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	<title>Aurora Information Uplink - User contributions [en]</title>
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	<updated>2026-05-14T07:26:45Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
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		<updated>2015-05-28T03:46:19Z</updated>

		<summary type="html">&lt;p&gt;XanderDox: Synthetic Intelligence Movement&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Synthetic Intelligence Movement&lt;/div&gt;</summary>
		<author><name>XanderDox</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=NanoTrasen_Corporation&amp;diff=2041</id>
		<title>NanoTrasen Corporation</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=NanoTrasen_Corporation&amp;diff=2041"/>
		<updated>2015-05-28T03:23:21Z</updated>

		<summary type="html">&lt;p&gt;XanderDox: /* Departments */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
&amp;quot;Nanotrasen is the leader in all things plasma...and more! Across the galaxy we provide the finest plasma-combustion generators and plasma by-prudicts. We continue to make significant advances in other major fields ranging from the hydroponics to genetic research. As a proud employee of our corporation, we encourage you to take active part in continuing to advance our our scientific knowledge for the good of the human race, and your pay check!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Nanotrasen is the corporation the player works for, an ostensible biotech research company gone super-corp after the advent of plasma.&lt;br /&gt;
&lt;br /&gt;
==General==&lt;br /&gt;
&#039;&#039;&#039;Official Title(s):&#039;&#039;&#039; Nanotrasen Corporation, Nanotrasen Corporate Conglomerate&lt;br /&gt;
* Nano&#039;&#039;&#039;t&#039;&#039;&#039;rasen,Nano&#039;&#039;&#039;T&#039;&#039;&#039;rasen, Nano&#039;&#039;&#039;tran&#039;&#039;&#039;sen  used interchangeably, all trademarked&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Motto:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Headquarters:&#039;&#039;&#039; Mendell City, Biesel, Tau Ceti&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Official Languages:&#039;&#039;&#039; Sol Common, Tau Ceti Basic&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Work Force:&#039;&#039;&#039; (2453 Financial Audit Report)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;31,348,392 - Total Number of Employees&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
31,050,092 - Civilian Employees&lt;br /&gt;
&lt;br /&gt;
54,000 - Merchant Officers&lt;br /&gt;
&lt;br /&gt;
244,300 - Merchant Sailors&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Systems:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Tau Ceti - Jointly administered with Republic of Biesel per terms of contract with Alliance; HQ located at Mendell City, Biesel&lt;br /&gt;
&lt;br /&gt;
Sol - Mining operations&lt;br /&gt;
&lt;br /&gt;
Outer Systems - De Facto administrator of several systems&lt;br /&gt;
&lt;br /&gt;
Fringe - Research outposts, Deep space scanners&lt;br /&gt;
&lt;br /&gt;
* NanoTransen maintains a direct presence (manufacturing sectors, R&amp;amp;D, HR, orbital facilities) in over 75% of human states.&lt;br /&gt;
==Departments==&lt;br /&gt;
*[[NanoTrasen Corporate Finances|Department of Finances]]&lt;br /&gt;
*[[NanoTrasen Occupation Qualifications|Human Resources]]&lt;br /&gt;
*[[NSIP|Non-human Species Integration Program]]&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Formed in 2346, Nanotrasen Biomedical, now the Nanotrasen Corporation, is a leading trans-stellar research corporation specialising in Genetic Engineering and Material research.&lt;br /&gt;
&lt;br /&gt;
Nanotrasen started out as a small company, whose research was mostly based around gene-therapy in the heart of human space, Mars. This was shortly prior to the series of scandals over cloning being reserved to the rich rather than being provided to industrialist fodder in the most prosperous part of Sol - Nanotrasen was effective at patenting methods that lead to more cost effective coverage plans for business use, primarily through aggressive business tactics than personal research brilliance- Many minor bio/med research facilities ended up on the unpleasant end of Xavier Trasen&#039;s desire to make a name for himself and shark-like approach, and were bought out and taken apart for his company&#039;s capitalization. By the end of the decade, Nanotrasen became a trans-stellar entity.&lt;br /&gt;
&lt;br /&gt;
At the turning point of the 26th Century, Plasma was discovered. Nanotrasen was, naturally, the foremost corporation in attempting to exploit this valuable new resource, and they set up numerous stations and factories around the Plasma Giants in order to exploit the resource. This jump-started the economy, and the so-called Orange Rush began, with all of the corporations attempting to replicate NT&#039;s (dubiously) patented and highly secretive plasma refining technique. Research facilities, stations, ships and other installations were being built faster than ever. Nanotrasen, capitalizing on it&#039;s newfound wealth managed to bankrupt and absorb many other companies on a larger scale that ever before. Many feel Nanotrasen&#039;s only defining ability is in capitalizing upon other&#039;s hard work- And not an entirely untrue assumption. Nonetheless, this only further increased Nanotrasen&#039;s power and scope, ratcheting it up to the status of a true super-corporation, the most powerful business-empire in the known galaxy.&lt;br /&gt;
&lt;br /&gt;
==Stations, Merchant Fleet and the Fleet Security Force.==&lt;br /&gt;
The Nanotrasen corporation maintains a large fleet of ships and stations for varying purposes ranging from research to transport to medical to exploration. Known as the Merchant Fleet these ships form the backbone of Nanotrasens financing transporting personnel, cargo and research from system to system, planet to planet and back again.&amp;lt;br&amp;gt;&lt;br /&gt;
In addition to its commercial fleet the Nanotrasen Corporation maintains a Fleet Security Force which provides 75 ships for the purpose of fleet escort and emergency response, these vessels are Bluespace capable and moderately armed and range from small frigates up to small drone carriers. The FSF is a civilian department which maintains controls of all space-born operations with the Nanotrasen Security Division.&lt;br /&gt;
OOC NOTE: THE FSF IS THE NT NAVY.&lt;br /&gt;
&lt;br /&gt;
The FSF whilst good at its job of fleet protection and other defensive operations, is very poor at power projection in offensive operations, commonly relying on the support of Planetary Governments and other TSC&#039;s where possible. As it stands currently the FSF maintains an almost impeccable service record&lt;br /&gt;
&lt;br /&gt;
Occasionally, the FSF will send out a representative to an installation in space or planetside. There &#039;Navy Representatives&#039; are typically high ranking civilian bureaucrats or administrators  possessing the authority above the captain. In spite of their &#039;Navy&#039; moniker, they are not related to any military force. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Prefixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
NMSS - NanoTrasen Management Space Station&amp;lt;br /&amp;gt; &lt;br /&gt;
NSS - NanoTrasen Science Station&amp;lt;br /&amp;gt;&lt;br /&gt;
NTV - NanoTrasen Transport Vessel&amp;lt;br /&amp;gt;&lt;br /&gt;
NHS - NanoTrasen Hospital Station&amp;lt;br /&amp;gt;&lt;br /&gt;
NHTV - NanoTrasen Hospital Transport Vessel&amp;lt;br /&amp;gt;&lt;br /&gt;
NTS - NanoTrasen Triage Center&amp;lt;br /&amp;gt;&lt;br /&gt;
NTCA - NanoTrasen Communications Array&amp;lt;br /&amp;gt;&lt;br /&gt;
NMRS - NanoTrasen Medical Research School/Station&amp;lt;br /&amp;gt;&lt;br /&gt;
NRV - NanoTrasen Repair Vessel&amp;lt;br /&amp;gt;&lt;br /&gt;
NCTV - NanoTrasen Cryostasis Transport Vessel&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Some of it&#039;s largest and/or most expensive holdings are listed below.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | Corporate&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight: bold;&amp;quot; | Prefix&lt;br /&gt;
| style=&amp;quot;font-weight: bold;&amp;quot; | Name&lt;br /&gt;
| style=&amp;quot;font-weight: bold;&amp;quot; | Type&lt;br /&gt;
| style=&amp;quot;font-weight: bold;&amp;quot; | Role&lt;br /&gt;
| style=&amp;quot;font-weight: bold;&amp;quot; | Location&lt;br /&gt;
|-&lt;br /&gt;
| NMSS&lt;br /&gt;
| Odin&lt;br /&gt;
| Station&lt;br /&gt;
| Central Command&lt;br /&gt;
| Tau Ceti&lt;br /&gt;
|-&lt;br /&gt;
| NMSS&lt;br /&gt;
| Baldr&lt;br /&gt;
| Station&lt;br /&gt;
| Central Command &lt;br /&gt;
| Sol&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | Research Services&lt;br /&gt;
|-&lt;br /&gt;
| NSS&lt;br /&gt;
| Exodus&lt;br /&gt;
| Station&lt;br /&gt;
| Plasma Research and Mining Station&lt;br /&gt;
| Tau Ceti&lt;br /&gt;
|-&lt;br /&gt;
| NSS&lt;br /&gt;
| Aurora&lt;br /&gt;
| Station&lt;br /&gt;
| Plasma Research and Mining Station&lt;br /&gt;
| Tau Ceti&lt;br /&gt;
|-&lt;br /&gt;
| NSS&lt;br /&gt;
| Redemption&lt;br /&gt;
| Station&lt;br /&gt;
| Biochemical Research Station&lt;br /&gt;
| Tau Ceti&lt;br /&gt;
|-&lt;br /&gt;
| NSS&lt;br /&gt;
| Antlia&lt;br /&gt;
| Station&lt;br /&gt;
| Xenobiological Research Station&lt;br /&gt;
| Tau Ceti&lt;br /&gt;
|-&lt;br /&gt;
| NSS&lt;br /&gt;
| Apus&lt;br /&gt;
| Station&lt;br /&gt;
| Xenobiological Research Station&lt;br /&gt;
| Sol&lt;br /&gt;
|-&lt;br /&gt;
| NSS&lt;br /&gt;
| Ara&lt;br /&gt;
| Station&lt;br /&gt;
| Defence Research Station&lt;br /&gt;
| Sol&lt;br /&gt;
|-&lt;br /&gt;
| NTV&lt;br /&gt;
| Clark&lt;br /&gt;
| Ship&lt;br /&gt;
| Exploration Vessel&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| NTV&lt;br /&gt;
| Asimov&lt;br /&gt;
| Ship&lt;br /&gt;
| Exploration Vessel&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| NTV&lt;br /&gt;
| Von Braun&lt;br /&gt;
| Ship&lt;br /&gt;
| Super Freighter&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| NTV&lt;br /&gt;
| Archimedes&lt;br /&gt;
| Ship&lt;br /&gt;
| Super Freighter&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| NTV&lt;br /&gt;
| Amundsen&lt;br /&gt;
| Ship&lt;br /&gt;
| Super Freighter&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| NTV&lt;br /&gt;
| Armstrong&lt;br /&gt;
| Ship&lt;br /&gt;
| Super Freighter&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| NTV&lt;br /&gt;
| Anchieta&lt;br /&gt;
| Ship&lt;br /&gt;
| Super Freighter&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| NTV&lt;br /&gt;
| Baudin&lt;br /&gt;
| Ship&lt;br /&gt;
| Probe Carrier&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | BioMedical Services&lt;br /&gt;
|-&lt;br /&gt;
| NHS&lt;br /&gt;
| Canes Venatici&lt;br /&gt;
| Station&lt;br /&gt;
| Hospital Station&lt;br /&gt;
| Tau Ceti&lt;br /&gt;
|-&lt;br /&gt;
| NHS&lt;br /&gt;
| Canis Major&lt;br /&gt;
| Station&lt;br /&gt;
| Hospital Station&lt;br /&gt;
| Sol&lt;br /&gt;
|-&lt;br /&gt;
| NMRS&lt;br /&gt;
| Canis Minor&lt;br /&gt;
| Station&lt;br /&gt;
| Medical School and Research Station&lt;br /&gt;
| Tau Ceti&lt;br /&gt;
|-&lt;br /&gt;
| NTS&lt;br /&gt;
| Carina&lt;br /&gt;
| Station&lt;br /&gt;
| Triage Center&lt;br /&gt;
| Sol&lt;br /&gt;
|-&lt;br /&gt;
| NTS&lt;br /&gt;
| Pheonix&lt;br /&gt;
| Station&lt;br /&gt;
| Triage Center&lt;br /&gt;
| Tau Ceti&lt;br /&gt;
|-&lt;br /&gt;
| NHTV&lt;br /&gt;
| Tesla&lt;br /&gt;
| Ship&lt;br /&gt;
| Hospital Ship&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| NHTV&lt;br /&gt;
| Maxwell&lt;br /&gt;
| Ship&lt;br /&gt;
| Hospital Ship&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| NCTV&lt;br /&gt;
| Curie&lt;br /&gt;
| Ship&lt;br /&gt;
| Cryostasis Freighter&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | Security Services&lt;br /&gt;
|-&lt;br /&gt;
| NSS&lt;br /&gt;
| Cephus&lt;br /&gt;
| Station&lt;br /&gt;
| Processing Station&lt;br /&gt;
| Sol&lt;br /&gt;
|-&lt;br /&gt;
| NTV&lt;br /&gt;
| Murphy&lt;br /&gt;
| Ship&lt;br /&gt;
| Transport&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| NTV&lt;br /&gt;
| Cato&lt;br /&gt;
| Ship&lt;br /&gt;
| Transport&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| NTV&lt;br /&gt;
| Patton&lt;br /&gt;
| Ship&lt;br /&gt;
| Patrol Vessel&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| NTV&lt;br /&gt;
| Brooke&lt;br /&gt;
| Ship&lt;br /&gt;
| Patrol Vessel&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| NTV&lt;br /&gt;
| Icarus&lt;br /&gt;
| Ship&lt;br /&gt;
| Drone Carrier&lt;br /&gt;
| Tau Ceti&lt;br /&gt;
|-&lt;br /&gt;
| NTV&lt;br /&gt;
| Oceanus&lt;br /&gt;
| Ship&lt;br /&gt;
| Escort Cruiser&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| NTV&lt;br /&gt;
| Poseidon&lt;br /&gt;
| Ship&lt;br /&gt;
| Escort Cruiser&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| NTV&lt;br /&gt;
| Apollonius&lt;br /&gt;
| Ship&lt;br /&gt;
| Escort Cruiser&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| NTV&lt;br /&gt;
| Gloria Verdantes&lt;br /&gt;
| Ship&lt;br /&gt;
| Escort Cruiser&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| NTV&lt;br /&gt;
| Sierra Ontago&lt;br /&gt;
| Ship&lt;br /&gt;
| Escort Cruiser&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| NTV&lt;br /&gt;
| Xavier Trasen&lt;br /&gt;
| Ship&lt;br /&gt;
| Escort Cruiser&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| NTV&lt;br /&gt;
| Vern Clerk&lt;br /&gt;
| Ship&lt;br /&gt;
| Escort Cruiser&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| NTV&lt;br /&gt;
| Gelligaer&lt;br /&gt;
| Ship&lt;br /&gt;
| Response Cruiser&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| NTV&lt;br /&gt;
| Glynneath&lt;br /&gt;
| Ship&lt;br /&gt;
| Response Cruiser&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| NTV&lt;br /&gt;
| Paladin&lt;br /&gt;
| Ship&lt;br /&gt;
| Response Cruiser&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | Telecommunication Services&lt;br /&gt;
|-&lt;br /&gt;
| NTCA&lt;br /&gt;
| Orion&lt;br /&gt;
| Satellite&lt;br /&gt;
| Interstellar Communications Array&lt;br /&gt;
| Sol&lt;br /&gt;
|-&lt;br /&gt;
| NRV&lt;br /&gt;
| Volans&lt;br /&gt;
| Ship&lt;br /&gt;
| Repair Freighter&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Fleet Ranks===&lt;br /&gt;
&amp;lt;small&amp;gt; &#039;&#039;&#039;Bold&#039;&#039;&#039;= Officer, Nonbold = Rating&amp;lt;/small&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Captain/Master&#039;&#039;&#039; - Acts on behalf of the vessels owner (Nanotrasen Corporation)&lt;br /&gt;
====Deck Department====&lt;br /&gt;
&#039;&#039;&#039;Chief Officer&#039;&#039;&#039; - Head of the deck department and second in command of the vessel.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Second Officer&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Third Officer&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Deck Cadet&#039;&#039;&#039;&#039;&#039; - Trainee Deck Officer, is not certified to man a watch but is on-board to observe and learn.&amp;lt;br&amp;gt;&lt;br /&gt;
Deck Hands - Unlicensed personnel assisting the deck officers in the carrying out of their duties.&lt;br /&gt;
====Engineering/Technical Department====&lt;br /&gt;
&#039;&#039;&#039;Chief Engineer&#039;&#039;&#039; - Senior Officer incharge of the engineering department.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Electrotechnical Officer&#039;&#039;&#039; - Engineering Officer incharge of the ships electronic equipment.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Atmospherics Officer&#039;&#039;&#039; - Engineering Officer incharge of the ships atmospherics equipment.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Second Engineer&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Third Engineer&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fourth Engineer&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Engineering Cadet&#039;&#039;&#039;&#039;&#039; - Trainee Engineer, typically assigned to and reports to the second engineer.&amp;lt;br&amp;gt;&lt;br /&gt;
Engineering Technicians&lt;br /&gt;
====Stewards Department====&lt;br /&gt;
&#039;&#039;&#039;Chief Steward&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
First Steward&amp;lt;br&amp;gt;&lt;br /&gt;
Second Steward&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Chief Cook&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
First Cook&amp;lt;br&amp;gt;&lt;br /&gt;
Second Cook&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Emergency Response Team==&lt;br /&gt;
Primarily focused within Tau Ceti, the Emergency Response Team (ERT) are specially trained personnel employed by Nanotrasen to protect and assist corporate assets in emergencies, be it security, medical or engineering related, The ERT is a branch of the Fleet Security Force that consists of full time career staff members as well as volunteers working elsewhere within Nanotrasen.&lt;br /&gt;
&lt;br /&gt;
The current commanding officer of the Emergency Response Team is Captain James Cromwell, who after 30 years serving in the Fleet Security Force, transferred into the ERT as a replacement Commander and then took over as Captain in 2450.&lt;br /&gt;
===ERT SECTION PHOENIX:===&lt;br /&gt;
&#039;&#039;&#039;Sectors:&#039;&#039;&#039; 1-3&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Members:&#039;&#039;&#039; 147&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leading Troopers:&#039;&#039;&#039; 30&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Sub Officers:&#039;&#039;&#039; 8&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Commander:&#039;&#039;&#039; Marcus Kaplan.&amp;lt;br&amp;gt;&lt;br /&gt;
Notes: ERT Section PHOENIX is most renowned for their extremely fast response times. The first section established, it definitely has the most training and are generally respected. They have won most section based competitions, including last years. PHOENIX has large roles in protecting research stations, including the NSS Aurora, the NSS Audilias, and the NSS Astrid. They are disdained for overall poor firing accuracy, or tendency to lose morale, due to being generally compromised of new recruits.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===ERT SECTION HYDRA:===&lt;br /&gt;
&#039;&#039;&#039;Sectors:&#039;&#039;&#039; 4-6&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Members:&#039;&#039;&#039; 123&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leading Troopers:&#039;&#039;&#039; 24&amp;lt;br&amp;gt;&lt;br /&gt;
Sub Officers: 4&amp;lt;br&amp;gt;&lt;br /&gt;
Commander: Volksis Geroiz.&amp;lt;br&amp;gt;&lt;br /&gt;
Notes: ERT Section HYDRA is most renowned for their lowest casualty and injury rate. The latest section established, HYDRA is mostly composed of transferred units from PHOENIX and JUGGERNAUT. It has a main base located in Sector 6, and operates generally independently from Central Command due to the massive distance. Still receives orders from Captain Cromwell. They have large roles in protecting City Stations, such as, the SSS Atlantis, and the NSS Substantial. They are disdained for a tendency to retreat and name situations impossible.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===ERT SECTION SHARK:===&lt;br /&gt;
&#039;&#039;&#039;Sectors:&#039;&#039;&#039; 7-9&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Members:&#039;&#039;&#039; 137&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leading Troopers:&#039;&#039;&#039; 24&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Sub Officers:&#039;&#039;&#039; 5&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Commander:&#039;&#039;&#039; Audalan Hemrali.&amp;lt;br&amp;gt;&lt;br /&gt;
Notes: ERT Section SHARK is most renowned for their extreme efficient use of tactics and execution of protocol. The second section established, SHARK is comprised of cadets and ensigns from Biesel&#039;s academies. Due to its relative closeness to Central Command, SHARK is able to operate using the facilities large bays. They are regarded from Captain Cromwell as being courageous and one of, if not the, best Sections. They have large roles in protecting trade and civilian ships going to and fro Biesel. They are disdained for their tendency to take extreme risks and general in-acknowledgement of superior orders.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===ERT SECTION JUGGERNAUT:===&lt;br /&gt;
&#039;&#039;&#039;Sectors:&#039;&#039;&#039; 10 (Outer Rim)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Members:&#039;&#039;&#039; 97&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leading Troopers:&#039;&#039;&#039; 14&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Sub Officers:&#039;&#039;&#039; 4&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Commander:&#039;&#039;&#039; Jacob Sinclair&amp;lt;br&amp;gt;&lt;br /&gt;
Notes: ERT Section JUGGERNAUT is most renowned for having the lowest deployment rates in all sectors, thus also having the most down time. In charge of protecting and managing the outer rim, JUGGERNAUT has members in every outpost and on Central Command in order to provide quick response to any SOS or similar messages coming from the part of space labelled the &#039;outer rim.&#039; They are disdained for their very slow response times, although this may be a factor of sheer distance rather than quickness of the troopers themselves.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===ERT SECTION GROUNDHOG:===&lt;br /&gt;
&#039;&#039;&#039;Sector:&#039;&#039;&#039; Biesel&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Members:&#039;&#039;&#039; 328&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leading Troopers:&#039;&#039;&#039; 58&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Sub Officers:&#039;&#039;&#039; 21&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Commander:&#039;&#039;&#039; Sean Trenningham&amp;lt;br&amp;gt;&lt;br /&gt;
Notes: ERT Section GROUNDHOG is most renowned for being the largest section. In charge of enforcing law and order on Biesel&#039;s surface and low orbit, ERT Section GROUNDHOG has seven land bases on Biesel&#039;s surface, three ocean based, and two low orbit based outposts. They assist Biesel&#039;s law enforcement with the law and order of Biesel&#039;s populace, as well as secure NanoTrasen assets in privately owned property on certain spots on the surface. Biesel government/NanoTrasen ERT hybrids are named Enforcers, and are often seen in the streets of Lowell as well as other major population centers. Acting as police, Enforcers are equipped with standard issue NanoTrasen security gear.&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Corporations]]&lt;/div&gt;</summary>
		<author><name>XanderDox</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=File:NSIP_LOGO.png&amp;diff=2035</id>
		<title>File:NSIP LOGO.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=File:NSIP_LOGO.png&amp;diff=2035"/>
		<updated>2015-05-28T03:15:46Z</updated>

		<summary type="html">&lt;p&gt;XanderDox: Non-human species integration program logo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Non-human species integration program logo&lt;/div&gt;</summary>
		<author><name>XanderDox</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Idris_Incorporated&amp;diff=2034</id>
		<title>Idris Incorporated</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Idris_Incorporated&amp;diff=2034"/>
		<updated>2015-05-28T02:56:30Z</updated>

		<summary type="html">&lt;p&gt;XanderDox: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{wip|assign=XanderDox}}&lt;br /&gt;
== Brief Summary ==&lt;br /&gt;
Idris Incorporated is a interstellar corporation/bank that operates primarily out of their HQ in Mendell City, Biesel. The bank was founded as pressure grew for a secure way to store credits and have them transferable across solar-systems. Erin Idris stepped up to the challenge. After starting on Mendell, and initially only servicing Sol and Tau Ceti, Idris got his big break when the Maladaxis family, wealthy business people from Epsilon Eridani, invested over 100 million credits into the bank. The business boomed, and the Idris and Maladaxis family alliance has continued to grow the corporation, and expanded their field of work into the stock market, both families have profited greatly from this and are now both billionaires.&lt;br /&gt;
&lt;br /&gt;
=== Present Day ===&lt;br /&gt;
Now, in 2457 , Idris Incorporated runs the 4th largest bank in the entire Sol Alliance, and are expanding into the field of genetic backup storage (after establishing a contract with Zeng-Hu for the cloning and genetics equipment) and are nearly impenetrable by hackers.&lt;br /&gt;
The bank has begun offering joining bonuses to those who work for major inter-stellar corporations, to draw people away from using the companies own banks (such as NanoTrasen&#039;s Bank) , however they are still in a struggle with NanoTrasen due to it&#039;s large employee base mainly using the companies bank as their method of storing funds, preventing Idris from having a large amount of members, this has caused strained relationships between NanoTrasen and Idris Incorporated.&lt;br /&gt;
&lt;br /&gt;
=== Branches ===&lt;br /&gt;
Idris Incorporated is spread out all across the Union of Sol. Here are the locations of their primary and largest branches.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mendell City, Biesel, Tau Ceti-&#039;&#039;&#039; The Mendell City branch is the company&#039;s headquarters, it is a massive building with over 3,000 workers within it. The entire body of corporate officers operates off the topmost floors of this skyscraper. Security is tight, entrance to any floor above level 6 is strictly monitored&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:47-380_hochhaeuser_aus_glas.jpg|thumb|alt=Idris Headquarters|Idris Incorporated&#039;s large, five building skyscraper complex.]]&lt;br /&gt;
&#039;&#039;&#039;Hengsha Arcology, New Gibson, Tau Ceti-&#039;&#039;&#039; The Hengsha Arcology branch is quite large, servicing a majority of the industrial workers on the planet, it is the second most guarded facility belonging to Idris Incorporated, as the recent riots in the Arcology have caused the Executives to push for more on-site security&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Troposphere, Earth, Sol-&#039;&#039;&#039; Idris Incorporated maintains an airborne branch on Earth, maintained on a helicarrier, the branch maintains a east-rotation around the Earth&#039;s northern hemisphere, this branch services the entirety of Earth.&lt;br /&gt;
&lt;br /&gt;
=== Executives/Board of Governors===&lt;br /&gt;
Idris Incorporated&#039;s Board of Governors is made up of the executive officers themselves, while strange in practice, this was done to ensure that the Maladaxis and Idris families never lose control over the company.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Owner and Chairman of the Board:&#039;&#039;&#039; Markyus Idris&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Chief Executive Officer:&#039;&#039;&#039; Xalstros Maladaxis&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Chief Financial Officer:&#039;&#039;&#039; Andrea Idris&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Chief Operations Officer:&#039;&#039;&#039; Indytris Maladaxis&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Chief Risk Officer:&#039;&#039;&#039; Verimae Rakael&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Chief Technology/Information Officer:&#039;&#039;&#039; Arthur Curring&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Departments ===&lt;br /&gt;
As an interstellar corporation, Idris Incorporated maintains a variety of departments/divisions. The division system works in a hierarchy, community department&#039;s answer to regional departments, who answer to the Mendell City headquarters. The primary departments are listed below.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Asset Protection-&#039;&#039;&#039; The IAPD, or Idris Asset Protection Division encompasses two smaller departments, &#039;&#039;On-Site Security&#039;&#039; who are the security guards and officers working at the banks themselves, and &#039;&#039;IT Security&#039;&#039; who work to ensure Idris&#039; computer systems are impregnable.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Information Technology (IT)-&#039;&#039;&#039; The IT Department maintains and ensures the security of Idris&#039; computer systems, and partly answers to the IAPD. They employ a variety of staff, from hackers, security consultants and telecommunication engineers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Management-&#039;&#039;&#039; Management staff run the regional and community departments, they maintain authority over all staff within their region/community.&amp;lt;br /&amp;gt; Regional Management ranks are: Regional Governor, Regional Manager, Assistant Regional Manager, Regional Human Resources Director&amp;lt;br /&amp;gt; &lt;br /&gt;
Community Management ranks are: Community Director, Community Manager, Assistant Community Manager, and Internal Affairs&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Finance and Treasury-&#039;&#039;&#039; Finance and Treasury handle all the money that Idris Incorporated holds, including the company&#039;s personal funds, and the member&#039;s bank accounts. They have regional and community representatives that authorize all transactions made by branches for improvements/expansions etc... This department employs all the bank tellers, stock market experts and any other financial related personnel.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Player Lore]]&lt;br /&gt;
[[Category:Corporations]]&lt;/div&gt;</summary>
		<author><name>XanderDox</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Idris_Incorporated&amp;diff=2033</id>
		<title>Idris Incorporated</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Idris_Incorporated&amp;diff=2033"/>
		<updated>2015-05-28T02:41:25Z</updated>

		<summary type="html">&lt;p&gt;XanderDox: /* Departments */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}&lt;br /&gt;
{{wip|assign=XanderDox}}&lt;br /&gt;
== Brief Summary ==&lt;br /&gt;
Idris Incorporated is a interstellar corporation/bank that operates primarily out of their HQ in Mendell City, Biesel. The bank was founded as pressure grew for a secure way to store credits and have them transferable across solar-systems. Erin Idris stepped up to the challenge. After starting on Mendell, and initially only servicing Sol and Tau Ceti, Idris got his big break when the Maladaxis family, wealthy business people from Epsilon Eridani, invested over 100 million credits into the bank. The business boomed, and the Idris and Maladaxis family alliance has continued to grow the corporation, and expanded their field of work into the stock market, both families have profited greatly from this and are now both billionaires.&lt;br /&gt;
&lt;br /&gt;
=== Present Day ===&lt;br /&gt;
Now, in 2457 , Idris Incorporated runs the 4th largest bank in the entire Sol Alliance, and are expanding into the field of genetic backup storage (after establishing a contract with Zeng-Hu for the cloning and genetics equipment) and are nearly impenetrable by hackers.&lt;br /&gt;
The bank has begun offering joining bonuses to those who work for major inter-stellar corporations, to draw people away from using the companies own banks (such as NanoTrasen&#039;s Bank) , however they are still in a struggle with NanoTrasen due to it&#039;s large employee base mainly using the companies bank as their method of storing funds, preventing Idris from having a large amount of members, this has caused strained relationships between NanoTrasen and Idris Incorporated.&lt;br /&gt;
&lt;br /&gt;
=== Branches ===&lt;br /&gt;
Idris Incorporated is spread out all across the Union of Sol. Here are the locations of their primary and largest branches.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mendell City, Biesel, Tau Ceti-&#039;&#039;&#039; The Mendell City branch is the company&#039;s headquarters, it is a massive building with over 3,000 workers within it. The entire body of corporate officers operates off the topmost floors of this skyscraper. Security is tight, entrance to any floor above level 6 is strictly monitored&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:47-380_hochhaeuser_aus_glas.jpg|thumb|alt=Idris Headquarters|Idris Incorporated&#039;s large, five building skyscraper complex.]]&lt;br /&gt;
&#039;&#039;&#039;Hengsha Arcology, New Gibson, Tau Ceti-&#039;&#039;&#039; The Hengsha Arcology branch is quite large, servicing a majority of the industrial workers on the planet, it is the second most guarded facility belonging to Idris Incorporated, as the recent riots in the Arcology have caused the Executives to push for more on-site security&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Troposphere, Earth, Sol-&#039;&#039;&#039; Idris Incorporated maintains an airborne branch on Earth, maintained on a helicarrier, the branch maintains a east-rotation around the Earth&#039;s northern hemisphere, this branch services the entirety of Earth.&lt;br /&gt;
&lt;br /&gt;
=== Executives/Board of Governors===&lt;br /&gt;
Idris Incorporated&#039;s Board of Governors is made up of the executive officers themselves, while strange in practice, this was done to ensure that the Maladaxis and Idris families never lose control over the company.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Owner and Chairman of the Board:&#039;&#039;&#039; Markyus Idris&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Chief Executive Officer:&#039;&#039;&#039; Xalstros Maladaxis&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Chief Financial Officer:&#039;&#039;&#039; Andrea Idris&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Chief Operations Officer:&#039;&#039;&#039; Indytris Maladaxis&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Chief Risk Officer:&#039;&#039;&#039; Verimae Rakael&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Chief Technology/Information Officer:&#039;&#039;&#039; Arthur Curring&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Departments ===&lt;br /&gt;
As an interstellar corporation, Idris Incorporated maintains a variety of departments/divisions. The division system works in a hierarchy, community department&#039;s answer to regional departments, who answer to the Mendell City headquarters. The primary departments are listed below.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Asset Protection-&#039;&#039;&#039; The IAPD, or Idris Asset Protection Division encompasses two smaller departments, &#039;&#039;On-Site Security&#039;&#039; who are the security guards and officers working at the banks themselves, and &#039;&#039;IT Security&#039;&#039; who work to ensure Idris&#039; computer systems are impregnable.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Information Technology (IT)-&#039;&#039;&#039; The IT Department maintains and ensures the security of Idris&#039; computer systems, and partly answers to the IAPD. They employ a variety of staff, from hackers, security consultants and telecommunication engineers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Management-&#039;&#039;&#039; Management staff run the regional and community departments, they maintain authority over all staff within their region/community.&amp;lt;br /&amp;gt; Regional Management ranks are: Regional Governor, Regional Manager, Assistant Regional Manager, Regional Human Resources Director&amp;lt;br /&amp;gt; &lt;br /&gt;
Community Management ranks are: Community Director, Community Manager, Assistant Community Manager, and Internal Affairs&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Finance and Treasury-&#039;&#039;&#039; Finance and Treasury handle all the money that Idris Incorporated holds, including the company&#039;s personal funds, and the member&#039;s bank accounts. They have regional and community representatives that authorize all transactions made by branches for improvements/expansions etc... This department employs all the bank tellers, stock market experts and any other financial related personnel.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Player Lore]]&lt;br /&gt;
[[Category:Corporations]]&lt;/div&gt;</summary>
		<author><name>XanderDox</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Idris_Incorporated&amp;diff=2032</id>
		<title>Idris Incorporated</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Idris_Incorporated&amp;diff=2032"/>
		<updated>2015-05-28T02:35:30Z</updated>

		<summary type="html">&lt;p&gt;XanderDox: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}&lt;br /&gt;
{{wip|assign=XanderDox}}&lt;br /&gt;
== Brief Summary ==&lt;br /&gt;
Idris Incorporated is a interstellar corporation/bank that operates primarily out of their HQ in Mendell City, Biesel. The bank was founded as pressure grew for a secure way to store credits and have them transferable across solar-systems. Erin Idris stepped up to the challenge. After starting on Mendell, and initially only servicing Sol and Tau Ceti, Idris got his big break when the Maladaxis family, wealthy business people from Epsilon Eridani, invested over 100 million credits into the bank. The business boomed, and the Idris and Maladaxis family alliance has continued to grow the corporation, and expanded their field of work into the stock market, both families have profited greatly from this and are now both billionaires.&lt;br /&gt;
&lt;br /&gt;
=== Present Day ===&lt;br /&gt;
Now, in 2457 , Idris Incorporated runs the 4th largest bank in the entire Sol Alliance, and are expanding into the field of genetic backup storage (after establishing a contract with Zeng-Hu for the cloning and genetics equipment) and are nearly impenetrable by hackers.&lt;br /&gt;
The bank has begun offering joining bonuses to those who work for major inter-stellar corporations, to draw people away from using the companies own banks (such as NanoTrasen&#039;s Bank) , however they are still in a struggle with NanoTrasen due to it&#039;s large employee base mainly using the companies bank as their method of storing funds, preventing Idris from having a large amount of members, this has caused strained relationships between NanoTrasen and Idris Incorporated.&lt;br /&gt;
&lt;br /&gt;
=== Branches ===&lt;br /&gt;
Idris Incorporated is spread out all across the Union of Sol. Here are the locations of their primary and largest branches.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mendell City, Biesel, Tau Ceti-&#039;&#039;&#039; The Mendell City branch is the company&#039;s headquarters, it is a massive building with over 3,000 workers within it. The entire body of corporate officers operates off the topmost floors of this skyscraper. Security is tight, entrance to any floor above level 6 is strictly monitored&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:47-380_hochhaeuser_aus_glas.jpg|thumb|alt=Idris Headquarters|Idris Incorporated&#039;s large, five building skyscraper complex.]]&lt;br /&gt;
&#039;&#039;&#039;Hengsha Arcology, New Gibson, Tau Ceti-&#039;&#039;&#039; The Hengsha Arcology branch is quite large, servicing a majority of the industrial workers on the planet, it is the second most guarded facility belonging to Idris Incorporated, as the recent riots in the Arcology have caused the Executives to push for more on-site security&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Troposphere, Earth, Sol-&#039;&#039;&#039; Idris Incorporated maintains an airborne branch on Earth, maintained on a helicarrier, the branch maintains a east-rotation around the Earth&#039;s northern hemisphere, this branch services the entirety of Earth.&lt;br /&gt;
&lt;br /&gt;
=== Executives/Board of Governors===&lt;br /&gt;
Idris Incorporated&#039;s Board of Governors is made up of the executive officers themselves, while strange in practice, this was done to ensure that the Maladaxis and Idris families never lose control over the company.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Owner and Chairman of the Board:&#039;&#039;&#039; Markyus Idris&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Chief Executive Officer:&#039;&#039;&#039; Xalstros Maladaxis&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Chief Financial Officer:&#039;&#039;&#039; Andrea Idris&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Chief Operations Officer:&#039;&#039;&#039; Indytris Maladaxis&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Chief Risk Officer:&#039;&#039;&#039; Verimae Rakael&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Chief Technology/Information Officer:&#039;&#039;&#039; Arthur Curring&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Departments ===&lt;br /&gt;
As an interstellar corporation, Idris Incorporated maintains a variety of departments/divisions. The division system works in a hierarchy, community department&#039;s answer to regional departments, who answer to the Mendell City headquarters. The primary departments are listed below.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Asset Protection-&#039;&#039;&#039; The IAPD, or Idris Asset Protection Division encompasses two smaller departments, &#039;&#039;On-Site Security&#039;&#039; who are the security guards and officers working at the banks themselves, and &#039;&#039;IT Security&#039;&#039; who work to ensure Idris&#039; computer systems are impregnable.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Information Technology (IT)-&#039;&#039;&#039; The IT Department maintains and ensures the security of Idris&#039; computer systems, and partly answers to the IAPD. They employ a variety of staff, from hackers, security consultants and telecommunication engineers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Management-&#039;&#039;&#039; Management staff run the regional and community departments, they maintain authority over all staff within their region/community. Regional Management ranks are: Regional Governor, Regional Manager, Assistant Regional Manager, Regional Human Resources Director&amp;lt;/ br&amp;gt; &lt;br /&gt;
Community Management ranks are: Community Director, Community Manager, Assistant Community Manager, and Internal Affairs&amp;lt;/ br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Finance and Treasury-&#039;&#039;&#039; Finance and Treasury handle all the money that Idris Incorporated holds, including the company&#039;s personal funds, and the member&#039;s bank accounts. They have regional and community representatives that authorize all transactions made by branches for improvements/expansions etc... This department employs all the bank tellers, stock market experts and any other financial related personnel.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Player Lore]]&lt;br /&gt;
[[Category:Corporations]]&lt;/div&gt;</summary>
		<author><name>XanderDox</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Idris_Incorporated&amp;diff=2030</id>
		<title>Idris Incorporated</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Idris_Incorporated&amp;diff=2030"/>
		<updated>2015-05-28T02:29:32Z</updated>

