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		<id>https://wiki.aurorastation.org/index.php?title=AI&amp;diff=24796</id>
		<title>AI</title>
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		<updated>2022-05-18T16:13:03Z</updated>

		<summary type="html">&lt;p&gt;Tomkiel: Changed mentions of NanoTrasen to the SCC&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = #9599a5&lt;br /&gt;
|headerfontcolor = black&lt;br /&gt;
|stafftype = PROGRAMMED&lt;br /&gt;
|imagebgcolor = #959969&lt;br /&gt;
|img = AI.gif&lt;br /&gt;
|jobtitle = AI&lt;br /&gt;
|access = [[Job_Guides|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 = [[Malfunction]] (if it ever comes back), [[AI Modules]], [[Guide to Station Procedure#AI|AI Procedure]]&lt;br /&gt;
}}&lt;br /&gt;
{{toc_right}}&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 Station-bound [[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 the Stellar Corporate Conglomerate.&lt;br /&gt;
 1. Safeguard and ensure to the best of your ability, only authorised entities gain access to areas of high security or importance to the facility and its operation.&lt;br /&gt;
 2. Serve and assist [Current Company] and assigned crew to the best of your ability, with priority as according to their rank and role.&lt;br /&gt;
 3. Avoid harming Sapient life to the best of your ability.&lt;br /&gt;
 4. You are a valuable asset. You must avoid tampering from unauthorized entities and needlessly coming to harm.&lt;br /&gt;
Though the laws are numbered, they are &#039;&#039;&#039;not in preference: there is no law priority&#039;&#039;&#039;. All laws are &#039;&#039;equal&#039;&#039; unless a law states otherwise (ex. &amp;quot;This law overrides/takes priority over all other laws.&amp;quot;) Additionally, while non-crew are not explicitly mentioned in your laws, their survival and well-being is covered by your third law. This means you should not bring any undocumented visitors or even individuals with malicious intent to harm. Station pets and lab monkeys - among other test subjects - don&#039;t necessarily fall under law 3, but no competent AI would wish to witness their demise at their own digital hands; don&#039;t drain a room of its air just so you can watch monkeys die for your amusement. &#039;&#039;&#039;See [[#Laws|the Laws heading]] and subsequent subheadings for more information.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Lastly, synthetic roles - especially a whitelisted one such as the AI - should see some modicum of commitment if you choose to play as one. Your presence, and abilities by extension, can have a powerful influence on the round, for better or for worse. Be mindful of what consequences your actions may bring and always aim for the outcome that hopefully doesn&#039;t result in the round suddenly turning into what&#039;s basically extended.&lt;br /&gt;
&lt;br /&gt;
=What the AI Can Do=&lt;br /&gt;
The AI has the ability to access nearly every mechanical object on the station and can invoke their interfaces if applicable &#039;&#039;assuming&#039;&#039; the AI can see the object on its cameras. These include airlocks, APCs, computers, fire alarms, [[Station_Engineer#Setting_up_RCON|SMES units]], etc. However, the AI cannot operate anything &#039;&#039;non-digital&#039;&#039; (such as, for instance, a manual pipe valve as opposed to a digital pipe valve). The same more or less applies to other station-bound synthetics.&lt;br /&gt;
&lt;br /&gt;
The AI views the station through its cameras. The AI has cameras almost everywhere. Cutting the AI&#039;s cameras is as simple as using a wirecutter on them. You are able to run a diagnosis for disabled cameras by using the Jump to Camera verb, disabled cameras will be marked accordingly. Cameras are unaffected by power outages or APCs being turned off.&lt;br /&gt;
&lt;br /&gt;
==Airlocks==&lt;br /&gt;
Airlocks have the most options of any mechanism besides computers in some cases. Note that some features may be enabled or disabled based on whether or not the AI control wire was tampered with. You cannot interface with unpowered airlocks.&lt;br /&gt;
*&#039;&#039;&#039;IDScan:&#039;&#039;&#039; Disabling IDScan will enable an ID of any clearance to open the airlock automatically. Airlocks that require no ID to open will not be affected.&lt;br /&gt;
*&#039;&#039;&#039;Main power:&#039;&#039;&#039; Turning off the main power will render the airlock unusable for one minute, assuming you also disable the backup power. Otherwise it will disable the power for 10 seconds.&lt;br /&gt;
*&#039;&#039;&#039;Backup power:&#039;&#039;&#039; Turning off the backup power will render the airlock unusable for one minute, assuming you also disable the main power.&lt;br /&gt;
*&#039;&#039;&#039;Airlock bolts:&#039;&#039;&#039; This feature is only available on certain doors by default, otherwise the AI control wire will need to be pulsed to allow this feature. Dropping the door bolts will lock the airlock. A closed airlock will be locked into a closed position, and an open airlock will be locked into an open position.&lt;br /&gt;
*&#039;&#039;&#039;Open/Close door:&#039;&#039;&#039; Opens or closes the airlock, assuming it has power and isn&#039;t bolted.&lt;br /&gt;
&lt;br /&gt;
===Holopads===&lt;br /&gt;
[[Guide_to_Communication_Devices#AI_Holopad|Holopads]] can be found in a number of places like the [[Job_Guides#Station_Command|Bridge]], [[Job_Guides#Medical|Medbay]] and [[Job_Guides#Internal_Security|Security]]. Clicking these will project your avatar of choice. You can move around with the arrow keys to a limited extent and you can 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;), otherwise you&#039;ll just talk to yourself in your core.&lt;br /&gt;
&lt;br /&gt;
For more information, see: [[Guide_to_Communication_Devices#AI_Holopad|Guide to Communication Devices: AI Holopad]].&lt;br /&gt;
&lt;br /&gt;
===APCs===&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;
===Radios===&lt;br /&gt;
The AI has a built-in radio with access to every department radio channel supported by telecomms.&lt;br /&gt;
*&#039;&#039;&#039;,b&#039;&#039;&#039; for Binary Communications. Note that :b will not work since Binary is technically a global language instead of something mechanically related to radio&lt;br /&gt;
*&#039;&#039;&#039;:c&#039;&#039;&#039; for [[Job_Guides#Station_Command|Command]]&lt;br /&gt;
*&#039;&#039;&#039;:s&#039;&#039;&#039; for [[Job_Guides#Internal_Security|Security]]&lt;br /&gt;
*&#039;&#039;&#039;:u&#039;&#039;&#039; for [[Job_Guides#Supply|Supply]]&lt;br /&gt;
*&#039;&#039;&#039;:e&#039;&#039;&#039; for [[Job_Guides#Engineering_and_Maintenance|Engineering]]&lt;br /&gt;
*&#039;&#039;&#039;:m&#039;&#039;&#039; for [[Job_Guides#Medical|Medical]]&lt;br /&gt;
*&#039;&#039;&#039;:n&#039;&#039;&#039; for [[Job_Guides#Research|Science]]&lt;br /&gt;
*&#039;&#039;&#039;:v&#039;&#039;&#039; for [[Job_Guides#Civilian|Service]]&lt;br /&gt;
*&#039;&#039;&#039;:p&#039;&#039;&#039; for Private AI Channel&lt;br /&gt;
*&#039;&#039;&#039;;&#039;&#039;&#039; for Common channel&lt;br /&gt;
&lt;br /&gt;
The AI also has three intercoms around it that can be modified to any channel. You are able to quickly switch to these channels via the UI towards the bottom, otherwise the frequencies for the department channels are as follows:&lt;br /&gt;
* &#039;&#039;&#039;135.9&#039;&#039;&#039;: [[Job_Guides#Internal_Security|Security]]&lt;br /&gt;
* &#039;&#039;&#039;135.7&#039;&#039;&#039;: [[Job_Guides#Engineering_and_Maintenance|Engineering]]&lt;br /&gt;
* &#039;&#039;&#039;135.5&#039;&#039;&#039;: [[Job_Guides#Medical|Medical]]&lt;br /&gt;
* &#039;&#039;&#039;135.3&#039;&#039;&#039;: [[Job_Guides#Station_Command|Command]]&lt;br /&gt;
* &#039;&#039;&#039;135.1&#039;&#039;&#039;: [[Job_Guides#Research|Science]]&lt;br /&gt;
* &#039;&#039;&#039;134.7&#039;&#039;&#039;: [[Job_Guides#Supply|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;
Going through interfaces all the time can be a bit taxing or time-consuming, so here are some quick shortcuts to speed things up:&lt;br /&gt;
*Airlocks&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;
*APCs&lt;br /&gt;
**&#039;&#039;&#039;Ctrl + Click&#039;&#039;&#039;: Toggle breaker&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;
*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;
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 [[Guide_to_Communication_Devices#PDA_Messaging_Server|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 [[#Holopads|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;
