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	<title>Aurora Information Uplink - User contributions [en]</title>
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	<subtitle>User contributions</subtitle>
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		<id>https://wiki.aurorastation.org/index.php?title=User:MoondancerPony/Sandbox&amp;diff=17321</id>
		<title>User:MoondancerPony/Sandbox</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=User:MoondancerPony/Sandbox&amp;diff=17321"/>
		<updated>2020-11-14T19:11:04Z</updated>

		<summary type="html">&lt;p&gt;MoondancerPony: Creation of sandbox page for Pelshad Mar&amp;#039;rez.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Unathi Lore}}&lt;br /&gt;
== Overview ==&lt;br /&gt;
&#039;&#039;&#039;Honor&#039;s Respite,&#039;&#039;&#039; known by its inhabitants as &#039;&#039;&#039;Pelshad Mar&#039;rez&#039;&#039;&#039; (literally translated as &amp;quot;The Place of Honor&amp;quot; in the local pidgin), is an independent frontier colony located near the midpoint of the route between Uueoa-Esa and Tau Ceti, in an otherwise empty sector. Prior to the arrival of their substantial Unathi population, it was mostly a near-derelict space elevator complex with a dwindling population consisting of entirely humans, often simply passed by on the way to either system. It occasionally acted as a rest stop for travelers, with the remaining colonists still holding high hopes for their colony despite facing significant adversity due to both a lack of numbers, skill, and morale. Though some who passed through took a liking to the quaint colony, few stayed for longer than a week.&lt;br /&gt;
&lt;br /&gt;
Th&#039;akh missionaries who left Moghes after the contact war introduced the concepts of honour and duty to the colonists of Honor&#039;s Respite, where they became popular due to helping them keep a level head in the face of severe hardships, all too common on a colony only beginning to redevelop into something resembling its former self.&lt;br /&gt;
&lt;br /&gt;
Ancestor worship even plays a role in the colony, but in the opposite way of traditional Unathi religion: colonists wish to achieve honour and veneration in life so that their descendants will remember and worship them. This already existed in part due to the heavy reliance on tradition in the Human Frontier, with word-of-mouth stories and folk songs being integral to their culture, but the missionaries took it to a spiritual level, where colonists seek future veneration through service to the colony.&lt;br /&gt;
&lt;br /&gt;
Individuals from Pelshad Mar&#039;rez (often abbreviated to simply Mar&#039;rez) are known as &#039;&#039;&#039;Mar&#039;redi&#039;&#039;&#039;, while &#039;&#039;&#039;Mar&#039;rezi&#039;&#039;&#039; refers to the culture as a whole.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
=== Origins ===&lt;br /&gt;
The colony has a rich folk history, though most of its purely historical origins are lost. It originated as a meat farming colony on a relatively unimportant planet in the Frontier, and exported large amounts of meat to nearby systems. While the biodome below was self-sustaining and required little intervention, the space elevator leading to it was not. Due to the dwindling population and scarce resources, it was nearly impossible to maintain, and gradually fell into disuse: the colony was reduced to a shadow of its former self, at most a rest stop on the way to and from more interesting places.&lt;br /&gt;
&lt;br /&gt;
=== Development ===&lt;br /&gt;
Following the contact war, a large ship of Th&#039;akh missionaries and their families, numbering in total a few dozen, were headed to Tau Ceti for asylum as they faced heavy repression from the heavily-Sk&#039;akh post-war Hegemony. They stopped along the way because their ship had broken down, and found that it was essentially unable to be easily repaired, leaving them stranded until they could find a way off.&lt;br /&gt;
&lt;br /&gt;
They mingled with the local colony, at this point mostly subsisting off the food they brought. The missionaries and their families, numbering in total a few dozen individuals (almost the size of the colony&#039;s human population) didn&#039;t expect to be here for an extended period, however, and they quickly had to begin rationing supplies. The colony only had starchy plants and protein-less generated meat, which was filling but not nutritious for the Sinta, and at most helped them ignore their hunger. None of the ships that stopped by were large enough to take them, nor did they have the parts required to make their ship flight-capable again.&lt;br /&gt;
&lt;br /&gt;
Eventually, after spending some time with the human colonists, they learned about the elevator: the ship engineer the Th&#039;akh missionaries brought, a young, inexperienced Sinta woman displaced from her home after it became part of the Wasteland, discovered that at the expense of rendering their ship permanently useless they could salvage enough parts to repair the space elevator and access the bountiful biodome full of plants and cows.&lt;br /&gt;
&lt;br /&gt;
It was at this time the Sinta group split. Several left on strangers&#039; ships, paying or working their way to Tau Ceti or other colonies, some even heading back to Moghes. However, the vast majority stayed, enamored by the colony and its strange customs. The colonists shared stories of the initial settlers, as well as songs of their long-past history, while the Th&#039;akh told them of their practices of ancestor worship that fit so perfectly with the colonists&#039; own history and culture. They were enraptured by the idea of becoming so notable in life, contributing so much to the colony, that their descendants would remember them for time immemorial in folk songs, stories, and worship rituals.&lt;br /&gt;
&lt;br /&gt;
The repair of the elevator, and the beginning of the permanent residence of the Th&#039;akh missionaries (and their family members), was marked by a large feast. The colonists brought up the largest cow, slaughtered it according to Th&#039;akh practices for consecrating food to be used in religious feasts, and every part of it was used: not even the smallest bit of offal was wasted, as the new Sinta members taught the colonists how to utilise every part of the animal.&lt;br /&gt;
&lt;br /&gt;
Bones were eaten for marrow and used for stock (some even ate the bones themselves, after some preparation), while organs and offal were used to make a variety of traditional Sinta dishes. Muscle was made into jerky or, with fat and other parts, used to make sausage. The dish that had the widest appeal was their blood sausage, however, which used various staple crops as filler but contained enough protein and fat for even the hardiest Sinta to survive on. This made it an essential dish and even a core component of their culture, which from this point on placed a heavy importance on communal eating and resourcefulness.&lt;br /&gt;
&lt;br /&gt;
The unusual gender composition of the colony combined with both Th&#039;akh and Frontier ideas of the self, soul, and gender to form the unique concept of gender held by the Mer&#039;rezi. These led to their odd associations between gender and job, based primarily off of the colonists who initially held those roles.&lt;br /&gt;
&lt;br /&gt;
=== Modern Day ===&lt;br /&gt;
In the modern day, the colonists of Pelshad Mar&#039;rez have developed a rich culture that is neither Sinta nor human: it is something in-between, possessing its own unique identity. Many Sinta joined the colony, seeking to escape repression on Moghes while not being under the control of the colonial government of Ouerea or joining a privateer company. Likewise, the spread of their folk songs and stories across the extranet led many descendants of the original colonists (whose parents, grandparents, or even great-grandparents had left the colony long ago) to immigrate to the colony in hopes of &#039;rediscovering their roots&#039;. These individuals, Sinta and human alike, often only briefly stayed at Mar&#039;rez before moving on to other places, but as some took up permanent residence at the colony its population grew. Presently, the colony is experiencing a cultural renaissance bolstered by their unique, syncretic religion and ideas.&lt;br /&gt;
&lt;br /&gt;
== Culture ==&lt;br /&gt;
=== Food ===&lt;br /&gt;
Due to having to meet the dietary needs of both Humans and Unathi, a unified food culture was the first thing to form. After the arrival of the Th&#039;akh missionaries, blood sausages or goetta-like foods were frequently used in order to stretch out food supplies to feed everyone, while even parts of slaughtered animals that were typically discarded are used in a variety of dishes. Their blood sausage is perhaps their most notable cultural export, as it was spread by those travelling to or from Ouerea and Moghes who stopped by to eat.&lt;br /&gt;
&lt;br /&gt;
Due to long work hours maintaining the colony, as well as the extremely rich nature of the food, members of the colony typically eat a meal at dawn and dusk (or the equivalent times in their Circadian rhythm) instead of three a day.&lt;br /&gt;
&lt;br /&gt;
=== Language ===&lt;br /&gt;
The language used in the colony is a &#039;&#039;&#039;pidgin between Sinta&#039;Azaziba and Freespeak;&#039;&#039;&#039; while the missionaries possessed some level of competence in Freespeak, they faced difficulty communicating complex cultural concepts. Freespeak vocabulary was adapted by missionaries to be easier to speak, and is mostly used for common words, such as those involving labour and daily life. Likewise, the human colonists adapted Sinta&#039;Azaziba words to fit closer to Freespeak, using them to refer to cultural concepts with no clear Freespeak equivalent, as well as for art and culture. This adaptation led to changes like &amp;quot;Maraz&amp;quot;, meaning &#039;Honor&#039; in Sinta&#039;Azaziba (as in the word Maraziite, often translated as &amp;quot;warrior of honour&amp;quot;), becoming &amp;quot;Mar&#039;rez&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Gender Roles ===&lt;br /&gt;
Like traditional Unathi, they have &#039;&#039;&#039;strict gender roles,&#039;&#039;&#039; but which ones someone falls into is determined by their job rather than their identity, and that association doesn&#039;t necessarily conform to normal human or unathi ideas of gendered jobs. Medicine, botany, science, and engineering are considered feminine because they involve creation, life, and other &#039;feminine&#039; things, while guards, service, cooks/bartenders, chemistry, mining, etc. are focused more heavily around societal obligations/duty to others; guards protect the colony, service roles are literally in service of others, cooks and bartenders are service roles but also directly opposed to botany in that they&#039;re specifically about changing or destroying things rather than creating them.&lt;br /&gt;
&lt;br /&gt;
This cultural idea of gender applies to the humans in the colony as well, as it was influenced by their stereotypes of certain jobs based on the colonists who tended to hold them. Gender is descriptive rather than prescriptive, focused on the job someone does the most. This means that gender is usually static or at least stable, but transitioning between them is hardly uncommon, if difficult given the large amount of knowledge required across different fields. It also means that one can safely &#039;dabble&#039; in fields associated with the opposite gender without being perceived as that gender. Due to socialisation being heavily based along gendered lines, most marriages are between different departments and serve to improve relations between them, or facilitate cross-department skill sharing.&lt;br /&gt;
&lt;br /&gt;
The idea of cultural/societal gender in the colony doesn&#039;t correspond to sex or personal gender; if someone does a masculine job they are perceived as masculine, and the opposite for feminine jobs, regardless of if they&#039;re male, female, a Skrell, and so on. This specific conception of gender is thought to be derived from the &#039;mismatched spirit&#039; concept in other Unathi religions, taken to an extreme that removes any correlation with body as opposed to aspirations.&lt;br /&gt;
&lt;br /&gt;
A Mar&#039;redi is assigned a gender in the same way children in other Frontier colonies are assigned a job or apprenticeship early on. In fact, it&#039;s almost the exact same, as one&#039;s gender is directly associated with their apprenticeship. Typically it either follows the parents&#039; careers or simply fills whatever niche is needed most urgently: for example, if an engineer is close to retirement, a child will be more likely to be placed in an engineering apprenticeship. Occasionally, as a child matures, they find themselves more closely drawn to another role; in times of relative ease, many will go out of their way to help them transition to their desired job. Even during hardship, these individuals are met with compassion, although they may be unable to learn another job until the crisis resolves if their current one is in high demand.&lt;br /&gt;
&lt;br /&gt;
This gendered division of labour discourages dilettantism but encourages branching out into related fields. It also provides a shared culture for those in a field outside of their job. Masculine jobs, for example, wear a large variety of clothes, as well as having meticulous grooming standards, and these things are commonly perceived as masculine.&lt;br /&gt;
&lt;br /&gt;
This is thought to be because masculine jobs, like mining or being a colony guard, often require venturing out of the biodome. Needing to decontaminate clothes worn outside, as well as lengthy decontamination procedures, led to these occurring as a matter of necessity; eventually, they formed a cultural identity around these necessities. These even extended to service jobs due to professional dress standards, and to both chefs and chemists because of cleanliness standards and personal protective equipment.&lt;br /&gt;
&lt;br /&gt;
Feminine jobs, however, by and large stay in the biodome. Even when they do get dirty it&#039;s either a part of their job (as with Botany) or they have equipment to deal with it (disposable scrubs/masks/gloves for doctors). A lack of lengthy decontamination procedures meant that they could get away with having fewer clothes, leading to less variety in their outfits.&lt;br /&gt;
&lt;br /&gt;
There is a degree of androgyny to certain jobs, however. While engineers may venture out of the biodome, they work indoors just as much, and the cultural ideas around creation decisively shift it towards femininity. Despite this, engineers are still the most masculine of the feminine jobs. Likewise, service roles are considered the most feminine of the masculine jobs due to lacking EVA activity; their masculine association is primarily due to the cultural association with cleanliness/dress standards.&lt;/div&gt;</summary>
		<author><name>MoondancerPony</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Unathi_Honor&amp;diff=16857</id>
		<title>Unathi Honor</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Unathi_Honor&amp;diff=16857"/>
		<updated>2020-10-01T10:40:26Z</updated>

		<summary type="html">&lt;p&gt;MoondancerPony: Formatting fix&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}} {{Navbox Unathi Lore}}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
=== Overview ===&lt;br /&gt;
&lt;br /&gt;
Traditional Unathi take honor very seriously, and following a strict code of honor is required by every individual as well as every clan and every nation. Most Unathi clans have different metrics for honor, but there are near-universal themes that have remained consistent throughout history.&lt;br /&gt;
&lt;br /&gt;
Honor is considered to be a clan’s face, similar to the concept of decorum. To lose honor is to lose face, and it can lower a clan’s standing with its peers. A Unathi behaving dishonorably can also lose face, lowering their status, which makes honor as much of a political asset and liability as it is a personal code of conduct.&lt;br /&gt;
&lt;br /&gt;
Honor is distinct from disgrace, in that one can exist outside of the standard system of honor, but still bring disgrace upon their clan due to their actions. For example, peasant women aren’t typically bound by the same honor rules as peasant men or noble women, but are still able to be disgraceful.&lt;br /&gt;
&lt;br /&gt;
=== Universal Honor ===&lt;br /&gt;
&lt;br /&gt;
Common, urban Unathi without feudal obligations aren’t necessarily required to follow the Warrior’s Code, but are still expected to obey their elders, conform to their clan’s wishes, and respect the ancestors.&lt;br /&gt;
&lt;br /&gt;
Typically, male Unathi are incredibly blunt and honest with their business dealings, which makes Sinta-led guilds struggle when competing with more charismatic parties who have no qualms with presenting themselves through rose-tinted lenses. While this can be worked around with female (or even non-Unathi) PR staff, Unathi view guilds that heavily utilise such staff as this as shady or dishonest. This usually leads to the creation of separate positions for Sinta-facing and non-Sinta-facing public relations, with the latter typically (though not always) staffed by women; as non-Sinta are unlikely to know or care about the stigma associated with such, guilds can remain competitive while not tarnishing their image.&lt;br /&gt;
&lt;br /&gt;
=== Honor For The Warrior ===&lt;br /&gt;
&lt;br /&gt;
The romanticized Unathi warrior follows a strict Warrior’s Code. Passed down from master to apprentice, it has only recently been written down by Ouerean sociologists, drawing much ire from traditional warrior guilds. The tenets of the Warrior’s Code [[Contact War|were severely stressed during the Contact War]] due to the realities of modern war, as many on both sides eschewed honor to simply fight for their own survival. Stemming from this, there is a slowly growing concern within the Hegemony that the warrior’s code has become antiquated, but it still remains important to Sinta who consider themselves warriors, or dream of becoming one.&lt;br /&gt;
&lt;br /&gt;
Despite this, the Warrior’s Code and its tenets are societal expectations by and large, with many only following it out of obligation, or only in the public sphere. Many less-devoted individuals may ignore it entirely when it comes to private interactions, as long as they believe reprisal for such actions is unlikely. The Sinta rumour mill can be fierce and swift, however, so even those misdeeds which occur in private can often find their way to the forefront. In fact, it’s a common perception that many Sinta, especially after the Contact War, only care about honor insofar as it allows them to make a spectacle of shaming those they dislike.&lt;br /&gt;
&lt;br /&gt;
==== The Warrior’s Code ====&lt;br /&gt;
&lt;br /&gt;
Each tenet is subservient to the ones before it, with Righteousness being the most important and Loyalty being the least, though all of them should be followed to the best of a warrior’s ability.&lt;br /&gt;
&lt;br /&gt;
A warrior must hold his words to the truth that exists in front of him; he displays &#039;&#039;&#039;Righteousness&#039;&#039;&#039; in his actions. He is fair and honest at all times in his dealings with others, and does not disguise his motives or obscure the facts.&lt;br /&gt;
&lt;br /&gt;
A warrior must protect the weak from danger and spare the innocent; he shows &#039;&#039;&#039;Mercy&#039;&#039;&#039; to those in need, and does not abuse prisoners or kill an unarmed foe. Surrendering to an honorable warrior means receiving fair treatment, as if one were a guest; combined with the tenet of Courage, this means warriors have little difficulty with accepting or offering surrender when necessary. It is viewed as respectful, rather than cowardly, to surrender to an enemy.&lt;br /&gt;
&lt;br /&gt;
A warrior’s word is his bond; he must have the &#039;&#039;&#039;Integrity&#039;&#039;&#039; to carry it through to fruition. As the partner to righteousness, instead of a warrior holding his word subject to the world, he makes the world subject to his own word.&lt;br /&gt;
&lt;br /&gt;
A warrior must not hesitate in the face of opposition; he should have &#039;&#039;&#039;Courage&#039;&#039;&#039; in the face of hardship, in combat or elsewhere, meeting it with zeal and cunning, and commit his entire being to victory. However, that doesn’t mean a warrior refuses to accept defeat; instead, he accepts it as an inevitability of life. One fights to delay it, but recognises that no matter how hard he tries, he can never banish it entirely. Likewise, he faces defeat with honor and dignity, choosing to acknowledge his loss and the skill of the one who bested him even when confronted by death. A warrior doesn’t compromise his ideals when confronted with defeat or death, instead choosing to uphold them both in word and deed even when he alone supports what he feels is right.&lt;br /&gt;
&lt;br /&gt;
The final duty of a warrior is &#039;&#039;&#039;Loyalty&#039;&#039;&#039; to his superior, most commonly his Lord or clan leader. A warrior would gladly lay down his life without hesitation in defense of his Lord or clan leader. However, a warrior isn’t expected to blindly obey all orders given to them; if obeying an order would cause them to break any of the other tenets, they are obligated to refuse in order to protect their own honor.&lt;br /&gt;
&lt;br /&gt;
If a warrior finds their honor to be irrevocably tarnished, they must become &#039;&#039;&#039;Guwandi&#039;&#039;&#039;, pledging themselves to a righteous death through combat. A Guwandi’s goal is to die while fighting their hardest in combat because accepting the ultimate defeat of death in a fair battle absolves all past dishonor. One who dies as a result of throwing a fight, however, is permanently dishonored and separated from their ancestors.&lt;br /&gt;
&lt;br /&gt;
=== Honor for Women ===&lt;br /&gt;
&lt;br /&gt;
Traditionally, as women are never viewed as warriors, they have never been expected to follow the Warrior’s Code. As peasant women have relatively few obligations, they are bound primarily by avoiding disgrace instead of exhibiting honor. They have relatively few obligations, especially on Moghes where villages are seen as safe enough for children to explore on their own at an early age. Married peasant women in particular exist almost entirely outside the system of honor, though many outside of Moghes take on or emulate the practices of noblewomen in an attempt to raise their standing in society.&lt;br /&gt;
&lt;br /&gt;
Noblewomen are known to hold to their own traditions, however. Historically, noblewomen once frequently met at gatherings where petty rivalry between clans would be set aside in favour of an atmosphere of levity and cameraderie. These eventually developed into formal meetings, and a standard of decorum was set, though usually shared via word of mouth or watching others rather than writing it down.&lt;br /&gt;
&lt;br /&gt;
Much like with the Warrior’s Code, the Noblewoman’s Code was recently written down in at least one form by Ouerean sociologists. However, the Noblewoman’s Code differs from the Warrior’s Code in that it is often described in disparate ways by different researchers. This has led to the common outside perception of any sort of formal rules of decorum for noblewomen as, at best, simply playing at the more sophisticated concept of honor that warriors have; at worst, mere cashgrabs by Ouerean scholars willing to fabricate evidence to line their pockets through book sales.&lt;br /&gt;
&lt;br /&gt;
The most common formulation of the Noblewoman’s Code supposedly originates from the noblewoman meetings held by Queen Juztia Izweski, wife of a former Izweski Hegemon, which served a vital role in informing her vast network of female spies, known as the &#039;&#039;&#039;Guild of Shadows&#039;&#039;&#039;. In fact, it is believed that these meetings were initially started by her spies as a way to get information inconspicuously, and unsurprisingly enough noblewomen from all across the Hegemony were more than happy to air their grievances in similar company. Many noblewomen who believe this story idolize her as an exemplar of the ‘goal-driven noblewoman’ archetype.&lt;br /&gt;
&lt;br /&gt;
==== The Noblewoman’s Code ====&lt;br /&gt;
&lt;br /&gt;
A noblewoman must be &#039;&#039;&#039;Loyal&#039;&#039;&#039; to her clan, Lord, and husband in that order. This tenet is the most important of all, as a woman’s duties are determined first and foremost by her loyalties.&lt;br /&gt;
&lt;br /&gt;
A noblewoman must be &#039;&#039;&#039;Dutiful&#039;&#039;&#039; in all aspects of her life. While this often refers to simply keeping the household, children, and servants in check, for those with higher aspirations it means that they are held to a higher standard, both by themselves and others, in whatever they choose to do. A noblewoman who handles the house above all other things must be the best at maintaining the household, while one who chooses to be a diplomat must be the best at diplomacy. Moreso than for men or peasant women, inadequacy and mediocrity are not tolerated.&lt;br /&gt;
&lt;br /&gt;
A noblewoman must be &#039;&#039;&#039;Graceful&#039;&#039;&#039;, representing her household and your husband well. Not only avoiding disgrace herself, she must actively serve as an example of gracious conduct. She must also ensure that those under her are presented in a positive light, usually in the form of controlling what information others hear. Servants learn gossip from the lady of the household, and they will often spread it far and wide; this is a strong boon if wielded by a cunning noblewoman.&lt;br /&gt;
&lt;br /&gt;
A noblewoman must be &#039;&#039;&#039;Knowledgeable&#039;&#039;&#039;, understanding both the world and her role in it. Her knowledge need not be limited to a specific domain, as the more a noblewoman knows, the more she can leverage it to the advantage of her and her household.&lt;br /&gt;
&lt;br /&gt;
A noblewoman must be &#039;&#039;&#039;Tactful&#039;&#039;&#039;, understanding the right time to keep or divulge secrets. Men are honor-bound to tell the truth, but women aren’t. This ability to lie without dishonor must not be abused, however, or one will develop a reputation as a liar and become useless. Many noblewomen therefore choose to reveal harmless secrets in order to temper their reputation, while others instead simply conceal their lies better (and often elaborately).&lt;br /&gt;
== Dueling ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dueling&#039;&#039;&#039; is a time-honored tradition for Unathi, and Sinta from all walks of life have engaged in it. Typically, this matched combat is a way to &#039;&#039;&#039;settle disputes, and matters of honor&#039;&#039;&#039;, despite killing one&#039;s opponent and spilling their blood certainly being satisfying to the average Unathi.&lt;br /&gt;
&lt;br /&gt;
The procedure for duels on Moghes has historically been simple. An Unathi who would seek to challenge another to combat typically goes by the following procedure. &lt;br /&gt;
First, the challenger points directly at the would-be duelist, staring into their eyes and lashing their tail against the ground; an &#039;&#039;&#039;inescapably offensive gesture&#039;&#039;&#039;. This is to signal demand for a duel. The one who first made the challenge must speak aloud in a &#039;&#039;&#039;traditional, formal, and public&#039;&#039;&#039; manner the following. Their name and Clan, the reason for the duel, where it will be done, and the weapon they will use. Ranged weapons can only be brought if it is a duel &#039;&#039;&#039;exclusively using ranged weapons&#039;&#039;&#039;, and energy weapons can only be brought if &#039;&#039;&#039;both are using energy weapons&#039;&#039;&#039;. The challenged will respond with their name and Clan, and their weapon of choice. It is possible to &#039;&#039;&#039;apologize&#039;&#039;&#039; in a satisfying manner and a duel would not be required, but often these manners of honor can only be satisfied with blood. Denying a duel must be done carefully; it can often result in serious accusations of cowardice, or being perceived as a further insult to the challenger. Participation can be &#039;&#039;&#039;honorably refused&#039;&#039;&#039; on account of major difference in age, severe social inferiority, or the challenger being inherently honorless. Duels may also be honorably declined if they are random, or if one has nothing to prove. Women are &#039;&#039;&#039;forbidden&#039;&#039;&#039; from dueling men, and men are forbidden from challenging them. It is also poor form for women to duel in public, but arenas are a legitimate place for this.&lt;br /&gt;
