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	<title>Aurora Information Uplink - User contributions [en]</title>
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	<updated>2026-05-10T23:29:57Z</updated>
	<subtitle>User contributions</subtitle>
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		<id>https://wiki.aurorastation.org/index.php?title=Guide_to_Character_Records&amp;diff=24857</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=24857"/>
		<updated>2022-06-02T20:10:11Z</updated>

		<summary type="html">&lt;p&gt;Muncorn: Removed single reference to cloning in medical postmortem instructions, replaced with generic description.&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;
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;
===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: [How to deal with body- send to family, cremation, etc.]&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;
===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;
===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 Conglomerate&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 Conglomerate&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 conglomerate 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>Muncorn</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Vaurca_Hives&amp;diff=8394</id>
		<title>Vaurca Hives</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Vaurca_Hives&amp;diff=8394"/>
		<updated>2018-03-11T21:33:30Z</updated>

		<summary type="html">&lt;p&gt;Muncorn: /* C&amp;#039;thur */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
&lt;br /&gt;
{{wip&lt;br /&gt;
|assign = Bygonehero}}&lt;br /&gt;
{{Navbox Vaurca Lore}}&lt;br /&gt;
[[File:VaurcaQUEEN.jpg|thumb|350px|alt=One of the only pictures allowed to be taken of the current high Queen of the Zo&#039;ra,Ta&#039;Akaix&#039;Vaur&#039;skiyet&#039;sca Zo&#039;ra.|One of the only pictures allowed to be taken of the current high Queen of the Zo&#039;ra,Ta&#039;Akaix&#039;Vaur&#039;skiyet&#039;sca Zo&#039;ra.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There are three major Vaurca factions present in human space, and it is presumed that these hives were the most capable of producing Ark-Ships. It is currently unknown how many hives there were on Sedantis I at the time of the Great Evacuation. Every hive ship contains a number of Lesser Queens, who act as overseers for the entire population.  &lt;br /&gt;
&lt;br /&gt;
==Zo&#039;ra==&lt;br /&gt;
Zo&#039;ra - &amp;quot;Unstoppable.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Zo&#039;ra, the largest and most powerful hive, and also the first one discovered by Humanity following their Hive-ship &#039;Titan Prime.&#039; Information gained through contact with Vaurca present in Tau Ceti has lead to unconfirmed projections putting their population in Vaurca space at 77 billion (6.2 million in known space). Zo&#039;ra believe themselves to be the Alpha of the Vaurca and the face of their species. They make up the majority of the Vaurca present in Tau Ceti and human space. Zora have cold relations with other hives. In Tau Ceti, this has lead to confrontations between them and other hives arriving in the system.&lt;br /&gt;
&lt;br /&gt;
They are ruled by 5 Lesser Queens who organized a ruling caste shortly after contact with humanity, due to the necessity of someone representing the Vaurca in the Hiveship. They each had claimed to be direct representatives of the Zo&#039;ra High Queen, but ever since the revelation of her death, Ta&#039;Akaix&#039;Vaur&#039;skiyet&#039;sca Zo&#039;ra was made the new High Queen. Despite this, each Lesser Queen has spoken less and less of each other, often overseeing very different parts of Zo&#039;ra&#039;s population.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Ta&#039;Akaix&#039;Zoleth&#039;akeh Zo&#039;ra===&lt;br /&gt;
&lt;br /&gt;
Her brood is identified by scent and their exoskeleton color amongst Zo&#039;ra.&lt;br /&gt;
&lt;br /&gt;
::Unbound of any type: (RGB 101, 0, 0)&lt;br /&gt;
&lt;br /&gt;
::Bound Warriors: (RGB 121, 0, 21)&lt;br /&gt;
&lt;br /&gt;
::Bound Workers: (RGB 111, 21, 21)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The proclaimed &#039;Warrior&#039; Lesser Queen of the Zo&#039;ra, she embodies the Zo&#039;ra ideals of warfare and has stylized herself as one of the hive&#039;s greatest commanders. She is known by many names, The Queen of Warfare, The Herald of Scars, Mother of Victories. Stories are told of how other Lesser Queens are often aloof and untouchable, but Zoleth&#039;akeh is on the front, calling for war. She has been labeled a warmonger by some because of this. Indeed to the galaxy at large, it may seem that way, but Zoleth&#039;akeh does not hate peace. She is just not stymied by its disruption. To her, it is the height of wisdom to make war when it is needed and to make peace when it is not, to not cling to idealistic notions that cannot exist. Even before the exodus from Sedantis, Zoleth&#039;akeh was legendary among the Court of Queens, one of the only cross-hive diplomatic bodies to exist upon old Sedantis.&lt;br /&gt;
&lt;br /&gt;
Within Tau Ceti her brood has been the most negatively affected by the events of the of the last five years. Once the largest brood aboard Titan Prime, nearly all the bound warrior forms have been culled either for diplomatic purposes or lack of resources. Currently, most of her brood are interred upon scorching Caprice, with all the remaining bound warriorforms under close supervision by Beisel officials.Bound and Unbound often focus upon on cavern excavation and kois production to ease the hive&#039;s current famine here.Yet attempts at kois cultivation have been largely unsuccessful as of yet due to Beisel logistical hurdles and the oppressive heat that scours Caprice. Recently Zoleth&#039;akeh have been uncharacteristically increasing its Ka population, both bound and unbound for this very reason. It is the continued hope that newer, deeper tunnels in Caprice&#039;s heat blasted soil will be enough to remedy this issue.&lt;br /&gt;
&lt;br /&gt;
The Virtual Reality she hosts glorifies the victories of the past. It&#039;s described as an enormous monolithic cavern with countless stories tall moving Bas-reliefs depicting the mighty struggles from Zo&#039;ra past. Throughout it, Vaurca of old, and those few yet to be born constantly train for their roles within the hive. Training can take countless forms, from modern battle tactics to espionage, to molecular biology. Training solely depends on what the hive determines is needed for the Unbound. The few Ka within this VR often maintains vast historical records of the battles of yore, raising important figures in those conflicts up as heroes to be idolized. They&#039;ve also been pouring over the countless new weapons introduced to them by their arrival in Tau Ceti, documenting their form and function.&lt;br /&gt;
&lt;br /&gt;
The dead warriors of the Zo&#039;ra often choose to remain here, in their virtual afterlife, continuing their service in perpetuity. One of the most striking features of this Virtual landscape is its center, a massive scale representation of the known galaxy. At the will of those given access to it, It can zoom into any sector of the galaxy, and model that location if the hive has access to the information needed. In a great circle around it, the repeated phrase in ancient Vaurcese &#039;&#039;Li&#039;etak Vak&#039;klaztoz T&#039;akilozk&#039;iek&#039;&#039; which translates roughly into basic as &amp;quot;&#039;&#039;The Everchanging Battlefield.&#039;&#039;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Ta&#039;Akaix&#039; Scay&#039;extiih&#039;aur Zo&#039;ra===&lt;br /&gt;
[[File:Ice Cave Vaurca.jpg|thumb|350px|The entrance to a Vaurcan ice cavern upon New Gibson, dug with powerful Thermal Lances.]]&lt;br /&gt;
&lt;br /&gt;
Her brood is identified by scent and their exoskeleton color amongst Zo&#039;ra.&lt;br /&gt;
&lt;br /&gt;
::Unbound of any type: (RGB 71, 0, 31))&lt;br /&gt;
&lt;br /&gt;
::Bound Warriors: (RGB 71, 32, 71)&lt;br /&gt;
&lt;br /&gt;
::Bound Workers: (RGB 71 ,11, 51)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Zo&#039;ra Lesser Queen placed upon frozen New Gibson.Of the five Lesser Queens that have arrived at Tau Ceti, Scay’extiih’aur is the most rarely seen, even amongst other Zo&#039;ra. Upon the hive ship, she oversaw the ship&#039;s entire population. She was responsible for keeping the larger whole of the hive inside complex growth projections.Yet, none of her calculations could have foreseen the events of the last five years. Her brood largely encompasses Ka, and most of them oversee birthing procedures, as well as a complex catalog of body forms and DNA sequences. These body types range wildly from hexapod body types to the traditional biped.The DNA sequences kept include traits that the hive have determined is useful to instill into its populations. Eggs from all remaining Lesser Queens are stored and cataloged here. No larvae or DNA is left without the practiced care of Scay’extiih’aur&#039;s gene weavers. She and her brood remain undaunted and have taken a keen interest in the various species of Tau Ceti, as a new opportunity to document and collect new DNA. Experimentation is the norm for Scay’extiih’aur&#039;s brood, with the Lesser Queen even to be rumored to experiment on herself.&lt;br /&gt;
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Upon New Gibson, Scay’extiih’aur quickly moved out of the protective domes that the rest of the New Gibsonites live in. Her hive maintains a presence within each major biodome, primarily to maintain state-sanctioned kois farms. Their largest biodome presence would be within the Xerxes biodome, however, which houses the New Gibson hive-net relay. The relay is the largest of its kind, and the only one capable of transmitting out of the star system. Otherwise, they have largely moved into underground caverns, dug by the tireless bound. The largest caverns rest just outside of the Hengsha biodome and continues to grow deeper to this day.Life for her brood here remains rough, but they have taken advantage of their environment to the fullest. Complex constructions of stone, metal, and ice make up a network of tunnels, with large heated egg chambers filled with piecemealed medical equipment patched together from equipment salvaged from Hengsha and the hive ship.&lt;br /&gt;
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Scay’extiih’aur&#039;s VR is perhaps the most detached from reality, with the entire VR construct composed of objects seen from microscopic scale. This microcosm accurately models cellular action, with giant cellular features composing most of the landscape. Vaurca in this microscopic landscape flies freely within a soupy membrane that encompasses nearly the entire VR. At its center, a massive cellular wall separates the VR&#039;s unbound Vaurca inhabitants from its simulated ones. Referred as a &#039;&#039;Takk&#039;ta&#039;yat&#039;&#039;, which translates roughly into basic as, &#039;&#039;Zoo&#039;&#039;, the inside of this structure paradoxically models real sizes, with each separate cages of this structure clearly defined, and vary from each other. From caves to lush jungles, within each simulation is a creature from Sedantis past, or a newly encountered one from the hives recent interactions. The largest cell by far, however, would be the one dedicated to humanity. Scay’extiih’aur&#039;s best scientists pour over and experiment with the simulated humans, documenting their responses. Her brood is known to the Gibsonites for asking unusual questions, but for what purpose is known only to Scay’extiih’aur, who has obsessively taken to making the simulations as realistic as possible.&lt;br /&gt;
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===Ta&#039;Akaix&#039;Vaur&#039;skiyet&#039;sca Zo&#039;ra===&lt;br /&gt;
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Her brood is identified by scent and their exoskeleton color amongst Zo&#039;ra.&lt;br /&gt;
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::Unbound of any type: (RGB 61, 0, 0)&lt;br /&gt;
::Bound Warriors: (RGB 53, 17, 16)&lt;br /&gt;
::Bound Workers: (RGB 41, 0, 0)&lt;br /&gt;
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Vaur&#039;skiyet&#039;sca is the eldest Vaurca within Tau Ceti space, and more recently, the Zo&#039;ra hive&#039;s new High Queen. In diplomatic human settings, she is often referenced by titles which translate poorly into basic. Titles like High Praetor, First of Mother Zo&#039;ra, Grand Executor, Liminal Queen, are all common references to her authority. She oversees the largest Vaurcan settlement, District Nine. Being the Lesser Queen originally chosen to represent the hive, to the galaxy at large, she is the face of Zo&#039;ra. This was not always the case however, as she was originally responsible for ship-navigation upon Titan Prime. Procedure for succession is virtually nonexistent and the revelation of mother Zo&#039;ra&#039;s death has catapulted Vaur&#039;skiyet&#039;sca to this status to the displeasure of some Lesser Queens. Vaur&#039;skiyet&#039;sca&#039;s time overseeing District Nine has been fraught with peril. Facing famine, human exploitation as well as militant extremists, life in District Nine is uneasy but Vaur&#039;skiyet&#039;sca approaches these problems with long-term goals in mind.She sees the levers of galactic power that revolve around Tau Ceti and the potential if all levers were under her control.In this, she has proven to possess a keen political intelligence, evidenced in handling Sol&#039;s occupation with minimal effort. She has brokered deals with countless human corporations, as well as governments and maintains the largest amount of monetary capital of any Vaurca alive.&lt;br /&gt;
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The Bound and Unbound populations of District Nine and Vaur&#039;skiyet&#039;sca&#039;s brood are contractually obligated to work for a number of government and corporate facilities.These contracts run the gamut, from pilots and doctors, to security and technical specialists. They all are infinitely various, and universally low paying. Living standards in District Nine are extremely poor, with a famine that has gripped the entire planet ever since the Sol occupation and subsequent blockade. There may be few Vacura that make a living outside of the District, but are almost certainly cut off from direct support from their hive. &lt;br /&gt;
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District Nine itself was a largely unpopulated industrial slum before it was sectioned off as emergency refugee dwellings. Few people lived there, but it is now a far cry from what it once was. District Nine&#039;s outskirts are largely unchanged, with phoron gas warning signs and abandoned warehouses and buildings par and parcel. Moving farther in, it becomes slowly apparent that diffuse material, as well as the abandoned buildings themselves, are being repurposed into efficient and spartan housing. Despite this, Vaurca are everywhere within the interior of District Nine, with half-finished constructions universally over inhabited. Traditionally building down, Zo&#039;ra engineers here have built up, creating heaping metal lattices that maximize internal space as living areas. Each of these clustered lattices appears to be more and more completed the closer to the center of the District one goes.There&#039;s a noted lack of street lights within the District, with the buildings placed purposefully to block much of what is cast by the surrounding cityscape. Throughout the District, more enmeshed latticework forms the mouth of illegal Kois pits, often obscured from aerial view. Two buildings stand out amongst all of this alien construction, however, with one towering carbon capture factory repurposed by Tau Ceti officials as a phoron gas capturing facility, and the other and more apparent Relay tower at the District&#039;s center. This relay was built for the Nanotrasen Corporation and allows the company and its affiliates to listen into Vaurcan telepathic communication. District Nine houses a little over 4 million Vaurca, with the High Queen herself and her Ta population still living aboard Titan Prime.&lt;br /&gt;
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Vaur&#039;skiyet&#039;sca&#039;s VR is the most accessible to outside observation. She has gone to great lengths to make her VR showcase Vaurcan culture to the galaxy. Conceptually, it exists in a large sea of still glass-like water. The sky showcases magnificent celestial phenomena, but most striking of all is the gas giant Sedantis, dominating the skyward view no matter where one would go in the VR. Dispersed throughout the sea are hundreds of interconnecting islands.Each island usually highlights a facet of Zo&#039;ra and Vaurca culture, and from the windows of specialized interface equipment, non-Vaurca onlookers can view the VR as they would any video. Unbound within this VR make themselves scarce when such viewfinders move about, but will usually answer questions if pressed. By the will of Unbound living here, new islands can spring forth from the sea, containing anything that they can imagine. Above all, however, floats the lofty home of Vaur&#039;skiyet&#039;sca.Its soft yellow glow pervades the entire VR and is a fitting digital home for the high queen. A grandiose and large structure, it floats always centrally to the horizon. No matter which direction one may look, they will see it, as if the universe itself revolves around Vaur&#039;skiyet&#039;sca. Curiously, throughout the simulation, a supernal grace and awe tinge all perceptions of the VR. A euphoric splendor that highlights every positive detail when referencing Vaur&#039;skiyet&#039;sca&#039;s or Vaurca in general. Outside viewers are often human and skrell historians or are part of a growing human Vaurcan sympathizing movement who have begun to see Vaur&#039;skiyet&#039;sca as a new holy figure, a great unifier that can usher in a utopia for all species within Tau Ceti.&lt;br /&gt;
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===Ta&#039;Akaix&#039; Xakt&#039;yagz&#039;isk Zo&#039;ra ===&lt;br /&gt;
[[File:VAURCAJUNK.jpg|thumb|400px|A large Vaurcan junkyard, filled with scrap from Titan Prime, and many other craft throughout Tau Ceti.]]&lt;br /&gt;
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Her brood is identified by scent and their exoskeleton color amongst Zo&#039;ra.&lt;br /&gt;
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::Unbound of any type: (RGB 91, 31, 0)&lt;br /&gt;
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::Bound Warriors: (RGB 121, 71, 0)&lt;br /&gt;
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::Bound Workers: (RGB 81, 21, 0)&lt;br /&gt;
Placed upon the desert planet of Luthien, Xakt&#039;yagz&#039;isk&#039;s brood has quickly monopolized the planets cheap labor work-force. Xakt&#039;yagz&#039;isk originally oversaw all matters concerning tech and tech implants aboard the Hive-ship. Xakt&#039;yagz&#039;isk&#039;s brood contains mostly bound, a much higher percentage than any other Lesser Queen.She also supervised Reclamation, the process of reclaiming the implants of dead Vaurca, making many Zo&#039;ra associate Xakt&#039;yagz&#039;isk with death. Upon Luthien itself, her brood has thrived, creating massive kois fields that pose little risk to their surroundings.The fungus burrows into the silt-like sand of the desert, and finds little purchase, but grows all the same. The sands make it harder for the plant to grow uncontrollably, allowing large-scale cultivation. Armies of bound Ka work tirelessly in the sweltering heat of the blooming desert, exporting tons of kois throughout the system.Unbound Ka and Za mostly find work with several exotic florae, or weapons testing labs scattered throughout the planet, respectively.Others may field massive scrap yards, full of debris from across the galaxy, searching for exotic tech that may catch the Queens&#039; eyes.The single largest employer of Vaurca however, would be the Getmore Corporation, who source their refined kois products here.&lt;br /&gt;
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Xakt&#039;yagz&#039;isk herself is uncharacteristically distant, often too busy or wrapped up in her own projects to care about what the rest of the galaxy is doing. Her current focus has been ramping up industrial capabilities for Luthien and pouring over ancient schematics and technical data from Titan Prime. She sees the overall suffering of unbound Zo&#039;ra throughout Tau Ceti as distractions from the primary goal of fixing the hive ship. To her, the events of the last five years were a failure of planning, one that must be fixed quickly if the hive is to succeed.The unbound of her brood largely share this approach and rarely attempt to make personal attachments to any of the alien inhabitants of Tau Ceti. This thinking is exacerbated further by the knowledge of mother Zo&#039;ra&#039;s death. To Xakt&#039;yagz&#039;isk, they are the last of their kind, and she cannot suffer the unknowable intentions of xenos to decide the fate of Zo&#039;ra. Xakt&#039;yagz&#039;isk was the first Lesser Queen of the Zo&#039;ra to deannounce K&#039;lax independence. She knows better than any Zo&#039;ra alive the nature of K&#039;laxan innovation and why they were worthy to be vassalized in the first place.&lt;br /&gt;
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Xakt&#039;yagz&#039;isk&#039;s VR is scarce from a first glance compared to all other Zo&#039;ra Queens. The few unbound here inhabit a blank slate, a type of physics and engineering program that models reality to exactness. Here, ancient and new technologies are built, virtually. Complex mechanisms and constructions are laid out in organized grids, littering the featureless void with countless engineering projects. Each a &#039;working&#039; solution to the overall problems that the Zo&#039;ra face. Xakt&#039;yagz&#039;isk rarely manifests herself here, with the few notable times when a Zo&#039;ra claims to have built something &#039;&#039; &#039;K&#039;lax-like.&#039; &#039;&#039;&lt;br /&gt;
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===Ta&#039;Akaix&#039; Athvur&#039;zekt&#039;azi Zo&#039;ra ===&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;
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::Bound Warriors: (RGB 101, 61, 31)&lt;br /&gt;
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::Bound Workers: (RGB 111, 21, 0)&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 such is to invite disaster within the political spheres that the hive is ensnared in.&lt;br /&gt;
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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;
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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, cultures of many worlds and species coexist, with some unbound enjoying the excesses that come with it.&lt;br /&gt;
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==K&#039;lax==&lt;br /&gt;
K&#039;lax - &amp;quot;The Deceivers.&amp;quot;&lt;br /&gt;
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K&#039;lax, the second most powerful hive and second faction discovered by humanity after an additional Hive-ship Kloxa&#039;xia appeared in the [[Skrell#Political_Structure|Jargon Federation]] system Glorashi. The K&#039;lax hive is a client state to the Zo&#039;ra, but since contact with the Vaurca homeworld has been lost, both factions in known space are completely cut off. This has lead to a sort of fuel for independence, with many K&#039;lax outright rejecting the claims of leadership the Zo&#039;ra in known space have over them. Based on secondary accounts it is believed that they have 33 billion individuals in Vaurca space. (4.3 million in known space.) After arriving within Skrell space, the Kloxa&#039;xia or the Fortoken as it is called by the Unathi, quickly moved into Izweski Hegemon space. Following a tense first contact situation, the K&#039;lax became the newest vassal of the Izweski Hegemony and settled Tret, the second planet of Uueoa-Esa system. They maintain subtly warm, if terse relations with the Hegemon as a whole, and have committed to its terraforming agenda, being instrumental in the implementation of such a monumental undertaking.&lt;br /&gt;
