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	<id>https://wiki.starlight.network/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Citrusinine</id>
	<title>Starlight wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://wiki.starlight.network/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Citrusinine"/>
	<link rel="alternate" type="text/html" href="https://wiki.starlight.network/Special:Contributions/Citrusinine"/>
	<updated>2026-04-05T17:49:22Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.43.0</generator>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=Botanist&amp;diff=1789</id>
		<title>Botanist</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=Botanist&amp;diff=1789"/>
		<updated>2025-11-24T07:04:51Z</updated>

		<summary type="html">&lt;p&gt;Citrusinine: added an and&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{{RolePageHeader&lt;br /&gt;
|department=[[Service]]&lt;br /&gt;
|roleTitle=Botanist&lt;br /&gt;
|img=BOTANIST.png&lt;br /&gt;
|roleplayExpectations=Below Average&lt;br /&gt;
|RequiredGameKnowledge=Average&lt;br /&gt;
|hoursRequired=None&lt;br /&gt;
|access=Maintenance, Service, Hydroponics (+ Kitchen, Bar on certain stations)&lt;br /&gt;
|supervisors=[[Head of Personnel]]&lt;br /&gt;
|subordinates=None&lt;br /&gt;
|responsibilities=Supply the chef with all the produce they can carry, mutate panacea plants to replace medical, and overrun the station with kudzu 10 minutes into the shift.&lt;br /&gt;
|guides=This is the guide!}}&lt;br /&gt;
&lt;br /&gt;
Hydroponics is the process of growing plants in nutrient-rich water solutions. Nanotrasen has standardized the use of state-of-the-art hydroponics technology across their many corporate outposts, and employees are encouraged to disregard any evidence that departments on some stations still include rudimentary soil mounds.&lt;/div&gt;</summary>
		<author><name>Citrusinine</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=Chaplain&amp;diff=1788</id>
		<title>Chaplain</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=Chaplain&amp;diff=1788"/>
		<updated>2025-11-24T07:04:23Z</updated>

		<summary type="html">&lt;p&gt;Citrusinine: ACTUALLY made it a list&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RolePageHeader&lt;br /&gt;
|department=Service&lt;br /&gt;
|roleTitle=Chaplain&lt;br /&gt;
|img=CHAPLAIN.png&lt;br /&gt;
|roleplayExpectations=Above Average&lt;br /&gt;
|RequiredGameKnowledge=Easy&lt;br /&gt;
|hoursRequired=None&lt;br /&gt;
|access=Chapel, Maintenance&lt;br /&gt;
|supervisors=[[Head of Personnel]]&lt;br /&gt;
|subordinates=Your trusty bat&lt;br /&gt;
|responsibilities=Preach to crew members, aid them in their journeys to spiritual oneness, and get bored and switch places with a [[Passenger]].&lt;br /&gt;
|guides=[TBA]}}&lt;br /&gt;
You, as the Chaplain, are in a position of divine roleplaying power to start up any religious (or cult-like) order you see fit and garner the respect of your peers. This is a difficult task, as you shouldn&#039;t antagonize the station with violence or overall malicious activity, as the power your hold is just (and the rules are firm). You may spend your round with little to no followers, and simply slot into the role of another face at the bar having idle chit-chat and playing music, but... You are someone that everyone regards a bit differently, many will default into referring to you as father/mother/sister and much like how a Mime is apt to emote properly, you should often lean in to this aspect and maintain your role.&lt;br /&gt;
&lt;br /&gt;
As there&#039;s an underlying reason why you&#039;re more than just a [[Passenger]] with his own special room...&lt;br /&gt;
&lt;br /&gt;
==The Bible==&lt;br /&gt;
Your bible has minimal storage space, but beyond that, when clicking on someone, has the ability to heal them for Brute and Burn with a 5 second cooldown. There is a 1/3 chance that you will damage them instead, but if you make sure they are wearing headgear, there is no chance of failure. The best part is if anyone tries to use your Bible, they will instead take Burn damage; this helps ensure your role can&#039;t just be taken from you by some robust Clown.&lt;br /&gt;
&lt;br /&gt;
It&#039;s not much - conventional healing from a [[Medical Doctor|medical doctor]] or a [[chemist]] trumps your abilities in a variety of ways - but when in a pinch you&#039;re able to rise to the occasion and save lives.&lt;br /&gt;
&lt;br /&gt;
It can be worn in the belt slot.&lt;br /&gt;
&lt;br /&gt;
==The Crematorium==&lt;br /&gt;
On certain stations, you will find a room with a crematorium inside your chapel. This is used to keep the station from piling up with corpses after cloning or after they&#039;ve been left alone for too long and started rotting. As the chaplain, it is your duty to deliver their last rites and remove any belongings before turning the cadavers into ash. Make sure to check on your chapel periodically, as medbay may send the deceased your way, and if you&#039;re not careful, you could come back to a mountain of corpses releasing miasma everywhere.&lt;br /&gt;
&lt;br /&gt;
==Divinely Appointed Antagonist==&lt;br /&gt;
It is possible that the game admin may choose you to be an antagonist for the round. Look for ominous messages to appear above your head such as &amp;quot;You feel a connection to darkness&amp;quot; or &amp;quot;I...SEE...YOU&amp;quot;. These messages can only be seen by you but will appear in the chat box. It is possible that the admin may contact you directly though admin chat or if they think you&#039;re ignoring them. How you choose to react to these messages can shape the course of the round. If you send an acknowledgement message via prayer they may ask you to start a cult and plop down a bunch of cult robes/hoods in the chapel or something else depending on what they have in mind.&lt;br /&gt;
&lt;br /&gt;
Cult activity is technically illegal but starting a cult can be something the chaplain does on their own initiative for roleplay, so it may be possible to walk and recruit openly among the crew for a significant amount of time before security decides to investigate so long as you don&#039;t name drop Nar&#039;Sie or whatever dark god it is you worship. Recruiting for a cult is as simple as walking up to the crew and asking if they want to join. Grey tiders are often easy pickings since they have no job and are often new players looking for something exciting to do. However, don&#039;t be afraid to ask other departments if they want to join. It would be wise to avoid recruiting command staff and the security department however, lone cadets are all too often willing to join. Once you have assembled your following for whatever task you have been given you are set. Although, don&#039;t be surprised if said dark god kills you all and appears to murder everyone on the station or turns every member of the cult into zombies. They wouldn&#039;t be a dark god if they didn&#039;t do evil things.&lt;br /&gt;
&lt;br /&gt;
[[Category:Roles]]&lt;br /&gt;
[[Category:Civilian Roles]]&lt;/div&gt;</summary>
		<author><name>Citrusinine</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=Chaplain&amp;diff=1787</id>
		<title>Chaplain</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=Chaplain&amp;diff=1787"/>
		<updated>2025-11-24T07:04:03Z</updated>

		<summary type="html">&lt;p&gt;Citrusinine: made a list&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RolePageHeader&lt;br /&gt;
|department=Service&lt;br /&gt;
|roleTitle=Chaplain&lt;br /&gt;
|img=CHAPLAIN.png&lt;br /&gt;
|roleplayExpectations=Above Average&lt;br /&gt;
|RequiredGameKnowledge=Easy&lt;br /&gt;
|hoursRequired=None&lt;br /&gt;
|access=Chapel, Maintenance&lt;br /&gt;
|supervisors=[[Head of Personnel]]&lt;br /&gt;
|subordinates=Your trusty bat&lt;br /&gt;
|responsibilities=Preach to crew members and aid them in their journeys to spiritual oneness, get bored and switch places with a [[Passenger]].&lt;br /&gt;
|guides=[TBA]}}&lt;br /&gt;
You, as the Chaplain, are in a position of divine roleplaying power to start up any religious (or cult-like) order you see fit and garner the respect of your peers. This is a difficult task, as you shouldn&#039;t antagonize the station with violence or overall malicious activity, as the power your hold is just (and the rules are firm). You may spend your round with little to no followers, and simply slot into the role of another face at the bar having idle chit-chat and playing music, but... You are someone that everyone regards a bit differently, many will default into referring to you as father/mother/sister and much like how a Mime is apt to emote properly, you should often lean in to this aspect and maintain your role.&lt;br /&gt;
&lt;br /&gt;
As there&#039;s an underlying reason why you&#039;re more than just a [[Passenger]] with his own special room...&lt;br /&gt;
&lt;br /&gt;
==The Bible==&lt;br /&gt;
Your bible has minimal storage space, but beyond that, when clicking on someone, has the ability to heal them for Brute and Burn with a 5 second cooldown. There is a 1/3 chance that you will damage them instead, but if you make sure they are wearing headgear, there is no chance of failure. The best part is if anyone tries to use your Bible, they will instead take Burn damage; this helps ensure your role can&#039;t just be taken from you by some robust Clown.&lt;br /&gt;
&lt;br /&gt;
It&#039;s not much - conventional healing from a [[Medical Doctor|medical doctor]] or a [[chemist]] trumps your abilities in a variety of ways - but when in a pinch you&#039;re able to rise to the occasion and save lives.&lt;br /&gt;
&lt;br /&gt;
It can be worn in the belt slot.&lt;br /&gt;
&lt;br /&gt;
==The Crematorium==&lt;br /&gt;
On certain stations, you will find a room with a crematorium inside your chapel. This is used to keep the station from piling up with corpses after cloning or after they&#039;ve been left alone for too long and started rotting. As the chaplain, it is your duty to deliver their last rites and remove any belongings before turning the cadavers into ash. Make sure to check on your chapel periodically, as medbay may send the deceased your way, and if you&#039;re not careful, you could come back to a mountain of corpses releasing miasma everywhere.&lt;br /&gt;
&lt;br /&gt;
==Divinely Appointed Antagonist==&lt;br /&gt;
It is possible that the game admin may choose you to be an antagonist for the round. Look for ominous messages to appear above your head such as &amp;quot;You feel a connection to darkness&amp;quot; or &amp;quot;I...SEE...YOU&amp;quot;. These messages can only be seen by you but will appear in the chat box. It is possible that the admin may contact you directly though admin chat or if they think you&#039;re ignoring them. How you choose to react to these messages can shape the course of the round. If you send an acknowledgement message via prayer they may ask you to start a cult and plop down a bunch of cult robes/hoods in the chapel or something else depending on what they have in mind.&lt;br /&gt;
&lt;br /&gt;
Cult activity is technically illegal but starting a cult can be something the chaplain does on their own initiative for roleplay, so it may be possible to walk and recruit openly among the crew for a significant amount of time before security decides to investigate so long as you don&#039;t name drop Nar&#039;Sie or whatever dark god it is you worship. Recruiting for a cult is as simple as walking up to the crew and asking if they want to join. Grey tiders are often easy pickings since they have no job and are often new players looking for something exciting to do. However, don&#039;t be afraid to ask other departments if they want to join. It would be wise to avoid recruiting command staff and the security department however, lone cadets are all too often willing to join. Once you have assembled your following for whatever task you have been given you are set. Although, don&#039;t be surprised if said dark god kills you all and appears to murder everyone on the station or turns every member of the cult into zombies. They wouldn&#039;t be a dark god if they didn&#039;t do evil things.&lt;br /&gt;
&lt;br /&gt;
[[Category:Roles]]&lt;br /&gt;
[[Category:Civilian Roles]]&lt;/div&gt;</summary>
		<author><name>Citrusinine</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=Clown&amp;diff=1786</id>
		<title>Clown</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=Clown&amp;diff=1786"/>
		<updated>2025-11-24T07:03:36Z</updated>

		<summary type="html">&lt;p&gt;Citrusinine: added and&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RolePageHeader&lt;br /&gt;
|department=[[Service]]&lt;br /&gt;
|roleTitle=Clown&lt;br /&gt;
|img=CLOWN.png&lt;br /&gt;
|roleplayExpectations=Hard&lt;br /&gt;
|RequiredGameKnowledge=Below Average&lt;br /&gt;
|hoursRequired=Passenger: 10min&lt;br /&gt;
|access=Maintenance, Theatre&lt;br /&gt;
|supervisors=[[Head of Personnel]]&lt;br /&gt;
|subordinates=None&lt;br /&gt;
|responsibilities=Honk, slip Security, and try not to get killed after slipping Security.&lt;br /&gt;
|guides=See below.}}&lt;br /&gt;
&lt;br /&gt;
The unofficial mascot of Space Station &amp;lt;strike&amp;gt;1̶3̶&amp;lt;/strike&amp;gt; 14. The Clown is the most important crewmember. A Clown&#039;s jobs are to entertain, amuse and, to an extent, annoy. Unlike the reserved and silent [[Mime]], the Clown operates from a place of obnoxiousness; each Clown is standard-issued with throwable custard pies, slippy banana skins, an irritating horn, and squeaky shoes.&lt;br /&gt;
&lt;br /&gt;
==The art of HONKing==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DISCLAIMER: Being a Clown is not an automatic license to grief or ruin someone else&#039;s round.&#039;&#039;&#039; When in doubt, ask yourself: &amp;quot;Are you irrevocably fucking with someone&#039;s round (killing, incapacitating, etc.)?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
If yes: don&#039;t do it. You&#039;ll probably get robusted, arrested and very likely banned.&lt;br /&gt;
&lt;br /&gt;
If no: you&#039;re probably fine, but if you have an elaborate scheme in mind that might need additional approval - talk to the admins.&lt;br /&gt;
&lt;br /&gt;
Being a Clown presents an [https://www.youtube.com/watch?v=DslJb0S7jz4 occupational hazard]: be prepared to act as the station&#039;s punching bag, rightfully or wrongfully.&lt;br /&gt;
&lt;br /&gt;
===Hijinks===&lt;br /&gt;
&lt;br /&gt;
Any good Clown knows that annoyance is only a path to amusement. The amount that you&#039;re going to be able to get away with is directly proportional to how funny it is. Slipping on a banana peel is only funny once, so be creative. Tell jokes, scale your pranks up, involve the Mime (as confederate or target), steal the Captain&#039;s shoes. The only limit to Clowning is your imagination (and Security (and the admins)).&lt;br /&gt;
&lt;br /&gt;
* Doodle graffiti with your crayon outside Sec, the Bridge, or the HoP&#039;s office. You might even get commissioned by the HoP to do this.&lt;br /&gt;
* Ask for [[Botany]] access, or &amp;lt;strike&amp;gt;beg&amp;lt;/strike&amp;gt; convince a [[Botanist]] to grow more bananas for you. Bonus points for mixing ambrosia vulgras with them to make meth bananas to facilitate high-speed clowning&lt;br /&gt;
* Construct a HONKfort in the bar with spare materials and steal the [[Reporter]]&#039;s console so you can issue your own, humorous newscasts&lt;br /&gt;
* Conscript the Chaplain and form a cult that worships the HONKmother&lt;br /&gt;
* Dress up as a pirate, convince the QM / HoP to give you Salvage &amp;amp; Cargo access, and declare yourself a Cargonian Privateer. Bonus points for &amp;lt;strike&amp;gt;hijacking&amp;lt;/strike&amp;gt; requisitioning the cargo/salvage shuttle for such hijinks. YARRGH SCURVY DOG&lt;br /&gt;
* Make a Conveyor-Go-Round and cover it in bananas&lt;br /&gt;
* Build a clown restaurant and run the chef out of business&lt;br /&gt;
* Steal the practice laser from the Security practice range and go on a shooting spree. Bonus points for randomly firing into the bridge to convince them it&#039;s a real assassination attempt&lt;br /&gt;
* Build an army of [[Robotics#Bots|Honkbots]] to loose upon the station&lt;br /&gt;
* Slip then shave people&#039;s heads with a razor&lt;br /&gt;
* Reprogram those pesky silicones with a law that mandates they talk like a pirate&lt;br /&gt;
* &amp;lt;strike&amp;gt;Steal&amp;lt;/strike&amp;gt; Borrow the [[Chief Engineer]]&#039;s ID and use the announcements console to declare that &amp;quot;[[Power#Gravitational Singularity Engine|LORD SINGULOTH]] IS [https://www.youtube.com/watch?v=KdleuMdtQnM LOOSE]&amp;quot; &amp;lt;strike&amp;gt;don&#039;t actually [https://www.youtube.com/watch?v=KdleuMdtQnM release the singularity] unless you&#039;re a traitor though, or may get exploded by the admins&amp;lt;/strike&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Never relinquish your mask willingly. An unmasked clown is the lowest of all creatures, and can only redeem themselves through great acts of clowning.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Tools of the trade===&lt;br /&gt;
&lt;br /&gt;
As a clown, you have access to several items:&lt;br /&gt;
* Banana - eat it, and drop to slip players. A good clown knows the best moment of when to slip, and not to slip &amp;lt;strike&amp;gt;and it certainly isn&#039;t near an open airlock when the station has no power.&amp;lt;/strike&amp;gt; Bonus points in that the banana peel can be used to slip pursuers seeking to &amp;lt;strike&amp;gt;harmbaton&amp;lt;/strike&amp;gt; discipline you for your pranks.&lt;br /&gt;
* Bike horn - for HONKing. Can be made redundant with bike horn implants.&lt;br /&gt;
&lt;br /&gt;
WIP WIP banana horn music&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==A history of clowning==&lt;br /&gt;
&lt;br /&gt;
[https://wiki.ss13.co/History_of_SS13 In the early days of Space Station 13 under management of the SomethingAwful Goons], the Clown was [https://wiki.ss13.co/Clown#A_Brief_History_of_Clowning previously] a punishment position made to replace the Janitor; the incompetence mutation was there to make it a lot harder for them to do or use things that could be easily used for griefing. Like the Janitor, it turned out that giving griefers an entertainingly shitty job only encouraged them, and it was made a regular job.&lt;br /&gt;
&lt;br /&gt;
Goonstation&#039;s admin opinion on a job that had open sanction to grief as hard as it could without breaking the other rules soured once they realized that for every entertaining Clown, there were 50 shitty Clowns that either plain sucked at being entertaining or actively broke the rules, thinking the job would make them immune to reprisal. On Goonstation, the job was removed but the outfit and job items were left scattered on the station for those who still believed in the true Honk Life.&lt;br /&gt;
&lt;br /&gt;
Eventually, it was reintroduced to the Goon codebase, at which point other communities (/tg/, Paradise, /vg/ and Beestation) had already been using the Clown for years - and as before, now thrives within SS14.&lt;br /&gt;
&lt;br /&gt;
==We all float down here==&lt;br /&gt;
&lt;br /&gt;
So you&#039;re a traitor clown. A rare, but nonetheless terrifying experience. Given your status amongst the crew as a nuisance to be avoided or ignored entirely, you have one of the best covers for your nefarious deeds. Nobody will care where you are or what you&#039;re doing, so long as you keep out of reach of Security, meaning you can fulfill your objectives without needing to worry about responsibilities on the station. Many spacemen have been &amp;quot;harmlessly&amp;quot; slipped only to then be diced with an energy sword. Honk.&lt;br /&gt;
&lt;br /&gt;
Or, if you&#039;re feeling particularly clownish, disregard your objectives and become the chaotic anitivillain the station truly deserves. Set up a maze in maintenance and loose an army of rehydrated space carp to chase off interlopers. Crowbar and bolt open the evac airlocks and cover the corridor in space lube so the crew get a one-way slip n&#039; slide into the cold vacuum of space! Deconstruct the bar into your own personal HONKfort, and set up a ballistic turret to ward off any interruptions as you treat the station to [https://www.youtube.com/watch?v=K8WFQiJm3ek your rendition of piano man.]&lt;br /&gt;
&lt;br /&gt;
With that in mind, you also have access to a number of [[Traitor_Uplink#Job|unique tools]] that are [https://www.youtube.com/watch?v=dWO0TYQvs4U&amp;amp;t=353 specific to your role].&lt;br /&gt;
&lt;br /&gt;
[[Category:Roles]]&lt;br /&gt;
[[Category:Civilian Roles]]&lt;/div&gt;</summary>
		<author><name>Citrusinine</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=Librarian&amp;diff=1785</id>
		<title>Librarian</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=Librarian&amp;diff=1785"/>
		<updated>2025-11-24T07:03:08Z</updated>

