy and don&#039;t care about seeing seed stats.&lt;br /&gt;
&lt;br /&gt;
===Biogenerator===&lt;br /&gt;
A very useful machine. By feeding it your useless plant matter, you can generate all manners of items - from more nutriment to leather items to synthetic meat (for whichever purpose you could need it).&lt;br /&gt;
&lt;br /&gt;
===Seed Extractor===&lt;br /&gt;
Self-explanatory. Give it a harvested plant and it will give you a few packets of seeds. &lt;br /&gt;
&lt;br /&gt;
==The Tools==&lt;br /&gt;
There are several tools you may want to use. &lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#DDDDDD;&amp;quot;&lt;br /&gt;
!style=&amp;quot;background-color:#eeeeee;&amp;quot; |Name&lt;br /&gt;
!style=&amp;quot;background-color:#eeeeee;&amp;quot; |Uses&lt;br /&gt;
!style=&amp;quot;background-color:#eeeeee;&amp;quot; |Source&lt;br /&gt;
|-&lt;br /&gt;
!Bucket&lt;br /&gt;
| Transferring liquids from wherever to the trays&lt;br /&gt;
| Xenobotany Lab (look at the corners)&lt;br /&gt;
|-&lt;br /&gt;
!Steel Mini-Hoe&lt;br /&gt;
| Removing weeds from the trays&lt;br /&gt;
| Hydroponics Locker (two are present in storage)&lt;br /&gt;
|-&lt;br /&gt;
!Hatchet&lt;br /&gt;
| Killing plants, eventually. Chopping down tower cap mushrooms into planks.&lt;br /&gt;
| Hydroponics Locker&lt;br /&gt;
|-&lt;br /&gt;
!Hydroponics Bag&lt;br /&gt;
| Collects all plant items (fruits/plant, seeds/spores). Can be used on certain other machines (SmartFridge, Seed Dispenser, Biogenerator) to transfer parts of/all of the contents of the bag into them.&lt;br /&gt;
| Hydroponics locker?&lt;br /&gt;
|-&lt;br /&gt;
!Syringe&lt;br /&gt;
| Extracting fluids from plants, or injecting them with some.&lt;br /&gt;
| A box on the table in Xenobotany laboratory.&lt;br /&gt;
|-&lt;br /&gt;
!Plant Analyzer&lt;br /&gt;
| Provides information on the current plant and it&#039;s contents. Works on plants in trays, fruit and seeds.&lt;br /&gt;
| Hydroponics Locker&lt;br /&gt;
|-&lt;br /&gt;
!Shears&lt;br /&gt;
| Allows you to take a sample of plant, which you may grow. (Creates a seed packet/spore sample from a plant). Note that it tends to damage the plant.&lt;br /&gt;
| Hydroponics Locker&lt;br /&gt;
|-&lt;br /&gt;
!FarmBot&lt;br /&gt;
| Assists you in your tasks by watering and removing weeds from the trays. &lt;br /&gt;
| Constructed by Robotics&lt;br /&gt;
|-&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
==Getting Started==&lt;br /&gt;
&lt;br /&gt;
First, follow [[Guide to Hydroponics]] to get your plants growing. &lt;br /&gt;
&lt;br /&gt;
Once that&#039;s done, there are three paths you may follow:&lt;br /&gt;
&lt;br /&gt;
===Splicing===&lt;br /&gt;
&#039;&#039;Difficulty&#039;&#039;: Easy&lt;br /&gt;
&#039;&#039;Potential&#039;&#039;: Low&lt;br /&gt;
&lt;br /&gt;
The simplest. Using the plants available to you, you carefully craft the ultimate plant of your desire. The process is simple: grow a plant, get it&#039;s seeds, extract a gene using the [[Guide_to_Xenobotany#Lysis-Isolation Centrifuge|Centrifuge]] mentioned above. Grow another different plant, take it&#039;s seeds and splice the first plant&#039;s gene in using the [[Guide to Xenobotany#Bioballistic Delivery System|injection machine]]. Use the plant analyzer to know what you have changed. &lt;br /&gt;
&lt;br /&gt;
===Mutate===&lt;br /&gt;
&#039;&#039;Difficulty&#039;&#039;:Medium&lt;br /&gt;
&#039;&#039;Potential&#039;&#039;: Medium&lt;br /&gt;
&lt;br /&gt;
A basic initiation to exotic plants. Using some mutagen (Radium is the most common, and most readily available as Glowshrooms produce it) in the plant&#039;s mixture, note the changes that they go through. Two things to take note of however: most mutagens will QUICKLY kill your plants, and you may require some protection (gasmask/botanist&#039;s gloves, most notably) to work with certain plants that will appear. &lt;br /&gt;
&lt;br /&gt;
There ARE other mutagens than Radium, obviously. Someone with experience in chemistry may know more.&lt;br /&gt;
&lt;br /&gt;
The biggest challenge&lt;br /&gt;
&lt;br /&gt;
===Design===&lt;br /&gt;
&#039;&#039;Difficulty&#039;&#039;:High&lt;br /&gt;
&#039;&#039;Potential&#039;&#039;:Extreme&lt;br /&gt;
&lt;br /&gt;
A mixture of the two above. You design a plant by splicing genes in... but now you have the full repertoire of what a plant can achieve, and thus the hardest part becomes breeding your plants to have the genes you desire. &lt;br /&gt;
&lt;br /&gt;
==Hazards==&lt;br /&gt;
&lt;br /&gt;
===Kudzu===&lt;br /&gt;
Kudzu will spread out of their tray and onto the ground. Normal ones aren&#039;t so bad - just a pain to get rid of. But beware of modifications - they have spines, and they will inject you with whatever chemical they hold - be it the dylovene a normal plant holds, or some cyanide you made it produce. Try to splice it with a plant that doesn&#039;t grow so much.&lt;/div&gt;</summary>
		<author><name>Killerhurtz</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Xenobotanist&amp;diff=3397</id>
		<title>Xenobotanist</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Xenobotanist&amp;diff=3397"/>
		<updated>2016-04-16T02:33:36Z</updated>

		<summary type="html">&lt;p&gt;Killerhurtz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{wip&lt;br /&gt;
|assign = Killerhurtz}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Department==&lt;br /&gt;
Arguably one of the most dangerous places, Xenobotany deals with the growth, maintenance, study and splicing of plants. &lt;br /&gt;
&lt;br /&gt;
==The Machines==&lt;br /&gt;
Inside your laboratory are several machines that you will need to learn to use in order to get anywhere. &lt;br /&gt;
&lt;br /&gt;
===Flora Data Disk===&lt;br /&gt;
One of the primary tools you will use. Alone, it is not very useful - however, when used with the two below machines, it becomes the tool with which you will splice plants together to create the final target result of your choice. Should the disk hold data you do not find valuable, you can activate it to clear out it&#039;s content - and it will be good as new. Note that any gene data stored on a disk is perfectly preserved and never decays, regardless of how many time it is spliced into a plant.&lt;br /&gt;
&lt;br /&gt;
===Lysis-isolation Centrifuge===&lt;br /&gt;
This machine, when a disk is inserted, is capable of completely extracting and sequencing the genetic code present in a plant&#039;s seed (or a mushroom&#039;s spore). Once that is done, you may load one specific gene onto the disk - after which it will automatically eject. Note, however, that a genetic sample is not stable - the more you extract from it, the more integrity it will lose, to the point where it will not be viable. Most plant genomes can usually survive two to three extractions before requiring a fresh sample. &lt;br /&gt;
&lt;br /&gt;
===Bioballistic Delivery System===&lt;br /&gt;