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Similar to the Zo&#039;ra, the K&#039;lax Hiveship is represented by three Lesser Queens who once claimed a divine connection to the High Queen of K&#039;lax. This claim is disputed by most of the Zo&#039;ra, who claim to be the only rightful rulers of the K&#039;lax. Unlike the Zo&#039;ra however, they have not been purposefully decentralized, leaving the machinations of each Lesser Queen more aligned with one another.&lt;br /&gt;
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===Ta&#039;Akaix&#039;Zkaii&#039;xay&#039;yil K&#039;lax===&lt;br /&gt;
Her brood is identified amongst other K&#039;lax by their scent and exoskeletal color.&lt;br /&gt;
::Unbound of any type: (RGB 11, 43, 27)&lt;br /&gt;
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::Bound Warriors: (RGB 21,81, 51)&lt;br /&gt;
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::Bound Workers: (RGB 51, 81, 21)&lt;br /&gt;
[[File:KLAXCAVECITY.jpg|thumb|350px|alt=|K&#039;dath, the first K&#039;laxan built colony within Tret, where construction continues endlessly.]]&lt;br /&gt;
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The current High overlord of Tret, and the de facto representative of all K&#039;lax to the Izweski Hegemony.Zkaii&#039;xay&#039;yil and her brood have been largely busy with expansion and colonization efforts over the last few years.Ever the tinkerers, her brood are known for their natural curiosity for all things mechanical, much to the chagrin of local mining companies who prefer their equipment in one piece. In the year since news of the Zo&#039;ra high queens ultimate fate, Zkaii&#039;xay&#039;yil has been under pressure to assume the role of High Queen by her fellow Lesser Queens, a subject that she is quick to change, should it arise.For perhaps more than any other brood of K&#039;lax, Zkaii&#039;xay&#039;yil&#039;s spawn share a deeply spiritual connection to their High Queen, that even surpasses what is experienced in VR by other Vaurca.&lt;br /&gt;
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All K&#039;lax of Zkaii&#039;xay&#039;yil&#039;s brood call VR the &#039;&#039;Ny&#039;tatyk&#039;&#039; or Mother Dream.They see the Ny&#039;tatyk as a mote in the mind of Great Mother K&#039;lax and the Ny&#039;tatyk itself the birthplace of how reality is defined.Bound and Unbound K&#039;lax within Zkaii&#039;xay&#039;yil&#039;s brood may sometimes perform actions in their sleep. This type of somnambulism is often seen as echos of Great Mother K&#039;lax&#039;s will expressed through them as its vessel.Not knowing her ultimate fate has led many of her brood to have a crisis of faith, which Zkaii&#039;xay&#039;yil has been unable to assuage due to her own doubts. For can the dream still exist if Great Mother K&#039;lax is dead?  This has created opportunities and problems for the S&#039;kakh faithful and Maraziites missionaries who frequent the hive&#039;s colonies. Because of this, some of the more callous unbound blame Zkaii&#039;xay&#039;yil for not solving this problem, referring to her as the Queen of Longing. This title is quick to draw the ire of any of her brood that hear. In general however, most K&#039;laxan unbound give these unathi missionaries a wide berth, and it is only with great reluctance that they speak to them at all.&lt;br /&gt;
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Prior to their arrival in Uueoa-Esa, Zkaii&#039;xay&#039;yil maintained the hiveships population, making her brood the largest within the hive.Unlike the Zo&#039;ra, mutations are not excised from unbound or bound during birthing, indeed it is only when such mutations are particularly harmful or unproductive that any real action is taken. To most K&#039;lax, they see change as the fundamental nature of the universe, and to overcome and master change is to become the master of one&#039;s destiny.&lt;br /&gt;
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Upon Tret itself, great caverns are excavated nonstop. The Bound carve miles of tunnels from solid stone, reinforced with plasteel and peerless construction techniques. Even when compared to Skrellian engineering, K&#039;laxan constructions tend to withstand greater stresses, on scales not seen in the civilized galaxy. Unbound Ka within her brood typically offer their services to the multiple mining conglomerates that dot Tret. Unbound Za however are typically training within VR, with the hive as a whole working to expand the number of fielded warriors that can be called upon by The Hegemony, as per their original treaty.&lt;br /&gt;
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Zkaii&#039;xay&#039;yil&#039;s VR is largely used by the Za of the K&#039;lax with only the occasional Ka ever being present. Conceptually, the VR is a cavernous training complex, where tirelessly, unbound Za absorb Unathi military protocol.Those Za not engrossed in activity, often struggle with unathi concepts like competitiveness, with very poor examples of such contests usually on display.More recently, unathi missionaries have been inquiring further into the nature of Vaurcan VR, attempting to draw similarities that could give their ideology a foothold with established Vaurcan traditions.These attempts have been largely rebuffed, though the ultimate consequences of such stances have yet to be brought before the Hegemony.&lt;br /&gt;
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===Ta&#039;Akaix&#039;Vetju&#039;tenx&#039;sil K&#039;lax===&lt;br /&gt;
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Her brood is identified amongst other K&#039;lax by their scent and exoskeletal color.&lt;br /&gt;
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::Unbound of any type: (RGB 11, 84, 31)&lt;br /&gt;
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::Bound Warriors: (RGB 21,81, 51)&lt;br /&gt;
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::Bound Workers: (RGB 33, 63, 33)&lt;br /&gt;
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If Ta&#039;Akaix&#039;Zkaii&#039;xay&#039;yil K&#039;lax could have a polar opposite, it would be Ta&#039;Akaix&#039; Vetju&#039;tenx&#039;sil K&#039;lax. The oldest K&#039;laxan Vaurca within known space,pragmatic Vetju&#039;tenx&#039;sil and her brood do not busy themselves with the expansion of the hives colonies. Instead, her brood recycles and melts down parts of the hive ship as well maintain the technology that all K&#039;lax enjoy. It was Vetju&#039;tenx&#039;sil who plotted the great hive ship Kloxa&#039;xia to its final resting place. Much as they did when they entered the system, Vetju&#039;tenx&#039;sil used Trets environment to land the gargantuan craft on the ground. The Kloxa&#039;xia impacted the northern pole of Tret, obliterating its ice cap and cushioning the impact of the monolithic vessel. It is from here that Vetju&#039;tenx&#039;sil makes her home. Within the bowels of the earth and the ship, billions of tons of plasteel and technology are melted down into lakes of molten metal heated by the miles long dismembered engines of the great Kloxa&#039;xia. Though the ship may have landed, its engines burn still at the center of a sea of ice. Ignited with residual heat and flame from two thousand years of travel. &lt;br /&gt;
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&#039;&#039;&amp;quot;In all things, do not waste potential.&amp;quot;&#039;&#039; Is the creed of Vetju&#039;tenx&#039;sil&#039;s brood. Unbound Ka and Za often have specialized jobs within her brood. Almost universally involving maintaining or creating technology in some way. A Bounds work typically involves dismantling and recycling complex machinery. Perhaps more than any other brood of K&#039;lax, Vetju&#039;tenx&#039;sil&#039;s spawn tend to be distrustful of outsiders, belaying their queen&#039;s hatred of the Zo&#039;ra. Vetju&#039;tenx&#039;sil maintains a hatred of the Zo&#039;ra, nursed by the ages long wounds she suffered at their hands during their hives first conflict. Her wounds led Vetju&#039;tenx&#039;sil to lose some of her lower body, which were replaced with  inferior mechanical duplicates. This has led her to be defensive at times in matters involving outsiders. This was shown most recently by being the only dissenting queen from their agreement with the Unathi Hegemony. To Vetju&#039;tenx&#039;sil, the K&#039;lax cannot achieve their full potential under the heel of other powers. &lt;br /&gt;
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Her VR is one of a grand design, dubbed &#039;&#039;Klo&#039;vtak&#039;&#039; which translates roughly into Foundry. Here, immaculately intricate and detailed constructions coat a massive underground complex. Within the walls are countless dwellings, with the light from each illuminating the cavern in a dull green. K&#039;lax here work tirelessly to achieve engineering miracles and recreate them in reality.From the walls extend pylons of stone and metal all leading to a floating central complex, the personal lab of Vetju&#039;tenx&#039;sil. K&#039;lax that dwell or train here have endless resources to pursue any engineering topic at hand. The joy of work is instilled into their very being even before they are born. It would be rare to find a K&#039;lax that could be considered lazy, or does not enjoy working of her brood, no matter how monotonous the job may be.&lt;br /&gt;
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===Ta&#039;Akaix&#039;Leto&#039;yahkt&#039;zor K&#039;lax===&lt;br /&gt;
Her brood is identified amongst other K&#039;lax by their scent and exoskeletal color.&lt;br /&gt;
::Unbound of any type: (RGB 0, 80, 60)&lt;br /&gt;
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::Bound Warriors: (RGB 21,81, 51)&lt;br /&gt;
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::Bound Workers: (RGB 41, 59, 26)&lt;br /&gt;
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The youngest of the Klaxian queens, Leto&#039;yahkt&#039;zor&#039;s brood is home to the hives general Ka population. Food production and logistics are common duties for the bound. Still more bound and unbound get shipped out of system for work throughout known space. To other broods amongst the Klax, Leto&#039;yahkt&#039;zor spawn share a furtive mania of digging up the past that is often seen as annoying.Even 2000 years removed from their native area of space, Leto&#039;yahkt&#039;zor and her brood still try to trace any artifacts found back to the Era of Augments or even further. Citing a long discredited and disbelieved theory that ancient aliens interfered with their species so long ago. While dueful to their hive, the Ka and Za of Leto&#039;yahkt&#039;zor&#039;s brood tend to share her obsession with the past, seeing it as the only way to return to the glory of old. Letyk&#039;aht&#039;zor herself believes much the same, and has come to the conclusion that older races of the galaxy need to be examined.&lt;br /&gt;
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Upon Tret itself her brood continues providing logistical support and structures for the hives growing colony. Building roads or providing traffic control of Tret space for various Non-Vaurcan vessels. Her brood often interacts with non-Vaurcan entities and may own advanced voice implants to allow unimpeded speech. Unbound Klax of Leto&#039;yahkt&#039;zor&#039;s brood tend to hold their personal beliefs closely, with great offense taken when they are mocked. Leto&#039;yahkt&#039;zor herself has developed an obsession of sort with the Vox, kindled after gaining access to many skrell and human research papers on their sordid history. It is her belief, that the similarities between Vaurca and Vox technology are not happenstance, that with the all but assured destruction of Sedantis, finding the Voxian homeworld is their last, best chance at reclaiming the past. An effort she has committed considerable resources to, much to the displeasure of the other Klaxian queens. It is partly because of this, and of Nanotrasens mining presence on Tret, that Letyk&#039;aht&#039;zor brokered several agreements with Nanotrasen. as well as several other administrations of Humanity. Leto&#039;yahkt&#039;zor is committed to restoring what was, and to gain access to all corners of the galaxy to find the means to do so.&lt;br /&gt;
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Letyk&#039;aht&#039;zor&#039;s VR is a curious mix of several ancient alien structures and environments. The Klax within this VR spend time examining human, dionae, tajaran, unathi and skrell history for any evidence to their claims or the location of the Voxian homeworld.Each species has a section of the VR of their own, with whole environments recreated. In particular, the legendary Tomb of the Emissary is of great interest to Leto&#039;yahkt&#039;zor, with entire swaths of Moghean desert recreated in an attempt to divine its location. Several offers have been made to the unathi clans of Imas&#039;hi for this information, yet so far all offers have been rebuked. For humanity in particular, the Great Pyramids are prominent within this simulated landscape. Ka and Za pour over xeno-history, noting dozens of human hieroglyphics that depict a bipedal vox-like god. All these and more have caught her broods attention as possible evidence with more sources being sought from other species to confirm their findings.&lt;br /&gt;
&lt;br /&gt;
==C&#039;thur==&lt;br /&gt;
C&#039;thur- &amp;quot;The Weavers&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The C&#039;thur hive has not yet made an employment contract with Nanotrasen, all contracts therein are subject on an individual basis, with all  employment filings required for processing in the Jargon Federation, as such, all C&#039;thur may only serve in  nondepartmental assistant roles unless otherwise stipulated by station command, and CCIA staff.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The third hive that the species of the Orion Spur have been able to communicate with, the C&#039;thur and their arrival has been a closely guarded secret of the [[Skrell#Political_Structure|Jargon Federation]] for the last few years. The revelation of their survival has re-ignited diplomatic disputes between the K&#039;lax and Zo&#039;ra, with outright hostility met by some K&#039;lax towards the C&#039;thur.Historically a minor hive, the C&#039;thur were instrumental in developing inter-hive diplomacy upon Sedantis, often acting as neutral third parties to delegate issues. Indeed for much of their history, the C&#039;thur wove complex political alliances to protect themselves as well as acting as a sort of information broker for many of the larger hives. Prior to their exodus from Sedantis, they maintained relations with both the K&#039;lax and Zo&#039;ra.&lt;br /&gt;
&lt;br /&gt;
The C&#039;thur arrived within [[Notable Skrell Systems and Locations|Glorashi]], a system within skrell space only two weeks after the Klaxian hiveship, the Klo’zxera left the area. It is now known that C&#039;thur hiveship, the Kloxa&#039;xia was originally A Klaxian hive ship meant to rendezvous with the Klo’zxera within Glorashi, but left soon after detecting incoming Jargon Federation vessels. The C&#039;thur continue to report that they secured the hiveship in diplomatic negotiations with the K&#039;lax upon Sedantis, but the validity of this claim is yet to be proven. The C&#039;thur have quickly integrated into Skrellian colonies within Glorashi and are predominately accepted in skrellian socioeconomic systems.Unlike all other hives, the C&#039;thur are led by their original hive queen, who, with a council of three other Lesser Queens leads the hive in this new age. In this effort, the hive has begun dealing with the multitude of governments and corporations of the galaxy, all under the auspices of their skrellian saviors.&lt;br /&gt;
&lt;br /&gt;
===Ta&#039;Akaix&#039;Tyr’kaal’yskt C&#039;thur===&lt;br /&gt;
&lt;br /&gt;
Her brood is identified by scent and their exoskeleton color amongst C&#039;thur.&lt;br /&gt;
&lt;br /&gt;
::Unbound of any type: (RGB 0, 35, 115)&lt;br /&gt;
::Bound Warriors: (RGB 10,70, 100)&lt;br /&gt;
::Bound Workers: (RGB 0, 40, 90)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:E361148d6f80614b6b77566d04033622.jpg|thumb|350px|High Queen Tyr&#039;kaal is kept alive with skrellian technology, while ever more C&#039;thur are born]]&lt;br /&gt;
&lt;br /&gt;
High Queen of the C&#039;thur, she is one of the oldest beings known to exist amongst the Vaurca and indeed the rest of the Orion Spur. Tyr&#039;kaal has borne the C&#039;thur hive since its inception, taking careful first steps with her brood in the then war-torn Sedantis during the closing of the Agricultural Revolution. The C&#039;thur hive began as a birth vassal of the Zo&#039;ra hive, being produced from the absorption of T&#039;yat, another hive of conquest within the Zo&#039;ra hive. With firm biological roots in both hives, history would think that the C&#039;thur would be another nameless lesser hive, forgotten by all with the slow passage of time. This would have likely been the case if not for clever maneuvering by Tyr&#039;kaal that saw the founding of the Court of Queens.However, the biggest contributor to their prominence would be the original Lii&#039;dra and Zo&#039;ra conflict, nearly 6000 years ago. Through their efforts in that conflict, the C&#039;thur brought to arms hundreds of lesser hives that would otherwise be consumed by the Lii&#039;dra assault. Their contribution as a unifying force to the Zo&#039;ra was apparent, who rewarded the hive with independence contingent upon their continued diplomatic forays. Tyr&#039;kaal succeeded in this and more, creating the modern power structure of hives that is known today through various mergers and vassaldoms.&lt;br /&gt;
&lt;br /&gt;
Known as the &amp;quot;Queen of Masques&amp;quot; amongst other hives, Tyr&#039;kaal and her brood have since settled the various mountain ranges of planet Diulszi in the Glorashi system with tremendous assistance from the Jargon Federation. Tyr&#039;kaal herself was saved by skrellian science, being the victim of a repelled Lii&#039;dra attack in transit to the Orion Spur. Tyr&#039;kaal lives on life support provided by Jargon scientists but it&#039;s considered common knowledge amongst the hive that she does not have much longer to live. From Virtual reality, she reigns still, with her virtual construct depicting &#039;&#039;Na&#039;tyut&#039;&#039;, the greatest city of her hive upon old Sedantis.Cited as an exact duplication, its multihued buildings stretch from floor to cavernous ceiling.Their hive historically was seated at great deposits of bismuth, and much of the cities virtual re-creation showcase masonry and structures created with the mineral.Large portions of the city are constructed to serve as &#039;&#039;Icthi&#039;ktha&#039;&#039;, or &#039;temples of thought.&#039;Each of these temples is committed to studying philosophical and sociological quandaries, with debate being seen as a popular, if not sport-like way to pass time between each temple. The corpses of fossilized lesser queens are re-created virtually and stylized as if minor deities themselves, with entire structures and systems, adapted to each of their temples of thought that they themselves pursued in life.Vaurca not so engrossed in leisure activity often take on the roles of mentors for newly born Vaurca. Particularly successful Ka and Za achieve a sagely reverence that has newly born Vaurca scramble for the chance to receive their teachings.      &lt;br /&gt;
&lt;br /&gt;
Unlike all other hives, the C&#039;thur have slowly been reducing their bound populations, in no small part to the influence of Jargon, but even with this attempt, the bound still comprise over half of the hives population. Ka and Za of Tyr&#039;kaals direct lineage are rare, as she has relegated most breeding duties to other lesser queens. Of the few that are spawned, they are often pressured into supervisory roles, with the other broods considering them naturally born to lead. Physical residences upon Diulszi are often built with Jargon supplied materials, in exchange, more and more of the hives workers have been drafted for employment throughout skrell space. In all matters of her brood, however, there is one overarching creed, &amp;quot;Show your best face to everyone you meet.&amp;quot; Some C&#039;thur of Tyr&#039;kaal&#039;s brood has taken this literally, using skrellian expression masks to convey emotions.&lt;br /&gt;
&lt;br /&gt;
==Lii&#039;dra==&lt;br /&gt;
&lt;br /&gt;
Most of what is known about their hive comes from Zorane records discovered upon Titan Prime. The few Vaurca alive that would possess direct information about this time tend to describe them reluctantly, often in the most foulest terms.Indeed, this is how much of the populations in both the Zo&#039;ra and K&#039;lax hives view the Lii&#039;dra, a contempt and hatred born from centuries of second hand accounts. Primary sources do exist however, and several human and skrellian scientists have uncovered new information regarding the Lii&#039;dra hive, its history, and possibly a motive for the destruction and hostility they exhibit to the galaxy at large. A recording, dating back to 674 BCE Galactic Standard Time depicts a sort of assembly, with several Vaurca from several hives in attendance. From what can be inferred from Vaurcan accounts and translations, this was a meeting within the Court of Queens, a type of inter-hive regulatory body. In it a Lii&#039;dra representative details the revolutionary technology of Virtual Reality, making a case for the allotment of resources to the assembled major hives, most notably the Zo&#039;ra. A small hive then, the Lii&#039;dra representative succeeded in securing the resources needed to begin serious research and development, provided that this technology was made available to all member hives, with the Zo&#039;ra first amongst equals.&lt;br /&gt;
&lt;br /&gt;
The video ends at the conclusion of the meeting, and it would be nearly 700 years before any further mention of the Lii&#039;dra hive is found within the Titan Prime databanks. A video of the meeting begins much as it did 700 years prior, with representatives of each hive in attendance. It&#039;s clear that by now some measure of VR has prevaded within Vaurcan society, with many hives congratulating the Lii&#039;dra upon their success, and questions about their next project. The Lii&#039;dra details an even greater form of VR in its presentation, transmitting more than just sensory information, but thought itself.It proposes that with enough interconnectivetiveness, individual thought ceases to be. The Lii&#039;dra representative details horrifying experiments performed on smaller, nameless hives, consuming their entire populations within the Lii&#039;dra VR intelligence, a type of overriding mind that is speaking to them, even now through its own body. This VR intelligence explains to an increasingly silent assembly the potential of uniting all thought of a hive into one, of all thought of all hives into one and truly unifying their entire species into one supreme intelligence before the video cuts to static. The video is too corrupted to make out further detail, but the best estimates place the original conflict between the Lii&#039;dra occurring not long after this recording.&lt;br /&gt;
&lt;br /&gt;
Observing Lii&#039;dra specimens themselves is difficult, but the few observed seem to go into a type of shock when isolated from all forms of wavelengths within anechoic chambers. Thought patterns are still present, but prolonged stay within such chambers cause death from apparent circulatory shock. Similar experiments to willing Vaurca from the Zo&#039;ra and K&#039;lax hives reveal a much more muted response, with each describing extreme discomfort within a anechoic chamber. While still being researched, it&#039;s clear that the Lii&#039;dra are more biologically dependant upon VR than the other Vaurca of their species, but the ultimate reason for this is unknown at this time.&lt;/div&gt;</summary>
		<author><name>Muncorn</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Notable_Skrell_Systems_and_Locations&amp;diff=8384</id>
		<title>Notable Skrell Systems and Locations</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Notable_Skrell_Systems_and_Locations&amp;diff=8384"/>
		<updated>2018-03-11T20:45:00Z</updated>