		<summary type="html">&lt;p&gt;Citrusinine: made it a list&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RolePageHeader&lt;br /&gt;
|department=[[Service]]&lt;br /&gt;
|roleTitle=Librarian&lt;br /&gt;
|img=LIBRARIAN.png&lt;br /&gt;
|roleplayExpectations=Above Average&lt;br /&gt;
|RequiredGameKnowledge=Easy&lt;br /&gt;
|hoursRequired=None&lt;br /&gt;
|access=Maintenance, Service&lt;br /&gt;
|supervisors=[[Head of Personnel]]&lt;br /&gt;
|subordinates=None&lt;br /&gt;
|responsibilities=Write on some paper and have people glance at it and shrug, renovate the library, do nothing in particular.&lt;br /&gt;
|guides=[[Dorks &amp;amp; Dungeons 3E]]}}&lt;br /&gt;
&lt;br /&gt;
The Librarian is primarily a roleplay-driven job with little practical responsibility aboard the station. There are a few fun activities you can get up to though:&lt;br /&gt;
* Organize D&amp;amp;D utilizing pen, paper, and dice&lt;br /&gt;
* Remodel the library to make more space for D&amp;amp;D&lt;br /&gt;
* Send a fax to every department inviting them to D&amp;amp;D&lt;br /&gt;
* Write so many words on paper that people won&#039;t bother reading&lt;br /&gt;
* Try to forge paperwork just to test your abilities&lt;br /&gt;
* Print copies of the [[Chaplain]]&#039;s bible and place it in a section labeled &amp;quot;Fiction&amp;quot;&lt;br /&gt;
* Host a public reading then copy paste your whole fanfic for the captive audience&lt;br /&gt;
* Host a wholesome game of Basket-Book&lt;br /&gt;
* Be a helpful research librarian by bringing Atmos books on how to do their job.&lt;br /&gt;
* Label everything with your name and charge a fee to use your stuff.&lt;br /&gt;
* Get the [[Clown]]s and [[Musician]]s to preform your play. &lt;br /&gt;
&lt;br /&gt;
Some more practical Librarian sub-roles include:&lt;br /&gt;
* Court Stenographer: A lot happens in the court room and it can help the legal department to have a good record of court proceedings. Use your massive WPM and shorthand skills to write crucial legal documents only you know how to read. Bring both editions of Robert&#039;s Rules of Escalation in your bag so you can throw the book at unruly coworkers. Requires a functioning legal system.&lt;br /&gt;
* Communication Assistant: Help mute and heavily accented characters communicate by interpreting for them or providing pen &amp;amp; paper at a moments notice.&lt;br /&gt;
* Secretary: Take a page from your superior and deal with paperwork that nobody else wants to. Make records of everything and leave no paper unpushed!&lt;br /&gt;
* Courier: Deliver packages and dictated notes between crew members since you have nothing else to do.&lt;br /&gt;
&lt;br /&gt;
== Tools ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Image !! Name !! Description&lt;br /&gt;
|-&lt;br /&gt;
|  || Colored Folders || Organizational folders that hold paper, looks very official.&lt;br /&gt;
|-&lt;br /&gt;
|  || Labeler || Used to label certain objects, helpful for organizing bookshelves, claiming property, and causing mischief.&lt;br /&gt;
|-&lt;br /&gt;
|  || Book Bag || Holds books, intentionally spill in front of your crush to initiate a meet-cute.&lt;br /&gt;
|-&lt;br /&gt;
|  || Paper || This page intentionally left blank.&lt;br /&gt;
|-&lt;br /&gt;
|  || Pen || Mightier than the sword. &lt;br /&gt;
|-&lt;br /&gt;
|  || PDA || You have plenty of time to use it, takes notes, holds a pen.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Using the Labeler:&lt;br /&gt;
The Librarian spawns at the start of the round with a Labeler in their inventory. To use the Labeler, equip it in your active hand then press &amp;quot;z&amp;quot; which will open the input box for text, anything subsequently labeled by clicking or with the context menu will now have the inputted text attached to its name.&lt;br /&gt;
Items may be unlabeled by labeling with an empty label or using the context menu.&lt;br /&gt;
&lt;br /&gt;
[[Category:Roles]]&lt;br /&gt;
[[Category:Civilian Roles]]&lt;/div&gt;</summary>
		<author><name>Citrusinine</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=Mime&amp;diff=1784</id>
		<title>Mime</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=Mime&amp;diff=1784"/>
		<updated>2025-11-24T07:02:40Z</updated>

		<summary type="html">&lt;p&gt;Citrusinine: added an and&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{{RolePageHeader&lt;br /&gt;
|department=[[Service]]&lt;br /&gt;
|roleTitle=Mime&lt;br /&gt;
|img=MIME.png&lt;br /&gt;
|roleplayExpectations=Above Average&lt;br /&gt;
|RequiredGameKnowledge=Below Average&lt;br /&gt;
|hoursRequired=None&lt;br /&gt;
|access=Theatre, Maintenance&lt;br /&gt;
|supervisors=[[Head of Personnel]]&lt;br /&gt;
|subordinates=None&lt;br /&gt;
|responsibilities=Entertain the crew, perform impossible feats, and antagonize the clown.&lt;br /&gt;
|guides=This is the guide.}}&lt;br /&gt;
&lt;br /&gt;
The Mime is an enigmatic, silent performer who brings a distinct sophistication and artistry to his craft. Unlike the loud, buffoonish antics of the [[Clown]], a good Mime demonstrates poise, agility and intention in all things. The Mime does &#039;&#039;&#039;not&#039;&#039;&#039; talk.&lt;br /&gt;
&lt;br /&gt;
Ultimately, a Mime is free to decide how best to spend their time aboard the station. Elaborate works of art in a public hallway, musical performances or simple [[Emotes|wordless]] conversations with crewmates are common.&lt;br /&gt;
&lt;br /&gt;
[[Category:Roles]]&lt;br /&gt;
[[Category:Civilian Roles]]&lt;/div&gt;</summary>
		<author><name>Citrusinine</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=Musician&amp;diff=1783</id>
		<title>Musician</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=Musician&amp;diff=1783"/>
		<updated>2025-11-24T07:02:16Z</updated>

		<summary type="html">&lt;p&gt;Citrusinine: added an and&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{{RolePageHeader&lt;br /&gt;
|department=[[Service]]&lt;br /&gt;
|roleTitle=Musician&lt;br /&gt;
|img=MUSICIAN.png&lt;br /&gt;
|roleplayExpectations=Above Average&lt;br /&gt;
|RequiredGameKnowledge=Easy&lt;br /&gt;
|hoursRequired=None&lt;br /&gt;
|access=Maintenance, Theatre&lt;br /&gt;
|supervisors=[[Head of Personnel]]&lt;br /&gt;
|subordinates=None&lt;br /&gt;
|responsibilities=Get instruments, play music around the station, and get berated for having &amp;quot;bad taste&amp;quot;.&lt;br /&gt;
|guides=This is the guide.}}&lt;br /&gt;
&lt;br /&gt;
The Musician is primarily a roleplaying role, however, this does not mean you cannot jam out in non-roleplay circumstances. You are a glorified [[Passenger]] (with cool sunglasses) whose purpose is to play midis on [[Musical Instruments|Instruments]] for the crew. &lt;br /&gt;
&lt;br /&gt;
[[Category:Roles]]&lt;br /&gt;
[[Category:Civilian Roles]]&lt;/div&gt;</summary>
		<author><name>Citrusinine</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=Service_Worker&amp;diff=1782</id>
		<title>Service Worker</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=Service_Worker&amp;diff=1782"/>
		<updated>2025-11-24T07:01:56Z</updated>

		<summary type="html">&lt;p&gt;Citrusinine: added an and&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{{RolePageHeader&lt;br /&gt;
|department=[[Service]]&lt;br /&gt;
|roleTitle=Service Worker&lt;br /&gt;
|img=SERVICEWORKER.png&lt;br /&gt;
|roleplayExpectations=Average&lt;br /&gt;
|RequiredGameKnowledge=Below Average&lt;br /&gt;
|hoursRequired=None&lt;br /&gt;
|access=Service, Maintenance, Bar, Kitchen&lt;br /&gt;
|supervisors=[[Head of Personnel]]&lt;br /&gt;
|subordinates=None&lt;br /&gt;
|responsibilities=Help out around the service departments, learn to grow and cook food, and resist the urge to steal the shotgun.&lt;br /&gt;
|guides=[[Botanist]], [[Cooking]], [[Bartending]]}}&lt;br /&gt;
&lt;br /&gt;
As Service Worker your job is to assist any of the other service departments ([[hydroponics]], [[Bartender|bar]], [[Chef|kitchen]], etc.) and generally be ready to help if any of them need an extra hand. Note that this role shouldn’t be played as a [[passenger|Assistant]] with extra access, you have a job.&lt;br /&gt;
&lt;br /&gt;
[[Category:Roles]]&lt;br /&gt;
[[Category:Civilian Roles]]&lt;br /&gt;
[[Category:Service Roles]]&lt;/div&gt;</summary>
		<author><name>Citrusinine</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=Service_Worker&amp;diff=1781</id>
		<title>Service Worker</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=Service_Worker&amp;diff=1781"/>
		<updated>2025-11-24T07:01:45Z</updated>

		<summary type="html">&lt;p&gt;Citrusinine: turned into list&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{{RolePageHeader&lt;br /&gt;
|department=[[Service]]&lt;br /&gt;
|roleTitle=Service Worker&lt;br /&gt;
|img=SERVICEWORKER.png&lt;br /&gt;
|roleplayExpectations=Average&lt;br /&gt;
|RequiredGameKnowledge=Below Average&lt;br /&gt;
|hoursRequired=None&lt;br /&gt;
|access=Service, Maintenance, Bar, Kitchen&lt;br /&gt;
|supervisors=[[Head of Personnel]]&lt;br /&gt;
|subordinates=None&lt;br /&gt;
|responsibilities=Help out around the service departments, learn to grow and cook food, resist the urge to steal the shotgun.&lt;br /&gt;
|guides=[[Botanist]], [[Cooking]], [[Bartending]]}}&lt;br /&gt;
&lt;br /&gt;
As Service Worker your job is to assist any of the other service departments ([[hydroponics]], [[Bartender|bar]], [[Chef|kitchen]], etc.) and generally be ready to help if any of them need an extra hand. Note that this role shouldn’t be played as a [[passenger|Assistant]] with extra access, you have a job.&lt;br /&gt;
&lt;br /&gt;
[[Category:Roles]]&lt;br /&gt;
[[Category:Civilian Roles]]&lt;br /&gt;
[[Category:Service Roles]]&lt;/div&gt;</summary>
		<author><name>Citrusinine</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=Botanist&amp;diff=1780</id>
		<title>Botanist</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=Botanist&amp;diff=1780"/>
		<updated>2025-11-24T07:01:12Z</updated>

		<summary type="html">&lt;p&gt;Citrusinine: i dont think any of those are proper nouns, also made it a list&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{{RolePageHeader&lt;br /&gt;
|department=[[Service]]&lt;br /&gt;
|roleTitle=Botanist&lt;br /&gt;
|img=BOTANIST.png&lt;br /&gt;
|roleplayExpectations=Below Average&lt;br /&gt;
|RequiredGameKnowledge=Average&lt;br /&gt;
|hoursRequired=None&lt;br /&gt;
|access=Maintenance, Service, Hydroponics (+ Kitchen, Bar on certain stations)&lt;br /&gt;
|supervisors=[[Head of Personnel]]&lt;br /&gt;
|subordinates=None&lt;br /&gt;
|responsibilities=Supply the chef with all the produce they can carry, mutate panacea plants to replace medical, overrun the station with kudzu 10 minutes into the shift.&lt;br /&gt;
|guides=This is the guide!}}&lt;br /&gt;
&lt;br /&gt;
Hydroponics is the process of growing plants in nutrient-rich water solutions. Nanotrasen has standardized the use of state-of-the-art hydroponics technology across their many corporate outposts, and employees are encouraged to disregard any evidence that departments on some stations still include rudimentary soil mounds.&lt;/div&gt;</summary>
		<author><name>Citrusinine</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=Bartender&amp;diff=1779</id>
		<title>Bartender</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=Bartender&amp;diff=1779"/>
		<updated>2025-11-24T07:00:16Z</updated>

		<summary type="html">&lt;p&gt;Citrusinine: oxford comma, grammar fixes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RolePageHeader|department=[[Service]]|roleTitle=Bartender|img=BARTENDER.png|roleplayExpectations=Above Average|RequiredGameKnowledge=Average|hoursRequired=Civilian: 30mins|access=Maintenance, Service, bar|supervisors=[[Head of Personnel]]|subordinates=None|responsibilities=Mix cocktails and drinks to keep morale high, be there to listen to life stories of customers, and shoot random critters.|guides=This is the guide!}}&amp;quot;Did i give them a kira&#039;s special or an atomic bomb?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
You are given the assignment of keeping the crew happy by filling their taps and mixing special drinks for your crew to get drunk over with. As a bartender, you&#039;re going to be focused on providing drinks on demand to the crew at your bar and make sure you don&#039;t overdose them with alcohol. As a bartender, you&#039;re given the following equipment:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Soda dispenser&#039;&#039;&#039;: A dispenser that holds non-alcoholic beverages, new bottles or jugs can be inserted if compatible. To use, simply insert a container like a glass then select which drink you want to dispense.&lt;br /&gt;
* &#039;&#039;&#039;Booze dispenser&#039;&#039;&#039;: A dipsenser that holds non-non-alcoholic beverages, new bottles and jugs can be inserted if compatible. To use, simply insert a container like a glass then select which drink you want to dispense. &#039;&#039;(Note that the booze dispenser does not come with all alcohols. get the rest from the boozevend and slot them in).&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Shaker&#039;&#039;&#039;: a container that can contain liquids that you want to shake together for certain drinks. Right click on the shaker and select the shake option to start shaking.&lt;br /&gt;
* &#039;&#039;&#039;Mix spoon&#039;&#039;&#039;: A long smooth spoon that is used for mixing liquids inside a glass/cup, necessary for several drinks. simply equip the spoon and click on the glass you want to stir.&lt;br /&gt;
* &#039;&#039;&#039;Boozevend&#039;&#039;&#039;: A vending machine that dispenses beverages, bartending equipments, and also drinking glasses or flasks. Can be restocked with boozevend restock.&lt;br /&gt;
* &#039;&#039;&#039;Beer goggles&#039;&#039;&#039;: Lets you see how thirsty people are, blue indicates they&#039;re well hydrated while orange shows that they could use a drink.&lt;br /&gt;
* &#039;&#039;&#039;Double barrel shotgun&#039;&#039;&#039;: A firearm that comes loaded with .50 beanbags to ward off unruly customers or critters. Some stations provide .50 flares as a substitute for a more stronger punch.&lt;br /&gt;
* &#039;&#039;&#039;Pun Pun&#039;&#039;&#039;: A vetted monkey from the monkey society, this ghost role entity can assist you in doing bartending chores and mix drinks too! Comes with bar access ID.&lt;br /&gt;
* &#039;&#039;&#039;Nuclear Keg&#039;&#039;&#039;: Some stations come with a nuclear keg, a nuclear item that looks identical to a real nuke but includes a tap and dispenses nuclear soda instead of death rays.&lt;br /&gt;
* &#039;&#039;&#039;Reagent Grinder&#039;&#039;&#039;: used to grind up solid materials into liquid forms. Insert a container and then insert the items you want to grind/juice down.&lt;br /&gt;
&lt;br /&gt;
== Mixing 101 ==&lt;br /&gt;
Congratulations, you just got a customer! Now you need to provide them with the drink they would like, and hopefully they&#039;ll become a regular at your respectable bar. The following steps may be followed:&lt;br /&gt;
&lt;br /&gt;
# Greet and ask what drink the customer would like.&lt;br /&gt;
# Dispense a metamorphic glass or a specific container if the customer requests it.&lt;br /&gt;
# Insert it into the respective dispenser depending on their order.&lt;br /&gt;
# Do the math to make sure your mix results in the drink and fills up the glass fully (usually 30u is full).&lt;br /&gt;
# Stir or shake the mix if needed.&lt;br /&gt;
# Serve to the customer by placing it on the table across them.&lt;br /&gt;
&lt;br /&gt;
== What to mix? ==&lt;br /&gt;
Generally speaking, you can get a full list of drinks you can create by clicking the help icon on the bar-related equipment like booze dispenser. You will get a full range of drinks ranging from generic and classic mix, up to the crazy and borderline illegal drinks that may or may not give your customer radiations. Some of these recipes may require you to get supplies from the chemist at the medical department, or plant supplies from your fellow botanists. Sometimes though, you may need to get help from cargo for a more... exotic materials like uranium.&lt;/div&gt;</summary>
		<author><name>Citrusinine</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=Medical_Intern&amp;diff=1778</id>
		<title>Medical Intern</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=Medical_Intern&amp;diff=1778"/>
		<updated>2025-11-24T06:59:23Z</updated>

		<summary type="html">&lt;p&gt;Citrusinine: made the responsibilities section better&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RolePageHeader&lt;br /&gt;
|department=Medical&lt;br /&gt;
|roleTitle=Medical Intern&lt;br /&gt;
|img=MI.png&lt;br /&gt;
|roleplayExpectations=Easy&lt;br /&gt;
|RequiredGameKnowledge=Above Average&lt;br /&gt;
|hoursRequired=	Overall: 5min, Medical: -15h&lt;br /&gt;
|access=Maintenance, Medical&lt;br /&gt;
|supervisors=[[Chief Medical Officer]], [[Medical Doctor]]&lt;br /&gt;
|subordinates=None&lt;br /&gt;
|responsibilities=Learn how to heal people, inject chemicals, and revive the dead.&lt;br /&gt;
|guides=[[Medical]], [[Medicine]], [[Virology|Virology]], [[Cryogenic Pods|Cryogenic Pods]], [[Impossibility|Surgery]]}}&lt;br /&gt;
This role is functionally identical to [[Medical Doctor]]. The only difference is that it is meant for players new to the [[Medical]] department similar to the [[Technical Assistant]] and [[Security Cadet]] roles. Make sure to listen to your superiors, primarily the Chief Medical Officer, but also the more experienced Medical Doctors. There&#039;s a reason why you&#039;re the intern and not them.&lt;br /&gt;
&lt;br /&gt;
== Learning experience ==&lt;br /&gt;
As a medical intern, your primary goal is to listen and follow your assigned trainer at all times.  You will learn the basis on how to treat people, how to use chemicals, and how to handle bodies and prioritize patients. Usually you&#039;ll be assigned to a medical doctor to gain experience, though if you&#039;re lucky you might be able to be trained by the CMO themselves. The are several restrictions to prevent accidental (or intentional) malpractice as a medical intern, which are:&lt;br /&gt;
&lt;br /&gt;
* They can&#039;t use chemicals without supervisions&lt;br /&gt;
* They must stay with their assigned trainer&lt;br /&gt;
* They cannot perform elective surgeries for obvious reasons&lt;br /&gt;
* They can be relegated the duties of a medical doctor in emergencies.&lt;br /&gt;
&lt;br /&gt;
See [[Medical Doctor]] for more information.&lt;br /&gt;
&lt;br /&gt;
[[Category:Roles]]&lt;br /&gt;
[[Category:Medical Roles]]&lt;/div&gt;</summary>
		<author><name>Citrusinine</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=Technical_Assistant&amp;diff=1777</id>
		<title>Technical Assistant</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=Technical_Assistant&amp;diff=1777"/>
		<updated>2025-11-24T06:58:41Z</updated>

		<summary type="html">&lt;p&gt;Citrusinine: made the responsibilities section better&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RolePageHeader&lt;br /&gt;
|department=Engineering&lt;br /&gt;
|roleTitle=Technical Assistant&lt;br /&gt;
|img=TA.png&lt;br /&gt;
|roleplayExpectations=Easy&lt;br /&gt;
|RequiredGameKnowledge=Average&lt;br /&gt;
|hoursRequired=	Overall: 5 min, Engineering: -15h&lt;br /&gt;
|access=Engineering, External, Maintenance&lt;br /&gt;
|supervisors=[[Chief Engineer]], [[Atmospheric Technician]] [[Station Engineer]]&lt;br /&gt;
|subordinates=None&lt;br /&gt;
|responsibilities=Learn engineering.&lt;br /&gt;
|guides=[[Construction|Guide to Construction]], [[Power|Guide to Power]], [[Atmospheric Technician|Guide to Atmospherics]]}}&lt;br /&gt;
Learn how to rebuild walls, fix windows, repair airlocks, and fix hull breaches (spaced areas).&lt;br /&gt;
&lt;br /&gt;
== Starting Out ==&lt;br /&gt;
&lt;br /&gt;
Technical Assistant might be your first real job on the station after spending a few rounds as a Assistant, or you chose to jump right in and get your hands dirty. You may have a lot of job experience under your belt, or you may have none. Whatever the case, this job is about learning &amp;lt;s&amp;gt; and giving out your departments resources to whoever asks for them. &amp;lt;/s&amp;gt; Many people will be more than willing to teach if you ask around. Just tell them you are new and someone will eventually have time to help you between fixing the station and keeping the singularity from getting loose.&lt;br /&gt;
&lt;br /&gt;
== Learning Plan ==&lt;br /&gt;
&lt;br /&gt;
These are most of the learning packages. It is unlikely that a TA will receive training all areas in their time as a TA. The numbering is a recommended order but can be taught in any order&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Caption text&lt;br /&gt;
|-&lt;br /&gt;
! Package  !! Task !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Gearing up || What equipment has to be put on the body and into the bag at every shift start &lt;br /&gt;
|-&lt;br /&gt;
| 2 || SOP || Learning about the Engineering SOP &lt;br /&gt;
|-&lt;br /&gt;
| 3 || AME || Learning the AntiMatter Engine&lt;br /&gt;
|-&lt;br /&gt;
| 4 || Tesla Engine || Setting and maintaining Tesla&lt;br /&gt;
|-&lt;br /&gt;
| 5 || Singularity Engine || Setting and maintaining the Singularity&lt;br /&gt;
|-&lt;br /&gt;
| 6 || Front Desk Duty || Handling visitors, using computer monitors using the comms&lt;br /&gt;
|-&lt;br /&gt;
| 7 || Cables || LV(Green), MV(Yellow) and HV(Brown) cabling&lt;br /&gt;
|-&lt;br /&gt;
| 8 || Solars || How to set up solar panels and how to fix them&lt;br /&gt;
|-&lt;br /&gt;
| 9 || Batteries || SMES, Substations and APCs&lt;br /&gt;
|-&lt;br /&gt;
| 10 || Doors || How to hack them&lt;br /&gt;
|-&lt;br /&gt;
| 11 || Constructions || Using the construction menu under the key &amp;quot;c&amp;quot; for things like building walls&lt;br /&gt;
|-&lt;br /&gt;
| 12 || Spacings || How to create and fix hull breaches&lt;br /&gt;
|-&lt;br /&gt;
| 13 || RCD || Abilities and limits of the RCD and how to use it&lt;br /&gt;
|-&lt;br /&gt;
| 14 || Atmos Distro || How to set up the stations air supply&lt;br /&gt;
|-&lt;br /&gt;
| 15 || Atmos Waste || How to set up the stations gas waste disposal&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Power ==&lt;br /&gt;
&#039;&#039;Main article: [[Power|Guide to Power]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As a Technical Assistant, you will want to familiarize yourself with the different power sources on the station. The [[Power|Guide to Power]] will be an excellent source for learning the basics of the power sources, but it won&#039;t explain everything. The best teacher is experience!&lt;br /&gt;
&lt;br /&gt;
== Other Responsibilities ==&lt;br /&gt;
&lt;br /&gt;
A good skill to learn is [[hacking|hacking doors]], as this will let you &amp;lt;s&amp;gt;quickly&amp;lt;/s&amp;gt; eventually get in and out of spaced areas that you don&#039;t have access to .&lt;br /&gt;
&lt;br /&gt;
== Things To Keep In Mind ==&lt;br /&gt;
* Engineering can be very overwhelming. Do not try to learn everything on your first shift, and don&#039;t be embarrassed to ask questions. It takes time to get the hang of things!&lt;br /&gt;
* If you end up spacing the entire station, just blame it on your inexperience or the person teaching you. No one will mind too much.&lt;br /&gt;
&lt;br /&gt;
[[Category:Roles]]&lt;br /&gt;
[[Category:Engineering Roles]]&lt;/div&gt;</summary>
		<author><name>Citrusinine</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=Station_Engineer&amp;diff=1776</id>
		<title>Station Engineer</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=Station_Engineer&amp;diff=1776"/>
		<updated>2025-11-24T06:58:08Z</updated>

