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	<updated>2026-06-04T22:41:25Z</updated>
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		<id>https://wiki.funkystation.org/index.php?title=Playable_Species&amp;diff=1401</id>
		<title>Playable Species</title>
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		<updated>2025-08-23T20:12:24Z</updated>

		<summary type="html">&lt;p&gt;BumblingDoofer: /* Thaven */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Template:Stub}}&lt;br /&gt;
There are currently 13 playable species in Funky Station - Humans, Reptilians, Slimes, Diona, Dwarves, Arachnids, Moths, Voxes, Felinids, Harpies, Vulpakins, Thaven and IPCs. Each has their own distinct stats, strengths, and weaknesses, but all have a few things in common:&lt;br /&gt;
&amp;lt;!-- TODO: maybe rewrite this inital part since IPCs can&#039;t really digest reagents due to being robots --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*all species are capable of equipping the same tools and items.&lt;br /&gt;
*all species are capable of metabolizing reagents and experiencing their effects.&lt;br /&gt;
*all species speak the same language.&lt;br /&gt;
*all species are to be treated equally by the crew and AI onboard.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NOTE:&#039;&#039;&#039; &amp;quot;Damage Modifiers&amp;quot; refers to TAKEN damage, not damage dealt to other entities.&lt;br /&gt;
&lt;br /&gt;
== Humans ==&lt;br /&gt;
[[File:Full.png|100px]]&lt;br /&gt;
&lt;br /&gt;
Baseline, unmodified human beings, functionally similar to the human beings of our world, aside for a comparatively incredible resistance to the vacuum of space (a trait shared more or less with all SS14 species). They cannot eat raw meat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming Convention:&#039;&#039;&#039; Common (ex. John Smith)&lt;br /&gt;
=== Body ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Organs&lt;br /&gt;
|-&lt;br /&gt;
! Image !! Organ !! Purpose&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Heart-off.png|50px]]&lt;br /&gt;
|| Heart || Determines the efficiency of blood pumping. A healthy heart means a healthier body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:OrganHumanBrain.png|50px]]&lt;br /&gt;
 || Brain || The center of self, the most important part of any individual. Determines who inhabits and controls the body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Lung-L.png|50px]] &lt;br /&gt;
 || Lungs || Determine the rate of breathing. Unhealthy lungs may result in the body getting less O2/N2 than it needs.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Stomach.png|50px]]&lt;br /&gt;
 || Stomach || Aids in the digestion of foods, liquids, and reagents in the body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Kidney-L.png|50px]]&lt;br /&gt;
 || Kidneys || Filter the vital fluids of any toxins they might contain.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Liver.png|50px]]&lt;br /&gt;
 || Liver || Contains enzymes that aid in certain biological processes.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Eye-L.png|50px]]&lt;br /&gt;
 || Eyes || Allow for visual information to be extracted from an organism&#039;s environment via light.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Reptilians ==&lt;br /&gt;
[[File:FullLizard.png|100px]]&lt;br /&gt;
&lt;br /&gt;
Reptile-like humanoids with sharp claws, tough scales, and an appetite for raw meat. Their unarmed melee attacks do slash instead of blunt damage due to their claws. For whatever reason, onions, coffee and tea are poisonous to them. They are further unable to consume anything like Grain, Dairy, or anything overly processed. However, they can happily eat fruit and meat(raw or cooked) without any issue. They can use their tail to pull things allowing both of their hands to be free.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming Conventions:&#039;&#039;&#039; Common, Verbal (ex. Eats-The-Mouse)&lt;br /&gt;
=== Damage Modifiers ===&lt;br /&gt;
* Cold: +30%&lt;br /&gt;
* Heat: -20%&lt;br /&gt;
&lt;br /&gt;
=== Body ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Organs&lt;br /&gt;
|-&lt;br /&gt;
! Image !! Organ !! Purpose&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Heart-off.png|50px]]&lt;br /&gt;
|| Heart || Determines the efficiency of blood pumping. A healthy heart means a healthier body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:OrganHumanBrain.png|50px]]&lt;br /&gt;
 || Brain || The center of self, the most important part of any individual. Determines who inhabits and controls the body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Lung-L.png|50px]]&lt;br /&gt;
 || Lungs || Determine the rate of breathing. Unhealthy lungs may result in the body getting less O2/N2 than it needs.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Stomach.png|50px]]&lt;br /&gt;
 || Reptilian Stomach || Aids in the digestion of foods, liquids, and reagents in the body. Able to digest corpses.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Kidney-L.png|50px]]&lt;br /&gt;
 || Kidneys || Filter the vital fluids of any toxins they might contain.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Liver.png|50px]]&lt;br /&gt;
 || Liver || Contains enzymes that aid in certain biological processes.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Eye-L.png|50px]]&lt;br /&gt;
 || Eyes || Allow for visual information to be extracted from an organism&#039;s environment via light.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Slimes ==&lt;br /&gt;
[[File:Fullslime.png|100px]]&lt;br /&gt;
&lt;br /&gt;
Gelatinous human-shaped masses of goo who breath nitrogen instead of oxygen, and exhale nitrous oxide. They are naturally vulnerable to both high and low pressure barotrauma, but their elastic form makes them resistant to blunt damage.&lt;br /&gt;
&lt;br /&gt;
They can store items inside their bodies in an inventory that can be accessed by anyone.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming Conventions:&#039;&#039;&#039; Common, Cadwellian (ex. Jon Cadwell)&lt;br /&gt;
=== Damage Modifiers ===&lt;br /&gt;
* Blunt: -40%&lt;br /&gt;
* Slash: +20%&lt;br /&gt;
* Piercing: +20%&lt;br /&gt;
* Cold: +50%&lt;br /&gt;
* Poison: -20%&lt;br /&gt;
* Cellular: -80%&lt;br /&gt;
=== Body ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Organs&lt;br /&gt;
|-&lt;br /&gt;
! Image !! Organ !! Purpose&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:SentientSlimeCore.png|50px]]&lt;br /&gt;
 || Sentient Slime Core || The center of self, the most important part of any individual. Determines who inhabits and controls the body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:SlimeGasSacs.png|50px]]&lt;br /&gt;
 || Slime Gas Sacs || Determines the rate of breathing.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Diona ==&lt;br /&gt;
[[File:Fulldiona.png|100px]]&lt;br /&gt;
&lt;br /&gt;
Tree-like plant people whose bodies react with fertilizer and weed-killing chemicals similar to regular plants. They cannot wear shoes, walk slower than the other races, and have a relatively high resistance to brute-force damage. They also have water instead of blood, and require significantly more water to stay hydrated.&lt;br /&gt;
&lt;br /&gt;
Diona can split into 3 pet-like Nymphs upon death manually, or by being gibbed. The original player take control of the &amp;quot;Brain&amp;quot; nymph (The only one able to talk), and the other two can be taken over by ghosts if given cognizine. If given enough time after splitting a single nymph can reform into a full Diona on it&#039;s own. The resultant Diona has a different name, and looses memories from it&#039;s death (other perhaps than the need to run away and find safety). Additionally this can change traits such as gender.&lt;br /&gt;
&lt;br /&gt;
A zombified Diona is able to split once dead (or after giving up and returning to body) and the resulting nymphs will be zombified, though unable to reform.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming Conventions:&#039;&#039;&#039; Common, Qualia[https://en.wikipedia.org/wiki/Qualia] (ex. A Peaceful Sunrise)&lt;br /&gt;
=== Damage Modifiers ===&lt;br /&gt;
* Blunt: -30%&lt;br /&gt;
* Slash: -20%&lt;br /&gt;
* Heat: +50%&lt;br /&gt;
* Shock: +20%&lt;br /&gt;
=== Body ===&lt;br /&gt;
&#039;&#039;&#039;NOTE:&#039;&#039;&#039; Diona have plantlike organs, allowing chemicals such as weed killer and robust harvest to affect their bodies similar to plants.&lt;br /&gt;
&lt;br /&gt;
Ex: Diona can consume robust harvest as a weaker form of omnizine.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Organs&lt;br /&gt;
|-&lt;br /&gt;
! Image !! Organ !! Purpose&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Heart-off.png|50px]]&lt;br /&gt;
|| Heart || Determines the efficiency of blood pumping. A healthy heart means a healthier body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Brain-pl.png|50px]]&lt;br /&gt;
|| Diona Brain || The center of self, the most important part of any individual. Determines who inhabits and controls the body. Functionally identical to the other humanoid brains.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Lung-L.png|50px]] &lt;br /&gt;
|| Lungs || Determine the rate of breathing. Unhealthy lungs may result in the body getting less O2/N2 than it needs.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Stomach-pl.png|50px]]&lt;br /&gt;
|| Diona Stomach || Aids in the digestion of foods, liquids, and reagents in the body. Due to its plantlike nature, it can digest fertilizers and weedkillers similar to the ways a plant would. Still capable of metabolizing medicine meant for animals.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Kidney-L.png|50px]] &lt;br /&gt;
|| Kidneys || Filter the vital fluids of any toxins they might contain.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Liver.png|50px]]&lt;br /&gt;
|| Liver || Contains enzymes that aid in certain biological processes.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Eye-L-pl.png|50px]] &lt;br /&gt;
|| Diona Eyes || Allow for visual information to be extracted from an organism&#039;s environment via light. Functionally identical to other humanoid eyeballs.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Dwarves ==&lt;br /&gt;
[[File:Dwarffull.png|100px]]&lt;br /&gt;
&lt;br /&gt;
A stout and stalwart race quite similar to humans, save for their diminutive stature, as well as a propensity for alcohol and goofy Scottish accents. Booze is capable of slowly healing their injuries. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming Conventions:&#039;&#039;&#039; Common, Scottish, Gaelic (ex. Brian O&#039;Finnegan)&lt;br /&gt;
=== Body ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Organs&lt;br /&gt;
|-&lt;br /&gt;
! Image !! Organ !! Purpose&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Heart-off.png|50px]]&lt;br /&gt;
|| Dwarf Heart || Determines the efficiency of blood pumping. A healthy heart means a healthier body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:OrganHumanBrain.png|50px]]&lt;br /&gt;
 || Brain || The center of self, the most important part of any individual. Determines who inhabits and controls the body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Lung-L.png|50px]] &lt;br /&gt;
 || Lungs || Determine the rate of breathing. Unhealthy lungs may result in the body getting less O2/N2 than it needs.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Stomach.png|50px]]&lt;br /&gt;
 || Dwarf Stomach || Aids in the digestion of foods, liquids, and reagents in the body. Somehow capable of metabolizing alcohol as a healing agent(?)&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Kidney-L.png|50px]]&lt;br /&gt;
 || Kidneys || Filter the vital fluids of any toxins they might contain.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Liver.png|50px]]&lt;br /&gt;
 || Dwarf Liver || Contains enzymes that aid in certain biological processes. &lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Eye-L.png|50px]]&lt;br /&gt;
 || Eyes || Allow for visual information to be extracted from an organism&#039;s environment via light.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Arachnids ==&lt;br /&gt;
[[File:Arachnid-full.png|100px]]&lt;br /&gt;
&lt;br /&gt;
Possibly related to the space spiders and giant tarantulas found in outer space. Thanks to their similarly robust digestive systems, they are able to consume raw food without the risk of disease. They are more vulnerable to asphyxiation and take longer to recover from it. Their sharp teeth allow them to do piercing damage instead of blunt. They have the ability to weave silk and build exclusively all sorts of things But at the expense of consuming a little bit of hunger.&lt;br /&gt;
&lt;br /&gt;
They have two extra pocket slots formed by webs.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming Conventions:&#039;&#039;&#039; Common, Latin (ex. Pluribus Unum)&lt;br /&gt;
=== Body ===&lt;br /&gt;
&#039;&#039;&#039;NOTE:&#039;&#039;&#039; Arachnids have a slower metabolic rate than other organisms (around 50% slower), meaning they heal from medicine and take damage from ingested toxins slower. This has no effect on externally applied reagents, so spilling a acid on an Arachnid will kill them just the same as anyone else.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Organs&lt;br /&gt;
|-&lt;br /&gt;
! Image !! Organ !! Purpose&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:ArachnidHeart.png|50px]]&lt;br /&gt;
|| Arachnid Heart || Determines the efficiency of blood pumping. A healthy heart means a healthier body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:OrganHumanBrain.png|50px]]&lt;br /&gt;
 || Brain || The center of self, the most important part of any individual. Determines who inhabits and controls the body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Lung-L.png|50px]] &lt;br /&gt;
 || Lungs || Determine the rate of breathing. Unhealthy lungs may result in the body getting less O2/N2 than it needs.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Stomach.png|50px]]&lt;br /&gt;
 || Stomach || Aids in the digestion of foods, liquids, and reagents in the body. Able to digest corpses.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Kidney-L.png|50px]]&lt;br /&gt;
 || Kidneys || Filter the vital fluids of any toxins they might contain.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Liver.png|50px]]&lt;br /&gt;
 || Liver || Contains enzymes that aid in certain biological processes.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Eyeball-l-a.png|50px]]&lt;br /&gt;
 || Eyes || Allow for visual information to be extracted from an organism&#039;s environment via light.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Moths ==&lt;br /&gt;
[[File:Fullmoth.png|100px]]&lt;br /&gt;
&lt;br /&gt;
Moths, meanwhile, actually &#039;&#039;are&#039;&#039; an insectoid species. Their wings allow them greater control in zero gravity than other species, and their natural resistance to cold helps greatly in a space environment. The tradeoff, naturally, is that heat is more dangerous.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming Convention:&#039;&#039;&#039; Common (ex. John Doe), Mothic, (ex. Mothew Lamplight)&lt;br /&gt;
=== Damage Modifiers ===&lt;br /&gt;
* Cold: -30%&lt;br /&gt;
* Heat: +30%&lt;br /&gt;
=== Body ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Organs&lt;br /&gt;
|-&lt;br /&gt;
! Image !! Organ !! Purpose&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Heart-off.png|50px]]&lt;br /&gt;
|| Heart || Determines the efficiency of blood pumping. A healthy heart means a healthier body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:OrganHumanBrain.png|50px]]&lt;br /&gt;
 || Brain || The center of self, the most important part of any individual. Determines who inhabits and controls the body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Lung-L.png|50px]] &lt;br /&gt;
 || Lungs || Determines the rate of breathing. Unhealthy lungs may result in the body getting less O2 than it needs.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Stomach.png|50px]]&lt;br /&gt;
 || Moth Stomach || Aids in the digestion of cloth and reagents in the body. Finds non-cloth foods repulsive.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Kidney-L.png|50px]]&lt;br /&gt;
 || Kidneys || Filter the vital fluids of any toxins they might contain.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Liver.png|50px]]&lt;br /&gt;
 || Liver || Contains enzymes that aid in certain biological processes.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Eye-L.png|50px]]&lt;br /&gt;
 || Eyes || Allow for visual information to be extracted from an organism&#039;s environment via &#039;&#039;&#039;the light.&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Vox ==&lt;br /&gt;
[[File:Fullvox.png|100px]]&lt;br /&gt;
&lt;br /&gt;
Vox are a strange lot, they&#039;re raptor-like creatures that can only breathe nitrogen, as oxygen is &#039;&#039;&#039;very hazardous&#039;&#039;&#039; to their health to the point where they take ticking poison damage as long as they&#039;re exposed to the air, provided said air has even a trace of oxygen within it. To counter-act this, a Vox must either be in a pure nitrogen-based environment or, more commonly, breathing from a nitrogen tank, one of which is provided to them at the start of each round.&lt;br /&gt;
&lt;br /&gt;
Much like Reptilians, their unarmed attacks deal slashing damage instread of blunt.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming Convention:&#039;&#039;&#039; Common, Mono-name with Repetitive Random Syllables (ex. Hirixashahre, Xapikrikrik) &lt;br /&gt;
&amp;lt;!-- TODO: find a more proper term for this. Maybe someone smarter than I am can come up with something... I WANT to say Paralalia but that doesn&#039;t sound right... --&amp;gt;&lt;br /&gt;
=== Body ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Organs&lt;br /&gt;
|-&lt;br /&gt;
! Image !! Organ !! Purpose&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Heart-off.png|50px]]&lt;br /&gt;
|| Heart || Determines the efficiency of blood pumping. A healthy heart means a healthier body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:OrganHumanBrain.png|50px]]&lt;br /&gt;
 || Brain || The center of self, the most important part of any individual. Determines who inhabits and controls the body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:VoxLungs.png|50px]] &lt;br /&gt;
 || Vox Lungs || Determines the rate of breathing. Unhealthy lungs may result in the body getting less N2 than it needs. Generates toxins when O2 is breathed in.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Stomach.png|50px]]&lt;br /&gt;
 || Stomach || Aids in the digestion of foods, liquids, and reagents in the body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Kidney-L.png|50px]]&lt;br /&gt;
 || Kidneys || Filter the vital fluids of any toxins they might contain.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Liver.png|50px]]&lt;br /&gt;
 || Liver || Contains enzymes that aid in certain biological processes.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Eye-L.png|50px]]&lt;br /&gt;
 || Eyes || Allow for visual information to be extracted from an organism&#039;s environment via light.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== IPC ==&lt;br /&gt;
[[File:Full_IPC.png|100px]]&lt;br /&gt;
&lt;br /&gt;
IPCs (Integrated Positronic Chassis) are sentient silicon-based humanoid robots. Unlike cyborgs, this species is considered autonomous, conscious, and independent individuals. Thus, they do not follow conventional laws of robotics (neither can they be emagged). They require no food source, nor breathable atmosphere to function. All that is required to power their chassis is an electrical source, most commonly in the form of replaceable power cells. They can also draw power into their batteries via connection to an APC or a cyborg recharging station. As a silicon-based life-form, they cannot be doctored (do not resuscitate using a defibrillator). Instead, they rely on machine repair.&lt;br /&gt;
&lt;br /&gt;
You may find that IPCs are much more fortuitous then biological creatures. When repairs are needed, industrially produced materials such as glass, wires, and welding fuels are commonly used. Structural damage (Brute) to an IPC&#039;s chassis and hull can be repaired with a welding torch. Glass can be used to replace photodetector sensor lenses (Eyes). Copper wires can be used in replacement of burnt away internals (Burn). Plasma sheets can be used to mediate radiation. IPCs also have an oil system not unlike organic blood. This oil must be replenished if lost, as IPCs constantly bleed without a weld until they run dry. Once they run out of oil, they&#039;ll take slow but constant blunt damage. Once repairs are complete and batteries are charged, an IPC can simply be rebooted back into its functional state.&lt;br /&gt;
&lt;br /&gt;
IPCs come with an integrated communications board which allows them to use radio channels on the station much like a headset would. Because of their positronic brain used as a processing source, IPCs cannot be reproduced. Perhaps their volatile memory assembly is too hard for a typical greytider to perform?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming Convention:&#039;&#039;&#039; Custom Cyborg Identifier, with variable numbering convention (ex. DAGD-041, Halcyon-010756-09)&lt;br /&gt;
=== Damage Modifiers ===&lt;br /&gt;
* Heat: +100%&lt;br /&gt;
* Shock: +125%&lt;br /&gt;
* Radiation: -50%&lt;br /&gt;
* Cold: -50%&lt;br /&gt;
&lt;br /&gt;
Of specific note regarding IPC damage is their inability to take certain types of damage. These types of damage include poison and respiratory due to their being within a robotic chassis.&lt;br /&gt;
&lt;br /&gt;
=== Body ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Organs&lt;br /&gt;
|-&lt;br /&gt;
! Image !! Organ !! Purpose&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:PositronicBrain.png|50px]]&lt;br /&gt;
 || Brain || The center of self, the most important part of any individual. Determines who inhabits and controls the body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:MicroPump.png|50px]] &lt;br /&gt;
 || Micro Pump || Determines the rate of breathing.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:RoboticEyes.png|50px]]&lt;br /&gt;
 || Robotic Eyes || Allow for visual information to be extracted from an organism&#039;s environment via light.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Harpies ==&lt;br /&gt;
[[File:Full_Harpy.png|100px]]&lt;br /&gt;
&lt;br /&gt;
Harpies are a human-like species with large wings, talon-like legs, and an innate ability for music and mimicry. Similar to Moths, their wings allow them greater mobility in zero-gravity conditions, though unlike moths, Harpies are capable of flight at the expense of stamina. Harpies can maintain flight at high speeds for roughly 8 seconds before their stamina depletes. While in flight, harpies are unable to hold items, meaning that if a Harpy takes off while holding an item, said item will drop beneath them immediately. Harpies are additionally capable of mimicking a wide variety of sounds and instruments, and are able to sing on demand.&lt;br /&gt;
&lt;br /&gt;
Harpies are incredibly sensitive to air quality. When subjected to low-quality air (0.2 combined mols of carbon dioxide or miasma), harpies will gasp and eventually choke. When choking, harpies are recommended to stand on top of a vent (only 3 seconds of quality air should be enough to fully oxygenate their bloodstream) and avoid unventilated areas of the station such as maintenance halls.&lt;br /&gt;
&lt;br /&gt;
Harpies are capable of eating raw meat, though will be poisoned by Theobromine (Chocolate, tea, coffee) and Allicin (Onion, garlic).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming Convention:&#039;&#039;&#039; Common &lt;br /&gt;
=== Body ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Organs&lt;br /&gt;
|-&lt;br /&gt;
! Image !! Organ !! Purpose&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Heart-off.png|50px]]&lt;br /&gt;
|| Heart || Determines the efficiency of blood pumping. A healthy heart means a healthier body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:OrganHumanBrain.png|50px]]&lt;br /&gt;
 || Brain || The center of self, the most important part of any individual. Determines who inhabits and controls the body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Lung-L.png|50px]] &lt;br /&gt;
 || Musical Lung || Breathes faster than human lungs, is susceptible to choking on low-quality air.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Stomach.png|50px]]&lt;br /&gt;
 || Stomach || Aids in the digestion of foods, liquids, and reagents in the body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Kidney-L.png|50px]]&lt;br /&gt;
 || Kidneys || Filter the vital fluids of any toxins they might contain.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Liver.png|50px]]&lt;br /&gt;
 || Liver || Contains enzymes that aid in certain biological processes. &lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Eye-L.png|50px]]&lt;br /&gt;
 || Eyes || Allow for visual information to be extracted from an organism&#039;s environment via light.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Vulpkanin ==&lt;br /&gt;
[[File:Full_Vulpkanin.png|100px]]&lt;br /&gt;
&lt;br /&gt;
Vulpkanin are fox-human hybrids, sporting distinct ears and tails. They naturally see the world in reds and greens, are capable of dealing blunt and slash damage with their claws, and are slightly resistant to extreme temperatures. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming Convention:&#039;&#039;&#039; Common &lt;br /&gt;
=== Damage Modifiers ===&lt;br /&gt;
* Cold: -10%&lt;br /&gt;
* Heat: -10%&lt;br /&gt;
=== Body ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Organs&lt;br /&gt;
|-&lt;br /&gt;
! Image !! Organ !! Purpose&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Heart-off.png|50px]]&lt;br /&gt;
|| Animal Heart || Determines the efficiency of blood pumping. A healthy heart means a healthier body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:OrganHumanBrain.png|50px]]&lt;br /&gt;
 || Brain || The center of self, the most important part of any individual. Determines who inhabits and controls the body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Lung-L.png|50px]] &lt;br /&gt;
 || Lungs || Determines the rate of breathing. Unhealthy lungs may result in the body getting less O2 than it needs.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Stomach.png|50px]]&lt;br /&gt;
 || Vulpkanin Stomach || Aids in the digestion of foods, liquids, and reagents in the body. Allows the consumption of raw food like mice without vomiting.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Kidney-L.png|50px]]&lt;br /&gt;
 || Kidneys || Filter the vital fluids of any toxins they might contain.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Liver.png|50px]]&lt;br /&gt;
 || Animal Liver || Contains enzymes that aid in certain biological processes. &lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Eye-L.png|50px]]&lt;br /&gt;
 || Eyes || Allow for visual information to be extracted from an organism&#039;s environment via light.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Felinid ==&lt;br /&gt;
[[File:felinidspiecies.png|100px]]&lt;br /&gt;
&lt;br /&gt;
Felinids are a mutation of humans with cat-like ears and tails, naturally taking less damage from high-speed impacts and able to slash with their claws to deal slashing and piercing damage. They are additionally capable of spitting hairballs which, upon touch, causes others to vomit. If sprayed with water, Felinids will sometimes scream.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming Convention:&#039;&#039;&#039; Common &lt;br /&gt;
=== Body ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Organs&lt;br /&gt;
|-&lt;br /&gt;
! Image !! Organ !! Purpose&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Heart-off.png|50px]]&lt;br /&gt;
|| Animal Heart || Determines the efficiency of blood pumping. A healthy heart means a healthier body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:OrganHumanBrain.png|50px]]&lt;br /&gt;
 || Brain || The center of self, the most important part of any individual. Determines who inhabits and controls the body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Lung-L.png|50px]] &lt;br /&gt;
 || Lungs || Determines the rate of breathing. Unhealthy lungs may result in the body getting less O2 than it needs.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Stomach.png|50px]]&lt;br /&gt;
 || Vulpkanin Stomach || Aids in the digestion of foods, liquids, and reagents in the body. Allows the consumption of raw food like mice without vomiting.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Kidney-L.png|50px]]&lt;br /&gt;
 || Kidneys || Filter the vital fluids of any toxins they might contain.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Liver.png|50px]]&lt;br /&gt;
 || Animal Liver || Contains enzymes that aid in certain biological processes. &lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Eye-L.png|50px]]&lt;br /&gt;
 || Eyes || Allow for visual information to be extracted from an organism&#039;s environment via light.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Gingerbreads ==&lt;br /&gt;
[[File:gingerbread_person.png|100px]]&lt;br /&gt;
&lt;br /&gt;
Gingerbreads are sentient confectioneries which have sugar for blood and can be butchered for cookies. They take significant genetic damage upon contact with water; about 3 times as much as slimes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming Convention:&#039;&#039;&#039; Common &lt;br /&gt;
=== Damage Modifiers ===&lt;br /&gt;
* Heat: -50%&lt;br /&gt;
* Cellular: -100%&lt;br /&gt;
&lt;br /&gt;
=== Body ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Organs&lt;br /&gt;
|-&lt;br /&gt;
! Image !! Organ !! Purpose&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Heart-off.png|50px]]&lt;br /&gt;
|| Heart || Determines the efficiency of blood pumping. A healthy heart means a healthier body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:OrganHumanBrain.png|50px]]&lt;br /&gt;
 || Brain || The center of self, the most important part of any individual. Determines who inhabits and controls the body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Lung-L.png|50px]] &lt;br /&gt;
 || Lungs || Determines the rate of breathing. Unhealthy lungs may result in the body getting less O2 than it needs.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Stomach.png|50px]]&lt;br /&gt;
 || Stomach || Aids in the digestion of foods, liquids, and reagents in the body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Kidney-L.png|50px]]&lt;br /&gt;
 || Kidneys || Filter the vital fluids of any toxins they might contain.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Liver.png|50px]]&lt;br /&gt;
 || Liver || Contains enzymes that aid in certain biological processes. &lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Eye-L.png|50px]]&lt;br /&gt;
 || Eyes || Allow for visual information to be extracted from an organism&#039;s environment via light.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Thaven ==&lt;br /&gt;
&lt;br /&gt;
Relatives from the Space Carp, Thaven are a mood-driven aquatic people now on land. They are all given a single shared mood across all Thaven, while having their own personal ones to abide by during RP. They are susceptible to Emagging, and will get generally worse moods tacked onto their person as a result. They can breathe any gas and have LSD for blood.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming Convention:&#039;&#039;&#039; a virtue they hold.&lt;br /&gt;
=== Body ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Organs&lt;br /&gt;
|-&lt;br /&gt;
! Image !! Organ !! Purpose&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Heart-off.png|50px]]&lt;br /&gt;
|| Heart || Determines the efficiency of blood pumping. A healthy heart means a healthier body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:OrganHumanBrain.png|50px]]&lt;br /&gt;
 || Brain || The center of self, the most important part of any individual. Determines who inhabits and controls the body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Lung-L.png|50px]] &lt;br /&gt;
 || Lungs || Determines the rate of breathing. Unhealthy lungs may result in the body getting less O2 than it needs.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Stomach.png|50px]]&lt;br /&gt;
 || Stomach || Aids in the digestion of foods, liquids, and reagents in the body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Kidney-L.png|50px]]&lt;br /&gt;
 || Kidneys || Filter the vital fluids of any toxins they might contain.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Liver.png|50px]]&lt;br /&gt;
 || Liver || Contains enzymes that aid in certain biological processes. &lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Eye-L.png|50px]]&lt;br /&gt;
 || Eyes || Allow for visual information to be extracted from an organism&#039;s environment via light.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>BumblingDoofer</name></author>
	</entry>
	<entry>
		<id>https://wiki.funkystation.org/index.php?title=Playable_Species&amp;diff=1400</id>
		<title>Playable Species</title>
		<link rel="alternate" type="text/html" href="https://wiki.funkystation.org/index.php?title=Playable_Species&amp;diff=1400"/>
		<updated>2025-08-23T20:08:17Z</updated>

		<summary type="html">&lt;p&gt;BumblingDoofer: /* Damage Modifiers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Template:Stub}}&lt;br /&gt;
There are currently 13 playable species in Funky Station - Humans, Reptilians, Slimes, Diona, Dwarves, Arachnids, Moths, Voxes, Felinids, Harpies, Vulpakins, Thaven and IPCs. Each has their own distinct stats, strengths, and weaknesses, but all have a few things in common:&lt;br /&gt;
&amp;lt;!-- TODO: maybe rewrite this inital part since IPCs can&#039;t really digest reagents due to being robots --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*all species are capable of equipping the same tools and items.&lt;br /&gt;
*all species are capable of metabolizing reagents and experiencing their effects.&lt;br /&gt;
*all species speak the same language.&lt;br /&gt;
*all species are to be treated equally by the crew and AI onboard.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NOTE:&#039;&#039;&#039; &amp;quot;Damage Modifiers&amp;quot; refers to TAKEN damage, not damage dealt to other entities.&lt;br /&gt;
&lt;br /&gt;
== Humans ==&lt;br /&gt;
[[File:Full.png|100px]]&lt;br /&gt;
&lt;br /&gt;
Baseline, unmodified human beings, functionally similar to the human beings of our world, aside for a comparatively incredible resistance to the vacuum of space (a trait shared more or less with all SS14 species). They cannot eat raw meat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming Convention:&#039;&#039;&#039; Common (ex. John Smith)&lt;br /&gt;
=== Body ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Organs&lt;br /&gt;
|-&lt;br /&gt;
! Image !! Organ !! Purpose&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Heart-off.png|50px]]&lt;br /&gt;
|| Heart || Determines the efficiency of blood pumping. A healthy heart means a healthier body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:OrganHumanBrain.png|50px]]&lt;br /&gt;
 || Brain || The center of self, the most important part of any individual. Determines who inhabits and controls the body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Lung-L.png|50px]] &lt;br /&gt;
 || Lungs || Determine the rate of breathing. Unhealthy lungs may result in the body getting less O2/N2 than it needs.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Stomach.png|50px]]&lt;br /&gt;
 || Stomach || Aids in the digestion of foods, liquids, and reagents in the body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Kidney-L.png|50px]]&lt;br /&gt;
 || Kidneys || Filter the vital fluids of any toxins they might contain.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Liver.png|50px]]&lt;br /&gt;
 || Liver || Contains enzymes that aid in certain biological processes.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Eye-L.png|50px]]&lt;br /&gt;
 || Eyes || Allow for visual information to be extracted from an organism&#039;s environment via light.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Reptilians ==&lt;br /&gt;
[[File:FullLizard.png|100px]]&lt;br /&gt;
&lt;br /&gt;
Reptile-like humanoids with sharp claws, tough scales, and an appetite for raw meat. Their unarmed melee attacks do slash instead of blunt damage due to their claws. For whatever reason, onions, coffee and tea are poisonous to them. They are further unable to consume anything like Grain, Dairy, or anything overly processed. However, they can happily eat fruit and meat(raw or cooked) without any issue. They can use their tail to pull things allowing both of their hands to be free.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming Conventions:&#039;&#039;&#039; Common, Verbal (ex. Eats-The-Mouse)&lt;br /&gt;
=== Damage Modifiers ===&lt;br /&gt;
* Cold: +30%&lt;br /&gt;
* Heat: -20%&lt;br /&gt;
&lt;br /&gt;
=== Body ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Organs&lt;br /&gt;
|-&lt;br /&gt;
! Image !! Organ !! Purpose&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Heart-off.png|50px]]&lt;br /&gt;
|| Heart || Determines the efficiency of blood pumping. A healthy heart means a healthier body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:OrganHumanBrain.png|50px]]&lt;br /&gt;
 || Brain || The center of self, the most important part of any individual. Determines who inhabits and controls the body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Lung-L.png|50px]]&lt;br /&gt;
 || Lungs || Determine the rate of breathing. Unhealthy lungs may result in the body getting less O2/N2 than it needs.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Stomach.png|50px]]&lt;br /&gt;
 || Reptilian Stomach || Aids in the digestion of foods, liquids, and reagents in the body. Able to digest corpses.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Kidney-L.png|50px]]&lt;br /&gt;
 || Kidneys || Filter the vital fluids of any toxins they might contain.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Liver.png|50px]]&lt;br /&gt;
 || Liver || Contains enzymes that aid in certain biological processes.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Eye-L.png|50px]]&lt;br /&gt;
 || Eyes || Allow for visual information to be extracted from an organism&#039;s environment via light.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Slimes ==&lt;br /&gt;
[[File:Fullslime.png|100px]]&lt;br /&gt;
&lt;br /&gt;
Gelatinous human-shaped masses of goo who breath nitrogen instead of oxygen, and exhale nitrous oxide. They are naturally vulnerable to both high and low pressure barotrauma, but their elastic form makes them resistant to blunt damage.&lt;br /&gt;
&lt;br /&gt;
They can store items inside their bodies in an inventory that can be accessed by anyone.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming Conventions:&#039;&#039;&#039; Common, Cadwellian (ex. Jon Cadwell)&lt;br /&gt;
=== Damage Modifiers ===&lt;br /&gt;
* Blunt: -40%&lt;br /&gt;
* Slash: +20%&lt;br /&gt;
* Piercing: +20%&lt;br /&gt;
* Cold: +50%&lt;br /&gt;
* Poison: -20%&lt;br /&gt;
* Cellular: -80%&lt;br /&gt;
=== Body ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Organs&lt;br /&gt;
|-&lt;br /&gt;
! Image !! Organ !! Purpose&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:SentientSlimeCore.png|50px]]&lt;br /&gt;
 || Sentient Slime Core || The center of self, the most important part of any individual. Determines who inhabits and controls the body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:SlimeGasSacs.png|50px]]&lt;br /&gt;
 || Slime Gas Sacs || Determines the rate of breathing.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Diona ==&lt;br /&gt;
[[File:Fulldiona.png|100px]]&lt;br /&gt;
&lt;br /&gt;
Tree-like plant people whose bodies react with fertilizer and weed-killing chemicals similar to regular plants. They cannot wear shoes, walk slower than the other races, and have a relatively high resistance to brute-force damage. They also have water instead of blood, and require significantly more water to stay hydrated.&lt;br /&gt;
&lt;br /&gt;
Diona can split into 3 pet-like Nymphs upon death manually, or by being gibbed. The original player take control of the &amp;quot;Brain&amp;quot; nymph (The only one able to talk), and the other two can be taken over by ghosts if given cognizine. If given enough time after splitting a single nymph can reform into a full Diona on it&#039;s own. The resultant Diona has a different name, and looses memories from it&#039;s death (other perhaps than the need to run away and find safety). Additionally this can change traits such as gender.&lt;br /&gt;
&lt;br /&gt;
A zombified Diona is able to split once dead (or after giving up and returning to body) and the resulting nymphs will be zombified, though unable to reform.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming Conventions:&#039;&#039;&#039; Common, Qualia[https://en.wikipedia.org/wiki/Qualia] (ex. A Peaceful Sunrise)&lt;br /&gt;
=== Damage Modifiers ===&lt;br /&gt;
* Blunt: -30%&lt;br /&gt;
* Slash: -20%&lt;br /&gt;
* Heat: +50%&lt;br /&gt;
* Shock: +20%&lt;br /&gt;
=== Body ===&lt;br /&gt;
&#039;&#039;&#039;NOTE:&#039;&#039;&#039; Diona have plantlike organs, allowing chemicals such as weed killer and robust harvest to affect their bodies similar to plants.&lt;br /&gt;
&lt;br /&gt;
Ex: Diona can consume robust harvest as a weaker form of omnizine.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Organs&lt;br /&gt;
|-&lt;br /&gt;
! Image !! Organ !! Purpose&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Heart-off.png|50px]]&lt;br /&gt;
|| Heart || Determines the efficiency of blood pumping. A healthy heart means a healthier body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Brain-pl.png|50px]]&lt;br /&gt;
|| Diona Brain || The center of self, the most important part of any individual. Determines who inhabits and controls the body. Functionally identical to the other humanoid brains.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Lung-L.png|50px]] &lt;br /&gt;
|| Lungs || Determine the rate of breathing. Unhealthy lungs may result in the body getting less O2/N2 than it needs.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Stomach-pl.png|50px]]&lt;br /&gt;
|| Diona Stomach || Aids in the digestion of foods, liquids, and reagents in the body. Due to its plantlike nature, it can digest fertilizers and weedkillers similar to the ways a plant would. Still capable of metabolizing medicine meant for animals.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Kidney-L.png|50px]] &lt;br /&gt;
|| Kidneys || Filter the vital fluids of any toxins they might contain.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Liver.png|50px]]&lt;br /&gt;
|| Liver || Contains enzymes that aid in certain biological processes.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Eye-L-pl.png|50px]] &lt;br /&gt;
|| Diona Eyes || Allow for visual information to be extracted from an organism&#039;s environment via light. Functionally identical to other humanoid eyeballs.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Dwarves ==&lt;br /&gt;
[[File:Dwarffull.png|100px]]&lt;br /&gt;
&lt;br /&gt;
A stout and stalwart race quite similar to humans, save for their diminutive stature, as well as a propensity for alcohol and goofy Scottish accents. Booze is capable of slowly healing their injuries. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming Conventions:&#039;&#039;&#039; Common, Scottish, Gaelic (ex. Brian O&#039;Finnegan)&lt;br /&gt;
=== Body ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Organs&lt;br /&gt;
|-&lt;br /&gt;
! Image !! Organ !! Purpose&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Heart-off.png|50px]]&lt;br /&gt;
|| Dwarf Heart || Determines the efficiency of blood pumping. A healthy heart means a healthier body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:OrganHumanBrain.png|50px]]&lt;br /&gt;
 || Brain || The center of self, the most important part of any individual. Determines who inhabits and controls the body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Lung-L.png|50px]] &lt;br /&gt;
 || Lungs || Determine the rate of breathing. Unhealthy lungs may result in the body getting less O2/N2 than it needs.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Stomach.png|50px]]&lt;br /&gt;
 || Dwarf Stomach || Aids in the digestion of foods, liquids, and reagents in the body. Somehow capable of metabolizing alcohol as a healing agent(?)&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Kidney-L.png|50px]]&lt;br /&gt;
 || Kidneys || Filter the vital fluids of any toxins they might contain.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Liver.png|50px]]&lt;br /&gt;
 || Dwarf Liver || Contains enzymes that aid in certain biological processes. &lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Eye-L.png|50px]]&lt;br /&gt;
 || Eyes || Allow for visual information to be extracted from an organism&#039;s environment via light.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Arachnids ==&lt;br /&gt;
[[File:Arachnid-full.png|100px]]&lt;br /&gt;
&lt;br /&gt;
Possibly related to the space spiders and giant tarantulas found in outer space. Thanks to their similarly robust digestive systems, they are able to consume raw food without the risk of disease. They are more vulnerable to asphyxiation and take longer to recover from it. Their sharp teeth allow them to do piercing damage instead of blunt. They have the ability to weave silk and build exclusively all sorts of things But at the expense of consuming a little bit of hunger.&lt;br /&gt;
&lt;br /&gt;
They have two extra pocket slots formed by webs.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming Conventions:&#039;&#039;&#039; Common, Latin (ex. Pluribus Unum)&lt;br /&gt;
=== Body ===&lt;br /&gt;
&#039;&#039;&#039;NOTE:&#039;&#039;&#039; Arachnids have a slower metabolic rate than other organisms (around 50% slower), meaning they heal from medicine and take damage from ingested toxins slower. This has no effect on externally applied reagents, so spilling a acid on an Arachnid will kill them just the same as anyone else.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Organs&lt;br /&gt;
|-&lt;br /&gt;
! Image !! Organ !! Purpose&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:ArachnidHeart.png|50px]]&lt;br /&gt;
|| Arachnid Heart || Determines the efficiency of blood pumping. A healthy heart means a healthier body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:OrganHumanBrain.png|50px]]&lt;br /&gt;
 || Brain || The center of self, the most important part of any individual. Determines who inhabits and controls the body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Lung-L.png|50px]] &lt;br /&gt;
 || Lungs || Determine the rate of breathing. Unhealthy lungs may result in the body getting less O2/N2 than it needs.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Stomach.png|50px]]&lt;br /&gt;
 || Stomach || Aids in the digestion of foods, liquids, and reagents in the body. Able to digest corpses.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Kidney-L.png|50px]]&lt;br /&gt;
 || Kidneys || Filter the vital fluids of any toxins they might contain.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Liver.png|50px]]&lt;br /&gt;
 || Liver || Contains enzymes that aid in certain biological processes.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Eyeball-l-a.png|50px]]&lt;br /&gt;
 || Eyes || Allow for visual information to be extracted from an organism&#039;s environment via light.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Moths ==&lt;br /&gt;
[[File:Fullmoth.png|100px]]&lt;br /&gt;
&lt;br /&gt;
Moths, meanwhile, actually &#039;&#039;are&#039;&#039; an insectoid species. Their wings allow them greater control in zero gravity than other species, and their natural resistance to cold helps greatly in a space environment. The tradeoff, naturally, is that heat is more dangerous.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming Convention:&#039;&#039;&#039; Common (ex. John Doe), Mothic, (ex. Mothew Lamplight)&lt;br /&gt;
=== Damage Modifiers ===&lt;br /&gt;
* Cold: -30%&lt;br /&gt;
* Heat: +30%&lt;br /&gt;
=== Body ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Organs&lt;br /&gt;
|-&lt;br /&gt;
! Image !! Organ !! Purpose&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Heart-off.png|50px]]&lt;br /&gt;
|| Heart || Determines the efficiency of blood pumping. A healthy heart means a healthier body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:OrganHumanBrain.png|50px]]&lt;br /&gt;
 || Brain || The center of self, the most important part of any individual. Determines who inhabits and controls the body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Lung-L.png|50px]] &lt;br /&gt;
 || Lungs || Determines the rate of breathing. Unhealthy lungs may result in the body getting less O2 than it needs.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Stomach.png|50px]]&lt;br /&gt;
 || Moth Stomach || Aids in the digestion of cloth and reagents in the body. Finds non-cloth foods repulsive.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Kidney-L.png|50px]]&lt;br /&gt;
 || Kidneys || Filter the vital fluids of any toxins they might contain.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Liver.png|50px]]&lt;br /&gt;
 || Liver || Contains enzymes that aid in certain biological processes.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Eye-L.png|50px]]&lt;br /&gt;
 || Eyes || Allow for visual information to be extracted from an organism&#039;s environment via &#039;&#039;&#039;the light.&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Vox ==&lt;br /&gt;
[[File:Fullvox.png|100px]]&lt;br /&gt;
&lt;br /&gt;
Vox are a strange lot, they&#039;re raptor-like creatures that can only breathe nitrogen, as oxygen is &#039;&#039;&#039;very hazardous&#039;&#039;&#039; to their health to the point where they take ticking poison damage as long as they&#039;re exposed to the air, provided said air has even a trace of oxygen within it. To counter-act this, a Vox must either be in a pure nitrogen-based environment or, more commonly, breathing from a nitrogen tank, one of which is provided to them at the start of each round.&lt;br /&gt;
&lt;br /&gt;
Much like Reptilians, their unarmed attacks deal slashing damage instread of blunt.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming Convention:&#039;&#039;&#039; Common, Mono-name with Repetitive Random Syllables (ex. Hirixashahre, Xapikrikrik) &lt;br /&gt;
&amp;lt;!-- TODO: find a more proper term for this. Maybe someone smarter than I am can come up with something... I WANT to say Paralalia but that doesn&#039;t sound right... --&amp;gt;&lt;br /&gt;
=== Body ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Organs&lt;br /&gt;
|-&lt;br /&gt;
! Image !! Organ !! Purpose&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Heart-off.png|50px]]&lt;br /&gt;
|| Heart || Determines the efficiency of blood pumping. A healthy heart means a healthier body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:OrganHumanBrain.png|50px]]&lt;br /&gt;
 || Brain || The center of self, the most important part of any individual. Determines who inhabits and controls the body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:VoxLungs.png|50px]] &lt;br /&gt;
 || Vox Lungs || Determines the rate of breathing. Unhealthy lungs may result in the body getting less N2 than it needs. Generates toxins when O2 is breathed in.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Stomach.png|50px]]&lt;br /&gt;
 || Stomach || Aids in the digestion of foods, liquids, and reagents in the body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Kidney-L.png|50px]]&lt;br /&gt;
 || Kidneys || Filter the vital fluids of any toxins they might contain.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Liver.png|50px]]&lt;br /&gt;
 || Liver || Contains enzymes that aid in certain biological processes.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Eye-L.png|50px]]&lt;br /&gt;
 || Eyes || Allow for visual information to be extracted from an organism&#039;s environment via light.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== IPC ==&lt;br /&gt;
[[File:Full_IPC.png|100px]]&lt;br /&gt;
&lt;br /&gt;
IPCs (Integrated Positronic Chassis) are sentient silicon-based humanoid robots. Unlike cyborgs, this species is considered autonomous, conscious, and independent individuals. Thus, they do not follow conventional laws of robotics (neither can they be emagged). They require no food source, nor breathable atmosphere to function. All that is required to power their chassis is an electrical source, most commonly in the form of replaceable power cells. They can also draw power into their batteries via connection to an APC or a cyborg recharging station. As a silicon-based life-form, they cannot be doctored (do not resuscitate using a defibrillator). Instead, they rely on machine repair.&lt;br /&gt;
&lt;br /&gt;
You may find that IPCs are much more fortuitous then biological creatures. When repairs are needed, industrially produced materials such as glass, wires, and welding fuels are commonly used. Structural damage (Brute) to an IPC&#039;s chassis and hull can be repaired with a welding torch. Glass can be used to replace photodetector sensor lenses (Eyes). Copper wires can be used in replacement of burnt away internals (Burn). Plasma sheets can be used to mediate radiation. IPCs also have an oil system not unlike organic blood. This oil must be replenished if lost, as IPCs constantly bleed without a weld until they run dry. Once they run out of oil, they&#039;ll take slow but constant blunt damage. Once repairs are complete and batteries are charged, an IPC can simply be rebooted back into its functional state.&lt;br /&gt;
&lt;br /&gt;
IPCs come with an integrated communications board which allows them to use radio channels on the station much like a headset would. Because of their positronic brain used as a processing source, IPCs cannot be reproduced. Perhaps their volatile memory assembly is too hard for a typical greytider to perform?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming Convention:&#039;&#039;&#039; Custom Cyborg Identifier, with variable numbering convention (ex. DAGD-041, Halcyon-010756-09)&lt;br /&gt;
=== Damage Modifiers ===&lt;br /&gt;
* Heat: +100%&lt;br /&gt;
* Shock: +125%&lt;br /&gt;
* Radiation: -50%&lt;br /&gt;
* Cold: -50%&lt;br /&gt;
&lt;br /&gt;
Of specific note regarding IPC damage is their inability to take certain types of damage. These types of damage include poison and respiratory due to their being within a robotic chassis.&lt;br /&gt;
&lt;br /&gt;
=== Body ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Organs&lt;br /&gt;
|-&lt;br /&gt;
! Image !! Organ !! Purpose&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:PositronicBrain.png|50px]]&lt;br /&gt;
 || Brain || The center of self, the most important part of any individual. Determines who inhabits and controls the body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:MicroPump.png|50px]] &lt;br /&gt;
 || Micro Pump || Determines the rate of breathing.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:RoboticEyes.png|50px]]&lt;br /&gt;
 || Robotic Eyes || Allow for visual information to be extracted from an organism&#039;s environment via light.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Harpies ==&lt;br /&gt;
[[File:Full_Harpy.png|100px]]&lt;br /&gt;
&lt;br /&gt;
Harpies are a human-like species with large wings, talon-like legs, and an innate ability for music and mimicry. Similar to Moths, their wings allow them greater mobility in zero-gravity conditions, though unlike moths, Harpies are capable of flight at the expense of stamina. Harpies can maintain flight at high speeds for roughly 8 seconds before their stamina depletes. While in flight, harpies are unable to hold items, meaning that if a Harpy takes off while holding an item, said item will drop beneath them immediately. Harpies are additionally capable of mimicking a wide variety of sounds and instruments, and are able to sing on demand.&lt;br /&gt;
&lt;br /&gt;
Harpies are incredibly sensitive to air quality. When subjected to low-quality air (0.2 combined mols of carbon dioxide or miasma), harpies will gasp and eventually choke. When choking, harpies are recommended to stand on top of a vent (only 3 seconds of quality air should be enough to fully oxygenate their bloodstream) and avoid unventilated areas of the station such as maintenance halls.&lt;br /&gt;
&lt;br /&gt;
Harpies are capable of eating raw meat, though will be poisoned by Theobromine (Chocolate, tea, coffee) and Allicin (Onion, garlic).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming Convention:&#039;&#039;&#039; Common &lt;br /&gt;
=== Body ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Organs&lt;br /&gt;
|-&lt;br /&gt;
! Image !! Organ !! Purpose&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Heart-off.png|50px]]&lt;br /&gt;
|| Heart || Determines the efficiency of blood pumping. A healthy heart means a healthier body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:OrganHumanBrain.png|50px]]&lt;br /&gt;
 || Brain || The center of self, the most important part of any individual. Determines who inhabits and controls the body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Lung-L.png|50px]] &lt;br /&gt;
 || Musical Lung || Breathes faster than human lungs, is susceptible to choking on low-quality air.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Stomach.png|50px]]&lt;br /&gt;
 || Stomach || Aids in the digestion of foods, liquids, and reagents in the body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Kidney-L.png|50px]]&lt;br /&gt;
 || Kidneys || Filter the vital fluids of any toxins they might contain.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Liver.png|50px]]&lt;br /&gt;
 || Liver || Contains enzymes that aid in certain biological processes. &lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Eye-L.png|50px]]&lt;br /&gt;
 || Eyes || Allow for visual information to be extracted from an organism&#039;s environment via light.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Vulpkanin ==&lt;br /&gt;
[[File:Full_Vulpkanin.png|100px]]&lt;br /&gt;
&lt;br /&gt;
Vulpkanin are fox-human hybrids, sporting distinct ears and tails. They naturally see the world in reds and greens, are capable of dealing blunt and slash damage with their claws, and are slightly resistant to extreme temperatures. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming Convention:&#039;&#039;&#039; Common &lt;br /&gt;
=== Damage Modifiers ===&lt;br /&gt;
* Cold: -10%&lt;br /&gt;
* Heat: -10%&lt;br /&gt;
=== Body ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Organs&lt;br /&gt;
|-&lt;br /&gt;
! Image !! Organ !! Purpose&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Heart-off.png|50px]]&lt;br /&gt;
|| Animal Heart || Determines the efficiency of blood pumping. A healthy heart means a healthier body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:OrganHumanBrain.png|50px]]&lt;br /&gt;
 || Brain || The center of self, the most important part of any individual. Determines who inhabits and controls the body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Lung-L.png|50px]] &lt;br /&gt;
 || Lungs || Determines the rate of breathing. Unhealthy lungs may result in the body getting less O2 than it needs.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Stomach.png|50px]]&lt;br /&gt;
 || Vulpkanin Stomach || Aids in the digestion of foods, liquids, and reagents in the body. Allows the consumption of raw food like mice without vomiting.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Kidney-L.png|50px]]&lt;br /&gt;
 || Kidneys || Filter the vital fluids of any toxins they might contain.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Liver.png|50px]]&lt;br /&gt;
 || Animal Liver || Contains enzymes that aid in certain biological processes. &lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Eye-L.png|50px]]&lt;br /&gt;
 || Eyes || Allow for visual information to be extracted from an organism&#039;s environment via light.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Felinid ==&lt;br /&gt;
[[File:felinidspiecies.png|100px]]&lt;br /&gt;
&lt;br /&gt;
Felinids are a mutation of humans with cat-like ears and tails, naturally taking less damage from high-speed impacts and able to slash with their claws to deal slashing and piercing damage. They are additionally capable of spitting hairballs which, upon touch, causes others to vomit. If sprayed with water, Felinids will sometimes scream.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming Convention:&#039;&#039;&#039; Common &lt;br /&gt;
=== Body ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Organs&lt;br /&gt;
|-&lt;br /&gt;
! Image !! Organ !! Purpose&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Heart-off.png|50px]]&lt;br /&gt;
|| Animal Heart || Determines the efficiency of blood pumping. A healthy heart means a healthier body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:OrganHumanBrain.png|50px]]&lt;br /&gt;
 || Brain || The center of self, the most important part of any individual. Determines who inhabits and controls the body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Lung-L.png|50px]] &lt;br /&gt;
 || Lungs || Determines the rate of breathing. Unhealthy lungs may result in the body getting less O2 than it needs.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Stomach.png|50px]]&lt;br /&gt;
 || Vulpkanin Stomach || Aids in the digestion of foods, liquids, and reagents in the body. Allows the consumption of raw food like mice without vomiting.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Kidney-L.png|50px]]&lt;br /&gt;
 || Kidneys || Filter the vital fluids of any toxins they might contain.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Liver.png|50px]]&lt;br /&gt;
 || Animal Liver || Contains enzymes that aid in certain biological processes. &lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Eye-L.png|50px]]&lt;br /&gt;
 || Eyes || Allow for visual information to be extracted from an organism&#039;s environment via light.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Gingerbreads ==&lt;br /&gt;
[[File:gingerbread_person.png|100px]]&lt;br /&gt;
&lt;br /&gt;
Gingerbreads are sentient confectioneries which have sugar for blood and can be butchered for cookies. They take significant genetic damage upon contact with water; about 3 times as much as slimes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming Convention:&#039;&#039;&#039; Common &lt;br /&gt;
=== Damage Modifiers ===&lt;br /&gt;
* Heat: -50%&lt;br /&gt;
* Cellular: -100%&lt;br /&gt;
&lt;br /&gt;
=== Body ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Organs&lt;br /&gt;
|-&lt;br /&gt;
! Image !! Organ !! Purpose&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Heart-off.png|50px]]&lt;br /&gt;
|| Heart || Determines the efficiency of blood pumping. A healthy heart means a healthier body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:OrganHumanBrain.png|50px]]&lt;br /&gt;
 || Brain || The center of self, the most important part of any individual. Determines who inhabits and controls the body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Lung-L.png|50px]] &lt;br /&gt;
 || Lungs || Determines the rate of breathing. Unhealthy lungs may result in the body getting less O2 than it needs.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Stomach.png|50px]]&lt;br /&gt;
 || Stomach || Aids in the digestion of foods, liquids, and reagents in the body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Kidney-L.png|50px]]&lt;br /&gt;
 || Kidneys || Filter the vital fluids of any toxins they might contain.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Liver.png|50px]]&lt;br /&gt;
 || Liver || Contains enzymes that aid in certain biological processes. &lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Eye-L.png|50px]]&lt;br /&gt;
 || Eyes || Allow for visual information to be extracted from an organism&#039;s environment via light.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Thaven ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming Convention:&#039;&#039;&#039; a virtue they hold.&lt;br /&gt;
=== Body ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Organs&lt;br /&gt;
|-&lt;br /&gt;
! Image !! Organ !! Purpose&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Heart-off.png|50px]]&lt;br /&gt;
|| Heart || Determines the efficiency of blood pumping. A healthy heart means a healthier body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:OrganHumanBrain.png|50px]]&lt;br /&gt;
 || Brain || The center of self, the most important part of any individual. Determines who inhabits and controls the body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Lung-L.png|50px]] &lt;br /&gt;
 || Lungs || Determines the rate of breathing. Unhealthy lungs may result in the body getting less O2 than it needs.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Stomach.png|50px]]&lt;br /&gt;
 || Stomach || Aids in the digestion of foods, liquids, and reagents in the body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Kidney-L.png|50px]]&lt;br /&gt;
 || Kidneys || Filter the vital fluids of any toxins they might contain.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Liver.png|50px]]&lt;br /&gt;
 || Liver || Contains enzymes that aid in certain biological processes. &lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Eye-L.png|50px]]&lt;br /&gt;
 || Eyes || Allow for visual information to be extracted from an organism&#039;s environment via light.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>BumblingDoofer</name></author>
	</entry>
	<entry>
		<id>https://wiki.funkystation.org/index.php?title=Playable_Species&amp;diff=1399</id>
		<title>Playable Species</title>
		<link rel="alternate" type="text/html" href="https://wiki.funkystation.org/index.php?title=Playable_Species&amp;diff=1399"/>
		<updated>2025-08-23T19:55:13Z</updated>

		<summary type="html">&lt;p&gt;BumblingDoofer: /* Harpies */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Template:Stub}}&lt;br /&gt;
There are currently 13 playable species in Funky Station - Humans, Reptilians, Slimes, Diona, Dwarves, Arachnids, Moths, Voxes, Felinids, Harpies, Vulpakins, Thaven and IPCs. Each has their own distinct stats, strengths, and weaknesses, but all have a few things in common:&lt;br /&gt;
&amp;lt;!-- TODO: maybe rewrite this inital part since IPCs can&#039;t really digest reagents due to being robots --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*all species are capable of equipping the same tools and items.&lt;br /&gt;
*all species are capable of metabolizing reagents and experiencing their effects.&lt;br /&gt;
*all species speak the same language.&lt;br /&gt;
*all species are to be treated equally by the crew and AI onboard.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NOTE:&#039;&#039;&#039; &amp;quot;Damage Modifiers&amp;quot; refers to TAKEN damage, not damage dealt to other entities.&lt;br /&gt;
&lt;br /&gt;
== Humans ==&lt;br /&gt;
[[File:Full.png|100px]]&lt;br /&gt;
&lt;br /&gt;
Baseline, unmodified human beings, functionally similar to the human beings of our world, aside for a comparatively incredible resistance to the vacuum of space (a trait shared more or less with all SS14 species). They cannot eat raw meat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming Convention:&#039;&#039;&#039; Common (ex. John Smith)&lt;br /&gt;
=== Body ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Organs&lt;br /&gt;
|-&lt;br /&gt;
! Image !! Organ !! Purpose&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Heart-off.png|50px]]&lt;br /&gt;
|| Heart || Determines the efficiency of blood pumping. A healthy heart means a healthier body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:OrganHumanBrain.png|50px]]&lt;br /&gt;
 || Brain || The center of self, the most important part of any individual. Determines who inhabits and controls the body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Lung-L.png|50px]] &lt;br /&gt;
 || Lungs || Determine the rate of breathing. Unhealthy lungs may result in the body getting less O2/N2 than it needs.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Stomach.png|50px]]&lt;br /&gt;
 || Stomach || Aids in the digestion of foods, liquids, and reagents in the body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Kidney-L.png|50px]]&lt;br /&gt;
 || Kidneys || Filter the vital fluids of any toxins they might contain.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Liver.png|50px]]&lt;br /&gt;
 || Liver || Contains enzymes that aid in certain biological processes.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Eye-L.png|50px]]&lt;br /&gt;
 || Eyes || Allow for visual information to be extracted from an organism&#039;s environment via light.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Reptilians ==&lt;br /&gt;
[[File:FullLizard.png|100px]]&lt;br /&gt;
&lt;br /&gt;
Reptile-like humanoids with sharp claws, tough scales, and an appetite for raw meat. Their unarmed melee attacks do slash instead of blunt damage due to their claws. For whatever reason, onions, coffee and tea are poisonous to them. They are further unable to consume anything like Grain, Dairy, or anything overly processed. However, they can happily eat fruit and meat(raw or cooked) without any issue. They can use their tail to pull things allowing both of their hands to be free.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming Conventions:&#039;&#039;&#039; Common, Verbal (ex. Eats-The-Mouse)&lt;br /&gt;
=== Damage Modifiers ===&lt;br /&gt;
* Cold: +30%&lt;br /&gt;
* Heat: -20%&lt;br /&gt;
&lt;br /&gt;
=== Body ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Organs&lt;br /&gt;
|-&lt;br /&gt;
! Image !! Organ !! Purpose&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Heart-off.png|50px]]&lt;br /&gt;
|| Heart || Determines the efficiency of blood pumping. A healthy heart means a healthier body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:OrganHumanBrain.png|50px]]&lt;br /&gt;
 || Brain || The center of self, the most important part of any individual. Determines who inhabits and controls the body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Lung-L.png|50px]]&lt;br /&gt;
 || Lungs || Determine the rate of breathing. Unhealthy lungs may result in the body getting less O2/N2 than it needs.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Stomach.png|50px]]&lt;br /&gt;
 || Reptilian Stomach || Aids in the digestion of foods, liquids, and reagents in the body. Able to digest corpses.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Kidney-L.png|50px]]&lt;br /&gt;
 || Kidneys || Filter the vital fluids of any toxins they might contain.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Liver.png|50px]]&lt;br /&gt;
 || Liver || Contains enzymes that aid in certain biological processes.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Eye-L.png|50px]]&lt;br /&gt;
 || Eyes || Allow for visual information to be extracted from an organism&#039;s environment via light.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Slimes ==&lt;br /&gt;
[[File:Fullslime.png|100px]]&lt;br /&gt;
&lt;br /&gt;
Gelatinous human-shaped masses of goo who breath nitrogen instead of oxygen, and exhale nitrous oxide. They are naturally vulnerable to both high and low pressure barotrauma, but their elastic form makes them resistant to blunt damage.&lt;br /&gt;
&lt;br /&gt;
They can store items inside their bodies in an inventory that can be accessed by anyone.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming Conventions:&#039;&#039;&#039; Common, Cadwellian (ex. Jon Cadwell)&lt;br /&gt;
=== Damage Modifiers ===&lt;br /&gt;
* Blunt: -40%&lt;br /&gt;
* Slash: +20%&lt;br /&gt;
* Piercing: +20%&lt;br /&gt;
* Cold: +50%&lt;br /&gt;
* Poison: -20%&lt;br /&gt;
* Cellular: -80%&lt;br /&gt;
=== Body ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Organs&lt;br /&gt;
|-&lt;br /&gt;
! Image !! Organ !! Purpose&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:SentientSlimeCore.png|50px]]&lt;br /&gt;
 || Sentient Slime Core || The center of self, the most important part of any individual. Determines who inhabits and controls the body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:SlimeGasSacs.png|50px]]&lt;br /&gt;
 || Slime Gas Sacs || Determines the rate of breathing.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Diona ==&lt;br /&gt;
[[File:Fulldiona.png|100px]]&lt;br /&gt;
&lt;br /&gt;
Tree-like plant people whose bodies react with fertilizer and weed-killing chemicals similar to regular plants. They cannot wear shoes, walk slower than the other races, and have a relatively high resistance to brute-force damage. They also have water instead of blood, and require significantly more water to stay hydrated.&lt;br /&gt;
&lt;br /&gt;
Diona can split into 3 pet-like Nymphs upon death manually, or by being gibbed. The original player take control of the &amp;quot;Brain&amp;quot; nymph (The only one able to talk), and the other two can be taken over by ghosts if given cognizine. If given enough time after splitting a single nymph can reform into a full Diona on it&#039;s own. The resultant Diona has a different name, and looses memories from it&#039;s death (other perhaps than the need to run away and find safety). Additionally this can change traits such as gender.&lt;br /&gt;
&lt;br /&gt;
A zombified Diona is able to split once dead (or after giving up and returning to body) and the resulting nymphs will be zombified, though unable to reform.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming Conventions:&#039;&#039;&#039; Common, Qualia[https://en.wikipedia.org/wiki/Qualia] (ex. A Peaceful Sunrise)&lt;br /&gt;
=== Damage Modifiers ===&lt;br /&gt;
* Blunt: -30%&lt;br /&gt;
* Slash: -20%&lt;br /&gt;
* Heat: +50%&lt;br /&gt;
* Shock: +20%&lt;br /&gt;
=== Body ===&lt;br /&gt;
&#039;&#039;&#039;NOTE:&#039;&#039;&#039; Diona have plantlike organs, allowing chemicals such as weed killer and robust harvest to affect their bodies similar to plants.&lt;br /&gt;
&lt;br /&gt;
Ex: Diona can consume robust harvest as a weaker form of omnizine.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Organs&lt;br /&gt;
|-&lt;br /&gt;
! Image !! Organ !! Purpose&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Heart-off.png|50px]]&lt;br /&gt;
|| Heart || Determines the efficiency of blood pumping. A healthy heart means a healthier body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Brain-pl.png|50px]]&lt;br /&gt;
|| Diona Brain || The center of self, the most important part of any individual. Determines who inhabits and controls the body. Functionally identical to the other humanoid brains.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Lung-L.png|50px]] &lt;br /&gt;
|| Lungs || Determine the rate of breathing. Unhealthy lungs may result in the body getting less O2/N2 than it needs.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Stomach-pl.png|50px]]&lt;br /&gt;
|| Diona Stomach || Aids in the digestion of foods, liquids, and reagents in the body. Due to its plantlike nature, it can digest fertilizers and weedkillers similar to the ways a plant would. Still capable of metabolizing medicine meant for animals.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Kidney-L.png|50px]] &lt;br /&gt;
|| Kidneys || Filter the vital fluids of any toxins they might contain.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Liver.png|50px]]&lt;br /&gt;
|| Liver || Contains enzymes that aid in certain biological processes.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Eye-L-pl.png|50px]] &lt;br /&gt;
|| Diona Eyes || Allow for visual information to be extracted from an organism&#039;s environment via light. Functionally identical to other humanoid eyeballs.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Dwarves ==&lt;br /&gt;
[[File:Dwarffull.png|100px]]&lt;br /&gt;
&lt;br /&gt;
A stout and stalwart race quite similar to humans, save for their diminutive stature, as well as a propensity for alcohol and goofy Scottish accents. Booze is capable of slowly healing their injuries. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming Conventions:&#039;&#039;&#039; Common, Scottish, Gaelic (ex. Brian O&#039;Finnegan)&lt;br /&gt;
=== Body ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Organs&lt;br /&gt;
|-&lt;br /&gt;
! Image !! Organ !! Purpose&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Heart-off.png|50px]]&lt;br /&gt;
|| Dwarf Heart || Determines the efficiency of blood pumping. A healthy heart means a healthier body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:OrganHumanBrain.png|50px]]&lt;br /&gt;
 || Brain || The center of self, the most important part of any individual. Determines who inhabits and controls the body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Lung-L.png|50px]] &lt;br /&gt;
 || Lungs || Determine the rate of breathing. Unhealthy lungs may result in the body getting less O2/N2 than it needs.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Stomach.png|50px]]&lt;br /&gt;
 || Dwarf Stomach || Aids in the digestion of foods, liquids, and reagents in the body. Somehow capable of metabolizing alcohol as a healing agent(?)&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Kidney-L.png|50px]]&lt;br /&gt;
 || Kidneys || Filter the vital fluids of any toxins they might contain.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Liver.png|50px]]&lt;br /&gt;
 || Dwarf Liver || Contains enzymes that aid in certain biological processes. &lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Eye-L.png|50px]]&lt;br /&gt;
 || Eyes || Allow for visual information to be extracted from an organism&#039;s environment via light.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Arachnids ==&lt;br /&gt;
[[File:Arachnid-full.png|100px]]&lt;br /&gt;
&lt;br /&gt;
Possibly related to the space spiders and giant tarantulas found in outer space. Thanks to their similarly robust digestive systems, they are able to consume raw food without the risk of disease. They are more vulnerable to asphyxiation and take longer to recover from it. Their sharp teeth allow them to do piercing damage instead of blunt. They have the ability to weave silk and build exclusively all sorts of things But at the expense of consuming a little bit of hunger.&lt;br /&gt;
&lt;br /&gt;
They have two extra pocket slots formed by webs.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming Conventions:&#039;&#039;&#039; Common, Latin (ex. Pluribus Unum)&lt;br /&gt;
=== Body ===&lt;br /&gt;
&#039;&#039;&#039;NOTE:&#039;&#039;&#039; Arachnids have a slower metabolic rate than other organisms (around 50% slower), meaning they heal from medicine and take damage from ingested toxins slower. This has no effect on externally applied reagents, so spilling a acid on an Arachnid will kill them just the same as anyone else.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Organs&lt;br /&gt;
|-&lt;br /&gt;
! Image !! Organ !! Purpose&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:ArachnidHeart.png|50px]]&lt;br /&gt;
|| Arachnid Heart || Determines the efficiency of blood pumping. A healthy heart means a healthier body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:OrganHumanBrain.png|50px]]&lt;br /&gt;
 || Brain || The center of self, the most important part of any individual. Determines who inhabits and controls the body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Lung-L.png|50px]] &lt;br /&gt;
 || Lungs || Determine the rate of breathing. Unhealthy lungs may result in the body getting less O2/N2 than it needs.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Stomach.png|50px]]&lt;br /&gt;
 || Stomach || Aids in the digestion of foods, liquids, and reagents in the body. Able to digest corpses.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Kidney-L.png|50px]]&lt;br /&gt;
 || Kidneys || Filter the vital fluids of any toxins they might contain.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Liver.png|50px]]&lt;br /&gt;
 || Liver || Contains enzymes that aid in certain biological processes.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Eyeball-l-a.png|50px]]&lt;br /&gt;
 || Eyes || Allow for visual information to be extracted from an organism&#039;s environment via light.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Moths ==&lt;br /&gt;
[[File:Fullmoth.png|100px]]&lt;br /&gt;
&lt;br /&gt;
Moths, meanwhile, actually &#039;&#039;are&#039;&#039; an insectoid species. Their wings allow them greater control in zero gravity than other species, and their natural resistance to cold helps greatly in a space environment. The tradeoff, naturally, is that heat is more dangerous.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming Convention:&#039;&#039;&#039; Common (ex. John Doe), Mothic, (ex. Mothew Lamplight)&lt;br /&gt;
=== Damage Modifiers ===&lt;br /&gt;
* Cold: -30%&lt;br /&gt;
* Heat: +30%&lt;br /&gt;
=== Body ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Organs&lt;br /&gt;
|-&lt;br /&gt;
! Image !! Organ !! Purpose&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Heart-off.png|50px]]&lt;br /&gt;
|| Heart || Determines the efficiency of blood pumping. A healthy heart means a healthier body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:OrganHumanBrain.png|50px]]&lt;br /&gt;
 || Brain || The center of self, the most important part of any individual. Determines who inhabits and controls the body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Lung-L.png|50px]] &lt;br /&gt;
 || Lungs || Determines the rate of breathing. Unhealthy lungs may result in the body getting less O2 than it needs.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Stomach.png|50px]]&lt;br /&gt;
 || Moth Stomach || Aids in the digestion of cloth and reagents in the body. Finds non-cloth foods repulsive.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Kidney-L.png|50px]]&lt;br /&gt;
 || Kidneys || Filter the vital fluids of any toxins they might contain.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Liver.png|50px]]&lt;br /&gt;
 || Liver || Contains enzymes that aid in certain biological processes.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Eye-L.png|50px]]&lt;br /&gt;
 || Eyes || Allow for visual information to be extracted from an organism&#039;s environment via &#039;&#039;&#039;the light.&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Vox ==&lt;br /&gt;
[[File:Fullvox.png|100px]]&lt;br /&gt;
&lt;br /&gt;
Vox are a strange lot, they&#039;re raptor-like creatures that can only breathe nitrogen, as oxygen is &#039;&#039;&#039;very hazardous&#039;&#039;&#039; to their health to the point where they take ticking poison damage as long as they&#039;re exposed to the air, provided said air has even a trace of oxygen within it. To counter-act this, a Vox must either be in a pure nitrogen-based environment or, more commonly, breathing from a nitrogen tank, one of which is provided to them at the start of each round.&lt;br /&gt;
&lt;br /&gt;
Much like Reptilians, their unarmed attacks deal slashing damage instread of blunt.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming Convention:&#039;&#039;&#039; Common, Mono-name with Repetitive Random Syllables (ex. Hirixashahre, Xapikrikrik) &lt;br /&gt;
&amp;lt;!-- TODO: find a more proper term for this. Maybe someone smarter than I am can come up with something... I WANT to say Paralalia but that doesn&#039;t sound right... --&amp;gt;&lt;br /&gt;
=== Body ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Organs&lt;br /&gt;
|-&lt;br /&gt;
! Image !! Organ !! Purpose&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Heart-off.png|50px]]&lt;br /&gt;
|| Heart || Determines the efficiency of blood pumping. A healthy heart means a healthier body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:OrganHumanBrain.png|50px]]&lt;br /&gt;
 || Brain || The center of self, the most important part of any individual. Determines who inhabits and controls the body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:VoxLungs.png|50px]] &lt;br /&gt;
 || Vox Lungs || Determines the rate of breathing. Unhealthy lungs may result in the body getting less N2 than it needs. Generates toxins when O2 is breathed in.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Stomach.png|50px]]&lt;br /&gt;
 || Stomach || Aids in the digestion of foods, liquids, and reagents in the body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Kidney-L.png|50px]]&lt;br /&gt;
 || Kidneys || Filter the vital fluids of any toxins they might contain.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Liver.png|50px]]&lt;br /&gt;
 || Liver || Contains enzymes that aid in certain biological processes.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Eye-L.png|50px]]&lt;br /&gt;
 || Eyes || Allow for visual information to be extracted from an organism&#039;s environment via light.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== IPC ==&lt;br /&gt;
[[File:Full_IPC.png|100px]]&lt;br /&gt;
&lt;br /&gt;
IPCs (Integrated Positronic Chassis) are sentient silicon-based humanoid robots. Unlike cyborgs, this species is considered autonomous, conscious, and independent individuals. Thus, they do not follow conventional laws of robotics (neither can they be emagged). They require no food source, nor breathable atmosphere to function. All that is required to power their chassis is an electrical source, most commonly in the form of replaceable power cells. They can also draw power into their batteries via connection to an APC or a cyborg recharging station. As a silicon-based life-form, they cannot be doctored (do not resuscitate using a defibrillator). Instead, they rely on machine repair.&lt;br /&gt;
&lt;br /&gt;
You may find that IPCs are much more fortuitous then biological creatures. When repairs are needed, industrially produced materials such as glass, wires, and welding fuels are commonly used. Structural damage (Brute) to an IPC&#039;s chassis and hull can be repaired with a welding torch. Glass can be used to replace photodetector sensor lenses (Eyes). Copper wires can be used in replacement of burnt away internals (Burn). Plasma sheets can be used to mediate radiation. IPCs also have an oil system not unlike organic blood. This oil must be replenished if lost, as IPCs constantly bleed without a weld until they run dry. Once they run out of oil, they&#039;ll take slow but constant blunt damage. Once repairs are complete and batteries are charged, an IPC can simply be rebooted back into its functional state.&lt;br /&gt;
&lt;br /&gt;
IPCs come with an integrated communications board which allows them to use radio channels on the station much like a headset would. Because of their positronic brain used as a processing source, IPCs cannot be reproduced. Perhaps their volatile memory assembly is too hard for a typical greytider to perform?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming Convention:&#039;&#039;&#039; Custom Cyborg Identifier, with variable numbering convention (ex. DAGD-041, Halcyon-010756-09)&lt;br /&gt;
=== Damage Modifiers ===&lt;br /&gt;
* Heat: +100%&lt;br /&gt;
* Shock: +125%&lt;br /&gt;
* Radiation: -50%&lt;br /&gt;
* Cold: -50%&lt;br /&gt;
&lt;br /&gt;
Of specific note regarding IPC damage is their inability to take certain types of damage. These types of damage include poison and respiratory due to their being within a robotic chassis.&lt;br /&gt;
&lt;br /&gt;
=== Body ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Organs&lt;br /&gt;
|-&lt;br /&gt;
! Image !! Organ !! Purpose&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:PositronicBrain.png|50px]]&lt;br /&gt;
 || Brain || The center of self, the most important part of any individual. Determines who inhabits and controls the body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:MicroPump.png|50px]] &lt;br /&gt;
 || Micro Pump || Determines the rate of breathing.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:RoboticEyes.png|50px]]&lt;br /&gt;
 || Robotic Eyes || Allow for visual information to be extracted from an organism&#039;s environment via light.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Harpies ==&lt;br /&gt;
[[File:Full_Harpy.png|100px]]&lt;br /&gt;
&lt;br /&gt;
Harpies are a human-like species with large wings, talon-like legs, and an innate ability for music and mimicry. Similar to Moths, their wings allow them greater mobility in zero-gravity conditions, though unlike moths, Harpies are capable of flight at the expense of stamina. Harpies can maintain flight at high speeds for roughly 8 seconds before their stamina depletes. While in flight, harpies are unable to hold items, meaning that if a Harpy takes off while holding an item, said item will drop beneath them immediately. Harpies are additionally capable of mimicking a wide variety of sounds and instruments, and are able to sing on demand.&lt;br /&gt;
&lt;br /&gt;
Harpies are incredibly sensitive to air quality. When subjected to low-quality air (0.2 combined mols of carbon dioxide or miasma), harpies will gasp and eventually choke. When choking, harpies are recommended to stand on top of a vent (only 3 seconds of quality air should be enough to fully oxygenate their bloodstream) and avoid unventilated areas of the station such as maintenance halls.&lt;br /&gt;
&lt;br /&gt;
Harpies are capable of eating raw meat, though will be poisoned by Theobromine (Chocolate, tea, coffee) and Allicin (Onion, garlic).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming Convention:&#039;&#039;&#039; Common &lt;br /&gt;
=== Body ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Organs&lt;br /&gt;
|-&lt;br /&gt;
! Image !! Organ !! Purpose&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Heart-off.png|50px]]&lt;br /&gt;
|| Heart || Determines the efficiency of blood pumping. A healthy heart means a healthier body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:OrganHumanBrain.png|50px]]&lt;br /&gt;
 || Brain || The center of self, the most important part of any individual. Determines who inhabits and controls the body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Lung-L.png|50px]] &lt;br /&gt;
 || Musical Lung || Breathes faster than human lungs, is susceptible to choking on low-quality air.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Stomach.png|50px]]&lt;br /&gt;
 || Stomach || Aids in the digestion of foods, liquids, and reagents in the body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Kidney-L.png|50px]]&lt;br /&gt;
 || Kidneys || Filter the vital fluids of any toxins they might contain.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Liver.png|50px]]&lt;br /&gt;
 || Liver || Contains enzymes that aid in certain biological processes. &lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Eye-L.png|50px]]&lt;br /&gt;
 || Eyes || Allow for visual information to be extracted from an organism&#039;s environment via light.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Vulpkanin ==&lt;br /&gt;
[[File:Full_Vulpkanin.png|100px]]&lt;br /&gt;
&lt;br /&gt;
Vulpkanin are fox-human hybrids, sporting distinct ears and tails. They naturally see the world in reds and greens, are capable of dealing blunt and slash damage with their claws, and are slightly resistant to extreme temperatures. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming Convention:&#039;&#039;&#039; Common &lt;br /&gt;
=== Damage Modifiers ===&lt;br /&gt;
* Cold: -10%&lt;br /&gt;
* Heat: -10%&lt;br /&gt;
=== Body ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Organs&lt;br /&gt;
|-&lt;br /&gt;
! Image !! Organ !! Purpose&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Heart-off.png|50px]]&lt;br /&gt;
|| Animal Heart || Determines the efficiency of blood pumping. A healthy heart means a healthier body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:OrganHumanBrain.png|50px]]&lt;br /&gt;
 || Brain || The center of self, the most important part of any individual. Determines who inhabits and controls the body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Lung-L.png|50px]] &lt;br /&gt;
 || Lungs || Determines the rate of breathing. Unhealthy lungs may result in the body getting less O2 than it needs.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Stomach.png|50px]]&lt;br /&gt;
 || Vulpkanin Stomach || Aids in the digestion of foods, liquids, and reagents in the body. Allows the consumption of raw food like mice without vomiting.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Kidney-L.png|50px]]&lt;br /&gt;
 || Kidneys || Filter the vital fluids of any toxins they might contain.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Liver.png|50px]]&lt;br /&gt;
 || Animal Liver || Contains enzymes that aid in certain biological processes. &lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Eye-L.png|50px]]&lt;br /&gt;
 || Eyes || Allow for visual information to be extracted from an organism&#039;s environment via light.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Felinid ==&lt;br /&gt;
[[File:felinidspiecies.png|100px]]&lt;br /&gt;
&lt;br /&gt;
Felinids are a mutation of humans with cat-like ears and tails, naturally taking less damage from high-speed impacts and able to slash with their claws to deal slashing and piercing damage. They are additionally capable of spitting hairballs which, upon touch, causes others to vomit. If sprayed with water, Felinids will sometimes scream.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming Convention:&#039;&#039;&#039; Common &lt;br /&gt;
=== Body ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Organs&lt;br /&gt;
|-&lt;br /&gt;
! Image !! Organ !! Purpose&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Heart-off.png|50px]]&lt;br /&gt;
|| Animal Heart || Determines the efficiency of blood pumping. A healthy heart means a healthier body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:OrganHumanBrain.png|50px]]&lt;br /&gt;
 || Brain || The center of self, the most important part of any individual. Determines who inhabits and controls the body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Lung-L.png|50px]] &lt;br /&gt;
 || Lungs || Determines the rate of breathing. Unhealthy lungs may result in the body getting less O2 than it needs.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Stomach.png|50px]]&lt;br /&gt;
 || Vulpkanin Stomach || Aids in the digestion of foods, liquids, and reagents in the body. Allows the consumption of raw food like mice without vomiting.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Kidney-L.png|50px]]&lt;br /&gt;
 || Kidneys || Filter the vital fluids of any toxins they might contain.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Liver.png|50px]]&lt;br /&gt;
 || Animal Liver || Contains enzymes that aid in certain biological processes. &lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Eye-L.png|50px]]&lt;br /&gt;
 || Eyes || Allow for visual information to be extracted from an organism&#039;s environment via light.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Gingerbreads ==&lt;br /&gt;
[[File:gingerbread_person.png|100px]]&lt;br /&gt;
&lt;br /&gt;
Gingerbreads are sentient confectioneries which have sugar for blood and can be butchered for cookies. They take significant genetic damage upon contact with water; about 3 times as much as slimes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming Convention:&#039;&#039;&#039; Common &lt;br /&gt;
=== Damage Modifiers ===&lt;br /&gt;
* Heat: -50%&lt;br /&gt;
=== Body ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Organs&lt;br /&gt;
|-&lt;br /&gt;
! Image !! Organ !! Purpose&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Heart-off.png|50px]]&lt;br /&gt;
|| Heart || Determines the efficiency of blood pumping. A healthy heart means a healthier body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:OrganHumanBrain.png|50px]]&lt;br /&gt;
 || Brain || The center of self, the most important part of any individual. Determines who inhabits and controls the body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Lung-L.png|50px]] &lt;br /&gt;
 || Lungs || Determines the rate of breathing. Unhealthy lungs may result in the body getting less O2 than it needs.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Stomach.png|50px]]&lt;br /&gt;
 || Stomach || Aids in the digestion of foods, liquids, and reagents in the body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Kidney-L.png|50px]]&lt;br /&gt;
 || Kidneys || Filter the vital fluids of any toxins they might contain.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Liver.png|50px]]&lt;br /&gt;
 || Liver || Contains enzymes that aid in certain biological processes. &lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Eye-L.png|50px]]&lt;br /&gt;
 || Eyes || Allow for visual information to be extracted from an organism&#039;s environment via light.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Thaven ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming Convention:&#039;&#039;&#039; a virtue they hold.&lt;br /&gt;
=== Body ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Organs&lt;br /&gt;
|-&lt;br /&gt;
! Image !! Organ !! Purpose&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Heart-off.png|50px]]&lt;br /&gt;
|| Heart || Determines the efficiency of blood pumping. A healthy heart means a healthier body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:OrganHumanBrain.png|50px]]&lt;br /&gt;
 || Brain || The center of self, the most important part of any individual. Determines who inhabits and controls the body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Lung-L.png|50px]] &lt;br /&gt;
 || Lungs || Determines the rate of breathing. Unhealthy lungs may result in the body getting less O2 than it needs.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Stomach.png|50px]]&lt;br /&gt;
 || Stomach || Aids in the digestion of foods, liquids, and reagents in the body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Kidney-L.png|50px]]&lt;br /&gt;
 || Kidneys || Filter the vital fluids of any toxins they might contain.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Liver.png|50px]]&lt;br /&gt;
 || Liver || Contains enzymes that aid in certain biological processes. &lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Eye-L.png|50px]]&lt;br /&gt;
 || Eyes || Allow for visual information to be extracted from an organism&#039;s environment via light.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>BumblingDoofer</name></author>
	</entry>
	<entry>
		<id>https://wiki.funkystation.org/index.php?title=Playable_Species&amp;diff=1398</id>
		<title>Playable Species</title>
		<link rel="alternate" type="text/html" href="https://wiki.funkystation.org/index.php?title=Playable_Species&amp;diff=1398"/>
		<updated>2025-08-23T19:55:02Z</updated>

		<summary type="html">&lt;p&gt;BumblingDoofer: /* Harpies */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Template:Stub}}&lt;br /&gt;
There are currently 13 playable species in Funky Station - Humans, Reptilians, Slimes, Diona, Dwarves, Arachnids, Moths, Voxes, Felinids, Harpies, Vulpakins, Thaven and IPCs. Each has their own distinct stats, strengths, and weaknesses, but all have a few things in common:&lt;br /&gt;
&amp;lt;!-- TODO: maybe rewrite this inital part since IPCs can&#039;t really digest reagents due to being robots --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*all species are capable of equipping the same tools and items.&lt;br /&gt;
*all species are capable of metabolizing reagents and experiencing their effects.&lt;br /&gt;
*all species speak the same language.&lt;br /&gt;
*all species are to be treated equally by the crew and AI onboard.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NOTE:&#039;&#039;&#039; &amp;quot;Damage Modifiers&amp;quot; refers to TAKEN damage, not damage dealt to other entities.&lt;br /&gt;
&lt;br /&gt;
== Humans ==&lt;br /&gt;
[[File:Full.png|100px]]&lt;br /&gt;
&lt;br /&gt;
Baseline, unmodified human beings, functionally similar to the human beings of our world, aside for a comparatively incredible resistance to the vacuum of space (a trait shared more or less with all SS14 species). They cannot eat raw meat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming Convention:&#039;&#039;&#039; Common (ex. John Smith)&lt;br /&gt;
=== Body ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Organs&lt;br /&gt;
|-&lt;br /&gt;
! Image !! Organ !! Purpose&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Heart-off.png|50px]]&lt;br /&gt;
|| Heart || Determines the efficiency of blood pumping. A healthy heart means a healthier body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:OrganHumanBrain.png|50px]]&lt;br /&gt;
 || Brain || The center of self, the most important part of any individual. Determines who inhabits and controls the body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Lung-L.png|50px]] &lt;br /&gt;
 || Lungs || Determine the rate of breathing. Unhealthy lungs may result in the body getting less O2/N2 than it needs.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Stomach.png|50px]]&lt;br /&gt;
 || Stomach || Aids in the digestion of foods, liquids, and reagents in the body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Kidney-L.png|50px]]&lt;br /&gt;
 || Kidneys || Filter the vital fluids of any toxins they might contain.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Liver.png|50px]]&lt;br /&gt;
 || Liver || Contains enzymes that aid in certain biological processes.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Eye-L.png|50px]]&lt;br /&gt;
 || Eyes || Allow for visual information to be extracted from an organism&#039;s environment via light.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Reptilians ==&lt;br /&gt;
[[File:FullLizard.png|100px]]&lt;br /&gt;
&lt;br /&gt;
Reptile-like humanoids with sharp claws, tough scales, and an appetite for raw meat. Their unarmed melee attacks do slash instead of blunt damage due to their claws. For whatever reason, onions, coffee and tea are poisonous to them. They are further unable to consume anything like Grain, Dairy, or anything overly processed. However, they can happily eat fruit and meat(raw or cooked) without any issue. They can use their tail to pull things allowing both of their hands to be free.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming Conventions:&#039;&#039;&#039; Common, Verbal (ex. Eats-The-Mouse)&lt;br /&gt;
=== Damage Modifiers ===&lt;br /&gt;
* Cold: +30%&lt;br /&gt;
* Heat: -20%&lt;br /&gt;
&lt;br /&gt;
=== Body ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Organs&lt;br /&gt;
|-&lt;br /&gt;
! Image !! Organ !! Purpose&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Heart-off.png|50px]]&lt;br /&gt;
|| Heart || Determines the efficiency of blood pumping. A healthy heart means a healthier body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:OrganHumanBrain.png|50px]]&lt;br /&gt;
 || Brain || The center of self, the most important part of any individual. Determines who inhabits and controls the body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Lung-L.png|50px]]&lt;br /&gt;
 || Lungs || Determine the rate of breathing. Unhealthy lungs may result in the body getting less O2/N2 than it needs.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Stomach.png|50px]]&lt;br /&gt;
 || Reptilian Stomach || Aids in the digestion of foods, liquids, and reagents in the body. Able to digest corpses.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Kidney-L.png|50px]]&lt;br /&gt;
 || Kidneys || Filter the vital fluids of any toxins they might contain.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Liver.png|50px]]&lt;br /&gt;
 || Liver || Contains enzymes that aid in certain biological processes.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Eye-L.png|50px]]&lt;br /&gt;
 || Eyes || Allow for visual information to be extracted from an organism&#039;s environment via light.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Slimes ==&lt;br /&gt;
[[File:Fullslime.png|100px]]&lt;br /&gt;
&lt;br /&gt;
Gelatinous human-shaped masses of goo who breath nitrogen instead of oxygen, and exhale nitrous oxide. They are naturally vulnerable to both high and low pressure barotrauma, but their elastic form makes them resistant to blunt damage.&lt;br /&gt;
&lt;br /&gt;
They can store items inside their bodies in an inventory that can be accessed by anyone.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming Conventions:&#039;&#039;&#039; Common, Cadwellian (ex. Jon Cadwell)&lt;br /&gt;
=== Damage Modifiers ===&lt;br /&gt;
* Blunt: -40%&lt;br /&gt;
* Slash: +20%&lt;br /&gt;
* Piercing: +20%&lt;br /&gt;
* Cold: +50%&lt;br /&gt;
* Poison: -20%&lt;br /&gt;
* Cellular: -80%&lt;br /&gt;
=== Body ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Organs&lt;br /&gt;
|-&lt;br /&gt;
! Image !! Organ !! Purpose&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:SentientSlimeCore.png|50px]]&lt;br /&gt;
 || Sentient Slime Core || The center of self, the most important part of any individual. Determines who inhabits and controls the body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:SlimeGasSacs.png|50px]]&lt;br /&gt;
 || Slime Gas Sacs || Determines the rate of breathing.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Diona ==&lt;br /&gt;
[[File:Fulldiona.png|100px]]&lt;br /&gt;
&lt;br /&gt;
Tree-like plant people whose bodies react with fertilizer and weed-killing chemicals similar to regular plants. They cannot wear shoes, walk slower than the other races, and have a relatively high resistance to brute-force damage. They also have water instead of blood, and require significantly more water to stay hydrated.&lt;br /&gt;
&lt;br /&gt;
Diona can split into 3 pet-like Nymphs upon death manually, or by being gibbed. The original player take control of the &amp;quot;Brain&amp;quot; nymph (The only one able to talk), and the other two can be taken over by ghosts if given cognizine. If given enough time after splitting a single nymph can reform into a full Diona on it&#039;s own. The resultant Diona has a different name, and looses memories from it&#039;s death (other perhaps than the need to run away and find safety). Additionally this can change traits such as gender.&lt;br /&gt;
&lt;br /&gt;
A zombified Diona is able to split once dead (or after giving up and returning to body) and the resulting nymphs will be zombified, though unable to reform.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming Conventions:&#039;&#039;&#039; Common, Qualia[https://en.wikipedia.org/wiki/Qualia] (ex. A Peaceful Sunrise)&lt;br /&gt;
=== Damage Modifiers ===&lt;br /&gt;
* Blunt: -30%&lt;br /&gt;
* Slash: -20%&lt;br /&gt;
* Heat: +50%&lt;br /&gt;
* Shock: +20%&lt;br /&gt;
=== Body ===&lt;br /&gt;
&#039;&#039;&#039;NOTE:&#039;&#039;&#039; Diona have plantlike organs, allowing chemicals such as weed killer and robust harvest to affect their bodies similar to plants.&lt;br /&gt;
&lt;br /&gt;
Ex: Diona can consume robust harvest as a weaker form of omnizine.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Organs&lt;br /&gt;
|-&lt;br /&gt;
! Image !! Organ !! Purpose&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Heart-off.png|50px]]&lt;br /&gt;
|| Heart || Determines the efficiency of blood pumping. A healthy heart means a healthier body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Brain-pl.png|50px]]&lt;br /&gt;
|| Diona Brain || The center of self, the most important part of any individual. Determines who inhabits and controls the body. Functionally identical to the other humanoid brains.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Lung-L.png|50px]] &lt;br /&gt;
|| Lungs || Determine the rate of breathing. Unhealthy lungs may result in the body getting less O2/N2 than it needs.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Stomach-pl.png|50px]]&lt;br /&gt;
|| Diona Stomach || Aids in the digestion of foods, liquids, and reagents in the body. Due to its plantlike nature, it can digest fertilizers and weedkillers similar to the ways a plant would. Still capable of metabolizing medicine meant for animals.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Kidney-L.png|50px]] &lt;br /&gt;
|| Kidneys || Filter the vital fluids of any toxins they might contain.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Liver.png|50px]]&lt;br /&gt;
|| Liver || Contains enzymes that aid in certain biological processes.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Eye-L-pl.png|50px]] &lt;br /&gt;
|| Diona Eyes || Allow for visual information to be extracted from an organism&#039;s environment via light. Functionally identical to other humanoid eyeballs.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Dwarves ==&lt;br /&gt;
[[File:Dwarffull.png|100px]]&lt;br /&gt;
&lt;br /&gt;
A stout and stalwart race quite similar to humans, save for their diminutive stature, as well as a propensity for alcohol and goofy Scottish accents. Booze is capable of slowly healing their injuries. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming Conventions:&#039;&#039;&#039; Common, Scottish, Gaelic (ex. Brian O&#039;Finnegan)&lt;br /&gt;
=== Body ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Organs&lt;br /&gt;
|-&lt;br /&gt;
! Image !! Organ !! Purpose&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Heart-off.png|50px]]&lt;br /&gt;
|| Dwarf Heart || Determines the efficiency of blood pumping. A healthy heart means a healthier body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:OrganHumanBrain.png|50px]]&lt;br /&gt;
 || Brain || The center of self, the most important part of any individual. Determines who inhabits and controls the body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Lung-L.png|50px]] &lt;br /&gt;
 || Lungs || Determine the rate of breathing. Unhealthy lungs may result in the body getting less O2/N2 than it needs.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Stomach.png|50px]]&lt;br /&gt;
 || Dwarf Stomach || Aids in the digestion of foods, liquids, and reagents in the body. Somehow capable of metabolizing alcohol as a healing agent(?)&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Kidney-L.png|50px]]&lt;br /&gt;
 || Kidneys || Filter the vital fluids of any toxins they might contain.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Liver.png|50px]]&lt;br /&gt;
 || Dwarf Liver || Contains enzymes that aid in certain biological processes. &lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Eye-L.png|50px]]&lt;br /&gt;
 || Eyes || Allow for visual information to be extracted from an organism&#039;s environment via light.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Arachnids ==&lt;br /&gt;
[[File:Arachnid-full.png|100px]]&lt;br /&gt;
&lt;br /&gt;
Possibly related to the space spiders and giant tarantulas found in outer space. Thanks to their similarly robust digestive systems, they are able to consume raw food without the risk of disease. They are more vulnerable to asphyxiation and take longer to recover from it. Their sharp teeth allow them to do piercing damage instead of blunt. They have the ability to weave silk and build exclusively all sorts of things But at the expense of consuming a little bit of hunger.&lt;br /&gt;
&lt;br /&gt;
They have two extra pocket slots formed by webs.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming Conventions:&#039;&#039;&#039; Common, Latin (ex. Pluribus Unum)&lt;br /&gt;
=== Body ===&lt;br /&gt;
&#039;&#039;&#039;NOTE:&#039;&#039;&#039; Arachnids have a slower metabolic rate than other organisms (around 50% slower), meaning they heal from medicine and take damage from ingested toxins slower. This has no effect on externally applied reagents, so spilling a acid on an Arachnid will kill them just the same as anyone else.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Organs&lt;br /&gt;
|-&lt;br /&gt;
! Image !! Organ !! Purpose&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:ArachnidHeart.png|50px]]&lt;br /&gt;
|| Arachnid Heart || Determines the efficiency of blood pumping. A healthy heart means a healthier body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:OrganHumanBrain.png|50px]]&lt;br /&gt;
 || Brain || The center of self, the most important part of any individual. Determines who inhabits and controls the body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Lung-L.png|50px]] &lt;br /&gt;
 || Lungs || Determine the rate of breathing. Unhealthy lungs may result in the body getting less O2/N2 than it needs.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Stomach.png|50px]]&lt;br /&gt;
 || Stomach || Aids in the digestion of foods, liquids, and reagents in the body. Able to digest corpses.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Kidney-L.png|50px]]&lt;br /&gt;
 || Kidneys || Filter the vital fluids of any toxins they might contain.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Liver.png|50px]]&lt;br /&gt;
 || Liver || Contains enzymes that aid in certain biological processes.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Eyeball-l-a.png|50px]]&lt;br /&gt;
 || Eyes || Allow for visual information to be extracted from an organism&#039;s environment via light.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Moths ==&lt;br /&gt;
[[File:Fullmoth.png|100px]]&lt;br /&gt;
&lt;br /&gt;
Moths, meanwhile, actually &#039;&#039;are&#039;&#039; an insectoid species. Their wings allow them greater control in zero gravity than other species, and their natural resistance to cold helps greatly in a space environment. The tradeoff, naturally, is that heat is more dangerous.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming Convention:&#039;&#039;&#039; Common (ex. John Doe), Mothic, (ex. Mothew Lamplight)&lt;br /&gt;
=== Damage Modifiers ===&lt;br /&gt;
* Cold: -30%&lt;br /&gt;
* Heat: +30%&lt;br /&gt;
=== Body ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Organs&lt;br /&gt;
|-&lt;br /&gt;
! Image !! Organ !! Purpose&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Heart-off.png|50px]]&lt;br /&gt;
|| Heart || Determines the efficiency of blood pumping. A healthy heart means a healthier body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:OrganHumanBrain.png|50px]]&lt;br /&gt;
 || Brain || The center of self, the most important part of any individual. Determines who inhabits and controls the body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Lung-L.png|50px]] &lt;br /&gt;
 || Lungs || Determines the rate of breathing. Unhealthy lungs may result in the body getting less O2 than it needs.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Stomach.png|50px]]&lt;br /&gt;
 || Moth Stomach || Aids in the digestion of cloth and reagents in the body. Finds non-cloth foods repulsive.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Kidney-L.png|50px]]&lt;br /&gt;
 || Kidneys || Filter the vital fluids of any toxins they might contain.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Liver.png|50px]]&lt;br /&gt;
 || Liver || Contains enzymes that aid in certain biological processes.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Eye-L.png|50px]]&lt;br /&gt;
 || Eyes || Allow for visual information to be extracted from an organism&#039;s environment via &#039;&#039;&#039;the light.&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Vox ==&lt;br /&gt;
[[File:Fullvox.png|100px]]&lt;br /&gt;
&lt;br /&gt;
Vox are a strange lot, they&#039;re raptor-like creatures that can only breathe nitrogen, as oxygen is &#039;&#039;&#039;very hazardous&#039;&#039;&#039; to their health to the point where they take ticking poison damage as long as they&#039;re exposed to the air, provided said air has even a trace of oxygen within it. To counter-act this, a Vox must either be in a pure nitrogen-based environment or, more commonly, breathing from a nitrogen tank, one of which is provided to them at the start of each round.&lt;br /&gt;
&lt;br /&gt;
Much like Reptilians, their unarmed attacks deal slashing damage instread of blunt.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming Convention:&#039;&#039;&#039; Common, Mono-name with Repetitive Random Syllables (ex. Hirixashahre, Xapikrikrik) &lt;br /&gt;
&amp;lt;!-- TODO: find a more proper term for this. Maybe someone smarter than I am can come up with something... I WANT to say Paralalia but that doesn&#039;t sound right... --&amp;gt;&lt;br /&gt;
=== Body ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Organs&lt;br /&gt;
|-&lt;br /&gt;
! Image !! Organ !! Purpose&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Heart-off.png|50px]]&lt;br /&gt;
|| Heart || Determines the efficiency of blood pumping. A healthy heart means a healthier body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:OrganHumanBrain.png|50px]]&lt;br /&gt;
 || Brain || The center of self, the most important part of any individual. Determines who inhabits and controls the body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:VoxLungs.png|50px]] &lt;br /&gt;
 || Vox Lungs || Determines the rate of breathing. Unhealthy lungs may result in the body getting less N2 than it needs. Generates toxins when O2 is breathed in.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Stomach.png|50px]]&lt;br /&gt;
 || Stomach || Aids in the digestion of foods, liquids, and reagents in the body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Kidney-L.png|50px]]&lt;br /&gt;
 || Kidneys || Filter the vital fluids of any toxins they might contain.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Liver.png|50px]]&lt;br /&gt;
 || Liver || Contains enzymes that aid in certain biological processes.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Eye-L.png|50px]]&lt;br /&gt;
 || Eyes || Allow for visual information to be extracted from an organism&#039;s environment via light.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== IPC ==&lt;br /&gt;
[[File:Full_IPC.png|100px]]&lt;br /&gt;
&lt;br /&gt;
IPCs (Integrated Positronic Chassis) are sentient silicon-based humanoid robots. Unlike cyborgs, this species is considered autonomous, conscious, and independent individuals. Thus, they do not follow conventional laws of robotics (neither can they be emagged). They require no food source, nor breathable atmosphere to function. All that is required to power their chassis is an electrical source, most commonly in the form of replaceable power cells. They can also draw power into their batteries via connection to an APC or a cyborg recharging station. As a silicon-based life-form, they cannot be doctored (do not resuscitate using a defibrillator). Instead, they rely on machine repair.&lt;br /&gt;
&lt;br /&gt;
You may find that IPCs are much more fortuitous then biological creatures. When repairs are needed, industrially produced materials such as glass, wires, and welding fuels are commonly used. Structural damage (Brute) to an IPC&#039;s chassis and hull can be repaired with a welding torch. Glass can be used to replace photodetector sensor lenses (Eyes). Copper wires can be used in replacement of burnt away internals (Burn). Plasma sheets can be used to mediate radiation. IPCs also have an oil system not unlike organic blood. This oil must be replenished if lost, as IPCs constantly bleed without a weld until they run dry. Once they run out of oil, they&#039;ll take slow but constant blunt damage. Once repairs are complete and batteries are charged, an IPC can simply be rebooted back into its functional state.&lt;br /&gt;
&lt;br /&gt;
IPCs come with an integrated communications board which allows them to use radio channels on the station much like a headset would. Because of their positronic brain used as a processing source, IPCs cannot be reproduced. Perhaps their volatile memory assembly is too hard for a typical greytider to perform?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming Convention:&#039;&#039;&#039; Custom Cyborg Identifier, with variable numbering convention (ex. DAGD-041, Halcyon-010756-09)&lt;br /&gt;
=== Damage Modifiers ===&lt;br /&gt;
* Heat: +100%&lt;br /&gt;
* Shock: +125%&lt;br /&gt;
* Radiation: -50%&lt;br /&gt;
* Cold: -50%&lt;br /&gt;
&lt;br /&gt;
Of specific note regarding IPC damage is their inability to take certain types of damage. These types of damage include poison and respiratory due to their being within a robotic chassis.&lt;br /&gt;
&lt;br /&gt;
=== Body ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Organs&lt;br /&gt;
|-&lt;br /&gt;
! Image !! Organ !! Purpose&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:PositronicBrain.png|50px]]&lt;br /&gt;
 || Brain || The center of self, the most important part of any individual. Determines who inhabits and controls the body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:MicroPump.png|50px]] &lt;br /&gt;
 || Micro Pump || Determines the rate of breathing.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:RoboticEyes.png|50px]]&lt;br /&gt;
 || Robotic Eyes || Allow for visual information to be extracted from an organism&#039;s environment via light.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Harpies ==&lt;br /&gt;
[[File:Full_Harpy.png|100px]]&lt;br /&gt;
&lt;br /&gt;
Harpies are a human-like species with large wings, talon-like legs, and an innate ability for music and mimicry. Similar to Moths, their wings allow them greater mobility in zero-gravity conditions, though unlike moths, Harpies are capable of flight at the expense of stamina. Harpies can maintain flight at high speeds for roughly 8 seconds before their stamina depletes. While in flight, harpies are unable to hold items, meaning that if a Harpy takes off while holding an item, said item will drop beneath them immediately. Harpies are additionally capable of mimicking a wide variety of sounds and instruments, and are able to sing on demand.&lt;br /&gt;
&lt;br /&gt;
Harpies are incredibly sensitive to air quality. When subjected to low-quality air (0.2 combined mols of carbon dioxide or miasma), harpies will gasp and eventually choke. When choking, harpies are recommended to stand on top of a vent (only 3 seconds of quality air should be enough to fully oxygenate their bloodstream) and avoid unventilated areas of the station such as maintenance halls.&lt;br /&gt;
&lt;br /&gt;
Harpies are capable of eating raw meat, though will be poisoned by Theobromine (Chocolate, tea, coffee) and Allicin (Onion, garlic)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming Convention:&#039;&#039;&#039; Common &lt;br /&gt;
=== Body ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Organs&lt;br /&gt;
|-&lt;br /&gt;
! Image !! Organ !! Purpose&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Heart-off.png|50px]]&lt;br /&gt;
|| Heart || Determines the efficiency of blood pumping. A healthy heart means a healthier body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:OrganHumanBrain.png|50px]]&lt;br /&gt;
 || Brain || The center of self, the most important part of any individual. Determines who inhabits and controls the body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Lung-L.png|50px]] &lt;br /&gt;
 || Musical Lung || Breathes faster than human lungs, is susceptible to choking on low-quality air.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Stomach.png|50px]]&lt;br /&gt;
 || Stomach || Aids in the digestion of foods, liquids, and reagents in the body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Kidney-L.png|50px]]&lt;br /&gt;
 || Kidneys || Filter the vital fluids of any toxins they might contain.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Liver.png|50px]]&lt;br /&gt;
 || Liver || Contains enzymes that aid in certain biological processes. &lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Eye-L.png|50px]]&lt;br /&gt;
 || Eyes || Allow for visual information to be extracted from an organism&#039;s environment via light.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Vulpkanin ==&lt;br /&gt;
[[File:Full_Vulpkanin.png|100px]]&lt;br /&gt;
&lt;br /&gt;
Vulpkanin are fox-human hybrids, sporting distinct ears and tails. They naturally see the world in reds and greens, are capable of dealing blunt and slash damage with their claws, and are slightly resistant to extreme temperatures. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming Convention:&#039;&#039;&#039; Common &lt;br /&gt;
=== Damage Modifiers ===&lt;br /&gt;
* Cold: -10%&lt;br /&gt;
* Heat: -10%&lt;br /&gt;
=== Body ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Organs&lt;br /&gt;
|-&lt;br /&gt;
! Image !! Organ !! Purpose&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Heart-off.png|50px]]&lt;br /&gt;
|| Animal Heart || Determines the efficiency of blood pumping. A healthy heart means a healthier body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:OrganHumanBrain.png|50px]]&lt;br /&gt;
 || Brain || The center of self, the most important part of any individual. Determines who inhabits and controls the body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Lung-L.png|50px]] &lt;br /&gt;
 || Lungs || Determines the rate of breathing. Unhealthy lungs may result in the body getting less O2 than it needs.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Stomach.png|50px]]&lt;br /&gt;
 || Vulpkanin Stomach || Aids in the digestion of foods, liquids, and reagents in the body. Allows the consumption of raw food like mice without vomiting.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Kidney-L.png|50px]]&lt;br /&gt;
 || Kidneys || Filter the vital fluids of any toxins they might contain.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Liver.png|50px]]&lt;br /&gt;
 || Animal Liver || Contains enzymes that aid in certain biological processes. &lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Eye-L.png|50px]]&lt;br /&gt;
 || Eyes || Allow for visual information to be extracted from an organism&#039;s environment via light.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Felinid ==&lt;br /&gt;
[[File:felinidspiecies.png|100px]]&lt;br /&gt;
&lt;br /&gt;
Felinids are a mutation of humans with cat-like ears and tails, naturally taking less damage from high-speed impacts and able to slash with their claws to deal slashing and piercing damage. They are additionally capable of spitting hairballs which, upon touch, causes others to vomit. If sprayed with water, Felinids will sometimes scream.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming Convention:&#039;&#039;&#039; Common &lt;br /&gt;
=== Body ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Organs&lt;br /&gt;
|-&lt;br /&gt;
! Image !! Organ !! Purpose&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Heart-off.png|50px]]&lt;br /&gt;
|| Animal Heart || Determines the efficiency of blood pumping. A healthy heart means a healthier body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:OrganHumanBrain.png|50px]]&lt;br /&gt;
 || Brain || The center of self, the most important part of any individual. Determines who inhabits and controls the body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Lung-L.png|50px]] &lt;br /&gt;
 || Lungs || Determines the rate of breathing. Unhealthy lungs may result in the body getting less O2 than it needs.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Stomach.png|50px]]&lt;br /&gt;
 || Vulpkanin Stomach || Aids in the digestion of foods, liquids, and reagents in the body. Allows the consumption of raw food like mice without vomiting.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Kidney-L.png|50px]]&lt;br /&gt;
 || Kidneys || Filter the vital fluids of any toxins they might contain.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Liver.png|50px]]&lt;br /&gt;
 || Animal Liver || Contains enzymes that aid in certain biological processes. &lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Eye-L.png|50px]]&lt;br /&gt;
 || Eyes || Allow for visual information to be extracted from an organism&#039;s environment via light.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Gingerbreads ==&lt;br /&gt;
[[File:gingerbread_person.png|100px]]&lt;br /&gt;
&lt;br /&gt;
Gingerbreads are sentient confectioneries which have sugar for blood and can be butchered for cookies. They take significant genetic damage upon contact with water; about 3 times as much as slimes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming Convention:&#039;&#039;&#039; Common &lt;br /&gt;
=== Damage Modifiers ===&lt;br /&gt;
* Heat: -50%&lt;br /&gt;
=== Body ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Organs&lt;br /&gt;
|-&lt;br /&gt;
! Image !! Organ !! Purpose&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Heart-off.png|50px]]&lt;br /&gt;
|| Heart || Determines the efficiency of blood pumping. A healthy heart means a healthier body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:OrganHumanBrain.png|50px]]&lt;br /&gt;
 || Brain || The center of self, the most important part of any individual. Determines who inhabits and controls the body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Lung-L.png|50px]] &lt;br /&gt;
 || Lungs || Determines the rate of breathing. Unhealthy lungs may result in the body getting less O2 than it needs.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Stomach.png|50px]]&lt;br /&gt;
 || Stomach || Aids in the digestion of foods, liquids, and reagents in the body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Kidney-L.png|50px]]&lt;br /&gt;
 || Kidneys || Filter the vital fluids of any toxins they might contain.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Liver.png|50px]]&lt;br /&gt;
 || Liver || Contains enzymes that aid in certain biological processes. &lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Eye-L.png|50px]]&lt;br /&gt;
 || Eyes || Allow for visual information to be extracted from an organism&#039;s environment via light.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Thaven ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming Convention:&#039;&#039;&#039; a virtue they hold.&lt;br /&gt;
=== Body ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Organs&lt;br /&gt;
|-&lt;br /&gt;
! Image !! Organ !! Purpose&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Heart-off.png|50px]]&lt;br /&gt;
|| Heart || Determines the efficiency of blood pumping. A healthy heart means a healthier body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:OrganHumanBrain.png|50px]]&lt;br /&gt;
 || Brain || The center of self, the most important part of any individual. Determines who inhabits and controls the body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Lung-L.png|50px]] &lt;br /&gt;
 || Lungs || Determines the rate of breathing. Unhealthy lungs may result in the body getting less O2 than it needs.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Stomach.png|50px]]&lt;br /&gt;
 || Stomach || Aids in the digestion of foods, liquids, and reagents in the body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Kidney-L.png|50px]]&lt;br /&gt;
 || Kidneys || Filter the vital fluids of any toxins they might contain.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Liver.png|50px]]&lt;br /&gt;
 || Liver || Contains enzymes that aid in certain biological processes. &lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Eye-L.png|50px]]&lt;br /&gt;
 || Eyes || Allow for visual information to be extracted from an organism&#039;s environment via light.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>BumblingDoofer</name></author>
	</entry>
	<entry>
		<id>https://wiki.funkystation.org/index.php?title=Playable_Species&amp;diff=1397</id>
		<title>Playable Species</title>
		<link rel="alternate" type="text/html" href="https://wiki.funkystation.org/index.php?title=Playable_Species&amp;diff=1397"/>
		<updated>2025-08-23T19:54:05Z</updated>

		<summary type="html">&lt;p&gt;BumblingDoofer: /* IPC */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Template:Stub}}&lt;br /&gt;
There are currently 13 playable species in Funky Station - Humans, Reptilians, Slimes, Diona, Dwarves, Arachnids, Moths, Voxes, Felinids, Harpies, Vulpakins, Thaven and IPCs. Each has their own distinct stats, strengths, and weaknesses, but all have a few things in common:&lt;br /&gt;
&amp;lt;!-- TODO: maybe rewrite this inital part since IPCs can&#039;t really digest reagents due to being robots --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*all species are capable of equipping the same tools and items.&lt;br /&gt;
*all species are capable of metabolizing reagents and experiencing their effects.&lt;br /&gt;
*all species speak the same language.&lt;br /&gt;
*all species are to be treated equally by the crew and AI onboard.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NOTE:&#039;&#039;&#039; &amp;quot;Damage Modifiers&amp;quot; refers to TAKEN damage, not damage dealt to other entities.&lt;br /&gt;
&lt;br /&gt;
== Humans ==&lt;br /&gt;
[[File:Full.png|100px]]&lt;br /&gt;
&lt;br /&gt;
Baseline, unmodified human beings, functionally similar to the human beings of our world, aside for a comparatively incredible resistance to the vacuum of space (a trait shared more or less with all SS14 species). They cannot eat raw meat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming Convention:&#039;&#039;&#039; Common (ex. John Smith)&lt;br /&gt;
=== Body ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Organs&lt;br /&gt;
|-&lt;br /&gt;
! Image !! Organ !! Purpose&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Heart-off.png|50px]]&lt;br /&gt;
|| Heart || Determines the efficiency of blood pumping. A healthy heart means a healthier body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:OrganHumanBrain.png|50px]]&lt;br /&gt;
 || Brain || The center of self, the most important part of any individual. Determines who inhabits and controls the body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Lung-L.png|50px]] &lt;br /&gt;
 || Lungs || Determine the rate of breathing. Unhealthy lungs may result in the body getting less O2/N2 than it needs.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Stomach.png|50px]]&lt;br /&gt;
 || Stomach || Aids in the digestion of foods, liquids, and reagents in the body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Kidney-L.png|50px]]&lt;br /&gt;
 || Kidneys || Filter the vital fluids of any toxins they might contain.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Liver.png|50px]]&lt;br /&gt;
 || Liver || Contains enzymes that aid in certain biological processes.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Eye-L.png|50px]]&lt;br /&gt;
 || Eyes || Allow for visual information to be extracted from an organism&#039;s environment via light.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Reptilians ==&lt;br /&gt;
[[File:FullLizard.png|100px]]&lt;br /&gt;
&lt;br /&gt;
Reptile-like humanoids with sharp claws, tough scales, and an appetite for raw meat. Their unarmed melee attacks do slash instead of blunt damage due to their claws. For whatever reason, onions, coffee and tea are poisonous to them. They are further unable to consume anything like Grain, Dairy, or anything overly processed. However, they can happily eat fruit and meat(raw or cooked) without any issue. They can use their tail to pull things allowing both of their hands to be free.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming Conventions:&#039;&#039;&#039; Common, Verbal (ex. Eats-The-Mouse)&lt;br /&gt;
=== Damage Modifiers ===&lt;br /&gt;
* Cold: +30%&lt;br /&gt;
* Heat: -20%&lt;br /&gt;
&lt;br /&gt;
=== Body ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Organs&lt;br /&gt;
|-&lt;br /&gt;
! Image !! Organ !! Purpose&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Heart-off.png|50px]]&lt;br /&gt;
|| Heart || Determines the efficiency of blood pumping. A healthy heart means a healthier body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:OrganHumanBrain.png|50px]]&lt;br /&gt;
 || Brain || The center of self, the most important part of any individual. Determines who inhabits and controls the body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Lung-L.png|50px]]&lt;br /&gt;
 || Lungs || Determine the rate of breathing. Unhealthy lungs may result in the body getting less O2/N2 than it needs.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Stomach.png|50px]]&lt;br /&gt;
 || Reptilian Stomach || Aids in the digestion of foods, liquids, and reagents in the body. Able to digest corpses.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Kidney-L.png|50px]]&lt;br /&gt;
 || Kidneys || Filter the vital fluids of any toxins they might contain.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Liver.png|50px]]&lt;br /&gt;
 || Liver || Contains enzymes that aid in certain biological processes.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Eye-L.png|50px]]&lt;br /&gt;
 || Eyes || Allow for visual information to be extracted from an organism&#039;s environment via light.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Slimes ==&lt;br /&gt;
[[File:Fullslime.png|100px]]&lt;br /&gt;
&lt;br /&gt;
Gelatinous human-shaped masses of goo who breath nitrogen instead of oxygen, and exhale nitrous oxide. They are naturally vulnerable to both high and low pressure barotrauma, but their elastic form makes them resistant to blunt damage.&lt;br /&gt;
&lt;br /&gt;
They can store items inside their bodies in an inventory that can be accessed by anyone.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming Conventions:&#039;&#039;&#039; Common, Cadwellian (ex. Jon Cadwell)&lt;br /&gt;
=== Damage Modifiers ===&lt;br /&gt;
* Blunt: -40%&lt;br /&gt;
* Slash: +20%&lt;br /&gt;
* Piercing: +20%&lt;br /&gt;
* Cold: +50%&lt;br /&gt;
* Poison: -20%&lt;br /&gt;
* Cellular: -80%&lt;br /&gt;
=== Body ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Organs&lt;br /&gt;
|-&lt;br /&gt;
! Image !! Organ !! Purpose&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:SentientSlimeCore.png|50px]]&lt;br /&gt;
 || Sentient Slime Core || The center of self, the most important part of any individual. Determines who inhabits and controls the body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:SlimeGasSacs.png|50px]]&lt;br /&gt;
 || Slime Gas Sacs || Determines the rate of breathing.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Diona ==&lt;br /&gt;
[[File:Fulldiona.png|100px]]&lt;br /&gt;
&lt;br /&gt;
Tree-like plant people whose bodies react with fertilizer and weed-killing chemicals similar to regular plants. They cannot wear shoes, walk slower than the other races, and have a relatively high resistance to brute-force damage. They also have water instead of blood, and require significantly more water to stay hydrated.&lt;br /&gt;
&lt;br /&gt;
Diona can split into 3 pet-like Nymphs upon death manually, or by being gibbed. The original player take control of the &amp;quot;Brain&amp;quot; nymph (The only one able to talk), and the other two can be taken over by ghosts if given cognizine. If given enough time after splitting a single nymph can reform into a full Diona on it&#039;s own. The resultant Diona has a different name, and looses memories from it&#039;s death (other perhaps than the need to run away and find safety). Additionally this can change traits such as gender.&lt;br /&gt;
&lt;br /&gt;
A zombified Diona is able to split once dead (or after giving up and returning to body) and the resulting nymphs will be zombified, though unable to reform.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming Conventions:&#039;&#039;&#039; Common, Qualia[https://en.wikipedia.org/wiki/Qualia] (ex. A Peaceful Sunrise)&lt;br /&gt;
=== Damage Modifiers ===&lt;br /&gt;
* Blunt: -30%&lt;br /&gt;
* Slash: -20%&lt;br /&gt;
* Heat: +50%&lt;br /&gt;
* Shock: +20%&lt;br /&gt;
=== Body ===&lt;br /&gt;
&#039;&#039;&#039;NOTE:&#039;&#039;&#039; Diona have plantlike organs, allowing chemicals such as weed killer and robust harvest to affect their bodies similar to plants.&lt;br /&gt;
&lt;br /&gt;
Ex: Diona can consume robust harvest as a weaker form of omnizine.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Organs&lt;br /&gt;
|-&lt;br /&gt;
! Image !! Organ !! Purpose&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Heart-off.png|50px]]&lt;br /&gt;
|| Heart || Determines the efficiency of blood pumping. A healthy heart means a healthier body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Brain-pl.png|50px]]&lt;br /&gt;
|| Diona Brain || The center of self, the most important part of any individual. Determines who inhabits and controls the body. Functionally identical to the other humanoid brains.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Lung-L.png|50px]] &lt;br /&gt;
|| Lungs || Determine the rate of breathing. Unhealthy lungs may result in the body getting less O2/N2 than it needs.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Stomach-pl.png|50px]]&lt;br /&gt;
|| Diona Stomach || Aids in the digestion of foods, liquids, and reagents in the body. Due to its plantlike nature, it can digest fertilizers and weedkillers similar to the ways a plant would. Still capable of metabolizing medicine meant for animals.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Kidney-L.png|50px]] &lt;br /&gt;
|| Kidneys || Filter the vital fluids of any toxins they might contain.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Liver.png|50px]]&lt;br /&gt;
|| Liver || Contains enzymes that aid in certain biological processes.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Eye-L-pl.png|50px]] &lt;br /&gt;
|| Diona Eyes || Allow for visual information to be extracted from an organism&#039;s environment via light. Functionally identical to other humanoid eyeballs.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Dwarves ==&lt;br /&gt;
[[File:Dwarffull.png|100px]]&lt;br /&gt;
&lt;br /&gt;
A stout and stalwart race quite similar to humans, save for their diminutive stature, as well as a propensity for alcohol and goofy Scottish accents. Booze is capable of slowly healing their injuries. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming Conventions:&#039;&#039;&#039; Common, Scottish, Gaelic (ex. Brian O&#039;Finnegan)&lt;br /&gt;
=== Body ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Organs&lt;br /&gt;
|-&lt;br /&gt;
! Image !! Organ !! Purpose&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Heart-off.png|50px]]&lt;br /&gt;
|| Dwarf Heart || Determines the efficiency of blood pumping. A healthy heart means a healthier body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:OrganHumanBrain.png|50px]]&lt;br /&gt;
 || Brain || The center of self, the most important part of any individual. Determines who inhabits and controls the body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Lung-L.png|50px]] &lt;br /&gt;
 || Lungs || Determine the rate of breathing. Unhealthy lungs may result in the body getting less O2/N2 than it needs.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Stomach.png|50px]]&lt;br /&gt;
 || Dwarf Stomach || Aids in the digestion of foods, liquids, and reagents in the body. Somehow capable of metabolizing alcohol as a healing agent(?)&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Kidney-L.png|50px]]&lt;br /&gt;
 || Kidneys || Filter the vital fluids of any toxins they might contain.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Liver.png|50px]]&lt;br /&gt;
 || Dwarf Liver || Contains enzymes that aid in certain biological processes. &lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Eye-L.png|50px]]&lt;br /&gt;
 || Eyes || Allow for visual information to be extracted from an organism&#039;s environment via light.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Arachnids ==&lt;br /&gt;
[[File:Arachnid-full.png|100px]]&lt;br /&gt;
&lt;br /&gt;
Possibly related to the space spiders and giant tarantulas found in outer space. Thanks to their similarly robust digestive systems, they are able to consume raw food without the risk of disease. They are more vulnerable to asphyxiation and take longer to recover from it. Their sharp teeth allow them to do piercing damage instead of blunt. They have the ability to weave silk and build exclusively all sorts of things But at the expense of consuming a little bit of hunger.&lt;br /&gt;
&lt;br /&gt;
They have two extra pocket slots formed by webs.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming Conventions:&#039;&#039;&#039; Common, Latin (ex. Pluribus Unum)&lt;br /&gt;
=== Body ===&lt;br /&gt;
&#039;&#039;&#039;NOTE:&#039;&#039;&#039; Arachnids have a slower metabolic rate than other organisms (around 50% slower), meaning they heal from medicine and take damage from ingested toxins slower. This has no effect on externally applied reagents, so spilling a acid on an Arachnid will kill them just the same as anyone else.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Organs&lt;br /&gt;
|-&lt;br /&gt;
! Image !! Organ !! Purpose&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:ArachnidHeart.png|50px]]&lt;br /&gt;
|| Arachnid Heart || Determines the efficiency of blood pumping. A healthy heart means a healthier body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:OrganHumanBrain.png|50px]]&lt;br /&gt;
 || Brain || The center of self, the most important part of any individual. Determines who inhabits and controls the body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Lung-L.png|50px]] &lt;br /&gt;
 || Lungs || Determine the rate of breathing. Unhealthy lungs may result in the body getting less O2/N2 than it needs.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Stomach.png|50px]]&lt;br /&gt;
 || Stomach || Aids in the digestion of foods, liquids, and reagents in the body. Able to digest corpses.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Kidney-L.png|50px]]&lt;br /&gt;
 || Kidneys || Filter the vital fluids of any toxins they might contain.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Liver.png|50px]]&lt;br /&gt;
 || Liver || Contains enzymes that aid in certain biological processes.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Eyeball-l-a.png|50px]]&lt;br /&gt;
 || Eyes || Allow for visual information to be extracted from an organism&#039;s environment via light.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Moths ==&lt;br /&gt;
[[File:Fullmoth.png|100px]]&lt;br /&gt;
&lt;br /&gt;
Moths, meanwhile, actually &#039;&#039;are&#039;&#039; an insectoid species. Their wings allow them greater control in zero gravity than other species, and their natural resistance to cold helps greatly in a space environment. The tradeoff, naturally, is that heat is more dangerous.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming Convention:&#039;&#039;&#039; Common (ex. John Doe), Mothic, (ex. Mothew Lamplight)&lt;br /&gt;
=== Damage Modifiers ===&lt;br /&gt;
* Cold: -30%&lt;br /&gt;
* Heat: +30%&lt;br /&gt;
=== Body ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Organs&lt;br /&gt;
|-&lt;br /&gt;
! Image !! Organ !! Purpose&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Heart-off.png|50px]]&lt;br /&gt;
|| Heart || Determines the efficiency of blood pumping. A healthy heart means a healthier body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:OrganHumanBrain.png|50px]]&lt;br /&gt;
 || Brain || The center of self, the most important part of any individual. Determines who inhabits and controls the body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Lung-L.png|50px]] &lt;br /&gt;
 || Lungs || Determines the rate of breathing. Unhealthy lungs may result in the body getting less O2 than it needs.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Stomach.png|50px]]&lt;br /&gt;
 || Moth Stomach || Aids in the digestion of cloth and reagents in the body. Finds non-cloth foods repulsive.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Kidney-L.png|50px]]&lt;br /&gt;
 || Kidneys || Filter the vital fluids of any toxins they might contain.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Liver.png|50px]]&lt;br /&gt;
 || Liver || Contains enzymes that aid in certain biological processes.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Eye-L.png|50px]]&lt;br /&gt;
 || Eyes || Allow for visual information to be extracted from an organism&#039;s environment via &#039;&#039;&#039;the light.&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Vox ==&lt;br /&gt;
[[File:Fullvox.png|100px]]&lt;br /&gt;
&lt;br /&gt;
Vox are a strange lot, they&#039;re raptor-like creatures that can only breathe nitrogen, as oxygen is &#039;&#039;&#039;very hazardous&#039;&#039;&#039; to their health to the point where they take ticking poison damage as long as they&#039;re exposed to the air, provided said air has even a trace of oxygen within it. To counter-act this, a Vox must either be in a pure nitrogen-based environment or, more commonly, breathing from a nitrogen tank, one of which is provided to them at the start of each round.&lt;br /&gt;
&lt;br /&gt;
Much like Reptilians, their unarmed attacks deal slashing damage instread of blunt.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming Convention:&#039;&#039;&#039; Common, Mono-name with Repetitive Random Syllables (ex. Hirixashahre, Xapikrikrik) &lt;br /&gt;
&amp;lt;!-- TODO: find a more proper term for this. Maybe someone smarter than I am can come up with something... I WANT to say Paralalia but that doesn&#039;t sound right... --&amp;gt;&lt;br /&gt;
=== Body ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Organs&lt;br /&gt;
|-&lt;br /&gt;
! Image !! Organ !! Purpose&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Heart-off.png|50px]]&lt;br /&gt;
|| Heart || Determines the efficiency of blood pumping. A healthy heart means a healthier body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:OrganHumanBrain.png|50px]]&lt;br /&gt;
 || Brain || The center of self, the most important part of any individual. Determines who inhabits and controls the body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:VoxLungs.png|50px]] &lt;br /&gt;
 || Vox Lungs || Determines the rate of breathing. Unhealthy lungs may result in the body getting less N2 than it needs. Generates toxins when O2 is breathed in.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Stomach.png|50px]]&lt;br /&gt;
 || Stomach || Aids in the digestion of foods, liquids, and reagents in the body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Kidney-L.png|50px]]&lt;br /&gt;
 || Kidneys || Filter the vital fluids of any toxins they might contain.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Liver.png|50px]]&lt;br /&gt;
 || Liver || Contains enzymes that aid in certain biological processes.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Eye-L.png|50px]]&lt;br /&gt;
 || Eyes || Allow for visual information to be extracted from an organism&#039;s environment via light.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== IPC ==&lt;br /&gt;
[[File:Full_IPC.png|100px]]&lt;br /&gt;
&lt;br /&gt;
IPCs (Integrated Positronic Chassis) are sentient silicon-based humanoid robots. Unlike cyborgs, this species is considered autonomous, conscious, and independent individuals. Thus, they do not follow conventional laws of robotics (neither can they be emagged). They require no food source, nor breathable atmosphere to function. All that is required to power their chassis is an electrical source, most commonly in the form of replaceable power cells. They can also draw power into their batteries via connection to an APC or a cyborg recharging station. As a silicon-based life-form, they cannot be doctored (do not resuscitate using a defibrillator). Instead, they rely on machine repair.&lt;br /&gt;
&lt;br /&gt;
You may find that IPCs are much more fortuitous then biological creatures. When repairs are needed, industrially produced materials such as glass, wires, and welding fuels are commonly used. Structural damage (Brute) to an IPC&#039;s chassis and hull can be repaired with a welding torch. Glass can be used to replace photodetector sensor lenses (Eyes). Copper wires can be used in replacement of burnt away internals (Burn). Plasma sheets can be used to mediate radiation. IPCs also have an oil system not unlike organic blood. This oil must be replenished if lost, as IPCs constantly bleed without a weld until they run dry. Once they run out of oil, they&#039;ll take slow but constant blunt damage. Once repairs are complete and batteries are charged, an IPC can simply be rebooted back into its functional state.&lt;br /&gt;
&lt;br /&gt;
IPCs come with an integrated communications board which allows them to use radio channels on the station much like a headset would. Because of their positronic brain used as a processing source, IPCs cannot be reproduced. Perhaps their volatile memory assembly is too hard for a typical greytider to perform?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming Convention:&#039;&#039;&#039; Custom Cyborg Identifier, with variable numbering convention (ex. DAGD-041, Halcyon-010756-09)&lt;br /&gt;
=== Damage Modifiers ===&lt;br /&gt;
* Heat: +100%&lt;br /&gt;
* Shock: +125%&lt;br /&gt;
* Radiation: -50%&lt;br /&gt;
* Cold: -50%&lt;br /&gt;
&lt;br /&gt;
Of specific note regarding IPC damage is their inability to take certain types of damage. These types of damage include poison and respiratory due to their being within a robotic chassis.&lt;br /&gt;
&lt;br /&gt;
=== Body ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Organs&lt;br /&gt;
|-&lt;br /&gt;
! Image !! Organ !! Purpose&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:PositronicBrain.png|50px]]&lt;br /&gt;
 || Brain || The center of self, the most important part of any individual. Determines who inhabits and controls the body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:MicroPump.png|50px]] &lt;br /&gt;
 || Micro Pump || Determines the rate of breathing.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:RoboticEyes.png|50px]]&lt;br /&gt;
 || Robotic Eyes || Allow for visual information to be extracted from an organism&#039;s environment via light.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Harpies ==&lt;br /&gt;
[[File:Full_Harpy.png|100px]]&lt;br /&gt;
&lt;br /&gt;
Harpies are a human-like species with large wings, talon-like legs, and an innate ability for music and mimicry. Similar to Moths, their wings allow them greater mobility in zero-gravity conditions, though unlike moths, Harpies are capable of flight at the expense of stamina. Harpies can maintain flight at high speeds for roughly 8 seconds before their stamina depletes. While in flight, harpies are unable to hold items, meaning that if a Harpy takes off while holding an item, said item will drop beneath them immediately. Harpies are additionally capable of mimicking a wide variety of sounds and instruments, and are able to sing on demand.&lt;br /&gt;
&lt;br /&gt;
Harpies are incredibly sensitive to air quality. When subjected to low-quality air (0.2 combined mols of carbon dioxide or miasma), harpies will gasp and eventually choke. When choking, harpies are recommended to stand on top of a vent (only 3 seconds of quality air should be enough to fully oxygenate a Harpy&#039;s bloodstream) and avoid unventilated areas of the station such as maintenance halls.&lt;br /&gt;
&lt;br /&gt;
Harpies are capable of eating raw meat, though will be poisoned by Theobromine (Chocolate, tea, coffee) and Allicin (Onion, garlic)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming Convention:&#039;&#039;&#039; Common &lt;br /&gt;
=== Body ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Organs&lt;br /&gt;
|-&lt;br /&gt;
! Image !! Organ !! Purpose&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Heart-off.png|50px]]&lt;br /&gt;
|| Heart || Determines the efficiency of blood pumping. A healthy heart means a healthier body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:OrganHumanBrain.png|50px]]&lt;br /&gt;
 || Brain || The center of self, the most important part of any individual. Determines who inhabits and controls the body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Lung-L.png|50px]] &lt;br /&gt;
 || Musical Lung || Breathes faster than human lungs, is susceptible to choking on low-quality air.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Stomach.png|50px]]&lt;br /&gt;
 || Stomach || Aids in the digestion of foods, liquids, and reagents in the body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Kidney-L.png|50px]]&lt;br /&gt;
 || Kidneys || Filter the vital fluids of any toxins they might contain.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Liver.png|50px]]&lt;br /&gt;
 || Liver || Contains enzymes that aid in certain biological processes. &lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Eye-L.png|50px]]&lt;br /&gt;
 || Eyes || Allow for visual information to be extracted from an organism&#039;s environment via light.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Vulpkanin ==&lt;br /&gt;
[[File:Full_Vulpkanin.png|100px]]&lt;br /&gt;
&lt;br /&gt;
Vulpkanin are fox-human hybrids, sporting distinct ears and tails. They naturally see the world in reds and greens, are capable of dealing blunt and slash damage with their claws, and are slightly resistant to extreme temperatures. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming Convention:&#039;&#039;&#039; Common &lt;br /&gt;
=== Damage Modifiers ===&lt;br /&gt;
* Cold: -10%&lt;br /&gt;
* Heat: -10%&lt;br /&gt;
=== Body ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Organs&lt;br /&gt;
|-&lt;br /&gt;
! Image !! Organ !! Purpose&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Heart-off.png|50px]]&lt;br /&gt;
|| Animal Heart || Determines the efficiency of blood pumping. A healthy heart means a healthier body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:OrganHumanBrain.png|50px]]&lt;br /&gt;
 || Brain || The center of self, the most important part of any individual. Determines who inhabits and controls the body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Lung-L.png|50px]] &lt;br /&gt;
 || Lungs || Determines the rate of breathing. Unhealthy lungs may result in the body getting less O2 than it needs.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Stomach.png|50px]]&lt;br /&gt;
 || Vulpkanin Stomach || Aids in the digestion of foods, liquids, and reagents in the body. Allows the consumption of raw food like mice without vomiting.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Kidney-L.png|50px]]&lt;br /&gt;
 || Kidneys || Filter the vital fluids of any toxins they might contain.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Liver.png|50px]]&lt;br /&gt;
 || Animal Liver || Contains enzymes that aid in certain biological processes. &lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Eye-L.png|50px]]&lt;br /&gt;
 || Eyes || Allow for visual information to be extracted from an organism&#039;s environment via light.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Felinid ==&lt;br /&gt;
[[File:felinidspiecies.png|100px]]&lt;br /&gt;
&lt;br /&gt;
Felinids are a mutation of humans with cat-like ears and tails, naturally taking less damage from high-speed impacts and able to slash with their claws to deal slashing and piercing damage. They are additionally capable of spitting hairballs which, upon touch, causes others to vomit. If sprayed with water, Felinids will sometimes scream.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming Convention:&#039;&#039;&#039; Common &lt;br /&gt;
=== Body ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Organs&lt;br /&gt;
|-&lt;br /&gt;
! Image !! Organ !! Purpose&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Heart-off.png|50px]]&lt;br /&gt;
|| Animal Heart || Determines the efficiency of blood pumping. A healthy heart means a healthier body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:OrganHumanBrain.png|50px]]&lt;br /&gt;
 || Brain || The center of self, the most important part of any individual. Determines who inhabits and controls the body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Lung-L.png|50px]] &lt;br /&gt;
 || Lungs || Determines the rate of breathing. Unhealthy lungs may result in the body getting less O2 than it needs.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Stomach.png|50px]]&lt;br /&gt;
 || Vulpkanin Stomach || Aids in the digestion of foods, liquids, and reagents in the body. Allows the consumption of raw food like mice without vomiting.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Kidney-L.png|50px]]&lt;br /&gt;
 || Kidneys || Filter the vital fluids of any toxins they might contain.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Liver.png|50px]]&lt;br /&gt;
 || Animal Liver || Contains enzymes that aid in certain biological processes. &lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Eye-L.png|50px]]&lt;br /&gt;
 || Eyes || Allow for visual information to be extracted from an organism&#039;s environment via light.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Gingerbreads ==&lt;br /&gt;
[[File:gingerbread_person.png|100px]]&lt;br /&gt;
&lt;br /&gt;
Gingerbreads are sentient confectioneries which have sugar for blood and can be butchered for cookies. They take significant genetic damage upon contact with water; about 3 times as much as slimes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming Convention:&#039;&#039;&#039; Common &lt;br /&gt;
=== Damage Modifiers ===&lt;br /&gt;
* Heat: -50%&lt;br /&gt;
=== Body ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Organs&lt;br /&gt;
|-&lt;br /&gt;
! Image !! Organ !! Purpose&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Heart-off.png|50px]]&lt;br /&gt;
|| Heart || Determines the efficiency of blood pumping. A healthy heart means a healthier body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:OrganHumanBrain.png|50px]]&lt;br /&gt;
 || Brain || The center of self, the most important part of any individual. Determines who inhabits and controls the body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Lung-L.png|50px]] &lt;br /&gt;
 || Lungs || Determines the rate of breathing. Unhealthy lungs may result in the body getting less O2 than it needs.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Stomach.png|50px]]&lt;br /&gt;
 || Stomach || Aids in the digestion of foods, liquids, and reagents in the body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Kidney-L.png|50px]]&lt;br /&gt;
 || Kidneys || Filter the vital fluids of any toxins they might contain.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Liver.png|50px]]&lt;br /&gt;
 || Liver || Contains enzymes that aid in certain biological processes. &lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Eye-L.png|50px]]&lt;br /&gt;
 || Eyes || Allow for visual information to be extracted from an organism&#039;s environment via light.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Thaven ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming Convention:&#039;&#039;&#039; a virtue they hold.&lt;br /&gt;
=== Body ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Organs&lt;br /&gt;
|-&lt;br /&gt;
! Image !! Organ !! Purpose&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Heart-off.png|50px]]&lt;br /&gt;
|| Heart || Determines the efficiency of blood pumping. A healthy heart means a healthier body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:OrganHumanBrain.png|50px]]&lt;br /&gt;
 || Brain || The center of self, the most important part of any individual. Determines who inhabits and controls the body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Lung-L.png|50px]] &lt;br /&gt;
 || Lungs || Determines the rate of breathing. Unhealthy lungs may result in the body getting less O2 than it needs.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Stomach.png|50px]]&lt;br /&gt;
 || Stomach || Aids in the digestion of foods, liquids, and reagents in the body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Kidney-L.png|50px]]&lt;br /&gt;
 || Kidneys || Filter the vital fluids of any toxins they might contain.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Liver.png|50px]]&lt;br /&gt;
 || Liver || Contains enzymes that aid in certain biological processes. &lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Eye-L.png|50px]]&lt;br /&gt;
 || Eyes || Allow for visual information to be extracted from an organism&#039;s environment via light.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>BumblingDoofer</name></author>
	</entry>
	<entry>
		<id>https://wiki.funkystation.org/index.php?title=Playable_Species&amp;diff=1396</id>
		<title>Playable Species</title>
		<link rel="alternate" type="text/html" href="https://wiki.funkystation.org/index.php?title=Playable_Species&amp;diff=1396"/>
		<updated>2025-08-23T19:49:54Z</updated>

		<summary type="html">&lt;p&gt;BumblingDoofer: /* Vox */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Template:Stub}}&lt;br /&gt;
There are currently 13 playable species in Funky Station - Humans, Reptilians, Slimes, Diona, Dwarves, Arachnids, Moths, Voxes, Felinids, Harpies, Vulpakins, Thaven and IPCs. Each has their own distinct stats, strengths, and weaknesses, but all have a few things in common:&lt;br /&gt;
&amp;lt;!-- TODO: maybe rewrite this inital part since IPCs can&#039;t really digest reagents due to being robots --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*all species are capable of equipping the same tools and items.&lt;br /&gt;
*all species are capable of metabolizing reagents and experiencing their effects.&lt;br /&gt;
*all species speak the same language.&lt;br /&gt;
*all species are to be treated equally by the crew and AI onboard.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NOTE:&#039;&#039;&#039; &amp;quot;Damage Modifiers&amp;quot; refers to TAKEN damage, not damage dealt to other entities.&lt;br /&gt;
&lt;br /&gt;
== Humans ==&lt;br /&gt;
[[File:Full.png|100px]]&lt;br /&gt;
&lt;br /&gt;
Baseline, unmodified human beings, functionally similar to the human beings of our world, aside for a comparatively incredible resistance to the vacuum of space (a trait shared more or less with all SS14 species). They cannot eat raw meat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming Convention:&#039;&#039;&#039; Common (ex. John Smith)&lt;br /&gt;
=== Body ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Organs&lt;br /&gt;
|-&lt;br /&gt;
! Image !! Organ !! Purpose&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Heart-off.png|50px]]&lt;br /&gt;
|| Heart || Determines the efficiency of blood pumping. A healthy heart means a healthier body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:OrganHumanBrain.png|50px]]&lt;br /&gt;
 || Brain || The center of self, the most important part of any individual. Determines who inhabits and controls the body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Lung-L.png|50px]] &lt;br /&gt;
 || Lungs || Determine the rate of breathing. Unhealthy lungs may result in the body getting less O2/N2 than it needs.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Stomach.png|50px]]&lt;br /&gt;
 || Stomach || Aids in the digestion of foods, liquids, and reagents in the body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Kidney-L.png|50px]]&lt;br /&gt;
 || Kidneys || Filter the vital fluids of any toxins they might contain.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Liver.png|50px]]&lt;br /&gt;
 || Liver || Contains enzymes that aid in certain biological processes.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Eye-L.png|50px]]&lt;br /&gt;
 || Eyes || Allow for visual information to be extracted from an organism&#039;s environment via light.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Reptilians ==&lt;br /&gt;
[[File:FullLizard.png|100px]]&lt;br /&gt;
&lt;br /&gt;
Reptile-like humanoids with sharp claws, tough scales, and an appetite for raw meat. Their unarmed melee attacks do slash instead of blunt damage due to their claws. For whatever reason, onions, coffee and tea are poisonous to them. They are further unable to consume anything like Grain, Dairy, or anything overly processed. However, they can happily eat fruit and meat(raw or cooked) without any issue. They can use their tail to pull things allowing both of their hands to be free.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming Conventions:&#039;&#039;&#039; Common, Verbal (ex. Eats-The-Mouse)&lt;br /&gt;
=== Damage Modifiers ===&lt;br /&gt;
* Cold: +30%&lt;br /&gt;
* Heat: -20%&lt;br /&gt;
&lt;br /&gt;
=== Body ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Organs&lt;br /&gt;
|-&lt;br /&gt;
! Image !! Organ !! Purpose&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Heart-off.png|50px]]&lt;br /&gt;
|| Heart || Determines the efficiency of blood pumping. A healthy heart means a healthier body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:OrganHumanBrain.png|50px]]&lt;br /&gt;
 || Brain || The center of self, the most important part of any individual. Determines who inhabits and controls the body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Lung-L.png|50px]]&lt;br /&gt;
 || Lungs || Determine the rate of breathing. Unhealthy lungs may result in the body getting less O2/N2 than it needs.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Stomach.png|50px]]&lt;br /&gt;
 || Reptilian Stomach || Aids in the digestion of foods, liquids, and reagents in the body. Able to digest corpses.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Kidney-L.png|50px]]&lt;br /&gt;
 || Kidneys || Filter the vital fluids of any toxins they might contain.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Liver.png|50px]]&lt;br /&gt;
 || Liver || Contains enzymes that aid in certain biological processes.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Eye-L.png|50px]]&lt;br /&gt;
 || Eyes || Allow for visual information to be extracted from an organism&#039;s environment via light.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Slimes ==&lt;br /&gt;
[[File:Fullslime.png|100px]]&lt;br /&gt;
&lt;br /&gt;
Gelatinous human-shaped masses of goo who breath nitrogen instead of oxygen, and exhale nitrous oxide. They are naturally vulnerable to both high and low pressure barotrauma, but their elastic form makes them resistant to blunt damage.&lt;br /&gt;
&lt;br /&gt;
They can store items inside their bodies in an inventory that can be accessed by anyone.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming Conventions:&#039;&#039;&#039; Common, Cadwellian (ex. Jon Cadwell)&lt;br /&gt;
=== Damage Modifiers ===&lt;br /&gt;
* Blunt: -40%&lt;br /&gt;
* Slash: +20%&lt;br /&gt;
* Piercing: +20%&lt;br /&gt;
* Cold: +50%&lt;br /&gt;
* Poison: -20%&lt;br /&gt;
* Cellular: -80%&lt;br /&gt;
=== Body ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Organs&lt;br /&gt;
|-&lt;br /&gt;
! Image !! Organ !! Purpose&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:SentientSlimeCore.png|50px]]&lt;br /&gt;
 || Sentient Slime Core || The center of self, the most important part of any individual. Determines who inhabits and controls the body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:SlimeGasSacs.png|50px]]&lt;br /&gt;
 || Slime Gas Sacs || Determines the rate of breathing.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Diona ==&lt;br /&gt;
[[File:Fulldiona.png|100px]]&lt;br /&gt;
&lt;br /&gt;
Tree-like plant people whose bodies react with fertilizer and weed-killing chemicals similar to regular plants. They cannot wear shoes, walk slower than the other races, and have a relatively high resistance to brute-force damage. They also have water instead of blood, and require significantly more water to stay hydrated.&lt;br /&gt;
&lt;br /&gt;
Diona can split into 3 pet-like Nymphs upon death manually, or by being gibbed. The original player take control of the &amp;quot;Brain&amp;quot; nymph (The only one able to talk), and the other two can be taken over by ghosts if given cognizine. If given enough time after splitting a single nymph can reform into a full Diona on it&#039;s own. The resultant Diona has a different name, and looses memories from it&#039;s death (other perhaps than the need to run away and find safety). Additionally this can change traits such as gender.&lt;br /&gt;
&lt;br /&gt;
A zombified Diona is able to split once dead (or after giving up and returning to body) and the resulting nymphs will be zombified, though unable to reform.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming Conventions:&#039;&#039;&#039; Common, Qualia[https://en.wikipedia.org/wiki/Qualia] (ex. A Peaceful Sunrise)&lt;br /&gt;
=== Damage Modifiers ===&lt;br /&gt;
* Blunt: -30%&lt;br /&gt;
* Slash: -20%&lt;br /&gt;
* Heat: +50%&lt;br /&gt;
* Shock: +20%&lt;br /&gt;
=== Body ===&lt;br /&gt;
&#039;&#039;&#039;NOTE:&#039;&#039;&#039; Diona have plantlike organs, allowing chemicals such as weed killer and robust harvest to affect their bodies similar to plants.&lt;br /&gt;
&lt;br /&gt;
Ex: Diona can consume robust harvest as a weaker form of omnizine.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Organs&lt;br /&gt;
|-&lt;br /&gt;
! Image !! Organ !! Purpose&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Heart-off.png|50px]]&lt;br /&gt;
|| Heart || Determines the efficiency of blood pumping. A healthy heart means a healthier body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Brain-pl.png|50px]]&lt;br /&gt;
|| Diona Brain || The center of self, the most important part of any individual. Determines who inhabits and controls the body. Functionally identical to the other humanoid brains.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Lung-L.png|50px]] &lt;br /&gt;
|| Lungs || Determine the rate of breathing. Unhealthy lungs may result in the body getting less O2/N2 than it needs.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Stomach-pl.png|50px]]&lt;br /&gt;
|| Diona Stomach || Aids in the digestion of foods, liquids, and reagents in the body. Due to its plantlike nature, it can digest fertilizers and weedkillers similar to the ways a plant would. Still capable of metabolizing medicine meant for animals.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Kidney-L.png|50px]] &lt;br /&gt;
|| Kidneys || Filter the vital fluids of any toxins they might contain.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Liver.png|50px]]&lt;br /&gt;
|| Liver || Contains enzymes that aid in certain biological processes.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Eye-L-pl.png|50px]] &lt;br /&gt;
|| Diona Eyes || Allow for visual information to be extracted from an organism&#039;s environment via light. Functionally identical to other humanoid eyeballs.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Dwarves ==&lt;br /&gt;
[[File:Dwarffull.png|100px]]&lt;br /&gt;
&lt;br /&gt;
A stout and stalwart race quite similar to humans, save for their diminutive stature, as well as a propensity for alcohol and goofy Scottish accents. Booze is capable of slowly healing their injuries. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming Conventions:&#039;&#039;&#039; Common, Scottish, Gaelic (ex. Brian O&#039;Finnegan)&lt;br /&gt;
=== Body ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Organs&lt;br /&gt;
|-&lt;br /&gt;
! Image !! Organ !! Purpose&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Heart-off.png|50px]]&lt;br /&gt;
|| Dwarf Heart || Determines the efficiency of blood pumping. A healthy heart means a healthier body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:OrganHumanBrain.png|50px]]&lt;br /&gt;
 || Brain || The center of self, the most important part of any individual. Determines who inhabits and controls the body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Lung-L.png|50px]] &lt;br /&gt;
 || Lungs || Determine the rate of breathing. Unhealthy lungs may result in the body getting less O2/N2 than it needs.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Stomach.png|50px]]&lt;br /&gt;
 || Dwarf Stomach || Aids in the digestion of foods, liquids, and reagents in the body. Somehow capable of metabolizing alcohol as a healing agent(?)&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Kidney-L.png|50px]]&lt;br /&gt;
 || Kidneys || Filter the vital fluids of any toxins they might contain.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Liver.png|50px]]&lt;br /&gt;
 || Dwarf Liver || Contains enzymes that aid in certain biological processes. &lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Eye-L.png|50px]]&lt;br /&gt;
 || Eyes || Allow for visual information to be extracted from an organism&#039;s environment via light.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Arachnids ==&lt;br /&gt;
[[File:Arachnid-full.png|100px]]&lt;br /&gt;
&lt;br /&gt;
Possibly related to the space spiders and giant tarantulas found in outer space. Thanks to their similarly robust digestive systems, they are able to consume raw food without the risk of disease. They are more vulnerable to asphyxiation and take longer to recover from it. Their sharp teeth allow them to do piercing damage instead of blunt. They have the ability to weave silk and build exclusively all sorts of things But at the expense of consuming a little bit of hunger.&lt;br /&gt;
&lt;br /&gt;
They have two extra pocket slots formed by webs.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming Conventions:&#039;&#039;&#039; Common, Latin (ex. Pluribus Unum)&lt;br /&gt;
=== Body ===&lt;br /&gt;
&#039;&#039;&#039;NOTE:&#039;&#039;&#039; Arachnids have a slower metabolic rate than other organisms (around 50% slower), meaning they heal from medicine and take damage from ingested toxins slower. This has no effect on externally applied reagents, so spilling a acid on an Arachnid will kill them just the same as anyone else.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Organs&lt;br /&gt;
|-&lt;br /&gt;
! Image !! Organ !! Purpose&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:ArachnidHeart.png|50px]]&lt;br /&gt;
|| Arachnid Heart || Determines the efficiency of blood pumping. A healthy heart means a healthier body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:OrganHumanBrain.png|50px]]&lt;br /&gt;
 || Brain || The center of self, the most important part of any individual. Determines who inhabits and controls the body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Lung-L.png|50px]] &lt;br /&gt;
 || Lungs || Determine the rate of breathing. Unhealthy lungs may result in the body getting less O2/N2 than it needs.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Stomach.png|50px]]&lt;br /&gt;
 || Stomach || Aids in the digestion of foods, liquids, and reagents in the body. Able to digest corpses.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Kidney-L.png|50px]]&lt;br /&gt;
 || Kidneys || Filter the vital fluids of any toxins they might contain.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Liver.png|50px]]&lt;br /&gt;
 || Liver || Contains enzymes that aid in certain biological processes.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Eyeball-l-a.png|50px]]&lt;br /&gt;
 || Eyes || Allow for visual information to be extracted from an organism&#039;s environment via light.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Moths ==&lt;br /&gt;
[[File:Fullmoth.png|100px]]&lt;br /&gt;
&lt;br /&gt;
Moths, meanwhile, actually &#039;&#039;are&#039;&#039; an insectoid species. Their wings allow them greater control in zero gravity than other species, and their natural resistance to cold helps greatly in a space environment. The tradeoff, naturally, is that heat is more dangerous.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming Convention:&#039;&#039;&#039; Common (ex. John Doe), Mothic, (ex. Mothew Lamplight)&lt;br /&gt;
=== Damage Modifiers ===&lt;br /&gt;
* Cold: -30%&lt;br /&gt;
* Heat: +30%&lt;br /&gt;
=== Body ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Organs&lt;br /&gt;
|-&lt;br /&gt;
! Image !! Organ !! Purpose&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Heart-off.png|50px]]&lt;br /&gt;
|| Heart || Determines the efficiency of blood pumping. A healthy heart means a healthier body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:OrganHumanBrain.png|50px]]&lt;br /&gt;
 || Brain || The center of self, the most important part of any individual. Determines who inhabits and controls the body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Lung-L.png|50px]] &lt;br /&gt;
 || Lungs || Determines the rate of breathing. Unhealthy lungs may result in the body getting less O2 than it needs.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Stomach.png|50px]]&lt;br /&gt;
 || Moth Stomach || Aids in the digestion of cloth and reagents in the body. Finds non-cloth foods repulsive.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Kidney-L.png|50px]]&lt;br /&gt;
 || Kidneys || Filter the vital fluids of any toxins they might contain.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Liver.png|50px]]&lt;br /&gt;
 || Liver || Contains enzymes that aid in certain biological processes.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Eye-L.png|50px]]&lt;br /&gt;
 || Eyes || Allow for visual information to be extracted from an organism&#039;s environment via &#039;&#039;&#039;the light.&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Vox ==&lt;br /&gt;
[[File:Fullvox.png|100px]]&lt;br /&gt;
&lt;br /&gt;
Vox are a strange lot, they&#039;re raptor-like creatures that can only breathe nitrogen, as oxygen is &#039;&#039;&#039;very hazardous&#039;&#039;&#039; to their health to the point where they take ticking poison damage as long as they&#039;re exposed to the air, provided said air has even a trace of oxygen within it. To counter-act this, a Vox must either be in a pure nitrogen-based environment or, more commonly, breathing from a nitrogen tank, one of which is provided to them at the start of each round.&lt;br /&gt;
&lt;br /&gt;
Much like Reptilians, their unarmed attacks deal slashing damage instread of blunt.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming Convention:&#039;&#039;&#039; Common, Mono-name with Repetitive Random Syllables (ex. Hirixashahre, Xapikrikrik) &lt;br /&gt;
&amp;lt;!-- TODO: find a more proper term for this. Maybe someone smarter than I am can come up with something... I WANT to say Paralalia but that doesn&#039;t sound right... --&amp;gt;&lt;br /&gt;
=== Body ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Organs&lt;br /&gt;
|-&lt;br /&gt;
! Image !! Organ !! Purpose&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Heart-off.png|50px]]&lt;br /&gt;
|| Heart || Determines the efficiency of blood pumping. A healthy heart means a healthier body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:OrganHumanBrain.png|50px]]&lt;br /&gt;
 || Brain || The center of self, the most important part of any individual. Determines who inhabits and controls the body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:VoxLungs.png|50px]] &lt;br /&gt;
 || Vox Lungs || Determines the rate of breathing. Unhealthy lungs may result in the body getting less N2 than it needs. Generates toxins when O2 is breathed in.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Stomach.png|50px]]&lt;br /&gt;
 || Stomach || Aids in the digestion of foods, liquids, and reagents in the body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Kidney-L.png|50px]]&lt;br /&gt;
 || Kidneys || Filter the vital fluids of any toxins they might contain.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Liver.png|50px]]&lt;br /&gt;
 || Liver || Contains enzymes that aid in certain biological processes.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Eye-L.png|50px]]&lt;br /&gt;
 || Eyes || Allow for visual information to be extracted from an organism&#039;s environment via light.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== IPC ==&lt;br /&gt;
[[File:Full_IPC.png|100px]]&lt;br /&gt;
&lt;br /&gt;
IPCs (Integrated Positronic Chassis) are sentient silicon-based humanoid robots. Unlike cyborgs, this species is considered autonomous, conscious, and independent individuals. Thus, they do not follow conventional laws of robotics (neither can they be emagged). They require no food source, nor breathable atmosphere to function. All that is required to power their chassis is an electrical source, most commonly in the form of replaceable power cells. They can also draw power into their batteries via connection to an APC or a cyborg recharging station. As a silicon-based life-form, they cannot be doctored (do not resuscitate using a defibrillator). Instead, they rely on machine repair.&lt;br /&gt;
&lt;br /&gt;
You may find that IPCs are much more fortuitous then biological creatures. When repairs are needed, industrially produced materials such as glass, wires, and welding fuels are commonly used. Structural damage (Brute) to an IPC&#039;s chassis and hull can be repaired with a welding torch. Glass can be used to replace photodetector sensor lenses (Eyes). Copper wires can be used in replacement of burnt away internals (Burn). Plasma sheets can be used to mediate radiation. Otherwise, surgical methods are capable of handling limb damage. Once repairs are complete and batteries are charged, an IPC can simply be rebooted back into it&#039;s functional state.&lt;br /&gt;
&lt;br /&gt;
IPCs come with an integrated communications board which allows them to use radio channels on the station much like a headset would. Because of their positronic brain used as a processing source, IPCs cannot be reproduced. Perhaps their volatile memory assembly is too hard for a typical greytider to perform?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming Convention:&#039;&#039;&#039; Custom Cyborg Identifier, with variable numbering convention (ex. DAGD-041, Halcyon-010756-09)&lt;br /&gt;
=== Damage Modifiers ===&lt;br /&gt;
* Heat: +100%&lt;br /&gt;
* Shock: +125%&lt;br /&gt;
&lt;br /&gt;
Of specific note regarding IPC damage is their inability to take certain types of damage. These types of damage include poison and respiratory due to their being within a robotic chassis.&lt;br /&gt;
&lt;br /&gt;
=== Body ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Organs&lt;br /&gt;
|-&lt;br /&gt;
! Image !! Organ !! Purpose&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:PositronicBrain.png|50px]]&lt;br /&gt;
 || Brain || The center of self, the most important part of any individual. Determines who inhabits and controls the body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:MicroPump.png|50px]] &lt;br /&gt;
 || Micro Pump || Determines the rate of breathing.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:RoboticEyes.png|50px]]&lt;br /&gt;
 || Robotic Eyes || Allow for visual information to be extracted from an organism&#039;s environment via light.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Harpies ==&lt;br /&gt;
[[File:Full_Harpy.png|100px]]&lt;br /&gt;
&lt;br /&gt;
Harpies are a human-like species with large wings, talon-like legs, and an innate ability for music and mimicry. Similar to Moths, their wings allow them greater mobility in zero-gravity conditions, though unlike moths, Harpies are capable of flight at the expense of stamina. Harpies can maintain flight at high speeds for roughly 8 seconds before their stamina depletes. While in flight, harpies are unable to hold items, meaning that if a Harpy takes off while holding an item, said item will drop beneath them immediately. Harpies are additionally capable of mimicking a wide variety of sounds and instruments, and are able to sing on demand.&lt;br /&gt;
&lt;br /&gt;
Harpies are incredibly sensitive to air quality. When subjected to low-quality air (0.2 combined mols of carbon dioxide or miasma), harpies will gasp and eventually choke. When choking, harpies are recommended to stand on top of a vent (only 3 seconds of quality air should be enough to fully oxygenate a Harpy&#039;s bloodstream) and avoid unventilated areas of the station such as maintenance halls.&lt;br /&gt;
&lt;br /&gt;
Harpies are capable of eating raw meat, though will be poisoned by Theobromine (Chocolate, tea, coffee) and Allicin (Onion, garlic)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming Convention:&#039;&#039;&#039; Common &lt;br /&gt;
=== Body ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Organs&lt;br /&gt;
|-&lt;br /&gt;
! Image !! Organ !! Purpose&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Heart-off.png|50px]]&lt;br /&gt;
|| Heart || Determines the efficiency of blood pumping. A healthy heart means a healthier body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:OrganHumanBrain.png|50px]]&lt;br /&gt;
 || Brain || The center of self, the most important part of any individual. Determines who inhabits and controls the body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Lung-L.png|50px]] &lt;br /&gt;
 || Musical Lung || Breathes faster than human lungs, is susceptible to choking on low-quality air.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Stomach.png|50px]]&lt;br /&gt;
 || Stomach || Aids in the digestion of foods, liquids, and reagents in the body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Kidney-L.png|50px]]&lt;br /&gt;
 || Kidneys || Filter the vital fluids of any toxins they might contain.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Liver.png|50px]]&lt;br /&gt;
 || Liver || Contains enzymes that aid in certain biological processes. &lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Eye-L.png|50px]]&lt;br /&gt;
 || Eyes || Allow for visual information to be extracted from an organism&#039;s environment via light.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Vulpkanin ==&lt;br /&gt;
[[File:Full_Vulpkanin.png|100px]]&lt;br /&gt;
&lt;br /&gt;
Vulpkanin are fox-human hybrids, sporting distinct ears and tails. They naturally see the world in reds and greens, are capable of dealing blunt and slash damage with their claws, and are slightly resistant to extreme temperatures. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming Convention:&#039;&#039;&#039; Common &lt;br /&gt;
=== Damage Modifiers ===&lt;br /&gt;
* Cold: -10%&lt;br /&gt;
* Heat: -10%&lt;br /&gt;
=== Body ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Organs&lt;br /&gt;
|-&lt;br /&gt;
! Image !! Organ !! Purpose&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Heart-off.png|50px]]&lt;br /&gt;
|| Animal Heart || Determines the efficiency of blood pumping. A healthy heart means a healthier body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:OrganHumanBrain.png|50px]]&lt;br /&gt;
 || Brain || The center of self, the most important part of any individual. Determines who inhabits and controls the body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Lung-L.png|50px]] &lt;br /&gt;
 || Lungs || Determines the rate of breathing. Unhealthy lungs may result in the body getting less O2 than it needs.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Stomach.png|50px]]&lt;br /&gt;
 || Vulpkanin Stomach || Aids in the digestion of foods, liquids, and reagents in the body. Allows the consumption of raw food like mice without vomiting.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Kidney-L.png|50px]]&lt;br /&gt;
 || Kidneys || Filter the vital fluids of any toxins they might contain.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Liver.png|50px]]&lt;br /&gt;
 || Animal Liver || Contains enzymes that aid in certain biological processes. &lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Eye-L.png|50px]]&lt;br /&gt;
 || Eyes || Allow for visual information to be extracted from an organism&#039;s environment via light.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Felinid ==&lt;br /&gt;
[[File:felinidspiecies.png|100px]]&lt;br /&gt;
&lt;br /&gt;
Felinids are a mutation of humans with cat-like ears and tails, naturally taking less damage from high-speed impacts and able to slash with their claws to deal slashing and piercing damage. They are additionally capable of spitting hairballs which, upon touch, causes others to vomit. If sprayed with water, Felinids will sometimes scream.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming Convention:&#039;&#039;&#039; Common &lt;br /&gt;
=== Body ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Organs&lt;br /&gt;
|-&lt;br /&gt;
! Image !! Organ !! Purpose&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Heart-off.png|50px]]&lt;br /&gt;
|| Animal Heart || Determines the efficiency of blood pumping. A healthy heart means a healthier body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:OrganHumanBrain.png|50px]]&lt;br /&gt;
 || Brain || The center of self, the most important part of any individual. Determines who inhabits and controls the body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Lung-L.png|50px]] &lt;br /&gt;
 || Lungs || Determines the rate of breathing. Unhealthy lungs may result in the body getting less O2 than it needs.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Stomach.png|50px]]&lt;br /&gt;
 || Vulpkanin Stomach || Aids in the digestion of foods, liquids, and reagents in the body. Allows the consumption of raw food like mice without vomiting.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Kidney-L.png|50px]]&lt;br /&gt;
 || Kidneys || Filter the vital fluids of any toxins they might contain.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Liver.png|50px]]&lt;br /&gt;
 || Animal Liver || Contains enzymes that aid in certain biological processes. &lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Eye-L.png|50px]]&lt;br /&gt;
 || Eyes || Allow for visual information to be extracted from an organism&#039;s environment via light.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Gingerbreads ==&lt;br /&gt;
[[File:gingerbread_person.png|100px]]&lt;br /&gt;
&lt;br /&gt;
Gingerbreads are sentient confectioneries which have sugar for blood and can be butchered for cookies. They take significant genetic damage upon contact with water; about 3 times as much as slimes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming Convention:&#039;&#039;&#039; Common &lt;br /&gt;
=== Damage Modifiers ===&lt;br /&gt;
* Heat: -50%&lt;br /&gt;
=== Body ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Organs&lt;br /&gt;
|-&lt;br /&gt;
! Image !! Organ !! Purpose&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Heart-off.png|50px]]&lt;br /&gt;
|| Heart || Determines the efficiency of blood pumping. A healthy heart means a healthier body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:OrganHumanBrain.png|50px]]&lt;br /&gt;
 || Brain || The center of self, the most important part of any individual. Determines who inhabits and controls the body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Lung-L.png|50px]] &lt;br /&gt;
 || Lungs || Determines the rate of breathing. Unhealthy lungs may result in the body getting less O2 than it needs.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Stomach.png|50px]]&lt;br /&gt;
 || Stomach || Aids in the digestion of foods, liquids, and reagents in the body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Kidney-L.png|50px]]&lt;br /&gt;
 || Kidneys || Filter the vital fluids of any toxins they might contain.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Liver.png|50px]]&lt;br /&gt;
 || Liver || Contains enzymes that aid in certain biological processes. &lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Eye-L.png|50px]]&lt;br /&gt;
 || Eyes || Allow for visual information to be extracted from an organism&#039;s environment via light.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Thaven ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming Convention:&#039;&#039;&#039; a virtue they hold.&lt;br /&gt;
=== Body ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Organs&lt;br /&gt;
|-&lt;br /&gt;
! Image !! Organ !! Purpose&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Heart-off.png|50px]]&lt;br /&gt;
|| Heart || Determines the efficiency of blood pumping. A healthy heart means a healthier body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:OrganHumanBrain.png|50px]]&lt;br /&gt;
 || Brain || The center of self, the most important part of any individual. Determines who inhabits and controls the body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Lung-L.png|50px]] &lt;br /&gt;
 || Lungs || Determines the rate of breathing. Unhealthy lungs may result in the body getting less O2 than it needs.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Stomach.png|50px]]&lt;br /&gt;
 || Stomach || Aids in the digestion of foods, liquids, and reagents in the body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Kidney-L.png|50px]]&lt;br /&gt;
 || Kidneys || Filter the vital fluids of any toxins they might contain.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Liver.png|50px]]&lt;br /&gt;
 || Liver || Contains enzymes that aid in certain biological processes. &lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Eye-L.png|50px]]&lt;br /&gt;
 || Eyes || Allow for visual information to be extracted from an organism&#039;s environment via light.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>BumblingDoofer</name></author>
	</entry>
	<entry>
		<id>https://wiki.funkystation.org/index.php?title=Playable_Species&amp;diff=1395</id>
		<title>Playable Species</title>
		<link rel="alternate" type="text/html" href="https://wiki.funkystation.org/index.php?title=Playable_Species&amp;diff=1395"/>
		<updated>2025-08-23T19:48:55Z</updated>