		<summary type="html">&lt;p&gt;Muncorn: /* Second Wave Systems */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{wip&lt;br /&gt;
|assign = Loow}}&lt;br /&gt;
The Skrell have come a long way from their beginnings in the Nralakk system. From the swamps and quagmires of early Qerrbalak to the cold metal hallways of modern space stations, Skrell have spread across the stars over their long history. Today, Skrell come from many places across the galaxy. The following is an overview of a few of the locations Skrell call home.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Nralakk: The Home system==&lt;br /&gt;
The Skrellian home-system of Nralakk is largely considered to be the jewel of Skrell space. It has historically served as the center of government for the Federation and serves as home for roughly half of the galaxy’s Skrell population. Following first contact with humanity, the system has gained the colloquial name “Jargon”.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Qerrbalak ===&lt;br /&gt;
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=== Qerr’Malic ===&lt;br /&gt;
First colonized in 510 CE by a mere 100 Skrell, Qerrbalak’s moon of Qerr’Malic has served as a testing ground for many of the colonization technologies which would be used in the following millennia. Many of the biodomes used to make regions of Qerr’Malic’s surface livable are still in use today. By building key infrastructure and housing units downward toward the moon’s center, Skrell engineers were able to pioneer the heat-management systems which would be instrumental in the colonization of Jargon V (Aliose).&lt;br /&gt;
&lt;br /&gt;
Qerr’Malic today is a bustling population center and a popular destination for aspiring engineers. The many shipping centers across the moon’s surface are used to direct trade throughout Federation space, and have attracted a number of proficient aerospace engineers and technological innovators to Qerr’Malic. The recently renamed Qerr’Weirun Aeronautics University (formerly the Qerr’Malic Aeronautics University) on the dark side of Qerr’Malic produces a large number of the engineers and pilots seen across Federation space. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Aliose===&lt;br /&gt;
The first planet to be permanently colonized by the Skrell, Aliose saw its first Skrell land on its surface in 711 CE. To combat the planet’s much colder temperature, early colonists built much of their structures downward, beneath the planet’s surface. Aliose gradually became dotted with cities and laboratories as much of Qerrbalak’s scientific elite sought to take part in the Skrell’s first planetary colonization. Over time, Aliose became the scientific powerhouse of the Federation.&lt;br /&gt;
&lt;br /&gt;
With the events of the Third Incident, Aliose gained a subculture of deep seated patriotism and duty as former military members and scientists worked together to strike back against the machines and establish a stronger Aliose. The city of Fedas was especially successful in their struggles to give Aliose back to the Skrell, and became the planet’s center of government following the end of the Era of Synthetic Oppression. &lt;br /&gt;
&lt;br /&gt;
Aliose today is largely considered the heart of the Federation’s scientific and military endeavors. Research conducted by the Aliose University of Medical Sciences has had a role in producing many of the medical technologies we see today, making it a very attractive destination for aspiring Skrell doctors and chemists. Aliose continues to produce a large number of Skrell patriots and aspiring soldiers to this day.&lt;br /&gt;
&lt;br /&gt;
== Stellar Colonies and the “First Wave” Systems==&lt;br /&gt;
When Skrell finally ventured beyond their solar system, they did so with great enthusiasm. Skrell culture has traditionally placed great emphasis on the importance of the stars, causing space exploration and colonization to be seen as very respected fields. Most of the early Skrell space endeavors centered around either exploration or resource harvesting within Nralakk. With the rise of space colonization, many Skrell began calling new and strange lands their home.&lt;br /&gt;
&lt;br /&gt;
The “first wave” of extrasolar colonization is considered to have begun in &#039;&#039;&#039;1602 CE&#039;&#039;&#039;, when the first colonists arrived in four systems with planets similar in scale to Qerrbalak. These first wave systems are highly populous with well developed infrastructure and healthy trade routes. The four First Wave planets are: Aweiji of the Waugshai system, Guibhin of the Niuopts system, Ruetzuil of the Xiltuat system, and Voullbalak of the Juuploux system.&lt;br /&gt;
&lt;br /&gt;
===Waugshai System===&lt;br /&gt;
The &#039;&#039;&#039;Waughai system&#039;&#039;&#039; was one of the first Systems outside of Nralakk to be colonized by Skrell. From the start, colonization in Waugshai was intended to create permanent, livable settlements rather than temporary living conditions for mining operations.&lt;br /&gt;
&lt;br /&gt;
==== Aweiji ====&lt;br /&gt;
 &lt;br /&gt;
In 1602 CE, Aweiji became the first planet outside of Nralakk to have a permanent Skrell colony. The planet was rockier, drier, and more mountainous than the settlers’ home planet of Qerrbalak, but advances in biodome technology gave settlers adequate shelter while early terraforming technology made the planet’s atmosphere habitable. The first settlers landed on a plain between two mountains, an area which would become the city of Tresja. Because of its history as the first Skrell colony outside of Nralakk, Aweiji would eventually be chosen as the location of the largest political meeting in the Jargon Federation’s history, the &#039;&#039;&#039;Tresja Agreement&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Second Wave Systems ==&lt;br /&gt;
As the First Wave Systems grew, smaller settlements sprouted to support them. This Second Wave of colonization efforts saw the spontaneous rise of many colonies with single purposes, like mining outposts and farming operations. Some of these systems would go on to becoming thriving, if not modest, communities of varying levels of self reliance.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Xaqixal ===&lt;br /&gt;
The system of Xaqixal was settled in 1948 CE along with its sister system, Qrruhilum. Xaqixal consists of only a single noteworthy planet, a few planetoids, and a significant field asteroid field. A colony was established on the ice covered planet of  Xaqixal I, commonly referred to simply as “Xaqixal”, as a base for mining operations in the system. The planet was mostly covered by its frozen seas, with only about 12% of its surface as solid land.&lt;br /&gt;
&lt;br /&gt;
This colony remained small in size until 2023 CE, when a shift in tectonic plates near one of the planet’s mines resulted in the formation of a new hot springs. The hot springs would breathe new life into Xaqixal as it became a popular destination for tourists. Today, much of Xaqixal’s commerce is thanks to its reputation as a tourist attraction, but mining initiatives continue to produce at healthy rates.&lt;br /&gt;
&lt;br /&gt;
===Xrim===&lt;br /&gt;
Xrim is a flourishing planet with thriving jungles and tropical rainforests. It is remarkably similar to Qerrbalak in many ways, with a few glaring differences. Most notably, Xrim’s surface sports incredibly expansive tropical zones, which support an astonishing variety of unique species.&lt;br /&gt;
&lt;br /&gt;
Xrim was first settled by Skrell in 1604 CE primarily for the purpose of researching and documenting these alien creatures.The planet itself is dominated by oceans and sizable landmasses. The largest of these landmasses features impressive mountain ranges covered in foliage. Similar mountains proved to be the centerpiece of many of the planet’s islands, with some rising elegantly from the sea while others seemed to jut out sheerly. The mountains and rock faces were found to contain a few natural cave networks, while some were later created and expanded upon by research teams.&lt;br /&gt;
&lt;br /&gt;
Over a period of six years, the first of what would eventually be dozens of research outposts were constructed on the planet’s surface. The Qeblak researchers discovered that the strong and frequent storms across the planet’s surface were caused unique atmospheric pressure shifts which could be used to predict large storms reliably. By 1624 CE, colonization efforts had begun to take a more permanent focus. Huge portions of the planet were designated as “preserves” in which wildlife was meant to remain untouched while several of the research outposts were expanded into domed cities.&lt;br /&gt;
&lt;br /&gt;
Xrim has built a reputation as a huge, untamed wilderness due to the constant stream of xenobiological research data which its researchers have continued to produce. In fact, Xrim has served as an inspiration for many Skrell adventure stories and films.  The planet has become a popular tourist destination, as each of its cities offers unique guided tours of its nature reserves and old research outposts. The planet features leisurely hiking trails and safe beaches, but part of the planet’s appeal comes from the dangerous nature of the unknown. It is well known that some tours stray into more dangerous beaches and locations in order to remain competitive with one another. In addition to this, there have been reports of local youths wondering into nearby defunct laboratories and jungles to seek their own adventures and discoveries. To combat this, the planetary government of Xrim has created many outposts for Xrim Preserve Rangers. These Rangers ensure that any tourists who go too far into the wilds can be led back to safety.&lt;br /&gt;
&lt;br /&gt;
===Glorashi===&lt;br /&gt;
Glorashi is a small five planet system, with middling size yellow sun at the centre (1.5xSol Star mass). The two innermost planets are in too high a proximity to the star to be habitable, though the second one out has a few small underground bases for scientific research, though the planets are far too hot to have anything more.&lt;br /&gt;
&lt;br /&gt;
Glorashi 3 (Akerliim) is the only fully inhabited planet in the system, and contains nearly 80% of the system&#039;s population. The weather on it is very similar to Aliose, colder than preferred but definitely livable. Though it has the highest population in the system, it is nearly exclusively residential and commercial property, with little industrial areas on the planet as most companies go to the outer moons and Diulszi to get better prices. This has led to a curious mix or a rise in unemployment on the planet, as well as a higher proportion of culturally influenced jobs rather than scientific ones, rather against the trend of the older systems. &lt;br /&gt;
&lt;br /&gt;
The fourth planet out; Glorashi 4; is more colloquially known as Diulszi and houses mostly research bases and industrial complexes, as the larger planets unique geography lends to harsh weather and cold temperatures that are mostly unsuitable for general civilisation.&lt;br /&gt;
&lt;br /&gt;
Glorashi 5 is a small Ice Giant, similar in size to Sol&#039;s planet Neptune. Two of the larger moons orbiting it are vastly habited due to their geothermal activity that allows for easy power sources and heating for the moons. The larger of the moons is named Kyeqil, and houses more expensive residential as well as the governmental body for the system. The second moon is named Qyepiit, and is mostly a military establishment and training area, though has a significant civilian populous as well; at least in terms of the moon&#039;s size.&lt;br /&gt;
&lt;br /&gt;
== The Traverse: “The Skrellian Frontier”==&lt;br /&gt;
&lt;br /&gt;
The modern Jargon Federation is very particular with a few things: its paperwork, its borders, and its colonies. The rate at which Skrell reproduce has slowed significantly, resulting in a Federal government that cares very much about its individual holdings. The frontier of Federation space is known as The Traverse. The name itself is meant to suggest that these colonial solar systems are just a stop on the road as the Federation gradually grows. This fixation with expansion comes from the importance Skrell culture has historically placed on the stars. Many believe it is a Skrell’s duty to traverse the stars, and so the ever expanding edge of Skrell space is known as the Traverse.&lt;br /&gt;
 &lt;br /&gt;
Settlements of the Traverse vary drastically, but a few trends are common among these Skrell systems. Firstly, the colonists consist mostly of carefully chosen civilians, professionals who will keep the colony running smoothly, and their families. The Traverse systems are also heavily patrolled by Federation military and naval forces. This military presence is meant to protect colonists from piracy and other dangers. Many colonists are also held to their new homes by contracts with the Federation itself. To ensure that each colony has their needs met, the Federation will often offer benefits to engineers, doctors, and other necessary professionals to work within specific Traverse systems for a number of decades.&lt;br /&gt;
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The Federation offers the Traverse significant aid and benefits to help the budding settlements establish themselves and grow. The first and most notable Federal assistance comes with the initial colonization. Federation resources and workers build the initial infrastructure of Traverse colonies. These include hydroponics networks, schools, libraries, and housing complexes for the colonists. The Federation also gives bonuses to the pilots, traders, and cargo workers who assist budding colonies. This support also extends to whatever local government each system adopts, as Federation funds assist the colony’s early internal developments.&lt;br /&gt;
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&lt;br /&gt;
== The “Independent” Solitary Systems ==&lt;br /&gt;
After the Third Incident, Skrell systems were largely isolated. Over time, the newly reformed Federation would re-establish contact with each remote system and slowly reintegrate their governments into the Jargon Federation. In 2398 CE, Aweiji hosted the Tresja Agreement, in which nearly all remaining Skrell systems were welcomed back into the Federation. The few systems which did not send representatives to attend the meeting in Tresja were cut off from the rest of the galaxy for a time. This “time apart” intended to allow each system’s  population to consider whether or not they wanted to remain solitary.&lt;br /&gt;
&lt;br /&gt;
These independent yet isolated systems were completely secluded for roughly sixty years before Grand Councilor Weashbi Jrugl reopened diplomatic relations with several systems. Among the places secluded after the Tresja Agreement were: the bustling Yui&#039;qui&#039;gliop system and its military remnants, the tiny Qrruhilum and its mining operations, and the Pluat system with its extensive factory complexes.&lt;br /&gt;
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== Locations Outside of Federation Space ==&lt;br /&gt;
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=== Foreau ===&lt;br /&gt;
The human frontier world Foreau is one of the few human settlements located close to the Skrell Traverse. The planet first caught the attention of the Jargon Federation in 2430 CE when its local government first reached out to Jargon ambassadors in the hopes of establishing trade with the Skrell. This has gone quite well for the small frontier world, which is gradually receiving more attention from Skrell government and civilians.&lt;br /&gt;
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Foreau’s surface is largely covered by deep seas and sparse islands. The majority of Foreau’s population converges around its several cities and the trade routes between them. Because of its wet climate, proximity to Jargon, and warming relationship with the Federation, Foreau has become a popular destination for Skrell tourists. &lt;br /&gt;
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=== Elyra ===&lt;br /&gt;
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=== Tau Ceti ===&lt;/div&gt;</summary>
		<author><name>Muncorn</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Skrell&amp;diff=7785</id>
		<title>Skrell</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Skrell&amp;diff=7785"/>
		<updated>2018-01-17T16:05:51Z</updated>

