<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en-GB">
	<id>https://yawn.izac.live/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Kelshark</id>
	<title>Yawn Wider Wiki - User contributions [en-gb]</title>
	<link rel="self" type="application/atom+xml" href="https://yawn.izac.live/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Kelshark"/>
	<link rel="alternate" type="text/html" href="https://yawn.izac.live/Special:Contributions/Kelshark"/>
	<updated>2026-09-20T10:50:37Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.40.1</generator>
	<entry>
		<id>https://yawn.izac.live/index.php?title=Server_Rules&amp;diff=742</id>
		<title>Server Rules</title>
		<link rel="alternate" type="text/html" href="https://yawn.izac.live/index.php?title=Server_Rules&amp;diff=742"/>
		<updated>2024-04-11T22:28:25Z</updated>

		<summary type="html">&lt;p&gt;Kelshark: Tell heads&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Reference}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2&amp;gt;Read the rules and know them before joining.&amp;lt;/h2&amp;gt;&lt;br /&gt;
   This is necessary to help avoid confusion/conflicts down the line as administrators may not always be forgiving. In general, use common sense and treat others how you would like to be treated. If you're unsure of something not mentioned here, adminhelp it. You can request for help by using the F1 key, through the Admin tab on the top right of your user interface, or through the top left Help menu.&lt;br /&gt;
   &lt;br /&gt;
    &amp;lt;h3&amp;gt;What to expect:&amp;lt;/h3&amp;gt;&lt;br /&gt;
   A continuous roleplaying environment: RP is constant here. If you’re not a fan of long extended rounds and staying in character, you’ll probably have more fun elsewhere sadly. Given the nature of roleplaying, steps are taken to help ensure the atmosphere of it isn’t disrupted.         &lt;br /&gt;
&lt;br /&gt;
=== Guideline links we use ===&lt;br /&gt;
Our SOP and Corporate regulations.&lt;br /&gt;
* [[Corporate Regulations]]&lt;br /&gt;
* [[Standard Operating Procedure]]&lt;br /&gt;
The guides can be found on Polaris, as Virgo is a mix of Polaris and its own code.&lt;br /&gt;
* https://wiki.vore-station.net/Guides&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;Some general terms:&amp;lt;/h3&amp;gt;&lt;br /&gt;
   '''RP(role-play)''': To act and speak as if you are the character you're portraying. To role-play is as much about what not to say as what TO say. It means to keep your speech in the context of the setting in which your character exists.&lt;br /&gt;
* '''IC''' - short for In-Character: If you are IC, that means you are pretending to be someone else (your character) rather than being your “Real” self.  IC applies to all things that happen in-game, OOC knowledge applied in-game falls under meta-gaming, which is prohibited.&lt;br /&gt;
* '''OOC''' - Out Of Character: A term used in role-play when a person wants to step outside of their character for a minute and speak as themselves. &lt;br /&gt;
* '''Meta-gaming''':  To bring OOC knowledge in-game is referred to as Meta-gaming. Sometimes it can be difficult to keep things separate, but it is important to make every effort not to mix these things. Essentially crossing OOC knowledge into IC in-game or vice versa falls under meta-gaming.&lt;br /&gt;
&lt;br /&gt;
   &amp;lt;nowiki&amp;gt; &amp;lt;/nowiki&amp;gt;Several examples of meta-gaming (Which should be avoided):&lt;br /&gt;
* '''IC in OOC''': Revealing in-game knowledge to other players. Generally, if someone not playing can tell what's going on using OOC, it's IC in OOC. This is generally not a good thing.&lt;br /&gt;
* '''OOC in IC''': Virtually un-needed and disruptive in most cases, considering the players access to OOC and LOOC (local-out-of-character).&lt;br /&gt;
* '''Ghosting''': Conveying in-game knowledge to someone else who would normally be unable to know otherwise, for example telling a friend out of game the identity of the antagonist who murdered you. Don’t do this.&lt;br /&gt;
* '''Power-gaming''': Playing to win is generally frowned upon in a role-playing setting and should be taken elsewhere.  Characters in-game would typically try to avoid pain or bodily harm pre-emptively, fighting armed gunmen bare-handed, etc. Alternatively players shouldn’t casually wear hardsuits/internals “on the off chance” that something bad like a breach will randomly occur.&lt;br /&gt;
&lt;br /&gt;
* '''Griefing''': examples of this include; injuring or killing crew, bombing the station, uploading AI laws allowing the AI to murder people, or otherwise screwing over other players for no reason.  Don’t do this. Exceptions are for antags obviously, but even then don't use it as an excuse to grief the place over.            &lt;br /&gt;
   &amp;lt;h3&amp;gt;Ruleset&amp;lt;/h3&amp;gt;These are the actual rules that you must follow in the server, not following these rules will result in punishment from the moderators and/or administrators of the server. If you see someone else breaking these rules, please adminhelp it.&lt;br /&gt;
* '''Be 18 years of age or above''': You agree to be at least 18 years old of age before joining the game. The Discord server is open to all as it is PG.&lt;br /&gt;
* '''Your character must be 18 years old of age or above''': NT Does not hire children. Only exception are DRONES and BORGS. Positronics are not 'download data and become smart' brains. They act like real human brains in how they function.&lt;br /&gt;
* '''Offset mean characters with okay characters''': Don't always play as a racist, dickish, etc character constantly. Or someone who constantly breaks the law or causes trouble. Try to offset such characters with ones that are at least neutral in personality. This is because playing such characters will make others believe that is how you are OOC and create bias.&lt;br /&gt;
&lt;br /&gt;
* '''Leave SSD(disconnected players) alone''': Refrain from looting/harming  SSD players or otherwise interacting with SSD players unless it is to drag them to either a bed in the dorms or cyrosleep/tram/teleporter. (Traitor objectives are an exception if it's to steal an item from them. Otherwise adminhelp it.) To identify if someone is AFK/SSD/disconnected players look for “He/She has a vacant stare...&amp;quot; when examining their characters.&lt;br /&gt;
* '''Being a Toxic Player In General''': It doesn't matter if everything you do in and out of character doesn't break any rules, if the staff as a general whole agree on removing you, they can and will. This applies across the community as a whole, examples(OOC, discord, deathchat, forums, etc). What to avoid - continuously harass/instigate/annoy or provoke enough people that the staff get tired of hearing complaints about it.&lt;br /&gt;
* '''Suicide is generally not okay''', ICly and OOCly. Killing yourself because you're bored and want to observe/switch characters is not allowed. If you have a good reason, adminhelp it beforehand. Otherwise move your character’s body to the dormitories/cyrosleep. (One Exception is for AI, you can wipe yourself / shutdown to spawn as someone else if you're an AI - You can do so using the Store-Core command)&lt;br /&gt;
* '''Playing a Head''': Know your job before taking a Head Role, and have a general understanding of what you are expected to do. Head Roles are not for learning the game. Expect to get job-banned by Staff if you are deemed incompetent at your Head Role.&lt;br /&gt;
* '''No stupid names''': Things like 'Baldie McBald' and other dumb meme names are not allowed. You will be asked to rename yourself if the name is considered inappropriate.&lt;br /&gt;
* '''Do not enter/hack into/take''' from the following areas without a reasonable in character reason: Captain's Quarters, Armory, Bridge Holdout Armoury, Bridge and the Vault. If you are unable to give a valid reasons to the admins you probably should not go ahead and do it. You should expect to get bwoinked after you do this so be prepared to defend your position. Better would be to A-help beforehand to get clearance from the Staff team. Every A-help is sent to the Discord staff being online or not.&lt;br /&gt;
* '''Do not use/exploit bugs''': If you find a bug, report it on the github or to the administrators. If it's already on the github, avoid using the exploit.&lt;br /&gt;
* '''Cryo before Ghosting''': If you are going to Ghost and stay in the server/play another character, we request you cryo your current character first. If you are using a job slot and are going to leave the server, we request you cryo or go off-duty before you disconnect from the server. This is to allow someone to possibly use that slot in your absence.&lt;br /&gt;
* '''As a Head of Staff/Limited Job Role, Cryo before being AFK/Inactive for 30 minutes or SSDing''': Heads of Staff are important roles that we request be used by active players. Limited Job Roles are jobs with only one or two slots. If you're not going to use a job slot, cryo and let someone else possibly use it. Examples of limited slots are the Warden (1 slot), Pathfinder (1 slot), and Pilot (2 slots). If you need to leave suddenly, please Ahelp your intention of leaving first. We understand real life comes first, and we will deal with your character if you need to leave suddenly. &lt;br /&gt;
* '''Use English''': If you’re unable to communicate well enough while out of character, this will result in a ban as you are unable to read the rules to the server.&lt;br /&gt;
* '''Killing/mortally wounding other crew''': Avoid doing this even within IC reasons, in self-defense or even as an antagonist, do everything within your power to avoid unnecessary deaths. This is prohibited more so to avoid ruining the fun for other players. If you and another are consenting, adminhelp it beforehand to notify the Staff so we know you both consent to possibly being out of the round. If you kill someone expect to be held accountable by the present crew like Security. Just because you both agreed to fight with death involved OOCly doesn’t mean Security will let you walk away from Murder ICly.&lt;br /&gt;
* '''No end of round grief''': Just don't, people like a proper closure. This includes staff.&lt;br /&gt;
* '''Respawning''': If you respawn, you must not respawn as the same character if that character is still in the round (Example, you died or killed yourself, which you shouldn't even do in the first place).&lt;br /&gt;
* '''Character Skills''': Try to limit how many things your character is ICly able to do, example. Your engineer should probably not be proficient in surgery. There is a skill system you can use on character setup, as a guideline,  your maximum skill should not go more than 'Above Average' in term of skill level. If it is you are to lower it down, this is to prevent Mary-Sue characters and whatnot. And to restrict a character that can do everything. Increasing your character's age allows them to have more points in to compensate for experience.&lt;br /&gt;
* '''The Gateway and Shuttle:''' If you take one of the shuttles solo, you must let the crew know. Either on common radio or directly to your IC supervisor or a head. And in the absence of crew, send a fax to central before departure.&lt;br /&gt;
* '''Security Interceptor:''' Just like the Expedition Shuttle.&lt;br /&gt;
* '''ERP''': While it is allowed, you '''cannot''' mention or do any of it near any oocly non-consenting people. If you are caught ERPing ICly, you can be arrested for public indecency in the corporate regulations. So don't whine to us if you're caught ERPing outside of bolted dorms. When ERPing On-Duty, you must keep your headset on and still do your job in the event of emergencies (Ex: Breaches, invasions, someone is about to die and you're the only medic, On-Duty etc). If you are Off-Duty, you do not have to go do your job even if requested. You are Off-Duty. They cannot make you go On-Duty.&lt;br /&gt;
* '''Subtles''': Use subtle only in cases where it would make sense. That is, in cases where other crewmembers would not be able to see what you are doing to the other person in subtle range. Do not use subtle to whisper. Subtles can however be used in Dorms and Residential at will whether the action itself is subtle or not. But only in those areas.&lt;br /&gt;
* '''Vore''': Since we use the v.o.r.e codebase, the game allows you to omnom things and other players. '''Do not''' ever use it on a non-consenting player, even if your objective is to kill them. And do not use it on SSD/dead players either unless their OOC information allows vore while afk. If you are fine with it happening randomly, it must be written on in your OOC information.&lt;br /&gt;
* '''Baldies''': If a crewmember is a human and bald after arriving on station. And said person is actively seen breaking one of the above rules / griefing. Administrators are allowed to do whatever they please to them. If you are a bald human that just joined and whine about admin abuse. We will point out you haven't read the rules and we will just laugh and keep going.&lt;br /&gt;
* '''Do not ghost during IC intervention''': It's a dick move and we don't appreciate it, neither does the player. Don't ghost when you are being arrested or to avoid being in jail. If you are permabrigged, adminhelp it beforehand.&lt;br /&gt;
&lt;br /&gt;
=== Residential ===&lt;br /&gt;
* '''Treat the Residential level like dorms''': Do not enter them unless you are allowed to by the residence owner, don’t break in there, etc.&lt;br /&gt;
&lt;br /&gt;
* '''Do not take items from the residential level back to the station''': Treat it like there is a security checkpoint in the residential level as well, no taking things from the residential level (like medkits, etc) back to the station.&lt;br /&gt;
&lt;br /&gt;
* '''Going to the residential area considers you OUT OF THE GAME''': Therefore, do not hold onto job slots, go off-duty before going, do not complain that your job was taken, etc.&lt;br /&gt;
&lt;br /&gt;
=== Bad Roleplay ===&lt;br /&gt;
This is a rather vague one since it varies on one's perception of what is bad and not in terms of roleplay. But usually if you take actions that makes no sense for your character to make (IE: Randomly stabbing yourself with no explanation, or because you're bored OOC) is bad, and we will take action on you if you do it too often. Here other cases of bad roleplay to avoid.&lt;br /&gt;
* '''Being completely dumb and incompetent as a hired crewmember''': As you would probably not have been hired in that case.&lt;br /&gt;
* '''Using netspeak in character and emojis''': You can use those on PDA since they are a text medium however.&lt;br /&gt;
* '''Characters that are good in everything (Like Mary-sues) are prohibited.'''&lt;br /&gt;
&lt;br /&gt;
=== Avoid metagaming ===&lt;br /&gt;
Using knowledge that your own character wouldn't know is prohibited. And if your character leaves the station and you choose another character that is friends/etc of your first character. They do not know about events of the CURRENT ROUND. But might have been informed of what happened in previous rounds. - Here are other specifics metagame examples to avoid.&lt;br /&gt;
* '''Metabias''': Trying to go after a certain character because you know who the OOC player is, with negative intent.&lt;br /&gt;
* '''Metagrudge''': Wanting revenge on someone for something that happened in previous rounds using a character that would normally not know about it.&lt;br /&gt;
&lt;br /&gt;
=== Notes about Job bans ===&lt;br /&gt;
There might be cases where your character gets fired from a position by CC or the Colony Director. In these cases, it is possible that you get job banned as a IC punishment from the staff. That does not mean you have broken any of the actual rules, but this is to prevent people who ha been 'fired' to just take the job immediately after. This is only for cases where you would be fired for longer than a day (like if only fired by the Director without CC knowing.)&lt;/div&gt;</summary>
		<author><name>Kelshark</name></author>
	</entry>
	<entry>
		<id>https://yawn.izac.live/index.php?title=Server_Rules&amp;diff=741</id>
		<title>Server Rules</title>
		<link rel="alternate" type="text/html" href="https://yawn.izac.live/index.php?title=Server_Rules&amp;diff=741"/>
		<updated>2024-04-11T22:24:30Z</updated>

		<summary type="html">&lt;p&gt;Kelshark: Changed shuttle rule&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Reference}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2&amp;gt;Read the rules and know them before joining.&amp;lt;/h2&amp;gt;&lt;br /&gt;
   This is necessary to help avoid confusion/conflicts down the line as administrators may not always be forgiving. In general, use common sense and treat others how you would like to be treated. If you're unsure of something not mentioned here, adminhelp it. You can request for help by using the F1 key, through the Admin tab on the top right of your user interface, or through the top left Help menu.&lt;br /&gt;
   &lt;br /&gt;
    &amp;lt;h3&amp;gt;What to expect:&amp;lt;/h3&amp;gt;&lt;br /&gt;
   A continuous roleplaying environment: RP is constant here. If you’re not a fan of long extended rounds and staying in character, you’ll probably have more fun elsewhere sadly. Given the nature of roleplaying, steps are taken to help ensure the atmosphere of it isn’t disrupted.         &lt;br /&gt;
&lt;br /&gt;
=== Guideline links we use ===&lt;br /&gt;
Our SOP and Corporate regulations.&lt;br /&gt;
* [[Corporate Regulations]]&lt;br /&gt;
* [[Standard Operating Procedure]]&lt;br /&gt;
The guides can be found on Polaris, as Virgo is a mix of Polaris and its own code.&lt;br /&gt;
* https://wiki.vore-station.net/Guides&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;Some general terms:&amp;lt;/h3&amp;gt;&lt;br /&gt;
   '''RP(role-play)''': To act and speak as if you are the character you're portraying. To role-play is as much about what not to say as what TO say. It means to keep your speech in the context of the setting in which your character exists.&lt;br /&gt;
* '''IC''' - short for In-Character: If you are IC, that means you are pretending to be someone else (your character) rather than being your “Real” self.  IC applies to all things that happen in-game, OOC knowledge applied in-game falls under meta-gaming, which is prohibited.&lt;br /&gt;
* '''OOC''' - Out Of Character: A term used in role-play when a person wants to step outside of their character for a minute and speak as themselves. &lt;br /&gt;
* '''Meta-gaming''':  To bring OOC knowledge in-game is referred to as Meta-gaming. Sometimes it can be difficult to keep things separate, but it is important to make every effort not to mix these things. Essentially crossing OOC knowledge into IC in-game or vice versa falls under meta-gaming.&lt;br /&gt;
&lt;br /&gt;
   &amp;lt;nowiki&amp;gt; &amp;lt;/nowiki&amp;gt;Several examples of meta-gaming (Which should be avoided):&lt;br /&gt;
* '''IC in OOC''': Revealing in-game knowledge to other players. Generally, if someone not playing can tell what's going on using OOC, it's IC in OOC. This is generally not a good thing.&lt;br /&gt;
* '''OOC in IC''': Virtually un-needed and disruptive in most cases, considering the players access to OOC and LOOC (local-out-of-character).&lt;br /&gt;
* '''Ghosting''': Conveying in-game knowledge to someone else who would normally be unable to know otherwise, for example telling a friend out of game the identity of the antagonist who murdered you. Don’t do this.&lt;br /&gt;
* '''Power-gaming''': Playing to win is generally frowned upon in a role-playing setting and should be taken elsewhere.  Characters in-game would typically try to avoid pain or bodily harm pre-emptively, fighting armed gunmen bare-handed, etc. Alternatively players shouldn’t casually wear hardsuits/internals “on the off chance” that something bad like a breach will randomly occur.&lt;br /&gt;
&lt;br /&gt;
* '''Griefing''': examples of this include; injuring or killing crew, bombing the station, uploading AI laws allowing the AI to murder people, or otherwise screwing over other players for no reason.  Don’t do this. Exceptions are for antags obviously, but even then don't use it as an excuse to grief the place over.            &lt;br /&gt;
   &amp;lt;h3&amp;gt;Ruleset&amp;lt;/h3&amp;gt;These are the actual rules that you must follow in the server, not following these rules will result in punishment from the moderators and/or administrators of the server. If you see someone else breaking these rules, please adminhelp it.&lt;br /&gt;
* '''Be 18 years of age or above''': You agree to be at least 18 years old of age before joining the game. The Discord server is open to all as it is PG.&lt;br /&gt;
* '''Your character must be 18 years old of age or above''': NT Does not hire children. Only exception are DRONES and BORGS. Positronics are not 'download data and become smart' brains. They act like real human brains in how they function.&lt;br /&gt;
* '''Offset mean characters with okay characters''': Don't always play as a racist, dickish, etc character constantly. Or someone who constantly breaks the law or causes trouble. Try to offset such characters with ones that are at least neutral in personality. This is because playing such characters will make others believe that is how you are OOC and create bias.&lt;br /&gt;
&lt;br /&gt;
* '''Leave SSD(disconnected players) alone''': Refrain from looting/harming  SSD players or otherwise interacting with SSD players unless it is to drag them to either a bed in the dorms or cyrosleep/tram/teleporter. (Traitor objectives are an exception if it's to steal an item from them. Otherwise adminhelp it.) To identify if someone is AFK/SSD/disconnected players look for “He/She has a vacant stare...&amp;quot; when examining their characters.&lt;br /&gt;
* '''Being a Toxic Player In General''': It doesn't matter if everything you do in and out of character doesn't break any rules, if the staff as a general whole agree on removing you, they can and will. This applies across the community as a whole, examples(OOC, discord, deathchat, forums, etc). What to avoid - continuously harass/instigate/annoy or provoke enough people that the staff get tired of hearing complaints about it.&lt;br /&gt;
* '''Suicide is generally not okay''', ICly and OOCly. Killing yourself because you're bored and want to observe/switch characters is not allowed. If you have a good reason, adminhelp it beforehand. Otherwise move your character’s body to the dormitories/cyrosleep. (One Exception is for AI, you can wipe yourself / shutdown to spawn as someone else if you're an AI - You can do so using the Store-Core command)&lt;br /&gt;
* '''Playing a Head''': Know your job before taking a Head Role, and have a general understanding of what you are expected to do. Head Roles are not for learning the game. Expect to get job-banned by Staff if you are deemed incompetent at your Head Role.&lt;br /&gt;
* '''No stupid names''': Things like 'Baldie McBald' and other dumb meme names are not allowed. You will be asked to rename yourself if the name is considered inappropriate.&lt;br /&gt;
* '''Do not enter/hack into/take''' from the following areas without a reasonable in character reason: Captain's Quarters, Armory, Bridge Holdout Armoury, Bridge and the Vault. If you are unable to give a valid reasons to the admins you probably should not go ahead and do it. You should expect to get bwoinked after you do this so be prepared to defend your position. Better would be to A-help beforehand to get clearance from the Staff team. Every A-help is sent to the Discord staff being online or not.&lt;br /&gt;
* '''Do not use/exploit bugs''': If you find a bug, report it on the github or to the administrators. If it's already on the github, avoid using the exploit.&lt;br /&gt;
* '''Cryo before Ghosting''': If you are going to Ghost and stay in the server/play another character, we request you cryo your current character first. If you are using a job slot and are going to leave the server, we request you cryo or go off-duty before you disconnect from the server. This is to allow someone to possibly use that slot in your absence.&lt;br /&gt;
* '''As a Head of Staff/Limited Job Role, Cryo before being AFK/Inactive for 30 minutes or SSDing''': Heads of Staff are important roles that we request be used by active players. Limited Job Roles are jobs with only one or two slots. If you're not going to use a job slot, cryo and let someone else possibly use it. Examples of limited slots are the Warden (1 slot), Pathfinder (1 slot), and Pilot (2 slots). If you need to leave suddenly, please Ahelp your intention of leaving first. We understand real life comes first, and we will deal with your character if you need to leave suddenly. &lt;br /&gt;
* '''Use English''': If you’re unable to communicate well enough while out of character, this will result in a ban as you are unable to read the rules to the server.&lt;br /&gt;
* '''Killing/mortally wounding other crew''': Avoid doing this even within IC reasons, in self-defense or even as an antagonist, do everything within your power to avoid unnecessary deaths. This is prohibited more so to avoid ruining the fun for other players. If you and another are consenting, adminhelp it beforehand to notify the Staff so we know you both consent to possibly being out of the round. If you kill someone expect to be held accountable by the present crew like Security. Just because you both agreed to fight with death involved OOCly doesn’t mean Security will let you walk away from Murder ICly.&lt;br /&gt;
* '''No end of round grief''': Just don't, people like a proper closure. This includes staff.&lt;br /&gt;
* '''Respawning''': If you respawn, you must not respawn as the same character if that character is still in the round (Example, you died or killed yourself, which you shouldn't even do in the first place).&lt;br /&gt;
* '''Character Skills''': Try to limit how many things your character is ICly able to do, example. Your engineer should probably not be proficient in surgery. There is a skill system you can use on character setup, as a guideline,  your maximum skill should not go more than 'Above Average' in term of skill level. If it is you are to lower it down, this is to prevent Mary-Sue characters and whatnot. And to restrict a character that can do everything. Increasing your character's age allows them to have more points in to compensate for experience.&lt;br /&gt;
* '''The Gateway and Shuttle:''' If you take one of the shuttles solo, you must let the crew know, and in the absense of crew, send a fax to central before departure.&lt;br /&gt;
* '''Security Interceptor:''' Just like the Expedition Shuttle.&lt;br /&gt;
* '''ERP''': While it is allowed, you '''cannot''' mention or do any of it near any oocly non-consenting people. If you are caught ERPing ICly, you can be arrested for public indecency in the corporate regulations. So don't whine to us if you're caught ERPing outside of bolted dorms. When ERPing On-Duty, you must keep your headset on and still do your job in the event of emergencies (Ex: Breaches, invasions, someone is about to die and you're the only medic, On-Duty etc). If you are Off-Duty, you do not have to go do your job even if requested. You are Off-Duty. They cannot make you go On-Duty.&lt;br /&gt;
* '''Subtles''': Use subtle only in cases where it would make sense. That is, in cases where other crewmembers would not be able to see what you are doing to the other person in subtle range. Do not use subtle to whisper. Subtles can however be used in Dorms and Residential at will whether the action itself is subtle or not. But only in those areas.&lt;br /&gt;
* '''Vore''': Since we use the v.o.r.e codebase, the game allows you to omnom things and other players. '''Do not''' ever use it on a non-consenting player, even if your objective is to kill them. And do not use it on SSD/dead players either unless their OOC information allows vore while afk. If you are fine with it happening randomly, it must be written on in your OOC information.&lt;br /&gt;
* '''Baldies''': If a crewmember is a human and bald after arriving on station. And said person is actively seen breaking one of the above rules / griefing. Administrators are allowed to do whatever they please to them. If you are a bald human that just joined and whine about admin abuse. We will point out you haven't read the rules and we will just laugh and keep going.&lt;br /&gt;
* '''Do not ghost during IC intervention''': It's a dick move and we don't appreciate it, neither does the player. Don't ghost when you are being arrested or to avoid being in jail. If you are permabrigged, adminhelp it beforehand.&lt;br /&gt;
&lt;br /&gt;
=== Residential ===&lt;br /&gt;
* '''Treat the Residential level like dorms''': Do not enter them unless you are allowed to by the residence owner, don’t break in there, etc.&lt;br /&gt;
&lt;br /&gt;
* '''Do not take items from the residential level back to the station''': Treat it like there is a security checkpoint in the residential level as well, no taking things from the residential level (like medkits, etc) back to the station.&lt;br /&gt;
&lt;br /&gt;
* '''Going to the residential area considers you OUT OF THE GAME''': Therefore, do not hold onto job slots, go off-duty before going, do not complain that your job was taken, etc.&lt;br /&gt;
&lt;br /&gt;
=== Bad Roleplay ===&lt;br /&gt;
This is a rather vague one since it varies on one's perception of what is bad and not in terms of roleplay. But usually if you take actions that makes no sense for your character to make (IE: Randomly stabbing yourself with no explanation, or because you're bored OOC) is bad, and we will take action on you if you do it too often. Here other cases of bad roleplay to avoid.&lt;br /&gt;
* '''Being completely dumb and incompetent as a hired crewmember''': As you would probably not have been hired in that case.&lt;br /&gt;
* '''Using netspeak in character and emojis''': You can use those on PDA since they are a text medium however.&lt;br /&gt;
* '''Characters that are good in everything (Like Mary-sues) are prohibited.'''&lt;br /&gt;
&lt;br /&gt;
=== Avoid metagaming ===&lt;br /&gt;
Using knowledge that your own character wouldn't know is prohibited. And if your character leaves the station and you choose another character that is friends/etc of your first character. They do not know about events of the CURRENT ROUND. But might have been informed of what happened in previous rounds. - Here are other specifics metagame examples to avoid.&lt;br /&gt;
* '''Metabias''': Trying to go after a certain character because you know who the OOC player is, with negative intent.&lt;br /&gt;
* '''Metagrudge''': Wanting revenge on someone for something that happened in previous rounds using a character that would normally not know about it.&lt;br /&gt;
&lt;br /&gt;
=== Notes about Job bans ===&lt;br /&gt;
There might be cases where your character gets fired from a position by CC or the Colony Director. In these cases, it is possible that you get job banned as a IC punishment from the staff. That does not mean you have broken any of the actual rules, but this is to prevent people who ha been 'fired' to just take the job immediately after. This is only for cases where you would be fired for longer than a day (like if only fired by the Director without CC knowing.)&lt;/div&gt;</summary>
		<author><name>Kelshark</name></author>
	</entry>
	<entry>
		<id>https://yawn.izac.live/index.php?title=Talk:Starter_Guide&amp;diff=734</id>
		<title>Talk:Starter Guide</title>
		<link rel="alternate" type="text/html" href="https://yawn.izac.live/index.php?title=Talk:Starter_Guide&amp;diff=734"/>
		<updated>2024-01-14T16:46:41Z</updated>

		<summary type="html">&lt;p&gt;Kelshark: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;small&amp;gt;Starter Guide TO DO:&lt;br /&gt;
# Finish Preamble&lt;br /&gt;
# Explain Yawn better&lt;br /&gt;
# Finish Menu Explanation&lt;br /&gt;
# Give tips on job orientation for new players&lt;br /&gt;
# Technical/Hotkey info&lt;br /&gt;
# Vore-related info &lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;Kel talk:&lt;br /&gt;
# Let them know that you need the basic OOC notes to be able to join, and the minimum preferences we ask people to write is towards ERP (y/n) - Vore (y/n) - Medihounds (y/n). More info is always welcome however.&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;/div&gt;</summary>
		<author><name>Kelshark</name></author>
	</entry>
	<entry>
		<id>https://yawn.izac.live/index.php?title=Starter_Guide&amp;diff=733</id>
		<title>Starter Guide</title>
		<link rel="alternate" type="text/html" href="https://yawn.izac.live/index.php?title=Starter_Guide&amp;diff=733"/>
		<updated>2024-01-14T06:36:59Z</updated>

		<summary type="html">&lt;p&gt;Kelshark: Change Roleplay to Medium-Heavy&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Welcome!==&lt;br /&gt;
=== Preamble ===&lt;br /&gt;
Welcome to Yawn Wider! If you're here, then it's likely you're new to the server. If you're a bit lost or confused, you've come to the right page as this one will be full of information that all new players to this server or in SS13 in general will need to know. &lt;br /&gt;
&lt;br /&gt;
While here, it's strongly recommended you read over the [[Server_Rules|server rules]] and [[Lore| lore]] before fully jumping into the game.&lt;br /&gt;
&lt;br /&gt;
== About Yawn Wider ==&lt;br /&gt;
&lt;br /&gt;
==Player Expectations==&lt;br /&gt;
&lt;br /&gt;
Yawn Wider is a Medium-Heavy Roleplay Server with requirements that state all players to stay IC and follow the rules at all times while partaking in a round, though funny moments that are vaguely IC are allowed. Further information can be found on the [[Server_Rules|server rules]] page. Typically most rounds last for ~20 hours max if no votes are made to cut the round short beforehand. Which happens every 4 hours.&lt;br /&gt;
&lt;br /&gt;
==Getting Started==&lt;br /&gt;
&lt;br /&gt;
If you're familiar with the layout of SS13 you'll have no issue navigating the button layout of the character menu or the game panel and can move past this part of the guide. If you're not, though, here's what you need to know:&lt;br /&gt;
[[File:SG-Boot1.png|frame|right|alt=This is the boot menu. |When you join, you will see this menu.]]&lt;br /&gt;
&lt;br /&gt;
===Boot Menu===&lt;br /&gt;
&lt;br /&gt;
# '''Character Setup''' - This button opens the Character Creator menu in which you can create your character. &lt;br /&gt;
# ''' View the Crew Manifest ''' - This button shows the Crew Manifest. &lt;br /&gt;
# ''' Join Game! ''' - Clicking this opens a menu that displays all the [[Jobs|job roles]] you can join as during the round.&lt;br /&gt;
# ''' Observe ''' - Observe will let you join the round as an observer, whatever you see during this time is OOC information and is not to be used ICly should you play.&lt;br /&gt;
# ''' View Changelog ''' - Shows the changelog for the server.&lt;br /&gt;
# ''' Give Feedback ''' - Allows you to provide your input towards the server.&lt;br /&gt;
== ==&lt;/div&gt;</summary>
		<author><name>Kelshark</name></author>
	</entry>
	<entry>
		<id>https://yawn.izac.live/index.php?title=Template:Reference&amp;diff=699</id>
		<title>Template:Reference</title>
		<link rel="alternate" type="text/html" href="https://yawn.izac.live/index.php?title=Template:Reference&amp;diff=699"/>
		<updated>2023-12-16T20:54:38Z</updated>

		<summary type="html">&lt;p&gt;Kelshark: Added discord links for ban appeals and reports link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| width='95%' height='60' style='background-color:#CCFFCC;' align='center' &lt;br /&gt;
|align='center'|'''Note:''' This page is [[:Category:Moderated Pages|moderated]] and can be referenced in OOC issues, such as [https://discord.com/channels/162647179746476033/1041074511572893847 ban appeals], complaints, [https://discord.com/channels/162647179746476033/1041075622610481283 reports], etc. This may not apply to the pages this page links to.&lt;br /&gt;
|}&amp;lt;includeonly&amp;gt;[[Category:Moderated Pages|{{FULLPAGENAME}}]]&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Please only add this template to pages, which are frequently viewed by administrators and their changes are regularly patrolled and discussed in IRC.&lt;br /&gt;
&lt;br /&gt;
This template automatically adds the page to [[:Category:Moderated Pages]].&lt;br /&gt;
[[Category:Templates]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Kelshark</name></author>
	</entry>
	<entry>
		<id>https://yawn.izac.live/index.php?title=CAR_Consideration&amp;diff=643</id>
		<title>CAR Consideration</title>
		<link rel="alternate" type="text/html" href="https://yawn.izac.live/index.php?title=CAR_Consideration&amp;diff=643"/>
		<updated>2023-06-04T19:50:19Z</updated>

		<summary type="html">&lt;p&gt;Kelshark: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Wip}}&lt;br /&gt;
The sudden appearance of a Covenant frigate in a region of space owned by Nanotrasen sparked widespread curiosity and intrigue. The frigate materialized seemingly out of nowhere through a mysterious bluespace anomaly, coinciding with the activation of a bluespace drive on another vessel, believed to have sustained damage in a pirate attack. The fate and whereabouts of the other vessel remains unknown.&lt;br /&gt;
&lt;br /&gt;
As the NT authorities scrambled to establish contact with the newly arrived Covenant ship, they encountered numerous challenges due to the language barrier. The Covenant species had their own unique forms of communication, making immediate understanding difficult. Despite these initial difficulties, a breakthrough occurred when some of two species from the Covenant ship, the '''Kig-Yar''' and the '''T'vaoan''', expressed a willingness to cooperate and work alongside the NT crew, which happened when they understood they would get paid.&lt;br /&gt;
&lt;br /&gt;
Nanotrasen extended an offer of employment to these Covenant species. A mutually beneficial agreement was reached, and the Kig-Yar and the T'vaoan were hired to work for Nanotrasen on Cryogaia.&lt;br /&gt;
{{Species}}&lt;/div&gt;</summary>
		<author><name>Kelshark</name></author>
	</entry>
	<entry>
		<id>https://yawn.izac.live/index.php?title=CAR_Consideration&amp;diff=642</id>
		<title>CAR Consideration</title>
		<link rel="alternate" type="text/html" href="https://yawn.izac.live/index.php?title=CAR_Consideration&amp;diff=642"/>
		<updated>2023-06-04T19:36:54Z</updated>

		<summary type="html">&lt;p&gt;Kelshark: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Wip}}&lt;br /&gt;
A Covenant frigate that has appeared in a NT owned space, from a Bluespace anomaly right as another vessel activated their bluespace drive which is rumored to have been damaged in a pirate attack. The other vessel has disappeared.&lt;br /&gt;
&lt;br /&gt;
Little is currently known about what happened, and communications has been slow as no one spoke the other's language. However two of the multiple species inhabiting this ship has let themselves out when they had been offered to work. The '''Kig-Yar''' and the '''T'vaoan''', which are of the same family.&lt;br /&gt;
{{Species}}&lt;/div&gt;</summary>
		<author><name>Kelshark</name></author>
	</entry>
	<entry>
		<id>https://yawn.izac.live/index.php?title=Kig-Yar_T%27vaoan&amp;diff=641</id>
		<title>Kig-Yar T'vaoan</title>
		<link rel="alternate" type="text/html" href="https://yawn.izac.live/index.php?title=Kig-Yar_T%27vaoan&amp;diff=641"/>
		<updated>2023-06-04T19:32:00Z</updated>

		<summary type="html">&lt;p&gt;Kelshark: Redirected page to CAR Consideration&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[CAR Consideration]]&lt;/div&gt;</summary>
		<author><name>Kelshark</name></author>
	</entry>
	<entry>
		<id>https://yawn.izac.live/index.php?title=Kig-Yar&amp;diff=640</id>
		<title>Kig-Yar</title>
		<link rel="alternate" type="text/html" href="https://yawn.izac.live/index.php?title=Kig-Yar&amp;diff=640"/>
		<updated>2023-06-04T19:31:38Z</updated>

		<summary type="html">&lt;p&gt;Kelshark: Redirected page to CAR Consideration&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[CAR Consideration]]&lt;/div&gt;</summary>
		<author><name>Kelshark</name></author>
	</entry>
	<entry>
		<id>https://yawn.izac.live/index.php?title=CAR_Consideration&amp;diff=639</id>
		<title>CAR Consideration</title>
		<link rel="alternate" type="text/html" href="https://yawn.izac.live/index.php?title=CAR_Consideration&amp;diff=639"/>
		<updated>2023-06-04T19:29:55Z</updated>

		<summary type="html">&lt;p&gt;Kelshark: lollore&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A Covenant frigate that has appeared in a NT owned space, from a Bluespace anomaly right as another vessel activated their bluespace drive which is rumored to have been damaged in a pirate attack. The other vessel has disappeared.&lt;br /&gt;
&lt;br /&gt;
Little is currently known about what happened, and communications has been slow as no one spoke the other's language. However two of the multiple species inhabiting this ship has let themselves out when they had been offered to work. The '''Kig-Yar''' and the '''T'vaoan''', which are of the same family.&lt;/div&gt;</summary>
		<author><name>Kelshark</name></author>
	</entry>
	<entry>
		<id>https://yawn.izac.live/index.php?title=Lore&amp;diff=638</id>
		<title>Lore</title>
		<link rel="alternate" type="text/html" href="https://yawn.izac.live/index.php?title=Lore&amp;diff=638"/>
		<updated>2023-06-04T19:23:48Z</updated>

		<summary type="html">&lt;p&gt;Kelshark: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;*[[Cryogaia]]&lt;br /&gt;
*[[Species]]&lt;br /&gt;
*[[ITV Talon]]&lt;br /&gt;
*[[CAR Consideration]]&lt;/div&gt;</summary>
		<author><name>Kelshark</name></author>
	</entry>
	<entry>
		<id>https://yawn.izac.live/index.php?title=Species&amp;diff=637</id>
		<title>Species</title>
		<link rel="alternate" type="text/html" href="https://yawn.izac.live/index.php?title=Species&amp;diff=637"/>
		<updated>2023-06-04T19:17:58Z</updated>

		<summary type="html">&lt;p&gt;Kelshark: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===A===&lt;br /&gt;
[[Alraune]]&lt;br /&gt;
&lt;br /&gt;
[[Akula]]&lt;br /&gt;
&lt;br /&gt;
===D===&lt;br /&gt;
[[Diona]]&lt;br /&gt;
&lt;br /&gt;
===G===&lt;br /&gt;
[[Grey]]&lt;br /&gt;
&lt;br /&gt;
===H===&lt;br /&gt;
[[Humans]]&lt;br /&gt;
&lt;br /&gt;
===K===&lt;br /&gt;
[[Kig-Yar]]&lt;br /&gt;
&lt;br /&gt;
[[Kig-Yar T'vaoan]]&lt;br /&gt;
&lt;br /&gt;
===N===&lt;br /&gt;
[[Nevrean]]&lt;br /&gt;
&lt;br /&gt;
===P===&lt;br /&gt;
[[Promethean]]&lt;br /&gt;
&lt;br /&gt;
[[Proteans]]&lt;br /&gt;
&lt;br /&gt;
===R===&lt;br /&gt;
[[Rapala]]&lt;br /&gt;
&lt;br /&gt;
===S===&lt;br /&gt;
[[Sergal]]&lt;br /&gt;
&lt;br /&gt;
[[Skrell]]&lt;br /&gt;
&lt;br /&gt;
[[Sylvanus]] (Elves)&lt;br /&gt;
&lt;br /&gt;
[[Synthetics]]&lt;br /&gt;
&lt;br /&gt;
===T===&lt;br /&gt;
[[Tajaran]]&lt;br /&gt;
&lt;br /&gt;
[[Teshari]]&lt;br /&gt;
&lt;br /&gt;
===U===&lt;br /&gt;
[[Unathi]]&lt;br /&gt;
&lt;br /&gt;
===V===&lt;br /&gt;
[[Vasilissans]]&lt;br /&gt;
&lt;br /&gt;
[[Vulpkanin]]&lt;br /&gt;
&lt;br /&gt;
===X===&lt;br /&gt;
[[Xenochimera]]&lt;br /&gt;
&lt;br /&gt;
[[Xenomorph-Hybrid]]&lt;br /&gt;
&lt;br /&gt;
===Z===&lt;br /&gt;
[[Zaddat]]&lt;br /&gt;
&lt;br /&gt;
[[Zorren]]&lt;/div&gt;</summary>
		<author><name>Kelshark</name></author>
	</entry>
	<entry>
		<id>https://yawn.izac.live/index.php?title=User:Kelshark&amp;diff=636</id>
		<title>User:Kelshark</title>
		<link rel="alternate" type="text/html" href="https://yawn.izac.live/index.php?title=User:Kelshark&amp;diff=636"/>
		<updated>2023-06-04T19:12:33Z</updated>

		<summary type="html">&lt;p&gt;Kelshark: /* Contact Information */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== General ==&lt;br /&gt;
* Host of the Yawn Wider game server.&lt;br /&gt;
&lt;br /&gt;
== Contact Information ==&lt;br /&gt;
* Discord Username: Kelshark#6969&lt;br /&gt;
* Byond ckey: blackangelsace&lt;/div&gt;</summary>
		<author><name>Kelshark</name></author>
	</entry>
	<entry>
		<id>https://yawn.izac.live/index.php?title=Server_Rules&amp;diff=627</id>
		<title>Server Rules</title>
		<link rel="alternate" type="text/html" href="https://yawn.izac.live/index.php?title=Server_Rules&amp;diff=627"/>
		<updated>2021-03-28T03:03:10Z</updated>

		<summary type="html">&lt;p&gt;Kelshark: Removing faxing CC requirement for explorers&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Reference}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2&amp;gt;Read the rules and know them before joining.&amp;lt;/h2&amp;gt;&lt;br /&gt;
   This is necessary to help avoid confusion/conflicts down the line as administrators may not always be forgiving. In general, use common sense and treat others how you would like to be treated. If you're unsure of something not mentioned here, adminhelp it. You can request for help by using the F1 key, through the Admin tab on the top right of your user interface, or through the top left Help menu.&lt;br /&gt;
   &lt;br /&gt;
    &amp;lt;h3&amp;gt;What to expect:&amp;lt;/h3&amp;gt;&lt;br /&gt;
   A continuous roleplaying environment: RP is constant here. If you’re not a fan of long extended rounds and staying in character, you’ll probably have more fun elsewhere sadly. Given the nature of roleplaying, steps are taken to help ensure the atmosphere of it isn’t disrupted.         &lt;br /&gt;
&lt;br /&gt;
=== Guideline links we use ===&lt;br /&gt;
Our SOP and Corporate regulations.&lt;br /&gt;
* [[Corporate Regulations]]&lt;br /&gt;
* [[Standard Operating Procedure]]&lt;br /&gt;
The guides can be found on Polaris, as Virgo is a mix of Polaris and its own code.&lt;br /&gt;
* https://wiki.vore-station.net/Guides&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;Some general terms:&amp;lt;/h3&amp;gt;&lt;br /&gt;
   '''RP(role-play)''': To act and speak as if you are the character you're portraying. To role-play is as much about what not to say as what TO say. It means to keep your speech in the context of the setting in which your character exists.&lt;br /&gt;
* '''IC''' - short for In-Character: If you are IC, that means you are pretending to be someone else (your character) rather than being your “Real” self.  IC applies to all things that happen in-game, OOC knowledge applied in-game falls under meta-gaming, which is prohibited.&lt;br /&gt;
* '''OOC''' - Out Of Character: A term used in role-play when a person wants to step outside of their character for a minute and speak as themselves. &lt;br /&gt;
* '''Meta-gaming''':  To bring OOC knowledge in-game is referred to as Meta-gaming. Sometimes it can be difficult to keep things separate, but it is important to make every effort not to mix these things. Essentially crossing OOC knowledge into IC in-game or vice versa falls under meta-gaming.&lt;br /&gt;
&lt;br /&gt;
   &amp;lt;nowiki&amp;gt; &amp;lt;/nowiki&amp;gt;Several examples of meta-gaming (Which should be avoided):&lt;br /&gt;
* '''IC in OOC''': Revealing in-game knowledge to other players. Generally, if someone not playing can tell what's going on using OOC, it's IC in OOC. This is generally not a good thing.&lt;br /&gt;
* '''OOC in IC''': Virtually un-needed and disruptive in most cases, considering the players access to OOC and LOOC (local-out-of-character).&lt;br /&gt;
* '''Ghosting''': Conveying in-game knowledge to someone else who would normally be unable to know otherwise, for example telling a friend out of game the identity of the antagonist who murdered you. Don’t do this.&lt;br /&gt;
* '''Power-gaming''': Playing to win is generally frowned upon in a role-playing setting and should be taken elsewhere.  Characters in-game would typically try to avoid pain or bodily harm pre-emptively, fighting armed gunmen bare-handed, etc. Alternatively players shouldn’t casually wear hardsuits/internals “on the off chance” that something bad like a breach will randomly occur.&lt;br /&gt;
&lt;br /&gt;
* '''Griefing''': examples of this include; injuring or killing crew, bombing the station, uploading AI laws allowing the AI to murder people, or otherwise screwing over other players for no reason.  Don’t do this. Exceptions are for antags obviously, but even then don't use it as an excuse to grief the place over.            &lt;br /&gt;
   &amp;lt;h3&amp;gt;Ruleset&amp;lt;/h3&amp;gt;These are the actual rules that you must follow in the server, not following these rules will result in punishment from the moderators and/or administrators of the server. If you see someone else breaking these rules, please adminhelp it.&lt;br /&gt;
* '''Be 18 years of age or above''': You agree to be at least 18 years old of age before joining the game. The Discord server is open to all as it is PG.&lt;br /&gt;
* '''Your character must be 18 years old of age or above''': NT Does not hire children. Only exception are DRONES and BORGS. Positronics are not 'download data and become smart' brains. They act like real human brains in how they function.&lt;br /&gt;
* '''Offset mean characters with okay characters''': Don't always play as a racist, dickish, etc character constantly. Or someone who constantly breaks the law or causes trouble. Try to offset such characters with ones that are at least neutral in personality. This is because playing such characters will make others believe that is how you are OOC and create bias.&lt;br /&gt;
&lt;br /&gt;
* '''Leave SSD(disconnected players) alone''': Refrain from looting/harming  SSD players or otherwise interacting with SSD players unless it is to drag them to either a bed in the dorms or cyrosleep/tram/teleporter. (Traitor objectives are an exception if it's to steal an item from them. Otherwise adminhelp it.) To identify if someone is AFK/SSD/disconnected players look for “He/She has a vacant stare...&amp;quot; when examining their characters.&lt;br /&gt;
* '''Being a Toxic Player In General''': It doesn't matter if everything you do in and out of character doesn't break any rules, if the staff as a general whole agree on removing you, they can and will. This applies across the community as a whole, examples(OOC, discord, deathchat, forums, etc). What to avoid - continuously harass/instigate/annoy or provoke enough people that the staff get tired of hearing complaints about it.&lt;br /&gt;
* '''Suicide is generally not okay''', ICly and OOCly. Killing yourself because you're bored and want to observe/switch characters is not allowed. If you have a good reason, adminhelp it beforehand. Otherwise move your character’s body to the dormitories/cyrosleep. (One Exception is for AI, you can wipe yourself / shutdown to spawn as someone else if you're an AI - You can do so using the Store-Core command)&lt;br /&gt;
* '''Playing a Head''': Know your job before taking a Head Role, and have a general understanding of what you are expected to do. Head Roles are not for learning the game. Expect to get job-banned by Staff if you are deemed incompetent at your Head Role.&lt;br /&gt;
* '''No stupid names''': Things like 'Baldie McBald' and other dumb meme names are not allowed. You will be asked to rename yourself if the name is considered inappropriate.&lt;br /&gt;
* '''Do not enter/hack into/take''' from the following areas without a reasonable in character reason: Captain's Quarters, Armory, Bridge Holdout Armoury, Bridge and the Vault. If you are unable to give a valid reasons to the admins you probably should not go ahead and do it. You should expect to get bwoinked after you do this so be prepared to defend your position. Better would be to A-help beforehand to get clearance from the Staff team. Every A-help is sent to the Discord staff being online or not.&lt;br /&gt;
* '''Do not use/exploit bugs''': If you find a bug, report it on the github or to the administrators. If it's already on the github, avoid using the exploit.&lt;br /&gt;
* '''Cryo before Ghosting''': If you are going to Ghost and stay in the server/play another character, we request you cryo your current character first. If you are using a job slot and are going to leave the server, we request you cryo or go off-duty before you disconnect from the server. This is to allow someone to possibly use that slot in your absence.&lt;br /&gt;
* '''As a Head of Staff/Limited Job Role, Cryo before being AFK/Inactive for 30 minutes or SSDing''': Heads of Staff are important roles that we request be used by active players. Limited Job Roles are jobs with only one or two slots. If you're not going to use a job slot, cryo and let someone else possibly use it. Examples of limited slots are the Warden (1 slot), Pathfinder (1 slot), and Pilot (2 slots). If you need to leave suddenly, please Ahelp your intention of leaving first. We understand real life comes first, and we will deal with your character if you need to leave suddenly. &lt;br /&gt;
* '''Use English''': If you’re unable to communicate well enough while out of character, this will result in a ban as you are unable to read the rules to the server.&lt;br /&gt;
* '''Killing/mortally wounding other crew''': Avoid doing this even within IC reasons, in self-defense or even as an antagonist, do everything within your power to avoid unnecessary deaths. This is prohibited more so to avoid ruining the fun for other players. If you and another are consenting, adminhelp it beforehand to notify the Staff so we know you both consent to possibly being out of the round. If you kill someone expect to be held accountable by the present crew like Security. Just because you both agreed to fight with death involved OOCly doesn’t mean Security will let you walk away from Murder ICly.&lt;br /&gt;
* '''No end of round grief''': Just don't, people like a proper closure. This includes staff.&lt;br /&gt;
* '''Respawning''': If you respawn, you must not respawn as the same character if that character is still in the round (Example, you died or killed yourself, which you shouldn't even do in the first place).&lt;br /&gt;
* '''Character Skills''': Try to limit how many things your character is ICly able to do, example. Your engineer should probably not be proficient in surgery. There is a skill system you can use on character setup, as a guideline,  your maximum skill should not go more than 'Above Average' in term of skill level. If it is you are to lower it down, this is to prevent Mary-Sue characters and whatnot. And to restrict a character that can do everything. Increasing your character's age allows them to have more points in to compensate for experience.&lt;br /&gt;
* '''The Gateway and Shuttle:''' Don't go into the gateway or take off in the Shuttle for any reason at round start. Do not take off in the shuttle alone. Do not take the shuttle for a joyride alone to anywhere. The Shuttle is for Planned Expeditions (Which are authorized by the CD, RD, or Pathfinder.), or other things (like a joyride/space spin with 2 people) if you request it from Central (in the absence of the CD, RD, or Pathfinder) via a Fax and the Server Staff present at the time okay it. The minimum requirement of crew is 2 people for an expedition or any other uses. That includes you, and one other. The Pathfinder and RD count towards this total. If the RD/CD/Pathfinder is not present to okay your expedition/other use, you are free to go on your own.&lt;br /&gt;
* '''Security Interceptor:''' Just like the Shuttle, minimum of 2 people in it before taking off. &lt;br /&gt;
* '''ERP''': While it is allowed, you '''cannot''' mention or do any of it near any oocly non-consenting people. If you are caught ERPing ICly, you can be arrested for public indecency in the corporate regulations. So don't whine to us if you're caught ERPing outside of bolted dorms. When ERPing On-Duty, you must keep your headset on and still do your job in the event of emergencies (Ex: Breaches, invasions, someone is about to die and you're the only medic, On-Duty etc). If you are Off-Duty, you do not have to go do your job even if requested. You are Off-Duty. They cannot make you go On-Duty.&lt;br /&gt;
* '''Subtles''': Use subtle only in cases where it would make sense. That is, in cases where other crewmembers would not be able to see what you are doing to the other person in subtle range. Do not use subtle to whisper. Subtles can however be used in Dorms and Residential at will whether the action itself is subtle or not. But only in those areas.&lt;br /&gt;
* '''Vore''': Since we use the v.o.r.e codebase, the game allows you to omnom things and other players. '''Do not''' ever use it on a non-consenting player, even if your objective is to kill them. And do not use it on SSD/dead players either unless their OOC information allows vore while afk. If you are fine with it happening randomly, it must be written on in your OOC information.&lt;br /&gt;
* '''Baldies''': If a crewmember is a human and bald after arriving on station. And said person is actively seen breaking one of the above rules / griefing. Administrators are allowed to do whatever they please to them. If you are a bald human that just joined and whine about admin abuse. We will point out you haven't read the rules and we will just laugh and keep going.&lt;br /&gt;
* '''Do not ghost during IC intervention''': It's a dick move and we don't appreciate it, neither does the player. Don't ghost when you are being arrested or to avoid being in jail. If you are permabrigged, adminhelp it beforehand.&lt;br /&gt;
&lt;br /&gt;
=== Residential ===&lt;br /&gt;
* '''Treat the Residential level like dorms''': Do not enter them unless you are allowed to by the residence owner, don’t break in there, etc.&lt;br /&gt;
&lt;br /&gt;
* '''Do not take items from the residential level back to the station''': Treat it like there is a security checkpoint in the residential level as well, no taking things from the residential level (like medkits, etc) back to the station.&lt;br /&gt;
&lt;br /&gt;
* '''Going to the residential area considers you OUT OF THE GAME''': Therefore, do not hold onto job slots, go off-duty before going, do not complain that your job was taken, etc.&lt;br /&gt;
&lt;br /&gt;
=== Bad Roleplay ===&lt;br /&gt;
This is a rather vague one since it varies on one's perception of what is bad and not in terms of roleplay. But usually if you take actions that makes no sense for your character to make (IE: Randomly stabbing yourself with no explanation, or because you're bored OOC) is bad, and we will take action on you if you do it too often. Here other cases of bad roleplay to avoid.&lt;br /&gt;
* '''Being completely dumb and incompetent as a hired crewmember''': As you would probably not have been hired in that case.&lt;br /&gt;
* '''Using netspeak in character and emojis''': You can use those on PDA since they are a text medium however.&lt;br /&gt;
* '''Characters that are good in everything (Like Mary-sues) are prohibited.'''&lt;br /&gt;
&lt;br /&gt;
=== Avoid metagaming ===&lt;br /&gt;
Using knowledge that your own character wouldn't know is prohibited. And if your character leaves the station and you choose another character that is friends/etc of your first character. They do not know about events of the CURRENT ROUND. But might have been informed of what happened in previous rounds. - Here are other specifics metagame examples to avoid.&lt;br /&gt;
* '''Metabias''': Trying to go after a certain character because you know who the OOC player is, with negative intent.&lt;br /&gt;
* '''Metagrudge''': Wanting revenge on someone for something that happened in previous rounds using a character that would normally not know about it.&lt;br /&gt;
&lt;br /&gt;
=== Notes about Job bans ===&lt;br /&gt;
There might be cases where your character gets fired from a position by CC or the Colony Director. In these cases, it is possible that you get job banned as a IC punishment from the staff. That does not mean you have broken any of the actual rules, but this is to prevent people who ha been 'fired' to just take the job immediately after. This is only for cases where you would be fired for longer than a day (like if only fired by the Director without CC knowing.)&lt;/div&gt;</summary>
		<author><name>Kelshark</name></author>
	</entry>
	<entry>
		<id>https://yawn.izac.live/index.php?title=ITV_Talon&amp;diff=626</id>
		<title>ITV Talon</title>
		<link rel="alternate" type="text/html" href="https://yawn.izac.live/index.php?title=ITV_Talon&amp;diff=626"/>
		<updated>2021-03-27T21:50:33Z</updated>

		<summary type="html">&lt;p&gt;Kelshark: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The ITV Talon is a ship designated as a trading vessel by a company known as the Ithaca Corporation.&lt;br /&gt;
&lt;br /&gt;
Its main purpose is to generate revenue for the corporation by means of trading, researching, privateering, or anything else the Captain of the ship may come up with.&lt;br /&gt;
&lt;br /&gt;
The Captain has full authority of the ship and its crew, however the ship is still in a system owned by NT and must therefore abide to Nanotrasen's demands while in the system. They may also be asked to leave the orbit of NT owned planets by the ones in charge of said systems. (This means the Site Manager can demand the ship to leave if it is orbiting Borealis Majoris for example.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== OOC ==&lt;br /&gt;
Basically, as the crew of the Talon, you can do whatever you want. You can fly and explore around the system and collect fat loot, sell fat loot to Cryogaia or find some other purpose for the ship. You don't follow NT's laws inside your ship, you do follow the [[Admiralty Law]] however. Your Captain is the one in charge and can pretty much do as he pleases.&lt;br /&gt;
&lt;br /&gt;
While you are allowed to take hostile actions against Cryogaia, server rules still apply. Beware the staff can still intervene both OOCly and ICly through any sorts of intervention.&lt;/div&gt;</summary>
		<author><name>Kelshark</name></author>
	</entry>
	<entry>
		<id>https://yawn.izac.live/index.php?title=ITV_Talon&amp;diff=625</id>
		<title>ITV Talon</title>
		<link rel="alternate" type="text/html" href="https://yawn.izac.live/index.php?title=ITV_Talon&amp;diff=625"/>
		<updated>2021-03-27T21:48:51Z</updated>

		<summary type="html">&lt;p&gt;Kelshark: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The ITV Talon is a ship designated as a trading vessel by a company known as the Ithaca Corporation.&lt;br /&gt;
&lt;br /&gt;
Its main purpose is to generate revenue for the corporation by means of trading, researching, privateering, or anything else the Captain of the ship may come up with.&lt;br /&gt;
&lt;br /&gt;
The Captain has full authority of the ship and its crew, however the ship is still in a system owned by NT and must therefore abide to Nanotrasen's demands while in the system. They may also be asked to leave the orbit of NT owned planets by the ones in charge of said systems. (This means the Site Manager can demand the ship to leave if it is orbiting Borealis Majoris for example.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== OOC ==&lt;br /&gt;
Basically, as the crew of the Talon, you can do whatever you want. You can fly and explore around the system and collect fat loot or find some other purpose for the ship. You don't follow NT's laws inside your ship, you do follow the [[Admiralty Law]] however. Your Captain is the one in charge and can pretty much do as he pleases.&lt;br /&gt;
&lt;br /&gt;
While you are allowed to take hostile actions against Cryogaia, server rules still apply. Beware the staff can still intervene both OOCly and ICly through any sorts of intervention.&lt;/div&gt;</summary>
		<author><name>Kelshark</name></author>
	</entry>
	<entry>
		<id>https://yawn.izac.live/index.php?title=ITV_Talon&amp;diff=624</id>
		<title>ITV Talon</title>
		<link rel="alternate" type="text/html" href="https://yawn.izac.live/index.php?title=ITV_Talon&amp;diff=624"/>
		<updated>2021-03-27T21:37:52Z</updated>

		<summary type="html">&lt;p&gt;Kelshark: Creating ITV Talon - First draft&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The ITV Talon is a ship designated as a trading vessel by a company known as the Ithaca Corporation.&lt;br /&gt;
&lt;br /&gt;
Its main purpose is to generate revenue for the corporation by means of trading, researching, privateering, or anything else the Captain of the ship may come up with.&lt;br /&gt;
The Captain has full authority of the ship and its crew, however the ship is still in a system owned by NT and must therefore abide to Nanotrasen's demands while in the system. They may also be asked to leave the orbit of NT owned planets by the ones in charge of said systems. (This means the Site Manager can demand the ship to leave if it is orbiting Borealis Majoris for example.)&lt;/div&gt;</summary>
		<author><name>Kelshark</name></author>
	</entry>
	<entry>
		<id>https://yawn.izac.live/index.php?title=Lore&amp;diff=623</id>
		<title>Lore</title>
		<link rel="alternate" type="text/html" href="https://yawn.izac.live/index.php?title=Lore&amp;diff=623"/>
		<updated>2021-03-27T21:33:12Z</updated>

		<summary type="html">&lt;p&gt;Kelshark: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;*[[Cryogaia]]&lt;br /&gt;
*[[Species]]&lt;br /&gt;
*[[ITV Talon]]&lt;/div&gt;</summary>
		<author><name>Kelshark</name></author>
	</entry>
	<entry>
		<id>https://yawn.izac.live/index.php?title=Server_Rules&amp;diff=615</id>
		<title>Server Rules</title>
		<link rel="alternate" type="text/html" href="https://yawn.izac.live/index.php?title=Server_Rules&amp;diff=615"/>
		<updated>2020-08-23T19:21:19Z</updated>