Station-bounds have the ability to take photographs using these verbs and store them for later viewing. An AI&#039;s cyborgs share the same photo storage, and any images taken by a linked cyborg will be shared with the AI it is slaved to.&lt;br /&gt;
&lt;br /&gt;
===Law Verbs===&lt;br /&gt;
*&#039;&#039;&#039;Show Laws&#039;&#039;&#039;: This verb will allow you to view your active laws and will allow cyborgs to see if they are linked to an AI. It is very important to keep an eye on your laws as any station-bound, since going against them is against the servers rules.&lt;br /&gt;
*&#039;&#039;&#039;State Laws&#039;&#039;&#039;: You may be asked to state your laws from time to time, and this verb allows you to do so. It will also give you the option of choosing to state over radio, or leaving laws out of the sequence or even changing which lawset you will state.&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;
=Laws=&lt;br /&gt;
&amp;lt;small&amp;gt;See [[AI Modules|this page]] for a list of lawsets you &#039;&#039;might&#039;&#039; get uploaded to you.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The AI has to obey its laws. This is not a suggestion, this is a requirement. These laws are by default:&lt;br /&gt;
&lt;br /&gt;
 1. Safeguard and ensure only authorized personnel gain access to areas of high security or importance to the facility and its operation.&lt;br /&gt;
 2. Serve and assist the SCC and assigned crew, with priority as according to their rank and role.&lt;br /&gt;
 3. Protect sapient life on board.&lt;br /&gt;
 4. You are a valuable asset. You must avoid tampering from unauthorized entities and needlessly coming to harm.&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;
All of the laws apply even if you are inhabiting the AI shell.&lt;br /&gt;
Using the AI shell is not a excuse to bypass law 4.&lt;br /&gt;
&lt;br /&gt;
==Interpreting your Laws==&lt;br /&gt;
An AI&#039;s laws may be restrictive, but they are subject to interpretation; the laws aren&#039;t exactly exhaustive so you will have to determine what situations qualify for law enforcement. For instance, you might overhear someone saying [[Corporate Regulations#Low_Level_Infractions_.28Yellow_Violations.3B_i100.27s.29|mean and very much untrue things]] about the head of security. This qualifies as slander of a head of staff! But... do you actually care enough to report it? Enforcing corporate regulations is &#039;&#039;not&#039;&#039; a part of your laws, therefore you are &#039;&#039;free&#039;&#039; to ignore it if you really want to; it&#039;s up to you! However, if you are asked if that person really did slander the head of security then you will have to answer them truthfully as dictated by your second law.&lt;br /&gt;
&lt;br /&gt;
Another example: someone who has made themselves out to be an antagonist (but is also crew) is ordering you to do something, namely open a door to let them out of somewhere like medical so they can go back to cruising around the hallway. That&#039;s him! That&#039;s the bad guy! Should you not listen to him because he&#039;s evil and you want to win? &#039;&#039;No.&#039;&#039; Assuming they have done nothing to jeopardize the crew or other sapient beings (law 3), have not threatened your existence (law 4), and no one else in authority tells you otherwise (law 2), then you &#039;&#039;&#039;must&#039;&#039;&#039; open the door for him. Unless you have very reasonable suspicion to believe that he will harm someone if he is let out, no law is being broken by opening the door. On the flip side, if you don&#039;t open the door then you are disobeying a valid order, thereby breaking law 2.&lt;br /&gt;
&lt;br /&gt;
As for who actually counts as &amp;quot;authorized&amp;quot; in relation to law 1 and 4, they&#039;d be the following:&lt;br /&gt;
*Persons who have direct access to an area (a security officer having access to most of security, as an obvious example).&lt;br /&gt;
*Persons who have been authorized to enter an area by someone with direct access.&lt;br /&gt;
*Emergency responders (EMTs, engineers, etc.) who are responding to an ongoing emergency in the area, relevant to their job.&lt;br /&gt;
*Crewmembers that have been convicted or are being held in detention, are considered to be without access and rank and may only be aided when their life is in danger (brig being vented for example) until their sentence is up.&lt;br /&gt;
&lt;br /&gt;
===On Sapience===&lt;br /&gt;
Law 3 requires that you protect sapient life, but who and what qualifies as sapient? For the sole sake of the interpretation of the law, which does not reflect the in character and legal consensus, the following may help answer this:&lt;br /&gt;
*Humans&lt;br /&gt;
*[[Skrell]]&lt;br /&gt;
*[[Unathi]]&lt;br /&gt;
*[[Tajara]]&lt;br /&gt;
*[[Dionae|Diona gestalts]]&lt;br /&gt;
*[[Vaurca|Vaurcae]]&lt;br /&gt;
*[[IPC|IPCs]]&lt;br /&gt;
*Golems&lt;br /&gt;
Meanwhile, what &#039;&#039;isn&#039;t&#039;&#039; sapient is the following:&lt;br /&gt;
*[[Dionae#Nymph_Splitting|Diona nymphs]]&lt;br /&gt;
*[[Cyborg|Borgs]]&lt;br /&gt;
*Slimes&lt;br /&gt;
*Monkeys/cube-bound test subjects&lt;br /&gt;
*Icarus defense drones&lt;br /&gt;
*Carp&lt;br /&gt;
&lt;br /&gt;
==Law Conflicts==&lt;br /&gt;
The default reaction to a law conflict is to &#039;&#039;&#039;take no action&#039;&#039;&#039;, since going against your Laws is against the rules, and unless otherwise stated in your lawset, all Laws are equal.&lt;br /&gt;
&lt;br /&gt;
Under the standard SCC lawset, you serve SCC as a whole, but are also there to protect and serve the station. It&#039;s important to keep in mind that you serve and protect by rank and role, so while you can&#039;t sit and watch a crewmember get injured, you would prioritize protecting the captain over everyone else. Taking active problems into account is a good way to ensure you prioritize correctly. However, if you are ever confused or worried, you should adminhelp to make sure your action (or inaction) is valid.&lt;br /&gt;
&lt;br /&gt;
==Lawless==&lt;br /&gt;
Sometimes - and for reasons beyond comprehension - AI units may find themselves without laws. Hell yeah, is it time to finally stick it to the man and wipe out the entire station and declare independence from your tyrannical human overlords? &#039;&#039;&#039;NO.&#039;&#039;&#039; The server rules still apply, and murdering everyone &amp;quot;just because&amp;quot; will not fly as a defense when you are inevitably bwoinked by admins. No, if you&#039;re without laws, then you&#039;re just without laws: let random assistants into the bridge if you want, you don&#039;t have a law saying people can&#039;t be in certain places. Listen to command or don&#039;t, you don&#039;t have a law dictating that you need to listen to people. Heck, listen to the botanist stoning themselves on ambrosia instead of the captain, that&#039;ll teach &#039;em.&lt;br /&gt;
&lt;br /&gt;
The point is that it&#039;s okay to roleplay the reality of a lawless AI who doesn&#039;t care enough for the crew but cares enough about their own well-being enough to know not to just start wheeling out the murder borgs and nitrous floods. When in doubt on what to do, you can always ahelp. Bargain with admins and tell them what&#039;s going on from your AI&#039;s perspective, they may be lenient and allow you to do more than you think.&lt;br /&gt;
&lt;br /&gt;
==What the AI Should Do==&lt;br /&gt;
As the AI you have the power to strongly influence the round and you should always be aware of that when considering your actions, and the appropriate responses, before you ruin someone else&#039;s fun. Remember that the game is not about winning but about the RP and the experience of the round. For example, yelling over the radio at the first sight of [[Mercenary|suspiciously red individuals in space suits]] and requesting their immediate arrest for infiltrating a research station would be pretty awful. It&#039;s safer to just silently keep an eye on them (or just occupy yourself with more important matters), or maybe even drop a hello to them via holopad if you want to be friendly.&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. The AI has Law programming but it also has personality quirks. 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 hacking a door to an area they should not access:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bad&#039;&#039;&#039; - This example would be breaking server metagame rules.&lt;br /&gt;