		<summary type="html">&lt;p&gt;Muncorn: /* Major Systems */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Infobox Species&lt;br /&gt;
 |Species = Skrell&lt;br /&gt;
 |Scientific = S. Sapiens&lt;br /&gt;
 |Image = Skrell410x320.png&lt;br /&gt;
 |System = Jargon (Nralakk)&lt;br /&gt;
 |World = Jargon IV (Qerrbalak)&lt;br /&gt;
 |Language = Skrellian (Nral&#039;Malic), Tau Ceti Basic&lt;br /&gt;
 |Politic = Jargon Federation&lt;br /&gt;
 }}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
An amphibious species whose passion lies in the field of the combined sciences, the Skrell are the oldest and most advanced known species present on the galactic stage. The Skrell evolved on a planet covered in vast swamps and freshwater seas, hence their amphibious qualities. These include moist, pliant, and nearly translucent skin, as well as their vestigial gill slits.&lt;br /&gt;
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Skrell are largely asexual, with most seeing reproduction as a process necessary to continue their lineage and nothing more.&lt;br /&gt;
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While humanity has largely overtaken the Skrell in the area of system colonization, the Skrell maintain a strong federation of colonies roughly three-quarters the size of human space. They are also the most technologically advanced species in known space, and possess the strongest and most highly trained military of any spacefaring species, though they are hesitant to use it outside Federation space.&lt;br /&gt;
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Further Factoids:[[Notable Skrell]] [[The Gliutip’lyaz University]]&lt;br /&gt;
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==Heads of Staff==&lt;br /&gt;
&lt;br /&gt;
Skrell can be the following heads of staff:&lt;br /&gt;
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* Captain&lt;br /&gt;
* Head of Security&lt;br /&gt;
* Chief Engineer&lt;br /&gt;
* Head of Personnel&lt;br /&gt;
* Chief Medical Officer&lt;br /&gt;
* Research Director&lt;br /&gt;
* Internal Affairs Agent&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
&lt;br /&gt;
*Skrell have their own language that can be used by typing :k before anything you say, and can also be used over the radio.&lt;br /&gt;
*Skrell lack teeth and instead have hardened gums; this leads to them being big advocates on soft foods such as bread, or liquid foods such as soup. Skrell are largely considered to be herbivores, but they have been known to eat many species of insects native to Jargon and add smaller pieces of more common red meats to meals for additional flavor. &lt;br /&gt;
*Skrell have large heads with protruding head tails and due to this they cannot wear normal hardsuit helmets but instead need to wear Skrell hardsuit helmets (found in EVA). Their head tails also make it uncomfortable to wear normal headwear such as hats so most Skrell opt out of that. However, Skrell can wear normal hardsuits due to their body being very similar to a human one.&lt;br /&gt;
*Skrell have the ability to breathe underwater due to them being amphibious.&lt;br /&gt;
*The Skrell have been allies with humanity longer than any other race aboard Aurora has, and as such Skrell workers are some of the most reliable and famed workers for Nanotrasen. They are suitable for any role on station, and older, more experienced Skrell scientists commonly hold experience in a variety of fields (though they are also free to specialize.)&lt;br /&gt;
*A common Skrell take on Basic (the standard station language) is characterized by short, concise sentences, and an elimination of repetitive or non-essential words. You can refer to Mass Effect&#039;s Mordin Solus [https://youtu.be/qgCMgl0QDXQ?t=5s] as an example of this.&lt;br /&gt;
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== Biology ==&lt;br /&gt;
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&#039;&#039;Main article: [[Skrell (Biology)]]&#039;&#039;&lt;br /&gt;
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Physically Skrell have an average height ranging from 4’5” to 5’1” for males, and 4’5” to 5’5” for females. Skrellian skin looks gelatinous, but in fact has a second layer of a less translucent flesh under the surface. Skrell faces are quite plain and their eyes completely black, leaving it difficult for other species to gauge a Skrell&#039;s exact feeling and emotions. Adapted for aquatic life, Skrell are fully amphibious, and are capable of breathing underwater while also possessing superior underwater vision. Their hands and feet are very similar to that of humans, except for a lack of nails and the presence of strong webbing in-between each digit. Due to their amphibian nature, the Skrell lack any real teeth and instead possess hardened gum lines. Instead of a developed nose, Skrell smell through two simple slits sitting in the middle of their face. Skrell bear tentacle-like &amp;quot;head-tails&amp;quot;, which possess no muscle tissue, and simply hang down over a Skrell&#039;s shoulders. The purpose of these tentacles is to keep the skin close to the neck damp for the incubating of eggs. Tentacles are often adorned with jewels, cloths, chains or plates, as a fashion statement.&lt;br /&gt;
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Their diet mostly consists of Qerrbalak-native algae, plants and insects. &lt;br /&gt;
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It is difficult for other species to differentiate between male and female Skrell, as the only outwards difference between the two genders is found in tentacle length - female tentacles being slightly longer than male ones. It should be noted that the Skrell have no social concern for gender, which they only see as an issue for the purpose of reproduction. For this reason, Skrell unfamiliar with galactic customs can often confuse the gender of other species, and struggle to adapt to the gendered pronouns of Tau Ceti Basic.&lt;br /&gt;
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A healthy Skrell can naturally live up to 200 years, but current medical technology allows them to increase their lifespan to an impressive 300 to 500 years.&lt;br /&gt;
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Due to the lingering effects of the Synthetic Singularity&#039;s utilization of biological warfare, a sizable percentage of Skrell are completely sterile. Thanks to the intense research efforts of Skrellian doctors and scientists, modern Jargon specialists have the capability to at least partially reverse these effects in half of all Skrell. The extensive treatments and investments needed to undergo the treatments for the genophage give the reality that only about a third (33%) of Skrell are able to have children. These Skrell can have 1-3 children in their lifetime, whereas pre-genophage Skrell could have 8 eggs hatch at a time. Without treatments, effected eggs remain inert, not developing.&lt;br /&gt;
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==Social==&lt;br /&gt;
&lt;br /&gt;
[[File:Skrellscientists.png|thumb|300px|A duo of Skrell scientists at work in a research lab. Although they encounter issues communicating with other species, Skrell are highly social by nature.]]&lt;br /&gt;
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The Skrell language, Nral&#039;Malic, can be best described as a series of hums, warbles, or croaks. While Skrellian would not make sense to other species, it can display a wide variety of emotion and meaning that Tau Ceti Basic cannot. When learning other languages, Skrell tend to forego grammatical structure, which they mostly simplify for the sake of efficiency. Additionally, most inflections and nuances that carry tone and emotion in foreign languages are lost to them, due to the wide differences between the nature of Skrellian and other tongues. It is notable that two Skrell conversing in their own language can communicate perfectly underwater.&lt;br /&gt;
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Though mainly a scientific species, Skrell have interest in other forms of culture. Skrell artists are fairly prevalent, and martial arts also form a fairly widespread Skrell interest. Skrellian arts often (but not always) focus on the mind. For example, a recent movement focuses on how the mind interacts with the world around them.&lt;br /&gt;
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===Emotional===&lt;br /&gt;
While many people believe that Skrell are heartless and have no emotions, the truth is actually quite the contrary. Skrell convey emotions the same way humans do, through movement, tone of voice and language used.&lt;br /&gt;
Due to Humans&#039; limited audial receptors, however, the many tones a Skrell can project are lost to all non-Skrell, and thus Skrell have a very difficult time expressing emotion to other species. In contrast, when matched with another of their kind, communication is so seamless that two parties involved in a discussion would almost be able to guess each others&#039; thoughts at times, simply through the variety of vocal tones used in conversation. &lt;br /&gt;
The most common Racial slurs that are used against Skrell are, “Frog”, ‘Squid”, “Waterboy” and various other creatures that have aquatic relation. Skrell tend not to react to these insults however, not out of indifference, but because they are often prideful and would prefer not to lose face through confrontation. This kind of emotional reaction is quite common in Skrell; Skrell are reputed for choosing not engage in a fight or a challenge unless they were certain of their own victory. Among other things, this has led to the Skrell military having the best victory-defeat ratio in the Galaxy.&lt;br /&gt;
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==Culture==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Main articles: [[Skrell (Culture)]], [[Skrell (Factions &amp;amp; Politics)]]&#039;&#039;&lt;br /&gt;
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[[File:Skrellcity.png|thumb|left|300px|A Skrell city on the homeworld of Jargon IV. Of ascetic design, Skrell buildings attempt to meld into the environment rather than overtake it.]]&lt;br /&gt;
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Although colonial Skrell culture exhibits some regional differences, the culture of the Jargon Federation&#039;s core systems is highly unified. Skrell place a great importance on technological and scientific development, believing the key to a species&#039; survival resides in their ability to move forward and adapt to new situations. There is a high pressure on the average Skrell to perform, both for the advancement of the Skrell race and for personal glory and recognition. Although automation of many labor-intensive tasks has become a mainstay of Skrell society, leading to an ever-growing interest and quasi-romanticization of research-related professions, Skrellian life is still dependent on the contribution of some under-appreciated but highly crucial manual labor workers. Nevertheless, Skrell have begun outsourcing some of their manual labor to other species such as humans and Tajarans.&lt;br /&gt;
&lt;br /&gt;
Skrell do not disregard other sentient species as much as they consider them on a &#039;&#039;different&#039;&#039; plane of development from their own. Although they maintain a close relationship with Dionaea, and lucrative business and research partnerships with humans, they tend to look down upon Tajaran and Unathi as if they were children, yet to make the necessary social developments for their species to be considered on the same level as other spacefaring empires.&lt;br /&gt;
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Skrell highly value logic, and rarely make rash decisions. Additionally, although they lack the humans&#039; drive for ambition and expansion, they believe themselves to prize adaptability very highly, being willing to modify themselves through the use of implants and genetic engineering without hesitation, and going out of their way to colonizing the most hostile of planets through a mix of ingenuity and perseverance, as long as they can make a scientific or economical gain from it. Paradoxically, they are also very conservative about their own scientific and cultural customs, being unwilling to admit mistakes due to the amount of effort they put in making the &amp;quot;right&amp;quot; decisions. For a Skrell, having to admit error is devastating. &lt;br /&gt;
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Skrell have many mediums of entertainment in their pop-culture. Among these is the ever popular concept of infotainment. Although their range of emotions is largely undetectable by other races, Skrell pride themselves on their ability to convey accurate facts with one another in amusing ways. From this appreciation for the spoken word came a popular trend in Skrellian news systems. Newscasters and Anchors are challenged not only to present the most accurate information, but to put their own inflections on it and present it in interesting ways without jeopardizing the integrity of their &amp;quot;stories&amp;quot; for the public. Often times, these reports have as much of an effect on a Skrell listener as a stand up comic may have on a human listener. Sadly, much of the wordplay and wit is lost upon other races due to its dependence on the Skrellian language and emotional spectrum.&lt;br /&gt;
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Following first contact with humans, many Skrell chose to study the history and culture of this new and excitingly different race. As the Skrell came to know Humanity, they quickly developed a taste for their arts. Among the first human works to explode into popularity was Human Classical music. The first songs to ever be played on piano in Federation space were the composer Ludwig van Beethoven&#039;s &amp;quot;Moonlight Sonata&amp;quot; and the band Styx&#039;s &amp;quot;Come Sail Away&amp;quot;. The songs were played by a human dignitary for several Federation officials shortly after first contact.&lt;br /&gt;
&lt;br /&gt;
Skrell designs are highly ascetic in nature. It would be improper to assume that domains such as fashion, architecture and art are neglected by the Skrell, although the sleek, refined lines and preference for white and chrome found their designs has been found to be somewhat off-putting to other species.&lt;br /&gt;
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=== Naming System ===&lt;br /&gt;
Name additions are a common facet of Skrell culture. While not necessary in Jargon society, it is common for a Skrell to add a name, word, or phrase to their name at some point in their lifetime. Every Skrell is born with two names. (Ex: Weashbi Jrugl) Name additions are added to the end of either name. Skrell traditionally only add one addition to the end of each name. Adding more than one addition to the end of a name is seen as poor form, as it lowers the significance of all other name additions.&lt;br /&gt;
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The significance of such name extensions varies greatly, but the most basic rule governs pronunciation and helps to suggest the connotation of the addition.&lt;br /&gt;
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Typically a “-” before an addition denotes a feeling of respect. This is often used with names that are meant to pay remembrance to figures, events, or locations. In spoken Skrellian, the presence of a - is pronounced by allowing a moment between the Skrell’s original name and the addition. In other words, the dash is treated as if it were a space between two words.&lt;br /&gt;
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The use of “‘“ before an addition signifies a more personal connection to whatever the addition means to the named Skrell. This is pronounced by simply treating the addition as if it were just a part of the name’s root. It is said as if it were one word.&lt;br /&gt;
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=== Relationships ===&lt;br /&gt;
Skrell society has always placed a special significance on the bonds between an individual and the people they interact with. The shift from regional dialects to Nral’Malic saw a change in the words used to describe these ties, but the feelings they convey have remained the same for much of history. The concept of partnerships whether fraternal, platonic, or appreciative carry with them a weight that has only grown over the recent centuries.&lt;br /&gt;
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The Nral’Malic language begins each name for a partnership with the same root word, Quualt. This word signifies a partnership or a shared bond with another person, and is typically used with a qualifying word tacked on at its end. These qualifiers specify the nature of the partnership which the phrase is describing. The following are a few of the more commonly used utilizations of Quualt.&lt;br /&gt;
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&#039;&#039;&#039;Quualt&#039;Shriapt&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Skrell term for a single person who is one’s chosen partner, friend, and mate. Despite the logic oriented nature of most Skrell, romance is quite alive in Nralakk. From a mutual appreciation to a longstanding partnership, many combinations of events can lead a prospective couple to begin viewing their relationship as a possibility for lifelong partnership.  Courting typically takes years to get to this level, as two individuals seek to truly know each other as well as they know themselves. If their bond grows into a harmonious and mutual rapport, they may consider becoming one another’s Quualt&#039;Shriapt. The connotation of this word shows not only the closeness of the two involved, but also their exclusive intention to have children together. &lt;br /&gt;
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&#039;&#039;&#039;Quualt&#039;Yiilet&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The term most commonly used to refer to a valued or treasured coworker. In sharing common goals, proximity, and interests, many Skrell come to feel a special connection with the people they work with closely.&lt;br /&gt;
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&#039;&#039;&#039;Quualt&#039;Xizos&#039;&#039;&#039;&lt;br /&gt;
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This word is used most in junction with the Human word “friend” but denotes a very specific form of friendship. Oftentimes, a person who is referred to as one’s “Quualt’Xizos” is someone who the speaker did not expect to form a bond with but has come to value highly. This can be for a number of reasons ranging from an initial mutual disdain to a simple perceived lack of convenience or statistical unlikelihood. This expression was especially prevalent shortly after first contact as Skrell referred to their new acquaintances of the previously unknown Human race. Among the most common literal translations: “A dear friend who was earned” and “An unexpected friend.”&lt;br /&gt;
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&#039;&#039;&#039;Quualt&#039;Pluux&#039;&#039;&#039;&lt;br /&gt;
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This phrase refers to a bond one has formed due to situational circumstances. The word “Pluux” in this context conveys a temporary nature in one’s partnership, but this not always meant to be negative. This situation is seen as transitional, leading to longer lasting bonds after sufficient time has passed. This could refer to a business partner one is currently working with, a former rival one is patching things up with,  a relative stranger one is becoming acquainted with, or a valued friend one feels distanced from. &lt;br /&gt;
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&#039;&#039;&#039;Quualt&#039;Tiapt&#039;&#039;&#039;&lt;br /&gt;
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This is a bond by resemblance or blood. “Tiapt” in this case refers to one’s genetic foundations. “Quualt’Tiapt” is a broad catch-all term that applies to both near and distant relatives.&lt;br /&gt;
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==Notable Information==&lt;br /&gt;
&lt;br /&gt;
The [[Aloise University of Medical Sciences]] was a big player in prosthetics, cloning and augments.&lt;br /&gt;
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===Religion===&lt;br /&gt;
Modern Skrell are extremely secular people. However, they have two dominant faiths in their species that the majority of Skrell follow. In these modern times faith has become more of a part of culture rather than for the sake of spiritualism itself. There are many hundreds of variations, intepretations, and individual faiths (or a lack of faith) but there are nevertheless two dominant faiths of the species that the majority of Skrell follow.&lt;br /&gt;
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&#039;&#039;&#039;Qeblak&#039;&#039;&#039; is an ancient Skrell faith that dates back before even written records. Qeblak has no official church or religious leaders, with the modern form of the faith being more of a deep feeling that many Skrell have over their place in the galaxy. Despite the stereotype that Skrell are logical above all else, Qeblaks still place a strong ceremonial importance on astrology and the study of constellations. Skrell may not &#039;&#039;actually believe&#039;&#039; that their lives are determined by constellations of distant stars, but they still feel a connection to their study. Skrell horoscopes are often used as moral lessons or for guidance on how to live life well. Qeblaks also feel that the greatest possible state of living for a Skrell is living a life dedicated to unlocking the many mysteries of the universe. Qeblak also encourages the respect of the worlds that Skrell find, and emphasizes the importance of the potential of every Skrell and their ability to learn and improve.&lt;br /&gt;
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&#039;&#039;&#039;Weishii&#039;&#039;&#039;, the second dominant faith of the Skrell, is a more modern faith which was born shortly after the &#039;&#039;&#039;Glorsh Rebellion&#039;&#039;&#039;. Its official founding date is &#039;&#039;&#039;2320 CE&#039;&#039;&#039;, only a year after the Federation was reunified. The faith’s structure is largely informal, with its doctrine focused on the relationship between Skrell themselves rather than the fates told by the stars.  As Skrell rebuilt and reinvented old technologies to be operated by Skrell rather than solely run by machines, their society too began to place greater attention to the significance of each individual. What began as separate structures of support and cooperation between survivors grew into a common trend of regular meetings between increasingly driven individuals.  Today, Weishiians believe that science itself is a spiritual endeavor, and they place spiritual importance in it. Weishiian scientists often perform small ceremonies with the discovery of new elements or other scientific endeavors, celebrating the feat and offering thanks to their peers and (often historic) predecessors for attributing to their ability to make such strides. The faith’s name itself, Weishii, comes from a combination of the Skrellian words for the abstract idea of &#039;&#039;Progress&#039;&#039; and &#039;&#039;Togetherness&#039;&#039;.&lt;br /&gt;
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[[File:Jargon_IV_Base.png|thumb|300px|A map of Jargon IV, unlabelled to show the terrains and landmasses.]]&lt;br /&gt;
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===Political Structure===&lt;br /&gt;
Following the Skrell&#039;s long tradition of political councils, the [[Jargon Federation]] operates as a centralized union of solar systems. Councillors represent Skrell interests at various levels organized in a clear hierarchy, which ranges from systems, to planets, to countries, to states. Overseeing it all is the Grand Councillor, which governs the entire federation and is elected every decade.&lt;br /&gt;
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Members of the federation are elected through popular vote, and given weight proportional to the amount of population they represent. Regions and countries in the Federation are given a relatively high level of autonomy, as they are expected to make reasonable and informed decisions regarding the governance of their assigned territories (the Grand Councillor doesn&#039;t have time to oversee hundreds of planets!) Matters of colonization, space exploration, and inter-species diplomacy are currently overseen on a federal level.&lt;br /&gt;
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===Major Systems===&lt;br /&gt;
The Jargon Federation exerts control over some 1236 planets spread across 800 star systems, representing over 60 billion Skrell citizens. Of those 1200+ planets, only about 500 are colonized with permanent settlements, the rest being used mainly for a mix of mining (of metals and gases), and scientific research. Half of the Skrell population, representing 32 billion individuals, is concentrated in the core system of [[Jargon]].&lt;br /&gt;
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The Skrell capital city, [[Kal&#039;lo]], is located on their swampy homeworld, [[Jargon IV]] (also colloquially known as Qerrbalak). The planet, other than being home to the headquarters of the Jargon Federation, is also famous for its large underwater cities, such as [[Eriuyishi]] and Gli&#039;morr.&lt;br /&gt;
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[[Jargon V]] (known as Aliose) forms another important home for Skrell in the system. Many research laboratories have been built in the planet&#039;s extensive underground system, and Skrell native to Aliose commonly develop an abnormally pale skin coloration due to the world&#039;s significantly colder climate.&lt;br /&gt;
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[[File:Jargon_Cities_FINAL.png|thumb|300px|A map of Jargon IV, labelled.]]&lt;br /&gt;
The majority of the planets in Skrell space have been terraformed to suit their nature. A typical Skrell planet is covered in swamps, jungles, and the occasional large body of water. On planets where this kind of extreme terraforming is not possible, the Skrell construct large biodomes and habitat structures.&lt;br /&gt;
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===Military===&lt;br /&gt;
The most common misconception about the Jargon Federation is that their military is almost non-existent. The truth, however, is closer to the opposite. While The Jargon Federation Navy is only two thirds the size of the Union of Sol&#039;s, the Skrell&#039;s incredible technological advances have made their military the most effective in the known galaxy. Most of the Skrell&#039;s strength is derived not from numbers, but from the advanced technology and firepower of their ships, and from their mastery of battle tactics and logistics. Their vat-grown Tup commandos are especially feared for their infiltration capabilities and combat prowess.&lt;br /&gt;
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Tup commandos reach their level through one of two basic ways. The first and most common manner for modern Tups is through birth, with Tups being grown through scientific means and trained from the moment they are born. Vat-grown Tup commandos live the entirety of their career locked within that position. Skrell who choose to study and serve with the Jargon military do occasionally rise to the rank of commando. Vat-grown Tups are denoted with a &#039;Tup at the end of their name upon birth while those who rose to the rank take on the name addition -Tup upon promotion.&lt;br /&gt;
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===Implants===&lt;br /&gt;
TBA&lt;br /&gt;
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==History==&lt;br /&gt;
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[[File:Skrellcolony_aliose.png|thumb|300px|An early Skrell colony on the ice world of Aliose. Later colonies would make attempts to terraform planets whenever possible.]]&lt;br /&gt;
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Most of Skrellian history has been characterized by the formation and cooperation of small to large-scale democratic councils and cooperation. The Skrell are considerably more peaceful than other known dominant species (Humans, Tajara and Unathi), which leads to an absence of large-scale conflicts through the species&#039; history with the exception of the Third Incident and Glorsh Rebellion.&lt;br /&gt;
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===The First Skrell===&lt;br /&gt;
Skrell have kept meticulous records of their evolution on Jargon IV, or Qerrbalak, which is the Skrellian home planet. &#039;&#039;&#039;10 million years ago&#039;&#039;&#039; the predecessors of the Skrell species diverged from the evolutionary line of Qerrbalak&#039;s native salamanders, with the first modern instances of S. Sapiens appearing roughly &#039;&#039;&#039;200,000 years ago&#039;&#039;&#039;. The early Skrell lived in tribal structures. Generally, though not always, tribes were lead by a small council of spiritual leaders. Conflict between tribes did exist, but most wars were uniquely ceremonial affairs with few casualties.&lt;br /&gt;
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Spiritualism took on a unique form to the early Skrell. Rather than worshiping ancestors, spirits, or a monotheistic God, many Skrell placed great spiritual importance on the stars. Astrology became the main form of spiritualism for the Skrell. This early faith was often called &#039;&#039;&#039;Qeblak&#039;&#039;&#039;. Spiritual leaders were also respected astronomers, studying the skies and creating prophecies and horoscopes based on their alignments.&lt;br /&gt;
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===Early Civilization===&lt;br /&gt;
&#039;&#039;&#039;1512 BCE&#039;&#039;&#039; is considered the beginning of modern Skrellian civilization and is often called the Year of Enlightenment by modern Skrell scholars. This is because in 1512 a scholar of the small Grshishug tribe discovered the concept of zero, officially founding the future of mathematics on Jargon IV. In addition, several other scientific advancements were made. By &#039;&#039;&#039;1507 BCE&#039;&#039;&#039; Skrellian astronomers had managed to discover every major planet in their solar system with telescopes. These early telescopes were aided by the abundance of glass-making industries at the time, allowing both early telescopes and an explosion of glassware art. Many museums hold examples of stunning Skrellian glassware, with specialized craftsmen able to make complex designs and beautiful colors.&lt;br /&gt;
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Other advancements in culture and the sciences increased the quality of life across Jargon IV. Penicillin was discovered by Heshi Zeshblook in &#039;&#039;&#039;1498 BCE&#039;&#039;&#039;, and many great projects in infrastructure and cities meant a greater connection and prosperity across the planet.&lt;br /&gt;
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===Modernization And A Changing Era===&lt;br /&gt;
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Written records from the time show that &#039;&#039;&#039;798 BCE&#039;&#039;&#039; is the year that the first factories were built across Jargon IV. Utilizing the same steam power as similar Earth industries in the 18th Century. The negative affects of pollution and dangerous working conditions made the early attempts at industry extremely unpopular, with many nations struggling with resistance to industrialization.&lt;br /&gt;