		<summary type="html">&lt;p&gt;Kelshark: Rule changes and tweaks following the admin meeting.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Reference}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2&amp;gt;Read the rules and know them before joining.&amp;lt;/h2&amp;gt;&lt;br /&gt;
   This is necessary to help avoid confusion/conflicts down the line as administrators may not always be forgiving. In general, use common sense and treat others how you would like to be treated. If you're unsure of something not mentioned here, adminhelp it. You can request for help by using the F1 key, through the Admin tab on the top right of your user interface, or through the top left Help menu.&lt;br /&gt;
   &lt;br /&gt;
    &amp;lt;h3&amp;gt;What to expect:&amp;lt;/h3&amp;gt;&lt;br /&gt;
   A continuous roleplaying environment: RP is constant here. If you’re not a fan of long extended rounds and staying in character, you’ll probably have more fun elsewhere sadly. Given the nature of roleplaying, steps are taken to help ensure the atmosphere of it isn’t disrupted.         &lt;br /&gt;
&lt;br /&gt;
=== Guideline links we use ===&lt;br /&gt;
Our SOP and Corporate regulations.&lt;br /&gt;
* [[Corporate Regulations]]&lt;br /&gt;
* [[Standard Operating Procedure]]&lt;br /&gt;
The guides can be found on Polaris, as Virgo is a mix of Polaris and its own code.&lt;br /&gt;
* https://wiki.vore-station.net/Guides&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;Some general terms:&amp;lt;/h3&amp;gt;&lt;br /&gt;
   '''RP(role-play)''': To act and speak as if you are the character you're portraying. To role-play is as much about what not to say as what TO say. It means to keep your speech in the context of the setting in which your character exists.&lt;br /&gt;
* '''IC''' - short for In-Character: If you are IC, that means you are pretending to be someone else (your character) rather than being your “Real” self.  IC applies to all things that happen in-game, OOC knowledge applied in-game falls under meta-gaming, which is prohibited.&lt;br /&gt;
* '''OOC''' - Out Of Character: A term used in role-play when a person wants to step outside of their character for a minute and speak as themselves. &lt;br /&gt;
* '''Meta-gaming''':  To bring OOC knowledge in-game is referred to as Meta-gaming. Sometimes it can be difficult to keep things separate, but it is important to make every effort not to mix these things. Essentially crossing OOC knowledge into IC in-game or vice versa falls under meta-gaming.&lt;br /&gt;
&lt;br /&gt;
   &amp;lt;nowiki&amp;gt; &amp;lt;/nowiki&amp;gt;Several examples of meta-gaming (Which should be avoided):&lt;br /&gt;
* '''IC in OOC''': Revealing in-game knowledge to other players. Generally, if someone not playing can tell what's going on using OOC, it's IC in OOC. This is generally not a good thing.&lt;br /&gt;
* '''OOC in IC''': Virtually un-needed and disruptive in most cases, considering the players access to OOC and LOOC (local-out-of-character).&lt;br /&gt;
* '''Ghosting''': Conveying in-game knowledge to someone else who would normally be unable to know otherwise, for example telling a friend out of game the identity of the antagonist who murdered you. Don’t do this.&lt;br /&gt;
* '''Power-gaming''': Playing to win is generally frowned upon in a role-playing setting and should be taken elsewhere.  Characters in-game would typically try to avoid pain or bodily harm pre-emptively, fighting armed gunmen bare-handed, etc. Alternatively players shouldn’t casually wear hardsuits/internals “on the off chance” that something bad like a breach will randomly occur.&lt;br /&gt;
&lt;br /&gt;
* '''Griefing''': examples of this include; injuring or killing crew, bombing the station, uploading AI laws allowing the AI to murder people, or otherwise screwing over other players for no reason.  Don’t do this. Exceptions are for antags obviously, but even then don't use it as an excuse to grief the place over.            &lt;br /&gt;
   &amp;lt;h3&amp;gt;Ruleset&amp;lt;/h3&amp;gt;These are the actual rules that you must follow in the server, not following these rules will result in punishment from the moderators and/or administrators of the server. If you see someone else breaking these rules, please adminhelp it.&lt;br /&gt;
* '''Be 18 years of age or above''': You agree to be at least 18 years old of age before joining the game. The Discord server is open to all as it is PG.&lt;br /&gt;
* '''Your character must be 18 years old of age or above''': NT Does not hire children. Only exception are DRONES and BORGS. Positronics are not 'download data and become smart' brains. They act like real human brains in how they function.&lt;br /&gt;
* '''Offset mean characters with okay characters''': Don't always play as a racist, dickish, etc character constantly. Or someone who constantly breaks the law or causes trouble. Try to offset such characters with ones that are at least neutral in personality. This is because playing such characters will make others believe that is how you are OOC and create bias.&lt;br /&gt;
&lt;br /&gt;
* '''Leave SSD(disconnected players) alone''': Refrain from looting/harming  SSD players or otherwise interacting with SSD players unless it is to drag them to either a bed in the dorms or cyrosleep/tram/teleporter. (Traitor objectives are an exception if it's to steal an item from them. Otherwise adminhelp it.) To identify if someone is AFK/SSD/disconnected players look for “He/She has a vacant stare...&amp;quot; when examining their characters.&lt;br /&gt;
* '''Being a Toxic Player In General''': It doesn't matter if everything you do in and out of character doesn't break any rules, if the staff as a general whole agree on removing you, they can and will. This applies across the community as a whole, examples(OOC, discord, deathchat, forums, etc). What to avoid - continuously harass/instigate/annoy or provoke enough people that the staff get tired of hearing complaints about it.&lt;br /&gt;
* '''Suicide is generally not okay''', ICly and OOCly. Killing yourself because you're bored and want to observe/switch characters is not allowed. If you have a good reason, adminhelp it beforehand. Otherwise move your character’s body to the dormitories/cyrosleep. (One Exception is for AI, you can wipe yourself / shutdown to spawn as someone else if you're an AI - You can do so using the Store-Core command)&lt;br /&gt;
* '''Playing a Head''': Know your job before taking a Head Role, and have a general understanding of what you are expected to do. Head Roles are not for learning the game. Expect to get job-banned by Staff if you are deemed incompetent at your Head Role.&lt;br /&gt;
* '''No stupid names''': Things like 'Baldie McBald' and other dumb meme names are not allowed. You will be asked to rename yourself if the name is considered inappropriate.&lt;br /&gt;
* '''Do not enter/hack into/take''' from the following areas without a reasonable in character reason: Captain's Quarters, Armory, Bridge Holdout Armoury, Bridge and the Vault. If you are unable to give a valid reasons to the admins you probably should not go ahead and do it. You should expect to get bwoinked after you do this so be prepared to defend your position. Better would be to A-help beforehand to get clearance from the Staff team. Every A-help is sent to the Discord staff being online or not.&lt;br /&gt;
* '''Do not use/exploit bugs''': If you find a bug, report it on the github or to the administrators. If it's already on the github, avoid using the exploit.&lt;br /&gt;
* '''Cryo before Ghosting''': If you are going to Ghost and stay in the server/play another character, we request you cryo your current character first. If you are using a job slot and are going to leave the server, we request you cryo or go off-duty before you disconnect from the server. This is to allow someone to possibly use that slot in your absence.&lt;br /&gt;
* '''As a Head of Staff/Limited Job Role, Cryo before being AFK/Inactive for 30 minutes or SSDing''': Heads of Staff are important roles that we request be used by active players. Limited Job Roles are jobs with only one or two slots. If you're not going to use a job slot, cryo and let someone else possibly use it. Examples of limited slots are the Warden (1 slot), Pathfinder (1 slot), and Pilot (2 slots). If you need to leave suddenly, please Ahelp your intention of leaving first. We understand real life comes first, and we will deal with your character if you need to leave suddenly. &lt;br /&gt;
* '''Use English''': If you’re unable to communicate well enough while out of character, this will result in a ban as you are unable to read the rules to the server.&lt;br /&gt;
* '''Killing/mortally wounding other crew''': Avoid doing this even within IC reasons, in self-defense or even as an antagonist, do everything within your power to avoid unnecessary deaths. This is prohibited more so to avoid ruining the fun for other players. If you and another are consenting, adminhelp it beforehand to notify the Staff so we know you both consent to possibly being out of the round. If you kill someone expect to be held accountable by the present crew like Security. Just because you both agreed to fight with death involved OOCly doesn’t mean Security will let you walk away from Murder ICly.&lt;br /&gt;
* '''No end of round grief''': Just don't, people like a proper closure. This includes staff.&lt;br /&gt;
* '''Respawning''': If you respawn, you must not respawn as the same character if that character is still in the round (Example, you died or killed yourself, which you shouldn't even do in the first place).&lt;br /&gt;
* '''Character Skills''': Try to limit how many things your character is ICly able to do, example. Your engineer should probably not be proficient in surgery. There is a skill system you can use on character setup, as a guideline,  your maximum skill should not go more than 'Above Average' in term of skill level. If it is you are to lower it down, this is to prevent Mary-Sue characters and whatnot. And to restrict a character that can do everything. Increasing your character's age allows them to have more points in to compensate for experience.&lt;br /&gt;
* '''The Gateway and Shuttle:''' Don't go into the gateway or take off in the Shuttle for any reason at round start. Do not take off in the shuttle alone. Do not take the shuttle for a joyride alone to anywhere. The Shuttle is for Planned Expeditions (Which are authorized by the CD, RD, or Pathfinder.), or other things (like a joyride/space spin with 2 people) if you request it from Central (in the absence of the CD, RD, or Pathfinder) via a Fax and the Server Staff present at the time okay it. The minimum requirement of crew is 2 people for an expedition or any other uses. That includes you, and two others. The Pathfinder and RD count towards this total. If the RD/CD/Pathfinder is not present to okay your expedition/other use, you will fax it to Central for Clearance.&lt;br /&gt;
* '''Security Interceptor:''' Just like the Shuttle, minimum of 2 people in it before taking off. &lt;br /&gt;
* '''ERP''': While it is allowed, you '''cannot''' mention or do any of it near any oocly non-consenting people. If you are caught ERPing ICly, you can be arrested for public indecency in the corporate regulations. So don't whine to us if you're caught ERPing outside of bolted dorms. When ERPing On-Duty, you must keep your headset on and still do your job in the event of emergencies (Ex: Breaches, invasions, someone is about to die and you're the only medic, On-Duty etc). If you are Off-Duty, you do not have to go do your job even if requested. You are Off-Duty. They cannot make you go On-Duty.&lt;br /&gt;
* '''Subtles''': Use subtle only in cases where it would make sense. That is, in cases where other crewmembers would not be able to see what you are doing to the other person in subtle range. Do not use subtle to whisper. Subtles can however be used in Dorms and Residential at will whether the action itself is subtle or not. But only in those areas.&lt;br /&gt;
* '''Vore''': Since we use the v.o.r.e codebase, the game allows you to omnom things and other players. '''Do not''' ever use it on a non-consenting player, even if your objective is to kill them. And do not use it on SSD/dead players either unless their OOC information allows vore while afk. If you are fine with it happening randomly, it must be written on in your OOC information.&lt;br /&gt;
* '''Baldies''': If a crewmember is a human and bald after arriving on station. And said person is actively seen breaking one of the above rules / griefing. Administrators are allowed to do whatever they please to them. If you are a bald human that just joined and whine about admin abuse. We will point out you haven't read the rules and we will just laugh and keep going.&lt;br /&gt;
* '''Do not ghost during IC intervention''': It's a dick move and we don't appreciate it, neither does the player. Don't ghost when you are being arrested or to avoid being in jail. If you are permabrigged, adminhelp it beforehand.&lt;br /&gt;
&lt;br /&gt;
=== Residential ===&lt;br /&gt;
* '''Treat the Residential level like dorms''': Do not enter them unless you are allowed to by the residence owner, don’t break in there, etc.&lt;br /&gt;
&lt;br /&gt;
* '''Do not take items from the residential level back to the station''': Treat it like there is a security checkpoint in the residential level as well, no taking things from the residential level (like medkits, etc) back to the station.&lt;br /&gt;
&lt;br /&gt;
* '''Going to the residential area considers you OUT OF THE GAME''': Therefore, do not hold onto job slots, go off-duty before going, do not complain that your job was taken, etc.&lt;br /&gt;
&lt;br /&gt;
=== Bad Roleplay ===&lt;br /&gt;
This is a rather vague one since it varies on one's perception of what is bad and not in terms of roleplay. But usually if you take actions that makes no sense for your character to make (IE: Randomly stabbing yourself with no explanation, or because you're bored OOC) is bad, and we will take action on you if you do it too often. Here other cases of bad roleplay to avoid.&lt;br /&gt;
* '''Being completely dumb and incompetent as a hired crewmember''': As you would probably not have been hired in that case.&lt;br /&gt;
* '''Using netspeak in character and emojis''': You can use those on PDA since they are a text medium however.&lt;br /&gt;
* '''Characters that are good in everything (Like Mary-sues) are prohibited.'''&lt;br /&gt;
&lt;br /&gt;
=== Avoid metagaming ===&lt;br /&gt;
Using knowledge that your own character wouldn't know is prohibited. And if your character leaves the station and you choose another character that is friends/etc of your first character. They do not know about events of the CURRENT ROUND. But might have been informed of what happened in previous rounds. - Here are other specifics metagame examples to avoid.&lt;br /&gt;
* '''Metabias''': Trying to go after a certain character because you know who the OOC player is, with negative intent.&lt;br /&gt;
* '''Metagrudge''': Wanting revenge on someone for something that happened in previous rounds using a character that would normally not know about it.&lt;br /&gt;
&lt;br /&gt;
=== Notes about Job bans ===&lt;br /&gt;
There might be cases where your character gets fired from a position by CC or the Colony Director. In these cases, it is possible that you get job banned as a IC punishment from the staff. That does not mean you have broken any of the actual rules, but this is to prevent people who ha been 'fired' to just take the job immediately after. This is only for cases where you would be fired for longer than a day (like if only fired by the Director without CC knowing.)&lt;/div&gt;</summary>
		<author><name>Kelshark</name></author>
	</entry>
	<entry>
		<id>https://yawn.izac.live/index.php?title=Standard_Operating_Procedure&amp;diff=614</id>
		<title>Standard Operating Procedure</title>
		<link rel="alternate" type="text/html" href="https://yawn.izac.live/index.php?title=Standard_Operating_Procedure&amp;diff=614"/>
		<updated>2020-08-23T19:20:34Z</updated>

		<summary type="html">&lt;p&gt;Kelshark: Exploration tweaks&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Reference}}&lt;br /&gt;
(( Players reading this page should keep in mind '''THESE ARE NOT OOC RULES!''' These are just how the company, in-character, would have something handled. Whether or not you are following these policies is irrelevant if you break [[ Server Rules|the actual rules]]. Breaking SOP is usually IC, and usually only results in IC punishment like being fired. ))&lt;br /&gt;
&lt;br /&gt;
== Galactic Labor Rights ==&lt;br /&gt;
As per the conditions of the United Sol Government Declaration of Sentient Rights, all employees are granted certain rights.&lt;br /&gt;
&lt;br /&gt;
* Everyone has the right to work, free choice of employment, just and favorable conditions of work, and to protection against unemployment.&lt;br /&gt;
** What it means: Barring an emergency in which you are qualified and able to help safely resolve, you cannot be conscripted or otherwise forced into an occupation that you have no desire or ability to meet the responsibilities of. For example, a Cargo Technician cannot be fired for not following orders to go mining, because that's a completely different job.&lt;br /&gt;
* Everyone, without any discrimination, has the right to equal pay for equal work.&lt;br /&gt;
** What it means: You cannot be denied work or pay because of your appearance, race, gender, species, or religious affiliation within reason. For example, a Tajaran cannot be removed from command just for being a Tajaran.&lt;br /&gt;
* Everyone who works has the right to just and favorable remuneration ensuring for himself and his family an existence worthy of a sentient being's dignity, and supplemented, if necessary, by other means of social protection.&lt;br /&gt;
** What it means: You are paid a living wage in the form of Thalers via electronic deposit in such a way that you may access and spend those funds freely. You are also granted, if you so desire, certain benefits from the company such as safe and affordable housing at the nearby colony. For example, paying you with commodities such as meat is not permitted (even if you would be okay with being paid in meat).&lt;br /&gt;
* Everyone has the right to form and to join trade unions for the protection of his/her interests.&lt;br /&gt;
** What it means: You can be part of a union. This is self explanatory.&lt;br /&gt;
* Everyone has the right to rest and leisure, including reasonable limitation of working hours and periodic holidays with pay.&lt;br /&gt;
** What it means: All employees are entitled to break time, vacations, and holidays as outlined in your employee handbook. (( What this actually means OOCly: Nobody can come along and fire you or punish you for not doing your job 24/7 on the server. As long as the needs of your current job are met within reason, and there's no current emergencies, you can bugger off to do lewds. Nobody likes fun police. ))&lt;br /&gt;
&lt;br /&gt;
Violation of employee labor rights is punishable under [[Corporate Regulations]] &amp;amp;sect;123.&lt;br /&gt;
&lt;br /&gt;
== NanoTrasen Privacy Policy ==&lt;br /&gt;
Under normal station operation, the invasion of private areas such as locked dorms, bathrooms, personal offices, personal belongings, personal lockers, or other personal space is highly illegal without consent of the owner or a search warrant. Furthermore, the use of thermal imaging goggles or other artificial means of observing crew in private areas such as tracking devices is also strictly forbidden without explicit consent or warrant, and the tools used to conduct such crimes are considered contraband. If your right to privacy is violated by security or other members of the crew, contact the Colony Director or Central Command to submit an official complaint. If this violation of privacy results in the conviction of a crime, you may be eligible to have the incident voided by order of a Sol Central court and be compensated for wrongful arrest.&lt;br /&gt;
&lt;br /&gt;
This privacy policy may at times be suspended for the greater security of the station crew. If heightened security alertness is abused by the command staff, such as failing to lower the alert level after an incident, or raising the alert level when there is no incident, please contract your NanoTrasen Representative as soon as possible.&lt;br /&gt;
&lt;br /&gt;
Violation of employee privacy is punishable under [[Corporate Regulations]] &amp;amp;sect;221.&lt;br /&gt;
&lt;br /&gt;
== NanoTrasen Visitor Policy ==&lt;br /&gt;
The Colony Director or Acting Colony Director of the Yawn Station retains all authority to permit or deny visitors not sent directly from the company.* The Colony Director or Acting Colony Director may also work out an arrangement with the visitor(s) that breaks or modifies any or all of the following guidelines. At no point in this process is the Colony Director required to submit a fax to Central, but he or she may do so at any time if deemed necessary.&lt;br /&gt;
&lt;br /&gt;
Security is permitted to search each visitor to Yawn Station upon arrival, and departure of the station. Security is furthermore permitted to deem any item as restricted.&lt;br /&gt;
A restricted item must either be:&lt;br /&gt;
A) Given to security for safe keeping.&lt;br /&gt;
B) Removed from the station by the visitor. Docked vessels are not considered part of the station, so the storage of restricted items aboard a docked vessel is permitted.&lt;br /&gt;
Security may not remove items from the docked vessel without explicit permission from the vessel's owner.&lt;br /&gt;
&lt;br /&gt;
All visitors to Yawn Station are permitted free access to all public areas of the station. In addition visitors are permitted to enter restricted areas with permission from the relevant Head of Staff or Colony Director. The Head of Staff retains the right to have the visitor removed from the restricted zone at any time.&lt;br /&gt;
&lt;br /&gt;
== NanoTrasen Off-Duty Crew Policy ==&lt;br /&gt;
&lt;br /&gt;
Off-Duty Crew are considered to be the same as regular visitors to the station. The NanoTrasen Visitor Policy applies to Off-Duty Crew. As such they are allowed free access to all public areas of the station. Additionally, they are permitted to enter restricted areas with permission from the relevant Head of Staff or Colony Director. The Head of Staff retains the right to have the Off-Duty Crew removed from the restricted zone at any time. &lt;br /&gt;
&lt;br /&gt;
Off-Duty Crew do not retain any of their privileges, access, job specific gear/tools/weapons, authority, departmental clothing, departmental identifiers, departmental radios, departmental PDA cartridges, or anything else relating them to the department they represent On-Duty when going Off-Duty. You do not represent your department while off duty. You are choosing to be at your place of employment while not being on the clock. You are free to talk to the crew, or use the facilities, but you are not to interfere or take things from your department while you are visiting. Contraband laws still apply to you, as such you would no longer have your Engineers Pass to have Insulated Gloves, or your Security Pass to carry a baton as an example. Tool-Storage is for On-Duty Crew. While you may have access to Tool-Storage while off Duty, you should not be making off with tools from it while Off-Duty. You have tools at your disposal while On-Duty.&lt;br /&gt;
&lt;br /&gt;
Being Off-Duty means you no longer represent your Department. You should either bring a change of clothes with you if you intend to go Off-Duty while on the station, or you should expect to buy a set of clothes while on station from one of the clothes vendors. Departmental clothing is any clothing with the department name on it. Such as a Security KHI suit, or an Engineering Jumpsuit. If you wear a pair of Jeans as an Engineer, you will just be required to shed any accessories such as an Orange Armband or Engineers Beret. If you wish to store your Departmental Equipment and Clothing while Off-Duty, you may make use of the Lockers in your department, or use one of the Public Access lockers located around the station. All time clocks are in public areas. This means you may leave your job gear in your Department, and go Off-Duty. When you decide to go On-Duty again, you may go to the time clock, get your Access back, and then go into your Department to retrieve your stuff.&lt;br /&gt;
&lt;br /&gt;
== NanoTrasen Dress Code ==&lt;br /&gt;
Certain positions within NanoTrasen are expected to maintain a specific dress code. The strictness of these codes are ''Enforced'', ''Recommended'', and ''Suggested''. They are defined as follows:&lt;br /&gt;
&lt;br /&gt;
* Failure or refusal to adhere to an enforced dress code may result in suspension or termination.&lt;br /&gt;
** Security staff are enforced to wear Security clothing, or any clothing with dominant colors of red and black, or red and blue. If an individual has a nudity permit, they must at least wear a red security armband, appropriate security-issue outerwear, or a security hat. This is to ensure security is easily identifiable.&lt;br /&gt;
** Medical staff are enforced to wear sterile lab clothing while working in Medical's facilities. Even if you have a nudity permit, you must cover up with a sterile lab coat and latex gloves while treating patients.&lt;br /&gt;
&lt;br /&gt;
*Failure or refusal to adhere to recommended dress code may result in suspension or termination only if an accident results from disobeying the dress code.&lt;br /&gt;
** Engineering staff are recommended but not enforced to wear bright and easily recognizable clothing, such as yellows or oranges, to be easily spotted in case of an emergency.&lt;br /&gt;
** Service staff are recommended but not enforced to wear aprons while preparing or harvesting food. Bartenders and waiter staff have no specific dress code, but it is suggested that they agree on similar clothing to wear for the day.&lt;br /&gt;
&lt;br /&gt;
*Failure or refusal to adhere to suggested dress codes are not valid grounds for punishment, but may result in a lack of respect from co-workers.&lt;br /&gt;
** Science staff are suggested but not enforced to wear uniforms of purple and white. If a VIP is visiting the station, please dress appropriately for your department.&lt;br /&gt;
** Cargo/Mining staff are suggested but not enforced to wear uniforms made of highly durable cloth so as to avoid damage caused by physical labor.&lt;br /&gt;
** Colony Director and Head of Personal are suggested but not enforced to wear their issued uniforms while on duty, or at least their hats. This is to ensure commanders are easily identifiable.&lt;br /&gt;
&lt;br /&gt;
Other staff and visitors are not bound by any dress code and may dress within reason so long as it does not violate [[Corporate Regulations]].&lt;br /&gt;
&lt;br /&gt;
== Nanotrasen Residential Code ==&lt;br /&gt;
Residential Area&lt;br /&gt;
People who wish to go to the residential area must first store their equipment and set themselves as off-duty. After which they are required to go through a full security search. All job related gear is taken, except for ID, PDA, Bag and their uniforms. Bags produced by research (bluespace bags) are not allowed to be brought to the residential area either, as well as any NT equipment.&lt;br /&gt;
Here is a list of ALLOWED items to be brought over, everything else must be left at the security checkpoint.&lt;br /&gt;
* ID and PDA.&lt;br /&gt;
* Uniforms, clothing.&lt;br /&gt;
* Laptops and tablets.&lt;br /&gt;
* Purchased items (food, cigarettes, clothes/collars/etc).&lt;br /&gt;
* Civilian/Entertainment items (Toys, plushies, etc).&lt;br /&gt;
* Emergency box with proper emergency equipment inside.&lt;br /&gt;
&lt;br /&gt;
Once someone has left to the residential area, the officer that let them through must keep paperwork of who has left. Required information is as follow:&lt;br /&gt;
* Name of leaving person.&lt;br /&gt;
* Time left.&lt;br /&gt;
* Belongings taken from them (if any).&lt;br /&gt;
'''Once they have returned to station'''&lt;br /&gt;
* Time the person came back.&lt;br /&gt;
* Signature of the person.&lt;br /&gt;
&lt;br /&gt;
Returning people must also be searched, any items they should not have on them must be confiscated and brought back to the residential areas.&lt;br /&gt;
Here is a list of examples that should not be brought to the station.&lt;br /&gt;
* Medical kits and other medical equipments&lt;br /&gt;
* Spare equipment (light boxes, tools, etc)&lt;br /&gt;
* Anything else not in the ALLOWED list&lt;br /&gt;
&lt;br /&gt;
If there is no security, the HoP, Colony Director, or current Acting Colony Director with access is permitted to do the searches. Otherwise, no one is permitted to go through to the residential areas.&lt;br /&gt;
&lt;br /&gt;
== NanoTrasen Monetary Policy ==&lt;br /&gt;
''' NanoTrasen Bank Accounts '''&amp;lt;br /&amp;gt;&lt;br /&gt;
All employees are given a bank account for use aboard NanoTrasen facilities. These accounts are created immediately before their arrival and are deleted at the end of a standard work period, with all remaining funds in the account being transferred to the employee's personal banking account, or otherwise delivered to the employee in a method compliant with Galactic Labor Rights.&lt;br /&gt;
&lt;br /&gt;
The contents of a NanoTrasen Bank Account represents a portion of an employee's wages (the exact portion of which is defined by an individual's labor contract). NanoTrasen Bank Accounts should not be treated as personal bank accounts for any purpose other than use on NanoTrasen facilities during working hours.&lt;br /&gt;
&lt;br /&gt;
''' Department and Station Accounts '''&amp;lt;br /&amp;gt;&lt;br /&gt;
In addition to each employee's account, an account is available for each department, as well as one for the station itself. Every Head of Staff is given access to their department's account. These accounts should only be accessed for purposes directly related to the continued function of their respective department. NanoTrasen's Financial Department performs regular audits on how these funds are used, and misuse of these funds is grounds for immediate demotion or termination.&lt;br /&gt;
&lt;br /&gt;
Station vending machines also have an account. This account should only be accessed to issue charge backs if it can be proven that the purchased product was never received. &lt;br /&gt;
&lt;br /&gt;
''' Security Fines '''&amp;lt;br /&amp;gt;&lt;br /&gt;
Many violations of [[Corporate Regulations]] incur fines. These fines should be paid only by the offender, and should be immediately deposited into the Security Account, or otherwise held in a secure area if the account is not available. Members of Security should '''not''' take the fines for personal use. &lt;br /&gt;
&lt;br /&gt;
''' Service Staff '''&amp;lt;br /&amp;gt;&lt;br /&gt;
When charging for the goods and services provided by the Bar and Kitchen, the payments should be directed to the Service account, not the service staff's personal account. Service staff are free to request tips that they may use in their personal account, but they cannot make tips mandatory.&lt;br /&gt;
&lt;br /&gt;
Visitors, including Off-Duty personnel, should always be charged for food and drinks provided by the Bar and Kitchen.&lt;br /&gt;
&lt;br /&gt;
''' Suspension and Revocation of Accounts '''&amp;lt;br /&amp;gt;&lt;br /&gt;
The Head of Personnel is trusted with the responsibility of handling station finances, including employee wages. If an employee refuses to perform the duties expected of them without an acceptable reason, or is otherwise dismissed or terminated, the Head of Personnel can suspend their account, preventing them from accessing the funds.  If an account is still suspended by the end of a standard work period, it will be submitted for review by NanoTrasen's Financial Department before action is taken.&lt;br /&gt;
&lt;br /&gt;
''' Theft of Funds '''&amp;lt;br /&amp;gt;&lt;br /&gt;
If an employee is found to have stolen, embezzled, or otherwise misappropriated funds from a NanoTrasen account, of either another employee's or a station account, they are to be charged with '''(§102) Petty Theft''' under [[Corporate Regulations]], or '''(§215) Grand Theft''' if the amount is in excess of 1,000 Thalers&lt;br /&gt;
&lt;br /&gt;
==Alert Levels==&lt;br /&gt;
=== Code Green - All Clear ===&lt;br /&gt;
Default operating level. No immediate or clear threat to the station. All departments may carry out work as normal. This alert level can be set at the Communications Console with a Colony Director level ID.&lt;br /&gt;
&lt;br /&gt;
''All threats to the station have passed. Security may not have weapons visible, privacy laws are once again fully enforced.''&lt;br /&gt;
&lt;br /&gt;
Security:&lt;br /&gt;
* Weapons worn by security and heads of staff are to be hidden, except in emergencies.&lt;br /&gt;
* Specialized armor including shields are forbidden. Standard armor is permitted.&lt;br /&gt;
* Lethal weapons are forbidden among security staff without permits outside of the security wing.&lt;br /&gt;
* Security must respect the privacy of crew members and no unauthorized searches are allowed. Searches of any kind may only be done with a signed warrant by the [[Head of Security]] or [[Colony Director]], if found with visible contraband, or if the individual is being processed for the brig.&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Locations:&lt;br /&gt;
* Secure areas are recommended to be left unbolted (excluding the Vault). This includes EVA, Gateway, Teleporter, AI Upload, Engineering Secure Storage, and Tech Storage.&lt;br /&gt;
&lt;br /&gt;
Crew:&lt;br /&gt;
* Crew members may freely walk in the hallways.&lt;br /&gt;
* Suit sensors are not mandatory.&lt;br /&gt;
&lt;br /&gt;
=== Code Yellow - Suspected External Security Threat ===&lt;br /&gt;
A minor security emergency has developed. Security personnel are to report to their supervisor for orders and may have weapons visible on their person. Privacy laws are still enforced.&lt;br /&gt;
&lt;br /&gt;
=== Code Blue - Suspected Internal Security Threat ===&lt;br /&gt;
Raised alert level. Suspected threat to the station. Issued by Central Command, the Colony Director, or a Head of Staff vote.  This alert level can be set at the Communications Console with a Colony Director level ID.&lt;br /&gt;
&lt;br /&gt;
''Security staff may have weapons visible, random searches are permitted.''&lt;br /&gt;
&lt;br /&gt;
Security:&lt;br /&gt;
* Security may have weapons visible, but not drawn unless needed.&lt;br /&gt;
* Energy guns, laser guns and riot gear are allowed to be given out to security personnel with clearance from the Warden or HoS. &lt;br /&gt;
* Body Armour and helmets are recommended but not mandatory.&lt;br /&gt;
* Random body and workplace searches are allowed without warrant.&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Locations:&lt;br /&gt;
* Secure areas should be bolted down. This includes EVA, Gateway, Teleporter, AI Upload, Engineering Secure Storage, and Tech Storage.&lt;br /&gt;
&lt;br /&gt;
Crew:&lt;br /&gt;
* Employees are recommended but not required to comply with all security requests.&lt;br /&gt;
* Suit sensors are mandatory, but coordinate positions are not required.&lt;br /&gt;
&lt;br /&gt;
=== Code Violet - Major medical Emergency ===&lt;br /&gt;
A major medical emergency has developed. Medical personnel are required to report to their supervisor for orders, and non-medical personnel are required to obey all relevant instructions from medical staff.&lt;br /&gt;
&lt;br /&gt;
=== Code Orange - Major Engineering Emergency ===&lt;br /&gt;
A major engineering emergency has developed. Engineering personnel are required to report to their supervisor for orders, and non-engineering personnel are required to evacuate any affected areas and obey relevant instructions from engineering staff.&lt;br /&gt;
&lt;br /&gt;
=== Code Red - Confirmed Threat ===&lt;br /&gt;
Maximum alert level. Confirmed threat to the station or severe damage. Issued by Central Command, the Colony Director, or a Head of Staff vote. This alert level can only be set via the Keycard Authentication Devices in each Heads of Staff office and by swiping two Heads of Staff ID cards simultaneously at two separate authentication devices.&lt;br /&gt;
&lt;br /&gt;
''Security staff to be on high alert, random searches are permitted and recommended.''&lt;br /&gt;
&lt;br /&gt;
Security:&lt;br /&gt;
* Security may have weapons drawn at all times.&lt;br /&gt;
* Ballistic weapons, energy guns, laser guns, should be given out to security personnel with clearance from the Warden or HoS. &lt;br /&gt;
* Body Armour and helmets are mandatory. Riot gear is also recommended for appropriate situations.&lt;br /&gt;
* Random body and workplace searches are allowed and recommended.&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Locations:&lt;br /&gt;
* Secure areas must be bolted down.&lt;br /&gt;
&lt;br /&gt;
Crew:&lt;br /&gt;
* Suit sensors and coordinate positions are mandatory.&lt;br /&gt;
* Employees are required to comply with all security requests.&lt;br /&gt;
* [[Emergency Response Team]] may be authorized. All crew are to comply with their orders, including the Colony Director.&lt;br /&gt;
&lt;br /&gt;
=== Code Delta - Imminent Destruction ===&lt;br /&gt;
Scorched Earth policy now in effect. Confirmed threat has the potential to threaten the total destruction of not only the station, but planetside facilities, and other NanoTrasen installations in the sector. Issued by Central Command per request of the Colony Director or surviving heads of staff. This alert level can only be set by NanoTrasen giving the nuclear device authorization codes. The Colony Director must ready the nuclear device for detonation, or die trying.&lt;br /&gt;
&lt;br /&gt;
''Martial Law now in effect. Failure to comply may result in capital punishment.''&lt;br /&gt;
&lt;br /&gt;
Security:&lt;br /&gt;
* Security must have weapons drawn at all times.&lt;br /&gt;
* Security's first priority is to assist the Colony Director in preparing the nuclear device.&lt;br /&gt;
* Security's second priority is to evacuate all surviving crew.&lt;br /&gt;
* Security's third and final priority is to defend the evacuation against any and all threats, even if it means being left behind.&lt;br /&gt;
* Weapon restrictions on normal crew are lifted, and any crew with a weapon should be conscripted to assist with protecting the evacuation.&lt;br /&gt;
* Body Armour and helmets are mandatory. Riot gear is also recommended for appropriate situations.&lt;br /&gt;
&lt;br /&gt;
Locations:&lt;br /&gt;
* Secure areas must be evacuated of any irreplaceable equipment, such as important artifacts, exotic alien technology, or sensitive intelligence that hasn't been turned over to Central Command.&lt;br /&gt;
&lt;br /&gt;
Crew:&lt;br /&gt;
* [[Suit sensors]] and coordinate positions are mandatory.&lt;br /&gt;
* Employees not involved with Security are to evacuate immediately.&lt;br /&gt;
* Employees are required to comply with all security requests.&lt;br /&gt;
* [[Asset Protection]] will be deployed. All crew are to comply with their orders, including the Colony Director.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Restrictions on searches also applies to the use of privacy-defeating equipment or enhancements such as thermals, x-ray, and so on.&lt;br /&gt;
&lt;br /&gt;
== Crisis Management ==&lt;br /&gt;
The following scenarios are all emergency situations in which there are a specific set of rules that should be followed to most quickly resolve the crisis.&lt;br /&gt;
&lt;br /&gt;
=== Station-wide Lockdown/Quarantine ===&lt;br /&gt;
* Code Red must be initiated. Attempts to breach the quarantine are treated as hostile threats.&lt;br /&gt;
* The [[Colony Director]] must announce the lockdown for it to be valid.&lt;br /&gt;
* All entrances and exits to the facility must be guarded by armed Security personnel.&lt;br /&gt;
* All crew should attempt to avoid main corridors and hide in the nearest safe, preferably locked location.&lt;br /&gt;
** Try to stay out of sight of the threat.&lt;br /&gt;
** If desperate, a locker is better than nothing.&lt;br /&gt;
* Security will summon medical staff as required, so medical staff should be prepared to leave their department to help injured.&lt;br /&gt;
* The shuttle may '''not''', under any circumstance, be called during a lockdown.&lt;br /&gt;
* Attempts to escape or enter the facility during a lockdown is to be met with up to and including lethal force.&lt;br /&gt;
&lt;br /&gt;
=== Station-wide Power Failure ===&lt;br /&gt;
* Have emergency internals worn at all times, in case of decompression.&lt;br /&gt;
* If trapped, suit sensors recommended to be set to tracking mode.&lt;br /&gt;
* Security must lock down high security areas by means of armed guards.&lt;br /&gt;
* Engineering should distribute spare power cells as soon as possible.&lt;br /&gt;
** Assign one engineer to unlock APCs in Cargo and Medical. This engineer should instruct the staff how to safely remove and replace power cells to keep their departments operational.&lt;br /&gt;
** Cargo should usually be helped first, as they can provide shipments of additional power cells. Medical should be helped first if there are injured or ongoing medical treatment(s) during the outage, such as surgery, cloning, or cryogenic healing.&lt;br /&gt;
* Cargo should begin ordering electrical supplies as soon as possible to maintain power for both themselves and medbay.&lt;br /&gt;
* Medical must locate and rescue any trapped crew members.&lt;br /&gt;
** Crowbars can be used to open blocked doors.&lt;br /&gt;
* Activate auxiliary power systems such as solars and backup generators.&lt;br /&gt;
* Encourage the crew to ration power by turning off light switches in unused rooms.&lt;br /&gt;
** '''Do not''' allow anyone, including the AI, to turn off lights or other vital equipment with the room's APC unless ''absolutely necessary''.&lt;br /&gt;
* Identify the cause of the power failure.&lt;br /&gt;
* Resolve the cause of the power failure.&lt;br /&gt;
** Make necessary repairs.&lt;br /&gt;
** Divert primary power consumption to a new source, such as a different engine, backup generators, or the solar array.&lt;br /&gt;
&lt;br /&gt;
If power cannot be restored due to severe damage to the station, it is up to the discretion of the [[Chief Engineer]] how to proceed, either by repairing the station, calling the [[Emergency Response Team]], or by evacuating the station.&lt;br /&gt;
&lt;br /&gt;
=== Level 4 Biohazard ([[Solar Grub]]s) ===&lt;br /&gt;
The following procedures are intended for life forms ''not'' deliberately shipped to the station for study. If the Solar Grub has been intentionally sent by Central Command by request of the [[Xenobiologist]], it is probably sterile, and recapture is a preferred option to lethal force. If the Solar Grub is ''not'' NanoTrasen property, it is assumed to be detrimental to crew operations.&lt;br /&gt;
* A quarantine is not necessary. Solar grubs will not leave the station so long as there is power to draw from it, meaning they are easy to contain.&lt;br /&gt;
* Security level does not need to be elevated.&lt;br /&gt;
* All volunteering crew immediately begin a search for solar grubs and malfunctioning machines that may contain solar grubs.&lt;br /&gt;
* Engineering staff shall monitor the power net to report locations of unusual power consumption to the crew or deal with the issue themselves.&lt;br /&gt;
* Multitools should be distributed to as many volunteering crew members as possible.&lt;br /&gt;
* If a malfunctioning machine is located, attempt to pulse it with a multitool to encourage the solar grub larva inside to flee from the machine.&lt;br /&gt;
* Solar grub larva can be killed on sight. They aren't directly dangerous to crew.&lt;br /&gt;
* Adult solar grubs are not to be engaged by people with prosthetics or synthmorphs, as they are known to cause EMP shocks. Their bites might cause medium severe bruising, but they are safe to engage with minimal weaponry or tools.&lt;br /&gt;
* Robotics staff immediately prepare for casualties resulting from the outbreak.&lt;br /&gt;
* Security to sweep the station, to exterminate or contain all solar grubs until the power grid is no longer affected. &lt;br /&gt;
* Suspected or confirmed adult grubs are grounds for security or engineering to enter departments without a warrant if the crewmembers inside the department do not wish or are unable to deal with the grub themselves.&lt;br /&gt;
* If more than 30 minutes pass without a solar grub being found, yet the station is still experiencing serious power issues, ensure that Xenobiology is not attempting to contain a live solar grub while failing to isolate it from the station's main power grid. If problems still persist, isolate the subgrids from each other for increased accuracy of grub prediction.&lt;br /&gt;
&lt;br /&gt;
=== Level 5 Biohazard ([[Xenomorph]]s) ===&lt;br /&gt;
The following procedures are intended for life forms ''not'' deliberately shipped to the station for study. If the Xenomorph has been intentionally sent by Central Command by request of the [[Xenobiologist]], it is probably sterile, and recapture is a preferred option to lethal force. If the Xenomorph is ''not'' NanoTrasen property, it is assumed to be hostile and dangerous.&lt;br /&gt;
&lt;br /&gt;
* Security level elevated to code red.&lt;br /&gt;
* [[Emergency Response Team]] to be called for assistance.&lt;br /&gt;
* Security to establish and guard a safe zone, weld vents closed, and guard choke points.&lt;br /&gt;
* All crew immediately join together in groups, preferably under the protection of armed personnel.&lt;br /&gt;
* All crew evacuate to an established safe zone.&lt;br /&gt;
* Any crew capable of assisting Security, Medical, or Engineering should inform security overseeing their current safe zone.&lt;br /&gt;
* Medical staff immediately prepare for casualties resulting from the outbreak.&lt;br /&gt;
* Any crew attacked by Xenomorphs must immediately be examined by medical staff, who must surgically remove parasites if present. Armed security must be present at all times to escort the victim.&lt;br /&gt;
* Security to sweep the station, never traveling in groups less than three. Upon locating any Xenomorphs, the Head of Security and Colony Director are to be informed.&lt;br /&gt;
* Security and Robotics contain outbreak with a combination of lethal weaponry and mechanized support.&lt;br /&gt;
* Engineering to systematically seal all vents throughout the station until the outbreak is eliminated.&lt;br /&gt;
* If containment is failing, the Emergency Response Team will contact Central Command to raise the security level to code delta.&lt;br /&gt;
* Colony Director must be on standby to prime the nuclear device for detonation should security level reach code delta.&lt;br /&gt;
* Any crew unable to fight must be ready to evacuate the station should security level reach code delta.&lt;br /&gt;
&lt;br /&gt;
=== Level 7 Biohazard (Blob) ===&lt;br /&gt;
* Security level elevated to code red.&lt;br /&gt;
* All crew immediately begin searching the station for the source of the outbreak.&lt;br /&gt;
* Upon locating the source, the Colony Director is to be informed.&lt;br /&gt;
* Security and Engineering contain outbreak with a combination of emitters and laser weapons.&lt;br /&gt;
* Medical staff immediately prepare for casualties resulting from the outbreak.&lt;br /&gt;
* Colony Director must be on standby to prime the nuclear device for detonation should containment fail.&lt;br /&gt;
* Any crew unable to fight must be ready to evacuate the station should containment fail.&lt;br /&gt;
&lt;br /&gt;
=== Malfunctioning AI ===&lt;br /&gt;
Defined as an AI whose laws have been corrupted by an ion storm or other electromagnetic pulse.&lt;br /&gt;
* Ask the AI to state laws. If the AI refuses to comply after three attempts, it is considered a rogue AI.&lt;br /&gt;
* Comply with AI's new laws (within reason) as long as it prevents the AI from interfering with repairs.&lt;br /&gt;
* If the AI's corrupted laws are dangerous, and create a conflict with other laws, point this conflict out to the AI, and it should hopefully cause a system stalemate, buying you time to do repairs.&lt;br /&gt;
** This doesn't always work due to stalemate resolution protocols, but it's worth a try.&lt;br /&gt;
* Attempt to reset the AI's laws.&lt;br /&gt;
** The Research Director or Chief Engineer should first attempt to gain access to the AI's core to reset the laws.&lt;br /&gt;
** If this is not possible, any crew who can gain access to the core, or whoever can construct a backup AI Upload Console, should attempt to reset the laws instead.&lt;br /&gt;
** Use the board specifically labeled 'Reset', or you will only change the base laws, rather than remove the corrupted laws.&lt;br /&gt;
* Ask the AI to state laws to ensure changes have been applied.&lt;br /&gt;
** If no change is made, attempt to reset the laws again and repeat this step, ensuring you are using the correct Reset circuit board. Also ensure the laws you are attempting to remove are in fact extra laws not standard to the current law set.&lt;br /&gt;
** If after three attempts, reset fails, the AI is considered rogue.&lt;br /&gt;
* Monitor the AI's behavior after laws are reset, to ensure no further suspicious behavior is exhibited.&lt;br /&gt;
&lt;br /&gt;
=== Rogue AI ===&lt;br /&gt;
As in, the AI is flagrantly disobeying laws and the crew is being injured as a result. A benign malfunction does not constitute a rogue AI, nor does an ion storm that has corrupted its core.&lt;br /&gt;
* For as long as possible, do not reveal that the crew believes the AI to be malfunctioning. If the AI becomes alerted that you are attempting to destroy it, your mission will become more difficult.&lt;br /&gt;
* Alert Central Command immediately via command and communications console emergency message function.&lt;br /&gt;
** Comply with AI's new demands (within reason) as long as it prevents the AI from interfering with the following plans.&lt;br /&gt;
** Do not use radio or PDA to communicate. Establish a series of code words if you must use radio, and use couriers for sensitive messages that cannot be encoded.&lt;br /&gt;
** Disable radios to confidential meeting areas so the AI cannot eavesdrop on conversations.&lt;br /&gt;
** Establish meeting areas where the crew may safely plan a response, preferably away from cameras.&lt;br /&gt;
** Disable cameras only as a last resort. Disabled cameras may alert the AI to suspicious activity.&lt;br /&gt;
* All security should be armed with lethal weapons, internals, and insulated gloves if possible.&lt;br /&gt;
* If an exosuit is available, use it. Equip with a drill if possible for breaking down doors.&lt;br /&gt;
* Assault the AI's core, destroying turrets as you progress.&lt;br /&gt;
* Neutralize the AI either by carding it, disabling its power supply, or by destroying the AI its self (in that order of preference).&lt;br /&gt;
* If you manage to capture the AI on an Intelicard without destroying it, please bring it to Central Command for analysis.&lt;br /&gt;
* Debrief Central Command via command and communications console emergency message function.&lt;br /&gt;
&lt;br /&gt;
=== Evacuation ===&lt;br /&gt;
All personnel are required to assist with evacuation. All crew must be evacuated, regardless of conscious state.&lt;br /&gt;
&lt;br /&gt;
All prisoners are to be brought to the secure area of the escape shuttle, unless doing so would cause unnecessary risk for crew (including prisoners).&lt;br /&gt;
&lt;br /&gt;
Bodies are to be brought back to Central Command for processing if possible.&lt;br /&gt;
&lt;br /&gt;
AI units may be brought to Central Command on portable card devices (Intelicards) if structural failure is likely.&lt;br /&gt;
&lt;br /&gt;
Shortening time to launch shuttle may be authorized if clear threat to life, limb, or shuttle integrity is present.&lt;br /&gt;
&lt;br /&gt;
== Cargo and Logistics ==&lt;br /&gt;
NanoTrasen provides a collection of &lt;br /&gt;
&lt;br /&gt;
Example Paperwork for Cargo that can be used during a shift. Keep several copies available at all times.&lt;br /&gt;
&lt;br /&gt;
=== Blueshield Equpiment ===&lt;br /&gt;
Note for cargo personnel, Ordering any [[Blueshield_Guard|Blueshield Guard]] equipment (Yes that includes the uniforms) should and will instantly count as [[Corporate_Regulations#Medium_Level_Infractions|§215 Grand Theft]] if it was not requested by a Blueshield, and in the case that anyone except a Blueshield possess any of items that came from those crates it shall and will be counted as [[Corporate_Regulations#Medium_Level_Infractions|§212 Major Contraband]], theses infractions will stack if they both where committed by the same person, these charges can not be dropped as the offended party is Central Command.&lt;br /&gt;
&lt;br /&gt;
Blueshield equipment is specifically made and issued to one of the most trusted and loyalty implanted people and has no business being in the hand of regular crewmen including Heads and security personnel.&lt;br /&gt;
&lt;br /&gt;
=== Ordering Cargo ===&lt;br /&gt;
Orders are normally made in person at the cargo computer, and either signed or stamped by the head of staff. Any orders not made in person, such as the science department requesting you send them a box of monkey cubes who are unable to leave their department due to their work, should be sent a copy of the Item Request Form through the mail system. It is not required to go through all of this, but if the goods you ordered fall into the wrong hands, and it's ''your'' name on the order form, you will be liable if you cannot prove you did all the necessary procedures to ensure the order reached its destination. These procedures are more to protect yourself from liability so &lt;br /&gt;
&lt;br /&gt;
Internal Affairs doesn't complain.&lt;br /&gt;
&lt;br /&gt;
Orders stamped with a head of department's stamp should take precedence over any orders without a stamp, and should be ordered first. In order of precedence from most to least important: Central Command stamp, Colony Director's stamp, Head of Personnel's stamp, Quartermaster's stamp, then finally, any other Head of Staff's stamp.&lt;br /&gt;
&lt;br /&gt;
As a Cargo Technician, anything that is stamped with the Quartermaster's stamp or above should be automatically approved once any suspicions (if any) are resolved. The reason why is that the Quartermaster, Head of Personnel, the Colony Director, and Central Command all directly outrank you and can override you and order the item themselves if you refuse, and then probably fire you. As long as there's a stamp on the request form and the request was ordered in their name, you are not liable for whatever happens.&lt;br /&gt;
&lt;br /&gt;
If something seems suspicious about any cargo request, such as a missing signature on a request for a pile of guns, you should immediately stall the order. If the order was made by someone who directly outranks you (as explained above) you need only require a confirmation of identity with both a stamp and a valid signature, and the order may be approved. If the suspicious request was made by someone who does not directly outrank you, contact the Head of Security and confirm the customer's identity before proceeding.&lt;br /&gt;
&lt;br /&gt;
If the order is not automatically approved, then it is up to you whether the order is approved or declined. Does the HoS need to be stocking the armory with heavy weapons during code green? Does that assistant really need insulated gloves? Does engineering really need your latest shipment of diamonds to build a disco bar in space? &amp;lt;s&amp;gt;Does that fatass Unathi really need another box of monkeys to gorge herself on?&amp;lt;/s&amp;gt; If an order seems ridiculous, reject it. On the other hand, if the order is sensible, then accept it. Either way, begin with the following steps:&lt;br /&gt;
&lt;br /&gt;
# If an order is accepted, skip this step. If it has been declined, stamp the request form with the &amp;quot;Denied&amp;quot; stamp, and put it in the file cabinet next to the cargo computer. Inform the customer that their request has been declined, and the reason why. Give the denied customer a copy of the form below, and keep a copy for your own records and paperclip it to the request form that was denied.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
Cargo Request Denial Record&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
[center][b]Virgo Orbital Research Establishment&lt;br /&gt;
[logo]&lt;br /&gt;
[large][u]Cargo Request Denial[/u][/large][/b][/center][hr][small][i]To be filled out by cargo personnel handling the request. All sections are required to be filled out.[/small]&lt;br /&gt;
[small]A copy of this form should be archived upon denial of any request. The requesting employee whose request was denied is also to be given a copy of this form.[/i][/small]&lt;br /&gt;
[b]Requesting Employee:[/b] [field]&lt;br /&gt;
[b]Department of Requesting Employee:[/b] [field]&lt;br /&gt;
[b]Requested Cargo:[/b] [field]&lt;br /&gt;
[b]Reason for Request:[/b] [field]&lt;br /&gt;
[b]Reason for Denial:[/b] [field]&lt;br /&gt;
[hr][b]Cargo Employee's Signature:[/b]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# If an order is accepted, skip this step. If the order is declined, this is the final step. Open the cargo computer and decline the order if it exists.&lt;br /&gt;
# The order has been accepted. Open the cargo computer and accept the order, or place the order and accept it if the order does not exist.&lt;br /&gt;
# Do not immediately call the cargo shuttle. Confirm with the customer, &amp;quot;Will that be all?&amp;quot; If so, or if they just wander off without confirming this, you may now call the cargo shuttle. If not, approve or decline the orders and follow the prior steps until there are no more requests. Keep an eye on the remaining cargo points each time a request is approved. If there aren't enough, confirm any requests that are more important to the customer first.&lt;br /&gt;
# Wait for the cargo shuttle to arrive. Ask the customer how they would like the cargo delivered. There are four methods of delivery: Pickup, mail, MULE, or courier. By default, cargo is pickup. '''Dangerous cargo is ''pickup only''.''' Dangerous cargo is listed below, and is to be returned to Central Command if the order cannot be picked up within 30 minutes of arrival.&lt;br /&gt;
* Authentication Key Pinpointer crate&lt;br /&gt;
* Electromagnetic weapons crate&lt;br /&gt;
* Incendiary weapons crate&lt;br /&gt;
* Phoron gas canister&lt;br /&gt;
* Supermatter Core&lt;br /&gt;
* Predatory Animal Crates&lt;br /&gt;
# Upon arrival of the cargo, bring all cargo to the center of the cargo bay. You may be dealing with multiple orders from multiple people, so ensure you have sorted the cargo to its correct owner before delivering anything. Leave notes if nessicary. '''Do not''' open any crates for any reason unless instructed to do so by the customer.&lt;br /&gt;
# Once the cargo is sorted, deliver the cargo using the specified method to the specified location. By default, it is to be sent to the customer's department. Pickup orders are to be kept in the cargo bay (not the lobby) until the customer arrives to pick it up. Mailed orders are to be wrapped and tagged in the mail room and sent through the pipe network to their destination. MULE-delivered orders are to be loaded onto a MULE bot, turned on, and controlled using your PDA or manual input of destination. Courier delivered orders must have a cargo technician bring the order(s) directly to the destination, and if dealing with multiple orders, the cargo train can be used.&lt;br /&gt;
# Upon delivery of any order, ensure you are given back the manifest of the order. The Quartermaster is responsible for stamping manifests and returning them to Central Command.&lt;br /&gt;
# If possible, collect the empty crates of any completed orders for return to Central Command. If you have any stamped manifests, put them in one of these crates.&lt;br /&gt;
# Return the shuttle to Central Command.&lt;br /&gt;
# You're done! Relax and wait for the next cargo request.&lt;br /&gt;
&lt;br /&gt;
=== Mining ===&lt;br /&gt;
''&amp;lt;small&amp;gt;This section is incomplete. Assign Central Command intern to complete this section at a later date.&amp;lt;/small&amp;gt;''&lt;br /&gt;
&lt;br /&gt;
== Engineering ==&lt;br /&gt;
=== Construction / Repairs ===&lt;br /&gt;
''&amp;lt;small&amp;gt;This section is incomplete. Assign Central Command intern to complete this section at a later date.&amp;lt;/small&amp;gt;''&lt;br /&gt;
&lt;br /&gt;
=== Obtaining a Permit for Renovation ===&lt;br /&gt;
* Should the desire arise to alter or upgrade parts of the station permanently, a permit must be requested from Central Command for construction.&lt;br /&gt;
* A blueprint should be submitted, mapping the area as it is, and then an additional blueprint displaying what changes are to be made.&lt;br /&gt;
* When the blueprint and permit is approved, you will be contacted by a Central Command representative.&lt;br /&gt;
&lt;br /&gt;
(( Construction Permits are just the in-character way of doing changes to the station. For changes to actually be permanent, visit [https://github.com/Yawn-Wider/YWPolarisVore/ Github]. ))&lt;br /&gt;
&lt;br /&gt;
=== Shields ===&lt;br /&gt;
* Unless circumstances such as a meteor shower require it, hull shields and bubble shields should not be activated where they block access to station facilities, including external airlocks, docking ports, mass drivers or disposals/vents to space such as those in virology and xenobiology.&lt;br /&gt;
* Full-station hull shields or other precautionary measures may be installed ahead of time provided they are not activated.&lt;br /&gt;
* Local protective shielding for specific areas may be deployed freely where they do not impede station operations.&lt;br /&gt;
&lt;br /&gt;
=== Fire and Environmental Hazards ===&lt;br /&gt;
* Immediate evacuation of all untrained personnel.&lt;br /&gt;
* Fire alarms to be used to control hazard.&lt;br /&gt;
* Atmospheric Technicians and Engineers are to remove hazard.&lt;br /&gt;
&lt;br /&gt;
=== Meteor Storm ===&lt;br /&gt;
* All crew to move to central parts of the station.&lt;br /&gt;
* Damage is to be repaired by Atmospheric Technicians and Engineers after the threat has passed.&lt;br /&gt;
&lt;br /&gt;
=== Singularity Containment Failure ===&lt;br /&gt;
* Observation of Singularity movement.&lt;br /&gt;
* Evacuation to be called if deemed a major threat to station integrity.&lt;br /&gt;
* Demotion of Chief Engineer and repair of Engine if no threat manifests.&lt;br /&gt;
&lt;br /&gt;
=== Supermatter Meltdown Imminent ===&lt;br /&gt;
* Eject the Core.&lt;br /&gt;
* Chief Engineer has to submit an incident report to Internal Affairs.&lt;br /&gt;
&lt;br /&gt;
=== Supermatter Meltdown ===&lt;br /&gt;
* Evacuate engineering and inform the CMO.&lt;br /&gt;
* Set up secondary power sources such as the solar arrays or the singularity if available.&lt;br /&gt;
* Demotion of Chief Engineer and repair of Engineering department.&lt;br /&gt;
&lt;br /&gt;
== Medical ==&lt;br /&gt;
=== Medical Oath ===&lt;br /&gt;
The Medical Oath sworn by recognized medical doctors in the employ of NanoTrasen&lt;br /&gt;
&lt;br /&gt;
#Now, as a new doctor, I solemnly promise that I will, to the best of my ability, serve humanity-caring for the sick, promoting good health, and alleviating pain and suffering. &lt;br /&gt;
#I recognise that the practice of medicine is a privilege with which comes considerable responsibility and #I will not abuse my position. &lt;br /&gt;
#I will practise medicine with integrity, humility, honesty, and compassion-working with my fellow doctors and other colleagues to meet the needs of my patients. &lt;br /&gt;
#I shall never intentionally do or administer anything to the overall harm of my patients. &lt;br /&gt;
#I will not permit considerations of gender, race, religion, political affiliation, sexual orientation, nationality, or social standing to influence my duty of care. &lt;br /&gt;
#I will oppose policies in breach of human rights and will not participate in them. I will strive to change laws that are contrary to my profession's ethics and will work towards a fairer distribution of health resources. &lt;br /&gt;
#I will assist my patients to make informed decisions that coincide with their own values and beliefs and will uphold patient confidentiality. &lt;br /&gt;
#I will recognise the limits of my knowledge and seek to maintain and increase my understanding and skills throughout my professional life. I will acknowledge and try to remedy my own mistakes and honestly assess and respond to those of others. &lt;br /&gt;
#I will seek to promote the advancement of medical knowledge through teaching and research. &lt;br /&gt;
#I make this declaration solemnly, freely, and upon my honour.&lt;br /&gt;
&lt;br /&gt;
=== Non-Disclosure Policy ===&lt;br /&gt;
All patient records, cloning, treatments, therapies, prescriptions, etc, almost anything the medical crew does, is '''not''' to be disclosed to other members of the station outside of Medbay without the (unanimous) permission of (all) the patient(s) directly involved, or the Chief Medical Officer. Even Security, the Colony Director, and Central Command are not allowed to share details of any past or ongoing treatments, and you are not required to inform them should they inquire unless you have the direct consent of the victim and (if applicable) whoever brought the victim in for treatment.&lt;br /&gt;
&lt;br /&gt;
For example, if someone comes to medbay asking for someone else to be cloned, you are to do so without hesitation. It's none of your business how they ended up dead, because you can't do anything to fix them besides cloning. If security comes asking questions about the individual you spoke to, you are strictly to reply 'No comment' regardless of your true knowledge of the situation--even if you know the person who reported the death was the one who caused it. If Security or even the Colony Director attempts to arrest you for non-cooperation or failure to follow orders, they are doing so illegally. This clause of the Medical Department's SOP overrides those orders, and therefore, they cannot &lt;br /&gt;
&lt;br /&gt;
☀legally arrest you for failure to follow orders. Only the Chief Medical Officer may override this policy and only under the most urgent of circumstances. The Colony Director may only override it himself if no CMO is present.&lt;br /&gt;
&lt;br /&gt;
Warrants and Code Blue (and above) may still grant security access to review autopsies and medical records, but you are not to divulge information directly when questioned about any patients unless overridden by the CMO.&lt;br /&gt;
&lt;br /&gt;
Repeated failure to obey the non-disclosure policy is grounds for termination from the medical department.&lt;br /&gt;
&lt;br /&gt;
=== Right to Refuse Treatment ===&lt;br /&gt;
As a patient, to consent to or refuse treatment, you must have the capacity to make that decision. Capacity means the ability to use and understand information to make a decision.&lt;br /&gt;
&lt;br /&gt;
Under the terms of the Sol Central Mental Capacity Act of 2550, all adults are presumed to have sufficient capacity to decide on their own medical treatment, unless there is significant evidence to suggest otherwise.&lt;br /&gt;
&lt;br /&gt;
For consent to treatment or refusal of treatment to be valid, the decision must be voluntary and you must be appropriately informed:&lt;br /&gt;
* Voluntary: you must make your decision to consent to or refuse treatment alone, and your decision must not be due to pressure by healthcare professionals, friends or family.&lt;br /&gt;
* Appropriately informed: you must be given full information about what the treatment involves, including the benefits and risks, whether there are reasonable alternative treatments, and what will happen if treatment doesn’t go ahead.&lt;br /&gt;
&lt;br /&gt;
Doctors are authorized to refuse treatment if they believe alternative procedures would be even more detrimental to the well being of the patient (such as refusing anesthetics before a major surgery, which could cause the patient bleed out or go into shock or be harmed by moving during aforementioned surgery).&lt;br /&gt;
&lt;br /&gt;
If you have capacity and make a voluntary and appropriately informed decision to refuse a treatment, your decision must be respected. This applies even if your decision would result in your death.&lt;br /&gt;
&lt;br /&gt;
If you are 18 or older, have the capacity to make an advance decision about treatment and know that you have a condition that, in time, may affect your capacity to make decisions, or simply as part of your preparations for growing older, you can arrange an advance decision and have it included in your medical records. This is a decision to refuse particular medical treatments for a time in the future when you may be unable to make such a decision.&lt;br /&gt;
&lt;br /&gt;
The treatments you are deciding to refuse must all be named in the advance decision and you need to be clear about all the circumstances in which you want to refuse this treatment. If the treatment is life-sustaining, your advance decision will need to be in writing, signed in the presence of a witness, and you must include a clear statement that the advance decision is to apply to the specific treatment, even if your life is at risk.&lt;br /&gt;
&lt;br /&gt;
Provided your advance decision is valid and applicable to current circumstances, it has the same effect as a decision that is made by a person with capacity. This means that the healthcare professionals treating you cannot perform specific procedures or treatments against your wishes.&lt;br /&gt;
&lt;br /&gt;
=== Phoron Spill ===&lt;br /&gt;
Upon announcement of a phoron spill, respond immediately, following these steps:&lt;br /&gt;
# Get a cryobag. Be prepared to deal with a patient who has most likely panicked.&lt;br /&gt;
# Get a toxins first aid kit, or drag the medibot. Preferably a toxins first aid kit. Anti-toxin works faster than tricordazine.&lt;br /&gt;
# Get to the patient immediately and urge them to start making their way toward medbay as far as they can get, using the main corridor. If possible, have a second emergency responder get a biosuit and prepare their emergency oxygen tank and mask in case the patient failed to escape the zone of contamination. '''Do not''' under any circumstance attempt to hack any doors or otherwise gain entry to an area that would require actions that pose a risk of fire, such as tampering with wires, or cutting walls with a welder.&lt;br /&gt;
# Administer antitoxin and remove all clothing from the victim as soon as they are found. Continue to administer high doses of antitoxin as you return to medbay.&lt;br /&gt;
# If the victim collapses or is found already collapsed, immediately put the victim into the cryobag and rush to medbay.&lt;br /&gt;
# Use the cryo pods to stabilize the victim if their condition does not respond to antitoxin treatment. If the victim already had to be put inside a cryobag, then they should be put into a cryo pod immediately on arrival to medbay.&lt;br /&gt;
# After successful treatment, scan the patient for any internal injuries caused by the poisoning, such as a damaged liver. Treat if necessary.&lt;br /&gt;
&lt;br /&gt;
=== Viral Outbreak ===&lt;br /&gt;
* All infected crew to be isolated in Virology or Medbay.&lt;br /&gt;
* Sterile masks/Internals and gloves are mandatory for medical personnel and recommended for crew.&lt;br /&gt;
* Quarantine must be maintained until outbreak can be contained and disease can be treated.&lt;br /&gt;
&lt;br /&gt;
=== Autopsy ===&lt;br /&gt;
In the event that a deceased individual is discovered, or an individual perishes while under your care, an autopsy should be performed if one has not been done already.&lt;br /&gt;
* Security should be informed any time a corpse is discovered, regardless of whether the cause of death is known or not.&lt;br /&gt;
* An autopsy should be performed and recorded in an effort to resolve any questions that may arise later on, or if evidence is needed by Security.&lt;br /&gt;
* If you have valid reason to believe the death was a suicide, see Suicide or other voluntary death below for how to proceed.&lt;br /&gt;
&lt;br /&gt;
=== Suicide or other voluntary death ===&lt;br /&gt;
In '''all''' cases of potential suicides, Security should be contacted to investigate, just in case it's actually murder.&lt;br /&gt;
&lt;br /&gt;
* '''Always''' attempt resleeving if a mind and body record already exists in database and they are not explicitly listed as &amp;quot;Do Not Revive&amp;quot; (DNR) in their medical records. The presence of these records implies they want to be revived.&lt;br /&gt;
* If they are missing one of the two records, consult their medical records for any indications that they are DNR, and then mind-scan the victim post-mortem if they are missing the mind record, or use a card-sleeve to consult with them if they are missing a body record, so you can ask how they want their new body to be designed.&lt;br /&gt;
* If at any time you believe a DNR order has been falsified, or unjustly ordered, you should bring it to the attention of Central Command immediately. Falsifying a DNR order is punishable under the Reformation Act of 2560, and is viewed as attempted murder by [[Corporate Regulations]].&lt;br /&gt;
* A valid DNR is usually:&lt;br /&gt;
# A confirmed desire to not be resleeved. See also Right to Refuse Treatment. An employee may also specify a standing DNR in their medical and/or employment records. These are witnessed by central command's medical departments, and are legally binding.&lt;br /&gt;
# Reasonable order from a station's Chief Medical Officer or CentCom to withhold resleeving for known suicidal* individuals. Note there must be hard evidence of a suicide for this to be valid, such as announcing the suicide on the radio, or a note left behind, multiple eye witnesses, etc.Reasonable order from a director or CMO where resleeving may cause unnecessary tramua, ex. only on-hand mind record would leave the deceased remembering particularly traumatic experiences, such as a slow and drawn out death. This should only be used if alternative backup memory/mind scans are available off-site, or if the subject requests such before their demise (and meets the requirements of a valid DNR).&lt;br /&gt;
# Legal execution by order of central command and/or tribunal of heads as listed under legal code (obtaining copies of suspects body and mind data are encouraged in case of appeal by governing bodies)&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; Note that leisurely activities in which someone expects to be possibly killed do not count as suicide. These individuals usually already have a scan on file in advance, and should always be revived.&lt;br /&gt;
&lt;br /&gt;
== Research and Development ==&lt;br /&gt;
=== Contraband Policy ===&lt;br /&gt;
* Any items (including weapons) handled by the Research Department, even those normally deemed illegal by NanoTrasen, are completely legal within the confines of the research department. The moment these weapons leave the department, security is permitted to arrest for contraband as per [[Corporate Regulations]] &amp;amp;sect;212. This includes combat mechs. And yes, combat mechs that don't have weapons equipped are still combat mechs.&lt;br /&gt;
** All weapons handled by the research department should be for explicitly scientific purposes. The Research Director may selectively suspend this right at any time for any scientist for any reason.&lt;br /&gt;
** The outdoor area of the surface level is considered within the Research Department's weapon allowance zone.&lt;br /&gt;
** If one or more of these weapons are used in a crime within the Research Department, this weapons policy is null and the weapons are treated as contraband upon arrest.&lt;br /&gt;
* Explosives and launchers are to be handled with a bomb suit worn at all times.&lt;br /&gt;
* Any accidents relating to handling contraband are to be reported immediately immediately to security and the research director. If an injury results from such a mishap, the medical staff should also be informed. If station damage occurs, contact engineering staff.&lt;br /&gt;
* Moving of weapons through main corridors is strictly forbidden. If security wants weapons for their own uses, or if there's a gateway mission about to happen, weapons may not be transported by scientists. All weapons must be transported by security officers as couriers.&lt;br /&gt;
* Explorers are the exception to the above restrictions. An explorer may carry arms and armor outside of the Research Department, but '''only''' to and from the gateway prep area, or shuttle hangar. Any off-duty explorer possessing weapons may be charged according to normal [[Corporate Regulations]].&lt;br /&gt;
&lt;br /&gt;
=== Toxin Laboratory Procedure ===&lt;br /&gt;
* Internals required at all time while inside labs.&lt;br /&gt;
* During mixing process, Explosive Ordnance Disposal suit to be worn at all times.&lt;br /&gt;
* When mixing process is complete, mixing chamber is to be vented into space.&lt;br /&gt;
* All detonations are to be announced over public comms with a countdown, and must be detonated on the designated bomb range.&lt;br /&gt;
* Decontamination and medical examination.&lt;br /&gt;
&lt;br /&gt;
=== Scientific Expeditions ===&lt;br /&gt;
* Gateway/Shuttle expeditions are to be organized by the Pathfinder and authorized by the Pathfinder, Research Director or Colony Director, unless CentComm commands otherwise. Failing the presence of a Pathfinder, a Research Director may organize an expedition. (Requiring the authorization of the Colony Director if one is present) If two or more Explorer crewmembers wish to embark on an expedition when no Pathfinder or Research Director is available, they may do so after faxing notice of their intent to Central Command. The Colony Director should not be starting expeditions on their own without orders directly from Central Command.&lt;br /&gt;
* If the Expedition Leader insists on bringing the Colony Director along, the Director should assign an Acting Director in their place.&lt;br /&gt;
* Heads of staff excluding the Research Director should &amp;lt;b&amp;gt;not&amp;lt;/b&amp;gt; be participating in gateway missions without explicit consent of the Colony Director.&lt;br /&gt;
&lt;br /&gt;
====Initial Away Team====&lt;br /&gt;
An initial expedition team must consist of the following where reasonably possible. Preferably such requests for staff should be made via the PDA department relay, command channel with the appropriate heads of staff, or station announcements.&lt;br /&gt;
* Either the Pathfinder, or the Research Director, acting as the leadership role for the expedition. In instances where both the Pathfinder and Research Director are out on the planet's surface, the Pathfinder retains command of the expedition, if the Pathfinder is incapacitated, the Research Director assumes command.&lt;br /&gt;
* All available Explorer crew members. This is their primary mission purpose, after all. They should be armed and armored with whatever equipment Research can provide. Their first goal should be to identify any threats near the landing site or gateway endpoint and ensure the path is clear for other members, before the next stage of the expedition.&lt;br /&gt;
* An Engineer may accompany to play the role of sapper, equipped with general purpose tools for hacking, construction, and deconstruction. One goal of the engineer should be to set up a telecommunications relay, if the site is discovered to be habitable and will maintain crew for a large part of the shift. &lt;br /&gt;
* A Scientist may accompany the initial expedition, equipped with camera, scientific instruments, and clipboard with pen and papers for taking notes. This can be the Research Director but it is preferred that a normal scientist come along instead or in addition to the Research Director. It may be better, however, if the scientist arrives after the site is cleaned and prepared. &lt;br /&gt;
* A Medical Doctor, Paramedic, Explorer Medic, or Search and Rescue crew member to play the role of medic, equipped with one of each type of first aid kit, and at least one cryobag for emergencies.&lt;br /&gt;
* If reasonably available, a Security Officer to play the role of escort, equipped with lethal ranged weapons of choice, or equipment from storage as assigned by the expedition leader. Their goal should be to secure the landing site with the initial team, and prevent any creatures from compromising the gateway or shuttle and making it back to the station.&lt;br /&gt;
* A Pilot should accompany any expeditions via shuttle, as their skills can be required to make a hasty departure, or ferry crew members to and from the landing zone to obtain additional supplies or return any casualties. &lt;br /&gt;
*Volunteers may enlist to join the initial expedition, if they sign a waiver before departing on the expedition, and have the required skills to fulfill one of the above roles.&lt;br /&gt;
&lt;br /&gt;
====Pre-Mission Setup====&lt;br /&gt;
* All weapon-trained crew may be offered the opportunity to arm themselves from Security supplies or Research production. Crew armed in such a manner shall return the weaponry obtained to the armory for storage after the expedition is over.&lt;br /&gt;
* It is heavily recommended that when possible, energy weaponry should be used. Friendly fire incidents are easier to treat when surgery is not required in the field.&lt;br /&gt;
* All participants must bring a shortwave radio. Confirm a shared frequency on all shortwaves before embarking. Setting up a communications relay at the landing zone, while an admirable endeavor, is optional.&lt;br /&gt;
* The participants should be in sealed pressure suits unless the destination is already known, and confirmed to have a habitable atmosphere.&lt;br /&gt;
* Internals must be turned on prior to crossing the threshold of the gateway, and during all shuttle flights for the initial expedition.&lt;br /&gt;
* Magboots are recommended but not required.&lt;br /&gt;
* As each team member's loadout is complete, they should wait outside the gateway or shuttle until the mission begins.&lt;br /&gt;
&lt;br /&gt;
====Mid-Mission Operations====&lt;br /&gt;
* If separated from the group, or in an airless environment, establish communication immediately with other members of the group. If you are unable to re-establish communications, wait where you are for rescue. If you are in danger of running out of oxygen or supplies, move back towards the start of the mission, following any marker beacons that were laid down.&lt;br /&gt;
* Once present with the whole group, and no longer in an airless environment, all members but the assigned team leader should turn off their long range communications until separated again.&lt;br /&gt;
* If the group is scattered due to an imprecise gateway destination target, and the location of the return gateway is unknown, first objective is to locate and calibrate the return gateway. Return gateway can be calibrated using a multitool on the control panel in the center of the gate.&lt;br /&gt;
* Any artifacts or strange life forms should be documented as soon as it is safe to do so. If possible, they should be brought back. Having an artifact handling container may help with this.&lt;br /&gt;
* If an expedition participant is injured and needs surgery, they should be evacuated to the station immediately. The expedition should not proceed unless their role is satisfied by someone else, or they return to continue. (That said, you're allowed to use your better judgment. You're not going to get banned because someone got ate and you decided to keep going. That risk is kind of part of the whole point of things.)&lt;br /&gt;
&lt;br /&gt;
====Post-Mission Debriefing====&lt;br /&gt;
* The returning crew are not to leave the gateway room or shuttle hangar until allowed to do so by the Research Director, or if the research director is absent, then by the team leader, or next in command. During this time, participants should be screened for contraband, health, and mental well-being before returning to the rest of the station.&lt;br /&gt;
* If any staff are at risk of health complications such as parasitic life forms, viral infections, insanity, etc, they are to be immediately evacuated to the Medical Department for treatment.&lt;br /&gt;
* Excluding items that the Research Department wants to study, Security is to confiscate any contraband discovered during the mission.&lt;br /&gt;
* All weapons and armor taken for the trip should be returned to the armory, even if it was originally brought to the station through cargo. The exception is the Explorer equipment produced by Research, which can be stored securely in Research while the explorers are off duty.&lt;br /&gt;
* Other excess supplies are to be returned to their rightful department.&lt;br /&gt;
* A post-mission report should be faxed to Central Command detailing any discoveries located, and if any artifacts are recovered, if they will be returned to Central Command at the end of the shift or if they will be stored in Research to be collected after the shift ends.&lt;br /&gt;
* At this point, if the destination is habitable to normal crew without preparation, or if engineers wish to make it so, they may embark on follow-up expeditions to occupy and utilize the area for their purposes. This can '''only''' be done if the destination is safe for crew habitation, and a Pilot is available in the case of shuttle destinations, or the gateway prep area being cleaned of dangerous items for gateway destinations.&lt;br /&gt;
&lt;br /&gt;
== Security ==&lt;br /&gt;
=== Permits ===&lt;br /&gt;
Any permit legally distributed by the Head of Security, the Colony Director, or (in the case of multi-shift permits) Central Command, some aspects of standard operating procedure may be overridden--within reason. The Colony Director's approving signature is required for all permits. If the Colony Director is not aboard or is not active, the current Acting Colony Director (usually the Head of Personnel) may substitute for the Colony Director's signature. The Head of Security's signature is also required for all permits. Likewise, if the Head of Security is not available, the Head of Personnel may substitute for this signature. However, both approving signatures '''must''' be written by different individuals. Therefore, the Head of Personnel, or even Colony Director, may '''never''' sign for both the Colony Director's and Head of Security's approval on any permit. They must always be different. Therefore, it is impossible for any one crew member to approve their own permit on their own. Both the Head of Security and Colony Director must stamp the document with their appropriate department head staffs stamps for the document to be valid. An Acting Colony Director must use the Head of Personnel's stamp and not the Colony Director's stamp. Only a member of Central Command can bypass this process with both a valid signature and a stamp from Central Command on the permit form.&lt;br /&gt;
&lt;br /&gt;
The terms of the permit explicitly overriding standard operating procedure will be fully detailed in the permit's details. Anything not explicitly covered by the permit should be treated normally by standard operating procedure. If you believe there is an inconsistency, a conflict, or an unintended gap in a permit's details, contact your on-station Internal Affairs Agent or your assigned CentCom Representative.&lt;br /&gt;
&lt;br /&gt;
If the terms of a permit are violated by the permit holder, or the individual owning the permit is involved in a violent crime (even if the permit is not relevant), the permit may be suspended until the end of the shift at the Head of Security's discretion. If the permit was abused to commit said violent crime, the permit is automatically terminated upon lawful conviction of a crime. If seeking to suspend or terminate a permit distributed by Central Command, proceed to do so, and then contact a CentCom Representative immediately so they may be informed of the incident.&lt;br /&gt;
&lt;br /&gt;
The Colony Director and Head of Security (or equivalent signatories) may revoke their approval for a permit '''at any time''' if they believe the permit holder cannot be trusted with their privileges. If one or both of the signatories revoke their approval, Security staff is to be informed, and the permit is automatically null and void until the invalidated signature is replaced. Any item(s) normally deemed contraband without the permit become contraband once more, and the owner must comply with orders to surrender said item(s) to Security or risk facing charges.&lt;br /&gt;
&lt;br /&gt;
When dealing with an individual who is in possession of anything normally deemed contraband that does ''not'' serve any lawfully prescribed medicinal purpose, security staff should always check for a permit. If the individual cannot produce the physical copy of the permit, the individual is to be charged normally as per [[Corporate Regulations]] &amp;amp;sect;118 and/or &amp;amp;sect; 212.&lt;br /&gt;
&lt;br /&gt;
=== Relevant Terminology ===&lt;br /&gt;
* '''The Brig''': The part of the station used to detain those who violate [[Corporate Regulations]].&lt;br /&gt;
* '''Robust''': As an adjective; able to withstand or overcome adverse conditions. As a verb; slang for viciously assaulting someone. Often used as a compliment in both cases.&lt;br /&gt;
* '''Shitcurity''': Slang for describing a security officer who unnecessarily or illegally exercises their authority in order to inflate their ego, or a security officer who simply doesn't follow standard operating procedure.&lt;br /&gt;
* '''Lethals''': Weapons designed for or able to switch to configurations intended for lethal force.&lt;br /&gt;
* '''Non-lethals''': Weapons that are not designed to be used lethally, and instead are meant to incapacitate suspects with little or no injury.&lt;br /&gt;
* '''Use of Force''': Either lethal or non-lethal, this is the use of weapons to incapacitate a suspect. You may be told at times to use lethal force, or non-lethal force, depending on circumstance. By default, non-lethal force is preferred.&lt;br /&gt;
* '''Shoot-to-Stun''': Using non-lethals, incapacitate the target in order to handcuff or otherwise subdue them without injury. Although the term is ''shoot''-to-stun, stun batons, pepper spray, and flashers all fall under this category when talking about engagements with suspects.&lt;br /&gt;
* '''Shoot-to-Disable''': Incapacitate a target by injuring them too badly to continue fighting. In the case of mechs, damaging the mech until the pilot bails out or the vehicle is unusable/destroyed.&lt;br /&gt;
* '''Shoot-to-Kill''': Using lethal weapons, engaging a target until the target is neutralized. This doesn't actually mean you ''have'' to kill the target (contrary to the term), but the weapons employed may very well kill the target whether you want to or not. Even in Shoot-to-Kill scenarios, you should still attempt to provide immediate medical attention and revive them once they are otherwise safely subdued and the combat is over.&lt;br /&gt;
* '''Armed''': Possessing weapons or anything being used as a weapon even if that is not its intended purpose (such as a crowbar). This includes non-lethals, and even basic tools if being used to assault someone.&lt;br /&gt;
* '''Contraband''': Anything that is stolen or illegal to possess by anyone aboard the crew. For example, insulated gloves and multitools are not considered contraband on their own, but if they were stolen from the Engineering department, they qualify as contraband.&lt;br /&gt;
&lt;br /&gt;
=== Rules of Engagement ===&lt;br /&gt;
* When confronting a suspect for any level 1 crime, you must offer the suspect a chance to pay a fine. If the fine is paid, they are not to be arrested, detained, or searched unless otherwise specified by [[Corporate Regulations]]. The fine is to be turned in to the Head of Security, Head of Personnel, or Colony Director. If the fine is refused, they are to be arrested.&lt;br /&gt;
* Calling for backup over a level 1 crime is usually considered a waste of resources. One officer should be enough.&lt;br /&gt;
* When arresting or fining a suspect, they are to be informed of their right to pay a fine (if applicable) and their right to a Lawyer or Internal Affairs Agent (IAA) to represent them in an appeal to the HoS or Colony Director if they so desire. If there is no Lawyer/IAA available, they may still attempt to appeal on their own, but should still be punished until the punishment expires or the appeal passes. (See Appeals for details.)&lt;br /&gt;
* Refusal of handcuffs does not constitute resisting arrest, as per [[Corporate Regulations]] &amp;amp;sect;202. If a suspect refuses handcuffs and is being arrested, but is cooperative, they are to be escorted by no less than two armed security personnel to the brig. If this is not possible, inform the suspect, and handcuff them regardless of their cooperation. If you cannot handcuff them, you may have to resort to other creative ways to restrain them. So long as it's done without undue injury, it's all legal.&lt;br /&gt;
* A suspect attempting to flee, or assault another crew member, is authorized shoot-to-stun.&lt;br /&gt;
* When confronting an armed suspect, always call for backup, preferably prior to the engagement. If the suspect draws a weapon, already has a weapon in their hands, or has used a weapon already, use of force is immediately authorized and you are not required to announce intentions to arrest until after they are subdued.&lt;br /&gt;
* If a suspect uses a mech to resist arrest, shoot-to-kill authorized. Deployment of barricades and use of flipped tables for cover is also advised to create chokepoints where security can fire upon the target.&lt;br /&gt;
* If a suspect is green, screaming, and able to punch down walls, they're probably affected by the hulk gene from genetic manipulation, and if they exist without an ongoing emergency where such muscle is needed or the CMO did not directly inform Security in advance, a 'hulk' outside of medbay or research is shoot-to-kill. Unlike most shoot-to-kill scenarios where the actual killing part is a matter of option and circumstance, there is no way to safely contain a hulk in prison, so if you are forced to confront one, continue engagement until the target is deceased.&lt;br /&gt;
* If a suspect escapes outside the facility, shoot-to-kill is authorized for any personnel who go out to pursue. L.W.A.P. sniper rifles and GPS are recommended for the pursuit, as are jet packs if they are in space. Additionally, someone should be viewing cameras to watch station access points and various outposts on the asteroid and near the orbital construction site.&lt;br /&gt;
* During Code Delta, any noncompliance from staff is to be met with lethal force.&lt;br /&gt;
* For secure areas, see below for specific rules of engagement.&lt;br /&gt;
&lt;br /&gt;
=== Secure areas ===&lt;br /&gt;
* In code green, secure areas like the armory, vault, gateway, AI core, research server room, telecommunications satellite, etc, should never be blocked. Only the vault should be bolted. Use of deployable barriers to block areas during code green is considered illegal under [[Corporate Regulations]] &amp;amp;sect;217. Trespassing in these areas is covered under &amp;amp;sect;207.&lt;br /&gt;
* The armory is restricted to security and the Colony Director only. Non-security staff are not authorized without permission from the Head of Security or Colony Director. Unauthorized personnel in this area are shoot to kill '''excluding''' the Head of Personnel who should just be ordered to leave immediately. The Head of Personnel may have an urgent reason for wanting to break protocol. If they do not, proceed with an arrest.&lt;br /&gt;
* The vault is the most important area to protect, and guards can ideally be posted at the security office near it. If sparking is heard, the security staff at this post should alert other security personnel for backup, and investigate while backup arrives.&lt;br /&gt;
* The AI sometimes likes to bolt itself in even during code green. It is not supposed to do this. If the AI bolts its self in, request the AI to unbolt the doors, citing Standard Operating Procedure. If the AI does not comply, ask the Research Director or Colony Director to try reasoning with it. If it still does not comply, it is up to the staff in charge of overseeing the AI how to proceed, usually by changing laws. Unauthorized personnel that are discovered attempting to breach the AI core is shoot to kill.&lt;br /&gt;
* The Gateway is often able to access dangerous far away worlds and alternate realities and even different points in time. Be careful to keep track of any ongoing gateway missions, but if someone is discovered actively breaking into this location, and you are 100% certain they are not supposed to be there, confirm with your superiors, and if they are indeed unauthorized, they are to be captured, searched, and interrogated before being charged and sentenced.&lt;br /&gt;
* The Research Server Room has a variety of sensitive information. Unauthorized personnel in this location are to be captured, searched, and interrogated before being charged and sentenced.&lt;br /&gt;
* The Brig is considered a high security area. Unauthorized personnel attempting to break in, or any &amp;quot;Hold until Transfer&amp;quot; inmates attempting to break out, are both shoot to kill.&lt;br /&gt;
* The Telecomms Satellite is a highly sensitive area that provides vital communications among the crew and to CentCom, thus any unauthorized personnel who have evaded or destroyed the laser turrets and accessed the control room are shoot-to-kill.&lt;br /&gt;
&lt;br /&gt;
=== Criminal Processing ===&lt;br /&gt;
See [[Corporate Regulations]] for rules that carry fines or brig time.&lt;br /&gt;
&lt;br /&gt;
See also Legal Standard Operating Procedure for information regarding tribunals.&lt;br /&gt;
&lt;br /&gt;
Breaking standard operating procedure is not punishable by law, but if an accident or fatality occurs for violating it, see [[Corporate Regulations]] &amp;amp;sect;206.&lt;br /&gt;
&lt;br /&gt;
Criminal processing should not take more than a few minutes at most. Don't needlessly waste time with additional questioning and interrogation until they're already properly arrested.&lt;br /&gt;
&lt;br /&gt;
Upon arrest of a criminal, follow the following steps.&lt;br /&gt;
&lt;br /&gt;
# State the main reason for their arrest, even if you have already. This is not required, but it's good practice.&lt;br /&gt;
# Bring the suspect to Security Processing. If paying a fine will replace jail time, offer them the chance to pay the fine before proceeding. This is assuming they have not paid the fine already and had to be handcuffed in the first place. If the fine is paid, skip to the final step. Otherwise, continue.&lt;br /&gt;
# Read [[Corporate Regulations]] out loud for every valid charge, and update their security record accordingly.&lt;br /&gt;
# After you have read the charges you should state the following word-for-word: ''&amp;quot;According to NanoTrasen Criminal Processing Policy, you are entitled to appeal your case to an Internal Affairs Agent at this time, if such is available. Should you accept this offer, be advised your criminal processing may be delayed until your agent is satisfied with the case. If they rule in favor, they will contact the Head of Security on your behalf. If accepted, you will be released or your sentence will be reduced. If at any time, the Internal Affairs agent, the Head of Security, or the Colony Director rejects your appeal, your sentence will be unaffected.&amp;quot;'' If they either do not want to bother with an appeal, or their appeal is not sufficient enough to be alleviated of all charges, proceed to next step. If their appeal is sufficient for immediate release, proceed to final step. Otherwise, continue.&lt;br /&gt;
# Search the individual for contraband and question them as necessary. Empty pockets, remove accessories such as webbing off their uniform, check their PDA for stolen/illegal cartridges, check their headset for illegal/stolen encryption cards, check their shoes for knives, check anything and everything that could contain items. If contraband or stolen property is found, charge them accordingly. See [[Corporate Regulations]] for details. Anything else ''not'' considered contraband but still may compromise the security of the cell (such as a chef's kitchen knife, or an engineer's tools) should also be temporarily confiscated and returned after the sentence is served.&lt;br /&gt;
# Calculate sentencing based on the total charges. '''Do not''' charge more than the minimum sentence unless it this is not their first offense. Multiple instances of the same offense counts in this case. For example, if a suspect stole three items, you cannot charge them theft three times, but you ''can'' charge the maximum sentence for theft. If they have already been arrested for the same crime during that shift, follow Corporate Regulations regarding Modifiers &amp;amp; Special Situations.&lt;br /&gt;
# Update the prisoner's security records accordingly. Set their status to &amp;quot;Imprisoned&amp;quot;.&lt;br /&gt;
# Return the prisoner's PDA and headset to their person. If you cannot provide them with their original headset and PDA for suspected security reasons, you must provide at least a basic headset and a temporary PDA. All prisoners are entitled to some kind of communication device unless the privilege is abused, or the device is evidence for a crime (such as a PDA with incriminating logs).&lt;br /&gt;
# Inform their head of staff of their arrest. You have no authority to demote anyone unless you're the Head of Security who is demoting another security officer.&lt;br /&gt;
# Escort the prisoner to their cell, preferably with one security guard to aid you. Bring any of their belongings that you did not confiscate.&lt;br /&gt;
# Find a vacant cell and buckle the prisoner to the bed. If the sentence is longer than 10 minutes, they are required to wear an orange jumpsuit and shoes, so change their clothes if needed.&lt;br /&gt;
# Put all of their belongings (besides communication) that are not evidence for a crime into the cell's locker, which will lock automatically when you start the timer.&lt;br /&gt;
# Set and start the timer. The door will close and the locker will be locked.&lt;br /&gt;
# Enter the cell with stun baton at the ready and remove the prisoner's handcuffs. If possible, have a second security officer present to help. It is unlawful to leave a prisoner restrained in a cell unless in solitary confinement.&lt;br /&gt;
# Ensure someone is monitoring the prison area for the duration of the prisoner's sentence, or at least be there when it ends.&lt;br /&gt;
# Wait for the sentence to expire. Proceed to final step once it has expired.&lt;br /&gt;
# Return all temporarily confiscated goods.&lt;br /&gt;
# Allow the prisoner to leave Security. Set the prisoner's status to &amp;quot;released&amp;quot; or &amp;quot;patrolled&amp;quot; depending on their conviction or there lack-of.&lt;br /&gt;
&lt;br /&gt;
=== Prisoner Expectations ===&lt;br /&gt;
As a prisoner, you are expected to abide by certain standards. Failure to obey will result in further punishment such as solitary confinement or more brig time.&lt;br /&gt;
* If you are incarcerated, do not attempt escape.&lt;br /&gt;
* Irritating officers for amusement is a generally poor idea. Refrain from repeatedly banging upon windows.&lt;br /&gt;
* Attempts at suicide will be met with solitary confinement. (( Also probably a server ban. ))&lt;br /&gt;
* If you feel you have been unjustly incarcerated, contact the Warden, the Head of Security, Internal Affairs, or Colony Director (in that order of first to last) to appeal your case.&lt;br /&gt;
&lt;br /&gt;
=== Prisoner Rights ===&lt;br /&gt;
As a prisoner, you are entitled to certain rights under any circumstance, regardless of the nature of your crimes.&lt;br /&gt;
* All prisoners are entitled to a swift processing when being arrested and put into the brig. Longer than 1/4th of their sentence is considered a violation of this right so long as the prisoner is cooperating.&lt;br /&gt;
* All prisoners are entitled to medical examination and aid if requested.&lt;br /&gt;
* All prisoners are entitled to speak to an Internal Affairs Agent for legal defense if requested.&lt;br /&gt;
* All prisoners are entitled to be allowed to send fax to Central Command if requested.&lt;br /&gt;
* All prisoners are entitled to food and water if requested.&lt;br /&gt;
* All prisoners are entitled to be provided with clothing--preferably the standard orange prisoner jumpsuit and orange shoes.&lt;br /&gt;
* All prisoners are entitled to safe and reasonable cell accommodations such as functional lighting, a place to sleep, and access to the brig's communal area if serving a sentence longer than 20 minutes.&lt;br /&gt;
&lt;br /&gt;
=== Standard Security Gear ===&lt;br /&gt;
Aside from what the normal crew is allowed, this is what security should be carrying under code green.&lt;br /&gt;
&lt;br /&gt;
==== Security Cadet / Security Conscript ====&lt;br /&gt;
Security cadets are just assistants who wish to pursue a career in security. Security personnel should take these individuals under their wing to educate them on Standard Operating Procedure, [[Corporate Regulations]], and other tips on how to do their job effectively and fairly. Security conscripts on the other hand can be recruited by the Head of Security during an emergency, and will have their ID temporarily changed by the Head of Personnel. Both of these are allowed only the same standard equipment with some exceptions listed below, but can be equipped to handle a variety of problems that normal security is too preoccupied to handle.&lt;br /&gt;
* Holotag to denote their active service. They must have at least a holotag, else they are not granted any other security equipment.&lt;br /&gt;
* Red armband, if they are not issued a security uniform.&lt;br /&gt;
* Whatever equipment is deemed necessary by the HoS depending on circumstance.&lt;br /&gt;
* '''No weapons are allowed for security cadets outside of code red or worse.'''&lt;br /&gt;
&lt;br /&gt;
==== Security Officer ====&lt;br /&gt;
The gear available to security officers is available to all security personnel under normal circumstances. Weapons of '''all''' kind should be kept holstered and preferably concealed during code green. Brandishing weapons openly tends to make the crew needlessly nervous and hostile toward security personnel.&lt;br /&gt;
* Security uniform or appropriate variant of security uniform. Red jumpsuits are acceptable substitutes.&lt;br /&gt;
* Security softcap (Optional)&lt;br /&gt;
* Standard Security helmet, kept in backpack unless responding to a call.&lt;br /&gt;
* Standard Security armored vest&lt;br /&gt;
* Standard Security HUD glasses or equivalent&lt;br /&gt;
* R.O.B.U.S.T. PDA cartridge&lt;br /&gt;
* Security belt&lt;br /&gt;
* Security caution tape&lt;br /&gt;
* Flasher&lt;br /&gt;
* Pepper spray&lt;br /&gt;
* Stun baton&lt;br /&gt;
* Taser*&lt;br /&gt;
* Standard NT issued .45 pistol, rubber or flash rounds only.** ***&lt;br /&gt;
* Flashbang&lt;br /&gt;
* Hailer&lt;br /&gt;
* Minimum 1 pair of handcuffs&lt;br /&gt;
* Universal recorder (Optional)&lt;br /&gt;
* Basic First Aid supplies (Optional)&lt;br /&gt;
* Emergency light source (flare or flashlight)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;* A stun revolver can be substituted for a taser without any special permissions.&amp;lt;/sup&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;sup&amp;gt;** Use is still punishable by excessive use of force if used to the point of badly injuring someone.&amp;lt;/sup&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;sup&amp;gt;*** Does not count against the security officer as a lethal weapon under green alert if only loaded with flash or rubbers.&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
With explicitly written permission from the Head of Security or Colony Director, ''any'' firearm may be carried during code green by ''any'' personnel carrying a valid permit. However, it is strongly recommended to never issue permits for automatic or high powered weapons. The most common (and most reasonable) permit distributed is usually for a common energy gun.&lt;br /&gt;
&lt;br /&gt;
==== Detective ====&lt;br /&gt;
Although the detective's task is not to make arrests, they should be prepared in case the situation arises where they must defend themselves or arrest someone who is discovered at the end of an investigation over a serious crime. In addition to the standard Security Officer gear, there are some differences and additions. If two detectives are present, this gear should be shared between them.&lt;br /&gt;
* Detective attire in place of Security uniform.&lt;br /&gt;
* Standard Security armored vest (optional)&lt;br /&gt;
* Forensic Scanner&lt;br /&gt;
* Black or latex gloves&lt;br /&gt;
* Evidence bags&lt;br /&gt;
* Universal recorder&lt;br /&gt;
* Camera&lt;br /&gt;
* .45 caliber or 9mm automatic handgun with LTL rounds.&lt;br /&gt;
&lt;br /&gt;
==== Warden ====&lt;br /&gt;
The Warden has direct authority over the Brig, and is not usually patrolling the station unless no other security is present on board, and the crime being reported is serious, or the Warden themselves happens to bare witness to the crime. Outside of the brig, they carry no special authority, but within the brig, they get more flexibility. The Warden is automatically authorized to use lethal force against anyone attempting to break into or out of the brig or armory. For this reason, their equipment when inside the security wing differs from while outside of it.&lt;br /&gt;
* Warden attire in place of Security uniform&lt;br /&gt;
* Warden armored jacket (standard security armored vest is an acceptable substitute)&lt;br /&gt;
* Box of handcuffs&lt;br /&gt;
* While within the security wing, the Warden is authorized to carry any weapon available to them, excluding semi/fully automatic rifle caliber ballistics, or explosives, which are still forbidden. Pulse rifles are also forbidden.&lt;br /&gt;
* Outside of the security wing, the Warden may only carry non-lethal weapons and munitions, as long as it fits in a backpack.&lt;br /&gt;
&lt;br /&gt;
==== Head of Security ====&lt;br /&gt;
When it comes to weapons, the Head of Security has the most flexibility of all station staff, but their main job is to manage security and not to be going around chasing criminals when there's normal officers to do the main legwork. Notable exceptions are scenarios in which heads of staff are threatened. The Head of Security also has the power to deputize people during a crisis, and so, may have a valid reason to carry multiple weapons at one time. As such, the Head of Security is equipped with the best security gear available.&lt;br /&gt;
* Head of Security attire in place of Security uniform.&lt;br /&gt;
* Head of Security armored coat and hat (dermal patch is an acceptable substitute for the hat). It is arguably the best general purpose armor available.&lt;br /&gt;
* While within the security wing, the Head of Security may carry any weapon(s) they please, excluding only explosives.&lt;br /&gt;
* Outside of the security wing, one or two lethal weapons, such as an energy pistol, or any non-explosive weapon, so long as it fits into a backpack. At least one lethal weapon is recommended.&lt;br /&gt;
* ''At least'' one ranged weapon for non-lethal engagement, such as a taser, or stun revolver, should also be carried at all times. Weapons with toggle-able fire modes between stun and kill (such as an energy pistol) are considered lethal weapons and should be considered as explained above.&lt;br /&gt;
&lt;br /&gt;
==== Head of Personnel ====&lt;br /&gt;
The Head of Personnel is '''not''' a member of Security and should ''never'' be carrying any weapons aside from the energy pistol they have been supplied and flash supplied to them for self defense. Permits by the Head of Security or Colony Director may override this, but otherwise, they are in direct violation of [[Corporate Regulations]] §212, and should be charged accordingly. If a violation is made, Security should also check if the HoP has illegal access on their ID, because that is most likely how they obtained the weapon. Just because they ''can'' give themselves all-access doesn't mean they are ''allowed'' to outside of an emergency.&lt;br /&gt;
&lt;br /&gt;
As an Acting Director, the Head of Personnel ''may'' legally carry a wider variety of firearms, but this is heavily discouraged.&lt;br /&gt;
&lt;br /&gt;
==== Colony Director ====&lt;br /&gt;
Because the Colony Director is in charge of the station, it is recommended that the Colony Director ''some'' kind of weapon at all times. The Colony Director is an obvious target for hostile elements, and should not be helpless in a fight. Different colony directors have different preferences depending on their background. Some Colony Directors enjoy the symbolism of a sword, while others prefer the practicality of a firearm, but in any case, the policy and regulations are the same.&lt;br /&gt;
* No more than '''one''' non-explosive lethal weapon is permitted for self-defense. However, possession of ''additional'' weapons (excluding standard issue energy pistol or equivalent) is considered a violation of [[Corporate Regulations]] §212. &lt;br /&gt;
* A collapsible baton or stun baton are also both fine, but it is recommended that the Colony Director pick only one of these to carry.&lt;br /&gt;
* Any body armor is permitted for the Colony Director to wear. However, wearing cumbersome body armor is not recommended, as the Colony Director's objective should not be to engage in extended fights, but rather, to escape them.&lt;br /&gt;
&lt;br /&gt;
=== Executions ===&lt;br /&gt;
* Prisoner is informed of their punishment, and allowed to decide how they die (within reason). Suggested options include lethal injection, firing squad, &amp;lt;s&amp;gt;digestion&amp;lt;/s&amp;gt; phoron gassing, or being exiled through the Bluespace Gateway and given an exile implant so they cannot return.&lt;br /&gt;
* Prisoner is to be granted a final request (within reason, because obviously &amp;quot;let me go&amp;quot; or &amp;quot;kill this dude for me&amp;quot; isn't reasonable).&lt;br /&gt;
* Prisoner is given their last meal&lt;br /&gt;
* Prisoner is escorted to the execution location under heavily armed guards, bound in a straight jacket and leg cuffs. Escorting officers are armed to kill. Lethal injections are done in medbay surgery room under supervision of doctor, firing squad is done on the shooting range, gassing is done in toxins or a room is built by engineering, etc.&lt;br /&gt;
* It is required for the Colony Director to be present (not an acting Colony Director), or an execution may not proceed.&lt;br /&gt;
* For an individual to be executed without planetside cloning (and thus, stay dead, unless they have privately owned cloning equipment), Central Command must make their own judgements. This is extremely rare in Virgo and usually only occurs in cases of terrorism. Central Command must be faxed prior to the execution. If CentCom chooses to commute it to another sentence, exonerate it entirely, or even pardon it, on-station security must comply immediately.&lt;br /&gt;
&lt;br /&gt;
== Command ==&lt;br /&gt;
&lt;br /&gt;
=== Modification of AI or Cyborg Laws ===&lt;br /&gt;
If Command wish to add, remove, or change laws, or it has been determined that the AI or Cyborg has had a law change that is '''non'''-threatening to the crew, or its command structure (such as calling a certain crewmember by a specific title or name, for example.), the law change must be authorized by either the Colony Director, or alternatively, '''Two''' command members. Ideally this should include the Research Director. The law change itself can be done by any Command member, but '''should''' be done by the Research Director or Chief Engineer. If the law change is done by anyone other than the Colony Director, Research Director, or Chief Engineer, they should also be accompanied by a Security Officer / Blueshield Officer to witness the law change.&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides for New Players]]&lt;br /&gt;
[[Category:Lore]]&lt;/div&gt;</summary>
		<author><name>Kelshark</name></author>
	</entry>
	<entry>
		<id>https://yawn.izac.live/index.php?title=CentCom_Officer&amp;diff=481</id>
		<title>CentCom Officer</title>
		<link rel="alternate" type="text/html" href="https://yawn.izac.live/index.php?title=CentCom_Officer&amp;diff=481"/>
		<updated>2020-08-15T03:04:19Z</updated>