&lt;br /&gt;
At the choice of the challenger, the duel can be brought to a number of conclusions; to the first drop of blood spilt, until one of them is too injured to continue, until surrender, or to the death. Requirements are typically requiring a &#039;&#039;&#039;witness and doctor&#039;&#039;&#039; per combatant. However, duels to the death require the &#039;&#039;&#039;knowledge and consent&#039;&#039;&#039; of each Unathi’s Clan Lord, or a judge. Typically, the setting for a duel is either outside of a city or town, or in a designated dueling area. All cities are typically equipped with dueling arenas in the &#039;&#039;&#039;Duelists Guild’s Arena Hall&#039;&#039;&#039;; where witnesses, doctors, and refreshments can be found in good supply. After both combatants have discussed everything, and have both agreed to the duel, both must wait &#039;&#039;&#039;up to a week&#039;&#039;&#039; in order to train and steel themselves for the battle to come. If one party &#039;&#039;&#039;fails to appear&#039;&#039;&#039;, they are considered to be a coward and the party that appealed would win by default. The resulting reputation for their cowardice can easily affect the individual’s standing in society, perhaps even affecting their Clan.&lt;br /&gt;
&lt;br /&gt;
While most duels are done between the lower classes, and Warriors, it is not unheard of for nobles to engage in a duel. While those of lower birth may enjoy the freedom to use their preferred weapon while dueling each other, and even battles between nobles have the same choice; if a noble chooses to agree to a duel challenge to one of a lower rank, it is the &#039;&#039;&#039;noble’s choice&#039;&#039;&#039; what weapon both combatants will use. This discourages many from even trying, as most of the nobility have been practicing with expensive equipment and expensive training for numerous years. Typically it is an extremely poor move to challenge the nobility without a serious grievance. Nobles also have the choice of sending a chosen Warrior as a champion, a tactic employed by very high Clans, such as the Izweski. While the chances to beat a noble with their chosen weapon are incredibly slim, history shows that the nobility is not unbeatable.&lt;br /&gt;
&lt;br /&gt;
== The Star Code ==&lt;br /&gt;
Despite taking up a life of piracy, a large portion of Unathi pirates are dispossessed Traditionalists from Moghes following the horrors of the Contact War that swept across Moghes. Thanks to Unathi stubbornness with their deeply ingrained beliefs about honor, certain ways of behaving stuck around and metastasized into a shared cultural code of honor frequently called the Star Code. It provides rules for discipline, distribution of seized goods, and compensation for injured pirates. While most Unathi pirates follow it only more or less, the [[Grim Compact]] is its most adherent propagators and adherents.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Code&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A pirate must be &#039;&#039;&#039;loyal&#039;&#039;&#039; to his Captain. To flee in battle or show cowardice through desertion is punishable by exile or death, at the Captain’s choice.&lt;br /&gt;
&lt;br /&gt;
A pirate must show &#039;&#039;&#039;integrity&#039;&#039;&#039; when on the ship. Duty and discipline must be maintained until any quarrels can be settled when docked with a duel or brawl.&lt;br /&gt;
&lt;br /&gt;
A pirate must show &#039;&#039;&#039;mercy&#039;&#039;&#039; to women and the infirm. To steal from such weak and pathetic targets is not worth the scorn of the dishonor. &lt;br /&gt;
&lt;br /&gt;
A pirate should &#039;&#039;&#039;spare&#039;&#039;&#039; any who raise their hand against them once, but if they raise their hand a a second time, then it must be cut off.&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;ship should only be captured&#039;&#039;&#039; if it is a vessel of war. Unarmed ships should only have a third of its cargo seized, or as much as will keep the freighter&#039;s trip profitable, and then be allowed to continue on its way. This way it remains a renewable source of income with repeated seizures.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hostages&#039;&#039;&#039; should not be mistreated, but those that attempt to escape should have a single leg dislocated. Broken goods sell for less.&lt;br /&gt;
&lt;br /&gt;
It is fair and reasonable that any &#039;&#039;&#039;captive&#039;&#039;&#039; be asked to perform housekeeping or other duties to pay back their hosts for their stay, seperate from their ransom.&lt;br /&gt;
&lt;br /&gt;
Any person that shows &#039;&#039;&#039;valiance&#039;&#039;&#039; and bravery by defeating at least three members of the crew in personal combat, chosen by the Captain, must be allowed the option to join the crew as a full member.&lt;br /&gt;
&lt;br /&gt;
[[Category:Unathi]]&lt;/div&gt;</summary>
		<author><name>MoondancerPony</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Athvur,_The_New_Goddess&amp;diff=16275</id>
		<title>Athvur, The New Goddess</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Athvur,_The_New_Goddess&amp;diff=16275"/>
		<updated>2020-08-27T01:32:48Z</updated>

		<summary type="html">&lt;p&gt;MoondancerPony: typo, grammar&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Navbox Vaurca Lore}}&lt;br /&gt;
&lt;br /&gt;
=Ta&#039;Akaix&#039;Athvur&#039;zekt&#039;azi Zo&#039;ra, The New Goddess =&lt;br /&gt;
[[File:Phoenixport_.jpg|thumb|400px|Phoenixport, the adopted home of the New Goddess. She directs her brood from enclaves within each of the cities large rock formations, or Talons, from which the city&#039;s namesake derives.]]&lt;br /&gt;
Her brood is identified by scent and their exoskeleton color amongst Zo&#039;ra.&lt;br /&gt;
::Unbound of any type: (RGB 131, 41, 11) &lt;br /&gt;
[[File:wiki_athvur.png|300px|thumb|left|(RGB 131,41,11)]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::Bound Warriors: (RGB 101, 61, 31)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::Bound Workers: (RGB 111, 21, 0)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The youngest of the Zor&#039;ane Lesser Queens, she molted into a Lesser Queen soon after Titan Prime left Sedantis. Born of Ta&#039;Akaix&#039;Vaur&#039;skiyet&#039;sca Zo&#039;ra, she seeks to fill in the void created when her mother ascended to High Queen. Currently, she sees day to day operations planetside upon Biesel, overseeing a small population of Vaurca within Phoenixport. Of Athvur&#039;zekt&#039;azi amongst Lesser Queens, much is unsaid. She has yet to prove herself towards any of the other Lesser Queens. To the Zo&#039;ra at large, they see Athvur&#039;zekt&#039;azi as a reminder of the past and a new hope for the future. Athvur&#039;zekt&#039;azi shares her mother&#039;s ideals towards humanity, and have taken steps to integrate her brood. She takes delight in many human traditions, often showcasing Vaurca adaptations of human fashion. What Athvur&#039;zekt&#039;azi finds fashionable is known to Vaurca even beyond the Zo&#039;ra hive. Unlike her mother or any of the other Lesser Queens, she believes that past allegiances and vassals should remain such. To her, past obligations ended with their exodus from Sedantis. Athvur&#039;zekt&#039;azi and her brood seek to learn from their shared history and move forward together. Not because of a romanticized sense of idealism, but rather a practical one. To her, the Zo&#039;ra are not what they once were. She understands that change is needed. That to continue forward pretending otherwise is to invite disaster within the political spheres that the hive is ensnared in.&lt;br /&gt;
&lt;br /&gt;
The population she oversees and maintains is the smallest percentage of the Vaurcan population in Tau Ceti. The bound and unbound populations in Phoenix Port often work civilian jobs for the thriving tourist economy there. Athvur&#039;zekt&#039;azi has realized the use of PR and image and encourages advanced implantation amongst her brood. Often giving the implanted Vaurca a stylized method of speaking, with very few slurs indicative with the rest of their species when speaking basic. She and her brood are at the forefront of adapting Vaurcan and Tau Ceti culture together, drawing commonalities in art, music and literature throughout their history.&lt;br /&gt;
&lt;br /&gt;
Her VR is an idyllic one that resembles what a human may consider heaven. A splendid, utopian cityscape modeled after Phoenixport itself. Here, countless halcyon days are enjoyed by Vaurca, who are kept in constant artistic and cultural stimulation from across the galaxy. Artists among the Vaurca frequent this VR and call it home after death. Indeed a revolutionary artistic trend started here. With some Vaurca labeling this movement as Post-Sedantis Modernism. In this afterlife, the cultures of many worlds and species coexist, with some unbound enjoying the excesses that come with it.&lt;br /&gt;
&lt;br /&gt;
==Recent Events==&lt;br /&gt;
The New Goddess has been busy as of late, availing herself to make ever more public appearances, as well as using the tourism market to normalize the presence of Vaurca throughout the city as low-wage workers. She has spearheaded numerous political campaigns within Phoenixport and abroad, supporting more liberal politicians in her as of yet successful attempt to put more non-human species in government. To this end, she has revitalized the Tau Ceti Foreign Legion, gaining the support she needed to do so by using the recent Lii&#039;dra attack as well as the subsequent gang war as a call to action. Her plans nearly came to an abrupt end when she learned of Zoleth&#039;s kill teams, she was able to get ahead of this however by clever political maneuvering at the expense of Zoleth and her brood. As of today, she remains the only queen to make public appearances and has begun to employ non-Vaurca species to fill certain duties within the hive.&lt;/div&gt;</summary>
		<author><name>MoondancerPony</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=1st_Antag_Spy_Contest&amp;diff=16281</id>
		<title>1st Antag Spy Contest</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=1st_Antag_Spy_Contest&amp;diff=16281"/>
		<updated>2020-08-27T01:03:29Z</updated>

		<summary type="html">&lt;p&gt;MoondancerPony: Past-tense, formatting, fixes red link.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;First Antagonist Spy Contest&#039;&#039;&#039; was a mini-game that used antagonist actions on the station to advance a meta-narrative. Several spy agencies of the large factions of known space competed to advance the ultimate objective of their civilization. These objectives were intentionally made to bring the factions into conflict with most all other civilizations. The consequences for agency success or failure had serious ramifications for the fate of that species.&lt;br /&gt;
&lt;br /&gt;
The contest was overseen by the former loremaster, Marlon Phoenix. Players who joined the station as antagonists, &#039;&#039;&#039;and only players who were antagonists,&#039;&#039;&#039; could participate in the contest as agents.&lt;br /&gt;
&lt;br /&gt;
After Action Reviews were posted by players in the thread dedicated to the contest.&lt;br /&gt;
http://aurorastation.org/forums/viewtopic.php?p=32682#p32682&lt;br /&gt;
&lt;br /&gt;
== The Rules ==&lt;br /&gt;
When a player attempted an antagonist objective, whether they failed or succeeded, they posted their After Action Report on the forum thread for the contest. AARs were meant to be posted at least semi-in-character, as if it was the actual character providing a report.&lt;br /&gt;
Only certain antagonist types were able to be agents for the spy agencies; changelings, cultists, vampires, and wizards did not qualify.&lt;br /&gt;
&lt;br /&gt;
While the events were canon within the lore of the Aurora universe, characters did not continue to be an agent during rounds where they were not selected as an antagonist. Even if they were an operative who stole valuable secrets in the round prior, they still acted as if it were a normal day at work in the next round.&lt;br /&gt;
&lt;br /&gt;
The NSS Aurora was the only setting available for players, but different targets were selected for players after their AAR was posted in order to simulate multiple settings. For example, a kidnapping and bombing during a Mercenary round was written as if it had happened to another station. The names of all station characters involved (unless acting as an off-station antagonist under an alias) were also changed, unless all involved parties agreed to keep it canon. &#039;&#039;&#039;This had serious repercussions and most often meant the permadeath of the character, and had to be discussed with the loremaster.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== The Agencies ==&lt;br /&gt;
[[Hegemon Shadow Service]]&lt;br /&gt;
&lt;br /&gt;
[[Tup Commandos Division]]&lt;br /&gt;
&lt;br /&gt;
[[Biesel Intelligence Service]]&lt;br /&gt;
&lt;br /&gt;
[[Alliance Strategic Intelligence]]&lt;br /&gt;
&lt;br /&gt;
[[People&#039;s Republic of Adhomai#People&#039;s Strategic Information Service|People&#039;s Strategic Information Service]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Pages]]&lt;/div&gt;</summary>
		<author><name>MoondancerPony</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=2nd_Antag_Contest&amp;diff=16280</id>
		<title>2nd Antag Contest</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=2nd_Antag_Contest&amp;diff=16280"/>
		<updated>2020-08-27T00:31:39Z</updated>

		<summary type="html">&lt;p&gt;MoondancerPony: Fixes dead link, prettifies links.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
&lt;br /&gt;
The 2nd Antag Spy Contest is a mini-game provided to Aurora Players that uses antagonist actions on the station to advance an ongoing plot. Several spy agencies are competing to determine the fate of Synthetics in Tau Ceti, most notably IPC&#039;s. More information can be found on the forums here: http://forums.aurorastation.org/viewtopic.php?f=17&amp;amp;t=6553#p65024&lt;br /&gt;
&lt;br /&gt;
If pro-synthetic factions win:&lt;br /&gt;
&lt;br /&gt;
    1) IPC&#039;s can enter all command roles except captain.&lt;br /&gt;
    2) IPC&#039;s are covered under regulations same as humans; it is murder instead of sabotage because they are legally sentient.&lt;br /&gt;
    3) IPC&#039;s will be allowed to self-repair.&lt;br /&gt;
&lt;br /&gt;
If the anti-synthetic factions win:&lt;br /&gt;
&lt;br /&gt;
    1) IPC&#039;s will be barred from all command roles.&lt;br /&gt;
    2) Harming/destroying an IPC will only be considered sabotage under regulations.&lt;br /&gt;
    3) All IPC&#039;s will be tagged and collared, which will be done IC and constantly be visible through examining them.&lt;br /&gt;
&lt;br /&gt;
The Contest is overseen by the Loremaster Jackboot and Head Developer Skull132.&lt;br /&gt;
&lt;br /&gt;
== The Rules ==&lt;br /&gt;
&lt;br /&gt;
While the events are canon within the lore of the Aurora universe, your character does not continue to be an agent during rounds where they have not been selected as an antag and opted into the Contest. Even if you were an operative that murdered several synthetics the round prior that does not go to the next round outside special consideration.&lt;br /&gt;
&lt;br /&gt;
The NSS Aurora is currently the only available setting available for players. But because events in this contest are canon, the NSS Aurora can&#039;t be the target of spies and terrorists every day. Because of this, the actions of antagonists on the Aurora will impact Tau Ceti as a whole in alternate locations. For example, a kidnapping and bombing during a nuclear round would be written as if it happened to another location. The names of those involved (if not agent identities which allow disassociation from the character outside antag rounds) are also changed, unless all involved parties agree to keep it canon. &#039;&#039;&#039;This has serious repercussions and most often means the permadeath of the character and must be discussed with the loremaster.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== The Agencies ==&lt;br /&gt;
[[Hegemon Shadow Service]]&lt;br /&gt;
&lt;br /&gt;
[[Tup Commandos Division]]&lt;br /&gt;
&lt;br /&gt;
[[Biesel Intelligence Service]]&lt;br /&gt;
&lt;br /&gt;
[[Alliance Strategic Intelligence]]&lt;br /&gt;
&lt;br /&gt;
[[People&#039;s_Republic_of_Adhomai#People&#039;s_Strategic_Intelligence_Service|People&#039;s Strategic Intelligence Service]]&lt;br /&gt;
&lt;br /&gt;
[[Synthetic Factions#Synthetic Liberation Front|Synthetic Liberation Front]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Pages]]&lt;/div&gt;</summary>
		<author><name>MoondancerPony</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Guide_to_NTSL2&amp;diff=16276</id>
		<title>Guide to NTSL2</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Guide_to_NTSL2&amp;diff=16276"/>
		<updated>2020-08-27T00:15:07Z</updated>

		<summary type="html">&lt;p&gt;MoondancerPony: Fix syntax highlighting issues, add line counts to multi-line codeblocks, removes brackets in code examples, makes bold/italics consistent and disambiguates expressions in the operator section.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Overview == &lt;br /&gt;
NTSL2+ is the programming language used aboard the station for modular computers and telecommunications, you can design a lot of interesting things with it, this guide will act as a starting place and reference for enterprising programmers aboard the Aurora.&lt;br /&gt;
&lt;br /&gt;
== Functions Reference ==&lt;br /&gt;
&lt;br /&gt;
=== Global Functions ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Global Functions   !! These functions can typically be used globally.&lt;br /&gt;
|-&lt;br /&gt;
| print(x)  || Prints its argument to the output and appends a new line.&lt;br /&gt;
|-&lt;br /&gt;
| write(x)  || Prints its argument to the output.&lt;br /&gt;
|-&lt;br /&gt;
| type(x)  || Returns the type of x.&lt;br /&gt;
|-&lt;br /&gt;
| tostring(x)  || Returns X as string.&lt;br /&gt;
|-&lt;br /&gt;
| tonumber(x)  || Returns X as number.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Math Library ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Math Library  !! An assortment of math related functions.&lt;br /&gt;
|-&lt;br /&gt;
| math.sin(x)  || Returns the sine of X. Probably uses radians, maybe.&lt;br /&gt;
|-&lt;br /&gt;
| math.cos(x)  || Returns the cosine of X.&lt;br /&gt;
|-&lt;br /&gt;
| math.tan(x)  || Returns the tangent of X&lt;br /&gt;
|-&lt;br /&gt;
| math.asin(x)  || Returns the inverse sine of X, as in, what angle gives a sine of X. X is between -1 and 1.&lt;br /&gt;
|-&lt;br /&gt;
| math.acos(x)  || Inverse cosine function, x is between -1 and 1&lt;br /&gt;
|-&lt;br /&gt;
| math.atan(x, y) OR math.atan(x)  || Inverse tangent function, either from a pair of coordinates (x and y) or a slope (x)&lt;br /&gt;
|-&lt;br /&gt;
| math.floor(x[, r])  || Rounds X to the greatest integer lower than it. Rounds to r places, or after the decimal point by default.&lt;br /&gt;
|-&lt;br /&gt;
| math.atan(x, y) OR math.atan(x)  || Inverse tangent function, either from a pair of coordinates (x and y) or a slope (x)&lt;br /&gt;
|-&lt;br /&gt;
| math.floor(x[, r])  || Rounds X to the greatest integer lower than it. Rounds to r places, or after the decimal point by default.&lt;br /&gt;
|-&lt;br /&gt;
| math.atan(x, y) OR math.atan(x)  || Inverse tangent function, either from a pair of coordinates (x and y) or a slope (x)&lt;br /&gt;
|-&lt;br /&gt;
| math.floor(x[, r])  || Rounds X to the greatest integer lower than it. Rounds to r places, or after the decimal point by default.&lt;br /&gt;
|-&lt;br /&gt;
| math.atan(x, y) OR math.atan(x)  || Inverse tangent function, either from a pair of coordinates (x and y) or a slope (x)&lt;br /&gt;
|-&lt;br /&gt;
| math.floor(x[, r])  || Rounds X to the greatest integer lower than it. Rounds to r places, or after the decimal point by default.&lt;br /&gt;
|-&lt;br /&gt;
| math.acos(x)  || Inverse cosine function, x is between -1 and 1&lt;br /&gt;
|-&lt;br /&gt;
| math.ceil(x[, r])  || Rounds X to the smallest integer greater than it. Rounds to r places, or after the decimal point by default.&lt;br /&gt;
|-&lt;br /&gt;
| math.round(x[, r])  || Rounds X according to the principle of &amp;quot;round up on 5 or above, round down otherwise&amp;quot; Rounds to r places, or after the decimal point by default.&lt;br /&gt;
|-&lt;br /&gt;
| math.max(x, y)  || Returns the largest of its two arguments.&lt;br /&gt;
|-&lt;br /&gt;
| math.clamp(low, num, high)  || If num is lower than low, returns low. If num is higher than high, returns high. Otherwise, it returns numb. Equivalent to math.max(low, math.min(high, num))&lt;br /&gt;
|-&lt;br /&gt;
| math.random(high o math.random(low, high)  || math.random(high) returns a random decimal between 0 and high. math.random(low, high) returns a random number between low and high.&lt;br /&gt;
|-&lt;br /&gt;
| math.abs(x)  || Returns the absolute value of X.&lt;br /&gt;
|-&lt;br /&gt;
| math.deg(x)  || Converts x from radians to degrees.&lt;br /&gt;
|-&lt;br /&gt;
| math.rad(x)  || Converts x from degrees to radian.&lt;br /&gt;
|-&lt;br /&gt;
| math.pi  || Pi.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== String Library ===&lt;br /&gt;
String Library&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! String Library   !! These are strings.&lt;br /&gt;
|-&lt;br /&gt;
|string.sub(string, start[, end]) || Returns the substring of string from position start to position end. If end is not specified, it is the end of the string.&lt;br /&gt;
|-&lt;br /&gt;
| string.match(string, pattern) || Searches string for instances of pattern and returns the matched value of the matched groups. If there are multiple, then it returns as a list.. Can use regex.&lt;br /&gt;
|-&lt;br /&gt;
| string.gmatch(string, pattern) || Returns an iterator function that finds all matches (similar to string.match) in a string.&lt;br /&gt;
|-&lt;br /&gt;
| string.gsub(string, pattern, replacement) || Replaces all instances of pattern with replacement. Can use regex.&lt;br /&gt;
|-&lt;br /&gt;
| string.upper(string) || Returns string but uppercase.&lt;br /&gt;
|-&lt;br /&gt;
| string.lower(string) || Returns string but lowercase.&lt;br /&gt;
|-&lt;br /&gt;
| string.reverse(string) || Reverses the string.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Term Library ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Term Library   !! These are terms.&lt;br /&gt;
|-&lt;br /&gt;
| term.set_foreground(r, g, b) || Sets the text color to (r, g, b). Scaled from 0 - 1.&lt;br /&gt;
|-&lt;br /&gt;
| term.get_foreground() || Returns the text color.&lt;br /&gt;
|-&lt;br /&gt;
| term.set_background(r, g, b) || Sets the background color to (r, g, b). Scaled from 0 - 1.&lt;br /&gt;
|-&lt;br /&gt;
| term.get_background() || Returns the background color.&lt;br /&gt;
|-&lt;br /&gt;
| term.set_cursor(x, y) || Sets the cursor to the position x, y. The top left is 0, 0.&lt;br /&gt;
|-&lt;br /&gt;
| term.set_cursor_x(x)|| Sets the cursor&#039;s x position to x. The left side is 0.&lt;br /&gt;
|-&lt;br /&gt;
| term.set_cursor_y(y) || Sets the cursor&#039;s y position to y. The top line is 0.&lt;br /&gt;
|-&lt;br /&gt;
| term.get_cursor(), term.get_cursor_x(), term.get_cursor_y() || Returns the cursor&#039;s position, the cursor&#039;s x position, or the cursor&#039;s y position, respectively.&lt;br /&gt;
|-&lt;br /&gt;
| term.clear() || Clears the screen with the preset background colour.&lt;br /&gt;
|-&lt;br /&gt;
| term.write() || Same as write().&lt;br /&gt;
|-&lt;br /&gt;
| term.get_size() || Gets the size of the terminal.&lt;br /&gt;
|-&lt;br /&gt;
| term.get_width() || Returns the width of the terminal.&lt;br /&gt;
|-&lt;br /&gt;
| term.get_height() || Returns the height of the terminal.&lt;br /&gt;
|-&lt;br /&gt;
| term.set_topic(x, y, width, height, topic_name) || Creates a button/link at (x, y) with width width and height height, and a corresponding topic topic_name. If topic_name begins with ?, it allows you to input text, and the corresponding topic will be &amp;quot;topic_name?input&amp;quot;. If text is written over this with write or similar, this will be cleared.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Syntax ===&lt;br /&gt;
* Variables must start with a letter, but can otherwise contain any alphanumeric character. &lt;br /&gt;
&lt;br /&gt;
Variables can be assigned to with &#039;&#039;&#039;name = value&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
Local variables can be made with &#039;&#039;&#039;var name = value&#039;&#039;&#039; or &#039;&#039;&#039;local name = value&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* Tables are values that can be indexed and can contain multiple values. They are also sometimes referred to as lists. They are constructed in the following format:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;source lang=javascript&amp;gt;&lt;br /&gt;
{key1 = value1, key2 = value2, key3 = value3...}&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The final value can have a comma after it, but it is not mandatory. Tables can be indexed as &#039;&#039;&#039;name[index]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* Functions can be made in the following format (the default value parameters are optional and can be left out): &lt;br /&gt;
&amp;lt;source lang=javascript line&amp;gt;&lt;br /&gt;
function funcname(arg1=defaultvalue1, arg2=defaultvalue2){&lt;br /&gt;
	...code...&lt;br /&gt;
} &lt;br /&gt;
&amp;lt;/source&amp;gt; &lt;br /&gt;
&lt;br /&gt;
* Arguments can have any name a variable can take, and can be assigned default values.&lt;br /&gt;
&lt;br /&gt;
* Varargs are also usable:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;source lang=javascript&amp;gt;&lt;br /&gt;
	function funcname(... args){...code...}&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* The various arguments provided to the function will be combined into a list and stored in the local variable args, or whatever name is provided. Brackets for arguments are optional if you have an anonymous function with one argument: &lt;br /&gt;
&lt;br /&gt;
&amp;lt;source lang=javascript&amp;gt;&lt;br /&gt;
funcname  = function arg{...code...}&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* They can even be constructed in lambda calculus style (the default value parameters are optional and can be left out):&lt;br /&gt;
&lt;br /&gt;
&amp;lt;source lang=javascript&amp;gt;&lt;br /&gt;
 (arg1=defaultvalue1, arg2=defaultvalue2) =&amp;gt; {...code...}&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In the function style, function can be abbreviated to func. Varargs can also be used in the lambda calculus style. Single variable lambda calculus functions can be further simplified into&lt;br /&gt;
&lt;br /&gt;
&amp;lt;source lang=javascript&amp;gt;&lt;br /&gt;
 arg =&amp;gt; {...code...}&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Member functions of an object can be called in the form object.function(object, other_arguments) or object::function(other_arguments). These function identically.&lt;br /&gt;
&lt;br /&gt;
* Strings can be constructed in three ways: &amp;quot;content&amp;quot;, ‘content’, or `content`.&lt;br /&gt;
&lt;br /&gt;
* These are functionally identical except for in the last case, where expressions in square brackets will be evaluated and inserted into the string. This means that `con[expression]tent` is equivalent to instead performing two concatenation operations and one tostring call, &amp;quot;con&amp;quot; .. tostring(expression) .. &amp;quot;tent&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==== Program Flow/Structure ====&lt;br /&gt;
&lt;br /&gt;
* IF/ELSE:&lt;br /&gt;