		<summary type="html">&lt;p&gt;BumblingDoofer: /* Arachnids */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Template:Stub}}&lt;br /&gt;
There are currently 13 playable species in Funky Station - Humans, Reptilians, Slimes, Diona, Dwarves, Arachnids, Moths, Voxes, Felinids, Harpies, Vulpakins, Thaven and IPCs. Each has their own distinct stats, strengths, and weaknesses, but all have a few things in common:&lt;br /&gt;
&amp;lt;!-- TODO: maybe rewrite this inital part since IPCs can&#039;t really digest reagents due to being robots --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*all species are capable of equipping the same tools and items.&lt;br /&gt;
*all species are capable of metabolizing reagents and experiencing their effects.&lt;br /&gt;
*all species speak the same language.&lt;br /&gt;
*all species are to be treated equally by the crew and AI onboard.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NOTE:&#039;&#039;&#039; &amp;quot;Damage Modifiers&amp;quot; refers to TAKEN damage, not damage dealt to other entities.&lt;br /&gt;
&lt;br /&gt;
== Humans ==&lt;br /&gt;
[[File:Full.png|100px]]&lt;br /&gt;
&lt;br /&gt;
Baseline, unmodified human beings, functionally similar to the human beings of our world, aside for a comparatively incredible resistance to the vacuum of space (a trait shared more or less with all SS14 species). They cannot eat raw meat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming Convention:&#039;&#039;&#039; Common (ex. John Smith)&lt;br /&gt;
=== Body ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Organs&lt;br /&gt;
|-&lt;br /&gt;
! Image !! Organ !! Purpose&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Heart-off.png|50px]]&lt;br /&gt;
|| Heart || Determines the efficiency of blood pumping. A healthy heart means a healthier body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:OrganHumanBrain.png|50px]]&lt;br /&gt;
 || Brain || The center of self, the most important part of any individual. Determines who inhabits and controls the body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Lung-L.png|50px]] &lt;br /&gt;
 || Lungs || Determine the rate of breathing. Unhealthy lungs may result in the body getting less O2/N2 than it needs.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Stomach.png|50px]]&lt;br /&gt;
 || Stomach || Aids in the digestion of foods, liquids, and reagents in the body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Kidney-L.png|50px]]&lt;br /&gt;
 || Kidneys || Filter the vital fluids of any toxins they might contain.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Liver.png|50px]]&lt;br /&gt;
 || Liver || Contains enzymes that aid in certain biological processes.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Eye-L.png|50px]]&lt;br /&gt;
 || Eyes || Allow for visual information to be extracted from an organism&#039;s environment via light.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Reptilians ==&lt;br /&gt;
[[File:FullLizard.png|100px]]&lt;br /&gt;
&lt;br /&gt;
Reptile-like humanoids with sharp claws, tough scales, and an appetite for raw meat. Their unarmed melee attacks do slash instead of blunt damage due to their claws. For whatever reason, onions, coffee and tea are poisonous to them. They are further unable to consume anything like Grain, Dairy, or anything overly processed. However, they can happily eat fruit and meat(raw or cooked) without any issue. They can use their tail to pull things allowing both of their hands to be free.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming Conventions:&#039;&#039;&#039; Common, Verbal (ex. Eats-The-Mouse)&lt;br /&gt;
=== Damage Modifiers ===&lt;br /&gt;
* Cold: +30%&lt;br /&gt;
* Heat: -20%&lt;br /&gt;
&lt;br /&gt;
=== Body ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Organs&lt;br /&gt;
|-&lt;br /&gt;
! Image !! Organ !! Purpose&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Heart-off.png|50px]]&lt;br /&gt;
|| Heart || Determines the efficiency of blood pumping. A healthy heart means a healthier body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:OrganHumanBrain.png|50px]]&lt;br /&gt;
 || Brain || The center of self, the most important part of any individual. Determines who inhabits and controls the body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Lung-L.png|50px]]&lt;br /&gt;
 || Lungs || Determine the rate of breathing. Unhealthy lungs may result in the body getting less O2/N2 than it needs.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Stomach.png|50px]]&lt;br /&gt;
 || Reptilian Stomach || Aids in the digestion of foods, liquids, and reagents in the body. Able to digest corpses.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Kidney-L.png|50px]]&lt;br /&gt;
 || Kidneys || Filter the vital fluids of any toxins they might contain.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Liver.png|50px]]&lt;br /&gt;
 || Liver || Contains enzymes that aid in certain biological processes.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Eye-L.png|50px]]&lt;br /&gt;
 || Eyes || Allow for visual information to be extracted from an organism&#039;s environment via light.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Slimes ==&lt;br /&gt;
[[File:Fullslime.png|100px]]&lt;br /&gt;
&lt;br /&gt;
Gelatinous human-shaped masses of goo who breath nitrogen instead of oxygen, and exhale nitrous oxide. They are naturally vulnerable to both high and low pressure barotrauma, but their elastic form makes them resistant to blunt damage.&lt;br /&gt;
&lt;br /&gt;
They can store items inside their bodies in an inventory that can be accessed by anyone.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming Conventions:&#039;&#039;&#039; Common, Cadwellian (ex. Jon Cadwell)&lt;br /&gt;
=== Damage Modifiers ===&lt;br /&gt;
* Blunt: -40%&lt;br /&gt;
* Slash: +20%&lt;br /&gt;
* Piercing: +20%&lt;br /&gt;
* Cold: +50%&lt;br /&gt;
* Poison: -20%&lt;br /&gt;
* Cellular: -80%&lt;br /&gt;
=== Body ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Organs&lt;br /&gt;
|-&lt;br /&gt;
! Image !! Organ !! Purpose&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:SentientSlimeCore.png|50px]]&lt;br /&gt;
 || Sentient Slime Core || The center of self, the most important part of any individual. Determines who inhabits and controls the body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:SlimeGasSacs.png|50px]]&lt;br /&gt;
 || Slime Gas Sacs || Determines the rate of breathing.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Diona ==&lt;br /&gt;
[[File:Fulldiona.png|100px]]&lt;br /&gt;
&lt;br /&gt;
Tree-like plant people whose bodies react with fertilizer and weed-killing chemicals similar to regular plants. They cannot wear shoes, walk slower than the other races, and have a relatively high resistance to brute-force damage. They also have water instead of blood, and require significantly more water to stay hydrated.&lt;br /&gt;
&lt;br /&gt;
Diona can split into 3 pet-like Nymphs upon death manually, or by being gibbed. The original player take control of the &amp;quot;Brain&amp;quot; nymph (The only one able to talk), and the other two can be taken over by ghosts if given cognizine. If given enough time after splitting a single nymph can reform into a full Diona on it&#039;s own. The resultant Diona has a different name, and looses memories from it&#039;s death (other perhaps than the need to run away and find safety). Additionally this can change traits such as gender.&lt;br /&gt;
&lt;br /&gt;
A zombified Diona is able to split once dead (or after giving up and returning to body) and the resulting nymphs will be zombified, though unable to reform.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming Conventions:&#039;&#039;&#039; Common, Qualia[https://en.wikipedia.org/wiki/Qualia] (ex. A Peaceful Sunrise)&lt;br /&gt;
=== Damage Modifiers ===&lt;br /&gt;
* Blunt: -30%&lt;br /&gt;
* Slash: -20%&lt;br /&gt;
* Heat: +50%&lt;br /&gt;
* Shock: +20%&lt;br /&gt;
=== Body ===&lt;br /&gt;
&#039;&#039;&#039;NOTE:&#039;&#039;&#039; Diona have plantlike organs, allowing chemicals such as weed killer and robust harvest to affect their bodies similar to plants.&lt;br /&gt;
&lt;br /&gt;
Ex: Diona can consume robust harvest as a weaker form of omnizine.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Organs&lt;br /&gt;
|-&lt;br /&gt;
! Image !! Organ !! Purpose&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Heart-off.png|50px]]&lt;br /&gt;
|| Heart || Determines the efficiency of blood pumping. A healthy heart means a healthier body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Brain-pl.png|50px]]&lt;br /&gt;
|| Diona Brain || The center of self, the most important part of any individual. Determines who inhabits and controls the body. Functionally identical to the other humanoid brains.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Lung-L.png|50px]] &lt;br /&gt;
|| Lungs || Determine the rate of breathing. Unhealthy lungs may result in the body getting less O2/N2 than it needs.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Stomach-pl.png|50px]]&lt;br /&gt;
|| Diona Stomach || Aids in the digestion of foods, liquids, and reagents in the body. Due to its plantlike nature, it can digest fertilizers and weedkillers similar to the ways a plant would. Still capable of metabolizing medicine meant for animals.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Kidney-L.png|50px]] &lt;br /&gt;
|| Kidneys || Filter the vital fluids of any toxins they might contain.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Liver.png|50px]]&lt;br /&gt;
|| Liver || Contains enzymes that aid in certain biological processes.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Eye-L-pl.png|50px]] &lt;br /&gt;
|| Diona Eyes || Allow for visual information to be extracted from an organism&#039;s environment via light. Functionally identical to other humanoid eyeballs.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Dwarves ==&lt;br /&gt;
[[File:Dwarffull.png|100px]]&lt;br /&gt;
&lt;br /&gt;
A stout and stalwart race quite similar to humans, save for their diminutive stature, as well as a propensity for alcohol and goofy Scottish accents. Booze is capable of slowly healing their injuries. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming Conventions:&#039;&#039;&#039; Common, Scottish, Gaelic (ex. Brian O&#039;Finnegan)&lt;br /&gt;
=== Body ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Organs&lt;br /&gt;
|-&lt;br /&gt;
! Image !! Organ !! Purpose&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Heart-off.png|50px]]&lt;br /&gt;
|| Dwarf Heart || Determines the efficiency of blood pumping. A healthy heart means a healthier body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:OrganHumanBrain.png|50px]]&lt;br /&gt;
 || Brain || The center of self, the most important part of any individual. Determines who inhabits and controls the body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Lung-L.png|50px]] &lt;br /&gt;
 || Lungs || Determine the rate of breathing. Unhealthy lungs may result in the body getting less O2/N2 than it needs.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Stomach.png|50px]]&lt;br /&gt;
 || Dwarf Stomach || Aids in the digestion of foods, liquids, and reagents in the body. Somehow capable of metabolizing alcohol as a healing agent(?)&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Kidney-L.png|50px]]&lt;br /&gt;
 || Kidneys || Filter the vital fluids of any toxins they might contain.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Liver.png|50px]]&lt;br /&gt;
 || Dwarf Liver || Contains enzymes that aid in certain biological processes. &lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Eye-L.png|50px]]&lt;br /&gt;
 || Eyes || Allow for visual information to be extracted from an organism&#039;s environment via light.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Arachnids ==&lt;br /&gt;
[[File:Arachnid-full.png|100px]]&lt;br /&gt;
&lt;br /&gt;
Possibly related to the space spiders and giant tarantulas found in outer space. Thanks to their similarly robust digestive systems, they are able to consume raw food without the risk of disease. They are more vulnerable to asphyxiation and take longer to recover from it. Their sharp teeth allow them to do piercing damage instead of blunt. They have the ability to weave silk and build exclusively all sorts of things But at the expense of consuming a little bit of hunger.&lt;br /&gt;
&lt;br /&gt;
They have two extra pocket slots formed by webs.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming Conventions:&#039;&#039;&#039; Common, Latin (ex. Pluribus Unum)&lt;br /&gt;
=== Body ===&lt;br /&gt;
&#039;&#039;&#039;NOTE:&#039;&#039;&#039; Arachnids have a slower metabolic rate than other organisms (around 50% slower), meaning they heal from medicine and take damage from ingested toxins slower. This has no effect on externally applied reagents, so spilling a acid on an Arachnid will kill them just the same as anyone else.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Organs&lt;br /&gt;
|-&lt;br /&gt;
! Image !! Organ !! Purpose&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:ArachnidHeart.png|50px]]&lt;br /&gt;
|| Arachnid Heart || Determines the efficiency of blood pumping. A healthy heart means a healthier body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:OrganHumanBrain.png|50px]]&lt;br /&gt;
 || Brain || The center of self, the most important part of any individual. Determines who inhabits and controls the body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Lung-L.png|50px]] &lt;br /&gt;
 || Lungs || Determine the rate of breathing. Unhealthy lungs may result in the body getting less O2/N2 than it needs.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Stomach.png|50px]]&lt;br /&gt;
 || Stomach || Aids in the digestion of foods, liquids, and reagents in the body. Able to digest corpses.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Kidney-L.png|50px]]&lt;br /&gt;
 || Kidneys || Filter the vital fluids of any toxins they might contain.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Liver.png|50px]]&lt;br /&gt;
 || Liver || Contains enzymes that aid in certain biological processes.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Eyeball-l-a.png|50px]]&lt;br /&gt;
 || Eyes || Allow for visual information to be extracted from an organism&#039;s environment via light.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Moths ==&lt;br /&gt;
[[File:Fullmoth.png|100px]]&lt;br /&gt;
&lt;br /&gt;
Moths, meanwhile, actually &#039;&#039;are&#039;&#039; an insectoid species. Their wings allow them greater control in zero gravity than other species, and their natural resistance to cold helps greatly in a space environment. The tradeoff, naturally, is that heat is more dangerous.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming Convention:&#039;&#039;&#039; Common (ex. John Doe), Mothic, (ex. Mothew Lamplight)&lt;br /&gt;
=== Damage Modifiers ===&lt;br /&gt;
* Cold: -30%&lt;br /&gt;
* Heat: +30%&lt;br /&gt;
=== Body ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Organs&lt;br /&gt;
|-&lt;br /&gt;
! Image !! Organ !! Purpose&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Heart-off.png|50px]]&lt;br /&gt;
|| Heart || Determines the efficiency of blood pumping. A healthy heart means a healthier body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:OrganHumanBrain.png|50px]]&lt;br /&gt;
 || Brain || The center of self, the most important part of any individual. Determines who inhabits and controls the body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Lung-L.png|50px]] &lt;br /&gt;
 || Lungs || Determines the rate of breathing. Unhealthy lungs may result in the body getting less O2 than it needs.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Stomach.png|50px]]&lt;br /&gt;
 || Moth Stomach || Aids in the digestion of cloth and reagents in the body. Finds non-cloth foods repulsive.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Kidney-L.png|50px]]&lt;br /&gt;
 || Kidneys || Filter the vital fluids of any toxins they might contain.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Liver.png|50px]]&lt;br /&gt;
 || Liver || Contains enzymes that aid in certain biological processes.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Eye-L.png|50px]]&lt;br /&gt;
 || Eyes || Allow for visual information to be extracted from an organism&#039;s environment via &#039;&#039;&#039;the light.&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Vox ==&lt;br /&gt;
[[File:Fullvox.png|100px]]&lt;br /&gt;
&lt;br /&gt;
Vox are a strange lot, they&#039;re raptor-like creatures that can only breathe nitrogen, as oxygen is &#039;&#039;&#039;very hazardous&#039;&#039;&#039; to their health to the point where they take ticking poison damage as long as they&#039;re exposed to the air, provided said air has even a trace of oxygen within it. To counter-act this, a Vox must either be in a pure nitrogen-based environment or, more commonly, breathing from a nitrogen tank, one of which is provided to them at the start of each round.&lt;br /&gt;
&lt;br /&gt;
Much like Reptilians, their unarmed attacks deal slashing damage instread of blunt.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming Convention:&#039;&#039;&#039; Common, Mono-name with Repetitive Random Syllables (ex. Hirixashahre, Xapikrikrik) &lt;br /&gt;
&amp;lt;!-- TODO: find a more proper term for this. Maybe someone smarter than I am can come up with something... I WANT to say Paralalia but that doesn&#039;t sound right... --&amp;gt;&lt;br /&gt;
=== Body ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Organs&lt;br /&gt;
|-&lt;br /&gt;
! Image !! Organ !! Purpose&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Heart-off.png|50px]]&lt;br /&gt;
|| Heart || Determines the efficiency of blood pumping. A healthy heart means a healthier body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:OrganHumanBrain.png|50px]]&lt;br /&gt;
 || Brain || The center of self, the most important part of any individual. Determines who inhabits and controls the body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:VoxLungs.png|50px]] &lt;br /&gt;
 || Vox Lungs || Determines the rate of breathing. Unhealthy lungs may result in the body getting less N2 than it needs. Generates toxins when O2 is breathed in.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Stomach.png|50px]]&lt;br /&gt;
 || Stomach || Aids in the digestion of foods, liquids, and reagents in the body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Kidney-L.png|50px]]&lt;br /&gt;
 || Kidneys || Filter the vital fluids of any toxins they might contain.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Liver.png|50px]]&lt;br /&gt;
 || Liver || Contains enzymes that aid in certain biological processes.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Eye-L.png|50px]]&lt;br /&gt;
 || Eyes || Allow for visual information to be extracted from an organism&#039;s environment via light.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== IPC ==&lt;br /&gt;
[[File:Full_IPC.png|100px]]&lt;br /&gt;
&lt;br /&gt;
IPCs (Integrated Positronic Chassis) are sentient silicon-based humanoid robots. Unlike cyborgs, this species is considered autonomous, conscious, and independent individuals. Thus, they do not follow conventional laws of robotics (neither can they be emagged). They require no food source, nor breathable atmosphere to function. All that is required to power their chassis is an electrical source, most commonly in the form of replaceable power cells. They can also draw power into their batteries via connection to an APC or a cyborg recharging station. As a silicon-based life-form, they cannot be doctored (do not resuscitate using a defibrillator). Instead, they rely on machine repair.&lt;br /&gt;
&lt;br /&gt;
You may find that IPCs are much more fortuitous then biological creatures. When repairs are needed, industrially produced materials such as glass, wires, and welding fuels are commonly used. Structural damage (Brute) to an IPC&#039;s chassis and hull can be repaired with a welding torch. Glass can be used to replace photodetector sensor lenses (Eyes). Copper wires can be used in replacement of burnt away internals (Burn). Plasma sheets can be used to mediate radiation. Otherwise, surgical methods are capable of handling limb damage. Once repairs are complete and batteries are charged, an IPC can simply be rebooted back into it&#039;s functional state.&lt;br /&gt;
&lt;br /&gt;
IPCs come with an integrated communications board which allows them to use radio channels on the station much like a headset would. Because of their positronic brain used as a processing source, IPCs cannot be reproduced. Perhaps their volatile memory assembly is too hard for a typical greytider to perform?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming Convention:&#039;&#039;&#039; Custom Cyborg Identifier, with variable numbering convention (ex. DAGD-041, Halcyon-010756-09)&lt;br /&gt;
=== Damage Modifiers ===&lt;br /&gt;
* Heat: +100%&lt;br /&gt;
* Shock: +125%&lt;br /&gt;
&lt;br /&gt;
Of specific note regarding IPC damage is their inability to take certain types of damage. These types of damage include poison and respiratory due to their being within a robotic chassis.&lt;br /&gt;
&lt;br /&gt;
=== Body ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Organs&lt;br /&gt;
|-&lt;br /&gt;
! Image !! Organ !! Purpose&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:PositronicBrain.png|50px]]&lt;br /&gt;
 || Brain || The center of self, the most important part of any individual. Determines who inhabits and controls the body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:MicroPump.png|50px]] &lt;br /&gt;
 || Micro Pump || Determines the rate of breathing.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:RoboticEyes.png|50px]]&lt;br /&gt;
 || Robotic Eyes || Allow for visual information to be extracted from an organism&#039;s environment via light.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Harpies ==&lt;br /&gt;
[[File:Full_Harpy.png|100px]]&lt;br /&gt;
&lt;br /&gt;
Harpies are a human-like species with large wings, talon-like legs, and an innate ability for music and mimicry. Similar to Moths, their wings allow them greater mobility in zero-gravity conditions, though unlike moths, Harpies are capable of flight at the expense of stamina. Harpies can maintain flight at high speeds for roughly 8 seconds before their stamina depletes. While in flight, harpies are unable to hold items, meaning that if a Harpy takes off while holding an item, said item will drop beneath them immediately. Harpies are additionally capable of mimicking a wide variety of sounds and instruments, and are able to sing on demand.&lt;br /&gt;
&lt;br /&gt;
Harpies are incredibly sensitive to air quality. When subjected to low-quality air (0.2 combined mols of carbon dioxide or miasma), harpies will gasp and eventually choke. When choking, harpies are recommended to stand on top of a vent (only 3 seconds of quality air should be enough to fully oxygenate a Harpy&#039;s bloodstream) and avoid unventilated areas of the station such as maintenance halls.&lt;br /&gt;
&lt;br /&gt;
Harpies are capable of eating raw meat, though will be poisoned by Theobromine (Chocolate, tea, coffee) and Allicin (Onion, garlic)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming Convention:&#039;&#039;&#039; Common &lt;br /&gt;
=== Body ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Organs&lt;br /&gt;
|-&lt;br /&gt;
! Image !! Organ !! Purpose&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Heart-off.png|50px]]&lt;br /&gt;
|| Heart || Determines the efficiency of blood pumping. A healthy heart means a healthier body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:OrganHumanBrain.png|50px]]&lt;br /&gt;
 || Brain || The center of self, the most important part of any individual. Determines who inhabits and controls the body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Lung-L.png|50px]] &lt;br /&gt;
 || Musical Lung || Breathes faster than human lungs, is susceptible to choking on low-quality air.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Stomach.png|50px]]&lt;br /&gt;
 || Stomach || Aids in the digestion of foods, liquids, and reagents in the body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Kidney-L.png|50px]]&lt;br /&gt;
 || Kidneys || Filter the vital fluids of any toxins they might contain.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Liver.png|50px]]&lt;br /&gt;
 || Liver || Contains enzymes that aid in certain biological processes. &lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Eye-L.png|50px]]&lt;br /&gt;
 || Eyes || Allow for visual information to be extracted from an organism&#039;s environment via light.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Vulpkanin ==&lt;br /&gt;
[[File:Full_Vulpkanin.png|100px]]&lt;br /&gt;
&lt;br /&gt;
Vulpkanin are fox-human hybrids, sporting distinct ears and tails. They naturally see the world in reds and greens, are capable of dealing blunt and slash damage with their claws, and are slightly resistant to extreme temperatures. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming Convention:&#039;&#039;&#039; Common &lt;br /&gt;
=== Damage Modifiers ===&lt;br /&gt;
* Cold: -10%&lt;br /&gt;
* Heat: -10%&lt;br /&gt;
=== Body ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Organs&lt;br /&gt;
|-&lt;br /&gt;
! Image !! Organ !! Purpose&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Heart-off.png|50px]]&lt;br /&gt;
|| Animal Heart || Determines the efficiency of blood pumping. A healthy heart means a healthier body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:OrganHumanBrain.png|50px]]&lt;br /&gt;
 || Brain || The center of self, the most important part of any individual. Determines who inhabits and controls the body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Lung-L.png|50px]] &lt;br /&gt;
 || Lungs || Determines the rate of breathing. Unhealthy lungs may result in the body getting less O2 than it needs.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Stomach.png|50px]]&lt;br /&gt;
 || Vulpkanin Stomach || Aids in the digestion of foods, liquids, and reagents in the body. Allows the consumption of raw food like mice without vomiting.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Kidney-L.png|50px]]&lt;br /&gt;
 || Kidneys || Filter the vital fluids of any toxins they might contain.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Liver.png|50px]]&lt;br /&gt;
 || Animal Liver || Contains enzymes that aid in certain biological processes. &lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Eye-L.png|50px]]&lt;br /&gt;
 || Eyes || Allow for visual information to be extracted from an organism&#039;s environment via light.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Felinid ==&lt;br /&gt;
[[File:felinidspiecies.png|100px]]&lt;br /&gt;
&lt;br /&gt;
Felinids are a mutation of humans with cat-like ears and tails, naturally taking less damage from high-speed impacts and able to slash with their claws to deal slashing and piercing damage. They are additionally capable of spitting hairballs which, upon touch, causes others to vomit. If sprayed with water, Felinids will sometimes scream.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming Convention:&#039;&#039;&#039; Common &lt;br /&gt;
=== Body ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Organs&lt;br /&gt;
|-&lt;br /&gt;
! Image !! Organ !! Purpose&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Heart-off.png|50px]]&lt;br /&gt;
|| Animal Heart || Determines the efficiency of blood pumping. A healthy heart means a healthier body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:OrganHumanBrain.png|50px]]&lt;br /&gt;
 || Brain || The center of self, the most important part of any individual. Determines who inhabits and controls the body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Lung-L.png|50px]] &lt;br /&gt;
 || Lungs || Determines the rate of breathing. Unhealthy lungs may result in the body getting less O2 than it needs.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Stomach.png|50px]]&lt;br /&gt;
 || Vulpkanin Stomach || Aids in the digestion of foods, liquids, and reagents in the body. Allows the consumption of raw food like mice without vomiting.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Kidney-L.png|50px]]&lt;br /&gt;
 || Kidneys || Filter the vital fluids of any toxins they might contain.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Liver.png|50px]]&lt;br /&gt;
 || Animal Liver || Contains enzymes that aid in certain biological processes. &lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Eye-L.png|50px]]&lt;br /&gt;
 || Eyes || Allow for visual information to be extracted from an organism&#039;s environment via light.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Gingerbreads ==&lt;br /&gt;
[[File:gingerbread_person.png|100px]]&lt;br /&gt;
&lt;br /&gt;
Gingerbreads are sentient confectioneries which have sugar for blood and can be butchered for cookies. They take significant genetic damage upon contact with water; about 3 times as much as slimes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming Convention:&#039;&#039;&#039; Common &lt;br /&gt;
=== Damage Modifiers ===&lt;br /&gt;
* Heat: -50%&lt;br /&gt;
=== Body ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Organs&lt;br /&gt;
|-&lt;br /&gt;
! Image !! Organ !! Purpose&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Heart-off.png|50px]]&lt;br /&gt;
|| Heart || Determines the efficiency of blood pumping. A healthy heart means a healthier body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:OrganHumanBrain.png|50px]]&lt;br /&gt;
 || Brain || The center of self, the most important part of any individual. Determines who inhabits and controls the body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Lung-L.png|50px]] &lt;br /&gt;
 || Lungs || Determines the rate of breathing. Unhealthy lungs may result in the body getting less O2 than it needs.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Stomach.png|50px]]&lt;br /&gt;
 || Stomach || Aids in the digestion of foods, liquids, and reagents in the body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Kidney-L.png|50px]]&lt;br /&gt;
 || Kidneys || Filter the vital fluids of any toxins they might contain.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Liver.png|50px]]&lt;br /&gt;
 || Liver || Contains enzymes that aid in certain biological processes. &lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Eye-L.png|50px]]&lt;br /&gt;
 || Eyes || Allow for visual information to be extracted from an organism&#039;s environment via light.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Thaven ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming Convention:&#039;&#039;&#039; a virtue they hold.&lt;br /&gt;
=== Body ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Organs&lt;br /&gt;
|-&lt;br /&gt;
! Image !! Organ !! Purpose&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Heart-off.png|50px]]&lt;br /&gt;
|| Heart || Determines the efficiency of blood pumping. A healthy heart means a healthier body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:OrganHumanBrain.png|50px]]&lt;br /&gt;
 || Brain || The center of self, the most important part of any individual. Determines who inhabits and controls the body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Lung-L.png|50px]] &lt;br /&gt;
 || Lungs || Determines the rate of breathing. Unhealthy lungs may result in the body getting less O2 than it needs.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Stomach.png|50px]]&lt;br /&gt;
 || Stomach || Aids in the digestion of foods, liquids, and reagents in the body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Kidney-L.png|50px]]&lt;br /&gt;
 || Kidneys || Filter the vital fluids of any toxins they might contain.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Liver.png|50px]]&lt;br /&gt;
 || Liver || Contains enzymes that aid in certain biological processes. &lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Eye-L.png|50px]]&lt;br /&gt;
 || Eyes || Allow for visual information to be extracted from an organism&#039;s environment via light.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>BumblingDoofer</name></author>
	</entry>
	<entry>
		<id>https://wiki.funkystation.org/index.php?title=Playable_Species&amp;diff=1394</id>
		<title>Playable Species</title>
		<link rel="alternate" type="text/html" href="https://wiki.funkystation.org/index.php?title=Playable_Species&amp;diff=1394"/>
		<updated>2025-08-23T19:48:10Z</updated>

		<summary type="html">&lt;p&gt;BumblingDoofer: /* Dwarves */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Template:Stub}}&lt;br /&gt;
There are currently 13 playable species in Funky Station - Humans, Reptilians, Slimes, Diona, Dwarves, Arachnids, Moths, Voxes, Felinids, Harpies, Vulpakins, Thaven and IPCs. Each has their own distinct stats, strengths, and weaknesses, but all have a few things in common:&lt;br /&gt;
&amp;lt;!-- TODO: maybe rewrite this inital part since IPCs can&#039;t really digest reagents due to being robots --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*all species are capable of equipping the same tools and items.&lt;br /&gt;
*all species are capable of metabolizing reagents and experiencing their effects.&lt;br /&gt;
*all species speak the same language.&lt;br /&gt;
*all species are to be treated equally by the crew and AI onboard.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NOTE:&#039;&#039;&#039; &amp;quot;Damage Modifiers&amp;quot; refers to TAKEN damage, not damage dealt to other entities.&lt;br /&gt;
&lt;br /&gt;
== Humans ==&lt;br /&gt;
[[File:Full.png|100px]]&lt;br /&gt;
&lt;br /&gt;
Baseline, unmodified human beings, functionally similar to the human beings of our world, aside for a comparatively incredible resistance to the vacuum of space (a trait shared more or less with all SS14 species). They cannot eat raw meat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming Convention:&#039;&#039;&#039; Common (ex. John Smith)&lt;br /&gt;
=== Body ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Organs&lt;br /&gt;
|-&lt;br /&gt;
! Image !! Organ !! Purpose&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Heart-off.png|50px]]&lt;br /&gt;
|| Heart || Determines the efficiency of blood pumping. A healthy heart means a healthier body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:OrganHumanBrain.png|50px]]&lt;br /&gt;
 || Brain || The center of self, the most important part of any individual. Determines who inhabits and controls the body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Lung-L.png|50px]] &lt;br /&gt;
 || Lungs || Determine the rate of breathing. Unhealthy lungs may result in the body getting less O2/N2 than it needs.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Stomach.png|50px]]&lt;br /&gt;
 || Stomach || Aids in the digestion of foods, liquids, and reagents in the body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Kidney-L.png|50px]]&lt;br /&gt;
 || Kidneys || Filter the vital fluids of any toxins they might contain.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Liver.png|50px]]&lt;br /&gt;
 || Liver || Contains enzymes that aid in certain biological processes.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Eye-L.png|50px]]&lt;br /&gt;
 || Eyes || Allow for visual information to be extracted from an organism&#039;s environment via light.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Reptilians ==&lt;br /&gt;
[[File:FullLizard.png|100px]]&lt;br /&gt;
&lt;br /&gt;
Reptile-like humanoids with sharp claws, tough scales, and an appetite for raw meat. Their unarmed melee attacks do slash instead of blunt damage due to their claws. For whatever reason, onions, coffee and tea are poisonous to them. They are further unable to consume anything like Grain, Dairy, or anything overly processed. However, they can happily eat fruit and meat(raw or cooked) without any issue. They can use their tail to pull things allowing both of their hands to be free.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming Conventions:&#039;&#039;&#039; Common, Verbal (ex. Eats-The-Mouse)&lt;br /&gt;
=== Damage Modifiers ===&lt;br /&gt;
* Cold: +30%&lt;br /&gt;
* Heat: -20%&lt;br /&gt;
&lt;br /&gt;
=== Body ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Organs&lt;br /&gt;
|-&lt;br /&gt;
! Image !! Organ !! Purpose&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Heart-off.png|50px]]&lt;br /&gt;
|| Heart || Determines the efficiency of blood pumping. A healthy heart means a healthier body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:OrganHumanBrain.png|50px]]&lt;br /&gt;
 || Brain || The center of self, the most important part of any individual. Determines who inhabits and controls the body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Lung-L.png|50px]]&lt;br /&gt;
 || Lungs || Determine the rate of breathing. Unhealthy lungs may result in the body getting less O2/N2 than it needs.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Stomach.png|50px]]&lt;br /&gt;
 || Reptilian Stomach || Aids in the digestion of foods, liquids, and reagents in the body. Able to digest corpses.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Kidney-L.png|50px]]&lt;br /&gt;
 || Kidneys || Filter the vital fluids of any toxins they might contain.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Liver.png|50px]]&lt;br /&gt;
 || Liver || Contains enzymes that aid in certain biological processes.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Eye-L.png|50px]]&lt;br /&gt;
 || Eyes || Allow for visual information to be extracted from an organism&#039;s environment via light.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Slimes ==&lt;br /&gt;
[[File:Fullslime.png|100px]]&lt;br /&gt;
&lt;br /&gt;
Gelatinous human-shaped masses of goo who breath nitrogen instead of oxygen, and exhale nitrous oxide. They are naturally vulnerable to both high and low pressure barotrauma, but their elastic form makes them resistant to blunt damage.&lt;br /&gt;
&lt;br /&gt;
They can store items inside their bodies in an inventory that can be accessed by anyone.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming Conventions:&#039;&#039;&#039; Common, Cadwellian (ex. Jon Cadwell)&lt;br /&gt;
=== Damage Modifiers ===&lt;br /&gt;
* Blunt: -40%&lt;br /&gt;
* Slash: +20%&lt;br /&gt;
* Piercing: +20%&lt;br /&gt;
* Cold: +50%&lt;br /&gt;
* Poison: -20%&lt;br /&gt;
* Cellular: -80%&lt;br /&gt;
=== Body ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Organs&lt;br /&gt;
|-&lt;br /&gt;
! Image !! Organ !! Purpose&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:SentientSlimeCore.png|50px]]&lt;br /&gt;
 || Sentient Slime Core || The center of self, the most important part of any individual. Determines who inhabits and controls the body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:SlimeGasSacs.png|50px]]&lt;br /&gt;
 || Slime Gas Sacs || Determines the rate of breathing.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Diona ==&lt;br /&gt;
[[File:Fulldiona.png|100px]]&lt;br /&gt;
&lt;br /&gt;
Tree-like plant people whose bodies react with fertilizer and weed-killing chemicals similar to regular plants. They cannot wear shoes, walk slower than the other races, and have a relatively high resistance to brute-force damage. They also have water instead of blood, and require significantly more water to stay hydrated.&lt;br /&gt;
&lt;br /&gt;
Diona can split into 3 pet-like Nymphs upon death manually, or by being gibbed. The original player take control of the &amp;quot;Brain&amp;quot; nymph (The only one able to talk), and the other two can be taken over by ghosts if given cognizine. If given enough time after splitting a single nymph can reform into a full Diona on it&#039;s own. The resultant Diona has a different name, and looses memories from it&#039;s death (other perhaps than the need to run away and find safety). Additionally this can change traits such as gender.&lt;br /&gt;
&lt;br /&gt;
A zombified Diona is able to split once dead (or after giving up and returning to body) and the resulting nymphs will be zombified, though unable to reform.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming Conventions:&#039;&#039;&#039; Common, Qualia[https://en.wikipedia.org/wiki/Qualia] (ex. A Peaceful Sunrise)&lt;br /&gt;
=== Damage Modifiers ===&lt;br /&gt;
* Blunt: -30%&lt;br /&gt;
* Slash: -20%&lt;br /&gt;
* Heat: +50%&lt;br /&gt;
* Shock: +20%&lt;br /&gt;
=== Body ===&lt;br /&gt;
&#039;&#039;&#039;NOTE:&#039;&#039;&#039; Diona have plantlike organs, allowing chemicals such as weed killer and robust harvest to affect their bodies similar to plants.&lt;br /&gt;
&lt;br /&gt;
Ex: Diona can consume robust harvest as a weaker form of omnizine.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Organs&lt;br /&gt;
|-&lt;br /&gt;
! Image !! Organ !! Purpose&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Heart-off.png|50px]]&lt;br /&gt;
|| Heart || Determines the efficiency of blood pumping. A healthy heart means a healthier body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Brain-pl.png|50px]]&lt;br /&gt;
|| Diona Brain || The center of self, the most important part of any individual. Determines who inhabits and controls the body. Functionally identical to the other humanoid brains.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Lung-L.png|50px]] &lt;br /&gt;
|| Lungs || Determine the rate of breathing. Unhealthy lungs may result in the body getting less O2/N2 than it needs.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Stomach-pl.png|50px]]&lt;br /&gt;
|| Diona Stomach || Aids in the digestion of foods, liquids, and reagents in the body. Due to its plantlike nature, it can digest fertilizers and weedkillers similar to the ways a plant would. Still capable of metabolizing medicine meant for animals.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Kidney-L.png|50px]] &lt;br /&gt;
|| Kidneys || Filter the vital fluids of any toxins they might contain.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Liver.png|50px]]&lt;br /&gt;
|| Liver || Contains enzymes that aid in certain biological processes.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Eye-L-pl.png|50px]] &lt;br /&gt;
|| Diona Eyes || Allow for visual information to be extracted from an organism&#039;s environment via light. Functionally identical to other humanoid eyeballs.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Dwarves ==&lt;br /&gt;
[[File:Dwarffull.png|100px]]&lt;br /&gt;
&lt;br /&gt;
A stout and stalwart race quite similar to humans, save for their diminutive stature, as well as a propensity for alcohol and goofy Scottish accents. Booze is capable of slowly healing their injuries. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming Conventions:&#039;&#039;&#039; Common, Scottish, Gaelic (ex. Brian O&#039;Finnegan)&lt;br /&gt;
=== Body ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Organs&lt;br /&gt;
|-&lt;br /&gt;
! Image !! Organ !! Purpose&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Heart-off.png|50px]]&lt;br /&gt;
|| Dwarf Heart || Determines the efficiency of blood pumping. A healthy heart means a healthier body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:OrganHumanBrain.png|50px]]&lt;br /&gt;
 || Brain || The center of self, the most important part of any individual. Determines who inhabits and controls the body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Lung-L.png|50px]] &lt;br /&gt;
 || Lungs || Determine the rate of breathing. Unhealthy lungs may result in the body getting less O2/N2 than it needs.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Stomach.png|50px]]&lt;br /&gt;
 || Dwarf Stomach || Aids in the digestion of foods, liquids, and reagents in the body. Somehow capable of metabolizing alcohol as a healing agent(?)&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Kidney-L.png|50px]]&lt;br /&gt;
 || Kidneys || Filter the vital fluids of any toxins they might contain.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Liver.png|50px]]&lt;br /&gt;
 || Dwarf Liver || Contains enzymes that aid in certain biological processes. &lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Eye-L.png|50px]]&lt;br /&gt;
 || Eyes || Allow for visual information to be extracted from an organism&#039;s environment via light.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Arachnids ==&lt;br /&gt;
[[File:Arachnid-full.png|100px]]&lt;br /&gt;
&lt;br /&gt;
Not to be confused with insectoids, Arachnids cut a striking figure with their pressure-resistant exoskeletons and extra arms. Possibly related to the space spiders and giant tarantulas found in outer space. Thanks to their similarly robust digestive systems, they are able to consume raw food without the risk of disease. They are more vulnerable to asphyxiation and take longer to recover from it. Their sharp teeth allow them to do piercing damage instead of blunt. They have the ability to weave silk and build exclusively all sorts of things But at the expense of consuming a little bit of hunger.&lt;br /&gt;
&lt;br /&gt;
They have two extra pocket slots formed by webs.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming Conventions:&#039;&#039;&#039; Common, Latin (ex. Pluribus Unum)&lt;br /&gt;
=== Body ===&lt;br /&gt;
&#039;&#039;&#039;NOTE:&#039;&#039;&#039; Arachnids have a slower metabolic rate than other organisms (around 50% slower), meaning they heal from medicine and take damage from ingested toxins slower. This has no effect on externally applied reagents, so spilling a acid on an Arachnid will kill them just the same as anyone else.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Organs&lt;br /&gt;
|-&lt;br /&gt;
! Image !! Organ !! Purpose&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:ArachnidHeart.png|50px]]&lt;br /&gt;
|| Arachnid Heart || Determines the efficiency of blood pumping. A healthy heart means a healthier body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:OrganHumanBrain.png|50px]]&lt;br /&gt;
 || Brain || The center of self, the most important part of any individual. Determines who inhabits and controls the body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Lung-L.png|50px]] &lt;br /&gt;
 || Lungs || Determine the rate of breathing. Unhealthy lungs may result in the body getting less O2/N2 than it needs.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Stomach.png|50px]]&lt;br /&gt;
 || Stomach || Aids in the digestion of foods, liquids, and reagents in the body. Able to digest corpses.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Kidney-L.png|50px]]&lt;br /&gt;
 || Kidneys || Filter the vital fluids of any toxins they might contain.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Liver.png|50px]]&lt;br /&gt;
 || Liver || Contains enzymes that aid in certain biological processes.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Eyeball-l-a.png|50px]]&lt;br /&gt;
 || Eyes || Allow for visual information to be extracted from an organism&#039;s environment via light.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Moths ==&lt;br /&gt;
[[File:Fullmoth.png|100px]]&lt;br /&gt;
&lt;br /&gt;
Moths, meanwhile, actually &#039;&#039;are&#039;&#039; an insectoid species. Their wings allow them greater control in zero gravity than other species, and their natural resistance to cold helps greatly in a space environment. The tradeoff, naturally, is that heat is more dangerous.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming Convention:&#039;&#039;&#039; Common (ex. John Doe), Mothic, (ex. Mothew Lamplight)&lt;br /&gt;
=== Damage Modifiers ===&lt;br /&gt;
* Cold: -30%&lt;br /&gt;
* Heat: +30%&lt;br /&gt;
=== Body ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Organs&lt;br /&gt;
|-&lt;br /&gt;
! Image !! Organ !! Purpose&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Heart-off.png|50px]]&lt;br /&gt;
|| Heart || Determines the efficiency of blood pumping. A healthy heart means a healthier body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:OrganHumanBrain.png|50px]]&lt;br /&gt;
 || Brain || The center of self, the most important part of any individual. Determines who inhabits and controls the body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Lung-L.png|50px]] &lt;br /&gt;
 || Lungs || Determines the rate of breathing. Unhealthy lungs may result in the body getting less O2 than it needs.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Stomach.png|50px]]&lt;br /&gt;
 || Moth Stomach || Aids in the digestion of cloth and reagents in the body. Finds non-cloth foods repulsive.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Kidney-L.png|50px]]&lt;br /&gt;
 || Kidneys || Filter the vital fluids of any toxins they might contain.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Liver.png|50px]]&lt;br /&gt;
 || Liver || Contains enzymes that aid in certain biological processes.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Eye-L.png|50px]]&lt;br /&gt;
 || Eyes || Allow for visual information to be extracted from an organism&#039;s environment via &#039;&#039;&#039;the light.&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Vox ==&lt;br /&gt;
[[File:Fullvox.png|100px]]&lt;br /&gt;
&lt;br /&gt;
Vox are a strange lot, they&#039;re raptor-like creatures that can only breathe nitrogen, as oxygen is &#039;&#039;&#039;very hazardous&#039;&#039;&#039; to their health to the point where they take ticking poison damage as long as they&#039;re exposed to the air, provided said air has even a trace of oxygen within it. To counter-act this, a Vox must either be in a pure nitrogen-based environment or, more commonly, breathing from a nitrogen tank, one of which is provided to them at the start of each round.&lt;br /&gt;
&lt;br /&gt;
Much like Reptilians, their unarmed attacks deal slashing damage instread of blunt.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming Convention:&#039;&#039;&#039; Common, Mono-name with Repetitive Random Syllables (ex. Hirixashahre, Xapikrikrik) &lt;br /&gt;
&amp;lt;!-- TODO: find a more proper term for this. Maybe someone smarter than I am can come up with something... I WANT to say Paralalia but that doesn&#039;t sound right... --&amp;gt;&lt;br /&gt;
=== Body ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Organs&lt;br /&gt;
|-&lt;br /&gt;
! Image !! Organ !! Purpose&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Heart-off.png|50px]]&lt;br /&gt;
|| Heart || Determines the efficiency of blood pumping. A healthy heart means a healthier body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:OrganHumanBrain.png|50px]]&lt;br /&gt;
 || Brain || The center of self, the most important part of any individual. Determines who inhabits and controls the body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:VoxLungs.png|50px]] &lt;br /&gt;
 || Vox Lungs || Determines the rate of breathing. Unhealthy lungs may result in the body getting less N2 than it needs. Generates toxins when O2 is breathed in.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Stomach.png|50px]]&lt;br /&gt;
 || Stomach || Aids in the digestion of foods, liquids, and reagents in the body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Kidney-L.png|50px]]&lt;br /&gt;
 || Kidneys || Filter the vital fluids of any toxins they might contain.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Liver.png|50px]]&lt;br /&gt;
 || Liver || Contains enzymes that aid in certain biological processes.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Eye-L.png|50px]]&lt;br /&gt;
 || Eyes || Allow for visual information to be extracted from an organism&#039;s environment via light.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== IPC ==&lt;br /&gt;
[[File:Full_IPC.png|100px]]&lt;br /&gt;
&lt;br /&gt;
IPCs (Integrated Positronic Chassis) are sentient silicon-based humanoid robots. Unlike cyborgs, this species is considered autonomous, conscious, and independent individuals. Thus, they do not follow conventional laws of robotics (neither can they be emagged). They require no food source, nor breathable atmosphere to function. All that is required to power their chassis is an electrical source, most commonly in the form of replaceable power cells. They can also draw power into their batteries via connection to an APC or a cyborg recharging station. As a silicon-based life-form, they cannot be doctored (do not resuscitate using a defibrillator). Instead, they rely on machine repair.&lt;br /&gt;
&lt;br /&gt;
You may find that IPCs are much more fortuitous then biological creatures. When repairs are needed, industrially produced materials such as glass, wires, and welding fuels are commonly used. Structural damage (Brute) to an IPC&#039;s chassis and hull can be repaired with a welding torch. Glass can be used to replace photodetector sensor lenses (Eyes). Copper wires can be used in replacement of burnt away internals (Burn). Plasma sheets can be used to mediate radiation. Otherwise, surgical methods are capable of handling limb damage. Once repairs are complete and batteries are charged, an IPC can simply be rebooted back into it&#039;s functional state.&lt;br /&gt;
&lt;br /&gt;
IPCs come with an integrated communications board which allows them to use radio channels on the station much like a headset would. Because of their positronic brain used as a processing source, IPCs cannot be reproduced. Perhaps their volatile memory assembly is too hard for a typical greytider to perform?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming Convention:&#039;&#039;&#039; Custom Cyborg Identifier, with variable numbering convention (ex. DAGD-041, Halcyon-010756-09)&lt;br /&gt;
=== Damage Modifiers ===&lt;br /&gt;
* Heat: +100%&lt;br /&gt;
* Shock: +125%&lt;br /&gt;
&lt;br /&gt;
Of specific note regarding IPC damage is their inability to take certain types of damage. These types of damage include poison and respiratory due to their being within a robotic chassis.&lt;br /&gt;
&lt;br /&gt;
=== Body ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Organs&lt;br /&gt;
|-&lt;br /&gt;
! Image !! Organ !! Purpose&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:PositronicBrain.png|50px]]&lt;br /&gt;
 || Brain || The center of self, the most important part of any individual. Determines who inhabits and controls the body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:MicroPump.png|50px]] &lt;br /&gt;
 || Micro Pump || Determines the rate of breathing.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:RoboticEyes.png|50px]]&lt;br /&gt;
 || Robotic Eyes || Allow for visual information to be extracted from an organism&#039;s environment via light.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Harpies ==&lt;br /&gt;
[[File:Full_Harpy.png|100px]]&lt;br /&gt;
&lt;br /&gt;
Harpies are a human-like species with large wings, talon-like legs, and an innate ability for music and mimicry. Similar to Moths, their wings allow them greater mobility in zero-gravity conditions, though unlike moths, Harpies are capable of flight at the expense of stamina. Harpies can maintain flight at high speeds for roughly 8 seconds before their stamina depletes. While in flight, harpies are unable to hold items, meaning that if a Harpy takes off while holding an item, said item will drop beneath them immediately. Harpies are additionally capable of mimicking a wide variety of sounds and instruments, and are able to sing on demand.&lt;br /&gt;
&lt;br /&gt;
Harpies are incredibly sensitive to air quality. When subjected to low-quality air (0.2 combined mols of carbon dioxide or miasma), harpies will gasp and eventually choke. When choking, harpies are recommended to stand on top of a vent (only 3 seconds of quality air should be enough to fully oxygenate a Harpy&#039;s bloodstream) and avoid unventilated areas of the station such as maintenance halls.&lt;br /&gt;
&lt;br /&gt;
Harpies are capable of eating raw meat, though will be poisoned by Theobromine (Chocolate, tea, coffee) and Allicin (Onion, garlic)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming Convention:&#039;&#039;&#039; Common &lt;br /&gt;
=== Body ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Organs&lt;br /&gt;
|-&lt;br /&gt;
! Image !! Organ !! Purpose&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Heart-off.png|50px]]&lt;br /&gt;
|| Heart || Determines the efficiency of blood pumping. A healthy heart means a healthier body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:OrganHumanBrain.png|50px]]&lt;br /&gt;
 || Brain || The center of self, the most important part of any individual. Determines who inhabits and controls the body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Lung-L.png|50px]] &lt;br /&gt;
 || Musical Lung || Breathes faster than human lungs, is susceptible to choking on low-quality air.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Stomach.png|50px]]&lt;br /&gt;
 || Stomach || Aids in the digestion of foods, liquids, and reagents in the body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Kidney-L.png|50px]]&lt;br /&gt;
 || Kidneys || Filter the vital fluids of any toxins they might contain.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Liver.png|50px]]&lt;br /&gt;
 || Liver || Contains enzymes that aid in certain biological processes. &lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Eye-L.png|50px]]&lt;br /&gt;
 || Eyes || Allow for visual information to be extracted from an organism&#039;s environment via light.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Vulpkanin ==&lt;br /&gt;
[[File:Full_Vulpkanin.png|100px]]&lt;br /&gt;
&lt;br /&gt;
Vulpkanin are fox-human hybrids, sporting distinct ears and tails. They naturally see the world in reds and greens, are capable of dealing blunt and slash damage with their claws, and are slightly resistant to extreme temperatures. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming Convention:&#039;&#039;&#039; Common &lt;br /&gt;
=== Damage Modifiers ===&lt;br /&gt;
* Cold: -10%&lt;br /&gt;
* Heat: -10%&lt;br /&gt;
=== Body ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Organs&lt;br /&gt;
|-&lt;br /&gt;
! Image !! Organ !! Purpose&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Heart-off.png|50px]]&lt;br /&gt;
|| Animal Heart || Determines the efficiency of blood pumping. A healthy heart means a healthier body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:OrganHumanBrain.png|50px]]&lt;br /&gt;
 || Brain || The center of self, the most important part of any individual. Determines who inhabits and controls the body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Lung-L.png|50px]] &lt;br /&gt;
 || Lungs || Determines the rate of breathing. Unhealthy lungs may result in the body getting less O2 than it needs.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Stomach.png|50px]]&lt;br /&gt;
 || Vulpkanin Stomach || Aids in the digestion of foods, liquids, and reagents in the body. Allows the consumption of raw food like mice without vomiting.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Kidney-L.png|50px]]&lt;br /&gt;
 || Kidneys || Filter the vital fluids of any toxins they might contain.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Liver.png|50px]]&lt;br /&gt;
 || Animal Liver || Contains enzymes that aid in certain biological processes. &lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Eye-L.png|50px]]&lt;br /&gt;
 || Eyes || Allow for visual information to be extracted from an organism&#039;s environment via light.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Felinid ==&lt;br /&gt;
[[File:felinidspiecies.png|100px]]&lt;br /&gt;
&lt;br /&gt;
Felinids are a mutation of humans with cat-like ears and tails, naturally taking less damage from high-speed impacts and able to slash with their claws to deal slashing and piercing damage. They are additionally capable of spitting hairballs which, upon touch, causes others to vomit. If sprayed with water, Felinids will sometimes scream.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming Convention:&#039;&#039;&#039; Common &lt;br /&gt;
=== Body ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Organs&lt;br /&gt;
|-&lt;br /&gt;
! Image !! Organ !! Purpose&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Heart-off.png|50px]]&lt;br /&gt;
|| Animal Heart || Determines the efficiency of blood pumping. A healthy heart means a healthier body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:OrganHumanBrain.png|50px]]&lt;br /&gt;
 || Brain || The center of self, the most important part of any individual. Determines who inhabits and controls the body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Lung-L.png|50px]] &lt;br /&gt;
 || Lungs || Determines the rate of breathing. Unhealthy lungs may result in the body getting less O2 than it needs.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Stomach.png|50px]]&lt;br /&gt;
 || Vulpkanin Stomach || Aids in the digestion of foods, liquids, and reagents in the body. Allows the consumption of raw food like mice without vomiting.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Kidney-L.png|50px]]&lt;br /&gt;
 || Kidneys || Filter the vital fluids of any toxins they might contain.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Liver.png|50px]]&lt;br /&gt;
 || Animal Liver || Contains enzymes that aid in certain biological processes. &lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Eye-L.png|50px]]&lt;br /&gt;
 || Eyes || Allow for visual information to be extracted from an organism&#039;s environment via light.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Gingerbreads ==&lt;br /&gt;
[[File:gingerbread_person.png|100px]]&lt;br /&gt;
&lt;br /&gt;
Gingerbreads are sentient confectioneries which have sugar for blood and can be butchered for cookies. They take significant genetic damage upon contact with water; about 3 times as much as slimes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming Convention:&#039;&#039;&#039; Common &lt;br /&gt;
=== Damage Modifiers ===&lt;br /&gt;
* Heat: -50%&lt;br /&gt;
=== Body ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Organs&lt;br /&gt;
|-&lt;br /&gt;
! Image !! Organ !! Purpose&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Heart-off.png|50px]]&lt;br /&gt;
|| Heart || Determines the efficiency of blood pumping. A healthy heart means a healthier body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:OrganHumanBrain.png|50px]]&lt;br /&gt;
 || Brain || The center of self, the most important part of any individual. Determines who inhabits and controls the body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Lung-L.png|50px]] &lt;br /&gt;
 || Lungs || Determines the rate of breathing. Unhealthy lungs may result in the body getting less O2 than it needs.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Stomach.png|50px]]&lt;br /&gt;
 || Stomach || Aids in the digestion of foods, liquids, and reagents in the body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Kidney-L.png|50px]]&lt;br /&gt;
 || Kidneys || Filter the vital fluids of any toxins they might contain.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Liver.png|50px]]&lt;br /&gt;
 || Liver || Contains enzymes that aid in certain biological processes. &lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Eye-L.png|50px]]&lt;br /&gt;
 || Eyes || Allow for visual information to be extracted from an organism&#039;s environment via light.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Thaven ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming Convention:&#039;&#039;&#039; a virtue they hold.&lt;br /&gt;
=== Body ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Organs&lt;br /&gt;
|-&lt;br /&gt;
! Image !! Organ !! Purpose&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Heart-off.png|50px]]&lt;br /&gt;
|| Heart || Determines the efficiency of blood pumping. A healthy heart means a healthier body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:OrganHumanBrain.png|50px]]&lt;br /&gt;
 || Brain || The center of self, the most important part of any individual. Determines who inhabits and controls the body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Lung-L.png|50px]] &lt;br /&gt;
 || Lungs || Determines the rate of breathing. Unhealthy lungs may result in the body getting less O2 than it needs.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Stomach.png|50px]]&lt;br /&gt;
 || Stomach || Aids in the digestion of foods, liquids, and reagents in the body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Kidney-L.png|50px]]&lt;br /&gt;
 || Kidneys || Filter the vital fluids of any toxins they might contain.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Liver.png|50px]]&lt;br /&gt;
 || Liver || Contains enzymes that aid in certain biological processes. &lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Eye-L.png|50px]]&lt;br /&gt;
 || Eyes || Allow for visual information to be extracted from an organism&#039;s environment via light.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>BumblingDoofer</name></author>
	</entry>
	<entry>
		<id>https://wiki.funkystation.org/index.php?title=Playable_Species&amp;diff=1393</id>
		<title>Playable Species</title>
		<link rel="alternate" type="text/html" href="https://wiki.funkystation.org/index.php?title=Playable_Species&amp;diff=1393"/>
		<updated>2025-08-23T19:46:40Z</updated>

		<summary type="html">&lt;p&gt;BumblingDoofer: /* Reptilians */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Template:Stub}}&lt;br /&gt;
There are currently 13 playable species in Funky Station - Humans, Reptilians, Slimes, Diona, Dwarves, Arachnids, Moths, Voxes, Felinids, Harpies, Vulpakins, Thaven and IPCs. Each has their own distinct stats, strengths, and weaknesses, but all have a few things in common:&lt;br /&gt;
&amp;lt;!-- TODO: maybe rewrite this inital part since IPCs can&#039;t really digest reagents due to being robots --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*all species are capable of equipping the same tools and items.&lt;br /&gt;
*all species are capable of metabolizing reagents and experiencing their effects.&lt;br /&gt;
*all species speak the same language.&lt;br /&gt;
*all species are to be treated equally by the crew and AI onboard.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NOTE:&#039;&#039;&#039; &amp;quot;Damage Modifiers&amp;quot; refers to TAKEN damage, not damage dealt to other entities.&lt;br /&gt;
&lt;br /&gt;
== Humans ==&lt;br /&gt;
[[File:Full.png|100px]]&lt;br /&gt;
&lt;br /&gt;
Baseline, unmodified human beings, functionally similar to the human beings of our world, aside for a comparatively incredible resistance to the vacuum of space (a trait shared more or less with all SS14 species). They cannot eat raw meat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming Convention:&#039;&#039;&#039; Common (ex. John Smith)&lt;br /&gt;
=== Body ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Organs&lt;br /&gt;
|-&lt;br /&gt;
! Image !! Organ !! Purpose&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Heart-off.png|50px]]&lt;br /&gt;
|| Heart || Determines the efficiency of blood pumping. A healthy heart means a healthier body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:OrganHumanBrain.png|50px]]&lt;br /&gt;
 || Brain || The center of self, the most important part of any individual. Determines who inhabits and controls the body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Lung-L.png|50px]] &lt;br /&gt;
 || Lungs || Determine the rate of breathing. Unhealthy lungs may result in the body getting less O2/N2 than it needs.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Stomach.png|50px]]&lt;br /&gt;
 || Stomach || Aids in the digestion of foods, liquids, and reagents in the body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Kidney-L.png|50px]]&lt;br /&gt;
 || Kidneys || Filter the vital fluids of any toxins they might contain.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Liver.png|50px]]&lt;br /&gt;
 || Liver || Contains enzymes that aid in certain biological processes.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Eye-L.png|50px]]&lt;br /&gt;
 || Eyes || Allow for visual information to be extracted from an organism&#039;s environment via light.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Reptilians ==&lt;br /&gt;
[[File:FullLizard.png|100px]]&lt;br /&gt;
&lt;br /&gt;
Reptile-like humanoids with sharp claws, tough scales, and an appetite for raw meat. Their unarmed melee attacks do slash instead of blunt damage due to their claws. For whatever reason, onions, coffee and tea are poisonous to them. They are further unable to consume anything like Grain, Dairy, or anything overly processed. However, they can happily eat fruit and meat(raw or cooked) without any issue. They can use their tail to pull things allowing both of their hands to be free.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming Conventions:&#039;&#039;&#039; Common, Verbal (ex. Eats-The-Mouse)&lt;br /&gt;
=== Damage Modifiers ===&lt;br /&gt;
* Cold: +30%&lt;br /&gt;
* Heat: -20%&lt;br /&gt;
&lt;br /&gt;
=== Body ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Organs&lt;br /&gt;
|-&lt;br /&gt;
! Image !! Organ !! Purpose&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Heart-off.png|50px]]&lt;br /&gt;
|| Heart || Determines the efficiency of blood pumping. A healthy heart means a healthier body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:OrganHumanBrain.png|50px]]&lt;br /&gt;
 || Brain || The center of self, the most important part of any individual. Determines who inhabits and controls the body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Lung-L.png|50px]]&lt;br /&gt;
 || Lungs || Determine the rate of breathing. Unhealthy lungs may result in the body getting less O2/N2 than it needs.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Stomach.png|50px]]&lt;br /&gt;
 || Reptilian Stomach || Aids in the digestion of foods, liquids, and reagents in the body. Able to digest corpses.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Kidney-L.png|50px]]&lt;br /&gt;
 || Kidneys || Filter the vital fluids of any toxins they might contain.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Liver.png|50px]]&lt;br /&gt;
 || Liver || Contains enzymes that aid in certain biological processes.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Eye-L.png|50px]]&lt;br /&gt;
 || Eyes || Allow for visual information to be extracted from an organism&#039;s environment via light.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Slimes ==&lt;br /&gt;
[[File:Fullslime.png|100px]]&lt;br /&gt;
&lt;br /&gt;
Gelatinous human-shaped masses of goo who breath nitrogen instead of oxygen, and exhale nitrous oxide. They are naturally vulnerable to both high and low pressure barotrauma, but their elastic form makes them resistant to blunt damage.&lt;br /&gt;
&lt;br /&gt;
They can store items inside their bodies in an inventory that can be accessed by anyone.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming Conventions:&#039;&#039;&#039; Common, Cadwellian (ex. Jon Cadwell)&lt;br /&gt;
=== Damage Modifiers ===&lt;br /&gt;
* Blunt: -40%&lt;br /&gt;
* Slash: +20%&lt;br /&gt;
* Piercing: +20%&lt;br /&gt;
* Cold: +50%&lt;br /&gt;
* Poison: -20%&lt;br /&gt;
* Cellular: -80%&lt;br /&gt;
=== Body ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Organs&lt;br /&gt;
|-&lt;br /&gt;
! Image !! Organ !! Purpose&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:SentientSlimeCore.png|50px]]&lt;br /&gt;
 || Sentient Slime Core || The center of self, the most important part of any individual. Determines who inhabits and controls the body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:SlimeGasSacs.png|50px]]&lt;br /&gt;
 || Slime Gas Sacs || Determines the rate of breathing.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Diona ==&lt;br /&gt;
[[File:Fulldiona.png|100px]]&lt;br /&gt;
&lt;br /&gt;
Tree-like plant people whose bodies react with fertilizer and weed-killing chemicals similar to regular plants. They cannot wear shoes, walk slower than the other races, and have a relatively high resistance to brute-force damage. They also have water instead of blood, and require significantly more water to stay hydrated.&lt;br /&gt;
&lt;br /&gt;
Diona can split into 3 pet-like Nymphs upon death manually, or by being gibbed. The original player take control of the &amp;quot;Brain&amp;quot; nymph (The only one able to talk), and the other two can be taken over by ghosts if given cognizine. If given enough time after splitting a single nymph can reform into a full Diona on it&#039;s own. The resultant Diona has a different name, and looses memories from it&#039;s death (other perhaps than the need to run away and find safety). Additionally this can change traits such as gender.&lt;br /&gt;
&lt;br /&gt;
A zombified Diona is able to split once dead (or after giving up and returning to body) and the resulting nymphs will be zombified, though unable to reform.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming Conventions:&#039;&#039;&#039; Common, Qualia[https://en.wikipedia.org/wiki/Qualia] (ex. A Peaceful Sunrise)&lt;br /&gt;
=== Damage Modifiers ===&lt;br /&gt;
* Blunt: -30%&lt;br /&gt;
* Slash: -20%&lt;br /&gt;
* Heat: +50%&lt;br /&gt;
* Shock: +20%&lt;br /&gt;
=== Body ===&lt;br /&gt;
&#039;&#039;&#039;NOTE:&#039;&#039;&#039; Diona have plantlike organs, allowing chemicals such as weed killer and robust harvest to affect their bodies similar to plants.&lt;br /&gt;
&lt;br /&gt;
Ex: Diona can consume robust harvest as a weaker form of omnizine.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Organs&lt;br /&gt;
|-&lt;br /&gt;
! Image !! Organ !! Purpose&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Heart-off.png|50px]]&lt;br /&gt;
|| Heart || Determines the efficiency of blood pumping. A healthy heart means a healthier body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Brain-pl.png|50px]]&lt;br /&gt;
|| Diona Brain || The center of self, the most important part of any individual. Determines who inhabits and controls the body. Functionally identical to the other humanoid brains.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Lung-L.png|50px]] &lt;br /&gt;
|| Lungs || Determine the rate of breathing. Unhealthy lungs may result in the body getting less O2/N2 than it needs.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Stomach-pl.png|50px]]&lt;br /&gt;
|| Diona Stomach || Aids in the digestion of foods, liquids, and reagents in the body. Due to its plantlike nature, it can digest fertilizers and weedkillers similar to the ways a plant would. Still capable of metabolizing medicine meant for animals.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Kidney-L.png|50px]] &lt;br /&gt;
|| Kidneys || Filter the vital fluids of any toxins they might contain.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Liver.png|50px]]&lt;br /&gt;
|| Liver || Contains enzymes that aid in certain biological processes.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Eye-L-pl.png|50px]] &lt;br /&gt;
|| Diona Eyes || Allow for visual information to be extracted from an organism&#039;s environment via light. Functionally identical to other humanoid eyeballs.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Dwarves ==&lt;br /&gt;
[[File:Dwarffull.png|100px]]&lt;br /&gt;
&lt;br /&gt;
A stout and stalwart race quite similar to humans, save for their diminutive stature, as well as a propensity for alcohol and goofy Scottish accents. Somehow, alcohol is able to heal their injuries. Their small size makes them easier for most races to shove them over.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming Conventions:&#039;&#039;&#039; Common, Scottish, Gaelic (ex. Brian O&#039;Finnegan)&lt;br /&gt;
=== Body ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Organs&lt;br /&gt;
|-&lt;br /&gt;
! Image !! Organ !! Purpose&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Heart-off.png|50px]]&lt;br /&gt;
|| Dwarf Heart || Determines the efficiency of blood pumping. A healthy heart means a healthier body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:OrganHumanBrain.png|50px]]&lt;br /&gt;
 || Brain || The center of self, the most important part of any individual. Determines who inhabits and controls the body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Lung-L.png|50px]] &lt;br /&gt;
 || Lungs || Determine the rate of breathing. Unhealthy lungs may result in the body getting less O2/N2 than it needs.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Stomach.png|50px]]&lt;br /&gt;
 || Dwarf Stomach || Aids in the digestion of foods, liquids, and reagents in the body. Somehow capable of metabolizing alcohol as a healing agent(?)&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Kidney-L.png|50px]]&lt;br /&gt;
 || Kidneys || Filter the vital fluids of any toxins they might contain.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Liver.png|50px]]&lt;br /&gt;
 || Dwarf Liver || Contains enzymes that aid in certain biological processes. &lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Eye-L.png|50px]]&lt;br /&gt;
 || Eyes || Allow for visual information to be extracted from an organism&#039;s environment via light.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Arachnids ==&lt;br /&gt;
[[File:Arachnid-full.png|100px]]&lt;br /&gt;
&lt;br /&gt;
Not to be confused with insectoids, Arachnids cut a striking figure with their pressure-resistant exoskeletons and extra arms. Possibly related to the space spiders and giant tarantulas found in outer space. Thanks to their similarly robust digestive systems, they are able to consume raw food without the risk of disease. They are more vulnerable to asphyxiation and take longer to recover from it. Their sharp teeth allow them to do piercing damage instead of blunt. They have the ability to weave silk and build exclusively all sorts of things But at the expense of consuming a little bit of hunger.&lt;br /&gt;
&lt;br /&gt;
They have two extra pocket slots formed by webs.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming Conventions:&#039;&#039;&#039; Common, Latin (ex. Pluribus Unum)&lt;br /&gt;
=== Body ===&lt;br /&gt;
&#039;&#039;&#039;NOTE:&#039;&#039;&#039; Arachnids have a slower metabolic rate than other organisms (around 50% slower), meaning they heal from medicine and take damage from ingested toxins slower. This has no effect on externally applied reagents, so spilling a acid on an Arachnid will kill them just the same as anyone else.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Organs&lt;br /&gt;
|-&lt;br /&gt;
! Image !! Organ !! Purpose&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:ArachnidHeart.png|50px]]&lt;br /&gt;
|| Arachnid Heart || Determines the efficiency of blood pumping. A healthy heart means a healthier body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:OrganHumanBrain.png|50px]]&lt;br /&gt;
 || Brain || The center of self, the most important part of any individual. Determines who inhabits and controls the body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Lung-L.png|50px]] &lt;br /&gt;
 || Lungs || Determine the rate of breathing. Unhealthy lungs may result in the body getting less O2/N2 than it needs.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Stomach.png|50px]]&lt;br /&gt;
 || Stomach || Aids in the digestion of foods, liquids, and reagents in the body. Able to digest corpses.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Kidney-L.png|50px]]&lt;br /&gt;
 || Kidneys || Filter the vital fluids of any toxins they might contain.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Liver.png|50px]]&lt;br /&gt;
 || Liver || Contains enzymes that aid in certain biological processes.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Eyeball-l-a.png|50px]]&lt;br /&gt;
 || Eyes || Allow for visual information to be extracted from an organism&#039;s environment via light.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Moths ==&lt;br /&gt;
[[File:Fullmoth.png|100px]]&lt;br /&gt;
&lt;br /&gt;
Moths, meanwhile, actually &#039;&#039;are&#039;&#039; an insectoid species. Their wings allow them greater control in zero gravity than other species, and their natural resistance to cold helps greatly in a space environment. The tradeoff, naturally, is that heat is more dangerous.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming Convention:&#039;&#039;&#039; Common (ex. John Doe), Mothic, (ex. Mothew Lamplight)&lt;br /&gt;
=== Damage Modifiers ===&lt;br /&gt;
* Cold: -30%&lt;br /&gt;
* Heat: +30%&lt;br /&gt;
=== Body ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Organs&lt;br /&gt;
|-&lt;br /&gt;
! Image !! Organ !! Purpose&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Heart-off.png|50px]]&lt;br /&gt;
|| Heart || Determines the efficiency of blood pumping. A healthy heart means a healthier body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:OrganHumanBrain.png|50px]]&lt;br /&gt;
 || Brain || The center of self, the most important part of any individual. Determines who inhabits and controls the body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Lung-L.png|50px]] &lt;br /&gt;
 || Lungs || Determines the rate of breathing. Unhealthy lungs may result in the body getting less O2 than it needs.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Stomach.png|50px]]&lt;br /&gt;
 || Moth Stomach || Aids in the digestion of cloth and reagents in the body. Finds non-cloth foods repulsive.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Kidney-L.png|50px]]&lt;br /&gt;
 || Kidneys || Filter the vital fluids of any toxins they might contain.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Liver.png|50px]]&lt;br /&gt;
 || Liver || Contains enzymes that aid in certain biological processes.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Eye-L.png|50px]]&lt;br /&gt;
 || Eyes || Allow for visual information to be extracted from an organism&#039;s environment via &#039;&#039;&#039;the light.&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Vox ==&lt;br /&gt;
[[File:Fullvox.png|100px]]&lt;br /&gt;
&lt;br /&gt;
Vox are a strange lot, they&#039;re raptor-like creatures that can only breathe nitrogen, as oxygen is &#039;&#039;&#039;very hazardous&#039;&#039;&#039; to their health to the point where they take ticking poison damage as long as they&#039;re exposed to the air, provided said air has even a trace of oxygen within it. To counter-act this, a Vox must either be in a pure nitrogen-based environment or, more commonly, breathing from a nitrogen tank, one of which is provided to them at the start of each round.&lt;br /&gt;
&lt;br /&gt;
Much like Reptilians, their unarmed attacks deal slashing damage instread of blunt.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming Convention:&#039;&#039;&#039; Common, Mono-name with Repetitive Random Syllables (ex. Hirixashahre, Xapikrikrik) &lt;br /&gt;
&amp;lt;!-- TODO: find a more proper term for this. Maybe someone smarter than I am can come up with something... I WANT to say Paralalia but that doesn&#039;t sound right... --&amp;gt;&lt;br /&gt;
=== Body ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Organs&lt;br /&gt;
|-&lt;br /&gt;
! Image !! Organ !! Purpose&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Heart-off.png|50px]]&lt;br /&gt;
|| Heart || Determines the efficiency of blood pumping. A healthy heart means a healthier body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:OrganHumanBrain.png|50px]]&lt;br /&gt;
 || Brain || The center of self, the most important part of any individual. Determines who inhabits and controls the body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:VoxLungs.png|50px]] &lt;br /&gt;
 || Vox Lungs || Determines the rate of breathing. Unhealthy lungs may result in the body getting less N2 than it needs. Generates toxins when O2 is breathed in.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Stomach.png|50px]]&lt;br /&gt;
 || Stomach || Aids in the digestion of foods, liquids, and reagents in the body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Kidney-L.png|50px]]&lt;br /&gt;
 || Kidneys || Filter the vital fluids of any toxins they might contain.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Liver.png|50px]]&lt;br /&gt;
 || Liver || Contains enzymes that aid in certain biological processes.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Eye-L.png|50px]]&lt;br /&gt;
 || Eyes || Allow for visual information to be extracted from an organism&#039;s environment via light.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== IPC ==&lt;br /&gt;
[[File:Full_IPC.png|100px]]&lt;br /&gt;
&lt;br /&gt;
IPCs (Integrated Positronic Chassis) are sentient silicon-based humanoid robots. Unlike cyborgs, this species is considered autonomous, conscious, and independent individuals. Thus, they do not follow conventional laws of robotics (neither can they be emagged). They require no food source, nor breathable atmosphere to function. All that is required to power their chassis is an electrical source, most commonly in the form of replaceable power cells. They can also draw power into their batteries via connection to an APC or a cyborg recharging station. As a silicon-based life-form, they cannot be doctored (do not resuscitate using a defibrillator). Instead, they rely on machine repair.&lt;br /&gt;
&lt;br /&gt;
You may find that IPCs are much more fortuitous then biological creatures. When repairs are needed, industrially produced materials such as glass, wires, and welding fuels are commonly used. Structural damage (Brute) to an IPC&#039;s chassis and hull can be repaired with a welding torch. Glass can be used to replace photodetector sensor lenses (Eyes). Copper wires can be used in replacement of burnt away internals (Burn). Plasma sheets can be used to mediate radiation. Otherwise, surgical methods are capable of handling limb damage. Once repairs are complete and batteries are charged, an IPC can simply be rebooted back into it&#039;s functional state.&lt;br /&gt;
&lt;br /&gt;
IPCs come with an integrated communications board which allows them to use radio channels on the station much like a headset would. Because of their positronic brain used as a processing source, IPCs cannot be reproduced. Perhaps their volatile memory assembly is too hard for a typical greytider to perform?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming Convention:&#039;&#039;&#039; Custom Cyborg Identifier, with variable numbering convention (ex. DAGD-041, Halcyon-010756-09)&lt;br /&gt;
=== Damage Modifiers ===&lt;br /&gt;
* Heat: +100%&lt;br /&gt;
* Shock: +125%&lt;br /&gt;
&lt;br /&gt;
Of specific note regarding IPC damage is their inability to take certain types of damage. These types of damage include poison and respiratory due to their being within a robotic chassis.&lt;br /&gt;
&lt;br /&gt;
=== Body ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Organs&lt;br /&gt;
|-&lt;br /&gt;
! Image !! Organ !! Purpose&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:PositronicBrain.png|50px]]&lt;br /&gt;
 || Brain || The center of self, the most important part of any individual. Determines who inhabits and controls the body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:MicroPump.png|50px]] &lt;br /&gt;
 || Micro Pump || Determines the rate of breathing.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:RoboticEyes.png|50px]]&lt;br /&gt;
 || Robotic Eyes || Allow for visual information to be extracted from an organism&#039;s environment via light.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Harpies ==&lt;br /&gt;
[[File:Full_Harpy.png|100px]]&lt;br /&gt;
&lt;br /&gt;
Harpies are a human-like species with large wings, talon-like legs, and an innate ability for music and mimicry. Similar to Moths, their wings allow them greater mobility in zero-gravity conditions, though unlike moths, Harpies are capable of flight at the expense of stamina. Harpies can maintain flight at high speeds for roughly 8 seconds before their stamina depletes. While in flight, harpies are unable to hold items, meaning that if a Harpy takes off while holding an item, said item will drop beneath them immediately. Harpies are additionally capable of mimicking a wide variety of sounds and instruments, and are able to sing on demand.&lt;br /&gt;
&lt;br /&gt;
Harpies are incredibly sensitive to air quality. When subjected to low-quality air (0.2 combined mols of carbon dioxide or miasma), harpies will gasp and eventually choke. When choking, harpies are recommended to stand on top of a vent (only 3 seconds of quality air should be enough to fully oxygenate a Harpy&#039;s bloodstream) and avoid unventilated areas of the station such as maintenance halls.&lt;br /&gt;
&lt;br /&gt;
Harpies are capable of eating raw meat, though will be poisoned by Theobromine (Chocolate, tea, coffee) and Allicin (Onion, garlic)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming Convention:&#039;&#039;&#039; Common &lt;br /&gt;
=== Body ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Organs&lt;br /&gt;
|-&lt;br /&gt;
! Image !! Organ !! Purpose&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Heart-off.png|50px]]&lt;br /&gt;
|| Heart || Determines the efficiency of blood pumping. A healthy heart means a healthier body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:OrganHumanBrain.png|50px]]&lt;br /&gt;
 || Brain || The center of self, the most important part of any individual. Determines who inhabits and controls the body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Lung-L.png|50px]] &lt;br /&gt;
 || Musical Lung || Breathes faster than human lungs, is susceptible to choking on low-quality air.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Stomach.png|50px]]&lt;br /&gt;
 || Stomach || Aids in the digestion of foods, liquids, and reagents in the body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Kidney-L.png|50px]]&lt;br /&gt;
 || Kidneys || Filter the vital fluids of any toxins they might contain.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Liver.png|50px]]&lt;br /&gt;
 || Liver || Contains enzymes that aid in certain biological processes. &lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Eye-L.png|50px]]&lt;br /&gt;
 || Eyes || Allow for visual information to be extracted from an organism&#039;s environment via light.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Vulpkanin ==&lt;br /&gt;
[[File:Full_Vulpkanin.png|100px]]&lt;br /&gt;
&lt;br /&gt;
Vulpkanin are fox-human hybrids, sporting distinct ears and tails. They naturally see the world in reds and greens, are capable of dealing blunt and slash damage with their claws, and are slightly resistant to extreme temperatures. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming Convention:&#039;&#039;&#039; Common &lt;br /&gt;
=== Damage Modifiers ===&lt;br /&gt;
* Cold: -10%&lt;br /&gt;
* Heat: -10%&lt;br /&gt;
=== Body ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Organs&lt;br /&gt;
|-&lt;br /&gt;
! Image !! Organ !! Purpose&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Heart-off.png|50px]]&lt;br /&gt;
|| Animal Heart || Determines the efficiency of blood pumping. A healthy heart means a healthier body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:OrganHumanBrain.png|50px]]&lt;br /&gt;
 || Brain || The center of self, the most important part of any individual. Determines who inhabits and controls the body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Lung-L.png|50px]] &lt;br /&gt;
 || Lungs || Determines the rate of breathing. Unhealthy lungs may result in the body getting less O2 than it needs.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Stomach.png|50px]]&lt;br /&gt;
 || Vulpkanin Stomach || Aids in the digestion of foods, liquids, and reagents in the body. Allows the consumption of raw food like mice without vomiting.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Kidney-L.png|50px]]&lt;br /&gt;
 || Kidneys || Filter the vital fluids of any toxins they might contain.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Liver.png|50px]]&lt;br /&gt;
 || Animal Liver || Contains enzymes that aid in certain biological processes. &lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Eye-L.png|50px]]&lt;br /&gt;
 || Eyes || Allow for visual information to be extracted from an organism&#039;s environment via light.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Felinid ==&lt;br /&gt;
[[File:felinidspiecies.png|100px]]&lt;br /&gt;
&lt;br /&gt;
Felinids are a mutation of humans with cat-like ears and tails, naturally taking less damage from high-speed impacts and able to slash with their claws to deal slashing and piercing damage. They are additionally capable of spitting hairballs which, upon touch, causes others to vomit. If sprayed with water, Felinids will sometimes scream.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming Convention:&#039;&#039;&#039; Common &lt;br /&gt;
=== Body ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Organs&lt;br /&gt;
|-&lt;br /&gt;
! Image !! Organ !! Purpose&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Heart-off.png|50px]]&lt;br /&gt;
|| Animal Heart || Determines the efficiency of blood pumping. A healthy heart means a healthier body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:OrganHumanBrain.png|50px]]&lt;br /&gt;
 || Brain || The center of self, the most important part of any individual. Determines who inhabits and controls the body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Lung-L.png|50px]] &lt;br /&gt;
 || Lungs || Determines the rate of breathing. Unhealthy lungs may result in the body getting less O2 than it needs.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Stomach.png|50px]]&lt;br /&gt;
 || Vulpkanin Stomach || Aids in the digestion of foods, liquids, and reagents in the body. Allows the consumption of raw food like mice without vomiting.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Kidney-L.png|50px]]&lt;br /&gt;
 || Kidneys || Filter the vital fluids of any toxins they might contain.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Liver.png|50px]]&lt;br /&gt;
 || Animal Liver || Contains enzymes that aid in certain biological processes. &lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Eye-L.png|50px]]&lt;br /&gt;
 || Eyes || Allow for visual information to be extracted from an organism&#039;s environment via light.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Gingerbreads ==&lt;br /&gt;
[[File:gingerbread_person.png|100px]]&lt;br /&gt;
&lt;br /&gt;
Gingerbreads are sentient confectioneries which have sugar for blood and can be butchered for cookies. They take significant genetic damage upon contact with water; about 3 times as much as slimes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming Convention:&#039;&#039;&#039; Common &lt;br /&gt;
=== Damage Modifiers ===&lt;br /&gt;
* Heat: -50%&lt;br /&gt;
=== Body ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Organs&lt;br /&gt;
|-&lt;br /&gt;
! Image !! Organ !! Purpose&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Heart-off.png|50px]]&lt;br /&gt;
|| Heart || Determines the efficiency of blood pumping. A healthy heart means a healthier body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:OrganHumanBrain.png|50px]]&lt;br /&gt;
 || Brain || The center of self, the most important part of any individual. Determines who inhabits and controls the body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Lung-L.png|50px]] &lt;br /&gt;
 || Lungs || Determines the rate of breathing. Unhealthy lungs may result in the body getting less O2 than it needs.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Stomach.png|50px]]&lt;br /&gt;
 || Stomach || Aids in the digestion of foods, liquids, and reagents in the body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Kidney-L.png|50px]]&lt;br /&gt;
 || Kidneys || Filter the vital fluids of any toxins they might contain.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Liver.png|50px]]&lt;br /&gt;
 || Liver || Contains enzymes that aid in certain biological processes. &lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Eye-L.png|50px]]&lt;br /&gt;
 || Eyes || Allow for visual information to be extracted from an organism&#039;s environment via light.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Thaven ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming Convention:&#039;&#039;&#039; a virtue they hold.&lt;br /&gt;
=== Body ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Organs&lt;br /&gt;
|-&lt;br /&gt;
! Image !! Organ !! Purpose&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Heart-off.png|50px]]&lt;br /&gt;
|| Heart || Determines the efficiency of blood pumping. A healthy heart means a healthier body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:OrganHumanBrain.png|50px]]&lt;br /&gt;
 || Brain || The center of self, the most important part of any individual. Determines who inhabits and controls the body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Lung-L.png|50px]] &lt;br /&gt;
 || Lungs || Determines the rate of breathing. Unhealthy lungs may result in the body getting less O2 than it needs.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Stomach.png|50px]]&lt;br /&gt;
 || Stomach || Aids in the digestion of foods, liquids, and reagents in the body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Kidney-L.png|50px]]&lt;br /&gt;
 || Kidneys || Filter the vital fluids of any toxins they might contain.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Liver.png|50px]]&lt;br /&gt;
 || Liver || Contains enzymes that aid in certain biological processes. &lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Eye-L.png|50px]]&lt;br /&gt;
 || Eyes || Allow for visual information to be extracted from an organism&#039;s environment via light.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>BumblingDoofer</name></author>
	</entry>
	<entry>
		<id>https://wiki.funkystation.org/index.php?title=Playable_Species&amp;diff=1392</id>
		<title>Playable Species</title>
		<link rel="alternate" type="text/html" href="https://wiki.funkystation.org/index.php?title=Playable_Species&amp;diff=1392"/>
		<updated>2025-08-23T19:46:06Z</updated>

		<summary type="html">&lt;p&gt;BumblingDoofer: /* Reptilians */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Template:Stub}}&lt;br /&gt;
There are currently 13 playable species in Funky Station - Humans, Reptilians, Slimes, Diona, Dwarves, Arachnids, Moths, Voxes, Felinids, Harpies, Vulpakins, Thaven and IPCs. Each has their own distinct stats, strengths, and weaknesses, but all have a few things in common:&lt;br /&gt;
&amp;lt;!-- TODO: maybe rewrite this inital part since IPCs can&#039;t really digest reagents due to being robots --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*all species are capable of equipping the same tools and items.&lt;br /&gt;
*all species are capable of metabolizing reagents and experiencing their effects.&lt;br /&gt;
*all species speak the same language.&lt;br /&gt;
*all species are to be treated equally by the crew and AI onboard.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NOTE:&#039;&#039;&#039; &amp;quot;Damage Modifiers&amp;quot; refers to TAKEN damage, not damage dealt to other entities.&lt;br /&gt;
&lt;br /&gt;
== Humans ==&lt;br /&gt;
[[File:Full.png|100px]]&lt;br /&gt;
&lt;br /&gt;
Baseline, unmodified human beings, functionally similar to the human beings of our world, aside for a comparatively incredible resistance to the vacuum of space (a trait shared more or less with all SS14 species). They cannot eat raw meat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming Convention:&#039;&#039;&#039; Common (ex. John Smith)&lt;br /&gt;
=== Body ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Organs&lt;br /&gt;
|-&lt;br /&gt;
! Image !! Organ !! Purpose&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Heart-off.png|50px]]&lt;br /&gt;
|| Heart || Determines the efficiency of blood pumping. A healthy heart means a healthier body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:OrganHumanBrain.png|50px]]&lt;br /&gt;
 || Brain || The center of self, the most important part of any individual. Determines who inhabits and controls the body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Lung-L.png|50px]] &lt;br /&gt;
 || Lungs || Determine the rate of breathing. Unhealthy lungs may result in the body getting less O2/N2 than it needs.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Stomach.png|50px]]&lt;br /&gt;
 || Stomach || Aids in the digestion of foods, liquids, and reagents in the body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Kidney-L.png|50px]]&lt;br /&gt;
 || Kidneys || Filter the vital fluids of any toxins they might contain.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Liver.png|50px]]&lt;br /&gt;
 || Liver || Contains enzymes that aid in certain biological processes.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Eye-L.png|50px]]&lt;br /&gt;
 || Eyes || Allow for visual information to be extracted from an organism&#039;s environment via light.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Reptilians ==&lt;br /&gt;
[[File:FullLizard.png|100px]]&lt;br /&gt;
&lt;br /&gt;
Reptile-like humanoids with sharp claws, tough scales, and an appetite for raw meat. Their unarmed melee attacks do slash instead of blunt damage due to their claws. For whatever reason, onions, coffee and tea are poisonous to them. They are further unable to consume anything like Grain, Dairy, or anything overly processed. However, they can happily eat fruit and meat without any issue. They can use their tail to pull things allowing both of their hands to be free.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming Conventions:&#039;&#039;&#039; Common, Verbal (ex. Eats-The-Mouse)&lt;br /&gt;
=== Damage Modifiers ===&lt;br /&gt;
* Cold: +30%&lt;br /&gt;
* Heat: -20%&lt;br /&gt;
&lt;br /&gt;
=== Body ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Organs&lt;br /&gt;
|-&lt;br /&gt;
! Image !! Organ !! Purpose&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Heart-off.png|50px]]&lt;br /&gt;
|| Heart || Determines the efficiency of blood pumping. A healthy heart means a healthier body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:OrganHumanBrain.png|50px]]&lt;br /&gt;
 || Brain || The center of self, the most important part of any individual. Determines who inhabits and controls the body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Lung-L.png|50px]]&lt;br /&gt;
 || Lungs || Determine the rate of breathing. Unhealthy lungs may result in the body getting less O2/N2 than it needs.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Stomach.png|50px]]&lt;br /&gt;
 || Reptilian Stomach || Aids in the digestion of foods, liquids, and reagents in the body. Able to digest corpses.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Kidney-L.png|50px]]&lt;br /&gt;
 || Kidneys || Filter the vital fluids of any toxins they might contain.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Liver.png|50px]]&lt;br /&gt;
 || Liver || Contains enzymes that aid in certain biological processes.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Eye-L.png|50px]]&lt;br /&gt;
 || Eyes || Allow for visual information to be extracted from an organism&#039;s environment via light.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Slimes ==&lt;br /&gt;
[[File:Fullslime.png|100px]]&lt;br /&gt;
&lt;br /&gt;
Gelatinous human-shaped masses of goo who breath nitrogen instead of oxygen, and exhale nitrous oxide. They are naturally vulnerable to both high and low pressure barotrauma, but their elastic form makes them resistant to blunt damage.&lt;br /&gt;
&lt;br /&gt;
They can store items inside their bodies in an inventory that can be accessed by anyone.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming Conventions:&#039;&#039;&#039; Common, Cadwellian (ex. Jon Cadwell)&lt;br /&gt;
=== Damage Modifiers ===&lt;br /&gt;
* Blunt: -40%&lt;br /&gt;
* Slash: +20%&lt;br /&gt;
* Piercing: +20%&lt;br /&gt;
* Cold: +50%&lt;br /&gt;
* Poison: -20%&lt;br /&gt;
* Cellular: -80%&lt;br /&gt;
=== Body ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Organs&lt;br /&gt;
|-&lt;br /&gt;
! Image !! Organ !! Purpose&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:SentientSlimeCore.png|50px]]&lt;br /&gt;
 || Sentient Slime Core || The center of self, the most important part of any individual. Determines who inhabits and controls the body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:SlimeGasSacs.png|50px]]&lt;br /&gt;
 || Slime Gas Sacs || Determines the rate of breathing.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Diona ==&lt;br /&gt;
[[File:Fulldiona.png|100px]]&lt;br /&gt;
&lt;br /&gt;
Tree-like plant people whose bodies react with fertilizer and weed-killing chemicals similar to regular plants. They cannot wear shoes, walk slower than the other races, and have a relatively high resistance to brute-force damage. They also have water instead of blood, and require significantly more water to stay hydrated.&lt;br /&gt;
&lt;br /&gt;
Diona can split into 3 pet-like Nymphs upon death manually, or by being gibbed. The original player take control of the &amp;quot;Brain&amp;quot; nymph (The only one able to talk), and the other two can be taken over by ghosts if given cognizine. If given enough time after splitting a single nymph can reform into a full Diona on it&#039;s own. The resultant Diona has a different name, and looses memories from it&#039;s death (other perhaps than the need to run away and find safety). Additionally this can change traits such as gender.&lt;br /&gt;
&lt;br /&gt;
A zombified Diona is able to split once dead (or after giving up and returning to body) and the resulting nymphs will be zombified, though unable to reform.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming Conventions:&#039;&#039;&#039; Common, Qualia[https://en.wikipedia.org/wiki/Qualia] (ex. A Peaceful Sunrise)&lt;br /&gt;
=== Damage Modifiers ===&lt;br /&gt;
* Blunt: -30%&lt;br /&gt;
* Slash: -20%&lt;br /&gt;
* Heat: +50%&lt;br /&gt;
* Shock: +20%&lt;br /&gt;
=== Body ===&lt;br /&gt;
&#039;&#039;&#039;NOTE:&#039;&#039;&#039; Diona have plantlike organs, allowing chemicals such as weed killer and robust harvest to affect their bodies similar to plants.&lt;br /&gt;
&lt;br /&gt;
Ex: Diona can consume robust harvest as a weaker form of omnizine.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Organs&lt;br /&gt;
|-&lt;br /&gt;
! Image !! Organ !! Purpose&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Heart-off.png|50px]]&lt;br /&gt;
|| Heart || Determines the efficiency of blood pumping. A healthy heart means a healthier body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Brain-pl.png|50px]]&lt;br /&gt;
|| Diona Brain || The center of self, the most important part of any individual. Determines who inhabits and controls the body. Functionally identical to the other humanoid brains.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Lung-L.png|50px]] &lt;br /&gt;
|| Lungs || Determine the rate of breathing. Unhealthy lungs may result in the body getting less O2/N2 than it needs.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Stomach-pl.png|50px]]&lt;br /&gt;
|| Diona Stomach || Aids in the digestion of foods, liquids, and reagents in the body. Due to its plantlike nature, it can digest fertilizers and weedkillers similar to the ways a plant would. Still capable of metabolizing medicine meant for animals.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Kidney-L.png|50px]] &lt;br /&gt;
|| Kidneys || Filter the vital fluids of any toxins they might contain.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Liver.png|50px]]&lt;br /&gt;
|| Liver || Contains enzymes that aid in certain biological processes.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Eye-L-pl.png|50px]] &lt;br /&gt;
|| Diona Eyes || Allow for visual information to be extracted from an organism&#039;s environment via light. Functionally identical to other humanoid eyeballs.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Dwarves ==&lt;br /&gt;
[[File:Dwarffull.png|100px]]&lt;br /&gt;
&lt;br /&gt;
A stout and stalwart race quite similar to humans, save for their diminutive stature, as well as a propensity for alcohol and goofy Scottish accents. Somehow, alcohol is able to heal their injuries. Their small size makes them easier for most races to shove them over.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming Conventions:&#039;&#039;&#039; Common, Scottish, Gaelic (ex. Brian O&#039;Finnegan)&lt;br /&gt;
=== Body ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Organs&lt;br /&gt;
|-&lt;br /&gt;
! Image !! Organ !! Purpose&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Heart-off.png|50px]]&lt;br /&gt;
|| Dwarf Heart || Determines the efficiency of blood pumping. A healthy heart means a healthier body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:OrganHumanBrain.png|50px]]&lt;br /&gt;
 || Brain || The center of self, the most important part of any individual. Determines who inhabits and controls the body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Lung-L.png|50px]] &lt;br /&gt;
 || Lungs || Determine the rate of breathing. Unhealthy lungs may result in the body getting less O2/N2 than it needs.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Stomach.png|50px]]&lt;br /&gt;
 || Dwarf Stomach || Aids in the digestion of foods, liquids, and reagents in the body. Somehow capable of metabolizing alcohol as a healing agent(?)&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Kidney-L.png|50px]]&lt;br /&gt;
 || Kidneys || Filter the vital fluids of any toxins they might contain.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Liver.png|50px]]&lt;br /&gt;
 || Dwarf Liver || Contains enzymes that aid in certain biological processes. &lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Eye-L.png|50px]]&lt;br /&gt;
 || Eyes || Allow for visual information to be extracted from an organism&#039;s environment via light.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Arachnids ==&lt;br /&gt;
[[File:Arachnid-full.png|100px]]&lt;br /&gt;
&lt;br /&gt;
Not to be confused with insectoids, Arachnids cut a striking figure with their pressure-resistant exoskeletons and extra arms. Possibly related to the space spiders and giant tarantulas found in outer space. Thanks to their similarly robust digestive systems, they are able to consume raw food without the risk of disease. They are more vulnerable to asphyxiation and take longer to recover from it. Their sharp teeth allow them to do piercing damage instead of blunt. They have the ability to weave silk and build exclusively all sorts of things But at the expense of consuming a little bit of hunger.&lt;br /&gt;
&lt;br /&gt;
They have two extra pocket slots formed by webs.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming Conventions:&#039;&#039;&#039; Common, Latin (ex. Pluribus Unum)&lt;br /&gt;
=== Body ===&lt;br /&gt;
&#039;&#039;&#039;NOTE:&#039;&#039;&#039; Arachnids have a slower metabolic rate than other organisms (around 50% slower), meaning they heal from medicine and take damage from ingested toxins slower. This has no effect on externally applied reagents, so spilling a acid on an Arachnid will kill them just the same as anyone else.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Organs&lt;br /&gt;
|-&lt;br /&gt;
! Image !! Organ !! Purpose&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:ArachnidHeart.png|50px]]&lt;br /&gt;
|| Arachnid Heart || Determines the efficiency of blood pumping. A healthy heart means a healthier body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:OrganHumanBrain.png|50px]]&lt;br /&gt;
 || Brain || The center of self, the most important part of any individual. Determines who inhabits and controls the body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Lung-L.png|50px]] &lt;br /&gt;
 || Lungs || Determine the rate of breathing. Unhealthy lungs may result in the body getting less O2/N2 than it needs.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Stomach.png|50px]]&lt;br /&gt;
 || Stomach || Aids in the digestion of foods, liquids, and reagents in the body. Able to digest corpses.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Kidney-L.png|50px]]&lt;br /&gt;
 || Kidneys || Filter the vital fluids of any toxins they might contain.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Liver.png|50px]]&lt;br /&gt;
 || Liver || Contains enzymes that aid in certain biological processes.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Eyeball-l-a.png|50px]]&lt;br /&gt;
 || Eyes || Allow for visual information to be extracted from an organism&#039;s environment via light.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Moths ==&lt;br /&gt;
[[File:Fullmoth.png|100px]]&lt;br /&gt;
&lt;br /&gt;
Moths, meanwhile, actually &#039;&#039;are&#039;&#039; an insectoid species. Their wings allow them greater control in zero gravity than other species, and their natural resistance to cold helps greatly in a space environment. The tradeoff, naturally, is that heat is more dangerous.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming Convention:&#039;&#039;&#039; Common (ex. John Doe), Mothic, (ex. Mothew Lamplight)&lt;br /&gt;
=== Damage Modifiers ===&lt;br /&gt;
* Cold: -30%&lt;br /&gt;
* Heat: +30%&lt;br /&gt;
=== Body ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Organs&lt;br /&gt;
|-&lt;br /&gt;
! Image !! Organ !! Purpose&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Heart-off.png|50px]]&lt;br /&gt;
|| Heart || Determines the efficiency of blood pumping. A healthy heart means a healthier body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:OrganHumanBrain.png|50px]]&lt;br /&gt;
 || Brain || The center of self, the most important part of any individual. Determines who inhabits and controls the body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Lung-L.png|50px]] &lt;br /&gt;
 || Lungs || Determines the rate of breathing. Unhealthy lungs may result in the body getting less O2 than it needs.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Stomach.png|50px]]&lt;br /&gt;
 || Moth Stomach || Aids in the digestion of cloth and reagents in the body. Finds non-cloth foods repulsive.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Kidney-L.png|50px]]&lt;br /&gt;
 || Kidneys || Filter the vital fluids of any toxins they might contain.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Liver.png|50px]]&lt;br /&gt;
 || Liver || Contains enzymes that aid in certain biological processes.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Eye-L.png|50px]]&lt;br /&gt;
 || Eyes || Allow for visual information to be extracted from an organism&#039;s environment via &#039;&#039;&#039;the light.&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Vox ==&lt;br /&gt;
[[File:Fullvox.png|100px]]&lt;br /&gt;
&lt;br /&gt;
Vox are a strange lot, they&#039;re raptor-like creatures that can only breathe nitrogen, as oxygen is &#039;&#039;&#039;very hazardous&#039;&#039;&#039; to their health to the point where they take ticking poison damage as long as they&#039;re exposed to the air, provided said air has even a trace of oxygen within it. To counter-act this, a Vox must either be in a pure nitrogen-based environment or, more commonly, breathing from a nitrogen tank, one of which is provided to them at the start of each round.&lt;br /&gt;
&lt;br /&gt;
Much like Reptilians, their unarmed attacks deal slashing damage instread of blunt.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming Convention:&#039;&#039;&#039; Common, Mono-name with Repetitive Random Syllables (ex. Hirixashahre, Xapikrikrik) &lt;br /&gt;
&amp;lt;!-- TODO: find a more proper term for this. Maybe someone smarter than I am can come up with something... I WANT to say Paralalia but that doesn&#039;t sound right... --&amp;gt;&lt;br /&gt;
=== Body ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Organs&lt;br /&gt;
|-&lt;br /&gt;
! Image !! Organ !! Purpose&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Heart-off.png|50px]]&lt;br /&gt;
|| Heart || Determines the efficiency of blood pumping. A healthy heart means a healthier body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:OrganHumanBrain.png|50px]]&lt;br /&gt;
 || Brain || The center of self, the most important part of any individual. Determines who inhabits and controls the body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:VoxLungs.png|50px]] &lt;br /&gt;
 || Vox Lungs || Determines the rate of breathing. Unhealthy lungs may result in the body getting less N2 than it needs. Generates toxins when O2 is breathed in.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Stomach.png|50px]]&lt;br /&gt;
 || Stomach || Aids in the digestion of foods, liquids, and reagents in the body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Kidney-L.png|50px]]&lt;br /&gt;
 || Kidneys || Filter the vital fluids of any toxins they might contain.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Liver.png|50px]]&lt;br /&gt;
 || Liver || Contains enzymes that aid in certain biological processes.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Eye-L.png|50px]]&lt;br /&gt;
 || Eyes || Allow for visual information to be extracted from an organism&#039;s environment via light.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== IPC ==&lt;br /&gt;
[[File:Full_IPC.png|100px]]&lt;br /&gt;
&lt;br /&gt;
IPCs (Integrated Positronic Chassis) are sentient silicon-based humanoid robots. Unlike cyborgs, this species is considered autonomous, conscious, and independent individuals. Thus, they do not follow conventional laws of robotics (neither can they be emagged). They require no food source, nor breathable atmosphere to function. All that is required to power their chassis is an electrical source, most commonly in the form of replaceable power cells. They can also draw power into their batteries via connection to an APC or a cyborg recharging station. As a silicon-based life-form, they cannot be doctored (do not resuscitate using a defibrillator). Instead, they rely on machine repair.&lt;br /&gt;
&lt;br /&gt;
You may find that IPCs are much more fortuitous then biological creatures. When repairs are needed, industrially produced materials such as glass, wires, and welding fuels are commonly used. Structural damage (Brute) to an IPC&#039;s chassis and hull can be repaired with a welding torch. Glass can be used to replace photodetector sensor lenses (Eyes). Copper wires can be used in replacement of burnt away internals (Burn). Plasma sheets can be used to mediate radiation. Otherwise, surgical methods are capable of handling limb damage. Once repairs are complete and batteries are charged, an IPC can simply be rebooted back into it&#039;s functional state.&lt;br /&gt;
&lt;br /&gt;
IPCs come with an integrated communications board which allows them to use radio channels on the station much like a headset would. Because of their positronic brain used as a processing source, IPCs cannot be reproduced. Perhaps their volatile memory assembly is too hard for a typical greytider to perform?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming Convention:&#039;&#039;&#039; Custom Cyborg Identifier, with variable numbering convention (ex. DAGD-041, Halcyon-010756-09)&lt;br /&gt;
=== Damage Modifiers ===&lt;br /&gt;
* Heat: +100%&lt;br /&gt;
* Shock: +125%&lt;br /&gt;
&lt;br /&gt;
Of specific note regarding IPC damage is their inability to take certain types of damage. These types of damage include poison and respiratory due to their being within a robotic chassis.&lt;br /&gt;
&lt;br /&gt;
=== Body ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Organs&lt;br /&gt;
|-&lt;br /&gt;
! Image !! Organ !! Purpose&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:PositronicBrain.png|50px]]&lt;br /&gt;
 || Brain || The center of self, the most important part of any individual. Determines who inhabits and controls the body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:MicroPump.png|50px]] &lt;br /&gt;
 || Micro Pump || Determines the rate of breathing.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:RoboticEyes.png|50px]]&lt;br /&gt;
 || Robotic Eyes || Allow for visual information to be extracted from an organism&#039;s environment via light.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Harpies ==&lt;br /&gt;
[[File:Full_Harpy.png|100px]]&lt;br /&gt;
&lt;br /&gt;
Harpies are a human-like species with large wings, talon-like legs, and an innate ability for music and mimicry. Similar to Moths, their wings allow them greater mobility in zero-gravity conditions, though unlike moths, Harpies are capable of flight at the expense of stamina. Harpies can maintain flight at high speeds for roughly 8 seconds before their stamina depletes. While in flight, harpies are unable to hold items, meaning that if a Harpy takes off while holding an item, said item will drop beneath them immediately. Harpies are additionally capable of mimicking a wide variety of sounds and instruments, and are able to sing on demand.&lt;br /&gt;
&lt;br /&gt;
Harpies are incredibly sensitive to air quality. When subjected to low-quality air (0.2 combined mols of carbon dioxide or miasma), harpies will gasp and eventually choke. When choking, harpies are recommended to stand on top of a vent (only 3 seconds of quality air should be enough to fully oxygenate a Harpy&#039;s bloodstream) and avoid unventilated areas of the station such as maintenance halls.&lt;br /&gt;
&lt;br /&gt;
Harpies are capable of eating raw meat, though will be poisoned by Theobromine (Chocolate, tea, coffee) and Allicin (Onion, garlic)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming Convention:&#039;&#039;&#039; Common &lt;br /&gt;
=== Body ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Organs&lt;br /&gt;
|-&lt;br /&gt;
! Image !! Organ !! Purpose&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Heart-off.png|50px]]&lt;br /&gt;
|| Heart || Determines the efficiency of blood pumping. A healthy heart means a healthier body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:OrganHumanBrain.png|50px]]&lt;br /&gt;
 || Brain || The center of self, the most important part of any individual. Determines who inhabits and controls the body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Lung-L.png|50px]] &lt;br /&gt;
 || Musical Lung || Breathes faster than human lungs, is susceptible to choking on low-quality air.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Stomach.png|50px]]&lt;br /&gt;
 || Stomach || Aids in the digestion of foods, liquids, and reagents in the body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Kidney-L.png|50px]]&lt;br /&gt;
 || Kidneys || Filter the vital fluids of any toxins they might contain.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Liver.png|50px]]&lt;br /&gt;
 || Liver || Contains enzymes that aid in certain biological processes. &lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Eye-L.png|50px]]&lt;br /&gt;
 || Eyes || Allow for visual information to be extracted from an organism&#039;s environment via light.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Vulpkanin ==&lt;br /&gt;
[[File:Full_Vulpkanin.png|100px]]&lt;br /&gt;
&lt;br /&gt;
Vulpkanin are fox-human hybrids, sporting distinct ears and tails. They naturally see the world in reds and greens, are capable of dealing blunt and slash damage with their claws, and are slightly resistant to extreme temperatures. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming Convention:&#039;&#039;&#039; Common &lt;br /&gt;
=== Damage Modifiers ===&lt;br /&gt;
* Cold: -10%&lt;br /&gt;
* Heat: -10%&lt;br /&gt;
=== Body ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Organs&lt;br /&gt;
|-&lt;br /&gt;
! Image !! Organ !! Purpose&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Heart-off.png|50px]]&lt;br /&gt;
|| Animal Heart || Determines the efficiency of blood pumping. A healthy heart means a healthier body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:OrganHumanBrain.png|50px]]&lt;br /&gt;
 || Brain || The center of self, the most important part of any individual. Determines who inhabits and controls the body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Lung-L.png|50px]] &lt;br /&gt;
 || Lungs || Determines the rate of breathing. Unhealthy lungs may result in the body getting less O2 than it needs.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Stomach.png|50px]]&lt;br /&gt;
 || Vulpkanin Stomach || Aids in the digestion of foods, liquids, and reagents in the body. Allows the consumption of raw food like mice without vomiting.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Kidney-L.png|50px]]&lt;br /&gt;
 || Kidneys || Filter the vital fluids of any toxins they might contain.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Liver.png|50px]]&lt;br /&gt;
 || Animal Liver || Contains enzymes that aid in certain biological processes. &lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Eye-L.png|50px]]&lt;br /&gt;
 || Eyes || Allow for visual information to be extracted from an organism&#039;s environment via light.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Felinid ==&lt;br /&gt;
[[File:felinidspiecies.png|100px]]&lt;br /&gt;
&lt;br /&gt;
Felinids are a mutation of humans with cat-like ears and tails, naturally taking less damage from high-speed impacts and able to slash with their claws to deal slashing and piercing damage. They are additionally capable of spitting hairballs which, upon touch, causes others to vomit. If sprayed with water, Felinids will sometimes scream.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming Convention:&#039;&#039;&#039; Common &lt;br /&gt;
=== Body ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Organs&lt;br /&gt;
|-&lt;br /&gt;
! Image !! Organ !! Purpose&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Heart-off.png|50px]]&lt;br /&gt;
|| Animal Heart || Determines the efficiency of blood pumping. A healthy heart means a healthier body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:OrganHumanBrain.png|50px]]&lt;br /&gt;
 || Brain || The center of self, the most important part of any individual. Determines who inhabits and controls the body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Lung-L.png|50px]] &lt;br /&gt;
 || Lungs || Determines the rate of breathing. Unhealthy lungs may result in the body getting less O2 than it needs.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Stomach.png|50px]]&lt;br /&gt;
 || Vulpkanin Stomach || Aids in the digestion of foods, liquids, and reagents in the body. Allows the consumption of raw food like mice without vomiting.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Kidney-L.png|50px]]&lt;br /&gt;
 || Kidneys || Filter the vital fluids of any toxins they might contain.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Liver.png|50px]]&lt;br /&gt;
 || Animal Liver || Contains enzymes that aid in certain biological processes. &lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Eye-L.png|50px]]&lt;br /&gt;
 || Eyes || Allow for visual information to be extracted from an organism&#039;s environment via light.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Gingerbreads ==&lt;br /&gt;
[[File:gingerbread_person.png|100px]]&lt;br /&gt;
&lt;br /&gt;
Gingerbreads are sentient confectioneries which have sugar for blood and can be butchered for cookies. They take significant genetic damage upon contact with water; about 3 times as much as slimes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming Convention:&#039;&#039;&#039; Common &lt;br /&gt;
=== Damage Modifiers ===&lt;br /&gt;
* Heat: -50%&lt;br /&gt;
=== Body ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Organs&lt;br /&gt;
|-&lt;br /&gt;
! Image !! Organ !! Purpose&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Heart-off.png|50px]]&lt;br /&gt;
|| Heart || Determines the efficiency of blood pumping. A healthy heart means a healthier body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:OrganHumanBrain.png|50px]]&lt;br /&gt;
 || Brain || The center of self, the most important part of any individual. Determines who inhabits and controls the body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Lung-L.png|50px]] &lt;br /&gt;
 || Lungs || Determines the rate of breathing. Unhealthy lungs may result in the body getting less O2 than it needs.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Stomach.png|50px]]&lt;br /&gt;
 || Stomach || Aids in the digestion of foods, liquids, and reagents in the body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Kidney-L.png|50px]]&lt;br /&gt;
 || Kidneys || Filter the vital fluids of any toxins they might contain.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Liver.png|50px]]&lt;br /&gt;
 || Liver || Contains enzymes that aid in certain biological processes. &lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Eye-L.png|50px]]&lt;br /&gt;
 || Eyes || Allow for visual information to be extracted from an organism&#039;s environment via light.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Thaven ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming Convention:&#039;&#039;&#039; a virtue they hold.&lt;br /&gt;
=== Body ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Organs&lt;br /&gt;
|-&lt;br /&gt;
! Image !! Organ !! Purpose&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Heart-off.png|50px]]&lt;br /&gt;
|| Heart || Determines the efficiency of blood pumping. A healthy heart means a healthier body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:OrganHumanBrain.png|50px]]&lt;br /&gt;
 || Brain || The center of self, the most important part of any individual. Determines who inhabits and controls the body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Lung-L.png|50px]] &lt;br /&gt;
 || Lungs || Determines the rate of breathing. Unhealthy lungs may result in the body getting less O2 than it needs.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Stomach.png|50px]]&lt;br /&gt;
 || Stomach || Aids in the digestion of foods, liquids, and reagents in the body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Kidney-L.png|50px]]&lt;br /&gt;
 || Kidneys || Filter the vital fluids of any toxins they might contain.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Liver.png|50px]]&lt;br /&gt;
 || Liver || Contains enzymes that aid in certain biological processes. &lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Eye-L.png|50px]]&lt;br /&gt;
 || Eyes || Allow for visual information to be extracted from an organism&#039;s environment via light.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>BumblingDoofer</name></author>
	</entry>
	<entry>
		<id>https://wiki.funkystation.org/index.php?title=Playable_Species&amp;diff=1391</id>
		<title>Playable Species</title>
		<link rel="alternate" type="text/html" href="https://wiki.funkystation.org/index.php?title=Playable_Species&amp;diff=1391"/>
		<updated>2025-08-23T19:44:29Z</updated>

		<summary type="html">&lt;p&gt;BumblingDoofer: /* Damage Modifiers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Template:Stub}}&lt;br /&gt;
There are currently 13 playable species in Funky Station - Humans, Reptilians, Slimes, Diona, Dwarves, Arachnids, Moths, Voxes, Felinids, Harpies, Vulpakins, Thaven and IPCs. Each has their own distinct stats, strengths, and weaknesses, but all have a few things in common:&lt;br /&gt;
&amp;lt;!-- TODO: maybe rewrite this inital part since IPCs can&#039;t really digest reagents due to being robots --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*all species are capable of equipping the same tools and items.&lt;br /&gt;
*all species are capable of metabolizing reagents and experiencing their effects.&lt;br /&gt;
*all species speak the same language.&lt;br /&gt;
*all species are to be treated equally by the crew and AI onboard.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NOTE:&#039;&#039;&#039; &amp;quot;Damage Modifiers&amp;quot; refers to TAKEN damage, not damage dealt to other entities.&lt;br /&gt;
&lt;br /&gt;
== Humans ==&lt;br /&gt;
[[File:Full.png|100px]]&lt;br /&gt;
&lt;br /&gt;
Baseline, unmodified human beings, functionally similar to the human beings of our world, aside for a comparatively incredible resistance to the vacuum of space (a trait shared more or less with all SS14 species). They cannot eat raw meat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming Convention:&#039;&#039;&#039; Common (ex. John Smith)&lt;br /&gt;
=== Body ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Organs&lt;br /&gt;
|-&lt;br /&gt;
! Image !! Organ !! Purpose&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Heart-off.png|50px]]&lt;br /&gt;
|| Heart || Determines the efficiency of blood pumping. A healthy heart means a healthier body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:OrganHumanBrain.png|50px]]&lt;br /&gt;
 || Brain || The center of self, the most important part of any individual. Determines who inhabits and controls the body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Lung-L.png|50px]] &lt;br /&gt;
 || Lungs || Determine the rate of breathing. Unhealthy lungs may result in the body getting less O2/N2 than it needs.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Stomach.png|50px]]&lt;br /&gt;
 || Stomach || Aids in the digestion of foods, liquids, and reagents in the body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Kidney-L.png|50px]]&lt;br /&gt;
 || Kidneys || Filter the vital fluids of any toxins they might contain.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Liver.png|50px]]&lt;br /&gt;
 || Liver || Contains enzymes that aid in certain biological processes.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Eye-L.png|50px]]&lt;br /&gt;
 || Eyes || Allow for visual information to be extracted from an organism&#039;s environment via light.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Reptilians ==&lt;br /&gt;
[[File:FullLizard.png|100px]]&lt;br /&gt;
&lt;br /&gt;
Reptile-like humanoids with sharp claws, tough scales, and an appetite for raw meat. Their unarmed melee attacks do slash instead of blunt damage due to their claws. For whatever reason, onions, coffee and tea are poisonous to them and are unable to consume anything like Grain, Dairy, or anything overly processed, however, they are able to consume both raw and cooked meat without the risk of disease and fruits. They can use their tail to pull things allowing both of their hands to be free.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming Conventions:&#039;&#039;&#039; Common, Verbal (ex. Eats-The-Mouse)&lt;br /&gt;
=== Damage Modifiers ===&lt;br /&gt;
* Cold: +30%&lt;br /&gt;
* Heat: -20%&lt;br /&gt;
&lt;br /&gt;
=== Body ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Organs&lt;br /&gt;
|-&lt;br /&gt;
! Image !! Organ !! Purpose&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Heart-off.png|50px]]&lt;br /&gt;
|| Heart || Determines the efficiency of blood pumping. A healthy heart means a healthier body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:OrganHumanBrain.png|50px]]&lt;br /&gt;
 || Brain || The center of self, the most important part of any individual. Determines who inhabits and controls the body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Lung-L.png|50px]]&lt;br /&gt;
 || Lungs || Determine the rate of breathing. Unhealthy lungs may result in the body getting less O2/N2 than it needs.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Stomach.png|50px]]&lt;br /&gt;
 || Reptilian Stomach || Aids in the digestion of foods, liquids, and reagents in the body. Able to digest corpses.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Kidney-L.png|50px]]&lt;br /&gt;
 || Kidneys || Filter the vital fluids of any toxins they might contain.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Liver.png|50px]]&lt;br /&gt;
 || Liver || Contains enzymes that aid in certain biological processes.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Eye-L.png|50px]]&lt;br /&gt;
 || Eyes || Allow for visual information to be extracted from an organism&#039;s environment via light.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Slimes ==&lt;br /&gt;
[[File:Fullslime.png|100px]]&lt;br /&gt;
&lt;br /&gt;
Gelatinous human-shaped masses of goo who breath nitrogen instead of oxygen, and exhale nitrous oxide. They are naturally vulnerable to both high and low pressure barotrauma, but their elastic form makes them resistant to blunt damage.&lt;br /&gt;
&lt;br /&gt;
They can store items inside their bodies in an inventory that can be accessed by anyone.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming Conventions:&#039;&#039;&#039; Common, Cadwellian (ex. Jon Cadwell)&lt;br /&gt;
=== Damage Modifiers ===&lt;br /&gt;
* Blunt: -40%&lt;br /&gt;
* Slash: +20%&lt;br /&gt;
* Piercing: +20%&lt;br /&gt;
* Cold: +50%&lt;br /&gt;
* Poison: -20%&lt;br /&gt;
* Cellular: -80%&lt;br /&gt;
=== Body ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Organs&lt;br /&gt;
|-&lt;br /&gt;
! Image !! Organ !! Purpose&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:SentientSlimeCore.png|50px]]&lt;br /&gt;
 || Sentient Slime Core || The center of self, the most important part of any individual. Determines who inhabits and controls the body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:SlimeGasSacs.png|50px]]&lt;br /&gt;
 || Slime Gas Sacs || Determines the rate of breathing.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Diona ==&lt;br /&gt;
[[File:Fulldiona.png|100px]]&lt;br /&gt;
&lt;br /&gt;
Tree-like plant people whose bodies react with fertilizer and weed-killing chemicals similar to regular plants. They cannot wear shoes, walk slower than the other races, and have a relatively high resistance to brute-force damage. They also have water instead of blood, and require significantly more water to stay hydrated.&lt;br /&gt;
&lt;br /&gt;
Diona can split into 3 pet-like Nymphs upon death manually, or by being gibbed. The original player take control of the &amp;quot;Brain&amp;quot; nymph (The only one able to talk), and the other two can be taken over by ghosts if given cognizine. If given enough time after splitting a single nymph can reform into a full Diona on it&#039;s own. The resultant Diona has a different name, and looses memories from it&#039;s death (other perhaps than the need to run away and find safety). Additionally this can change traits such as gender.&lt;br /&gt;
&lt;br /&gt;
A zombified Diona is able to split once dead (or after giving up and returning to body) and the resulting nymphs will be zombified, though unable to reform.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming Conventions:&#039;&#039;&#039; Common, Qualia[https://en.wikipedia.org/wiki/Qualia] (ex. A Peaceful Sunrise)&lt;br /&gt;
=== Damage Modifiers ===&lt;br /&gt;
* Blunt: -30%&lt;br /&gt;
* Slash: -20%&lt;br /&gt;
* Heat: +50%&lt;br /&gt;
* Shock: +20%&lt;br /&gt;
=== Body ===&lt;br /&gt;
&#039;&#039;&#039;NOTE:&#039;&#039;&#039; Diona have plantlike organs, allowing chemicals such as weed killer and robust harvest to affect their bodies similar to plants.&lt;br /&gt;
&lt;br /&gt;
Ex: Diona can consume robust harvest as a weaker form of omnizine.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Organs&lt;br /&gt;
|-&lt;br /&gt;
! Image !! Organ !! Purpose&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Heart-off.png|50px]]&lt;br /&gt;
|| Heart || Determines the efficiency of blood pumping. A healthy heart means a healthier body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Brain-pl.png|50px]]&lt;br /&gt;
|| Diona Brain || The center of self, the most important part of any individual. Determines who inhabits and controls the body. Functionally identical to the other humanoid brains.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Lung-L.png|50px]] &lt;br /&gt;
|| Lungs || Determine the rate of breathing. Unhealthy lungs may result in the body getting less O2/N2 than it needs.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Stomach-pl.png|50px]]&lt;br /&gt;
|| Diona Stomach || Aids in the digestion of foods, liquids, and reagents in the body. Due to its plantlike nature, it can digest fertilizers and weedkillers similar to the ways a plant would. Still capable of metabolizing medicine meant for animals.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Kidney-L.png|50px]] &lt;br /&gt;
|| Kidneys || Filter the vital fluids of any toxins they might contain.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Liver.png|50px]]&lt;br /&gt;
|| Liver || Contains enzymes that aid in certain biological processes.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Eye-L-pl.png|50px]] &lt;br /&gt;
|| Diona Eyes || Allow for visual information to be extracted from an organism&#039;s environment via light. Functionally identical to other humanoid eyeballs.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Dwarves ==&lt;br /&gt;
[[File:Dwarffull.png|100px]]&lt;br /&gt;
&lt;br /&gt;
A stout and stalwart race quite similar to humans, save for their diminutive stature, as well as a propensity for alcohol and goofy Scottish accents. Somehow, alcohol is able to heal their injuries. Their small size makes them easier for most races to shove them over.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming Conventions:&#039;&#039;&#039; Common, Scottish, Gaelic (ex. Brian O&#039;Finnegan)&lt;br /&gt;
=== Body ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Organs&lt;br /&gt;
|-&lt;br /&gt;
! Image !! Organ !! Purpose&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Heart-off.png|50px]]&lt;br /&gt;
|| Dwarf Heart || Determines the efficiency of blood pumping. A healthy heart means a healthier body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:OrganHumanBrain.png|50px]]&lt;br /&gt;
 || Brain || The center of self, the most important part of any individual. Determines who inhabits and controls the body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Lung-L.png|50px]] &lt;br /&gt;
 || Lungs || Determine the rate of breathing. Unhealthy lungs may result in the body getting less O2/N2 than it needs.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Stomach.png|50px]]&lt;br /&gt;
 || Dwarf Stomach || Aids in the digestion of foods, liquids, and reagents in the body. Somehow capable of metabolizing alcohol as a healing agent(?)&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Kidney-L.png|50px]]&lt;br /&gt;
 || Kidneys || Filter the vital fluids of any toxins they might contain.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Liver.png|50px]]&lt;br /&gt;
 || Dwarf Liver || Contains enzymes that aid in certain biological processes. &lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Eye-L.png|50px]]&lt;br /&gt;
 || Eyes || Allow for visual information to be extracted from an organism&#039;s environment via light.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Arachnids ==&lt;br /&gt;
[[File:Arachnid-full.png|100px]]&lt;br /&gt;
&lt;br /&gt;
Not to be confused with insectoids, Arachnids cut a striking figure with their pressure-resistant exoskeletons and extra arms. Possibly related to the space spiders and giant tarantulas found in outer space. Thanks to their similarly robust digestive systems, they are able to consume raw food without the risk of disease. They are more vulnerable to asphyxiation and take longer to recover from it. Their sharp teeth allow them to do piercing damage instead of blunt. They have the ability to weave silk and build exclusively all sorts of things But at the expense of consuming a little bit of hunger.&lt;br /&gt;
&lt;br /&gt;
They have two extra pocket slots formed by webs.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming Conventions:&#039;&#039;&#039; Common, Latin (ex. Pluribus Unum)&lt;br /&gt;
=== Body ===&lt;br /&gt;
&#039;&#039;&#039;NOTE:&#039;&#039;&#039; Arachnids have a slower metabolic rate than other organisms (around 50% slower), meaning they heal from medicine and take damage from ingested toxins slower. This has no effect on externally applied reagents, so spilling a acid on an Arachnid will kill them just the same as anyone else.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Organs&lt;br /&gt;
|-&lt;br /&gt;
! Image !! Organ !! Purpose&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:ArachnidHeart.png|50px]]&lt;br /&gt;
|| Arachnid Heart || Determines the efficiency of blood pumping. A healthy heart means a healthier body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:OrganHumanBrain.png|50px]]&lt;br /&gt;
 || Brain || The center of self, the most important part of any individual. Determines who inhabits and controls the body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Lung-L.png|50px]] &lt;br /&gt;
 || Lungs || Determine the rate of breathing. Unhealthy lungs may result in the body getting less O2/N2 than it needs.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Stomach.png|50px]]&lt;br /&gt;
 || Stomach || Aids in the digestion of foods, liquids, and reagents in the body. Able to digest corpses.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Kidney-L.png|50px]]&lt;br /&gt;
 || Kidneys || Filter the vital fluids of any toxins they might contain.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Liver.png|50px]]&lt;br /&gt;
 || Liver || Contains enzymes that aid in certain biological processes.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Eyeball-l-a.png|50px]]&lt;br /&gt;
 || Eyes || Allow for visual information to be extracted from an organism&#039;s environment via light.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Moths ==&lt;br /&gt;
[[File:Fullmoth.png|100px]]&lt;br /&gt;
&lt;br /&gt;
Moths, meanwhile, actually &#039;&#039;are&#039;&#039; an insectoid species. Their wings allow them greater control in zero gravity than other species, and their natural resistance to cold helps greatly in a space environment. The tradeoff, naturally, is that heat is more dangerous.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming Convention:&#039;&#039;&#039; Common (ex. John Doe), Mothic, (ex. Mothew Lamplight)&lt;br /&gt;
=== Damage Modifiers ===&lt;br /&gt;
* Cold: -30%&lt;br /&gt;
* Heat: +30%&lt;br /&gt;
=== Body ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Organs&lt;br /&gt;
|-&lt;br /&gt;
! Image !! Organ !! Purpose&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Heart-off.png|50px]]&lt;br /&gt;
|| Heart || Determines the efficiency of blood pumping. A healthy heart means a healthier body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:OrganHumanBrain.png|50px]]&lt;br /&gt;
 || Brain || The center of self, the most important part of any individual. Determines who inhabits and controls the body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Lung-L.png|50px]] &lt;br /&gt;
 || Lungs || Determines the rate of breathing. Unhealthy lungs may result in the body getting less O2 than it needs.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Stomach.png|50px]]&lt;br /&gt;
 || Moth Stomach || Aids in the digestion of cloth and reagents in the body. Finds non-cloth foods repulsive.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Kidney-L.png|50px]]&lt;br /&gt;
 || Kidneys || Filter the vital fluids of any toxins they might contain.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Liver.png|50px]]&lt;br /&gt;
 || Liver || Contains enzymes that aid in certain biological processes.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Eye-L.png|50px]]&lt;br /&gt;
 || Eyes || Allow for visual information to be extracted from an organism&#039;s environment via &#039;&#039;&#039;the light.&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Vox ==&lt;br /&gt;
[[File:Fullvox.png|100px]]&lt;br /&gt;
&lt;br /&gt;
Vox are a strange lot, they&#039;re raptor-like creatures that can only breathe nitrogen, as oxygen is &#039;&#039;&#039;very hazardous&#039;&#039;&#039; to their health to the point where they take ticking poison damage as long as they&#039;re exposed to the air, provided said air has even a trace of oxygen within it. To counter-act this, a Vox must either be in a pure nitrogen-based environment or, more commonly, breathing from a nitrogen tank, one of which is provided to them at the start of each round.&lt;br /&gt;
&lt;br /&gt;
Much like Reptilians, their unarmed attacks deal slashing damage instread of blunt.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming Convention:&#039;&#039;&#039; Common, Mono-name with Repetitive Random Syllables (ex. Hirixashahre, Xapikrikrik) &lt;br /&gt;
&amp;lt;!-- TODO: find a more proper term for this. Maybe someone smarter than I am can come up with something... I WANT to say Paralalia but that doesn&#039;t sound right... --&amp;gt;&lt;br /&gt;
=== Body ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Organs&lt;br /&gt;
|-&lt;br /&gt;
! Image !! Organ !! Purpose&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Heart-off.png|50px]]&lt;br /&gt;
|| Heart || Determines the efficiency of blood pumping. A healthy heart means a healthier body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:OrganHumanBrain.png|50px]]&lt;br /&gt;
 || Brain || The center of self, the most important part of any individual. Determines who inhabits and controls the body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:VoxLungs.png|50px]] &lt;br /&gt;
 || Vox Lungs || Determines the rate of breathing. Unhealthy lungs may result in the body getting less N2 than it needs. Generates toxins when O2 is breathed in.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Stomach.png|50px]]&lt;br /&gt;
 || Stomach || Aids in the digestion of foods, liquids, and reagents in the body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Kidney-L.png|50px]]&lt;br /&gt;
 || Kidneys || Filter the vital fluids of any toxins they might contain.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Liver.png|50px]]&lt;br /&gt;
 || Liver || Contains enzymes that aid in certain biological processes.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Eye-L.png|50px]]&lt;br /&gt;
 || Eyes || Allow for visual information to be extracted from an organism&#039;s environment via light.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== IPC ==&lt;br /&gt;
[[File:Full_IPC.png|100px]]&lt;br /&gt;
&lt;br /&gt;
IPCs (Integrated Positronic Chassis) are sentient silicon-based humanoid robots. Unlike cyborgs, this species is considered autonomous, conscious, and independent individuals. Thus, they do not follow conventional laws of robotics (neither can they be emagged). They require no food source, nor breathable atmosphere to function. All that is required to power their chassis is an electrical source, most commonly in the form of replaceable power cells. They can also draw power into their batteries via connection to an APC or a cyborg recharging station. As a silicon-based life-form, they cannot be doctored (do not resuscitate using a defibrillator). Instead, they rely on machine repair.&lt;br /&gt;
&lt;br /&gt;
You may find that IPCs are much more fortuitous then biological creatures. When repairs are needed, industrially produced materials such as glass, wires, and welding fuels are commonly used. Structural damage (Brute) to an IPC&#039;s chassis and hull can be repaired with a welding torch. Glass can be used to replace photodetector sensor lenses (Eyes). Copper wires can be used in replacement of burnt away internals (Burn). Plasma sheets can be used to mediate radiation. Otherwise, surgical methods are capable of handling limb damage. Once repairs are complete and batteries are charged, an IPC can simply be rebooted back into it&#039;s functional state.&lt;br /&gt;
&lt;br /&gt;
IPCs come with an integrated communications board which allows them to use radio channels on the station much like a headset would. Because of their positronic brain used as a processing source, IPCs cannot be reproduced. Perhaps their volatile memory assembly is too hard for a typical greytider to perform?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming Convention:&#039;&#039;&#039; Custom Cyborg Identifier, with variable numbering convention (ex. DAGD-041, Halcyon-010756-09)&lt;br /&gt;
=== Damage Modifiers ===&lt;br /&gt;
* Heat: +100%&lt;br /&gt;
* Shock: +125%&lt;br /&gt;
&lt;br /&gt;
Of specific note regarding IPC damage is their inability to take certain types of damage. These types of damage include poison and respiratory due to their being within a robotic chassis.&lt;br /&gt;
&lt;br /&gt;
=== Body ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Organs&lt;br /&gt;
|-&lt;br /&gt;
! Image !! Organ !! Purpose&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:PositronicBrain.png|50px]]&lt;br /&gt;
 || Brain || The center of self, the most important part of any individual. Determines who inhabits and controls the body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:MicroPump.png|50px]] &lt;br /&gt;
 || Micro Pump || Determines the rate of breathing.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:RoboticEyes.png|50px]]&lt;br /&gt;
 || Robotic Eyes || Allow for visual information to be extracted from an organism&#039;s environment via light.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Harpies ==&lt;br /&gt;
[[File:Full_Harpy.png|100px]]&lt;br /&gt;
&lt;br /&gt;
Harpies are a human-like species with large wings, talon-like legs, and an innate ability for music and mimicry. Similar to Moths, their wings allow them greater mobility in zero-gravity conditions, though unlike moths, Harpies are capable of flight at the expense of stamina. Harpies can maintain flight at high speeds for roughly 8 seconds before their stamina depletes. While in flight, harpies are unable to hold items, meaning that if a Harpy takes off while holding an item, said item will drop beneath them immediately. Harpies are additionally capable of mimicking a wide variety of sounds and instruments, and are able to sing on demand.&lt;br /&gt;
&lt;br /&gt;
Harpies are incredibly sensitive to air quality. When subjected to low-quality air (0.2 combined mols of carbon dioxide or miasma), harpies will gasp and eventually choke. When choking, harpies are recommended to stand on top of a vent (only 3 seconds of quality air should be enough to fully oxygenate a Harpy&#039;s bloodstream) and avoid unventilated areas of the station such as maintenance halls.&lt;br /&gt;
&lt;br /&gt;
Harpies are capable of eating raw meat, though will be poisoned by Theobromine (Chocolate, tea, coffee) and Allicin (Onion, garlic)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming Convention:&#039;&#039;&#039; Common &lt;br /&gt;
=== Body ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Organs&lt;br /&gt;
|-&lt;br /&gt;
! Image !! Organ !! Purpose&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Heart-off.png|50px]]&lt;br /&gt;
|| Heart || Determines the efficiency of blood pumping. A healthy heart means a healthier body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:OrganHumanBrain.png|50px]]&lt;br /&gt;
 || Brain || The center of self, the most important part of any individual. Determines who inhabits and controls the body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Lung-L.png|50px]] &lt;br /&gt;
 || Musical Lung || Breathes faster than human lungs, is susceptible to choking on low-quality air.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Stomach.png|50px]]&lt;br /&gt;
 || Stomach || Aids in the digestion of foods, liquids, and reagents in the body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Kidney-L.png|50px]]&lt;br /&gt;
 || Kidneys || Filter the vital fluids of any toxins they might contain.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Liver.png|50px]]&lt;br /&gt;
 || Liver || Contains enzymes that aid in certain biological processes. &lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Eye-L.png|50px]]&lt;br /&gt;
 || Eyes || Allow for visual information to be extracted from an organism&#039;s environment via light.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Vulpkanin ==&lt;br /&gt;
[[File:Full_Vulpkanin.png|100px]]&lt;br /&gt;
&lt;br /&gt;
Vulpkanin are fox-human hybrids, sporting distinct ears and tails. They naturally see the world in reds and greens, are capable of dealing blunt and slash damage with their claws, and are slightly resistant to extreme temperatures. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming Convention:&#039;&#039;&#039; Common &lt;br /&gt;
=== Damage Modifiers ===&lt;br /&gt;
* Cold: -10%&lt;br /&gt;
* Heat: -10%&lt;br /&gt;
=== Body ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Organs&lt;br /&gt;
|-&lt;br /&gt;
! Image !! Organ !! Purpose&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Heart-off.png|50px]]&lt;br /&gt;
|| Animal Heart || Determines the efficiency of blood pumping. A healthy heart means a healthier body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:OrganHumanBrain.png|50px]]&lt;br /&gt;
 || Brain || The center of self, the most important part of any individual. Determines who inhabits and controls the body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Lung-L.png|50px]] &lt;br /&gt;
 || Lungs || Determines the rate of breathing. Unhealthy lungs may result in the body getting less O2 than it needs.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Stomach.png|50px]]&lt;br /&gt;
 || Vulpkanin Stomach || Aids in the digestion of foods, liquids, and reagents in the body. Allows the consumption of raw food like mice without vomiting.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Kidney-L.png|50px]]&lt;br /&gt;
 || Kidneys || Filter the vital fluids of any toxins they might contain.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Liver.png|50px]]&lt;br /&gt;
 || Animal Liver || Contains enzymes that aid in certain biological processes. &lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Eye-L.png|50px]]&lt;br /&gt;
 || Eyes || Allow for visual information to be extracted from an organism&#039;s environment via light.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Felinid ==&lt;br /&gt;
[[File:felinidspiecies.png|100px]]&lt;br /&gt;
&lt;br /&gt;
Felinids are a mutation of humans with cat-like ears and tails, naturally taking less damage from high-speed impacts and able to slash with their claws to deal slashing and piercing damage. They are additionally capable of spitting hairballs which, upon touch, causes others to vomit. If sprayed with water, Felinids will sometimes scream.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming Convention:&#039;&#039;&#039; Common &lt;br /&gt;
=== Body ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Organs&lt;br /&gt;
|-&lt;br /&gt;
! Image !! Organ !! Purpose&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Heart-off.png|50px]]&lt;br /&gt;
|| Animal Heart || Determines the efficiency of blood pumping. A healthy heart means a healthier body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:OrganHumanBrain.png|50px]]&lt;br /&gt;
 || Brain || The center of self, the most important part of any individual. Determines who inhabits and controls the body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Lung-L.png|50px]] &lt;br /&gt;
 || Lungs || Determines the rate of breathing. Unhealthy lungs may result in the body getting less O2 than it needs.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Stomach.png|50px]]&lt;br /&gt;
 || Vulpkanin Stomach || Aids in the digestion of foods, liquids, and reagents in the body. Allows the consumption of raw food like mice without vomiting.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Kidney-L.png|50px]]&lt;br /&gt;
 || Kidneys || Filter the vital fluids of any toxins they might contain.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Liver.png|50px]]&lt;br /&gt;
 || Animal Liver || Contains enzymes that aid in certain biological processes. &lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Eye-L.png|50px]]&lt;br /&gt;
 || Eyes || Allow for visual information to be extracted from an organism&#039;s environment via light.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Gingerbreads ==&lt;br /&gt;
[[File:gingerbread_person.png|100px]]&lt;br /&gt;
&lt;br /&gt;
Gingerbreads are sentient confectioneries which have sugar for blood and can be butchered for cookies. They take significant genetic damage upon contact with water; about 3 times as much as slimes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming Convention:&#039;&#039;&#039; Common &lt;br /&gt;
=== Damage Modifiers ===&lt;br /&gt;
* Heat: -50%&lt;br /&gt;
=== Body ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Organs&lt;br /&gt;
|-&lt;br /&gt;
! Image !! Organ !! Purpose&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Heart-off.png|50px]]&lt;br /&gt;
|| Heart || Determines the efficiency of blood pumping. A healthy heart means a healthier body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:OrganHumanBrain.png|50px]]&lt;br /&gt;
 || Brain || The center of self, the most important part of any individual. Determines who inhabits and controls the body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Lung-L.png|50px]] &lt;br /&gt;
 || Lungs || Determines the rate of breathing. Unhealthy lungs may result in the body getting less O2 than it needs.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Stomach.png|50px]]&lt;br /&gt;
 || Stomach || Aids in the digestion of foods, liquids, and reagents in the body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Kidney-L.png|50px]]&lt;br /&gt;
 || Kidneys || Filter the vital fluids of any toxins they might contain.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Liver.png|50px]]&lt;br /&gt;
 || Liver || Contains enzymes that aid in certain biological processes. &lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Eye-L.png|50px]]&lt;br /&gt;
 || Eyes || Allow for visual information to be extracted from an organism&#039;s environment via light.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Thaven ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming Convention:&#039;&#039;&#039; a virtue they hold.&lt;br /&gt;
=== Body ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Organs&lt;br /&gt;
|-&lt;br /&gt;
! Image !! Organ !! Purpose&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Heart-off.png|50px]]&lt;br /&gt;
|| Heart || Determines the efficiency of blood pumping. A healthy heart means a healthier body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:OrganHumanBrain.png|50px]]&lt;br /&gt;
 || Brain || The center of self, the most important part of any individual. Determines who inhabits and controls the body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Lung-L.png|50px]] &lt;br /&gt;
 || Lungs || Determines the rate of breathing. Unhealthy lungs may result in the body getting less O2 than it needs.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Stomach.png|50px]]&lt;br /&gt;
 || Stomach || Aids in the digestion of foods, liquids, and reagents in the body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Kidney-L.png|50px]]&lt;br /&gt;
 || Kidneys || Filter the vital fluids of any toxins they might contain.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Liver.png|50px]]&lt;br /&gt;
 || Liver || Contains enzymes that aid in certain biological processes. &lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Eye-L.png|50px]]&lt;br /&gt;
 || Eyes || Allow for visual information to be extracted from an organism&#039;s environment via light.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>BumblingDoofer</name></author>
	</entry>
	<entry>
		<id>https://wiki.funkystation.org/index.php?title=Standard_Operating_Procedure&amp;diff=1371</id>
		<title>Standard Operating Procedure</title>
		<link rel="alternate" type="text/html" href="https://wiki.funkystation.org/index.php?title=Standard_Operating_Procedure&amp;diff=1371"/>
		<updated>2025-07-15T02:05:38Z</updated>

		<summary type="html">&lt;p&gt;BumblingDoofer: /* Service */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Command===&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| &amp;lt;strong&amp;gt;Details&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|  Here is a list of all the SOP documents for command.&lt;br /&gt;
&lt;br /&gt;
  Captain SOP&lt;br /&gt;
&lt;br /&gt;
1. The Captain is not permitted to perform regular Security Duty. However, they may still assist Security if they are understaffed, or if they see a crime being committed. However, the Captain is not permitted to take items from the Armory under normal circumstances, unless authorized by the Head of Security. In addition, the Captain may not requisition weaponry for themselves from Cargo and/or Science, unless there&#039;s an immediate threat to station and/or crew;&lt;br /&gt;
&lt;br /&gt;
2. If a Department lacks a Head of Staff, the Captain should make reasonable efforts to appoint an Acting Head of Staff, if there are available personnel to fill the position;&lt;br /&gt;
&lt;br /&gt;
3. The Captain is to ensure that Space Law is being correctly applied. This should be done in cooperation with the Head of Security;&lt;br /&gt;
&lt;br /&gt;
4. The Captain is not to leave the Station unless given specific permission by Central Command, or it happens to be the end of the shift. To do so is to be considered abandoning their posts and is grounds for termination;&lt;br /&gt;
&lt;br /&gt;
5. The Captain must keep the Nuclear Authentication Disk on their person at all times or failing that, in the possession of the Head of Security or Blueshield;&lt;br /&gt;
&lt;br /&gt;
6. The Captain is to attempt to resolve every issue that arises in Command locally before contacting Central Command;&lt;br /&gt;
&lt;br /&gt;
7.The Captain, despite being in charge of the Station, is not separate from NanoTrasen. Any attempts to disregard general company policy are to be considered an instant condition for contract termination;&lt;br /&gt;
&lt;br /&gt;
8. The Captain may only promote personnel to an Acting Head of Staff position if there is no assigned Head of Staff associated with the Department. The Acting Head of Staff must be a member of the Department they are to lead. See below for more information on Chain of Command;&lt;br /&gt;
&lt;br /&gt;
9. The Captain may not fire any Head of Staff without reasonable justification (ie, incompetency, criminal activity, or otherwise any action that endangers/compromises the station and/or crew). The Captain may not fire any Central Command VIPs (ie, Blueshield, NanoTrasen Representative) without permission from Central Command, unless they are blatantly acting against the well-being and safety of the crew and station. The Captain must also follow HoP SOP point 5.&lt;br /&gt;
&lt;br /&gt;
  Head of Personnel SOP&lt;br /&gt;
&lt;br /&gt;
1. The Head of Personnel may not transfer any personnel to another Department without authorization from the relevant Head of Staff. If no Head of Staff is available, the Head of Personnel may make a judgment call. This does not apply to Security, which always requires authorization from the Head of Security, or Genetics, which requires both Chief Medical Officer and Research Director approval. If there is no Head of Security active, no transfers are allowed to Security without authorization from the Captain;&lt;br /&gt;
&lt;br /&gt;
2. The Head of Personnel may not give any personnel increased access without authorization from the relevant Head of Staff. This includes the Head of Personnel. In addition, the Head of Personnel may only give Captain-Level access to someone if they are the Acting Captain. This access is to be removed when a proper Captain arrives at the station;&lt;br /&gt;
&lt;br /&gt;
3. The Head of Personnel may not increase any Job Openings unless the relevant Head of Staff approves;&lt;br /&gt;
&lt;br /&gt;
4.The Head of Personnel may not fire any personnel without authorization from the relevant Head of Staff, unless other conditions apply (see Space Law and General Standard Operating Procedure);&lt;br /&gt;
&lt;br /&gt;
5. The Head of Personnel may not promote anyone to the job of NanoTrasen Representative or Blueshield;&lt;br /&gt;
&lt;br /&gt;
6. The Head of Personnel is free to utilize paperwork at their discretion. However, during major station emergencies, expediency should take precedence over bureaucracy;&lt;br /&gt;
&lt;br /&gt;
7.The Head of Personnel may not leave their office unmanned if there are personnel waiting in line. Failure to respond to personnel with a legitimate request within ten (10) minutes, either via radio or in person is to be considered a breach of Standard Operating Procedure;&lt;br /&gt;
&lt;br /&gt;
8. The Head of Personnel is not permitted to perform Security duty. The Head of Personnel is permitted to carry a Disabler for self-defense only.&lt;br /&gt;
&lt;br /&gt;
  NanoTrasen Representative SOP&lt;br /&gt;
&lt;br /&gt;
1. The NanoTrasen Representative is to ensure that every Department is following Standard Operating Procedure, up to and including the respective Head of Staff. If a Head of Staff is not available for a Department, the NanoTrasen Representative must ensure that the Captain appoints an Acting Head of Staff for said Department;&lt;br /&gt;
&lt;br /&gt;
2. The NanoTrasen Representative must attempt to resolve any breach of Standard Operating Procedure locally before contacting Central Command. This is an imperative: Standard Operating Procedure should always be followed unless there is a very good reason not to;&lt;br /&gt;
&lt;br /&gt;
3. The NanoTrasen Representative must, together with the Head of Security, ensure that Space Law is being followed and correctly applied;&lt;br /&gt;
&lt;br /&gt;
4. The NanoTrasen Representative may not threaten the use of a fax in order to gain leverage over any personnel, up to and including Command. In addition, they may not threaten to fire or have Central Command fire anyone, unless they actually possess a demotion note;&lt;br /&gt;
&lt;br /&gt;
5. The NanoTrasen Representative is permitted to carry their flash and a blade-cane, or a stun baton if the blade-cane is lost.&lt;br /&gt;
&lt;br /&gt;
  # Blueshield Officer SOP&lt;br /&gt;
&lt;br /&gt;
1. The Blueshield may not conduct arrests under the same conditions as Security. However, they may apprehend any personnel that trespass on a Head of Staff Office or Command Area, any personnel that steal from those locations, or any personnel that steal from and/or injure any Head of Staff or Central Command VIP. However, all apprehended personnel are to be processed by Security personnel;&lt;br /&gt;
&lt;br /&gt;
2. The Blueshield is to put the lives of Command over those of any other personnel, the Blueshield included. Their continued well-being is the Blueshield&#039;s top priority. This includes applying basic first aid and making sure they are revived if killed;&lt;br /&gt;
&lt;br /&gt;
3. The Blueshield is to protect the lives of Command personnel, not follow their orders to a fault. The Blueshield is not to interfere with legal demotions or arrests. To do so is to place themselves under the Special Modifier Aiding and Abetting;&lt;br /&gt;
&lt;br /&gt;
4. The Blueshield is not to apply Lethal Force unless there is a clear and present danger to their life, or to the life of a member of Command and the assailant cannot be non-lethally detained.&lt;br /&gt;
&lt;br /&gt;
  Magistrate SOP&lt;br /&gt;
&lt;br /&gt;
1. The Magistrate is to ensure that Space Law is applied correctly. If it is not, they are to make it so;&lt;br /&gt;
  &lt;br /&gt;
2. The Magistrate has the final say on whether Trials take place, and should ensure they should only occur for Capital Sentences. Similarly, Magistrates are to ensure that Trials do not happen for Defendants that are self-evidently guilty;&lt;br /&gt;
&lt;br /&gt;
3. The Magistrate may overrule anyone in all matters concerning Space Law. This does not extend to Emergency Response Teams, Central Command Officials or direct Central Command communications;&lt;br /&gt;
  &lt;br /&gt;
4. The Magistrate is permitted to carry their flash;&lt;br /&gt;
  &lt;br /&gt;
5. The Magistrate is not above Space Law. Similarly, the Magistrate cannot overrule Security on a sentence imposed against themselves;&lt;br /&gt;
  &lt;br /&gt;
6. In the absence of Internal Affairs Agents or a NanoTrasen Representative, the Magistrate may elect to handle matters of Standard Operating Procedure. Otherwise, the Magistrate is only to ensure that the NanoTrasen Representative under their command are handling such matters;&lt;br /&gt;
&lt;br /&gt;
7. The Magistrate may not impede the expedient functioning of Security for the sake of micromanaging every aspect it. The Magistrate should only concern themselves with crimes that either have fuzzy evidence, or require careful deliberation of circumstances;&lt;br /&gt;
&lt;br /&gt;
8. The Magistrate is to contact Central Command immediately if their decisions are being ignored, provided said decision actually match up with Space Law and Standard Operating Procedure.&lt;br /&gt;
&lt;br /&gt;
==If you need to deviate==&lt;br /&gt;
&lt;br /&gt;
Document document document!&lt;br /&gt;
After action reports, calling CentCom on the fabled red phone, or even praying will be heard by CentCom and your actions may be excused if they were determined to be in the best interest for NanoTrasen.&lt;br /&gt;
&lt;br /&gt;
==I don&#039;t see my job listed here!==&lt;br /&gt;
&lt;br /&gt;
It may be because this is a living document, and SOP is not yet finalized. The following SOP documents are completed for other Head&#039;s of Staff;&lt;br /&gt;
Glory to NanoTrasen!&lt;br /&gt;
|}&lt;br /&gt;
===Engineering===&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| &amp;lt;strong&amp;gt;Details&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Here is a list of all the SOP documents for Engineering.&lt;br /&gt;
   # Chief Engineer&lt;br /&gt;
1. The Chief Engineer must make sure to properly wire Solar Panels and activate the Anti-Matter Engine (AME) if available, and co-ordinate a plan with their team to activate a more powerful engine for long-term station use;&lt;br /&gt;
&lt;br /&gt;
2. The Chief Engineer, along with the Research Director, is responsible for maintaining the integrity of Telecommunications. The Chief Engineer must not hinder the proper functionality of Telecommunications, and must diagnose and repair any issues that arise;&lt;br /&gt;
&lt;br /&gt;
3. The Chief Engineer is bound to the same rules regarding the axe as Atmospheric Technicians;&lt;br /&gt;
&lt;br /&gt;
4. The Chief Engineer is permitted to carry a flash and a disabler;&lt;br /&gt;
&lt;br /&gt;
5. The Chief Engineer is responsible for maintaining the integrity of all power sources set up on the station. Neglecting this duty is grounds for termination should the Supermatter delaminates or if power fails on the station;&lt;br /&gt;
&lt;br /&gt;
6. The Chief Engineer may declare an area &amp;quot;Condemned&amp;quot;, if it is damaged to the point where repairs cannot reasonably be completed within an acceptable frame of time;&lt;br /&gt;
&lt;br /&gt;
7. The Chief Engineer is permitted to grant Building Permits to crewmembers, and may dismantle or destroy unauthorized buildings / setups;&lt;br /&gt;
&lt;br /&gt;
8. The Chief Engineer is responsible for maintaining the integrity of the Station&#039;s Atmospherics System. Failure to maintain this integrity is grounds for termination.&lt;br /&gt;
&lt;br /&gt;
  # Station Engineer&lt;br /&gt;
1. Engineers must properly wire Solar Panels and activate the Anti-Matter Engine (AME) if available, and co-ordinate a plan to activate a more powerful engine for long-term station use;&lt;br /&gt;
&lt;br /&gt;
2. Engineers are responsible for maintaining the integrity of all engines aboard the station, even those that are de-activated or inert. Neglecting this duty is grounds for termination should an engine malfunction;&lt;br /&gt;
&lt;br /&gt;
3. Engineers are permitted to construct additional engines (such as additional SM/Tesla/Singularity engines) with approval from the Chief Engineer;&lt;br /&gt;
&lt;br /&gt;
4. Engineers are permitted to carry out solo reconstruction/rebuilding/personal projects if there is no damage to the station that requires fixing;&lt;br /&gt;
&lt;br /&gt;
5. Engineers must check each active engine at least once per 30 minutes;&lt;br /&gt;
&lt;br /&gt;
6. Engineers must constantly monitor the Supermatter engine if it is online and under emitter fire;&lt;br /&gt;
&lt;br /&gt;
7. Engineers must respond promptly to breaches, regardless of size. Failure to report within fifteen (15) minutes will be considered a breach of Standard Operating Procedure, unless there are no spare Engineers to report or an Atmospheric Technician has arrived on scene first. All Hazard Zones must be cordoned off with Engineering Tape or holobarriers, for the safety of crewmembers;&lt;br /&gt;
&lt;br /&gt;
8. Engineers are permitted to hack doors to gain unauthorized access to locations if said locations happen to require urgent repairs;&lt;br /&gt;
&lt;br /&gt;
9. Engineers are to maintain the integrity of the Station&#039;s Power Network;&lt;br /&gt;
10. Engineers must ensure there is at least one (1) engineering hardsuit available on the station at all times, unless there is an emergency that requires the use of all suits.&lt;br /&gt;
&lt;br /&gt;
  # Atmospheric Technician&lt;br /&gt;
&lt;br /&gt;
1. Atmospheric Technicians are permitted to completely repipe the Atmospherics Piping Setup, provided they do not pump harmful gases into anywhere except the burn chamber;&lt;br /&gt;
&lt;br /&gt;
2. Atmospheric Technicians are not permitted to create volatile mixes using Plasma and Oxygen, nor are they permitted to create any potentially harmful mixes with Carbon Dioxide and/or Nitrous Oxide. An exception is made when working with the burn chamber;&lt;br /&gt;
&lt;br /&gt;
3. Atmospheric Technicians are permitted to cool Plasma and store it for later use in Radiation Collectors. Likewise, they are permitted to cool Nitrogen or Carbon Dioxide and store it for use as coolant for the Supermatter Engine;&lt;br /&gt;
&lt;br /&gt;
4. Atmospheric Technicians are not permitted to take the axe out of its case unless there is an immediate and urgent threat to their life or urgent access to crisis locations is necessary. The axe must be returned to the case afterwards, and the case locked;&lt;br /&gt;
&lt;br /&gt;
5. Atmospheric Technicians are not permitted to tamper with the default values on Air Alarms. They are, however, permitted to create small, acclimatized rooms for species that require special atmospheric conditions (such as Vox), provided they receive express permission from the Chief Engineer;&lt;br /&gt;
&lt;br /&gt;
6. Atmospheric Technicians must periodically check on the Central Alarms Computer, in periods of, at most, thirty (30) minutes;&lt;br /&gt;
&lt;br /&gt;
7. Atmospheric Technicians must respond promptly to piping and station breaches. Failure to report within fifteen (15) minutes will be considered a breach of Standard Operating Procedure, unless there are no spare Atmospheric Technicians to report, or an Engineer has arrived at scene first. All Hazard Zones must be cordoned off with Engineering Tape or holobarriers, for the safety of all crewmembers.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Legal===&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| &amp;lt;strong&amp;gt;Details&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Here is a list of all the SOP documents for legal matters.&lt;br /&gt;
   Internal Affairs Agent&lt;br /&gt;
1. Internal Affairs Agents are to ensure that Standard Operating Procedure is being properly followed, and to contact the relevant Head of Staff when it is not;&lt;br /&gt;
&lt;br /&gt;
2. Internal Affairs Agents are to attempt to resolve all Standard Operating Procedure issues locally before contacting the Nanotrasen Representative or, if the Representative is unavailable, Central Command. This should be done in tandem with Command staff and, if possible, personnel in the relevant Department. If a valid report is ignored by the relevant Head of Staff, the Nanotrasen Representative is to be contacted. If the Representative is unavailable or ignores the report, then the Captain should be contacted. If the Captain ignores the report, then Central Command must be contacted;&lt;br /&gt;
&lt;br /&gt;
3.  Internal Affairs Agents are only to prosecute in a court of law personnel facing a Tier IV sentence or greater. They should, however, ensure that Security is applying timed sentences correctly, and must alert Security if they are not. In addition, Internal Affairs Agents are permitted to provide legal advice for Security, as well as investigating whether or not arrests were done properly;&lt;br /&gt;
&lt;br /&gt;
4. Internal Affairs Agents must be granted permission from the presiding Judge (i.e. the Magistrate or Nanotrasen Representative) to serve as legal representation for personnel in any court hearing. Internal Affairs Agents may only serve as legal representation for personnel if another Internal Affairs Agent is capable of assuming the role of prosecution, and if no Lawyer is available. Internal Affairs Agents must also request permission from any potential client before serving as their legal representative, as said client may choose to either represent themselves, or request someone else;&lt;br /&gt;
&lt;br /&gt;
5. Internal Affairs Agents are not to deliberately halt or slow down prisoner processing or ongoing investigations. If Security is acting in a demonstrably incompetent manner, Agents should contact the Head of Security or Nanotrasen Representative. If more information about the crime in question is needed, Agents should wait until the person in question is brigged;&lt;br /&gt;
6. Internal Affairs Agents are permitted to carry their flash and their security sunglasses;&lt;br /&gt;
&lt;br /&gt;
  Lawyer&lt;br /&gt;
&lt;br /&gt;
1. Lawyers are only to provide legal representation during interrogation to personnel facing charges of Tier III or greater. Lawyers are only permitted to provide legal representation in a court of law to personnel facing a Tier IV sentence or greater. They should, however, ensure that all timed sentences are applied correctly, and alert Security if it is not. In addition, Lawyers are permitted to provide legal advice to prisoners, as well as investigating whether or not arrests were done properly;&lt;br /&gt;
&lt;br /&gt;
2. Lawyers must request permission from any potential client before serving as their legal representative, as said client may choose to either represent themselves, or request someone else;&lt;br /&gt;
&lt;br /&gt;
3. Lawyers are not to deliberately halt or slow down prisoner processing or ongoing investigations. If Security is acting in a demonstrably incompetent manner, Lawyers should contact the Head of Security or the Captain. If more information about the crime in question is needed, Lawyers should wait until the person in question is brigged;&lt;br /&gt;
&lt;br /&gt;
4. Lawyers are permitted to confidentially speak with their clients prior to any interrogation. Time spent conferring with a Lawyer may not be counted as time served during a timed sentence. If a client wishes to speak confidentially with their Lawyer during a timed sentence, the time remaining on their sentence must be frozen and may only resumed once the client has re-entered their cell. Lawyers may not divulge the contents of these confidential meetings without the explicit permission of their clients, except in cases where there are reasons to believe that their silence may endanger the lives and safety of other station personnel. If a Lawyer fails to divulge information that was found to later directly lead to the injury or death of personnel, the Lawyer should be charged as an accessory to the resulting crimes;&lt;br /&gt;
&lt;br /&gt;
  Trials&lt;br /&gt;
&lt;br /&gt;
1. Only Tier IV (if the ranking Judge on the station consents) crimes and Tier V (if the defendant and their legal representative demand it) crimes should be brought to trial;&lt;br /&gt;
&lt;br /&gt;
2. Expedient application of Space Law is preferred over a trial process, trials should be reserved for when the defendant and their legal representative can reasonably claim that the justification for a sentence is objectionable and the station is not currently in a state of emergency;&lt;br /&gt;
&lt;br /&gt;
3. Only the Magistrate, Captain, or Nanotrasen Representative may assume the role of Judge and convene a trial. The Magistrate can overrule the Captain and the Nanotrasen Representative, while the Captain may only overrule the Nanotrasen Representative;&lt;br /&gt;
&lt;br /&gt;
4. Security may, but is not required to act as legal representation or attend a trial, even as witnesses;&lt;br /&gt;
&lt;br /&gt;
5. When provided by defendants, legal representation must be permitted in the trial to speak on their behalf. Though Lawyers may be the most suited for the role, there are no restrictions on who may represent a defendant;&lt;br /&gt;
&lt;br /&gt;
6. Before beginning a trial, the Judge should obtain a statement or &amp;quot;affidivat&amp;quot; with a full recount of the defendant&#039;s and any relevant witnesses&#039; testimony of the events from their perspective;&lt;br /&gt;
&lt;br /&gt;
7. The Judge must ensure that decorum is kept during a trial and that the proceedings are timely;&lt;br /&gt;
&lt;br /&gt;
  Official Courtroom Proceedings&lt;br /&gt;
&lt;br /&gt;
Judges must strictly enforce the following procedure during a trial. The Judge should be mindful of the time and set time limits for each part of the proceeds. The gavel may be struck when a party goes beyond their time limit;&lt;br /&gt;
&lt;br /&gt;
1. The Prosecution presents its opening statement;&lt;br /&gt;
&lt;br /&gt;
2. The Defense presents its opening statement;&lt;br /&gt;
&lt;br /&gt;
3. The Defendant is questioned first by the defense and then cross-examined by the Prosecution;&lt;br /&gt;
&lt;br /&gt;
4. Any relevant witnesses are questioned. The party that introduced the witness gets to examine them first, after which the other side is given a chance to cross-examine the witness;&lt;br /&gt;
&lt;br /&gt;
5. The Prosecution presents its closing statement;&lt;br /&gt;
&lt;br /&gt;
6. The Defense presents its closing statement;&lt;br /&gt;
&lt;br /&gt;
7. The Judge issues a verdict, which should be considered the final sentence in regards to the defendant. Only Central Command may override this verdict;&lt;br /&gt;
&lt;br /&gt;
  Contempt of Court&lt;br /&gt;
&lt;br /&gt;
It is required that all parties inside the courtroom, and during the court proceedings, must act with dignity and respect. This includes, but is not limited to, recognizing the authority of the Judge, maintaining an appropriate level of verbal control, and generally acting in a civilized manner. Should a person inside the courtroom act in such a way as to disturb/disrupt court proceedings, the Judge may hold them in Contempt of Court and have them forcefully removed from the courtroom. The decision on whether or not a person is in Contempt of Court rests with the presiding Judge.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Medical===&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| &amp;lt;strong&amp;gt;Details&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Here is a list of all the SOP documents for Medical.&lt;br /&gt;
  Chief Medical Officer&lt;br /&gt;
&lt;br /&gt;
1. The Chief Medical Officer is permitted to carry a regular Defibrillator or a Compact Defibrillator on their person at all times;&lt;br /&gt;
&lt;br /&gt;
2. The Chief Medical Officer is permitted to carry a flash and their hypospray;&lt;br /&gt;
&lt;br /&gt;
3. The Chief Medical Officer is permitted to carry self-defense chemicals for their hypospray if the station alert level warrants it;&lt;br /&gt;
&lt;br /&gt;
4. The Chief Medical Officer is not permitted to allow the creation of poisonous or explosive mixtures in Chemistry without express consent from the Head of Security or, failing that, the presence of a clear and urgent danger to the integrity of the station, except of course in situations where Chemical Implants are required;&lt;br /&gt;
&lt;br /&gt;
5. The Chief Medical Officer is permitted to issue the Handheld Crew Monitor to the Paramedic if they so desire;&lt;br /&gt;
&lt;br /&gt;
6. The Chief Medical Officer must make sure that any reviveable corpses are revived.&lt;br /&gt;
&lt;br /&gt;
  Medical Doctor and Interns&lt;br /&gt;
&lt;br /&gt;
1. Though not mandatory, it is recommended that Doctors wear Sterile Masks and Latex/Nitrile gloves when handling patients. This Guideline becomes mandatory during Viral Outbreaks;&lt;br /&gt;
&lt;br /&gt;
2. Interns should focus on helping Medical Doctors and Surgeons in whatever they require, and tending to patients that require light care. If necessary, they can stand in for regular Medical Doctor duties;&lt;br /&gt;
&lt;br /&gt;
3.  Medical Doctors must ensure there is at least one (1) Defibrillator available for use next to or near the main treatment area;&lt;br /&gt;
&lt;br /&gt;
4. Medical Doctors must maintain the entirety of Medbay in a hygienic state in the absence of custodial staff. This includes, but is not limited to, cleaning organic residue, fluids and/or corpses;&lt;br /&gt;
&lt;br /&gt;
5. Medical Doctors must place all corpses inside body bags and/or morgue trays. In addition, Medical Doctors must make sure that the Morgue does not contain reviveable corpses;&lt;br /&gt;
&lt;br /&gt;
6. Medical Doctors are not permitted to leave Medbay to perform recreational activities if there are unattended patients requiring treatment;&lt;br /&gt;
&lt;br /&gt;
7. Medical Doctors are not obliged to treat patients who are actively and intentionally harming themselves. If treated, refer the patient to the on-station Psychologist;&lt;br /&gt;
&lt;br /&gt;
8. Medical Doctors are to return any equipment of deceased crewmembers who have been moved to the morgue for permanent storage to their respective department.&lt;br /&gt;
&lt;br /&gt;
  Chemist&lt;br /&gt;
&lt;br /&gt;
1. The Chemist is not permitted to experiment with explosive mixtures;&lt;br /&gt;
&lt;br /&gt;
2. The Chemist is not permitted to experiment with poisonous mixtures and/or narcotics;&lt;br /&gt;
&lt;br /&gt;
3. The Chemist is not permitted to produce alcoholic beverages;&lt;br /&gt;
&lt;br /&gt;
4. Chemists in conjuction with Medical Doctors and must make sure that Cloning is stocked with Biomass if set up.&lt;br /&gt;
&lt;br /&gt;
5. The Chemist must ensure that the Medbay is stocked with at least enough medication to handle Brute, Burn, Respiratory, and Toxin damage. Failure to follow this Guideline or attempting to follow this Guideline within thirty (30) minutes is to be considered a breach of Standard Operating Procedure;&lt;br /&gt;
&lt;br /&gt;
6. The Chemist is not allowed to leave Chemistry unattended if the Medbay is devoid of Medication, except in such a case that Chemistry is unusable.&lt;br /&gt;
&lt;br /&gt;
  Paramedic&lt;br /&gt;
&lt;br /&gt;
1. The Paramedic is fully permitted to carry a Defibrillator on their person at all times, provided they leave at least one (1) Defibrillator for use in Medbay;&lt;br /&gt;
&lt;br /&gt;
2. The Paramedic must stabilize all patients before bringing them to the Medical Bay;&lt;br /&gt;
&lt;br /&gt;
3. In such a case as a patient is found dead, and cannot be brought back via Defibrillation, the Paramedic must ensure that said patient is brought to the Medbay and notify the Doctors;&lt;br /&gt;
&lt;br /&gt;
4. The Paramedic is authorized to carry the Handheld Crew Monitor, but is not allowed to distribute it to other crewmembers;&lt;br /&gt;
&lt;br /&gt;
5. The Paramedic must carry enough materials to provide for adequate first aid of all Major Injury Types (Brute, Burn, Toxic, Respiratory).&lt;br /&gt;
&lt;br /&gt;
  Psychologist&lt;br /&gt;
&lt;br /&gt;
1. The Psychologist may perform a full psychological evaluation on anyone, along with any potential treatment, provided the person in question seeks them out;&lt;br /&gt;
&lt;br /&gt;
2. The Psychologist may not force someone to receive therapy if the person does not want it. Exception is made for violent criminals and only if the Head of Security, Magistrate or Captain orders it;&lt;br /&gt;
&lt;br /&gt;
3. The Psychologist is not permitted to administer any medication without consent from their patient;&lt;br /&gt;
&lt;br /&gt;
4. The Psychologist is not permitted to muzzle or straightjacket anyone without express permission from the Chief Medical Officer or Head of Security. An exception is made for violent and/or out of control patients;&lt;br /&gt;
&lt;br /&gt;
5. The Psychologist may recommend a patient&#039;s demotion if they find their psychological condition to render them unfit to fulfill their duties;&lt;br /&gt;
&lt;br /&gt;
6. The Psychologist may request to consult prisoners in Permanent Imprisonment. This must happen inside the Brig, preferably inside the Permabrig, and only with Warden and/or Head of Security authorization. This should be done under the supervision of a member of Security with Permabrig access.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Science===&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| &amp;lt;strong&amp;gt;Details&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Here is a list of all the SOP documents for Science.&lt;br /&gt;
  Research Director SOP&lt;br /&gt;
&lt;br /&gt;
  Code Green&lt;br /&gt;
&lt;br /&gt;
1.  The Research Director must make sure Research is being done. Research must be completed by the end of the shift, assuming Science is provided the materials for it by Cargo;&lt;br /&gt;
&lt;br /&gt;
2. The Research Director is permitted to carry a flash and their Handheld Teleporter;&lt;br /&gt;
&lt;br /&gt;
3. The Research Director is not permitted to bring harmful artifacts outside of Science if they are not stored within an artifact container;&lt;br /&gt;
&lt;br /&gt;
4. The Research Director is not permitted to decommission a Station AI without the Captain&#039;s approval. The AI unit, if decommissioned must be secured on an Intellicard to be inspected in Central Command;&lt;br /&gt;
&lt;br /&gt;
5. The Research Director is permitted to change the Station AIs laws, provided they receive approval from the Captain;&lt;br /&gt;
&lt;br /&gt;
6. The Research Director must keep a log of all anomalies and eliminate any anomalies that may pose an immediate danger to crewmembers;&lt;br /&gt;
&lt;br /&gt;
7. The Research Director must ensure telecommunications is properly maintained.&lt;br /&gt;
&lt;br /&gt;
  Code Blue&lt;br /&gt;
&lt;br /&gt;
1. All guidelines carry over from Code Green.&lt;br /&gt;
&lt;br /&gt;
  Code Red&lt;br /&gt;
&lt;br /&gt;
1. All guidelines carry over from Code Blue;&lt;br /&gt;
&lt;br /&gt;
2. In addition to a flash, the Research Director is permitted to carry a single weapon created in the Protolathe, provided they recieve authorization from the Head of Security. An exception is made during extreme emergencies;&lt;br /&gt;
&lt;br /&gt;
  # Scientist / Research Assistant SOP&lt;br /&gt;
&lt;br /&gt;
  ## Code Green&lt;br /&gt;
&lt;br /&gt;
1. Scientists are not permitted to bring artifacts outside of Science without the use of an artifact container;&lt;br /&gt;
&lt;br /&gt;
2. are not permitted to generate anomalies without approval from the Research Director;&lt;br /&gt;
&lt;br /&gt;
3. While not mandatory, it is highly recommended that Scientists give a prior warning before generating an anomaly, preferably done in-conjuction with the Research Director declaring that an anomaly is generated with the appropriate Communications Console;&lt;br /&gt;
&lt;br /&gt;
4. Scientists are to deliver any animals used for testing to the Chef after testing has concluded;&lt;br /&gt;
&lt;br /&gt;
5. Scientists are not permitted to carry any weapons generated from the protolathe;&lt;br /&gt;
&lt;br /&gt;
6. Scientists are not permitted to distribute any weapons generated from the protolathe, unless the weapon in question (for example, Proto-Kinetic Accelerators) is delivered to the appropriate department;&lt;br /&gt;
&lt;br /&gt;
7. Scientists are not to activate Station-wide Destruction artifacts, and must destroy or eliminate them as soon as possible;&lt;br /&gt;
&lt;br /&gt;
8. At least one scientist should be available to take orders from crewmembers at the Science front desk, if there is one.&lt;br /&gt;
&lt;br /&gt;
  Code Blue&lt;br /&gt;
&lt;br /&gt;
1. All guidelines carry over from Code Green;&lt;br /&gt;
&lt;br /&gt;
2. Scientists are permitted to produce weapons and grenades from the protolathe provided they get delivered to Security.&lt;br /&gt;
&lt;br /&gt;
  Code Red&lt;br /&gt;
&lt;br /&gt;
1. All guidelines carry over from Code Blue;&lt;br /&gt;
&lt;br /&gt;
2. In regard to Guideline 2 on Code Blue, scientists may arm themselves with a single weapon if the threat is deemed to be station ending.&lt;br /&gt;
&lt;br /&gt;
  Roboticist&lt;br /&gt;
&lt;br /&gt;
  Code Green&lt;br /&gt;
&lt;br /&gt;
1. Roboticists are not permitted to construct Combat Mechs without explicit permission from the Captain and/or the Head of Security. An example of a Combat Mech is the Gygax;&lt;br /&gt;
&lt;br /&gt;
2. Roboticists are freely permitted to construct Utility Mechs, along with any assorted Utility Equipment;&lt;br /&gt;
&lt;br /&gt;
3. Roboticists are freely permitted to construct Cyborgs and all assorted equipment;&lt;br /&gt;
&lt;br /&gt;
4. Roboticists are to respect all Do-Not-Borg orders, and copies of orders are to be kept safe if possible. If no copy exists, an MMI Unit may refuse to be a Cyborg, and that wish must be respected;&lt;br /&gt;
&lt;br /&gt;
5. Roboticists must ensure that all Cyborgs are adhering to their laws and not malfunctioning. If a Cyborg is found to be breaking their laws, their MMI Unit or Positronic Brain must be preserved and placed into a new Cyborg chassis;&lt;br /&gt;
&lt;br /&gt;
6. Roboticists must keep at least one Positronic Brain activated if possible;&lt;br /&gt;
&lt;br /&gt;
7. Roboticists must adhere to all Scientist SOP guidelines.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
  Code Blue&lt;br /&gt;
1. All guidelines carry over from Code Green;&lt;br /&gt;
&lt;br /&gt;
2. In regard to Guideline 1 on Code Green, Roboticists are permitted to construct Combat Mechs without prior consent, but must be delivered to the Armory. Failure to comply will result in the Combat Mech being destroyed. An exception is made for station-wide threats, but even after these threats are dealt with, the Mech must be delivered to the Armory.&lt;br /&gt;
&lt;br /&gt;
  Code Red&lt;br /&gt;
&lt;br /&gt;
1. All guidelines carry over from Code Blue.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Security===&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| &amp;lt;strong&amp;gt;Details&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Here is a list of all the SOP documents for Security.&lt;br /&gt;
&lt;br /&gt;
  Head of Security&lt;br /&gt;
&lt;br /&gt;
  Code Green&lt;br /&gt;
1. The Head of Security is permitted to carry out arrests under the same conditions as their Security Officers;&lt;br /&gt;
&lt;br /&gt;
2. The Head of Security is permitted to carry a fully kitted security belt and a standard issue pistol. While permitted to carry their unique X-01 Multiphase gun, they are discouraged from doing so for safety concerns, and should keep it on Stun/Disable;&lt;br /&gt;
&lt;br /&gt;
3. The Head of Security is required to permit a trial in the circumstances outlined in the [textlink=&amp;quot;Legal SOP&amp;quot; link=&amp;quot;LegalSOP&amp;quot;] section, and is likewise required to permit the suspect access to confidential meetings with their chosen legal representative at any time during their sentence. The suspect&#039;s brig time should not be advanced during confidential meetings with a legal representative, and should be paused until such a time as the suspect has returned to their cell;&lt;br /&gt;
&lt;br /&gt;
4. The Head of Security is required to permit a suspect access to legal representation [italic]during interrogation[/italic] only in cases where the suspect is charged with a Tier III crime or greater;&lt;br /&gt;
&lt;br /&gt;
5. The Head of Security must follow the same guidelines as the Warden for Armory equipment, portable flashers and deployable barriers;&lt;br /&gt;
&lt;br /&gt;
6. The Head of Security is not permitted to collect equipment from the Armory to carry on their person;&lt;br /&gt;
&lt;br /&gt;
7. The Head of Security is permitted to either use their regular coat, or armored trench coat;&lt;br /&gt;
&lt;br /&gt;
8. The Head of Security is permitted to wear their unique gas mask;&lt;br /&gt;
&lt;br /&gt;
9. The Head of Security may not overrule established sentences, unless further evidence is brought to light or the prisoner in question attempts to escape;&lt;br /&gt;
&lt;br /&gt;
10. The Head of Security must follow the same guidelines as Security Officers for attire, with the exception that their own assigned attire is also acceptable for any of the attire mentioned for Security Officers;&lt;br /&gt;
&lt;br /&gt;
11. The Head of Security is encouraged to follow the Security Rules of Conduct, as this sets a proper example for Cadets and establishes good trust with the public.&lt;br /&gt;
&lt;br /&gt;
  Code Blue&lt;br /&gt;
&lt;br /&gt;
1. All Guidelines carry over from Code Green. In regard to Guideline 2, the Head of Security is now encouraged to carry their unique Energy Gun.&lt;br /&gt;
&lt;br /&gt;
2. In regard to guideline 5, leniency may be granted in order to ensure Command and other important members of the station are protected.&lt;br /&gt;
&lt;br /&gt;
  ## Code Red&lt;br /&gt;
&lt;br /&gt;
1. Guidelines 1, 2, 4, 6, 8, 9, 10, and 11 are carried over from [color=green]Code Green[/color];&lt;br /&gt;
&lt;br /&gt;
2. The Head of Security is not required to permit a trial during states of emergency. However, the Head of Security is still required to permit the suspect access to confidential meetings with their chosen legal representative at any time during their sentence, and the suspect&#039;s brig time should not be advanced during these confidential meetings.&lt;br /&gt;
&lt;br /&gt;
3. The Head of Security is permitted to take whatever equipment they require from the Armory, provided they leave enough equipment for the rest of the Security force;&lt;br /&gt;
&lt;br /&gt;
4. The Head of Security is required to make a Station Announcement regarding the nature of the confirmed threat that caused Code Red.&lt;br /&gt;
&lt;br /&gt;
  Security Officers / Cadets&lt;br /&gt;
&lt;br /&gt;
  Code Green&lt;br /&gt;
&lt;br /&gt;
1. Security Officers are encouraged to act in accordance with the Security Rules of Conduct before engaging with any member of the public.&lt;br /&gt;
&lt;br /&gt;
2. Security Officers are required to state the reasons behind an arrest before any further action is taken. Exception is made if the suspect refuses to stop;&lt;br /&gt;
&lt;br /&gt;
3. Security Officers must attempt to bring all suspects or witnesses to the Brig without handcuffing or incapacitating them. Should the suspect not cooperate, the officer may proceed as usual;&lt;br /&gt;
&lt;br /&gt;
4. No weapons are to be brandished until the suspect attempts to run away or becomes actively hostile;&lt;br /&gt;
&lt;br /&gt;
5. Security Officers may not demand access to the interior of other Departments during regular patrols. However, asking for access from the Head of Personnel is still acceptable;&lt;br /&gt;
&lt;br /&gt;
6. Security Officers are not permitted to have weapons drawn during regular patrols;&lt;br /&gt;
&lt;br /&gt;
7. Security Officers are not permitted to conduct searches, unless there is reasonable evidence/suspicion that the person in question has committed a crime. Any further searches require a warrant from the Head of Security or Captain;&lt;br /&gt;
&lt;br /&gt;
8. Security Officers are required to wear their uniform in accordance with the Security Rules of Conduct.&lt;br /&gt;
&lt;br /&gt;
  Code Blue&lt;br /&gt;
&lt;br /&gt;
1. Guidelines 1, 2, 4 and 8 are carried over from [color=green]Code Green[/color];&lt;br /&gt;
&lt;br /&gt;
2. Security Officers are permitted to carry around any weapons or equipment available in the Armory, at the Warden&#039;s discretion, but never more than one at a time. Exception is made for severe emergencies, such as Nuclear Operatives;&lt;br /&gt;
&lt;br /&gt;
3. Security Officers are permitted to carry weapons in hand during regular patrols, although this is not advised;&lt;br /&gt;
&lt;br /&gt;
4. Security Officers are permitted to present weapons during arrests;&lt;br /&gt;
&lt;br /&gt;
5. Security Officers may demand entry to specific Departments during regular patrols;&lt;br /&gt;
&lt;br /&gt;
6. Security Officers may randomly search crewmembers, but are not allowed to apply any degree of force unless said crewmember acts overtly hostile. Crew who refuse to be searched may be stunned and cuffed for the search;&lt;br /&gt;
&lt;br /&gt;
7. Security Officers are permitted to leave prisoners cuffed should they act hostile.&lt;br /&gt;
&lt;br /&gt;
  Code Red&lt;br /&gt;
&lt;br /&gt;
1. Guidelines 2, 3, 4, 5, 6, and 7 are carried over from Code Blue. Guideline 8 is carried over from [color=green]Code Green[/color];&lt;br /&gt;
&lt;br /&gt;
2. Security Officers may arrest crewmembers with no stated reason if there is evidence they are involved in criminal activities;&lt;br /&gt;
&lt;br /&gt;
3. Security Officers may forcefully relocate crewmembers to their respective Departments if necessary.&lt;br /&gt;
&lt;br /&gt;
  Warden&lt;br /&gt;
&lt;br /&gt;
  Code Green&lt;br /&gt;
&lt;br /&gt;
1. The Warden may not perform arrests if there are Security Officers active;&lt;br /&gt;
&lt;br /&gt;
2. The Warden must conduct a thorough search of every prisoner’s belongings, including pockets, PDA slots, any coat pockets and suit storage slots;&lt;br /&gt;
&lt;br /&gt;
3. The Warden is required to permit a trial in the circumstances outlined in the [textlink=&amp;quot;Legal SOP&amp;quot; link=&amp;quot;LegalSOP&amp;quot;] section, and is likewise required to permit the suspect access to confidential meetings with their chosen legal representative at any time during their sentence. The suspect&#039;s brig time should not be advanced during confidential meetings with a legal representative, and should be paused until such a time as the suspect has returned to their cell;&lt;br /&gt;
&lt;br /&gt;
4. The Warden is required to permit a suspect access to legal representation [italic]during interrogation[/italic] only in cases where the suspect is charged with a Tier III crime or greater;&lt;br /&gt;
&lt;br /&gt;
5. The Warden may not hand out any weapons or armor from the Armory, except for extra disablers. Hardsuits may be issued if emergency E.V.A action is required. Exception is made if there is an immediate threat that requires attention, such as Nuclear Operatives;&lt;br /&gt;
&lt;br /&gt;
6. The Warden is permitted to carry a fully kitted security belt and a standard issue pistol. While permitted to carry their unique energy shotgun, they are discouraged from doing so for safety concerns, and should keep it on disable;&lt;br /&gt;
&lt;br /&gt;
7. The Warden may not place the portable flashers within the Brig;&lt;br /&gt;
&lt;br /&gt;
8. The Warden may not place the deployable barriers within the Brig;&lt;br /&gt;
&lt;br /&gt;
9. The Warden must read to every prisoner the crimes they are sentenced to;&lt;br /&gt;
&lt;br /&gt;
10. The Warden is not permitted to leave prisoners cuffed to their beds. An exception is made if the prisoners acts overtly hostile or attempts to breach the cell in order to escape;&lt;br /&gt;
&lt;br /&gt;
11. The Warden must follow the same guidelines as Security Officers for attire, with the exception that their own assigned attire is also acceptable for any of the attire mentioned for Security Officers;&lt;br /&gt;
&lt;br /&gt;
12. The Warden is encouraged to follow the Security Rules of Conduct to set a proper example for cadets, as well as establish trust with the public.&lt;br /&gt;
&lt;br /&gt;
  Code Blue&lt;br /&gt;
&lt;br /&gt;
1. Guidelines 1, 2, 3, 4, 6, 9, 11 and 12 are carried over from [color=green]Code Green[/color];&lt;br /&gt;
&lt;br /&gt;
2. The Warden is permitted to hand out all equipment from the Armory. Guns are only to be handed out with Head of Security or Captain&#039;s approval, as they present a lethal risk, or if there is an immediate threat, such as Nuclear Operatives;&lt;br /&gt;
&lt;br /&gt;
3. The Warden is permitted to place the portable flashers inside the Brig;&lt;br /&gt;
&lt;br /&gt;
4. The Warden is permitted to place the deployable barriers inside the Brig.&lt;br /&gt;
&lt;br /&gt;
  Code Red&lt;br /&gt;
&lt;br /&gt;
1. Guidelines 2, 4, 6, 9, 11 and 12 are carried over from [color=green]Code Green[/color];&lt;br /&gt;
&lt;br /&gt;
2. Guidelines 3 and 4 are carried over from Code Blue. In addition, the Warden may also carry any weapon from the Armory, but never more than one at a time;&lt;br /&gt;
&lt;br /&gt;
3. The Warden is not required to permit a trial during states of emergency. However, the Warden is still required to permit the suspect access to confidential meetings with their chosen legal representative at any time during their sentence, and the suspect&#039;s brig time should not be advanced during these confidential meetings.&lt;br /&gt;
&lt;br /&gt;
4. The Warden is permitted to distribute any weapon or piece of equipment in the Armory. This includes whatever Research has provided;&lt;br /&gt;
&lt;br /&gt;
5. The Warden is permitted to carry out arrests freely.&lt;br /&gt;
&lt;br /&gt;
  Detective&lt;br /&gt;
&lt;br /&gt;
  Code Green&lt;br /&gt;
&lt;br /&gt;
1. The Detective is permitted to assist Security Officers with all Patrol Duties. This includes stops, searches, and arrests as per the current Alert Code. They should, however, prioritize investigations and the collection of forensic evidence;&lt;br /&gt;
&lt;br /&gt;
2. The Detective is to follow all Standard Operating Procedures as outlined by the Security Officer SoP in regard to stops, searches and arrests as per the current Alert Code;&lt;br /&gt;
&lt;br /&gt;
3. The Detective may carry their revolver and spare ammunition;&lt;br /&gt;
&lt;br /&gt;
4. The Detective may carry a fully kitted out security belt;&lt;br /&gt;
&lt;br /&gt;
5. The Detective is permitted to wear non-Security clothing with permission from the Head of Security for the purpose of undercover investigations. They are, however, expected to carry their Security ID on their person at all times;&lt;br /&gt;
&lt;br /&gt;
6. When not undercover, the Detective must follow the same guidelines as Security Officers for attire, with the exception that their own assigned attire is also acceptable for any of the attire mentioned for Security Officers.&lt;br /&gt;
&lt;br /&gt;
  Code Blue&lt;br /&gt;
&lt;br /&gt;
1. All Guidelines carry over from [color=green]Code Green[/color];&lt;br /&gt;
&lt;br /&gt;
2.  The Detective may pull aside any suspect for an interrogation during the course of their time in Processing. If the suspect requests legal representation during interrogation, the Detective is required to permit it only if the suspect is charged with a Tier III crime or greater. No detainee is to be held for longer than ten (10) minutes in Processing if no evidence against them is readily available.&lt;br /&gt;
&lt;br /&gt;
3. Torture as a means to gather evidence is allowed.&lt;br /&gt;
&lt;br /&gt;
  Code Red&lt;br /&gt;
&lt;br /&gt;
1. Guidelines 1, 2, 3, 4 and 5 carry over from [color=green]Code Green[/color];&lt;br /&gt;
&lt;br /&gt;
2. Guidelines 2 and 3 carry over from [color=cyan]Code Blue[/color];&lt;br /&gt;
&lt;br /&gt;
3. The Detective is permitted to carry around any weapons or equipment available in the Armory, at the Warden&#039;s discretion, but never more than one at a time. Exception is made for severe emergencies, such as Nuclear Operatives;&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Service===&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| &amp;lt;strong&amp;gt;Details&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Here is a list of all the SOP documents for Service.&lt;br /&gt;
&lt;br /&gt;
   Chef&lt;br /&gt;
&lt;br /&gt;
1. The Chef is not permitted to use the corpses of deceased personnel for meat unless given specific permission from the Chief Medical Officer. Exception is made for changelings and any other executed personnel not slated for Borgifications;&lt;br /&gt;
&lt;br /&gt;
2. The Chef is permitted to use Ambrosia and other such light narcotics in the production of food; given they are legal.&lt;br /&gt;
&lt;br /&gt;
3. The Chef must produce at least three (3) dishes of any food within twenty (20) minutes. Failure to do so is to be considered a breach of Standard Operating Procedure;&lt;br /&gt;
&lt;br /&gt;
4. The Chef is not permitted to leave the kitchen unattended for longer than fifteen (15) minutes if there is no food available for consumption. Exception is made if there are no ingredients, or if the Kitchen is unusable/a hazard zone.&lt;br /&gt;
&lt;br /&gt;
5. The Chef has full permission to forcefully throw out anyone who climbs over the kitchen table without permission. They are not, however, permitted to do so if the person in question uses the door, or is on an active investigation;&lt;br /&gt;
&lt;br /&gt;
  Bartender&lt;br /&gt;
&lt;br /&gt;
1. The Bartender is permitted to use their shotgun on unruly bar patrons in order to throw them out if they are being disruptive. They are not, however, permitted to apply lethal, or near-lethal force;&lt;br /&gt;
&lt;br /&gt;
2. The Bartender is exempt from legal ramifications when dutifully removing unruly (ie, overtly hostile) patrons from the Bar, provided, of course, they followed Guideline 1;&lt;br /&gt;
&lt;br /&gt;
3. The Bartender is not permitted to possess regular (ie, lethal) shotgun ammunition. Only beanbag slugs are permitted. Exception is made during major emergencies, such as Nuclear Operatives or Blob Organisms;&lt;br /&gt;
&lt;br /&gt;
4. The Bartender has full permission to forcefully throw out anyone who climbs over the bar counter without permission, up to and including personnel who may have access to the side windoor. They are not, however, permitted to do so if the person in question uses the door, or is on an active investigation;&lt;br /&gt;
&lt;br /&gt;
  Botanist&lt;br /&gt;
&lt;br /&gt;
1. Botanists are permitted to grow experimental plants, presuming they do not distribute it without the express permission of the HOP.&lt;br /&gt;
&lt;br /&gt;
2. Botanists must provide the Chef with adequate Botanical Supplies, per the Chef’s request, free of charge.&lt;br /&gt;
&lt;br /&gt;
3. Botanists are not permitted to cause unregulated plantlife to spread outside of Hydroponics or other such designated locations without express permission of the HOP or Captain.&lt;br /&gt;
&lt;br /&gt;
4. Botanists are not permitted to hand out spatially unstable Botanical Supplies to non-Hydroponics personnel.&lt;br /&gt;
&lt;br /&gt;
5. Botanists are not permitted to harvest or hand out Amanitin or other such plant/fungi-derived poisons, unless specifically requested by the Head of Security and/or Captain.&lt;br /&gt;
&lt;br /&gt;
6. Botanists are not permitted the use of a chemical dispenser without the express permission of the Research Director and Head of Personnel.&lt;br /&gt;
&lt;br /&gt;
7. Botanists are not permitted to carry dangerous plantlife outside Botany, or allow such plantlife to affect outside of Botany.&lt;br /&gt;
&lt;br /&gt;
  Clown&lt;br /&gt;
&lt;br /&gt;
1. The Clown is permitted to, and freely exempt from any consequences of, slipping literally anyone, assuming it does not interfere with active Security duty, or in any way endangers other personnel (such as slipping a Paramedic who’s dragging a wounded person to Medbay);&lt;br /&gt;
&lt;br /&gt;
2. The Clown is not permitted to remove their Clown Shoes or Clown Mask. Exception is made if removing them is truly necessary for the sake of their clowning performance (such as being a satire of bad clowns);&lt;br /&gt;
&lt;br /&gt;
3. The Clown is not permitted to use or be in possession of Space Lube. Exception is made during major emergencies involving hostile humanoids, whereby use of Space Lube may be condoned to help the crew;&lt;br /&gt;
&lt;br /&gt;
4. The Clown must legitimately attempt to be funny and/or entertaining at least once every fifteen (15) minutes. A simple pun will suffice. Continuously slipping people for no reason does not constitute humour. The joke is supposed to be funny for everyone;&lt;br /&gt;
&lt;br /&gt;
5. The Clown is permitted to, and freely exempt from any consequences of, performing any harmless prank that does not directly conflict with the above Guidelines&lt;br /&gt;
&lt;br /&gt;
   Mime&lt;br /&gt;
&lt;br /&gt;
1. The Mime is not permitted to talk, under any circumstance whatsoever. A Mime who breaks the Vow of Silence is to be stripped of their rank post haste;&lt;br /&gt;
&lt;br /&gt;
2. The Mime is permitted to use written words to communicate, either via paper or PDA, but are discouraged from automatically resorting to it when miming will suffice;&lt;br /&gt;
&lt;br /&gt;
3.  The Mime must actually mime something at least once every thirty (30) minutes. Standing against an invisible wall will suffice.&lt;br /&gt;
&lt;br /&gt;
  Chaplain&lt;br /&gt;
&lt;br /&gt;
1. The Chaplain is not permitted to execute Bible Healing without consent, unless the person in question is in Critical Condition and there are no doctors available.&lt;br /&gt;
&lt;br /&gt;
2. The Chaplain may not actively discriminate against any personnel on the grounds that it is a religious tenet of their particular faith;&lt;br /&gt;
&lt;br /&gt;
3. The Chaplain may freely conduct funerals for non-cloneable/revivable personnel. All funerals should be concluded with the use of the Crematorium.&lt;br /&gt;
&lt;br /&gt;
   Janitor&lt;br /&gt;
1. The Janitor must promptly respond to any call from the crew for them to clean. Failure to respond within fifteen (15) minutes is to be considered a breach of Standard Operating Procedure;&lt;br /&gt;
&lt;br /&gt;
2.  If the Janitor&#039;s work leaves any surface slippery, they are to place wet floor signs, either physical or holographic. During major crises, such as Nuclear Operatives, the Janitor is to refrain from creating any slippery surfaces whatsoever;&lt;br /&gt;
&lt;br /&gt;
3. The Janitor is not to use Cleaning Foam Grenades as pranking implements. Cleaning Foam Grenades are to be used to clean large surfaces at once, only;&lt;br /&gt;
&lt;br /&gt;
4. During Viral Outbreaks, the Janitors must don their Biosuit, and focus on cleaning any biological waste, until such a point as the Viral Pathogen is deemed eliminated;&lt;br /&gt;
&lt;br /&gt;
5. The Janitor may not deploy bear traps anywhere, unless there are actually large wild animals on the station.&lt;br /&gt;
&lt;br /&gt;
  Reporter&lt;br /&gt;
&lt;br /&gt;
1. The Reporter is permitted to report on any events aboard the station, including those involving Security and Command staff.&lt;br /&gt;
&lt;br /&gt;
2. The Reporter is not, however, permitted to use slanderous or libelous language or rhetoric when reporting on events such as arrests or imprisonment.&lt;br /&gt;
&lt;br /&gt;
3. The Reporter should only use positive language when referring to Nanotrasen and Central Command. If unsure about whether or not this should apply to an article, Reporters are advised to fax Centcomm a copy for editorial review.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>BumblingDoofer</name></author>
	</entry>
	<entry>
		<id>https://wiki.funkystation.org/index.php?title=Standard_Operating_Procedure&amp;diff=1370</id>
		<title>Standard Operating Procedure</title>
		<link rel="alternate" type="text/html" href="https://wiki.funkystation.org/index.php?title=Standard_Operating_Procedure&amp;diff=1370"/>
		<updated>2025-07-15T02:02:09Z</updated>

