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	<id>https://wiki.starlight.network/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=DrPuggers</id>
	<title>Starlight wiki - User contributions [en]</title>
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	<link rel="alternate" type="text/html" href="https://wiki.starlight.network/Special:Contributions/DrPuggers"/>
	<updated>2026-05-22T00:00:40Z</updated>
	<subtitle>User contributions</subtitle>
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		<id>https://wiki.starlight.network/index.php?title=Captain&amp;diff=2192</id>
		<title>Captain</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=Captain&amp;diff=2192"/>
		<updated>2026-05-10T18:46:13Z</updated>

		<summary type="html">&lt;p&gt;DrPuggers: &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.&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;/div&gt;</summary>
		<author><name>DrPuggers</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=Roles&amp;diff=2140</id>
		<title>Roles</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=Roles&amp;diff=2140"/>
		<updated>2026-04-25T14:32:53Z</updated>

		<summary type="html">&lt;p&gt;DrPuggers: updated the playtime requirements for the bso to the correct values&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;MA list of all playable roles on the station! &lt;br /&gt;
&lt;br /&gt;
Your role is what determines your starting equipment, responsibilities, and access.&lt;br /&gt;
&lt;br /&gt;
Most roles require you to have played on the Starlight server for a minimum amount of time and/or spent a minimum amount of time in a certain department or role. This time accumulates in real time by being in an active game round and in the relevant department or role.&lt;br /&gt;
&lt;br /&gt;
Some roles (meant for beginners) become inaccessible when you have a certain amount of time in roles or departments. This is indicated in the tables with a negative time value. For example: the Technical Assistant role becomes inaccessible after spending 15 hours total in the Engineering department.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;small&amp;gt;Command&amp;lt;/small&amp;gt; ==&lt;br /&gt;
Command consists of every department head. It is responsible for keeping the station and its departments running efficiently.&lt;br /&gt;
&lt;br /&gt;
The heads of each department come together to form the Command department, a force to be reckoned with and the handlers of the station. They usually have access to special equipment and their own rooms. They are often wanted dead.&lt;br /&gt;
&lt;br /&gt;
Command members should always be relatively competent in their respective departments and attempt to delegate responsibility and direct work.&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid;&amp;quot; |Command&lt;br /&gt;
!Job&lt;br /&gt;
!Job Description&lt;br /&gt;
!Roleplay Difficulty&lt;br /&gt;
!Gameplay Difficulty&lt;br /&gt;
!Playtime Requirements&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;[[File:Captain.png|link=Captain|96x96px]]&lt;br /&gt;
[[Captain]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|Keep the station running, delegate work to the other heads of staff, and exert your will.&lt;br /&gt;
|Hard&lt;br /&gt;
|Hard&lt;br /&gt;
|Command: 25h&lt;br /&gt;
Security: 20h&lt;br /&gt;
&lt;br /&gt;
Medical: 20h&lt;br /&gt;
&lt;br /&gt;
Engineering: 20h&lt;br /&gt;
&lt;br /&gt;
Cargo: 20h&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;[[File:HOP.png|link=Head_of_Personnel|96x96px]]‎&lt;br /&gt;
[[Head of Personnel]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|Handle&#039;s access reassignment fairly using your ID console, manage the service department, and keep Ian safe.&lt;br /&gt;
|Hard&lt;br /&gt;
|Average&lt;br /&gt;
|Service: 20h&lt;br /&gt;
Botanist: 3h&lt;br /&gt;
&lt;br /&gt;
Chef: 3h&lt;br /&gt;
&lt;br /&gt;
Janitor: 3h&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;[[File:CE.png|link=Chief_Engineer|96x96px]]‎&lt;br /&gt;
[[Chief Engineer]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|Manages the engineering department to ensure power, atmospherics, and the hull are in perfect shape.&lt;br /&gt;
|Hard&lt;br /&gt;
|Hard&lt;br /&gt;
|Engineering: 20h&lt;br /&gt;
Atmospheric Technician: 7h&lt;br /&gt;
&lt;br /&gt;