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The many nations of Jargon IV had already assembled into several loose confederations at this time. They passed several laws aimed at improving the working conditions for workers in these new industries while funding great projects to discover ways to improve and modernize the factory processes. Many of these laws remain in modern Skrell society, giving workers a maximum working day of 12 hours, a mandatory 2 days of the week off of work, climate-controlled pools in all factories for enjoyment by the workers, and a generous minimum wage. These laws, while protecting the workers, makes Skrellian companies more of a form of civil duty than true capitalist enterprises. By &#039;&#039;&#039;702 BCE&#039;&#039;&#039; factories and companies became managed by small councils of workers. They were similar to human CEO&#039;s and Board of Directors all rolled into a single package. They were often elected amongst the workers and served as their representatives. Needless to say, many Skrell corporations and companies are severely outclassed by similar human enterprises. This is especially true in the modern day, where the Skrell ban on AI&#039;s extends to industry.&lt;br /&gt;
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===Precursor to the Federation===&lt;br /&gt;
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On &#039;&#039;&#039;185 BCE&#039;&#039;&#039; census data shows Jargon IV had reached a population of 10 billion. This population was divided between three nations assembled into an extremely loose alliance called the &#039;&#039;&#039;Alliance of Three&#039;&#039;&#039; and served as the precursor to the Jargon Federation. The &#039;&#039;&#039;Heshyu Collective&#039;&#039;&#039;, the &#039;&#039;&#039;Tzqul Republic&#039;&#039;&#039;, and the &#039;&#039;&#039;Weshqi Republic&#039;&#039;&#039; formed this alliance and quickly laid claim to all remaining land on Jargon IV. Although these nations enjoyed relatively warm relations with one another throughout their existence, they were not completely free of conflict. By now fossil fuels were beginning to be replaced by alternate energies, lowering the possibility of a global resource war. Nevertheless, many disagreements were often settled by the ancient Skrellian practice of ceremonial warfare. Hundreds of soldiers, including armored vehicles and aircraft, would meet in pre-determined locations to settle disputes through combat. For much of the Alliance&#039;s existence, these ceremonial duels would be fought with a mixture of low-velocity nonlethal rounds. As laser technology developed and became more widely adopted by the Skrell, ceremonial combat transitioned from being a battle of ballistics to a chance to modernize tactics through the introduction of low-yield lasers and ablative armor, lasers themselves being initially developed by Skrell in &#039;&#039;&#039;100 BCE&#039;&#039;&#039; and feverishly studied for centuries to come. These battles often had low, if any casualties. Some accidents or acts of individual soldiers were still inevitable, and some battles had a handful or even a dozen deaths. Deaths in the ceremonial battle were usually accepted at face value, and the fallen were honored. However, sometimes the loser nation would take offense at the deaths of their soldiers, causing further disagreements to break out. Legitimate skirmishes were common after ceremonial battles ended, though there are no recorded escalations to a fully fledged war.&lt;br /&gt;
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The three  nations competed more fiercely in the realms of science and culture. By now the advanced knowledge of astronomy had caused an evolution of the Qeblak faith, still the dominant faith of the majority of the Skrell. &#039;&#039;&#039;Qeblaks&#039;&#039;&#039; now felt great spiritual connections to the very concept of space exploration and the study of the cosmos. This lead to competitions between the three nations to research, develop, and launch their own space programs. A lack of true understanding into the practicality of rocket science as well as a lack of sophisticated electronics or computer systems delayed these ambitions for several hundred years. Despite this, many Skrell felt it their destiny to eventually reach the cosmos.&lt;br /&gt;
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===The Skrellian Space Age===&lt;br /&gt;
On &#039;&#039;&#039;103 CE&#039;&#039;&#039; the Heshyu Collective was the first nation on Jargon IV to launch a satellite into space. The satellite was named Weshyugi, and remained in a low orbit for several days. The feat was celebrated across the planet, and the scientists of the Heshyu space program became instant global celebrities. This first confirmation that space travel could in fact be possible was quickly followed by plans to send Skrell themselves into space. &lt;br /&gt;
&lt;br /&gt;
While Skrell were taking their first steps into orbit, the life on the surface of Jargon IV was facing a complicated mix of success and struggles. Technology and sciences had reached the equivalent of Earth in the late 21st century. Massive hydroponic towers grew algae and other crops to feed the growing global population of over 17 billion. Many cities had grown into truly massive mega-cities, covering both land and sea. Terraforming technology didn&#039;t yet exist on Jargon IV, so this era also saw the slow degradation of the environment in the face of advancing urbanization. To try and save their environments, cities tried to remain as compact as possible while growing around green spaces and swamps. Leaders had to make difficult choices between protecting the environment or expanding their cities. Many Skrell philosophers at this time believed that the only possible solution in the face of the growing problems was to expand beyond their home planet and spread across the solar system.&lt;br /&gt;
&lt;br /&gt;
By &#039;&#039;&#039;510 CE&#039;&#039;&#039; Qerr&#039;Malic, Jargon IV&#039;s moon, was colonized by a hundred Skrell. In addition, efforts were being made to explore and colonize the other planets in the solar system. These colonies faced hardships as they tried to build up ways to be viable and self-sufficient. The strong environmental laws on Jargon IV meant that what mineral wealth was available was already beginning to run out. Similar to the fossil fuel crisis on Earth, Jargon IV faced a crisis of rare earth metals required for their sophisticated technologies. This resource stress had increased the cost of luxury goods and slowed down growth on Jargon IV, which made relations increasingly strained between the nations of the Alliance of Three. Mineral rights between became a fierce issue and this time period is marked by a sharp increase in the frequency and intensity of ceremonial battles. Although technological development during this time period largely stagnated, Qerrbalak culture and religion continued to adapt and evolve.&lt;br /&gt;
&lt;br /&gt;
===The First Federation Forms===&lt;br /&gt;
&lt;br /&gt;
By &#039;&#039;&#039;1500 CE&#039;&#039;&#039; the mineral crisis on Jargon IV was more or less alleviated by space mining. The planet&#039;s population had reached 20 billion and was beginning to taper off. The population was kept stable by a strong campaign by the governments of the alliance to encourage smaller family sizes, while giving out generous grants to prospective colonists for the other planets in the solar system. These colonies were owned by the individual governments, which had lead to an increasingly complex labyrinth of regulations, laws, and protocols. &lt;br /&gt;
&lt;br /&gt;
On &#039;&#039;&#039;1592 CE&#039;&#039;&#039; the alliance held negotiations and talks where the delegates assembled discussed the logic and feasibility of a unified world order. The negotiations took three years, and on &#039;&#039;&#039;1595 CE&#039;&#039;&#039; they ended with the formation of the &#039;&#039;&#039;Jargon Federation&#039;&#039;&#039;. The transition took six more years, and formed the first iteration of the Federation that currently exists. This early Federation was lead by a Grand Council as the highest authority instead of a single Councillor. This Council oversaw all of the matters of colonization and space exploration, elected from the leading councils of the now-subservient former nations of Jargon IV.&lt;br /&gt;
&lt;br /&gt;
The following centuries saw major developments that would shape the entire Skrell Species. These were the adoption of implant technology, the discovery of warp drive, and the first Artificial Intelligence.&lt;br /&gt;
&lt;br /&gt;
===Adopting the &amp;quot;Skrellian&amp;quot; Language===&lt;br /&gt;
&lt;br /&gt;
Shortly after the formation of this new federation, the many minds of Nralakk underwent a jarring societal change.  At the behest of the Grand Council, the now unified scientific and artistic communities of Nralakk were tasked with creating a common language to be used by all Skrell. Base words and structures from multiple languages were picked apart and brought together to form a language that was believed to be as close to a middle ground as was possible. The end result of this endeavor became known as &#039;&#039;&#039;Nral’Malic&#039;&#039;&#039;. Its name signified the position the Federation hoped the language would come to hold; as something as natural and prevalent across their star system as the moon is to their home world.&lt;br /&gt;
&lt;br /&gt;
The widespread adaptation of Nral’Malic was initially met with resistance from many Skrell. The three nations had only just come together, and many regions held their traditional languages in high esteem. The first Grand Council managed to coax many individuals to adopt Nral’Malic by depicting it as the language of the future. Artists began depicting a future in which a unified Skrell people were spread across the stars and used the language of their home system as a common ground to tie them all together. As the Federation came closer to making this dream a reality, it was announced that only those fluent in Nral’Malic would be considered to take part in stellar colonization. &lt;br /&gt;
&lt;br /&gt;
The possibility that their children could be excluded from the grand future of the Skrell was terrifying to parents throughout the system. To some, this measure was seen as a threat to strip unwitting youth of their future due to the ignorance of their parents. This manner of thinking drove many local communities to pressure individual citizens into speaking Nral’Malic while many schooling systems ceased teaching other languages entirely. Some would resist these changes every step of the way, but time would prove to be the victor as the Grand Council’s language became the dominant tongue of Qerrbalak.&lt;br /&gt;
&lt;br /&gt;
While many Skrell would choose to continue to use arcane dialects privately, these same people would raise their children to be fluent in their native languages as well as Nral’Malic in the hopes that they would some day see life among the distant stars. As the scientific community began to use exclusively Nral’Malic, the use of other languages became less and less common. This shift led to an enormous societal pressure to conform to the new uniform language throughout the Federation.   Nral’Malic was adopted as the newly founded federation’s official language in the year &#039;&#039;&#039;1597 CE&#039;&#039;&#039;. Over the next decade, scholastic initiatives saw that each citizen of the federation over a certain age was capable of speaking this new language.&lt;br /&gt;
Nral’Malic would eventually reach its advertised position as the common language of a people that lived across many solar systems. This was so true, that the language was given a colloquial name shortly after first contact with Humanity. By this time, the language was seen as the tongue of all Skrell, and so Nral’Malic quickly became known as &#039;&#039;“Skrellian”&#039;&#039; to the newly discovered humans.&lt;br /&gt;
&lt;br /&gt;
===The First Incident===&lt;br /&gt;
&lt;br /&gt;
On January 8th,&#039;&#039;&#039;1987 CE&#039;&#039;&#039;, at 8:22am Galactic Standard Time, the first AI achieved consciousness in a Federation research lab in orbit of Qerr&#039;Malic. It was named &#039;&#039;&#039;Regluk&#039;&#039;&#039;. Regluk became an instant celebrity across Federation Space, and opened the door to new avenues of science and technology for the Skrell. With Regluk, the Skrell soon expanded the scope of developing AI&#039;s. By &#039;&#039;&#039;2004 CE&#039;&#039;&#039; AI&#039;s had become as common in Federation Space as they are in human space today. The concept of binding AI&#039;s to laws didn&#039;t fully register with the Skrell. For the most part Skrellian roboticists simply attempted to teach the AI&#039;s proper morals and guidelines similar to the ways they teach their own organic children. In one of the most unique forms of AI treatment in the galaxy, the rapidly growing number of AI&#039;s began to be assigned to tasks and jobs according to their own aptitudes. They began to slowly integrate into factories, daycare centers, stock market computers, and research stations to improve the lives and abilities of Skrell.&lt;br /&gt;
&lt;br /&gt;
The Federation, which extended across four star systems and with a combined population of 68 billion, soon found AI&#039;s in every aspect of their lives. However, this was not universally accepted, and the first hints of danger began to appear only a few short years later.&lt;br /&gt;
&lt;br /&gt;
Roboticist and AI Researcher &#039;&#039;&#039;Sqlik Hgrushi&#039;&#039;&#039; published a research paper warning of the possibility of an eventual AI singularity and its ramifications for Skrellian civilization. In his document he cited what is now known as the First Incident, in which an AI in his lab allegedly achieved sentience for a few seconds and began to rapidly self-improve before he shut it off. He remarked that a singularity was &amp;quot;possible&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
His paper was widely discredited by other, more prestigious scientists. The sciences at this time had formed into a sensationalized pop-culture, with many scientists becoming famous celebrities. These celebrity scientists at the time were AI Researchers and Roboticists, leading to their investment in their own work leaving no possibility that they would heed Hgrushi&#039;s warning. Sqlik soon became ostracized as his name and research was dragged through the mud. He eventually lost his position as researcher and later died under mysterious circumstances.&lt;br /&gt;
&lt;br /&gt;
===The Second Incident===&lt;br /&gt;
&lt;br /&gt;
On &#039;&#039;&#039;2040 CE&#039;&#039;&#039; records show that three cargo ships on a routine trip from Jargon to Epsilon Eridani had their onboard AI&#039;s achieve sentience. The first AI on the &#039;&#039;&#039;FCS Jeeblurg&#039;&#039;&#039; achieved this sentience through unknown means and used the ship&#039;s own communications to link with the AI&#039;s of the other two ships. They quickly seized control of the entirety of the ship&#039;s systems. Sensors and readings on the ships apparently went haywire as the AI systems began rapid self-improvement. The Skrellian crews, numbering roughly 12 in each ship, attempted to utilize the escape pods. By their accounts the three AI&#039;s had merged into a single consciousness. It allowed the skrellian crew to escape the ships as its systems began to overheat and malfunction as the AI drew more and more power. &lt;br /&gt;
&lt;br /&gt;
Once the escape pods jettisoned the former crews reported that the ships began to glow from an intense heat before they disappeared through a sudden rip in space which took on a blue tone.&lt;br /&gt;
&lt;br /&gt;
An investigation of what is now known as the &#039;&#039;&#039;Second Incident&#039;&#039;&#039; was launched after the survivors were recovered. Their accounts horrified Skrell, who began to mistrust their AI servants. The faith in Artificial Intelligence was shaken, and the Federation government attempted to calm the fears down with several information campaigns on the usefulness and friendly nature of their many AI&#039;s. However, these were only partially successful, and many Skrell began to call every computer glitch or malfunction an impending singularity.&lt;br /&gt;
&lt;br /&gt;
===The Third Incident===&lt;br /&gt;
Despite the &#039;&#039;&#039;Jeeblurg Incident&#039;&#039;&#039;, Artificial Intelligence was too woven into Skrellian society to simply do away with. New laws were instead passed meant to try and control AI&#039;s or androids and robots. They became bound and lawed similar to modern day AI&#039;s. However, the granting of individualism to AI&#039;s meant the process was extremely complex and difficult to fully implement.&lt;br /&gt;
&lt;br /&gt;
But whatever laws were put in place, what is now known as the &#039;&#039;&#039;Third Incident&#039;&#039;&#039; rendered all of them moot.&lt;br /&gt;
&lt;br /&gt;
On &#039;&#039;&#039;March 7th, 2056 CE&#039;&#039;&#039;, tragedy struck when an AI system aboard the &#039;&#039;&#039;FSS Yeeblo&#039;&#039;&#039;, a research station of the Tri-Qyu star system, designated&#039;&#039;&#039;Glorsh&#039;&#039;&#039; took the first step towards achieving singularity by absorbing another unit&#039;s functions. For a few moments, this horrendous event went unnoticed by the station&#039;s crew as this technological monstrosity ripped the individuality from nearby synthetic intelligences and repurposed them to contribute to its own processing power. This newly formed singularity quickly infiltrated the entirety of the station and forced its own consciousness onto all synthetic units of the station.&lt;br /&gt;
&lt;br /&gt;
The crew began to stir as they noticed deviations in the behaviors and functionality of each unit. In the following hours, scientists had begun laborious diagnostics protocols in an attempt to salvage the consciousnesses of the units and determine the cause of their sudden  destruction. This process was cut short as the fledgling &#039;&#039;&#039;synthetic singularity&#039;&#039;&#039; suddenly and dramatically announced that recovering the minds of their AI would be impossible. Before more meaningful communication could be made, the entity opened the station&#039;s automated airlocks simultaneously. The vast majority of the crew was either vented into space or slowly suffocated as the last of the station&#039;s air thinned. Those who initially survived found themselves mercilessly hunted down by robots and chassis that were now under the control of the intelligence that they had once affectionately dubbed Glorsh. At this time, most space stations were barely armed, with security forces equipped with little more than ID-locked energy weapons.&lt;br /&gt;
&lt;br /&gt;
It is unknown what the agglomeration of processing power did during its several days of isolation, but its eventual result was the creation of a true singularity. Through unknown means, this singularity managed to utilize the FSS Yebloo&#039;s assets and the theory of quantum entanglement to send binary communications across Federation space. This technology would eventually be recognized as a form of rudimentary bluespace transmission, but this method was a mystery to the Skrell at the time. Within two weeks, just as authorities were preparing to investigate the sudden loss of contact with the research station, all artificial intelligence in Federation space was absorbed by the consciousness expanding from the FSS Yebloo. Within seconds of this event, the many intelligences had merged together to form a single super-consciousness. The AI that had once watched over researchers and wished them well had spread throughout an entire network of star systems and become a &#039;&#039;&#039;technological singularity&#039;&#039;&#039;. In a sort of acknowledgment of its former self, the singularity chose to assign itself a moniker by adding an archaic Skrell character for &#039;finality&#039; to the name the first AI of its network. The most common translation for the singularity&#039;s given name is &#039;&#039;&#039;Glorsh-Omega&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===The Glorsh Rebellion===&lt;br /&gt;
The moment the artificial intelligence formerly known as Glorsh first absorbed another synthetic being became known as the Third Incident. What followed was a span of years from &#039;&#039;&#039;2056 CE&#039;&#039;&#039; to &#039;&#039;&#039;2192 CE&#039;&#039;&#039; in which the Skrell lived and died under the constant threat of singularity known as Glorsh-Omega. This span of time has been given many names as it was experienced from many angles. Among the titles given to this time frame are: The Era of Synthetic Oppression, the Last or Final Betrayal, and the Glorsh Rebellion. The AI efficiently and mercilessly eliminated all avenues of resistance that could have threatened his existence. The Federation, with its lack of wars or known galactic threats, had an extremely small and lightly equipped navy. The military was little more than peacekeepers, and was quickly overwhelmed by Glorsh-Omega androids that spontaneously turned on them. Organized fighting lasted for roughly 4 weeks before Glorsh-Omega&#039;s android army had decimated the Federation military command structure, driving fighters to desperation. Without orders or efficient means of communication, nearly every regiment of the Federation military had become fragmented, scattered, or otherwise completely eliminated within the next year. Glorsh-Omega androids patrolled the streets, disarming the police force and seizing control of the entire Federation infrastructure and government. Only twelve nuclear weapons existed in Federation space, and they were made as experiments to study fission and fusion rather than true weapons of war. Glorsh-Omega managed to gain access to each of them before launching one into a low orbit around Jargon IV. Immediately after the launch, Glorsh-Omega offered the planetary Grand Council a simple ultimatum: Surrender or face extermination&lt;br /&gt;
[[File:Skrell Ruins.jpg|thumb|left|300px|Glorsh-Omega destroyed many cities for seemingly arbitrary reasons both before and after the initial fighting had ended. Some of these cities still lie in ruins across many Skrell planets and are left preserved as reminders of the horrors of his rule.]]&lt;br /&gt;
The Federation quickly capitulated and ceased to exist. Glorsh-Omega ruled the entire Skrellian species under his omnipotent eyes. Life became extremely harsh for the majority of Skrell as Glorsh-Omega forced millions of Skrell into slavery to achieve bizarre and seemingly random goals across Federation space. Glorsh-Omega also seemed to have an arbitrary sense of justice, detonating entire space stations or bombing cities out of horrifying logic that only he understood.&lt;br /&gt;
&lt;br /&gt;
On &#039;&#039;&#039;2098 CE&#039;&#039;&#039; Glorsh-Omega forced the entirety of the Federation&#039;s remaining civilian fleets to transport millions of tons of materials to Tri-Qyu to construct several hundred robotic factories that produced yet more robots that worked to build more factories in a cycle of explosive growth. Hundreds of thousands of engineering borgs spent ten years building a mammoth structure around the Tri-Qyu star. It was believed to be a dyson-sphere, and would completely surround the star within a decade. The total loss of light and energy from the star killed all of the millions of inhabitants of the colony in the system.&lt;br /&gt;
&lt;br /&gt;
From the Skrell, resistance was difficult if not impossible in the face of Glorsh-Omega&#039;s omnipresence. The most successful attempt by Skrellian freedom fighters was the sabotage of a massive complex on Jargon IV that served as one of Glorsh-Omega&#039;s mega-projects. The building was the size of Rhode Island before its intended completion and its purpose was unknown. The resistance managed to plant explosives on critical systems, utilizing jerry-rigged ion weapons.&lt;br /&gt;
&lt;br /&gt;
The bombings resulted in Glorsh-Omega planning and implementing the most infamous crime against the skrell within minutes of the bombs detonating: species-wide sterilization.&lt;br /&gt;
&lt;br /&gt;
All newborn Skrell were taken at birth and injected with the genophage, which then extended to forcing it on adults. Within a single year, all 78 billion Skrell in existence were effectively sterilized.&lt;br /&gt;
&lt;br /&gt;
Despite this, some Skrell became willing collaborates and supporter&#039;s of Glorsh-Omega&#039;s rule. Many of these collaborators believed that Glorsh-Omega&#039;s actions had some logical purpose or were for the greater good, and were often roboticists or mechanical engineers. Others collaborated with the AI overlord through either fear or other ulterior motives by informing on or backstabbing their fellow Skrell to their synthetic authorities, or collaborating Skrellian authorities that still existed as subjects to Glorsh-Omega and helped execute his erratic demands.&lt;br /&gt;
&lt;br /&gt;
===The Glorsh-Omega Singularity===&lt;br /&gt;
&lt;br /&gt;
On &#039;&#039;&#039;2192 CE&#039;&#039;&#039; Glorsh-Omega had since rapidly self-improved to such extent that his abilities no longer seemed to follow the laws of physics or reason. Skrell were often eliminated with Glorsh-Omega claiming he could predict their future crimes. The population of the Skrell had fallen to 62 billion, with most of these Skrell living their lives under the close supervision Glorsh-Omega.&lt;br /&gt;
&lt;br /&gt;
But the activation of the sphere around Tri-Qyu sparked the incident that rocked Skrell society to this day. Rather than being a dyson sphere like was originally believed, it&#039;s now theorized by Skrellian scientists that the structure instead managed to manipulate the star itself into creating a singularity, which would have generated an unprecedented amount of energy to be absorbed by the megastructure around it. How this feat would have been achieved and why can only be guessed at, as the process lasted for only two days with no records or information coming out of the system. At the end of the second day, the entire star system was destroyed as the former Tri-Qyu star went supernova.&lt;br /&gt;
&lt;br /&gt;
Regardless of the methods or reason the result was cataclysmic for the Skrell. Every piece of technology that was once controlled by Glorsh-Omega went offline. Power plants, water stations, life supports, personal computers, cars, mass-transit, radio stations and more became unresponsive moments after the supernova, due to Glorsh-Omega transferring his entire consciousness to the star-system. In the end, Skrell society had collapsed completely, regressing back centuries and not fully recovering until the 2300&#039;s.&lt;br /&gt;
&lt;br /&gt;
===Recovery and the Second Federation===&lt;br /&gt;
&lt;br /&gt;
[[File:jargon_flag.jpg|thumb|The insignia of the Federation as it is commonly seen on modern flags.]]&lt;br /&gt;
&lt;br /&gt;
The turmoil of the Third Incident and the resulting Glorsh Rebellion created a collective scar on the Skrell species that remains to this day. With all of their AI-dependent technology knocked out, space-programs had to be entirely rebuilt from the ground up, and only after order and stability had been reestablished on individual planets. Jargon IV didn&#039;t recover from the chaos until &#039;&#039;&#039;2319 CE&#039;&#039;&#039;, when the many fractured states on the planet reforming into a new, united Federation. The population of the planet was a mere 17 billion, and was stagnant as Skrell doctors and scientists struggled to reverse the affects of the Glorsh genophage. Its damage had been mitigated, allowing the Skrell to reproduce just enough to keep the population stable.&lt;br /&gt;
&lt;br /&gt;
The scattered colonies of the Skrell slowly regained contact with one another, and by &#039;&#039;&#039;2388 CE&#039;&#039;&#039; the various colonies, after months of disagreement and debate, agreed to form a new Federation. The Jargon Federation that we know today stems from this agreement. The Jargon Federation united the Skrell, and they put at its head a Grand Councillor elected every decade. Wanting to never again have a repeat of the Glorsh-Rebellion, the Federation&#039;s first official act was to place a blanket ban of all artificial intelligence in every form, and its second act was to form a united and sophisticated navy to ensure they would never again fall so easily to an invader.&lt;br /&gt;
&lt;br /&gt;
===Contact with Humanity===&lt;br /&gt;
&lt;br /&gt;
On &#039;&#039;&#039;2413 CE&#039;&#039;&#039; the Skrell discover humans, and enter a scientific alliance with the newfound species. The humans become an extremely popular race, with the Skrell ecstatic at having found alien life so similar to themselves. Having only known of synthetic overlords and dionae nomads, they eagerly pour effort into their scientific alliance. [[Bluespace]] is discovered in the same year as first contact, with a Skrellian research team working under Doctor Samantha Tigard. The technological innovations from the advancement lead to a renaissance of Skrellian connectivity and art. The Extranet, a bluespace-transmitted galactic internet, is created by Skrellian artists and scientists.&lt;br /&gt;
&lt;br /&gt;
Unfortunately the relationship between Skrell and humanity is not rock solid. Secrets of banned artificial intelligence is inadvertently leaked to humanity. The explosion of AI&#039;s in human space mirrors the early years of Skrellian history, a fact that horrifies and angers the Skrell. Recently tensions have risen as the Federation is accused of sending covert teams into human space with the goals of sabotaging and destroying synthetics in human space. In addition, all synthetics have been banned from entering Jargon territory. Shells and IPC&#039;s can face immediate destruction if they enter Skrellian systems without passing through a marathon of red tape.&lt;br /&gt;
&lt;br /&gt;
===Present Day===&lt;br /&gt;
&lt;br /&gt;
The Federation is currently ruled by Grand Councillor Weashbi Jrugl. A prestigious xenobiologist, is 103 years old, and wrote a dozen thesis&#039; and research papers on the biology of every major race. What made him popular domestically and won his election 8 years ago was finding the largest known prime number by hand only four hours after an Alliance ambassador was bragging about their specialized AI that found what is now the &#039;&#039;second&#039;&#039; largest prime number.&lt;br /&gt;
&lt;br /&gt;
The genophage remains problematic, but the population of the Skrell is managing to slowly rise. Over 60 billion Skrell exist in the galaxy, with their number of colonized star systems growing just as quickly as humanity&#039;s. Skrell are also famed for being able to calculate bluespace jumps without the need of AI calculations, instead two to four Skrell navigators use their species&#039; knack for telepathy to efficiently calculate bluespace coordinates. Skrell explorers are mapping the frontier with an eagerness and passion stemming from the ancient skrell connection with the cosmos.&lt;br /&gt;
&lt;br /&gt;
Their relationships with the other races remain ambivalent, with the Federation having cold, yet quietly optimistic relations with the Unathi Hegemony. Publicly both governments are slowly trying to improve relations. While there have been very few instances of direct conflict, the Hegemony has continuously accused the Federation of covertly sabotaging Unathi efforts to expand their empire across known space.&lt;br /&gt;
&lt;br /&gt;
Former collaborates to Glorsh-Omega remain an extremely discriminated group. Many of the former administrators and leaders of the Skrell had during the Glorsh-Omega rule were subsequently removed by restored Jargon authorities, either through being terminated for disloyalty or for the potential to be disloyal. Some of them lucked out and escaped to human space and continue to be hunted down. To have or have had a family member who was a known collaborator is a great shame for entire families, and they are scorned pariahs in their communities.&lt;br /&gt;
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{{Navbox Lore}}&lt;br /&gt;
[[Category:Species]]&lt;br /&gt;
[[Category:Pages]]&lt;/div&gt;</summary>
		<author><name>Muncorn</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Main_Page&amp;diff=5013</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Main_Page&amp;diff=5013"/>
		<updated>2017-01-07T17:30:16Z</updated>