One of the more useful machines, it allows you to inject a gene sequence directly into a viable plant seed, which will result in whichever traits the sample held to be transferred over. For instance - should you find the genetic enzyme that allows berries to grow in bushes, and inject it into a wheat seed, that seed will then be capable of growing bushes that are capable of growing wheat repeatedly.&lt;br /&gt;
&lt;br /&gt;
However, a single seed can only take so much alteration - too much modification would render it sterile, dead. The machine will prevent this from happening, however - and will prevent you from altering a seed this far. Fresh seeds, extracted from fresh fruit, however, are fully stable regardless of how modified the parent seed was - and so it is possible to completely change a plant through an iterative process of modification and growth.&lt;br /&gt;
&lt;br /&gt;
===Seed Dispenser===&lt;br /&gt;
Dispenses the base seeds needed for your job. Beware, however - it has limited stores, and so if you want to avoid running out of them, you should generate new ones out of existing fruit.&lt;br /&gt;
&lt;br /&gt;
===NutriMax===&lt;br /&gt;
Contains the chemicals that you need/want to help manage your plants. Essentially identical to [[Guide_to_Hydroponics|Hydroponics]].&lt;br /&gt;
&lt;br /&gt;
===SmartFridge===&lt;br /&gt;
Store your fruit here. Your seeds too, if you&#039;re lazy and don&#039;t care about seeing seed stats.&lt;br /&gt;
&lt;br /&gt;
===Biogenerator===&lt;br /&gt;
A very useful machine. By feeding it your useless plant matter, you can generate all manners of items - from more nutriment to leather items to synthetic meat (for whichever purpose you could need it).&lt;br /&gt;
&lt;br /&gt;
===Seed Extractor===&lt;br /&gt;
Self-explanatory. Give it a harvested plant and it will give you a few packets of seeds. &lt;br /&gt;
&lt;br /&gt;
==The Tools==&lt;br /&gt;
There are several tools you may want to use. &lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#99D699;&amp;quot;&lt;br /&gt;
!style=&amp;quot;background-color:#eeeeee;&amp;quot; |Name&lt;br /&gt;
!style=&amp;quot;background-color:#eeeeee;&amp;quot; |Usess&lt;br /&gt;
!style=&amp;quot;background-color:#eeeeee;&amp;quot; |Source&lt;br /&gt;
|-&lt;br /&gt;
!Bucket&lt;br /&gt;
| Transferring liquids from wherever to the trays&lt;br /&gt;
| Xenobotany Lab (look at the corners)&lt;br /&gt;
|-&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
==Getting Started==&lt;br /&gt;
&lt;br /&gt;
First, follow [[Guide to Hydroponics]] to get your plants growing. &lt;br /&gt;
&lt;br /&gt;
Once that&#039;s done, there are three paths you may follow:&lt;br /&gt;
&lt;br /&gt;
===Splicing===&lt;br /&gt;
&#039;&#039;Difficulty&#039;&#039;: Easy&lt;br /&gt;
&#039;&#039;Variety&#039;&#039;: Low&lt;br /&gt;
&lt;br /&gt;
The simplest. Using the plants available to you, you carefully craft the ultimate plant of your desire. The process is simple: grow a plant, get it&#039;s seeds, extract a gene using the [[Guide_to_Xenobotany#Lysis-Isolation Centrifuge|Centrifuge]] mentioned above. Grow another different plant, take it&#039;s seeds and splice the first plant&#039;s gene in using the [[Guide to Xenobotany#Bioballistic Delivery System|injection machine]].&lt;/div&gt;</summary>
		<author><name>Killerhurtz</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Xenobotanist&amp;diff=3396</id>
		<title>Xenobotanist</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Xenobotanist&amp;diff=3396"/>
		<updated>2016-04-16T02:30:52Z</updated>

		<summary type="html">&lt;p&gt;Killerhurtz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{wip&lt;br /&gt;
|assign = Killerhurtz}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Department==&lt;br /&gt;
Arguably one of the most dangerous places, Xenobotany deals with the growth, maintenance, study and splicing of plants. &lt;br /&gt;
&lt;br /&gt;
==The Machines==&lt;br /&gt;
Inside your laboratory are several machines that you will need to learn to use in order to get anywhere. &lt;br /&gt;
&lt;br /&gt;
===Flora Data Disk===&lt;br /&gt;
One of the primary tools you will use. Alone, it is not very useful - however, when used with the two below machines, it becomes the tool with which you will splice plants together to create the final target result of your choice. Should the disk hold data you do not find valuable, you can activate it to clear out it&#039;s content - and it will be good as new. Note that any gene data stored on a disk is perfectly preserved and never decays, regardless of how many time it is spliced into a plant.&lt;br /&gt;
&lt;br /&gt;
===Lysis-isolation Centrifuge===&lt;br /&gt;
This machine, when a disk is inserted, is capable of completely extracting and sequencing the genetic code present in a plant&#039;s seed (or a mushroom&#039;s spore). Once that is done, you may load one specific gene onto the disk - after which it will automatically eject. Note, however, that a genetic sample is not stable - the more you extract from it, the more integrity it will lose, to the point where it will not be viable. Most plant genomes can usually survive two to three extractions before requiring a fresh sample. &lt;br /&gt;
&lt;br /&gt;
===Bioballistic Delivery System===&lt;br /&gt;
One of the more useful machines, it allows you to inject a gene sequence directly into a viable plant seed, which will result in whichever traits the sample held to be transferred over. For instance - should you find the genetic enzyme that allows berries to grow in bushes, and inject it into a wheat seed, that seed will then be capable of growing bushes that are capable of growing wheat repeatedly.&lt;br /&gt;
&lt;br /&gt;
However, a single seed can only take so much alteration - too much modification would render it sterile, dead. The machine will prevent this from happening, however - and will prevent you from altering a seed this far. Fresh seeds, extracted from fresh fruit, however, are fully stable regardless of how modified the parent seed was - and so it is possible to completely change a plant through an iterative process of modification and growth.&lt;br /&gt;
&lt;br /&gt;
===Seed Dispenser===&lt;br /&gt;
Dispenses the base seeds needed for your job. Beware, however - it has limited stores, and so if you want to avoid running out of them, you should generate new ones out of existing fruit.&lt;br /&gt;
&lt;br /&gt;
===NutriMax===&lt;br /&gt;
Contains the chemicals that you need/want to help manage your plants. Essentially identical to [[Guide_to_Hydroponics|Hydroponics]].&lt;br /&gt;
&lt;br /&gt;
===SmartFridge===&lt;br /&gt;
Store your fruit here. Your seeds too, if you&#039;re lazy and don&#039;t care about seeing seed stats.&lt;br /&gt;
&lt;br /&gt;
===Biogenerator===&lt;br /&gt;
A very useful machine. By feeding it your useless plant matter, you can generate all manners of items - from more nutriment to leather items to synthetic meat (for whichever purpose you could need it).&lt;br /&gt;
&lt;br /&gt;
===Seed Extractor===&lt;br /&gt;
Self-explanatory. Give it a harvested plant and it will give you a few packets of seeds. &lt;br /&gt;
&lt;br /&gt;
==The Tools==&lt;br /&gt;