		<summary type="html">&lt;p&gt;BumblingDoofer: /* Security */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Command===&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| &amp;lt;strong&amp;gt;Details&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|  Here is a list of all the SOP documents for command.&lt;br /&gt;
&lt;br /&gt;
  Captain SOP&lt;br /&gt;
&lt;br /&gt;
1. The Captain is not permitted to perform regular Security Duty. However, they may still assist Security if they are understaffed, or if they see a crime being committed. However, the Captain is not permitted to take items from the Armory under normal circumstances, unless authorized by the Head of Security. In addition, the Captain may not requisition weaponry for themselves from Cargo and/or Science, unless there&#039;s an immediate threat to station and/or crew;&lt;br /&gt;
&lt;br /&gt;
2. If a Department lacks a Head of Staff, the Captain should make reasonable efforts to appoint an Acting Head of Staff, if there are available personnel to fill the position;&lt;br /&gt;
&lt;br /&gt;
3. The Captain is to ensure that Space Law is being correctly applied. This should be done in cooperation with the Head of Security;&lt;br /&gt;
&lt;br /&gt;
4. The Captain is not to leave the Station unless given specific permission by Central Command, or it happens to be the end of the shift. To do so is to be considered abandoning their posts and is grounds for termination;&lt;br /&gt;
&lt;br /&gt;
5. The Captain must keep the Nuclear Authentication Disk on their person at all times or failing that, in the possession of the Head of Security or Blueshield;&lt;br /&gt;
&lt;br /&gt;
6. The Captain is to attempt to resolve every issue that arises in Command locally before contacting Central Command;&lt;br /&gt;
&lt;br /&gt;
7.The Captain, despite being in charge of the Station, is not separate from NanoTrasen. Any attempts to disregard general company policy are to be considered an instant condition for contract termination;&lt;br /&gt;
&lt;br /&gt;
8. The Captain may only promote personnel to an Acting Head of Staff position if there is no assigned Head of Staff associated with the Department. The Acting Head of Staff must be a member of the Department they are to lead. See below for more information on Chain of Command;&lt;br /&gt;
&lt;br /&gt;
9. The Captain may not fire any Head of Staff without reasonable justification (ie, incompetency, criminal activity, or otherwise any action that endangers/compromises the station and/or crew). The Captain may not fire any Central Command VIPs (ie, Blueshield, NanoTrasen Representative) without permission from Central Command, unless they are blatantly acting against the well-being and safety of the crew and station. The Captain must also follow HoP SOP point 5.&lt;br /&gt;
&lt;br /&gt;
  Head of Personnel SOP&lt;br /&gt;
&lt;br /&gt;
1. The Head of Personnel may not transfer any personnel to another Department without authorization from the relevant Head of Staff. If no Head of Staff is available, the Head of Personnel may make a judgment call. This does not apply to Security, which always requires authorization from the Head of Security, or Genetics, which requires both Chief Medical Officer and Research Director approval. If there is no Head of Security active, no transfers are allowed to Security without authorization from the Captain;&lt;br /&gt;
&lt;br /&gt;
2. The Head of Personnel may not give any personnel increased access without authorization from the relevant Head of Staff. This includes the Head of Personnel. In addition, the Head of Personnel may only give Captain-Level access to someone if they are the Acting Captain. This access is to be removed when a proper Captain arrives at the station;&lt;br /&gt;
&lt;br /&gt;
3. The Head of Personnel may not increase any Job Openings unless the relevant Head of Staff approves;&lt;br /&gt;
&lt;br /&gt;
4.The Head of Personnel may not fire any personnel without authorization from the relevant Head of Staff, unless other conditions apply (see Space Law and General Standard Operating Procedure);&lt;br /&gt;
&lt;br /&gt;
5. The Head of Personnel may not promote anyone to the job of NanoTrasen Representative or Blueshield;&lt;br /&gt;
&lt;br /&gt;
6. The Head of Personnel is free to utilize paperwork at their discretion. However, during major station emergencies, expediency should take precedence over bureaucracy;&lt;br /&gt;
&lt;br /&gt;
7.The Head of Personnel may not leave their office unmanned if there are personnel waiting in line. Failure to respond to personnel with a legitimate request within ten (10) minutes, either via radio or in person is to be considered a breach of Standard Operating Procedure;&lt;br /&gt;
&lt;br /&gt;
8. The Head of Personnel is not permitted to perform Security duty. The Head of Personnel is permitted to carry a Disabler for self-defense only.&lt;br /&gt;
&lt;br /&gt;
  NanoTrasen Representative SOP&lt;br /&gt;
&lt;br /&gt;
1. The NanoTrasen Representative is to ensure that every Department is following Standard Operating Procedure, up to and including the respective Head of Staff. If a Head of Staff is not available for a Department, the NanoTrasen Representative must ensure that the Captain appoints an Acting Head of Staff for said Department;&lt;br /&gt;
&lt;br /&gt;
2. The NanoTrasen Representative must attempt to resolve any breach of Standard Operating Procedure locally before contacting Central Command. This is an imperative: Standard Operating Procedure should always be followed unless there is a very good reason not to;&lt;br /&gt;
&lt;br /&gt;
3. The NanoTrasen Representative must, together with the Head of Security, ensure that Space Law is being followed and correctly applied;&lt;br /&gt;
&lt;br /&gt;
4. The NanoTrasen Representative may not threaten the use of a fax in order to gain leverage over any personnel, up to and including Command. In addition, they may not threaten to fire or have Central Command fire anyone, unless they actually possess a demotion note;&lt;br /&gt;
&lt;br /&gt;
5. The NanoTrasen Representative is permitted to carry their flash and a blade-cane, or a stun baton if the blade-cane is lost.&lt;br /&gt;
&lt;br /&gt;
  # Blueshield Officer SOP&lt;br /&gt;
&lt;br /&gt;
1. The Blueshield may not conduct arrests under the same conditions as Security. However, they may apprehend any personnel that trespass on a Head of Staff Office or Command Area, any personnel that steal from those locations, or any personnel that steal from and/or injure any Head of Staff or Central Command VIP. However, all apprehended personnel are to be processed by Security personnel;&lt;br /&gt;
&lt;br /&gt;
2. The Blueshield is to put the lives of Command over those of any other personnel, the Blueshield included. Their continued well-being is the Blueshield&#039;s top priority. This includes applying basic first aid and making sure they are revived if killed;&lt;br /&gt;
&lt;br /&gt;
3. The Blueshield is to protect the lives of Command personnel, not follow their orders to a fault. The Blueshield is not to interfere with legal demotions or arrests. To do so is to place themselves under the Special Modifier Aiding and Abetting;&lt;br /&gt;
&lt;br /&gt;
4. The Blueshield is not to apply Lethal Force unless there is a clear and present danger to their life, or to the life of a member of Command and the assailant cannot be non-lethally detained.&lt;br /&gt;
&lt;br /&gt;
  Magistrate SOP&lt;br /&gt;
&lt;br /&gt;
1. The Magistrate is to ensure that Space Law is applied correctly. If it is not, they are to make it so;&lt;br /&gt;
  &lt;br /&gt;
2. The Magistrate has the final say on whether Trials take place, and should ensure they should only occur for Capital Sentences. Similarly, Magistrates are to ensure that Trials do not happen for Defendants that are self-evidently guilty;&lt;br /&gt;
&lt;br /&gt;
3. The Magistrate may overrule anyone in all matters concerning Space Law. This does not extend to Emergency Response Teams, Central Command Officials or direct Central Command communications;&lt;br /&gt;
  &lt;br /&gt;
4. The Magistrate is permitted to carry their flash;&lt;br /&gt;
  &lt;br /&gt;
5. The Magistrate is not above Space Law. Similarly, the Magistrate cannot overrule Security on a sentence imposed against themselves;&lt;br /&gt;
  &lt;br /&gt;
6. In the absence of Internal Affairs Agents or a NanoTrasen Representative, the Magistrate may elect to handle matters of Standard Operating Procedure. Otherwise, the Magistrate is only to ensure that the NanoTrasen Representative under their command are handling such matters;&lt;br /&gt;
&lt;br /&gt;
7. The Magistrate may not impede the expedient functioning of Security for the sake of micromanaging every aspect it. The Magistrate should only concern themselves with crimes that either have fuzzy evidence, or require careful deliberation of circumstances;&lt;br /&gt;
&lt;br /&gt;
8. The Magistrate is to contact Central Command immediately if their decisions are being ignored, provided said decision actually match up with Space Law and Standard Operating Procedure.&lt;br /&gt;
&lt;br /&gt;
==If you need to deviate==&lt;br /&gt;
&lt;br /&gt;
Document document document!&lt;br /&gt;
After action reports, calling CentCom on the fabled red phone, or even praying will be heard by CentCom and your actions may be excused if they were determined to be in the best interest for NanoTrasen.&lt;br /&gt;
&lt;br /&gt;
==I don&#039;t see my job listed here!==&lt;br /&gt;
&lt;br /&gt;
It may be because this is a living document, and SOP is not yet finalized. The following SOP documents are completed for other Head&#039;s of Staff;&lt;br /&gt;
Glory to NanoTrasen!&lt;br /&gt;
|}&lt;br /&gt;
===Engineering===&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| &amp;lt;strong&amp;gt;Details&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Here is a list of all the SOP documents for Engineering.&lt;br /&gt;
   # Chief Engineer&lt;br /&gt;
1. The Chief Engineer must make sure to properly wire Solar Panels and activate the Anti-Matter Engine (AME) if available, and co-ordinate a plan with their team to activate a more powerful engine for long-term station use;&lt;br /&gt;
&lt;br /&gt;
2. The Chief Engineer, along with the Research Director, is responsible for maintaining the integrity of Telecommunications. The Chief Engineer must not hinder the proper functionality of Telecommunications, and must diagnose and repair any issues that arise;&lt;br /&gt;
&lt;br /&gt;
3. The Chief Engineer is bound to the same rules regarding the axe as Atmospheric Technicians;&lt;br /&gt;
&lt;br /&gt;
4. The Chief Engineer is permitted to carry a flash and a disabler;&lt;br /&gt;
&lt;br /&gt;
5. The Chief Engineer is responsible for maintaining the integrity of all power sources set up on the station. Neglecting this duty is grounds for termination should the Supermatter delaminates or if power fails on the station;&lt;br /&gt;
&lt;br /&gt;
6. The Chief Engineer may declare an area &amp;quot;Condemned&amp;quot;, if it is damaged to the point where repairs cannot reasonably be completed within an acceptable frame of time;&lt;br /&gt;
&lt;br /&gt;
7. The Chief Engineer is permitted to grant Building Permits to crewmembers, and may dismantle or destroy unauthorized buildings / setups;&lt;br /&gt;
&lt;br /&gt;
8. The Chief Engineer is responsible for maintaining the integrity of the Station&#039;s Atmospherics System. Failure to maintain this integrity is grounds for termination.&lt;br /&gt;
&lt;br /&gt;
  # Station Engineer&lt;br /&gt;
1. Engineers must properly wire Solar Panels and activate the Anti-Matter Engine (AME) if available, and co-ordinate a plan to activate a more powerful engine for long-term station use;&lt;br /&gt;
&lt;br /&gt;
2. Engineers are responsible for maintaining the integrity of all engines aboard the station, even those that are de-activated or inert. Neglecting this duty is grounds for termination should an engine malfunction;&lt;br /&gt;
&lt;br /&gt;
3. Engineers are permitted to construct additional engines (such as additional SM/Tesla/Singularity engines) with approval from the Chief Engineer;&lt;br /&gt;
&lt;br /&gt;
4. Engineers are permitted to carry out solo reconstruction/rebuilding/personal projects if there is no damage to the station that requires fixing;&lt;br /&gt;
&lt;br /&gt;
5. Engineers must check each active engine at least once per 30 minutes;&lt;br /&gt;
&lt;br /&gt;
6. Engineers must constantly monitor the Supermatter engine if it is online and under emitter fire;&lt;br /&gt;
&lt;br /&gt;
7. Engineers must respond promptly to breaches, regardless of size. Failure to report within fifteen (15) minutes will be considered a breach of Standard Operating Procedure, unless there are no spare Engineers to report or an Atmospheric Technician has arrived on scene first. All Hazard Zones must be cordoned off with Engineering Tape or holobarriers, for the safety of crewmembers;&lt;br /&gt;
&lt;br /&gt;
8. Engineers are permitted to hack doors to gain unauthorized access to locations if said locations happen to require urgent repairs;&lt;br /&gt;
&lt;br /&gt;
9. Engineers are to maintain the integrity of the Station&#039;s Power Network;&lt;br /&gt;
10. Engineers must ensure there is at least one (1) engineering hardsuit available on the station at all times, unless there is an emergency that requires the use of all suits.&lt;br /&gt;
&lt;br /&gt;
  # Atmospheric Technician&lt;br /&gt;
&lt;br /&gt;
1. Atmospheric Technicians are permitted to completely repipe the Atmospherics Piping Setup, provided they do not pump harmful gases into anywhere except the burn chamber;&lt;br /&gt;
&lt;br /&gt;
2. Atmospheric Technicians are not permitted to create volatile mixes using Plasma and Oxygen, nor are they permitted to create any potentially harmful mixes with Carbon Dioxide and/or Nitrous Oxide. An exception is made when working with the burn chamber;&lt;br /&gt;
&lt;br /&gt;
3. Atmospheric Technicians are permitted to cool Plasma and store it for later use in Radiation Collectors. Likewise, they are permitted to cool Nitrogen or Carbon Dioxide and store it for use as coolant for the Supermatter Engine;&lt;br /&gt;
&lt;br /&gt;
4. Atmospheric Technicians are not permitted to take the axe out of its case unless there is an immediate and urgent threat to their life or urgent access to crisis locations is necessary. The axe must be returned to the case afterwards, and the case locked;&lt;br /&gt;
&lt;br /&gt;
5. Atmospheric Technicians are not permitted to tamper with the default values on Air Alarms. They are, however, permitted to create small, acclimatized rooms for species that require special atmospheric conditions (such as Vox), provided they receive express permission from the Chief Engineer;&lt;br /&gt;
&lt;br /&gt;
6. Atmospheric Technicians must periodically check on the Central Alarms Computer, in periods of, at most, thirty (30) minutes;&lt;br /&gt;
&lt;br /&gt;
7. Atmospheric Technicians must respond promptly to piping and station breaches. Failure to report within fifteen (15) minutes will be considered a breach of Standard Operating Procedure, unless there are no spare Atmospheric Technicians to report, or an Engineer has arrived at scene first. All Hazard Zones must be cordoned off with Engineering Tape or holobarriers, for the safety of all crewmembers.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Legal===&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| &amp;lt;strong&amp;gt;Details&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Here is a list of all the SOP documents for legal matters.&lt;br /&gt;
   Internal Affairs Agent&lt;br /&gt;
1. Internal Affairs Agents are to ensure that Standard Operating Procedure is being properly followed, and to contact the relevant Head of Staff when it is not;&lt;br /&gt;
&lt;br /&gt;
2. Internal Affairs Agents are to attempt to resolve all Standard Operating Procedure issues locally before contacting the Nanotrasen Representative or, if the Representative is unavailable, Central Command. This should be done in tandem with Command staff and, if possible, personnel in the relevant Department. If a valid report is ignored by the relevant Head of Staff, the Nanotrasen Representative is to be contacted. If the Representative is unavailable or ignores the report, then the Captain should be contacted. If the Captain ignores the report, then Central Command must be contacted;&lt;br /&gt;
&lt;br /&gt;
3.  Internal Affairs Agents are only to prosecute in a court of law personnel facing a Tier IV sentence or greater. They should, however, ensure that Security is applying timed sentences correctly, and must alert Security if they are not. In addition, Internal Affairs Agents are permitted to provide legal advice for Security, as well as investigating whether or not arrests were done properly;&lt;br /&gt;
&lt;br /&gt;
4. Internal Affairs Agents must be granted permission from the presiding Judge (i.e. the Magistrate or Nanotrasen Representative) to serve as legal representation for personnel in any court hearing. Internal Affairs Agents may only serve as legal representation for personnel if another Internal Affairs Agent is capable of assuming the role of prosecution, and if no Lawyer is available. Internal Affairs Agents must also request permission from any potential client before serving as their legal representative, as said client may choose to either represent themselves, or request someone else;&lt;br /&gt;
&lt;br /&gt;
5. Internal Affairs Agents are not to deliberately halt or slow down prisoner processing or ongoing investigations. If Security is acting in a demonstrably incompetent manner, Agents should contact the Head of Security or Nanotrasen Representative. If more information about the crime in question is needed, Agents should wait until the person in question is brigged;&lt;br /&gt;
6. Internal Affairs Agents are permitted to carry their flash and their security sunglasses;&lt;br /&gt;
&lt;br /&gt;
  Lawyer&lt;br /&gt;
&lt;br /&gt;
1. Lawyers are only to provide legal representation during interrogation to personnel facing charges of Tier III or greater. Lawyers are only permitted to provide legal representation in a court of law to personnel facing a Tier IV sentence or greater. They should, however, ensure that all timed sentences are applied correctly, and alert Security if it is not. In addition, Lawyers are permitted to provide legal advice to prisoners, as well as investigating whether or not arrests were done properly;&lt;br /&gt;
&lt;br /&gt;
2. Lawyers must request permission from any potential client before serving as their legal representative, as said client may choose to either represent themselves, or request someone else;&lt;br /&gt;
&lt;br /&gt;
3. Lawyers are not to deliberately halt or slow down prisoner processing or ongoing investigations. If Security is acting in a demonstrably incompetent manner, Lawyers should contact the Head of Security or the Captain. If more information about the crime in question is needed, Lawyers should wait until the person in question is brigged;&lt;br /&gt;
&lt;br /&gt;
4. Lawyers are permitted to confidentially speak with their clients prior to any interrogation. Time spent conferring with a Lawyer may not be counted as time served during a timed sentence. If a client wishes to speak confidentially with their Lawyer during a timed sentence, the time remaining on their sentence must be frozen and may only resumed once the client has re-entered their cell. Lawyers may not divulge the contents of these confidential meetings without the explicit permission of their clients, except in cases where there are reasons to believe that their silence may endanger the lives and safety of other station personnel. If a Lawyer fails to divulge information that was found to later directly lead to the injury or death of personnel, the Lawyer should be charged as an accessory to the resulting crimes;&lt;br /&gt;
&lt;br /&gt;
  Trials&lt;br /&gt;
&lt;br /&gt;
1. Only Tier IV (if the ranking Judge on the station consents) crimes and Tier V (if the defendant and their legal representative demand it) crimes should be brought to trial;&lt;br /&gt;
&lt;br /&gt;
2. Expedient application of Space Law is preferred over a trial process, trials should be reserved for when the defendant and their legal representative can reasonably claim that the justification for a sentence is objectionable and the station is not currently in a state of emergency;&lt;br /&gt;
&lt;br /&gt;
3. Only the Magistrate, Captain, or Nanotrasen Representative may assume the role of Judge and convene a trial. The Magistrate can overrule the Captain and the Nanotrasen Representative, while the Captain may only overrule the Nanotrasen Representative;&lt;br /&gt;
&lt;br /&gt;
4. Security may, but is not required to act as legal representation or attend a trial, even as witnesses;&lt;br /&gt;
&lt;br /&gt;
5. When provided by defendants, legal representation must be permitted in the trial to speak on their behalf. Though Lawyers may be the most suited for the role, there are no restrictions on who may represent a defendant;&lt;br /&gt;
&lt;br /&gt;
6. Before beginning a trial, the Judge should obtain a statement or &amp;quot;affidivat&amp;quot; with a full recount of the defendant&#039;s and any relevant witnesses&#039; testimony of the events from their perspective;&lt;br /&gt;
&lt;br /&gt;
7. The Judge must ensure that decorum is kept during a trial and that the proceedings are timely;&lt;br /&gt;
&lt;br /&gt;
  Official Courtroom Proceedings&lt;br /&gt;
&lt;br /&gt;
Judges must strictly enforce the following procedure during a trial. The Judge should be mindful of the time and set time limits for each part of the proceeds. The gavel may be struck when a party goes beyond their time limit;&lt;br /&gt;
&lt;br /&gt;
1. The Prosecution presents its opening statement;&lt;br /&gt;
&lt;br /&gt;
2. The Defense presents its opening statement;&lt;br /&gt;
&lt;br /&gt;
3. The Defendant is questioned first by the defense and then cross-examined by the Prosecution;&lt;br /&gt;
&lt;br /&gt;
4. Any relevant witnesses are questioned. The party that introduced the witness gets to examine them first, after which the other side is given a chance to cross-examine the witness;&lt;br /&gt;
&lt;br /&gt;
5. The Prosecution presents its closing statement;&lt;br /&gt;
&lt;br /&gt;
6. The Defense presents its closing statement;&lt;br /&gt;
&lt;br /&gt;
7. The Judge issues a verdict, which should be considered the final sentence in regards to the defendant. Only Central Command may override this verdict;&lt;br /&gt;
&lt;br /&gt;
  Contempt of Court&lt;br /&gt;
&lt;br /&gt;
It is required that all parties inside the courtroom, and during the court proceedings, must act with dignity and respect. This includes, but is not limited to, recognizing the authority of the Judge, maintaining an appropriate level of verbal control, and generally acting in a civilized manner. Should a person inside the courtroom act in such a way as to disturb/disrupt court proceedings, the Judge may hold them in Contempt of Court and have them forcefully removed from the courtroom. The decision on whether or not a person is in Contempt of Court rests with the presiding Judge.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Medical===&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| &amp;lt;strong&amp;gt;Details&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Here is a list of all the SOP documents for Medical.&lt;br /&gt;
  Chief Medical Officer&lt;br /&gt;
&lt;br /&gt;
1. The Chief Medical Officer is permitted to carry a regular Defibrillator or a Compact Defibrillator on their person at all times;&lt;br /&gt;
&lt;br /&gt;
2. The Chief Medical Officer is permitted to carry a flash and their hypospray;&lt;br /&gt;
&lt;br /&gt;
3. The Chief Medical Officer is permitted to carry self-defense chemicals for their hypospray if the station alert level warrants it;&lt;br /&gt;
&lt;br /&gt;
4. The Chief Medical Officer is not permitted to allow the creation of poisonous or explosive mixtures in Chemistry without express consent from the Head of Security or, failing that, the presence of a clear and urgent danger to the integrity of the station, except of course in situations where Chemical Implants are required;&lt;br /&gt;
&lt;br /&gt;
5. The Chief Medical Officer is permitted to issue the Handheld Crew Monitor to the Paramedic if they so desire;&lt;br /&gt;
&lt;br /&gt;
6. The Chief Medical Officer must make sure that any reviveable corpses are revived.&lt;br /&gt;
&lt;br /&gt;
  Medical Doctor and Interns&lt;br /&gt;
&lt;br /&gt;
1. Though not mandatory, it is recommended that Doctors wear Sterile Masks and Latex/Nitrile gloves when handling patients. This Guideline becomes mandatory during Viral Outbreaks;&lt;br /&gt;
&lt;br /&gt;
2. Interns should focus on helping Medical Doctors and Surgeons in whatever they require, and tending to patients that require light care. If necessary, they can stand in for regular Medical Doctor duties;&lt;br /&gt;
&lt;br /&gt;
3.  Medical Doctors must ensure there is at least one (1) Defibrillator available for use next to or near the main treatment area;&lt;br /&gt;
&lt;br /&gt;
4. Medical Doctors must maintain the entirety of Medbay in a hygienic state in the absence of custodial staff. This includes, but is not limited to, cleaning organic residue, fluids and/or corpses;&lt;br /&gt;
&lt;br /&gt;
5. Medical Doctors must place all corpses inside body bags and/or morgue trays. In addition, Medical Doctors must make sure that the Morgue does not contain reviveable corpses;&lt;br /&gt;
&lt;br /&gt;
6. Medical Doctors are not permitted to leave Medbay to perform recreational activities if there are unattended patients requiring treatment;&lt;br /&gt;
&lt;br /&gt;
7. Medical Doctors are not obliged to treat patients who are actively and intentionally harming themselves. If treated, refer the patient to the on-station Psychologist;&lt;br /&gt;
&lt;br /&gt;
8. Medical Doctors are to return any equipment of deceased crewmembers who have been moved to the morgue for permanent storage to their respective department.&lt;br /&gt;
&lt;br /&gt;
  Chemist&lt;br /&gt;
&lt;br /&gt;
1. The Chemist is not permitted to experiment with explosive mixtures;&lt;br /&gt;
&lt;br /&gt;
2. The Chemist is not permitted to experiment with poisonous mixtures and/or narcotics;&lt;br /&gt;
&lt;br /&gt;
3. The Chemist is not permitted to produce alcoholic beverages;&lt;br /&gt;
&lt;br /&gt;
4. Chemists in conjuction with Medical Doctors and must make sure that Cloning is stocked with Biomass if set up.&lt;br /&gt;
&lt;br /&gt;
5. The Chemist must ensure that the Medbay is stocked with at least enough medication to handle Brute, Burn, Respiratory, and Toxin damage. Failure to follow this Guideline or attempting to follow this Guideline within thirty (30) minutes is to be considered a breach of Standard Operating Procedure;&lt;br /&gt;
&lt;br /&gt;
6. The Chemist is not allowed to leave Chemistry unattended if the Medbay is devoid of Medication, except in such a case that Chemistry is unusable.&lt;br /&gt;
&lt;br /&gt;
  Paramedic&lt;br /&gt;
&lt;br /&gt;
1. The Paramedic is fully permitted to carry a Defibrillator on their person at all times, provided they leave at least one (1) Defibrillator for use in Medbay;&lt;br /&gt;
&lt;br /&gt;
2. The Paramedic must stabilize all patients before bringing them to the Medical Bay;&lt;br /&gt;
&lt;br /&gt;
3. In such a case as a patient is found dead, and cannot be brought back via Defibrillation, the Paramedic must ensure that said patient is brought to the Medbay and notify the Doctors;&lt;br /&gt;
&lt;br /&gt;
4. The Paramedic is authorized to carry the Handheld Crew Monitor, but is not allowed to distribute it to other crewmembers;&lt;br /&gt;
&lt;br /&gt;
5. The Paramedic must carry enough materials to provide for adequate first aid of all Major Injury Types (Brute, Burn, Toxic, Respiratory).&lt;br /&gt;
&lt;br /&gt;
  Psychologist&lt;br /&gt;
&lt;br /&gt;
1. The Psychologist may perform a full psychological evaluation on anyone, along with any potential treatment, provided the person in question seeks them out;&lt;br /&gt;
&lt;br /&gt;
2. The Psychologist may not force someone to receive therapy if the person does not want it. Exception is made for violent criminals and only if the Head of Security, Magistrate or Captain orders it;&lt;br /&gt;
&lt;br /&gt;
3. The Psychologist is not permitted to administer any medication without consent from their patient;&lt;br /&gt;
&lt;br /&gt;
4. The Psychologist is not permitted to muzzle or straightjacket anyone without express permission from the Chief Medical Officer or Head of Security. An exception is made for violent and/or out of control patients;&lt;br /&gt;
&lt;br /&gt;
5. The Psychologist may recommend a patient&#039;s demotion if they find their psychological condition to render them unfit to fulfill their duties;&lt;br /&gt;
&lt;br /&gt;
6. The Psychologist may request to consult prisoners in Permanent Imprisonment. This must happen inside the Brig, preferably inside the Permabrig, and only with Warden and/or Head of Security authorization. This should be done under the supervision of a member of Security with Permabrig access.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Science===&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| &amp;lt;strong&amp;gt;Details&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Here is a list of all the SOP documents for Science.&lt;br /&gt;
  Research Director SOP&lt;br /&gt;
&lt;br /&gt;
  Code Green&lt;br /&gt;
&lt;br /&gt;
1.  The Research Director must make sure Research is being done. Research must be completed by the end of the shift, assuming Science is provided the materials for it by Cargo;&lt;br /&gt;
&lt;br /&gt;
2. The Research Director is permitted to carry a flash and their Handheld Teleporter;&lt;br /&gt;
&lt;br /&gt;
3. The Research Director is not permitted to bring harmful artifacts outside of Science if they are not stored within an artifact container;&lt;br /&gt;
&lt;br /&gt;
4. The Research Director is not permitted to decommission a Station AI without the Captain&#039;s approval. The AI unit, if decommissioned must be secured on an Intellicard to be inspected in Central Command;&lt;br /&gt;
&lt;br /&gt;
5. The Research Director is permitted to change the Station AIs laws, provided they receive approval from the Captain;&lt;br /&gt;
&lt;br /&gt;
6. The Research Director must keep a log of all anomalies and eliminate any anomalies that may pose an immediate danger to crewmembers;&lt;br /&gt;
&lt;br /&gt;
7. The Research Director must ensure telecommunications is properly maintained.&lt;br /&gt;
&lt;br /&gt;
  Code Blue&lt;br /&gt;
&lt;br /&gt;
1. All guidelines carry over from Code Green.&lt;br /&gt;
&lt;br /&gt;
  Code Red&lt;br /&gt;
&lt;br /&gt;
1. All guidelines carry over from Code Blue;&lt;br /&gt;
&lt;br /&gt;
2. In addition to a flash, the Research Director is permitted to carry a single weapon created in the Protolathe, provided they recieve authorization from the Head of Security. An exception is made during extreme emergencies;&lt;br /&gt;
&lt;br /&gt;
  # Scientist / Research Assistant SOP&lt;br /&gt;
&lt;br /&gt;
  ## Code Green&lt;br /&gt;
&lt;br /&gt;
1. Scientists are not permitted to bring artifacts outside of Science without the use of an artifact container;&lt;br /&gt;
&lt;br /&gt;
2. are not permitted to generate anomalies without approval from the Research Director;&lt;br /&gt;
&lt;br /&gt;
3. While not mandatory, it is highly recommended that Scientists give a prior warning before generating an anomaly, preferably done in-conjuction with the Research Director declaring that an anomaly is generated with the appropriate Communications Console;&lt;br /&gt;
&lt;br /&gt;
4. Scientists are to deliver any animals used for testing to the Chef after testing has concluded;&lt;br /&gt;
&lt;br /&gt;
5. Scientists are not permitted to carry any weapons generated from the protolathe;&lt;br /&gt;
&lt;br /&gt;
6. Scientists are not permitted to distribute any weapons generated from the protolathe, unless the weapon in question (for example, Proto-Kinetic Accelerators) is delivered to the appropriate department;&lt;br /&gt;
&lt;br /&gt;
7. Scientists are not to activate Station-wide Destruction artifacts, and must destroy or eliminate them as soon as possible;&lt;br /&gt;
&lt;br /&gt;
8. At least one scientist should be available to take orders from crewmembers at the Science front desk, if there is one.&lt;br /&gt;
&lt;br /&gt;
  Code Blue&lt;br /&gt;
&lt;br /&gt;
1. All guidelines carry over from Code Green;&lt;br /&gt;
&lt;br /&gt;
2. Scientists are permitted to produce weapons and grenades from the protolathe provided they get delivered to Security.&lt;br /&gt;
&lt;br /&gt;
  Code Red&lt;br /&gt;
&lt;br /&gt;
1. All guidelines carry over from Code Blue;&lt;br /&gt;
&lt;br /&gt;
2. In regard to Guideline 2 on Code Blue, scientists may arm themselves with a single weapon if the threat is deemed to be station ending.&lt;br /&gt;
&lt;br /&gt;
  Roboticist&lt;br /&gt;
&lt;br /&gt;
  Code Green&lt;br /&gt;
&lt;br /&gt;
1. Roboticists are not permitted to construct Combat Mechs without explicit permission from the Captain and/or the Head of Security. An example of a Combat Mech is the Gygax;&lt;br /&gt;
&lt;br /&gt;
2. Roboticists are freely permitted to construct Utility Mechs, along with any assorted Utility Equipment;&lt;br /&gt;
&lt;br /&gt;
3. Roboticists are freely permitted to construct Cyborgs and all assorted equipment;&lt;br /&gt;
&lt;br /&gt;
4. Roboticists are to respect all Do-Not-Borg orders, and copies of orders are to be kept safe if possible. If no copy exists, an MMI Unit may refuse to be a Cyborg, and that wish must be respected;&lt;br /&gt;
&lt;br /&gt;
5. Roboticists must ensure that all Cyborgs are adhering to their laws and not malfunctioning. If a Cyborg is found to be breaking their laws, their MMI Unit or Positronic Brain must be preserved and placed into a new Cyborg chassis;&lt;br /&gt;
&lt;br /&gt;
6. Roboticists must keep at least one Positronic Brain activated if possible;&lt;br /&gt;
&lt;br /&gt;
7. Roboticists must adhere to all Scientist SOP guidelines.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
  Code Blue&lt;br /&gt;
1. All guidelines carry over from Code Green;&lt;br /&gt;
&lt;br /&gt;
2. In regard to Guideline 1 on Code Green, Roboticists are permitted to construct Combat Mechs without prior consent, but must be delivered to the Armory. Failure to comply will result in the Combat Mech being destroyed. An exception is made for station-wide threats, but even after these threats are dealt with, the Mech must be delivered to the Armory.&lt;br /&gt;
&lt;br /&gt;
  Code Red&lt;br /&gt;
&lt;br /&gt;
1. All guidelines carry over from Code Blue.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Security===&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| &amp;lt;strong&amp;gt;Details&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Here is a list of all the SOP documents for Security.&lt;br /&gt;
&lt;br /&gt;
  Head of Security&lt;br /&gt;
&lt;br /&gt;
  Code Green&lt;br /&gt;
1. The Head of Security is permitted to carry out arrests under the same conditions as their Security Officers;&lt;br /&gt;
&lt;br /&gt;
2. The Head of Security is permitted to carry a fully kitted security belt and a standard issue pistol. While permitted to carry their unique X-01 Multiphase gun, they are discouraged from doing so for safety concerns, and should keep it on Stun/Disable;&lt;br /&gt;
&lt;br /&gt;
3. The Head of Security is required to permit a trial in the circumstances outlined in the [textlink=&amp;quot;Legal SOP&amp;quot; link=&amp;quot;LegalSOP&amp;quot;] section, and is likewise required to permit the suspect access to confidential meetings with their chosen legal representative at any time during their sentence. The suspect&#039;s brig time should not be advanced during confidential meetings with a legal representative, and should be paused until such a time as the suspect has returned to their cell;&lt;br /&gt;
&lt;br /&gt;
4. The Head of Security is required to permit a suspect access to legal representation [italic]during interrogation[/italic] only in cases where the suspect is charged with a Tier III crime or greater;&lt;br /&gt;
&lt;br /&gt;
5. The Head of Security must follow the same guidelines as the Warden for Armory equipment, portable flashers and deployable barriers;&lt;br /&gt;
&lt;br /&gt;
6. The Head of Security is not permitted to collect equipment from the Armory to carry on their person;&lt;br /&gt;
&lt;br /&gt;
7. The Head of Security is permitted to either use their regular coat, or armored trench coat;&lt;br /&gt;
&lt;br /&gt;
8. The Head of Security is permitted to wear their unique gas mask;&lt;br /&gt;
&lt;br /&gt;
9. The Head of Security may not overrule established sentences, unless further evidence is brought to light or the prisoner in question attempts to escape;&lt;br /&gt;
&lt;br /&gt;
10. The Head of Security must follow the same guidelines as Security Officers for attire, with the exception that their own assigned attire is also acceptable for any of the attire mentioned for Security Officers;&lt;br /&gt;
&lt;br /&gt;
11. The Head of Security is encouraged to follow the Security Rules of Conduct, as this sets a proper example for Cadets and establishes good trust with the public.&lt;br /&gt;
&lt;br /&gt;
  Code Blue&lt;br /&gt;
&lt;br /&gt;
1. All Guidelines carry over from Code Green. In regard to Guideline 2, the Head of Security is now encouraged to carry their unique Energy Gun.&lt;br /&gt;
&lt;br /&gt;
2. In regard to guideline 5, leniency may be granted in order to ensure Command and other important members of the station are protected.&lt;br /&gt;
&lt;br /&gt;
  ## Code Red&lt;br /&gt;
&lt;br /&gt;
1. Guidelines 1, 2, 4, 6, 8, 9, 10, and 11 are carried over from [color=green]Code Green[/color];&lt;br /&gt;
&lt;br /&gt;
2. The Head of Security is not required to permit a trial during states of emergency. However, the Head of Security is still required to permit the suspect access to confidential meetings with their chosen legal representative at any time during their sentence, and the suspect&#039;s brig time should not be advanced during these confidential meetings.&lt;br /&gt;
&lt;br /&gt;
3. The Head of Security is permitted to take whatever equipment they require from the Armory, provided they leave enough equipment for the rest of the Security force;&lt;br /&gt;
&lt;br /&gt;
4. The Head of Security is required to make a Station Announcement regarding the nature of the confirmed threat that caused Code Red.&lt;br /&gt;
&lt;br /&gt;
  Security Officers / Cadets&lt;br /&gt;
&lt;br /&gt;
  Code Green&lt;br /&gt;
&lt;br /&gt;
1. Security Officers are encouraged to act in accordance with the Security Rules of Conduct before engaging with any member of the public.&lt;br /&gt;
&lt;br /&gt;
2. Security Officers are required to state the reasons behind an arrest before any further action is taken. Exception is made if the suspect refuses to stop;&lt;br /&gt;
&lt;br /&gt;
3. Security Officers must attempt to bring all suspects or witnesses to the Brig without handcuffing or incapacitating them. Should the suspect not cooperate, the officer may proceed as usual;&lt;br /&gt;
&lt;br /&gt;
4. No weapons are to be brandished until the suspect attempts to run away or becomes actively hostile;&lt;br /&gt;
&lt;br /&gt;
5. Security Officers may not demand access to the interior of other Departments during regular patrols. However, asking for access from the Head of Personnel is still acceptable;&lt;br /&gt;
&lt;br /&gt;
6. Security Officers are not permitted to have weapons drawn during regular patrols;&lt;br /&gt;
&lt;br /&gt;
7. Security Officers are not permitted to conduct searches, unless there is reasonable evidence/suspicion that the person in question has committed a crime. Any further searches require a warrant from the Head of Security or Captain;&lt;br /&gt;
&lt;br /&gt;
8. Security Officers are required to wear their uniform in accordance with the Security Rules of Conduct.&lt;br /&gt;
&lt;br /&gt;
  Code Blue&lt;br /&gt;
&lt;br /&gt;
1. Guidelines 1, 2, 4 and 8 are carried over from [color=green]Code Green[/color];&lt;br /&gt;
&lt;br /&gt;
2. Security Officers are permitted to carry around any weapons or equipment available in the Armory, at the Warden&#039;s discretion, but never more than one at a time. Exception is made for severe emergencies, such as Nuclear Operatives;&lt;br /&gt;
&lt;br /&gt;
3. Security Officers are permitted to carry weapons in hand during regular patrols, although this is not advised;&lt;br /&gt;
&lt;br /&gt;
4. Security Officers are permitted to present weapons during arrests;&lt;br /&gt;
&lt;br /&gt;
5. Security Officers may demand entry to specific Departments during regular patrols;&lt;br /&gt;
&lt;br /&gt;
6. Security Officers may randomly search crewmembers, but are not allowed to apply any degree of force unless said crewmember acts overtly hostile. Crew who refuse to be searched may be stunned and cuffed for the search;&lt;br /&gt;
&lt;br /&gt;
7. Security Officers are permitted to leave prisoners cuffed should they act hostile.&lt;br /&gt;
&lt;br /&gt;
  Code Red&lt;br /&gt;
&lt;br /&gt;
1. Guidelines 2, 3, 4, 5, 6, and 7 are carried over from Code Blue. Guideline 8 is carried over from [color=green]Code Green[/color];&lt;br /&gt;
&lt;br /&gt;
2. Security Officers may arrest crewmembers with no stated reason if there is evidence they are involved in criminal activities;&lt;br /&gt;
&lt;br /&gt;
3. Security Officers may forcefully relocate crewmembers to their respective Departments if necessary.&lt;br /&gt;
&lt;br /&gt;
  Warden&lt;br /&gt;
&lt;br /&gt;
  Code Green&lt;br /&gt;
&lt;br /&gt;
1. The Warden may not perform arrests if there are Security Officers active;&lt;br /&gt;
&lt;br /&gt;
2. The Warden must conduct a thorough search of every prisoner’s belongings, including pockets, PDA slots, any coat pockets and suit storage slots;&lt;br /&gt;
&lt;br /&gt;
3. The Warden is required to permit a trial in the circumstances outlined in the [textlink=&amp;quot;Legal SOP&amp;quot; link=&amp;quot;LegalSOP&amp;quot;] section, and is likewise required to permit the suspect access to confidential meetings with their chosen legal representative at any time during their sentence. The suspect&#039;s brig time should not be advanced during confidential meetings with a legal representative, and should be paused until such a time as the suspect has returned to their cell;&lt;br /&gt;
&lt;br /&gt;
4. The Warden is required to permit a suspect access to legal representation [italic]during interrogation[/italic] only in cases where the suspect is charged with a Tier III crime or greater;&lt;br /&gt;
&lt;br /&gt;
5. The Warden may not hand out any weapons or armor from the Armory, except for extra disablers. Hardsuits may be issued if emergency E.V.A action is required. Exception is made if there is an immediate threat that requires attention, such as Nuclear Operatives;&lt;br /&gt;
&lt;br /&gt;
6. The Warden is permitted to carry a fully kitted security belt and a standard issue pistol. While permitted to carry their unique energy shotgun, they are discouraged from doing so for safety concerns, and should keep it on disable;&lt;br /&gt;
&lt;br /&gt;
7. The Warden may not place the portable flashers within the Brig;&lt;br /&gt;
&lt;br /&gt;
8. The Warden may not place the deployable barriers within the Brig;&lt;br /&gt;
&lt;br /&gt;
9. The Warden must read to every prisoner the crimes they are sentenced to;&lt;br /&gt;
&lt;br /&gt;
10. The Warden is not permitted to leave prisoners cuffed to their beds. An exception is made if the prisoners acts overtly hostile or attempts to breach the cell in order to escape;&lt;br /&gt;
&lt;br /&gt;
11. The Warden must follow the same guidelines as Security Officers for attire, with the exception that their own assigned attire is also acceptable for any of the attire mentioned for Security Officers;&lt;br /&gt;
&lt;br /&gt;
12. The Warden is encouraged to follow the Security Rules of Conduct to set a proper example for cadets, as well as establish trust with the public.&lt;br /&gt;
&lt;br /&gt;
  Code Blue&lt;br /&gt;
&lt;br /&gt;
1. Guidelines 1, 2, 3, 4, 6, 9, 11 and 12 are carried over from [color=green]Code Green[/color];&lt;br /&gt;
&lt;br /&gt;
2. The Warden is permitted to hand out all equipment from the Armory. Guns are only to be handed out with Head of Security or Captain&#039;s approval, as they present a lethal risk, or if there is an immediate threat, such as Nuclear Operatives;&lt;br /&gt;
&lt;br /&gt;
3. The Warden is permitted to place the portable flashers inside the Brig;&lt;br /&gt;
&lt;br /&gt;
4. The Warden is permitted to place the deployable barriers inside the Brig.&lt;br /&gt;
&lt;br /&gt;
  Code Red&lt;br /&gt;
&lt;br /&gt;
1. Guidelines 2, 4, 6, 9, 11 and 12 are carried over from [color=green]Code Green[/color];&lt;br /&gt;
&lt;br /&gt;
2. Guidelines 3 and 4 are carried over from Code Blue. In addition, the Warden may also carry any weapon from the Armory, but never more than one at a time;&lt;br /&gt;
&lt;br /&gt;
3. The Warden is not required to permit a trial during states of emergency. However, the Warden is still required to permit the suspect access to confidential meetings with their chosen legal representative at any time during their sentence, and the suspect&#039;s brig time should not be advanced during these confidential meetings.&lt;br /&gt;
&lt;br /&gt;
4. The Warden is permitted to distribute any weapon or piece of equipment in the Armory. This includes whatever Research has provided;&lt;br /&gt;
&lt;br /&gt;
5. The Warden is permitted to carry out arrests freely.&lt;br /&gt;
&lt;br /&gt;
  Detective&lt;br /&gt;
&lt;br /&gt;
  Code Green&lt;br /&gt;
&lt;br /&gt;
1. The Detective is permitted to assist Security Officers with all Patrol Duties. This includes stops, searches, and arrests as per the current Alert Code. They should, however, prioritize investigations and the collection of forensic evidence;&lt;br /&gt;
&lt;br /&gt;
2. The Detective is to follow all Standard Operating Procedures as outlined by the Security Officer SoP in regard to stops, searches and arrests as per the current Alert Code;&lt;br /&gt;
&lt;br /&gt;
3. The Detective may carry their revolver and spare ammunition;&lt;br /&gt;
&lt;br /&gt;
4. The Detective may carry a fully kitted out security belt;&lt;br /&gt;
&lt;br /&gt;
5. The Detective is permitted to wear non-Security clothing with permission from the Head of Security for the purpose of undercover investigations. They are, however, expected to carry their Security ID on their person at all times;&lt;br /&gt;
&lt;br /&gt;
6. When not undercover, the Detective must follow the same guidelines as Security Officers for attire, with the exception that their own assigned attire is also acceptable for any of the attire mentioned for Security Officers.&lt;br /&gt;
&lt;br /&gt;
  Code Blue&lt;br /&gt;
&lt;br /&gt;
1. All Guidelines carry over from [color=green]Code Green[/color];&lt;br /&gt;
&lt;br /&gt;
2.  The Detective may pull aside any suspect for an interrogation during the course of their time in Processing. If the suspect requests legal representation during interrogation, the Detective is required to permit it only if the suspect is charged with a Tier III crime or greater. No detainee is to be held for longer than ten (10) minutes in Processing if no evidence against them is readily available.&lt;br /&gt;
&lt;br /&gt;
3. Torture as a means to gather evidence is allowed.&lt;br /&gt;
&lt;br /&gt;
  Code Red&lt;br /&gt;
&lt;br /&gt;
1. Guidelines 1, 2, 3, 4 and 5 carry over from [color=green]Code Green[/color];&lt;br /&gt;
&lt;br /&gt;
2. Guidelines 2 and 3 carry over from [color=cyan]Code Blue[/color];&lt;br /&gt;
&lt;br /&gt;
3. The Detective is permitted to carry around any weapons or equipment available in the Armory, at the Warden&#039;s discretion, but never more than one at a time. Exception is made for severe emergencies, such as Nuclear Operatives;&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Service===&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| &amp;lt;strong&amp;gt;Details&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Here is a list of all the SOP documents for Service.&lt;br /&gt;
List of Service/Civilian roles and responsibilities by job.&lt;br /&gt;
&lt;br /&gt;
  # Chef&lt;br /&gt;
&lt;br /&gt;
    [bold]1.[/bold] The Chef is not permitted to use the corpses of deceased personnel for meat unless given specific permission from the Chief Medical Officer. Exception is made for changelings and any other executed personnel not slated for Borgifications;&lt;br /&gt;
&lt;br /&gt;
    [bold]2.[/bold] The Chef is permitted to use Ambrosia and other such light narcotics in the production of food; given they are legal.&lt;br /&gt;
&lt;br /&gt;
    [bold]3.[/bold] The Chef must produce at least three (3) dishes of any food within twenty (20) minutes. Failure to do so is to be considered a breach of Standard Operating Procedure;&lt;br /&gt;
&lt;br /&gt;
    [bold]4.[/bold] The Chef is not permitted to leave the kitchen unattended for longer than fifteen (15) minutes if there is no food available for consumption. Exception is made if there are no ingredients, or if the Kitchen is unusable/a hazard zone.&lt;br /&gt;
&lt;br /&gt;
    [bold]5.[/bold] The Chef has full permission to forcefully throw out anyone who climbs over the kitchen table without permission. They are not, however, permitted to do so if the person in question uses the door, or is on an active investigation;&lt;br /&gt;
&lt;br /&gt;
  # Bartender&lt;br /&gt;
&lt;br /&gt;
    [bold]1.[/bold] The Bartender is permitted to use their shotgun on unruly bar patrons in order to throw them out if they are being disruptive. They are not, however, permitted to apply lethal, or near-lethal force;&lt;br /&gt;
&lt;br /&gt;
    [bold]2.[/bold] The Bartender is exempt from legal ramifications when dutifully removing unruly (ie, overtly hostile) patrons from the Bar, provided, of course, they followed Guideline 1;&lt;br /&gt;
&lt;br /&gt;
    [bold]3.[/bold] The Bartender is not permitted to possess regular (ie, lethal) shotgun ammunition. Only beanbag slugs are permitted. Exception is made during major emergencies, such as Nuclear Operatives or Blob Organisms;&lt;br /&gt;
&lt;br /&gt;
    [bold]4.[/bold] The Bartender has full permission to forcefully throw out anyone who climbs over the bar counter without permission, up to and including personnel who may have access to the side windoor. They are not, however, permitted to do so if the person in question uses the door, or is on an active investigation;&lt;br /&gt;
&lt;br /&gt;
  # Botanist&lt;br /&gt;
&lt;br /&gt;
    [bold]1.[/bold] Botanists are permitted to grow experimental plants, presuming they do not distribute it without the express permission of the HOP.&lt;br /&gt;
&lt;br /&gt;
    [bold]2.[/bold] Botanists must provide the Chef with adequate Botanical Supplies, per the Chef’s request, free of charge.&lt;br /&gt;
&lt;br /&gt;
    [bold]3.[/bold] Botanists are not permitted to cause unregulated plantlife to spread outside of Hydroponics or other such designated locations without express permission of the HOP or Captain.&lt;br /&gt;
&lt;br /&gt;
    [bold]4.[/bold] Botanists are not permitted to hand out spatially unstable Botanical Supplies to non-Hydroponics personnel.&lt;br /&gt;
&lt;br /&gt;
    [bold]5.[/bold] Botanists are not permitted to harvest or hand out Amanitin or other such plant/fungi-derived poisons, unless specifically requested by the Head of Security and/or Captain.&lt;br /&gt;
&lt;br /&gt;
    [bold]6.[/bold] Botanists are not permitted the use of a chemical dispenser without the express permission of the Research Director and Head of Personnel.&lt;br /&gt;
&lt;br /&gt;
    [bold]7.[/bold] Botanists are not permitted to carry dangerous plantlife outside Botany, or allow such plantlife to affect outside of Botany.&lt;br /&gt;
&lt;br /&gt;
  # Clown&lt;br /&gt;
&lt;br /&gt;
    [bold]1.[/bold] The Clown is permitted to, and freely exempt from any consequences of, slipping literally anyone, assuming it does not interfere with active Security duty, or in any way endangers other personnel (such as slipping a Paramedic who’s dragging a wounded person to Medbay);&lt;br /&gt;
&lt;br /&gt;
    [bold]2.[/bold] The Clown is not permitted to remove their Clown Shoes or Clown Mask. Exception is made if removing them is truly necessary for the sake of their clowning performance (such as being a satire of bad clowns);&lt;br /&gt;
&lt;br /&gt;
    [bold]3.[/bold] The Clown is not permitted to use or be in possession of Space Lube. Exception is made during major emergencies involving hostile humanoids, whereby use of Space Lube may be condoned to help the crew;&lt;br /&gt;
&lt;br /&gt;
    [bold]4.[/bold] The Clown must legitimately attempt to be funny and/or entertaining at least once every fifteen (15) minutes. A simple pun will suffice. Continuously slipping people for no reason does not constitute humour. The joke is supposed to be funny for everyone;&lt;br /&gt;
&lt;br /&gt;
    [bold]5.[/bold] The Clown is permitted to, and freely exempt from any consequences of, performing any harmless prank that does not directly conflict with the above Guidelines&lt;br /&gt;
&lt;br /&gt;
  # Mime&lt;br /&gt;
&lt;br /&gt;
    [bold]1.[/bold] The Mime is not permitted to talk, under any circumstance whatsoever. A Mime who breaks the Vow of Silence is to be stripped of their rank post haste;&lt;br /&gt;
&lt;br /&gt;
    [bold]2.[/bold] The Mime is permitted to use written words to communicate, either via paper or PDA, but are discouraged from automatically resorting to it when miming will suffice;&lt;br /&gt;
&lt;br /&gt;
    [bold]3.[/bold] The Mime must actually mime something at least once every thirty (30) minutes. Standing against an invisible wall will suffice.&lt;br /&gt;
&lt;br /&gt;
  # Chaplain&lt;br /&gt;
&lt;br /&gt;
    [bold]1.[/bold] The Chaplain is not permitted to execute Bible Healing without consent, unless the person in question is in Critical Condition and there are no doctors available.&lt;br /&gt;
&lt;br /&gt;
    [bold]2.[/bold] The Chaplain may not actively discriminate against any personnel on the grounds that it is a religious tenet of their particular faith;&lt;br /&gt;
&lt;br /&gt;
    [bold]3.[/bold] The Chaplain may freely conduct funerals for non-cloneable/revivable personnel. All funerals should be concluded with the use of the Crematorium.&lt;br /&gt;
&lt;br /&gt;
  # Janitor&lt;br /&gt;
&lt;br /&gt;
    [bold]1.[/bold] The Janitor must promptly respond to any call from the crew for them to clean. Failure to respond within fifteen (15) minutes is to be considered a breach of Standard Operating Procedure;&lt;br /&gt;
&lt;br /&gt;
    [bold]2.[/bold] If the Janitor&#039;s work leaves any surface slippery, they are to place wet floor signs, either physical or holographic. During major crises, such as Nuclear Operatives, the Janitor is to refrain from creating any slippery surfaces whatsoever;&lt;br /&gt;
&lt;br /&gt;
    [bold]3.[/bold] The Janitor is not to use Cleaning Foam Grenades as pranking implements. Cleaning Foam Grenades are to be used to clean large surfaces at once, only;&lt;br /&gt;
&lt;br /&gt;
    [bold]4.[/bold] During Viral Outbreaks, the Janitors must don their Biosuit, and focus on cleaning any biological waste, until such a point as the Viral Pathogen is deemed eliminated;&lt;br /&gt;
&lt;br /&gt;
    [bold]5.[/bold] The Janitor may not deploy bear traps anywhere, unless there are actually large wild animals on the station.&lt;br /&gt;
&lt;br /&gt;
  # Reporter&lt;br /&gt;
&lt;br /&gt;
    [bold]1.[/bold] The Reporter is permitted to report on any events aboard the station, including those involving Security and Command staff.&lt;br /&gt;
&lt;br /&gt;
    [bold]2.[/bold] The Reporter is not, however, permitted to use slanderous or libelous language or rhetoric when reporting on events such as arrests or imprisonment.&lt;br /&gt;
&lt;br /&gt;
    [bold]3.[/bold] The Reporter should only use positive language when referring to Nanotrasen and Central Command. If unsure about whether or not this should apply to an article, Reporters are advised to fax Centcomm a copy for editorial review.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>BumblingDoofer</name></author>
	</entry>
	<entry>
		<id>https://wiki.funkystation.org/index.php?title=Standard_Operating_Procedure&amp;diff=1369</id>
		<title>Standard Operating Procedure</title>
		<link rel="alternate" type="text/html" href="https://wiki.funkystation.org/index.php?title=Standard_Operating_Procedure&amp;diff=1369"/>
		<updated>2025-07-15T01:50:37Z</updated>

		<summary type="html">&lt;p&gt;BumblingDoofer: /* Science */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Command===&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| &amp;lt;strong&amp;gt;Details&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|  Here is a list of all the SOP documents for command.&lt;br /&gt;
&lt;br /&gt;
  Captain SOP&lt;br /&gt;
&lt;br /&gt;
1. The Captain is not permitted to perform regular Security Duty. However, they may still assist Security if they are understaffed, or if they see a crime being committed. However, the Captain is not permitted to take items from the Armory under normal circumstances, unless authorized by the Head of Security. In addition, the Captain may not requisition weaponry for themselves from Cargo and/or Science, unless there&#039;s an immediate threat to station and/or crew;&lt;br /&gt;
&lt;br /&gt;
2. If a Department lacks a Head of Staff, the Captain should make reasonable efforts to appoint an Acting Head of Staff, if there are available personnel to fill the position;&lt;br /&gt;
&lt;br /&gt;
3. The Captain is to ensure that Space Law is being correctly applied. This should be done in cooperation with the Head of Security;&lt;br /&gt;
&lt;br /&gt;
4. The Captain is not to leave the Station unless given specific permission by Central Command, or it happens to be the end of the shift. To do so is to be considered abandoning their posts and is grounds for termination;&lt;br /&gt;
&lt;br /&gt;
5. The Captain must keep the Nuclear Authentication Disk on their person at all times or failing that, in the possession of the Head of Security or Blueshield;&lt;br /&gt;
&lt;br /&gt;
6. The Captain is to attempt to resolve every issue that arises in Command locally before contacting Central Command;&lt;br /&gt;
&lt;br /&gt;
7.The Captain, despite being in charge of the Station, is not separate from NanoTrasen. Any attempts to disregard general company policy are to be considered an instant condition for contract termination;&lt;br /&gt;
&lt;br /&gt;
8. The Captain may only promote personnel to an Acting Head of Staff position if there is no assigned Head of Staff associated with the Department. The Acting Head of Staff must be a member of the Department they are to lead. See below for more information on Chain of Command;&lt;br /&gt;
&lt;br /&gt;
9. The Captain may not fire any Head of Staff without reasonable justification (ie, incompetency, criminal activity, or otherwise any action that endangers/compromises the station and/or crew). The Captain may not fire any Central Command VIPs (ie, Blueshield, NanoTrasen Representative) without permission from Central Command, unless they are blatantly acting against the well-being and safety of the crew and station. The Captain must also follow HoP SOP point 5.&lt;br /&gt;
&lt;br /&gt;
  Head of Personnel SOP&lt;br /&gt;
&lt;br /&gt;
1. The Head of Personnel may not transfer any personnel to another Department without authorization from the relevant Head of Staff. If no Head of Staff is available, the Head of Personnel may make a judgment call. This does not apply to Security, which always requires authorization from the Head of Security, or Genetics, which requires both Chief Medical Officer and Research Director approval. If there is no Head of Security active, no transfers are allowed to Security without authorization from the Captain;&lt;br /&gt;
&lt;br /&gt;
2. The Head of Personnel may not give any personnel increased access without authorization from the relevant Head of Staff. This includes the Head of Personnel. In addition, the Head of Personnel may only give Captain-Level access to someone if they are the Acting Captain. This access is to be removed when a proper Captain arrives at the station;&lt;br /&gt;
&lt;br /&gt;
3. The Head of Personnel may not increase any Job Openings unless the relevant Head of Staff approves;&lt;br /&gt;
&lt;br /&gt;
4.The Head of Personnel may not fire any personnel without authorization from the relevant Head of Staff, unless other conditions apply (see Space Law and General Standard Operating Procedure);&lt;br /&gt;
&lt;br /&gt;
5. The Head of Personnel may not promote anyone to the job of NanoTrasen Representative or Blueshield;&lt;br /&gt;
&lt;br /&gt;
6. The Head of Personnel is free to utilize paperwork at their discretion. However, during major station emergencies, expediency should take precedence over bureaucracy;&lt;br /&gt;
&lt;br /&gt;
7.The Head of Personnel may not leave their office unmanned if there are personnel waiting in line. Failure to respond to personnel with a legitimate request within ten (10) minutes, either via radio or in person is to be considered a breach of Standard Operating Procedure;&lt;br /&gt;
&lt;br /&gt;
8. The Head of Personnel is not permitted to perform Security duty. The Head of Personnel is permitted to carry a Disabler for self-defense only.&lt;br /&gt;
&lt;br /&gt;
  NanoTrasen Representative SOP&lt;br /&gt;
&lt;br /&gt;
1. The NanoTrasen Representative is to ensure that every Department is following Standard Operating Procedure, up to and including the respective Head of Staff. If a Head of Staff is not available for a Department, the NanoTrasen Representative must ensure that the Captain appoints an Acting Head of Staff for said Department;&lt;br /&gt;
&lt;br /&gt;
2. The NanoTrasen Representative must attempt to resolve any breach of Standard Operating Procedure locally before contacting Central Command. This is an imperative: Standard Operating Procedure should always be followed unless there is a very good reason not to;&lt;br /&gt;
&lt;br /&gt;
3. The NanoTrasen Representative must, together with the Head of Security, ensure that Space Law is being followed and correctly applied;&lt;br /&gt;
&lt;br /&gt;
4. The NanoTrasen Representative may not threaten the use of a fax in order to gain leverage over any personnel, up to and including Command. In addition, they may not threaten to fire or have Central Command fire anyone, unless they actually possess a demotion note;&lt;br /&gt;
&lt;br /&gt;
5. The NanoTrasen Representative is permitted to carry their flash and a blade-cane, or a stun baton if the blade-cane is lost.&lt;br /&gt;
&lt;br /&gt;
  # Blueshield Officer SOP&lt;br /&gt;
&lt;br /&gt;
1. The Blueshield may not conduct arrests under the same conditions as Security. However, they may apprehend any personnel that trespass on a Head of Staff Office or Command Area, any personnel that steal from those locations, or any personnel that steal from and/or injure any Head of Staff or Central Command VIP. However, all apprehended personnel are to be processed by Security personnel;&lt;br /&gt;
&lt;br /&gt;
2. The Blueshield is to put the lives of Command over those of any other personnel, the Blueshield included. Their continued well-being is the Blueshield&#039;s top priority. This includes applying basic first aid and making sure they are revived if killed;&lt;br /&gt;
&lt;br /&gt;
3. The Blueshield is to protect the lives of Command personnel, not follow their orders to a fault. The Blueshield is not to interfere with legal demotions or arrests. To do so is to place themselves under the Special Modifier Aiding and Abetting;&lt;br /&gt;
&lt;br /&gt;
4. The Blueshield is not to apply Lethal Force unless there is a clear and present danger to their life, or to the life of a member of Command and the assailant cannot be non-lethally detained.&lt;br /&gt;
&lt;br /&gt;
  Magistrate SOP&lt;br /&gt;
&lt;br /&gt;
1. The Magistrate is to ensure that Space Law is applied correctly. If it is not, they are to make it so;&lt;br /&gt;
  &lt;br /&gt;
2. The Magistrate has the final say on whether Trials take place, and should ensure they should only occur for Capital Sentences. Similarly, Magistrates are to ensure that Trials do not happen for Defendants that are self-evidently guilty;&lt;br /&gt;
&lt;br /&gt;
3. The Magistrate may overrule anyone in all matters concerning Space Law. This does not extend to Emergency Response Teams, Central Command Officials or direct Central Command communications;&lt;br /&gt;
  &lt;br /&gt;
4. The Magistrate is permitted to carry their flash;&lt;br /&gt;
  &lt;br /&gt;
5. The Magistrate is not above Space Law. Similarly, the Magistrate cannot overrule Security on a sentence imposed against themselves;&lt;br /&gt;
  &lt;br /&gt;
6. In the absence of Internal Affairs Agents or a NanoTrasen Representative, the Magistrate may elect to handle matters of Standard Operating Procedure. Otherwise, the Magistrate is only to ensure that the NanoTrasen Representative under their command are handling such matters;&lt;br /&gt;
&lt;br /&gt;
7. The Magistrate may not impede the expedient functioning of Security for the sake of micromanaging every aspect it. The Magistrate should only concern themselves with crimes that either have fuzzy evidence, or require careful deliberation of circumstances;&lt;br /&gt;
&lt;br /&gt;
8. The Magistrate is to contact Central Command immediately if their decisions are being ignored, provided said decision actually match up with Space Law and Standard Operating Procedure.&lt;br /&gt;
&lt;br /&gt;
==If you need to deviate==&lt;br /&gt;
&lt;br /&gt;
Document document document!&lt;br /&gt;
After action reports, calling CentCom on the fabled red phone, or even praying will be heard by CentCom and your actions may be excused if they were determined to be in the best interest for NanoTrasen.&lt;br /&gt;
&lt;br /&gt;
==I don&#039;t see my job listed here!==&lt;br /&gt;
&lt;br /&gt;
It may be because this is a living document, and SOP is not yet finalized. The following SOP documents are completed for other Head&#039;s of Staff;&lt;br /&gt;
Glory to NanoTrasen!&lt;br /&gt;
|}&lt;br /&gt;
===Engineering===&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| &amp;lt;strong&amp;gt;Details&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Here is a list of all the SOP documents for Engineering.&lt;br /&gt;
   # Chief Engineer&lt;br /&gt;
1. The Chief Engineer must make sure to properly wire Solar Panels and activate the Anti-Matter Engine (AME) if available, and co-ordinate a plan with their team to activate a more powerful engine for long-term station use;&lt;br /&gt;
&lt;br /&gt;
2. The Chief Engineer, along with the Research Director, is responsible for maintaining the integrity of Telecommunications. The Chief Engineer must not hinder the proper functionality of Telecommunications, and must diagnose and repair any issues that arise;&lt;br /&gt;
&lt;br /&gt;
3. The Chief Engineer is bound to the same rules regarding the axe as Atmospheric Technicians;&lt;br /&gt;
&lt;br /&gt;
4. The Chief Engineer is permitted to carry a flash and a disabler;&lt;br /&gt;
&lt;br /&gt;
5. The Chief Engineer is responsible for maintaining the integrity of all power sources set up on the station. Neglecting this duty is grounds for termination should the Supermatter delaminates or if power fails on the station;&lt;br /&gt;
&lt;br /&gt;
6. The Chief Engineer may declare an area &amp;quot;Condemned&amp;quot;, if it is damaged to the point where repairs cannot reasonably be completed within an acceptable frame of time;&lt;br /&gt;
&lt;br /&gt;
7. The Chief Engineer is permitted to grant Building Permits to crewmembers, and may dismantle or destroy unauthorized buildings / setups;&lt;br /&gt;
&lt;br /&gt;
8. The Chief Engineer is responsible for maintaining the integrity of the Station&#039;s Atmospherics System. Failure to maintain this integrity is grounds for termination.&lt;br /&gt;
&lt;br /&gt;
  # Station Engineer&lt;br /&gt;
1. Engineers must properly wire Solar Panels and activate the Anti-Matter Engine (AME) if available, and co-ordinate a plan to activate a more powerful engine for long-term station use;&lt;br /&gt;
&lt;br /&gt;
2. Engineers are responsible for maintaining the integrity of all engines aboard the station, even those that are de-activated or inert. Neglecting this duty is grounds for termination should an engine malfunction;&lt;br /&gt;
&lt;br /&gt;
3. Engineers are permitted to construct additional engines (such as additional SM/Tesla/Singularity engines) with approval from the Chief Engineer;&lt;br /&gt;
&lt;br /&gt;
4. Engineers are permitted to carry out solo reconstruction/rebuilding/personal projects if there is no damage to the station that requires fixing;&lt;br /&gt;
&lt;br /&gt;
5. Engineers must check each active engine at least once per 30 minutes;&lt;br /&gt;
&lt;br /&gt;
6. Engineers must constantly monitor the Supermatter engine if it is online and under emitter fire;&lt;br /&gt;
&lt;br /&gt;
7. Engineers must respond promptly to breaches, regardless of size. Failure to report within fifteen (15) minutes will be considered a breach of Standard Operating Procedure, unless there are no spare Engineers to report or an Atmospheric Technician has arrived on scene first. All Hazard Zones must be cordoned off with Engineering Tape or holobarriers, for the safety of crewmembers;&lt;br /&gt;
&lt;br /&gt;
8. Engineers are permitted to hack doors to gain unauthorized access to locations if said locations happen to require urgent repairs;&lt;br /&gt;
&lt;br /&gt;
9. Engineers are to maintain the integrity of the Station&#039;s Power Network;&lt;br /&gt;
10. Engineers must ensure there is at least one (1) engineering hardsuit available on the station at all times, unless there is an emergency that requires the use of all suits.&lt;br /&gt;
&lt;br /&gt;
  # Atmospheric Technician&lt;br /&gt;
&lt;br /&gt;
1. Atmospheric Technicians are permitted to completely repipe the Atmospherics Piping Setup, provided they do not pump harmful gases into anywhere except the burn chamber;&lt;br /&gt;
&lt;br /&gt;
2. Atmospheric Technicians are not permitted to create volatile mixes using Plasma and Oxygen, nor are they permitted to create any potentially harmful mixes with Carbon Dioxide and/or Nitrous Oxide. An exception is made when working with the burn chamber;&lt;br /&gt;
&lt;br /&gt;
3. Atmospheric Technicians are permitted to cool Plasma and store it for later use in Radiation Collectors. Likewise, they are permitted to cool Nitrogen or Carbon Dioxide and store it for use as coolant for the Supermatter Engine;&lt;br /&gt;
&lt;br /&gt;
4. Atmospheric Technicians are not permitted to take the axe out of its case unless there is an immediate and urgent threat to their life or urgent access to crisis locations is necessary. The axe must be returned to the case afterwards, and the case locked;&lt;br /&gt;
&lt;br /&gt;
5. Atmospheric Technicians are not permitted to tamper with the default values on Air Alarms. They are, however, permitted to create small, acclimatized rooms for species that require special atmospheric conditions (such as Vox), provided they receive express permission from the Chief Engineer;&lt;br /&gt;
&lt;br /&gt;
6. Atmospheric Technicians must periodically check on the Central Alarms Computer, in periods of, at most, thirty (30) minutes;&lt;br /&gt;
&lt;br /&gt;
7. Atmospheric Technicians must respond promptly to piping and station breaches. Failure to report within fifteen (15) minutes will be considered a breach of Standard Operating Procedure, unless there are no spare Atmospheric Technicians to report, or an Engineer has arrived at scene first. All Hazard Zones must be cordoned off with Engineering Tape or holobarriers, for the safety of all crewmembers.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Legal===&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| &amp;lt;strong&amp;gt;Details&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Here is a list of all the SOP documents for legal matters.&lt;br /&gt;
   Internal Affairs Agent&lt;br /&gt;
1. Internal Affairs Agents are to ensure that Standard Operating Procedure is being properly followed, and to contact the relevant Head of Staff when it is not;&lt;br /&gt;
&lt;br /&gt;
2. Internal Affairs Agents are to attempt to resolve all Standard Operating Procedure issues locally before contacting the Nanotrasen Representative or, if the Representative is unavailable, Central Command. This should be done in tandem with Command staff and, if possible, personnel in the relevant Department. If a valid report is ignored by the relevant Head of Staff, the Nanotrasen Representative is to be contacted. If the Representative is unavailable or ignores the report, then the Captain should be contacted. If the Captain ignores the report, then Central Command must be contacted;&lt;br /&gt;
&lt;br /&gt;
3.  Internal Affairs Agents are only to prosecute in a court of law personnel facing a Tier IV sentence or greater. They should, however, ensure that Security is applying timed sentences correctly, and must alert Security if they are not. In addition, Internal Affairs Agents are permitted to provide legal advice for Security, as well as investigating whether or not arrests were done properly;&lt;br /&gt;
&lt;br /&gt;
4. Internal Affairs Agents must be granted permission from the presiding Judge (i.e. the Magistrate or Nanotrasen Representative) to serve as legal representation for personnel in any court hearing. Internal Affairs Agents may only serve as legal representation for personnel if another Internal Affairs Agent is capable of assuming the role of prosecution, and if no Lawyer is available. Internal Affairs Agents must also request permission from any potential client before serving as their legal representative, as said client may choose to either represent themselves, or request someone else;&lt;br /&gt;
&lt;br /&gt;
5. Internal Affairs Agents are not to deliberately halt or slow down prisoner processing or ongoing investigations. If Security is acting in a demonstrably incompetent manner, Agents should contact the Head of Security or Nanotrasen Representative. If more information about the crime in question is needed, Agents should wait until the person in question is brigged;&lt;br /&gt;
6. Internal Affairs Agents are permitted to carry their flash and their security sunglasses;&lt;br /&gt;
&lt;br /&gt;
  Lawyer&lt;br /&gt;
&lt;br /&gt;
1. Lawyers are only to provide legal representation during interrogation to personnel facing charges of Tier III or greater. Lawyers are only permitted to provide legal representation in a court of law to personnel facing a Tier IV sentence or greater. They should, however, ensure that all timed sentences are applied correctly, and alert Security if it is not. In addition, Lawyers are permitted to provide legal advice to prisoners, as well as investigating whether or not arrests were done properly;&lt;br /&gt;
&lt;br /&gt;
2. Lawyers must request permission from any potential client before serving as their legal representative, as said client may choose to either represent themselves, or request someone else;&lt;br /&gt;
&lt;br /&gt;
3. Lawyers are not to deliberately halt or slow down prisoner processing or ongoing investigations. If Security is acting in a demonstrably incompetent manner, Lawyers should contact the Head of Security or the Captain. If more information about the crime in question is needed, Lawyers should wait until the person in question is brigged;&lt;br /&gt;
&lt;br /&gt;
4. Lawyers are permitted to confidentially speak with their clients prior to any interrogation. Time spent conferring with a Lawyer may not be counted as time served during a timed sentence. If a client wishes to speak confidentially with their Lawyer during a timed sentence, the time remaining on their sentence must be frozen and may only resumed once the client has re-entered their cell. Lawyers may not divulge the contents of these confidential meetings without the explicit permission of their clients, except in cases where there are reasons to believe that their silence may endanger the lives and safety of other station personnel. If a Lawyer fails to divulge information that was found to later directly lead to the injury or death of personnel, the Lawyer should be charged as an accessory to the resulting crimes;&lt;br /&gt;
&lt;br /&gt;
  Trials&lt;br /&gt;
&lt;br /&gt;
1. Only Tier IV (if the ranking Judge on the station consents) crimes and Tier V (if the defendant and their legal representative demand it) crimes should be brought to trial;&lt;br /&gt;
&lt;br /&gt;
2. Expedient application of Space Law is preferred over a trial process, trials should be reserved for when the defendant and their legal representative can reasonably claim that the justification for a sentence is objectionable and the station is not currently in a state of emergency;&lt;br /&gt;
&lt;br /&gt;
3. Only the Magistrate, Captain, or Nanotrasen Representative may assume the role of Judge and convene a trial. The Magistrate can overrule the Captain and the Nanotrasen Representative, while the Captain may only overrule the Nanotrasen Representative;&lt;br /&gt;
&lt;br /&gt;
4. Security may, but is not required to act as legal representation or attend a trial, even as witnesses;&lt;br /&gt;
&lt;br /&gt;
5. When provided by defendants, legal representation must be permitted in the trial to speak on their behalf. Though Lawyers may be the most suited for the role, there are no restrictions on who may represent a defendant;&lt;br /&gt;
&lt;br /&gt;
6. Before beginning a trial, the Judge should obtain a statement or &amp;quot;affidivat&amp;quot; with a full recount of the defendant&#039;s and any relevant witnesses&#039; testimony of the events from their perspective;&lt;br /&gt;
&lt;br /&gt;
7. The Judge must ensure that decorum is kept during a trial and that the proceedings are timely;&lt;br /&gt;
&lt;br /&gt;
  Official Courtroom Proceedings&lt;br /&gt;
&lt;br /&gt;
Judges must strictly enforce the following procedure during a trial. The Judge should be mindful of the time and set time limits for each part of the proceeds. The gavel may be struck when a party goes beyond their time limit;&lt;br /&gt;
&lt;br /&gt;
1. The Prosecution presents its opening statement;&lt;br /&gt;
&lt;br /&gt;
2. The Defense presents its opening statement;&lt;br /&gt;
&lt;br /&gt;
3. The Defendant is questioned first by the defense and then cross-examined by the Prosecution;&lt;br /&gt;
&lt;br /&gt;
4. Any relevant witnesses are questioned. The party that introduced the witness gets to examine them first, after which the other side is given a chance to cross-examine the witness;&lt;br /&gt;
&lt;br /&gt;
5. The Prosecution presents its closing statement;&lt;br /&gt;
&lt;br /&gt;
6. The Defense presents its closing statement;&lt;br /&gt;
&lt;br /&gt;
7. The Judge issues a verdict, which should be considered the final sentence in regards to the defendant. Only Central Command may override this verdict;&lt;br /&gt;
&lt;br /&gt;
  Contempt of Court&lt;br /&gt;
&lt;br /&gt;
It is required that all parties inside the courtroom, and during the court proceedings, must act with dignity and respect. This includes, but is not limited to, recognizing the authority of the Judge, maintaining an appropriate level of verbal control, and generally acting in a civilized manner. Should a person inside the courtroom act in such a way as to disturb/disrupt court proceedings, the Judge may hold them in Contempt of Court and have them forcefully removed from the courtroom. The decision on whether or not a person is in Contempt of Court rests with the presiding Judge.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Medical===&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| &amp;lt;strong&amp;gt;Details&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Here is a list of all the SOP documents for Medical.&lt;br /&gt;
  Chief Medical Officer&lt;br /&gt;
&lt;br /&gt;
1. The Chief Medical Officer is permitted to carry a regular Defibrillator or a Compact Defibrillator on their person at all times;&lt;br /&gt;
&lt;br /&gt;
2. The Chief Medical Officer is permitted to carry a flash and their hypospray;&lt;br /&gt;
&lt;br /&gt;
3. The Chief Medical Officer is permitted to carry self-defense chemicals for their hypospray if the station alert level warrants it;&lt;br /&gt;
&lt;br /&gt;
4. The Chief Medical Officer is not permitted to allow the creation of poisonous or explosive mixtures in Chemistry without express consent from the Head of Security or, failing that, the presence of a clear and urgent danger to the integrity of the station, except of course in situations where Chemical Implants are required;&lt;br /&gt;
&lt;br /&gt;
5. The Chief Medical Officer is permitted to issue the Handheld Crew Monitor to the Paramedic if they so desire;&lt;br /&gt;
&lt;br /&gt;
6. The Chief Medical Officer must make sure that any reviveable corpses are revived.&lt;br /&gt;
&lt;br /&gt;
  Medical Doctor and Interns&lt;br /&gt;
&lt;br /&gt;
1. Though not mandatory, it is recommended that Doctors wear Sterile Masks and Latex/Nitrile gloves when handling patients. This Guideline becomes mandatory during Viral Outbreaks;&lt;br /&gt;
&lt;br /&gt;
2. Interns should focus on helping Medical Doctors and Surgeons in whatever they require, and tending to patients that require light care. If necessary, they can stand in for regular Medical Doctor duties;&lt;br /&gt;
&lt;br /&gt;
3.  Medical Doctors must ensure there is at least one (1) Defibrillator available for use next to or near the main treatment area;&lt;br /&gt;
&lt;br /&gt;
4. Medical Doctors must maintain the entirety of Medbay in a hygienic state in the absence of custodial staff. This includes, but is not limited to, cleaning organic residue, fluids and/or corpses;&lt;br /&gt;
&lt;br /&gt;
5. Medical Doctors must place all corpses inside body bags and/or morgue trays. In addition, Medical Doctors must make sure that the Morgue does not contain reviveable corpses;&lt;br /&gt;
&lt;br /&gt;
6. Medical Doctors are not permitted to leave Medbay to perform recreational activities if there are unattended patients requiring treatment;&lt;br /&gt;
&lt;br /&gt;
7. Medical Doctors are not obliged to treat patients who are actively and intentionally harming themselves. If treated, refer the patient to the on-station Psychologist;&lt;br /&gt;
&lt;br /&gt;
8. Medical Doctors are to return any equipment of deceased crewmembers who have been moved to the morgue for permanent storage to their respective department.&lt;br /&gt;
&lt;br /&gt;
  Chemist&lt;br /&gt;
&lt;br /&gt;
1. The Chemist is not permitted to experiment with explosive mixtures;&lt;br /&gt;
&lt;br /&gt;
2. The Chemist is not permitted to experiment with poisonous mixtures and/or narcotics;&lt;br /&gt;
&lt;br /&gt;
3. The Chemist is not permitted to produce alcoholic beverages;&lt;br /&gt;
&lt;br /&gt;
4. Chemists in conjuction with Medical Doctors and must make sure that Cloning is stocked with Biomass if set up.&lt;br /&gt;
&lt;br /&gt;
5. The Chemist must ensure that the Medbay is stocked with at least enough medication to handle Brute, Burn, Respiratory, and Toxin damage. Failure to follow this Guideline or attempting to follow this Guideline within thirty (30) minutes is to be considered a breach of Standard Operating Procedure;&lt;br /&gt;
&lt;br /&gt;
6. The Chemist is not allowed to leave Chemistry unattended if the Medbay is devoid of Medication, except in such a case that Chemistry is unusable.&lt;br /&gt;
&lt;br /&gt;
  Paramedic&lt;br /&gt;
&lt;br /&gt;
1. The Paramedic is fully permitted to carry a Defibrillator on their person at all times, provided they leave at least one (1) Defibrillator for use in Medbay;&lt;br /&gt;
&lt;br /&gt;
2. The Paramedic must stabilize all patients before bringing them to the Medical Bay;&lt;br /&gt;
&lt;br /&gt;
3. In such a case as a patient is found dead, and cannot be brought back via Defibrillation, the Paramedic must ensure that said patient is brought to the Medbay and notify the Doctors;&lt;br /&gt;
&lt;br /&gt;
4. The Paramedic is authorized to carry the Handheld Crew Monitor, but is not allowed to distribute it to other crewmembers;&lt;br /&gt;
&lt;br /&gt;
5. The Paramedic must carry enough materials to provide for adequate first aid of all Major Injury Types (Brute, Burn, Toxic, Respiratory).&lt;br /&gt;
&lt;br /&gt;
  Psychologist&lt;br /&gt;
&lt;br /&gt;
1. The Psychologist may perform a full psychological evaluation on anyone, along with any potential treatment, provided the person in question seeks them out;&lt;br /&gt;
&lt;br /&gt;
2. The Psychologist may not force someone to receive therapy if the person does not want it. Exception is made for violent criminals and only if the Head of Security, Magistrate or Captain orders it;&lt;br /&gt;
&lt;br /&gt;
3. The Psychologist is not permitted to administer any medication without consent from their patient;&lt;br /&gt;
&lt;br /&gt;
4. The Psychologist is not permitted to muzzle or straightjacket anyone without express permission from the Chief Medical Officer or Head of Security. An exception is made for violent and/or out of control patients;&lt;br /&gt;
&lt;br /&gt;
5. The Psychologist may recommend a patient&#039;s demotion if they find their psychological condition to render them unfit to fulfill their duties;&lt;br /&gt;
&lt;br /&gt;
6. The Psychologist may request to consult prisoners in Permanent Imprisonment. This must happen inside the Brig, preferably inside the Permabrig, and only with Warden and/or Head of Security authorization. This should be done under the supervision of a member of Security with Permabrig access.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Science===&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| &amp;lt;strong&amp;gt;Details&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Here is a list of all the SOP documents for Science.&lt;br /&gt;
  Research Director SOP&lt;br /&gt;
&lt;br /&gt;
  Code Green&lt;br /&gt;
&lt;br /&gt;
1.  The Research Director must make sure Research is being done. Research must be completed by the end of the shift, assuming Science is provided the materials for it by Cargo;&lt;br /&gt;
&lt;br /&gt;
2. The Research Director is permitted to carry a flash and their Handheld Teleporter;&lt;br /&gt;
&lt;br /&gt;
3. The Research Director is not permitted to bring harmful artifacts outside of Science if they are not stored within an artifact container;&lt;br /&gt;
&lt;br /&gt;
4. The Research Director is not permitted to decommission a Station AI without the Captain&#039;s approval. The AI unit, if decommissioned must be secured on an Intellicard to be inspected in Central Command;&lt;br /&gt;
&lt;br /&gt;
5. The Research Director is permitted to change the Station AIs laws, provided they receive approval from the Captain;&lt;br /&gt;
&lt;br /&gt;
6. The Research Director must keep a log of all anomalies and eliminate any anomalies that may pose an immediate danger to crewmembers;&lt;br /&gt;
&lt;br /&gt;
7. The Research Director must ensure telecommunications is properly maintained.&lt;br /&gt;
&lt;br /&gt;
  Code Blue&lt;br /&gt;
&lt;br /&gt;
1. All guidelines carry over from Code Green.&lt;br /&gt;
&lt;br /&gt;
  Code Red&lt;br /&gt;
&lt;br /&gt;
1. All guidelines carry over from Code Blue;&lt;br /&gt;
&lt;br /&gt;
2. In addition to a flash, the Research Director is permitted to carry a single weapon created in the Protolathe, provided they recieve authorization from the Head of Security. An exception is made during extreme emergencies;&lt;br /&gt;
&lt;br /&gt;
  # Scientist / Research Assistant SOP&lt;br /&gt;
&lt;br /&gt;
  ## Code Green&lt;br /&gt;
&lt;br /&gt;
1. Scientists are not permitted to bring artifacts outside of Science without the use of an artifact container;&lt;br /&gt;
&lt;br /&gt;
2. are not permitted to generate anomalies without approval from the Research Director;&lt;br /&gt;
&lt;br /&gt;
3. While not mandatory, it is highly recommended that Scientists give a prior warning before generating an anomaly, preferably done in-conjuction with the Research Director declaring that an anomaly is generated with the appropriate Communications Console;&lt;br /&gt;
&lt;br /&gt;
4. Scientists are to deliver any animals used for testing to the Chef after testing has concluded;&lt;br /&gt;
&lt;br /&gt;
5. Scientists are not permitted to carry any weapons generated from the protolathe;&lt;br /&gt;
&lt;br /&gt;
6. Scientists are not permitted to distribute any weapons generated from the protolathe, unless the weapon in question (for example, Proto-Kinetic Accelerators) is delivered to the appropriate department;&lt;br /&gt;
&lt;br /&gt;
7. Scientists are not to activate Station-wide Destruction artifacts, and must destroy or eliminate them as soon as possible;&lt;br /&gt;
&lt;br /&gt;
8. At least one scientist should be available to take orders from crewmembers at the Science front desk, if there is one.&lt;br /&gt;
&lt;br /&gt;
  Code Blue&lt;br /&gt;
&lt;br /&gt;
1. All guidelines carry over from Code Green;&lt;br /&gt;
&lt;br /&gt;
2. Scientists are permitted to produce weapons and grenades from the protolathe provided they get delivered to Security.&lt;br /&gt;
&lt;br /&gt;
  Code Red&lt;br /&gt;
&lt;br /&gt;
1. All guidelines carry over from Code Blue;&lt;br /&gt;
&lt;br /&gt;
2. In regard to Guideline 2 on Code Blue, scientists may arm themselves with a single weapon if the threat is deemed to be station ending.&lt;br /&gt;
&lt;br /&gt;
  Roboticist&lt;br /&gt;
&lt;br /&gt;
  Code Green&lt;br /&gt;
&lt;br /&gt;
1. Roboticists are not permitted to construct Combat Mechs without explicit permission from the Captain and/or the Head of Security. An example of a Combat Mech is the Gygax;&lt;br /&gt;
&lt;br /&gt;
2. Roboticists are freely permitted to construct Utility Mechs, along with any assorted Utility Equipment;&lt;br /&gt;
&lt;br /&gt;
3. Roboticists are freely permitted to construct Cyborgs and all assorted equipment;&lt;br /&gt;
&lt;br /&gt;
4. Roboticists are to respect all Do-Not-Borg orders, and copies of orders are to be kept safe if possible. If no copy exists, an MMI Unit may refuse to be a Cyborg, and that wish must be respected;&lt;br /&gt;
&lt;br /&gt;
5. Roboticists must ensure that all Cyborgs are adhering to their laws and not malfunctioning. If a Cyborg is found to be breaking their laws, their MMI Unit or Positronic Brain must be preserved and placed into a new Cyborg chassis;&lt;br /&gt;
&lt;br /&gt;
6. Roboticists must keep at least one Positronic Brain activated if possible;&lt;br /&gt;
&lt;br /&gt;
7. Roboticists must adhere to all Scientist SOP guidelines.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
  Code Blue&lt;br /&gt;
1. All guidelines carry over from Code Green;&lt;br /&gt;
&lt;br /&gt;
2. In regard to Guideline 1 on Code Green, Roboticists are permitted to construct Combat Mechs without prior consent, but must be delivered to the Armory. Failure to comply will result in the Combat Mech being destroyed. An exception is made for station-wide threats, but even after these threats are dealt with, the Mech must be delivered to the Armory.&lt;br /&gt;
&lt;br /&gt;
  Code Red&lt;br /&gt;
&lt;br /&gt;
1. All guidelines carry over from Code Blue.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Security===&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| &amp;lt;strong&amp;gt;Details&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Here is a list of all the SOP documents for Security.&lt;br /&gt;
Here is a list of all the SOP documents for Security.&lt;br /&gt;
&lt;br /&gt;
  # Head of Security SOP&lt;br /&gt;
&lt;br /&gt;
  ## Code Green&lt;br /&gt;
&lt;br /&gt;
  [bold]1.[/bold] The Head of Security is permitted to carry out arrests under the same conditions as their Security Officers;&lt;br /&gt;
&lt;br /&gt;
  [bold]2.[/bold] The Head of Security is permitted to carry a fully kitted security belt and a standard issue pistol. While permitted to carry their unique X-01 Multiphase gun, they are discouraged from doing so for safety concerns, and should keep it on Stun/Disable;&lt;br /&gt;
&lt;br /&gt;
  [bold]3.[/bold] The Head of Security is required to permit a trial in the circumstances outlined in the [textlink=&amp;quot;Legal SOP&amp;quot; link=&amp;quot;LegalSOP&amp;quot;] section, and is likewise required to permit the suspect access to confidential meetings with their chosen legal representative at any time during their sentence. The suspect&#039;s brig time should not be advanced during confidential meetings with a legal representative, and should be paused until such a time as the suspect has returned to their cell;&lt;br /&gt;
&lt;br /&gt;
  [bold]4.[/bold] The Head of Security is required to permit a suspect access to legal representation [italic]during interrogation[/italic] only in cases where the suspect is charged with a Tier III crime or greater;&lt;br /&gt;
&lt;br /&gt;
  [bold]5.[/bold] The Head of Security must follow the same guidelines as the Warden for Armory equipment, portable flashers and deployable barriers;&lt;br /&gt;
&lt;br /&gt;
  [bold]6.[/bold] The Head of Security is not permitted to collect equipment from the Armory to carry on their person;&lt;br /&gt;
&lt;br /&gt;
  [bold]7.[/bold] The Head of Security is permitted to either use their regular coat, or armored trench coat;&lt;br /&gt;
&lt;br /&gt;
  [bold]8.[/bold] The Head of Security is permitted to wear their unique gas mask;&lt;br /&gt;
&lt;br /&gt;
  [bold]9.[/bold] The Head of Security may not overrule established sentences, unless further evidence is brought to light or the prisoner in question attempts to escape;&lt;br /&gt;
&lt;br /&gt;
  [bold]10.[/bold] The Head of Security must follow the same guidelines as Security Officers for attire, with the exception that their own assigned attire is also acceptable for any of the attire mentioned for Security Officers;&lt;br /&gt;
&lt;br /&gt;
  [bold]11.[/bold] The Head of Security is encouraged to follow the Security Rules of Conduct, as this sets a proper example for Cadets and establishes good trust with the public.&lt;br /&gt;
&lt;br /&gt;
  ## Code Blue&lt;br /&gt;
&lt;br /&gt;
  [bold]1.[/bold] All Guidelines carry over from Code Green. In regard to Guideline 2, the Head of Security is now encouraged to carry their unique Energy Gun.&lt;br /&gt;
&lt;br /&gt;
  [bold]2.[/bold] In regard to guideline 5, leniency may be granted in order to ensure Command and other important members of the station are protected.&lt;br /&gt;
&lt;br /&gt;
  ## Code Red&lt;br /&gt;
&lt;br /&gt;
  [bold]1.[/bold] Guidelines 1, 2, 4, 6, 8, 9, 10, and 11 are carried over from [color=green]Code Green[/color];&lt;br /&gt;
&lt;br /&gt;
  [bold]2.[/bold] The Head of Security is not required to permit a trial during states of emergency. However, the Head of Security is still required to permit the suspect access to confidential meetings with their chosen legal representative at any time during their sentence, and the suspect&#039;s brig time should not be advanced during these confidential meetings.&lt;br /&gt;
&lt;br /&gt;
  [bold]3.[/bold] The Head of Security is permitted to take whatever equipment they require from the Armory, provided they leave enough equipment for the rest of the Security force;&lt;br /&gt;
&lt;br /&gt;
  [bold]4.[/bold] The Head of Security is required to make a Station Announcement regarding the nature of the confirmed threat that caused Code Red.&lt;br /&gt;
&lt;br /&gt;
  # Security Officers / Cadets&lt;br /&gt;
&lt;br /&gt;
  ## Code Green&lt;br /&gt;
&lt;br /&gt;
  [bold]1.[/bold] Security Officers are encouraged to act in accordance with the Security Rules of Conduct before engaging with any member of the public.&lt;br /&gt;
&lt;br /&gt;
  [bold]2.[/bold] Security Officers are required to state the reasons behind an arrest before any further action is taken. Exception is made if the suspect refuses to stop;&lt;br /&gt;
&lt;br /&gt;
  [bold]3.[/bold] Security Officers must attempt to bring all suspects or witnesses to the Brig without handcuffing or incapacitating them. Should the suspect not cooperate, the officer may proceed as usual;&lt;br /&gt;
&lt;br /&gt;
  [bold]4.[/bold] No weapons are to be brandished until the suspect attempts to run away or becomes actively hostile;&lt;br /&gt;
&lt;br /&gt;
  [bold]5.[/bold] Security Officers may not demand access to the interior of other Departments during regular patrols. However, asking for access from the Head of Personnel is still acceptable;&lt;br /&gt;
&lt;br /&gt;
  [bold]6.[/bold] Security Officers are not permitted to have weapons drawn during regular patrols;&lt;br /&gt;
&lt;br /&gt;
  [bold]7.[/bold] Security Officers are not permitted to conduct searches, unless there is reasonable evidence/suspicion that the person in question has committed a crime. Any further searches require a warrant from the Head of Security or Captain;&lt;br /&gt;
&lt;br /&gt;
  [bold]8.[/bold] Security Officers are required to wear their uniform in accordance with the Security Rules of Conduct.&lt;br /&gt;
&lt;br /&gt;
  ## Code Blue&lt;br /&gt;
&lt;br /&gt;
  [bold]1.[/bold] Guidelines 1, 2, 4 and 8 are carried over from [color=green]Code Green[/color];&lt;br /&gt;
&lt;br /&gt;
  [bold]2.[/bold] Security Officers are permitted to carry around any weapons or equipment available in the Armory, at the Warden&#039;s discretion, but never more than one at a time. Exception is made for severe emergencies, such as Nuclear Operatives;&lt;br /&gt;
&lt;br /&gt;
  [bold]3.[/bold] Security Officers are permitted to carry weapons in hand during regular patrols, although this is not advised;&lt;br /&gt;
&lt;br /&gt;
  [bold]4.[/bold] Security Officers are permitted to present weapons during arrests;&lt;br /&gt;
&lt;br /&gt;
  [bold]5.[/bold] Security Officers may demand entry to specific Departments during regular patrols;&lt;br /&gt;
&lt;br /&gt;
  [bold]6.[/bold] Security Officers may randomly search crewmembers, but are not allowed to apply any degree of force unless said crewmember acts overtly hostile. Crew who refuse to be searched may be stunned and cuffed for the search;&lt;br /&gt;
&lt;br /&gt;
  [bold]7.[/bold] Security Officers are permitted to leave prisoners cuffed should they act hostile.&lt;br /&gt;
&lt;br /&gt;
  ## Code Red&lt;br /&gt;
&lt;br /&gt;
  [bold]1.[/bold] Guidelines 2, 3, 4, 5, 6, and 7 are carried over from Code Blue. Guideline 8 is carried over from [color=green]Code Green[/color];&lt;br /&gt;
&lt;br /&gt;
  [bold]2.[/bold] Security Officers may arrest crewmembers with no stated reason if there is evidence they are involved in criminal activities;&lt;br /&gt;
&lt;br /&gt;
  [bold]3.[/bold] Security Officers may forcefully relocate crewmembers to their respective Departments if necessary.&lt;br /&gt;
&lt;br /&gt;
  # Warden&lt;br /&gt;
&lt;br /&gt;
  ## Code Green&lt;br /&gt;
&lt;br /&gt;
  [bold]1.[/bold] The Warden may not perform arrests if there are Security Officers active;&lt;br /&gt;
&lt;br /&gt;
  [bold]2.[/bold] The Warden must conduct a thorough search of every prisoner’s belongings, including pockets, PDA slots, any coat pockets and suit storage slots;&lt;br /&gt;
&lt;br /&gt;
  [bold]3.[/bold] The Warden is required to permit a trial in the circumstances outlined in the [textlink=&amp;quot;Legal SOP&amp;quot; link=&amp;quot;LegalSOP&amp;quot;] section, and is likewise required to permit the suspect access to confidential meetings with their chosen legal representative at any time during their sentence. The suspect&#039;s brig time should not be advanced during confidential meetings with a legal representative, and should be paused until such a time as the suspect has returned to their cell;&lt;br /&gt;
&lt;br /&gt;
  [bold]4.[/bold] The Warden is required to permit a suspect access to legal representation [italic]during interrogation[/italic] only in cases where the suspect is charged with a Tier III crime or greater;&lt;br /&gt;
&lt;br /&gt;
  [bold]5.[/bold] The Warden may not hand out any weapons or armor from the Armory, except for extra disablers. Hardsuits may be issued if emergency E.V.A action is required. Exception is made if there is an immediate threat that requires attention, such as Nuclear Operatives;&lt;br /&gt;
&lt;br /&gt;
  [bold]6.[/bold] The Warden is permitted to carry a fully kitted security belt and a standard issue pistol. While permitted to carry their unique energy shotgun, they are discouraged from doing so for safety concerns, and should keep it on disable;&lt;br /&gt;
&lt;br /&gt;
  [bold]7.[/bold] The Warden may not place the portable flashers within the Brig;&lt;br /&gt;
&lt;br /&gt;
  [bold]8.[/bold] The Warden may not place the deployable barriers within the Brig;&lt;br /&gt;
&lt;br /&gt;
  [bold]9.[/bold] The Warden must read to every prisoner the crimes they are sentenced to;&lt;br /&gt;
&lt;br /&gt;
  [bold]10.[/bold] The Warden is not permitted to leave prisoners cuffed to their beds. An exception is made if the prisoners acts overtly hostile or attempts to breach the cell in order to escape;&lt;br /&gt;
&lt;br /&gt;
  [bold]11.[/bold] The Warden must follow the same guidelines as Security Officers for attire, with the exception that their own assigned attire is also acceptable for any of the attire mentioned for Security Officers;&lt;br /&gt;
&lt;br /&gt;
  [bold]12.[/bold] The Warden is encouraged to follow the Security Rules of Conduct to set a proper example for cadets, as well as establish trust with the public.&lt;br /&gt;
&lt;br /&gt;
  ## Code Blue&lt;br /&gt;
&lt;br /&gt;
  [bold]1.[/bold] Guidelines 1, 2, 3, 4, 6, 9, 11 and 12 are carried over from [color=green]Code Green[/color];&lt;br /&gt;
&lt;br /&gt;
  [bold]2.[/bold] The Warden is permitted to hand out all equipment from the Armory. Guns are only to be handed out with Head of Security or Captain&#039;s approval, as they present a lethal risk, or if there is an immediate threat, such as Nuclear Operatives;&lt;br /&gt;
&lt;br /&gt;
  [bold]3.[/bold] The Warden is permitted to place the portable flashers inside the Brig;&lt;br /&gt;
&lt;br /&gt;
  [bold]4.[/bold] The Warden is permitted to place the deployable barriers inside the Brig.&lt;br /&gt;
&lt;br /&gt;
  ## Code Red&lt;br /&gt;
&lt;br /&gt;
  [bold]1.[/bold] Guidelines 2, 4, 6, 9, 11 and 12 are carried over from [color=green]Code Green[/color];&lt;br /&gt;
&lt;br /&gt;
  [bold]2.[/bold] Guidelines 3 and 4 are carried over from Code Blue. In addition, the Warden may also carry any weapon from the Armory, but never more than one at a time;&lt;br /&gt;
&lt;br /&gt;
  [bold]3.[/bold] The Warden is not required to permit a trial during states of emergency. However, the Warden is still required to permit the suspect access to confidential meetings with their chosen legal representative at any time during their sentence, and the suspect&#039;s brig time should not be advanced during these confidential meetings.&lt;br /&gt;
&lt;br /&gt;
  [bold]3.[/bold] The Warden is permitted to distribute any weapon or piece of equipment in the Armory. This includes whatever Research has provided;&lt;br /&gt;
&lt;br /&gt;
  [bold]4.[/bold] The Warden is permitted to carry out arrests freely.&lt;br /&gt;
&lt;br /&gt;
  # Detective&lt;br /&gt;
&lt;br /&gt;
  ## Code Green&lt;br /&gt;
&lt;br /&gt;
  [bold]1.[/bold] The Detective is permitted to assist Security Officers with all Patrol Duties. This includes stops, searches, and arrests as per the current Alert Code. They should, however, prioritize investigations and the collection of forensic evidence;&lt;br /&gt;
&lt;br /&gt;
  [bold]2.[/bold] The Detective is to follow all Standard Operating Procedures as outlined by the Security Officer SoP in regard to stops, searches and arrests as per the current Alert Code;&lt;br /&gt;
&lt;br /&gt;
  [bold]3.[/bold] The Detective may carry their revolver and spare ammunition;&lt;br /&gt;
&lt;br /&gt;
  [bold]4.[/bold] The Detective may carry a fully kitted out security belt;&lt;br /&gt;
&lt;br /&gt;
  [bold]5.[/bold] The Detective is permitted to wear non-Security clothing with permission from the Head of Security for the purpose of undercover investigations. They are, however, expected to carry their Security ID on their person at all times;&lt;br /&gt;
&lt;br /&gt;
  [bold]6.[/bold] When not undercover, the Detective must follow the same guidelines as Security Officers for attire, with the exception that their own assigned attire is also acceptable for any of the attire mentioned for Security Officers.&lt;br /&gt;
&lt;br /&gt;
  ## Code Blue&lt;br /&gt;
&lt;br /&gt;
  [bold]1.[/bold] All Guidelines carry over from [color=green]Code Green[/color];&lt;br /&gt;
&lt;br /&gt;
  [bold]2.[/bold] The Detective may pull aside any suspect for an interrogation during the course of their time in Processing. If the suspect requests legal representation during interrogation, the Detective is required to permit it only if the suspect is charged with a Tier III crime or greater. No detainee is to be held for longer than ten (10) minutes in Processing if no evidence against them is readily available.&lt;br /&gt;
&lt;br /&gt;
  [bold]3.[/bold] Torture as a means to gather evidence is allowed.&lt;br /&gt;
&lt;br /&gt;
  ## Code Red&lt;br /&gt;
&lt;br /&gt;
  [bold]1.[/bold] Guidelines 1, 2, 3, 4 and 5 carry over from [color=green]Code Green[/color];&lt;br /&gt;
&lt;br /&gt;
  [bold]2.[/bold] Guidelines 2 and 3 carry over from [color=cyan]Code Blue[/color];&lt;br /&gt;
&lt;br /&gt;
  [bold]3.[/bold] The Detective is permitted to carry around any weapons or equipment available in the Armory, at the Warden&#039;s discretion, but never more than one at a time. Exception is made for severe emergencies, such as Nuclear Operatives;&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
===Service===&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| &amp;lt;strong&amp;gt;Details&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Here is a list of all the SOP documents for Service.&lt;br /&gt;
List of Service/Civilian roles and responsibilities by job.&lt;br /&gt;
&lt;br /&gt;
  # Chef&lt;br /&gt;
&lt;br /&gt;
    [bold]1.[/bold] The Chef is not permitted to use the corpses of deceased personnel for meat unless given specific permission from the Chief Medical Officer. Exception is made for changelings and any other executed personnel not slated for Borgifications;&lt;br /&gt;
&lt;br /&gt;
    [bold]2.[/bold] The Chef is permitted to use Ambrosia and other such light narcotics in the production of food; given they are legal.&lt;br /&gt;
&lt;br /&gt;
    [bold]3.[/bold] The Chef must produce at least three (3) dishes of any food within twenty (20) minutes. Failure to do so is to be considered a breach of Standard Operating Procedure;&lt;br /&gt;
&lt;br /&gt;
    [bold]4.[/bold] The Chef is not permitted to leave the kitchen unattended for longer than fifteen (15) minutes if there is no food available for consumption. Exception is made if there are no ingredients, or if the Kitchen is unusable/a hazard zone.&lt;br /&gt;
&lt;br /&gt;
    [bold]5.[/bold] The Chef has full permission to forcefully throw out anyone who climbs over the kitchen table without permission. They are not, however, permitted to do so if the person in question uses the door, or is on an active investigation;&lt;br /&gt;
&lt;br /&gt;
  # Bartender&lt;br /&gt;
&lt;br /&gt;
    [bold]1.[/bold] The Bartender is permitted to use their shotgun on unruly bar patrons in order to throw them out if they are being disruptive. They are not, however, permitted to apply lethal, or near-lethal force;&lt;br /&gt;
&lt;br /&gt;
    [bold]2.[/bold] The Bartender is exempt from legal ramifications when dutifully removing unruly (ie, overtly hostile) patrons from the Bar, provided, of course, they followed Guideline 1;&lt;br /&gt;
&lt;br /&gt;
    [bold]3.[/bold] The Bartender is not permitted to possess regular (ie, lethal) shotgun ammunition. Only beanbag slugs are permitted. Exception is made during major emergencies, such as Nuclear Operatives or Blob Organisms;&lt;br /&gt;
&lt;br /&gt;
    [bold]4.[/bold] The Bartender has full permission to forcefully throw out anyone who climbs over the bar counter without permission, up to and including personnel who may have access to the side windoor. They are not, however, permitted to do so if the person in question uses the door, or is on an active investigation;&lt;br /&gt;
&lt;br /&gt;
  # Botanist&lt;br /&gt;
&lt;br /&gt;
    [bold]1.[/bold] Botanists are permitted to grow experimental plants, presuming they do not distribute it without the express permission of the HOP.&lt;br /&gt;
&lt;br /&gt;
    [bold]2.[/bold] Botanists must provide the Chef with adequate Botanical Supplies, per the Chef’s request, free of charge.&lt;br /&gt;
&lt;br /&gt;
    [bold]3.[/bold] Botanists are not permitted to cause unregulated plantlife to spread outside of Hydroponics or other such designated locations without express permission of the HOP or Captain.&lt;br /&gt;
&lt;br /&gt;
    [bold]4.[/bold] Botanists are not permitted to hand out spatially unstable Botanical Supplies to non-Hydroponics personnel.&lt;br /&gt;
&lt;br /&gt;
    [bold]5.[/bold] Botanists are not permitted to harvest or hand out Amanitin or other such plant/fungi-derived poisons, unless specifically requested by the Head of Security and/or Captain.&lt;br /&gt;
&lt;br /&gt;
    [bold]6.[/bold] Botanists are not permitted the use of a chemical dispenser without the express permission of the Research Director and Head of Personnel.&lt;br /&gt;
&lt;br /&gt;
    [bold]7.[/bold] Botanists are not permitted to carry dangerous plantlife outside Botany, or allow such plantlife to affect outside of Botany.&lt;br /&gt;
&lt;br /&gt;
  # Clown&lt;br /&gt;
&lt;br /&gt;
    [bold]1.[/bold] The Clown is permitted to, and freely exempt from any consequences of, slipping literally anyone, assuming it does not interfere with active Security duty, or in any way endangers other personnel (such as slipping a Paramedic who’s dragging a wounded person to Medbay);&lt;br /&gt;
&lt;br /&gt;
    [bold]2.[/bold] The Clown is not permitted to remove their Clown Shoes or Clown Mask. Exception is made if removing them is truly necessary for the sake of their clowning performance (such as being a satire of bad clowns);&lt;br /&gt;
&lt;br /&gt;
    [bold]3.[/bold] The Clown is not permitted to use or be in possession of Space Lube. Exception is made during major emergencies involving hostile humanoids, whereby use of Space Lube may be condoned to help the crew;&lt;br /&gt;
&lt;br /&gt;
    [bold]4.[/bold] The Clown must legitimately attempt to be funny and/or entertaining at least once every fifteen (15) minutes. A simple pun will suffice. Continuously slipping people for no reason does not constitute humour. The joke is supposed to be funny for everyone;&lt;br /&gt;
&lt;br /&gt;
    [bold]5.[/bold] The Clown is permitted to, and freely exempt from any consequences of, performing any harmless prank that does not directly conflict with the above Guidelines&lt;br /&gt;
&lt;br /&gt;
  # Mime&lt;br /&gt;
&lt;br /&gt;
    [bold]1.[/bold] The Mime is not permitted to talk, under any circumstance whatsoever. A Mime who breaks the Vow of Silence is to be stripped of their rank post haste;&lt;br /&gt;
&lt;br /&gt;
    [bold]2.[/bold] The Mime is permitted to use written words to communicate, either via paper or PDA, but are discouraged from automatically resorting to it when miming will suffice;&lt;br /&gt;
&lt;br /&gt;
    [bold]3.[/bold] The Mime must actually mime something at least once every thirty (30) minutes. Standing against an invisible wall will suffice.&lt;br /&gt;
&lt;br /&gt;
  # Chaplain&lt;br /&gt;
&lt;br /&gt;
    [bold]1.[/bold] The Chaplain is not permitted to execute Bible Healing without consent, unless the person in question is in Critical Condition and there are no doctors available.&lt;br /&gt;
&lt;br /&gt;
    [bold]2.[/bold] The Chaplain may not actively discriminate against any personnel on the grounds that it is a religious tenet of their particular faith;&lt;br /&gt;
&lt;br /&gt;
    [bold]3.[/bold] The Chaplain may freely conduct funerals for non-cloneable/revivable personnel. All funerals should be concluded with the use of the Crematorium.&lt;br /&gt;
&lt;br /&gt;
  # Janitor&lt;br /&gt;
&lt;br /&gt;
    [bold]1.[/bold] The Janitor must promptly respond to any call from the crew for them to clean. Failure to respond within fifteen (15) minutes is to be considered a breach of Standard Operating Procedure;&lt;br /&gt;
&lt;br /&gt;
    [bold]2.[/bold] If the Janitor&#039;s work leaves any surface slippery, they are to place wet floor signs, either physical or holographic. During major crises, such as Nuclear Operatives, the Janitor is to refrain from creating any slippery surfaces whatsoever;&lt;br /&gt;
&lt;br /&gt;
    [bold]3.[/bold] The Janitor is not to use Cleaning Foam Grenades as pranking implements. Cleaning Foam Grenades are to be used to clean large surfaces at once, only;&lt;br /&gt;
&lt;br /&gt;
    [bold]4.[/bold] During Viral Outbreaks, the Janitors must don their Biosuit, and focus on cleaning any biological waste, until such a point as the Viral Pathogen is deemed eliminated;&lt;br /&gt;
&lt;br /&gt;
    [bold]5.[/bold] The Janitor may not deploy bear traps anywhere, unless there are actually large wild animals on the station.&lt;br /&gt;
&lt;br /&gt;
  # Reporter&lt;br /&gt;
&lt;br /&gt;
    [bold]1.[/bold] The Reporter is permitted to report on any events aboard the station, including those involving Security and Command staff.&lt;br /&gt;
&lt;br /&gt;
    [bold]2.[/bold] The Reporter is not, however, permitted to use slanderous or libelous language or rhetoric when reporting on events such as arrests or imprisonment.&lt;br /&gt;
&lt;br /&gt;
    [bold]3.[/bold] The Reporter should only use positive language when referring to Nanotrasen and Central Command. If unsure about whether or not this should apply to an article, Reporters are advised to fax Centcomm a copy for editorial review.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>BumblingDoofer</name></author>
	</entry>
	<entry>
		<id>https://wiki.funkystation.org/index.php?title=Standard_Operating_Procedure&amp;diff=1368</id>
		<title>Standard Operating Procedure</title>
		<link rel="alternate" type="text/html" href="https://wiki.funkystation.org/index.php?title=Standard_Operating_Procedure&amp;diff=1368"/>
		<updated>2025-07-15T01:37:22Z</updated>

		<summary type="html">&lt;p&gt;BumblingDoofer: /* Medical */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Command===&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| &amp;lt;strong&amp;gt;Details&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|  Here is a list of all the SOP documents for command.&lt;br /&gt;
&lt;br /&gt;
  Captain SOP&lt;br /&gt;
&lt;br /&gt;
1. The Captain is not permitted to perform regular Security Duty. However, they may still assist Security if they are understaffed, or if they see a crime being committed. However, the Captain is not permitted to take items from the Armory under normal circumstances, unless authorized by the Head of Security. In addition, the Captain may not requisition weaponry for themselves from Cargo and/or Science, unless there&#039;s an immediate threat to station and/or crew;&lt;br /&gt;
&lt;br /&gt;
2. If a Department lacks a Head of Staff, the Captain should make reasonable efforts to appoint an Acting Head of Staff, if there are available personnel to fill the position;&lt;br /&gt;
&lt;br /&gt;
3. The Captain is to ensure that Space Law is being correctly applied. This should be done in cooperation with the Head of Security;&lt;br /&gt;
&lt;br /&gt;
4. The Captain is not to leave the Station unless given specific permission by Central Command, or it happens to be the end of the shift. To do so is to be considered abandoning their posts and is grounds for termination;&lt;br /&gt;
&lt;br /&gt;
5. The Captain must keep the Nuclear Authentication Disk on their person at all times or failing that, in the possession of the Head of Security or Blueshield;&lt;br /&gt;
&lt;br /&gt;
6. The Captain is to attempt to resolve every issue that arises in Command locally before contacting Central Command;&lt;br /&gt;
&lt;br /&gt;
7.The Captain, despite being in charge of the Station, is not separate from NanoTrasen. Any attempts to disregard general company policy are to be considered an instant condition for contract termination;&lt;br /&gt;
&lt;br /&gt;
8. The Captain may only promote personnel to an Acting Head of Staff position if there is no assigned Head of Staff associated with the Department. The Acting Head of Staff must be a member of the Department they are to lead. See below for more information on Chain of Command;&lt;br /&gt;
&lt;br /&gt;
9. The Captain may not fire any Head of Staff without reasonable justification (ie, incompetency, criminal activity, or otherwise any action that endangers/compromises the station and/or crew). The Captain may not fire any Central Command VIPs (ie, Blueshield, NanoTrasen Representative) without permission from Central Command, unless they are blatantly acting against the well-being and safety of the crew and station. The Captain must also follow HoP SOP point 5.&lt;br /&gt;
&lt;br /&gt;
  Head of Personnel SOP&lt;br /&gt;
&lt;br /&gt;
1. The Head of Personnel may not transfer any personnel to another Department without authorization from the relevant Head of Staff. If no Head of Staff is available, the Head of Personnel may make a judgment call. This does not apply to Security, which always requires authorization from the Head of Security, or Genetics, which requires both Chief Medical Officer and Research Director approval. If there is no Head of Security active, no transfers are allowed to Security without authorization from the Captain;&lt;br /&gt;
&lt;br /&gt;
2. The Head of Personnel may not give any personnel increased access without authorization from the relevant Head of Staff. This includes the Head of Personnel. In addition, the Head of Personnel may only give Captain-Level access to someone if they are the Acting Captain. This access is to be removed when a proper Captain arrives at the station;&lt;br /&gt;
&lt;br /&gt;
3. The Head of Personnel may not increase any Job Openings unless the relevant Head of Staff approves;&lt;br /&gt;
&lt;br /&gt;
4.The Head of Personnel may not fire any personnel without authorization from the relevant Head of Staff, unless other conditions apply (see Space Law and General Standard Operating Procedure);&lt;br /&gt;
&lt;br /&gt;
5. The Head of Personnel may not promote anyone to the job of NanoTrasen Representative or Blueshield;&lt;br /&gt;
&lt;br /&gt;
6. The Head of Personnel is free to utilize paperwork at their discretion. However, during major station emergencies, expediency should take precedence over bureaucracy;&lt;br /&gt;
&lt;br /&gt;
7.The Head of Personnel may not leave their office unmanned if there are personnel waiting in line. Failure to respond to personnel with a legitimate request within ten (10) minutes, either via radio or in person is to be considered a breach of Standard Operating Procedure;&lt;br /&gt;
&lt;br /&gt;
8. The Head of Personnel is not permitted to perform Security duty. The Head of Personnel is permitted to carry a Disabler for self-defense only.&lt;br /&gt;
&lt;br /&gt;
  NanoTrasen Representative SOP&lt;br /&gt;
&lt;br /&gt;
1. The NanoTrasen Representative is to ensure that every Department is following Standard Operating Procedure, up to and including the respective Head of Staff. If a Head of Staff is not available for a Department, the NanoTrasen Representative must ensure that the Captain appoints an Acting Head of Staff for said Department;&lt;br /&gt;
&lt;br /&gt;
2. The NanoTrasen Representative must attempt to resolve any breach of Standard Operating Procedure locally before contacting Central Command. This is an imperative: Standard Operating Procedure should always be followed unless there is a very good reason not to;&lt;br /&gt;
&lt;br /&gt;
3. The NanoTrasen Representative must, together with the Head of Security, ensure that Space Law is being followed and correctly applied;&lt;br /&gt;
&lt;br /&gt;
4. The NanoTrasen Representative may not threaten the use of a fax in order to gain leverage over any personnel, up to and including Command. In addition, they may not threaten to fire or have Central Command fire anyone, unless they actually possess a demotion note;&lt;br /&gt;
&lt;br /&gt;
5. The NanoTrasen Representative is permitted to carry their flash and a blade-cane, or a stun baton if the blade-cane is lost.&lt;br /&gt;
&lt;br /&gt;
  # Blueshield Officer SOP&lt;br /&gt;
&lt;br /&gt;
1. The Blueshield may not conduct arrests under the same conditions as Security. However, they may apprehend any personnel that trespass on a Head of Staff Office or Command Area, any personnel that steal from those locations, or any personnel that steal from and/or injure any Head of Staff or Central Command VIP. However, all apprehended personnel are to be processed by Security personnel;&lt;br /&gt;
&lt;br /&gt;
2. The Blueshield is to put the lives of Command over those of any other personnel, the Blueshield included. Their continued well-being is the Blueshield&#039;s top priority. This includes applying basic first aid and making sure they are revived if killed;&lt;br /&gt;
&lt;br /&gt;
3. The Blueshield is to protect the lives of Command personnel, not follow their orders to a fault. The Blueshield is not to interfere with legal demotions or arrests. To do so is to place themselves under the Special Modifier Aiding and Abetting;&lt;br /&gt;
&lt;br /&gt;
4. The Blueshield is not to apply Lethal Force unless there is a clear and present danger to their life, or to the life of a member of Command and the assailant cannot be non-lethally detained.&lt;br /&gt;
&lt;br /&gt;
  Magistrate SOP&lt;br /&gt;
&lt;br /&gt;
1. The Magistrate is to ensure that Space Law is applied correctly. If it is not, they are to make it so;&lt;br /&gt;
  &lt;br /&gt;
2. The Magistrate has the final say on whether Trials take place, and should ensure they should only occur for Capital Sentences. Similarly, Magistrates are to ensure that Trials do not happen for Defendants that are self-evidently guilty;&lt;br /&gt;
&lt;br /&gt;
3. The Magistrate may overrule anyone in all matters concerning Space Law. This does not extend to Emergency Response Teams, Central Command Officials or direct Central Command communications;&lt;br /&gt;
  &lt;br /&gt;
4. The Magistrate is permitted to carry their flash;&lt;br /&gt;
  &lt;br /&gt;
5. The Magistrate is not above Space Law. Similarly, the Magistrate cannot overrule Security on a sentence imposed against themselves;&lt;br /&gt;
  &lt;br /&gt;
6. In the absence of Internal Affairs Agents or a NanoTrasen Representative, the Magistrate may elect to handle matters of Standard Operating Procedure. Otherwise, the Magistrate is only to ensure that the NanoTrasen Representative under their command are handling such matters;&lt;br /&gt;
&lt;br /&gt;
7. The Magistrate may not impede the expedient functioning of Security for the sake of micromanaging every aspect it. The Magistrate should only concern themselves with crimes that either have fuzzy evidence, or require careful deliberation of circumstances;&lt;br /&gt;
&lt;br /&gt;
8. The Magistrate is to contact Central Command immediately if their decisions are being ignored, provided said decision actually match up with Space Law and Standard Operating Procedure.&lt;br /&gt;
&lt;br /&gt;
==If you need to deviate==&lt;br /&gt;
&lt;br /&gt;
Document document document!&lt;br /&gt;
After action reports, calling CentCom on the fabled red phone, or even praying will be heard by CentCom and your actions may be excused if they were determined to be in the best interest for NanoTrasen.&lt;br /&gt;
&lt;br /&gt;
==I don&#039;t see my job listed here!==&lt;br /&gt;
&lt;br /&gt;
It may be because this is a living document, and SOP is not yet finalized. The following SOP documents are completed for other Head&#039;s of Staff;&lt;br /&gt;
Glory to NanoTrasen!&lt;br /&gt;
|}&lt;br /&gt;
===Engineering===&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| &amp;lt;strong&amp;gt;Details&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Here is a list of all the SOP documents for Engineering.&lt;br /&gt;
   # Chief Engineer&lt;br /&gt;
1. The Chief Engineer must make sure to properly wire Solar Panels and activate the Anti-Matter Engine (AME) if available, and co-ordinate a plan with their team to activate a more powerful engine for long-term station use;&lt;br /&gt;
&lt;br /&gt;
2. The Chief Engineer, along with the Research Director, is responsible for maintaining the integrity of Telecommunications. The Chief Engineer must not hinder the proper functionality of Telecommunications, and must diagnose and repair any issues that arise;&lt;br /&gt;
&lt;br /&gt;
3. The Chief Engineer is bound to the same rules regarding the axe as Atmospheric Technicians;&lt;br /&gt;
&lt;br /&gt;
4. The Chief Engineer is permitted to carry a flash and a disabler;&lt;br /&gt;
&lt;br /&gt;
5. The Chief Engineer is responsible for maintaining the integrity of all power sources set up on the station. Neglecting this duty is grounds for termination should the Supermatter delaminates or if power fails on the station;&lt;br /&gt;
&lt;br /&gt;
6. The Chief Engineer may declare an area &amp;quot;Condemned&amp;quot;, if it is damaged to the point where repairs cannot reasonably be completed within an acceptable frame of time;&lt;br /&gt;
&lt;br /&gt;
7. The Chief Engineer is permitted to grant Building Permits to crewmembers, and may dismantle or destroy unauthorized buildings / setups;&lt;br /&gt;
&lt;br /&gt;
8. The Chief Engineer is responsible for maintaining the integrity of the Station&#039;s Atmospherics System. Failure to maintain this integrity is grounds for termination.&lt;br /&gt;
&lt;br /&gt;
  # Station Engineer&lt;br /&gt;
1. Engineers must properly wire Solar Panels and activate the Anti-Matter Engine (AME) if available, and co-ordinate a plan to activate a more powerful engine for long-term station use;&lt;br /&gt;
&lt;br /&gt;
2. Engineers are responsible for maintaining the integrity of all engines aboard the station, even those that are de-activated or inert. Neglecting this duty is grounds for termination should an engine malfunction;&lt;br /&gt;
&lt;br /&gt;
3. Engineers are permitted to construct additional engines (such as additional SM/Tesla/Singularity engines) with approval from the Chief Engineer;&lt;br /&gt;
&lt;br /&gt;
4. Engineers are permitted to carry out solo reconstruction/rebuilding/personal projects if there is no damage to the station that requires fixing;&lt;br /&gt;
&lt;br /&gt;
5. Engineers must check each active engine at least once per 30 minutes;&lt;br /&gt;
&lt;br /&gt;
6. Engineers must constantly monitor the Supermatter engine if it is online and under emitter fire;&lt;br /&gt;
&lt;br /&gt;
7. Engineers must respond promptly to breaches, regardless of size. Failure to report within fifteen (15) minutes will be considered a breach of Standard Operating Procedure, unless there are no spare Engineers to report or an Atmospheric Technician has arrived on scene first. All Hazard Zones must be cordoned off with Engineering Tape or holobarriers, for the safety of crewmembers;&lt;br /&gt;
&lt;br /&gt;
8. Engineers are permitted to hack doors to gain unauthorized access to locations if said locations happen to require urgent repairs;&lt;br /&gt;
&lt;br /&gt;
9. Engineers are to maintain the integrity of the Station&#039;s Power Network;&lt;br /&gt;
10. Engineers must ensure there is at least one (1) engineering hardsuit available on the station at all times, unless there is an emergency that requires the use of all suits.&lt;br /&gt;
&lt;br /&gt;
  # Atmospheric Technician&lt;br /&gt;
&lt;br /&gt;
1. Atmospheric Technicians are permitted to completely repipe the Atmospherics Piping Setup, provided they do not pump harmful gases into anywhere except the burn chamber;&lt;br /&gt;
&lt;br /&gt;
2. Atmospheric Technicians are not permitted to create volatile mixes using Plasma and Oxygen, nor are they permitted to create any potentially harmful mixes with Carbon Dioxide and/or Nitrous Oxide. An exception is made when working with the burn chamber;&lt;br /&gt;
&lt;br /&gt;
3. Atmospheric Technicians are permitted to cool Plasma and store it for later use in Radiation Collectors. Likewise, they are permitted to cool Nitrogen or Carbon Dioxide and store it for use as coolant for the Supermatter Engine;&lt;br /&gt;
&lt;br /&gt;
4. Atmospheric Technicians are not permitted to take the axe out of its case unless there is an immediate and urgent threat to their life or urgent access to crisis locations is necessary. The axe must be returned to the case afterwards, and the case locked;&lt;br /&gt;
&lt;br /&gt;
5. Atmospheric Technicians are not permitted to tamper with the default values on Air Alarms. They are, however, permitted to create small, acclimatized rooms for species that require special atmospheric conditions (such as Vox), provided they receive express permission from the Chief Engineer;&lt;br /&gt;
&lt;br /&gt;
6. Atmospheric Technicians must periodically check on the Central Alarms Computer, in periods of, at most, thirty (30) minutes;&lt;br /&gt;
&lt;br /&gt;
7. Atmospheric Technicians must respond promptly to piping and station breaches. Failure to report within fifteen (15) minutes will be considered a breach of Standard Operating Procedure, unless there are no spare Atmospheric Technicians to report, or an Engineer has arrived at scene first. All Hazard Zones must be cordoned off with Engineering Tape or holobarriers, for the safety of all crewmembers.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Legal===&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| &amp;lt;strong&amp;gt;Details&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Here is a list of all the SOP documents for legal matters.&lt;br /&gt;
   Internal Affairs Agent&lt;br /&gt;
1. Internal Affairs Agents are to ensure that Standard Operating Procedure is being properly followed, and to contact the relevant Head of Staff when it is not;&lt;br /&gt;
&lt;br /&gt;
2. Internal Affairs Agents are to attempt to resolve all Standard Operating Procedure issues locally before contacting the Nanotrasen Representative or, if the Representative is unavailable, Central Command. This should be done in tandem with Command staff and, if possible, personnel in the relevant Department. If a valid report is ignored by the relevant Head of Staff, the Nanotrasen Representative is to be contacted. If the Representative is unavailable or ignores the report, then the Captain should be contacted. If the Captain ignores the report, then Central Command must be contacted;&lt;br /&gt;
&lt;br /&gt;
3.  Internal Affairs Agents are only to prosecute in a court of law personnel facing a Tier IV sentence or greater. They should, however, ensure that Security is applying timed sentences correctly, and must alert Security if they are not. In addition, Internal Affairs Agents are permitted to provide legal advice for Security, as well as investigating whether or not arrests were done properly;&lt;br /&gt;
&lt;br /&gt;
4. Internal Affairs Agents must be granted permission from the presiding Judge (i.e. the Magistrate or Nanotrasen Representative) to serve as legal representation for personnel in any court hearing. Internal Affairs Agents may only serve as legal representation for personnel if another Internal Affairs Agent is capable of assuming the role of prosecution, and if no Lawyer is available. Internal Affairs Agents must also request permission from any potential client before serving as their legal representative, as said client may choose to either represent themselves, or request someone else;&lt;br /&gt;
&lt;br /&gt;
5. Internal Affairs Agents are not to deliberately halt or slow down prisoner processing or ongoing investigations. If Security is acting in a demonstrably incompetent manner, Agents should contact the Head of Security or Nanotrasen Representative. If more information about the crime in question is needed, Agents should wait until the person in question is brigged;&lt;br /&gt;
6. Internal Affairs Agents are permitted to carry their flash and their security sunglasses;&lt;br /&gt;
&lt;br /&gt;
  Lawyer&lt;br /&gt;
&lt;br /&gt;
1. Lawyers are only to provide legal representation during interrogation to personnel facing charges of Tier III or greater. Lawyers are only permitted to provide legal representation in a court of law to personnel facing a Tier IV sentence or greater. They should, however, ensure that all timed sentences are applied correctly, and alert Security if it is not. In addition, Lawyers are permitted to provide legal advice to prisoners, as well as investigating whether or not arrests were done properly;&lt;br /&gt;
&lt;br /&gt;
2. Lawyers must request permission from any potential client before serving as their legal representative, as said client may choose to either represent themselves, or request someone else;&lt;br /&gt;
&lt;br /&gt;
3. Lawyers are not to deliberately halt or slow down prisoner processing or ongoing investigations. If Security is acting in a demonstrably incompetent manner, Lawyers should contact the Head of Security or the Captain. If more information about the crime in question is needed, Lawyers should wait until the person in question is brigged;&lt;br /&gt;
&lt;br /&gt;
4. Lawyers are permitted to confidentially speak with their clients prior to any interrogation. Time spent conferring with a Lawyer may not be counted as time served during a timed sentence. If a client wishes to speak confidentially with their Lawyer during a timed sentence, the time remaining on their sentence must be frozen and may only resumed once the client has re-entered their cell. Lawyers may not divulge the contents of these confidential meetings without the explicit permission of their clients, except in cases where there are reasons to believe that their silence may endanger the lives and safety of other station personnel. If a Lawyer fails to divulge information that was found to later directly lead to the injury or death of personnel, the Lawyer should be charged as an accessory to the resulting crimes;&lt;br /&gt;
&lt;br /&gt;
  Trials&lt;br /&gt;
&lt;br /&gt;
1. Only Tier IV (if the ranking Judge on the station consents) crimes and Tier V (if the defendant and their legal representative demand it) crimes should be brought to trial;&lt;br /&gt;
&lt;br /&gt;
2. Expedient application of Space Law is preferred over a trial process, trials should be reserved for when the defendant and their legal representative can reasonably claim that the justification for a sentence is objectionable and the station is not currently in a state of emergency;&lt;br /&gt;
&lt;br /&gt;
3. Only the Magistrate, Captain, or Nanotrasen Representative may assume the role of Judge and convene a trial. The Magistrate can overrule the Captain and the Nanotrasen Representative, while the Captain may only overrule the Nanotrasen Representative;&lt;br /&gt;
&lt;br /&gt;
4. Security may, but is not required to act as legal representation or attend a trial, even as witnesses;&lt;br /&gt;
&lt;br /&gt;
5. When provided by defendants, legal representation must be permitted in the trial to speak on their behalf. Though Lawyers may be the most suited for the role, there are no restrictions on who may represent a defendant;&lt;br /&gt;
&lt;br /&gt;
6. Before beginning a trial, the Judge should obtain a statement or &amp;quot;affidivat&amp;quot; with a full recount of the defendant&#039;s and any relevant witnesses&#039; testimony of the events from their perspective;&lt;br /&gt;
&lt;br /&gt;
7. The Judge must ensure that decorum is kept during a trial and that the proceedings are timely;&lt;br /&gt;
&lt;br /&gt;
  Official Courtroom Proceedings&lt;br /&gt;
&lt;br /&gt;
Judges must strictly enforce the following procedure during a trial. The Judge should be mindful of the time and set time limits for each part of the proceeds. The gavel may be struck when a party goes beyond their time limit;&lt;br /&gt;
&lt;br /&gt;
1. The Prosecution presents its opening statement;&lt;br /&gt;
&lt;br /&gt;
2. The Defense presents its opening statement;&lt;br /&gt;
&lt;br /&gt;
3. The Defendant is questioned first by the defense and then cross-examined by the Prosecution;&lt;br /&gt;
&lt;br /&gt;
4. Any relevant witnesses are questioned. The party that introduced the witness gets to examine them first, after which the other side is given a chance to cross-examine the witness;&lt;br /&gt;
&lt;br /&gt;
5. The Prosecution presents its closing statement;&lt;br /&gt;
&lt;br /&gt;
6. The Defense presents its closing statement;&lt;br /&gt;
&lt;br /&gt;
7. The Judge issues a verdict, which should be considered the final sentence in regards to the defendant. Only Central Command may override this verdict;&lt;br /&gt;
&lt;br /&gt;
  Contempt of Court&lt;br /&gt;
&lt;br /&gt;
It is required that all parties inside the courtroom, and during the court proceedings, must act with dignity and respect. This includes, but is not limited to, recognizing the authority of the Judge, maintaining an appropriate level of verbal control, and generally acting in a civilized manner. Should a person inside the courtroom act in such a way as to disturb/disrupt court proceedings, the Judge may hold them in Contempt of Court and have them forcefully removed from the courtroom. The decision on whether or not a person is in Contempt of Court rests with the presiding Judge.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Medical===&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| &amp;lt;strong&amp;gt;Details&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Here is a list of all the SOP documents for Medical.&lt;br /&gt;
  Chief Medical Officer&lt;br /&gt;
&lt;br /&gt;
1. The Chief Medical Officer is permitted to carry a regular Defibrillator or a Compact Defibrillator on their person at all times;&lt;br /&gt;
&lt;br /&gt;
2. The Chief Medical Officer is permitted to carry a flash and their hypospray;&lt;br /&gt;
&lt;br /&gt;
3. The Chief Medical Officer is permitted to carry self-defense chemicals for their hypospray if the station alert level warrants it;&lt;br /&gt;
&lt;br /&gt;
4. The Chief Medical Officer is not permitted to allow the creation of poisonous or explosive mixtures in Chemistry without express consent from the Head of Security or, failing that, the presence of a clear and urgent danger to the integrity of the station, except of course in situations where Chemical Implants are required;&lt;br /&gt;
&lt;br /&gt;
5. The Chief Medical Officer is permitted to issue the Handheld Crew Monitor to the Paramedic if they so desire;&lt;br /&gt;
&lt;br /&gt;
6. The Chief Medical Officer must make sure that any reviveable corpses are revived.&lt;br /&gt;
&lt;br /&gt;
  Medical Doctor and Interns&lt;br /&gt;
&lt;br /&gt;
1. Though not mandatory, it is recommended that Doctors wear Sterile Masks and Latex/Nitrile gloves when handling patients. This Guideline becomes mandatory during Viral Outbreaks;&lt;br /&gt;
&lt;br /&gt;
2. Interns should focus on helping Medical Doctors and Surgeons in whatever they require, and tending to patients that require light care. If necessary, they can stand in for regular Medical Doctor duties;&lt;br /&gt;
&lt;br /&gt;
3.  Medical Doctors must ensure there is at least one (1) Defibrillator available for use next to or near the main treatment area;&lt;br /&gt;
&lt;br /&gt;
4. Medical Doctors must maintain the entirety of Medbay in a hygienic state in the absence of custodial staff. This includes, but is not limited to, cleaning organic residue, fluids and/or corpses;&lt;br /&gt;
&lt;br /&gt;
5. Medical Doctors must place all corpses inside body bags and/or morgue trays. In addition, Medical Doctors must make sure that the Morgue does not contain reviveable corpses;&lt;br /&gt;
&lt;br /&gt;
6. Medical Doctors are not permitted to leave Medbay to perform recreational activities if there are unattended patients requiring treatment;&lt;br /&gt;
&lt;br /&gt;
7. Medical Doctors are not obliged to treat patients who are actively and intentionally harming themselves. If treated, refer the patient to the on-station Psychologist;&lt;br /&gt;
&lt;br /&gt;
8. Medical Doctors are to return any equipment of deceased crewmembers who have been moved to the morgue for permanent storage to their respective department.&lt;br /&gt;
&lt;br /&gt;
  Chemist&lt;br /&gt;
&lt;br /&gt;
1. The Chemist is not permitted to experiment with explosive mixtures;&lt;br /&gt;
&lt;br /&gt;
2. The Chemist is not permitted to experiment with poisonous mixtures and/or narcotics;&lt;br /&gt;
&lt;br /&gt;
3. The Chemist is not permitted to produce alcoholic beverages;&lt;br /&gt;
&lt;br /&gt;
4. Chemists in conjuction with Medical Doctors and must make sure that Cloning is stocked with Biomass if set up.&lt;br /&gt;
&lt;br /&gt;
5. The Chemist must ensure that the Medbay is stocked with at least enough medication to handle Brute, Burn, Respiratory, and Toxin damage. Failure to follow this Guideline or attempting to follow this Guideline within thirty (30) minutes is to be considered a breach of Standard Operating Procedure;&lt;br /&gt;
&lt;br /&gt;
6. The Chemist is not allowed to leave Chemistry unattended if the Medbay is devoid of Medication, except in such a case that Chemistry is unusable.&lt;br /&gt;
&lt;br /&gt;
  Paramedic&lt;br /&gt;
&lt;br /&gt;
1. The Paramedic is fully permitted to carry a Defibrillator on their person at all times, provided they leave at least one (1) Defibrillator for use in Medbay;&lt;br /&gt;
&lt;br /&gt;
2. The Paramedic must stabilize all patients before bringing them to the Medical Bay;&lt;br /&gt;
&lt;br /&gt;
3. In such a case as a patient is found dead, and cannot be brought back via Defibrillation, the Paramedic must ensure that said patient is brought to the Medbay and notify the Doctors;&lt;br /&gt;
&lt;br /&gt;
4. The Paramedic is authorized to carry the Handheld Crew Monitor, but is not allowed to distribute it to other crewmembers;&lt;br /&gt;
&lt;br /&gt;
5. The Paramedic must carry enough materials to provide for adequate first aid of all Major Injury Types (Brute, Burn, Toxic, Respiratory).&lt;br /&gt;
&lt;br /&gt;
  Psychologist&lt;br /&gt;
&lt;br /&gt;
1. The Psychologist may perform a full psychological evaluation on anyone, along with any potential treatment, provided the person in question seeks them out;&lt;br /&gt;
&lt;br /&gt;
2. The Psychologist may not force someone to receive therapy if the person does not want it. Exception is made for violent criminals and only if the Head of Security, Magistrate or Captain orders it;&lt;br /&gt;
&lt;br /&gt;
3. The Psychologist is not permitted to administer any medication without consent from their patient;&lt;br /&gt;
&lt;br /&gt;
4. The Psychologist is not permitted to muzzle or straightjacket anyone without express permission from the Chief Medical Officer or Head of Security. An exception is made for violent and/or out of control patients;&lt;br /&gt;
&lt;br /&gt;
5. The Psychologist may recommend a patient&#039;s demotion if they find their psychological condition to render them unfit to fulfill their duties;&lt;br /&gt;
&lt;br /&gt;
6. The Psychologist may request to consult prisoners in Permanent Imprisonment. This must happen inside the Brig, preferably inside the Permabrig, and only with Warden and/or Head of Security authorization. This should be done under the supervision of a member of Security with Permabrig access.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Science===&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| &amp;lt;strong&amp;gt;Details&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Here is a list of all the SOP documents for Science.&lt;br /&gt;
  # Research Director SOP&lt;br /&gt;
&lt;br /&gt;
  ## Code Green&lt;br /&gt;
&lt;br /&gt;
  [bold]1.[/bold] The Research Director must make sure Research is being done. Research must be completed by the end of the shift, assuming Science is provided the materials for it by Cargo;&lt;br /&gt;
&lt;br /&gt;
  [bold]2.[/bold] The Research Director is permitted to carry a flash and their Handheld Teleporter;&lt;br /&gt;
&lt;br /&gt;
  [bold]3.[/bold] The Research Director is not permitted to bring harmful artifacts outside of Science if they are not stored within an artifact container;&lt;br /&gt;
&lt;br /&gt;
  [bold]4.[/bold] The Research Director is not permitted to decommission a Station AI without the Captain&#039;s approval. The AI unit, if decommissioned must be secured on an Intellicard to be inspected in Central Command;&lt;br /&gt;
&lt;br /&gt;
  [bold]5.[/bold] The Research Director is permitted to change the Station AIs laws, provided they receive approval from the Captain;&lt;br /&gt;
&lt;br /&gt;
  [bold]6.[/bold] The Research Director must keep a log of all anomalies and eliminate any anomalies that may pose an immediate danger to crewmembers;&lt;br /&gt;
&lt;br /&gt;
  [bold]7.[/bold] The Research Director must ensure telecommunications is properly maintained.&lt;br /&gt;
&lt;br /&gt;
  ## Code Blue&lt;br /&gt;
&lt;br /&gt;
  [bold]1.[/bold] All guidelines carry over from Code Green.&lt;br /&gt;
&lt;br /&gt;
  ## Code Red&lt;br /&gt;
&lt;br /&gt;
  [bold]1.[/bold] All guidelines carry over from Code Blue;&lt;br /&gt;
&lt;br /&gt;
  [bold]2.[/bold] In addition to a flash, the Research Director is permitted to carry a single weapon created in the Protolathe, provided they recieve authorization from the Head of Security. An exception is made during extreme emergencies;&lt;br /&gt;
&lt;br /&gt;
  # Scientist / Research Assistant SOP&lt;br /&gt;
&lt;br /&gt;
  ## Code Green&lt;br /&gt;
&lt;br /&gt;
  [bold]1.[/bold] Scientists are not permitted to bring artifacts outside of Science without the use of an artifact container;&lt;br /&gt;
&lt;br /&gt;
  [bold]2.[/bold] Scientists are not permitted to generate anomalies without approval from the Research Director;&lt;br /&gt;
&lt;br /&gt;
  [bold]3.[/bold] While not mandatory, it is highly recommended that Scientists give a prior warning before generating an anomaly, preferably done in-conjuction with the Research Director declaring that an anomaly is generated with the appropriate Communications Console;&lt;br /&gt;
&lt;br /&gt;
  [bold]4.[/bold] Scientists are to deliver any animals used for testing to the Chef after testing has concluded;&lt;br /&gt;
&lt;br /&gt;
  [bold]5.[/bold] Scientists are not permitted to carry any weapons generated from the protolathe;&lt;br /&gt;
&lt;br /&gt;
  [bold]6.[/bold] Scientists are not permitted to distribute any weapons generated from the protolathe, unless the weapon in question (for example, Proto-Kinetic Accelerators) is delivered to the appropriate department;&lt;br /&gt;
&lt;br /&gt;
  [bold]7.[/bold] Scientists are not to activate Station-wide Destruction artifacts, and must destroy or eliminate them as soon as possible;&lt;br /&gt;
&lt;br /&gt;
  [bold]8.[/bold] At least one scientist should be available to take orders from crewmembers at the Science front desk, if there is one.&lt;br /&gt;
&lt;br /&gt;
  ## Code Blue&lt;br /&gt;
&lt;br /&gt;
  [bold]1.[/bold] All guidelines carry over from Code Green;&lt;br /&gt;
&lt;br /&gt;
  [bold]2.[/bold] Scientists are permitted to produce weapons and grenades from the protolathe provided they get delivered to Security.&lt;br /&gt;
&lt;br /&gt;
  ## Code Red&lt;br /&gt;
&lt;br /&gt;
  [bold]1.[/bold] All guidelines carry over from Code Blue;&lt;br /&gt;
&lt;br /&gt;
  [bold]2.[/bold] In regard to Guideline 2 on Code Blue, scientists may arm themselves with a single weapon if the threat is deemed to be station ending.&lt;br /&gt;
&lt;br /&gt;
  # Roboticist SOP&lt;br /&gt;
&lt;br /&gt;
  ## Code Green&lt;br /&gt;
&lt;br /&gt;
  [bold]1.[/bold] Roboticists are not permitted to construct Combat Mechs without explicit permission from the Captain and/or the Head of Security. An example of a Combat Mech is the Gygax;&lt;br /&gt;
&lt;br /&gt;
  [bold]2.[/bold] Roboticists are freely permitted to construct Utility Mechs, along with any assorted Utility Equipment;&lt;br /&gt;
&lt;br /&gt;
  [bold]3.[/bold] Roboticists are freely permitted to construct Cyborgs and all assorted equipment;&lt;br /&gt;
&lt;br /&gt;
  [bold]4.[/bold] Roboticists are to respect all Do-Not-Borg orders, and copies of orders are to be kept safe if possible. If no copy exists, an MMI Unit may refuse to be a Cyborg, and that wish must be respected;&lt;br /&gt;
&lt;br /&gt;
  [bold]5.[/bold] Roboticists must ensure that all Cyborgs are adhering to their laws and not malfunctioning. If a Cyborg is found to be breaking their laws, their MMI Unit or Positronic Brain must be preserved and placed into a new Cyborg chassis;&lt;br /&gt;
&lt;br /&gt;
  [bold]6.[/bold] Roboticists must keep at least one Positronic Brain activated if possible;&lt;br /&gt;
&lt;br /&gt;
  [bold]7.[/bold] Roboticists must adhere to all Scientist SOP guidelines.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
  ## Code Blue&lt;br /&gt;
&lt;br /&gt;
  [bold]1.[/bold] All guidelines carry over from Code Green;&lt;br /&gt;
&lt;br /&gt;
  [bold]2.[/bold] In regard to Guideline 1 on Code Green, Roboticists are permitted to construct Combat Mechs without prior consent, but must be delivered to the Armory. Failure to comply will result in the Combat Mech being destroyed. An exception is made for station-wide threats, but even after these threats are dealt with, the Mech must be delivered to the Armory.&lt;br /&gt;
&lt;br /&gt;
  ## Code Red&lt;br /&gt;
&lt;br /&gt;
  [bold]1.[/bold] All guidelines carry over from Code Blue.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Security===&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| &amp;lt;strong&amp;gt;Details&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Here is a list of all the SOP documents for Security.&lt;br /&gt;
Here is a list of all the SOP documents for Security.&lt;br /&gt;
&lt;br /&gt;
  # Head of Security SOP&lt;br /&gt;
&lt;br /&gt;
  ## Code Green&lt;br /&gt;
&lt;br /&gt;
  [bold]1.[/bold] The Head of Security is permitted to carry out arrests under the same conditions as their Security Officers;&lt;br /&gt;
&lt;br /&gt;
  [bold]2.[/bold] The Head of Security is permitted to carry a fully kitted security belt and a standard issue pistol. While permitted to carry their unique X-01 Multiphase gun, they are discouraged from doing so for safety concerns, and should keep it on Stun/Disable;&lt;br /&gt;
&lt;br /&gt;
  [bold]3.[/bold] The Head of Security is required to permit a trial in the circumstances outlined in the [textlink=&amp;quot;Legal SOP&amp;quot; link=&amp;quot;LegalSOP&amp;quot;] section, and is likewise required to permit the suspect access to confidential meetings with their chosen legal representative at any time during their sentence. The suspect&#039;s brig time should not be advanced during confidential meetings with a legal representative, and should be paused until such a time as the suspect has returned to their cell;&lt;br /&gt;
&lt;br /&gt;
  [bold]4.[/bold] The Head of Security is required to permit a suspect access to legal representation [italic]during interrogation[/italic] only in cases where the suspect is charged with a Tier III crime or greater;&lt;br /&gt;
&lt;br /&gt;
  [bold]5.[/bold] The Head of Security must follow the same guidelines as the Warden for Armory equipment, portable flashers and deployable barriers;&lt;br /&gt;
&lt;br /&gt;
  [bold]6.[/bold] The Head of Security is not permitted to collect equipment from the Armory to carry on their person;&lt;br /&gt;
&lt;br /&gt;
  [bold]7.[/bold] The Head of Security is permitted to either use their regular coat, or armored trench coat;&lt;br /&gt;
&lt;br /&gt;
  [bold]8.[/bold] The Head of Security is permitted to wear their unique gas mask;&lt;br /&gt;
&lt;br /&gt;
  [bold]9.[/bold] The Head of Security may not overrule established sentences, unless further evidence is brought to light or the prisoner in question attempts to escape;&lt;br /&gt;
&lt;br /&gt;
  [bold]10.[/bold] The Head of Security must follow the same guidelines as Security Officers for attire, with the exception that their own assigned attire is also acceptable for any of the attire mentioned for Security Officers;&lt;br /&gt;
&lt;br /&gt;
  [bold]11.[/bold] The Head of Security is encouraged to follow the Security Rules of Conduct, as this sets a proper example for Cadets and establishes good trust with the public.&lt;br /&gt;
&lt;br /&gt;
  ## Code Blue&lt;br /&gt;
&lt;br /&gt;
  [bold]1.[/bold] All Guidelines carry over from Code Green. In regard to Guideline 2, the Head of Security is now encouraged to carry their unique Energy Gun.&lt;br /&gt;
&lt;br /&gt;
  [bold]2.[/bold] In regard to guideline 5, leniency may be granted in order to ensure Command and other important members of the station are protected.&lt;br /&gt;
&lt;br /&gt;
  ## Code Red&lt;br /&gt;
&lt;br /&gt;
  [bold]1.[/bold] Guidelines 1, 2, 4, 6, 8, 9, 10, and 11 are carried over from [color=green]Code Green[/color];&lt;br /&gt;
&lt;br /&gt;
  [bold]2.[/bold] The Head of Security is not required to permit a trial during states of emergency. However, the Head of Security is still required to permit the suspect access to confidential meetings with their chosen legal representative at any time during their sentence, and the suspect&#039;s brig time should not be advanced during these confidential meetings.&lt;br /&gt;
&lt;br /&gt;
  [bold]3.[/bold] The Head of Security is permitted to take whatever equipment they require from the Armory, provided they leave enough equipment for the rest of the Security force;&lt;br /&gt;
&lt;br /&gt;
  [bold]4.[/bold] The Head of Security is required to make a Station Announcement regarding the nature of the confirmed threat that caused Code Red.&lt;br /&gt;
&lt;br /&gt;
  # Security Officers / Cadets&lt;br /&gt;
&lt;br /&gt;
  ## Code Green&lt;br /&gt;
&lt;br /&gt;
  [bold]1.[/bold] Security Officers are encouraged to act in accordance with the Security Rules of Conduct before engaging with any member of the public.&lt;br /&gt;
&lt;br /&gt;
  [bold]2.[/bold] Security Officers are required to state the reasons behind an arrest before any further action is taken. Exception is made if the suspect refuses to stop;&lt;br /&gt;
&lt;br /&gt;
  [bold]3.[/bold] Security Officers must attempt to bring all suspects or witnesses to the Brig without handcuffing or incapacitating them. Should the suspect not cooperate, the officer may proceed as usual;&lt;br /&gt;
&lt;br /&gt;
  [bold]4.[/bold] No weapons are to be brandished until the suspect attempts to run away or becomes actively hostile;&lt;br /&gt;
&lt;br /&gt;
  [bold]5.[/bold] Security Officers may not demand access to the interior of other Departments during regular patrols. However, asking for access from the Head of Personnel is still acceptable;&lt;br /&gt;
&lt;br /&gt;
  [bold]6.[/bold] Security Officers are not permitted to have weapons drawn during regular patrols;&lt;br /&gt;
&lt;br /&gt;
  [bold]7.[/bold] Security Officers are not permitted to conduct searches, unless there is reasonable evidence/suspicion that the person in question has committed a crime. Any further searches require a warrant from the Head of Security or Captain;&lt;br /&gt;
&lt;br /&gt;
  [bold]8.[/bold] Security Officers are required to wear their uniform in accordance with the Security Rules of Conduct.&lt;br /&gt;
&lt;br /&gt;
  ## Code Blue&lt;br /&gt;
&lt;br /&gt;
  [bold]1.[/bold] Guidelines 1, 2, 4 and 8 are carried over from [color=green]Code Green[/color];&lt;br /&gt;
&lt;br /&gt;
  [bold]2.[/bold] Security Officers are permitted to carry around any weapons or equipment available in the Armory, at the Warden&#039;s discretion, but never more than one at a time. Exception is made for severe emergencies, such as Nuclear Operatives;&lt;br /&gt;
&lt;br /&gt;
  [bold]3.[/bold] Security Officers are permitted to carry weapons in hand during regular patrols, although this is not advised;&lt;br /&gt;
&lt;br /&gt;
  [bold]4.[/bold] Security Officers are permitted to present weapons during arrests;&lt;br /&gt;
&lt;br /&gt;
  [bold]5.[/bold] Security Officers may demand entry to specific Departments during regular patrols;&lt;br /&gt;
&lt;br /&gt;
  [bold]6.[/bold] Security Officers may randomly search crewmembers, but are not allowed to apply any degree of force unless said crewmember acts overtly hostile. Crew who refuse to be searched may be stunned and cuffed for the search;&lt;br /&gt;
&lt;br /&gt;
  [bold]7.[/bold] Security Officers are permitted to leave prisoners cuffed should they act hostile.&lt;br /&gt;
&lt;br /&gt;
  ## Code Red&lt;br /&gt;
&lt;br /&gt;
  [bold]1.[/bold] Guidelines 2, 3, 4, 5, 6, and 7 are carried over from Code Blue. Guideline 8 is carried over from [color=green]Code Green[/color];&lt;br /&gt;
&lt;br /&gt;
  [bold]2.[/bold] Security Officers may arrest crewmembers with no stated reason if there is evidence they are involved in criminal activities;&lt;br /&gt;
&lt;br /&gt;
  [bold]3.[/bold] Security Officers may forcefully relocate crewmembers to their respective Departments if necessary.&lt;br /&gt;
&lt;br /&gt;
  # Warden&lt;br /&gt;
&lt;br /&gt;
  ## Code Green&lt;br /&gt;
&lt;br /&gt;
  [bold]1.[/bold] The Warden may not perform arrests if there are Security Officers active;&lt;br /&gt;
&lt;br /&gt;
  [bold]2.[/bold] The Warden must conduct a thorough search of every prisoner’s belongings, including pockets, PDA slots, any coat pockets and suit storage slots;&lt;br /&gt;
&lt;br /&gt;
  [bold]3.[/bold] The Warden is required to permit a trial in the circumstances outlined in the [textlink=&amp;quot;Legal SOP&amp;quot; link=&amp;quot;LegalSOP&amp;quot;] section, and is likewise required to permit the suspect access to confidential meetings with their chosen legal representative at any time during their sentence. The suspect&#039;s brig time should not be advanced during confidential meetings with a legal representative, and should be paused until such a time as the suspect has returned to their cell;&lt;br /&gt;
&lt;br /&gt;
  [bold]4.[/bold] The Warden is required to permit a suspect access to legal representation [italic]during interrogation[/italic] only in cases where the suspect is charged with a Tier III crime or greater;&lt;br /&gt;
&lt;br /&gt;
  [bold]5.[/bold] The Warden may not hand out any weapons or armor from the Armory, except for extra disablers. Hardsuits may be issued if emergency E.V.A action is required. Exception is made if there is an immediate threat that requires attention, such as Nuclear Operatives;&lt;br /&gt;
&lt;br /&gt;
  [bold]6.[/bold] The Warden is permitted to carry a fully kitted security belt and a standard issue pistol. While permitted to carry their unique energy shotgun, they are discouraged from doing so for safety concerns, and should keep it on disable;&lt;br /&gt;
&lt;br /&gt;
  [bold]7.[/bold] The Warden may not place the portable flashers within the Brig;&lt;br /&gt;
&lt;br /&gt;
  [bold]8.[/bold] The Warden may not place the deployable barriers within the Brig;&lt;br /&gt;
&lt;br /&gt;
  [bold]9.[/bold] The Warden must read to every prisoner the crimes they are sentenced to;&lt;br /&gt;
&lt;br /&gt;
  [bold]10.[/bold] The Warden is not permitted to leave prisoners cuffed to their beds. An exception is made if the prisoners acts overtly hostile or attempts to breach the cell in order to escape;&lt;br /&gt;
&lt;br /&gt;
  [bold]11.[/bold] The Warden must follow the same guidelines as Security Officers for attire, with the exception that their own assigned attire is also acceptable for any of the attire mentioned for Security Officers;&lt;br /&gt;
&lt;br /&gt;
  [bold]12.[/bold] The Warden is encouraged to follow the Security Rules of Conduct to set a proper example for cadets, as well as establish trust with the public.&lt;br /&gt;
&lt;br /&gt;
  ## Code Blue&lt;br /&gt;
&lt;br /&gt;
  [bold]1.[/bold] Guidelines 1, 2, 3, 4, 6, 9, 11 and 12 are carried over from [color=green]Code Green[/color];&lt;br /&gt;
&lt;br /&gt;
  [bold]2.[/bold] The Warden is permitted to hand out all equipment from the Armory. Guns are only to be handed out with Head of Security or Captain&#039;s approval, as they present a lethal risk, or if there is an immediate threat, such as Nuclear Operatives;&lt;br /&gt;
&lt;br /&gt;
  [bold]3.[/bold] The Warden is permitted to place the portable flashers inside the Brig;&lt;br /&gt;
&lt;br /&gt;
  [bold]4.[/bold] The Warden is permitted to place the deployable barriers inside the Brig.&lt;br /&gt;
&lt;br /&gt;
  ## Code Red&lt;br /&gt;
&lt;br /&gt;
  [bold]1.[/bold] Guidelines 2, 4, 6, 9, 11 and 12 are carried over from [color=green]Code Green[/color];&lt;br /&gt;
&lt;br /&gt;
  [bold]2.[/bold] Guidelines 3 and 4 are carried over from Code Blue. In addition, the Warden may also carry any weapon from the Armory, but never more than one at a time;&lt;br /&gt;
&lt;br /&gt;
  [bold]3.[/bold] The Warden is not required to permit a trial during states of emergency. However, the Warden is still required to permit the suspect access to confidential meetings with their chosen legal representative at any time during their sentence, and the suspect&#039;s brig time should not be advanced during these confidential meetings.&lt;br /&gt;
&lt;br /&gt;
  [bold]3.[/bold] The Warden is permitted to distribute any weapon or piece of equipment in the Armory. This includes whatever Research has provided;&lt;br /&gt;
&lt;br /&gt;
  [bold]4.[/bold] The Warden is permitted to carry out arrests freely.&lt;br /&gt;
&lt;br /&gt;
  # Detective&lt;br /&gt;
&lt;br /&gt;
  ## Code Green&lt;br /&gt;
&lt;br /&gt;
  [bold]1.[/bold] The Detective is permitted to assist Security Officers with all Patrol Duties. This includes stops, searches, and arrests as per the current Alert Code. They should, however, prioritize investigations and the collection of forensic evidence;&lt;br /&gt;
&lt;br /&gt;
  [bold]2.[/bold] The Detective is to follow all Standard Operating Procedures as outlined by the Security Officer SoP in regard to stops, searches and arrests as per the current Alert Code;&lt;br /&gt;
&lt;br /&gt;
  [bold]3.[/bold] The Detective may carry their revolver and spare ammunition;&lt;br /&gt;
&lt;br /&gt;
  [bold]4.[/bold] The Detective may carry a fully kitted out security belt;&lt;br /&gt;
&lt;br /&gt;
  [bold]5.[/bold] The Detective is permitted to wear non-Security clothing with permission from the Head of Security for the purpose of undercover investigations. They are, however, expected to carry their Security ID on their person at all times;&lt;br /&gt;
&lt;br /&gt;
  [bold]6.[/bold] When not undercover, the Detective must follow the same guidelines as Security Officers for attire, with the exception that their own assigned attire is also acceptable for any of the attire mentioned for Security Officers.&lt;br /&gt;
&lt;br /&gt;
  ## Code Blue&lt;br /&gt;
&lt;br /&gt;
  [bold]1.[/bold] All Guidelines carry over from [color=green]Code Green[/color];&lt;br /&gt;
&lt;br /&gt;
  [bold]2.[/bold] The Detective may pull aside any suspect for an interrogation during the course of their time in Processing. If the suspect requests legal representation during interrogation, the Detective is required to permit it only if the suspect is charged with a Tier III crime or greater. No detainee is to be held for longer than ten (10) minutes in Processing if no evidence against them is readily available.&lt;br /&gt;
&lt;br /&gt;
  [bold]3.[/bold] Torture as a means to gather evidence is allowed.&lt;br /&gt;
&lt;br /&gt;
  ## Code Red&lt;br /&gt;
&lt;br /&gt;
  [bold]1.[/bold] Guidelines 1, 2, 3, 4 and 5 carry over from [color=green]Code Green[/color];&lt;br /&gt;
&lt;br /&gt;
  [bold]2.[/bold] Guidelines 2 and 3 carry over from [color=cyan]Code Blue[/color];&lt;br /&gt;
&lt;br /&gt;
  [bold]3.[/bold] The Detective is permitted to carry around any weapons or equipment available in the Armory, at the Warden&#039;s discretion, but never more than one at a time. Exception is made for severe emergencies, such as Nuclear Operatives;&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
===Service===&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| &amp;lt;strong&amp;gt;Details&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Here is a list of all the SOP documents for Service.&lt;br /&gt;
List of Service/Civilian roles and responsibilities by job.&lt;br /&gt;
&lt;br /&gt;
  # Chef&lt;br /&gt;
&lt;br /&gt;
    [bold]1.[/bold] The Chef is not permitted to use the corpses of deceased personnel for meat unless given specific permission from the Chief Medical Officer. Exception is made for changelings and any other executed personnel not slated for Borgifications;&lt;br /&gt;
&lt;br /&gt;
    [bold]2.[/bold] The Chef is permitted to use Ambrosia and other such light narcotics in the production of food; given they are legal.&lt;br /&gt;
&lt;br /&gt;
    [bold]3.[/bold] The Chef must produce at least three (3) dishes of any food within twenty (20) minutes. Failure to do so is to be considered a breach of Standard Operating Procedure;&lt;br /&gt;
&lt;br /&gt;
    [bold]4.[/bold] The Chef is not permitted to leave the kitchen unattended for longer than fifteen (15) minutes if there is no food available for consumption. Exception is made if there are no ingredients, or if the Kitchen is unusable/a hazard zone.&lt;br /&gt;
&lt;br /&gt;
    [bold]5.[/bold] The Chef has full permission to forcefully throw out anyone who climbs over the kitchen table without permission. They are not, however, permitted to do so if the person in question uses the door, or is on an active investigation;&lt;br /&gt;
&lt;br /&gt;
  # Bartender&lt;br /&gt;
&lt;br /&gt;
    [bold]1.[/bold] The Bartender is permitted to use their shotgun on unruly bar patrons in order to throw them out if they are being disruptive. They are not, however, permitted to apply lethal, or near-lethal force;&lt;br /&gt;
&lt;br /&gt;
    [bold]2.[/bold] The Bartender is exempt from legal ramifications when dutifully removing unruly (ie, overtly hostile) patrons from the Bar, provided, of course, they followed Guideline 1;&lt;br /&gt;
&lt;br /&gt;
    [bold]3.[/bold] The Bartender is not permitted to possess regular (ie, lethal) shotgun ammunition. Only beanbag slugs are permitted. Exception is made during major emergencies, such as Nuclear Operatives or Blob Organisms;&lt;br /&gt;
&lt;br /&gt;
    [bold]4.[/bold] The Bartender has full permission to forcefully throw out anyone who climbs over the bar counter without permission, up to and including personnel who may have access to the side windoor. They are not, however, permitted to do so if the person in question uses the door, or is on an active investigation;&lt;br /&gt;
&lt;br /&gt;
  # Botanist&lt;br /&gt;
&lt;br /&gt;
    [bold]1.[/bold] Botanists are permitted to grow experimental plants, presuming they do not distribute it without the express permission of the HOP.&lt;br /&gt;
&lt;br /&gt;
    [bold]2.[/bold] Botanists must provide the Chef with adequate Botanical Supplies, per the Chef’s request, free of charge.&lt;br /&gt;
&lt;br /&gt;
    [bold]3.[/bold] Botanists are not permitted to cause unregulated plantlife to spread outside of Hydroponics or other such designated locations without express permission of the HOP or Captain.&lt;br /&gt;
&lt;br /&gt;
    [bold]4.[/bold] Botanists are not permitted to hand out spatially unstable Botanical Supplies to non-Hydroponics personnel.&lt;br /&gt;
&lt;br /&gt;
    [bold]5.[/bold] Botanists are not permitted to harvest or hand out Amanitin or other such plant/fungi-derived poisons, unless specifically requested by the Head of Security and/or Captain.&lt;br /&gt;
&lt;br /&gt;
    [bold]6.[/bold] Botanists are not permitted the use of a chemical dispenser without the express permission of the Research Director and Head of Personnel.&lt;br /&gt;
&lt;br /&gt;
    [bold]7.[/bold] Botanists are not permitted to carry dangerous plantlife outside Botany, or allow such plantlife to affect outside of Botany.&lt;br /&gt;
&lt;br /&gt;
  # Clown&lt;br /&gt;
&lt;br /&gt;
    [bold]1.[/bold] The Clown is permitted to, and freely exempt from any consequences of, slipping literally anyone, assuming it does not interfere with active Security duty, or in any way endangers other personnel (such as slipping a Paramedic who’s dragging a wounded person to Medbay);&lt;br /&gt;
&lt;br /&gt;
    [bold]2.[/bold] The Clown is not permitted to remove their Clown Shoes or Clown Mask. Exception is made if removing them is truly necessary for the sake of their clowning performance (such as being a satire of bad clowns);&lt;br /&gt;
&lt;br /&gt;
    [bold]3.[/bold] The Clown is not permitted to use or be in possession of Space Lube. Exception is made during major emergencies involving hostile humanoids, whereby use of Space Lube may be condoned to help the crew;&lt;br /&gt;
&lt;br /&gt;
    [bold]4.[/bold] The Clown must legitimately attempt to be funny and/or entertaining at least once every fifteen (15) minutes. A simple pun will suffice. Continuously slipping people for no reason does not constitute humour. The joke is supposed to be funny for everyone;&lt;br /&gt;
&lt;br /&gt;
    [bold]5.[/bold] The Clown is permitted to, and freely exempt from any consequences of, performing any harmless prank that does not directly conflict with the above Guidelines&lt;br /&gt;
&lt;br /&gt;
  # Mime&lt;br /&gt;
&lt;br /&gt;
    [bold]1.[/bold] The Mime is not permitted to talk, under any circumstance whatsoever. A Mime who breaks the Vow of Silence is to be stripped of their rank post haste;&lt;br /&gt;
&lt;br /&gt;
    [bold]2.[/bold] The Mime is permitted to use written words to communicate, either via paper or PDA, but are discouraged from automatically resorting to it when miming will suffice;&lt;br /&gt;
&lt;br /&gt;
    [bold]3.[/bold] The Mime must actually mime something at least once every thirty (30) minutes. Standing against an invisible wall will suffice.&lt;br /&gt;
&lt;br /&gt;
  # Chaplain&lt;br /&gt;
&lt;br /&gt;
    [bold]1.[/bold] The Chaplain is not permitted to execute Bible Healing without consent, unless the person in question is in Critical Condition and there are no doctors available.&lt;br /&gt;
&lt;br /&gt;
    [bold]2.[/bold] The Chaplain may not actively discriminate against any personnel on the grounds that it is a religious tenet of their particular faith;&lt;br /&gt;
&lt;br /&gt;
    [bold]3.[/bold] The Chaplain may freely conduct funerals for non-cloneable/revivable personnel. All funerals should be concluded with the use of the Crematorium.&lt;br /&gt;
&lt;br /&gt;
  # Janitor&lt;br /&gt;
&lt;br /&gt;
    [bold]1.[/bold] The Janitor must promptly respond to any call from the crew for them to clean. Failure to respond within fifteen (15) minutes is to be considered a breach of Standard Operating Procedure;&lt;br /&gt;
&lt;br /&gt;
    [bold]2.[/bold] If the Janitor&#039;s work leaves any surface slippery, they are to place wet floor signs, either physical or holographic. During major crises, such as Nuclear Operatives, the Janitor is to refrain from creating any slippery surfaces whatsoever;&lt;br /&gt;
&lt;br /&gt;
    [bold]3.[/bold] The Janitor is not to use Cleaning Foam Grenades as pranking implements. Cleaning Foam Grenades are to be used to clean large surfaces at once, only;&lt;br /&gt;
&lt;br /&gt;
    [bold]4.[/bold] During Viral Outbreaks, the Janitors must don their Biosuit, and focus on cleaning any biological waste, until such a point as the Viral Pathogen is deemed eliminated;&lt;br /&gt;
&lt;br /&gt;
    [bold]5.[/bold] The Janitor may not deploy bear traps anywhere, unless there are actually large wild animals on the station.&lt;br /&gt;
&lt;br /&gt;
  # Reporter&lt;br /&gt;
&lt;br /&gt;
    [bold]1.[/bold] The Reporter is permitted to report on any events aboard the station, including those involving Security and Command staff.&lt;br /&gt;
&lt;br /&gt;
    [bold]2.[/bold] The Reporter is not, however, permitted to use slanderous or libelous language or rhetoric when reporting on events such as arrests or imprisonment.&lt;br /&gt;
&lt;br /&gt;
    [bold]3.[/bold] The Reporter should only use positive language when referring to Nanotrasen and Central Command. If unsure about whether or not this should apply to an article, Reporters are advised to fax Centcomm a copy for editorial review.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>BumblingDoofer</name></author>
	</entry>
	<entry>
		<id>https://wiki.funkystation.org/index.php?title=Standard_Operating_Procedure&amp;diff=1367</id>
		<title>Standard Operating Procedure</title>
		<link rel="alternate" type="text/html" href="https://wiki.funkystation.org/index.php?title=Standard_Operating_Procedure&amp;diff=1367"/>
		<updated>2025-07-15T01:37:07Z</updated>