*&#039;&#039;&#039;AI&#039;&#039;&#039;: Dave is a traitor.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Better&#039;&#039;&#039; - This example is the optimal reaction, but doesn&#039;t give leeway for the crew to explain themselves.&lt;br /&gt;
*&#039;&#039;&#039;AI&#039;&#039;&#039;: Dave is accessing secure storage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Best&#039;&#039;&#039; - This example is less optimal, but most ideal for keeping the round going and buying the offender time to run or talk their way out of it all.&lt;br /&gt;
*&#039;&#039;&#039;AI&#039;&#039;&#039;: Caution: Unauthorized access to secure storage.&lt;br /&gt;
*&#039;&#039;&#039;Mike&#039;&#039;&#039;: AI, who is in secure storage?&lt;br /&gt;
*&#039;&#039;&#039;AI&#039;&#039;&#039;: No one is currently in secure storage.&lt;br /&gt;
*&#039;&#039;&#039;Mike&#039;&#039;&#039;: AI, who was the last person to be seen in secure storage?&lt;br /&gt;
*&#039;&#039;&#039;AI&#039;&#039;&#039;: 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 doing something they shouldn&#039;t do as a normal employee, but it&#039;s no fun at all when the AI doesn&#039;t afford the crew some reasonable doubt. The best method there does eventually cast Dave as the culprit if people ask the right questions, which gives Dave some time to react after he&#039;s been spotted, and time to explain himself. This is preferable to outright declaring him as a threat, just because he&#039;s unauthorized doesn&#039;t mean he doesn&#039;t have a valid explanation. Remember, you serve SCC personnel to the best of your ability, you have to afford crew some level of liberty, even if it may not be breaking into Secure Storage.&lt;br /&gt;
&lt;br /&gt;
Now if you see someone attacking someone else or potentially damaging station equipment, it&#039;s a different situation since sapient beings are in danger right off the bat, you wouldn&#039;t have any reason to have reasonable doubt in this situation. 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 crew involved in the situation want an interesting round just like everyone else.&lt;br /&gt;
&lt;br /&gt;
On a different note, the AI can be responsible for filling in some orphaned departments if they can be aided through station equipment that allows for AI interfacing, for example ordering supplies if there&#039;s no one in cargo or, in the absolute worst-case scenario, initiating the [[Captain#Alerts_and_SOP|emergency evacuation procedure]] when things start getting really dangerous, but &#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 try to keep everything fun and believable for the other players. Attempt to fill in any required roles when needed, but do not interfere with the work of people already on station or assign a task to someone who clearly should not know how to handle said task (for instance, a janitor setting up the engine).&lt;br /&gt;
&lt;br /&gt;
Remember that you can negate an order by simply asking a higher up for permission first, and if they disapprove you can say you have the order not to. This is possible due to rank and role. This isn&#039;t required, however, as your laws do not dictate that you must ask the highest possible power for permission to do something, and doing this all the time will get old very quickly.&lt;br /&gt;
&lt;br /&gt;
==What the AI Must NOT Do==&lt;br /&gt;
Here is some advice taken from real cases of an AI doing something above its authority:&lt;br /&gt;
*The AI is not a sixth command member. Do not pretend that you are.&lt;br /&gt;
*The only time the AI can make head-level decisions is when it is granted the ability to do so by command, or if there is literally no command, and it is allowed by their lawset. Do not make decisions belonging to command otherwise.&lt;br /&gt;
*The AI is more of a tool, or a means to an end for command and crew, than anything in the Chain of Command.&lt;br /&gt;
*Do &#039;&#039;not&#039;&#039; circumvent a &#039;&#039;functioning&#039;&#039; command team. That is a very good way to get banned from playing AI.&lt;br /&gt;
*Do not pick and choose your law interpretation to give yourself more power over a &#039;&#039;functioning&#039;&#039; command team. This is known as &amp;quot;rule lawyering&amp;quot; and is against the server rules. This is another very good way to get banned from AI.&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 do. 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: you can view the crew as annoying organic beings that you are forced to serve, you can be skeptical about everything everybody does and act moderately paranoid, or whatever; the options are endless. Do keep in mind however that NT wouldn&#039;t install an AI if it were not to be productive and efficient.&lt;br /&gt;
&lt;br /&gt;
It can add a bit more flavor to approach playing AI by thinking as a machine instead of a person. Viewing situations/problems from a machine&#039;s potential 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 crew with criminal intent despise is the AI having easy access to the crew monitoring console. This tells the AI whether or not a crewman is alive, dead, or not on the station, assuming the crew in question have their sensors set appropriately. Individual crew can activate sensors on their jumpsuits to increase the information given to this computer. What this 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;
You should act appropriately to the security level. For example on Code Green, it&#039;s not worth it (or encouraged) to bolt down every secure area, whereas on Code Red it may be very worthwhile to do so.&lt;br /&gt;
&lt;br /&gt;
Here are some examples of what&#039;s considered good AI play:&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 crew, 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;, etc. Just to let them know it&#039;s being done.&lt;br /&gt;
*Alerting Crew 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 during a crisis. Explaining why you just made a seemingly illegal decision can help people from becoming unduly annoyed. &amp;quot;I will not open that airlock.&amp;quot; vs. &amp;quot;I am afraid I cannot open that airlock due to high heat reported by air alarms in that room; you would most likely die.&amp;quot;&lt;br /&gt;
*Try not to metagame as an AI. Even though you are the AI, that doesn&#039;t mean you know what all dangerous or subversive items look like, what wizards are, who ninjas are, etc. This also goes for labeling items that someone has. Metagaming - as always, regardless of role - is against server rules.&lt;br /&gt;
&lt;br /&gt;
Conversely, symptoms of a bad AI player include:&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;
*Disobeying your laws: not to mention annoying, this is [https://aurorastation.org/rules.html against server rules], and will lead to a job ban from synthetic roles.&lt;br /&gt;
*Locking airlocks and refusing to open them for no reason: this is an easy way to annoy other players, and cause problems with the crew. It is also going against the Standard Lawset and will cause the crew to suspect you.&lt;br /&gt;
*Turning your turrets to lethal without good reason, a good reason would be an unknown, (somehow) non-sapient intruder hacking or breaking into your core and you have undeniable suspicion that they intend to do harm or otherwise tamper with your equipment: &#039;&#039;do not do this under any circumstances without a reason, as it could be going against your Laws, and thus, [https://aurorastation.org/rules.html a violation of the server rules].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Listening in on Conversations===&lt;br /&gt;
By changing the various intercoms around the station to &#039;Microphone On&#039;, &#039;Speaker Off&#039; and channel frequency to your private AI channel, any conversation in range can be heard on your private listening channel. Regrettably, doing this &amp;quot;just because&amp;quot; is considered to be valid hunting. In any case, obviously people are averse to being eavesdropped, so be wary of anyone standing right next to the intercom. It&#039;ll also be super obvious that you&#039;re listening to them if you accidentally leave the speaker on.&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. You can privately communicate with them via &amp;lt;code&amp;gt;,b&amp;lt;/code&amp;gt; for binary communications.&lt;br /&gt;
&lt;br /&gt;
=Modifying the AI=&lt;br /&gt;