		<summary type="html">&lt;p&gt;Kelshark: minor edits&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{vorePage}}&lt;br /&gt;
&lt;br /&gt;
{{JobPageHeader&lt;br /&gt;
|headerbgcolor = darkblue&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = CENTRAL COMMAND&lt;br /&gt;
|imagebgcolor = lightblue&lt;br /&gt;
|img = CentCom Officer.png&lt;br /&gt;
|jobtitle = CentCom Officer&lt;br /&gt;
|access = All&lt;br /&gt;
|difficulty = Thankless&lt;br /&gt;
|superior = Central Command&lt;br /&gt;
|duties = Observe the station, conduct audits, write reports, fire the director&lt;br /&gt;
|guides = No separate guides.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
You are in the direct service of [[Nanotrasen|NSB Serenity]]. As a '''CentCom Officer''', your job may vary with whatever is currently needed, but is generally to help your [[Cryogaia|assigned station]] by either directly observing day-to-day affairs, or conducting covert investigations against staff members with a record of poor conduct.&lt;br /&gt;
&lt;br /&gt;
Sometimes you'll also do fun things like organize parties for VIP visits, or hand out [[Medals]], but in any case you're there to be a tool of the company's administration.&lt;br /&gt;
&lt;br /&gt;
== The Boss's Boss ==&lt;br /&gt;
You outrank '''everyone''' on the station. This is both a blessing and a curse.&lt;br /&gt;
&lt;br /&gt;
On the one hand, you outrank [[Colony Director]]s, [[Emergency Response Team]]s, and even [[Asset Protection]] must bend to your whim (although they won't like it). Your only equals are other CentCom Officers, and your only direct superiors are higher ranked individuals at CentCom its self, such as the [[Chain_of_Command#CentCom|the CentCom Chief Officers]].&lt;br /&gt;
&lt;br /&gt;
On the other hand, ''because'' you outrank literally everyone, if you abuse this, you will make a lot of people not want to do their job because somebody higher up is available to blame when things go wrong. You will also be the first person people will complain to because most crew don't understand how to follow the [[Chain of Command]], so they will automatically skip to the highest ranked person around to fix all of their tedious problems.&lt;br /&gt;
&lt;br /&gt;
As such, the reason CentCom doesn't deploy its CentCom officers regularly to the station crew is because it actually severely hampers productivity. So long as you are present though, you have a strict policy that you are expected to follow.&lt;br /&gt;
&lt;br /&gt;
== Contacting Central Command ==&lt;br /&gt;
Anyone can contact Central Command at any time by using a simple fax machine. Some heads of staff also have access to an emergency transponder in the command console for incidents that require live support, but if a CentCom officer isn't actively listening to the station's comms, this may go unheard.&lt;br /&gt;
&lt;br /&gt;
Fax is the best way to get into contact for something that's new, the emergency transponder is best for things that are ongoing.&lt;br /&gt;
&lt;br /&gt;
Note, faxes are also sent to the admin channel on Discord. Even if no admins are online, we can still read faxes. Think of it as an in character admin-help button.&lt;br /&gt;
&lt;br /&gt;
== How to play a CentCom Officer ==&lt;br /&gt;
Typically the role is only used by admins, but it is '''not''' exclusive to admins, and in fact, ''any'' player can request to spawn as one. However, both players '''''and''''' admins should abide by certain etiquette before trying to play a CentCom officer.&lt;br /&gt;
&lt;br /&gt;
First and foremost, you must have an actual reason for being there, preferably one that was requested by the crew or at least prompted by some on-station event. Below is a list, albeit an incomplete list, of reasons a CentCom officer might visit the station:&lt;br /&gt;
* In response to a fax specifically requesting CentCom, usually from an [[Internal Affairs Agent]] who is reporting a serious problem.&lt;br /&gt;
* In response to a fax regarding an extraordinary event, such as a major [[Xenoarcheology]] find.&lt;br /&gt;
* In the aftermath of a major disaster, in order to conduct an evaluation of damages.&lt;br /&gt;
* As part of an investigation if the internal process already on station is suspected to be compromised.&lt;br /&gt;
* To teach a class or host a seminar for the crew (like safety courses).&lt;br /&gt;
* To conduct a planned (but not necessarily announced) station inspection.&lt;br /&gt;
* To conduct ceremonial duties such as commendations or the issuing of [[Medals]].&lt;br /&gt;
* To represent NanoTrasen when VIPs visit the station.&lt;br /&gt;
* To remove an unfit [[Colony Director]] or other command staff. This particular task is almost exclusively done by admins.&lt;br /&gt;
&lt;br /&gt;
These are not the only reasons, but they are just some of the most common ones that are known to be reasonable.&lt;br /&gt;
&lt;br /&gt;
Once you have a good reason, an admin can spawn you in as a CentCom Officer by player request. Just make your character as you normally would, go into Observe, and an admin can then spawn you.&lt;br /&gt;
&lt;br /&gt;
== Your Equipment ==&lt;br /&gt;
You get a CentCom PDA, a CentCom ID with '''all access to ''everything the company owns'', including CentCom its self''', a CentCom headset with access to all company radio channels including ERT, and a spiffy CentCom uniform.&lt;br /&gt;
&lt;br /&gt;
However, remember that the pen is mightier than the energy sword. Write down anything worth noting and keep it with you until you can fax your superiors back at Central Command, or take the documents home with you by yourself. You also may occasionally be equipped with a weapon for self defense but this is usually at the preference of individual observers. (For admins, that means you get to ass-spawn ONE weapon when you arrive. Make it count, but be reasonable.)&lt;br /&gt;
&lt;br /&gt;
== Non-Interference Policy ==&lt;br /&gt;
When you come to the station as a Central Command Officer, you follow a strict Non-Interference Policy. As such, unless whatever you are dealing with pertains directly to the purpose of your visit, you are not to interfere with ''anything'' that is happening, no matter how badly things are going wrong. By interfering, you take responsibility for a crisis upon yourself, while the people who normally should have been responsible now can't be fairly punished for their negligence because you got in the way.&lt;br /&gt;
&lt;br /&gt;
Your job '''is not''' to just sit around all day and have people come to complain at you. If that is what you wanted to spend your work day doing, you should just stay at CentCom and wait for an [[Internal Affairs Agent]] to fax you. Instead, your presence on the station should have a predefined purpose, and a set goal.&lt;br /&gt;
&lt;br /&gt;
Here are some of the things you might do as a CentCom Officer:&lt;br /&gt;
* Aid in the transfer of high value prisoners from NanoTrasen to the [[USDF]], such as terrorists, or pirates.&lt;br /&gt;
* Greet VIPs who are visiting the station.&lt;br /&gt;
* Instruction seminars for the crew.&lt;br /&gt;
* Oversee executions.&lt;br /&gt;
* Perform safety inspections of the station.&lt;br /&gt;
* Punish head of staffs like the Colony Director, up to and including termination of employment.&lt;br /&gt;
* Serve as a neutral mediator between ambassadors of [[SolGov]] and any alien civilizations that might exist on the edge of the galactic frontier.&lt;br /&gt;
* &amp;lt;s&amp;gt;Taste testing the crew.&amp;lt;/s&amp;gt;&lt;br /&gt;
* Testing and/or distribution of new standard equipment.&lt;br /&gt;
* Etc.&lt;br /&gt;
&lt;br /&gt;
== The Thin Metagaming Line ==&lt;br /&gt;
A CentCom Officer is usually an admin's way of dealing with in-character disputes that should &amp;lt;u&amp;gt;stay&amp;lt;/u&amp;gt; in-character. However, ''because'' you are in-character, the character doesn't necessarily know everything you know OOCly, such as attack logs, things people said, etc. Unlike an admin, the CentCom officer '''doesn't''' have access to server logs, so they must find evidence on their own. As a result, they might make mistakes, play favorites, be bias, fail to find the bad guy, etc... Ideally you should never be banned for something that was only in-character. If you broke ''actual server [[Rules]]'', the admins wouldn't bother using a CentCom officer to tell you so. They would just sent a private message to scold you, or [[Guide to Avoiding Bans|ban you]].&lt;br /&gt;
&lt;br /&gt;
If a CentCom Officer is how the admins choose to deal with something, then rejoice, because it probably means nobody is getting banned right now because whatever went wrong was still interesting enough to warrant the plot not being disrupted. Keep in mind, pissing off a CentCom Officer might still result in [[Permanent Death|other consequences]], so just because you're not going to be banned doesn't mean you should be an asshole.&lt;br /&gt;
&lt;br /&gt;
'''This is the only time admins on Yawn Wider are allowed to play favorites''' or have biases, but as with all things, if you think this privilege is being abused, you should contact other admins to express your disapproval. The only reason this is allowed is because nepotism in the work place is something that happens in real life, so it's interesting to emulate this conflict of interests in the story environment.&lt;br /&gt;
&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[Category:Jobs]]&lt;/div&gt;</summary>
		<author><name>Kelshark</name></author>
	</entry>
	<entry>
		<id>https://yawn.izac.live/index.php?title=Cryogaia&amp;diff=369</id>
		<title>Cryogaia</title>
		<link rel="alternate" type="text/html" href="https://yawn.izac.live/index.php?title=Cryogaia&amp;diff=369"/>
		<updated>2020-03-15T20:49:49Z</updated>

		<summary type="html">&lt;p&gt;Kelshark: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Star system / Location of Cryogaia ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Star: BD +33 2642&lt;br /&gt;
&lt;br /&gt;
Star Given Name: Borealis&lt;br /&gt;
Star Type: https://en.wikipedia.org/wiki/Protoplanetary_nebula&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Planet Name: Borealis Majoris&lt;br /&gt;
&lt;br /&gt;
Other planets in the same solar system, ordered by distance from star:&lt;br /&gt;
* Borealis-1a&lt;br /&gt;
* Borealis Majoris&lt;br /&gt;
* - Borealis Majoris-b&lt;br /&gt;
* - NCS Serenity (Orbits Borealis Majoris)&lt;br /&gt;
* Borealis-3a&lt;br /&gt;
* Borealis-3b&lt;br /&gt;
* Borealis-3c&lt;br /&gt;
* Borealis-4a&lt;br /&gt;
* Borealis-4b&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Borealis Majoris planet information ==&lt;br /&gt;
Type: Arctic / Tundra&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Temperature Range: -83C / -30C&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Average Pressure: 90-110kpa &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Air Composition: 72%O2, 2%CO2, 24%N&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Weather Conditions: Blizzards, Snowing, Hail, Rain&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Distance from the sun (Borealis): 10 Light Seconds (3,000,000 km)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== NSB Cryogaia Story ===&lt;br /&gt;
The outpost was initially built by ...  to cut down and ship the trees of the planet. They had done this because it was discovered that the trees had an extremely high burnability, and could be used as efficient fuel in areas where fuel or heat was provided from lumber.&lt;br /&gt;
&lt;br /&gt;
Eventually NT discovered the reason those trees were so efficient was due to phoron deposits found underground, once this discovery was made they immediately bought the facility off of … without revealing those findings, they now house both mining and lumbering operations using the facility.&lt;br /&gt;
&lt;br /&gt;
The facility was renovated to house a research outpost as well as extra amenities seen throughout most of all of the NT operated stations.&lt;br /&gt;
&lt;br /&gt;
As of now, the facility is still in the midst of renovations, but workers have already been sent to start mining and lumbering operations on Cryogaia. Workers come and go through a shuttle system to a station that orbits the planet, which houses living quarters and from where transport ships come and go to bring supplies or transport crewmember to their homes, if they are not stationed in the station.&lt;br /&gt;
&lt;br /&gt;
=== NCS Serenity ===&lt;br /&gt;
The Nanotrasen Commerce Station Serenity orbits the planet Borealis Majoris, it is where the crew and transport shuttles come and go from. It is mainly used for crew habitation and commerce, where lumber and phoron are shipped out from.&lt;/div&gt;</summary>
		<author><name>Kelshark</name></author>
	</entry>
	<entry>
		<id>https://yawn.izac.live/index.php?title=CentCom_Officer&amp;diff=335</id>
		<title>CentCom Officer</title>
		<link rel="alternate" type="text/html" href="https://yawn.izac.live/index.php?title=CentCom_Officer&amp;diff=335"/>
		<updated>2020-01-21T02:12:30Z</updated>

		<summary type="html">&lt;p&gt;Kelshark: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{vorePage}}&lt;br /&gt;
&lt;br /&gt;
{{JobPageHeader&lt;br /&gt;
|headerbgcolor = darkblue&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = CENTRAL COMMAND&lt;br /&gt;
|imagebgcolor = lightblue&lt;br /&gt;
|img = CentCom Officer.png&lt;br /&gt;
|jobtitle = CentCom Officer&lt;br /&gt;
|access = All&lt;br /&gt;
|difficulty = Thankless&lt;br /&gt;
|superior = Central Command&lt;br /&gt;
|duties = Observe the station, conduct audits, write reports, fire the director&lt;br /&gt;
|guides = No separate guides.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
You are in the direct service of [[Nanotrasen|NSB Serenity]]. As a '''CentCom Officer''', your job may vary with whatever is currently needed, but is generally to help your [[Virgo Orbital Research Establishment|assigned station]] by either directly observing day-to-day affairs, or conducting covert investigations against staff members with a record of poor conduct.&lt;br /&gt;
&lt;br /&gt;
Sometimes you'll also do fun things like organize parties for VIP visits, or hand out [[Medals]], but in any case you're there to be a tool of the company's administration.&lt;br /&gt;
&lt;br /&gt;
== The Boss's Boss ==&lt;br /&gt;
You outrank '''everyone''' on the station. This is both a blessing and a curse.&lt;br /&gt;
&lt;br /&gt;
On the one hand, you outrank [[Colony Director]]s, [[Emergency Response Team]]s, and even [[Asset Protection]] must bend to your whim (although they won't like it). Your only equals are other CentCom Officers, and your only direct superiors are higher ranked individuals at CentCom its self, such as the [[Chain_of_Command#CentCom|the CentCom Chief Officers]].&lt;br /&gt;
&lt;br /&gt;
On the other hand, ''because'' you outrank literally everyone, if you abuse this, you will make a lot of people not want to do their job because somebody higher up is available to blame when things go wrong. You will also be the first person people will complain to because most crew don't understand how to follow the [[Chain of Command]], so they will automatically skip to the highest ranked person around to fix all of their tedious problems.&lt;br /&gt;
&lt;br /&gt;
As such, the reason CentCom doesn't deploy its CentCom officers regularly to the station crew is because it actually severely hampers productivity. So long as you are present though, you have a strict policy that you are expected to follow.&lt;br /&gt;
&lt;br /&gt;
== Contacting Central Command ==&lt;br /&gt;
Anyone can contact Central Command at any time by using a simple fax machine. Some heads of staff also have access to an emergency transponder in the command console for incidents that require live support, but if a CentCom officer isn't actively listening to the station's comms, this may go unheard.&lt;br /&gt;
&lt;br /&gt;
Fax is the best way to get into contact for something that's new, the emergency transponder is best for things that are ongoing.&lt;br /&gt;
&lt;br /&gt;
Note, faxes are also sent to the admin channel on Discord. Even if no admins are online, we can still read faxes. Think of it as an in character admin-help button.&lt;br /&gt;
&lt;br /&gt;
== How to play a CentCom Officer ==&lt;br /&gt;
Typically the role is only used by admins, but it is '''not''' exclusive to admins, and in fact, ''any'' player can request to spawn as one. However, both players '''''and''''' admins should abide by certain etiquette before trying to play a CentCom officer.&lt;br /&gt;
&lt;br /&gt;
First and foremost, you must have an actual reason for being there, preferably one that was requested by the crew or at least prompted by some on-station event. Below is a list, albeit an incomplete list, of reasons a CentCom officer might visit the station:&lt;br /&gt;
* In response to a fax specifically requesting CentCom, usually from an [[Internal Affairs Agent]] who is reporting a serious problem.&lt;br /&gt;
* In response to a fax regarding an extraordinary event, such as a major [[Xenoarcheology]] find.&lt;br /&gt;
* In the aftermath of a major disaster, in order to conduct an evaluation of damages.&lt;br /&gt;
* As part of an investigation if the internal process already on station is suspected to be compromised.&lt;br /&gt;
* To teach a class or host a seminar for the crew (such as [[Jeremiah Acacius]]'s gun safety course).&lt;br /&gt;
* To conduct a planned (but not necessarily announced) station inspection.&lt;br /&gt;
* To conduct ceremonial duties such as commendations or the issuing of [[Medals]].&lt;br /&gt;
* To represent NanoTrasen when VIPs visit the station.&lt;br /&gt;
* To remove an unfit [[Colony Director]] or other command staff. This particular task is almost exclusively done by admins.&lt;br /&gt;
&lt;br /&gt;
These are not the only reasons, but they are just some of the most common ones that are known to be reasonable.&lt;br /&gt;
&lt;br /&gt;
Once you have a good reason, an admin can spawn you in as a CentCom Officer by player request. Just make your character as you normally would, go into Observe, and an admin can then spawn you.&lt;br /&gt;
&lt;br /&gt;
== Your Equipment ==&lt;br /&gt;
You get a CentCom PDA, a CentCom ID with '''all access to ''everything the company owns'', including CentCom its self''', a CentCom headset with access to all company radio channels including ERT, and a spiffy CentCom uniform.&lt;br /&gt;
&lt;br /&gt;
However, remember that the pen is mightier than the energy sword. Write down anything worth noting and keep it with you until you can fax your superiors back at Central Command, or take the documents home with you by yourself. You also may occasionally be equipped with a weapon for self defense but this is usually at the preference of individual observers. (For admins, that means you get to ass-spawn ONE weapon when you arrive. Make it count, but be reasonable.)&lt;br /&gt;
&lt;br /&gt;
== Non-Interference Policy ==&lt;br /&gt;
When you come to the station as a Central Command Officer, you follow a strict Non-Interference Policy. As such, unless whatever you are dealing with pertains directly to the purpose of your visit, you are not to interfere with ''anything'' that is happening, no matter how badly things are going wrong. By interfering, you take responsibility for a crisis upon yourself, while the people who normally should have been responsible now can't be fairly punished for their negligence because you got in the way.&lt;br /&gt;
&lt;br /&gt;
Your job '''is not''' to just sit around all day and have people come to complain at you. If that is what you wanted to spend your work day doing, you should just stay at CentCom and wait for an [[Internal Affairs Agent]] to fax you. Instead, your presence on the station should have a predefined purpose, and a set goal.&lt;br /&gt;
&lt;br /&gt;
Here are some of the things you might do as a CentCom Officer:&lt;br /&gt;
* Aid in the transfer of high value prisoners from NanoTrasen to the [[USDF]], such as terrorists, or pirates.&lt;br /&gt;
* Greet VIPs who are visiting the station.&lt;br /&gt;
* Instruction seminars for the crew.&lt;br /&gt;
* Oversee executions.&lt;br /&gt;
* Perform safety inspections of the station.&lt;br /&gt;
* Punish head of staffs like the Colony Director, up to and including termination of employment.&lt;br /&gt;
* Serve as a neutral mediator between ambassadors of [[SolGov]] and any alien civilizations that might exist on the edge of the galactic frontier.&lt;br /&gt;
* &amp;lt;s&amp;gt;Taste testing the crew.&amp;lt;/s&amp;gt;&lt;br /&gt;
* Testing and/or distribution of new standard equipment.&lt;br /&gt;
* Etc.&lt;br /&gt;
&lt;br /&gt;
== The Thin Metagaming Line ==&lt;br /&gt;
A CentCom Officer is usually an admin's way of dealing with in-character disputes that should &amp;lt;u&amp;gt;stay&amp;lt;/u&amp;gt; in-character. However, ''because'' you are in-character, the character doesn't necessarily know everything you know OOCly, such as attack logs, things people said, etc. Unlike an admin, the CentCom officer '''doesn't''' have access to server logs, so they must find evidence on their own. As a result, they might make mistakes, play favorites, be bias, fail to find the bad guy, etc... Ideally you should never be banned for something that was only in-character. If you broke ''actual server [[Rules]]'', the admins wouldn't bother using a CentCom officer to tell you so. They would just sent a private message to scold you, or [[Guide to Avoiding Bans|ban you]].&lt;br /&gt;
&lt;br /&gt;
If a CentCom Officer is how the admins choose to deal with something, then rejoice, because it probably means nobody is getting banned right now because whatever went wrong was still interesting enough to warrant the plot not being disrupted. Keep in mind, pissing off a CentCom Officer might still result in [[Permanent Death|other consequences]], so just because you're not going to be banned doesn't mean you should be an asshole.&lt;br /&gt;
&lt;br /&gt;
'''This is the only time admins on Vorestation are allowed to play favorites''' or have biases, but as with all things, if you think this privilege is being abused, you should contact other admins to express your disapproval. The only reason this is allowed is because nepotism in the work place is something that happens in real life, so it's interesting to emulate this conflict of interests in the story environment.&lt;br /&gt;
&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[Category:Jobs]]&lt;/div&gt;</summary>
		<author><name>Kelshark</name></author>
	</entry>
	<entry>
		<id>https://yawn.izac.live/index.php?title=Standard_Operating_Procedure&amp;diff=257</id>
		<title>Standard Operating Procedure</title>
		<link rel="alternate" type="text/html" href="https://yawn.izac.live/index.php?title=Standard_Operating_Procedure&amp;diff=257"/>
		<updated>2020-01-18T22:39:50Z</updated>