		<summary type="html">&lt;p&gt;Citrusinine: improved responsibilities section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RolePageHeader|access=Maintanence, Engineering|department=Engineering|guides=[[Construction|Guide to Construction]], [[Power|Guide to Power]], [[Atmospheric Technician|Guide to Atmospherics]], [[Tesla|Tesla Generator]]|hoursRequired=Technical Assistant: 4h|img=SE.png|RequiredGameKnowledge=Above Average|responsibilities=Perform station repairs, manage power production.|rolteTitle=Station Engineer|subordinates=Technical Assistants|supervisors=[[Chief Engineer]]|roleplayExpectations=Easy}}&lt;br /&gt;
&lt;br /&gt;
== Starting out ==&lt;br /&gt;
As a recently promoted Station Engineer, your duties and responsibilities will increase. By now you should have a basic grasp of how different power production engines work, how to deal with structural damages and which end of the screwdriver you should use. You will always begin your shift with a toolbelt filled with the basic necessities and plenty of spares scattered around your department. Additionally, carrying some basic materials to keep them on hand if need be might also be a good idea.&lt;br /&gt;
&lt;br /&gt;
== Power ==&lt;br /&gt;
In the beginning of each shift, the power production is going to be your main goal. Assist your fellow engineers and possibly show a Technical Assistant by setting up the [[AME]], see about wiring up [[Solars]] and consult your [[Chief Engineer]] on what your primary engine will be for the shift.&lt;br /&gt;
&lt;br /&gt;
=== AME ===&lt;br /&gt;
[[File:AMEcomponents.png|center]]&lt;br /&gt;
&lt;br /&gt;
# AME flatpack. These can be found on every station within the engineering department, there is always a dedicated room for this engine. &lt;br /&gt;
# AME Fuel Jar. This is the fuel the engine will use to produce power.&lt;br /&gt;
# AME Core. The Core will appear when AME flatpacks are arranged in a way where the core will be completely surrounded by AME shielding on all 8 sides.&lt;br /&gt;
# AME Shielding.&lt;br /&gt;
# AME Controller. The only pre-constructed component. It will be somewhere in the corner of the AME room. Simply wrench it in place where you want the AME to be built and ensure it&#039;s connected via HV wires.&lt;br /&gt;
&lt;br /&gt;
To construct an AME engine, place the flatpacks on at least a 3x3 grid. Use a multitool on the flatpacks to unpack them and the [4] AME Shielding will appear. In a 3x3 grid, once unpacked the [3] AME Core will appear in the middle. Larger AME builds are possible including but not limited to: 4x3 grid with 2 cores, 5x3 grid with 3 cores, 4x4 grid with 4 cores. Take an inventory of available flatpacks to see which one you are able to construct.&lt;br /&gt;
&lt;br /&gt;
Once constructed, insert the [2] AME fuel jar into the [5] AME Controller and interact with it.&lt;br /&gt;
[[File:AMEUI.png|center]]&lt;br /&gt;
The only important thing to note in this UI is that the Injection amount needs to always be twice the amount of core count for nominal power production. Once you&#039;ve set it up, toggle the injection and you&#039;re done. One thing to note is that the AME will consume it&#039;s fuel at a very rapid rate, meaning that once it&#039;s active, setting up the main engine will be your primary goal. Upon completion, turning off the AME to preserve it&#039;s fuel in case of emergency. Running out of AME fuel before setting the engine up will make your job much harder since both the Tesla and Singularity require power to maintain the barrier. Absence of a barrier will cause the Tesla or Singularity to become loose, which will induce devastating structural damage and potentially irrecoverable deaths.&lt;br /&gt;
&lt;br /&gt;
== Wiring ==&lt;br /&gt;
What&#039;s the point of making all that power if you cannot distribute it across the station? As the station engineer, your duty will be ensuring the power runs smoothly to the entire station. But before we go fixing any issues, we first have to familiarize ourselves with the wiring, machinery and tools you will have at your disposal.&lt;br /&gt;
&lt;br /&gt;
Power can be split up into four parts&lt;br /&gt;
&lt;br /&gt;
* Production: AME, Solars and the main engine.&lt;br /&gt;
* Storage: SMES units. &lt;br /&gt;
* Distribution: Substations&lt;br /&gt;
* Consumption: APCs and the machinery they power.&lt;br /&gt;
&lt;br /&gt;
Arguably, Substations and APCs can be counted as storage since they do preserve some charge although not as effectively as the SMES units do.&lt;br /&gt;
[[File:Power.png|center]]&lt;br /&gt;
&lt;br /&gt;
# The SMES unit will be connected to a power source. It will charge up and act as a battery. SMES input and output are connected with orange High Voltage [HV] wires.&lt;br /&gt;
# The Substation. They are present in maintenance tunnels of each department. They&#039;re connected to the main grid with the HV wire and will output power with yellow/orange Medium Voltage [MV] wires.&lt;br /&gt;
# The APC. They hold a small amount of charge, if left unpowered they will shut down within seconds. They output power into the green low voltage [LV] wires which will power the actual equipment that occupy the rooms they&#039;re in.&lt;br /&gt;
# 5. Do note that both the HV and MV wires are directly connected to the SMES and Substations, but the LV wire, although not directly connected to the light tubes will still power them regardless. The LV wires have a small area of effect.&lt;br /&gt;
&lt;br /&gt;
If you cannot see the wires, prying the floor tiles is not necessary as you can use your trusty t-ray scanner which will show all pipes and wires beneath the tiles.&lt;br /&gt;
[[File:PowerMonitorScreen.png|center]]&lt;br /&gt;
&lt;br /&gt;
# Power production and load.  Total generator output is the combined output produced by your engine, AME and solars. Total battery usage is the amount of power being used to fill up the internal batteries of your SMES units. Total network loads is the amount of power needed to sufficiently power the station.&lt;br /&gt;
# Power related Machinery. [[File:PowermonitorComputerSubstation.png|center]]Clicking on any entry in the section will show you a detailed list of every connection they have, what they receive power from and what they distribute it to. In this case, the Port Stern Substation is being powered by the advanced SMES and itself, powers 4 APCs. &lt;br /&gt;
# Toggle which wires you want to see on the screen. Note that both wires and walls shown in the main image are dynamic, meaning if there was an explosion that left a hole, that hole would be visible. Excellent way to check if the department reporting power issues is actually connected to the grid.&lt;/div&gt;</summary>
		<author><name>Citrusinine</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=Mail_Technician&amp;diff=1775</id>
		<title>Mail Technician</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=Mail_Technician&amp;diff=1775"/>
		<updated>2025-11-24T06:57:04Z</updated>

		<summary type="html">&lt;p&gt;Citrusinine: made responsibilities section not a copy and paste of cargo tech section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RolePageHeader|department=Cargo|roleTitle=Mail Technician|img=Mail Technician.png|roleplayExpectations=Easy|RequiredGameKnowledge=Below Average|hoursRequired=Cargo: 5h|access=Cargo, External, Maintenance|supervisors=[[Head of Personnel]], [[Quartermaster]]|subordinates=None|responsibilities=Deliver mail to the crew.|guides=Cargo SOP}}&#039;&#039;Why are we still using mails in space?&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== The mailman/woman/whatever your species is... ==&lt;br /&gt;
You have been trusted to deliver mail and packages to the hardworking crew of the station! The department has issued you with equipment tailored to assist you on delivering them across the station. The following gear are:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Mail trolley&#039;&#039;&#039;- Used to store large amount of packages only, reducing the amount of trips you need to do and allowing better inventory management. Oftentimes you would need to dispense one from a vendor and use a multitool to unpack it. The trolley can only be dragged.&lt;br /&gt;
* &#039;&#039;&#039;Mail bag&#039;&#039;&#039; - It can be put on your belt slot, while having large capacity to put mails only. It also comes with a built-in magnet, capable of collecting nearby mails and storing it automatically making it easier for you to prepare.&lt;br /&gt;
* &#039;&#039;&#039;Roller skates&#039;&#039;&#039; - makes you go faster, but even more prone to slipping. Try to watch where you roll.&lt;br /&gt;
* &#039;&#039;&#039;Boxcutter&#039;&#039;&#039; - Practically speaking, a last resort weapon or when you want to force open a mail/package. This will cause your department to pay fines though...&lt;br /&gt;
* &#039;&#039;&#039;Mailbox&#039;&#039;&#039;- A piece of equipment that generates mails and packages overtime. It is shaped like an oversized mailbox, and usually found in cargo department. alt-clicking it will cause it to empty all the mails/packages it currently have.&lt;br /&gt;
&lt;br /&gt;
== Delivery Procedure ==&lt;br /&gt;
First of all, you&#039;d want to have your mailbag and trolley ready alongside roller skates if the department have one. Then you would head over to the mailbox and collect all the available mails and packages it currently have. Additionally, you may organize the mail based on departments allowing for easier management and prevent possible mistakes of delivering the wrong mail. As mentioned before, you will get 2 different types of items to deliver:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Mail&#039;&#039;&#039; - A small item that usually contains small items such as papers, trash, or sometimes medical items and other trinkets. Can fit in your mailbag.&lt;br /&gt;
* &#039;&#039;&#039;Package&#039;&#039;&#039; - A large item that usually contains large objects such as cakes, medkits, junks, or even somehow contrabands??? Can fit in your mail trolley.&lt;br /&gt;
&lt;br /&gt;
These items will also have 3 different types that determines how you must handle it:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Regular&#039;&#039;&#039; - A plain delivery, no time limit and you don&#039;t have to worry about breaking it&lt;br /&gt;
* &#039;&#039;&#039;Fragile&#039;&#039;&#039; - Given red strips, these deliveries must be done with care and without accidentally dropping or tossing it.&lt;br /&gt;
* &#039;&#039;&#039;Priority&#039;&#039;&#039; - Given bright yellow stripes, these deliveries &#039;&#039;&#039;TAKE PRIORITY TO BE DELIVERED&#039;&#039;&#039; regardless of the target&#039;s role. If the timer runs out, the stripes will stop glowing and your cargo department will earn less money.&lt;br /&gt;
&lt;br /&gt;
You will need to quickly head out and start delivering those mails and packages to each department, ALWAYS PRIORITIZE YELLOW STRIPES MAILS FIRST. Head over to the front desk of the target department, place down the mails and notify the related crew members to come get their mails. Do not attempt to trespass for the sake of delivering mail, you have been warned. After delivery is finished, you may wait for a while for the mailbox to generate new items to deliver. Think about helping your fellow [[Cargo Technician|cargo techs]] or hanging out at the bar.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If the target of your mail has cyroed or confirmed dead/missing, it is better to secure their mails inside the cargo department within a container until the end of the shift instead of letting it fall into the wrong hands.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Pneumatic Delivery ==&lt;br /&gt;
You might encounter disposal bins marked with blue paint, these are actually mailing systems! All departments are able to utilize these to deliver mails or packages to other departments through identical mailing bins. If you&#039;re feeling lazy and your department has a mailing system, go ahead and insert the item into the bin and select the target destination.&lt;br /&gt;
&lt;br /&gt;
== Bomb disposal ==&lt;br /&gt;
You might be wondering why this section exists, well because every once in a while you might get a rigged letter packed with explosives! But don&#039;t worry, this part will help you figure out what to do and how to identify a bomb letter. A bomb letter can be identified by its black wires and parts sticking out from the letter, making it an obvious giveaway that this letter should not be open. If it does explode, it will create a small explosion damaging nearby objects and floors, alongside hurting crew members nearby. These bomb letters are also affected by the 3 types, but the effects are a little different...&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Regular&#039;&#039;&#039; - These bomb letters can only detonate if it is broken open, or opened. Seriously people almost never fall for this.&lt;br /&gt;
* &#039;&#039;&#039;Fragile&#039;&#039;&#039; - Given the usual red stripes, this letter might explode if damaged by dropping or tossing. Handle it WITH CARE.&lt;br /&gt;
* &#039;&#039;&#039;Priority&#039;&#039;&#039; - This letter will be given yellow stripes and a timer, once the timer reaches zero the letter will explode regardless if you open it or not.&lt;br /&gt;
&lt;br /&gt;
If you discover a bomb letter from your mailbox, &#039;&#039;&#039;do not panic!&#039;&#039;&#039; disposing a bomb letter is relatively easy, there are 3 ways for you to handle it:&lt;br /&gt;
&lt;br /&gt;
# Toss the letter into space, it&#039;s space problem now&lt;br /&gt;
# Request a [[Security Officer|security officer]] for bomb disposal, and make it their problem now&lt;br /&gt;
# Put it in an isolated place that will cause the least amount of damage, it&#039;s the next shift&#039;s problem now&lt;br /&gt;
&lt;br /&gt;
For goodness sake, &#039;&#039;&#039;DO NOT DELIVER A BOMB LETTER TO THE INTENDED RECEIVER!!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Useful trivia and tricks ==&lt;br /&gt;
&lt;br /&gt;
* It is recommended that you empty the mailbox periodically, as it will continue to build up more mails and may cause backlog and severe delays.&lt;br /&gt;
* You can wrap a small species into a package, too bad you can&#039;t mail them through the mailing system though...&lt;br /&gt;
* Cutting open a mail will result in your cargo department losing money by paying fines, never do this&lt;br /&gt;
* Delivering mail gives money to cargo department!!!&lt;br /&gt;
* inspecting a mail/package allows you to see the name of the receiver, their role, and what type of mail/package it is alongside the timer and payment&lt;br /&gt;
* Try and get your hands on speedboots if SCI have one! It&#039;ll make your job much more easier&lt;br /&gt;
* Try avoiding burdensome gear as duffel bags and cumberseome suits.&lt;/div&gt;</summary>
		<author><name>Citrusinine</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=Warden&amp;diff=1774</id>
		<title>Warden</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=Warden&amp;diff=1774"/>
		<updated>2025-11-24T06:56:08Z</updated>