		<summary type="html">&lt;p&gt;BumblingDoofer: /* Medical */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Command===&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| &amp;lt;strong&amp;gt;Details&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|  Here is a list of all the SOP documents for command.&lt;br /&gt;
&lt;br /&gt;
  Captain SOP&lt;br /&gt;
&lt;br /&gt;
1. The Captain is not permitted to perform regular Security Duty. However, they may still assist Security if they are understaffed, or if they see a crime being committed. However, the Captain is not permitted to take items from the Armory under normal circumstances, unless authorized by the Head of Security. In addition, the Captain may not requisition weaponry for themselves from Cargo and/or Science, unless there&#039;s an immediate threat to station and/or crew;&lt;br /&gt;
&lt;br /&gt;
2. If a Department lacks a Head of Staff, the Captain should make reasonable efforts to appoint an Acting Head of Staff, if there are available personnel to fill the position;&lt;br /&gt;
&lt;br /&gt;
3. The Captain is to ensure that Space Law is being correctly applied. This should be done in cooperation with the Head of Security;&lt;br /&gt;
&lt;br /&gt;
4. The Captain is not to leave the Station unless given specific permission by Central Command, or it happens to be the end of the shift. To do so is to be considered abandoning their posts and is grounds for termination;&lt;br /&gt;
&lt;br /&gt;
5. The Captain must keep the Nuclear Authentication Disk on their person at all times or failing that, in the possession of the Head of Security or Blueshield;&lt;br /&gt;
&lt;br /&gt;
6. The Captain is to attempt to resolve every issue that arises in Command locally before contacting Central Command;&lt;br /&gt;
&lt;br /&gt;
7.The Captain, despite being in charge of the Station, is not separate from NanoTrasen. Any attempts to disregard general company policy are to be considered an instant condition for contract termination;&lt;br /&gt;
&lt;br /&gt;
8. The Captain may only promote personnel to an Acting Head of Staff position if there is no assigned Head of Staff associated with the Department. The Acting Head of Staff must be a member of the Department they are to lead. See below for more information on Chain of Command;&lt;br /&gt;
&lt;br /&gt;
9. The Captain may not fire any Head of Staff without reasonable justification (ie, incompetency, criminal activity, or otherwise any action that endangers/compromises the station and/or crew). The Captain may not fire any Central Command VIPs (ie, Blueshield, NanoTrasen Representative) without permission from Central Command, unless they are blatantly acting against the well-being and safety of the crew and station. The Captain must also follow HoP SOP point 5.&lt;br /&gt;
&lt;br /&gt;
  Head of Personnel SOP&lt;br /&gt;
&lt;br /&gt;
1. The Head of Personnel may not transfer any personnel to another Department without authorization from the relevant Head of Staff. If no Head of Staff is available, the Head of Personnel may make a judgment call. This does not apply to Security, which always requires authorization from the Head of Security, or Genetics, which requires both Chief Medical Officer and Research Director approval. If there is no Head of Security active, no transfers are allowed to Security without authorization from the Captain;&lt;br /&gt;
&lt;br /&gt;
2. The Head of Personnel may not give any personnel increased access without authorization from the relevant Head of Staff. This includes the Head of Personnel. In addition, the Head of Personnel may only give Captain-Level access to someone if they are the Acting Captain. This access is to be removed when a proper Captain arrives at the station;&lt;br /&gt;
&lt;br /&gt;
3. The Head of Personnel may not increase any Job Openings unless the relevant Head of Staff approves;&lt;br /&gt;
&lt;br /&gt;
4.The Head of Personnel may not fire any personnel without authorization from the relevant Head of Staff, unless other conditions apply (see Space Law and General Standard Operating Procedure);&lt;br /&gt;
&lt;br /&gt;
5. The Head of Personnel may not promote anyone to the job of NanoTrasen Representative or Blueshield;&lt;br /&gt;
&lt;br /&gt;
6. The Head of Personnel is free to utilize paperwork at their discretion. However, during major station emergencies, expediency should take precedence over bureaucracy;&lt;br /&gt;
&lt;br /&gt;
7.The Head of Personnel may not leave their office unmanned if there are personnel waiting in line. Failure to respond to personnel with a legitimate request within ten (10) minutes, either via radio or in person is to be considered a breach of Standard Operating Procedure;&lt;br /&gt;
&lt;br /&gt;
8. The Head of Personnel is not permitted to perform Security duty. The Head of Personnel is permitted to carry a Disabler for self-defense only.&lt;br /&gt;
&lt;br /&gt;
  NanoTrasen Representative SOP&lt;br /&gt;
&lt;br /&gt;
1. The NanoTrasen Representative is to ensure that every Department is following Standard Operating Procedure, up to and including the respective Head of Staff. If a Head of Staff is not available for a Department, the NanoTrasen Representative must ensure that the Captain appoints an Acting Head of Staff for said Department;&lt;br /&gt;
&lt;br /&gt;
2. The NanoTrasen Representative must attempt to resolve any breach of Standard Operating Procedure locally before contacting Central Command. This is an imperative: Standard Operating Procedure should always be followed unless there is a very good reason not to;&lt;br /&gt;
&lt;br /&gt;
3. The NanoTrasen Representative must, together with the Head of Security, ensure that Space Law is being followed and correctly applied;&lt;br /&gt;
&lt;br /&gt;
4. The NanoTrasen Representative may not threaten the use of a fax in order to gain leverage over any personnel, up to and including Command. In addition, they may not threaten to fire or have Central Command fire anyone, unless they actually possess a demotion note;&lt;br /&gt;
&lt;br /&gt;
5. The NanoTrasen Representative is permitted to carry their flash and a blade-cane, or a stun baton if the blade-cane is lost.&lt;br /&gt;
&lt;br /&gt;
  # Blueshield Officer SOP&lt;br /&gt;
&lt;br /&gt;
1. The Blueshield may not conduct arrests under the same conditions as Security. However, they may apprehend any personnel that trespass on a Head of Staff Office or Command Area, any personnel that steal from those locations, or any personnel that steal from and/or injure any Head of Staff or Central Command VIP. However, all apprehended personnel are to be processed by Security personnel;&lt;br /&gt;
&lt;br /&gt;
2. The Blueshield is to put the lives of Command over those of any other personnel, the Blueshield included. Their continued well-being is the Blueshield&#039;s top priority. This includes applying basic first aid and making sure they are revived if killed;&lt;br /&gt;
&lt;br /&gt;
3. The Blueshield is to protect the lives of Command personnel, not follow their orders to a fault. The Blueshield is not to interfere with legal demotions or arrests. To do so is to place themselves under the Special Modifier Aiding and Abetting;&lt;br /&gt;
&lt;br /&gt;
4. The Blueshield is not to apply Lethal Force unless there is a clear and present danger to their life, or to the life of a member of Command and the assailant cannot be non-lethally detained.&lt;br /&gt;
&lt;br /&gt;
  Magistrate SOP&lt;br /&gt;
&lt;br /&gt;
1. The Magistrate is to ensure that Space Law is applied correctly. If it is not, they are to make it so;&lt;br /&gt;
  &lt;br /&gt;
2. The Magistrate has the final say on whether Trials take place, and should ensure they should only occur for Capital Sentences. Similarly, Magistrates are to ensure that Trials do not happen for Defendants that are self-evidently guilty;&lt;br /&gt;
&lt;br /&gt;
3. The Magistrate may overrule anyone in all matters concerning Space Law. This does not extend to Emergency Response Teams, Central Command Officials or direct Central Command communications;&lt;br /&gt;
  &lt;br /&gt;
4. The Magistrate is permitted to carry their flash;&lt;br /&gt;
  &lt;br /&gt;
5. The Magistrate is not above Space Law. Similarly, the Magistrate cannot overrule Security on a sentence imposed against themselves;&lt;br /&gt;
  &lt;br /&gt;
6. In the absence of Internal Affairs Agents or a NanoTrasen Representative, the Magistrate may elect to handle matters of Standard Operating Procedure. Otherwise, the Magistrate is only to ensure that the NanoTrasen Representative under their command are handling such matters;&lt;br /&gt;
&lt;br /&gt;
7. The Magistrate may not impede the expedient functioning of Security for the sake of micromanaging every aspect it. The Magistrate should only concern themselves with crimes that either have fuzzy evidence, or require careful deliberation of circumstances;&lt;br /&gt;
&lt;br /&gt;
8. The Magistrate is to contact Central Command immediately if their decisions are being ignored, provided said decision actually match up with Space Law and Standard Operating Procedure.&lt;br /&gt;
&lt;br /&gt;
==If you need to deviate==&lt;br /&gt;
&lt;br /&gt;
Document document document!&lt;br /&gt;
After action reports, calling CentCom on the fabled red phone, or even praying will be heard by CentCom and your actions may be excused if they were determined to be in the best interest for NanoTrasen.&lt;br /&gt;
&lt;br /&gt;
==I don&#039;t see my job listed here!==&lt;br /&gt;
&lt;br /&gt;
It may be because this is a living document, and SOP is not yet finalized. The following SOP documents are completed for other Head&#039;s of Staff;&lt;br /&gt;
Glory to NanoTrasen!&lt;br /&gt;
|}&lt;br /&gt;
===Engineering===&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| &amp;lt;strong&amp;gt;Details&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Here is a list of all the SOP documents for Engineering.&lt;br /&gt;
   # Chief Engineer&lt;br /&gt;
1. The Chief Engineer must make sure to properly wire Solar Panels and activate the Anti-Matter Engine (AME) if available, and co-ordinate a plan with their team to activate a more powerful engine for long-term station use;&lt;br /&gt;
&lt;br /&gt;
2. The Chief Engineer, along with the Research Director, is responsible for maintaining the integrity of Telecommunications. The Chief Engineer must not hinder the proper functionality of Telecommunications, and must diagnose and repair any issues that arise;&lt;br /&gt;
&lt;br /&gt;
3. The Chief Engineer is bound to the same rules regarding the axe as Atmospheric Technicians;&lt;br /&gt;
&lt;br /&gt;
4. The Chief Engineer is permitted to carry a flash and a disabler;&lt;br /&gt;
&lt;br /&gt;
5. The Chief Engineer is responsible for maintaining the integrity of all power sources set up on the station. Neglecting this duty is grounds for termination should the Supermatter delaminates or if power fails on the station;&lt;br /&gt;
&lt;br /&gt;
6. The Chief Engineer may declare an area &amp;quot;Condemned&amp;quot;, if it is damaged to the point where repairs cannot reasonably be completed within an acceptable frame of time;&lt;br /&gt;
&lt;br /&gt;
7. The Chief Engineer is permitted to grant Building Permits to crewmembers, and may dismantle or destroy unauthorized buildings / setups;&lt;br /&gt;
&lt;br /&gt;
8. The Chief Engineer is responsible for maintaining the integrity of the Station&#039;s Atmospherics System. Failure to maintain this integrity is grounds for termination.&lt;br /&gt;
&lt;br /&gt;
  # Station Engineer&lt;br /&gt;
1. Engineers must properly wire Solar Panels and activate the Anti-Matter Engine (AME) if available, and co-ordinate a plan to activate a more powerful engine for long-term station use;&lt;br /&gt;
&lt;br /&gt;
2. Engineers are responsible for maintaining the integrity of all engines aboard the station, even those that are de-activated or inert. Neglecting this duty is grounds for termination should an engine malfunction;&lt;br /&gt;
&lt;br /&gt;
3. Engineers are permitted to construct additional engines (such as additional SM/Tesla/Singularity engines) with approval from the Chief Engineer;&lt;br /&gt;
&lt;br /&gt;
4. Engineers are permitted to carry out solo reconstruction/rebuilding/personal projects if there is no damage to the station that requires fixing;&lt;br /&gt;
&lt;br /&gt;
5. Engineers must check each active engine at least once per 30 minutes;&lt;br /&gt;
&lt;br /&gt;
6. Engineers must constantly monitor the Supermatter engine if it is online and under emitter fire;&lt;br /&gt;
&lt;br /&gt;
7. Engineers must respond promptly to breaches, regardless of size. Failure to report within fifteen (15) minutes will be considered a breach of Standard Operating Procedure, unless there are no spare Engineers to report or an Atmospheric Technician has arrived on scene first. All Hazard Zones must be cordoned off with Engineering Tape or holobarriers, for the safety of crewmembers;&lt;br /&gt;
&lt;br /&gt;
8. Engineers are permitted to hack doors to gain unauthorized access to locations if said locations happen to require urgent repairs;&lt;br /&gt;
&lt;br /&gt;
9. Engineers are to maintain the integrity of the Station&#039;s Power Network;&lt;br /&gt;
10. Engineers must ensure there is at least one (1) engineering hardsuit available on the station at all times, unless there is an emergency that requires the use of all suits.&lt;br /&gt;
&lt;br /&gt;
  # Atmospheric Technician&lt;br /&gt;
&lt;br /&gt;
1. Atmospheric Technicians are permitted to completely repipe the Atmospherics Piping Setup, provided they do not pump harmful gases into anywhere except the burn chamber;&lt;br /&gt;
&lt;br /&gt;
2. Atmospheric Technicians are not permitted to create volatile mixes using Plasma and Oxygen, nor are they permitted to create any potentially harmful mixes with Carbon Dioxide and/or Nitrous Oxide. An exception is made when working with the burn chamber;&lt;br /&gt;
&lt;br /&gt;
3. Atmospheric Technicians are permitted to cool Plasma and store it for later use in Radiation Collectors. Likewise, they are permitted to cool Nitrogen or Carbon Dioxide and store it for use as coolant for the Supermatter Engine;&lt;br /&gt;
&lt;br /&gt;
4. Atmospheric Technicians are not permitted to take the axe out of its case unless there is an immediate and urgent threat to their life or urgent access to crisis locations is necessary. The axe must be returned to the case afterwards, and the case locked;&lt;br /&gt;
&lt;br /&gt;
5. Atmospheric Technicians are not permitted to tamper with the default values on Air Alarms. They are, however, permitted to create small, acclimatized rooms for species that require special atmospheric conditions (such as Vox), provided they receive express permission from the Chief Engineer;&lt;br /&gt;
&lt;br /&gt;
6. Atmospheric Technicians must periodically check on the Central Alarms Computer, in periods of, at most, thirty (30) minutes;&lt;br /&gt;
&lt;br /&gt;
7. Atmospheric Technicians must respond promptly to piping and station breaches. Failure to report within fifteen (15) minutes will be considered a breach of Standard Operating Procedure, unless there are no spare Atmospheric Technicians to report, or an Engineer has arrived at scene first. All Hazard Zones must be cordoned off with Engineering Tape or holobarriers, for the safety of all crewmembers.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Legal===&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| &amp;lt;strong&amp;gt;Details&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Here is a list of all the SOP documents for legal matters.&lt;br /&gt;
   Internal Affairs Agent&lt;br /&gt;
1. Internal Affairs Agents are to ensure that Standard Operating Procedure is being properly followed, and to contact the relevant Head of Staff when it is not;&lt;br /&gt;
&lt;br /&gt;
2. Internal Affairs Agents are to attempt to resolve all Standard Operating Procedure issues locally before contacting the Nanotrasen Representative or, if the Representative is unavailable, Central Command. This should be done in tandem with Command staff and, if possible, personnel in the relevant Department. If a valid report is ignored by the relevant Head of Staff, the Nanotrasen Representative is to be contacted. If the Representative is unavailable or ignores the report, then the Captain should be contacted. If the Captain ignores the report, then Central Command must be contacted;&lt;br /&gt;
&lt;br /&gt;
3.  Internal Affairs Agents are only to prosecute in a court of law personnel facing a Tier IV sentence or greater. They should, however, ensure that Security is applying timed sentences correctly, and must alert Security if they are not. In addition, Internal Affairs Agents are permitted to provide legal advice for Security, as well as investigating whether or not arrests were done properly;&lt;br /&gt;
&lt;br /&gt;
4. Internal Affairs Agents must be granted permission from the presiding Judge (i.e. the Magistrate or Nanotrasen Representative) to serve as legal representation for personnel in any court hearing. Internal Affairs Agents may only serve as legal representation for personnel if another Internal Affairs Agent is capable of assuming the role of prosecution, and if no Lawyer is available. Internal Affairs Agents must also request permission from any potential client before serving as their legal representative, as said client may choose to either represent themselves, or request someone else;&lt;br /&gt;
&lt;br /&gt;
5. Internal Affairs Agents are not to deliberately halt or slow down prisoner processing or ongoing investigations. If Security is acting in a demonstrably incompetent manner, Agents should contact the Head of Security or Nanotrasen Representative. If more information about the crime in question is needed, Agents should wait until the person in question is brigged;&lt;br /&gt;
6. Internal Affairs Agents are permitted to carry their flash and their security sunglasses;&lt;br /&gt;
&lt;br /&gt;
  Lawyer&lt;br /&gt;
&lt;br /&gt;
1. Lawyers are only to provide legal representation during interrogation to personnel facing charges of Tier III or greater. Lawyers are only permitted to provide legal representation in a court of law to personnel facing a Tier IV sentence or greater. They should, however, ensure that all timed sentences are applied correctly, and alert Security if it is not. In addition, Lawyers are permitted to provide legal advice to prisoners, as well as investigating whether or not arrests were done properly;&lt;br /&gt;
&lt;br /&gt;
2. Lawyers must request permission from any potential client before serving as their legal representative, as said client may choose to either represent themselves, or request someone else;&lt;br /&gt;
&lt;br /&gt;
3. Lawyers are not to deliberately halt or slow down prisoner processing or ongoing investigations. If Security is acting in a demonstrably incompetent manner, Lawyers should contact the Head of Security or the Captain. If more information about the crime in question is needed, Lawyers should wait until the person in question is brigged;&lt;br /&gt;
&lt;br /&gt;
4. Lawyers are permitted to confidentially speak with their clients prior to any interrogation. Time spent conferring with a Lawyer may not be counted as time served during a timed sentence. If a client wishes to speak confidentially with their Lawyer during a timed sentence, the time remaining on their sentence must be frozen and may only resumed once the client has re-entered their cell. Lawyers may not divulge the contents of these confidential meetings without the explicit permission of their clients, except in cases where there are reasons to believe that their silence may endanger the lives and safety of other station personnel. If a Lawyer fails to divulge information that was found to later directly lead to the injury or death of personnel, the Lawyer should be charged as an accessory to the resulting crimes;&lt;br /&gt;
&lt;br /&gt;
  Trials&lt;br /&gt;
&lt;br /&gt;
1. Only Tier IV (if the ranking Judge on the station consents) crimes and Tier V (if the defendant and their legal representative demand it) crimes should be brought to trial;&lt;br /&gt;
&lt;br /&gt;
2. Expedient application of Space Law is preferred over a trial process, trials should be reserved for when the defendant and their legal representative can reasonably claim that the justification for a sentence is objectionable and the station is not currently in a state of emergency;&lt;br /&gt;
&lt;br /&gt;
3. Only the Magistrate, Captain, or Nanotrasen Representative may assume the role of Judge and convene a trial. The Magistrate can overrule the Captain and the Nanotrasen Representative, while the Captain may only overrule the Nanotrasen Representative;&lt;br /&gt;
&lt;br /&gt;
4. Security may, but is not required to act as legal representation or attend a trial, even as witnesses;&lt;br /&gt;
&lt;br /&gt;
5. When provided by defendants, legal representation must be permitted in the trial to speak on their behalf. Though Lawyers may be the most suited for the role, there are no restrictions on who may represent a defendant;&lt;br /&gt;
&lt;br /&gt;
6. Before beginning a trial, the Judge should obtain a statement or &amp;quot;affidivat&amp;quot; with a full recount of the defendant&#039;s and any relevant witnesses&#039; testimony of the events from their perspective;&lt;br /&gt;
&lt;br /&gt;
7. The Judge must ensure that decorum is kept during a trial and that the proceedings are timely;&lt;br /&gt;
&lt;br /&gt;
  Official Courtroom Proceedings&lt;br /&gt;
&lt;br /&gt;
Judges must strictly enforce the following procedure during a trial. The Judge should be mindful of the time and set time limits for each part of the proceeds. The gavel may be struck when a party goes beyond their time limit;&lt;br /&gt;
&lt;br /&gt;
1. The Prosecution presents its opening statement;&lt;br /&gt;
&lt;br /&gt;
2. The Defense presents its opening statement;&lt;br /&gt;
&lt;br /&gt;
3. The Defendant is questioned first by the defense and then cross-examined by the Prosecution;&lt;br /&gt;
&lt;br /&gt;
4. Any relevant witnesses are questioned. The party that introduced the witness gets to examine them first, after which the other side is given a chance to cross-examine the witness;&lt;br /&gt;
&lt;br /&gt;
5. The Prosecution presents its closing statement;&lt;br /&gt;
&lt;br /&gt;
6. The Defense presents its closing statement;&lt;br /&gt;
&lt;br /&gt;
7. The Judge issues a verdict, which should be considered the final sentence in regards to the defendant. Only Central Command may override this verdict;&lt;br /&gt;
&lt;br /&gt;
  Contempt of Court&lt;br /&gt;
&lt;br /&gt;
It is required that all parties inside the courtroom, and during the court proceedings, must act with dignity and respect. This includes, but is not limited to, recognizing the authority of the Judge, maintaining an appropriate level of verbal control, and generally acting in a civilized manner. Should a person inside the courtroom act in such a way as to disturb/disrupt court proceedings, the Judge may hold them in Contempt of Court and have them forcefully removed from the courtroom. The decision on whether or not a person is in Contempt of Court rests with the presiding Judge.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Medical===&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| &amp;lt;strong&amp;gt;Details&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Here is a list of all the SOP documents for Medical.&lt;br /&gt;
 List of Medical roles and responsibilities by job.&lt;br /&gt;
&lt;br /&gt;
  Chief Medical Officer&lt;br /&gt;
&lt;br /&gt;
1. The Chief Medical Officer is permitted to carry a regular Defibrillator or a Compact Defibrillator on their person at all times;&lt;br /&gt;
&lt;br /&gt;
2. The Chief Medical Officer is permitted to carry a flash and their hypospray;&lt;br /&gt;
&lt;br /&gt;
3. The Chief Medical Officer is permitted to carry self-defense chemicals for their hypospray if the station alert level warrants it;&lt;br /&gt;
&lt;br /&gt;
4. The Chief Medical Officer is not permitted to allow the creation of poisonous or explosive mixtures in Chemistry without express consent from the Head of Security or, failing that, the presence of a clear and urgent danger to the integrity of the station, except of course in situations where Chemical Implants are required;&lt;br /&gt;
&lt;br /&gt;
5. The Chief Medical Officer is permitted to issue the Handheld Crew Monitor to the Paramedic if they so desire;&lt;br /&gt;
&lt;br /&gt;
6. The Chief Medical Officer must make sure that any reviveable corpses are revived.&lt;br /&gt;
&lt;br /&gt;
  Medical Doctor and Interns&lt;br /&gt;
&lt;br /&gt;
1. Though not mandatory, it is recommended that Doctors wear Sterile Masks and Latex/Nitrile gloves when handling patients. This Guideline becomes mandatory during Viral Outbreaks;&lt;br /&gt;
&lt;br /&gt;
2. Interns should focus on helping Medical Doctors and Surgeons in whatever they require, and tending to patients that require light care. If necessary, they can stand in for regular Medical Doctor duties;&lt;br /&gt;
&lt;br /&gt;
3.  Medical Doctors must ensure there is at least one (1) Defibrillator available for use next to or near the main treatment area;&lt;br /&gt;
&lt;br /&gt;
4. Medical Doctors must maintain the entirety of Medbay in a hygienic state in the absence of custodial staff. This includes, but is not limited to, cleaning organic residue, fluids and/or corpses;&lt;br /&gt;
&lt;br /&gt;
5. Medical Doctors must place all corpses inside body bags and/or morgue trays. In addition, Medical Doctors must make sure that the Morgue does not contain reviveable corpses;&lt;br /&gt;
&lt;br /&gt;
6. Medical Doctors are not permitted to leave Medbay to perform recreational activities if there are unattended patients requiring treatment;&lt;br /&gt;
&lt;br /&gt;
7. Medical Doctors are not obliged to treat patients who are actively and intentionally harming themselves. If treated, refer the patient to the on-station Psychologist;&lt;br /&gt;
&lt;br /&gt;
8. Medical Doctors are to return any equipment of deceased crewmembers who have been moved to the morgue for permanent storage to their respective department.&lt;br /&gt;
&lt;br /&gt;
  Chemist&lt;br /&gt;
&lt;br /&gt;
1. The Chemist is not permitted to experiment with explosive mixtures;&lt;br /&gt;
&lt;br /&gt;
2. The Chemist is not permitted to experiment with poisonous mixtures and/or narcotics;&lt;br /&gt;
&lt;br /&gt;
3. The Chemist is not permitted to produce alcoholic beverages;&lt;br /&gt;
&lt;br /&gt;
4. Chemists in conjuction with Medical Doctors and must make sure that Cloning is stocked with Biomass if set up.&lt;br /&gt;
&lt;br /&gt;
5. The Chemist must ensure that the Medbay is stocked with at least enough medication to handle Brute, Burn, Respiratory, and Toxin damage. Failure to follow this Guideline or attempting to follow this Guideline within thirty (30) minutes is to be considered a breach of Standard Operating Procedure;&lt;br /&gt;
&lt;br /&gt;
6. The Chemist is not allowed to leave Chemistry unattended if the Medbay is devoid of Medication, except in such a case that Chemistry is unusable.&lt;br /&gt;
&lt;br /&gt;
  Paramedic&lt;br /&gt;
&lt;br /&gt;
1. The Paramedic is fully permitted to carry a Defibrillator on their person at all times, provided they leave at least one (1) Defibrillator for use in Medbay;&lt;br /&gt;
&lt;br /&gt;
2. The Paramedic must stabilize all patients before bringing them to the Medical Bay;&lt;br /&gt;
&lt;br /&gt;
3. In such a case as a patient is found dead, and cannot be brought back via Defibrillation, the Paramedic must ensure that said patient is brought to the Medbay and notify the Doctors;&lt;br /&gt;
&lt;br /&gt;
4. The Paramedic is authorized to carry the Handheld Crew Monitor, but is not allowed to distribute it to other crewmembers;&lt;br /&gt;
&lt;br /&gt;
5. The Paramedic must carry enough materials to provide for adequate first aid of all Major Injury Types (Brute, Burn, Toxic, Respiratory).&lt;br /&gt;
&lt;br /&gt;
  Psychologist&lt;br /&gt;
&lt;br /&gt;
1. The Psychologist may perform a full psychological evaluation on anyone, along with any potential treatment, provided the person in question seeks them out;&lt;br /&gt;
&lt;br /&gt;
2. The Psychologist may not force someone to receive therapy if the person does not want it. Exception is made for violent criminals and only if the Head of Security, Magistrate or Captain orders it;&lt;br /&gt;
&lt;br /&gt;
3. The Psychologist is not permitted to administer any medication without consent from their patient;&lt;br /&gt;
&lt;br /&gt;
4. The Psychologist is not permitted to muzzle or straightjacket anyone without express permission from the Chief Medical Officer or Head of Security. An exception is made for violent and/or out of control patients;&lt;br /&gt;
&lt;br /&gt;
5. The Psychologist may recommend a patient&#039;s demotion if they find their psychological condition to render them unfit to fulfill their duties;&lt;br /&gt;
&lt;br /&gt;
6. The Psychologist may request to consult prisoners in Permanent Imprisonment. This must happen inside the Brig, preferably inside the Permabrig, and only with Warden and/or Head of Security authorization. This should be done under the supervision of a member of Security with Permabrig access.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Science===&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| &amp;lt;strong&amp;gt;Details&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Here is a list of all the SOP documents for Science.&lt;br /&gt;
  # Research Director SOP&lt;br /&gt;
&lt;br /&gt;
  ## Code Green&lt;br /&gt;
&lt;br /&gt;
  [bold]1.[/bold] The Research Director must make sure Research is being done. Research must be completed by the end of the shift, assuming Science is provided the materials for it by Cargo;&lt;br /&gt;
&lt;br /&gt;
  [bold]2.[/bold] The Research Director is permitted to carry a flash and their Handheld Teleporter;&lt;br /&gt;
&lt;br /&gt;
  [bold]3.[/bold] The Research Director is not permitted to bring harmful artifacts outside of Science if they are not stored within an artifact container;&lt;br /&gt;
&lt;br /&gt;
  [bold]4.[/bold] The Research Director is not permitted to decommission a Station AI without the Captain&#039;s approval. The AI unit, if decommissioned must be secured on an Intellicard to be inspected in Central Command;&lt;br /&gt;
&lt;br /&gt;
  [bold]5.[/bold] The Research Director is permitted to change the Station AIs laws, provided they receive approval from the Captain;&lt;br /&gt;
&lt;br /&gt;
  [bold]6.[/bold] The Research Director must keep a log of all anomalies and eliminate any anomalies that may pose an immediate danger to crewmembers;&lt;br /&gt;
&lt;br /&gt;
  [bold]7.[/bold] The Research Director must ensure telecommunications is properly maintained.&lt;br /&gt;
&lt;br /&gt;
  ## Code Blue&lt;br /&gt;
&lt;br /&gt;
  [bold]1.[/bold] All guidelines carry over from Code Green.&lt;br /&gt;
&lt;br /&gt;
  ## Code Red&lt;br /&gt;
&lt;br /&gt;
  [bold]1.[/bold] All guidelines carry over from Code Blue;&lt;br /&gt;
&lt;br /&gt;
  [bold]2.[/bold] In addition to a flash, the Research Director is permitted to carry a single weapon created in the Protolathe, provided they recieve authorization from the Head of Security. An exception is made during extreme emergencies;&lt;br /&gt;
&lt;br /&gt;
  # Scientist / Research Assistant SOP&lt;br /&gt;
&lt;br /&gt;
  ## Code Green&lt;br /&gt;
&lt;br /&gt;
  [bold]1.[/bold] Scientists are not permitted to bring artifacts outside of Science without the use of an artifact container;&lt;br /&gt;
&lt;br /&gt;
  [bold]2.[/bold] Scientists are not permitted to generate anomalies without approval from the Research Director;&lt;br /&gt;
&lt;br /&gt;
  [bold]3.[/bold] While not mandatory, it is highly recommended that Scientists give a prior warning before generating an anomaly, preferably done in-conjuction with the Research Director declaring that an anomaly is generated with the appropriate Communications Console;&lt;br /&gt;
&lt;br /&gt;
  [bold]4.[/bold] Scientists are to deliver any animals used for testing to the Chef after testing has concluded;&lt;br /&gt;
&lt;br /&gt;
  [bold]5.[/bold] Scientists are not permitted to carry any weapons generated from the protolathe;&lt;br /&gt;
&lt;br /&gt;
  [bold]6.[/bold] Scientists are not permitted to distribute any weapons generated from the protolathe, unless the weapon in question (for example, Proto-Kinetic Accelerators) is delivered to the appropriate department;&lt;br /&gt;
&lt;br /&gt;
  [bold]7.[/bold] Scientists are not to activate Station-wide Destruction artifacts, and must destroy or eliminate them as soon as possible;&lt;br /&gt;
&lt;br /&gt;
  [bold]8.[/bold] At least one scientist should be available to take orders from crewmembers at the Science front desk, if there is one.&lt;br /&gt;
&lt;br /&gt;
  ## Code Blue&lt;br /&gt;
&lt;br /&gt;
  [bold]1.[/bold] All guidelines carry over from Code Green;&lt;br /&gt;
&lt;br /&gt;
  [bold]2.[/bold] Scientists are permitted to produce weapons and grenades from the protolathe provided they get delivered to Security.&lt;br /&gt;
&lt;br /&gt;
  ## Code Red&lt;br /&gt;
&lt;br /&gt;
  [bold]1.[/bold] All guidelines carry over from Code Blue;&lt;br /&gt;
&lt;br /&gt;
  [bold]2.[/bold] In regard to Guideline 2 on Code Blue, scientists may arm themselves with a single weapon if the threat is deemed to be station ending.&lt;br /&gt;
&lt;br /&gt;
  # Roboticist SOP&lt;br /&gt;
&lt;br /&gt;
  ## Code Green&lt;br /&gt;
&lt;br /&gt;
  [bold]1.[/bold] Roboticists are not permitted to construct Combat Mechs without explicit permission from the Captain and/or the Head of Security. An example of a Combat Mech is the Gygax;&lt;br /&gt;
&lt;br /&gt;
  [bold]2.[/bold] Roboticists are freely permitted to construct Utility Mechs, along with any assorted Utility Equipment;&lt;br /&gt;
&lt;br /&gt;
  [bold]3.[/bold] Roboticists are freely permitted to construct Cyborgs and all assorted equipment;&lt;br /&gt;
&lt;br /&gt;
  [bold]4.[/bold] Roboticists are to respect all Do-Not-Borg orders, and copies of orders are to be kept safe if possible. If no copy exists, an MMI Unit may refuse to be a Cyborg, and that wish must be respected;&lt;br /&gt;
&lt;br /&gt;
  [bold]5.[/bold] Roboticists must ensure that all Cyborgs are adhering to their laws and not malfunctioning. If a Cyborg is found to be breaking their laws, their MMI Unit or Positronic Brain must be preserved and placed into a new Cyborg chassis;&lt;br /&gt;
&lt;br /&gt;
  [bold]6.[/bold] Roboticists must keep at least one Positronic Brain activated if possible;&lt;br /&gt;
&lt;br /&gt;
  [bold]7.[/bold] Roboticists must adhere to all Scientist SOP guidelines.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
  ## Code Blue&lt;br /&gt;
&lt;br /&gt;
  [bold]1.[/bold] All guidelines carry over from Code Green;&lt;br /&gt;
&lt;br /&gt;
  [bold]2.[/bold] In regard to Guideline 1 on Code Green, Roboticists are permitted to construct Combat Mechs without prior consent, but must be delivered to the Armory. Failure to comply will result in the Combat Mech being destroyed. An exception is made for station-wide threats, but even after these threats are dealt with, the Mech must be delivered to the Armory.&lt;br /&gt;
&lt;br /&gt;
  ## Code Red&lt;br /&gt;
&lt;br /&gt;
  [bold]1.[/bold] All guidelines carry over from Code Blue.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Security===&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| &amp;lt;strong&amp;gt;Details&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Here is a list of all the SOP documents for Security.&lt;br /&gt;
Here is a list of all the SOP documents for Security.&lt;br /&gt;
&lt;br /&gt;
  # Head of Security SOP&lt;br /&gt;
&lt;br /&gt;
  ## Code Green&lt;br /&gt;
&lt;br /&gt;
  [bold]1.[/bold] The Head of Security is permitted to carry out arrests under the same conditions as their Security Officers;&lt;br /&gt;
&lt;br /&gt;
  [bold]2.[/bold] The Head of Security is permitted to carry a fully kitted security belt and a standard issue pistol. While permitted to carry their unique X-01 Multiphase gun, they are discouraged from doing so for safety concerns, and should keep it on Stun/Disable;&lt;br /&gt;
&lt;br /&gt;
  [bold]3.[/bold] The Head of Security is required to permit a trial in the circumstances outlined in the [textlink=&amp;quot;Legal SOP&amp;quot; link=&amp;quot;LegalSOP&amp;quot;] section, and is likewise required to permit the suspect access to confidential meetings with their chosen legal representative at any time during their sentence. The suspect&#039;s brig time should not be advanced during confidential meetings with a legal representative, and should be paused until such a time as the suspect has returned to their cell;&lt;br /&gt;
&lt;br /&gt;
  [bold]4.[/bold] The Head of Security is required to permit a suspect access to legal representation [italic]during interrogation[/italic] only in cases where the suspect is charged with a Tier III crime or greater;&lt;br /&gt;
&lt;br /&gt;
  [bold]5.[/bold] The Head of Security must follow the same guidelines as the Warden for Armory equipment, portable flashers and deployable barriers;&lt;br /&gt;
&lt;br /&gt;
  [bold]6.[/bold] The Head of Security is not permitted to collect equipment from the Armory to carry on their person;&lt;br /&gt;
&lt;br /&gt;
  [bold]7.[/bold] The Head of Security is permitted to either use their regular coat, or armored trench coat;&lt;br /&gt;
&lt;br /&gt;
  [bold]8.[/bold] The Head of Security is permitted to wear their unique gas mask;&lt;br /&gt;
&lt;br /&gt;
  [bold]9.[/bold] The Head of Security may not overrule established sentences, unless further evidence is brought to light or the prisoner in question attempts to escape;&lt;br /&gt;
&lt;br /&gt;
  [bold]10.[/bold] The Head of Security must follow the same guidelines as Security Officers for attire, with the exception that their own assigned attire is also acceptable for any of the attire mentioned for Security Officers;&lt;br /&gt;
&lt;br /&gt;
  [bold]11.[/bold] The Head of Security is encouraged to follow the Security Rules of Conduct, as this sets a proper example for Cadets and establishes good trust with the public.&lt;br /&gt;
&lt;br /&gt;
  ## Code Blue&lt;br /&gt;
&lt;br /&gt;
  [bold]1.[/bold] All Guidelines carry over from Code Green. In regard to Guideline 2, the Head of Security is now encouraged to carry their unique Energy Gun.&lt;br /&gt;
&lt;br /&gt;
  [bold]2.[/bold] In regard to guideline 5, leniency may be granted in order to ensure Command and other important members of the station are protected.&lt;br /&gt;
&lt;br /&gt;
  ## Code Red&lt;br /&gt;
&lt;br /&gt;
  [bold]1.[/bold] Guidelines 1, 2, 4, 6, 8, 9, 10, and 11 are carried over from [color=green]Code Green[/color];&lt;br /&gt;
&lt;br /&gt;
  [bold]2.[/bold] The Head of Security is not required to permit a trial during states of emergency. However, the Head of Security is still required to permit the suspect access to confidential meetings with their chosen legal representative at any time during their sentence, and the suspect&#039;s brig time should not be advanced during these confidential meetings.&lt;br /&gt;
&lt;br /&gt;
  [bold]3.[/bold] The Head of Security is permitted to take whatever equipment they require from the Armory, provided they leave enough equipment for the rest of the Security force;&lt;br /&gt;
&lt;br /&gt;
  [bold]4.[/bold] The Head of Security is required to make a Station Announcement regarding the nature of the confirmed threat that caused Code Red.&lt;br /&gt;
&lt;br /&gt;
  # Security Officers / Cadets&lt;br /&gt;
&lt;br /&gt;
  ## Code Green&lt;br /&gt;
&lt;br /&gt;
  [bold]1.[/bold] Security Officers are encouraged to act in accordance with the Security Rules of Conduct before engaging with any member of the public.&lt;br /&gt;
&lt;br /&gt;
  [bold]2.[/bold] Security Officers are required to state the reasons behind an arrest before any further action is taken. Exception is made if the suspect refuses to stop;&lt;br /&gt;
&lt;br /&gt;
  [bold]3.[/bold] Security Officers must attempt to bring all suspects or witnesses to the Brig without handcuffing or incapacitating them. Should the suspect not cooperate, the officer may proceed as usual;&lt;br /&gt;
&lt;br /&gt;
  [bold]4.[/bold] No weapons are to be brandished until the suspect attempts to run away or becomes actively hostile;&lt;br /&gt;
&lt;br /&gt;
  [bold]5.[/bold] Security Officers may not demand access to the interior of other Departments during regular patrols. However, asking for access from the Head of Personnel is still acceptable;&lt;br /&gt;
&lt;br /&gt;
  [bold]6.[/bold] Security Officers are not permitted to have weapons drawn during regular patrols;&lt;br /&gt;
&lt;br /&gt;
  [bold]7.[/bold] Security Officers are not permitted to conduct searches, unless there is reasonable evidence/suspicion that the person in question has committed a crime. Any further searches require a warrant from the Head of Security or Captain;&lt;br /&gt;
&lt;br /&gt;
  [bold]8.[/bold] Security Officers are required to wear their uniform in accordance with the Security Rules of Conduct.&lt;br /&gt;
&lt;br /&gt;
  ## Code Blue&lt;br /&gt;
&lt;br /&gt;
  [bold]1.[/bold] Guidelines 1, 2, 4 and 8 are carried over from [color=green]Code Green[/color];&lt;br /&gt;
&lt;br /&gt;
  [bold]2.[/bold] Security Officers are permitted to carry around any weapons or equipment available in the Armory, at the Warden&#039;s discretion, but never more than one at a time. Exception is made for severe emergencies, such as Nuclear Operatives;&lt;br /&gt;
&lt;br /&gt;
  [bold]3.[/bold] Security Officers are permitted to carry weapons in hand during regular patrols, although this is not advised;&lt;br /&gt;
&lt;br /&gt;
  [bold]4.[/bold] Security Officers are permitted to present weapons during arrests;&lt;br /&gt;
&lt;br /&gt;
  [bold]5.[/bold] Security Officers may demand entry to specific Departments during regular patrols;&lt;br /&gt;
&lt;br /&gt;
  [bold]6.[/bold] Security Officers may randomly search crewmembers, but are not allowed to apply any degree of force unless said crewmember acts overtly hostile. Crew who refuse to be searched may be stunned and cuffed for the search;&lt;br /&gt;
&lt;br /&gt;
  [bold]7.[/bold] Security Officers are permitted to leave prisoners cuffed should they act hostile.&lt;br /&gt;
&lt;br /&gt;
  ## Code Red&lt;br /&gt;
&lt;br /&gt;
  [bold]1.[/bold] Guidelines 2, 3, 4, 5, 6, and 7 are carried over from Code Blue. Guideline 8 is carried over from [color=green]Code Green[/color];&lt;br /&gt;
&lt;br /&gt;
  [bold]2.[/bold] Security Officers may arrest crewmembers with no stated reason if there is evidence they are involved in criminal activities;&lt;br /&gt;
&lt;br /&gt;
  [bold]3.[/bold] Security Officers may forcefully relocate crewmembers to their respective Departments if necessary.&lt;br /&gt;
&lt;br /&gt;
  # Warden&lt;br /&gt;
&lt;br /&gt;
  ## Code Green&lt;br /&gt;
&lt;br /&gt;
  [bold]1.[/bold] The Warden may not perform arrests if there are Security Officers active;&lt;br /&gt;
&lt;br /&gt;
  [bold]2.[/bold] The Warden must conduct a thorough search of every prisoner’s belongings, including pockets, PDA slots, any coat pockets and suit storage slots;&lt;br /&gt;
&lt;br /&gt;
  [bold]3.[/bold] The Warden is required to permit a trial in the circumstances outlined in the [textlink=&amp;quot;Legal SOP&amp;quot; link=&amp;quot;LegalSOP&amp;quot;] section, and is likewise required to permit the suspect access to confidential meetings with their chosen legal representative at any time during their sentence. The suspect&#039;s brig time should not be advanced during confidential meetings with a legal representative, and should be paused until such a time as the suspect has returned to their cell;&lt;br /&gt;
&lt;br /&gt;
  [bold]4.[/bold] The Warden is required to permit a suspect access to legal representation [italic]during interrogation[/italic] only in cases where the suspect is charged with a Tier III crime or greater;&lt;br /&gt;
&lt;br /&gt;
  [bold]5.[/bold] The Warden may not hand out any weapons or armor from the Armory, except for extra disablers. Hardsuits may be issued if emergency E.V.A action is required. Exception is made if there is an immediate threat that requires attention, such as Nuclear Operatives;&lt;br /&gt;
&lt;br /&gt;
  [bold]6.[/bold] The Warden is permitted to carry a fully kitted security belt and a standard issue pistol. While permitted to carry their unique energy shotgun, they are discouraged from doing so for safety concerns, and should keep it on disable;&lt;br /&gt;
&lt;br /&gt;
  [bold]7.[/bold] The Warden may not place the portable flashers within the Brig;&lt;br /&gt;
&lt;br /&gt;
  [bold]8.[/bold] The Warden may not place the deployable barriers within the Brig;&lt;br /&gt;
&lt;br /&gt;
  [bold]9.[/bold] The Warden must read to every prisoner the crimes they are sentenced to;&lt;br /&gt;
&lt;br /&gt;
  [bold]10.[/bold] The Warden is not permitted to leave prisoners cuffed to their beds. An exception is made if the prisoners acts overtly hostile or attempts to breach the cell in order to escape;&lt;br /&gt;
&lt;br /&gt;
  [bold]11.[/bold] The Warden must follow the same guidelines as Security Officers for attire, with the exception that their own assigned attire is also acceptable for any of the attire mentioned for Security Officers;&lt;br /&gt;
&lt;br /&gt;
  [bold]12.[/bold] The Warden is encouraged to follow the Security Rules of Conduct to set a proper example for cadets, as well as establish trust with the public.&lt;br /&gt;
&lt;br /&gt;
  ## Code Blue&lt;br /&gt;
&lt;br /&gt;
  [bold]1.[/bold] Guidelines 1, 2, 3, 4, 6, 9, 11 and 12 are carried over from [color=green]Code Green[/color];&lt;br /&gt;
&lt;br /&gt;
  [bold]2.[/bold] The Warden is permitted to hand out all equipment from the Armory. Guns are only to be handed out with Head of Security or Captain&#039;s approval, as they present a lethal risk, or if there is an immediate threat, such as Nuclear Operatives;&lt;br /&gt;
&lt;br /&gt;
  [bold]3.[/bold] The Warden is permitted to place the portable flashers inside the Brig;&lt;br /&gt;
&lt;br /&gt;
  [bold]4.[/bold] The Warden is permitted to place the deployable barriers inside the Brig.&lt;br /&gt;
&lt;br /&gt;
  ## Code Red&lt;br /&gt;
&lt;br /&gt;
  [bold]1.[/bold] Guidelines 2, 4, 6, 9, 11 and 12 are carried over from [color=green]Code Green[/color];&lt;br /&gt;
&lt;br /&gt;
  [bold]2.[/bold] Guidelines 3 and 4 are carried over from Code Blue. In addition, the Warden may also carry any weapon from the Armory, but never more than one at a time;&lt;br /&gt;
&lt;br /&gt;
  [bold]3.[/bold] The Warden is not required to permit a trial during states of emergency. However, the Warden is still required to permit the suspect access to confidential meetings with their chosen legal representative at any time during their sentence, and the suspect&#039;s brig time should not be advanced during these confidential meetings.&lt;br /&gt;
&lt;br /&gt;
  [bold]3.[/bold] The Warden is permitted to distribute any weapon or piece of equipment in the Armory. This includes whatever Research has provided;&lt;br /&gt;
&lt;br /&gt;
  [bold]4.[/bold] The Warden is permitted to carry out arrests freely.&lt;br /&gt;
&lt;br /&gt;
  # Detective&lt;br /&gt;
&lt;br /&gt;
  ## Code Green&lt;br /&gt;
&lt;br /&gt;
  [bold]1.[/bold] The Detective is permitted to assist Security Officers with all Patrol Duties. This includes stops, searches, and arrests as per the current Alert Code. They should, however, prioritize investigations and the collection of forensic evidence;&lt;br /&gt;
&lt;br /&gt;
  [bold]2.[/bold] The Detective is to follow all Standard Operating Procedures as outlined by the Security Officer SoP in regard to stops, searches and arrests as per the current Alert Code;&lt;br /&gt;
&lt;br /&gt;
  [bold]3.[/bold] The Detective may carry their revolver and spare ammunition;&lt;br /&gt;
&lt;br /&gt;
  [bold]4.[/bold] The Detective may carry a fully kitted out security belt;&lt;br /&gt;
&lt;br /&gt;
  [bold]5.[/bold] The Detective is permitted to wear non-Security clothing with permission from the Head of Security for the purpose of undercover investigations. They are, however, expected to carry their Security ID on their person at all times;&lt;br /&gt;
&lt;br /&gt;
  [bold]6.[/bold] When not undercover, the Detective must follow the same guidelines as Security Officers for attire, with the exception that their own assigned attire is also acceptable for any of the attire mentioned for Security Officers.&lt;br /&gt;
&lt;br /&gt;
  ## Code Blue&lt;br /&gt;
&lt;br /&gt;
  [bold]1.[/bold] All Guidelines carry over from [color=green]Code Green[/color];&lt;br /&gt;
&lt;br /&gt;
  [bold]2.[/bold] The Detective may pull aside any suspect for an interrogation during the course of their time in Processing. If the suspect requests legal representation during interrogation, the Detective is required to permit it only if the suspect is charged with a Tier III crime or greater. No detainee is to be held for longer than ten (10) minutes in Processing if no evidence against them is readily available.&lt;br /&gt;
&lt;br /&gt;
  [bold]3.[/bold] Torture as a means to gather evidence is allowed.&lt;br /&gt;
&lt;br /&gt;
  ## Code Red&lt;br /&gt;
&lt;br /&gt;
  [bold]1.[/bold] Guidelines 1, 2, 3, 4 and 5 carry over from [color=green]Code Green[/color];&lt;br /&gt;
&lt;br /&gt;
  [bold]2.[/bold] Guidelines 2 and 3 carry over from [color=cyan]Code Blue[/color];&lt;br /&gt;
&lt;br /&gt;
  [bold]3.[/bold] The Detective is permitted to carry around any weapons or equipment available in the Armory, at the Warden&#039;s discretion, but never more than one at a time. Exception is made for severe emergencies, such as Nuclear Operatives;&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
===Service===&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| &amp;lt;strong&amp;gt;Details&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Here is a list of all the SOP documents for Service.&lt;br /&gt;
List of Service/Civilian roles and responsibilities by job.&lt;br /&gt;
&lt;br /&gt;
  # Chef&lt;br /&gt;
&lt;br /&gt;
    [bold]1.[/bold] The Chef is not permitted to use the corpses of deceased personnel for meat unless given specific permission from the Chief Medical Officer. Exception is made for changelings and any other executed personnel not slated for Borgifications;&lt;br /&gt;
&lt;br /&gt;
    [bold]2.[/bold] The Chef is permitted to use Ambrosia and other such light narcotics in the production of food; given they are legal.&lt;br /&gt;
&lt;br /&gt;
    [bold]3.[/bold] The Chef must produce at least three (3) dishes of any food within twenty (20) minutes. Failure to do so is to be considered a breach of Standard Operating Procedure;&lt;br /&gt;
&lt;br /&gt;
    [bold]4.[/bold] The Chef is not permitted to leave the kitchen unattended for longer than fifteen (15) minutes if there is no food available for consumption. Exception is made if there are no ingredients, or if the Kitchen is unusable/a hazard zone.&lt;br /&gt;
&lt;br /&gt;
    [bold]5.[/bold] The Chef has full permission to forcefully throw out anyone who climbs over the kitchen table without permission. They are not, however, permitted to do so if the person in question uses the door, or is on an active investigation;&lt;br /&gt;
&lt;br /&gt;
  # Bartender&lt;br /&gt;
&lt;br /&gt;
    [bold]1.[/bold] The Bartender is permitted to use their shotgun on unruly bar patrons in order to throw them out if they are being disruptive. They are not, however, permitted to apply lethal, or near-lethal force;&lt;br /&gt;
&lt;br /&gt;
    [bold]2.[/bold] The Bartender is exempt from legal ramifications when dutifully removing unruly (ie, overtly hostile) patrons from the Bar, provided, of course, they followed Guideline 1;&lt;br /&gt;
&lt;br /&gt;
    [bold]3.[/bold] The Bartender is not permitted to possess regular (ie, lethal) shotgun ammunition. Only beanbag slugs are permitted. Exception is made during major emergencies, such as Nuclear Operatives or Blob Organisms;&lt;br /&gt;
&lt;br /&gt;
    [bold]4.[/bold] The Bartender has full permission to forcefully throw out anyone who climbs over the bar counter without permission, up to and including personnel who may have access to the side windoor. They are not, however, permitted to do so if the person in question uses the door, or is on an active investigation;&lt;br /&gt;
&lt;br /&gt;
  # Botanist&lt;br /&gt;
&lt;br /&gt;
    [bold]1.[/bold] Botanists are permitted to grow experimental plants, presuming they do not distribute it without the express permission of the HOP.&lt;br /&gt;
&lt;br /&gt;
    [bold]2.[/bold] Botanists must provide the Chef with adequate Botanical Supplies, per the Chef’s request, free of charge.&lt;br /&gt;
&lt;br /&gt;
    [bold]3.[/bold] Botanists are not permitted to cause unregulated plantlife to spread outside of Hydroponics or other such designated locations without express permission of the HOP or Captain.&lt;br /&gt;
&lt;br /&gt;
    [bold]4.[/bold] Botanists are not permitted to hand out spatially unstable Botanical Supplies to non-Hydroponics personnel.&lt;br /&gt;
&lt;br /&gt;
    [bold]5.[/bold] Botanists are not permitted to harvest or hand out Amanitin or other such plant/fungi-derived poisons, unless specifically requested by the Head of Security and/or Captain.&lt;br /&gt;
&lt;br /&gt;
    [bold]6.[/bold] Botanists are not permitted the use of a chemical dispenser without the express permission of the Research Director and Head of Personnel.&lt;br /&gt;
&lt;br /&gt;
    [bold]7.[/bold] Botanists are not permitted to carry dangerous plantlife outside Botany, or allow such plantlife to affect outside of Botany.&lt;br /&gt;
&lt;br /&gt;
  # Clown&lt;br /&gt;
&lt;br /&gt;
    [bold]1.[/bold] The Clown is permitted to, and freely exempt from any consequences of, slipping literally anyone, assuming it does not interfere with active Security duty, or in any way endangers other personnel (such as slipping a Paramedic who’s dragging a wounded person to Medbay);&lt;br /&gt;
&lt;br /&gt;
    [bold]2.[/bold] The Clown is not permitted to remove their Clown Shoes or Clown Mask. Exception is made if removing them is truly necessary for the sake of their clowning performance (such as being a satire of bad clowns);&lt;br /&gt;
&lt;br /&gt;
    [bold]3.[/bold] The Clown is not permitted to use or be in possession of Space Lube. Exception is made during major emergencies involving hostile humanoids, whereby use of Space Lube may be condoned to help the crew;&lt;br /&gt;
&lt;br /&gt;
    [bold]4.[/bold] The Clown must legitimately attempt to be funny and/or entertaining at least once every fifteen (15) minutes. A simple pun will suffice. Continuously slipping people for no reason does not constitute humour. The joke is supposed to be funny for everyone;&lt;br /&gt;
&lt;br /&gt;
    [bold]5.[/bold] The Clown is permitted to, and freely exempt from any consequences of, performing any harmless prank that does not directly conflict with the above Guidelines&lt;br /&gt;
&lt;br /&gt;
  # Mime&lt;br /&gt;
&lt;br /&gt;
    [bold]1.[/bold] The Mime is not permitted to talk, under any circumstance whatsoever. A Mime who breaks the Vow of Silence is to be stripped of their rank post haste;&lt;br /&gt;
&lt;br /&gt;
    [bold]2.[/bold] The Mime is permitted to use written words to communicate, either via paper or PDA, but are discouraged from automatically resorting to it when miming will suffice;&lt;br /&gt;
&lt;br /&gt;
    [bold]3.[/bold] The Mime must actually mime something at least once every thirty (30) minutes. Standing against an invisible wall will suffice.&lt;br /&gt;
&lt;br /&gt;
  # Chaplain&lt;br /&gt;
&lt;br /&gt;
    [bold]1.[/bold] The Chaplain is not permitted to execute Bible Healing without consent, unless the person in question is in Critical Condition and there are no doctors available.&lt;br /&gt;
&lt;br /&gt;
    [bold]2.[/bold] The Chaplain may not actively discriminate against any personnel on the grounds that it is a religious tenet of their particular faith;&lt;br /&gt;
&lt;br /&gt;
    [bold]3.[/bold] The Chaplain may freely conduct funerals for non-cloneable/revivable personnel. All funerals should be concluded with the use of the Crematorium.&lt;br /&gt;
&lt;br /&gt;
  # Janitor&lt;br /&gt;
&lt;br /&gt;
    [bold]1.[/bold] The Janitor must promptly respond to any call from the crew for them to clean. Failure to respond within fifteen (15) minutes is to be considered a breach of Standard Operating Procedure;&lt;br /&gt;
&lt;br /&gt;
    [bold]2.[/bold] If the Janitor&#039;s work leaves any surface slippery, they are to place wet floor signs, either physical or holographic. During major crises, such as Nuclear Operatives, the Janitor is to refrain from creating any slippery surfaces whatsoever;&lt;br /&gt;
&lt;br /&gt;
    [bold]3.[/bold] The Janitor is not to use Cleaning Foam Grenades as pranking implements. Cleaning Foam Grenades are to be used to clean large surfaces at once, only;&lt;br /&gt;
&lt;br /&gt;
    [bold]4.[/bold] During Viral Outbreaks, the Janitors must don their Biosuit, and focus on cleaning any biological waste, until such a point as the Viral Pathogen is deemed eliminated;&lt;br /&gt;
&lt;br /&gt;
    [bold]5.[/bold] The Janitor may not deploy bear traps anywhere, unless there are actually large wild animals on the station.&lt;br /&gt;
&lt;br /&gt;
  # Reporter&lt;br /&gt;
&lt;br /&gt;
    [bold]1.[/bold] The Reporter is permitted to report on any events aboard the station, including those involving Security and Command staff.&lt;br /&gt;
&lt;br /&gt;
    [bold]2.[/bold] The Reporter is not, however, permitted to use slanderous or libelous language or rhetoric when reporting on events such as arrests or imprisonment.&lt;br /&gt;
&lt;br /&gt;
    [bold]3.[/bold] The Reporter should only use positive language when referring to Nanotrasen and Central Command. If unsure about whether or not this should apply to an article, Reporters are advised to fax Centcomm a copy for editorial review.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>BumblingDoofer</name></author>
	</entry>
	<entry>
		<id>https://wiki.funkystation.org/index.php?title=Standard_Operating_Procedure&amp;diff=1366</id>
		<title>Standard Operating Procedure</title>
		<link rel="alternate" type="text/html" href="https://wiki.funkystation.org/index.php?title=Standard_Operating_Procedure&amp;diff=1366"/>
		<updated>2025-07-15T01:32:26Z</updated>

		<summary type="html">&lt;p&gt;BumblingDoofer: /* Legal */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Command===&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| &amp;lt;strong&amp;gt;Details&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|  Here is a list of all the SOP documents for command.&lt;br /&gt;
&lt;br /&gt;
  Captain SOP&lt;br /&gt;
&lt;br /&gt;
1. The Captain is not permitted to perform regular Security Duty. However, they may still assist Security if they are understaffed, or if they see a crime being committed. However, the Captain is not permitted to take items from the Armory under normal circumstances, unless authorized by the Head of Security. In addition, the Captain may not requisition weaponry for themselves from Cargo and/or Science, unless there&#039;s an immediate threat to station and/or crew;&lt;br /&gt;
&lt;br /&gt;
2. If a Department lacks a Head of Staff, the Captain should make reasonable efforts to appoint an Acting Head of Staff, if there are available personnel to fill the position;&lt;br /&gt;
&lt;br /&gt;
3. The Captain is to ensure that Space Law is being correctly applied. This should be done in cooperation with the Head of Security;&lt;br /&gt;
&lt;br /&gt;
4. The Captain is not to leave the Station unless given specific permission by Central Command, or it happens to be the end of the shift. To do so is to be considered abandoning their posts and is grounds for termination;&lt;br /&gt;
&lt;br /&gt;
5. The Captain must keep the Nuclear Authentication Disk on their person at all times or failing that, in the possession of the Head of Security or Blueshield;&lt;br /&gt;
&lt;br /&gt;
6. The Captain is to attempt to resolve every issue that arises in Command locally before contacting Central Command;&lt;br /&gt;
&lt;br /&gt;
7.The Captain, despite being in charge of the Station, is not separate from NanoTrasen. Any attempts to disregard general company policy are to be considered an instant condition for contract termination;&lt;br /&gt;
&lt;br /&gt;
8. The Captain may only promote personnel to an Acting Head of Staff position if there is no assigned Head of Staff associated with the Department. The Acting Head of Staff must be a member of the Department they are to lead. See below for more information on Chain of Command;&lt;br /&gt;
&lt;br /&gt;
9. The Captain may not fire any Head of Staff without reasonable justification (ie, incompetency, criminal activity, or otherwise any action that endangers/compromises the station and/or crew). The Captain may not fire any Central Command VIPs (ie, Blueshield, NanoTrasen Representative) without permission from Central Command, unless they are blatantly acting against the well-being and safety of the crew and station. The Captain must also follow HoP SOP point 5.&lt;br /&gt;
&lt;br /&gt;
  Head of Personnel SOP&lt;br /&gt;
&lt;br /&gt;
1. The Head of Personnel may not transfer any personnel to another Department without authorization from the relevant Head of Staff. If no Head of Staff is available, the Head of Personnel may make a judgment call. This does not apply to Security, which always requires authorization from the Head of Security, or Genetics, which requires both Chief Medical Officer and Research Director approval. If there is no Head of Security active, no transfers are allowed to Security without authorization from the Captain;&lt;br /&gt;
&lt;br /&gt;
2. The Head of Personnel may not give any personnel increased access without authorization from the relevant Head of Staff. This includes the Head of Personnel. In addition, the Head of Personnel may only give Captain-Level access to someone if they are the Acting Captain. This access is to be removed when a proper Captain arrives at the station;&lt;br /&gt;
&lt;br /&gt;
3. The Head of Personnel may not increase any Job Openings unless the relevant Head of Staff approves;&lt;br /&gt;
&lt;br /&gt;
4.The Head of Personnel may not fire any personnel without authorization from the relevant Head of Staff, unless other conditions apply (see Space Law and General Standard Operating Procedure);&lt;br /&gt;
&lt;br /&gt;
5. The Head of Personnel may not promote anyone to the job of NanoTrasen Representative or Blueshield;&lt;br /&gt;
&lt;br /&gt;
6. The Head of Personnel is free to utilize paperwork at their discretion. However, during major station emergencies, expediency should take precedence over bureaucracy;&lt;br /&gt;
&lt;br /&gt;
7.The Head of Personnel may not leave their office unmanned if there are personnel waiting in line. Failure to respond to personnel with a legitimate request within ten (10) minutes, either via radio or in person is to be considered a breach of Standard Operating Procedure;&lt;br /&gt;
&lt;br /&gt;
8. The Head of Personnel is not permitted to perform Security duty. The Head of Personnel is permitted to carry a Disabler for self-defense only.&lt;br /&gt;
&lt;br /&gt;
  NanoTrasen Representative SOP&lt;br /&gt;
&lt;br /&gt;
1. The NanoTrasen Representative is to ensure that every Department is following Standard Operating Procedure, up to and including the respective Head of Staff. If a Head of Staff is not available for a Department, the NanoTrasen Representative must ensure that the Captain appoints an Acting Head of Staff for said Department;&lt;br /&gt;
&lt;br /&gt;
2. The NanoTrasen Representative must attempt to resolve any breach of Standard Operating Procedure locally before contacting Central Command. This is an imperative: Standard Operating Procedure should always be followed unless there is a very good reason not to;&lt;br /&gt;
&lt;br /&gt;
3. The NanoTrasen Representative must, together with the Head of Security, ensure that Space Law is being followed and correctly applied;&lt;br /&gt;
&lt;br /&gt;
4. The NanoTrasen Representative may not threaten the use of a fax in order to gain leverage over any personnel, up to and including Command. In addition, they may not threaten to fire or have Central Command fire anyone, unless they actually possess a demotion note;&lt;br /&gt;
&lt;br /&gt;
5. The NanoTrasen Representative is permitted to carry their flash and a blade-cane, or a stun baton if the blade-cane is lost.&lt;br /&gt;
&lt;br /&gt;
  # Blueshield Officer SOP&lt;br /&gt;
&lt;br /&gt;
1. The Blueshield may not conduct arrests under the same conditions as Security. However, they may apprehend any personnel that trespass on a Head of Staff Office or Command Area, any personnel that steal from those locations, or any personnel that steal from and/or injure any Head of Staff or Central Command VIP. However, all apprehended personnel are to be processed by Security personnel;&lt;br /&gt;
&lt;br /&gt;
2. The Blueshield is to put the lives of Command over those of any other personnel, the Blueshield included. Their continued well-being is the Blueshield&#039;s top priority. This includes applying basic first aid and making sure they are revived if killed;&lt;br /&gt;
&lt;br /&gt;
3. The Blueshield is to protect the lives of Command personnel, not follow their orders to a fault. The Blueshield is not to interfere with legal demotions or arrests. To do so is to place themselves under the Special Modifier Aiding and Abetting;&lt;br /&gt;
&lt;br /&gt;
4. The Blueshield is not to apply Lethal Force unless there is a clear and present danger to their life, or to the life of a member of Command and the assailant cannot be non-lethally detained.&lt;br /&gt;
&lt;br /&gt;
  Magistrate SOP&lt;br /&gt;
&lt;br /&gt;
1. The Magistrate is to ensure that Space Law is applied correctly. If it is not, they are to make it so;&lt;br /&gt;
  &lt;br /&gt;
2. The Magistrate has the final say on whether Trials take place, and should ensure they should only occur for Capital Sentences. Similarly, Magistrates are to ensure that Trials do not happen for Defendants that are self-evidently guilty;&lt;br /&gt;
&lt;br /&gt;
3. The Magistrate may overrule anyone in all matters concerning Space Law. This does not extend to Emergency Response Teams, Central Command Officials or direct Central Command communications;&lt;br /&gt;
  &lt;br /&gt;
4. The Magistrate is permitted to carry their flash;&lt;br /&gt;
  &lt;br /&gt;
5. The Magistrate is not above Space Law. Similarly, the Magistrate cannot overrule Security on a sentence imposed against themselves;&lt;br /&gt;
  &lt;br /&gt;
6. In the absence of Internal Affairs Agents or a NanoTrasen Representative, the Magistrate may elect to handle matters of Standard Operating Procedure. Otherwise, the Magistrate is only to ensure that the NanoTrasen Representative under their command are handling such matters;&lt;br /&gt;
&lt;br /&gt;
7. The Magistrate may not impede the expedient functioning of Security for the sake of micromanaging every aspect it. The Magistrate should only concern themselves with crimes that either have fuzzy evidence, or require careful deliberation of circumstances;&lt;br /&gt;
&lt;br /&gt;
8. The Magistrate is to contact Central Command immediately if their decisions are being ignored, provided said decision actually match up with Space Law and Standard Operating Procedure.&lt;br /&gt;
&lt;br /&gt;
==If you need to deviate==&lt;br /&gt;
&lt;br /&gt;
Document document document!&lt;br /&gt;
After action reports, calling CentCom on the fabled red phone, or even praying will be heard by CentCom and your actions may be excused if they were determined to be in the best interest for NanoTrasen.&lt;br /&gt;
&lt;br /&gt;
==I don&#039;t see my job listed here!==&lt;br /&gt;
&lt;br /&gt;
It may be because this is a living document, and SOP is not yet finalized. The following SOP documents are completed for other Head&#039;s of Staff;&lt;br /&gt;
Glory to NanoTrasen!&lt;br /&gt;
|}&lt;br /&gt;
===Engineering===&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| &amp;lt;strong&amp;gt;Details&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Here is a list of all the SOP documents for Engineering.&lt;br /&gt;
   # Chief Engineer&lt;br /&gt;
1. The Chief Engineer must make sure to properly wire Solar Panels and activate the Anti-Matter Engine (AME) if available, and co-ordinate a plan with their team to activate a more powerful engine for long-term station use;&lt;br /&gt;
&lt;br /&gt;
2. The Chief Engineer, along with the Research Director, is responsible for maintaining the integrity of Telecommunications. The Chief Engineer must not hinder the proper functionality of Telecommunications, and must diagnose and repair any issues that arise;&lt;br /&gt;
&lt;br /&gt;
3. The Chief Engineer is bound to the same rules regarding the axe as Atmospheric Technicians;&lt;br /&gt;
&lt;br /&gt;
4. The Chief Engineer is permitted to carry a flash and a disabler;&lt;br /&gt;
&lt;br /&gt;
5. The Chief Engineer is responsible for maintaining the integrity of all power sources set up on the station. Neglecting this duty is grounds for termination should the Supermatter delaminates or if power fails on the station;&lt;br /&gt;
&lt;br /&gt;
6. The Chief Engineer may declare an area &amp;quot;Condemned&amp;quot;, if it is damaged to the point where repairs cannot reasonably be completed within an acceptable frame of time;&lt;br /&gt;
&lt;br /&gt;
7. The Chief Engineer is permitted to grant Building Permits to crewmembers, and may dismantle or destroy unauthorized buildings / setups;&lt;br /&gt;
&lt;br /&gt;
8. The Chief Engineer is responsible for maintaining the integrity of the Station&#039;s Atmospherics System. Failure to maintain this integrity is grounds for termination.&lt;br /&gt;
&lt;br /&gt;
  # Station Engineer&lt;br /&gt;
1. Engineers must properly wire Solar Panels and activate the Anti-Matter Engine (AME) if available, and co-ordinate a plan to activate a more powerful engine for long-term station use;&lt;br /&gt;
&lt;br /&gt;
2. Engineers are responsible for maintaining the integrity of all engines aboard the station, even those that are de-activated or inert. Neglecting this duty is grounds for termination should an engine malfunction;&lt;br /&gt;
&lt;br /&gt;
3. Engineers are permitted to construct additional engines (such as additional SM/Tesla/Singularity engines) with approval from the Chief Engineer;&lt;br /&gt;
&lt;br /&gt;
4. Engineers are permitted to carry out solo reconstruction/rebuilding/personal projects if there is no damage to the station that requires fixing;&lt;br /&gt;
&lt;br /&gt;
5. Engineers must check each active engine at least once per 30 minutes;&lt;br /&gt;
&lt;br /&gt;
6. Engineers must constantly monitor the Supermatter engine if it is online and under emitter fire;&lt;br /&gt;
&lt;br /&gt;
7. Engineers must respond promptly to breaches, regardless of size. Failure to report within fifteen (15) minutes will be considered a breach of Standard Operating Procedure, unless there are no spare Engineers to report or an Atmospheric Technician has arrived on scene first. All Hazard Zones must be cordoned off with Engineering Tape or holobarriers, for the safety of crewmembers;&lt;br /&gt;
&lt;br /&gt;
8. Engineers are permitted to hack doors to gain unauthorized access to locations if said locations happen to require urgent repairs;&lt;br /&gt;
&lt;br /&gt;
9. Engineers are to maintain the integrity of the Station&#039;s Power Network;&lt;br /&gt;
10. Engineers must ensure there is at least one (1) engineering hardsuit available on the station at all times, unless there is an emergency that requires the use of all suits.&lt;br /&gt;
&lt;br /&gt;
  # Atmospheric Technician&lt;br /&gt;
&lt;br /&gt;
1. Atmospheric Technicians are permitted to completely repipe the Atmospherics Piping Setup, provided they do not pump harmful gases into anywhere except the burn chamber;&lt;br /&gt;
&lt;br /&gt;
2. Atmospheric Technicians are not permitted to create volatile mixes using Plasma and Oxygen, nor are they permitted to create any potentially harmful mixes with Carbon Dioxide and/or Nitrous Oxide. An exception is made when working with the burn chamber;&lt;br /&gt;
&lt;br /&gt;
3. Atmospheric Technicians are permitted to cool Plasma and store it for later use in Radiation Collectors. Likewise, they are permitted to cool Nitrogen or Carbon Dioxide and store it for use as coolant for the Supermatter Engine;&lt;br /&gt;
&lt;br /&gt;
4. Atmospheric Technicians are not permitted to take the axe out of its case unless there is an immediate and urgent threat to their life or urgent access to crisis locations is necessary. The axe must be returned to the case afterwards, and the case locked;&lt;br /&gt;
&lt;br /&gt;
5. Atmospheric Technicians are not permitted to tamper with the default values on Air Alarms. They are, however, permitted to create small, acclimatized rooms for species that require special atmospheric conditions (such as Vox), provided they receive express permission from the Chief Engineer;&lt;br /&gt;
&lt;br /&gt;
6. Atmospheric Technicians must periodically check on the Central Alarms Computer, in periods of, at most, thirty (30) minutes;&lt;br /&gt;
&lt;br /&gt;
7. Atmospheric Technicians must respond promptly to piping and station breaches. Failure to report within fifteen (15) minutes will be considered a breach of Standard Operating Procedure, unless there are no spare Atmospheric Technicians to report, or an Engineer has arrived at scene first. All Hazard Zones must be cordoned off with Engineering Tape or holobarriers, for the safety of all crewmembers.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Legal===&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| &amp;lt;strong&amp;gt;Details&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Here is a list of all the SOP documents for legal matters.&lt;br /&gt;
   Internal Affairs Agent&lt;br /&gt;
1. Internal Affairs Agents are to ensure that Standard Operating Procedure is being properly followed, and to contact the relevant Head of Staff when it is not;&lt;br /&gt;
&lt;br /&gt;
2. Internal Affairs Agents are to attempt to resolve all Standard Operating Procedure issues locally before contacting the Nanotrasen Representative or, if the Representative is unavailable, Central Command. This should be done in tandem with Command staff and, if possible, personnel in the relevant Department. If a valid report is ignored by the relevant Head of Staff, the Nanotrasen Representative is to be contacted. If the Representative is unavailable or ignores the report, then the Captain should be contacted. If the Captain ignores the report, then Central Command must be contacted;&lt;br /&gt;
&lt;br /&gt;
3.  Internal Affairs Agents are only to prosecute in a court of law personnel facing a Tier IV sentence or greater. They should, however, ensure that Security is applying timed sentences correctly, and must alert Security if they are not. In addition, Internal Affairs Agents are permitted to provide legal advice for Security, as well as investigating whether or not arrests were done properly;&lt;br /&gt;
&lt;br /&gt;
4. Internal Affairs Agents must be granted permission from the presiding Judge (i.e. the Magistrate or Nanotrasen Representative) to serve as legal representation for personnel in any court hearing. Internal Affairs Agents may only serve as legal representation for personnel if another Internal Affairs Agent is capable of assuming the role of prosecution, and if no Lawyer is available. Internal Affairs Agents must also request permission from any potential client before serving as their legal representative, as said client may choose to either represent themselves, or request someone else;&lt;br /&gt;
&lt;br /&gt;
5. Internal Affairs Agents are not to deliberately halt or slow down prisoner processing or ongoing investigations. If Security is acting in a demonstrably incompetent manner, Agents should contact the Head of Security or Nanotrasen Representative. If more information about the crime in question is needed, Agents should wait until the person in question is brigged;&lt;br /&gt;
6. Internal Affairs Agents are permitted to carry their flash and their security sunglasses;&lt;br /&gt;
&lt;br /&gt;
  Lawyer&lt;br /&gt;
&lt;br /&gt;
1. Lawyers are only to provide legal representation during interrogation to personnel facing charges of Tier III or greater. Lawyers are only permitted to provide legal representation in a court of law to personnel facing a Tier IV sentence or greater. They should, however, ensure that all timed sentences are applied correctly, and alert Security if it is not. In addition, Lawyers are permitted to provide legal advice to prisoners, as well as investigating whether or not arrests were done properly;&lt;br /&gt;
&lt;br /&gt;
2. Lawyers must request permission from any potential client before serving as their legal representative, as said client may choose to either represent themselves, or request someone else;&lt;br /&gt;
&lt;br /&gt;
3. Lawyers are not to deliberately halt or slow down prisoner processing or ongoing investigations. If Security is acting in a demonstrably incompetent manner, Lawyers should contact the Head of Security or the Captain. If more information about the crime in question is needed, Lawyers should wait until the person in question is brigged;&lt;br /&gt;
&lt;br /&gt;
4. Lawyers are permitted to confidentially speak with their clients prior to any interrogation. Time spent conferring with a Lawyer may not be counted as time served during a timed sentence. If a client wishes to speak confidentially with their Lawyer during a timed sentence, the time remaining on their sentence must be frozen and may only resumed once the client has re-entered their cell. Lawyers may not divulge the contents of these confidential meetings without the explicit permission of their clients, except in cases where there are reasons to believe that their silence may endanger the lives and safety of other station personnel. If a Lawyer fails to divulge information that was found to later directly lead to the injury or death of personnel, the Lawyer should be charged as an accessory to the resulting crimes;&lt;br /&gt;
&lt;br /&gt;
  Trials&lt;br /&gt;
&lt;br /&gt;
1. Only Tier IV (if the ranking Judge on the station consents) crimes and Tier V (if the defendant and their legal representative demand it) crimes should be brought to trial;&lt;br /&gt;
&lt;br /&gt;
2. Expedient application of Space Law is preferred over a trial process, trials should be reserved for when the defendant and their legal representative can reasonably claim that the justification for a sentence is objectionable and the station is not currently in a state of emergency;&lt;br /&gt;
&lt;br /&gt;
3. Only the Magistrate, Captain, or Nanotrasen Representative may assume the role of Judge and convene a trial. The Magistrate can overrule the Captain and the Nanotrasen Representative, while the Captain may only overrule the Nanotrasen Representative;&lt;br /&gt;
&lt;br /&gt;
4. Security may, but is not required to act as legal representation or attend a trial, even as witnesses;&lt;br /&gt;
&lt;br /&gt;
5. When provided by defendants, legal representation must be permitted in the trial to speak on their behalf. Though Lawyers may be the most suited for the role, there are no restrictions on who may represent a defendant;&lt;br /&gt;
&lt;br /&gt;
6. Before beginning a trial, the Judge should obtain a statement or &amp;quot;affidivat&amp;quot; with a full recount of the defendant&#039;s and any relevant witnesses&#039; testimony of the events from their perspective;&lt;br /&gt;
&lt;br /&gt;
7. The Judge must ensure that decorum is kept during a trial and that the proceedings are timely;&lt;br /&gt;
&lt;br /&gt;
  Official Courtroom Proceedings&lt;br /&gt;
&lt;br /&gt;
Judges must strictly enforce the following procedure during a trial. The Judge should be mindful of the time and set time limits for each part of the proceeds. The gavel may be struck when a party goes beyond their time limit;&lt;br /&gt;
&lt;br /&gt;
1. The Prosecution presents its opening statement;&lt;br /&gt;
&lt;br /&gt;
2. The Defense presents its opening statement;&lt;br /&gt;
&lt;br /&gt;
3. The Defendant is questioned first by the defense and then cross-examined by the Prosecution;&lt;br /&gt;
&lt;br /&gt;
4. Any relevant witnesses are questioned. The party that introduced the witness gets to examine them first, after which the other side is given a chance to cross-examine the witness;&lt;br /&gt;
&lt;br /&gt;
5. The Prosecution presents its closing statement;&lt;br /&gt;
&lt;br /&gt;
6. The Defense presents its closing statement;&lt;br /&gt;
&lt;br /&gt;
7. The Judge issues a verdict, which should be considered the final sentence in regards to the defendant. Only Central Command may override this verdict;&lt;br /&gt;
&lt;br /&gt;
  Contempt of Court&lt;br /&gt;
&lt;br /&gt;
It is required that all parties inside the courtroom, and during the court proceedings, must act with dignity and respect. This includes, but is not limited to, recognizing the authority of the Judge, maintaining an appropriate level of verbal control, and generally acting in a civilized manner. Should a person inside the courtroom act in such a way as to disturb/disrupt court proceedings, the Judge may hold them in Contempt of Court and have them forcefully removed from the courtroom. The decision on whether or not a person is in Contempt of Court rests with the presiding Judge.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Medical===&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| &amp;lt;strong&amp;gt;Details&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Here is a list of all the SOP documents for Medical.&lt;br /&gt;
 List of Medical roles and responsibilities by job.&lt;br /&gt;
&lt;br /&gt;
  # Chief Medical Officer&lt;br /&gt;
&lt;br /&gt;
    [bold]1.[/bold] The Chief Medical Officer is permitted to carry a regular Defibrillator or a Compact Defibrillator on their person at all times;&lt;br /&gt;
&lt;br /&gt;
    [bold]2.[/bold] The Chief Medical Officer is permitted to carry a flash and their hypospray;&lt;br /&gt;
&lt;br /&gt;
    [bold]3.[/bold] The Chief Medical Officer is permitted to carry self-defense chemicals for their hypospray if the station alert level warrants it;&lt;br /&gt;
&lt;br /&gt;
    [bold]4.[/bold] The Chief Medical Officer is not permitted to allow the creation of poisonous or explosive mixtures in Chemistry without express consent from the Head of Security or, failing that, the presence of a clear and urgent danger to the integrity of the station, except of course in situations where Chemical Implants are required;&lt;br /&gt;
&lt;br /&gt;
    [bold]5.[/bold] The Chief Medical Officer is permitted to issue the Handheld Crew Monitor to the Paramedic if they so desire;&lt;br /&gt;
&lt;br /&gt;
    [bold]6.[/bold] The Chief Medical Officer must make sure that any reviveable corpses are revived.&lt;br /&gt;
&lt;br /&gt;
  # Medical Doctor and Interns&lt;br /&gt;
&lt;br /&gt;
    [bold]1.[/bold] Though not mandatory, it is recommended that Doctors wear Sterile Masks and Latex/Nitrile gloves when handling patients. This Guideline becomes mandatory during Viral Outbreaks;&lt;br /&gt;
&lt;br /&gt;
    [bold]2.[/bold] Interns should focus on helping Medical Doctors and Surgeons in whatever they require, and tending to patients that require light care. If necessary, they can stand in for regular Medical Doctor duties;&lt;br /&gt;
&lt;br /&gt;
    [bold]3.[/bold] Medical Doctors must ensure there is at least one (1) Defibrillator available for use next to or near the main treatment area;&lt;br /&gt;
&lt;br /&gt;
    [bold]4.[/bold] Medical Doctors must maintain the entirety of Medbay in a hygienic state in the absence of custodial staff. This includes, but is not limited to, cleaning organic residue, fluids and/or corpses;&lt;br /&gt;
&lt;br /&gt;
    [bold]5.[/bold] Medical Doctors must place all corpses inside body bags and/or morgue trays. In addition, Medical Doctors must make sure that the Morgue does not contain reviveable corpses;&lt;br /&gt;
&lt;br /&gt;
    [bold]6.[/bold] Medical Doctors are not permitted to leave Medbay to perform recreational activities if there are unattended patients requiring treatment;&lt;br /&gt;
&lt;br /&gt;
    [bold]7.[/bold] Medical Doctors are not obliged to treat patients who are actively and intentionally harming themselves. If treated, refer the patient to the on-station Psychologist;&lt;br /&gt;
&lt;br /&gt;
    [bold]8.[/bold] Medical Doctors are to return any equipment of deceased crewmembers who have been moved to the morgue for permanent storage to their respective department.&lt;br /&gt;
&lt;br /&gt;
  # Chemist&lt;br /&gt;
&lt;br /&gt;
    [bold]1.[/bold] The Chemist is not permitted to experiment with explosive mixtures;&lt;br /&gt;
&lt;br /&gt;
    [bold]2.[/bold] The Chemist is not permitted to experiment with poisonous mixtures and/or narcotics;&lt;br /&gt;
&lt;br /&gt;
    [bold]3.[/bold] The Chemist is not permitted to experiment with Life or other highly experimental Omnizine-derived mixtures&lt;br /&gt;
&lt;br /&gt;
    [bold]4.[/bold] The Chemist is not permitted to produce alcoholic beverages;&lt;br /&gt;
&lt;br /&gt;
    [bold]5.[/bold] Chemists in conjuction with Medical Doctors and must make sure that Cloning is stocked with Biomass if set up.&lt;br /&gt;
&lt;br /&gt;
    [bold]6.[/bold] The Chemist must ensure that the Medbay is stocked with at least enough medication to handle Brute, Burn, Respiratory, and Toxin damage. Failure to follow this Guideline or attempting to follow this Guideline within thirty (30) minutes is to be considered a breach of Standard Operating Procedure;&lt;br /&gt;
&lt;br /&gt;
    [bold]7.[/bold] The Chemist is not allowed to leave Chemistry unattended if the Medbay is devoid of Medication, except in such a case that Chemistry is unusable.&lt;br /&gt;
&lt;br /&gt;
  # Paramedic&lt;br /&gt;
&lt;br /&gt;
    [bold]1.[/bold] The Paramedic is fully permitted to carry a Defibrillator on their person at all times, provided they leave at least one (1) Defibrillator for use in Medbay;&lt;br /&gt;
&lt;br /&gt;
    [bold]2.[/bold] The Paramedic must stabilize all patients before bringing them to the Medical Bay;&lt;br /&gt;
&lt;br /&gt;
    [bold]3.[/bold] In such a case as a patient is found dead, and cannot be brought back via Defibrillation, the Paramedic must ensure that said patient is brought to the Medbay and notify the Doctors;&lt;br /&gt;
&lt;br /&gt;
    [bold]4.[/bold] The Paramedic is authorized to carry the Handheld Crew Monitor, but is not allowed to distribute it to other crewmembers;&lt;br /&gt;
&lt;br /&gt;
    [bold]5.[/bold] The Paramedic must carry enough materials to provide for adequate first aid of all Major Injury Types (Brute, Burn, Toxic, Respiratory).&lt;br /&gt;
&lt;br /&gt;
  # Psychologist&lt;br /&gt;
&lt;br /&gt;
    [bold]1.[/bold] The Psychologist may perform a full psychological evaluation on anyone, along with any potential treatment, provided the person in question seeks them out;&lt;br /&gt;
&lt;br /&gt;
    [bold]2.[/bold] The Psychologist may not force someone to receive therapy if the person does not want it. Exception is made for violent criminals and only if the Head of Security, Magistrate or Captain orders it;&lt;br /&gt;
&lt;br /&gt;
    [bold]3.[/bold] The Psychologist is not permitted to administer any medication without consent from their patient;&lt;br /&gt;
&lt;br /&gt;
    [bold]4.[/bold] The Psychologist is not permitted to muzzle or straightjacket anyone without express permission from the Chief Medical Officer or Head of Security. An exception is made for violent and/or out of control patients;&lt;br /&gt;
&lt;br /&gt;
    [bold]5.[/bold] The Psychologist may recommend a patient&#039;s demotion if they find their psychological condition to render them unfit to fulfill their duties;&lt;br /&gt;
&lt;br /&gt;
    [bold]6.[/bold] The Psychologist may request to consult prisoners in Permanent Imprisonment. This must happen inside the Brig, preferably inside the Permabrig, and only with Warden and/or Head of Security authorization. This should be done under the supervision of a member of Security with Permabrig access.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Science===&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| &amp;lt;strong&amp;gt;Details&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Here is a list of all the SOP documents for Science.&lt;br /&gt;
  # Research Director SOP&lt;br /&gt;
&lt;br /&gt;
  ## Code Green&lt;br /&gt;
&lt;br /&gt;
  [bold]1.[/bold] The Research Director must make sure Research is being done. Research must be completed by the end of the shift, assuming Science is provided the materials for it by Cargo;&lt;br /&gt;
&lt;br /&gt;
  [bold]2.[/bold] The Research Director is permitted to carry a flash and their Handheld Teleporter;&lt;br /&gt;
&lt;br /&gt;
  [bold]3.[/bold] The Research Director is not permitted to bring harmful artifacts outside of Science if they are not stored within an artifact container;&lt;br /&gt;
&lt;br /&gt;
  [bold]4.[/bold] The Research Director is not permitted to decommission a Station AI without the Captain&#039;s approval. The AI unit, if decommissioned must be secured on an Intellicard to be inspected in Central Command;&lt;br /&gt;
&lt;br /&gt;
  [bold]5.[/bold] The Research Director is permitted to change the Station AIs laws, provided they receive approval from the Captain;&lt;br /&gt;
&lt;br /&gt;
  [bold]6.[/bold] The Research Director must keep a log of all anomalies and eliminate any anomalies that may pose an immediate danger to crewmembers;&lt;br /&gt;
&lt;br /&gt;
  [bold]7.[/bold] The Research Director must ensure telecommunications is properly maintained.&lt;br /&gt;
&lt;br /&gt;
  ## Code Blue&lt;br /&gt;
&lt;br /&gt;
  [bold]1.[/bold] All guidelines carry over from Code Green.&lt;br /&gt;
&lt;br /&gt;
  ## Code Red&lt;br /&gt;
&lt;br /&gt;
  [bold]1.[/bold] All guidelines carry over from Code Blue;&lt;br /&gt;
&lt;br /&gt;
  [bold]2.[/bold] In addition to a flash, the Research Director is permitted to carry a single weapon created in the Protolathe, provided they recieve authorization from the Head of Security. An exception is made during extreme emergencies;&lt;br /&gt;
&lt;br /&gt;
  # Scientist / Research Assistant SOP&lt;br /&gt;
&lt;br /&gt;
  ## Code Green&lt;br /&gt;
&lt;br /&gt;
  [bold]1.[/bold] Scientists are not permitted to bring artifacts outside of Science without the use of an artifact container;&lt;br /&gt;
&lt;br /&gt;
  [bold]2.[/bold] Scientists are not permitted to generate anomalies without approval from the Research Director;&lt;br /&gt;
&lt;br /&gt;
  [bold]3.[/bold] While not mandatory, it is highly recommended that Scientists give a prior warning before generating an anomaly, preferably done in-conjuction with the Research Director declaring that an anomaly is generated with the appropriate Communications Console;&lt;br /&gt;
&lt;br /&gt;
  [bold]4.[/bold] Scientists are to deliver any animals used for testing to the Chef after testing has concluded;&lt;br /&gt;
&lt;br /&gt;
  [bold]5.[/bold] Scientists are not permitted to carry any weapons generated from the protolathe;&lt;br /&gt;
&lt;br /&gt;
  [bold]6.[/bold] Scientists are not permitted to distribute any weapons generated from the protolathe, unless the weapon in question (for example, Proto-Kinetic Accelerators) is delivered to the appropriate department;&lt;br /&gt;
&lt;br /&gt;
  [bold]7.[/bold] Scientists are not to activate Station-wide Destruction artifacts, and must destroy or eliminate them as soon as possible;&lt;br /&gt;
&lt;br /&gt;
  [bold]8.[/bold] At least one scientist should be available to take orders from crewmembers at the Science front desk, if there is one.&lt;br /&gt;
&lt;br /&gt;
  ## Code Blue&lt;br /&gt;
&lt;br /&gt;
  [bold]1.[/bold] All guidelines carry over from Code Green;&lt;br /&gt;
&lt;br /&gt;
  [bold]2.[/bold] Scientists are permitted to produce weapons and grenades from the protolathe provided they get delivered to Security.&lt;br /&gt;
&lt;br /&gt;
  ## Code Red&lt;br /&gt;
&lt;br /&gt;
  [bold]1.[/bold] All guidelines carry over from Code Blue;&lt;br /&gt;
&lt;br /&gt;
  [bold]2.[/bold] In regard to Guideline 2 on Code Blue, scientists may arm themselves with a single weapon if the threat is deemed to be station ending.&lt;br /&gt;
&lt;br /&gt;
  # Roboticist SOP&lt;br /&gt;
&lt;br /&gt;
  ## Code Green&lt;br /&gt;
&lt;br /&gt;
  [bold]1.[/bold] Roboticists are not permitted to construct Combat Mechs without explicit permission from the Captain and/or the Head of Security. An example of a Combat Mech is the Gygax;&lt;br /&gt;
&lt;br /&gt;
  [bold]2.[/bold] Roboticists are freely permitted to construct Utility Mechs, along with any assorted Utility Equipment;&lt;br /&gt;
&lt;br /&gt;
  [bold]3.[/bold] Roboticists are freely permitted to construct Cyborgs and all assorted equipment;&lt;br /&gt;
&lt;br /&gt;
  [bold]4.[/bold] Roboticists are to respect all Do-Not-Borg orders, and copies of orders are to be kept safe if possible. If no copy exists, an MMI Unit may refuse to be a Cyborg, and that wish must be respected;&lt;br /&gt;
&lt;br /&gt;
  [bold]5.[/bold] Roboticists must ensure that all Cyborgs are adhering to their laws and not malfunctioning. If a Cyborg is found to be breaking their laws, their MMI Unit or Positronic Brain must be preserved and placed into a new Cyborg chassis;&lt;br /&gt;
&lt;br /&gt;
  [bold]6.[/bold] Roboticists must keep at least one Positronic Brain activated if possible;&lt;br /&gt;
&lt;br /&gt;
  [bold]7.[/bold] Roboticists must adhere to all Scientist SOP guidelines.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
  ## Code Blue&lt;br /&gt;
&lt;br /&gt;
  [bold]1.[/bold] All guidelines carry over from Code Green;&lt;br /&gt;
&lt;br /&gt;
  [bold]2.[/bold] In regard to Guideline 1 on Code Green, Roboticists are permitted to construct Combat Mechs without prior consent, but must be delivered to the Armory. Failure to comply will result in the Combat Mech being destroyed. An exception is made for station-wide threats, but even after these threats are dealt with, the Mech must be delivered to the Armory.&lt;br /&gt;
&lt;br /&gt;
  ## Code Red&lt;br /&gt;
&lt;br /&gt;
  [bold]1.[/bold] All guidelines carry over from Code Blue.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Security===&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| &amp;lt;strong&amp;gt;Details&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Here is a list of all the SOP documents for Security.&lt;br /&gt;
Here is a list of all the SOP documents for Security.&lt;br /&gt;
&lt;br /&gt;
  # Head of Security SOP&lt;br /&gt;
&lt;br /&gt;
  ## Code Green&lt;br /&gt;
&lt;br /&gt;
  [bold]1.[/bold] The Head of Security is permitted to carry out arrests under the same conditions as their Security Officers;&lt;br /&gt;
&lt;br /&gt;
  [bold]2.[/bold] The Head of Security is permitted to carry a fully kitted security belt and a standard issue pistol. While permitted to carry their unique X-01 Multiphase gun, they are discouraged from doing so for safety concerns, and should keep it on Stun/Disable;&lt;br /&gt;
&lt;br /&gt;
  [bold]3.[/bold] The Head of Security is required to permit a trial in the circumstances outlined in the [textlink=&amp;quot;Legal SOP&amp;quot; link=&amp;quot;LegalSOP&amp;quot;] section, and is likewise required to permit the suspect access to confidential meetings with their chosen legal representative at any time during their sentence. The suspect&#039;s brig time should not be advanced during confidential meetings with a legal representative, and should be paused until such a time as the suspect has returned to their cell;&lt;br /&gt;
&lt;br /&gt;
  [bold]4.[/bold] The Head of Security is required to permit a suspect access to legal representation [italic]during interrogation[/italic] only in cases where the suspect is charged with a Tier III crime or greater;&lt;br /&gt;
&lt;br /&gt;
  [bold]5.[/bold] The Head of Security must follow the same guidelines as the Warden for Armory equipment, portable flashers and deployable barriers;&lt;br /&gt;
&lt;br /&gt;
  [bold]6.[/bold] The Head of Security is not permitted to collect equipment from the Armory to carry on their person;&lt;br /&gt;
&lt;br /&gt;
  [bold]7.[/bold] The Head of Security is permitted to either use their regular coat, or armored trench coat;&lt;br /&gt;
&lt;br /&gt;
  [bold]8.[/bold] The Head of Security is permitted to wear their unique gas mask;&lt;br /&gt;
&lt;br /&gt;
  [bold]9.[/bold] The Head of Security may not overrule established sentences, unless further evidence is brought to light or the prisoner in question attempts to escape;&lt;br /&gt;
&lt;br /&gt;
  [bold]10.[/bold] The Head of Security must follow the same guidelines as Security Officers for attire, with the exception that their own assigned attire is also acceptable for any of the attire mentioned for Security Officers;&lt;br /&gt;
&lt;br /&gt;
  [bold]11.[/bold] The Head of Security is encouraged to follow the Security Rules of Conduct, as this sets a proper example for Cadets and establishes good trust with the public.&lt;br /&gt;
&lt;br /&gt;
  ## Code Blue&lt;br /&gt;
&lt;br /&gt;
  [bold]1.[/bold] All Guidelines carry over from Code Green. In regard to Guideline 2, the Head of Security is now encouraged to carry their unique Energy Gun.&lt;br /&gt;
&lt;br /&gt;
  [bold]2.[/bold] In regard to guideline 5, leniency may be granted in order to ensure Command and other important members of the station are protected.&lt;br /&gt;
&lt;br /&gt;
  ## Code Red&lt;br /&gt;
&lt;br /&gt;
  [bold]1.[/bold] Guidelines 1, 2, 4, 6, 8, 9, 10, and 11 are carried over from [color=green]Code Green[/color];&lt;br /&gt;
&lt;br /&gt;
  [bold]2.[/bold] The Head of Security is not required to permit a trial during states of emergency. However, the Head of Security is still required to permit the suspect access to confidential meetings with their chosen legal representative at any time during their sentence, and the suspect&#039;s brig time should not be advanced during these confidential meetings.&lt;br /&gt;
&lt;br /&gt;
  [bold]3.[/bold] The Head of Security is permitted to take whatever equipment they require from the Armory, provided they leave enough equipment for the rest of the Security force;&lt;br /&gt;
&lt;br /&gt;
  [bold]4.[/bold] The Head of Security is required to make a Station Announcement regarding the nature of the confirmed threat that caused Code Red.&lt;br /&gt;
&lt;br /&gt;
  # Security Officers / Cadets&lt;br /&gt;
&lt;br /&gt;
  ## Code Green&lt;br /&gt;
&lt;br /&gt;
  [bold]1.[/bold] Security Officers are encouraged to act in accordance with the Security Rules of Conduct before engaging with any member of the public.&lt;br /&gt;
&lt;br /&gt;
  [bold]2.[/bold] Security Officers are required to state the reasons behind an arrest before any further action is taken. Exception is made if the suspect refuses to stop;&lt;br /&gt;
&lt;br /&gt;
  [bold]3.[/bold] Security Officers must attempt to bring all suspects or witnesses to the Brig without handcuffing or incapacitating them. Should the suspect not cooperate, the officer may proceed as usual;&lt;br /&gt;
&lt;br /&gt;
  [bold]4.[/bold] No weapons are to be brandished until the suspect attempts to run away or becomes actively hostile;&lt;br /&gt;
&lt;br /&gt;
  [bold]5.[/bold] Security Officers may not demand access to the interior of other Departments during regular patrols. However, asking for access from the Head of Personnel is still acceptable;&lt;br /&gt;
&lt;br /&gt;
  [bold]6.[/bold] Security Officers are not permitted to have weapons drawn during regular patrols;&lt;br /&gt;
&lt;br /&gt;
  [bold]7.[/bold] Security Officers are not permitted to conduct searches, unless there is reasonable evidence/suspicion that the person in question has committed a crime. Any further searches require a warrant from the Head of Security or Captain;&lt;br /&gt;
&lt;br /&gt;
  [bold]8.[/bold] Security Officers are required to wear their uniform in accordance with the Security Rules of Conduct.&lt;br /&gt;
&lt;br /&gt;
  ## Code Blue&lt;br /&gt;
&lt;br /&gt;
  [bold]1.[/bold] Guidelines 1, 2, 4 and 8 are carried over from [color=green]Code Green[/color];&lt;br /&gt;
&lt;br /&gt;
  [bold]2.[/bold] Security Officers are permitted to carry around any weapons or equipment available in the Armory, at the Warden&#039;s discretion, but never more than one at a time. Exception is made for severe emergencies, such as Nuclear Operatives;&lt;br /&gt;
&lt;br /&gt;
  [bold]3.[/bold] Security Officers are permitted to carry weapons in hand during regular patrols, although this is not advised;&lt;br /&gt;
&lt;br /&gt;
  [bold]4.[/bold] Security Officers are permitted to present weapons during arrests;&lt;br /&gt;
&lt;br /&gt;
  [bold]5.[/bold] Security Officers may demand entry to specific Departments during regular patrols;&lt;br /&gt;
&lt;br /&gt;
  [bold]6.[/bold] Security Officers may randomly search crewmembers, but are not allowed to apply any degree of force unless said crewmember acts overtly hostile. Crew who refuse to be searched may be stunned and cuffed for the search;&lt;br /&gt;
&lt;br /&gt;
  [bold]7.[/bold] Security Officers are permitted to leave prisoners cuffed should they act hostile.&lt;br /&gt;
&lt;br /&gt;
  ## Code Red&lt;br /&gt;
&lt;br /&gt;
  [bold]1.[/bold] Guidelines 2, 3, 4, 5, 6, and 7 are carried over from Code Blue. Guideline 8 is carried over from [color=green]Code Green[/color];&lt;br /&gt;
&lt;br /&gt;
  [bold]2.[/bold] Security Officers may arrest crewmembers with no stated reason if there is evidence they are involved in criminal activities;&lt;br /&gt;
&lt;br /&gt;
  [bold]3.[/bold] Security Officers may forcefully relocate crewmembers to their respective Departments if necessary.&lt;br /&gt;
&lt;br /&gt;
  # Warden&lt;br /&gt;
&lt;br /&gt;
  ## Code Green&lt;br /&gt;
&lt;br /&gt;
  [bold]1.[/bold] The Warden may not perform arrests if there are Security Officers active;&lt;br /&gt;
&lt;br /&gt;
  [bold]2.[/bold] The Warden must conduct a thorough search of every prisoner’s belongings, including pockets, PDA slots, any coat pockets and suit storage slots;&lt;br /&gt;
&lt;br /&gt;
  [bold]3.[/bold] The Warden is required to permit a trial in the circumstances outlined in the [textlink=&amp;quot;Legal SOP&amp;quot; link=&amp;quot;LegalSOP&amp;quot;] section, and is likewise required to permit the suspect access to confidential meetings with their chosen legal representative at any time during their sentence. The suspect&#039;s brig time should not be advanced during confidential meetings with a legal representative, and should be paused until such a time as the suspect has returned to their cell;&lt;br /&gt;
&lt;br /&gt;
  [bold]4.[/bold] The Warden is required to permit a suspect access to legal representation [italic]during interrogation[/italic] only in cases where the suspect is charged with a Tier III crime or greater;&lt;br /&gt;
&lt;br /&gt;
  [bold]5.[/bold] The Warden may not hand out any weapons or armor from the Armory, except for extra disablers. Hardsuits may be issued if emergency E.V.A action is required. Exception is made if there is an immediate threat that requires attention, such as Nuclear Operatives;&lt;br /&gt;
&lt;br /&gt;
  [bold]6.[/bold] The Warden is permitted to carry a fully kitted security belt and a standard issue pistol. While permitted to carry their unique energy shotgun, they are discouraged from doing so for safety concerns, and should keep it on disable;&lt;br /&gt;
&lt;br /&gt;
  [bold]7.[/bold] The Warden may not place the portable flashers within the Brig;&lt;br /&gt;
&lt;br /&gt;
  [bold]8.[/bold] The Warden may not place the deployable barriers within the Brig;&lt;br /&gt;
&lt;br /&gt;
  [bold]9.[/bold] The Warden must read to every prisoner the crimes they are sentenced to;&lt;br /&gt;
&lt;br /&gt;
  [bold]10.[/bold] The Warden is not permitted to leave prisoners cuffed to their beds. An exception is made if the prisoners acts overtly hostile or attempts to breach the cell in order to escape;&lt;br /&gt;
&lt;br /&gt;
  [bold]11.[/bold] The Warden must follow the same guidelines as Security Officers for attire, with the exception that their own assigned attire is also acceptable for any of the attire mentioned for Security Officers;&lt;br /&gt;
&lt;br /&gt;
  [bold]12.[/bold] The Warden is encouraged to follow the Security Rules of Conduct to set a proper example for cadets, as well as establish trust with the public.&lt;br /&gt;
&lt;br /&gt;
  ## Code Blue&lt;br /&gt;
&lt;br /&gt;
  [bold]1.[/bold] Guidelines 1, 2, 3, 4, 6, 9, 11 and 12 are carried over from [color=green]Code Green[/color];&lt;br /&gt;
&lt;br /&gt;
  [bold]2.[/bold] The Warden is permitted to hand out all equipment from the Armory. Guns are only to be handed out with Head of Security or Captain&#039;s approval, as they present a lethal risk, or if there is an immediate threat, such as Nuclear Operatives;&lt;br /&gt;
&lt;br /&gt;
  [bold]3.[/bold] The Warden is permitted to place the portable flashers inside the Brig;&lt;br /&gt;
&lt;br /&gt;
  [bold]4.[/bold] The Warden is permitted to place the deployable barriers inside the Brig.&lt;br /&gt;
&lt;br /&gt;
  ## Code Red&lt;br /&gt;
&lt;br /&gt;
  [bold]1.[/bold] Guidelines 2, 4, 6, 9, 11 and 12 are carried over from [color=green]Code Green[/color];&lt;br /&gt;
&lt;br /&gt;
  [bold]2.[/bold] Guidelines 3 and 4 are carried over from Code Blue. In addition, the Warden may also carry any weapon from the Armory, but never more than one at a time;&lt;br /&gt;
&lt;br /&gt;
  [bold]3.[/bold] The Warden is not required to permit a trial during states of emergency. However, the Warden is still required to permit the suspect access to confidential meetings with their chosen legal representative at any time during their sentence, and the suspect&#039;s brig time should not be advanced during these confidential meetings.&lt;br /&gt;
&lt;br /&gt;
  [bold]3.[/bold] The Warden is permitted to distribute any weapon or piece of equipment in the Armory. This includes whatever Research has provided;&lt;br /&gt;
&lt;br /&gt;
  [bold]4.[/bold] The Warden is permitted to carry out arrests freely.&lt;br /&gt;
&lt;br /&gt;
  # Detective&lt;br /&gt;
&lt;br /&gt;
  ## Code Green&lt;br /&gt;
&lt;br /&gt;
  [bold]1.[/bold] The Detective is permitted to assist Security Officers with all Patrol Duties. This includes stops, searches, and arrests as per the current Alert Code. They should, however, prioritize investigations and the collection of forensic evidence;&lt;br /&gt;
&lt;br /&gt;
  [bold]2.[/bold] The Detective is to follow all Standard Operating Procedures as outlined by the Security Officer SoP in regard to stops, searches and arrests as per the current Alert Code;&lt;br /&gt;
&lt;br /&gt;
  [bold]3.[/bold] The Detective may carry their revolver and spare ammunition;&lt;br /&gt;
&lt;br /&gt;
  [bold]4.[/bold] The Detective may carry a fully kitted out security belt;&lt;br /&gt;
&lt;br /&gt;
  [bold]5.[/bold] The Detective is permitted to wear non-Security clothing with permission from the Head of Security for the purpose of undercover investigations. They are, however, expected to carry their Security ID on their person at all times;&lt;br /&gt;
&lt;br /&gt;
  [bold]6.[/bold] When not undercover, the Detective must follow the same guidelines as Security Officers for attire, with the exception that their own assigned attire is also acceptable for any of the attire mentioned for Security Officers.&lt;br /&gt;
&lt;br /&gt;
  ## Code Blue&lt;br /&gt;
&lt;br /&gt;
  [bold]1.[/bold] All Guidelines carry over from [color=green]Code Green[/color];&lt;br /&gt;
&lt;br /&gt;
  [bold]2.[/bold] The Detective may pull aside any suspect for an interrogation during the course of their time in Processing. If the suspect requests legal representation during interrogation, the Detective is required to permit it only if the suspect is charged with a Tier III crime or greater. No detainee is to be held for longer than ten (10) minutes in Processing if no evidence against them is readily available.&lt;br /&gt;
&lt;br /&gt;
  [bold]3.[/bold] Torture as a means to gather evidence is allowed.&lt;br /&gt;
&lt;br /&gt;
  ## Code Red&lt;br /&gt;
&lt;br /&gt;
  [bold]1.[/bold] Guidelines 1, 2, 3, 4 and 5 carry over from [color=green]Code Green[/color];&lt;br /&gt;
&lt;br /&gt;
  [bold]2.[/bold] Guidelines 2 and 3 carry over from [color=cyan]Code Blue[/color];&lt;br /&gt;
&lt;br /&gt;
  [bold]3.[/bold] The Detective is permitted to carry around any weapons or equipment available in the Armory, at the Warden&#039;s discretion, but never more than one at a time. Exception is made for severe emergencies, such as Nuclear Operatives;&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
===Service===&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| &amp;lt;strong&amp;gt;Details&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Here is a list of all the SOP documents for Service.&lt;br /&gt;
List of Service/Civilian roles and responsibilities by job.&lt;br /&gt;
&lt;br /&gt;
  # Chef&lt;br /&gt;
&lt;br /&gt;
    [bold]1.[/bold] The Chef is not permitted to use the corpses of deceased personnel for meat unless given specific permission from the Chief Medical Officer. Exception is made for changelings and any other executed personnel not slated for Borgifications;&lt;br /&gt;
&lt;br /&gt;
    [bold]2.[/bold] The Chef is permitted to use Ambrosia and other such light narcotics in the production of food; given they are legal.&lt;br /&gt;
&lt;br /&gt;
    [bold]3.[/bold] The Chef must produce at least three (3) dishes of any food within twenty (20) minutes. Failure to do so is to be considered a breach of Standard Operating Procedure;&lt;br /&gt;
&lt;br /&gt;
    [bold]4.[/bold] The Chef is not permitted to leave the kitchen unattended for longer than fifteen (15) minutes if there is no food available for consumption. Exception is made if there are no ingredients, or if the Kitchen is unusable/a hazard zone.&lt;br /&gt;
&lt;br /&gt;
    [bold]5.[/bold] The Chef has full permission to forcefully throw out anyone who climbs over the kitchen table without permission. They are not, however, permitted to do so if the person in question uses the door, or is on an active investigation;&lt;br /&gt;
&lt;br /&gt;
  # Bartender&lt;br /&gt;
&lt;br /&gt;
    [bold]1.[/bold] The Bartender is permitted to use their shotgun on unruly bar patrons in order to throw them out if they are being disruptive. They are not, however, permitted to apply lethal, or near-lethal force;&lt;br /&gt;
&lt;br /&gt;
    [bold]2.[/bold] The Bartender is exempt from legal ramifications when dutifully removing unruly (ie, overtly hostile) patrons from the Bar, provided, of course, they followed Guideline 1;&lt;br /&gt;
&lt;br /&gt;
    [bold]3.[/bold] The Bartender is not permitted to possess regular (ie, lethal) shotgun ammunition. Only beanbag slugs are permitted. Exception is made during major emergencies, such as Nuclear Operatives or Blob Organisms;&lt;br /&gt;
&lt;br /&gt;
    [bold]4.[/bold] The Bartender has full permission to forcefully throw out anyone who climbs over the bar counter without permission, up to and including personnel who may have access to the side windoor. They are not, however, permitted to do so if the person in question uses the door, or is on an active investigation;&lt;br /&gt;
&lt;br /&gt;
  # Botanist&lt;br /&gt;
&lt;br /&gt;
    [bold]1.[/bold] Botanists are permitted to grow experimental plants, presuming they do not distribute it without the express permission of the HOP.&lt;br /&gt;
&lt;br /&gt;
    [bold]2.[/bold] Botanists must provide the Chef with adequate Botanical Supplies, per the Chef’s request, free of charge.&lt;br /&gt;
&lt;br /&gt;
    [bold]3.[/bold] Botanists are not permitted to cause unregulated plantlife to spread outside of Hydroponics or other such designated locations without express permission of the HOP or Captain.&lt;br /&gt;
&lt;br /&gt;
    [bold]4.[/bold] Botanists are not permitted to hand out spatially unstable Botanical Supplies to non-Hydroponics personnel.&lt;br /&gt;
&lt;br /&gt;
    [bold]5.[/bold] Botanists are not permitted to harvest or hand out Amanitin or other such plant/fungi-derived poisons, unless specifically requested by the Head of Security and/or Captain.&lt;br /&gt;
&lt;br /&gt;
    [bold]6.[/bold] Botanists are not permitted the use of a chemical dispenser without the express permission of the Research Director and Head of Personnel.&lt;br /&gt;
&lt;br /&gt;
    [bold]7.[/bold] Botanists are not permitted to carry dangerous plantlife outside Botany, or allow such plantlife to affect outside of Botany.&lt;br /&gt;
&lt;br /&gt;
  # Clown&lt;br /&gt;
&lt;br /&gt;
    [bold]1.[/bold] The Clown is permitted to, and freely exempt from any consequences of, slipping literally anyone, assuming it does not interfere with active Security duty, or in any way endangers other personnel (such as slipping a Paramedic who’s dragging a wounded person to Medbay);&lt;br /&gt;
&lt;br /&gt;
    [bold]2.[/bold] The Clown is not permitted to remove their Clown Shoes or Clown Mask. Exception is made if removing them is truly necessary for the sake of their clowning performance (such as being a satire of bad clowns);&lt;br /&gt;
&lt;br /&gt;
    [bold]3.[/bold] The Clown is not permitted to use or be in possession of Space Lube. Exception is made during major emergencies involving hostile humanoids, whereby use of Space Lube may be condoned to help the crew;&lt;br /&gt;
&lt;br /&gt;
    [bold]4.[/bold] The Clown must legitimately attempt to be funny and/or entertaining at least once every fifteen (15) minutes. A simple pun will suffice. Continuously slipping people for no reason does not constitute humour. The joke is supposed to be funny for everyone;&lt;br /&gt;
&lt;br /&gt;
    [bold]5.[/bold] The Clown is permitted to, and freely exempt from any consequences of, performing any harmless prank that does not directly conflict with the above Guidelines&lt;br /&gt;
&lt;br /&gt;
  # Mime&lt;br /&gt;
&lt;br /&gt;
    [bold]1.[/bold] The Mime is not permitted to talk, under any circumstance whatsoever. A Mime who breaks the Vow of Silence is to be stripped of their rank post haste;&lt;br /&gt;
&lt;br /&gt;
    [bold]2.[/bold] The Mime is permitted to use written words to communicate, either via paper or PDA, but are discouraged from automatically resorting to it when miming will suffice;&lt;br /&gt;
&lt;br /&gt;
    [bold]3.[/bold] The Mime must actually mime something at least once every thirty (30) minutes. Standing against an invisible wall will suffice.&lt;br /&gt;
&lt;br /&gt;
  # Chaplain&lt;br /&gt;
&lt;br /&gt;
    [bold]1.[/bold] The Chaplain is not permitted to execute Bible Healing without consent, unless the person in question is in Critical Condition and there are no doctors available.&lt;br /&gt;
&lt;br /&gt;
    [bold]2.[/bold] The Chaplain may not actively discriminate against any personnel on the grounds that it is a religious tenet of their particular faith;&lt;br /&gt;
&lt;br /&gt;
    [bold]3.[/bold] The Chaplain may freely conduct funerals for non-cloneable/revivable personnel. All funerals should be concluded with the use of the Crematorium.&lt;br /&gt;
&lt;br /&gt;
  # Janitor&lt;br /&gt;
&lt;br /&gt;
    [bold]1.[/bold] The Janitor must promptly respond to any call from the crew for them to clean. Failure to respond within fifteen (15) minutes is to be considered a breach of Standard Operating Procedure;&lt;br /&gt;
&lt;br /&gt;
    [bold]2.[/bold] If the Janitor&#039;s work leaves any surface slippery, they are to place wet floor signs, either physical or holographic. During major crises, such as Nuclear Operatives, the Janitor is to refrain from creating any slippery surfaces whatsoever;&lt;br /&gt;
&lt;br /&gt;
    [bold]3.[/bold] The Janitor is not to use Cleaning Foam Grenades as pranking implements. Cleaning Foam Grenades are to be used to clean large surfaces at once, only;&lt;br /&gt;
&lt;br /&gt;
    [bold]4.[/bold] During Viral Outbreaks, the Janitors must don their Biosuit, and focus on cleaning any biological waste, until such a point as the Viral Pathogen is deemed eliminated;&lt;br /&gt;
&lt;br /&gt;
    [bold]5.[/bold] The Janitor may not deploy bear traps anywhere, unless there are actually large wild animals on the station.&lt;br /&gt;
&lt;br /&gt;
  # Reporter&lt;br /&gt;
&lt;br /&gt;
    [bold]1.[/bold] The Reporter is permitted to report on any events aboard the station, including those involving Security and Command staff.&lt;br /&gt;
&lt;br /&gt;
    [bold]2.[/bold] The Reporter is not, however, permitted to use slanderous or libelous language or rhetoric when reporting on events such as arrests or imprisonment.&lt;br /&gt;
&lt;br /&gt;
    [bold]3.[/bold] The Reporter should only use positive language when referring to Nanotrasen and Central Command. If unsure about whether or not this should apply to an article, Reporters are advised to fax Centcomm a copy for editorial review.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>BumblingDoofer</name></author>
	</entry>
	<entry>
		<id>https://wiki.funkystation.org/index.php?title=Standard_Operating_Procedure&amp;diff=1365</id>
		<title>Standard Operating Procedure</title>
		<link rel="alternate" type="text/html" href="https://wiki.funkystation.org/index.php?title=Standard_Operating_Procedure&amp;diff=1365"/>
		<updated>2025-07-15T01:26:56Z</updated>

		<summary type="html">&lt;p&gt;BumblingDoofer: /* Command */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Command===&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| &amp;lt;strong&amp;gt;Details&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|  Here is a list of all the SOP documents for command.&lt;br /&gt;
&lt;br /&gt;
  Captain SOP&lt;br /&gt;
&lt;br /&gt;
1. The Captain is not permitted to perform regular Security Duty. However, they may still assist Security if they are understaffed, or if they see a crime being committed. However, the Captain is not permitted to take items from the Armory under normal circumstances, unless authorized by the Head of Security. In addition, the Captain may not requisition weaponry for themselves from Cargo and/or Science, unless there&#039;s an immediate threat to station and/or crew;&lt;br /&gt;
&lt;br /&gt;
2. If a Department lacks a Head of Staff, the Captain should make reasonable efforts to appoint an Acting Head of Staff, if there are available personnel to fill the position;&lt;br /&gt;
&lt;br /&gt;
3. The Captain is to ensure that Space Law is being correctly applied. This should be done in cooperation with the Head of Security;&lt;br /&gt;
&lt;br /&gt;
4. The Captain is not to leave the Station unless given specific permission by Central Command, or it happens to be the end of the shift. To do so is to be considered abandoning their posts and is grounds for termination;&lt;br /&gt;
&lt;br /&gt;
5. The Captain must keep the Nuclear Authentication Disk on their person at all times or failing that, in the possession of the Head of Security or Blueshield;&lt;br /&gt;
&lt;br /&gt;
6. The Captain is to attempt to resolve every issue that arises in Command locally before contacting Central Command;&lt;br /&gt;
&lt;br /&gt;
7.The Captain, despite being in charge of the Station, is not separate from NanoTrasen. Any attempts to disregard general company policy are to be considered an instant condition for contract termination;&lt;br /&gt;
&lt;br /&gt;
8. The Captain may only promote personnel to an Acting Head of Staff position if there is no assigned Head of Staff associated with the Department. The Acting Head of Staff must be a member of the Department they are to lead. See below for more information on Chain of Command;&lt;br /&gt;
&lt;br /&gt;
9. The Captain may not fire any Head of Staff without reasonable justification (ie, incompetency, criminal activity, or otherwise any action that endangers/compromises the station and/or crew). The Captain may not fire any Central Command VIPs (ie, Blueshield, NanoTrasen Representative) without permission from Central Command, unless they are blatantly acting against the well-being and safety of the crew and station. The Captain must also follow HoP SOP point 5.&lt;br /&gt;
&lt;br /&gt;
  Head of Personnel SOP&lt;br /&gt;
&lt;br /&gt;
1. The Head of Personnel may not transfer any personnel to another Department without authorization from the relevant Head of Staff. If no Head of Staff is available, the Head of Personnel may make a judgment call. This does not apply to Security, which always requires authorization from the Head of Security, or Genetics, which requires both Chief Medical Officer and Research Director approval. If there is no Head of Security active, no transfers are allowed to Security without authorization from the Captain;&lt;br /&gt;
&lt;br /&gt;
2. The Head of Personnel may not give any personnel increased access without authorization from the relevant Head of Staff. This includes the Head of Personnel. In addition, the Head of Personnel may only give Captain-Level access to someone if they are the Acting Captain. This access is to be removed when a proper Captain arrives at the station;&lt;br /&gt;
&lt;br /&gt;
3. The Head of Personnel may not increase any Job Openings unless the relevant Head of Staff approves;&lt;br /&gt;
&lt;br /&gt;
4.The Head of Personnel may not fire any personnel without authorization from the relevant Head of Staff, unless other conditions apply (see Space Law and General Standard Operating Procedure);&lt;br /&gt;
&lt;br /&gt;
5. The Head of Personnel may not promote anyone to the job of NanoTrasen Representative or Blueshield;&lt;br /&gt;
&lt;br /&gt;
6. The Head of Personnel is free to utilize paperwork at their discretion. However, during major station emergencies, expediency should take precedence over bureaucracy;&lt;br /&gt;
&lt;br /&gt;
7.The Head of Personnel may not leave their office unmanned if there are personnel waiting in line. Failure to respond to personnel with a legitimate request within ten (10) minutes, either via radio or in person is to be considered a breach of Standard Operating Procedure;&lt;br /&gt;
&lt;br /&gt;
8. The Head of Personnel is not permitted to perform Security duty. The Head of Personnel is permitted to carry a Disabler for self-defense only.&lt;br /&gt;
&lt;br /&gt;
  NanoTrasen Representative SOP&lt;br /&gt;
&lt;br /&gt;
1. The NanoTrasen Representative is to ensure that every Department is following Standard Operating Procedure, up to and including the respective Head of Staff. If a Head of Staff is not available for a Department, the NanoTrasen Representative must ensure that the Captain appoints an Acting Head of Staff for said Department;&lt;br /&gt;
&lt;br /&gt;
2. The NanoTrasen Representative must attempt to resolve any breach of Standard Operating Procedure locally before contacting Central Command. This is an imperative: Standard Operating Procedure should always be followed unless there is a very good reason not to;&lt;br /&gt;
&lt;br /&gt;
3. The NanoTrasen Representative must, together with the Head of Security, ensure that Space Law is being followed and correctly applied;&lt;br /&gt;
&lt;br /&gt;
4. The NanoTrasen Representative may not threaten the use of a fax in order to gain leverage over any personnel, up to and including Command. In addition, they may not threaten to fire or have Central Command fire anyone, unless they actually possess a demotion note;&lt;br /&gt;
&lt;br /&gt;
5. The NanoTrasen Representative is permitted to carry their flash and a blade-cane, or a stun baton if the blade-cane is lost.&lt;br /&gt;
&lt;br /&gt;
  # Blueshield Officer SOP&lt;br /&gt;
&lt;br /&gt;
1. The Blueshield may not conduct arrests under the same conditions as Security. However, they may apprehend any personnel that trespass on a Head of Staff Office or Command Area, any personnel that steal from those locations, or any personnel that steal from and/or injure any Head of Staff or Central Command VIP. However, all apprehended personnel are to be processed by Security personnel;&lt;br /&gt;
&lt;br /&gt;
2. The Blueshield is to put the lives of Command over those of any other personnel, the Blueshield included. Their continued well-being is the Blueshield&#039;s top priority. This includes applying basic first aid and making sure they are revived if killed;&lt;br /&gt;
&lt;br /&gt;
3. The Blueshield is to protect the lives of Command personnel, not follow their orders to a fault. The Blueshield is not to interfere with legal demotions or arrests. To do so is to place themselves under the Special Modifier Aiding and Abetting;&lt;br /&gt;
&lt;br /&gt;
4. The Blueshield is not to apply Lethal Force unless there is a clear and present danger to their life, or to the life of a member of Command and the assailant cannot be non-lethally detained.&lt;br /&gt;
&lt;br /&gt;
  Magistrate SOP&lt;br /&gt;
&lt;br /&gt;
1. The Magistrate is to ensure that Space Law is applied correctly. If it is not, they are to make it so;&lt;br /&gt;
  &lt;br /&gt;
2. The Magistrate has the final say on whether Trials take place, and should ensure they should only occur for Capital Sentences. Similarly, Magistrates are to ensure that Trials do not happen for Defendants that are self-evidently guilty;&lt;br /&gt;
&lt;br /&gt;
3. The Magistrate may overrule anyone in all matters concerning Space Law. This does not extend to Emergency Response Teams, Central Command Officials or direct Central Command communications;&lt;br /&gt;
  &lt;br /&gt;
4. The Magistrate is permitted to carry their flash;&lt;br /&gt;
  &lt;br /&gt;
5. The Magistrate is not above Space Law. Similarly, the Magistrate cannot overrule Security on a sentence imposed against themselves;&lt;br /&gt;
  &lt;br /&gt;
6. In the absence of Internal Affairs Agents or a NanoTrasen Representative, the Magistrate may elect to handle matters of Standard Operating Procedure. Otherwise, the Magistrate is only to ensure that the NanoTrasen Representative under their command are handling such matters;&lt;br /&gt;
&lt;br /&gt;
7. The Magistrate may not impede the expedient functioning of Security for the sake of micromanaging every aspect it. The Magistrate should only concern themselves with crimes that either have fuzzy evidence, or require careful deliberation of circumstances;&lt;br /&gt;
&lt;br /&gt;
8. The Magistrate is to contact Central Command immediately if their decisions are being ignored, provided said decision actually match up with Space Law and Standard Operating Procedure.&lt;br /&gt;
&lt;br /&gt;
==If you need to deviate==&lt;br /&gt;
&lt;br /&gt;
Document document document!&lt;br /&gt;
After action reports, calling CentCom on the fabled red phone, or even praying will be heard by CentCom and your actions may be excused if they were determined to be in the best interest for NanoTrasen.&lt;br /&gt;
&lt;br /&gt;
==I don&#039;t see my job listed here!==&lt;br /&gt;
&lt;br /&gt;
It may be because this is a living document, and SOP is not yet finalized. The following SOP documents are completed for other Head&#039;s of Staff;&lt;br /&gt;
Glory to NanoTrasen!&lt;br /&gt;
|}&lt;br /&gt;
===Engineering===&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| &amp;lt;strong&amp;gt;Details&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Here is a list of all the SOP documents for Engineering.&lt;br /&gt;
   # Chief Engineer&lt;br /&gt;
1. The Chief Engineer must make sure to properly wire Solar Panels and activate the Anti-Matter Engine (AME) if available, and co-ordinate a plan with their team to activate a more powerful engine for long-term station use;&lt;br /&gt;
&lt;br /&gt;
2. The Chief Engineer, along with the Research Director, is responsible for maintaining the integrity of Telecommunications. The Chief Engineer must not hinder the proper functionality of Telecommunications, and must diagnose and repair any issues that arise;&lt;br /&gt;
&lt;br /&gt;
3. The Chief Engineer is bound to the same rules regarding the axe as Atmospheric Technicians;&lt;br /&gt;
&lt;br /&gt;
4. The Chief Engineer is permitted to carry a flash and a disabler;&lt;br /&gt;
&lt;br /&gt;
5. The Chief Engineer is responsible for maintaining the integrity of all power sources set up on the station. Neglecting this duty is grounds for termination should the Supermatter delaminates or if power fails on the station;&lt;br /&gt;
&lt;br /&gt;
6. The Chief Engineer may declare an area &amp;quot;Condemned&amp;quot;, if it is damaged to the point where repairs cannot reasonably be completed within an acceptable frame of time;&lt;br /&gt;
&lt;br /&gt;
7. The Chief Engineer is permitted to grant Building Permits to crewmembers, and may dismantle or destroy unauthorized buildings / setups;&lt;br /&gt;
&lt;br /&gt;
8. The Chief Engineer is responsible for maintaining the integrity of the Station&#039;s Atmospherics System. Failure to maintain this integrity is grounds for termination.&lt;br /&gt;
&lt;br /&gt;
  # Station Engineer&lt;br /&gt;
1. Engineers must properly wire Solar Panels and activate the Anti-Matter Engine (AME) if available, and co-ordinate a plan to activate a more powerful engine for long-term station use;&lt;br /&gt;
&lt;br /&gt;
2. Engineers are responsible for maintaining the integrity of all engines aboard the station, even those that are de-activated or inert. Neglecting this duty is grounds for termination should an engine malfunction;&lt;br /&gt;
&lt;br /&gt;
3. Engineers are permitted to construct additional engines (such as additional SM/Tesla/Singularity engines) with approval from the Chief Engineer;&lt;br /&gt;
&lt;br /&gt;
4. Engineers are permitted to carry out solo reconstruction/rebuilding/personal projects if there is no damage to the station that requires fixing;&lt;br /&gt;
&lt;br /&gt;
5. Engineers must check each active engine at least once per 30 minutes;&lt;br /&gt;
&lt;br /&gt;
6. Engineers must constantly monitor the Supermatter engine if it is online and under emitter fire;&lt;br /&gt;
&lt;br /&gt;
7. Engineers must respond promptly to breaches, regardless of size. Failure to report within fifteen (15) minutes will be considered a breach of Standard Operating Procedure, unless there are no spare Engineers to report or an Atmospheric Technician has arrived on scene first. All Hazard Zones must be cordoned off with Engineering Tape or holobarriers, for the safety of crewmembers;&lt;br /&gt;
&lt;br /&gt;
8. Engineers are permitted to hack doors to gain unauthorized access to locations if said locations happen to require urgent repairs;&lt;br /&gt;
&lt;br /&gt;
9. Engineers are to maintain the integrity of the Station&#039;s Power Network;&lt;br /&gt;
10. Engineers must ensure there is at least one (1) engineering hardsuit available on the station at all times, unless there is an emergency that requires the use of all suits.&lt;br /&gt;
&lt;br /&gt;
  # Atmospheric Technician&lt;br /&gt;
&lt;br /&gt;
1. Atmospheric Technicians are permitted to completely repipe the Atmospherics Piping Setup, provided they do not pump harmful gases into anywhere except the burn chamber;&lt;br /&gt;
&lt;br /&gt;
2. Atmospheric Technicians are not permitted to create volatile mixes using Plasma and Oxygen, nor are they permitted to create any potentially harmful mixes with Carbon Dioxide and/or Nitrous Oxide. An exception is made when working with the burn chamber;&lt;br /&gt;
&lt;br /&gt;
3. Atmospheric Technicians are permitted to cool Plasma and store it for later use in Radiation Collectors. Likewise, they are permitted to cool Nitrogen or Carbon Dioxide and store it for use as coolant for the Supermatter Engine;&lt;br /&gt;
&lt;br /&gt;
4. Atmospheric Technicians are not permitted to take the axe out of its case unless there is an immediate and urgent threat to their life or urgent access to crisis locations is necessary. The axe must be returned to the case afterwards, and the case locked;&lt;br /&gt;
&lt;br /&gt;
5. Atmospheric Technicians are not permitted to tamper with the default values on Air Alarms. They are, however, permitted to create small, acclimatized rooms for species that require special atmospheric conditions (such as Vox), provided they receive express permission from the Chief Engineer;&lt;br /&gt;
&lt;br /&gt;
6. Atmospheric Technicians must periodically check on the Central Alarms Computer, in periods of, at most, thirty (30) minutes;&lt;br /&gt;
&lt;br /&gt;
7. Atmospheric Technicians must respond promptly to piping and station breaches. Failure to report within fifteen (15) minutes will be considered a breach of Standard Operating Procedure, unless there are no spare Atmospheric Technicians to report, or an Engineer has arrived at scene first. All Hazard Zones must be cordoned off with Engineering Tape or holobarriers, for the safety of all crewmembers.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Legal===&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| &amp;lt;strong&amp;gt;Details&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Here is a list of all the SOP documents for legal matters.&lt;br /&gt;
# Internal Affairs Agent&lt;br /&gt;
&lt;br /&gt;
  [bold]1.[/bold] Internal Affairs Agents are to ensure that Standard Operating Procedure is being properly followed, and to contact the relevant Head of Staff when it is not;&lt;br /&gt;
&lt;br /&gt;
  [bold]2.[/bold] Internal Affairs Agents are to attempt to resolve all Standard Operating Procedure issues locally before contacting the Nanotrasen Representative or, if the Representative is unavailable, Central Command. This should be done in tandem with Command staff and, if possible, personnel in the relevant Department. If a valid report is ignored by the relevant Head of Staff, the Nanotrasen Representative is to be contacted. If the Representative is unavailable or ignores the report, then the Captain should be contacted. If the Captain ignores the report, then Central Command must be contacted;&lt;br /&gt;
&lt;br /&gt;
  [bold]3.[/bold] Internal Affairs Agents are only to prosecute in a court of law personnel facing a Tier IV sentence or greater. They should, however, ensure that Security is applying timed sentences correctly, and must alert Security if they are not. In addition, Internal Affairs Agents are permitted to provide legal advice for Security, as well as investigating whether or not arrests were done properly;&lt;br /&gt;
&lt;br /&gt;
  [bold]4.[/bold] Internal Affairs Agents must be granted permission from the presiding Judge (i.e. the Magistrate or Nanotrasen Representative) to serve as legal representation for personnel in any court hearing. Internal Affairs Agents may only serve as legal representation for personnel if another Internal Affairs Agent is capable of assuming the role of prosecution, and if no Lawyer is available. Internal Affairs Agents must also request permission from any potential client before serving as their legal representative, as said client may choose to either represent themselves, or request someone else;&lt;br /&gt;
&lt;br /&gt;
  [bold]5.[/bold] Internal Affairs Agents are not to deliberately halt or slow down prisoner processing or ongoing investigations. If Security is acting in a demonstrably incompetent manner, Agents should contact the Head of Security or Nanotrasen Representative. If more information about the crime in question is needed, Agents should wait until the person in question is brigged;&lt;br /&gt;
&lt;br /&gt;
  [bold]6.[/bold] Internal Affairs Agents are permitted to carry their flash and their security sunglasses;&lt;br /&gt;
&lt;br /&gt;
  # Lawyer&lt;br /&gt;
&lt;br /&gt;
  [bold]1.[/bold] Lawyers are only to provide legal representation during interrogation to personnel facing charges of Tier III or greater. Lawyers are only permitted to provide legal representation in a court of law to personnel facing a Tier IV sentence or greater. They should, however, ensure that all timed sentences are applied correctly, and alert Security if it is not. In addition, Lawyers are permitted to provide legal advice to prisoners, as well as investigating whether or not arrests were done properly;&lt;br /&gt;
&lt;br /&gt;
  [bold]2.[/bold] Lawyers must request permission from any potential client before serving as their legal representative, as said client may choose to either represent themselves, or request someone else;&lt;br /&gt;
&lt;br /&gt;
  [bold]3.[/bold] Lawyers are not to deliberately halt or slow down prisoner processing or ongoing investigations. If Security is acting in a demonstrably incompetent manner, Lawyers should contact the Head of Security or the Captain. If more information about the crime in question is needed, Lawyers should wait until the person in question is brigged;&lt;br /&gt;
&lt;br /&gt;
  [bold]4.[/bold] Lawyers are permitted to confidentially speak with their clients prior to any interrogation. Time spent conferring with a Lawyer may not be counted as time served during a timed sentence. If a client wishes to speak confidentially with their Lawyer during a timed sentence, the time remaining on their sentence must be frozen and may only resumed once the client has re-entered their cell. Lawyers may not divulge the contents of these confidential meetings without the explicit permission of their clients, except in cases where there are reasons to believe that their silence may endanger the lives and safety of other station personnel. If a Lawyer fails to divulge information that was found to later directly lead to the injury or death of personnel, the Lawyer should be charged as an accessory to the resulting crimes;&lt;br /&gt;
&lt;br /&gt;
  # Trials&lt;br /&gt;
&lt;br /&gt;
  [bold]1.[/bold] Only Tier IV (if the ranking Judge on the station consents) crimes and Tier V (if the defendant and their legal representative demand it) crimes should be brought to trial;&lt;br /&gt;
&lt;br /&gt;
  [bold]2.[/bold] Expedient application of Space Law is preferred over a trial process, trials should be reserved for when the defendant and their legal representative can reasonably claim that the justification for a sentence is objectionable and the station is not currently in a state of emergency;&lt;br /&gt;
&lt;br /&gt;
  [bold]3.[/bold] Only the Magistrate, Captain, or Nanotrasen Representative may assume the role of Judge and convene a trial. The Magistrate can overrule the Captain and the Nanotrasen Representative, while the Captain may only overrule the Nanotrasen Representative;&lt;br /&gt;
&lt;br /&gt;
  [bold]4.[/bold] Security may, but is not required to act as legal representation or attend a trial, even as witnesses;&lt;br /&gt;
&lt;br /&gt;
  [bold]5.[/bold] When provided by defendants, legal representation must be permitted in the trial to speak on their behalf. Though Lawyers may be the most suited for the role, there are no restrictions on who may represent a defendant;&lt;br /&gt;
&lt;br /&gt;
  [bold]6.[/bold] Before beginning a trial, the Judge should obtain a statement or &amp;quot;affidivat&amp;quot; with a full recount of the defendant&#039;s and any relevant witnesses&#039; testimony of the events from their perspective;&lt;br /&gt;
&lt;br /&gt;
  [bold]7.[/bold] The Judge must ensure that decorum is kept during a trial and that the proceedings are timely;&lt;br /&gt;
&lt;br /&gt;
  ## Official Courtroom Proceedings&lt;br /&gt;
&lt;br /&gt;
  Judges must strictly enforce the following procedure during a trial. The Judge should be mindful of the time and set time limits for each part of the proceeds. The gavel may be struck when a party goes beyond their time limit;&lt;br /&gt;
&lt;br /&gt;
  [bold]1.[/bold] The Prosecution presents its opening statement;&lt;br /&gt;
&lt;br /&gt;
  [bold]2.[/bold] The Defense presents its opening statement;&lt;br /&gt;
&lt;br /&gt;
  [bold]3.[/bold] The Defendant is questioned first by the defense and then cross-examined by the Prosecution;&lt;br /&gt;
&lt;br /&gt;
  [bold]4.[/bold] Any relevant witnesses are questioned. The party that introduced the witness gets to examine them first, after which the other side is given a chance to cross-examine the witness;&lt;br /&gt;
&lt;br /&gt;
  [bold]5.[/bold] The Prosecution presents its closing statement;&lt;br /&gt;
&lt;br /&gt;
  [bold]6.[/bold] The Defense presents its closing statement;&lt;br /&gt;
&lt;br /&gt;
  [bold]7.[/bold] The Judge issues a verdict, which should be considered the final sentence in regards to the defendant. Only Central Command may override this verdict;&lt;br /&gt;
&lt;br /&gt;
  ## Contempt of Court&lt;br /&gt;
&lt;br /&gt;
  It is required that all parties inside the courtroom, and during the court proceedings, must act with dignity and respect. This includes, but is not limited to, recognizing the authority of the Judge, maintaining an appropriate level of verbal control, and generally acting in a civilized manner. Should a person inside the courtroom act in such a way as to disturb/disrupt court proceedings, the Judge may hold them in Contempt of Court and have them forcefully removed from the courtroom. The decision on whether or not a person is in Contempt of Court rests with the presiding Judge.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Medical===&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| &amp;lt;strong&amp;gt;Details&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Here is a list of all the SOP documents for Medical.&lt;br /&gt;
 List of Medical roles and responsibilities by job.&lt;br /&gt;
&lt;br /&gt;
  # Chief Medical Officer&lt;br /&gt;
&lt;br /&gt;
    [bold]1.[/bold] The Chief Medical Officer is permitted to carry a regular Defibrillator or a Compact Defibrillator on their person at all times;&lt;br /&gt;
&lt;br /&gt;
    [bold]2.[/bold] The Chief Medical Officer is permitted to carry a flash and their hypospray;&lt;br /&gt;
&lt;br /&gt;
    [bold]3.[/bold] The Chief Medical Officer is permitted to carry self-defense chemicals for their hypospray if the station alert level warrants it;&lt;br /&gt;
&lt;br /&gt;
    [bold]4.[/bold] The Chief Medical Officer is not permitted to allow the creation of poisonous or explosive mixtures in Chemistry without express consent from the Head of Security or, failing that, the presence of a clear and urgent danger to the integrity of the station, except of course in situations where Chemical Implants are required;&lt;br /&gt;
&lt;br /&gt;
    [bold]5.[/bold] The Chief Medical Officer is permitted to issue the Handheld Crew Monitor to the Paramedic if they so desire;&lt;br /&gt;
&lt;br /&gt;
    [bold]6.[/bold] The Chief Medical Officer must make sure that any reviveable corpses are revived.&lt;br /&gt;
&lt;br /&gt;
  # Medical Doctor and Interns&lt;br /&gt;
&lt;br /&gt;
    [bold]1.[/bold] Though not mandatory, it is recommended that Doctors wear Sterile Masks and Latex/Nitrile gloves when handling patients. This Guideline becomes mandatory during Viral Outbreaks;&lt;br /&gt;
&lt;br /&gt;
    [bold]2.[/bold] Interns should focus on helping Medical Doctors and Surgeons in whatever they require, and tending to patients that require light care. If necessary, they can stand in for regular Medical Doctor duties;&lt;br /&gt;
&lt;br /&gt;
    [bold]3.[/bold] Medical Doctors must ensure there is at least one (1) Defibrillator available for use next to or near the main treatment area;&lt;br /&gt;
&lt;br /&gt;
    [bold]4.[/bold] Medical Doctors must maintain the entirety of Medbay in a hygienic state in the absence of custodial staff. This includes, but is not limited to, cleaning organic residue, fluids and/or corpses;&lt;br /&gt;
&lt;br /&gt;
    [bold]5.[/bold] Medical Doctors must place all corpses inside body bags and/or morgue trays. In addition, Medical Doctors must make sure that the Morgue does not contain reviveable corpses;&lt;br /&gt;
&lt;br /&gt;
    [bold]6.[/bold] Medical Doctors are not permitted to leave Medbay to perform recreational activities if there are unattended patients requiring treatment;&lt;br /&gt;
&lt;br /&gt;
    [bold]7.[/bold] Medical Doctors are not obliged to treat patients who are actively and intentionally harming themselves. If treated, refer the patient to the on-station Psychologist;&lt;br /&gt;
&lt;br /&gt;
    [bold]8.[/bold] Medical Doctors are to return any equipment of deceased crewmembers who have been moved to the morgue for permanent storage to their respective department.&lt;br /&gt;
&lt;br /&gt;
  # Chemist&lt;br /&gt;
&lt;br /&gt;
    [bold]1.[/bold] The Chemist is not permitted to experiment with explosive mixtures;&lt;br /&gt;
&lt;br /&gt;
    [bold]2.[/bold] The Chemist is not permitted to experiment with poisonous mixtures and/or narcotics;&lt;br /&gt;
&lt;br /&gt;
    [bold]3.[/bold] The Chemist is not permitted to experiment with Life or other highly experimental Omnizine-derived mixtures&lt;br /&gt;
&lt;br /&gt;
    [bold]4.[/bold] The Chemist is not permitted to produce alcoholic beverages;&lt;br /&gt;
&lt;br /&gt;
    [bold]5.[/bold] Chemists in conjuction with Medical Doctors and must make sure that Cloning is stocked with Biomass if set up.&lt;br /&gt;
&lt;br /&gt;
    [bold]6.[/bold] The Chemist must ensure that the Medbay is stocked with at least enough medication to handle Brute, Burn, Respiratory, and Toxin damage. Failure to follow this Guideline or attempting to follow this Guideline within thirty (30) minutes is to be considered a breach of Standard Operating Procedure;&lt;br /&gt;
&lt;br /&gt;
    [bold]7.[/bold] The Chemist is not allowed to leave Chemistry unattended if the Medbay is devoid of Medication, except in such a case that Chemistry is unusable.&lt;br /&gt;
&lt;br /&gt;
  # Paramedic&lt;br /&gt;
&lt;br /&gt;
    [bold]1.[/bold] The Paramedic is fully permitted to carry a Defibrillator on their person at all times, provided they leave at least one (1) Defibrillator for use in Medbay;&lt;br /&gt;
&lt;br /&gt;
    [bold]2.[/bold] The Paramedic must stabilize all patients before bringing them to the Medical Bay;&lt;br /&gt;
&lt;br /&gt;
    [bold]3.[/bold] In such a case as a patient is found dead, and cannot be brought back via Defibrillation, the Paramedic must ensure that said patient is brought to the Medbay and notify the Doctors;&lt;br /&gt;
&lt;br /&gt;
    [bold]4.[/bold] The Paramedic is authorized to carry the Handheld Crew Monitor, but is not allowed to distribute it to other crewmembers;&lt;br /&gt;
&lt;br /&gt;
    [bold]5.[/bold] The Paramedic must carry enough materials to provide for adequate first aid of all Major Injury Types (Brute, Burn, Toxic, Respiratory).&lt;br /&gt;
&lt;br /&gt;
  # Psychologist&lt;br /&gt;
&lt;br /&gt;
    [bold]1.[/bold] The Psychologist may perform a full psychological evaluation on anyone, along with any potential treatment, provided the person in question seeks them out;&lt;br /&gt;
&lt;br /&gt;
    [bold]2.[/bold] The Psychologist may not force someone to receive therapy if the person does not want it. Exception is made for violent criminals and only if the Head of Security, Magistrate or Captain orders it;&lt;br /&gt;
&lt;br /&gt;
    [bold]3.[/bold] The Psychologist is not permitted to administer any medication without consent from their patient;&lt;br /&gt;
&lt;br /&gt;
    [bold]4.[/bold] The Psychologist is not permitted to muzzle or straightjacket anyone without express permission from the Chief Medical Officer or Head of Security. An exception is made for violent and/or out of control patients;&lt;br /&gt;
&lt;br /&gt;
    [bold]5.[/bold] The Psychologist may recommend a patient&#039;s demotion if they find their psychological condition to render them unfit to fulfill their duties;&lt;br /&gt;
&lt;br /&gt;
    [bold]6.[/bold] The Psychologist may request to consult prisoners in Permanent Imprisonment. This must happen inside the Brig, preferably inside the Permabrig, and only with Warden and/or Head of Security authorization. This should be done under the supervision of a member of Security with Permabrig access.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Science===&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| &amp;lt;strong&amp;gt;Details&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Here is a list of all the SOP documents for Science.&lt;br /&gt;
  # Research Director SOP&lt;br /&gt;
&lt;br /&gt;
  ## Code Green&lt;br /&gt;
&lt;br /&gt;
  [bold]1.[/bold] The Research Director must make sure Research is being done. Research must be completed by the end of the shift, assuming Science is provided the materials for it by Cargo;&lt;br /&gt;
&lt;br /&gt;
  [bold]2.[/bold] The Research Director is permitted to carry a flash and their Handheld Teleporter;&lt;br /&gt;
&lt;br /&gt;
  [bold]3.[/bold] The Research Director is not permitted to bring harmful artifacts outside of Science if they are not stored within an artifact container;&lt;br /&gt;
&lt;br /&gt;
  [bold]4.[/bold] The Research Director is not permitted to decommission a Station AI without the Captain&#039;s approval. The AI unit, if decommissioned must be secured on an Intellicard to be inspected in Central Command;&lt;br /&gt;
&lt;br /&gt;
  [bold]5.[/bold] The Research Director is permitted to change the Station AIs laws, provided they receive approval from the Captain;&lt;br /&gt;
&lt;br /&gt;
  [bold]6.[/bold] The Research Director must keep a log of all anomalies and eliminate any anomalies that may pose an immediate danger to crewmembers;&lt;br /&gt;
&lt;br /&gt;
  [bold]7.[/bold] The Research Director must ensure telecommunications is properly maintained.&lt;br /&gt;
&lt;br /&gt;
  ## Code Blue&lt;br /&gt;
&lt;br /&gt;
  [bold]1.[/bold] All guidelines carry over from Code Green.&lt;br /&gt;
&lt;br /&gt;
  ## Code Red&lt;br /&gt;
&lt;br /&gt;
  [bold]1.[/bold] All guidelines carry over from Code Blue;&lt;br /&gt;
&lt;br /&gt;
  [bold]2.[/bold] In addition to a flash, the Research Director is permitted to carry a single weapon created in the Protolathe, provided they recieve authorization from the Head of Security. An exception is made during extreme emergencies;&lt;br /&gt;
&lt;br /&gt;
  # Scientist / Research Assistant SOP&lt;br /&gt;
&lt;br /&gt;
  ## Code Green&lt;br /&gt;
&lt;br /&gt;
  [bold]1.[/bold] Scientists are not permitted to bring artifacts outside of Science without the use of an artifact container;&lt;br /&gt;
&lt;br /&gt;
  [bold]2.[/bold] Scientists are not permitted to generate anomalies without approval from the Research Director;&lt;br /&gt;
&lt;br /&gt;
  [bold]3.[/bold] While not mandatory, it is highly recommended that Scientists give a prior warning before generating an anomaly, preferably done in-conjuction with the Research Director declaring that an anomaly is generated with the appropriate Communications Console;&lt;br /&gt;
&lt;br /&gt;
  [bold]4.[/bold] Scientists are to deliver any animals used for testing to the Chef after testing has concluded;&lt;br /&gt;
&lt;br /&gt;
  [bold]5.[/bold] Scientists are not permitted to carry any weapons generated from the protolathe;&lt;br /&gt;
&lt;br /&gt;
  [bold]6.[/bold] Scientists are not permitted to distribute any weapons generated from the protolathe, unless the weapon in question (for example, Proto-Kinetic Accelerators) is delivered to the appropriate department;&lt;br /&gt;
&lt;br /&gt;
  [bold]7.[/bold] Scientists are not to activate Station-wide Destruction artifacts, and must destroy or eliminate them as soon as possible;&lt;br /&gt;
&lt;br /&gt;
  [bold]8.[/bold] At least one scientist should be available to take orders from crewmembers at the Science front desk, if there is one.&lt;br /&gt;
&lt;br /&gt;
  ## Code Blue&lt;br /&gt;
&lt;br /&gt;
  [bold]1.[/bold] All guidelines carry over from Code Green;&lt;br /&gt;
&lt;br /&gt;
  [bold]2.[/bold] Scientists are permitted to produce weapons and grenades from the protolathe provided they get delivered to Security.&lt;br /&gt;
&lt;br /&gt;
  ## Code Red&lt;br /&gt;
&lt;br /&gt;
  [bold]1.[/bold] All guidelines carry over from Code Blue;&lt;br /&gt;
&lt;br /&gt;
  [bold]2.[/bold] In regard to Guideline 2 on Code Blue, scientists may arm themselves with a single weapon if the threat is deemed to be station ending.&lt;br /&gt;
&lt;br /&gt;
  # Roboticist SOP&lt;br /&gt;
&lt;br /&gt;
  ## Code Green&lt;br /&gt;
&lt;br /&gt;
  [bold]1.[/bold] Roboticists are not permitted to construct Combat Mechs without explicit permission from the Captain and/or the Head of Security. An example of a Combat Mech is the Gygax;&lt;br /&gt;
&lt;br /&gt;
  [bold]2.[/bold] Roboticists are freely permitted to construct Utility Mechs, along with any assorted Utility Equipment;&lt;br /&gt;
&lt;br /&gt;
  [bold]3.[/bold] Roboticists are freely permitted to construct Cyborgs and all assorted equipment;&lt;br /&gt;
&lt;br /&gt;
  [bold]4.[/bold] Roboticists are to respect all Do-Not-Borg orders, and copies of orders are to be kept safe if possible. If no copy exists, an MMI Unit may refuse to be a Cyborg, and that wish must be respected;&lt;br /&gt;
&lt;br /&gt;
  [bold]5.[/bold] Roboticists must ensure that all Cyborgs are adhering to their laws and not malfunctioning. If a Cyborg is found to be breaking their laws, their MMI Unit or Positronic Brain must be preserved and placed into a new Cyborg chassis;&lt;br /&gt;
&lt;br /&gt;
  [bold]6.[/bold] Roboticists must keep at least one Positronic Brain activated if possible;&lt;br /&gt;
&lt;br /&gt;
  [bold]7.[/bold] Roboticists must adhere to all Scientist SOP guidelines.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
  ## Code Blue&lt;br /&gt;
&lt;br /&gt;
  [bold]1.[/bold] All guidelines carry over from Code Green;&lt;br /&gt;
&lt;br /&gt;
  [bold]2.[/bold] In regard to Guideline 1 on Code Green, Roboticists are permitted to construct Combat Mechs without prior consent, but must be delivered to the Armory. Failure to comply will result in the Combat Mech being destroyed. An exception is made for station-wide threats, but even after these threats are dealt with, the Mech must be delivered to the Armory.&lt;br /&gt;
&lt;br /&gt;
  ## Code Red&lt;br /&gt;
&lt;br /&gt;
  [bold]1.[/bold] All guidelines carry over from Code Blue.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Security===&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| &amp;lt;strong&amp;gt;Details&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Here is a list of all the SOP documents for Security.&lt;br /&gt;
Here is a list of all the SOP documents for Security.&lt;br /&gt;
&lt;br /&gt;
  # Head of Security SOP&lt;br /&gt;
&lt;br /&gt;
  ## Code Green&lt;br /&gt;
&lt;br /&gt;
  [bold]1.[/bold] The Head of Security is permitted to carry out arrests under the same conditions as their Security Officers;&lt;br /&gt;
&lt;br /&gt;
  [bold]2.[/bold] The Head of Security is permitted to carry a fully kitted security belt and a standard issue pistol. While permitted to carry their unique X-01 Multiphase gun, they are discouraged from doing so for safety concerns, and should keep it on Stun/Disable;&lt;br /&gt;
&lt;br /&gt;
  [bold]3.[/bold] The Head of Security is required to permit a trial in the circumstances outlined in the [textlink=&amp;quot;Legal SOP&amp;quot; link=&amp;quot;LegalSOP&amp;quot;] section, and is likewise required to permit the suspect access to confidential meetings with their chosen legal representative at any time during their sentence. The suspect&#039;s brig time should not be advanced during confidential meetings with a legal representative, and should be paused until such a time as the suspect has returned to their cell;&lt;br /&gt;
&lt;br /&gt;
  [bold]4.[/bold] The Head of Security is required to permit a suspect access to legal representation [italic]during interrogation[/italic] only in cases where the suspect is charged with a Tier III crime or greater;&lt;br /&gt;
&lt;br /&gt;
  [bold]5.[/bold] The Head of Security must follow the same guidelines as the Warden for Armory equipment, portable flashers and deployable barriers;&lt;br /&gt;
&lt;br /&gt;
  [bold]6.[/bold] The Head of Security is not permitted to collect equipment from the Armory to carry on their person;&lt;br /&gt;
&lt;br /&gt;
  [bold]7.[/bold] The Head of Security is permitted to either use their regular coat, or armored trench coat;&lt;br /&gt;
&lt;br /&gt;
  [bold]8.[/bold] The Head of Security is permitted to wear their unique gas mask;&lt;br /&gt;
&lt;br /&gt;
  [bold]9.[/bold] The Head of Security may not overrule established sentences, unless further evidence is brought to light or the prisoner in question attempts to escape;&lt;br /&gt;
&lt;br /&gt;
  [bold]10.[/bold] The Head of Security must follow the same guidelines as Security Officers for attire, with the exception that their own assigned attire is also acceptable for any of the attire mentioned for Security Officers;&lt;br /&gt;
&lt;br /&gt;
  [bold]11.[/bold] The Head of Security is encouraged to follow the Security Rules of Conduct, as this sets a proper example for Cadets and establishes good trust with the public.&lt;br /&gt;
&lt;br /&gt;
  ## Code Blue&lt;br /&gt;
&lt;br /&gt;
  [bold]1.[/bold] All Guidelines carry over from Code Green. In regard to Guideline 2, the Head of Security is now encouraged to carry their unique Energy Gun.&lt;br /&gt;
&lt;br /&gt;
  [bold]2.[/bold] In regard to guideline 5, leniency may be granted in order to ensure Command and other important members of the station are protected.&lt;br /&gt;
&lt;br /&gt;
  ## Code Red&lt;br /&gt;
&lt;br /&gt;
  [bold]1.[/bold] Guidelines 1, 2, 4, 6, 8, 9, 10, and 11 are carried over from [color=green]Code Green[/color];&lt;br /&gt;
&lt;br /&gt;
  [bold]2.[/bold] The Head of Security is not required to permit a trial during states of emergency. However, the Head of Security is still required to permit the suspect access to confidential meetings with their chosen legal representative at any time during their sentence, and the suspect&#039;s brig time should not be advanced during these confidential meetings.&lt;br /&gt;
&lt;br /&gt;
  [bold]3.[/bold] The Head of Security is permitted to take whatever equipment they require from the Armory, provided they leave enough equipment for the rest of the Security force;&lt;br /&gt;
&lt;br /&gt;
  [bold]4.[/bold] The Head of Security is required to make a Station Announcement regarding the nature of the confirmed threat that caused Code Red.&lt;br /&gt;
&lt;br /&gt;
  # Security Officers / Cadets&lt;br /&gt;
&lt;br /&gt;
  ## Code Green&lt;br /&gt;
&lt;br /&gt;
  [bold]1.[/bold] Security Officers are encouraged to act in accordance with the Security Rules of Conduct before engaging with any member of the public.&lt;br /&gt;
&lt;br /&gt;
  [bold]2.[/bold] Security Officers are required to state the reasons behind an arrest before any further action is taken. Exception is made if the suspect refuses to stop;&lt;br /&gt;
&lt;br /&gt;
  [bold]3.[/bold] Security Officers must attempt to bring all suspects or witnesses to the Brig without handcuffing or incapacitating them. Should the suspect not cooperate, the officer may proceed as usual;&lt;br /&gt;
&lt;br /&gt;
  [bold]4.[/bold] No weapons are to be brandished until the suspect attempts to run away or becomes actively hostile;&lt;br /&gt;
&lt;br /&gt;
  [bold]5.[/bold] Security Officers may not demand access to the interior of other Departments during regular patrols. However, asking for access from the Head of Personnel is still acceptable;&lt;br /&gt;
&lt;br /&gt;
  [bold]6.[/bold] Security Officers are not permitted to have weapons drawn during regular patrols;&lt;br /&gt;
&lt;br /&gt;
  [bold]7.[/bold] Security Officers are not permitted to conduct searches, unless there is reasonable evidence/suspicion that the person in question has committed a crime. Any further searches require a warrant from the Head of Security or Captain;&lt;br /&gt;
&lt;br /&gt;
  [bold]8.[/bold] Security Officers are required to wear their uniform in accordance with the Security Rules of Conduct.&lt;br /&gt;
&lt;br /&gt;
  ## Code Blue&lt;br /&gt;
&lt;br /&gt;
  [bold]1.[/bold] Guidelines 1, 2, 4 and 8 are carried over from [color=green]Code Green[/color];&lt;br /&gt;
&lt;br /&gt;
  [bold]2.[/bold] Security Officers are permitted to carry around any weapons or equipment available in the Armory, at the Warden&#039;s discretion, but never more than one at a time. Exception is made for severe emergencies, such as Nuclear Operatives;&lt;br /&gt;
&lt;br /&gt;
  [bold]3.[/bold] Security Officers are permitted to carry weapons in hand during regular patrols, although this is not advised;&lt;br /&gt;
&lt;br /&gt;
  [bold]4.[/bold] Security Officers are permitted to present weapons during arrests;&lt;br /&gt;
&lt;br /&gt;
  [bold]5.[/bold] Security Officers may demand entry to specific Departments during regular patrols;&lt;br /&gt;
&lt;br /&gt;
  [bold]6.[/bold] Security Officers may randomly search crewmembers, but are not allowed to apply any degree of force unless said crewmember acts overtly hostile. Crew who refuse to be searched may be stunned and cuffed for the search;&lt;br /&gt;
&lt;br /&gt;
  [bold]7.[/bold] Security Officers are permitted to leave prisoners cuffed should they act hostile.&lt;br /&gt;
&lt;br /&gt;
  ## Code Red&lt;br /&gt;
&lt;br /&gt;
  [bold]1.[/bold] Guidelines 2, 3, 4, 5, 6, and 7 are carried over from Code Blue. Guideline 8 is carried over from [color=green]Code Green[/color];&lt;br /&gt;
&lt;br /&gt;
  [bold]2.[/bold] Security Officers may arrest crewmembers with no stated reason if there is evidence they are involved in criminal activities;&lt;br /&gt;
&lt;br /&gt;
  [bold]3.[/bold] Security Officers may forcefully relocate crewmembers to their respective Departments if necessary.&lt;br /&gt;
&lt;br /&gt;
  # Warden&lt;br /&gt;
&lt;br /&gt;
  ## Code Green&lt;br /&gt;
&lt;br /&gt;
  [bold]1.[/bold] The Warden may not perform arrests if there are Security Officers active;&lt;br /&gt;
&lt;br /&gt;
  [bold]2.[/bold] The Warden must conduct a thorough search of every prisoner’s belongings, including pockets, PDA slots, any coat pockets and suit storage slots;&lt;br /&gt;
&lt;br /&gt;
  [bold]3.[/bold] The Warden is required to permit a trial in the circumstances outlined in the [textlink=&amp;quot;Legal SOP&amp;quot; link=&amp;quot;LegalSOP&amp;quot;] section, and is likewise required to permit the suspect access to confidential meetings with their chosen legal representative at any time during their sentence. The suspect&#039;s brig time should not be advanced during confidential meetings with a legal representative, and should be paused until such a time as the suspect has returned to their cell;&lt;br /&gt;
&lt;br /&gt;
  [bold]4.[/bold] The Warden is required to permit a suspect access to legal representation [italic]during interrogation[/italic] only in cases where the suspect is charged with a Tier III crime or greater;&lt;br /&gt;
&lt;br /&gt;
  [bold]5.[/bold] The Warden may not hand out any weapons or armor from the Armory, except for extra disablers. Hardsuits may be issued if emergency E.V.A action is required. Exception is made if there is an immediate threat that requires attention, such as Nuclear Operatives;&lt;br /&gt;
&lt;br /&gt;
  [bold]6.[/bold] The Warden is permitted to carry a fully kitted security belt and a standard issue pistol. While permitted to carry their unique energy shotgun, they are discouraged from doing so for safety concerns, and should keep it on disable;&lt;br /&gt;
&lt;br /&gt;
  [bold]7.[/bold] The Warden may not place the portable flashers within the Brig;&lt;br /&gt;
&lt;br /&gt;
  [bold]8.[/bold] The Warden may not place the deployable barriers within the Brig;&lt;br /&gt;
&lt;br /&gt;
  [bold]9.[/bold] The Warden must read to every prisoner the crimes they are sentenced to;&lt;br /&gt;
&lt;br /&gt;
  [bold]10.[/bold] The Warden is not permitted to leave prisoners cuffed to their beds. An exception is made if the prisoners acts overtly hostile or attempts to breach the cell in order to escape;&lt;br /&gt;
&lt;br /&gt;
  [bold]11.[/bold] The Warden must follow the same guidelines as Security Officers for attire, with the exception that their own assigned attire is also acceptable for any of the attire mentioned for Security Officers;&lt;br /&gt;
&lt;br /&gt;
  [bold]12.[/bold] The Warden is encouraged to follow the Security Rules of Conduct to set a proper example for cadets, as well as establish trust with the public.&lt;br /&gt;
&lt;br /&gt;
  ## Code Blue&lt;br /&gt;
&lt;br /&gt;
  [bold]1.[/bold] Guidelines 1, 2, 3, 4, 6, 9, 11 and 12 are carried over from [color=green]Code Green[/color];&lt;br /&gt;
&lt;br /&gt;
  [bold]2.[/bold] The Warden is permitted to hand out all equipment from the Armory. Guns are only to be handed out with Head of Security or Captain&#039;s approval, as they present a lethal risk, or if there is an immediate threat, such as Nuclear Operatives;&lt;br /&gt;
&lt;br /&gt;
  [bold]3.[/bold] The Warden is permitted to place the portable flashers inside the Brig;&lt;br /&gt;
&lt;br /&gt;
  [bold]4.[/bold] The Warden is permitted to place the deployable barriers inside the Brig.&lt;br /&gt;
&lt;br /&gt;
  ## Code Red&lt;br /&gt;
&lt;br /&gt;
  [bold]1.[/bold] Guidelines 2, 4, 6, 9, 11 and 12 are carried over from [color=green]Code Green[/color];&lt;br /&gt;
&lt;br /&gt;
  [bold]2.[/bold] Guidelines 3 and 4 are carried over from Code Blue. In addition, the Warden may also carry any weapon from the Armory, but never more than one at a time;&lt;br /&gt;
&lt;br /&gt;
  [bold]3.[/bold] The Warden is not required to permit a trial during states of emergency. However, the Warden is still required to permit the suspect access to confidential meetings with their chosen legal representative at any time during their sentence, and the suspect&#039;s brig time should not be advanced during these confidential meetings.&lt;br /&gt;
&lt;br /&gt;
  [bold]3.[/bold] The Warden is permitted to distribute any weapon or piece of equipment in the Armory. This includes whatever Research has provided;&lt;br /&gt;
&lt;br /&gt;
  [bold]4.[/bold] The Warden is permitted to carry out arrests freely.&lt;br /&gt;
&lt;br /&gt;
  # Detective&lt;br /&gt;
&lt;br /&gt;
  ## Code Green&lt;br /&gt;
&lt;br /&gt;
  [bold]1.[/bold] The Detective is permitted to assist Security Officers with all Patrol Duties. This includes stops, searches, and arrests as per the current Alert Code. They should, however, prioritize investigations and the collection of forensic evidence;&lt;br /&gt;
&lt;br /&gt;
  [bold]2.[/bold] The Detective is to follow all Standard Operating Procedures as outlined by the Security Officer SoP in regard to stops, searches and arrests as per the current Alert Code;&lt;br /&gt;
&lt;br /&gt;
  [bold]3.[/bold] The Detective may carry their revolver and spare ammunition;&lt;br /&gt;
&lt;br /&gt;
  [bold]4.[/bold] The Detective may carry a fully kitted out security belt;&lt;br /&gt;
&lt;br /&gt;
  [bold]5.[/bold] The Detective is permitted to wear non-Security clothing with permission from the Head of Security for the purpose of undercover investigations. They are, however, expected to carry their Security ID on their person at all times;&lt;br /&gt;
&lt;br /&gt;
  [bold]6.[/bold] When not undercover, the Detective must follow the same guidelines as Security Officers for attire, with the exception that their own assigned attire is also acceptable for any of the attire mentioned for Security Officers.&lt;br /&gt;
&lt;br /&gt;
  ## Code Blue&lt;br /&gt;
&lt;br /&gt;
  [bold]1.[/bold] All Guidelines carry over from [color=green]Code Green[/color];&lt;br /&gt;
&lt;br /&gt;
  [bold]2.[/bold] The Detective may pull aside any suspect for an interrogation during the course of their time in Processing. If the suspect requests legal representation during interrogation, the Detective is required to permit it only if the suspect is charged with a Tier III crime or greater. No detainee is to be held for longer than ten (10) minutes in Processing if no evidence against them is readily available.&lt;br /&gt;
&lt;br /&gt;
  [bold]3.[/bold] Torture as a means to gather evidence is allowed.&lt;br /&gt;
&lt;br /&gt;
  ## Code Red&lt;br /&gt;
&lt;br /&gt;
  [bold]1.[/bold] Guidelines 1, 2, 3, 4 and 5 carry over from [color=green]Code Green[/color];&lt;br /&gt;
&lt;br /&gt;
  [bold]2.[/bold] Guidelines 2 and 3 carry over from [color=cyan]Code Blue[/color];&lt;br /&gt;
&lt;br /&gt;
  [bold]3.[/bold] The Detective is permitted to carry around any weapons or equipment available in the Armory, at the Warden&#039;s discretion, but never more than one at a time. Exception is made for severe emergencies, such as Nuclear Operatives;&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
===Service===&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| &amp;lt;strong&amp;gt;Details&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Here is a list of all the SOP documents for Service.&lt;br /&gt;
List of Service/Civilian roles and responsibilities by job.&lt;br /&gt;
&lt;br /&gt;
  # Chef&lt;br /&gt;
&lt;br /&gt;
    [bold]1.[/bold] The Chef is not permitted to use the corpses of deceased personnel for meat unless given specific permission from the Chief Medical Officer. Exception is made for changelings and any other executed personnel not slated for Borgifications;&lt;br /&gt;
&lt;br /&gt;
    [bold]2.[/bold] The Chef is permitted to use Ambrosia and other such light narcotics in the production of food; given they are legal.&lt;br /&gt;
&lt;br /&gt;
    [bold]3.[/bold] The Chef must produce at least three (3) dishes of any food within twenty (20) minutes. Failure to do so is to be considered a breach of Standard Operating Procedure;&lt;br /&gt;
&lt;br /&gt;
    [bold]4.[/bold] The Chef is not permitted to leave the kitchen unattended for longer than fifteen (15) minutes if there is no food available for consumption. Exception is made if there are no ingredients, or if the Kitchen is unusable/a hazard zone.&lt;br /&gt;
&lt;br /&gt;
    [bold]5.[/bold] The Chef has full permission to forcefully throw out anyone who climbs over the kitchen table without permission. They are not, however, permitted to do so if the person in question uses the door, or is on an active investigation;&lt;br /&gt;
&lt;br /&gt;
  # Bartender&lt;br /&gt;
&lt;br /&gt;
    [bold]1.[/bold] The Bartender is permitted to use their shotgun on unruly bar patrons in order to throw them out if they are being disruptive. They are not, however, permitted to apply lethal, or near-lethal force;&lt;br /&gt;
&lt;br /&gt;
    [bold]2.[/bold] The Bartender is exempt from legal ramifications when dutifully removing unruly (ie, overtly hostile) patrons from the Bar, provided, of course, they followed Guideline 1;&lt;br /&gt;
&lt;br /&gt;
    [bold]3.[/bold] The Bartender is not permitted to possess regular (ie, lethal) shotgun ammunition. Only beanbag slugs are permitted. Exception is made during major emergencies, such as Nuclear Operatives or Blob Organisms;&lt;br /&gt;
&lt;br /&gt;
    [bold]4.[/bold] The Bartender has full permission to forcefully throw out anyone who climbs over the bar counter without permission, up to and including personnel who may have access to the side windoor. They are not, however, permitted to do so if the person in question uses the door, or is on an active investigation;&lt;br /&gt;
&lt;br /&gt;
  # Botanist&lt;br /&gt;
&lt;br /&gt;
    [bold]1.[/bold] Botanists are permitted to grow experimental plants, presuming they do not distribute it without the express permission of the HOP.&lt;br /&gt;
&lt;br /&gt;
    [bold]2.[/bold] Botanists must provide the Chef with adequate Botanical Supplies, per the Chef’s request, free of charge.&lt;br /&gt;
&lt;br /&gt;
    [bold]3.[/bold] Botanists are not permitted to cause unregulated plantlife to spread outside of Hydroponics or other such designated locations without express permission of the HOP or Captain.&lt;br /&gt;
&lt;br /&gt;
    [bold]4.[/bold] Botanists are not permitted to hand out spatially unstable Botanical Supplies to non-Hydroponics personnel.&lt;br /&gt;
&lt;br /&gt;
    [bold]5.[/bold] Botanists are not permitted to harvest or hand out Amanitin or other such plant/fungi-derived poisons, unless specifically requested by the Head of Security and/or Captain.&lt;br /&gt;
&lt;br /&gt;
    [bold]6.[/bold] Botanists are not permitted the use of a chemical dispenser without the express permission of the Research Director and Head of Personnel.&lt;br /&gt;
&lt;br /&gt;
    [bold]7.[/bold] Botanists are not permitted to carry dangerous plantlife outside Botany, or allow such plantlife to affect outside of Botany.&lt;br /&gt;
&lt;br /&gt;
  # Clown&lt;br /&gt;
&lt;br /&gt;
    [bold]1.[/bold] The Clown is permitted to, and freely exempt from any consequences of, slipping literally anyone, assuming it does not interfere with active Security duty, or in any way endangers other personnel (such as slipping a Paramedic who’s dragging a wounded person to Medbay);&lt;br /&gt;
&lt;br /&gt;
    [bold]2.[/bold] The Clown is not permitted to remove their Clown Shoes or Clown Mask. Exception is made if removing them is truly necessary for the sake of their clowning performance (such as being a satire of bad clowns);&lt;br /&gt;
&lt;br /&gt;
    [bold]3.[/bold] The Clown is not permitted to use or be in possession of Space Lube. Exception is made during major emergencies involving hostile humanoids, whereby use of Space Lube may be condoned to help the crew;&lt;br /&gt;
&lt;br /&gt;
    [bold]4.[/bold] The Clown must legitimately attempt to be funny and/or entertaining at least once every fifteen (15) minutes. A simple pun will suffice. Continuously slipping people for no reason does not constitute humour. The joke is supposed to be funny for everyone;&lt;br /&gt;
&lt;br /&gt;
    [bold]5.[/bold] The Clown is permitted to, and freely exempt from any consequences of, performing any harmless prank that does not directly conflict with the above Guidelines&lt;br /&gt;
&lt;br /&gt;
  # Mime&lt;br /&gt;
&lt;br /&gt;
    [bold]1.[/bold] The Mime is not permitted to talk, under any circumstance whatsoever. A Mime who breaks the Vow of Silence is to be stripped of their rank post haste;&lt;br /&gt;
&lt;br /&gt;
    [bold]2.[/bold] The Mime is permitted to use written words to communicate, either via paper or PDA, but are discouraged from automatically resorting to it when miming will suffice;&lt;br /&gt;
&lt;br /&gt;
    [bold]3.[/bold] The Mime must actually mime something at least once every thirty (30) minutes. Standing against an invisible wall will suffice.&lt;br /&gt;
&lt;br /&gt;
  # Chaplain&lt;br /&gt;
&lt;br /&gt;
    [bold]1.[/bold] The Chaplain is not permitted to execute Bible Healing without consent, unless the person in question is in Critical Condition and there are no doctors available.&lt;br /&gt;
&lt;br /&gt;
    [bold]2.[/bold] The Chaplain may not actively discriminate against any personnel on the grounds that it is a religious tenet of their particular faith;&lt;br /&gt;
&lt;br /&gt;
    [bold]3.[/bold] The Chaplain may freely conduct funerals for non-cloneable/revivable personnel. All funerals should be concluded with the use of the Crematorium.&lt;br /&gt;
&lt;br /&gt;
  # Janitor&lt;br /&gt;
&lt;br /&gt;
    [bold]1.[/bold] The Janitor must promptly respond to any call from the crew for them to clean. Failure to respond within fifteen (15) minutes is to be considered a breach of Standard Operating Procedure;&lt;br /&gt;
&lt;br /&gt;
    [bold]2.[/bold] If the Janitor&#039;s work leaves any surface slippery, they are to place wet floor signs, either physical or holographic. During major crises, such as Nuclear Operatives, the Janitor is to refrain from creating any slippery surfaces whatsoever;&lt;br /&gt;
&lt;br /&gt;
    [bold]3.[/bold] The Janitor is not to use Cleaning Foam Grenades as pranking implements. Cleaning Foam Grenades are to be used to clean large surfaces at once, only;&lt;br /&gt;
&lt;br /&gt;
    [bold]4.[/bold] During Viral Outbreaks, the Janitors must don their Biosuit, and focus on cleaning any biological waste, until such a point as the Viral Pathogen is deemed eliminated;&lt;br /&gt;
&lt;br /&gt;
    [bold]5.[/bold] The Janitor may not deploy bear traps anywhere, unless there are actually large wild animals on the station.&lt;br /&gt;
&lt;br /&gt;
  # Reporter&lt;br /&gt;
&lt;br /&gt;
    [bold]1.[/bold] The Reporter is permitted to report on any events aboard the station, including those involving Security and Command staff.&lt;br /&gt;
&lt;br /&gt;
    [bold]2.[/bold] The Reporter is not, however, permitted to use slanderous or libelous language or rhetoric when reporting on events such as arrests or imprisonment.&lt;br /&gt;
&lt;br /&gt;
    [bold]3.[/bold] The Reporter should only use positive language when referring to Nanotrasen and Central Command. If unsure about whether or not this should apply to an article, Reporters are advised to fax Centcomm a copy for editorial review.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>BumblingDoofer</name></author>
	</entry>
	<entry>
		<id>https://wiki.funkystation.org/index.php?title=Standard_Operating_Procedure&amp;diff=1364</id>
		<title>Standard Operating Procedure</title>
		<link rel="alternate" type="text/html" href="https://wiki.funkystation.org/index.php?title=Standard_Operating_Procedure&amp;diff=1364"/>
		<updated>2025-07-15T01:02:58Z</updated>