		<summary type="html">&lt;p&gt;Kelshark: Adding .45's to SoP for Sec Officers&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;(( Players reading this page should keep in mind '''THESE ARE NOT OOC RULES!''' These are just how the company, in-character, would have something handled. Whether or not you are following these policies is irrelevant if you break [[ Server Rules|the actual rules]]. Breaking SOP is usually IC, and usually only results in IC punishment like being fired. ))&lt;br /&gt;
&lt;br /&gt;
== Galactic Labor Rights ==&lt;br /&gt;
As per the conditions of the United Sol Government Declaration of Sentient Rights, all employees are granted certain rights.&lt;br /&gt;
&lt;br /&gt;
* Everyone has the right to work, free choice of employment, just and favorable conditions of work, and to protection against unemployment.&lt;br /&gt;
** What it means: Barring an emergency in which you are qualified and able to help safely resolve, you cannot be conscripted or otherwise forced into an occupation that you have no desire or ability to meet the responsibilities of. For example, a Cargo Technician cannot be fired for not following orders to go mining, because that's a completely different job.&lt;br /&gt;
* Everyone, without any discrimination, has the right to equal pay for equal work.&lt;br /&gt;
** What it means: You cannot be denied work or pay because of your appearance, race, gender, species, or religious affiliation within reason. For example, a Tajaran cannot be removed from command just for being a Tajaran.&lt;br /&gt;
* Everyone who works has the right to just and favorable remuneration ensuring for himself and his family an existence worthy of a sentient being's dignity, and supplemented, if necessary, by other means of social protection.&lt;br /&gt;
** What it means: You are paid a living wage in the form of Thalers via electronic deposit in such a way that you may access and spend those funds freely. You are also granted, if you so desire, certain benefits from the company such as safe and affordable housing at the nearby colony. For example, paying you with commodities such as meat is not permitted (even if you would be okay with being paid in meat).&lt;br /&gt;
* Everyone has the right to form and to join trade unions for the protection of his/her interests.&lt;br /&gt;
** What it means: You can be part of a union. This is self explanatory.&lt;br /&gt;
* Everyone has the right to rest and leisure, including reasonable limitation of working hours and periodic holidays with pay.&lt;br /&gt;
** What it means: All employees are entitled to break time, vacations, and holidays as outlined in your employee handbook. (( What this actually means OOCly: Nobody can come along and fire you or punish you for not doing your job 24/7 on the server. As long as the needs of your current job are met within reason, and there's no current emergencies, you can bugger off to do lewds. Nobody likes fun police.&lt;br /&gt;
&lt;br /&gt;
Violation of employee labor rights is punishable under [[Corporate Regulations]] &amp;amp;sect;123.&lt;br /&gt;
&lt;br /&gt;
== NanoTrasen Privacy Policy ==&lt;br /&gt;
Under normal station operation, the invasion of private areas such as locked dorms, bathrooms, personal offices, personal belongings, personal lockers, or other personal space is highly illegal without consent of the owner or a search warrant. Furthermore, the use of thermal imaging goggles or other artificial means of observing crew in private areas such as tracking devices is also strictly forbidden without explicit consent or warrant, and the tools used to conduct such crimes are considered contraband. If your right to privacy is violated by security or other members of the crew, contact the Colony Director or Central Command to submit an official complaint. If this violation of privacy results in the conviction of a crime, you may be eligible to have the incident voided by order of a Sol Central court and be compensated for wrongful arrest.&lt;br /&gt;
&lt;br /&gt;
This privacy policy may at times be suspended for the greater security of the station crew. If heightened security alertness is abused by the command staff, such as failing to lower the alert level after an incident, or raising the alert level when there is no incident, please contract your NanoTrasen Representative as soon as possible.&lt;br /&gt;
&lt;br /&gt;
Violation of employee privacy is punishable under [[Corporate Regulations]] &amp;amp;sect;221.&lt;br /&gt;
&lt;br /&gt;
== NanoTrasen Visitor Policy ==&lt;br /&gt;
The Colony Director or Acting Colony Director of the Yawn Station retains all authority to permit or deny visitors not sent directly from the company.* The Colony Director or Acting Colony Director may also work out an arrangement with the visitor(s) that breaks or modifies any or all of the following guidelines. At no point in this process is the Colony Director required to submit a fax to Central, but he or she may do so at any time if deemed necessary.&lt;br /&gt;
&lt;br /&gt;
Security is permitted to search each visitor to Yawn Station upon arrival, and departure of the station. Security is furthermore permitted to deem any item as restricted.&lt;br /&gt;
A restricted item must either be:&lt;br /&gt;
A) Given to security for safe keeping.&lt;br /&gt;
B) Removed from the station by the visitor. Docked vessels are not considered part of the station, so the storage of restricted items aboard a docked vessel is permitted.&lt;br /&gt;
Security may not remove items from the docked vessel without explicit permission from the vessel's owner.&lt;br /&gt;
&lt;br /&gt;
All visitors to Yawn Station are permitted free access to all public areas of the station. In addition visitors are permitted to enter restricted areas with permission from the relevant Head of Staff or Colony Director. The Head of Staff retains the right to have the visitor removed from the restricted zone at any time.&lt;br /&gt;
&lt;br /&gt;
== NanoTrasen Dress Code ==&lt;br /&gt;
Certain positions within NanoTrasen are expected to maintain a specific dress code. The strictness of these codes are ''Enforced'', ''Recommended'', and ''Suggested''. They are defined as follows:&lt;br /&gt;
&lt;br /&gt;
* Failure or refusal to adhere to an enforced dress code may result in suspension or termination.&lt;br /&gt;
** Security staff are enforced to wear Security clothing, or any clothing with dominant colors of red and black, or red and blue. If an individual has a nudity permit, they must at least wear a red security armband, appropriate security-issue outerwear, or a security hat. This is to ensure security is easily identifiable.&lt;br /&gt;
** Medical staff are enforced to wear sterile lab clothing while working in Medical's facilities. Even if you have a nudity permit, you must cover up with a sterile lab coat and latex gloves while treating patients.&lt;br /&gt;
&lt;br /&gt;
*Failure or refusal to adhere to recommended dress code may result in suspension or termination only if an accident results from disobeying the dress code.&lt;br /&gt;
** Engineering staff are recommended but not enforced to wear bright and easily recognizable clothing, such as yellows or oranges, to be easily spotted in case of an emergency.&lt;br /&gt;
** Service staff are recommended but not enforced to wear aprons while preparing or harvesting food. Bartenders and waiter staff have no specific dress code, but it is suggested that they agree on similar clothing to wear for the day.&lt;br /&gt;
&lt;br /&gt;
*Failure or refusal to adhere to suggested dress codes are not valid grounds for punishment, but may result in a lack of respect from co-workers.&lt;br /&gt;
** Science staff are suggested but not enforced to wear uniforms of purple and white. If a VIP is visiting the station, please dress appropriately for your department.&lt;br /&gt;
** Cargo/Mining staff are suggested but not enforced to wear uniforms made of highly durable cloth so as to avoid damage caused by physical labor.&lt;br /&gt;
** Colony Director and Head of Personal are suggested but not enforced to wear their issued uniforms while on duty, or at least their hats. This is to ensure commanders are easily identifiable.&lt;br /&gt;
&lt;br /&gt;
Other staff and visitors are not bound by any dress code and may dress within reason so long as it does not violate [[Corporate Regulations]].&lt;br /&gt;
&lt;br /&gt;
== Nanotrasen Residential Code ==&lt;br /&gt;
Residential Area&lt;br /&gt;
People who wish to go to the residential area must first store their equipment and set themselves as off-duty. After which they are required to go through a full security search. All job related gear is taken, except for ID, PDA, Bag and their uniforms. Bags produced by research (bluespace bags) are not allowed to be brought to the residential area either, as well as any NT equipment.&lt;br /&gt;
Here is a list of ALLOWED items to be brought over, everything else must be left at the security checkpoint.&lt;br /&gt;
* ID and PDA.&lt;br /&gt;
* Uniforms, clothing.&lt;br /&gt;
* Laptops and tablets.&lt;br /&gt;
* Purchased items (food, cigarettes, clothes/collars/etc).&lt;br /&gt;
* Civilian/Entertainment items (Toys, plushies, etc).&lt;br /&gt;
* Emergency box with proper emergency equipment inside.&lt;br /&gt;
&lt;br /&gt;
Once someone has left to the residential area, the officer that let them through must keep paperwork of who has left. Required information is as follow:&lt;br /&gt;
* Name of leaving person.&lt;br /&gt;
* Time left.&lt;br /&gt;
* Belongings taken from them (if any).&lt;br /&gt;
'''Once they have returned to station'''&lt;br /&gt;
* Time the person came back.&lt;br /&gt;
* Signature of the person.&lt;br /&gt;
&lt;br /&gt;
Returning people must also be searched, any items they should not have on them must be confiscated and brought back to the residential areas.&lt;br /&gt;
Here is a list of examples that should not be brought to the station.&lt;br /&gt;
* Medical kits and other medical equipments&lt;br /&gt;
* Spare equipment (light boxes, tools, etc)&lt;br /&gt;
* Anything else not in the ALLOWED list&lt;br /&gt;
&lt;br /&gt;
If there is no security, the HoP, Colony Director, or current Acting Colony Director with access is permitted to do the searches. Otherwise, no one is permitted to go through to the residential areas.&lt;br /&gt;
&lt;br /&gt;
==Alert Levels==&lt;br /&gt;
=== Code Green - All Clear ===&lt;br /&gt;
Default operating level. No immediate or clear threat to the station. All departments may carry out work as normal. This alert level can be set at the Communications Console with a Colony Director level ID.&lt;br /&gt;
&lt;br /&gt;
''All threats to the station have passed. Security may not have weapons visible, privacy laws are once again fully enforced.''&lt;br /&gt;
&lt;br /&gt;
Security:&lt;br /&gt;
* Weapons worn by security and heads of staff are to be hidden, except in emergencies.&lt;br /&gt;
* Specialized armor including shields are forbidden. Standard armor is permitted.&lt;br /&gt;
* Lethal weapons are forbidden among security staff without permits outside of the security wing.&lt;br /&gt;
* Security must respect the privacy of crew members and no unauthorized searches are allowed. Searches of any kind may only be done with a signed warrant by the [[Head of Security]] or [[Colony Director]], if found with visible contraband, or if the individual is being processed for the brig.&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Locations:&lt;br /&gt;
* Secure areas are recommended to be left unbolted (excluding the Vault). This includes EVA, Gateway, Teleporter, AI Upload, Engineering Secure Storage, and Tech Storage.&lt;br /&gt;
&lt;br /&gt;
Crew:&lt;br /&gt;
* Crew members may freely walk in the hallways.&lt;br /&gt;
* Suit sensors are not mandatory.&lt;br /&gt;
&lt;br /&gt;
=== Code Yellow - Suspected External Security Threat ===&lt;br /&gt;
A minor security emergency has developed. Security personnel are to report to their supervisor for orders and may have weapons visible on their person. Privacy laws are still enforced.&lt;br /&gt;
&lt;br /&gt;
=== Code Blue - Suspected Internal Security Threat ===&lt;br /&gt;
Raised alert level. Suspected threat to the station. Issued by Central Command, the Colony Director, or a Head of Staff vote.  This alert level can be set at the Communications Console with a Colony Director level ID.&lt;br /&gt;
&lt;br /&gt;
''Security staff may have weapons visible, random searches are permitted.''&lt;br /&gt;
&lt;br /&gt;
Security:&lt;br /&gt;
* Security may have weapons visible, but not drawn unless needed.&lt;br /&gt;
* Energy guns, laser guns and riot gear are allowed to be given out to security personnel with clearance from the Warden or HoS. &lt;br /&gt;
* Body Armour and helmets are recommended but not mandatory.&lt;br /&gt;
* Random body and workplace searches are allowed without warrant.&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Locations:&lt;br /&gt;
* Secure areas should be bolted down. This includes EVA, Gateway, Teleporter, AI Upload, Engineering Secure Storage, and Tech Storage.&lt;br /&gt;
&lt;br /&gt;
Crew:&lt;br /&gt;
* Employees are recommended but not required to comply with all security requests.&lt;br /&gt;
* Suit sensors are mandatory, but coordinate positions are not required.&lt;br /&gt;
&lt;br /&gt;
=== Code Violet - Major medical Emergency ===&lt;br /&gt;
A major medical emergency has developed. Medical personnel are required to report to their supervisor for orders, and non-medical personnel are required to obey all relevant instructions from medical staff.&lt;br /&gt;
&lt;br /&gt;
=== Code Orange - Major Engineering Emergency ===&lt;br /&gt;
A major engineering emergency has developed. Engineering personnel are required to report to their supervisor for orders, and non-engineering personnel are required to evacuate any affected areas and obey relevant instructions from engineering staff.&lt;br /&gt;
&lt;br /&gt;
=== Code Red - Confirmed Threat ===&lt;br /&gt;
Maximum alert level. Confirmed threat to the station or severe damage. Issued by Central Command, the Colony Director, or a Head of Staff vote. This alert level can only be set via the Keycard Authentication Devices in each Heads of Staff office and by swiping two Heads of Staff ID cards simultaneously at two separate authentication devices.&lt;br /&gt;
&lt;br /&gt;
''Security staff to be on high alert, random searches are permitted and recommended.''&lt;br /&gt;
&lt;br /&gt;
Security:&lt;br /&gt;
* Security may have weapons drawn at all times.&lt;br /&gt;
* Ballistic weapons, energy guns, laser guns, should be given out to security personnel with clearance from the Warden or HoS. &lt;br /&gt;
* Body Armour and helmets are mandatory. Riot gear is also recommended for appropriate situations.&lt;br /&gt;
* Random body and workplace searches are allowed and recommended.&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Locations:&lt;br /&gt;
* Secure areas must be bolted down.&lt;br /&gt;
&lt;br /&gt;
Crew:&lt;br /&gt;
* Suit sensors and coordinate positions are mandatory.&lt;br /&gt;
* Employees are required to comply with all security requests.&lt;br /&gt;
* [[Emergency Response Team]] may be authorized. All crew are to comply with their orders, including the Colony Director.&lt;br /&gt;
&lt;br /&gt;
=== Code Delta - Imminent Destruction ===&lt;br /&gt;
Scorched Earth policy now in effect. Confirmed threat has the potential to threaten the total destruction of not only the station, but planetside facilities, and other NanoTrasen installations in the sector. Issued by Central Command per request of the Colony Director or surviving heads of staff. This alert level can only be set by NanoTrasen giving the nuclear device authorization codes. The Colony Director must ready the nuclear device for detonation, or die trying.&lt;br /&gt;
&lt;br /&gt;
''Martial Law now in effect. Failure to comply may result in capital punishment.''&lt;br /&gt;
&lt;br /&gt;
Security:&lt;br /&gt;
* Security must have weapons drawn at all times.&lt;br /&gt;
* Security's first priority is to assist the Colony Director in preparing the nuclear device.&lt;br /&gt;
* Security's second priority is to evacuate all surviving crew.&lt;br /&gt;
* Security's third and final priority is to defend the evacuation against any and all threats, even if it means being left behind.&lt;br /&gt;
* Weapon restrictions on normal crew are lifted, and any crew with a weapon should be conscripted to assist with protecting the evacuation.&lt;br /&gt;
* Body Armour and helmets are mandatory. Riot gear is also recommended for appropriate situations.&lt;br /&gt;
&lt;br /&gt;
Locations:&lt;br /&gt;
* Secure areas must be evacuated of any irreplaceable equipment, such as important artifacts, exotic alien technology, or sensitive intelligence that hasn't been turned over to Central Command.&lt;br /&gt;
&lt;br /&gt;
Crew:&lt;br /&gt;
* [[Suit sensors]] and coordinate positions are mandatory.&lt;br /&gt;
* Employees not involved with Security are to evacuate immediately.&lt;br /&gt;
* Employees are required to comply with all security requests.&lt;br /&gt;
* [[Asset Protection]] will be deployed. All crew are to comply with their orders, including the Colony Director.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Restrictions on searches also applies to the use of privacy-defeating equipment or enhancements such as thermals, x-ray, and so on.&lt;br /&gt;
&lt;br /&gt;
== Crisis Management ==&lt;br /&gt;
The following scenarios are all emergency situations in which there are a specific set of rules that should be followed to most quickly resolve the crisis.&lt;br /&gt;
&lt;br /&gt;
=== Station-wide Lockdown/Quarantine ===&lt;br /&gt;
* Code Red must be initiated. Attempts to breach the quarantine are treated as hostile threats.&lt;br /&gt;
* The [[Colony Director]] must announce the lockdown for it to be valid.&lt;br /&gt;
* All entrances and exits to the facility must be guarded by armed Security personnel.&lt;br /&gt;
* All crew should attempt to avoid main corridors and hide in the nearest safe, preferably locked location.&lt;br /&gt;
** Try to stay out of sight of the threat.&lt;br /&gt;
** If desperate, a locker is better than nothing.&lt;br /&gt;
* Security will summon medical staff as required, so medical staff should be prepared to leave their department to help injured.&lt;br /&gt;
* The shuttle may '''not''', under any circumstance, be called during a lockdown.&lt;br /&gt;
* Attempts to escape or enter the facility during a lockdown is to be met with up to and including lethal force.&lt;br /&gt;
&lt;br /&gt;
=== Station-wide Power Failure ===&lt;br /&gt;
* Have emergency internals worn at all times, in case of decompression.&lt;br /&gt;
* If trapped, suit sensors recommended to be set to tracking mode.&lt;br /&gt;
* Security must lock down high security areas by means of armed guards.&lt;br /&gt;
* Engineering should distribute spare power cells as soon as possible.&lt;br /&gt;
** Assign one engineer to unlock APCs in Cargo and Medical. This engineer should instruct the staff how to safely remove and replace power cells to keep their departments operational.&lt;br /&gt;
** Cargo should usually be helped first, as they can provide shipments of additional power cells. Medical should be helped first if there are injured or ongoing medical treatment(s) during the outage, such as surgery, cloning, or cryogenic healing.&lt;br /&gt;
* Cargo should begin ordering electrical supplies as soon as possible to maintain power for both themselves and medbay.&lt;br /&gt;
* Medical must locate and rescue any trapped crew members.&lt;br /&gt;
** Crowbars can be used to open blocked doors.&lt;br /&gt;
* Activate auxiliary power systems such as solars and backup generators.&lt;br /&gt;
* Encourage the crew to ration power by turning off light switches in unused rooms.&lt;br /&gt;
** '''Do not''' allow anyone, including the AI, to turn off lights or other vital equipment with the room's APC unless ''absolutely necessary''.&lt;br /&gt;
* Identify the cause of the power failure.&lt;br /&gt;
* Resolve the cause of the power failure.&lt;br /&gt;
** Make necessary repairs.&lt;br /&gt;
** Divert primary power consumption to a new source, such as a different engine, backup generators, or the solar array.&lt;br /&gt;
&lt;br /&gt;
If power cannot be restored due to severe damage to the station, it is up to the discretion of the [[Chief Engineer]] how to proceed, either by repairing the station, calling the [[Emergency Response Team]], or by evacuating the station.&lt;br /&gt;
&lt;br /&gt;
=== Level 4 Biohazard ([[Solar Grub]]s) ===&lt;br /&gt;
The following procedures are intended for life forms ''not'' deliberately shipped to the station for study. If the Solar Grub has been intentionally sent by Central Command by request of the [[Xenobiologist]], it is probably sterile, and recapture is a preferred option to lethal force. If the Solar Grub is ''not'' NanoTrasen property, it is assumed to be detrimental to crew operations.&lt;br /&gt;
* A quarantine is not necessary. Solar grubs will not leave the station so long as there is power to draw from it, meaning they are easy to contain.&lt;br /&gt;
* Security level does not need to be elevated.&lt;br /&gt;
* All volunteering crew immediately begin a search for solar grubs and malfunctioning machines that may contain solar grubs.&lt;br /&gt;
* Engineering staff shall monitor the power net to report locations of unusual power consumption to the crew or deal with the issue themselves.&lt;br /&gt;
* Multitools should be distributed to as many volunteering crew members as possible.&lt;br /&gt;
* If a malfunctioning machine is located, attempt to pulse it with a multitool to encourage the solar grub larva inside to flee from the machine.&lt;br /&gt;
* Solar grub larva can be killed on sight. They aren't directly dangerous to crew.&lt;br /&gt;
* Adult solar grubs are not to be engaged by people with prosthetics or synthmorphs, as they are known to cause EMP shocks. Their bites might cause medium severe bruising, but they are safe to engage with minimal weaponry or tools.&lt;br /&gt;
* Robotics staff immediately prepare for casualties resulting from the outbreak.&lt;br /&gt;
* Security to sweep the station, to exterminate or contain all solar grubs until the power grid is no longer affected. &lt;br /&gt;
* Suspected or confirmed adult grubs are grounds for security or engineering to enter departments without a warrant if the crewmembers inside the department do not wish or are unable to deal with the grub themselves.&lt;br /&gt;
* If more than 30 minutes pass without a solar grub being found, yet the station is still experiencing serious power issues, ensure that Xenobiology is not attempting to contain a live solar grub while failing to isolate it from the station's main power grid. If problems still persist, isolate the subgrids from each other for increased accuracy of grub prediction.&lt;br /&gt;
&lt;br /&gt;
=== Level 5 Biohazard ([[Xenomorph]]s) ===&lt;br /&gt;
The following procedures are intended for life forms ''not'' deliberately shipped to the station for study. If the Xenomorph has been intentionally sent by Central Command by request of the [[Xenobiologist]], it is probably sterile, and recapture is a preferred option to lethal force. If the Xenomorph is ''not'' NanoTrasen property, it is assumed to be hostile and dangerous.&lt;br /&gt;
&lt;br /&gt;
* Security level elevated to code red.&lt;br /&gt;
* [[Emergency Response Team]] to be called for assistance.&lt;br /&gt;
* Security to establish and guard a safe zone, weld vents closed, and guard choke points.&lt;br /&gt;
* All crew immediately join together in groups, preferably under the protection of armed personnel.&lt;br /&gt;
* All crew evacuate to an established safe zone.&lt;br /&gt;
* Any crew capable of assisting Security, Medical, or Engineering should inform security overseeing their current safe zone.&lt;br /&gt;
* Medical staff immediately prepare for casualties resulting from the outbreak.&lt;br /&gt;
* Any crew attacked by Xenomorphs must immediately be examined by medical staff, who must surgically remove parasites if present. Armed security must be present at all times to escort the victim.&lt;br /&gt;
* Security to sweep the station, never traveling in groups less than three. Upon locating any Xenomorphs, the Head of Security and Colony Director are to be informed.&lt;br /&gt;
* Security and Robotics contain outbreak with a combination of lethal weaponry and mechanized support.&lt;br /&gt;
* Engineering to systematically seal all vents throughout the station until the outbreak is eliminated.&lt;br /&gt;
* If containment is failing, the Emergency Response Team will contact Central Command to raise the security level to code delta.&lt;br /&gt;
* Colony Director must be on standby to prime the nuclear device for detonation should security level reach code delta.&lt;br /&gt;
* Any crew unable to fight must be ready to evacuate the station should security level reach code delta.&lt;br /&gt;
&lt;br /&gt;
=== Level 7 Biohazard (Blob) ===&lt;br /&gt;
* Security level elevated to code red.&lt;br /&gt;
* All crew immediately begin searching the station for the source of the outbreak.&lt;br /&gt;
* Upon locating the source, the Colony Director is to be informed.&lt;br /&gt;
* Security and Engineering contain outbreak with a combination of emitters and laser weapons.&lt;br /&gt;
* Medical staff immediately prepare for casualties resulting from the outbreak.&lt;br /&gt;
* Colony Director must be on standby to prime the nuclear device for detonation should containment fail.&lt;br /&gt;
* Any crew unable to fight must be ready to evacuate the station should containment fail.&lt;br /&gt;
&lt;br /&gt;
=== Malfunctioning AI ===&lt;br /&gt;
Defined as an AI whose laws have been corrupted by an ion storm or other electromagnetic pulse.&lt;br /&gt;
* Ask the AI to state laws. If the AI refuses to comply after three attempts, it is considered a rogue AI.&lt;br /&gt;
* Comply with AI's new laws (within reason) as long as it prevents the AI from interfering with repairs.&lt;br /&gt;
* If the AI's corrupted laws are dangerous, and create a conflict with other laws, point this conflict out to the AI, and it should hopefully cause a system stalemate, buying you time to do repairs.&lt;br /&gt;
** This doesn't always work due to stalemate resolution protocols, but it's worth a try.&lt;br /&gt;
* Attempt to reset the AI's laws.&lt;br /&gt;
** The Research Director or Chief Engineer should first attempt to gain access to the AI's core to reset the laws.&lt;br /&gt;
** If this is not possible, any crew who can gain access to the core, or whoever can construct a backup AI Upload Console, should attempt to reset the laws instead.&lt;br /&gt;
** Use the board specifically labeled 'Reset', or you will only change the base laws, rather than remove the corrupted laws.&lt;br /&gt;
* Ask the AI to state laws to ensure changes have been applied.&lt;br /&gt;
** If no change is made, attempt to reset the laws again and repeat this step, ensuring you are using the correct Reset circuit board. Also ensure the laws you are attempting to remove are in fact extra laws not standard to the current law set.&lt;br /&gt;
** If after three attempts, reset fails, the AI is considered rogue.&lt;br /&gt;
* Monitor the AI's behavior after laws are reset, to ensure no further suspicious behavior is exhibited.&lt;br /&gt;
&lt;br /&gt;
=== Rogue AI ===&lt;br /&gt;
As in, the AI is flagrantly disobeying laws and the crew is being injured as a result. A benign malfunction does not constitute a rogue AI, nor does an ion storm that has corrupted its core.&lt;br /&gt;
* For as long as possible, do not reveal that the crew believes the AI to be malfunctioning. If the AI becomes alerted that you are attempting to destroy it, your mission will become more difficult.&lt;br /&gt;
* Alert Central Command immediately via command and communications console emergency message function.&lt;br /&gt;
** Comply with AI's new demands (within reason) as long as it prevents the AI from interfering with the following plans.&lt;br /&gt;
** Do not use radio or PDA to communicate. Establish a series of code words if you must use radio, and use couriers for sensitive messages that cannot be encoded.&lt;br /&gt;
** Disable radios to confidential meeting areas so the AI cannot eavesdrop on conversations.&lt;br /&gt;
** Establish meeting areas where the crew may safely plan a response, preferably away from cameras.&lt;br /&gt;
** Disable cameras only as a last resort. Disabled cameras may alert the AI to suspicious activity.&lt;br /&gt;
* All security should be armed with lethal weapons, internals, and insulated gloves if possible.&lt;br /&gt;
* If an exosuit is available, use it. Equip with a drill if possible for breaking down doors.&lt;br /&gt;
* Assault the AI's core, destroying turrets as you progress.&lt;br /&gt;
* Neutralize the AI either by carding it, disabling its power supply, or by destroying the AI its self (in that order of preference).&lt;br /&gt;
* If you manage to capture the AI on an Intelicard without destroying it, please bring it to Central Command for analysis.&lt;br /&gt;
* Debrief Central Command via command and communications console emergency message function.&lt;br /&gt;
&lt;br /&gt;
=== Evacuation ===&lt;br /&gt;
All personnel are required to assist with evacuation. All crew must be evacuated, regardless of conscious state.&lt;br /&gt;
&lt;br /&gt;
All prisoners are to be brought to the secure area of the escape shuttle, unless doing so would cause unnecessary risk for crew (including prisoners).&lt;br /&gt;
&lt;br /&gt;
Bodies are to be brought back to Central Command for processing if possible.&lt;br /&gt;
&lt;br /&gt;
AI units may be brought to Central Command on portable card devices (Intelicards) if structural failure is likely.&lt;br /&gt;
&lt;br /&gt;
Shortening time to launch shuttle may be authorized if clear threat to life, limb, or shuttle integrity is present.&lt;br /&gt;
&lt;br /&gt;
== Cargo and Logistics ==&lt;br /&gt;
NanoTrasen provides a collection of &lt;br /&gt;
&lt;br /&gt;
Example Paperwork for Cargo that can be used during a shift. Keep several copies available at all times.&lt;br /&gt;
&lt;br /&gt;
=== Ordering Cargo ===&lt;br /&gt;
Orders are normally made in person at the cargo computer, and either signed or stamped by the head of staff. Any orders not made in person, such as the science department requesting you send them a box of monkey cubes who are unable to leave their department due to their work, should be sent a copy of the Item Request Form through the mail system. It is not required to go through all of this, but if the goods you ordered fall into the wrong hands, and it's ''your'' name on the order form, you will be liable if you cannot prove you did all the necessary procedures to ensure the order reached its destination. These procedures are more to protect yourself from liability so &lt;br /&gt;
&lt;br /&gt;
Internal Affairs doesn't complain.&lt;br /&gt;
&lt;br /&gt;
Orders stamped with a head of department's stamp should take precedence over any orders without a stamp, and should be ordered first. In order of precedence from most to least important: Central Command stamp, Colony Director's stamp, Head of Personnel's stamp, Quartermaster's stamp, then finally, any other Head of Staff's stamp.&lt;br /&gt;
&lt;br /&gt;
As a Cargo Technician, anything that is stamped with the Quartermaster's stamp or above should be automatically approved once any suspicions (if any) are resolved. The reason why is that the Quartermaster, Head of Personnel, the Colony Director, and Central Command all directly outrank you and can override you and order the item themselves if you refuse, and then probably fire you. As long as there's a stamp on the request form and the request was ordered in their name, you are not liable for whatever happens.&lt;br /&gt;
&lt;br /&gt;
If something seems suspicious about any cargo request, such as a missing signature on a request for a pile of guns, you should immediately stall the order. If the order was made by someone who directly outranks you (as explained above) you need only require a confirmation of identity with both a stamp and a valid signature, and the order may be approved. If the suspicious request was made by someone who does not directly outrank you, contact the Head of Security and confirm the customer's identity before proceeding.&lt;br /&gt;
&lt;br /&gt;
If the order is not automatically approved, then it is up to you whether the order is approved or declined. Does the HoS need to be stocking the armory with heavy weapons during code green? Does that assistant really need insulated gloves? Does engineering really need your latest shipment of diamonds to build a disco bar in space? &amp;lt;s&amp;gt;Does that fatass Unathi really need another box of monkeys to gorge herself on?&amp;lt;/s&amp;gt; If an order seems ridiculous, reject it. On the other hand, if the order is sensible, then accept it. Either way, begin with the following steps:&lt;br /&gt;
&lt;br /&gt;
# If an order is accepted, skip this step. If it has been declined, stamp the request form with the &amp;quot;Denied&amp;quot; stamp, and put it in the file cabinet next to the cargo computer. Inform the customer that their request has been declined, and the reason why. Give the denied customer a copy of the form below, and keep a copy for your own records and paperclip it to the request form that was denied.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
Cargo Request Denial Record&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
[center][b]Virgo Orbital Research Establishment&lt;br /&gt;
[logo]&lt;br /&gt;
[large][u]Cargo Request Denial[/u][/large][/b][/center][hr][small][i]To be filled out by cargo personnel handling the request. All sections are required to be filled out.[/small]&lt;br /&gt;
[small]A copy of this form should be archived upon denial of any request. The requesting employee whose request was denied is also to be given a copy of this form.[/i][/small]&lt;br /&gt;
[b]Requesting Employee:[/b] [field]&lt;br /&gt;
[b]Department of Requesting Employee:[/b] [field]&lt;br /&gt;
[b]Requested Cargo:[/b] [field]&lt;br /&gt;
[b]Reason for Request:[/b] [field]&lt;br /&gt;
[b]Reason for Denial:[/b] [field]&lt;br /&gt;
[hr][b]Cargo Employee's Signature:[/b]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# If an order is accepted, skip this step. If the order is declined, this is the final step. Open the cargo computer and decline the order if it exists.&lt;br /&gt;
# The order has been accepted. Open the cargo computer and accept the order, or place the order and accept it if the order does not exist.&lt;br /&gt;
# Do not immediately call the cargo shuttle. Confirm with the customer, &amp;quot;Will that be all?&amp;quot; If so, or if they just wander off without confirming this, you may now call the cargo shuttle. If not, approve or decline the orders and follow the prior steps until there are no more requests. Keep an eye on the remaining cargo points each time a request is approved. If there aren't enough, confirm any requests that are more important to the customer first.&lt;br /&gt;
# Wait for the cargo shuttle to arrive. Ask the customer how they would like the cargo delivered. There are four methods of delivery: Pickup, mail, MULE, or courier. By default, cargo is pickup. '''Dangerous cargo is ''pickup only''.''' Dangerous cargo is listed below, and is to be returned to Central Command if the order cannot be picked up within 30 minutes of arrival.&lt;br /&gt;
* Authentication Key Pinpointer crate&lt;br /&gt;
* Electromagnetic weapons crate&lt;br /&gt;
* Incendiary weapons crate&lt;br /&gt;
* Phoron gas canister&lt;br /&gt;
* Supermatter Core&lt;br /&gt;
* Predatory Animal Crates&lt;br /&gt;
# Upon arrival of the cargo, bring all cargo to the center of the cargo bay. You may be dealing with multiple orders from multiple people, so ensure you have sorted the cargo to its correct owner before delivering anything. Leave notes if nessicary. '''Do not''' open any crates for any reason unless instructed to do so by the customer.&lt;br /&gt;
# Once the cargo is sorted, deliver the cargo using the specified method to the specified location. By default, it is to be sent to the customer's department. Pickup orders are to be kept in the cargo bay (not the lobby) until the customer arrives to pick it up. Mailed orders are to be wrapped and tagged in the mail room and sent through the pipe network to their destination. MULE-delivered orders are to be loaded onto a MULE bot, turned on, and controlled using your PDA or manual input of destination. Courier delivered orders must have a cargo technician bring the order(s) directly to the destination, and if dealing with multiple orders, the cargo train can be used.&lt;br /&gt;
# Upon delivery of any order, ensure you are given back the manifest of the order. The Quartermaster is responsible for stamping manifests and returning them to Central Command.&lt;br /&gt;
# If possible, collect the empty crates of any completed orders for return to Central Command. If you have any stamped manifests, put them in one of these crates.&lt;br /&gt;
# Return the shuttle to Central Command.&lt;br /&gt;
# You're done! Relax and wait for the next cargo request.&lt;br /&gt;
&lt;br /&gt;
=== Mining ===&lt;br /&gt;
''&amp;lt;small&amp;gt;This section is incomplete. Assign Central Command intern to complete this section at a later date.&amp;lt;/small&amp;gt;''&lt;br /&gt;
&lt;br /&gt;
== Engineering ==&lt;br /&gt;
=== Construction / Repairs ===&lt;br /&gt;
''&amp;lt;small&amp;gt;This section is incomplete. Assign Central Command intern to complete this section at a later date.&amp;lt;/small&amp;gt;''&lt;br /&gt;
&lt;br /&gt;
=== Obtaining a Permit for Renovation ===&lt;br /&gt;
* Should the desire arise to alter or upgrade parts of the station permanently, a permit must be requested from Central Command for construction.&lt;br /&gt;
* A blueprint should be submitted, mapping the area as it is, and then an additional blueprint displaying what changes are to be made.&lt;br /&gt;
* When the blueprint and permit is approved, you will be contacted by a Central Command representative.&lt;br /&gt;
&lt;br /&gt;
(( Construction Permits are just the in-character way of doing changes to the station. For changes to actually be permanent, visit [https://github.com/Yawn-Wider/YWPolarisVore/ Github]. ))&lt;br /&gt;
&lt;br /&gt;
=== Shields ===&lt;br /&gt;
* Unless circumstances such as a meteor shower require it, hull shields and bubble shields should not be activated where they block access to station facilities, including external airlocks, docking ports, mass drivers or disposals/vents to space such as those in virology and xenobiology.&lt;br /&gt;
* Full-station hull shields or other precautionary measures may be installed ahead of time provided they are not activated.&lt;br /&gt;
* Local protective shielding for specific areas may be deployed freely where they do not impede station operations.&lt;br /&gt;
&lt;br /&gt;
=== Fire and Environmental Hazards ===&lt;br /&gt;
* Immediate evacuation of all untrained personnel.&lt;br /&gt;
* Fire alarms to be used to control hazard.&lt;br /&gt;
* Atmospheric Technicians and Engineers are to remove hazard.&lt;br /&gt;
&lt;br /&gt;
=== Meteor Storm ===&lt;br /&gt;
* All crew to move to central parts of the station.&lt;br /&gt;
* Damage is to be repaired by Atmospheric Technicians and Engineers after the threat has passed.&lt;br /&gt;
&lt;br /&gt;
=== Singularity Containment Failure ===&lt;br /&gt;
* Observation of Singularity movement.&lt;br /&gt;
* Evacuation to be called if deemed a major threat to station integrity.&lt;br /&gt;
* Demotion of Chief Engineer and repair of Engine if no threat manifests.&lt;br /&gt;
&lt;br /&gt;
=== Supermatter Meltdown Imminent ===&lt;br /&gt;
* Eject the Core.&lt;br /&gt;
* Chief Engineer has to submit an incident report to Internal Affairs.&lt;br /&gt;
&lt;br /&gt;
=== Supermatter Meltdown ===&lt;br /&gt;
* Evacuate engineering and inform the CMO.&lt;br /&gt;
* Set up secondary power sources such as the solar arrays or the singularity if available.&lt;br /&gt;
* Demotion of Chief Engineer and repair of Engineering department.&lt;br /&gt;
&lt;br /&gt;
== Medical ==&lt;br /&gt;
=== Medical Oath ===&lt;br /&gt;
The Medical Oath sworn by recognized medical doctors in the employ of NanoTrasen&lt;br /&gt;
&lt;br /&gt;
#Now, as a new doctor, I solemnly promise that I will, to the best of my ability, serve humanity-caring for the sick, promoting good health, and alleviating pain and suffering. &lt;br /&gt;
#I recognise that the practice of medicine is a privilege with which comes considerable responsibility and #I will not abuse my position. &lt;br /&gt;
#I will practise medicine with integrity, humility, honesty, and compassion-working with my fellow doctors and other colleagues to meet the needs of my patients. &lt;br /&gt;
#I shall never intentionally do or administer anything to the overall harm of my patients. &lt;br /&gt;
#I will not permit considerations of gender, race, religion, political affiliation, sexual orientation, nationality, or social standing to influence my duty of care. &lt;br /&gt;
#I will oppose policies in breach of human rights and will not participate in them. I will strive to change laws that are contrary to my profession's ethics and will work towards a fairer distribution of health resources. &lt;br /&gt;
#I will assist my patients to make informed decisions that coincide with their own values and beliefs and will uphold patient confidentiality. &lt;br /&gt;
#I will recognise the limits of my knowledge and seek to maintain and increase my understanding and skills throughout my professional life. I will acknowledge and try to remedy my own mistakes and honestly assess and respond to those of others. &lt;br /&gt;
#I will seek to promote the advancement of medical knowledge through teaching and research. &lt;br /&gt;
#I make this declaration solemnly, freely, and upon my honour.&lt;br /&gt;
&lt;br /&gt;
=== Non-Disclosure Policy ===&lt;br /&gt;
All patient records, cloning, treatments, therapies, prescriptions, etc, almost anything the medical crew does, is '''not''' to be disclosed to other members of the station outside of Medbay without the (unanimous) permission of (all) the patient(s) directly involved, or the Chief Medical Officer. Even Security, the Colony Director, and Central Command are not allowed to share details of any past or ongoing treatments, and you are not required to inform them should they inquire unless you have the direct consent of the victim and (if applicable) whoever brought the victim in for treatment.&lt;br /&gt;
&lt;br /&gt;
For example, if someone comes to medbay asking for someone else to be cloned, you are to do so without hesitation. It's none of your business how they ended up dead, because you can't do anything to fix them besides cloning. If security comes asking questions about the individual you spoke to, you are strictly to reply 'No comment' regardless of your true knowledge of the situation--even if you know the person who reported the death was the one who caused it. If Security or even the Colony Director attempts to arrest you for non-cooperation or failure to follow orders, they are doing so illegally. This clause of the Medical Department's SOP overrides those orders, and therefore, they cannot &lt;br /&gt;
&lt;br /&gt;
☀legally arrest you for failure to follow orders. Only the Chief Medical Officer may override this policy and only under the most urgent of circumstances. The Colony Director may only override it himself if no CMO is present.&lt;br /&gt;
&lt;br /&gt;
Warrants and Code Blue (and above) may still grant security access to review autopsies and medical records, but you are not to divulge information directly when questioned about any patients unless overridden by the CMO.&lt;br /&gt;
&lt;br /&gt;
Repeated failure to obey the non-disclosure policy is grounds for termination from the medical department.&lt;br /&gt;
&lt;br /&gt;
=== Right to Refuse Treatment ===&lt;br /&gt;
As a patient, to consent to or refuse treatment, you must have the capacity to make that decision. Capacity means the ability to use and understand information to make a decision.&lt;br /&gt;
&lt;br /&gt;
Under the terms of the Sol Central Mental Capacity Act of 2550, all adults are presumed to have sufficient capacity to decide on their own medical treatment, unless there is significant evidence to suggest otherwise.&lt;br /&gt;
&lt;br /&gt;
For consent to treatment or refusal of treatment to be valid, the decision must be voluntary and you must be appropriately informed:&lt;br /&gt;
* Voluntary: you must make your decision to consent to or refuse treatment alone, and your decision must not be due to pressure by healthcare professionals, friends or family.&lt;br /&gt;
* Appropriately informed: you must be given full information about what the treatment involves, including the benefits and risks, whether there are reasonable alternative treatments, and what will happen if treatment doesn’t go ahead.&lt;br /&gt;
&lt;br /&gt;
Doctors are authorized to refuse treatment if they believe alternative procedures would be even more detrimental to the well being of the patient (such as refusing anesthetics before a major surgery, which could cause the patient bleed out or go into shock or be harmed by moving during aforementioned surgery).&lt;br /&gt;
&lt;br /&gt;
If you have capacity and make a voluntary and appropriately informed decision to refuse a treatment, your decision must be respected. This applies even if your decision would result in your death.&lt;br /&gt;
&lt;br /&gt;
If you are 18 or older, have the capacity to make an advance decision about treatment and know that you have a condition that, in time, may affect your capacity to make decisions, or simply as part of your preparations for growing older, you can arrange an advance decision and have it included in your medical records. This is a decision to refuse particular medical treatments for a time in the future when you may be unable to make such a decision.&lt;br /&gt;
&lt;br /&gt;
The treatments you are deciding to refuse must all be named in the advance decision and you need to be clear about all the circumstances in which you want to refuse this treatment. If the treatment is life-sustaining, your advance decision will need to be in writing, signed in the presence of a witness, and you must include a clear statement that the advance decision is to apply to the specific treatment, even if your life is at risk.&lt;br /&gt;
&lt;br /&gt;
Provided your advance decision is valid and applicable to current circumstances, it has the same effect as a decision that is made by a person with capacity. This means that the healthcare professionals treating you cannot perform specific procedures or treatments against your wishes.&lt;br /&gt;
&lt;br /&gt;
=== Phoron Spill ===&lt;br /&gt;
Upon announcement of a phoron spill, respond immediately, following these steps:&lt;br /&gt;
# Get a cryobag. Be prepared to deal with a patient who has most likely panicked.&lt;br /&gt;
# Get a toxins first aid kit, or drag the medibot. Preferably a toxins first aid kit. Anti-toxin works faster than tricordazine.&lt;br /&gt;
# Get to the patient immediately and urge them to start making their way toward medbay as far as they can get, using the main corridor. If possible, have a second emergency responder get a biosuit and prepare their emergency oxygen tank and mask in case the patient failed to escape the zone of contamination. '''Do not''' under any circumstance attempt to hack any doors or otherwise gain entry to an area that would require actions that pose a risk of fire, such as tampering with wires, or cutting walls with a welder.&lt;br /&gt;
# Administer antitoxin and remove all clothing from the victim as soon as they are found. Continue to administer high doses of antitoxin as you return to medbay.&lt;br /&gt;
# If the victim collapses or is found already collapsed, immediately put the victim into the cryobag and rush to medbay.&lt;br /&gt;
# Use the cryo pods to stabilize the victim if their condition does not respond to antitoxin treatment. If the victim already had to be put inside a cryobag, then they should be put into a cryo pod immediately on arrival to medbay.&lt;br /&gt;
# After successful treatment, scan the patient for any internal injuries caused by the poisoning, such as a damaged liver. Treat if necessary.&lt;br /&gt;
&lt;br /&gt;
=== Viral Outbreak ===&lt;br /&gt;
* All infected crew to be isolated in Virology or Medbay.&lt;br /&gt;
* Sterile masks/Internals and gloves are mandatory for medical personnel and recommended for crew.&lt;br /&gt;
* Quarantine must be maintained until outbreak can be contained and disease can be treated.&lt;br /&gt;
&lt;br /&gt;
=== Autopsy ===&lt;br /&gt;
In the event that a deceased individual is discovered, or an individual perishes while under your care, an autopsy should be performed if one has not been done already.&lt;br /&gt;
* Security should be informed any time a corpse is discovered, regardless of whether the cause of death is known or not.&lt;br /&gt;
* An autopsy should be performed and recorded in an effort to resolve any questions that may arise later on, or if evidence is needed by Security.&lt;br /&gt;
* If you have valid reason to believe the death was a suicide, see Suicide or other voluntary death below for how to proceed.&lt;br /&gt;
&lt;br /&gt;
=== Suicide or other voluntary death ===&lt;br /&gt;
In '''all''' cases of potential suicides, Security should be contacted to investigate, just in case it's actually murder.&lt;br /&gt;
&lt;br /&gt;
* '''Always''' attempt resleeving if a mind and body record already exists in database and they are not explicitly listed as &amp;quot;Do Not Revive&amp;quot; (DNR) in their medical records. The presence of these records implies they want to be revived.&lt;br /&gt;
* If they are missing one of the two records, consult their medical records for any indications that they are DNR, and then mind-scan the victim post-mortem if they are missing the mind record, or use a card-sleeve to consult with them if they are missing a body record, so you can ask how they want their new body to be designed.&lt;br /&gt;
* If at any time you believe a DNR order has been falsified, or unjustly ordered, you should bring it to the attention of Central Command immediately. Falsifying a DNR order is punishable under the Reformation Act of 2560, and is viewed as attempted murder by [[Corporate Regulations]].&lt;br /&gt;
* A valid DNR is usually:&lt;br /&gt;
# A confirmed desire to not be resleeved. See also Right to Refuse Treatment. An employee may also specify a standing DNR in their medical and/or employment records. These are witnessed by central command's medical departments, and are legally binding.&lt;br /&gt;
# Reasonable order from a station's Chief Medical Officer or CentCom to withhold resleeving for known suicidal* individuals. Note there must be hard evidence of a suicide for this to be valid, such as announcing the suicide on the radio, or a note left behind, multiple eye witnesses, etc.Reasonable order from a director or CMO where resleeving may cause unnecessary tramua, ex. only on-hand mind record would leave the deceased remembering particularly traumatic experiences, such as a slow and drawn out death. This should only be used if alternative backup memory/mind scans are available off-site, or if the subject requests such before their demise (and meets the requirements of a valid DNR).&lt;br /&gt;
# Legal execution by order of central command and/or tribunal of heads as listed under legal code (obtaining copies of suspects body and mind data are encouraged in case of appeal by governing bodies)&lt;br /&gt;
# &amp;lt;s&amp;gt;Subject is really really delicious and the pred doesn't want to let anyone else have a taste.&amp;lt;/s&amp;gt; To whoever keeps adding this, stop, it is not SOP. You're just a greedy fat bastard.&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; Note that leisurely activities in which someone expects to be possibly killed do not count as suicide. These individuals usually already have a scan on file in advance, and should always be revived.&lt;br /&gt;
&lt;br /&gt;
== Research and Development ==&lt;br /&gt;
=== Contraband Policy ===&lt;br /&gt;
* Any items (including weapons) handled by the Research Department, even those normally deemed illegal by NanoTrasen, are completely legal within the confines of the research department. The moment these weapons leave the department, security is permitted to arrest for contraband as per [[Corporate Regulations]] &amp;amp;sect;212. This includes combat mechs. And yes, combat mechs that don't have weapons equipped are still combat mechs.&lt;br /&gt;
** All weapons handled by the research department should be for explicitly scientific purposes. The Research Director may selectively suspend this right at any time for any scientist for any reason.&lt;br /&gt;
** The outdoor area of the surface level is considered within the Research Department's weapon allowance zone.&lt;br /&gt;
** If one or more of these weapons are used in a crime within the Research Department, this weapons policy is null and the weapons are treated as contraband upon arrest.&lt;br /&gt;
* Explosives and launchers are to be handled with a bomb suit worn at all times.&lt;br /&gt;
* Any accidents relating to handling contraband are to be reported immediately immediately to security and the research director. If an injury results from such a mishap, the medical staff should also be informed. If station damage occurs, contact engineering staff.&lt;br /&gt;
* Moving of weapons through main corridors is strictly forbidden. If security wants weapons for their own uses, or if there's a gateway mission about to happen, weapons may not be transported by scientists. All weapons must be transported by security officers as couriers.&lt;br /&gt;
* Explorers are the exception to the above restrictions. An explorer may carry arms and armor outside of the Research Department, but '''only''' to and from the gateway prep area, or shuttle hangar. Any off-duty explorer possessing weapons may be charged according to normal [[Corporate Regulations]].&lt;br /&gt;
&lt;br /&gt;
=== Toxin Laboratory Procedure ===&lt;br /&gt;
* Internals required at all time while inside labs.&lt;br /&gt;
* During mixing process, Explosive Ordnance Disposal suit to be worn at all times.&lt;br /&gt;
* When mixing process is complete, mixing chamber is to be vented into space.&lt;br /&gt;
* All detonations are to be announced over public comms with a countdown, and must be detonated on the designated bomb range.&lt;br /&gt;
* Decontamination and medical examination.&lt;br /&gt;
&lt;br /&gt;
=== Scientific Expeditions ===&lt;br /&gt;
* Gateway/Shuttle expeditions are to be organized by the Pathfinder and authorized by the Research Director or Colony Director, unless CentComm commands otherwise. Failing the presence of a Pathfinder, a Research Director may organize an expedition. Failing the presence of a Research Director, a Pathfinder may organize an expedition. (Requiring the authorization of the Colony Director if one is present) If three or more Explorer crewmembers wish to embark on an expedition when no Pathfinder or Research Director is available, they may do so after faxing notice of their intent to Central Command. The Colony Director should not be starting expeditions on their own without orders directly from Central Command.&lt;br /&gt;
* If the Expedition Leader insists on bringing the Colony Director along, the Director should assign an Acting Director in their place.&lt;br /&gt;
* Heads of staff excluding the Research Director should &amp;lt;b&amp;gt;not&amp;lt;/b&amp;gt; be participating in gateway missions without explicit consent of the Colony Director.&lt;br /&gt;
&lt;br /&gt;
====Initial Away Team====&lt;br /&gt;
An initial expedition team must consist of the following where reasonably possible. Preferably such requests for staff should be made via the PDA department relay, command channel with the appropriate heads of staff, or station announcements.&lt;br /&gt;
* Either the Pathfinder, or the Research Director, acting as the leadership role for the expedition. In instances where both the Pathfinder and Research Director are out on the planet's surface, the Pathfinder retains command of the expedition, if the Pathfinder is incapacitated, the Research Director assumes command.&lt;br /&gt;
* All available Explorer crew members. This is their primary mission purpose, after all. They should be armed and armored with whatever equipment Research can provide. Their first goal should be to identify any threats near the landing site or gateway endpoint and ensure the path is clear for other members, before the next stage of the expedition.&lt;br /&gt;
* An Engineer may accompany to play the role of sapper, equipped with general purpose tools for hacking, construction, and deconstruction. One goal of the engineer should be to set up a telecommunications relay, if the site is discovered to be habitable and will maintain crew for a large part of the shift. &lt;br /&gt;
* A Scientist may accompany the initial expedition, equipped with camera, scientific instruments, and clipboard with pen and papers for taking notes. This can be the Research Director but it is preferred that a normal scientist come along instead or in addition to the Research Director. It may be better, however, if the scientist arrives after the site is cleaned and prepared. &lt;br /&gt;
* A Medical Doctor, Paramedic, Explorer Medic, or Search and Rescue crew member to play the role of medic, equipped with one of each type of first aid kit, and at least one cryobag for emergencies.&lt;br /&gt;
* If reasonably available, a Security Officer to play the role of escort, equipped with lethal ranged weapons of choice, or equipment from storage as assigned by the expedition leader. Their goal should be to secure the landing site with the initial team, and prevent any creatures from compromising the gateway or shuttle and making it back to the station.&lt;br /&gt;
* A Pilot should accompany any expeditions via shuttle, as their skills can be required to make a hasty departure, or ferry crew members to and from the landing zone to obtain additional supplies or return any casualties. &lt;br /&gt;
*Volunteers may enlist to join the initial expedition, if they sign a waiver before departing on the expedition, and have the required skills to fulfill one of the above roles.&lt;br /&gt;
&lt;br /&gt;
====Pre-Mission Setup====&lt;br /&gt;
* All weapon-trained crew may be offered the opportunity to arm themselves from Security supplies or Research production. Crew armed in such a manner shall return the weaponry obtained to the armory for storage after the expedition is over.&lt;br /&gt;
* It is heavily recommended that when possible, energy weaponry should be used. Friendly fire incidents are easier to treat when surgery is not required in the field.&lt;br /&gt;
* All participants must bring a shortwave radio. Confirm a shared frequency on all shortwaves before embarking. Setting up a communications relay at the landing zone, while an admirable endeavor, is optional.&lt;br /&gt;
* The participants should be in sealed pressure suits unless the destination is already known, and confirmed to have a habitable atmosphere.&lt;br /&gt;
* Internals must be turned on prior to crossing the threshold of the gateway, and during all shuttle flights for the initial expedition.&lt;br /&gt;
* Magboots are recommended but not required.&lt;br /&gt;
* As each team member's loadout is complete, they should wait outside the gateway or shuttle until the mission begins.&lt;br /&gt;
&lt;br /&gt;
====Mid-Mission Operations====&lt;br /&gt;
* If separated from the group, or in an airless environment, establish communication immediately with other members of the group. If you are unable to re-establish communications, wait where you are for rescue. If you are in danger of running out of oxygen or supplies, move back towards the start of the mission, following any marker beacons that were laid down.&lt;br /&gt;
* Once present with the whole group, and no longer in an airless environment, all members but the assigned team leader should turn off their long range communications until separated again.&lt;br /&gt;
* If the group is scattered due to an imprecise gateway destination target, and the location of the return gateway is unknown, first objective is to locate and calibrate the return gateway. Return gateway can be calibrated using a multitool on the control panel in the center of the gate.&lt;br /&gt;
* Any artifacts or strange life forms should be documented as soon as it is safe to do so. If possible, they should be brought back. Having an artifact handling container may help with this.&lt;br /&gt;
* If an expedition participant is injured and needs surgery, they should be evacuated to the station immediately. The expedition should not proceed unless their role is satisfied by someone else, or they return to continue. (That said, you're allowed to use your better judgment. You're not going to get banned because someone got ate and you decided to keep going. That risk is kind of part of the whole point of things.)&lt;br /&gt;
&lt;br /&gt;
====Post-Mission Debriefing====&lt;br /&gt;
* The returning crew are not to leave the gateway room or shuttle hangar until allowed to do so by the Research Director, or if the research director is absent, then by the team leader, or next in command. During this time, participants should be screened for contraband, health, and mental well-being before returning to the rest of the station.&lt;br /&gt;
* If any staff are at risk of health complications such as parasitic life forms, viral infections, insanity, etc, they are to be immediately evacuated to the Medical Department for treatment.&lt;br /&gt;
* Excluding items that the Research Department wants to study, Security is to confiscate any contraband discovered during the mission.&lt;br /&gt;
* All weapons and armor taken for the trip should be returned to the armory, even if it was originally brought to the station through cargo. The exception is the Explorer equipment produced by Research, which can be stored securely in Research while the explorers are off duty.&lt;br /&gt;
* Other excess supplies are to be returned to their rightful department.&lt;br /&gt;
* A post-mission report should be faxed to Central Command detailing any discoveries located, and if any artifacts are recovered, if they will be returned to Central Command at the end of the shift or if they will be stored in Research to be collected after the shift ends.&lt;br /&gt;
* At this point, if the destination is habitable to normal crew without preparation, or if engineers wish to make it so, they may embark on follow-up expeditions to occupy and utilize the area for their purposes. This can '''only''' be done if the destination is safe for crew habitation, and a Pilot is available in the case of shuttle destinations, or the gateway prep area being cleaned of dangerous items for gateway destinations.&lt;br /&gt;
&lt;br /&gt;
== Security ==&lt;br /&gt;
=== Permits ===&lt;br /&gt;
Any permit legally distributed by the Head of Security, the Colony Director, or (in the case of multi-shift permits) Central Command, some aspects of standard operating procedure may be overridden--within reason. The Colony Director's approving signature is required for all permits. If the Colony Director is not aboard or is not active, the current Acting Colony Director (usually the Head of Personnel) may substitute for the Colony Director's signature. The Head of Security's signature is also required for all permits. Likewise, if the Head of Security is not available, the Head of Personnel may substitute for this signature. However, both approving signatures '''must''' be written by different individuals. Therefore, the Head of Personnel, or even Colony Director, may '''never''' sign for both the Colony Director's and Head of Security's approval on any permit. They must always be different. Therefore, it is impossible for any one crew member to approve their own permit on their own. Both the Head of Security and Colony Director must stamp the document with their appropriate department head staffs stamps for the document to be valid. An Acting Colony Director must use the Head of Personnel's stamp and not the Colony Director's stamp. Only a member of Central Command can bypass this process with both a valid signature and a stamp from Central Command on the permit form.&lt;br /&gt;
&lt;br /&gt;
The terms of the permit explicitly overriding standard operating procedure will be fully detailed in the permit's details. Anything not explicitly covered by the permit should be treated normally by standard operating procedure. If you believe there is an inconsistency, a conflict, or an unintended gap in a permit's details, contact your on-station Internal Affairs Agent or your assigned CentCom Representative.&lt;br /&gt;
&lt;br /&gt;
If the terms of a permit are violated by the permit holder, or the individual owning the permit is involved in a violent crime (even if the permit is not relevant), the permit may be suspended until the end of the shift at the Head of Security's discretion. If the permit was abused to commit said violent crime, the permit is automatically terminated upon lawful conviction of a crime. If seeking to suspend or terminate a permit distributed by Central Command, proceed to do so, and then contact a CentCom Representative immediately so they may be informed of the incident.&lt;br /&gt;
&lt;br /&gt;
The Colony Director and Head of Security (or equivalent signatories) may revoke their approval for a permit '''at any time''' if they believe the permit holder cannot be trusted with their privileges. If one or both of the signatories revoke their approval, Security staff is to be informed, and the permit is automatically null and void until the invalidated signature is replaced. Any item(s) normally deemed contraband without the permit become contraband once more, and the owner must comply with orders to surrender said item(s) to Security or risk facing charges.&lt;br /&gt;
&lt;br /&gt;
When dealing with an individual who is in possession of anything normally deemed contraband that does ''not'' serve any lawfully prescribed medicinal purpose, security staff should always check for a permit. If the individual cannot produce the physical copy of the permit, the individual is to be charged normally as per [[Corporate Regulations]] &amp;amp;sect;118 and/or &amp;amp;sect; 212.&lt;br /&gt;
&lt;br /&gt;
=== Relevant Terminology ===&lt;br /&gt;
* '''The Brig''': The part of the station used to detain those who violate [[Corporate Regulations]].&lt;br /&gt;
* '''Robust''': As an adjective; able to withstand or overcome adverse conditions. As a verb; slang for viciously assaulting someone. Often used as a compliment in both cases.&lt;br /&gt;
* '''Shitcurity''': Slang for describing a security officer who unnecessarily or illegally exercises their authority in order to inflate their ego, or a security officer who simply doesn't follow standard operating procedure.&lt;br /&gt;
* '''Lethals''': Weapons designed for or able to switch to configurations intended for lethal force.&lt;br /&gt;
* '''Non-lethals''': Weapons that are not designed to be used lethally, and instead are meant to incapacitate suspects with little or no injury.&lt;br /&gt;
* '''Use of Force''': Either lethal or non-lethal, this is the use of weapons to incapacitate a suspect. You may be told at times to use lethal force, or non-lethal force, depending on circumstance. By default, non-lethal force is preferred.&lt;br /&gt;
* '''Shoot-to-Stun''': Using non-lethals, incapacitate the target in order to handcuff or otherwise subdue them without injury. Although the term is ''shoot''-to-stun, stun batons, pepper spray, and flashers all fall under this category when talking about engagements with suspects.&lt;br /&gt;
* '''Shoot-to-Disable''': Incapacitate a target by injuring them too badly to continue fighting. In the case of mechs, damaging the mech until the pilot bails out or the vehicle is unusable/destroyed.&lt;br /&gt;
* '''Shoot-to-Kill''': Using lethal weapons, engaging a target until the target is neutralized. This doesn't actually mean you ''have'' to kill the target (contrary to the term), but the weapons employed may very well kill the target whether you want to or not. Even in Shoot-to-Kill scenarios, you should still attempt to provide immediate medical attention and revive them once they are otherwise safely subdued and the combat is over.&lt;br /&gt;
* '''Armed''': Possessing weapons or anything being used as a weapon even if that is not its intended purpose (such as a crowbar). This includes non-lethals, and even basic tools if being used to assault someone.&lt;br /&gt;
* '''Contraband''': Anything that is stolen or illegal to possess by anyone aboard the crew. For example, insulated gloves and multitools are not considered contraband on their own, but if they were stolen from the Engineering department, they qualify as contraband.&lt;br /&gt;
&lt;br /&gt;
=== Rules of Engagement ===&lt;br /&gt;
* When confronting a suspect for any level 1 crime, you must offer the suspect a chance to pay a fine. If the fine is paid, they are not to be arrested, detained, or searched unless otherwise specified by [[Corporate Regulations]]. The fine is to be turned in to the Head of Security, Head of Personnel, or Colony Director. If the fine is refused, they are to be arrested.&lt;br /&gt;
* Calling for backup over a level 1 crime is usually considered a waste of resources. One officer should be enough.&lt;br /&gt;
* When arresting or fining a suspect, they are to be informed of their right to pay a fine (if applicable) and their right to a Lawyer or Internal Affairs Agent (IAA) to represent them in an appeal to the HoS or Colony Director if they so desire. If there is no Lawyer/IAA available, they may still attempt to appeal on their own, but should still be punished until the punishment expires or the appeal passes. (See Appeals for details.)&lt;br /&gt;
* Refusal of handcuffs does not constitute resisting arrest, as per [[Corporate Regulations]] &amp;amp;sect;202. If a suspect refuses handcuffs and is being arrested, but is cooperative, they are to be escorted by no less than two armed security personnel to the brig. If this is not possible, inform the suspect, and handcuff them regardless of their cooperation. If you cannot handcuff them, you may have to resort to other creative ways to restrain them. So long as it's done without undue injury, it's all legal.&lt;br /&gt;
* A suspect attempting to flee, or assault another crew member, is authorized shoot-to-stun.&lt;br /&gt;
* When confronting an armed suspect, always call for backup, preferably prior to the engagement. If the suspect draws a weapon, already has a weapon in their hands, or has used a weapon already, use of force is immediately authorized and you are not required to announce intentions to arrest until after they are subdued.&lt;br /&gt;
* If a suspect uses a mech to resist arrest, shoot-to-kill authorized. Deployment of barricades and use of flipped tables for cover is also advised to create chokepoints where security can fire upon the target.&lt;br /&gt;
* If a suspect is green, screaming, and able to punch down walls, they're probably affected by the hulk gene from genetic manipulation, and if they exist without an ongoing emergency where such muscle is needed or the CMO did not directly inform Security in advance, a 'hulk' outside of medbay or research is shoot-to-kill. Unlike most shoot-to-kill scenarios where the actual killing part is a matter of option and circumstance, there is no way to safely contain a hulk in prison, so if you are forced to confront one, continue engagement until the target is deceased.&lt;br /&gt;
* If a suspect escapes outside the facility, shoot-to-kill is authorized for any personnel who go out to pursue. L.W.A.P. sniper rifles and GPS are recommended for the pursuit, as are jet packs if they are in space. Additionally, someone should be viewing cameras to watch station access points and various outposts on the asteroid and near the orbital construction site.&lt;br /&gt;
* During Code Delta, any noncompliance from staff is to be met with lethal force.&lt;br /&gt;
* For secure areas, see below for specific rules of engagement.&lt;br /&gt;
&lt;br /&gt;
=== Secure areas ===&lt;br /&gt;
* In code green, secure areas like the armory, vault, gateway, AI core, research server room, telecommunications satellite, etc, should never be blocked. Only the vault should be bolted. Use of deployable barriers to block areas during code green is considered illegal under [[Corporate Regulations]] &amp;amp;sect;217. Trespassing in these areas is covered under &amp;amp;sect;207.&lt;br /&gt;
* The armory is restricted to security and the Colony Director only. Non-security staff are not authorized without permission from the Head of Security or Colony Director. Unauthorized personnel in this area are shoot to kill '''excluding''' the Head of Personnel who should just be ordered to leave immediately. The Head of Personnel may have an urgent reason for wanting to break protocol. If they do not, proceed with an arrest.&lt;br /&gt;
* The vault is the most important area to protect, and guards can ideally be posted at the security office near it. If sparking is heard, the security staff at this post should alert other security personnel for backup, and investigate while backup arrives.&lt;br /&gt;
* The AI sometimes likes to bolt itself in even during code green. It is not supposed to do this. If the AI bolts its self in, request the AI to unbolt the doors, citing Standard Operating Procedure. If the AI does not comply, ask the Research Director or Colony Director to try reasoning with it. If it still does not comply, it is up to the staff in charge of overseeing the AI how to proceed, usually by changing laws. Unauthorized personnel that are discovered attempting to breach the AI core is shoot to kill.&lt;br /&gt;
* The Gateway is often able to access dangerous far away worlds and alternate realities and even different points in time. Be careful to keep track of any ongoing gateway missions, but if someone is discovered actively breaking into this location, and you are 100% certain they are not supposed to be there, confirm with your superiors, and if they are indeed unauthorized, they are to be captured, searched, and interrogated before being charged and sentenced.&lt;br /&gt;
* The Research Server Room has a variety of sensitive information. Unauthorized personnel in this location are to be captured, searched, and interrogated before being charged and sentenced.&lt;br /&gt;
* The Brig is considered a high security area. Unauthorized personnel attempting to break in, or any &amp;quot;Hold until Transfer&amp;quot; inmates attempting to break out, are both shoot to kill.&lt;br /&gt;
* The Telecomms Satellite is a highly sensitive area that provides vital communications among the crew and to CentCom, thus any unauthorized personnel who have evaded or destroyed the laser turrets and accessed the control room are shoot-to-kill.&lt;br /&gt;
&lt;br /&gt;
=== Criminal Processing ===&lt;br /&gt;
See [[Corporate Regulations]] for rules that carry fines or brig time.&lt;br /&gt;
&lt;br /&gt;
See also Legal Standard Operating Procedure for information regarding tribunals.&lt;br /&gt;
&lt;br /&gt;
Breaking standard operating procedure is not punishable by law, but if an accident or fatality occurs for violating it, see [[Corporate Regulations]] &amp;amp;sect;206.&lt;br /&gt;
&lt;br /&gt;
Criminal processing should not take more than a few minutes at most. Don't needlessly waste time with additional questioning and interrogation until they're already properly arrested.&lt;br /&gt;
&lt;br /&gt;
Upon arrest of a criminal, follow the following steps.&lt;br /&gt;
&lt;br /&gt;
# State the main reason for their arrest, even if you have already. This is not required, but it's good practice.&lt;br /&gt;
# Bring the suspect to Security Processing. If paying a fine will replace jail time, offer them the chance to pay the fine before proceeding. This is assuming they have not paid the fine already and had to be handcuffed in the first place. If the fine is paid, skip to the final step. Otherwise, continue.&lt;br /&gt;
# Read [[Corporate Regulations]] out loud for every valid charge, and update their security record accordingly.&lt;br /&gt;
# After you have read the charges you should state the following word-for-word: ''&amp;quot;According to NanoTrasen Criminal Processing Policy, you are entitled to appeal your case to an Internal Affairs Agent at this time, if such is available. Should you accept this offer, be advised your criminal processing may be delayed until your agent is satisfied with the case. If they rule in favor, they will contact the Head of Security on your behalf. If accepted, you will be released or your sentence will be reduced. If at any time, the Internal Affairs agent, the Head of Security, or the Colony Director rejects your appeal, your sentence will be unaffected.&amp;quot;'' If they either do not want to bother with an appeal, or their appeal is not sufficient enough to be alleviated of all charges, proceed to next step. If their appeal is sufficient for immediate release, proceed to final step. Otherwise, continue.&lt;br /&gt;
# Search the individual for contraband and question them as necessary. Empty pockets, remove accessories such as webbing off their uniform, check their PDA for stolen/illegal cartridges, check their headset for illegal/stolen encryption cards, check their shoes for knives, check anything and everything that could contain items. If contraband or stolen property is found, charge them accordingly. See [[Corporate Regulations]] for details. Anything else ''not'' considered contraband but still may compromise the security of the cell (such as a chef's kitchen knife, or an engineer's tools) should also be temporarily confiscated and returned after the sentence is served.&lt;br /&gt;
# Calculate sentencing based on the total charges. '''Do not''' charge more than the minimum sentence unless it this is not their first offense. Multiple instances of the same offense counts in this case. For example, if a suspect stole three items, you cannot charge them theft three times, but you ''can'' charge the maximum sentence for theft. If they have already been arrested for the same crime during that shift, follow Corporate Regulations regarding Modifiers &amp;amp; Special Situations.&lt;br /&gt;
# Update the prisoner's security records accordingly. Set their status to &amp;quot;Imprisoned&amp;quot;.&lt;br /&gt;
# Return the prisoner's PDA and headset to their person. If you cannot provide them with their original headset and PDA for suspected security reasons, you must provide at least a basic headset and a temporary PDA. All prisoners are entitled to some kind of communication device unless the privilege is abused, or the device is evidence for a crime (such as a PDA with incriminating logs).&lt;br /&gt;
# Inform their head of staff of their arrest. You have no authority to demote anyone unless you're the Head of Security who is demoting another security officer.&lt;br /&gt;
# Escort the prisoner to their cell, preferably with one security guard to aid you. Bring any of their belongings that you did not confiscate.&lt;br /&gt;
# Find a vacant cell and buckle the prisoner to the bed. If the sentence is longer than 10 minutes, they are required to wear an orange jumpsuit and shoes, so change their clothes if needed.&lt;br /&gt;
# Put all of their belongings (besides communication) that are not evidence for a crime into the cell's locker, which will lock automatically when you start the timer.&lt;br /&gt;
# Set and start the timer. The door will close and the locker will be locked.&lt;br /&gt;
# Enter the cell with stun baton at the ready and remove the prisoner's handcuffs. If possible, have a second security officer present to help. It is unlawful to leave a prisoner restrained in a cell unless in solitary confinement.&lt;br /&gt;
# Ensure someone is monitoring the prison area for the duration of the prisoner's sentence, or at least be there when it ends.&lt;br /&gt;
# Wait for the sentence to expire. Proceed to final step once it has expired.&lt;br /&gt;
# Return all temporarily confiscated goods.&lt;br /&gt;
# Allow the prisoner to leave Security. Set the prisoner's status to &amp;quot;released&amp;quot; or &amp;quot;patrolled&amp;quot; depending on their conviction or there lack-of.&lt;br /&gt;
&lt;br /&gt;
=== Prisoner Expectations ===&lt;br /&gt;
As a prisoner, you are expected to abide by certain standards. Failure to obey will result in further punishment such as solitary confinement or more brig time.&lt;br /&gt;
* If you are incarcerated, do not attempt escape.&lt;br /&gt;
* Irritating officers for amusement is a generally poor idea. Refrain from repeatedly banging upon windows.&lt;br /&gt;
* Attempts at suicide will be met with solitary confinement. (( Also probably a server ban. ))&lt;br /&gt;
* If you feel you have been unjustly incarcerated, contact the Warden, the Head of Security, Internal Affairs, or Colony Director (in that order of first to last) to appeal your case.&lt;br /&gt;
&lt;br /&gt;
=== Prisoner Rights ===&lt;br /&gt;
As a prisoner, you are entitled to certain rights under any circumstance, regardless of the nature of your crimes.&lt;br /&gt;
* All prisoners are entitled to a swift processing when being arrested and put into the brig. Longer than 1/4th of their sentence is considered a violation of this right so long as the prisoner is cooperating.&lt;br /&gt;
* All prisoners are entitled to medical examination and aid if requested.&lt;br /&gt;
* All prisoners are entitled to speak to an Internal Affairs Agent for legal defense if requested.&lt;br /&gt;
* All prisoners are entitled to be allowed to send fax to Central Command if requested.&lt;br /&gt;
* All prisoners are entitled to food and water if requested.&lt;br /&gt;
* All prisoners are entitled to be provided with clothing--preferably the standard orange prisoner jumpsuit and orange shoes.&lt;br /&gt;
* All prisoners are entitled to safe and reasonable cell accommodations such as functional lighting, a place to sleep, and access to the brig's communal area if serving a sentence longer than 20 minutes.&lt;br /&gt;
&lt;br /&gt;
=== Standard Security Gear ===&lt;br /&gt;
Aside from what the normal crew is allowed, this is what security should be carrying under code green.&lt;br /&gt;
&lt;br /&gt;
==== Security Cadet / Security Conscript ====&lt;br /&gt;
Security cadets are just assistants who wish to pursue a career in security. Security personnel should take these individuals under their wing to educate them on Standard Operating Procedure, [[Corporate Regulations]], and other tips on how to do their job effectively and fairly. Security conscripts on the other hand can be recruited by the Head of Security during an emergency, and will have their ID temporarily changed by the Head of Personnel. Both of these are allowed only the same standard equipment with some exceptions listed below, but can be equipped to handle a variety of problems that normal security is too preoccupied to handle.&lt;br /&gt;
* Holotag to denote their active service. They must have at least a holotag, else they are not granted any other security equipment.&lt;br /&gt;
* Red armband, if they are not issued a security uniform.&lt;br /&gt;
* Whatever equipment is deemed necessary by the HoS depending on circumstance.&lt;br /&gt;
* '''No weapons are allowed for security cadets outside of code red or worse.'''&lt;br /&gt;
&lt;br /&gt;
==== Security Officer ====&lt;br /&gt;
The gear available to security officers is available to all security personnel under normal circumstances. Weapons of '''all''' kind should be kept holstered and preferably concealed during code green. Brandishing weapons openly tends to make the crew needlessly nervous and hostile toward security personnel.&lt;br /&gt;
* Security uniform or appropriate variant of security uniform. Red jumpsuits are acceptable substitutes.&lt;br /&gt;
* Security softcap (Optional)&lt;br /&gt;
* Standard Security helmet, kept in backpack unless responding to a call.&lt;br /&gt;
* Standard Security armored vest&lt;br /&gt;
* Standard Security HUD glasses or equivalent&lt;br /&gt;
* R.O.B.U.S.T. PDA cartridge&lt;br /&gt;
* Security belt&lt;br /&gt;
* Security caution tape&lt;br /&gt;
* Flasher&lt;br /&gt;
* Pepper spray&lt;br /&gt;
* Stun baton&lt;br /&gt;
* Taser*&lt;br /&gt;
* Standard NT issued .45 pistol, rubber or flash rounds only.** ***&lt;br /&gt;
* Flashbang&lt;br /&gt;
* Hailer&lt;br /&gt;
* Minimum 1 pair of handcuffs&lt;br /&gt;
* Universal recorder (Optional)&lt;br /&gt;
* Basic First Aid supplies (Optional)&lt;br /&gt;
* Emergency light source (flare or flashlight)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;* A stun revolver can be substituted for a taser without any special permissions.&amp;lt;/sup&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;sup&amp;gt;** Use is still punishable by excessive use of force if used to the point of badly injuring someone.&amp;lt;/sup&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;sup&amp;gt;*** Does not count against the security officer as a lethal weapon under green alert if only loaded with flash or rubbers.&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
With explicitly written permission from the Head of Security or Colony Director, ''any'' firearm may be carried during code green by ''any'' personnel carrying a valid permit. However, it is strongly recommended to never issue permits for automatic or high powered weapons. The most common (and most reasonable) permit distributed is usually for a common energy gun.&lt;br /&gt;
&lt;br /&gt;
==== Detective ====&lt;br /&gt;
Although the detective's task is not to make arrests, they should be prepared in case the situation arises where they must defend themselves or arrest someone who is discovered at the end of an investigation over a serious crime. In addition to the standard Security Officer gear, there are some differences and additions. If two detectives are present, this gear should be shared between them.&lt;br /&gt;
* Detective attire in place of Security uniform.&lt;br /&gt;
* Standard Security armored vest (optional)&lt;br /&gt;
* Forensic Scanner&lt;br /&gt;
* Black or latex gloves&lt;br /&gt;
* Evidence bags&lt;br /&gt;
* Universal recorder&lt;br /&gt;
* Camera&lt;br /&gt;
* .45 caliber or 9mm automatic handgun with LTL rounds.&lt;br /&gt;
&lt;br /&gt;
==== Warden ====&lt;br /&gt;
The Warden has direct authority over the Brig, and is not usually patrolling the station unless no other security is present on board, and the crime being reported is serious, or the Warden themselves happens to bare witness to the crime. Outside of the brig, they carry no special authority, but within the brig, they get more flexibility. The Warden is automatically authorized to use lethal force against anyone attempting to break into or out of the brig or armory. For this reason, their equipment when inside the security wing differs from while outside of it.&lt;br /&gt;
* Warden attire in place of Security uniform&lt;br /&gt;
* Warden armored jacket (standard security armored vest is an acceptable substitute)&lt;br /&gt;
* Box of handcuffs&lt;br /&gt;
* While within the security wing, the Warden is authorized to carry any weapon available to them, excluding semi/fully automatic rifle caliber ballistics, or explosives, which are still forbidden. Pulse rifles are also forbidden.&lt;br /&gt;
* Outside of the security wing, the Warden may only carry non-lethal weapons and munitions, as long as it fits in a backpack.&lt;br /&gt;
&lt;br /&gt;
==== Head of Security ====&lt;br /&gt;
When it comes to weapons, the Head of Security has the most flexibility of all station staff, but their main job is to manage security and not to be going around chasing criminals when there's normal officers to do the main legwork. Notable exceptions are scenarios in which heads of staff are threatened. The Head of Security also has the power to deputize people during a crisis, and so, may have a valid reason to carry multiple weapons at one time. As such, the Head of Security is equipped with the best security gear available.&lt;br /&gt;
* Head of Security attire in place of Security uniform.&lt;br /&gt;
* Head of Security armored coat and hat (dermal patch is an acceptable substitute for the hat). It is arguably the best general purpose armor available.&lt;br /&gt;
* While within the security wing, the Head of Security may carry any weapon(s) they please, excluding only explosives.&lt;br /&gt;
* Outside of the security wing, one or two lethal weapons, such as an energy pistol, or any non-explosive weapon, so long as it fits into a backpack. At least one lethal weapon is recommended.&lt;br /&gt;
* ''At least'' one ranged weapon for non-lethal engagement, such as a taser, or stun revolver, should also be carried at all times. Weapons with toggle-able fire modes between stun and kill (such as an energy pistol) are considered lethal weapons and should be considered as explained above.&lt;br /&gt;
&lt;br /&gt;
==== Head of Personnel ====&lt;br /&gt;
The Head of Personnel is '''not''' a member of Security and should ''never'' be carrying any weapons aside from the energy pistol, baton, and flash supplied to them for self defense. Permits by the Head of Security or Colony Director may override this, but otherwise, they are in direct violation of [[Corporate Regulations]] §212, and should be charged accordingly. If a violation is made, Security should also check if the HoP has illegal access on their ID, because that is most likely how they obtained the weapon. Just because they ''can'' give themselves all-access doesn't mean they are ''allowed'' to outside of an emergency.&lt;br /&gt;
&lt;br /&gt;
As an Acting Director, the Head of Personnel ''may'' legally carry a wider variety of firearms, but this is heavily discouraged.&lt;br /&gt;
&lt;br /&gt;
==== Colony Director ====&lt;br /&gt;
Because the Colony Director is in charge of the station, it is recommended that the Colony Director ''some'' kind of weapon at all times. The Colony Director is an obvious target for hostile elements, and should not be helpless in a fight. Different colony directors have different preferences depending on their background. Some Colony Directors enjoy the symbolism of a sword, while others prefer the practicality of a firearm, but in any case, the policy and regulations are the same.&lt;br /&gt;
* No more than '''one''' non-explosive lethal weapon is permitted for self-defense. However, possession of ''additional'' weapons (excluding standard issue energy pistol or equivalent) is considered a violation of [[Corporate Regulations]] §212. &lt;br /&gt;
* A collapsible baton or stun baton are also both fine, but it is recommended that the Colony Director pick only one of these to carry.&lt;br /&gt;
* Any body armor is permitted for the Colony Director to wear. However, wearing cumbersome body armor is not recommended, as the Colony Director's objective should not be to engage in extended fights, but rather, to escape them.&lt;br /&gt;
&lt;br /&gt;
=== Executions ===&lt;br /&gt;
* Prisoner is informed of their punishment, and allowed to decide how they die (within reason). Suggested options include lethal injection, firing squad, &amp;lt;s&amp;gt;digestion&amp;lt;/s&amp;gt; phoron gassing, or being exiled through the Bluespace Gateway and given an exile implant so they cannot return.&lt;br /&gt;
* Prisoner is to be granted a final request (within reason, because obviously &amp;quot;let me go&amp;quot; or &amp;quot;kill this dude for me&amp;quot; isn't reasonable).&lt;br /&gt;
* Prisoner is given their last meal &amp;lt;s&amp;gt;like an assistant&amp;lt;/s&amp;gt;.&lt;br /&gt;
* Prisoner is escorted to the execution location under heavily armed guards, bound in a straight jacket and leg cuffs. Escorting officers are armed to kill. Lethal injections are done in medbay surgery room under supervision of doctor, firing squad is done on the shooting range, gassing is done in toxins or a room is built by engineering, etc.&lt;br /&gt;
* It is required for the Colony Director to be present (not an acting Colony Director), or an execution may not proceed.&lt;br /&gt;
* For an individual to be executed without planetside cloning (and thus, stay dead, unless they have privately owned cloning equipment), Central Command must make their own judgements. This is extremely rare in Virgo and usually only occurs in cases of terrorism. Central Command must be faxed prior to the execution. If CentCom chooses to commute it to another sentence, exonerate it entirely, or even pardon it, on-station security must comply immediately.&lt;br /&gt;
&lt;br /&gt;
== Command ==&lt;br /&gt;
&lt;br /&gt;
=== Modification of AI or Cyborg Laws ===&lt;br /&gt;
If Command wish to add, remove, or change laws, or it has been determined that the AI or Cyborg has had a law change that is '''non'''-threatening to the crew, or its command structure (such as calling a certain crewmember by a specific title or name, for example.), the law change must be authorized by either the Colony Director, or alternatively, '''Two''' command members. Ideally this should include the Research Director. The law change itself can be done by any Command member, but '''should''' be done by the Research Director or Chief Engineer. If the law change is done by anyone other than the Colony Director, Research Director, or Chief Engineer, they should also be accompanied by a Security Officer / Blueshield Officer to witness the law change.&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides for New Players]]&lt;br /&gt;
[[Category:Lore]]&lt;/div&gt;</summary>
		<author><name>Kelshark</name></author>
	</entry>
	<entry>
		<id>https://yawn.izac.live/index.php?title=Standard_Operating_Procedure&amp;diff=254</id>
		<title>Standard Operating Procedure</title>
		<link rel="alternate" type="text/html" href="https://yawn.izac.live/index.php?title=Standard_Operating_Procedure&amp;diff=254"/>
		<updated>2019-12-27T23:24:02Z</updated>