Station Engineer: 7h&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;[[File:CMO.png|link=Chief_Medical_Officer|96x96px]]&lt;br /&gt;
[[Chief Medical Officer]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|Manage the resources and personnel of the medical department to keep the crew alive.&lt;br /&gt;
|Hard&lt;br /&gt;
|Hard&lt;br /&gt;
|Medical: 20h&lt;br /&gt;
Medical Doctor: 7h&lt;br /&gt;
&lt;br /&gt;
Chemist: 7h&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;[[File:HOS.png|link=Head_of_Security|96x96px]]&lt;br /&gt;
[[Head of Security]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|Manage your security force and keep them efficient, quell dissent, and keep the other heads of staff safe.&lt;br /&gt;
|Hard&lt;br /&gt;
|Hard&lt;br /&gt;
|Warden: 8h&lt;br /&gt;
Security: 20h&lt;br /&gt;
&lt;br /&gt;
Security Officer: 20h&lt;br /&gt;
&lt;br /&gt;
Detective: 5h&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;[[File:QM.png|link=Quartermaster|96x96px]]‎&lt;br /&gt;
[[Quartermaster]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|Manage the supplies of the station &amp;amp; the cargo department, keep the salvage specialists working, make sure all orders are fulfilled, and keep the money flowing.&lt;br /&gt;
|Hard&lt;br /&gt;
|Average&lt;br /&gt;
|Cargo: 20h&lt;br /&gt;
Cargo Technician: 5h&lt;br /&gt;
&lt;br /&gt;
Salvage Specialist: 5h&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;[[File:RD.png|link=Research_Director|96x96px]]&lt;br /&gt;
[[Research Director]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|Manage the science department, unlocking technologies, acquiring &amp;amp; researching artifacts, and performing experiments.&lt;br /&gt;
|Hard&lt;br /&gt;
|Above Average&lt;br /&gt;
|Science: 20h&lt;br /&gt;
Scientist: 10h&lt;br /&gt;
&lt;br /&gt;
Robotcist: 5h&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Nanotrasen Representatives ==&lt;br /&gt;
[Nanotrasen Personnel duties summary]&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid;&amp;quot; |Nanotrasen Personnel&lt;br /&gt;
!Job&lt;br /&gt;
!Job Description&lt;br /&gt;
!Roleplay Difficulty&lt;br /&gt;
!Gameplay Difficulty&lt;br /&gt;
!Playtime Requirements&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;[[File:OBS.png|link=OBS|96x96px]]‎&lt;br /&gt;
[[Officer &amp;quot;Blue Shield&amp;quot;]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|Protects NanoTrasen personnel and Command staff, &#039;&#039;&#039;at all costs.&#039;&#039;&#039;&lt;br /&gt;
|Hard&lt;br /&gt;
|Hard&lt;br /&gt;
|Command: 25h&lt;br /&gt;
Security: 30h&lt;br /&gt;
&lt;br /&gt;
Brigmedic: 3h&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;[[File:Magistrate.png|link=Magistrate|96x96px]]‎‎&lt;br /&gt;
[[Magistrate]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|Appointed judge over the station, has the final say on corporate law.&lt;br /&gt;
Ensures that prisoners are sentenced and processed fairly.&lt;br /&gt;
Manages the Internal Affairs when not performing legal duties.&lt;br /&gt;
|Hard&lt;br /&gt;
|Average&lt;br /&gt;
|Command: 50h&lt;br /&gt;
Security: 10h&lt;br /&gt;
&lt;br /&gt;
Whitelist&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;[[File:Ntrep.png|link=Nanotrasen_Representative|96x96px]]‎&lt;br /&gt;
[[Nanotrasen Representative]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|Ensures that the station duties are carried out per SOP. Commands personal advisor.&lt;br /&gt;
When their complaints are ignored, they get Central Command involved.&lt;br /&gt;
|Hard&lt;br /&gt;
|Average&lt;br /&gt;
|Command: 20h&lt;br /&gt;
Whitelist&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;small&amp;gt;Security&amp;lt;/small&amp;gt; ==&lt;br /&gt;
Security consists of the security cadets, lawyers, detective, security officers, warden, and the head of security. As a department it is responsible for dealing with troublemakers and non-humanoid threats like giant rats and carp.&lt;br /&gt;
&lt;br /&gt;
As a result of this, and the need to walk a fine line, security sometimes is overwhelmed by angry crew (don&#039;t kill the clown), and it is important for its members to try and stay on their best behavior.&lt;br /&gt;
&lt;br /&gt;
Ensuring the safety of both station and crew is number one for Security. They are ready for any situation, and Security are on hand to maintain order and control crowds.&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid;&amp;quot; |Security&lt;br /&gt;