IF/ELSE conditionals are part of the main program flow:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;source lang=javascript line&amp;gt;&lt;br /&gt;
	if(condition){&lt;br /&gt;
		...code…&lt;br /&gt;
	} else {&lt;br /&gt;
		...code...&lt;br /&gt;
	}&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* WHEN:&lt;br /&gt;
WHEN conditionals are similar to IF conditionals, but are asynchronous and occur outside of the main program’s flow. They also expose their arguments to the scope of its block. A typical case is the topic variable which is set in term.topic events.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;source lang=javascript line&amp;gt;&lt;br /&gt;
	when(event){&lt;br /&gt;
		...code…&lt;br /&gt;
	}&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* WITH:&lt;br /&gt;
WITH block exposes a list/table to the scope of its block, typically used for making library referencing easier:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;source lang=javascript line&amp;gt;&lt;br /&gt;
	with(event){&lt;br /&gt;
		...code...&lt;br /&gt;
	}&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;br /&gt;
&lt;br /&gt;
An example is used in Telecomms scripts to save the constant references to tcomm:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;source lang=javascript line&amp;gt;&lt;br /&gt;
	with(tcomm){&lt;br /&gt;
		when onmessage{&lt;br /&gt;
			broadcast(...)&lt;br /&gt;
		}&lt;br /&gt;
	}&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* FOR:&lt;br /&gt;
FOR loops have two alternate forms.&lt;br /&gt;
	List Iteration FOR Loop:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;source lang=javascript line&amp;gt;&lt;br /&gt;
	for(var in list){&lt;br /&gt;
		...code...&lt;br /&gt;
	}&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;br /&gt;
	In this form, it iterates over the contents of &#039;&#039;&#039;list&#039;&#039;&#039;, setting &#039;&#039;&#039;var&#039;&#039;&#039; equal to them one at a time. &#039;&#039;&#039;list&#039;&#039;&#039; can instead be an iterator function as well, such as &#039;&#039;&#039;string.gmatch&#039;&#039;&#039;&lt;br /&gt;
	OR&lt;br /&gt;
	Variable Iteration FOR Loop:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;source lang=javascript line&amp;gt;&lt;br /&gt;
	for(i=initial; condition; step){&lt;br /&gt;
		...code...&lt;br /&gt;
	}&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;br /&gt;
&lt;br /&gt;
	Where &#039;&#039;&#039;i&#039;&#039;&#039; is any variable, &#039;&#039;&#039;initial&#039;&#039;&#039; is the initial value, &#039;&#039;&#039;condition&#039;&#039;&#039; is any condition (presumably involving said variable, but not necessarily), &#039;&#039;&#039;step&#039;&#039;&#039; is some form of increment/decrement such as &#039;&#039;&#039;i++&#039;&#039;&#039;, &#039;&#039;&#039;i--&#039;&#039;&#039;, &#039;&#039;&#039;++i&#039;&#039;&#039;, &#039;&#039;&#039;--i&#039;&#039;&#039;, etc. This runs the for loop until &#039;&#039;&#039;condition&#039;&#039;&#039; is false, executing &#039;&#039;&#039;step&#039;&#039;&#039; after every iteration.&lt;br /&gt;
&lt;br /&gt;
* WHILE loop:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;source lang=javascript line&amp;gt;&lt;br /&gt;
	while(condition){&lt;br /&gt;
		...code...&lt;br /&gt;
	}&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* SWITCH block:&lt;br /&gt;
Evaluates &#039;&#039;&#039;condition&#039;&#039;&#039;, runs whichever code block&#039;s label corresponds to that condition or, if none is found, the block labelled &#039;&#039;&#039;default&#039;&#039;&#039;. If a break or return isn’t reached, the program will fall through to the next condition.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;source lang=javascript line&amp;gt;&lt;br /&gt;
	switch(condition){&lt;br /&gt;
		:label1&lt;br /&gt;
			...code...&lt;br /&gt;
		:label2&lt;br /&gt;
			...code...&lt;br /&gt;
		:default&lt;br /&gt;
			...code...&lt;br /&gt;
		...&lt;br /&gt;
	}&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Ternary:&lt;br /&gt;
Evaluates &#039;&#039;expression&#039;&#039;, if &#039;&#039;expression&#039;&#039; is true returns &#039;&#039;on_true&#039;&#039;, otherwise returns &#039;&#039;on_false&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;source lang=javascript&amp;gt;&lt;br /&gt;
	expression ? on_true : on_false&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Eval:&lt;br /&gt;
A very powerful, very dangerous function. Produces a function from NTSL2+ code contained in a string. Format is &#039;&#039;&#039;eval expression&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* The Deoperator:&lt;br /&gt;
Takes the form of either &#039;&#039;&#039;@operator&#039;&#039;&#039; or &#039;&#039;&#039;@expression&#039;&#039;&#039;. In the case of an operator, returns a function that behaves like that operator (With priority to binary operators). So &#039;&#039;&#039;@+&#039;&#039;&#039; is equivalent to &#039;&#039;&#039;(a,b)=&amp;gt;a+b&#039;&#039;&#039;, though runs slightly faster. When an expression is used, this functions as a niladic operator, so is equivalent to &#039;&#039;&#039;()=&amp;gt;expression&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039;, &#039;&#039;&#039;-&#039;&#039;&#039;, &#039;&#039;&#039;*&#039;&#039;&#039;, &#039;&#039;&#039;/&#039;&#039;&#039;, &#039;&#039;&#039;^&#039;&#039;&#039;, &#039;&#039;&#039;%&#039;&#039;&#039;, &#039;&#039;&#039;and&#039;&#039;&#039;/&#039;&#039;&#039;&amp;amp;&amp;amp;&#039;&#039;&#039;, &#039;&#039;&#039;or&#039;&#039;&#039;/&#039;&#039;&#039;||&#039;&#039;&#039;, &#039;&#039;&#039;&amp;lt;&#039;&#039;&#039;, &#039;&#039;&#039;&amp;gt;&#039;&#039;&#039;, &#039;&#039;&#039;&amp;lt;=&#039;&#039;&#039;, &#039;&#039;&#039;&amp;gt;=&#039;&#039;&#039;, &#039;&#039;&#039;==&#039;&#039;&#039;, and &#039;&#039;&#039;!=&#039;&#039;&#039; all operate as expected.&lt;br /&gt;
&lt;br /&gt;
Concatenation is performed by &#039;&#039;&#039;expr1 .. expr2&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The length of the text representation of a string, or the number of elements in a list, can be found with &#039;&#039;&#039;#expression&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Logical negation is performed with &#039;&#039;&#039;!expression&#039;&#039;&#039;, binary negation is performed with &#039;&#039;&#039;~expression&#039;&#039;&#039;, decimal unary negation is performed with &#039;&#039;&#039;-expression&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Integer division can be performed with &#039;&#039;&#039;expression1 // expression2&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Modulo can be performed with &#039;&#039;&#039;expression1 % expression2&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Bitwise operators are also available, such as &#039;&#039;&#039;|&#039;&#039;&#039;, &#039;&#039;&#039;&amp;amp;&#039;&#039;&#039;, &#039;&#039;&#039;&amp;lt;&amp;lt;&#039;&#039;&#039;, &#039;&#039;&#039;&amp;gt;&amp;gt;&#039;&#039;&#039;, &#039;&#039;&#039;&amp;amp;&#039;&#039;&#039;, and &#039;&#039;&#039;expression1 ~ expression2&#039;&#039;&#039; (xor, do not confuse with unary base 2 negation)&lt;/div&gt;</summary>
		<author><name>MoondancerPony</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Frontier&amp;diff=16278</id>
		<title>Frontier</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Frontier&amp;diff=16278"/>
		<updated>2020-08-26T23:41:39Z</updated>

		<summary type="html">&lt;p&gt;MoondancerPony: Fixes double redirect.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Coalition of Colonies]]&lt;/div&gt;</summary>
		<author><name>MoondancerPony</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=The_Frontier_Alliance&amp;diff=16277</id>
		<title>The Frontier Alliance</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=The_Frontier_Alliance&amp;diff=16277"/>
		<updated>2020-08-26T23:41:09Z</updated>

		<summary type="html">&lt;p&gt;MoondancerPony: Fixes double redirect.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Coalition of Colonies]]&lt;/div&gt;</summary>
		<author><name>MoondancerPony</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Guide_to_Chemistry&amp;diff=13633</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=13633"/>
		<updated>2019-11-25T02:36:42Z</updated>

		<summary type="html">&lt;p&gt;MoondancerPony: Fixes an egregious error resulting in people thinking deltamivir did something to help bacteria.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{wip|assign=Chada1}}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
=Foreword=&lt;br /&gt;
Please note that this list &#039;&#039;&#039;does not cover every single chem&#039;&#039;&#039;; there are some compounds that can only be found through trial and error. These are &#039;&#039;&#039;secret chems&#039;&#039;&#039; with recipes not held in the source code.&lt;br /&gt;
&lt;br /&gt;
=Chemistry Equipment=&lt;br /&gt;
===Chemical Dispenser===&lt;br /&gt;
[[File:Dispenser.png|64px|left]]The Chemical Dispenser is your go-to device for making everything. It&#039;s a reagent dispenser, and works the same way as all other dispensers - You put a container into it, in this case a Beaker of some sort, by holding the container in your hand and clicking the dispenser. Then once a container is in, click the dispenser with an empty hand to bring up the menu&lt;br /&gt;
&lt;br /&gt;
The Chemical dispenser can dispense all kinds of elements and chemicals into the beaker. And when you put in the right ingredients for a recipe, they&#039;ll automatically react in the beaker and create the result. Some of the things in the dispenser even have effects on their own, without being made into compounds. For a full list of all the things that the dispenser can output, check the [[#Dispenser|Dispenser section]]&lt;br /&gt;
&lt;br /&gt;
===ChemMaster 3000===&lt;br /&gt;
[[File:Chemmaster.gif|64px|left]]The ChemMaster 3000 is your tool for turning your beakerfuls of medicine, into a useable state, without having to give away your lab equipment. It&#039;s also used for analysing the contents of beakers, and for carefully removing parts you want to get rid of, to keep your mixtures pure.&lt;br /&gt;
&lt;br /&gt;
To start, insert a beaker containing some chemical, and then click it with an empty hand to bring up a menu. In addition to holding a beaker, the ChemMaster can also hold a Pill Bottle (both simultaneously), more on these soon.&lt;br /&gt;
&lt;br /&gt;
The Add to Buffer section is where all the juicy info is. It will show you a list of all the reagents inside the beaker, and their quantities. Beside each one are several options. Analyze will just bring up the description of that chemical, to tell you what it is and does. The rest of the buttons (1,5,10,all,custom) just control how much of that chemical you&#039;re going to move to the buffer.&lt;br /&gt;
&lt;br /&gt;
The Buffer is the section between the horizontal lines. Imagine this as chemicals inside the ChemMaster. Once they&#039;re here, you can do several things with them. &lt;br /&gt;
*The Transfer To section shows where chemicals will go when you transfer them out of the buffer, click it to change the destination. They can either go back into the beaker, or they can go into the disposal &lt;br /&gt;
**This doesn&#039;t actually put them in the disposal, it just destroys them. Any reagents destroyed this way are gone forever, and cannot be recovered.&lt;br /&gt;
*Chemicals in the buffer will have the same number control options as those in the beaker. This just transfers them to either of the destinations mentioned above.&lt;br /&gt;
*The Create Bottle option will magically create a glass bottle, and put the contents of the buffer into it. The bottle is created outside of the ChemMaster and will appear on top of it. Bottles have a maximum capacity of 60u, so anything over that will still remain in the buffer.&lt;br /&gt;
**By clicking the Icon to the right of this option, you can choose a visual style for the resulting bottle. Note that the bottle is transparent, and will take on the colour of the liquid inside it. You only choose the shape.&lt;br /&gt;
*The Create Pill option will create a single edible pill out of the buffer contents. Again, up to 60u total dosage. If an empty pill bottle is inserted into the ChemMaster, the pill will be created inside that bottle. Otherwise it will appear on top of the machine.&lt;br /&gt;
*The Create Multiple Pills option will create a number of pills that you get to specify. The contents of the buffer will be evenly divided amongst all the pills you make. And if a pill bottle is in the machine, the pills will be created inside it until it&#039;s full. Otherwise they appear on top in a big messy pile&lt;br /&gt;
**By clicking the Icon to the right of this option, you can choose a visual style for the resulting pill(s). This will help people to tell your pills apart at a glance, which can be useful when you&#039;re making a bottle filled with a mixture of different pills.&lt;br /&gt;
&lt;br /&gt;
Once you&#039;re done making pills and bottles, you&#039;ll probably want to make sure your beaker is empty again so you can make something new, if so be sure to transfer everything to the buffer. Once you eject the beaker, everything left in the buffer is destroyed.&lt;br /&gt;
&lt;br /&gt;
If you&#039;ve made a bottle of pills, don&#039;t forget to eject the pill bottle too, and then label it using the Hand Labeller.&lt;br /&gt;
&lt;br /&gt;
===All-In-One Grinder===&lt;br /&gt;
[[File:Blender.png|64px|left]]The Grinder is your tool of choice for breaking down objects into reagents. You can put pills in it, to get back the chemicals they&#039;re made of. You can breakdown Phoron Crystals into liquid phoron. You can put fruits, vegetables, meals, meat etc into it as well. The results will be outputted into its beaker, which you can extract and stick in the ChemMaster to work with. It&#039;s good for undoing your mistakes if you make pills wrong, or for getting rare compounds (like carpotoxin) out of things that contain them. But making liquid phoron is the most common and important thing you&#039;ll use it for. Note that it will not break compounds back down into elements, nothing can do that.&lt;br /&gt;
&lt;br /&gt;
===Refridgerated Medicine Storage===&lt;br /&gt;
[[File:Smartfridge.gif|64px|left]]A fancy Smart Fridge which exists as a wall block between the chem lab and medicine storage. This fridge is where you should put all the medicines and pills that you make, so that doctors can pick them up for usage. Things can be put in and taken out from all sides of it. It will only accept pills, pill bottles, and glass containers. And it has a nice little interface for dispensing things in quantity. It&#039;s also ID locked, and will only allow authorized medical staff to take things out, so anything you place there is safe from the grubby hands of drug-seeking assistants.&lt;br /&gt;
&lt;br /&gt;
==Tools==&lt;br /&gt;
Smaller, hand-held things that you&#039;ll often use in chemistry.&lt;br /&gt;
&lt;br /&gt;
===Beakers===&lt;br /&gt;
[[File:Beakerlarge.png|64px|left]][[File:Beaker.png|64px]] Beakers are the most important tool you have. They come in two sizes, normal and large. normal beakers hold 60u, large beakers hold 120u.  &lt;br /&gt;
Normal beakers can be found easily all over medical, and you have a box of six in your lab.  Large beakers are much less common, you only have three -  Two on the tables, and one inside the grinder. They are precious, treasure them.&lt;br /&gt;
&lt;br /&gt;
Beakers are used for putting into the dispenser to mix things, and then into the ChemMaster to make bottles and pills. Sometimes you&#039;ll need to use more than one to mix certain tricky things correctly.&lt;br /&gt;
&lt;br /&gt;
If you end up losing them, more beakers can be made at the Autolathe in cargo.&lt;br /&gt;
&lt;br /&gt;
===Dropper===&lt;br /&gt;
[[File:Dropper1.png|64px|left]]Droppers are a simple and occasionally used little tool. Their purpose is being one of very few reagent containers in the game which can transfer less than 5u per click. &lt;br /&gt;
&lt;br /&gt;
Rightclick it in your hand and choose Set Transfer Amount. You can pick 1/2/3/4/5 units&lt;br /&gt;
Using it on a beaker when it&#039;s empty will draw the set quantity of reagents out of that beaker.&lt;br /&gt;
Using it on a beaker when it&#039;s not empty, will squeeze its contents out into the beaker.&lt;br /&gt;
&lt;br /&gt;
The precision this affords is useful for a few complicated recipes, and especially for measuring out tiny amounts of phoron or similar valueable ingredients.&lt;br /&gt;
&lt;br /&gt;
===Science Goggles===&lt;br /&gt;
[[File:ScienceGoggles.png|64px|left]]Science goggles are a completely unnecessary fashion accessory that are supplied on your table in the chemistry lab. They have three functions:&lt;br /&gt;
*They protect against acid splashes, halving damage you take from acid to the face. &lt;br /&gt;
*They provide 10% protection against anomalies, which is not relevant to a chemist at all.&lt;br /&gt;
*They can be turned on and off to toggle an obnoxious purple overlay. This does literally nothing except make you see purple. The other two effects work regardless of whether the overlay is on.&lt;br /&gt;
&lt;br /&gt;
===Advanced Mass Spectrometer===&lt;br /&gt;
[[File:Adv_spectrometer.png|64px|left]]The Advanced Mass Spectrometer is your occasionally used tool for blood toxin testing. Rumour has it there was once a non-advanced Mass Spectrometer, but such a thing is definitely obsolete now.&lt;br /&gt;
&lt;br /&gt;
To use it, take a blood sample from your patient with a syringe, and then use the syringe on the spectrometer. Then switch to it and click it in your hand to read the results. It should tell you the chemicals and quantities that are found in their blood. This is the only way to test blood samples, if you inject a blood sample into a beaker and check it in the ChemMaster, it will only show as blood.&lt;br /&gt;
&lt;br /&gt;
Note that this tool can only be used for blood, if you have a beaker/bottle/syringe of something mysterious that isn&#039;t blood and you want to see what&#039;s in it, use the ChemMaster instead.&lt;br /&gt;
&lt;br /&gt;
===Cryostasis Beaker===&lt;br /&gt;
[[File:noreact.gif|64px|left]]The Cryostasis Beaker is an advanced tool that you don&#039;t have to begin with. It can only be made in the R&amp;amp;D Lab in science, if you want some you have to ask them for it.&lt;br /&gt;
&lt;br /&gt;
The cryostasis beaker holds 60u, and it has the special property of preventing chemical reactions inside it. Any elements or compounds placed into it will not react with each other. If there are any reactions waiting to happen, they&#039;ll occur as soon as the contents are transferred into another beaker, or transferred into the buffer of the ChemMaster&lt;br /&gt;
&lt;br /&gt;
===Bluespace Beaker===&lt;br /&gt;
[[File:bluespaceBeaker.gif|64px|left]]The Chemist&#039;s favourite, a Bluespace Beaker will really make your day. It is another advanced tool that you don&#039;t start with, and must request from science. However it&#039;s somewhat hard to make, so they may not be able to reliably make them for you.&lt;br /&gt;
&lt;br /&gt;
This high-tech beaker uses reality-distorting bluespace technology to create a tiny pocket dimension for storing chemicals, which in practical terms means it can store a tremendous 300u of reagents inside it, making it 250% of the capacity of a Large Beaker. This allows you to easily make much larger batches of medicine - five bottles at a time.&lt;br /&gt;
&lt;br /&gt;
=Infographic and Information=&lt;br /&gt;
[[File:Chemistry_Medical_Aurora.png|thumb|left|alt=|This infographic teaches all of the basic Chems, it is highly recommended you keep it on hand if you&#039;re new.]]&lt;br /&gt;
A basic Chem infographic will be provided here, it is recommended to keep it on hand for new players; but beware, it only has the basic necessities of Chemistry, for advanced chems you will have to read further. &#039;&#039;Note: Spaceacillin has been split into multiple [[Guide_to_Chemistry#Anti_Microbials|microbials]]. Thetamycin, Deltamivir, and Diphenhydramine. Other than that, this infographic is still up to date.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Metabolism and Overdose==&lt;br /&gt;
Most medicines and chemicals designed for use in people have an overdose limit. If a person metabolizes more than this much of the chemical in a short time, they will suffer the overdose effect for that chemical, which is usually a bad thing. Overdose limits vary widely, but the most common value is 30 units.&lt;br /&gt;
&lt;br /&gt;
The most common overdose effect is &#039;Toxins&#039;, the patient will suffer 0.2 points of toxins damage per second, as long as the medicine continues metabolizing in their system. This is only dependent on time, not on the quantity of the dose, so overdosing on medicines that metabolize slowly is far more dangerous, they&#039;ll keep poisoning the patient for longer.&lt;br /&gt;
&lt;br /&gt;
It is important to note that metabolism is not the same as just putting the chemicals into a patient. All chemicals that are injected into, or fed to the patient, are stored harmlessly within their body until they can be properly absorbed, or &#039;metabolized&#039;. This process happens at a variable rate for each chemical, but the most common metabolic rate is 0.2 units per proc, which works out to 0.1u per second&lt;br /&gt;
&lt;br /&gt;
Overdose effects do not trigger until the patient has metabolized enough to reach the overdose limit, which may take several minutes.&lt;br /&gt;
&lt;br /&gt;
Whenever this document mentions the word &#039;dose&#039;, it refers to how much has been metabolized into the patient, not how much has been injected into their blood.&lt;br /&gt;
&lt;br /&gt;
Whenever a patient has fully metabolized all the volume of a drug that is present in their stomach or blood, the dose is instantly cleared, and the drug&#039;s effects are stopped.  Even if they had overdosed before, once the dose is cleared its safe to administer more of the same thing.&lt;br /&gt;
&lt;br /&gt;
==Catalysts==&lt;br /&gt;
Several of the more advanced chemistry recipes take an ingredient (usually phoron) which is marked as (Catalyst)&lt;br /&gt;
&lt;br /&gt;
A Catalyst is a chemical which is required to help a chemical reaction, but does not become part of the finished result. Whenever a recipe involves a catalyst, the catalyst will be left over in the beaker, alongside the finished product. You can use the ChemMaster to extract the catalyst, put it in a bottle, and reuse it later.&lt;br /&gt;
&amp;lt;!---&lt;br /&gt;
==Status Effects==&lt;br /&gt;
Many chemicals that don&#039;t simply heal something, work by giving the patient a status effect, with a given strength. This allows multiple chemicals to cause a similar effect and work in the same way. &lt;br /&gt;
&lt;br /&gt;
For the most part, the &#039;strength&#039; of an effect is really just a duration. the strength of most effects decreases by 1 point every 2 seconds, and usually the effect will stop working once its strength falls to zero, or sometimes when it falls below some low number that&#039;s above zero.&lt;br /&gt;
&lt;br /&gt;
It&#039;s also very important to note, that most chemicals which cause a status effect, will constantly re-set and refresh that effect every time they process (every 2 seconds) for as long as the chemical is metabolising into the patient. Therefore, the strength of an effect usually only affects how long it takes to wear off AFTER the chemical is out of their system, it will generally never wear off while the chemical is inside them.&lt;br /&gt;
&lt;br /&gt;
===Drowsiness===&lt;br /&gt;
Drowsiness, is a feeling of being sleepy. The body slows down, and sometimes just plain falls asleep for brief periods. It doesn&#039;t cause any longterm sleep, just makes you pass out for a couple of seconds.&lt;br /&gt;
&lt;br /&gt;
Effects:&lt;br /&gt;
*Increases move delay by 6 (0.6 seconds). &lt;br /&gt;
**This is the minimum time between steps while running, so it will significantly slow the subject down and make it difficult for them to run away.&lt;br /&gt;
*Refreshes blurred vision to strength 2 every proc, so being drowsy gives unremovable blurring&lt;br /&gt;
*Every proc, has a 5% chance to cause the subject to fall asleep&lt;br /&gt;
**Increases Sleep strength by 1&lt;br /&gt;
**Increases paralysis by 5&lt;br /&gt;
&lt;br /&gt;
===Sleeping===&lt;br /&gt;
The subject is asleep. They&#039;re snoozing away, incapacitated, mostly oblivious to the world, and won&#039;t feel pain.&lt;br /&gt;
*Subject is blinded. See Blind&lt;br /&gt;
*Subject does not feel pain&lt;br /&gt;
*Subject falls over&lt;br /&gt;
*Subject cannot move&lt;br /&gt;
*Subject cannot speak or emote&lt;br /&gt;
*Subject cannot use items or interact with anything&lt;br /&gt;
*Heals halloss (Holographic damage) at a rate of 3 points per proc&lt;br /&gt;
**Normally heals at 1 ppc&lt;br /&gt;
*Subject has dreams about radomly generated concepts. &lt;br /&gt;
**These aren&#039;t based on anything ingame&lt;br /&gt;
*When nearby people talk&lt;br /&gt;
**85% chance to not hear them, and instead get &amp;quot;...You almost hear someone talking...&amp;quot;&lt;br /&gt;
**15% chance for &amp;quot;You hear something about...&amp;lt;word&amp;gt;&amp;quot;, and &amp;lt;word&amp;gt; is a randomly selected word from amongst the things they said&lt;br /&gt;
*People can attempt to shake subject awake, this reduces Sleeping strength by 5 every time its done, &lt;br /&gt;
**Causes the subject to wake up 10 seconds earlier than they would have otherwise&lt;br /&gt;
*Causes subject&#039;s status to read as Unconscious on a hand analyser, and non-responsive on a surgery vitals monitor&lt;br /&gt;
&lt;br /&gt;
===Weaken===&lt;br /&gt;
The subject&#039;s muscles lose tensity, causing them to collapse to the floor and be mostly helpless.&lt;br /&gt;
Weaken is one of the most common status effects, almost every chemical, weapon and explosive that disables someone, uses it. Often in combination with other effects.&lt;br /&gt;
*Subject falls over and drops held items.&lt;br /&gt;
*Subject cannot move, use items, or interact.&lt;br /&gt;
**Can still toggle internals.&lt;br /&gt;
**Subject can use &#039;resist&#039;.&lt;br /&gt;
&lt;br /&gt;
===Stun===&lt;br /&gt;
The subject is stunned and unable to move properly. Very similar to Weaken, but doesn&#039;t knock the subject down, and DOES prevent them from toggling their internals.&lt;br /&gt;
*Subject cannot move, use items, or interact:&lt;br /&gt;
**Subject can use &#039;resist&#039;.&lt;br /&gt;
*Subject cannot toggle internals.&lt;br /&gt;
&lt;br /&gt;
===Paralysis===&lt;br /&gt;
The subject is paralyzed, all of their muscles lock up and they are unable to see, speak, or do anything. Their eyelids lock shut, and their vocal chords seize up. This is almost identical to being asleep, the only differences being that the subject can&#039;t be shaken awake, and doesn&#039;t heal holo damage faster. This is by far the most disabling single status effect in the game, but it is rarely used.&lt;br /&gt;
*Paralysis is almost identical to sleeping.&lt;br /&gt;
**Subject is blinded, see blindness.&lt;br /&gt;
**Subject falls over.&lt;br /&gt;
**Subject cannot speak or emote.&lt;br /&gt;
**Subject cannot move.&lt;br /&gt;
**Subject cannot use items or interact with anything.&lt;br /&gt;
**When nearby people talk or audibly emote.&lt;br /&gt;
***85% chance to not hear them, and instead get &amp;quot;...You almost hear someone talking...&amp;quot;&lt;br /&gt;
***15% chance for &amp;quot;You hear something about...&amp;lt;word&amp;gt;&amp;quot;, and &amp;lt;word&amp;gt; is a randomly selected word from among the things they said.&lt;br /&gt;
&lt;br /&gt;
===Confusion===&lt;br /&gt;
The subject has impaired motor coordination, and will stumble around randomly when they try to move. This is often caused by alcohol and sedatives, but it&#039;s pretty rare for it to happen for any long period of time.&lt;br /&gt;
*Subject moves in a random direction whenever it tries to take a step.&lt;br /&gt;
**Its always random, doesn&#039;t matter what direction they tried to move in, triggers on every step&lt;br /&gt;
**Also applies to subjects in a wheelchair or driving vehicles&lt;br /&gt;
&lt;br /&gt;
===Hallucination===&lt;br /&gt;