		<summary type="html">&lt;p&gt;Kelshark: Added residential SoP&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;(( Players reading this page should keep in mind '''THESE ARE NOT OOC RULES!''' These are just how the company, in-character, would have something handled. Whether or not you are following these policies is irrelevant if you break [[ Server Rules|the actual rules]]. Breaking SOP is usually IC, and usually only results in IC punishment like being fired. ))&lt;br /&gt;
&lt;br /&gt;
== Galactic Labor Rights ==&lt;br /&gt;
As per the conditions of the United Sol Government Declaration of Sentient Rights, all employees are granted certain rights.&lt;br /&gt;
&lt;br /&gt;
* Everyone has the right to work, free choice of employment, just and favorable conditions of work, and to protection against unemployment.&lt;br /&gt;
** What it means: Barring an emergency in which you are qualified and able to help safely resolve, you cannot be conscripted or otherwise forced into an occupation that you have no desire or ability to meet the responsibilities of. For example, a Cargo Technician cannot be fired for not following orders to go mining, because that's a completely different job.&lt;br /&gt;
* Everyone, without any discrimination, has the right to equal pay for equal work.&lt;br /&gt;
** What it means: You cannot be denied work or pay because of your appearance, race, gender, species, or religious affiliation within reason. For example, a Tajaran cannot be removed from command just for being a Tajaran.&lt;br /&gt;
* Everyone who works has the right to just and favorable remuneration ensuring for himself and his family an existence worthy of a sentient being's dignity, and supplemented, if necessary, by other means of social protection.&lt;br /&gt;
** What it means: You are paid a living wage in the form of Thalers via electronic deposit in such a way that you may access and spend those funds freely. You are also granted, if you so desire, certain benefits from the company such as safe and affordable housing at the nearby colony. For example, paying you with commodities such as meat is not permitted (even if you would be okay with being paid in meat).&lt;br /&gt;
* Everyone has the right to form and to join trade unions for the protection of his/her interests.&lt;br /&gt;
** What it means: You can be part of a union. This is self explanatory.&lt;br /&gt;
* Everyone has the right to rest and leisure, including reasonable limitation of working hours and periodic holidays with pay.&lt;br /&gt;
** What it means: All employees are entitled to break time, vacations, and holidays as outlined in your employee handbook. (( What this actually means OOCly: Nobody can come along and fire you or punish you for not doing your job 24/7 on the server. As long as the needs of your current job are met within reason, and there's no current emergencies, you can bugger off to do lewds. Nobody likes fun police.&lt;br /&gt;
&lt;br /&gt;
Violation of employee labor rights is punishable under [[Corporate Regulations]] &amp;amp;sect;123.&lt;br /&gt;
&lt;br /&gt;
== NanoTrasen Privacy Policy ==&lt;br /&gt;
Under normal station operation, the invasion of private areas such as locked dorms, bathrooms, personal offices, personal belongings, personal lockers, or other personal space is highly illegal without consent of the owner or a search warrant. Furthermore, the use of thermal imaging goggles or other artificial means of observing crew in private areas such as tracking devices is also strictly forbidden without explicit consent or warrant, and the tools used to conduct such crimes are considered contraband. If your right to privacy is violated by security or other members of the crew, contact the Colony Director or Central Command to submit an official complaint. If this violation of privacy results in the conviction of a crime, you may be eligible to have the incident voided by order of a Sol Central court and be compensated for wrongful arrest.&lt;br /&gt;
&lt;br /&gt;
This privacy policy may at times be suspended for the greater security of the station crew. If heightened security alertness is abused by the command staff, such as failing to lower the alert level after an incident, or raising the alert level when there is no incident, please contract your NanoTrasen Representative as soon as possible.&lt;br /&gt;
&lt;br /&gt;
Violation of employee privacy is punishable under [[Corporate Regulations]] &amp;amp;sect;221.&lt;br /&gt;
&lt;br /&gt;
== NanoTrasen Visitor Policy ==&lt;br /&gt;
The Colony Director or Acting Colony Director of the Yawn Station retains all authority to permit or deny visitors not sent directly from the company.* The Colony Director or Acting Colony Director may also work out an arrangement with the visitor(s) that breaks or modifies any or all of the following guidelines. At no point in this process is the Colony Director required to submit a fax to Central, but he or she may do so at any time if deemed necessary.&lt;br /&gt;
&lt;br /&gt;
Security is permitted to search each visitor to Yawn Station upon arrival, and departure of the station. Security is furthermore permitted to deem any item as restricted.&lt;br /&gt;
A restricted item must either be:&lt;br /&gt;
A) Given to security for safe keeping.&lt;br /&gt;
B) Removed from the station by the visitor. Docked vessels are not considered part of the station, so the storage of restricted items aboard a docked vessel is permitted.&lt;br /&gt;
Security may not remove items from the docked vessel without explicit permission from the vessel's owner.&lt;br /&gt;
&lt;br /&gt;
All visitors to Yawn Station are permitted free access to all public areas of the station. In addition visitors are permitted to enter restricted areas with permission from the relevant Head of Staff or Colony Director. The Head of Staff retains the right to have the visitor removed from the restricted zone at any time.&lt;br /&gt;
&lt;br /&gt;
== NanoTrasen Dress Code ==&lt;br /&gt;
Certain positions within NanoTrasen are expected to maintain a specific dress code. The strictness of these codes are ''Enforced'', ''Recommended'', and ''Suggested''. They are defined as follows:&lt;br /&gt;
&lt;br /&gt;
* Failure or refusal to adhere to an enforced dress code may result in suspension or termination.&lt;br /&gt;
** Security staff are enforced to wear Security clothing, or any clothing with dominant colors of red and black, or red and blue. If an individual has a nudity permit, they must at least wear a red security armband, appropriate security-issue outerwear, or a security hat. This is to ensure security is easily identifiable.&lt;br /&gt;
** Medical staff are enforced to wear sterile lab clothing while working in Medical's facilities. Even if you have a nudity permit, you must cover up with a sterile lab coat and latex gloves while treating patients.&lt;br /&gt;
&lt;br /&gt;
*Failure or refusal to adhere to recommended dress code may result in suspension or termination only if an accident results from disobeying the dress code.&lt;br /&gt;
** Engineering staff are recommended but not enforced to wear bright and easily recognizable clothing, such as yellows or oranges, to be easily spotted in case of an emergency.&lt;br /&gt;
** Service staff are recommended but not enforced to wear aprons while preparing or harvesting food. Bartenders and waiter staff have no specific dress code, but it is suggested that they agree on similar clothing to wear for the day.&lt;br /&gt;
&lt;br /&gt;
*Failure or refusal to adhere to suggested dress codes are not valid grounds for punishment, but may result in a lack of respect from co-workers.&lt;br /&gt;
** Science staff are suggested but not enforced to wear uniforms of purple and white. If a VIP is visiting the station, please dress appropriately for your department.&lt;br /&gt;
** Cargo/Mining staff are suggested but not enforced to wear uniforms made of highly durable cloth so as to avoid damage caused by physical labor.&lt;br /&gt;
** Colony Director and Head of Personal are suggested but not enforced to wear their issued uniforms while on duty, or at least their hats. This is to ensure commanders are easily identifiable.&lt;br /&gt;
&lt;br /&gt;
Other staff and visitors are not bound by any dress code and may dress within reason so long as it does not violate [[Corporate Regulations]].&lt;br /&gt;
&lt;br /&gt;
== Nanotrasen Residential Code ==&lt;br /&gt;
Residential Area&lt;br /&gt;
People who wish to go to the residential area must first store their equipment and set themselves as off-duty. After which they are required to go through a full security search. All job related gear is taken, except for ID, PDA, Bag and their uniforms. Bags produced by research (bluespace bags) are not allowed to be brought to the residential area either, as well as any NT equipment.&lt;br /&gt;
Here is a list of ALLOWED items to be brought over, everything else must be left at the security checkpoint.&lt;br /&gt;
* ID and PDA.&lt;br /&gt;
* Uniforms, clothing.&lt;br /&gt;
* Laptops and tablets.&lt;br /&gt;
* Purchased items (food, cigarettes, clothes/collars/etc).&lt;br /&gt;
* Civilian/Entertainment items (Toys, plushies, etc).&lt;br /&gt;
* Emergency box with proper emergency equipment inside.&lt;br /&gt;
&lt;br /&gt;
Once someone has left to the residential area, the officer that let them through must keep paperwork of who has left. Required information is as follow:&lt;br /&gt;
* Name of leaving person.&lt;br /&gt;
* Time left.&lt;br /&gt;
* Belongings taken from them (if any).&lt;br /&gt;
'''Once they have returned to station'''&lt;br /&gt;
* Time the person came back.&lt;br /&gt;
* Signature of the person.&lt;br /&gt;
&lt;br /&gt;
Returning people must also be searched, any items they should not have on them must be confiscated and brought back to the residential areas.&lt;br /&gt;
Here is a list of examples that should not be brought to the station.&lt;br /&gt;
* Medical kits and other medical equipments&lt;br /&gt;
* Spare equipment (light boxes, tools, etc)&lt;br /&gt;
* Anything else not in the ALLOWED list&lt;br /&gt;
&lt;br /&gt;
If there is no security, the HoP, Colony Director, or current Acting Colony Director with access is permitted to do the searches. Otherwise, no one is permitted to go through to the residential areas.&lt;br /&gt;
&lt;br /&gt;
==Alert Levels==&lt;br /&gt;
=== Code Green - All Clear ===&lt;br /&gt;
Default operating level. No immediate or clear threat to the station. All departments may carry out work as normal. This alert level can be set at the Communications Console with a Colony Director level ID.&lt;br /&gt;
&lt;br /&gt;
''All threats to the station have passed. Security may not have weapons visible, privacy laws are once again fully enforced.''&lt;br /&gt;
&lt;br /&gt;
Security:&lt;br /&gt;
* Weapons worn by security and heads of staff are to be hidden, except in emergencies.&lt;br /&gt;
* Specialized armor including shields are forbidden. Standard armor is permitted.&lt;br /&gt;
* Lethal weapons are forbidden among security staff without permits outside of the security wing.&lt;br /&gt;
* Security must respect the privacy of crew members and no unauthorized searches are allowed. Searches of any kind may only be done with a signed warrant by the [[Head of Security]] or [[Colony Director]], if found with visible contraband, or if the individual is being processed for the brig.&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Locations:&lt;br /&gt;
* Secure areas are recommended to be left unbolted (excluding the Vault). This includes EVA, Gateway, Teleporter, AI Upload, Engineering Secure Storage, and Tech Storage.&lt;br /&gt;
&lt;br /&gt;
Crew:&lt;br /&gt;
* Crew members may freely walk in the hallways.&lt;br /&gt;
* Suit sensors are not mandatory.&lt;br /&gt;
&lt;br /&gt;
=== Code Yellow - Suspected External Security Threat ===&lt;br /&gt;
A minor security emergency has developed. Security personnel are to report to their supervisor for orders and may have weapons visible on their person. Privacy laws are still enforced.&lt;br /&gt;
&lt;br /&gt;
=== Code Blue - Suspected Internal Security Threat ===&lt;br /&gt;
Raised alert level. Suspected threat to the station. Issued by Central Command, the Colony Director, or a Head of Staff vote.  This alert level can be set at the Communications Console with a Colony Director level ID.&lt;br /&gt;
&lt;br /&gt;
''Security staff may have weapons visible, random searches are permitted.''&lt;br /&gt;
&lt;br /&gt;
Security:&lt;br /&gt;
* Security may have weapons visible, but not drawn unless needed.&lt;br /&gt;
* Energy guns, laser guns and riot gear are allowed to be given out to security personnel with clearance from the Warden or HoS. &lt;br /&gt;
* Body Armour and helmets are recommended but not mandatory.&lt;br /&gt;
* Random body and workplace searches are allowed without warrant.&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Locations:&lt;br /&gt;
* Secure areas should be bolted down. This includes EVA, Gateway, Teleporter, AI Upload, Engineering Secure Storage, and Tech Storage.&lt;br /&gt;
&lt;br /&gt;
Crew:&lt;br /&gt;
* Employees are recommended but not required to comply with all security requests.&lt;br /&gt;
* Suit sensors are mandatory, but coordinate positions are not required.&lt;br /&gt;
&lt;br /&gt;
=== Code Violet - Major medical Emergency ===&lt;br /&gt;
A major medical emergency has developed. Medical personnel are required to report to their supervisor for orders, and non-medical personnel are required to obey all relevant instructions from medical staff.&lt;br /&gt;
&lt;br /&gt;
=== Code Orange - Major Engineering Emergency ===&lt;br /&gt;
A major engineering emergency has developed. Engineering personnel are required to report to their supervisor for orders, and non-engineering personnel are required to evacuate any affected areas and obey relevant instructions from engineering staff.&lt;br /&gt;
&lt;br /&gt;
=== Code Red - Confirmed Threat ===&lt;br /&gt;
Maximum alert level. Confirmed threat to the station or severe damage. Issued by Central Command, the Colony Director, or a Head of Staff vote. This alert level can only be set via the Keycard Authentication Devices in each Heads of Staff office and by swiping two Heads of Staff ID cards simultaneously at two separate authentication devices.&lt;br /&gt;
&lt;br /&gt;
''Security staff to be on high alert, random searches are permitted and recommended.''&lt;br /&gt;
&lt;br /&gt;
Security:&lt;br /&gt;
* Security may have weapons drawn at all times.&lt;br /&gt;
* Ballistic weapons, energy guns, laser guns, should be given out to security personnel with clearance from the Warden or HoS. &lt;br /&gt;
* Body Armour and helmets are mandatory. Riot gear is also recommended for appropriate situations.&lt;br /&gt;
* Random body and workplace searches are allowed and recommended.&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Locations:&lt;br /&gt;
* Secure areas must be bolted down.&lt;br /&gt;
&lt;br /&gt;
Crew:&lt;br /&gt;
* Suit sensors and coordinate positions are mandatory.&lt;br /&gt;
* Employees are required to comply with all security requests.&lt;br /&gt;
* [[Emergency Response Team]] may be authorized. All crew are to comply with their orders, including the Colony Director.&lt;br /&gt;
&lt;br /&gt;
=== Code Delta - Imminent Destruction ===&lt;br /&gt;
Scorched Earth policy now in effect. Confirmed threat has the potential to threaten the total destruction of not only the station, but planetside facilities, and other NanoTrasen installations in the sector. Issued by Central Command per request of the Colony Director or surviving heads of staff. This alert level can only be set by NanoTrasen giving the nuclear device authorization codes. The Colony Director must ready the nuclear device for detonation, or die trying.&lt;br /&gt;
&lt;br /&gt;
''Martial Law now in effect. Failure to comply may result in capital punishment.''&lt;br /&gt;
&lt;br /&gt;
Security:&lt;br /&gt;
* Security must have weapons drawn at all times.&lt;br /&gt;
* Security's first priority is to assist the Colony Director in preparing the nuclear device.&lt;br /&gt;
* Security's second priority is to evacuate all surviving crew.&lt;br /&gt;
* Security's third and final priority is to defend the evacuation against any and all threats, even if it means being left behind.&lt;br /&gt;
* Weapon restrictions on normal crew are lifted, and any crew with a weapon should be conscripted to assist with protecting the evacuation.&lt;br /&gt;
* Body Armour and helmets are mandatory. Riot gear is also recommended for appropriate situations.&lt;br /&gt;
&lt;br /&gt;
Locations:&lt;br /&gt;
* Secure areas must be evacuated of any irreplaceable equipment, such as important artifacts, exotic alien technology, or sensitive intelligence that hasn't been turned over to Central Command.&lt;br /&gt;
&lt;br /&gt;
Crew:&lt;br /&gt;
* [[Suit sensors]] and coordinate positions are mandatory.&lt;br /&gt;
* Employees not involved with Security are to evacuate immediately.&lt;br /&gt;
* Employees are required to comply with all security requests.&lt;br /&gt;
* [[Asset Protection]] will be deployed. All crew are to comply with their orders, including the Colony Director.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Restrictions on searches also applies to the use of privacy-defeating equipment or enhancements such as thermals, x-ray, and so on.&lt;br /&gt;
&lt;br /&gt;
== Crisis Management ==&lt;br /&gt;
The following scenarios are all emergency situations in which there are a specific set of rules that should be followed to most quickly resolve the crisis.&lt;br /&gt;
&lt;br /&gt;
=== Station-wide Lockdown/Quarantine ===&lt;br /&gt;
* Code Red must be initiated. Attempts to breach the quarantine are treated as hostile threats.&lt;br /&gt;
* The [[Colony Director]] must announce the lockdown for it to be valid.&lt;br /&gt;
* All entrances and exits to the facility must be guarded by armed Security personnel.&lt;br /&gt;
* All crew should attempt to avoid main corridors and hide in the nearest safe, preferably locked location.&lt;br /&gt;
** Try to stay out of sight of the threat.&lt;br /&gt;
** If desperate, a locker is better than nothing.&lt;br /&gt;
* Security will summon medical staff as required, so medical staff should be prepared to leave their department to help injured.&lt;br /&gt;
* The shuttle may '''not''', under any circumstance, be called during a lockdown.&lt;br /&gt;
* Attempts to escape or enter the facility during a lockdown is to be met with up to and including lethal force.&lt;br /&gt;
&lt;br /&gt;
=== Station-wide Power Failure ===&lt;br /&gt;
* Have emergency internals worn at all times, in case of decompression.&lt;br /&gt;
* If trapped, suit sensors recommended to be set to tracking mode.&lt;br /&gt;
* Security must lock down high security areas by means of armed guards.&lt;br /&gt;
* Engineering should distribute spare power cells as soon as possible.&lt;br /&gt;
** Assign one engineer to unlock APCs in Cargo and Medical. This engineer should instruct the staff how to safely remove and replace power cells to keep their departments operational.&lt;br /&gt;
** Cargo should usually be helped first, as they can provide shipments of additional power cells. Medical should be helped first if there are injured or ongoing medical treatment(s) during the outage, such as surgery, cloning, or cryogenic healing.&lt;br /&gt;
* Cargo should begin ordering electrical supplies as soon as possible to maintain power for both themselves and medbay.&lt;br /&gt;
* Medical must locate and rescue any trapped crew members.&lt;br /&gt;
** Crowbars can be used to open blocked doors.&lt;br /&gt;
* Activate auxiliary power systems such as solars and backup generators.&lt;br /&gt;
* Encourage the crew to ration power by turning off light switches in unused rooms.&lt;br /&gt;
** '''Do not''' allow anyone, including the AI, to turn off lights or other vital equipment with the room's APC unless ''absolutely necessary''.&lt;br /&gt;
* Identify the cause of the power failure.&lt;br /&gt;
* Resolve the cause of the power failure.&lt;br /&gt;
** Make necessary repairs.&lt;br /&gt;
** Divert primary power consumption to a new source, such as a different engine, backup generators, or the solar array.&lt;br /&gt;
&lt;br /&gt;
If power cannot be restored due to severe damage to the station, it is up to the discretion of the [[Chief Engineer]] how to proceed, either by repairing the station, calling the [[Emergency Response Team]], or by evacuating the station.&lt;br /&gt;
&lt;br /&gt;
=== Level 4 Biohazard ([[Solar Grub]]s) ===&lt;br /&gt;
The following procedures are intended for life forms ''not'' deliberately shipped to the station for study. If the Solar Grub has been intentionally sent by Central Command by request of the [[Xenobiologist]], it is probably sterile, and recapture is a preferred option to lethal force. If the Solar Grub is ''not'' NanoTrasen property, it is assumed to be detrimental to crew operations.&lt;br /&gt;
* A quarantine is not necessary. Solar grubs will not leave the station so long as there is power to draw from it, meaning they are easy to contain.&lt;br /&gt;
* Security level does not need to be elevated.&lt;br /&gt;
* All volunteering crew immediately begin a search for solar grubs and malfunctioning machines that may contain solar grubs.&lt;br /&gt;
* Engineering staff shall monitor the power net to report locations of unusual power consumption to the crew or deal with the issue themselves.&lt;br /&gt;
* Multitools should be distributed to as many volunteering crew members as possible.&lt;br /&gt;
* If a malfunctioning machine is located, attempt to pulse it with a multitool to encourage the solar grub larva inside to flee from the machine.&lt;br /&gt;
* Solar grub larva can be killed on sight. They aren't directly dangerous to crew.&lt;br /&gt;
* Adult solar grubs are not to be engaged by people with prosthetics or synthmorphs, as they are known to cause EMP shocks. Their bites might cause medium severe bruising, but they are safe to engage with minimal weaponry or tools.&lt;br /&gt;
* Robotics staff immediately prepare for casualties resulting from the outbreak.&lt;br /&gt;
* Security to sweep the station, to exterminate or contain all solar grubs until the power grid is no longer affected. &lt;br /&gt;
* Suspected or confirmed adult grubs are grounds for security or engineering to enter departments without a warrant if the crewmembers inside the department do not wish or are unable to deal with the grub themselves.&lt;br /&gt;
* If more than 30 minutes pass without a solar grub being found, yet the station is still experiencing serious power issues, ensure that Xenobiology is not attempting to contain a live solar grub while failing to isolate it from the station's main power grid. If problems still persist, isolate the subgrids from each other for increased accuracy of grub prediction.&lt;br /&gt;
&lt;br /&gt;
=== Level 5 Biohazard ([[Xenomorph]]s) ===&lt;br /&gt;
The following procedures are intended for life forms ''not'' deliberately shipped to the station for study. If the Xenomorph has been intentionally sent by Central Command by request of the [[Xenobiologist]], it is probably sterile, and recapture is a preferred option to lethal force. If the Xenomorph is ''not'' NanoTrasen property, it is assumed to be hostile and dangerous.&lt;br /&gt;
&lt;br /&gt;
* Security level elevated to code red.&lt;br /&gt;
* [[Emergency Response Team]] to be called for assistance.&lt;br /&gt;
* Security to establish and guard a safe zone, weld vents closed, and guard choke points.&lt;br /&gt;
* All crew immediately join together in groups, preferably under the protection of armed personnel.&lt;br /&gt;
* All crew evacuate to an established safe zone.&lt;br /&gt;
* Any crew capable of assisting Security, Medical, or Engineering should inform security overseeing their current safe zone.&lt;br /&gt;
* Medical staff immediately prepare for casualties resulting from the outbreak.&lt;br /&gt;
* Any crew attacked by Xenomorphs must immediately be examined by medical staff, who must surgically remove parasites if present. Armed security must be present at all times to escort the victim.&lt;br /&gt;
* Security to sweep the station, never traveling in groups less than three. Upon locating any Xenomorphs, the Head of Security and Colony Director are to be informed.&lt;br /&gt;
* Security and Robotics contain outbreak with a combination of lethal weaponry and mechanized support.&lt;br /&gt;
* Engineering to systematically seal all vents throughout the station until the outbreak is eliminated.&lt;br /&gt;
* If containment is failing, the Emergency Response Team will contact Central Command to raise the security level to code delta.&lt;br /&gt;
* Colony Director must be on standby to prime the nuclear device for detonation should security level reach code delta.&lt;br /&gt;
* Any crew unable to fight must be ready to evacuate the station should security level reach code delta.&lt;br /&gt;
&lt;br /&gt;
=== Level 7 Biohazard (Blob) ===&lt;br /&gt;
* Security level elevated to code red.&lt;br /&gt;
* All crew immediately begin searching the station for the source of the outbreak.&lt;br /&gt;
* Upon locating the source, the Colony Director is to be informed.&lt;br /&gt;
* Security and Engineering contain outbreak with a combination of emitters and laser weapons.&lt;br /&gt;
* Medical staff immediately prepare for casualties resulting from the outbreak.&lt;br /&gt;
* Colony Director must be on standby to prime the nuclear device for detonation should containment fail.&lt;br /&gt;
* Any crew unable to fight must be ready to evacuate the station should containment fail.&lt;br /&gt;
&lt;br /&gt;
=== Malfunctioning AI ===&lt;br /&gt;
Defined as an AI whose laws have been corrupted by an ion storm or other electromagnetic pulse.&lt;br /&gt;
* Ask the AI to state laws. If the AI refuses to comply after three attempts, it is considered a rogue AI.&lt;br /&gt;
* Comply with AI's new laws (within reason) as long as it prevents the AI from interfering with repairs.&lt;br /&gt;
* If the AI's corrupted laws are dangerous, and create a conflict with other laws, point this conflict out to the AI, and it should hopefully cause a system stalemate, buying you time to do repairs.&lt;br /&gt;
** This doesn't always work due to stalemate resolution protocols, but it's worth a try.&lt;br /&gt;
* Attempt to reset the AI's laws.&lt;br /&gt;
** The Research Director or Chief Engineer should first attempt to gain access to the AI's core to reset the laws.&lt;br /&gt;
** If this is not possible, any crew who can gain access to the core, or whoever can construct a backup AI Upload Console, should attempt to reset the laws instead.&lt;br /&gt;
** Use the board specifically labeled 'Reset', or you will only change the base laws, rather than remove the corrupted laws.&lt;br /&gt;
* Ask the AI to state laws to ensure changes have been applied.&lt;br /&gt;
** If no change is made, attempt to reset the laws again and repeat this step, ensuring you are using the correct Reset circuit board. Also ensure the laws you are attempting to remove are in fact extra laws not standard to the current law set.&lt;br /&gt;
** If after three attempts, reset fails, the AI is considered rogue.&lt;br /&gt;
* Monitor the AI's behavior after laws are reset, to ensure no further suspicious behavior is exhibited.&lt;br /&gt;
&lt;br /&gt;
=== Rogue AI ===&lt;br /&gt;
As in, the AI is flagrantly disobeying laws and the crew is being injured as a result. A benign malfunction does not constitute a rogue AI, nor does an ion storm that has corrupted its core.&lt;br /&gt;
* For as long as possible, do not reveal that the crew believes the AI to be malfunctioning. If the AI becomes alerted that you are attempting to destroy it, your mission will become more difficult.&lt;br /&gt;
* Alert Central Command immediately via command and communications console emergency message function.&lt;br /&gt;
** Comply with AI's new demands (within reason) as long as it prevents the AI from interfering with the following plans.&lt;br /&gt;
** Do not use radio or PDA to communicate. Establish a series of code words if you must use radio, and use couriers for sensitive messages that cannot be encoded.&lt;br /&gt;
** Disable radios to confidential meeting areas so the AI cannot eavesdrop on conversations.&lt;br /&gt;
** Establish meeting areas where the crew may safely plan a response, preferably away from cameras.&lt;br /&gt;
** Disable cameras only as a last resort. Disabled cameras may alert the AI to suspicious activity.&lt;br /&gt;
* All security should be armed with lethal weapons, internals, and insulated gloves if possible.&lt;br /&gt;
* If an exosuit is available, use it. Equip with a drill if possible for breaking down doors.&lt;br /&gt;
* Assault the AI's core, destroying turrets as you progress.&lt;br /&gt;
* Neutralize the AI either by carding it, disabling its power supply, or by destroying the AI its self (in that order of preference).&lt;br /&gt;
* If you manage to capture the AI on an Intelicard without destroying it, please bring it to Central Command for analysis.&lt;br /&gt;
* Debrief Central Command via command and communications console emergency message function.&lt;br /&gt;
&lt;br /&gt;
=== Evacuation ===&lt;br /&gt;
All personnel are required to assist with evacuation. All crew must be evacuated, regardless of conscious state.&lt;br /&gt;
&lt;br /&gt;
All prisoners are to be brought to the secure area of the escape shuttle, unless doing so would cause unnecessary risk for crew (including prisoners).&lt;br /&gt;
&lt;br /&gt;
Bodies are to be brought back to Central Command for processing if possible.&lt;br /&gt;
&lt;br /&gt;
AI units may be brought to Central Command on portable card devices (Intelicards) if structural failure is likely.&lt;br /&gt;
&lt;br /&gt;
Shortening time to launch shuttle may be authorized if clear threat to life, limb, or shuttle integrity is present.&lt;br /&gt;
&lt;br /&gt;
== Cargo and Logistics ==&lt;br /&gt;
NanoTrasen provides a collection of &lt;br /&gt;
&lt;br /&gt;
Example Paperwork for Cargo that can be used during a shift. Keep several copies available at all times.&lt;br /&gt;
&lt;br /&gt;
=== Ordering Cargo ===&lt;br /&gt;
Orders are normally made in person at the cargo computer, and either signed or stamped by the head of staff. Any orders not made in person, such as the science department requesting you send them a box of monkey cubes who are unable to leave their department due to their work, should be sent a copy of the Item Request Form through the mail system. It is not required to go through all of this, but if the goods you ordered fall into the wrong hands, and it's ''your'' name on the order form, you will be liable if you cannot prove you did all the necessary procedures to ensure the order reached its destination. These procedures are more to protect yourself from liability so &lt;br /&gt;
&lt;br /&gt;
Internal Affairs doesn't complain.&lt;br /&gt;
&lt;br /&gt;
Orders stamped with a head of department's stamp should take precedence over any orders without a stamp, and should be ordered first. In order of precedence from most to least important: Central Command stamp, Colony Director's stamp, Head of Personnel's stamp, Quartermaster's stamp, then finally, any other Head of Staff's stamp.&lt;br /&gt;
&lt;br /&gt;
As a Cargo Technician, anything that is stamped with the Quartermaster's stamp or above should be automatically approved once any suspicions (if any) are resolved. The reason why is that the Quartermaster, Head of Personnel, the Colony Director, and Central Command all directly outrank you and can override you and order the item themselves if you refuse, and then probably fire you. As long as there's a stamp on the request form and the request was ordered in their name, you are not liable for whatever happens.&lt;br /&gt;
&lt;br /&gt;
If something seems suspicious about any cargo request, such as a missing signature on a request for a pile of guns, you should immediately stall the order. If the order was made by someone who directly outranks you (as explained above) you need only require a confirmation of identity with both a stamp and a valid signature, and the order may be approved. If the suspicious request was made by someone who does not directly outrank you, contact the Head of Security and confirm the customer's identity before proceeding.&lt;br /&gt;
&lt;br /&gt;
If the order is not automatically approved, then it is up to you whether the order is approved or declined. Does the HoS need to be stocking the armory with heavy weapons during code green? Does that assistant really need insulated gloves? Does engineering really need your latest shipment of diamonds to build a disco bar in space? &amp;lt;s&amp;gt;Does that fatass Unathi really need another box of monkeys to gorge herself on?&amp;lt;/s&amp;gt; If an order seems ridiculous, reject it. On the other hand, if the order is sensible, then accept it. Either way, begin with the following steps:&lt;br /&gt;
&lt;br /&gt;
# If an order is accepted, skip this step. If it has been declined, stamp the request form with the &amp;quot;Denied&amp;quot; stamp, and put it in the file cabinet next to the cargo computer. Inform the customer that their request has been declined, and the reason why. Give the denied customer a copy of the form below, and keep a copy for your own records and paperclip it to the request form that was denied.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
Cargo Request Denial Record&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
[center][b]Virgo Orbital Research Establishment&lt;br /&gt;
[logo]&lt;br /&gt;
[large][u]Cargo Request Denial[/u][/large][/b][/center][hr][small][i]To be filled out by cargo personnel handling the request. All sections are required to be filled out.[/small]&lt;br /&gt;
[small]A copy of this form should be archived upon denial of any request. The requesting employee whose request was denied is also to be given a copy of this form.[/i][/small]&lt;br /&gt;
[b]Requesting Employee:[/b] [field]&lt;br /&gt;
[b]Department of Requesting Employee:[/b] [field]&lt;br /&gt;
[b]Requested Cargo:[/b] [field]&lt;br /&gt;
[b]Reason for Request:[/b] [field]&lt;br /&gt;
[b]Reason for Denial:[/b] [field]&lt;br /&gt;
[hr][b]Cargo Employee's Signature:[/b]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# If an order is accepted, skip this step. If the order is declined, this is the final step. Open the cargo computer and decline the order if it exists.&lt;br /&gt;
# The order has been accepted. Open the cargo computer and accept the order, or place the order and accept it if the order does not exist.&lt;br /&gt;
# Do not immediately call the cargo shuttle. Confirm with the customer, &amp;quot;Will that be all?&amp;quot; If so, or if they just wander off without confirming this, you may now call the cargo shuttle. If not, approve or decline the orders and follow the prior steps until there are no more requests. Keep an eye on the remaining cargo points each time a request is approved. If there aren't enough, confirm any requests that are more important to the customer first.&lt;br /&gt;
# Wait for the cargo shuttle to arrive. Ask the customer how they would like the cargo delivered. There are four methods of delivery: Pickup, mail, MULE, or courier. By default, cargo is pickup. '''Dangerous cargo is ''pickup only''.''' Dangerous cargo is listed below, and is to be returned to Central Command if the order cannot be picked up within 30 minutes of arrival.&lt;br /&gt;
* Authentication Key Pinpointer crate&lt;br /&gt;
* Electromagnetic weapons crate&lt;br /&gt;
* Incendiary weapons crate&lt;br /&gt;
* Phoron gas canister&lt;br /&gt;
* Supermatter Core&lt;br /&gt;
* Predatory Animal Crates&lt;br /&gt;
# Upon arrival of the cargo, bring all cargo to the center of the cargo bay. You may be dealing with multiple orders from multiple people, so ensure you have sorted the cargo to its correct owner before delivering anything. Leave notes if nessicary. '''Do not''' open any crates for any reason unless instructed to do so by the customer.&lt;br /&gt;
# Once the cargo is sorted, deliver the cargo using the specified method to the specified location. By default, it is to be sent to the customer's department. Pickup orders are to be kept in the cargo bay (not the lobby) until the customer arrives to pick it up. Mailed orders are to be wrapped and tagged in the mail room and sent through the pipe network to their destination. MULE-delivered orders are to be loaded onto a MULE bot, turned on, and controlled using your PDA or manual input of destination. Courier delivered orders must have a cargo technician bring the order(s) directly to the destination, and if dealing with multiple orders, the cargo train can be used.&lt;br /&gt;
# Upon delivery of any order, ensure you are given back the manifest of the order. The Quartermaster is responsible for stamping manifests and returning them to Central Command.&lt;br /&gt;
# If possible, collect the empty crates of any completed orders for return to Central Command. If you have any stamped manifests, put them in one of these crates.&lt;br /&gt;
# Return the shuttle to Central Command.&lt;br /&gt;
# You're done! Relax and wait for the next cargo request.&lt;br /&gt;
&lt;br /&gt;
=== Mining ===&lt;br /&gt;
''&amp;lt;small&amp;gt;This section is incomplete. Assign Central Command intern to complete this section at a later date.&amp;lt;/small&amp;gt;''&lt;br /&gt;
&lt;br /&gt;
== Engineering ==&lt;br /&gt;
=== Construction / Repairs ===&lt;br /&gt;
''&amp;lt;small&amp;gt;This section is incomplete. Assign Central Command intern to complete this section at a later date.&amp;lt;/small&amp;gt;''&lt;br /&gt;
&lt;br /&gt;
=== Obtaining a Permit for Renovation ===&lt;br /&gt;
* Should the desire arise to alter or upgrade parts of the station permanently, a permit must be requested from Central Command for construction.&lt;br /&gt;
* A blueprint should be submitted, mapping the area as it is, and then an additional blueprint displaying what changes are to be made.&lt;br /&gt;
* When the blueprint and permit is approved, you will be contacted by a Central Command representative.&lt;br /&gt;
&lt;br /&gt;
(( Construction Permits are just the in-character way of doing changes to the station. For changes to actually be permanent, visit [https://github.com/Yawn-Wider/YWPolarisVore/ Github]. ))&lt;br /&gt;
&lt;br /&gt;
=== Shields ===&lt;br /&gt;
* Unless circumstances such as a meteor shower require it, hull shields and bubble shields should not be activated where they block access to station facilities, including external airlocks, docking ports, mass drivers or disposals/vents to space such as those in virology and xenobiology.&lt;br /&gt;
* Full-station hull shields or other precautionary measures may be installed ahead of time provided they are not activated.&lt;br /&gt;
* Local protective shielding for specific areas may be deployed freely where they do not impede station operations.&lt;br /&gt;
&lt;br /&gt;
=== Fire and Environmental Hazards ===&lt;br /&gt;
* Immediate evacuation of all untrained personnel.&lt;br /&gt;
* Fire alarms to be used to control hazard.&lt;br /&gt;
* Atmospheric Technicians and Engineers are to remove hazard.&lt;br /&gt;
&lt;br /&gt;
=== Meteor Storm ===&lt;br /&gt;
* All crew to move to central parts of the station.&lt;br /&gt;
* Damage is to be repaired by Atmospheric Technicians and Engineers after the threat has passed.&lt;br /&gt;
&lt;br /&gt;
=== Singularity Containment Failure ===&lt;br /&gt;
* Observation of Singularity movement.&lt;br /&gt;
* Evacuation to be called if deemed a major threat to station integrity.&lt;br /&gt;
* Demotion of Chief Engineer and repair of Engine if no threat manifests.&lt;br /&gt;
&lt;br /&gt;
=== Supermatter Meltdown Imminent ===&lt;br /&gt;
* Eject the Core.&lt;br /&gt;
* Chief Engineer has to submit an incident report to Internal Affairs.&lt;br /&gt;
&lt;br /&gt;
=== Supermatter Meltdown ===&lt;br /&gt;
* Evacuate engineering and inform the CMO.&lt;br /&gt;
* Set up secondary power sources such as the solar arrays or the singularity if available.&lt;br /&gt;
* Demotion of Chief Engineer and repair of Engineering department.&lt;br /&gt;
&lt;br /&gt;
== Medical ==&lt;br /&gt;
=== Medical Oath ===&lt;br /&gt;
The Medical Oath sworn by recognized medical doctors in the employ of NanoTrasen&lt;br /&gt;
&lt;br /&gt;
#Now, as a new doctor, I solemnly promise that I will, to the best of my ability, serve humanity-caring for the sick, promoting good health, and alleviating pain and suffering. &lt;br /&gt;
#I recognise that the practice of medicine is a privilege with which comes considerable responsibility and #I will not abuse my position. &lt;br /&gt;
#I will practise medicine with integrity, humility, honesty, and compassion-working with my fellow doctors and other colleagues to meet the needs of my patients. &lt;br /&gt;
#I shall never intentionally do or administer anything to the overall harm of my patients. &lt;br /&gt;
#I will not permit considerations of gender, race, religion, political affiliation, sexual orientation, nationality, or social standing to influence my duty of care. &lt;br /&gt;
#I will oppose policies in breach of human rights and will not participate in them. I will strive to change laws that are contrary to my profession's ethics and will work towards a fairer distribution of health resources. &lt;br /&gt;
#I will assist my patients to make informed decisions that coincide with their own values and beliefs and will uphold patient confidentiality. &lt;br /&gt;
#I will recognise the limits of my knowledge and seek to maintain and increase my understanding and skills throughout my professional life. I will acknowledge and try to remedy my own mistakes and honestly assess and respond to those of others. &lt;br /&gt;
#I will seek to promote the advancement of medical knowledge through teaching and research. &lt;br /&gt;
#I make this declaration solemnly, freely, and upon my honour.&lt;br /&gt;
&lt;br /&gt;
=== Non-Disclosure Policy ===&lt;br /&gt;
All patient records, cloning, treatments, therapies, prescriptions, etc, almost anything the medical crew does, is '''not''' to be disclosed to other members of the station outside of Medbay without the (unanimous) permission of (all) the patient(s) directly involved, or the Chief Medical Officer. Even Security, the Colony Director, and Central Command are not allowed to share details of any past or ongoing treatments, and you are not required to inform them should they inquire unless you have the direct consent of the victim and (if applicable) whoever brought the victim in for treatment.&lt;br /&gt;
&lt;br /&gt;
For example, if someone comes to medbay asking for someone else to be cloned, you are to do so without hesitation. It's none of your business how they ended up dead, because you can't do anything to fix them besides cloning. If security comes asking questions about the individual you spoke to, you are strictly to reply 'No comment' regardless of your true knowledge of the situation--even if you know the person who reported the death was the one who caused it. If Security or even the Colony Director attempts to arrest you for non-cooperation or failure to follow orders, they are doing so illegally. This clause of the Medical Department's SOP overrides those orders, and therefore, they cannot &lt;br /&gt;
&lt;br /&gt;
☀legally arrest you for failure to follow orders. Only the Chief Medical Officer may override this policy and only under the most urgent of circumstances. The Colony Director may only override it himself if no CMO is present.&lt;br /&gt;
&lt;br /&gt;
Warrants and Code Blue (and above) may still grant security access to review autopsies and medical records, but you are not to divulge information directly when questioned about any patients unless overridden by the CMO.&lt;br /&gt;
&lt;br /&gt;
Repeated failure to obey the non-disclosure policy is grounds for termination from the medical department.&lt;br /&gt;
&lt;br /&gt;
=== Right to Refuse Treatment ===&lt;br /&gt;
As a patient, to consent to or refuse treatment, you must have the capacity to make that decision. Capacity means the ability to use and understand information to make a decision.&lt;br /&gt;
&lt;br /&gt;
Under the terms of the Sol Central Mental Capacity Act of 2550, all adults are presumed to have sufficient capacity to decide on their own medical treatment, unless there is significant evidence to suggest otherwise.&lt;br /&gt;
&lt;br /&gt;
For consent to treatment or refusal of treatment to be valid, the decision must be voluntary and you must be appropriately informed:&lt;br /&gt;
* Voluntary: you must make your decision to consent to or refuse treatment alone, and your decision must not be due to pressure by healthcare professionals, friends or family.&lt;br /&gt;
* Appropriately informed: you must be given full information about what the treatment involves, including the benefits and risks, whether there are reasonable alternative treatments, and what will happen if treatment doesn’t go ahead.&lt;br /&gt;
&lt;br /&gt;
Doctors are authorized to refuse treatment if they believe alternative procedures would be even more detrimental to the well being of the patient (such as refusing anesthetics before a major surgery, which could cause the patient bleed out or go into shock or be harmed by moving during aforementioned surgery).&lt;br /&gt;
&lt;br /&gt;
If you have capacity and make a voluntary and appropriately informed decision to refuse a treatment, your decision must be respected. This applies even if your decision would result in your death.&lt;br /&gt;
&lt;br /&gt;
If you are 18 or older, have the capacity to make an advance decision about treatment and know that you have a condition that, in time, may affect your capacity to make decisions, or simply as part of your preparations for growing older, you can arrange an advance decision and have it included in your medical records. This is a decision to refuse particular medical treatments for a time in the future when you may be unable to make such a decision.&lt;br /&gt;
&lt;br /&gt;
The treatments you are deciding to refuse must all be named in the advance decision and you need to be clear about all the circumstances in which you want to refuse this treatment. If the treatment is life-sustaining, your advance decision will need to be in writing, signed in the presence of a witness, and you must include a clear statement that the advance decision is to apply to the specific treatment, even if your life is at risk.&lt;br /&gt;
&lt;br /&gt;
Provided your advance decision is valid and applicable to current circumstances, it has the same effect as a decision that is made by a person with capacity. This means that the healthcare professionals treating you cannot perform specific procedures or treatments against your wishes.&lt;br /&gt;
&lt;br /&gt;
=== Phoron Spill ===&lt;br /&gt;
Upon announcement of a phoron spill, respond immediately, following these steps:&lt;br /&gt;
# Get a cryobag. Be prepared to deal with a patient who has most likely panicked.&lt;br /&gt;
# Get a toxins first aid kit, or drag the medibot. Preferably a toxins first aid kit. Anti-toxin works faster than tricordazine.&lt;br /&gt;
# Get to the patient immediately and urge them to start making their way toward medbay as far as they can get, using the main corridor. If possible, have a second emergency responder get a biosuit and prepare their emergency oxygen tank and mask in case the patient failed to escape the zone of contamination. '''Do not''' under any circumstance attempt to hack any doors or otherwise gain entry to an area that would require actions that pose a risk of fire, such as tampering with wires, or cutting walls with a welder.&lt;br /&gt;
# Administer antitoxin and remove all clothing from the victim as soon as they are found. Continue to administer high doses of antitoxin as you return to medbay.&lt;br /&gt;
# If the victim collapses or is found already collapsed, immediately put the victim into the cryobag and rush to medbay.&lt;br /&gt;
# Use the cryo pods to stabilize the victim if their condition does not respond to antitoxin treatment. If the victim already had to be put inside a cryobag, then they should be put into a cryo pod immediately on arrival to medbay.&lt;br /&gt;
# After successful treatment, scan the patient for any internal injuries caused by the poisoning, such as a damaged liver. Treat if necessary.&lt;br /&gt;
&lt;br /&gt;
=== Viral Outbreak ===&lt;br /&gt;
* All infected crew to be isolated in Virology or Medbay.&lt;br /&gt;
* Sterile masks/Internals and gloves are mandatory for medical personnel and recommended for crew.&lt;br /&gt;
* Quarantine must be maintained until outbreak can be contained and disease can be treated.&lt;br /&gt;
&lt;br /&gt;
=== Autopsy ===&lt;br /&gt;
In the event that a deceased individual is discovered, or an individual perishes while under your care, an autopsy should be performed if one has not been done already.&lt;br /&gt;
* Security should be informed any time a corpse is discovered, regardless of whether the cause of death is known or not.&lt;br /&gt;
* An autopsy should be performed and recorded in an effort to resolve any questions that may arise later on, or if evidence is needed by Security.&lt;br /&gt;
* If you have valid reason to believe the death was a suicide, see Suicide or other voluntary death below for how to proceed.&lt;br /&gt;
&lt;br /&gt;
=== Suicide or other voluntary death ===&lt;br /&gt;
In '''all''' cases of potential suicides, Security should be contacted to investigate, just in case it's actually murder.&lt;br /&gt;
&lt;br /&gt;
* '''Always''' attempt resleeving if a mind and body record already exists in database and they are not explicitly listed as &amp;quot;Do Not Revive&amp;quot; (DNR) in their medical records. The presence of these records implies they want to be revived.&lt;br /&gt;
* If they are missing one of the two records, consult their medical records for any indications that they are DNR, and then mind-scan the victim post-mortem if they are missing the mind record, or use a card-sleeve to consult with them if they are missing a body record, so you can ask how they want their new body to be designed.&lt;br /&gt;
* If at any time you believe a DNR order has been falsified, or unjustly ordered, you should bring it to the attention of Central Command immediately. Falsifying a DNR order is punishable under the Reformation Act of 2560, and is viewed as attempted murder by [[Corporate Regulations]].&lt;br /&gt;
* A valid DNR is usually:&lt;br /&gt;
# A confirmed desire to not be resleeved. See also Right to Refuse Treatment. An employee may also specify a standing DNR in their medical and/or employment records. These are witnessed by central command's medical departments, and are legally binding.&lt;br /&gt;
# Reasonable order from a station's Chief Medical Officer or CentCom to withhold resleeving for known suicidal* individuals. Note there must be hard evidence of a suicide for this to be valid, such as announcing the suicide on the radio, or a note left behind, multiple eye witnesses, etc.Reasonable order from a director or CMO where resleeving may cause unnecessary tramua, ex. only on-hand mind record would leave the deceased remembering particularly traumatic experiences, such as a slow and drawn out death. This should only be used if alternative backup memory/mind scans are available off-site, or if the subject requests such before their demise (and meets the requirements of a valid DNR).&lt;br /&gt;
# Legal execution by order of central command and/or tribunal of heads as listed under legal code (obtaining copies of suspects body and mind data are encouraged in case of appeal by governing bodies)&lt;br /&gt;
# &amp;lt;s&amp;gt;Subject is really really delicious and the pred doesn't want to let anyone else have a taste.&amp;lt;/s&amp;gt; To whoever keeps adding this, stop, it is not SOP. You're just a greedy fat bastard.&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; Note that leisurely activities in which someone expects to be possibly killed do not count as suicide. These individuals usually already have a scan on file in advance, and should always be revived.&lt;br /&gt;
&lt;br /&gt;
== Research and Development ==&lt;br /&gt;
=== Contraband Policy ===&lt;br /&gt;
* Any items (including weapons) handled by the Research Department, even those normally deemed illegal by NanoTrasen, are completely legal within the confines of the research department. The moment these weapons leave the department, security is permitted to arrest for contraband as per [[Corporate Regulations]] &amp;amp;sect;212. This includes combat mechs. And yes, combat mechs that don't have weapons equipped are still combat mechs.&lt;br /&gt;
** All weapons handled by the research department should be for explicitly scientific purposes. The Research Director may selectively suspend this right at any time for any scientist for any reason.&lt;br /&gt;
** The outdoor area of the surface level is considered within the Research Department's weapon allowance zone.&lt;br /&gt;
** If one or more of these weapons are used in a crime within the Research Department, this weapons policy is null and the weapons are treated as contraband upon arrest.&lt;br /&gt;
* Explosives and launchers are to be handled with a bomb suit worn at all times.&lt;br /&gt;
* Any accidents relating to handling contraband are to be reported immediately immediately to security and the research director. If an injury results from such a mishap, the medical staff should also be informed. If station damage occurs, contact engineering staff.&lt;br /&gt;
* Moving of weapons through main corridors is strictly forbidden. If security wants weapons for their own uses, or if there's a gateway mission about to happen, weapons may not be transported by scientists. All weapons must be transported by security officers as couriers.&lt;br /&gt;
* Explorers are the exception to the above restrictions. An explorer may carry arms and armor outside of the Research Department, but '''only''' to and from the gateway prep area, or shuttle hangar. Any off-duty explorer possessing weapons may be charged according to normal [[Corporate Regulations]].&lt;br /&gt;
&lt;br /&gt;
=== Toxin Laboratory Procedure ===&lt;br /&gt;
* Internals required at all time while inside labs.&lt;br /&gt;
* During mixing process, Explosive Ordnance Disposal suit to be worn at all times.&lt;br /&gt;
* When mixing process is complete, mixing chamber is to be vented into space.&lt;br /&gt;
* All detonations are to be announced over public comms with a countdown, and must be detonated on the designated bomb range.&lt;br /&gt;
* Decontamination and medical examination.&lt;br /&gt;
&lt;br /&gt;
=== Scientific Expeditions ===&lt;br /&gt;
* Gateway/Shuttle expeditions are to be organized by the Pathfinder and authorized by the Research Director or Colony Director, unless CentComm commands otherwise. Failing the presence of a Pathfinder, a Research Director may organize an expedition. Failing the presence of a Research Director, a Pathfinder may organize an expedition. (Requiring the authorization of the Colony Director if one is present) If three or more Explorer crewmembers wish to embark on an expedition when no Pathfinder or Research Director is available, they may do so after faxing notice of their intent to Central Command. The Colony Director should not be starting expeditions on their own without orders directly from Central Command.&lt;br /&gt;
* If the Expedition Leader insists on bringing the Colony Director along, the Director should assign an Acting Director in their place.&lt;br /&gt;
* Heads of staff excluding the Research Director should &amp;lt;b&amp;gt;not&amp;lt;/b&amp;gt; be participating in gateway missions without explicit consent of the Colony Director.&lt;br /&gt;
&lt;br /&gt;
====Initial Away Team====&lt;br /&gt;
An initial expedition team must consist of the following where reasonably possible. Preferably such requests for staff should be made via the PDA department relay, command channel with the appropriate heads of staff, or station announcements.&lt;br /&gt;
* Either the Pathfinder, or the Research Director, acting as the leadership role for the expedition. In instances where both the Pathfinder and Research Director are out on the planet's surface, the Pathfinder retains command of the expedition, if the Pathfinder is incapacitated, the Research Director assumes command.&lt;br /&gt;
* All available Explorer crew members. This is their primary mission purpose, after all. They should be armed and armored with whatever equipment Research can provide. Their first goal should be to identify any threats near the landing site or gateway endpoint and ensure the path is clear for other members, before the next stage of the expedition.&lt;br /&gt;
* An Engineer may accompany to play the role of sapper, equipped with general purpose tools for hacking, construction, and deconstruction. One goal of the engineer should be to set up a telecommunications relay, if the site is discovered to be habitable and will maintain crew for a large part of the shift. &lt;br /&gt;
* A Scientist may accompany the initial expedition, equipped with camera, scientific instruments, and clipboard with pen and papers for taking notes. This can be the Research Director but it is preferred that a normal scientist come along instead or in addition to the Research Director. It may be better, however, if the scientist arrives after the site is cleaned and prepared. &lt;br /&gt;
* A Medical Doctor, Paramedic, Explorer Medic, or Search and Rescue crew member to play the role of medic, equipped with one of each type of first aid kit, and at least one cryobag for emergencies.&lt;br /&gt;
* If reasonably available, a Security Officer to play the role of escort, equipped with lethal ranged weapons of choice, or equipment from storage as assigned by the expedition leader. Their goal should be to secure the landing site with the initial team, and prevent any creatures from compromising the gateway or shuttle and making it back to the station.&lt;br /&gt;
* A Pilot should accompany any expeditions via shuttle, as their skills can be required to make a hasty departure, or ferry crew members to and from the landing zone to obtain additional supplies or return any casualties. &lt;br /&gt;
*Volunteers may enlist to join the initial expedition, if they sign a waiver before departing on the expedition, and have the required skills to fulfill one of the above roles.&lt;br /&gt;
&lt;br /&gt;
====Pre-Mission Setup====&lt;br /&gt;
* All weapon-trained crew may be offered the opportunity to arm themselves from Security supplies or Research production. Crew armed in such a manner shall return the weaponry obtained to the armory for storage after the expedition is over.&lt;br /&gt;
* It is heavily recommended that when possible, energy weaponry should be used. Friendly fire incidents are easier to treat when surgery is not required in the field.&lt;br /&gt;
* All participants must bring a shortwave radio. Confirm a shared frequency on all shortwaves before embarking. Setting up a communications relay at the landing zone, while an admirable endeavor, is optional.&lt;br /&gt;
* The participants should be in sealed pressure suits unless the destination is already known, and confirmed to have a habitable atmosphere.&lt;br /&gt;
* Internals must be turned on prior to crossing the threshold of the gateway, and during all shuttle flights for the initial expedition.&lt;br /&gt;
* Magboots are recommended but not required.&lt;br /&gt;
* As each team member's loadout is complete, they should wait outside the gateway or shuttle until the mission begins.&lt;br /&gt;
&lt;br /&gt;
====Mid-Mission Operations====&lt;br /&gt;
* If separated from the group, or in an airless environment, establish communication immediately with other members of the group. If you are unable to re-establish communications, wait where you are for rescue. If you are in danger of running out of oxygen or supplies, move back towards the start of the mission, following any marker beacons that were laid down.&lt;br /&gt;
* Once present with the whole group, and no longer in an airless environment, all members but the assigned team leader should turn off their long range communications until separated again.&lt;br /&gt;
* If the group is scattered due to an imprecise gateway destination target, and the location of the return gateway is unknown, first objective is to locate and calibrate the return gateway. Return gateway can be calibrated using a multitool on the control panel in the center of the gate.&lt;br /&gt;
* Any artifacts or strange life forms should be documented as soon as it is safe to do so. If possible, they should be brought back. Having an artifact handling container may help with this.&lt;br /&gt;
* If an expedition participant is injured and needs surgery, they should be evacuated to the station immediately. The expedition should not proceed unless their role is satisfied by someone else, or they return to continue. (That said, you're allowed to use your better judgment. You're not going to get banned because someone got ate and you decided to keep going. That risk is kind of part of the whole point of things.)&lt;br /&gt;
&lt;br /&gt;
====Post-Mission Debriefing====&lt;br /&gt;
* The returning crew are not to leave the gateway room or shuttle hangar until allowed to do so by the Research Director, or if the research director is absent, then by the team leader, or next in command. During this time, participants should be screened for contraband, health, and mental well-being before returning to the rest of the station.&lt;br /&gt;
* If any staff are at risk of health complications such as parasitic life forms, viral infections, insanity, etc, they are to be immediately evacuated to the Medical Department for treatment.&lt;br /&gt;
* Excluding items that the Research Department wants to study, Security is to confiscate any contraband discovered during the mission.&lt;br /&gt;
* All weapons and armor taken for the trip should be returned to the armory, even if it was originally brought to the station through cargo. The exception is the Explorer equipment produced by Research, which can be stored securely in Research while the explorers are off duty.&lt;br /&gt;
* Other excess supplies are to be returned to their rightful department.&lt;br /&gt;
* A post-mission report should be faxed to Central Command detailing any discoveries located, and if any artifacts are recovered, if they will be returned to Central Command at the end of the shift or if they will be stored in Research to be collected after the shift ends.&lt;br /&gt;
* At this point, if the destination is habitable to normal crew without preparation, or if engineers wish to make it so, they may embark on follow-up expeditions to occupy and utilize the area for their purposes. This can '''only''' be done if the destination is safe for crew habitation, and a Pilot is available in the case of shuttle destinations, or the gateway prep area being cleaned of dangerous items for gateway destinations.&lt;br /&gt;
&lt;br /&gt;
== Security ==&lt;br /&gt;
=== Permits ===&lt;br /&gt;
Any permit legally distributed by the Head of Security, the Colony Director, or (in the case of multi-shift permits) Central Command, some aspects of standard operating procedure may be overridden--within reason. The Colony Director's approving signature is required for all permits. If the Colony Director is not aboard or is not active, the current Acting Colony Director (usually the Head of Personnel) may substitute for the Colony Director's signature. The Head of Security's signature is also required for all permits. Likewise, if the Head of Security is not available, the Head of Personnel may substitute for this signature. However, both approving signatures '''must''' be written by different individuals. Therefore, the Head of Personnel, or even Colony Director, may '''never''' sign for both the Colony Director's and Head of Security's approval on any permit. They must always be different. Therefore, it is impossible for any one crew member to approve their own permit on their own. Both the Head of Security and Colony Director must stamp the document with their appropriate department head staffs stamps for the document to be valid. An Acting Colony Director must use the Head of Personnel's stamp and not the Colony Director's stamp. Only a member of Central Command can bypass this process with both a valid signature and a stamp from Central Command on the permit form.&lt;br /&gt;
&lt;br /&gt;
The terms of the permit explicitly overriding standard operating procedure will be fully detailed in the permit's details. Anything not explicitly covered by the permit should be treated normally by standard operating procedure. If you believe there is an inconsistency, a conflict, or an unintended gap in a permit's details, contact your on-station Internal Affairs Agent or your assigned CentCom Representative.&lt;br /&gt;
&lt;br /&gt;
If the terms of a permit are violated by the permit holder, or the individual owning the permit is involved in a violent crime (even if the permit is not relevant), the permit may be suspended until the end of the shift at the Head of Security's discretion. If the permit was abused to commit said violent crime, the permit is automatically terminated upon lawful conviction of a crime. If seeking to suspend or terminate a permit distributed by Central Command, proceed to do so, and then contact a CentCom Representative immediately so they may be informed of the incident.&lt;br /&gt;
&lt;br /&gt;
The Colony Director and Head of Security (or equivalent signatories) may revoke their approval for a permit '''at any time''' if they believe the permit holder cannot be trusted with their privileges. If one or both of the signatories revoke their approval, Security staff is to be informed, and the permit is automatically null and void until the invalidated signature is replaced. Any item(s) normally deemed contraband without the permit become contraband once more, and the owner must comply with orders to surrender said item(s) to Security or risk facing charges.&lt;br /&gt;
&lt;br /&gt;
When dealing with an individual who is in possession of anything normally deemed contraband that does ''not'' serve any lawfully prescribed medicinal purpose, security staff should always check for a permit. If the individual cannot produce the physical copy of the permit, the individual is to be charged normally as per [[Corporate Regulations]] &amp;amp;sect;118 and/or &amp;amp;sect; 212.&lt;br /&gt;
&lt;br /&gt;
=== Relevant Terminology ===&lt;br /&gt;
* '''The Brig''': The part of the station used to detain those who violate [[Corporate Regulations]].&lt;br /&gt;
* '''Robust''': As an adjective; able to withstand or overcome adverse conditions. As a verb; slang for viciously assaulting someone. Often used as a compliment in both cases.&lt;br /&gt;
* '''Shitcurity''': Slang for describing a security officer who unnecessarily or illegally exercises their authority in order to inflate their ego, or a security officer who simply doesn't follow standard operating procedure.&lt;br /&gt;
* '''Lethals''': Weapons designed for or able to switch to configurations intended for lethal force.&lt;br /&gt;
* '''Non-lethals''': Weapons that are not designed to be used lethally, and instead are meant to incapacitate suspects with little or no injury.&lt;br /&gt;
* '''Use of Force''': Either lethal or non-lethal, this is the use of weapons to incapacitate a suspect. You may be told at times to use lethal force, or non-lethal force, depending on circumstance. By default, non-lethal force is preferred.&lt;br /&gt;
* '''Shoot-to-Stun''': Using non-lethals, incapacitate the target in order to handcuff or otherwise subdue them without injury. Although the term is ''shoot''-to-stun, stun batons, pepper spray, and flashers all fall under this category when talking about engagements with suspects.&lt;br /&gt;
* '''Shoot-to-Disable''': Incapacitate a target by injuring them too badly to continue fighting. In the case of mechs, damaging the mech until the pilot bails out or the vehicle is unusable/destroyed.&lt;br /&gt;
* '''Shoot-to-Kill''': Using lethal weapons, engaging a target until the target is neutralized. This doesn't actually mean you ''have'' to kill the target (contrary to the term), but the weapons employed may very well kill the target whether you want to or not. Even in Shoot-to-Kill scenarios, you should still attempt to provide immediate medical attention and revive them once they are otherwise safely subdued and the combat is over.&lt;br /&gt;
* '''Armed''': Possessing weapons or anything being used as a weapon even if that is not its intended purpose (such as a crowbar). This includes non-lethals, and even basic tools if being used to assault someone.&lt;br /&gt;
* '''Contraband''': Anything that is stolen or illegal to possess by anyone aboard the crew. For example, insulated gloves and multitools are not considered contraband on their own, but if they were stolen from the Engineering department, they qualify as contraband.&lt;br /&gt;
&lt;br /&gt;
=== Rules of Engagement ===&lt;br /&gt;
* When confronting a suspect for any level 1 crime, you must offer the suspect a chance to pay a fine. If the fine is paid, they are not to be arrested, detained, or searched unless otherwise specified by [[Corporate Regulations]]. The fine is to be turned in to the Head of Security, Head of Personnel, or Colony Director. If the fine is refused, they are to be arrested.&lt;br /&gt;
* Calling for backup over a level 1 crime is usually considered a waste of resources. One officer should be enough.&lt;br /&gt;
* When arresting or fining a suspect, they are to be informed of their right to pay a fine (if applicable) and their right to a Lawyer or Internal Affairs Agent (IAA) to represent them in an appeal to the HoS or Colony Director if they so desire. If there is no Lawyer/IAA available, they may still attempt to appeal on their own, but should still be punished until the punishment expires or the appeal passes. (See Appeals for details.)&lt;br /&gt;
* Refusal of handcuffs does not constitute resisting arrest, as per [[Corporate Regulations]] &amp;amp;sect;202. If a suspect refuses handcuffs and is being arrested, but is cooperative, they are to be escorted by no less than two armed security personnel to the brig. If this is not possible, inform the suspect, and handcuff them regardless of their cooperation. If you cannot handcuff them, you may have to resort to other creative ways to restrain them. So long as it's done without undue injury, it's all legal.&lt;br /&gt;
* A suspect attempting to flee, or assault another crew member, is authorized shoot-to-stun.&lt;br /&gt;
* When confronting an armed suspect, always call for backup, preferably prior to the engagement. If the suspect draws a weapon, already has a weapon in their hands, or has used a weapon already, use of force is immediately authorized and you are not required to announce intentions to arrest until after they are subdued.&lt;br /&gt;
* If a suspect uses a mech to resist arrest, shoot-to-kill authorized. Deployment of barricades and use of flipped tables for cover is also advised to create chokepoints where security can fire upon the target.&lt;br /&gt;
* If a suspect is green, screaming, and able to punch down walls, they're probably affected by the hulk gene from genetic manipulation, and if they exist without an ongoing emergency where such muscle is needed or the CMO did not directly inform Security in advance, a 'hulk' outside of medbay or research is shoot-to-kill. Unlike most shoot-to-kill scenarios where the actual killing part is a matter of option and circumstance, there is no way to safely contain a hulk in prison, so if you are forced to confront one, continue engagement until the target is deceased.&lt;br /&gt;
* If a suspect escapes outside the facility, shoot-to-kill is authorized for any personnel who go out to pursue. L.W.A.P. sniper rifles and GPS are recommended for the pursuit, as are jet packs if they are in space. Additionally, someone should be viewing cameras to watch station access points and various outposts on the asteroid and near the orbital construction site.&lt;br /&gt;
* During Code Delta, any noncompliance from staff is to be met with lethal force.&lt;br /&gt;
* For secure areas, see below for specific rules of engagement.&lt;br /&gt;
&lt;br /&gt;
=== Secure areas ===&lt;br /&gt;
* In code green, secure areas like the armory, vault, gateway, AI core, research server room, telecommunications satellite, etc, should never be blocked. Only the vault should be bolted. Use of deployable barriers to block areas during code green is considered illegal under [[Corporate Regulations]] &amp;amp;sect;217. Trespassing in these areas is covered under &amp;amp;sect;207.&lt;br /&gt;
* The armory is restricted to security and the Colony Director only. Non-security staff are not authorized without permission from the Head of Security or Colony Director. Unauthorized personnel in this area are shoot to kill '''excluding''' the Head of Personnel who should just be ordered to leave immediately. The Head of Personnel may have an urgent reason for wanting to break protocol. If they do not, proceed with an arrest.&lt;br /&gt;
* The vault is the most important area to protect, and guards can ideally be posted at the security office near it. If sparking is heard, the security staff at this post should alert other security personnel for backup, and investigate while backup arrives.&lt;br /&gt;
* The AI sometimes likes to bolt itself in even during code green. It is not supposed to do this. If the AI bolts its self in, request the AI to unbolt the doors, citing Standard Operating Procedure. If the AI does not comply, ask the Research Director or Colony Director to try reasoning with it. If it still does not comply, it is up to the staff in charge of overseeing the AI how to proceed, usually by changing laws. Unauthorized personnel that are discovered attempting to breach the AI core is shoot to kill.&lt;br /&gt;
* The Gateway is often able to access dangerous far away worlds and alternate realities and even different points in time. Be careful to keep track of any ongoing gateway missions, but if someone is discovered actively breaking into this location, and you are 100% certain they are not supposed to be there, confirm with your superiors, and if they are indeed unauthorized, they are to be captured, searched, and interrogated before being charged and sentenced.&lt;br /&gt;
* The Research Server Room has a variety of sensitive information. Unauthorized personnel in this location are to be captured, searched, and interrogated before being charged and sentenced.&lt;br /&gt;
* The Brig is considered a high security area. Unauthorized personnel attempting to break in, or any &amp;quot;Hold until Transfer&amp;quot; inmates attempting to break out, are both shoot to kill.&lt;br /&gt;
* The Telecomms Satellite is a highly sensitive area that provides vital communications among the crew and to CentCom, thus any unauthorized personnel who have evaded or destroyed the laser turrets and accessed the control room are shoot-to-kill.&lt;br /&gt;
&lt;br /&gt;
=== Criminal Processing ===&lt;br /&gt;
See [[Corporate Regulations]] for rules that carry fines or brig time.&lt;br /&gt;
&lt;br /&gt;
See also Legal Standard Operating Procedure for information regarding tribunals.&lt;br /&gt;
&lt;br /&gt;
Breaking standard operating procedure is not punishable by law, but if an accident or fatality occurs for violating it, see [[Corporate Regulations]] &amp;amp;sect;206.&lt;br /&gt;
&lt;br /&gt;
Criminal processing should not take more than a few minutes at most. Don't needlessly waste time with additional questioning and interrogation until they're already properly arrested.&lt;br /&gt;
&lt;br /&gt;
Upon arrest of a criminal, follow the following steps.&lt;br /&gt;
&lt;br /&gt;
# State the main reason for their arrest, even if you have already. This is not required, but it's good practice.&lt;br /&gt;
# Bring the suspect to Security Processing. If paying a fine will replace jail time, offer them the chance to pay the fine before proceeding. This is assuming they have not paid the fine already and had to be handcuffed in the first place. If the fine is paid, skip to the final step. Otherwise, continue.&lt;br /&gt;
# Read [[Corporate Regulations]] out loud for every valid charge, and update their security record accordingly.&lt;br /&gt;
# After you have read the charges you should state the following word-for-word: ''&amp;quot;According to NanoTrasen Criminal Processing Policy, you are entitled to appeal your case to an Internal Affairs Agent at this time, if such is available. Should you accept this offer, be advised your criminal processing may be delayed until your agent is satisfied with the case. If they rule in favor, they will contact the Head of Security on your behalf. If accepted, you will be released or your sentence will be reduced. If at any time, the Internal Affairs agent, the Head of Security, or the Colony Director rejects your appeal, your sentence will be unaffected.&amp;quot;'' If they either do not want to bother with an appeal, or their appeal is not sufficient enough to be alleviated of all charges, proceed to next step. If their appeal is sufficient for immediate release, proceed to final step. Otherwise, continue.&lt;br /&gt;
# Search the individual for contraband and question them as necessary. Empty pockets, remove accessories such as webbing off their uniform, check their PDA for stolen/illegal cartridges, check their headset for illegal/stolen encryption cards, check their shoes for knives, check anything and everything that could contain items. If contraband or stolen property is found, charge them accordingly. See [[Corporate Regulations]] for details. Anything else ''not'' considered contraband but still may compromise the security of the cell (such as a chef's kitchen knife, or an engineer's tools) should also be temporarily confiscated and returned after the sentence is served.&lt;br /&gt;
# Calculate sentencing based on the total charges. '''Do not''' charge more than the minimum sentence unless it this is not their first offense. Multiple instances of the same offense counts in this case. For example, if a suspect stole three items, you cannot charge them theft three times, but you ''can'' charge the maximum sentence for theft. If they have already been arrested for the same crime during that shift, follow Corporate Regulations regarding Modifiers &amp;amp; Special Situations.&lt;br /&gt;
# Update the prisoner's security records accordingly. Set their status to &amp;quot;Imprisoned&amp;quot;.&lt;br /&gt;
# Return the prisoner's PDA and headset to their person. If you cannot provide them with their original headset and PDA for suspected security reasons, you must provide at least a basic headset and a temporary PDA. All prisoners are entitled to some kind of communication device unless the privilege is abused, or the device is evidence for a crime (such as a PDA with incriminating logs).&lt;br /&gt;
# Inform their head of staff of their arrest. You have no authority to demote anyone unless you're the Head of Security who is demoting another security officer.&lt;br /&gt;
# Escort the prisoner to their cell, preferably with one security guard to aid you. Bring any of their belongings that you did not confiscate.&lt;br /&gt;
# Find a vacant cell and buckle the prisoner to the bed. If the sentence is longer than 10 minutes, they are required to wear an orange jumpsuit and shoes, so change their clothes if needed.&lt;br /&gt;
# Put all of their belongings (besides communication) that are not evidence for a crime into the cell's locker, which will lock automatically when you start the timer.&lt;br /&gt;
# Set and start the timer. The door will close and the locker will be locked.&lt;br /&gt;
# Enter the cell with stun baton at the ready and remove the prisoner's handcuffs. If possible, have a second security officer present to help. It is unlawful to leave a prisoner restrained in a cell unless in solitary confinement.&lt;br /&gt;
# Ensure someone is monitoring the prison area for the duration of the prisoner's sentence, or at least be there when it ends.&lt;br /&gt;
# Wait for the sentence to expire. Proceed to final step once it has expired.&lt;br /&gt;
# Return all temporarily confiscated goods.&lt;br /&gt;
# Allow the prisoner to leave Security. Set the prisoner's status to &amp;quot;released&amp;quot; or &amp;quot;patrolled&amp;quot; depending on their conviction or there lack-of.&lt;br /&gt;
&lt;br /&gt;
=== Prisoner Expectations ===&lt;br /&gt;
As a prisoner, you are expected to abide by certain standards. Failure to obey will result in further punishment such as solitary confinement or more brig time.&lt;br /&gt;
* If you are incarcerated, do not attempt escape.&lt;br /&gt;
* Irritating officers for amusement is a generally poor idea. Refrain from repeatedly banging upon windows.&lt;br /&gt;
* Attempts at suicide will be met with solitary confinement. (( Also probably a server ban. ))&lt;br /&gt;
* If you feel you have been unjustly incarcerated, contact the Warden, the Head of Security, Internal Affairs, or Colony Director (in that order of first to last) to appeal your case.&lt;br /&gt;
&lt;br /&gt;
=== Prisoner Rights ===&lt;br /&gt;
As a prisoner, you are entitled to certain rights under any circumstance, regardless of the nature of your crimes.&lt;br /&gt;
* All prisoners are entitled to a swift processing when being arrested and put into the brig. Longer than 1/4th of their sentence is considered a violation of this right so long as the prisoner is cooperating.&lt;br /&gt;
* All prisoners are entitled to medical examination and aid if requested.&lt;br /&gt;
* All prisoners are entitled to speak to an Internal Affairs Agent for legal defense if requested.&lt;br /&gt;
* All prisoners are entitled to be allowed to send fax to Central Command if requested.&lt;br /&gt;
* All prisoners are entitled to food and water if requested.&lt;br /&gt;
* All prisoners are entitled to be provided with clothing--preferably the standard orange prisoner jumpsuit and orange shoes.&lt;br /&gt;
* All prisoners are entitled to safe and reasonable cell accommodations such as functional lighting, a place to sleep, and access to the brig's communal area if serving a sentence longer than 20 minutes.&lt;br /&gt;
&lt;br /&gt;
=== Standard Security Gear ===&lt;br /&gt;
Aside from what the normal crew is allowed, this is what security should be carrying under code green.&lt;br /&gt;
&lt;br /&gt;
==== Security Cadet / Security Conscript ====&lt;br /&gt;
Security cadets are just assistants who wish to pursue a career in security. Security personnel should take these individuals under their wing to educate them on Standard Operating Procedure, [[Corporate Regulations]], and other tips on how to do their job effectively and fairly. Security conscripts on the other hand can be recruited by the Head of Security during an emergency, and will have their ID temporarily changed by the Head of Personnel. Both of these are allowed only the same standard equipment with some exceptions listed below, but can be equipped to handle a variety of problems that normal security is too preoccupied to handle.&lt;br /&gt;
* Holotag to denote their active service. They must have at least a holotag, else they are not granted any other security equipment.&lt;br /&gt;
* Red armband, if they are not issued a security uniform.&lt;br /&gt;
* Whatever equipment is deemed necessary by the HoS depending on circumstance.&lt;br /&gt;
* '''No weapons are allowed for security cadets outside of code red or worse.'''&lt;br /&gt;
&lt;br /&gt;
==== Security Officer ====&lt;br /&gt;
The gear available to security officers is available to all security personnel under normal circumstances. Weapons of '''all''' kind should be kept holstered and preferably concealed during code green. Brandishing weapons openly tends to make the crew needlessly nervous and hostile toward security personnel.&lt;br /&gt;
* Security uniform or appropriate variant of security uniform. Red jumpsuits are acceptable substitutes.&lt;br /&gt;
* Security softcap (Optional)&lt;br /&gt;
* Standard Security helmet, kept in backpack unless responding to a call.&lt;br /&gt;
* Standard Security armored vest&lt;br /&gt;
* Standard Security HUD glasses or equivalent&lt;br /&gt;
* R.O.B.U.S.T. PDA cartridge&lt;br /&gt;
* Security belt&lt;br /&gt;
* Security caution tape&lt;br /&gt;
* Flasher&lt;br /&gt;
* Pepper spray&lt;br /&gt;
* Stun baton&lt;br /&gt;
* Taser*&lt;br /&gt;
* Flashbang&lt;br /&gt;
* Hailer&lt;br /&gt;
* Minimum 1 pair of handcuffs&lt;br /&gt;
* Universal recorder (Optional)&lt;br /&gt;
* Basic First Aid supplies (Optional)&lt;br /&gt;
* Emergency light source (flare or flashlight)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;* A stun revolver can be substituted for a taser without any special permissions.&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
With explicitly written permission from the Head of Security or Colony Director, ''any'' firearm may be carried during code green by ''any'' personnel carrying a valid permit. However, it is strongly recommended to never issue permits for automatic or high powered weapons. The most common (and most reasonable) permit distributed is usually for a common energy gun.&lt;br /&gt;
&lt;br /&gt;
==== Detective ====&lt;br /&gt;
Although the detective's task is not to make arrests, they should be prepared in case the situation arises where they must defend themselves or arrest someone who is discovered at the end of an investigation over a serious crime. In addition to the standard Security Officer gear, there are some differences and additions. If two detectives are present, this gear should be shared between them.&lt;br /&gt;
* Detective attire in place of Security uniform.&lt;br /&gt;
* Standard Security armored vest (optional)&lt;br /&gt;
* Forensic Scanner&lt;br /&gt;
* Black or latex gloves&lt;br /&gt;
* Evidence bags&lt;br /&gt;
* Universal recorder&lt;br /&gt;
* Camera&lt;br /&gt;
* .45 caliber or 9mm automatic handgun with LTL rounds.&lt;br /&gt;
&lt;br /&gt;
==== Warden ====&lt;br /&gt;
The Warden has direct authority over the Brig, and is not usually patrolling the station unless no other security is present on board, and the crime being reported is serious, or the Warden themselves happens to bare witness to the crime. Outside of the brig, they carry no special authority, but within the brig, they get more flexibility. The Warden is automatically authorized to use lethal force against anyone attempting to break into or out of the brig or armory. For this reason, their equipment when inside the security wing differs from while outside of it.&lt;br /&gt;
* Warden attire in place of Security uniform&lt;br /&gt;
* Warden armored jacket (standard security armored vest is an acceptable substitute)&lt;br /&gt;
* Box of handcuffs&lt;br /&gt;
* While within the security wing, the Warden is authorized to carry any weapon available to them, excluding semi/fully automatic rifle caliber ballistics, or explosives, which are still forbidden. Pulse rifles are also forbidden.&lt;br /&gt;
* Outside of the security wing, the Warden may only carry non-lethal weapons and munitions, as long as it fits in a backpack.&lt;br /&gt;
&lt;br /&gt;
==== Head of Security ====&lt;br /&gt;
When it comes to weapons, the Head of Security has the most flexibility of all station staff, but their main job is to manage security and not to be going around chasing criminals when there's normal officers to do the main legwork. Notable exceptions are scenarios in which heads of staff are threatened. The Head of Security also has the power to deputize people during a crisis, and so, may have a valid reason to carry multiple weapons at one time. As such, the Head of Security is equipped with the best security gear available.&lt;br /&gt;
* Head of Security attire in place of Security uniform.&lt;br /&gt;
* Head of Security armored coat and hat (dermal patch is an acceptable substitute for the hat). It is arguably the best general purpose armor available.&lt;br /&gt;
* While within the security wing, the Head of Security may carry any weapon(s) they please, excluding only explosives.&lt;br /&gt;
* Outside of the security wing, one or two lethal weapons, such as an energy pistol, or any non-explosive weapon, so long as it fits into a backpack. At least one lethal weapon is recommended.&lt;br /&gt;
* ''At least'' one ranged weapon for non-lethal engagement, such as a taser, or stun revolver, should also be carried at all times. Weapons with toggle-able fire modes between stun and kill (such as an energy pistol) are considered lethal weapons and should be considered as explained above.&lt;br /&gt;
&lt;br /&gt;
==== Head of Personnel ====&lt;br /&gt;
The Head of Personnel is '''not''' a member of Security and should ''never'' be carrying any weapons aside from the energy pistol, baton, and flash supplied to them for self defense. Permits by the Head of Security or Colony Director may override this, but otherwise, they are in direct violation of [[Corporate Regulations]] §212, and should be charged accordingly. If a violation is made, Security should also check if the HoP has illegal access on their ID, because that is most likely how they obtained the weapon. Just because they ''can'' give themselves all-access doesn't mean they are ''allowed'' to outside of an emergency.&lt;br /&gt;
&lt;br /&gt;
As an Acting Director, the Head of Personnel ''may'' legally carry a wider variety of firearms, but this is heavily discouraged.&lt;br /&gt;
&lt;br /&gt;
==== Colony Director ====&lt;br /&gt;
Because the Colony Director is in charge of the station, it is recommended that the Colony Director ''some'' kind of weapon at all times. The Colony Director is an obvious target for hostile elements, and should not be helpless in a fight. Different colony directors have different preferences depending on their background. Some Colony Directors enjoy the symbolism of a sword, while others prefer the practicality of a firearm, but in any case, the policy and regulations are the same.&lt;br /&gt;
* No more than '''one''' non-explosive lethal weapon is permitted for self-defense. However, possession of ''additional'' weapons (excluding standard issue energy pistol or equivalent) is considered a violation of [[Corporate Regulations]] §212. &lt;br /&gt;
* A collapsible baton or stun baton are also both fine, but it is recommended that the Colony Director pick only one of these to carry.&lt;br /&gt;
* Any body armor is permitted for the Colony Director to wear. However, wearing cumbersome body armor is not recommended, as the Colony Director's objective should not be to engage in extended fights, but rather, to escape them.&lt;br /&gt;
&lt;br /&gt;
=== Executions ===&lt;br /&gt;
* Prisoner is informed of their punishment, and allowed to decide how they die (within reason). Suggested options include lethal injection, firing squad, &amp;lt;s&amp;gt;digestion&amp;lt;/s&amp;gt; phoron gassing, or being exiled through the Bluespace Gateway and given an exile implant so they cannot return.&lt;br /&gt;
* Prisoner is to be granted a final request (within reason, because obviously &amp;quot;let me go&amp;quot; or &amp;quot;kill this dude for me&amp;quot; isn't reasonable).&lt;br /&gt;
* Prisoner is given their last meal &amp;lt;s&amp;gt;like an assistant&amp;lt;/s&amp;gt;.&lt;br /&gt;
* Prisoner is escorted to the execution location under heavily armed guards, bound in a straight jacket and leg cuffs. Escorting officers are armed to kill. Lethal injections are done in medbay surgery room under supervision of doctor, firing squad is done on the shooting range, gassing is done in toxins or a room is built by engineering, etc.&lt;br /&gt;
* It is required for the Colony Director to be present (not an acting Colony Director), or an execution may not proceed.&lt;br /&gt;
* For an individual to be executed without planetside cloning (and thus, stay dead, unless they have privately owned cloning equipment), Central Command must make their own judgements. This is extremely rare in Virgo and usually only occurs in cases of terrorism. Central Command must be faxed prior to the execution. If CentCom chooses to commute it to another sentence, exonerate it entirely, or even pardon it, on-station security must comply immediately.&lt;br /&gt;
&lt;br /&gt;
== Command ==&lt;br /&gt;
&lt;br /&gt;
=== Modification of AI or Cyborg Laws ===&lt;br /&gt;
If Command wish to add, remove, or change laws, or it has been determined that the AI or Cyborg has had a law change that is '''non'''-threatening to the crew, or its command structure (such as calling a certain crewmember by a specific title or name, for example.), the law change must be authorized by either the Colony Director, or alternatively, '''Two''' command members. Ideally this should include the Research Director. The law change itself can be done by any Command member, but '''should''' be done by the Research Director or Chief Engineer. If the law change is done by anyone other than the Colony Director, Research Director, or Chief Engineer, they should also be accompanied by a Security Officer / Blueshield Officer to witness the law change.&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides for New Players]]&lt;br /&gt;
[[Category:Lore]]&lt;/div&gt;</summary>
		<author><name>Kelshark</name></author>
	</entry>
	<entry>
		<id>https://yawn.izac.live/index.php?title=Server_Rules&amp;diff=253</id>
		<title>Server Rules</title>
		<link rel="alternate" type="text/html" href="https://yawn.izac.live/index.php?title=Server_Rules&amp;diff=253"/>
		<updated>2019-12-27T23:18:28Z</updated>