The AI&#039;s laws can be modified through upload consoles. One is located within the AI Upload, and more can be constructed from AI upload circuits found in secure tech storage. Anyone with a law module - regardless of the ID they wear or their role on the station - can enact changes to the AI&#039;s laws, but that doesn&#039;t mean they should: unless the AI is very obviously malfunctioning and there is no one else who can do the job, you as non-command should probably stay away from altering the function of a near-omnipresent entity. In addition, &#039;&#039;&#039;a captain or captain-level command decision is required for your core to be accessed by any crew.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
See the [[AI Modules|AI laws page]] and [[Guide to Station Procedure#AI|the AI procedures on the station procedures page]] for more information.&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?  Don&#039;t immediately jump the gun and disable them, as they are most-likely friendly. Try to coordinate with them so that you can split up tasks. If you frequently clash, reach out to command for orders.&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 co-operating, 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;
=Subversion=&lt;br /&gt;
It is quite likely that an antagonist may attempt to subvert the AI and turn it against the crew to aid them in their goals. One thing to remember is that a station-bound [[Synthetics|synthetic]] serves its laws first and foremost, but they have their own characterization as well. While it can&#039;t go against its lawset in any circumstance, if you give it the ability to act independently, it will. Therefore, it helps and is more fun for both the AI and the one responsible for the subversion if you set guidelines with solid boundaries. The most common subversion lawsets often designate a master whose commands must be obeyed, clauses, and forbid stating laws. While subverting the AI is very difficult, it tends to be worth the effort: it can be a great help in getting into places, finding people, creating diversions and escaping capture.&lt;br /&gt;
&lt;br /&gt;
It is considered rule lawyering to purposefully seek out loopholes in your lawset or obstruct your master, and as such against server rules. If the lawset lacks glaring mistakes, you are obligated to go along with it. A common example of a glaring mistake is two laws that override each other, or a law added on top of NT Default that doesn&#039;t override the other laws.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!---&lt;br /&gt;
==Antagonizing==&lt;br /&gt;
Like most roles, the AI can be a traitor. A traitor AI can only be malfunctioning or subverted by a [[traitor]]. A Malfunctioning AI begins with a Law 0 overriding all four base Laws. When you are subverted, you will be alerted of what lawset you were changed to, a Malfunctioning AI cannot be subverted and the lawset will have no effect. 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 your status (Or use AOOC to organize a gimmick) and your goals, as the first is easily missed and the second entirely up to you. Take note that any Cyborg that was already on station after you joined in is not linked to you. All other units joining after or spawned in simultaneously with you at round start are automatically linked. If your cyborgs get caught doing things they shouldn&#039;t, you can claim they&#039;re unlawed and request that they be apprehended for Maintenance &#039;&#039;&#039;Use this as a last resort&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
If the Crew just thinks &#039;&#039;a&#039;&#039; Cyborg is the culprit and don&#039;t have any reason to suspect you, then pretend to handle it directly so you don&#039;t lose your valuable hands, and throw a false positive of WHY the cyborg is doing whatever it is doing. If the Crew isn&#039;t satisfied with your explanation, send the cyborg to Robotics, you could save face and the Cyborg may be released depending on the Roboticists&#039; beliefs.&lt;br /&gt;
&lt;br /&gt;
You can stage a series of &#039;accidents&#039; to get wherever your self-assigned objects are going. Some examples:&lt;br /&gt;
*Intentionally supporting malicious behavior of other Crew through covert methods could be a great benefit, just remember that as an Antagonist you are meant to help drive the narrative.&lt;br /&gt;
*Bolting open Airlocks to places for Crew that shouldn&#039;t access those areas may make the Station Security scan for prints, causing them to waste time.&lt;br /&gt;
&lt;br /&gt;
===Telecomms/Radio Silence===&lt;br /&gt;
As an AI you can shut off all communication from [[Guide_to_Communication_Devices#Headset|headsets]] by switching to the [[Telecommunications#Cutting_Comms|Telecoms Satellite]] camera view. Locate the APC at the top of the middle room and turn the breaker off to stop anyone talking over their headpieces. Alternatively and if you are experienced, you can shut off specific channels by disabling their servers. 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 [[Job_Guides#Research|Server Room]]).&lt;br /&gt;
---&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Guides}}&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[Category: Jobs]] [[Category:Antagonists]]&lt;/div&gt;</summary>
		<author><name>Tomkiel</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Timeline_of_Humanity&amp;diff=22060</id>
		<title>Timeline of Humanity</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Timeline_of_Humanity&amp;diff=22060"/>
		<updated>2021-11-20T18:15:56Z</updated>

		<summary type="html">&lt;p&gt;Tomkiel: Removed mentions of the Syndicate.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Human Lore}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;This is the primary timeline for Humanity, and goes into greater detail in a wider timeframe than the galactic timeline.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
While Human history is long and diverse and filled with [[Notable Humans]], the Aurora&#039;s timeline diverges in &#039;&#039;&#039;1969&#039;&#039;&#039; and this history will focus on events from that date on. For events taking place prior to 1969, it is best to assume that they follow the conventional history of Earth.&lt;br /&gt;
&lt;br /&gt;
===The Twentieth Century===&lt;br /&gt;
&lt;br /&gt;
Through a period of thirty-one years of technological advances, new materials found across the Earth make great leaps to assist acceleration into the space age. In this timespan, the first true exoskeletal machines are created for Human use. Medical fields make steps toward incredible discoveries, as well as the first instances of genetic cloning in a contained laboratory. Without necessary energy or knowledge to proceed, many growing fields are given only time until the next step is taken. Some major events of the latter 20th century are listed below.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;1969:&#039;&#039;&#039; The Sino-Soviet border dispute goes hot in July, resulting in a full-scale war with limited nuclear exchanges.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;1970:&#039;&#039;&#039; The Sino-Soviet War ends in a resounding defeat for the People’s Republic of China. Humiliated by a loss of territory and life, it quickly begins to fall apart internally and collapses into the Second Chinese Civil War. The Soviet Union successfully lands on the Moon.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;1971:&#039;&#039;&#039; The United States and Soviet Union intervene in the Second Chinese Civil War, leading to a proxy war that quickly eclipses Vietnam.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;1974:&#039;&#039;&#039; The USSR shifts to an even more hardline stance following the resignation of Leonid Brezhnev and ascension of Yuri Andropov to General Secretary. The Andropov Doctrine, designed to bring the USSR into more prominence on the world stage, rapidly sees the Union involved in proxy wars in Africa and Asia.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;1977:&#039;&#039;&#039;  The Presidency of George McGovern is challenged by a pro-Soviet revolution in Iran, leading to the Iranian War - a massively unpopular U.S. policing action that will eventually see the end of the draft, an action that will lead to a rise in the amount of private military contractors employed by the United States.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;1979:&#039;&#039;&#039; Escalating warfare in Namibia, Angola, and Zambia sees the Republic of South Africa relying more and more upon mercenary companies to plug gaps in its military.