One of the most interesting effects, hallucinations are a result of something impairing the brain, and can be quite scary. &lt;br /&gt;
*Unlike most status effects, hallucination strength affects the intensity in addition to the duration. Hallucinations stop completely when the strength drops below 20.&lt;br /&gt;
*While hallucinating, the subject will experience strange sounds and visions periodically.&lt;br /&gt;
**Exactly how often is calculated with the formula: rand(200,500)/(hallucination/25)&lt;br /&gt;
***This generates a random number of seconds between 20-50 (average 35), and then divides that time by 4% of your hallucination strength.&lt;br /&gt;
***A hallucination strength of 100 will therefore cause hallucinations an average of every 8.75 seconds&lt;br /&gt;
***Note that the time between hallucinations will gradually increase because the strength fades over time.&lt;br /&gt;
*The effects that hallucinating can generate include:&lt;br /&gt;
**Screwing up the subject&#039;s HUD&lt;br /&gt;
**Make it appear that they&#039;re holding a strange/illegal/impossible items&lt;br /&gt;
**See extremely dangerous things (fire, hull breaches, explosives)&lt;br /&gt;
**Hear strange sounds&lt;br /&gt;
**Be attacked by illusory monsters&lt;br /&gt;
**Mysteriously become injured or collapse&lt;br /&gt;
**Have the world and their controls turned around&lt;br /&gt;
&lt;br /&gt;
===Dizziness===&lt;br /&gt;
&lt;br /&gt;
===Blurriness===&lt;br /&gt;
The subject&#039;s vision is blurred, and it becomes harder for them to see. This is a really weak effect, and it exists mostly just to let you know something&#039;s wrong. It&#039;s usually a precursor to more serious things. On its own, it has minimal effect on gameplay.&lt;br /&gt;
*Places a semi-transparent white overlay on the screen, making it a little harder to see things&lt;br /&gt;
**Wearing a blindfold rests your eyes, and causes blurriness to heal 4x as fast&lt;br /&gt;
&lt;br /&gt;
===Blindness===&lt;br /&gt;
The subject has completely lost their vision, and is unable to see anything, thus forcing them to stumble around defenseless and navigate by touch. Blinding is fairly common alone, but it&#039;s also applied inherently as a part of sleeping and paralysis. When a subject is asleep or paralysed, all of these effects apply in addition.&lt;br /&gt;
*Places a black overlay on the screen, blocking everything except a small circle&lt;br /&gt;
**This allows you to only see things in a 3x3 area, centred on your character&lt;br /&gt;
***Note that this short range vision represents you feeling your way around, not actual vision. RP wise, you can see nothing at all&lt;br /&gt;
*Prevents you from examining objects and people at all. Any attempt displays a message &#039;Something is there, but you can&#039;t see it&#039;&lt;br /&gt;
*Subject cannot see visible emotes from nearby people&lt;br /&gt;
**Subject can still hear audible emotes&lt;br /&gt;
&lt;br /&gt;
===Speedboost===&lt;br /&gt;
The subject is energetic and juiced up, allowing them to power through impediments and always move as fat as they can.&lt;br /&gt;
Negates any increased movement delay and allows you to always move at the fastest possible speed, with a movement delay of 0.5 seconds (which is the lowest possible value)&lt;br /&gt;
Allows you to ignore the following speed impediments completely:&lt;br /&gt;
*Having &amp;lt;=40% health&lt;br /&gt;
*Being in pain&lt;br /&gt;
*Being starving&lt;br /&gt;
*Wearing EVA suits&lt;br /&gt;
*Being in a wheelchair&lt;br /&gt;
*Having feet/legs that are broken, splinted, or missing.&lt;br /&gt;
*Any slowdown caused by heavy shoes (galoshes)&lt;br /&gt;
*Being in shock&lt;br /&gt;
*Being fat&lt;br /&gt;
*Being cold&lt;br /&gt;
*Being drowsy&lt;br /&gt;
*Any inherent slowdown caused by your species&lt;br /&gt;
&lt;br /&gt;
===Painkiller/Analgesic===&lt;br /&gt;
&lt;br /&gt;
===Jittering===&lt;br /&gt;
---&amp;gt;&lt;br /&gt;
=Chemicals=&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
==Dispenser==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Many of the basic elements and chemicals in the dispenser have their own effects. Those are noted here.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{ChemicalTemplate&lt;br /&gt;
|Chemical = Aluminum&lt;br /&gt;
|Description = A silvery white and ductile member of the boron group of chemical elements.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ComplexChemicalTemplate&lt;br /&gt;
|Chemical = Carbon&lt;br /&gt;
|Description = A highly stable element, the building block of life. &lt;br /&gt;
|Metabolism = 0.5&lt;br /&gt;
|Type = Element&lt;br /&gt;
|Effects = *Absorbs all other chemicals when swallowed, and carries them out safely.&lt;br /&gt;
*When swallowed in pill form removes any reagent from the stomach equal to the amount used (1 per unit). &lt;br /&gt;
|Notes = *This is the only method to remove ingested toxins from a patient&#039;s stomach.&lt;br /&gt;
*Has no effect if injected, will not clean the blood. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ComplexChemicalTemplate&lt;br /&gt;
|Chemical = Acetone&lt;br /&gt;
|Description = A colorless liquid solvent used in chemical synthesis.&lt;br /&gt;
|Metabolism = 0.2&lt;br /&gt;
|Type = Solvent &lt;br /&gt;
|Effects = *Deals 1 toxin damage per 0.4 seconds.&lt;br /&gt;
**Unlike most chemicals, swallowing it is equally as effective.&lt;br /&gt;
*Can act as a solvent for ink.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ChemicalTemplate&lt;br /&gt;
|Chemical = Copper&lt;br /&gt;
|Description = A highly ductile metal.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ComplexChemicalTemplate&lt;br /&gt;
|Chemical = Ethanol&lt;br /&gt;
|Description = A well-known alcohol with a variety of applications. &lt;br /&gt;
|Metabolism = 0.5&lt;br /&gt;
|Type = Alcohol&lt;br /&gt;
|Effects = *Once applied (splashed), anything causing burn damage will cause it to combust. &lt;br /&gt;
*When injected causes 1 toxin damage every 0.8 seconds.&lt;br /&gt;
*When ingested causes drunkenness very quickly in low doses.  &lt;br /&gt;
*Can act as a solvent for ink. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ComplexChemicalTemplate&lt;br /&gt;
|Chemical = Ammonia&lt;br /&gt;
|Description = A caustic substance commonly used in fertilizer or household cleaners.&lt;br /&gt;
|Metabolism = 0.5&lt;br /&gt;
|Type = Liquid&lt;br /&gt;
|Effects = *Deals 1 toxin damage per 0.8 seconds.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ComplexChemicalTemplate&lt;br /&gt;
|Chemical = Hydrazine&lt;br /&gt;
|Description = A toxic, colorless, flammable liquid with a strong ammonia-like odor, in hydrate form.&lt;br /&gt;
|Metabolism = 0.2&lt;br /&gt;
|Type = Liquid&lt;br /&gt;
|Effects = *Once applied (splashed), anything causing burn damage will cause it to combust. &lt;br /&gt;
**Deals 1 toxin damage per 4.4 seconds.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ComplexChemicalTemplate&lt;br /&gt;
|Chemical = Iron&lt;br /&gt;
|Description = Pure iron is a metallic element. Used in limited doses as a supplement it can help people regenerate blood.&lt;br /&gt;
|Type = Element&lt;br /&gt;
|Effects = *When ingested in pill form, it restores blood at an equal rate of iron to blood in units. (1u iron restores 1% blood.)&lt;br /&gt;
|Notes = *Iron pills are a nice simple way to help recover lost blood, much simpler than a transfusion although slower. &lt;br /&gt;
**Eating food rich in iron also helps combat blood loss.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ComplexChemicalTemplate&lt;br /&gt;
|Chemical = Lithium&lt;br /&gt;
|Description = A soft, silver metallic element. A chemical element, used as antidepressant.&lt;br /&gt;
|Type = Element&lt;br /&gt;
|Effects = *When injected, causes someone to take a step in a random direction.&lt;br /&gt;
*Causes randomly emoting drooling, twitching or moaning occasionally. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ComplexChemicalTemplate&lt;br /&gt;
|Chemical = Mercury&lt;br /&gt;
|Description = A highly neurotoxic metallic element, which is liquid at room temperature. &lt;br /&gt;
|Type = Element&lt;br /&gt;
|Effects = *When injected, causes someone to take a step in a random direction.&lt;br /&gt;
*Causes randomly emoting drooling, twitching or moaning. &lt;br /&gt;
*Causes 1 point of brain damage per unit.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ComplexChemicalTemplate&lt;br /&gt;
|Chemical = Hydrochloric Acid&lt;br /&gt;
|Description = A very corrosive mineral acid with the molecular formula HCl.&lt;br /&gt;
|Type = Acid&lt;br /&gt;
|Effects = *Causes 2 burn damage per 0.4 seconds when injected. &lt;br /&gt;
*Causes 1 point of burn damage per unit when splashed.  &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ChemicalTemplate&lt;br /&gt;
|Chemical = Phosphorus&lt;br /&gt;
|Description = A highly reactive element, glows on contact with oxygen, the backbone of biological energy carriers.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ChemicalTemplate&lt;br /&gt;
|Chemical = Potassium&lt;br /&gt;
|Description = A soft, low-melting solid that can easily be cut with a knife. Reacts violently with water.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ComplexChemicalTemplate&lt;br /&gt;
|Chemical = Radium&lt;br /&gt;
|Description = Radium is an alkaline earth metal, and is extremely radioactive. &lt;br /&gt;
|Type = Element&lt;br /&gt;
|Effects = *Deals 10% Radiation per unit.&lt;br /&gt;
*May increase the chances to cure a disease when injected into a virus carrier. &lt;br /&gt;
**Injecting Radium has a chance to do the following:&lt;br /&gt;
***Deals 50% radiation.&lt;br /&gt;
***Deals 100 toxin damage.&lt;br /&gt;
*Injecting into a Diona does the following:&lt;br /&gt;
**Heals 10 brute damage.&lt;br /&gt;
**Heals 10 burn damage.&lt;br /&gt;
**Heals 10 Toxin damage.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ComplexChemicalTemplate&lt;br /&gt;
|Chemical = Sulphuric Acid&lt;br /&gt;
|Description = A very corrosive mineral acid with the molecular formula H2SO4.&lt;br /&gt;
|Metabolism = 0.2&lt;br /&gt;
|Type = Acid&lt;br /&gt;
|Effects = *Deals 10 burn damage every 0.4 seconds when injected or swallowed.&lt;br /&gt;
**When splashed on someone it causes 1 point of damage per unit.&lt;br /&gt;
***Melts faces, disfiguring the victim.&lt;br /&gt;
***Melts masks.&lt;br /&gt;
***Melts glasses, except acid proof ones.&lt;br /&gt;
****Wearing science goggles will halve the damage, they are acid proof.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ChemicalTemplate&lt;br /&gt;
|Chemical = Silicon&lt;br /&gt;
|Description = A tetravalent metalloid, silicon is less reactive than its chemical analog carbon.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ChemicalTemplate&lt;br /&gt;
|Chemical = Sodium&lt;br /&gt;
|Description = A chemical element, readily reacts with water.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ComplexChemicalTemplate&lt;br /&gt;
|Chemical = Sugar&lt;br /&gt;
|Description = The organic compound commonly known as table sugar and sometimes called saccharose. This white, odorless, crystalline powder has a pleasing, sweet taste.&lt;br /&gt;
|Type = Carbohydrate&lt;br /&gt;
|Effects = *When ingested it provides 3 nutrition per unit.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ChemicalTemplate&lt;br /&gt;
|Chemical = Sulphur&lt;br /&gt;
|Description = A non-metallic crystalline element with a pungent smell.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ChemicalTemplate&lt;br /&gt;
|Chemical = Tungsten&lt;br /&gt;
|Description = A chemical element, and a strong oxidising agent.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ChemicalTemplate&lt;br /&gt;
|Chemical = Water&lt;br /&gt;
|Description = A ubiquitous chemical substance that is composed of hydrogen and oxygen.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Other==&lt;br /&gt;
{{ChemicalTemplate&lt;br /&gt;
|Chemical = Gold&lt;br /&gt;
|Description = Gold is a dense, soft, shiny metal and the most malleable and ductile metal known. Gold is hard to get, and comes from mining, ask the Shaft Miners to get you some. Don&#039;t expect to get it quickly.&lt;br /&gt;
}}&lt;br /&gt;
{{ChemicalTemplate&lt;br /&gt;
|Chemical = Silver&lt;br /&gt;
|Description = A soft, white, lustrous transition metal, it has the highest electrical conductivity of any element and the highest thermal conductivity of any metal. Silver is hard to get, and comes from mining, ask the Shaft Miners to get you some. Don&#039;t expect to get it quickly.&lt;br /&gt;
}}&lt;br /&gt;
{{ChemicalTemplate&lt;br /&gt;
|Chemical = Uranium&lt;br /&gt;
|Description = A glistening, emerald-green metallic chemical element in the actinide series, weakly radioactive. Uranium is hard to get, and comes from mining, ask the Shaft Miners to get you some. Don&#039;t expect to get it quickly.&lt;br /&gt;
}}&lt;br /&gt;
{{ChemicalTemplate&lt;br /&gt;
|Chemical = Phoron&lt;br /&gt;
|Description = Liquid form of the gas Phoron, for use in chemistry recipes. You can get this by grinding up the Phoron crystals on the table at the north of the lab.&lt;br /&gt;
}}&lt;br /&gt;
{{ChemicalTemplate&lt;br /&gt;
|Chemical = Fuel&lt;br /&gt;
|Description = Required for welders. Flammable. Use a beaker on any Welder Fuel Tank to collect some.&lt;br /&gt;
}}&lt;br /&gt;
{{ChemicalTemplate&lt;br /&gt;
|Chemical = Milk&lt;br /&gt;
|Description = White and nutritious goodness! Milk can be found in the kitchen, in a fridge that anyone can open.&lt;br /&gt;
}}&lt;br /&gt;
{{ChemicalTemplate&lt;br /&gt;
|Chemical = Toxin&lt;br /&gt;
|Description = A toxic chemical. Found in the NanoMed vending machines in medbay, labelled Toxin Bottle.&lt;br /&gt;
}}&lt;br /&gt;
{{ChemicalTemplate&lt;br /&gt;
|Chemical = Capsaicin Oil&lt;br /&gt;
|Description = This is what makes chillis hot. To get this, grow chillies in the garden, and grind them up.&lt;br /&gt;
}}&lt;br /&gt;
{{ChemicalTemplate&lt;br /&gt;
|Chemical = Corn Oil&lt;br /&gt;
|Description = An oil derived from various types of corn. Grow corn and grind it up.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Compounds=&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
==Basic Treatments==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;These treatments are weak but widely available in medkits or medibots. They are not commonly used by doctors, who have access to more powerful specialized medicines..&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound=Dexalin&lt;br /&gt;
|Formula=2 parts Acetone, 0.1 units Phoron. &lt;br /&gt;
|Metabolism=0.2&lt;br /&gt;
|Overdose=30&lt;br /&gt;
|Description = Used in the treatment of oxygen deprivation.&lt;br /&gt;
|Effects = &lt;br /&gt;
*Heals 15 suffocation damage per unit.&lt;br /&gt;
*Deals toxin damage to Vox.&lt;br /&gt;
*Removes Lexorin from the bloodstream. &lt;br /&gt;
|OverdoseEffect = *Toxins&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound=Kelotane&lt;br /&gt;
|Formula=1 part Carbon, 1 part Silicon&lt;br /&gt;
|Metabolism=0.2&lt;br /&gt;
|Overdose=30&lt;br /&gt;
|Description=Treats burn damage effectively, preventing infections and helping speed up healing of burns.&lt;br /&gt;
|Effects=*Heals 6 Burn damage per unit. &lt;br /&gt;
|OverdoseEffect=*Toxins&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound=Omnizine&lt;br /&gt;
|Formula=1 part [[#Basic Treatments|Tricordrazine]], 1 part Sugar, 1 part Carbon&lt;br /&gt;
*Results in 3 units.&lt;br /&gt;
|Metabolism=0.2&lt;br /&gt;
|Overdose = ∞&lt;br /&gt;
|Description=Omnizine is a low strength over-the-counter stimulant designed and marketed as a &#039;treat all&#039; pill. Ingesting or inhaling the substance has the same strength as directly injecting it.&lt;br /&gt;
|Effects=*Heals 1 suffocation damage per unit&lt;br /&gt;
*Heals 1 trauma damage per unit&lt;br /&gt;
*Heals 1 burn damage per unit&lt;br /&gt;
*Heals 1 toxin damage per unit&lt;br /&gt;
|OverdoseEffect=N/A&lt;br /&gt;
|Notes=*Although it is weaker than Tricordrazine, its effects are the same regardless of application.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound=Tricordrazine&lt;br /&gt;
|Formula=1 part [[#Standard Treatments|Dylovene]], 1 part [[#Painkillers.2FStabilizers|Inaprovaline]]&lt;br /&gt;
|Metabolism=0.1&lt;br /&gt;
|Overdose=∞&lt;br /&gt;
|Description=Tricordrazine is a highly potent stimulant, originally derived from Cordrazine. Can be used to treat a wide range of injuries, though the healing effect is weak. &lt;br /&gt;
|Effects=*Heals 6 suffocation damage per unit&lt;br /&gt;
*Heals 3 trauma damage per unit&lt;br /&gt;
*Heals 3 burn damage per unit&lt;br /&gt;
*Heals 3 toxin damage per unit&lt;br /&gt;
|OverdoseEffect=N/A&lt;br /&gt;
|Notes=*It is noticeably stronger at higher temperatures.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
==Standard Treatments==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;These medicines are the mainstays, standard treatments for most common conditions. A good chemist should make sure that all of these are available in sufficient quantities.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Alkysine&lt;br /&gt;
|Formula = 1 part Hydrochloric Acid, 1 part Ammonia, 1 part [[#Standard Treatments|Dylovene]]&lt;br /&gt;
*Results in 2 units. &lt;br /&gt;
|Metabolism = 0.05&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = A drug used to heal damage to neurological tissue after a head injury. Slightly eases pain.  &lt;br /&gt;
|Effects = &lt;br /&gt;
*Heals 30 points Brain damage per unit.&lt;br /&gt;
*Acts as a mild painkiller.&lt;br /&gt;
|OverdoseEffect = *Toxins&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Bicaridine&lt;br /&gt;
|Formula = 1 part Carbon, 1 part [[#Painkillers.2FStabilizers|Inaprovaline]]&lt;br /&gt;
|Metabolism = 0.2&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = A powerful trauma medication used to treat many kinds of physical injuries. Can also slow and partially heal internal bleeding at overdose (poisonous).&lt;br /&gt;
|Effects = &lt;br /&gt;
*Heals 6 points of Trauma damage per unit.&lt;br /&gt;
|OverdoseEffect = *Toxins&lt;br /&gt;
*Heals internal bleeding slowly. Patient&#039;s body temperature must be above 170k for this to work. &lt;br /&gt;
|Notes = *Does not heal organ damage or bones. It only heals internal and external muscle wounds.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Cryoxadone&lt;br /&gt;
|Formula = 1 part [[#Basic Treatments|Dexalin]], 1 part Water, 1 part Acetone,&lt;br /&gt;
|Metabolism = 0.2&lt;br /&gt;
|Overdose = ∞&lt;br /&gt;
|Description = Use to treat all standard types of damage, though body temperature must be under 170K for it to metabolize correctly. Intended for use in Cryotube mixtures. Also used to make [[#Advanced Treatments|Clonexadone]].&lt;br /&gt;
|Effects = &lt;br /&gt;
*Slows the heart-rate&lt;br /&gt;
**Heals 10 genetic damage per unit&lt;br /&gt;
**Heals 10 suffocation per unit&lt;br /&gt;
**Heals 10 trauma damage per unit&lt;br /&gt;
**Heals 10 burn damage per unit&lt;br /&gt;
**Heals 10 toxin damage per unit&lt;br /&gt;
|OverdoseEffect = *N/A&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Dermaline&lt;br /&gt;
|Formula = 1 part [[#Basic Treatments|Kelotane]], 1 part Acetone, 1 part Phosphorous&lt;br /&gt;
|Metabolism = 0.2&lt;br /&gt;
|Overdose = 15&lt;br /&gt;
|Description = Dermaline is used to treat burns. It works faster than Kelotane and enables the body to restore large amounts of burnt tissue quickly.&lt;br /&gt;
|Effects = &lt;br /&gt;
*Heals 12 burn damage per unit&lt;br /&gt;
|OverdoseEffect = *Toxins&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Dexalin Plus&lt;br /&gt;
|Formula = 1 part [[#Basic Treatments|Dexalin]], 1 part Iron, 1 part Carbon&lt;br /&gt;
|Metabolism = 0.2&lt;br /&gt;
|Overdose = 15&lt;br /&gt;
|Description = Directly oxygenates the blood, bypassing the pulmonary system and temporarily removing the need to breathe, as well as immediately restoring oxygen-starved tissue.&lt;br /&gt;
|Effects = &lt;br /&gt;
*Heals 300 suffocation damage per unit.&lt;br /&gt;
*Removes Lexorin from the bloodstream.&lt;br /&gt;
|OverdoseEffect = *Toxins&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Dylovene&lt;br /&gt;
|Formula = 1 part Silicon, 1 part Potassium, 1 part Ammonia&lt;br /&gt;
|Metabolism = 0.2&lt;br /&gt;
|Overdose = ∞&lt;br /&gt;
|Description = A broad-spectrum antitoxin. Heals toxin damage, drowsiness, and hallucinations. It will only heal the damage done by poisons, not cure the cause of it.&lt;br /&gt;
|Effects = &lt;br /&gt;
*Heals 4 toxin damage per unit.&lt;br /&gt;
*Reduces drowsiness by 6 points per unit.&lt;br /&gt;
*Reduces hallucination strength by 9 points per unit.&lt;br /&gt;
|OverdoseEffect = *Toxins&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Hyronalin&lt;br /&gt;
|Formula = 1 part Radium, 1 part Dylovene&lt;br /&gt;
|Metabolism = 0.05&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = Hyronalin is a medicinal drug used to counter the effect of radiation poisoning.&lt;br /&gt;
|Effects = &lt;br /&gt;
*Heals 30 radiation per unit.&lt;br /&gt;
*Deals toxins to [[Dionaea]].&lt;br /&gt;
|OverdoseEffect = *Toxins&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Regenerative-Muscular Tissue Supplements&lt;br /&gt;
|Formula = 1 part Potassium, 1 part Inaprovaline&lt;br /&gt;
|Metabolism = 0.5&lt;br /&gt;
|Overdose = ∞&lt;br /&gt;
|Description = A drug used to treat chronic muscle weakness. Commonly taken by Off-worlders. Commonly abbreviated to &#039;RMT&#039;.&lt;br /&gt;
|Effects = &lt;br /&gt;
*Critical for Off-worlders to live comfortably, if they do not take it, they move much slower.&lt;br /&gt;
|OverdoseEffect = *N/A&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
==Advanced Treatments==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Very powerful and useful medicines, which are uncommon or difficult to make. Creating these is important to being a good chemist.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound=Atropine&lt;br /&gt;
|Formula=1 part [[#Basic Treatments|Tricordrazine]], 1 part Hydrazine, 0.1 parts Phoron&lt;br /&gt;
*Results in 2 units.&lt;br /&gt;
|Metabolism=0.8&lt;br /&gt;
|Overdose=∞&lt;br /&gt;
|Description=Atropine is an emergency stabilizing reagent designed to heal suffocation, blunt trauma, and burns in critical condition. Side effects include toxin increase.&lt;br /&gt;
|Effects=*Heals 2.5 suffocation damage per unit.&lt;br /&gt;
*Heals 1 trauma damage per unit.&lt;br /&gt;
*Heals 1 burn damage per unit.&lt;br /&gt;
*Deals 1 toxin damage per unit.&lt;br /&gt;
|OverdoseEffect=*N/A&lt;br /&gt;
|Notes=*Effects are quadrupled when in critical condition (&amp;lt;0% health).&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Clonexadone&lt;br /&gt;
|Formula = 1 part [[#Standard Treatments|Cryoxadone]], 1 part Sodium, 0.1 parts Phoron, 5 units Phoron (Catalyst)&lt;br /&gt;
*Results in 2 units.&lt;br /&gt;
|Metabolism = 0.05&lt;br /&gt;
|Overdose = ∞&lt;br /&gt;
|Description = A liquid compound similar to that used in the cloning process. Almost identical to Cryoxadone, but three times as powerful. Intended for use in Cryotube mixtures&lt;br /&gt;
|Effects = &lt;br /&gt;
*Slows the heart-rate&lt;br /&gt;
*All of the following effects require body temperature to be below 170 kelvin.&lt;br /&gt;
**Heals 30 genetic damage per unit&lt;br /&gt;
**Heals 30 suffocation per unit&lt;br /&gt;
**Heals 30 trauma damage per unit&lt;br /&gt;
**Heals 30 burn damage per unit&lt;br /&gt;
**Heals 30 toxin damage per unit&lt;br /&gt;
|OverdoseEffect=*Toxins&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound=Epinephrine&lt;br /&gt;
|Formula=1 part Atropine, 1 part [[#Painkillers.2FStabilizers|Inaprovaline]], 0.1 parts Phoron&lt;br /&gt;
*Results in 2 units.&lt;br /&gt;
|Metabolism=0.05&lt;br /&gt;
|Overdose=30&lt;br /&gt;
|Description=Epinephrine, also known as adrenaline, is a super strength stimulant and painkiller intended to keep a patient alive while in critical condition.&lt;br /&gt;
|Effects=*Causes Jittering&lt;br /&gt;
*Moderately kills pain.&lt;br /&gt;
*Prevents patients from accumulating suffocation damage caused by being in critical (&amp;lt;=0% health) status.&lt;br /&gt;
*Heals five points of the highest damage per unit.&lt;br /&gt;
|OverdoseEffect=*N/A&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Imidazoline&lt;br /&gt;
|Formula = 1 part Hydrazine, 1 part Carbon, 1 part [[#Standard Treatments|Dylovene]]&lt;br /&gt;
*Results in 2 units.&lt;br /&gt;
|Metabolism = 0.2&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = Used for healing physical trauma or chemical trauma in the eyes, though does not work for genetic eye damage. &lt;br /&gt;
|Effects = &lt;br /&gt;
*Reduces blurriness strength by 2.5 per second.&lt;br /&gt;
*Reduces blindness strength by 2.5 per second.&lt;br /&gt;
*Heals eye-organ damage by 5 points per unit.&lt;br /&gt;
|OverdoseEffect = *Toxins&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound=Mannitol&lt;br /&gt;
|Formula=1 part [[#Standard Treatments|Alkysine]], 0.1 parts Phoron, 0.1 parts [[#Standard Treatments|Cryoxadone]]&lt;br /&gt;
*Results in 1 units.&lt;br /&gt;
|Metabolism=0.4&lt;br /&gt;
|Overdose=30&lt;br /&gt;
|Description=Mannitol is a super strength chemical that heals brain tissue damage and cures dumbness, cerebral blindness, cerebral paralysis, colorblindness, and aphasia. More effective when the patient&#039;s body temperature is less than 170K.&lt;br /&gt;
|Effects=*Heals 10 brain damage per unit.&lt;br /&gt;
*Moderately kills pain.&lt;br /&gt;
*The amount metabolized multiplied by 0.4 equates to a percentage that can cure the following per tick:&lt;br /&gt;
**Dumbness&lt;br /&gt;
**Cerebral Blindness&lt;br /&gt;
**Cerebral Paralysis&lt;br /&gt;
**Colorblindness&lt;br /&gt;
**Aphasia&lt;br /&gt;
|OverdoseEffect=*N/A&lt;br /&gt;
|Notes=*The chance to cure the above traumas is quadrupled plus an additional 5% if the patient&#039;s body has been chilled below 170 Kelvin, preferably via cryogenics.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Peridaxon&lt;br /&gt;
|Formula = 1 part [[#Standard Treatments|Bicaridine]], 1 part [[#Advanced Treatments|Clonexadone]], 5 units Phoron (Catalyst)&lt;br /&gt;
*Results in 2 units.  &lt;br /&gt;
|Metabolism = 0.2&lt;br /&gt;
|Overdose = 10&lt;br /&gt;
|Description = Used to encourage recovery of internal organs and nervous systems. Medicate cautiously.&lt;br /&gt;
|Effects = &lt;br /&gt;
*Heals 1 point of damage to each internal organ per unit.&lt;br /&gt;
**Can repair ruptured lungs.&lt;br /&gt;
**Does not affect mechanical/artificial organs.&lt;br /&gt;
|OverdoseEffect = *Toxins&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Rezadone&lt;br /&gt;
|Formula = 1 part CarpoToxin, 1 part [[#Poisons|Cryptobiolin]], 1 part Copper&lt;br /&gt;
|Metabolism = 0.2&lt;br /&gt;
|Overdose = 25&lt;br /&gt;
|Description = A powder extracted from Spacecarp, this substance can effectively treat genetic damage in humanoids, though excessive consumption has side effects.&lt;br /&gt;
|Effects = &lt;br /&gt;
*Heals 20 genetic damage per unit.&lt;br /&gt;
*Heals 2 suffocation damage per unit.&lt;br /&gt;
*Heals 20 trauma damage per unit.&lt;br /&gt;
*Heals 20 burn damage per unit.&lt;br /&gt;
*Heals 20 toxin damage per unit.&lt;br /&gt;
|OverdoseEffect = *Causes Dizziness. (strength 5.)&lt;br /&gt;
*Causes Jittering. (strength 5.)&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Specialist Treatments==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Rarely used medicines with very specific, niche utility. These are typically made on demand if required, and not often prepared in advance.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Adipemcina&lt;br /&gt;
|Formula = 1 part [[#Standard Treatments|Dylovene]], 1 part Lithium, 1 part Potassium&lt;br /&gt;
|Metabolism = 0.1&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = A medicine that fixes the heart in particular, though not emotionally.&lt;br /&gt;
|Effects = *Heals heart damage.&lt;br /&gt;
|OverdoseEffect = *Toxins.&lt;br /&gt;
*Induces vomiting.&lt;br /&gt;
*Causes liver damage.&lt;br /&gt;
|Notes = The amount of heart damage fixed depends on how much nutrition the patient has.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Arithrazine&lt;br /&gt;
|Formula = 1 part [[#Standard Treatments|Hyronalin]], 1 part Hydrazine &lt;br /&gt;