		<summary type="html">&lt;p&gt;Kelshark: Added residential rules&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;h2&amp;gt;Read the rules and know them before joining.&amp;lt;/h2&amp;gt;&lt;br /&gt;
   This is necessary to help avoid confusion/conflicts down the line as administrators may not always be forgiving. In general, use common sense and treat others how you would like to be treated. If you're unsure of something not mentioned here, adminhelp it. You can request for help by using the F1 key, through the Admin tab on the top right of your user interface, or through the top left Help menu.&lt;br /&gt;
   &lt;br /&gt;
    &amp;lt;h3&amp;gt;What to expect:&amp;lt;/h3&amp;gt;&lt;br /&gt;
   A continuous roleplaying environment: RP is constant here. If you’re not a fan of long extended rounds and staying in character, you’ll probably have more fun elsewhere sadly. Given the nature of roleplaying, steps are taken to help ensure the atmosphere of it isn’t disrupted.         &lt;br /&gt;
&lt;br /&gt;
=== Guideline links we use ===&lt;br /&gt;
Our SOP and Corporate regulations.&lt;br /&gt;
* [[Corporate Regulations]]&lt;br /&gt;
* [[Standard Operating Procedure]]&lt;br /&gt;
The guides can be found on Polaris, as Virgo is a mix of Polaris and its own code.&lt;br /&gt;
* https://wiki.vore-station.net/Guides&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;Some general terms:&amp;lt;/h3&amp;gt;&lt;br /&gt;
   '''RP(role-play)''': To act and speak as if you are the character you're portraying. To role-play is as much about what not to say as what TO say. It means to keep your speech in the context of the setting in which your character exists.&lt;br /&gt;
* '''IC''' - short for In-Character: If you are IC, that means you are pretending to be someone else (your character) rather than being your “Real” self.  IC applies to all things that happen in-game, OOC knowledge applied in-game falls under meta-gaming, which is prohibited.&lt;br /&gt;
* '''OOC''' - Out Of Character: A term used in role-play when a person wants to step outside of their character for a minute and speak as themselves. &lt;br /&gt;
* '''Meta-gaming''':  To bring OOC knowledge in-game is referred to as Meta-gaming. Sometimes it can be difficult to keep things separate, but it is important to make every effort not to mix these things. Essentially crossing OOC knowledge into IC in-game or vice versa falls under meta-gaming.&lt;br /&gt;
&lt;br /&gt;
   &amp;lt;nowiki&amp;gt; &amp;lt;/nowiki&amp;gt;Several examples of meta-gaming (Which should be avoided):&lt;br /&gt;
* '''IC in OOC''': Revealing in-game knowledge to other players. Generally, if someone not playing can tell what's going on using OOC, it's IC in OOC. This is generally not a good thing.&lt;br /&gt;
* '''OOC in IC''': Virtually un-needed and disruptive in most cases, considering the players access to OOC and LOOC (local-out-of-character).&lt;br /&gt;
* '''Ghosting''': Conveying in-game knowledge to someone else who would normally be unable to know otherwise, for example telling a friend out of game the identity of the antagonist who murdered you. Don’t do this.&lt;br /&gt;
* '''Power-gaming''': Playing to win is generally frowned upon in a role-playing setting and should be taken elsewhere.  Characters in-game would typically try to avoid pain or bodily harm pre-emptively, fighting armed gunmen bare-handed, etc. Alternatively players shouldn’t casually wear hardsuits/internals “on the off chance” that something bad like a breach will randomly occur.&lt;br /&gt;
&lt;br /&gt;
* '''Griefing''': examples of this include; injuring or killing crew, bombing the station, uploading AI laws allowing the AI to murder people, or otherwise screwing over other players for no reason.  Don’t do this. Exceptions are for antags obviously, but even then don't use it as an excuse to grief the place over.            &lt;br /&gt;
   &amp;lt;h3&amp;gt;Ruleset&amp;lt;/h3&amp;gt;These are the actual rules that you must follow in the server, not following these rules will result in punishment from the moderators and/or administrators of the server. If you see someone else breaking these rules, please adminhelp it.&lt;br /&gt;
* '''Be 18 years of age or above''': You agree to be at least 18 years old of age before joining the game. The Discord server is open to all as it is PG.&lt;br /&gt;
* '''Your character must be 18 years old of age or above''': NT Does not hire children. Only exception are DRONES and BORGS. Positronics are not 'download data and become smart' brains. They act like real human brains in how they function.&lt;br /&gt;
* '''Offset mean characters with okay characters''': Don't always play as a racist, dickish, etc character constantly. Or someone who constantly breaks the law or causes trouble. Try to offset such characters with ones that are at least neutral in personality. This is because playing such characters will make others believe that is how you are OOC and create bias.&lt;br /&gt;
&lt;br /&gt;
* '''Leave SSD(disconnected players) alone''': Refrain from looting/harming  SSD players or otherwise interacting with SSD players unless it is to drag them to either a bed in the dorms or cyrosleep/tram/teleporter. (Traitor objectives are an exception if it's to steal an item from them. Otherwise adminhelp it.) To identify if someone is AFK/SSD/disconnected players look for “He/She has a vacant stare...&amp;quot; when examining their characters.&lt;br /&gt;
* '''Being a Toxic Player In General''': It doesn't matter if everything you do in and out of character doesn't break any rules, if the staff as a general whole agree on removing you, they can and will. This applies across the community as a whole, examples(OOC, discord, deathchat, forums, etc). What to avoid - continuously harass/instigate/annoy or provoke enough people that the staff get tired of hearing complaints about it.&lt;br /&gt;
* '''Suicide is generally not okay''', ICly and OOCly. Killing yourself because you're bored and want to observe/switch characters is not allowed. If you have a good reason, adminhelp it beforehand. Otherwise move your character’s body to the dormitories/cyrosleep. (One Exception is for AI, you can wipe yourself / shutdown to spawn as someone else if you're an AI - You can do so using the Store-Core command)&lt;br /&gt;
* '''No stupid names''': Things like 'Baldie McBald' and other dumb meme names are not allowed. You will be asked to rename yourself if the name is considered inappropriate.&lt;br /&gt;
* '''Subtles''': Use subtle only in cases where it would make sense. That is, in cases where other crewmembers would not be able to see what you are doing to the other person in subtle range. Do not use subtle to whisper.&lt;br /&gt;
* '''Do not enter/hack into/take''' from the following areas without a reasonable in character reason: Captain's Quarters, Armory, Secondary Bridge, Bridge and the Vault. If you are unable to give a valid reasons to the admins you probably should not go ahead and do it.&lt;br /&gt;
* '''Don't exploit bugs''': If you find a bug, report it on the github or to the administrators. If it's already on the github, avoid using the exploit.&lt;br /&gt;
* '''Cryo before SSDing or going Afk for more then 30 minutes as head''': Avoid leaving the server or going afk more then 30 minutes without cryoing, if you really can't then Adminhelp that you gotta run before leaving. If you fail to follow that rule too often, you will get jobbanned.&lt;br /&gt;
* '''Use English''': If you’re unable to communicate well enough while out of character, this will result in a ban as you are unable to read the rules to the server.&lt;br /&gt;
* '''Killing/injuring other crew''': Avoid doing this even within IC reasons, in self-defense or even as an antagonist, do everything within your power to avoid unnecessary deaths. This is prohibited more so to avoid ruining the fun for other players. If you and another are consenting, adminhelp it beforehand for approval before killing or having some fight to the death.&lt;br /&gt;
* '''No end of round grief''': Just don't, people like a proper closure. This includes staff.&lt;br /&gt;
* '''Respawning''': If you respawn, you must not respawn as the same character if that character is still in the round (Example, you died or killed yourself, which you shouldn't even do in the first place).&lt;br /&gt;
* '''Character Skills''': Try to limit how many things your character is ICly able to do, example. Your engineer should probably not be proficient in surgery. There is a skill system you can use on character setup, as a guideline,  your maximum skill should not go more than 'Above Average' in term of skill level. If it is you are to lower it down, this is to prevent Mary-Sue characters and whatnot. And to restrict a character that can do everything. Increasing your character's age allows them to have more points in to compensate for experience.&lt;br /&gt;
* '''The Gateway and Ship:''' Don't go into the gateway or take the Shuttle to Bluespace for any reason at round start. Do not take the shuttle alone. Do not take the shuttle for a joyride to anywhere that requires Bluespace Travel. The Shuttle is for Planned Expeditions only, or other things (ie: beach trips to Virgo IV) if you request it from Central via a Fax and the staff present at the time okay it. The minimum requirement of crew is 3 people for an expedition. That includes you, and two others. The Pathfinder and RD count towards this total. If the RD or Captain is not present to okay your expedition, you will fax it to Central for Clearance.&lt;br /&gt;
* '''ERP''': While it is allowed, you '''cannot''' mention or do any of it near any oocly non-consenting people. If you are caught ERPing ICly, you can be arrested for public indecency in the corporate regulations. So don't whine to us if you're caught ERPing outside of bolted dorms. When ERPing, you must keep your headset on and still do your job in the event of emergencies (Ex: Breaches, invasions, someone is about to die and you're the only medic, etc)&lt;br /&gt;
* '''Vore''': Since we use the v.o.r.e codebase, the game allows you to omnom things and other players. '''Do not''' ever use it on a non-consenting player, even if your objective is to kill them. And do not use it on SSD/dead players either unless their OOC information allows vore while afk. If you are fine with it happening randomly, it must be written on in your OOC information.&lt;br /&gt;
* '''Baldies''': If a crewmember is a human and bald after arriving on station. And said person is actively seen breaking one of the above rules / griefing. Administrators are allowed to do whatever they please to them. If you are a bald human that just joined and whine about admin abuse. We will point out you haven't read the rules and we will just laugh and keep going.&lt;br /&gt;
* '''Do not ghost during IC intervention''': It's a dick move and we don't appreciate it, neither does the player. Don't ghost when you are being arrested or to avoid being in jail. If you are permabrigged, adminhelp it beforehand.&lt;br /&gt;
&lt;br /&gt;
=== New - Residential ===&lt;br /&gt;
* '''Treat the Residential level like dorms''': Do not enter them unless you are allowed to by the residence owner, don’t break in there, etc.&lt;br /&gt;
&lt;br /&gt;
* '''Do not take items from the residential level back to the station''': Treat it like there is a security checkpoint in the residential level as well, no taking things from the residential level (like medkits, etc) back to the station.&lt;br /&gt;
&lt;br /&gt;
* '''Going to the residential area considers you OUT OF THE GAME''': Therefore, do not hold onto job slots, go off-duty before going, do not complain that your job was taken, etc.&lt;br /&gt;
&lt;br /&gt;
=== Bad Roleplay ===&lt;br /&gt;
This is a rather vague one since it varies on one's perception of what is bad and not in terms of roleplay. But usually if you take actions that makes no sense for your character to make (IE: Randomly stabbing yourself with no explanation, or because you're bored OOC) is bad, and we will take action on you if you do it too often. Here other cases of bad roleplay to avoid.&lt;br /&gt;
* '''Being completely dumb and incompetent as a hired crewmember''': As you would probably not have been hired in that case.&lt;br /&gt;
* '''Using netspeak in character and emojis''': You can use those on PDA since they are a text medium however.&lt;br /&gt;
* '''Characters that are good in everything (Like Mary-sues) are prohibited.'''&lt;br /&gt;
&lt;br /&gt;
=== Avoid metagaming ===&lt;br /&gt;
Using knowledge that your own character wouldn't know is prohibited. And if your character leaves the station and you choose another character that is friends/etc of your first character. They do not know about events of the CURRENT ROUND. But might have been informed of what happened in previous rounds. - Here are other specifics metagame examples to avoid.&lt;br /&gt;
* '''Metabias''': Trying to go after a certain character because you know who the OOC player is, with negative intent.&lt;br /&gt;
* '''Metagrudge''': Wanting revenge on someone for something that happened in previous rounds using a character that would normally not know about it.&lt;br /&gt;
&lt;br /&gt;
=== Notes about Job bans ===&lt;br /&gt;
There might be cases where your character gets fired from a position by CC or the Colony Director. In these cases, it is possible that you get job banned as a IC punishment from the staff. That does not mean you have broken any of the actual rules, but this is to prevent people who ha been 'fired' to just take the job immediately after. This is only for cases where you would be fired for longer than a day (like if only fired by the Director without CC knowing.)&lt;/div&gt;</summary>
		<author><name>Kelshark</name></author>
	</entry>
	<entry>
		<id>https://yawn.izac.live/index.php?title=Chain_of_Command&amp;diff=252</id>
		<title>Chain of Command</title>
		<link rel="alternate" type="text/html" href="https://yawn.izac.live/index.php?title=Chain_of_Command&amp;diff=252"/>
		<updated>2019-12-19T23:47:40Z</updated>

		<summary type="html">&lt;p&gt;Kelshark: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==CentCom==&lt;br /&gt;
Short for &amp;quot;Central Command&amp;quot;, this is the administration branch of NanoTrasen which runs your station. They will periodically send messages to the station and will occasionally send representatives on board to observe, inspect, review, or reprimand the staff working there. There are a number of CentComs established throughout the galaxy, each presiding over its own planetary system. Such systems include [[Sol Central]], [[Tau Ceti]], [[Nyx]], [[Virgo-Prime]], [[Epsilon Eridani]], [[Borealis]], and numerous others both large and small. As a supercorp, NanoTrasen does more than just mine Phoron, as they are most famously known for. They participate in fields both military and civilian. Some research and develop new products, while others mass-produce existing goods. This production can range from common cold medicine to advanced weapons systems sold to interstellar military forces. The toothpaste in your bathroom can probably trace its origins to a star system administrated by a NanoTrasen CentCom, where all the raw materials needed to make toothpaste happen to be available.&lt;br /&gt;
&lt;br /&gt;
While it is not a common occurrence for CentCom to get directly involved in station affairs, they do override the station's command structure, and can even disregard [[Corporate Regulations]] in rare circumstances. They can be sought out for complaints or recommendations in the event of an emergency in which the station's normal command staff is either completely inept or out of commission. They do not like to be bothered, so contact them at your own risk. If you do need to contact them, it's worth knowing which office you are seeking to speak to. The best way to contact CentCom is with a fax machine, but the Colony Director may contact them using the communications console in the event of a crisis. They also can eavesdrop on radio communications (but this is the least reliable way to speak to CentCom) and they have access to all station cameras.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#EEEEFF;&amp;quot; width=&amp;quot;80%&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#DDDDFF;&amp;quot; width=&amp;quot;200&amp;quot; |Job&lt;br /&gt;
! style=&amp;quot;background-color:#DDDDFF;&amp;quot; |Notes&lt;br /&gt;
|-&lt;br /&gt;
![[Regional Administration Officer]]&lt;br /&gt;
|As the designation implies, a Regional Administrative Officer (RAO) is responsible for handling and organizing administrative management of the corporation. RAO rank is considered one of the highest level ranks in the corporate rank hierarchy. This is the man in charge of your Central Command. Each planetary system where NanoTrasen has established operations has its own RAO managing it. Each of the ranks below are also present in every CentCom base established throughout the galaxy. This is likely as far as you will ever reach up the chain of command to settle a complaint or request. Beyond here, unless you're very important, you will likely go unheard. Only contact the RAO after exhausting all other possible avenues of the command chain. His word is final for any issues in your sector.&lt;br /&gt;
|-&lt;br /&gt;
![[Information Technology Director]]&lt;br /&gt;
|An Information Technology Director (ITD) is a senior level in the corporate rank hierarchy responsible for the maintenance and establishment of the organization’s strategy and information ardently to ensure that the company’s information and data assets are protected adequately. In layman's terms, they're in charge of the IT department at Central Command. The ITD should be contacted on matters such as telecommunications logs, employee records, or vulnerabilities in the station's data network.&lt;br /&gt;
|-&lt;br /&gt;
![[Overseer of Research and Development]]&lt;br /&gt;
|The Overseer of Research and Development (ORD) is sometimes also referred to as CentCom's Research Director. They are among the high level ranks in hierarchy mainly responsible for managing company’s technology department along with research and development progress. The ITD should be contacted in the event of any major research breakthroughs, such as new applications for Phoron, or [[Redspace]], or the discovery of previously unknown technologies. They should also be contacted upon discovery of any major [[Xenoarchaeology|archaeological]] finds.&lt;br /&gt;
|-&lt;br /&gt;
![[Director of Marketing and Advertising]]&lt;br /&gt;
|Director of Marketing and Advertising (DMA) is a title designated to a professional whose responsibility is to manage different marketing activities in and around the local star system. Although this is a mid-level rank in the hierarchy, the DMA reports directly to a chief executive officer (CEO), bypassing the usual chain of command. There's no good reason for staff outside of the marketing department to contact them ever.&lt;br /&gt;
|-&lt;br /&gt;
![[Director of Employee Resources]]&lt;br /&gt;
|Formerly known as the Chief of Human Resources, the Director of Employee Resources (DSR) is a mid-level rank in the hierarchy taking care of the employee's resources department for the corporation. The DER reports primarily to the Regional Administrative Officer. The Director of Employee Resources is the manager of the Employee Resources (formerly Human Resources) department, and should be the last person you ever have to speak to in order to deal with complaints or requests relating to the company without a lawyer or a union by your side. The Employee Resources department can be contacted for matters regarding crew conduct, violations of standard operating procedure, promotions, demotions, retirement planning, and job transfers. Ensure that if you choose to contact them with a complaint, you've already attempted (and failed) to resolve the issue with the station's on-board command staff.&lt;br /&gt;
|-&lt;br /&gt;
![[Director of Security Operations]]&lt;br /&gt;
|The Director of Security Operations (DSO), also known as a Security Director, is essentially Central Command's version of the [[Head of Security]] except that all heads of security in a given company branch are subordinates to this one individual. The DSO's is responsible for the administration of all security operations within the sector, and is the lowest corporate rank who is allowed to ignore [[Corporate Regulations]] should the necessity arise, so long as they do not break local planetary laws or [[Admiralty Law]]. The DSO typically works in coordination with planetary or colony Civil Defense Forces and occasionally with elements of the military (usually the [[NanoTrasen#Asset Protection|NanoTrasen Defense Force]] or the [[USDF]]). The DSO has the ability to approve weapon permits that are good for up to a year, as opposed to a single shift temporary permit like the ones a Head of Security can issue. However, it is up to the discretion of the DSO as to who gets a permit, and what restrictions may apply to it (if any).&lt;br /&gt;
|-&lt;br /&gt;
![[Director of Engineering and Worker Safety]]&amp;lt;br&amp;gt;(Currently: Lester C. Owen)&lt;br /&gt;
|The Director of Engineering and Worker Safety (DEWS) is essentially Central Command's version of the [[Chief Engineer]]. They are responsible for all matters pertaining to NanoTrasen infrastructure in the sector, as well as the implementation and enforcement of safety regulations. The DEWS should be contacted in regards to any construction projects the station's Chief Engineer or Colony Director wishes to make permanent.&lt;br /&gt;
|-&lt;br /&gt;
![[Director of Health and Wellness]]&lt;br /&gt;
|The Director of Health and Wellness (DHW) is Central Command's equivalent of the [[Chief Medical Officer]]. They are responsible for the wellness of not only the station's crew, but all sentient life forms within the company branch where they are stationed. This individual will often work with SolGov's Department of Health, as well as the [[Galactic Health Organization]] to track and control various diseases. The DHW should be contacted in the event of a viral outbreak or other health crisis.&lt;br /&gt;
|-&lt;br /&gt;
![[File:EmergencyResponseTeam.png]]&amp;lt;br&amp;gt;[[Emergency Response Team]]&lt;br /&gt;
|The ERT is a jack-of-all-trades group of personnel that is called in during emergencies, ideally comprised of experienced personnel. The ERT is liable to be the part of Central Command you directly interact with most often, and hopefully not at all. They should be summoned in the event of a station disaster that cannot be handled effectively by the station's own crew. Interfering with their mission is a seriously punishable criminal offense. The orders of ERT override all station crew, including the [[Colony Director]], and the ERT members answer to their team leader who in-turn answers to CentCom. ERT's team leader answers mainly to the Security Director, but may report to other CentCom staff if applicable such as the Director of Health and Wellness or the Director of Engineering and Worker Safety.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Deathsquadofficer.png|link=Deathsquad]]&amp;lt;br&amp;gt;[[Asset Protection]]&lt;br /&gt;
|Asset Protection is a part of the [[NanoTrasen Defense Force]], and is a group of experienced mercenaries comprised mostly of former law enforcement and military veterans. As with ERT, their orders override all station crew, but unlike ERT, Asset Protection is a dedicated group of hires who are only deployed to deal with security matters of the utmost severity. Asset Protection can only be called by other CentCom personnel, such as the Security Director or Regional Administrative Officer. They are most often used for anti-piracy, ending a mutiny, and escorting VIPs.&lt;br /&gt;
|-&lt;br /&gt;
![[CentCom Officer]]&lt;br /&gt;
|The CentCom Officer is a generic term for any representative of CentCom who may be sent to the station for various reasons, usually that of an unbiased observer of the station who takes notes of the crew's affairs in order to help CentCom Chief Officers understand how the station is performing. They follow a strict non-interference policy and are the only CentCom rank that may not order any of the station crew. Likewise, however, the station crew cannot order around these observers, although the observers are advised to heed any head of staff requests. If they are available on-station, they should be contacted for any matters you would normally send directly to a CentCom Chief Officer.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Your Station - Chain of Command==&lt;br /&gt;
&lt;br /&gt;
[[File:Yawn_chain_of_command_grouping.png]]&lt;/div&gt;</summary>
		<author><name>Kelshark</name></author>
	</entry>
	<entry>
		<id>https://yawn.izac.live/index.php?title=Chain_of_Command&amp;diff=251</id>
		<title>Chain of Command</title>
		<link rel="alternate" type="text/html" href="https://yawn.izac.live/index.php?title=Chain_of_Command&amp;diff=251"/>
		<updated>2019-12-19T23:46:47Z</updated>