!Job&lt;br /&gt;
!Job Description&lt;br /&gt;
!Roleplay Difficulty&lt;br /&gt;
!Gameplay Difficulty&lt;br /&gt;
!Playtime Requirements&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;[[File:HOS.png|link=Head_of_Security|96x96px]]&lt;br /&gt;
[[Head of Security]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|Manage your security force and keep them efficient, quell dissent, and keep the other heads of staff safe.&lt;br /&gt;
|Hard&lt;br /&gt;
|Hard&lt;br /&gt;
|Security: 20h&lt;br /&gt;
Warden: 5h&lt;br /&gt;
&lt;br /&gt;
Security Officer: 5h&lt;br /&gt;
&lt;br /&gt;
Detective: 5h&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;[[File:WARDEN.png|link=Warden|96x96px]]‎&lt;br /&gt;
[[Warden]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|Patrol the security department, ensure that no one is stealing from the armory, and make sure that all prisoners are processed and let out when their time is up.&lt;br /&gt;
|Hard&lt;br /&gt;
|Hard&lt;br /&gt;
|Security Officer: 20h&lt;br /&gt;
Detective: 1h&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;[[File:BRIGMEDIC.png|link=Brigmedic|96x96px]]&lt;br /&gt;
[[Brigmedic]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|Fight in the rear of the security service, for the lives of your comrades! You are the first and last hope of your squad. Hippocrates bless you.&lt;br /&gt;
|Above Average&lt;br /&gt;
|Above Average&lt;br /&gt;
|Security Officer: 10h&lt;br /&gt;
Medical: 8h&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;[[File:DEC.png|link=Detective|96x96px]]&lt;br /&gt;
[[Detective]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|Investigate crime scenes using forensic tools, ensure that the guilty party is found, and have a couple smokes.&lt;br /&gt;
|Above Average&lt;br /&gt;
|Above Average&lt;br /&gt;
|Security Officer: 10h&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;[[File:SECOFF.png|link=Security_Officer|96x96px]]‎&lt;br /&gt;
[[Security Officer]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|Catch criminals and enemies of the station, enforce the law, and ensure that the station does not fall into disarray.&lt;br /&gt;
|Above Average&lt;br /&gt;
|Above Average&lt;br /&gt;
|Security: 10h&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;[[File:SECCAD.png|link=Security_Cadet|96x96px]]&lt;br /&gt;
[[Security Cadet]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|Learn the basics of arresting criminals and managing the brig. Listen to your supervisors and feel free to ask them for any help.&lt;br /&gt;
|Average&lt;br /&gt;
|Average&lt;br /&gt;
|Overall: 16h&lt;br /&gt;
Security: -20h&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;small&amp;gt;Cargo&amp;lt;/small&amp;gt; ==&lt;br /&gt;
Cargo consists of the cargo technicians, salvage specialists, and the quartermaster. As a department, it responsible resource distribution and trade, capable of buying and selling things on the galactic market.&lt;br /&gt;
&lt;br /&gt;
For the most part, this means they scrounge around the station and assorted wrecks to find materials to sell and redistribute, and purchase materials other departments request.&lt;br /&gt;
&lt;br /&gt;
The Supply department, also known as Cargo, supplies the station with necessary resources, such as fuel and raw materials, and comfort resources, such as lottery tickets and plushies.&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid;&amp;quot; |Cargo&lt;br /&gt;
!Job&lt;br /&gt;
!Job Description&lt;br /&gt;
!Roleplay Difficulty&lt;br /&gt;
!Gameplay Difficulty&lt;br /&gt;
!Playtime Requirements&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;[[File:QM.png|link=Quartermaster|96x96px]]‎&lt;br /&gt;
[[Quartermaster]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|Manage the supplies of the station &amp;amp; the cargo department, keep the salvage specialists working, make sure all orders are fulfilled, and keep the money flowing.&lt;br /&gt;
|Hard&lt;br /&gt;
|Average&lt;br /&gt;
|Cargo: 20h&lt;br /&gt;
Cargo Technician: 5h&lt;br /&gt;
&lt;br /&gt;
Salvage Specialist: 5h&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;[[File:CARGOTEC.png|link=Cargo_Technician|96x96px]]‎&lt;br /&gt;