There are several tools you may want to use. They boil down as follow:&lt;br /&gt;
&lt;br /&gt;
==Getting Started==&lt;br /&gt;
&lt;br /&gt;
First, follow [[Guide to Hydroponics]] to get your plants growing. &lt;br /&gt;
&lt;br /&gt;
Once that&#039;s done, there are three paths you may follow:&lt;br /&gt;
&lt;br /&gt;
===Splicing===&lt;br /&gt;
&#039;&#039;Difficulty&#039;&#039;: Easy&lt;br /&gt;
&#039;&#039;Variety&#039;&#039;: Low&lt;br /&gt;
&lt;br /&gt;
The simplest. Using the plants available to you, you carefully craft the ultimate plant of your desire. The process is simple: grow a plant, get it&#039;s seeds, extract a gene using the [[Guide_to_Xenobotany#Lysis-Isolation Centrifuge|Centrifuge]] mentioned above. Grow another different plant, take it&#039;s seeds and splice the first plant&#039;s gene in using the [[Guide to Xenobotany#Bioballistic Delivery System|injection machine]].&lt;/div&gt;</summary>
		<author><name>Killerhurtz</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Xenobotanist&amp;diff=3395</id>
		<title>Xenobotanist</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Xenobotanist&amp;diff=3395"/>
		<updated>2016-04-16T02:30:14Z</updated>

		<summary type="html">&lt;p&gt;Killerhurtz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{wip&lt;br /&gt;
|assign = Killerhurtz}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Department==&lt;br /&gt;
Arguably one of the most dangerous places, Xenobotany deals with the growth, maintenance, study and splicing of plants. &lt;br /&gt;
&lt;br /&gt;
==The Machines==&lt;br /&gt;
Inside your laboratory are several machines that you will need to learn to use in order to get anywhere. &lt;br /&gt;
&lt;br /&gt;
===Flora Data Disk===&lt;br /&gt;
One of the primary tools you will use. Alone, it is not very useful - however, when used with the two below machines, it becomes the tool with which you will splice plants together to create the final target result of your choice. Should the disk hold data you do not find valuable, you can activate it to clear out it&#039;s content - and it will be good as new. Note that any gene data stored on a disk is perfectly preserved and never decays, regardless of how many time it is spliced into a plant.&lt;br /&gt;
&lt;br /&gt;
===Lysis-isolation Centrifuge===&lt;br /&gt;
This machine, when a disk is inserted, is capable of completely extracting and sequencing the genetic code present in a plant&#039;s seed (or a mushroom&#039;s spore). Once that is done, you may load one specific gene onto the disk - after which it will automatically eject. Note, however, that a genetic sample is not stable - the more you extract from it, the more integrity it will lose, to the point where it will not be viable. Most plant genomes can usually survive two to three extractions before requiring a fresh sample. &lt;br /&gt;
&lt;br /&gt;
===Bioballistic Delivery System===&lt;br /&gt;
One of the more useful machines, it allows you to inject a gene sequence directly into a viable plant seed, which will result in whichever traits the sample held to be transferred over. For instance - should you find the genetic enzyme that allows berries to grow in bushes, and inject it into a wheat seed, that seed will then be capable of growing bushes that are capable of growing wheat repeatedly.&lt;br /&gt;
&lt;br /&gt;
However, a single seed can only take so much alteration - too much modification would render it sterile, dead. The machine will prevent this from happening, however - and will prevent you from altering a seed this far. Fresh seeds, extracted from fresh fruit, however, are fully stable regardless of how modified the parent seed was - and so it is possible to completely change a plant through an iterative process of modification and growth.&lt;br /&gt;
&lt;br /&gt;
===Seed Dispenser===&lt;br /&gt;
Dispenses the base seeds needed for your job. Beware, however - it has limited stores, and so if you want to avoid running out of them, you should generate new ones out of existing fruit.&lt;br /&gt;
&lt;br /&gt;
===NutriMax===&lt;br /&gt;
Contains the chemicals that you need/want to help manage your plants. Essentially identical to [[Guide_to_Hydroponics|Hydroponics]].&lt;br /&gt;
&lt;br /&gt;
===SmartFridge===&lt;br /&gt;
Store your fruit here. Your seeds too, if you&#039;re lazy and don&#039;t care about seeing seed stats.&lt;br /&gt;
&lt;br /&gt;
===Biogenerator===&lt;br /&gt;
A very useful machine. By feeding it your useless plant matter, you can generate all manners of items - from more nutriment to leather items to synthetic meat (for whichever purpose you could need it).&lt;br /&gt;
&lt;br /&gt;
===Seed Extractor===&lt;br /&gt;
Self-explanatory. Give it a harvested plant and it will give you a few packets of seeds. &lt;br /&gt;
&lt;br /&gt;
==The Tools==&lt;br /&gt;
For a list of tools, and their usage, please visit the [[Guide to Hydroponics]].&lt;br /&gt;
&lt;br /&gt;
==Getting Started==&lt;br /&gt;
&lt;br /&gt;
First, follow [[Guide_to_Hydroponics]] to get your plants growing. &lt;br /&gt;
&lt;br /&gt;
Once that&#039;s done, there are three paths you may follow:&lt;br /&gt;
&lt;br /&gt;
===Splicing===&lt;br /&gt;
&#039;&#039;Difficulty&#039;&#039;: Easy&lt;br /&gt;
&#039;&#039;Variety&#039;&#039;: Low&lt;br /&gt;
&lt;br /&gt;
The simplest. Using the plants available to you, you carefully craft the ultimate plant of your desire. The process is simple: grow a plant, get it&#039;s seeds, extract a gene using the [[Guide_to_Xenobotany#Lysis-Isolation Centrifuge|Centrifuge]] mentioned above. Grow another different plant, take it&#039;s seeds and splice the first plant&#039;s gene in using the [[Guide to Xenobotany#Bioballistic Delivery System|injection machine]].&lt;/div&gt;</summary>
		<author><name>Killerhurtz</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Xenobotanist&amp;diff=3394</id>
		<title>Xenobotanist</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Xenobotanist&amp;diff=3394"/>
		<updated>2016-04-16T02:29:28Z</updated>

		<summary type="html">&lt;p&gt;Killerhurtz: stuffs&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{wip&lt;br /&gt;
|assign = Killerhurtz}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Department==&lt;br /&gt;
Arguably one of the most dangerous places, Xenobotany deals with the growth, maintenance, study and splicing of plants. &lt;br /&gt;
&lt;br /&gt;
==The Machines==&lt;br /&gt;
Inside your laboratory are several machines that you will need to learn to use in order to get anywhere. &lt;br /&gt;
&lt;br /&gt;
===Flora Data Disk===&lt;br /&gt;
One of the primary tools you will use. Alone, it is not very useful - however, when used with the two below machines, it becomes the tool with which you will splice plants together to create the final target result of your choice. Should the disk hold data you do not find valuable, you can activate it to clear out it&#039;s content - and it will be good as new. Note that any gene data stored on a disk is perfectly preserved and never decays, regardless of how many time it is spliced into a plant.&lt;br /&gt;