		<summary type="html">&lt;p&gt;BumblingDoofer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Command===&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| &amp;lt;strong&amp;gt;Details&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|  Here is a list of all the SOP documents for command.&lt;br /&gt;
&lt;br /&gt;
  # Captain SOP&lt;br /&gt;
&lt;br /&gt;
1. The Captain is not permitted to perform regular Security Duty. However, they may still assist Security if they are understaffed, or if they see a crime being committed. However, the Captain is not permitted to take items from the Armory under normal circumstances, unless authorized by the Head of Security. In addition, the Captain may not requisition weaponry for themselves from Cargo and/or Science, unless there&#039;s an immediate threat to station and/or crew;&lt;br /&gt;
&lt;br /&gt;
2. If a Department lacks a Head of Staff, the Captain should make reasonable efforts to appoint an Acting Head of Staff, if there are available personnel to fill the position;&lt;br /&gt;
&lt;br /&gt;
3. The Captain is to ensure that Space Law is being correctly applied. This should be done in cooperation with the Head of Security;&lt;br /&gt;
&lt;br /&gt;
4. The Captain is not to leave the Station unless given specific permission by Central Command, or it happens to be the end of the shift. To do so is to be considered abandoning their posts and is grounds for termination;&lt;br /&gt;
&lt;br /&gt;
5. The Captain must keep the Nuclear Authentication Disk on their person at all times or failing that, in the possession of the Head of Security or Blueshield;&lt;br /&gt;
&lt;br /&gt;
6. The Captain is to attempt to resolve every issue that arises in Command locally before contacting Central Command;&lt;br /&gt;
&lt;br /&gt;
7.The Captain, despite being in charge of the Station, is not separate from NanoTrasen. Any attempts to disregard general company policy are to be considered an instant condition for contract termination;&lt;br /&gt;
&lt;br /&gt;
8. The Captain may only promote personnel to an Acting Head of Staff position if there is no assigned Head of Staff associated with the Department. The Acting Head of Staff must be a member of the Department they are to lead. See below for more information on Chain of Command;&lt;br /&gt;
&lt;br /&gt;
9. The Captain may not fire any Head of Staff without reasonable justification (ie, incompetency, criminal activity, or otherwise any action that endangers/compromises the station and/or crew). The Captain may not fire any Central Command VIPs (ie, Blueshield, NanoTrasen Representative) without permission from Central Command, unless they are blatantly acting against the well-being and safety of the crew and station. The Captain must also follow HoP SOP point 5.&lt;br /&gt;
&lt;br /&gt;
  # Head of Personnel SOP&lt;br /&gt;
&lt;br /&gt;
1. The Head of Personnel may not transfer any personnel to another Department without authorization from the relevant Head of Staff. If no Head of Staff is available, the Head of Personnel may make a judgment call. This does not apply to Security, which always requires authorization from the Head of Security, or Genetics, which requires both Chief Medical Officer and Research Director approval. If there is no Head of Security active, no transfers are allowed to Security without authorization from the Captain;&lt;br /&gt;
&lt;br /&gt;
2. The Head of Personnel may not give any personnel increased access without authorization from the relevant Head of Staff. This includes the Head of Personnel. In addition, the Head of Personnel may only give Captain-Level access to someone if they are the Acting Captain. This access is to be removed when a proper Captain arrives at the station;&lt;br /&gt;
&lt;br /&gt;
3. The Head of Personnel may not increase any Job Openings unless the relevant Head of Staff approves;&lt;br /&gt;
&lt;br /&gt;
4.The Head of Personnel may not fire any personnel without authorization from the relevant Head of Staff, unless other conditions apply (see Space Law and General Standard Operating Procedure);&lt;br /&gt;
&lt;br /&gt;
5. The Head of Personnel may not promote anyone to the job of NanoTrasen Representative or Blueshield;&lt;br /&gt;
&lt;br /&gt;
6. The Head of Personnel is free to utilize paperwork at their discretion. However, during major station emergencies, expediency should take precedence over bureaucracy;&lt;br /&gt;
&lt;br /&gt;
7.The Head of Personnel may not leave their office unmanned if there are personnel waiting in line. Failure to respond to personnel with a legitimate request within ten (10) minutes, either via radio or in person is to be considered a breach of Standard Operating Procedure;&lt;br /&gt;
&lt;br /&gt;
8. The Head of Personnel is not permitted to perform Security duty. The Head of Personnel is permitted to carry a Disabler for self-defense only.&lt;br /&gt;
&lt;br /&gt;
  # NanoTrasen Representative SOP&lt;br /&gt;
&lt;br /&gt;
1. The NanoTrasen Representative is to ensure that every Department is following Standard Operating Procedure, up to and including the respective Head of Staff. If a Head of Staff is not available for a Department, the NanoTrasen Representative must ensure that the Captain appoints an Acting Head of Staff for said Department;&lt;br /&gt;
&lt;br /&gt;
2. The NanoTrasen Representative must attempt to resolve any breach of Standard Operating Procedure locally before contacting Central Command. This is an imperative: Standard Operating Procedure should always be followed unless there is a very good reason not to;&lt;br /&gt;
&lt;br /&gt;
3. The NanoTrasen Representative must, together with the Head of Security, ensure that Space Law is being followed and correctly applied;&lt;br /&gt;
&lt;br /&gt;
4. The NanoTrasen Representative may not threaten the use of a fax in order to gain leverage over any personnel, up to and including Command. In addition, they may not threaten to fire or have Central Command fire anyone, unless they actually possess a demotion note;&lt;br /&gt;
&lt;br /&gt;
5. The NanoTrasen Representative is permitted to carry their flash and a blade-cane, or a stun baton if the blade-cane is lost.&lt;br /&gt;
&lt;br /&gt;
  # Blueshield Officer SOP&lt;br /&gt;
&lt;br /&gt;
1. The Blueshield may not conduct arrests under the same conditions as Security. However, they may apprehend any personnel that trespass on a Head of Staff Office or Command Area, any personnel that steal from those locations, or any personnel that steal from and/or injure any Head of Staff or Central Command VIP. However, all apprehended personnel are to be processed by Security personnel;&lt;br /&gt;
&lt;br /&gt;
2. The Blueshield is to put the lives of Command over those of any other personnel, the Blueshield included. Their continued well-being is the Blueshield&#039;s top priority. This includes applying basic first aid and making sure they are revived if killed;&lt;br /&gt;
&lt;br /&gt;
3. The Blueshield is to protect the lives of Command personnel, not follow their orders to a fault. The Blueshield is not to interfere with legal demotions or arrests. To do so is to place themselves under the Special Modifier Aiding and Abetting;&lt;br /&gt;
&lt;br /&gt;
4. The Blueshield is not to apply Lethal Force unless there is a clear and present danger to their life, or to the life of a member of Command and the assailant cannot be non-lethally detained.&lt;br /&gt;
&lt;br /&gt;
  # Magistrate SOP&lt;br /&gt;
&lt;br /&gt;
1. The Magistrate is to ensure that Space Law is applied correctly. If it is not, they are to make it so;&lt;br /&gt;
  &lt;br /&gt;
2. The Magistrate has the final say on whether Trials take place, and should ensure they should only occur for Capital Sentences. Similarly, Magistrates are to ensure that Trials do not happen for Defendants that are self-evidently guilty;&lt;br /&gt;
&lt;br /&gt;
3. The Magistrate may overrule anyone in all matters concerning Space Law. This does not extend to Emergency Response Teams, Central Command Officials or direct Central Command communications;&lt;br /&gt;
  &lt;br /&gt;
4. The Magistrate is permitted to carry their flash;&lt;br /&gt;
  &lt;br /&gt;
5. The Magistrate is not above Space Law. Similarly, the Magistrate cannot overrule Security on a sentence imposed against themselves;&lt;br /&gt;
  &lt;br /&gt;
6. In the absence of Internal Affairs Agents or a NanoTrasen Representative, the Magistrate may elect to handle matters of Standard Operating Procedure. Otherwise, the Magistrate is only to ensure that the NanoTrasen Representative under their command are handling such matters;&lt;br /&gt;
&lt;br /&gt;
7. The Magistrate may not impede the expedient functioning of Security for the sake of micromanaging every aspect it. The Magistrate should only concern themselves with crimes that either have fuzzy evidence, or require careful deliberation of circumstances;&lt;br /&gt;
&lt;br /&gt;
8. The Magistrate is to contact Central Command immediately if their decisions are being ignored, provided said decision actually match up with Space Law and Standard Operating Procedure.&lt;br /&gt;
  &lt;br /&gt;
==If you need to deviate==&lt;br /&gt;
&lt;br /&gt;
Document document document!&lt;br /&gt;
After action reports, calling CentCom on the fabled red phone, or even praying will be heard by CentCom and your actions may be excused if they were determined to be in the best interest for NanoTrasen.&lt;br /&gt;
&lt;br /&gt;
==I don&#039;t see my job listed here!==&lt;br /&gt;
&lt;br /&gt;
It may be because this is a living document, and SOP is not yet finalized. The following SOP documents are completed for other Head&#039;s of Staff;&lt;br /&gt;
Glory to NanoTrasen!&lt;br /&gt;
|}&lt;br /&gt;
===Engineering===&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| &amp;lt;strong&amp;gt;Details&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Here is a list of all the SOP documents for Engineering.&lt;br /&gt;
   # Chief Engineer&lt;br /&gt;
1. The Chief Engineer must make sure to properly wire Solar Panels and activate the Anti-Matter Engine (AME) if available, and co-ordinate a plan with their team to activate a more powerful engine for long-term station use;&lt;br /&gt;
&lt;br /&gt;
2. The Chief Engineer, along with the Research Director, is responsible for maintaining the integrity of Telecommunications. The Chief Engineer must not hinder the proper functionality of Telecommunications, and must diagnose and repair any issues that arise;&lt;br /&gt;
&lt;br /&gt;
3. The Chief Engineer is bound to the same rules regarding the axe as Atmospheric Technicians;&lt;br /&gt;
&lt;br /&gt;
4. The Chief Engineer is permitted to carry a flash and a disabler;&lt;br /&gt;
&lt;br /&gt;
5. The Chief Engineer is responsible for maintaining the integrity of all power sources set up on the station. Neglecting this duty is grounds for termination should the Supermatter delaminates or if power fails on the station;&lt;br /&gt;
&lt;br /&gt;
6. The Chief Engineer may declare an area &amp;quot;Condemned&amp;quot;, if it is damaged to the point where repairs cannot reasonably be completed within an acceptable frame of time;&lt;br /&gt;
&lt;br /&gt;
7. The Chief Engineer is permitted to grant Building Permits to crewmembers, and may dismantle or destroy unauthorized buildings / setups;&lt;br /&gt;
&lt;br /&gt;
8. The Chief Engineer is responsible for maintaining the integrity of the Station&#039;s Atmospherics System. Failure to maintain this integrity is grounds for termination.&lt;br /&gt;
&lt;br /&gt;
  # Station Engineer&lt;br /&gt;
1. Engineers must properly wire Solar Panels and activate the Anti-Matter Engine (AME) if available, and co-ordinate a plan to activate a more powerful engine for long-term station use;&lt;br /&gt;
&lt;br /&gt;
2. Engineers are responsible for maintaining the integrity of all engines aboard the station, even those that are de-activated or inert. Neglecting this duty is grounds for termination should an engine malfunction;&lt;br /&gt;
&lt;br /&gt;
3. Engineers are permitted to construct additional engines (such as additional SM/Tesla/Singularity engines) with approval from the Chief Engineer;&lt;br /&gt;
&lt;br /&gt;
4. Engineers are permitted to carry out solo reconstruction/rebuilding/personal projects if there is no damage to the station that requires fixing;&lt;br /&gt;
&lt;br /&gt;
5. Engineers must check each active engine at least once per 30 minutes;&lt;br /&gt;
&lt;br /&gt;
6. Engineers must constantly monitor the Supermatter engine if it is online and under emitter fire;&lt;br /&gt;
&lt;br /&gt;
7. Engineers must respond promptly to breaches, regardless of size. Failure to report within fifteen (15) minutes will be considered a breach of Standard Operating Procedure, unless there are no spare Engineers to report or an Atmospheric Technician has arrived on scene first. All Hazard Zones must be cordoned off with Engineering Tape or holobarriers, for the safety of crewmembers;&lt;br /&gt;
&lt;br /&gt;
8. Engineers are permitted to hack doors to gain unauthorized access to locations if said locations happen to require urgent repairs;&lt;br /&gt;
&lt;br /&gt;
9. Engineers are to maintain the integrity of the Station&#039;s Power Network;&lt;br /&gt;
10. Engineers must ensure there is at least one (1) engineering hardsuit available on the station at all times, unless there is an emergency that requires the use of all suits.&lt;br /&gt;
&lt;br /&gt;
  # Atmospheric Technician&lt;br /&gt;
&lt;br /&gt;
1. Atmospheric Technicians are permitted to completely repipe the Atmospherics Piping Setup, provided they do not pump harmful gases into anywhere except the burn chamber;&lt;br /&gt;
&lt;br /&gt;
2. Atmospheric Technicians are not permitted to create volatile mixes using Plasma and Oxygen, nor are they permitted to create any potentially harmful mixes with Carbon Dioxide and/or Nitrous Oxide. An exception is made when working with the burn chamber;&lt;br /&gt;
&lt;br /&gt;
3. Atmospheric Technicians are permitted to cool Plasma and store it for later use in Radiation Collectors. Likewise, they are permitted to cool Nitrogen or Carbon Dioxide and store it for use as coolant for the Supermatter Engine;&lt;br /&gt;
&lt;br /&gt;
4. Atmospheric Technicians are not permitted to take the axe out of its case unless there is an immediate and urgent threat to their life or urgent access to crisis locations is necessary. The axe must be returned to the case afterwards, and the case locked;&lt;br /&gt;
&lt;br /&gt;
5. Atmospheric Technicians are not permitted to tamper with the default values on Air Alarms. They are, however, permitted to create small, acclimatized rooms for species that require special atmospheric conditions (such as Vox), provided they receive express permission from the Chief Engineer;&lt;br /&gt;
&lt;br /&gt;
6. Atmospheric Technicians must periodically check on the Central Alarms Computer, in periods of, at most, thirty (30) minutes;&lt;br /&gt;
&lt;br /&gt;
7. Atmospheric Technicians must respond promptly to piping and station breaches. Failure to report within fifteen (15) minutes will be considered a breach of Standard Operating Procedure, unless there are no spare Atmospheric Technicians to report, or an Engineer has arrived at scene first. All Hazard Zones must be cordoned off with Engineering Tape or holobarriers, for the safety of all crewmembers.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Legal===&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| &amp;lt;strong&amp;gt;Details&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Here is a list of all the SOP documents for legal matters.&lt;br /&gt;
# Internal Affairs Agent&lt;br /&gt;
&lt;br /&gt;
  [bold]1.[/bold] Internal Affairs Agents are to ensure that Standard Operating Procedure is being properly followed, and to contact the relevant Head of Staff when it is not;&lt;br /&gt;
&lt;br /&gt;
  [bold]2.[/bold] Internal Affairs Agents are to attempt to resolve all Standard Operating Procedure issues locally before contacting the Nanotrasen Representative or, if the Representative is unavailable, Central Command. This should be done in tandem with Command staff and, if possible, personnel in the relevant Department. If a valid report is ignored by the relevant Head of Staff, the Nanotrasen Representative is to be contacted. If the Representative is unavailable or ignores the report, then the Captain should be contacted. If the Captain ignores the report, then Central Command must be contacted;&lt;br /&gt;
&lt;br /&gt;
  [bold]3.[/bold] Internal Affairs Agents are only to prosecute in a court of law personnel facing a Tier IV sentence or greater. They should, however, ensure that Security is applying timed sentences correctly, and must alert Security if they are not. In addition, Internal Affairs Agents are permitted to provide legal advice for Security, as well as investigating whether or not arrests were done properly;&lt;br /&gt;
&lt;br /&gt;
  [bold]4.[/bold] Internal Affairs Agents must be granted permission from the presiding Judge (i.e. the Magistrate or Nanotrasen Representative) to serve as legal representation for personnel in any court hearing. Internal Affairs Agents may only serve as legal representation for personnel if another Internal Affairs Agent is capable of assuming the role of prosecution, and if no Lawyer is available. Internal Affairs Agents must also request permission from any potential client before serving as their legal representative, as said client may choose to either represent themselves, or request someone else;&lt;br /&gt;
&lt;br /&gt;
  [bold]5.[/bold] Internal Affairs Agents are not to deliberately halt or slow down prisoner processing or ongoing investigations. If Security is acting in a demonstrably incompetent manner, Agents should contact the Head of Security or Nanotrasen Representative. If more information about the crime in question is needed, Agents should wait until the person in question is brigged;&lt;br /&gt;
&lt;br /&gt;
  [bold]6.[/bold] Internal Affairs Agents are permitted to carry their flash and their security sunglasses;&lt;br /&gt;
&lt;br /&gt;
  # Lawyer&lt;br /&gt;
&lt;br /&gt;
  [bold]1.[/bold] Lawyers are only to provide legal representation during interrogation to personnel facing charges of Tier III or greater. Lawyers are only permitted to provide legal representation in a court of law to personnel facing a Tier IV sentence or greater. They should, however, ensure that all timed sentences are applied correctly, and alert Security if it is not. In addition, Lawyers are permitted to provide legal advice to prisoners, as well as investigating whether or not arrests were done properly;&lt;br /&gt;
&lt;br /&gt;
  [bold]2.[/bold] Lawyers must request permission from any potential client before serving as their legal representative, as said client may choose to either represent themselves, or request someone else;&lt;br /&gt;
&lt;br /&gt;
  [bold]3.[/bold] Lawyers are not to deliberately halt or slow down prisoner processing or ongoing investigations. If Security is acting in a demonstrably incompetent manner, Lawyers should contact the Head of Security or the Captain. If more information about the crime in question is needed, Lawyers should wait until the person in question is brigged;&lt;br /&gt;
&lt;br /&gt;
  [bold]4.[/bold] Lawyers are permitted to confidentially speak with their clients prior to any interrogation. Time spent conferring with a Lawyer may not be counted as time served during a timed sentence. If a client wishes to speak confidentially with their Lawyer during a timed sentence, the time remaining on their sentence must be frozen and may only resumed once the client has re-entered their cell. Lawyers may not divulge the contents of these confidential meetings without the explicit permission of their clients, except in cases where there are reasons to believe that their silence may endanger the lives and safety of other station personnel. If a Lawyer fails to divulge information that was found to later directly lead to the injury or death of personnel, the Lawyer should be charged as an accessory to the resulting crimes;&lt;br /&gt;
&lt;br /&gt;
  # Trials&lt;br /&gt;
&lt;br /&gt;
  [bold]1.[/bold] Only Tier IV (if the ranking Judge on the station consents) crimes and Tier V (if the defendant and their legal representative demand it) crimes should be brought to trial;&lt;br /&gt;
&lt;br /&gt;
  [bold]2.[/bold] Expedient application of Space Law is preferred over a trial process, trials should be reserved for when the defendant and their legal representative can reasonably claim that the justification for a sentence is objectionable and the station is not currently in a state of emergency;&lt;br /&gt;
&lt;br /&gt;
  [bold]3.[/bold] Only the Magistrate, Captain, or Nanotrasen Representative may assume the role of Judge and convene a trial. The Magistrate can overrule the Captain and the Nanotrasen Representative, while the Captain may only overrule the Nanotrasen Representative;&lt;br /&gt;
&lt;br /&gt;
  [bold]4.[/bold] Security may, but is not required to act as legal representation or attend a trial, even as witnesses;&lt;br /&gt;
&lt;br /&gt;
  [bold]5.[/bold] When provided by defendants, legal representation must be permitted in the trial to speak on their behalf. Though Lawyers may be the most suited for the role, there are no restrictions on who may represent a defendant;&lt;br /&gt;
&lt;br /&gt;
  [bold]6.[/bold] Before beginning a trial, the Judge should obtain a statement or &amp;quot;affidivat&amp;quot; with a full recount of the defendant&#039;s and any relevant witnesses&#039; testimony of the events from their perspective;&lt;br /&gt;
&lt;br /&gt;
  [bold]7.[/bold] The Judge must ensure that decorum is kept during a trial and that the proceedings are timely;&lt;br /&gt;
&lt;br /&gt;
  ## Official Courtroom Proceedings&lt;br /&gt;
&lt;br /&gt;
  Judges must strictly enforce the following procedure during a trial. The Judge should be mindful of the time and set time limits for each part of the proceeds. The gavel may be struck when a party goes beyond their time limit;&lt;br /&gt;
&lt;br /&gt;
  [bold]1.[/bold] The Prosecution presents its opening statement;&lt;br /&gt;
&lt;br /&gt;
  [bold]2.[/bold] The Defense presents its opening statement;&lt;br /&gt;
&lt;br /&gt;
  [bold]3.[/bold] The Defendant is questioned first by the defense and then cross-examined by the Prosecution;&lt;br /&gt;
&lt;br /&gt;
  [bold]4.[/bold] Any relevant witnesses are questioned. The party that introduced the witness gets to examine them first, after which the other side is given a chance to cross-examine the witness;&lt;br /&gt;
&lt;br /&gt;
  [bold]5.[/bold] The Prosecution presents its closing statement;&lt;br /&gt;
&lt;br /&gt;
  [bold]6.[/bold] The Defense presents its closing statement;&lt;br /&gt;
&lt;br /&gt;
  [bold]7.[/bold] The Judge issues a verdict, which should be considered the final sentence in regards to the defendant. Only Central Command may override this verdict;&lt;br /&gt;
&lt;br /&gt;
  ## Contempt of Court&lt;br /&gt;
&lt;br /&gt;
  It is required that all parties inside the courtroom, and during the court proceedings, must act with dignity and respect. This includes, but is not limited to, recognizing the authority of the Judge, maintaining an appropriate level of verbal control, and generally acting in a civilized manner. Should a person inside the courtroom act in such a way as to disturb/disrupt court proceedings, the Judge may hold them in Contempt of Court and have them forcefully removed from the courtroom. The decision on whether or not a person is in Contempt of Court rests with the presiding Judge.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Medical===&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| &amp;lt;strong&amp;gt;Details&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Here is a list of all the SOP documents for Medical.&lt;br /&gt;
 List of Medical roles and responsibilities by job.&lt;br /&gt;
&lt;br /&gt;
  # Chief Medical Officer&lt;br /&gt;
&lt;br /&gt;
    [bold]1.[/bold] The Chief Medical Officer is permitted to carry a regular Defibrillator or a Compact Defibrillator on their person at all times;&lt;br /&gt;
&lt;br /&gt;
    [bold]2.[/bold] The Chief Medical Officer is permitted to carry a flash and their hypospray;&lt;br /&gt;
&lt;br /&gt;
    [bold]3.[/bold] The Chief Medical Officer is permitted to carry self-defense chemicals for their hypospray if the station alert level warrants it;&lt;br /&gt;
&lt;br /&gt;
    [bold]4.[/bold] The Chief Medical Officer is not permitted to allow the creation of poisonous or explosive mixtures in Chemistry without express consent from the Head of Security or, failing that, the presence of a clear and urgent danger to the integrity of the station, except of course in situations where Chemical Implants are required;&lt;br /&gt;
&lt;br /&gt;
    [bold]5.[/bold] The Chief Medical Officer is permitted to issue the Handheld Crew Monitor to the Paramedic if they so desire;&lt;br /&gt;
&lt;br /&gt;
    [bold]6.[/bold] The Chief Medical Officer must make sure that any reviveable corpses are revived.&lt;br /&gt;
&lt;br /&gt;
  # Medical Doctor and Interns&lt;br /&gt;
&lt;br /&gt;
    [bold]1.[/bold] Though not mandatory, it is recommended that Doctors wear Sterile Masks and Latex/Nitrile gloves when handling patients. This Guideline becomes mandatory during Viral Outbreaks;&lt;br /&gt;
&lt;br /&gt;
    [bold]2.[/bold] Interns should focus on helping Medical Doctors and Surgeons in whatever they require, and tending to patients that require light care. If necessary, they can stand in for regular Medical Doctor duties;&lt;br /&gt;
&lt;br /&gt;
    [bold]3.[/bold] Medical Doctors must ensure there is at least one (1) Defibrillator available for use next to or near the main treatment area;&lt;br /&gt;
&lt;br /&gt;
    [bold]4.[/bold] Medical Doctors must maintain the entirety of Medbay in a hygienic state in the absence of custodial staff. This includes, but is not limited to, cleaning organic residue, fluids and/or corpses;&lt;br /&gt;
&lt;br /&gt;
    [bold]5.[/bold] Medical Doctors must place all corpses inside body bags and/or morgue trays. In addition, Medical Doctors must make sure that the Morgue does not contain reviveable corpses;&lt;br /&gt;
&lt;br /&gt;
    [bold]6.[/bold] Medical Doctors are not permitted to leave Medbay to perform recreational activities if there are unattended patients requiring treatment;&lt;br /&gt;
&lt;br /&gt;
    [bold]7.[/bold] Medical Doctors are not obliged to treat patients who are actively and intentionally harming themselves. If treated, refer the patient to the on-station Psychologist;&lt;br /&gt;
&lt;br /&gt;
    [bold]8.[/bold] Medical Doctors are to return any equipment of deceased crewmembers who have been moved to the morgue for permanent storage to their respective department.&lt;br /&gt;
&lt;br /&gt;
  # Chemist&lt;br /&gt;
&lt;br /&gt;
    [bold]1.[/bold] The Chemist is not permitted to experiment with explosive mixtures;&lt;br /&gt;
&lt;br /&gt;
    [bold]2.[/bold] The Chemist is not permitted to experiment with poisonous mixtures and/or narcotics;&lt;br /&gt;
&lt;br /&gt;
    [bold]3.[/bold] The Chemist is not permitted to experiment with Life or other highly experimental Omnizine-derived mixtures&lt;br /&gt;
&lt;br /&gt;
    [bold]4.[/bold] The Chemist is not permitted to produce alcoholic beverages;&lt;br /&gt;
&lt;br /&gt;
    [bold]5.[/bold] Chemists in conjuction with Medical Doctors and must make sure that Cloning is stocked with Biomass if set up.&lt;br /&gt;
&lt;br /&gt;
    [bold]6.[/bold] The Chemist must ensure that the Medbay is stocked with at least enough medication to handle Brute, Burn, Respiratory, and Toxin damage. Failure to follow this Guideline or attempting to follow this Guideline within thirty (30) minutes is to be considered a breach of Standard Operating Procedure;&lt;br /&gt;
&lt;br /&gt;
    [bold]7.[/bold] The Chemist is not allowed to leave Chemistry unattended if the Medbay is devoid of Medication, except in such a case that Chemistry is unusable.&lt;br /&gt;
&lt;br /&gt;
  # Paramedic&lt;br /&gt;
&lt;br /&gt;
    [bold]1.[/bold] The Paramedic is fully permitted to carry a Defibrillator on their person at all times, provided they leave at least one (1) Defibrillator for use in Medbay;&lt;br /&gt;
&lt;br /&gt;
    [bold]2.[/bold] The Paramedic must stabilize all patients before bringing them to the Medical Bay;&lt;br /&gt;
&lt;br /&gt;
    [bold]3.[/bold] In such a case as a patient is found dead, and cannot be brought back via Defibrillation, the Paramedic must ensure that said patient is brought to the Medbay and notify the Doctors;&lt;br /&gt;
&lt;br /&gt;
    [bold]4.[/bold] The Paramedic is authorized to carry the Handheld Crew Monitor, but is not allowed to distribute it to other crewmembers;&lt;br /&gt;
&lt;br /&gt;
    [bold]5.[/bold] The Paramedic must carry enough materials to provide for adequate first aid of all Major Injury Types (Brute, Burn, Toxic, Respiratory).&lt;br /&gt;
&lt;br /&gt;
  # Psychologist&lt;br /&gt;
&lt;br /&gt;
    [bold]1.[/bold] The Psychologist may perform a full psychological evaluation on anyone, along with any potential treatment, provided the person in question seeks them out;&lt;br /&gt;
&lt;br /&gt;
    [bold]2.[/bold] The Psychologist may not force someone to receive therapy if the person does not want it. Exception is made for violent criminals and only if the Head of Security, Magistrate or Captain orders it;&lt;br /&gt;
&lt;br /&gt;
    [bold]3.[/bold] The Psychologist is not permitted to administer any medication without consent from their patient;&lt;br /&gt;
&lt;br /&gt;
    [bold]4.[/bold] The Psychologist is not permitted to muzzle or straightjacket anyone without express permission from the Chief Medical Officer or Head of Security. An exception is made for violent and/or out of control patients;&lt;br /&gt;
&lt;br /&gt;
    [bold]5.[/bold] The Psychologist may recommend a patient&#039;s demotion if they find their psychological condition to render them unfit to fulfill their duties;&lt;br /&gt;
&lt;br /&gt;
    [bold]6.[/bold] The Psychologist may request to consult prisoners in Permanent Imprisonment. This must happen inside the Brig, preferably inside the Permabrig, and only with Warden and/or Head of Security authorization. This should be done under the supervision of a member of Security with Permabrig access.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Science===&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| &amp;lt;strong&amp;gt;Details&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Here is a list of all the SOP documents for Science.&lt;br /&gt;
  # Research Director SOP&lt;br /&gt;
&lt;br /&gt;
  ## Code Green&lt;br /&gt;
&lt;br /&gt;
  [bold]1.[/bold] The Research Director must make sure Research is being done. Research must be completed by the end of the shift, assuming Science is provided the materials for it by Cargo;&lt;br /&gt;
&lt;br /&gt;
  [bold]2.[/bold] The Research Director is permitted to carry a flash and their Handheld Teleporter;&lt;br /&gt;
&lt;br /&gt;
  [bold]3.[/bold] The Research Director is not permitted to bring harmful artifacts outside of Science if they are not stored within an artifact container;&lt;br /&gt;
&lt;br /&gt;
  [bold]4.[/bold] The Research Director is not permitted to decommission a Station AI without the Captain&#039;s approval. The AI unit, if decommissioned must be secured on an Intellicard to be inspected in Central Command;&lt;br /&gt;
&lt;br /&gt;
  [bold]5.[/bold] The Research Director is permitted to change the Station AIs laws, provided they receive approval from the Captain;&lt;br /&gt;
&lt;br /&gt;
  [bold]6.[/bold] The Research Director must keep a log of all anomalies and eliminate any anomalies that may pose an immediate danger to crewmembers;&lt;br /&gt;
&lt;br /&gt;
  [bold]7.[/bold] The Research Director must ensure telecommunications is properly maintained.&lt;br /&gt;
&lt;br /&gt;
  ## Code Blue&lt;br /&gt;
&lt;br /&gt;
  [bold]1.[/bold] All guidelines carry over from Code Green.&lt;br /&gt;
&lt;br /&gt;
  ## Code Red&lt;br /&gt;
&lt;br /&gt;
  [bold]1.[/bold] All guidelines carry over from Code Blue;&lt;br /&gt;
&lt;br /&gt;
  [bold]2.[/bold] In addition to a flash, the Research Director is permitted to carry a single weapon created in the Protolathe, provided they recieve authorization from the Head of Security. An exception is made during extreme emergencies;&lt;br /&gt;
&lt;br /&gt;
  # Scientist / Research Assistant SOP&lt;br /&gt;
&lt;br /&gt;
  ## Code Green&lt;br /&gt;
&lt;br /&gt;
  [bold]1.[/bold] Scientists are not permitted to bring artifacts outside of Science without the use of an artifact container;&lt;br /&gt;
&lt;br /&gt;
  [bold]2.[/bold] Scientists are not permitted to generate anomalies without approval from the Research Director;&lt;br /&gt;
&lt;br /&gt;
  [bold]3.[/bold] While not mandatory, it is highly recommended that Scientists give a prior warning before generating an anomaly, preferably done in-conjuction with the Research Director declaring that an anomaly is generated with the appropriate Communications Console;&lt;br /&gt;
&lt;br /&gt;
  [bold]4.[/bold] Scientists are to deliver any animals used for testing to the Chef after testing has concluded;&lt;br /&gt;
&lt;br /&gt;
  [bold]5.[/bold] Scientists are not permitted to carry any weapons generated from the protolathe;&lt;br /&gt;
&lt;br /&gt;
  [bold]6.[/bold] Scientists are not permitted to distribute any weapons generated from the protolathe, unless the weapon in question (for example, Proto-Kinetic Accelerators) is delivered to the appropriate department;&lt;br /&gt;
&lt;br /&gt;
  [bold]7.[/bold] Scientists are not to activate Station-wide Destruction artifacts, and must destroy or eliminate them as soon as possible;&lt;br /&gt;
&lt;br /&gt;
  [bold]8.[/bold] At least one scientist should be available to take orders from crewmembers at the Science front desk, if there is one.&lt;br /&gt;
&lt;br /&gt;
  ## Code Blue&lt;br /&gt;
&lt;br /&gt;
  [bold]1.[/bold] All guidelines carry over from Code Green;&lt;br /&gt;
&lt;br /&gt;
  [bold]2.[/bold] Scientists are permitted to produce weapons and grenades from the protolathe provided they get delivered to Security.&lt;br /&gt;
&lt;br /&gt;
  ## Code Red&lt;br /&gt;
&lt;br /&gt;
  [bold]1.[/bold] All guidelines carry over from Code Blue;&lt;br /&gt;
&lt;br /&gt;
  [bold]2.[/bold] In regard to Guideline 2 on Code Blue, scientists may arm themselves with a single weapon if the threat is deemed to be station ending.&lt;br /&gt;
&lt;br /&gt;
  # Roboticist SOP&lt;br /&gt;
&lt;br /&gt;
  ## Code Green&lt;br /&gt;
&lt;br /&gt;
  [bold]1.[/bold] Roboticists are not permitted to construct Combat Mechs without explicit permission from the Captain and/or the Head of Security. An example of a Combat Mech is the Gygax;&lt;br /&gt;
&lt;br /&gt;
  [bold]2.[/bold] Roboticists are freely permitted to construct Utility Mechs, along with any assorted Utility Equipment;&lt;br /&gt;
&lt;br /&gt;
  [bold]3.[/bold] Roboticists are freely permitted to construct Cyborgs and all assorted equipment;&lt;br /&gt;
&lt;br /&gt;
  [bold]4.[/bold] Roboticists are to respect all Do-Not-Borg orders, and copies of orders are to be kept safe if possible. If no copy exists, an MMI Unit may refuse to be a Cyborg, and that wish must be respected;&lt;br /&gt;
&lt;br /&gt;
  [bold]5.[/bold] Roboticists must ensure that all Cyborgs are adhering to their laws and not malfunctioning. If a Cyborg is found to be breaking their laws, their MMI Unit or Positronic Brain must be preserved and placed into a new Cyborg chassis;&lt;br /&gt;
&lt;br /&gt;
  [bold]6.[/bold] Roboticists must keep at least one Positronic Brain activated if possible;&lt;br /&gt;
&lt;br /&gt;
  [bold]7.[/bold] Roboticists must adhere to all Scientist SOP guidelines.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
  ## Code Blue&lt;br /&gt;
&lt;br /&gt;
  [bold]1.[/bold] All guidelines carry over from Code Green;&lt;br /&gt;
&lt;br /&gt;
  [bold]2.[/bold] In regard to Guideline 1 on Code Green, Roboticists are permitted to construct Combat Mechs without prior consent, but must be delivered to the Armory. Failure to comply will result in the Combat Mech being destroyed. An exception is made for station-wide threats, but even after these threats are dealt with, the Mech must be delivered to the Armory.&lt;br /&gt;
&lt;br /&gt;
  ## Code Red&lt;br /&gt;
&lt;br /&gt;
  [bold]1.[/bold] All guidelines carry over from Code Blue.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Security===&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| &amp;lt;strong&amp;gt;Details&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Here is a list of all the SOP documents for Security.&lt;br /&gt;
Here is a list of all the SOP documents for Security.&lt;br /&gt;
&lt;br /&gt;
  # Head of Security SOP&lt;br /&gt;
&lt;br /&gt;
  ## Code Green&lt;br /&gt;
&lt;br /&gt;
  [bold]1.[/bold] The Head of Security is permitted to carry out arrests under the same conditions as their Security Officers;&lt;br /&gt;
&lt;br /&gt;
  [bold]2.[/bold] The Head of Security is permitted to carry a fully kitted security belt and a standard issue pistol. While permitted to carry their unique X-01 Multiphase gun, they are discouraged from doing so for safety concerns, and should keep it on Stun/Disable;&lt;br /&gt;
&lt;br /&gt;
  [bold]3.[/bold] The Head of Security is required to permit a trial in the circumstances outlined in the [textlink=&amp;quot;Legal SOP&amp;quot; link=&amp;quot;LegalSOP&amp;quot;] section, and is likewise required to permit the suspect access to confidential meetings with their chosen legal representative at any time during their sentence. The suspect&#039;s brig time should not be advanced during confidential meetings with a legal representative, and should be paused until such a time as the suspect has returned to their cell;&lt;br /&gt;
&lt;br /&gt;
  [bold]4.[/bold] The Head of Security is required to permit a suspect access to legal representation [italic]during interrogation[/italic] only in cases where the suspect is charged with a Tier III crime or greater;&lt;br /&gt;
&lt;br /&gt;
  [bold]5.[/bold] The Head of Security must follow the same guidelines as the Warden for Armory equipment, portable flashers and deployable barriers;&lt;br /&gt;
&lt;br /&gt;
  [bold]6.[/bold] The Head of Security is not permitted to collect equipment from the Armory to carry on their person;&lt;br /&gt;
&lt;br /&gt;
  [bold]7.[/bold] The Head of Security is permitted to either use their regular coat, or armored trench coat;&lt;br /&gt;
&lt;br /&gt;
  [bold]8.[/bold] The Head of Security is permitted to wear their unique gas mask;&lt;br /&gt;
&lt;br /&gt;
  [bold]9.[/bold] The Head of Security may not overrule established sentences, unless further evidence is brought to light or the prisoner in question attempts to escape;&lt;br /&gt;
&lt;br /&gt;
  [bold]10.[/bold] The Head of Security must follow the same guidelines as Security Officers for attire, with the exception that their own assigned attire is also acceptable for any of the attire mentioned for Security Officers;&lt;br /&gt;
&lt;br /&gt;
  [bold]11.[/bold] The Head of Security is encouraged to follow the Security Rules of Conduct, as this sets a proper example for Cadets and establishes good trust with the public.&lt;br /&gt;
&lt;br /&gt;
  ## Code Blue&lt;br /&gt;
&lt;br /&gt;
  [bold]1.[/bold] All Guidelines carry over from Code Green. In regard to Guideline 2, the Head of Security is now encouraged to carry their unique Energy Gun.&lt;br /&gt;
&lt;br /&gt;
  [bold]2.[/bold] In regard to guideline 5, leniency may be granted in order to ensure Command and other important members of the station are protected.&lt;br /&gt;
&lt;br /&gt;
  ## Code Red&lt;br /&gt;
&lt;br /&gt;
  [bold]1.[/bold] Guidelines 1, 2, 4, 6, 8, 9, 10, and 11 are carried over from [color=green]Code Green[/color];&lt;br /&gt;
&lt;br /&gt;
  [bold]2.[/bold] The Head of Security is not required to permit a trial during states of emergency. However, the Head of Security is still required to permit the suspect access to confidential meetings with their chosen legal representative at any time during their sentence, and the suspect&#039;s brig time should not be advanced during these confidential meetings.&lt;br /&gt;
&lt;br /&gt;
  [bold]3.[/bold] The Head of Security is permitted to take whatever equipment they require from the Armory, provided they leave enough equipment for the rest of the Security force;&lt;br /&gt;
&lt;br /&gt;
  [bold]4.[/bold] The Head of Security is required to make a Station Announcement regarding the nature of the confirmed threat that caused Code Red.&lt;br /&gt;
&lt;br /&gt;
  # Security Officers / Cadets&lt;br /&gt;
&lt;br /&gt;
  ## Code Green&lt;br /&gt;
&lt;br /&gt;
  [bold]1.[/bold] Security Officers are encouraged to act in accordance with the Security Rules of Conduct before engaging with any member of the public.&lt;br /&gt;
&lt;br /&gt;
  [bold]2.[/bold] Security Officers are required to state the reasons behind an arrest before any further action is taken. Exception is made if the suspect refuses to stop;&lt;br /&gt;
&lt;br /&gt;
  [bold]3.[/bold] Security Officers must attempt to bring all suspects or witnesses to the Brig without handcuffing or incapacitating them. Should the suspect not cooperate, the officer may proceed as usual;&lt;br /&gt;
&lt;br /&gt;
  [bold]4.[/bold] No weapons are to be brandished until the suspect attempts to run away or becomes actively hostile;&lt;br /&gt;
&lt;br /&gt;
  [bold]5.[/bold] Security Officers may not demand access to the interior of other Departments during regular patrols. However, asking for access from the Head of Personnel is still acceptable;&lt;br /&gt;
&lt;br /&gt;
  [bold]6.[/bold] Security Officers are not permitted to have weapons drawn during regular patrols;&lt;br /&gt;
&lt;br /&gt;
  [bold]7.[/bold] Security Officers are not permitted to conduct searches, unless there is reasonable evidence/suspicion that the person in question has committed a crime. Any further searches require a warrant from the Head of Security or Captain;&lt;br /&gt;
&lt;br /&gt;
  [bold]8.[/bold] Security Officers are required to wear their uniform in accordance with the Security Rules of Conduct.&lt;br /&gt;
&lt;br /&gt;
  ## Code Blue&lt;br /&gt;
&lt;br /&gt;
  [bold]1.[/bold] Guidelines 1, 2, 4 and 8 are carried over from [color=green]Code Green[/color];&lt;br /&gt;
&lt;br /&gt;
  [bold]2.[/bold] Security Officers are permitted to carry around any weapons or equipment available in the Armory, at the Warden&#039;s discretion, but never more than one at a time. Exception is made for severe emergencies, such as Nuclear Operatives;&lt;br /&gt;
&lt;br /&gt;
  [bold]3.[/bold] Security Officers are permitted to carry weapons in hand during regular patrols, although this is not advised;&lt;br /&gt;
&lt;br /&gt;
  [bold]4.[/bold] Security Officers are permitted to present weapons during arrests;&lt;br /&gt;
&lt;br /&gt;
  [bold]5.[/bold] Security Officers may demand entry to specific Departments during regular patrols;&lt;br /&gt;
&lt;br /&gt;
  [bold]6.[/bold] Security Officers may randomly search crewmembers, but are not allowed to apply any degree of force unless said crewmember acts overtly hostile. Crew who refuse to be searched may be stunned and cuffed for the search;&lt;br /&gt;
&lt;br /&gt;
  [bold]7.[/bold] Security Officers are permitted to leave prisoners cuffed should they act hostile.&lt;br /&gt;
&lt;br /&gt;
  ## Code Red&lt;br /&gt;
&lt;br /&gt;
  [bold]1.[/bold] Guidelines 2, 3, 4, 5, 6, and 7 are carried over from Code Blue. Guideline 8 is carried over from [color=green]Code Green[/color];&lt;br /&gt;
&lt;br /&gt;
  [bold]2.[/bold] Security Officers may arrest crewmembers with no stated reason if there is evidence they are involved in criminal activities;&lt;br /&gt;
&lt;br /&gt;
  [bold]3.[/bold] Security Officers may forcefully relocate crewmembers to their respective Departments if necessary.&lt;br /&gt;
&lt;br /&gt;
  # Warden&lt;br /&gt;
&lt;br /&gt;
  ## Code Green&lt;br /&gt;
&lt;br /&gt;
  [bold]1.[/bold] The Warden may not perform arrests if there are Security Officers active;&lt;br /&gt;
&lt;br /&gt;
  [bold]2.[/bold] The Warden must conduct a thorough search of every prisoner’s belongings, including pockets, PDA slots, any coat pockets and suit storage slots;&lt;br /&gt;
&lt;br /&gt;
  [bold]3.[/bold] The Warden is required to permit a trial in the circumstances outlined in the [textlink=&amp;quot;Legal SOP&amp;quot; link=&amp;quot;LegalSOP&amp;quot;] section, and is likewise required to permit the suspect access to confidential meetings with their chosen legal representative at any time during their sentence. The suspect&#039;s brig time should not be advanced during confidential meetings with a legal representative, and should be paused until such a time as the suspect has returned to their cell;&lt;br /&gt;
&lt;br /&gt;
  [bold]4.[/bold] The Warden is required to permit a suspect access to legal representation [italic]during interrogation[/italic] only in cases where the suspect is charged with a Tier III crime or greater;&lt;br /&gt;
&lt;br /&gt;
  [bold]5.[/bold] The Warden may not hand out any weapons or armor from the Armory, except for extra disablers. Hardsuits may be issued if emergency E.V.A action is required. Exception is made if there is an immediate threat that requires attention, such as Nuclear Operatives;&lt;br /&gt;
&lt;br /&gt;
  [bold]6.[/bold] The Warden is permitted to carry a fully kitted security belt and a standard issue pistol. While permitted to carry their unique energy shotgun, they are discouraged from doing so for safety concerns, and should keep it on disable;&lt;br /&gt;
&lt;br /&gt;
  [bold]7.[/bold] The Warden may not place the portable flashers within the Brig;&lt;br /&gt;
&lt;br /&gt;
  [bold]8.[/bold] The Warden may not place the deployable barriers within the Brig;&lt;br /&gt;
&lt;br /&gt;
  [bold]9.[/bold] The Warden must read to every prisoner the crimes they are sentenced to;&lt;br /&gt;
&lt;br /&gt;
  [bold]10.[/bold] The Warden is not permitted to leave prisoners cuffed to their beds. An exception is made if the prisoners acts overtly hostile or attempts to breach the cell in order to escape;&lt;br /&gt;
&lt;br /&gt;
  [bold]11.[/bold] The Warden must follow the same guidelines as Security Officers for attire, with the exception that their own assigned attire is also acceptable for any of the attire mentioned for Security Officers;&lt;br /&gt;
&lt;br /&gt;
  [bold]12.[/bold] The Warden is encouraged to follow the Security Rules of Conduct to set a proper example for cadets, as well as establish trust with the public.&lt;br /&gt;
&lt;br /&gt;
  ## Code Blue&lt;br /&gt;
&lt;br /&gt;
  [bold]1.[/bold] Guidelines 1, 2, 3, 4, 6, 9, 11 and 12 are carried over from [color=green]Code Green[/color];&lt;br /&gt;
&lt;br /&gt;
  [bold]2.[/bold] The Warden is permitted to hand out all equipment from the Armory. Guns are only to be handed out with Head of Security or Captain&#039;s approval, as they present a lethal risk, or if there is an immediate threat, such as Nuclear Operatives;&lt;br /&gt;
&lt;br /&gt;
  [bold]3.[/bold] The Warden is permitted to place the portable flashers inside the Brig;&lt;br /&gt;
&lt;br /&gt;
  [bold]4.[/bold] The Warden is permitted to place the deployable barriers inside the Brig.&lt;br /&gt;
&lt;br /&gt;
  ## Code Red&lt;br /&gt;
&lt;br /&gt;
  [bold]1.[/bold] Guidelines 2, 4, 6, 9, 11 and 12 are carried over from [color=green]Code Green[/color];&lt;br /&gt;
&lt;br /&gt;
  [bold]2.[/bold] Guidelines 3 and 4 are carried over from Code Blue. In addition, the Warden may also carry any weapon from the Armory, but never more than one at a time;&lt;br /&gt;
&lt;br /&gt;
  [bold]3.[/bold] The Warden is not required to permit a trial during states of emergency. However, the Warden is still required to permit the suspect access to confidential meetings with their chosen legal representative at any time during their sentence, and the suspect&#039;s brig time should not be advanced during these confidential meetings.&lt;br /&gt;
&lt;br /&gt;
  [bold]3.[/bold] The Warden is permitted to distribute any weapon or piece of equipment in the Armory. This includes whatever Research has provided;&lt;br /&gt;
&lt;br /&gt;
  [bold]4.[/bold] The Warden is permitted to carry out arrests freely.&lt;br /&gt;
&lt;br /&gt;
  # Detective&lt;br /&gt;
&lt;br /&gt;
  ## Code Green&lt;br /&gt;
&lt;br /&gt;
  [bold]1.[/bold] The Detective is permitted to assist Security Officers with all Patrol Duties. This includes stops, searches, and arrests as per the current Alert Code. They should, however, prioritize investigations and the collection of forensic evidence;&lt;br /&gt;
&lt;br /&gt;
  [bold]2.[/bold] The Detective is to follow all Standard Operating Procedures as outlined by the Security Officer SoP in regard to stops, searches and arrests as per the current Alert Code;&lt;br /&gt;
&lt;br /&gt;
  [bold]3.[/bold] The Detective may carry their revolver and spare ammunition;&lt;br /&gt;
&lt;br /&gt;
  [bold]4.[/bold] The Detective may carry a fully kitted out security belt;&lt;br /&gt;
&lt;br /&gt;
  [bold]5.[/bold] The Detective is permitted to wear non-Security clothing with permission from the Head of Security for the purpose of undercover investigations. They are, however, expected to carry their Security ID on their person at all times;&lt;br /&gt;
&lt;br /&gt;
  [bold]6.[/bold] When not undercover, the Detective must follow the same guidelines as Security Officers for attire, with the exception that their own assigned attire is also acceptable for any of the attire mentioned for Security Officers.&lt;br /&gt;
&lt;br /&gt;
  ## Code Blue&lt;br /&gt;
&lt;br /&gt;
  [bold]1.[/bold] All Guidelines carry over from [color=green]Code Green[/color];&lt;br /&gt;
&lt;br /&gt;
  [bold]2.[/bold] The Detective may pull aside any suspect for an interrogation during the course of their time in Processing. If the suspect requests legal representation during interrogation, the Detective is required to permit it only if the suspect is charged with a Tier III crime or greater. No detainee is to be held for longer than ten (10) minutes in Processing if no evidence against them is readily available.&lt;br /&gt;
&lt;br /&gt;
  [bold]3.[/bold] Torture as a means to gather evidence is allowed.&lt;br /&gt;
&lt;br /&gt;
  ## Code Red&lt;br /&gt;
&lt;br /&gt;
  [bold]1.[/bold] Guidelines 1, 2, 3, 4 and 5 carry over from [color=green]Code Green[/color];&lt;br /&gt;
&lt;br /&gt;
  [bold]2.[/bold] Guidelines 2 and 3 carry over from [color=cyan]Code Blue[/color];&lt;br /&gt;
&lt;br /&gt;
  [bold]3.[/bold] The Detective is permitted to carry around any weapons or equipment available in the Armory, at the Warden&#039;s discretion, but never more than one at a time. Exception is made for severe emergencies, such as Nuclear Operatives;&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
===Service===&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| &amp;lt;strong&amp;gt;Details&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Here is a list of all the SOP documents for Service.&lt;br /&gt;
List of Service/Civilian roles and responsibilities by job.&lt;br /&gt;
&lt;br /&gt;
  # Chef&lt;br /&gt;
&lt;br /&gt;
    [bold]1.[/bold] The Chef is not permitted to use the corpses of deceased personnel for meat unless given specific permission from the Chief Medical Officer. Exception is made for changelings and any other executed personnel not slated for Borgifications;&lt;br /&gt;
&lt;br /&gt;
    [bold]2.[/bold] The Chef is permitted to use Ambrosia and other such light narcotics in the production of food; given they are legal.&lt;br /&gt;
&lt;br /&gt;
    [bold]3.[/bold] The Chef must produce at least three (3) dishes of any food within twenty (20) minutes. Failure to do so is to be considered a breach of Standard Operating Procedure;&lt;br /&gt;
&lt;br /&gt;
    [bold]4.[/bold] The Chef is not permitted to leave the kitchen unattended for longer than fifteen (15) minutes if there is no food available for consumption. Exception is made if there are no ingredients, or if the Kitchen is unusable/a hazard zone.&lt;br /&gt;
&lt;br /&gt;
    [bold]5.[/bold] The Chef has full permission to forcefully throw out anyone who climbs over the kitchen table without permission. They are not, however, permitted to do so if the person in question uses the door, or is on an active investigation;&lt;br /&gt;
&lt;br /&gt;
  # Bartender&lt;br /&gt;
&lt;br /&gt;
    [bold]1.[/bold] The Bartender is permitted to use their shotgun on unruly bar patrons in order to throw them out if they are being disruptive. They are not, however, permitted to apply lethal, or near-lethal force;&lt;br /&gt;
&lt;br /&gt;
    [bold]2.[/bold] The Bartender is exempt from legal ramifications when dutifully removing unruly (ie, overtly hostile) patrons from the Bar, provided, of course, they followed Guideline 1;&lt;br /&gt;
&lt;br /&gt;
    [bold]3.[/bold] The Bartender is not permitted to possess regular (ie, lethal) shotgun ammunition. Only beanbag slugs are permitted. Exception is made during major emergencies, such as Nuclear Operatives or Blob Organisms;&lt;br /&gt;
&lt;br /&gt;
    [bold]4.[/bold] The Bartender has full permission to forcefully throw out anyone who climbs over the bar counter without permission, up to and including personnel who may have access to the side windoor. They are not, however, permitted to do so if the person in question uses the door, or is on an active investigation;&lt;br /&gt;
&lt;br /&gt;
  # Botanist&lt;br /&gt;
&lt;br /&gt;
    [bold]1.[/bold] Botanists are permitted to grow experimental plants, presuming they do not distribute it without the express permission of the HOP.&lt;br /&gt;
&lt;br /&gt;
    [bold]2.[/bold] Botanists must provide the Chef with adequate Botanical Supplies, per the Chef’s request, free of charge.&lt;br /&gt;
&lt;br /&gt;
    [bold]3.[/bold] Botanists are not permitted to cause unregulated plantlife to spread outside of Hydroponics or other such designated locations without express permission of the HOP or Captain.&lt;br /&gt;
&lt;br /&gt;
    [bold]4.[/bold] Botanists are not permitted to hand out spatially unstable Botanical Supplies to non-Hydroponics personnel.&lt;br /&gt;
&lt;br /&gt;
    [bold]5.[/bold] Botanists are not permitted to harvest or hand out Amanitin or other such plant/fungi-derived poisons, unless specifically requested by the Head of Security and/or Captain.&lt;br /&gt;
&lt;br /&gt;
    [bold]6.[/bold] Botanists are not permitted the use of a chemical dispenser without the express permission of the Research Director and Head of Personnel.&lt;br /&gt;
&lt;br /&gt;
    [bold]7.[/bold] Botanists are not permitted to carry dangerous plantlife outside Botany, or allow such plantlife to affect outside of Botany.&lt;br /&gt;
&lt;br /&gt;
  # Clown&lt;br /&gt;
&lt;br /&gt;
    [bold]1.[/bold] The Clown is permitted to, and freely exempt from any consequences of, slipping literally anyone, assuming it does not interfere with active Security duty, or in any way endangers other personnel (such as slipping a Paramedic who’s dragging a wounded person to Medbay);&lt;br /&gt;
&lt;br /&gt;
    [bold]2.[/bold] The Clown is not permitted to remove their Clown Shoes or Clown Mask. Exception is made if removing them is truly necessary for the sake of their clowning performance (such as being a satire of bad clowns);&lt;br /&gt;
&lt;br /&gt;
    [bold]3.[/bold] The Clown is not permitted to use or be in possession of Space Lube. Exception is made during major emergencies involving hostile humanoids, whereby use of Space Lube may be condoned to help the crew;&lt;br /&gt;
&lt;br /&gt;
    [bold]4.[/bold] The Clown must legitimately attempt to be funny and/or entertaining at least once every fifteen (15) minutes. A simple pun will suffice. Continuously slipping people for no reason does not constitute humour. The joke is supposed to be funny for everyone;&lt;br /&gt;
&lt;br /&gt;
    [bold]5.[/bold] The Clown is permitted to, and freely exempt from any consequences of, performing any harmless prank that does not directly conflict with the above Guidelines&lt;br /&gt;
&lt;br /&gt;
  # Mime&lt;br /&gt;
&lt;br /&gt;
    [bold]1.[/bold] The Mime is not permitted to talk, under any circumstance whatsoever. A Mime who breaks the Vow of Silence is to be stripped of their rank post haste;&lt;br /&gt;
&lt;br /&gt;
    [bold]2.[/bold] The Mime is permitted to use written words to communicate, either via paper or PDA, but are discouraged from automatically resorting to it when miming will suffice;&lt;br /&gt;
&lt;br /&gt;
    [bold]3.[/bold] The Mime must actually mime something at least once every thirty (30) minutes. Standing against an invisible wall will suffice.&lt;br /&gt;
&lt;br /&gt;
  # Chaplain&lt;br /&gt;
&lt;br /&gt;
    [bold]1.[/bold] The Chaplain is not permitted to execute Bible Healing without consent, unless the person in question is in Critical Condition and there are no doctors available.&lt;br /&gt;
&lt;br /&gt;
    [bold]2.[/bold] The Chaplain may not actively discriminate against any personnel on the grounds that it is a religious tenet of their particular faith;&lt;br /&gt;
&lt;br /&gt;
    [bold]3.[/bold] The Chaplain may freely conduct funerals for non-cloneable/revivable personnel. All funerals should be concluded with the use of the Crematorium.&lt;br /&gt;
&lt;br /&gt;
  # Janitor&lt;br /&gt;
&lt;br /&gt;
    [bold]1.[/bold] The Janitor must promptly respond to any call from the crew for them to clean. Failure to respond within fifteen (15) minutes is to be considered a breach of Standard Operating Procedure;&lt;br /&gt;
&lt;br /&gt;
    [bold]2.[/bold] If the Janitor&#039;s work leaves any surface slippery, they are to place wet floor signs, either physical or holographic. During major crises, such as Nuclear Operatives, the Janitor is to refrain from creating any slippery surfaces whatsoever;&lt;br /&gt;
&lt;br /&gt;
    [bold]3.[/bold] The Janitor is not to use Cleaning Foam Grenades as pranking implements. Cleaning Foam Grenades are to be used to clean large surfaces at once, only;&lt;br /&gt;
&lt;br /&gt;
    [bold]4.[/bold] During Viral Outbreaks, the Janitors must don their Biosuit, and focus on cleaning any biological waste, until such a point as the Viral Pathogen is deemed eliminated;&lt;br /&gt;
&lt;br /&gt;
    [bold]5.[/bold] The Janitor may not deploy bear traps anywhere, unless there are actually large wild animals on the station.&lt;br /&gt;
&lt;br /&gt;
  # Reporter&lt;br /&gt;
&lt;br /&gt;
    [bold]1.[/bold] The Reporter is permitted to report on any events aboard the station, including those involving Security and Command staff.&lt;br /&gt;
&lt;br /&gt;
    [bold]2.[/bold] The Reporter is not, however, permitted to use slanderous or libelous language or rhetoric when reporting on events such as arrests or imprisonment.&lt;br /&gt;
&lt;br /&gt;
    [bold]3.[/bold] The Reporter should only use positive language when referring to Nanotrasen and Central Command. If unsure about whether or not this should apply to an article, Reporters are advised to fax Centcomm a copy for editorial review.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>BumblingDoofer</name></author>
	</entry>
	<entry>
		<id>https://wiki.funkystation.org/index.php?title=Standard_Operating_Procedure&amp;diff=1363</id>
		<title>Standard Operating Procedure</title>
		<link rel="alternate" type="text/html" href="https://wiki.funkystation.org/index.php?title=Standard_Operating_Procedure&amp;diff=1363"/>
		<updated>2025-07-15T01:01:50Z</updated>

		<summary type="html">&lt;p&gt;BumblingDoofer: /* SOP */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Command===&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| &amp;lt;strong&amp;gt;Details&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|  Here is a list of all the SOP documents for command.&lt;br /&gt;
&lt;br /&gt;
  # Captain SOP&lt;br /&gt;
&lt;br /&gt;
1. The Captain is not permitted to perform regular Security Duty. However, they may still assist Security if they are understaffed, or if they see a crime being committed. However, the Captain is not permitted to take items from the Armory under normal circumstances, unless authorized by the Head of Security. In addition, the Captain may not requisition weaponry for themselves from Cargo and/or Science, unless there&#039;s an immediate threat to station and/or crew;&lt;br /&gt;
&lt;br /&gt;
2. If a Department lacks a Head of Staff, the Captain should make reasonable efforts to appoint an Acting Head of Staff, if there are available personnel to fill the position;&lt;br /&gt;
&lt;br /&gt;
3. The Captain is to ensure that Space Law is being correctly applied. This should be done in cooperation with the Head of Security;&lt;br /&gt;
&lt;br /&gt;
4. The Captain is not to leave the Station unless given specific permission by Central Command, or it happens to be the end of the shift. To do so is to be considered abandoning their posts and is grounds for termination;&lt;br /&gt;
&lt;br /&gt;
5. The Captain must keep the Nuclear Authentication Disk on their person at all times or failing that, in the possession of the Head of Security or Blueshield;&lt;br /&gt;
&lt;br /&gt;
6. The Captain is to attempt to resolve every issue that arises in Command locally before contacting Central Command;&lt;br /&gt;
&lt;br /&gt;
7.The Captain, despite being in charge of the Station, is not separate from NanoTrasen. Any attempts to disregard general company policy are to be considered an instant condition for contract termination;&lt;br /&gt;
&lt;br /&gt;
8. The Captain may only promote personnel to an Acting Head of Staff position if there is no assigned Head of Staff associated with the Department. The Acting Head of Staff must be a member of the Department they are to lead. See below for more information on Chain of Command;&lt;br /&gt;
&lt;br /&gt;
9. The Captain may not fire any Head of Staff without reasonable justification (ie, incompetency, criminal activity, or otherwise any action that endangers/compromises the station and/or crew). The Captain may not fire any Central Command VIPs (ie, Blueshield, NanoTrasen Representative) without permission from Central Command, unless they are blatantly acting against the well-being and safety of the crew and station. The Captain must also follow HoP SOP point 5.&lt;br /&gt;
&lt;br /&gt;
  # Head of Personnel SOP&lt;br /&gt;
&lt;br /&gt;
1. The Head of Personnel may not transfer any personnel to another Department without authorization from the relevant Head of Staff. If no Head of Staff is available, the Head of Personnel may make a judgment call. This does not apply to Security, which always requires authorization from the Head of Security, or Genetics, which requires both Chief Medical Officer and Research Director approval. If there is no Head of Security active, no transfers are allowed to Security without authorization from the Captain;&lt;br /&gt;
&lt;br /&gt;
2. The Head of Personnel may not give any personnel increased access without authorization from the relevant Head of Staff. This includes the Head of Personnel. In addition, the Head of Personnel may only give Captain-Level access to someone if they are the Acting Captain. This access is to be removed when a proper Captain arrives at the station;&lt;br /&gt;
&lt;br /&gt;
3. The Head of Personnel may not increase any Job Openings unless the relevant Head of Staff approves;&lt;br /&gt;
&lt;br /&gt;
4.The Head of Personnel may not fire any personnel without authorization from the relevant Head of Staff, unless other conditions apply (see Space Law and General Standard Operating Procedure);&lt;br /&gt;
&lt;br /&gt;
5. The Head of Personnel may not promote anyone to the job of NanoTrasen Representative or Blueshield;&lt;br /&gt;
&lt;br /&gt;
6. The Head of Personnel is free to utilize paperwork at their discretion. However, during major station emergencies, expediency should take precedence over bureaucracy;&lt;br /&gt;
&lt;br /&gt;
7.The Head of Personnel may not leave their office unmanned if there are personnel waiting in line. Failure to respond to personnel with a legitimate request within ten (10) minutes, either via radio or in person is to be considered a breach of Standard Operating Procedure;&lt;br /&gt;
&lt;br /&gt;
8. The Head of Personnel is not permitted to perform Security duty. The Head of Personnel is permitted to carry a Disabler for self-defense only.&lt;br /&gt;
&lt;br /&gt;
  # NanoTrasen Representative SOP&lt;br /&gt;
&lt;br /&gt;
1. The NanoTrasen Representative is to ensure that every Department is following Standard Operating Procedure, up to and including the respective Head of Staff. If a Head of Staff is not available for a Department, the NanoTrasen Representative must ensure that the Captain appoints an Acting Head of Staff for said Department;&lt;br /&gt;
&lt;br /&gt;
2. The NanoTrasen Representative must attempt to resolve any breach of Standard Operating Procedure locally before contacting Central Command. This is an imperative: Standard Operating Procedure should always be followed unless there is a very good reason not to;&lt;br /&gt;
&lt;br /&gt;
3. The NanoTrasen Representative must, together with the Head of Security, ensure that Space Law is being followed and correctly applied;&lt;br /&gt;
&lt;br /&gt;
4. The NanoTrasen Representative may not threaten the use of a fax in order to gain leverage over any personnel, up to and including Command. In addition, they may not threaten to fire or have Central Command fire anyone, unless they actually possess a demotion note;&lt;br /&gt;
&lt;br /&gt;
5. The NanoTrasen Representative is permitted to carry their flash and a blade-cane, or a stun baton if the blade-cane is lost.&lt;br /&gt;
&lt;br /&gt;
  # Blueshield Officer SOP&lt;br /&gt;
&lt;br /&gt;
1. The Blueshield may not conduct arrests under the same conditions as Security. However, they may apprehend any personnel that trespass on a Head of Staff Office or Command Area, any personnel that steal from those locations, or any personnel that steal from and/or injure any Head of Staff or Central Command VIP. However, all apprehended personnel are to be processed by Security personnel;&lt;br /&gt;
&lt;br /&gt;
2. The Blueshield is to put the lives of Command over those of any other personnel, the Blueshield included. Their continued well-being is the Blueshield&#039;s top priority. This includes applying basic first aid and making sure they are revived if killed;&lt;br /&gt;
&lt;br /&gt;
3. The Blueshield is to protect the lives of Command personnel, not follow their orders to a fault. The Blueshield is not to interfere with legal demotions or arrests. To do so is to place themselves under the Special Modifier Aiding and Abetting;&lt;br /&gt;
&lt;br /&gt;
4. The Blueshield is not to apply Lethal Force unless there is a clear and present danger to their life, or to the life of a member of Command and the assailant cannot be non-lethally detained.&lt;br /&gt;
&lt;br /&gt;
  # Magistrate SOP&lt;br /&gt;
&lt;br /&gt;
1. The Magistrate is to ensure that Space Law is applied correctly. If it is not, they are to make it so;&lt;br /&gt;
  &lt;br /&gt;
2. The Magistrate has the final say on whether Trials take place, and should ensure they should only occur for Capital Sentences. Similarly, Magistrates are to ensure that Trials do not happen for Defendants that are self-evidently guilty;&lt;br /&gt;
&lt;br /&gt;
3. The Magistrate may overrule anyone in all matters concerning Space Law. This does not extend to Emergency Response Teams, Central Command Officials or direct Central Command communications;&lt;br /&gt;
  &lt;br /&gt;
4. The Magistrate is permitted to carry their flash;&lt;br /&gt;
  &lt;br /&gt;
5. The Magistrate is not above Space Law. Similarly, the Magistrate cannot overrule Security on a sentence imposed against themselves;&lt;br /&gt;
  &lt;br /&gt;
6. In the absence of Internal Affairs Agents or a NanoTrasen Representative, the Magistrate may elect to handle matters of Standard Operating Procedure. Otherwise, the Magistrate is only to ensure that the NanoTrasen Representative under their command are handling such matters;&lt;br /&gt;
&lt;br /&gt;
7. The Magistrate may not impede the expedient functioning of Security for the sake of micromanaging every aspect it. The Magistrate should only concern themselves with crimes that either have fuzzy evidence, or require careful deliberation of circumstances;&lt;br /&gt;
&lt;br /&gt;
8. The Magistrate is to contact Central Command immediately if their decisions are being ignored, provided said decision actually match up with Space Law and Standard Operating Procedure.&lt;br /&gt;
  &lt;br /&gt;
==If you need to deviate==&lt;br /&gt;
&lt;br /&gt;
Document document document!&lt;br /&gt;
After action reports, calling CentCom on the fabled red phone, or even praying will be heard by CentCom and your actions may be excused if they were determined to be in the best interest for NanoTrasen.&lt;br /&gt;
&lt;br /&gt;
==I don&#039;t see my job listed here!==&lt;br /&gt;
&lt;br /&gt;
It may be because this is a living document, and SOP is not yet finalized. The following SOP documents are completed for other Head&#039;s of Staff;&lt;br /&gt;
Glory to NanoTrasen!&lt;br /&gt;
|}&lt;br /&gt;
===Engineering===&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| &amp;lt;strong&amp;gt;Details&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Here is a list of all the SOP documents for Engineering.&lt;br /&gt;
   # Chief Engineer&lt;br /&gt;
1. The Chief Engineer must make sure to properly wire Solar Panels and activate the Anti-Matter Engine (AME) if available, and co-ordinate a plan with their team to activate a more powerful engine for long-term station use;&lt;br /&gt;
&lt;br /&gt;
2. The Chief Engineer, along with the Research Director, is responsible for maintaining the integrity of Telecommunications. The Chief Engineer must not hinder the proper functionality of Telecommunications, and must diagnose and repair any issues that arise;&lt;br /&gt;
&lt;br /&gt;
3. The Chief Engineer is bound to the same rules regarding the axe as Atmospheric Technicians;&lt;br /&gt;
&lt;br /&gt;
4. The Chief Engineer is permitted to carry a flash and a disabler;&lt;br /&gt;
&lt;br /&gt;
5. The Chief Engineer is responsible for maintaining the integrity of all power sources set up on the station. Neglecting this duty is grounds for termination should the Supermatter delaminates or if power fails on the station;&lt;br /&gt;
&lt;br /&gt;
6. The Chief Engineer may declare an area &amp;quot;Condemned&amp;quot;, if it is damaged to the point where repairs cannot reasonably be completed within an acceptable frame of time;&lt;br /&gt;
&lt;br /&gt;
7. The Chief Engineer is permitted to grant Building Permits to crewmembers, and may dismantle or destroy unauthorized buildings / setups;&lt;br /&gt;
&lt;br /&gt;
8. The Chief Engineer is responsible for maintaining the integrity of the Station&#039;s Atmospherics System. Failure to maintain this integrity is grounds for termination.&lt;br /&gt;
&lt;br /&gt;
  # Station Engineer&lt;br /&gt;
1. Engineers must properly wire Solar Panels and activate the Anti-Matter Engine (AME) if available, and co-ordinate a plan to activate a more powerful engine for long-term station use;&lt;br /&gt;
&lt;br /&gt;
2. Engineers are responsible for maintaining the integrity of all engines aboard the station, even those that are de-activated or inert. Neglecting this duty is grounds for termination should an engine malfunction;&lt;br /&gt;
&lt;br /&gt;
3. Engineers are permitted to construct additional engines (such as additional SM/Tesla/Singularity engines) with approval from the Chief Engineer;&lt;br /&gt;
&lt;br /&gt;
4. Engineers are permitted to carry out solo reconstruction/rebuilding/personal projects if there is no damage to the station that requires fixing;&lt;br /&gt;
&lt;br /&gt;
5. Engineers must check each active engine at least once per 30 minutes;&lt;br /&gt;
&lt;br /&gt;
6. Engineers must constantly monitor the Supermatter engine if it is online and under emitter fire;&lt;br /&gt;
&lt;br /&gt;
7. Engineers must respond promptly to breaches, regardless of size. Failure to report within fifteen (15) minutes will be considered a breach of Standard Operating Procedure, unless there are no spare Engineers to report or an Atmospheric Technician has arrived on scene first. All Hazard Zones must be cordoned off with Engineering Tape or holobarriers, for the safety of crewmembers;&lt;br /&gt;
&lt;br /&gt;
8. Engineers are permitted to hack doors to gain unauthorized access to locations if said locations happen to require urgent repairs;&lt;br /&gt;
&lt;br /&gt;
9. Engineers are to maintain the integrity of the Station&#039;s Power Network;&lt;br /&gt;
10. Engineers must ensure there is at least one (1) engineering hardsuit available on the station at all times, unless there is an emergency that requires the use of all suits.&lt;br /&gt;
&lt;br /&gt;
  # Atmospheric Technician&lt;br /&gt;
&lt;br /&gt;
1. Atmospheric Technicians are permitted to completely repipe the Atmospherics Piping Setup, provided they do not pump harmful gases into anywhere except the burn chamber;&lt;br /&gt;
&lt;br /&gt;
2. Atmospheric Technicians are not permitted to create volatile mixes using Plasma and Oxygen, nor are they permitted to create any potentially harmful mixes with Carbon Dioxide and/or Nitrous Oxide. An exception is made when working with the burn chamber;&lt;br /&gt;
&lt;br /&gt;
3. Atmospheric Technicians are permitted to cool Plasma and store it for later use in Radiation Collectors. Likewise, they are permitted to cool Nitrogen or Carbon Dioxide and store it for use as coolant for the Supermatter Engine;&lt;br /&gt;
&lt;br /&gt;
4. Atmospheric Technicians are not permitted to take the axe out of its case unless there is an immediate and urgent threat to their life or urgent access to crisis locations is necessary. The axe must be returned to the case afterwards, and the case locked;&lt;br /&gt;
&lt;br /&gt;
5. Atmospheric Technicians are not permitted to tamper with the default values on Air Alarms. They are, however, permitted to create small, acclimatized rooms for species that require special atmospheric conditions (such as Vox), provided they receive express permission from the Chief Engineer;&lt;br /&gt;
&lt;br /&gt;
6. Atmospheric Technicians must periodically check on the Central Alarms Computer, in periods of, at most, thirty (30) minutes;&lt;br /&gt;
&lt;br /&gt;
7. Atmospheric Technicians must respond promptly to piping and station breaches. Failure to report within fifteen (15) minutes will be considered a breach of Standard Operating Procedure, unless there are no spare Atmospheric Technicians to report, or an Engineer has arrived at scene first. All Hazard Zones must be cordoned off with Engineering Tape or holobarriers, for the safety of all crewmembers.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Legal===&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| &amp;lt;strong&amp;gt;Details&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Here is a list of all the SOP documents for legal matters.&lt;br /&gt;
# Internal Affairs Agent&lt;br /&gt;
&lt;br /&gt;
  [bold]1.[/bold] Internal Affairs Agents are to ensure that Standard Operating Procedure is being properly followed, and to contact the relevant Head of Staff when it is not;&lt;br /&gt;
&lt;br /&gt;
  [bold]2.[/bold] Internal Affairs Agents are to attempt to resolve all Standard Operating Procedure issues locally before contacting the Nanotrasen Representative or, if the Representative is unavailable, Central Command. This should be done in tandem with Command staff and, if possible, personnel in the relevant Department. If a valid report is ignored by the relevant Head of Staff, the Nanotrasen Representative is to be contacted. If the Representative is unavailable or ignores the report, then the Captain should be contacted. If the Captain ignores the report, then Central Command must be contacted;&lt;br /&gt;
&lt;br /&gt;
  [bold]3.[/bold] Internal Affairs Agents are only to prosecute in a court of law personnel facing a Tier IV sentence or greater. They should, however, ensure that Security is applying timed sentences correctly, and must alert Security if they are not. In addition, Internal Affairs Agents are permitted to provide legal advice for Security, as well as investigating whether or not arrests were done properly;&lt;br /&gt;
&lt;br /&gt;
  [bold]4.[/bold] Internal Affairs Agents must be granted permission from the presiding Judge (i.e. the Magistrate or Nanotrasen Representative) to serve as legal representation for personnel in any court hearing. Internal Affairs Agents may only serve as legal representation for personnel if another Internal Affairs Agent is capable of assuming the role of prosecution, and if no Lawyer is available. Internal Affairs Agents must also request permission from any potential client before serving as their legal representative, as said client may choose to either represent themselves, or request someone else;&lt;br /&gt;
&lt;br /&gt;
  [bold]5.[/bold] Internal Affairs Agents are not to deliberately halt or slow down prisoner processing or ongoing investigations. If Security is acting in a demonstrably incompetent manner, Agents should contact the Head of Security or Nanotrasen Representative. If more information about the crime in question is needed, Agents should wait until the person in question is brigged;&lt;br /&gt;
&lt;br /&gt;
  [bold]6.[/bold] Internal Affairs Agents are permitted to carry their flash and their security sunglasses;&lt;br /&gt;
&lt;br /&gt;
  # Lawyer&lt;br /&gt;
&lt;br /&gt;
  [bold]1.[/bold] Lawyers are only to provide legal representation during interrogation to personnel facing charges of Tier III or greater. Lawyers are only permitted to provide legal representation in a court of law to personnel facing a Tier IV sentence or greater. They should, however, ensure that all timed sentences are applied correctly, and alert Security if it is not. In addition, Lawyers are permitted to provide legal advice to prisoners, as well as investigating whether or not arrests were done properly;&lt;br /&gt;
&lt;br /&gt;
  [bold]2.[/bold] Lawyers must request permission from any potential client before serving as their legal representative, as said client may choose to either represent themselves, or request someone else;&lt;br /&gt;
&lt;br /&gt;
  [bold]3.[/bold] Lawyers are not to deliberately halt or slow down prisoner processing or ongoing investigations. If Security is acting in a demonstrably incompetent manner, Lawyers should contact the Head of Security or the Captain. If more information about the crime in question is needed, Lawyers should wait until the person in question is brigged;&lt;br /&gt;
&lt;br /&gt;
  [bold]4.[/bold] Lawyers are permitted to confidentially speak with their clients prior to any interrogation. Time spent conferring with a Lawyer may not be counted as time served during a timed sentence. If a client wishes to speak confidentially with their Lawyer during a timed sentence, the time remaining on their sentence must be frozen and may only resumed once the client has re-entered their cell. Lawyers may not divulge the contents of these confidential meetings without the explicit permission of their clients, except in cases where there are reasons to believe that their silence may endanger the lives and safety of other station personnel. If a Lawyer fails to divulge information that was found to later directly lead to the injury or death of personnel, the Lawyer should be charged as an accessory to the resulting crimes;&lt;br /&gt;
&lt;br /&gt;
  # Trials&lt;br /&gt;
&lt;br /&gt;
  [bold]1.[/bold] Only Tier IV (if the ranking Judge on the station consents) crimes and Tier V (if the defendant and their legal representative demand it) crimes should be brought to trial;&lt;br /&gt;
&lt;br /&gt;
  [bold]2.[/bold] Expedient application of Space Law is preferred over a trial process, trials should be reserved for when the defendant and their legal representative can reasonably claim that the justification for a sentence is objectionable and the station is not currently in a state of emergency;&lt;br /&gt;
&lt;br /&gt;
  [bold]3.[/bold] Only the Magistrate, Captain, or Nanotrasen Representative may assume the role of Judge and convene a trial. The Magistrate can overrule the Captain and the Nanotrasen Representative, while the Captain may only overrule the Nanotrasen Representative;&lt;br /&gt;
&lt;br /&gt;
  [bold]4.[/bold] Security may, but is not required to act as legal representation or attend a trial, even as witnesses;&lt;br /&gt;
&lt;br /&gt;
  [bold]5.[/bold] When provided by defendants, legal representation must be permitted in the trial to speak on their behalf. Though Lawyers may be the most suited for the role, there are no restrictions on who may represent a defendant;&lt;br /&gt;
&lt;br /&gt;
  [bold]6.[/bold] Before beginning a trial, the Judge should obtain a statement or &amp;quot;affidivat&amp;quot; with a full recount of the defendant&#039;s and any relevant witnesses&#039; testimony of the events from their perspective;&lt;br /&gt;
&lt;br /&gt;
  [bold]7.[/bold] The Judge must ensure that decorum is kept during a trial and that the proceedings are timely;&lt;br /&gt;
&lt;br /&gt;
  ## Official Courtroom Proceedings&lt;br /&gt;
&lt;br /&gt;
  Judges must strictly enforce the following procedure during a trial. The Judge should be mindful of the time and set time limits for each part of the proceeds. The gavel may be struck when a party goes beyond their time limit;&lt;br /&gt;
&lt;br /&gt;
  [bold]1.[/bold] The Prosecution presents its opening statement;&lt;br /&gt;
&lt;br /&gt;
  [bold]2.[/bold] The Defense presents its opening statement;&lt;br /&gt;
&lt;br /&gt;
  [bold]3.[/bold] The Defendant is questioned first by the defense and then cross-examined by the Prosecution;&lt;br /&gt;
&lt;br /&gt;
  [bold]4.[/bold] Any relevant witnesses are questioned. The party that introduced the witness gets to examine them first, after which the other side is given a chance to cross-examine the witness;&lt;br /&gt;
&lt;br /&gt;
  [bold]5.[/bold] The Prosecution presents its closing statement;&lt;br /&gt;
&lt;br /&gt;
  [bold]6.[/bold] The Defense presents its closing statement;&lt;br /&gt;
&lt;br /&gt;
  [bold]7.[/bold] The Judge issues a verdict, which should be considered the final sentence in regards to the defendant. Only Central Command may override this verdict;&lt;br /&gt;
&lt;br /&gt;
  ## Contempt of Court&lt;br /&gt;
&lt;br /&gt;
  It is required that all parties inside the courtroom, and during the court proceedings, must act with dignity and respect. This includes, but is not limited to, recognizing the authority of the Judge, maintaining an appropriate level of verbal control, and generally acting in a civilized manner. Should a person inside the courtroom act in such a way as to disturb/disrupt court proceedings, the Judge may hold them in Contempt of Court and have them forcefully removed from the courtroom. The decision on whether or not a person is in Contempt of Court rests with the presiding Judge.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Medical===&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| &amp;lt;strong&amp;gt;Details&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Here is a list of all the SOP documents for Medical.&lt;br /&gt;
 List of Medical roles and responsibilities by job.&lt;br /&gt;
&lt;br /&gt;
  # Chief Medical Officer&lt;br /&gt;
&lt;br /&gt;
    [bold]1.[/bold] The Chief Medical Officer is permitted to carry a regular Defibrillator or a Compact Defibrillator on their person at all times;&lt;br /&gt;
&lt;br /&gt;
    [bold]2.[/bold] The Chief Medical Officer is permitted to carry a flash and their hypospray;&lt;br /&gt;
&lt;br /&gt;
    [bold]3.[/bold] The Chief Medical Officer is permitted to carry self-defense chemicals for their hypospray if the station alert level warrants it;&lt;br /&gt;
&lt;br /&gt;
    [bold]4.[/bold] The Chief Medical Officer is not permitted to allow the creation of poisonous or explosive mixtures in Chemistry without express consent from the Head of Security or, failing that, the presence of a clear and urgent danger to the integrity of the station, except of course in situations where Chemical Implants are required;&lt;br /&gt;
&lt;br /&gt;
    [bold]5.[/bold] The Chief Medical Officer is permitted to issue the Handheld Crew Monitor to the Paramedic if they so desire;&lt;br /&gt;
&lt;br /&gt;
    [bold]6.[/bold] The Chief Medical Officer must make sure that any reviveable corpses are revived.&lt;br /&gt;
&lt;br /&gt;
  # Medical Doctor and Interns&lt;br /&gt;
&lt;br /&gt;
    [bold]1.[/bold] Though not mandatory, it is recommended that Doctors wear Sterile Masks and Latex/Nitrile gloves when handling patients. This Guideline becomes mandatory during Viral Outbreaks;&lt;br /&gt;
&lt;br /&gt;
    [bold]2.[/bold] Interns should focus on helping Medical Doctors and Surgeons in whatever they require, and tending to patients that require light care. If necessary, they can stand in for regular Medical Doctor duties;&lt;br /&gt;
&lt;br /&gt;
    [bold]3.[/bold] Medical Doctors must ensure there is at least one (1) Defibrillator available for use next to or near the main treatment area;&lt;br /&gt;
&lt;br /&gt;
    [bold]4.[/bold] Medical Doctors must maintain the entirety of Medbay in a hygienic state in the absence of custodial staff. This includes, but is not limited to, cleaning organic residue, fluids and/or corpses;&lt;br /&gt;
&lt;br /&gt;
    [bold]5.[/bold] Medical Doctors must place all corpses inside body bags and/or morgue trays. In addition, Medical Doctors must make sure that the Morgue does not contain reviveable corpses;&lt;br /&gt;
&lt;br /&gt;
    [bold]6.[/bold] Medical Doctors are not permitted to leave Medbay to perform recreational activities if there are unattended patients requiring treatment;&lt;br /&gt;
&lt;br /&gt;
    [bold]7.[/bold] Medical Doctors are not obliged to treat patients who are actively and intentionally harming themselves. If treated, refer the patient to the on-station Psychologist;&lt;br /&gt;
&lt;br /&gt;
    [bold]8.[/bold] Medical Doctors are to return any equipment of deceased crewmembers who have been moved to the morgue for permanent storage to their respective department.&lt;br /&gt;
&lt;br /&gt;
  # Chemist&lt;br /&gt;
&lt;br /&gt;
    [bold]1.[/bold] The Chemist is not permitted to experiment with explosive mixtures;&lt;br /&gt;
&lt;br /&gt;
    [bold]2.[/bold] The Chemist is not permitted to experiment with poisonous mixtures and/or narcotics;&lt;br /&gt;
&lt;br /&gt;
    [bold]3.[/bold] The Chemist is not permitted to experiment with Life or other highly experimental Omnizine-derived mixtures&lt;br /&gt;
&lt;br /&gt;
    [bold]4.[/bold] The Chemist is not permitted to produce alcoholic beverages;&lt;br /&gt;
&lt;br /&gt;
    [bold]5.[/bold] Chemists in conjuction with Medical Doctors and must make sure that Cloning is stocked with Biomass if set up.&lt;br /&gt;
&lt;br /&gt;
    [bold]6.[/bold] The Chemist must ensure that the Medbay is stocked with at least enough medication to handle Brute, Burn, Respiratory, and Toxin damage. Failure to follow this Guideline or attempting to follow this Guideline within thirty (30) minutes is to be considered a breach of Standard Operating Procedure;&lt;br /&gt;
&lt;br /&gt;
    [bold]7.[/bold] The Chemist is not allowed to leave Chemistry unattended if the Medbay is devoid of Medication, except in such a case that Chemistry is unusable.&lt;br /&gt;
&lt;br /&gt;
  # Paramedic&lt;br /&gt;
&lt;br /&gt;
    [bold]1.[/bold] The Paramedic is fully permitted to carry a Defibrillator on their person at all times, provided they leave at least one (1) Defibrillator for use in Medbay;&lt;br /&gt;
&lt;br /&gt;
    [bold]2.[/bold] The Paramedic must stabilize all patients before bringing them to the Medical Bay;&lt;br /&gt;
&lt;br /&gt;
    [bold]3.[/bold] In such a case as a patient is found dead, and cannot be brought back via Defibrillation, the Paramedic must ensure that said patient is brought to the Medbay and notify the Doctors;&lt;br /&gt;
&lt;br /&gt;
    [bold]4.[/bold] The Paramedic is authorized to carry the Handheld Crew Monitor, but is not allowed to distribute it to other crewmembers;&lt;br /&gt;
&lt;br /&gt;
    [bold]5.[/bold] The Paramedic must carry enough materials to provide for adequate first aid of all Major Injury Types (Brute, Burn, Toxic, Respiratory).&lt;br /&gt;
&lt;br /&gt;
  # Psychologist&lt;br /&gt;
&lt;br /&gt;
    [bold]1.[/bold] The Psychologist may perform a full psychological evaluation on anyone, along with any potential treatment, provided the person in question seeks them out;&lt;br /&gt;
&lt;br /&gt;
    [bold]2.[/bold] The Psychologist may not force someone to receive therapy if the person does not want it. Exception is made for violent criminals and only if the Head of Security, Magistrate or Captain orders it;&lt;br /&gt;
&lt;br /&gt;
    [bold]3.[/bold] The Psychologist is not permitted to administer any medication without consent from their patient;&lt;br /&gt;
&lt;br /&gt;
    [bold]4.[/bold] The Psychologist is not permitted to muzzle or straightjacket anyone without express permission from the Chief Medical Officer or Head of Security. An exception is made for violent and/or out of control patients;&lt;br /&gt;
&lt;br /&gt;
    [bold]5.[/bold] The Psychologist may recommend a patient&#039;s demotion if they find their psychological condition to render them unfit to fulfill their duties;&lt;br /&gt;
&lt;br /&gt;
    [bold]6.[/bold] The Psychologist may request to consult prisoners in Permanent Imprisonment. This must happen inside the Brig, preferably inside the Permabrig, and only with Warden and/or Head of Security authorization. This should be done under the supervision of a member of Security with Permabrig access.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Science===&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| &amp;lt;strong&amp;gt;Details&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Here is a list of all the SOP documents for Science.&lt;br /&gt;
  # Research Director SOP&lt;br /&gt;
&lt;br /&gt;
  ## Code Green&lt;br /&gt;
&lt;br /&gt;
  [bold]1.[/bold] The Research Director must make sure Research is being done. Research must be completed by the end of the shift, assuming Science is provided the materials for it by Cargo;&lt;br /&gt;
&lt;br /&gt;
  [bold]2.[/bold] The Research Director is permitted to carry a flash and their Handheld Teleporter;&lt;br /&gt;
&lt;br /&gt;
  [bold]3.[/bold] The Research Director is not permitted to bring harmful artifacts outside of Science if they are not stored within an artifact container;&lt;br /&gt;
&lt;br /&gt;
  [bold]4.[/bold] The Research Director is not permitted to decommission a Station AI without the Captain&#039;s approval. The AI unit, if decommissioned must be secured on an Intellicard to be inspected in Central Command;&lt;br /&gt;
&lt;br /&gt;
  [bold]5.[/bold] The Research Director is permitted to change the Station AIs laws, provided they receive approval from the Captain;&lt;br /&gt;
&lt;br /&gt;
  [bold]6.[/bold] The Research Director must keep a log of all anomalies and eliminate any anomalies that may pose an immediate danger to crewmembers;&lt;br /&gt;
&lt;br /&gt;
  [bold]7.[/bold] The Research Director must ensure telecommunications is properly maintained.&lt;br /&gt;
&lt;br /&gt;
  ## Code Blue&lt;br /&gt;
&lt;br /&gt;
  [bold]1.[/bold] All guidelines carry over from Code Green.&lt;br /&gt;
&lt;br /&gt;
  ## Code Red&lt;br /&gt;
&lt;br /&gt;
  [bold]1.[/bold] All guidelines carry over from Code Blue;&lt;br /&gt;
&lt;br /&gt;
  [bold]2.[/bold] In addition to a flash, the Research Director is permitted to carry a single weapon created in the Protolathe, provided they recieve authorization from the Head of Security. An exception is made during extreme emergencies;&lt;br /&gt;
&lt;br /&gt;
  # Scientist / Research Assistant SOP&lt;br /&gt;
&lt;br /&gt;
  ## Code Green&lt;br /&gt;
&lt;br /&gt;
  [bold]1.[/bold] Scientists are not permitted to bring artifacts outside of Science without the use of an artifact container;&lt;br /&gt;
&lt;br /&gt;
  [bold]2.[/bold] Scientists are not permitted to generate anomalies without approval from the Research Director;&lt;br /&gt;
&lt;br /&gt;
  [bold]3.[/bold] While not mandatory, it is highly recommended that Scientists give a prior warning before generating an anomaly, preferably done in-conjuction with the Research Director declaring that an anomaly is generated with the appropriate Communications Console;&lt;br /&gt;
&lt;br /&gt;
  [bold]4.[/bold] Scientists are to deliver any animals used for testing to the Chef after testing has concluded;&lt;br /&gt;
&lt;br /&gt;
  [bold]5.[/bold] Scientists are not permitted to carry any weapons generated from the protolathe;&lt;br /&gt;
&lt;br /&gt;
  [bold]6.[/bold] Scientists are not permitted to distribute any weapons generated from the protolathe, unless the weapon in question (for example, Proto-Kinetic Accelerators) is delivered to the appropriate department;&lt;br /&gt;
&lt;br /&gt;
  [bold]7.[/bold] Scientists are not to activate Station-wide Destruction artifacts, and must destroy or eliminate them as soon as possible;&lt;br /&gt;
&lt;br /&gt;
  [bold]8.[/bold] At least one scientist should be available to take orders from crewmembers at the Science front desk, if there is one.&lt;br /&gt;
&lt;br /&gt;
  ## Code Blue&lt;br /&gt;
&lt;br /&gt;
  [bold]1.[/bold] All guidelines carry over from Code Green;&lt;br /&gt;
&lt;br /&gt;
  [bold]2.[/bold] Scientists are permitted to produce weapons and grenades from the protolathe provided they get delivered to Security.&lt;br /&gt;
&lt;br /&gt;
  ## Code Red&lt;br /&gt;
&lt;br /&gt;
  [bold]1.[/bold] All guidelines carry over from Code Blue;&lt;br /&gt;
&lt;br /&gt;
  [bold]2.[/bold] In regard to Guideline 2 on Code Blue, scientists may arm themselves with a single weapon if the threat is deemed to be station ending.&lt;br /&gt;
&lt;br /&gt;
  # Roboticist SOP&lt;br /&gt;
&lt;br /&gt;
  ## Code Green&lt;br /&gt;
&lt;br /&gt;
  [bold]1.[/bold] Roboticists are not permitted to construct Combat Mechs without explicit permission from the Captain and/or the Head of Security. An example of a Combat Mech is the Gygax;&lt;br /&gt;
&lt;br /&gt;
  [bold]2.[/bold] Roboticists are freely permitted to construct Utility Mechs, along with any assorted Utility Equipment;&lt;br /&gt;
&lt;br /&gt;
  [bold]3.[/bold] Roboticists are freely permitted to construct Cyborgs and all assorted equipment;&lt;br /&gt;
&lt;br /&gt;
  [bold]4.[/bold] Roboticists are to respect all Do-Not-Borg orders, and copies of orders are to be kept safe if possible. If no copy exists, an MMI Unit may refuse to be a Cyborg, and that wish must be respected;&lt;br /&gt;
&lt;br /&gt;
  [bold]5.[/bold] Roboticists must ensure that all Cyborgs are adhering to their laws and not malfunctioning. If a Cyborg is found to be breaking their laws, their MMI Unit or Positronic Brain must be preserved and placed into a new Cyborg chassis;&lt;br /&gt;
&lt;br /&gt;
  [bold]6.[/bold] Roboticists must keep at least one Positronic Brain activated if possible;&lt;br /&gt;
&lt;br /&gt;
  [bold]7.[/bold] Roboticists must adhere to all Scientist SOP guidelines.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
  ## Code Blue&lt;br /&gt;
&lt;br /&gt;
  [bold]1.[/bold] All guidelines carry over from Code Green;&lt;br /&gt;
&lt;br /&gt;
  [bold]2.[/bold] In regard to Guideline 1 on Code Green, Roboticists are permitted to construct Combat Mechs without prior consent, but must be delivered to the Armory. Failure to comply will result in the Combat Mech being destroyed. An exception is made for station-wide threats, but even after these threats are dealt with, the Mech must be delivered to the Armory.&lt;br /&gt;
&lt;br /&gt;
  ## Code Red&lt;br /&gt;
&lt;br /&gt;
  [bold]1.[/bold] All guidelines carry over from Code Blue.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Security===&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| &amp;lt;strong&amp;gt;Details&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Here is a list of all the SOP documents for Security.&lt;br /&gt;
Here is a list of all the SOP documents for Security.&lt;br /&gt;
&lt;br /&gt;
  # Head of Security SOP&lt;br /&gt;
&lt;br /&gt;
  ## Code Green&lt;br /&gt;
&lt;br /&gt;
  [bold]1.[/bold] The Head of Security is permitted to carry out arrests under the same conditions as their Security Officers;&lt;br /&gt;
&lt;br /&gt;
  [bold]2.[/bold] The Head of Security is permitted to carry a fully kitted security belt and a standard issue pistol. While permitted to carry their unique X-01 Multiphase gun, they are discouraged from doing so for safety concerns, and should keep it on Stun/Disable;&lt;br /&gt;
&lt;br /&gt;
  [bold]3.[/bold] The Head of Security is required to permit a trial in the circumstances outlined in the [textlink=&amp;quot;Legal SOP&amp;quot; link=&amp;quot;LegalSOP&amp;quot;] section, and is likewise required to permit the suspect access to confidential meetings with their chosen legal representative at any time during their sentence. The suspect&#039;s brig time should not be advanced during confidential meetings with a legal representative, and should be paused until such a time as the suspect has returned to their cell;&lt;br /&gt;
&lt;br /&gt;
  [bold]4.[/bold] The Head of Security is required to permit a suspect access to legal representation [italic]during interrogation[/italic] only in cases where the suspect is charged with a Tier III crime or greater;&lt;br /&gt;
&lt;br /&gt;
  [bold]5.[/bold] The Head of Security must follow the same guidelines as the Warden for Armory equipment, portable flashers and deployable barriers;&lt;br /&gt;
&lt;br /&gt;
  [bold]6.[/bold] The Head of Security is not permitted to collect equipment from the Armory to carry on their person;&lt;br /&gt;
&lt;br /&gt;
  [bold]7.[/bold] The Head of Security is permitted to either use their regular coat, or armored trench coat;&lt;br /&gt;
&lt;br /&gt;
  [bold]8.[/bold] The Head of Security is permitted to wear their unique gas mask;&lt;br /&gt;
&lt;br /&gt;
  [bold]9.[/bold] The Head of Security may not overrule established sentences, unless further evidence is brought to light or the prisoner in question attempts to escape;&lt;br /&gt;
&lt;br /&gt;
  [bold]10.[/bold] The Head of Security must follow the same guidelines as Security Officers for attire, with the exception that their own assigned attire is also acceptable for any of the attire mentioned for Security Officers;&lt;br /&gt;
&lt;br /&gt;
  [bold]11.[/bold] The Head of Security is encouraged to follow the Security Rules of Conduct, as this sets a proper example for Cadets and establishes good trust with the public.&lt;br /&gt;
&lt;br /&gt;
  ## Code Blue&lt;br /&gt;
&lt;br /&gt;
  [bold]1.[/bold] All Guidelines carry over from Code Green. In regard to Guideline 2, the Head of Security is now encouraged to carry their unique Energy Gun.&lt;br /&gt;
&lt;br /&gt;
  [bold]2.[/bold] In regard to guideline 5, leniency may be granted in order to ensure Command and other important members of the station are protected.&lt;br /&gt;
&lt;br /&gt;
  ## Code Red&lt;br /&gt;
&lt;br /&gt;
  [bold]1.[/bold] Guidelines 1, 2, 4, 6, 8, 9, 10, and 11 are carried over from [color=green]Code Green[/color];&lt;br /&gt;
&lt;br /&gt;
  [bold]2.[/bold] The Head of Security is not required to permit a trial during states of emergency. However, the Head of Security is still required to permit the suspect access to confidential meetings with their chosen legal representative at any time during their sentence, and the suspect&#039;s brig time should not be advanced during these confidential meetings.&lt;br /&gt;
&lt;br /&gt;
  [bold]3.[/bold] The Head of Security is permitted to take whatever equipment they require from the Armory, provided they leave enough equipment for the rest of the Security force;&lt;br /&gt;
&lt;br /&gt;
  [bold]4.[/bold] The Head of Security is required to make a Station Announcement regarding the nature of the confirmed threat that caused Code Red.&lt;br /&gt;
&lt;br /&gt;
  # Security Officers / Cadets&lt;br /&gt;
&lt;br /&gt;
  ## Code Green&lt;br /&gt;
&lt;br /&gt;
  [bold]1.[/bold] Security Officers are encouraged to act in accordance with the Security Rules of Conduct before engaging with any member of the public.&lt;br /&gt;
&lt;br /&gt;
  [bold]2.[/bold] Security Officers are required to state the reasons behind an arrest before any further action is taken. Exception is made if the suspect refuses to stop;&lt;br /&gt;
&lt;br /&gt;
  [bold]3.[/bold] Security Officers must attempt to bring all suspects or witnesses to the Brig without handcuffing or incapacitating them. Should the suspect not cooperate, the officer may proceed as usual;&lt;br /&gt;
&lt;br /&gt;
  [bold]4.[/bold] No weapons are to be brandished until the suspect attempts to run away or becomes actively hostile;&lt;br /&gt;
&lt;br /&gt;
  [bold]5.[/bold] Security Officers may not demand access to the interior of other Departments during regular patrols. However, asking for access from the Head of Personnel is still acceptable;&lt;br /&gt;
&lt;br /&gt;
  [bold]6.[/bold] Security Officers are not permitted to have weapons drawn during regular patrols;&lt;br /&gt;
&lt;br /&gt;
  [bold]7.[/bold] Security Officers are not permitted to conduct searches, unless there is reasonable evidence/suspicion that the person in question has committed a crime. Any further searches require a warrant from the Head of Security or Captain;&lt;br /&gt;
&lt;br /&gt;
  [bold]8.[/bold] Security Officers are required to wear their uniform in accordance with the Security Rules of Conduct.&lt;br /&gt;
&lt;br /&gt;
  ## Code Blue&lt;br /&gt;
&lt;br /&gt;
  [bold]1.[/bold] Guidelines 1, 2, 4 and 8 are carried over from [color=green]Code Green[/color];&lt;br /&gt;
&lt;br /&gt;
  [bold]2.[/bold] Security Officers are permitted to carry around any weapons or equipment available in the Armory, at the Warden&#039;s discretion, but never more than one at a time. Exception is made for severe emergencies, such as Nuclear Operatives;&lt;br /&gt;
&lt;br /&gt;
  [bold]3.[/bold] Security Officers are permitted to carry weapons in hand during regular patrols, although this is not advised;&lt;br /&gt;
&lt;br /&gt;
  [bold]4.[/bold] Security Officers are permitted to present weapons during arrests;&lt;br /&gt;
&lt;br /&gt;
  [bold]5.[/bold] Security Officers may demand entry to specific Departments during regular patrols;&lt;br /&gt;
&lt;br /&gt;
  [bold]6.[/bold] Security Officers may randomly search crewmembers, but are not allowed to apply any degree of force unless said crewmember acts overtly hostile. Crew who refuse to be searched may be stunned and cuffed for the search;&lt;br /&gt;
&lt;br /&gt;
  [bold]7.[/bold] Security Officers are permitted to leave prisoners cuffed should they act hostile.&lt;br /&gt;
&lt;br /&gt;
  ## Code Red&lt;br /&gt;
&lt;br /&gt;
  [bold]1.[/bold] Guidelines 2, 3, 4, 5, 6, and 7 are carried over from Code Blue. Guideline 8 is carried over from [color=green]Code Green[/color];&lt;br /&gt;
&lt;br /&gt;
  [bold]2.[/bold] Security Officers may arrest crewmembers with no stated reason if there is evidence they are involved in criminal activities;&lt;br /&gt;
&lt;br /&gt;
  [bold]3.[/bold] Security Officers may forcefully relocate crewmembers to their respective Departments if necessary.&lt;br /&gt;
&lt;br /&gt;
  # Warden&lt;br /&gt;
&lt;br /&gt;
  ## Code Green&lt;br /&gt;
&lt;br /&gt;
  [bold]1.[/bold] The Warden may not perform arrests if there are Security Officers active;&lt;br /&gt;
&lt;br /&gt;
  [bold]2.[/bold] The Warden must conduct a thorough search of every prisoner’s belongings, including pockets, PDA slots, any coat pockets and suit storage slots;&lt;br /&gt;
&lt;br /&gt;
  [bold]3.[/bold] The Warden is required to permit a trial in the circumstances outlined in the [textlink=&amp;quot;Legal SOP&amp;quot; link=&amp;quot;LegalSOP&amp;quot;] section, and is likewise required to permit the suspect access to confidential meetings with their chosen legal representative at any time during their sentence. The suspect&#039;s brig time should not be advanced during confidential meetings with a legal representative, and should be paused until such a time as the suspect has returned to their cell;&lt;br /&gt;
&lt;br /&gt;
  [bold]4.[/bold] The Warden is required to permit a suspect access to legal representation [italic]during interrogation[/italic] only in cases where the suspect is charged with a Tier III crime or greater;&lt;br /&gt;
&lt;br /&gt;
  [bold]5.[/bold] The Warden may not hand out any weapons or armor from the Armory, except for extra disablers. Hardsuits may be issued if emergency E.V.A action is required. Exception is made if there is an immediate threat that requires attention, such as Nuclear Operatives;&lt;br /&gt;
&lt;br /&gt;
  [bold]6.[/bold] The Warden is permitted to carry a fully kitted security belt and a standard issue pistol. While permitted to carry their unique energy shotgun, they are discouraged from doing so for safety concerns, and should keep it on disable;&lt;br /&gt;
&lt;br /&gt;
  [bold]7.[/bold] The Warden may not place the portable flashers within the Brig;&lt;br /&gt;
&lt;br /&gt;
  [bold]8.[/bold] The Warden may not place the deployable barriers within the Brig;&lt;br /&gt;
&lt;br /&gt;
  [bold]9.[/bold] The Warden must read to every prisoner the crimes they are sentenced to;&lt;br /&gt;
&lt;br /&gt;
  [bold]10.[/bold] The Warden is not permitted to leave prisoners cuffed to their beds. An exception is made if the prisoners acts overtly hostile or attempts to breach the cell in order to escape;&lt;br /&gt;
&lt;br /&gt;
  [bold]11.[/bold] The Warden must follow the same guidelines as Security Officers for attire, with the exception that their own assigned attire is also acceptable for any of the attire mentioned for Security Officers;&lt;br /&gt;
&lt;br /&gt;
  [bold]12.[/bold] The Warden is encouraged to follow the Security Rules of Conduct to set a proper example for cadets, as well as establish trust with the public.&lt;br /&gt;
&lt;br /&gt;
  ## Code Blue&lt;br /&gt;
&lt;br /&gt;
  [bold]1.[/bold] Guidelines 1, 2, 3, 4, 6, 9, 11 and 12 are carried over from [color=green]Code Green[/color];&lt;br /&gt;
&lt;br /&gt;
  [bold]2.[/bold] The Warden is permitted to hand out all equipment from the Armory. Guns are only to be handed out with Head of Security or Captain&#039;s approval, as they present a lethal risk, or if there is an immediate threat, such as Nuclear Operatives;&lt;br /&gt;
&lt;br /&gt;
  [bold]3.[/bold] The Warden is permitted to place the portable flashers inside the Brig;&lt;br /&gt;
&lt;br /&gt;
  [bold]4.[/bold] The Warden is permitted to place the deployable barriers inside the Brig.&lt;br /&gt;
&lt;br /&gt;
  ## Code Red&lt;br /&gt;
&lt;br /&gt;
  [bold]1.[/bold] Guidelines 2, 4, 6, 9, 11 and 12 are carried over from [color=green]Code Green[/color];&lt;br /&gt;
&lt;br /&gt;
  [bold]2.[/bold] Guidelines 3 and 4 are carried over from Code Blue. In addition, the Warden may also carry any weapon from the Armory, but never more than one at a time;&lt;br /&gt;
&lt;br /&gt;
  [bold]3.[/bold] The Warden is not required to permit a trial during states of emergency. However, the Warden is still required to permit the suspect access to confidential meetings with their chosen legal representative at any time during their sentence, and the suspect&#039;s brig time should not be advanced during these confidential meetings.&lt;br /&gt;
&lt;br /&gt;
  [bold]3.[/bold] The Warden is permitted to distribute any weapon or piece of equipment in the Armory. This includes whatever Research has provided;&lt;br /&gt;
&lt;br /&gt;
  [bold]4.[/bold] The Warden is permitted to carry out arrests freely.&lt;br /&gt;
&lt;br /&gt;
  # Detective&lt;br /&gt;
&lt;br /&gt;
  ## Code Green&lt;br /&gt;
&lt;br /&gt;
  [bold]1.[/bold] The Detective is permitted to assist Security Officers with all Patrol Duties. This includes stops, searches, and arrests as per the current Alert Code. They should, however, prioritize investigations and the collection of forensic evidence;&lt;br /&gt;
&lt;br /&gt;
  [bold]2.[/bold] The Detective is to follow all Standard Operating Procedures as outlined by the Security Officer SoP in regard to stops, searches and arrests as per the current Alert Code;&lt;br /&gt;
&lt;br /&gt;
  [bold]3.[/bold] The Detective may carry their revolver and spare ammunition;&lt;br /&gt;
&lt;br /&gt;
  [bold]4.[/bold] The Detective may carry a fully kitted out security belt;&lt;br /&gt;
&lt;br /&gt;
  [bold]5.[/bold] The Detective is permitted to wear non-Security clothing with permission from the Head of Security for the purpose of undercover investigations. They are, however, expected to carry their Security ID on their person at all times;&lt;br /&gt;
&lt;br /&gt;
  [bold]6.[/bold] When not undercover, the Detective must follow the same guidelines as Security Officers for attire, with the exception that their own assigned attire is also acceptable for any of the attire mentioned for Security Officers.&lt;br /&gt;
&lt;br /&gt;
  ## Code Blue&lt;br /&gt;
&lt;br /&gt;
  [bold]1.[/bold] All Guidelines carry over from [color=green]Code Green[/color];&lt;br /&gt;
&lt;br /&gt;
  [bold]2.[/bold] The Detective may pull aside any suspect for an interrogation during the course of their time in Processing. If the suspect requests legal representation during interrogation, the Detective is required to permit it only if the suspect is charged with a Tier III crime or greater. No detainee is to be held for longer than ten (10) minutes in Processing if no evidence against them is readily available.&lt;br /&gt;
&lt;br /&gt;
  [bold]3.[/bold] Torture as a means to gather evidence is allowed.&lt;br /&gt;
&lt;br /&gt;
  ## Code Red&lt;br /&gt;
&lt;br /&gt;
  [bold]1.[/bold] Guidelines 1, 2, 3, 4 and 5 carry over from [color=green]Code Green[/color];&lt;br /&gt;
&lt;br /&gt;
  [bold]2.[/bold] Guidelines 2 and 3 carry over from [color=cyan]Code Blue[/color];&lt;br /&gt;
&lt;br /&gt;
  [bold]3.[/bold] The Detective is permitted to carry around any weapons or equipment available in the Armory, at the Warden&#039;s discretion, but never more than one at a time. Exception is made for severe emergencies, such as Nuclear Operatives;&lt;br /&gt;
&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>BumblingDoofer</name></author>
	</entry>
	<entry>
		<id>https://wiki.funkystation.org/index.php?title=Standard_Operating_Procedure&amp;diff=1362</id>
		<title>Standard Operating Procedure</title>
		<link rel="alternate" type="text/html" href="https://wiki.funkystation.org/index.php?title=Standard_Operating_Procedure&amp;diff=1362"/>
		<updated>2025-07-15T01:01:04Z</updated>

		<summary type="html">&lt;p&gt;BumblingDoofer: /* SOP */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Command===&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| &amp;lt;strong&amp;gt;Details&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|  Here is a list of all the SOP documents for command.&lt;br /&gt;
&lt;br /&gt;
  # Captain SOP&lt;br /&gt;
&lt;br /&gt;
1. The Captain is not permitted to perform regular Security Duty. However, they may still assist Security if they are understaffed, or if they see a crime being committed. However, the Captain is not permitted to take items from the Armory under normal circumstances, unless authorized by the Head of Security. In addition, the Captain may not requisition weaponry for themselves from Cargo and/or Science, unless there&#039;s an immediate threat to station and/or crew;&lt;br /&gt;
&lt;br /&gt;
2. If a Department lacks a Head of Staff, the Captain should make reasonable efforts to appoint an Acting Head of Staff, if there are available personnel to fill the position;&lt;br /&gt;
&lt;br /&gt;
3. The Captain is to ensure that Space Law is being correctly applied. This should be done in cooperation with the Head of Security;&lt;br /&gt;
&lt;br /&gt;
4. The Captain is not to leave the Station unless given specific permission by Central Command, or it happens to be the end of the shift. To do so is to be considered abandoning their posts and is grounds for termination;&lt;br /&gt;
&lt;br /&gt;
5. The Captain must keep the Nuclear Authentication Disk on their person at all times or failing that, in the possession of the Head of Security or Blueshield;&lt;br /&gt;
&lt;br /&gt;
6. The Captain is to attempt to resolve every issue that arises in Command locally before contacting Central Command;&lt;br /&gt;
&lt;br /&gt;
7.The Captain, despite being in charge of the Station, is not separate from NanoTrasen. Any attempts to disregard general company policy are to be considered an instant condition for contract termination;&lt;br /&gt;
&lt;br /&gt;
8. The Captain may only promote personnel to an Acting Head of Staff position if there is no assigned Head of Staff associated with the Department. The Acting Head of Staff must be a member of the Department they are to lead. See below for more information on Chain of Command;&lt;br /&gt;
&lt;br /&gt;
9. The Captain may not fire any Head of Staff without reasonable justification (ie, incompetency, criminal activity, or otherwise any action that endangers/compromises the station and/or crew). The Captain may not fire any Central Command VIPs (ie, Blueshield, NanoTrasen Representative) without permission from Central Command, unless they are blatantly acting against the well-being and safety of the crew and station. The Captain must also follow HoP SOP point 5.&lt;br /&gt;
&lt;br /&gt;
  # Head of Personnel SOP&lt;br /&gt;
&lt;br /&gt;
1. The Head of Personnel may not transfer any personnel to another Department without authorization from the relevant Head of Staff. If no Head of Staff is available, the Head of Personnel may make a judgment call. This does not apply to Security, which always requires authorization from the Head of Security, or Genetics, which requires both Chief Medical Officer and Research Director approval. If there is no Head of Security active, no transfers are allowed to Security without authorization from the Captain;&lt;br /&gt;
&lt;br /&gt;
2. The Head of Personnel may not give any personnel increased access without authorization from the relevant Head of Staff. This includes the Head of Personnel. In addition, the Head of Personnel may only give Captain-Level access to someone if they are the Acting Captain. This access is to be removed when a proper Captain arrives at the station;&lt;br /&gt;
&lt;br /&gt;
3. The Head of Personnel may not increase any Job Openings unless the relevant Head of Staff approves;&lt;br /&gt;
&lt;br /&gt;
4.The Head of Personnel may not fire any personnel without authorization from the relevant Head of Staff, unless other conditions apply (see Space Law and General Standard Operating Procedure);&lt;br /&gt;
&lt;br /&gt;
5. The Head of Personnel may not promote anyone to the job of NanoTrasen Representative or Blueshield;&lt;br /&gt;
&lt;br /&gt;
6. The Head of Personnel is free to utilize paperwork at their discretion. However, during major station emergencies, expediency should take precedence over bureaucracy;&lt;br /&gt;
&lt;br /&gt;
7.The Head of Personnel may not leave their office unmanned if there are personnel waiting in line. Failure to respond to personnel with a legitimate request within ten (10) minutes, either via radio or in person is to be considered a breach of Standard Operating Procedure;&lt;br /&gt;
&lt;br /&gt;
8. The Head of Personnel is not permitted to perform Security duty. The Head of Personnel is permitted to carry a Disabler for self-defense only.&lt;br /&gt;
&lt;br /&gt;
  # NanoTrasen Representative SOP&lt;br /&gt;
&lt;br /&gt;
1. The NanoTrasen Representative is to ensure that every Department is following Standard Operating Procedure, up to and including the respective Head of Staff. If a Head of Staff is not available for a Department, the NanoTrasen Representative must ensure that the Captain appoints an Acting Head of Staff for said Department;&lt;br /&gt;
&lt;br /&gt;
2. The NanoTrasen Representative must attempt to resolve any breach of Standard Operating Procedure locally before contacting Central Command. This is an imperative: Standard Operating Procedure should always be followed unless there is a very good reason not to;&lt;br /&gt;
&lt;br /&gt;
3. The NanoTrasen Representative must, together with the Head of Security, ensure that Space Law is being followed and correctly applied;&lt;br /&gt;
&lt;br /&gt;
4. The NanoTrasen Representative may not threaten the use of a fax in order to gain leverage over any personnel, up to and including Command. In addition, they may not threaten to fire or have Central Command fire anyone, unless they actually possess a demotion note;&lt;br /&gt;
&lt;br /&gt;
5. The NanoTrasen Representative is permitted to carry their flash and a blade-cane, or a stun baton if the blade-cane is lost.&lt;br /&gt;
&lt;br /&gt;
  # Blueshield Officer SOP&lt;br /&gt;
&lt;br /&gt;
1. The Blueshield may not conduct arrests under the same conditions as Security. However, they may apprehend any personnel that trespass on a Head of Staff Office or Command Area, any personnel that steal from those locations, or any personnel that steal from and/or injure any Head of Staff or Central Command VIP. However, all apprehended personnel are to be processed by Security personnel;&lt;br /&gt;
&lt;br /&gt;
2. The Blueshield is to put the lives of Command over those of any other personnel, the Blueshield included. Their continued well-being is the Blueshield&#039;s top priority. This includes applying basic first aid and making sure they are revived if killed;&lt;br /&gt;
&lt;br /&gt;
3. The Blueshield is to protect the lives of Command personnel, not follow their orders to a fault. The Blueshield is not to interfere with legal demotions or arrests. To do so is to place themselves under the Special Modifier Aiding and Abetting;&lt;br /&gt;
&lt;br /&gt;
4. The Blueshield is not to apply Lethal Force unless there is a clear and present danger to their life, or to the life of a member of Command and the assailant cannot be non-lethally detained.&lt;br /&gt;
&lt;br /&gt;
  # Magistrate SOP&lt;br /&gt;
&lt;br /&gt;
1. The Magistrate is to ensure that Space Law is applied correctly. If it is not, they are to make it so;&lt;br /&gt;
  &lt;br /&gt;
2. The Magistrate has the final say on whether Trials take place, and should ensure they should only occur for Capital Sentences. Similarly, Magistrates are to ensure that Trials do not happen for Defendants that are self-evidently guilty;&lt;br /&gt;
&lt;br /&gt;
3. The Magistrate may overrule anyone in all matters concerning Space Law. This does not extend to Emergency Response Teams, Central Command Officials or direct Central Command communications;&lt;br /&gt;
  &lt;br /&gt;
4. The Magistrate is permitted to carry their flash;&lt;br /&gt;
  &lt;br /&gt;
5. The Magistrate is not above Space Law. Similarly, the Magistrate cannot overrule Security on a sentence imposed against themselves;&lt;br /&gt;
  &lt;br /&gt;
6. In the absence of Internal Affairs Agents or a NanoTrasen Representative, the Magistrate may elect to handle matters of Standard Operating Procedure. Otherwise, the Magistrate is only to ensure that the NanoTrasen Representative under their command are handling such matters;&lt;br /&gt;
&lt;br /&gt;
7. The Magistrate may not impede the expedient functioning of Security for the sake of micromanaging every aspect it. The Magistrate should only concern themselves with crimes that either have fuzzy evidence, or require careful deliberation of circumstances;&lt;br /&gt;
&lt;br /&gt;
8. The Magistrate is to contact Central Command immediately if their decisions are being ignored, provided said decision actually match up with Space Law and Standard Operating Procedure.&lt;br /&gt;
  &lt;br /&gt;
==If you need to deviate==&lt;br /&gt;
&lt;br /&gt;
Document document document!&lt;br /&gt;
After action reports, calling CentCom on the fabled red phone, or even praying will be heard by CentCom and your actions may be excused if they were determined to be in the best interest for NanoTrasen.&lt;br /&gt;
&lt;br /&gt;
==I don&#039;t see my job listed here!==&lt;br /&gt;
&lt;br /&gt;
It may be because this is a living document, and SOP is not yet finalized. The following SOP documents are completed for other Head&#039;s of Staff;&lt;br /&gt;
Glory to NanoTrasen!&lt;br /&gt;
|}&lt;br /&gt;
===Engineering===&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| &amp;lt;strong&amp;gt;Details&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Here is a list of all the SOP documents for Engineering.&lt;br /&gt;
   # Chief Engineer&lt;br /&gt;
1. The Chief Engineer must make sure to properly wire Solar Panels and activate the Anti-Matter Engine (AME) if available, and co-ordinate a plan with their team to activate a more powerful engine for long-term station use;&lt;br /&gt;
&lt;br /&gt;
2. The Chief Engineer, along with the Research Director, is responsible for maintaining the integrity of Telecommunications. The Chief Engineer must not hinder the proper functionality of Telecommunications, and must diagnose and repair any issues that arise;&lt;br /&gt;
&lt;br /&gt;
3. The Chief Engineer is bound to the same rules regarding the axe as Atmospheric Technicians;&lt;br /&gt;
&lt;br /&gt;
4. The Chief Engineer is permitted to carry a flash and a disabler;&lt;br /&gt;
&lt;br /&gt;
5. The Chief Engineer is responsible for maintaining the integrity of all power sources set up on the station. Neglecting this duty is grounds for termination should the Supermatter delaminates or if power fails on the station;&lt;br /&gt;
&lt;br /&gt;
6. The Chief Engineer may declare an area &amp;quot;Condemned&amp;quot;, if it is damaged to the point where repairs cannot reasonably be completed within an acceptable frame of time;&lt;br /&gt;
&lt;br /&gt;
7. The Chief Engineer is permitted to grant Building Permits to crewmembers, and may dismantle or destroy unauthorized buildings / setups;&lt;br /&gt;
&lt;br /&gt;
8. The Chief Engineer is responsible for maintaining the integrity of the Station&#039;s Atmospherics System. Failure to maintain this integrity is grounds for termination.&lt;br /&gt;
&lt;br /&gt;
  # Station Engineer&lt;br /&gt;
1. Engineers must properly wire Solar Panels and activate the Anti-Matter Engine (AME) if available, and co-ordinate a plan to activate a more powerful engine for long-term station use;&lt;br /&gt;
&lt;br /&gt;
2. Engineers are responsible for maintaining the integrity of all engines aboard the station, even those that are de-activated or inert. Neglecting this duty is grounds for termination should an engine malfunction;&lt;br /&gt;
&lt;br /&gt;
3. Engineers are permitted to construct additional engines (such as additional SM/Tesla/Singularity engines) with approval from the Chief Engineer;&lt;br /&gt;
&lt;br /&gt;
4. Engineers are permitted to carry out solo reconstruction/rebuilding/personal projects if there is no damage to the station that requires fixing;&lt;br /&gt;
&lt;br /&gt;
5. Engineers must check each active engine at least once per 30 minutes;&lt;br /&gt;
&lt;br /&gt;
6. Engineers must constantly monitor the Supermatter engine if it is online and under emitter fire;&lt;br /&gt;
&lt;br /&gt;
7. Engineers must respond promptly to breaches, regardless of size. Failure to report within fifteen (15) minutes will be considered a breach of Standard Operating Procedure, unless there are no spare Engineers to report or an Atmospheric Technician has arrived on scene first. All Hazard Zones must be cordoned off with Engineering Tape or holobarriers, for the safety of crewmembers;&lt;br /&gt;
&lt;br /&gt;
8. Engineers are permitted to hack doors to gain unauthorized access to locations if said locations happen to require urgent repairs;&lt;br /&gt;
&lt;br /&gt;
9. Engineers are to maintain the integrity of the Station&#039;s Power Network;&lt;br /&gt;
10. Engineers must ensure there is at least one (1) engineering hardsuit available on the station at all times, unless there is an emergency that requires the use of all suits.&lt;br /&gt;
&lt;br /&gt;
  # Atmospheric Technician&lt;br /&gt;
&lt;br /&gt;
1. Atmospheric Technicians are permitted to completely repipe the Atmospherics Piping Setup, provided they do not pump harmful gases into anywhere except the burn chamber;&lt;br /&gt;
&lt;br /&gt;
2. Atmospheric Technicians are not permitted to create volatile mixes using Plasma and Oxygen, nor are they permitted to create any potentially harmful mixes with Carbon Dioxide and/or Nitrous Oxide. An exception is made when working with the burn chamber;&lt;br /&gt;
&lt;br /&gt;
3. Atmospheric Technicians are permitted to cool Plasma and store it for later use in Radiation Collectors. Likewise, they are permitted to cool Nitrogen or Carbon Dioxide and store it for use as coolant for the Supermatter Engine;&lt;br /&gt;
&lt;br /&gt;
4. Atmospheric Technicians are not permitted to take the axe out of its case unless there is an immediate and urgent threat to their life or urgent access to crisis locations is necessary. The axe must be returned to the case afterwards, and the case locked;&lt;br /&gt;
&lt;br /&gt;
5. Atmospheric Technicians are not permitted to tamper with the default values on Air Alarms. They are, however, permitted to create small, acclimatized rooms for species that require special atmospheric conditions (such as Vox), provided they receive express permission from the Chief Engineer;&lt;br /&gt;
&lt;br /&gt;
6. Atmospheric Technicians must periodically check on the Central Alarms Computer, in periods of, at most, thirty (30) minutes;&lt;br /&gt;
&lt;br /&gt;
7. Atmospheric Technicians must respond promptly to piping and station breaches. Failure to report within fifteen (15) minutes will be considered a breach of Standard Operating Procedure, unless there are no spare Atmospheric Technicians to report, or an Engineer has arrived at scene first. All Hazard Zones must be cordoned off with Engineering Tape or holobarriers, for the safety of all crewmembers.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Legal===&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| &amp;lt;strong&amp;gt;Details&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Here is a list of all the SOP documents for legal matters.&lt;br /&gt;
# Internal Affairs Agent&lt;br /&gt;
&lt;br /&gt;
  [bold]1.[/bold] Internal Affairs Agents are to ensure that Standard Operating Procedure is being properly followed, and to contact the relevant Head of Staff when it is not;&lt;br /&gt;
&lt;br /&gt;
  [bold]2.[/bold] Internal Affairs Agents are to attempt to resolve all Standard Operating Procedure issues locally before contacting the Nanotrasen Representative or, if the Representative is unavailable, Central Command. This should be done in tandem with Command staff and, if possible, personnel in the relevant Department. If a valid report is ignored by the relevant Head of Staff, the Nanotrasen Representative is to be contacted. If the Representative is unavailable or ignores the report, then the Captain should be contacted. If the Captain ignores the report, then Central Command must be contacted;&lt;br /&gt;
&lt;br /&gt;
  [bold]3.[/bold] Internal Affairs Agents are only to prosecute in a court of law personnel facing a Tier IV sentence or greater. They should, however, ensure that Security is applying timed sentences correctly, and must alert Security if they are not. In addition, Internal Affairs Agents are permitted to provide legal advice for Security, as well as investigating whether or not arrests were done properly;&lt;br /&gt;
&lt;br /&gt;
  [bold]4.[/bold] Internal Affairs Agents must be granted permission from the presiding Judge (i.e. the Magistrate or Nanotrasen Representative) to serve as legal representation for personnel in any court hearing. Internal Affairs Agents may only serve as legal representation for personnel if another Internal Affairs Agent is capable of assuming the role of prosecution, and if no Lawyer is available. Internal Affairs Agents must also request permission from any potential client before serving as their legal representative, as said client may choose to either represent themselves, or request someone else;&lt;br /&gt;
&lt;br /&gt;
  [bold]5.[/bold] Internal Affairs Agents are not to deliberately halt or slow down prisoner processing or ongoing investigations. If Security is acting in a demonstrably incompetent manner, Agents should contact the Head of Security or Nanotrasen Representative. If more information about the crime in question is needed, Agents should wait until the person in question is brigged;&lt;br /&gt;
&lt;br /&gt;
  [bold]6.[/bold] Internal Affairs Agents are permitted to carry their flash and their security sunglasses;&lt;br /&gt;
&lt;br /&gt;
  # Lawyer&lt;br /&gt;
&lt;br /&gt;
  [bold]1.[/bold] Lawyers are only to provide legal representation during interrogation to personnel facing charges of Tier III or greater. Lawyers are only permitted to provide legal representation in a court of law to personnel facing a Tier IV sentence or greater. They should, however, ensure that all timed sentences are applied correctly, and alert Security if it is not. In addition, Lawyers are permitted to provide legal advice to prisoners, as well as investigating whether or not arrests were done properly;&lt;br /&gt;
&lt;br /&gt;
  [bold]2.[/bold] Lawyers must request permission from any potential client before serving as their legal representative, as said client may choose to either represent themselves, or request someone else;&lt;br /&gt;
&lt;br /&gt;
  [bold]3.[/bold] Lawyers are not to deliberately halt or slow down prisoner processing or ongoing investigations. If Security is acting in a demonstrably incompetent manner, Lawyers should contact the Head of Security or the Captain. If more information about the crime in question is needed, Lawyers should wait until the person in question is brigged;&lt;br /&gt;
&lt;br /&gt;
  [bold]4.[/bold] Lawyers are permitted to confidentially speak with their clients prior to any interrogation. Time spent conferring with a Lawyer may not be counted as time served during a timed sentence. If a client wishes to speak confidentially with their Lawyer during a timed sentence, the time remaining on their sentence must be frozen and may only resumed once the client has re-entered their cell. Lawyers may not divulge the contents of these confidential meetings without the explicit permission of their clients, except in cases where there are reasons to believe that their silence may endanger the lives and safety of other station personnel. If a Lawyer fails to divulge information that was found to later directly lead to the injury or death of personnel, the Lawyer should be charged as an accessory to the resulting crimes;&lt;br /&gt;
&lt;br /&gt;
  # Trials&lt;br /&gt;
&lt;br /&gt;
  [bold]1.[/bold] Only Tier IV (if the ranking Judge on the station consents) crimes and Tier V (if the defendant and their legal representative demand it) crimes should be brought to trial;&lt;br /&gt;
&lt;br /&gt;
  [bold]2.[/bold] Expedient application of Space Law is preferred over a trial process, trials should be reserved for when the defendant and their legal representative can reasonably claim that the justification for a sentence is objectionable and the station is not currently in a state of emergency;&lt;br /&gt;
&lt;br /&gt;
  [bold]3.[/bold] Only the Magistrate, Captain, or Nanotrasen Representative may assume the role of Judge and convene a trial. The Magistrate can overrule the Captain and the Nanotrasen Representative, while the Captain may only overrule the Nanotrasen Representative;&lt;br /&gt;
&lt;br /&gt;
  [bold]4.[/bold] Security may, but is not required to act as legal representation or attend a trial, even as witnesses;&lt;br /&gt;
&lt;br /&gt;
  [bold]5.[/bold] When provided by defendants, legal representation must be permitted in the trial to speak on their behalf. Though Lawyers may be the most suited for the role, there are no restrictions on who may represent a defendant;&lt;br /&gt;
&lt;br /&gt;
  [bold]6.[/bold] Before beginning a trial, the Judge should obtain a statement or &amp;quot;affidivat&amp;quot; with a full recount of the defendant&#039;s and any relevant witnesses&#039; testimony of the events from their perspective;&lt;br /&gt;
&lt;br /&gt;
  [bold]7.[/bold] The Judge must ensure that decorum is kept during a trial and that the proceedings are timely;&lt;br /&gt;
&lt;br /&gt;
  ## Official Courtroom Proceedings&lt;br /&gt;
&lt;br /&gt;
  Judges must strictly enforce the following procedure during a trial. The Judge should be mindful of the time and set time limits for each part of the proceeds. The gavel may be struck when a party goes beyond their time limit;&lt;br /&gt;
&lt;br /&gt;
  [bold]1.[/bold] The Prosecution presents its opening statement;&lt;br /&gt;
&lt;br /&gt;
  [bold]2.[/bold] The Defense presents its opening statement;&lt;br /&gt;
&lt;br /&gt;
  [bold]3.[/bold] The Defendant is questioned first by the defense and then cross-examined by the Prosecution;&lt;br /&gt;
&lt;br /&gt;
  [bold]4.[/bold] Any relevant witnesses are questioned. The party that introduced the witness gets to examine them first, after which the other side is given a chance to cross-examine the witness;&lt;br /&gt;
&lt;br /&gt;
  [bold]5.[/bold] The Prosecution presents its closing statement;&lt;br /&gt;
&lt;br /&gt;
  [bold]6.[/bold] The Defense presents its closing statement;&lt;br /&gt;
&lt;br /&gt;
  [bold]7.[/bold] The Judge issues a verdict, which should be considered the final sentence in regards to the defendant. Only Central Command may override this verdict;&lt;br /&gt;
&lt;br /&gt;
  ## Contempt of Court&lt;br /&gt;
&lt;br /&gt;
  It is required that all parties inside the courtroom, and during the court proceedings, must act with dignity and respect. This includes, but is not limited to, recognizing the authority of the Judge, maintaining an appropriate level of verbal control, and generally acting in a civilized manner. Should a person inside the courtroom act in such a way as to disturb/disrupt court proceedings, the Judge may hold them in Contempt of Court and have them forcefully removed from the courtroom. The decision on whether or not a person is in Contempt of Court rests with the presiding Judge.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Medical===&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| &amp;lt;strong&amp;gt;Details&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Here is a list of all the SOP documents for Medical.&lt;br /&gt;
 List of Medical roles and responsibilities by job.&lt;br /&gt;
&lt;br /&gt;
  # Chief Medical Officer&lt;br /&gt;
&lt;br /&gt;
    [bold]1.[/bold] The Chief Medical Officer is permitted to carry a regular Defibrillator or a Compact Defibrillator on their person at all times;&lt;br /&gt;
&lt;br /&gt;
    [bold]2.[/bold] The Chief Medical Officer is permitted to carry a flash and their hypospray;&lt;br /&gt;
&lt;br /&gt;
    [bold]3.[/bold] The Chief Medical Officer is permitted to carry self-defense chemicals for their hypospray if the station alert level warrants it;&lt;br /&gt;
&lt;br /&gt;
    [bold]4.[/bold] The Chief Medical Officer is not permitted to allow the creation of poisonous or explosive mixtures in Chemistry without express consent from the Head of Security or, failing that, the presence of a clear and urgent danger to the integrity of the station, except of course in situations where Chemical Implants are required;&lt;br /&gt;
&lt;br /&gt;
    [bold]5.[/bold] The Chief Medical Officer is permitted to issue the Handheld Crew Monitor to the Paramedic if they so desire;&lt;br /&gt;
&lt;br /&gt;
    [bold]6.[/bold] The Chief Medical Officer must make sure that any reviveable corpses are revived.&lt;br /&gt;
&lt;br /&gt;
  # Medical Doctor and Interns&lt;br /&gt;
&lt;br /&gt;
    [bold]1.[/bold] Though not mandatory, it is recommended that Doctors wear Sterile Masks and Latex/Nitrile gloves when handling patients. This Guideline becomes mandatory during Viral Outbreaks;&lt;br /&gt;
&lt;br /&gt;
    [bold]2.[/bold] Interns should focus on helping Medical Doctors and Surgeons in whatever they require, and tending to patients that require light care. If necessary, they can stand in for regular Medical Doctor duties;&lt;br /&gt;
&lt;br /&gt;
    [bold]3.[/bold] Medical Doctors must ensure there is at least one (1) Defibrillator available for use next to or near the main treatment area;&lt;br /&gt;
&lt;br /&gt;
    [bold]4.[/bold] Medical Doctors must maintain the entirety of Medbay in a hygienic state in the absence of custodial staff. This includes, but is not limited to, cleaning organic residue, fluids and/or corpses;&lt;br /&gt;
&lt;br /&gt;
    [bold]5.[/bold] Medical Doctors must place all corpses inside body bags and/or morgue trays. In addition, Medical Doctors must make sure that the Morgue does not contain reviveable corpses;&lt;br /&gt;
&lt;br /&gt;
    [bold]6.[/bold] Medical Doctors are not permitted to leave Medbay to perform recreational activities if there are unattended patients requiring treatment;&lt;br /&gt;
&lt;br /&gt;
    [bold]7.[/bold] Medical Doctors are not obliged to treat patients who are actively and intentionally harming themselves. If treated, refer the patient to the on-station Psychologist;&lt;br /&gt;
&lt;br /&gt;
    [bold]8.[/bold] Medical Doctors are to return any equipment of deceased crewmembers who have been moved to the morgue for permanent storage to their respective department.&lt;br /&gt;
&lt;br /&gt;
  # Chemist&lt;br /&gt;
&lt;br /&gt;
    [bold]1.[/bold] The Chemist is not permitted to experiment with explosive mixtures;&lt;br /&gt;
&lt;br /&gt;
    [bold]2.[/bold] The Chemist is not permitted to experiment with poisonous mixtures and/or narcotics;&lt;br /&gt;
&lt;br /&gt;
    [bold]3.[/bold] The Chemist is not permitted to experiment with Life or other highly experimental Omnizine-derived mixtures&lt;br /&gt;
&lt;br /&gt;
    [bold]4.[/bold] The Chemist is not permitted to produce alcoholic beverages;&lt;br /&gt;
&lt;br /&gt;
    [bold]5.[/bold] Chemists in conjuction with Medical Doctors and must make sure that Cloning is stocked with Biomass if set up.&lt;br /&gt;
&lt;br /&gt;
    [bold]6.[/bold] The Chemist must ensure that the Medbay is stocked with at least enough medication to handle Brute, Burn, Respiratory, and Toxin damage. Failure to follow this Guideline or attempting to follow this Guideline within thirty (30) minutes is to be considered a breach of Standard Operating Procedure;&lt;br /&gt;
&lt;br /&gt;
    [bold]7.[/bold] The Chemist is not allowed to leave Chemistry unattended if the Medbay is devoid of Medication, except in such a case that Chemistry is unusable.&lt;br /&gt;
&lt;br /&gt;
  # Paramedic&lt;br /&gt;
&lt;br /&gt;
    [bold]1.[/bold] The Paramedic is fully permitted to carry a Defibrillator on their person at all times, provided they leave at least one (1) Defibrillator for use in Medbay;&lt;br /&gt;
&lt;br /&gt;
    [bold]2.[/bold] The Paramedic must stabilize all patients before bringing them to the Medical Bay;&lt;br /&gt;
&lt;br /&gt;
    [bold]3.[/bold] In such a case as a patient is found dead, and cannot be brought back via Defibrillation, the Paramedic must ensure that said patient is brought to the Medbay and notify the Doctors;&lt;br /&gt;
&lt;br /&gt;
    [bold]4.[/bold] The Paramedic is authorized to carry the Handheld Crew Monitor, but is not allowed to distribute it to other crewmembers;&lt;br /&gt;
&lt;br /&gt;
    [bold]5.[/bold] The Paramedic must carry enough materials to provide for adequate first aid of all Major Injury Types (Brute, Burn, Toxic, Respiratory).&lt;br /&gt;
&lt;br /&gt;
  # Psychologist&lt;br /&gt;
&lt;br /&gt;
    [bold]1.[/bold] The Psychologist may perform a full psychological evaluation on anyone, along with any potential treatment, provided the person in question seeks them out;&lt;br /&gt;
&lt;br /&gt;
    [bold]2.[/bold] The Psychologist may not force someone to receive therapy if the person does not want it. Exception is made for violent criminals and only if the Head of Security, Magistrate or Captain orders it;&lt;br /&gt;
&lt;br /&gt;
    [bold]3.[/bold] The Psychologist is not permitted to administer any medication without consent from their patient;&lt;br /&gt;
&lt;br /&gt;
    [bold]4.[/bold] The Psychologist is not permitted to muzzle or straightjacket anyone without express permission from the Chief Medical Officer or Head of Security. An exception is made for violent and/or out of control patients;&lt;br /&gt;
&lt;br /&gt;
    [bold]5.[/bold] The Psychologist may recommend a patient&#039;s demotion if they find their psychological condition to render them unfit to fulfill their duties;&lt;br /&gt;
&lt;br /&gt;
    [bold]6.[/bold] The Psychologist may request to consult prisoners in Permanent Imprisonment. This must happen inside the Brig, preferably inside the Permabrig, and only with Warden and/or Head of Security authorization. This should be done under the supervision of a member of Security with Permabrig access.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Science===&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| &amp;lt;strong&amp;gt;Details&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Here is a list of all the SOP documents for Science.&lt;br /&gt;
  # Research Director SOP&lt;br /&gt;
&lt;br /&gt;
  ## Code Green&lt;br /&gt;
&lt;br /&gt;
  [bold]1.[/bold] The Research Director must make sure Research is being done. Research must be completed by the end of the shift, assuming Science is provided the materials for it by Cargo;&lt;br /&gt;
&lt;br /&gt;
  [bold]2.[/bold] The Research Director is permitted to carry a flash and their Handheld Teleporter;&lt;br /&gt;
&lt;br /&gt;
  [bold]3.[/bold] The Research Director is not permitted to bring harmful artifacts outside of Science if they are not stored within an artifact container;&lt;br /&gt;
&lt;br /&gt;
  [bold]4.[/bold] The Research Director is not permitted to decommission a Station AI without the Captain&#039;s approval. The AI unit, if decommissioned must be secured on an Intellicard to be inspected in Central Command;&lt;br /&gt;
&lt;br /&gt;
  [bold]5.[/bold] The Research Director is permitted to change the Station AIs laws, provided they receive approval from the Captain;&lt;br /&gt;
&lt;br /&gt;
  [bold]6.[/bold] The Research Director must keep a log of all anomalies and eliminate any anomalies that may pose an immediate danger to crewmembers;&lt;br /&gt;
&lt;br /&gt;
  [bold]7.[/bold] The Research Director must ensure telecommunications is properly maintained.&lt;br /&gt;
&lt;br /&gt;
  ## Code Blue&lt;br /&gt;
&lt;br /&gt;
  [bold]1.[/bold] All guidelines carry over from Code Green.&lt;br /&gt;
&lt;br /&gt;
  ## Code Red&lt;br /&gt;
&lt;br /&gt;
  [bold]1.[/bold] All guidelines carry over from Code Blue;&lt;br /&gt;
&lt;br /&gt;
  [bold]2.[/bold] In addition to a flash, the Research Director is permitted to carry a single weapon created in the Protolathe, provided they recieve authorization from the Head of Security. An exception is made during extreme emergencies;&lt;br /&gt;
&lt;br /&gt;
  # Scientist / Research Assistant SOP&lt;br /&gt;
&lt;br /&gt;
  ## Code Green&lt;br /&gt;
&lt;br /&gt;
  [bold]1.[/bold] Scientists are not permitted to bring artifacts outside of Science without the use of an artifact container;&lt;br /&gt;
&lt;br /&gt;
  [bold]2.[/bold] Scientists are not permitted to generate anomalies without approval from the Research Director;&lt;br /&gt;
&lt;br /&gt;
  [bold]3.[/bold] While not mandatory, it is highly recommended that Scientists give a prior warning before generating an anomaly, preferably done in-conjuction with the Research Director declaring that an anomaly is generated with the appropriate Communications Console;&lt;br /&gt;
&lt;br /&gt;
  [bold]4.[/bold] Scientists are to deliver any animals used for testing to the Chef after testing has concluded;&lt;br /&gt;
&lt;br /&gt;
  [bold]5.[/bold] Scientists are not permitted to carry any weapons generated from the protolathe;&lt;br /&gt;
&lt;br /&gt;
  [bold]6.[/bold] Scientists are not permitted to distribute any weapons generated from the protolathe, unless the weapon in question (for example, Proto-Kinetic Accelerators) is delivered to the appropriate department;&lt;br /&gt;
&lt;br /&gt;
  [bold]7.[/bold] Scientists are not to activate Station-wide Destruction artifacts, and must destroy or eliminate them as soon as possible;&lt;br /&gt;
&lt;br /&gt;
  [bold]8.[/bold] At least one scientist should be available to take orders from crewmembers at the Science front desk, if there is one.&lt;br /&gt;
&lt;br /&gt;
  ## Code Blue&lt;br /&gt;
&lt;br /&gt;
  [bold]1.[/bold] All guidelines carry over from Code Green;&lt;br /&gt;
&lt;br /&gt;
  [bold]2.[/bold] Scientists are permitted to produce weapons and grenades from the protolathe provided they get delivered to Security.&lt;br /&gt;
&lt;br /&gt;
  ## Code Red&lt;br /&gt;
&lt;br /&gt;
  [bold]1.[/bold] All guidelines carry over from Code Blue;&lt;br /&gt;
&lt;br /&gt;
  [bold]2.[/bold] In regard to Guideline 2 on Code Blue, scientists may arm themselves with a single weapon if the threat is deemed to be station ending.&lt;br /&gt;
&lt;br /&gt;
  # Roboticist SOP&lt;br /&gt;
&lt;br /&gt;
  ## Code Green&lt;br /&gt;
&lt;br /&gt;
  [bold]1.[/bold] Roboticists are not permitted to construct Combat Mechs without explicit permission from the Captain and/or the Head of Security. An example of a Combat Mech is the Gygax;&lt;br /&gt;
&lt;br /&gt;
  [bold]2.[/bold] Roboticists are freely permitted to construct Utility Mechs, along with any assorted Utility Equipment;&lt;br /&gt;
&lt;br /&gt;
  [bold]3.[/bold] Roboticists are freely permitted to construct Cyborgs and all assorted equipment;&lt;br /&gt;
&lt;br /&gt;
  [bold]4.[/bold] Roboticists are to respect all Do-Not-Borg orders, and copies of orders are to be kept safe if possible. If no copy exists, an MMI Unit may refuse to be a Cyborg, and that wish must be respected;&lt;br /&gt;
&lt;br /&gt;
  [bold]5.[/bold] Roboticists must ensure that all Cyborgs are adhering to their laws and not malfunctioning. If a Cyborg is found to be breaking their laws, their MMI Unit or Positronic Brain must be preserved and placed into a new Cyborg chassis;&lt;br /&gt;
&lt;br /&gt;
  [bold]6.[/bold] Roboticists must keep at least one Positronic Brain activated if possible;&lt;br /&gt;
&lt;br /&gt;
  [bold]7.[/bold] Roboticists must adhere to all Scientist SOP guidelines.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
  ## Code Blue&lt;br /&gt;
&lt;br /&gt;
  [bold]1.[/bold] All guidelines carry over from Code Green;&lt;br /&gt;
&lt;br /&gt;
  [bold]2.[/bold] In regard to Guideline 1 on Code Green, Roboticists are permitted to construct Combat Mechs without prior consent, but must be delivered to the Armory. Failure to comply will result in the Combat Mech being destroyed. An exception is made for station-wide threats, but even after these threats are dealt with, the Mech must be delivered to the Armory.&lt;br /&gt;
&lt;br /&gt;
  ## Code Red&lt;br /&gt;
&lt;br /&gt;
  [bold]1.[/bold] All guidelines carry over from Code Blue.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===SOP===&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| &amp;lt;strong&amp;gt;Details&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|A base level of maturity is expected to play on this server. Admins may ban as they see fit if you cannot act at minimum like an adult, OOC or IC.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>BumblingDoofer</name></author>
	</entry>
	<entry>
		<id>https://wiki.funkystation.org/index.php?title=Standard_Operating_Procedure&amp;diff=1361</id>
		<title>Standard Operating Procedure</title>
		<link rel="alternate" type="text/html" href="https://wiki.funkystation.org/index.php?title=Standard_Operating_Procedure&amp;diff=1361"/>
		<updated>2025-07-15T01:00:17Z</updated>