		<summary type="html">&lt;p&gt;Citrusinine: oxford comma.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RolePageHeader|access=Brig, Maintenance, Security, Service, Warden&#039;s Office, Armory|department=Security|guides=[[Corporate Law]], [[Weapons]], [[Contraband]], [[Security SOP]]|RequiredGameKnowledge=Hard|responsibilities=Patrol the security department, hand out weapons from the armory, and ensure prisoners are being processed and released in order.|roleplayExpectations=Hard|roleTitle=Warden|subordinates=[[Security Officer]], [[Security Cadet]], [[Detective]]|supervisors=[[Head of Security]]|img=Warden.png|hoursRequired=Security Officer: 20h&lt;br /&gt;
Detective: 1h&lt;br /&gt;
Brigmedic: 1h}}&lt;br /&gt;
&lt;br /&gt;
Finally decided to put on the big boots and right the wrongs you&#039;ve seen happen?&lt;br /&gt;
&lt;br /&gt;
Well, with the swagger that Armory Access and the Energy Shotgun brings comes a mountain of responsibilities. Responsibilities on which the performance of the rest of the department depend. Your duties shift from chasing the miscreants to ensuring they&#039;re being treated according to the [[Corporate Law]] all the while the arresting parties followed their [[Security SOP]]. &lt;br /&gt;
&lt;br /&gt;
Let&#039;s run an overview of what you&#039;re most likely going to be doing each shift, lest something unforeseen happens&lt;br /&gt;
&lt;br /&gt;
== Gearing up ==&lt;br /&gt;
Just as your title, your office carries a lot of improved gear utilities which you can find in your locker.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Item&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&#039;&#039;&#039;Enegry Shotgun&#039;&#039;&#039;[[File:WeaponEnergyShotgun.png|center|64x64px]]&lt;br /&gt;
|Comes in two fire modes, lethal an disabling barrages. The Disabling Barrage is an excellent way to stop a prison break, quell a riot or for any other reason in which you need to non lethally detain someone. The Lethal mode is quite powerful, capable of dealing serious damaged to even the most armored targets. Make sure you know which mode to use before you use it, since the shotgun comes set on lethal mode. Carrying this on your back is acceptable and expected at all times while within the security department. Taking this shotgun out to the bar for a drink would be a bad idea as it can be stolen very easily, most antags that see you with it alone outside security will surely make their attempt to steal it.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&#039;&#039;&#039;Warden&#039;s Rubber Stamp&#039;&#039;&#039;[[File:RubberStampWarden.png|center|64x64px]]&lt;br /&gt;
|Use this Stamp to verify any documentation you may fill out during your shift. Approve armory weapons requests, fill out arrest reports, approve departmental searches or permanent confinement. Send a DNR request to the captain bearing your seal of recommendation. &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&#039;&#039;&#039;Armory Remote&#039;&#039;&#039;[[File:DoorRemoteArmory.png|center|64x64px]]&lt;br /&gt;
|Although it&#039;s called the &#039;Armory Remote&#039;, it also works on all security doors except the Head of Security&#039;s Office. Use it to remotely Open/Close, Bolt or Emergency Access Armory and Security EVA doors if the station needs security armed in a timely fashion. One, if not the most important items you will &#039;&#039;&#039;keep on you&#039;&#039;&#039;. &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&#039;&#039;&#039;Binoculars&#039;&#039;&#039;[[File:Binoculars.png|center|64x64px]]&lt;br /&gt;
|Great to peep on your inmates, especially if you have a clear view into the genpop area. Allows you to view further than you usually would.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Your duties ==&lt;br /&gt;
The duties bestowed upon you are a far cry from the action you used to get out in the field. But you may soon find that the lead of the bullet doesn&#039;t come near the damage the lead of a pencil can cause with mishandled paperwork or one wrong Armory weapon handout.&lt;br /&gt;
&lt;br /&gt;
=== Staying within security ===&lt;br /&gt;
Although not absolutely necessary, you are expected to be present when needed. Most of your duties are within security, wardenloosing elsewhere for the whole shift will not only result in your team&#039;s annoyance, but the annoyance of other &#039;&#039;malevolent&#039;&#039; beings. Similarly, you&#039;re not only not expected to go and chase criminals, but you are forbidden as per the [https://ss14-starlight.wiki/Security_SOP#Warden Warden SOP]. Patrol around your department, manage who gets let in and out, keep guns and contraband in the armory and don&#039;t leave out any security gear and weapons in the processing room.&lt;br /&gt;
&lt;br /&gt;
==== Processing Contraband ====&lt;br /&gt;
With your easy access to the Armory, security officers and cadets will look to you to either open up the Armory or just hand you contraband for safe storage. Some may even ask for paperwork to keep an occasional bit of contraband, just make sure you&#039;re not breaking any [[Server rules (Starlight)]] or [https://ss14-starlight.wiki/Security_SOP#Warden Warden SOP]. Check out [[Contraband]] to see whether or not you should hand something out. Most armories come with a contraband crate or a locker for easy organizing. &lt;br /&gt;
&lt;br /&gt;
==== Brigging Procedures ====&lt;br /&gt;
Although some officers may take it upon themselves to process deviants they catch, your duty is to ensure that the time given fits the crime committed. Overrule detainments you deem not lawful. Visit [[Corporate Law]] and check out the [https://ss14-starlight.wiki/Corporate_Law#Penal_Code Penal Code] section to verify if you&#039;re unsure.&lt;br /&gt;
&lt;br /&gt;
As per the Standards of Procedure, do take into account their behaviour, whether they&#039;re a first time offender, what the context was prior to sentencing to ensure fairness. Along with the incarceration of crew, your duty is also the release. Make sure a security officer didn&#039;t perma a prisoner either by accident or without your approval. Visit your prisoners, quell any rebellion, see that the brig isn&#039;t being actively damaged, no escapes happening and no prisoner is dying. Even though criminals, arrested crew is still &amp;lt;u&amp;gt;&#039;&#039;&#039;protected by the [[Corporate Law]]&#039;&#039;&#039;&amp;lt;/u&amp;gt; and you must see that they receive medical treatment, allowing them to talk to the [[Internal Affairs Agent]] if one is present and have their needs met if possible.&lt;br /&gt;
&lt;br /&gt;
Some criminals you catch will be unhappy and may decide to cause mayhem and trouble even while confined to their new home. Luckily for you, there are options to choose&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Item&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&#039;&#039;&#039;Electropack&#039;&#039;&#039;[[File:ClothingElectropack.png|center|64x64px]]&lt;br /&gt;
|This backpack can be linked to a remote signaller to remotely dispense action stopping shocks. It will knock the wearer down for a short period and inflict 5 shock damage. Use it sparingly as to not send the wearer into critical condition. Excellent for use on non-cooperative prisoners. The wearer is unable to take this off of themselves by their lonesome.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&#039;&#039;&#039;Straightjacket&#039;&#039;&#039;[[File:ClothingStraightJacket.png|center|64x64px]]&lt;br /&gt;
|Similarly to the electropack, the straightjacket is a tool best used against dangerous individuals. They take a while to put on but once it&#039;s on, it&#039;s not coming off easily. It prevents the wearer from committing most actions.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&#039;&#039;&#039;Chemicals&#039;&#039;&#039;[[File:Syringe.png|center|64x64px]]&lt;br /&gt;
|Ask your [[Brigmedic]] to synthesize some Pax or similar psychotics to calm down and otherwise pacify the unruly bunch. Ensure your Brigmedic doesn&#039;t cross any lines and that they don&#039;t breach SOP by synthesizing something that would be considered contraband even for them.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Security Budget ==&lt;br /&gt;
The Security department gets it&#039;s own budget. Since the Head of Security will most likely be busy with their other command duties, you may use your Security Request Console to print slips which you can take to cargo to make orders for anything your department might need, i.e. more zipties, cuffs, medical supplies for the [[Brigmedic]], basic materials for the SecFab.&lt;br /&gt;
&lt;br /&gt;
Every person within the security department can access this console, but some Cargo Techs may decide not to accept these slips if they lack proper authorization, in that case, your team might come to you for your stamp. On some stations, the Request Console is only in your office, so you will be approached a lot.&lt;br /&gt;
&lt;br /&gt;
== Armory ==&lt;br /&gt;
The holy grail of security. The toybox that all crew envies. And you have the keys to it.&lt;br /&gt;
&lt;br /&gt;
On most stations, the Armory is split into two sections, Blue Alert and Red Alert. The Blue Alert portion contains some spare disablers and similar non-lethal or less-than-lethal options. While the Red One has the fun stuff. Even though some come with Security Hardsuits, there&#039;s most likely a Security EVA room somewhere nearby that you will want to Emergency Access for them if such need should arise. Do keep in mind that Security parading around the station donning the full hardsuit while on Green is not a good luck for you, the HoS and the department itself.&lt;br /&gt;
&lt;br /&gt;
You are in charge of it. If security has troubles handling some dangerous critters, you may file paperwork with them to hand out some more appropriate ammunition or more firepower. While it is at your discretion, do make sure you don&#039;t hand out something you shouldn&#039;t. A miner or a salvager might come asking for a weapon to take with them, ask them questions, weigh your options and possible outcomes.&lt;br /&gt;
&lt;br /&gt;
Red Alert calls for the emergency authorization of the Armory for all security personnel, in such cases, coordinate with your team and [[Head of Security]] on whether or not you will arm the crew as well. While most command outranks you, you are still in charge of the Armory and even on red alert, you may choose not to give the CE the LMG for reasons they simply cannot comprehend.&lt;br /&gt;
&lt;br /&gt;
[[Security Officer]]&amp;lt;nowiki/&amp;gt;s and the [[Detective]] will also often ask for ammo refills, which you can print from the SecFab found inside.&lt;br /&gt;
&lt;br /&gt;
== Paperwork ==&lt;br /&gt;
Even though paperwork is not required, it is a good way to keep track of someone&#039;s behaviour, especially during stressful shifts. After all, getting the captain to approve a DNR is a much easier task when you present a nicely formatted document listing all their misbehaving. &lt;br /&gt;
&lt;br /&gt;
Luckily, on most stations, your office comes with a Fax Machine, Document Printers and plenty of papers and folders. &lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
&lt;br /&gt;
* Your Locker comes with Combat Gloves, make sure you wear them as the prisoners may break glass, possibly exposing electrified grilles.&lt;br /&gt;
* You also get a set of Binoculars, especially useful on stations where your office has a clear view towards the brig so you can watch them from the comfort of your chair.&lt;br /&gt;
* With the possible downtime between arrests or, stuff happening, your role can be very roleplay friendly.&lt;br /&gt;
* The downtime can be used to manage paperwork so you&#039;re ready if needed.&lt;br /&gt;
* With your power to have the last say on the sentencing, do not be afraid to push for roleplay and dish out parole, set up confidential informants and send out rats back into the syndicate den!&lt;/div&gt;</summary>
		<author><name>Citrusinine</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=Scientist&amp;diff=1773</id>
		<title>Scientist</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=Scientist&amp;diff=1773"/>
		<updated>2025-11-24T06:55:37Z</updated>

		<summary type="html">&lt;p&gt;Citrusinine: undoing some of my changes but keeping parallel structure fixes and decapitalizing the p in protolathe because its not a proper noun&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RolePageHeader&lt;br /&gt;
|department=Science&lt;br /&gt;
|roleTitle=Scientist&lt;br /&gt;
|img=SCIENTIST.png&lt;br /&gt;
|roleplayExpectations=Below Average&lt;br /&gt;
|RequiredGameKnowledge=Average&lt;br /&gt;
|hoursRequired=Research Assistant: 1 hour&lt;br /&gt;
|access=Maintenance, Science&lt;br /&gt;
|supervisors=Research Director&lt;br /&gt;
|subordinates=Research Assistants&lt;br /&gt;
|responsibilities=Research protolathe recipes, grant people the items they desire within reason, research funky new technologies and get all the cool experimental toys.&lt;br /&gt;
|guides=[[Research and Development|Guide to R&amp;amp;D]], [[Xenoarcheology]], [[Anomalous Research]], [[Robotics]]}}&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Overview:&#039;&#039;&#039; ==&lt;br /&gt;
As a Scientist aboard the station, your primary responsibility is to advance technological capabilities and support other departments through research and development. This involves studying artifacts, generating and containing anomalies, and producing advanced equipment to enhance station operations.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Responsibilities:&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Research and Development:&#039;&#039;&#039; Engage in the analysis of alien artifacts through Xenoarchaeology to generate research points. These points can be utilized to unlock new technologies and equipment beneficial to the station. Keep in mind as you pry deeper its effects may become severe and may cause damage or harm to the crew nearby.&lt;br /&gt;
* &#039;&#039;&#039;Anomalous Research:&#039;&#039;&#039; Generate Anomalies and contain it for a stable income of research points, find it and identify if its location is safe enough for containment as having it not secure can damage its surroundings and harm the crew of the station. The anomaly can be set to a higher severity for higher income of points but be careful to not let it go critical or the effects maybe dire.&lt;br /&gt;
* &#039;&#039;&#039;Equipment Fabrication:&#039;&#039;&#039; Utilize devices such as the Protolathe, Autolathe and the Circuit Printer to construct tools, weapons, and machines. These creations should aim to support various departments, including [[Medical]], [[Engineering]], and [[Security]].&lt;br /&gt;
* &#039;&#039;&#039;Interdepartmental Support:&#039;&#039;&#039; Collaborate with other departments by providing necessary equipment and technological solutions. For instance, assisting the [[Medical|Medical Department]] with advanced surgical tools or unlocking Armaments Tech for [[Security]] so that they can fabricate advanced gear.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;Guidelines:&#039;&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Safety Protocols:&#039;&#039;&#039; Always prioritize the safety of the station and its crew during testing of alien artifacts and containment of anomalies, as being neglectful can and will damage the station and its crew if one is not careful.&lt;br /&gt;
* &#039;&#039;&#039;Provisioning:&#039;&#039;&#039; Please be mindful of what you provide to the crew of station as it may make the Science Department liable for that one [[Passenger|Tider]] that requested and is given the advanced experimental tool Jaws of Life to break into areas they&#039;re not supposed to. Always check if the item being requested is within their job roles.&lt;br /&gt;
* &#039;&#039;&#039;Material Acquisition:&#039;&#039;&#039; Providing the crew tools and equipment requires the base materials of Steel, Glass and Plastic. Please coordinate with the [[Cargo|Supply/Cargo Department]] and/or the [[Salvage|Salvage team]] to provide the Science Department a decent supply of materials, higher tiers of equipment requires rarer materials such as Solid Plasma or Diamonds.&lt;br /&gt;
* &#039;&#039;&#039;Communication:&#039;&#039;&#039; Keep open lines of communication with the [[Research Director]] and other department heads. This fosters collaboration and ensures that the unlocked technologies align with the station&#039;s needs.&lt;/div&gt;</summary>
		<author><name>Citrusinine</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=Roboticist&amp;diff=1772</id>
		<title>Roboticist</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=Roboticist&amp;diff=1772"/>
		<updated>2025-11-24T06:54:58Z</updated>

		<summary type="html">&lt;p&gt;Citrusinine: undoing some of my changes sob sob&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RolePageHeader|department=Science|roleTitle=Roboticist|img=ROBOTICIST.png|roleplayExpectations=Average|RequiredGameKnowledge=Above Average|hoursRequired=Science: 4 hours, Engineering: 4 hours|access=Maintenance, Science|supervisors=Research Director|subordinates=Research Assistants|responsibilities=Create cyborgs, maintain and improve them, and make sure the cyborgs are fully functional and their laws are consistent.|guides=[[Research and Development|Guide to R&amp;amp;D]], [[Xenoarcheology]], [[Anomalous Research]], [[Robotics]]}}The art of making borgs and survive AI&#039;s virtual nagging on making them an AI borg.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
As a roboticist, you are given the duty of creating mechanical wonders ranging from cyborgs or bots, supplementing SCI with upgrading lathes and creating devices, and to making impressive mech for other departments. In this regards, your main focus should be on maintaining all cyborgs on station and fulfill any robotical needs that other departments might request depending if you have resources to spare or not. Even though you&#039;re designated as a roboticist, you can STILL assist your fellow researchers on their tasks such as artifact research and anomaly handling.&lt;br /&gt;
&lt;br /&gt;
Being a roboticist, you will also familiarize yourself with the exosuit fabricator. This machine is capable of printing all your cyborg and mech related components, given if it has enough materials to do so. Remember that cyborg and mech constructions will consume a &#039;&#039;&#039;large amount of materials to complete&#039;&#039;&#039;, and as such you should pester Cargo department for materials or making order slips, salvage for supplies in maints, nag to your RD to request gold and/or silver from the vault, or dumpster dive in Disposal.&lt;br /&gt;
&lt;br /&gt;
== Borging 101 ==&lt;br /&gt;
Creating a cyborg will be the most common duty you will do, and as such you should be able to understand how to make one. A cyborg is a robot chassis that is controlled by either a Positronic Brain that allows ghost players to control the cyborg, an AI interface which allows the AI direct control, or an MMI (Man-Machine Interface) for when a fellow crew member gets gibbed but their brain is still intact. As a roboticist, you are unable to create a specific chassic for a cyborg as those options are only available to anyone who controls it. You ARE able to add modules to improve their efficiency in the respective field. &#039;&#039;Or give a gun to a borg.&#039;&#039; The following steps are how one can build a cyborg chassis:&lt;br /&gt;
&lt;br /&gt;
# Create the cyborg endoskeleton&lt;br /&gt;
# Print out the necessary bodyparts and put it into the endoskeleton&lt;br /&gt;
# put in 1 lv cable and afterwards 2 flashes&lt;br /&gt;
# Screwdriver the chassis to complete the body&lt;br /&gt;
# Unlock the chassis by alt+left clicking&lt;br /&gt;
# Use screwdriver on the chassis to open the panel&lt;br /&gt;
# Insert a powercell&lt;br /&gt;
# Insert either a positronic brain, an AI interface, or an MMI.&lt;br /&gt;
# Optionally, you can change its name by using the UI panel&lt;br /&gt;
# Screwdriver the chassis again to close the panel&lt;br /&gt;
# &#039;&#039;&#039;LOCK THE DAMN CYBORG BY ALT+LEFT CLICKING&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The chassis you made will be undetermined, meaning that you cannot fit any modules inside until the cyborg has chosen a role-chassis. Another thing to note is to make sure that the cyborg recharging station is ready and available so the cyborgs can charge themselves. You must also always remember to &#039;&#039;&#039;Lock the chassis to prevent tampering&#039;&#039;&#039;. A locked cyborg can only be unlocked by members of the Science department, Command members, or using an Access Breaker.&lt;br /&gt;
&lt;br /&gt;
By standard, a cyborg will follow standard NT laws on the provided chassis. These laws may change due to ion storms or due to external tamperings. If such incidents happen, you must move the brain of the cyborg into a new chassis to default it back to regular NT laws. &#039;&#039;&#039;DO NOT DO THIS WHEN AN AI GOES ROGUE, IT WILL CHANGE NOTHING DUE TO LAW 0 FORCING CYBORGS TO LISTEN TO AI.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The robotics console allows you to keep track of station cyborgs and their status, making it easier to determine if they need repair or a recharge. If you suspect that a cyborg has been emagged and firmly believes they are compromised, try to ask your RD to disable the suspected cyborg using the robotics console. If the cyborg in question does not have its brain ejected, then it is emagged.&lt;br /&gt;
&lt;br /&gt;
== Upgrades people, upgrades ==&lt;br /&gt;
When a cyborg has selected its chassis, it will be granted basic modules related to that chassis free of charge. But of course, there&#039;s always room for improvements on better equipment for them. In regards to this, there&#039;s 2 primary things you can do to improve a cyborg:&lt;br /&gt;
&lt;br /&gt;
* Print out advanced modules and insert it into them by unlocking the panel and interacting with the cyborg while equipping the module&lt;br /&gt;
* Giving better batteries so they recharge less often, with microreactor cells being the best battery&lt;br /&gt;
* &#039;&#039;&amp;lt;s&amp;gt;Give them a gun with an L6 module as a syndie&amp;lt;/s&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A similar method is done when you want to upgrade a mech, such as:&lt;br /&gt;
&lt;br /&gt;
* Giving them modules such as hydraulic clamps, drills, or even weapons by opening the panel, turning on the maintenance mode on its UI, and interacting while equipping the module&lt;br /&gt;
* Better battery as usual&lt;br /&gt;
* Fit the exosuit air tank with cooled O2/N2 for longer lasting air supply (depending on who&#039;s going to pilot it), ask engineering for cooled air.&lt;br /&gt;
&lt;br /&gt;
What if you want to remove something from a cyborg or a mech? These are the following options:&lt;br /&gt;
&lt;br /&gt;
* Removing battery from a cyborg, you can unlock the panel and directly remove the battery by right clicking and select remove option&lt;br /&gt;
* Removing a brain from a cyborg requires you to go to the UI panel and interact with the brain section which will eject it&lt;br /&gt;
* Removing a module uses the UI panel and you clicking the x icon beside the module you want to remove. You CANNOT remove base modules.&lt;br /&gt;
* Removing a battery from a mech requires unlocking the panel with a screwdriver and using a crowbar &#039;&#039;&#039;&amp;lt;u&amp;gt;(need confirmation on how to do this)&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
* Removing the air tank requires you to already remove the power cell first, then ejecting it directly &#039;&#039;&#039;&amp;lt;u&amp;gt;(need confirmation on how to do this)&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
* Removing a mech module using the UI panel and interacting with the x option beside the module &#039;&#039;&#039;&amp;lt;u&amp;gt;(need confirmation on how to do this)&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Types ==&lt;br /&gt;
&lt;br /&gt;
=== Cyborgs ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;medical chassis&#039;&#039;&#039;: A white chassis with a container fluid tank as its main body and several needles or prods attached. This chassis is capable of performing first aid with topicals and inject chemicals into patients. Can receive an advanced medical module for more specialized gears.&lt;br /&gt;
* &#039;&#039;&#039;Engineering chassis&#039;&#039;&#039;: An orange rounded chassis with a lower height. It is capable of repairing, placing wires, contructing objects with materials or use its RCD that constantly recharges. Can receive an advanced engineering module for upgraded versions of their tools and access to an RCD alongside a holofan.&lt;br /&gt;
* &#039;&#039;&#039;Science chassis&#039;&#039;&#039;: A metallic grey chassis with no shell, near identical with an undetermined chassis. Equipped with items that allows for anomaly and artifact scanning, alongside basic engineering tools like crowbars and wrenches.&lt;br /&gt;
* &#039;&#039;&#039;Salvage chassis&#039;&#039;&#039;: A yellow rectangular chassis with tracks. equipped with basic mining and salvage equipments such as a pickaxe, can be upgraded with an advanced salvage module for more protection equipment and upgraded items.&lt;br /&gt;
* &#039;&#039;&#039;Janitor Chassis&#039;&#039;&#039;: A purple rounded chassis with scrubbers. equipped with general cleaning equipment like mops and spray cleaners. Can be upgraded with an advanced cleaning module for advanced mops and other better equipments.&lt;br /&gt;
* &#039;&#039;&#039;Corgi Cyborg/Borgi&#039;&#039;&#039;:  An organic corgi that is capable of being piloted with an MMI/positronic brain/AI interface. Can be equipped with a pet bag and modules. &#039;&#039;&#039;&amp;lt;u&amp;gt;(need more info on this)&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Service Cyborg&#039;&#039;&#039;: A humanoid shaped grey chassis with a fancy suit. Usually utilized in the service department from serving drinks, food, or as a menacing clown.&lt;br /&gt;
&lt;br /&gt;
A general module that is compatible with all cyborgs is the basic tool module (each chassis should already come with one) and the thruster module. It is recommended that engineering and salvage chassis are equipped with a thruster module if they don&#039;t have one yet.&lt;br /&gt;
&lt;br /&gt;
=== Mech ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Ripley&#039;&#039;&#039;: The only mech that is not a sealed mech, which in turn make its user suspectible to external spacing or gas. It is a yellow agile mech that is capable of being fitted with clamps to lift heavy objects. Small hydraulic clamp can only carry small items, while a regular hydraulic clamp can carry crates or large objects. Usually given to Cargo department.&lt;br /&gt;
* &#039;&#039;&#039;Ripley MKII&#039;&#039;&#039; : A ripley given a RipleyMKII upgrade kit, turning it into a sealed mech with a heavier weight slowing it down. Serves as a heavier duty cargo mech and as a stepping stone to the paddy mech.&lt;br /&gt;
* &#039;&#039;&#039;Paddy&#039;&#039;&#039;: A ripley MKII converted into a security mech. Painted with black and red and fitted with sirens, this mech can wield weapons module and maintains its mobility. These mech are given to security department as a general purpose patrol mech.&lt;br /&gt;
* &#039;&#039;&#039;Gygax&#039;&#039;&#039;: An agile armored mech suited for fast-paced combat. This mech prioritizes mobility but still provide decent armor to its user, can be fitted with weapon modules.&lt;br /&gt;
* &#039;&#039;&#039;Durrand&#039;&#039;&#039;: A heavily armored mech, guaranteeing maximum protection its user in an extended firefight at the cost of mobility. Can be fitted with weapon modules.&lt;br /&gt;
* &#039;&#039;&#039;H.A.M.T.R&#039;&#039;&#039;: A brown small mech specialized for the beloved Hamlet. It allows for better protection and navigation for Hammy while in space, can be fitted with clamps &#039;&#039;&#039;&amp;lt;u&amp;gt;(true?)&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;H.O.N.K:&#039;&#039;&#039; A mech designed and built for maximum tomfoolery. It can be fitted with clamps, the banana mortar, or other clown-related mech modules.&lt;br /&gt;
* &#039;&#039;&#039;C.L.A.R.K.E&#039;&#039;&#039;: A yellow large mech with tracks often used for expeditions and mining trips. Can be equipped with salvage/mining related modules and often used by salvies/miners.&lt;br /&gt;
&lt;br /&gt;
=== Bots ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Medibot&#039;&#039;&#039;: A white cubical bot with a green medical mark that automatically go toward the nearest wounded person and injects tric chemical.&lt;br /&gt;
* &#039;&#039;&#039;Cleanbot&#039;&#039;&#039;: A little blue bot with a mop attached, automatically cleans puddles nearby with water. &#039;&#039;&#039;DO NOT PUT THEM NEAR POTASSIUM PUDDLES.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Honkbot&#039;&#039;&#039;: Manifestation of horror and suffering encompassed in an angry grey brick. Its body can trip people who are going fast and occasionally honks. Can be player controlled.&lt;br /&gt;
* &#039;&#039;&#039;Mimebot&#039;&#039;&#039;: A big cubical bot with a head and arms attached, a silent companion for you.&lt;/div&gt;</summary>
		<author><name>Citrusinine</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=Research_Assistant&amp;diff=1771</id>
		<title>Research Assistant</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=Research_Assistant&amp;diff=1771"/>
		<updated>2025-11-24T06:54:27Z</updated>