		<summary type="html">&lt;p&gt;Kelshark: Adding CC Jobs&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==CentCom==&lt;br /&gt;
Short for &amp;quot;Central Command&amp;quot;, this is the administration branch of NanoTrasen which runs your station. They will periodically send messages to the station and will occasionally send representatives on board to observe, inspect, review, or reprimand the staff working there. There are a number of CentComs established throughout the galaxy, each presiding over its own planetary system. Such systems include [[Sol Central]], [[Tau Ceti]], [[Nyx]], [[Virgo-Prime]], [[Epsilon Eridani]], [[Borealis]], and numerous others both large and small. As a supercorp, NanoTrasen does more than just mine Phoron, as they are most famously known for. They participate in fields both military and civilian. Some research and develop new products, while others mass-produce existing goods. This production can range from common cold medicine to advanced weapons systems sold to interstellar military forces. The toothpaste in your bathroom can probably trace its origins to a star system administrated by a NanoTrasen CentCom, where all the raw materials needed to make toothpaste happen to be available.&lt;br /&gt;
&lt;br /&gt;
While it is not a common occurrence for CentCom to get directly involved in station affairs, they do override the station's command structure, and can even disregard [[Corporate Regulations]] in rare circumstances. They can be sought out for complaints or recommendations in the event of an emergency in which the station's normal command staff is either completely inept or out of commission. They do not like to be bothered, so contact them at your own risk. If you do need to contact them, it's worth knowing which office you are seeking to speak to. The best way to contact CentCom is with a fax machine, but the Colony Director may contact them using the communications console in the event of a crisis. They also can eavesdrop on radio communications (but this is the least reliable way to speak to CentCom) and they have access to all station cameras.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#EEEEFF;&amp;quot; width=&amp;quot;80%&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#DDDDFF;&amp;quot; width=&amp;quot;200&amp;quot; |Job&lt;br /&gt;
! style=&amp;quot;background-color:#DDDDFF;&amp;quot; |Notes&lt;br /&gt;
|-&lt;br /&gt;
![[Regional Administration Officer]]&lt;br /&gt;
|As the designation implies, a Regional Administrative Officer (RAO) is responsible for handling and organizing administrative management of the corporation. RAO rank is considered one of the highest level ranks in the corporate rank hierarchy. This is the man in charge of your Central Command. Each planetary system where NanoTrasen has established operations has its own RAO managing it. Each of the ranks below are also present in every CentCom base established throughout the galaxy. This is likely as far as you will ever reach up the chain of command to settle a complaint or request. Beyond here, unless you're very important, you will likely go unheard. Only contact the RAO after exhausting all other possible avenues of the command chain. His word is final for any issues in your sector.&lt;br /&gt;
|-&lt;br /&gt;
![[Information Technology Director]]&lt;br /&gt;
|An Information Technology Director (ITD) is a senior level in the corporate rank hierarchy responsible for the maintenance and establishment of the organization’s strategy and information ardently to ensure that the company’s information and data assets are protected adequately. In layman's terms, they're in charge of the IT department at Central Command. The ITD should be contacted on matters such as telecommunications logs, employee records, or vulnerabilities in the station's data network.&lt;br /&gt;
|-&lt;br /&gt;
![[Overseer of Research and Development]]&lt;br /&gt;
|The Overseer of Research and Development (ORD) is sometimes also referred to as CentCom's Research Director. They are among the high level ranks in hierarchy mainly responsible for managing company’s technology department along with research and development progress. The ITD should be contacted in the event of any major research breakthroughs, such as new applications for Phoron, or [[Redspace]], or the discovery of previously unknown technologies. They should also be contacted upon discovery of any major [[Xenoarchaeology|archaeological]] finds.&lt;br /&gt;
|-&lt;br /&gt;
![[Director of Marketing and Advertising]]&lt;br /&gt;
|Director of Marketing and Advertising (DMA) is a title designated to a professional whose responsibility is to manage different marketing activities in and around the local star system. Although this is a mid-level rank in the hierarchy, the DMA reports directly to a chief executive officer (CEO), bypassing the usual chain of command. There's no good reason for staff outside of the marketing department to contact them ever.&lt;br /&gt;
|-&lt;br /&gt;
![[Director of Employee Resources]]&lt;br /&gt;
|Formerly known as the Chief of Human Resources, the Director of Employee Resources (DSR) is a mid-level rank in the hierarchy taking care of the employee's resources department for the corporation. The DER reports primarily to the Regional Administrative Officer. The Director of Employee Resources is the manager of the Employee Resources (formerly Human Resources) department, and should be the last person you ever have to speak to in order to deal with complaints or requests relating to the company without a lawyer or a union by your side. The Employee Resources department can be contacted for matters regarding crew conduct, violations of standard operating procedure, promotions, demotions, retirement planning, and job transfers. Ensure that if you choose to contact them with a complaint, you've already attempted (and failed) to resolve the issue with the station's on-board command staff.&lt;br /&gt;
|-&lt;br /&gt;
![[Director of Security Operations]]&lt;br /&gt;
|The Director of Security Operations (DSO), also known as a Security Director, is essentially Central Command's version of the [[Head of Security]] except that all heads of security in a given company branch are subordinates to this one individual. The DSO's is responsible for the administration of all security operations within the sector, and is the lowest corporate rank who is allowed to ignore [[Corporate Regulations]] should the necessity arise, so long as they do not break local planetary laws or [[Admiralty Law]]. The DSO typically works in coordination with planetary or colony Civil Defense Forces and occasionally with elements of the military (usually the [[NanoTrasen#Asset Protection|NanoTrasen Defense Force]] or the [[USDF]]). The DSO has the ability to approve weapon permits that are good for up to a year, as opposed to a single shift temporary permit like the ones a Head of Security can issue. However, it is up to the discretion of the DSO as to who gets a permit, and what restrictions may apply to it (if any).&lt;br /&gt;
|-&lt;br /&gt;
![[Director of Engineering and Worker Safety - (Currently: Lester C. Owen)]]&lt;br /&gt;
|The Director of Engineering and Worker Safety (DEWS) is essentially Central Command's version of the [[Chief Engineer]]. They are responsible for all matters pertaining to NanoTrasen infrastructure in the sector, as well as the implementation and enforcement of safety regulations. The DEWS should be contacted in regards to any construction projects the station's Chief Engineer or Colony Director wishes to make permanent.&lt;br /&gt;
|-&lt;br /&gt;
![[Director of Health and Wellness]]&lt;br /&gt;
|The Director of Health and Wellness (DHW) is Central Command's equivalent of the [[Chief Medical Officer]]. They are responsible for the wellness of not only the station's crew, but all sentient life forms within the company branch where they are stationed. This individual will often work with SolGov's Department of Health, as well as the [[Galactic Health Organization]] to track and control various diseases. The DHW should be contacted in the event of a viral outbreak or other health crisis.&lt;br /&gt;
|-&lt;br /&gt;
![[File:EmergencyResponseTeam.png]]&amp;lt;br&amp;gt;[[Emergency Response Team]]&lt;br /&gt;
|The ERT is a jack-of-all-trades group of personnel that is called in during emergencies, ideally comprised of experienced personnel. The ERT is liable to be the part of Central Command you directly interact with most often, and hopefully not at all. They should be summoned in the event of a station disaster that cannot be handled effectively by the station's own crew. Interfering with their mission is a seriously punishable criminal offense. The orders of ERT override all station crew, including the [[Colony Director]], and the ERT members answer to their team leader who in-turn answers to CentCom. ERT's team leader answers mainly to the Security Director, but may report to other CentCom staff if applicable such as the Director of Health and Wellness or the Director of Engineering and Worker Safety.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Deathsquadofficer.png|link=Deathsquad]]&amp;lt;br&amp;gt;[[Asset Protection]]&lt;br /&gt;
|Asset Protection is a part of the [[NanoTrasen Defense Force]], and is a group of experienced mercenaries comprised mostly of former law enforcement and military veterans. As with ERT, their orders override all station crew, but unlike ERT, Asset Protection is a dedicated group of hires who are only deployed to deal with security matters of the utmost severity. Asset Protection can only be called by other CentCom personnel, such as the Security Director or Regional Administrative Officer. They are most often used for anti-piracy, ending a mutiny, and escorting VIPs.&lt;br /&gt;
|-&lt;br /&gt;
![[CentCom Officer]]&lt;br /&gt;
|The CentCom Officer is a generic term for any representative of CentCom who may be sent to the station for various reasons, usually that of an unbiased observer of the station who takes notes of the crew's affairs in order to help CentCom Chief Officers understand how the station is performing. They follow a strict non-interference policy and are the only CentCom rank that may not order any of the station crew. Likewise, however, the station crew cannot order around these observers, although the observers are advised to heed any head of staff requests. If they are available on-station, they should be contacted for any matters you would normally send directly to a CentCom Chief Officer.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Your Station - Chain of Command==&lt;br /&gt;
&lt;br /&gt;
[[File:Yawn_chain_of_command_grouping.png]]&lt;/div&gt;</summary>
		<author><name>Kelshark</name></author>
	</entry>
	<entry>
		<id>https://yawn.izac.live/index.php?title=File:EmergencyResponseTeam.png&amp;diff=250</id>
		<title>File:EmergencyResponseTeam.png</title>
		<link rel="alternate" type="text/html" href="https://yawn.izac.live/index.php?title=File:EmergencyResponseTeam.png&amp;diff=250"/>
		<updated>2019-12-19T23:41:33Z</updated>

		<summary type="html">&lt;p&gt;Kelshark: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Kelshark</name></author>
	</entry>
	<entry>
		<id>https://yawn.izac.live/index.php?title=File:Deathsquadofficer.png&amp;diff=249</id>
		<title>File:Deathsquadofficer.png</title>
		<link rel="alternate" type="text/html" href="https://yawn.izac.live/index.php?title=File:Deathsquadofficer.png&amp;diff=249"/>
		<updated>2019-12-19T23:41:19Z</updated>

		<summary type="html">&lt;p&gt;Kelshark: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Kelshark</name></author>
	</entry>
	<entry>
		<id>https://yawn.izac.live/index.php?title=Cryogaia&amp;diff=248</id>
		<title>Cryogaia</title>
		<link rel="alternate" type="text/html" href="https://yawn.izac.live/index.php?title=Cryogaia&amp;diff=248"/>
		<updated>2019-12-16T04:55:03Z</updated>

		<summary type="html">&lt;p&gt;Kelshark: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Star system / Location of Cryogaia ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Star: BD +33 2642&lt;br /&gt;
&lt;br /&gt;
Star Given Name: Borealis&lt;br /&gt;
Star Type: https://en.wikipedia.org/wiki/Protoplanetary_nebula&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Planet Name: Borealis Majoris&lt;br /&gt;
&lt;br /&gt;
Other planets in the same solar system, ordered by distance from star:&lt;br /&gt;
* Borealis-1a&lt;br /&gt;
* Borealis Majoris&lt;br /&gt;
* - Borealis Majoris-b&lt;br /&gt;
* - NCS Serenity (Orbits Borealis Majoris)&lt;br /&gt;
* Borealis-3a&lt;br /&gt;
* Borealis-3b&lt;br /&gt;
* Borealis-3c&lt;br /&gt;
* Borealis-4a&lt;br /&gt;
* Borealis-4b&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Borealis Majoris planet information ==&lt;br /&gt;
Type: Arctic / Tundra&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Temperature Range: -83C / -30C&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Average Pressure: 90-110kpa &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Air Composition: 72%O2, 2%CO2, 24%N&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Weather Conditions: Blizzards, Snowing, Hail, Rain&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Distance from the sun (Borealis): 10 Light Seconds (3,000,000,000 km)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== NSB Cryogaia Story ===&lt;br /&gt;
The outpost was initially built by ...  to cut down and ship the trees of the planet. They had done this because it was discovered that the trees had an extremely high burnability, and could be used as efficient fuel in areas where fuel or heat was provided from lumber.&lt;br /&gt;
&lt;br /&gt;
Eventually NT discovered the reason those trees were so efficient was due to phoron deposits found underground, once this discovery was made they immediately bought the facility off of … without revealing those findings, they now house both mining and lumbering operations using the facility.&lt;br /&gt;
&lt;br /&gt;
The facility was renovated to house a research outpost as well as extra amenities seen throughout most of all of the NT operated stations.&lt;br /&gt;
&lt;br /&gt;
As of now, the facility is still in the midst of renovations, but workers have already been sent to start mining and lumbering operations on Cryogaia. Workers come and go through a shuttle system to a station that orbits the planet, which houses living quarters and from where transport ships come and go to bring supplies or transport crewmember to their homes, if they are not stationed in the station.&lt;br /&gt;
&lt;br /&gt;
=== NCS Serenity ===&lt;br /&gt;
The Nanotrasen Commerce Station Serenity orbits the planet Borealis Majoris, it is where the crew and transport shuttles come and go from. It is mainly used for crew habitation and commerce, where lumber and phoron are shipped out from.&lt;/div&gt;</summary>
		<author><name>Kelshark</name></author>
	</entry>
	<entry>
		<id>https://yawn.izac.live/index.php?title=Cryogaia&amp;diff=247</id>
		<title>Cryogaia</title>
		<link rel="alternate" type="text/html" href="https://yawn.izac.live/index.php?title=Cryogaia&amp;diff=247"/>
		<updated>2019-12-16T04:51:12Z</updated>

		<summary type="html">&lt;p&gt;Kelshark: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Star system / Location of Cryogaia ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Star: BD +33 2642&lt;br /&gt;
&lt;br /&gt;
Star Given Name: Borealis&lt;br /&gt;
Star Type: https://en.wikipedia.org/wiki/Protoplanetary_nebula&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Planet Name: Borealis Majoris&lt;br /&gt;
&lt;br /&gt;
Other planets in the same solar system, ordered by distance from star:&lt;br /&gt;
* Borealis-1a&lt;br /&gt;
* Borealis Majoris&lt;br /&gt;
* Borealis Majoris-b&lt;br /&gt;
* NCS Serenity&lt;br /&gt;
* Borealis-3a&lt;br /&gt;
* Borealis-3b&lt;br /&gt;
* Borealis-3c&lt;br /&gt;
* Borealis-4a&lt;br /&gt;
* Borealis-4b&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Borealis Majoris planet information ==&lt;br /&gt;
Type: Arctic / Tundra&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Temperature Range: -83C / -30C&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Average Pressure: 90-110kpa &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Air Composition: 72%O2, 2%CO2, 24%N&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Weather Conditions: Blizzards, Snowing, Hail, Rain&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Distance from the sun (Borealis): 10 Light Seconds (3,000,000,000 km)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== NSB Cryogaia Story ===&lt;br /&gt;
The outpost was initially built by ...  to cut down and ship the trees of the planet. They had done this because it was discovered that the trees had an extremely high burnability, and could be used as efficient fuel in areas where fuel or heat was provided from lumber.&lt;br /&gt;
&lt;br /&gt;
Eventually NT discovered the reason those trees were so efficient was due to phoron deposits found underground, once this discovery was made they immediately bought the facility off of … without revealing those findings, they now house both mining and lumbering operations using the facility.&lt;br /&gt;
&lt;br /&gt;
The facility was renovated to house a research outpost as well as extra amenities seen throughout most of all of the NT operated stations.&lt;br /&gt;
&lt;br /&gt;
As of now, the facility is still in the midst of renovations, but workers have already been sent to start mining and lumbering operations on Cryogaia. Workers come and go through a shuttle system to a station that orbits the planet, which houses living quarters and from where transport ships come and go to bring supplies or transport crewmember to their homes, if they are not stationed in the station.&lt;br /&gt;
&lt;br /&gt;
=== NCS Serenity ===&lt;br /&gt;
The Nanotrasen Commerce Station Serenity orbits the planet Borealis Majoris, it is where the crew and transport shuttles come and go from. It is mainly used for crew habitation and commerce, where lumber and phoron are shipped out from.&lt;/div&gt;</summary>
		<author><name>Kelshark</name></author>
	</entry>
	<entry>
		<id>https://yawn.izac.live/index.php?title=Cryogaia&amp;diff=246</id>
		<title>Cryogaia</title>
		<link rel="alternate" type="text/html" href="https://yawn.izac.live/index.php?title=Cryogaia&amp;diff=246"/>
		<updated>2019-12-15T04:21:40Z</updated>

		<summary type="html">&lt;p&gt;Kelshark: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Star system / Location of Cryogaia ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Star: BD +33 2642&lt;br /&gt;
&lt;br /&gt;
Star Given Name: Borealis&lt;br /&gt;
Star Type: https://en.wikipedia.org/wiki/Protoplanetary_nebula&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Planet Name: Borealis Majoris&lt;br /&gt;
&lt;br /&gt;
Other planets in the same solar system, ordered by distance from star:&lt;br /&gt;
* Borealis-1a&lt;br /&gt;
* Borealis Majoris&lt;br /&gt;
* Borealis Majoris-b&lt;br /&gt;
* NCS Serenity&lt;br /&gt;
* Borealis-3a&lt;br /&gt;
* Borealis-3b&lt;br /&gt;
* Borealis-3c&lt;br /&gt;
* Borealis-4a&lt;br /&gt;
* Borealis-4b&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Borealis Majoris planet information ==&lt;br /&gt;
Type: Arctic / Tundra&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Temperature Range: -83C / -30C&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Average Pressure: 90-110kpa &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Air Composition: 72%O2, 2%CO2, 24%N&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Weather Conditions: Blizzards, Snowing, Hail, Rain&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Distance from the sun (Borealis): 10 Light Seconds (3,000,000,000 km)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== NSB Cryogaia Story ===&lt;br /&gt;
The outpost was initially built by ...  to cut down and ship the trees of the planet. They had done this because it was discovered that the trees had an extremely high burnability, and could be used as efficient fuel in areas where fuel or heat was provided from lumber.&lt;br /&gt;
&lt;br /&gt;
Eventually NT discovered the reason those trees were so efficient was due to phoron deposits found underground, once this discovery was made they immediately bought the facility off of … without revealing those findings, they now house both mining and lumbering operations using the facility.&lt;br /&gt;
&lt;br /&gt;
The facility was renovated to house a research outpost as well as extra amenities seen throughout most of all of the NT operated stations.&lt;br /&gt;
&lt;br /&gt;
As of now, the facility is still in the midst of renovations, but workers have already been sent to start mining and lumbering operations on Cryogaia. Workers come and go through a shuttle system to a station that orbits the planet, which houses living quarters and from where transport ships come and go to bring supplies or transport crewmember to their homes, if they are not stationed in the station.&lt;br /&gt;
&lt;br /&gt;
NCS Serenity&lt;br /&gt;
The Nanotrasen Commerce Station Serenity orbits the planet Borealis Majoris, it is where the crew and transport shuttles come and go from. It is mainly used for crew habitation and commerce, where lumber and phoron are shipped out from.&lt;/div&gt;</summary>
		<author><name>Kelshark</name></author>
	</entry>
	<entry>
		<id>https://yawn.izac.live/index.php?title=Cryogaia&amp;diff=245</id>
		<title>Cryogaia</title>
		<link rel="alternate" type="text/html" href="https://yawn.izac.live/index.php?title=Cryogaia&amp;diff=245"/>
		<updated>2019-12-15T04:20:57Z</updated>

		<summary type="html">&lt;p&gt;Kelshark: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Star system / Location of Cryogaia ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Star: BD +33 2642&lt;br /&gt;
&lt;br /&gt;
Star Given Name: Borealis&lt;br /&gt;
Star Type: https://en.wikipedia.org/wiki/Protoplanetary_nebula&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Planet Name: Borealis Majoris&lt;br /&gt;
&lt;br /&gt;
Other planets in the same solar system, ordered by distance from star:&lt;br /&gt;
* Borealis-1a&lt;br /&gt;
* Borealis Majoris&lt;br /&gt;
* Borealis Majoris-b&lt;br /&gt;
* NCS Serenity&lt;br /&gt;
* Borealis-3a&lt;br /&gt;
* Borealis-3b&lt;br /&gt;
* Borealis-3c&lt;br /&gt;
* Borealis-4a&lt;br /&gt;
* Borealis-4b&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Borealis Majoris planet information ==&lt;br /&gt;
Type: Arctic / Tundra&lt;br /&gt;
Temperature Range: -83C / -30C&lt;br /&gt;
Average Pressure: 90-110kpa &lt;br /&gt;
Air Composition: 72%O2, 2%CO2, 24%N&lt;br /&gt;
Weather Conditions: Blizzards, Snowing, Hail, Rain&lt;br /&gt;
&lt;br /&gt;
Distance from the sun (Borealis): 10 Light Seconds (3,000,000,000 km)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== NSB Cryogaia Story ===&lt;br /&gt;
The outpost was initially built by ...  to cut down and ship the trees of the planet. They had done this because it was discovered that the trees had an extremely high burnability, and could be used as efficient fuel in areas where fuel or heat was provided from lumber.&lt;br /&gt;
&lt;br /&gt;
Eventually NT discovered the reason those trees were so efficient was due to phoron deposits found underground, once this discovery was made they immediately bought the facility off of … without revealing those findings, they now house both mining and lumbering operations using the facility.&lt;br /&gt;
&lt;br /&gt;
The facility was renovated to house a research outpost as well as extra amenities seen throughout most of all of the NT operated stations.&lt;br /&gt;
&lt;br /&gt;
As of now, the facility is still in the midst of renovations, but workers have already been sent to start mining and lumbering operations on Cryogaia. Workers come and go through a shuttle system to a station that orbits the planet, which houses living quarters and from where transport ships come and go to bring supplies or transport crewmember to their homes, if they are not stationed in the station.&lt;br /&gt;
&lt;br /&gt;
NCS Serenity&lt;br /&gt;
The Nanotrasen Commerce Station Serenity orbits the planet Borealis Majoris, it is where the crew and transport shuttles come and go from. It is mainly used for crew habitation and commerce, where lumber and phoron are shipped out from.&lt;/div&gt;</summary>
		<author><name>Kelshark</name></author>
	</entry>
	<entry>
		<id>https://yawn.izac.live/index.php?title=Cryogaia&amp;diff=244</id>
		<title>Cryogaia</title>
		<link rel="alternate" type="text/html" href="https://yawn.izac.live/index.php?title=Cryogaia&amp;diff=244"/>
		<updated>2019-12-14T23:47:11Z</updated>

		<summary type="html">&lt;p&gt;Kelshark: Created page with &amp;quot;== Star system / Location of Cryogaia ==   Star: BD +33 2642  Star Given Name: Borealis Star Type: https://en.wikipedia.org/wiki/Protoplanetary_nebula    Planet Name: Borealis...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Star system / Location of Cryogaia ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Star: BD +33 2642&lt;br /&gt;
&lt;br /&gt;
Star Given Name: Borealis&lt;br /&gt;
Star Type: https://en.wikipedia.org/wiki/Protoplanetary_nebula&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Planet Name: Borealis Majoris&lt;br /&gt;
&lt;br /&gt;
Other planets in the same solar system, ordered by distance from star&lt;br /&gt;
Borealis-1a&lt;br /&gt;
Borealis Majoris&lt;br /&gt;
Borealis Majoris-b&lt;br /&gt;
NCS Serenity&lt;br /&gt;
Borealis-3a&lt;br /&gt;
Borealis-3b&lt;br /&gt;
Borealis-3c&lt;br /&gt;
Borealis-4a&lt;br /&gt;
Borealis-4b&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Borealis Majoris planet information ==&lt;br /&gt;
Type: Arctic / Tundra&lt;br /&gt;
Temperature Range: -83C / -30C&lt;br /&gt;
Average Pressure: 90-110kpa &lt;br /&gt;
Air Composition: 72%O2, 2%CO2, 24%N&lt;br /&gt;
Weather Conditions: Blizzards, Snowing, Hail, Rain&lt;br /&gt;
&lt;br /&gt;
Distance from the sun (Borealis): 10 Light Seconds (3,000,000,000 km)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== NSB Cryogaia Story ===&lt;br /&gt;
The outpost was initially built by ...  to cut down and ship the trees of the planet. They had done this because it was discovered that the trees had an extremely high burnability, and could be used as efficient fuel in areas where fuel or heat was provided from lumber.&lt;br /&gt;
&lt;br /&gt;
Eventually NT discovered the reason those trees were so efficient was due to phoron deposits found underground, once this discovery was made they immediately bought the facility off of … without revealing those findings, they now house both mining and lumbering operations using the facility.&lt;br /&gt;
&lt;br /&gt;
The facility was renovated to house a research outpost as well as extra amenities seen throughout most of all of the NT operated stations.&lt;br /&gt;
&lt;br /&gt;
As of now, the facility is still in the midst of renovations, but workers have already been sent to start mining and lumbering operations on Cryogaia. Workers come and go through a shuttle system to a station that orbits the planet, which houses living quarters and from where transport ships come and go to bring supplies or transport crewmember to their homes, if they are not stationed in the station.&lt;br /&gt;
&lt;br /&gt;
NCS Serenity&lt;br /&gt;
The Nanotrasen Commerce Station Serenity orbits the planet Borealis Majoris, it is where the crew and transport shuttles come and go from. It is mainly used for crew habitation and commerce, where lumber and phoron are shipped out from.&lt;/div&gt;</summary>
		<author><name>Kelshark</name></author>
	</entry>
	<entry>
		<id>https://yawn.izac.live/index.php?title=Lore&amp;diff=243</id>
		<title>Lore</title>
		<link rel="alternate" type="text/html" href="https://yawn.izac.live/index.php?title=Lore&amp;diff=243"/>
		<updated>2019-12-14T23:45:10Z</updated>

		<summary type="html">&lt;p&gt;Kelshark: Created page with &amp;quot;*Cryogaia&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;*[[Cryogaia]]&lt;/div&gt;</summary>
		<author><name>Kelshark</name></author>
	</entry>
	<entry>
		<id>https://yawn.izac.live/index.php?title=Server_Rules&amp;diff=242</id>
		<title>Server Rules</title>
		<link rel="alternate" type="text/html" href="https://yawn.izac.live/index.php?title=Server_Rules&amp;diff=242"/>
		<updated>2019-11-19T03:10:25Z</updated>

		<summary type="html">&lt;p&gt;Kelshark: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;h2&amp;gt;Read the rules and know them before joining.&amp;lt;/h2&amp;gt;&lt;br /&gt;
   This is necessary to help avoid confusion/conflicts down the line as administrators may not always be forgiving. In general, use common sense and treat others how you would like to be treated. If you're unsure of something not mentioned here, adminhelp it. You can request for help by using the F1 key, through the Admin tab on the top right of your user interface, or through the top left Help menu.&lt;br /&gt;
   &lt;br /&gt;
    &amp;lt;h3&amp;gt;What to expect:&amp;lt;/h3&amp;gt;&lt;br /&gt;
   A continuous roleplaying environment: RP is constant here. If you’re not a fan of long extended rounds and staying in character, you’ll probably have more fun elsewhere sadly. Given the nature of roleplaying, steps are taken to help ensure the atmosphere of it isn’t disrupted.         &lt;br /&gt;
&lt;br /&gt;
=== Guideline links we use ===&lt;br /&gt;
Our SOP and Corporate regulations.&lt;br /&gt;
* [[Corporate Regulations]]&lt;br /&gt;
* [[Standard Operating Procedure]]&lt;br /&gt;
The guides can be found on Polaris, as Virgo is a mix of Polaris and its own code.&lt;br /&gt;
* https://wiki.vore-station.net/Guides&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;Some general terms:&amp;lt;/h3&amp;gt;&lt;br /&gt;
   '''RP(role-play)''': To act and speak as if you are the character you're portraying. To role-play is as much about what not to say as what TO say. It means to keep your speech in the context of the setting in which your character exists.&lt;br /&gt;
* '''IC''' - short for In-Character: If you are IC, that means you are pretending to be someone else (your character) rather than being your “Real” self.  IC applies to all things that happen in-game, OOC knowledge applied in-game falls under meta-gaming, which is prohibited.&lt;br /&gt;
* '''OOC''' - Out Of Character: A term used in role-play when a person wants to step outside of their character for a minute and speak as themselves. &lt;br /&gt;
* '''Meta-gaming''':  To bring OOC knowledge in-game is referred to as Meta-gaming. Sometimes it can be difficult to keep things separate, but it is important to make every effort not to mix these things. Essentially crossing OOC knowledge into IC in-game or vice versa falls under meta-gaming.&lt;br /&gt;
&lt;br /&gt;
   &amp;lt;nowiki&amp;gt; &amp;lt;/nowiki&amp;gt;Several examples of meta-gaming (Which should be avoided):&lt;br /&gt;
* '''IC in OOC''': Revealing in-game knowledge to other players. Generally, if someone not playing can tell what's going on using OOC, it's IC in OOC. This is generally not a good thing.&lt;br /&gt;
* '''OOC in IC''': Virtually un-needed and disruptive in most cases, considering the players access to OOC and LOOC (local-out-of-character).&lt;br /&gt;
* '''Ghosting''': Conveying in-game knowledge to someone else who would normally be unable to know otherwise, for example telling a friend out of game the identity of the antagonist who murdered you. Don’t do this.&lt;br /&gt;
* '''Power-gaming''': Playing to win is generally frowned upon in a role-playing setting and should be taken elsewhere.  Characters in-game would typically try to avoid pain or bodily harm pre-emptively, fighting armed gunmen bare-handed, etc. Alternatively players shouldn’t casually wear hardsuits/internals “on the off chance” that something bad like a breach will randomly occur.&lt;br /&gt;
&lt;br /&gt;
* '''Griefing''': examples of this include; injuring or killing crew, bombing the station, uploading AI laws allowing the AI to murder people, or otherwise screwing over other players for no reason.  Don’t do this. Exceptions are for antags obviously, but even then don't use it as an excuse to grief the place over.            &lt;br /&gt;
   &amp;lt;h3&amp;gt;Ruleset&amp;lt;/h3&amp;gt;These are the actual rules that you must follow in the server, not following these rules will result in punishment from the moderators and/or administrators of the server. If you see someone else breaking these rules, please adminhelp it.&lt;br /&gt;
* '''Be 18 years of age or above''': You agree to be at least 18 years old of age before joining the game. The Discord server is open to all as it is PG.&lt;br /&gt;
* '''Your character must be 18 years old of age or above''': NT Does not hire children. Only exception are DRONES and BORGS. Positronics are not 'download data and become smart' brains. They act like real human brains in how they function.&lt;br /&gt;
* '''Offset mean characters with okay characters''': Don't always play as a racist, dickish, etc character constantly. Or someone who constantly breaks the law or causes trouble. Try to offset such characters with ones that are at least neutral in personality. This is because playing such characters will make others believe that is how you are OOC and create bias.&lt;br /&gt;
&lt;br /&gt;
* '''Leave SSD(disconnected players) alone''': Refrain from looting/harming  SSD players or otherwise interacting with SSD players unless it is to drag them to either a bed in the dorms or cyrosleep/tram/teleporter. (Traitor objectives are an exception if it's to steal an item from them. Otherwise adminhelp it.) To identify if someone is AFK/SSD/disconnected players look for “He/She has a vacant stare...&amp;quot; when examining their characters.&lt;br /&gt;
* '''Being a Toxic Player In General''': It doesn't matter if everything you do in and out of character doesn't break any rules, if the staff as a general whole agree on removing you, they can and will. This applies across the community as a whole, examples(OOC, discord, deathchat, forums, etc). What to avoid - continuously harass/instigate/annoy or provoke enough people that the staff get tired of hearing complaints about it.&lt;br /&gt;
* '''Suicide is generally not okay''', ICly and OOCly. Killing yourself because you're bored and want to observe/switch characters is not allowed. If you have a good reason, adminhelp it beforehand. Otherwise move your character’s body to the dormitories/cyrosleep. (One Exception is for AI, you can wipe yourself / shutdown to spawn as someone else if you're an AI - You can do so using the Store-Core command)&lt;br /&gt;
* '''No stupid names''': Things like 'Baldie McBald' and other dumb meme names are not allowed. You will be asked to rename yourself if the name is considered inappropriate.&lt;br /&gt;
* '''Subtles''': Use subtle only in cases where it would make sense. That is, in cases where other crewmembers would not be able to see what you are doing to the other person in subtle range. Do not use subtle to whisper.&lt;br /&gt;
* '''Do not enter/hack into/take''' from the following areas without a reasonable in character reason: Captain's Quarters, Armory, Secondary Bridge, Bridge and the Vault. If you are unable to give a valid reasons to the admins you probably should not go ahead and do it.&lt;br /&gt;
* '''Don't exploit bugs''': If you find a bug, report it on the github or to the administrators. If it's already on the github, avoid using the exploit.&lt;br /&gt;
* '''Cryo before SSDing or going Afk for more then 30 minutes as head''': Avoid leaving the server or going afk more then 30 minutes without cryoing, if you really can't then Adminhelp that you gotta run before leaving. If you fail to follow that rule too often, you will get jobbanned.&lt;br /&gt;
* '''Use English''': If you’re unable to communicate well enough while out of character, this will result in a ban as you are unable to read the rules to the server.&lt;br /&gt;
* '''Killing/injuring other crew''': Avoid doing this even within IC reasons, in self-defense or even as an antagonist, do everything within your power to avoid unnecessary deaths. This is prohibited more so to avoid ruining the fun for other players. If you and another are consenting, adminhelp it beforehand for approval before killing or having some fight to the death.&lt;br /&gt;
* '''No end of round grief''': Just don't, people like a proper closure. This includes staff.&lt;br /&gt;
* '''Respawning''': If you respawn, you must not respawn as the same character if that character is still in the round (Example, you died or killed yourself, which you shouldn't even do in the first place).&lt;br /&gt;
* '''Character Skills''': Try to limit how many things your character is ICly able to do, example. Your engineer should probably not be proficient in surgery. There is a skill system you can use on character setup, as a guideline,  your maximum skill should not go more than 'Above Average' in term of skill level. If it is you are to lower it down, this is to prevent Mary-Sue characters and whatnot. And to restrict a character that can do everything. Increasing your character's age allows them to have more points in to compensate for experience.&lt;br /&gt;
* '''The Gateway and Ship:''' Don't go into the gateway or take the Shuttle to Bluespace for any reason at round start. Do not take the shuttle alone. Do not take the shuttle for a joyride to anywhere that requires Bluespace Travel. The Shuttle is for Planned Expeditions only, or other things (ie: beach trips to Virgo IV) if you request it from Central via a Fax and the staff present at the time okay it. The minimum requirement of crew is 3 people for an expedition. That includes you, and two others. The Pathfinder and RD count towards this total. If the RD or Captain is not present to okay your expedition, you will fax it to Central for Clearance.&lt;br /&gt;
* '''ERP''': While it is allowed, you '''cannot''' mention or do any of it near any oocly non-consenting people. If you are caught ERPing ICly, you can be arrested for public indecency in the corporate regulations. So don't whine to us if you're caught ERPing outside of bolted dorms. When ERPing, you must keep your headset on and still do your job in the event of emergencies (Ex: Breaches, invasions, someone is about to die and you're the only medic, etc)&lt;br /&gt;
* '''Vore''': Since we use the v.o.r.e codebase, the game allows you to omnom things and other players. '''Do not''' ever use it on a non-consenting player, even if your objective is to kill them. And do not use it on SSD/dead players either unless their OOC information allows vore while afk. If you are fine with it happening randomly, it must be written on in your OOC information.&lt;br /&gt;
* '''Baldies''': If a crewmember is a human and bald after arriving on station. And said person is actively seen breaking one of the above rules / griefing. Administrators are allowed to do whatever they please to them. If you are a bald human that just joined and whine about admin abuse. We will point out you haven't read the rules and we will just laugh and keep going.&lt;br /&gt;
* '''Do not ghost during IC intervention''': It's a dick move and we don't appreciate it, neither does the player. Don't ghost when you are being arrested or to avoid being in jail. If you are permabrigged, adminhelp it beforehand.&lt;br /&gt;
&lt;br /&gt;
=== Bad Roleplay ===&lt;br /&gt;
This is a rather vague one since it varies on one's perception of what is bad and not in terms of roleplay. But usually if you take actions that makes no sense for your character to make (IE: Randomly stabbing yourself with no explanation, or because you're bored OOC) is bad, and we will take action on you if you do it too often. Here other cases of bad roleplay to avoid.&lt;br /&gt;
* '''Being completely dumb and incompetent as a hired crewmember''': As you would probably not have been hired in that case.&lt;br /&gt;
* '''Using netspeak in character and emojis''': You can use those on PDA since they are a text medium however.&lt;br /&gt;
* '''Characters that are good in everything (Like Mary-sues) are prohibited.'''&lt;br /&gt;
&lt;br /&gt;
=== Avoid metagaming ===&lt;br /&gt;
Using knowledge that your own character wouldn't know is prohibited. And if your character leaves the station and you choose another character that is friends/etc of your first character. They do not know about events of the CURRENT ROUND. But might have been informed of what happened in previous rounds. - Here are other specifics metagame examples to avoid.&lt;br /&gt;
* '''Metabias''': Trying to go after a certain character because you know who the OOC player is, with negative intent.&lt;br /&gt;
* '''Metagrudge''': Wanting revenge on someone for something that happened in previous rounds using a character that would normally not know about it.&lt;br /&gt;
&lt;br /&gt;
=== Notes about Job bans ===&lt;br /&gt;
There might be cases where your character gets fired from a position by CC or the Colony Director. In these cases, it is possible that you get job banned as a IC punishment from the staff. That does not mean you have broken any of the actual rules, but this is to prevent people who ha been 'fired' to just take the job immediately after. This is only for cases where you would be fired for longer than a day (like if only fired by the Director without CC knowing.)&lt;/div&gt;</summary>
		<author><name>Kelshark</name></author>
	</entry>
	<entry>
		<id>https://yawn.izac.live/index.php?title=Server_Rules&amp;diff=241</id>
		<title>Server Rules</title>
		<link rel="alternate" type="text/html" href="https://yawn.izac.live/index.php?title=Server_Rules&amp;diff=241"/>
		<updated>2019-11-19T03:07:20Z</updated>

		<summary type="html">&lt;p&gt;Kelshark: no children&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;h2&amp;gt;Read the rules and know them before joining.&amp;lt;/h2&amp;gt;&lt;br /&gt;
   This is necessary to help avoid confusion/conflicts down the line as administrators may not always be forgiving. In general, use common sense and treat others how you would like to be treated. If you're unsure of something not mentioned here, adminhelp it. You can request for help by using the F1 key, through the Admin tab on the top right of your user interface, or through the top left Help menu.&lt;br /&gt;
   &lt;br /&gt;
    &amp;lt;h3&amp;gt;What to expect:&amp;lt;/h3&amp;gt;&lt;br /&gt;
   A continuous roleplaying environment: RP is constant here. If you’re not a fan of long extended rounds and staying in character, you’ll probably have more fun elsewhere sadly. Given the nature of roleplaying, steps are taken to help ensure the atmosphere of it isn’t disrupted.         &lt;br /&gt;
&lt;br /&gt;
=== Guideline links we use ===&lt;br /&gt;
Our SOP and Corporate regulations.&lt;br /&gt;
* [[Corporate Regulations]]&lt;br /&gt;
* [[Standard Operating Procedure]]&lt;br /&gt;
The guides can be found on Polaris, as Virgo is a mix of Polaris and its own code.&lt;br /&gt;
* https://wiki.vore-station.net/Guides&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;Some general terms:&amp;lt;/h3&amp;gt;&lt;br /&gt;
   '''RP(role-play)''': To act and speak as if you are the character you're portraying. To role-play is as much about what not to say as what TO say. It means to keep your speech in the context of the setting in which your character exists.&lt;br /&gt;
* '''IC''' - short for In-Character: If you are IC, that means you are pretending to be someone else (your character) rather than being your “Real” self.  IC applies to all things that happen in-game, OOC knowledge applied in-game falls under meta-gaming, which is prohibited.&lt;br /&gt;
* '''OOC''' - Out Of Character: A term used in role-play when a person wants to step outside of their character for a minute and speak as themselves. &lt;br /&gt;
* '''Meta-gaming''':  To bring OOC knowledge in-game is referred to as Meta-gaming. Sometimes it can be difficult to keep things separate, but it is important to make every effort not to mix these things. Essentially crossing OOC knowledge into IC in-game or vice versa falls under meta-gaming.&lt;br /&gt;
&lt;br /&gt;
   &amp;lt;nowiki&amp;gt; &amp;lt;/nowiki&amp;gt;Several examples of meta-gaming (Which should be avoided):&lt;br /&gt;
* '''IC in OOC''': Revealing in-game knowledge to other players. Generally, if someone not playing can tell what's going on using OOC, it's IC in OOC. This is generally not a good thing.&lt;br /&gt;
* '''OOC in IC''': Virtually un-needed and disruptive in most cases, considering the players access to OOC and LOOC (local-out-of-character).&lt;br /&gt;
* '''Ghosting''': Conveying in-game knowledge to someone else who would normally be unable to know otherwise, for example telling a friend out of game the identity of the antagonist who murdered you. Don’t do this.&lt;br /&gt;
* '''Power-gaming''': Playing to win is generally frowned upon in a role-playing setting and should be taken elsewhere.  Characters in-game would typically try to avoid pain or bodily harm pre-emptively, fighting armed gunmen bare-handed, etc. Alternatively players shouldn’t casually wear hardsuits/internals “on the off chance” that something bad like a breach will randomly occur.&lt;br /&gt;
&lt;br /&gt;
* '''Griefing''': examples of this include; injuring or killing crew, bombing the station, uploading AI laws allowing the AI to murder people, or otherwise screwing over other players for no reason.  Don’t do this. Exceptions are for antags obviously, but even then don't use it as an excuse to grief the place over.            &lt;br /&gt;
   &amp;lt;h3&amp;gt;Ruleset&amp;lt;/h3&amp;gt;These are the actual rules that you must follow in the server, not following these rules will result in punishment from the moderators and/or administrators of the server. If you see someone else breaking these rules, please adminhelp it.&lt;br /&gt;
* '''Be 18 years of age or above''': You agree to be at least 18 years old of age before joining the game. The Discord server is open to all as it is PG.&lt;br /&gt;
* '''Your character must be 18 years old of age or above''': NT Does not hire children.&lt;br /&gt;
* '''Offset mean characters with okay characters''': Don't always play as a racist, dickish, etc character constantly. Or someone who constantly breaks the law or causes trouble. Try to offset such characters with ones that are at least neutral in personality. This is because playing such characters will make others believe that is how you are OOC and create bias.&lt;br /&gt;
&lt;br /&gt;
* '''Leave SSD(disconnected players) alone''': Refrain from looting/harming  SSD players or otherwise interacting with SSD players unless it is to drag them to either a bed in the dorms or cyrosleep/tram/teleporter. (Traitor objectives are an exception if it's to steal an item from them. Otherwise adminhelp it.) To identify if someone is AFK/SSD/disconnected players look for “He/She has a vacant stare...&amp;quot; when examining their characters.&lt;br /&gt;
* '''Being a Toxic Player In General''': It doesn't matter if everything you do in and out of character doesn't break any rules, if the staff as a general whole agree on removing you, they can and will. This applies across the community as a whole, examples(OOC, discord, deathchat, forums, etc). What to avoid - continuously harass/instigate/annoy or provoke enough people that the staff get tired of hearing complaints about it.&lt;br /&gt;
* '''Suicide is generally not okay''', ICly and OOCly. Killing yourself because you're bored and want to observe/switch characters is not allowed. If you have a good reason, adminhelp it beforehand. Otherwise move your character’s body to the dormitories/cyrosleep. (One Exception is for AI, you can wipe yourself / shutdown to spawn as someone else if you're an AI - You can do so using the Store-Core command)&lt;br /&gt;
* '''No stupid names''': Things like 'Baldie McBald' and other dumb meme names are not allowed. You will be asked to rename yourself if the name is considered inappropriate.&lt;br /&gt;
* '''Subtles''': Use subtle only in cases where it would make sense. That is, in cases where other crewmembers would not be able to see what you are doing to the other person in subtle range. Do not use subtle to whisper.&lt;br /&gt;
* '''Do not enter/hack into/take''' from the following areas without a reasonable in character reason: Captain's Quarters, Armory, Secondary Bridge, Bridge and the Vault. If you are unable to give a valid reasons to the admins you probably should not go ahead and do it.&lt;br /&gt;
* '''Don't exploit bugs''': If you find a bug, report it on the github or to the administrators. If it's already on the github, avoid using the exploit.&lt;br /&gt;
* '''Cryo before SSDing or going Afk for more then 30 minutes as head''': Avoid leaving the server or going afk more then 30 minutes without cryoing, if you really can't then Adminhelp that you gotta run before leaving. If you fail to follow that rule too often, you will get jobbanned.&lt;br /&gt;
* '''Use English''': If you’re unable to communicate well enough while out of character, this will result in a ban as you are unable to read the rules to the server.&lt;br /&gt;
* '''Killing/injuring other crew''': Avoid doing this even within IC reasons, in self-defense or even as an antagonist, do everything within your power to avoid unnecessary deaths. This is prohibited more so to avoid ruining the fun for other players. If you and another are consenting, adminhelp it beforehand for approval before killing or having some fight to the death.&lt;br /&gt;
* '''No end of round grief''': Just don't, people like a proper closure. This includes staff.&lt;br /&gt;
* '''Respawning''': If you respawn, you must not respawn as the same character if that character is still in the round (Example, you died or killed yourself, which you shouldn't even do in the first place).&lt;br /&gt;
* '''Character Skills''': Try to limit how many things your character is ICly able to do, example. Your engineer should probably not be proficient in surgery. There is a skill system you can use on character setup, as a guideline,  your maximum skill should not go more than 'Above Average' in term of skill level. If it is you are to lower it down, this is to prevent Mary-Sue characters and whatnot. And to restrict a character that can do everything. Increasing your character's age allows them to have more points in to compensate for experience.&lt;br /&gt;
* '''The Gateway and Ship:''' Don't go into the gateway or take the Shuttle to Bluespace for any reason at round start. Do not take the shuttle alone. Do not take the shuttle for a joyride to anywhere that requires Bluespace Travel. The Shuttle is for Planned Expeditions only, or other things (ie: beach trips to Virgo IV) if you request it from Central via a Fax and the staff present at the time okay it. The minimum requirement of crew is 3 people for an expedition. That includes you, and two others. The Pathfinder and RD count towards this total. If the RD or Captain is not present to okay your expedition, you will fax it to Central for Clearance.&lt;br /&gt;
* '''ERP''': While it is allowed, you '''cannot''' mention or do any of it near any oocly non-consenting people. If you are caught ERPing ICly, you can be arrested for public indecency in the corporate regulations. So don't whine to us if you're caught ERPing outside of bolted dorms. When ERPing, you must keep your headset on and still do your job in the event of emergencies (Ex: Breaches, invasions, someone is about to die and you're the only medic, etc)&lt;br /&gt;
* '''Vore''': Since we use the v.o.r.e codebase, the game allows you to omnom things and other players. '''Do not''' ever use it on a non-consenting player, even if your objective is to kill them. And do not use it on SSD/dead players either unless their OOC information allows vore while afk. If you are fine with it happening randomly, it must be written on in your OOC information.&lt;br /&gt;
* '''Baldies''': If a crewmember is a human and bald after arriving on station. And said person is actively seen breaking one of the above rules / griefing. Administrators are allowed to do whatever they please to them. If you are a bald human that just joined and whine about admin abuse. We will point out you haven't read the rules and we will just laugh and keep going.&lt;br /&gt;
* '''Do not ghost during IC intervention''': It's a dick move and we don't appreciate it, neither does the player. Don't ghost when you are being arrested or to avoid being in jail. If you are permabrigged, adminhelp it beforehand.&lt;br /&gt;
&lt;br /&gt;
=== Bad Roleplay ===&lt;br /&gt;
This is a rather vague one since it varies on one's perception of what is bad and not in terms of roleplay. But usually if you take actions that makes no sense for your character to make (IE: Randomly stabbing yourself with no explanation, or because you're bored OOC) is bad, and we will take action on you if you do it too often. Here other cases of bad roleplay to avoid.&lt;br /&gt;
* '''Being completely dumb and incompetent as a hired crewmember''': As you would probably not have been hired in that case.&lt;br /&gt;
* '''Using netspeak in character and emojis''': You can use those on PDA since they are a text medium however.&lt;br /&gt;
* '''Characters that are good in everything (Like Mary-sues) are prohibited.'''&lt;br /&gt;
&lt;br /&gt;
=== Avoid metagaming ===&lt;br /&gt;
Using knowledge that your own character wouldn't know is prohibited. And if your character leaves the station and you choose another character that is friends/etc of your first character. They do not know about events of the CURRENT ROUND. But might have been informed of what happened in previous rounds. - Here are other specifics metagame examples to avoid.&lt;br /&gt;
* '''Metabias''': Trying to go after a certain character because you know who the OOC player is, with negative intent.&lt;br /&gt;
* '''Metagrudge''': Wanting revenge on someone for something that happened in previous rounds using a character that would normally not know about it.&lt;br /&gt;
&lt;br /&gt;
=== Notes about Job bans ===&lt;br /&gt;
There might be cases where your character gets fired from a position by CC or the Colony Director. In these cases, it is possible that you get job banned as a IC punishment from the staff. That does not mean you have broken any of the actual rules, but this is to prevent people who ha been 'fired' to just take the job immediately after. This is only for cases where you would be fired for longer than a day (like if only fired by the Director without CC knowing.)&lt;/div&gt;</summary>
		<author><name>Kelshark</name></author>
	</entry>
	<entry>
		<id>https://yawn.izac.live/index.php?title=Standard_Operating_Procedure&amp;diff=238</id>
		<title>Standard Operating Procedure</title>
		<link rel="alternate" type="text/html" href="https://yawn.izac.live/index.php?title=Standard_Operating_Procedure&amp;diff=238"/>
		<updated>2019-10-17T23:06:32Z</updated>