		<summary type="html">&lt;p&gt;BumblingDoofer: /* SOP */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Command===&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| &amp;lt;strong&amp;gt;Details&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|  Here is a list of all the SOP documents for command.&lt;br /&gt;
&lt;br /&gt;
  # Captain SOP&lt;br /&gt;
&lt;br /&gt;
1. The Captain is not permitted to perform regular Security Duty. However, they may still assist Security if they are understaffed, or if they see a crime being committed. However, the Captain is not permitted to take items from the Armory under normal circumstances, unless authorized by the Head of Security. In addition, the Captain may not requisition weaponry for themselves from Cargo and/or Science, unless there&#039;s an immediate threat to station and/or crew;&lt;br /&gt;
&lt;br /&gt;
2. If a Department lacks a Head of Staff, the Captain should make reasonable efforts to appoint an Acting Head of Staff, if there are available personnel to fill the position;&lt;br /&gt;
&lt;br /&gt;
3. The Captain is to ensure that Space Law is being correctly applied. This should be done in cooperation with the Head of Security;&lt;br /&gt;
&lt;br /&gt;
4. The Captain is not to leave the Station unless given specific permission by Central Command, or it happens to be the end of the shift. To do so is to be considered abandoning their posts and is grounds for termination;&lt;br /&gt;
&lt;br /&gt;
5. The Captain must keep the Nuclear Authentication Disk on their person at all times or failing that, in the possession of the Head of Security or Blueshield;&lt;br /&gt;
&lt;br /&gt;
6. The Captain is to attempt to resolve every issue that arises in Command locally before contacting Central Command;&lt;br /&gt;
&lt;br /&gt;
7.The Captain, despite being in charge of the Station, is not separate from NanoTrasen. Any attempts to disregard general company policy are to be considered an instant condition for contract termination;&lt;br /&gt;
&lt;br /&gt;
8. The Captain may only promote personnel to an Acting Head of Staff position if there is no assigned Head of Staff associated with the Department. The Acting Head of Staff must be a member of the Department they are to lead. See below for more information on Chain of Command;&lt;br /&gt;
&lt;br /&gt;
9. The Captain may not fire any Head of Staff without reasonable justification (ie, incompetency, criminal activity, or otherwise any action that endangers/compromises the station and/or crew). The Captain may not fire any Central Command VIPs (ie, Blueshield, NanoTrasen Representative) without permission from Central Command, unless they are blatantly acting against the well-being and safety of the crew and station. The Captain must also follow HoP SOP point 5.&lt;br /&gt;
&lt;br /&gt;
  # Head of Personnel SOP&lt;br /&gt;
&lt;br /&gt;
1. The Head of Personnel may not transfer any personnel to another Department without authorization from the relevant Head of Staff. If no Head of Staff is available, the Head of Personnel may make a judgment call. This does not apply to Security, which always requires authorization from the Head of Security, or Genetics, which requires both Chief Medical Officer and Research Director approval. If there is no Head of Security active, no transfers are allowed to Security without authorization from the Captain;&lt;br /&gt;
&lt;br /&gt;
2. The Head of Personnel may not give any personnel increased access without authorization from the relevant Head of Staff. This includes the Head of Personnel. In addition, the Head of Personnel may only give Captain-Level access to someone if they are the Acting Captain. This access is to be removed when a proper Captain arrives at the station;&lt;br /&gt;
&lt;br /&gt;
3. The Head of Personnel may not increase any Job Openings unless the relevant Head of Staff approves;&lt;br /&gt;
&lt;br /&gt;
4.The Head of Personnel may not fire any personnel without authorization from the relevant Head of Staff, unless other conditions apply (see Space Law and General Standard Operating Procedure);&lt;br /&gt;
&lt;br /&gt;
5. The Head of Personnel may not promote anyone to the job of NanoTrasen Representative or Blueshield;&lt;br /&gt;
&lt;br /&gt;
6. The Head of Personnel is free to utilize paperwork at their discretion. However, during major station emergencies, expediency should take precedence over bureaucracy;&lt;br /&gt;
&lt;br /&gt;
7.The Head of Personnel may not leave their office unmanned if there are personnel waiting in line. Failure to respond to personnel with a legitimate request within ten (10) minutes, either via radio or in person is to be considered a breach of Standard Operating Procedure;&lt;br /&gt;
&lt;br /&gt;
8. The Head of Personnel is not permitted to perform Security duty. The Head of Personnel is permitted to carry a Disabler for self-defense only.&lt;br /&gt;
&lt;br /&gt;
  # NanoTrasen Representative SOP&lt;br /&gt;
&lt;br /&gt;
1. The NanoTrasen Representative is to ensure that every Department is following Standard Operating Procedure, up to and including the respective Head of Staff. If a Head of Staff is not available for a Department, the NanoTrasen Representative must ensure that the Captain appoints an Acting Head of Staff for said Department;&lt;br /&gt;
&lt;br /&gt;
2. The NanoTrasen Representative must attempt to resolve any breach of Standard Operating Procedure locally before contacting Central Command. This is an imperative: Standard Operating Procedure should always be followed unless there is a very good reason not to;&lt;br /&gt;
&lt;br /&gt;
3. The NanoTrasen Representative must, together with the Head of Security, ensure that Space Law is being followed and correctly applied;&lt;br /&gt;
&lt;br /&gt;
4. The NanoTrasen Representative may not threaten the use of a fax in order to gain leverage over any personnel, up to and including Command. In addition, they may not threaten to fire or have Central Command fire anyone, unless they actually possess a demotion note;&lt;br /&gt;
&lt;br /&gt;
5. The NanoTrasen Representative is permitted to carry their flash and a blade-cane, or a stun baton if the blade-cane is lost.&lt;br /&gt;
&lt;br /&gt;
  # Blueshield Officer SOP&lt;br /&gt;
&lt;br /&gt;
1. The Blueshield may not conduct arrests under the same conditions as Security. However, they may apprehend any personnel that trespass on a Head of Staff Office or Command Area, any personnel that steal from those locations, or any personnel that steal from and/or injure any Head of Staff or Central Command VIP. However, all apprehended personnel are to be processed by Security personnel;&lt;br /&gt;
&lt;br /&gt;
2. The Blueshield is to put the lives of Command over those of any other personnel, the Blueshield included. Their continued well-being is the Blueshield&#039;s top priority. This includes applying basic first aid and making sure they are revived if killed;&lt;br /&gt;
&lt;br /&gt;
3. The Blueshield is to protect the lives of Command personnel, not follow their orders to a fault. The Blueshield is not to interfere with legal demotions or arrests. To do so is to place themselves under the Special Modifier Aiding and Abetting;&lt;br /&gt;
&lt;br /&gt;
4. The Blueshield is not to apply Lethal Force unless there is a clear and present danger to their life, or to the life of a member of Command and the assailant cannot be non-lethally detained.&lt;br /&gt;
&lt;br /&gt;
  # Magistrate SOP&lt;br /&gt;
&lt;br /&gt;
1. The Magistrate is to ensure that Space Law is applied correctly. If it is not, they are to make it so;&lt;br /&gt;
  &lt;br /&gt;
2. The Magistrate has the final say on whether Trials take place, and should ensure they should only occur for Capital Sentences. Similarly, Magistrates are to ensure that Trials do not happen for Defendants that are self-evidently guilty;&lt;br /&gt;
&lt;br /&gt;
3. The Magistrate may overrule anyone in all matters concerning Space Law. This does not extend to Emergency Response Teams, Central Command Officials or direct Central Command communications;&lt;br /&gt;
  &lt;br /&gt;
4. The Magistrate is permitted to carry their flash;&lt;br /&gt;
  &lt;br /&gt;
5. The Magistrate is not above Space Law. Similarly, the Magistrate cannot overrule Security on a sentence imposed against themselves;&lt;br /&gt;
  &lt;br /&gt;
6. In the absence of Internal Affairs Agents or a NanoTrasen Representative, the Magistrate may elect to handle matters of Standard Operating Procedure. Otherwise, the Magistrate is only to ensure that the NanoTrasen Representative under their command are handling such matters;&lt;br /&gt;
&lt;br /&gt;
7. The Magistrate may not impede the expedient functioning of Security for the sake of micromanaging every aspect it. The Magistrate should only concern themselves with crimes that either have fuzzy evidence, or require careful deliberation of circumstances;&lt;br /&gt;
&lt;br /&gt;
8. The Magistrate is to contact Central Command immediately if their decisions are being ignored, provided said decision actually match up with Space Law and Standard Operating Procedure.&lt;br /&gt;
  &lt;br /&gt;
==If you need to deviate==&lt;br /&gt;
&lt;br /&gt;
Document document document!&lt;br /&gt;
After action reports, calling CentCom on the fabled red phone, or even praying will be heard by CentCom and your actions may be excused if they were determined to be in the best interest for NanoTrasen.&lt;br /&gt;
&lt;br /&gt;
==I don&#039;t see my job listed here!==&lt;br /&gt;
&lt;br /&gt;
It may be because this is a living document, and SOP is not yet finalized. The following SOP documents are completed for other Head&#039;s of Staff;&lt;br /&gt;
Glory to NanoTrasen!&lt;br /&gt;
|}&lt;br /&gt;
===Engineering===&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| &amp;lt;strong&amp;gt;Details&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Here is a list of all the SOP documents for Engineering.&lt;br /&gt;
   # Chief Engineer&lt;br /&gt;
1. The Chief Engineer must make sure to properly wire Solar Panels and activate the Anti-Matter Engine (AME) if available, and co-ordinate a plan with their team to activate a more powerful engine for long-term station use;&lt;br /&gt;
&lt;br /&gt;
2. The Chief Engineer, along with the Research Director, is responsible for maintaining the integrity of Telecommunications. The Chief Engineer must not hinder the proper functionality of Telecommunications, and must diagnose and repair any issues that arise;&lt;br /&gt;
&lt;br /&gt;
3. The Chief Engineer is bound to the same rules regarding the axe as Atmospheric Technicians;&lt;br /&gt;
&lt;br /&gt;
4. The Chief Engineer is permitted to carry a flash and a disabler;&lt;br /&gt;
&lt;br /&gt;
5. The Chief Engineer is responsible for maintaining the integrity of all power sources set up on the station. Neglecting this duty is grounds for termination should the Supermatter delaminates or if power fails on the station;&lt;br /&gt;
&lt;br /&gt;
6. The Chief Engineer may declare an area &amp;quot;Condemned&amp;quot;, if it is damaged to the point where repairs cannot reasonably be completed within an acceptable frame of time;&lt;br /&gt;
&lt;br /&gt;
7. The Chief Engineer is permitted to grant Building Permits to crewmembers, and may dismantle or destroy unauthorized buildings / setups;&lt;br /&gt;
&lt;br /&gt;
8. The Chief Engineer is responsible for maintaining the integrity of the Station&#039;s Atmospherics System. Failure to maintain this integrity is grounds for termination.&lt;br /&gt;
&lt;br /&gt;
  # Station Engineer&lt;br /&gt;
1. Engineers must properly wire Solar Panels and activate the Anti-Matter Engine (AME) if available, and co-ordinate a plan to activate a more powerful engine for long-term station use;&lt;br /&gt;
&lt;br /&gt;
2. Engineers are responsible for maintaining the integrity of all engines aboard the station, even those that are de-activated or inert. Neglecting this duty is grounds for termination should an engine malfunction;&lt;br /&gt;
&lt;br /&gt;
3. Engineers are permitted to construct additional engines (such as additional SM/Tesla/Singularity engines) with approval from the Chief Engineer;&lt;br /&gt;
&lt;br /&gt;
4. Engineers are permitted to carry out solo reconstruction/rebuilding/personal projects if there is no damage to the station that requires fixing;&lt;br /&gt;
&lt;br /&gt;
5. Engineers must check each active engine at least once per 30 minutes;&lt;br /&gt;
&lt;br /&gt;
6. Engineers must constantly monitor the Supermatter engine if it is online and under emitter fire;&lt;br /&gt;
&lt;br /&gt;
7. Engineers must respond promptly to breaches, regardless of size. Failure to report within fifteen (15) minutes will be considered a breach of Standard Operating Procedure, unless there are no spare Engineers to report or an Atmospheric Technician has arrived on scene first. All Hazard Zones must be cordoned off with Engineering Tape or holobarriers, for the safety of crewmembers;&lt;br /&gt;
&lt;br /&gt;
8. Engineers are permitted to hack doors to gain unauthorized access to locations if said locations happen to require urgent repairs;&lt;br /&gt;
&lt;br /&gt;
9. Engineers are to maintain the integrity of the Station&#039;s Power Network;&lt;br /&gt;
10. Engineers must ensure there is at least one (1) engineering hardsuit available on the station at all times, unless there is an emergency that requires the use of all suits.&lt;br /&gt;
&lt;br /&gt;
  # Atmospheric Technician&lt;br /&gt;
&lt;br /&gt;
1. Atmospheric Technicians are permitted to completely repipe the Atmospherics Piping Setup, provided they do not pump harmful gases into anywhere except the burn chamber;&lt;br /&gt;
&lt;br /&gt;
2. Atmospheric Technicians are not permitted to create volatile mixes using Plasma and Oxygen, nor are they permitted to create any potentially harmful mixes with Carbon Dioxide and/or Nitrous Oxide. An exception is made when working with the burn chamber;&lt;br /&gt;
&lt;br /&gt;
3. Atmospheric Technicians are permitted to cool Plasma and store it for later use in Radiation Collectors. Likewise, they are permitted to cool Nitrogen or Carbon Dioxide and store it for use as coolant for the Supermatter Engine;&lt;br /&gt;
&lt;br /&gt;
4. Atmospheric Technicians are not permitted to take the axe out of its case unless there is an immediate and urgent threat to their life or urgent access to crisis locations is necessary. The axe must be returned to the case afterwards, and the case locked;&lt;br /&gt;
&lt;br /&gt;
5. Atmospheric Technicians are not permitted to tamper with the default values on Air Alarms. They are, however, permitted to create small, acclimatized rooms for species that require special atmospheric conditions (such as Vox), provided they receive express permission from the Chief Engineer;&lt;br /&gt;
&lt;br /&gt;
6. Atmospheric Technicians must periodically check on the Central Alarms Computer, in periods of, at most, thirty (30) minutes;&lt;br /&gt;
&lt;br /&gt;
7. Atmospheric Technicians must respond promptly to piping and station breaches. Failure to report within fifteen (15) minutes will be considered a breach of Standard Operating Procedure, unless there are no spare Atmospheric Technicians to report, or an Engineer has arrived at scene first. All Hazard Zones must be cordoned off with Engineering Tape or holobarriers, for the safety of all crewmembers.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Legal===&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| &amp;lt;strong&amp;gt;Details&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Here is a list of all the SOP documents for legal matters.&lt;br /&gt;
# Internal Affairs Agent&lt;br /&gt;
&lt;br /&gt;
  [bold]1.[/bold] Internal Affairs Agents are to ensure that Standard Operating Procedure is being properly followed, and to contact the relevant Head of Staff when it is not;&lt;br /&gt;
&lt;br /&gt;
  [bold]2.[/bold] Internal Affairs Agents are to attempt to resolve all Standard Operating Procedure issues locally before contacting the Nanotrasen Representative or, if the Representative is unavailable, Central Command. This should be done in tandem with Command staff and, if possible, personnel in the relevant Department. If a valid report is ignored by the relevant Head of Staff, the Nanotrasen Representative is to be contacted. If the Representative is unavailable or ignores the report, then the Captain should be contacted. If the Captain ignores the report, then Central Command must be contacted;&lt;br /&gt;
&lt;br /&gt;
  [bold]3.[/bold] Internal Affairs Agents are only to prosecute in a court of law personnel facing a Tier IV sentence or greater. They should, however, ensure that Security is applying timed sentences correctly, and must alert Security if they are not. In addition, Internal Affairs Agents are permitted to provide legal advice for Security, as well as investigating whether or not arrests were done properly;&lt;br /&gt;
&lt;br /&gt;
  [bold]4.[/bold] Internal Affairs Agents must be granted permission from the presiding Judge (i.e. the Magistrate or Nanotrasen Representative) to serve as legal representation for personnel in any court hearing. Internal Affairs Agents may only serve as legal representation for personnel if another Internal Affairs Agent is capable of assuming the role of prosecution, and if no Lawyer is available. Internal Affairs Agents must also request permission from any potential client before serving as their legal representative, as said client may choose to either represent themselves, or request someone else;&lt;br /&gt;
&lt;br /&gt;
  [bold]5.[/bold] Internal Affairs Agents are not to deliberately halt or slow down prisoner processing or ongoing investigations. If Security is acting in a demonstrably incompetent manner, Agents should contact the Head of Security or Nanotrasen Representative. If more information about the crime in question is needed, Agents should wait until the person in question is brigged;&lt;br /&gt;
&lt;br /&gt;
  [bold]6.[/bold] Internal Affairs Agents are permitted to carry their flash and their security sunglasses;&lt;br /&gt;
&lt;br /&gt;
  # Lawyer&lt;br /&gt;
&lt;br /&gt;
  [bold]1.[/bold] Lawyers are only to provide legal representation during interrogation to personnel facing charges of Tier III or greater. Lawyers are only permitted to provide legal representation in a court of law to personnel facing a Tier IV sentence or greater. They should, however, ensure that all timed sentences are applied correctly, and alert Security if it is not. In addition, Lawyers are permitted to provide legal advice to prisoners, as well as investigating whether or not arrests were done properly;&lt;br /&gt;
&lt;br /&gt;
  [bold]2.[/bold] Lawyers must request permission from any potential client before serving as their legal representative, as said client may choose to either represent themselves, or request someone else;&lt;br /&gt;
&lt;br /&gt;
  [bold]3.[/bold] Lawyers are not to deliberately halt or slow down prisoner processing or ongoing investigations. If Security is acting in a demonstrably incompetent manner, Lawyers should contact the Head of Security or the Captain. If more information about the crime in question is needed, Lawyers should wait until the person in question is brigged;&lt;br /&gt;
&lt;br /&gt;
  [bold]4.[/bold] Lawyers are permitted to confidentially speak with their clients prior to any interrogation. Time spent conferring with a Lawyer may not be counted as time served during a timed sentence. If a client wishes to speak confidentially with their Lawyer during a timed sentence, the time remaining on their sentence must be frozen and may only resumed once the client has re-entered their cell. Lawyers may not divulge the contents of these confidential meetings without the explicit permission of their clients, except in cases where there are reasons to believe that their silence may endanger the lives and safety of other station personnel. If a Lawyer fails to divulge information that was found to later directly lead to the injury or death of personnel, the Lawyer should be charged as an accessory to the resulting crimes;&lt;br /&gt;
&lt;br /&gt;
  # Trials&lt;br /&gt;
&lt;br /&gt;
  [bold]1.[/bold] Only Tier IV (if the ranking Judge on the station consents) crimes and Tier V (if the defendant and their legal representative demand it) crimes should be brought to trial;&lt;br /&gt;
&lt;br /&gt;
  [bold]2.[/bold] Expedient application of Space Law is preferred over a trial process, trials should be reserved for when the defendant and their legal representative can reasonably claim that the justification for a sentence is objectionable and the station is not currently in a state of emergency;&lt;br /&gt;
&lt;br /&gt;
  [bold]3.[/bold] Only the Magistrate, Captain, or Nanotrasen Representative may assume the role of Judge and convene a trial. The Magistrate can overrule the Captain and the Nanotrasen Representative, while the Captain may only overrule the Nanotrasen Representative;&lt;br /&gt;
&lt;br /&gt;
  [bold]4.[/bold] Security may, but is not required to act as legal representation or attend a trial, even as witnesses;&lt;br /&gt;
&lt;br /&gt;
  [bold]5.[/bold] When provided by defendants, legal representation must be permitted in the trial to speak on their behalf. Though Lawyers may be the most suited for the role, there are no restrictions on who may represent a defendant;&lt;br /&gt;
&lt;br /&gt;
  [bold]6.[/bold] Before beginning a trial, the Judge should obtain a statement or &amp;quot;affidivat&amp;quot; with a full recount of the defendant&#039;s and any relevant witnesses&#039; testimony of the events from their perspective;&lt;br /&gt;
&lt;br /&gt;
  [bold]7.[/bold] The Judge must ensure that decorum is kept during a trial and that the proceedings are timely;&lt;br /&gt;
&lt;br /&gt;
  ## Official Courtroom Proceedings&lt;br /&gt;
&lt;br /&gt;
  Judges must strictly enforce the following procedure during a trial. The Judge should be mindful of the time and set time limits for each part of the proceeds. The gavel may be struck when a party goes beyond their time limit;&lt;br /&gt;
&lt;br /&gt;
  [bold]1.[/bold] The Prosecution presents its opening statement;&lt;br /&gt;
&lt;br /&gt;
  [bold]2.[/bold] The Defense presents its opening statement;&lt;br /&gt;
&lt;br /&gt;
  [bold]3.[/bold] The Defendant is questioned first by the defense and then cross-examined by the Prosecution;&lt;br /&gt;
&lt;br /&gt;
  [bold]4.[/bold] Any relevant witnesses are questioned. The party that introduced the witness gets to examine them first, after which the other side is given a chance to cross-examine the witness;&lt;br /&gt;
&lt;br /&gt;
  [bold]5.[/bold] The Prosecution presents its closing statement;&lt;br /&gt;
&lt;br /&gt;
  [bold]6.[/bold] The Defense presents its closing statement;&lt;br /&gt;
&lt;br /&gt;
  [bold]7.[/bold] The Judge issues a verdict, which should be considered the final sentence in regards to the defendant. Only Central Command may override this verdict;&lt;br /&gt;
&lt;br /&gt;
  ## Contempt of Court&lt;br /&gt;
&lt;br /&gt;
  It is required that all parties inside the courtroom, and during the court proceedings, must act with dignity and respect. This includes, but is not limited to, recognizing the authority of the Judge, maintaining an appropriate level of verbal control, and generally acting in a civilized manner. Should a person inside the courtroom act in such a way as to disturb/disrupt court proceedings, the Judge may hold them in Contempt of Court and have them forcefully removed from the courtroom. The decision on whether or not a person is in Contempt of Court rests with the presiding Judge.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Medical===&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| &amp;lt;strong&amp;gt;Details&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Here is a list of all the SOP documents for Medical.&lt;br /&gt;
 List of Medical roles and responsibilities by job.&lt;br /&gt;
&lt;br /&gt;
  # Chief Medical Officer&lt;br /&gt;
&lt;br /&gt;
    [bold]1.[/bold] The Chief Medical Officer is permitted to carry a regular Defibrillator or a Compact Defibrillator on their person at all times;&lt;br /&gt;
&lt;br /&gt;
    [bold]2.[/bold] The Chief Medical Officer is permitted to carry a flash and their hypospray;&lt;br /&gt;
&lt;br /&gt;
    [bold]3.[/bold] The Chief Medical Officer is permitted to carry self-defense chemicals for their hypospray if the station alert level warrants it;&lt;br /&gt;
&lt;br /&gt;
    [bold]4.[/bold] The Chief Medical Officer is not permitted to allow the creation of poisonous or explosive mixtures in Chemistry without express consent from the Head of Security or, failing that, the presence of a clear and urgent danger to the integrity of the station, except of course in situations where Chemical Implants are required;&lt;br /&gt;
&lt;br /&gt;
    [bold]5.[/bold] The Chief Medical Officer is permitted to issue the Handheld Crew Monitor to the Paramedic if they so desire;&lt;br /&gt;
&lt;br /&gt;
    [bold]6.[/bold] The Chief Medical Officer must make sure that any reviveable corpses are revived.&lt;br /&gt;
&lt;br /&gt;
  # Medical Doctor and Interns&lt;br /&gt;
&lt;br /&gt;
    [bold]1.[/bold] Though not mandatory, it is recommended that Doctors wear Sterile Masks and Latex/Nitrile gloves when handling patients. This Guideline becomes mandatory during Viral Outbreaks;&lt;br /&gt;
&lt;br /&gt;
    [bold]2.[/bold] Interns should focus on helping Medical Doctors and Surgeons in whatever they require, and tending to patients that require light care. If necessary, they can stand in for regular Medical Doctor duties;&lt;br /&gt;
&lt;br /&gt;
    [bold]3.[/bold] Medical Doctors must ensure there is at least one (1) Defibrillator available for use next to or near the main treatment area;&lt;br /&gt;
&lt;br /&gt;
    [bold]4.[/bold] Medical Doctors must maintain the entirety of Medbay in a hygienic state in the absence of custodial staff. This includes, but is not limited to, cleaning organic residue, fluids and/or corpses;&lt;br /&gt;
&lt;br /&gt;
    [bold]5.[/bold] Medical Doctors must place all corpses inside body bags and/or morgue trays. In addition, Medical Doctors must make sure that the Morgue does not contain reviveable corpses;&lt;br /&gt;
&lt;br /&gt;
    [bold]6.[/bold] Medical Doctors are not permitted to leave Medbay to perform recreational activities if there are unattended patients requiring treatment;&lt;br /&gt;
&lt;br /&gt;
    [bold]7.[/bold] Medical Doctors are not obliged to treat patients who are actively and intentionally harming themselves. If treated, refer the patient to the on-station Psychologist;&lt;br /&gt;
&lt;br /&gt;
    [bold]8.[/bold] Medical Doctors are to return any equipment of deceased crewmembers who have been moved to the morgue for permanent storage to their respective department.&lt;br /&gt;
&lt;br /&gt;
  # Chemist&lt;br /&gt;
&lt;br /&gt;
    [bold]1.[/bold] The Chemist is not permitted to experiment with explosive mixtures;&lt;br /&gt;
&lt;br /&gt;
    [bold]2.[/bold] The Chemist is not permitted to experiment with poisonous mixtures and/or narcotics;&lt;br /&gt;
&lt;br /&gt;
    [bold]3.[/bold] The Chemist is not permitted to experiment with Life or other highly experimental Omnizine-derived mixtures&lt;br /&gt;
&lt;br /&gt;
    [bold]4.[/bold] The Chemist is not permitted to produce alcoholic beverages;&lt;br /&gt;
&lt;br /&gt;
    [bold]5.[/bold] Chemists in conjuction with Medical Doctors and must make sure that Cloning is stocked with Biomass if set up.&lt;br /&gt;
&lt;br /&gt;
    [bold]6.[/bold] The Chemist must ensure that the Medbay is stocked with at least enough medication to handle Brute, Burn, Respiratory, and Toxin damage. Failure to follow this Guideline or attempting to follow this Guideline within thirty (30) minutes is to be considered a breach of Standard Operating Procedure;&lt;br /&gt;
&lt;br /&gt;
    [bold]7.[/bold] The Chemist is not allowed to leave Chemistry unattended if the Medbay is devoid of Medication, except in such a case that Chemistry is unusable.&lt;br /&gt;
&lt;br /&gt;
  # Paramedic&lt;br /&gt;
&lt;br /&gt;
    [bold]1.[/bold] The Paramedic is fully permitted to carry a Defibrillator on their person at all times, provided they leave at least one (1) Defibrillator for use in Medbay;&lt;br /&gt;
&lt;br /&gt;
    [bold]2.[/bold] The Paramedic must stabilize all patients before bringing them to the Medical Bay;&lt;br /&gt;
&lt;br /&gt;
    [bold]3.[/bold] In such a case as a patient is found dead, and cannot be brought back via Defibrillation, the Paramedic must ensure that said patient is brought to the Medbay and notify the Doctors;&lt;br /&gt;
&lt;br /&gt;
    [bold]4.[/bold] The Paramedic is authorized to carry the Handheld Crew Monitor, but is not allowed to distribute it to other crewmembers;&lt;br /&gt;
&lt;br /&gt;
    [bold]5.[/bold] The Paramedic must carry enough materials to provide for adequate first aid of all Major Injury Types (Brute, Burn, Toxic, Respiratory).&lt;br /&gt;
&lt;br /&gt;
  # Psychologist&lt;br /&gt;
&lt;br /&gt;
    [bold]1.[/bold] The Psychologist may perform a full psychological evaluation on anyone, along with any potential treatment, provided the person in question seeks them out;&lt;br /&gt;
&lt;br /&gt;
    [bold]2.[/bold] The Psychologist may not force someone to receive therapy if the person does not want it. Exception is made for violent criminals and only if the Head of Security, Magistrate or Captain orders it;&lt;br /&gt;
&lt;br /&gt;
    [bold]3.[/bold] The Psychologist is not permitted to administer any medication without consent from their patient;&lt;br /&gt;
&lt;br /&gt;
    [bold]4.[/bold] The Psychologist is not permitted to muzzle or straightjacket anyone without express permission from the Chief Medical Officer or Head of Security. An exception is made for violent and/or out of control patients;&lt;br /&gt;
&lt;br /&gt;
    [bold]5.[/bold] The Psychologist may recommend a patient&#039;s demotion if they find their psychological condition to render them unfit to fulfill their duties;&lt;br /&gt;
&lt;br /&gt;
    [bold]6.[/bold] The Psychologist may request to consult prisoners in Permanent Imprisonment. This must happen inside the Brig, preferably inside the Permabrig, and only with Warden and/or Head of Security authorization. This should be done under the supervision of a member of Security with Permabrig access.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===SOP===&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| &amp;lt;strong&amp;gt;Details&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|A base level of maturity is expected to play on this server. Admins may ban as they see fit if you cannot act at minimum like an adult, OOC or IC.&lt;br /&gt;
|}&lt;br /&gt;
===SOP===&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| &amp;lt;strong&amp;gt;Details&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|A base level of maturity is expected to play on this server. Admins may ban as they see fit if you cannot act at minimum like an adult, OOC or IC.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>BumblingDoofer</name></author>
	</entry>
	<entry>
		<id>https://wiki.funkystation.org/index.php?title=Standard_Operating_Procedure&amp;diff=1360</id>
		<title>Standard Operating Procedure</title>
		<link rel="alternate" type="text/html" href="https://wiki.funkystation.org/index.php?title=Standard_Operating_Procedure&amp;diff=1360"/>
		<updated>2025-07-15T00:59:21Z</updated>

		<summary type="html">&lt;p&gt;BumblingDoofer: /* SOP */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Command===&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| &amp;lt;strong&amp;gt;Details&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|  Here is a list of all the SOP documents for command.&lt;br /&gt;
&lt;br /&gt;
  # Captain SOP&lt;br /&gt;
&lt;br /&gt;
1. The Captain is not permitted to perform regular Security Duty. However, they may still assist Security if they are understaffed, or if they see a crime being committed. However, the Captain is not permitted to take items from the Armory under normal circumstances, unless authorized by the Head of Security. In addition, the Captain may not requisition weaponry for themselves from Cargo and/or Science, unless there&#039;s an immediate threat to station and/or crew;&lt;br /&gt;
&lt;br /&gt;
2. If a Department lacks a Head of Staff, the Captain should make reasonable efforts to appoint an Acting Head of Staff, if there are available personnel to fill the position;&lt;br /&gt;
&lt;br /&gt;
3. The Captain is to ensure that Space Law is being correctly applied. This should be done in cooperation with the Head of Security;&lt;br /&gt;
&lt;br /&gt;
4. The Captain is not to leave the Station unless given specific permission by Central Command, or it happens to be the end of the shift. To do so is to be considered abandoning their posts and is grounds for termination;&lt;br /&gt;
&lt;br /&gt;
5. The Captain must keep the Nuclear Authentication Disk on their person at all times or failing that, in the possession of the Head of Security or Blueshield;&lt;br /&gt;
&lt;br /&gt;
6. The Captain is to attempt to resolve every issue that arises in Command locally before contacting Central Command;&lt;br /&gt;
&lt;br /&gt;
7.The Captain, despite being in charge of the Station, is not separate from NanoTrasen. Any attempts to disregard general company policy are to be considered an instant condition for contract termination;&lt;br /&gt;
&lt;br /&gt;
8. The Captain may only promote personnel to an Acting Head of Staff position if there is no assigned Head of Staff associated with the Department. The Acting Head of Staff must be a member of the Department they are to lead. See below for more information on Chain of Command;&lt;br /&gt;
&lt;br /&gt;
9. The Captain may not fire any Head of Staff without reasonable justification (ie, incompetency, criminal activity, or otherwise any action that endangers/compromises the station and/or crew). The Captain may not fire any Central Command VIPs (ie, Blueshield, NanoTrasen Representative) without permission from Central Command, unless they are blatantly acting against the well-being and safety of the crew and station. The Captain must also follow HoP SOP point 5.&lt;br /&gt;
&lt;br /&gt;
  # Head of Personnel SOP&lt;br /&gt;
&lt;br /&gt;
1. The Head of Personnel may not transfer any personnel to another Department without authorization from the relevant Head of Staff. If no Head of Staff is available, the Head of Personnel may make a judgment call. This does not apply to Security, which always requires authorization from the Head of Security, or Genetics, which requires both Chief Medical Officer and Research Director approval. If there is no Head of Security active, no transfers are allowed to Security without authorization from the Captain;&lt;br /&gt;
&lt;br /&gt;
2. The Head of Personnel may not give any personnel increased access without authorization from the relevant Head of Staff. This includes the Head of Personnel. In addition, the Head of Personnel may only give Captain-Level access to someone if they are the Acting Captain. This access is to be removed when a proper Captain arrives at the station;&lt;br /&gt;
&lt;br /&gt;
3. The Head of Personnel may not increase any Job Openings unless the relevant Head of Staff approves;&lt;br /&gt;
&lt;br /&gt;
4.The Head of Personnel may not fire any personnel without authorization from the relevant Head of Staff, unless other conditions apply (see Space Law and General Standard Operating Procedure);&lt;br /&gt;
&lt;br /&gt;
5. The Head of Personnel may not promote anyone to the job of NanoTrasen Representative or Blueshield;&lt;br /&gt;
&lt;br /&gt;
6. The Head of Personnel is free to utilize paperwork at their discretion. However, during major station emergencies, expediency should take precedence over bureaucracy;&lt;br /&gt;
&lt;br /&gt;
7.The Head of Personnel may not leave their office unmanned if there are personnel waiting in line. Failure to respond to personnel with a legitimate request within ten (10) minutes, either via radio or in person is to be considered a breach of Standard Operating Procedure;&lt;br /&gt;
&lt;br /&gt;
8. The Head of Personnel is not permitted to perform Security duty. The Head of Personnel is permitted to carry a Disabler for self-defense only.&lt;br /&gt;
&lt;br /&gt;
  # NanoTrasen Representative SOP&lt;br /&gt;
&lt;br /&gt;
1. The NanoTrasen Representative is to ensure that every Department is following Standard Operating Procedure, up to and including the respective Head of Staff. If a Head of Staff is not available for a Department, the NanoTrasen Representative must ensure that the Captain appoints an Acting Head of Staff for said Department;&lt;br /&gt;
&lt;br /&gt;
2. The NanoTrasen Representative must attempt to resolve any breach of Standard Operating Procedure locally before contacting Central Command. This is an imperative: Standard Operating Procedure should always be followed unless there is a very good reason not to;&lt;br /&gt;
&lt;br /&gt;
3. The NanoTrasen Representative must, together with the Head of Security, ensure that Space Law is being followed and correctly applied;&lt;br /&gt;
&lt;br /&gt;
4. The NanoTrasen Representative may not threaten the use of a fax in order to gain leverage over any personnel, up to and including Command. In addition, they may not threaten to fire or have Central Command fire anyone, unless they actually possess a demotion note;&lt;br /&gt;
&lt;br /&gt;
5. The NanoTrasen Representative is permitted to carry their flash and a blade-cane, or a stun baton if the blade-cane is lost.&lt;br /&gt;
&lt;br /&gt;
  # Blueshield Officer SOP&lt;br /&gt;
&lt;br /&gt;
1. The Blueshield may not conduct arrests under the same conditions as Security. However, they may apprehend any personnel that trespass on a Head of Staff Office or Command Area, any personnel that steal from those locations, or any personnel that steal from and/or injure any Head of Staff or Central Command VIP. However, all apprehended personnel are to be processed by Security personnel;&lt;br /&gt;
&lt;br /&gt;
2. The Blueshield is to put the lives of Command over those of any other personnel, the Blueshield included. Their continued well-being is the Blueshield&#039;s top priority. This includes applying basic first aid and making sure they are revived if killed;&lt;br /&gt;
&lt;br /&gt;
3. The Blueshield is to protect the lives of Command personnel, not follow their orders to a fault. The Blueshield is not to interfere with legal demotions or arrests. To do so is to place themselves under the Special Modifier Aiding and Abetting;&lt;br /&gt;
&lt;br /&gt;
4. The Blueshield is not to apply Lethal Force unless there is a clear and present danger to their life, or to the life of a member of Command and the assailant cannot be non-lethally detained.&lt;br /&gt;
&lt;br /&gt;
  # Magistrate SOP&lt;br /&gt;
&lt;br /&gt;
1. The Magistrate is to ensure that Space Law is applied correctly. If it is not, they are to make it so;&lt;br /&gt;
  &lt;br /&gt;
2. The Magistrate has the final say on whether Trials take place, and should ensure they should only occur for Capital Sentences. Similarly, Magistrates are to ensure that Trials do not happen for Defendants that are self-evidently guilty;&lt;br /&gt;
&lt;br /&gt;
3. The Magistrate may overrule anyone in all matters concerning Space Law. This does not extend to Emergency Response Teams, Central Command Officials or direct Central Command communications;&lt;br /&gt;
  &lt;br /&gt;
4. The Magistrate is permitted to carry their flash;&lt;br /&gt;
  &lt;br /&gt;
5. The Magistrate is not above Space Law. Similarly, the Magistrate cannot overrule Security on a sentence imposed against themselves;&lt;br /&gt;
  &lt;br /&gt;
6. In the absence of Internal Affairs Agents or a NanoTrasen Representative, the Magistrate may elect to handle matters of Standard Operating Procedure. Otherwise, the Magistrate is only to ensure that the NanoTrasen Representative under their command are handling such matters;&lt;br /&gt;
&lt;br /&gt;
7. The Magistrate may not impede the expedient functioning of Security for the sake of micromanaging every aspect it. The Magistrate should only concern themselves with crimes that either have fuzzy evidence, or require careful deliberation of circumstances;&lt;br /&gt;
&lt;br /&gt;
8. The Magistrate is to contact Central Command immediately if their decisions are being ignored, provided said decision actually match up with Space Law and Standard Operating Procedure.&lt;br /&gt;
  &lt;br /&gt;
==If you need to deviate==&lt;br /&gt;
&lt;br /&gt;
Document document document!&lt;br /&gt;
After action reports, calling CentCom on the fabled red phone, or even praying will be heard by CentCom and your actions may be excused if they were determined to be in the best interest for NanoTrasen.&lt;br /&gt;
&lt;br /&gt;
==I don&#039;t see my job listed here!==&lt;br /&gt;
&lt;br /&gt;
It may be because this is a living document, and SOP is not yet finalized. The following SOP documents are completed for other Head&#039;s of Staff;&lt;br /&gt;
Glory to NanoTrasen!&lt;br /&gt;
|}&lt;br /&gt;
===Engineering===&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| &amp;lt;strong&amp;gt;Details&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Here is a list of all the SOP documents for Engineering.&lt;br /&gt;
   # Chief Engineer&lt;br /&gt;
1. The Chief Engineer must make sure to properly wire Solar Panels and activate the Anti-Matter Engine (AME) if available, and co-ordinate a plan with their team to activate a more powerful engine for long-term station use;&lt;br /&gt;
&lt;br /&gt;
2. The Chief Engineer, along with the Research Director, is responsible for maintaining the integrity of Telecommunications. The Chief Engineer must not hinder the proper functionality of Telecommunications, and must diagnose and repair any issues that arise;&lt;br /&gt;
&lt;br /&gt;
3. The Chief Engineer is bound to the same rules regarding the axe as Atmospheric Technicians;&lt;br /&gt;
&lt;br /&gt;
4. The Chief Engineer is permitted to carry a flash and a disabler;&lt;br /&gt;
&lt;br /&gt;
5. The Chief Engineer is responsible for maintaining the integrity of all power sources set up on the station. Neglecting this duty is grounds for termination should the Supermatter delaminates or if power fails on the station;&lt;br /&gt;
&lt;br /&gt;
6. The Chief Engineer may declare an area &amp;quot;Condemned&amp;quot;, if it is damaged to the point where repairs cannot reasonably be completed within an acceptable frame of time;&lt;br /&gt;
&lt;br /&gt;
7. The Chief Engineer is permitted to grant Building Permits to crewmembers, and may dismantle or destroy unauthorized buildings / setups;&lt;br /&gt;
&lt;br /&gt;
8. The Chief Engineer is responsible for maintaining the integrity of the Station&#039;s Atmospherics System. Failure to maintain this integrity is grounds for termination.&lt;br /&gt;
&lt;br /&gt;
  # Station Engineer&lt;br /&gt;
1. Engineers must properly wire Solar Panels and activate the Anti-Matter Engine (AME) if available, and co-ordinate a plan to activate a more powerful engine for long-term station use;&lt;br /&gt;
&lt;br /&gt;
2. Engineers are responsible for maintaining the integrity of all engines aboard the station, even those that are de-activated or inert. Neglecting this duty is grounds for termination should an engine malfunction;&lt;br /&gt;
&lt;br /&gt;
3. Engineers are permitted to construct additional engines (such as additional SM/Tesla/Singularity engines) with approval from the Chief Engineer;&lt;br /&gt;
&lt;br /&gt;
4. Engineers are permitted to carry out solo reconstruction/rebuilding/personal projects if there is no damage to the station that requires fixing;&lt;br /&gt;
&lt;br /&gt;
5. Engineers must check each active engine at least once per 30 minutes;&lt;br /&gt;
&lt;br /&gt;
6. Engineers must constantly monitor the Supermatter engine if it is online and under emitter fire;&lt;br /&gt;
&lt;br /&gt;
7. Engineers must respond promptly to breaches, regardless of size. Failure to report within fifteen (15) minutes will be considered a breach of Standard Operating Procedure, unless there are no spare Engineers to report or an Atmospheric Technician has arrived on scene first. All Hazard Zones must be cordoned off with Engineering Tape or holobarriers, for the safety of crewmembers;&lt;br /&gt;
&lt;br /&gt;
8. Engineers are permitted to hack doors to gain unauthorized access to locations if said locations happen to require urgent repairs;&lt;br /&gt;
&lt;br /&gt;
9. Engineers are to maintain the integrity of the Station&#039;s Power Network;&lt;br /&gt;
10. Engineers must ensure there is at least one (1) engineering hardsuit available on the station at all times, unless there is an emergency that requires the use of all suits.&lt;br /&gt;
&lt;br /&gt;
  # Atmospheric Technician&lt;br /&gt;
&lt;br /&gt;
1. Atmospheric Technicians are permitted to completely repipe the Atmospherics Piping Setup, provided they do not pump harmful gases into anywhere except the burn chamber;&lt;br /&gt;
&lt;br /&gt;
2. Atmospheric Technicians are not permitted to create volatile mixes using Plasma and Oxygen, nor are they permitted to create any potentially harmful mixes with Carbon Dioxide and/or Nitrous Oxide. An exception is made when working with the burn chamber;&lt;br /&gt;
&lt;br /&gt;
3. Atmospheric Technicians are permitted to cool Plasma and store it for later use in Radiation Collectors. Likewise, they are permitted to cool Nitrogen or Carbon Dioxide and store it for use as coolant for the Supermatter Engine;&lt;br /&gt;
&lt;br /&gt;
4. Atmospheric Technicians are not permitted to take the axe out of its case unless there is an immediate and urgent threat to their life or urgent access to crisis locations is necessary. The axe must be returned to the case afterwards, and the case locked;&lt;br /&gt;
&lt;br /&gt;
5. Atmospheric Technicians are not permitted to tamper with the default values on Air Alarms. They are, however, permitted to create small, acclimatized rooms for species that require special atmospheric conditions (such as Vox), provided they receive express permission from the Chief Engineer;&lt;br /&gt;
&lt;br /&gt;
6. Atmospheric Technicians must periodically check on the Central Alarms Computer, in periods of, at most, thirty (30) minutes;&lt;br /&gt;
&lt;br /&gt;
7. Atmospheric Technicians must respond promptly to piping and station breaches. Failure to report within fifteen (15) minutes will be considered a breach of Standard Operating Procedure, unless there are no spare Atmospheric Technicians to report, or an Engineer has arrived at scene first. All Hazard Zones must be cordoned off with Engineering Tape or holobarriers, for the safety of all crewmembers.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Legal===&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| &amp;lt;strong&amp;gt;Details&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Here is a list of all the SOP documents for legal matters.&lt;br /&gt;
# Internal Affairs Agent&lt;br /&gt;
&lt;br /&gt;
  [bold]1.[/bold] Internal Affairs Agents are to ensure that Standard Operating Procedure is being properly followed, and to contact the relevant Head of Staff when it is not;&lt;br /&gt;
&lt;br /&gt;
  [bold]2.[/bold] Internal Affairs Agents are to attempt to resolve all Standard Operating Procedure issues locally before contacting the Nanotrasen Representative or, if the Representative is unavailable, Central Command. This should be done in tandem with Command staff and, if possible, personnel in the relevant Department. If a valid report is ignored by the relevant Head of Staff, the Nanotrasen Representative is to be contacted. If the Representative is unavailable or ignores the report, then the Captain should be contacted. If the Captain ignores the report, then Central Command must be contacted;&lt;br /&gt;
&lt;br /&gt;
  [bold]3.[/bold] Internal Affairs Agents are only to prosecute in a court of law personnel facing a Tier IV sentence or greater. They should, however, ensure that Security is applying timed sentences correctly, and must alert Security if they are not. In addition, Internal Affairs Agents are permitted to provide legal advice for Security, as well as investigating whether or not arrests were done properly;&lt;br /&gt;
&lt;br /&gt;
  [bold]4.[/bold] Internal Affairs Agents must be granted permission from the presiding Judge (i.e. the Magistrate or Nanotrasen Representative) to serve as legal representation for personnel in any court hearing. Internal Affairs Agents may only serve as legal representation for personnel if another Internal Affairs Agent is capable of assuming the role of prosecution, and if no Lawyer is available. Internal Affairs Agents must also request permission from any potential client before serving as their legal representative, as said client may choose to either represent themselves, or request someone else;&lt;br /&gt;
&lt;br /&gt;
  [bold]5.[/bold] Internal Affairs Agents are not to deliberately halt or slow down prisoner processing or ongoing investigations. If Security is acting in a demonstrably incompetent manner, Agents should contact the Head of Security or Nanotrasen Representative. If more information about the crime in question is needed, Agents should wait until the person in question is brigged;&lt;br /&gt;
&lt;br /&gt;
  [bold]6.[/bold] Internal Affairs Agents are permitted to carry their flash and their security sunglasses;&lt;br /&gt;
&lt;br /&gt;
  # Lawyer&lt;br /&gt;
&lt;br /&gt;
  [bold]1.[/bold] Lawyers are only to provide legal representation during interrogation to personnel facing charges of Tier III or greater. Lawyers are only permitted to provide legal representation in a court of law to personnel facing a Tier IV sentence or greater. They should, however, ensure that all timed sentences are applied correctly, and alert Security if it is not. In addition, Lawyers are permitted to provide legal advice to prisoners, as well as investigating whether or not arrests were done properly;&lt;br /&gt;
&lt;br /&gt;
  [bold]2.[/bold] Lawyers must request permission from any potential client before serving as their legal representative, as said client may choose to either represent themselves, or request someone else;&lt;br /&gt;
&lt;br /&gt;
  [bold]3.[/bold] Lawyers are not to deliberately halt or slow down prisoner processing or ongoing investigations. If Security is acting in a demonstrably incompetent manner, Lawyers should contact the Head of Security or the Captain. If more information about the crime in question is needed, Lawyers should wait until the person in question is brigged;&lt;br /&gt;
&lt;br /&gt;
  [bold]4.[/bold] Lawyers are permitted to confidentially speak with their clients prior to any interrogation. Time spent conferring with a Lawyer may not be counted as time served during a timed sentence. If a client wishes to speak confidentially with their Lawyer during a timed sentence, the time remaining on their sentence must be frozen and may only resumed once the client has re-entered their cell. Lawyers may not divulge the contents of these confidential meetings without the explicit permission of their clients, except in cases where there are reasons to believe that their silence may endanger the lives and safety of other station personnel. If a Lawyer fails to divulge information that was found to later directly lead to the injury or death of personnel, the Lawyer should be charged as an accessory to the resulting crimes;&lt;br /&gt;
&lt;br /&gt;
  # Trials&lt;br /&gt;
&lt;br /&gt;
  [bold]1.[/bold] Only Tier IV (if the ranking Judge on the station consents) crimes and Tier V (if the defendant and their legal representative demand it) crimes should be brought to trial;&lt;br /&gt;
&lt;br /&gt;
  [bold]2.[/bold] Expedient application of Space Law is preferred over a trial process, trials should be reserved for when the defendant and their legal representative can reasonably claim that the justification for a sentence is objectionable and the station is not currently in a state of emergency;&lt;br /&gt;
&lt;br /&gt;
  [bold]3.[/bold] Only the Magistrate, Captain, or Nanotrasen Representative may assume the role of Judge and convene a trial. The Magistrate can overrule the Captain and the Nanotrasen Representative, while the Captain may only overrule the Nanotrasen Representative;&lt;br /&gt;
&lt;br /&gt;
  [bold]4.[/bold] Security may, but is not required to act as legal representation or attend a trial, even as witnesses;&lt;br /&gt;
&lt;br /&gt;
  [bold]5.[/bold] When provided by defendants, legal representation must be permitted in the trial to speak on their behalf. Though Lawyers may be the most suited for the role, there are no restrictions on who may represent a defendant;&lt;br /&gt;
&lt;br /&gt;
  [bold]6.[/bold] Before beginning a trial, the Judge should obtain a statement or &amp;quot;affidivat&amp;quot; with a full recount of the defendant&#039;s and any relevant witnesses&#039; testimony of the events from their perspective;&lt;br /&gt;
&lt;br /&gt;
  [bold]7.[/bold] The Judge must ensure that decorum is kept during a trial and that the proceedings are timely;&lt;br /&gt;
&lt;br /&gt;
  ## Official Courtroom Proceedings&lt;br /&gt;
&lt;br /&gt;
  Judges must strictly enforce the following procedure during a trial. The Judge should be mindful of the time and set time limits for each part of the proceeds. The gavel may be struck when a party goes beyond their time limit;&lt;br /&gt;
&lt;br /&gt;
  [bold]1.[/bold] The Prosecution presents its opening statement;&lt;br /&gt;
&lt;br /&gt;
  [bold]2.[/bold] The Defense presents its opening statement;&lt;br /&gt;
&lt;br /&gt;
  [bold]3.[/bold] The Defendant is questioned first by the defense and then cross-examined by the Prosecution;&lt;br /&gt;
&lt;br /&gt;
  [bold]4.[/bold] Any relevant witnesses are questioned. The party that introduced the witness gets to examine them first, after which the other side is given a chance to cross-examine the witness;&lt;br /&gt;
&lt;br /&gt;
  [bold]5.[/bold] The Prosecution presents its closing statement;&lt;br /&gt;
&lt;br /&gt;
  [bold]6.[/bold] The Defense presents its closing statement;&lt;br /&gt;
&lt;br /&gt;
  [bold]7.[/bold] The Judge issues a verdict, which should be considered the final sentence in regards to the defendant. Only Central Command may override this verdict;&lt;br /&gt;
&lt;br /&gt;
  ## Contempt of Court&lt;br /&gt;
&lt;br /&gt;
  It is required that all parties inside the courtroom, and during the court proceedings, must act with dignity and respect. This includes, but is not limited to, recognizing the authority of the Judge, maintaining an appropriate level of verbal control, and generally acting in a civilized manner. Should a person inside the courtroom act in such a way as to disturb/disrupt court proceedings, the Judge may hold them in Contempt of Court and have them forcefully removed from the courtroom. The decision on whether or not a person is in Contempt of Court rests with the presiding Judge.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===SOP===&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| &amp;lt;strong&amp;gt;Details&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|A base level of maturity is expected to play on this server. Admins may ban as they see fit if you cannot act at minimum like an adult, OOC or IC.&lt;br /&gt;
|}&lt;br /&gt;
===SOP===&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| &amp;lt;strong&amp;gt;Details&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|A base level of maturity is expected to play on this server. Admins may ban as they see fit if you cannot act at minimum like an adult, OOC or IC.&lt;br /&gt;
|}&lt;br /&gt;
===SOP===&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| &amp;lt;strong&amp;gt;Details&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|A base level of maturity is expected to play on this server. Admins may ban as they see fit if you cannot act at minimum like an adult, OOC or IC.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>BumblingDoofer</name></author>
	</entry>
	<entry>
		<id>https://wiki.funkystation.org/index.php?title=Standard_Operating_Procedure&amp;diff=1359</id>
		<title>Standard Operating Procedure</title>
		<link rel="alternate" type="text/html" href="https://wiki.funkystation.org/index.php?title=Standard_Operating_Procedure&amp;diff=1359"/>
		<updated>2025-07-15T00:59:14Z</updated>

		<summary type="html">&lt;p&gt;BumblingDoofer: /* SOP */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Command===&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| &amp;lt;strong&amp;gt;Details&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|  Here is a list of all the SOP documents for command.&lt;br /&gt;
&lt;br /&gt;
  # Captain SOP&lt;br /&gt;
&lt;br /&gt;
1. The Captain is not permitted to perform regular Security Duty. However, they may still assist Security if they are understaffed, or if they see a crime being committed. However, the Captain is not permitted to take items from the Armory under normal circumstances, unless authorized by the Head of Security. In addition, the Captain may not requisition weaponry for themselves from Cargo and/or Science, unless there&#039;s an immediate threat to station and/or crew;&lt;br /&gt;
&lt;br /&gt;
2. If a Department lacks a Head of Staff, the Captain should make reasonable efforts to appoint an Acting Head of Staff, if there are available personnel to fill the position;&lt;br /&gt;
&lt;br /&gt;
3. The Captain is to ensure that Space Law is being correctly applied. This should be done in cooperation with the Head of Security;&lt;br /&gt;
&lt;br /&gt;
4. The Captain is not to leave the Station unless given specific permission by Central Command, or it happens to be the end of the shift. To do so is to be considered abandoning their posts and is grounds for termination;&lt;br /&gt;
&lt;br /&gt;
5. The Captain must keep the Nuclear Authentication Disk on their person at all times or failing that, in the possession of the Head of Security or Blueshield;&lt;br /&gt;
&lt;br /&gt;
6. The Captain is to attempt to resolve every issue that arises in Command locally before contacting Central Command;&lt;br /&gt;
&lt;br /&gt;
7.The Captain, despite being in charge of the Station, is not separate from NanoTrasen. Any attempts to disregard general company policy are to be considered an instant condition for contract termination;&lt;br /&gt;
&lt;br /&gt;
8. The Captain may only promote personnel to an Acting Head of Staff position if there is no assigned Head of Staff associated with the Department. The Acting Head of Staff must be a member of the Department they are to lead. See below for more information on Chain of Command;&lt;br /&gt;
&lt;br /&gt;
9. The Captain may not fire any Head of Staff without reasonable justification (ie, incompetency, criminal activity, or otherwise any action that endangers/compromises the station and/or crew). The Captain may not fire any Central Command VIPs (ie, Blueshield, NanoTrasen Representative) without permission from Central Command, unless they are blatantly acting against the well-being and safety of the crew and station. The Captain must also follow HoP SOP point 5.&lt;br /&gt;
&lt;br /&gt;
  # Head of Personnel SOP&lt;br /&gt;
&lt;br /&gt;
1. The Head of Personnel may not transfer any personnel to another Department without authorization from the relevant Head of Staff. If no Head of Staff is available, the Head of Personnel may make a judgment call. This does not apply to Security, which always requires authorization from the Head of Security, or Genetics, which requires both Chief Medical Officer and Research Director approval. If there is no Head of Security active, no transfers are allowed to Security without authorization from the Captain;&lt;br /&gt;
&lt;br /&gt;
2. The Head of Personnel may not give any personnel increased access without authorization from the relevant Head of Staff. This includes the Head of Personnel. In addition, the Head of Personnel may only give Captain-Level access to someone if they are the Acting Captain. This access is to be removed when a proper Captain arrives at the station;&lt;br /&gt;
&lt;br /&gt;
3. The Head of Personnel may not increase any Job Openings unless the relevant Head of Staff approves;&lt;br /&gt;
&lt;br /&gt;
4.The Head of Personnel may not fire any personnel without authorization from the relevant Head of Staff, unless other conditions apply (see Space Law and General Standard Operating Procedure);&lt;br /&gt;
&lt;br /&gt;
5. The Head of Personnel may not promote anyone to the job of NanoTrasen Representative or Blueshield;&lt;br /&gt;
&lt;br /&gt;
6. The Head of Personnel is free to utilize paperwork at their discretion. However, during major station emergencies, expediency should take precedence over bureaucracy;&lt;br /&gt;
&lt;br /&gt;
7.The Head of Personnel may not leave their office unmanned if there are personnel waiting in line. Failure to respond to personnel with a legitimate request within ten (10) minutes, either via radio or in person is to be considered a breach of Standard Operating Procedure;&lt;br /&gt;
&lt;br /&gt;
8. The Head of Personnel is not permitted to perform Security duty. The Head of Personnel is permitted to carry a Disabler for self-defense only.&lt;br /&gt;
&lt;br /&gt;
  # NanoTrasen Representative SOP&lt;br /&gt;
&lt;br /&gt;
1. The NanoTrasen Representative is to ensure that every Department is following Standard Operating Procedure, up to and including the respective Head of Staff. If a Head of Staff is not available for a Department, the NanoTrasen Representative must ensure that the Captain appoints an Acting Head of Staff for said Department;&lt;br /&gt;
&lt;br /&gt;
2. The NanoTrasen Representative must attempt to resolve any breach of Standard Operating Procedure locally before contacting Central Command. This is an imperative: Standard Operating Procedure should always be followed unless there is a very good reason not to;&lt;br /&gt;
&lt;br /&gt;
3. The NanoTrasen Representative must, together with the Head of Security, ensure that Space Law is being followed and correctly applied;&lt;br /&gt;
&lt;br /&gt;
4. The NanoTrasen Representative may not threaten the use of a fax in order to gain leverage over any personnel, up to and including Command. In addition, they may not threaten to fire or have Central Command fire anyone, unless they actually possess a demotion note;&lt;br /&gt;
&lt;br /&gt;
5. The NanoTrasen Representative is permitted to carry their flash and a blade-cane, or a stun baton if the blade-cane is lost.&lt;br /&gt;
&lt;br /&gt;
  # Blueshield Officer SOP&lt;br /&gt;
&lt;br /&gt;
1. The Blueshield may not conduct arrests under the same conditions as Security. However, they may apprehend any personnel that trespass on a Head of Staff Office or Command Area, any personnel that steal from those locations, or any personnel that steal from and/or injure any Head of Staff or Central Command VIP. However, all apprehended personnel are to be processed by Security personnel;&lt;br /&gt;
&lt;br /&gt;
2. The Blueshield is to put the lives of Command over those of any other personnel, the Blueshield included. Their continued well-being is the Blueshield&#039;s top priority. This includes applying basic first aid and making sure they are revived if killed;&lt;br /&gt;
&lt;br /&gt;
3. The Blueshield is to protect the lives of Command personnel, not follow their orders to a fault. The Blueshield is not to interfere with legal demotions or arrests. To do so is to place themselves under the Special Modifier Aiding and Abetting;&lt;br /&gt;
&lt;br /&gt;
4. The Blueshield is not to apply Lethal Force unless there is a clear and present danger to their life, or to the life of a member of Command and the assailant cannot be non-lethally detained.&lt;br /&gt;
&lt;br /&gt;
  # Magistrate SOP&lt;br /&gt;
&lt;br /&gt;
1. The Magistrate is to ensure that Space Law is applied correctly. If it is not, they are to make it so;&lt;br /&gt;
  &lt;br /&gt;
2. The Magistrate has the final say on whether Trials take place, and should ensure they should only occur for Capital Sentences. Similarly, Magistrates are to ensure that Trials do not happen for Defendants that are self-evidently guilty;&lt;br /&gt;
&lt;br /&gt;
3. The Magistrate may overrule anyone in all matters concerning Space Law. This does not extend to Emergency Response Teams, Central Command Officials or direct Central Command communications;&lt;br /&gt;
  &lt;br /&gt;
4. The Magistrate is permitted to carry their flash;&lt;br /&gt;
  &lt;br /&gt;
5. The Magistrate is not above Space Law. Similarly, the Magistrate cannot overrule Security on a sentence imposed against themselves;&lt;br /&gt;
  &lt;br /&gt;
6. In the absence of Internal Affairs Agents or a NanoTrasen Representative, the Magistrate may elect to handle matters of Standard Operating Procedure. Otherwise, the Magistrate is only to ensure that the NanoTrasen Representative under their command are handling such matters;&lt;br /&gt;
&lt;br /&gt;
7. The Magistrate may not impede the expedient functioning of Security for the sake of micromanaging every aspect it. The Magistrate should only concern themselves with crimes that either have fuzzy evidence, or require careful deliberation of circumstances;&lt;br /&gt;
&lt;br /&gt;
8. The Magistrate is to contact Central Command immediately if their decisions are being ignored, provided said decision actually match up with Space Law and Standard Operating Procedure.&lt;br /&gt;
  &lt;br /&gt;
==If you need to deviate==&lt;br /&gt;
&lt;br /&gt;
Document document document!&lt;br /&gt;
After action reports, calling CentCom on the fabled red phone, or even praying will be heard by CentCom and your actions may be excused if they were determined to be in the best interest for NanoTrasen.&lt;br /&gt;
&lt;br /&gt;
==I don&#039;t see my job listed here!==&lt;br /&gt;
&lt;br /&gt;
It may be because this is a living document, and SOP is not yet finalized. The following SOP documents are completed for other Head&#039;s of Staff;&lt;br /&gt;
Glory to NanoTrasen!&lt;br /&gt;
|}&lt;br /&gt;
===Engineering===&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| &amp;lt;strong&amp;gt;Details&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Here is a list of all the SOP documents for Engineering.&lt;br /&gt;
   # Chief Engineer&lt;br /&gt;
1. The Chief Engineer must make sure to properly wire Solar Panels and activate the Anti-Matter Engine (AME) if available, and co-ordinate a plan with their team to activate a more powerful engine for long-term station use;&lt;br /&gt;
&lt;br /&gt;
2. The Chief Engineer, along with the Research Director, is responsible for maintaining the integrity of Telecommunications. The Chief Engineer must not hinder the proper functionality of Telecommunications, and must diagnose and repair any issues that arise;&lt;br /&gt;
&lt;br /&gt;
3. The Chief Engineer is bound to the same rules regarding the axe as Atmospheric Technicians;&lt;br /&gt;
&lt;br /&gt;
4. The Chief Engineer is permitted to carry a flash and a disabler;&lt;br /&gt;
&lt;br /&gt;
5. The Chief Engineer is responsible for maintaining the integrity of all power sources set up on the station. Neglecting this duty is grounds for termination should the Supermatter delaminates or if power fails on the station;&lt;br /&gt;
&lt;br /&gt;
6. The Chief Engineer may declare an area &amp;quot;Condemned&amp;quot;, if it is damaged to the point where repairs cannot reasonably be completed within an acceptable frame of time;&lt;br /&gt;
&lt;br /&gt;
7. The Chief Engineer is permitted to grant Building Permits to crewmembers, and may dismantle or destroy unauthorized buildings / setups;&lt;br /&gt;
&lt;br /&gt;
8. The Chief Engineer is responsible for maintaining the integrity of the Station&#039;s Atmospherics System. Failure to maintain this integrity is grounds for termination.&lt;br /&gt;
&lt;br /&gt;
  # Station Engineer&lt;br /&gt;
1. Engineers must properly wire Solar Panels and activate the Anti-Matter Engine (AME) if available, and co-ordinate a plan to activate a more powerful engine for long-term station use;&lt;br /&gt;
&lt;br /&gt;
2. Engineers are responsible for maintaining the integrity of all engines aboard the station, even those that are de-activated or inert. Neglecting this duty is grounds for termination should an engine malfunction;&lt;br /&gt;
&lt;br /&gt;
3. Engineers are permitted to construct additional engines (such as additional SM/Tesla/Singularity engines) with approval from the Chief Engineer;&lt;br /&gt;
&lt;br /&gt;
4. Engineers are permitted to carry out solo reconstruction/rebuilding/personal projects if there is no damage to the station that requires fixing;&lt;br /&gt;
&lt;br /&gt;
5. Engineers must check each active engine at least once per 30 minutes;&lt;br /&gt;
&lt;br /&gt;
6. Engineers must constantly monitor the Supermatter engine if it is online and under emitter fire;&lt;br /&gt;
&lt;br /&gt;
7. Engineers must respond promptly to breaches, regardless of size. Failure to report within fifteen (15) minutes will be considered a breach of Standard Operating Procedure, unless there are no spare Engineers to report or an Atmospheric Technician has arrived on scene first. All Hazard Zones must be cordoned off with Engineering Tape or holobarriers, for the safety of crewmembers;&lt;br /&gt;
&lt;br /&gt;
8. Engineers are permitted to hack doors to gain unauthorized access to locations if said locations happen to require urgent repairs;&lt;br /&gt;
&lt;br /&gt;
9. Engineers are to maintain the integrity of the Station&#039;s Power Network;&lt;br /&gt;
10. Engineers must ensure there is at least one (1) engineering hardsuit available on the station at all times, unless there is an emergency that requires the use of all suits.&lt;br /&gt;
&lt;br /&gt;
  # Atmospheric Technician&lt;br /&gt;
&lt;br /&gt;
1. Atmospheric Technicians are permitted to completely repipe the Atmospherics Piping Setup, provided they do not pump harmful gases into anywhere except the burn chamber;&lt;br /&gt;
&lt;br /&gt;
2. Atmospheric Technicians are not permitted to create volatile mixes using Plasma and Oxygen, nor are they permitted to create any potentially harmful mixes with Carbon Dioxide and/or Nitrous Oxide. An exception is made when working with the burn chamber;&lt;br /&gt;
&lt;br /&gt;
3. Atmospheric Technicians are permitted to cool Plasma and store it for later use in Radiation Collectors. Likewise, they are permitted to cool Nitrogen or Carbon Dioxide and store it for use as coolant for the Supermatter Engine;&lt;br /&gt;
&lt;br /&gt;
4. Atmospheric Technicians are not permitted to take the axe out of its case unless there is an immediate and urgent threat to their life or urgent access to crisis locations is necessary. The axe must be returned to the case afterwards, and the case locked;&lt;br /&gt;
&lt;br /&gt;
5. Atmospheric Technicians are not permitted to tamper with the default values on Air Alarms. They are, however, permitted to create small, acclimatized rooms for species that require special atmospheric conditions (such as Vox), provided they receive express permission from the Chief Engineer;&lt;br /&gt;
&lt;br /&gt;
6. Atmospheric Technicians must periodically check on the Central Alarms Computer, in periods of, at most, thirty (30) minutes;&lt;br /&gt;
&lt;br /&gt;
7. Atmospheric Technicians must respond promptly to piping and station breaches. Failure to report within fifteen (15) minutes will be considered a breach of Standard Operating Procedure, unless there are no spare Atmospheric Technicians to report, or an Engineer has arrived at scene first. All Hazard Zones must be cordoned off with Engineering Tape or holobarriers, for the safety of all crewmembers.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===SOP===&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| &amp;lt;strong&amp;gt;Details&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Here is a list of all the SOP documents for legal matters.&lt;br /&gt;
# Internal Affairs Agent&lt;br /&gt;
&lt;br /&gt;
  [bold]1.[/bold] Internal Affairs Agents are to ensure that Standard Operating Procedure is being properly followed, and to contact the relevant Head of Staff when it is not;&lt;br /&gt;
&lt;br /&gt;
  [bold]2.[/bold] Internal Affairs Agents are to attempt to resolve all Standard Operating Procedure issues locally before contacting the Nanotrasen Representative or, if the Representative is unavailable, Central Command. This should be done in tandem with Command staff and, if possible, personnel in the relevant Department. If a valid report is ignored by the relevant Head of Staff, the Nanotrasen Representative is to be contacted. If the Representative is unavailable or ignores the report, then the Captain should be contacted. If the Captain ignores the report, then Central Command must be contacted;&lt;br /&gt;
&lt;br /&gt;
  [bold]3.[/bold] Internal Affairs Agents are only to prosecute in a court of law personnel facing a Tier IV sentence or greater. They should, however, ensure that Security is applying timed sentences correctly, and must alert Security if they are not. In addition, Internal Affairs Agents are permitted to provide legal advice for Security, as well as investigating whether or not arrests were done properly;&lt;br /&gt;
&lt;br /&gt;
  [bold]4.[/bold] Internal Affairs Agents must be granted permission from the presiding Judge (i.e. the Magistrate or Nanotrasen Representative) to serve as legal representation for personnel in any court hearing. Internal Affairs Agents may only serve as legal representation for personnel if another Internal Affairs Agent is capable of assuming the role of prosecution, and if no Lawyer is available. Internal Affairs Agents must also request permission from any potential client before serving as their legal representative, as said client may choose to either represent themselves, or request someone else;&lt;br /&gt;
&lt;br /&gt;
  [bold]5.[/bold] Internal Affairs Agents are not to deliberately halt or slow down prisoner processing or ongoing investigations. If Security is acting in a demonstrably incompetent manner, Agents should contact the Head of Security or Nanotrasen Representative. If more information about the crime in question is needed, Agents should wait until the person in question is brigged;&lt;br /&gt;
&lt;br /&gt;
  [bold]6.[/bold] Internal Affairs Agents are permitted to carry their flash and their security sunglasses;&lt;br /&gt;
&lt;br /&gt;
  # Lawyer&lt;br /&gt;
&lt;br /&gt;
  [bold]1.[/bold] Lawyers are only to provide legal representation during interrogation to personnel facing charges of Tier III or greater. Lawyers are only permitted to provide legal representation in a court of law to personnel facing a Tier IV sentence or greater. They should, however, ensure that all timed sentences are applied correctly, and alert Security if it is not. In addition, Lawyers are permitted to provide legal advice to prisoners, as well as investigating whether or not arrests were done properly;&lt;br /&gt;
&lt;br /&gt;
  [bold]2.[/bold] Lawyers must request permission from any potential client before serving as their legal representative, as said client may choose to either represent themselves, or request someone else;&lt;br /&gt;
&lt;br /&gt;
  [bold]3.[/bold] Lawyers are not to deliberately halt or slow down prisoner processing or ongoing investigations. If Security is acting in a demonstrably incompetent manner, Lawyers should contact the Head of Security or the Captain. If more information about the crime in question is needed, Lawyers should wait until the person in question is brigged;&lt;br /&gt;
&lt;br /&gt;
  [bold]4.[/bold] Lawyers are permitted to confidentially speak with their clients prior to any interrogation. Time spent conferring with a Lawyer may not be counted as time served during a timed sentence. If a client wishes to speak confidentially with their Lawyer during a timed sentence, the time remaining on their sentence must be frozen and may only resumed once the client has re-entered their cell. Lawyers may not divulge the contents of these confidential meetings without the explicit permission of their clients, except in cases where there are reasons to believe that their silence may endanger the lives and safety of other station personnel. If a Lawyer fails to divulge information that was found to later directly lead to the injury or death of personnel, the Lawyer should be charged as an accessory to the resulting crimes;&lt;br /&gt;
&lt;br /&gt;
  # Trials&lt;br /&gt;
&lt;br /&gt;
  [bold]1.[/bold] Only Tier IV (if the ranking Judge on the station consents) crimes and Tier V (if the defendant and their legal representative demand it) crimes should be brought to trial;&lt;br /&gt;
&lt;br /&gt;
  [bold]2.[/bold] Expedient application of Space Law is preferred over a trial process, trials should be reserved for when the defendant and their legal representative can reasonably claim that the justification for a sentence is objectionable and the station is not currently in a state of emergency;&lt;br /&gt;
&lt;br /&gt;
  [bold]3.[/bold] Only the Magistrate, Captain, or Nanotrasen Representative may assume the role of Judge and convene a trial. The Magistrate can overrule the Captain and the Nanotrasen Representative, while the Captain may only overrule the Nanotrasen Representative;&lt;br /&gt;
&lt;br /&gt;
  [bold]4.[/bold] Security may, but is not required to act as legal representation or attend a trial, even as witnesses;&lt;br /&gt;
&lt;br /&gt;
  [bold]5.[/bold] When provided by defendants, legal representation must be permitted in the trial to speak on their behalf. Though Lawyers may be the most suited for the role, there are no restrictions on who may represent a defendant;&lt;br /&gt;
&lt;br /&gt;
  [bold]6.[/bold] Before beginning a trial, the Judge should obtain a statement or &amp;quot;affidivat&amp;quot; with a full recount of the defendant&#039;s and any relevant witnesses&#039; testimony of the events from their perspective;&lt;br /&gt;
&lt;br /&gt;
  [bold]7.[/bold] The Judge must ensure that decorum is kept during a trial and that the proceedings are timely;&lt;br /&gt;
&lt;br /&gt;
  ## Official Courtroom Proceedings&lt;br /&gt;
&lt;br /&gt;
  Judges must strictly enforce the following procedure during a trial. The Judge should be mindful of the time and set time limits for each part of the proceeds. The gavel may be struck when a party goes beyond their time limit;&lt;br /&gt;
&lt;br /&gt;
  [bold]1.[/bold] The Prosecution presents its opening statement;&lt;br /&gt;
&lt;br /&gt;
  [bold]2.[/bold] The Defense presents its opening statement;&lt;br /&gt;
&lt;br /&gt;
  [bold]3.[/bold] The Defendant is questioned first by the defense and then cross-examined by the Prosecution;&lt;br /&gt;
&lt;br /&gt;
  [bold]4.[/bold] Any relevant witnesses are questioned. The party that introduced the witness gets to examine them first, after which the other side is given a chance to cross-examine the witness;&lt;br /&gt;
&lt;br /&gt;
  [bold]5.[/bold] The Prosecution presents its closing statement;&lt;br /&gt;
&lt;br /&gt;
  [bold]6.[/bold] The Defense presents its closing statement;&lt;br /&gt;
&lt;br /&gt;
  [bold]7.[/bold] The Judge issues a verdict, which should be considered the final sentence in regards to the defendant. Only Central Command may override this verdict;&lt;br /&gt;
&lt;br /&gt;
  ## Contempt of Court&lt;br /&gt;
&lt;br /&gt;
  It is required that all parties inside the courtroom, and during the court proceedings, must act with dignity and respect. This includes, but is not limited to, recognizing the authority of the Judge, maintaining an appropriate level of verbal control, and generally acting in a civilized manner. Should a person inside the courtroom act in such a way as to disturb/disrupt court proceedings, the Judge may hold them in Contempt of Court and have them forcefully removed from the courtroom. The decision on whether or not a person is in Contempt of Court rests with the presiding Judge.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===SOP===&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| &amp;lt;strong&amp;gt;Details&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|A base level of maturity is expected to play on this server. Admins may ban as they see fit if you cannot act at minimum like an adult, OOC or IC.&lt;br /&gt;
|}&lt;br /&gt;
===SOP===&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| &amp;lt;strong&amp;gt;Details&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|A base level of maturity is expected to play on this server. Admins may ban as they see fit if you cannot act at minimum like an adult, OOC or IC.&lt;br /&gt;
|}&lt;br /&gt;
===SOP===&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| &amp;lt;strong&amp;gt;Details&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|A base level of maturity is expected to play on this server. Admins may ban as they see fit if you cannot act at minimum like an adult, OOC or IC.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>BumblingDoofer</name></author>
	</entry>
	<entry>
		<id>https://wiki.funkystation.org/index.php?title=Standard_Operating_Procedure&amp;diff=1358</id>
		<title>Standard Operating Procedure</title>
		<link rel="alternate" type="text/html" href="https://wiki.funkystation.org/index.php?title=Standard_Operating_Procedure&amp;diff=1358"/>
		<updated>2025-07-15T00:58:01Z</updated>

		<summary type="html">&lt;p&gt;BumblingDoofer: /* Engineering */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Command===&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| &amp;lt;strong&amp;gt;Details&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|  Here is a list of all the SOP documents for command.&lt;br /&gt;
&lt;br /&gt;
  # Captain SOP&lt;br /&gt;
&lt;br /&gt;
1. The Captain is not permitted to perform regular Security Duty. However, they may still assist Security if they are understaffed, or if they see a crime being committed. However, the Captain is not permitted to take items from the Armory under normal circumstances, unless authorized by the Head of Security. In addition, the Captain may not requisition weaponry for themselves from Cargo and/or Science, unless there&#039;s an immediate threat to station and/or crew;&lt;br /&gt;
&lt;br /&gt;
2. If a Department lacks a Head of Staff, the Captain should make reasonable efforts to appoint an Acting Head of Staff, if there are available personnel to fill the position;&lt;br /&gt;
&lt;br /&gt;
3. The Captain is to ensure that Space Law is being correctly applied. This should be done in cooperation with the Head of Security;&lt;br /&gt;
&lt;br /&gt;
4. The Captain is not to leave the Station unless given specific permission by Central Command, or it happens to be the end of the shift. To do so is to be considered abandoning their posts and is grounds for termination;&lt;br /&gt;
&lt;br /&gt;
5. The Captain must keep the Nuclear Authentication Disk on their person at all times or failing that, in the possession of the Head of Security or Blueshield;&lt;br /&gt;
&lt;br /&gt;
6. The Captain is to attempt to resolve every issue that arises in Command locally before contacting Central Command;&lt;br /&gt;
&lt;br /&gt;
7.The Captain, despite being in charge of the Station, is not separate from NanoTrasen. Any attempts to disregard general company policy are to be considered an instant condition for contract termination;&lt;br /&gt;
&lt;br /&gt;
8. The Captain may only promote personnel to an Acting Head of Staff position if there is no assigned Head of Staff associated with the Department. The Acting Head of Staff must be a member of the Department they are to lead. See below for more information on Chain of Command;&lt;br /&gt;
&lt;br /&gt;
9. The Captain may not fire any Head of Staff without reasonable justification (ie, incompetency, criminal activity, or otherwise any action that endangers/compromises the station and/or crew). The Captain may not fire any Central Command VIPs (ie, Blueshield, NanoTrasen Representative) without permission from Central Command, unless they are blatantly acting against the well-being and safety of the crew and station. The Captain must also follow HoP SOP point 5.&lt;br /&gt;
&lt;br /&gt;
  # Head of Personnel SOP&lt;br /&gt;
&lt;br /&gt;
1. The Head of Personnel may not transfer any personnel to another Department without authorization from the relevant Head of Staff. If no Head of Staff is available, the Head of Personnel may make a judgment call. This does not apply to Security, which always requires authorization from the Head of Security, or Genetics, which requires both Chief Medical Officer and Research Director approval. If there is no Head of Security active, no transfers are allowed to Security without authorization from the Captain;&lt;br /&gt;
&lt;br /&gt;
2. The Head of Personnel may not give any personnel increased access without authorization from the relevant Head of Staff. This includes the Head of Personnel. In addition, the Head of Personnel may only give Captain-Level access to someone if they are the Acting Captain. This access is to be removed when a proper Captain arrives at the station;&lt;br /&gt;
&lt;br /&gt;
3. The Head of Personnel may not increase any Job Openings unless the relevant Head of Staff approves;&lt;br /&gt;
&lt;br /&gt;
4.The Head of Personnel may not fire any personnel without authorization from the relevant Head of Staff, unless other conditions apply (see Space Law and General Standard Operating Procedure);&lt;br /&gt;
&lt;br /&gt;
5. The Head of Personnel may not promote anyone to the job of NanoTrasen Representative or Blueshield;&lt;br /&gt;
&lt;br /&gt;
6. The Head of Personnel is free to utilize paperwork at their discretion. However, during major station emergencies, expediency should take precedence over bureaucracy;&lt;br /&gt;
&lt;br /&gt;
7.The Head of Personnel may not leave their office unmanned if there are personnel waiting in line. Failure to respond to personnel with a legitimate request within ten (10) minutes, either via radio or in person is to be considered a breach of Standard Operating Procedure;&lt;br /&gt;
&lt;br /&gt;
8. The Head of Personnel is not permitted to perform Security duty. The Head of Personnel is permitted to carry a Disabler for self-defense only.&lt;br /&gt;
&lt;br /&gt;
  # NanoTrasen Representative SOP&lt;br /&gt;
&lt;br /&gt;
1. The NanoTrasen Representative is to ensure that every Department is following Standard Operating Procedure, up to and including the respective Head of Staff. If a Head of Staff is not available for a Department, the NanoTrasen Representative must ensure that the Captain appoints an Acting Head of Staff for said Department;&lt;br /&gt;
&lt;br /&gt;
2. The NanoTrasen Representative must attempt to resolve any breach of Standard Operating Procedure locally before contacting Central Command. This is an imperative: Standard Operating Procedure should always be followed unless there is a very good reason not to;&lt;br /&gt;
&lt;br /&gt;
3. The NanoTrasen Representative must, together with the Head of Security, ensure that Space Law is being followed and correctly applied;&lt;br /&gt;
&lt;br /&gt;
4. The NanoTrasen Representative may not threaten the use of a fax in order to gain leverage over any personnel, up to and including Command. In addition, they may not threaten to fire or have Central Command fire anyone, unless they actually possess a demotion note;&lt;br /&gt;
&lt;br /&gt;
5. The NanoTrasen Representative is permitted to carry their flash and a blade-cane, or a stun baton if the blade-cane is lost.&lt;br /&gt;
&lt;br /&gt;
  # Blueshield Officer SOP&lt;br /&gt;
&lt;br /&gt;
1. The Blueshield may not conduct arrests under the same conditions as Security. However, they may apprehend any personnel that trespass on a Head of Staff Office or Command Area, any personnel that steal from those locations, or any personnel that steal from and/or injure any Head of Staff or Central Command VIP. However, all apprehended personnel are to be processed by Security personnel;&lt;br /&gt;
&lt;br /&gt;
2. The Blueshield is to put the lives of Command over those of any other personnel, the Blueshield included. Their continued well-being is the Blueshield&#039;s top priority. This includes applying basic first aid and making sure they are revived if killed;&lt;br /&gt;
&lt;br /&gt;
3. The Blueshield is to protect the lives of Command personnel, not follow their orders to a fault. The Blueshield is not to interfere with legal demotions or arrests. To do so is to place themselves under the Special Modifier Aiding and Abetting;&lt;br /&gt;
&lt;br /&gt;
4. The Blueshield is not to apply Lethal Force unless there is a clear and present danger to their life, or to the life of a member of Command and the assailant cannot be non-lethally detained.&lt;br /&gt;
&lt;br /&gt;
  # Magistrate SOP&lt;br /&gt;
&lt;br /&gt;
1. The Magistrate is to ensure that Space Law is applied correctly. If it is not, they are to make it so;&lt;br /&gt;
  &lt;br /&gt;
2. The Magistrate has the final say on whether Trials take place, and should ensure they should only occur for Capital Sentences. Similarly, Magistrates are to ensure that Trials do not happen for Defendants that are self-evidently guilty;&lt;br /&gt;
&lt;br /&gt;
3. The Magistrate may overrule anyone in all matters concerning Space Law. This does not extend to Emergency Response Teams, Central Command Officials or direct Central Command communications;&lt;br /&gt;
  &lt;br /&gt;
4. The Magistrate is permitted to carry their flash;&lt;br /&gt;
  &lt;br /&gt;
5. The Magistrate is not above Space Law. Similarly, the Magistrate cannot overrule Security on a sentence imposed against themselves;&lt;br /&gt;
  &lt;br /&gt;
6. In the absence of Internal Affairs Agents or a NanoTrasen Representative, the Magistrate may elect to handle matters of Standard Operating Procedure. Otherwise, the Magistrate is only to ensure that the NanoTrasen Representative under their command are handling such matters;&lt;br /&gt;
&lt;br /&gt;
7. The Magistrate may not impede the expedient functioning of Security for the sake of micromanaging every aspect it. The Magistrate should only concern themselves with crimes that either have fuzzy evidence, or require careful deliberation of circumstances;&lt;br /&gt;
&lt;br /&gt;
8. The Magistrate is to contact Central Command immediately if their decisions are being ignored, provided said decision actually match up with Space Law and Standard Operating Procedure.&lt;br /&gt;
  &lt;br /&gt;
==If you need to deviate==&lt;br /&gt;
&lt;br /&gt;
Document document document!&lt;br /&gt;
After action reports, calling CentCom on the fabled red phone, or even praying will be heard by CentCom and your actions may be excused if they were determined to be in the best interest for NanoTrasen.&lt;br /&gt;
&lt;br /&gt;
==I don&#039;t see my job listed here!==&lt;br /&gt;
&lt;br /&gt;
It may be because this is a living document, and SOP is not yet finalized. The following SOP documents are completed for other Head&#039;s of Staff;&lt;br /&gt;
Glory to NanoTrasen!&lt;br /&gt;
|}&lt;br /&gt;
===Engineering===&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| &amp;lt;strong&amp;gt;Details&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Here is a list of all the SOP documents for Engineering.&lt;br /&gt;
   # Chief Engineer&lt;br /&gt;
1. The Chief Engineer must make sure to properly wire Solar Panels and activate the Anti-Matter Engine (AME) if available, and co-ordinate a plan with their team to activate a more powerful engine for long-term station use;&lt;br /&gt;
&lt;br /&gt;
2. The Chief Engineer, along with the Research Director, is responsible for maintaining the integrity of Telecommunications. The Chief Engineer must not hinder the proper functionality of Telecommunications, and must diagnose and repair any issues that arise;&lt;br /&gt;
&lt;br /&gt;
3. The Chief Engineer is bound to the same rules regarding the axe as Atmospheric Technicians;&lt;br /&gt;
&lt;br /&gt;
4. The Chief Engineer is permitted to carry a flash and a disabler;&lt;br /&gt;
&lt;br /&gt;
5. The Chief Engineer is responsible for maintaining the integrity of all power sources set up on the station. Neglecting this duty is grounds for termination should the Supermatter delaminates or if power fails on the station;&lt;br /&gt;
&lt;br /&gt;
6. The Chief Engineer may declare an area &amp;quot;Condemned&amp;quot;, if it is damaged to the point where repairs cannot reasonably be completed within an acceptable frame of time;&lt;br /&gt;
&lt;br /&gt;
7. The Chief Engineer is permitted to grant Building Permits to crewmembers, and may dismantle or destroy unauthorized buildings / setups;&lt;br /&gt;
&lt;br /&gt;
8. The Chief Engineer is responsible for maintaining the integrity of the Station&#039;s Atmospherics System. Failure to maintain this integrity is grounds for termination.&lt;br /&gt;
&lt;br /&gt;
  # Station Engineer&lt;br /&gt;
1. Engineers must properly wire Solar Panels and activate the Anti-Matter Engine (AME) if available, and co-ordinate a plan to activate a more powerful engine for long-term station use;&lt;br /&gt;
&lt;br /&gt;
2. Engineers are responsible for maintaining the integrity of all engines aboard the station, even those that are de-activated or inert. Neglecting this duty is grounds for termination should an engine malfunction;&lt;br /&gt;
&lt;br /&gt;
3. Engineers are permitted to construct additional engines (such as additional SM/Tesla/Singularity engines) with approval from the Chief Engineer;&lt;br /&gt;
&lt;br /&gt;
4. Engineers are permitted to carry out solo reconstruction/rebuilding/personal projects if there is no damage to the station that requires fixing;&lt;br /&gt;
&lt;br /&gt;
5. Engineers must check each active engine at least once per 30 minutes;&lt;br /&gt;
&lt;br /&gt;
6. Engineers must constantly monitor the Supermatter engine if it is online and under emitter fire;&lt;br /&gt;
&lt;br /&gt;
7. Engineers must respond promptly to breaches, regardless of size. Failure to report within fifteen (15) minutes will be considered a breach of Standard Operating Procedure, unless there are no spare Engineers to report or an Atmospheric Technician has arrived on scene first. All Hazard Zones must be cordoned off with Engineering Tape or holobarriers, for the safety of crewmembers;&lt;br /&gt;
&lt;br /&gt;
8. Engineers are permitted to hack doors to gain unauthorized access to locations if said locations happen to require urgent repairs;&lt;br /&gt;
&lt;br /&gt;
9. Engineers are to maintain the integrity of the Station&#039;s Power Network;&lt;br /&gt;
10. Engineers must ensure there is at least one (1) engineering hardsuit available on the station at all times, unless there is an emergency that requires the use of all suits.&lt;br /&gt;
&lt;br /&gt;
  # Atmospheric Technician&lt;br /&gt;
&lt;br /&gt;
1. Atmospheric Technicians are permitted to completely repipe the Atmospherics Piping Setup, provided they do not pump harmful gases into anywhere except the burn chamber;&lt;br /&gt;
&lt;br /&gt;
2. Atmospheric Technicians are not permitted to create volatile mixes using Plasma and Oxygen, nor are they permitted to create any potentially harmful mixes with Carbon Dioxide and/or Nitrous Oxide. An exception is made when working with the burn chamber;&lt;br /&gt;
&lt;br /&gt;
3. Atmospheric Technicians are permitted to cool Plasma and store it for later use in Radiation Collectors. Likewise, they are permitted to cool Nitrogen or Carbon Dioxide and store it for use as coolant for the Supermatter Engine;&lt;br /&gt;
&lt;br /&gt;
4. Atmospheric Technicians are not permitted to take the axe out of its case unless there is an immediate and urgent threat to their life or urgent access to crisis locations is necessary. The axe must be returned to the case afterwards, and the case locked;&lt;br /&gt;
&lt;br /&gt;
5. Atmospheric Technicians are not permitted to tamper with the default values on Air Alarms. They are, however, permitted to create small, acclimatized rooms for species that require special atmospheric conditions (such as Vox), provided they receive express permission from the Chief Engineer;&lt;br /&gt;
&lt;br /&gt;
6. Atmospheric Technicians must periodically check on the Central Alarms Computer, in periods of, at most, thirty (30) minutes;&lt;br /&gt;
&lt;br /&gt;
7. Atmospheric Technicians must respond promptly to piping and station breaches. Failure to report within fifteen (15) minutes will be considered a breach of Standard Operating Procedure, unless there are no spare Atmospheric Technicians to report, or an Engineer has arrived at scene first. All Hazard Zones must be cordoned off with Engineering Tape or holobarriers, for the safety of all crewmembers.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===SOP===&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| &amp;lt;strong&amp;gt;Details&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|A base level of maturity is expected to play on this server. Admins may ban as they see fit if you cannot act at minimum like an adult, OOC or IC.&lt;br /&gt;
|}&lt;br /&gt;
===SOP===&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| &amp;lt;strong&amp;gt;Details&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|A base level of maturity is expected to play on this server. Admins may ban as they see fit if you cannot act at minimum like an adult, OOC or IC.&lt;br /&gt;
|}&lt;br /&gt;
===SOP===&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| &amp;lt;strong&amp;gt;Details&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|A base level of maturity is expected to play on this server. Admins may ban as they see fit if you cannot act at minimum like an adult, OOC or IC.&lt;br /&gt;
|}&lt;br /&gt;
===SOP===&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| &amp;lt;strong&amp;gt;Details&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|A base level of maturity is expected to play on this server. Admins may ban as they see fit if you cannot act at minimum like an adult, OOC or IC.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>BumblingDoofer</name></author>
	</entry>
	<entry>
		<id>https://wiki.funkystation.org/index.php?title=Standard_Operating_Procedure&amp;diff=1357</id>
		<title>Standard Operating Procedure</title>
		<link rel="alternate" type="text/html" href="https://wiki.funkystation.org/index.php?title=Standard_Operating_Procedure&amp;diff=1357"/>
		<updated>2025-07-15T00:57:33Z</updated>

		<summary type="html">&lt;p&gt;BumblingDoofer: /* Engineering */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Command===&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| &amp;lt;strong&amp;gt;Details&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|  Here is a list of all the SOP documents for command.&lt;br /&gt;
&lt;br /&gt;
  # Captain SOP&lt;br /&gt;
&lt;br /&gt;
1. The Captain is not permitted to perform regular Security Duty. However, they may still assist Security if they are understaffed, or if they see a crime being committed. However, the Captain is not permitted to take items from the Armory under normal circumstances, unless authorized by the Head of Security. In addition, the Captain may not requisition weaponry for themselves from Cargo and/or Science, unless there&#039;s an immediate threat to station and/or crew;&lt;br /&gt;
&lt;br /&gt;
2. If a Department lacks a Head of Staff, the Captain should make reasonable efforts to appoint an Acting Head of Staff, if there are available personnel to fill the position;&lt;br /&gt;
&lt;br /&gt;
3. The Captain is to ensure that Space Law is being correctly applied. This should be done in cooperation with the Head of Security;&lt;br /&gt;
&lt;br /&gt;
4. The Captain is not to leave the Station unless given specific permission by Central Command, or it happens to be the end of the shift. To do so is to be considered abandoning their posts and is grounds for termination;&lt;br /&gt;
&lt;br /&gt;
5. The Captain must keep the Nuclear Authentication Disk on their person at all times or failing that, in the possession of the Head of Security or Blueshield;&lt;br /&gt;
&lt;br /&gt;
6. The Captain is to attempt to resolve every issue that arises in Command locally before contacting Central Command;&lt;br /&gt;
&lt;br /&gt;
7.The Captain, despite being in charge of the Station, is not separate from NanoTrasen. Any attempts to disregard general company policy are to be considered an instant condition for contract termination;&lt;br /&gt;
&lt;br /&gt;
8. The Captain may only promote personnel to an Acting Head of Staff position if there is no assigned Head of Staff associated with the Department. The Acting Head of Staff must be a member of the Department they are to lead. See below for more information on Chain of Command;&lt;br /&gt;
&lt;br /&gt;
9. The Captain may not fire any Head of Staff without reasonable justification (ie, incompetency, criminal activity, or otherwise any action that endangers/compromises the station and/or crew). The Captain may not fire any Central Command VIPs (ie, Blueshield, NanoTrasen Representative) without permission from Central Command, unless they are blatantly acting against the well-being and safety of the crew and station. The Captain must also follow HoP SOP point 5.&lt;br /&gt;
&lt;br /&gt;
  # Head of Personnel SOP&lt;br /&gt;
&lt;br /&gt;
1. The Head of Personnel may not transfer any personnel to another Department without authorization from the relevant Head of Staff. If no Head of Staff is available, the Head of Personnel may make a judgment call. This does not apply to Security, which always requires authorization from the Head of Security, or Genetics, which requires both Chief Medical Officer and Research Director approval. If there is no Head of Security active, no transfers are allowed to Security without authorization from the Captain;&lt;br /&gt;
&lt;br /&gt;
2. The Head of Personnel may not give any personnel increased access without authorization from the relevant Head of Staff. This includes the Head of Personnel. In addition, the Head of Personnel may only give Captain-Level access to someone if they are the Acting Captain. This access is to be removed when a proper Captain arrives at the station;&lt;br /&gt;
&lt;br /&gt;
3. The Head of Personnel may not increase any Job Openings unless the relevant Head of Staff approves;&lt;br /&gt;
&lt;br /&gt;
4.The Head of Personnel may not fire any personnel without authorization from the relevant Head of Staff, unless other conditions apply (see Space Law and General Standard Operating Procedure);&lt;br /&gt;
&lt;br /&gt;
5. The Head of Personnel may not promote anyone to the job of NanoTrasen Representative or Blueshield;&lt;br /&gt;
&lt;br /&gt;
6. The Head of Personnel is free to utilize paperwork at their discretion. However, during major station emergencies, expediency should take precedence over bureaucracy;&lt;br /&gt;
&lt;br /&gt;
7.The Head of Personnel may not leave their office unmanned if there are personnel waiting in line. Failure to respond to personnel with a legitimate request within ten (10) minutes, either via radio or in person is to be considered a breach of Standard Operating Procedure;&lt;br /&gt;
&lt;br /&gt;
8. The Head of Personnel is not permitted to perform Security duty. The Head of Personnel is permitted to carry a Disabler for self-defense only.&lt;br /&gt;
&lt;br /&gt;
  # NanoTrasen Representative SOP&lt;br /&gt;
&lt;br /&gt;
1. The NanoTrasen Representative is to ensure that every Department is following Standard Operating Procedure, up to and including the respective Head of Staff. If a Head of Staff is not available for a Department, the NanoTrasen Representative must ensure that the Captain appoints an Acting Head of Staff for said Department;&lt;br /&gt;
&lt;br /&gt;
2. The NanoTrasen Representative must attempt to resolve any breach of Standard Operating Procedure locally before contacting Central Command. This is an imperative: Standard Operating Procedure should always be followed unless there is a very good reason not to;&lt;br /&gt;
&lt;br /&gt;
3. The NanoTrasen Representative must, together with the Head of Security, ensure that Space Law is being followed and correctly applied;&lt;br /&gt;
&lt;br /&gt;
4. The NanoTrasen Representative may not threaten the use of a fax in order to gain leverage over any personnel, up to and including Command. In addition, they may not threaten to fire or have Central Command fire anyone, unless they actually possess a demotion note;&lt;br /&gt;
&lt;br /&gt;
5. The NanoTrasen Representative is permitted to carry their flash and a blade-cane, or a stun baton if the blade-cane is lost.&lt;br /&gt;
&lt;br /&gt;
  # Blueshield Officer SOP&lt;br /&gt;
&lt;br /&gt;
1. The Blueshield may not conduct arrests under the same conditions as Security. However, they may apprehend any personnel that trespass on a Head of Staff Office or Command Area, any personnel that steal from those locations, or any personnel that steal from and/or injure any Head of Staff or Central Command VIP. However, all apprehended personnel are to be processed by Security personnel;&lt;br /&gt;
&lt;br /&gt;
2. The Blueshield is to put the lives of Command over those of any other personnel, the Blueshield included. Their continued well-being is the Blueshield&#039;s top priority. This includes applying basic first aid and making sure they are revived if killed;&lt;br /&gt;
&lt;br /&gt;
3. The Blueshield is to protect the lives of Command personnel, not follow their orders to a fault. The Blueshield is not to interfere with legal demotions or arrests. To do so is to place themselves under the Special Modifier Aiding and Abetting;&lt;br /&gt;
&lt;br /&gt;
4. The Blueshield is not to apply Lethal Force unless there is a clear and present danger to their life, or to the life of a member of Command and the assailant cannot be non-lethally detained.&lt;br /&gt;
&lt;br /&gt;
  # Magistrate SOP&lt;br /&gt;
&lt;br /&gt;
1. The Magistrate is to ensure that Space Law is applied correctly. If it is not, they are to make it so;&lt;br /&gt;
  &lt;br /&gt;
2. The Magistrate has the final say on whether Trials take place, and should ensure they should only occur for Capital Sentences. Similarly, Magistrates are to ensure that Trials do not happen for Defendants that are self-evidently guilty;&lt;br /&gt;
&lt;br /&gt;
3. The Magistrate may overrule anyone in all matters concerning Space Law. This does not extend to Emergency Response Teams, Central Command Officials or direct Central Command communications;&lt;br /&gt;
  &lt;br /&gt;
4. The Magistrate is permitted to carry their flash;&lt;br /&gt;
  &lt;br /&gt;
5. The Magistrate is not above Space Law. Similarly, the Magistrate cannot overrule Security on a sentence imposed against themselves;&lt;br /&gt;
  &lt;br /&gt;
6. In the absence of Internal Affairs Agents or a NanoTrasen Representative, the Magistrate may elect to handle matters of Standard Operating Procedure. Otherwise, the Magistrate is only to ensure that the NanoTrasen Representative under their command are handling such matters;&lt;br /&gt;
&lt;br /&gt;
7. The Magistrate may not impede the expedient functioning of Security for the sake of micromanaging every aspect it. The Magistrate should only concern themselves with crimes that either have fuzzy evidence, or require careful deliberation of circumstances;&lt;br /&gt;
&lt;br /&gt;
8. The Magistrate is to contact Central Command immediately if their decisions are being ignored, provided said decision actually match up with Space Law and Standard Operating Procedure.&lt;br /&gt;
  &lt;br /&gt;
==If you need to deviate==&lt;br /&gt;
&lt;br /&gt;
Document document document!&lt;br /&gt;
After action reports, calling CentCom on the fabled red phone, or even praying will be heard by CentCom and your actions may be excused if they were determined to be in the best interest for NanoTrasen.&lt;br /&gt;
&lt;br /&gt;
==I don&#039;t see my job listed here!==&lt;br /&gt;
&lt;br /&gt;
It may be because this is a living document, and SOP is not yet finalized. The following SOP documents are completed for other Head&#039;s of Staff;&lt;br /&gt;
Glory to NanoTrasen!&lt;br /&gt;
|}&lt;br /&gt;
===Engineering===&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| &amp;lt;strong&amp;gt;Details&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| # Chief Engineer&lt;br /&gt;
1. The Chief Engineer must make sure to properly wire Solar Panels and activate the Anti-Matter Engine (AME) if available, and co-ordinate a plan with their team to activate a more powerful engine for long-term station use;&lt;br /&gt;
&lt;br /&gt;
2. The Chief Engineer, along with the Research Director, is responsible for maintaining the integrity of Telecommunications. The Chief Engineer must not hinder the proper functionality of Telecommunications, and must diagnose and repair any issues that arise;&lt;br /&gt;
&lt;br /&gt;
3. The Chief Engineer is bound to the same rules regarding the axe as Atmospheric Technicians;&lt;br /&gt;
&lt;br /&gt;
4. The Chief Engineer is permitted to carry a flash and a disabler;&lt;br /&gt;
&lt;br /&gt;
5. The Chief Engineer is responsible for maintaining the integrity of all power sources set up on the station. Neglecting this duty is grounds for termination should the Supermatter delaminates or if power fails on the station;&lt;br /&gt;
&lt;br /&gt;
6. The Chief Engineer may declare an area &amp;quot;Condemned&amp;quot;, if it is damaged to the point where repairs cannot reasonably be completed within an acceptable frame of time;&lt;br /&gt;
&lt;br /&gt;
7. The Chief Engineer is permitted to grant Building Permits to crewmembers, and may dismantle or destroy unauthorized buildings / setups;&lt;br /&gt;
&lt;br /&gt;
8. The Chief Engineer is responsible for maintaining the integrity of the Station&#039;s Atmospherics System. Failure to maintain this integrity is grounds for termination.&lt;br /&gt;
&lt;br /&gt;
  # Station Engineer&lt;br /&gt;
1. Engineers must properly wire Solar Panels and activate the Anti-Matter Engine (AME) if available, and co-ordinate a plan to activate a more powerful engine for long-term station use;&lt;br /&gt;
&lt;br /&gt;
2. Engineers are responsible for maintaining the integrity of all engines aboard the station, even those that are de-activated or inert. Neglecting this duty is grounds for termination should an engine malfunction;&lt;br /&gt;
&lt;br /&gt;
3. Engineers are permitted to construct additional engines (such as additional SM/Tesla/Singularity engines) with approval from the Chief Engineer;&lt;br /&gt;
&lt;br /&gt;
4. Engineers are permitted to carry out solo reconstruction/rebuilding/personal projects if there is no damage to the station that requires fixing;&lt;br /&gt;
&lt;br /&gt;
5. Engineers must check each active engine at least once per 30 minutes;&lt;br /&gt;
&lt;br /&gt;
6. Engineers must constantly monitor the Supermatter engine if it is online and under emitter fire;&lt;br /&gt;
&lt;br /&gt;
7. Engineers must respond promptly to breaches, regardless of size. Failure to report within fifteen (15) minutes will be considered a breach of Standard Operating Procedure, unless there are no spare Engineers to report or an Atmospheric Technician has arrived on scene first. All Hazard Zones must be cordoned off with Engineering Tape or holobarriers, for the safety of crewmembers;&lt;br /&gt;
&lt;br /&gt;
8. Engineers are permitted to hack doors to gain unauthorized access to locations if said locations happen to require urgent repairs;&lt;br /&gt;
&lt;br /&gt;
9. Engineers are to maintain the integrity of the Station&#039;s Power Network;&lt;br /&gt;
10. Engineers must ensure there is at least one (1) engineering hardsuit available on the station at all times, unless there is an emergency that requires the use of all suits.&lt;br /&gt;
&lt;br /&gt;
  # Atmospheric Technician&lt;br /&gt;
&lt;br /&gt;
1. Atmospheric Technicians are permitted to completely repipe the Atmospherics Piping Setup, provided they do not pump harmful gases into anywhere except the burn chamber;&lt;br /&gt;
&lt;br /&gt;
2. Atmospheric Technicians are not permitted to create volatile mixes using Plasma and Oxygen, nor are they permitted to create any potentially harmful mixes with Carbon Dioxide and/or Nitrous Oxide. An exception is made when working with the burn chamber;&lt;br /&gt;
&lt;br /&gt;
3. Atmospheric Technicians are permitted to cool Plasma and store it for later use in Radiation Collectors. Likewise, they are permitted to cool Nitrogen or Carbon Dioxide and store it for use as coolant for the Supermatter Engine;&lt;br /&gt;
&lt;br /&gt;
4. Atmospheric Technicians are not permitted to take the axe out of its case unless there is an immediate and urgent threat to their life or urgent access to crisis locations is necessary. The axe must be returned to the case afterwards, and the case locked;&lt;br /&gt;
&lt;br /&gt;
5. Atmospheric Technicians are not permitted to tamper with the default values on Air Alarms. They are, however, permitted to create small, acclimatized rooms for species that require special atmospheric conditions (such as Vox), provided they receive express permission from the Chief Engineer;&lt;br /&gt;
&lt;br /&gt;
6. Atmospheric Technicians must periodically check on the Central Alarms Computer, in periods of, at most, thirty (30) minutes;&lt;br /&gt;
&lt;br /&gt;
7. Atmospheric Technicians must respond promptly to piping and station breaches. Failure to report within fifteen (15) minutes will be considered a breach of Standard Operating Procedure, unless there are no spare Atmospheric Technicians to report, or an Engineer has arrived at scene first. All Hazard Zones must be cordoned off with Engineering Tape or holobarriers, for the safety of all crewmembers.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===SOP===&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| &amp;lt;strong&amp;gt;Details&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|A base level of maturity is expected to play on this server. Admins may ban as they see fit if you cannot act at minimum like an adult, OOC or IC.&lt;br /&gt;
|}&lt;br /&gt;
===SOP===&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| &amp;lt;strong&amp;gt;Details&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|A base level of maturity is expected to play on this server. Admins may ban as they see fit if you cannot act at minimum like an adult, OOC or IC.&lt;br /&gt;
|}&lt;br /&gt;
===SOP===&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| &amp;lt;strong&amp;gt;Details&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|A base level of maturity is expected to play on this server. Admins may ban as they see fit if you cannot act at minimum like an adult, OOC or IC.&lt;br /&gt;
|}&lt;br /&gt;
===SOP===&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| &amp;lt;strong&amp;gt;Details&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|A base level of maturity is expected to play on this server. Admins may ban as they see fit if you cannot act at minimum like an adult, OOC or IC.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>BumblingDoofer</name></author>
	</entry>
	<entry>
		<id>https://wiki.funkystation.org/index.php?title=Standard_Operating_Procedure&amp;diff=1356</id>
		<title>Standard Operating Procedure</title>
		<link rel="alternate" type="text/html" href="https://wiki.funkystation.org/index.php?title=Standard_Operating_Procedure&amp;diff=1356"/>
		<updated>2025-07-15T00:57:23Z</updated>

		<summary type="html">&lt;p&gt;BumblingDoofer: /* Engineering */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Command===&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| &amp;lt;strong&amp;gt;Details&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|  Here is a list of all the SOP documents for command.&lt;br /&gt;
&lt;br /&gt;
  # Captain SOP&lt;br /&gt;
&lt;br /&gt;
1. The Captain is not permitted to perform regular Security Duty. However, they may still assist Security if they are understaffed, or if they see a crime being committed. However, the Captain is not permitted to take items from the Armory under normal circumstances, unless authorized by the Head of Security. In addition, the Captain may not requisition weaponry for themselves from Cargo and/or Science, unless there&#039;s an immediate threat to station and/or crew;&lt;br /&gt;
&lt;br /&gt;
2. If a Department lacks a Head of Staff, the Captain should make reasonable efforts to appoint an Acting Head of Staff, if there are available personnel to fill the position;&lt;br /&gt;
&lt;br /&gt;
3. The Captain is to ensure that Space Law is being correctly applied. This should be done in cooperation with the Head of Security;&lt;br /&gt;
&lt;br /&gt;
4. The Captain is not to leave the Station unless given specific permission by Central Command, or it happens to be the end of the shift. To do so is to be considered abandoning their posts and is grounds for termination;&lt;br /&gt;
&lt;br /&gt;
5. The Captain must keep the Nuclear Authentication Disk on their person at all times or failing that, in the possession of the Head of Security or Blueshield;&lt;br /&gt;
&lt;br /&gt;
6. The Captain is to attempt to resolve every issue that arises in Command locally before contacting Central Command;&lt;br /&gt;
&lt;br /&gt;
7.The Captain, despite being in charge of the Station, is not separate from NanoTrasen. Any attempts to disregard general company policy are to be considered an instant condition for contract termination;&lt;br /&gt;
&lt;br /&gt;
8. The Captain may only promote personnel to an Acting Head of Staff position if there is no assigned Head of Staff associated with the Department. The Acting Head of Staff must be a member of the Department they are to lead. See below for more information on Chain of Command;&lt;br /&gt;
&lt;br /&gt;
9. The Captain may not fire any Head of Staff without reasonable justification (ie, incompetency, criminal activity, or otherwise any action that endangers/compromises the station and/or crew). The Captain may not fire any Central Command VIPs (ie, Blueshield, NanoTrasen Representative) without permission from Central Command, unless they are blatantly acting against the well-being and safety of the crew and station. The Captain must also follow HoP SOP point 5.&lt;br /&gt;
&lt;br /&gt;
  # Head of Personnel SOP&lt;br /&gt;
&lt;br /&gt;
1. The Head of Personnel may not transfer any personnel to another Department without authorization from the relevant Head of Staff. If no Head of Staff is available, the Head of Personnel may make a judgment call. This does not apply to Security, which always requires authorization from the Head of Security, or Genetics, which requires both Chief Medical Officer and Research Director approval. If there is no Head of Security active, no transfers are allowed to Security without authorization from the Captain;&lt;br /&gt;
&lt;br /&gt;
2. The Head of Personnel may not give any personnel increased access without authorization from the relevant Head of Staff. This includes the Head of Personnel. In addition, the Head of Personnel may only give Captain-Level access to someone if they are the Acting Captain. This access is to be removed when a proper Captain arrives at the station;&lt;br /&gt;
&lt;br /&gt;
3. The Head of Personnel may not increase any Job Openings unless the relevant Head of Staff approves;&lt;br /&gt;
&lt;br /&gt;
4.The Head of Personnel may not fire any personnel without authorization from the relevant Head of Staff, unless other conditions apply (see Space Law and General Standard Operating Procedure);&lt;br /&gt;
&lt;br /&gt;
5. The Head of Personnel may not promote anyone to the job of NanoTrasen Representative or Blueshield;&lt;br /&gt;
&lt;br /&gt;
6. The Head of Personnel is free to utilize paperwork at their discretion. However, during major station emergencies, expediency should take precedence over bureaucracy;&lt;br /&gt;
&lt;br /&gt;
7.The Head of Personnel may not leave their office unmanned if there are personnel waiting in line. Failure to respond to personnel with a legitimate request within ten (10) minutes, either via radio or in person is to be considered a breach of Standard Operating Procedure;&lt;br /&gt;
&lt;br /&gt;
8. The Head of Personnel is not permitted to perform Security duty. The Head of Personnel is permitted to carry a Disabler for self-defense only.&lt;br /&gt;
&lt;br /&gt;
  # NanoTrasen Representative SOP&lt;br /&gt;
&lt;br /&gt;
1. The NanoTrasen Representative is to ensure that every Department is following Standard Operating Procedure, up to and including the respective Head of Staff. If a Head of Staff is not available for a Department, the NanoTrasen Representative must ensure that the Captain appoints an Acting Head of Staff for said Department;&lt;br /&gt;
&lt;br /&gt;
2. The NanoTrasen Representative must attempt to resolve any breach of Standard Operating Procedure locally before contacting Central Command. This is an imperative: Standard Operating Procedure should always be followed unless there is a very good reason not to;&lt;br /&gt;
&lt;br /&gt;
3. The NanoTrasen Representative must, together with the Head of Security, ensure that Space Law is being followed and correctly applied;&lt;br /&gt;
&lt;br /&gt;
4. The NanoTrasen Representative may not threaten the use of a fax in order to gain leverage over any personnel, up to and including Command. In addition, they may not threaten to fire or have Central Command fire anyone, unless they actually possess a demotion note;&lt;br /&gt;
&lt;br /&gt;
5. The NanoTrasen Representative is permitted to carry their flash and a blade-cane, or a stun baton if the blade-cane is lost.&lt;br /&gt;
&lt;br /&gt;
  # Blueshield Officer SOP&lt;br /&gt;
&lt;br /&gt;
1. The Blueshield may not conduct arrests under the same conditions as Security. However, they may apprehend any personnel that trespass on a Head of Staff Office or Command Area, any personnel that steal from those locations, or any personnel that steal from and/or injure any Head of Staff or Central Command VIP. However, all apprehended personnel are to be processed by Security personnel;&lt;br /&gt;
&lt;br /&gt;
2. The Blueshield is to put the lives of Command over those of any other personnel, the Blueshield included. Their continued well-being is the Blueshield&#039;s top priority. This includes applying basic first aid and making sure they are revived if killed;&lt;br /&gt;
&lt;br /&gt;
3. The Blueshield is to protect the lives of Command personnel, not follow their orders to a fault. The Blueshield is not to interfere with legal demotions or arrests. To do so is to place themselves under the Special Modifier Aiding and Abetting;&lt;br /&gt;
&lt;br /&gt;
4. The Blueshield is not to apply Lethal Force unless there is a clear and present danger to their life, or to the life of a member of Command and the assailant cannot be non-lethally detained.&lt;br /&gt;
&lt;br /&gt;
  # Magistrate SOP&lt;br /&gt;
&lt;br /&gt;
1. The Magistrate is to ensure that Space Law is applied correctly. If it is not, they are to make it so;&lt;br /&gt;
  &lt;br /&gt;
2. The Magistrate has the final say on whether Trials take place, and should ensure they should only occur for Capital Sentences. Similarly, Magistrates are to ensure that Trials do not happen for Defendants that are self-evidently guilty;&lt;br /&gt;
&lt;br /&gt;
3. The Magistrate may overrule anyone in all matters concerning Space Law. This does not extend to Emergency Response Teams, Central Command Officials or direct Central Command communications;&lt;br /&gt;
  &lt;br /&gt;
4. The Magistrate is permitted to carry their flash;&lt;br /&gt;
  &lt;br /&gt;
5. The Magistrate is not above Space Law. Similarly, the Magistrate cannot overrule Security on a sentence imposed against themselves;&lt;br /&gt;
  &lt;br /&gt;
6. In the absence of Internal Affairs Agents or a NanoTrasen Representative, the Magistrate may elect to handle matters of Standard Operating Procedure. Otherwise, the Magistrate is only to ensure that the NanoTrasen Representative under their command are handling such matters;&lt;br /&gt;
&lt;br /&gt;
7. The Magistrate may not impede the expedient functioning of Security for the sake of micromanaging every aspect it. The Magistrate should only concern themselves with crimes that either have fuzzy evidence, or require careful deliberation of circumstances;&lt;br /&gt;
&lt;br /&gt;
8. The Magistrate is to contact Central Command immediately if their decisions are being ignored, provided said decision actually match up with Space Law and Standard Operating Procedure.&lt;br /&gt;
  &lt;br /&gt;
==If you need to deviate==&lt;br /&gt;
&lt;br /&gt;
Document document document!&lt;br /&gt;
After action reports, calling CentCom on the fabled red phone, or even praying will be heard by CentCom and your actions may be excused if they were determined to be in the best interest for NanoTrasen.&lt;br /&gt;
&lt;br /&gt;
==I don&#039;t see my job listed here!==&lt;br /&gt;
&lt;br /&gt;
It may be because this is a living document, and SOP is not yet finalized. The following SOP documents are completed for other Head&#039;s of Staff;&lt;br /&gt;
Glory to NanoTrasen!&lt;br /&gt;
|}&lt;br /&gt;
===Engineering===&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| &amp;lt;strong&amp;gt;Details&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
 # Chief Engineer&lt;br /&gt;
1. The Chief Engineer must make sure to properly wire Solar Panels and activate the Anti-Matter Engine (AME) if available, and co-ordinate a plan with their team to activate a more powerful engine for long-term station use;&lt;br /&gt;
&lt;br /&gt;
2. The Chief Engineer, along with the Research Director, is responsible for maintaining the integrity of Telecommunications. The Chief Engineer must not hinder the proper functionality of Telecommunications, and must diagnose and repair any issues that arise;&lt;br /&gt;
&lt;br /&gt;
3. The Chief Engineer is bound to the same rules regarding the axe as Atmospheric Technicians;&lt;br /&gt;
&lt;br /&gt;
4. The Chief Engineer is permitted to carry a flash and a disabler;&lt;br /&gt;
&lt;br /&gt;
5. The Chief Engineer is responsible for maintaining the integrity of all power sources set up on the station. Neglecting this duty is grounds for termination should the Supermatter delaminates or if power fails on the station;&lt;br /&gt;
&lt;br /&gt;
6. The Chief Engineer may declare an area &amp;quot;Condemned&amp;quot;, if it is damaged to the point where repairs cannot reasonably be completed within an acceptable frame of time;&lt;br /&gt;
&lt;br /&gt;
7. The Chief Engineer is permitted to grant Building Permits to crewmembers, and may dismantle or destroy unauthorized buildings / setups;&lt;br /&gt;
&lt;br /&gt;
8. The Chief Engineer is responsible for maintaining the integrity of the Station&#039;s Atmospherics System. Failure to maintain this integrity is grounds for termination.&lt;br /&gt;
&lt;br /&gt;
  # Station Engineer&lt;br /&gt;
1. Engineers must properly wire Solar Panels and activate the Anti-Matter Engine (AME) if available, and co-ordinate a plan to activate a more powerful engine for long-term station use;&lt;br /&gt;
&lt;br /&gt;
2. Engineers are responsible for maintaining the integrity of all engines aboard the station, even those that are de-activated or inert. Neglecting this duty is grounds for termination should an engine malfunction;&lt;br /&gt;
&lt;br /&gt;
3. Engineers are permitted to construct additional engines (such as additional SM/Tesla/Singularity engines) with approval from the Chief Engineer;&lt;br /&gt;
&lt;br /&gt;
4. Engineers are permitted to carry out solo reconstruction/rebuilding/personal projects if there is no damage to the station that requires fixing;&lt;br /&gt;
&lt;br /&gt;
5. Engineers must check each active engine at least once per 30 minutes;&lt;br /&gt;
&lt;br /&gt;
6. Engineers must constantly monitor the Supermatter engine if it is online and under emitter fire;&lt;br /&gt;
&lt;br /&gt;
7. Engineers must respond promptly to breaches, regardless of size. Failure to report within fifteen (15) minutes will be considered a breach of Standard Operating Procedure, unless there are no spare Engineers to report or an Atmospheric Technician has arrived on scene first. All Hazard Zones must be cordoned off with Engineering Tape or holobarriers, for the safety of crewmembers;&lt;br /&gt;
&lt;br /&gt;
8. Engineers are permitted to hack doors to gain unauthorized access to locations if said locations happen to require urgent repairs;&lt;br /&gt;
&lt;br /&gt;
9. Engineers are to maintain the integrity of the Station&#039;s Power Network;&lt;br /&gt;
10. Engineers must ensure there is at least one (1) engineering hardsuit available on the station at all times, unless there is an emergency that requires the use of all suits.&lt;br /&gt;
&lt;br /&gt;
  # Atmospheric Technician&lt;br /&gt;
&lt;br /&gt;
1. Atmospheric Technicians are permitted to completely repipe the Atmospherics Piping Setup, provided they do not pump harmful gases into anywhere except the burn chamber;&lt;br /&gt;
&lt;br /&gt;
2. Atmospheric Technicians are not permitted to create volatile mixes using Plasma and Oxygen, nor are they permitted to create any potentially harmful mixes with Carbon Dioxide and/or Nitrous Oxide. An exception is made when working with the burn chamber;&lt;br /&gt;
&lt;br /&gt;
3. Atmospheric Technicians are permitted to cool Plasma and store it for later use in Radiation Collectors. Likewise, they are permitted to cool Nitrogen or Carbon Dioxide and store it for use as coolant for the Supermatter Engine;&lt;br /&gt;
&lt;br /&gt;
4. Atmospheric Technicians are not permitted to take the axe out of its case unless there is an immediate and urgent threat to their life or urgent access to crisis locations is necessary. The axe must be returned to the case afterwards, and the case locked;&lt;br /&gt;
&lt;br /&gt;
5. Atmospheric Technicians are not permitted to tamper with the default values on Air Alarms. They are, however, permitted to create small, acclimatized rooms for species that require special atmospheric conditions (such as Vox), provided they receive express permission from the Chief Engineer;&lt;br /&gt;
&lt;br /&gt;
6. Atmospheric Technicians must periodically check on the Central Alarms Computer, in periods of, at most, thirty (30) minutes;&lt;br /&gt;
&lt;br /&gt;
7. Atmospheric Technicians must respond promptly to piping and station breaches. Failure to report within fifteen (15) minutes will be considered a breach of Standard Operating Procedure, unless there are no spare Atmospheric Technicians to report, or an Engineer has arrived at scene first. All Hazard Zones must be cordoned off with Engineering Tape or holobarriers, for the safety of all crewmembers.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===SOP===&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| &amp;lt;strong&amp;gt;Details&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|A base level of maturity is expected to play on this server. Admins may ban as they see fit if you cannot act at minimum like an adult, OOC or IC.&lt;br /&gt;
|}&lt;br /&gt;
===SOP===&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| &amp;lt;strong&amp;gt;Details&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|A base level of maturity is expected to play on this server. Admins may ban as they see fit if you cannot act at minimum like an adult, OOC or IC.&lt;br /&gt;
|}&lt;br /&gt;
===SOP===&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| &amp;lt;strong&amp;gt;Details&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|A base level of maturity is expected to play on this server. Admins may ban as they see fit if you cannot act at minimum like an adult, OOC or IC.&lt;br /&gt;
|}&lt;br /&gt;
===SOP===&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| &amp;lt;strong&amp;gt;Details&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|A base level of maturity is expected to play on this server. Admins may ban as they see fit if you cannot act at minimum like an adult, OOC or IC.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>BumblingDoofer</name></author>
	</entry>
	<entry>
		<id>https://wiki.funkystation.org/index.php?title=Standard_Operating_Procedure&amp;diff=1355</id>
		<title>Standard Operating Procedure</title>
		<link rel="alternate" type="text/html" href="https://wiki.funkystation.org/index.php?title=Standard_Operating_Procedure&amp;diff=1355"/>
		<updated>2025-07-15T00:57:12Z</updated>

		<summary type="html">&lt;p&gt;BumblingDoofer: /* Engineering */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Command===&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| &amp;lt;strong&amp;gt;Details&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|  Here is a list of all the SOP documents for command.&lt;br /&gt;
&lt;br /&gt;
  # Captain SOP&lt;br /&gt;
&lt;br /&gt;
1. The Captain is not permitted to perform regular Security Duty. However, they may still assist Security if they are understaffed, or if they see a crime being committed. However, the Captain is not permitted to take items from the Armory under normal circumstances, unless authorized by the Head of Security. In addition, the Captain may not requisition weaponry for themselves from Cargo and/or Science, unless there&#039;s an immediate threat to station and/or crew;&lt;br /&gt;
&lt;br /&gt;
2. If a Department lacks a Head of Staff, the Captain should make reasonable efforts to appoint an Acting Head of Staff, if there are available personnel to fill the position;&lt;br /&gt;
&lt;br /&gt;
3. The Captain is to ensure that Space Law is being correctly applied. This should be done in cooperation with the Head of Security;&lt;br /&gt;
&lt;br /&gt;
4. The Captain is not to leave the Station unless given specific permission by Central Command, or it happens to be the end of the shift. To do so is to be considered abandoning their posts and is grounds for termination;&lt;br /&gt;
&lt;br /&gt;
5. The Captain must keep the Nuclear Authentication Disk on their person at all times or failing that, in the possession of the Head of Security or Blueshield;&lt;br /&gt;
&lt;br /&gt;
6. The Captain is to attempt to resolve every issue that arises in Command locally before contacting Central Command;&lt;br /&gt;
&lt;br /&gt;
7.The Captain, despite being in charge of the Station, is not separate from NanoTrasen. Any attempts to disregard general company policy are to be considered an instant condition for contract termination;&lt;br /&gt;
&lt;br /&gt;
8. The Captain may only promote personnel to an Acting Head of Staff position if there is no assigned Head of Staff associated with the Department. The Acting Head of Staff must be a member of the Department they are to lead. See below for more information on Chain of Command;&lt;br /&gt;
&lt;br /&gt;
9. The Captain may not fire any Head of Staff without reasonable justification (ie, incompetency, criminal activity, or otherwise any action that endangers/compromises the station and/or crew). The Captain may not fire any Central Command VIPs (ie, Blueshield, NanoTrasen Representative) without permission from Central Command, unless they are blatantly acting against the well-being and safety of the crew and station. The Captain must also follow HoP SOP point 5.&lt;br /&gt;
&lt;br /&gt;
  # Head of Personnel SOP&lt;br /&gt;
&lt;br /&gt;
1. The Head of Personnel may not transfer any personnel to another Department without authorization from the relevant Head of Staff. If no Head of Staff is available, the Head of Personnel may make a judgment call. This does not apply to Security, which always requires authorization from the Head of Security, or Genetics, which requires both Chief Medical Officer and Research Director approval. If there is no Head of Security active, no transfers are allowed to Security without authorization from the Captain;&lt;br /&gt;
&lt;br /&gt;
2. The Head of Personnel may not give any personnel increased access without authorization from the relevant Head of Staff. This includes the Head of Personnel. In addition, the Head of Personnel may only give Captain-Level access to someone if they are the Acting Captain. This access is to be removed when a proper Captain arrives at the station;&lt;br /&gt;
&lt;br /&gt;
3. The Head of Personnel may not increase any Job Openings unless the relevant Head of Staff approves;&lt;br /&gt;
&lt;br /&gt;
4.The Head of Personnel may not fire any personnel without authorization from the relevant Head of Staff, unless other conditions apply (see Space Law and General Standard Operating Procedure);&lt;br /&gt;
&lt;br /&gt;
5. The Head of Personnel may not promote anyone to the job of NanoTrasen Representative or Blueshield;&lt;br /&gt;
&lt;br /&gt;
6. The Head of Personnel is free to utilize paperwork at their discretion. However, during major station emergencies, expediency should take precedence over bureaucracy;&lt;br /&gt;
&lt;br /&gt;
7.The Head of Personnel may not leave their office unmanned if there are personnel waiting in line. Failure to respond to personnel with a legitimate request within ten (10) minutes, either via radio or in person is to be considered a breach of Standard Operating Procedure;&lt;br /&gt;
&lt;br /&gt;
8. The Head of Personnel is not permitted to perform Security duty. The Head of Personnel is permitted to carry a Disabler for self-defense only.&lt;br /&gt;
&lt;br /&gt;
  # NanoTrasen Representative SOP&lt;br /&gt;
&lt;br /&gt;
1. The NanoTrasen Representative is to ensure that every Department is following Standard Operating Procedure, up to and including the respective Head of Staff. If a Head of Staff is not available for a Department, the NanoTrasen Representative must ensure that the Captain appoints an Acting Head of Staff for said Department;&lt;br /&gt;
&lt;br /&gt;
2. The NanoTrasen Representative must attempt to resolve any breach of Standard Operating Procedure locally before contacting Central Command. This is an imperative: Standard Operating Procedure should always be followed unless there is a very good reason not to;&lt;br /&gt;
&lt;br /&gt;
3. The NanoTrasen Representative must, together with the Head of Security, ensure that Space Law is being followed and correctly applied;&lt;br /&gt;
&lt;br /&gt;
4. The NanoTrasen Representative may not threaten the use of a fax in order to gain leverage over any personnel, up to and including Command. In addition, they may not threaten to fire or have Central Command fire anyone, unless they actually possess a demotion note;&lt;br /&gt;
&lt;br /&gt;
5. The NanoTrasen Representative is permitted to carry their flash and a blade-cane, or a stun baton if the blade-cane is lost.&lt;br /&gt;
&lt;br /&gt;
  # Blueshield Officer SOP&lt;br /&gt;
&lt;br /&gt;
1. The Blueshield may not conduct arrests under the same conditions as Security. However, they may apprehend any personnel that trespass on a Head of Staff Office or Command Area, any personnel that steal from those locations, or any personnel that steal from and/or injure any Head of Staff or Central Command VIP. However, all apprehended personnel are to be processed by Security personnel;&lt;br /&gt;
&lt;br /&gt;
2. The Blueshield is to put the lives of Command over those of any other personnel, the Blueshield included. Their continued well-being is the Blueshield&#039;s top priority. This includes applying basic first aid and making sure they are revived if killed;&lt;br /&gt;
&lt;br /&gt;
3. The Blueshield is to protect the lives of Command personnel, not follow their orders to a fault. The Blueshield is not to interfere with legal demotions or arrests. To do so is to place themselves under the Special Modifier Aiding and Abetting;&lt;br /&gt;
&lt;br /&gt;
4. The Blueshield is not to apply Lethal Force unless there is a clear and present danger to their life, or to the life of a member of Command and the assailant cannot be non-lethally detained.&lt;br /&gt;
&lt;br /&gt;
  # Magistrate SOP&lt;br /&gt;
&lt;br /&gt;
1. The Magistrate is to ensure that Space Law is applied correctly. If it is not, they are to make it so;&lt;br /&gt;
  &lt;br /&gt;
2. The Magistrate has the final say on whether Trials take place, and should ensure they should only occur for Capital Sentences. Similarly, Magistrates are to ensure that Trials do not happen for Defendants that are self-evidently guilty;&lt;br /&gt;
&lt;br /&gt;
3. The Magistrate may overrule anyone in all matters concerning Space Law. This does not extend to Emergency Response Teams, Central Command Officials or direct Central Command communications;&lt;br /&gt;
  &lt;br /&gt;
4. The Magistrate is permitted to carry their flash;&lt;br /&gt;
  &lt;br /&gt;
5. The Magistrate is not above Space Law. Similarly, the Magistrate cannot overrule Security on a sentence imposed against themselves;&lt;br /&gt;
  &lt;br /&gt;
6. In the absence of Internal Affairs Agents or a NanoTrasen Representative, the Magistrate may elect to handle matters of Standard Operating Procedure. Otherwise, the Magistrate is only to ensure that the NanoTrasen Representative under their command are handling such matters;&lt;br /&gt;
&lt;br /&gt;
7. The Magistrate may not impede the expedient functioning of Security for the sake of micromanaging every aspect it. The Magistrate should only concern themselves with crimes that either have fuzzy evidence, or require careful deliberation of circumstances;&lt;br /&gt;
&lt;br /&gt;
8. The Magistrate is to contact Central Command immediately if their decisions are being ignored, provided said decision actually match up with Space Law and Standard Operating Procedure.&lt;br /&gt;
  &lt;br /&gt;
==If you need to deviate==&lt;br /&gt;
&lt;br /&gt;
Document document document!&lt;br /&gt;
After action reports, calling CentCom on the fabled red phone, or even praying will be heard by CentCom and your actions may be excused if they were determined to be in the best interest for NanoTrasen.&lt;br /&gt;
&lt;br /&gt;
==I don&#039;t see my job listed here!==&lt;br /&gt;
&lt;br /&gt;
It may be because this is a living document, and SOP is not yet finalized. The following SOP documents are completed for other Head&#039;s of Staff;&lt;br /&gt;
Glory to NanoTrasen!&lt;br /&gt;
|}&lt;br /&gt;
===Engineering===&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| &amp;lt;strong&amp;gt;Details&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| # Chief Engineer&lt;br /&gt;
1. The Chief Engineer must make sure to properly wire Solar Panels and activate the Anti-Matter Engine (AME) if available, and co-ordinate a plan with their team to activate a more powerful engine for long-term station use;&lt;br /&gt;
&lt;br /&gt;
2. The Chief Engineer, along with the Research Director, is responsible for maintaining the integrity of Telecommunications. The Chief Engineer must not hinder the proper functionality of Telecommunications, and must diagnose and repair any issues that arise;&lt;br /&gt;
&lt;br /&gt;
3. The Chief Engineer is bound to the same rules regarding the axe as Atmospheric Technicians;&lt;br /&gt;
&lt;br /&gt;
4. The Chief Engineer is permitted to carry a flash and a disabler;&lt;br /&gt;
&lt;br /&gt;
5. The Chief Engineer is responsible for maintaining the integrity of all power sources set up on the station. Neglecting this duty is grounds for termination should the Supermatter delaminates or if power fails on the station;&lt;br /&gt;
&lt;br /&gt;
6. The Chief Engineer may declare an area &amp;quot;Condemned&amp;quot;, if it is damaged to the point where repairs cannot reasonably be completed within an acceptable frame of time;&lt;br /&gt;
&lt;br /&gt;
7. The Chief Engineer is permitted to grant Building Permits to crewmembers, and may dismantle or destroy unauthorized buildings / setups;&lt;br /&gt;
&lt;br /&gt;
8. The Chief Engineer is responsible for maintaining the integrity of the Station&#039;s Atmospherics System. Failure to maintain this integrity is grounds for termination.&lt;br /&gt;
&lt;br /&gt;
  # Station Engineer&lt;br /&gt;
1. Engineers must properly wire Solar Panels and activate the Anti-Matter Engine (AME) if available, and co-ordinate a plan to activate a more powerful engine for long-term station use;&lt;br /&gt;
&lt;br /&gt;
2. Engineers are responsible for maintaining the integrity of all engines aboard the station, even those that are de-activated or inert. Neglecting this duty is grounds for termination should an engine malfunction;&lt;br /&gt;
&lt;br /&gt;
3. Engineers are permitted to construct additional engines (such as additional SM/Tesla/Singularity engines) with approval from the Chief Engineer;&lt;br /&gt;
&lt;br /&gt;
4. Engineers are permitted to carry out solo reconstruction/rebuilding/personal projects if there is no damage to the station that requires fixing;&lt;br /&gt;
&lt;br /&gt;
5. Engineers must check each active engine at least once per 30 minutes;&lt;br /&gt;
&lt;br /&gt;
6. Engineers must constantly monitor the Supermatter engine if it is online and under emitter fire;&lt;br /&gt;
&lt;br /&gt;
7. Engineers must respond promptly to breaches, regardless of size. Failure to report within fifteen (15) minutes will be considered a breach of Standard Operating Procedure, unless there are no spare Engineers to report or an Atmospheric Technician has arrived on scene first. All Hazard Zones must be cordoned off with Engineering Tape or holobarriers, for the safety of crewmembers;&lt;br /&gt;
&lt;br /&gt;
8. Engineers are permitted to hack doors to gain unauthorized access to locations if said locations happen to require urgent repairs;&lt;br /&gt;
&lt;br /&gt;
9. Engineers are to maintain the integrity of the Station&#039;s Power Network;&lt;br /&gt;
10. Engineers must ensure there is at least one (1) engineering hardsuit available on the station at all times, unless there is an emergency that requires the use of all suits.&lt;br /&gt;
&lt;br /&gt;
  # Atmospheric Technician&lt;br /&gt;
&lt;br /&gt;
1. Atmospheric Technicians are permitted to completely repipe the Atmospherics Piping Setup, provided they do not pump harmful gases into anywhere except the burn chamber;&lt;br /&gt;
&lt;br /&gt;
2. Atmospheric Technicians are not permitted to create volatile mixes using Plasma and Oxygen, nor are they permitted to create any potentially harmful mixes with Carbon Dioxide and/or Nitrous Oxide. An exception is made when working with the burn chamber;&lt;br /&gt;
&lt;br /&gt;
3. Atmospheric Technicians are permitted to cool Plasma and store it for later use in Radiation Collectors. Likewise, they are permitted to cool Nitrogen or Carbon Dioxide and store it for use as coolant for the Supermatter Engine;&lt;br /&gt;
&lt;br /&gt;
4. Atmospheric Technicians are not permitted to take the axe out of its case unless there is an immediate and urgent threat to their life or urgent access to crisis locations is necessary. The axe must be returned to the case afterwards, and the case locked;&lt;br /&gt;
&lt;br /&gt;
5. Atmospheric Technicians are not permitted to tamper with the default values on Air Alarms. They are, however, permitted to create small, acclimatized rooms for species that require special atmospheric conditions (such as Vox), provided they receive express permission from the Chief Engineer;&lt;br /&gt;
&lt;br /&gt;
6. Atmospheric Technicians must periodically check on the Central Alarms Computer, in periods of, at most, thirty (30) minutes;&lt;br /&gt;
&lt;br /&gt;
7. Atmospheric Technicians must respond promptly to piping and station breaches. Failure to report within fifteen (15) minutes will be considered a breach of Standard Operating Procedure, unless there are no spare Atmospheric Technicians to report, or an Engineer has arrived at scene first. All Hazard Zones must be cordoned off with Engineering Tape or holobarriers, for the safety of all crewmembers.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===SOP===&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| &amp;lt;strong&amp;gt;Details&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|A base level of maturity is expected to play on this server. Admins may ban as they see fit if you cannot act at minimum like an adult, OOC or IC.&lt;br /&gt;
|}&lt;br /&gt;
===SOP===&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| &amp;lt;strong&amp;gt;Details&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|A base level of maturity is expected to play on this server. Admins may ban as they see fit if you cannot act at minimum like an adult, OOC or IC.&lt;br /&gt;
|}&lt;br /&gt;
===SOP===&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| &amp;lt;strong&amp;gt;Details&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|A base level of maturity is expected to play on this server. Admins may ban as they see fit if you cannot act at minimum like an adult, OOC or IC.&lt;br /&gt;
|}&lt;br /&gt;
===SOP===&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| &amp;lt;strong&amp;gt;Details&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|A base level of maturity is expected to play on this server. Admins may ban as they see fit if you cannot act at minimum like an adult, OOC or IC.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>BumblingDoofer</name></author>
	</entry>
	<entry>
		<id>https://wiki.funkystation.org/index.php?title=Standard_Operating_Procedure&amp;diff=1354</id>
		<title>Standard Operating Procedure</title>
		<link rel="alternate" type="text/html" href="https://wiki.funkystation.org/index.php?title=Standard_Operating_Procedure&amp;diff=1354"/>
		<updated>2025-07-15T00:56:59Z</updated>

		<summary type="html">&lt;p&gt;BumblingDoofer: /* Engineering SOP */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Command===&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| &amp;lt;strong&amp;gt;Details&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|  Here is a list of all the SOP documents for command.&lt;br /&gt;
&lt;br /&gt;
  # Captain SOP&lt;br /&gt;
&lt;br /&gt;
1. The Captain is not permitted to perform regular Security Duty. However, they may still assist Security if they are understaffed, or if they see a crime being committed. However, the Captain is not permitted to take items from the Armory under normal circumstances, unless authorized by the Head of Security. In addition, the Captain may not requisition weaponry for themselves from Cargo and/or Science, unless there&#039;s an immediate threat to station and/or crew;&lt;br /&gt;
&lt;br /&gt;
2. If a Department lacks a Head of Staff, the Captain should make reasonable efforts to appoint an Acting Head of Staff, if there are available personnel to fill the position;&lt;br /&gt;
&lt;br /&gt;
3. The Captain is to ensure that Space Law is being correctly applied. This should be done in cooperation with the Head of Security;&lt;br /&gt;
&lt;br /&gt;
4. The Captain is not to leave the Station unless given specific permission by Central Command, or it happens to be the end of the shift. To do so is to be considered abandoning their posts and is grounds for termination;&lt;br /&gt;
&lt;br /&gt;
5. The Captain must keep the Nuclear Authentication Disk on their person at all times or failing that, in the possession of the Head of Security or Blueshield;&lt;br /&gt;
&lt;br /&gt;
6. The Captain is to attempt to resolve every issue that arises in Command locally before contacting Central Command;&lt;br /&gt;
&lt;br /&gt;
7.The Captain, despite being in charge of the Station, is not separate from NanoTrasen. Any attempts to disregard general company policy are to be considered an instant condition for contract termination;&lt;br /&gt;
&lt;br /&gt;
8. The Captain may only promote personnel to an Acting Head of Staff position if there is no assigned Head of Staff associated with the Department. The Acting Head of Staff must be a member of the Department they are to lead. See below for more information on Chain of Command;&lt;br /&gt;
&lt;br /&gt;
9. The Captain may not fire any Head of Staff without reasonable justification (ie, incompetency, criminal activity, or otherwise any action that endangers/compromises the station and/or crew). The Captain may not fire any Central Command VIPs (ie, Blueshield, NanoTrasen Representative) without permission from Central Command, unless they are blatantly acting against the well-being and safety of the crew and station. The Captain must also follow HoP SOP point 5.&lt;br /&gt;
&lt;br /&gt;
  # Head of Personnel SOP&lt;br /&gt;
&lt;br /&gt;
1. The Head of Personnel may not transfer any personnel to another Department without authorization from the relevant Head of Staff. If no Head of Staff is available, the Head of Personnel may make a judgment call. This does not apply to Security, which always requires authorization from the Head of Security, or Genetics, which requires both Chief Medical Officer and Research Director approval. If there is no Head of Security active, no transfers are allowed to Security without authorization from the Captain;&lt;br /&gt;
&lt;br /&gt;
2. The Head of Personnel may not give any personnel increased access without authorization from the relevant Head of Staff. This includes the Head of Personnel. In addition, the Head of Personnel may only give Captain-Level access to someone if they are the Acting Captain. This access is to be removed when a proper Captain arrives at the station;&lt;br /&gt;
&lt;br /&gt;
3. The Head of Personnel may not increase any Job Openings unless the relevant Head of Staff approves;&lt;br /&gt;
&lt;br /&gt;
4.The Head of Personnel may not fire any personnel without authorization from the relevant Head of Staff, unless other conditions apply (see Space Law and General Standard Operating Procedure);&lt;br /&gt;
&lt;br /&gt;
5. The Head of Personnel may not promote anyone to the job of NanoTrasen Representative or Blueshield;&lt;br /&gt;
&lt;br /&gt;
6. The Head of Personnel is free to utilize paperwork at their discretion. However, during major station emergencies, expediency should take precedence over bureaucracy;&lt;br /&gt;
&lt;br /&gt;
7.The Head of Personnel may not leave their office unmanned if there are personnel waiting in line. Failure to respond to personnel with a legitimate request within ten (10) minutes, either via radio or in person is to be considered a breach of Standard Operating Procedure;&lt;br /&gt;
&lt;br /&gt;
8. The Head of Personnel is not permitted to perform Security duty. The Head of Personnel is permitted to carry a Disabler for self-defense only.&lt;br /&gt;
&lt;br /&gt;
  # NanoTrasen Representative SOP&lt;br /&gt;
&lt;br /&gt;
1. The NanoTrasen Representative is to ensure that every Department is following Standard Operating Procedure, up to and including the respective Head of Staff. If a Head of Staff is not available for a Department, the NanoTrasen Representative must ensure that the Captain appoints an Acting Head of Staff for said Department;&lt;br /&gt;
&lt;br /&gt;
2. The NanoTrasen Representative must attempt to resolve any breach of Standard Operating Procedure locally before contacting Central Command. This is an imperative: Standard Operating Procedure should always be followed unless there is a very good reason not to;&lt;br /&gt;
&lt;br /&gt;
3. The NanoTrasen Representative must, together with the Head of Security, ensure that Space Law is being followed and correctly applied;&lt;br /&gt;
&lt;br /&gt;
4. The NanoTrasen Representative may not threaten the use of a fax in order to gain leverage over any personnel, up to and including Command. In addition, they may not threaten to fire or have Central Command fire anyone, unless they actually possess a demotion note;&lt;br /&gt;
&lt;br /&gt;
5. The NanoTrasen Representative is permitted to carry their flash and a blade-cane, or a stun baton if the blade-cane is lost.&lt;br /&gt;
&lt;br /&gt;
  # Blueshield Officer SOP&lt;br /&gt;
&lt;br /&gt;
1. The Blueshield may not conduct arrests under the same conditions as Security. However, they may apprehend any personnel that trespass on a Head of Staff Office or Command Area, any personnel that steal from those locations, or any personnel that steal from and/or injure any Head of Staff or Central Command VIP. However, all apprehended personnel are to be processed by Security personnel;&lt;br /&gt;
&lt;br /&gt;
2. The Blueshield is to put the lives of Command over those of any other personnel, the Blueshield included. Their continued well-being is the Blueshield&#039;s top priority. This includes applying basic first aid and making sure they are revived if killed;&lt;br /&gt;
&lt;br /&gt;
3. The Blueshield is to protect the lives of Command personnel, not follow their orders to a fault. The Blueshield is not to interfere with legal demotions or arrests. To do so is to place themselves under the Special Modifier Aiding and Abetting;&lt;br /&gt;
&lt;br /&gt;
4. The Blueshield is not to apply Lethal Force unless there is a clear and present danger to their life, or to the life of a member of Command and the assailant cannot be non-lethally detained.&lt;br /&gt;
&lt;br /&gt;
  # Magistrate SOP&lt;br /&gt;
&lt;br /&gt;
1. The Magistrate is to ensure that Space Law is applied correctly. If it is not, they are to make it so;&lt;br /&gt;
  &lt;br /&gt;
2. The Magistrate has the final say on whether Trials take place, and should ensure they should only occur for Capital Sentences. Similarly, Magistrates are to ensure that Trials do not happen for Defendants that are self-evidently guilty;&lt;br /&gt;
&lt;br /&gt;
3. The Magistrate may overrule anyone in all matters concerning Space Law. This does not extend to Emergency Response Teams, Central Command Officials or direct Central Command communications;&lt;br /&gt;
  &lt;br /&gt;
4. The Magistrate is permitted to carry their flash;&lt;br /&gt;
  &lt;br /&gt;
5. The Magistrate is not above Space Law. Similarly, the Magistrate cannot overrule Security on a sentence imposed against themselves;&lt;br /&gt;
  &lt;br /&gt;
6. In the absence of Internal Affairs Agents or a NanoTrasen Representative, the Magistrate may elect to handle matters of Standard Operating Procedure. Otherwise, the Magistrate is only to ensure that the NanoTrasen Representative under their command are handling such matters;&lt;br /&gt;
&lt;br /&gt;
7. The Magistrate may not impede the expedient functioning of Security for the sake of micromanaging every aspect it. The Magistrate should only concern themselves with crimes that either have fuzzy evidence, or require careful deliberation of circumstances;&lt;br /&gt;
&lt;br /&gt;
8. The Magistrate is to contact Central Command immediately if their decisions are being ignored, provided said decision actually match up with Space Law and Standard Operating Procedure.&lt;br /&gt;
  &lt;br /&gt;
==If you need to deviate==&lt;br /&gt;
&lt;br /&gt;
Document document document!&lt;br /&gt;
After action reports, calling CentCom on the fabled red phone, or even praying will be heard by CentCom and your actions may be excused if they were determined to be in the best interest for NanoTrasen.&lt;br /&gt;
&lt;br /&gt;
==I don&#039;t see my job listed here!==&lt;br /&gt;
&lt;br /&gt;
It may be because this is a living document, and SOP is not yet finalized. The following SOP documents are completed for other Head&#039;s of Staff;&lt;br /&gt;
Glory to NanoTrasen!&lt;br /&gt;
|}&lt;br /&gt;
===Engineering===&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| &amp;lt;strong&amp;gt;Details&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|# Chief Engineer&lt;br /&gt;
1. The Chief Engineer must make sure to properly wire Solar Panels and activate the Anti-Matter Engine (AME) if available, and co-ordinate a plan with their team to activate a more powerful engine for long-term station use;&lt;br /&gt;
&lt;br /&gt;
2. The Chief Engineer, along with the Research Director, is responsible for maintaining the integrity of Telecommunications. The Chief Engineer must not hinder the proper functionality of Telecommunications, and must diagnose and repair any issues that arise;&lt;br /&gt;
&lt;br /&gt;
3. The Chief Engineer is bound to the same rules regarding the axe as Atmospheric Technicians;&lt;br /&gt;
&lt;br /&gt;
4. The Chief Engineer is permitted to carry a flash and a disabler;&lt;br /&gt;
&lt;br /&gt;
5. The Chief Engineer is responsible for maintaining the integrity of all power sources set up on the station. Neglecting this duty is grounds for termination should the Supermatter delaminates or if power fails on the station;&lt;br /&gt;
&lt;br /&gt;
6. The Chief Engineer may declare an area &amp;quot;Condemned&amp;quot;, if it is damaged to the point where repairs cannot reasonably be completed within an acceptable frame of time;&lt;br /&gt;
&lt;br /&gt;
7. The Chief Engineer is permitted to grant Building Permits to crewmembers, and may dismantle or destroy unauthorized buildings / setups;&lt;br /&gt;
&lt;br /&gt;
8. The Chief Engineer is responsible for maintaining the integrity of the Station&#039;s Atmospherics System. Failure to maintain this integrity is grounds for termination.&lt;br /&gt;
&lt;br /&gt;
  # Station Engineer&lt;br /&gt;
1. Engineers must properly wire Solar Panels and activate the Anti-Matter Engine (AME) if available, and co-ordinate a plan to activate a more powerful engine for long-term station use;&lt;br /&gt;
&lt;br /&gt;
2. Engineers are responsible for maintaining the integrity of all engines aboard the station, even those that are de-activated or inert. Neglecting this duty is grounds for termination should an engine malfunction;&lt;br /&gt;
&lt;br /&gt;
3. Engineers are permitted to construct additional engines (such as additional SM/Tesla/Singularity engines) with approval from the Chief Engineer;&lt;br /&gt;
&lt;br /&gt;
4. Engineers are permitted to carry out solo reconstruction/rebuilding/personal projects if there is no damage to the station that requires fixing;&lt;br /&gt;
&lt;br /&gt;
5. Engineers must check each active engine at least once per 30 minutes;&lt;br /&gt;
&lt;br /&gt;
6. Engineers must constantly monitor the Supermatter engine if it is online and under emitter fire;&lt;br /&gt;
&lt;br /&gt;
7. Engineers must respond promptly to breaches, regardless of size. Failure to report within fifteen (15) minutes will be considered a breach of Standard Operating Procedure, unless there are no spare Engineers to report or an Atmospheric Technician has arrived on scene first. All Hazard Zones must be cordoned off with Engineering Tape or holobarriers, for the safety of crewmembers;&lt;br /&gt;
&lt;br /&gt;
8. Engineers are permitted to hack doors to gain unauthorized access to locations if said locations happen to require urgent repairs;&lt;br /&gt;
&lt;br /&gt;
9. Engineers are to maintain the integrity of the Station&#039;s Power Network;&lt;br /&gt;
10. Engineers must ensure there is at least one (1) engineering hardsuit available on the station at all times, unless there is an emergency that requires the use of all suits.&lt;br /&gt;
&lt;br /&gt;
  # Atmospheric Technician&lt;br /&gt;
&lt;br /&gt;
1. Atmospheric Technicians are permitted to completely repipe the Atmospherics Piping Setup, provided they do not pump harmful gases into anywhere except the burn chamber;&lt;br /&gt;
&lt;br /&gt;
2. Atmospheric Technicians are not permitted to create volatile mixes using Plasma and Oxygen, nor are they permitted to create any potentially harmful mixes with Carbon Dioxide and/or Nitrous Oxide. An exception is made when working with the burn chamber;&lt;br /&gt;
&lt;br /&gt;
3. Atmospheric Technicians are permitted to cool Plasma and store it for later use in Radiation Collectors. Likewise, they are permitted to cool Nitrogen or Carbon Dioxide and store it for use as coolant for the Supermatter Engine;&lt;br /&gt;
&lt;br /&gt;
4. Atmospheric Technicians are not permitted to take the axe out of its case unless there is an immediate and urgent threat to their life or urgent access to crisis locations is necessary. The axe must be returned to the case afterwards, and the case locked;&lt;br /&gt;
&lt;br /&gt;
5. Atmospheric Technicians are not permitted to tamper with the default values on Air Alarms. They are, however, permitted to create small, acclimatized rooms for species that require special atmospheric conditions (such as Vox), provided they receive express permission from the Chief Engineer;&lt;br /&gt;
&lt;br /&gt;
6. Atmospheric Technicians must periodically check on the Central Alarms Computer, in periods of, at most, thirty (30) minutes;&lt;br /&gt;
&lt;br /&gt;
7. Atmospheric Technicians must respond promptly to piping and station breaches. Failure to report within fifteen (15) minutes will be considered a breach of Standard Operating Procedure, unless there are no spare Atmospheric Technicians to report, or an Engineer has arrived at scene first. All Hazard Zones must be cordoned off with Engineering Tape or holobarriers, for the safety of all crewmembers.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===SOP===&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| &amp;lt;strong&amp;gt;Details&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|A base level of maturity is expected to play on this server. Admins may ban as they see fit if you cannot act at minimum like an adult, OOC or IC.&lt;br /&gt;
|}&lt;br /&gt;
===SOP===&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| &amp;lt;strong&amp;gt;Details&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|A base level of maturity is expected to play on this server. Admins may ban as they see fit if you cannot act at minimum like an adult, OOC or IC.&lt;br /&gt;
|}&lt;br /&gt;
===SOP===&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| &amp;lt;strong&amp;gt;Details&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|A base level of maturity is expected to play on this server. Admins may ban as they see fit if you cannot act at minimum like an adult, OOC or IC.&lt;br /&gt;
|}&lt;br /&gt;
===SOP===&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| &amp;lt;strong&amp;gt;Details&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|A base level of maturity is expected to play on this server. Admins may ban as they see fit if you cannot act at minimum like an adult, OOC or IC.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>BumblingDoofer</name></author>
	</entry>
	<entry>
		<id>https://wiki.funkystation.org/index.php?title=Standard_Operating_Procedure&amp;diff=1353</id>
		<title>Standard Operating Procedure</title>
		<link rel="alternate" type="text/html" href="https://wiki.funkystation.org/index.php?title=Standard_Operating_Procedure&amp;diff=1353"/>
		<updated>2025-07-15T00:56:49Z</updated>

		<summary type="html">&lt;p&gt;BumblingDoofer: /* SOP */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Command===&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| &amp;lt;strong&amp;gt;Details&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|  Here is a list of all the SOP documents for command.&lt;br /&gt;
&lt;br /&gt;
  # Captain SOP&lt;br /&gt;
&lt;br /&gt;
1. The Captain is not permitted to perform regular Security Duty. However, they may still assist Security if they are understaffed, or if they see a crime being committed. However, the Captain is not permitted to take items from the Armory under normal circumstances, unless authorized by the Head of Security. In addition, the Captain may not requisition weaponry for themselves from Cargo and/or Science, unless there&#039;s an immediate threat to station and/or crew;&lt;br /&gt;
&lt;br /&gt;
2. If a Department lacks a Head of Staff, the Captain should make reasonable efforts to appoint an Acting Head of Staff, if there are available personnel to fill the position;&lt;br /&gt;
&lt;br /&gt;
3. The Captain is to ensure that Space Law is being correctly applied. This should be done in cooperation with the Head of Security;&lt;br /&gt;
&lt;br /&gt;
4. The Captain is not to leave the Station unless given specific permission by Central Command, or it happens to be the end of the shift. To do so is to be considered abandoning their posts and is grounds for termination;&lt;br /&gt;
&lt;br /&gt;
5. The Captain must keep the Nuclear Authentication Disk on their person at all times or failing that, in the possession of the Head of Security or Blueshield;&lt;br /&gt;
&lt;br /&gt;
6. The Captain is to attempt to resolve every issue that arises in Command locally before contacting Central Command;&lt;br /&gt;
&lt;br /&gt;
7.The Captain, despite being in charge of the Station, is not separate from NanoTrasen. Any attempts to disregard general company policy are to be considered an instant condition for contract termination;&lt;br /&gt;
&lt;br /&gt;
8. The Captain may only promote personnel to an Acting Head of Staff position if there is no assigned Head of Staff associated with the Department. The Acting Head of Staff must be a member of the Department they are to lead. See below for more information on Chain of Command;&lt;br /&gt;
&lt;br /&gt;
9. The Captain may not fire any Head of Staff without reasonable justification (ie, incompetency, criminal activity, or otherwise any action that endangers/compromises the station and/or crew). The Captain may not fire any Central Command VIPs (ie, Blueshield, NanoTrasen Representative) without permission from Central Command, unless they are blatantly acting against the well-being and safety of the crew and station. The Captain must also follow HoP SOP point 5.&lt;br /&gt;
&lt;br /&gt;
  # Head of Personnel SOP&lt;br /&gt;
&lt;br /&gt;
1. The Head of Personnel may not transfer any personnel to another Department without authorization from the relevant Head of Staff. If no Head of Staff is available, the Head of Personnel may make a judgment call. This does not apply to Security, which always requires authorization from the Head of Security, or Genetics, which requires both Chief Medical Officer and Research Director approval. If there is no Head of Security active, no transfers are allowed to Security without authorization from the Captain;&lt;br /&gt;
&lt;br /&gt;
2. The Head of Personnel may not give any personnel increased access without authorization from the relevant Head of Staff. This includes the Head of Personnel. In addition, the Head of Personnel may only give Captain-Level access to someone if they are the Acting Captain. This access is to be removed when a proper Captain arrives at the station;&lt;br /&gt;
&lt;br /&gt;
3. The Head of Personnel may not increase any Job Openings unless the relevant Head of Staff approves;&lt;br /&gt;
&lt;br /&gt;
4.The Head of Personnel may not fire any personnel without authorization from the relevant Head of Staff, unless other conditions apply (see Space Law and General Standard Operating Procedure);&lt;br /&gt;
&lt;br /&gt;
5. The Head of Personnel may not promote anyone to the job of NanoTrasen Representative or Blueshield;&lt;br /&gt;
&lt;br /&gt;
6. The Head of Personnel is free to utilize paperwork at their discretion. However, during major station emergencies, expediency should take precedence over bureaucracy;&lt;br /&gt;
&lt;br /&gt;
7.The Head of Personnel may not leave their office unmanned if there are personnel waiting in line. Failure to respond to personnel with a legitimate request within ten (10) minutes, either via radio or in person is to be considered a breach of Standard Operating Procedure;&lt;br /&gt;
&lt;br /&gt;
8. The Head of Personnel is not permitted to perform Security duty. The Head of Personnel is permitted to carry a Disabler for self-defense only.&lt;br /&gt;
&lt;br /&gt;
  # NanoTrasen Representative SOP&lt;br /&gt;
&lt;br /&gt;
1. The NanoTrasen Representative is to ensure that every Department is following Standard Operating Procedure, up to and including the respective Head of Staff. If a Head of Staff is not available for a Department, the NanoTrasen Representative must ensure that the Captain appoints an Acting Head of Staff for said Department;&lt;br /&gt;
&lt;br /&gt;
2. The NanoTrasen Representative must attempt to resolve any breach of Standard Operating Procedure locally before contacting Central Command. This is an imperative: Standard Operating Procedure should always be followed unless there is a very good reason not to;&lt;br /&gt;
&lt;br /&gt;
3. The NanoTrasen Representative must, together with the Head of Security, ensure that Space Law is being followed and correctly applied;&lt;br /&gt;
&lt;br /&gt;
4. The NanoTrasen Representative may not threaten the use of a fax in order to gain leverage over any personnel, up to and including Command. In addition, they may not threaten to fire or have Central Command fire anyone, unless they actually possess a demotion note;&lt;br /&gt;
&lt;br /&gt;
5. The NanoTrasen Representative is permitted to carry their flash and a blade-cane, or a stun baton if the blade-cane is lost.&lt;br /&gt;
&lt;br /&gt;
  # Blueshield Officer SOP&lt;br /&gt;
&lt;br /&gt;
1. The Blueshield may not conduct arrests under the same conditions as Security. However, they may apprehend any personnel that trespass on a Head of Staff Office or Command Area, any personnel that steal from those locations, or any personnel that steal from and/or injure any Head of Staff or Central Command VIP. However, all apprehended personnel are to be processed by Security personnel;&lt;br /&gt;
&lt;br /&gt;
2. The Blueshield is to put the lives of Command over those of any other personnel, the Blueshield included. Their continued well-being is the Blueshield&#039;s top priority. This includes applying basic first aid and making sure they are revived if killed;&lt;br /&gt;
&lt;br /&gt;
3. The Blueshield is to protect the lives of Command personnel, not follow their orders to a fault. The Blueshield is not to interfere with legal demotions or arrests. To do so is to place themselves under the Special Modifier Aiding and Abetting;&lt;br /&gt;
&lt;br /&gt;
4. The Blueshield is not to apply Lethal Force unless there is a clear and present danger to their life, or to the life of a member of Command and the assailant cannot be non-lethally detained.&lt;br /&gt;
&lt;br /&gt;
  # Magistrate SOP&lt;br /&gt;
&lt;br /&gt;
1. The Magistrate is to ensure that Space Law is applied correctly. If it is not, they are to make it so;&lt;br /&gt;
  &lt;br /&gt;
2. The Magistrate has the final say on whether Trials take place, and should ensure they should only occur for Capital Sentences. Similarly, Magistrates are to ensure that Trials do not happen for Defendants that are self-evidently guilty;&lt;br /&gt;
&lt;br /&gt;
3. The Magistrate may overrule anyone in all matters concerning Space Law. This does not extend to Emergency Response Teams, Central Command Officials or direct Central Command communications;&lt;br /&gt;
  &lt;br /&gt;
4. The Magistrate is permitted to carry their flash;&lt;br /&gt;
  &lt;br /&gt;
5. The Magistrate is not above Space Law. Similarly, the Magistrate cannot overrule Security on a sentence imposed against themselves;&lt;br /&gt;
  &lt;br /&gt;
6. In the absence of Internal Affairs Agents or a NanoTrasen Representative, the Magistrate may elect to handle matters of Standard Operating Procedure. Otherwise, the Magistrate is only to ensure that the NanoTrasen Representative under their command are handling such matters;&lt;br /&gt;
&lt;br /&gt;
7. The Magistrate may not impede the expedient functioning of Security for the sake of micromanaging every aspect it. The Magistrate should only concern themselves with crimes that either have fuzzy evidence, or require careful deliberation of circumstances;&lt;br /&gt;
&lt;br /&gt;
8. The Magistrate is to contact Central Command immediately if their decisions are being ignored, provided said decision actually match up with Space Law and Standard Operating Procedure.&lt;br /&gt;
  &lt;br /&gt;
==If you need to deviate==&lt;br /&gt;
&lt;br /&gt;
Document document document!&lt;br /&gt;
After action reports, calling CentCom on the fabled red phone, or even praying will be heard by CentCom and your actions may be excused if they were determined to be in the best interest for NanoTrasen.&lt;br /&gt;
&lt;br /&gt;
==I don&#039;t see my job listed here!==&lt;br /&gt;
&lt;br /&gt;
It may be because this is a living document, and SOP is not yet finalized. The following SOP documents are completed for other Head&#039;s of Staff;&lt;br /&gt;
Glory to NanoTrasen!&lt;br /&gt;
|}&lt;br /&gt;
===Engineering SOP===&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| &amp;lt;strong&amp;gt;Details&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|# Chief Engineer&lt;br /&gt;
1. The Chief Engineer must make sure to properly wire Solar Panels and activate the Anti-Matter Engine (AME) if available, and co-ordinate a plan with their team to activate a more powerful engine for long-term station use;&lt;br /&gt;
&lt;br /&gt;
2. The Chief Engineer, along with the Research Director, is responsible for maintaining the integrity of Telecommunications. The Chief Engineer must not hinder the proper functionality of Telecommunications, and must diagnose and repair any issues that arise;&lt;br /&gt;
&lt;br /&gt;
3. The Chief Engineer is bound to the same rules regarding the axe as Atmospheric Technicians;&lt;br /&gt;
&lt;br /&gt;
4. The Chief Engineer is permitted to carry a flash and a disabler;&lt;br /&gt;
&lt;br /&gt;
5. The Chief Engineer is responsible for maintaining the integrity of all power sources set up on the station. Neglecting this duty is grounds for termination should the Supermatter delaminates or if power fails on the station;&lt;br /&gt;
&lt;br /&gt;
6. The Chief Engineer may declare an area &amp;quot;Condemned&amp;quot;, if it is damaged to the point where repairs cannot reasonably be completed within an acceptable frame of time;&lt;br /&gt;
&lt;br /&gt;
7. The Chief Engineer is permitted to grant Building Permits to crewmembers, and may dismantle or destroy unauthorized buildings / setups;&lt;br /&gt;
&lt;br /&gt;
8. The Chief Engineer is responsible for maintaining the integrity of the Station&#039;s Atmospherics System. Failure to maintain this integrity is grounds for termination.&lt;br /&gt;
&lt;br /&gt;
  # Station Engineer&lt;br /&gt;
1. Engineers must properly wire Solar Panels and activate the Anti-Matter Engine (AME) if available, and co-ordinate a plan to activate a more powerful engine for long-term station use;&lt;br /&gt;
&lt;br /&gt;
2. Engineers are responsible for maintaining the integrity of all engines aboard the station, even those that are de-activated or inert. Neglecting this duty is grounds for termination should an engine malfunction;&lt;br /&gt;
&lt;br /&gt;
3. Engineers are permitted to construct additional engines (such as additional SM/Tesla/Singularity engines) with approval from the Chief Engineer;&lt;br /&gt;
&lt;br /&gt;
4. Engineers are permitted to carry out solo reconstruction/rebuilding/personal projects if there is no damage to the station that requires fixing;&lt;br /&gt;
&lt;br /&gt;
5. Engineers must check each active engine at least once per 30 minutes;&lt;br /&gt;
&lt;br /&gt;
6. Engineers must constantly monitor the Supermatter engine if it is online and under emitter fire;&lt;br /&gt;
&lt;br /&gt;
7. Engineers must respond promptly to breaches, regardless of size. Failure to report within fifteen (15) minutes will be considered a breach of Standard Operating Procedure, unless there are no spare Engineers to report or an Atmospheric Technician has arrived on scene first. All Hazard Zones must be cordoned off with Engineering Tape or holobarriers, for the safety of crewmembers;&lt;br /&gt;
&lt;br /&gt;
8. Engineers are permitted to hack doors to gain unauthorized access to locations if said locations happen to require urgent repairs;&lt;br /&gt;
&lt;br /&gt;
9. Engineers are to maintain the integrity of the Station&#039;s Power Network;&lt;br /&gt;
10. Engineers must ensure there is at least one (1) engineering hardsuit available on the station at all times, unless there is an emergency that requires the use of all suits.&lt;br /&gt;
&lt;br /&gt;
  # Atmospheric Technician&lt;br /&gt;
&lt;br /&gt;
1. Atmospheric Technicians are permitted to completely repipe the Atmospherics Piping Setup, provided they do not pump harmful gases into anywhere except the burn chamber;&lt;br /&gt;
&lt;br /&gt;
2. Atmospheric Technicians are not permitted to create volatile mixes using Plasma and Oxygen, nor are they permitted to create any potentially harmful mixes with Carbon Dioxide and/or Nitrous Oxide. An exception is made when working with the burn chamber;&lt;br /&gt;
&lt;br /&gt;
3. Atmospheric Technicians are permitted to cool Plasma and store it for later use in Radiation Collectors. Likewise, they are permitted to cool Nitrogen or Carbon Dioxide and store it for use as coolant for the Supermatter Engine;&lt;br /&gt;
&lt;br /&gt;
4. Atmospheric Technicians are not permitted to take the axe out of its case unless there is an immediate and urgent threat to their life or urgent access to crisis locations is necessary. The axe must be returned to the case afterwards, and the case locked;&lt;br /&gt;
&lt;br /&gt;
5. Atmospheric Technicians are not permitted to tamper with the default values on Air Alarms. They are, however, permitted to create small, acclimatized rooms for species that require special atmospheric conditions (such as Vox), provided they receive express permission from the Chief Engineer;&lt;br /&gt;
&lt;br /&gt;
6. Atmospheric Technicians must periodically check on the Central Alarms Computer, in periods of, at most, thirty (30) minutes;&lt;br /&gt;
&lt;br /&gt;
7. Atmospheric Technicians must respond promptly to piping and station breaches. Failure to report within fifteen (15) minutes will be considered a breach of Standard Operating Procedure, unless there are no spare Atmospheric Technicians to report, or an Engineer has arrived at scene first. All Hazard Zones must be cordoned off with Engineering Tape or holobarriers, for the safety of all crewmembers.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===SOP===&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| &amp;lt;strong&amp;gt;Details&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|A base level of maturity is expected to play on this server. Admins may ban as they see fit if you cannot act at minimum like an adult, OOC or IC.&lt;br /&gt;
|}&lt;br /&gt;
===SOP===&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| &amp;lt;strong&amp;gt;Details&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|A base level of maturity is expected to play on this server. Admins may ban as they see fit if you cannot act at minimum like an adult, OOC or IC.&lt;br /&gt;
|}&lt;br /&gt;
===SOP===&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| &amp;lt;strong&amp;gt;Details&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|A base level of maturity is expected to play on this server. Admins may ban as they see fit if you cannot act at minimum like an adult, OOC or IC.&lt;br /&gt;
|}&lt;br /&gt;
===SOP===&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| &amp;lt;strong&amp;gt;Details&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|A base level of maturity is expected to play on this server. Admins may ban as they see fit if you cannot act at minimum like an adult, OOC or IC.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>BumblingDoofer</name></author>
	</entry>
	<entry>
		<id>https://wiki.funkystation.org/index.php?title=Standard_Operating_Procedure&amp;diff=1352</id>
		<title>Standard Operating Procedure</title>
		<link rel="alternate" type="text/html" href="https://wiki.funkystation.org/index.php?title=Standard_Operating_Procedure&amp;diff=1352"/>
		<updated>2025-07-15T00:54:34Z</updated>