		<summary type="html">&lt;p&gt;Citrusinine: undoing some prev changes but keeping my changes to the responsibilities sections wording&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RolePageHeader&lt;br /&gt;
|department=Science&lt;br /&gt;
|roleTitle=Research Assistant&lt;br /&gt;
|img=RA.png&lt;br /&gt;
|roleplayExpectations=Easy&lt;br /&gt;
|RequiredGameKnowledge=Below Average&lt;br /&gt;
|hoursRequired=Overall: 5min, Science: -15h&lt;br /&gt;
|access=Maintenance, Research&lt;br /&gt;
|supervisors=[[Research Director]], [[Scientist]]&lt;br /&gt;
|subordinates=None&lt;br /&gt;
|responsibilities=Learn how to do your job, die in dangerous experiments.&lt;br /&gt;
|guides=[[Research and Development|Guide to R&amp;amp;D]], [[Xenoarcheology]], [[Anomalous Research]], [[Robotics]]}}&lt;br /&gt;
This role is meant for newer players. It is functionally identical to Scientist except for the name, and expectations of others.&lt;br /&gt;
&lt;br /&gt;
Please listen to your supervisors: the Research Director, and to a lesser extent, Scientists.&lt;br /&gt;
&lt;br /&gt;
For more information, see [[Scientist]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Roles]]&lt;br /&gt;
[[Category:Science Roles]]&lt;/div&gt;</summary>
		<author><name>Citrusinine</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=Magistrate&amp;diff=1770</id>
		<title>Magistrate</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=Magistrate&amp;diff=1770"/>
		<updated>2025-11-24T06:53:07Z</updated>

		<summary type="html">&lt;p&gt;Citrusinine: undoing some of my changes sob sob&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=wikitable width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; align=&amp;quot;center&amp;quot;| Law&lt;br /&gt;
|- style=&amp;quot;color:{{{jobTextColour|#ffffff}}};&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; align=&amp;quot;center&amp;quot;| &#039;&#039;&#039;{{{roleTitle|Magistrate}}}&#039;&#039;&#039;&lt;br /&gt;
|-  &lt;br /&gt;
| rowspan=&amp;quot;7&amp;quot; width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot;| [[Image:{{{img|Magistrate.png}}}|128px]]&amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;{{{roleTitle|Magistrate}}}&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;&#039;Roleplay Expectations:&#039;&#039;&#039; {{{roleplayExpectactions|Hard}}}&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Required Game Knowledge:&#039;&#039;&#039; {{{RequiredGameKnowledge|Average}}}&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Hours Required:&#039;&#039;&#039; {{{hoursRequired|Command: 50h, Security: 10h Requirement: Staff/Mentor/Retiree}}}&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Access:&#039;&#039;&#039; {{{access|Bridge, Brig, Magistrate}}}&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Supervisors:&#039;&#039;&#039; {{{supervisors|[[CentComm]]}}}&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Subordinates:&#039;&#039;&#039; {{{subordinates|[[Internal Affairs Agent]]}}}&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Responsibilities:&#039;&#039;&#039; {{{responsibilities|Ensure that Space Law is correctly applied, preside over the Courtroom, keep the [[Internal Affairs Agent]] under control.&#039;&#039;&#039;}}}&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Guides:&#039;&#039;&#039; {{{guides|[[SOP|Standard Operating Procedures]], [[Corporate Law]]}}}&lt;br /&gt;
|}&lt;br /&gt;
The Magistrate acts as the station&#039;s highest authority in terms of [[Corporate Law]] and sentencing. They have the (very sensible) responsibility of making sure that every sentence is applied in the most fair, and correct, way possible, and that all prisoners&#039; rights are respected.&lt;br /&gt;
&lt;br /&gt;
Their authority in terms of law is only seconded by the [[Captain]] of the station, who has the legal duty to obey the Magistrate for any matter that concerns [[Corporate Law]].&lt;br /&gt;
&lt;br /&gt;
While they spend most of their time on the Bridge counseling the [[Captain]] for law affairs, they can count on their underlings [[Internal Affairs Agent|Internal Affairs Agents]] to do all the dirty field work, such as keeping an eye on the Security Department, and having all the paperwork filled out and transmitted to their office, because of course, they can&#039;t expect [[Warden|these]] [[Security Officer|filthy]] [[Head of Security|peasants]] to not forget about it every five minutes.&lt;br /&gt;
&lt;br /&gt;
== Using your fax machine as a weapon ==&lt;br /&gt;
The Magistrate&#039;s fax machine is their most deadly tools, as they have a direct communication line with Central Command, who will make sure to listen to every one of the Magistrate&#039;s requests, within reason, and act as a reliable way to have your authority assured among the [[Command]] staff.&lt;br /&gt;
&lt;br /&gt;
As a Magistrate, your stamp is incredibly powerful, and with a correct fax sent with the correct wording, you can send even the most innocent-looking criminal in permanent detainment, or take the most culprit-looking innocent out of it. Remember that the Magistrate&#039;s job is quasi-entirely made of speaking with the right persons and using the right paper forms. Make sure to never forget to stamp your document, though, or your authority may greatly suffer from it.&lt;br /&gt;
&lt;br /&gt;
== Presiding the Courtroom ==&lt;br /&gt;
The second most important role of the Magistrate is to preside the Courtroom in the event of a trial happening. &lt;br /&gt;
&lt;br /&gt;
It is the Magistrate&#039;s duty and right to call for a trial, for multiple reasons that include but are not limited to:&lt;br /&gt;
&lt;br /&gt;
* Permanent detainment,&lt;br /&gt;
* Execution by euthanasia of a crew member,&lt;br /&gt;
* A public dispute between two parties.&lt;br /&gt;
&lt;br /&gt;
During a trial, in the most correct setup, the Magistrate will have the role of the impartial judge, who will listen to the arguments and pleads of the defendant and plaintiff parties, usually represented by the [[Internal Affairs Agent|Internal Affairs Agents]], or [[Passenger|any]] [[Traitor|other]] [[Clown|person]] that the two parties have decided to appoint as their voice during this trial.&lt;br /&gt;
&lt;br /&gt;
The trial must happen in the Courtroom, as it has an access for the public to spectate, and participate as a Jury. The decision is ultimately up to the Magistrate whether or not to listen to a Jury composed of members of the crew, as the final decision of this trial is to be taken by the Magistrate in any instance.&lt;br /&gt;
&lt;br /&gt;
== Having authority is not equal to being alone ==&lt;br /&gt;
The Magistrate is equipped with a very powerful, yet seemingly benign, tool at their disposition, the Law communications channel.&lt;br /&gt;
&lt;br /&gt;
They can access it with the :l key. This channel is only accessible by originally five persons on the station: the Magistrate themselves, the [[Internal Affairs Agent|Internal Affairs Agents]], the [[Captain]], the [[Officer &amp;quot;Blue Shield&amp;quot;|Blueshield Officer]], and the [[Nanotrasen Representative]].&lt;br /&gt;
&lt;br /&gt;
This channel is very useful to communicate only with a restricted selection of people, and is a good way to make sure that you can discuss efficiently with only the persons needed on the affairs you are working on. Of course, the Magistrate detains the ultimate authority about [[Corporate Law]], but nothing is better than communicating with your [[Internal Affairs Agent|Internal Affairs Agents]] and the [[Nanotrasen Representative]] when it concerns the station&#039;s safety and Standard Operating Procedures.&lt;br /&gt;
&lt;br /&gt;
You should not busy yourself with making and distributing the paperwork to Security, have your [[Internal Affairs Agent|paperboys]] do it for you. You should also not busy yourself with listening to the crew&#039;s complaints, or any matter that can be done by them, your time is very precious and it should be used on more important matters.&lt;/div&gt;</summary>
		<author><name>Citrusinine</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=Research_Director&amp;diff=1769</id>
		<title>Research Director</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=Research_Director&amp;diff=1769"/>
		<updated>2025-11-24T06:52:38Z</updated>

		<summary type="html">&lt;p&gt;Citrusinine: undoing some of my changes sob sob&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RolePageHeader|department=[[Roles#Command|Command]]|roleTitle=Research Director|img=RD.png|roleplayExpectations=Hard|RequiredGameKnowledge=Above Average|hoursRequired=Science: 20h, Scientist: 10h, Roboticist: 5h|access=Research, Command, Maintenance, Research Director, Brig, Cryogenics, Robotics|supervisors=[[Captain]]|subordinates=[[Scientist]], [[Roboticist]], [[Research Assistant]]|responsibilities=Manage the science department, unlock technologies, acquire &amp;amp; research artifacts, and perform experiments.|guides=[[Command Guide]], [[Command SOP]], [[Science SOP]]}}&lt;br /&gt;
You have survived the dangers of science long enough to reach the lofty rank of Research Director. You are now in charge of balancing safety and progress, along with deflecting blame away from science! A difficult task indeed. To help achieve this, you have been provided with the equipment to survive the trials of science. This page will guide you through managing your &amp;lt;s&amp;gt;psychopaths&amp;lt;/s&amp;gt; [[Scientist|scientists]] to achieve the most SCIENCE possible.&lt;/div&gt;</summary>
		<author><name>Citrusinine</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=Chief_Medical_Officer&amp;diff=1768</id>
		<title>Chief Medical Officer</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=Chief_Medical_Officer&amp;diff=1768"/>
		<updated>2025-11-24T06:52:10Z</updated>

		<summary type="html">&lt;p&gt;Citrusinine: undoing some of my changes sob sob&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RolePageHeader|department=[[Roles#Command|Command]]|roleTitle=Chief Medical Officer|img=CMO.png|roleplayExpectations=Hard|RequiredGameKnowledge=Hard|hoursRequired=Medical: 20h, Chemist: 7h, Medical Doctor: 7h|access=Medical, Command, Maintenance, Chemistry, Chief Medical Officer, Brig, Cryogenics, Surgery, Paramedic|supervisors=[[Captain]]|subordinates=[[Chemist]], [[Medical Doctor]], [[Paramedic]], [[Surgeon]], [[Psychologist]], [[Medical Intern]]|responsibilities=Manage the resources and personnel of the medical department to keep the crew alive|guides=[[Command Guide]], [[Command SOP]], [[Medical SOP]], [[Medical]], [[Surgery]]}}&lt;br /&gt;
You have acquired the experience and tools to heal many types of injury. Unfortunately, you&#039;re on a station full of psychos who are quite skilled at finding new ways to injure themselves. With your own skill and the knowledge provided here, you will have everything you need to give your impossible duty a good attempt!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--KNOWLEDGE GOES HERE--&amp;gt;&lt;/div&gt;</summary>
		<author><name>Citrusinine</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=Chief_Engineer&amp;diff=1767</id>
		<title>Chief Engineer</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=Chief_Engineer&amp;diff=1767"/>
		<updated>2025-11-24T06:51:56Z</updated>

		<summary type="html">&lt;p&gt;Citrusinine: undoing some of my changes sob sob&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RolePageHeader|department=[[Roles#Command|Command]]|roleTitle=Chief Engineer|img=CE.png|roleplayExpectations=Hard|RequiredGameKnowledge=Hard|hoursRequired=Engineering: 20h, Atmospheric Technician: 7h, Station Engineer: 7h|access=Maintenance, Engineering, Command, External, Chief Engineer, Atmospherics, Brig, Cryogenics, Genpop Enter &amp;amp; Leave|supervisors=[[Captain]]|subordinates=[[Station Engineer]], [[Atmospheric Technician]], [[Technical Assistant]]|responsibilities=Manage the engineering department to ensure power, atmospherics, and the hull are in perfect shape|guides=[[Command Guide]], [[Command SOP]], [[Engineering SOP]]}}&lt;br /&gt;
You&#039;ve put in the time in Engineering and earned yourself some fancy tools and many responsibilities. Congratulations! Everyone will now be blaming you for any damage to the station. Lets make sure there&#039;s nothing to complain about, shall we?&lt;/div&gt;</summary>
		<author><name>Citrusinine</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=Captain&amp;diff=1766</id>
		<title>Captain</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=Captain&amp;diff=1766"/>
		<updated>2025-11-24T06:50:30Z</updated>

		<summary type="html">&lt;p&gt;Citrusinine: undoing some of my changes sob sob&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RolePageHeader|department=[[Roles#Command|Command]]|roleTitle=Captain|img=Captain.png|roleplayExpectations=High|RequiredGameKnowledge=Extensive|hoursRequired=Command: 25h, Security: 20h, Medical: 20h, Engineering: 20h, Cargo: 20h|access=All Access|supervisors=Central Command, Nanotrasen Representative&#039;s|subordinates=All members of the station (not including visitors)|responsibilities=Delegate tasks to heads of staff, manage station stability, protect the nuclear authentication disk at all times, ensure that the crew is not revolting or causing too much mayhem|guides=[[Command Guide]], [[Command SOP]]}}The Captain. The head of the station.&lt;br /&gt;
&lt;br /&gt;
You are the top of the command chain on the station, answering only to Central Command and in some cases, the [[Nanotrasen Representative]]. Your duties are very straightforward and dependant on how the rest of the station is doing. If everything goes well, you&#039;re pretty much free do whatever it is you wish, have a &#039;&#039;&amp;lt;small&amp;gt;responsible&amp;lt;/small&amp;gt;&#039;&#039; drink or two at the bar, visit the chef to try out their gruel, check in on departments, engage with your crew. Your access to everywhere on the station, opens a lot of opportunity for roleplay, teambuilding and troubles.&lt;br /&gt;
&lt;br /&gt;
Be the shining beacon of expectation on the station.&lt;br /&gt;
&lt;br /&gt;
== Your Superiors ==&lt;br /&gt;
You listen to Central Command. Any faxes or personnel coming from them are your orders. If admins are planning on running an event of sorts, your actions will affect them the most severely. Similarly, as a member of command, you fall under Rule 13 of the [[Server rules (Starlight)]].&lt;br /&gt;
&lt;br /&gt;
While the [[Nanotrasen Representative]] does rank higher than you, they do not hold any immediate power over you nor do they hold a seat in the line of succession unless special needs are met (such as Central Command intervention). Their advice could save you some troubles, they&#039;re the SoP freaks after all.(keep in mind they &#039;&#039;&amp;lt;small&amp;gt;techniclly&amp;lt;/small&amp;gt;&#039;&#039; can fire you, please mind your language and how you treat command and crew when they are present)&lt;br /&gt;
&lt;br /&gt;
Before diving into this role, make sure you go over the [[Command Guide]] and [[Command SOP]] to ensure what you generally should and shouldn&#039;t do.&lt;br /&gt;
&lt;br /&gt;
== Getting Started ==&lt;br /&gt;
Just as your title, your office carries a lot of swagger and prestige. Within your locker, you will find a great number of items and gear.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Item&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&#039;&#039;&#039;Captain&#039;s ID&#039;&#039;&#039;[[File:CaptainID.png|center]]&lt;br /&gt;
|The Captain&#039;s ID. Plated in gold to showcase it&#039;s significance, comes with a spare backup for when you lose yours. Will most likely be stolen by the time you need it. Has access to everything on the station as well as most areas in Central Command.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&#039;&#039;&#039;Sheath &amp;amp; Sabre&#039;&#039;&#039;[[File:CaptainSheath.png|center]]&lt;br /&gt;
|A fancy sword with an even fancier red sheath for extra style points. Carry it around for decent self defence or for just a fashion statement. Knight a fellow cremate, dispatch hostiles, get slipped and have it stolen by a clown. &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&#039;&#039;&#039;Rubber Stamp&#039;&#039;&#039;&lt;br /&gt;
[[File:Captain&#039;s_rubber_stamp.png|center|64x64px]]&lt;br /&gt;
|The stamp of Captain&#039;s approval. Use it to verify any documents you wish to send to Central Command or elsewhere. Ensure the documentation is valid and always read the fine print, you never know what consequences might follow. &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&#039;&#039;&#039;Custom Door Remote&#039;&#039;&#039;&lt;br /&gt;
[[File:Custom_door_remote.png|center|64x64px]]&lt;br /&gt;
|Unlike the Door Remotes that other command members get, yours doesn&#039;t open anything by itself, rather, it opens every door and airlock that the ID you currently wear has access to. In most cases, since you&#039;re carrying your Captain&#039;s ID, it too will have All Access.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&#039;&#039;&#039;Nuclear Authentication Disk&#039;&#039;&#039;[[File:NuclearAuthenticationDisk.png|center]]&lt;br /&gt;
|The most important item in your possession. Used to activate the self destruct Nuclear Bomb present on every station. Losing this disk will not only end the station but every life present on it &amp;lt;s&amp;gt;along with your career&amp;lt;/s&amp;gt;. Make sure to keep this on your person at all times and keep it safe until you reach Central Command. In some cases, you may be requested to present it. If attempts to take it are apparent or just as a precaution, distribute your disk pinpointers so it can be retrieved in case of theft or loss. &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&#039;&#039;&#039;Captain&#039;s Headset&#039;&#039;&#039;[[File:CommandHeadset.png|center]]&lt;br /&gt;
|A headset for true omnipresence, with access to every single station channel except binary. While it can be a little overwhelming to hear every single channel at once, taking some time out of your day to check in on your crew to get more information on everyone&#039;s goings is important. &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&#039;&#039;&#039;Captain&#039;s Jetpack&#039;&#039;&#039;[[File:CaptainJetpack.png|center]]&lt;br /&gt;
|A very effective jetpack that is compact enough to fit in your backpack occupying only half the space as a void jetpack does. Despite it being smaller, it&#039;s capable of holding the same volume of gas. Keeping it on you is in most cases redundant as you&#039;re not expected and in most cases, not allowed to leave the station. But certain situations may call for it.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&#039;&#039;&#039;Captain&#039;s Armored Hardsuit&#039;&#039;&#039;[[File:CaptainHardsuit.png|center]]&lt;br /&gt;
|If the station is not doing well with keeping it&#039;s atmosphere, don this moderately armored suit to prevent your internal organs from becoming external. For use only during emergencies such as breaches and gas leaks. Due to it&#039;s somewhat decent protective values, if your life is in danger, you may have it on as a precaution.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&#039;&#039;&#039;Antique Laser Gun&#039;&#039;&#039;[[File:AntiqueLaserGunCaseOpened.png|center]][[File:AntiqueLaserGun.png|center]]&lt;br /&gt;
|A self recharging laser gun capable of dishing out powerful shots. Locked in a glass display case. Due to it&#039;s recharging capabilities it&#039;s very viable during any situation as you will not need to run back to recharge it. &lt;br /&gt;
|}&lt;br /&gt;
== Your Duties ==&lt;br /&gt;
Your duties can be compacted into one sentence. Keep the station running.&lt;br /&gt;
&lt;br /&gt;
Now, this does not mean you have to micromanage and do everything yourself, that&#039;s why so many heads of staff were hired. Check in on your command personnel. If your lights are flickering, see with the [[Chief Engineer]] on what&#039;s taking so long for the power. Heard a loud boom and crew is blaming the Science Department? Ask your [[Research Director]] what&#039;s going on. Medical is getting swamped with injured? Coordinate the [[Chief Medical Officer]] and [[Head of Personnel]] on whether or not they need extra hands.&lt;br /&gt;
&lt;br /&gt;
=== Managing Command ===&lt;br /&gt;
Hiring and firing of the Command Staff, i.e. [[Chief Engineer]], [[Research Director]], [[Head of Personnel]], falls onto you. If someone comes to you with a report of your subordinates not following their SoP or disregarding their duties, you may see to their demotion. Likewise, if a department does not have a command member, you may seek out and appoint a new, temporary one. As the Captain, it is your decision on who will get promoted. While the promotions are [[Head of Personnel|Head of Personnel&#039;s]] duties, only your ID can grant accesses needed to command offices. Speak to the [[Head of Security]] or [[Warden]] to get your hands on a mindshield implant for the new department boss.&lt;br /&gt;
&lt;br /&gt;
However, firing a [[Head of Security]] and hiring a new one is not as straightforward. In this case, contacting Central Command via faxing is advised.&lt;br /&gt;
&lt;br /&gt;
=== Communications Console ===&lt;br /&gt;
Since you will be spending most of your time within the bridge, you will have easy access to the Communications Console. This console is your true control over the station. The utility of this console is vast, not just for you but for your entire command team.&lt;br /&gt;
&lt;br /&gt;
==== Announcements ====&lt;br /&gt;
Communicate with your crew in a very ear-catching manner. A loud &#039;Public Announcement&#039; sound will play catching everyone&#039;s attention to what you have to say. Greet your crew at the start of the shift, lay out a gameplan. Promote the [[Chef|Chef&#039;s]] cooking, invite people to DnD or the [[Bartender|Bartender&#039;s]] bar. Warn about a dangerous criminal or approaching shuttles/meteors. Call a vote or make a joke. While you can announce whatever you please, as the captain, you&#039;re expected to adhere to certain standards.&lt;br /&gt;
&lt;br /&gt;
==== Alert Levels ====&lt;br /&gt;
Some situations call for an alert level change. Ensure you have plenty of information to avoid over escalating or embarrassing yourself. Speak to the respective command member on whether the alert is necessary or not. While anyone can change the alert level, this should be run past you in most cases.&lt;br /&gt;
&lt;br /&gt;
When and why should you change the alert level? Changing the alert level will not only let the crew know that the flow of their shift is changing, but what they should focus towards and how they will act. Most notably, it will affect security as higher alerts give them more freedom in performing their duties.&lt;br /&gt;
&lt;br /&gt;
Upon changing the alert level, it&#039;s customary to follow up with additional information with an announcement. You may choose whether or not to. Except when changing to Red Alert, in which case you must provide a reason. &lt;br /&gt;
&lt;br /&gt;
For more information on the different alert levels and expected behaviour during those, [https://ss14-starlight.wiki/General_SOP#_Alert_Levels visit the General SOP].&lt;br /&gt;
&lt;br /&gt;
==== Calling the Emergency Shuttle ====&lt;br /&gt;
While the shuttle call can be sent, a follow up fax to Central Command may be a very important step in the process, lest they cancel your pleas. See below.&lt;br /&gt;
&lt;br /&gt;
If a situation is dire enough, an emergency call may be the only solution to get the hell out of dodge. As it naturally ends the shift, this should be a last ditch option, but an option nonetheless. It is mostly your call, as long as it doesn&#039;t breach any rules and is within reason.&lt;br /&gt;
&lt;br /&gt;
You could announce you will call the shuttle prior to doing so, asking for a vote to gauge the crew&#039;s opinion or the opinion of the crew that matters: command. Depending on the ongoing situation, speaking to one of your heads is highly advised to ensure if the shuttle should be called at all. If the [[Chief Engineer]] believes power cannot be restored, the last standing [[Security Cadet]] does not radiate protag energy, [[Medical]] reports mounting casualties and nothing to treat them with...&lt;br /&gt;
&lt;br /&gt;
Similarly, you may choose to recall the shift end shuttle. This should probably be run by the crew as a lengthened boring shift may displease most crew.&lt;br /&gt;
&lt;br /&gt;
== Bridge ==&lt;br /&gt;
The Bridge holds most, if not all, station&#039;s consoles for information and action.&lt;br /&gt;
&lt;br /&gt;
Manage the station&#039;s finances and shift what percentage each department&#039;s budget will get, check in on the station&#039;s power and atmos grids then yell at the CE on why their engineers are sleeping on the job. Whenever a problem arises, your best course of action would be to check in on a console or two, delegate your work and only intervene if absolutely necessary and safe.&lt;br /&gt;
&lt;br /&gt;
As the second most secure department on the station, rivalled only by Security, access to this department lies only within the heads of staff. Being such a secured area, only you can authorize and grant access to it. While you could appoint a Bridge Chef/Bartender, do ensure their are appropriately checked, mindshielded and are not a threat to your safety. After all, you are one poisoned drink away from a nuclear end to your reign.&lt;br /&gt;
&lt;br /&gt;
== Pen is mightier than the sword ==&lt;br /&gt;
Faxing and paperwork are true bureaucratic hell. But it can be as powerful, if not more than any arsenal your station may hold.&lt;br /&gt;
&lt;br /&gt;
Being the Captain puts plenty of responsibility on you, since most CentComm communication will pass through the bridge, which is you or the [[Nanotrasen Representative]]. Any faxes between the crew and Central Command is an in-character method of communicating with the admins. You may receive some information about an event that&#039;s going on, warrants for arrests of criminal crew, situation updates as well as requests.&lt;br /&gt;
&lt;br /&gt;
Even though the fax machine can be a very important tool, approval of such is not guaranteed and depends on many things.&lt;br /&gt;
&lt;br /&gt;
Utility of the Fax machine is vast, you could be facing a serious threat that may require ERT (Emergency Response Team) intervention, bluespacing supplies to ATS, experimental equipment, spare lawboards, Gamma Alert and so on. To ensure your request gets approved, consider if your request would be fair, reasonable, format it as nicely as possible and try to keep out any vulgar words. Central Command has no eyes on the station, at least not the ones that let them know everything that&#039;s going on, explain your situation in detail to paint them a picture.&lt;br /&gt;
&lt;br /&gt;
== Captain&#039;s Expectations ==&lt;br /&gt;
&lt;br /&gt;
* While you get some powerful equipment, you are expected to abide by your [[Command SOP]] and [[Server rules (Starlight)]].&lt;br /&gt;
* Keep your Antique Laser Gun in your office unless on Red. Blue Alert critters may also warrant some stronger self defence. Similarly, keeping your Hardsuit stashed away until it&#039;s needed due to breaches and loss of atmosphere and pressure.&lt;br /&gt;
* While the Captain is explicitly not allowed to chase criminals and perform security duties, you may choose to defend yourself if such need should arise as well as intervene when you witness a crime being committed.&lt;br /&gt;
* As the Captain of the station, you should probably stay &#039;&#039;&#039;&#039;&#039;on&#039;&#039;&#039;&#039;&#039; the station. Leaving the station for a trip to the ATS is rarely needed as you have a [[Quartermaster]] and their team.&lt;br /&gt;
* You should not put yourself into any danger and risk the powerful ID, Door Remote, Antique and jetpack to fall into enemy&#039;s hands.&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
&lt;br /&gt;
* The Custom Door remote is very useful. Bolt down bridge doors in case you&#039;re in danger. Use it to open up doors as you run towards them to not get slowed down from bumping into them. You can also try bolting the doors behind you to buy valuable seconds.&lt;br /&gt;
* Hide your Spare ID someplace. Even though you may be tempted to put it in your locker, whatever went through the troubles to get into your office will not mind getting into your locker as well.&lt;br /&gt;
* Be communicative and helpful to your crew. Approve their fun shenanigans and, chances are, when troubles arrive, the crew will be more willing to put themselves in danger to help you out and save your life.&lt;br /&gt;
* Hiding in the bridge all shift, while it may seem safe, will possibly lock security and helpful crew away from aiding you. Patrol around and spend some time outside the bridge.&lt;br /&gt;
* Check in on the manifest at round start to see how well the station is staffed. Speak to HoP to hire more people in shortstaffed departments.&lt;br /&gt;
* Visit engineering early on and make sure the CE doesn&#039;t kill themselves in the Tesla room by forgetting internals.&lt;br /&gt;
* Most of your duties are heavily RP dependant, don&#039;t be afraid to experiment and enjoy your time. Talk to the crew, dish out a commendation in a nice medal ceremony.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
p.s. when facing nukies, &#039;&#039;&#039;WHAT EVER YOU DO&#039;&#039;&#039;, don&#039;t go to the front lines, alot of people make this mistake and it breaks my heart seeing captains do this, please stay with your bso and in the &#039;&#039;&#039;FURTHEST&#039;&#039;&#039; place from the nukies. (sec on certain maps is the safest, or bridge.)&lt;/div&gt;</summary>
		<author><name>Citrusinine</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=Magistrate&amp;diff=1765</id>
		<title>Magistrate</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=Magistrate&amp;diff=1765"/>
		<updated>2025-11-24T06:41:50Z</updated>