		<summary type="html">&lt;p&gt;XanderDox: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}&lt;br /&gt;
{{wip|assign=XanderDox}}&lt;br /&gt;
== Brief Summary ==&lt;br /&gt;
Idris Incorporated is a interstellar corporation/bank that operates primarily out of their HQ in Mendell City, Biesel. The bank was founded as pressure grew for a secure way to store credits and have them transferable across solar-systems. Erin Idris stepped up to the challenge. After starting on Mendell, and initially only servicing Sol and Tau Ceti, Idris got his big break when the Maladaxis family, wealthy business people from Epsilon Eridani, invested over 100 million credits into the bank. The business boomed, and the Idris and Maladaxis family alliance has continued to grow the corporation, and expanded their field of work into the stock market, both families have profited greatly from this and are now both billionaires.&lt;br /&gt;
&lt;br /&gt;
=== Present Day ===&lt;br /&gt;
Now, in 2457 , Idris Incorporated runs the 4th largest bank in the entire Sol Alliance, and are expanding into the field of genetic backup storage (after establishing a contract with Zeng-Hu for the cloning and genetics equipment) and are nearly impenetrable by hackers.&lt;br /&gt;
The bank has begun offering joining bonuses to those who work for major inter-stellar corporations, to draw people away from using the companies own banks (such as NanoTrasen&#039;s Bank) , however they are still in a struggle with NanoTrasen due to it&#039;s large employee base mainly using the companies bank as their method of storing funds, preventing Idris from having a large amount of members, this has caused strained relationships between NanoTrasen and Idris Incorporated.&lt;br /&gt;
&lt;br /&gt;
=== Branches ===&lt;br /&gt;
Idris Incorporated is spread out all across the Union of Sol. Here are the locations of their primary and largest branches.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mendell City, Biesel, Tau Ceti-&#039;&#039;&#039; The Mendell City branch is the company&#039;s headquarters, it is a massive building with over 3,000 workers within it. The entire body of corporate officers operates off the topmost floors of this skyscraper. Security is tight, entrance to any floor above level 6 is strictly monitored&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Hengsha Arcology, New Gibson, Tau Ceti-&#039;&#039;&#039; The Hengsha Arcology branch is quite large, servicing a majority of the industrial workers on the planet, it is the second most guarded facility belonging to Idris Incorporated, as the recent riots in the Arcology have caused the Executives to push for more on-site security&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Troposphere, Earth, Sol-&#039;&#039;&#039; Idris Incorporated maintains an airborne branch on Earth, maintained on a helicarrier, the branch maintains a east-rotation around the Earth&#039;s northern hemisphere, this branch services the entirety of Earth.&lt;br /&gt;
&lt;br /&gt;
=== Executives/Board of Governors===&lt;br /&gt;
Idris Incorporated&#039;s Board of Governors is made up of the executive officers themselves, while strange in practice, this was done to ensure that the Maladaxis and Idris families never lose control over the company.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Owner and Chairman of the Board:&#039;&#039;&#039; Markyus Idris&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Chief Executive Officer:&#039;&#039;&#039; Xalstros Maladaxis&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Chief Financial Officer:&#039;&#039;&#039; Andrea Idris&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Chief Operations Officer:&#039;&#039;&#039; Indytris Maladaxis&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Chief Risk Officer:&#039;&#039;&#039; Verimae Rakael&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Chief Technology/Information Officer:&#039;&#039;&#039; Arthur Curring&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Departments ===&lt;br /&gt;
As an interstellar corporation, Idris Incorporated maintains a variety of departments/divisions. The division system works in a hierarchy, community department&#039;s answer to regional departments, who answer to the Mendell City headquarters. The primary departments are listed below.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Asset Protection-&#039;&#039;&#039; The IAPD, or Idris Asset Protection Division encompasses two smaller departments, &#039;&#039;On-Site Security&#039;&#039; who are the security guards and officers working at the banks themselves, and &#039;&#039;IT Security&#039;&#039; who work to ensure Idris&#039; computer systems are impregnable.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Information Technology (IT)-&#039;&#039;&#039; The IT Department maintains and ensures the security of Idris&#039; computer systems, and partly answers to the IAPD. They employ a variety of staff, from hackers, security consultants and telecommunication engineers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Management-&#039;&#039;&#039; Management staff run the regional and community departments, they maintain authority over all staff within their region/community. Regional Management ranks are: Regional Governor, Regional Manager, Assistant Regional Manager, Regional Human Resources Director&amp;lt;/ br&amp;gt; &lt;br /&gt;
Community Management ranks are: Community Director, Community Manager, Assistant Community Manager, and Internal Affairs&amp;lt;/ br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Finance and Treasury-&#039;&#039;&#039; Finance and Treasury handle all the money that Idris Incorporated holds, including the company&#039;s personal funds, and the member&#039;s bank accounts. They have regional and community representatives that authorize all transactions made by branches for improvements/expansions etc... This department employs all the bank tellers, stock market experts and any other financial related personnel.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Player Lore]]&lt;br /&gt;
[[Category:Corporations]]&lt;/div&gt;</summary>
		<author><name>XanderDox</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Idris_Incorporated&amp;diff=1993</id>
		<title>Idris Incorporated</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Idris_Incorporated&amp;diff=1993"/>
		<updated>2015-05-25T02:17:17Z</updated>

		<summary type="html">&lt;p&gt;XanderDox: /* Branches */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}&lt;br /&gt;
{{wip|assign=XanderDox}}&lt;br /&gt;
== Brief Summary ==&lt;br /&gt;
Idris Incorporated is a interstellar corporation/bank that operates primarily out of their HQ in Mendell City, Biesel. The bank was founded as pressure grew for a secure way to store credits and have them transferable across solar-systems. Erin Idris stepped up to the challenge. After starting on Mendell, and initially only servicing Sol and Tau Ceti, Idris got his big break when the Maladaxis family, wealthy business people from Epsilon Eridani, invested over 100 million credits into the bank. The business boomed, and the Idris and Maladaxis family alliance has continued to grow the corporation, and expanded their field of work into the stock market, both families have profited greatly from this and are now both billionaires.&lt;br /&gt;
&lt;br /&gt;
=== Present Day ===&lt;br /&gt;
Now, in 2457 , Idris Incorporated runs the 4th largest bank in the entire Sol Alliance, and are expanding into the field of genetic backup storage (after establishing a contract with Zeng-Hu for the cloning and genetics equipment) and are nearly impenetrable by hackers.&lt;br /&gt;
The bank has begun offering joining bonuses to those who work for major inter-stellar corporations, to draw people away from using the companies own banks (such as NanoTrasen&#039;s Bank) , however they are still in a struggle with NanoTrasen due to it&#039;s large employee base mainly using the companies bank as their method of storing funds, preventing Idris from having a large amount of members, this has caused strained relationships between NanoTrasen and Idris Incorporated.&lt;br /&gt;
&lt;br /&gt;
=== Branches ===&lt;br /&gt;
Idris Incorporated is spread out all across the Union of Sol. Here are the locations of their primary and largest branches.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mendell City, Biesel, Tau Ceti-&#039;&#039;&#039; The Mendell City branch is the company&#039;s headquarters, it is a massive building with over 3,000 workers within it. The entire body of corporate officers operates off the topmost floors of this skyscraper. Security is tight, entrance to any floor above level 6 is strictly monitored&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Hengsha Arcology, New Gibson, Tau Ceti-&#039;&#039;&#039; The Hengsha Arcology branch is quite large, servicing a majority of the industrial workers on the planet, it is the second most guarded facility belonging to Idris Incorporated, as the recent riots in the Arcology have caused the Executives to push for more on-site security&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Troposphere, Earth, Sol-&#039;&#039;&#039; Idris Incorporated maintains an airborne branch on Earth, maintained on a helicarrier, the branch maintains a east-rotation around the Earth&#039;s northern hemisphere, this branch services the entirety of Earth.&lt;br /&gt;
&lt;br /&gt;
=== Executives ===&lt;br /&gt;
Idris Incorporated&#039;s Board of Directors is made up of the executive officers themselves, while strange in practice, this was done to ensure that the Maladaxis and Idris families never lose control over the company.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Owner:&#039;&#039;&#039; Markyus Idris&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Chief Executive Officer:&#039;&#039;&#039; Xalstros Maladaxis&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Chief Financial Officer:&#039;&#039;&#039; Andrea Idris&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Chief Operations Officer:&#039;&#039;&#039; Indytris Maladaxis&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Chief Risk Officer:&#039;&#039;&#039; Verimae Rakael&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Chief Technology/Information Officer:&#039;&#039;&#039; Arthur Curring&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Player Lore]]&lt;br /&gt;
[[Category:Corporations]]&lt;/div&gt;</summary>
		<author><name>XanderDox</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=NanoTrasen_Corporation&amp;diff=1989</id>
		<title>NanoTrasen Corporation</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=NanoTrasen_Corporation&amp;diff=1989"/>
		<updated>2015-05-25T01:49:58Z</updated>

		<summary type="html">&lt;p&gt;XanderDox: /* Stations, Merchant Fleet and the Fleet Security Force. */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
&amp;quot;Nanotrasen is the leader in all things plasma...and more! Across the galaxy we provide the finest plasma-combustion generators and plasma by-prudicts. We continue to make significant advances in other major fields ranging from the hydroponics to genetic research. As a proud employee of our corporation, we encourage you to take active part in continuing to advance our our scientific knowledge for the good of the human race, and your pay check!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Nanotrasen is the corporation the player works for, an ostensible biotech research company gone super-corp after the advent of plasma.&lt;br /&gt;
&lt;br /&gt;
==General==&lt;br /&gt;
&#039;&#039;&#039;Official Title(s):&#039;&#039;&#039; Nanotrasen Corporation, Nanotrasen Corporate Conglomerate&lt;br /&gt;
* Nano&#039;&#039;&#039;t&#039;&#039;&#039;rasen,Nano&#039;&#039;&#039;T&#039;&#039;&#039;rasen, Nano&#039;&#039;&#039;tran&#039;&#039;&#039;sen  used interchangeably, all trademarked&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Motto:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Headquarters:&#039;&#039;&#039; Mendell City, Biesel, Tau Ceti&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Official Languages:&#039;&#039;&#039; Sol Common, Tau Ceti Basic&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Work Force:&#039;&#039;&#039; (2453 Financial Audit Report)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;31,348,392 - Total Number of Employees&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
31,050,092 - Civilian Employees&lt;br /&gt;
&lt;br /&gt;
54,000 - Merchant Officers&lt;br /&gt;
&lt;br /&gt;
244,300 - Merchant Sailors&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Systems:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Tau Ceti - Jointly administered with Republic of Biesel per terms of contract with Alliance; HQ located at Mendell City, Biesel&lt;br /&gt;
&lt;br /&gt;
Sol - Mining operations&lt;br /&gt;
&lt;br /&gt;
Outer Systems - De Facto administrator of several systems&lt;br /&gt;
&lt;br /&gt;
Fringe - Research outposts, Deep space scanners&lt;br /&gt;
&lt;br /&gt;
* NanoTransen maintains a direct presence (manufacturing sectors, R&amp;amp;D, HR, orbital facilities) in over 75% of human states.&lt;br /&gt;
==Departments==&lt;br /&gt;
*[[NanoTrasen Corporate Finances|Department of Finances]]&lt;br /&gt;
*[[NanoTrasen Occupation Qualifications|Human Resources]]&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Formed in 2346, Nanotrasen Biomedical, now the Nanotrasen Corporation, is a leading trans-stellar research corporation specialising in Genetic Engineering and Material research.&lt;br /&gt;
&lt;br /&gt;
Nanotrasen started out as a small company, whose research was mostly based around gene-therapy in the heart of human space, Mars. This was shortly prior to the series of scandals over cloning being reserved to the rich rather than being provided to industrialist fodder in the most prosperous part of Sol - Nanotrasen was effective at patenting methods that lead to more cost effective coverage plans for business use, primarily through aggressive business tactics than personal research brilliance- Many minor bio/med research facilities ended up on the unpleasant end of Xavier Trasen&#039;s desire to make a name for himself and shark-like approach, and were bought out and taken apart for his company&#039;s capitalization. By the end of the decade, Nanotrasen became a trans-stellar entity.&lt;br /&gt;
&lt;br /&gt;
At the turning point of the 26th Century, Plasma was discovered. Nanotrasen was, naturally, the foremost corporation in attempting to exploit this valuable new resource, and they set up numerous stations and factories around the Plasma Giants in order to exploit the resource. This jump-started the economy, and the so-called Orange Rush began, with all of the corporations attempting to replicate NT&#039;s (dubiously) patented and highly secretive plasma refining technique. Research facilities, stations, ships and other installations were being built faster than ever. Nanotrasen, capitalizing on it&#039;s newfound wealth managed to bankrupt and absorb many other companies on a larger scale that ever before. Many feel Nanotrasen&#039;s only defining ability is in capitalizing upon other&#039;s hard work- And not an entirely untrue assumption. Nonetheless, this only further increased Nanotrasen&#039;s power and scope, ratcheting it up to the status of a true super-corporation, the most powerful business-empire in the known galaxy.&lt;br /&gt;
&lt;br /&gt;
==Stations, Merchant Fleet and the Fleet Security Force.==&lt;br /&gt;
The Nanotrasen corporation maintains a large fleet of ships and stations for varying purposes ranging from research to transport to medical to exploration. Known as the Merchant Fleet these ships form the backbone of Nanotrasens financing transporting personnel, cargo and research from system to system, planet to planet and back again.&amp;lt;br&amp;gt;&lt;br /&gt;
In addition to its commercial fleet the Nanotrasen Corporation maintains a Fleet Security Force which provides 75 ships for the purpose of fleet escort and emergency response, these vessels are Bluespace capable and moderately armed and range from small frigates up to small drone carriers. The FSF is a civilian department which maintains controls of all space-born operations with the Nanotrasen Security Division.&lt;br /&gt;
OOC NOTE: THE FSF IS THE NT NAVY.&lt;br /&gt;
&lt;br /&gt;
The FSF whilst good at its job of fleet protection and other defensive operations, is very poor at power projection in offensive operations, commonly relying on the support of Planetary Governments and other TSC&#039;s where possible. As it stands currently the FSF maintains an almost impeccable service record&lt;br /&gt;
&lt;br /&gt;
Occasionally, the FSF will send out a representative to an installation in space or planetside. There &#039;Navy Representatives&#039; are typically high ranking civilian bureaucrats or administrators  possessing the authority above the captain. In spite of their &#039;Navy&#039; moniker, they are not related to any military force. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Prefixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
NMSS - NanoTrasen Management Space Station&amp;lt;br /&amp;gt; &lt;br /&gt;
NSS - NanoTrasen Science Station&amp;lt;br /&amp;gt;&lt;br /&gt;
NTV - NanoTrasen Transport Vessel&amp;lt;br /&amp;gt;&lt;br /&gt;
NHS - NanoTrasen Hospital Station&amp;lt;br /&amp;gt;&lt;br /&gt;
NHTV - NanoTrasen Hospital Transport Vessel&amp;lt;br /&amp;gt;&lt;br /&gt;
NTS - NanoTrasen Triage Center&amp;lt;br /&amp;gt;&lt;br /&gt;
NTCA - NanoTrasen Communications Array&amp;lt;br /&amp;gt;&lt;br /&gt;
NMRS - NanoTrasen Medical Research School/Station&amp;lt;br /&amp;gt;&lt;br /&gt;
NRV - NanoTrasen Repair Vessel&amp;lt;br /&amp;gt;&lt;br /&gt;
NCTV - NanoTrasen Cryostasis Transport Vessel&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Some of it&#039;s largest and/or most expensive holdings are listed below.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | Corporate&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight: bold;&amp;quot; | Prefix&lt;br /&gt;
| style=&amp;quot;font-weight: bold;&amp;quot; | Name&lt;br /&gt;
| style=&amp;quot;font-weight: bold;&amp;quot; | Type&lt;br /&gt;
| style=&amp;quot;font-weight: bold;&amp;quot; | Role&lt;br /&gt;
| style=&amp;quot;font-weight: bold;&amp;quot; | Location&lt;br /&gt;
|-&lt;br /&gt;
| NMSS&lt;br /&gt;
| Odin&lt;br /&gt;
| Station&lt;br /&gt;
| Central Command&lt;br /&gt;
| Tau Ceti&lt;br /&gt;
|-&lt;br /&gt;
| NMSS&lt;br /&gt;
| Baldr&lt;br /&gt;
| Station&lt;br /&gt;
| Central Command &lt;br /&gt;
| Sol&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | Research Services&lt;br /&gt;
|-&lt;br /&gt;
| NSS&lt;br /&gt;
| Exodus&lt;br /&gt;
| Station&lt;br /&gt;
| Plasma Research and Mining Station&lt;br /&gt;
| Tau Ceti&lt;br /&gt;
|-&lt;br /&gt;
| NSS&lt;br /&gt;
| Aurora&lt;br /&gt;
| Station&lt;br /&gt;
| Plasma Research and Mining Station&lt;br /&gt;
| Tau Ceti&lt;br /&gt;
|-&lt;br /&gt;
| NSS&lt;br /&gt;
| Redemption&lt;br /&gt;
| Station&lt;br /&gt;
| Biochemical Research Station&lt;br /&gt;
| Tau Ceti&lt;br /&gt;
|-&lt;br /&gt;
| NSS&lt;br /&gt;
| Antlia&lt;br /&gt;
| Station&lt;br /&gt;
| Xenobiological Research Station&lt;br /&gt;
| Tau Ceti&lt;br /&gt;
|-&lt;br /&gt;
| NSS&lt;br /&gt;
| Apus&lt;br /&gt;
| Station&lt;br /&gt;
| Xenobiological Research Station&lt;br /&gt;
| Sol&lt;br /&gt;
|-&lt;br /&gt;
| NSS&lt;br /&gt;
| Ara&lt;br /&gt;
| Station&lt;br /&gt;
| Defence Research Station&lt;br /&gt;
| Sol&lt;br /&gt;
|-&lt;br /&gt;
| NTV&lt;br /&gt;
| Clark&lt;br /&gt;
| Ship&lt;br /&gt;
| Exploration Vessel&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| NTV&lt;br /&gt;
| Asimov&lt;br /&gt;
| Ship&lt;br /&gt;
| Exploration Vessel&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| NTV&lt;br /&gt;
| Von Braun&lt;br /&gt;
| Ship&lt;br /&gt;
| Super Freighter&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| NTV&lt;br /&gt;
| Archimedes&lt;br /&gt;
| Ship&lt;br /&gt;
| Super Freighter&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| NTV&lt;br /&gt;
| Amundsen&lt;br /&gt;
| Ship&lt;br /&gt;
| Super Freighter&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| NTV&lt;br /&gt;
| Armstrong&lt;br /&gt;
| Ship&lt;br /&gt;
| Super Freighter&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| NTV&lt;br /&gt;
| Anchieta&lt;br /&gt;
| Ship&lt;br /&gt;
| Super Freighter&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| NTV&lt;br /&gt;
| Baudin&lt;br /&gt;
| Ship&lt;br /&gt;
| Probe Carrier&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | BioMedical Services&lt;br /&gt;
|-&lt;br /&gt;
| NHS&lt;br /&gt;
| Canes Venatici&lt;br /&gt;
| Station&lt;br /&gt;
| Hospital Station&lt;br /&gt;
| Tau Ceti&lt;br /&gt;
|-&lt;br /&gt;
| NHS&lt;br /&gt;
| Canis Major&lt;br /&gt;
| Station&lt;br /&gt;
| Hospital Station&lt;br /&gt;
| Sol&lt;br /&gt;
|-&lt;br /&gt;
| NMRS&lt;br /&gt;
| Canis Minor&lt;br /&gt;
| Station&lt;br /&gt;
| Medical School and Research Station&lt;br /&gt;
| Tau Ceti&lt;br /&gt;
|-&lt;br /&gt;
| NTS&lt;br /&gt;
| Carina&lt;br /&gt;
| Station&lt;br /&gt;
| Triage Center&lt;br /&gt;
| Sol&lt;br /&gt;
|-&lt;br /&gt;
| NTS&lt;br /&gt;
| Pheonix&lt;br /&gt;
| Station&lt;br /&gt;
| Triage Center&lt;br /&gt;
| Tau Ceti&lt;br /&gt;
|-&lt;br /&gt;
| NHTV&lt;br /&gt;
| Tesla&lt;br /&gt;
| Ship&lt;br /&gt;
| Hospital Ship&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| NHTV&lt;br /&gt;
| Maxwell&lt;br /&gt;
| Ship&lt;br /&gt;
| Hospital Ship&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| NCTV&lt;br /&gt;
| Curie&lt;br /&gt;
| Ship&lt;br /&gt;
| Cryostasis Freighter&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | Security Services&lt;br /&gt;
|-&lt;br /&gt;
| NSS&lt;br /&gt;
| Cephus&lt;br /&gt;
| Station&lt;br /&gt;
| Processing Station&lt;br /&gt;
| Sol&lt;br /&gt;
|-&lt;br /&gt;
| NTV&lt;br /&gt;
| Murphy&lt;br /&gt;
| Ship&lt;br /&gt;
| Transport&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| NTV&lt;br /&gt;
| Cato&lt;br /&gt;
| Ship&lt;br /&gt;
| Transport&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| NTV&lt;br /&gt;
| Patton&lt;br /&gt;
| Ship&lt;br /&gt;
| Patrol Vessel&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| NTV&lt;br /&gt;
| Brooke&lt;br /&gt;
| Ship&lt;br /&gt;
| Patrol Vessel&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| NTV&lt;br /&gt;
| Icarus&lt;br /&gt;
| Ship&lt;br /&gt;
| Drone Carrier&lt;br /&gt;
| Tau Ceti&lt;br /&gt;
|-&lt;br /&gt;
| NTV&lt;br /&gt;
| Oceanus&lt;br /&gt;
| Ship&lt;br /&gt;
| Escort Cruiser&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| NTV&lt;br /&gt;
| Poseidon&lt;br /&gt;
| Ship&lt;br /&gt;
| Escort Cruiser&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| NTV&lt;br /&gt;
| Apollonius&lt;br /&gt;
| Ship&lt;br /&gt;
| Escort Cruiser&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| NTV&lt;br /&gt;
| Gloria Verdantes&lt;br /&gt;
| Ship&lt;br /&gt;
| Escort Cruiser&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| NTV&lt;br /&gt;
| Sierra Ontago&lt;br /&gt;
| Ship&lt;br /&gt;
| Escort Cruiser&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| NTV&lt;br /&gt;
| Xavier Trasen&lt;br /&gt;
| Ship&lt;br /&gt;
| Escort Cruiser&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| NTV&lt;br /&gt;
| Vern Clerk&lt;br /&gt;
| Ship&lt;br /&gt;
| Escort Cruiser&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| NTV&lt;br /&gt;
| Gelligaer&lt;br /&gt;
| Ship&lt;br /&gt;
| Response Cruiser&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| NTV&lt;br /&gt;
| Glynneath&lt;br /&gt;
| Ship&lt;br /&gt;
| Response Cruiser&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| NTV&lt;br /&gt;
| Paladin&lt;br /&gt;
| Ship&lt;br /&gt;
| Response Cruiser&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | Telecommunication Services&lt;br /&gt;
|-&lt;br /&gt;
| NTCA&lt;br /&gt;
| Orion&lt;br /&gt;
| Satellite&lt;br /&gt;
| Interstellar Communications Array&lt;br /&gt;
| Sol&lt;br /&gt;
|-&lt;br /&gt;
| NRV&lt;br /&gt;
| Volans&lt;br /&gt;
| Ship&lt;br /&gt;
| Repair Freighter&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Fleet Ranks===&lt;br /&gt;
&amp;lt;small&amp;gt; &#039;&#039;&#039;Bold&#039;&#039;&#039;= Officer, Nonbold = Rating&amp;lt;/small&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Captain/Master&#039;&#039;&#039; - Acts on behalf of the vessels owner (Nanotrasen Corporation)&lt;br /&gt;
====Deck Department====&lt;br /&gt;
&#039;&#039;&#039;Chief Officer&#039;&#039;&#039; - Head of the deck department and second in command of the vessel.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Second Officer&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Third Officer&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Deck Cadet&#039;&#039;&#039;&#039;&#039; - Trainee Deck Officer, is not certified to man a watch but is on-board to observe and learn.&amp;lt;br&amp;gt;&lt;br /&gt;
Deck Hands - Unlicensed personnel assisting the deck officers in the carrying out of their duties.&lt;br /&gt;
====Engineering/Technical Department====&lt;br /&gt;
&#039;&#039;&#039;Chief Engineer&#039;&#039;&#039; - Senior Officer incharge of the engineering department.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Electrotechnical Officer&#039;&#039;&#039; - Engineering Officer incharge of the ships electronic equipment.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Atmospherics Officer&#039;&#039;&#039; - Engineering Officer incharge of the ships atmospherics equipment.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Second Engineer&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Third Engineer&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fourth Engineer&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Engineering Cadet&#039;&#039;&#039;&#039;&#039; - Trainee Engineer, typically assigned to and reports to the second engineer.&amp;lt;br&amp;gt;&lt;br /&gt;
Engineering Technicians&lt;br /&gt;
====Stewards Department====&lt;br /&gt;
&#039;&#039;&#039;Chief Steward&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
First Steward&amp;lt;br&amp;gt;&lt;br /&gt;
Second Steward&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Chief Cook&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
First Cook&amp;lt;br&amp;gt;&lt;br /&gt;
Second Cook&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Emergency Response Team==&lt;br /&gt;
Primarily focused within Tau Ceti, the Emergency Response Team (ERT) are specially trained personnel employed by Nanotrasen to protect and assist corporate assets in emergencies, be it security, medical or engineering related, The ERT is a branch of the Fleet Security Force that consists of full time career staff members as well as volunteers working elsewhere within Nanotrasen.&lt;br /&gt;
&lt;br /&gt;
The current commanding officer of the Emergency Response Team is Captain James Cromwell, who after 30 years serving in the Fleet Security Force, transferred into the ERT as a replacement Commander and then took over as Captain in 2450.&lt;br /&gt;
===ERT SECTION PHOENIX:===&lt;br /&gt;
&#039;&#039;&#039;Sectors:&#039;&#039;&#039; 1-3&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Members:&#039;&#039;&#039; 147&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leading Troopers:&#039;&#039;&#039; 30&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Sub Officers:&#039;&#039;&#039; 8&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Commander:&#039;&#039;&#039; Marcus Kaplan.&amp;lt;br&amp;gt;&lt;br /&gt;
Notes: ERT Section PHOENIX is most renowned for their extremely fast response times. The first section established, it definitely has the most training and are generally respected. They have won most section based competitions, including last years. PHOENIX has large roles in protecting research stations, including the NSS Aurora, the NSS Audilias, and the NSS Astrid. They are disdained for overall poor firing accuracy, or tendency to lose morale, due to being generally compromised of new recruits.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===ERT SECTION HYDRA:===&lt;br /&gt;
&#039;&#039;&#039;Sectors:&#039;&#039;&#039; 4-6&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Members:&#039;&#039;&#039; 123&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leading Troopers:&#039;&#039;&#039; 24&amp;lt;br&amp;gt;&lt;br /&gt;
Sub Officers: 4&amp;lt;br&amp;gt;&lt;br /&gt;
Commander: Volksis Geroiz.&amp;lt;br&amp;gt;&lt;br /&gt;
Notes: ERT Section HYDRA is most renowned for their lowest casualty and injury rate. The latest section established, HYDRA is mostly composed of transferred units from PHOENIX and JUGGERNAUT. It has a main base located in Sector 6, and operates generally independently from Central Command due to the massive distance. Still receives orders from Captain Cromwell. They have large roles in protecting City Stations, such as, the SSS Atlantis, and the NSS Substantial. They are disdained for a tendency to retreat and name situations impossible.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===ERT SECTION SHARK:===&lt;br /&gt;
&#039;&#039;&#039;Sectors:&#039;&#039;&#039; 7-9&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Members:&#039;&#039;&#039; 137&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leading Troopers:&#039;&#039;&#039; 24&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Sub Officers:&#039;&#039;&#039; 5&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Commander:&#039;&#039;&#039; Audalan Hemrali.&amp;lt;br&amp;gt;&lt;br /&gt;
Notes: ERT Section SHARK is most renowned for their extreme efficient use of tactics and execution of protocol. The second section established, SHARK is comprised of cadets and ensigns from Biesel&#039;s academies. Due to its relative closeness to Central Command, SHARK is able to operate using the facilities large bays. They are regarded from Captain Cromwell as being courageous and one of, if not the, best Sections. They have large roles in protecting trade and civilian ships going to and fro Biesel. They are disdained for their tendency to take extreme risks and general in-acknowledgement of superior orders.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===ERT SECTION JUGGERNAUT:===&lt;br /&gt;
&#039;&#039;&#039;Sectors:&#039;&#039;&#039; 10 (Outer Rim)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Members:&#039;&#039;&#039; 97&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leading Troopers:&#039;&#039;&#039; 14&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Sub Officers:&#039;&#039;&#039; 4&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Commander:&#039;&#039;&#039; Jacob Sinclair&amp;lt;br&amp;gt;&lt;br /&gt;
Notes: ERT Section JUGGERNAUT is most renowned for having the lowest deployment rates in all sectors, thus also having the most down time. In charge of protecting and managing the outer rim, JUGGERNAUT has members in every outpost and on Central Command in order to provide quick response to any SOS or similar messages coming from the part of space labelled the &#039;outer rim.&#039; They are disdained for their very slow response times, although this may be a factor of sheer distance rather than quickness of the troopers themselves.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===ERT SECTION GROUNDHOG:===&lt;br /&gt;
&#039;&#039;&#039;Sector:&#039;&#039;&#039; Biesel&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Members:&#039;&#039;&#039; 328&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leading Troopers:&#039;&#039;&#039; 58&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Sub Officers:&#039;&#039;&#039; 21&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Commander:&#039;&#039;&#039; Sean Trenningham&amp;lt;br&amp;gt;&lt;br /&gt;
Notes: ERT Section GROUNDHOG is most renowned for being the largest section. In charge of enforcing law and order on Biesel&#039;s surface and low orbit, ERT Section GROUNDHOG has seven land bases on Biesel&#039;s surface, three ocean based, and two low orbit based outposts. They assist Biesel&#039;s law enforcement with the law and order of Biesel&#039;s populace, as well as secure NanoTrasen assets in privately owned property on certain spots on the surface. Biesel government/NanoTrasen ERT hybrids are named Enforcers, and are often seen in the streets of Lowell as well as other major population centers. Acting as police, Enforcers are equipped with standard issue NanoTrasen security gear.&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Corporations]]&lt;/div&gt;</summary>
		<author><name>XanderDox</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=NanoTrasen_Corporation&amp;diff=1988</id>
		<title>NanoTrasen Corporation</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=NanoTrasen_Corporation&amp;diff=1988"/>
		<updated>2015-05-25T01:40:36Z</updated>