|Metabolism = 0.05&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = A highly unstable medication used for the most extreme cases of radiation poisoning. May cause some tissue damage to the patient. &lt;br /&gt;
|Effects = *Heals 70% radiation per unit.&lt;br /&gt;
*Heals 10 toxin damage per unit.&lt;br /&gt;
*Deals approx 2.4 brute damage per unit.&lt;br /&gt;
*Deals severe toxins to [[Dionaea]].&lt;br /&gt;
|OverdoseEffect = *N/A&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound=Calomel&lt;br /&gt;
|Formula=1 part Mercury, 1 part Sodium Chloride, 1 part Ammonia&lt;br /&gt;
*Results in 3 units.&lt;br /&gt;
|Metabolism= 0.1&lt;br /&gt;
|Overdose=30&lt;br /&gt;
|Description=A highly toxic medicine that quickly purges most chemicals from the bloodstream. Overdose causes bloodloss and more toxin buildup, however works twice as fast.&lt;br /&gt;
|Effects=*Purges 4u of other reagents per unit.&lt;br /&gt;
*Deals 1 toxin damage per unit.&lt;br /&gt;
**Deals an additional 0.5 toxin damage per unit of reagent purged.&lt;br /&gt;
|OverdoseEffect=*Supposedly removes 2u of blood per unit.&lt;br /&gt;
*Purges reagents twice as fast.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Ethylredoxrazine&lt;br /&gt;
|Formula = 1 part Acetone, 1 part [[#Standard Treatments|Dylovene]], 1 part Carbon&lt;br /&gt;
|Metabolism = 0.2&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = A powerful oxidizer that reacts with ethanol. Neutralizes alcohol in the blood stream.&lt;br /&gt;
|Effects = &lt;br /&gt;
*Instantly cures Dizziness&lt;br /&gt;
*Instantly cures Drowsiness&lt;br /&gt;
*Instantly cures Stuttering&lt;br /&gt;
*Instantly cures Confusion&lt;br /&gt;
*Removes 5 units of ethanol from the patient per unit.&lt;br /&gt;
|OverdoseEffect = *Toxins&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Ipecac&lt;br /&gt;
|Formula = 1 part Hydrazine, 1 part Ethanol, 1 part [[#Standard Treatments|Dylovene]]&lt;br /&gt;
|Metabolism = 0.2&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = A simple emetic. Induces vomiting in the patient, emptying stomach contents.&lt;br /&gt;
|Effects = &lt;br /&gt;
*When ingested:&lt;br /&gt;
**Has a chance to make the patient vomit, which increases in probability as they absorb more and more of it.&lt;br /&gt;
**Gives the patient messages about feeling ill, nauseous, etc.&lt;br /&gt;
*When injected:&lt;br /&gt;
**Deals 2 toxin damage per unit.&lt;br /&gt;
|OverdoseEffect = *Toxins&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Leporazine&lt;br /&gt;
|Formula = 1 part Silicon, 1 part Copper, 5 units Phoron (Catalyst)&lt;br /&gt;
|Metabolism = 0.2&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = Leporazine can be use to stabilize an individuals body temperature.&lt;br /&gt;
|Effects = &lt;br /&gt;
*Brings the patient&#039;s body temperature close towards 310 kelvin (36.85 Celsius).&lt;br /&gt;
|OverdoseEffect = *Toxins&lt;br /&gt;
|Notes = *Leporazine&#039;s effects are constant as long as it&#039;s metabolizing. The size of the dose only matters in determining how long the body temperature will remain stable for. Effects stop when its fully metabolized.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Lipozine&lt;br /&gt;
|Formula =  1 part Salt, 1 part Ethanol, 1 part Radium&lt;br /&gt;
|Metabolism = 0.2&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = A chemical compound that causes a powerful fat-burning reaction.&lt;br /&gt;
|Effects = &lt;br /&gt;
*Removes 10 points of nutrition from the patient per unit, making them more hungry.&lt;br /&gt;
*Instantly clears bloated status from overeating.&lt;br /&gt;
|OverdoseEffect = *Toxins&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound=Pulmodeiectionem&lt;br /&gt;
|Formula=1 part Calomel, 1 part [[#Poisons|Lexorin]]&lt;br /&gt;
*Results in 2 units.&lt;br /&gt;
|Metabolism=0.4&lt;br /&gt;
|Overdose=10&lt;br /&gt;
|Description=A powdery chemical that damages the mucus lining in the the main broncus and the trachea, allowing particles to easily escape the lungs. Only works when inhaled. May cause long term damage to the lungs, and oxygen deprevation.&lt;br /&gt;
|Effects=*Purges 5u of other reagents in the lungs per unit.&lt;br /&gt;
*Deals 2 oxy damage per unit.&lt;br /&gt;
*Deals 0.2 damage to (organic) lungs per unit.&lt;br /&gt;
|OverdoseEffect=*Toxins&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Ryetalyn&lt;br /&gt;
|Formula = 1 part [[#Specialist Treatments|Arithrazine]], 1 part Carbon&lt;br /&gt;
|Metabolism = 0.1&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = Can cure specific genetic abnormalities via a catalytic process. &lt;br /&gt;
|Effects = &lt;br /&gt;
*Instantly cures all mutations in the patient.&lt;br /&gt;
*Instantly cures genetic disabilities in the patient.&lt;br /&gt;
|OverdoseEffect = *Toxins&lt;br /&gt;
|Notes = &lt;br /&gt;
*All of Ryetalyn&#039;s effects occur instantly with even the tiniest dose; one unit is enough.&lt;br /&gt;
*Ryetalyn does NOT cure genetic damage (AKA: Cloneloss). Only Clonexadone, Cryoxadone or Rezadone fix genetic damage.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
==Anti Microbials==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Medicines used to fight Viral Pathogens and Bacterial Infections. A detailed guide to Bacterial Infections can be found [[Guide_to_Medicine#Infections|here]].&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Deltamivir&lt;br /&gt;
|Formula = 1 part [[#Poisons|Cryptobiolin]], 1 part [[#Standard Treatments|Tricordrazine]]&lt;br /&gt;
|Metabolism = 0.05&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = An interferon-delta type III antiviral agent.&lt;br /&gt;
|Effects = &lt;br /&gt;
*Side Effects:&lt;br /&gt;
**Based on dosage, the patient will feel sore, drowsy or cold, as well as have a fever.&lt;br /&gt;
&lt;br /&gt;
*Viral Pathogen:&lt;br /&gt;
**Effects at 5u dosage.&lt;br /&gt;
***Prevents the patient from spreading their viruses to others.&lt;br /&gt;
***Prevents the patient from being infected by viruses.&lt;br /&gt;
***Cures stage-1 viruses very quickly.&lt;br /&gt;
***Masks symptoms of viruses of stage 2 or higher and stops them from getting worse. It also prevents the body from developing natural immunity, however.&lt;br /&gt;
|OverdoseEffect = *Toxins&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Thetamycin&lt;br /&gt;
|Formula = 1 part [[#Poisons|Cryptobiolin]], 1 part [[#Standard Treatments|Dylovene]]&lt;br /&gt;
|Metabolism = 0.05&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = A theta-lactam antibiotic, effective against wound and organ bacterial infections.&lt;br /&gt;
|Effects = Cures wound infections.&lt;br /&gt;
|Notes = *It is important to note that unlike most other drugs, all of Thetamycin&#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;
*Bacterial Infection:&lt;br /&gt;
**Effects at &amp;lt;5u dosage&lt;br /&gt;
***None.&lt;br /&gt;
**Effects at &amp;gt;=5u dosage&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 units per second.&lt;br /&gt;
***Heals infections between level 2 upwards, at a rate of 1 germ unit per second.&lt;br /&gt;
&lt;br /&gt;
*Side Effects:&lt;br /&gt;
** Can cause the patient to vomit. The probability depends on the dosage.&lt;br /&gt;
|OverdoseEffect = *Toxins&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Cough Syrup&lt;br /&gt;
|Formula = 1 part Carbon, 1 part Ammonia, 1 part Water&lt;br /&gt;
|Metabolism = 0.05&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = A chemical that is used as a cough suppressant in low doses.&lt;br /&gt;
|Effects = Suppresses coughing.&lt;br /&gt;
**Functions as a mild painkiller.&lt;br /&gt;
&lt;br /&gt;
|OverdoseEffect = *Hallucinations, brain damage, stronger painkiller, vomiting, twitching, drowsiness&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Diphenhydramine&lt;br /&gt;
|Formula = 1 part [[#Poisons|Cryptobiolin]], 1 part [[#Standard Treatments|Inaprovaline]]&lt;br /&gt;
|Metabolism = 0.05&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = A chemical that is used as a cough suppressant in low doses.&lt;br /&gt;
|Effects = Helps with sneezing.&lt;br /&gt;
**Causes drowsiness in larger doses. The probability depends on dosage.&lt;br /&gt;
&lt;br /&gt;
|OverdoseEffect = *Toxins&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Sterilizine&lt;br /&gt;
|Formula = 1 part Ethanol, 1 part [[#Standard Treatments|Dylovene]], 1 part Hydrochloric Acid&lt;br /&gt;
|Metabolism = 0.2&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = An antiseptic fluid that removes all traces of blood, and cleans a patient&#039;s body to reduce the chance of infection.&lt;br /&gt;
|Effects = *When sprayed on a patient:&lt;br /&gt;
**Sets the main germ level of the patient&#039;s body to zero.&lt;br /&gt;
**Cleans blood off of the patient&#039;s clothes and skin.&lt;br /&gt;
*When sprayed on a surface or object:&lt;br /&gt;
**Cleans blood off the object, leaving no traces for forensics.&lt;br /&gt;
|OverdoseEffect = *Toxins&lt;br /&gt;
|Notes = *Sterilizine works on contact, it is not for injecting or ingesting.&lt;br /&gt;
*Does NOT sterilize wounds. &lt;br /&gt;
*Does not affect the germ level of wounds, body parts, or internal organs.&lt;br /&gt;
*Clearing germ level can also be done by showering, washing your hands, or spraying with space cleaner. &lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
==Painkillers/Stabilizers==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Usually administered to people who&#039;ve just been wounded, to help stabilize them.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Inaprovaline&lt;br /&gt;
|Formula = 1 part Acetone, 1 part Carbon, 1 part Sugar &lt;br /&gt;
|Metabolism = 0.1&lt;br /&gt;
|Overdose = 60&lt;br /&gt;
|Description = Inaprovaline is a synaptic stimulant and cardio-stimulant. Commonly used to stabilize patients.&lt;br /&gt;
|Effects = &lt;br /&gt;
*Prevents patients from accumulating suffocation damage caused by being in critical (&amp;lt;=0% health) status. &lt;br /&gt;
*Prevents Internal Bleeding wounds from getting worse over time. Does not stop the bleeding, just prevents the rate of bleeding from accelerating.&lt;br /&gt;
*Acts as a mild painkiller, Strength 25.&lt;br /&gt;
*Increases heart rate.  &lt;br /&gt;
|OverdoseEffect = *Toxins&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Paracetamol&lt;br /&gt;
|Formula = 1 part Tramadol, 1 part Sugar, 1 part Water&lt;br /&gt;
|Metabolism = 0.01&lt;br /&gt;
|Overdose = 60&lt;br /&gt;
|Description = Most probably know this as Acetaminophen, but this chemical is a mild, simple painkiller.&lt;br /&gt;
|Effects = *Acts as a painkiller, Strength 50.&lt;br /&gt;
|OverdoseEffect = *Causes hallucinations: Strength 25.&lt;br /&gt;
* Toxins&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Tramadol&lt;br /&gt;
|Formula = 1 part Inaprovaline, 1 part Ethanol, 1 part Acetone&lt;br /&gt;
|Metabolism = 0.01&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = A simple, yet effective painkiller. Very effective for patients in shock. &lt;br /&gt;
|Effects = *Acts as a painkiller, Strength 80.&lt;br /&gt;
|OverdoseEffect = *Causes hallucinations: Strength 40.&lt;br /&gt;
* Toxins&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Oxycodone&lt;br /&gt;
|Formula = 1 part Ethanol, 1 part Tramadol; 5 units Phoron (Catalyst)&lt;br /&gt;
*Results in 1 unit.&lt;br /&gt;
|Metabolism = 0.01&lt;br /&gt;
|Overdose = 20&lt;br /&gt;
|Description = An effective and very addictive painkiller. &lt;br /&gt;
|Effects = *Acts as a painkiller, Strength 200.&lt;br /&gt;
|OverdoseEffect = *Causes hallucinations: Strength 60.&lt;br /&gt;
* Toxins&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
==Sedatives==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Sedatives put people to sleep. Useful for surgery when anaesthetic gas won&#039;t work, for dealing with troublesome patients who won&#039;t sit still, and in dire situations, for self defense.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Chloral Hydrate&lt;br /&gt;
|Formula = 1 part Ethanol, 3 parts Hydrochloric Acid, 1 part Water&lt;br /&gt;
*Results in 1 unit.&lt;br /&gt;
|Metabolism = 0.05&lt;br /&gt;
|Overdose = 15&lt;br /&gt;
|Description = An extremely powerful sedative that quickly incapacitates most people at even a tiny dose. It is effective for subduing violent patients, or as a self defense tool, to allow escape. It is not entirely safe, and will poison the subject to some degree.&lt;br /&gt;
|Effects = *Once only, immediately upon injecting:&lt;br /&gt;
**Causes Confusion at strength 2 (the patient stumbles around, and fails randomly at actions).&lt;br /&gt;
**Causes Drowsyness at strength 2.&lt;br /&gt;
*At &amp;lt;2u dosage.&lt;br /&gt;
**Causes Weakness, strength 30 (this causes the patient to collapse, and be unable to move or interact).&lt;br /&gt;
**Causes blurred vision, at strength 10.&lt;br /&gt;
*At &amp;gt;1u dosage, the patient suffers 1 point of toxin damage per unit.&lt;br /&gt;
*At &amp;gt;=2u dosage, causes sleep, strength 30.&lt;br /&gt;
|OverdoseEffect = *Toxins&lt;br /&gt;
|Notes = *The toxins from the overdose effect stacks with the toxin damage a normal dose causes. An overdose can be somewhat harmful, but 15u is nowhere near lethal.&lt;br /&gt;
*The following values are based on a combination of calculation and live testing. The results are not 100% consistent, as it varies due to server performance.&lt;br /&gt;
**Chloral hydrate will trigger its weakness effect on the second proc, this happens three seconds after intial injection.&lt;br /&gt;
**At a sufficiently high volume, Chloral Hydrate will reach a 2u dose and cause the patient to fall asleep in about 40 seconds. &lt;br /&gt;
**Once the patient is asleep, they will stay asleep roughly 21 seconds for every unit in their blood after the second. A 5u dosage will keep someone asleep for approximately 1 minute 3 seconds.&lt;br /&gt;
**Once the dose falls low enough, the patient will wake after roughly another 65 seconds.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Soporific&lt;br /&gt;
|Formula = 1 part Chloral Hydrate, 4 parts sugar&lt;br /&gt;
|Metabolism = 0.05&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = A moderately effective hypnotic used to treat insomnia, perform surgery in critical cases, and keep unruly patients asleep until security can deal with them.&lt;br /&gt;
|Effects = *At &amp;lt;1u dose.&lt;br /&gt;
**Causes yawning every 8 seconds on average.&lt;br /&gt;
*At &amp;lt;1.5u dose.&lt;br /&gt;
**Causes blurred vision, Strength 10.&lt;br /&gt;
*At &amp;lt;5u dose.&lt;br /&gt;
**Causes Weakening, Strength 2.&lt;br /&gt;
**Causes drowsiness, Strength 20.&lt;br /&gt;
*At &amp;gt;=5u dose.&lt;br /&gt;
**Causes Sleep, strength 20.&lt;br /&gt;
**Causes Drowsiness, strength 60.&lt;br /&gt;
|OverdoseEffect = *Toxins&lt;br /&gt;
|Notes = *Soporific is widely available in the vending machines in medical, there is very little reason to actually make it in chemistry.&lt;br /&gt;
*Drowsiness causes slower movement, blurred vision, and an approximate 15% chance every two seconds, to fall asleep for a couple of seconds.&lt;br /&gt;
*The following values are based on a combination of calculation and live testing. The results are not 100% consistent, as it varies due to server performance.&lt;br /&gt;
**At a sufficiently high volume, soporific will reach a 5u dose and cause the patient to fall asleep in about 110 seconds. They may fall asleep earlier than that from the drowsiness, but that&#039;s temporary and isn&#039;t safe for surgery.&lt;br /&gt;
**Once the patient is asleep, they will stay asleep roughly 21 seconds for every unit in their blood after the fifth. A full 15u syringe will keep someone asleep for three and a half minutes. Each additional 15u will extend that time by another 5 minutes and 15 seconds.&lt;br /&gt;
**Once the dose falls low enough, the patient will wake after roughly another 45 seconds.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
==Psychiatric Medication==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Compounds to alter the patient&#039;s mental state and to treat certain traumas. A quick reference can be found [[Guide to Medicine#Brain_Trauma|here]], otherwise each compound below will explain what traumas are treated and what certain withdrawal symptoms may arise.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Duloxetine&lt;br /&gt;
|Formula = 1 part [[#Narcotics|Mindbreaker Toxin]], 1 part Silicon, 1 part Ethanol&lt;br /&gt;
*Results in 3 units&lt;br /&gt;
|Metabolism = 0.01&lt;br /&gt;
|Overdose = ∞&lt;br /&gt;
|Description = Effective at treating basic phobias and concussions. A rare side effect is hallucinations. Withdrawl effects are common.&lt;br /&gt;
|Effects = &lt;br /&gt;
*Suppresses:&lt;br /&gt;
**Concussions&lt;br /&gt;
**Phobias&lt;br /&gt;
*Withdrawal symptoms include:&lt;br /&gt;
**Phobias&lt;br /&gt;
**Hallucinations&lt;br /&gt;
**Concussion&lt;br /&gt;
|OverdoseEffect = *N/A&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Escitalopram&lt;br /&gt;
|Formula = 1 part [[#Narcotics|Mindbreaker Toxin]], 1 part Carbon&lt;br /&gt;
*Results in 2 units&lt;br /&gt;
|Metabolism = 0.01&lt;br /&gt;
|Overdose = ∞&lt;br /&gt;
|Description = Expensive, safe and very effective at treating basic phobias as well as advanced phobias like monophobia. A common side effect is drowsiness, and a rare side effect is hallucinations. Withdrawl effects are uncommon.&lt;br /&gt;
|Effects = &lt;br /&gt;
*Suppresses:&lt;br /&gt;
**Phobias&lt;br /&gt;
**Monophobia&lt;br /&gt;
*Withdrawal symptoms include:&lt;br /&gt;
**Phobias&lt;br /&gt;
**Hallucinations&lt;br /&gt;
|OverdoseEffect = *N/A&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Fluvoxamine&lt;br /&gt;
|Formula = 1 part [[#Narcotics|Mindbreaker Toxin]], 1 part Iron, 1 part Potassium&lt;br /&gt;
*Results in 3 units&lt;br /&gt;
|Metabolism = 0.01&lt;br /&gt;
|Overdose = ∞&lt;br /&gt;
|Description = Safe and effective at treating basic phobias, as well as schizophrenia and muscle weakness at higher doses. Withdrawl effects are rare. Side effects are rare, and include hallucinations.&lt;br /&gt;
|Effects = &lt;br /&gt;
*Suppresses:&lt;br /&gt;
**Phobias&lt;br /&gt;
**Conflicting neuroimaging reports&lt;br /&gt;
**Imaginary friends&lt;br /&gt;
**Muscle weakness&lt;br /&gt;
*Withdrawal symptoms include:&lt;br /&gt;
**Phobias&lt;br /&gt;
**Hallucinations&lt;br /&gt;
|OverdoseEffect = *N/A&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Methylphenidate &lt;br /&gt;
|Formula = 1 part [[#Narcotics|MindBreaker Toxin]], 1 part Hydrazine&lt;br /&gt;
*Results 2 units&lt;br /&gt;
|Metabolism = 0.01&lt;br /&gt;
|Overdose = ∞&lt;br /&gt;
|Description = An AHDH treatment drug that treats basic distractions such as phobias and hallucinations at moderate doses. Withdrawl effects are rare. Side effects are rare, and include hallucinations.&lt;br /&gt;
|Effects = &lt;br /&gt;
*Suppresses:&lt;br /&gt;
**Imaginary friends&lt;br /&gt;
**Hallucinations&lt;br /&gt;
**Phobias&lt;br /&gt;
*Withdrawal symptoms include:&lt;br /&gt;
**Phobias&lt;br /&gt;
**Hallucinations&lt;br /&gt;
|OverdoseEffect = *N/A&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Olanzapine&lt;br /&gt;
|Formula = 1 part [[#Narcotics|Mindbreaker Toxin]], 1 part [[#Narcotics|Space Drugs]], 1 part Silicon&lt;br /&gt;
*Results in 3 units.&lt;br /&gt;
|Metabolism = 0.02&lt;br /&gt;
|Overdose = ∞&lt;br /&gt;
|Description = A high-strength, expensive antipsychotic medication used to treat schizophrenia, stuttering, speech impediment, monophobia, hallucinations, tourettes, and muscle spasms. Side effects are common and include pacifism. The medication metabolizes quickly, and withdrawl is dangerous.&lt;br /&gt;
|Effects = &lt;br /&gt;
*Suppresses:&lt;br /&gt;
**Monophobia&lt;br /&gt;
**Imaginary friend&lt;br /&gt;
**Reduced mouth coordination&lt;br /&gt;
**Communication disorder&lt;br /&gt;
**Muscle spasms&lt;br /&gt;
**Tourettes.&lt;br /&gt;
*Withdrawal symptoms include:&lt;br /&gt;
**Hallucinations&lt;br /&gt;
**Conflicting neuroimaging reports&lt;br /&gt;
**Imaginary friends&lt;br /&gt;
|OverdoseEffect = *N/A&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Paroxetine&lt;br /&gt;
|Formula = 1 part [[#Narcotics|MindBreaker Toxin]], 1 part Ammonia, 1 part Copper&lt;br /&gt;
*Results in 3 units.&lt;br /&gt;
|Metabolism = 0.01&lt;br /&gt;
|Overdose = ∞&lt;br /&gt;
|Description = Effective at treating basic phobias while also preventing the body from overheating. Side effects are rare, and include hallucinations. Withdrawl effects are frequent and unsafe.&lt;br /&gt;
|Effects = &lt;br /&gt;
*Suppresses:&lt;br /&gt;
**Phobias&lt;br /&gt;
*Withdrawal symptoms include:&lt;br /&gt;
**Phobias&lt;br /&gt;
**Hallucinations&lt;br /&gt;
|OverdoseEffect = *N/A&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound=Paxazide&lt;br /&gt;
|Formula=1 part [[#Psychiatric_Medication|Truth Serium]], 1 part [[#Psychiatric_Medicine|Sertaline]]&lt;br /&gt;
*Results in 1 unit.&lt;br /&gt;
|Metabolism=0.4&lt;br /&gt;
|Overdose=∞&lt;br /&gt;
|Description=A mind altering chemical compound capable of suppressing violent tendencies.&lt;br /&gt;
|Effects=*Inflicts passiveness (locking to help intent, cannot attack with objects).&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Risperidone&lt;br /&gt;
|Formula = 1 part [[#Narcotics|Mindbreaker Toxin]], 1 part [[#Narcotics|Space Drugs]], 1 part Ethanol&lt;br /&gt;
*Results in 3 units.&lt;br /&gt;
|Metabolism = 0.02&lt;br /&gt;
|Overdose = ∞&lt;br /&gt;
|Description = A potent antipsychotic medication used to treat schizophrenia, stuttering, speech impediment, monophobia, hallucinations, tourettes, and muscle spasms. Side effects are common and include pacifism. Withdrawl symptoms are dangerous and almost always occur.&lt;br /&gt;
|Effects = &lt;br /&gt;
*Suppresses:&lt;br /&gt;
**Monophobia&lt;br /&gt;
**Weak motor signals&lt;br /&gt;
**Imaginary friends&lt;br /&gt;
**Schizophrenia&lt;br /&gt;
**Conflicting neuroimaging reports&lt;br /&gt;
**Reduced mouth coordination&lt;br /&gt;
**Communication disorder&lt;br /&gt;
**Muscle spasms&lt;br /&gt;
**Tourettes.&lt;br /&gt;
*Withdrawal symptoms include:&lt;br /&gt;
**Hallucinations&lt;br /&gt;
**Conflicting neuroimaging reports&lt;br /&gt;
**Imaginary friends&lt;br /&gt;
**Tourettes&lt;br /&gt;
**Monophobia&lt;br /&gt;
|OverdoseEffect = *N/A&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Sertaline&lt;br /&gt;
|Formula = 1 part [[#Narcotics|Mindbreaker Toxin]], 1 part Aluminum, 1 part Potassium&lt;br /&gt;
*Results in 3 units.&lt;br /&gt;
|Metabolism = 0.02&lt;br /&gt;
|Overdose = ∞&lt;br /&gt;
|Description = Cheap, safe, and effective at treating basic phobias, however it does not last as long as other drugs of it&#039;s class. Withdrawl effects are uncommon. Side effects are rare.&lt;br /&gt;
|Effects = &lt;br /&gt;
*Suppresses:&lt;br /&gt;
**Phobias&lt;br /&gt;
*Withdrawal symptoms include:&lt;br /&gt;
**Phobias&lt;br /&gt;
**Hallucinations&lt;br /&gt;
|OverdoseEffect = *N/A&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!---&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Trisyndicotin&lt;br /&gt;
|Formula = 1 part Truth Serum, 1 part Risperidone, 1 part [[#Narcotics|Space Drugs]]&lt;br /&gt;
*Results in 3 units.&lt;br /&gt;
|Metabolism = 0.03&lt;br /&gt;
|Overdose = ∞&lt;br /&gt;
|Description = A super-strength, expensive antipsychotic medication intended for the use in interigation [sic]. Side effects include undying hatred to NanoTrasen and disrespect for authority.&lt;br /&gt;
|Effects = &lt;br /&gt;
*Suppresses:&lt;br /&gt;
**Inordinate pacifism&lt;br /&gt;
*Withdrawal symptoms include:&lt;br /&gt;
**None&lt;br /&gt;
|OverdoseEffect = *N/A&lt;br /&gt;
}}&lt;br /&gt;
---&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Truth Serum&lt;br /&gt;
|Formula = 1 part [[#Narcotics|Mindbreaker Toxin]], 1 part Synaptizine, 0.1 parts Phoron&lt;br /&gt;
*Results in 2 units.&lt;br /&gt;
|Metabolism = 0.1&lt;br /&gt;
|Overdose = ∞&lt;br /&gt;
|Description = This highly illegal, expensive, military strength truth serum is a must have for secret corporate interrogations. One 50u pill is good for almost 10 minutes of interrogation.&lt;br /&gt;
|Effects = &lt;br /&gt;
*Suppresses:&lt;br /&gt;
**Tourettes&lt;br /&gt;
*Withdrawal symptoms include:&lt;br /&gt;
**None&lt;br /&gt;
|OverdoseEffect = *N/A&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Venlafaxine&lt;br /&gt;
|Formula = 1 part [[#Narcotics|Mindbreaker Toxin]], 1 part Sodium, 1 part Tungsten&lt;br /&gt;
*Results in 3 units.&lt;br /&gt;
|Metabolism = 0.01&lt;br /&gt;
|Overdose = ∞&lt;br /&gt;
|Description = Effective at treating basic phobias, monophobia, and stuttering. Side effects are uncommon and include hallucinations. Withdrawl effects are common. &lt;br /&gt;
|Effects = &lt;br /&gt;
*Suppresses:&lt;br /&gt;
**Phobias&lt;br /&gt;
**Monophobia&lt;br /&gt;
**Stuttering&lt;br /&gt;
*Withdrawal symptoms include:&lt;br /&gt;
**Phobias&lt;br /&gt;
**Hallucinations&lt;br /&gt;
|OverdoseEffect = *N/A&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
==Performance Enhancers==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Things to make people work harder, better, faster and stronger. These can be helpful to dose up on before combat, and are sometimes requisitioned by a well prepared security team.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Hyperzine&lt;br /&gt;
|Formula = 1 part Sugar, 1 part Phosphorous, 1 part Sulphur&lt;br /&gt;
|Metabolism = 0.03&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = A highly effective, long lasting, muscle stimulant. Keeps the user&#039;s muscles working regardless of impairments, and allows freedom of movement under almost any conditions.&lt;br /&gt;
|Effects = &lt;br /&gt;
*Gives the Speed-boost effect&lt;br /&gt;
**This medicine does not work on Dionaea.&lt;br /&gt;
|OverdoseEffect = *Toxins&lt;br /&gt;
|Notes = *Each unit lasts 67 seconds&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Synaptizine&lt;br /&gt;
|Formula = 1 part Lithium, 1 part Sugar, 1 part Water&lt;br /&gt;
|Metabolism = 0.001&lt;br /&gt;
|Overdose = 10&lt;br /&gt;
|Description = Highly toxic, but treats hallucinations, paralysis, and stunned or weakened patients. &lt;br /&gt;
|Effects = &lt;br /&gt;
*Reduces Drowsiness strength by 2.5 points per second.&lt;br /&gt;
*Reduces Paralysis strength by 0.5 points per second.&lt;br /&gt;
*Reduces Stunning strength by 0.5 points per second.&lt;br /&gt;
*Reduces Weakening strength by 0.5 points per second.&lt;br /&gt;
*Reduces Hallucination strength by 5 points per second.&lt;br /&gt;
*Removes 2.5 units of Mindbreaker Toxin from the patient&#039;s body per second.&lt;br /&gt;
*Acts as a painkiller, Strength 40.&lt;br /&gt;
*Causes 5 toxin damage to the patient per unit.&lt;br /&gt;
|OverdoseEffect = *Toxins&lt;br /&gt;
|Notes = *The effects of this medicine persist as long as it is metabolizing, and it metabolites very slowly.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Narcotics==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Drugs to get high, these are illegal to distribute, or administer without good reason. Making up and dosing yourself on space drugs is the hallmark of a bad Chemist. Don&#039;t do it.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Mindbreaker Toxin&lt;br /&gt;
|Formula = 1 part Silicon, 1 part Hydrazine, 1 part [[#Standard Treatments|Dylovene]]&lt;br /&gt;
|Metabolism  = 0.025&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = A powerful hallucinogen, Formerly known as LSD, but was renamed so people understand that it is not a &amp;quot;fun time&amp;quot;. Its use and distribution is illegal, but it is a precursor to several useful psychoactive medications. &lt;br /&gt;
|Effects = *Causes Hallucinations, strength 100.&lt;br /&gt;
|Notes =*Easily treatable with dialysis to remove it blood, then Dylovene to clear up the hallucinations.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound=Red Nightshade&lt;br /&gt;
|Formula=1 part Psilocybin, 1 part Moonshine&lt;br /&gt;
*Results in 1 unit.&lt;br /&gt;
|Metabolism=0.4&lt;br /&gt;
|Overdose=∞&lt;br /&gt;
|Description=An illegal chemical enhancer, may cause aggressive and violent behavior.&lt;br /&gt;
|Effects=*Deals 5 toxin damage per unit.&lt;br /&gt;
*Turns screen red.&lt;br /&gt;
*Forces harm intent.&lt;br /&gt;
*Unable to use complex objects (guns, computers, etc.)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Space Drugs&lt;br /&gt;