		<summary type="html">&lt;p&gt;Citrusinine: Changing words to present participle and fixing parallel structure in responsibilities section. (and changing presidate bc its not a real word)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=wikitable width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; align=&amp;quot;center&amp;quot;| Law&lt;br /&gt;
|- style=&amp;quot;color:{{{jobTextColour|#ffffff}}};&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; align=&amp;quot;center&amp;quot;| &#039;&#039;&#039;{{{roleTitle|Magistrate}}}&#039;&#039;&#039;&lt;br /&gt;
|-  &lt;br /&gt;
| rowspan=&amp;quot;7&amp;quot; width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot;| [[Image:{{{img|Magistrate.png}}}|128px]]&amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;{{{roleTitle|Magistrate}}}&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;&#039;Roleplay Expectations:&#039;&#039;&#039; {{{roleplayExpectactions|Hard}}}&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Required Game Knowledge:&#039;&#039;&#039; {{{RequiredGameKnowledge|Average}}}&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Hours Required:&#039;&#039;&#039; {{{hoursRequired|Command: 50h, Security: 10h Requirement: Staff/Mentor/Retiree}}}&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Access:&#039;&#039;&#039; {{{access|Bridge, Brig, Magistrate}}}&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Supervisors:&#039;&#039;&#039; {{{supervisors|[[CentComm]]}}}&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Subordinates:&#039;&#039;&#039; {{{subordinates|[[Internal Affairs Agent]]}}}&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Responsibilities:&#039;&#039;&#039; {{{responsibilities|Ensuring that Space Law is correctly applied, presiding over the Courtroom, keeping the [[Internal Affairs Agent]] under control.&#039;&#039;&#039;}}}&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Guides:&#039;&#039;&#039; {{{guides|[[SOP|Standard Operating Procedures]], [[Corporate Law]]}}}&lt;br /&gt;
|}&lt;br /&gt;
The Magistrate acts as the station&#039;s highest authority in terms of [[Corporate Law]] and sentencing. They have the (very sensible) responsibility of making sure that every sentence is applied in the most fair, and correct, way possible, and that all prisoners&#039; rights are respected.&lt;br /&gt;
&lt;br /&gt;
Their authority in terms of law is only seconded by the [[Captain]] of the station, who has the legal duty to obey the Magistrate for any matter that concerns [[Corporate Law]].&lt;br /&gt;
&lt;br /&gt;
While they spend most of their time on the Bridge counseling the [[Captain]] for law affairs, they can count on their underlings [[Internal Affairs Agent|Internal Affairs Agents]] to do all the dirty field work, such as keeping an eye on the Security Department, and having all the paperwork filled out and transmitted to their office, because of course, they can&#039;t expect [[Warden|these]] [[Security Officer|filthy]] [[Head of Security|peasants]] to not forget about it every five minutes.&lt;br /&gt;
&lt;br /&gt;
== Using your fax machine as a weapon ==&lt;br /&gt;
The Magistrate&#039;s fax machine is their most deadly tools, as they have a direct communication line with Central Command, who will make sure to listen to every one of the Magistrate&#039;s requests, within reason, and act as a reliable way to have your authority assured among the [[Command]] staff.&lt;br /&gt;
&lt;br /&gt;
As a Magistrate, your stamp is incredibly powerful, and with a correct fax sent with the correct wording, you can send even the most innocent-looking criminal in permanent detainment, or take the most culprit-looking innocent out of it. Remember that the Magistrate&#039;s job is quasi-entirely made of speaking with the right persons and using the right paper forms. Make sure to never forget to stamp your document, though, or your authority may greatly suffer from it.&lt;br /&gt;
&lt;br /&gt;
== Presiding the Courtroom ==&lt;br /&gt;
The second most important role of the Magistrate is to preside the Courtroom in the event of a trial happening. &lt;br /&gt;
&lt;br /&gt;
It is the Magistrate&#039;s duty and right to call for a trial, for multiple reasons that include but are not limited to:&lt;br /&gt;
&lt;br /&gt;
* Permanent detainment,&lt;br /&gt;
* Execution by euthanasia of a crew member,&lt;br /&gt;
* A public dispute between two parties.&lt;br /&gt;
&lt;br /&gt;
During a trial, in the most correct setup, the Magistrate will have the role of the impartial judge, who will listen to the arguments and pleads of the defendant and plaintiff parties, usually represented by the [[Internal Affairs Agent|Internal Affairs Agents]], or [[Passenger|any]] [[Traitor|other]] [[Clown|person]] that the two parties have decided to appoint as their voice during this trial.&lt;br /&gt;
&lt;br /&gt;
The trial must happen in the Courtroom, as it has an access for the public to spectate, and participate as a Jury. The decision is ultimately up to the Magistrate whether or not to listen to a Jury composed of members of the crew, as the final decision of this trial is to be taken by the Magistrate in any instance.&lt;br /&gt;
&lt;br /&gt;
== Having authority is not equal to being alone ==&lt;br /&gt;
The Magistrate is equipped with a very powerful, yet seemingly benign, tool at their disposition, the Law communications channel.&lt;br /&gt;
&lt;br /&gt;
They can access it with the :l key. This channel is only accessible by originally five persons on the station: the Magistrate themselves, the [[Internal Affairs Agent|Internal Affairs Agents]], the [[Captain]], the [[Officer &amp;quot;Blue Shield&amp;quot;|Blueshield Officer]], and the [[Nanotrasen Representative]].&lt;br /&gt;
&lt;br /&gt;
This channel is very useful to communicate only with a restricted selection of people, and is a good way to make sure that you can discuss efficiently with only the persons needed on the affairs you are working on. Of course, the Magistrate detains the ultimate authority about [[Corporate Law]], but nothing is better than communicating with your [[Internal Affairs Agent|Internal Affairs Agents]] and the [[Nanotrasen Representative]] when it concerns the station&#039;s safety and Standard Operating Procedures.&lt;br /&gt;
&lt;br /&gt;
You should not busy yourself with making and distributing the paperwork to Security, have your [[Internal Affairs Agent|paperboys]] do it for you. You should also not busy yourself with listening to the crew&#039;s complaints, or any matter that can be done by them, your time is very precious and it should be used on more important matters.&lt;/div&gt;</summary>
		<author><name>Citrusinine</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=Chief_Medical_Officer&amp;diff=1764</id>
		<title>Chief Medical Officer</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=Chief_Medical_Officer&amp;diff=1764"/>
		<updated>2025-11-24T06:39:43Z</updated>

		<summary type="html">&lt;p&gt;Citrusinine: Changing words to present participle and fixing parallel structure in responsibilities section.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RolePageHeader|department=[[Roles#Command|Command]]|roleTitle=Chief Medical Officer|img=CMO.png|roleplayExpectations=Hard|RequiredGameKnowledge=Hard|hoursRequired=Medical: 20h, Chemist: 7h, Medical Doctor: 7h|access=Medical, Command, Maintenance, Chemistry, Chief Medical Officer, Brig, Cryogenics, Surgery, Paramedic|supervisors=[[Captain]]|subordinates=[[Chemist]], [[Medical Doctor]], [[Paramedic]], [[Surgeon]], [[Psychologist]], [[Medical Intern]]|responsibilities=Managing the resources and personnel of the medical department to keep the crew alive|guides=[[Command Guide]], [[Command SOP]], [[Medical SOP]], [[Medical]], [[Surgery]]}}&lt;br /&gt;
You have acquired the experience and tools to heal many types of injury. Unfortunately, you&#039;re on a station full of psychos who are quite skilled at finding new ways to injure themselves. With your own skill and the knowledge provided here, you will have everything you need to give your impossible duty a good attempt!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--KNOWLEDGE GOES HERE--&amp;gt;&lt;/div&gt;</summary>
		<author><name>Citrusinine</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=Chief_Engineer&amp;diff=1763</id>
		<title>Chief Engineer</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=Chief_Engineer&amp;diff=1763"/>
		<updated>2025-11-24T06:39:25Z</updated>

		<summary type="html">&lt;p&gt;Citrusinine: Changing words to present participle and fixing parallel structure in responsibilities section.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RolePageHeader|department=[[Roles#Command|Command]]|roleTitle=Chief Engineer|img=CE.png|roleplayExpectations=Hard|RequiredGameKnowledge=Hard|hoursRequired=Engineering: 20h, Atmospheric Technician: 7h, Station Engineer: 7h|access=Maintenance, Engineering, Command, External, Chief Engineer, Atmospherics, Brig, Cryogenics, Genpop Enter &amp;amp; Leave|supervisors=[[Captain]]|subordinates=[[Station Engineer]], [[Atmospheric Technician]], [[Technical Assistant]]|responsibilities=Managing the engineering department to ensure power, atmospherics, and the hull are in perfect shape|guides=[[Command Guide]], [[Command SOP]], [[Engineering SOP]]}}&lt;br /&gt;
You&#039;ve put in the time in Engineering and earned yourself some fancy tools and many responsibilities. Congratulations! Everyone will now be blaming you for any damage to the station. Lets make sure there&#039;s nothing to complain about, shall we?&lt;/div&gt;</summary>
		<author><name>Citrusinine</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=Head_of_Personnel&amp;diff=1762</id>
		<title>Head of Personnel</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=Head_of_Personnel&amp;diff=1762"/>
		<updated>2025-11-24T06:39:01Z</updated>

		<summary type="html">&lt;p&gt;Citrusinine: Changing words to present participle and fixing parallel structure in responsibilities section.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=wikitable width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; align=&amp;quot;center&amp;quot;| Command&lt;br /&gt;
|- style=&amp;quot;color:{{{jobTextColour|#ffffff}}};&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; align=&amp;quot;center&amp;quot;| &#039;&#039;&#039;{{{roleTitle|Head of Personnel}}}&#039;&#039;&#039;&lt;br /&gt;
|-  &lt;br /&gt;
| rowspan=&amp;quot;7&amp;quot; width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot;| [[Image:{{{img|HOP.png}}}|128px]]&amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;{{{roleTitle|Head of Personnel}}}&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Roleplay Expectations:&#039;&#039;&#039; {{{roleplayExpectactions|Hard}}}&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Required Game Knowledge:&#039;&#039;&#039; {{{RequiredGameKnowledge|Average}}}&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Hours Required:&#039;&#039;&#039; {{{hoursRequired|Service: 20h,&lt;br /&gt;
Botanist: 3h,&lt;br /&gt;
Chef: 3h,&lt;br /&gt;
Janitor: 3h}}}&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Access:&#039;&#039;&#039; {{{access|Brig, Cargo, Chapel, Command, Head of Personnel, Hydroponics, Janitor, Kitchen, Maintenance, Quartermaster, Salvage, Service, Theatre}}}&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Supervisors:&#039;&#039;&#039; {{{supervisors|[[Captain]]}}}&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Subordinates:&#039;&#039;&#039; {{{subordinates|[[Bartender]], [[Botanist]], [[Chaplain]], [[Chef]], [[Clown]], [[Janitor]], [[Lawyer]],[[Detective]] , [[Librarian]], [[Mime]], [[Musician]], [[Passenger]]}}}&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Responsibilities:&#039;&#039;&#039; {{{responsibilities|Changing job titles and managing ID permissions, replacing missing PDAs, coordinating the service department, protecting Ian &#039;&#039;&#039;at any cost&#039;&#039;&#039;}}}&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Guides:&#039;&#039;&#039; {{{guides|This is the guide.}}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The Head of Personnel (Usually called HoP) is in charge of the service department and responsible for managing jobs, ID permissions and giving out replacement PDAs. They are the captain&#039;s left hand and as such in case the captain [[Clown|somehow]] [[Passenger|goes]] [[Traitor|missing]] you are expected to take his place. (note that if no captain is present at the start of the round, the Hop is required to have the disk on them at all times, till an &amp;quot;official captain&amp;quot; is present, or the Hop becomes acting captain.)&lt;br /&gt;
&lt;br /&gt;
Next to the Captain, the Head of Personnel is probably one of the most gunned-after positions on the station as his ID and his ID console are an easy key to unlimited access to anywhere on the station (usually called &amp;quot;all-access&amp;quot; and abbreviated as &amp;quot;AA&amp;quot;). You can be certain that at least a few of the crew members will take an opportunity to help themselves to increased access if given the chance, so be on your guard and try not to stray too far from your ID console.&lt;br /&gt;
&lt;br /&gt;
== Managing jobs and PDAs ==&lt;br /&gt;
&lt;br /&gt;
=== The ID console ===&lt;br /&gt;
Your ID console is used to change what groups of access an ID has assigned to it. It requires two ID cards:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Privileged ID&#039;&#039;&#039; - This is your ID or another ID that has the ability to modify other ID cards.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Target ID&#039;&#039;&#039; - This is the ID you will actually modify the access of.&lt;br /&gt;
&lt;br /&gt;
Remember to take the Privileged ID out of the console when you are done with it! It is very easy to accidentally leave it in the computer, especially if you create a second ID which has modification permissions to avoid using your own ID.&lt;br /&gt;
&lt;br /&gt;
Once the two ID cards are inserted, you will see which access groups an ID card has assigned to it. Clicking any group will toggle that group on and off. If you want to or if appropriate, you can change the job title on the ID card to whatever you like. Once you are done, click on Eject to eject them from the machine.  &amp;lt;!-- Short intro about the ID console + image --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Changing jobs and access ===&lt;br /&gt;
The HoP&#039;s line can fill up quickly with various crew members unsatisfied with their job preferences vying for your attention and an ID change. Maintain some order and process each person as they come.&lt;br /&gt;
&lt;br /&gt;
Be cautious about job assignments and request for additional access. If a crew member is requesting transfer or additional access to another department, it is common courtesy to notify the head of that department and/or request that crew member to get a paper stamped by that head of staff which they are transferring to. This may seem like a needless hoop, but this ensures that the HoP actually knows what is going on and doubles as a way to filter out those who are either too lazy to obtain a stamp or who would rather not have that department head know what they are up to.&lt;br /&gt;
&lt;br /&gt;
=== Replacing a missing PDA or ID ===&lt;br /&gt;
The crew is often hapless victims of theft, and ID cards are among some of the most common items stolen for various reasons. If a crew member claims their ID or PDA has been stolen, you can create them a replacement one using the box of PDAs and box of Assistant IDs which spawn in your office. Equip the ID with the appropriate level of access for that crew member&#039;s job and send them on their way.&lt;br /&gt;
&lt;br /&gt;
Be careful of being tricked, though. A crew member can easily disguise themselves in the jumpsuit of an unrelated job and claim they had their ID stolen, when in reality they have just hidden it in their bag. Once you give them the new ID for say, engineering, they&#039;ll walk off and now be in possession of both an Engineering and a Scientist ID as an example.&lt;br /&gt;
&lt;br /&gt;
[[Category:Roles]]&lt;br /&gt;
[[Category:Civilian Roles]]&lt;br /&gt;
[[Category:Service Roles]]&lt;br /&gt;
[[Category:Command Roles]]&lt;/div&gt;</summary>
		<author><name>Citrusinine</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=Captain&amp;diff=1761</id>
		<title>Captain</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=Captain&amp;diff=1761"/>
		<updated>2025-11-24T06:37:22Z</updated>