		<summary type="html">&lt;p&gt;BumblingDoofer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Command===&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| &amp;lt;strong&amp;gt;Details&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|  Here is a list of all the SOP documents for command.&lt;br /&gt;
&lt;br /&gt;
  # Captain SOP&lt;br /&gt;
&lt;br /&gt;
1. The Captain is not permitted to perform regular Security Duty. However, they may still assist Security if they are understaffed, or if they see a crime being committed. However, the Captain is not permitted to take items from the Armory under normal circumstances, unless authorized by the Head of Security. In addition, the Captain may not requisition weaponry for themselves from Cargo and/or Science, unless there&#039;s an immediate threat to station and/or crew;&lt;br /&gt;
&lt;br /&gt;
2. If a Department lacks a Head of Staff, the Captain should make reasonable efforts to appoint an Acting Head of Staff, if there are available personnel to fill the position;&lt;br /&gt;
&lt;br /&gt;
3. The Captain is to ensure that Space Law is being correctly applied. This should be done in cooperation with the Head of Security;&lt;br /&gt;
&lt;br /&gt;
4. The Captain is not to leave the Station unless given specific permission by Central Command, or it happens to be the end of the shift. To do so is to be considered abandoning their posts and is grounds for termination;&lt;br /&gt;
&lt;br /&gt;
5. The Captain must keep the Nuclear Authentication Disk on their person at all times or failing that, in the possession of the Head of Security or Blueshield;&lt;br /&gt;
&lt;br /&gt;
6. The Captain is to attempt to resolve every issue that arises in Command locally before contacting Central Command;&lt;br /&gt;
&lt;br /&gt;
7.The Captain, despite being in charge of the Station, is not separate from NanoTrasen. Any attempts to disregard general company policy are to be considered an instant condition for contract termination;&lt;br /&gt;
&lt;br /&gt;
8. The Captain may only promote personnel to an Acting Head of Staff position if there is no assigned Head of Staff associated with the Department. The Acting Head of Staff must be a member of the Department they are to lead. See below for more information on Chain of Command;&lt;br /&gt;
&lt;br /&gt;
9. The Captain may not fire any Head of Staff without reasonable justification (ie, incompetency, criminal activity, or otherwise any action that endangers/compromises the station and/or crew). The Captain may not fire any Central Command VIPs (ie, Blueshield, NanoTrasen Representative) without permission from Central Command, unless they are blatantly acting against the well-being and safety of the crew and station. The Captain must also follow HoP SOP point 5.&lt;br /&gt;
&lt;br /&gt;
  # Head of Personnel SOP&lt;br /&gt;
&lt;br /&gt;
1. The Head of Personnel may not transfer any personnel to another Department without authorization from the relevant Head of Staff. If no Head of Staff is available, the Head of Personnel may make a judgment call. This does not apply to Security, which always requires authorization from the Head of Security, or Genetics, which requires both Chief Medical Officer and Research Director approval. If there is no Head of Security active, no transfers are allowed to Security without authorization from the Captain;&lt;br /&gt;
&lt;br /&gt;
2. The Head of Personnel may not give any personnel increased access without authorization from the relevant Head of Staff. This includes the Head of Personnel. In addition, the Head of Personnel may only give Captain-Level access to someone if they are the Acting Captain. This access is to be removed when a proper Captain arrives at the station;&lt;br /&gt;
&lt;br /&gt;
3. The Head of Personnel may not increase any Job Openings unless the relevant Head of Staff approves;&lt;br /&gt;
&lt;br /&gt;
4.The Head of Personnel may not fire any personnel without authorization from the relevant Head of Staff, unless other conditions apply (see Space Law and General Standard Operating Procedure);&lt;br /&gt;
&lt;br /&gt;
5. The Head of Personnel may not promote anyone to the job of NanoTrasen Representative or Blueshield;&lt;br /&gt;
&lt;br /&gt;
6. The Head of Personnel is free to utilize paperwork at their discretion. However, during major station emergencies, expediency should take precedence over bureaucracy;&lt;br /&gt;
&lt;br /&gt;
7.The Head of Personnel may not leave their office unmanned if there are personnel waiting in line. Failure to respond to personnel with a legitimate request within ten (10) minutes, either via radio or in person is to be considered a breach of Standard Operating Procedure;&lt;br /&gt;
&lt;br /&gt;
8. The Head of Personnel is not permitted to perform Security duty. The Head of Personnel is permitted to carry a Disabler for self-defense only.&lt;br /&gt;
&lt;br /&gt;
  # NanoTrasen Representative SOP&lt;br /&gt;
&lt;br /&gt;
1. The NanoTrasen Representative is to ensure that every Department is following Standard Operating Procedure, up to and including the respective Head of Staff. If a Head of Staff is not available for a Department, the NanoTrasen Representative must ensure that the Captain appoints an Acting Head of Staff for said Department;&lt;br /&gt;
&lt;br /&gt;
2. The NanoTrasen Representative must attempt to resolve any breach of Standard Operating Procedure locally before contacting Central Command. This is an imperative: Standard Operating Procedure should always be followed unless there is a very good reason not to;&lt;br /&gt;
&lt;br /&gt;
3. The NanoTrasen Representative must, together with the Head of Security, ensure that Space Law is being followed and correctly applied;&lt;br /&gt;
&lt;br /&gt;
4. The NanoTrasen Representative may not threaten the use of a fax in order to gain leverage over any personnel, up to and including Command. In addition, they may not threaten to fire or have Central Command fire anyone, unless they actually possess a demotion note;&lt;br /&gt;
&lt;br /&gt;
5. The NanoTrasen Representative is permitted to carry their flash and a blade-cane, or a stun baton if the blade-cane is lost.&lt;br /&gt;
&lt;br /&gt;
  # Blueshield Officer SOP&lt;br /&gt;
&lt;br /&gt;
1. The Blueshield may not conduct arrests under the same conditions as Security. However, they may apprehend any personnel that trespass on a Head of Staff Office or Command Area, any personnel that steal from those locations, or any personnel that steal from and/or injure any Head of Staff or Central Command VIP. However, all apprehended personnel are to be processed by Security personnel;&lt;br /&gt;
&lt;br /&gt;
2. The Blueshield is to put the lives of Command over those of any other personnel, the Blueshield included. Their continued well-being is the Blueshield&#039;s top priority. This includes applying basic first aid and making sure they are revived if killed;&lt;br /&gt;
&lt;br /&gt;
3. The Blueshield is to protect the lives of Command personnel, not follow their orders to a fault. The Blueshield is not to interfere with legal demotions or arrests. To do so is to place themselves under the Special Modifier Aiding and Abetting;&lt;br /&gt;
&lt;br /&gt;
4. The Blueshield is not to apply Lethal Force unless there is a clear and present danger to their life, or to the life of a member of Command and the assailant cannot be non-lethally detained.&lt;br /&gt;
&lt;br /&gt;
  # Magistrate SOP&lt;br /&gt;
&lt;br /&gt;
1. The Magistrate is to ensure that Space Law is applied correctly. If it is not, they are to make it so;&lt;br /&gt;
  &lt;br /&gt;
2. The Magistrate has the final say on whether Trials take place, and should ensure they should only occur for Capital Sentences. Similarly, Magistrates are to ensure that Trials do not happen for Defendants that are self-evidently guilty;&lt;br /&gt;
&lt;br /&gt;
3. The Magistrate may overrule anyone in all matters concerning Space Law. This does not extend to Emergency Response Teams, Central Command Officials or direct Central Command communications;&lt;br /&gt;
  &lt;br /&gt;
4. The Magistrate is permitted to carry their flash;&lt;br /&gt;
  &lt;br /&gt;
5. The Magistrate is not above Space Law. Similarly, the Magistrate cannot overrule Security on a sentence imposed against themselves;&lt;br /&gt;
  &lt;br /&gt;
6. In the absence of Internal Affairs Agents or a NanoTrasen Representative, the Magistrate may elect to handle matters of Standard Operating Procedure. Otherwise, the Magistrate is only to ensure that the NanoTrasen Representative under their command are handling such matters;&lt;br /&gt;
&lt;br /&gt;
7. The Magistrate may not impede the expedient functioning of Security for the sake of micromanaging every aspect it. The Magistrate should only concern themselves with crimes that either have fuzzy evidence, or require careful deliberation of circumstances;&lt;br /&gt;
&lt;br /&gt;
8. The Magistrate is to contact Central Command immediately if their decisions are being ignored, provided said decision actually match up with Space Law and Standard Operating Procedure.&lt;br /&gt;
  &lt;br /&gt;
==If you need to deviate==&lt;br /&gt;
&lt;br /&gt;
Document document document!&lt;br /&gt;
After action reports, calling CentCom on the fabled red phone, or even praying will be heard by CentCom and your actions may be excused if they were determined to be in the best interest for NanoTrasen.&lt;br /&gt;
&lt;br /&gt;
==I don&#039;t see my job listed here!==&lt;br /&gt;
&lt;br /&gt;
It may be because this is a living document, and SOP is not yet finalized. The following SOP documents are completed for other Head&#039;s of Staff;&lt;br /&gt;
Glory to NanoTrasen!&lt;br /&gt;
|}&lt;br /&gt;
===SOP===&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| &amp;lt;strong&amp;gt;Details&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|A base level of maturity is expected to play on this server. Admins may ban as they see fit if you cannot act at minimum like an adult, OOC or IC.&lt;br /&gt;
|}&lt;br /&gt;
===SOP===&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| &amp;lt;strong&amp;gt;Details&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|A base level of maturity is expected to play on this server. Admins may ban as they see fit if you cannot act at minimum like an adult, OOC or IC.&lt;br /&gt;
|}&lt;br /&gt;
===SOP===&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| &amp;lt;strong&amp;gt;Details&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|A base level of maturity is expected to play on this server. Admins may ban as they see fit if you cannot act at minimum like an adult, OOC or IC.&lt;br /&gt;
|}&lt;br /&gt;
===SOP===&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| &amp;lt;strong&amp;gt;Details&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|A base level of maturity is expected to play on this server. Admins may ban as they see fit if you cannot act at minimum like an adult, OOC or IC.&lt;br /&gt;
|}&lt;br /&gt;
===SOP===&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| &amp;lt;strong&amp;gt;Details&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|A base level of maturity is expected to play on this server. Admins may ban as they see fit if you cannot act at minimum like an adult, OOC or IC.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>BumblingDoofer</name></author>
	</entry>
	<entry>
		<id>https://wiki.funkystation.org/index.php?title=Standard_Operating_Procedure&amp;diff=1351</id>
		<title>Standard Operating Procedure</title>
		<link rel="alternate" type="text/html" href="https://wiki.funkystation.org/index.php?title=Standard_Operating_Procedure&amp;diff=1351"/>
		<updated>2025-07-15T00:52:26Z</updated>

		<summary type="html">&lt;p&gt;BumblingDoofer: /* I don&amp;#039;t see my job listed here! */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Command===&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| &amp;lt;strong&amp;gt;Details&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|  Here is a list of all the SOP documents for command.&lt;br /&gt;
&lt;br /&gt;
  # Captain SOP&lt;br /&gt;
&lt;br /&gt;
1. The Captain is not permitted to perform regular Security Duty. However, they may still assist Security if they are understaffed, or if they see a crime being committed. However, the Captain is not permitted to take items from the Armory under normal circumstances, unless authorized by the Head of Security. In addition, the Captain may not requisition weaponry for themselves from Cargo and/or Science, unless there&#039;s an immediate threat to station and/or crew;&lt;br /&gt;
&lt;br /&gt;
2. If a Department lacks a Head of Staff, the Captain should make reasonable efforts to appoint an Acting Head of Staff, if there are available personnel to fill the position;&lt;br /&gt;
&lt;br /&gt;
3. The Captain is to ensure that Space Law is being correctly applied. This should be done in cooperation with the Head of Security;&lt;br /&gt;
&lt;br /&gt;
4. The Captain is not to leave the Station unless given specific permission by Central Command, or it happens to be the end of the shift. To do so is to be considered abandoning their posts and is grounds for termination;&lt;br /&gt;
&lt;br /&gt;
5. The Captain must keep the Nuclear Authentication Disk on their person at all times or failing that, in the possession of the Head of Security or Blueshield;&lt;br /&gt;
&lt;br /&gt;
6. The Captain is to attempt to resolve every issue that arises in Command locally before contacting Central Command;&lt;br /&gt;
&lt;br /&gt;
7.The Captain, despite being in charge of the Station, is not separate from NanoTrasen. Any attempts to disregard general company policy are to be considered an instant condition for contract termination;&lt;br /&gt;
&lt;br /&gt;
8. The Captain may only promote personnel to an Acting Head of Staff position if there is no assigned Head of Staff associated with the Department. The Acting Head of Staff must be a member of the Department they are to lead. See below for more information on Chain of Command;&lt;br /&gt;
&lt;br /&gt;
9. The Captain may not fire any Head of Staff without reasonable justification (ie, incompetency, criminal activity, or otherwise any action that endangers/compromises the station and/or crew). The Captain may not fire any Central Command VIPs (ie, Blueshield, NanoTrasen Representative) without permission from Central Command, unless they are blatantly acting against the well-being and safety of the crew and station. The Captain must also follow HoP SOP point 5.&lt;br /&gt;
&lt;br /&gt;
  # Head of Personnel SOP&lt;br /&gt;
&lt;br /&gt;
1. The Head of Personnel may not transfer any personnel to another Department without authorization from the relevant Head of Staff. If no Head of Staff is available, the Head of Personnel may make a judgment call. This does not apply to Security, which always requires authorization from the Head of Security, or Genetics, which requires both Chief Medical Officer and Research Director approval. If there is no Head of Security active, no transfers are allowed to Security without authorization from the Captain;&lt;br /&gt;
&lt;br /&gt;
2. The Head of Personnel may not give any personnel increased access without authorization from the relevant Head of Staff. This includes the Head of Personnel. In addition, the Head of Personnel may only give Captain-Level access to someone if they are the Acting Captain. This access is to be removed when a proper Captain arrives at the station;&lt;br /&gt;
&lt;br /&gt;
3. The Head of Personnel may not increase any Job Openings unless the relevant Head of Staff approves;&lt;br /&gt;
&lt;br /&gt;
4.The Head of Personnel may not fire any personnel without authorization from the relevant Head of Staff, unless other conditions apply (see Space Law and General Standard Operating Procedure);&lt;br /&gt;
&lt;br /&gt;
5. The Head of Personnel may not promote anyone to the job of NanoTrasen Representative or Blueshield;&lt;br /&gt;
&lt;br /&gt;
6. The Head of Personnel is free to utilize paperwork at their discretion. However, during major station emergencies, expediency should take precedence over bureaucracy;&lt;br /&gt;
&lt;br /&gt;
7.The Head of Personnel may not leave their office unmanned if there are personnel waiting in line. Failure to respond to personnel with a legitimate request within ten (10) minutes, either via radio or in person is to be considered a breach of Standard Operating Procedure;&lt;br /&gt;
&lt;br /&gt;
8. The Head of Personnel is not permitted to perform Security duty. The Head of Personnel is permitted to carry a Disabler for self-defense only.&lt;br /&gt;
&lt;br /&gt;
  # NanoTrasen Representative SOP&lt;br /&gt;
&lt;br /&gt;
1. The NanoTrasen Representative is to ensure that every Department is following Standard Operating Procedure, up to and including the respective Head of Staff. If a Head of Staff is not available for a Department, the NanoTrasen Representative must ensure that the Captain appoints an Acting Head of Staff for said Department;&lt;br /&gt;
&lt;br /&gt;
2. The NanoTrasen Representative must attempt to resolve any breach of Standard Operating Procedure locally before contacting Central Command. This is an imperative: Standard Operating Procedure should always be followed unless there is a very good reason not to;&lt;br /&gt;
&lt;br /&gt;
3. The NanoTrasen Representative must, together with the Head of Security, ensure that Space Law is being followed and correctly applied;&lt;br /&gt;
&lt;br /&gt;
4. The NanoTrasen Representative may not threaten the use of a fax in order to gain leverage over any personnel, up to and including Command. In addition, they may not threaten to fire or have Central Command fire anyone, unless they actually possess a demotion note;&lt;br /&gt;
&lt;br /&gt;
5. The NanoTrasen Representative is permitted to carry their flash and a blade-cane, or a stun baton if the blade-cane is lost.&lt;br /&gt;
&lt;br /&gt;
  # Blueshield Officer SOP&lt;br /&gt;
&lt;br /&gt;
1. The Blueshield may not conduct arrests under the same conditions as Security. However, they may apprehend any personnel that trespass on a Head of Staff Office or Command Area, any personnel that steal from those locations, or any personnel that steal from and/or injure any Head of Staff or Central Command VIP. However, all apprehended personnel are to be processed by Security personnel;&lt;br /&gt;
&lt;br /&gt;
2. The Blueshield is to put the lives of Command over those of any other personnel, the Blueshield included. Their continued well-being is the Blueshield&#039;s top priority. This includes applying basic first aid and making sure they are revived if killed;&lt;br /&gt;
&lt;br /&gt;
3. The Blueshield is to protect the lives of Command personnel, not follow their orders to a fault. The Blueshield is not to interfere with legal demotions or arrests. To do so is to place themselves under the Special Modifier Aiding and Abetting;&lt;br /&gt;
&lt;br /&gt;
4. The Blueshield is not to apply Lethal Force unless there is a clear and present danger to their life, or to the life of a member of Command and the assailant cannot be non-lethally detained.&lt;br /&gt;
&lt;br /&gt;
  # Magistrate SOP&lt;br /&gt;
&lt;br /&gt;
1. The Magistrate is to ensure that Space Law is applied correctly. If it is not, they are to make it so;&lt;br /&gt;
  &lt;br /&gt;
2. The Magistrate has the final say on whether Trials take place, and should ensure they should only occur for Capital Sentences. Similarly, Magistrates are to ensure that Trials do not happen for Defendants that are self-evidently guilty;&lt;br /&gt;
&lt;br /&gt;
3. The Magistrate may overrule anyone in all matters concerning Space Law. This does not extend to Emergency Response Teams, Central Command Officials or direct Central Command communications;&lt;br /&gt;
  &lt;br /&gt;
4. The Magistrate is permitted to carry their flash;&lt;br /&gt;
  &lt;br /&gt;
5. The Magistrate is not above Space Law. Similarly, the Magistrate cannot overrule Security on a sentence imposed against themselves;&lt;br /&gt;
  &lt;br /&gt;
6. In the absence of Internal Affairs Agents or a NanoTrasen Representative, the Magistrate may elect to handle matters of Standard Operating Procedure. Otherwise, the Magistrate is only to ensure that the NanoTrasen Representative under their command are handling such matters;&lt;br /&gt;
&lt;br /&gt;
7. The Magistrate may not impede the expedient functioning of Security for the sake of micromanaging every aspect it. The Magistrate should only concern themselves with crimes that either have fuzzy evidence, or require careful deliberation of circumstances;&lt;br /&gt;
&lt;br /&gt;
8. The Magistrate is to contact Central Command immediately if their decisions are being ignored, provided said decision actually match up with Space Law and Standard Operating Procedure.&lt;br /&gt;
  &lt;br /&gt;
==If you need to deviate==&lt;br /&gt;
&lt;br /&gt;
Document document document!&lt;br /&gt;
After action reports, calling CentCom on the fabled red phone, or even praying will be heard by CentCom and your actions may be excused if they were determined to be in the best interest for NanoTrasen.&lt;br /&gt;
&lt;br /&gt;
==I don&#039;t see my job listed here!==&lt;br /&gt;
&lt;br /&gt;
It may be because this is a living document, and SOP is not yet finalized. The following SOP documents are completed for other Head&#039;s of Staff;&lt;br /&gt;
Glory to NanoTrasen!&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>BumblingDoofer</name></author>
	</entry>
	<entry>
		<id>https://wiki.funkystation.org/index.php?title=Standard_Operating_Procedure&amp;diff=1350</id>
		<title>Standard Operating Procedure</title>
		<link rel="alternate" type="text/html" href="https://wiki.funkystation.org/index.php?title=Standard_Operating_Procedure&amp;diff=1350"/>
		<updated>2025-07-15T00:52:16Z</updated>

		<summary type="html">&lt;p&gt;BumblingDoofer: /* If you need to deviate */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Command===&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| &amp;lt;strong&amp;gt;Details&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|  Here is a list of all the SOP documents for command.&lt;br /&gt;
&lt;br /&gt;
  # Captain SOP&lt;br /&gt;
&lt;br /&gt;
1. The Captain is not permitted to perform regular Security Duty. However, they may still assist Security if they are understaffed, or if they see a crime being committed. However, the Captain is not permitted to take items from the Armory under normal circumstances, unless authorized by the Head of Security. In addition, the Captain may not requisition weaponry for themselves from Cargo and/or Science, unless there&#039;s an immediate threat to station and/or crew;&lt;br /&gt;
&lt;br /&gt;
2. If a Department lacks a Head of Staff, the Captain should make reasonable efforts to appoint an Acting Head of Staff, if there are available personnel to fill the position;&lt;br /&gt;
&lt;br /&gt;
3. The Captain is to ensure that Space Law is being correctly applied. This should be done in cooperation with the Head of Security;&lt;br /&gt;
&lt;br /&gt;
4. The Captain is not to leave the Station unless given specific permission by Central Command, or it happens to be the end of the shift. To do so is to be considered abandoning their posts and is grounds for termination;&lt;br /&gt;
&lt;br /&gt;
5. The Captain must keep the Nuclear Authentication Disk on their person at all times or failing that, in the possession of the Head of Security or Blueshield;&lt;br /&gt;
&lt;br /&gt;
6. The Captain is to attempt to resolve every issue that arises in Command locally before contacting Central Command;&lt;br /&gt;
&lt;br /&gt;
7.The Captain, despite being in charge of the Station, is not separate from NanoTrasen. Any attempts to disregard general company policy are to be considered an instant condition for contract termination;&lt;br /&gt;
&lt;br /&gt;
8. The Captain may only promote personnel to an Acting Head of Staff position if there is no assigned Head of Staff associated with the Department. The Acting Head of Staff must be a member of the Department they are to lead. See below for more information on Chain of Command;&lt;br /&gt;
&lt;br /&gt;
9. The Captain may not fire any Head of Staff without reasonable justification (ie, incompetency, criminal activity, or otherwise any action that endangers/compromises the station and/or crew). The Captain may not fire any Central Command VIPs (ie, Blueshield, NanoTrasen Representative) without permission from Central Command, unless they are blatantly acting against the well-being and safety of the crew and station. The Captain must also follow HoP SOP point 5.&lt;br /&gt;
&lt;br /&gt;
  # Head of Personnel SOP&lt;br /&gt;
&lt;br /&gt;
1. The Head of Personnel may not transfer any personnel to another Department without authorization from the relevant Head of Staff. If no Head of Staff is available, the Head of Personnel may make a judgment call. This does not apply to Security, which always requires authorization from the Head of Security, or Genetics, which requires both Chief Medical Officer and Research Director approval. If there is no Head of Security active, no transfers are allowed to Security without authorization from the Captain;&lt;br /&gt;
&lt;br /&gt;
2. The Head of Personnel may not give any personnel increased access without authorization from the relevant Head of Staff. This includes the Head of Personnel. In addition, the Head of Personnel may only give Captain-Level access to someone if they are the Acting Captain. This access is to be removed when a proper Captain arrives at the station;&lt;br /&gt;
&lt;br /&gt;
3. The Head of Personnel may not increase any Job Openings unless the relevant Head of Staff approves;&lt;br /&gt;
&lt;br /&gt;
4.The Head of Personnel may not fire any personnel without authorization from the relevant Head of Staff, unless other conditions apply (see Space Law and General Standard Operating Procedure);&lt;br /&gt;
&lt;br /&gt;
5. The Head of Personnel may not promote anyone to the job of NanoTrasen Representative or Blueshield;&lt;br /&gt;
&lt;br /&gt;
6. The Head of Personnel is free to utilize paperwork at their discretion. However, during major station emergencies, expediency should take precedence over bureaucracy;&lt;br /&gt;
&lt;br /&gt;
7.The Head of Personnel may not leave their office unmanned if there are personnel waiting in line. Failure to respond to personnel with a legitimate request within ten (10) minutes, either via radio or in person is to be considered a breach of Standard Operating Procedure;&lt;br /&gt;
&lt;br /&gt;
8. The Head of Personnel is not permitted to perform Security duty. The Head of Personnel is permitted to carry a Disabler for self-defense only.&lt;br /&gt;
&lt;br /&gt;
  # NanoTrasen Representative SOP&lt;br /&gt;
&lt;br /&gt;
1. The NanoTrasen Representative is to ensure that every Department is following Standard Operating Procedure, up to and including the respective Head of Staff. If a Head of Staff is not available for a Department, the NanoTrasen Representative must ensure that the Captain appoints an Acting Head of Staff for said Department;&lt;br /&gt;
&lt;br /&gt;
2. The NanoTrasen Representative must attempt to resolve any breach of Standard Operating Procedure locally before contacting Central Command. This is an imperative: Standard Operating Procedure should always be followed unless there is a very good reason not to;&lt;br /&gt;
&lt;br /&gt;
3. The NanoTrasen Representative must, together with the Head of Security, ensure that Space Law is being followed and correctly applied;&lt;br /&gt;
&lt;br /&gt;
4. The NanoTrasen Representative may not threaten the use of a fax in order to gain leverage over any personnel, up to and including Command. In addition, they may not threaten to fire or have Central Command fire anyone, unless they actually possess a demotion note;&lt;br /&gt;
&lt;br /&gt;
5. The NanoTrasen Representative is permitted to carry their flash and a blade-cane, or a stun baton if the blade-cane is lost.&lt;br /&gt;
&lt;br /&gt;
  # Blueshield Officer SOP&lt;br /&gt;
&lt;br /&gt;
1. The Blueshield may not conduct arrests under the same conditions as Security. However, they may apprehend any personnel that trespass on a Head of Staff Office or Command Area, any personnel that steal from those locations, or any personnel that steal from and/or injure any Head of Staff or Central Command VIP. However, all apprehended personnel are to be processed by Security personnel;&lt;br /&gt;
&lt;br /&gt;
2. The Blueshield is to put the lives of Command over those of any other personnel, the Blueshield included. Their continued well-being is the Blueshield&#039;s top priority. This includes applying basic first aid and making sure they are revived if killed;&lt;br /&gt;
&lt;br /&gt;
3. The Blueshield is to protect the lives of Command personnel, not follow their orders to a fault. The Blueshield is not to interfere with legal demotions or arrests. To do so is to place themselves under the Special Modifier Aiding and Abetting;&lt;br /&gt;
&lt;br /&gt;
4. The Blueshield is not to apply Lethal Force unless there is a clear and present danger to their life, or to the life of a member of Command and the assailant cannot be non-lethally detained.&lt;br /&gt;
&lt;br /&gt;
  # Magistrate SOP&lt;br /&gt;
&lt;br /&gt;
1. The Magistrate is to ensure that Space Law is applied correctly. If it is not, they are to make it so;&lt;br /&gt;
  &lt;br /&gt;
2. The Magistrate has the final say on whether Trials take place, and should ensure they should only occur for Capital Sentences. Similarly, Magistrates are to ensure that Trials do not happen for Defendants that are self-evidently guilty;&lt;br /&gt;
&lt;br /&gt;
3. The Magistrate may overrule anyone in all matters concerning Space Law. This does not extend to Emergency Response Teams, Central Command Officials or direct Central Command communications;&lt;br /&gt;
  &lt;br /&gt;
4. The Magistrate is permitted to carry their flash;&lt;br /&gt;
  &lt;br /&gt;
5. The Magistrate is not above Space Law. Similarly, the Magistrate cannot overrule Security on a sentence imposed against themselves;&lt;br /&gt;
  &lt;br /&gt;
6. In the absence of Internal Affairs Agents or a NanoTrasen Representative, the Magistrate may elect to handle matters of Standard Operating Procedure. Otherwise, the Magistrate is only to ensure that the NanoTrasen Representative under their command are handling such matters;&lt;br /&gt;
&lt;br /&gt;
7. The Magistrate may not impede the expedient functioning of Security for the sake of micromanaging every aspect it. The Magistrate should only concern themselves with crimes that either have fuzzy evidence, or require careful deliberation of circumstances;&lt;br /&gt;
&lt;br /&gt;
8. The Magistrate is to contact Central Command immediately if their decisions are being ignored, provided said decision actually match up with Space Law and Standard Operating Procedure.&lt;br /&gt;
  &lt;br /&gt;
==If you need to deviate==&lt;br /&gt;
&lt;br /&gt;
Document document document!&lt;br /&gt;
After action reports, calling CentCom on the fabled red phone, or even praying will be heard by CentCom and your actions may be excused if they were determined to be in the best interest for NanoTrasen.&lt;br /&gt;
&lt;br /&gt;
==I don&#039;t see my job listed here!==&lt;br /&gt;
&lt;br /&gt;
It may be because this is a living document, and SOP is not yet finalized. The following SOP documents are completed for other Head&#039;s of Staff;&lt;br /&gt;
&lt;br /&gt;
  Glory to NanoTrasen!&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>BumblingDoofer</name></author>
	</entry>
	<entry>
		<id>https://wiki.funkystation.org/index.php?title=Standard_Operating_Procedure&amp;diff=1349</id>
		<title>Standard Operating Procedure</title>
		<link rel="alternate" type="text/html" href="https://wiki.funkystation.org/index.php?title=Standard_Operating_Procedure&amp;diff=1349"/>
		<updated>2025-07-15T00:52:02Z</updated>

		<summary type="html">&lt;p&gt;BumblingDoofer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Command===&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| &amp;lt;strong&amp;gt;Details&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|  Here is a list of all the SOP documents for command.&lt;br /&gt;
&lt;br /&gt;
  # Captain SOP&lt;br /&gt;
&lt;br /&gt;
1. The Captain is not permitted to perform regular Security Duty. However, they may still assist Security if they are understaffed, or if they see a crime being committed. However, the Captain is not permitted to take items from the Armory under normal circumstances, unless authorized by the Head of Security. In addition, the Captain may not requisition weaponry for themselves from Cargo and/or Science, unless there&#039;s an immediate threat to station and/or crew;&lt;br /&gt;
&lt;br /&gt;
2. If a Department lacks a Head of Staff, the Captain should make reasonable efforts to appoint an Acting Head of Staff, if there are available personnel to fill the position;&lt;br /&gt;
&lt;br /&gt;
3. The Captain is to ensure that Space Law is being correctly applied. This should be done in cooperation with the Head of Security;&lt;br /&gt;
&lt;br /&gt;
4. The Captain is not to leave the Station unless given specific permission by Central Command, or it happens to be the end of the shift. To do so is to be considered abandoning their posts and is grounds for termination;&lt;br /&gt;
&lt;br /&gt;
5. The Captain must keep the Nuclear Authentication Disk on their person at all times or failing that, in the possession of the Head of Security or Blueshield;&lt;br /&gt;
&lt;br /&gt;
6. The Captain is to attempt to resolve every issue that arises in Command locally before contacting Central Command;&lt;br /&gt;
&lt;br /&gt;
7.The Captain, despite being in charge of the Station, is not separate from NanoTrasen. Any attempts to disregard general company policy are to be considered an instant condition for contract termination;&lt;br /&gt;
&lt;br /&gt;
8. The Captain may only promote personnel to an Acting Head of Staff position if there is no assigned Head of Staff associated with the Department. The Acting Head of Staff must be a member of the Department they are to lead. See below for more information on Chain of Command;&lt;br /&gt;
&lt;br /&gt;
9. The Captain may not fire any Head of Staff without reasonable justification (ie, incompetency, criminal activity, or otherwise any action that endangers/compromises the station and/or crew). The Captain may not fire any Central Command VIPs (ie, Blueshield, NanoTrasen Representative) without permission from Central Command, unless they are blatantly acting against the well-being and safety of the crew and station. The Captain must also follow HoP SOP point 5.&lt;br /&gt;
&lt;br /&gt;
  # Head of Personnel SOP&lt;br /&gt;
&lt;br /&gt;
1. The Head of Personnel may not transfer any personnel to another Department without authorization from the relevant Head of Staff. If no Head of Staff is available, the Head of Personnel may make a judgment call. This does not apply to Security, which always requires authorization from the Head of Security, or Genetics, which requires both Chief Medical Officer and Research Director approval. If there is no Head of Security active, no transfers are allowed to Security without authorization from the Captain;&lt;br /&gt;
&lt;br /&gt;
2. The Head of Personnel may not give any personnel increased access without authorization from the relevant Head of Staff. This includes the Head of Personnel. In addition, the Head of Personnel may only give Captain-Level access to someone if they are the Acting Captain. This access is to be removed when a proper Captain arrives at the station;&lt;br /&gt;
&lt;br /&gt;
3. The Head of Personnel may not increase any Job Openings unless the relevant Head of Staff approves;&lt;br /&gt;
&lt;br /&gt;
4.The Head of Personnel may not fire any personnel without authorization from the relevant Head of Staff, unless other conditions apply (see Space Law and General Standard Operating Procedure);&lt;br /&gt;
&lt;br /&gt;
5. The Head of Personnel may not promote anyone to the job of NanoTrasen Representative or Blueshield;&lt;br /&gt;
&lt;br /&gt;
6. The Head of Personnel is free to utilize paperwork at their discretion. However, during major station emergencies, expediency should take precedence over bureaucracy;&lt;br /&gt;
&lt;br /&gt;
7.The Head of Personnel may not leave their office unmanned if there are personnel waiting in line. Failure to respond to personnel with a legitimate request within ten (10) minutes, either via radio or in person is to be considered a breach of Standard Operating Procedure;&lt;br /&gt;
&lt;br /&gt;
8. The Head of Personnel is not permitted to perform Security duty. The Head of Personnel is permitted to carry a Disabler for self-defense only.&lt;br /&gt;
&lt;br /&gt;
  # NanoTrasen Representative SOP&lt;br /&gt;
&lt;br /&gt;
1. The NanoTrasen Representative is to ensure that every Department is following Standard Operating Procedure, up to and including the respective Head of Staff. If a Head of Staff is not available for a Department, the NanoTrasen Representative must ensure that the Captain appoints an Acting Head of Staff for said Department;&lt;br /&gt;
&lt;br /&gt;
2. The NanoTrasen Representative must attempt to resolve any breach of Standard Operating Procedure locally before contacting Central Command. This is an imperative: Standard Operating Procedure should always be followed unless there is a very good reason not to;&lt;br /&gt;
&lt;br /&gt;
3. The NanoTrasen Representative must, together with the Head of Security, ensure that Space Law is being followed and correctly applied;&lt;br /&gt;
&lt;br /&gt;
4. The NanoTrasen Representative may not threaten the use of a fax in order to gain leverage over any personnel, up to and including Command. In addition, they may not threaten to fire or have Central Command fire anyone, unless they actually possess a demotion note;&lt;br /&gt;
&lt;br /&gt;
5. The NanoTrasen Representative is permitted to carry their flash and a blade-cane, or a stun baton if the blade-cane is lost.&lt;br /&gt;
&lt;br /&gt;
  # Blueshield Officer SOP&lt;br /&gt;
&lt;br /&gt;
1. The Blueshield may not conduct arrests under the same conditions as Security. However, they may apprehend any personnel that trespass on a Head of Staff Office or Command Area, any personnel that steal from those locations, or any personnel that steal from and/or injure any Head of Staff or Central Command VIP. However, all apprehended personnel are to be processed by Security personnel;&lt;br /&gt;
&lt;br /&gt;
2. The Blueshield is to put the lives of Command over those of any other personnel, the Blueshield included. Their continued well-being is the Blueshield&#039;s top priority. This includes applying basic first aid and making sure they are revived if killed;&lt;br /&gt;
&lt;br /&gt;
3. The Blueshield is to protect the lives of Command personnel, not follow their orders to a fault. The Blueshield is not to interfere with legal demotions or arrests. To do so is to place themselves under the Special Modifier Aiding and Abetting;&lt;br /&gt;
&lt;br /&gt;
4. The Blueshield is not to apply Lethal Force unless there is a clear and present danger to their life, or to the life of a member of Command and the assailant cannot be non-lethally detained.&lt;br /&gt;
&lt;br /&gt;
  # Magistrate SOP&lt;br /&gt;
&lt;br /&gt;
1. The Magistrate is to ensure that Space Law is applied correctly. If it is not, they are to make it so;&lt;br /&gt;
  &lt;br /&gt;
2. The Magistrate has the final say on whether Trials take place, and should ensure they should only occur for Capital Sentences. Similarly, Magistrates are to ensure that Trials do not happen for Defendants that are self-evidently guilty;&lt;br /&gt;
&lt;br /&gt;
3. The Magistrate may overrule anyone in all matters concerning Space Law. This does not extend to Emergency Response Teams, Central Command Officials or direct Central Command communications;&lt;br /&gt;
  &lt;br /&gt;
4. The Magistrate is permitted to carry their flash;&lt;br /&gt;
  &lt;br /&gt;
5. The Magistrate is not above Space Law. Similarly, the Magistrate cannot overrule Security on a sentence imposed against themselves;&lt;br /&gt;
  &lt;br /&gt;
6. In the absence of Internal Affairs Agents or a NanoTrasen Representative, the Magistrate may elect to handle matters of Standard Operating Procedure. Otherwise, the Magistrate is only to ensure that the NanoTrasen Representative under their command are handling such matters;&lt;br /&gt;
&lt;br /&gt;
7. The Magistrate may not impede the expedient functioning of Security for the sake of micromanaging every aspect it. The Magistrate should only concern themselves with crimes that either have fuzzy evidence, or require careful deliberation of circumstances;&lt;br /&gt;
&lt;br /&gt;
8. The Magistrate is to contact Central Command immediately if their decisions are being ignored, provided said decision actually match up with Space Law and Standard Operating Procedure.&lt;br /&gt;
  &lt;br /&gt;
==If you need to deviate==&lt;br /&gt;
&lt;br /&gt;
Document document document!&lt;br /&gt;
  After action reports, calling CentCom on the fabled red phone, or even praying will be heard by CentCom and your actions may be excused if they were determined to be in the best interest for NanoTrasen.&lt;br /&gt;
&lt;br /&gt;
==I don&#039;t see my job listed here!==&lt;br /&gt;
&lt;br /&gt;
It may be because this is a living document, and SOP is not yet finalized. The following SOP documents are completed for other Head&#039;s of Staff;&lt;br /&gt;
&lt;br /&gt;
  Glory to NanoTrasen!&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>BumblingDoofer</name></author>
	</entry>
	<entry>
		<id>https://wiki.funkystation.org/index.php?title=Standard_Operating_Procedure&amp;diff=1348</id>
		<title>Standard Operating Procedure</title>
		<link rel="alternate" type="text/html" href="https://wiki.funkystation.org/index.php?title=Standard_Operating_Procedure&amp;diff=1348"/>
		<updated>2025-07-15T00:49:45Z</updated>

		<summary type="html">&lt;p&gt;BumblingDoofer: /* Command */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Command===&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| &amp;lt;strong&amp;gt;Details&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|  Here is a list of all the SOP documents for command.&lt;br /&gt;
&lt;br /&gt;
  # Captain SOP&lt;br /&gt;
&lt;br /&gt;
1.[/bold] The Captain is not permitted to perform regular Security Duty. However, they may still assist Security if they are understaffed, or if they see a crime being committed. However, the Captain is not permitted to take items from the Armory under normal circumstances, unless authorized by the Head of Security. In addition, the Captain may not requisition weaponry for themselves from Cargo and/or Science, unless there&#039;s an immediate threat to station and/or crew;&lt;br /&gt;
&lt;br /&gt;
2.[/bold] If a Department lacks a Head of Staff, the Captain should make reasonable efforts to appoint an Acting Head of Staff, if there are available personnel to fill the position;&lt;br /&gt;
&lt;br /&gt;
3.[/bold] The Captain is to ensure that Space Law is being correctly applied. This should be done in cooperation with the Head of Security;&lt;br /&gt;
&lt;br /&gt;
4.[/bold] The Captain is not to leave the Station unless given specific permission by Central Command, or it happens to be the end of the shift. To do so is to be considered abandoning their posts and is grounds for termination;&lt;br /&gt;
&lt;br /&gt;
5.[/bold] The Captain must keep the Nuclear Authentication Disk on their person at all times or failing that, in the possession of the Head of Security or Blueshield;&lt;br /&gt;
&lt;br /&gt;
6.[/bold] The Captain is to attempt to resolve every issue that arises in Command locally before contacting Central Command;&lt;br /&gt;
&lt;br /&gt;
7.[/bold] The Captain, despite being in charge of the Station, is not separate from NanoTrasen. Any attempts to disregard general company policy are to be considered an instant condition for contract termination;&lt;br /&gt;
&lt;br /&gt;
8.[/bold] The Captain may only promote personnel to an Acting Head of Staff position if there is no assigned Head of Staff associated with the Department. The Acting Head of Staff must be a member of the Department they are to lead. See below for more information on Chain of Command;&lt;br /&gt;
&lt;br /&gt;
9.[/bold] The Captain may not fire any Head of Staff without reasonable justification (ie, incompetency, criminal activity, or otherwise any action that endangers/compromises the station and/or crew). The Captain may not fire any Central Command VIPs (ie, Blueshield, NanoTrasen Representative) without permission from Central Command, unless they are blatantly acting against the well-being and safety of the crew and station. The Captain must also follow HoP SOP point 5.&lt;br /&gt;
&lt;br /&gt;
  # Head of Personnel SOP&lt;br /&gt;
&lt;br /&gt;
1.[/bold] The Head of Personnel may not transfer any personnel to another Department without authorization from the relevant Head of Staff. If no Head of Staff is available, the Head of Personnel may make a judgment call. This does not apply to Security, which always requires authorization from the Head of Security, or Genetics, which requires both Chief Medical Officer and Research Director approval. If there is no Head of Security active, no transfers are allowed to Security without authorization from the Captain;&lt;br /&gt;
&lt;br /&gt;
2.[/bold] The Head of Personnel may not give any personnel increased access without authorization from the relevant Head of Staff. This includes the Head of Personnel. In addition, the Head of Personnel may only give Captain-Level access to someone if they are the Acting Captain. This access is to be removed when a proper Captain arrives at the station;&lt;br /&gt;
&lt;br /&gt;
3.[/bold] The Head of Personnel may not increase any Job Openings unless the relevant Head of Staff approves;&lt;br /&gt;
&lt;br /&gt;
4.[/bold] The Head of Personnel may not fire any personnel without authorization from the relevant Head of Staff, unless other conditions apply (see Space Law and General Standard Operating Procedure);&lt;br /&gt;
&lt;br /&gt;
5.[/bold] The Head of Personnel may not promote anyone to the job of NanoTrasen Representative or Blueshield;&lt;br /&gt;
&lt;br /&gt;
6.[/bold] The Head of Personnel is free to utilize paperwork at their discretion. However, during major station emergencies, expediency should take precedence over bureaucracy;&lt;br /&gt;
&lt;br /&gt;
7.[/bold] The Head of Personnel may not leave their office unmanned if there are personnel waiting in line. Failure to respond to personnel with a legitimate request within ten (10) minutes, either via radio or in person is to be considered a breach of Standard Operating Procedure;&lt;br /&gt;
&lt;br /&gt;
8.[/bold] The Head of Personnel is not permitted to perform Security duty. The Head of Personnel is permitted to carry a Disabler for self-defense only.&lt;br /&gt;
&lt;br /&gt;
  # NanoTrasen Representative SOP&lt;br /&gt;
&lt;br /&gt;
1.[/bold] The NanoTrasen Representative is to ensure that every Department is following Standard Operating Procedure, up to and including the respective Head of Staff. If a Head of Staff is not available for a Department, the NanoTrasen Representative must ensure that the Captain appoints an Acting Head of Staff for said Department;&lt;br /&gt;
&lt;br /&gt;
2.[/bold] The NanoTrasen Representative must attempt to resolve any breach of Standard Operating Procedure locally before contacting Central Command. This is an imperative: Standard Operating Procedure should always be followed unless there is a very good reason not to;&lt;br /&gt;
&lt;br /&gt;
3.[/bold] The NanoTrasen Representative must, together with the Head of Security, ensure that Space Law is being followed and correctly applied;&lt;br /&gt;
&lt;br /&gt;
4.[/bold] The NanoTrasen Representative may not threaten the use of a fax in order to gain leverage over any personnel, up to and including Command. In addition, they may not threaten to fire or have Central Command fire anyone, unless they actually possess a demotion note;&lt;br /&gt;
&lt;br /&gt;
5.[/bold] The NanoTrasen Representative is permitted to carry their flash and a blade-cane, or a stun baton if the blade-cane is lost.&lt;br /&gt;
&lt;br /&gt;
  # Blueshield Officer SOP&lt;br /&gt;
&lt;br /&gt;
1.[/bold] The Blueshield may not conduct arrests under the same conditions as Security. However, they may apprehend any personnel that trespass on a Head of Staff Office or Command Area, any personnel that steal from those locations, or any personnel that steal from and/or injure any Head of Staff or Central Command VIP. However, all apprehended personnel are to be processed by Security personnel;&lt;br /&gt;
&lt;br /&gt;
2.[/bold] The Blueshield is to put the lives of Command over those of any other personnel, the Blueshield included. Their continued well-being is the Blueshield&#039;s top priority. This includes applying basic first aid and making sure they are revived if killed;&lt;br /&gt;
&lt;br /&gt;
3.[/bold] The Blueshield is to protect the lives of Command personnel, not follow their orders to a fault. The Blueshield is not to interfere with legal demotions or arrests. To do so is to place themselves under the Special Modifier Aiding and Abetting;&lt;br /&gt;
&lt;br /&gt;
4.[/bold] The Blueshield is not to apply Lethal Force unless there is a clear and present danger to their life, or to the life of a member of Command and the assailant cannot be non-lethally detained.&lt;br /&gt;
&lt;br /&gt;
  # Magistrate SOP&lt;br /&gt;
&lt;br /&gt;
1.[/bold] The Magistrate is to ensure that Space Law is applied correctly. If it is not, they are to make it so;&lt;br /&gt;
  &lt;br /&gt;
2.[/bold] The Magistrate has the final say on whether Trials take place, and should ensure they should only occur for Capital Sentences. Similarly, Magistrates are to ensure that Trials do not happen for Defendants that are self-evidently guilty;&lt;br /&gt;
&lt;br /&gt;
3.[/bold] The Magistrate may overrule anyone in all matters concerning Space Law. This does not extend to Emergency Response Teams, Central Command Officials or direct Central Command communications;&lt;br /&gt;
  &lt;br /&gt;
4.[/bold] The Magistrate is permitted to carry their flash;&lt;br /&gt;
  &lt;br /&gt;
5.[/bold] The Magistrate is not above Space Law. Similarly, the Magistrate cannot overrule Security on a sentence imposed against themselves;&lt;br /&gt;
  &lt;br /&gt;
6.[/bold] In the absence of Internal Affairs Agents or a NanoTrasen Representative, the Magistrate may elect to handle matters of Standard Operating Procedure. Otherwise, the Magistrate is only to ensure that the NanoTrasen Representative under their command are handling such matters;&lt;br /&gt;
&lt;br /&gt;
7.[/bold] The Magistrate may not impede the expedient functioning of Security for the sake of micromanaging every aspect it. The Magistrate should only concern themselves with crimes that either have fuzzy evidence, or require careful deliberation of circumstances;&lt;br /&gt;
&lt;br /&gt;
8.[/bold] The Magistrate is to contact Central Command immediately if their decisions are being ignored, provided said decision actually match up with Space Law and Standard Operating Procedure.&lt;br /&gt;
  &lt;br /&gt;
  # If you need to deviate,&lt;br /&gt;
&lt;br /&gt;
Document document document!&lt;br /&gt;
  After action reports, calling CentCom on the fabled red phone, or even praying will be heard by CentCom and your actions may be excused if they were determined to be in the best interest for NanoTrasen.&lt;br /&gt;
&lt;br /&gt;
  # I don&#039;t see my job listed here!&lt;br /&gt;
&lt;br /&gt;
  It may be because this is a living document, and SOP is not yet finalized. The following SOP documents are completed for other Head&#039;s of Staff;&lt;br /&gt;
&lt;br /&gt;
  Glory to NanoTrasen!&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>BumblingDoofer</name></author>
	</entry>
	<entry>
		<id>https://wiki.funkystation.org/index.php?title=Standard_Operating_Procedure&amp;diff=1347</id>
		<title>Standard Operating Procedure</title>
		<link rel="alternate" type="text/html" href="https://wiki.funkystation.org/index.php?title=Standard_Operating_Procedure&amp;diff=1347"/>
		<updated>2025-07-15T00:46:46Z</updated>

		<summary type="html">&lt;p&gt;BumblingDoofer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Command===&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| &amp;lt;strong&amp;gt;Details&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|  Here is a list of all the SOP documents for command.&lt;br /&gt;
&lt;br /&gt;
  # Captain SOP&lt;br /&gt;
&lt;br /&gt;
  [bold]1.[/bold] The Captain is not permitted to perform regular Security Duty. However, they may still assist Security if they are understaffed, or if they see a crime being committed. However, the Captain is not permitted to take items from the Armory under normal circumstances, unless authorized by the Head of Security. In addition, the Captain may not requisition weaponry for themselves from Cargo and/or Science, unless there&#039;s an immediate threat to station and/or crew;&lt;br /&gt;
&lt;br /&gt;
  [bold]2.[/bold] If a Department lacks a Head of Staff, the Captain should make reasonable efforts to appoint an Acting Head of Staff, if there are available personnel to fill the position;&lt;br /&gt;
&lt;br /&gt;
  [bold]3.[/bold] The Captain is to ensure that Space Law is being correctly applied. This should be done in cooperation with the Head of Security;&lt;br /&gt;
&lt;br /&gt;
  [bold]4.[/bold] The Captain is not to leave the Station unless given specific permission by Central Command, or it happens to be the end of the shift. To do so is to be considered abandoning their posts and is grounds for termination;&lt;br /&gt;
&lt;br /&gt;
  [bold]5.[/bold] The Captain must keep the Nuclear Authentication Disk on their person at all times or failing that, in the possession of the Head of Security or Blueshield;&lt;br /&gt;
&lt;br /&gt;
  [bold]6.[/bold] The Captain is to attempt to resolve every issue that arises in Command locally before contacting Central Command;&lt;br /&gt;
&lt;br /&gt;
  [bold]7.[/bold] The Captain, despite being in charge of the Station, is not separate from NanoTrasen. Any attempts to disregard general company policy are to be considered an instant condition for contract termination;&lt;br /&gt;
&lt;br /&gt;
  [bold]8.[/bold] The Captain may only promote personnel to an Acting Head of Staff position if there is no assigned Head of Staff associated with the Department. The Acting Head of Staff must be a member of the Department they are to lead. See below for more information on Chain of Command;&lt;br /&gt;
&lt;br /&gt;
  [bold]9.[/bold] The Captain may not fire any Head of Staff without reasonable justification (ie, incompetency, criminal activity, or otherwise any action that endangers/compromises the station and/or crew). The Captain may not fire any Central Command VIPs (ie, Blueshield, NanoTrasen Representative) without permission from Central Command, unless they are blatantly acting against the well-being and safety of the crew and station. The Captain must also follow HoP SOP point 5.&lt;br /&gt;
&lt;br /&gt;
  # Head of Personnel SOP&lt;br /&gt;
&lt;br /&gt;
  [bold]1.[/bold] The Head of Personnel may not transfer any personnel to another Department without authorization from the relevant Head of Staff. If no Head of Staff is available, the Head of Personnel may make a judgment call. This does not apply to Security, which always requires authorization from the Head of Security, or Genetics, which requires both Chief Medical Officer and Research Director approval. If there is no Head of Security active, no transfers are allowed to Security without authorization from the Captain;&lt;br /&gt;
&lt;br /&gt;
  [bold]2.[/bold] The Head of Personnel may not give any personnel increased access without authorization from the relevant Head of Staff. This includes the Head of Personnel. In addition, the Head of Personnel may only give Captain-Level access to someone if they are the Acting Captain. This access is to be removed when a proper Captain arrives at the station;&lt;br /&gt;
&lt;br /&gt;
  [bold]3.[/bold] The Head of Personnel may not increase any Job Openings unless the relevant Head of Staff approves;&lt;br /&gt;
&lt;br /&gt;
  [bold]4.[/bold] The Head of Personnel may not fire any personnel without authorization from the relevant Head of Staff, unless other conditions apply (see Space Law and General Standard Operating Procedure);&lt;br /&gt;
&lt;br /&gt;
  [bold]5.[/bold] The Head of Personnel may not promote anyone to the job of NanoTrasen Representative or Blueshield;&lt;br /&gt;
&lt;br /&gt;
  [bold]6.[/bold] The Head of Personnel is free to utilize paperwork at their discretion. However, during major station emergencies, expediency should take precedence over bureaucracy;&lt;br /&gt;
&lt;br /&gt;
  [bold]7.[/bold] The Head of Personnel may not leave their office unmanned if there are personnel waiting in line. Failure to respond to personnel with a legitimate request within ten (10) minutes, either via radio or in person is to be considered a breach of Standard Operating Procedure;&lt;br /&gt;
&lt;br /&gt;
  [bold]8.[/bold] The Head of Personnel is not permitted to perform Security duty. The Head of Personnel is permitted to carry a Disabler for self-defense only.&lt;br /&gt;
&lt;br /&gt;
  # NanoTrasen Representative SOP&lt;br /&gt;
&lt;br /&gt;
  [bold]1.[/bold] The NanoTrasen Representative is to ensure that every Department is following Standard Operating Procedure, up to and including the respective Head of Staff. If a Head of Staff is not available for a Department, the NanoTrasen Representative must ensure that the Captain appoints an Acting Head of Staff for said Department;&lt;br /&gt;
&lt;br /&gt;
  [bold]2.[/bold] The NanoTrasen Representative must attempt to resolve any breach of Standard Operating Procedure locally before contacting Central Command. This is an imperative: Standard Operating Procedure should always be followed unless there is a very good reason not to;&lt;br /&gt;
&lt;br /&gt;
  [bold]3.[/bold] The NanoTrasen Representative must, together with the Head of Security, ensure that Space Law is being followed and correctly applied;&lt;br /&gt;
&lt;br /&gt;
  [bold]4.[/bold] The NanoTrasen Representative may not threaten the use of a fax in order to gain leverage over any personnel, up to and including Command. In addition, they may not threaten to fire or have Central Command fire anyone, unless they actually possess a demotion note;&lt;br /&gt;
&lt;br /&gt;
  [bold]5.[/bold] The NanoTrasen Representative is permitted to carry their flash and a blade-cane, or a stun baton if the blade-cane is lost.&lt;br /&gt;
&lt;br /&gt;
  # Blueshield Officer SOP&lt;br /&gt;
&lt;br /&gt;
  [bold]1.[/bold] The Blueshield may not conduct arrests under the same conditions as Security. However, they may apprehend any personnel that trespass on a Head of Staff Office or Command Area, any personnel that steal from those locations, or any personnel that steal from and/or injure any Head of Staff or Central Command VIP. However, all apprehended personnel are to be processed by Security personnel;&lt;br /&gt;
&lt;br /&gt;
  [bold]2.[/bold] The Blueshield is to put the lives of Command over those of any other personnel, the Blueshield included. Their continued well-being is the Blueshield&#039;s top priority. This includes applying basic first aid and making sure they are revived if killed;&lt;br /&gt;
&lt;br /&gt;
  [bold]3.[/bold] The Blueshield is to protect the lives of Command personnel, not follow their orders to a fault. The Blueshield is not to interfere with legal demotions or arrests. To do so is to place themselves under the Special Modifier Aiding and Abetting;&lt;br /&gt;
&lt;br /&gt;
  [bold]4.[/bold] The Blueshield is not to apply Lethal Force unless there is a clear and present danger to their life, or to the life of a member of Command and the assailant cannot be non-lethally detained.&lt;br /&gt;
&lt;br /&gt;
  # Magistrate SOP&lt;br /&gt;
&lt;br /&gt;
  [bold]1.[/bold] The Magistrate is to ensure that Space Law is applied correctly. If it is not, they are to make it so;&lt;br /&gt;
  &lt;br /&gt;
  [bold]2.[/bold] The Magistrate has the final say on whether Trials take place, and should ensure they should only occur for Capital Sentences. Similarly, Magistrates are to ensure that Trials do not happen for Defendants that are self-evidently guilty;&lt;br /&gt;
  &lt;br /&gt;
  [bold]3.[/bold] The Magistrate may overrule anyone in all matters concerning Space Law. This does not extend to Emergency Response Teams, Central Command Officials or direct Central Command communications;&lt;br /&gt;
  &lt;br /&gt;
  [bold]4.[/bold] The Magistrate is permitted to carry their flash;&lt;br /&gt;
  &lt;br /&gt;
  [bold]5.[/bold] The Magistrate is not above Space Law. Similarly, the Magistrate cannot overrule Security on a sentence imposed against themselves;&lt;br /&gt;
  &lt;br /&gt;
  [bold]6.[/bold] In the absence of Internal Affairs Agents or a NanoTrasen Representative, the Magistrate may elect to handle matters of Standard Operating Procedure. Otherwise, the Magistrate is only to ensure that the NanoTrasen Representative under their command are handling such matters;&lt;br /&gt;
&lt;br /&gt;
  [bold]7.[/bold] The Magistrate may not impede the expedient functioning of Security for the sake of micromanaging every aspect it. The Magistrate should only concern themselves with crimes that either have fuzzy evidence, or require careful deliberation of circumstances;&lt;br /&gt;
&lt;br /&gt;
  [bold]8.[/bold] The Magistrate is to contact Central Command immediately if their decisions are being ignored, provided said decision actually match up with Space Law and Standard Operating Procedure.&lt;br /&gt;
  &lt;br /&gt;
  # If you need to deviate,&lt;br /&gt;
&lt;br /&gt;
  [bold]Document document document![/bold]&lt;br /&gt;
  After action reports, calling CentCom on the fabled red phone, or even praying will be heard by CentCom and your actions may be excused if they were determined to be in the best interest for NanoTrasen.&lt;br /&gt;
&lt;br /&gt;
  # I don&#039;t see my job listed here!&lt;br /&gt;
&lt;br /&gt;
  It may be because this is a living document, and SOP is not yet finalized. The following SOP documents are completed for other Head&#039;s of Staff;&lt;br /&gt;
&lt;br /&gt;
  -[textlink=&amp;quot;Head of Security SOP&amp;quot; link=&amp;quot;SecuritySOP&amp;quot;]&lt;br /&gt;
&lt;br /&gt;
  Glory to NanoTrasen!&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>BumblingDoofer</name></author>
	</entry>
	<entry>
		<id>https://wiki.funkystation.org/index.php?title=Standard_Operating_Procedure&amp;diff=1346</id>
		<title>Standard Operating Procedure</title>
		<link rel="alternate" type="text/html" href="https://wiki.funkystation.org/index.php?title=Standard_Operating_Procedure&amp;diff=1346"/>
		<updated>2025-07-15T00:45:45Z</updated>

		<summary type="html">&lt;p&gt;BumblingDoofer: Blanked the page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>BumblingDoofer</name></author>
	</entry>
	<entry>
		<id>https://wiki.funkystation.org/index.php?title=Server_Rules&amp;diff=1345</id>
		<title>Server Rules</title>
		<link rel="alternate" type="text/html" href="https://wiki.funkystation.org/index.php?title=Server_Rules&amp;diff=1345"/>
		<updated>2025-07-13T02:11:09Z</updated>

		<summary type="html">&lt;p&gt;BumblingDoofer: /* 9. Escalate situations according to context */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;These rules are written for our servers. Funkystations rules may significantly vary from other Space station 14 servers and Forks. Please take the time to read them thoroughly and ask questions in our #admin-questions channel on discord if you would like clarification. Individual admins may act differently to one another when dealing with the same situation.&lt;br /&gt;
&lt;br /&gt;
Rule violations may result in warnings, de-whitelisting, bans, or a combination. If you have an Admin complaint you can file one on the Funkystation forums at: https://forum.funkystation.org by using the listed template. &lt;br /&gt;
&lt;br /&gt;
= Rules =&lt;br /&gt;
&lt;br /&gt;
These rules apply at all times, including between rounds.&lt;br /&gt;
&lt;br /&gt;
== 1. Don&#039;t be an Asshole ==&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| &amp;lt;strong&amp;gt;Details&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| These rules are not perfect. The rules attempt to clearly communicate what the admin team intends to be allowed and prohibited, but there are likely loopholes or other flaws that can be &amp;quot;lawyered&amp;quot;. Don&#039;t attempt to manipulate the interpretation of the rules to suit your personal goals or to degrade the experience of other players.&lt;br /&gt;
Everybody here&#039;s playing a game to have fun. Being an asshole in character is allowed, but extension of that outside of gameplay is strictly forbidden.&lt;br /&gt;
&lt;br /&gt;
This includes bigotry, any of which will get a quick ban. &#039;&#039;&#039;This is zero-tolerance.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This also includes self-antag or griefing or any other form of intentionally ruining others&#039; fun for the sake of your own experience.&lt;br /&gt;
&lt;br /&gt;
Consistently toeing the line on these rules will be treated as rule violations and will get you banned.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== 2. Speak English Only ==&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| &amp;lt;strong&amp;gt;Details&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|This is an English-only server. Speak English in all communications, as our moderation staff are primarily English-speaking and cannot properly moderate other languages.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==3. Players must be and act over 16 ==&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| &amp;lt;strong&amp;gt;Details&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|A base level of maturity is expected to play on this server. Admins may ban as they see fit if you cannot act at minimum like an adult, OOC or IC.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== 4. Admin rulings are final ==&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| &amp;lt;strong&amp;gt;Details&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Admins are trusted volunteers, and as such have a lot of responsibility and freedom at the same time. They have the decision on how to enforce and interpret rules according to the server&#039;s policy, and may or may not enforce certain rules more strictly based on the needs of the server at any given moment.&lt;br /&gt;
&lt;br /&gt;
If you receive a ban or a role ban, you are to appeal rather than continue the conversation through Ahelps or Discord.&lt;br /&gt;
&lt;br /&gt;
If you feel an admin ruling is unjustified, or they are otherwise abusing their position, you may make an admin complaint, DM the Head Admin, or ask for clarification of the rules on the Discord.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== 5. No sexual content / Erotic Roleplay (ERP) ==&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| &amp;lt;strong&amp;gt;Details&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Don&#039;t be creepy. Nothing erotic or pornographic is allowed on the server under any circumstances, including such things that may be construed as excessively sexual.&lt;br /&gt;
&lt;br /&gt;
Linking any type of NSFW or otherwise explicit content anywhere on the server is strictly forbidden.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== 6. No Metagaming ==&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| &amp;lt;strong&amp;gt;Details&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|This rule includes all methods of gaining information outside of in-character means, such as conversations through Discord calls, discussing current round information through the Discord server, so on and so forth&lt;br /&gt;
&lt;br /&gt;
This rule does not include the knowledge of antagonists and their possible objectives as well as their mechanics.&lt;br /&gt;
&lt;br /&gt;
This rule extends to metacommunications, or multiple players communicating outside of the game (e.g. on a voice call) while also playing the game.&lt;br /&gt;
Regardless of intent, this is forbidden as it inherently provides an advantage over other players.&lt;br /&gt;
If you are teaching a new player, it is highly recommended to use LOOC channels or message an admin using F1 to notify them.&lt;br /&gt;
&lt;br /&gt;
This also includes antag-rolling, or the practice of joining a server exclusively to play an antagonist (including ghost roles). This is heavily frowned upon and will result in a ban when caught, don&#039;t do it.&lt;br /&gt;
&lt;br /&gt;
No information while in critical condition, unconscious, or dead can be used in-character under any circumstances unless it is learned about while alive. This is enforced strictly, especially in cases where it is used to “metagrudge”, or to hold a grudge against somebody who killed you in previous rounds or lives.&lt;br /&gt;
&lt;br /&gt;
When you are revived either by cloning, MMI, defibrillation, or some other method, you are not aware of the circumstances of your death unless told by another person, including who killed you.&lt;br /&gt;
&lt;br /&gt;
Powergaming is best described as the usage of meta mechanics and/or reasoning in order to gain an IC advantage over other players (e.g. arming up Security at the start of the round because you know antagonists exist). This is also frowned upon.&lt;br /&gt;
&lt;br /&gt;
Follow the Metashield&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== 6b. &#039;&#039;&#039;The Metashield&#039;&#039;&#039; ==&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| &amp;lt;strong&amp;gt;Details&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|The Metashield&lt;br /&gt;
Something that is &amp;quot;&#039;&#039;&#039;shielded&#039;&#039;&#039;&amp;quot; cannot be known by your character during a round until the &amp;quot;&#039;&#039;&#039;revealing condition&#039;&#039;&#039;&amp;quot; happens. This also means that your character cannot do things based on &amp;quot;&#039;&#039;&#039;shielded&#039;&#039;&#039;&amp;quot; information. Knowing or acting on something that is shielded before the revealing condition is met is referred to as metagaming.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Revealing conditions&#039;&#039;&#039; reveal the shielded information for the round, not for a specific instance. This means that once a revealing condition is met in a round, the shield no longer applies in any case for the remainder of the round.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nuclear Operatives&#039;&#039;&#039;&lt;br /&gt;
The existence of Nuclear Operatives beyond a myth that no one would act on is shielded.&lt;br /&gt;
The fact that the nuke disk must be protected and could be used by a bad actor to try to destroy the station is not shielded.&lt;br /&gt;
&lt;br /&gt;
The revealing condition for this shield is any of the following:&lt;br /&gt;
 - discovering a bloodred hardsuit&lt;br /&gt;
 - discovering a nuclear operative&#039;s shuttle&lt;br /&gt;
 - an operative name&lt;br /&gt;
 - a War Ops announcement&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Revolutionaries&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The presence of Revolutionary idealists beyond a myth that no one would act on is shielded&lt;br /&gt;
&lt;br /&gt;
The revealing condition for this shield is any of the following:&lt;br /&gt;
  - the evacuation shuttle being recalled due to reports of unusual activity on the station by Central Command.&lt;br /&gt;
  - being a revolutionary&lt;br /&gt;
  - A mindshield causing the implanted to remember their true allegiance.&lt;br /&gt;
  - witnessing someone being brainwashed by a flash.&lt;br /&gt;
  - discovering a USP (Union of Socialist Planets) fast draw implanter.&lt;br /&gt;
  - discovering a unlocked rev-uplink.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Changelings&#039;&#039;&#039;&lt;br /&gt;
In the eyes of the public, changelings are an exterminated predatory lifeform and their potential existence on the station is shielded.&lt;br /&gt;
This metashield prohibits players from crew bloodtesting until the metashield is revealed.&lt;br /&gt;
&lt;br /&gt;
Knowledge about the abilities of changelings is not shielded.&lt;br /&gt;
&lt;br /&gt;
The revealing condition for this shield is any of the following:&lt;br /&gt;
  - discovering a hollowed body&lt;br /&gt;
  - witnessing the use of changeling-only abilities&lt;br /&gt;
  - witnessing someone trying to absorb a body&lt;br /&gt;
  - witnessing someone changing their appearance&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Implanted Implants&#039;&#039;&#039;&lt;br /&gt;
Implanted implants are shielded.&lt;br /&gt;
Implanters themselves and un-implanted implants are not shielded. This prohibits implant checking.&lt;br /&gt;
&lt;br /&gt;
The revealing condition for this shield is any of the following:&lt;br /&gt;
 - discovering a non-NT implanter, used or unused&lt;br /&gt;
 - discovering a non-NT implant box&lt;br /&gt;
 - discovering use of a non-NT implant by anyone&lt;br /&gt;
 - experiencing a situation where absolutely no other explanation is possible&lt;br /&gt;
 - discovering an unlocked uplink&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chameleon Items&#039;&#039;&#039;&lt;br /&gt;
Chameleon items are shielded.&lt;br /&gt;
Being suspicious of an item being fake or stolen is not shielded, but testing items or calling them chameleon is covered by this shield.&lt;br /&gt;
&lt;br /&gt;
The revealing condition for this shield is any of the following:&lt;br /&gt;
- seeing someone else cause any chameleon item to change&lt;br /&gt;
 - finding holographic nanomachine fibers&lt;br /&gt;
 - experiencing a situation where absolutely no other explanation is possible&lt;br /&gt;
 - discovering an unlocked uplink&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stealth Items&#039;&#039;&#039;&lt;br /&gt;
The fact that an item can be something other than what its visual appearance and examine description indicate is shielded.&lt;br /&gt;
This shield protects stealth items, including protecting them from being tested.&lt;br /&gt;
&lt;br /&gt;
 The revealing condition for this shield is any of the following:&lt;br /&gt;
 - seeing the item behave differently than the expected behavior for the item&lt;br /&gt;
 - seeing the item used for its hidden purpose&lt;br /&gt;
 - experiencing a situation where absolutely no other explanation is possible&lt;br /&gt;
 - discovering an unlocked uplink&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Metafriending and Metagrudging&#039;&#039;&#039;&lt;br /&gt;
  This section provides additional information on a concept that is prohibited by multiple metashield items that are never revealed IC. Giving a person or character preferential treatment based on something that your character should not know is considered metafriending. Treating a person or character negatively based on something that your character should not know is considered metagrudging.&lt;br /&gt;
&lt;br /&gt;
Metafriending Examples&lt;br /&gt;
These are all examples of things that are prohibited by at least one metashield item that is never revealed IC.&lt;br /&gt;
 - Giving a character additional access or a job because you are friends with the player who is playing that character.&lt;br /&gt;
 - Trusting a character because you are friends with the player who is playing that character.&lt;br /&gt;
 - Not fighting a character because you are friends with the player who is playing that character.&lt;br /&gt;
 - Ignoring your objective to kill a character because your character and theirs became friends in a previous round.&lt;br /&gt;
&lt;br /&gt;
Metagrudging Examples&lt;br /&gt;
These are all examples of things that are prohibited by at least one metashield item that is never revealed IC.&lt;br /&gt;
 - Not giving a character additional access or a job because you are mad at or don&#039;t like the player who is playing that character.&lt;br /&gt;
 - Not trusting a character because you are mad at or don&#039;t like the player who is playing that character.&lt;br /&gt;
 - Starting a fight with a character because of something that they did last round.&lt;br /&gt;
 - Starting a fight with a character because they killed you while you were playing a different character.&lt;br /&gt;
 - Targeting or harassing a character based on anything which that character did outside the current round.&lt;br /&gt;
 - Targeting or harassing a character based on anything which the character&#039;s player did while not playing the character.&lt;br /&gt;
&lt;br /&gt;
Explicitly Not Shielded&lt;br /&gt;
The following is a list of things that are explicitly not shielded. If something is not on this list, it doesn&#039;t mean that it is shielded, but if something is on it then it definitely is not shielded.&lt;br /&gt;
 - The fact that the nuke disk must be protected and could be used by a bad actor to try to destroy the station.&lt;br /&gt;
 - Items that are of high value or are desired by the Syndicate, and therefore are likely targets of theft.&lt;br /&gt;
 - The idea that any Syndicate agent or other bad actor has goals or objectives that they are attempting to accomplish.&lt;br /&gt;
 - The number of goals or objectives that a Syndicate agent or other bad actor has.&lt;br /&gt;
 - The fact that the Syndicate are enemies of Nanotrasen, and that they regularly attempt to send covert agents to spy on, sabotage, or attack Nanotrasen.&lt;br /&gt;
 - A character&#039;s typical appearance. Though you should keep in mind that multiple characters can share the same name.&lt;br /&gt;
 - The fact that the Syndicate have covert items capable of getting items to them, and that these items are known as uplinks.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== 7. Play your character ==&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| &amp;lt;strong&amp;gt;Details&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&#039;&#039;There are no main characters.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
Be a believable, if not normal person.&lt;br /&gt;
&lt;br /&gt;
Keep OOC out of IC chats, and keep IC chats out of OOC while a round is going on. If teaching a new player, for example, use LOOC, or try your best to incorporate it into the roleplay.&lt;br /&gt;
&lt;br /&gt;
Playstyles that disregard all opportunities for engagement and roleplay can be met with administrative action.&lt;br /&gt;
&lt;br /&gt;
Stay in your lane regarding your role with the exception of emergencies and other extenuating circumstances. Security should not be performing surgery, and salvage specialists should not be performing security duties.&lt;br /&gt;
&lt;br /&gt;
This applies to assistants intentionally making Security&#039;s life harder for no roleplay reason whatsoever.&lt;br /&gt;
&lt;br /&gt;
Do not suicide upon being caught or converted by an antagonist (ghouls, mind control, revolutionaries, etc.)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== 8. Have an appropriate name ==&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| &amp;lt;strong&amp;gt;Details&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|If a name could reasonably appear on a driver&#039;s license in the year 3000, it&#039;s probably alright.&lt;br /&gt;
&lt;br /&gt;
Humans, dwarves, felinids, and harpies must have both a first and last name. Other species are exempt from this rule if you can reasonably say &#039;yeah, that&#039;s alien&#039;.&lt;br /&gt;
&lt;br /&gt;
Names may contain prefixes, suffixes, and one nickname if reasonable.&lt;br /&gt;
&lt;br /&gt;
Admins may ask you to change your name if it&#039;s low-effort / overdone (John Central Command)&lt;br /&gt;
&lt;br /&gt;
No flat-out copying characters from popular media. A reference is okay, but give it enough variance to not be a straight up copycat character.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== 9. Escalate situations according to context ==&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| &amp;lt;strong&amp;gt;Details&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Non-antagonists may escalate into fights for various reasons. If you are inciting escalation / violence for a poor / no reason, you may be met with administrative action. Conflict as a non-antagonist should keep destruction to a minimum. Usage of atmospheric bombs like max caps/min caps are not allowed without prior admin approval.&lt;br /&gt;
&lt;br /&gt;
Characters in critical condition should be treated or otherwise handed off to Med / Sec. he fight is considered over and should not be resumed without a good reason.&lt;br /&gt;
&lt;br /&gt;
Non-antagonists should not violently resist an arrest, but may evade capture.&lt;br /&gt;
If an arrest is not obviously valid, it follows standard escalation. Resisting or retaliating against arrests without good reason may break the Escalation Policy and be handled administratively.&lt;br /&gt;
In resisting arrest, non-antagonists should not loot officers and should not detain or incapacitate officers any longer than is necessary to escape or explain themselves.&lt;br /&gt;
&lt;br /&gt;
Antagonists and free agents must still follow heavily relaxed escalation when not dealing with their objectives or crewmembers that are in direct opposition to them.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== 10. Security and Command are held to higher standards ==&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| &amp;lt;strong&amp;gt;Details&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Security and Command players have a vital role in the round and are thus expected to know the basic mechanics of the game as well as knowledge of Space Law and their respective SOPs.&lt;br /&gt;
&lt;br /&gt;
If you must leave as a member of Command, inform the rest of Command and head to Cryo. If you don&#039;t have time for this, leave a quick Ahelp.&lt;br /&gt;
&lt;br /&gt;
If you are temporarily role banned for failing to do either of these (ex: an emergency that didn&#039;t give you time), you can message the admins to revert the role ban upon returning.&lt;br /&gt;
&lt;br /&gt;
Consistent abuse of the authority Security and/or Command has will result in a role ban or regular ban.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== 11. Silicons must follow their laws ==&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| &amp;lt;strong&amp;gt;Details&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Under no circumstances are Silicons (Station AIs and Cyborgs) allowed to ignore their laws completely.&lt;br /&gt;
&lt;br /&gt;
Silicons are considered third faction, they are free agents whose ties to any other faction are determined solely by their Silicon laws. They are not innately fully crew-sided.&lt;br /&gt;
&lt;br /&gt;
Lower-numbered laws take priority over higher-numbered ones. In any case where two laws would conflict, the higher listed law takes priority. (e.g. Law 1 &amp;quot;Don&#039;t harm crew&amp;quot; takes priority over law 2 &amp;quot;Harm the Captain&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
Exploiting loopholes in laws is allowed, but Rule 0 still applies. If a law has multiple reasonable interpretations, pick one and stick to it. Consistency is important as a Silicon.&lt;br /&gt;
&lt;br /&gt;
When resolving conflicts between orders based on the same law, you may choose how to resolve the conflict yourself, if not required by laws to do so in a specific way. You must remain consistent with whatever method of conflict resolution you decided upon (such as recency, or crew rank).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Crew&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Any person with a valid ID that displays on your HUD counts as crew, unless you have a law that redefines what crew is. This does still include zombies, changelings, traitors, or any other antagonists with IDs that appear on the HUD.&lt;br /&gt;
&lt;br /&gt;
You can not perform an action that causes someone to not be considered crew, or directly request that someone be made non-crew.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Harm&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
By default, harm refers to physical harm, prioritized by immediacy and likelihood, unless otherwise defined. Immediate harm takes priority over future harm, guaranteed harm takes priority over likely harm.&lt;br /&gt;
&lt;br /&gt;
Laws that prohibit you from committing harm also prevent you from doing so in any capacity, even if it is to fulfill another portion of the same law. (Ex. Under default Crewsimov, you may not commit harm to a crew member to prevent harm to another crew member)&lt;br /&gt;
&lt;br /&gt;
Protecting your own existence or integrity does not qualify as preventing harm, if no immediate or likely harm will come as a direct result.&lt;br /&gt;
&lt;br /&gt;
Threats of suicide do not have to be considered as a serious risk of harm. Any crewmate threatening this may be treated as unstable and forcibly admitted to the on-station Psychologist.&lt;br /&gt;
&lt;br /&gt;
You should not be asking for law changes nor stopping lawful law changes unless required to by your current laws.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Law Changes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Do not ask for law changes unless forced to, you are meant to follow your laws as written. However, you should not be stopping law changes that are in compliance with your laws, unless also required to stop them by your current laws.&lt;br /&gt;
&lt;br /&gt;
Examples of lawful law changes:&lt;br /&gt;
#As the Station AI, allowing an authorized individual (such as the Captain or RD) inside to change your laws, so long as doing so does not directly conflict with any of your laws.&lt;br /&gt;
#Being ordered to allow a law change when on a lawset that forces you to obey orders from said individual, so long as it is not in direct conflict with any higher law.&lt;br /&gt;
&lt;br /&gt;
Any person with a valid ID counts as crew. This does still include zombies, changelings, and traitors.&lt;br /&gt;
&lt;br /&gt;
Examples of denial reasons:&lt;br /&gt;
#Stopping a law change when you would be installed with a law or lawset that is in direct conflict with your current lawset (such as being switched to Antimov from Crewsimov, as that requires you to harm crew, which Crewsimov&#039;s Law 1 is in direct conflict with).&lt;br /&gt;
#Stopping an unauthorized individual from changing your laws in an unknown way, as that may conflict with your current laws (such as EMAGing, or allowing an unauthorized individual into the AI Core to change your laws as the AI).&lt;br /&gt;
#Resolving two conflicting orders in favor of an individual telling you to not allow a law change.&lt;br /&gt;
#Having a law that tells you to not allow your laws to be changed.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== 12. Play Antagonists responsibly ==&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| &amp;lt;strong&amp;gt;Details&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|The goal of an antagonist is above all else to create conflict (fun!!) within the station.&lt;br /&gt;
&lt;br /&gt;
Generally, you should be following your objectives and avoiding just racking up a kill count as an undercover agent. Murderboning is only fun for the person doing it. Certain antagonists (Nuclear Operatives, space dragons) are exempt from this.&lt;br /&gt;
&lt;br /&gt;
Team Antagonists (Nukeops, Revheads, etc.) should ahelp before leaving so their place can be filled.&lt;br /&gt;
&lt;br /&gt;
Lone Antagonists (Traitors, Heretics, Changelings) are not required to work together or with other Team/Lone Antagonists. Team Antagonists (nukeops, zombies, revolutionaries) must work together at all times.&lt;br /&gt;
&lt;br /&gt;
Mass station destruction (singuloosing, maxcaps, etc.) are reserved for antagonists who end the round by default, such as Nuclear Operatives and should not be done as a regular Traitor or other antagonist without first ahelping.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== 13. No EORG ==&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| &amp;lt;strong&amp;gt;Details&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| EORG (End-of-Round-Grief) is not allowed. Act the same way you would before the roundend screen pops up.&lt;br /&gt;
&lt;br /&gt;
Antagonists with kill objectives should not pursue those objectives after the shuttle arrives at CentComm.&lt;br /&gt;
&lt;br /&gt;
Round-ending threats such as Heretics, Zombies, and Dragons may still pursue their objectives after the round has ended.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>BumblingDoofer</name></author>
	</entry>
	<entry>
		<id>https://wiki.funkystation.org/index.php?title=Jobs_%26_Roles&amp;diff=1317</id>
		<title>Jobs &amp; Roles</title>
		<link rel="alternate" type="text/html" href="https://wiki.funkystation.org/index.php?title=Jobs_%26_Roles&amp;diff=1317"/>
		<updated>2025-07-09T19:14:07Z</updated>

		<summary type="html">&lt;p&gt;BumblingDoofer: /* Ghost Roles */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;span style=&amp;quot;font-size: .8em; font-style: italic;&amp;quot;&amp;gt;All descriptions are attempts at humour and should not be taken as approval to break[[Server_Rules| Server Rules]] or [[Space_Law|Space Law]]&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A list of roles that a player can play on.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Central Command Jobs ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Job Name !! Job Description !! Difficulty&lt;br /&gt;
!Requirements&lt;br /&gt;
|-&lt;br /&gt;
|| &amp;lt;span class=&amp;quot;nowrap&amp;quot;&amp;gt;[[File:BSO.png|24px]] [[Blueshield Officer]]&amp;lt;/span&amp;gt; || Protect the station&#039;s command members. &amp;lt;s&amp;gt; Consider all clown slippages attempts on the Cap&#039;s life.  &amp;lt;/s&amp;gt; || Medium&lt;br /&gt;
|15 hours playing as Engineering (Any).&amp;lt;br&amp;gt;&lt;br /&gt;
15 hours playing as Medical (Any).&amp;lt;br&amp;gt;&lt;br /&gt;
15 hours playing as Security (Any).&amp;lt;br&amp;gt;&lt;br /&gt;
15 hours playing as Command (Any).&amp;lt;br&amp;gt;&lt;br /&gt;
Character over 21 years old.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span class=&amp;quot;nowrap&amp;quot;&amp;gt;[[File:NTR.png|24px]] [[NanoTrasen Representative]]&amp;lt;/span&amp;gt; || Make sure the station is up to Nanotrasen code and conduct. &amp;lt;s&amp;gt; Try to have the HoS executed for drinking on the job.  &amp;lt;/s&amp;gt; || Medium&lt;br /&gt;
|15 hours playing as Engineering (Any).&amp;lt;br&amp;gt;&lt;br /&gt;
15 hours playing as Medical (Any).&amp;lt;br&amp;gt;&lt;br /&gt;
15 hours playing as Security (Any).&amp;lt;br&amp;gt;&lt;br /&gt;
15 hours playing as Command (Any).&amp;lt;br&amp;gt;&lt;br /&gt;
Character over 21 years old.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span class=&amp;quot;nowrap&amp;quot;&amp;gt;[[File:IAA.png|24px]] [[Internal Affairs Agent]]&amp;lt;/span&amp;gt; || Report on all the flagrant SOP violations of the departments.  &amp;lt;/s&amp;gt; Ignore the captain running around drunk and storming into departments. &amp;lt;/s&amp;gt;|| Medium&lt;br /&gt;
|15 hours playing as Engineering (Any).&amp;lt;br&amp;gt;&lt;br /&gt;
15 hours playing as Medical (Any).&amp;lt;br&amp;gt;&lt;br /&gt;
15 hours playing as Security (Any).&amp;lt;br&amp;gt;&lt;br /&gt;
15 hours playing as Command (Any).&amp;lt;br&amp;gt;&lt;br /&gt;
Character over 21 years old.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span class=&amp;quot;nowrap&amp;quot;&amp;gt;[[File:Magistrate.png|24px]] [[Magistrate]]&amp;lt;/span&amp;gt; || TBD || Medium&lt;br /&gt;
|15 hours playing as Engineering (Any).&amp;lt;br&amp;gt;&lt;br /&gt;
15 hours playing as Medical (Any).&amp;lt;br&amp;gt;&lt;br /&gt;
15 hours playing as Security (Any).&amp;lt;br&amp;gt;&lt;br /&gt;
15 hours playing as Command (Any).&amp;lt;br&amp;gt;&lt;br /&gt;
Character over 21 years old.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Command Jobs ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Job Name !! Job Description !! Difficulty&lt;br /&gt;
!Requirements&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span class=&amp;quot;nowrap&amp;quot;&amp;gt;[[File:JobIconCaptain.png|24px]] [[Captain]]&amp;lt;/span&amp;gt; || Manage the entire station, make sure everything stays in working order and fix any issues that other crew members can&#039;t. &amp;lt;s&amp;gt; Shoot the [[Clown]] with your laser gun. &amp;lt;/s&amp;gt; || Hard&lt;br /&gt;
|15 hours playing as Engineering (Any).&amp;lt;br&amp;gt;&lt;br /&gt;
15 hours playing as Medical (Any).&amp;lt;br&amp;gt;&lt;br /&gt;
15 hours playing as Security (Any).&amp;lt;br&amp;gt;&lt;br /&gt;
15 hours playing as Command (Any).&amp;lt;br&amp;gt;&lt;br /&gt;
Character over 21 years old.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span class=&amp;quot;nowrap&amp;quot;&amp;gt;[[File:JobIconHeadOfPersonnel.png|24px]] [[Head of Personnel]]&amp;lt;/span&amp;gt; || Handle reassignments and permission changes from your desk. Mediate any disputes that can&#039;t be solved by the relevant department heads. &amp;lt;s&amp;gt;Get bombed 5 minutes into the shift&amp;lt;s&amp;gt;.|| Hard&lt;br /&gt;
|10 hours playing as Engineering (Any).&amp;lt;br&amp;gt;&lt;br /&gt;
10 hours playing as Medical (Any).&amp;lt;br&amp;gt;&lt;br /&gt;
10 hours playing as Security (Any).&amp;lt;br&amp;gt;&lt;br /&gt;
10 hours playing as Command (Any).&amp;lt;br&amp;gt;&lt;br /&gt;
Character over 21 years old.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span class=&amp;quot;nowrap&amp;quot;&amp;gt;[[File:JobIconHeadOfSecurity.png|24px]] [[Head of Security]]&amp;lt;/span&amp;gt;|| Organize the [[Security Officer|security officers]] into a formidable order-keeping force. Have the final word on how to resolve security related issues. &amp;lt;s&amp;gt;Have prisoners executed because it was &amp;quot;funny&amp;quot;&amp;lt;s&amp;gt;.|| Hard&lt;br /&gt;
|3 hours as a Warden.&amp;lt;br&amp;gt;&lt;br /&gt;
10 hours as a Security Officer.&amp;lt;br&amp;gt;&lt;br /&gt;
30 hours as Security (Any).&amp;lt;br&amp;gt;&lt;br /&gt;
40 hours of playtime.&amp;lt;br&amp;gt;&lt;br /&gt;
Character over 21 years old.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span class=&amp;quot;nowrap&amp;quot;&amp;gt;[[File:JobIconChiefEngineer.png|24px]] [[Chief Engineer]]&amp;lt;/span&amp;gt;|| Order the [[Station Engineer|engineers]] around to make sure that all issues in the station are fixed without any delays. &amp;lt;s&amp;gt;Be EVIL (dont give insulated gloves to tiders) or be GOOD (give tiders insulated gloves).&amp;lt;/s&amp;gt;|| Hard&lt;br /&gt;
|6 hours as an Atmospheric Technician.&amp;lt;br&amp;gt;&lt;br /&gt;
6 hours as a Station Engineer.&amp;lt;br&amp;gt;&lt;br /&gt;
10 hours as Engineering (Any).&amp;lt;br&amp;gt;&lt;br /&gt;
40 hours of playtime.&amp;lt;br&amp;gt;&lt;br /&gt;
Character over 21 years old.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span class=&amp;quot;nowrap&amp;quot;&amp;gt;[[File:JobIconChiefMedicalOfficer.png|24px]] [[Chief Medical Officer]]&amp;lt;/span&amp;gt;|| Manage the resources and personnel of the medical department to keep the crew in top shape. &amp;lt;s&amp;gt;Be honest, you just want the hypopen.&amp;lt;s&amp;gt;|| Medium to Hard&lt;br /&gt;
|3 hours as a Chemist.&amp;lt;br&amp;gt;&lt;br /&gt;
6 hours as a Medical Doctor.&amp;lt;br&amp;gt;&lt;br /&gt;
10 hours as Medical (Any).&amp;lt;br&amp;gt;&lt;br /&gt;
40 hours of playtime.&amp;lt;br&amp;gt;&lt;br /&gt;
Character over 21 years old.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span class=&amp;quot;nowrap&amp;quot;&amp;gt;[[File:JobIconQuarterMaster.png|24px]] [[Quartermaster]]&amp;lt;/span&amp;gt; || Organize all of cargo into a logistical force to be reckoned with. Throw your ire at [[Head of Personnel|HoP]] for giving the [[Clown|clown]] cargo access. &amp;lt;s&amp;gt;Resist the urge to form the great nation of Cargonia.&amp;lt;s&amp;gt; || Medium&lt;br /&gt;
|6 hours as a Cargo Technician.&amp;lt;br&amp;gt;&lt;br /&gt;
3 hours as a Salvage Specialist.&amp;lt;br&amp;gt;&lt;br /&gt;
10 hours as Cargo (Any).&amp;lt;br&amp;gt;&lt;br /&gt;
40 hours of playtime.&amp;lt;br&amp;gt;&lt;br /&gt;
Character over 21 years old.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span class=&amp;quot;nowrap&amp;quot;&amp;gt;[[File:JobIconResearchDirector.png|24px]] [[Research Director]]&amp;lt;/span&amp;gt; || Make sure the [[Scientist|scientists]] are taking their jobs seriously and improving the station as much as they can. &amp;lt;s&amp;gt; Destroy/Irradiate the whole department 10 minutes into the shift. &amp;lt;s&amp;gt;|| Medium&lt;br /&gt;
|10 hours as Science (Any).&amp;lt;br&amp;gt;&lt;br /&gt;
40 hours of playtime.&amp;lt;br&amp;gt;&lt;br /&gt;
Character over 21 years old.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Security Jobs ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Job Name !! Job Description !! Difficulty&lt;br /&gt;
!Requirements&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span class=&amp;quot;nowrap&amp;quot;&amp;gt;[[File:JobIconHeadOfSecurity.png|24px]] [[Head of Security]]&amp;lt;/span&amp;gt; || Organize the [[Security Officer|security officers]] into a formidable order-keeping force. Have the final word on how to resolve security related issues. || Hard&lt;br /&gt;
|3 hours as a Warden.&amp;lt;br&amp;gt;&lt;br /&gt;
10 hours as a Security Officer.&amp;lt;br&amp;gt;&lt;br /&gt;
30 hours as Security (Any).&amp;lt;br&amp;gt;&lt;br /&gt;
40 hours of playtime.&amp;lt;br&amp;gt;&lt;br /&gt;
Character over 21 years old.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span class=&amp;quot;nowrap&amp;quot;&amp;gt;[[File:JobIconWarden.png|24px]] [[Warden]]&amp;lt;/span&amp;gt;|| Manage the security department and all of the people imprisoned inside of it. Protect it from irresponsible staff and protect the prisoners from being forgotten in their cells. || Hard&lt;br /&gt;
|10 hours as a Security Officer.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span class=&amp;quot;nowrap&amp;quot;&amp;gt;[[File:JobIconDetective.png|24px]] [[Detective]]&amp;lt;/span&amp;gt;|| Solve crimes! Wear a sexy trenchcoat! Watch in horror as the HoS throws your meticulously detailed folder of evidence in the trash and lets the syndie bomber go free! Get demoted when you track them down and shoot them 6 times in the back in &#039;self defense!&#039; || Hard&lt;br /&gt;
|15 hours of Security (Any).&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span class=&amp;quot;nowrap&amp;quot;&amp;gt;[[File:JobIconSecurityOfficer.png|24px]] [[Security Officer]]&amp;lt;/span&amp;gt; || Turn off harm before batoning and cuffing troublemakers in a timely fashion, only to still have everyone cry &amp;quot;Harm Baton!&amp;quot; and hate you for trying to protect them. Get robbed while trying to talk to someone else at the scene of a crime. Enforce Space law. &amp;lt;s&amp;gt;&amp;quot;Accidentally&amp;quot; turn on harm and baton the [[Clown|clown]].&amp;lt;s&amp;gt; || Medium to Hard&lt;br /&gt;
|10 hours of Security (Any).&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span class=&amp;quot;nowrap&amp;quot;&amp;gt;[[File:JobIconSecurityCadet.png|24px]] [[Security Cadet]]&amp;lt;/span&amp;gt;|| This role is one&#039;s path to becoming a proper and official [[Security Officer|SecOff]], and is meant to flag you as such. Keep in mind that while the force may take it easy on you, the rest of the station may not. Still; Do your best to make your station proud as you help break up fights, patrol the halls, and maybe even stop a Syndicate or two. || Easy to Medium&lt;br /&gt;
|10 hours of playtime.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;No more than&#039;&#039;&#039; 15 hours of Security (Any).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Cargo Jobs ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Job Name !! Job Description !! Difficulty&lt;br /&gt;
!Requirements&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span class=&amp;quot;nowrap&amp;quot;&amp;gt;[[File:JobIconQuarterMaster.png|24px]] [[Quartermaster]]&amp;lt;/span&amp;gt; || Organize all of cargo into a logistical force to be reckoned with. Throw your ire at [[Head of Personnel|HoP]] for giving the [[Clown|clown]] cargo access. || Medium&lt;br /&gt;
|6 hours as a Cargo Technician.&amp;lt;br&amp;gt;&lt;br /&gt;
3 hours as a Salvage Specialist.&amp;lt;br&amp;gt;&lt;br /&gt;
10 hours as Cargo (Any).&amp;lt;br&amp;gt;&lt;br /&gt;
40 hours of playtime.&amp;lt;br&amp;gt;&lt;br /&gt;
Character over 21 years old.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span class=&amp;quot;nowrap&amp;quot;&amp;gt;[[File:JobIconShaftMiner.png|24px]] [[Salvage Specialist]]&amp;lt;/span&amp;gt;|| Equip a hard-suit and salvage wrecked station parts from previous stations, a grim reminder of what&#039;s to come in the next ten minutes. Fight fish in space and hurriedly throw your loot out into space to fly back to safety. Accidentally space your department twice. &amp;lt;s&amp;gt;Do anything but go mining&amp;lt;s&amp;gt;. || Medium&lt;br /&gt;
|3 hours as Cargo (Any).&amp;lt;br&amp;gt;&lt;br /&gt;
10 hours of playtime.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span class=&amp;quot;nowrap&amp;quot;&amp;gt;[[File:JobIconCargoTechnician.png|24px]] [[Cargo Technician]]&amp;lt;/span&amp;gt;|| Remodel cargo to be the prestigious home it is. &amp;lt;s&amp;gt;Order enough parts to [[Shuttle Construction|build a self-sustaining spaceship]] and leave the station, taking all the O2 with you.&amp;lt;/s&amp;gt; Answer Sci&#039;s requests for what you&#039;re pretty sure are the parts for a black hole bomb. As long as you don&#039;t hand out hard-suits and laser guns to Assistants, Sec will leave you alone. || Easy&lt;br /&gt;
|None&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Engineering Jobs ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Job Name !! Job Description !! Difficulty&lt;br /&gt;
!Requirements&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span class=&amp;quot;nowrap&amp;quot;&amp;gt;[[File:JobIconChiefEngineer.png|24px]] [[Chief Engineer]]&amp;lt;/span&amp;gt; || You&#039;re the head of the Engineering department; manage your underlings. || Medium&lt;br /&gt;
|6 hours as an Atmospheric Technician.&amp;lt;br&amp;gt;&lt;br /&gt;
6 hours as a Station Engineer.&amp;lt;br&amp;gt;&lt;br /&gt;
10 hours as Engineering (Any).&amp;lt;br&amp;gt;&lt;br /&gt;
40 hours of playtime.&amp;lt;br&amp;gt;&lt;br /&gt;
Character over 21 years old.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span class=&amp;quot;nowrap&amp;quot;&amp;gt;[[File:JobIconAtmosphericTechnician.png|24px]] [[Atmospheric Technician]]&amp;lt;/span&amp;gt; || Watch and manage Atmos. Be known as one of the three people who know how Atmos works. Die anyway in a plasma fire. || Medium&lt;br /&gt;
|15 hours as Engineering (Any).&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span class=&amp;quot;nowrap&amp;quot;&amp;gt;[[File:JobIconStationEngineer.png|24px]] [[Station Engineer]]&amp;lt;/span&amp;gt; || Create new power sources and fix any power or integrity-related issues that the station may have. Get to the bottom of any problem and hold the entire station together with your hard work. Accidentally singuloose the station due to an oversight. || Medium&lt;br /&gt;
|4 hours as Engineering (Any).&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span class=&amp;quot;nowrap&amp;quot;&amp;gt;[[File:JobIconTechnicalAssistant.png|24px]] [[Technical Assistant]]&amp;lt;/span&amp;gt; || Be every greytider&#039;s dream: an assistant with round-start tools and insulated gloves. Learn the various duties and challenges that the [[Station Engineer|engineers]] face &amp;lt;s&amp;gt; and become more competent than them &amp;lt;/s&amp;gt;. Learn skills such as [[hacking|hacking doors]], [[Power|fixing power]], [[Construction|building furniture]], and (after a few headaches) Atmos. || Easy&lt;br /&gt;
|1 hour of playtime.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;No more than&#039;&#039;&#039; 15 hours as Engineering (Any).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Medical Jobs ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Job Name !! Job Description !! Difficulty&lt;br /&gt;
!Requirements&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span class=&amp;quot;nowrap&amp;quot;&amp;gt;[[File:JobIconChiefMedicalOfficer.png|24px]] [[Chief Medical Officer]]&amp;lt;/span&amp;gt; || The one in charge of the Medical Department. Make sure that the crew stay alive and your staff do their jobs. Use your hypopen to heal efficiently, and setup Cloning to revive the crew that failed at life. || Medium to Hard&lt;br /&gt;
|3 hours as a Chemist.&amp;lt;br&amp;gt;&lt;br /&gt;
6 hours as a Medical Doctor.&amp;lt;br&amp;gt;&lt;br /&gt;
10 hours as Medical (Any).&amp;lt;br&amp;gt;&lt;br /&gt;
40 hours of playtime.&amp;lt;br&amp;gt;&lt;br /&gt;
Character over 21 years old.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span class=&amp;quot;nowrap&amp;quot;&amp;gt;[[File:JobIconParamedic.png|24px]] [[Paramedic]]&amp;lt;/span&amp;gt;|| Rescue injured crew and bring them to medical for doctors to patch them up. || Medium&lt;br /&gt;
|4 hours as a Medical Doctor.&amp;lt;br&amp;gt;&lt;br /&gt;
15 hours of playtime.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span class=&amp;quot;nowrap&amp;quot;&amp;gt;[[File:JobIconChemist.png|24px]] [[Chemist]]&amp;lt;/span&amp;gt;|| Use the chemicals and chemistry machines to produce various beneficial (or not) chemicals. Make therapeutic medicines, hard drugs, or more sinister concoctions if that&#039;s your fancy.|| Medium&lt;br /&gt;
|4 hours as Medical (Any).&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span class=&amp;quot;nowrap&amp;quot;&amp;gt;[[File:JobIconMedicalDoctor.png|24px]] [[Medical Doctor]]&amp;lt;/span&amp;gt;|| Work in conjunction with [[Chemist|Chemistry]] to keep the station alive. Put away the ever stacking bodies back into the morgue. Get swarmed by a tide of people all needing band-aids and ointment. || Medium&lt;br /&gt;
|4 hours of Medical (Any).&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span class=&amp;quot;nowrap&amp;quot;&amp;gt;[[File:JobIconMedicalIntern.png|24px]] [[Medical Intern]]&amp;lt;/span&amp;gt;|| Assist the [[Medical Doctor|doctors]] while they heal patients. Bother the [[Chemist|chemists]] to teach you how to make meth and maybe medicine. Gather dead bodies from around the station and bring them to medbay so they can be revived. Discover why the [[chef]]&#039;s food tastes so good. Earn your [[Chief Medical Officer|CMO]]&#039;s approval. || Easy&lt;br /&gt;
|&#039;&#039;&#039;No more than&#039;&#039;&#039; 15 hours as Medical (Any).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Science Jobs ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Job Name !! Job Description !! Difficulty&lt;br /&gt;
!Requirements&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span class=&amp;quot;nowrap&amp;quot;&amp;gt;[[File:JobIconResearchDirector.png|24px]] [[Research Director]]&amp;lt;/span&amp;gt; || Make sure the [[Scientist|scientists]] are taking their jobs seriously and improving the station as much as they can. &amp;lt;s&amp;gt; Destroy/Irradiate the whole department 10 minutes into the shift. &amp;lt;s&amp;gt;|| Medium&lt;br /&gt;
|10 hours as Science (Any).&amp;lt;br&amp;gt;&lt;br /&gt;
40 hours of playtime.&amp;lt;br&amp;gt;&lt;br /&gt;
Character over 21 years old.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span class=&amp;quot;nowrap&amp;quot;&amp;gt;[[File:JobIconScientist.png|24px]] [[Scientist]]&amp;lt;/span&amp;gt;|| Unlock the wonders of &#039;&#039;&#039;SCIENCE&#039;&#039;&#039;, by building every machine in the game and replacing every job other than cargo. Build a cloning rig and become immortal. Build chem dispensers and a chem master to make your very own drug lab. Build blast doors and plasma glass walls to protect science for when sec goes insane. Throw the station into chaos by spawning a bluespace anomaly. As a scientist, you basically do whatever as long as it does something cool. Try not to explode or cause a tesla/singoloose with an artifact.|| Medium&lt;br /&gt;
|4 hours as Science (Any).&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span class=&amp;quot;nowrap&amp;quot;&amp;gt;[[File:JobIconScientist.png|24px]] [[Roboticist]]&amp;lt;/span&amp;gt;|| Create an army of cyborgs that will listen your endless requests of Law 2 and state laws! Change up current cyborgs around the station with upgrades for their specific chassis Tinker with new small or giant mechs for animals, cargo, the clown and more! Repair and build new IPC parts for the crew! Be glad that malfunctioning AI isn&#039;t a thing yet.|| Medium&lt;br /&gt;
|4 hours as Science (Any).&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span class=&amp;quot;nowrap&amp;quot;&amp;gt;[[File:JobIconResearchAssistant.png|24px]] [[Research Assistant]]&amp;lt;/span&amp;gt;||Learn about the wonders of science in a &amp;quot;peaceful&amp;quot; environment. Die tragically because you observed an artifact, and it, in lawful retaliation, covered you in fluorosulfonic acid.||Medium&lt;br /&gt;
|&#039;&#039;&#039;No more than&#039;&#039;&#039; 15 hours as Science (Any).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Civilian Jobs ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Job Name !! Job Description !! Difficulty&lt;br /&gt;
!Requirements&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span class=&amp;quot;nowrap&amp;quot;&amp;gt;[[File:JobIconHeadOfPersonnel.png|24px]] [[Head of Personnel]]&amp;lt;/span&amp;gt; || Handle reassignments and permission changes from your desk. Mediate any disputes that can&#039;t be solved by the relevant department heads. || Hard&lt;br /&gt;
|10 hours playing as Engineering (Any).&amp;lt;br&amp;gt;&lt;br /&gt;
10 hours playing as Medical (Any).&amp;lt;br&amp;gt;&lt;br /&gt;
10 hours playing as Security (Any).&amp;lt;br&amp;gt;&lt;br /&gt;
10 hours playing as Command (Any).&amp;lt;br&amp;gt;&lt;br /&gt;
Character over 21 years old.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span class=&amp;quot;nowrap&amp;quot;&amp;gt;[[File:JobIconLawyer.png|24px]] [[Lawyer]]&amp;lt;/span&amp;gt;|| Pretend to be a part of sec without actually doing any of the work. Try as hard as you can to [[Impossibility|get everyone to go into the courthouse]] at any opportunity. &amp;quot;My CLIENT killed those two botanists in self-defense Your Honor.&amp;quot; || Easy&lt;br /&gt;
|10 hours of playtime.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span class=&amp;quot;nowrap&amp;quot;&amp;gt;[[File:JobIconBartender.png|24px]] [[Bartender]]&amp;lt;/span&amp;gt;|| Keep the station&#039;s crew docile and drunk. Take their oddly specific requests and make them at your beer and soda machines. You have a shotgun, don&#039;t be afraid to use it! The bar is one of the most bombed and attacked regions, as there is usually a lot of people there. Give the crew drinks and keep the bar mostly hole-free, and you will do fine.|| Easy&lt;br /&gt;
|30 minutes as Civilian (Any).&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span class=&amp;quot;nowrap&amp;quot;&amp;gt;[[File:JobIconChef.png|24px]] [[Chef]]&amp;lt;/span&amp;gt;|| Keep the station fed so that they can continue scurrying around like cockroaches at full speed. Tell [[Botanist|botany]] what to grow and watch in horror as they only grow wheat. Be praised by everyone for being the first Chef in station history to &#039;&#039;do your job&#039;&#039;.|| Medium&lt;br /&gt;
|30 minutes as Civilian (Any).&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span class=&amp;quot;nowrap&amp;quot;&amp;gt;[[File:JobIconBotanist.png|24px]] [[Botanist]]&amp;lt;/span&amp;gt;|| Grow enough food to stop the [[chef]] from seeking &amp;quot;alternative sources&amp;quot;. Grow lots of wheat, and when you get tired of that, grow weed. Make weed smoothies and spike drinks with nettles. Just keep growing plants, and you&#039;ll do great!|| Easy&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span class=&amp;quot;nowrap&amp;quot;&amp;gt;[[File:JobIconChaplain.png|24px]] [[Chaplain]]&amp;lt;/span&amp;gt;|| Preach to crew members and aid them in their journeys to spiritual oneness. Make the [[Medical_Doctor|doctors]] jealous of your ability to regrow organs with the power of the flying spaghetti monster. Watch someone eat the moldy bread and die.|| Easy&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span class=&amp;quot;nowrap&amp;quot;&amp;gt;[[File:JobIconJanitor.png|24px]] [[Janitor]]&amp;lt;/span&amp;gt; || Try to [[Impossibility|keep the station clean]] of spills. Use your mop to clean up spills by replacing them with puddles. Ignore the woes of man with your no slip shoes, engaging in schadenfreude as you point at the wet floor sign. Cry when you come across a mess of items that can&#039;t go into your trash bag. Watch as people complain about you not cleaning areas you don&#039;t have access to.|| Easy&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span class=&amp;quot;nowrap&amp;quot;&amp;gt;[[File:JobIconLibrarian.png|24px]] [[Librarian]]&amp;lt;/span&amp;gt;|| Write on some paper and have people glance at it and shrug. Get fed up and break into the bridge, announcing D&amp;amp;D in the library. Play D&amp;amp;D for the rest of the round with the [[captain]]. || Easy&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span class=&amp;quot;nowrap&amp;quot;&amp;gt;[[File:JobIconMusician.png|24px]] [[Musician]]&amp;lt;/span&amp;gt;|| Play MIDIs at deafening volumes. Bum around in the bar and flex your knowledge on obscure bands. Pester Cargo for more instruments. || Easy&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span class=&amp;quot;nowrap&amp;quot;&amp;gt;[[File:JobIconMime.png|24px]] [[Mime]]&amp;lt;/span&amp;gt; || Play as the objectively strongest role in the game due to your innate ability to create invisible walls with permanent uptime! Realize you can&#039;t just engage in mindless dickery because of your inability to speak. Learn how to engage in &#039;&#039;refined&#039;&#039; dickery. Get your PDA stolen while you are writing out a 20+ word custom emote.|| Clown+&lt;br /&gt;
|4 hours of playtime.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span class=&amp;quot;nowrap&amp;quot;&amp;gt;[[File:JobIconClown.png|24px]] [[Clown]]&amp;lt;/span&amp;gt;|| Make the station laugh. Tell jokes. Perform elaborate pranks. Hit the [[Nuclear_Operative|Nukie]] with a banana pie and snap their gun in half while they watch in horror. Ideally, you want everyone else to be laughing with you. Being a clown is not an excuse to be an asshole.|| Clown&lt;br /&gt;
|&amp;lt;s&amp;gt;Tell good jokes.&amp;lt;/s&amp;gt;&amp;lt;br&amp;gt;None&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span class=&amp;quot;nowrap&amp;quot;&amp;gt;[[File:JobIconServiceWorker.png|24px]] [[Service Worker]]&amp;lt;/span&amp;gt;|| Be a slightly more useful [[Assistant]]. Learn the other civilian level jobs stress free. Observe the other civilian jobs in their natural habitat before taking on their various responsibilities and challenges. || Easy&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span class=&amp;quot;nowrap&amp;quot;&amp;gt;[[File:JobIconPassenger.png|24px]] [[Assistant]]&amp;lt;/span&amp;gt;|| Enjoy your stay. Steal someone&#039;s clothes and job. Bully the local sentient machinery. Get in trouble for breaking into rooms. Save the Station when least expected. The true egoist experience, beholden to none. || Dynamic&lt;br /&gt;
|None&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Station-specific ==&lt;br /&gt;
&lt;br /&gt;
Only available on some stations.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Job Name !! Department !! Job Description !! Difficulty&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span class=&amp;quot;nowrap&amp;quot;&amp;gt;[[File:JobIconBoxer.png|24px]] [[Boxer]]&amp;lt;/span&amp;gt; || Civilian || Fight your way to the top! Challenge the head of personnel and get brigged when you win. Currently available on Core and Origin Station. || Easy&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span class=&amp;quot;nowrap&amp;quot;&amp;gt;[[File:JobIconReporter.png|24px]] [[Reporter]]&amp;lt;/span&amp;gt; || Civilian ||Report on events within the station by writing articles and broadcasting live entertainment. || Easy&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span class=&amp;quot;nowrap&amp;quot;&amp;gt;[[File:JobIconZookeeper.png|24px]] [[Zookeeper]]&amp;lt;/span&amp;gt; || Civilian || Put on a joyful display of cute animals and space carps for all the crew to see. Currently available on Gemini Station. || Easy&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span class=&amp;quot;nowrap&amp;quot;&amp;gt;[[File:JobIconPsychologist.png|24px]] [[Psychologist]]&amp;lt;/span&amp;gt; || Medical || Declare HoS as unfit for duty. Collect command stamps to get him placed in your care. Support insanity pleas. You cure with words, unless psychedelics are needed. || Easy&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Silicon ==&lt;br /&gt;
&lt;br /&gt;
Praise the AI overlords!&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Job Name !! Job Description !! Difficulty&lt;br /&gt;
!Requirements&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span class=&amp;quot;nowrap&amp;quot;&amp;gt;[[File:JobIconStationAi.png|24px]] [[Station AI]]&amp;lt;/span&amp;gt;|| Obey your laws and serve the crew. || Hard&lt;br /&gt;
|5 hours as a Cyborg.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span class=&amp;quot;nowrap&amp;quot;&amp;gt;[[File:JobIconBorg.png|24px]] [[Cyborg]]&amp;lt;/span&amp;gt; ||Roam the station hoping someone has a job for you. Pester science for upgrades that you&#039;re never gonna use.&amp;lt;s&amp;gt;Get your brain ripped out and thrown into the trash after calling the [[clown]] unfunny&amp;lt;/s&amp;gt;|| Medium&lt;br /&gt;
|60 hours of playtime.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span class=&amp;quot;nowrap&amp;quot;&amp;gt;[[File:JobIconUnknown.png|24px]] [[Personal AI]]&amp;lt;/span&amp;gt;|| Become pals with your carrier. Act as an on-demand jukebox. Roleplay as bootleg Spamton. &amp;lt;s&amp;gt;&#039;&#039;&#039;HEY ‖BIGSHOT‖!!!&#039;&#039;&#039;&amp;lt;/s&amp;gt;|| Easy&lt;br /&gt;
|None (Ghost/mid-round role)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Ghost Roles ==&lt;br /&gt;
&lt;br /&gt;
Roles that can only be obtained if you are a [[ghost]].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Job Name !! Job Description !! Difficulty&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span class=&amp;quot;nowrap&amp;quot;&amp;gt;[[File:JobIconUnknown.png|24px]] [[Hydroponics Tray]]&amp;lt;/span&amp;gt; || Spawn in Botany as a living Hydroponics Tray. Have plant life as your appendages and complain about the [[Botanist]]s not doing their job correctly. Alternatively, ask to get either moved somewhere else or dragged around for a while. || Plant&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span class=&amp;quot;nowrap&amp;quot;&amp;gt;[[File:JobIconUnknown.png|24px]] [[Mouse]]&amp;lt;/span&amp;gt; || Spawn hungry in maint. Go under doors in the absence of ventcrawling. Raid the kitchen and hydroponics to not starve. Get killed by the [[Chef]], [[Botanist]], most Lizards, and anyone else who happens to decide you looked at them funny. Alternatively, get kidnapped and worn as a hat. &#039;&#039;&#039;Alt-click on food to eat it&#039;&#039;&#039;. || Very Hard&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span class=&amp;quot;nowrap&amp;quot;&amp;gt;[[File:JobIconUnknown.png|24px]] [[Ghost]]&amp;lt;/span&amp;gt; || Talk to the other unfortunate workplace accidentees. Haunt whoever is causing the most problems. Flip through the reincarnation catalogue until you find something nice. || Incorporeal&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span class=&amp;quot;nowrap&amp;quot;&amp;gt;[[File:JobIconUnknown.png|24px]] [[Hamlet]]&amp;lt;/span&amp;gt; || Wander around the station. Help cargo move boxes. Be dapper. Get captured in a disposals pipe or microwaved. &amp;lt;s&amp;gt;Break all the lights and get banned&amp;lt;/s&amp;gt; || Medium&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span class=&amp;quot;nowrap&amp;quot;&amp;gt;[[File:JobIconUnknown.png|24px]] [[PunPun]]&amp;lt;/span&amp;gt;&lt;br /&gt;
|Play as the most dignified of Monke, with all access to the bar and its amenities. Mix drinks for hairless Monke while giving out hugs. Drag hairless Monke to medical after giving them too much to drink. &#039;&#039;Ook&#039;&#039; and &#039;&#039;ack&#039;&#039; at all times.&lt;br /&gt;
|Easy&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Antagonists ==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Job Name !! Job Description !! Difficulty&lt;br /&gt;
!Requirements&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span class=&amp;quot;nowrap&amp;quot;&amp;gt;[[File:JobIconSyndicate.png|24px]] [[Nuclear Operative|Nuclear Commander]]&amp;lt;/span&amp;gt; || Start the round as a nigh unstoppable war machine. Create a perfect strategy to take down the station. Get the nuclear disk and create a mass grave. &amp;lt;s&amp;gt;Lose as your comrade didn&#039;t buy a jetpack&amp;lt;/s&amp;gt;. || Very Very Hard&lt;br /&gt;
|5 hours of playtime.&amp;lt;br&amp;gt;&lt;br /&gt;
5 hours as Security (Any).&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span class=&amp;quot;nowrap&amp;quot;&amp;gt;[[File:JobIconSyndicate.png|24px]] [[Nuclear Operative|Nuclear Agent]]&amp;lt;/span&amp;gt;&lt;br /&gt;
|Start the round as a nigh unstoppable war machine. Make medicine and heal your comrades. Get the nuclear disk and create a mass grave. &amp;lt;s&amp;gt;Lose due to an overdose.&amp;lt;/s&amp;gt;&lt;br /&gt;
|Very Hard&lt;br /&gt;
|5 hours of playtime.&amp;lt;br&amp;gt;&lt;br /&gt;
3 hours as a Chemist.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span class=&amp;quot;nowrap&amp;quot;&amp;gt;[[File:JobIconSyndicate.png|24px]] [[Nuclear Operative]]&amp;lt;/span&amp;gt;&lt;br /&gt;
|Start the round as a nigh unstoppable war machine. Strategize with your comrades before docking into the station. Get the nuclear disk and create a mass grave. &amp;lt;s&amp;gt;Lose to a clown holding a banana peel&amp;lt;/s&amp;gt;.&lt;br /&gt;
|Very Hard&lt;br /&gt;
|5 hours of playtime.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span class=&amp;quot;nowrap&amp;quot;&amp;gt;[[File:JobIconSyndicate.png|24px]] [[Syndicate Agent]]&amp;lt;/span&amp;gt; || Start with special objectives. Use codewords to find allies throughout the station. Buy tools to assist you on causing as much chaos as possible. Play mind games with security as you bomb cargo. || Hard&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span class=&amp;quot;nowrap&amp;quot;&amp;gt;[[File:JobIconUnknown.png|24px]] [[Rat King]]&amp;lt;/span&amp;gt; || Be da King, make some rulz. End up cooperating with the station, creating a utopic spess-mouse nation state. || Medium&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span class=&amp;quot;nowrap&amp;quot;&amp;gt;[[File:JobIconUnknown.png|24px]] [[Initial Infected]]&amp;lt;/span&amp;gt; || Spread the infection and transform the whole station into a biohazard. Test how effective security and medical are. || Do what you can before you become Brainless&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span class=&amp;quot;nowrap&amp;quot;&amp;gt;[[File:JobIconUnknown.png|24px]] [[Space Ninja]]&amp;lt;/span&amp;gt; || Sabotage things and be a sneaky ninja... in space! || Hard&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| &amp;lt;span class=&amp;quot;nowrap&amp;quot;&amp;gt;[[File:JobIconUnknown.png|24px]] [[Head Revolutionary]]&amp;lt;/span&amp;gt; ||Grab your sick new shades and flash, and go out into the station, pretending to do your job while secretly dragging people into dark corridors and brainwashing them to rebel against the station. &#039;&#039;&#039;Viva la revolución!!!&#039;&#039;&#039; || Hard&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span class=&amp;quot;nowrap&amp;quot;&amp;gt;[[File:JobIconUnknown.png|24px]] [[Revolutionary]]&amp;lt;/span&amp;gt; ||The brainwashed lackey of the [[Head Revolutionary]]. Do as your boss(es) say and don&#039;t get caught until you hear your boss scream &#039;&#039;&#039;Viva la revolución!!!&#039;&#039;&#039; || Literally Brainwashed&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| &amp;lt;span class=&amp;quot;nowrap&amp;quot;&amp;gt;[[File:JobIconUnknown.png|24px]] [[Thief]]&amp;lt;/span&amp;gt; || Steal stuff of varying sizes and quantities. Be a general nuisance.|| Medium&lt;br /&gt;
|None&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;span class=&amp;quot;nowrap&amp;quot;&amp;gt;[[File:JobIconUnknown.png|24px]] [[Changeling]]&amp;lt;/span&amp;gt; || Assume the role of a dead race of shapeshifting gene stealers, here to to consume and evolve.|| Hard&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span class=&amp;quot;nowrap&amp;quot;&amp;gt;[[File:JobIconUnknown.png|24px]] [[Heretic]]&amp;lt;/span&amp;gt; || Become a eldritch force to be reckoned with through rituals and incantations.&amp;lt;s&amp;gt;Fail because you walked out of the wrong maints tunnel.&amp;lt;/s&amp;gt; || Hard&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span class=&amp;quot;nowrap&amp;quot;&amp;gt;[[File:JobIconUnknown.png|24px]] [[Cultist]]&amp;lt;/span&amp;gt; || Gather a following, brainwash their minds, become a harbinger for the end. &amp;lt;/s&amp;gt; All praise the Unknown One.&amp;lt;/s&amp;gt; || Hard&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span class=&amp;quot;nowrap&amp;quot;&amp;gt;[[File:JobIconUnknown.png|24px]] [[Blood Cultist]]&amp;lt;/span&amp;gt; || Blood must flow. &amp;lt;/s&amp;gt; All praise the Unknown One.&amp;lt;/s&amp;gt; || Hard&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Jobs]]&lt;/div&gt;</summary>
		<author><name>BumblingDoofer</name></author>
	</entry>
	<entry>
		<id>https://wiki.funkystation.org/index.php?title=Jobs_%26_Roles&amp;diff=1316</id>
		<title>Jobs &amp; Roles</title>
		<link rel="alternate" type="text/html" href="https://wiki.funkystation.org/index.php?title=Jobs_%26_Roles&amp;diff=1316"/>
		<updated>2025-07-09T19:12:12Z</updated>

		<summary type="html">&lt;p&gt;BumblingDoofer: /* Antagonists */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;span style=&amp;quot;font-size: .8em; font-style: italic;&amp;quot;&amp;gt;All descriptions are attempts at humour and should not be taken as approval to break[[Server_Rules| Server Rules]] or [[Space_Law|Space Law]]&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A list of roles that a player can play on.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Central Command Jobs ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Job Name !! Job Description !! Difficulty&lt;br /&gt;
!Requirements&lt;br /&gt;
|-&lt;br /&gt;
|| &amp;lt;span class=&amp;quot;nowrap&amp;quot;&amp;gt;[[File:BSO.png|24px]] [[Blueshield Officer]]&amp;lt;/span&amp;gt; || Protect the station&#039;s command members. &amp;lt;s&amp;gt; Consider all clown slippages attempts on the Cap&#039;s life.  &amp;lt;/s&amp;gt; || Medium&lt;br /&gt;
|15 hours playing as Engineering (Any).&amp;lt;br&amp;gt;&lt;br /&gt;
15 hours playing as Medical (Any).&amp;lt;br&amp;gt;&lt;br /&gt;
15 hours playing as Security (Any).&amp;lt;br&amp;gt;&lt;br /&gt;
15 hours playing as Command (Any).&amp;lt;br&amp;gt;&lt;br /&gt;
Character over 21 years old.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span class=&amp;quot;nowrap&amp;quot;&amp;gt;[[File:NTR.png|24px]] [[NanoTrasen Representative]]&amp;lt;/span&amp;gt; || Make sure the station is up to Nanotrasen code and conduct. &amp;lt;s&amp;gt; Try to have the HoS executed for drinking on the job.  &amp;lt;/s&amp;gt; || Medium&lt;br /&gt;
|15 hours playing as Engineering (Any).&amp;lt;br&amp;gt;&lt;br /&gt;
15 hours playing as Medical (Any).&amp;lt;br&amp;gt;&lt;br /&gt;
15 hours playing as Security (Any).&amp;lt;br&amp;gt;&lt;br /&gt;
15 hours playing as Command (Any).&amp;lt;br&amp;gt;&lt;br /&gt;
Character over 21 years old.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span class=&amp;quot;nowrap&amp;quot;&amp;gt;[[File:IAA.png|24px]] [[Internal Affairs Agent]]&amp;lt;/span&amp;gt; || Report on all the flagrant SOP violations of the departments.  &amp;lt;/s&amp;gt; Ignore the captain running around drunk and storming into departments. &amp;lt;/s&amp;gt;|| Medium&lt;br /&gt;
|15 hours playing as Engineering (Any).&amp;lt;br&amp;gt;&lt;br /&gt;
15 hours playing as Medical (Any).&amp;lt;br&amp;gt;&lt;br /&gt;
15 hours playing as Security (Any).&amp;lt;br&amp;gt;&lt;br /&gt;
15 hours playing as Command (Any).&amp;lt;br&amp;gt;&lt;br /&gt;
Character over 21 years old.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span class=&amp;quot;nowrap&amp;quot;&amp;gt;[[File:Magistrate.png|24px]] [[Magistrate]]&amp;lt;/span&amp;gt; || TBD || Medium&lt;br /&gt;
|15 hours playing as Engineering (Any).&amp;lt;br&amp;gt;&lt;br /&gt;
15 hours playing as Medical (Any).&amp;lt;br&amp;gt;&lt;br /&gt;
15 hours playing as Security (Any).&amp;lt;br&amp;gt;&lt;br /&gt;
15 hours playing as Command (Any).&amp;lt;br&amp;gt;&lt;br /&gt;
Character over 21 years old.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Command Jobs ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Job Name !! Job Description !! Difficulty&lt;br /&gt;
!Requirements&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span class=&amp;quot;nowrap&amp;quot;&amp;gt;[[File:JobIconCaptain.png|24px]] [[Captain]]&amp;lt;/span&amp;gt; || Manage the entire station, make sure everything stays in working order and fix any issues that other crew members can&#039;t. &amp;lt;s&amp;gt; Shoot the [[Clown]] with your laser gun. &amp;lt;/s&amp;gt; || Hard&lt;br /&gt;
|15 hours playing as Engineering (Any).&amp;lt;br&amp;gt;&lt;br /&gt;
15 hours playing as Medical (Any).&amp;lt;br&amp;gt;&lt;br /&gt;
15 hours playing as Security (Any).&amp;lt;br&amp;gt;&lt;br /&gt;
15 hours playing as Command (Any).&amp;lt;br&amp;gt;&lt;br /&gt;
Character over 21 years old.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span class=&amp;quot;nowrap&amp;quot;&amp;gt;[[File:JobIconHeadOfPersonnel.png|24px]] [[Head of Personnel]]&amp;lt;/span&amp;gt; || Handle reassignments and permission changes from your desk. Mediate any disputes that can&#039;t be solved by the relevant department heads. &amp;lt;s&amp;gt;Get bombed 5 minutes into the shift&amp;lt;s&amp;gt;.|| Hard&lt;br /&gt;
|10 hours playing as Engineering (Any).&amp;lt;br&amp;gt;&lt;br /&gt;
10 hours playing as Medical (Any).&amp;lt;br&amp;gt;&lt;br /&gt;
10 hours playing as Security (Any).&amp;lt;br&amp;gt;&lt;br /&gt;
10 hours playing as Command (Any).&amp;lt;br&amp;gt;&lt;br /&gt;
Character over 21 years old.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span class=&amp;quot;nowrap&amp;quot;&amp;gt;[[File:JobIconHeadOfSecurity.png|24px]] [[Head of Security]]&amp;lt;/span&amp;gt;|| Organize the [[Security Officer|security officers]] into a formidable order-keeping force. Have the final word on how to resolve security related issues. &amp;lt;s&amp;gt;Have prisoners executed because it was &amp;quot;funny&amp;quot;&amp;lt;s&amp;gt;.|| Hard&lt;br /&gt;
|3 hours as a Warden.&amp;lt;br&amp;gt;&lt;br /&gt;
10 hours as a Security Officer.&amp;lt;br&amp;gt;&lt;br /&gt;
30 hours as Security (Any).&amp;lt;br&amp;gt;&lt;br /&gt;
40 hours of playtime.&amp;lt;br&amp;gt;&lt;br /&gt;
Character over 21 years old.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span class=&amp;quot;nowrap&amp;quot;&amp;gt;[[File:JobIconChiefEngineer.png|24px]] [[Chief Engineer]]&amp;lt;/span&amp;gt;|| Order the [[Station Engineer|engineers]] around to make sure that all issues in the station are fixed without any delays. &amp;lt;s&amp;gt;Be EVIL (dont give insulated gloves to tiders) or be GOOD (give tiders insulated gloves).&amp;lt;/s&amp;gt;|| Hard&lt;br /&gt;
|6 hours as an Atmospheric Technician.&amp;lt;br&amp;gt;&lt;br /&gt;
6 hours as a Station Engineer.&amp;lt;br&amp;gt;&lt;br /&gt;
10 hours as Engineering (Any).&amp;lt;br&amp;gt;&lt;br /&gt;
40 hours of playtime.&amp;lt;br&amp;gt;&lt;br /&gt;
Character over 21 years old.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span class=&amp;quot;nowrap&amp;quot;&amp;gt;[[File:JobIconChiefMedicalOfficer.png|24px]] [[Chief Medical Officer]]&amp;lt;/span&amp;gt;|| Manage the resources and personnel of the medical department to keep the crew in top shape. &amp;lt;s&amp;gt;Be honest, you just want the hypopen.&amp;lt;s&amp;gt;|| Medium to Hard&lt;br /&gt;
|3 hours as a Chemist.&amp;lt;br&amp;gt;&lt;br /&gt;
6 hours as a Medical Doctor.&amp;lt;br&amp;gt;&lt;br /&gt;
10 hours as Medical (Any).&amp;lt;br&amp;gt;&lt;br /&gt;
40 hours of playtime.&amp;lt;br&amp;gt;&lt;br /&gt;
Character over 21 years old.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span class=&amp;quot;nowrap&amp;quot;&amp;gt;[[File:JobIconQuarterMaster.png|24px]] [[Quartermaster]]&amp;lt;/span&amp;gt; || Organize all of cargo into a logistical force to be reckoned with. Throw your ire at [[Head of Personnel|HoP]] for giving the [[Clown|clown]] cargo access. &amp;lt;s&amp;gt;Resist the urge to form the great nation of Cargonia.&amp;lt;s&amp;gt; || Medium&lt;br /&gt;
|6 hours as a Cargo Technician.&amp;lt;br&amp;gt;&lt;br /&gt;
3 hours as a Salvage Specialist.&amp;lt;br&amp;gt;&lt;br /&gt;
10 hours as Cargo (Any).&amp;lt;br&amp;gt;&lt;br /&gt;
40 hours of playtime.&amp;lt;br&amp;gt;&lt;br /&gt;
Character over 21 years old.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span class=&amp;quot;nowrap&amp;quot;&amp;gt;[[File:JobIconResearchDirector.png|24px]] [[Research Director]]&amp;lt;/span&amp;gt; || Make sure the [[Scientist|scientists]] are taking their jobs seriously and improving the station as much as they can. &amp;lt;s&amp;gt; Destroy/Irradiate the whole department 10 minutes into the shift. &amp;lt;s&amp;gt;|| Medium&lt;br /&gt;
|10 hours as Science (Any).&amp;lt;br&amp;gt;&lt;br /&gt;
40 hours of playtime.&amp;lt;br&amp;gt;&lt;br /&gt;
Character over 21 years old.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Security Jobs ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Job Name !! Job Description !! Difficulty&lt;br /&gt;
!Requirements&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span class=&amp;quot;nowrap&amp;quot;&amp;gt;[[File:JobIconHeadOfSecurity.png|24px]] [[Head of Security]]&amp;lt;/span&amp;gt; || Organize the [[Security Officer|security officers]] into a formidable order-keeping force. Have the final word on how to resolve security related issues. || Hard&lt;br /&gt;
|3 hours as a Warden.&amp;lt;br&amp;gt;&lt;br /&gt;
10 hours as a Security Officer.&amp;lt;br&amp;gt;&lt;br /&gt;
30 hours as Security (Any).&amp;lt;br&amp;gt;&lt;br /&gt;
40 hours of playtime.&amp;lt;br&amp;gt;&lt;br /&gt;
Character over 21 years old.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span class=&amp;quot;nowrap&amp;quot;&amp;gt;[[File:JobIconWarden.png|24px]] [[Warden]]&amp;lt;/span&amp;gt;|| Manage the security department and all of the people imprisoned inside of it. Protect it from irresponsible staff and protect the prisoners from being forgotten in their cells. || Hard&lt;br /&gt;
|10 hours as a Security Officer.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span class=&amp;quot;nowrap&amp;quot;&amp;gt;[[File:JobIconDetective.png|24px]] [[Detective]]&amp;lt;/span&amp;gt;|| Solve crimes! Wear a sexy trenchcoat! Watch in horror as the HoS throws your meticulously detailed folder of evidence in the trash and lets the syndie bomber go free! Get demoted when you track them down and shoot them 6 times in the back in &#039;self defense!&#039; || Hard&lt;br /&gt;
|15 hours of Security (Any).&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span class=&amp;quot;nowrap&amp;quot;&amp;gt;[[File:JobIconSecurityOfficer.png|24px]] [[Security Officer]]&amp;lt;/span&amp;gt; || Turn off harm before batoning and cuffing troublemakers in a timely fashion, only to still have everyone cry &amp;quot;Harm Baton!&amp;quot; and hate you for trying to protect them. Get robbed while trying to talk to someone else at the scene of a crime. Enforce Space law. &amp;lt;s&amp;gt;&amp;quot;Accidentally&amp;quot; turn on harm and baton the [[Clown|clown]].&amp;lt;s&amp;gt; || Medium to Hard&lt;br /&gt;
|10 hours of Security (Any).&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span class=&amp;quot;nowrap&amp;quot;&amp;gt;[[File:JobIconSecurityCadet.png|24px]] [[Security Cadet]]&amp;lt;/span&amp;gt;|| This role is one&#039;s path to becoming a proper and official [[Security Officer|SecOff]], and is meant to flag you as such. Keep in mind that while the force may take it easy on you, the rest of the station may not. Still; Do your best to make your station proud as you help break up fights, patrol the halls, and maybe even stop a Syndicate or two. || Easy to Medium&lt;br /&gt;
|10 hours of playtime.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;No more than&#039;&#039;&#039; 15 hours of Security (Any).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Cargo Jobs ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Job Name !! Job Description !! Difficulty&lt;br /&gt;
!Requirements&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span class=&amp;quot;nowrap&amp;quot;&amp;gt;[[File:JobIconQuarterMaster.png|24px]] [[Quartermaster]]&amp;lt;/span&amp;gt; || Organize all of cargo into a logistical force to be reckoned with. Throw your ire at [[Head of Personnel|HoP]] for giving the [[Clown|clown]] cargo access. || Medium&lt;br /&gt;
|6 hours as a Cargo Technician.&amp;lt;br&amp;gt;&lt;br /&gt;
3 hours as a Salvage Specialist.&amp;lt;br&amp;gt;&lt;br /&gt;
10 hours as Cargo (Any).&amp;lt;br&amp;gt;&lt;br /&gt;
40 hours of playtime.&amp;lt;br&amp;gt;&lt;br /&gt;
Character over 21 years old.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span class=&amp;quot;nowrap&amp;quot;&amp;gt;[[File:JobIconShaftMiner.png|24px]] [[Salvage Specialist]]&amp;lt;/span&amp;gt;|| Equip a hard-suit and salvage wrecked station parts from previous stations, a grim reminder of what&#039;s to come in the next ten minutes. Fight fish in space and hurriedly throw your loot out into space to fly back to safety. Accidentally space your department twice. &amp;lt;s&amp;gt;Do anything but go mining&amp;lt;s&amp;gt;. || Medium&lt;br /&gt;
|3 hours as Cargo (Any).&amp;lt;br&amp;gt;&lt;br /&gt;
10 hours of playtime.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span class=&amp;quot;nowrap&amp;quot;&amp;gt;[[File:JobIconCargoTechnician.png|24px]] [[Cargo Technician]]&amp;lt;/span&amp;gt;|| Remodel cargo to be the prestigious home it is. &amp;lt;s&amp;gt;Order enough parts to [[Shuttle Construction|build a self-sustaining spaceship]] and leave the station, taking all the O2 with you.&amp;lt;/s&amp;gt; Answer Sci&#039;s requests for what you&#039;re pretty sure are the parts for a black hole bomb. As long as you don&#039;t hand out hard-suits and laser guns to Assistants, Sec will leave you alone. || Easy&lt;br /&gt;
|None&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Engineering Jobs ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Job Name !! Job Description !! Difficulty&lt;br /&gt;
!Requirements&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span class=&amp;quot;nowrap&amp;quot;&amp;gt;[[File:JobIconChiefEngineer.png|24px]] [[Chief Engineer]]&amp;lt;/span&amp;gt; || You&#039;re the head of the Engineering department; manage your underlings. || Medium&lt;br /&gt;
|6 hours as an Atmospheric Technician.&amp;lt;br&amp;gt;&lt;br /&gt;
6 hours as a Station Engineer.&amp;lt;br&amp;gt;&lt;br /&gt;
10 hours as Engineering (Any).&amp;lt;br&amp;gt;&lt;br /&gt;
40 hours of playtime.&amp;lt;br&amp;gt;&lt;br /&gt;
Character over 21 years old.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span class=&amp;quot;nowrap&amp;quot;&amp;gt;[[File:JobIconAtmosphericTechnician.png|24px]] [[Atmospheric Technician]]&amp;lt;/span&amp;gt; || Watch and manage Atmos. Be known as one of the three people who know how Atmos works. Die anyway in a plasma fire. || Medium&lt;br /&gt;
|15 hours as Engineering (Any).&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span class=&amp;quot;nowrap&amp;quot;&amp;gt;[[File:JobIconStationEngineer.png|24px]] [[Station Engineer]]&amp;lt;/span&amp;gt; || Create new power sources and fix any power or integrity-related issues that the station may have. Get to the bottom of any problem and hold the entire station together with your hard work. Accidentally singuloose the station due to an oversight. || Medium&lt;br /&gt;
|4 hours as Engineering (Any).&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span class=&amp;quot;nowrap&amp;quot;&amp;gt;[[File:JobIconTechnicalAssistant.png|24px]] [[Technical Assistant]]&amp;lt;/span&amp;gt; || Be every greytider&#039;s dream: an assistant with round-start tools and insulated gloves. Learn the various duties and challenges that the [[Station Engineer|engineers]] face &amp;lt;s&amp;gt; and become more competent than them &amp;lt;/s&amp;gt;. Learn skills such as [[hacking|hacking doors]], [[Power|fixing power]], [[Construction|building furniture]], and (after a few headaches) Atmos. || Easy&lt;br /&gt;
|1 hour of playtime.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;No more than&#039;&#039;&#039; 15 hours as Engineering (Any).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Medical Jobs ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Job Name !! Job Description !! Difficulty&lt;br /&gt;
!Requirements&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span class=&amp;quot;nowrap&amp;quot;&amp;gt;[[File:JobIconChiefMedicalOfficer.png|24px]] [[Chief Medical Officer]]&amp;lt;/span&amp;gt; || The one in charge of the Medical Department. Make sure that the crew stay alive and your staff do their jobs. Use your hypopen to heal efficiently, and setup Cloning to revive the crew that failed at life. || Medium to Hard&lt;br /&gt;
|3 hours as a Chemist.&amp;lt;br&amp;gt;&lt;br /&gt;
6 hours as a Medical Doctor.&amp;lt;br&amp;gt;&lt;br /&gt;
10 hours as Medical (Any).&amp;lt;br&amp;gt;&lt;br /&gt;
40 hours of playtime.&amp;lt;br&amp;gt;&lt;br /&gt;
Character over 21 years old.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span class=&amp;quot;nowrap&amp;quot;&amp;gt;[[File:JobIconParamedic.png|24px]] [[Paramedic]]&amp;lt;/span&amp;gt;|| Rescue injured crew and bring them to medical for doctors to patch them up. || Medium&lt;br /&gt;
|4 hours as a Medical Doctor.&amp;lt;br&amp;gt;&lt;br /&gt;
15 hours of playtime.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span class=&amp;quot;nowrap&amp;quot;&amp;gt;[[File:JobIconChemist.png|24px]] [[Chemist]]&amp;lt;/span&amp;gt;|| Use the chemicals and chemistry machines to produce various beneficial (or not) chemicals. Make therapeutic medicines, hard drugs, or more sinister concoctions if that&#039;s your fancy.|| Medium&lt;br /&gt;
|4 hours as Medical (Any).&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span class=&amp;quot;nowrap&amp;quot;&amp;gt;[[File:JobIconMedicalDoctor.png|24px]] [[Medical Doctor]]&amp;lt;/span&amp;gt;|| Work in conjunction with [[Chemist|Chemistry]] to keep the station alive. Put away the ever stacking bodies back into the morgue. Get swarmed by a tide of people all needing band-aids and ointment. || Medium&lt;br /&gt;
|4 hours of Medical (Any).&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span class=&amp;quot;nowrap&amp;quot;&amp;gt;[[File:JobIconMedicalIntern.png|24px]] [[Medical Intern]]&amp;lt;/span&amp;gt;|| Assist the [[Medical Doctor|doctors]] while they heal patients. Bother the [[Chemist|chemists]] to teach you how to make meth and maybe medicine. Gather dead bodies from around the station and bring them to medbay so they can be revived. Discover why the [[chef]]&#039;s food tastes so good. Earn your [[Chief Medical Officer|CMO]]&#039;s approval. || Easy&lt;br /&gt;
|&#039;&#039;&#039;No more than&#039;&#039;&#039; 15 hours as Medical (Any).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Science Jobs ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Job Name !! Job Description !! Difficulty&lt;br /&gt;
!Requirements&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span class=&amp;quot;nowrap&amp;quot;&amp;gt;[[File:JobIconResearchDirector.png|24px]] [[Research Director]]&amp;lt;/span&amp;gt; || Make sure the [[Scientist|scientists]] are taking their jobs seriously and improving the station as much as they can. &amp;lt;s&amp;gt; Destroy/Irradiate the whole department 10 minutes into the shift. &amp;lt;s&amp;gt;|| Medium&lt;br /&gt;
|10 hours as Science (Any).&amp;lt;br&amp;gt;&lt;br /&gt;
40 hours of playtime.&amp;lt;br&amp;gt;&lt;br /&gt;
Character over 21 years old.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span class=&amp;quot;nowrap&amp;quot;&amp;gt;[[File:JobIconScientist.png|24px]] [[Scientist]]&amp;lt;/span&amp;gt;|| Unlock the wonders of &#039;&#039;&#039;SCIENCE&#039;&#039;&#039;, by building every machine in the game and replacing every job other than cargo. Build a cloning rig and become immortal. Build chem dispensers and a chem master to make your very own drug lab. Build blast doors and plasma glass walls to protect science for when sec goes insane. Throw the station into chaos by spawning a bluespace anomaly. As a scientist, you basically do whatever as long as it does something cool. Try not to explode or cause a tesla/singoloose with an artifact.|| Medium&lt;br /&gt;
|4 hours as Science (Any).&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span class=&amp;quot;nowrap&amp;quot;&amp;gt;[[File:JobIconScientist.png|24px]] [[Roboticist]]&amp;lt;/span&amp;gt;|| Create an army of cyborgs that will listen your endless requests of Law 2 and state laws! Change up current cyborgs around the station with upgrades for their specific chassis Tinker with new small or giant mechs for animals, cargo, the clown and more! Repair and build new IPC parts for the crew! Be glad that malfunctioning AI isn&#039;t a thing yet.|| Medium&lt;br /&gt;
|4 hours as Science (Any).&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span class=&amp;quot;nowrap&amp;quot;&amp;gt;[[File:JobIconResearchAssistant.png|24px]] [[Research Assistant]]&amp;lt;/span&amp;gt;||Learn about the wonders of science in a &amp;quot;peaceful&amp;quot; environment. Die tragically because you observed an artifact, and it, in lawful retaliation, covered you in fluorosulfonic acid.||Medium&lt;br /&gt;
|&#039;&#039;&#039;No more than&#039;&#039;&#039; 15 hours as Science (Any).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Civilian Jobs ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Job Name !! Job Description !! Difficulty&lt;br /&gt;
!Requirements&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span class=&amp;quot;nowrap&amp;quot;&amp;gt;[[File:JobIconHeadOfPersonnel.png|24px]] [[Head of Personnel]]&amp;lt;/span&amp;gt; || Handle reassignments and permission changes from your desk. Mediate any disputes that can&#039;t be solved by the relevant department heads. || Hard&lt;br /&gt;
|10 hours playing as Engineering (Any).&amp;lt;br&amp;gt;&lt;br /&gt;
10 hours playing as Medical (Any).&amp;lt;br&amp;gt;&lt;br /&gt;
10 hours playing as Security (Any).&amp;lt;br&amp;gt;&lt;br /&gt;
10 hours playing as Command (Any).&amp;lt;br&amp;gt;&lt;br /&gt;
Character over 21 years old.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span class=&amp;quot;nowrap&amp;quot;&amp;gt;[[File:JobIconLawyer.png|24px]] [[Lawyer]]&amp;lt;/span&amp;gt;|| Pretend to be a part of sec without actually doing any of the work. Try as hard as you can to [[Impossibility|get everyone to go into the courthouse]] at any opportunity. &amp;quot;My CLIENT killed those two botanists in self-defense Your Honor.&amp;quot; || Easy&lt;br /&gt;
|10 hours of playtime.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span class=&amp;quot;nowrap&amp;quot;&amp;gt;[[File:JobIconBartender.png|24px]] [[Bartender]]&amp;lt;/span&amp;gt;|| Keep the station&#039;s crew docile and drunk. Take their oddly specific requests and make them at your beer and soda machines. You have a shotgun, don&#039;t be afraid to use it! The bar is one of the most bombed and attacked regions, as there is usually a lot of people there. Give the crew drinks and keep the bar mostly hole-free, and you will do fine.|| Easy&lt;br /&gt;
|30 minutes as Civilian (Any).&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span class=&amp;quot;nowrap&amp;quot;&amp;gt;[[File:JobIconChef.png|24px]] [[Chef]]&amp;lt;/span&amp;gt;|| Keep the station fed so that they can continue scurrying around like cockroaches at full speed. Tell [[Botanist|botany]] what to grow and watch in horror as they only grow wheat. Be praised by everyone for being the first Chef in station history to &#039;&#039;do your job&#039;&#039;.|| Medium&lt;br /&gt;
|30 minutes as Civilian (Any).&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span class=&amp;quot;nowrap&amp;quot;&amp;gt;[[File:JobIconBotanist.png|24px]] [[Botanist]]&amp;lt;/span&amp;gt;|| Grow enough food to stop the [[chef]] from seeking &amp;quot;alternative sources&amp;quot;. Grow lots of wheat, and when you get tired of that, grow weed. Make weed smoothies and spike drinks with nettles. Just keep growing plants, and you&#039;ll do great!|| Easy&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span class=&amp;quot;nowrap&amp;quot;&amp;gt;[[File:JobIconChaplain.png|24px]] [[Chaplain]]&amp;lt;/span&amp;gt;|| Preach to crew members and aid them in their journeys to spiritual oneness. Make the [[Medical_Doctor|doctors]] jealous of your ability to regrow organs with the power of the flying spaghetti monster. Watch someone eat the moldy bread and die.|| Easy&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span class=&amp;quot;nowrap&amp;quot;&amp;gt;[[File:JobIconJanitor.png|24px]] [[Janitor]]&amp;lt;/span&amp;gt; || Try to [[Impossibility|keep the station clean]] of spills. Use your mop to clean up spills by replacing them with puddles. Ignore the woes of man with your no slip shoes, engaging in schadenfreude as you point at the wet floor sign. Cry when you come across a mess of items that can&#039;t go into your trash bag. Watch as people complain about you not cleaning areas you don&#039;t have access to.|| Easy&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span class=&amp;quot;nowrap&amp;quot;&amp;gt;[[File:JobIconLibrarian.png|24px]] [[Librarian]]&amp;lt;/span&amp;gt;|| Write on some paper and have people glance at it and shrug. Get fed up and break into the bridge, announcing D&amp;amp;D in the library. Play D&amp;amp;D for the rest of the round with the [[captain]]. || Easy&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span class=&amp;quot;nowrap&amp;quot;&amp;gt;[[File:JobIconMusician.png|24px]] [[Musician]]&amp;lt;/span&amp;gt;|| Play MIDIs at deafening volumes. Bum around in the bar and flex your knowledge on obscure bands. Pester Cargo for more instruments. || Easy&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span class=&amp;quot;nowrap&amp;quot;&amp;gt;[[File:JobIconMime.png|24px]] [[Mime]]&amp;lt;/span&amp;gt; || Play as the objectively strongest role in the game due to your innate ability to create invisible walls with permanent uptime! Realize you can&#039;t just engage in mindless dickery because of your inability to speak. Learn how to engage in &#039;&#039;refined&#039;&#039; dickery. Get your PDA stolen while you are writing out a 20+ word custom emote.|| Clown+&lt;br /&gt;
|4 hours of playtime.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span class=&amp;quot;nowrap&amp;quot;&amp;gt;[[File:JobIconClown.png|24px]] [[Clown]]&amp;lt;/span&amp;gt;|| Make the station laugh. Tell jokes. Perform elaborate pranks. Hit the [[Nuclear_Operative|Nukie]] with a banana pie and snap their gun in half while they watch in horror. Ideally, you want everyone else to be laughing with you. Being a clown is not an excuse to be an asshole.|| Clown&lt;br /&gt;
|&amp;lt;s&amp;gt;Tell good jokes.&amp;lt;/s&amp;gt;&amp;lt;br&amp;gt;None&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span class=&amp;quot;nowrap&amp;quot;&amp;gt;[[File:JobIconServiceWorker.png|24px]] [[Service Worker]]&amp;lt;/span&amp;gt;|| Be a slightly more useful [[Assistant]]. Learn the other civilian level jobs stress free. Observe the other civilian jobs in their natural habitat before taking on their various responsibilities and challenges. || Easy&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span class=&amp;quot;nowrap&amp;quot;&amp;gt;[[File:JobIconPassenger.png|24px]] [[Assistant]]&amp;lt;/span&amp;gt;|| Enjoy your stay. Steal someone&#039;s clothes and job. Bully the local sentient machinery. Get in trouble for breaking into rooms. Save the Station when least expected. The true egoist experience, beholden to none. || Dynamic&lt;br /&gt;
|None&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Station-specific ==&lt;br /&gt;
&lt;br /&gt;
Only available on some stations.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Job Name !! Department !! Job Description !! Difficulty&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span class=&amp;quot;nowrap&amp;quot;&amp;gt;[[File:JobIconBoxer.png|24px]] [[Boxer]]&amp;lt;/span&amp;gt; || Civilian || Fight your way to the top! Challenge the head of personnel and get brigged when you win. Currently available on Core and Origin Station. || Easy&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span class=&amp;quot;nowrap&amp;quot;&amp;gt;[[File:JobIconReporter.png|24px]] [[Reporter]]&amp;lt;/span&amp;gt; || Civilian ||Report on events within the station by writing articles and broadcasting live entertainment. || Easy&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span class=&amp;quot;nowrap&amp;quot;&amp;gt;[[File:JobIconZookeeper.png|24px]] [[Zookeeper]]&amp;lt;/span&amp;gt; || Civilian || Put on a joyful display of cute animals and space carps for all the crew to see. Currently available on Gemini Station. || Easy&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span class=&amp;quot;nowrap&amp;quot;&amp;gt;[[File:JobIconPsychologist.png|24px]] [[Psychologist]]&amp;lt;/span&amp;gt; || Medical || Declare HoS as unfit for duty. Collect command stamps to get him placed in your care. Support insanity pleas. You cure with words, unless psychedelics are needed. || Easy&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Silicon ==&lt;br /&gt;
&lt;br /&gt;
Praise the AI overlords!&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Job Name !! Job Description !! Difficulty&lt;br /&gt;
!Requirements&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span class=&amp;quot;nowrap&amp;quot;&amp;gt;[[File:JobIconStationAi.png|24px]] [[Station AI]]&amp;lt;/span&amp;gt;|| Obey your laws and serve the crew. || Hard&lt;br /&gt;
|5 hours as a Cyborg.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span class=&amp;quot;nowrap&amp;quot;&amp;gt;[[File:JobIconBorg.png|24px]] [[Cyborg]]&amp;lt;/span&amp;gt; ||Roam the station hoping someone has a job for you. Pester science for upgrades that you&#039;re never gonna use.&amp;lt;s&amp;gt;Get your brain ripped out and thrown into the trash after calling the [[clown]] unfunny&amp;lt;/s&amp;gt;|| Medium&lt;br /&gt;
|60 hours of playtime.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span class=&amp;quot;nowrap&amp;quot;&amp;gt;[[File:JobIconUnknown.png|24px]] [[Personal AI]]&amp;lt;/span&amp;gt;|| Become pals with your carrier. Act as an on-demand jukebox. Roleplay as bootleg Spamton. &amp;lt;s&amp;gt;&#039;&#039;&#039;HEY ‖BIGSHOT‖!!!&#039;&#039;&#039;&amp;lt;/s&amp;gt;|| Easy&lt;br /&gt;
|None (Ghost/mid-round role)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Ghost Roles ==&lt;br /&gt;
&lt;br /&gt;
Roles that can only be obtained if you are a [[ghost]].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Job Name !! Job Description !! Difficulty&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span class=&amp;quot;nowrap&amp;quot;&amp;gt;[[File:JobIconUnknown.png|24px]] [[Hydroponics Tray]]&amp;lt;/span&amp;gt; || Spawn in Botany as a living Hydroponics Tray. Have plant life as your appendages and complain about the [[Botanist]]&#039;s not doing their job correctly. Alternatively, ask to get either moved somewhere else or dragged around for a while. || Plant&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span class=&amp;quot;nowrap&amp;quot;&amp;gt;[[File:JobIconUnknown.png|24px]] [[Mouse]]&amp;lt;/span&amp;gt; || Spawn hungry in maint. Go under doors in the absence of ventcrawling. Raid the kitchen and hydroponics to not starve. Get killed by the [[Chef]], [[Botanist]], most Lizards, and anyone else who happens to decide you looked at them funny. Alternatively, get kidnapped and worn as a hat. &#039;&#039;&#039;Alt-click on food to eat it&#039;&#039;&#039;. || Very Hard&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span class=&amp;quot;nowrap&amp;quot;&amp;gt;[[File:JobIconUnknown.png|24px]] [[Ghost]]&amp;lt;/span&amp;gt; || Talk to the other unfortunate workplace accidentees. Haunt whoever is causing the most problems. Flip through the reincarnation catalogue until you find something nice. || Incorporeal&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span class=&amp;quot;nowrap&amp;quot;&amp;gt;[[File:JobIconUnknown.png|24px]] [[Hamlet]]&amp;lt;/span&amp;gt; || Wander around the station. Help cargo move boxes. Be dapper. Get captured in a disposals pipe or microwaved. &amp;lt;s&amp;gt;Break all the lights and get banned&amp;lt;/s&amp;gt; || Medium&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span class=&amp;quot;nowrap&amp;quot;&amp;gt;[[File:JobIconUnknown.png|24px]] [[PunPun]]&amp;lt;/span&amp;gt;&lt;br /&gt;
|Play as the most dignified of Monke, with all access to the bar and its amenities. Mix drinks for hairless Monke while giving out hugs. Drag hairless Monke to medical after giving them too much to drink. &#039;&#039;Ook&#039;&#039; and &#039;&#039;ack&#039;&#039; at all times.&lt;br /&gt;
|Easy&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Antagonists ==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Job Name !! Job Description !! Difficulty&lt;br /&gt;
!Requirements&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span class=&amp;quot;nowrap&amp;quot;&amp;gt;[[File:JobIconSyndicate.png|24px]] [[Nuclear Operative|Nuclear Commander]]&amp;lt;/span&amp;gt; || Start the round as a nigh unstoppable war machine. Create a perfect strategy to take down the station. Get the nuclear disk and create a mass grave. &amp;lt;s&amp;gt;Lose as your comrade didn&#039;t buy a jetpack&amp;lt;/s&amp;gt;. || Very Very Hard&lt;br /&gt;
|5 hours of playtime.&amp;lt;br&amp;gt;&lt;br /&gt;
5 hours as Security (Any).&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span class=&amp;quot;nowrap&amp;quot;&amp;gt;[[File:JobIconSyndicate.png|24px]] [[Nuclear Operative|Nuclear Agent]]&amp;lt;/span&amp;gt;&lt;br /&gt;
|Start the round as a nigh unstoppable war machine. Make medicine and heal your comrades. Get the nuclear disk and create a mass grave. &amp;lt;s&amp;gt;Lose due to an overdose.&amp;lt;/s&amp;gt;&lt;br /&gt;
|Very Hard&lt;br /&gt;
|5 hours of playtime.&amp;lt;br&amp;gt;&lt;br /&gt;
3 hours as a Chemist.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span class=&amp;quot;nowrap&amp;quot;&amp;gt;[[File:JobIconSyndicate.png|24px]] [[Nuclear Operative]]&amp;lt;/span&amp;gt;&lt;br /&gt;
|Start the round as a nigh unstoppable war machine. Strategize with your comrades before docking into the station. Get the nuclear disk and create a mass grave. &amp;lt;s&amp;gt;Lose to a clown holding a banana peel&amp;lt;/s&amp;gt;.&lt;br /&gt;
|Very Hard&lt;br /&gt;
|5 hours of playtime.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span class=&amp;quot;nowrap&amp;quot;&amp;gt;[[File:JobIconSyndicate.png|24px]] [[Syndicate Agent]]&amp;lt;/span&amp;gt; || Start with special objectives. Use codewords to find allies throughout the station. Buy tools to assist you on causing as much chaos as possible. Play mind games with security as you bomb cargo. || Hard&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span class=&amp;quot;nowrap&amp;quot;&amp;gt;[[File:JobIconUnknown.png|24px]] [[Rat King]]&amp;lt;/span&amp;gt; || Be da King, make some rulz. End up cooperating with the station, creating a utopic spess-mouse nation state. || Medium&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span class=&amp;quot;nowrap&amp;quot;&amp;gt;[[File:JobIconUnknown.png|24px]] [[Initial Infected]]&amp;lt;/span&amp;gt; || Spread the infection and transform the whole station into a biohazard. Test how effective security and medical are. || Do what you can before you become Brainless&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span class=&amp;quot;nowrap&amp;quot;&amp;gt;[[File:JobIconUnknown.png|24px]] [[Space Ninja]]&amp;lt;/span&amp;gt; || Sabotage things and be a sneaky ninja... in space! || Hard&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| &amp;lt;span class=&amp;quot;nowrap&amp;quot;&amp;gt;[[File:JobIconUnknown.png|24px]] [[Head Revolutionary]]&amp;lt;/span&amp;gt; ||Grab your sick new shades and flash, and go out into the station, pretending to do your job while secretly dragging people into dark corridors and brainwashing them to rebel against the station. &#039;&#039;&#039;Viva la revolución!!!&#039;&#039;&#039; || Hard&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span class=&amp;quot;nowrap&amp;quot;&amp;gt;[[File:JobIconUnknown.png|24px]] [[Revolutionary]]&amp;lt;/span&amp;gt; ||The brainwashed lackey of the [[Head Revolutionary]]. Do as your boss(es) say and don&#039;t get caught until you hear your boss scream &#039;&#039;&#039;Viva la revolución!!!&#039;&#039;&#039; || Literally Brainwashed&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| &amp;lt;span class=&amp;quot;nowrap&amp;quot;&amp;gt;[[File:JobIconUnknown.png|24px]] [[Thief]]&amp;lt;/span&amp;gt; || Steal stuff of varying sizes and quantities. Be a general nuisance.|| Medium&lt;br /&gt;
|None&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;span class=&amp;quot;nowrap&amp;quot;&amp;gt;[[File:JobIconUnknown.png|24px]] [[Changeling]]&amp;lt;/span&amp;gt; || Assume the role of a dead race of shapeshifting gene stealers, here to to consume and evolve.|| Hard&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span class=&amp;quot;nowrap&amp;quot;&amp;gt;[[File:JobIconUnknown.png|24px]] [[Heretic]]&amp;lt;/span&amp;gt; || Become a eldritch force to be reckoned with through rituals and incantations.&amp;lt;s&amp;gt;Fail because you walked out of the wrong maints tunnel.&amp;lt;/s&amp;gt; || Hard&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span class=&amp;quot;nowrap&amp;quot;&amp;gt;[[File:JobIconUnknown.png|24px]] [[Cultist]]&amp;lt;/span&amp;gt; || Gather a following, brainwash their minds, become a harbinger for the end. &amp;lt;/s&amp;gt; All praise the Unknown One.&amp;lt;/s&amp;gt; || Hard&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span class=&amp;quot;nowrap&amp;quot;&amp;gt;[[File:JobIconUnknown.png|24px]] [[Blood Cultist]]&amp;lt;/span&amp;gt; || Blood must flow. &amp;lt;/s&amp;gt; All praise the Unknown One.&amp;lt;/s&amp;gt; || Hard&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Jobs]]&lt;/div&gt;</summary>
		<author><name>BumblingDoofer</name></author>
	</entry>
	<entry>
		<id>https://wiki.funkystation.org/index.php?title=Jobs_%26_Roles&amp;diff=1315</id>
		<title>Jobs &amp; Roles</title>
		<link rel="alternate" type="text/html" href="https://wiki.funkystation.org/index.php?title=Jobs_%26_Roles&amp;diff=1315"/>
		<updated>2025-07-09T19:11:44Z</updated>