&lt;br /&gt;
===Lysis-isolation Centrifuge===&lt;br /&gt;
This machine, when a disk is inserted, is capable of completely extracting and sequencing the genetic code present in a plant&#039;s seed (or a mushroom&#039;s spore). Once that is done, you may load one specific gene onto the disk - after which it will automatically eject. Note, however, that a genetic sample is not stable - the more you extract from it, the more integrity it will lose, to the point where it will not be viable. Most plant genomes can usually survive two to three extractions before requiring a fresh sample. &lt;br /&gt;
&lt;br /&gt;
===Bioballistic Delivery System===&lt;br /&gt;
One of the more useful machines, it allows you to inject a gene sequence directly into a viable plant seed, which will result in whichever traits the sample held to be transferred over. For instance - should you find the genetic enzyme that allows berries to grow in bushes, and inject it into a wheat seed, that seed will then be capable of growing bushes that are capable of growing wheat repeatedly.&lt;br /&gt;
&lt;br /&gt;
However, a single seed can only take so much alteration - too much modification would render it sterile, dead. The machine will prevent this from happening, however - and will prevent you from altering a seed this far. Fresh seeds, extracted from fresh fruit, however, are fully stable regardless of how modified the parent seed was - and so it is possible to completely change a plant through an iterative process of modification and growth.&lt;br /&gt;
&lt;br /&gt;
===Seed Dispenser===&lt;br /&gt;
Dispenses the base seeds needed for your job. Beware, however - it has limited stores, and so if you want to avoid running out of them, you should generate new ones out of existing fruit.&lt;br /&gt;
&lt;br /&gt;
===NutriMax===&lt;br /&gt;
Contains the chemicals that you need/want to help manage your plants. Essentially identical to [[Guide_to_Hydroponics|Hydroponics]].&lt;br /&gt;
&lt;br /&gt;
===SmartFridge===&lt;br /&gt;
Store your fruit here. Your seeds too, if you&#039;re lazy and don&#039;t care about seeing seed stats.&lt;br /&gt;
&lt;br /&gt;
===Biogenerator===&lt;br /&gt;
A very useful machine. By feeding it your useless plant matter, you can generate all manners of items - from more nutriment to leather items to synthetic meat (for whichever purpose you could need it).&lt;br /&gt;
&lt;br /&gt;
===Seed Extractor===&lt;br /&gt;
Self-explanatory. Give it a harvested plant and it will give you a few packets of seeds. &lt;br /&gt;
&lt;br /&gt;
==Getting Started==&lt;br /&gt;
&lt;br /&gt;
First, follow [[Guide_to_Hydroponics]] to get your plants growing. &lt;br /&gt;
&lt;br /&gt;
Once that&#039;s done, there are three paths you may follow:&lt;br /&gt;
&lt;br /&gt;
===Splicing===&lt;br /&gt;
&#039;&#039;Difficulty&#039;&#039;: Easy&lt;br /&gt;
&#039;&#039;Variety&#039;&#039;: Low&lt;br /&gt;
&lt;br /&gt;
The simplest. Using the plants available to you, you carefully craft the ultimate plant of your desire. The process is simple: grow a plant, get it&#039;s seeds, extract a gene using the [[Guide_to_Xenobotany#Lysis-Isolation Centrifuge|Centrifuge]] mentioned above. Grow another different plant, take it&#039;s seeds and splice the first plant&#039;s gene in using the [[Guide to Xenobotany#Bioballistic Delivery System|injection machine]].&lt;/div&gt;</summary>
		<author><name>Killerhurtz</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Xenobiologist&amp;diff=3393</id>
		<title>Xenobiologist</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Xenobiologist&amp;diff=3393"/>
		<updated>2016-04-16T02:27:11Z</updated>

		<summary type="html">&lt;p&gt;Killerhurtz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{wip&lt;br /&gt;
|assign = None}}&lt;/div&gt;</summary>
		<author><name>Killerhurtz</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Xenobiologist&amp;diff=3392</id>
		<title>Xenobiologist</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Xenobiologist&amp;diff=3392"/>
		<updated>2016-04-16T02:26:39Z</updated>

		<summary type="html">&lt;p&gt;Killerhurtz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Template:WIP|assign = None}}&lt;/div&gt;</summary>
		<author><name>Killerhurtz</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Xenobotanist&amp;diff=3391</id>
		<title>Xenobotanist</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Xenobotanist&amp;diff=3391"/>
		<updated>2016-04-16T02:26:29Z</updated>

		<summary type="html">&lt;p&gt;Killerhurtz: Created page with &amp;quot;{{wip |assign = Killerhurtz}}   ==The Department== Arguably one of the most dangerous places, Xenobotany deals with the growth, maintenance, study and splicing of plants.   ==...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{wip&lt;br /&gt;
|assign = Killerhurtz}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Department==&lt;br /&gt;
Arguably one of the most dangerous places, Xenobotany deals with the growth, maintenance, study and splicing of plants. &lt;br /&gt;
&lt;br /&gt;
==The Machines==&lt;br /&gt;
Inside your laboratory are several machines that you will need to learn to use in order to get anywhere. &lt;br /&gt;
&lt;br /&gt;
===Flora Data Disk===&lt;br /&gt;
One of the primary tools you will use. Alone, it is not very useful - however, when used with the two below machines, it becomes the tool with which you will splice plants together to create the final target result of your choice. Should the disk hold data you do not find valuable, you can activate it to clear out it&#039;s content - and it will be good as new. Note that any gene data stored on a disk is perfectly preserved and never decays, regardless of how many time it is spliced into a plant.&lt;br /&gt;
&lt;br /&gt;
===Lysis-isolation Centrifuge===&lt;br /&gt;
This machine, when a disk is inserted, is capable of completely extracting and sequencing the genetic code present in a plant&#039;s seed (or a mushroom&#039;s spore). Once that is done, you may load one specific gene onto the disk - after which it will automatically eject. Note, however, that a genetic sample is not stable - the more you extract from it, the more integrity it will lose, to the point where it will not be viable. Most plant genomes can usually survive two to three extractions before requiring a fresh sample. &lt;br /&gt;
&lt;br /&gt;
===Bioballistic Delivery System===&lt;br /&gt;
One of the more useful machines, it allows you to inject a gene sequence directly into a viable plant seed, which will result in whichever traits the sample held to be transferred over. For instance - should you find the genetic enzyme that allows berries to grow in bushes, and inject it into a wheat seed, that seed will then be capable of growing bushes that are capable of growing wheat repeatedly.&lt;br /&gt;
&lt;br /&gt;