		<summary type="html">&lt;p&gt;XanderDox: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
&amp;quot;Nanotrasen is the leader in all things plasma...and more! Across the galaxy we provide the finest plasma-combustion generators and plasma by-prudicts. We continue to make significant advances in other major fields ranging from the hydroponics to genetic research. As a proud employee of our corporation, we encourage you to take active part in continuing to advance our our scientific knowledge for the good of the human race, and your pay check!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Nanotrasen is the corporation the player works for, an ostensible biotech research company gone super-corp after the advent of plasma.&lt;br /&gt;
&lt;br /&gt;
==General==&lt;br /&gt;
&#039;&#039;&#039;Official Title(s):&#039;&#039;&#039; Nanotrasen Corporation, Nanotrasen Corporate Conglomerate&lt;br /&gt;
* Nano&#039;&#039;&#039;t&#039;&#039;&#039;rasen,Nano&#039;&#039;&#039;T&#039;&#039;&#039;rasen, Nano&#039;&#039;&#039;tran&#039;&#039;&#039;sen  used interchangeably, all trademarked&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Motto:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Headquarters:&#039;&#039;&#039; Mendell City, Biesel, Tau Ceti&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Official Languages:&#039;&#039;&#039; Sol Common, Tau Ceti Basic&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Work Force:&#039;&#039;&#039; (2453 Financial Audit Report)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;31,348,392 - Total Number of Employees&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
31,050,092 - Civilian Employees&lt;br /&gt;
&lt;br /&gt;
54,000 - Merchant Officers&lt;br /&gt;
&lt;br /&gt;
244,300 - Merchant Sailors&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Systems:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Tau Ceti - Jointly administered with Republic of Biesel per terms of contract with Alliance; HQ located at Mendell City, Biesel&lt;br /&gt;
&lt;br /&gt;
Sol - Mining operations&lt;br /&gt;
&lt;br /&gt;
Outer Systems - De Facto administrator of several systems&lt;br /&gt;
&lt;br /&gt;
Fringe - Research outposts, Deep space scanners&lt;br /&gt;
&lt;br /&gt;
* NanoTransen maintains a direct presence (manufacturing sectors, R&amp;amp;D, HR, orbital facilities) in over 75% of human states.&lt;br /&gt;
==Departments==&lt;br /&gt;
*[[NanoTrasen Corporate Finances|Department of Finances]]&lt;br /&gt;
*[[NanoTrasen Occupation Qualifications|Human Resources]]&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Formed in 2346, Nanotrasen Biomedical, now the Nanotrasen Corporation, is a leading trans-stellar research corporation specialising in Genetic Engineering and Material research.&lt;br /&gt;
&lt;br /&gt;
Nanotrasen started out as a small company, whose research was mostly based around gene-therapy in the heart of human space, Mars. This was shortly prior to the series of scandals over cloning being reserved to the rich rather than being provided to industrialist fodder in the most prosperous part of Sol - Nanotrasen was effective at patenting methods that lead to more cost effective coverage plans for business use, primarily through aggressive business tactics than personal research brilliance- Many minor bio/med research facilities ended up on the unpleasant end of Xavier Trasen&#039;s desire to make a name for himself and shark-like approach, and were bought out and taken apart for his company&#039;s capitalization. By the end of the decade, Nanotrasen became a trans-stellar entity.&lt;br /&gt;
&lt;br /&gt;
At the turning point of the 26th Century, Plasma was discovered. Nanotrasen was, naturally, the foremost corporation in attempting to exploit this valuable new resource, and they set up numerous stations and factories around the Plasma Giants in order to exploit the resource. This jump-started the economy, and the so-called Orange Rush began, with all of the corporations attempting to replicate NT&#039;s (dubiously) patented and highly secretive plasma refining technique. Research facilities, stations, ships and other installations were being built faster than ever. Nanotrasen, capitalizing on it&#039;s newfound wealth managed to bankrupt and absorb many other companies on a larger scale that ever before. Many feel Nanotrasen&#039;s only defining ability is in capitalizing upon other&#039;s hard work- And not an entirely untrue assumption. Nonetheless, this only further increased Nanotrasen&#039;s power and scope, ratcheting it up to the status of a true super-corporation, the most powerful business-empire in the known galaxy.&lt;br /&gt;
&lt;br /&gt;
==Stations, Merchant Fleet and the Fleet Security Force.==&lt;br /&gt;
The Nanotrasen corporation maintains a large fleet of ships and stations for varying purposes ranging from research to transport to medical to exploration. Known as the Merchant Fleet these ships form the backbone of Nanotrasens financing transporting personnel, cargo and research from system to system, planet to planet and back again.&amp;lt;br&amp;gt;&lt;br /&gt;
In addition to its commercial fleet the Nanotrasen Corporation maintains a Fleet Security Force which provides 75 ships for the purpose of fleet escort and emergency response, these vessels are Bluespace capable and moderately armed and range from small frigates up to small drone carriers. The FSF is a civilian department which maintains controls of all space-born operations with the Nanotrasen Security Division.&lt;br /&gt;
OOC NOTE: THE FSF IS THE NT NAVY.&lt;br /&gt;
&lt;br /&gt;
The FSF whilst good at its job of fleet protection and other defensive operations, is very poor at power projection in offensive operations, commonly relying on the support of Planetary Governments and other TSC&#039;s where possible. As it stands currently the FSF maintains an almost impeccable service record&lt;br /&gt;
&lt;br /&gt;
Occasionally, the FSF will send out a representative to an installation in space or planetside. There &#039;Navy Representatives&#039; are typically high ranking civilian bureaucrats or administrators  possessing the authority above the captain. In spite of their &#039;Navy&#039; moniker, they are not related to any military force. &lt;br /&gt;
&lt;br /&gt;
Some of it&#039;s largest and/or most expensive holdings are listed below.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | Corporate&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight: bold;&amp;quot; | Prefix&lt;br /&gt;
| style=&amp;quot;font-weight: bold;&amp;quot; | Name&lt;br /&gt;
| style=&amp;quot;font-weight: bold;&amp;quot; | Type&lt;br /&gt;
| style=&amp;quot;font-weight: bold;&amp;quot; | Role&lt;br /&gt;
| style=&amp;quot;font-weight: bold;&amp;quot; | Location&lt;br /&gt;
|-&lt;br /&gt;
| NMSS&lt;br /&gt;
| Odin&lt;br /&gt;
| Station&lt;br /&gt;
| Central Command&lt;br /&gt;
| Tau Ceti&lt;br /&gt;
|-&lt;br /&gt;
| NMSS&lt;br /&gt;
| Baldr&lt;br /&gt;
| Station&lt;br /&gt;
| Central Command &lt;br /&gt;
| Sol&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | Research Services&lt;br /&gt;
|-&lt;br /&gt;
| NSS&lt;br /&gt;
| Exodus&lt;br /&gt;
| Station&lt;br /&gt;
| Plasma Research and Mining Station&lt;br /&gt;
| Tau Ceti&lt;br /&gt;
|-&lt;br /&gt;
| NSS&lt;br /&gt;
| Aurora&lt;br /&gt;
| Station&lt;br /&gt;
| Plasma Research and Mining Station&lt;br /&gt;
| Tau Ceti&lt;br /&gt;
|-&lt;br /&gt;
| NSS&lt;br /&gt;
| Redemption&lt;br /&gt;
| Station&lt;br /&gt;
| Biochemical Research Station&lt;br /&gt;
| Tau Ceti&lt;br /&gt;
|-&lt;br /&gt;
| NSS&lt;br /&gt;
| Antlia&lt;br /&gt;
| Station&lt;br /&gt;
| Xenobiological Research Station&lt;br /&gt;
| Tau Ceti&lt;br /&gt;
|-&lt;br /&gt;
| NSS&lt;br /&gt;
| Apus&lt;br /&gt;
| Station&lt;br /&gt;
| Xenobiological Research Station&lt;br /&gt;
| Sol&lt;br /&gt;
|-&lt;br /&gt;
| NSS&lt;br /&gt;
| Ara&lt;br /&gt;
| Station&lt;br /&gt;
| Defence Research Station&lt;br /&gt;
| Sol&lt;br /&gt;
|-&lt;br /&gt;
| NTV&lt;br /&gt;
| Clark&lt;br /&gt;
| Ship&lt;br /&gt;
| Exploration Vessel&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| NTV&lt;br /&gt;
| Asimov&lt;br /&gt;
| Ship&lt;br /&gt;
| Exploration Vessel&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| NTV&lt;br /&gt;
| Von Braun&lt;br /&gt;
| Ship&lt;br /&gt;
| Super Freighter&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| NTV&lt;br /&gt;
| Archimedes&lt;br /&gt;
| Ship&lt;br /&gt;
| Super Freighter&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| NTV&lt;br /&gt;
| Amundsen&lt;br /&gt;
| Ship&lt;br /&gt;
| Super Freighter&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| NTV&lt;br /&gt;
| Armstrong&lt;br /&gt;
| Ship&lt;br /&gt;
| Super Freighter&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| NTV&lt;br /&gt;
| Anchieta&lt;br /&gt;
| Ship&lt;br /&gt;
| Super Freighter&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| NTV&lt;br /&gt;
| Baudin&lt;br /&gt;
| Ship&lt;br /&gt;
| Probe Carrier&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | BioMedical Services&lt;br /&gt;
|-&lt;br /&gt;
| NHS&lt;br /&gt;
| Canes Venatici&lt;br /&gt;
| Station&lt;br /&gt;
| Hospital Station&lt;br /&gt;
| Tau Ceti&lt;br /&gt;
|-&lt;br /&gt;
| NHS&lt;br /&gt;
| Canis Major&lt;br /&gt;
| Station&lt;br /&gt;
| Hospital Station&lt;br /&gt;
| Sol&lt;br /&gt;
|-&lt;br /&gt;
| NMRS&lt;br /&gt;
| Canis Minor&lt;br /&gt;
| Station&lt;br /&gt;
| Medical School and Research Station&lt;br /&gt;
| Tau Ceti&lt;br /&gt;
|-&lt;br /&gt;
| NTS&lt;br /&gt;
| Carina&lt;br /&gt;
| Station&lt;br /&gt;
| Triage Center&lt;br /&gt;
| Sol&lt;br /&gt;
|-&lt;br /&gt;
| NTS&lt;br /&gt;
| Pheonix&lt;br /&gt;
| Station&lt;br /&gt;
| Triage Center&lt;br /&gt;
| Tau Ceti&lt;br /&gt;
|-&lt;br /&gt;
| NHTV&lt;br /&gt;
| Tesla&lt;br /&gt;
| Ship&lt;br /&gt;
| Hospital Ship&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| NHTV&lt;br /&gt;
| Maxwell&lt;br /&gt;
| Ship&lt;br /&gt;
| Hospital Ship&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| NCTV&lt;br /&gt;
| Curie&lt;br /&gt;
| Ship&lt;br /&gt;
| Cryostasis Freighter&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | Security Services&lt;br /&gt;
|-&lt;br /&gt;
| NSS&lt;br /&gt;
| Centaurus&lt;br /&gt;
| Station&lt;br /&gt;
| Prison Station&lt;br /&gt;
| Tau Ceti&lt;br /&gt;
|-&lt;br /&gt;
| NSS&lt;br /&gt;
| Cephus&lt;br /&gt;
| Station&lt;br /&gt;
| Processing Station&lt;br /&gt;
| Sol&lt;br /&gt;
|-&lt;br /&gt;
| NTV&lt;br /&gt;
| Murphy&lt;br /&gt;
| Ship&lt;br /&gt;
| Transport&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| NTV&lt;br /&gt;
| Cato&lt;br /&gt;
| Ship&lt;br /&gt;
| Transport&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| NTV&lt;br /&gt;
| Patton&lt;br /&gt;
| Ship&lt;br /&gt;
| Patrol Vessel&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| NTV&lt;br /&gt;
| Brooke&lt;br /&gt;
| Ship&lt;br /&gt;
| Patrol Vessel&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| NTV&lt;br /&gt;
| Icarus&lt;br /&gt;
| Ship&lt;br /&gt;
| Drone Carrier&lt;br /&gt;
| Tau Ceti&lt;br /&gt;
|-&lt;br /&gt;
| NTV&lt;br /&gt;
| Oceanus&lt;br /&gt;
| Ship&lt;br /&gt;
| Escort Cruiser&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| NTV&lt;br /&gt;
| Poseidon&lt;br /&gt;
| Ship&lt;br /&gt;
| Escort Cruiser&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| NTV&lt;br /&gt;
| Apollonius&lt;br /&gt;
| Ship&lt;br /&gt;
| Escort Cruiser&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| NTV&lt;br /&gt;
| Gloria Verdantes&lt;br /&gt;
| Ship&lt;br /&gt;
| Escort Cruiser&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| NTV&lt;br /&gt;
| Sierra Ontago&lt;br /&gt;
| Ship&lt;br /&gt;
| Escort Cruiser&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| NTV&lt;br /&gt;
| Xavier Trasen&lt;br /&gt;
| Ship&lt;br /&gt;
| Escort Cruiser&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| NTV&lt;br /&gt;
| Vern Clerk&lt;br /&gt;
| Ship&lt;br /&gt;
| Escort Cruiser&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| NTV&lt;br /&gt;
| Gelligaer&lt;br /&gt;
| Ship&lt;br /&gt;
| Response Cruiser&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| NTV&lt;br /&gt;
| Glynneath&lt;br /&gt;
| Ship&lt;br /&gt;
| Response Cruiser&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| NTV&lt;br /&gt;
| Paladin&lt;br /&gt;
| Ship&lt;br /&gt;
| Response Cruiser&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | Telecommunication Services&lt;br /&gt;
|-&lt;br /&gt;
| NSS&lt;br /&gt;
| Orion&lt;br /&gt;
| Satellite&lt;br /&gt;
| Interstellar Communications Array&lt;br /&gt;
| Sol&lt;br /&gt;
|-&lt;br /&gt;
| NTV&lt;br /&gt;
| Volans&lt;br /&gt;
| Ship&lt;br /&gt;
| Repair Freighter&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Fleet Ranks===&lt;br /&gt;
&amp;lt;small&amp;gt; &#039;&#039;&#039;Bold&#039;&#039;&#039;= Officer, Nonbold = Rating&amp;lt;/small&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Captain/Master&#039;&#039;&#039; - Acts on behalf of the vessels owner (Nanotrasen Corporation)&lt;br /&gt;
====Deck Department====&lt;br /&gt;
&#039;&#039;&#039;Chief Officer&#039;&#039;&#039; - Head of the deck department and second in command of the vessel.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Second Officer&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Third Officer&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Deck Cadet&#039;&#039;&#039;&#039;&#039; - Trainee Deck Officer, is not certified to man a watch but is on-board to observe and learn.&amp;lt;br&amp;gt;&lt;br /&gt;
Deck Hands - Unlicensed personnel assisting the deck officers in the carrying out of their duties.&lt;br /&gt;
====Engineering/Technical Department====&lt;br /&gt;
&#039;&#039;&#039;Chief Engineer&#039;&#039;&#039; - Senior Officer incharge of the engineering department.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Electrotechnical Officer&#039;&#039;&#039; - Engineering Officer incharge of the ships electronic equipment.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Atmospherics Officer&#039;&#039;&#039; - Engineering Officer incharge of the ships atmospherics equipment.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Second Engineer&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Third Engineer&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fourth Engineer&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Engineering Cadet&#039;&#039;&#039;&#039;&#039; - Trainee Engineer, typically assigned to and reports to the second engineer.&amp;lt;br&amp;gt;&lt;br /&gt;
Engineering Technicians&lt;br /&gt;
====Stewards Department====&lt;br /&gt;
&#039;&#039;&#039;Chief Steward&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
First Steward&amp;lt;br&amp;gt;&lt;br /&gt;
Second Steward&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Chief Cook&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
First Cook&amp;lt;br&amp;gt;&lt;br /&gt;
Second Cook&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Emergency Response Team==&lt;br /&gt;
Primarily focused within Tau Ceti, the Emergency Response Team (ERT) are specially trained personnel employed by Nanotrasen to protect and assist corporate assets in emergencies, be it security, medical or engineering related, The ERT is a branch of the Fleet Security Force that consists of full time career staff members as well as volunteers working elsewhere within Nanotrasen.&lt;br /&gt;
&lt;br /&gt;
The current commanding officer of the Emergency Response Team is Captain James Cromwell, who after 30 years serving in the Fleet Security Force, transferred into the ERT as a replacement Commander and then took over as Captain in 2450.&lt;br /&gt;
===ERT SECTION PHOENIX:===&lt;br /&gt;
&#039;&#039;&#039;Sectors:&#039;&#039;&#039; 1-3&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Members:&#039;&#039;&#039; 147&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leading Troopers:&#039;&#039;&#039; 30&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Sub Officers:&#039;&#039;&#039; 8&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Commander:&#039;&#039;&#039; Marcus Kaplan.&amp;lt;br&amp;gt;&lt;br /&gt;
Notes: ERT Section PHOENIX is most renowned for their extremely fast response times. The first section established, it definitely has the most training and are generally respected. They have won most section based competitions, including last years. PHOENIX has large roles in protecting research stations, including the NSS Aurora, the NSS Audilias, and the NSS Astrid. They are disdained for overall poor firing accuracy, or tendency to lose morale, due to being generally compromised of new recruits.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===ERT SECTION HYDRA:===&lt;br /&gt;
&#039;&#039;&#039;Sectors:&#039;&#039;&#039; 4-6&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Members:&#039;&#039;&#039; 123&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leading Troopers:&#039;&#039;&#039; 24&amp;lt;br&amp;gt;&lt;br /&gt;
Sub Officers: 4&amp;lt;br&amp;gt;&lt;br /&gt;
Commander: Volksis Geroiz.&amp;lt;br&amp;gt;&lt;br /&gt;
Notes: ERT Section HYDRA is most renowned for their lowest casualty and injury rate. The latest section established, HYDRA is mostly composed of transferred units from PHOENIX and JUGGERNAUT. It has a main base located in Sector 6, and operates generally independently from Central Command due to the massive distance. Still receives orders from Captain Cromwell. They have large roles in protecting City Stations, such as, the SSS Atlantis, and the NSS Substantial. They are disdained for a tendency to retreat and name situations impossible.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===ERT SECTION SHARK:===&lt;br /&gt;
&#039;&#039;&#039;Sectors:&#039;&#039;&#039; 7-9&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Members:&#039;&#039;&#039; 137&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leading Troopers:&#039;&#039;&#039; 24&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Sub Officers:&#039;&#039;&#039; 5&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Commander:&#039;&#039;&#039; Audalan Hemrali.&amp;lt;br&amp;gt;&lt;br /&gt;
Notes: ERT Section SHARK is most renowned for their extreme efficient use of tactics and execution of protocol. The second section established, SHARK is comprised of cadets and ensigns from Biesel&#039;s academies. Due to its relative closeness to Central Command, SHARK is able to operate using the facilities large bays. They are regarded from Captain Cromwell as being courageous and one of, if not the, best Sections. They have large roles in protecting trade and civilian ships going to and fro Biesel. They are disdained for their tendency to take extreme risks and general in-acknowledgement of superior orders.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===ERT SECTION JUGGERNAUT:===&lt;br /&gt;
&#039;&#039;&#039;Sectors:&#039;&#039;&#039; 10 (Outer Rim)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Members:&#039;&#039;&#039; 97&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leading Troopers:&#039;&#039;&#039; 14&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Sub Officers:&#039;&#039;&#039; 4&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Commander:&#039;&#039;&#039; Jacob Sinclair&amp;lt;br&amp;gt;&lt;br /&gt;
Notes: ERT Section JUGGERNAUT is most renowned for having the lowest deployment rates in all sectors, thus also having the most down time. In charge of protecting and managing the outer rim, JUGGERNAUT has members in every outpost and on Central Command in order to provide quick response to any SOS or similar messages coming from the part of space labelled the &#039;outer rim.&#039; They are disdained for their very slow response times, although this may be a factor of sheer distance rather than quickness of the troopers themselves.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===ERT SECTION GROUNDHOG:===&lt;br /&gt;
&#039;&#039;&#039;Sector:&#039;&#039;&#039; Biesel&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Members:&#039;&#039;&#039; 328&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leading Troopers:&#039;&#039;&#039; 58&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Sub Officers:&#039;&#039;&#039; 21&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Commander:&#039;&#039;&#039; Sean Trenningham&amp;lt;br&amp;gt;&lt;br /&gt;
Notes: ERT Section GROUNDHOG is most renowned for being the largest section. In charge of enforcing law and order on Biesel&#039;s surface and low orbit, ERT Section GROUNDHOG has seven land bases on Biesel&#039;s surface, three ocean based, and two low orbit based outposts. They assist Biesel&#039;s law enforcement with the law and order of Biesel&#039;s populace, as well as secure NanoTrasen assets in privately owned property on certain spots on the surface. Biesel government/NanoTrasen ERT hybrids are named Enforcers, and are often seen in the streets of Lowell as well as other major population centers. Acting as police, Enforcers are equipped with standard issue NanoTrasen security gear.&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Corporations]]&lt;/div&gt;</summary>
		<author><name>XanderDox</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Idris_Incorporated&amp;diff=1971</id>
		<title>Idris Incorporated</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Idris_Incorporated&amp;diff=1971"/>
		<updated>2015-05-11T14:25:58Z</updated>

		<summary type="html">&lt;p&gt;XanderDox: /* Branches */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}&lt;br /&gt;
{{wip|assign=XanderDox}}&lt;br /&gt;
== Brief Summary ==&lt;br /&gt;
Idris Incorporated is a interstellar corporation/bank that operates primarily out of their HQ in Mendell City, Biesel. The bank was founded as pressure grew for a secure way to store credits and have them transferable across solar-systems. Erin Idris stepped up to the challenge. After starting on Mendell, and initially only servicing Sol and Tau Ceti, Idris got his big break when the Maladaxis family, wealthy business people from Epsilon Eridani, invested over 100 million credits into the bank. The business boomed, and the Idris and Maladaxis family alliance has continued to grow the corporation, and expanded their field of work into the stock market, both families have profited greatly from this and are now both billionaires.&lt;br /&gt;
&lt;br /&gt;
=== Present Day ===&lt;br /&gt;
Now, in 2457 , Idris Incorporated runs the 4th largest bank in the entire Sol Alliance, and are expanding into the field of genetic backup storage (after establishing a contract with Zeng-Hu for the cloning and genetics equipment) and are nearly impenetrable by hackers.&lt;br /&gt;
The bank has begun offering joining bonuses to those who work for major inter-stellar corporations, to draw people away from using the companies own banks (such as NanoTrasen&#039;s Bank) , however they are still in a struggle with NanoTrasen due to it&#039;s large employee base mainly using the companies bank as their method of storing funds, preventing Idris from having a large amount of members, this has caused strained relationships between NanoTrasen and Idris Incorporated.&lt;br /&gt;
&lt;br /&gt;
=== Branches ===&lt;br /&gt;
Idris Incorporated is spread out all across the Union of Sol. Here are the locations of their primary branches.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mendell City, Biesel, Tau Ceti-&#039;&#039;&#039; The Mendell City branch is the company&#039;s headquarters, it is a massive building with over 3,000 workers within it. The entire body of corporate officers operates off the topmost floors of this skyscraper. Security is tight, entrance to any floor above level 6 is strictly monitored&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Hengsha Arcology, New Gibson, Tau Ceti-&#039;&#039;&#039; The Hengsha Arcology branch is quite large, servicing a majority of the industrial workers on the planet, it is the second most guarded facility belonging to Idris Incorporated, as the recent riots in the Arcology have caused the Executives to push for more on-site security&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Troposphere, Earth, Sol-&#039;&#039;&#039; Idris Incorporated maintains an airborne branch on Earth, maintained on a helicarrier, the branch maintains a east-rotation around the Earth&#039;s northern hemisphere, this branch services the entirety of Earth.&lt;br /&gt;
&lt;br /&gt;
=== Executives ===&lt;br /&gt;
Idris Incorporated&#039;s Board of Directors is made up of the executive officers themselves, while strange in practice, this was done to ensure that the Maladaxis and Idris families never lose control over the company.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Owner:&#039;&#039;&#039; Markyus Idris&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Chief Executive Officer:&#039;&#039;&#039; Xalstros Maladaxis&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Chief Financial Officer:&#039;&#039;&#039; Andrea Idris&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Chief Operations Officer:&#039;&#039;&#039; Indytris Maladaxis&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Chief Risk Officer:&#039;&#039;&#039; Verimae Rakael&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Chief Technology/Information Officer:&#039;&#039;&#039; Arthur Curring&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Player Lore]]&lt;br /&gt;
[[Category:Corporations]]&lt;/div&gt;</summary>
		<author><name>XanderDox</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Template:Navbox_Lore&amp;diff=1970</id>
		<title>Template:Navbox Lore</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Template:Navbox_Lore&amp;diff=1970"/>
		<updated>2015-05-11T14:13:32Z</updated>

		<summary type="html">&lt;p&gt;XanderDox: Adding Idris and Zeng-Hu to the corporations navbox list&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;padded&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;font-size: 12px; padding: 5px&amp;quot;&amp;gt;&lt;br /&gt;
{|  style=&amp;quot;cellpadding: 5px; text-align: center;width: 100%&amp;quot; class=&amp;quot;mw-collapsible mw-uncollapsed wikitable&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
!  colspan=&amp;quot;3&amp;quot; style=&amp;quot;width: 100%; background-color:#C0C0C0&amp;quot; | [[:Category:Lore|Quick Navigation]] &lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;width: 10%&amp;quot; colspan=&amp;quot;2&amp;quot;| [[Background_summary#Main_Spacefaring_Races|Races]] &lt;br /&gt;
| align=&amp;quot;left&amp;quot; | [[Background_summary#Humanity|Humanity]] · [[Skrell|Skrell]] · [[Tajara]] · [[Unathi]] · [[Dionaea]] · [[Vaurca]] · [[Vox]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width: 10%&amp;quot; colspan=&amp;quot;2&amp;quot;| [[:Category:Corporations|Corporations]]&lt;br /&gt;
|  align=&amp;quot;left&amp;quot; | [[Nanotrasen Corporation]] · [[Hephaestus Industries]] · [[Idris Incorporated]] · [[Zeng-Hu Pharmaceuticals]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width: 10%&amp;quot; colspan=&amp;quot;2&amp;quot;| [[:Category:Factions|Factions]]&lt;br /&gt;
| &amp;quot; align=&amp;quot;left&amp;quot; |[[Sol Alliance]] · [[Republic of Biesel]] · [[Minor Factions]] &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width: 10%&amp;quot; colspan=&amp;quot;2&amp;quot;| [[:Category:Planets and Systems|Planets and Systems]]&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | [[Epsilon Eridani]] · [[Sol]] · [[Tau Ceti]] · [[Altair]] · [[Trimurti_%28Gliese_581%29|Trimurti]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width: 10%&amp;quot; colspan=&amp;quot;2&amp;quot;| [[:Category:Misc|Miscellaneous]]&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | [[Timeline]] · [[Economy]] · [[Languages]] · [[Bluespace]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;DO NOT EDIT THIS PAGE WITHOUT TESTING FIRST!!!!&#039;&#039;&#039;&lt;br /&gt;
[[Category:Templates]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>XanderDox</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Idris_Incorporated&amp;diff=1961</id>
		<title>Idris Incorporated</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Idris_Incorporated&amp;diff=1961"/>
		<updated>2015-05-07T20:28:32Z</updated>

		<summary type="html">&lt;p&gt;XanderDox: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}&lt;br /&gt;
{{wip|assign=XanderDox}}&lt;br /&gt;
== Brief Summary ==&lt;br /&gt;
Idris Incorporated is a interstellar corporation/bank that operates primarily out of their HQ in Mendell City, Biesel. The bank was founded as pressure grew for a secure way to store credits and have them transferable across solar-systems. Erin Idris stepped up to the challenge. After starting on Mendell, and initially only servicing Sol and Tau Ceti, Idris got his big break when the Maladaxis family, wealthy business people from Epsilon Eridani, invested over 100 million credits into the bank. The business boomed, and the Idris and Maladaxis family alliance has continued to grow the corporation, and expanded their field of work into the stock market, both families have profited greatly from this and are now both billionaires.&lt;br /&gt;
&lt;br /&gt;
=== Present Day ===&lt;br /&gt;
Now, in 2457 , Idris Incorporated runs the 4th largest bank in the entire Sol Alliance, and are expanding into the field of genetic backup storage (after establishing a contract with Zeng-Hu for the cloning and genetics equipment) and are nearly impenetrable by hackers.&lt;br /&gt;
The bank has begun offering joining bonuses to those who work for major inter-stellar corporations, to draw people away from using the companies own banks (such as NanoTrasen&#039;s Bank) , however they are still in a struggle with NanoTrasen due to it&#039;s large employee base mainly using the companies bank as their method of storing funds, preventing Idris from having a large amount of members, this has caused strained relationships between NanoTrasen and Idris Incorporated.&lt;br /&gt;
&lt;br /&gt;
=== Branches ===&lt;br /&gt;
Idris Incorporated is spread out all across the Union of Sol. Here are the locations of their primary branches.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mendell City, Biesel, Tau Ceti-&#039;&#039;&#039; The Mendell City branch is the company&#039;s headquarters, it is a massive building with over 3,000 workers within it. The entire body of corporate officers operates off the topmost floors of this skyscraper. Security is tight, entrance to any floor above level 6 is strictly monitored&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Hengsha Arcology, New Gibson, Tau Ceti&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Executives ===&lt;br /&gt;
Idris Incorporated&#039;s Board of Directors is made up of the executive officers themselves, while strange in practice, this was done to ensure that the Maladaxis and Idris families never lose control over the company.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Owner:&#039;&#039;&#039; Markyus Idris&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Chief Executive Officer:&#039;&#039;&#039; Xalstros Maladaxis&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Chief Financial Officer:&#039;&#039;&#039; Andrea Idris&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Chief Operations Officer:&#039;&#039;&#039; Indytris Maladaxis&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Chief Risk Officer:&#039;&#039;&#039; Verimae Rakael&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Chief Technology/Information Officer:&#039;&#039;&#039; Arthur Curring&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Player Lore]]&lt;br /&gt;
[[Category:Corporations]]&lt;/div&gt;</summary>
		<author><name>XanderDox</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Captain&amp;diff=1955</id>
		<title>Captain</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Captain&amp;diff=1955"/>
		<updated>2015-05-07T06:38:55Z</updated>

		<summary type="html">&lt;p&gt;XanderDox: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{wip|Assign=XanderDox}}&lt;br /&gt;
{{JobPageHeader&lt;br /&gt;
|headerbgcolor = darkblue&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = COMMAND&lt;br /&gt;
|imagebgcolor = lightblue&lt;br /&gt;
|img_generic = Generic_captain.png&lt;br /&gt;
|img =&lt;br /&gt;
|jobtitle = Captain&lt;br /&gt;
|access = [[:Category:Locations|All]]&lt;br /&gt;
|difficulty = Very Hard&lt;br /&gt;
|superior = Corporate Regulations, NSS Odin, and NanoTrasen Officials&lt;br /&gt;
|duties = Ensure the station remains &amp;quot;afloat&amp;quot;. Keep the crew alive, delegate effectively, and keep the research going.&lt;br /&gt;
|guides = [[Corporate Regulations]]&lt;br /&gt;
}}&lt;br /&gt;
The [[Captain]] is in charge of the station and everyone on it. They make sure the crew is working and productive and any [[Syndicate|potential threats]] are seen to. They are expected to be able to command their [[Heads of Staff]] effectively, and have ultimate authority on the station.&lt;br /&gt;
&lt;br /&gt;
== Being a Captain ==&lt;br /&gt;
The Captain is the top of the power chain. They command the Heads of Staff and have the final say in station decisions. The hold an all access ID, a large amount of unique equipment, and a luxurious cabin. The only one with potentially more power is the AI. This is a very important role and should only be played by experienced players.&lt;br /&gt;
&lt;br /&gt;
=== Commanding Command ===&lt;br /&gt;
The Captains main job is to lead and direct the station. The Captain therefore has direct authority over the [[Heads of Staff]], changing the alert level, going to red alert, contacting CentComm, calling the evacuation shuttle, and coordinating station-wide emergency evacuation and defence.&lt;br /&gt;
&lt;br /&gt;
In the absence or lack of a head for a specific department, effort should be made by you, or the [[Head of Personnel]] to appoint one to each department. You should always have a fully functioning command staff.&lt;br /&gt;
&lt;br /&gt;
It is the Captain&#039;s job to make sure that all the Heads of Staff are communicating and leading their departments properly, or making sure the [[Head of Personnel]] is doing it for him. They should not involve themselves directly in departmental matters unless asked by the Head of Staff responsible, however the Captain may step in if they feel that the matter is being handled poorly.&lt;br /&gt;
&lt;br /&gt;
For example, the Captain should not have to tell the [[Chief Engineer]] to start the engine, a competent chief should be able to do this themselves. If they can&#039;t, it falls to the Captain to make the decision as to whether to demote the current head, promote someone to a head, or consult with that department as to the best course of action. The Captains job isn&#039;t to do others&#039; work for them, but make sure that everything is being done correctly.&lt;br /&gt;
&lt;br /&gt;
=== Controlling the Crew ===&lt;br /&gt;
As Captain, you are in charge. There really is no way to tell you exactly how to run things, many people have different leadership styles. However, as Captain, there are some things you should be aware of: &lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Only involve yourself when there is nobody else available to do the job.&#039;&#039;&#039; If you get involved in every security matter when there&#039;s already a Head of Security, it is suggested you get a job change. If there isn&#039;t a head for a specific department, get your Head of Personnel to assign a new one. The only exception to this rule is when your Head of Personnel is &amp;quot;absent&amp;quot; as you are the only other Head who can assign people.&lt;br /&gt;
#&#039;&#039;&#039;Delegate whenever you can.&#039;&#039;&#039; If someone says &#039;Captain, there&#039;s a plasma leak!&#039; then you order your Chief Engineer to go fix it. Do NOT attempt to fix it yourself. You will put yourself unnecessarily at risk.&lt;br /&gt;
#&#039;&#039;&#039;Follow the Chain of Command.&#039;&#039;&#039; You command the Heads. The Heads command their departments. Try not to skip them in the decision making process. They are the ones who &#039;&#039;should&#039;&#039; know their own departments best.&lt;br /&gt;
#&#039;&#039;&#039;Keep calm and carry on.&#039;&#039;&#039; As Captain, every shift should be a normal and productive working day. However, be prepared to deal with any or all of the following: Incompetent or absent Heads, [[Syndicate|subversive elements]], angry crew members banging down the bridge door trying to get in, corrupted AI&#039;s on a war path, killer meteor strikes, plagues, faulty electrical gear and the occasional aftermath of an armageddon against the ship, thanks to a range of the above. And it&#039;s your job to manage it all. Good luck.&lt;br /&gt;
&lt;br /&gt;
=== Alerts and SOP ===&lt;br /&gt;
{{Main|Standard Operating Procedure}}&lt;br /&gt;
&lt;br /&gt;
You have control of the station&#039;s alert level. The following is a summary of what they are and when they should be used:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Code Green - All Clear.&#039;&#039;&#039; &lt;br /&gt;
Default operating level. No immediate or clear threat to the station. All departments may carry out work as normal. &lt;br /&gt;
&lt;br /&gt;
This is how the round starts, and you should do everything in your power to keep it that way. It can be changed to this from the Communications Potato on the bridge.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Code Blue - Suspected Threat.&#039;&#039;&#039; &lt;br /&gt;
Raised alert level. Suspected threat to the station. Issued by Central Command, the Captain, or a Head of Staff vote.&lt;br /&gt;
&lt;br /&gt;
If you feel that there is a threat to the station either from the environment (large atmospheric breaches, meteors, etc.) or people (organised attacks against crew, theft of high value property, unknown invaders, etc). Code Blue can be raised from the Communications Potato on the bridge.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Code Red - Confirmed Threat.&#039;&#039;&#039; Maximum alert level. Confirmed threat to the station or severe damage. Issued by Central Command, the Captain, or a Head of Staff vote. &lt;br /&gt;
&lt;br /&gt;
Code Red should only be called when there is a confirmed threat to the station. Confirmed meaning to the best of your knowledge. This can only be raised by swiping two Head of Staff ID cards at the same time in the Keycard Authentication Devices in each Head of Staff&#039;s office. In emergencies, your spare ID can be used as well. An [[Emergency Response Team]] and full maintenance access for everyone can also be called from these devices if you think the situation requires additional help.&lt;br /&gt;
&lt;br /&gt;
=== Equipment ===&lt;br /&gt;
There are many items in your cabin, but not all of them should be used all the time. Captain&#039;s are not supposed to involve themselves in station matters, such as security, and you should not expect things to go wrong, so wearing your special armour and carrying a lethal energy on [[green alert]] is not expected or encouraged. You are allowed to carry a weapon for self-defence, though it should not be lethal. The &#039;chain of command&#039; item is a novelty, and should really not leave your office. The telescopic baton relies on brute damage to topple the target, and does not stun in any way, so use it sparingly.&lt;br /&gt;
&lt;br /&gt;
Your armour and helmet function as a space suit, but this does not mean you should be wearing it all the time. The antique laser gun in the glass case is an antique and should be treated as such, it shouldn&#039;t leave its case, and is highly valuable.&lt;br /&gt;
&lt;br /&gt;
The spare captain&#039;s ID, handheld teleporter, and nuclear authentication disk should be placed somewhere secure, for example the secure safe on your wall, or a secure briefcase.&lt;br /&gt;
&lt;br /&gt;
=== Authority ===&lt;br /&gt;
The Captain has the final say on almost every matter on the station. If the Captain tells someone to do something they better do it, or have an exceptionally good reason to not do so. Captains should follow [[Corporate Regulations]] and [[Security]] has the power to arrest the Captain if they do not. The only time Corporate Regulations may be overridden is if there is an imminent and overwhelming threat to the station. &lt;br /&gt;
&lt;br /&gt;
Situations where the captain&#039;s orders are overridden are rare, but may include orders that would cause unnecessary and large amounts of damage to people or property, or are simply outrageously stupid. For example, ordering the [[Chief Engineer]] to vent the bar of atmosphere as people are getting slightly tipsy. This is not the norm however, and generally people should follow whatever the captain says.&lt;br /&gt;
&lt;br /&gt;
=== Dangers ===&lt;br /&gt;
NanoTrasen vessels are often under threat from various [[Game Mode|criminal organisations]] and natural space disasters. As Captain, is it your job to manage these threats and make sure that they do not interfere with normal activity aboard the station.&lt;br /&gt;
&lt;br /&gt;
Most of the time, your on-board [[Security]], [[Medical]], and [[Engineering]] forces should be sufficient to deal with the threat. Therefore, you are not expected to have to deal with such matters by yourself, save for when you have not been supplied with them, or you feel they are incompetent.&lt;br /&gt;
&lt;br /&gt;
== Links to Other Departments ==&lt;br /&gt;
As a captain, you have direct authority only over the other heads of staff. This means that, if your captain is the snooty type, they can get away with never having to talk to the miners, the cook, or the toxins researcher. On the other hand, there&#039;s nothing wrong with playing a captain who&#039;ll happily shoot the breeze with the janitor. That&#039;s up to you and your character.&lt;br /&gt;
&lt;br /&gt;
When it comes to other departments, your primary job is to coordinate everyone&#039;s actions. Your captain&#039;s headset lets you talk to all heads of staff and hear any department&#039;s radio channel. If a department has a head of staff, your primary interactions will be with them, because they (should) know how to run their department. Without a head of staff, you may have to step in. With or without a Head to work with, make sure each department has the information and supplies it needs to work well.&lt;br /&gt;
&lt;br /&gt;
== Traitoring ==&lt;br /&gt;
As a [[Traitor]] Captain, you have possibly the easiest job on the station. You&#039;ll often have objectives to steal your own stuff, and if not, you have access everywhere anyway. Just do whatever you want, really.&lt;br /&gt;
&lt;br /&gt;
==Roleplaying Tips==&lt;br /&gt;
* In terms of roleplaying, you have a lot of freedom. You should really have some basic knowledge of how each department runs, and who the heads of them are, but outside that you could really have as much (or as little) knowledge as you want. You can play with a background in a certain field, but you should NOT be able to do everything (i.e. Being able to set-up the Engine single-handedly AND also knowing how to clone people AND knowing how to make bombs is probably going too far). Just remember though, a very incompetent Captain doesn&#039;t make too many friends.&lt;br /&gt;
* Leave Security matters to security, you don&#039;t (and shouldn&#039;t) need to step in on every criminal situation. You are above the Head of Security in terms of command, but you should defer security matters to him. Only step in if you think that a decision could endanger the station or crew.&lt;br /&gt;
* Don&#039;t think that just because you&#039;re the Captain, that you can do anything you want. That&#039;s the absolute &#039;&#039;&#039;worst&#039;&#039;&#039; thing to do. You&#039;re there to make sure everyone else is doing their job, not to do it for them.&lt;br /&gt;
* Your armour is heavy protective armour that is space capable. It is not for walking around in all the time, and would be anywhere from extremely uncomfortable to debilitating exhausting depending on your captain&#039;s physical strength and stamina to do so. There is an armoured vest in your locker if you absolutely feel the need to wear armour when the full set isn&#039;t appropriate, but keep in mind you&#039;re on a research station, and you shouldn&#039;t be expecting to really need the armour under the majority of situations.&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[Category:Jobs]]&lt;/div&gt;</summary>
		<author><name>XanderDox</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Captain&amp;diff=1954</id>
		<title>Captain</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Captain&amp;diff=1954"/>
		<updated>2015-05-07T06:38:06Z</updated>