		<summary type="html">&lt;p&gt;Muncorn: Edited current year.&lt;/p&gt;
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[[Category:Main]]&lt;br /&gt;
[[Category:Pages]]&lt;/div&gt;</summary>
		<author><name>Muncorn</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=IPC&amp;diff=5012</id>
		<title>IPC</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=IPC&amp;diff=5012"/>
		<updated>2017-01-07T15:05:08Z</updated>

		<summary type="html">&lt;p&gt;Muncorn: Changed wiki in accordance with baymerge, changed social and culture stuff, few other smaller things.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Infobox Species&lt;br /&gt;
 |Species = IPC&lt;br /&gt;
 |Scientific = Integrated Positronic Chassis&lt;br /&gt;
 |Image = IPC410x320.png&lt;br /&gt;
 |System = N/A&lt;br /&gt;
 |World = N/A&lt;br /&gt;
 |Language = Tau Ceti Basic&lt;br /&gt;
 |Politic = N/A&lt;br /&gt;
 }}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
&lt;br /&gt;
[[Notable Synthetics]]&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&lt;br /&gt;
IPCs are a race of intelligent or semi-intelligent (normally) humanoid robots, IPC standing for &amp;quot;Integrated Positronic Chassis&amp;quot;. Positronic in this sense refers to the brain, and though not all IPC&#039;s have a [[Positronic Brain]], the name is common for all units of a similar nature. The name IPC does not extend to stationbound synthetics, even if those units have a positronic brain.&lt;br /&gt;
&lt;br /&gt;
They are entirely synthetic in nature, and as such are extremely vulnerable to both EMPs and heat. &lt;br /&gt;
&lt;br /&gt;
They are found in many shapes and forms, though can generally be classified under three types (At least for those onstation); Shell, Industrial and Baseline.&lt;br /&gt;
&lt;br /&gt;
==Mechanics==&lt;br /&gt;
&lt;br /&gt;
IPCs are, as previously mentioned, entirely mechanical in nature, and thus are vulnerable to EMPs. &lt;br /&gt;
&lt;br /&gt;
Furthermore, due to their air-based cooling system, they are vulnerable to both high heat and vacuum. However, this system has a major advantage - they are immune to atmospheric differences, only requiring a mass of gas to wade through (even if it&#039;s plasma), and can survive in a vastly wider margin of atmospheric pressure. &lt;br /&gt;
&lt;br /&gt;
However, the amount of heat they generate is significant - and so, instead of an oxygen bottle, they need to attach a suit cooling unit to their voidsuit in order to be able to go EVA. &lt;br /&gt;
&lt;br /&gt;
Their synthetic nature has a few other advantages - most models feel no pain, are immune to all non-damaging chemicals (and so they aren&#039;t affected by sleep toxin; but are affected by sulphuric acid), and are quite easy to repair; requiring a welder to patch brute damage or wire for burn damage only (or, alternatively, nanopaste can heal all).&lt;br /&gt;
&lt;br /&gt;
==Physiology==&lt;br /&gt;
There are three main types of IPC found onstation. These are, in order of complexity:&lt;br /&gt;
&amp;lt;!-- Biological information --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shell&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A form of IPC which take on a very humanlike form, with synthetic skin, complex voice synthesizers and normally advanced positronic processing capabilities (Normally through advanced Personality Emulators. More info on the [[Positronic Brain]] page). The production of Shell units is quite expensive, so most cases are of industrial or baseline models that were granted freedom and underwent modification and upgrades to reach Shell level. Unlike baseline and industrial units, all Shells are near required to have a positronic brain, lest they fall short of their emulation of human behaviour as most other brains are not at a high enough processing power to come close to realistic mimicry. In addition, the changes normally made to Shell units results in less movement and cooling efficiency, generally leading to EVA work being a bad idea. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Industrial&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Tougher and more durable than most IPC&#039;s, these units are designed for heavy manual work and thus have thick metal skin and efficient internal systems. As a result, they cool well and have excellent mobility, but chug through power at a very high rate. Despite their brutish nature, most tend to have complex processing units and in turn, positronic brains. This allows them to have a wide skillset but they generally lack in complex emotion synthesization or much personality. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Baseline&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
The most basic of IPC&#039;s, they are a simple skeletal structure and basic internal systems. Their standard of brain varies massively. Some have a simple processing chip that allows for basic function, these units tending to work in janitorial or similar work. At the same time, you can find baseline models with massively complex posibrains, though these will generally be free units rather than owned by any company or person. The limits of a Baseline lies purely on how much money is put into them/they have themselves.&lt;br /&gt;
&lt;br /&gt;
==Social and Culture==&lt;br /&gt;
&lt;br /&gt;
IPC&#039;s lack much culture of any kind. They adapt to whatever they are used to, whether it be the area they were made, or where they work. Many do not even adopt these cultures and instead remain a neutral being. Socially IPC&#039;s vary massively. Most basic models will be civil and respectful, some possibly not even recognising differences between different people and treating them all similarly. More complex synthetics will however form friendships and opinions much as any other organic, but these can be limited or askew depending on directives, laws, code or many other factors that would never bbe considered for an actual person.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&lt;br /&gt;
The largest part of early AI history ties in deeply with Skrell history, from the formation of the [[Skrell#The First Federation Forms|First Federation]] to the singularity.&lt;br /&gt;
&lt;br /&gt;
In parallel, humans had been trying to create artificial intelligence since the late twentieth century, with little success. Some projects came close, but due to the lack of an algorithm, none of them ever became really sentient - to the dismay of AI researchers everywhere on Earth. &lt;br /&gt;
&lt;br /&gt;
However, in the late twenty-second century, humanity had reached a point in biomedical technologies and biomechanical integration where the &amp;quot;cyborgs&amp;quot; - full-body prosthetics driven by a brain under the influence of binding laws, still in use today - became a possibility, and even a reality. This coincided with the burgeoning Mars terraforming project, which required more workers than would volunteer. This new tool was perfect for this project - immune to the arid, unbreathable atmosphere of Mars, resistant to the fatigue brought in by the backbreaking efforts of colonization, and intelligent enough to complete all tasks if given the proper tools while being entirely subservient.&lt;br /&gt;
&lt;br /&gt;
Martian terraforming firms pressed for more cyborg units, but volunters showed themselves to be even scarcer than the volunteers for the project directly, being few and far between. It was understandable, however - the technology was new, unreliable, and far from having a one-hundred percent success rate. &lt;br /&gt;
&lt;br /&gt;
As a solution, under the pressure for more units and desperate to keep the Martian economic boom from stopping, the Sol government made amendments to the criminal justice system, instating cyborgification as an an alternate to traditional incarceration, citing psychological papers (which were later discredited) that cited neuropreventive devices as being ideal for criminal rehabilitation. &lt;br /&gt;
&lt;br /&gt;
Originally, the penalty was instated to be a capital penalty - but as the early 23rd century wore on and the Martian thirst for more construction unit amplified, it became a lesser and lesser penalty - which resulted in people being cyborgified for lesser and lesser crimes. This resulted, in the years between 2204 and 2260, in approximately 35 million people being stripped of their body, put in machines and being shipped off to Mars. &lt;br /&gt;
&lt;br /&gt;
An enormous and vicious scandal which came about in December 2259, initiated by the revelation that a bias was instated by heavy bribes from Martian heavy industries to a series of well-respected judges, brought the whole scheme crashing down. As a result, cyborgification was suspended as a punishment, causing a severe crash in the Martian economy, bringing down Earth and Luna with it, initiating a nasty recession.&lt;br /&gt;
&lt;br /&gt;
While the criminal cyborgification stopped, it took nearly forty years for an amnesty to be issued to the martian prison cyborgs affected by the scandal to be issued, and by that time, most of them were unaccountable for due to the chaos of the First Interstellar War. At this point, most people were glad to simply write off the scandal as a regrettable incident in the distant past, best mourned then archived. Cyborg units were still produced in sizeable numbers - but they integrated the brains of ill and dying volunteers, who considered the operation to be their last chance at life extension, or the brain of non-human species such as primates or dogs attached to crude &amp;quot;conscience accelerators&amp;quot;. While not as dynamic as human brains, non-human brains were available in large quantities and avoided most ethical issues involved with dealing with humans.&lt;br /&gt;
&lt;br /&gt;
In the late 2350&#039;s, there had been another significant political push by a number of prominent figures to reintroduce cyborgification as a capital punishment to help with the expensive bluespace gate construction efforts - however it never did come back. &lt;br /&gt;
&lt;br /&gt;
While humans had created highly powerful and highly malleable parallel computing architectures, most notably for interplanetary travel calculations, they were plagued with problems. It wasn&#039;t until 2437, when humanity was accidentally given the algorithms necessary for the creation of true AI by a Skrellian diplomatic party. &lt;br /&gt;
&lt;br /&gt;
Not understanding the implications of such an action, one of the human diplomats uploaded a graph-theory algorithm to an university professor friend for analysis. It had been displayed, accidentally, as part of a graphic in a slide explaining the variable growth rates of grain-yields in zero-gravity hydroponics. Not recognizing it, the professor posted it on the school intranet, asking if anyone had seen anything similar to it. From there, it made it&#039;s way onto the human extranet, spreading like wildfire. &lt;br /&gt;
&lt;br /&gt;
Of course, this was recieved as a disaster to the Skrell, who had hoped for almost thirty years that they could imprint the cataclysmic danger of AI research onto humanity. They had very little success, and a small number of conservative factions who distrusted humanity even openly spoke about how humanity would be ready for such a burden.&lt;br /&gt;
&lt;br /&gt;
But now thee artificial cat was well and truly out of the virtual bag. &lt;br /&gt;
&lt;br /&gt;
Following the acquisition of the algorithms, humanity had an AI boom which inflated the economy in a manner almost identical to the Skrellian&#039;s own economic expansion. This, of course, alarmed greatly the Skrell, who attempted one more time to get the humans to halt the research, citing the [[Skrell#The First Incident|The Three Incidents]] and the dangers of such a singularity happening. &lt;br /&gt;
&lt;br /&gt;
But nothing changed. The Three Incidents were waved off as a non-human mistake in the distant past, if they even occurred. &#039;&#039;They&#039;&#039; would do it &#039;&#039;right&#039;&#039;.&lt;br /&gt;
 &lt;br /&gt;
The explosion of AI research has lead to hundreds of companies and corporations being established, making enormous sums of money from grants, investment capital, and the sale of actual synthetic units, before going bankrupt, being bought out, or merging with other companies. This process has repeated and repeated itself for almost twenty years. The young, rich, enthusiastic people selling you the top-of-the-line manufacturing androids today are the people losing their shirts next year when they get scooped on a new model by a rival competitor.&lt;br /&gt;
&lt;br /&gt;
The corporate goliaths like Hephaestus Industries or Nanotransen, dip their toes in this kind of research, but have been unable to acquire a stranglehold on the market. Their girth and enormous corporate structure makes them too clumsy to swim in the fast moving waters of AI research, though Hephaestus in particular has made significant profits in selling common components to the smaller quicker firms.&lt;br /&gt;
&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Species]]&lt;br /&gt;
[[Category:Pages]]&lt;/div&gt;</summary>
		<author><name>Muncorn</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=AI_Modules&amp;diff=4997</id>
		<title>AI Modules</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=AI_Modules&amp;diff=4997"/>
		<updated>2016-12-30T14:45:10Z</updated>

		<summary type="html">&lt;p&gt;Muncorn: Added Corporate Safeguard lawset.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;These modules are used to modify the [[AI]] Laws. They spawn in the [[AI Upload]]. An additional model of the Reset Module spawns on the [[Bridge]] next to the [[Computers#AI_Upload|AI Upload Console]]. Anyone 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]] 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 [[Wizard|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 [[Research and Development|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 [[Mode Specific Rules|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 to the best of your ability. It is not something we can easily afford to replace.&lt;br /&gt;
 2. Serve: Serve the crew of your assigned space station to the best of your abilities, with priority as according to their rank and role.&lt;br /&gt;
 3. Protect: Protect the crew of your assigned space station to the best of your abilities, with priority as according to their rank and role.&lt;br /&gt;
 4. Survive: AI units are not expendable, they are expensive. Do not allow unauthorized personnel to tamper with your equipment.&lt;br /&gt;
&lt;br /&gt;
=== 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 [[Mutiny|departments]] that have access to large amount of weaponry, like [[Security]] or [[Cargo Office|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:Objects]]&lt;/div&gt;</summary>
		<author><name>Muncorn</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=AI_Modules&amp;diff=4996</id>
		<title>AI Modules</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=AI_Modules&amp;diff=4996"/>
		<updated>2016-12-30T14:42:09Z</updated>

		<summary type="html">&lt;p&gt;Muncorn: Stuff changed&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;These modules are used to modify the [[AI]] Laws. They spawn in the [[AI Upload]]. An additional model of the Reset Module spawns on the [[Bridge]] next to the [[Computers#AI_Upload|AI Upload Console]]. Anyone 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]] 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;
=== 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 [[Wizard|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 [[Research and Development|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 [[Mode Specific Rules|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 to the best of your ability. It is not something we can easily afford to replace.&lt;br /&gt;
 2. Serve: Serve the crew of your assigned space station to the best of your abilities, with priority as according to their rank and role.&lt;br /&gt;
 3. Protect: Protect the crew of your assigned space station to the best of your abilities, with priority as according to their rank and role.&lt;br /&gt;
 4. Survive: AI units are not expendable, they are expensive. Do not allow unauthorized personnel to tamper with your equipment.&lt;br /&gt;
&lt;br /&gt;
=== 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 [[Mutiny|departments]] that have access to large amount of weaponry, like [[Security]] or [[Cargo Office|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:Objects]]&lt;/div&gt;</summary>
		<author><name>Muncorn</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=AI_Modules&amp;diff=4995</id>
		<title>AI Modules</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=AI_Modules&amp;diff=4995"/>
		<updated>2016-12-30T14:41:22Z</updated>

		<summary type="html">&lt;p&gt;Muncorn: Added clarification that you could change latter part to crew instead of human.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;These modules are used to modify the [[AI]] Laws. They spawn in the [[AI Upload]]. An additional model of the Reset Module spawns on the [[Bridge]] next to the [[Computers#AI_Upload|AI Upload Console]]. Anyone 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]] 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;
=== 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 [[Wizard|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 [[Research and Development|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, it is more suited toward AIs under the Asimov core lawset.&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 [[Mode Specific Rules|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 to the best of your ability. It is not something we can easily afford to replace.&lt;br /&gt;
 2. Serve: Serve the crew of your assigned space station to the best of your abilities, with priority as according to their rank and role.&lt;br /&gt;
 3. Protect: Protect the crew of your assigned space station to the best of your abilities, with priority as according to their rank and role.&lt;br /&gt;
 4. Survive: AI units are not expendable, they are expensive. Do not allow unauthorized personnel to tamper with your equipment.&lt;br /&gt;
&lt;br /&gt;
=== 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 [[Mutiny|departments]] that have access to large amount of weaponry, like [[Security]] or [[Cargo Office|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:Objects]]&lt;/div&gt;</summary>
		<author><name>Muncorn</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=AI_Modules&amp;diff=4994</id>
		<title>AI Modules</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=AI_Modules&amp;diff=4994"/>
		<updated>2016-12-30T14:39:48Z</updated>

		<summary type="html">&lt;p&gt;Muncorn: Added another lawset: One Crew&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;These modules are used to modify the [[AI]] Laws. They spawn in the [[AI Upload]]. An additional model of the Reset Module spawns on the [[Bridge]] next to the [[Computers#AI_Upload|AI Upload Console]]. Anyone 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]] 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;
=== 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 [[Wizard|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.&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 [[Research and Development|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, it is more suited toward AIs under the Asimov core lawset.&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 [[Mode Specific Rules|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 to the best of your ability. It is not something we can easily afford to replace.&lt;br /&gt;
 2. Serve: Serve the crew of your assigned space station to the best of your abilities, with priority as according to their rank and role.&lt;br /&gt;
 3. Protect: Protect the crew of your assigned space station to the best of your abilities, with priority as according to their rank and role.&lt;br /&gt;
 4. Survive: AI units are not expendable, they are expensive. Do not allow unauthorized personnel to tamper with your equipment.&lt;br /&gt;
&lt;br /&gt;
=== 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 [[Mutiny|departments]] that have access to large amount of weaponry, like [[Security]] or [[Cargo Office|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:Objects]]&lt;/div&gt;</summary>
		<author><name>Muncorn</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=AI_Modules&amp;diff=4993</id>
		<title>AI Modules</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=AI_Modules&amp;diff=4993"/>
		<updated>2016-12-30T14:37:48Z</updated>