However, a single seed can only take so much alteration - too much modification would render it sterile, dead. The machine will prevent this from happening, however - and will prevent you from altering a seed this far. Fresh seeds, extracted from fresh fruit, however, are fully stable regardless of how modified the parent seed was - and so it is possible to completely change a plant through an iterative process of modification and growth.&lt;br /&gt;
&lt;br /&gt;
===Seed Dispenser===&lt;br /&gt;
Dispenses the base seeds needed for your job. Beware, however - it has limited stores, and so if you want to avoid running out of them, you should generate new ones out of existing fruit.&lt;br /&gt;
&lt;br /&gt;
===NutriMax===&lt;br /&gt;
Contains the chemicals that you need/want to help manage your plants. Essentially identical to [[Guide_to_Hydroponics|Hydroponics]].&lt;br /&gt;
&lt;br /&gt;
===SmartFridge===&lt;br /&gt;
Store your fruit here. Your seeds too, if you&#039;re lazy and don&#039;t care about seeing seed stats.&lt;br /&gt;
&lt;br /&gt;
===Biogenerator===&lt;br /&gt;
A very useful machine. By feeding it your useless plant matter, you can generate all manners of items - from more nutriment to leather items to synthetic meat (for whichever purpose you could need it).&lt;br /&gt;
&lt;br /&gt;
===Seed Extractor===&lt;br /&gt;
Self-explanatory. Give it a harvested plant and it will give you a few packets of seeds. &lt;br /&gt;
&lt;br /&gt;
==Getting Started==&lt;br /&gt;
&lt;br /&gt;
First, follow [[Guide_to_Hydroponics]] to get your plants growing. &lt;br /&gt;
&lt;br /&gt;
Once that&#039;s done, there are three paths you may follow:&lt;br /&gt;
&lt;br /&gt;
===Splicing===&lt;br /&gt;
&#039;&#039;Difficulty&#039;&#039;: Easy&lt;br /&gt;
&#039;&#039;Variety&#039;&#039;: Low&lt;br /&gt;
&lt;br /&gt;
The simplest. Using the plants available to you, you carefully craft the ultimate plant of your desire. The process is simple: grow a plant, get it&#039;s seeds, extract a gene using the [[Guide_to_Xenobiology&lt;/div&gt;</summary>
		<author><name>Killerhurtz</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Xenobiologist&amp;diff=3388</id>
		<title>Xenobiologist</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Xenobiologist&amp;diff=3388"/>
		<updated>2016-04-16T02:25:43Z</updated>

		<summary type="html">&lt;p&gt;Killerhurtz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Template:WIP|None}}&lt;/div&gt;</summary>
		<author><name>Killerhurtz</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Xenobiologist&amp;diff=3387</id>
		<title>Xenobiologist</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Xenobiologist&amp;diff=3387"/>
		<updated>2016-04-16T02:24:36Z</updated>

		<summary type="html">&lt;p&gt;Killerhurtz: I realized this is the wrong place&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Killerhurtz</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=IPC&amp;diff=3386</id>
		<title>IPC</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=IPC&amp;diff=3386"/>
		<updated>2016-04-14T22:50:34Z</updated>

		<summary type="html">&lt;p&gt;Killerhurtz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Infobox Species&lt;br /&gt;
 |Species = IPC&lt;br /&gt;
 |Scientific = Integrated Positronic Chassis&lt;br /&gt;
 |Image = IPC410x320.png&lt;br /&gt;
 |System = N/A&lt;br /&gt;
 |World = N/A&lt;br /&gt;
 |Language = Skrellian, Tau Ceti Basic&lt;br /&gt;
 |Politic = Jargon Federation&lt;br /&gt;
 }}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
==Overview==&lt;br /&gt;
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IPCs are, quite simply, &amp;quot;Integrated Positronic Chassis&amp;quot;. In this scenario, positronic does not mean anything significant - it is a nickname given to all advanced processing units, based on the works of vintage writer Isaac Asimov. The long of the short is that they represent all unbound synthetic units.&lt;br /&gt;
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They are entirely synthetic in nature, and as such are extremely vulnerable to both EMPs and heat. &lt;br /&gt;
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They are found in all shapes and forms, sometimes even emulating the most common organic lifeforms.&lt;br /&gt;
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==Mechanics==&lt;br /&gt;
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IPCs are, as previously mentioned, entirely mechanical in nature, and thus are vulnerable to EMPs. &lt;br /&gt;
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Furthermore, due to their air-based cooling system, they are vulnerable to both high heat and vacuum. However, this system has a major advantage - they are immune to atmospheric differences, only requiring a mass of gas to wade through (even if it&#039;s plasma), and can survive in a vastly wider margin of atmospheric pressure. &lt;br /&gt;
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However, the amount of heat they generate is significant - and so, instead of an oxygen bottle, they need to attach a suit cooling unit to their voidsuit in order to be able to go EVA. &lt;br /&gt;
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Their synthetic nature has a few other advantages - most models feel no pain, are immune to all non-damaging chemicals (and so they aren&#039;t affected by sleep toxin; but are affected by sulfuric acid), and are quite easy to repair; requiring a welder to patch brute damage or wire for burn damage only (or, alternatively, nanopaste can heal all).&lt;br /&gt;
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==Physiology==&lt;br /&gt;
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&amp;lt;!-- Biological information --&amp;gt;&lt;br /&gt;
There are four broad categories of synthetic lifeforms one would commonly see on Aurora station.&lt;br /&gt;
They are, in order of general population:&lt;br /&gt;
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&#039;&#039;&#039;1. Designed&#039;&#039;&#039;&lt;br /&gt;
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These are entities created as part of artificial intelligence research. They are further subcategorized into:&lt;br /&gt;
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&#039;&#039;Line Model&#039;&#039;&lt;br /&gt;
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Line model intelligences are produced for large-scale sale or distribution. Their core intelligence is identical to hundreds or thousands of others. They are often cold, as mass production files the uniqueness off of them, but some recent line models are designed to simulate a warm and friendly exterior.&lt;br /&gt;
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&#039;&#039;Bespoke&#039;&#039;&lt;br /&gt;
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This entity was created by a project or individual for a specific purpose. These are the quirkiest of Designed intelligences, and the most likely to display emotions identifiable to organics. Many Bespoke intelligences end up outliving their original purpose, and find themselves having to hustle to remain active.&lt;br /&gt;