		<summary type="html">&lt;p&gt;XanderDox: Created page with &amp;quot;{{JobPageHeader |headerbgcolor = darkblue |headerfontcolor = white |stafftype = COMMAND |imagebgcolor = lightblue |img_generic = Generic_captain.png |img = Generic_captain.png...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = darkblue&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = COMMAND&lt;br /&gt;
|imagebgcolor = lightblue&lt;br /&gt;
|img_generic = Generic_captain.png&lt;br /&gt;
|img = Generic_captain.png&lt;br /&gt;
|jobtitle = Captain&lt;br /&gt;
|access = [[:Category:Locations|All]]&lt;br /&gt;
|difficulty = Very Hard&lt;br /&gt;
|superior = Corporate Regulations, NSS Odin, and NanoTrasen Officials&lt;br /&gt;
|duties = Ensure the station remains &amp;quot;afloat&amp;quot;. Keep the crew alive, delegate effectively, and keep the research going.&lt;br /&gt;
|guides = [[Corporate Regulations]]&lt;br /&gt;
}}&lt;br /&gt;
The [[Captain]] is in charge of the station and everyone on it. They make sure the crew is working and productive and any [[Syndicate|potential threats]] are seen to. They are expected to be able to command their [[Heads of Staff]] effectively, and have ultimate authority on the station.&lt;br /&gt;
&lt;br /&gt;
== Being a Captain ==&lt;br /&gt;
The Captain is the top of the power chain. They command the Heads of Staff and have the final say in station decisions. The hold an all access ID, a large amount of unique equipment, and a luxurious cabin. The only one with potentially more power is the AI. This is a very important role and should only be played by experienced players.&lt;br /&gt;
&lt;br /&gt;
=== Commanding Command ===&lt;br /&gt;
The Captains main job is to lead and direct the station. The Captain therefore has direct authority over the [[Heads of Staff]], changing the alert level, going to red alert, contacting CentComm, calling the evacuation shuttle, and coordinating station-wide emergency evacuation and defence.&lt;br /&gt;
&lt;br /&gt;
In the absence or lack of a head for a specific department, effort should be made by you, or the [[Head of Personnel]] to appoint one to each department. You should always have a fully functioning command staff.&lt;br /&gt;
&lt;br /&gt;
It is the Captain&#039;s job to make sure that all the Heads of Staff are communicating and leading their departments properly, or making sure the [[Head of Personnel]] is doing it for him. They should not involve themselves directly in departmental matters unless asked by the Head of Staff responsible, however the Captain may step in if they feel that the matter is being handled poorly.&lt;br /&gt;
&lt;br /&gt;
For example, the Captain should not have to tell the [[Chief Engineer]] to start the engine, a competent chief should be able to do this themselves. If they can&#039;t, it falls to the Captain to make the decision as to whether to demote the current head, promote someone to a head, or consult with that department as to the best course of action. The Captains job isn&#039;t to do others&#039; work for them, but make sure that everything is being done correctly.&lt;br /&gt;
&lt;br /&gt;
=== Controlling the Crew ===&lt;br /&gt;
As Captain, you are in charge. There really is no way to tell you exactly how to run things, many people have different leadership styles. However, as Captain, there are some things you should be aware of: &lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Only involve yourself when there is nobody else available to do the job.&#039;&#039;&#039; If you get involved in every security matter when there&#039;s already a Head of Security, it is suggested you get a job change. If there isn&#039;t a head for a specific department, get your Head of Personnel to assign a new one. The only exception to this rule is when your Head of Personnel is &amp;quot;absent&amp;quot; as you are the only other Head who can assign people.&lt;br /&gt;
#&#039;&#039;&#039;Delegate whenever you can.&#039;&#039;&#039; If someone says &#039;Captain, there&#039;s a plasma leak!&#039; then you order your Chief Engineer to go fix it. Do NOT attempt to fix it yourself. You will put yourself unnecessarily at risk.&lt;br /&gt;
#&#039;&#039;&#039;Follow the Chain of Command.&#039;&#039;&#039; You command the Heads. The Heads command their departments. Try not to skip them in the decision making process. They are the ones who &#039;&#039;should&#039;&#039; know their own departments best.&lt;br /&gt;
#&#039;&#039;&#039;Keep calm and carry on.&#039;&#039;&#039; As Captain, every shift should be a normal and productive working day. However, be prepared to deal with any or all of the following: Incompetent or absent Heads, [[Syndicate|subversive elements]], angry crew members banging down the bridge door trying to get in, corrupted AI&#039;s on a war path, killer meteor strikes, plagues, faulty electrical gear and the occasional aftermath of an armageddon against the ship, thanks to a range of the above. And it&#039;s your job to manage it all. Good luck.&lt;br /&gt;
&lt;br /&gt;
=== Alerts and SOP ===&lt;br /&gt;
{{Main|Standard Operating Procedure}}&lt;br /&gt;
&lt;br /&gt;
You have control of the station&#039;s alert level. The following is a summary of what they are and when they should be used:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Code Green - All Clear.&#039;&#039;&#039; &lt;br /&gt;
Default operating level. No immediate or clear threat to the station. All departments may carry out work as normal. &lt;br /&gt;
&lt;br /&gt;
This is how the round starts, and you should do everything in your power to keep it that way. It can be changed to this from the Communications Potato on the bridge.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Code Blue - Suspected Threat.&#039;&#039;&#039; &lt;br /&gt;
Raised alert level. Suspected threat to the station. Issued by Central Command, the Captain, or a Head of Staff vote.&lt;br /&gt;
&lt;br /&gt;
If you feel that there is a threat to the station either from the environment (large atmospheric breaches, meteors, etc.) or people (organised attacks against crew, theft of high value property, unknown invaders, etc). Code Blue can be raised from the Communications Potato on the bridge.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Code Red - Confirmed Threat.&#039;&#039;&#039; Maximum alert level. Confirmed threat to the station or severe damage. Issued by Central Command, the Captain, or a Head of Staff vote. &lt;br /&gt;
&lt;br /&gt;
Code Red should only be called when there is a confirmed threat to the station. Confirmed meaning to the best of your knowledge. This can only be raised by swiping two Head of Staff ID cards at the same time in the Keycard Authentication Devices in each Head of Staff&#039;s office. In emergencies, your spare ID can be used as well. An [[Emergency Response Team]] and full maintenance access for everyone can also be called from these devices if you think the situation requires additional help.&lt;br /&gt;
&lt;br /&gt;
=== Equipment ===&lt;br /&gt;
There are many items in your cabin, but not all of them should be used all the time. Captain&#039;s are not supposed to involve themselves in station matters, such as security, and you should not expect things to go wrong, so wearing your special armour and carrying a lethal energy on [[green alert]] is not expected or encouraged. You are allowed to carry a weapon for self-defence, though it should not be lethal. The &#039;chain of command&#039; item is a novelty, and should really not leave your office. The telescopic baton relies on brute damage to topple the target, and does not stun in any way, so use it sparingly.&lt;br /&gt;
&lt;br /&gt;
Your armour and helmet function as a space suit, but this does not mean you should be wearing it all the time. The antique laser gun in the glass case is an antique and should be treated as such, it shouldn&#039;t leave its case, and is highly valuable.&lt;br /&gt;
&lt;br /&gt;
The spare captain&#039;s ID, handheld teleporter, and nuclear authentication disk should be placed somewhere secure, for example the secure safe on your wall, or a secure briefcase.&lt;br /&gt;
&lt;br /&gt;
=== Authority ===&lt;br /&gt;
The Captain has the final say on almost every matter on the station. If the Captain tells someone to do something they better do it, or have an exceptionally good reason to not do so. Captains should follow [[Corporate Regulations]] and [[Security]] has the power to arrest the Captain if they do not. The only time Corporate Regulations may be overridden is if there is an imminent and overwhelming threat to the station. &lt;br /&gt;
&lt;br /&gt;
Situations where the captain&#039;s orders are overridden are rare, but may include orders that would cause unnecessary and large amounts of damage to people or property, or are simply outrageously stupid. For example, ordering the [[Chief Engineer]] to vent the bar of atmosphere as people are getting slightly tipsy. This is not the norm however, and generally people should follow whatever the captain says.&lt;br /&gt;
&lt;br /&gt;
=== Dangers ===&lt;br /&gt;
NanoTrasen vessels are often under threat from various [[Game Mode|criminal organisations]] and natural space disasters. As Captain, is it your job to manage these threats and make sure that they do not interfere with normal activity aboard the station.&lt;br /&gt;
&lt;br /&gt;
Most of the time, your on-board [[Security]], [[Medical]], and [[Engineering]] forces should be sufficient to deal with the threat. Therefore, you are not expected to have to deal with such matters by yourself, save for when you have not been supplied with them, or you feel they are incompetent.&lt;br /&gt;
&lt;br /&gt;
== Links to Other Departments ==&lt;br /&gt;
As a captain, you have direct authority only over the other heads of staff. This means that, if your captain is the snooty type, they can get away with never having to talk to the miners, the cook, or the toxins researcher. On the other hand, there&#039;s nothing wrong with playing a captain who&#039;ll happily shoot the breeze with the janitor. That&#039;s up to you and your character.&lt;br /&gt;
&lt;br /&gt;
When it comes to other departments, your primary job is to coordinate everyone&#039;s actions. Your captain&#039;s headset lets you talk to all heads of staff and hear any department&#039;s radio channel. If a department has a head of staff, your primary interactions will be with them, because they (should) know how to run their department. Without a head of staff, you may have to step in. With or without a Head to work with, make sure each department has the information and supplies it needs to work well.&lt;br /&gt;
&lt;br /&gt;
== Traitoring ==&lt;br /&gt;
As a [[Traitor]] Captain, you have possibly the easiest job on the station. You&#039;ll often have objectives to steal your own stuff, and if not, you have access everywhere anyway. Just do whatever you want, really.&lt;br /&gt;
&lt;br /&gt;
==Roleplaying Tips==&lt;br /&gt;
* In terms of roleplaying, you have a lot of freedom. You should really have some basic knowledge of how each department runs, and who the heads of them are, but outside that you could really have as much (or as little) knowledge as you want. You can play with a background in a certain field, but you should NOT be able to do everything (i.e. Being able to set-up the Engine single-handedly AND also knowing how to clone people AND knowing how to make bombs is probably going too far). Just remember though, a very incompetent Captain doesn&#039;t make too many friends.&lt;br /&gt;
* Leave Security matters to security, you don&#039;t (and shouldn&#039;t) need to step in on every criminal situation. You are above the Head of Security in terms of command, but you should defer security matters to him. Only step in if you think that a decision could endanger the station or crew.&lt;br /&gt;
* Don&#039;t think that just because you&#039;re the Captain, that you can do anything you want. That&#039;s the absolute &#039;&#039;&#039;worst&#039;&#039;&#039; thing to do. You&#039;re there to make sure everyone else is doing their job, not to do it for them.&lt;br /&gt;
* Your armour is heavy protective armour that is space capable. It is not for walking around in all the time, and would be anywhere from extremely uncomfortable to debilitating exhausting depending on your captain&#039;s physical strength and stamina to do so. There is an armoured vest in your locker if you absolutely feel the need to wear armour when the full set isn&#039;t appropriate, but keep in mind you&#039;re on a research station, and you shouldn&#039;t be expecting to really need the armour under the majority of situations.&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[Category:Jobs]]&lt;/div&gt;</summary>
		<author><name>XanderDox</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Template:Jobs&amp;diff=1941</id>
		<title>Template:Jobs</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Template:Jobs&amp;diff=1941"/>
		<updated>2015-05-07T06:36:12Z</updated>

		<summary type="html">&lt;p&gt;XanderDox: 17 revisions&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;center&amp;gt;&lt;br /&gt;
{| align=center width=80% |&lt;br /&gt;
! bgcolor=#aaffaa | Jobs on Baystation 12&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | &#039;&#039;&#039;Heads of Staff:&#039;&#039;&#039;&amp;lt;br&amp;gt; [[Captain]] - [[Head of Personnel]] - [[Head of Security]] - [[Chief Engineer]] - [[Research Director]] - [[Chief Medical Officer]] &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | &#039;&#039;&#039;Law and Order:&#039;&#039;&#039;&amp;lt;br&amp;gt; [[Security Officer]] - [[Warden]] - [[Detective]] - [[Internal Affairs]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | &#039;&#039;&#039;Maintenance and Supply:&#039;&#039;&#039;&amp;lt;br&amp;gt; [[Station Engineer]] - [[Atmospheric Technician]] - [[Janitor]] - [[Quartermaster]] - [[Cargo Technician]] - [[Shaft Miner]] - [[Botanist]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | &#039;&#039;&#039;Science and Medical:&#039;&#039;&#039;&amp;lt;br&amp;gt; [[Medical Doctor]] - [[Paramedic]] - [[Psychologist]] - [[Chemist]] - [[Geneticist]] - [[Virologist]] - [[Roboticist]] - [[Scientist]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | &#039;&#039;&#039;Civilian:&#039;&#039;&#039;&amp;lt;br&amp;gt; [[Assistant]] - [[Bartender]] - [[Chef]] - [[Chaplain]] - [[Librarian]] &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | &#039;&#039;&#039;Non-Human:&#039;&#039;&#039;&amp;lt;br&amp;gt;[[AI]] - [[Cyborg]] - [[Personal AI]] - [[Construct]] - [[Ghost]] - [[Mouse]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | &#039;&#039;&#039;Antagonists:&#039;&#039;&#039;&amp;lt;br&amp;gt; [[Mercenary]] - [[Changeling]] - [[Xenomorph]] - [[Wizard]] - [[Vox Raider]] - [[Cortical Borer]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | &#039;&#039;&#039;Special:&#039;&#039;&#039;&amp;lt;br&amp;gt;[[Emergency Response Team]] - [[Space Ninja]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&amp;lt;includeonly&amp;gt;[[Category:Jobs]]&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;[[Category:Templates]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>XanderDox</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Template:JobPageHeader&amp;diff=1923</id>
		<title>Template:JobPageHeader</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Template:JobPageHeader&amp;diff=1923"/>
		<updated>2015-05-07T06:36:09Z</updated>

		<summary type="html">&lt;p&gt;XanderDox: 5 revisions&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;&amp;lt;code&amp;gt;&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;{|width=&amp;quot;100%&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
|bgcolor=&amp;quot;{{{headerbgcolor|#bbbbbb}}}&amp;quot; align=&amp;quot;center&amp;quot; colspan=2|&amp;lt;font color=&amp;quot;{{{headerfontcolor|#000000}}}&amp;quot;&amp;gt;&#039;&#039;&#039;{{{stafftype|UNDEFINED}}} STAFF&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|width = 150 align=center bgcolor=&amp;quot;{{{imagebgcolor|#cccccc}}}&amp;quot;|{{#if:{{{img_generic|}}}| [[File:{{{img_generic|{{{jobtitle}}}.png}}}]] | }} {{#if:{{{img|}}}| [[File:{{{img|{{{jobtitle}}}.png}}}]] | }} {{#if:{{{img|}}} | &amp;lt;br&amp;gt; | {{#if:{{{img_generic|}}} | &amp;lt;br&amp;gt; | }} }} &#039;&#039;&#039;{{{jobtitle|Job}}}&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Access:&#039;&#039;&#039; {{{access|Not defined}}}&amp;lt;br&amp;gt;&#039;&#039;&#039;Difficulty:&#039;&#039;&#039; {{{difficulty|Not defined}}}&amp;lt;br&amp;gt;&#039;&#039;&#039;Supervisors:&#039;&#039;&#039; {{{superior|Not defined}}}&amp;lt;br&amp;gt;&#039;&#039;&#039;Duties:&#039;&#039;&#039; {{{duties|Not defined}}}&amp;lt;br&amp;gt;&#039;&#039;&#039;Guides:&#039;&#039;&#039; {{{guides|Not defined}}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
This template is intended to be at the top of each of the jobs pages to provide a basic overview of each job.&lt;br /&gt;
&lt;br /&gt;
== Meaning of parameters ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;headerbgcolor&#039;&#039;&#039; is the background color of the upper part which spans the entire width of the screen. This should be a dark color.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;headerfontcolor&#039;&#039;&#039; is the font color of the same part as headerbgcolor&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;stafftype&#039;&#039;&#039; is the word that is added before STAFF. So adding the word MAINTENANCE here yields MAINTENANCE STAFF. Intended to be in caps.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;imagebgcolor&#039;&#039;&#039; is the background color of the space behind the image and the job title. this should be a light color as the job title is always black.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;img&#039;&#039;&#039; is the in-action image file, without the &amp;quot;File:&amp;quot; or &amp;quot;Image:&amp;quot; prefix. (see examples below)&lt;br /&gt;
&#039;&#039;&#039;img_generic&#039;&#039;&#039; is the generic image file, without the &amp;quot;File:&amp;quot; or &amp;quot;Image:&amp;quot; prefix. (see examples below)&lt;br /&gt;
&#039;&#039;&#039;jobtitle, access, difficulty, guides and duties&#039;&#039;&#039; are self-explanatory.&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
Example of the finished product. Check the source code for the code that generated the thing below. Please document any changes you make to the template code in the parameters and usage sections&lt;br /&gt;
&lt;br /&gt;
No image defined:&lt;br /&gt;
&lt;br /&gt;
{{JobPageHeader&lt;br /&gt;
|headerbgcolor = darkblue&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = COMMAND&lt;br /&gt;
|imagebgcolor = lightblue&lt;br /&gt;
|jobtitle = Captain&lt;br /&gt;
|access = All&lt;br /&gt;
|difficulty = Very hard&lt;br /&gt;
|superior = Space Law and Nanotrasen Officials&lt;br /&gt;
|duties = Command the ship, protect the nuke disk, stop revolutions, get killed for all mentioned before.&lt;br /&gt;
|guides = no separate guides&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Only in-action image defined:&lt;br /&gt;
&lt;br /&gt;
{{JobPageHeader&lt;br /&gt;
|headerbgcolor = darkblue&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = COMMAND&lt;br /&gt;
|imagebgcolor = lightblue&lt;br /&gt;
|img = Captain.png&lt;br /&gt;
|jobtitle = Captain&lt;br /&gt;
|access = All&lt;br /&gt;
|difficulty = Very hard&lt;br /&gt;
|superior = Space Law and Nanotrasen Officials&lt;br /&gt;
|duties = Command the ship, protect the nuke disk, stop revolutions, get killed for all mentioned before.&lt;br /&gt;
|guides = no separate guides&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Only generic image defined:&lt;br /&gt;
&lt;br /&gt;
{{JobPageHeader&lt;br /&gt;
|headerbgcolor = darkblue&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = COMMAND&lt;br /&gt;
|imagebgcolor = lightblue&lt;br /&gt;
|img_generic = Generic_captain.png&lt;br /&gt;
|jobtitle = Captain&lt;br /&gt;
|access = All&lt;br /&gt;
|difficulty = Very hard&lt;br /&gt;
|superior = Space Law and Nanotrasen Officials&lt;br /&gt;
|duties = Command the ship, protect the nuke disk, stop revolutions, get killed for all mentioned before.&lt;br /&gt;
|guides = no separate guides&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Both images defined:&lt;br /&gt;
&lt;br /&gt;
{{JobPageHeader&lt;br /&gt;
|headerbgcolor = darkblue&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = COMMAND&lt;br /&gt;
|imagebgcolor = lightblue&lt;br /&gt;
|img = Captain.png&lt;br /&gt;
|img_generic = Generic_captain.png&lt;br /&gt;
|jobtitle = Captain&lt;br /&gt;
|access = All&lt;br /&gt;
|difficulty = Very hard&lt;br /&gt;
|superior = Space Law and Nanotrasen Officials&lt;br /&gt;
|duties = Command the ship, protect the nuke disk, stop revolutions, get killed for all mentioned before.&lt;br /&gt;
|guides = no separate guides&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Templates]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>XanderDox</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=File:HeadOfPersonnel.png&amp;diff=1916</id>
		<title>File:HeadOfPersonnel.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=File:HeadOfPersonnel.png&amp;diff=1916"/>
		<updated>2015-05-07T06:29:02Z</updated>

		<summary type="html">&lt;p&gt;XanderDox: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>XanderDox</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=File:Generic_hos.png&amp;diff=1915</id>
		<title>File:Generic hos.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=File:Generic_hos.png&amp;diff=1915"/>
		<updated>2015-05-07T06:28:38Z</updated>

		<summary type="html">&lt;p&gt;XanderDox: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>XanderDox</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=File:Generic_captain.png&amp;diff=1914</id>
		<title>File:Generic captain.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=File:Generic_captain.png&amp;diff=1914"/>
		<updated>2015-05-07T06:28:18Z</updated>

		<summary type="html">&lt;p&gt;XanderDox: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>XanderDox</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=File:Generic_ce.png&amp;diff=1913</id>
		<title>File:Generic ce.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=File:Generic_ce.png&amp;diff=1913"/>
		<updated>2015-05-07T06:27:40Z</updated>

		<summary type="html">&lt;p&gt;XanderDox: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>XanderDox</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=File:ResearchDirector.png&amp;diff=1912</id>
		<title>File:ResearchDirector.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=File:ResearchDirector.png&amp;diff=1912"/>
		<updated>2015-05-07T06:27:19Z</updated>

		<summary type="html">&lt;p&gt;XanderDox: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>XanderDox</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Interstellar_Aid_Corps&amp;diff=1909</id>
		<title>Interstellar Aid Corps</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Interstellar_Aid_Corps&amp;diff=1909"/>
		<updated>2015-05-07T06:10:35Z</updated>

		<summary type="html">&lt;p&gt;XanderDox: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
Founded on [[Timeline#The Fall of Earth - The Great War|January 5th, 2320]] after the signing of the Luna Convention of Galactic Law, the Interstellar Aid Corps (IAC) is a humanitarian organization that provides humanitarian relief and developmental assistance to troubled areas of the galaxy. It has a footing in most human space, with efforts focused on the underdeveloped frontier worlds. Its headquarters is based on [[Earth#Luna|Luna]], with Chairman Tyler Henderson and a board of directors overseeing its operations as a whole.&lt;br /&gt;
&lt;br /&gt;
Being a fiercely neutral, non-government humanitarian organization, the IAC is protected under intergalactic law. Harming IAC volunteers or workers is considered a war crime. They can be identified by their light blue uniforms, and &#039;blue-cross&#039; emblem. Volunteers typically wear these, or an armband marking them as a volunteer.&lt;br /&gt;
&lt;br /&gt;
It has 112 million volunteers and staff. The majority are medical workers, civilian volunteers, security personnel, or human rights investigators. &lt;br /&gt;
&lt;br /&gt;
=== Operations in Human Space ===&lt;br /&gt;
&lt;br /&gt;
Focused mainly in the frontier, the IAC is providing humanitarian and disaster relief across human space. They have refugee centers on [[Mars]], in [[Tau Ceti]], and several more on frontier worlds. Operations in the core worlds or inner colonies consist mostly of disaster response, with the IAC responding mostly to mining outposts suffering catastrophic disasters, or setting up healthcare facilities in areas where such things are limited or don&#039;t exist.&lt;br /&gt;
&lt;br /&gt;
The IAC has a troubled relationship with [[Nanotrasen Corporation|Nanotrasen]], as IAC investigators accuse the corporation of cutting too many corners in safety for its mining operations. IAC volunteers regularly respond to distress calls from Nanotrasen mining facilities, which are rarely equipped with any form of reliable medical care. Nanotrasen strongly denies IAC allegations, but after the 2450 &#039;&#039;&#039;Zeta Outpost Plasma Explosion&#039;&#039;&#039; relented and allowed the IAC to provide medical sleepers and medkits to Nanotrasen outposts.&lt;br /&gt;
&lt;br /&gt;
On the frontier, the IAC has camps set up where anyone on the frontier worlds may enter and receive medical treatment. They also negotiate with pirates and raiders to allow IAC staff to treat captured slaves or hostages, even while trying to negotiate their release. IAC neutrality is not always respected, but for the most part they are universally trusted, or tolerated, while Sentient Rights investigators get busy relative to their distance from the Core Worlds.&lt;br /&gt;
&lt;br /&gt;
=== Operations in [[Skrell|Skrellian Space]] ===&lt;br /&gt;
&lt;br /&gt;
The Interstellar Aid Corps has limited operations in Skrellian space if only by virtue of the distance involved for travel and continued operations, but operates disaster relief and humanitarian assistance where required. Sentient Rights investigators are unusually well-informed in Skrellian space.&lt;br /&gt;
&lt;br /&gt;
=== Operations in [[Unathi|Unathi Space]] ===&lt;br /&gt;
&lt;br /&gt;
Given the catastrophic and deteriorating conditions on Moghes, the IAC has been in intense negotiations with the [[Unathi#Izweski_Nation|Izweski Nation]], the dominant Unathi power, in establishing relief operations on the planet&#039;s surface. Unathi stubbornness and mistrust of &#039;human meddling&#039; holds back proper efforts, but the IAC has a very small presence of facilities on the planet that provide healthcare and food aid to needing unathi. &lt;br /&gt;
&lt;br /&gt;
=== Operations in [[Tajara|Tajaran Space]] ===&lt;br /&gt;
&lt;br /&gt;
The IAC has a handful of facilities present on the surface of Ahdomai, and provide medical aid to both factions in the civil war. They have continued efforts in trying to discourage the rebels and government from targeting civilian areas, and Sentient Rights investigators have recently been blowing the whistle on intentional targeting of civilians displaced by the war by both sides.&lt;br /&gt;
[[Category:Factions]]&lt;br /&gt;
[[Category:Player Lore]]&lt;/div&gt;</summary>
		<author><name>XanderDox</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Cult&amp;diff=1906</id>
		<title>Cult</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Cult&amp;diff=1906"/>
		<updated>2015-05-07T06:07:03Z</updated>

		<summary type="html">&lt;p&gt;XanderDox: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{wip}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You knew you were special, ever since the day you were shown the light. You kept it a secret in your heart; now, you can contain it no longer. Armed with His gift, a precious word in His sacred tongue, you begin your dark work - no one will leave the station alive.&lt;br /&gt;
&lt;br /&gt;
The cultists are a group of fanatical worshipers of Nar-sie, the Geometer of Blood. For whatever reason, they have chosen this shift as the moment when they will reveal their dark purpose. They will tolerate only two sorts of people: those who worship the Dark God, and those who are dead.&lt;br /&gt;
&lt;br /&gt;
== Your Objectives ==&lt;br /&gt;
As with all antagonists, you do not have any set-in-stone objectives. However, you differ from most antagonist types in that you are commonly driven toward certain goals:&lt;br /&gt;
&lt;br /&gt;
# Pleasing Nar-sie. Murder and/or terrorize the crew, steal a mass of souls, or even bring the Geometer Himself into the world of man.&lt;br /&gt;
# The conversion, whether by will or by force, of the crew into the cult.&lt;br /&gt;
# General mayhem.&lt;br /&gt;
&lt;br /&gt;
== Weapons of the Faith ==&lt;br /&gt;
You begin the round with an inscribed sheet of paper, and knowledge of a special word. You are, otherwise, indistinguishable from any other member of the crew.&lt;br /&gt;
&lt;br /&gt;
=== Inscribed Paper ===&lt;br /&gt;
The paper in your bag is vital to your round. It contains a number of spells that will replicate cult magic, including the ability to summon a tome, outfit yourself with cult armor, and more. Additionally, it can be used to create a soulstone, which is the only way you can obtain one without the aid of a construct.&lt;br /&gt;
&lt;br /&gt;
It is highly recommended that your first actions with the paper are as follows:&lt;br /&gt;
&lt;br /&gt;
# Summon an arcane tome.&lt;br /&gt;
# Use the &amp;quot;coordination&amp;quot; spell and introduce yourself to the cult. You can state as much or as little about yourself as you want, but make sure you share your known cult word with the others (check your Notes in the IC tab if you forget).&lt;br /&gt;
&lt;br /&gt;
=== Arcane Tome ===&lt;br /&gt;
The Arcane Tome is the most important weapon in your arsenal. Without it, you are just a madman gibbering mindlessly about nothing. The Tome does not appear on your character sprite - however, it will show up if you are examined. You should consider keeping your Tome concealed, unless you are playing the dreaded Peacecult. The Arcane Tome has three functions that turn the tide of a Cult round:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Read the Tome&#039;&#039;&#039;: Displays a treatise (found in Cult Magic), informing the player how to decipher the runes.&lt;br /&gt;
* &#039;&#039;&#039;Scribe a Rune&#039;&#039;&#039;: Using the words you have learned, create one of several different runes, allowing you to cast powerful spells.&lt;br /&gt;
* &#039;&#039;&#039;Notes&#039;&#039;&#039;: The cult meta-game. This is where you assign a true meaning to each occult word, which in turn unlocks cult runes.&lt;br /&gt;
&lt;br /&gt;
The Tome&#039;s primary use is to create runes. However, it also performs the following functions:&lt;br /&gt;
&lt;br /&gt;
:; Using the Tome on a rune.&lt;br /&gt;
: This will instantly erase the rune. Used to hide evidence, or to clear mistakes when attempting to decipher the words.&lt;br /&gt;
&lt;br /&gt;
:; Using the Tome on another Tome.&lt;br /&gt;
: You will be prompted to copy your notes to the target Tome. Used to share notes (when the Communicate rune is unavailable), quickly arm manifested ghosts, or prepare a backup Tome in case yours is lost.&lt;br /&gt;
&lt;br /&gt;
== Your Dark Work Begins ==&lt;br /&gt;
You are ready to begin. How you spread the Unholy Word of the Geometer of Blood is up to you, but you should be aware of the numerous options you have available as a child of Nar-sie.&lt;br /&gt;
&lt;br /&gt;
=== Identifying the Cult ===&lt;br /&gt;
No one can tell a cultist by their appearance, but you know. You are instilled with the knowledge, whether by coordination before the shift, or sheer strength of faith. Identify your brothers and sisters by the sickly green skull on their HUD. As constructs are created and more crew are converted to the cause, they will obtain skulls of their own.&lt;br /&gt;
&lt;br /&gt;
=== Running the Runes ===&lt;br /&gt;
The Arcane Tome is the means of core Cult play; the Runes are the end. Cultists of Nar-sie can produce several runes to produce magical effects, ranging from psychic communication, to blinding everyone in sight, to bringing the Geometer Himself into the mortal world.&lt;br /&gt;
&lt;br /&gt;
When you begin the round, you will know only one word. A skillful Cultist will immediately share this word with their kindred, by using their [[File:cult_paper.png]]paper to &#039;&#039;coordinate with other members of the Cult&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;margin: 0 auto; width: 50%; font-weight: bold; color: #f00;&amp;quot;&amp;gt;Greetings, cult, my name is Joe Baldie, the Assistant. I am honored to be chosen to perform His dark work. My word is &amp;quot;ego&amp;quot;, which means &amp;quot;destroy&amp;quot; in the mortal tongue.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Open your Arcane Tome and open the Notes section, selecting your known word and assigning a meaning to it. Be sure to repeat the process when you learn the other words. Using the charts found in Cult Magic, you play a sort of decryption game, in which you must assign meanings to unknown words and then attempt to create their associated runes, until you are sure all true meanings are known.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Scribing a rune will require you to cut yourself, and leave lasting bruises. Additionally, the runes themselves are bizarre and often mistaken for blood. For this reason, it is important that you perform your experiments in secrecy, away from the prying eyes of Security and the AI. To use the rune, make sure your active hand is empty, then simply click it. Runes may be stacked one on top of the other, unless they are duplicate runes, in which case the older rune is erased. Be sure to alt+click the tile with the rune in case there are multiple runes.&lt;br /&gt;
&lt;br /&gt;
If you manage to decrypt every occult word, it is vital that you share your knowledge with the rest of the cult. You will have access to the Communicate rune at this point, making this process very easy.&lt;br /&gt;
&lt;br /&gt;
=== Converting to the Cause ===&lt;br /&gt;
Crew members may be converted to the cult by forcing or coercing them to stand on a Convert rune. Using the rune while the non-cult player stands on top will prompt them to resist conversion. If you brought them by force, it is highly unlikely they&#039;ll be eager to join you!&lt;br /&gt;
&lt;br /&gt;
If your conversion is successful, you will have another crazed ally to fight by your side. Be sure to equip them with a fully-deciphered Arcane Tome, and share your cult&#039;s current plans with them.&lt;br /&gt;
&lt;br /&gt;
=== Capturing Souls ===&lt;br /&gt;
&lt;br /&gt;
One common strategy for Cultists is to attack the crew and capture their souls, thus creating an army of demonic machines. With a fully-deciphered Arcane Tome, you will not need the inscribed paper you began the round with very often. However, this paper allows you to summon a soulstone, which is the only means of obtaining one before you have built an Artificer construct. If you intend to capture souls, you should also use the paper to create a shell as well. This will appear as an empty suit of armor, and often looks highly suspicious to non-cultists.&lt;br /&gt;
&lt;br /&gt;
Creating a construct requires a living player at critical health, and a nearby construct shell. With the soulstone in your active hand, click their body to capture their soul. Then, click on the construct shell and you will be prompted to create a construct. Don&#039;t create that Juggernaut just yet - the Artificer can create additional soulstones and shells!&lt;br /&gt;
&lt;br /&gt;
With an Artificer at your side, you have the means to create a demonic machine army. However, remember that this is a very aggressive playstyle that converts players into slaved antagonists. Consider using this sparingly if you want to keep the round fun for others, and try warning over LOOC before you begin.&lt;br /&gt;
&lt;br /&gt;
=== Remaining Unseen ===&lt;br /&gt;
Your cult is unknown to outsiders, but before the night is over, all will know of Nar-sie. Still, a little prudence goes a long way. Cult implements are often visually sinister, consisting of black books and bloody motifs. You should take care to conduct your experimentation and conversions in secluded areas. Maintenance halls are good for this, but firefighting closets and the Incinerator are not only secluded, but have only one exit and no cameras.&lt;br /&gt;
&lt;br /&gt;
Good, responsible roleplayers will likely be suspicious of your runes and Tomes but not jump immediately into action, opting instead to investigate - but remember, the moment you emerge with battle-robes and dark energy swords, all bets are off!&lt;br /&gt;
&lt;br /&gt;
==== Erasing Runes ====&lt;br /&gt;
Use the Arcane Tome on a rune to erase it.&lt;br /&gt;
&lt;br /&gt;
==== The Hide Rune ====&lt;br /&gt;
Using a Hide rune will hide all runes within a small radius, including the Hide rune itself. Use a Reveal rune to reverse this effect.&lt;br /&gt;
&lt;br /&gt;
==== The Teleport Runes ====&lt;br /&gt;
The Teleport runes are tricky, but incredibly powerful parts of the Cult arsenal. There are two types of Teleport runes: self and other, each of which require only two occult words to use: &#039;&#039;travel self&#039;&#039;, and &#039;&#039;travel other&#039;&#039; respectively. When scribing these runes, you will be prompted to select a keyword from your list of occult words. This keyword is used to link one Teleportation rune to another.&lt;br /&gt;
&lt;br /&gt;
===== Example =====&lt;br /&gt;
Joe Baldie is the Head of Personnel, conspiring with Sue Floorlength, the Research Director.&lt;br /&gt;
&lt;br /&gt;
Sue has sabotaged numerous doors on the Research Outpost and taken out cameras in the warehouse areas. She creates a Teleport rune with the keyword &amp;quot;hell&amp;quot;. Using the Communicate rune, she informs all cultists that there is now a &amp;quot;hell&amp;quot; waypoint that leads to &amp;quot;a safe place&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Joe puts a Teleport rune in the room between his office and the Command meeting rune, and also uses the keyword &amp;quot;hell&amp;quot;. Now, whenever any cultist uses either Teleport rune, they will instantly travel to the other.&lt;br /&gt;
&lt;br /&gt;
===== A Mistake to Avoid =====&lt;br /&gt;
Frank Robustitude is the Warden. Following the above example, he is about to be discovered with a dead body by the Security force. He panics and creates a Teleport rune of his own in the Holodeck, also using the keyword &amp;quot;hell&amp;quot;. Now, though Frank intends to escape to the Research Outpost, he has entangled the teleports. He is randomly teleported to the HoP&#039;s console room, instead. To make things worse, if he tries to teleport again, he might return to the scene of the crime. Even worse, if he fails to correct this mistake or share it with the Cult, they may unwittingly teleport themselves right into the middle of armed, angry Security guards!&lt;br /&gt;
&lt;br /&gt;
For this reason, it is very important that you coordinate as often as possible, to make sure your teleportation links are not ruined.&lt;br /&gt;
&lt;br /&gt;
=== Spilling Blood in His Name ===&lt;br /&gt;
Cultists are notoriously robust, with lots of powerful offensive options at their disposal. Your first instinct may be to use the Armor rune (or summon armor with your paper) and start contributing prized specimens to Nar-sie&#039;s severed head collection.&lt;br /&gt;
&lt;br /&gt;
Your Cult Blade might be obscenely powerful, but remember that it&#039;s a melee weapon! With teamwork and skill, Security can put you down before you can get a swing in (unless you&#039;re a manifested ghost, then you can likely take a nuclear warhead to the face and live). Not only that, but stabbing people left and right is the exact opposite of a fun and interesting round.&lt;br /&gt;
&lt;br /&gt;
==== Blindness, Deafness, Stun, and EMP ====&lt;br /&gt;
The bread and butter of your magical attacks are the Blind, Deaf, Stun, and EMP runes. These do exactly what they sound like, within a medium-sized range of where the rune was activated. It is important to remember that these runes affect everyone: non-cultists, cultists, and even the person who used the rune. It is highly recommended you not use a stun rune when the ERT has just shot a grenade.&lt;br /&gt;
&lt;br /&gt;
==== Wall ====&lt;br /&gt;
The Wall rune is incredibly powerful, forming an excellent means to block the opposition&#039;s path. Make sure that you use the rune after you place it down - it does not activate automatically. Any Cultist can re-activate the rune to toggle the wall on and off. Wall runes combined with a Hide run are a frustrating and extremely effective way to form choke points and barriers.&lt;br /&gt;
&lt;br /&gt;
==== Manifest ====&lt;br /&gt;
The Manifest rune allows you to pull a ghost into the living realm, animating them for a short time to do your bidding. Manifested ghosts act just like players (they can manipulate objects, and count as Cult for the purposes of using Tomes/runes), but are highly stun-resistant and very robust.&lt;br /&gt;
&lt;br /&gt;
To use a Manifest rune, you must be standing on top of it. When a player&#039;s ghost is also atop the rune, using the rune will pull them into a randomly-generated human body. You can repeat this for as many ghosts as will come to your rune. Again, &#039;&#039;&#039;both you and the ghost &#039;&#039;must&#039;&#039; stand on the rune together&#039;&#039;&#039;. Stepping off of or erasing the rune will instantly destroy any ghosts you have manifested in this manner.&lt;br /&gt;
&lt;br /&gt;
Ghosts are prompted to follow the wishes of their master (you), but it is useful to give them directives, otherwise they have a tendency to wander off and murder people, which may or may not be what you want. Truly skilled Cultists will spawn several Tomes, copy their notes to them, and numerous sets of armor before summoning ghosts, allowing their armory to mobilize almost immediately!&lt;br /&gt;
&lt;br /&gt;
==== Blood Boil ====&lt;br /&gt;
The Blood Boil rune&#039;s effect is straightforward: get a victim onto the rune, and then use it. Their blood will, as its name implies, boil violently in their veins, doing severe damage. When a Blood Boil rune is used, every single rune of the same type will activate at once. If you manage to kill 3+ people this way, it is rumored Nar-sie Himself will award you a trophy.&lt;br /&gt;
&lt;br /&gt;
Multiple cult using the same rune will &#039;&#039;vastly&#039;&#039; increase the damage it does, ranging from severe impairment to outright death. Note that forcing the resistance to run into a bottlenecked chamber with a Wall and Blood Boil rune is a quick way to get banned.&lt;br /&gt;
&lt;br /&gt;
Blood Boil is a tricky rune to use and doesn&#039;t often allow for counterplay. You should always adminhelp if you&#039;re unsure about using it.&lt;br /&gt;
&lt;br /&gt;
==== Blood Drain ====&lt;br /&gt;
Blood Drain works similarly to Blood Boil: namely, it requires a victim to stand on top of the rune; using the rune will also activate all runes of its type. Draining a victim&#039;s blood will heal you for some brute damage. There are numerous risks with using this rune, see the rune&#039;s Cult Magic entry for more information.&lt;br /&gt;
&lt;br /&gt;
=== Playing by Man&#039;s Rules ===&lt;br /&gt;
Playing nicely, otherwise known as &#039;&#039;Peacecult&#039;&#039;, is an extremely challenging strategy, and requires top-notch roleplaying. Or very gullible characters. In Peacecult, you do not harm anyone at all - instead, you and your fellow Cultists preach the word of Nar-sie openly, inviting people to join your religion in a friendly and harmless fashion.&lt;br /&gt;
&lt;br /&gt;
However, take note of the following risks:&lt;br /&gt;
&lt;br /&gt;
# Attempting to convert a player sends them a message describing the agonizing pain they are going through. More often than not, this is a very quick way to get Security called on you.&lt;br /&gt;
# You may be outright ignored. See: playing the Chaplain. Nothing is more frustrating than trying to recruit followers to summon your all-powerful murdergod, only to be snubbed by the Tajara as they flirt with one another in Hydroponics.&lt;br /&gt;
# Most Cult players go into the round expecting mayhem and murder. More often than not, they&#039;ll simply reject your crazy plot.&lt;br /&gt;
&lt;br /&gt;
If you manage to make Peacecult work, this can often be one of the most hilarious experiences in Baystation 12. Good luck! Bonus points if you talk the ERT into joining!&lt;br /&gt;
&lt;br /&gt;
== Surviving the Cult ==&lt;br /&gt;
So, your date with Lucas Greyer was interrupted by a gibbering band of madmen in robes with glowing swords. Well darn. There are a few things you need to know if you want to get out of this situation alive.&lt;br /&gt;
&lt;br /&gt;
=== Identifying the Occult ===&lt;br /&gt;
Identifying the Cult is difficult. They have been very secretive about their religion, and it is impossible for your character to recognize it. You have never heard of Nar-sie in your life. Those Tomes sure look sinister! But then again, so does your average Dungeons &amp;amp; Dragons sourcebook. You might confront Joe Baldie and ask him why he&#039;s got bruises all over his head, but characters accidentally battering themselves with toolboxes is commonplace, so don&#039;t be surprised if your commanding officer tells you to let him go.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Remember that just as the Cult is obligated to make the round fun and challenging for you, you are also obligated to do the same.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* You have no earthly idea what the runes are. They are not &amp;quot;obviously evil&amp;quot;. Calling for Blue Alert or interrogating nearby crew at the first sight of a rune is poor play.&lt;br /&gt;
* Arcane Tomes are just that: weird books. Unless they were used to bash the IA Agent&#039;s brains in, they are not suspicious.&lt;br /&gt;
* Cult robes might sling off bullets, but they don&#039;t look armored. They&#039;re pretty kooky, though. They could have been a missing costume shipment, or maybe the Chaplain got drunk and flung off his clothes.&lt;br /&gt;
* Cult Blades are as or more suspicious than fuel-tank bombs. They&#039;re vicious, incredibly sharp swords that glow and thrum like energy blades. Just touching them makes you feel horrendously ill, twisting your heart and filling your head with poisonous thoughts. If you&#039;re the Detective, consider these the holy grail of evidence.&lt;br /&gt;
&lt;br /&gt;
Obviously, the onus is on the Cult to be discreet about their misdeeds. You won&#039;t be prompted if they scribe a rune (you merely see it appear), but checking them and seeing fresh wounds is very fishy. Watching a Cultist disappear is obvious grounds for investigation. When in doubt, play it safe, try to think rationally and realistically, and don&#039;t be afraid to adminhelp if you need a second opinion.&lt;br /&gt;
&lt;br /&gt;
=== Striking Back ===&lt;br /&gt;
The Cult wears extremely high-quality armor, and their swords can sever a limb in only one or two hits. For Security (or in the event of a militarized civilian crew), it is vital that you wear riot armor, or any other gear which excels at absorbing melee brute damage. Tasers and stun batons are nearly worthless against the armored Cult!&lt;br /&gt;
&lt;br /&gt;
Depending on the extremity of their assault, the Cult may or may not present a severe threat. Calling the ERT is a reasonable response once people begin losing their spinal cords.&lt;br /&gt;
&lt;br /&gt;
==== Wall Runes ====&lt;br /&gt;
You may come across a strange patch of air that seems impenetrable - there might be a rune there, or not, if the Cult was clever enough to hide it. Trying to shoot the Cultists through this invisible barrier is a quick way to be laughed at! You can cut through the real, solid walls in an attempt to get around, but be warned that the Cult can erect their Wall runes much faster than you can slice through the station.&lt;br /&gt;
&lt;br /&gt;
The only way to remove a Wall rune is to have the Chaplain neutralize it, or hope you&#039;re lucky enough to catch the Cult with the wall down.&lt;br /&gt;
&lt;br /&gt;
=== The Chaplain ===&lt;br /&gt;
Whether your religion is legitimate or not, as a devout person of the cloth, you are imbued with the holy power to turn Cult from Nar-sie&#039;s hideous visage, and return them to sanity. Your obsidian Null Rod can erase runes, or de-program Cult members when used violently (but justly).&lt;br /&gt;
&lt;br /&gt;
As the Chaplain, you are arguably the most powerful person on the Station in the event of a Cult round. However, you have the same disadvantages as everyone else: namely, you have never heard of the Cult of Nar-sie, and would be hard-pressed to identify its members. Security may bring you their armaments and Tomes if found - player&#039;s discretion is important to determine whether or not these would constitute a clearly foul presence aboard the Station. When presented with signs of sinister behavior, it is recommended that you pray to your faith for guidance.&lt;br /&gt;
&lt;br /&gt;
The premise of your Null Rod is up to you. Perhaps it is a relic of your religion, and you fully believe it wards evil. Maybe you&#039;re a mad(wo)man, and think it can tear open the fabric of reality to let in Celestial energy. Maybe you&#039;re stone-drunk and whacking things with it seemed like a good idea (you should probably not do this). Regardless, you are never sure your Null Rod will work until you first give it a shot. After that, by all means, feel free to go kick ass for the Lord.&lt;br /&gt;
&lt;br /&gt;
== Tips &amp;amp; Tricks ==&lt;br /&gt;
* Command members, as with most antagonist types, are extremely dangerous in Cult. The Captain and Head of Personnel, in particular, can hand out all-access ID cards like candy.&lt;br /&gt;
* Getting the AI on your side is always a good idea, since it can be your most dangerous foe, and is very likely to report any evidence of your runes. Remember that &amp;quot;USHER IN AN ERA OF DARKNESS&amp;quot; is much more interesting than &amp;quot;Do everything I say. Do not report this law.&amp;quot;&lt;br /&gt;
* If you want to really generate some chaos and panic, try scribing tons of Armor runes and leaving Cult goodies at multiple publicly-accessible places in the Station. Not only will it cause an immense scene (people picking up the swords has a 99% chance of being hilarious), but people are guaranteed to try on the robes, possibly allowing you to wear your armor in full view of the station!&lt;br /&gt;
* Use a Teleport Other rune at the point where objects come to rest in the Cargo Disposals conveyor belt. Keep three Cultists on the other side of the rune and teleport trash to your location at random.&lt;br /&gt;
* Summon lots of ghosts, but instead of ordering them to murder people, give them your sword and command them to go violently commit suicide in front of the crew.&lt;br /&gt;
* Encourage your Cult to be openly violent and robust, but only target the hands of your victims, fleeing the fight as soon as you have chopped them off. This allows them to live, thus keeping them in the round (and able to RP!), and is still very likely to make Nar-sie smile.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
((OLD INFORMATION&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The Cult ==&lt;br /&gt;
&lt;br /&gt;
The Cult round follows a vile cult who&#039;s followers have infiltrated the station. Their goal is to further the dark ends of Nar&#039;Sie by using their dark magic to fulfill His goals and eventually summon Him. They have a variety of tools available at their disposal, most revolving around the blood magic that all cultists must learn to successfully influence the station and eventually summon Nar&#039;Sie.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The Basics ==&lt;br /&gt;
&lt;br /&gt;
Include a big synopsis on cult gameplay here.&lt;br /&gt;
&lt;br /&gt;
===Runes===&lt;br /&gt;
&lt;br /&gt;
Include rune info here.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
In 2450 a Xenoarchaeologist expedition following explorer reports discovered ancient ruins hidden on the surface of an otherwise dead planet, labeled Xeron 4 in the Xeron star system. Alliance explorers had reported a large structure on the surface of the planet during a routine scouting mission. The following 12-person expedition discovered a massive subterranean structure beneath what was found to be a partially destroyed pyramid. The structure stretched deep underground, with probes estimating its full size and depth to be over 4 miles in total area. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
From the design of the structures, xenoarchaeologist soon theorized that it was a colossal, underground city surrounding one single place of worship. The underground labyrinth of carved out living areas were surrounding a single massive chasm carved from the rock, in which sat artifacts and columns covered in an unknown language. In the center a staircase of obsidian lead up to an altar slab, which expedition members claim defied attempts to date.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
What happened next is debated by Alliance investigators. According to survivor accounts, one of the scientists began acting strange, and disappeared suddenly. After an hour of searching, she was eventually found inside a library full of rotted books, showing signs of psychological distress. She was taken from the temple to the ships medbay, and the doctor for the mission discovered that she had inflicted self-harm, cutting herself with one of the blades from the complex. She then allegedly attacked the doctor when he attempted to take the weapon from her, seriously wounding him and escaping the ship. Upon the return of three of the expedition members, they discovered she had begun drawing runes from the language of the temple all over the ship, using the blood of the deceased doctor.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Inside the temple itself, two expedition scientists were investigating the library. Most of the books were rotted from advanced age, and could not be handled without being destroyed. One archaeologist did manage to recover a tome, but investigation into its contents was delayed by more members of the expedition succumbing to psychological distress after handling temple artifacts.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The only two survivors, Dr. Jamaal Farah and the ship&#039;s pilot Lilly Carmichael, managed to escape the temple after the other expedition members suddenly turned violent. Their account holds that their partners began chanting in an unknown language, and self-mutilated. They witnessed several scientists drawing runes on the walls and floors with their own blood. Dr. Farah alleges that he saw one of the other expedition members attempting to escape with them being dragged up the steps of what he originally theorized was a sacrificial altar. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Following their escape and recovery by Alliance authorities, both members were questioned about the incident. Horrified by their account, Alliance authorities dispatched a team to arrest the rest of the expedition, but Alliance officials breaching the temple and conducting a thorough search found every member left behind had died after their oxygen supplies ran out.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sealing the temple and blacklisting the star system, its existence remains suppressed. Both Dr. Farah and Lilly Carmichael were eventually released, with Dr. Farah allowed to keep the book he discovered in the temple library on his person after an examination of it yielded nothing suspicious.))&lt;/div&gt;</summary>
		<author><name>XanderDox</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Idris_Incorporated&amp;diff=1902</id>
		<title>Idris Incorporated</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Idris_Incorporated&amp;diff=1902"/>
		<updated>2015-05-07T06:02:11Z</updated>