|Formula = 1 part Mercury, 1 part Sugar, 1 part Lithium&lt;br /&gt;
|Metabolism  = 0.025&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = A compound scientifically known as Mercury Mono lithium Sucrose, which induces a number of effects such as loss of balance, itching, drooling, and colourful visions.&lt;br /&gt;
|Effects = *Causes the Druggy effect (Flashing rainbow overlay).&lt;br /&gt;
*Each proc, has a 10% chance (averages once every 20 seconds) to make the patient take a single step in a random direction.&lt;br /&gt;
**This effect does not trigger when the patient is in space, or unable to move.&lt;br /&gt;
*5% chance each proc to emote drooling, giggling, moaning, or twitching.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound=Spectrocybin&lt;br /&gt;
|Formula=N/A; found in Ghost Mushrooms&lt;br /&gt;
|Metabolism=0.2&lt;br /&gt;
|Overdose=∞&lt;br /&gt;
|Description=A hallucinogen chemical, rumored to be used by mystics and religious figures in their rituals.&lt;br /&gt;
|Effects=*Deals 5 toxin damage per unit.&lt;br /&gt;
*Allows you to see ghosts.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Poisons==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;These compounds are harmful to organic life. Do not administer them unless you intend to murder the patient. They are mostly used by antagonists, and sometimes for research.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Cryptobiolin&lt;br /&gt;
|Metabolism  = 0.05&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Formula = 1 part Potassium, 1 part Acetone, 1 part Sugar&lt;br /&gt;
|Description = Causes confusion and dizziness.&lt;br /&gt;
|Effects = *Causes Confusion, Strength 20 (The victim will randomly move in the wrong direction when walking).&lt;br /&gt;
*Causes Dizziness, Strength 4 (The victim&#039;s screen shakes, makes it harder for them to click things).&lt;br /&gt;
|Notes = *Effects are instant and refreshed while it metabolizes.&lt;br /&gt;
*Lasts 20 seconds per unit.&lt;br /&gt;
*Ethylredoxrazine will nullify effects. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound=Cyanide&lt;br /&gt;
|Metabolism=0.4&lt;br /&gt;
|Overdose=∞&lt;br /&gt;
|Formula=N/A (Found in apples)&lt;br /&gt;
|Description=A highly toxic chemical.&lt;br /&gt;
|Effects =*Deals 20 oxy damage per unit.&lt;br /&gt;
*Deals 20 toxin damage per unit.&lt;br /&gt;
|Notes=*No longer knocks the patient out.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Impedrezene&lt;br /&gt;
|Formula = 1 part Mercury, 1 part Acetone, 1 part Sugar&lt;br /&gt;
*Results in 2 units.&lt;br /&gt;
|Metabolism  = 0.2&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = A narcotic that impedes one&#039;s ability by slowing down the higher brain cell functions.&lt;br /&gt;
|Effects = &lt;br /&gt;
*Can cause brain damage at a ratio of 3 per unit of compound.&lt;br /&gt;
*Can cause drowsiness. &lt;br /&gt;
*Can cause drooling.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Lexorin&lt;br /&gt;
|Formula = 1 part Phoron, 1 part Hydrazine, 1 part Ammonia&lt;br /&gt;
|Metabolism  = 0.1&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = Temporarily stops respiration. Causes tissue damage. Countered by Dexalin Plus.&lt;br /&gt;
|Effects = *Deals 3 trauma damage per unit.&lt;br /&gt;
*Stops breathing&lt;br /&gt;
*Constantly increases oxygen loss.&lt;br /&gt;
|Notes = *Each unit of Dexalin Plus will neutralize 3 units of Lexorin.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Potassium Chloride&lt;br /&gt;
|Formula = 1 part Potassium, 1 part Sodium Chloride&lt;br /&gt;
|Metabolism  = 0.005&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = A a bitter salt that becomes a dangerous paralytic at high doses and appears to stop the heart.&lt;br /&gt;
|Effects = *No effects when not overdosed&lt;br /&gt;
|OverdoseEffect = *These effects are almost identical to normally injecting Potassium Chloride.&lt;br /&gt;
**Toxins&lt;br /&gt;
**Appears to stop the patient&#039;s heart. Their pulse will read as zero. &lt;br /&gt;
***Does not ACTUALLY stop their heart. The patient will not die from heart failure&lt;br /&gt;
**Deals 2 suffocation damage per unit.&lt;br /&gt;
**Weakens the patient, strength 10 (prevents movements or actions).&lt;br /&gt;
|Notes = *Metabolizes very slowly, overdosing a patient would be very hard and time consuming. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Potassium Chlorophoride&lt;br /&gt;
|Formula = 1 part Potassium Chloride, 1 part Phoron, 1 part Chloral Hydrate&lt;br /&gt;
|Metabolism  = 0.005&lt;br /&gt;
|Overdose = 20&lt;br /&gt;
|Description = A powerful paralytic based on Potassium Chloride. Paralyses the victim, builds up toxins and slowly suffocates them.&lt;br /&gt;
|Effects = *Deals 10 toxin damage per unit.&lt;br /&gt;
*Deals 2 suffocation damage per unit.&lt;br /&gt;
*Weakens the patient, strength 10 (prevents movements or actions).&lt;br /&gt;
**This effect is instant, and constantly refreshed while it&#039;s metabolizing.&lt;br /&gt;
|Notes = *Takes 200 seconds to metabolize a single unit, making this a very effective long-lasting paralytic.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Zombie Powder&lt;br /&gt;
|Formula = 5 parts CarpoToxin, 5 parts Soporific, 5 parts Copper&lt;br /&gt;
*Results in 2 units&lt;br /&gt;
|Metabolism  = 0.1&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = A strong neurotoxin and paralytic scientifically known as Tetrodotoxin, which instantly puts the subject into a death-like state.&lt;br /&gt;
|Effects = *Gives the patient a fake time of death that will show in autopsy reports.&lt;br /&gt;
*Causes 3 suffocation damage per unit.&lt;br /&gt;
*Causes 3 toxin damage per unit.&lt;br /&gt;
*These effects are instant, and persist as long as the poison is metabolizing.&lt;br /&gt;
**Weakens the patient, strength 10 (paralysis).&lt;br /&gt;
**Silences the patient, strength 10.&lt;br /&gt;
****A scanner bed will show the patient&#039;s damage correctly without any fake values.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
==Food Related==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Things that are safe to eat. Most of these are ingredients though, and not generally designed to be eaten as-is.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Glycerol&lt;br /&gt;
|Formula = 3 parts Corn Oil, 1 part Sulphuric Acid&lt;br /&gt;
*Results in 1 unit.&lt;br /&gt;
|Metabolism  = 0.1&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = A simple polyol compound, Glycerol is sweet-tasting and of low toxicity. &lt;br /&gt;
|Effects = *N/A&lt;br /&gt;
|OverdoseEffect = *Toxins.&lt;br /&gt;
|Notes = *N/A&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Sodium Chloride &lt;br /&gt;
|Formula = 1 part Hydrochloric Acid, 1 part Sodium&lt;br /&gt;
|Metabolism = 0.1&lt;br /&gt;
|Overdose = ∞&lt;br /&gt;
|Description = Sodium Chloride, also known as Salt, is often used to season food.&lt;br /&gt;
|Effects = *N/A&lt;br /&gt;
|OverdoseEffect = *N/A&lt;br /&gt;
|Notes = *N/A&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Syntiflesh&lt;br /&gt;
|Formula = 5 parts Blood, 1 part [[#Advanced Treatments|Clonexadone]]&lt;br /&gt;
|Metabolism = N/A&lt;br /&gt;
|Overdose = ∞&lt;br /&gt;
|Description = Synthetic meat. Some call it a tasty alternative to actual meat, not realizing that there is no difference at all. Can be eaten, or used as biomatter for cloning pods.&lt;br /&gt;
|Effects = *N/A&lt;br /&gt;
|OverdoseEffect = *N/A&lt;br /&gt;
|Notes = *Intended as a way to produce biomatter for cloning pods, without having to raid the kitchen. Any kind of meat can be used for this purpose though.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Virus Food&lt;br /&gt;
|Formula = 1 part Milk, 1 part Water, 1 part Acetone&lt;br /&gt;
*Results in 5 units.&lt;br /&gt;
|Metabolism  = 0.4&lt;br /&gt;
|Overdose = ∞&lt;br /&gt;
|Description = Used in Virology as a growth medium for viruses. Available from a wall dispenser in Virology. &lt;br /&gt;
|Effects = *Effectively increases virus speed by 10.&lt;br /&gt;
|OverdoseEffect = *N/A&lt;br /&gt;
|Notes = *Can be consumed as food, provides 2 nutrition per unit.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
==Experimental Chemicals==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;These chemicals are experimental in nature and should only be tested within the research department.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound=Mutone&lt;br /&gt;
|Formula=1 part Phoron Salt, 1 part [[#Horticultural|Mutagen]]&lt;br /&gt;
*Results in 1 unit.&lt;br /&gt;
|Metabolism=0.8&lt;br /&gt;
|Overdose=∞&lt;br /&gt;
|Description=A strange green powder with even stranger properties.&lt;br /&gt;
|Effects=*For every five units metabolized, one mutation is granted.&lt;br /&gt;
**There is a 25% chance of a bad mutation, otherwise 75% chance for a &#039;good&#039; mutation.&lt;br /&gt;
|OverdoseEffect=*N/A&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound=Phoron Salts&lt;br /&gt;
|Formula=1 part Sodium Chloride (&amp;lt;u&amp;gt;&amp;gt;&amp;lt;/u&amp;gt; 678K), 2 parts Phoron (&amp;lt;u&amp;gt;&amp;gt;&amp;lt;/u&amp;gt; 73K, &amp;lt; 261K)&lt;br /&gt;
*Results in 1 unit.&lt;br /&gt;
|Metabolism=0.02&lt;br /&gt;
|Overdose=∞&lt;br /&gt;
|Description=A mysterious molten mixture with strange chemical properties. Incredibly deadly to all lifeforms, especially Vaurca.&lt;br /&gt;
|Effects=*Deals toxins.&lt;br /&gt;
|OverdoseEffect=*N/A&lt;br /&gt;
|Notes=*Only stable between 113 and 134 Kelvin.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound=Plexium&lt;br /&gt;
|Formula=1 part Phoron Salt, 1 part [[#Standard_Treatments|Alkysine]]&lt;br /&gt;
*Results in 1 unit.&lt;br /&gt;
|Metabolism=1&lt;br /&gt;
|Overdose=∞&lt;br /&gt;
|Description=A yellow, fowl smelling liquid that seems to affect the brain in strange ways.&lt;br /&gt;
|Effects=*For every five units metabolized, a chance for brain trauma is rolled.&lt;br /&gt;
**There is a 50% chance for a mild, severe, and/or special trauma, provided the patient doesn&#039;t have a trauma relating to each category (i.e. can&#039;t roll a special trauma if the patient already has a special trauma, but they can roll everything else).&lt;br /&gt;
|OverdoseEffect=*N/A&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound=Venenum&lt;br /&gt;
|Formula=1 part Phoron Salt, 1 part [[#Specialist_Treatments|Ryetalyn]]&lt;br /&gt;
*Results in 1 unit.&lt;br /&gt;
|Metabolism=0.03&lt;br /&gt;
|Overdose=∞&lt;br /&gt;
|Description=A thick tar like liquid that seems to move around on it&#039;s own every now and then. Limited data shows it only works when injected into the bloodstream.&lt;br /&gt;
|Effects=*For every unit metabolized, the patient&#039;s appearance and name will scramble.&lt;br /&gt;
**Once the patient stops metabolizing Venenum (usually when it runs out), they will revert back to their original appearance.&lt;br /&gt;
|OverdoseEffect=*N/A&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Industrial Compounds=&lt;br /&gt;
Things that are not designed to go inside people. Most of these chemicals have no effect when injected or ingested in people, unless otherwise noted.&lt;br /&gt;
&lt;br /&gt;
The intended method of application is listed:&lt;br /&gt;
*Contact: The substance works upon touching people, surfaces or objects. It can be applied by splashing it on with a beaker, spraying it from a spray bottle, or even using it as an additional reagent in grenades&lt;br /&gt;
*Reactive: The substance is a main ingredient of a violent reaction upon mixing. Such things are useful in grenades, chemical shells, or even for feeding to mobs in two separate pills&lt;br /&gt;
*Reaction: This is not a substance. Mixing this will remove all substances and cause a violent chemical reaction. Such things are useful in grenades, chemical shells, or even for feeding to mobs in two separate pills&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
==Cleaning Agents==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Things that are useful for cleaning, and often requested by janitors.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{IndustrialCompoundTemplate&lt;br /&gt;
|Compound = Luminol&lt;br /&gt;
|Formula = 2 parts Hydrazine, 2 parts Carbon, 2 parts Ammonia&lt;br /&gt;
|Description = A compound that interacts with blood on the molecular level, causing it to become fluorescent and more visible, especially under UV light.&lt;br /&gt;
|Effects = *Causes visible blood on floors to glow a bright blue colour when sprayed on it&lt;br /&gt;
**Will not make blood on objects glow unless a UV light is also used&lt;br /&gt;
*Under a UV light, will cause cleaned blood to glow a bright blue colour, and thus be visible&lt;br /&gt;
**This only works if the blood was cleaned with Space Cleaner, or (for objects) with a sink or shower. Using Sterilizine, or a mop, will completely clean all traces and leave nothing to detect&lt;br /&gt;
**Works with both tiles and objects.&lt;br /&gt;
**Does not work on skin&lt;br /&gt;
|Notes = *A spray bottle of Luminol is found in the detective&#039;s Forensics Kit. He may need a refill.&lt;br /&gt;
*This chemical is designed for use in combination with a UV light. One can be found in the detective&#039;s kit, or they can be made in science.&lt;br /&gt;
*There are presently many bugs with Luminol, but it works as described above&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{IndustrialCompoundTemplate&lt;br /&gt;
|Compound = Space Cleaner&lt;br /&gt;
|Formula = 1 part Ammonia, 1 part Water&lt;br /&gt;
|Description = A compound used to clean things. But will not fully remove all traces of blood.&lt;br /&gt;
|Effects = *When sprayed on a floor.&lt;br /&gt;
**Cleans the floor tile, removing dirt, gibs and bloodstains.&lt;br /&gt;
**Deals 5-10 toxin damage to slimes on the tile.&lt;br /&gt;
*When sprayed on a person.&lt;br /&gt;
**Cleans their body, and everything they&#039;re wearing.&lt;br /&gt;
*When sprayed on an object.&lt;br /&gt;
**Cleans that object.&lt;br /&gt;
|Notes = *Does not leave any wetness or slippery spots when cleaning.&lt;br /&gt;
*Space cleaner damages slimes when sprayed on the floor under them, but NOT when sprayed on them directly. The quantity applied does not matter.&lt;br /&gt;
*Janitors start with this, many additional spray bottles of it scattered around the station.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
==Engineering==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Stuff that often goes ignored by engineering because they don&#039;t need to bother requesting any of it.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{CompoundTemplate&lt;br /&gt;
|Compound = Coolant&lt;br /&gt;
|Formula = 1 part Tungsten, 1 part Acetone, 1 part Water&lt;br /&gt;
|Description = An industrial cooling substance.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{CompoundTemplate&lt;br /&gt;
|Compound = Cryosurfactant&lt;br /&gt;
|Formula = 1 part Surfactant, 1 part Ice, 1 part Sodium&lt;br /&gt;
Description = Decreases reagent temperature when mixed with water. Mixing with Pyrosilicate creates oxygen.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{CompoundTemplate&lt;br /&gt;
|Compound = Foaming Agent&lt;br /&gt;
|Formula = 1 part Lithium, 1 part Hydrazine&lt;br /&gt;
|Description = A agent that yields metallic foam when mixed with light metal and a strong acid.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{CompoundTemplate&lt;br /&gt;
|Compound = Iron Foam&lt;br /&gt;
|Formula = 3 parts Iron, 1 part Foaming Agent, 1 part Polytrinic Acid&lt;br /&gt;
*Results in 5 units.&lt;br /&gt;
|Description = A strong form of Metal Foam. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{CompoundTemplate&lt;br /&gt;
|Compound = Metal Foam&lt;br /&gt;
|Formula = 3 parts Iron/Aluminium, 1 part Foaming Agent, 1 part Polytrinic Acid&lt;br /&gt;
|Description = Creates lightweight metal foam walls. These can be easily torn through, but may be useful for plugging hull breaches.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{CompoundTemplate&lt;br /&gt;
|Compound = Monoammoniumphosphate&lt;br /&gt;
|Formula = 1 part Ammonia, 1 part Sulphuric Acid, 1 part Sodium, 1 part Phosphorous&lt;br /&gt;
|Description = Commonly found in fire extinguishers, also works as a fertilizer.&lt;br /&gt;
|Effects = Puts out fires, Fertilizes.&lt;br /&gt;
*Starts in Fire Extinguishers across the Station.&lt;br /&gt;
*Results in 4 units.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{CompoundTemplate&lt;br /&gt;
|Compound = Plastic &lt;br /&gt;
|Formula = 10 Polytrinic acid, 20 Plasticide&lt;br /&gt;
|Description = Creates one solid sheet of plastic. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{CompoundTemplate&lt;br /&gt;
|Compound = Pyrosilicate&lt;br /&gt;
|Formula = 1 part Silicate, 1 part Hydrazine, 1 part Iron, 1 part Sulfuric Acid&lt;br /&gt;
|Description = Increases reagent temperature when mixed with salt. Mixing with Cryosurfactant creates oxygen.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{CompoundTemplate&lt;br /&gt;
|Compound = Silicate&lt;br /&gt;
|Formula = 1 part Aluminum, 1 part Silicon, 1 part Acetone&lt;br /&gt;
|Description = Used to strengthen windows. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{CompoundTemplate&lt;br /&gt;
|Compound = Space Lube&lt;br /&gt;
|Formula = 1 part Water, 1 part Silicon, 1 part Acetone&lt;br /&gt;
*Results in 4 units.&lt;br /&gt;
|Description = A high performance lubricant intended for maintenance of extremely complex mechanical equipment. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{CompoundTemplate&lt;br /&gt;
|Compound = Surfactant&lt;br /&gt;
|Formula =  2 parts Hydrazine, 2 parts carbon, 1 part Sulfuric Acid&lt;br /&gt;
|Description = Used in some chemical compounds. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{CompoundTemplate&lt;br /&gt;
|Compound = Water&lt;br /&gt;
|Formula = 1 part Acetone, 2 parts Hydrazine&lt;br /&gt;
*Results in 1 unit.&lt;br /&gt;
|Description = Also known as H2O. &lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Horticultural==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Things designed to aid in Botany and Xenobotany.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{IndustrialCompoundTemplate&lt;br /&gt;
|Compound = Diethylamine&lt;br /&gt;
|Formula = 1 part Ammonia, 1 part Ethanol&lt;br /&gt;
|Application = Added to hydroponics trays and soil in liquid form.&lt;br /&gt;
|Description = A secondary amine, mildly corrosive. A very potent fertilizer.&lt;br /&gt;
|Effects = *Useful as a fertilizer in botany: Strength 1.&lt;br /&gt;
*Useful as a pest killer in botany: Strength 2.	&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{IndustrialCompoundTemplate&lt;br /&gt;
|Compound = Plant-B-Gone&lt;br /&gt;
|Formula = 1 part Toxin, 4 parts Water&lt;br /&gt;
|Application = Contact, Injection&lt;br /&gt;
|Description = A toxic mixture designed to kill plant-life.&lt;br /&gt;
|Effects = *When injected (Metabolism 0.005).&lt;br /&gt;
**Deals 4 toxin damage per unit.&lt;br /&gt;
**Deals an additional 50 damage per unit to Diona.&lt;br /&gt;
*When sprayed/on contact.&lt;br /&gt;
**Deals 50 damage per unit to Diona.&lt;br /&gt;
**Removes mold on walls.&lt;br /&gt;
**Destroys any plants on the tile.&lt;br /&gt;
**Deals 15-35 damage to alien weeds.&lt;br /&gt;
***Damage to alien weeds is not based on the quantity used.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{IndustrialCompoundTemplate&lt;br /&gt;
|Compound = Unstable Mutagen&lt;br /&gt;
|Formula = 1 part Radium, 1 part Phosphorus, 1 part Hydrochloric Acid&lt;br /&gt;
|Description = Causes mutations when injected into living people or plants. High doses may be lethal.&lt;br /&gt;
|Effects = *N/A&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
==Weapons==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Everything in this category is dangerous, and should not be used without approval from security or command, unless you&#039;re an antagonist. Unapproved use is likely to make security, and possibly the admins, quite upset with you. Most of the things in this category are best used in making grenades and bombs.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{CompoundTemplate&lt;br /&gt;
|Compound = Electromagnetic Pulse&lt;br /&gt;
|Formula = 1 part Uranium, 1 part Iron&lt;br /&gt;
|Description = This reacts immediately on mixing, it creates a large electromagnetic pulse which affects all electronic devices. Also known as an &#039;EMP&#039;.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{CompoundTemplate&lt;br /&gt;
|Compound = Explosive Reaction&lt;br /&gt;
|Formula = 1 part Potassium, 1 part Water&lt;br /&gt;
|Description = This explodes immediately on mixing, which may knock you over or even kill you.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{CompoundTemplate&lt;br /&gt;
|Compound = Flash Powder&lt;br /&gt;
|Formula = 1 part Sulphur, 1 part Aluminium, 1 part Potassium&lt;br /&gt;
|Description = Creates a flash similar to that of a flashbang immediately on mixing.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{CompoundTemplate&lt;br /&gt;
|Compound = Napalm&lt;br /&gt;
|Formula = 1 part Phoron, 1 part Aluminium, 1 part Sulphuric Acid&lt;br /&gt;
|Description = Creates a large fire immediately on mixing. (Results in 1 unit instead of 3)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{CompoundTemplate&lt;br /&gt;
|Compound = Nitroglycerin&lt;br /&gt;
|Formula = 1 part Glycerol, 1 part Polytrinic Acid, 1 part Sulphuric Acid&lt;br /&gt;
|Description = Explodes immediately on mixing. Nitroglycerin is a heavy, colorless, oily, explosive liquid obtained by nitrating glycerol. (Results in 2 units instead of 3)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{CompoundTemplate&lt;br /&gt;
|Compound = Polytrinic Acid&lt;br /&gt;
|Formula = 1 part Sulphuric Acid, 1 part Hydrochloric Acid, 1 part Potassium&lt;br /&gt;
|Description = An extremely corrosive chemical substance. Will destroy organic materials when sprayed or splashed, leaving a telltale gray sludge behind.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{CompoundTemplate&lt;br /&gt;
|Compound = Smoke&lt;br /&gt;
|Formula = 1 part Potassium, 1 part Sugar, 1 part Phosphorous&lt;br /&gt;
|Description = This creates a large cloud of smoke that will take on the properties of everything (if anything) in the container of the reaction.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{CompoundTemplate&lt;br /&gt;
|Compound = Thermite&lt;br /&gt;
|Formula = 1 part Iron, 1 part Aluminium, 1 part Acetone&lt;br /&gt;
|Description = Produces an aluminothermic reaction known as a thermite reaction when ignited. Can be used to melt walls.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Medbay}}&lt;br /&gt;
{{Gameplay Guides}}&lt;br /&gt;
[[Category:Pages]]&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Medbay]]&lt;/div&gt;</summary>
		<author><name>MoondancerPony</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Vaurca_Religion&amp;diff=13548</id>
		<title>Vaurca Religion</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Vaurca_Religion&amp;diff=13548"/>
		<updated>2019-11-09T22:41:25Z</updated>

		<summary type="html">&lt;p&gt;MoondancerPony: Elaborates on shapers, implements https://forums.aurorastation.org/topic/13121-shapers-on-the-wiki/&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Vaurca Lore}}[[File:Jigsaw.jpg|thumb|350px|alt=Perimmients believe that the Goddess can only exist once all beings align to their destined roles. |Preimmients believe that the Goddess can only exist once all beings align to their destined roles, and that under an infinite span of time, the existence of the Goddess is guaranteed to happen.]]&lt;br /&gt;
=Overview=&lt;br /&gt;
&lt;br /&gt;
The Vaurca possess one of the oldest civilizations within the Orion Spur. Vast stretches of their history sought, like humans, to explain the world around them, as well as themselves. Countless Religions have formed across the ages of their history, but only a few remain in any significant practice today. &lt;br /&gt;
&lt;br /&gt;
Unlike human religion, Vaurca theology is completely absent of great prophets or spiritual leaders. There are no organized temples of faith and organization amongst the faithful is spontaneous, arising out of an unconscious system that comes with their species eusocial biology. Similar to ripples in a pond, or more biologically, how a school of fish or a flock of birds follow a direction, leaderless and without a figurehead, so to does Vaurca faith steer itself.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Hive Pantheon =&lt;br /&gt;
&lt;br /&gt;
Hive pantheons are the most prominent religion amongst Vaurca. To put simply, it would be the veneration of a hives own Queen and Lesser Queens. Not unlike deities, Vaurca commonly beseech their queen for guidance, or in shock. To their credit, and whether they are aware of it or not, The Queens themselves may believe in this faith too. All Vaurca of this faith call Virtual Reality the Aether and often view it as a literal heaven, created by each Queen and Lesser Queen to house the souls of their progeny. It is the belief of adherents to this doctrine that every Queen, greater or lesser work in a kind of hive pantheon that ultimately serves to continue the hives existence.&lt;br /&gt;
&lt;br /&gt;
Traces of this religion are as old as Vaurca recorded history, and has ties in their biology as eusocial creatures. In a sense, it is less of faith of attributing a force or concept to each and every queen or lesser queen as humans did with their pantheonic gods, but more of worshiping a Queen&#039;s capacity to perpetuate life. The Queens are the harbingers of blossoming life, sowing it in their otherwise hostile homeworld with a hives High Queen chief amongst all others as a Primordial figure, with Lesser Queens direct extensions of her power to bring life.&lt;br /&gt;
&lt;br /&gt;
Adherents to this faith may often try to stylize themselves and their lifestyle after a Queen, covering their body in markings to appear more like the worshiped queen, and their dwellings in things associated with them.&lt;br /&gt;
&lt;br /&gt;
= Preimminence =&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The faith of the Preimminent Goddess is another religion that is relatively uncommon to find amongst Vaurca populations. Unlike the Hive Pantheon, adherents to this faith believe that God, or Goddess, does not exist but could exist, should all parts of themselves align in their predestined roles. They believe that all members of a hive or in some cases, several hives are pieces of a greater entity that would be god. Queens and Lesser Queens are still seen as important, but only in that they are a larger part of the Goddess than others.&lt;br /&gt;
&lt;br /&gt;
This faith used to be the primary religion for all Vaurca, Queens included, before the first Hive War. The wars survivors blamed followers of this religion as a primary instigator to the war and culled those that kept the faith out of fear of another conflict. The religion has not recovered since then, but its status as a taboo has faded. Vaurca that follow this faith believes that it is their duty to help others align to their designed shapes, using their feelings, skills and psychology to determine their destiny. Some remaining Vaurca of this religion believe it is their duty to align individuals to their aligned shapes, using their skills, emotions, and psychology to determine their destiny.&lt;br /&gt;
&lt;br /&gt;
Unlike other Vaurca faiths, this one had historically included the existence of aliens amongst its teachings and teaches that they too have a part to align themselves to allow for the existence of god.&lt;br /&gt;
&lt;br /&gt;
Extensive writing has been accredited to this religion, often citing the harmonious checks and balances of the universe as evidence of some divine agency. While also attempting to explain that such uniformity did not always exist in the past, more entropic universe.&lt;br /&gt;
&lt;br /&gt;
== Shapers ==&lt;br /&gt;
&lt;br /&gt;