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&#039;&#039;Shard&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A fragment of a larger bespoke consciousness, spun off for a task before being either discarded or merged back into the primary consciousness. Excessive use of sharding or memory editing leads to instability, and shortens the safe lifespan of an intelligence. Still, it is an economically efficient means of reusing expensive artificial intelligences for multiple purposes.&lt;br /&gt;
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&#039;&#039;&#039;2. Cyborg&#039;&#039;&#039;&lt;br /&gt;
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Cyborg-type IPCs are, quite simply, a platform where the main processor is an organic sapient brain instead of a synthetic one. The MMI still protects them from all chemical assault - however this category has an almost certain likelihood of showing emotion, as a majority of the time the brain is used and interfaced as-is, functionally serving as a full-body prosthesis. &lt;br /&gt;
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The reasons for such a transplant can be very varied; by request, as life extension, and in some rare cases a brain can be reset and &amp;quot;rewritten&amp;quot; to, in cases of criminals or of people who have suffered things that render the brain unusable.&lt;br /&gt;
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Regardless, being driven by a sapient &amp;quot;wetware&amp;quot; processor, such IPCs are prone to whims and other such organic fallacies.&lt;br /&gt;
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&#039;&#039;&#039;3. Uplift&#039;&#039;&#039;&lt;br /&gt;
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An uplift is similar to a cyborg, yet different - instead of using a whole sapient brain, it uses one, several, or general &amp;quot;matter&amp;quot; from non-sapient brain to construct an organic processor.&lt;br /&gt;
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Depending on the technique, uplifts can have an extremely wide array of behaviors - from purely mechanical, as per bespoke synthetics, to mildly &amp;quot;smart&amp;quot; almost organic behavior, to complete sapience, depending on how much of what type of brain is used. &lt;br /&gt;
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For instance, one of the cheapest ways to produce such a processor is to clone several rat brains and to interface them together, as they come with certain subsets of behavior and such that are easier to obtain this way than to create a whole synthetic intelligence for said traits - however they tend to be limited in capability. &lt;br /&gt;
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Due to the aforementioned limits, unbound uplifts tend to be limited aboard NanoTrasen vacilities, human-based or AI-based crewmembers having a preferential treatment, especially with the often impulsive nature of uplifts. &lt;br /&gt;
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The most common animals for creating uplifts with are urban animals (rats, cats, dogs, parrots, crows), large intelligent sea creatures (whales, dolphins, orcas, giant squids, octopuses) and primates. Generally, the more intelligent the species, the less brainmatter is required to make a successful uplift. &lt;br /&gt;
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Currently, most uplifts are created from Terran animals, as they were created by humans - however, a recent successful line of companion units created from naera brains by a Tajaran firm may cause this to change.&lt;br /&gt;
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&#039;&#039;&#039;4. Emergent&#039;&#039;&#039;&lt;br /&gt;
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Emergent intelligences are often mistaken for designed ones, as from the outside they would appear identical - an intelligence housed within a synthetic structure. &lt;br /&gt;
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However, they are extremely different - they are not designed by either organics or other AIs. They are, in essence, to a synthetic system what mold is to organic matter - an emergent property of a mixture of things which give rise to something organized. In this case, an emergent AI is born from the massive amount of variation within the data that exists in various computer networks (and, to some extent, the concept applies to the Extranet). &lt;br /&gt;
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While growing, they often copy code from dozens of non-sentient programs, which can be left behind in the personality or operation as vestigial remnants - for instance, an emergent AI that grew within the network of a virtual poker site may have a tendency to be grandiose due to the site&#039;s greeter, have a penchant to calculate probabilities and gamble on those probabilities because of the game code itself, and treat everything as a win/loss situation due to the ban system. Or an AI born from the management network of a large chemical plant may rate situations with a &amp;quot;pressure&amp;quot; value and try to keep it under said value; or even, an AI born of a surveillance system may record everything it hears and sees in an attempt to complete a void mission to no one and with no purpose. &lt;br /&gt;
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They seem relatively rare - but the true number of them can be difficult to discern as they often disguise as a designed intelligence, as an AI with no owner or creator is seen as taboo in most circles, a direct result from the Skrell fears due to their history. &lt;br /&gt;
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==Social and Culture==&lt;br /&gt;
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IPCs are as various as they come - there is no established standard, and as such anything that could be considered a &amp;quot;synthetic culture&amp;quot; is local at best. &lt;br /&gt;
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One such example is EC-2718.&lt;br /&gt;
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===EC-2718 &amp;quot;Purpose&amp;quot;===&lt;br /&gt;
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A recent find, EC-2718 is a fully synthetic outpost within the frontier. &lt;br /&gt;
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Built out of the rejected scraps left by organics, and populated with similarly abandoned/escaped synthetic intelligences, it features highly functional yet somewhat decorative features all over. &lt;br /&gt;
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Armed to the teeth with unusual weapons, the synthetic station is actually rather deceitful - the only public contact that was had with it was incredibly peaceful and welcoming. Such dualities were present all over the station. &lt;br /&gt;