[[Cargo Technician]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|Deal with requisitions and deliveries, pilot the cargo shuttle to the trade station and back, and work with others to make ludicrous amounts of cash and then waste it all gambling.&lt;br /&gt;
|Easy&lt;br /&gt;
|Below Average&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Mail Technician.png|alt=An image of a shadekin mail technician.|link=Mail_Technician|96x96px]]&lt;br /&gt;
&lt;br /&gt;
[[Mail Technician]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|Deliver letters and packages to the crew of the station to make cargo money.&lt;br /&gt;
|Easy&lt;br /&gt;
|Below Average&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;[[File:Salvage Lead.png|alt=Image of a foxlike vulpkanin Salvage Lead|center|96x96px]]&lt;br /&gt;
[[Salvage Lead]]&lt;br /&gt;
|Lead your salvage team and keep them safe. Remember, you are the Quartermaster&#039;s eyes and ears off station.&lt;br /&gt;
|Average&lt;br /&gt;
|Above Average&lt;br /&gt;
|Quartermaster: 5h&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;[[File:SALVAGER.png|link=Salvage_Specialist|96x96px]]‎‎&lt;br /&gt;
[[Salvage Specialist]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|Use the salvage shuttle to go on expeditions to collect resources for the station, while fighting off any space fauna along the way.&lt;br /&gt;
|Easy&lt;br /&gt;
|Average&lt;br /&gt;
|Cargo: 2.5h&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Mining Specialist.png|alt=Image of a reptilian mining specialist|link=Mining_Specialist|96x96px]]&lt;br /&gt;
&lt;br /&gt;
[[Mining Specialist]]&lt;br /&gt;
&lt;br /&gt;
|Stay station side and enrich the station with materials using your salvage magnet and ore processors. &amp;lt;/div&amp;gt;&lt;br /&gt;
|Easy&lt;br /&gt;
|Average&lt;br /&gt;
|Overall: 10h&lt;br /&gt;
Cargo: 3h&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;small&amp;gt;Engineering&amp;lt;/small&amp;gt; ==&lt;br /&gt;
Engineering consists of technical assistants, station engineers, atmospheric technicians, and the chief engineer. As a department it is responsible for keeping the station powered, its structure intact and its air supply working.&lt;br /&gt;
&lt;br /&gt;
Engineering is readily equipped to go safely into space, and as such they should always attempt to repair uninhabitable parts of the station.&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid;&amp;quot; |Engineering&lt;br /&gt;
!Job&lt;br /&gt;
!Job Description&lt;br /&gt;
!Roleplay Difficulty&lt;br /&gt;
!Gameplay Difficulty&lt;br /&gt;
!Playtime Requirements&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;[[File:CE.png|link=Chief_Engineer|96x96px]]‎&lt;br /&gt;
[[Chief Engineer]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|Manage the engineering department to ensure power, atmospherics, and the hull are in perfect shape.&lt;br /&gt;
|Hard&lt;br /&gt;
|Hard&lt;br /&gt;
|Engineering: 20h&lt;br /&gt;
Atmospheric Technician: 7h&lt;br /&gt;
&lt;br /&gt;
Station Engineer: 7h&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;[[File:ATMOSIAN.png|link=Atmospheric_Technician|96x96px]]‎‎&lt;br /&gt;
[[Atmospheric Technician]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|Optimize the station&#039;s atmospherics setup, and synthesize rare gases to use or sell.&lt;br /&gt;
|Easy&lt;br /&gt;
|Above Average&lt;br /&gt;
|Engineering: 15h&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;[[File:SE.png|link=Station_Engineer|96x96px]]‎‎‎&lt;br /&gt;
[[Station Engineer]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|Keep the station&#039;s main engine &amp;amp; solars active, optimize the power network, and make emergency repairs using your hardsuit in spaced areas.&lt;br /&gt;
|Easy&lt;br /&gt;
|Above Average&lt;br /&gt;
|Engineering: 2.5h&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;[[File:TA.png|link=Technical_Assistant|96x96px]]‎‎‎&lt;br /&gt;
[[Technical Assistant]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|Learn the basics of managing the station&#039;s power, as well as repairing the station&#039;s hull.&lt;br /&gt;
|Easy&lt;br /&gt;
|Average&lt;br /&gt;
|Overall: 1h&lt;br /&gt;
Engineering: -5h&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;small&amp;gt;Medical&amp;lt;/small&amp;gt; ==&lt;br /&gt;