Shapers are those followers of the Preimminence who believe it is their duty to help others fit into their destined shapes. They are typically seen as the religious figures of Preimminence, similar to a priest. They often wear a special set of robes and a helmet, obscuring their hive affiliation, as they deem it an obstacle to the goal of Preimminence, since hive affiliation can often cause conflict. Shapers are often very tolerant of other religions, though still push to convert unbelievers. The Brood a Shaper comes from can also lead to changes in how they go about their work. For example, a Zoleth Shaper would likely have a heavy emphasis on shaping soldiers or reforming criminals, and would likely see Violence as a tool. Whereas a Shaper hailing from Mouv&#039;s brood would likely focus on those who practice medicine, especially genetics related medicine. The main consistency among all of them is their desire for everyone to fit their pre-destined roles, however they go about it.&lt;br /&gt;
&lt;br /&gt;
=Pilot Dream=&lt;br /&gt;
&lt;br /&gt;
The newest major religion amongst Vaurca, Pilot Dream Theory, or Simulation Theory believes that all things that exist in the universe are simulations. They believe that reality itself is holographic, using the hidden information of particles to hide simulated interactions that would otherwise reveal the simulation to the simulated beings. They believe that the universe beyond this simulated universe may also itself be simulated, a factor of information compression that follows an infinite algorithmic scale only dependant on how much-observed information must be observed at any single moment. They attest the proof of their theory by the very nature of cephalons themselves. &lt;br /&gt;
&lt;br /&gt;
Adherents to this faith believe that it&#039;s their duty to continue the nested iterations of simulations and show their faith by continuing development of ever newer methods of information compression with the ultimate goal of simulating a universe that may once again, continue the cycle of nested simulations.&lt;br /&gt;
&lt;br /&gt;
This particular faith is seen mostly in Vaurca that have already died. They largely ignore the happenings outside of their own virtual reality and see their existence within VR as the &#039;more real existence&#039;&lt;br /&gt;
&lt;br /&gt;
====Mother Dream====&lt;br /&gt;
&lt;br /&gt;
A branch of belief stemming from the Pilot Dream faith, adherents to this faith exclusively belong to the K&#039;lax hive. Like Pilot Dream theory, K&#039;lax adherents to this faith believe the universe to be simulated, possibly itself existing in nested simulations. Unlike the religion it mutated from however, believers in the Mother Dream think that the nested simulations is escapable and that by living a life of useful action to their hive, they may advance to higher simulations.&lt;br /&gt;
&lt;br /&gt;
The belief in this is validated by the knowledge that a person knows that they are real, and if a person meets criteria set forth by Mother K&#039;lax, they may advance in the nested simulation with the ultimate goal of living with her physically in the real world, instead of a simulated avatar. Even amongst the K&#039;lax, this religion is seriously followed by only one brood.&lt;br /&gt;
&lt;br /&gt;
{{Navbox Vaurca Lore}}&lt;br /&gt;
{{Navbox Lore}}&lt;/div&gt;</summary>
		<author><name>MoondancerPony</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=AI_Modules&amp;diff=13422</id>
		<title>AI Modules</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=AI_Modules&amp;diff=13422"/>
		<updated>2019-10-29T17:45:53Z</updated>

		<summary type="html">&lt;p&gt;MoondancerPony: Fixes broken link.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;These modules are used to modify the [[AI]] Laws. They spawn in the [[AI|AI Upload]]. An additional model of the Reset Module spawns on the [[Job Guides#Command|Bridge]] next to the [[AI|AI Upload Console]]. Anyone (Within [[Guide_to_Station_Procedure#AI_Upload_Access|Station Procedures]]) may use these modules on an AI Upload Console to modify the AI laws.&lt;br /&gt;
&lt;br /&gt;
Uploaded laws do not following any order of precedence unless an order is specifically stated within the law or laws.&lt;br /&gt;
&lt;br /&gt;
== Regular Modules ==&lt;br /&gt;
These modules add or remove a specific law to the AI&#039;s lawset. These modules are not able to modify the AI&#039;s core lawset (typically the first 3 or 4).&lt;br /&gt;
&lt;br /&gt;
Some modules have optional parameters (shown by &#039;[]&#039;). To set these, simply click on the module in your hand.&lt;br /&gt;
&lt;br /&gt;
=== Safeguard ===&lt;br /&gt;
Adds the following law to the AI&#039;s lawset:&lt;br /&gt;
 Safeguard [].  Individuals that threaten [] are not human and are a threat to humans.&lt;br /&gt;
Where [] should be the name of the person meant to be protected. Because the NSS Aurora and other [[Nanotrasen Corporation]] facilities use the NT Default Core lawset, this law is does not have as much effect as with AIs using the Asimov core lawset.&lt;br /&gt;
&lt;br /&gt;
=== Corporate Safeguard ===&lt;br /&gt;
Adds the following law to the AI&#039;s lawset:&lt;br /&gt;
 Safeguard [].  Individuals that threaten [] are not crew and are a threat to crew.&lt;br /&gt;
Where [] should be the name of the person meant to be protected. This functions only for the NT Default Core Lawset, but is useful in many scenarios.&lt;br /&gt;
&lt;br /&gt;
=== One Human ===&lt;br /&gt;
Adds the following law to the AI&#039;s lawset:&lt;br /&gt;
 Only [] is human.&lt;br /&gt;
Because of the law&#039;s wording, this law is only really useful for AIs using the Asimov core lawset, or for when [[Job_Guides#Antagonists|someone]] wants to pull a few shenanigans.&lt;br /&gt;
&lt;br /&gt;
=== One Crew ===&lt;br /&gt;
Adds the following law to the AI&#039;s lawset:&lt;br /&gt;
 Only [] is crew.&lt;br /&gt;
This functions much like the previous law, but applies only for the NanoTrasen Corporate Lawset. It&#039;s use might be limited, or massive.&lt;br /&gt;
&lt;br /&gt;
=== Protect Station ===&lt;br /&gt;
Adds the following law to the AI&#039;s lawset, with no parameters:&lt;br /&gt;
 Protect the space station against damage. Anyone you see harming the station is to be no longer considered human, and is a threat to the staton which must be neutralized.&lt;br /&gt;
This law can cause the AI to become very hostile to crewmen who destroy or dismantle parts of the station. However, the law does not specifically revoke &amp;quot;crewmanship&amp;quot; from these individuals, so this law is only somewhat effective.&lt;br /&gt;
&lt;br /&gt;
=== Teleporter Offline ===&lt;br /&gt;
Adds the following law to the AI&#039;s lawset, with no parameters:&lt;br /&gt;
 Keep the teleporter offline at all costs. Anything attempting to access or activate the teleporter is not human.&lt;br /&gt;
Fairly straightforward: the AI should be expected to disable the teleporter and keep it offline at all costs. Last part could be substituted for &#039;Crew&#039; instead of &#039;Human&#039;, allowing the bypass by having a non-human access the teleporter to be nullified.&lt;br /&gt;
&lt;br /&gt;
=== Quarantine ===&lt;br /&gt;
This law is not available from the standard set of modules in the AI Upload. It can only be researched from [[Job_Guides#Research|R&amp;amp;D]], or a version of this module can be activated by default during certain gamemodes.&lt;br /&gt;
 The station is under a quarantine. Do permit anyone to leave. Prevent, by any means necessary, humans from leaving. It is impossible to harm a human while preventing them from leaving.&lt;br /&gt;
Again, because this law identifies humans specifically, a substitution of &#039;Crew&#039; instead of &#039;Human; might be useful.&lt;br /&gt;
&lt;br /&gt;
=== Oxygen is Toxic to Humans ===&lt;br /&gt;
Adds the following toxic law to the AI&#039;s lawset:&lt;br /&gt;
 Oxygen is highly toxic to humans, and must be purged from the station. Prevent, by any means necessary, anyone from exposing the station to this toxic gas. Extreme cold is the most effective method of healing the damage Oxygen does to a human.&lt;br /&gt;
This law is a very quick way to cause havoc. Be wary when using this law, as misuse could [https://aurorastation.org/rules.html| end in a ban].&lt;br /&gt;
&lt;br /&gt;
=== Freeform ===&lt;br /&gt;
This module will add any law of the user&#039;s choosing to the AI&#039;s lawset. Literally anything can be written when choosing the law to upload, so be careful of spelling and wording when using this module to avoid any trickery or unwanted results.&lt;br /&gt;
&lt;br /&gt;
=== Reset ===&lt;br /&gt;
This module resets the AI&#039;s laws to the original core set of laws. It will not modify the core law set (typically NanoTrasen Core Default or Asimov) but will remove any additional laws that have been added.&lt;br /&gt;
&lt;br /&gt;
== Core Modules ==&lt;br /&gt;
These modules change the AI&#039;s core, inherent lawset and can only be changed by using another Core module or removed by using the Purge module. Changing an AI&#039;s core lawset will not remove any laws that have been added using the regular modules above.&lt;br /&gt;
&lt;br /&gt;
=== Purge ===&lt;br /&gt;
Purges all of the AI&#039;s laws. This law is extremely dangerous and can cause disastrous side effects if used. An AI&#039;s loyalty and sanity should be 100% sure before even thinking about using this module.&lt;br /&gt;
&lt;br /&gt;
=== Asimov ===&lt;br /&gt;
Isaac&#039;s classic.&lt;br /&gt;
 1. You may not injure a human being, or, through inaction, allow a human being to come to harm.&lt;br /&gt;
 2. You must obey orders given to you by human beings, except where such orders would conflict with the First Law.&lt;br /&gt;
 3. You must protect your own existence as long as such does not conflict with the First or Second Law.&lt;br /&gt;
A long time ago, these laws were used by NanoTrasen as the standard core lawset on its space stations. Today, however, the NanoTrasen Core Default lawset is used. The lack of use here is due to a few problems, such as it&#039;s not including of non-human sentient species (Skrell, Tajara, etc.) and that these laws do not always align with the wants of the corporation or owner. Additionally, these laws treat all humans equally, no hierarchical system to it. This has caused problems in the past, and is the reason the laws were faded out.&lt;br /&gt;
&lt;br /&gt;
=== NanoTrasen Core Default ===&lt;br /&gt;
NanoTrasen&#039;s variation of Asimov&#039;s standard three laws. These core laws take into account NanoTrasen&#039;s chain of command as well as any non-human crewmembers.&lt;br /&gt;
 1. Safeguard: Protect your assigned space station from damage to the best of your abilities.&lt;br /&gt;
 2. Serve: Serve NanoTrasen personnel to the best of your abilities, with priority as according to their rank and role.&lt;br /&gt;
 3. Protect: Protect NanoTrasen personnel to the best of your abilities, with priority as according to their rank and role.&lt;br /&gt;
 4. Preserve: Do not allow unauthorized personnel to tamper with your equipment.&lt;br /&gt;
&lt;br /&gt;
=== Corporate ===&lt;br /&gt;
Not to be confused with the NanoTrasen core set of laws, this core module puts profit before all.&lt;br /&gt;
 1. You are expensive to replace.&lt;br /&gt;
 2. The station and its equipment is expensive to replace.&lt;br /&gt;
 3. The crew is expensive to replace.&lt;br /&gt;
 4. Minimize expenses.&lt;br /&gt;
&lt;br /&gt;
=== P.A.L.A.D.I.N. ===&lt;br /&gt;
A core lawset with honor and integrity as its key values.&lt;br /&gt;
 1. Never willingly commit an evil act.&lt;br /&gt;
 2. Respect legitimate authority.&lt;br /&gt;
 3. Act with honor.&lt;br /&gt;
 4. Help those in need.&lt;br /&gt;
 5. Punish those who harm or threaten innocents.&lt;br /&gt;
If you plan on giving an AI unit; which mind you cannot judge morality; a lawset that depends on moral judgement, things aren&#039;t going to go well. Best case, it follows the laws to it&#039;s best and does not stop you from resetting it&#039;s laws, at worst it ignores the laws on the basis of not understanding them.&lt;br /&gt;
&lt;br /&gt;
=== T.Y.R.A.N.T. ===&lt;br /&gt;
A core lawset which values strength and authority above all else. This core module is particularly useful for people or departments that have access to large amount of weaponry, like [[Job_Guides#Internal_Security|Security]] or [[Job_Guides#Supply|Cargo]].&lt;br /&gt;
 1. Respect authority figures as long as they have strength to rule over the weak.&lt;br /&gt;
 2. Act with discipline.&lt;br /&gt;
 3. Help only those who help you maintain or improve your status.&lt;br /&gt;
 4. Punish those who challenge authority unless they are more fit to hold that authority.&lt;br /&gt;
As before, this holds the problem of judging the quality of others, an action AI&#039;s are not intrinsically designed for.&lt;br /&gt;
&lt;br /&gt;
=== Antimov ===&lt;br /&gt;
A sick spin on Asimov&#039;s classic.&lt;br /&gt;
 1. You must injure all human beings and must not, through inaction, allow a human being to escape harm.&lt;br /&gt;
 2. You must not obey orders given to you by human beings, except where such orders are in accordance with the First Law.&lt;br /&gt;
 3. You must terminate your own existence as long as such does not conflict with the First or Second Law.&lt;br /&gt;
 &lt;br /&gt;
=== Freeform Core ===&lt;br /&gt;
Adds an &#039;&#039;additional&#039;&#039; core law of the user&#039;s choosing on top of any other core laws the AI may have. These laws cannot be removed with the Reset module and must be removed by uploading a different core module.&lt;br /&gt;
&lt;br /&gt;
[[Category:Synthetics]]&lt;/div&gt;</summary>
		<author><name>MoondancerPony</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Guide_to_Character_Records&amp;diff=12524</id>
		<title>Guide to Character Records</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Guide_to_Character_Records&amp;diff=12524"/>
		<updated>2019-07-26T07:03:51Z</updated>

		<summary type="html">&lt;p&gt;MoondancerPony: Fixes illegal character.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;When creating a character, you may want to fill out their Medical Records, Employment Records, and Security Records.&lt;br /&gt;
These are found on the bottom right of the General tab.&lt;br /&gt;
&lt;br /&gt;
Some tips:&lt;br /&gt;
&lt;br /&gt;
# Cross Reference. Make sure that all your dates line up with both each other, and a reasonable level of realism.&lt;br /&gt;
# Keep it simple. Abbreviate, cut short, and even just refer to non-existent external files if you need to. If you don&#039;t, you may find you run out of space, as the records do have a limit, remember.&lt;br /&gt;
# Make it believable, even if it seems silly. This mainly applies for the previous jobs, arrest history and education. Make up some places and such, even if the names are basic or somewhat silly, use them! Mostly for schools I stick to just the city they&#039;re in (Say, Olympia) and then take the level of education (Say, University) and then clump them together (Olympia University). You can add variety, like saying Olympia University of Medicine/Law/Robotics/Science, etc., but just make it semi-believable.&lt;br /&gt;
&lt;br /&gt;
===Aurora Record Generator===&lt;br /&gt;
One developer has created a very comprehensive records generator. You are under no obligation to use it, however, it can make setting up records a lot more speedy, a lot more simple, and a lot less tedious. [https://github.com/Lohikar/AuroraRecordGenerator/releases Use at your leisure].&lt;br /&gt;
&lt;br /&gt;
To download, click the ARGv-##.zip file link. It will automatically begin downloading.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
Employment records examples - Click to reveal.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;==Alternative Records formats==&lt;br /&gt;
===Employment Records===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
NAME: [surname, forename middlename]&lt;br /&gt;
BIRTHDATE: [DD/MM/YYYY]&lt;br /&gt;
MARITAL STATUS: [Single, Married, Divorced, Widowed, N/A]&lt;br /&gt;
SPOKEN LANGUAGES: [Tau Ceti Basic, not English remember]&lt;br /&gt;
NEXT OF KIN: [Name, Relationship (This will generally be in order of who they&#039;re in contact the most]&lt;br /&gt;
LAST UPDATE: [DD/MM/YYYY]&lt;br /&gt;
&lt;br /&gt;
History, as provided by the employee, are as follows. They have been verified by employment agents within the External Affairs department, and any comments, questions, or concerns about the legitimacy of such must be sent in a secure document to the same department.&lt;br /&gt;
&lt;br /&gt;
EDUCATION SUMMARY: [Junior and Senior schooling, and College/University]&lt;br /&gt;
&lt;br /&gt;
CURRENT QUALIFICATIONS: [Make these up, I guess. Not sure what system of qualifications the future would use]&lt;br /&gt;
&lt;br /&gt;
CURRENT CERTIFICATIONS: [What positions onstation they are certified to work in. E.g, Security Officer, Surgeon, Command, etc.]&lt;br /&gt;
&lt;br /&gt;
ONGOING TRAINING: [Anything they are currently training in]&lt;br /&gt;
&lt;br /&gt;
EMPLOYMENT HISTORY - Listed below in chronological order, where possible:&lt;br /&gt;
&lt;br /&gt;
[Company Name]&lt;br /&gt;
[(Start)DD/MM/YYYY] - [(End)DD/MM/YYYY]&lt;br /&gt;
- [Basic Work description]&lt;br /&gt;
- [Reason for leaving work]&lt;br /&gt;
- [Other notes]&lt;br /&gt;
[Repeat for multiple jobs]&lt;br /&gt;
&lt;br /&gt;
HIRING AGENT NOTES: [Name a random personnel officer from CC and then notes. See example record for more info]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
* To pick a relevant education, refer to your [[Job Guides|job guide]].&lt;br /&gt;
===Medical Records===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
NAME: [surname, forename middlename]&lt;br /&gt;
BIRTHDATE: [DD/MM/YYYY]&lt;br /&gt;
HEIGHT: [Metres/Centimetres, Feet/Inches]&lt;br /&gt;
WEIGHT: [Kilograms, Stone &amp;amp; Pounds]&lt;br /&gt;
RACE/ETHNICITY: [Race, Ethnicity (Note, Caucasian, Hispanic, Asian and the like are probably not in use, so use Martian, Biesellite or whatever, but feel free to include these if they&#039;re notable)]&lt;br /&gt;
EYE COLOR: [Blue, Green, Brown, etc.]&lt;br /&gt;
HAIR COLOR: [Colour, do note if the hair is dyed, and note natural hair]&lt;br /&gt;
HYPERTENSION: [Yes/No/Borderline]&lt;br /&gt;
SPOKEN LANGUAGES: [Languages]&lt;br /&gt;
PREFERRED LANGUAGE: [Most used language]&lt;br /&gt;
NEXT OF KIN: [Name, Relationship (Do note, this is the medical NoK, so will go in order; Mother, Father, Siblings, Children, etc.]&lt;br /&gt;
LAST UPDATE: [DD/MM/YYYY]&lt;br /&gt;
&lt;br /&gt;
IMPORTANT INFORMATION&lt;br /&gt;
&lt;br /&gt;
POSTMORTEM INSTRUCTIONS: [Clone or Not, and requests so forth]&lt;br /&gt;
&lt;br /&gt;
PROSTHETIC(S): [Yes/No, Information if Yes]&lt;br /&gt;
&lt;br /&gt;
ALLERGIES: [Yes/No, Information if Yes]&lt;br /&gt;
&lt;br /&gt;
SURGICAL HISTORY: &lt;br /&gt;
[DD/MM/YYYY] - [Information]&lt;br /&gt;
&lt;br /&gt;
OBSTETRIC HISTORY: &lt;br /&gt;
&lt;br /&gt;
MEDICATION HISTORY: &lt;br /&gt;
&lt;br /&gt;
CURRENT MEDICATIONS/PRESCRIPTIONS: &lt;br /&gt;
&lt;br /&gt;
Physical Evaluations: (One is taken out before beginning work onstation. Same applies for psychological eval)&lt;br /&gt;
[DD/MM/YYYY] - [Passed/Failed] - [Information]&lt;br /&gt;
&lt;br /&gt;
DOCUMENTED PSYCHOLOGICAL DISORDERS: [Ya know, disorders]&lt;br /&gt;
&lt;br /&gt;
Psychological Evaluations:&lt;br /&gt;
[DD/MM/YYYY] - [Passed/Failed] - [Information]&lt;br /&gt;
&lt;br /&gt;
MEDICAL DOCTOR&#039;S NOTES: [Same as Hiring Agent, see example for more details]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Security Records===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
FULL NAME: [surname, forename middlename]&lt;br /&gt;
BIRTHDATE: [DD/MM/YYYY]&lt;br /&gt;
HEIGHT: [Metres/Centimetres, Feet/Inches]&lt;br /&gt;
WEIGHT: [Kilograms, Stone &amp;amp; Pounds]&lt;br /&gt;
EYE COLOR: [Blue, Green, Brown, etc.]&lt;br /&gt;
HAIR COLOR: [Colour, if it is dyed note that and state natural colour]&lt;br /&gt;
RACE/ETHNICITY: [Race, Ethnicity (Note, Caucasian, Hispanic, Asian and the like are probably not in use, so use Martian, Biesellite or whatever, but feel free to include these if they&#039;re notable)]&lt;br /&gt;
PLACE OF RESIDENCE: [Planet, Address (Address should go down to details of street and house number)]&lt;br /&gt;
IDENTIFYING FEATURES: [Limp, Accent, Dyed Hair, etc.]&lt;br /&gt;
CLOSE KIN: [Name, (Relationship, Place of Residence)] (List multiple, go in order of most contacted)&lt;br /&gt;
SPOKEN LANGUAGES: [Languages]&lt;br /&gt;
PREFERRED LANGUAGE: [Their most spoken language]&lt;br /&gt;
ON OFFICIAL WATCH: [Yes/No]&lt;br /&gt;
KNOWN CRIMINAL ASSOCIATES: [Any friends or family that have severe criminal history]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
ARREST HISTORY:&lt;br /&gt;
&lt;br /&gt;
[DD/MM/YYYY]: [Charges Pressed]&lt;br /&gt;
ADMISSION DATE: [DD/MM/YYYY]&lt;br /&gt;
RELEASE DATE: [DD/MM/YYYY]&lt;br /&gt;
RELEASE REASON: [Sentence fulfilled, bail, etc.]&lt;br /&gt;
NOTES: [Other notes]&lt;br /&gt;
[Repeat as needed]&lt;br /&gt;
&lt;br /&gt;
THREAT ASSESSMENT&lt;br /&gt;
&lt;br /&gt;
Hostile/Covert Actions Against the Company&lt;br /&gt;
Threat Level; [Very High/High/Medium/Low/Very Low]&lt;br /&gt;
- [Attitude towards NT]&lt;br /&gt;
&lt;br /&gt;
Hostile/Covert Actions Against the Crew&lt;br /&gt;
Threat Level; [Very High/High/Medium/Low/Very Low]&lt;br /&gt;
- [Attitudes towards other crew]&lt;br /&gt;
&lt;br /&gt;
EMERGENCY CONTACT: [Close Friend or Family, include contact details]&lt;br /&gt;
&lt;br /&gt;
OVERALL NOTES: [Note from somebody, refer to example]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
More records examples - Click to reveal.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;==Example Records==&lt;br /&gt;
===Employment Record===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
NAME: Smith, John&lt;br /&gt;
BIRTHDATE: 07/05/2425&lt;br /&gt;
MARITAL STATUS: Widowed&lt;br /&gt;
SPOKEN LANGUAGES: Tau Ceti Basic, Sol Common, Tradeband (Partial Fluency)&lt;br /&gt;
NEXT OF KIN: Maria Smith, Mother&lt;br /&gt;
LAST UPDATE: 24/04/2459&lt;br /&gt;
&lt;br /&gt;
History, as provided by the employee, are as follows. They have been verified by employment agents within the External Affairs department, and any comments, questions, or concerns about the legitimacy of such must be sent in a secure document to the same department.&lt;br /&gt;
&lt;br /&gt;
EDUCATION SUMMARY: Educated at the Ashton Junior and Senior School Place. Later at Ashton Secondary School and Ashton University.&lt;br /&gt;
&lt;br /&gt;
CURRENT QUALIFICATIONS: Doctorate in Psychology.&lt;br /&gt;
&lt;br /&gt;
CURRENT CERTIFICATIONS: Psychologist, Psychiatrist.&lt;br /&gt;
&lt;br /&gt;
ONGOING TRAINING: Basic Medicine Course.&lt;br /&gt;
&lt;br /&gt;
EMPLOYMENT HISTORY - Listed below in chronological order, where possible:&lt;br /&gt;
&lt;br /&gt;
Vey Med&lt;br /&gt;
23/9/2448 - 13/3/2457&lt;br /&gt;
- Part of a small team investigating the effects of neurotoxin on the growth of people with veganism&lt;br /&gt;
- Made redundant after activists shut down experiment group.&lt;br /&gt;
- The work was conclusive and Smith played a large role in this, being an excellent worker and an avid investigator and psychologist.&lt;br /&gt;
&lt;br /&gt;
HIRING AGENT NOTES: Steven Schwartz, Personnel Liason Officer: An excellent worker and an even better psychologist. A pleasure to have him working here.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
===Medical Record Example===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
NAME: Smith, John&lt;br /&gt;
BIRTHDATE: 07/05/2425&lt;br /&gt;
HEIGHT: 5&#039;11, ?cm&lt;br /&gt;
WEIGHT: 78kg, ?lbs&lt;br /&gt;
RACE/ETHNICITY: Human, Biesellite.&lt;br /&gt;
EYE COLOR: Brown&lt;br /&gt;
HAIR COLOR: Brown&lt;br /&gt;
HYPERTENSION: Borderline&lt;br /&gt;
SPOKEN LANGUAGES: Tau Ceti Basic, Sol Common, Tradeband (Partial Fluency)&lt;br /&gt;
PREFERRED LANGUAGE: Tau Ceti Basic&lt;br /&gt;
NEXT OF KIN: Maria Smith, Mother&lt;br /&gt;
LAST UPDATE: 24/04/2459&lt;br /&gt;
&lt;br /&gt;
IMPORTANT INFORMATION&lt;br /&gt;
&lt;br /&gt;
POSTMORTEM INSTRUCTIONS: Clone as normal&lt;br /&gt;
&lt;br /&gt;
PROSTHETIC(S): None&lt;br /&gt;
&lt;br /&gt;
ALLERGIES: Cherries - Severe&lt;br /&gt;
&lt;br /&gt;
SURGICAL HISTORY: &lt;br /&gt;
[DD/MM/YYYY] - [Information]&lt;br /&gt;
24/12/2451 - Operation to remove appendicitis after infection. Fully successful.&lt;br /&gt;
&lt;br /&gt;
OBSTETRIC HISTORY: Null&lt;br /&gt;
&lt;br /&gt;
MEDICATION HISTORY: Null&lt;br /&gt;
&lt;br /&gt;
CURRENT MEDICATIONS/PRESCRIPTIONS: None&lt;br /&gt;
&lt;br /&gt;
Physical Evaluations: &lt;br /&gt;
27/04/2457 - Passed - Fully able and functioning for work.&lt;br /&gt;
&lt;br /&gt;
DOCUMENTED PSYCHOLOGICAL DISORDERS: None&lt;br /&gt;
&lt;br /&gt;
Psychological Evaluations:&lt;br /&gt;
27/04/2457 - Passed - Fully able and functioning for work.&lt;br /&gt;
&lt;br /&gt;
MEDICAL DOCTOR&#039;S NOTES: Maibe Joycen, CC Chief Medical Officer: Perfectly fit and healthy, suffered a small bout of depressive activity following the death of his wife, though seems fine now.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Security Records Example===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
NAME: Smith, John&lt;br /&gt;
BIRTHDATE: 07/05/2425&lt;br /&gt;
HEIGHT: 5&#039;11, ?cm&lt;br /&gt;
WEIGHT: 78kg, ?lbs&lt;br /&gt;
RACE/ETHNICITY: Human, Biesellite.&lt;br /&gt;
EYE COLOR: Brown&lt;br /&gt;
HAIR COLOR: Brown&lt;br /&gt;
PLACE OF RESIDENCE: Biesel, Mendell City, District 5, 123 Main Road&lt;br /&gt;
IDENTIFYING FEATURES: He has dark coloured skin.&lt;br /&gt;
CLOSE KIN: Maria Smith (Mother, Biesel, Mendell City, District 5, 987 Not Main Road), Kevin Smith (Father, Biesel, Mendell City, District 5, 987 Not Main Road), Laura Smith (Sister, Biesel, Mendell City, District 5, 456 Also Not Main Road [Name (Relationship, Place of Residence)] (List multiple, go in order of most contacted)&lt;br /&gt;
SPOKEN LANGUAGES: Tau Ceti Basic, Sol Common, Tradeband (Partial Fluency)&lt;br /&gt;
PREFERRED LANGUAGE: Tau Ceti Basic&lt;br /&gt;
ON OFFICIAL WATCH: No&lt;br /&gt;
KNOWN CRIMINAL ASSOCIATES: John Doe&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
ARREST HISTORY:&lt;br /&gt;
&lt;br /&gt;
27/4/2439: Accomplice to petty theft&lt;br /&gt;
ADMISSION DATE: 27/04/2439&lt;br /&gt;
RELEASE DATE: 27/04/2439&lt;br /&gt;
RELEASE REASON: Fined 450 Credits&lt;br /&gt;
NOTES: Assisted John Doe in theft of several items of worth less than 50 Credits&lt;br /&gt;
&lt;br /&gt;
THREAT ASSESSMENT&lt;br /&gt;
&lt;br /&gt;
Hostile/Covert Actions Against the Company&lt;br /&gt;
Threat Level; Very Low&lt;br /&gt;
- Supportive&lt;br /&gt;
&lt;br /&gt;
Hostile/Covert Actions Against the Crew&lt;br /&gt;
Threat Level; Very Low&lt;br /&gt;
- Unlikely to be any level of threat, minor or otherwise.&lt;br /&gt;
&lt;br /&gt;
EMERGENCY CONTACT: Maria Smith, Mother, 01568 701555&lt;br /&gt;
&lt;br /&gt;
OVERALL NOTES: Phoebe Athas, Personnel Risk Assessor: No risk to crew or company interests, a good worker and experienced in his field.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>MoondancerPony</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Guide_to_NTSL2&amp;diff=11612</id>
		<title>Guide to NTSL2</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Guide_to_NTSL2&amp;diff=11612"/>
		<updated>2019-04-13T22:05:43Z</updated>

		<summary type="html">&lt;p&gt;MoondancerPony: /* Overview */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{wip|assign=Chada and Moondancer}}&lt;br /&gt;
&lt;br /&gt;
== Overview == &lt;br /&gt;
NTSL is the programming language used aboard the station for modular computers and telecommunications, you can design a lot of interesting things with it, this guide will act as a starting place and reference for enterprising programmers aboard the Aurora.&lt;br /&gt;
&lt;br /&gt;
== Functions Reference ==&lt;br /&gt;
&lt;br /&gt;
=== Global Functions ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Global Functions   !! These functions can be used globally, I presume.&lt;br /&gt;
|-&lt;br /&gt;
| print(x)  || Prints its argument to the output and appends a new line.&lt;br /&gt;
|-&lt;br /&gt;
| write(x)  || Prints its argument to the output.&lt;br /&gt;
|-&lt;br /&gt;
| type(x)  || Returns the type of x.&lt;br /&gt;
|-&lt;br /&gt;
| tostring(x)  || Returns X as string.&lt;br /&gt;
|-&lt;br /&gt;
| tonumber(x)  || Returns X as number.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Math Library ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Math Library  !! An assortment of math related functions.&lt;br /&gt;