		<summary type="html">&lt;p&gt;Citrusinine: Grammar fixes in responsibilities section.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RolePageHeader|department=[[Roles#Command|Command]]|roleTitle=Captain|img=Captain.png|roleplayExpectations=High|RequiredGameKnowledge=Extensive|hoursRequired=Command: 25h, Security: 20h, Medical: 20h, Engineering: 20h, Cargo: 20h|access=All Access|supervisors=Central Command, Nanotrasen Representative&#039;s|subordinates=All members of the station (not including visitors)|responsibilities=Delegating tasks to heads of staff, managing station stability, protecting the nuclear authentication disk at all times, ensuring that the crew is not revolting or causing too much mayhem|guides=[[Command Guide]], [[Command SOP]]}}The Captain. The head of the station.&lt;br /&gt;
&lt;br /&gt;
You are the top of the command chain on the station, answering only to Central Command and in some cases, the [[Nanotrasen Representative]]. Your duties are very straightforward and dependant on how the rest of the station is doing. If everything goes well, you&#039;re pretty much free do whatever it is you wish, have a &#039;&#039;&amp;lt;small&amp;gt;responsible&amp;lt;/small&amp;gt;&#039;&#039; drink or two at the bar, visit the chef to try out their gruel, check in on departments, engage with your crew. Your access to everywhere on the station, opens a lot of opportunity for roleplay, teambuilding and troubles.&lt;br /&gt;
&lt;br /&gt;
Be the shining beacon of expectation on the station.&lt;br /&gt;
&lt;br /&gt;
== Your Superiors ==&lt;br /&gt;
You listen to Central Command. Any faxes or personnel coming from them are your orders. If admins are planning on running an event of sorts, your actions will affect them the most severely. Similarly, as a member of command, you fall under Rule 13 of the [[Server rules (Starlight)]].&lt;br /&gt;
&lt;br /&gt;
While the [[Nanotrasen Representative]] does rank higher than you, they do not hold any immediate power over you nor do they hold a seat in the line of succession unless special needs are met (such as Central Command intervention). Their advice could save you some troubles, they&#039;re the SoP freaks after all.(keep in mind they &#039;&#039;&amp;lt;small&amp;gt;techniclly&amp;lt;/small&amp;gt;&#039;&#039; can fire you, please mind your language and how you treat command and crew when they are present)&lt;br /&gt;
&lt;br /&gt;
Before diving into this role, make sure you go over the [[Command Guide]] and [[Command SOP]] to ensure what you generally should and shouldn&#039;t do.&lt;br /&gt;
&lt;br /&gt;
== Getting Started ==&lt;br /&gt;
Just as your title, your office carries a lot of swagger and prestige. Within your locker, you will find a great number of items and gear.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Item&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&#039;&#039;&#039;Captain&#039;s ID&#039;&#039;&#039;[[File:CaptainID.png|center]]&lt;br /&gt;
|The Captain&#039;s ID. Plated in gold to showcase it&#039;s significance, comes with a spare backup for when you lose yours. Will most likely be stolen by the time you need it. Has access to everything on the station as well as most areas in Central Command.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&#039;&#039;&#039;Sheath &amp;amp; Sabre&#039;&#039;&#039;[[File:CaptainSheath.png|center]]&lt;br /&gt;
|A fancy sword with an even fancier red sheath for extra style points. Carry it around for decent self defence or for just a fashion statement. Knight a fellow cremate, dispatch hostiles, get slipped and have it stolen by a clown. &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&#039;&#039;&#039;Rubber Stamp&#039;&#039;&#039;&lt;br /&gt;
[[File:Captain&#039;s_rubber_stamp.png|center|64x64px]]&lt;br /&gt;
|The stamp of Captain&#039;s approval. Use it to verify any documents you wish to send to Central Command or elsewhere. Ensure the documentation is valid and always read the fine print, you never know what consequences might follow. &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&#039;&#039;&#039;Custom Door Remote&#039;&#039;&#039;&lt;br /&gt;
[[File:Custom_door_remote.png|center|64x64px]]&lt;br /&gt;
|Unlike the Door Remotes that other command members get, yours doesn&#039;t open anything by itself, rather, it opens every door and airlock that the ID you currently wear has access to. In most cases, since you&#039;re carrying your Captain&#039;s ID, it too will have All Access.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&#039;&#039;&#039;Nuclear Authentication Disk&#039;&#039;&#039;[[File:NuclearAuthenticationDisk.png|center]]&lt;br /&gt;
|The most important item in your possession. Used to activate the self destruct Nuclear Bomb present on every station. Losing this disk will not only end the station but every life present on it &amp;lt;s&amp;gt;along with your career&amp;lt;/s&amp;gt;. Make sure to keep this on your person at all times and keep it safe until you reach Central Command. In some cases, you may be requested to present it. If attempts to take it are apparent or just as a precaution, distribute your disk pinpointers so it can be retrieved in case of theft or loss. &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&#039;&#039;&#039;Captain&#039;s Headset&#039;&#039;&#039;[[File:CommandHeadset.png|center]]&lt;br /&gt;
|A headset for true omnipresence, with access to every single station channel except binary. While it can be a little overwhelming to hear every single channel at once, taking some time out of your day to check in on your crew to get more information on everyone&#039;s goings is important. &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&#039;&#039;&#039;Captain&#039;s Jetpack&#039;&#039;&#039;[[File:CaptainJetpack.png|center]]&lt;br /&gt;
|A very effective jetpack that is compact enough to fit in your backpack occupying only half the space as a void jetpack does. Despite it being smaller, it&#039;s capable of holding the same volume of gas. Keeping it on you is in most cases redundant as you&#039;re not expected and in most cases, not allowed to leave the station. But certain situations may call for it.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&#039;&#039;&#039;Captain&#039;s Armored Hardsuit&#039;&#039;&#039;[[File:CaptainHardsuit.png|center]]&lt;br /&gt;
|If the station is not doing well with keeping it&#039;s atmosphere, don this moderately armored suit to prevent your internal organs from becoming external. For use only during emergencies such as breaches and gas leaks. Due to it&#039;s somewhat decent protective values, if your life is in danger, you may have it on as a precaution.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&#039;&#039;&#039;Antique Laser Gun&#039;&#039;&#039;[[File:AntiqueLaserGunCaseOpened.png|center]][[File:AntiqueLaserGun.png|center]]&lt;br /&gt;
|A self recharging laser gun capable of dishing out powerful shots. Locked in a glass display case. Due to it&#039;s recharging capabilities it&#039;s very viable during any situation as you will not need to run back to recharge it. &lt;br /&gt;
|}&lt;br /&gt;
== Your Duties ==&lt;br /&gt;
Your duties can be compacted into one sentence. Keep the station running.&lt;br /&gt;
&lt;br /&gt;
Now, this does not mean you have to micromanage and do everything yourself, that&#039;s why so many heads of staff were hired. Check in on your command personnel. If your lights are flickering, see with the [[Chief Engineer]] on what&#039;s taking so long for the power. Heard a loud boom and crew is blaming the Science Department? Ask your [[Research Director]] what&#039;s going on. Medical is getting swamped with injured? Coordinate the [[Chief Medical Officer]] and [[Head of Personnel]] on whether or not they need extra hands.&lt;br /&gt;
&lt;br /&gt;
=== Managing Command ===&lt;br /&gt;
Hiring and firing of the Command Staff, i.e. [[Chief Engineer]], [[Research Director]], [[Head of Personnel]], falls onto you. If someone comes to you with a report of your subordinates not following their SoP or disregarding their duties, you may see to their demotion. Likewise, if a department does not have a command member, you may seek out and appoint a new, temporary one. As the Captain, it is your decision on who will get promoted. While the promotions are [[Head of Personnel|Head of Personnel&#039;s]] duties, only your ID can grant accesses needed to command offices. Speak to the [[Head of Security]] or [[Warden]] to get your hands on a mindshield implant for the new department boss.&lt;br /&gt;
&lt;br /&gt;
However, firing a [[Head of Security]] and hiring a new one is not as straightforward. In this case, contacting Central Command via faxing is advised.&lt;br /&gt;
&lt;br /&gt;
=== Communications Console ===&lt;br /&gt;
Since you will be spending most of your time within the bridge, you will have easy access to the Communications Console. This console is your true control over the station. The utility of this console is vast, not just for you but for your entire command team.&lt;br /&gt;
&lt;br /&gt;
==== Announcements ====&lt;br /&gt;
Communicate with your crew in a very ear-catching manner. A loud &#039;Public Announcement&#039; sound will play catching everyone&#039;s attention to what you have to say. Greet your crew at the start of the shift, lay out a gameplan. Promote the [[Chef|Chef&#039;s]] cooking, invite people to DnD or the [[Bartender|Bartender&#039;s]] bar. Warn about a dangerous criminal or approaching shuttles/meteors. Call a vote or make a joke. While you can announce whatever you please, as the captain, you&#039;re expected to adhere to certain standards.&lt;br /&gt;
&lt;br /&gt;
==== Alert Levels ====&lt;br /&gt;
Some situations call for an alert level change. Ensure you have plenty of information to avoid over escalating or embarrassing yourself. Speak to the respective command member on whether the alert is necessary or not. While anyone can change the alert level, this should be run past you in most cases.&lt;br /&gt;
&lt;br /&gt;
When and why should you change the alert level? Changing the alert level will not only let the crew know that the flow of their shift is changing, but what they should focus towards and how they will act. Most notably, it will affect security as higher alerts give them more freedom in performing their duties.&lt;br /&gt;
&lt;br /&gt;
Upon changing the alert level, it&#039;s customary to follow up with additional information with an announcement. You may choose whether or not to. Except when changing to Red Alert, in which case you must provide a reason. &lt;br /&gt;
&lt;br /&gt;
For more information on the different alert levels and expected behaviour during those, [https://ss14-starlight.wiki/General_SOP#_Alert_Levels visit the General SOP].&lt;br /&gt;
&lt;br /&gt;
==== Calling the Emergency Shuttle ====&lt;br /&gt;
While the shuttle call can be sent, a follow up fax to Central Command may be a very important step in the process, lest they cancel your pleas. See below.&lt;br /&gt;
&lt;br /&gt;
If a situation is dire enough, an emergency call may be the only solution to get the hell out of dodge. As it naturally ends the shift, this should be a last ditch option, but an option nonetheless. It is mostly your call, as long as it doesn&#039;t breach any rules and is within reason.&lt;br /&gt;
&lt;br /&gt;
You could announce you will call the shuttle prior to doing so, asking for a vote to gauge the crew&#039;s opinion or the opinion of the crew that matters: command. Depending on the ongoing situation, speaking to one of your heads is highly advised to ensure if the shuttle should be called at all. If the [[Chief Engineer]] believes power cannot be restored, the last standing [[Security Cadet]] does not radiate protag energy, [[Medical]] reports mounting casualties and nothing to treat them with...&lt;br /&gt;
&lt;br /&gt;
Similarly, you may choose to recall the shift end shuttle. This should probably be run by the crew as a lengthened boring shift may displease most crew.&lt;br /&gt;
&lt;br /&gt;
== Bridge ==&lt;br /&gt;
The Bridge holds most, if not all, station&#039;s consoles for information and action.&lt;br /&gt;
&lt;br /&gt;
Manage the station&#039;s finances and shift what percentage each department&#039;s budget will get, check in on the station&#039;s power and atmos grids then yell at the CE on why their engineers are sleeping on the job. Whenever a problem arises, your best course of action would be to check in on a console or two, delegate your work and only intervene if absolutely necessary and safe.&lt;br /&gt;
&lt;br /&gt;
As the second most secure department on the station, rivalled only by Security, access to this department lies only within the heads of staff. Being such a secured area, only you can authorize and grant access to it. While you could appoint a Bridge Chef/Bartender, do ensure their are appropriately checked, mindshielded and are not a threat to your safety. After all, you are one poisoned drink away from a nuclear end to your reign.&lt;br /&gt;
&lt;br /&gt;
== Pen is mightier than the sword ==&lt;br /&gt;
Faxing and paperwork are true bureaucratic hell. But it can be as powerful, if not more than any arsenal your station may hold.&lt;br /&gt;
&lt;br /&gt;
Being the Captain puts plenty of responsibility on you, since most CentComm communication will pass through the bridge, which is you or the [[Nanotrasen Representative]]. Any faxes between the crew and Central Command is an in-character method of communicating with the admins. You may receive some information about an event that&#039;s going on, warrants for arrests of criminal crew, situation updates as well as requests.&lt;br /&gt;
&lt;br /&gt;
Even though the fax machine can be a very important tool, approval of such is not guaranteed and depends on many things.&lt;br /&gt;
&lt;br /&gt;
Utility of the Fax machine is vast, you could be facing a serious threat that may require ERT (Emergency Response Team) intervention, bluespacing supplies to ATS, experimental equipment, spare lawboards, Gamma Alert and so on. To ensure your request gets approved, consider if your request would be fair, reasonable, format it as nicely as possible and try to keep out any vulgar words. Central Command has no eyes on the station, at least not the ones that let them know everything that&#039;s going on, explain your situation in detail to paint them a picture.&lt;br /&gt;
&lt;br /&gt;
== Captain&#039;s Expectations ==&lt;br /&gt;
&lt;br /&gt;
* While you get some powerful equipment, you are expected to abide by your [[Command SOP]] and [[Server rules (Starlight)]].&lt;br /&gt;
* Keep your Antique Laser Gun in your office unless on Red. Blue Alert critters may also warrant some stronger self defence. Similarly, keeping your Hardsuit stashed away until it&#039;s needed due to breaches and loss of atmosphere and pressure.&lt;br /&gt;
* While the Captain is explicitly not allowed to chase criminals and perform security duties, you may choose to defend yourself if such need should arise as well as intervene when you witness a crime being committed.&lt;br /&gt;
* As the Captain of the station, you should probably stay &#039;&#039;&#039;&#039;&#039;on&#039;&#039;&#039;&#039;&#039; the station. Leaving the station for a trip to the ATS is rarely needed as you have a [[Quartermaster]] and their team.&lt;br /&gt;
* You should not put yourself into any danger and risk the powerful ID, Door Remote, Antique and jetpack to fall into enemy&#039;s hands.&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
&lt;br /&gt;
* The Custom Door remote is very useful. Bolt down bridge doors in case you&#039;re in danger. Use it to open up doors as you run towards them to not get slowed down from bumping into them. You can also try bolting the doors behind you to buy valuable seconds.&lt;br /&gt;
* Hide your Spare ID someplace. Even though you may be tempted to put it in your locker, whatever went through the troubles to get into your office will not mind getting into your locker as well.&lt;br /&gt;
* Be communicative and helpful to your crew. Approve their fun shenanigans and, chances are, when troubles arrive, the crew will be more willing to put themselves in danger to help you out and save your life.&lt;br /&gt;
* Hiding in the bridge all shift, while it may seem safe, will possibly lock security and helpful crew away from aiding you. Patrol around and spend some time outside the bridge.&lt;br /&gt;
* Check in on the manifest at round start to see how well the station is staffed. Speak to HoP to hire more people in shortstaffed departments.&lt;br /&gt;
* Visit engineering early on and make sure the CE doesn&#039;t kill themselves in the Tesla room by forgetting internals.&lt;br /&gt;
* Most of your duties are heavily RP dependant, don&#039;t be afraid to experiment and enjoy your time. Talk to the crew, dish out a commendation in a nice medal ceremony.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
p.s. when facing nukies, &#039;&#039;&#039;WHAT EVER YOU DO&#039;&#039;&#039;, don&#039;t go to the front lines, alot of people make this mistake and it breaks my heart seeing captains do this, please stay with your bso and in the &#039;&#039;&#039;FURTHEST&#039;&#039;&#039; place from the nukies. (sec on certain maps is the safest, or bridge.)&lt;/div&gt;</summary>
		<author><name>Citrusinine</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=Research_Assistant&amp;diff=1760</id>
		<title>Research Assistant</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=Research_Assistant&amp;diff=1760"/>
		<updated>2025-11-24T06:36:50Z</updated>

		<summary type="html">&lt;p&gt;Citrusinine: Rewrote responsibilities section to not be a copy-paste of scientist.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RolePageHeader&lt;br /&gt;
|department=Science&lt;br /&gt;
|roleTitle=Research Assistant&lt;br /&gt;
|img=RA.png&lt;br /&gt;
|roleplayExpectations=Easy&lt;br /&gt;
|RequiredGameKnowledge=Below Average&lt;br /&gt;
|hoursRequired=Overall: 5min, Science: -15h&lt;br /&gt;
|access=Maintenance, Research&lt;br /&gt;
|supervisors=[[Research Director]], [[Scientist]]&lt;br /&gt;
|subordinates=None&lt;br /&gt;
|responsibilities=Learning how to do your job and dying in dangerous experiments.&lt;br /&gt;
|guides=[[Research and Development|Guide to R&amp;amp;D]], [[Xenoarcheology]], [[Anomalous Research]], [[Robotics]]}}&lt;br /&gt;
This role is meant for newer players. It is functionally identical to Scientist except for the name, and expectations of others.&lt;br /&gt;
&lt;br /&gt;
Please listen to your supervisors: the Research Director, and to a lesser extent, Scientists.&lt;br /&gt;
&lt;br /&gt;
For more information, see [[Scientist]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Roles]]&lt;br /&gt;
[[Category:Science Roles]]&lt;/div&gt;</summary>
		<author><name>Citrusinine</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=Roboticist&amp;diff=1759</id>
		<title>Roboticist</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=Roboticist&amp;diff=1759"/>
		<updated>2025-11-24T06:35:18Z</updated>