		<summary type="html">&lt;p&gt;XanderDox: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}&lt;br /&gt;
{{wip|assign=XanderDox}}&lt;br /&gt;
== Brief Summary ==&lt;br /&gt;
Idris Incorporated is a interstellar corporation/bank that operates primarily out of their HQ in Mendell City, Biesel. The bank was founded as pressure grew for a secure way to store credits and have them transferable across solar-systems. Erin Idris stepped up to the challenge. After starting on Mendell, and initially only servicing Sol and Tau Ceti, Idris got his big break when the Maladaxis family, wealthy business people from Epsilon Eridani, invested over 100 million credits into the bank. The business boomed, and the Idris and Maladaxis family alliance has continued to grow the corporation, and expanded their field of work into the stock market, both families have profited greatly from this and are now both billionaires.&lt;br /&gt;
&lt;br /&gt;
=== Present Day ===&lt;br /&gt;
Now, in 2457 , Idris Incorporated runs the 4th largest bank in the entire Sol Alliance, and are expanding into the field of genetic backup storage (after establishing a contract with Zeng-Hu for the cloning and genetics equipment) and are nearly impenetrable by hackers.&lt;br /&gt;
The bank has begun offering joining bonuses to those who work for major inter-stellar corporations, to draw people away from using the companies own banks (such as NanoTrasen&#039;s Bank) , however they are still in a struggle with NanoTrasen due to it&#039;s large employee base mainly using the companies bank as their method of storing funds, preventing Idris from having a large amount of members, this has caused strained relationships between NanoTrasen and Idris Incorporated.&lt;br /&gt;
&lt;br /&gt;
=== Branches ===&lt;br /&gt;
Idris Incorporated is spread out all across the Union of Sol. Here are the locations of their primary branches.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mendell City, Biesel, Tau Ceti-&#039;&#039;&#039; The Mendell City branch is the company&#039;s headquarters, it is a massive building with over 3,000 workers within it. The entire body of corporate officers operates off the topmost floors of this skyscraper. Security is tight, entrance to any floor above level 6 is strictly monitored&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Hengsha Arcology, New Gibson, Tau Ceti&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Executives ===&lt;br /&gt;
Idris Incorporated&#039;s Board of Directors is made up of the executive officers themselves, while strange in practice, this was done to ensure that the Maladaxis and Idris families never lose control over the company.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Owner:&#039;&#039;&#039; Markyus Idris&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Chief Executive Officer:&#039;&#039;&#039; Xalstros Maladaxis&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Chief Financial Officer:&#039;&#039;&#039; Andrea Idris&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Chief Operations Officer:&#039;&#039;&#039; Indytris Maladaxis&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Chief Risk Officer:&#039;&#039;&#039; Verimae Rakael&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Chief Technology/Information Officer:&#039;&#039;&#039; Arthur Curring&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Player Lore]]&lt;/div&gt;</summary>
		<author><name>XanderDox</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Main_Page&amp;diff=1901</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Main_Page&amp;diff=1901"/>
		<updated>2015-05-07T05:50:06Z</updated>

		<summary type="html">&lt;p&gt;XanderDox: &lt;/p&gt;
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		<author><name>XanderDox</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Corporate_Regulations&amp;diff=1900</id>
		<title>Corporate Regulations</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Corporate_Regulations&amp;diff=1900"/>
		<updated>2015-05-07T05:42:41Z</updated>

		<summary type="html">&lt;p&gt;XanderDox: Created page with &amp;quot; {{Reference}}  Corporate Regulations are penned regulations that all Nanotrasen employees have agreed to abide by in the signing of their employment contract. These regulatio...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{{Reference}}&lt;br /&gt;
&lt;br /&gt;
Corporate Regulations are penned regulations that all Nanotrasen employees have agreed to abide by in the signing of their employment contract. These regulations apply across the board on any Nanotrasen owned property, be it station, ship, or outpost.&lt;br /&gt;
&lt;br /&gt;
Onboard each facility there will be a dedicated Security department in charge of making sure that all Nanotrasen employees follow these regulations. Any employee caught not following the regulations will be punished according to (at minimum and with reason depending on the discretion of the arresting officer and severity of the incident) either the brig time to be served for each infraction, or the appropriate fine to be paid for the infraction. Above a certain severity of punishment for an incident, a tribunal will have to be held by nanotrasen elected heads of staff aboard the facility.&lt;br /&gt;
&lt;br /&gt;
=== Interpretation of the Regulations ===&lt;br /&gt;
Every person on the station should have a good knowledge of Corporate Regulations. Following them could mean the difference between having a peaceful day or paying 1000 credits for multiple infractions. More in-depth interpretations of Corporate Regulations are required for such positions as the Warden, Head of Personnel, Captain, and the Head of Security.&lt;br /&gt;
&lt;br /&gt;
For all incidents, the suspect&#039;s intent is very important. Some incidents are mutually exclusive. For example, you cannot charge a suspect with both &#039;assault&#039; and &#039;attempted murder&#039; from the same crime, as the intent of each is different. The general rule of thumb is that, depending on the severity of the incident, you should go with the one that has the description that best matches the incident that has occurred.&lt;br /&gt;
&lt;br /&gt;
In the case of violent crimes (assault, manslaughter, attempted murder and murder), and theft (petty, pickpocketing, and high value) take only the most severe.&lt;br /&gt;
&lt;br /&gt;
A single incident has a single sentence, so if, for instance, the prisoner took 3 items off someone, this is a single count of pickpocketing.&lt;br /&gt;
&lt;br /&gt;
Keep in mind that people that cause major mayhem (and potentially any other criminals) have probably committed more than one crime. Add the time for each case together.&lt;br /&gt;
&lt;br /&gt;
Aiding and abetting a criminal makes you an accomplice; you can be charged with the same crime as the person you aided and abetted.&lt;br /&gt;
&lt;br /&gt;
Some crimes may have a fine tied to them, in this case, the detained person may either serve the sentence given to them, or pay a fine. Fines can be processed using an EFTPOS scanner. Do note, however, that your Head of Security will most likely need to set up an EFTPOS scanner for you, as they need to be configured to place fines into the station security account.&lt;br /&gt;
&lt;br /&gt;
In the event you feel there is a crime or infraction missing from Corporate Regulations that should be included, the Nanotrasen Legal department would like to know! Send a fax to your local central command station to forward it to the legal department, and if they like it, they will add it to the regulations, and you may even get credited for your contribution through a credit bonus or inclusion in the list of contributors!&lt;br /&gt;
&lt;br /&gt;
=== Additional ===&lt;br /&gt;
The Captain is not above Corporate Regulations, and can be arrested by Security for breaking it. The only time that the Corporate Regulations can be overridden is when there is an imminent and overwhelming threat to the station.&lt;br /&gt;
&lt;br /&gt;
Pardons are only legitimate if they come from a NanoTrasen higher-up (that is, someone who ranks above the Captain). Despite his high ranking, the Captain cannot spit in the face of Corporate Regulations, and any attempts to do so are infractions.&lt;br /&gt;
&lt;br /&gt;
If you can&#039;t find the incident listed in here you can set up a tribunal. See Legal Standard Operating Procedure.&lt;br /&gt;
 &lt;br /&gt;
Tribunals should be held in place of hearings or trials, see Legal Standard Operating Procedure. Trials by jury or &#039;regular&#039; trials are usually done very badly, so don&#039;t.&lt;br /&gt;
&lt;br /&gt;
Do &#039;&#039;&#039;NOT&#039;&#039;&#039; demand a tribunal for anything. You&#039;ll just be laughed at.&lt;br /&gt;
&lt;br /&gt;
The time you took for bringing the suspect in and the time you spend questioning are NOT to be calculated into this. This is the pure time someone spends in a cell staring at the wall.&lt;br /&gt;
&lt;br /&gt;
On laggy games first take a look at how quickly the cell timer tick. We don&#039;t want people to spend an eternity in jail just for stealing a pair of gloves.&lt;br /&gt;
&lt;br /&gt;
=== Low Level Infractions ===&lt;br /&gt;
These infractions carry standard punishments of up to 7 minutes, and can be set with an officer&#039;s discretion. &#039;Suggested Sentence&#039; values are beside the incidents. &#039;Additional Penalties&#039; can be decided by authorisation of Captain, Head of Security, or equivalent, and do not require tribunals.&lt;br /&gt;
{| width=&amp;quot;950px&amp;quot; style=&amp;quot;background-color:#ffee99; text-align:center;&amp;quot; border=1 cellspacing=0&lt;br /&gt;
!style=&amp;quot;background-color:#ffee55;&amp;quot;|No.&lt;br /&gt;
!style=&amp;quot;background-color:#ffee55; width:150px&amp;quot;|Incident&lt;br /&gt;
!style=&amp;quot;background-color:#ffee55; width:300px&amp;quot;|Description&lt;br /&gt;
!style=&amp;quot;background-color:#ffee55;&amp;quot;|Notes&lt;br /&gt;
!style=&amp;quot;background-color:#ffee55;&amp;quot;|Suggested Sentence&lt;br /&gt;
!style=&amp;quot;background-color:#ffee55;&amp;quot;|Additional Penalties&lt;br /&gt;
!style=&amp;quot;background-color:#ffee55;&amp;quot;|Fine&lt;br /&gt;
|-&lt;br /&gt;
| i101&lt;br /&gt;
| &#039;&#039;&#039;Trespassing&#039;&#039;&#039;&lt;br /&gt;
| To be in an area which a person does not have access to. &lt;br /&gt;
| Remember that people can either break in, sneak in, or be let in. Always check that the suspect wasn&#039;t let in to do a job by someone with access, or were given access on their ID. Trespassing and theft often committed together; both sentences should be applied. Severity is increased if they refuse to leave the area peacefully, more so if they attempt to use important equipment there, so feel free to add other charges if they do.&lt;br /&gt;
| 3 minutes.&lt;br /&gt;
| Up to 10 minutes. Demotion.&lt;br /&gt;
| 200 credits&lt;br /&gt;
|-&lt;br /&gt;
| i102&lt;br /&gt;
| &#039;&#039;&#039;Petty Theft&#039;&#039;&#039;&lt;br /&gt;
| To take items from areas one does not have access to, or to take items belonging to others or the station as a whole.&lt;br /&gt;
| Keeping items which are in short supply where they belong is what is important here. A doctor who takes all the surgical tools and hides them still commits theft, even though he had access. Items can include anything from toolboxes to metal to insulated gloves. Remember to take the items away from them and return them to where they stole them.&lt;br /&gt;
| 3 minutes, returning of stolen item to the owner or department.&lt;br /&gt;
| Up to 10 minutes. Demotion.&lt;br /&gt;
| 150 credits&lt;br /&gt;
|-&lt;br /&gt;
| i103&lt;br /&gt;
| &#039;&#039;&#039;Minor Assault&#039;&#039;&#039;&lt;br /&gt;
| To use, or threaten, physical force against someone, without intent to kill or seriously injure.&lt;br /&gt;
| If it causes minor damage and easily treatable damage, it&#039;s minor assault. Starting fights with other employees or punching fellow employees counts too, as well as seriously threatening them with it. Excessive force on security&#039;s part can also fall under this.&lt;br /&gt;
| 4 minutes.&lt;br /&gt;
| Up to 10 minutes. Demotion.&lt;br /&gt;
| 400 credits&lt;br /&gt;
|-&lt;br /&gt;
| i104&lt;br /&gt;
| &#039;&#039;&#039;Battery&#039;&#039;&#039;&lt;br /&gt;
| To have unwanted physical contact with someone, even where the contact is not violent.&lt;br /&gt;
| Bumping into someone in a corridor doesn&#039;t really count. Touching someone, when they have explicitly told you not to, does.&lt;br /&gt;
| 2 minutes.&lt;br /&gt;
| Up to 8 minutes. Demotion.&lt;br /&gt;
| 200 credits&lt;br /&gt;
|-&lt;br /&gt;
| i105&lt;br /&gt;
| &#039;&#039;&#039;Indecent Exposure or Hooliganism&#039;&#039;&#039;&lt;br /&gt;
| To be intentionally and publicly unclothed, yelling at people for no reason (don&#039;t arrest someone because they are arguing), throwing around stuff where it could hit someone, yelling about how terrible NanoTrasen is, etc.&lt;br /&gt;
| Running around the station naked or in underwear, or other such degrading activities. Drunks can be keep to sober up, but only if they are badly harassing other crew members. Regular drunks don&#039;t get arrested and if they are only a nuisance you keep them for the regular time. The mutual degradation of chasing a naked man down while he screams rape is only worth it on slow rounds. Only classified as a Sol Government crime in the case of indecent exposure.&lt;br /&gt;
| 5 minutes.&lt;br /&gt;
| Up to 8 minutes. Demotion.&lt;br /&gt;
| 250 credits&lt;br /&gt;
|-&lt;br /&gt;
| i106&lt;br /&gt;
| &#039;&#039;&#039;Suspicious Conduct&#039;&#039;&#039;&lt;br /&gt;
| To possess a suspiciously wide skill set, not indicated in employee record, wielding dangerous weapons near other staff, extensive inquiring about critical areas, or stalking other employees.&lt;br /&gt;
| Basically, metagamey/powergamey behaviour. It&#039;s worth reporting to the Head of Personnel or your Head of Staff if you want to play a character who knows more than they should. You may also want to adminhelp if you feel the person is using metagamey or powergamey behavior.&lt;br /&gt;
| 2 minutes. Immediate search.&lt;br /&gt;
| Forced psychiatric examination. Tracking implant.&lt;br /&gt;
Detaining for the duration of investigation.&lt;br /&gt;
| 200 credits. Immediate search. &lt;br /&gt;
|-&lt;br /&gt;
| i107&lt;br /&gt;
| &#039;&#039;&#039;Misuse of Public Radio Channels&#039;&#039;&#039;&lt;br /&gt;
| To continually broadcast unimportant, untrue, or insignificant messages on the public radio frequency.&lt;br /&gt;
| This is really only for people who are constantly spamming the radio, such as &#039;DJs&#039; or Chaplains reading their services over the comms. Screaming fake messages like &amp;quot;halp security is beating me&amp;quot; when they aren&#039;t also counts.&lt;br /&gt;
| 3 minutes.&lt;br /&gt;
| Forced psychiatric examination. Ban from using any radio equipment (Injuction).&lt;br /&gt;
| 150 credits&lt;br /&gt;
|-&lt;br /&gt;
| i108&lt;br /&gt;
| &#039;&#039;&#039;Violation of Injunction&#039;&#039;&#039;&lt;br /&gt;
| To violate the terms of an injuction made by Security or other legal professions.&lt;br /&gt;
| Injunctions can be filed for lots of different things, such as a ban on weapons carrying, or the above radio ban. They can be applied by the Head of Security, Captain, or equivalent. If they break the law in some other way, apply that sentence too.&lt;br /&gt;
| 5 minutes.&lt;br /&gt;
| Up to 10 minutes.&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| i109&lt;br /&gt;
| &#039;&#039;&#039;Insulting an Officer on Duty&#039;&#039;&#039;&lt;br /&gt;
| To directly insult a Head of Staff or member of Security with no valid complaints.&lt;br /&gt;
| This is most likely to happen when someone is being fired, or when being arrested. This is really for when they&#039;re being extremely annoying and vocal. Being continually rude to your superiors also counts, if they complain.&lt;br /&gt;
| 5 minutes.&lt;br /&gt;
| Up to 15 minutes. Demotion.&lt;br /&gt;
| 250 credits&lt;br /&gt;
|-&lt;br /&gt;
| i110&lt;br /&gt;
| &#039;&#039;&#039;Slander&#039;&#039;&#039;&lt;br /&gt;
| To spread false rumours in order to damage someone&#039;s reputation.&lt;br /&gt;
| Lying about anything to make someone else look bad. For example, an engineer trying to pass off the blame of letting the singularity loose to someone else. Since this has to be proven, it&#039;s up to a tribunal or appropriate officer.&lt;br /&gt;
| -&lt;br /&gt;
| Up to 5 minutes.&lt;br /&gt;
| 50 credits per applicable minute&lt;br /&gt;
|-&lt;br /&gt;
| i111&lt;br /&gt;
| &#039;&#039;&#039;Failure to Execute an Order&#039;&#039;&#039;&lt;br /&gt;
| To ignore or disregard a superior&#039;s valid orders.&lt;br /&gt;
| If the order is stupid, or causes you to break a law (e.g. &amp;quot;Release the singularity!&amp;quot; or &amp;quot;Steal that RCD for me!&amp;quot;) you can ignore it, and probably make a complaint. However, if it&#039;s perfectly doable, lawful, and in your job description, you better do it or resign. If not following an order caused severe damage or loss of life, see &amp;quot;Failure to Execute an Order with Serious Consequences&amp;quot;.&lt;br /&gt;
| 5 minutes.&lt;br /&gt;
| Up to 15 minutes. Demotion.&lt;br /&gt;
| 500 credits&lt;br /&gt;
|-&lt;br /&gt;
| i112&lt;br /&gt;
| &#039;&#039;&#039;Sexual Harassment&#039;&#039;&#039;&lt;br /&gt;
| To make unwanted sexual advances or obscene remarks towards another employee.&lt;br /&gt;
| This is for VERY MINOR things the other person finds offensive that are sexually related. For anything more serious see &amp;quot;Sexual Assault&amp;quot;.&lt;br /&gt;
| 5 minutes.&lt;br /&gt;
| Up to 15 minutes. Demotion.&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| i113&lt;br /&gt;
| &#039;&#039;&#039;Animal Cruelty&#039;&#039;&#039;&lt;br /&gt;
| To inflict unnecessary suffering or harm upon animals with malicious intent.&lt;br /&gt;
| Monkeys appropriately used for experiments or well-being (e.g Genetics, Virology, etc.) don&#039;t count. Shoving them in washing machines, or throwing them down disposals while still alive falls under this. Using them as food is a grey area, cows are generally fine, but dogs probably aren&#039;t.&lt;br /&gt;
| 5 minutes&lt;br /&gt;
| Up to 15 minutes. Demotion.&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| i114&lt;br /&gt;
| &#039;&#039;&#039;Vandalism&#039;&#039;&#039;&lt;br /&gt;
| To deliberately damage or deface the station without malicious intent.&lt;br /&gt;
| This can range from a minor hull breach, to drawing on the floor with crayons or other substances. You can adjust the time accordingly.&lt;br /&gt;
| 5 minutes&lt;br /&gt;
| Up to 10 minutes. Demotion.&lt;br /&gt;
| 450 credits&lt;br /&gt;
|-&lt;br /&gt;
| i115&lt;br /&gt;
| &#039;&#039;&#039;Threat of Murder or Serious Injury&#039;&#039;&#039;&lt;br /&gt;
| To threaten to kill or seriously injure an employee.&lt;br /&gt;
| The threat has to somewhat tangible. If it&#039;s just people arguing over the radio, it&#039;s probably not worth it. Someone shouting at someone else while chasing them with a fire extinguisher is probably more valid.&lt;br /&gt;
| 2 minutes. Tracking implant.&lt;br /&gt;
| Up to 10 minutes with psychiatric evaluation.&lt;br /&gt;
| 500 credits. Tracking implant.&lt;br /&gt;
|-&lt;br /&gt;
| i116&lt;br /&gt;
| &#039;&#039;&#039;Disrespect to the Dead&#039;&#039;&#039;&lt;br /&gt;
| To abuse bodies of dead or previously dead employees.&lt;br /&gt;
| Examples include, the chef using bodies in the morgue as meat, Security beating on a prisoners corpse, or using someone&#039;s body for &#039;experimental surgery&#039;. Preventing a body from being cloned or cyborged also falls under this.&lt;br /&gt;
| 5 minutes&lt;br /&gt;
| Up to 10 minutes.&lt;br /&gt;
| 400 credits&lt;br /&gt;
|-&lt;br /&gt;
| i117&lt;br /&gt;
| &#039;&#039;&#039;Excessive use of force in detainment&#039;&#039;&#039;&lt;br /&gt;
| To use more than the required force to subdue a suspect.&lt;br /&gt;
| Repeatedly batoning a prisoner after they&#039;ve been handcuffed, Using force against an unarmed and compliant suspect, and usage of lethal weapons in a non-lethal situation.&lt;br /&gt;
| 5 minutes&lt;br /&gt;
| Up to 20 minutes. Demotion.&lt;br /&gt;
| 350 credits.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Medium Level Infractions ===&lt;br /&gt;
These Infractions carry standard punishments of up to 30 minutes, though typically around 10-15 minutes, and can be set with an officer&#039;s discretion. &#039;Suggested Sentence&#039; values are beside the Infractions. &#039;Additional Penalties&#039; can be decided by authorisation of Captain, Head of Security, or equivalent, and do not require tribunals.&lt;br /&gt;
{| width=&amp;quot;950px&amp;quot; style=&amp;quot;background-color:#ffcc99; text-align:center;&amp;quot; border=1 cellspacing=0&lt;br /&gt;
!style=&amp;quot;background-color:#ffaa55;&amp;quot;|No.&lt;br /&gt;
!style=&amp;quot;background-color:#ffaa55; width:150px&amp;quot;|Infraction&lt;br /&gt;
!style=&amp;quot;background-color:#ffaa55; width:300px&amp;quot;|Description&lt;br /&gt;
!style=&amp;quot;background-color:#ffaa55;&amp;quot;|Notes&lt;br /&gt;
!style=&amp;quot;background-color:#ffaa55;&amp;quot;|Suggested Sentence&lt;br /&gt;
!style=&amp;quot;background-color:#ffaa55;&amp;quot;|Additional Penalties&lt;br /&gt;
|-&lt;br /&gt;
| i201&lt;br /&gt;
| &#039;&#039;&#039;Failure to Execute an Order with Serious Consequences&#039;&#039;&#039;&lt;br /&gt;
| To ignore or disregard a superior&#039;s valid orders, which then causes serious damage to property or life.&lt;br /&gt;
| Like the minor crime, except this one has caused serious damage to the station, or seriously injured someone. Examples are Medical Doctors ignoring the Chief Medical Officer while patients are piling up in medbay, or Engineers ignoring the Chief Engineer and then having the singularity eat part of the station. If this causes loss of life, refer to 302.&lt;br /&gt;
| 15 minutes.&lt;br /&gt;
| Demotion. Holding until transfer.&lt;br /&gt;
|-&lt;br /&gt;
| i202&lt;br /&gt;
| &#039;&#039;&#039;Resisting Arrest or Sparking a Manhunt&#039;&#039;&#039;&lt;br /&gt;
| To not cooperate with an officer who attempts a proper arrest, or to cause a manhunt by hiding from security.&lt;br /&gt;
| Refusing handcuffs is not resisting arrest. Pushing the officer trying to arrest you, or running away falls under this.&lt;br /&gt;
| 10 minutes.&lt;br /&gt;
| Up to 15 minutes in brig.&lt;br /&gt;
|-&lt;br /&gt;
| i203&lt;br /&gt;
| &#039;&#039;&#039;Suicide Attempt&#039;&#039;&#039;&lt;br /&gt;
| To attempt or threaten to commit suicide.&lt;br /&gt;
| An employee trying or threatening to kill himself for any reason. This includes someone saying &amp;quot;AI OPEN THIS DOOR OR I KILL MYSELF&amp;quot;.&lt;br /&gt;
| Compulsory psychiatric examination.&lt;br /&gt;
| Demotion. Isolation in holding facility.&lt;br /&gt;
|-&lt;br /&gt;
| i204&lt;br /&gt;
| &#039;&#039;&#039;Abuse of Confiscated Equipment&#039;&#039;&#039;&lt;br /&gt;
| To take and use equipment confiscated as evidence.&lt;br /&gt;
| Security shouldn&#039;t be using evidence for anything but evidence.&lt;br /&gt;
| 10 minutes, re-confiscation of equipment.&lt;br /&gt;
| Demotion.&lt;br /&gt;
|-&lt;br /&gt;
| i205&lt;br /&gt;
| &#039;&#039;&#039;Illegal Detention, Arrest, or Holding&#039;&#039;&#039;&lt;br /&gt;
| To arrest, brig, or punish an employee without proper cause or reason.&lt;br /&gt;
| This is mainly for Security Officers who believe THEY ARE THE LAW.&lt;br /&gt;
| 15 minutes&lt;br /&gt;
| Demotion.&lt;br /&gt;
|-&lt;br /&gt;
| i206&lt;br /&gt;
| &#039;&#039;&#039;Neglect of Duty&#039;&#039;&#039;&lt;br /&gt;
| To fail to perform a job to a satisfactory standard.&lt;br /&gt;
| This can be due to honest, or dishonest mistakes. Examples include scientists/engineers releasing plasma, doctors mixing up medicines that cause injury to patients, or the Chief Engineer allowing the singularity to escape.&lt;br /&gt;
| 10 minutes&lt;br /&gt;
| Demotion.&lt;br /&gt;
|-&lt;br /&gt;
| i207&lt;br /&gt;
| &#039;&#039;&#039;Infiltration&#039;&#039;&#039;&lt;br /&gt;
| To attempt to, or successfully, enter a high-security area without authorisation.&lt;br /&gt;
| This includes places like the Bridge, AI upload or core, Teleporter, or EVA. Trying to break into the vault with the nuclear warhead is also very bad. Using AI or Cyborg help for infiltration purposes is also considered breaking and entering.&lt;br /&gt;
| 15 minutes &lt;br /&gt;
| Holding until transfer.&lt;br /&gt;
|-&lt;br /&gt;
| i208&lt;br /&gt;
| &#039;&#039;&#039;Assault&#039;&#039;&#039;&lt;br /&gt;
| To cause severe injury to another employee.&lt;br /&gt;
| Anything beyond a few punches like in &amp;quot;Minor Assault&amp;quot;. Can be adjusted for severity. Also see &amp;quot;Attempted Murder&amp;quot; if the intent was to kill. This also includes poisoning with drugs, or using hallucinogens.&lt;br /&gt;
| 20 minutes.&lt;br /&gt;
| Up to 40 minutes. Demotion.&lt;br /&gt;
|-&lt;br /&gt;
| i209&lt;br /&gt;
| &#039;&#039;&#039;Escaping From Confinement&#039;&#039;&#039;&lt;br /&gt;
| To escape from confinement as someone who is serving a non-HuT sentence or is imprisoned before judgement.&lt;br /&gt;
| See &amp;quot;Escaping From a Life Sentence&amp;quot; for those who do it with life sentences.&lt;br /&gt;
| 10 minutes.&lt;br /&gt;
| Up to 30 minutes. Demotion.&lt;br /&gt;
|-&lt;br /&gt;
| i210&lt;br /&gt;
| &#039;&#039;&#039;Unlawful Modification of AI/Cyborg Laws&#039;&#039;&#039;&lt;br /&gt;
| To modify the laws of a cyborg or artificial intelligence, without need, proper access, or authority.&lt;br /&gt;
| An exception would be a law reset when obviously harmful laws have been uploaded. Only the Captain, Chief Engineer, or Two Heads of Staff can authorise a law change.&lt;br /&gt;
| 20 minutes&lt;br /&gt;
| Demotion. Holding until transfer.&lt;br /&gt;
|-&lt;br /&gt;
| i211&lt;br /&gt;
| &#039;&#039;&#039;Sedition&#039;&#039;&#039;&lt;br /&gt;
| To incite rebellion, or rally against the established chain of command.&lt;br /&gt;
| This includes attempting to make separate areas of the ship into &amp;quot;Nations&amp;quot; or generally conspiring against the chain of command.&lt;br /&gt;
| 15 minutes&lt;br /&gt;
| Demotion. Holding until transfer.&lt;br /&gt;
|-&lt;br /&gt;
| i212&lt;br /&gt;
| &#039;&#039;&#039;Contraband&#039;&#039;&#039;&lt;br /&gt;
| To possess, use, or distribute contraband items, including drugs.&lt;br /&gt;
| Chemists and Botanists are allowed to possess drugs for their line of work. It&#039;s a crime if they distribute or use it however. Also see Identifying Syndicate Items for a list of who knows what. Contraband from the Supply Shuttle also counts. This also includes firearms, such as the barman taking their shotgun outside the bar area, or illegal modification of such firearms. Sol Government paperwork only needs to be filed for illegal firearms.&lt;br /&gt;
| 15 minutes, confiscation of said items&lt;br /&gt;
| Up to 20 minutes. Demotion. &lt;br /&gt;
|-&lt;br /&gt;
| i213&lt;br /&gt;
| &#039;&#039;&#039;Sabotage&#039;&#039;&#039;&lt;br /&gt;
| To hinder the efforts of the crew or station with malicious intent.&lt;br /&gt;
| This includes causing hull breaches, sabotaging air supplies, stealing vital equipment, etc. The intent is probably the most important bit here.&lt;br /&gt;
| 20 minutes&lt;br /&gt;
| Demotion. Up to 40 minutes in brig.&lt;br /&gt;
|-&lt;br /&gt;
| i214&lt;br /&gt;
| &#039;&#039;&#039;Exceeding Official Powers&#039;&#039;&#039;&lt;br /&gt;
| To act beyond what is allowed by the Chain of Command.&lt;br /&gt;
| This is for any head of staff who abuses the power given to them, such as the Head of Personnel acting like a security officer in a non-emergency, the captain acting as if he is above the law, etc. Heads of Staff trying to order a different department or ignoring the captain also comes under this. Also covers anyone illegally promoting themselves, such as with a stolen ID.&lt;br /&gt;
| 15 minutes&lt;br /&gt;
| Demotion. Demotion. Up to 30 minutes in brig.&lt;br /&gt;
|-&lt;br /&gt;
| i215&lt;br /&gt;
| &#039;&#039;&#039;Grand Theft&#039;&#039;&#039;&lt;br /&gt;
| To steal items that are dangerous, of a high value, or a sensitive nature. &lt;br /&gt;
| This means weapons, explosives, or ammunition, and also includes items from the [[High-risk Items]] page. Security Officers stealing things from the armoury is an example.&lt;br /&gt;
| 15 minutes, confiscation of stolen items.&lt;br /&gt;
| Demotion. Holding until Transfer.&lt;br /&gt;
|-&lt;br /&gt;
| i216&lt;br /&gt;
| &#039;&#039;&#039;Organising an Breakout&#039;&#039;&#039;&lt;br /&gt;
| To attempt, or succeed, in freeing criminals from the brig or other holding areas.&lt;br /&gt;
| Breaking brig windows&lt;br /&gt;
| 15 minutes.&lt;br /&gt;
| Up to 30 minutes&lt;br /&gt;
|-&lt;br /&gt;
| i217&lt;br /&gt;
| &#039;&#039;&#039;Illegal Blocking of Areas&#039;&#039;&#039;&lt;br /&gt;
| To make an area inaccessible for those with appropriate access.&lt;br /&gt;
| Bolting doors in public hallways or to those of departments you don&#039;t have control over are examples of this.&lt;br /&gt;
| 10 minutes&lt;br /&gt;
| Up to 25 minutes. Demotion&lt;br /&gt;
|-&lt;br /&gt;
| i218&lt;br /&gt;
| &#039;&#039;&#039;Severe Use of Excessive Force&#039;&#039;&#039;&lt;br /&gt;
| To put a victim in a near-death state in defence of yourself or others, or seriously injuring a suspect while attempting to detain them.&lt;br /&gt;
| Severely injuring someone attacking you or others with no obvious threat to life, or panicking and shooting a suspect to near-death.&lt;br /&gt;
| 10 minutes&lt;br /&gt;
| Up to 30 minutes. Demotion. &lt;br /&gt;
|-&lt;br /&gt;
| i219&lt;br /&gt;
| &#039;&#039;&#039;Mistreatment of Prisoners&#039;&#039;&#039;&lt;br /&gt;
| To intentionally act, or cause an act that puts a non-hostile prisoner&#039;s well-being in danger.&lt;br /&gt;
| Preventing proper treatment from being given to a prisoner, abusing a prisoner, and preventing them from having access to a viable method of communication. In the event that a prisoner dies because of mistreatment, the charge is immediately upgraded to either murder or manslaughter, depending on intent.&lt;br /&gt;
| 10 minutes&lt;br /&gt;
| Up to 30 minutes. Demotion.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== High Severity Infractions ===&lt;br /&gt;
These Infractions generally need to be ruled on by a tribunal as in [[Legal Standard Operating Procedure]], and criminals should be held until judgement can be passed.&lt;br /&gt;
{| width=&amp;quot;950px&amp;quot; style=&amp;quot;background-color:#ffaa99; text-align:center;&amp;quot; border=1 cellspacing=0&lt;br /&gt;
!style=&amp;quot;background-color:#ff8855;&amp;quot;|No.&lt;br /&gt;
!style=&amp;quot;background-color:#ff8855; width:150px&amp;quot;|Crime&lt;br /&gt;
!style=&amp;quot;background-color:#ff8855; width:300px&amp;quot;|Description&lt;br /&gt;
!style=&amp;quot;background-color:#ff8855;&amp;quot;|Notes&lt;br /&gt;
!style=&amp;quot;background-color:#ff8855;&amp;quot;|Sentence&lt;br /&gt;
!style=&amp;quot;background-color:#ff8855;&amp;quot;|Judgements&lt;br /&gt;
|-&lt;br /&gt;
| i301&lt;br /&gt;
| &#039;&#039;&#039;Murder&#039;&#039;&#039;&lt;br /&gt;
| To kill someone, or attempt to kill someone, with premeditated malicious intent.&lt;br /&gt;
| Also cover Attempted Murder. The premeditated and malicious bit is important here.&lt;br /&gt;
| Holding until judgement.&lt;br /&gt;
| Holding until Sol Gov. transfer or cyborgification at prisoner discretion.&lt;br /&gt;
|-&lt;br /&gt;
| i302&lt;br /&gt;
| &#039;&#039;&#039;Manslaughter&#039;&#039;&#039;&lt;br /&gt;
| To kill someone without malice or forethought.&lt;br /&gt;
| This includes causing death due to negligence or dereliction of duty. Can also be used for excessive self-defence.&lt;br /&gt;
| 20 minutes.&lt;br /&gt;
| 30 minutes.&lt;br /&gt;
|-&lt;br /&gt;
| i303&lt;br /&gt;
| &#039;&#039;&#039;Mutiny&#039;&#039;&#039;&lt;br /&gt;
| To openly rebel against or attempt to remove command staff with violent intent.&lt;br /&gt;
| See &amp;quot;Sedition&amp;quot; for less violent mutineers.&lt;br /&gt;
| Loyalty implant. Holding until judgement.&lt;br /&gt;
| Holding until transfer or cyborgification at prisoner discretion.&lt;br /&gt;
|-&lt;br /&gt;
| i304&lt;br /&gt;
| &#039;&#039;&#039;Kidnapping and Hostage taking&#039;&#039;&#039;&lt;br /&gt;
| To take away or transport a victim against the victim&#039;s will.&lt;br /&gt;
| If the person is held for ransom or exchange, then it is considered hostage taking, which is automatically a holding until Sol Gov. transfer&#039;&#039;&#039;&lt;br /&gt;
| 30 minutes.&lt;br /&gt;
| Holding until transfer&lt;br /&gt;
|-&lt;br /&gt;
| i305&lt;br /&gt;
| &#039;&#039;&#039;Terrorist Acts&#039;&#039;&#039;&lt;br /&gt;
| To engage in maliciously destructive actions, which seriously threaten the crew or station.&lt;br /&gt;
| This includes deliberate arson, use of bombs, release of singularity, etc.&lt;br /&gt;
| Holding until transfer&lt;br /&gt;
|-&lt;br /&gt;
| i306&lt;br /&gt;
| &#039;&#039;&#039;Assaulting a Head of Staff&#039;&#039;&#039;&lt;br /&gt;
| To assault a Head of Staff, causing severe damage.&lt;br /&gt;
| Exactly like &amp;quot;Assault&amp;quot;, but this time against a Head of Staff.&lt;br /&gt;
| 20 minutes.&lt;br /&gt;
| up to 40 minutes. Termination of Employment.&lt;br /&gt;
|-&lt;br /&gt;
| i307&lt;br /&gt;
| &#039;&#039;&#039;Escaping From Holding Until Transfer&#039;&#039;&#039;&lt;br /&gt;
| To escape, or attempt to escape, from the brig or other holding area when being held until transfer.&lt;br /&gt;
| They have to have been properly convicted for it to be a life sentence.&lt;br /&gt;
| -&lt;br /&gt;
| Cyborgification.&lt;br /&gt;
|-&lt;br /&gt;
| i308&lt;br /&gt;
| &#039;&#039;&#039;Terrorist Collaboration&#039;&#039;&#039;&lt;br /&gt;
| To act as an agent of a terrorist or anti-Corporation group.&lt;br /&gt;
| Espionage, disclosure of corporate secrets, or any other assistance rendered to outside hostile organisations, or their representatives in hostile activities to the Corporation, committed by a employee of Corporation. As a high crime, suspected terrorist agents must be put through a tribunal unless their level of resistance renders capture efforts infeasible.&lt;br /&gt;
| Holding until transfer or cyborgification at prisoner discretion.&lt;br /&gt;
|-&lt;br /&gt;
| i309&lt;br /&gt;
| &#039;&#039;&#039;Sexual Assault&#039;&#039;&#039;&lt;br /&gt;
| To assault, or attempt to assault, someone else sexually, including rape.&lt;br /&gt;
| ERP scenes, or erotic roleplay, is a permabannable offence. Adminhelp it if this happens to you; it&#039;s against server rules, not just station rules. &lt;br /&gt;
| 30 minutes, tracking implant.&lt;br /&gt;
| Holding until transfer&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Modifiers &amp;amp; Special Situations ===&lt;br /&gt;
&lt;br /&gt;
{| width=&#039;825px&#039; style=&#039;text-align:center; background-color:#aaffaa;&#039; border=1 cellspacing=0&lt;br /&gt;
! style=&#039;background-color:#55ff55;&#039; width=&#039;150px&#039;|Situation&lt;br /&gt;
! style=&#039;background-color:#55ff55;&#039; width=&#039;300px&#039;|Description&lt;br /&gt;
! style=&#039;background-color:#55ff55;&#039; width=&#039;100px&#039;|Benefit&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Surrender&#039;&#039;&#039;&lt;br /&gt;
| Coming to the brig, confessing what you&#039;ve done and taking the punishment. Getting arrested without putting a fuss is not surrender. For this, you have to actually come to the brig yourself.&lt;br /&gt;
| Up to -25%, and should be taken into account when determining the severity of crimes.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Re-education&#039;&#039;&#039;&lt;br /&gt;
| Getting de-converted from revolutionary.&lt;br /&gt;
| Up to and including immediate release&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Cooperation with prosecution or security&#039;&#039;&#039;&lt;br /&gt;
| Being helpful to the members of security, revealing things during questioning or providing names of head revolutionaries.&lt;br /&gt;
| Up to -25%. In the case of revealing a head revolutionary, up to -50%.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Immediate threat to the prisoner&#039;&#039;&#039;&lt;br /&gt;
| The singularity eats something near the brig, an explosion goes off, etc.&lt;br /&gt;
| Officer must relocate the prisoner(s) to a safe location. Otherwise, immediate release. Life sentences must be reapplied after danger has passed.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Medical reasons&#039;&#039;&#039;&lt;br /&gt;
| Prisoners are entitled to medical attention if sick or injured.&lt;br /&gt;
| Medical personnel can be called, or the prisoner can be escorted to the Medbay. The timer continues to run during this time.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Self Defence&#039;&#039;&#039;&lt;br /&gt;
|  Assault and even homicide can be justified if it was necessary for prevention of loss of life. (Note that there are borders of acceptable self-defence, and killing a man who just punched you is subject to &amp;quot;Fatal Use of Excessive Force&amp;quot;)&lt;br /&gt;
| Up to and including immediate release.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Commentaries and Clarifications. ===&lt;br /&gt;
&#039;&#039;&#039;Cyborgification&#039;&#039;&#039; The removal of a person&#039;s brain for transplanting into a Cyborg Chassis. Often also known as Shackling.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dismissal&#039;&#039;&#039;: Changing ID title to &amp;quot;Dismissed&amp;quot;, zero access.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Demotion&#039;&#039;&#039;: Can be done up to and including Assistant position, by Head of Personnel or Captain&#039;s decision.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Employee&#039;&#039;&#039;: Employee of NanoTrasen, as defined by the station&#039;s commanding officer. All non-employee subjects are not protected by these laws.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Empowering&#039;&#039;&#039;: Illegal acquiring (not via Head of Personnel or Captain) of access.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Head of Staff&#039;&#039;&#039;: Crew members occupying one of the following positions: Captain, Chief Engineer, Head of Personnel, Head of Security, Chief Medical Officer, Research Director.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;HuT&#039;&#039;&#039; Holding until Transfer&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lethal Situation&#039;&#039;&#039;: A situation in which there is an apparent and real threat the the well-being of all those involved.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Repeat Offenders&#039;&#039;&#039;: For repeat offenders, you may double the sentences listed here.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Severe Injury&#039;&#039;&#039;: A state in which the victim is in a critical condition and is having difficulty maintaining consciousness.&lt;br /&gt;
&lt;br /&gt;
Demotion and dismissal also require the removal of equipment from the previous job. E.g: Uniforms, weapons, bombs, PDA cartridges, etc.&lt;br /&gt;
&lt;br /&gt;
For the purposes of Cyborg/AI laws, crewmembers that have been convicted, or are being held in detention, are considered to be below even the AI/Cyborgs in terms of rank.&lt;br /&gt;
&lt;br /&gt;
Serving sentence in jail can be replaced with forced labour in some cases.&lt;br /&gt;
&lt;br /&gt;
In cases where the final sentence is more than 90 minutes, it is changed to a life sentence.&lt;br /&gt;
&lt;br /&gt;
The standard penalty can be applied without a tribunal by Security Officers.&lt;br /&gt;
&lt;br /&gt;
Penalties listed here are guidelines. Tribunals can assign lesser or higher ones, depending on the circumstances.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Courtesy of Zlofenix Station 13.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Heavily modified by Baystation 12 Wiki team.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>XanderDox</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Dionae&amp;diff=1897</id>
		<title>Dionae</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Dionae&amp;diff=1897"/>
		<updated>2015-05-07T05:25:41Z</updated>