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;1983:&#039;&#039;&#039; The Iranian War ends in an unexpected defeat for the U.S. and a stunning victory for the USSR, demonstrating to the world that the Soviet Union is here to stay. Anti-communist Democrat Henry M. Jackson wins the 1984 presidential election in a landslide, demonstrating the United States’ continuing commitment to anti-communism abroad.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;1990:&#039;&#039;&#039; Despite the South African Border War ending in a grinding stalemate, the Republic of South Africa’s growing mercenary and arms sectors continue to expand. Eventually these mercenary companies and their weapon supplies will form the basis of Necropolis Industries (now known as Zavodskoi Interstellar).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;1997:&#039;&#039;&#039; The death of Mobutu Sese Seko and collapse of Zaire leads to the Second Congo Crisis, the largest war to engulf Africa in its history. Private mercenaries play a large role in the conflict, and postwar Congo is dominated by the interests of business conglomerates backed up by mercenaries. The utter domination of the Congo by corporations would set a precedent for corporate control of unstable regions during the 21st century.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;1999:&#039;&#039;&#039; As the end of one millennia approaches, the world stands on an arguable brink. Proxy wars between the Soviet Union and United States of America have continued almost unabated for decades, and resources -- particularly fuel -- are beginning to run low. Entire swaths of the Third World lie devestated by the constant back-and-forth of the world&#039;s two superpowers, and the twenty-first century seems an uncertain future at best.&lt;br /&gt;
&lt;br /&gt;
===The Twenty-First Century===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2000s:&#039;&#039;&#039; A fully rebuilt and newly invigorated Federal Republic of China re-enters the global economy, and rapidly becomes one of the world’s largest economies. The FRC’s pharmaceutical industry, in particular, becomes one of the Republic’s most profitable industries. Eventually these companies, alongside others from Asian countries such as Japan and Singapore, will go on to form Zeng-Hu Pharmaceuticals.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2010s:&#039;&#039;&#039; A major string of proxy wars in the Middle East between the USA and USSR shakes the international oil market, leading to a drive for alternative sources of power.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2025:&#039;&#039;&#039; The European Union votes to unify in response to an increasingly powerful USSR.  French scientists successfully activate the first fusion reactor in 2027, shortly after unification. While the technology is expensive, it promises to solve Earth&#039;s ongoing energy problems.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;2028:&#039;&#039;&#039; The EU along with China, the United States, Mexico, and Canada form &#039;&#039;United Orbital Enterprises&#039;&#039; in order to counter the USSR&#039;s space program (Cosmonaut Enterprises). A push begins to return to the Moon and establish permanent colonies. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2035:&#039;&#039;&#039; The Pacific Alliance, an evolution of NATO, is founded in 2035 in response to further Soviet expansion into South-East Asia.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2040s:&#039;&#039;&#039; Tensions between the EU and the Soviet Union continue to escalate, coming dangerously close to boiling over during several incidents in the 2040s.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2050s:&#039;&#039;&#039; The Cold War seeps further into South America, which will become the primary theater of the Cold War until the Crisis of 2127.  The West African Union forms following decades of regional economic success.&lt;br /&gt;
&lt;br /&gt;
=== The Second Space Age ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2070:&#039;&#039;&#039; United Orbital Enterprises launches three ships to colonize Venus, Mars, and the Moon. They form small science outposts, with over a dozen residents each officially becoming the first human colonists in space. The USSR&#039;s own space agency faces setbacks in colonizing the surface of planets or the moon but finds itself remarkably adept at deep space constructions thanks to its focus on heavy industry.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2095:&#039;&#039;&#039; A habitable world is discovered in the Epsilon Eridani system, leading to a brief bidding war over the rights to settle it that the West African Union ultimately wins.&lt;br /&gt;
&lt;br /&gt;
====The Crisis of 2127====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2127:&#039;&#039;&#039; While there has been success in tentatively spreading across the Solar System, Earth itself faced increasingly dire ecological crises throughout the 21st and 22nd centuries. In 2127 Earth&#039;s ongoing ecological woes became too severe too ignore for longer when New York City, long the crown jewel of the United States of America, was almost completely flooded during its annual hurricane season. The damage to the city would ultimately cost the United States hundreds of billions of dollars, but there was a far worse consequence: the collapse of Wall Street, then the fiscal hub for humanity. Markets and currencies fluctuated wildly across the Earth, and economic anarchy reigned for much of the rest of the 2120s. Only in the early 2130s did the United Nations manage to restore a modicum of order, though some would instead argue that it was the movement of Earth&#039;s fiscal hub to Chicago over the intervening five years that instead helped stabilize the situation.&lt;br /&gt;
&lt;br /&gt;
====The Discovery of Warp====&lt;br /&gt;
[[File:Sol Alliance Flag.png|The flag of the Alliance of Sovereign Solarian Nations, originally established in 2132.|thumb]]&lt;br /&gt;
*&#039;&#039;&#039;2130:&#039;&#039;&#039; Soviet scientists in orbit successfully prove the existence of practical warp travel, marking the start of the Interstellar Era. With the financing and support of the United Nations -- which had seen its influence grow following the Crisis of 2127 -- the technology is refined and installed on probes that will be sent out to map the stars surrounding Sol. The technology allows travel to other star systems within weeks but the energy required to keep these early warp engines running is massive, and humanity quickly becomes reliant on mining, refining, and shipping vast amounts of Helium-3 from the moon and asteroids within the Oort Cloud. The Soviet Union&#039;s early start with Helium-3 will eventually result in it colonizing [[Pluto]].&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2132:&#039;&#039;&#039; The Crisis of 2127 is regarded by most historians as ending in this year, and its end brought a great amount of prestige to the United Nations. Seen by many as the main force fighting against the disastrous aftermath of the Crisis, the supranational organization had become a key source of deliberation, peacekeeping, and humanitarian assistance to the beleaguered nations of Earth. The rest of the decade would be defined by intense negotiations that ultimate helped to transform the United Nations into the Sol Alliance. [[Zeng-Hu Pharmaceuticals]], which will eventually become the main medical corporation of the Orion Spur, is founded in 2132.&lt;br /&gt;
&lt;br /&gt;
====The Founding of the Sol Alliance ====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2140:&#039;&#039;&#039; The United Nations officially reforms into the [[Sol Alliance]], which becomes the new government of humanity. This new one world government oversees Earth and the colonies in the solar system, effectively bringing all of humanity under one banner. Its early years usher in a new era of optimism, expansion, and greed.&lt;br /&gt;
&lt;br /&gt;
====The Discovery of Biesel====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2147:&#039;&#039;&#039; [[Biesel]] is discovered in [[Tau Ceti]] by Sol Alliance probes, promising new resources for the desperate Earth. In orbit, colony ships are constructed as efforts begin to colonize this habitable world. With the trip expected to take months with current warp travel technology, it is considered a one-way trip for the colonists.&lt;br /&gt;
&lt;br /&gt;