		<summary type="html">&lt;p&gt;Citrusinine: Changing words to present participle and fixing parallel structure in responsibilities section. Also improved wording.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RolePageHeader|department=Science|roleTitle=Roboticist|img=ROBOTICIST.png|roleplayExpectations=Average|RequiredGameKnowledge=Above Average|hoursRequired=Science: 4 hours, Engineering: 4 hours|access=Maintenance, Science|supervisors=Research Director|subordinates=Research Assistants|responsibilities=Creating cyborgs, maintaining and improving them, and making sure the cyborgs are fully functional and their laws are consistent.|guides=[[Research and Development|Guide to R&amp;amp;D]], [[Xenoarcheology]], [[Anomalous Research]], [[Robotics]]}}The art of making borgs and survive AI&#039;s virtual nagging on making them an AI borg.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
As a roboticist, you are given the duty of creating mechanical wonders ranging from cyborgs or bots, supplementing SCI with upgrading lathes and creating devices, and to making impressive mech for other departments. In this regards, your main focus should be on maintaining all cyborgs on station and fulfill any robotical needs that other departments might request depending if you have resources to spare or not. Even though you&#039;re designated as a roboticist, you can STILL assist your fellow researchers on their tasks such as artifact research and anomaly handling.&lt;br /&gt;
&lt;br /&gt;
Being a roboticist, you will also familiarize yourself with the exosuit fabricator. This machine is capable of printing all your cyborg and mech related components, given if it has enough materials to do so. Remember that cyborg and mech constructions will consume a &#039;&#039;&#039;large amount of materials to complete&#039;&#039;&#039;, and as such you should pester Cargo department for materials or making order slips, salvage for supplies in maints, nag to your RD to request gold and/or silver from the vault, or dumpster dive in Disposal.&lt;br /&gt;
&lt;br /&gt;
== Borging 101 ==&lt;br /&gt;
Creating a cyborg will be the most common duty you will do, and as such you should be able to understand how to make one. A cyborg is a robot chassis that is controlled by either a Positronic Brain that allows ghost players to control the cyborg, an AI interface which allows the AI direct control, or an MMI (Man-Machine Interface) for when a fellow crew member gets gibbed but their brain is still intact. As a roboticist, you are unable to create a specific chassic for a cyborg as those options are only available to anyone who controls it. You ARE able to add modules to improve their efficiency in the respective field. &#039;&#039;Or give a gun to a borg.&#039;&#039; The following steps are how one can build a cyborg chassis:&lt;br /&gt;
&lt;br /&gt;
# Create the cyborg endoskeleton&lt;br /&gt;
# Print out the necessary bodyparts and put it into the endoskeleton&lt;br /&gt;
# put in 1 lv cable and afterwards 2 flashes&lt;br /&gt;
# Screwdriver the chassis to complete the body&lt;br /&gt;
# Unlock the chassis by alt+left clicking&lt;br /&gt;
# Use screwdriver on the chassis to open the panel&lt;br /&gt;
# Insert a powercell&lt;br /&gt;
# Insert either a positronic brain, an AI interface, or an MMI.&lt;br /&gt;
# Optionally, you can change its name by using the UI panel&lt;br /&gt;
# Screwdriver the chassis again to close the panel&lt;br /&gt;
# &#039;&#039;&#039;LOCK THE DAMN CYBORG BY ALT+LEFT CLICKING&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The chassis you made will be undetermined, meaning that you cannot fit any modules inside until the cyborg has chosen a role-chassis. Another thing to note is to make sure that the cyborg recharging station is ready and available so the cyborgs can charge themselves. You must also always remember to &#039;&#039;&#039;Lock the chassis to prevent tampering&#039;&#039;&#039;. A locked cyborg can only be unlocked by members of the Science department, Command members, or using an Access Breaker.&lt;br /&gt;
&lt;br /&gt;
By standard, a cyborg will follow standard NT laws on the provided chassis. These laws may change due to ion storms or due to external tamperings. If such incidents happen, you must move the brain of the cyborg into a new chassis to default it back to regular NT laws. &#039;&#039;&#039;DO NOT DO THIS WHEN AN AI GOES ROGUE, IT WILL CHANGE NOTHING DUE TO LAW 0 FORCING CYBORGS TO LISTEN TO AI.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The robotics console allows you to keep track of station cyborgs and their status, making it easier to determine if they need repair or a recharge. If you suspect that a cyborg has been emagged and firmly believes they are compromised, try to ask your RD to disable the suspected cyborg using the robotics console. If the cyborg in question does not have its brain ejected, then it is emagged.&lt;br /&gt;
&lt;br /&gt;
== Upgrades people, upgrades ==&lt;br /&gt;
When a cyborg has selected its chassis, it will be granted basic modules related to that chassis free of charge. But of course, there&#039;s always room for improvements on better equipment for them. In regards to this, there&#039;s 2 primary things you can do to improve a cyborg:&lt;br /&gt;
&lt;br /&gt;
* Print out advanced modules and insert it into them by unlocking the panel and interacting with the cyborg while equipping the module&lt;br /&gt;
* Giving better batteries so they recharge less often, with microreactor cells being the best battery&lt;br /&gt;
* &#039;&#039;&amp;lt;s&amp;gt;Give them a gun with an L6 module as a syndie&amp;lt;/s&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A similar method is done when you want to upgrade a mech, such as:&lt;br /&gt;
&lt;br /&gt;
* Giving them modules such as hydraulic clamps, drills, or even weapons by opening the panel, turning on the maintenance mode on its UI, and interacting while equipping the module&lt;br /&gt;
* Better battery as usual&lt;br /&gt;
* Fit the exosuit air tank with cooled O2/N2 for longer lasting air supply (depending on who&#039;s going to pilot it), ask engineering for cooled air.&lt;br /&gt;
&lt;br /&gt;
What if you want to remove something from a cyborg or a mech? These are the following options:&lt;br /&gt;
&lt;br /&gt;
* Removing battery from a cyborg, you can unlock the panel and directly remove the battery by right clicking and select remove option&lt;br /&gt;
* Removing a brain from a cyborg requires you to go to the UI panel and interact with the brain section which will eject it&lt;br /&gt;
* Removing a module uses the UI panel and you clicking the x icon beside the module you want to remove. You CANNOT remove base modules.&lt;br /&gt;
* Removing a battery from a mech requires unlocking the panel with a screwdriver and using a crowbar &#039;&#039;&#039;&amp;lt;u&amp;gt;(need confirmation on how to do this)&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
* Removing the air tank requires you to already remove the power cell first, then ejecting it directly &#039;&#039;&#039;&amp;lt;u&amp;gt;(need confirmation on how to do this)&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
* Removing a mech module using the UI panel and interacting with the x option beside the module &#039;&#039;&#039;&amp;lt;u&amp;gt;(need confirmation on how to do this)&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Types ==&lt;br /&gt;
&lt;br /&gt;
=== Cyborgs ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;medical chassis&#039;&#039;&#039;: A white chassis with a container fluid tank as its main body and several needles or prods attached. This chassis is capable of performing first aid with topicals and inject chemicals into patients. Can receive an advanced medical module for more specialized gears.&lt;br /&gt;
* &#039;&#039;&#039;Engineering chassis&#039;&#039;&#039;: An orange rounded chassis with a lower height. It is capable of repairing, placing wires, contructing objects with materials or use its RCD that constantly recharges. Can receive an advanced engineering module for upgraded versions of their tools and access to an RCD alongside a holofan.&lt;br /&gt;
* &#039;&#039;&#039;Science chassis&#039;&#039;&#039;: A metallic grey chassis with no shell, near identical with an undetermined chassis. Equipped with items that allows for anomaly and artifact scanning, alongside basic engineering tools like crowbars and wrenches.&lt;br /&gt;
* &#039;&#039;&#039;Salvage chassis&#039;&#039;&#039;: A yellow rectangular chassis with tracks. equipped with basic mining and salvage equipments such as a pickaxe, can be upgraded with an advanced salvage module for more protection equipment and upgraded items.&lt;br /&gt;
* &#039;&#039;&#039;Janitor Chassis&#039;&#039;&#039;: A purple rounded chassis with scrubbers. equipped with general cleaning equipment like mops and spray cleaners. Can be upgraded with an advanced cleaning module for advanced mops and other better equipments.&lt;br /&gt;
* &#039;&#039;&#039;Corgi Cyborg/Borgi&#039;&#039;&#039;:  An organic corgi that is capable of being piloted with an MMI/positronic brain/AI interface. Can be equipped with a pet bag and modules. &#039;&#039;&#039;&amp;lt;u&amp;gt;(need more info on this)&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Service Cyborg&#039;&#039;&#039;: A humanoid shaped grey chassis with a fancy suit. Usually utilized in the service department from serving drinks, food, or as a menacing clown.&lt;br /&gt;
&lt;br /&gt;
A general module that is compatible with all cyborgs is the basic tool module (each chassis should already come with one) and the thruster module. It is recommended that engineering and salvage chassis are equipped with a thruster module if they don&#039;t have one yet.&lt;br /&gt;
&lt;br /&gt;
=== Mech ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Ripley&#039;&#039;&#039;: The only mech that is not a sealed mech, which in turn make its user suspectible to external spacing or gas. It is a yellow agile mech that is capable of being fitted with clamps to lift heavy objects. Small hydraulic clamp can only carry small items, while a regular hydraulic clamp can carry crates or large objects. Usually given to Cargo department.&lt;br /&gt;
* &#039;&#039;&#039;Ripley MKII&#039;&#039;&#039; : A ripley given a RipleyMKII upgrade kit, turning it into a sealed mech with a heavier weight slowing it down. Serves as a heavier duty cargo mech and as a stepping stone to the paddy mech.&lt;br /&gt;
* &#039;&#039;&#039;Paddy&#039;&#039;&#039;: A ripley MKII converted into a security mech. Painted with black and red and fitted with sirens, this mech can wield weapons module and maintains its mobility. These mech are given to security department as a general purpose patrol mech.&lt;br /&gt;
* &#039;&#039;&#039;Gygax&#039;&#039;&#039;: An agile armored mech suited for fast-paced combat. This mech prioritizes mobility but still provide decent armor to its user, can be fitted with weapon modules.&lt;br /&gt;
* &#039;&#039;&#039;Durrand&#039;&#039;&#039;: A heavily armored mech, guaranteeing maximum protection its user in an extended firefight at the cost of mobility. Can be fitted with weapon modules.&lt;br /&gt;
* &#039;&#039;&#039;H.A.M.T.R&#039;&#039;&#039;: A brown small mech specialized for the beloved Hamlet. It allows for better protection and navigation for Hammy while in space, can be fitted with clamps &#039;&#039;&#039;&amp;lt;u&amp;gt;(true?)&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;H.O.N.K:&#039;&#039;&#039; A mech designed and built for maximum tomfoolery. It can be fitted with clamps, the banana mortar, or other clown-related mech modules.&lt;br /&gt;
* &#039;&#039;&#039;C.L.A.R.K.E&#039;&#039;&#039;: A yellow large mech with tracks often used for expeditions and mining trips. Can be equipped with salvage/mining related modules and often used by salvies/miners.&lt;br /&gt;
&lt;br /&gt;
=== Bots ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Medibot&#039;&#039;&#039;: A white cubical bot with a green medical mark that automatically go toward the nearest wounded person and injects tric chemical.&lt;br /&gt;
* &#039;&#039;&#039;Cleanbot&#039;&#039;&#039;: A little blue bot with a mop attached, automatically cleans puddles nearby with water. &#039;&#039;&#039;DO NOT PUT THEM NEAR POTASSIUM PUDDLES.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Honkbot&#039;&#039;&#039;: Manifestation of horror and suffering encompassed in an angry grey brick. Its body can trip people who are going fast and occasionally honks. Can be player controlled.&lt;br /&gt;
* &#039;&#039;&#039;Mimebot&#039;&#039;&#039;: A big cubical bot with a head and arms attached, a silent companion for you.&lt;/div&gt;</summary>
		<author><name>Citrusinine</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=Scientist&amp;diff=1758</id>
		<title>Scientist</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=Scientist&amp;diff=1758"/>
		<updated>2025-11-24T06:34:06Z</updated>

		<summary type="html">&lt;p&gt;Citrusinine: Changing words to present participle and fixing parallel structure in responsibilities section. Also uncapitalizing the P in protolathe since it&amp;#039;s not a proper noun.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RolePageHeader&lt;br /&gt;
|department=Science&lt;br /&gt;
|roleTitle=Scientist&lt;br /&gt;
|img=SCIENTIST.png&lt;br /&gt;
|roleplayExpectations=Below Average&lt;br /&gt;
|RequiredGameKnowledge=Average&lt;br /&gt;
|hoursRequired=Research Assistant: 1 hour&lt;br /&gt;
|access=Maintenance, Science&lt;br /&gt;
|supervisors=Research Director&lt;br /&gt;
|subordinates=Research Assistants&lt;br /&gt;
|responsibilities=Researching protolathe recipes, granting people the items they desire within reason, researching funky new technologies and gettinging all the cool experimental toys.&lt;br /&gt;
|guides=[[Research and Development|Guide to R&amp;amp;D]], [[Xenoarcheology]], [[Anomalous Research]], [[Robotics]]}}&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Overview:&#039;&#039;&#039; ==&lt;br /&gt;
As a Scientist aboard the station, your primary responsibility is to advance technological capabilities and support other departments through research and development. This involves studying artifacts, generating and containing anomalies, and producing advanced equipment to enhance station operations.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Responsibilities:&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Research and Development:&#039;&#039;&#039; Engage in the analysis of alien artifacts through Xenoarchaeology to generate research points. These points can be utilized to unlock new technologies and equipment beneficial to the station. Keep in mind as you pry deeper its effects may become severe and may cause damage or harm to the crew nearby.&lt;br /&gt;
* &#039;&#039;&#039;Anomalous Research:&#039;&#039;&#039; Generate Anomalies and contain it for a stable income of research points, find it and identify if its location is safe enough for containment as having it not secure can damage its surroundings and harm the crew of the station. The anomaly can be set to a higher severity for higher income of points but be careful to not let it go critical or the effects maybe dire.&lt;br /&gt;
* &#039;&#039;&#039;Equipment Fabrication:&#039;&#039;&#039; Utilize devices such as the Protolathe, Autolathe and the Circuit Printer to construct tools, weapons, and machines. These creations should aim to support various departments, including [[Medical]], [[Engineering]], and [[Security]].&lt;br /&gt;
* &#039;&#039;&#039;Interdepartmental Support:&#039;&#039;&#039; Collaborate with other departments by providing necessary equipment and technological solutions. For instance, assisting the [[Medical|Medical Department]] with advanced surgical tools or unlocking Armaments Tech for [[Security]] so that they can fabricate advanced gear.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;Guidelines:&#039;&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Safety Protocols:&#039;&#039;&#039; Always prioritize the safety of the station and its crew during testing of alien artifacts and containment of anomalies, as being neglectful can and will damage the station and its crew if one is not careful.&lt;br /&gt;
* &#039;&#039;&#039;Provisioning:&#039;&#039;&#039; Please be mindful of what you provide to the crew of station as it may make the Science Department liable for that one [[Passenger|Tider]] that requested and is given the advanced experimental tool Jaws of Life to break into areas they&#039;re not supposed to. Always check if the item being requested is within their job roles.&lt;br /&gt;
* &#039;&#039;&#039;Material Acquisition:&#039;&#039;&#039; Providing the crew tools and equipment requires the base materials of Steel, Glass and Plastic. Please coordinate with the [[Cargo|Supply/Cargo Department]] and/or the [[Salvage|Salvage team]] to provide the Science Department a decent supply of materials, higher tiers of equipment requires rarer materials such as Solid Plasma or Diamonds.&lt;br /&gt;
* &#039;&#039;&#039;Communication:&#039;&#039;&#039; Keep open lines of communication with the [[Research Director]] and other department heads. This fosters collaboration and ensures that the unlocked technologies align with the station&#039;s needs.&lt;/div&gt;</summary>
		<author><name>Citrusinine</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=Research_Director&amp;diff=1757</id>
		<title>Research Director</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=Research_Director&amp;diff=1757"/>
		<updated>2025-11-24T06:32:50Z</updated>

		<summary type="html">&lt;p&gt;Citrusinine: RAHHH CHANGING BACK TO PRESENT PARTICIPLE&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RolePageHeader|department=[[Roles#Command|Command]]|roleTitle=Research Director|img=RD.png|roleplayExpectations=Hard|RequiredGameKnowledge=Above Average|hoursRequired=Science: 20h, Scientist: 10h, Roboticist: 5h|access=Research, Command, Maintenance, Research Director, Brig, Cryogenics, Robotics|supervisors=[[Captain]]|subordinates=[[Scientist]], [[Roboticist]], [[Research Assistant]]|responsibilities=Managing the science department, unlocking technologies, acquiring &amp;amp; researching artifacts, and performing experiments.|guides=[[Command Guide]], [[Command SOP]], [[Science SOP]]}}&lt;br /&gt;
You have survived the dangers of science long enough to reach the lofty rank of Research Director. You are now in charge of balancing safety and progress, along with deflecting blame away from science! A difficult task indeed. To help achieve this, you have been provided with the equipment to survive the trials of science. This page will guide you through managing your &amp;lt;s&amp;gt;psychopaths&amp;lt;/s&amp;gt; [[Scientist|scientists]] to achieve the most SCIENCE possible.&lt;/div&gt;</summary>
		<author><name>Citrusinine</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=Research_Director&amp;diff=1756</id>
		<title>Research Director</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=Research_Director&amp;diff=1756"/>
		<updated>2025-11-24T06:32:07Z</updated>

		<summary type="html">&lt;p&gt;Citrusinine: Changing words from present participle and fixing parallel structure in responsibilities section.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RolePageHeader|department=[[Roles#Command|Command]]|roleTitle=Research Director|img=RD.png|roleplayExpectations=Hard|RequiredGameKnowledge=Above Average|hoursRequired=Science: 20h, Scientist: 10h, Roboticist: 5h|access=Research, Command, Maintenance, Research Director, Brig, Cryogenics, Robotics|supervisors=[[Captain]]|subordinates=[[Scientist]], [[Roboticist]], [[Research Assistant]]|responsibilities=Manage the science department, unlock technologies, acquire &amp;amp; reseacrh artifacts, and perform experiments.|guides=[[Command Guide]], [[Command SOP]], [[Science SOP]]}}&lt;br /&gt;
You have survived the dangers of science long enough to reach the lofty rank of Research Director. You are now in charge of balancing safety and progress, along with deflecting blame away from science! A difficult task indeed. To help achieve this, you have been provided with the equipment to survive the trials of science. This page will guide you through managing your &amp;lt;s&amp;gt;psychopaths&amp;lt;/s&amp;gt; [[Scientist|scientists]] to achieve the most SCIENCE possible.&lt;/div&gt;</summary>
		<author><name>Citrusinine</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=Scientist&amp;diff=1755</id>
		<title>Scientist</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=Scientist&amp;diff=1755"/>
		<updated>2025-11-24T06:25:44Z</updated>

		<summary type="html">&lt;p&gt;Citrusinine: Made responsibilities section follow parallel structure.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RolePageHeader&lt;br /&gt;
|department=Science&lt;br /&gt;
|roleTitle=Scientist&lt;br /&gt;
|img=SCIENTIST.png&lt;br /&gt;
|roleplayExpectations=Below Average&lt;br /&gt;
|RequiredGameKnowledge=Average&lt;br /&gt;
|hoursRequired=Research Assistant: 1 hour&lt;br /&gt;
|access=Maintenance, Science&lt;br /&gt;
|supervisors=Research Director&lt;br /&gt;
|subordinates=Research Assistants&lt;br /&gt;
|responsibilities=Research Protolathe recipes, grant people the items they desire within reason, research funky new technologies and get all the cool experimental toys.&lt;br /&gt;
|guides=[[Research and Development|Guide to R&amp;amp;D]], [[Xenoarcheology]], [[Anomalous Research]], [[Robotics]]}}&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Overview:&#039;&#039;&#039; ==&lt;br /&gt;
As a Scientist aboard the station, your primary responsibility is to advance technological capabilities and support other departments through research and development. This involves studying artifacts, generating and containing anomalies, and producing advanced equipment to enhance station operations.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Responsibilities:&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Research and Development:&#039;&#039;&#039; Engage in the analysis of alien artifacts through Xenoarchaeology to generate research points. These points can be utilized to unlock new technologies and equipment beneficial to the station. Keep in mind as you pry deeper its effects may become severe and may cause damage or harm to the crew nearby.&lt;br /&gt;
* &#039;&#039;&#039;Anomalous Research:&#039;&#039;&#039; Generate Anomalies and contain it for a stable income of research points, find it and identify if its location is safe enough for containment as having it not secure can damage its surroundings and harm the crew of the station. The anomaly can be set to a higher severity for higher income of points but be careful to not let it go critical or the effects maybe dire.&lt;br /&gt;
* &#039;&#039;&#039;Equipment Fabrication:&#039;&#039;&#039; Utilize devices such as the Protolathe, Autolathe and the Circuit Printer to construct tools, weapons, and machines. These creations should aim to support various departments, including [[Medical]], [[Engineering]], and [[Security]].&lt;br /&gt;
* &#039;&#039;&#039;Interdepartmental Support:&#039;&#039;&#039; Collaborate with other departments by providing necessary equipment and technological solutions. For instance, assisting the [[Medical|Medical Department]] with advanced surgical tools or unlocking Armaments Tech for [[Security]] so that they can fabricate advanced gear.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;Guidelines:&#039;&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Safety Protocols:&#039;&#039;&#039; Always prioritize the safety of the station and its crew during testing of alien artifacts and containment of anomalies, as being neglectful can and will damage the station and its crew if one is not careful.&lt;br /&gt;
* &#039;&#039;&#039;Provisioning:&#039;&#039;&#039; Please be mindful of what you provide to the crew of station as it may make the Science Department liable for that one [[Passenger|Tider]] that requested and is given the advanced experimental tool Jaws of Life to break into areas they&#039;re not supposed to. Always check if the item being requested is within their job roles.&lt;br /&gt;
* &#039;&#039;&#039;Material Acquisition:&#039;&#039;&#039; Providing the crew tools and equipment requires the base materials of Steel, Glass and Plastic. Please coordinate with the [[Cargo|Supply/Cargo Department]] and/or the [[Salvage|Salvage team]] to provide the Science Department a decent supply of materials, higher tiers of equipment requires rarer materials such as Solid Plasma or Diamonds.&lt;br /&gt;
* &#039;&#039;&#039;Communication:&#039;&#039;&#039; Keep open lines of communication with the [[Research Director]] and other department heads. This fosters collaboration and ensures that the unlocked technologies align with the station&#039;s needs.&lt;/div&gt;</summary>
		<author><name>Citrusinine</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=Research_Director&amp;diff=1754</id>
		<title>Research Director</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=Research_Director&amp;diff=1754"/>
		<updated>2025-11-24T06:23:55Z</updated>

		<summary type="html">&lt;p&gt;Citrusinine: Made this sentence follow parallel structure.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RolePageHeader|department=[[Roles#Command|Command]]|roleTitle=Research Director|img=RD.png|roleplayExpectations=Hard|RequiredGameKnowledge=Above Average|hoursRequired=Science: 20h, Scientist: 10h, Roboticist: 5h|access=Research, Command, Maintenance, Research Director, Brig, Cryogenics, Robotics|supervisors=[[Captain]]|subordinates=[[Scientist]], [[Roboticist]], [[Research Assistant]]|responsibilities=Managing the science department, unlocking technologies, acquiring &amp;amp; researching artifacts, and performing experiments.|guides=[[Command Guide]], [[Command SOP]], [[Science SOP]]}}&lt;br /&gt;
You have survived the dangers of science long enough to reach the lofty rank of Research Director. You are now in charge of balancing safety and progress, along with deflecting blame away from science! A difficult task indeed. To help achieve this, you have been provided with the equipment to survive the trials of science. This page will guide you through managing your &amp;lt;s&amp;gt;psychopaths&amp;lt;/s&amp;gt; [[Scientist|scientists]] to achieve the most SCIENCE possible.&lt;/div&gt;</summary>
		<author><name>Citrusinine</name></author>
	</entry>
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