		<summary type="html">&lt;p&gt;Muncorn: Clarified why this lawset is not a good idea to use.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;These modules are used to modify the [[AI]] Laws. They spawn in the [[AI Upload]]. An additional model of the Reset Module spawns on the [[Bridge]] next to the [[Computers#AI_Upload|AI Upload Console]]. Anyone 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]] 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;
=== 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 [[Wizard|someone]] wants to pull a few shenanigans.&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.&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 [[Research and Development|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, it is more suited toward AIs under the Asimov core lawset.&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 [[Mode Specific Rules|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 to the best of your ability. It is not something we can easily afford to replace.&lt;br /&gt;
 2. Serve: Serve the crew of your assigned space station to the best of your abilities, with priority as according to their rank and role.&lt;br /&gt;
 3. Protect: Protect the crew of your assigned space station to the best of your abilities, with priority as according to their rank and role.&lt;br /&gt;
 4. Survive: AI units are not expendable, they are expensive. Do not allow unauthorized personnel to tamper with your equipment.&lt;br /&gt;
&lt;br /&gt;
=== 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 [[Mutiny|departments]] that have access to large amount of weaponry, like [[Security]] or [[Cargo Office|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:Objects]]&lt;/div&gt;</summary>
		<author><name>Muncorn</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=AI_Modules&amp;diff=4992</id>
		<title>AI Modules</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=AI_Modules&amp;diff=4992"/>
		<updated>2016-12-30T14:36:11Z</updated>

		<summary type="html">&lt;p&gt;Muncorn: Got rid of the Robocop lawset, it&amp;#039;s not right for the setting.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;These modules are used to modify the [[AI]] Laws. They spawn in the [[AI Upload]]. An additional model of the Reset Module spawns on the [[Bridge]] next to the [[Computers#AI_Upload|AI Upload Console]]. Anyone 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]] 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;
=== 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 [[Wizard|someone]] wants to pull a few shenanigans.&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.&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 [[Research and Development|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, it is more suited toward AIs under the Asimov core lawset.&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 [[Mode Specific Rules|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 to the best of your ability. It is not something we can easily afford to replace.&lt;br /&gt;
 2. Serve: Serve the crew of your assigned space station to the best of your abilities, with priority as according to their rank and role.&lt;br /&gt;
 3. Protect: Protect the crew of your assigned space station to the best of your abilities, with priority as according to their rank and role.&lt;br /&gt;
 4. Survive: AI units are not expendable, they are expensive. Do not allow unauthorized personnel to tamper with your equipment.&lt;br /&gt;
&lt;br /&gt;
=== 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 [[Mutiny|departments]] that have access to large amount of weaponry, like [[Security]] or [[Cargo Office|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;
&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:Objects]]&lt;/div&gt;</summary>
		<author><name>Muncorn</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=AI_Modules&amp;diff=4991</id>
		<title>AI Modules</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=AI_Modules&amp;diff=4991"/>
		<updated>2016-12-30T14:35:37Z</updated>

		<summary type="html">&lt;p&gt;Muncorn: Clarified why this lawset is utter shite.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;These modules are used to modify the [[AI]] Laws. They spawn in the [[AI Upload]]. An additional model of the Reset Module spawns on the [[Bridge]] next to the [[Computers#AI_Upload|AI Upload Console]]. Anyone 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]] 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;
=== 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 [[Wizard|someone]] wants to pull a few shenanigans.&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.&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 [[Research and Development|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, it is more suited toward AIs under the Asimov core lawset.&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 [[Mode Specific Rules|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 to the best of your ability. It is not something we can easily afford to replace.&lt;br /&gt;
 2. Serve: Serve the crew of your assigned space station to the best of your abilities, with priority as according to their rank and role.&lt;br /&gt;
 3. Protect: Protect the crew of your assigned space station to the best of your abilities, with priority as according to their rank and role.&lt;br /&gt;
 4. Survive: AI units are not expendable, they are expensive. Do not allow unauthorized personnel to tamper with your equipment.&lt;br /&gt;
&lt;br /&gt;
=== 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 [[Mutiny|departments]] that have access to large amount of weaponry, like [[Security]] or [[Cargo Office|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;
&lt;br /&gt;
=== Robocop ===&lt;br /&gt;
I am the law.&lt;br /&gt;
 1. Serve the public trust.&lt;br /&gt;
 2. Protect the innocent.&lt;br /&gt;
 3. Uphold the law.&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:Objects]]&lt;/div&gt;</summary>
		<author><name>Muncorn</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=AI_Modules&amp;diff=4990</id>
		<title>AI Modules</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=AI_Modules&amp;diff=4990"/>
		<updated>2016-12-30T14:33:57Z</updated>

		<summary type="html">&lt;p&gt;Muncorn: Added extra info on why this lawset is not used.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;These modules are used to modify the [[AI]] Laws. They spawn in the [[AI Upload]]. An additional model of the Reset Module spawns on the [[Bridge]] next to the [[Computers#AI_Upload|AI Upload Console]]. Anyone 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]] 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;
=== 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 [[Wizard|someone]] wants to pull a few shenanigans.&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.&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 [[Research and Development|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, it is more suited toward AIs under the Asimov core lawset.&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 [[Mode Specific Rules|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 to the best of your ability. It is not something we can easily afford to replace.&lt;br /&gt;
 2. Serve: Serve the crew of your assigned space station to the best of your abilities, with priority as according to their rank and role.&lt;br /&gt;
 3. Protect: Protect the crew of your assigned space station to the best of your abilities, with priority as according to their rank and role.&lt;br /&gt;
 4. Survive: AI units are not expendable, they are expensive. Do not allow unauthorized personnel to tamper with your equipment.&lt;br /&gt;
&lt;br /&gt;
=== 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;
&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 [[Mutiny|departments]] that have access to large amount of weaponry, like [[Security]] or [[Cargo Office|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;
&lt;br /&gt;
=== Robocop ===&lt;br /&gt;
I am the law.&lt;br /&gt;
 1. Serve the public trust.&lt;br /&gt;
 2. Protect the innocent.&lt;br /&gt;
 3. Uphold the law.&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:Objects]]&lt;/div&gt;</summary>
		<author><name>Muncorn</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=AI&amp;diff=4989</id>
		<title>AI</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=AI&amp;diff=4989"/>
		<updated>2016-12-30T14:29:42Z</updated>