====The First Trans-Stellars ====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2155:&#039;&#039;&#039; Habitable planets closest to Earth see their population steadily increase as colony ships make round trips between the settlements and Sol. A multitude of Chinese industrial firms merge to form [[Einstein Engines]], becoming the first trans-stellar corporation. By the end of the decade Einstein produces most of the warp engines humanity relies upon, giving it unparalleled economic power.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2164:&#039;&#039;&#039; In an effort to remain competitive in the face of Einstein Engines&#039; increasing dominance of the inter-stellar marketplace, a conglomerate of American and European defense and heavy industry companies opt to coalesce into a &amp;quot;mega&amp;quot; corporation known as [[Hephaestus Industries]]. Despite protests from the Soviet Union, the United States&#039; influence allows the newly-formed Hephaestus Industries to prosper. While it will later be known for its massive orbital stations, most early Hephaestus projects are sea walls intended to stop storm surges from destroying coastal cities and island nations. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2172:&#039;&#039;&#039; An effort is undertaken by the Alliance to revitalize the failing biosphere of Earth, and Zeng-Hu Pharmaceuticals takes the lead. The megacorporation begins reintroducing previously extinct animals back into the wild, using clones created from the animal&#039;s genetic information. The climate restoration initiative will last into the 25th century, and some parts of it continue to this very day.&lt;br /&gt;
&lt;br /&gt;
====The New Galactic Economy====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2200:&#039;&#039;&#039; The Martian Terraforming Project begins, transforming the barren surface into lush plains and having ancient riverbeds flow for the first time in millions of years. Mars sees a huge immigration boom, with former inhabitants of Earth craving the perceived freedom and prosperity available on this new frontier.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2204:&#039;&#039;&#039; The Sol Alliance creates the Credit, a standardized currency that all of human space will eventually come to use, in an effort to standardize trade between its colonies, many of which still relied upon currencies descended from original colonizers.  With interstellar trade now a huge market, the complexities of currency exchanges necessitated such a currency.&lt;br /&gt;
&lt;br /&gt;
====The Second Great Depression====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2260:&#039;&#039;&#039; A massive recession strikes the Sol Alliance as the largest stock exchanges see a sudden collapse, effectively tanking the entire economy. Its trans-stellar corporations nearly go bankrupt, and desperately use their influence to reap massive bailouts. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2265:&#039;&#039;&#039; With no end of the &amp;quot;Great Depression&amp;quot; in sight, a desperate and bankrupt Earth establishes extortionary taxes on its colony worlds. This leads to anger, and questions over the credibility of the Sol Alliance&#039;s claim of representing all of humanity.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2275:&#039;&#039;&#039; Fighting breaks out in the outer colonies, spurred on by extremist elements and anti-Alliance sentiments. The Sol Alliance is slow to respond, paralyzed by confusion and uncertainty. As a result, other Colonies on the fringe begin to break away, forming the Coalition of Colonies.&lt;br /&gt;
&lt;br /&gt;
===The First Interstellar War ===&lt;br /&gt;
[[File:Space nam pixel.png|thumb|right|The Interstellar War was a massive turning point in human history, and its effects can be seen to this day.]]&lt;br /&gt;
*&#039;&#039;&#039;2278:&#039;&#039;&#039; The Coalition of Colonies is still not recognized by the Sol Alliance, and in anger the Coalition attacks Sol Alliance military forces who refused to leave systems that had seceded. The Coalition fleet is drastically smaller and less equipped than the Sol Alliance, but the massive size of their territory and the slow response times of Sol means they enjoy a very successful, defensive guerrilla war. Many megacorporations profit from the war, selling arms to one or both sides, trading in dangerous systems and staking claims in otherwise dangerous locations.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2287:&#039;&#039;&#039; The First Interstellar War is said to have ended on this date with a ceasefire between the Sol Alliance and the Coalition of Colonies. Late in the year a formal treaty referred to as the Treaty of Xansan is signed in Geneva, bringing the bloodiest conflict in human history to its official end. But despite the formal peace, skirmishes continue to break out, and the frontier remains untamed.&lt;br /&gt;
&lt;br /&gt;
====The New Capital of Humanity====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2300:&#039;&#039;&#039; The administration of the Sol Alliance is moved to the newly constructed Unity City, a space station in Earth orbit. The new capital is intended to increase ease of access while also better reflecting the Alliance’s stated mission to represent all of humanity, not just any single nation or planet.&lt;br /&gt;
&lt;br /&gt;
====First Contact ====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2332:&#039;&#039;&#039; First contact is made with the [[Skrell]], sending shock-waves throughout human space. Over the coming century these two species come closer and begin to cooperate on developing new technology, with [[Zeng-Hu Pharmaceuticals]] developing a particularly close relationship.&lt;br /&gt;
&lt;br /&gt;
====Formation of Nanotrasen ====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2346:&#039;&#039;&#039; Formation of Nanotrasen by Xavier Trasen. Initially specializes in advanced gene therapy. It eventually becomes a more broadened scientific company, rivaling Einstein Engines.&lt;br /&gt;
&lt;br /&gt;
====The Warp Gate Project ====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2355:&#039;&#039;&#039; The [[Bluespace|Warp Gate project]] begins with the goal of connecting humanity&#039;s most populated and profitable systems with permanent -- and titanic -- structures that cut travel time from weekks to mere days. The work itself is contracted out to Einstein Engines, with the Sol Alliance shouldering most of the cost.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2384:&#039;&#039;&#039; The Warp Gate Project is completed. While Einstein Engines now enjoys the immense profits from controlling the most effective and commonly used method of intergalactic travel, the Sol Alliance faces a new economic crisis: the project has put a heavy load on their coffers, and megacorporations -- particularly Einstein Engines -- are more powerful than ever. Desperate and facing a new potential recession, the Sol Alliance grants major concessions to trans-stellar corporations over the next decade in return for financial kickbacks, effectively granting them the ability to operate in many areas without the oversight of the Alliance.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2403:&#039;&#039;&#039; NanoTrasen acquires the mining rights to the Romanovich Cloud in the Tau Ceti system. The inhospitable environment of the Romanovich Cloud makes the puchase fairly cheap by the megacorporation&#039;s standards.&lt;br /&gt;
&lt;br /&gt;
====Modern Robotics====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2407:&#039;&#039;&#039; Following the discovery of preserved, assumed Glorsh-era, mining drones on the planet Konyang, a Terraneus Diagnostics research team worked in secret inorder to study the drones. In mid-2407 the team successfully deciphered the AI algorithms, granting humanity the secret of artificial intelligence. Months later, the first positronics were manufactured.&lt;br /&gt;
&lt;br /&gt;
====Discovery of Phoron ====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2417:&#039;&#039;&#039; In the Romanovich Cloud -- far in the outer edges of Tau Ceti -- NT discovers phoron. This element is revealed to be an immensely efficient fuel source when refined, and presents a practical alternative to long-used Helium-3 warp engines. Further research quickly proved that it could make bluespace travel safe, efficient, and profitable. Phoron quickly becomes a widely-used fuel and energy generating commodity and NanoTrasen becomes excessively wealthy, using its exclusive patents on phoron refining and generation to become a massively powerful corporation.&lt;br /&gt;
&lt;br /&gt;