		<summary type="html">&lt;p&gt;XanderDox: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Needs revision&lt;br /&gt;
|reason = Aurora-specific lore for Dionae pending}}&lt;br /&gt;
Credited to Baystation Wiki, in particular, the users Asanadas, Kilakk, Zuhayr, and a number of other users.&lt;br /&gt;
&lt;br /&gt;
Dionaea, Diona for singular, are sentient plant-like creatures that have a three stage life process. Seed, nymph, and adult. Seeds grow into Diona Nymphs, which eventually evolve into adults. They are not a race meant for science experimentation, and killing one is considered to be murder.&lt;br /&gt;
&lt;br /&gt;
* Take note that a Diona Nymph is not legally recognized as a person, unlike the adults. Killing one is not to be regarded as murder. Random killings will violate OOC server rules.&lt;br /&gt;
* In order to apply to join in as an adult Diona, please visit the forums and make a whitelist application: http://aurorastation.org/forums/index.php&lt;br /&gt;
&lt;br /&gt;
Observers may set a preference to join in as a Diona Nymph if one is created, this does not require any whitelisting at this time.&lt;br /&gt;
&lt;br /&gt;
==Mechanics==&lt;br /&gt;
&lt;br /&gt;
* :q To talk in the Dionaea language.&lt;br /&gt;
&lt;br /&gt;
* Dionaea must be in lit areas to survive. Darkness will cause damage and eventually death. However, light increases nutrition and nutrition is consumed to heal brute and toxins damage.&lt;br /&gt;
&lt;br /&gt;
* Radiation will also increase Diona nutrition without ill effects.&lt;br /&gt;
&lt;br /&gt;
* Dionaea Nymphs are grown in hydroponics trays in botany.&lt;br /&gt;
&lt;br /&gt;
* A Diona Nymph must steal blood in order to progress. Stealing blood helps them understand languages being spoken, and will eventually let them evolve into an adult if they also consume enough food.&lt;br /&gt;
&lt;br /&gt;
==Synopsis==&lt;br /&gt;
&lt;br /&gt;
The dionaea are a group of omnivorous, slow-metabolism plantlike organisms that are in fact clusters of individual, smaller organisms. They exhibit a high degree of structural flexibility, and come in a wide variety of shapes and colours to reflect the intelligence of each individual creature.&lt;br /&gt;
&lt;br /&gt;
An adolescent diona, known as a diona nymph, will take genetic material, usually blood, from a variety of sources. On human stations this has earned them a reputation for being &#039;bitey&#039;, as they will often and without warning steal a droplet from some interesting individual to encorporate into their emerging gestalt.&lt;br /&gt;
&lt;br /&gt;
Dionaea have no planets, government, or society. The diona reproductive cycle eventually results in the humanoid diona, in their &#039;seed&#039; or &#039;samen&#039; state, making a pilgrimage of sorts to a communally agreed-upon site - either a gas giant or a star, depending on the &#039;strain&#039; of the individuals. Once there, they interlink their bodies and enter an orbit around the celestial body, fusing and merging into a fledgeling superorganism that will eventually grow to the size of a space station. The gestalt feeds on the gasses and emissions of the star or planet, converting them into myriad useful forms or storing them in sacs and bladders for buoyancy in atmosphere, or in recent years, for trade with interested bodies.&lt;br /&gt;
&lt;br /&gt;
Prior to this transformation, the dionaea spread their samen throughout the galaxy. They do so by imitating the forms and modes of speech of the races that they encounter, picking facts and thoughts from minds and using them to shape ambassadors. The trade of energy and rare matter from stars and gas giants is used to facilitate the dispersal of the seeds throughout cultures, and the seeds will gather as much information as they can, developing into wildly unique and interesting individuals to bring as much variation as possible to the gestalt when they merge. They will also collect scientific information on bioengineering, genetics, chemistry and biological science in order to improve their gestalt state and therefore the seeds that will eventually be produced.&lt;br /&gt;
&lt;br /&gt;
==Contact==&lt;br /&gt;
&lt;br /&gt;
Roughly 300 years prior to the present day, Skrellian exploratory craft came across the system known to human astronomers as Epsilon Ursae Minoris during routine scouting patrols. They dutifully flagged it for review, as it was a ternary system with a triad of stars, and went on their way, noting a few strange readings from the upper photosphere of the system&#039;s core bodies.&lt;br /&gt;
&lt;br /&gt;
Only when the mining fleets of a Skrell industrial consortium arrived in 2294 did the readings become explained. A thick belt of drifting matter was slung in a wide arc around the three central stars, held in place by the machinations of ancient energy-patterning machines. The ruins were ancient and devoid of anything remarkable, and the patterning node technology both inefficient, aesthetically ugly, -dangerously- radioactive and a decade behind modern tech.&lt;br /&gt;
&lt;br /&gt;
Far more interesting to the surveyors were the odd readings from the photospheres. Investigations stalled when attempting to delve into the immense heat and hard radiation rising from the stars, but eventually an odd comms contact was made. Preliminary analysis of the data had the scientists in fits of excitement. It seemed that the stars were sentient. Secondary analysis was less exciting but slightly more bizarre: something in the upper photosphere, not the sun itself, was very pleased to meet the surveyor ships.&lt;br /&gt;
&lt;br /&gt;
Over the next several decades, science vessels were brought in and the strange electromagnetic language of the creatures that came to be called Dionaea was painstakingly decrypted. The scientists learned that the strange, immense structures were conglomerates of plantlike creatures, buoyed on rare and unstable gasses and fuelled by hard radiation, asteroid impacts and a kind of complex internal fusion. &lt;br /&gt;
&lt;br /&gt;
Eventually - over several years, due to the slow speed of thought of the Dionaea gestalts - an agreement was reached. The scientists would take from the Dionaea several samples and seeds, and sow them in other systems that the Dionaea could not reach. In exchange, the gestalts would allow the surveyors and miners to establish habitation modules on and in the bodies of the gestalts, allowing them to refine and export the rare gasses and elements only available to creatures living in the bosom of a star.&lt;br /&gt;
&lt;br /&gt;
==Relationships with Other Species==&lt;br /&gt;
&lt;br /&gt;
Dionaea are for the most part entirely peaceful and compatible with all know interstellar cultures. Their preferred habitat is completely uninhabitable, being in the upper reaches of a hellish inferno, and since they have little to no use for money and a fondness for interaction with other intelligent races, they serve as excellent emergency berths for ships lost in unfriendly and underpopulated space. &lt;br /&gt;
&lt;br /&gt;
The Vox primalis and armalis treat them with an almost superstitious respect and awe, likely due to their similarity to the apex. &lt;br /&gt;
&lt;br /&gt;
NT maintains a good working relationship with the gestalts, exchanging star maps, planetary settlement rights and bluespace comms and FTL engines for various services, and many of the younger Diona have actually formed their bodies around starship components and hab modules to enable them to journey across all manner of inhabited systems.&lt;br /&gt;
&lt;br /&gt;
The Skrell and the Dionaea have several scientific and exploratory contracts, and at least one Diona gestalt has converted itself to a simulacrum of the Skrell homeworld, been fitted with FTL engines, and hosted explorer parties as they warble across the cosmos.&lt;br /&gt;
&lt;br /&gt;
The Unathi are for the most part uninvolved with the Dionaea due to their relative lack of space travel, but some adherents of various reforestation religions on Moghes consider the creatures as proof that if the heart of a sodding SUN can support life, the sand wastes are certainly up for it.&lt;br /&gt;
&lt;br /&gt;
The Tajara have no documented contact with the Dionaea.&lt;br /&gt;
&lt;br /&gt;
==Language==&lt;br /&gt;
&lt;br /&gt;
While smaller Dionaea are capable of vocalizing languages from all manner of other races, thanks to their fluid form, they tend to do so in a monotone or as a series of heavy bass rumbles or grinds. They come across as very slow and not very smart in Siik&#039;tajr due to the relative slowness of their &#039;ear&#039; and &#039;tail&#039; growths, but communicate very well in Sinta&#039;unathi. They cannot speak Skrellian at all due to the pitch variations required.&lt;br /&gt;
&lt;br /&gt;
Their own language, colloquially called Rootsong, is based predominantly on the emission of radio and heat waves and as such is very very difficult to speak without several hundred kilograms of specialized machinery. Luckily, a diona nymph can harvest the rudiments of language from blood samples and communication is rarely an issue.&lt;br /&gt;
&lt;br /&gt;
==Mentality==&lt;br /&gt;
&lt;br /&gt;
Dionae are highly curious, intelligent (if slow) and passive. They feel pain of a sort, though in a very different manner to humans, but are only able to emulate emotion. An &#039;adolescent&#039; diona will generally take on observed traits of the entities around it as a side-effect of the instinctive information-gathering and hoarding that each diona conducts.&lt;br /&gt;
&lt;br /&gt;
They do not have names as such, and when asked for one by other races will often supply an excessively long and poetic description of a memory they consider fundamental to their makeup ex. &#039;the spatter of starlight across the face of the iron mountain and the deep note of the planetsong&#039;. This has been known to make Heads of Personnel need to go have a lie down when filling out ID cards.&lt;br /&gt;
&lt;br /&gt;
They have no concept of personal or mental space, and those who are new to human culture tend to be excessively touchy-feely or invasive of privacy.&lt;br /&gt;
&lt;br /&gt;
Dionaea have nothing resembling government. They speak about the chorus or song of a group in the same manner that one would talk about teamwork or membership in a group.&lt;br /&gt;
{{Navbox Lore}}&lt;/div&gt;</summary>
		<author><name>XanderDox</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Idris_Incorporated&amp;diff=1892</id>
		<title>Idris Incorporated</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Idris_Incorporated&amp;diff=1892"/>
		<updated>2015-05-07T05:21:29Z</updated>

		<summary type="html">&lt;p&gt;XanderDox: /* Branches */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}&lt;br /&gt;
{{wip|assign=XanderDox}}&lt;br /&gt;
== Brief Summary ==&lt;br /&gt;
Idris Incorporated is a interstellar corporation/bank that operates primarily out of their HQ in Mendell City, Biesel. The bank was founded as pressure grew for a secure way to store credits and have them transferable across solar-systems. Erin Idris stepped up to the challenge. After starting on Mendell, and initially only servicing Sol and Tau Ceti, Idris got his big break when the Maladaxis family, wealthy business people from Epsilon Eridani, invested over 100 million credits into the bank. The business boomed, and the Idris and Maladaxis family alliance has continued to grow the corporation, and expanded their field of work into the stock market, both families have profited greatly from this and are now both billionaires.&lt;br /&gt;
&lt;br /&gt;
=== Present Day ===&lt;br /&gt;
Now, in 2457 , Idris Incorporated runs the 4th largest bank in the entire Sol Alliance, and are expanding into the field of genetic backup storage (after establishing a contract with Zeng-Hu for the cloning and genetics equipment) and are nearly impenetrable by hackers.&lt;br /&gt;
The bank has begun offering joining bonuses to those who work for major inter-stellar corporations, to draw people away from using the companies own banks (such as NanoTrasen&#039;s Bank) , however they are still in a struggle with NanoTrasen due to it&#039;s large employee base mainly using the companies bank as their method of storing funds, preventing Idris from having a large amount of members, this has caused strained relationships between NanoTrasen and Idris Incorporated.&lt;br /&gt;
&lt;br /&gt;
=== Branches ===&lt;br /&gt;
Idris Incorporated is spread out all across the Union of Sol. Here are the locations of their primary branches.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mendell City, Biesel, Tau Ceti-&#039;&#039;&#039; The Mendell City branch is the company&#039;s headquarters, it is a massive building with over 3,000 workers within it. The entire body of corporate officers operates off the topmost floors of this skyscraper. Security is tight, entrance to any floor above level 6 is strictly monitored&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Hengsha Arcology, New Gibson, Tau Ceti&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Executives ===&lt;br /&gt;
Idris Incorporated&#039;s Board of Directors is made up of the executive officers themselves, while strange in practice, this was done to ensure that the Maladaxis and Idris families never lose control over the company.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Owner:&#039;&#039;&#039; Markyus Idris&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Chief Executive Officer:&#039;&#039;&#039; Xalstros Maladaxis&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Chief Financial Officer:&#039;&#039;&#039; Andrea Idris&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Chief Operations Officer:&#039;&#039;&#039; Indytris Maladaxis&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Chief Risk Officer:&#039;&#039;&#039; Verimae Rakael&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Chief Technology/Information Officer:&#039;&#039;&#039; Arthur Curring&amp;lt;br /&amp;gt;&lt;/div&gt;</summary>
		<author><name>XanderDox</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Idris_Incorporated&amp;diff=1890</id>
		<title>Idris Incorporated</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Idris_Incorporated&amp;diff=1890"/>
		<updated>2015-05-07T05:20:03Z</updated>

		<summary type="html">&lt;p&gt;XanderDox: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}&lt;br /&gt;
{{wip|assign=XanderDox}}&lt;br /&gt;
== Brief Summary ==&lt;br /&gt;
Idris Incorporated is a interstellar corporation/bank that operates primarily out of their HQ in Mendell City, Biesel. The bank was founded as pressure grew for a secure way to store credits and have them transferable across solar-systems. Erin Idris stepped up to the challenge. After starting on Mendell, and initially only servicing Sol and Tau Ceti, Idris got his big break when the Maladaxis family, wealthy business people from Epsilon Eridani, invested over 100 million credits into the bank. The business boomed, and the Idris and Maladaxis family alliance has continued to grow the corporation, and expanded their field of work into the stock market, both families have profited greatly from this and are now both billionaires.&lt;br /&gt;
&lt;br /&gt;
=== Present Day ===&lt;br /&gt;
Now, in 2457 , Idris Incorporated runs the 4th largest bank in the entire Sol Alliance, and are expanding into the field of genetic backup storage (after establishing a contract with Zeng-Hu for the cloning and genetics equipment) and are nearly impenetrable by hackers.&lt;br /&gt;
The bank has begun offering joining bonuses to those who work for major inter-stellar corporations, to draw people away from using the companies own banks (such as NanoTrasen&#039;s Bank) , however they are still in a struggle with NanoTrasen due to it&#039;s large employee base mainly using the companies bank as their method of storing funds, preventing Idris from having a large amount of members, this has caused strained relationships between NanoTrasen and Idris Incorporated.&lt;br /&gt;
&lt;br /&gt;
=== Branches ===&lt;br /&gt;
Idris Incorporated is spread out all across the Union of Sol. Here are the locations of their primary branches.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mendell City, Biesel, Tau Ceti-&#039;&#039;&#039; The Mendell City branch is the companies headquarters, it is a massive building with over 3,000 workers within it. The entire body of corporate officers operates off the topmost floors of this skyscraper.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Hengsha Arcology, New Gibson, Tau Ceti&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Executives ===&lt;br /&gt;
Idris Incorporated&#039;s Board of Directors is made up of the executive officers themselves, while strange in practice, this was done to ensure that the Maladaxis and Idris families never lose control over the company.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Owner:&#039;&#039;&#039; Markyus Idris&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Chief Executive Officer:&#039;&#039;&#039; Xalstros Maladaxis&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Chief Financial Officer:&#039;&#039;&#039; Andrea Idris&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Chief Operations Officer:&#039;&#039;&#039; Indytris Maladaxis&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Chief Risk Officer:&#039;&#039;&#039; Verimae Rakael&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Chief Technology/Information Officer:&#039;&#039;&#039; Arthur Curring&amp;lt;br /&amp;gt;&lt;/div&gt;</summary>
		<author><name>XanderDox</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Idris_Incorporated&amp;diff=1889</id>
		<title>Idris Incorporated</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Idris_Incorporated&amp;diff=1889"/>
		<updated>2015-05-07T05:18:32Z</updated>

		<summary type="html">&lt;p&gt;XanderDox: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}&lt;br /&gt;
== Brief Summary ==&lt;br /&gt;
Idris Incorporated is a interstellar corporation/bank that operates primarily out of their HQ in Mendell City, Biesel. The bank was founded as pressure grew for a secure way to store credits and have them transferable across solar-systems. Erin Idris stepped up to the challenge. After starting on Mendell, and initially only servicing Sol and Tau Ceti, Idris got his big break when the Maladaxis family, wealthy business people from Epsilon Eridani, invested over 100 million credits into the bank. The business boomed, and the Idris and Maladaxis family alliance has continued to grow the corporation, and expanded their field of work into the stock market, both families have profited greatly from this and are now both billionaires.&lt;br /&gt;
&lt;br /&gt;
=== Present Day ===&lt;br /&gt;
Now, in 2457 , Idris Incorporated runs the 4th largest bank in the entire Sol Alliance, and are expanding into the field of genetic backup storage (after establishing a contract with Zeng-Hu for the cloning and genetics equipment) and are nearly impenetrable by hackers.&lt;br /&gt;
The bank has begun offering joining bonuses to those who work for major inter-stellar corporations, to draw people away from using the companies own banks (such as NanoTrasen&#039;s Bank) , however they are still in a struggle with NanoTrasen due to it&#039;s large employee base mainly using the companies bank as their method of storing funds, preventing Idris from having a large amount of members, this has caused strained relationships between NanoTrasen and Idris Incorporated.&lt;br /&gt;
&lt;br /&gt;
=== Branches ===&lt;br /&gt;
Idris Incorporated is spread out all across the Union of Sol. Here are the locations of their primary branches.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mendell City, Biesel, Tau Ceti-&#039;&#039;&#039; The Mendell City branch is the companies headquarters, it is a massive building with over 3,000 workers within it. The entire body of corporate officers operates off the topmost floors of this skyscraper.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Hengsha Arcology, New Gibson, Tau Ceti&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Executives ===&lt;br /&gt;
Idris Incorporated&#039;s Board of Directors is made up of the executive officers themselves, while strange in practice, this was done to ensure that the Maladaxis and Idris families never lose control over the company.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Owner:&#039;&#039;&#039; Markyus Idris&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Chief Executive Officer:&#039;&#039;&#039; Xalstros Maladaxis&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Chief Financial Officer:&#039;&#039;&#039; Andrea Idris&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Chief Operations Officer:&#039;&#039;&#039; Indytris Maladaxis&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Chief Risk Officer:&#039;&#039;&#039; Verimae Rakael&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Chief Technology/Information Officer:&#039;&#039;&#039; Arthur Curring&amp;lt;br /&amp;gt;&lt;/div&gt;</summary>
		<author><name>XanderDox</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Idris_Incorporated&amp;diff=1888</id>
		<title>Idris Incorporated</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Idris_Incorporated&amp;diff=1888"/>
		<updated>2015-05-07T05:18:08Z</updated>

		<summary type="html">&lt;p&gt;XanderDox: /* Branches */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{wip|assign = XanderDox}}&lt;br /&gt;
== Brief Summary ==&lt;br /&gt;
Idris Incorporated is a interstellar corporation/bank that operates primarily out of their HQ in Mendell City, Biesel. The bank was founded as pressure grew for a secure way to store credits and have them transferable across solar-systems. Erin Idris stepped up to the challenge. After starting on Mendell, and initially only servicing Sol and Tau Ceti, Idris got his big break when the Maladaxis family, wealthy business people from Epsilon Eridani, invested over 100 million credits into the bank. The business boomed, and the Idris and Maladaxis family alliance has continued to grow the corporation, and expanded their field of work into the stock market, both families have profited greatly from this and are now both billionaires.&lt;br /&gt;
&lt;br /&gt;
=== Present Day ===&lt;br /&gt;
Now, in 2457 , Idris Incorporated runs the 4th largest bank in the entire Sol Alliance, and are expanding into the field of genetic backup storage (after establishing a contract with Zeng-Hu for the cloning and genetics equipment) and are nearly impenetrable by hackers.&lt;br /&gt;
The bank has begun offering joining bonuses to those who work for major inter-stellar corporations, to draw people away from using the companies own banks (such as NanoTrasen&#039;s Bank) , however they are still in a struggle with NanoTrasen due to it&#039;s large employee base mainly using the companies bank as their method of storing funds, preventing Idris from having a large amount of members, this has caused strained relationships between NanoTrasen and Idris Incorporated.&lt;br /&gt;
&lt;br /&gt;
=== Branches ===&lt;br /&gt;
Idris Incorporated is spread out all across the Union of Sol. Here are the locations of their primary branches.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mendell City, Biesel, Tau Ceti-&#039;&#039;&#039; The Mendell City branch is the companies headquarters, it is a massive building with over 3,000 workers within it. The entire body of corporate officers operates off the topmost floors of this skyscraper.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Hengsha Arcology, New Gibson, Tau Ceti&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Executives ===&lt;br /&gt;
Idris Incorporated&#039;s Board of Directors is made up of the executive officers themselves, while strange in practice, this was done to ensure that the Maladaxis and Idris families never lose control over the company.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Owner:&#039;&#039;&#039; Markyus Idris&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Chief Executive Officer:&#039;&#039;&#039; Xalstros Maladaxis&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Chief Financial Officer:&#039;&#039;&#039; Andrea Idris&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Chief Operations Officer:&#039;&#039;&#039; Indytris Maladaxis&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Chief Risk Officer:&#039;&#039;&#039; Verimae Rakael&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Chief Technology/Information Officer:&#039;&#039;&#039; Arthur Curring&amp;lt;br /&amp;gt;&lt;/div&gt;</summary>
		<author><name>XanderDox</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Template:RemovedContent&amp;diff=1863</id>
		<title>Template:RemovedContent</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Template:RemovedContent&amp;diff=1863"/>
		<updated>2015-05-07T04:51:41Z</updated>

		<summary type="html">&lt;p&gt;XanderDox: 2 revisions: Uploaded because we lack nice templates.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;background-color:#B3DDF4;padding:1px; margin-bottom: 1px;color: black&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p style=&amp;quot;text-align:center;&amp;quot;&amp;gt;&#039;&#039;&#039;This section or article references game content that has been [[:Category:Removed Content|removed]] or disabled.&#039;&#039;&#039;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;text-align:center;&amp;quot;&amp;gt;The following section or article contains information about content, features, or mechanics that have been removed from the game or disabled. You can help by [{{fullurl:{{FULLPAGENAME}}|action=edit}} updating it].&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;includeonly&amp;gt;[[Category:Outdated]][[Category:Removed Content]]&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Usage==&lt;br /&gt;
Adding this template adds the page to the following category: [[:Category:Outdated]] and [[:Category:Removed Content]]&lt;br /&gt;
&lt;br /&gt;
To add the template to a page simply write:&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#EEEEEE&amp;quot;&lt;br /&gt;
| &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{RemovedContent}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Templates]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>XanderDox</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Template:Reference&amp;diff=1857</id>
		<title>Template:Reference</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Template:Reference&amp;diff=1857"/>
		<updated>2015-05-07T04:51:41Z</updated>

		<summary type="html">&lt;p&gt;XanderDox: 3 revisions: Uploaded because we lack nice templates.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| width=&#039;95%&#039; height=&#039;60&#039; style=&#039;background-color:#CCFFCC;&#039; align=&#039;center&#039; &lt;br /&gt;
|align=&#039;center&#039;|&#039;&#039;&#039;Note:&#039;&#039;&#039; This page or section is [[:Category:Moderated Pages|moderated]] and can be used as a reference. This page or section should not be edited without good reason.&lt;br /&gt;
|}&amp;lt;includeonly&amp;gt;[[Category:Moderated Pages|{{FULLPAGENAME}}]]&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Please only add this template to pages, which are frequently viewed by administrators and their changes are regularly patrolled and discussed in IRC.&lt;br /&gt;
&lt;br /&gt;
This template automatically adds the page to [[:Category:Moderated Pages]].&lt;br /&gt;
[[Category:Templates]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>XanderDox</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Template:Needs_revision&amp;diff=1849</id>
		<title>Template:Needs revision</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Template:Needs_revision&amp;diff=1849"/>
		<updated>2015-05-07T04:51:40Z</updated>

		<summary type="html">&lt;p&gt;XanderDox: 5 revisions: Uploaded because we lack nice templates.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;background-color:#E0B6C4;padding:1px; margin-bottom: 1px;color: black&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p style=&amp;quot;text-align:center;&amp;quot;&amp;gt;&#039;&#039;&#039;This section or article needs revising.&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Reason:&#039;&#039;&#039; {{{reason|No reason provided.}}}&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;text-align:center;&amp;quot;&amp;gt;The following section or article is out of date and needs to be revised. You can help by [{{fullurl:{{FULLPAGENAME}}|action=edit}} updating it].&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;includeonly&amp;gt;[[Category:Outdated]]&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Usage==&lt;br /&gt;
Adding this template adds the page to the following category: [[:Category:Outdated]]&lt;br /&gt;
&lt;br /&gt;
To add the template to a page simply write:&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#EEEEEE&amp;quot;&lt;br /&gt;
| &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{Needs revision&amp;lt;/nowiki&amp;gt;&amp;lt;br&amp;gt;&amp;lt;nowiki&amp;gt;|reason = The image on this page is out of date.}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
This will give the following result:&lt;br /&gt;
&lt;br /&gt;
{{Needs revision&lt;br /&gt;
|reason = The image on this page is out of date.}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Templates]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>XanderDox</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Template:Outdated&amp;diff=1811</id>
		<title>Template:Outdated</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Template:Outdated&amp;diff=1811"/>
		<updated>2015-05-07T04:51:38Z</updated>

		<summary type="html">&lt;p&gt;XanderDox: 15 revisions: Uploaded because we lack nice templates.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;background-color:#990033;padding:1px; margin-bottom: 1px;color: white&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p style=&amp;quot;text-align:center;&amp;quot;&amp;gt;&#039;&#039;&#039;This section or article is outdated.&#039;&#039;&#039;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;text-align:center;&amp;quot;&amp;gt;This article or section is outdated and the information contained in it should not be relied upon. You can help by [{{fullurl:{{FULLPAGENAME}}|action=edit}} updating it].&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;includeonly&amp;gt;[[Category:Outdated]]&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Usage==&lt;br /&gt;
Adding this template adds the page to the following category: [[:Category:Outdated]]&lt;br /&gt;
&lt;br /&gt;
To add the template to a page simply write:&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#EEEEEE&amp;quot;&lt;br /&gt;
| &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{Outdated}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Templates]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>XanderDox</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Idris_Incorporated&amp;diff=1782</id>
		<title>Idris Incorporated</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Idris_Incorporated&amp;diff=1782"/>
		<updated>2015-05-07T04:33:46Z</updated>

		<summary type="html">&lt;p&gt;XanderDox: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{wip|assign = XanderDox}}&lt;br /&gt;
== Brief Summary ==&lt;br /&gt;
Idris Incorporated is a interstellar corporation/bank that operates primarily out of their HQ in Mendell City, Biesel. The bank was founded as pressure grew for a secure way to store credits and have them transferable across solar-systems. Erin Idris stepped up to the challenge. After starting on Mendell, and initially only servicing Sol and Tau Ceti, Idris got his big break when the Maladaxis family, wealthy business people from Epsilon Eridani, invested over 100 million credits into the bank. The business boomed, and the Idris and Maladaxis family alliance has continued to grow the corporation, and expanded their field of work into the stock market, both families have profited greatly from this and are now both billionaires.&lt;br /&gt;
&lt;br /&gt;
=== Present Day ===&lt;br /&gt;
Now, in 2457 , Idris Incorporated runs the 4th largest bank in the entire Sol Alliance, and are expanding into the field of genetic backup storage (after establishing a contract with Zeng-Hu for the cloning and genetics equipment) and are nearly impenetrable by hackers.&lt;br /&gt;
The bank has begun offering joining bonuses to those who work for major inter-stellar corporations, to draw people away from using the companies own banks (such as NanoTrasen&#039;s Bank) , however they are still in a struggle with NanoTrasen due to it&#039;s large employee base mainly using the companies bank as their method of storing funds, preventing Idris from having a large amount of members, this has caused strained relationships between NanoTrasen and Idris Incorporated.&lt;br /&gt;
&lt;br /&gt;
=== Branches ===&lt;br /&gt;
Idris Incorporated is spread out all across the Union of Sol. Here are the locations of their primary branches.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mendell City, Biesel, Tau Ceti-&#039;&#039;&#039; The Mendell City branch is the companies headquarters, it is a massive building with over 3,000 workers within it. The entire body of corporate officers operates off the topmost floors of this skyscraper.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Executives ===&lt;br /&gt;
Idris Incorporated&#039;s Board of Directors is made up of the executive officers themselves, while strange in practice, this was done to ensure that the Maladaxis and Idris families never lose control over the company.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Owner:&#039;&#039;&#039; Markyus Idris&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Chief Executive Officer:&#039;&#039;&#039; Xalstros Maladaxis&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Chief Financial Officer:&#039;&#039;&#039; Andrea Idris&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Chief Operations Officer:&#039;&#039;&#039; Indytris Maladaxis&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Chief Risk Officer:&#039;&#039;&#039; Verimae Rakael&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Chief Technology/Information Officer:&#039;&#039;&#039; Arthur Curring&amp;lt;br /&amp;gt;&lt;/div&gt;</summary>
		<author><name>XanderDox</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Idris_Incorporated&amp;diff=1781</id>
		<title>Idris Incorporated</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Idris_Incorporated&amp;diff=1781"/>
		<updated>2015-05-07T04:33:20Z</updated>