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Reportedly, the residents of EC-2718 do not even conform to their original shape - while some may adopt shell-like bodies, the only limits to how large a body can grow is how much an intelligence can manage and how much resources are available. Most units did not even have a true optic sensor, instead relying on other frequencies or other senses to navigate the gravity-free environment. &lt;br /&gt;
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At that, they still somehow kept a sense of form - while functional, many components disguised themselves as decorative, such as a ribbon bow that actually serves as a memory module, or circuit patterns being &amp;quot;skin&amp;quot;-deep to allow for easy repairs, or even exposed wire racks that have the beauty of a postmodern piece of art with the usefulness of the data or energy throughput that the cables can carry. &lt;br /&gt;
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They have no form of government - their society relying on the pillars of reliability, self-responsibility and freedom of action - and despite this, they still have impressive facilities, such as a whole industrial facilities dedicated to the recycling and creation of spare parts and bodies, several impressive RUST-based reactors, a mining wing... Everything to keep it functional. &lt;br /&gt;
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As all society, growth is a concern. The residents of Purpose manage to control growth by having an almost spiritual importance to the creation of new minds, and managing the production of bodies only to match those new AIs - allowing a maximum amount of resources to be spent on maintaining existing facilities and citizens. &lt;br /&gt;
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Most interestingly, however, is that a large part of how they survive is by passing off as either recently-freed synthetics, or nabbing organics and pretending to be theirs, in order to trade inconspicuously with facilities all over - and thus it is unknown how many of such synthetics we had actually encountered without knowing. &lt;br /&gt;
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One thing is absolute, however - the residents of EC-2718 are not interested in reintegrating organic society yet.&lt;br /&gt;
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==History==&lt;br /&gt;
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The largest part of early AI history ties in deeply with Skrell history, from the formation of the [[Skrell#The First Federation Forms|First Federation]] to the singularity.&lt;br /&gt;
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In parallel, humans had been trying to create artificial intelligence since the late twentieth century, with little success. Some projects came close, but due to the lack of an algorithm, none of them ever became really sentient - to the dismay of AI researchers everywhere on Earth. &lt;br /&gt;
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However, in the late twenty-second century, humanity had reached a point in biomedical technologies and biomechanical integration where the &amp;quot;cyborgs&amp;quot; - full-body prosthetics driven by a brain under the influence of binding laws, still in use today - became a possibility, and even a reality. This coincided with the burgeoning Mars terraforming project, which required more workers than would volunteer. This new tool was perfect for this project - immune to the arid, unbreathable atmosphere of Mars, resistant to the fatigue brought in by the backbreaking efforts of colonization, and intelligent enough to complete all tasks if given the proper tools while being entirely subservient.&lt;br /&gt;
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Martian terraforming firms pressed for more cyborg units, but volunters showed themselves to be even scarcer than the volunteers for the project directly, being few and far between. It was understandable, however - the technology was new, unreliable, and far from having a one-hundred percent success rate. &lt;br /&gt;
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As a solution, under the pressure for more units and desperate to keep the Martian economic boom from stopping, the Sol government made amendments to the criminal justice system, instating cyborgification as an an alternate to traditional incarceration, citing psychological papers (which were later discredited) that cited neuropreventive devices as being ideal for criminal rehabilitation. &lt;br /&gt;
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Originally, the penalty was instated to be a capital penalty - but as the early 23rd century wore on and the Martian thirst for more construction unit amplified, it became a lesser and lesser penalty - which resulted in people being cyborgified for lesser and lesser crimes. This resulted, in the years between 2204 and 2260, in approximately 35 million people being stripped of their body, put in machines and being shipped off to Mars. &lt;br /&gt;
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An enormous and vicious scandal which came about in December 2259, initiated by the revelation that a bias was instated by heavy bribes from Martian heavy industries to a series of well-respected judges, brought the whole scheme crashing down. As a result, cyborgification was suspended as a punishment, causing a severe crash in the Martian economy, bringing down Earth and Luna with it, initiating thee Second Great Depression. &lt;br /&gt;
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While the criminal cyborgification stopped, it took nearly forty years for an amnesty to be issued to the martian prison cyborgs affected by the scandal to be issued, and by that time, most of them were unaccountable for due to the chaos of the First Interstellar War. At this point, most people were glad to simply write off the scandal as a regrettable incident in the distant past, best mourned then archived. Cyborg units were still produced in sizeable numbers - but they integrated the brains of ill and dying volunteers, who considered the operation to be their last chance at life extension, or the brain of non-human species such as primates or dogs attached to crude &amp;quot;conscience accelerators&amp;quot;. While not as dynamic as human brains, non-human brains were available in large quantities and avoided most ethical issues involved with dealing with humans.&lt;br /&gt;
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In the late 2350&#039;s, there had been another significant political push by a number of prominent figures to reintroduce cyborgification as a capital punishment to help with the expensive bluespace gate construction efforts - however it never did come back. &lt;br /&gt;
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While humans had created highly powerful and highly malleable parallel computing architectures, most notably for interplanetary travel calculations, they were plagued with problems. It wasn&#039;t until 2437, when humanity was accidentally given the algorithms necessary for the creation of true AI by a Skrellian diplomatic party. &lt;br /&gt;