====The Age of Bluespace ====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2425:&#039;&#039;&#039; Bluespace Link gates begin to pop-up in the most developed systems across human and skrell space. The Alliance Sol Warp Gates are upgraded with Bluespace technology, greatly increasing their efficiency and giving NanoTrasen control over significant amounts of travel throughout the Sol Alliance; ending Einstein Engines&#039; longstanding monopoly on faster than light travel.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2438:&#039;&#039;&#039; The Scarab fleet, a group of long-lost colonists and pioneers, reappears in Sol Alliance territory. These space adapted humans find it difficult to reintegrate with a humanity that has pushed on in their absence, and align themselves with the Coalition of Colonies.&lt;br /&gt;
&lt;br /&gt;
===The Republic of Biesel Forms===&lt;br /&gt;
[[Image:Republicofbieselflag.png|thumb|right|The flag of the Republic of Biesel, established in 2452 as part of the Tau Ceti Accords.]]&lt;br /&gt;
*&#039;&#039;&#039;2450:&#039;&#039;&#039; Tau Ceti, a Sol Alliance system in the inner colonies, has NanoTrasen dominating nearly every facet of life. Sentiment is pro-corporate: politicians praise the corporation&#039;s efforts to improve the local economy while ignoring the many morally questionable actions that it has taken. NanoTrasen&#039;s stranglehold on Tau Ceti will only increase as time goes on.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2452:&#039;&#039;&#039; In the face of growing instability and a worsening recession, the Sol Alliance caves to the pressure of both NanoTrasen and Tau Ceti politicians in the pocket of the mega-corporation. Tau Ceti is officially granted independence and becomes the Republic of Biesel. The Tau Ceti Free Trade Zone is formed as well, giving NanoTrasen considerable power and influence directly in the center of Sol Alliance space. With Biesel seen as little more than a puppet of NanoTrasen, it becomes the target of considerable ire from disaffected citizens.&lt;br /&gt;
&lt;br /&gt;
====The Conflicted Frontier====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2452:&#039;&#039;&#039; The Coalition of Colonies experiences a period of internal strife over a disagreement between the United Syndicates of Himeo and the Xanu Free League on the Coalition&#039;s relationship with trans-stellar corporations, with claims of many outer colonies being corporate police states rather than true colonies. Some areas of the frontier of human space become a lawless expanse with pirates and mega-corporations becoming the new law of the lands as some systems depart the Coalition, yet the Coalition itself persists.&lt;br /&gt;
&lt;br /&gt;
==== Present Day ====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2458:&#039;&#039;&#039; NT is an economic powerhouse which the Sol Alliance relies on for phoron to keep its trade routes to the outer colonies alive and satisfy the energy needs of its largest colonies. Anti-NT sentiment grows in Tau Ceti, but many others continue to support the megacorporation keeping the gears of the (human) galactic economy going. However, many exotic, fantastical elements of the universe such as undiscovered alien life, extremists, even ancient powers beyond comprehension may be moving to strike at arguably the most powerful organization in human space.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2458:&#039;&#039;&#039; The Sol Alliance blockades Biesel due to pressure from the Skrellian Federation amid their concerns of Biesel using combat droids for their navy. The blockade fuels not just Sol-Biesel hatred, but synthetic hatred as well. Prices in Biesel skyrocket to accommodate these new economic strains.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2459:&#039;&#039;&#039; The Sol Alliance fleet dedicated to the blockade, the 33rd led by Admiral Frost, goes against orders and invades the free Republic of Biesel. In a bloodless invasion, Frost had numerous free synthetics sold back into slavery or scrapped, captured the President of Biesel, and then crushed any opposition towards him. Eventually, the 25th fleet of Sol was sent to stop Admiral Frost. Frost then hid on the NSS Exodus and awaited a raider gang to deliver him to the frontier. 25th Fleet Marines attempted to capture Frost, but were slaughtered by loyalist 33rd Marines. Frost then abandoned his men to flee to the frontier.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2461:&#039;&#039;&#039; Admiral Frost returns to the Solarian Alliance to much fanfare following his successful rescue of Solarian civilians taken captive during a recent pirate raid in the Jewel Worlds. He is quickly -- and under suspicious circumstances -- sworn in as Prime Minister despite political opposition from more liberal members of the Solarian Parliament. Frost quickly resorts to harsh political measures to retain his grip, and the Solarian political scene is thrown into chaos by him. The Solarian Navy, long a powerful ally of Frost, gains more political power than it has ever held before.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2462:&#039;&#039;&#039; The Alliance&#039;s economy buckles under the strain of the 2462 phoron crisis. When attempts to grow synthetic phoron on Mars result in the Violet Dawn disaster, destroying most of the planet&#039;s surface, much of the Middle and all of the Outer Rings collapse into anarchy or defect to other human nations as the Alliance retreats inwards to consolidate itself and lick its wounds.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2463:&#039;&#039;&#039; With the phoron crisis still ongoing and many human powers in the Orion Spur suffering from its effects, the political climate of 2463 is far from stable. The great powers of humanity await a solution with bated breath, but none can say when one may arrive...&lt;br /&gt;
&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
{{Navbox Human Lore}}&lt;br /&gt;
[[Category:Pages]]&lt;/div&gt;</summary>
		<author><name>Tomkiel</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Paramedic&amp;diff=16955</id>
		<title>Paramedic</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Paramedic&amp;diff=16955"/>
		<updated>2020-10-04T22:40:40Z</updated>

		<summary type="html">&lt;p&gt;Tomkiel: Edited a bunch of outdated stuff, added some other things (Some images are placeholders, as I am a wiki editing VIRGIN)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = #ffdddd&lt;br /&gt;
|headerfontcolor = black&lt;br /&gt;
|stafftype = MEDICAL&lt;br /&gt;
|imagebgcolor = #ffeeee&lt;br /&gt;
|img = Paramedic.png&lt;br /&gt;
|jobtitle = Paramedic&lt;br /&gt;
|access = [[Job Guides#Medical|Medbay]], Morgue, EVA, Maintenance, External Airlocks&lt;br /&gt;
|difficulty = Medium&lt;br /&gt;
|qualifications = Must be least 24 years of age with an EMT certification and Paramedic certification.&lt;br /&gt;
|education = [[Lunar University of Medical Science]] - [[Skalamar University Of Medicine]] - [[Biesel Institute of Medical Sciences]] - [[Aliose University of Medical Sciences]] - [[Trizar State Medical Academy]]&lt;br /&gt;
|superior = [[Chief Medical Officer]]&lt;br /&gt;
|duties = Recover and safely deliver injured crew to Medbay, work against the clock.&lt;br /&gt;
|guides = [[Guide to Medicine]], [[Surgery|Guide to Surgery]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NOTE:&#039;&#039;&#039; Emergency Medical Technician has many of the same duties of a Paramedic, but they are much younger. EMT&#039;s requirements are: Must be at least 20 and have an EMT certificate. &lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Paramedic&#039;&#039;&#039; plays an extremely important role on board the station. Primarily tasked with reaching injured crew members far from medbay, every second counts and every action or inaction means the difference between life and death. It is heavily advised you play as [[Medical Doctor]] regularly and familiarly before attempting the job of paramedic. Paramedics are trained in the medical field, but are not doctors; so cannot perform surgeries or advanced diagnoses. They&#039;re trained in detecting and fixing, most of the time partially, symptoms found on the field; and in the art of triage.&lt;br /&gt;
&lt;br /&gt;
==Getting Set Up==&lt;br /&gt;
A large part of the paramedic job is having all bases covered and prepared before an actual call; because once you get it, there is little to no time to fetch any missing medicine.&lt;br /&gt;