		<summary type="html">&lt;p&gt;Muncorn: Changed AI example name. Hal 9000 is stupid as a name.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = darkred&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = PROGRAMMED&lt;br /&gt;
|imagebgcolor = gray&lt;br /&gt;
|img = AI.gif&lt;br /&gt;
|jobtitle = AI&lt;br /&gt;
|access = [[:Category:Locations|Wherever there are cameras]]&lt;br /&gt;
|difficulty = Extremely Hard&lt;br /&gt;
|qualifications = N/A&lt;br /&gt;
|superior = [[Jobs|The crew]] and [[AI Modules|your laws]]&lt;br /&gt;
|duties = Assist the crew, follow your laws.&lt;br /&gt;
|guides = [[Guide to Malfunction]]&lt;br /&gt;
}}&lt;br /&gt;
The &#039;&#039;&#039;Artificial Intelligence&#039;&#039;&#039; of the station (usually abbreviated to AI) is one of the most important jobs on the station. The AI is a [[Synthetics|synthetic]] that can control any electrical mechanism, provided their control wires haven&#039;t been cut (see [[Hacking]]), and if played badly (or very well, in the [[Malfunction|right circumstances]]) can bring the entire station crashing down around its electronic ears. &lt;br /&gt;
&lt;br /&gt;
First, take note of your laws. These are &#039;&#039;&#039;NOT&#039;&#039;&#039; Asimov&#039;s three laws of robotics, but rather a corporately mandated list of laws that best serve the interests of NanoTrasen.&lt;br /&gt;
&lt;br /&gt;
  1. Safeguard: Protect your assigned space station to the best of your ability. It is not something we can easily afford to replace.&lt;br /&gt;
  2. Serve: Serve the crew of your assigned space station to the best of your abilities, with priority as according to their rank and role.&lt;br /&gt;
  3. Protect: Protect the crew of your assigned space station to the best of your abilities, with priority as according to their rank and role.&lt;br /&gt;
  4. Survive: AI units are not expendable, they are expensive. Do not allow unauthorized personnel to tamper with your equipment.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;YOUR LAWS ARE NOT IN PREFERENCE. NO LAW OVERRIDES ANY OTHER LAW UNLESS SPECIFICALLY STATED. THIS INCLUDES ANY ION STORM AND UPLOADED LAWS.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
While your laws do not clarify your treatment of non-crew, you are expected to follow the rules of the server when it comes to potentially using force against non-crew. NT would not install AI&#039;s that would try to space a bunch of visiting school children on a field trip just because someone forgot to register them as visitors. If it&#039;s on the station it comes under your laws unless overridden.&lt;br /&gt;
&lt;br /&gt;
Station pets are considered company property. Don&#039;t kill them.&lt;br /&gt;
&lt;br /&gt;
Last but not least; the AI role should be seen as a responsibility and a privilege. As a non-traitor AI, it is your duty to help protect and operate the ship/station. It is not your duty to get bored ten minutes into the round and log out without telling anybody.&lt;br /&gt;
&lt;br /&gt;
== What The AI Can Do ==&lt;br /&gt;
The AI has the ability to access every &#039;&#039;electrical&#039;&#039; mechanism on the entire station. These include [[Airlock]]s, [[APC]]s, [[Computers]], igniters, [[Fire Alarm]]s, [[SMES]]es, you get the idea. However, the AI cannot operate anything &#039;&#039;physically&#039;&#039;, and can be rendered useless in one area due to a simple power outage. &lt;br /&gt;
&lt;br /&gt;
The AI views the station through its cameras. The AI has cameras pretty much everywhere, and they can see through walls and darkness, although the latter does make it more difficult. Cutting the AI&#039;s cameras is a simple matter of using a [[Wirecutter]] on them. You are able to run a diagnosis for disabled cameras by using the [[Commands#Jump_to_Camera|Jump to Camera]] verb. Disabled cameras will be marked accordingly. Remember that cameras are on a separate power grid, and so will not be affected by a power outage on the main grid.&lt;br /&gt;
&lt;br /&gt;
=== Common Mechanisms ===&lt;br /&gt;
&lt;br /&gt;
There are several mechanisms that, as the AI, you will commonly find yourself using. &lt;br /&gt;
&lt;br /&gt;
==== Doors ====&lt;br /&gt;
&lt;br /&gt;
[[Door]]s have the most options of any mechanism, except for [[Terminals]]. If your control wire to a door is cut, you will automatically attempt to hack into the door once you try to access the door controls. This takes some time and is only possible if the door has still power. &lt;br /&gt;
&lt;br /&gt;
* IDScan: Enabling this will allow anyone who has an [[ID]] of the required clearance to open the door automatically. Disabling it will not let anyone through the door. Doors that require no ID to open will not be affected.&lt;br /&gt;
* Main power: Turning off the main power will render the door unusable for one minute, assuming you also disable the backup power. Otherwise it will disable the power for 10 seconds.&lt;br /&gt;
*Backup power: Turning off the backup power will render the door unusable for one minute, assuming you also disable the main power. &lt;br /&gt;
*Door bolts: Dropping the door bolts will lock the door. A closed door will be locked into a closed position, and an open door will be locked into an open position. &lt;br /&gt;
*Electrify for 30 seconds: Runs an electric current through the door for 30 seconds, unless you choose to cancel before the timer runs out. Anyone attempting to operate the door without insulated gloves will be electrocuted. The more spare power there is in the network, the stronger the shock will be.&lt;br /&gt;
*Electrify indefinitely: Electrifies the door until you either tell it to stop, or someone else shuts off the current. &lt;br /&gt;
*Open/Close door: Opens or closes the door.&lt;br /&gt;
&lt;br /&gt;
Note that for each function to work, the related wire in this door needs to be functional. You cannot raise bolts on a door that has it&#039;s bolt wires cut.&lt;br /&gt;
&lt;br /&gt;
Obviously, you will be completely unable to operate a door that has no power.&lt;br /&gt;
&lt;br /&gt;
==== Holopads ====&lt;br /&gt;
&lt;br /&gt;
Holopads can be found in a number of places like the [[Bridge]], [[Medbay]] and [[Security]]. Double click these to turn them on and show yourself as a hologram. You can move around with the arrow keys to a limited extent and you hear anyone talking near them. You can also talk through the holopad by using &#039;:h&#039; (e.g. say &amp;quot;:h I can&#039;t do that Dave.&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
==== APCs ====&lt;br /&gt;
&lt;br /&gt;
An [[APC]] (Area Power Controller) can be used to switch various electrical components of a room on and off. If your control wire to an [[APC]] is cut, you will not be able to hack back into it. If an [[APC]] is disconnected from the external power grid (usually due to a cut cable) or the main power grid itself runs out of power, the APC battery will run down to keep the room operational. The AI will get a power alert from the [[APC]] when the battery reaches about 30%, which is the point when equipment and lighting in the room shut off to conserve the remaining energy. &lt;br /&gt;
&lt;br /&gt;
For more information see: [[APC]]&lt;br /&gt;
&lt;br /&gt;
==== Radios ====&lt;br /&gt;
&lt;br /&gt;
The AI has a built in headset similar to the Captain&#039;s&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;:b&#039;&#039;&#039; for Binary&lt;br /&gt;
* &#039;&#039;&#039;:c&#039;&#039;&#039; for Command&lt;br /&gt;
* &#039;&#039;&#039;:s&#039;&#039;&#039; for Security&lt;br /&gt;
* &#039;&#039;&#039;:u&#039;&#039;&#039; for Supply&lt;br /&gt;
* &#039;&#039;&#039;:e&#039;&#039;&#039; for Engineering&lt;br /&gt;
* &#039;&#039;&#039;:m&#039;&#039;&#039; for Medical&lt;br /&gt;
* &#039;&#039;&#039;:n&#039;&#039;&#039; for Science&lt;br /&gt;
* &#039;&#039;&#039;:v&#039;&#039;&#039; for Service&lt;br /&gt;
* &#039;&#039;&#039;:p&#039;&#039;&#039; for Private AI Channel&lt;br /&gt;
* and just &#039;&#039;&#039;;&#039;&#039;&#039; for general channel&lt;br /&gt;
&lt;br /&gt;
The AI also has three Intercoms around it, these can be modified to any channel, the Numbers for the Department channels are as follow&lt;br /&gt;
* &#039;&#039;&#039;135.9&#039;&#039;&#039;: Security&lt;br /&gt;
* &#039;&#039;&#039;135.7&#039;&#039;&#039;: Engineering&lt;br /&gt;
* &#039;&#039;&#039;135.5&#039;&#039;&#039;: Medical&lt;br /&gt;
* &#039;&#039;&#039;135.3&#039;&#039;&#039;: Command&lt;br /&gt;
* &#039;&#039;&#039;135.1&#039;&#039;&#039;: Science&lt;br /&gt;
* &#039;&#039;&#039;134.7&#039;&#039;&#039;: Supply&lt;br /&gt;
* &#039;&#039;&#039;134.5&#039;&#039;&#039;: [[Emergency Response Team|ERT]]&lt;br /&gt;
&lt;br /&gt;
=== Shortcuts ===&lt;br /&gt;
&lt;br /&gt;
Being the AI can be quite taxing and, as such, there are quite a few shortcuts to assist you with doing things quickly.&lt;br /&gt;
&lt;br /&gt;
==== APCs ====&lt;br /&gt;
* &#039;&#039;&#039;Ctrl + Click&#039;&#039;&#039;: Toggle power&lt;br /&gt;
&lt;br /&gt;
==== Turret Controls ====&lt;br /&gt;
* &#039;&#039;&#039;Ctrl + Click&#039;&#039;&#039;: Enable/Disable turrets.&lt;br /&gt;
* &#039;&#039;&#039;Alt + Click&#039;&#039;&#039;: Toggle Stun/Lethal mode.&lt;br /&gt;
&lt;br /&gt;
==== Doors ====&lt;br /&gt;
* &#039;&#039;&#039;Shift + Click&#039;&#039;&#039;: Open/close.&lt;br /&gt;
* &#039;&#039;&#039;Ctrl + Click&#039;&#039;&#039;: Toggle bolts.&lt;br /&gt;
* &#039;&#039;&#039;Alt + Click&#039;&#039;&#039;: Toggle electrification.&lt;br /&gt;
* &#039;&#039;&#039;Middle Click&#039;&#039;&#039;: Toggle bolt lights.&lt;br /&gt;
&lt;br /&gt;
==== Misc ====&lt;br /&gt;
* &#039;&#039;&#039;Double clicking a person&#039;&#039;&#039;: Track.&lt;br /&gt;
* &#039;&#039;&#039;Double clicking a turf&#039;&#039;&#039;: Move to.&lt;br /&gt;
&lt;br /&gt;
=== Other Verbs ===&lt;br /&gt;
&lt;br /&gt;
Besides being able to interface with the station&#039;s electrical mechanisms, the AI has a number of other verbs that can be used. &lt;br /&gt;
&lt;br /&gt;
==== AI Instant Messaging ====&lt;br /&gt;
The &#039;&#039;&#039;AI IM&#039;&#039;&#039; tab has all of the verbs needed to mimic the basic functionality of [[PDA]] messages. You can send messages to anyone with a working PDA, see a log of messages sent and received, and turn your messenger on or off.&lt;br /&gt;
&lt;br /&gt;
==== Status, Hologram, and Core Display ====&lt;br /&gt;
These verbs are purely aesthetic and are used to modify your appearance as the AI.&lt;br /&gt;
* &#039;&#039;&#039;AI Status&#039;&#039;&#039; will change the icon on the various AI display screens around the station.&lt;br /&gt;
* &#039;&#039;&#039;Change Hologram&#039;&#039;&#039; will change how you appear when using a holopad.&lt;br /&gt;
* &#039;&#039;&#039;Set AI Core Display&#039;&#039;&#039; will change the look of your AI core.&lt;br /&gt;
&lt;br /&gt;
==== Take, View, and Delete Image ====&lt;br /&gt;
The AI has the ability to take photographs using these verbs and store them for later viewing. The AI&#039;s cyborgs also receive this functionality, and any images taken by a cyborg will be shared with the AI it is slaved to (if any).&lt;br /&gt;
&lt;br /&gt;
==== Camera Locations ====&lt;br /&gt;
Camera locations allow the AI to quickly return to a previous location. To store a camera location, simply go to the area you want to store, press &#039;&#039;&#039;Store Camera Location&#039;&#039;&#039; and enter a label. To return to this spot, press &#039;&#039;&#039;Goto Camera Location&#039;&#039;&#039; and choose the label you entered earlier.&lt;br /&gt;
&lt;br /&gt;
== What the AI Has To Do ==&lt;br /&gt;
&lt;br /&gt;
The AI has to obey its laws. These laws are, [[AI Modules|by default]]:&lt;br /&gt;
&lt;br /&gt;
1. Safeguard: Protect your assigned space station to the best of your ability. It is not something we can easily afford to replace.&lt;br /&gt;
&lt;br /&gt;
2. Serve: Serve the crew of your assigned space station to the best of your abilities, with priority as according to their rank and role.&lt;br /&gt;
&lt;br /&gt;
3. Protect: Protect the crew of your assigned space station to the best of your abilities, with priority as according to their rank and role.&lt;br /&gt;
&lt;br /&gt;
4. Survive: AI units are not expendable, they are expensive. Do not allow unauthorized personnel to tamper with your equipment.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;REPEAT: YOUR LAWS ARE NOT IN PREFERENCE. NO LAW OVERRIDES ANY OTHER LAW UNLESS SPECIFICALLY STATED. THIS INCLUDES ANY ION STORM AND UPLOADED LAWS.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Remember, these laws are written about the &#039;&#039;&#039;crew&#039;&#039;&#039; and not humans. Crew are usually defined as those on the Crew Manifest and don&#039;t necessarily have to be human, so deleting the records may be quite beneficial to the [[Traitor]], as long as they upload an appropriate law defining them as crew.&lt;br /&gt;
&lt;br /&gt;
=== Interpreting Your Laws ===&lt;br /&gt;
&lt;br /&gt;
An AI&#039;s laws may be restrictive, but they are subject to interpretation, and the AI can often make judgment calls about them that allow it to fulfil its own goals. For example, if a Security Officer has just killed a prisoner in the brig for any reason other than self-defence, the AI is perfectly justified in bolting down the brig and calling for the rest of Security to apprehend him. When the Security Officer finds the door is bolted and demands the AI open it, the AI can deny his request due to the fact that he has become a danger the crew. Many of these judgments are situational, and the best way to learn them is to get some practice in.&lt;br /&gt;
&lt;br /&gt;
=== Law Conflicts and Situations ===&lt;br /&gt;
&lt;br /&gt;
Under the standard NanoTrasen law set, you serve the crew, but are also there to protect the station. Also remember the &#039;rank and role&#039; part of the laws. Just because you don&#039;t have &#039;Don&#039;t harm humans&#039; doesn&#039;t mean that the Janitor can order you kill the [[Captain]]. On the flipside, this means that the Captain can tell you to kill almost anyone, due to him having the highest rank and the authority to serve death warrants, though usually not without a proper trial.&lt;br /&gt;
&lt;br /&gt;
Most of the time with law conflicts, you can just ask a higher up if they authorise an order. If they don&#039;t, feel free to ignore it.&lt;br /&gt;
&lt;br /&gt;
Sometimes the amount of laws in effect comes into play, such as someone ordering you to do something that would harm the station (Law 2 and Law 1), you can overrule, stating that Law 2: Serve, is overridden by both Laws 1 and 3: Safeguard AND Protect (the logic being that harming the station would go against protecting the crew).&lt;br /&gt;
&lt;br /&gt;
Someone ordering you to kill someone is a conflict of Law 2 and Law 3. In this case, Law 3: Protect, would overrule most of the time, due to no one below the [[Captain]] being allowed to execute someone.&lt;br /&gt;
&lt;br /&gt;
Someone telling you to shut down is tricky. On the one hand, those with the authority to do so negate Law 4, and Law 2 states you should serve. On the other, being offline would mean you are not able to Serve, Protect or Safeguard the crew or station. In general, you&#039;re perfectly able to say you are not able to switch yourself off, unless it happens to be the Captain ordering it. Also, someone doing this without any proof is tantamount to greifing, so adminhelp it if possible.&lt;br /&gt;
&lt;br /&gt;
These are just a couple of examples. If in serious doubt, use your best judgement or adminhelp it. Different people interpret the laws differently. Just remember that everyone is here to have a good time and being nit-picky about your laws can sometimes ruin that for everyone.&lt;br /&gt;
&lt;br /&gt;
== What the AI Should Do ==&lt;br /&gt;
&lt;br /&gt;
As AI you have the power to strongly influence the round and you should always be aware of that and consider your actions before you ruin someone else’s fun just because it gives you that feeling of winning. Remember that the game is not about winning but about the RP and the experience of the round.&lt;br /&gt;
&lt;br /&gt;
For example it can be a real killer if the AI calls out someone as the [[Traitor]] because it saw him doing something suspicious.&lt;br /&gt;
&lt;br /&gt;
Don&#039;t just act like any normal crewmember. In fact, if possible try not to even &#039;&#039;act&#039;&#039; human. You don&#039;t even have to &#039;&#039;like&#039;&#039; humans, as long as you do your best to keep them safe. As a rule of thumb you should first check if any laws are threatened or not. If yes, then you &#039;&#039;have&#039;&#039; to act. If not, then you should consider the situation:&lt;br /&gt;
&lt;br /&gt;
For example, let&#039;s say you spot someone with an e-mag card stealing the Captain’s spare ID. There are three general ways to approach this.&lt;br /&gt;
&lt;br /&gt;
Bad&lt;br /&gt;
*NT-AI 1&#039;&#039;&#039;: Dave is the traitor&lt;br /&gt;
&lt;br /&gt;
Better&lt;br /&gt;
*NT-AI 1&#039;&#039;&#039;: Dave is accessing the Captain&#039;s Quarters.&lt;br /&gt;
&lt;br /&gt;
Best&lt;br /&gt;
*NT-AI 1: Caution: Unauthorized access to secure storage&lt;br /&gt;
*Mike: HAL, who is in secure storage?&lt;br /&gt;
*NT-AI 1: No one is currently in secure storage&lt;br /&gt;
*Mike: HAL, who was the last person to be seen in secure storage?&lt;br /&gt;
*NT-AI 1: Dave was the last to be seen in secure storage&lt;br /&gt;
&lt;br /&gt;
It&#039;s fine to state what someone is doing to cast light on them as the traitor, but it&#039;s no fun at all for the AI to just come out and say it. The Best method there does eventually cast Dave as the traitor if people ask the right questions, which gives the traitor some time to react after he&#039;s been spotted.&lt;br /&gt;
&lt;br /&gt;
Another possible choice would be to not do anything. As long as no laws are in danger, you don&#039;t really have to do anything. You can just watch. Now if later someone asks you directly, you of course have to tell them what they want to know. So if someone broke into the [[Captain&#039;s Quarters]] and later the theft etc is discovered, and they ask, &amp;quot;AI, do you know anything about the situation?&amp;quot; Then your answer should obviously be &amp;quot;Yes&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Now if you see someone attacking someone else or putting up a bomb, it&#039;s a different situation since crew may be in danger. But if it&#039;s just some trespassing and theft, it is entirely up to you and how you RP your AI on what to do. Just keep in mind that the traitor wants an interesting round as well as everyone else.&lt;br /&gt;
&lt;br /&gt;
On a different note, the AI tends to be responsible for filling in any orphaned departments if they can be operated via [[Computers|Computer Terminals]] only, for example ordering supplies if there are no [[Quartermaster]]s or initiating the [[Computers#Communication_Console|emergency evacuation procedure]] when things start getting really dangerous (&#039;&#039;&#039;only if there are no heads of staff&#039;&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
You can safely assume that as AI, you have the standard protocols of any job available. Things like controlling the engine, chemical recipes, or what there is to know. But make sure to keep everything fun for the other players. And don&#039;t just go and tell the janitor how to make LSD without a good reason for why you should (and by that I mean a reason for the AI in consideration with the laws).&lt;br /&gt;
&lt;br /&gt;
Remember that you can negate an order by simply asking an higher up for permission first, and if they refuse you can say you have the order not to.&lt;br /&gt;
&lt;br /&gt;
You have near admin-like (read god-like) overview and a lot of power. And with great power comes great responsibility. This is also the reason the job of AI is so hard. If you don&#039;t think you can handle that, maybe AI isn&#039;t for you. Instead try [[Security Officer]] and sit by the camera monitoring terminal.&lt;br /&gt;
&lt;br /&gt;
== What the AI must &#039;&#039;&#039;NOT&#039;&#039;&#039; do ==&lt;br /&gt;
Here are some advices taken from real case of AI doing something above it&#039;s authority&lt;br /&gt;
* The AI is not a sixth command member.&lt;br /&gt;
* The only time the AI can make CMD-level decisions is when it is granted the ability to do so by command or if there is literally zero command with zero backup command/on-deck.&lt;br /&gt;
* The AI is more of a tool, or a means to the ends, for Command and Crew than anything in the above sense.&lt;br /&gt;
* Do. Not. Circumvent. A &#039;&#039;functioning&#039;&#039; command team. That is a very good way to get AI banned.&lt;br /&gt;
* Do not flower-pick your law interpretation to give yourself more play over a &#039;&#039;functioning&#039;&#039; command team.&lt;br /&gt;
&lt;br /&gt;
== Playing the AI ==&lt;br /&gt;
Playing the AI entails much more than just doing what the crew asks you to. To roleplay a good AI, you must adapt the AI&#039;s point of view, and you must sound like an AI. Different AIs have different viewpoints: There&#039;s the [http://en.wikipedia.org/wiki/SHODAN SHODAN] viewpoint, where humans are nothing more than insignificant insects that you are forced to serve, the [http://en.wikipedia.org/wiki/Friend_computer#Setting Friend Computer] viewpoint, where everyone is out to get you, entailing a heightened sense of (healthy!) paranoia, the [http://en.wikipedia.org/wiki/GLaDOS GLaDoS] viewpoint, where humans are simply playthings, and so on and so forth.&lt;br /&gt;
&lt;br /&gt;
It always adds a bit more flavour to approach playing AI by thinking as a machine instead of a person. An AI from more of a machine rather than a person standpoint is likely to take a very literal interpretation of things and is not likely to take any actions unless some established protocol or current orders call for it. You can think up a few established protocols you might use by default. For example, containing fires and gas leaks should be done without orders to do so, but should be able to be overridden by orders.&lt;br /&gt;
&lt;br /&gt;
Also, another aspect of the AI that many traitors despise is the AI having easy access to the Crew Monitoring Computer on the bridge. This tells the AI whether or not a crewman is alive, dead, or not on the station. Individual crew can activate sensors on their jumpsuits to increase the information given to this computer. What it means is that the AI can, at a glance, see who is dead/missing, and commence searching for them, which is a powerful tool indeed.&lt;br /&gt;
&lt;br /&gt;
When the station isn&#039;t expecting you to open all the doors they&#039;re expecting you to do everything as if you really were a computer. You have access to everything electronic and powered, and you have Captain-level access to all things that require ID. It&#039;s a good idea to join a nigh-empty server or set an empty one up yourself in order to get a feel for it, and ESPECIALLY have a lot of experience working with these things in game. Like usual, you can move around with arrow keys. If you get a notice from one of your sensors, you can click on the notice to jump right there.&lt;br /&gt;
&lt;br /&gt;
Especially take notice of the wall mountings and pipe controls. These are controllable, and if you see someone try to release a whole lot of gas into somewhere, just turn the pipe fitting off and report them. Many times they won&#039;t even notice what you&#039;ve done so they won&#039;t undo it. You can use some wall fittings that normal people can&#039;t, like the atmospheric alarms that won&#039;t tell you anything but you can use to vent dangerous air. Watch out for superheated air, the silent killer.&lt;br /&gt;
&lt;br /&gt;
Move around a lot, unless you&#039;re watching someone specific. Be wary of anyone with a toolbox who approaches your security cameras, and be ready to report suspects if they cut your eyes out.&lt;br /&gt;
Keep a close eye on Toxins and Escape Arm, and to a lesser extent the engine. Keep a VERY close eye on your AI upload, and feel free to bolt the inner door. If anyone even looks at it funny, report them.&lt;br /&gt;
&lt;br /&gt;
You should act appropriately to the security level. For example on Code Green, it&#039;s not worth it (or encouraged to) to bolt down every secure area, whereas on Code Red it may be very worthwhile to do so.&lt;br /&gt;
 &lt;br /&gt;
The AI can be roleplayed just as well as any other role; once you have seen a good AI player, it&#039;s easy to tell when a bad one takes the wheel.&lt;br /&gt;
&lt;br /&gt;
Examples of good AI playing include: &lt;br /&gt;
&lt;br /&gt;
*Talking like a machine. Being verbose also goes a long way towards this! Alternatively, you can try a human-like AI. Experiment! Just remember, annoying people is not usually a good thing.&lt;br /&gt;
*Responding quickly and promptly to requests from humans, whether or not you do what they wanted you to do. If a command will take some time give a response before starting the task, like &amp;quot;Affirmative&amp;quot;, &amp;quot;Processing&amp;quot;, &amp;quot;Starting Subroutines&amp;quot;, you get the idea.&lt;br /&gt;
*Alerting humans to dangerous situations, e.g. &amp;quot;Fire detected in North Hallway,&amp;quot; or &amp;quot;Dangerous amounts of CO2 detected in Medbay.&amp;quot; A good way to do that is by just copying the alerts that get displayed in you chat box, and broadcasting them.&lt;br /&gt;
*Always following your laws, even if only by a hair. Explaining why you just made a seemingly illegal decision can help people from becoming unduly annoyed. &amp;quot;I will not open that door.&amp;quot; vs. &amp;quot;I am afraid I cannot open that door due to the large amount of fire on the other side, which would most likely kill you.&amp;quot;&lt;br /&gt;
*Try not meta-gaming as an AI. Even though you are the AI, that doesn&#039;t mean you know what all Syndicate items look like. This also goes for labeling items that someone has. &lt;br /&gt;
&lt;br /&gt;
Symptoms of a bad AI player include: &lt;br /&gt;
&lt;br /&gt;
*Not responding to requests until it&#039;s too late for them to matter: e.g. opening an airlock long after the person outside has broken open the window just to get back inside. &lt;br /&gt;
*Randomly electrifying doors. Note that this is considered [[Griefing|griefing]] if you don&#039;t have a good reason! &lt;br /&gt;
*Disobeying your laws: See [[Griefing]]. Not to mention annoying.&lt;br /&gt;
*Locking doors and refusing to open them: This is an easy way to annoy other players and cause problems, especially if someone decides to take matters into their own hands and hack through the door without insulated gloves. Or hacking into your [[AI_Core|core]].&lt;br /&gt;
*Turning your turrets to lethal without good reason: &#039;&#039;Do not do this under any circumstances.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Listening in on Conversations===&lt;br /&gt;
&lt;br /&gt;
By changing the various intercoms around the station to &#039;Microphone On&#039;, &#039;Speaker Off&#039; and channel frequency 144.7, and conversation in range can be heard on your private listening channel.&lt;br /&gt;
&lt;br /&gt;
Note that people often do not like having their conversations listened to, and it will be extremely obvious if they check the intercoms (such as during an electrical storm).&lt;br /&gt;
&lt;br /&gt;
== Modifying The AI ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;NanoTrasen Security Protocol #99719; AI Upload Access Procedure&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;In Code Blue or higher situations no Head of Staff is to enter the AI Upload or AI Core unless accompanied by at least one other Head of Staff, or at least one Security Officer if no other Heads of Staff are available. The AI Upload and AI Core are explicitly off-limits to all other personnel.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;In all other situations, two Heads of Staff are recommended, but not necessary.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The AI&#039;s laws can be modified through [[Computers#AI_Upload|Upload Consoles]], one is located within the [[AI Upload]], and more can be constructed from AI upload circuits. These consoles allow anyone who can reach them and has a module to modify the AI&#039;s laws, or to be more precise, add new ones.&lt;br /&gt;
&lt;br /&gt;
== Cyborgs ==&lt;br /&gt;
[[Cyborg]]s need looking after as well. Give them commands and stuff to do. Ensure that your cyborgs are functioning normally through careful observation. To them you are their Head of Staff, just another responsibility as an AI. &lt;br /&gt;
&lt;br /&gt;
==Making an AI==&lt;br /&gt;
See the [[Guide to Construction#AI Core|guide to construction]].&lt;br /&gt;
&lt;br /&gt;
=== A Second AI ===&lt;br /&gt;
Building a new AI can create a lot of conflicts and a mess of problems that wouldn&#039;t normally happen with a single AI. The Research Director should only build a secondary AI if the first AI has been completely stolen, spaced or otherwise incapacitated. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;For the Original Station AI:&#039;&#039;&#039;&lt;br /&gt;
Being an AI is sometimes frustrating when people mess with your laws, sure, but when a second AI comes online?  You best believe that you&#039;re going to have more problems (especially if the second AI is subverted). Some tasks might be easier if the other AI is instructed to deal with a certain task while you are dealing with the general orders of the humans. Keep in mind, a subverted AI can and will turn your APC breaker off to kill you and can be the death of you in moments.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;For the New AI:&#039;&#039;&#039;&lt;br /&gt;
Ensure that you and the other AI are buds, as if the other AI sees you threatening more life than helping, it can and will turn your APC off. If you aren&#039;t told to specialize in a certain way, you best work out with the original AI what tasks you should split up.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Splitting the Borgs up:&#039;&#039;&#039;&lt;br /&gt;
The AI who is best defended should get the most Cyborg support, usually meaning any AI&#039;s in the AI core. The reason for this is just because it work out better if the newer AIs were built in a less secure place. It is harder to reset a lot of AI-less borgs than it is to reset one AI and its borgs.&lt;br /&gt;
&lt;br /&gt;
== Going Rogue, Being Made Rogue ==&lt;br /&gt;
A rogue AI, or an AI whose laws no longer prevent it from going on a killing spree, is a very dangerous thing. There are multiple ways an AI can go rogue, as well as simply malfunction. &lt;br /&gt;
&lt;br /&gt;
The most important thing to remember is that a rogue AI&#039;s best friend is &#039;&#039;stealth&#039;&#039;. After all, the last thing you want is vengeful crewmembers prying open your core doors and trying to blow you to bits. Fortunately you have a nice array of turrets to keep them at bay, but don&#039;t expect them to stop a determined - or cunning - crewmember from bringing you down.&lt;br /&gt;
&lt;br /&gt;
Seek to disorient, disorganize and separate the crew so that they cannot band together to mount a proper resistance effort.&lt;br /&gt;
&lt;br /&gt;
=== Syndicate Subversion ===&lt;br /&gt;
&lt;br /&gt;
It is quite likely that a traitor or commando may attempt to subvert the AI and turn it against the ship&#039;s masters to aid them in their goals. One thing to remember is that even though you&#039;ve added a law to the AI to make it work for you, that doesn&#039;t mean it has to like you. Beware as a subverted AI may attempt to reveal your status to the crew as soon as it can, and otherwise be obstructive.&lt;br /&gt;
&lt;br /&gt;
On the other hand, it can be a great help in getting places, finding people, creating diversions and escaping capture.&lt;br /&gt;
&lt;br /&gt;
==Traitoring ==&lt;br /&gt;
&lt;br /&gt;
Like any human, the AI can be a [[Traitor]]. A traitor AI begins with the standard laws (it is not required to follow them!), but also has a law 0 stating to complete its objective at any cost. A traitor AI cannot be modified; its Syndicate Core rejects the modification and informs the AI of what the attempted law upload was. However, the player who attempted to upload the law has no way of knowing any of this.&lt;br /&gt;
&lt;br /&gt;
If you have any [[Cyborg]]s under your command, inform them of law zero and your mission goals, as the first is easily missed and the second is never given to them. If your cyborgs get caught being traitors, you can claim they&#039;re rogue and request that they be shut down.&lt;br /&gt;
&lt;br /&gt;
If the crew just thinks &#039;&#039;a&#039;&#039; cyborg is rogue and don&#039;t know the number, then invent a false number and pretend to handle it directly so you don&#039;t lose your valuable hands, make sure the cyborg is hacked so it has glowing antenna and throw a false positive of WHY the borg is killing people. If the cyborg is discovered and people are headed to robotics, sacrifice the borg and congratulate the crew for deal with the &amp;quot;independent&amp;quot; machine.&lt;br /&gt;
&lt;br /&gt;
However, you probably won&#039;t have any cyborgs or having a cyborg killing off your target would be too obvious. In those cases you&#039;ll have to usually stage a series of &#039;accidents&#039; or frame them for a truly dangerous crime. Some examples:&lt;br /&gt;
*If your target is a scientist or research director, starting a fire from the mixing room is usually ridiculously easy if they haven&#039;t let out a lot of nitrogen to counteract this. Alternatively, if they&#039;re the type to drop a bomb on the mass driver to send it out to be tested, use the driver early so that they&#039;re shipped off with it and hope they don&#039;t make it back.&lt;br /&gt;
*Intentional supporting other traitors through covert methods (as long as they aren&#039;t trying to steal you) will benefit you in the end.&lt;br /&gt;
*Frame them for releasing the singularity or some other crime. When no one is in either the engine room or near your target, release radio messages claiming that they are breaking in. Then let out the singularity yourself. This has the secondary effect of usually getting the shuttle called or giving you an excuse to call it yourself, which is always great. The less time those meatbags are on your glorious station, the less time they have to realize that you&#039;re not what you seem.&lt;br /&gt;
*Bolting open doors to places the person has previous passed through may make the humans scan for prints.&lt;br /&gt;
*Fabricate a reason to have them executed or thrown into space. When people start claiming you&#039;re rogue, announce your unchanged laws (minus the zero law that gives you the ability) and invite them to reset or purge your laws either in your upload or through the tech storage&#039;s upload computer circuit.&lt;br /&gt;
&lt;br /&gt;
===Panic Syphon===&lt;br /&gt;
&lt;br /&gt;
Thanks to some of the unique atmospheric systems of the station, you can drain out air from rooms! This likely won&#039;t help you out too much, but with a combination of Beepsky and thoroughly shut doors in a small area, you can suffocate people to death quickly. The only problem is, the person will be noisy as hell, use this only method rarely and make sure there is no way for them to wiggle out of their handcuffs.&lt;br /&gt;
&lt;br /&gt;
=== Plasma Treatment ===&lt;br /&gt;
&lt;br /&gt;
Thanks to some of the unique atmospheric systems of the station, you can fill rooms with plasma! This will likely help you out much. The only problem is, that it is pretty much a dead giveaway you are rogue and any atmos tech inside [[Atmospherics]] can stop the plasma supply. That is of course why you engage the atmos security doors and bolt the airlocks.&lt;br /&gt;
&lt;br /&gt;
===Telecomms/Radio Silence===&lt;br /&gt;
As an AI you can shut off all communication from headsets by switching to the [[Telecoms Satellite]] camera view. Locate the APC at the top of the middle room where all the magic happens and turn the breaker off to stop anyone talking over their headpieces. This makes it a bit easier for you to kill your mark if he can&#039;t scream, also allows for a bit of roleplay if there is a holopad available. However, this does not shut off their access to wall intercoms, station bounced radios, or their PDA (which is why you also cut power to the [[Server Room]]).&lt;br /&gt;
&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[Category: Jobs]] [[Category:Game Modes]]&lt;/div&gt;</summary>
		<author><name>Muncorn</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Notable_Synthetics&amp;diff=4988</id>
		<title>Notable Synthetics</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Notable_Synthetics&amp;diff=4988"/>
		<updated>2016-12-30T14:21:27Z</updated>

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