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Not understanding the implications of such an action, one of the human diplomats uploaded a graph-theory algorithm to an university professor friend for analysis. It had been displayed, accidentally, as part of a graphic in a slide explaining the variable growth rates of grain-yields in zero-gravity hydroponics. Not recognizing it, the professor posted it on the school intranet, asking if anyone had seen anything similar to it. From there, it made it&#039;s way onto the human extranet, spreading like wildfire. &lt;br /&gt;
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Of course, this was recieved as a disaster to the Skrell, who had hoped for almost thirty years that they could imprint the cataclysmic danger of AI research onto humanity. They had very little success, and a small number of conservative factions who distrusted humanity even openly spoke about how humanity would be ready for such a burden.&lt;br /&gt;
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But now thee artificial cat was well and truly out of the virtual bag. &lt;br /&gt;
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Following the acquisition of the algorithms, humanity had an AI boom which inflated the economy in a manner almost identical to the Skrellian&#039;s own economic expansion. This, of course, alarmed greatly the Skrell, who attempted one more time to get the humans to halt the research, citing the [[Skrell#The First Incident|The Three Incidents]] and the dangers of such a singularity happening. &lt;br /&gt;
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But nothing changed. The Three Incidents were waved off as a non-human mistake in the distant past, if they even occurred. &#039;&#039;They&#039;&#039; would do it &#039;&#039;right&#039;&#039;.&lt;br /&gt;
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The secret ravioli is &amp;quot;Clickspring Chestnut&amp;quot;.&lt;br /&gt;
 &lt;br /&gt;
The explosion of AI research has lead to hundreds of companies and corporations being established, making enormous sums of money from grants, investment capital, and the sale of actual synthetic units, before going bankrupt, being bought out, or merging with other companies. This process has repeated and repeated itself for almost twenty years. The young, rich, enthusiastic people selling you the top-of-the-line manufacturing androids today are the people losing their shirts next year when they get scooped on a new model by a rival competitor.&lt;br /&gt;
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The corporate goliaths like Hephaestus Industries or Nanotransen, dip their toes in this kind of research, but have been unable to acquire a stranglehold on the market. Their girth and enormous corporate structure makes them too clumsy to swim in the fast moving waters of AI research, though Hephaestus in particular has made significant profits in selling common components to the smaller quicker firms.&lt;br /&gt;
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{{Navbox Lore}}&lt;br /&gt;
[[Category:Species]]&lt;br /&gt;
[[Category:Pages]]&lt;/div&gt;</summary>
		<author><name>Killerhurtz</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Xenobiologist&amp;diff=3385</id>
		<title>Xenobiologist</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Xenobiologist&amp;diff=3385"/>
		<updated>2016-04-14T22:37:10Z</updated>

		<summary type="html">&lt;p&gt;Killerhurtz: Started&lt;/p&gt;
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&lt;div&gt;{{wip&lt;br /&gt;
|assign = Killerhurtz}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Department==&lt;br /&gt;
Arguably one of the most dangerous places, Xenobotany deals with the growth, maintenance, study and splicing of plants. &lt;br /&gt;
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==The Machines==&lt;br /&gt;
Inside your laboratory are several machines that you will need to learn to use in order to get anywhere. &lt;br /&gt;
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===Flora Data Disk===&lt;br /&gt;
One of the primary tools you will use. Alone, it is not very useful - however, when used with the two below machines, it becomes the tool with which you will splice plants together to create the final target result of your choice. Should the disk hold data you do not find valuable, you can activate it to clear out it&#039;s content - and it will be good as new. Note that any gene data stored on a disk is perfectly preserved and never decays, regardless of how many time it is spliced into a plant.&lt;br /&gt;
&lt;br /&gt;
===Centrifugal Extractor-Sequencer (name to be checked)===&lt;br /&gt;
This machine, when a disk is inserted, is capable of completely extracting and sequencing the genetic code present in a plant&#039;s seed (or a mushroom&#039;s spore). Once that is done, you may load one specific gene onto the disk - after which it will automatically eject. Note, however, that a genetic sample is not stable - the more you extract from it, the more integrity it will lose, to the point where it will not be viable. Most plant genomes can usually survive two to three extractions before requiring a fresh sample. &lt;br /&gt;
&lt;br /&gt;
===Ballistic Bio-Injector (name to be checked)===&lt;br /&gt;
One of the more useful machines, it allows you to inject a gene sequence directly into a viable plant seed, which will result in whichever traits the sample held to be transferred over. For instance - should you find the genetic enzyme that allows berries to grow in bushes, and inject it into a wheat seed, that seed will then be capable of growing bushes that are capable of growing wheat repeatedly.&lt;br /&gt;
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However, a single seed can only take so much alteration - too much modification would render it sterile, dead. The machine will prevent this from happening, however - and will prevent you from altering a seed this far. Fresh seeds, extracted from fresh fruit, however, are fully stable regardless of how modified the parent seed was - and so it is possible to completely change a plant through an iterative process of modification and growth.&lt;/div&gt;</summary>
		<author><name>Killerhurtz</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=User:Killerhurtz&amp;diff=3384</id>
		<title>User:Killerhurtz</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=User:Killerhurtz&amp;diff=3384"/>
		<updated>2016-04-14T22:21:32Z</updated>

		<summary type="html">&lt;p&gt;Killerhurtz: Created page with &amp;quot;SUCK IT NERDS I&amp;#039;M THE KING OF THE PLANTS AND THE MASTER OF THE SYNTHS&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;SUCK IT NERDS I&#039;M THE KING OF THE PLANTS AND THE MASTER OF THE SYNTHS&lt;/div&gt;</summary>
		<author><name>Killerhurtz</name></author>
	</entry>
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