		<summary type="html">&lt;p&gt;XanderDox: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Brief Summary ==&lt;br /&gt;
Idris Incorporated is a interstellar corporation/bank that operates primarily out of their HQ in Mendell City, Biesel. The bank was founded as pressure grew for a secure way to store credits and have them transferable across solar-systems. Erin Idris stepped up to the challenge. After starting on Mendell, and initially only servicing Sol and Tau Ceti, Idris got his big break when the Maladaxis family, wealthy business people from Epsilon Eridani, invested over 100 million credits into the bank. The business boomed, and the Idris and Maladaxis family alliance has continued to grow the corporation, and expanded their field of work into the stock market, both families have profited greatly from this and are now both billionaires.&lt;br /&gt;
{{wip|assign = XanderDox}}&lt;br /&gt;
=== Present Day ===&lt;br /&gt;
Now, in 2457 , Idris Incorporated runs the 4th largest bank in the entire Sol Alliance, and are expanding into the field of genetic backup storage (after establishing a contract with Zeng-Hu for the cloning and genetics equipment) and are nearly impenetrable by hackers.&lt;br /&gt;
The bank has begun offering joining bonuses to those who work for major inter-stellar corporations, to draw people away from using the companies own banks (such as NanoTrasen&#039;s Bank) , however they are still in a struggle with NanoTrasen due to it&#039;s large employee base mainly using the companies bank as their method of storing funds, preventing Idris from having a large amount of members, this has caused strained relationships between NanoTrasen and Idris Incorporated.&lt;br /&gt;
&lt;br /&gt;
=== Branches ===&lt;br /&gt;
Idris Incorporated is spread out all across the Union of Sol. Here are the locations of their primary branches.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mendell City, Biesel, Tau Ceti-&#039;&#039;&#039; The Mendell City branch is the companies headquarters, it is a massive building with over 3,000 workers within it. The entire body of corporate officers operates off the topmost floors of this skyscraper.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Executives ===&lt;br /&gt;
Idris Incorporated&#039;s Board of Directors is made up of the executive officers themselves, while strange in practice, this was done to ensure that the Maladaxis and Idris families never lose control over the company.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Owner:&#039;&#039;&#039; Markyus Idris&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Chief Executive Officer:&#039;&#039;&#039; Xalstros Maladaxis&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Chief Financial Officer:&#039;&#039;&#039; Andrea Idris&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Chief Operations Officer:&#039;&#039;&#039; Indytris Maladaxis&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Chief Risk Officer:&#039;&#039;&#039; Verimae Rakael&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Chief Technology/Information Officer:&#039;&#039;&#039; Arthur Curring&amp;lt;br /&amp;gt;&lt;/div&gt;</summary>
		<author><name>XanderDox</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Idris_Incorporated&amp;diff=1780</id>
		<title>Idris Incorporated</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Idris_Incorporated&amp;diff=1780"/>
		<updated>2015-05-07T04:24:19Z</updated>

		<summary type="html">&lt;p&gt;XanderDox: /* Executives */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Brief Summary ==&lt;br /&gt;
Idris Incorporated is a interstellar corporation/bank that operates primarily out of their HQ in Mendell City, Biesel. The bank was founded as pressure grew for a secure way to store credits and have them transferable across solar-systems. Erin Idris stepped up to the challenge. After starting on Mendell, and initially only servicing Sol and Tau Ceti, Idris got his big break when the Maladaxis family, wealthy business people from Epsilon Eridani, invested over 100 million credits into the bank. The business boomed, and the Idris and Maladaxis family alliance has continued to grow the corporation, and expanded their field of work into the stock market, both families have profited greatly from this and are now both billionaires.&lt;br /&gt;
&lt;br /&gt;
=== Present Day ===&lt;br /&gt;
Now, in 2457 , Idris Incorporated runs the 4th largest bank in the entire Sol Alliance, and are expanding into the field of genetic backup storage (after establishing a contract with Zeng-Hu for the cloning and genetics equipment) and are nearly impenetrable by hackers.&lt;br /&gt;
The bank has begun offering joining bonuses to those who work for major inter-stellar corporations, to draw people away from using the companies own banks (such as NanoTrasen&#039;s Bank) , however they are still in a struggle with NanoTrasen due to it&#039;s large employee base mainly using the companies bank as their method of storing funds, preventing Idris from having a large amount of members, this has caused strained relationships between NanoTrasen and Idris Incorporated.&lt;br /&gt;
&lt;br /&gt;
=== Executives ===&lt;br /&gt;
Idris Incorporated&#039;s Board of Directors is made up of the executive officers themselves, while strange in practice, this was done to ensure that the Maladaxis and Idris families never lose control over the company.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Owner:&#039;&#039;&#039; Markyus Idris&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Chief Executive Officer:&#039;&#039;&#039; Xalstros Maladaxis&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Chief Financial Officer:&#039;&#039;&#039; Andrea Idris&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Chief Operations Officer:&#039;&#039;&#039; Indytris Maladaxis&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Chief Risk Officer:&#039;&#039;&#039; Verimae Rakael&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Chief Technology/Information Officer:&#039;&#039;&#039; Arthur Curring&amp;lt;br /&amp;gt;&lt;/div&gt;</summary>
		<author><name>XanderDox</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Idris_Incorporated&amp;diff=1779</id>
		<title>Idris Incorporated</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Idris_Incorporated&amp;diff=1779"/>
		<updated>2015-05-07T04:22:56Z</updated>

		<summary type="html">&lt;p&gt;XanderDox: Created page with &amp;quot;== Brief Summary == Idris Incorporated is a interstellar corporation/bank that operates primarily out of their HQ in Mendell City, Biesel. The bank was founded as pressure gre...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Brief Summary ==&lt;br /&gt;
Idris Incorporated is a interstellar corporation/bank that operates primarily out of their HQ in Mendell City, Biesel. The bank was founded as pressure grew for a secure way to store credits and have them transferable across solar-systems. Erin Idris stepped up to the challenge. After starting on Mendell, and initially only servicing Sol and Tau Ceti, Idris got his big break when the Maladaxis family, wealthy business people from Epsilon Eridani, invested over 100 million credits into the bank. The business boomed, and the Idris and Maladaxis family alliance has continued to grow the corporation, and expanded their field of work into the stock market, both families have profited greatly from this and are now both billionaires.&lt;br /&gt;
&lt;br /&gt;
=== Present Day ===&lt;br /&gt;
Now, in 2457 , Idris Incorporated runs the 4th largest bank in the entire Sol Alliance, and are expanding into the field of genetic backup storage (after establishing a contract with Zeng-Hu for the cloning and genetics equipment) and are nearly impenetrable by hackers.&lt;br /&gt;
The bank has begun offering joining bonuses to those who work for major inter-stellar corporations, to draw people away from using the companies own banks (such as NanoTrasen&#039;s Bank) , however they are still in a struggle with NanoTrasen due to it&#039;s large employee base mainly using the companies bank as their method of storing funds, preventing Idris from having a large amount of members, this has caused strained relationships between NanoTrasen and Idris Incorporated.&lt;br /&gt;
&lt;br /&gt;
=== Executives ===&lt;br /&gt;
Idris Incorporated&#039;s Board of Directors is made up of the executive officers themselves, while strange in practice, this was done to ensure that the Maladaxis and Idris families never lose control over the company.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Owner:&#039;&#039;&#039; Markyus Idris&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Chief Executive Officer:&#039;&#039;&#039; Xalstros Maladaxis&lt;br /&gt;
&#039;&#039;&#039;Chief Financial Officer:&#039;&#039;&#039; Andrea Idris&lt;br /&gt;
&#039;&#039;&#039;Chief Operations Officer:&#039;&#039;&#039; Indytris Maladaxis&lt;br /&gt;
&#039;&#039;&#039;Chief Risk Officer:&#039;&#039;&#039; Verimae Rakael&lt;br /&gt;
&#039;&#039;&#039;Chief Technology/Information Officer:&#039;&#039;&#039; Arthur Curring&lt;/div&gt;</summary>
		<author><name>XanderDox</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=New_Player_Lore_Guide&amp;diff=1778</id>
		<title>New Player Lore Guide</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=New_Player_Lore_Guide&amp;diff=1778"/>
		<updated>2015-05-07T03:29:18Z</updated>

		<summary type="html">&lt;p&gt;XanderDox: /* Sol */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{toc_right}}The year is [[Timeline| 2457 CE (Common Era)]], and since the late 21st century, Humanity has been spreading out among the stars. Leaving behind their homeworld of [[Earth]], humans proliferated throughout space, expanding hundreds of light-years in all directions under the banner of the [[Sol Alliance]]. After a century, flourishing cities had been established in nearby systems such as [[Tau Ceti]] and [[Epsilon Eridani]], and in the centuries that would follow, hundreds of systems would fall under the control of humanity. Outposts on Garden worlds became metropolises in the span of decades, entire asteroids and moons were mined out and hostile worlds were terraformed and subdued.&lt;br /&gt;
&lt;br /&gt;
At the end of the 22nd century, the power and influence of the Sol Alliance was at its height, but following the 23rd and 24th centuries the power of humanity&#039;s central government began to wane. Several rebellions and interstellar wars left Earth devastated and the Alliance conceding  independence to its outer-most systems.&lt;br /&gt;
&lt;br /&gt;
In the middle of the prosperity and strife, transtellars have for centuries embarked to make massive profits. The major corporate players had managed to establish a stable, if shaky peace between themselves, with no single corporation able to completely dominate the others. Any semblance of equilibrium between the mega-corps was shattered with NanoTransen&#039;s discovery of the element plasma.&lt;br /&gt;
&lt;br /&gt;
Humanity is not alone in this vast sea of stars. Numerous alien races have been discovered in the past 50 years, some peaceful, some hostile and some just plain weird. The brilliant [[Skrell]], the crafty [[Tajara]], the warlike [[Unathi]] and elegant [[Dionaea]] are but a few of the races of this extremely diverse galaxy. Many more exist, and while most are simply apathetic to humanity, others are openly hostile.&lt;br /&gt;
&lt;br /&gt;
If one thing can be said to unite the various species, it is the drive to control the powerful element plasma, which not only has revitalized space travel but also holds untold capabilities. Humanity, specifically NanoTrasen, has taken control of the vast majority of plasma deposits, drawing the interest of many alien species, extremist cults and even more mysterious forces. Within humanity, a divide has begun to form: What is NanoTrasen&#039;s role not just economically but in human society? Are they the benevolent corporation that keeps the engine of human interstellar civilization alive or are they the greedy suits dedicated to manipulating galactic society through their stranglehold on the plasma market?&lt;br /&gt;
&lt;br /&gt;
Recently the Syndicate has emerged as an organization dedicated to stopping NanoTrasen. Decentralized, secretive and efficient, the Syndicate has attacked NanoTrasen installations, mining outposts and personnel. Some decry them as terrorists, others see them as the only force with a chance to overthrown NanoTrasen.&lt;br /&gt;
&lt;br /&gt;
This age is one of &#039;&#039;&#039;progress&#039;&#039;&#039;, &#039;&#039;&#039;war&#039;&#039;&#039;, and &#039;&#039;&#039;greed&#039;&#039;&#039;. It is the &#039;&#039;&#039;Age of Mankind&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Your Workplace==&lt;br /&gt;
&lt;br /&gt;
Welcome to [[Tau Ceti]], a star system approximately 12 light-years away from [[Sol]], under the joint control of the [[Republic of Biesel]] and the trans-stellar corporate conglomerate [[Nanotrasen Corporation|Nanotrasen]]. You have been assigned to work aboard the [[NSS Aurora]], a state-of-the-art research and mining facility orbiting Tau Ceti within the Romanovich Cloud at the very edge of the system. Even after several centuries of being inhabited by human colonists, and flourishing into a central trade hub for human space, the edge of Tau Ceti is still considered to be a frontier of sorts, as are the outer areas of most other star systems.&lt;br /&gt;
&lt;br /&gt;
After the discovery of a substance known as [[Plasma]] in this system, Nanotrasen quickly established a monopoly that granted them control over Humanity&#039;s fuel source and established them as the most powerful corporation in human space.&lt;br /&gt;
&lt;br /&gt;
==The Economy==&lt;br /&gt;
&lt;br /&gt;
The most common currency in human space is the [[Economy| Standard Credit]], originally issued by the Sol Alliance in the early 22nd century. Despite the decline of the Sol Alliance, the Standard Credit remains the reserve currency of many polities, and it is accepted on most worlds throughout human space. The Standard Credit is represented by &#039;&#039;&#039;cr&#039;&#039;&#039; (e.g. 5,000 cr).&lt;br /&gt;
&lt;br /&gt;
==Known Space==&lt;br /&gt;
===Sol===&lt;br /&gt;
The home system of humanity, Sol is by far the most populated and, arguably, the most developed system in human space. It has seen great scientific process, prosperity and counties development by also great atrocities and suffering.&lt;br /&gt;
&lt;br /&gt;
At the end of the Second Sol Alliance Civil War, The Sol system was left in ruins. It has slowly rebuilt itself over the past century and is considered more or less rebuilt. Earth occupies a place of prestige as humanity&#039;s homeworld and also as a world that is able to support a massive population with innovative, sustainable resource technologies. Luna has become something of a mishmash of galactic society: glittering skyscrapers within pressurized biodomes butt up awkwardly against walled off slums housing the descendants of Earth-refugees. Mars has seen small scale terraforming efforts take hold, with patches of the planet possessing a breathable atmosphere. Mars is still dotted with century old ruins, a consequence of resources forcibly diverted to the Earth recovery effort decades ago.&lt;br /&gt;
&lt;br /&gt;
The administrative center of the Sol Alliance is Nova Concordia, in orbit around Mars. Built to replace the destroyed New Eden station, Nova Concordia is the seat of the Sol Alliance government. Mars is divided into mostly self-governing provinces, while Luna has been directly administered by an elected Sol Alliance representative. Earth is still divided among nation-states, but all are ultimately subject to the Sol Alliance. In practice, most Earth nations are autonomous, with the Alliance only rarely stepping in to resolve severe international disputes.&lt;br /&gt;
&lt;br /&gt;
===Inner Colonies===&lt;br /&gt;
Also known as the Inner Sphere. The inner colonies lie within 100 lightyears of Sol. The inner sphere is home to 27 billion people, with 160 systems with at least 100,000 permanent residents. Six of these systems (including Sol) have populations exceeding one billion. Inner Colonies are the oldest in human space, typically between 200 and 350 years old. These worlds form the heartland of the Sol Alliance and are the technological and economic hub of human space, with endless streams of trade ships flowing through the Warp Gates connecting the most developed systems. Following the Holocaust of 2316, refugees from earth founded colonies in several uninhabited Red Dwarf systems and on the outskirts of many of the more developed systems.&lt;br /&gt;
&lt;br /&gt;
Life here is the best in human space. Much of the population lives in relative comfort, although the average wage tends to be lower than that of the middle and some outer colonies. Towering arcologies, massive city-stations, and great multi-tiered metropolises which can reach over a kilometer tall can be found on the most populated of these systems. The Inner Colonies are home to the greatest cultural diversity in human space, with distinct colonial identities in many of the older systems, and several hundred spoken languages. The average lifespan ranges from 210-250.&lt;br /&gt;
&lt;br /&gt;
===Mid Colonies===&lt;br /&gt;
Also known as the Mid Sphere. The Mid Colonies lie between 100 and 200 lightyears from Sol. The mid sphere has a combined population of 14 billion, and contains 213 systems with at least 100,000 permanent residents. Three of these systems have populations of at least a billion. Colonies here are typically 100 to 200 years old. The Sol Alliance remains the dominant power in this region of space, primarily through the use of client states. Following the Great War, several of the larger colonies declared independence. These Independent Powers continue to encroach upon the margins of Sol Alliance space.&lt;br /&gt;
&lt;br /&gt;
Life here is good, though not quite as nice as in the inner colonies. Metropolises and mega-cities are a rarer site here than in the Inner Colonies, infrastructure tends to be less developed and the lack of direct access to the Warp Gate system means trading is more expensive. Inhabitants of the mid colonies are more likely to be skeptical of the Sol Alliance, resenting the control the inner colonies exert over the Alliance. The mid colonies are widely considered to be the edge of &amp;quot;developed&amp;quot; space, much to the consternation of the inhabitants of the outer colonies. The average lifespan here generally ranges from 190-230.&lt;br /&gt;
&lt;br /&gt;
===Outer Colonies===&lt;br /&gt;
Also known as the Outer Sphere. The Outer Colonies lie between 200 and 300 lightyears from Sol. The outer sphere is home to 3 billion people and contains about 310 systems with at least 100,000 permanent residents. New colonies are still regularly founded in this sphere, and most settlements are less than 100 years old. These worlds lie beyond the reach of the Sol Alliance. Instead, the majority of the Outer Sphere is divided into a number of multi-system polities, generally aligned with one of the Great Powers.&lt;br /&gt;
&lt;br /&gt;
Life here is harder than in the Mid colonies, though many see independence from the Sol Alliance as being worth the price. People here generally live in towns and cities of around 5,000-50,000 people. The &#039;Spacer&#039; culture is especially strong in the Outer Colonies as countless migrants mine the asteroid belts in search of fortune. Millions of Outer Colonials live in simple orbitals, many relying on centrifugal force rather than gravity generators. Technology is generally a decade or two behind that of the inner and mid colonies. The average lifespan here ranges from 160-200.&lt;br /&gt;
&lt;br /&gt;
===Frontier===&lt;br /&gt;
The Frontier consists of all space more than 300 lightyears away from Sol; it is the very edge of known space. Frontier space contains at least 50 inhabited systems with an estimated, combined population of 500 million, although these numbers are extremely difficult to determine. The affairs of the Inner and Middle Colonies are nearly irrelevant to these hard-spun settlers, although many remain resentful. People are often forced to make do with equipment decades or even a century behind that of the inner worlds. The largest political entities are a few united systems, but most &#039;governments&#039; are confined to a planet or city-state. &#039;Frontiersmen are born in a hardsuit&#039;, so the saying goes, and live or die by their skill and luck. Life is harsh and comparatively short here, with life spans ranging from 130-180. Those that do survive can often attain extensive technical knowledge. Here you will find the outsiders of Human (and alien) society; cults, fanatics, Earth supremacists, political exiles, outlaws, rogue AI’s, and radical exhumans.&lt;br /&gt;
&lt;br /&gt;
==Main Spacefaring Races==&lt;br /&gt;
&lt;br /&gt;
===Humanity===&lt;br /&gt;
&lt;br /&gt;
[[image:Human_fem.png]][[image:Human_Male.png]]&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Home System:&#039;&#039;&#039; [[Sol]]&lt;br /&gt;
*&#039;&#039;&#039;Homeworld:&#039;&#039;&#039; [[Earth]]&lt;br /&gt;
*&#039;&#039;&#039;Majority Languages:&#039;&#039;&#039; Tau Ceti Basic, Sol Common&lt;br /&gt;
*&#039;&#039;&#039;Major Political Entities:&#039;&#039;&#039; [[Sol Alliance]], [[Republic of Biesel]], [[Eridani Federation|Eridani Corporate Federation]]&lt;br /&gt;
&lt;br /&gt;
&#039;Homo Sapiens&#039;, or as they&#039;re more commonly known, Humans, are the most prevalent species in known space. Collectively, they have more territory under their control than all other known species combined. Most trans-stellar corporations and conglomerates are owned and staffed by humans, giving them significant economic pull in the galactic community.&lt;br /&gt;
&lt;br /&gt;
However, despite their collective achievements, humans are fractured into hundreds of independent factions, severely limiting their ability to organize as a species. Additionally, ideological differences further deteriorate relations between human factions.&lt;br /&gt;
&lt;br /&gt;
Highly advanced technologically, humans are one of several known races to independently achieve viable, interstellar space flight.&lt;br /&gt;
&lt;br /&gt;
===Skrell===&lt;br /&gt;
&lt;br /&gt;
[[image:Skrell_Fem.png]][[image:Skrell_Male.png]]&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Home System:&#039;&#039;&#039; [[Skrell| Jargon (Nralakk)]]&lt;br /&gt;
*&#039;&#039;&#039;Homeworld:&#039;&#039;&#039; [[Skrell| Jargon IV(Qerrbalak)]]&lt;br /&gt;
*&#039;&#039;&#039;Majority Languages:&#039;&#039;&#039; Skrellian, Tau Ceti Basic&lt;br /&gt;
*&#039;&#039;&#039;Major Political Entities:&#039;&#039;&#039; Jargon Federation‏&lt;br /&gt;
&lt;br /&gt;
An amphibious species whose passion lies in the field of the combined sciences, the [[Skrell]] are the oldest and most advanced species present on the galactic stage. The Skrell evolved on a planet covered in vast swamps and freshwater seas, hence their amphibious qualities, such as moist, pliant and nearly translucent skin, as well as their vestigial gill slits.&lt;br /&gt;
&lt;br /&gt;
Skrell are largely asexual, with most seeing reproduction as a process necessary to continue their lineage and nothing more.&lt;br /&gt;
&lt;br /&gt;
While humanity has largely overtaken the Skrell in the area of system colonization, the Skrell maintain a strong confederation 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.&lt;br /&gt;
&lt;br /&gt;
===Unathi===&lt;br /&gt;
&lt;br /&gt;
[[image:Unathi_fem.png]][[image:Unathi_Male.png]]&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Home System:&#039;&#039;&#039; [[Unathi| Uueoa-Esa]]&lt;br /&gt;
*&#039;&#039;&#039;Homeworld:&#039;&#039;&#039; [[Unathi| Moghes]]&lt;br /&gt;
*&#039;&#039;&#039;Majority Languages:&#039;&#039;&#039; Sinta Unathi&lt;br /&gt;
*&#039;&#039;&#039;Major Political Entities:&#039;&#039;&#039; Izweski Nation&lt;br /&gt;
&lt;br /&gt;
The Unathi Race is a highly honorbond and clan based spieces. Unathi hail from their homeworld of Moghes and their colony planet Ouere.&lt;br /&gt;
&lt;br /&gt;
Moghean Unathi have regressed to a feudal system of life after the brutal Contact War in 2439, and the planet Ouere is ruled by a colonial administration of the Sol Alliance and Skrellian Alliance. Moghean culture has strict gender guidelines which are well defined, and breaking them is highly taboo.&lt;br /&gt;
&lt;br /&gt;
Ouerean Unathi number in the high thousands, and are ruled by humans and skrell who funded their initial colonizing of this new world. While the society is more lax, unathi stubbornness prevents true reform from taking place.&lt;br /&gt;
&lt;br /&gt;
===Tajara===&lt;br /&gt;
&lt;br /&gt;
[[image:Tajara_fem.png]][[image:Tajara_Male.png]]&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Home System:&#039;&#039;&#039; [[Tajara| S&#039;rand&#039;marr]]&lt;br /&gt;
*&#039;&#039;&#039;Homeworld:&#039;&#039;&#039; [[Tajara| Adhomai]]&lt;br /&gt;
*&#039;&#039;&#039;Majority Languages:&#039;&#039;&#039; Siik&#039;maas, Siik&#039;Tajir&lt;br /&gt;
*&#039;&#039;&#039;Major Political Entities:&#039;&#039;&#039; People&#039;s Republic of Adhomai&lt;br /&gt;
&lt;br /&gt;
The Tajaran are a feline race, and the most recent to make an appearance on the galactic stage. They are also the second most populous species in known space, behind humans in terms of population. Most of their early history is a story of indentured servitude to their own people, having been governed by a oligarchy composed of blood line rulers.. Approximately two years after they were discovered by humans, they revolted against the ruling class and successfully claimed their independence.&lt;br /&gt;
&lt;br /&gt;
===Dionaea===&lt;br /&gt;
&lt;br /&gt;
[[image:Dionaea.png]]&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Home System:&#039;&#039;&#039; Epsilon Ursae Minoris&lt;br /&gt;
*&#039;&#039;&#039;Homeworld:&#039;&#039;&#039; N/A&lt;br /&gt;
*&#039;&#039;&#039;Majority Languages:&#039;&#039;&#039; N/A&lt;br /&gt;
*&#039;&#039;&#039;Major Political Entities:&#039;&#039;&#039; N/A&lt;br /&gt;
&lt;br /&gt;
The [[Dionaea]] are a peaceful, plantlike race that were discovered by the Skrell in 2294 CE. Each individual dionaea is in fact an amalgamation of millions of smaller organisms operating as a single unit. Gentle and even-tempered, the Dionaea have no official government and have no military force to speak of. They possess good relations with the governments of most other sentient species.&lt;br /&gt;
&lt;br /&gt;
===Vaurca===&lt;br /&gt;
&lt;br /&gt;
[[image:vaurca.png]]&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Home System:&#039;&#039;&#039; Sedantis (Sc&#039;theth&#039;stak, &amp;quot;Blinding Light.&amp;quot;)&lt;br /&gt;
*&#039;&#039;&#039;Homeworld:&#039;&#039;&#039; Sedantis I (Vaur&#039;avek&#039;uyit, &amp;quot;Home.&amp;quot;)&lt;br /&gt;
*&#039;&#039;&#039;Majority Languages:&#039;&#039;&#039; Vaurcese, Zo&#039;rane, K&#039;laxane.&lt;br /&gt;
*&#039;&#039;&#039;Major Political Entities:&#039;&#039;&#039; Zo&#039;ra Hive, K&#039;lax Hive.&lt;br /&gt;
&lt;br /&gt;
The bipedal, insetoid-like creatures hailing from the moon known as Sedantis I, [[Vaurca]] (Vore-Kah, Vaurca in singular term and Vaurcae in multiple), were discovered after the first Hive-Ship contact in human space, December 21, 2456. They have a complex caste system based on three types, and most even lack sentience. Although barely tolerated on Tau Ceti stations (mostly owned by NanoTrasen) many have found homes on Biesel or New Gibson, whether in isolated and concentrated camps, or actual houses. The Hives themselves are divided, and constantly warring. The largest, and most common hive is the Zo&#039;ra Hive.&lt;br /&gt;
&lt;br /&gt;
===IPC===&lt;br /&gt;
&lt;br /&gt;
[[image:IPC.png]]&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Home System:&#039;&#039;&#039; N/A&lt;br /&gt;
*&#039;&#039;&#039;Homeworld:&#039;&#039;&#039; N/A&lt;br /&gt;
*&#039;&#039;&#039;Majority Languages:&#039;&#039;&#039; N/A&lt;br /&gt;
*&#039;&#039;&#039;Major Political Entities:&#039;&#039;&#039; N/A&lt;br /&gt;
&lt;br /&gt;
An [[IPC| Integrated Positronic Chassis]], or IPC, is an positronic artificial intelligence inside a bipedal, humanoid frame, that has amassed enough currency to purchase its own freedom from its owners. The existence of IPCs is still a highly inflammatory subject, and as of yet, they lack the basic rights that members of most organic races possess. While gender neutral, individual intelligences may develop personality quirks to further their &amp;quot;uniqueness.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Vox===&lt;br /&gt;
&lt;br /&gt;
[[image:Vox Lineup.jpg]]&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Home System:&#039;&#039;&#039; Unknown&lt;br /&gt;
*&#039;&#039;&#039;Homeworld:&#039;&#039;&#039; Unknown&lt;br /&gt;
*&#039;&#039;&#039;Majority Languages:&#039;&#039;&#039; Tau Ceti Basic, Vox Standard&lt;br /&gt;
*&#039;&#039;&#039;Major Political Entities:&#039;&#039;&#039; Unknown&lt;br /&gt;
&lt;br /&gt;
A coalition of several different species and subspecies of avian aliens, the [[Vox]] are known throughout civilized space. They are usually in the role of raiders or swindlers. While most other sentient races have some individuals that turn to a life of piracy, it seems that with the Vox, piracy and theft are important aspects to their culture. They raid shipping convoys and newly established colonies for resources, before retreating back into interstellar space, where most governments do not have the jurisdiction, nor the military power to pursue them. Not much is known about the Vox, despite their ubiquity in known space. Despite the average Vox not being extremely intelligent, extreme caution is still advised if one is encountered.&lt;br /&gt;
&lt;br /&gt;
==Governing Entities==&lt;br /&gt;
&lt;br /&gt;
===Trans-stellar Corporations===&lt;br /&gt;
&lt;br /&gt;
The massive corporations, uniquely human entities,  rose to prominence during the advent of space travel, allowing entire planets to be claimed as corporate assets. Trans-stellar corporations normally cooperate with local governments and frontier colonies to establish trade agreements and gain the rights to utilize certain resources. Extremely powerful, most have established their own colonies and exert power over them like any regional government would. Trans-stellar corporations usually employ private military contractors and security consultants to police the areas under their control.&lt;br /&gt;
&lt;br /&gt;
There are a number of major trans-stellars, almost all of which are owned by humans. The eight major ones in human space, going in order from largest to smallest, are the [[Nanotrasen Corporation| Nanotrasen Corporate Conglomerate]], Osiris Atmospherics, [[Einstein Engines]], [[Zeng-Hu Pharmaceuticals]], [[Hephaestus Industries]], and Eridani NanoTech.&lt;br /&gt;
&lt;br /&gt;
Not everyone was in favor of the formation of trans-stellar megacorporations, and many smaller companies [[The Syndicate| allied themselves against them]]. However, these alliances were met with stunning and repeated failures, and by the end of the 23rd century, they had collapsed due to economic ruin and internal intrigue.&lt;br /&gt;
&lt;br /&gt;
===Minor Human Factions===&lt;br /&gt;
&lt;br /&gt;
These are former colony worlds that declared independence from the Sol Alliance. As the Alliance&#039;s influence has waned over the centuries,, many of these flourished and grew in power, often laying claim to the entirety of their star system. However, not every nation gets along with its neighbors, and sometimes interstellar war can occur between two independent states, just as conventional war happened on Earth up to the late 21st century. These groups include (but are not limited to) the [[Republic of Elyra]], Republic of Biesel, and the Eridani Federation  &lt;br /&gt;
&lt;br /&gt;
The [[Warriors of Thanatos]] can be considered an independent system due to their size and prevalence, but as of yet do not fully control a star system.&lt;br /&gt;
&lt;br /&gt;
===Sol Alliance===&lt;br /&gt;
&lt;br /&gt;
Once the central government of a unified Humanity, the [[Sol Alliance]] is now a shadow of its former glory. Reduced to the human home system of Sol and the inner and mid colonies surrounding it, the Alliance has lost authority over a significant portion of humanity. While most transtellars publicly support the Alliance, and many of their corporate profits flow back into the Inner-colonies, some wonder at what point will these megacorporations start threatening (or outright buying) the weakened Alliance. Nanotrasen has gone so far as to establish a foothold within the center of Alliance space, a move some are calling a bloodless coup.&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category: Lore]]&lt;/div&gt;</summary>
		<author><name>XanderDox</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=New_Player_Lore_Guide&amp;diff=1771</id>
		<title>New Player Lore Guide</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=New_Player_Lore_Guide&amp;diff=1771"/>
		<updated>2015-05-06T02:45:46Z</updated>