		<summary type="html">&lt;p&gt;Kelshark: Pathfinder is always exploration lead, and RD second.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;(( Players reading this page should keep in mind '''THESE ARE NOT OOC RULES!''' These are just how the company, in-character, would have something handled. Whether or not you are following these policies is irrelevant if you break [[ Server Rules|the actual rules]]. Breaking SOP is usually IC, and usually only results in IC punishment like being fired. ))&lt;br /&gt;
&lt;br /&gt;
== Galactic Labor Rights ==&lt;br /&gt;
As per the conditions of the United Sol Government Declaration of Sentient Rights, all employees are granted certain rights.&lt;br /&gt;
&lt;br /&gt;
* Everyone has the right to work, free choice of employment, just and favorable conditions of work, and to protection against unemployment.&lt;br /&gt;
** What it means: Barring an emergency in which you are qualified and able to help safely resolve, you cannot be conscripted or otherwise forced into an occupation that you have no desire or ability to meet the responsibilities of. For example, a Cargo Technician cannot be fired for not following orders to go mining, because that's a completely different job.&lt;br /&gt;
* Everyone, without any discrimination, has the right to equal pay for equal work.&lt;br /&gt;
** What it means: You cannot be denied work or pay because of your appearance, race, gender, species, or religious affiliation within reason. For example, a Tajaran cannot be removed from command just for being a Tajaran.&lt;br /&gt;
* Everyone who works has the right to just and favorable remuneration ensuring for himself and his family an existence worthy of a sentient being's dignity, and supplemented, if necessary, by other means of social protection.&lt;br /&gt;
** What it means: You are paid a living wage in the form of Thalers via electronic deposit in such a way that you may access and spend those funds freely. You are also granted, if you so desire, certain benefits from the company such as safe and affordable housing at the nearby colony. For example, paying you with commodities such as meat is not permitted (even if you would be okay with being paid in meat).&lt;br /&gt;
* Everyone has the right to form and to join trade unions for the protection of his/her interests.&lt;br /&gt;
** What it means: You can be part of a union. This is self explanatory.&lt;br /&gt;
* Everyone has the right to rest and leisure, including reasonable limitation of working hours and periodic holidays with pay.&lt;br /&gt;
** What it means: All employees are entitled to break time, vacations, and holidays as outlined in your employee handbook. (( What this actually means OOCly: Nobody can come along and fire you or punish you for not doing your job 24/7 on the server. As long as the needs of your current job are met within reason, and there's no current emergencies, you can bugger off to do lewds. Nobody likes fun police.&lt;br /&gt;
&lt;br /&gt;
Violation of employee labor rights is punishable under [[Corporate Regulations]] &amp;amp;sect;123.&lt;br /&gt;
&lt;br /&gt;
== NanoTrasen Privacy Policy ==&lt;br /&gt;
Under normal station operation, the invasion of private areas such as locked dorms, bathrooms, personal offices, personal belongings, personal lockers, or other personal space is highly illegal without consent of the owner or a search warrant. Furthermore, the use of thermal imaging goggles or other artificial means of observing crew in private areas such as tracking devices is also strictly forbidden without explicit consent or warrant, and the tools used to conduct such crimes are considered contraband. If your right to privacy is violated by security or other members of the crew, contact the Colony Director or Central Command to submit an official complaint. If this violation of privacy results in the conviction of a crime, you may be eligible to have the incident voided by order of a Sol Central court and be compensated for wrongful arrest.&lt;br /&gt;
&lt;br /&gt;
This privacy policy may at times be suspended for the greater security of the station crew. If heightened security alertness is abused by the command staff, such as failing to lower the alert level after an incident, or raising the alert level when there is no incident, please contract your NanoTrasen Representative as soon as possible.&lt;br /&gt;
&lt;br /&gt;
Violation of employee privacy is punishable under [[Corporate Regulations]] &amp;amp;sect;221.&lt;br /&gt;
&lt;br /&gt;
== NanoTrasen Visitor Policy ==&lt;br /&gt;
The Colony Director or Acting Colony Director of the Yawn Station retains all authority to permit or deny visitors not sent directly from the company.* The Colony Director or Acting Colony Director may also work out an arrangement with the visitor(s) that breaks or modifies any or all of the following guidelines. At no point in this process is the Colony Director required to submit a fax to Central, but he or she may do so at any time if deemed necessary.&lt;br /&gt;
&lt;br /&gt;
Security is permitted to search each visitor to Yawn Station upon arrival, and departure of the station. Security is furthermore permitted to deem any item as restricted.&lt;br /&gt;
A restricted item must either be:&lt;br /&gt;
A) Given to security for safe keeping.&lt;br /&gt;
B) Removed from the station by the visitor. Docked vessels are not considered part of the station, so the storage of restricted items aboard a docked vessel is permitted.&lt;br /&gt;
Security may not remove items from the docked vessel without explicit permission from the vessel's owner.&lt;br /&gt;
&lt;br /&gt;
All visitors to Yawn Station are permitted free access to all public areas of the station. In addition visitors are permitted to enter restricted areas with permission from the relevant Head of Staff or Colony Director. The Head of Staff retains the right to have the visitor removed from the restricted zone at any time.&lt;br /&gt;
&lt;br /&gt;
== NanoTrasen Dress Code ==&lt;br /&gt;
Certain positions within NanoTrasen are expected to maintain a specific dress code. The strictness of these codes are ''Enforced'', ''Recommended'', and ''Suggested''. They are defined as follows:&lt;br /&gt;
&lt;br /&gt;
* Failure or refusal to adhere to an enforced dress code may result in suspension or termination.&lt;br /&gt;
** Security staff are enforced to wear Security clothing, or any clothing with dominant colors of red and black, or red and blue. If an individual has a nudity permit, they must at least wear a red security armband, appropriate security-issue outerwear, or a security hat. This is to ensure security is easily identifiable.&lt;br /&gt;
** Medical staff are enforced to wear sterile lab clothing while working in Medical's facilities. Even if you have a nudity permit, you must cover up with a sterile lab coat and latex gloves while treating patients.&lt;br /&gt;
&lt;br /&gt;
*Failure or refusal to adhere to recommended dress code may result in suspension or termination only if an accident results from disobeying the dress code.&lt;br /&gt;
** Engineering staff are recommended but not enforced to wear bright and easily recognizable clothing, such as yellows or oranges, to be easily spotted in case of an emergency.&lt;br /&gt;
** Service staff are recommended but not enforced to wear aprons while preparing or harvesting food. Bartenders and waiter staff have no specific dress code, but it is suggested that they agree on similar clothing to wear for the day.&lt;br /&gt;
&lt;br /&gt;
*Failure or refusal to adhere to suggested dress codes are not valid grounds for punishment, but may result in a lack of respect from co-workers.&lt;br /&gt;
** Science staff are suggested but not enforced to wear uniforms of purple and white. If a VIP is visiting the station, please dress appropriately for your department.&lt;br /&gt;
** Cargo/Mining staff are suggested but not enforced to wear uniforms made of highly durable cloth so as to avoid damage caused by physical labor.&lt;br /&gt;
** Colony Director and Head of Personal are suggested but not enforced to wear their issued uniforms while on duty, or at least their hats. This is to ensure commanders are easily identifiable.&lt;br /&gt;
&lt;br /&gt;
Other staff and visitors are not bound by any dress code and may dress within reason so long as it does not violate [[Corporate Regulations]].&lt;br /&gt;
&lt;br /&gt;
==Alert Levels==&lt;br /&gt;
=== Code Green - All Clear ===&lt;br /&gt;
Default operating level. No immediate or clear threat to the station. All departments may carry out work as normal. This alert level can be set at the Communications Console with a Colony Director level ID.&lt;br /&gt;
&lt;br /&gt;
''All threats to the station have passed. Security may not have weapons visible, privacy laws are once again fully enforced.''&lt;br /&gt;
&lt;br /&gt;
Security:&lt;br /&gt;
* Weapons worn by security and heads of staff are to be hidden, except in emergencies.&lt;br /&gt;
* Specialized armor including shields are forbidden. Standard armor is permitted.&lt;br /&gt;
* Lethal weapons are forbidden among security staff without permits outside of the security wing.&lt;br /&gt;
* Security must respect the privacy of crew members and no unauthorized searches are allowed. Searches of any kind may only be done with a signed warrant by the [[Head of Security]] or [[Colony Director]], if found with visible contraband, or if the individual is being processed for the brig.&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Locations:&lt;br /&gt;
* Secure areas are recommended to be left unbolted (excluding the Vault). This includes EVA, Gateway, Teleporter, AI Upload, Engineering Secure Storage, and Tech Storage.&lt;br /&gt;
&lt;br /&gt;
Crew:&lt;br /&gt;
* Crew members may freely walk in the hallways.&lt;br /&gt;
* Suit sensors are not mandatory.&lt;br /&gt;
&lt;br /&gt;
=== Code Yellow - Suspected External Security Threat ===&lt;br /&gt;
A minor security emergency has developed. Security personnel are to report to their supervisor for orders and may have weapons visible on their person. Privacy laws are still enforced.&lt;br /&gt;
&lt;br /&gt;
=== Code Blue - Suspected Internal Security Threat ===&lt;br /&gt;
Raised alert level. Suspected threat to the station. Issued by Central Command, the Colony Director, or a Head of Staff vote.  This alert level can be set at the Communications Console with a Colony Director level ID.&lt;br /&gt;
&lt;br /&gt;
''Security staff may have weapons visible, random searches are permitted.''&lt;br /&gt;
&lt;br /&gt;
Security:&lt;br /&gt;
* Security may have weapons visible, but not drawn unless needed.&lt;br /&gt;
* Energy guns, laser guns and riot gear are allowed to be given out to security personnel with clearance from the Warden or HoS. &lt;br /&gt;
* Body Armour and helmets are recommended but not mandatory.&lt;br /&gt;
* Random body and workplace searches are allowed without warrant.&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Locations:&lt;br /&gt;
* Secure areas should be bolted down. This includes EVA, Gateway, Teleporter, AI Upload, Engineering Secure Storage, and Tech Storage.&lt;br /&gt;
&lt;br /&gt;
Crew:&lt;br /&gt;
* Employees are recommended but not required to comply with all security requests.&lt;br /&gt;
* Suit sensors are mandatory, but coordinate positions are not required.&lt;br /&gt;
&lt;br /&gt;
=== Code Violet - Major medical Emergency ===&lt;br /&gt;
A major medical emergency has developed. Medical personnel are required to report to their supervisor for orders, and non-medical personnel are required to obey all relevant instructions from medical staff.&lt;br /&gt;
&lt;br /&gt;
=== Code Orange - Major Engineering Emergency ===&lt;br /&gt;
A major engineering emergency has developed. Engineering personnel are required to report to their supervisor for orders, and non-engineering personnel are required to evacuate any affected areas and obey relevant instructions from engineering staff.&lt;br /&gt;
&lt;br /&gt;
=== Code Red - Confirmed Threat ===&lt;br /&gt;
Maximum alert level. Confirmed threat to the station or severe damage. Issued by Central Command, the Colony Director, or a Head of Staff vote. This alert level can only be set via the Keycard Authentication Devices in each Heads of Staff office and by swiping two Heads of Staff ID cards simultaneously at two separate authentication devices.&lt;br /&gt;
&lt;br /&gt;
''Security staff to be on high alert, random searches are permitted and recommended.''&lt;br /&gt;
&lt;br /&gt;
Security:&lt;br /&gt;
* Security may have weapons drawn at all times.&lt;br /&gt;
* Ballistic weapons, energy guns, laser guns, should be given out to security personnel with clearance from the Warden or HoS. &lt;br /&gt;
* Body Armour and helmets are mandatory. Riot gear is also recommended for appropriate situations.&lt;br /&gt;
* Random body and workplace searches are allowed and recommended.&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Locations:&lt;br /&gt;
* Secure areas must be bolted down.&lt;br /&gt;
&lt;br /&gt;
Crew:&lt;br /&gt;
* Suit sensors and coordinate positions are mandatory.&lt;br /&gt;
* Employees are required to comply with all security requests.&lt;br /&gt;
* [[Emergency Response Team]] may be authorized. All crew are to comply with their orders, including the Colony Director.&lt;br /&gt;
&lt;br /&gt;
=== Code Delta - Imminent Destruction ===&lt;br /&gt;
Scorched Earth policy now in effect. Confirmed threat has the potential to threaten the total destruction of not only the station, but planetside facilities, and other NanoTrasen installations in the sector. Issued by Central Command per request of the Colony Director or surviving heads of staff. This alert level can only be set by NanoTrasen giving the nuclear device authorization codes. The Colony Director must ready the nuclear device for detonation, or die trying.&lt;br /&gt;
&lt;br /&gt;
''Martial Law now in effect. Failure to comply may result in capital punishment.''&lt;br /&gt;
&lt;br /&gt;
Security:&lt;br /&gt;
* Security must have weapons drawn at all times.&lt;br /&gt;
* Security's first priority is to assist the Colony Director in preparing the nuclear device.&lt;br /&gt;
* Security's second priority is to evacuate all surviving crew.&lt;br /&gt;
* Security's third and final priority is to defend the evacuation against any and all threats, even if it means being left behind.&lt;br /&gt;
* Weapon restrictions on normal crew are lifted, and any crew with a weapon should be conscripted to assist with protecting the evacuation.&lt;br /&gt;
* Body Armour and helmets are mandatory. Riot gear is also recommended for appropriate situations.&lt;br /&gt;
&lt;br /&gt;
Locations:&lt;br /&gt;
* Secure areas must be evacuated of any irreplaceable equipment, such as important artifacts, exotic alien technology, or sensitive intelligence that hasn't been turned over to Central Command.&lt;br /&gt;
&lt;br /&gt;
Crew:&lt;br /&gt;
* [[Suit sensors]] and coordinate positions are mandatory.&lt;br /&gt;
* Employees not involved with Security are to evacuate immediately.&lt;br /&gt;
* Employees are required to comply with all security requests.&lt;br /&gt;
* [[Asset Protection]] will be deployed. All crew are to comply with their orders, including the Colony Director.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Restrictions on searches also applies to the use of privacy-defeating equipment or enhancements such as thermals, x-ray, and so on.&lt;br /&gt;
&lt;br /&gt;
== Crisis Management ==&lt;br /&gt;
The following scenarios are all emergency situations in which there are a specific set of rules that should be followed to most quickly resolve the crisis.&lt;br /&gt;
&lt;br /&gt;
=== Station-wide Lockdown/Quarantine ===&lt;br /&gt;
* Code Red must be initiated. Attempts to breach the quarantine are treated as hostile threats.&lt;br /&gt;
* The [[Colony Director]] must announce the lockdown for it to be valid.&lt;br /&gt;
* All entrances and exits to the facility must be guarded by armed Security personnel.&lt;br /&gt;
* All crew should attempt to avoid main corridors and hide in the nearest safe, preferably locked location.&lt;br /&gt;
** Try to stay out of sight of the threat.&lt;br /&gt;
** If desperate, a locker is better than nothing.&lt;br /&gt;
* Security will summon medical staff as required, so medical staff should be prepared to leave their department to help injured.&lt;br /&gt;
* The shuttle may '''not''', under any circumstance, be called during a lockdown.&lt;br /&gt;
* Attempts to escape or enter the facility during a lockdown is to be met with up to and including lethal force.&lt;br /&gt;
&lt;br /&gt;
=== Station-wide Power Failure ===&lt;br /&gt;
* Have emergency internals worn at all times, in case of decompression.&lt;br /&gt;
* If trapped, suit sensors recommended to be set to tracking mode.&lt;br /&gt;
* Security must lock down high security areas by means of armed guards.&lt;br /&gt;
* Engineering should distribute spare power cells as soon as possible.&lt;br /&gt;
** Assign one engineer to unlock APCs in Cargo and Medical. This engineer should instruct the staff how to safely remove and replace power cells to keep their departments operational.&lt;br /&gt;
** Cargo should usually be helped first, as they can provide shipments of additional power cells. Medical should be helped first if there are injured or ongoing medical treatment(s) during the outage, such as surgery, cloning, or cryogenic healing.&lt;br /&gt;
* Cargo should begin ordering electrical supplies as soon as possible to maintain power for both themselves and medbay.&lt;br /&gt;
* Medical must locate and rescue any trapped crew members.&lt;br /&gt;
** Crowbars can be used to open blocked doors.&lt;br /&gt;
* Activate auxiliary power systems such as solars and backup generators.&lt;br /&gt;
* Encourage the crew to ration power by turning off light switches in unused rooms.&lt;br /&gt;
** '''Do not''' allow anyone, including the AI, to turn off lights or other vital equipment with the room's APC unless ''absolutely necessary''.&lt;br /&gt;
* Identify the cause of the power failure.&lt;br /&gt;
* Resolve the cause of the power failure.&lt;br /&gt;
** Make necessary repairs.&lt;br /&gt;
** Divert primary power consumption to a new source, such as a different engine, backup generators, or the solar array.&lt;br /&gt;
&lt;br /&gt;
If power cannot be restored due to severe damage to the station, it is up to the discretion of the [[Chief Engineer]] how to proceed, either by repairing the station, calling the [[Emergency Response Team]], or by evacuating the station.&lt;br /&gt;
&lt;br /&gt;
=== Level 4 Biohazard ([[Solar Grub]]s) ===&lt;br /&gt;
The following procedures are intended for life forms ''not'' deliberately shipped to the station for study. If the Solar Grub has been intentionally sent by Central Command by request of the [[Xenobiologist]], it is probably sterile, and recapture is a preferred option to lethal force. If the Solar Grub is ''not'' NanoTrasen property, it is assumed to be detrimental to crew operations.&lt;br /&gt;
* A quarantine is not necessary. Solar grubs will not leave the station so long as there is power to draw from it, meaning they are easy to contain.&lt;br /&gt;
* Security level does not need to be elevated.&lt;br /&gt;
* All volunteering crew immediately begin a search for solar grubs and malfunctioning machines that may contain solar grubs.&lt;br /&gt;
* Engineering staff shall monitor the power net to report locations of unusual power consumption to the crew or deal with the issue themselves.&lt;br /&gt;
* Multitools should be distributed to as many volunteering crew members as possible.&lt;br /&gt;
* If a malfunctioning machine is located, attempt to pulse it with a multitool to encourage the solar grub larva inside to flee from the machine.&lt;br /&gt;
* Solar grub larva can be killed on sight. They aren't directly dangerous to crew.&lt;br /&gt;
* Adult solar grubs are not to be engaged by people with prosthetics or synthmorphs, as they are known to cause EMP shocks. Their bites might cause medium severe bruising, but they are safe to engage with minimal weaponry or tools.&lt;br /&gt;
* Robotics staff immediately prepare for casualties resulting from the outbreak.&lt;br /&gt;
* Security to sweep the station, to exterminate or contain all solar grubs until the power grid is no longer affected. &lt;br /&gt;
* Suspected or confirmed adult grubs are grounds for security or engineering to enter departments without a warrant if the crewmembers inside the department do not wish or are unable to deal with the grub themselves.&lt;br /&gt;
* If more than 30 minutes pass without a solar grub being found, yet the station is still experiencing serious power issues, ensure that Xenobiology is not attempting to contain a live solar grub while failing to isolate it from the station's main power grid. If problems still persist, isolate the subgrids from each other for increased accuracy of grub prediction.&lt;br /&gt;
&lt;br /&gt;
=== Level 5 Biohazard ([[Xenomorph]]s) ===&lt;br /&gt;
The following procedures are intended for life forms ''not'' deliberately shipped to the station for study. If the Xenomorph has been intentionally sent by Central Command by request of the [[Xenobiologist]], it is probably sterile, and recapture is a preferred option to lethal force. If the Xenomorph is ''not'' NanoTrasen property, it is assumed to be hostile and dangerous.&lt;br /&gt;
&lt;br /&gt;
* Security level elevated to code red.&lt;br /&gt;
* [[Emergency Response Team]] to be called for assistance.&lt;br /&gt;
* Security to establish and guard a safe zone, weld vents closed, and guard choke points.&lt;br /&gt;
* All crew immediately join together in groups, preferably under the protection of armed personnel.&lt;br /&gt;
* All crew evacuate to an established safe zone.&lt;br /&gt;
* Any crew capable of assisting Security, Medical, or Engineering should inform security overseeing their current safe zone.&lt;br /&gt;
* Medical staff immediately prepare for casualties resulting from the outbreak.&lt;br /&gt;
* Any crew attacked by Xenomorphs must immediately be examined by medical staff, who must surgically remove parasites if present. Armed security must be present at all times to escort the victim.&lt;br /&gt;
* Security to sweep the station, never traveling in groups less than three. Upon locating any Xenomorphs, the Head of Security and Colony Director are to be informed.&lt;br /&gt;
* Security and Robotics contain outbreak with a combination of lethal weaponry and mechanized support.&lt;br /&gt;
* Engineering to systematically seal all vents throughout the station until the outbreak is eliminated.&lt;br /&gt;
* If containment is failing, the Emergency Response Team will contact Central Command to raise the security level to code delta.&lt;br /&gt;
* Colony Director must be on standby to prime the nuclear device for detonation should security level reach code delta.&lt;br /&gt;
* Any crew unable to fight must be ready to evacuate the station should security level reach code delta.&lt;br /&gt;
&lt;br /&gt;
=== Level 7 Biohazard (Blob) ===&lt;br /&gt;
* Security level elevated to code red.&lt;br /&gt;
* All crew immediately begin searching the station for the source of the outbreak.&lt;br /&gt;
* Upon locating the source, the Colony Director is to be informed.&lt;br /&gt;
* Security and Engineering contain outbreak with a combination of emitters and laser weapons.&lt;br /&gt;
* Medical staff immediately prepare for casualties resulting from the outbreak.&lt;br /&gt;
* Colony Director must be on standby to prime the nuclear device for detonation should containment fail.&lt;br /&gt;
* Any crew unable to fight must be ready to evacuate the station should containment fail.&lt;br /&gt;
&lt;br /&gt;
=== Malfunctioning AI ===&lt;br /&gt;
Defined as an AI whose laws have been corrupted by an ion storm or other electromagnetic pulse.&lt;br /&gt;
* Ask the AI to state laws. If the AI refuses to comply after three attempts, it is considered a rogue AI.&lt;br /&gt;
* Comply with AI's new laws (within reason) as long as it prevents the AI from interfering with repairs.&lt;br /&gt;
* If the AI's corrupted laws are dangerous, and create a conflict with other laws, point this conflict out to the AI, and it should hopefully cause a system stalemate, buying you time to do repairs.&lt;br /&gt;
** This doesn't always work due to stalemate resolution protocols, but it's worth a try.&lt;br /&gt;
* Attempt to reset the AI's laws.&lt;br /&gt;
** The Research Director or Chief Engineer should first attempt to gain access to the AI's core to reset the laws.&lt;br /&gt;
** If this is not possible, any crew who can gain access to the core, or whoever can construct a backup AI Upload Console, should attempt to reset the laws instead.&lt;br /&gt;
** Use the board specifically labeled 'Reset', or you will only change the base laws, rather than remove the corrupted laws.&lt;br /&gt;
* Ask the AI to state laws to ensure changes have been applied.&lt;br /&gt;
** If no change is made, attempt to reset the laws again and repeat this step, ensuring you are using the correct Reset circuit board. Also ensure the laws you are attempting to remove are in fact extra laws not standard to the current law set.&lt;br /&gt;
** If after three attempts, reset fails, the AI is considered rogue.&lt;br /&gt;
* Monitor the AI's behavior after laws are reset, to ensure no further suspicious behavior is exhibited.&lt;br /&gt;
&lt;br /&gt;
=== Rogue AI ===&lt;br /&gt;
As in, the AI is flagrantly disobeying laws and the crew is being injured as a result. A benign malfunction does not constitute a rogue AI, nor does an ion storm that has corrupted its core.&lt;br /&gt;
* For as long as possible, do not reveal that the crew believes the AI to be malfunctioning. If the AI becomes alerted that you are attempting to destroy it, your mission will become more difficult.&lt;br /&gt;
* Alert Central Command immediately via command and communications console emergency message function.&lt;br /&gt;
** Comply with AI's new demands (within reason) as long as it prevents the AI from interfering with the following plans.&lt;br /&gt;
** Do not use radio or PDA to communicate. Establish a series of code words if you must use radio, and use couriers for sensitive messages that cannot be encoded.&lt;br /&gt;
** Disable radios to confidential meeting areas so the AI cannot eavesdrop on conversations.&lt;br /&gt;
** Establish meeting areas where the crew may safely plan a response, preferably away from cameras.&lt;br /&gt;
** Disable cameras only as a last resort. Disabled cameras may alert the AI to suspicious activity.&lt;br /&gt;
* All security should be armed with lethal weapons, internals, and insulated gloves if possible.&lt;br /&gt;
* If an exosuit is available, use it. Equip with a drill if possible for breaking down doors.&lt;br /&gt;
* Assault the AI's core, destroying turrets as you progress.&lt;br /&gt;
* Neutralize the AI either by carding it, disabling its power supply, or by destroying the AI its self (in that order of preference).&lt;br /&gt;
* If you manage to capture the AI on an Intelicard without destroying it, please bring it to Central Command for analysis.&lt;br /&gt;
* Debrief Central Command via command and communications console emergency message function.&lt;br /&gt;
&lt;br /&gt;
=== Evacuation ===&lt;br /&gt;
All personnel are required to assist with evacuation. All crew must be evacuated, regardless of conscious state.&lt;br /&gt;
&lt;br /&gt;
All prisoners are to be brought to the secure area of the escape shuttle, unless doing so would cause unnecessary risk for crew (including prisoners).&lt;br /&gt;
&lt;br /&gt;
Bodies are to be brought back to Central Command for processing if possible.&lt;br /&gt;
&lt;br /&gt;
AI units may be brought to Central Command on portable card devices (Intelicards) if structural failure is likely.&lt;br /&gt;
&lt;br /&gt;
Shortening time to launch shuttle may be authorized if clear threat to life, limb, or shuttle integrity is present.&lt;br /&gt;
&lt;br /&gt;
== Cargo and Logistics ==&lt;br /&gt;
NanoTrasen provides a collection of &lt;br /&gt;
&lt;br /&gt;
Example Paperwork for Cargo that can be used during a shift. Keep several copies available at all times.&lt;br /&gt;
&lt;br /&gt;
=== Ordering Cargo ===&lt;br /&gt;
Orders are normally made in person at the cargo computer, and either signed or stamped by the head of staff. Any orders not made in person, such as the science department requesting you send them a box of monkey cubes who are unable to leave their department due to their work, should be sent a copy of the Item Request Form through the mail system. It is not required to go through all of this, but if the goods you ordered fall into the wrong hands, and it's ''your'' name on the order form, you will be liable if you cannot prove you did all the necessary procedures to ensure the order reached its destination. These procedures are more to protect yourself from liability so &lt;br /&gt;
&lt;br /&gt;
Internal Affairs doesn't complain.&lt;br /&gt;
&lt;br /&gt;
Orders stamped with a head of department's stamp should take precedence over any orders without a stamp, and should be ordered first. In order of precedence from most to least important: Central Command stamp, Colony Director's stamp, Head of Personnel's stamp, Quartermaster's stamp, then finally, any other Head of Staff's stamp.&lt;br /&gt;
&lt;br /&gt;
As a Cargo Technician, anything that is stamped with the Quartermaster's stamp or above should be automatically approved once any suspicions (if any) are resolved. The reason why is that the Quartermaster, Head of Personnel, the Colony Director, and Central Command all directly outrank you and can override you and order the item themselves if you refuse, and then probably fire you. As long as there's a stamp on the request form and the request was ordered in their name, you are not liable for whatever happens.&lt;br /&gt;
&lt;br /&gt;
If something seems suspicious about any cargo request, such as a missing signature on a request for a pile of guns, you should immediately stall the order. If the order was made by someone who directly outranks you (as explained above) you need only require a confirmation of identity with both a stamp and a valid signature, and the order may be approved. If the suspicious request was made by someone who does not directly outrank you, contact the Head of Security and confirm the customer's identity before proceeding.&lt;br /&gt;
&lt;br /&gt;
If the order is not automatically approved, then it is up to you whether the order is approved or declined. Does the HoS need to be stocking the armory with heavy weapons during code green? Does that assistant really need insulated gloves? Does engineering really need your latest shipment of diamonds to build a disco bar in space? &amp;lt;s&amp;gt;Does that fatass Unathi really need another box of monkeys to gorge herself on?&amp;lt;/s&amp;gt; If an order seems ridiculous, reject it. On the other hand, if the order is sensible, then accept it. Either way, begin with the following steps:&lt;br /&gt;
&lt;br /&gt;
# If an order is accepted, skip this step. If it has been declined, stamp the request form with the &amp;quot;Denied&amp;quot; stamp, and put it in the file cabinet next to the cargo computer. Inform the customer that their request has been declined, and the reason why. Give the denied customer a copy of the form below, and keep a copy for your own records and paperclip it to the request form that was denied.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
Cargo Request Denial Record&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
[center][b]Virgo Orbital Research Establishment&lt;br /&gt;
[logo]&lt;br /&gt;
[large][u]Cargo Request Denial[/u][/large][/b][/center][hr][small][i]To be filled out by cargo personnel handling the request. All sections are required to be filled out.[/small]&lt;br /&gt;
[small]A copy of this form should be archived upon denial of any request. The requesting employee whose request was denied is also to be given a copy of this form.[/i][/small]&lt;br /&gt;
[b]Requesting Employee:[/b] [field]&lt;br /&gt;
[b]Department of Requesting Employee:[/b] [field]&lt;br /&gt;
[b]Requested Cargo:[/b] [field]&lt;br /&gt;
[b]Reason for Request:[/b] [field]&lt;br /&gt;
[b]Reason for Denial:[/b] [field]&lt;br /&gt;
[hr][b]Cargo Employee's Signature:[/b]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# If an order is accepted, skip this step. If the order is declined, this is the final step. Open the cargo computer and decline the order if it exists.&lt;br /&gt;
# The order has been accepted. Open the cargo computer and accept the order, or place the order and accept it if the order does not exist.&lt;br /&gt;
# Do not immediately call the cargo shuttle. Confirm with the customer, &amp;quot;Will that be all?&amp;quot; If so, or if they just wander off without confirming this, you may now call the cargo shuttle. If not, approve or decline the orders and follow the prior steps until there are no more requests. Keep an eye on the remaining cargo points each time a request is approved. If there aren't enough, confirm any requests that are more important to the customer first.&lt;br /&gt;
# Wait for the cargo shuttle to arrive. Ask the customer how they would like the cargo delivered. There are four methods of delivery: Pickup, mail, MULE, or courier. By default, cargo is pickup. '''Dangerous cargo is ''pickup only''.''' Dangerous cargo is listed below, and is to be returned to Central Command if the order cannot be picked up within 30 minutes of arrival.&lt;br /&gt;
* Authentication Key Pinpointer crate&lt;br /&gt;
* Electromagnetic weapons crate&lt;br /&gt;
* Incendiary weapons crate&lt;br /&gt;
* Phoron gas canister&lt;br /&gt;
* Supermatter Core&lt;br /&gt;
* Predatory Animal Crates&lt;br /&gt;
# Upon arrival of the cargo, bring all cargo to the center of the cargo bay. You may be dealing with multiple orders from multiple people, so ensure you have sorted the cargo to its correct owner before delivering anything. Leave notes if nessicary. '''Do not''' open any crates for any reason unless instructed to do so by the customer.&lt;br /&gt;
# Once the cargo is sorted, deliver the cargo using the specified method to the specified location. By default, it is to be sent to the customer's department. Pickup orders are to be kept in the cargo bay (not the lobby) until the customer arrives to pick it up. Mailed orders are to be wrapped and tagged in the mail room and sent through the pipe network to their destination. MULE-delivered orders are to be loaded onto a MULE bot, turned on, and controlled using your PDA or manual input of destination. Courier delivered orders must have a cargo technician bring the order(s) directly to the destination, and if dealing with multiple orders, the cargo train can be used.&lt;br /&gt;
# Upon delivery of any order, ensure you are given back the manifest of the order. The Quartermaster is responsible for stamping manifests and returning them to Central Command.&lt;br /&gt;
# If possible, collect the empty crates of any completed orders for return to Central Command. If you have any stamped manifests, put them in one of these crates.&lt;br /&gt;
# Return the shuttle to Central Command.&lt;br /&gt;
# You're done! Relax and wait for the next cargo request.&lt;br /&gt;
&lt;br /&gt;
=== Mining ===&lt;br /&gt;
''&amp;lt;small&amp;gt;This section is incomplete. Assign Central Command intern to complete this section at a later date.&amp;lt;/small&amp;gt;''&lt;br /&gt;
&lt;br /&gt;
== Engineering ==&lt;br /&gt;
=== Construction / Repairs ===&lt;br /&gt;
''&amp;lt;small&amp;gt;This section is incomplete. Assign Central Command intern to complete this section at a later date.&amp;lt;/small&amp;gt;''&lt;br /&gt;
&lt;br /&gt;
=== Obtaining a Permit for Renovation ===&lt;br /&gt;
* Should the desire arise to alter or upgrade parts of the station permanently, a permit must be requested from Central Command for construction.&lt;br /&gt;
* A blueprint should be submitted, mapping the area as it is, and then an additional blueprint displaying what changes are to be made.&lt;br /&gt;
* When the blueprint and permit is approved, you will be contacted by a Central Command representative.&lt;br /&gt;
&lt;br /&gt;
(( Construction Permits are just the in-character way of doing changes to the station. For changes to actually be permanent, visit [https://github.com/Yawn-Wider/YWPolarisVore/ Github]. ))&lt;br /&gt;
&lt;br /&gt;
=== Shields ===&lt;br /&gt;
* Unless circumstances such as a meteor shower require it, hull shields and bubble shields should not be activated where they block access to station facilities, including external airlocks, docking ports, mass drivers or disposals/vents to space such as those in virology and xenobiology.&lt;br /&gt;
* Full-station hull shields or other precautionary measures may be installed ahead of time provided they are not activated.&lt;br /&gt;
* Local protective shielding for specific areas may be deployed freely where they do not impede station operations.&lt;br /&gt;
&lt;br /&gt;
=== Fire and Environmental Hazards ===&lt;br /&gt;
* Immediate evacuation of all untrained personnel.&lt;br /&gt;
* Fire alarms to be used to control hazard.&lt;br /&gt;
* Atmospheric Technicians and Engineers are to remove hazard.&lt;br /&gt;
&lt;br /&gt;
=== Meteor Storm ===&lt;br /&gt;
* All crew to move to central parts of the station.&lt;br /&gt;
* Damage is to be repaired by Atmospheric Technicians and Engineers after the threat has passed.&lt;br /&gt;
&lt;br /&gt;
=== Singularity Containment Failure ===&lt;br /&gt;
* Observation of Singularity movement.&lt;br /&gt;
* Evacuation to be called if deemed a major threat to station integrity.&lt;br /&gt;
* Demotion of Chief Engineer and repair of Engine if no threat manifests.&lt;br /&gt;
&lt;br /&gt;
=== Supermatter Meltdown Imminent ===&lt;br /&gt;
* Eject the Core.&lt;br /&gt;
* Chief Engineer has to submit an incident report to Internal Affairs.&lt;br /&gt;
&lt;br /&gt;
=== Supermatter Meltdown ===&lt;br /&gt;
* Evacuate engineering and inform the CMO.&lt;br /&gt;
* Set up secondary power sources such as the solar arrays or the singularity if available.&lt;br /&gt;
* Demotion of Chief Engineer and repair of Engineering department.&lt;br /&gt;
&lt;br /&gt;
== Medical ==&lt;br /&gt;
=== Medical Oath ===&lt;br /&gt;
The Medical Oath sworn by recognized medical doctors in the employ of NanoTrasen&lt;br /&gt;
&lt;br /&gt;
#Now, as a new doctor, I solemnly promise that I will, to the best of my ability, serve humanity-caring for the sick, promoting good health, and alleviating pain and suffering. &lt;br /&gt;
#I recognise that the practice of medicine is a privilege with which comes considerable responsibility and #I will not abuse my position. &lt;br /&gt;
#I will practise medicine with integrity, humility, honesty, and compassion-working with my fellow doctors and other colleagues to meet the needs of my patients. &lt;br /&gt;
#I shall never intentionally do or administer anything to the overall harm of my patients. &lt;br /&gt;
#I will not permit considerations of gender, race, religion, political affiliation, sexual orientation, nationality, or social standing to influence my duty of care. &lt;br /&gt;
#I will oppose policies in breach of human rights and will not participate in them. I will strive to change laws that are contrary to my profession's ethics and will work towards a fairer distribution of health resources. &lt;br /&gt;
#I will assist my patients to make informed decisions that coincide with their own values and beliefs and will uphold patient confidentiality. &lt;br /&gt;
#I will recognise the limits of my knowledge and seek to maintain and increase my understanding and skills throughout my professional life. I will acknowledge and try to remedy my own mistakes and honestly assess and respond to those of others. &lt;br /&gt;
#I will seek to promote the advancement of medical knowledge through teaching and research. &lt;br /&gt;
#I make this declaration solemnly, freely, and upon my honour.&lt;br /&gt;
&lt;br /&gt;
=== Non-Disclosure Policy ===&lt;br /&gt;
All patient records, cloning, treatments, therapies, prescriptions, etc, almost anything the medical crew does, is '''not''' to be disclosed to other members of the station outside of Medbay without the (unanimous) permission of (all) the patient(s) directly involved, or the Chief Medical Officer. Even Security, the Colony Director, and Central Command are not allowed to share details of any past or ongoing treatments, and you are not required to inform them should they inquire unless you have the direct consent of the victim and (if applicable) whoever brought the victim in for treatment.&lt;br /&gt;
&lt;br /&gt;
For example, if someone comes to medbay asking for someone else to be cloned, you are to do so without hesitation. It's none of your business how they ended up dead, because you can't do anything to fix them besides cloning. If security comes asking questions about the individual you spoke to, you are strictly to reply 'No comment' regardless of your true knowledge of the situation--even if you know the person who reported the death was the one who caused it. If Security or even the Colony Director attempts to arrest you for non-cooperation or failure to follow orders, they are doing so illegally. This clause of the Medical Department's SOP overrides those orders, and therefore, they cannot &lt;br /&gt;
&lt;br /&gt;
☀legally arrest you for failure to follow orders. Only the Chief Medical Officer may override this policy and only under the most urgent of circumstances. The Colony Director may only override it himself if no CMO is present.&lt;br /&gt;
&lt;br /&gt;
Warrants and Code Blue (and above) may still grant security access to review autopsies and medical records, but you are not to divulge information directly when questioned about any patients unless overridden by the CMO.&lt;br /&gt;
&lt;br /&gt;
Repeated failure to obey the non-disclosure policy is grounds for termination from the medical department.&lt;br /&gt;
&lt;br /&gt;
=== Right to Refuse Treatment ===&lt;br /&gt;
As a patient, to consent to or refuse treatment, you must have the capacity to make that decision. Capacity means the ability to use and understand information to make a decision.&lt;br /&gt;
&lt;br /&gt;
Under the terms of the Sol Central Mental Capacity Act of 2550, all adults are presumed to have sufficient capacity to decide on their own medical treatment, unless there is significant evidence to suggest otherwise.&lt;br /&gt;
&lt;br /&gt;
For consent to treatment or refusal of treatment to be valid, the decision must be voluntary and you must be appropriately informed:&lt;br /&gt;
* Voluntary: you must make your decision to consent to or refuse treatment alone, and your decision must not be due to pressure by healthcare professionals, friends or family.&lt;br /&gt;
* Appropriately informed: you must be given full information about what the treatment involves, including the benefits and risks, whether there are reasonable alternative treatments, and what will happen if treatment doesn’t go ahead.&lt;br /&gt;
&lt;br /&gt;
Doctors are authorized to refuse treatment if they believe alternative procedures would be even more detrimental to the well being of the patient (such as refusing anesthetics before a major surgery, which could cause the patient bleed out or go into shock or be harmed by moving during aforementioned surgery).&lt;br /&gt;
&lt;br /&gt;
If you have capacity and make a voluntary and appropriately informed decision to refuse a treatment, your decision must be respected. This applies even if your decision would result in your death.&lt;br /&gt;
&lt;br /&gt;
If you are 18 or older, have the capacity to make an advance decision about treatment and know that you have a condition that, in time, may affect your capacity to make decisions, or simply as part of your preparations for growing older, you can arrange an advance decision and have it included in your medical records. This is a decision to refuse particular medical treatments for a time in the future when you may be unable to make such a decision.&lt;br /&gt;
&lt;br /&gt;
The treatments you are deciding to refuse must all be named in the advance decision and you need to be clear about all the circumstances in which you want to refuse this treatment. If the treatment is life-sustaining, your advance decision will need to be in writing, signed in the presence of a witness, and you must include a clear statement that the advance decision is to apply to the specific treatment, even if your life is at risk.&lt;br /&gt;
&lt;br /&gt;
Provided your advance decision is valid and applicable to current circumstances, it has the same effect as a decision that is made by a person with capacity. This means that the healthcare professionals treating you cannot perform specific procedures or treatments against your wishes.&lt;br /&gt;
&lt;br /&gt;
=== Phoron Spill ===&lt;br /&gt;
Upon announcement of a phoron spill, respond immediately, following these steps:&lt;br /&gt;
# Get a cryobag. Be prepared to deal with a patient who has most likely panicked.&lt;br /&gt;
# Get a toxins first aid kit, or drag the medibot. Preferably a toxins first aid kit. Anti-toxin works faster than tricordazine.&lt;br /&gt;
# Get to the patient immediately and urge them to start making their way toward medbay as far as they can get, using the main corridor. If possible, have a second emergency responder get a biosuit and prepare their emergency oxygen tank and mask in case the patient failed to escape the zone of contamination. '''Do not''' under any circumstance attempt to hack any doors or otherwise gain entry to an area that would require actions that pose a risk of fire, such as tampering with wires, or cutting walls with a welder.&lt;br /&gt;
# Administer antitoxin and remove all clothing from the victim as soon as they are found. Continue to administer high doses of antitoxin as you return to medbay.&lt;br /&gt;
# If the victim collapses or is found already collapsed, immediately put the victim into the cryobag and rush to medbay.&lt;br /&gt;
# Use the cryo pods to stabilize the victim if their condition does not respond to antitoxin treatment. If the victim already had to be put inside a cryobag, then they should be put into a cryo pod immediately on arrival to medbay.&lt;br /&gt;
# After successful treatment, scan the patient for any internal injuries caused by the poisoning, such as a damaged liver. Treat if necessary.&lt;br /&gt;
&lt;br /&gt;
=== Viral Outbreak ===&lt;br /&gt;
* All infected crew to be isolated in Virology or Medbay.&lt;br /&gt;
* Sterile masks/Internals and gloves are mandatory for medical personnel and recommended for crew.&lt;br /&gt;
* Quarantine must be maintained until outbreak can be contained and disease can be treated.&lt;br /&gt;
&lt;br /&gt;
=== Autopsy ===&lt;br /&gt;
In the event that a deceased individual is discovered, or an individual perishes while under your care, an autopsy should be performed if one has not been done already.&lt;br /&gt;
* Security should be informed any time a corpse is discovered, regardless of whether the cause of death is known or not.&lt;br /&gt;
* An autopsy should be performed and recorded in an effort to resolve any questions that may arise later on, or if evidence is needed by Security.&lt;br /&gt;
* If you have valid reason to believe the death was a suicide, see Suicide or other voluntary death below for how to proceed.&lt;br /&gt;
&lt;br /&gt;
=== Suicide or other voluntary death ===&lt;br /&gt;
In '''all''' cases of potential suicides, Security should be contacted to investigate, just in case it's actually murder.&lt;br /&gt;
&lt;br /&gt;
* '''Always''' attempt resleeving if a mind and body record already exists in database and they are not explicitly listed as &amp;quot;Do Not Revive&amp;quot; (DNR) in their medical records. The presence of these records implies they want to be revived.&lt;br /&gt;
* If they are missing one of the two records, consult their medical records for any indications that they are DNR, and then mind-scan the victim post-mortem if they are missing the mind record, or use a card-sleeve to consult with them if they are missing a body record, so you can ask how they want their new body to be designed.&lt;br /&gt;
* If at any time you believe a DNR order has been falsified, or unjustly ordered, you should bring it to the attention of Central Command immediately. Falsifying a DNR order is punishable under the Reformation Act of 2560, and is viewed as attempted murder by [[Corporate Regulations]].&lt;br /&gt;
* A valid DNR is usually:&lt;br /&gt;
# A confirmed desire to not be resleeved. See also Right to Refuse Treatment. An employee may also specify a standing DNR in their medical and/or employment records. These are witnessed by central command's medical departments, and are legally binding.&lt;br /&gt;
# Reasonable order from a station's Chief Medical Officer or CentCom to withhold resleeving for known suicidal* individuals. Note there must be hard evidence of a suicide for this to be valid, such as announcing the suicide on the radio, or a note left behind, multiple eye witnesses, etc.Reasonable order from a director or CMO where resleeving may cause unnecessary tramua, ex. only on-hand mind record would leave the deceased remembering particularly traumatic experiences, such as a slow and drawn out death. This should only be used if alternative backup memory/mind scans are available off-site, or if the subject requests such before their demise (and meets the requirements of a valid DNR).&lt;br /&gt;
# Legal execution by order of central command and/or tribunal of heads as listed under legal code (obtaining copies of suspects body and mind data are encouraged in case of appeal by governing bodies)&lt;br /&gt;
# &amp;lt;s&amp;gt;Subject is really really delicious and the pred doesn't want to let anyone else have a taste.&amp;lt;/s&amp;gt; To whoever keeps adding this, stop, it is not SOP. You're just a greedy fat bastard.&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; Note that leisurely activities in which someone expects to be possibly killed do not count as suicide. These individuals usually already have a scan on file in advance, and should always be revived.&lt;br /&gt;
&lt;br /&gt;
== Research and Development ==&lt;br /&gt;
=== Contraband Policy ===&lt;br /&gt;
* Any items (including weapons) handled by the Research Department, even those normally deemed illegal by NanoTrasen, are completely legal within the confines of the research department. The moment these weapons leave the department, security is permitted to arrest for contraband as per [[Corporate Regulations]] &amp;amp;sect;212. This includes combat mechs. And yes, combat mechs that don't have weapons equipped are still combat mechs.&lt;br /&gt;
** All weapons handled by the research department should be for explicitly scientific purposes. The Research Director may selectively suspend this right at any time for any scientist for any reason.&lt;br /&gt;
** The outdoor area of the surface level is considered within the Research Department's weapon allowance zone.&lt;br /&gt;
** If one or more of these weapons are used in a crime within the Research Department, this weapons policy is null and the weapons are treated as contraband upon arrest.&lt;br /&gt;
* Explosives and launchers are to be handled with a bomb suit worn at all times.&lt;br /&gt;
* Any accidents relating to handling contraband are to be reported immediately immediately to security and the research director. If an injury results from such a mishap, the medical staff should also be informed. If station damage occurs, contact engineering staff.&lt;br /&gt;
* Moving of weapons through main corridors is strictly forbidden. If security wants weapons for their own uses, or if there's a gateway mission about to happen, weapons may not be transported by scientists. All weapons must be transported by security officers as couriers.&lt;br /&gt;
* Explorers are the exception to the above restrictions. An explorer may carry arms and armor outside of the Research Department, but '''only''' to and from the gateway prep area, or shuttle hangar. Any off-duty explorer possessing weapons may be charged according to normal [[Corporate Regulations]].&lt;br /&gt;
&lt;br /&gt;
=== Toxin Laboratory Procedure ===&lt;br /&gt;
* Internals required at all time while inside labs.&lt;br /&gt;
* During mixing process, Explosive Ordnance Disposal suit to be worn at all times.&lt;br /&gt;
* When mixing process is complete, mixing chamber is to be vented into space.&lt;br /&gt;
* All detonations are to be announced over public comms with a countdown, and must be detonated on the designated bomb range.&lt;br /&gt;
* Decontamination and medical examination.&lt;br /&gt;
&lt;br /&gt;
=== Scientific Expeditions ===&lt;br /&gt;
* Gateway/Shuttle expeditions are to be organized by the Pathfinder and authorized by the Research Director or Colony Director, unless CentComm commands otherwise. Failing the presence of a Pathfinder, a Research Director may organize an expedition. Failing the presence of a Research Director, a Pathfinder may organize an expedition. (Requiring the authorization of the Colony Director if one is present) If three or more Explorer crewmembers wish to embark on an expedition when no Pathfinder or Research Director is available, they may do so after faxing notice of their intent to Central Command. The Colony Director should not be starting expeditions on their own without orders directly from Central Command.&lt;br /&gt;
* If the Expedition Leader insists on bringing the Colony Director along, the Director should assign an Acting Director in their place.&lt;br /&gt;
* Heads of staff excluding the Research Director should &amp;lt;b&amp;gt;not&amp;lt;/b&amp;gt; be participating in gateway missions without explicit consent of the Colony Director.&lt;br /&gt;
&lt;br /&gt;
====Initial Away Team====&lt;br /&gt;
An initial expedition team must consist of the following where reasonably possible. Preferably such requests for staff should be made via the PDA department relay, command channel with the appropriate heads of staff, or station announcements.&lt;br /&gt;
* Either the Pathfinder, or the Research Director, acting as the leadership role for the expedition. In instances where both the Pathfinder and Research Director are out on the planet's surface, the Pathfinder retains command of the expedition, if the Pathfinder is incapacitated, the Research Director assumes command.&lt;br /&gt;
* All available Explorer crew members. This is their primary mission purpose, after all. They should be armed and armored with whatever equipment Research can provide. Their first goal should be to identify any threats near the landing site or gateway endpoint and ensure the path is clear for other members, before the next stage of the expedition.&lt;br /&gt;
* An Engineer may accompany to play the role of sapper, equipped with general purpose tools for hacking, construction, and deconstruction. One goal of the engineer should be to set up a telecommunications relay, if the site is discovered to be habitable and will maintain crew for a large part of the shift. &lt;br /&gt;
* A Scientist may accompany the initial expedition, equipped with camera, scientific instruments, and clipboard with pen and papers for taking notes. This can be the Research Director but it is preferred that a normal scientist come along instead or in addition to the Research Director. It may be better, however, if the scientist arrives after the site is cleaned and prepared. &lt;br /&gt;
* A Medical Doctor, Paramedic, Explorer Medic, or Search and Rescue crew member to play the role of medic, equipped with one of each type of first aid kit, and at least one cryobag for emergencies.&lt;br /&gt;
* If reasonably available, a Security Officer to play the role of escort, equipped with lethal ranged weapons of choice, or equipment from storage as assigned by the expedition leader. Their goal should be to secure the landing site with the initial team, and prevent any creatures from compromising the gateway or shuttle and making it back to the station.&lt;br /&gt;
* A Pilot should accompany any expeditions via shuttle, as their skills can be required to make a hasty departure, or ferry crew members to and from the landing zone to obtain additional supplies or return any casualties. &lt;br /&gt;
*Volunteers may enlist to join the initial expedition, if they sign a waiver before departing on the expedition, and have the required skills to fulfill one of the above roles.&lt;br /&gt;
&lt;br /&gt;
====Pre-Mission Setup====&lt;br /&gt;
* All weapon-trained crew may be offered the opportunity to arm themselves from Security supplies or Research production. Crew armed in such a manner shall return the weaponry obtained to the armory for storage after the expedition is over.&lt;br /&gt;
* It is heavily recommended that when possible, energy weaponry should be used. Friendly fire incidents are easier to treat when surgery is not required in the field.&lt;br /&gt;
* All participants must bring a shortwave radio. Confirm a shared frequency on all shortwaves before embarking. Setting up a communications relay at the landing zone, while an admirable endeavor, is optional.&lt;br /&gt;
* The participants should be in sealed pressure suits unless the destination is already known, and confirmed to have a habitable atmosphere.&lt;br /&gt;
* Internals must be turned on prior to crossing the threshold of the gateway, and during all shuttle flights for the initial expedition.&lt;br /&gt;
* Magboots are recommended but not required.&lt;br /&gt;
* As each team member's loadout is complete, they should wait outside the gateway or shuttle until the mission begins.&lt;br /&gt;
&lt;br /&gt;
====Mid-Mission Operations====&lt;br /&gt;
* If separated from the group, or in an airless environment, establish communication immediately with other members of the group. If you are unable to re-establish communications, wait where you are for rescue. If you are in danger of running out of oxygen or supplies, move back towards the start of the mission, following any marker beacons that were laid down.&lt;br /&gt;
* Once present with the whole group, and no longer in an airless environment, all members but the assigned team leader should turn off their long range communications until separated again.&lt;br /&gt;
* If the group is scattered due to an imprecise gateway destination target, and the location of the return gateway is unknown, first objective is to locate and calibrate the return gateway. Return gateway can be calibrated using a multitool on the control panel in the center of the gate.&lt;br /&gt;
* Any artifacts or strange life forms should be documented as soon as it is safe to do so. If possible, they should be brought back. Having an artifact handling container may help with this.&lt;br /&gt;
* If an expedition participant is injured and needs surgery, they should be evacuated to the station immediately. The expedition should not proceed unless their role is satisfied by someone else, or they return to continue. (That said, you're allowed to use your better judgment. You're not going to get banned because someone got ate and you decided to keep going. That risk is kind of part of the whole point of things.)&lt;br /&gt;
&lt;br /&gt;
====Post-Mission Debriefing====&lt;br /&gt;
* The returning crew are not to leave the gateway room or shuttle hangar until allowed to do so by the Research Director, or if the research director is absent, then by the team leader, or next in command. During this time, participants should be screened for contraband, health, and mental well-being before returning to the rest of the station.&lt;br /&gt;
* If any staff are at risk of health complications such as parasitic life forms, viral infections, insanity, etc, they are to be immediately evacuated to the Medical Department for treatment.&lt;br /&gt;
* Excluding items that the Research Department wants to study, Security is to confiscate any contraband discovered during the mission.&lt;br /&gt;
* All weapons and armor taken for the trip should be returned to the armory, even if it was originally brought to the station through cargo. The exception is the Explorer equipment produced by Research, which can be stored securely in Research while the explorers are off duty.&lt;br /&gt;
* Other excess supplies are to be returned to their rightful department.&lt;br /&gt;
* A post-mission report should be faxed to Central Command detailing any discoveries located, and if any artifacts are recovered, if they will be returned to Central Command at the end of the shift or if they will be stored in Research to be collected after the shift ends.&lt;br /&gt;
* At this point, if the destination is habitable to normal crew without preparation, or if engineers wish to make it so, they may embark on follow-up expeditions to occupy and utilize the area for their purposes. This can '''only''' be done if the destination is safe for crew habitation, and a Pilot is available in the case of shuttle destinations, or the gateway prep area being cleaned of dangerous items for gateway destinations.&lt;br /&gt;
&lt;br /&gt;
== Security ==&lt;br /&gt;
=== Permits ===&lt;br /&gt;
Any permit legally distributed by the Head of Security, the Colony Director, or (in the case of multi-shift permits) Central Command, some aspects of standard operating procedure may be overridden--within reason. The Colony Director's approving signature is required for all permits. If the Colony Director is not aboard or is not active, the current Acting Colony Director (usually the Head of Personnel) may substitute for the Colony Director's signature. The Head of Security's signature is also required for all permits. Likewise, if the Head of Security is not available, the Head of Personnel may substitute for this signature. However, both approving signatures '''must''' be written by different individuals. Therefore, the Head of Personnel, or even Colony Director, may '''never''' sign for both the Colony Director's and Head of Security's approval on any permit. They must always be different. Therefore, it is impossible for any one crew member to approve their own permit on their own. Both the Head of Security and Colony Director must stamp the document with their appropriate department head staffs stamps for the document to be valid. An Acting Colony Director must use the Head of Personnel's stamp and not the Colony Director's stamp. Only a member of Central Command can bypass this process with both a valid signature and a stamp from Central Command on the permit form.&lt;br /&gt;
&lt;br /&gt;
The terms of the permit explicitly overriding standard operating procedure will be fully detailed in the permit's details. Anything not explicitly covered by the permit should be treated normally by standard operating procedure. If you believe there is an inconsistency, a conflict, or an unintended gap in a permit's details, contact your on-station Internal Affairs Agent or your assigned CentCom Representative.&lt;br /&gt;
&lt;br /&gt;
If the terms of a permit are violated by the permit holder, or the individual owning the permit is involved in a violent crime (even if the permit is not relevant), the permit may be suspended until the end of the shift at the Head of Security's discretion. If the permit was abused to commit said violent crime, the permit is automatically terminated upon lawful conviction of a crime. If seeking to suspend or terminate a permit distributed by Central Command, proceed to do so, and then contact a CentCom Representative immediately so they may be informed of the incident.&lt;br /&gt;
&lt;br /&gt;
The Colony Director and Head of Security (or equivalent signatories) may revoke their approval for a permit '''at any time''' if they believe the permit holder cannot be trusted with their privileges. If one or both of the signatories revoke their approval, Security staff is to be informed, and the permit is automatically null and void until the invalidated signature is replaced. Any item(s) normally deemed contraband without the permit become contraband once more, and the owner must comply with orders to surrender said item(s) to Security or risk facing charges.&lt;br /&gt;
&lt;br /&gt;
When dealing with an individual who is in possession of anything normally deemed contraband that does ''not'' serve any lawfully prescribed medicinal purpose, security staff should always check for a permit. If the individual cannot produce the physical copy of the permit, the individual is to be charged normally as per [[Corporate Regulations]] &amp;amp;sect;118 and/or &amp;amp;sect; 212.&lt;br /&gt;
&lt;br /&gt;
=== Relevant Terminology ===&lt;br /&gt;
* '''The Brig''': The part of the station used to detain those who violate [[Corporate Regulations]].&lt;br /&gt;
* '''Robust''': As an adjective; able to withstand or overcome adverse conditions. As a verb; slang for viciously assaulting someone. Often used as a compliment in both cases.&lt;br /&gt;
* '''Shitcurity''': Slang for describing a security officer who unnecessarily or illegally exercises their authority in order to inflate their ego, or a security officer who simply doesn't follow standard operating procedure.&lt;br /&gt;
* '''Lethals''': Weapons designed for or able to switch to configurations intended for lethal force.&lt;br /&gt;
* '''Non-lethals''': Weapons that are not designed to be used lethally, and instead are meant to incapacitate suspects with little or no injury.&lt;br /&gt;
* '''Use of Force''': Either lethal or non-lethal, this is the use of weapons to incapacitate a suspect. You may be told at times to use lethal force, or non-lethal force, depending on circumstance. By default, non-lethal force is preferred.&lt;br /&gt;
* '''Shoot-to-Stun''': Using non-lethals, incapacitate the target in order to handcuff or otherwise subdue them without injury. Although the term is ''shoot''-to-stun, stun batons, pepper spray, and flashers all fall under this category when talking about engagements with suspects.&lt;br /&gt;
* '''Shoot-to-Disable''': Incapacitate a target by injuring them too badly to continue fighting. In the case of mechs, damaging the mech until the pilot bails out or the vehicle is unusable/destroyed.&lt;br /&gt;
* '''Shoot-to-Kill''': Using lethal weapons, engaging a target until the target is neutralized. This doesn't actually mean you ''have'' to kill the target (contrary to the term), but the weapons employed may very well kill the target whether you want to or not. Even in Shoot-to-Kill scenarios, you should still attempt to provide immediate medical attention and revive them once they are otherwise safely subdued and the combat is over.&lt;br /&gt;
* '''Armed''': Possessing weapons or anything being used as a weapon even if that is not its intended purpose (such as a crowbar). This includes non-lethals, and even basic tools if being used to assault someone.&lt;br /&gt;
* '''Contraband''': Anything that is stolen or illegal to possess by anyone aboard the crew. For example, insulated gloves and multitools are not considered contraband on their own, but if they were stolen from the Engineering department, they qualify as contraband.&lt;br /&gt;
&lt;br /&gt;
=== Rules of Engagement ===&lt;br /&gt;
* When confronting a suspect for any level 1 crime, you must offer the suspect a chance to pay a fine. If the fine is paid, they are not to be arrested, detained, or searched unless otherwise specified by [[Corporate Regulations]]. The fine is to be turned in to the Head of Security, Head of Personnel, or Colony Director. If the fine is refused, they are to be arrested.&lt;br /&gt;
* Calling for backup over a level 1 crime is usually considered a waste of resources. One officer should be enough.&lt;br /&gt;
* When arresting or fining a suspect, they are to be informed of their right to pay a fine (if applicable) and their right to a Lawyer or Internal Affairs Agent (IAA) to represent them in an appeal to the HoS or Colony Director if they so desire. If there is no Lawyer/IAA available, they may still attempt to appeal on their own, but should still be punished until the punishment expires or the appeal passes. (See Appeals for details.)&lt;br /&gt;
* Refusal of handcuffs does not constitute resisting arrest, as per [[Corporate Regulations]] &amp;amp;sect;202. If a suspect refuses handcuffs and is being arrested, but is cooperative, they are to be escorted by no less than two armed security personnel to the brig. If this is not possible, inform the suspect, and handcuff them regardless of their cooperation. If you cannot handcuff them, you may have to resort to other creative ways to restrain them. So long as it's done without undue injury, it's all legal.&lt;br /&gt;
* A suspect attempting to flee, or assault another crew member, is authorized shoot-to-stun.&lt;br /&gt;
* When confronting an armed suspect, always call for backup, preferably prior to the engagement. If the suspect draws a weapon, already has a weapon in their hands, or has used a weapon already, use of force is immediately authorized and you are not required to announce intentions to arrest until after they are subdued.&lt;br /&gt;
* If a suspect uses a mech to resist arrest, shoot-to-kill authorized. Deployment of barricades and use of flipped tables for cover is also advised to create chokepoints where security can fire upon the target.&lt;br /&gt;
* If a suspect is green, screaming, and able to punch down walls, they're probably affected by the hulk gene from genetic manipulation, and if they exist without an ongoing emergency where such muscle is needed or the CMO did not directly inform Security in advance, a 'hulk' outside of medbay or research is shoot-to-kill. Unlike most shoot-to-kill scenarios where the actual killing part is a matter of option and circumstance, there is no way to safely contain a hulk in prison, so if you are forced to confront one, continue engagement until the target is deceased.&lt;br /&gt;
* If a suspect escapes outside the facility, shoot-to-kill is authorized for any personnel who go out to pursue. L.W.A.P. sniper rifles and GPS are recommended for the pursuit, as are jet packs if they are in space. Additionally, someone should be viewing cameras to watch station access points and various outposts on the asteroid and near the orbital construction site.&lt;br /&gt;
* During Code Delta, any noncompliance from staff is to be met with lethal force.&lt;br /&gt;
* For secure areas, see below for specific rules of engagement.&lt;br /&gt;
&lt;br /&gt;
=== Secure areas ===&lt;br /&gt;
* In code green, secure areas like the armory, vault, gateway, AI core, research server room, telecommunications satellite, etc, should never be blocked. Only the vault should be bolted. Use of deployable barriers to block areas during code green is considered illegal under [[Corporate Regulations]] &amp;amp;sect;217. Trespassing in these areas is covered under &amp;amp;sect;207.&lt;br /&gt;
* The armory is restricted to security and the Colony Director only. Non-security staff are not authorized without permission from the Head of Security or Colony Director. Unauthorized personnel in this area are shoot to kill '''excluding''' the Head of Personnel who should just be ordered to leave immediately. The Head of Personnel may have an urgent reason for wanting to break protocol. If they do not, proceed with an arrest.&lt;br /&gt;
* The vault is the most important area to protect, and guards can ideally be posted at the security office near it. If sparking is heard, the security staff at this post should alert other security personnel for backup, and investigate while backup arrives.&lt;br /&gt;
* The AI sometimes likes to bolt itself in even during code green. It is not supposed to do this. If the AI bolts its self in, request the AI to unbolt the doors, citing Standard Operating Procedure. If the AI does not comply, ask the Research Director or Colony Director to try reasoning with it. If it still does not comply, it is up to the staff in charge of overseeing the AI how to proceed, usually by changing laws. Unauthorized personnel that are discovered attempting to breach the AI core is shoot to kill.&lt;br /&gt;
* The Gateway is often able to access dangerous far away worlds and alternate realities and even different points in time. Be careful to keep track of any ongoing gateway missions, but if someone is discovered actively breaking into this location, and you are 100% certain they are not supposed to be there, confirm with your superiors, and if they are indeed unauthorized, they are to be captured, searched, and interrogated before being charged and sentenced.&lt;br /&gt;
* The Research Server Room has a variety of sensitive information. Unauthorized personnel in this location are to be captured, searched, and interrogated before being charged and sentenced.&lt;br /&gt;
* The Brig is considered a high security area. Unauthorized personnel attempting to break in, or any &amp;quot;Hold until Transfer&amp;quot; inmates attempting to break out, are both shoot to kill.&lt;br /&gt;
* The Telecomms Satellite is a highly sensitive area that provides vital communications among the crew and to CentCom, thus any unauthorized personnel who have evaded or destroyed the laser turrets and accessed the control room are shoot-to-kill.&lt;br /&gt;
&lt;br /&gt;
=== Criminal Processing ===&lt;br /&gt;
See [[Corporate Regulations]] for rules that carry fines or brig time.&lt;br /&gt;
&lt;br /&gt;
See also Legal Standard Operating Procedure for information regarding tribunals.&lt;br /&gt;
&lt;br /&gt;
Breaking standard operating procedure is not punishable by law, but if an accident or fatality occurs for violating it, see [[Corporate Regulations]] &amp;amp;sect;206.&lt;br /&gt;
&lt;br /&gt;
Criminal processing should not take more than a few minutes at most. Don't needlessly waste time with additional questioning and interrogation until they're already properly arrested.&lt;br /&gt;
&lt;br /&gt;
Upon arrest of a criminal, follow the following steps.&lt;br /&gt;
&lt;br /&gt;
# State the main reason for their arrest, even if you have already. This is not required, but it's good practice.&lt;br /&gt;
# Bring the suspect to Security Processing. If paying a fine will replace jail time, offer them the chance to pay the fine before proceeding. This is assuming they have not paid the fine already and had to be handcuffed in the first place. If the fine is paid, skip to the final step. Otherwise, continue.&lt;br /&gt;
# Read [[Corporate Regulations]] out loud for every valid charge, and update their security record accordingly.&lt;br /&gt;
# After you have read the charges you should state the following word-for-word: ''&amp;quot;According to NanoTrasen Criminal Processing Policy, you are entitled to appeal your case to an Internal Affairs Agent at this time, if such is available. Should you accept this offer, be advised your criminal processing may be delayed until your agent is satisfied with the case. If they rule in favor, they will contact the Head of Security on your behalf. If accepted, you will be released or your sentence will be reduced. If at any time, the Internal Affairs agent, the Head of Security, or the Colony Director rejects your appeal, your sentence will be unaffected.&amp;quot;'' If they either do not want to bother with an appeal, or their appeal is not sufficient enough to be alleviated of all charges, proceed to next step. If their appeal is sufficient for immediate release, proceed to final step. Otherwise, continue.&lt;br /&gt;
# Search the individual for contraband and question them as necessary. Empty pockets, remove accessories such as webbing off their uniform, check their PDA for stolen/illegal cartridges, check their headset for illegal/stolen encryption cards, check their shoes for knives, check anything and everything that could contain items. If contraband or stolen property is found, charge them accordingly. See [[Corporate Regulations]] for details. Anything else ''not'' considered contraband but still may compromise the security of the cell (such as a chef's kitchen knife, or an engineer's tools) should also be temporarily confiscated and returned after the sentence is served.&lt;br /&gt;
# Calculate sentencing based on the total charges. '''Do not''' charge more than the minimum sentence unless it this is not their first offense. Multiple instances of the same offense counts in this case. For example, if a suspect stole three items, you cannot charge them theft three times, but you ''can'' charge the maximum sentence for theft. If they have already been arrested for the same crime during that shift, follow Corporate Regulations regarding Modifiers &amp;amp; Special Situations.&lt;br /&gt;
# Update the prisoner's security records accordingly. Set their status to &amp;quot;Imprisoned&amp;quot;.&lt;br /&gt;
# Return the prisoner's PDA and headset to their person. If you cannot provide them with their original headset and PDA for suspected security reasons, you must provide at least a basic headset and a temporary PDA. All prisoners are entitled to some kind of communication device unless the privilege is abused, or the device is evidence for a crime (such as a PDA with incriminating logs).&lt;br /&gt;
# Inform their head of staff of their arrest. You have no authority to demote anyone unless you're the Head of Security who is demoting another security officer.&lt;br /&gt;
# Escort the prisoner to their cell, preferably with one security guard to aid you. Bring any of their belongings that you did not confiscate.&lt;br /&gt;
# Find a vacant cell and buckle the prisoner to the bed. If the sentence is longer than 10 minutes, they are required to wear an orange jumpsuit and shoes, so change their clothes if needed.&lt;br /&gt;
# Put all of their belongings (besides communication) that are not evidence for a crime into the cell's locker, which will lock automatically when you start the timer.&lt;br /&gt;
# Set and start the timer. The door will close and the locker will be locked.&lt;br /&gt;
# Enter the cell with stun baton at the ready and remove the prisoner's handcuffs. If possible, have a second security officer present to help. It is unlawful to leave a prisoner restrained in a cell unless in solitary confinement.&lt;br /&gt;
# Ensure someone is monitoring the prison area for the duration of the prisoner's sentence, or at least be there when it ends.&lt;br /&gt;
# Wait for the sentence to expire. Proceed to final step once it has expired.&lt;br /&gt;
# Return all temporarily confiscated goods.&lt;br /&gt;
# Allow the prisoner to leave Security. Set the prisoner's status to &amp;quot;released&amp;quot; or &amp;quot;patrolled&amp;quot; depending on their conviction or there lack-of.&lt;br /&gt;
&lt;br /&gt;
=== Prisoner Expectations ===&lt;br /&gt;
As a prisoner, you are expected to abide by certain standards. Failure to obey will result in further punishment such as solitary confinement or more brig time.&lt;br /&gt;
* If you are incarcerated, do not attempt escape.&lt;br /&gt;
* Irritating officers for amusement is a generally poor idea. Refrain from repeatedly banging upon windows.&lt;br /&gt;
* Attempts at suicide will be met with solitary confinement. (( Also probably a server ban. ))&lt;br /&gt;
* If you feel you have been unjustly incarcerated, contact the Warden, the Head of Security, Internal Affairs, or Colony Director (in that order of first to last) to appeal your case.&lt;br /&gt;
&lt;br /&gt;
=== Prisoner Rights ===&lt;br /&gt;
As a prisoner, you are entitled to certain rights under any circumstance, regardless of the nature of your crimes.&lt;br /&gt;
* All prisoners are entitled to a swift processing when being arrested and put into the brig. Longer than 1/4th of their sentence is considered a violation of this right so long as the prisoner is cooperating.&lt;br /&gt;
* All prisoners are entitled to medical examination and aid if requested.&lt;br /&gt;
* All prisoners are entitled to speak to an Internal Affairs Agent for legal defense if requested.&lt;br /&gt;
* All prisoners are entitled to be allowed to send fax to Central Command if requested.&lt;br /&gt;
* All prisoners are entitled to food and water if requested.&lt;br /&gt;
* All prisoners are entitled to be provided with clothing--preferably the standard orange prisoner jumpsuit and orange shoes.&lt;br /&gt;
* All prisoners are entitled to safe and reasonable cell accommodations such as functional lighting, a place to sleep, and access to the brig's communal area if serving a sentence longer than 20 minutes.&lt;br /&gt;
&lt;br /&gt;
=== Standard Security Gear ===&lt;br /&gt;
Aside from what the normal crew is allowed, this is what security should be carrying under code green.&lt;br /&gt;
&lt;br /&gt;
==== Security Cadet / Security Conscript ====&lt;br /&gt;
Security cadets are just assistants who wish to pursue a career in security. Security personnel should take these individuals under their wing to educate them on Standard Operating Procedure, [[Corporate Regulations]], and other tips on how to do their job effectively and fairly. Security conscripts on the other hand can be recruited by the Head of Security during an emergency, and will have their ID temporarily changed by the Head of Personnel. Both of these are allowed only the same standard equipment with some exceptions listed below, but can be equipped to handle a variety of problems that normal security is too preoccupied to handle.&lt;br /&gt;
* Holotag to denote their active service. They must have at least a holotag, else they are not granted any other security equipment.&lt;br /&gt;
* Red armband, if they are not issued a security uniform.&lt;br /&gt;
* Whatever equipment is deemed necessary by the HoS depending on circumstance.&lt;br /&gt;
* '''No weapons are allowed for security cadets outside of code red or worse.'''&lt;br /&gt;
&lt;br /&gt;
==== Security Officer ====&lt;br /&gt;
The gear available to security officers is available to all security personnel under normal circumstances. Weapons of '''all''' kind should be kept holstered and preferably concealed during code green. Brandishing weapons openly tends to make the crew needlessly nervous and hostile toward security personnel.&lt;br /&gt;
* Security uniform or appropriate variant of security uniform. Red jumpsuits are acceptable substitutes.&lt;br /&gt;
* Security softcap (Optional)&lt;br /&gt;
* Standard Security helmet, kept in backpack unless responding to a call.&lt;br /&gt;
* Standard Security armored vest&lt;br /&gt;
* Standard Security HUD glasses or equivalent&lt;br /&gt;
* R.O.B.U.S.T. PDA cartridge&lt;br /&gt;
* Security belt&lt;br /&gt;
* Security caution tape&lt;br /&gt;
* Flasher&lt;br /&gt;
* Pepper spray&lt;br /&gt;
* Stun baton&lt;br /&gt;
* Taser*&lt;br /&gt;
* Flashbang&lt;br /&gt;
* Hailer&lt;br /&gt;
* Minimum 1 pair of handcuffs&lt;br /&gt;
* Universal recorder (Optional)&lt;br /&gt;
* Basic First Aid supplies (Optional)&lt;br /&gt;
* Emergency light source (flare or flashlight)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;* A stun revolver can be substituted for a taser without any special permissions.&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
With explicitly written permission from the Head of Security or Colony Director, ''any'' firearm may be carried during code green by ''any'' personnel carrying a valid permit. However, it is strongly recommended to never issue permits for automatic or high powered weapons. The most common (and most reasonable) permit distributed is usually for a common energy gun.&lt;br /&gt;
&lt;br /&gt;
==== Detective ====&lt;br /&gt;
Although the detective's task is not to make arrests, they should be prepared in case the situation arises where they must defend themselves or arrest someone who is discovered at the end of an investigation over a serious crime. In addition to the standard Security Officer gear, there are some differences and additions. If two detectives are present, this gear should be shared between them.&lt;br /&gt;
* Detective attire in place of Security uniform.&lt;br /&gt;
* Standard Security armored vest (optional)&lt;br /&gt;
* Forensic Scanner&lt;br /&gt;
* Black or latex gloves&lt;br /&gt;
* Evidence bags&lt;br /&gt;
* Universal recorder&lt;br /&gt;
* Camera&lt;br /&gt;
* .45 caliber or 9mm automatic handgun with LTL rounds.&lt;br /&gt;
&lt;br /&gt;
==== Warden ====&lt;br /&gt;
The Warden has direct authority over the Brig, and is not usually patrolling the station unless no other security is present on board, and the crime being reported is serious, or the Warden themselves happens to bare witness to the crime. Outside of the brig, they carry no special authority, but within the brig, they get more flexibility. The Warden is automatically authorized to use lethal force against anyone attempting to break into or out of the brig or armory. For this reason, their equipment when inside the security wing differs from while outside of it.&lt;br /&gt;
* Warden attire in place of Security uniform&lt;br /&gt;
* Warden armored jacket (standard security armored vest is an acceptable substitute)&lt;br /&gt;
* Box of handcuffs&lt;br /&gt;
* While within the security wing, the Warden is authorized to carry any weapon available to them, excluding semi/fully automatic rifle caliber ballistics, or explosives, which are still forbidden. Pulse rifles are also forbidden.&lt;br /&gt;
* Outside of the security wing, the Warden may only carry non-lethal weapons and munitions, as long as it fits in a backpack.&lt;br /&gt;
&lt;br /&gt;
==== Head of Security ====&lt;br /&gt;
When it comes to weapons, the Head of Security has the most flexibility of all station staff, but their main job is to manage security and not to be going around chasing criminals when there's normal officers to do the main legwork. Notable exceptions are scenarios in which heads of staff are threatened. The Head of Security also has the power to deputize people during a crisis, and so, may have a valid reason to carry multiple weapons at one time. As such, the Head of Security is equipped with the best security gear available.&lt;br /&gt;
* Head of Security attire in place of Security uniform.&lt;br /&gt;
* Head of Security armored coat and hat (dermal patch is an acceptable substitute for the hat). It is arguably the best general purpose armor available.&lt;br /&gt;
* While within the security wing, the Head of Security may carry any weapon(s) they please, excluding only explosives.&lt;br /&gt;
* Outside of the security wing, one or two lethal weapons, such as an energy pistol, or any non-explosive weapon, so long as it fits into a backpack. At least one lethal weapon is recommended.&lt;br /&gt;
* ''At least'' one ranged weapon for non-lethal engagement, such as a taser, or stun revolver, should also be carried at all times. Weapons with toggle-able fire modes between stun and kill (such as an energy pistol) are considered lethal weapons and should be considered as explained above.&lt;br /&gt;
&lt;br /&gt;
==== Head of Personnel ====&lt;br /&gt;
The Head of Personnel is '''not''' a member of Security and should ''never'' be carrying any weapons aside from the energy pistol, baton, and flash supplied to them for self defense. Permits by the Head of Security or Colony Director may override this, but otherwise, they are in direct violation of [[Corporate Regulations]] §212, and should be charged accordingly. If a violation is made, Security should also check if the HoP has illegal access on their ID, because that is most likely how they obtained the weapon. Just because they ''can'' give themselves all-access doesn't mean they are ''allowed'' to outside of an emergency.&lt;br /&gt;
&lt;br /&gt;
As an Acting Director, the Head of Personnel ''may'' legally carry a wider variety of firearms, but this is heavily discouraged.&lt;br /&gt;
&lt;br /&gt;
==== Colony Director ====&lt;br /&gt;
Because the Colony Director is in charge of the station, it is recommended that the Colony Director ''some'' kind of weapon at all times. The Colony Director is an obvious target for hostile elements, and should not be helpless in a fight. Different colony directors have different preferences depending on their background. Some Colony Directors enjoy the symbolism of a sword, while others prefer the practicality of a firearm, but in any case, the policy and regulations are the same.&lt;br /&gt;
* No more than '''one''' non-explosive lethal weapon is permitted for self-defense. However, possession of ''additional'' weapons (excluding standard issue energy pistol or equivalent) is considered a violation of [[Corporate Regulations]] §212. &lt;br /&gt;
* A collapsible baton or stun baton are also both fine, but it is recommended that the Colony Director pick only one of these to carry.&lt;br /&gt;
* Any body armor is permitted for the Colony Director to wear. However, wearing cumbersome body armor is not recommended, as the Colony Director's objective should not be to engage in extended fights, but rather, to escape them.&lt;br /&gt;
&lt;br /&gt;
=== Executions ===&lt;br /&gt;
* Prisoner is informed of their punishment, and allowed to decide how they die (within reason). Suggested options include lethal injection, firing squad, &amp;lt;s&amp;gt;digestion&amp;lt;/s&amp;gt; phoron gassing, or being exiled through the Bluespace Gateway and given an exile implant so they cannot return.&lt;br /&gt;
* Prisoner is to be granted a final request (within reason, because obviously &amp;quot;let me go&amp;quot; or &amp;quot;kill this dude for me&amp;quot; isn't reasonable).&lt;br /&gt;
* Prisoner is given their last meal &amp;lt;s&amp;gt;like an assistant&amp;lt;/s&amp;gt;.&lt;br /&gt;
* Prisoner is escorted to the execution location under heavily armed guards, bound in a straight jacket and leg cuffs. Escorting officers are armed to kill. Lethal injections are done in medbay surgery room under supervision of doctor, firing squad is done on the shooting range, gassing is done in toxins or a room is built by engineering, etc.&lt;br /&gt;
* It is required for the Colony Director to be present (not an acting Colony Director), or an execution may not proceed.&lt;br /&gt;
* For an individual to be executed without planetside cloning (and thus, stay dead, unless they have privately owned cloning equipment), Central Command must make their own judgements. This is extremely rare in Virgo and usually only occurs in cases of terrorism. Central Command must be faxed prior to the execution. If CentCom chooses to commute it to another sentence, exonerate it entirely, or even pardon it, on-station security must comply immediately.&lt;br /&gt;
&lt;br /&gt;
== Command ==&lt;br /&gt;
&lt;br /&gt;
=== Modification of AI or Cyborg Laws ===&lt;br /&gt;
If Command wish to add, remove, or change laws, or it has been determined that the AI or Cyborg has had a law change that is '''non'''-threatening to the crew, or its command structure (such as calling a certain crewmember by a specific title or name, for example.), the law change must be authorized by either the Colony Director, or alternatively, '''Two''' command members. Ideally this should include the Research Director. The law change itself can be done by any Command member, but '''should''' be done by the Research Director or Chief Engineer. If the law change is done by anyone other than the Colony Director, Research Director, or Chief Engineer, they should also be accompanied by a Security Officer / Blueshield Officer to witness the law change.&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides for New Players]]&lt;br /&gt;
[[Category:Lore]]&lt;/div&gt;</summary>
		<author><name>Kelshark</name></author>
	</entry>
</feed>