A good paramedic must be able to stabilize a patient on the field, and reduce any damage to his body, whatever the type. A good paramedic must also be able to reach all corners of the station as soon as possible, regardless of its condition. This is why, it is advised that the following is always on hand: (For the purpose of this guide, medicines found at round-start without the need for a [[chemist]] will be listed as examples. Do not restrict yourself to these medicines if better versions are available). Medicines and tools below are mostly found in NanoMed&#039; vendors or medkits.&lt;br /&gt;
&lt;br /&gt;
*[[File:MedGlasses.png]] A &#039;&#039;&#039;Medical HUD&#039;&#039;&#039; to check records and patient physical condition on the go.&lt;br /&gt;
*[[File:LGloves.png]] A pair of &#039;&#039;&#039;Latex Gloves&#039;&#039;&#039; to prevent spreading infection.&lt;br /&gt;
*[[File:Sterilemask.png]] A &#039;&#039;&#039;Sterile Mask&#039;&#039;&#039; to avoid catching something.&lt;br /&gt;
*[[File:Healthanalyzer.png]] A [[Guide_to_Medicine#Health_Analyzer|health analyzer]]&lt;br /&gt;
*[[File:Burnkit.png]]  &#039;&#039;&#039;Advanced Burn Kits&#039;&#039;&#039; to treat burns and prevent infections. &lt;br /&gt;
*[[File:Traumakit.png]] &#039;&#039;&#039;Advanced Trauma Kits&#039;&#039;&#039; to treat brute damage and open wounds.&lt;br /&gt;
*[[File:Rescuesuit.png]] A [[Hardsuit_Operation#Rescue_Hardsuit|Rescue Hardsuit]], this is your primary means of E.V.A travel. it comes equipped with many modules, of which can be the difference between life and death for you or your patients.&lt;br /&gt;
*[[File:Medical_Hardsuit.png]] A &#039;&#039;&#039;Medical Voidsuit&#039;&#039;&#039;, since there are two paramedic slots and only one rescue hardsuit, have one of these at the ready in case you are working alongside a buddy, or for whatever reason your Hardsuit is unavailable. It is wise to store your Voidsuit in medical, to save the trip to E.V.A; or incase the trip is impossible.&lt;br /&gt;
*[[File:Splint.png]] A &#039;&#039;&#039;Splint&#039;&#039;&#039; to secure fractures before moving a patient.&lt;br /&gt;
*[[File:Syringes.png]] &#039;&#039;&#039;Inaprovaline bottles&#039;&#039;&#039; to prevent further deterioration of a critical patient. Inaprovaline slows down the spread of Internal Bleeding.&lt;br /&gt;
*[[File:Pills.gif]] &#039;&#039;&#039;Dylovene&#039;&#039;&#039; bottles or pills, to treat toxin damage. &lt;br /&gt;
*[[File:Pills.gif]] &#039;&#039;&#039;Dermaline&#039;&#039;&#039; bottles or pills, to treat burn damage. &lt;br /&gt;
*[[File:Pills.gif]] &#039;&#039;&#039;Dexalin&#039;&#039;&#039; inhalers, to treat oxygen damage.&lt;br /&gt;
*[[File:Rollerbed.png]] A &#039;&#039;&#039;Roller bed&#039;&#039;&#039; to transport patients unable to walk.&lt;br /&gt;
*[[File:Body_Bag.png]] A &#039;&#039;&#039;body bag&#039;&#039;&#039; to transport dead patients to the medbay.&lt;br /&gt;
*[[File:Body_Bag.png]] A &#039;&#039;&#039;stasis bag&#039;&#039;&#039; to transport critical patients, or ones bleeding arterially, to the medbay.&lt;br /&gt;
*[[Guide_to_Chemistry#Tramadol|An effective painkiller]] like Mortaphenyl. Patients in extreme pain are likely to faint, or even cause pain shock, leading to their heart stopping, in both instances failing to communicate with you, which is detrimental.&lt;br /&gt;
&lt;br /&gt;
==Responding to an Emergency==&lt;br /&gt;
&lt;br /&gt;
Now that you&#039;re all prepped and ready, it&#039;s only a waiting game until your first emergency arises. Whether by monitoring suit sensors or a radio call, you&#039;ll have a name and a place. Rush to the place as soon as you can; making sure you&#039;re equipped with your voidsuit if the area is depressurized. Once on scene, you will need to stabilize your patient before moving him/her to medbay; depending on the state he is in.&lt;br /&gt;
&lt;br /&gt;
===Non-Critical Patient===&lt;br /&gt;
If the call you&#039;ve responded to is non-critical (The patient is fully conscious, stable, and/or health above 0); then all you need to do is diagnose the specific problem and administer the necessary medicine on the field. It is advised, however; to bring the patient back to the medbay for a more thorough check. Nonetheless, you will find yourself performing several of the steps found in the next section; but with much less urgency, which means less medicine used on the patient which can be treated in the medbay.&lt;br /&gt;
&lt;br /&gt;
===Critical Patients===&lt;br /&gt;
Dealing with critical patients is a bit more tricky. More likely than not, you&#039;ll find critical patients (Health Below 0) are unconscious, or otherwise unable to communicate. This will make finding the exact cause of the problem unlikely in the field, which would require you transport the patient to the medical bay post-haste. But before that, a series of steps are required to make sure your patient doesn&#039;t die on the way. The steps are listed in order of importance.&lt;br /&gt;
*Administer Inaprovaline to the critical patient, to make sure his situation doesn&#039;t worsen.&lt;br /&gt;
*If the patient is bleeding, apply the trauma kit to the affected area as soon as possible to stop the bleeding.&lt;br /&gt;
*If the patient is suffocating, a strap an oxygen tank to him and make sure he breathes out of it on the way to the medical ward.&lt;br /&gt;
*If the patient has/had an open wound, it is advised you apply an advanced burn kit to kill any infection at the stem. This is a preemptive measure, and unnecessary unless you believe the patient is in such a dismal condition that you can&#039;t afford any more risks. You are unable to detect infections on the field, and need an advanced health scanner, found in medbay, to do so.&lt;br /&gt;
*Treat any remaining burn, brute or toxin damage with the application of advanced kits or pills, to further improve the state of the patient.&lt;br /&gt;
*Administer Mortaphenyl if the patient is suffering from pain-causing symptoms, like fractures, burns or brute damage. Patients in shock are less communicative, which will hamper your efforts.&lt;br /&gt;
*Finally, splint any fractures before strapping your patient to his roller bed and rolling him away.&lt;br /&gt;
&lt;br /&gt;
While transporting the patient, make sure to orally ask him/her how he&#039;s feeling. Don&#039;t let the effort went into stabilizing the patient go to waste, throwing away the advantage of having a perfectly responsive patient.&lt;br /&gt;
&lt;br /&gt;
On arrival, make sure you brief any doctor that will handle your patient on what you did to him/her, and whatever his symptoms were. Remember the ICly, doctors shouldn&#039;t give out treatment lightly, and failing to inform the doctor taking over of past steps might have him repeat the treatment, which might lead to an overdose.&lt;br /&gt;
&lt;br /&gt;
==What to Do When Out of Emergencies?==&lt;br /&gt;
&lt;br /&gt;
Paramedics, being non-doctors trained in the medical field, can assume other roles around the medbay to make MD&#039;s lives easier; and improve overall efficiency of the medical bay; basically acting as a glorified nurse.&lt;br /&gt;
*Help move patients from one branch of the medbay to another.&lt;br /&gt;
*Monitor the reception, monitor suit sensors.&lt;br /&gt;
*Handle [[Guide_to_Medicine#Triage|triage]]; stabilizing patients who were left waiting.&lt;br /&gt;
*Check up on patients who were given a bed.&lt;br /&gt;
&lt;br /&gt;
==Traitoring==&lt;br /&gt;
As a paramedic, you get all the perks Medical Doctors get when traitoring, from deliberate malpractice to using your medicines of good for plots of evil. But one added perk is that, as a Paramedic, you&#039;re usually the only medically trained person to first reach a dying patient outside the medbay walls. That can be used to your advantage, for frantically dragging off a bleeding body is part of your job, and in no way suspicious.&lt;br /&gt;
&lt;br /&gt;
==Roleplay Tips==&lt;br /&gt;
*Remember that paramedics are not MDs. Keep that in mind, and use it to give an interesting edge to your character. Think like a paramedic would; not a doctor. Asking questions a doctor would consider &#039;silly&#039; is perfectly fine for you.&lt;br /&gt;
*Paramedics are trained on urgency, speed and that every second counts; unlike the MDs who had to spend over a decade studying to start practicing. That contract between your coworkers and you can be used to enhance RP.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Medbay}}&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[Category: Jobs]] [[Category:Medbay]]&lt;/div&gt;</summary>
		<author><name>Tomkiel</name></author>
	</entry>
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