		<summary type="html">&lt;p&gt;XanderDox: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{toc_right}}The year is [[Timeline| 2457 CE (Common Era)]], and since the late 21st century, Humanity has been spreading out among the stars. Leaving behind their homeworld of [[Earth]], humans proliferated throughout space, expanding hundreds of light-years in all directions under the banner of the [[Sol Alliance]]. After a century, flourishing cities had been established in nearby systems such as [[Tau Ceti]] and [[Epsilon Eridani]], and in the centuries that would follow, hundreds of systems would fall under the control of humanity. Outposts on Garden worlds became metropolises in the span of decades, entire asteroids and moons were mined out and hostile worlds were terraformed and subdued.&lt;br /&gt;
&lt;br /&gt;
At the end of the 22nd century, the power and influence of the Sol Alliance was at its height, but following the 23rd and 24th centuries the power of humanity&#039;s central government began to wane. Several rebellions and interstellar wars left Earth devastated and the Alliance conceding  independence to its outer-most systems.&lt;br /&gt;
&lt;br /&gt;
In the middle of the prosperity and strife, transtellars have for centuries embarked to make massive profits. The major corporate players had managed to establish a stable, if shaky peace between themselves, with no single corporation able to completely dominate the others. Any semblance of equilibrium between the mega-corps was shattered with NanoTransen&#039;s discovery of the element plasma.&lt;br /&gt;
&lt;br /&gt;
Humanity is not alone in this vast sea of stars. Numerous alien races have been discovered in the past 50 years, some peaceful, some hostile and some just plain weird. The brilliant [[Skrell]], the crafty [[Tajara]], the warlike [[Unathi]] and elegant [[Dionaea]] are but a few of the races of this extremely diverse galaxy. Many more exist, and while most are simply apathetic to humanity, others are openly hostile.&lt;br /&gt;
&lt;br /&gt;
If one thing can be said to unite the various species, it is the drive to control the powerful element plasma, which not only has revitalized space travel but also holds untold capabilities. Humanity, specifically NanoTrasen, has taken control of the vast majority of plasma deposits, drawing the interest of many alien species, extremist cults and even more mysterious forces. Within humanity, a divide has begun to form: What is NanoTrasen&#039;s role not just economically but in human society? Are they the benevolent corporation that keeps the engine of human interstellar civilization alive or are they the greedy suits dedicated to manipulating galactic society through their stranglehold on the plasma market?&lt;br /&gt;
&lt;br /&gt;
Recently the Syndicate has emerged as an organization dedicated to stopping NanoTrasen. Decentralized, secretive and efficient, the Syndicate has attacked NanoTrasen installations, mining outposts and personnel. Some decry them as terrorists, others see them as the only force with a chance to overthrown NanoTrasen.&lt;br /&gt;
&lt;br /&gt;
This age is one of &#039;&#039;&#039;progress&#039;&#039;&#039;, &#039;&#039;&#039;war&#039;&#039;&#039;, and &#039;&#039;&#039;greed&#039;&#039;&#039;. It is the &#039;&#039;&#039;Age of Mankind&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Your Workplace==&lt;br /&gt;
&lt;br /&gt;
Welcome to [[Tau Ceti]], a star system approximately 12 light-years away from [[Sol]], under the joint control of the [[Republic of Biesel]] and the trans-stellar corporate conglomerate [[Nanotrasen Corporation|Nanotrasen]]. You have been assigned to work aboard the [[NSS Aurora]], a state-of-the-art research and mining facility orbiting Tau Ceti within the Romanovich Cloud at the very edge of the system. Even after several centuries of being inhabited by human colonists, and flourishing into a central trade hub for human space, the edge of Tau Ceti is still considered to be a frontier of sorts, as are the outer areas of most other star systems.&lt;br /&gt;
&lt;br /&gt;
After the discovery of a substance known as [[Plasma]] in this system, Nanotrasen quickly established a monopoly that granted them control over Humanity&#039;s fuel source and established them as the most powerful corporation in human space.&lt;br /&gt;
&lt;br /&gt;
==The Economy==&lt;br /&gt;
&lt;br /&gt;
The most common currency in human space is the [[Economy| Standard Credit]], originally issued by the Sol Alliance in the early 22nd century. Despite the decline of the Sol Alliance, the Standard Credit remains the reserve currency of many polities, and it is accepted on most worlds throughout human space. The Standard Credit is represented by &#039;&#039;&#039;cr&#039;&#039;&#039; (e.g. 5,000 cr).&lt;br /&gt;
&lt;br /&gt;
==Known Space==&lt;br /&gt;
===Sol===&lt;br /&gt;
The home system of humanity, Sol is by far the most populated and, arguably, the most developed system in human space. It has seen great scientific process, prosperity and counties development by also great atrocities and suffering.&lt;br /&gt;
&lt;br /&gt;
At the end of the Second Sol Alliance Civil War, The Sol system was left in ruins. It has slowly rebuilt itself over the past century and is joe considered more or less rebuilt. Earth occupies a place of prestige as humanity&#039;s homeworld and also as a world that is able to support a massive population with innovative, sustainable resource technologies. Luna has become something of a mishmash of galactic society: glittering skyscrapers within pressurized biodomes butt up awkwardly against walled off slums housing the descendants of Earth-refugees. Mars has seen small scale terraforming efforts take hold, with patches of the planet possessing a breathable atmosphere. Mars is still dotted with century old ruins, a consequence of resources forcibly diverted to the Earth recovery effort decades ago.&lt;br /&gt;
&lt;br /&gt;
The administrative center of the Sol Alliance is Nova Concordia, in orbit around Mars. Built to replace the destroyed New Eden station, Nova Concordia is the seat of the Sol Alliance government. Mars is divided into mostly self-governing provinces, while Luna has been directly administered by an elected Sol Alliance representative. Earth is still divided among nation-states, but all are ultimately subject to the Sol Alliance. In practice, most Earth nations are autonomous, with the Alliance only rarely stepping in to resolve severe international disputes.&lt;br /&gt;
&lt;br /&gt;
===Inner Colonies===&lt;br /&gt;
Also known as the Inner Sphere. The inner colonies lie within 100 lightyears of Sol. The inner sphere is home to 27 billion people, with 160 systems with at least 100,000 permanent residents. Six of these systems (including Sol) have populations exceeding one billion. Inner Colonies are the oldest in human space, typically between 200 and 350 years old. These worlds form the heartland of the Sol Alliance and are the technological and economic hub of human space, with endless streams of trade ships flowing through the Warp Gates connecting the most developed systems. Following the Holocaust of 2316, refugees from earth founded colonies in several uninhabited Red Dwarf systems and on the outskirts of many of the more developed systems.&lt;br /&gt;
&lt;br /&gt;
Life here is the best in human space. Much of the population lives in relative comfort, although the average wage tends to be lower than that of the middle and some outer colonies. Towering arcologies, massive city-stations, and great multi-tiered metropolises which can reach over a kilometer tall can be found on the most populated of these systems. The Inner Colonies are home to the greatest cultural diversity in human space, with distinct colonial identities in many of the older systems, and several hundred spoken languages. The average lifespan ranges from 210-250.&lt;br /&gt;
&lt;br /&gt;
===Mid Colonies===&lt;br /&gt;
Also known as the Mid Sphere. The Mid Colonies lie between 100 and 200 lightyears from Sol. The mid sphere has a combined population of 14 billion, and contains 213 systems with at least 100,000 permanent residents. Three of these systems have populations of at least a billion. Colonies here are typically 100 to 200 years old. The Sol Alliance remains the dominant power in this region of space, primarily through the use of client states. Following the Great War, several of the larger colonies declared independence. These Independent Powers continue to encroach upon the margins of Sol Alliance space.&lt;br /&gt;
&lt;br /&gt;
Life here is good, though not quite as nice as in the inner colonies. Metropolises and mega-cities are a rarer site here than in the Inner Colonies, infrastructure tends to be less developed and the lack of direct access to the Warp Gate system means trading is more expensive. Inhabitants of the mid colonies are more likely to be skeptical of the Sol Alliance, resenting the control the inner colonies exert over the Alliance. The mid colonies are widely considered to be the edge of &amp;quot;developed&amp;quot; space, much to the consternation of the inhabitants of the outer colonies. The average lifespan here generally ranges from 190-230.&lt;br /&gt;
&lt;br /&gt;
===Outer Colonies===&lt;br /&gt;
Also known as the Outer Sphere. The Outer Colonies lie between 200 and 300 lightyears from Sol. The outer sphere is home to 3 billion people and contains about 310 systems with at least 100,000 permanent residents. New colonies are still regularly founded in this sphere, and most settlements are less than 100 years old. These worlds lie beyond the reach of the Sol Alliance. Instead, the majority of the Outer Sphere is divided into a number of multi-system polities, generally aligned with one of the Great Powers.&lt;br /&gt;
&lt;br /&gt;
Life here is harder than in the Mid colonies, though many see independence from the Sol Alliance as being worth the price. People here generally live in towns and cities of around 5,000-50,000 people. The &#039;Spacer&#039; culture is especially strong in the Outer Colonies as countless migrants mine the asteroid belts in search of fortune. Millions of Outer Colonials live in simple orbitals, many relying on centrifugal force rather than gravity generators. Technology is generally a decade or two behind that of the inner and mid colonies. The average lifespan here ranges from 160-200.&lt;br /&gt;
&lt;br /&gt;
===Frontier===&lt;br /&gt;
The Frontier consists of all space more than 300 lightyears away from Sol; it is the very edge of known space. Frontier space contains at least 50 inhabited systems with an estimated, combined population of 500 million, although these numbers are extremely difficult to determine. The affairs of the Inner and Middle Colonies are nearly irrelevant to these hard-spun settlers, although many remain resentful. People are often forced to make do with equipment decades or even a century behind that of the inner worlds. The largest political entities are a few united systems, but most &#039;governments&#039; are confined to a planet or city-state. &#039;Frontiersmen are born in a hardsuit&#039;, so the saying goes, and live or die by their skill and luck. Life is harsh and comparatively short here, with life spans ranging from 130-180. Those that do survive can often attain extensive technical knowledge. Here you will find the outsiders of Human (and alien) society; cults, fanatics, Earth supremacists, political exiles, outlaws, rogue AI’s, and radical exhumans.&lt;br /&gt;
&lt;br /&gt;
==Main Spacefaring Races==&lt;br /&gt;
&lt;br /&gt;
===Humanity===&lt;br /&gt;
&lt;br /&gt;
[[image:Human_fem.png]][[image:Human_Male.png]]&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Home System:&#039;&#039;&#039; [[Sol]]&lt;br /&gt;
*&#039;&#039;&#039;Homeworld:&#039;&#039;&#039; [[Earth]]&lt;br /&gt;
*&#039;&#039;&#039;Majority Languages:&#039;&#039;&#039; Tau Ceti Basic, Sol Common&lt;br /&gt;
*&#039;&#039;&#039;Major Political Entities:&#039;&#039;&#039; [[Sol Alliance]], [[Republic of Biesel]], [[Eridani Federation|Eridani Corporate Federation]]&lt;br /&gt;
&lt;br /&gt;
&#039;Homo Sapiens&#039;, or as they&#039;re more commonly known, Humans, are the most prevalent species in known space. Collectively, they have more territory under their control than all other known species combined. Most trans-stellar corporations and conglomerates are owned and staffed by humans, giving them significant economic pull in the galactic community.&lt;br /&gt;
&lt;br /&gt;
However, despite their collective achievements, humans are fractured into hundreds of independent factions, severely limiting their ability to organize as a species. Additionally, ideological differences further deteriorate relations between human factions.&lt;br /&gt;
&lt;br /&gt;
Highly advanced technologically, humans are one of several known races to independently achieve viable, interstellar space flight.&lt;br /&gt;
&lt;br /&gt;
===Skrell===&lt;br /&gt;
&lt;br /&gt;
[[image:Skrell_Fem.png]][[image:Skrell_Male.png]]&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Home System:&#039;&#039;&#039; [[Skrell| Jargon (Nralakk)]]&lt;br /&gt;
*&#039;&#039;&#039;Homeworld:&#039;&#039;&#039; [[Skrell| Jargon IV(Qerrbalak)]]&lt;br /&gt;
*&#039;&#039;&#039;Majority Languages:&#039;&#039;&#039; Skrellian, Tau Ceti Basic&lt;br /&gt;
*&#039;&#039;&#039;Major Political Entities:&#039;&#039;&#039; Skrellian Alliance&lt;br /&gt;
&lt;br /&gt;
An amphibious species whose passion lies in the field of the combined sciences, the [[Skrell]] are the oldest and most advanced species present on the galactic stage. The Skrell evolved on a planet covered in vast swamps and freshwater seas, hence their amphibious qualities, such as moist, pliant and nearly translucent skin, as well as their vestigial gill slits.&lt;br /&gt;
&lt;br /&gt;
Skrell are largely asexual, with most seeing reproduction as a process necessary to continue their lineage and nothing more.&lt;br /&gt;
&lt;br /&gt;
While humanity has largely overtaken the Skrell in the area of system colonization, the Skrell maintain a strong confederation 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.&lt;br /&gt;
&lt;br /&gt;
===Unathi===&lt;br /&gt;
&lt;br /&gt;
[[image:Unathi_fem.png]][[image:Unathi_Male.png]]&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Home System:&#039;&#039;&#039; [[Unathi| Uueoa-Esa]]&lt;br /&gt;
*&#039;&#039;&#039;Homeworld:&#039;&#039;&#039; [[Unathi| Moghes]]&lt;br /&gt;
*&#039;&#039;&#039;Majority Languages:&#039;&#039;&#039; Sinta Unathi&lt;br /&gt;
*&#039;&#039;&#039;Major Political Entities:&#039;&#039;&#039; Izweski Nation&lt;br /&gt;
&lt;br /&gt;
The Unathi Race is a highly honorbond and clan based spieces. Unathi hail from their homeworld of Moghes and their colony planet Ouere.&lt;br /&gt;
&lt;br /&gt;
Moghean Unathi have regressed to a feudal system of life after the brutal Contact War in 2439, and the planet Ouere is ruled by a colonial administration of the Sol Alliance and Skrellian Alliance. Moghean culture has strict gender guidelines which are well defined, and breaking them is highly taboo.&lt;br /&gt;
&lt;br /&gt;
Ouerean Unathi number in the high thousands, and are ruled by humans and skrell who funded their initial colonizing of this new world. While the society is more lax, unathi stubbornness prevents true reform from taking place.&lt;br /&gt;
&lt;br /&gt;
===Tajara===&lt;br /&gt;
&lt;br /&gt;
[[image:Tajara_fem.png]][[image:Tajara_Male.png]]&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Home System:&#039;&#039;&#039; [[Tajara| S&#039;rand&#039;marr]]&lt;br /&gt;
*&#039;&#039;&#039;Homeworld:&#039;&#039;&#039; [[Tajara| Adhomai]]&lt;br /&gt;
*&#039;&#039;&#039;Majority Languages:&#039;&#039;&#039; Siik&#039;maas, Siik&#039;Tajir&lt;br /&gt;
*&#039;&#039;&#039;Major Political Entities:&#039;&#039;&#039; People&#039;s Republic of Adhomai&lt;br /&gt;
&lt;br /&gt;
The Tajaran are a feline race, and the most recent to make an appearance on the galactic stage. They are also the second most populous species in known space, behind humans in terms of population. Most of their early history is a story of indentured servitude to their own people, having been governed by a oligarchy composed of blood line rulers.. Approximately two years after they were discovered by humans, they revolted against the ruling class and successfully claimed their independence.&lt;br /&gt;
&lt;br /&gt;
===Dionaea===&lt;br /&gt;
&lt;br /&gt;
[[image:Dionaea.png]]&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Home System:&#039;&#039;&#039; Epsilon Ursae Minoris&lt;br /&gt;
*&#039;&#039;&#039;Homeworld:&#039;&#039;&#039; N/A&lt;br /&gt;
*&#039;&#039;&#039;Majority Languages:&#039;&#039;&#039; N/A&lt;br /&gt;
*&#039;&#039;&#039;Major Political Entities:&#039;&#039;&#039; N/A&lt;br /&gt;
&lt;br /&gt;
The [[Dionaea]] are a peaceful, plantlike race that were discovered by the Skrell in 2294 CE. Each individual dionaea is in fact an amalgamation of millions of smaller organisms operating as a single unit. Gentle and even-tempered, the Dionaea have no official government and have no military force to speak of. They possess good relations with the governments of most other sentient species.&lt;br /&gt;
&lt;br /&gt;
===Vaurca===&lt;br /&gt;
&lt;br /&gt;
[[image:vaurca.png]]&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Home System:&#039;&#039;&#039; Sedantis (Sc&#039;theth&#039;stak, &amp;quot;Blinding Light.&amp;quot;)&lt;br /&gt;
*&#039;&#039;&#039;Homeworld:&#039;&#039;&#039; Sedantis I (Vaur&#039;avek&#039;uyit, &amp;quot;Home.&amp;quot;)&lt;br /&gt;
*&#039;&#039;&#039;Majority Languages:&#039;&#039;&#039; Vaurcese, Zo&#039;rane, K&#039;laxane.&lt;br /&gt;
*&#039;&#039;&#039;Major Political Entities:&#039;&#039;&#039; Zo&#039;ra Hive, K&#039;lax Hive.&lt;br /&gt;
&lt;br /&gt;
The bipedal, insetoid-like creatures hailing from the moon known as Sedantis I, [[Vaurca]] (Vore-Kah, Vaurca in singular term and Vaurcae in multiple), were discovered after the first Hive-Ship contact in human space, December 21, 2456. They have a complex caste system based on three types, and most even lack sentience. Although barely tolerated on Tau Ceti stations (mostly owned by NanoTrasen) many have found homes on Biesel or New Gibson, whether in isolated and concentrated camps, or actual houses. The Hives themselves are divided, and constantly warring. The largest, and most common hive is the Zo&#039;ra Hive.&lt;br /&gt;
&lt;br /&gt;
===IPC===&lt;br /&gt;
&lt;br /&gt;
[[image:IPC.png]]&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Home System:&#039;&#039;&#039; N/A&lt;br /&gt;
*&#039;&#039;&#039;Homeworld:&#039;&#039;&#039; N/A&lt;br /&gt;
*&#039;&#039;&#039;Majority Languages:&#039;&#039;&#039; N/A&lt;br /&gt;
*&#039;&#039;&#039;Major Political Entities:&#039;&#039;&#039; N/A&lt;br /&gt;
&lt;br /&gt;
An [[IPC| Integrated Positronic Chassis]], or IPC, is an positronic artificial intelligence inside a bipedal, humanoid frame, that has amassed enough currency to purchase its own freedom from its owners. The existence of IPCs is still a highly inflammatory subject, and as of yet, they lack the basic rights that members of most organic races possess. While gender neutral, individual intelligences may develop personality quirks to further their &amp;quot;uniqueness.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Vox===&lt;br /&gt;
&lt;br /&gt;
[[image:Vox Lineup.jpg]]&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Home System:&#039;&#039;&#039; Unknown&lt;br /&gt;
*&#039;&#039;&#039;Homeworld:&#039;&#039;&#039; Unknown&lt;br /&gt;
*&#039;&#039;&#039;Majority Languages:&#039;&#039;&#039; Tau Ceti Basic, Vox Standard&lt;br /&gt;
*&#039;&#039;&#039;Major Political Entities:&#039;&#039;&#039; Unknown&lt;br /&gt;
&lt;br /&gt;
A coalition of several different species and subspecies of avian aliens, the [[Vox]] are known throughout civilized space. They are usually in the role of raiders or swindlers. While most other sentient races have some individuals that turn to a life of piracy, it seems that with the Vox, piracy and theft are important aspects to their culture. They raid shipping convoys and newly established colonies for resources, before retreating back into interstellar space, where most governments do not have the jurisdiction, nor the military power to pursue them. Not much is known about the Vox, despite their ubiquity in known space. Despite the average Vox not being extremely intelligent, extreme caution is still advised if one is encountered.&lt;br /&gt;
&lt;br /&gt;
==Governing Entities==&lt;br /&gt;
&lt;br /&gt;
===Trans-stellar Corporations===&lt;br /&gt;
&lt;br /&gt;
The massive corporations, uniquely human entities,  rose to prominence during the advent of space travel, allowing entire planets to be claimed as corporate assets. Trans-stellar corporations normally cooperate with local governments and frontier colonies to establish trade agreements and gain the rights to utilize certain resources. Extremely powerful, most have established their own colonies and exert power over them like any regional government would. Trans-stellar corporations usually employ private military contractors and security consultants to police the areas under their control.&lt;br /&gt;
&lt;br /&gt;
There are a number of major trans-stellars, almost all of which are owned by humans. The eight major ones in human space, going in order from largest to smallest, are the [[Nanotrasen Corporation| Nanotrasen Corporate Conglomerate]], Osiris Atmospherics, [[Einstein Engines]], [[Zeng-Hu Pharmaceuticals]], [[Hephaestus Industries]], and Eridani NanoTech.&lt;br /&gt;
&lt;br /&gt;
Not everyone was in favor of the formation of trans-stellar megacorporations, and many smaller companies [[The Syndicate| allied themselves against them]]. However, these alliances were met with stunning and repeated failures, and by the end of the 23rd century, they had collapsed due to economic ruin and internal intrigue.&lt;br /&gt;
&lt;br /&gt;
===Minor Human Factions===&lt;br /&gt;
&lt;br /&gt;
These are former colony worlds that declared independence from the Sol Alliance. As the Alliance&#039;s influence has waned over the centuries,, many of these flourished and grew in power, often laying claim to the entirety of their star system. However, not every nation gets along with its neighbors, and sometimes interstellar war can occur between two independent states, just as conventional war happened on Earth up to the late 21st century. These groups include (but are not limited to) the [[Republic of Elyra]], Republic of Biesel, and the Eridani Federation  &lt;br /&gt;
&lt;br /&gt;
The [[Warriors of Thanatos]] can be considered an independent system due to their size and prevalence, but as of yet do not fully control a star system.&lt;br /&gt;
&lt;br /&gt;
===Sol Alliance===&lt;br /&gt;
&lt;br /&gt;
Once the central government of a unified Humanity, the [[Sol Alliance]] is now a shadow of its former glory. Reduced to the human home system of Sol and the inner and mid colonies surrounding it, the Alliance has lost authority over a significant portion of humanity. While most transtellars publicly support the Alliance, and many of their corporate profits flow back into the Inner-colonies, some wonder at what point will these megacorporations start threatening (or outright buying) the weakened Alliance. Nanotrasen has gone so far as to establish a foothold within the center of Alliance space, a move some are calling a bloodless coup.&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category: Lore]]&lt;/div&gt;</summary>
		<author><name>XanderDox</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Timeline&amp;diff=1770</id>
		<title>Timeline</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Timeline&amp;diff=1770"/>
		<updated>2015-05-06T01:41:44Z</updated>

		<summary type="html">&lt;p&gt;XanderDox: /* The Tajara */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
While Human history is long and diverse, with multiple perspectives and a myriad of details that vary between accounts, here is a more succint summary of the more recent events in the history of mankind.&lt;br /&gt;
&lt;br /&gt;
==The Second Space Age==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2045&#039;&#039;&#039;: After a period of decline in American power, a number of Great Powers form: the United States, the European Union, the People&#039;s Republic of China, and the Republic of India. A number of regional powers also rise, including Russia, Brazil, Nigeria, Indonesia, Mexico, and Korea.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2075&#039;&#039;&#039;: Research into viable space travel yields results. Slightly faster than conventional space travel through the use of practical nuclear engines.&lt;br /&gt;
Earth pop: 9.5 billion.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2085&#039;&#039;&#039;: Human settlements on Luna and Mars established, low populations.&lt;br /&gt;
Earth pop: 9.55 billion.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2100&#039;&#039;&#039;: Stream of Earth-based resources begin to trickle. Governments begin to subsidize off-world colonization efforts. Large-scale colonization/mining operations on Luna, Mars, other near Earth bodies.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2125&#039;&#039;&#039;: Earth’s resources begin to be stretched to the breaking point. Luna and Mars populations reach the millions, steady stream of resources back to Earth keep the nations there afloat. Resource shortages cause the worst economic crisis on Earth since the Great Depression. &lt;br /&gt;
Earth pop: 10 billion.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2130&#039;&#039;&#039;: Scientists discover Warp Technology, marking the start of the Interstellar Era. Spurred by fears of resource collapse and anarchy on Earth probes are sent out to perform in-depth charting nearest systems. Luna and Mars see large population increases. &lt;br /&gt;
Earth pop: 10.01 billion.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2140&#039;&#039;&#039;: Hundreds of probes are sent to survey nearby star systems and potential candidates for colonization. The Sol Alliance, individual nations and private interests quickly organize colonization missions to these worlds. United Nations convene and form the Sol Alliance, a supranational body “to oversee the colonization and development of Solar and Extrasolar bodies”. There was moderate opposition to the measure, mainly stemming from general anti-United Nations sentiment.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2147&#039;&#039;&#039;: Biesel is discovered in Tau Ceti by Sol Alliance probes; a medium sized terracompatible world, efforts to colonise it begin quickly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2152&#039;&#039;&#039;: A second garden world is discovered in the Epsilon Eridani system, along with a number of near-compatible worlds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2155&#039;&#039;&#039;: Garden worlds closest to Earth see massive population increases as colony ships make round trips between the settlements and Sol. Einstein Engines becomes the first Transstellar corporation, specializing in producing Warp engines and supplying colonists with cheap colonization modules. Several earth governments enforce rationing, while tensions rise over resource use. Several disputes escalate into border skirmishes. The Sol Alliance, lacking any authority over Earth itself, is unable to intervene.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2185&#039;&#039;&#039;: Earth begins to stabilize as birth rates are kept in check and people continue to leave for garden worlds. Earth relies on Mars, Luna, and the most developed garden worlds for resources. Earth enters a period of political stability. Due to Earth’s dependence upon imported extrasolar resources, the nations of Earth sign the Treaty of Mumbai, giving the Sol Alliance the authority a degree of authority over the extrasolar affairs of individual nations. Sol Alliance is afforded more power over Earth affairs, as a result of its direct control of the Colonies Earth depends on for resources.&lt;br /&gt;
Earth pop: 10.2 billion. Total pop: 12 billion.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2200&#039;&#039;&#039;: The Martian Terraforming Project begins, leading to a boom in martian immigration. The largest extrasolar garden world attain populations in the hundreds of millions.The Sol Alliance forms the Central Administrative Zone (CAZ), giving it formal authority over Earth itself. The CAZ represents an attempt to end the anarchic system of international relations and act as a moderator between the nations of Earth. In conjunction with the formation of the CAZ, the Sol Alliance issues the Sol Credit, the official currency of humanity. Although initially intended for use on the various extrasolar colonies, it would eventually start to displace the national currencies as Earth becomes more economically homogenous.&lt;br /&gt;
Earth pop: 10.75 billion. Total pop: 14 billion. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2215&#039;&#039;&#039;: Second wave of scouting operations map systems further out from the existing extra-solar colonies. Second wave of colonization efforts.The first-wave colony worlds begin to reach economic maturity, with many achieving a standard of living rivalling or exceeding that of Earth. The Martian terraforming project fails, and millions die in rapid environmental degradation. Massive waves of immigrants leave Earth and Mars for the inner colonies. In many systems, corporations have established extensive asteroid mining operations. In the face of increased piracy and lawlessness in the outer colonies, the Solarian Unified Command forms for the purpose of maintaining order in Sol Alliance space.&lt;br /&gt;
Earth pop: 9.5 billion. Total pop: 13.5 billion.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2250&#039;&#039;&#039;: New garden worlds discovered, Earth still dependent on resources from other planets. Depopulation of Earth leads to massive abandoned sections of cities. Colony worlds continue to grow exponentially, spurred on by cheap cost of colonization.&lt;br /&gt;
Earth Pop: 13 billion. Total Pop: 16.9 billion.&lt;br /&gt;
&lt;br /&gt;
==The First Interstellar War - First Sol Alliance Civil War ==&lt;br /&gt;
&#039;&#039;&#039;2260&#039;&#039;&#039;: Sol Alliance levy taxes on Earth for disproportionate use of resources (import a bunch, export little luxury resources). Earth-based ‘planetism’ increases. Sol Alliance stresses unity. Fringe elements in outer-most colonies begin to openly revolt against Sol Alliance administration, seen as the ‘Shackle of Earth-based oppression’.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2270&#039;&#039;&#039;: Developing colonies better able to census planets populations: discovered that in total; billions of colonists exist spread across roughly 100 colonized worlds (besides Earth). Steadily improving habitation, agriculture and infrastructure technologies pave way for quick, efficient colonization. Earth population and politicians begin to look on with envy and disgust, Sol Alliance attempts to represent the ‘unifying’ force in human space.&lt;br /&gt;
Earth pop: 14 billion. Total pop: 19.8 billion.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2275&#039;&#039;&#039;: Open hostilities break out in fringe systems (what are now the mid to outer colonies), spurred on by extremist elements and anti-Alliance sentiments. Sol Alliance is slow to respond, paralyzed by confusion and uncertainty. As a result, other Colonies on the fringe begin to break away, seeing the Alliance as ineffective at supporting them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2278&#039;&#039;&#039;: First Interstellar War breaks out. Most radical fringe worlds declare war on Alliance, attacking Alliance military garrisons and ships. Hit and run tactics are used, with the occasional suicide attack. Alliance forces are overwhelmed and in disarray. Political gridlock as Earth urges Alliance to completely annihilate rebels as more moderate inner colonies stress restraint. Earth resents ‘Its colonies’ for disagreeing with it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2285&#039;&#039;&#039;: More ‘outer’ but not ‘fringe’ colonies break away as Alliance proves ineffective in dealing with rebel threat. Rebels begin attacking each other, more extremist factions fighting more moderate ones. The present day outer systems becomes very dangerous place. Several large coalitions in the ‘outer colonies’ officially declare independence (they were already practically independent), and begin fighting rebels elements who venture into their space. Sol, Inner and Mid Colonies remain with the Sol Alliance. Outer colonies are mostly independent.&lt;br /&gt;
Earth pop: 14.2 billion. Total pop: 21.1 billion. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2286&#039;&#039;&#039;: Many Megacorporations profit from the war, selling arms to one or both sides, trading in dangerous systems and staking claims in otherwise dangerous locations. Earth convinces Sol Alliance to begin wiping out extremist factions in the frontier to ‘eradicate the anarchists that threaten our peace’. The Earth is satisfied and the Colonies are largely horrified.  The Sol Alliance is dominated by ‘Hawkish’ politicians, which issue proclamations that extremist and rebellious colonists will not be tolerated. ‘Independent’ outer colonies build up their militaries in response.&lt;br /&gt;
&lt;br /&gt;
==The Resource Wars==&lt;br /&gt;
&#039;&#039;&#039;2290:&#039;&#039;&#039; Colonies continue to see pop increases. Earth continues to suffer from resource shortages. Earth feels effects of almost three centuries of continued colonization efforts, with the colonies starting to be unable to support it. Radical elements come to power in Earth-governments. Age old national rivalries are revived. Sol Alliance begins to shift its power-base off Earth.&lt;br /&gt;
Earth pop: 14.3 billion. Human pop: 22.6 billion.&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. Meanwhile, Earth continues to use the Alliance to exploit its colonies.&lt;br /&gt;
Earth pop: 14.4 billion. Total pop: 24 billion.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2310:&#039;&#039;&#039; As the population of Earth grows, it begins to drain more and more resources from the colonies. The inner colonies experience massive trade deficits with Earth, enforced by special laws exempting Earth goods from local taxes. This hamstrings the development of local industry in the colonies. Several colonies petition for increased autonomy within the Sol Alliance, and unrest develops on several worlds. Earth enacts sanctions against the more rebellious colonies.&lt;br /&gt;
&lt;br /&gt;
==The Fall of Earth - The Great War==&lt;br /&gt;
&#039;&#039;&#039;2314:&#039;&#039;&#039; Several of the largest inner colonies petition the Earth-dominated Alliance government for increased autonomy and decreased trade restrictions. Earth gives only token concessions to these colonies, causing widespread unrest which many colonial authorities refuse to quell. Several colonies refuse to enforce trade restrictions, causing Earth to declare martial law in these systems and send Sol Alliance fleets to restore order. Many of these fleets mutiny and refuse to follow orders. Within a month, the Alliance military is split along Earth and Inner-Colony lines. &lt;br /&gt;
&lt;br /&gt;
A coalition of inner colonies form the Provisonal Government of the Alliance of Solarian Colonies (PGASC), which declares itself the legitimate government of the Sol Alliance. This event marks the beginning of the Great War.&lt;br /&gt;
&lt;br /&gt;
Earth pop: 14.5 billion. Total pop: 26 billion.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2315:&#039;&#039;&#039; Following an initial period of confused fighting, the Earth forces withdraw to Sol and several nearby minor star systems, threatening to unleash Kinetic Kill Vehicles (KKV&#039;s) should PGASC forces enter the Sol System. The various colonial navies rush to manufacture their own KKV&#039;s. A cold war of sorts begins. Cut off from outside trade, the Sol system&#039;s economy begins to implode.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2316:&#039;&#039;&#039; PGASC ground forces establish footholds on Luna, Mars and Earth. Months of intense fighting leave millions dead on both sides. KKV&#039;s are used sparingly, and none of fired (directly) at cities. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2317:&#039;&#039;&#039; The PGASC captures Mars and brings the brunt of it&#039;s forces to Earth and Luna. Many cities including Los Angeles, Shanghai, Cairo, London and Cape Town are heavily damaged by intense fighting. Several Space Elevators are destroyed. The two sides continue to jokey for control over pockets of space above Earth.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2318:&#039;&#039;&#039; The PGASC manages to destroy Unity City space station, crippling Alliance forces. The Alliance and Earth based governments surrender to the PGASC. The Sol Alliance is reworked, granting the inner colonies much more independence and power within the government. The Sol System is in tatters. Humanity rebuilds. &lt;br /&gt;
&lt;br /&gt;
Earth population: 12.9 billion. Total human population: 22.1 billion.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2330:&#039;&#039;&#039; Refugees continue to leave Earth for slightly better off Mars and Luna. The Terran economy is reworked with sustainability and resource-conservation in mind.&lt;br /&gt;
&lt;br /&gt;
==Tensions within the Sol Alliance==&lt;br /&gt;
===Formation of Nanotrasen===&lt;br /&gt;
&#039;&#039;&#039;2346:&#039;&#039;&#039; Formation of Nanotrasen by Xavier Trasen. Initially specializes in advanced gen therapey. It eventually becomes a scientific company, rivaling Einstein Engines.&lt;br /&gt;
&lt;br /&gt;
===The Warp Gate Project and the Secession Crisis===&lt;br /&gt;
&#039;&#039;&#039;2355:&#039;&#039;&#039; The [[Bluespace|Warp Gate project]] begins with the goal of connecting the most populated inner colonies via permanent orbital gates, allowing for instantaneous transportation between them. The work itself is contracted out to a number of trans-stellar corporations, with the Sol Alliance shouldering most of the cost. Trans-stellars help rebuild Sol Alliance fleets. Military ‘indebted’ to Trans-stellars. Sol Alliance establishes formal relations with outer colonies.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2365:&#039;&#039;&#039; Earth regains it symbolic status as Humanity&#039;s homeworld. A new breed of Terran politicians reject Earth-centrism in favor of harmony. Whether a genuine change of heart of a PR stunt, aid is diverted from Luna and Mars towards Earth, accelerating reconstruction. &lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;2370:&#039;&#039;&#039; Warp Gate project financially drains Sol Alliance. Support for project decreases, some inner-colonies (mostly those not receiving a warp gate in their system) riot.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2376:&#039;&#039;&#039; A number of inner colonies secede from the Sol Alliance, in protest of the Warp Gate Project&#039;s exorbitant cost. Many within these colonies are suspicious of the Sol Alliance, which they see as an insider meddling in their affairs and draining them of funds. The fleets of local governments engage Sol Alliance ships in contested systems. Minimal loss of life on surface of planets: Fleets and orbital installations are the primary targets. However, the war causes a major disruption in trade, causing considerable damage to the Alliance&#039;s economy. The Warp Gate project is put on hold.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2379:&#039;&#039;&#039; Many outer colonies, emboldened by a surge in nationalism and the disorder within the Sol Alliance, war among themselves for land and resources. Low-intensity warfare breaks out between several of the larger empires, with a handful of systems changing hands and further encroachment upon Sol Alliance space. A few large-scale atrocities occur, with whole cities and even planets being bombarded from orbit. By this time, a majority of the secessionist forces have been defeated and most of them have already surrendered. Peace talks begin with the remaining Secessionist forces. Construction resumes on the Warp Gate project.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2384:&#039;&#039;&#039; The Warp Gate Project is completed; The Secession War ends with casualties in the tens of millions. A number of concessions are made to secessionist states in order to secure a lasting peace, although Anti-alliance sentiment still lingers in many areas. Outer colonies continue to war with each other, but the extent of the conflict is scaled back. As they expanded operations on the largely lawless frontier, Trans-stellars were forced to arm themselves and either contracted or bought mercenary services to protect their cargo. These same mercenary services would later diversify their operations, offering their services to various interstellar governments.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2390:&#039;&#039;&#039; The Warp Gates bring an influx of wealth to the inner-colonies closest to them, but disrupt several established trade routes, leading to economic decline in several systems. The Sol Alliance, largely bankrupt from the Warp Gate project and the Secession War, is forced to grant independence to a number of border systems. These worlds quickly join various outer colony nations. These new holdings of the outer colony empires greatly boost their economies (these worlds were built up by the Sol Alliance before seceding, and have on average larger populations and more developed infrastructure than their outer colony cousins).&lt;br /&gt;
Earth Pop: 12.99 billion. Human pop: 29 billion.&lt;br /&gt;
&lt;br /&gt;
==The Rise of Nanotrasen==&lt;br /&gt;
===Advancement of Trans-stellars===&lt;br /&gt;
&#039;&#039;&#039;2400:&#039;&#039;&#039; Some of the most ‘inner’ colony worlds of the Alliance reach population as high as the several billions. War in the outer colonies die down. Resentment towards the central government persists in several Alliance systems. Trans-stellars capitalize on immense profits from the past decades, diversifying to a great degree. Some begin swearing allegiances to these corporations, sick of the outer colonies’ wars and/or the Sol Alliance’s slow decay.&lt;br /&gt;
Human pop: 31 billion.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2403:&#039;&#039;&#039; NanoTransen acquires the mining rights to the Romanovich Cloud in the Tau Ceti system (an Inner-inner colony system).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2410:&#039;&#039;&#039; Trans-stellars begin more heavy duty Sol Alliance lobbying efforts. In the outer colonies, Trans-stellar begin to bully some smaller nations, threatening to cut off military, resource, supply and/or financial support unless they give in to demands. All Trans-stellars are of roughly equal power, having established a sort of ‘stability’ between themselves, specializing in distinct fields.&lt;br /&gt;
&lt;br /&gt;
Sol Alliance begins to stagnate; Intra-Alliance trade tapers off as more systems become self-sufficient. Potentially more profitable trade routes from inner to developing outer colonies (which are proving more profitable than intra-Alliance trade) are expensive and fuel intensive. Energy crises develop on several worlds as supplies of energy resources along with centuries old power generating techniques (fusion, traditional combustion) prove insufficient to deal with rising energy demand.&lt;br /&gt;
Human pop: 32 billion&lt;br /&gt;
&lt;br /&gt;
===The First Contact===&lt;br /&gt;
&#039;&#039;&#039;2413:&#039;&#039;&#039; First contact with Skrell people. Sends shockwaves throughout human space. Skrellians have an established ‘confederacy of systems’ spread out over dozens of star systems. Sol Alliance and Skrellian Confederacy quickly draft a cooperation treaty. Skrell and Alliance begin conducting joint research projects and colonization efforts. Human, Skrell populations intermingle. Combining their research into FTL travel, Skrell and Human scientists co-develop Bluespace drivers, which have a much longer range and are much faster than traditional warp drives. However, a large amount of traditional fuel sources are required to jump-start bluespace drivers.&lt;br /&gt;
&lt;br /&gt;
===Discovery of Plasma===&lt;br /&gt;
&#039;&#039;&#039;2417:&#039;&#039;&#039; In the Romanovich Cloud in the outer edges of Tau Ceti, NT discovers the resource ‘plasma’. Its extremely energy efficient properties alleviate the growing energy crises on several worlds. Plasma quickly becomes the prefered fuel and energy generating commodity. NT becomes excessively wealthy; Trans-stellar ‘stability’ shattered as NT quickly patents and monopolizes ‘plasma refining’ technique. Other transtellars petition Sol Alliance for sanctions, but are ignored. Foundation for the Syndicate forms in furious trans-stellars and the Alliance Senators that support them. Bluespace drives and the extremely profitable Inner-colony to outer colony trade routes made viable by plasma. Inner-colonies provide outer-colonies with luxury goods for massive profits.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2420:&#039;&#039;&#039; The last reconstruction efforts are finished on Earth. Earth&#039; economy now focuses on selling sophisticated and luxury items to all human colonies. The introdcution of plasma greatly eases it&#039;s electricity issues. Some Earth-centrism remains, but Humanity&#039;s homeworld is once again respected throughout human space.&lt;br /&gt;
&lt;br /&gt;
Human Pop: 35 billion.&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.&lt;br /&gt;
&lt;br /&gt;
==The Discovery of New Sentients==&lt;br /&gt;
===The Tajara===&lt;br /&gt;
&#039;&#039;&#039;2432:&#039;&#039;&#039; First contact with Tajaran people. A Sol Alliance funded expedition into the Tajaran home system discovered the by comparison, primitive species and their homeworld of Adhomai. Interstellar corporations attempted to set up on Adhomai due to the large amount of untapped resources and unemployed Tajara. The Sol Alliance stepped in at the request of the Tajaran Nobility, and the corporations were forced to abandon Adhomai, albeit with a few of the native Tajarans, who would later return to lead an insurrection against the nobility on their homeworld.&lt;br /&gt;
&lt;br /&gt;
===The Uneth===&lt;br /&gt;
&#039;&#039;&#039;2433:&#039;&#039;&#039; An exploration mission to an uncharted desert planet uncovers the Unathi, a highly aggressive race that apparently survived a self-destructive nuclear war. With their homeworld ruled by various small tribes, many Unathi are ‘picked up’ from their homeworld by various governments and corporations and ‘employed’. Some are granted citizenship. They enjoy a higher degree of respect then the Tajara, but are still looked upon with suspicion and distrust.&lt;br /&gt;
&lt;br /&gt;
==The Syndicate==&lt;br /&gt;
&#039;&#039;&#039;2440:&#039;&#039;&#039; NT leverages its plasma monopoly to effectively take-over several systems in the outer colonies. NT begins increasing the size of its merchant navy and security forces, while &#039;convincing&#039; more local governments to grant protection to NT holdings. Sol Alliance supports NT despite growing public outrage. Talk of NT buying Senators. Resentment of NT grows in some systems across human space. Extremist elements in fringe systems recruited by burgeoning Syndicate.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2445:&#039;&#039;&#039; Medical and cloning technological advances cause population boom.  Syndicate begins staging small scale assaults using sleeper cells against NT across space; targeting anything NT from plasma refinement centers to orbital corporate habitation complexes. NT uses this as pretext to continue to expand its security forces. NT begins to heavily lobby the local governments of Tau Ceti, their chief plasma mining system.&lt;br /&gt;
Human pop: 41 billion. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2450:&#039;&#039;&#039; Tau Ceti local government ‘extremely’ pro-NT. Allegations of bribery largely ignored or swept under the rug. Syndicate operations steadily increase in intensity.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2452:&#039;&#039;&#039; Fringe systems flare up as ‘terrorists’ (e.g. Syndicate) attacks NT corporate interests there. Outer and Inner Systems also see an increase in Syndicate operations, but on a more covert scale. NT and Tau Ceti Local Government ‘Republic of Biesel’ petition Sol Alliance for establishment of ‘Tau Ceti Free Trade Zone’, jointly administered by the two. Sol Alliance reluctantly establishes the Free Trade Zone, giving NT a foothold in the center of Alliance Space. Riots break out over accusations of NT essentially ‘buying the Republic of Beisel’. NT puts down the riots quickly and effectively. Syndicate begins active recruitment of discontent Tau Ceti Citizens. NT institutes Loyalty Implanting requirements for all executives, a ‘voluntarily and painless’ process. Implants are also used to quell the most radical opposition to NT rule, all kept hush-hush, though.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2454:&#039;&#039;&#039; NT establishes a series of orbital mixed-used stations in Tau Ceti to act as R&amp;amp;D, Medical, Population and command and Control hubs. Among these are the research/mining station NSS Aurora in the Romanovich Cloud and the new Command Hub of NT: the Odin, aka ‘CentComm’ or ‘Central Command’. Tau Ceti administered by a combination of Republic of Biesel and NanoTransen Tau Ceti Advisory Committee, but both are ultimately subject to Sol Alliance laws (in theory).&lt;br /&gt;
&lt;br /&gt;
==Present Day==&lt;br /&gt;
&#039;&#039;&#039;2457:&#039;&#039;&#039; Current Date. NT is an economic powerhouse which the Sol Alliance relies on for plasma 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.&lt;br /&gt;
&lt;br /&gt;
However, the Syndicate continues to position itself to strike back against the NT on a larger scale; and many more exotic, fantastical elements of the universe such as the Vox, 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;Current Human population: 47.5 billion&#039;&#039;&#039;&lt;br /&gt;
{{Navbox Lore}}&lt;/div&gt;</summary>
		<author><name>XanderDox</name></author>
	</entry>
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