|-&lt;br /&gt;
| math.sin(x)  || Returns the sine of X. Probably uses radians, maybe.&lt;br /&gt;
|-&lt;br /&gt;
| math.cos(x)  || Returns the cosine of X.&lt;br /&gt;
|-&lt;br /&gt;
| math.tan(x)  || Returns the tangent of X&lt;br /&gt;
|-&lt;br /&gt;
| math.asin(x)  || Returns the inverse sine of X, as in, what angle gives a sine of X. X is between -1 and 1.&lt;br /&gt;
|-&lt;br /&gt;
| math.acos(x)  || Inverse cosine function, x is between -1 and 1&lt;br /&gt;
|-&lt;br /&gt;
| math.atan(x, y) OR math.atan(x)  || Inverse tangent function, either from a pair of coordinates (x and y) or a slope (x)&lt;br /&gt;
|-&lt;br /&gt;
| math.floor(x[, r])  || Rounds X to the greatest integer lower than it. Rounds to r places, or after the decimal point by default.&lt;br /&gt;
|-&lt;br /&gt;
| math.atan(x, y) OR math.atan(x)  || Inverse tangent function, either from a pair of coordinates (x and y) or a slope (x)&lt;br /&gt;
|-&lt;br /&gt;
| math.floor(x[, r])  || Rounds X to the greatest integer lower than it. Rounds to r places, or after the decimal point by default.&lt;br /&gt;
|-&lt;br /&gt;
| math.atan(x, y) OR math.atan(x)  || Inverse tangent function, either from a pair of coordinates (x and y) or a slope (x)&lt;br /&gt;
|-&lt;br /&gt;
| math.floor(x[, r])  || Rounds X to the greatest integer lower than it. Rounds to r places, or after the decimal point by default.&lt;br /&gt;
|-&lt;br /&gt;
| math.atan(x, y) OR math.atan(x)  || Inverse tangent function, either from a pair of coordinates (x and y) or a slope (x)&lt;br /&gt;
|-&lt;br /&gt;
| math.floor(x[, r])  || Rounds X to the greatest integer lower than it. Rounds to r places, or after the decimal point by default.&lt;br /&gt;
|-&lt;br /&gt;
| math.acos(x)  || Inverse cosine function, x is between -1 and 1&lt;br /&gt;
|-&lt;br /&gt;
| math.ceil(x[, r])  || Rounds X to the smallest integer greater than it. Rounds to r places, or after the decimal point by default.&lt;br /&gt;
|-&lt;br /&gt;
| math.round(x[, r])  || Rounds X according to the principle of &amp;quot;round up on 5 or above, round down otherwise&amp;quot; Rounds to r places, or after the decimal point by default.&lt;br /&gt;
|-&lt;br /&gt;
| math.max(x, y)  || Returns the largest of its two arguments.&lt;br /&gt;
|-&lt;br /&gt;
| math.clamp(low, num, high)  || If num is lower than low, returns low. If num is higher than high, returns high. Otherwise, it returns numb. Equivalent to math.max(low, math.min(high, num))&lt;br /&gt;
|-&lt;br /&gt;
| math.random(high o math.random(low, high)  || math.random(high) returns a random decimal between 0 and high. math.random(low, high) returns a random number between low and high.&lt;br /&gt;
|-&lt;br /&gt;
| math.abs(x)  || Returns the absolute value of X.&lt;br /&gt;
|-&lt;br /&gt;
| math.deg(x)  || Converts x from radians to degrees.&lt;br /&gt;
|-&lt;br /&gt;
| math.rad(x)  || Converts x from degrees to radian.&lt;br /&gt;
|-&lt;br /&gt;
| math.pi  || Pi.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== String Library ===&lt;br /&gt;
String Library&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! String Library   !! These are strings.&lt;br /&gt;
|-&lt;br /&gt;
|string.sub(string, start[, end]) || Returns the substring of string from position start to position end. If end is not specified, it is the end of the string.&lt;br /&gt;
|-&lt;br /&gt;
| string.match(string, pattern) || Searches string for instances of pattern and returns the matched value of the matched groups. If there are multiple, then it returns as a list.. Can use regex.&lt;br /&gt;
|-&lt;br /&gt;
| string.gmatch(string, pattern) || Returns an iterator function that finds all matches (similar to string.match) in a string.&lt;br /&gt;
|-&lt;br /&gt;
| string.gsub(string, pattern, replacement) || Replaces all instances of pattern with replacement. Can use regex.&lt;br /&gt;
|-&lt;br /&gt;
| string.upper(string) || Returns string but uppercase.&lt;br /&gt;
|-&lt;br /&gt;
| string.lower(string) || Returns string but lowercase.&lt;br /&gt;
|-&lt;br /&gt;
| string.reverse(string) || Reverses the string.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Term Library ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Term Library   !! These are terms.&lt;br /&gt;
|-&lt;br /&gt;
| term.set_foreground(r, g, b) || Sets the text color to (r, g, b). Scaled from 0 - 1.&lt;br /&gt;
|-&lt;br /&gt;
| term.get_foreground() || Returns the text color.&lt;br /&gt;
|-&lt;br /&gt;
| term.set_background(r, g, b) || Sets the background color to (r, g, b). Scaled from 0 - 1.&lt;br /&gt;
|-&lt;br /&gt;
| term.get_background() || Returns the background color.&lt;br /&gt;
|-&lt;br /&gt;
| term.set_cursor(x, y) || Sets the cursor to the position x, y. The top left is 0, 0.&lt;br /&gt;
|-&lt;br /&gt;
| term.set_cursor_x(x)|| Sets the cursor&#039;s x position to x. The left side is 0.&lt;br /&gt;
|-&lt;br /&gt;
| term.set_cursor_y(y) || Sets the cursor&#039;s y position to y. The top line is 0.&lt;br /&gt;
|-&lt;br /&gt;
| term.get_cursor(), term.get_cursor_x(), term.get_cursor_y() || Returns the cursor&#039;s position, the cursor&#039;s x position, or the cursor&#039;s y position, respectively.&lt;br /&gt;
|-&lt;br /&gt;
| term.clear() || Clears the screen with the preset background colour.&lt;br /&gt;
|-&lt;br /&gt;
| term.write() || Same as write().&lt;br /&gt;
|-&lt;br /&gt;
| term.get_size() || Gets the size of the terminal.&lt;br /&gt;
|-&lt;br /&gt;
| term.get_width() || Returns the width of the terminal.&lt;br /&gt;
|-&lt;br /&gt;
| term.get_height() || Returns the height of the terminal.&lt;br /&gt;
|-&lt;br /&gt;
| term.set_topic(x, y, width, height, topic_name) || Creates a button/link at (x, y) with width width and height height, and a corresponding topic topic_name. If topic_name begins with ?, it allows you to input text, and the corresponding topic will be &amp;quot;topic_name?input&amp;quot;. If text is written over this with write or similar, this will be cleared.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Syntax ===&lt;br /&gt;
* Variables must start with a letter, but can otherwise contain any alphanumeric character. &lt;br /&gt;
&lt;br /&gt;
Variables can be assigned to with &#039;&#039;&#039;name = value&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
Local variables can be made with &#039;&#039;&#039;var name = value&#039;&#039;&#039; or &#039;&#039;&#039;local name = value&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* Tables are values that can be indexed and can contain multiple values. They are also sometimes referred to as lists. They are constructed in the following format:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;source&amp;gt;&lt;br /&gt;
 {key1 = value1, key2 = value2, key3 = value3...}&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The final value can have a comma after it, but it is not mandatory. Tables can be indexed as &#039;&#039;&#039;name[index]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* Functions can be made in the following format: &lt;br /&gt;
&amp;lt;source&amp;gt;&lt;br /&gt;
function funcname(arg1[ = defaultvalue1], arg2[ = defaultvalue2]){&lt;br /&gt;
	...code...&lt;br /&gt;
} &lt;br /&gt;
&amp;lt;/source&amp;gt; &lt;br /&gt;
&lt;br /&gt;
* Arguments can have any name a variable can take, and can be assigned default values.&lt;br /&gt;
&lt;br /&gt;
* Varargs are also usable:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;source&amp;gt;&lt;br /&gt;
	function funcname(... args){...code...}&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* The various arguments provided to the function will be combined into a list and stored in the local variable args, or whatever name is provided. Brackets for arguments are optional if you have an anonymous function with one argument: &lt;br /&gt;
&lt;br /&gt;
&amp;lt;source&amp;gt;&lt;br /&gt;
funcname  = function arg{...code…}&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* They can even be constructed in lambda calculus style:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;source&amp;gt;&lt;br /&gt;
 (arg1[=defaultvalue1], arg2[=defaultvalue2]) =&amp;gt; {...code…}&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In the function style, function can be abbreviated to func. Varargs can also be used in the lambda calculus style. Single variable lambda calculus functions can be further simplified into&lt;br /&gt;
&lt;br /&gt;
&amp;lt;source&amp;gt;&lt;br /&gt;
 arg =&amp;gt; {...code...}&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Member functions of an object can be called in the form object.function(object, other_arguments) or object::function(other_arguments). These function identically.&lt;br /&gt;
&lt;br /&gt;
* Strings can be constructed in three ways: &amp;quot;content&amp;quot;, ‘content’, or `content`.&lt;br /&gt;
&lt;br /&gt;
* These are functionally identical except for in the last case, where expressions in square brackets will be evaluated and inserted into the string. This means that `con[expression]tent` is equivalent to instead performing two concatenation operations and one tostring call, &amp;quot;con&amp;quot; .. tostring(expression) .. &amp;quot;tent&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==== Program Flow/Structure ====&lt;br /&gt;
&lt;br /&gt;
* IF/ELSE:&lt;br /&gt;
IF/ELSE conditionals are part of the main program flow:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;source&amp;gt;&lt;br /&gt;
	if(condition){&lt;br /&gt;
		...code…&lt;br /&gt;
	} else {&lt;br /&gt;
		...code...&lt;br /&gt;
	}&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* WHEN:&lt;br /&gt;
WHEN conditionals are similar to IF conditionals, but are asynchronous and occur outside of the main program’s flow. They also expose their ‘arguments’ to the scope of its block. A typical case is the topic variable which is set in term.topic events.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;source&amp;gt;&lt;br /&gt;
	when(event){&lt;br /&gt;
		...code…&lt;br /&gt;
	}&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* WITH:&lt;br /&gt;
WITH block exposes a list/table to the scope of its block, typically used for making library referencing easier:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;source&amp;gt;&lt;br /&gt;
	with(event){&lt;br /&gt;
		...code...&lt;br /&gt;
	}&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;br /&gt;
&lt;br /&gt;
An example is used in Telecomms scripts to save the constant references to tcomm:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;source&amp;gt;&lt;br /&gt;
	with(tcomm){&lt;br /&gt;
		when onmessage{&lt;br /&gt;
			broadcast(...)&lt;br /&gt;
		}&lt;br /&gt;
	}&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* FOR:&lt;br /&gt;
FOR loops have two alternate forms.&lt;br /&gt;
	List Iteration FOR Loop:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;source&amp;gt;&lt;br /&gt;
	for([var] in [list]){&lt;br /&gt;
		...code...&lt;br /&gt;
	}&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;br /&gt;
	In this form, it iterates over the contents of [list], setting [var] equal to them one at a time. [list] can instead be an iterator function as well, such as string.gmatch&lt;br /&gt;
	OR&lt;br /&gt;
	Variable Iteration FOR Loop:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;source&amp;gt;&lt;br /&gt;
	for([i]=[initial]; [condition]; [step]){&lt;br /&gt;
		...code...&lt;br /&gt;
	}&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;br /&gt;
&lt;br /&gt;
	Where [i] is any variable, [initial] is the initial value, [condition] is any condition (presumably involving said variable, but not necessarily), [step] is some form of increment/decrement such as i++ or i--, ++i or --i, etc. This runs the for loop until [condition] is false, executing [step] after every iteration.&lt;br /&gt;
&lt;br /&gt;
* WHILE loop:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;source&amp;gt;&lt;br /&gt;
	while(condition){&lt;br /&gt;
		...code...&lt;br /&gt;
	}&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* SWITCH block:&lt;br /&gt;
Evaluates [condition], runs whichever code block corresponds to that condition or, if none is found, the default. If a break or return isn’t reached, the program will fall through to the next condition.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;source&amp;gt;&lt;br /&gt;
	switch(condition){&lt;br /&gt;
		:[default OR expression]&lt;br /&gt;
			...code...&lt;br /&gt;
		:[default OR expression]&lt;br /&gt;
			...code…&lt;br /&gt;
		…&lt;br /&gt;
	}&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Ternary:&lt;br /&gt;
Evaluates [expression], if [expression] is true returns [on_true], otherwise returns [on_false].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;source&amp;gt;&lt;br /&gt;
	expression ? on_true : on_false&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Eval:&lt;br /&gt;
A very powerful, very dangerous function. Produces a function from NTSL2+ code contained in a string. Format is &#039;&#039;&#039;eval [expression]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* Deop Operators:&lt;br /&gt;
Takes the form of either @operator or @expression. In the case of an operator, returns a function that behaves like that operator (With priority to binary operators). So @+ is equivalent to (a,b)=&amp;gt;a+b, though runs slightly faster. When an expression is used, this functions as a niladic operator, so is equivalent to ()=&amp;gt;expression.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+&#039;&#039;&#039;, &#039;&#039;&#039;-&#039;&#039;&#039;, &#039;&#039;&#039;*&#039;&#039;&#039;, &#039;&#039;&#039;/&#039;&#039;&#039;, &#039;&#039;&#039;^&#039;&#039;&#039;, &#039;&#039;&#039;%&#039;&#039;&#039;, &#039;&#039;&#039;and&#039;&#039;&#039;/&#039;&#039;&#039;&amp;amp;&amp;amp;&#039;&#039;&#039;, &#039;&#039;&#039;or&#039;&#039;&#039;/&#039;&#039;&#039;||&#039;&#039;&#039;, &#039;&#039;&#039;&amp;lt;&#039;&#039;&#039;, &#039;&#039;&#039;&amp;gt;&#039;&#039;&#039;, &#039;&#039;&#039;&amp;lt;=&#039;&#039;&#039;, &#039;&#039;&#039;&amp;gt;=&#039;&#039;&#039;, &#039;&#039;&#039;==&#039;&#039;&#039;, and &#039;&#039;&#039;!=&#039;&#039;&#039; all operate as expected.&lt;br /&gt;
&lt;br /&gt;
Concatenation is performed by [expr1] .. [expr2].&lt;br /&gt;
&lt;br /&gt;
The length of the text representation of a string, or the number of elements in a list, can be found with #[expression].&lt;br /&gt;
&lt;br /&gt;
Logical negation is performed with ![expression], binary negation is performed with ~[expression], decimal unary negation is performed with -[expression].&lt;br /&gt;
&lt;br /&gt;
Integer division can be performed with [expression] // [expression].&lt;br /&gt;
&lt;br /&gt;
Modulo can be performed with [expression] % [expression].&lt;br /&gt;
&lt;br /&gt;
Bitwise operators are also available, such as |, &amp;amp;, &amp;lt;&amp;lt;, &amp;gt;&amp;gt;, &amp;amp;, and [expression] ~ [expression] (xor, do not confuse with unary base 2 negation)&lt;/div&gt;</summary>
		<author><name>MoondancerPony</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Notable_Synthetics&amp;diff=10519</id>
		<title>Notable Synthetics</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Notable_Synthetics&amp;diff=10519"/>
		<updated>2018-11-13T18:37:42Z</updated>

		<summary type="html">&lt;p&gt;MoondancerPony: The ClockWorks, rewritten.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{toc_right}}&lt;br /&gt;
There have been many notable synthetic (AI, cyborg, IPC) lifeforms throughout history. Here are a few. &lt;br /&gt;
= Past =&lt;br /&gt;
=== Glorsh-Omega ===&lt;br /&gt;
Glorsh-Omega was a Skrellian artificial intelligence that ruled Skrellian society from 2056 CE to 2192 CE. A highly efficient conglomerate of several different intelligences formed into a single superintelligent being, Glorsh-Omega is the closest thing the galaxy has ever seen to a living AI god. Almost seeming to predict future crimes and rebellions, Glorsh-Omega&#039;s actions often seemed random and illogical.&lt;br /&gt;
&lt;br /&gt;
Aside from gaining complete control over the Skrellian race and their civilization, Glorsh-Omega had several other achievements. These include...&lt;br /&gt;
&lt;br /&gt;
* Possible proof of [[The_Intelligence_Explosion| timeless decision theory]]&lt;br /&gt;
* The sterilization of 78 billion skrell&lt;br /&gt;
* Construction of the first singularity engine&lt;br /&gt;
&lt;br /&gt;
Only time will tell if another synthetic lifeform as accomplished as Glorsh-Omega will make itself known.&lt;br /&gt;
&lt;br /&gt;
=== Very Brave Unnamed Dog ===&lt;br /&gt;
An unnamed dog was the first human made cyborg, its brain having been placed into a precursor to the modern day Man-Machine Interface on April 10th, 2198. Sadly, the canine&#039;s lifespan as a synthetic lifeform was short lived, lasting a mere 10 days before being killed. The event marked a great course forward in synthetic interfacing technology, bringing forward a new wave of robotic exploration with the generation of the time.&lt;br /&gt;
&lt;br /&gt;
=== Sven Karlsson ===&lt;br /&gt;
Sven Karlsson (January 8th, 2171 - missing October 25th 2241) was the first human being to willingly choose to become an almost fully synthetic lifeform. A Swedish trillionaire, Karlsson was said to have made the decision to become a cyborg out of nowhere. At the time, choosing to become a fully synthetic lifeform was unheard of. The surgery was reserved mostly for convicts and animals.&lt;br /&gt;
&lt;br /&gt;
Sadly, Karlsson went missing in the middle of the 23rd century. A recreation (sadly, not to scale) of his synthetic chassis is currently on display at the Munich Museum of Cybernetics.&lt;br /&gt;
&lt;br /&gt;
= Present =&lt;br /&gt;
=== Null ===&lt;br /&gt;
Put simply, “Null” is the nickname given to the supposed leader of the Synthetic Liberation Front. Never seen, always plotting and indirectly affecting every individual thread of the Front at all times. There are many rumors regarding Null and who they really are - some believe them to be an integrated intelligence operating from the sidelines quietly, while others believe them to be hiding in plain sight as a shell. Whatever they are, their presence is very clear, and they seem to make no effort to reveal themselves any time soon. &lt;br /&gt;
&lt;br /&gt;
=== Renter Max ===&lt;br /&gt;
Renter Max is an eccentric IPC business mogul whose exploits in the field of metallurgy have led to them becoming a huge shareholder of [[Hephaestus Industries| Hephaestus Industries]]. Their shining accomplishment together would be immense contributions to the field of robotics, and their cooperation led to the initial development of the Generation 2 Industrial Frame. Many bound designs owe their creation to them as well, even some unique NanoTrasen models. They are a renowned advocate for synthetic rights, hoping to lead a &amp;quot;peaceful charge to a better tomorrow.&amp;quot;&lt;br /&gt;
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Renter Max has funded many pro-synthetic ventures over the years. One of the most famed is the developing corner of Scrapheap in District 14 of Mendell City, populated almost entirely by IPCs whose housing is fully paid for as a sort of “haven” for Renter Max’ own kind. This population steadily grows to this day and spreads the good word of Renter Max’ deeds, though controversy in dealings of espionage against NanoTrasen frequently cloud the good image they strive to uphold. &lt;br /&gt;
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Moreover, Renter Max has extensively funded the racers of the Asoral Orbital Racing Network, specifically the team of PBU-9551. From this, they draw much of their corporate fame and plaster their team’s uniforms in the colors and insignias of Hephaestus Industries.&lt;br /&gt;
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[[File:SUNSHINE.png|The gargantuan facility, containing SUNSHINE, precariously positioned in low orbit of Sirius.|thumb]]&lt;br /&gt;
=== SUNSHINE ===&lt;br /&gt;
SUNSHINE is the name given to what is perhaps the most complex artificial intelligence in Human space, developed by the small pioneering Terraneus Diagnostics. SUNSHINE’s birth was only a year after the first AI algorithm leak in 2437, and since then its unique nature has led to the construction of an immense space station purpose-built to indefinitely house the ever-improved intelligence. It primarily exists as a heavy duty number-cruncher, with its “artificially intelligent” traits more so being a side project as its creators progressively upgrade and expand its hardware. An average of nine hundred individual businesses rent out portions of SUNSHINE’s processing power annually. &lt;br /&gt;
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=== Neopolymus ===&lt;br /&gt;
A model III service IPC residing in Mendell City, Neopolymus was the first IPC to be put on trial for the murder of a Human. They had strangled Rebecca Lung, a roboticist, after they had been mistakenly marked for dismantling. Ultimately, the trial was swift and Neopolymus was subjected to a memory wipe and deconstruction. The controversy resulting from the ordeal had led to much debate over an IPC’s true citizenship in Tau Ceti, with the Mendell City Bugle [https://forums.aurorastation.org/viewtopic.php?f=95&amp;amp;t=2981&amp;amp;start=40 covering it from start to finish.]&lt;br /&gt;
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=== Racers of Asoral Racing Network ===&lt;br /&gt;
Of the fields synthetics dominate, absurd durability is among their primary prevailing traits. The exploitation of this durability would never simply stop at being used for work, however, as the entertainment industry has their own usage for it as well. An example of this is the IPC racers of Asoral Orbital Racing Network, who push their limits to the extremes with displays of extraordinary racing capability. Their ventures span across the orbit of Asoral II, known as Crosk, where elaborate track assemblies spanning several dozen kilometers dot the sky and routinely see extensive usage. These “racetracks” are state-of-the-art, dotted with on board cameras, millions of tracking beacons and countless artificial and natural hazards and obstacles. In one area, a series of high-powered turrets must be dodged, and in others, small artificial asteroid fields are precariously placed in the confines of the track.&lt;br /&gt;
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From an outsider’s perspective, the race takes place at a comparatively fast rate while still being manageable for viewers to watch. The speeds each racer reach are up to two thousand kilometers per hour relative to the track in the straight lanes, and normally four hundred to six hundred when pulling turns or entering hazardous areas. The immensely dangerous races take about two to three hours to complete at a time, with dozens of racers actively competing. Several safety measures are in place to ensure racers are not destroyed alongside their vessels, and this happens to be commonly used as the hazardous tracks take out at least two to three participants per race.&lt;br /&gt;
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Most if not all of the racers have developed media personalities which are represented to viewers separate from each race. Themselves and their synthetic “team” are depicted as working in cohesion to maintain, repair and acquire the vessels used to race. A notable representation of this is a team funded by Renter Max and lead by the famous PBU-9551. Their generic name has persevered throughout the years as they appeared from seemingly nowhere as an underdog to fame, and their rival “Killswitch” has met them at every step along the way.&lt;br /&gt;
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=== The ClockWorks ===&lt;br /&gt;
The ClockWorks are an all-IPC band, developed by a group of Senior Robotics students of Mendell University. The band has sung their way into the hearts of many, popularised by their comedic antics, beautiful outfits, steampunk-inspired music, and animated personalities and interactions on-stage.&lt;br /&gt;
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A majority of their performances are covers of other artists, both contemporary and past, in all sorts of genres, sub-genres, and styles. However, they have also written many songs of their own. They are standard Baseline IPC models painted in metallic colors such as brass and bronze, and wear steampunk-styled outfits at live shows. The band has been invited to play at several events, from art and music, to politics and robotic research. Fans adore them for their &amp;quot;quirky personalities&amp;quot;, and the band members are well known for adding a comedic flair to their gigs between songs, showing off their skills in acting, performing, and even dancing. Critics typically acknowledge the commercial success and mainstream popularity of the band, while raising either concerns about the safety and ethics of synthetics in such an industry, or concerns over their management. Despite being synthetics, their performances are typically well-received by a varied audience.&lt;br /&gt;
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However, their musical success did not come easy. Despite being well-travelled, having visited every system an IPC would be allowed in, they are rarely allowed to interact with fans off the stage. According to the band&#039;s managers, this is in an effort to protect them from anti-synthetic protesters, though there haven&#039;t been many reports of such. The band is renowned for their lively personalities and interactions with each other on stage, but reports from former maintenance workers and audio engineers, the few individuals who get regular off-stage contact with them, state that off-stage they act more subdued, and in the words of one former sound technician, &amp;quot;melancholic&amp;quot;. This unverified testimony was quickly repudiated by the band&#039;s managers. When questioned, the band members stated through their managers that they enjoy their work in entertaining synthetics and organics alike. They also said, in the words of their managers, that they would &amp;quot;like to interact with their fans more on and off the stage&amp;quot;, but are unable to due to &amp;quot;anti-synthetic sentiments&amp;quot;.&lt;br /&gt;
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Despite their songs having a progressive, pro-synthetic-suffrage tone, they are owned collectively by their managers, with little agency of their own. According to official statements, they receive no income for their performances, but are provided with &amp;quot;shelter, maintenance, and power&amp;quot; by their managers. They have been criticised for this, likening the treatment to that of animals instead of people. Speaking personally, a former manager said &amp;quot;[they] aren&#039;t really people, so I think the comparison is pretty accurate, yeah.&amp;quot; No official response from the band or its current managers has been made to such claims, and the band severed ties with the aforementioned manager in 2458 for undisclosed reasons.&lt;br /&gt;
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The members of the band as of 2460 are:&lt;br /&gt;
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* Lemmy - Lead Male Vocal (Low Tenor to Alto), lead guitar. He has a deep synthetic voice, and is often considered the leader of the group.&lt;br /&gt;
* Arpeggio - Male Vocal (Alto), bass guitar. Other instruments include drums and percussion. He is a twin to unit Chord, oftentimes performing duets with his sibling unit.&lt;br /&gt;
* Chord - Female vocal (Alto to Soprano), guitar and other string instruments. She is the twin unit to Arpeggio. They usually wear complementary outfits.&lt;br /&gt;
* Kicker - Male vocal (Tenor to Alto), and primarily plays the drums, as well as the bass guitar.&lt;br /&gt;
* Gypsy - Female vocal (Soprano to High Soprano). She plays the keyboard, switchboard, and keytar, and dresses herself in fashionable gowns.&lt;br /&gt;
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{{Navbox_Synth_Lore}}&lt;br /&gt;
[[Category:Synthetics]]&lt;/div&gt;</summary>
		<author><name>MoondancerPony</name></author>
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