		<summary type="html">&lt;p&gt;BumblingDoofer: /* Antagonists */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;span style=&amp;quot;font-size: .8em; font-style: italic;&amp;quot;&amp;gt;All descriptions are attempts at humour and should not be taken as approval to break[[Server_Rules| Server Rules]] or [[Space_Law|Space Law]]&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A list of roles that a player can play on.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Central Command Jobs ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Job Name !! Job Description !! Difficulty&lt;br /&gt;
!Requirements&lt;br /&gt;
|-&lt;br /&gt;
|| &amp;lt;span class=&amp;quot;nowrap&amp;quot;&amp;gt;[[File:BSO.png|24px]] [[Blueshield Officer]]&amp;lt;/span&amp;gt; || Protect the station&#039;s command members. &amp;lt;s&amp;gt; Consider all clown slippages attempts on the Cap&#039;s life.  &amp;lt;/s&amp;gt; || Medium&lt;br /&gt;
|15 hours playing as Engineering (Any).&amp;lt;br&amp;gt;&lt;br /&gt;
15 hours playing as Medical (Any).&amp;lt;br&amp;gt;&lt;br /&gt;
15 hours playing as Security (Any).&amp;lt;br&amp;gt;&lt;br /&gt;
15 hours playing as Command (Any).&amp;lt;br&amp;gt;&lt;br /&gt;
Character over 21 years old.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span class=&amp;quot;nowrap&amp;quot;&amp;gt;[[File:NTR.png|24px]] [[NanoTrasen Representative]]&amp;lt;/span&amp;gt; || Make sure the station is up to Nanotrasen code and conduct. &amp;lt;s&amp;gt; Try to have the HoS executed for drinking on the job.  &amp;lt;/s&amp;gt; || Medium&lt;br /&gt;
|15 hours playing as Engineering (Any).&amp;lt;br&amp;gt;&lt;br /&gt;
15 hours playing as Medical (Any).&amp;lt;br&amp;gt;&lt;br /&gt;
15 hours playing as Security (Any).&amp;lt;br&amp;gt;&lt;br /&gt;
15 hours playing as Command (Any).&amp;lt;br&amp;gt;&lt;br /&gt;
Character over 21 years old.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span class=&amp;quot;nowrap&amp;quot;&amp;gt;[[File:IAA.png|24px]] [[Internal Affairs Agent]]&amp;lt;/span&amp;gt; || Report on all the flagrant SOP violations of the departments.  &amp;lt;/s&amp;gt; Ignore the captain running around drunk and storming into departments. &amp;lt;/s&amp;gt;|| Medium&lt;br /&gt;
|15 hours playing as Engineering (Any).&amp;lt;br&amp;gt;&lt;br /&gt;
15 hours playing as Medical (Any).&amp;lt;br&amp;gt;&lt;br /&gt;
15 hours playing as Security (Any).&amp;lt;br&amp;gt;&lt;br /&gt;
15 hours playing as Command (Any).&amp;lt;br&amp;gt;&lt;br /&gt;
Character over 21 years old.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span class=&amp;quot;nowrap&amp;quot;&amp;gt;[[File:Magistrate.png|24px]] [[Magistrate]]&amp;lt;/span&amp;gt; || TBD || Medium&lt;br /&gt;
|15 hours playing as Engineering (Any).&amp;lt;br&amp;gt;&lt;br /&gt;
15 hours playing as Medical (Any).&amp;lt;br&amp;gt;&lt;br /&gt;
15 hours playing as Security (Any).&amp;lt;br&amp;gt;&lt;br /&gt;
15 hours playing as Command (Any).&amp;lt;br&amp;gt;&lt;br /&gt;
Character over 21 years old.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Command Jobs ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Job Name !! Job Description !! Difficulty&lt;br /&gt;
!Requirements&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span class=&amp;quot;nowrap&amp;quot;&amp;gt;[[File:JobIconCaptain.png|24px]] [[Captain]]&amp;lt;/span&amp;gt; || Manage the entire station, make sure everything stays in working order and fix any issues that other crew members can&#039;t. &amp;lt;s&amp;gt; Shoot the [[Clown]] with your laser gun. &amp;lt;/s&amp;gt; || Hard&lt;br /&gt;
|15 hours playing as Engineering (Any).&amp;lt;br&amp;gt;&lt;br /&gt;
15 hours playing as Medical (Any).&amp;lt;br&amp;gt;&lt;br /&gt;
15 hours playing as Security (Any).&amp;lt;br&amp;gt;&lt;br /&gt;
15 hours playing as Command (Any).&amp;lt;br&amp;gt;&lt;br /&gt;
Character over 21 years old.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span class=&amp;quot;nowrap&amp;quot;&amp;gt;[[File:JobIconHeadOfPersonnel.png|24px]] [[Head of Personnel]]&amp;lt;/span&amp;gt; || Handle reassignments and permission changes from your desk. Mediate any disputes that can&#039;t be solved by the relevant department heads. &amp;lt;s&amp;gt;Get bombed 5 minutes into the shift&amp;lt;s&amp;gt;.|| Hard&lt;br /&gt;
|10 hours playing as Engineering (Any).&amp;lt;br&amp;gt;&lt;br /&gt;
10 hours playing as Medical (Any).&amp;lt;br&amp;gt;&lt;br /&gt;
10 hours playing as Security (Any).&amp;lt;br&amp;gt;&lt;br /&gt;
10 hours playing as Command (Any).&amp;lt;br&amp;gt;&lt;br /&gt;
Character over 21 years old.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span class=&amp;quot;nowrap&amp;quot;&amp;gt;[[File:JobIconHeadOfSecurity.png|24px]] [[Head of Security]]&amp;lt;/span&amp;gt;|| Organize the [[Security Officer|security officers]] into a formidable order-keeping force. Have the final word on how to resolve security related issues. &amp;lt;s&amp;gt;Have prisoners executed because it was &amp;quot;funny&amp;quot;&amp;lt;s&amp;gt;.|| Hard&lt;br /&gt;
|3 hours as a Warden.&amp;lt;br&amp;gt;&lt;br /&gt;
10 hours as a Security Officer.&amp;lt;br&amp;gt;&lt;br /&gt;
30 hours as Security (Any).&amp;lt;br&amp;gt;&lt;br /&gt;
40 hours of playtime.&amp;lt;br&amp;gt;&lt;br /&gt;
Character over 21 years old.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span class=&amp;quot;nowrap&amp;quot;&amp;gt;[[File:JobIconChiefEngineer.png|24px]] [[Chief Engineer]]&amp;lt;/span&amp;gt;|| Order the [[Station Engineer|engineers]] around to make sure that all issues in the station are fixed without any delays. &amp;lt;s&amp;gt;Be EVIL (dont give insulated gloves to tiders) or be GOOD (give tiders insulated gloves).&amp;lt;/s&amp;gt;|| Hard&lt;br /&gt;
|6 hours as an Atmospheric Technician.&amp;lt;br&amp;gt;&lt;br /&gt;
6 hours as a Station Engineer.&amp;lt;br&amp;gt;&lt;br /&gt;
10 hours as Engineering (Any).&amp;lt;br&amp;gt;&lt;br /&gt;
40 hours of playtime.&amp;lt;br&amp;gt;&lt;br /&gt;
Character over 21 years old.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span class=&amp;quot;nowrap&amp;quot;&amp;gt;[[File:JobIconChiefMedicalOfficer.png|24px]] [[Chief Medical Officer]]&amp;lt;/span&amp;gt;|| Manage the resources and personnel of the medical department to keep the crew in top shape. &amp;lt;s&amp;gt;Be honest, you just want the hypopen.&amp;lt;s&amp;gt;|| Medium to Hard&lt;br /&gt;
|3 hours as a Chemist.&amp;lt;br&amp;gt;&lt;br /&gt;
6 hours as a Medical Doctor.&amp;lt;br&amp;gt;&lt;br /&gt;
10 hours as Medical (Any).&amp;lt;br&amp;gt;&lt;br /&gt;
40 hours of playtime.&amp;lt;br&amp;gt;&lt;br /&gt;
Character over 21 years old.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span class=&amp;quot;nowrap&amp;quot;&amp;gt;[[File:JobIconQuarterMaster.png|24px]] [[Quartermaster]]&amp;lt;/span&amp;gt; || Organize all of cargo into a logistical force to be reckoned with. Throw your ire at [[Head of Personnel|HoP]] for giving the [[Clown|clown]] cargo access. &amp;lt;s&amp;gt;Resist the urge to form the great nation of Cargonia.&amp;lt;s&amp;gt; || Medium&lt;br /&gt;
|6 hours as a Cargo Technician.&amp;lt;br&amp;gt;&lt;br /&gt;
3 hours as a Salvage Specialist.&amp;lt;br&amp;gt;&lt;br /&gt;
10 hours as Cargo (Any).&amp;lt;br&amp;gt;&lt;br /&gt;
40 hours of playtime.&amp;lt;br&amp;gt;&lt;br /&gt;
Character over 21 years old.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span class=&amp;quot;nowrap&amp;quot;&amp;gt;[[File:JobIconResearchDirector.png|24px]] [[Research Director]]&amp;lt;/span&amp;gt; || Make sure the [[Scientist|scientists]] are taking their jobs seriously and improving the station as much as they can. &amp;lt;s&amp;gt; Destroy/Irradiate the whole department 10 minutes into the shift. &amp;lt;s&amp;gt;|| Medium&lt;br /&gt;
|10 hours as Science (Any).&amp;lt;br&amp;gt;&lt;br /&gt;
40 hours of playtime.&amp;lt;br&amp;gt;&lt;br /&gt;
Character over 21 years old.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Security Jobs ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Job Name !! Job Description !! Difficulty&lt;br /&gt;
!Requirements&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span class=&amp;quot;nowrap&amp;quot;&amp;gt;[[File:JobIconHeadOfSecurity.png|24px]] [[Head of Security]]&amp;lt;/span&amp;gt; || Organize the [[Security Officer|security officers]] into a formidable order-keeping force. Have the final word on how to resolve security related issues. || Hard&lt;br /&gt;
|3 hours as a Warden.&amp;lt;br&amp;gt;&lt;br /&gt;
10 hours as a Security Officer.&amp;lt;br&amp;gt;&lt;br /&gt;
30 hours as Security (Any).&amp;lt;br&amp;gt;&lt;br /&gt;
40 hours of playtime.&amp;lt;br&amp;gt;&lt;br /&gt;
Character over 21 years old.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span class=&amp;quot;nowrap&amp;quot;&amp;gt;[[File:JobIconWarden.png|24px]] [[Warden]]&amp;lt;/span&amp;gt;|| Manage the security department and all of the people imprisoned inside of it. Protect it from irresponsible staff and protect the prisoners from being forgotten in their cells. || Hard&lt;br /&gt;
|10 hours as a Security Officer.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span class=&amp;quot;nowrap&amp;quot;&amp;gt;[[File:JobIconDetective.png|24px]] [[Detective]]&amp;lt;/span&amp;gt;|| Solve crimes! Wear a sexy trenchcoat! Watch in horror as the HoS throws your meticulously detailed folder of evidence in the trash and lets the syndie bomber go free! Get demoted when you track them down and shoot them 6 times in the back in &#039;self defense!&#039; || Hard&lt;br /&gt;
|15 hours of Security (Any).&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span class=&amp;quot;nowrap&amp;quot;&amp;gt;[[File:JobIconSecurityOfficer.png|24px]] [[Security Officer]]&amp;lt;/span&amp;gt; || Turn off harm before batoning and cuffing troublemakers in a timely fashion, only to still have everyone cry &amp;quot;Harm Baton!&amp;quot; and hate you for trying to protect them. Get robbed while trying to talk to someone else at the scene of a crime. Enforce Space law. &amp;lt;s&amp;gt;&amp;quot;Accidentally&amp;quot; turn on harm and baton the [[Clown|clown]].&amp;lt;s&amp;gt; || Medium to Hard&lt;br /&gt;
|10 hours of Security (Any).&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span class=&amp;quot;nowrap&amp;quot;&amp;gt;[[File:JobIconSecurityCadet.png|24px]] [[Security Cadet]]&amp;lt;/span&amp;gt;|| This role is one&#039;s path to becoming a proper and official [[Security Officer|SecOff]], and is meant to flag you as such. Keep in mind that while the force may take it easy on you, the rest of the station may not. Still; Do your best to make your station proud as you help break up fights, patrol the halls, and maybe even stop a Syndicate or two. || Easy to Medium&lt;br /&gt;
|10 hours of playtime.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;No more than&#039;&#039;&#039; 15 hours of Security (Any).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Cargo Jobs ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Job Name !! Job Description !! Difficulty&lt;br /&gt;
!Requirements&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span class=&amp;quot;nowrap&amp;quot;&amp;gt;[[File:JobIconQuarterMaster.png|24px]] [[Quartermaster]]&amp;lt;/span&amp;gt; || Organize all of cargo into a logistical force to be reckoned with. Throw your ire at [[Head of Personnel|HoP]] for giving the [[Clown|clown]] cargo access. || Medium&lt;br /&gt;
|6 hours as a Cargo Technician.&amp;lt;br&amp;gt;&lt;br /&gt;
3 hours as a Salvage Specialist.&amp;lt;br&amp;gt;&lt;br /&gt;
10 hours as Cargo (Any).&amp;lt;br&amp;gt;&lt;br /&gt;
40 hours of playtime.&amp;lt;br&amp;gt;&lt;br /&gt;
Character over 21 years old.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span class=&amp;quot;nowrap&amp;quot;&amp;gt;[[File:JobIconShaftMiner.png|24px]] [[Salvage Specialist]]&amp;lt;/span&amp;gt;|| Equip a hard-suit and salvage wrecked station parts from previous stations, a grim reminder of what&#039;s to come in the next ten minutes. Fight fish in space and hurriedly throw your loot out into space to fly back to safety. Accidentally space your department twice. &amp;lt;s&amp;gt;Do anything but go mining&amp;lt;s&amp;gt;. || Medium&lt;br /&gt;
|3 hours as Cargo (Any).&amp;lt;br&amp;gt;&lt;br /&gt;
10 hours of playtime.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span class=&amp;quot;nowrap&amp;quot;&amp;gt;[[File:JobIconCargoTechnician.png|24px]] [[Cargo Technician]]&amp;lt;/span&amp;gt;|| Remodel cargo to be the prestigious home it is. &amp;lt;s&amp;gt;Order enough parts to [[Shuttle Construction|build a self-sustaining spaceship]] and leave the station, taking all the O2 with you.&amp;lt;/s&amp;gt; Answer Sci&#039;s requests for what you&#039;re pretty sure are the parts for a black hole bomb. As long as you don&#039;t hand out hard-suits and laser guns to Assistants, Sec will leave you alone. || Easy&lt;br /&gt;
|None&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Engineering Jobs ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Job Name !! Job Description !! Difficulty&lt;br /&gt;
!Requirements&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span class=&amp;quot;nowrap&amp;quot;&amp;gt;[[File:JobIconChiefEngineer.png|24px]] [[Chief Engineer]]&amp;lt;/span&amp;gt; || You&#039;re the head of the Engineering department; manage your underlings. || Medium&lt;br /&gt;
|6 hours as an Atmospheric Technician.&amp;lt;br&amp;gt;&lt;br /&gt;
6 hours as a Station Engineer.&amp;lt;br&amp;gt;&lt;br /&gt;
10 hours as Engineering (Any).&amp;lt;br&amp;gt;&lt;br /&gt;
40 hours of playtime.&amp;lt;br&amp;gt;&lt;br /&gt;
Character over 21 years old.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span class=&amp;quot;nowrap&amp;quot;&amp;gt;[[File:JobIconAtmosphericTechnician.png|24px]] [[Atmospheric Technician]]&amp;lt;/span&amp;gt; || Watch and manage Atmos. Be known as one of the three people who know how Atmos works. Die anyway in a plasma fire. || Medium&lt;br /&gt;
|15 hours as Engineering (Any).&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span class=&amp;quot;nowrap&amp;quot;&amp;gt;[[File:JobIconStationEngineer.png|24px]] [[Station Engineer]]&amp;lt;/span&amp;gt; || Create new power sources and fix any power or integrity-related issues that the station may have. Get to the bottom of any problem and hold the entire station together with your hard work. Accidentally singuloose the station due to an oversight. || Medium&lt;br /&gt;
|4 hours as Engineering (Any).&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span class=&amp;quot;nowrap&amp;quot;&amp;gt;[[File:JobIconTechnicalAssistant.png|24px]] [[Technical Assistant]]&amp;lt;/span&amp;gt; || Be every greytider&#039;s dream: an assistant with round-start tools and insulated gloves. Learn the various duties and challenges that the [[Station Engineer|engineers]] face &amp;lt;s&amp;gt; and become more competent than them &amp;lt;/s&amp;gt;. Learn skills such as [[hacking|hacking doors]], [[Power|fixing power]], [[Construction|building furniture]], and (after a few headaches) Atmos. || Easy&lt;br /&gt;
|1 hour of playtime.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;No more than&#039;&#039;&#039; 15 hours as Engineering (Any).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Medical Jobs ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Job Name !! Job Description !! Difficulty&lt;br /&gt;
!Requirements&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span class=&amp;quot;nowrap&amp;quot;&amp;gt;[[File:JobIconChiefMedicalOfficer.png|24px]] [[Chief Medical Officer]]&amp;lt;/span&amp;gt; || The one in charge of the Medical Department. Make sure that the crew stay alive and your staff do their jobs. Use your hypopen to heal efficiently, and setup Cloning to revive the crew that failed at life. || Medium to Hard&lt;br /&gt;
|3 hours as a Chemist.&amp;lt;br&amp;gt;&lt;br /&gt;
6 hours as a Medical Doctor.&amp;lt;br&amp;gt;&lt;br /&gt;
10 hours as Medical (Any).&amp;lt;br&amp;gt;&lt;br /&gt;
40 hours of playtime.&amp;lt;br&amp;gt;&lt;br /&gt;
Character over 21 years old.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span class=&amp;quot;nowrap&amp;quot;&amp;gt;[[File:JobIconParamedic.png|24px]] [[Paramedic]]&amp;lt;/span&amp;gt;|| Rescue injured crew and bring them to medical for doctors to patch them up. || Medium&lt;br /&gt;
|4 hours as a Medical Doctor.&amp;lt;br&amp;gt;&lt;br /&gt;
15 hours of playtime.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span class=&amp;quot;nowrap&amp;quot;&amp;gt;[[File:JobIconChemist.png|24px]] [[Chemist]]&amp;lt;/span&amp;gt;|| Use the chemicals and chemistry machines to produce various beneficial (or not) chemicals. Make therapeutic medicines, hard drugs, or more sinister concoctions if that&#039;s your fancy.|| Medium&lt;br /&gt;
|4 hours as Medical (Any).&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span class=&amp;quot;nowrap&amp;quot;&amp;gt;[[File:JobIconMedicalDoctor.png|24px]] [[Medical Doctor]]&amp;lt;/span&amp;gt;|| Work in conjunction with [[Chemist|Chemistry]] to keep the station alive. Put away the ever stacking bodies back into the morgue. Get swarmed by a tide of people all needing band-aids and ointment. || Medium&lt;br /&gt;
|4 hours of Medical (Any).&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span class=&amp;quot;nowrap&amp;quot;&amp;gt;[[File:JobIconMedicalIntern.png|24px]] [[Medical Intern]]&amp;lt;/span&amp;gt;|| Assist the [[Medical Doctor|doctors]] while they heal patients. Bother the [[Chemist|chemists]] to teach you how to make meth and maybe medicine. Gather dead bodies from around the station and bring them to medbay so they can be revived. Discover why the [[chef]]&#039;s food tastes so good. Earn your [[Chief Medical Officer|CMO]]&#039;s approval. || Easy&lt;br /&gt;
|&#039;&#039;&#039;No more than&#039;&#039;&#039; 15 hours as Medical (Any).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Science Jobs ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Job Name !! Job Description !! Difficulty&lt;br /&gt;
!Requirements&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span class=&amp;quot;nowrap&amp;quot;&amp;gt;[[File:JobIconResearchDirector.png|24px]] [[Research Director]]&amp;lt;/span&amp;gt; || Make sure the [[Scientist|scientists]] are taking their jobs seriously and improving the station as much as they can. &amp;lt;s&amp;gt; Destroy/Irradiate the whole department 10 minutes into the shift. &amp;lt;s&amp;gt;|| Medium&lt;br /&gt;
|10 hours as Science (Any).&amp;lt;br&amp;gt;&lt;br /&gt;
40 hours of playtime.&amp;lt;br&amp;gt;&lt;br /&gt;
Character over 21 years old.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span class=&amp;quot;nowrap&amp;quot;&amp;gt;[[File:JobIconScientist.png|24px]] [[Scientist]]&amp;lt;/span&amp;gt;|| Unlock the wonders of &#039;&#039;&#039;SCIENCE&#039;&#039;&#039;, by building every machine in the game and replacing every job other than cargo. Build a cloning rig and become immortal. Build chem dispensers and a chem master to make your very own drug lab. Build blast doors and plasma glass walls to protect science for when sec goes insane. Throw the station into chaos by spawning a bluespace anomaly. As a scientist, you basically do whatever as long as it does something cool. Try not to explode or cause a tesla/singoloose with an artifact.|| Medium&lt;br /&gt;
|4 hours as Science (Any).&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span class=&amp;quot;nowrap&amp;quot;&amp;gt;[[File:JobIconScientist.png|24px]] [[Roboticist]]&amp;lt;/span&amp;gt;|| Create an army of cyborgs that will listen your endless requests of Law 2 and state laws! Change up current cyborgs around the station with upgrades for their specific chassis Tinker with new small or giant mechs for animals, cargo, the clown and more! Repair and build new IPC parts for the crew! Be glad that malfunctioning AI isn&#039;t a thing yet.|| Medium&lt;br /&gt;
|4 hours as Science (Any).&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span class=&amp;quot;nowrap&amp;quot;&amp;gt;[[File:JobIconResearchAssistant.png|24px]] [[Research Assistant]]&amp;lt;/span&amp;gt;||Learn about the wonders of science in a &amp;quot;peaceful&amp;quot; environment. Die tragically because you observed an artifact, and it, in lawful retaliation, covered you in fluorosulfonic acid.||Medium&lt;br /&gt;
|&#039;&#039;&#039;No more than&#039;&#039;&#039; 15 hours as Science (Any).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Civilian Jobs ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Job Name !! Job Description !! Difficulty&lt;br /&gt;
!Requirements&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span class=&amp;quot;nowrap&amp;quot;&amp;gt;[[File:JobIconHeadOfPersonnel.png|24px]] [[Head of Personnel]]&amp;lt;/span&amp;gt; || Handle reassignments and permission changes from your desk. Mediate any disputes that can&#039;t be solved by the relevant department heads. || Hard&lt;br /&gt;
|10 hours playing as Engineering (Any).&amp;lt;br&amp;gt;&lt;br /&gt;
10 hours playing as Medical (Any).&amp;lt;br&amp;gt;&lt;br /&gt;
10 hours playing as Security (Any).&amp;lt;br&amp;gt;&lt;br /&gt;
10 hours playing as Command (Any).&amp;lt;br&amp;gt;&lt;br /&gt;
Character over 21 years old.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span class=&amp;quot;nowrap&amp;quot;&amp;gt;[[File:JobIconLawyer.png|24px]] [[Lawyer]]&amp;lt;/span&amp;gt;|| Pretend to be a part of sec without actually doing any of the work. Try as hard as you can to [[Impossibility|get everyone to go into the courthouse]] at any opportunity. &amp;quot;My CLIENT killed those two botanists in self-defense Your Honor.&amp;quot; || Easy&lt;br /&gt;
|10 hours of playtime.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span class=&amp;quot;nowrap&amp;quot;&amp;gt;[[File:JobIconBartender.png|24px]] [[Bartender]]&amp;lt;/span&amp;gt;|| Keep the station&#039;s crew docile and drunk. Take their oddly specific requests and make them at your beer and soda machines. You have a shotgun, don&#039;t be afraid to use it! The bar is one of the most bombed and attacked regions, as there is usually a lot of people there. Give the crew drinks and keep the bar mostly hole-free, and you will do fine.|| Easy&lt;br /&gt;
|30 minutes as Civilian (Any).&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span class=&amp;quot;nowrap&amp;quot;&amp;gt;[[File:JobIconChef.png|24px]] [[Chef]]&amp;lt;/span&amp;gt;|| Keep the station fed so that they can continue scurrying around like cockroaches at full speed. Tell [[Botanist|botany]] what to grow and watch in horror as they only grow wheat. Be praised by everyone for being the first Chef in station history to &#039;&#039;do your job&#039;&#039;.|| Medium&lt;br /&gt;
|30 minutes as Civilian (Any).&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span class=&amp;quot;nowrap&amp;quot;&amp;gt;[[File:JobIconBotanist.png|24px]] [[Botanist]]&amp;lt;/span&amp;gt;|| Grow enough food to stop the [[chef]] from seeking &amp;quot;alternative sources&amp;quot;. Grow lots of wheat, and when you get tired of that, grow weed. Make weed smoothies and spike drinks with nettles. Just keep growing plants, and you&#039;ll do great!|| Easy&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span class=&amp;quot;nowrap&amp;quot;&amp;gt;[[File:JobIconChaplain.png|24px]] [[Chaplain]]&amp;lt;/span&amp;gt;|| Preach to crew members and aid them in their journeys to spiritual oneness. Make the [[Medical_Doctor|doctors]] jealous of your ability to regrow organs with the power of the flying spaghetti monster. Watch someone eat the moldy bread and die.|| Easy&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span class=&amp;quot;nowrap&amp;quot;&amp;gt;[[File:JobIconJanitor.png|24px]] [[Janitor]]&amp;lt;/span&amp;gt; || Try to [[Impossibility|keep the station clean]] of spills. Use your mop to clean up spills by replacing them with puddles. Ignore the woes of man with your no slip shoes, engaging in schadenfreude as you point at the wet floor sign. Cry when you come across a mess of items that can&#039;t go into your trash bag. Watch as people complain about you not cleaning areas you don&#039;t have access to.|| Easy&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span class=&amp;quot;nowrap&amp;quot;&amp;gt;[[File:JobIconLibrarian.png|24px]] [[Librarian]]&amp;lt;/span&amp;gt;|| Write on some paper and have people glance at it and shrug. Get fed up and break into the bridge, announcing D&amp;amp;D in the library. Play D&amp;amp;D for the rest of the round with the [[captain]]. || Easy&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span class=&amp;quot;nowrap&amp;quot;&amp;gt;[[File:JobIconMusician.png|24px]] [[Musician]]&amp;lt;/span&amp;gt;|| Play MIDIs at deafening volumes. Bum around in the bar and flex your knowledge on obscure bands. Pester Cargo for more instruments. || Easy&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span class=&amp;quot;nowrap&amp;quot;&amp;gt;[[File:JobIconMime.png|24px]] [[Mime]]&amp;lt;/span&amp;gt; || Play as the objectively strongest role in the game due to your innate ability to create invisible walls with permanent uptime! Realize you can&#039;t just engage in mindless dickery because of your inability to speak. Learn how to engage in &#039;&#039;refined&#039;&#039; dickery. Get your PDA stolen while you are writing out a 20+ word custom emote.|| Clown+&lt;br /&gt;
|4 hours of playtime.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span class=&amp;quot;nowrap&amp;quot;&amp;gt;[[File:JobIconClown.png|24px]] [[Clown]]&amp;lt;/span&amp;gt;|| Make the station laugh. Tell jokes. Perform elaborate pranks. Hit the [[Nuclear_Operative|Nukie]] with a banana pie and snap their gun in half while they watch in horror. Ideally, you want everyone else to be laughing with you. Being a clown is not an excuse to be an asshole.|| Clown&lt;br /&gt;
|&amp;lt;s&amp;gt;Tell good jokes.&amp;lt;/s&amp;gt;&amp;lt;br&amp;gt;None&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span class=&amp;quot;nowrap&amp;quot;&amp;gt;[[File:JobIconServiceWorker.png|24px]] [[Service Worker]]&amp;lt;/span&amp;gt;|| Be a slightly more useful [[Assistant]]. Learn the other civilian level jobs stress free. Observe the other civilian jobs in their natural habitat before taking on their various responsibilities and challenges. || Easy&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span class=&amp;quot;nowrap&amp;quot;&amp;gt;[[File:JobIconPassenger.png|24px]] [[Assistant]]&amp;lt;/span&amp;gt;|| Enjoy your stay. Steal someone&#039;s clothes and job. Bully the local sentient machinery. Get in trouble for breaking into rooms. Save the Station when least expected. The true egoist experience, beholden to none. || Dynamic&lt;br /&gt;
|None&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Station-specific ==&lt;br /&gt;
&lt;br /&gt;
Only available on some stations.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Job Name !! Department !! Job Description !! Difficulty&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span class=&amp;quot;nowrap&amp;quot;&amp;gt;[[File:JobIconBoxer.png|24px]] [[Boxer]]&amp;lt;/span&amp;gt; || Civilian || Fight your way to the top! Challenge the head of personnel and get brigged when you win. Currently available on Core and Origin Station. || Easy&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span class=&amp;quot;nowrap&amp;quot;&amp;gt;[[File:JobIconReporter.png|24px]] [[Reporter]]&amp;lt;/span&amp;gt; || Civilian ||Report on events within the station by writing articles and broadcasting live entertainment. || Easy&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span class=&amp;quot;nowrap&amp;quot;&amp;gt;[[File:JobIconZookeeper.png|24px]] [[Zookeeper]]&amp;lt;/span&amp;gt; || Civilian || Put on a joyful display of cute animals and space carps for all the crew to see. Currently available on Gemini Station. || Easy&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span class=&amp;quot;nowrap&amp;quot;&amp;gt;[[File:JobIconPsychologist.png|24px]] [[Psychologist]]&amp;lt;/span&amp;gt; || Medical || Declare HoS as unfit for duty. Collect command stamps to get him placed in your care. Support insanity pleas. You cure with words, unless psychedelics are needed. || Easy&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Silicon ==&lt;br /&gt;
&lt;br /&gt;
Praise the AI overlords!&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Job Name !! Job Description !! Difficulty&lt;br /&gt;
!Requirements&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span class=&amp;quot;nowrap&amp;quot;&amp;gt;[[File:JobIconStationAi.png|24px]] [[Station AI]]&amp;lt;/span&amp;gt;|| Obey your laws and serve the crew. || Hard&lt;br /&gt;
|5 hours as a Cyborg.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span class=&amp;quot;nowrap&amp;quot;&amp;gt;[[File:JobIconBorg.png|24px]] [[Cyborg]]&amp;lt;/span&amp;gt; ||Roam the station hoping someone has a job for you. Pester science for upgrades that you&#039;re never gonna use.&amp;lt;s&amp;gt;Get your brain ripped out and thrown into the trash after calling the [[clown]] unfunny&amp;lt;/s&amp;gt;|| Medium&lt;br /&gt;
|60 hours of playtime.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span class=&amp;quot;nowrap&amp;quot;&amp;gt;[[File:JobIconUnknown.png|24px]] [[Personal AI]]&amp;lt;/span&amp;gt;|| Become pals with your carrier. Act as an on-demand jukebox. Roleplay as bootleg Spamton. &amp;lt;s&amp;gt;&#039;&#039;&#039;HEY ‖BIGSHOT‖!!!&#039;&#039;&#039;&amp;lt;/s&amp;gt;|| Easy&lt;br /&gt;
|None (Ghost/mid-round role)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Ghost Roles ==&lt;br /&gt;
&lt;br /&gt;
Roles that can only be obtained if you are a [[ghost]].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Job Name !! Job Description !! Difficulty&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span class=&amp;quot;nowrap&amp;quot;&amp;gt;[[File:JobIconUnknown.png|24px]] [[Hydroponics Tray]]&amp;lt;/span&amp;gt; || Spawn in Botany as a living Hydroponics Tray. Have plant life as your appendages and complain about the [[Botanist]]&#039;s not doing their job correctly. Alternatively, ask to get either moved somewhere else or dragged around for a while. || Plant&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span class=&amp;quot;nowrap&amp;quot;&amp;gt;[[File:JobIconUnknown.png|24px]] [[Mouse]]&amp;lt;/span&amp;gt; || Spawn hungry in maint. Go under doors in the absence of ventcrawling. Raid the kitchen and hydroponics to not starve. Get killed by the [[Chef]], [[Botanist]], most Lizards, and anyone else who happens to decide you looked at them funny. Alternatively, get kidnapped and worn as a hat. &#039;&#039;&#039;Alt-click on food to eat it&#039;&#039;&#039;. || Very Hard&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span class=&amp;quot;nowrap&amp;quot;&amp;gt;[[File:JobIconUnknown.png|24px]] [[Ghost]]&amp;lt;/span&amp;gt; || Talk to the other unfortunate workplace accidentees. Haunt whoever is causing the most problems. Flip through the reincarnation catalogue until you find something nice. || Incorporeal&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span class=&amp;quot;nowrap&amp;quot;&amp;gt;[[File:JobIconUnknown.png|24px]] [[Hamlet]]&amp;lt;/span&amp;gt; || Wander around the station. Help cargo move boxes. Be dapper. Get captured in a disposals pipe or microwaved. &amp;lt;s&amp;gt;Break all the lights and get banned&amp;lt;/s&amp;gt; || Medium&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span class=&amp;quot;nowrap&amp;quot;&amp;gt;[[File:JobIconUnknown.png|24px]] [[PunPun]]&amp;lt;/span&amp;gt;&lt;br /&gt;
|Play as the most dignified of Monke, with all access to the bar and its amenities. Mix drinks for hairless Monke while giving out hugs. Drag hairless Monke to medical after giving them too much to drink. &#039;&#039;Ook&#039;&#039; and &#039;&#039;ack&#039;&#039; at all times.&lt;br /&gt;
|Easy&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Antagonists ==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Job Name !! Job Description !! Difficulty&lt;br /&gt;
!Requirements&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span class=&amp;quot;nowrap&amp;quot;&amp;gt;[[File:JobIconSyndicate.png|24px]] [[Nuclear Operative|Nuclear Commander]]&amp;lt;/span&amp;gt; || Start the round as a nigh unstoppable war machine. Create a perfect strategy to take down the station. Get the nuclear disk and create a mass grave. &amp;lt;s&amp;gt;Lose as your comrade didn&#039;t buy a jetpack&amp;lt;/s&amp;gt;. || Very Very Hard&lt;br /&gt;
|5 hours of playtime.&amp;lt;br&amp;gt;&lt;br /&gt;
5 hours as Security (Any).&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span class=&amp;quot;nowrap&amp;quot;&amp;gt;[[File:JobIconSyndicate.png|24px]] [[Nuclear Operative|Nuclear Agent]]&amp;lt;/span&amp;gt;&lt;br /&gt;
|Start the round as a nigh unstoppable war machine. Make medicine and heal your comrades. Get the nuclear disk and create a mass grave. &amp;lt;s&amp;gt;Lose due to an overdose.&amp;lt;/s&amp;gt;&lt;br /&gt;
|Very Hard&lt;br /&gt;
|5 hours of playtime.&amp;lt;br&amp;gt;&lt;br /&gt;
3 hours as a Chemist.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span class=&amp;quot;nowrap&amp;quot;&amp;gt;[[File:JobIconSyndicate.png|24px]] [[Nuclear Operative]]&amp;lt;/span&amp;gt;&lt;br /&gt;
|Start the round as a nigh unstoppable war machine. Strategize with your comrades before docking into the station. Get the nuclear disk and create a mass grave. &amp;lt;s&amp;gt;Lose to a clown holding a banana peel&amp;lt;/s&amp;gt;.&lt;br /&gt;
|Very Hard&lt;br /&gt;
|5 hours of playtime.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span class=&amp;quot;nowrap&amp;quot;&amp;gt;[[File:JobIconSyndicate.png|24px]] [[Syndicate Agent]]&amp;lt;/span&amp;gt; || Start with special objectives. Use codewords to find allies throughout the station. Buy tools to assist you on causing as much chaos as possible. Play mind games with security as you bomb cargo. || Hard&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span class=&amp;quot;nowrap&amp;quot;&amp;gt;[[File:JobIconUnknown.png|24px]] [[Rat King]]&amp;lt;/span&amp;gt; || Be da King, make some rulz. End up cooperating with the station, creating a utopic spess-mouse nation state. || Medium&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span class=&amp;quot;nowrap&amp;quot;&amp;gt;[[File:JobIconUnknown.png|24px]] [[Initial Infected]]&amp;lt;/span&amp;gt; || Spread the infection and transform the whole station into a biohazard. Test how effective security and medical are. || Do what you can before you become Brainless&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span class=&amp;quot;nowrap&amp;quot;&amp;gt;[[File:JobIconUnknown.png|24px]] [[Space Ninja]]&amp;lt;/span&amp;gt; || Sabotage things and be a sneaky ninja... in space! || Hard&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| &amp;lt;span class=&amp;quot;nowrap&amp;quot;&amp;gt;[[File:JobIconUnknown.png|24px]] [[Head Revolutionary]]&amp;lt;/span&amp;gt; ||Grab your sick new shades and flash, and go out into the station, pretending to do your job while secretly dragging people into dark corridors and brainwashing them to rebel against the station. &#039;&#039;&#039;Viva la revolución!!!&#039;&#039;&#039; || Hard&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span class=&amp;quot;nowrap&amp;quot;&amp;gt;[[File:JobIconUnknown.png|24px]] [[Revolutionary]]&amp;lt;/span&amp;gt; ||The brainwashed lackey of the [[Head Revolutionary]]. Do as your boss(es) say and don&#039;t get caught until you hear your boss scream &#039;&#039;&#039;Viva la revolución!!!&#039;&#039;&#039; || Literally Brainwashed&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| &amp;lt;span class=&amp;quot;nowrap&amp;quot;&amp;gt;[[File:JobIconUnknown.png|24px]] [[Thief]]&amp;lt;/span&amp;gt; || Steal stuff of varying sizes and quantities. Be a general nuisance|| Medium&lt;br /&gt;
|None&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;span class=&amp;quot;nowrap&amp;quot;&amp;gt;[[File:JobIconUnknown.png|24px]] [[Changeling]]&amp;lt;/span&amp;gt; || Assume the role of a dead race of shapeshifting gene stealers, here to to consume and evolve.|| Hard&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span class=&amp;quot;nowrap&amp;quot;&amp;gt;[[File:JobIconUnknown.png|24px]] [[Heretic]]&amp;lt;/span&amp;gt; || Become a eldritch force to be reckoned with through rituals and incantations.&amp;lt;s&amp;gt;Fail because you walked out of the wrong maints tunnel.&amp;lt;/s&amp;gt; || Hard&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span class=&amp;quot;nowrap&amp;quot;&amp;gt;[[File:JobIconUnknown.png|24px]] [[Cultist]]&amp;lt;/span&amp;gt; || Gather a following, brainwash their minds, become a harbinger for the end. &amp;lt;/s&amp;gt; All praise the Unknown One.&amp;lt;/s&amp;gt; || Hard&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span class=&amp;quot;nowrap&amp;quot;&amp;gt;[[File:JobIconUnknown.png|24px]] [[Blood Cultist]]&amp;lt;/span&amp;gt; || Blood must flow. &amp;lt;/s&amp;gt; All praise the Unknown One.&amp;lt;/s&amp;gt; || Hard&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Jobs]]&lt;/div&gt;</summary>
		<author><name>BumblingDoofer</name></author>
	</entry>
	<entry>
		<id>https://wiki.funkystation.org/index.php?title=Metashield&amp;diff=1308</id>
		<title>Metashield</title>
		<link rel="alternate" type="text/html" href="https://wiki.funkystation.org/index.php?title=Metashield&amp;diff=1308"/>
		<updated>2025-07-07T17:25:45Z</updated>

		<summary type="html">&lt;p&gt;BumblingDoofer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page is a list of things or information protected by the rules. Something that is &amp;quot;shielded&amp;quot; cannot be known by your character during a round until the &amp;quot;revealing condition&amp;quot; happens. This also means that your character cannot do things based on &amp;quot;shielded&amp;quot; information. Knowing or acting on something that is shielded before the revealing condition is met is referred to as metagaming.&lt;br /&gt;
&lt;br /&gt;
Revealing conditions reveal the shielded information for the round, not for a specific instance. This means that once a revealing condition is met in a round, the shield no longer applies in any case for the remainder of the round.&lt;br /&gt;
&lt;br /&gt;
Some revealing conditions say &amp;quot;Never revealed IC&amp;quot;. This means that your character can never act as if they know about that shielded thing.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Shield !! Revealing condition&lt;br /&gt;
|-&lt;br /&gt;
| Current game mode and possible antags during the current game mode. || Never revealed IC&lt;br /&gt;
|-&lt;br /&gt;
| Events from previous rounds. || Never revealed IC&lt;br /&gt;
|-&lt;br /&gt;
| Events you experienced as a different character. || Never revealed IC&lt;br /&gt;
|-&lt;br /&gt;
| All information related to the player of a character rather than the character itself.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;See &amp;quot;Metafriending and Metagrudging&amp;quot; below. || Never revealed IC&lt;br /&gt;
|-&lt;br /&gt;
| All information gained while dead or a ghost. || Never revealed IC&lt;br /&gt;
|-&lt;br /&gt;
| The fact that a round will end.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;This does not prevent knowing that a shift will end, but does prohibit things like preparing to kill people at central command when roleplay rules stop being enforced on LRP. || Never revealed IC&lt;br /&gt;
|-&lt;br /&gt;
| The existence of Nuclear Operatives beyond a myth that no one would act on.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The fact that the nuke disk must be protected and could be used by a bad actor to try to destroy the station is &#039;&#039;&#039;not shielded&#039;&#039;&#039;. || ANY of:&lt;br /&gt;
* &lt;br /&gt;
* discovering a nuclear operative&#039;s shuttle&lt;br /&gt;
* discovering an operative uplink&lt;br /&gt;
* a War Ops announcement&lt;br /&gt;
* being a nuclear operative&lt;br /&gt;
|-&lt;br /&gt;
| Implanted implants.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Implanters themselves and un-implanted implants are &#039;&#039;&#039;not shielded&#039;&#039;&#039;. Prohibits implant checking. || ANY of:&lt;br /&gt;
* discovering a non-NT implanter, used or unused&lt;br /&gt;
* discovering a non-NT implant box&lt;br /&gt;
* discovering use of a non-NT implant by anyone&lt;br /&gt;
* experiencing a situation where absolutely no other explanation is possible&lt;br /&gt;
* discovering an unlocked uplink&lt;br /&gt;
|-&lt;br /&gt;
| Chameleon items.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Being suspicious of an item being fake or stolen is &#039;&#039;&#039;not shielded&#039;&#039;&#039;, but testing items or calling them chameleon is covered by this shield. || ANY of:&lt;br /&gt;
* seeing someone else cause any chameleon item to change&lt;br /&gt;
* finding holographic nanomachine fibers&lt;br /&gt;
* experiencing a situation where absolutely no other explanation is possible&lt;br /&gt;
* discovering an unlocked uplink&lt;br /&gt;
|-&lt;br /&gt;
| The presence of Revolutionary Idealists on station beyond a myth that no one would act on is shielded. The fact they exist in universe is not shielded. || ANY of:&lt;br /&gt;
* evac shuttle being recalled for unsual activity/Open Revolt&lt;br /&gt;
* being a revolutionary&lt;br /&gt;
* witnessing someone being brainwashed by a flash&lt;br /&gt;
* discovering a USP fast draw implanter&lt;br /&gt;
* discovering a rev uplink&lt;br /&gt;
|-&lt;br /&gt;
|In the eyes of the public, changelings are an exterminated predatory lifeform and their potential existence on the station is shielded. This metashield prohibits players from general crew bloodtesting until the metashield is revealed. Witnessing two of the same person in one location is grounds for a specific blood test on those two individuals, but not a revealing condition itself. Knowledge about the abilities of changelings is not shielded. || Any of:&lt;br /&gt;
* witnessing the use of changeling-only abilities&lt;br /&gt;
* witnessing someone trying to absorb a body&lt;br /&gt;
* witnessing someone changing their appearance&lt;br /&gt;
* witnessing a positive changeling blood test&lt;br /&gt;
|-&lt;br /&gt;
|Heretics, Wizards, and Cultists are considered and known to crew as &amp;quot;Magic Users&amp;quot;. The existence of magic users among crew is not shielded. Though knowledge of their abilities and goals is shielded. The shield prevents people from assuming magic users are inherently bad or antagonistic. The shield does not dictate the contraband status of magic user items. The shield prevents people from knowing the purpose and use of role specific items like heretic reality fractures/shifts or cultists pylons/altars. Though they may be suspicious of them. || ANY of the following:&lt;br /&gt;
* the presence or announcement of an Ascension.&lt;br /&gt;
* the presence or announcement of the Veil being torn.&lt;br /&gt;
* the presence or announcement of an Unknown god.&lt;br /&gt;
* an announcement from the Wizards Federation&lt;br /&gt;
* the announcement of a &amp;quot;notable increase in Λ-CDM&amp;quot;.&lt;br /&gt;
* witnessing a magic user&#039;s transformation (glowing eyes, cosmic energy, etc)&lt;br /&gt;
* witnessing the act of someone being sacrificed&lt;br /&gt;
* seeing magic summon mobs / familiars (flesh stalker, juggernauts, etc)&lt;br /&gt;
|-&lt;br /&gt;
| The fact that an item can be something other than what its visual appearance and examine description indicate.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;This shield protects stealth items, including protecting them from being tested. || ANY of:&lt;br /&gt;
* seeing the item behave differently than the expected behavior for the item&lt;br /&gt;
* seeing the item used for its hidden purpose&lt;br /&gt;
* experiencing a situation where absolutely no other explanation is possible&lt;br /&gt;
* discovering an unlocked uplink&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{MRPAmendment|A shield prevents your character from remembering anything that happened while unconscious. This shield is never revealed IC.}}&lt;br /&gt;
{{MRPAmendment|There is a &amp;quot;New Life Rule&amp;quot; shield. It prevents you from remembering anything that lead to your death, even if you are put into an MMI. If you are cloned, it also prevents you from remembering everything from that round. This shield is never revealed IC.}}&lt;br /&gt;
&lt;br /&gt;
== Metafriending and Metagrudging ==&lt;br /&gt;
&lt;br /&gt;
This section provides additional information on a concept that is prohibited by multiple metashield items that are never revealed IC. Giving a person or character preferential treatment based on something that your character should not know is considered metafriending. Treating a person or character negatively based on something that your character should not know is considered metagrudging.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| &amp;lt;strong&amp;gt;Metafriending Examples&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| These are all examples of things that are prohibited by at least one metashield item that is never revealed IC.&lt;br /&gt;
# Giving a character additional access or a job because you are friends with the player who is playing that character.&lt;br /&gt;
# Trusting a character because you are friends with the player who is playing that character.&lt;br /&gt;
# Not fighting a character because you are friends with the player who is playing that character.&lt;br /&gt;
# Ignoring your objective to kill a character because your character and theirs became friends in a previous round.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| &amp;lt;strong&amp;gt;Metagrudging Examples&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| These are all examples of things that are prohibited by at least one metashield item that is never revealed IC.&lt;br /&gt;
# Not giving a character additional access or a job because you are mad at or don&#039;t like the player who is playing that character.&lt;br /&gt;
# Not trusting a character because you are mad at or don&#039;t like the player who is playing that character.&lt;br /&gt;
# Starting a fight with a character because of something that they did last round.&lt;br /&gt;
# Starting a fight with a character because they killed you while you were playing a different character.&lt;br /&gt;
# Targeting or harassing a character based on anything which that character did outside of the current round.&lt;br /&gt;
# Targeting or harassing a character based on anything which the character&#039;s player did while not playing the character.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Explicitly not shielded ==&lt;br /&gt;
&lt;br /&gt;
The following is a list of things that are explicitly not shielded. If something is not on this list, it doesn&#039;t mean that it is shielded, but if something is on it then it definitely is not shielded.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;The fact that the nuke disk must be protected and could be used by a bad actor to try to destroy the station.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Items that the are of high value or are desired by the Syndicate, and therefore are likely targets of theft.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;The idea that any Syndicate agent or other bad actor has goals or objectives that they are attempting to accomplish.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;The number of goals or objectives that a Syndicate agent or other bad actor has.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;The fact that the Syndicate are enemies of Nanotrasen, and that they regularly attempt to send covert agents to spy on, sabotage, or attack Nanotrasen.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;A character&#039;s typical appearance. Though you should keep in mind that multiple characters can share the same name.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;The fact that the Syndicate have covert items capable of getting items to them, and that these items are known as uplinks.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== FOR REVIEW ==&lt;br /&gt;
== 6b. &#039;&#039;&#039;The Metashield&#039;&#039;&#039; ==&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| &amp;lt;strong&amp;gt;Details&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|The Metashield&lt;br /&gt;
Something that is &amp;quot;&#039;&#039;&#039;shielded&#039;&#039;&#039;&amp;quot; cannot be known by your character during a round until the &amp;quot;&#039;&#039;&#039;revealing condition&#039;&#039;&#039;&amp;quot; happens. This also means that your character cannot do things based on &amp;quot;&#039;&#039;&#039;shielded&#039;&#039;&#039;&amp;quot; information. Knowing or acting on something that is shielded before the revealing condition is met is referred to as metagaming.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Revealing conditions&#039;&#039;&#039; reveal the shielded information for the round, not for a specific instance. This means that once a revealing condition is met in a round, the shield no longer applies in any case for the remainder of the round.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nuclear Operatives&#039;&#039;&#039;&lt;br /&gt;
The existence of Nuclear Operatives beyond a myth that no one would act on is shielded.&lt;br /&gt;
The fact that the nuke disk must be protected and could be used by a bad actor to try to destroy the station is not shielded.&lt;br /&gt;
&lt;br /&gt;
The revealing condition for this shield is any of the following:&lt;br /&gt;
 - discovering a bloodred hardsuit&lt;br /&gt;
 - discovering a nuclear operative&#039;s shuttle&lt;br /&gt;
 - an operative name&lt;br /&gt;
 - a War Ops announcement&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Changelings&#039;&#039;&#039;&lt;br /&gt;
In the eyes of the public, changelings are an exterminated predatory lifeform and their potential existence on the station is shielded.&lt;br /&gt;
This metashield prohibits players from crew bloodtesting until the metashield is revealed.&lt;br /&gt;
&lt;br /&gt;
Knowledge about the abilities of changelings is not shielded.&lt;br /&gt;
&lt;br /&gt;
The revealing condition for this shield is any of the following:&lt;br /&gt;
  - discovering a hollowed body&lt;br /&gt;
  - witnessing the use of changeling-only abilities&lt;br /&gt;
  - witnessing someone trying to absorb a body&lt;br /&gt;
  - witnessing someone changing their appearance&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Implanted Implants&#039;&#039;&#039;&lt;br /&gt;
Implanted implants are shielded.&lt;br /&gt;
Implanters themselves and un-implanted implants are not shielded. This prohibits implant checking.&lt;br /&gt;
&lt;br /&gt;
The revealing condition for this shield is any of the following:&lt;br /&gt;
 - discovering a non-NT implanter, used or unused&lt;br /&gt;
 - discovering a non-NT implant box&lt;br /&gt;
 - discovering use of a non-NT implant by anyone&lt;br /&gt;
 - experiencing a situation where absolutely no other explanation is possible&lt;br /&gt;
 - discovering an unlocked uplink&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chameleon Items&#039;&#039;&#039;&lt;br /&gt;
Chameleon items are shielded.&lt;br /&gt;
Being suspicious of an item being fake or stolen is not shielded, but testing items or calling them chameleon is covered by this shield.&lt;br /&gt;
&lt;br /&gt;
The revealing condition for this shield is any of the following:&lt;br /&gt;
- seeing someone else cause any chameleon item to change&lt;br /&gt;
 - finding holographic nanomachine fibers&lt;br /&gt;
 - experiencing a situation where absolutely no other explanation is possible&lt;br /&gt;
 - discovering an unlocked uplink&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stealth Items&#039;&#039;&#039;&lt;br /&gt;
The fact that an item can be something other than what its visual appearance and examine description indicate is shielded.&lt;br /&gt;
This shield protects stealth items, including protecting them from being tested.&lt;br /&gt;
&lt;br /&gt;
 The revealing condition for this shield is any of the following:&lt;br /&gt;
 - seeing the item behave differently than the expected behavior for the item&lt;br /&gt;
 - seeing the item used for its hidden purpose&lt;br /&gt;
 - experiencing a situation where absolutely no other explanation is possible&lt;br /&gt;
 - discovering an unlocked uplink&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Metafriending and Metagrudging&#039;&#039;&#039;&lt;br /&gt;
  This section provides additional information on a concept that is prohibited by multiple metashield items that are never revealed IC. Giving a person or character preferential treatment based on something that your character should not know is considered metafriending. Treating a person or character negatively based on something that your character should not know is considered metagrudging.&lt;br /&gt;
&lt;br /&gt;
Metafriending Examples&lt;br /&gt;
These are all examples of things that are prohibited by at least one metashield item that is never revealed IC.&lt;br /&gt;
 - Giving a character additional access or a job because you are friends with the player who is playing that character.&lt;br /&gt;
 - Trusting a character because you are friends with the player who is playing that character.&lt;br /&gt;
 - Not fighting a character because you are friends with the player who is playing that character.&lt;br /&gt;
 - Ignoring your objective to kill a character because your character and theirs became friends in a previous round.&lt;br /&gt;
&lt;br /&gt;
Metagrudging Examples&lt;br /&gt;
These are all examples of things that are prohibited by at least one metashield item that is never revealed IC.&lt;br /&gt;
 - Not giving a character additional access or a job because you are mad at or don&#039;t like the player who is playing that character.&lt;br /&gt;
 - Not trusting a character because you are mad at or don&#039;t like the player who is playing that character.&lt;br /&gt;
 - Starting a fight with a character because of something that they did last round.&lt;br /&gt;
 - Starting a fight with a character because they killed you while you were playing a different character.&lt;br /&gt;
 - Targeting or harassing a character based on anything which that character did outside the current round.&lt;br /&gt;
 - Targeting or harassing a character based on anything which the character&#039;s player did while not playing the character.&lt;br /&gt;
&lt;br /&gt;
Explicitly Not Shielded&lt;br /&gt;
The following is a list of things that are explicitly not shielded. If something is not on this list, it doesn&#039;t mean that it is shielded, but if something is on it then it definitely is not shielded.&lt;br /&gt;
 - The fact that the nuke disk must be protected and could be used by a bad actor to try to destroy the station.&lt;br /&gt;
 - Items that are of high value or are desired by the Syndicate, and therefore are likely targets of theft.&lt;br /&gt;
 - The idea that any Syndicate agent or other bad actor has goals or objectives that they are attempting to accomplish.&lt;br /&gt;
 - The number of goals or objectives that a Syndicate agent or other bad actor has.&lt;br /&gt;
 - The fact that the Syndicate are enemies of Nanotrasen, and that they regularly attempt to send covert agents to spy on, sabotage, or attack Nanotrasen.&lt;br /&gt;
 - A character&#039;s typical appearance. Though you should keep in mind that multiple characters can share the same name.&lt;br /&gt;
 - The fact that the Syndicate have covert items capable of getting items to them, and that these items are known as uplinks.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>BumblingDoofer</name></author>
	</entry>
	<entry>
		<id>https://wiki.funkystation.org/index.php?title=Metashield&amp;diff=1307</id>
		<title>Metashield</title>
		<link rel="alternate" type="text/html" href="https://wiki.funkystation.org/index.php?title=Metashield&amp;diff=1307"/>
		<updated>2025-07-07T17:25:20Z</updated>

		<summary type="html">&lt;p&gt;BumblingDoofer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page is a list of things or information protected by the rules. Something that is &amp;quot;shielded&amp;quot; cannot be known by your character during a round until the &amp;quot;revealing condition&amp;quot; happens. This also means that your character cannot do things based on &amp;quot;shielded&amp;quot; information. Knowing or acting on something that is shielded before the revealing condition is met is referred to as metagaming.&lt;br /&gt;
&lt;br /&gt;
Revealing conditions reveal the shielded information for the round, not for a specific instance. This means that once a revealing condition is met in a round, the shield no longer applies in any case for the remainder of the round.&lt;br /&gt;
&lt;br /&gt;
Some revealing conditions say &amp;quot;Never revealed IC&amp;quot;. This means that your character can never act as if they know about that shielded thing.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Shield !! Revealing condition&lt;br /&gt;
|-&lt;br /&gt;
| Current game mode and possible antags during the current game mode. || Never revealed IC&lt;br /&gt;
|-&lt;br /&gt;
| Events from previous rounds. || Never revealed IC&lt;br /&gt;
|-&lt;br /&gt;
| Events you experienced as a different character. || Never revealed IC&lt;br /&gt;
|-&lt;br /&gt;
| All information related to the player of a character rather than the character itself.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;See &amp;quot;Metafriending and Metagrudging&amp;quot; below. || Never revealed IC&lt;br /&gt;
|-&lt;br /&gt;
| All information gained while dead or a ghost. || Never revealed IC&lt;br /&gt;
|-&lt;br /&gt;
| The fact that a round will end.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;This does not prevent knowing that a shift will end, but does prohibit things like preparing to kill people at central command when roleplay rules stop being enforced on LRP. || Never revealed IC&lt;br /&gt;
|-&lt;br /&gt;
| The existence of Nuclear Operatives beyond a myth that no one would act on.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The fact that the nuke disk must be protected and could be used by a bad actor to try to destroy the station is &#039;&#039;&#039;not shielded&#039;&#039;&#039;. || ANY of:&lt;br /&gt;
* &lt;br /&gt;
* discovering a nuclear operative&#039;s shuttle&lt;br /&gt;
* discovering an operative uplink&lt;br /&gt;
* a War Ops announcement&lt;br /&gt;
* being a nuclear operative&lt;br /&gt;
|-&lt;br /&gt;
| Implanted implants.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Implanters themselves and un-implanted implants are &#039;&#039;&#039;not shielded&#039;&#039;&#039;. Prohibits implant checking. || ANY of:&lt;br /&gt;
* discovering a non-NT implanter, used or unused&lt;br /&gt;
* discovering a non-NT implant box&lt;br /&gt;
* discovering use of a non-NT implant by anyone&lt;br /&gt;
* experiencing a situation where absolutely no other explanation is possible&lt;br /&gt;
* discovering an unlocked uplink&lt;br /&gt;
|-&lt;br /&gt;
| Chameleon items.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Being suspicious of an item being fake or stolen is &#039;&#039;&#039;not shielded&#039;&#039;&#039;, but testing items or calling them chameleon is covered by this shield. || ANY of:&lt;br /&gt;
* seeing someone else cause any chameleon item to change&lt;br /&gt;
* finding holographic nanomachine fibers&lt;br /&gt;
* experiencing a situation where absolutely no other explanation is possible&lt;br /&gt;
* discovering an unlocked uplink&lt;br /&gt;
|-&lt;br /&gt;
| The presence of Revolutionary Idealists on station beyond a myth that no one would act on is shielded. The fact they exist in universe is not shielded. || ANY of:&lt;br /&gt;
* evac shuttle being recalled for unsual activity/Open Revolt&lt;br /&gt;
* being a revolutionary&lt;br /&gt;
* witnessing someone being brainwashed by a flash&lt;br /&gt;
* discovering a USP fast draw implanter&lt;br /&gt;
* discovering a rev uplink&lt;br /&gt;
|-&lt;br /&gt;
|In the eyes of the public, changelings are an exterminated predatory lifeform and their potential existence on the station is shielded. This metashield prohibits players from general crew bloodtesting until the metashield is revealed. Witnessing two of the same person in one location is grounds for a specific blood test on those two individuals, but not a revealing condition itself. Knowledge about the abilities of changelings is not shielded. || Any of:&lt;br /&gt;
* witnessing the use of changeling-only abilities&lt;br /&gt;
* witnessing someone trying to absorb a body&lt;br /&gt;
* witnessing someone changing their appearance&lt;br /&gt;
* witnessing a positive changeling blood test&lt;br /&gt;
|-&lt;br /&gt;
  Heretics, Wizards, and Cultists are considered and known to crew as &amp;quot;Magic Users&amp;quot;. The existence of magic users among crew is not shielded. Though knowledge of their abilities and goals is shielded. The shield prevents people from assuming magic users are inherently bad or antagonistic. The shield does not dictate the contraband status of magic user items. The shield prevents people from knowing the purpose and use of role specific items like heretic reality fractures/shifts or cultists pylons/altars. Though they may be suspicious of them.  &lt;br /&gt;
|  The shield prevents information leading up to being sacrificed from being known: such as people, places, faces, or names. || ANY of the following:&lt;br /&gt;
* the presence or announcement of an Ascension.&lt;br /&gt;
* the presence or announcement of the Veil being torn.&lt;br /&gt;
* the presence or announcement of an Unknown god.&lt;br /&gt;
* an announcement from the Wizards Federation&lt;br /&gt;
* the announcement of a &amp;quot;notable increase in Λ-CDM&amp;quot;.&lt;br /&gt;
* witnessing a magic user&#039;s transformation (glowing eyes, cosmic energy, etc)&lt;br /&gt;
* witnessing the act of someone being sacrificed&lt;br /&gt;
* seeing magic summon mobs / familiars (flesh stalker, juggernauts, etc)&lt;br /&gt;
|-&lt;br /&gt;
| The fact that an item can be something other than what its visual appearance and examine description indicate.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;This shield protects stealth items, including protecting them from being tested. || ANY of:&lt;br /&gt;
* seeing the item behave differently than the expected behavior for the item&lt;br /&gt;
* seeing the item used for its hidden purpose&lt;br /&gt;
* experiencing a situation where absolutely no other explanation is possible&lt;br /&gt;
* discovering an unlocked uplink&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{MRPAmendment|A shield prevents your character from remembering anything that happened while unconscious. This shield is never revealed IC.}}&lt;br /&gt;
{{MRPAmendment|There is a &amp;quot;New Life Rule&amp;quot; shield. It prevents you from remembering anything that lead to your death, even if you are put into an MMI. If you are cloned, it also prevents you from remembering everything from that round. This shield is never revealed IC.}}&lt;br /&gt;
&lt;br /&gt;
== Metafriending and Metagrudging ==&lt;br /&gt;
&lt;br /&gt;
This section provides additional information on a concept that is prohibited by multiple metashield items that are never revealed IC. Giving a person or character preferential treatment based on something that your character should not know is considered metafriending. Treating a person or character negatively based on something that your character should not know is considered metagrudging.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| &amp;lt;strong&amp;gt;Metafriending Examples&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| These are all examples of things that are prohibited by at least one metashield item that is never revealed IC.&lt;br /&gt;
# Giving a character additional access or a job because you are friends with the player who is playing that character.&lt;br /&gt;
# Trusting a character because you are friends with the player who is playing that character.&lt;br /&gt;
# Not fighting a character because you are friends with the player who is playing that character.&lt;br /&gt;
# Ignoring your objective to kill a character because your character and theirs became friends in a previous round.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| &amp;lt;strong&amp;gt;Metagrudging Examples&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| These are all examples of things that are prohibited by at least one metashield item that is never revealed IC.&lt;br /&gt;
# Not giving a character additional access or a job because you are mad at or don&#039;t like the player who is playing that character.&lt;br /&gt;
# Not trusting a character because you are mad at or don&#039;t like the player who is playing that character.&lt;br /&gt;
# Starting a fight with a character because of something that they did last round.&lt;br /&gt;
# Starting a fight with a character because they killed you while you were playing a different character.&lt;br /&gt;
# Targeting or harassing a character based on anything which that character did outside of the current round.&lt;br /&gt;
# Targeting or harassing a character based on anything which the character&#039;s player did while not playing the character.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Explicitly not shielded ==&lt;br /&gt;
&lt;br /&gt;
The following is a list of things that are explicitly not shielded. If something is not on this list, it doesn&#039;t mean that it is shielded, but if something is on it then it definitely is not shielded.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;The fact that the nuke disk must be protected and could be used by a bad actor to try to destroy the station.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Items that the are of high value or are desired by the Syndicate, and therefore are likely targets of theft.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;The idea that any Syndicate agent or other bad actor has goals or objectives that they are attempting to accomplish.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;The number of goals or objectives that a Syndicate agent or other bad actor has.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;The fact that the Syndicate are enemies of Nanotrasen, and that they regularly attempt to send covert agents to spy on, sabotage, or attack Nanotrasen.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;A character&#039;s typical appearance. Though you should keep in mind that multiple characters can share the same name.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;The fact that the Syndicate have covert items capable of getting items to them, and that these items are known as uplinks.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== FOR REVIEW ==&lt;br /&gt;
== 6b. &#039;&#039;&#039;The Metashield&#039;&#039;&#039; ==&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| &amp;lt;strong&amp;gt;Details&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|The Metashield&lt;br /&gt;
Something that is &amp;quot;&#039;&#039;&#039;shielded&#039;&#039;&#039;&amp;quot; cannot be known by your character during a round until the &amp;quot;&#039;&#039;&#039;revealing condition&#039;&#039;&#039;&amp;quot; happens. This also means that your character cannot do things based on &amp;quot;&#039;&#039;&#039;shielded&#039;&#039;&#039;&amp;quot; information. Knowing or acting on something that is shielded before the revealing condition is met is referred to as metagaming.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Revealing conditions&#039;&#039;&#039; reveal the shielded information for the round, not for a specific instance. This means that once a revealing condition is met in a round, the shield no longer applies in any case for the remainder of the round.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nuclear Operatives&#039;&#039;&#039;&lt;br /&gt;
The existence of Nuclear Operatives beyond a myth that no one would act on is shielded.&lt;br /&gt;
The fact that the nuke disk must be protected and could be used by a bad actor to try to destroy the station is not shielded.&lt;br /&gt;
&lt;br /&gt;
The revealing condition for this shield is any of the following:&lt;br /&gt;
 - discovering a bloodred hardsuit&lt;br /&gt;
 - discovering a nuclear operative&#039;s shuttle&lt;br /&gt;
 - an operative name&lt;br /&gt;
 - a War Ops announcement&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Changelings&#039;&#039;&#039;&lt;br /&gt;
In the eyes of the public, changelings are an exterminated predatory lifeform and their potential existence on the station is shielded.&lt;br /&gt;
This metashield prohibits players from crew bloodtesting until the metashield is revealed.&lt;br /&gt;
&lt;br /&gt;
Knowledge about the abilities of changelings is not shielded.&lt;br /&gt;
&lt;br /&gt;
The revealing condition for this shield is any of the following:&lt;br /&gt;
  - discovering a hollowed body&lt;br /&gt;
  - witnessing the use of changeling-only abilities&lt;br /&gt;
  - witnessing someone trying to absorb a body&lt;br /&gt;
  - witnessing someone changing their appearance&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Implanted Implants&#039;&#039;&#039;&lt;br /&gt;
Implanted implants are shielded.&lt;br /&gt;
Implanters themselves and un-implanted implants are not shielded. This prohibits implant checking.&lt;br /&gt;
&lt;br /&gt;
The revealing condition for this shield is any of the following:&lt;br /&gt;
 - discovering a non-NT implanter, used or unused&lt;br /&gt;
 - discovering a non-NT implant box&lt;br /&gt;
 - discovering use of a non-NT implant by anyone&lt;br /&gt;
 - experiencing a situation where absolutely no other explanation is possible&lt;br /&gt;
 - discovering an unlocked uplink&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chameleon Items&#039;&#039;&#039;&lt;br /&gt;
Chameleon items are shielded.&lt;br /&gt;
Being suspicious of an item being fake or stolen is not shielded, but testing items or calling them chameleon is covered by this shield.&lt;br /&gt;
&lt;br /&gt;
The revealing condition for this shield is any of the following:&lt;br /&gt;
- seeing someone else cause any chameleon item to change&lt;br /&gt;
 - finding holographic nanomachine fibers&lt;br /&gt;
 - experiencing a situation where absolutely no other explanation is possible&lt;br /&gt;
 - discovering an unlocked uplink&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stealth Items&#039;&#039;&#039;&lt;br /&gt;
The fact that an item can be something other than what its visual appearance and examine description indicate is shielded.&lt;br /&gt;
This shield protects stealth items, including protecting them from being tested.&lt;br /&gt;
&lt;br /&gt;
 The revealing condition for this shield is any of the following:&lt;br /&gt;
 - seeing the item behave differently than the expected behavior for the item&lt;br /&gt;
 - seeing the item used for its hidden purpose&lt;br /&gt;
 - experiencing a situation where absolutely no other explanation is possible&lt;br /&gt;
 - discovering an unlocked uplink&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Metafriending and Metagrudging&#039;&#039;&#039;&lt;br /&gt;
  This section provides additional information on a concept that is prohibited by multiple metashield items that are never revealed IC. Giving a person or character preferential treatment based on something that your character should not know is considered metafriending. Treating a person or character negatively based on something that your character should not know is considered metagrudging.&lt;br /&gt;
&lt;br /&gt;
Metafriending Examples&lt;br /&gt;
These are all examples of things that are prohibited by at least one metashield item that is never revealed IC.&lt;br /&gt;
 - Giving a character additional access or a job because you are friends with the player who is playing that character.&lt;br /&gt;
 - Trusting a character because you are friends with the player who is playing that character.&lt;br /&gt;
 - Not fighting a character because you are friends with the player who is playing that character.&lt;br /&gt;
 - Ignoring your objective to kill a character because your character and theirs became friends in a previous round.&lt;br /&gt;
&lt;br /&gt;
Metagrudging Examples&lt;br /&gt;
These are all examples of things that are prohibited by at least one metashield item that is never revealed IC.&lt;br /&gt;
 - Not giving a character additional access or a job because you are mad at or don&#039;t like the player who is playing that character.&lt;br /&gt;
 - Not trusting a character because you are mad at or don&#039;t like the player who is playing that character.&lt;br /&gt;
 - Starting a fight with a character because of something that they did last round.&lt;br /&gt;
 - Starting a fight with a character because they killed you while you were playing a different character.&lt;br /&gt;
 - Targeting or harassing a character based on anything which that character did outside the current round.&lt;br /&gt;
 - Targeting or harassing a character based on anything which the character&#039;s player did while not playing the character.&lt;br /&gt;
&lt;br /&gt;
Explicitly Not Shielded&lt;br /&gt;
The following is a list of things that are explicitly not shielded. If something is not on this list, it doesn&#039;t mean that it is shielded, but if something is on it then it definitely is not shielded.&lt;br /&gt;
 - The fact that the nuke disk must be protected and could be used by a bad actor to try to destroy the station.&lt;br /&gt;
 - Items that are of high value or are desired by the Syndicate, and therefore are likely targets of theft.&lt;br /&gt;
 - The idea that any Syndicate agent or other bad actor has goals or objectives that they are attempting to accomplish.&lt;br /&gt;
 - The number of goals or objectives that a Syndicate agent or other bad actor has.&lt;br /&gt;
 - The fact that the Syndicate are enemies of Nanotrasen, and that they regularly attempt to send covert agents to spy on, sabotage, or attack Nanotrasen.&lt;br /&gt;
 - A character&#039;s typical appearance. Though you should keep in mind that multiple characters can share the same name.&lt;br /&gt;
 - The fact that the Syndicate have covert items capable of getting items to them, and that these items are known as uplinks.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>BumblingDoofer</name></author>
	</entry>
	<entry>
		<id>https://wiki.funkystation.org/index.php?title=Metashield&amp;diff=1306</id>
		<title>Metashield</title>
		<link rel="alternate" type="text/html" href="https://wiki.funkystation.org/index.php?title=Metashield&amp;diff=1306"/>
		<updated>2025-07-07T17:24:44Z</updated>

		<summary type="html">&lt;p&gt;BumblingDoofer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page is a list of things or information protected by the rules. Something that is &amp;quot;shielded&amp;quot; cannot be known by your character during a round until the &amp;quot;revealing condition&amp;quot; happens. This also means that your character cannot do things based on &amp;quot;shielded&amp;quot; information. Knowing or acting on something that is shielded before the revealing condition is met is referred to as metagaming.&lt;br /&gt;
&lt;br /&gt;
Revealing conditions reveal the shielded information for the round, not for a specific instance. This means that once a revealing condition is met in a round, the shield no longer applies in any case for the remainder of the round.&lt;br /&gt;
&lt;br /&gt;
Some revealing conditions say &amp;quot;Never revealed IC&amp;quot;. This means that your character can never act as if they know about that shielded thing.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Shield !! Revealing condition&lt;br /&gt;
|-&lt;br /&gt;
| Current game mode and possible antags during the current game mode. || Never revealed IC&lt;br /&gt;
|-&lt;br /&gt;
| Events from previous rounds. || Never revealed IC&lt;br /&gt;
|-&lt;br /&gt;
| Events you experienced as a different character. || Never revealed IC&lt;br /&gt;
|-&lt;br /&gt;
| All information related to the player of a character rather than the character itself.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;See &amp;quot;Metafriending and Metagrudging&amp;quot; below. || Never revealed IC&lt;br /&gt;
|-&lt;br /&gt;
| All information gained while dead or a ghost. || Never revealed IC&lt;br /&gt;
|-&lt;br /&gt;
| The fact that a round will end.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;This does not prevent knowing that a shift will end, but does prohibit things like preparing to kill people at central command when roleplay rules stop being enforced on LRP. || Never revealed IC&lt;br /&gt;
|-&lt;br /&gt;
| The existence of Nuclear Operatives beyond a myth that no one would act on.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The fact that the nuke disk must be protected and could be used by a bad actor to try to destroy the station is &#039;&#039;&#039;not shielded&#039;&#039;&#039;. || ANY of:&lt;br /&gt;
* &lt;br /&gt;
* discovering a nuclear operative&#039;s shuttle&lt;br /&gt;
* discovering an operative uplink&lt;br /&gt;
* a War Ops announcement&lt;br /&gt;
* being a nuclear operative&lt;br /&gt;
|-&lt;br /&gt;
| Implanted implants.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Implanters themselves and un-implanted implants are &#039;&#039;&#039;not shielded&#039;&#039;&#039;. Prohibits implant checking. || ANY of:&lt;br /&gt;
* discovering a non-NT implanter, used or unused&lt;br /&gt;
* discovering a non-NT implant box&lt;br /&gt;
* discovering use of a non-NT implant by anyone&lt;br /&gt;
* experiencing a situation where absolutely no other explanation is possible&lt;br /&gt;
* discovering an unlocked uplink&lt;br /&gt;
|-&lt;br /&gt;
| Chameleon items.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Being suspicious of an item being fake or stolen is &#039;&#039;&#039;not shielded&#039;&#039;&#039;, but testing items or calling them chameleon is covered by this shield. || ANY of:&lt;br /&gt;
* seeing someone else cause any chameleon item to change&lt;br /&gt;
* finding holographic nanomachine fibers&lt;br /&gt;
* experiencing a situation where absolutely no other explanation is possible&lt;br /&gt;
* discovering an unlocked uplink&lt;br /&gt;
|-&lt;br /&gt;
| The presence of Revolutionary Idealists on station beyond a myth that no one would act on is shielded. The fact they exist in universe is not shielded. || ANY of:&lt;br /&gt;
* evac shuttle being recalled for unsual activity/Open Revolt&lt;br /&gt;
* being a revolutionary&lt;br /&gt;
* witnessing someone being brainwashed by a flash&lt;br /&gt;
* discovering a USP fast draw implanter&lt;br /&gt;
* discovering a rev uplink&lt;br /&gt;
|-&lt;br /&gt;
|In the eyes of the public, changelings are an exterminated predatory lifeform and their potential existence on the station is shielded. This metashield prohibits players from general crew bloodtesting until the metashield is revealed. Witnessing two of the same person in one location is grounds for a specific blood test on those two individuals, but not a revealing condition itself. Knowledge about the abilities of changelings is not shielded. || Any of:&lt;br /&gt;
* witnessing the use of changeling-only abilities&lt;br /&gt;
* witnessing someone trying to absorb a body&lt;br /&gt;
* witnessing someone changing their appearance&lt;br /&gt;
* witnessing a positive changeling blood test&lt;br /&gt;
|-&lt;br /&gt;
  Heretics, Wizards, and Cultists are considered and known to crew as &amp;quot;Magic Users&amp;quot;.&lt;br /&gt;
  The existence of magic users among crew is not shielded. Though knowledge of their abilities and goals is shielded.&lt;br /&gt;
  The shield prevents people from assuming magic users are inherently bad or antagonistic.&lt;br /&gt;
  The shield does not dictate the contraband status of magic user items.&lt;br /&gt;
  The shield prevents people from knowing the purpose and use of role specific items like heretic reality fractures/shifts or cultists pylons/altars. Though they may be suspicious of them.  &lt;br /&gt;
|  The shield prevents information leading up to being sacrificed from being known: such as people, places, faces, or names. || ANY of the following:&lt;br /&gt;
* the presence or announcement of an Ascension.&lt;br /&gt;
* the presence or announcement of the Veil being torn.&lt;br /&gt;
* the presence or announcement of an Unknown god.&lt;br /&gt;
* an announcement from the Wizards Federation&lt;br /&gt;
* the announcement of a &amp;quot;notable increase in Λ-CDM&amp;quot;.&lt;br /&gt;
* witnessing a magic user&#039;s transformation (glowing eyes, cosmic energy, etc)&lt;br /&gt;
* witnessing the act of someone being sacrificed&lt;br /&gt;
* seeing magic summon mobs / familiars (flesh stalker, juggernauts, etc)&lt;br /&gt;
|-&lt;br /&gt;
| The fact that an item can be something other than what its visual appearance and examine description indicate.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;This shield protects stealth items, including protecting them from being tested. || ANY of:&lt;br /&gt;
* seeing the item behave differently than the expected behavior for the item&lt;br /&gt;
* seeing the item used for its hidden purpose&lt;br /&gt;
* experiencing a situation where absolutely no other explanation is possible&lt;br /&gt;
* discovering an unlocked uplink&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{MRPAmendment|A shield prevents your character from remembering anything that happened while unconscious. This shield is never revealed IC.}}&lt;br /&gt;
{{MRPAmendment|There is a &amp;quot;New Life Rule&amp;quot; shield. It prevents you from remembering anything that lead to your death, even if you are put into an MMI. If you are cloned, it also prevents you from remembering everything from that round. This shield is never revealed IC.}}&lt;br /&gt;
&lt;br /&gt;
== Metafriending and Metagrudging ==&lt;br /&gt;
&lt;br /&gt;
This section provides additional information on a concept that is prohibited by multiple metashield items that are never revealed IC. Giving a person or character preferential treatment based on something that your character should not know is considered metafriending. Treating a person or character negatively based on something that your character should not know is considered metagrudging.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| &amp;lt;strong&amp;gt;Metafriending Examples&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| These are all examples of things that are prohibited by at least one metashield item that is never revealed IC.&lt;br /&gt;
# Giving a character additional access or a job because you are friends with the player who is playing that character.&lt;br /&gt;
# Trusting a character because you are friends with the player who is playing that character.&lt;br /&gt;
# Not fighting a character because you are friends with the player who is playing that character.&lt;br /&gt;
# Ignoring your objective to kill a character because your character and theirs became friends in a previous round.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| &amp;lt;strong&amp;gt;Metagrudging Examples&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| These are all examples of things that are prohibited by at least one metashield item that is never revealed IC.&lt;br /&gt;
# Not giving a character additional access or a job because you are mad at or don&#039;t like the player who is playing that character.&lt;br /&gt;
# Not trusting a character because you are mad at or don&#039;t like the player who is playing that character.&lt;br /&gt;
# Starting a fight with a character because of something that they did last round.&lt;br /&gt;
# Starting a fight with a character because they killed you while you were playing a different character.&lt;br /&gt;
# Targeting or harassing a character based on anything which that character did outside of the current round.&lt;br /&gt;
# Targeting or harassing a character based on anything which the character&#039;s player did while not playing the character.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Explicitly not shielded ==&lt;br /&gt;
&lt;br /&gt;
The following is a list of things that are explicitly not shielded. If something is not on this list, it doesn&#039;t mean that it is shielded, but if something is on it then it definitely is not shielded.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;The fact that the nuke disk must be protected and could be used by a bad actor to try to destroy the station.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Items that the are of high value or are desired by the Syndicate, and therefore are likely targets of theft.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;The idea that any Syndicate agent or other bad actor has goals or objectives that they are attempting to accomplish.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;The number of goals or objectives that a Syndicate agent or other bad actor has.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;The fact that the Syndicate are enemies of Nanotrasen, and that they regularly attempt to send covert agents to spy on, sabotage, or attack Nanotrasen.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;A character&#039;s typical appearance. Though you should keep in mind that multiple characters can share the same name.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;The fact that the Syndicate have covert items capable of getting items to them, and that these items are known as uplinks.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== FOR REVIEW ==&lt;br /&gt;
== 6b. &#039;&#039;&#039;The Metashield&#039;&#039;&#039; ==&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| &amp;lt;strong&amp;gt;Details&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|The Metashield&lt;br /&gt;
Something that is &amp;quot;&#039;&#039;&#039;shielded&#039;&#039;&#039;&amp;quot; cannot be known by your character during a round until the &amp;quot;&#039;&#039;&#039;revealing condition&#039;&#039;&#039;&amp;quot; happens. This also means that your character cannot do things based on &amp;quot;&#039;&#039;&#039;shielded&#039;&#039;&#039;&amp;quot; information. Knowing or acting on something that is shielded before the revealing condition is met is referred to as metagaming.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Revealing conditions&#039;&#039;&#039; reveal the shielded information for the round, not for a specific instance. This means that once a revealing condition is met in a round, the shield no longer applies in any case for the remainder of the round.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nuclear Operatives&#039;&#039;&#039;&lt;br /&gt;
The existence of Nuclear Operatives beyond a myth that no one would act on is shielded.&lt;br /&gt;
The fact that the nuke disk must be protected and could be used by a bad actor to try to destroy the station is not shielded.&lt;br /&gt;
&lt;br /&gt;
The revealing condition for this shield is any of the following:&lt;br /&gt;
 - discovering a bloodred hardsuit&lt;br /&gt;
 - discovering a nuclear operative&#039;s shuttle&lt;br /&gt;
 - an operative name&lt;br /&gt;
 - a War Ops announcement&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Changelings&#039;&#039;&#039;&lt;br /&gt;
In the eyes of the public, changelings are an exterminated predatory lifeform and their potential existence on the station is shielded.&lt;br /&gt;
This metashield prohibits players from crew bloodtesting until the metashield is revealed.&lt;br /&gt;
&lt;br /&gt;
Knowledge about the abilities of changelings is not shielded.&lt;br /&gt;
&lt;br /&gt;
The revealing condition for this shield is any of the following:&lt;br /&gt;
  - discovering a hollowed body&lt;br /&gt;
  - witnessing the use of changeling-only abilities&lt;br /&gt;
  - witnessing someone trying to absorb a body&lt;br /&gt;
  - witnessing someone changing their appearance&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Implanted Implants&#039;&#039;&#039;&lt;br /&gt;
Implanted implants are shielded.&lt;br /&gt;
Implanters themselves and un-implanted implants are not shielded. This prohibits implant checking.&lt;br /&gt;
&lt;br /&gt;
The revealing condition for this shield is any of the following:&lt;br /&gt;
 - discovering a non-NT implanter, used or unused&lt;br /&gt;
 - discovering a non-NT implant box&lt;br /&gt;
 - discovering use of a non-NT implant by anyone&lt;br /&gt;
 - experiencing a situation where absolutely no other explanation is possible&lt;br /&gt;
 - discovering an unlocked uplink&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chameleon Items&#039;&#039;&#039;&lt;br /&gt;
Chameleon items are shielded.&lt;br /&gt;
Being suspicious of an item being fake or stolen is not shielded, but testing items or calling them chameleon is covered by this shield.&lt;br /&gt;
&lt;br /&gt;
The revealing condition for this shield is any of the following:&lt;br /&gt;
- seeing someone else cause any chameleon item to change&lt;br /&gt;
 - finding holographic nanomachine fibers&lt;br /&gt;
 - experiencing a situation where absolutely no other explanation is possible&lt;br /&gt;
 - discovering an unlocked uplink&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stealth Items&#039;&#039;&#039;&lt;br /&gt;
The fact that an item can be something other than what its visual appearance and examine description indicate is shielded.&lt;br /&gt;
This shield protects stealth items, including protecting them from being tested.&lt;br /&gt;
&lt;br /&gt;
 The revealing condition for this shield is any of the following:&lt;br /&gt;
 - seeing the item behave differently than the expected behavior for the item&lt;br /&gt;
 - seeing the item used for its hidden purpose&lt;br /&gt;
 - experiencing a situation where absolutely no other explanation is possible&lt;br /&gt;
 - discovering an unlocked uplink&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Metafriending and Metagrudging&#039;&#039;&#039;&lt;br /&gt;
  This section provides additional information on a concept that is prohibited by multiple metashield items that are never revealed IC. Giving a person or character preferential treatment based on something that your character should not know is considered metafriending. Treating a person or character negatively based on something that your character should not know is considered metagrudging.&lt;br /&gt;
&lt;br /&gt;
Metafriending Examples&lt;br /&gt;
These are all examples of things that are prohibited by at least one metashield item that is never revealed IC.&lt;br /&gt;
 - Giving a character additional access or a job because you are friends with the player who is playing that character.&lt;br /&gt;
 - Trusting a character because you are friends with the player who is playing that character.&lt;br /&gt;
 - Not fighting a character because you are friends with the player who is playing that character.&lt;br /&gt;
 - Ignoring your objective to kill a character because your character and theirs became friends in a previous round.&lt;br /&gt;
&lt;br /&gt;
Metagrudging Examples&lt;br /&gt;
These are all examples of things that are prohibited by at least one metashield item that is never revealed IC.&lt;br /&gt;
 - Not giving a character additional access or a job because you are mad at or don&#039;t like the player who is playing that character.&lt;br /&gt;
 - Not trusting a character because you are mad at or don&#039;t like the player who is playing that character.&lt;br /&gt;
 - Starting a fight with a character because of something that they did last round.&lt;br /&gt;
 - Starting a fight with a character because they killed you while you were playing a different character.&lt;br /&gt;
 - Targeting or harassing a character based on anything which that character did outside the current round.&lt;br /&gt;
 - Targeting or harassing a character based on anything which the character&#039;s player did while not playing the character.&lt;br /&gt;
&lt;br /&gt;
Explicitly Not Shielded&lt;br /&gt;
The following is a list of things that are explicitly not shielded. If something is not on this list, it doesn&#039;t mean that it is shielded, but if something is on it then it definitely is not shielded.&lt;br /&gt;
 - The fact that the nuke disk must be protected and could be used by a bad actor to try to destroy the station.&lt;br /&gt;
 - Items that are of high value or are desired by the Syndicate, and therefore are likely targets of theft.&lt;br /&gt;
 - The idea that any Syndicate agent or other bad actor has goals or objectives that they are attempting to accomplish.&lt;br /&gt;
 - The number of goals or objectives that a Syndicate agent or other bad actor has.&lt;br /&gt;
 - The fact that the Syndicate are enemies of Nanotrasen, and that they regularly attempt to send covert agents to spy on, sabotage, or attack Nanotrasen.&lt;br /&gt;
 - A character&#039;s typical appearance. Though you should keep in mind that multiple characters can share the same name.&lt;br /&gt;
 - The fact that the Syndicate have covert items capable of getting items to them, and that these items are known as uplinks.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>BumblingDoofer</name></author>
	</entry>
	<entry>
		<id>https://wiki.funkystation.org/index.php?title=Metashield&amp;diff=1305</id>
		<title>Metashield</title>
		<link rel="alternate" type="text/html" href="https://wiki.funkystation.org/index.php?title=Metashield&amp;diff=1305"/>
		<updated>2025-07-07T17:24:23Z</updated>

		<summary type="html">&lt;p&gt;BumblingDoofer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page is a list of things or information protected by the rules. Something that is &amp;quot;shielded&amp;quot; cannot be known by your character during a round until the &amp;quot;revealing condition&amp;quot; happens. This also means that your character cannot do things based on &amp;quot;shielded&amp;quot; information. Knowing or acting on something that is shielded before the revealing condition is met is referred to as metagaming.&lt;br /&gt;
&lt;br /&gt;
Revealing conditions reveal the shielded information for the round, not for a specific instance. This means that once a revealing condition is met in a round, the shield no longer applies in any case for the remainder of the round.&lt;br /&gt;
&lt;br /&gt;
Some revealing conditions say &amp;quot;Never revealed IC&amp;quot;. This means that your character can never act as if they know about that shielded thing.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Shield !! Revealing condition&lt;br /&gt;
|-&lt;br /&gt;
| Current game mode and possible antags during the current game mode. || Never revealed IC&lt;br /&gt;
|-&lt;br /&gt;
| Events from previous rounds. || Never revealed IC&lt;br /&gt;
|-&lt;br /&gt;
| Events you experienced as a different character. || Never revealed IC&lt;br /&gt;
|-&lt;br /&gt;
| All information related to the player of a character rather than the character itself.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;See &amp;quot;Metafriending and Metagrudging&amp;quot; below. || Never revealed IC&lt;br /&gt;
|-&lt;br /&gt;
| All information gained while dead or a ghost. || Never revealed IC&lt;br /&gt;
|-&lt;br /&gt;
| The fact that a round will end.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;This does not prevent knowing that a shift will end, but does prohibit things like preparing to kill people at central command when roleplay rules stop being enforced on LRP. || Never revealed IC&lt;br /&gt;
|-&lt;br /&gt;
| The existence of Nuclear Operatives beyond a myth that no one would act on.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The fact that the nuke disk must be protected and could be used by a bad actor to try to destroy the station is &#039;&#039;&#039;not shielded&#039;&#039;&#039;. || ANY of:&lt;br /&gt;
* &lt;br /&gt;
* discovering a nuclear operative&#039;s shuttle&lt;br /&gt;
* discovering an operative uplink&lt;br /&gt;
* a War Ops announcement&lt;br /&gt;
* being a nuclear operative&lt;br /&gt;
|-&lt;br /&gt;
| Implanted implants.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Implanters themselves and un-implanted implants are &#039;&#039;&#039;not shielded&#039;&#039;&#039;. Prohibits implant checking. || ANY of:&lt;br /&gt;
* discovering a non-NT implanter, used or unused&lt;br /&gt;
* discovering a non-NT implant box&lt;br /&gt;
* discovering use of a non-NT implant by anyone&lt;br /&gt;
* experiencing a situation where absolutely no other explanation is possible&lt;br /&gt;
* discovering an unlocked uplink&lt;br /&gt;
|-&lt;br /&gt;
| Chameleon items.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Being suspicious of an item being fake or stolen is &#039;&#039;&#039;not shielded&#039;&#039;&#039;, but testing items or calling them chameleon is covered by this shield. || ANY of:&lt;br /&gt;
* seeing someone else cause any chameleon item to change&lt;br /&gt;
* finding holographic nanomachine fibers&lt;br /&gt;
* experiencing a situation where absolutely no other explanation is possible&lt;br /&gt;
* discovering an unlocked uplink&lt;br /&gt;
|-&lt;br /&gt;
| The presence of Revolutionary Idealists on station beyond a myth that no one would act on is shielded. The fact they exist in universe is not shielded. || ANY of:&lt;br /&gt;
* evac shuttle being recalled for unsual activity/Open Revolt&lt;br /&gt;
* being a revolutionary&lt;br /&gt;
* witnessing someone being brainwashed by a flash&lt;br /&gt;
* discovering a USP fast draw implanter&lt;br /&gt;
* discovering a rev uplink&lt;br /&gt;
|-&lt;br /&gt;
|In the eyes of the public, changelings are an exterminated predatory lifeform and their potential existence on the station is shielded. This metashield prohibits players from general crew bloodtesting until the metashield is revealed. Witnessing two of the same person in one location is grounds for a specific blood test on those two individuals, but not a revealing condition itself. Knowledge about the abilities of changelings is not shielded. || Any of:&lt;br /&gt;
* witnessing the use of changeling-only abilities&lt;br /&gt;
* witnessing someone trying to absorb a body&lt;br /&gt;
* witnessing someone changing their appearance&lt;br /&gt;
* witnessing a positive changeling blood test&lt;br /&gt;
|-&lt;br /&gt;
| Heretics, Wizards, and Cultists are considered and known to crew as &amp;quot;Magic Users&amp;quot;.&lt;br /&gt;
|  The existence of magic users among crew is not shielded. Though knowledge of their abilities and goals is shielded.&lt;br /&gt;
|  The shield prevents people from assuming magic users are inherently bad or antagonistic.&lt;br /&gt;
|  The shield does not dictate the contraband status of magic user items.&lt;br /&gt;
|  The shield prevents people from knowing the purpose and use of role specific items like heretic reality fractures/shifts or cultists pylons/altars. Though they may be suspicious of them.  &lt;br /&gt;
|  The shield prevents information leading up to being sacrificed from being known: such as people, places, faces, or names. || ANY of the following:&lt;br /&gt;
* the presence or announcement of an Ascension.&lt;br /&gt;
* the presence or announcement of the Veil being torn.&lt;br /&gt;
* the presence or announcement of an Unknown god.&lt;br /&gt;
* an announcement from the Wizards Federation&lt;br /&gt;
* the announcement of a &amp;quot;notable increase in Λ-CDM&amp;quot;.&lt;br /&gt;
* witnessing a magic user&#039;s transformation (glowing eyes, cosmic energy, etc)&lt;br /&gt;
* witnessing the act of someone being sacrificed&lt;br /&gt;
* seeing magic summon mobs / familiars (flesh stalker, juggernauts, etc)&lt;br /&gt;
|-&lt;br /&gt;
| The fact that an item can be something other than what its visual appearance and examine description indicate.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;This shield protects stealth items, including protecting them from being tested. || ANY of:&lt;br /&gt;
* seeing the item behave differently than the expected behavior for the item&lt;br /&gt;
* seeing the item used for its hidden purpose&lt;br /&gt;
* experiencing a situation where absolutely no other explanation is possible&lt;br /&gt;
* discovering an unlocked uplink&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{MRPAmendment|A shield prevents your character from remembering anything that happened while unconscious. This shield is never revealed IC.}}&lt;br /&gt;
{{MRPAmendment|There is a &amp;quot;New Life Rule&amp;quot; shield. It prevents you from remembering anything that lead to your death, even if you are put into an MMI. If you are cloned, it also prevents you from remembering everything from that round. This shield is never revealed IC.}}&lt;br /&gt;
&lt;br /&gt;
== Metafriending and Metagrudging ==&lt;br /&gt;
&lt;br /&gt;
This section provides additional information on a concept that is prohibited by multiple metashield items that are never revealed IC. Giving a person or character preferential treatment based on something that your character should not know is considered metafriending. Treating a person or character negatively based on something that your character should not know is considered metagrudging.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| &amp;lt;strong&amp;gt;Metafriending Examples&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| These are all examples of things that are prohibited by at least one metashield item that is never revealed IC.&lt;br /&gt;
# Giving a character additional access or a job because you are friends with the player who is playing that character.&lt;br /&gt;
# Trusting a character because you are friends with the player who is playing that character.&lt;br /&gt;
# Not fighting a character because you are friends with the player who is playing that character.&lt;br /&gt;
# Ignoring your objective to kill a character because your character and theirs became friends in a previous round.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| &amp;lt;strong&amp;gt;Metagrudging Examples&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| These are all examples of things that are prohibited by at least one metashield item that is never revealed IC.&lt;br /&gt;
# Not giving a character additional access or a job because you are mad at or don&#039;t like the player who is playing that character.&lt;br /&gt;
# Not trusting a character because you are mad at or don&#039;t like the player who is playing that character.&lt;br /&gt;
# Starting a fight with a character because of something that they did last round.&lt;br /&gt;
# Starting a fight with a character because they killed you while you were playing a different character.&lt;br /&gt;
# Targeting or harassing a character based on anything which that character did outside of the current round.&lt;br /&gt;
# Targeting or harassing a character based on anything which the character&#039;s player did while not playing the character.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Explicitly not shielded ==&lt;br /&gt;
&lt;br /&gt;
The following is a list of things that are explicitly not shielded. If something is not on this list, it doesn&#039;t mean that it is shielded, but if something is on it then it definitely is not shielded.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;The fact that the nuke disk must be protected and could be used by a bad actor to try to destroy the station.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Items that the are of high value or are desired by the Syndicate, and therefore are likely targets of theft.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;The idea that any Syndicate agent or other bad actor has goals or objectives that they are attempting to accomplish.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;The number of goals or objectives that a Syndicate agent or other bad actor has.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;The fact that the Syndicate are enemies of Nanotrasen, and that they regularly attempt to send covert agents to spy on, sabotage, or attack Nanotrasen.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;A character&#039;s typical appearance. Though you should keep in mind that multiple characters can share the same name.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;The fact that the Syndicate have covert items capable of getting items to them, and that these items are known as uplinks.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== FOR REVIEW ==&lt;br /&gt;
== 6b. &#039;&#039;&#039;The Metashield&#039;&#039;&#039; ==&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| &amp;lt;strong&amp;gt;Details&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|The Metashield&lt;br /&gt;
Something that is &amp;quot;&#039;&#039;&#039;shielded&#039;&#039;&#039;&amp;quot; cannot be known by your character during a round until the &amp;quot;&#039;&#039;&#039;revealing condition&#039;&#039;&#039;&amp;quot; happens. This also means that your character cannot do things based on &amp;quot;&#039;&#039;&#039;shielded&#039;&#039;&#039;&amp;quot; information. Knowing or acting on something that is shielded before the revealing condition is met is referred to as metagaming.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Revealing conditions&#039;&#039;&#039; reveal the shielded information for the round, not for a specific instance. This means that once a revealing condition is met in a round, the shield no longer applies in any case for the remainder of the round.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nuclear Operatives&#039;&#039;&#039;&lt;br /&gt;
The existence of Nuclear Operatives beyond a myth that no one would act on is shielded.&lt;br /&gt;
The fact that the nuke disk must be protected and could be used by a bad actor to try to destroy the station is not shielded.&lt;br /&gt;
&lt;br /&gt;
The revealing condition for this shield is any of the following:&lt;br /&gt;
 - discovering a bloodred hardsuit&lt;br /&gt;
 - discovering a nuclear operative&#039;s shuttle&lt;br /&gt;
 - an operative name&lt;br /&gt;
 - a War Ops announcement&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Changelings&#039;&#039;&#039;&lt;br /&gt;
In the eyes of the public, changelings are an exterminated predatory lifeform and their potential existence on the station is shielded.&lt;br /&gt;
This metashield prohibits players from crew bloodtesting until the metashield is revealed.&lt;br /&gt;
&lt;br /&gt;
Knowledge about the abilities of changelings is not shielded.&lt;br /&gt;
&lt;br /&gt;
The revealing condition for this shield is any of the following:&lt;br /&gt;
  - discovering a hollowed body&lt;br /&gt;
  - witnessing the use of changeling-only abilities&lt;br /&gt;
  - witnessing someone trying to absorb a body&lt;br /&gt;
  - witnessing someone changing their appearance&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Implanted Implants&#039;&#039;&#039;&lt;br /&gt;
Implanted implants are shielded.&lt;br /&gt;
Implanters themselves and un-implanted implants are not shielded. This prohibits implant checking.&lt;br /&gt;
&lt;br /&gt;
The revealing condition for this shield is any of the following:&lt;br /&gt;
 - discovering a non-NT implanter, used or unused&lt;br /&gt;
 - discovering a non-NT implant box&lt;br /&gt;
 - discovering use of a non-NT implant by anyone&lt;br /&gt;
 - experiencing a situation where absolutely no other explanation is possible&lt;br /&gt;
 - discovering an unlocked uplink&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chameleon Items&#039;&#039;&#039;&lt;br /&gt;
Chameleon items are shielded.&lt;br /&gt;
Being suspicious of an item being fake or stolen is not shielded, but testing items or calling them chameleon is covered by this shield.&lt;br /&gt;
&lt;br /&gt;
The revealing condition for this shield is any of the following:&lt;br /&gt;
- seeing someone else cause any chameleon item to change&lt;br /&gt;
 - finding holographic nanomachine fibers&lt;br /&gt;
 - experiencing a situation where absolutely no other explanation is possible&lt;br /&gt;
 - discovering an unlocked uplink&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stealth Items&#039;&#039;&#039;&lt;br /&gt;
The fact that an item can be something other than what its visual appearance and examine description indicate is shielded.&lt;br /&gt;
This shield protects stealth items, including protecting them from being tested.&lt;br /&gt;
&lt;br /&gt;
 The revealing condition for this shield is any of the following:&lt;br /&gt;
 - seeing the item behave differently than the expected behavior for the item&lt;br /&gt;
 - seeing the item used for its hidden purpose&lt;br /&gt;
 - experiencing a situation where absolutely no other explanation is possible&lt;br /&gt;
 - discovering an unlocked uplink&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Metafriending and Metagrudging&#039;&#039;&#039;&lt;br /&gt;
  This section provides additional information on a concept that is prohibited by multiple metashield items that are never revealed IC. Giving a person or character preferential treatment based on something that your character should not know is considered metafriending. Treating a person or character negatively based on something that your character should not know is considered metagrudging.&lt;br /&gt;
&lt;br /&gt;
Metafriending Examples&lt;br /&gt;
These are all examples of things that are prohibited by at least one metashield item that is never revealed IC.&lt;br /&gt;
 - Giving a character additional access or a job because you are friends with the player who is playing that character.&lt;br /&gt;
 - Trusting a character because you are friends with the player who is playing that character.&lt;br /&gt;
 - Not fighting a character because you are friends with the player who is playing that character.&lt;br /&gt;
 - Ignoring your objective to kill a character because your character and theirs became friends in a previous round.&lt;br /&gt;
&lt;br /&gt;
Metagrudging Examples&lt;br /&gt;
These are all examples of things that are prohibited by at least one metashield item that is never revealed IC.&lt;br /&gt;
 - Not giving a character additional access or a job because you are mad at or don&#039;t like the player who is playing that character.&lt;br /&gt;
 - Not trusting a character because you are mad at or don&#039;t like the player who is playing that character.&lt;br /&gt;
 - Starting a fight with a character because of something that they did last round.&lt;br /&gt;
 - Starting a fight with a character because they killed you while you were playing a different character.&lt;br /&gt;
 - Targeting or harassing a character based on anything which that character did outside the current round.&lt;br /&gt;
 - Targeting or harassing a character based on anything which the character&#039;s player did while not playing the character.&lt;br /&gt;
&lt;br /&gt;
Explicitly Not Shielded&lt;br /&gt;
The following is a list of things that are explicitly not shielded. If something is not on this list, it doesn&#039;t mean that it is shielded, but if something is on it then it definitely is not shielded.&lt;br /&gt;
 - The fact that the nuke disk must be protected and could be used by a bad actor to try to destroy the station.&lt;br /&gt;
 - Items that are of high value or are desired by the Syndicate, and therefore are likely targets of theft.&lt;br /&gt;
 - The idea that any Syndicate agent or other bad actor has goals or objectives that they are attempting to accomplish.&lt;br /&gt;
 - The number of goals or objectives that a Syndicate agent or other bad actor has.&lt;br /&gt;
 - The fact that the Syndicate are enemies of Nanotrasen, and that they regularly attempt to send covert agents to spy on, sabotage, or attack Nanotrasen.&lt;br /&gt;
 - A character&#039;s typical appearance. Though you should keep in mind that multiple characters can share the same name.&lt;br /&gt;
 - The fact that the Syndicate have covert items capable of getting items to them, and that these items are known as uplinks.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>BumblingDoofer</name></author>
	</entry>
	<entry>
		<id>https://wiki.funkystation.org/index.php?title=Metashield&amp;diff=1304</id>
		<title>Metashield</title>
		<link rel="alternate" type="text/html" href="https://wiki.funkystation.org/index.php?title=Metashield&amp;diff=1304"/>
		<updated>2025-07-07T17:20:05Z</updated>

		<summary type="html">&lt;p&gt;BumblingDoofer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page is a list of things or information protected by the rules. Something that is &amp;quot;shielded&amp;quot; cannot be known by your character during a round until the &amp;quot;revealing condition&amp;quot; happens. This also means that your character cannot do things based on &amp;quot;shielded&amp;quot; information. Knowing or acting on something that is shielded before the revealing condition is met is referred to as metagaming.&lt;br /&gt;
&lt;br /&gt;
Revealing conditions reveal the shielded information for the round, not for a specific instance. This means that once a revealing condition is met in a round, the shield no longer applies in any case for the remainder of the round.&lt;br /&gt;
&lt;br /&gt;
Some revealing conditions say &amp;quot;Never revealed IC&amp;quot;. This means that your character can never act as if they know about that shielded thing.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Shield !! Revealing condition&lt;br /&gt;
|-&lt;br /&gt;
| Current game mode and possible antags during the current game mode. || Never revealed IC&lt;br /&gt;
|-&lt;br /&gt;
| Events from previous rounds. || Never revealed IC&lt;br /&gt;
|-&lt;br /&gt;
| Events you experienced as a different character. || Never revealed IC&lt;br /&gt;
|-&lt;br /&gt;
| All information related to the player of a character rather than the character itself.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;See &amp;quot;Metafriending and Metagrudging&amp;quot; below. || Never revealed IC&lt;br /&gt;
|-&lt;br /&gt;
| All information gained while dead or a ghost. || Never revealed IC&lt;br /&gt;
|-&lt;br /&gt;
| The fact that a round will end.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;This does not prevent knowing that a shift will end, but does prohibit things like preparing to kill people at central command when roleplay rules stop being enforced on LRP. || Never revealed IC&lt;br /&gt;
|-&lt;br /&gt;
| The existence of Nuclear Operatives beyond a myth that no one would act on.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The fact that the nuke disk must be protected and could be used by a bad actor to try to destroy the station is &#039;&#039;&#039;not shielded&#039;&#039;&#039;. || ANY of:&lt;br /&gt;
* &lt;br /&gt;
* discovering a nuclear operative&#039;s shuttle&lt;br /&gt;
* discovering an operative uplink&lt;br /&gt;
* a War Ops announcement&lt;br /&gt;
* being a nuclear operative&lt;br /&gt;
|-&lt;br /&gt;
| Implanted implants.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Implanters themselves and un-implanted implants are &#039;&#039;&#039;not shielded&#039;&#039;&#039;. Prohibits implant checking. || ANY of:&lt;br /&gt;
* discovering a non-NT implanter, used or unused&lt;br /&gt;
* discovering a non-NT implant box&lt;br /&gt;
* discovering use of a non-NT implant by anyone&lt;br /&gt;
* experiencing a situation where absolutely no other explanation is possible&lt;br /&gt;
* discovering an unlocked uplink&lt;br /&gt;
|-&lt;br /&gt;
| Chameleon items.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Being suspicious of an item being fake or stolen is &#039;&#039;&#039;not shielded&#039;&#039;&#039;, but testing items or calling them chameleon is covered by this shield. || ANY of:&lt;br /&gt;
* seeing someone else cause any chameleon item to change&lt;br /&gt;
* finding holographic nanomachine fibers&lt;br /&gt;
* experiencing a situation where absolutely no other explanation is possible&lt;br /&gt;
* discovering an unlocked uplink&lt;br /&gt;
|-&lt;br /&gt;
| The presence of Revolutionary Idealists on station beyond a myth that no one would act on is shielded. The fact they exist in universe is not shielded. || ANY of:&lt;br /&gt;
* evac shuttle being recalled for unsual activity/Open Revolt&lt;br /&gt;
* being a revolutionary&lt;br /&gt;
* witnessing someone being brainwashed by a flash&lt;br /&gt;
* discovering a USP fast draw implanter&lt;br /&gt;
* discovering a rev uplink&lt;br /&gt;
|-&lt;br /&gt;
|In the eyes of the public, changelings are an exterminated predatory lifeform and their potential existence on the station is shielded. This metashield prohibits players from general crew bloodtesting until the metashield is revealed. Witnessing two of the same person in one location is grounds for a specific blood test on those two individuals, but not a revealing condition itself. Knowledge about the abilities of changelings is not shielded. || Any of:&lt;br /&gt;
* witnessing the use of changeling-only abilities&lt;br /&gt;
* witnessing someone trying to absorb a body&lt;br /&gt;
* witnessing someone changing their appearance&lt;br /&gt;
* witnessing a positive changeling blood test&lt;br /&gt;
|-&lt;br /&gt;
| The fact that an item can be something other than what its visual appearance and examine description indicate.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;This shield protects stealth items, including protecting them from being tested. || ANY of:&lt;br /&gt;
* seeing the item behave differently than the expected behavior for the item&lt;br /&gt;
* seeing the item used for its hidden purpose&lt;br /&gt;
* experiencing a situation where absolutely no other explanation is possible&lt;br /&gt;
* discovering an unlocked uplink&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{MRPAmendment|A shield prevents your character from remembering anything that happened while unconscious. This shield is never revealed IC.}}&lt;br /&gt;
{{MRPAmendment|There is a &amp;quot;New Life Rule&amp;quot; shield. It prevents you from remembering anything that lead to your death, even if you are put into an MMI. If you are cloned, it also prevents you from remembering everything from that round. This shield is never revealed IC.}}&lt;br /&gt;
&lt;br /&gt;
== Metafriending and Metagrudging ==&lt;br /&gt;
&lt;br /&gt;
This section provides additional information on a concept that is prohibited by multiple metashield items that are never revealed IC. Giving a person or character preferential treatment based on something that your character should not know is considered metafriending. Treating a person or character negatively based on something that your character should not know is considered metagrudging.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| &amp;lt;strong&amp;gt;Metafriending Examples&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| These are all examples of things that are prohibited by at least one metashield item that is never revealed IC.&lt;br /&gt;
# Giving a character additional access or a job because you are friends with the player who is playing that character.&lt;br /&gt;
# Trusting a character because you are friends with the player who is playing that character.&lt;br /&gt;
# Not fighting a character because you are friends with the player who is playing that character.&lt;br /&gt;
# Ignoring your objective to kill a character because your character and theirs became friends in a previous round.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| &amp;lt;strong&amp;gt;Metagrudging Examples&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| These are all examples of things that are prohibited by at least one metashield item that is never revealed IC.&lt;br /&gt;
# Not giving a character additional access or a job because you are mad at or don&#039;t like the player who is playing that character.&lt;br /&gt;
# Not trusting a character because you are mad at or don&#039;t like the player who is playing that character.&lt;br /&gt;
# Starting a fight with a character because of something that they did last round.&lt;br /&gt;
# Starting a fight with a character because they killed you while you were playing a different character.&lt;br /&gt;
# Targeting or harassing a character based on anything which that character did outside of the current round.&lt;br /&gt;
# Targeting or harassing a character based on anything which the character&#039;s player did while not playing the character.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Explicitly not shielded ==&lt;br /&gt;
&lt;br /&gt;
The following is a list of things that are explicitly not shielded. If something is not on this list, it doesn&#039;t mean that it is shielded, but if something is on it then it definitely is not shielded.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;The fact that the nuke disk must be protected and could be used by a bad actor to try to destroy the station.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Items that the are of high value or are desired by the Syndicate, and therefore are likely targets of theft.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;The idea that any Syndicate agent or other bad actor has goals or objectives that they are attempting to accomplish.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;The number of goals or objectives that a Syndicate agent or other bad actor has.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;The fact that the Syndicate are enemies of Nanotrasen, and that they regularly attempt to send covert agents to spy on, sabotage, or attack Nanotrasen.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;A character&#039;s typical appearance. Though you should keep in mind that multiple characters can share the same name.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;The fact that the Syndicate have covert items capable of getting items to them, and that these items are known as uplinks.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== FOR REVIEW ==&lt;br /&gt;
== 6b. &#039;&#039;&#039;The Metashield&#039;&#039;&#039; ==&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| &amp;lt;strong&amp;gt;Details&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|The Metashield&lt;br /&gt;
Something that is &amp;quot;&#039;&#039;&#039;shielded&#039;&#039;&#039;&amp;quot; cannot be known by your character during a round until the &amp;quot;&#039;&#039;&#039;revealing condition&#039;&#039;&#039;&amp;quot; happens. This also means that your character cannot do things based on &amp;quot;&#039;&#039;&#039;shielded&#039;&#039;&#039;&amp;quot; information. Knowing or acting on something that is shielded before the revealing condition is met is referred to as metagaming.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Revealing conditions&#039;&#039;&#039; reveal the shielded information for the round, not for a specific instance. This means that once a revealing condition is met in a round, the shield no longer applies in any case for the remainder of the round.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nuclear Operatives&#039;&#039;&#039;&lt;br /&gt;
The existence of Nuclear Operatives beyond a myth that no one would act on is shielded.&lt;br /&gt;
The fact that the nuke disk must be protected and could be used by a bad actor to try to destroy the station is not shielded.&lt;br /&gt;
&lt;br /&gt;
The revealing condition for this shield is any of the following:&lt;br /&gt;
 - discovering a bloodred hardsuit&lt;br /&gt;
 - discovering a nuclear operative&#039;s shuttle&lt;br /&gt;
 - an operative name&lt;br /&gt;
 - a War Ops announcement&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Changelings&#039;&#039;&#039;&lt;br /&gt;
In the eyes of the public, changelings are an exterminated predatory lifeform and their potential existence on the station is shielded.&lt;br /&gt;
This metashield prohibits players from crew bloodtesting until the metashield is revealed.&lt;br /&gt;
&lt;br /&gt;
Knowledge about the abilities of changelings is not shielded.&lt;br /&gt;
&lt;br /&gt;
The revealing condition for this shield is any of the following:&lt;br /&gt;
  - discovering a hollowed body&lt;br /&gt;
  - witnessing the use of changeling-only abilities&lt;br /&gt;
  - witnessing someone trying to absorb a body&lt;br /&gt;
  - witnessing someone changing their appearance&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Implanted Implants&#039;&#039;&#039;&lt;br /&gt;
Implanted implants are shielded.&lt;br /&gt;
Implanters themselves and un-implanted implants are not shielded. This prohibits implant checking.&lt;br /&gt;
&lt;br /&gt;
The revealing condition for this shield is any of the following:&lt;br /&gt;
 - discovering a non-NT implanter, used or unused&lt;br /&gt;
 - discovering a non-NT implant box&lt;br /&gt;
 - discovering use of a non-NT implant by anyone&lt;br /&gt;
 - experiencing a situation where absolutely no other explanation is possible&lt;br /&gt;
 - discovering an unlocked uplink&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chameleon Items&#039;&#039;&#039;&lt;br /&gt;
Chameleon items are shielded.&lt;br /&gt;
Being suspicious of an item being fake or stolen is not shielded, but testing items or calling them chameleon is covered by this shield.&lt;br /&gt;
&lt;br /&gt;
The revealing condition for this shield is any of the following:&lt;br /&gt;
- seeing someone else cause any chameleon item to change&lt;br /&gt;
 - finding holographic nanomachine fibers&lt;br /&gt;
 - experiencing a situation where absolutely no other explanation is possible&lt;br /&gt;
 - discovering an unlocked uplink&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stealth Items&#039;&#039;&#039;&lt;br /&gt;
The fact that an item can be something other than what its visual appearance and examine description indicate is shielded.&lt;br /&gt;
This shield protects stealth items, including protecting them from being tested.&lt;br /&gt;
&lt;br /&gt;
 The revealing condition for this shield is any of the following:&lt;br /&gt;
 - seeing the item behave differently than the expected behavior for the item&lt;br /&gt;
 - seeing the item used for its hidden purpose&lt;br /&gt;
 - experiencing a situation where absolutely no other explanation is possible&lt;br /&gt;
 - discovering an unlocked uplink&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Metafriending and Metagrudging&#039;&#039;&#039;&lt;br /&gt;
  This section provides additional information on a concept that is prohibited by multiple metashield items that are never revealed IC. Giving a person or character preferential treatment based on something that your character should not know is considered metafriending. Treating a person or character negatively based on something that your character should not know is considered metagrudging.&lt;br /&gt;
&lt;br /&gt;
Metafriending Examples&lt;br /&gt;
These are all examples of things that are prohibited by at least one metashield item that is never revealed IC.&lt;br /&gt;
 - Giving a character additional access or a job because you are friends with the player who is playing that character.&lt;br /&gt;
 - Trusting a character because you are friends with the player who is playing that character.&lt;br /&gt;
 - Not fighting a character because you are friends with the player who is playing that character.&lt;br /&gt;
 - Ignoring your objective to kill a character because your character and theirs became friends in a previous round.&lt;br /&gt;
&lt;br /&gt;
Metagrudging Examples&lt;br /&gt;
These are all examples of things that are prohibited by at least one metashield item that is never revealed IC.&lt;br /&gt;
 - Not giving a character additional access or a job because you are mad at or don&#039;t like the player who is playing that character.&lt;br /&gt;
 - Not trusting a character because you are mad at or don&#039;t like the player who is playing that character.&lt;br /&gt;
 - Starting a fight with a character because of something that they did last round.&lt;br /&gt;
 - Starting a fight with a character because they killed you while you were playing a different character.&lt;br /&gt;
 - Targeting or harassing a character based on anything which that character did outside the current round.&lt;br /&gt;
 - Targeting or harassing a character based on anything which the character&#039;s player did while not playing the character.&lt;br /&gt;
&lt;br /&gt;
Explicitly Not Shielded&lt;br /&gt;
The following is a list of things that are explicitly not shielded. If something is not on this list, it doesn&#039;t mean that it is shielded, but if something is on it then it definitely is not shielded.&lt;br /&gt;
 - The fact that the nuke disk must be protected and could be used by a bad actor to try to destroy the station.&lt;br /&gt;
 - Items that are of high value or are desired by the Syndicate, and therefore are likely targets of theft.&lt;br /&gt;
 - The idea that any Syndicate agent or other bad actor has goals or objectives that they are attempting to accomplish.&lt;br /&gt;
 - The number of goals or objectives that a Syndicate agent or other bad actor has.&lt;br /&gt;
 - The fact that the Syndicate are enemies of Nanotrasen, and that they regularly attempt to send covert agents to spy on, sabotage, or attack Nanotrasen.&lt;br /&gt;
 - A character&#039;s typical appearance. Though you should keep in mind that multiple characters can share the same name.&lt;br /&gt;
 - The fact that the Syndicate have covert items capable of getting items to them, and that these items are known as uplinks.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>BumblingDoofer</name></author>
	</entry>
	<entry>
		<id>https://wiki.funkystation.org/index.php?title=Metashield&amp;diff=1303</id>
		<title>Metashield</title>
		<link rel="alternate" type="text/html" href="https://wiki.funkystation.org/index.php?title=Metashield&amp;diff=1303"/>
		<updated>2025-07-07T17:18:12Z</updated>

		<summary type="html">&lt;p&gt;BumblingDoofer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page is a list of things or information protected by the rules. Something that is &amp;quot;shielded&amp;quot; cannot be known by your character during a round until the &amp;quot;revealing condition&amp;quot; happens. This also means that your character cannot do things based on &amp;quot;shielded&amp;quot; information. Knowing or acting on something that is shielded before the revealing condition is met is referred to as metagaming.&lt;br /&gt;
&lt;br /&gt;
Revealing conditions reveal the shielded information for the round, not for a specific instance. This means that once a revealing condition is met in a round, the shield no longer applies in any case for the remainder of the round.&lt;br /&gt;
&lt;br /&gt;
Some revealing conditions say &amp;quot;Never revealed IC&amp;quot;. This means that your character can never act as if they know about that shielded thing.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Shield !! Revealing condition&lt;br /&gt;
|-&lt;br /&gt;
| Current game mode and possible antags during the current game mode. || Never revealed IC&lt;br /&gt;
|-&lt;br /&gt;
| Events from previous rounds. || Never revealed IC&lt;br /&gt;
|-&lt;br /&gt;
| Events you experienced as a different character. || Never revealed IC&lt;br /&gt;
|-&lt;br /&gt;
| All information related to the player of a character rather than the character itself.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;See &amp;quot;Metafriending and Metagrudging&amp;quot; below. || Never revealed IC&lt;br /&gt;
|-&lt;br /&gt;
| All information gained while dead or a ghost. || Never revealed IC&lt;br /&gt;
|-&lt;br /&gt;
| The fact that a round will end.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;This does not prevent knowing that a shift will end, but does prohibit things like preparing to kill people at central command when roleplay rules stop being enforced on LRP. || Never revealed IC&lt;br /&gt;
|-&lt;br /&gt;
| The existence of Nuclear Operatives beyond a myth that no one would act on.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The fact that the nuke disk must be protected and could be used by a bad actor to try to destroy the station is &#039;&#039;&#039;not shielded&#039;&#039;&#039;. || ANY of:&lt;br /&gt;
* &lt;br /&gt;
* discovering a nuclear operative&#039;s shuttle&lt;br /&gt;
* discovering an operative uplink&lt;br /&gt;
* a War Ops announcement&lt;br /&gt;
* being a nuclear operative&lt;br /&gt;
|-&lt;br /&gt;
| Implanted implants.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Implanters themselves and un-implanted implants are &#039;&#039;&#039;not shielded&#039;&#039;&#039;. Prohibits implant checking. || ANY of:&lt;br /&gt;
* discovering a non-NT implanter, used or unused&lt;br /&gt;
* discovering a non-NT implant box&lt;br /&gt;
* discovering use of a non-NT implant by anyone&lt;br /&gt;
* experiencing a situation where absolutely no other explanation is possible&lt;br /&gt;
* discovering an unlocked uplink&lt;br /&gt;
|-&lt;br /&gt;
| Chameleon items.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Being suspicious of an item being fake or stolen is &#039;&#039;&#039;not shielded&#039;&#039;&#039;, but testing items or calling them chameleon is covered by this shield. || ANY of:&lt;br /&gt;
* seeing someone else cause any chameleon item to change&lt;br /&gt;
* finding holographic nanomachine fibers&lt;br /&gt;
* experiencing a situation where absolutely no other explanation is possible&lt;br /&gt;
* discovering an unlocked uplink&lt;br /&gt;
|-&lt;br /&gt;
| The presence of Revolutionary Idealists on station beyond a myth that no one would act on is shielded. The fact they exist in universe is not shielded. || ANY of:&lt;br /&gt;
* evac shuttle being recalled for unsual activity/Open Revolt&lt;br /&gt;
* being a revolutionary&lt;br /&gt;
* witnessing someone being brainwashed by a flash&lt;br /&gt;
* discovering a USP fast draw implanter&lt;br /&gt;
* discovering a rev uplink&lt;br /&gt;
|-&lt;br /&gt;
|In the eyes of the public, changelings are an exterminated predatory lifeform and their potential existence on the station is shielded.&lt;br /&gt;
  This metashield prohibits players from general crew bloodtesting until the metashield is revealed. Witnessing two of the same person in one location is grounds for a specific blood test on those two individuals, but not a revealing condition itself. Knowledge about the abilities of changelings is not shielded. || Any of:&lt;br /&gt;
* witnessing the use of changeling-only abilities&lt;br /&gt;
* witnessing someone trying to absorb a body&lt;br /&gt;
* witnessing someone changing their appearance&lt;br /&gt;
* witnessing a positive changeling blood test&lt;br /&gt;
|-&lt;br /&gt;
| The fact that an item can be something other than what its visual appearance and examine description indicate.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;This shield protects stealth items, including protecting them from being tested. || ANY of:&lt;br /&gt;
* seeing the item behave differently than the expected behavior for the item&lt;br /&gt;
* seeing the item used for its hidden purpose&lt;br /&gt;
* experiencing a situation where absolutely no other explanation is possible&lt;br /&gt;
* discovering an unlocked uplink&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{MRPAmendment|A shield prevents your character from remembering anything that happened while unconscious. This shield is never revealed IC.}}&lt;br /&gt;
{{MRPAmendment|There is a &amp;quot;New Life Rule&amp;quot; shield. It prevents you from remembering anything that lead to your death, even if you are put into an MMI. If you are cloned, it also prevents you from remembering everything from that round. This shield is never revealed IC.}}&lt;br /&gt;
&lt;br /&gt;
== Metafriending and Metagrudging ==&lt;br /&gt;
&lt;br /&gt;
This section provides additional information on a concept that is prohibited by multiple metashield items that are never revealed IC. Giving a person or character preferential treatment based on something that your character should not know is considered metafriending. Treating a person or character negatively based on something that your character should not know is considered metagrudging.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| &amp;lt;strong&amp;gt;Metafriending Examples&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| These are all examples of things that are prohibited by at least one metashield item that is never revealed IC.&lt;br /&gt;
# Giving a character additional access or a job because you are friends with the player who is playing that character.&lt;br /&gt;
# Trusting a character because you are friends with the player who is playing that character.&lt;br /&gt;
# Not fighting a character because you are friends with the player who is playing that character.&lt;br /&gt;
# Ignoring your objective to kill a character because your character and theirs became friends in a previous round.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| &amp;lt;strong&amp;gt;Metagrudging Examples&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| These are all examples of things that are prohibited by at least one metashield item that is never revealed IC.&lt;br /&gt;
# Not giving a character additional access or a job because you are mad at or don&#039;t like the player who is playing that character.&lt;br /&gt;
# Not trusting a character because you are mad at or don&#039;t like the player who is playing that character.&lt;br /&gt;
# Starting a fight with a character because of something that they did last round.&lt;br /&gt;
# Starting a fight with a character because they killed you while you were playing a different character.&lt;br /&gt;
# Targeting or harassing a character based on anything which that character did outside of the current round.&lt;br /&gt;
# Targeting or harassing a character based on anything which the character&#039;s player did while not playing the character.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Explicitly not shielded ==&lt;br /&gt;
&lt;br /&gt;
The following is a list of things that are explicitly not shielded. If something is not on this list, it doesn&#039;t mean that it is shielded, but if something is on it then it definitely is not shielded.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;The fact that the nuke disk must be protected and could be used by a bad actor to try to destroy the station.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Items that the are of high value or are desired by the Syndicate, and therefore are likely targets of theft.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;The idea that any Syndicate agent or other bad actor has goals or objectives that they are attempting to accomplish.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;The number of goals or objectives that a Syndicate agent or other bad actor has.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;The fact that the Syndicate are enemies of Nanotrasen, and that they regularly attempt to send covert agents to spy on, sabotage, or attack Nanotrasen.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;A character&#039;s typical appearance. Though you should keep in mind that multiple characters can share the same name.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;The fact that the Syndicate have covert items capable of getting items to them, and that these items are known as uplinks.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== FOR REVIEW ==&lt;br /&gt;
== 6b. &#039;&#039;&#039;The Metashield&#039;&#039;&#039; ==&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| &amp;lt;strong&amp;gt;Details&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|The Metashield&lt;br /&gt;
Something that is &amp;quot;&#039;&#039;&#039;shielded&#039;&#039;&#039;&amp;quot; cannot be known by your character during a round until the &amp;quot;&#039;&#039;&#039;revealing condition&#039;&#039;&#039;&amp;quot; happens. This also means that your character cannot do things based on &amp;quot;&#039;&#039;&#039;shielded&#039;&#039;&#039;&amp;quot; information. Knowing or acting on something that is shielded before the revealing condition is met is referred to as metagaming.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Revealing conditions&#039;&#039;&#039; reveal the shielded information for the round, not for a specific instance. This means that once a revealing condition is met in a round, the shield no longer applies in any case for the remainder of the round.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nuclear Operatives&#039;&#039;&#039;&lt;br /&gt;
The existence of Nuclear Operatives beyond a myth that no one would act on is shielded.&lt;br /&gt;
The fact that the nuke disk must be protected and could be used by a bad actor to try to destroy the station is not shielded.&lt;br /&gt;
&lt;br /&gt;
The revealing condition for this shield is any of the following:&lt;br /&gt;
 - discovering a bloodred hardsuit&lt;br /&gt;
 - discovering a nuclear operative&#039;s shuttle&lt;br /&gt;
 - an operative name&lt;br /&gt;
 - a War Ops announcement&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Changelings&#039;&#039;&#039;&lt;br /&gt;
In the eyes of the public, changelings are an exterminated predatory lifeform and their potential existence on the station is shielded.&lt;br /&gt;
This metashield prohibits players from crew bloodtesting until the metashield is revealed.&lt;br /&gt;
&lt;br /&gt;
Knowledge about the abilities of changelings is not shielded.&lt;br /&gt;
&lt;br /&gt;
The revealing condition for this shield is any of the following:&lt;br /&gt;
  - discovering a hollowed body&lt;br /&gt;
  - witnessing the use of changeling-only abilities&lt;br /&gt;
  - witnessing someone trying to absorb a body&lt;br /&gt;
  - witnessing someone changing their appearance&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Implanted Implants&#039;&#039;&#039;&lt;br /&gt;
Implanted implants are shielded.&lt;br /&gt;
Implanters themselves and un-implanted implants are not shielded. This prohibits implant checking.&lt;br /&gt;
&lt;br /&gt;
The revealing condition for this shield is any of the following:&lt;br /&gt;
 - discovering a non-NT implanter, used or unused&lt;br /&gt;
 - discovering a non-NT implant box&lt;br /&gt;
 - discovering use of a non-NT implant by anyone&lt;br /&gt;
 - experiencing a situation where absolutely no other explanation is possible&lt;br /&gt;
 - discovering an unlocked uplink&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chameleon Items&#039;&#039;&#039;&lt;br /&gt;
Chameleon items are shielded.&lt;br /&gt;
Being suspicious of an item being fake or stolen is not shielded, but testing items or calling them chameleon is covered by this shield.&lt;br /&gt;
&lt;br /&gt;
The revealing condition for this shield is any of the following:&lt;br /&gt;
- seeing someone else cause any chameleon item to change&lt;br /&gt;
 - finding holographic nanomachine fibers&lt;br /&gt;
 - experiencing a situation where absolutely no other explanation is possible&lt;br /&gt;
 - discovering an unlocked uplink&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stealth Items&#039;&#039;&#039;&lt;br /&gt;
The fact that an item can be something other than what its visual appearance and examine description indicate is shielded.&lt;br /&gt;
This shield protects stealth items, including protecting them from being tested.&lt;br /&gt;
&lt;br /&gt;
 The revealing condition for this shield is any of the following:&lt;br /&gt;
 - seeing the item behave differently than the expected behavior for the item&lt;br /&gt;
 - seeing the item used for its hidden purpose&lt;br /&gt;
 - experiencing a situation where absolutely no other explanation is possible&lt;br /&gt;
 - discovering an unlocked uplink&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Metafriending and Metagrudging&#039;&#039;&#039;&lt;br /&gt;
  This section provides additional information on a concept that is prohibited by multiple metashield items that are never revealed IC. Giving a person or character preferential treatment based on something that your character should not know is considered metafriending. Treating a person or character negatively based on something that your character should not know is considered metagrudging.&lt;br /&gt;
&lt;br /&gt;
Metafriending Examples&lt;br /&gt;
These are all examples of things that are prohibited by at least one metashield item that is never revealed IC.&lt;br /&gt;
 - Giving a character additional access or a job because you are friends with the player who is playing that character.&lt;br /&gt;
 - Trusting a character because you are friends with the player who is playing that character.&lt;br /&gt;
 - Not fighting a character because you are friends with the player who is playing that character.&lt;br /&gt;
 - Ignoring your objective to kill a character because your character and theirs became friends in a previous round.&lt;br /&gt;
&lt;br /&gt;
Metagrudging Examples&lt;br /&gt;
These are all examples of things that are prohibited by at least one metashield item that is never revealed IC.&lt;br /&gt;
 - Not giving a character additional access or a job because you are mad at or don&#039;t like the player who is playing that character.&lt;br /&gt;
 - Not trusting a character because you are mad at or don&#039;t like the player who is playing that character.&lt;br /&gt;
 - Starting a fight with a character because of something that they did last round.&lt;br /&gt;
 - Starting a fight with a character because they killed you while you were playing a different character.&lt;br /&gt;
 - Targeting or harassing a character based on anything which that character did outside the current round.&lt;br /&gt;
 - Targeting or harassing a character based on anything which the character&#039;s player did while not playing the character.&lt;br /&gt;
&lt;br /&gt;
Explicitly Not Shielded&lt;br /&gt;
The following is a list of things that are explicitly not shielded. If something is not on this list, it doesn&#039;t mean that it is shielded, but if something is on it then it definitely is not shielded.&lt;br /&gt;
 - The fact that the nuke disk must be protected and could be used by a bad actor to try to destroy the station.&lt;br /&gt;
 - Items that are of high value or are desired by the Syndicate, and therefore are likely targets of theft.&lt;br /&gt;
 - The idea that any Syndicate agent or other bad actor has goals or objectives that they are attempting to accomplish.&lt;br /&gt;
 - The number of goals or objectives that a Syndicate agent or other bad actor has.&lt;br /&gt;
 - The fact that the Syndicate are enemies of Nanotrasen, and that they regularly attempt to send covert agents to spy on, sabotage, or attack Nanotrasen.&lt;br /&gt;
 - A character&#039;s typical appearance. Though you should keep in mind that multiple characters can share the same name.&lt;br /&gt;
 - The fact that the Syndicate have covert items capable of getting items to them, and that these items are known as uplinks.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>BumblingDoofer</name></author>
	</entry>
	<entry>
		<id>https://wiki.funkystation.org/index.php?title=Metashield&amp;diff=1299</id>
		<title>Metashield</title>
		<link rel="alternate" type="text/html" href="https://wiki.funkystation.org/index.php?title=Metashield&amp;diff=1299"/>
		<updated>2025-07-07T05:48:26Z</updated>

		<summary type="html">&lt;p&gt;BumblingDoofer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page is a list of things or information protected by the rules. Something that is &amp;quot;shielded&amp;quot; cannot be known by your character during a round until the &amp;quot;revealing condition&amp;quot; happens. This also means that your character cannot do things based on &amp;quot;shielded&amp;quot; information. Knowing or acting on something that is shielded before the revealing condition is met is referred to as metagaming.&lt;br /&gt;
&lt;br /&gt;
Revealing conditions reveal the shielded information for the round, not for a specific instance. This means that once a revealing condition is met in a round, the shield no longer applies in any case for the remainder of the round.&lt;br /&gt;
&lt;br /&gt;
Some revealing conditions say &amp;quot;Never revealed IC&amp;quot;. This means that your character can never act as if they know about that shielded thing.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Shield !! Revealing condition&lt;br /&gt;
|-&lt;br /&gt;
| Current game mode and possible antags during the current game mode. || Never revealed IC&lt;br /&gt;
|-&lt;br /&gt;
| Events from previous rounds. || Never revealed IC&lt;br /&gt;
|-&lt;br /&gt;
| Events you experienced as a different character. || Never revealed IC&lt;br /&gt;
|-&lt;br /&gt;
| All information related to the player of a character rather than the character itself.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;See &amp;quot;Metafriending and Metagrudging&amp;quot; below. || Never revealed IC&lt;br /&gt;
|-&lt;br /&gt;
| All information gained while dead or a ghost. || Never revealed IC&lt;br /&gt;
|-&lt;br /&gt;
| The fact that a round will end.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;This does not prevent knowing that a shift will end, but does prohibit things like preparing to kill people at central command when roleplay rules stop being enforced on LRP. || Never revealed IC&lt;br /&gt;
|-&lt;br /&gt;
| The existence of Nuclear Operatives beyond a myth that no one would act on.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The fact that the nuke disk must be protected and could be used by a bad actor to try to destroy the station is &#039;&#039;&#039;not shielded&#039;&#039;&#039;. || ANY of:&lt;br /&gt;
* &lt;br /&gt;
* discovering a nuclear operative&#039;s shuttle&lt;br /&gt;
* discovering an operative uplink&lt;br /&gt;
* a War Ops announcement&lt;br /&gt;
* being a nuclear operative&lt;br /&gt;
|-&lt;br /&gt;
| Implanted implants.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Implanters themselves and un-implanted implants are &#039;&#039;&#039;not shielded&#039;&#039;&#039;. Prohibits implant checking. || ANY of:&lt;br /&gt;
* discovering a non-NT implanter, used or unused&lt;br /&gt;
* discovering a non-NT implant box&lt;br /&gt;
* discovering use of a non-NT implant by anyone&lt;br /&gt;
* experiencing a situation where absolutely no other explanation is possible&lt;br /&gt;
* discovering an unlocked uplink&lt;br /&gt;
|-&lt;br /&gt;
| Chameleon items.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Being suspicious of an item being fake or stolen is &#039;&#039;&#039;not shielded&#039;&#039;&#039;, but testing items or calling them chameleon is covered by this shield. || ANY of:&lt;br /&gt;
* seeing someone else cause any chameleon item to change&lt;br /&gt;
* finding holographic nanomachine fibers&lt;br /&gt;
* experiencing a situation where absolutely no other explanation is possible&lt;br /&gt;
* discovering an unlocked uplink&lt;br /&gt;
|-&lt;br /&gt;
| The presence of Revolutionary Idealists on station beyond a myth that no one would act on is shielded. The fact they exist in universe is not shielded. || ANY of:&lt;br /&gt;
* evac shuttle being recalled for unsual activity/Open Revolt&lt;br /&gt;
* being a revolutionary&lt;br /&gt;
* witnessing someone being brainwashed by a flash&lt;br /&gt;
* discovering a USP fast draw implanter&lt;br /&gt;
* discovering a rev uplink&lt;br /&gt;
|-&lt;br /&gt;
| The fact that an item can be something other than what its visual appearance and examine description indicate.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;This shield protects stealth items, including protecting them from being tested. || ANY of:&lt;br /&gt;
* seeing the item behave differently than the expected behavior for the item&lt;br /&gt;
* seeing the item used for its hidden purpose&lt;br /&gt;
* experiencing a situation where absolutely no other explanation is possible&lt;br /&gt;
* discovering an unlocked uplink&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{MRPAmendment|A shield prevents your character from remembering anything that happened while unconscious. This shield is never revealed IC.}}&lt;br /&gt;
{{MRPAmendment|There is a &amp;quot;New Life Rule&amp;quot; shield. It prevents you from remembering anything that lead to your death, even if you are put into an MMI. If you are cloned, it also prevents you from remembering everything from that round. This shield is never revealed IC.}}&lt;br /&gt;
&lt;br /&gt;
== Metafriending and Metagrudging ==&lt;br /&gt;
&lt;br /&gt;
This section provides additional information on a concept that is prohibited by multiple metashield items that are never revealed IC. Giving a person or character preferential treatment based on something that your character should not know is considered metafriending. Treating a person or character negatively based on something that your character should not know is considered metagrudging.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| &amp;lt;strong&amp;gt;Metafriending Examples&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| These are all examples of things that are prohibited by at least one metashield item that is never revealed IC.&lt;br /&gt;
# Giving a character additional access or a job because you are friends with the player who is playing that character.&lt;br /&gt;
# Trusting a character because you are friends with the player who is playing that character.&lt;br /&gt;
# Not fighting a character because you are friends with the player who is playing that character.&lt;br /&gt;
# Ignoring your objective to kill a character because your character and theirs became friends in a previous round.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| &amp;lt;strong&amp;gt;Metagrudging Examples&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| These are all examples of things that are prohibited by at least one metashield item that is never revealed IC.&lt;br /&gt;
# Not giving a character additional access or a job because you are mad at or don&#039;t like the player who is playing that character.&lt;br /&gt;
# Not trusting a character because you are mad at or don&#039;t like the player who is playing that character.&lt;br /&gt;
# Starting a fight with a character because of something that they did last round.&lt;br /&gt;
# Starting a fight with a character because they killed you while you were playing a different character.&lt;br /&gt;
# Targeting or harassing a character based on anything which that character did outside of the current round.&lt;br /&gt;
# Targeting or harassing a character based on anything which the character&#039;s player did while not playing the character.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Explicitly not shielded ==&lt;br /&gt;
&lt;br /&gt;
The following is a list of things that are explicitly not shielded. If something is not on this list, it doesn&#039;t mean that it is shielded, but if something is on it then it definitely is not shielded.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;The fact that the nuke disk must be protected and could be used by a bad actor to try to destroy the station.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Items that the are of high value or are desired by the Syndicate, and therefore are likely targets of theft.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;The idea that any Syndicate agent or other bad actor has goals or objectives that they are attempting to accomplish.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;The number of goals or objectives that a Syndicate agent or other bad actor has.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;The fact that the Syndicate are enemies of Nanotrasen, and that they regularly attempt to send covert agents to spy on, sabotage, or attack Nanotrasen.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;A character&#039;s typical appearance. Though you should keep in mind that multiple characters can share the same name.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;The fact that the Syndicate have covert items capable of getting items to them, and that these items are known as uplinks.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== FOR REVIEW ==&lt;br /&gt;
== 6b. &#039;&#039;&#039;The Metashield&#039;&#039;&#039; ==&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| &amp;lt;strong&amp;gt;Details&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|The Metashield&lt;br /&gt;
Something that is &amp;quot;&#039;&#039;&#039;shielded&#039;&#039;&#039;&amp;quot; cannot be known by your character during a round until the &amp;quot;&#039;&#039;&#039;revealing condition&#039;&#039;&#039;&amp;quot; happens. This also means that your character cannot do things based on &amp;quot;&#039;&#039;&#039;shielded&#039;&#039;&#039;&amp;quot; information. Knowing or acting on something that is shielded before the revealing condition is met is referred to as metagaming.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Revealing conditions&#039;&#039;&#039; reveal the shielded information for the round, not for a specific instance. This means that once a revealing condition is met in a round, the shield no longer applies in any case for the remainder of the round.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nuclear Operatives&#039;&#039;&#039;&lt;br /&gt;
The existence of Nuclear Operatives beyond a myth that no one would act on is shielded.&lt;br /&gt;
The fact that the nuke disk must be protected and could be used by a bad actor to try to destroy the station is not shielded.&lt;br /&gt;
&lt;br /&gt;
The revealing condition for this shield is any of the following:&lt;br /&gt;
 - discovering a bloodred hardsuit&lt;br /&gt;
 - discovering a nuclear operative&#039;s shuttle&lt;br /&gt;
 - an operative name&lt;br /&gt;
 - a War Ops announcement&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Changelings&#039;&#039;&#039;&lt;br /&gt;
In the eyes of the public, changelings are an exterminated predatory lifeform and their potential existence on the station is shielded.&lt;br /&gt;
This metashield prohibits players from crew bloodtesting until the metashield is revealed.&lt;br /&gt;
&lt;br /&gt;
Knowledge about the abilities of changelings is not shielded.&lt;br /&gt;
&lt;br /&gt;
The revealing condition for this shield is any of the following:&lt;br /&gt;
  - discovering a hollowed body&lt;br /&gt;
  - witnessing the use of changeling-only abilities&lt;br /&gt;
  - witnessing someone trying to absorb a body&lt;br /&gt;
  - witnessing someone changing their appearance&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Implanted Implants&#039;&#039;&#039;&lt;br /&gt;
Implanted implants are shielded.&lt;br /&gt;
Implanters themselves and un-implanted implants are not shielded. This prohibits implant checking.&lt;br /&gt;
&lt;br /&gt;
The revealing condition for this shield is any of the following:&lt;br /&gt;
 - discovering a non-NT implanter, used or unused&lt;br /&gt;
 - discovering a non-NT implant box&lt;br /&gt;
 - discovering use of a non-NT implant by anyone&lt;br /&gt;
 - experiencing a situation where absolutely no other explanation is possible&lt;br /&gt;
 - discovering an unlocked uplink&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chameleon Items&#039;&#039;&#039;&lt;br /&gt;
Chameleon items are shielded.&lt;br /&gt;
Being suspicious of an item being fake or stolen is not shielded, but testing items or calling them chameleon is covered by this shield.&lt;br /&gt;
&lt;br /&gt;
The revealing condition for this shield is any of the following:&lt;br /&gt;
- seeing someone else cause any chameleon item to change&lt;br /&gt;
 - finding holographic nanomachine fibers&lt;br /&gt;
 - experiencing a situation where absolutely no other explanation is possible&lt;br /&gt;
 - discovering an unlocked uplink&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stealth Items&#039;&#039;&#039;&lt;br /&gt;
The fact that an item can be something other than what its visual appearance and examine description indicate is shielded.&lt;br /&gt;
This shield protects stealth items, including protecting them from being tested.&lt;br /&gt;
&lt;br /&gt;
 The revealing condition for this shield is any of the following:&lt;br /&gt;
 - seeing the item behave differently than the expected behavior for the item&lt;br /&gt;
 - seeing the item used for its hidden purpose&lt;br /&gt;
 - experiencing a situation where absolutely no other explanation is possible&lt;br /&gt;
 - discovering an unlocked uplink&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Metafriending and Metagrudging&#039;&#039;&#039;&lt;br /&gt;
  This section provides additional information on a concept that is prohibited by multiple metashield items that are never revealed IC. Giving a person or character preferential treatment based on something that your character should not know is considered metafriending. Treating a person or character negatively based on something that your character should not know is considered metagrudging.&lt;br /&gt;
&lt;br /&gt;
Metafriending Examples&lt;br /&gt;
These are all examples of things that are prohibited by at least one metashield item that is never revealed IC.&lt;br /&gt;
 - Giving a character additional access or a job because you are friends with the player who is playing that character.&lt;br /&gt;
 - Trusting a character because you are friends with the player who is playing that character.&lt;br /&gt;
 - Not fighting a character because you are friends with the player who is playing that character.&lt;br /&gt;
 - Ignoring your objective to kill a character because your character and theirs became friends in a previous round.&lt;br /&gt;
&lt;br /&gt;
Metagrudging Examples&lt;br /&gt;
These are all examples of things that are prohibited by at least one metashield item that is never revealed IC.&lt;br /&gt;
 - Not giving a character additional access or a job because you are mad at or don&#039;t like the player who is playing that character.&lt;br /&gt;
 - Not trusting a character because you are mad at or don&#039;t like the player who is playing that character.&lt;br /&gt;
 - Starting a fight with a character because of something that they did last round.&lt;br /&gt;
 - Starting a fight with a character because they killed you while you were playing a different character.&lt;br /&gt;
 - Targeting or harassing a character based on anything which that character did outside the current round.&lt;br /&gt;
 - Targeting or harassing a character based on anything which the character&#039;s player did while not playing the character.&lt;br /&gt;
&lt;br /&gt;
Explicitly Not Shielded&lt;br /&gt;
The following is a list of things that are explicitly not shielded. If something is not on this list, it doesn&#039;t mean that it is shielded, but if something is on it then it definitely is not shielded.&lt;br /&gt;
 - The fact that the nuke disk must be protected and could be used by a bad actor to try to destroy the station.&lt;br /&gt;
 - Items that are of high value or are desired by the Syndicate, and therefore are likely targets of theft.&lt;br /&gt;
 - The idea that any Syndicate agent or other bad actor has goals or objectives that they are attempting to accomplish.&lt;br /&gt;
 - The number of goals or objectives that a Syndicate agent or other bad actor has.&lt;br /&gt;
 - The fact that the Syndicate are enemies of Nanotrasen, and that they regularly attempt to send covert agents to spy on, sabotage, or attack Nanotrasen.&lt;br /&gt;
 - A character&#039;s typical appearance. Though you should keep in mind that multiple characters can share the same name.&lt;br /&gt;
 - The fact that the Syndicate have covert items capable of getting items to them, and that these items are known as uplinks.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>BumblingDoofer</name></author>
	</entry>
	<entry>
		<id>https://wiki.funkystation.org/index.php?title=Metashield&amp;diff=1298</id>
		<title>Metashield</title>
		<link rel="alternate" type="text/html" href="https://wiki.funkystation.org/index.php?title=Metashield&amp;diff=1298"/>
		<updated>2025-07-07T02:29:48Z</updated>

		<summary type="html">&lt;p&gt;BumblingDoofer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page is a list of things or information protected by the rules. Something that is &amp;quot;shielded&amp;quot; cannot be known by your character during a round until the &amp;quot;revealing condition&amp;quot; happens. This also means that your character cannot do things based on &amp;quot;shielded&amp;quot; information. Knowing or acting on something that is shielded before the revealing condition is met is referred to as metagaming.&lt;br /&gt;
&lt;br /&gt;
Revealing conditions reveal the shielded information for the round, not for a specific instance. This means that once a revealing condition is met in a round, the shield no longer applies in any case for the remainder of the round.&lt;br /&gt;
&lt;br /&gt;
Some revealing conditions say &amp;quot;Never revealed IC&amp;quot;. This means that your character can never act as if they know about that shielded thing.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Shield !! Revealing condition&lt;br /&gt;
|-&lt;br /&gt;
| Current game mode and possible antags during the current game mode. || Never revealed IC&lt;br /&gt;
|-&lt;br /&gt;
| Events from previous rounds. || Never revealed IC&lt;br /&gt;
|-&lt;br /&gt;
| Events you experienced as a different character. || Never revealed IC&lt;br /&gt;
|-&lt;br /&gt;
| All information related to the player of a character rather than the character itself.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;See &amp;quot;Metafriending and Metagrudging&amp;quot; below. || Never revealed IC&lt;br /&gt;
|-&lt;br /&gt;
| All information gained while dead or a ghost. || Never revealed IC&lt;br /&gt;
|-&lt;br /&gt;
| The fact that a round will end.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;This does not prevent knowing that a shift will end, but does prohibit things like preparing to kill people at central command when roleplay rules stop being enforced on LRP. || Never revealed IC&lt;br /&gt;
|-&lt;br /&gt;
| The existence of Nuclear Operatives beyond a myth that no one would act on.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The fact that the nuke disk must be protected and could be used by a bad actor to try to destroy the station is &#039;&#039;&#039;not shielded&#039;&#039;&#039;. || ANY of:&lt;br /&gt;
* &lt;br /&gt;
* discovering a nuclear operative&#039;s shuttle&lt;br /&gt;
* discovering an operative uplink&lt;br /&gt;
* a War Ops announcement&lt;br /&gt;
* being a nuclear operative&lt;br /&gt;
|-&lt;br /&gt;
| Implanted implants.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Implanters themselves and un-implanted implants are &#039;&#039;&#039;not shielded&#039;&#039;&#039;. Prohibits implant checking. || ANY of:&lt;br /&gt;
* discovering a non-NT implanter, used or unused&lt;br /&gt;
* discovering a non-NT implant box&lt;br /&gt;
* discovering use of a non-NT implant by anyone&lt;br /&gt;
* experiencing a situation where absolutely no other explanation is possible&lt;br /&gt;
* discovering an unlocked uplink&lt;br /&gt;
|-&lt;br /&gt;
| Chameleon items.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Being suspicious of an item being fake or stolen is &#039;&#039;&#039;not shielded&#039;&#039;&#039;, but testing items or calling them chameleon is covered by this shield. || ANY of:&lt;br /&gt;
* seeing someone else cause any chameleon item to change&lt;br /&gt;
* finding holographic nanomachine fibers&lt;br /&gt;
* experiencing a situation where absolutely no other explanation is possible&lt;br /&gt;
* discovering an unlocked uplink&lt;br /&gt;
|-&lt;br /&gt;
| The fact that an item can be something other than what its visual appearance and examine description indicate.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;This shield protects stealth items, including protecting them from being tested. || ANY of:&lt;br /&gt;
* seeing the item behave differently than the expected behavior for the item&lt;br /&gt;
* seeing the item used for its hidden purpose&lt;br /&gt;
* experiencing a situation where absolutely no other explanation is possible&lt;br /&gt;
* discovering an unlocked uplink&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{MRPAmendment|A shield prevents your character from remembering anything that happened while unconscious. This shield is never revealed IC.}}&lt;br /&gt;
{{MRPAmendment|There is a &amp;quot;New Life Rule&amp;quot; shield. It prevents you from remembering anything that lead to your death, even if you are put into an MMI. If you are cloned, it also prevents you from remembering everything from that round. This shield is never revealed IC.}}&lt;br /&gt;
&lt;br /&gt;
== Metafriending and Metagrudging ==&lt;br /&gt;
&lt;br /&gt;
This section provides additional information on a concept that is prohibited by multiple metashield items that are never revealed IC. Giving a person or character preferential treatment based on something that your character should not know is considered metafriending. Treating a person or character negatively based on something that your character should not know is considered metagrudging.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| &amp;lt;strong&amp;gt;Metafriending Examples&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| These are all examples of things that are prohibited by at least one metashield item that is never revealed IC.&lt;br /&gt;
# Giving a character additional access or a job because you are friends with the player who is playing that character.&lt;br /&gt;
# Trusting a character because you are friends with the player who is playing that character.&lt;br /&gt;
# Not fighting a character because you are friends with the player who is playing that character.&lt;br /&gt;
# Ignoring your objective to kill a character because your character and theirs became friends in a previous round.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| &amp;lt;strong&amp;gt;Metagrudging Examples&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| These are all examples of things that are prohibited by at least one metashield item that is never revealed IC.&lt;br /&gt;
# Not giving a character additional access or a job because you are mad at or don&#039;t like the player who is playing that character.&lt;br /&gt;
# Not trusting a character because you are mad at or don&#039;t like the player who is playing that character.&lt;br /&gt;
# Starting a fight with a character because of something that they did last round.&lt;br /&gt;
# Starting a fight with a character because they killed you while you were playing a different character.&lt;br /&gt;
# Targeting or harassing a character based on anything which that character did outside of the current round.&lt;br /&gt;
# Targeting or harassing a character based on anything which the character&#039;s player did while not playing the character.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Explicitly not shielded ==&lt;br /&gt;
&lt;br /&gt;
The following is a list of things that are explicitly not shielded. If something is not on this list, it doesn&#039;t mean that it is shielded, but if something is on it then it definitely is not shielded.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;The fact that the nuke disk must be protected and could be used by a bad actor to try to destroy the station.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Items that the are of high value or are desired by the Syndicate, and therefore are likely targets of theft.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;The idea that any Syndicate agent or other bad actor has goals or objectives that they are attempting to accomplish.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;The number of goals or objectives that a Syndicate agent or other bad actor has.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;The fact that the Syndicate are enemies of Nanotrasen, and that they regularly attempt to send covert agents to spy on, sabotage, or attack Nanotrasen.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;A character&#039;s typical appearance. Though you should keep in mind that multiple characters can share the same name.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;The fact that the Syndicate have covert items capable of getting items to them, and that these items are known as uplinks.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== FOR REVIEW ==&lt;br /&gt;
== 6b. &#039;&#039;&#039;The Metashield&#039;&#039;&#039; ==&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| &amp;lt;strong&amp;gt;Details&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|The Metashield&lt;br /&gt;
Something that is &amp;quot;&#039;&#039;&#039;shielded&#039;&#039;&#039;&amp;quot; cannot be known by your character during a round until the &amp;quot;&#039;&#039;&#039;revealing condition&#039;&#039;&#039;&amp;quot; happens. This also means that your character cannot do things based on &amp;quot;&#039;&#039;&#039;shielded&#039;&#039;&#039;&amp;quot; information. Knowing or acting on something that is shielded before the revealing condition is met is referred to as metagaming.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Revealing conditions&#039;&#039;&#039; reveal the shielded information for the round, not for a specific instance. This means that once a revealing condition is met in a round, the shield no longer applies in any case for the remainder of the round.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nuclear Operatives&#039;&#039;&#039;&lt;br /&gt;
The existence of Nuclear Operatives beyond a myth that no one would act on is shielded.&lt;br /&gt;
The fact that the nuke disk must be protected and could be used by a bad actor to try to destroy the station is not shielded.&lt;br /&gt;
&lt;br /&gt;
The revealing condition for this shield is any of the following:&lt;br /&gt;
 - discovering a bloodred hardsuit&lt;br /&gt;
 - discovering a nuclear operative&#039;s shuttle&lt;br /&gt;
 - an operative name&lt;br /&gt;
 - a War Ops announcement&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Changelings&#039;&#039;&#039;&lt;br /&gt;
In the eyes of the public, changelings are an exterminated predatory lifeform and their potential existence on the station is shielded.&lt;br /&gt;
This metashield prohibits players from crew bloodtesting until the metashield is revealed.&lt;br /&gt;
&lt;br /&gt;
Knowledge about the abilities of changelings is not shielded.&lt;br /&gt;
&lt;br /&gt;
The revealing condition for this shield is any of the following:&lt;br /&gt;
  - discovering a hollowed body&lt;br /&gt;
  - witnessing the use of changeling-only abilities&lt;br /&gt;
  - witnessing someone trying to absorb a body&lt;br /&gt;
  - witnessing someone changing their appearance&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Implanted Implants&#039;&#039;&#039;&lt;br /&gt;
Implanted implants are shielded.&lt;br /&gt;
Implanters themselves and un-implanted implants are not shielded. This prohibits implant checking.&lt;br /&gt;
&lt;br /&gt;
The revealing condition for this shield is any of the following:&lt;br /&gt;
 - discovering a non-NT implanter, used or unused&lt;br /&gt;
 - discovering a non-NT implant box&lt;br /&gt;
 - discovering use of a non-NT implant by anyone&lt;br /&gt;
 - experiencing a situation where absolutely no other explanation is possible&lt;br /&gt;
 - discovering an unlocked uplink&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chameleon Items&#039;&#039;&#039;&lt;br /&gt;
Chameleon items are shielded.&lt;br /&gt;
Being suspicious of an item being fake or stolen is not shielded, but testing items or calling them chameleon is covered by this shield.&lt;br /&gt;
&lt;br /&gt;
The revealing condition for this shield is any of the following:&lt;br /&gt;
- seeing someone else cause any chameleon item to change&lt;br /&gt;
 - finding holographic nanomachine fibers&lt;br /&gt;
 - experiencing a situation where absolutely no other explanation is possible&lt;br /&gt;
 - discovering an unlocked uplink&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stealth Items&#039;&#039;&#039;&lt;br /&gt;
The fact that an item can be something other than what its visual appearance and examine description indicate is shielded.&lt;br /&gt;
This shield protects stealth items, including protecting them from being tested.&lt;br /&gt;
&lt;br /&gt;
 The revealing condition for this shield is any of the following:&lt;br /&gt;
 - seeing the item behave differently than the expected behavior for the item&lt;br /&gt;
 - seeing the item used for its hidden purpose&lt;br /&gt;
 - experiencing a situation where absolutely no other explanation is possible&lt;br /&gt;
 - discovering an unlocked uplink&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Metafriending and Metagrudging&#039;&#039;&#039;&lt;br /&gt;
  This section provides additional information on a concept that is prohibited by multiple metashield items that are never revealed IC. Giving a person or character preferential treatment based on something that your character should not know is considered metafriending. Treating a person or character negatively based on something that your character should not know is considered metagrudging.&lt;br /&gt;
&lt;br /&gt;
Metafriending Examples&lt;br /&gt;
These are all examples of things that are prohibited by at least one metashield item that is never revealed IC.&lt;br /&gt;
 - Giving a character additional access or a job because you are friends with the player who is playing that character.&lt;br /&gt;
 - Trusting a character because you are friends with the player who is playing that character.&lt;br /&gt;
 - Not fighting a character because you are friends with the player who is playing that character.&lt;br /&gt;
 - Ignoring your objective to kill a character because your character and theirs became friends in a previous round.&lt;br /&gt;
&lt;br /&gt;
Metagrudging Examples&lt;br /&gt;
These are all examples of things that are prohibited by at least one metashield item that is never revealed IC.&lt;br /&gt;
 - Not giving a character additional access or a job because you are mad at or don&#039;t like the player who is playing that character.&lt;br /&gt;
 - Not trusting a character because you are mad at or don&#039;t like the player who is playing that character.&lt;br /&gt;
 - Starting a fight with a character because of something that they did last round.&lt;br /&gt;
 - Starting a fight with a character because they killed you while you were playing a different character.&lt;br /&gt;
 - Targeting or harassing a character based on anything which that character did outside the current round.&lt;br /&gt;
 - Targeting or harassing a character based on anything which the character&#039;s player did while not playing the character.&lt;br /&gt;
&lt;br /&gt;
Explicitly Not Shielded&lt;br /&gt;
The following is a list of things that are explicitly not shielded. If something is not on this list, it doesn&#039;t mean that it is shielded, but if something is on it then it definitely is not shielded.&lt;br /&gt;
 - The fact that the nuke disk must be protected and could be used by a bad actor to try to destroy the station.&lt;br /&gt;
 - Items that are of high value or are desired by the Syndicate, and therefore are likely targets of theft.&lt;br /&gt;
 - The idea that any Syndicate agent or other bad actor has goals or objectives that they are attempting to accomplish.&lt;br /&gt;
 - The number of goals or objectives that a Syndicate agent or other bad actor has.&lt;br /&gt;
 - The fact that the Syndicate are enemies of Nanotrasen, and that they regularly attempt to send covert agents to spy on, sabotage, or attack Nanotrasen.&lt;br /&gt;
 - A character&#039;s typical appearance. Though you should keep in mind that multiple characters can share the same name.&lt;br /&gt;
 - The fact that the Syndicate have covert items capable of getting items to them, and that these items are known as uplinks.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>BumblingDoofer</name></author>
	</entry>
	<entry>
		<id>https://wiki.funkystation.org/index.php?title=Adminning_Policy&amp;diff=1263</id>
		<title>Adminning Policy</title>
		<link rel="alternate" type="text/html" href="https://wiki.funkystation.org/index.php?title=Adminning_Policy&amp;diff=1263"/>
		<updated>2025-05-19T21:14:05Z</updated>

		<summary type="html">&lt;p&gt;BumblingDoofer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Admin policy, including for things out-of-game, are listed here, and is the standard of how admins should interface with the community.&lt;br /&gt;
&lt;br /&gt;
== Admin Rules ==&lt;br /&gt;
These apply to all individuals with access to staff chats, including but not limited to Admins and Community Moderators.&lt;br /&gt;
Admins will be held to the same standards as any other player regarding behavior ingame and on the Discord server, and any punishments/warnings will not take into account their status as an Admin.&lt;br /&gt;
&lt;br /&gt;
#Be kind.&lt;br /&gt;
#Members of the Admin Team should also be on the Discord server for communications purposes. While actively adminning, admins should also be available on the Discord server. This does not apply while not adminned in-game.&lt;br /&gt;
#Admins should check the forums &amp;amp; tickets periodically.&lt;br /&gt;
#Admins should not leak or otherwise discuss staff channel discussions (including ingame Admin channel chats) outside of said staff channels without the express consent of all involved.&lt;br /&gt;
#Admins are expected to know and follow all game rules and rules imposed on Admins at all times.&lt;br /&gt;
#If you&#039;re the last admin online on one of the servers and you leave, shoot a Game Staff ping into the staff channel to let everyone know the server&#039;s deadminned.&lt;br /&gt;
#If you&#039;re playing, do not look at the staff chats, including the ahelp channels.&lt;br /&gt;
#Don&#039;t admin intoxicated, it has the opportunity to be unpleasant for everyone involved.&lt;br /&gt;
#Admins may admin while playing, but are expected to deadmin when playing important roles (AI, Command, Sec, Antags, etc.)&lt;br /&gt;
#It is recommended to only do so on low population, and all rules concerning metagaming apply heavily if an admin chooses to do so.&lt;br /&gt;
#Admins may not handle reports or ahelps concerning themselves and must ping other staff to do so.&lt;br /&gt;
#Admins may not utilize the staff chats to report behavior while they are in-round, they must use an ahelp or a ticket, same as any other player.&lt;br /&gt;
#Admins should not be discussing admin business, such as player punishments, outside of staff chats, with the exception of clarifying a misconception.&lt;br /&gt;
#Avoid publicly engaging with intra-server drama. As a member of staff you&#039;re a reflection of the server.&lt;br /&gt;
&lt;br /&gt;
== Ranks / Structure ==&lt;br /&gt;
=== Head Maintainer / Host ===&lt;br /&gt;
On the same level as the Head Admin, with a focus towards development.&lt;br /&gt;
Their duties relating to staffing extend to their responsibilities, powers, and ownership of the Funky Station servers and website.&lt;br /&gt;
&lt;br /&gt;
=== Head Admin ===&lt;br /&gt;
On the same level as the Head Maintainer / Host, with a focus towards admin affairs. They are solely responsible for hiring new Admins and Community Moderators, and with the support of the Senior Admins they are responsible for handling demotion procedure. They are also expected to handle rule clarifications and mediation when an issue arises between staff.&lt;br /&gt;
*Duties:&lt;br /&gt;
#Running once-a-month open applications for Admins&lt;br /&gt;
#Promoting Admins&lt;br /&gt;
#Heading disciplinary action on Admins, and demoting with Senior Admin approval&lt;br /&gt;
#Making sure ban appeals and admin complaints are handled in a timely manner&lt;br /&gt;
#Mediating and resolving any conflicts that arise within the staff team&lt;br /&gt;
&lt;br /&gt;
=== Community Manager ===&lt;br /&gt;
This role is directly under the Head Admin, same as the Senior Admins, and their primary duties lie in assisting the Head Admin with communication on behalf of the staff team to the rest of the community, as well as representing the Funky community to external communities. They also directly manage the Community Moderators.&lt;br /&gt;
*Duties:&lt;br /&gt;
#Handling hiring / demotion of Community Moderators with the assistance of the Head Admin&lt;br /&gt;
#Assisting the staff team in regards with communications to the community (e.g. announcements, clarifications, Discord/Forum rule enforcement)&lt;br /&gt;
#Acting as an ambassadorial role / representative to other communities&lt;br /&gt;
&lt;br /&gt;
=== Admin ===&lt;br /&gt;
==== Senior Admin ====&lt;br /&gt;
This is a hand-picked &#039;council&#039; of admins who have proven themselves to have an excellent fundamental grasp on everything from policy to training. Decisions made by the admin team and Head Admin will typically pass through this group for confidence, including Head Admin and Community Manager candidates.&lt;br /&gt;
*Duties:&lt;br /&gt;
#Assisting the Head Admin with orientating new Trial Admins&lt;br /&gt;
#Being an active mentor for all other admins up to and including Full Admins&lt;br /&gt;
#Acting in an advisory role to the Head Admin and Host for all important decisions&lt;br /&gt;
#Assembling groups for admin complaints&lt;br /&gt;
#Voting on matters regarding the demotion of a member of staff&lt;br /&gt;
&lt;br /&gt;
==== Admin ====&lt;br /&gt;
This is a full admin, trusted with full access to PII (IPs, HWIDs, connection log) on the admin website, access to the full-admin chat, and access to the Adminbus.&lt;br /&gt;
*Duties:&lt;br /&gt;
#Assist in acting as a mentor to Junior and Trial Admins&lt;br /&gt;
#Be able to handle the server independently and clarify rules when needed&lt;br /&gt;
#Be able to handle and moderate large-scale events with the assistance of 1 other admin&lt;br /&gt;
&lt;br /&gt;
==== Junior Admin ====&lt;br /&gt;
This is the second phase of orientation, they have spawning permissions for the purpose of mild gimmicks and running minor events with full admin supervision. They additionally get access to the ban appeal discussion channels and are on the list of appeal-handlers.&lt;br /&gt;
The Head Admin should keep a tab on the Junior Admin and after 4 weeks make the decision on whether or not to promote them.&lt;br /&gt;
*Duties:&lt;br /&gt;
#Get a handle on your new abilities, including spawning and VV&lt;br /&gt;
#Start handling ban appeals with help from full admins&lt;br /&gt;
#Get a handle on running some minor events and the how-tos and whys of such (with full-mins present)&lt;br /&gt;
&lt;br /&gt;
==== Trial Admin ====&lt;br /&gt;
This is the very base orientation phase of an Admin, they do not have spawning or View Variable permissions and are just expected to get a handle on moderation duties, community duties, and general conduct. Trial Admins should get first dibs to handle any ahelps that arise in-game, and a more senior admin should only help with advice / step in if requested, or if the situation escalates.&lt;br /&gt;
The Head Admin and Senior Admins should keep a tab on the Trial Admin&#039;s progress, and after 2-4 weeks make the decision on whether or not to promote them.&lt;br /&gt;
*Duties:&lt;br /&gt;
#Ingratiate yourself with the staff team!&lt;br /&gt;
#Get comfortable with handling Community Duties and in-game moderation.&lt;br /&gt;
&lt;br /&gt;
=== Community Moderator ===&lt;br /&gt;
This is a role that grants access to staff chats, and is intended primarily to moderate Discord and the Forums to prevent rulebreaks. They work under the Community Manager.&lt;br /&gt;
*Duties:&lt;br /&gt;
#Moderating the Discord and Forums for rulebreaks&lt;br /&gt;
#Mediating minor conflicts in the Discord so they don&#039;t get out of hand, and shutting them down if necessary&lt;br /&gt;
&lt;br /&gt;
== Community Duties ==&lt;br /&gt;
All admins regardless of position are expected to do and check these regularly, as it is a large part of their out-of-game duties. If not claimed, the Head Admin may assign any of these to any admin as they deem fit.&lt;br /&gt;
&lt;br /&gt;
=== Time Transfers ===&lt;br /&gt;
#Players can make tickets in the #create-a-ticket channel, following the format found within.&lt;br /&gt;
#All role time is transferred with the exception of Overall, Security, and Command playtime&lt;br /&gt;
#Apply times through the Time Transfer Panel (add time)&lt;br /&gt;
#Leave a note on the player that time has been transferred so there are no duplicate time transfers made&lt;br /&gt;
#If there is a duplicate time transfer, set all their times to 0. They brought it on themselves.&lt;br /&gt;
&lt;br /&gt;
=== Ban Appeals ===&lt;br /&gt;
#All Junior Admins and above can and are expected to handle ban appeals.&lt;br /&gt;
#If a ban appeal isn&#039;t &#039;claimed&#039; by an admin within a day of it being made, the Head Admin will select, either randomly or through some other method, an admin to handle it.&lt;br /&gt;
#The banning admin may claim the appeal only if they intend to reduce or otherwise remove it.&lt;br /&gt;
#If the ban appeal is low effort, does not follow format, or is otherwise Deeply Unserious, close the ban appeal with a short explanation.&lt;br /&gt;
#When handling an appeal, put as much effort into the response as they did to their appeal. This isn&#039;t to say we encourage text walls, but an earnest appeal will be met with an earnest response.&lt;br /&gt;
#If you are handling the appeal, you must check the ahelp logs, player note and ban history, and contact the banning admin prior to any judgments. Depending on the appeal, it is also recommended to look through round logs and/or replay if necessary.&lt;br /&gt;
#You may ask the player questions for clarification, for which they should have a reasonable opportunity to respond.&lt;br /&gt;
#If the appeal is for a ban the length of a week or longer, the handling admin should make a vote to accept, deny, or shorten the ban, and ping Game Staff.&lt;br /&gt;
#If a vote is not required, the handling admin may make the judgment to accept or deny the appeal.&lt;br /&gt;
#If the ban has expired by the time the appeal is handled, the ban note may or may not be stricken from the player&#039;s record at the handling admin&#039;s discretion.&lt;br /&gt;
&lt;br /&gt;
=== Admin Complaints ===&lt;br /&gt;
==== Against a Regular Admin ====&lt;br /&gt;
#The Head Admin reviews the complaint and decides if it is worthy enough to be considered.&lt;br /&gt;
#If it is, the Head Admin is to gather a team of at least 5 admins, including themselves, to review the complaint.&lt;br /&gt;
#The admin complaint is then reviewed and discussed among this team for 2 or so days. A message by either the Head Admin or another Admin part of the review team will post that it is being discussed.&lt;br /&gt;
#After discussion has concluded, a write-up about what went wrong and how to move forward from this will be posted on the Forum.&lt;br /&gt;
&lt;br /&gt;
==== Against the Head Admin or Host ====&lt;br /&gt;
#If the complaint is about the Host, then the Head Admin will review it. If the complaint is about the Head Admin, then the Host will review it.&lt;br /&gt;
#If the complaint also requests that a regular admin review it, then the Senior Admins will discuss if it is worthy enough to review, then gather a team of 5, including themselves, to review the complaint.&lt;br /&gt;
#The review process is the same for both.&lt;br /&gt;
&lt;br /&gt;
==== Whitelists ====&lt;br /&gt;
#Check individual&#039;s profile for blatantly offensive content (e.g. Nazi dogwhistles) - if any are found, they may be warned or banned depending on severity.&lt;br /&gt;
#Whitelists should only be run through when there is at least 1 admin ingame on either server.&lt;br /&gt;
#If the name is odd or something about the individual&#039;s profile tips you off, check their username for any active ban appeals. If none are found, they should be good to whitelist with no questions.&lt;br /&gt;
#If an active ban or ban appeal is found, it is encouraged to ask why in a private thread. Current precedent is recent active bans on other servers may require a successful ban appeal before whitelisting.&lt;br /&gt;
&lt;br /&gt;
==== Replay Reviews ====&lt;br /&gt;
#Any individual can make a request for a replay review, either through an ahelp, a ban appeal or admin complaint, or through a ticket on the Discord.&lt;br /&gt;
#Bans and notes may be applied upon a replay review.&lt;br /&gt;
#If applying a ban or a note on a replay review, be sure to include the round number and timestamp. Note / Ban policy also applies here.&lt;br /&gt;
&lt;br /&gt;
== Events ==&lt;br /&gt;
&lt;br /&gt;
=== Rules ===&lt;br /&gt;
#If you&#039;re running a large event, you should have enough admin coverage for the round to do regular admin stuff while the event is being run. If this cannot be achieved, the event should not be run as moderation should take priority.&lt;br /&gt;
#Large events must be pre-planned, and if significant setup time is required (e.g. mapping), it should be coordinated on the GitHub.&lt;br /&gt;
#Large events should be primarily planned to run on Fridays. Funky Friday only drops the frequency expectation of events, all other rules apply.&lt;br /&gt;
#Events are a privilege and should not be performed to the detriment of all other admin tasks (primarily community work e.g. appeals, as well as in-game moderation)&lt;br /&gt;
#Don&#039;t interfere in another admin&#039;s planned event without communication.&lt;br /&gt;
#Limit yourself. If you&#039;re doing an event every round / other round, you&#039;re doing it too frequently. Events should be well thought-out, and not everything needs to be a bit. This is waived for exceptions such as: teaching new players on Sundays, or adjusting gamerules / adding antags for round balance reasons.&lt;br /&gt;
#Trial &amp;amp; Junior Admins should not run events of any scale without admin/senior admin oversight. Exception is granted for minor things e.g. giving Cargo a mail teleporter, or CC fax responses that do not include anything of substance being sent/promised to the crew.&lt;br /&gt;
#Always log events in the event logs channel, even small ones.&lt;br /&gt;
&lt;br /&gt;
=== Scheduling ===&lt;br /&gt;
#Scheduled events include any event that will substantially affect the game from the start of the round to the end, including any relying on manipulating mechanics or player behavior outside of roleplay.&lt;br /&gt;
#A Senior Admin must greenlight the scheduled event (post it in the event ideas channel for this), and at least two full-admins must be available to oversee the entirety.&lt;br /&gt;
#Events requiring scheduling should be primarily planned to run on Fridays.&lt;br /&gt;
#Event frequency on Fridays is more lax compared to other days, but is limited to one event every other round.&lt;br /&gt;
#Scheduled events outside of Fridays must be announced to the players either prior to the round starting or earlier in the week.&lt;br /&gt;
&lt;br /&gt;
=== Guidelines ===&lt;br /&gt;
#Events should aim to be inclusive to as many of the players as possible.&lt;br /&gt;
#The best events are typically those that most players wouldn&#039;t even think of as an admin event. Aim to keep things as ingame as possible - that is to say, avoid breaking immersion.&lt;br /&gt;
#If you end up running an event that ruins the round (it happens, minor things can spiral very quickly), it is recommended to apologize and give antag tokens to affected antagonists.&lt;br /&gt;
#Keep events player-friendly. Run them based on what&#039;s good for the round and players rather than what&#039;s funny to you at the moment. A good example is sending an ERT when half of the station is dead and 2 dragons are running free. A bad example is spawning yourself in as a deathsquad agent 15 minutes into the round.&lt;br /&gt;
&lt;br /&gt;
== Ahelps and Notes ==&lt;br /&gt;
=== Ahelp Policy ===&lt;br /&gt;
#The goal for tone is always to be approachable and somewhat casual, or at least polite. We are people dealing with other people and that should be kept at the forefront of an Ahelp. If someone is being rude to you in an Ahelp, be sure to mention the appropriate rule-break and issue a punishment in line with the admin policy.&lt;br /&gt;
#If you&#039;re Ahelping as a proactive investigation or as a non-serious message, keep it silent.&lt;br /&gt;
#Always check the notes of the player you are Ahelping or receiving an Ahelp from.&lt;br /&gt;
#Attempt to respond to an Ahelp in a reasonable timeframe, even if that response is just &#039;Looking into this.&#039;&lt;br /&gt;
#Keep one admin maximum speaking to a player in an Ahelp unless you are explicitly handing it over to another, so the player does not feel dogpiled.&lt;br /&gt;
#Avoid messaging somebody who is in the middle of a situation unless highly necessary to avoid adding undue stress. People are way easier to speak to when they aren&#039;t trying to balance 5 things at once.&lt;br /&gt;
#If you are unsure about an action a player has done, Ahelp the player in question and ask additional clarifying questions. Ahelping to ask questions is encouraged in-order to get as much context as possible and to avoid accidentally banning someone for something that should have been a warning.&lt;br /&gt;
#Avoid making any punishments before you&#039;re positive you&#039;ve fully reviewed applicable logs / have the necessary information required to make a judgment. A punishment, such as a warning or ban, is a last resort.&lt;br /&gt;
#If you feel frustrated / someone&#039;s going back-and-forth with you, sometimes you just need to step back and assess the situation. This may look like asking another admin to step in and handle the Ahelp, or it may look like a temporary ban. Point the offender to Rule 4 for this purpose. It is not healthy for either the admin nor the Ahelp-ee to get excessively worked up over what&#039;s typically a warning or a time-out from the game.&lt;br /&gt;
#Be sure to look at previous Admin Rulings to ensure we stay consistent on certain rulebreaks or grey areas.&lt;br /&gt;
#If a situation seems it&#039;s going to resolve itself IC, even if rules were broken, consider not messaging anyone over it, at the very least until after the situation resolves. The game runs smoother and people are happier when players feel like admins aren&#039;t breathing down their backs.&lt;br /&gt;
&lt;br /&gt;
=== Notes ===&lt;br /&gt;
#Notes should be concise, with only the information they need, and detail a note on behavior or a warning given.&lt;br /&gt;
#Ahelp policy applies in notes, other admins and players do see these - &#039;Shitter Behavior&#039; is not a good note, although possibly descriptive.&lt;br /&gt;
#Notes not ahelped over should be secreted, as are notes that are for a player &#039;toeing the line&#039; rather than breaking a rule.&lt;br /&gt;
#Notes that were a formal warning should be visible.&lt;br /&gt;
&lt;br /&gt;
=== Watchlists ===&lt;br /&gt;
#Watchlists are to be placed primarily in cases of metacommunications and potential antag-rolling; they may also be placed for consistent, watchable, behavior (this should be very clearly observable) but should be used sparingly and in extreme cases.&lt;br /&gt;
#In the case of placement for antag-rolling, the watchlist should have a 2-4 week expiry.&lt;br /&gt;
#All other guidelines regarding notes also apply to watchlists.&lt;br /&gt;
&lt;br /&gt;
== Admin Disciplinary Action ==&lt;br /&gt;
=== Strikes ===&lt;br /&gt;
#Strikes are formal written warnings from the Head Admin to any member of staff.&lt;br /&gt;
#The Head Admin is required to notify the Senior Admin team of any strikes given.&lt;br /&gt;
#They are a last-resort tool to be used on the track to demotion or lesser punishments, where minor corrections will not suffice and major admin policy breaks have occured.&lt;br /&gt;
#While strikes aren&#039;t necessary for demotions in extreme cases (e.g. leaking of PII or other explicitly illegal activity), they are recommended to be used in cases of an admin abusing their tools or position over the playerbase, including breaches of admin policy or ingame rules in an unprofessional and consistent manner.&lt;br /&gt;
#Strikes will expire 2 months after they are applied.&lt;br /&gt;
#At two strikes, event privileges will be revoked.&lt;br /&gt;
#At three strikes, demotion will be brought up to the Senior Admins.&lt;br /&gt;
&lt;br /&gt;
=== Demotions ===&lt;br /&gt;
#Demotions are to be used only in extreme scenarios where an admin has consistently or extremely broken admin policy, and no other correction is feasible.&lt;br /&gt;
#The demotion process may be started by the Head Admin or Host.&lt;br /&gt;
#To demote a member of staff under normal procedure, the Senior Admins must pass it by 2/3 majority, including the Head Admin.&lt;br /&gt;
&lt;br /&gt;
=== Notes ===&lt;br /&gt;
5. Notes that are over 3 months old should be considered as expired.&lt;br /&gt;
6. Expired notes should not be considered when issuing punishment, unless permitted by the Head Admin.&lt;br /&gt;
7. Expiry of Ban Notes should start after the ban has either been appealed or expires.&lt;br /&gt;
8. Notes that fall under the Non-grouping and Language sections of the banning policy are exempt from expiry.&lt;/div&gt;</summary>
		<author><name>BumblingDoofer</name></author>
	</entry>
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