Medical consists of the medical interns, chemists, medical doctors, and the chief medical officer. As a department it is responsible for taking care of the crew, treat and/or clone the wounded and dead, treat disease, and prevent everyone from dying a horrible, bloody death in a closet somewhere.&lt;br /&gt;
&lt;br /&gt;
Medical is one of the more well-equipped departments, with the ability to locate injured crew using the crew monitor, a nigh infinite supply of chems should chemistry be on-par, and the ability to rapidly diagnose and vaccinate contagious diseases.&lt;br /&gt;
&lt;br /&gt;
This is the department where people go to when they&#039;re hurt, it&#039;s up to the folks working here to fix them.&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid;&amp;quot; |Medical&lt;br /&gt;
!Job&lt;br /&gt;
!Job Description&lt;br /&gt;
!Roleplay Difficulty&lt;br /&gt;
!Gameplay Difficulty&lt;br /&gt;
!Playtime Requirements&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;[[File:CMO.png|link=Chief_Medical_Officer|96x96px]]&lt;br /&gt;
[[Chief Medical Officer]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|Manage the resources and personnel of the medical department to keep the crew alive.&lt;br /&gt;
|Hard&lt;br /&gt;
|Hard&lt;br /&gt;
|Medical: 20h&lt;br /&gt;
Medical Doctor: 7h&lt;br /&gt;
&lt;br /&gt;
Chemist: 7h&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;[[File:CHEMIST.png|link=Chemist|96x96px]]‎‎‎‎&lt;br /&gt;
[[Chemist]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|Produce medicinal drugs for the doctors to use, research ethically dubious rare chemicals, and produce weapons of war when enemies of the station arrive.&lt;br /&gt;
|Easy&lt;br /&gt;
|Above Average&lt;br /&gt;
|Medical: 5h&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;[[File:PARAMED.png|link=Paramedic|96x96px]]‎‎‎‎&lt;br /&gt;
[[Paramedic]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|Rescue critically injured patients all over the station, sometimes outside too. Stablize them, give them a ride to medbay, and get back out there!&lt;br /&gt;
|Average&lt;br /&gt;
|Average&lt;br /&gt;
|Medical: 2.5h&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Surgeon.png|alt=Image of cyclorite surgeon in basic uniform|link=Surgeon|96x96px]]&lt;br /&gt;
[[Surgeon]] &amp;lt;/div&amp;gt;&lt;br /&gt;
|Heal people, cripple enemies, and replace limbs and organs!&lt;br /&gt;
|Average&lt;br /&gt;
|Hard&lt;br /&gt;
|Medical: 16h&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;[[File:MD.png|link=Medical_Doctor|96x96px]]‎‎‎‎&lt;br /&gt;
[[Medical Doctor]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|Diagnose and heal crewmembers through medicinal chemicals, advanced medicine, and defibrillators. Make sure the dead don&#039;t rot, and that cadavers are in the morgue.&lt;br /&gt;
|Average&lt;br /&gt;
|Average&lt;br /&gt;
|Medical: 2.5h&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Psychologist.png|alt=Image of a dwarf psychologist|link=Psychologist|96x96px]][[Psychologist]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|Provide emotional support to traumatized crew.&lt;br /&gt;
|Hard&lt;br /&gt;
|Easy&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;[[File:MI.png|link=Medical_Intern|96x96px]]‎&lt;br /&gt;
[[Medical Intern]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|Learn the basics of administering medicine, basic chemicals and using medical tools.&lt;br /&gt;
|Easy&lt;br /&gt;
|Below Average&lt;br /&gt;
|Medical: -5h&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;small&amp;gt;Science&amp;lt;/small&amp;gt; ==&lt;br /&gt;
Science consists of research assistants, scientists, and the research director. As a department it is responsible for researching technologies and artifacts, upgrading machines, and printing new and useful devices.&lt;br /&gt;
&lt;br /&gt;
Scientists should seek out new artifacts to study, as well as solicit departments to help upgrade their machines.&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid;&amp;quot; |Science&lt;br /&gt;
!Job&lt;br /&gt;
!Job Description&lt;br /&gt;
!Roleplay Difficulty&lt;br /&gt;
!Gameplay Difficulty&lt;br /&gt;
!Playtime Requirements&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;[[File:RD.png|link=Research_Director|96x96px]]&lt;br /&gt;
[[Research Director]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|Manage the science department, unlocking technologies, acquiring &amp;amp; researching artifacts, and performing experiments.&lt;br /&gt;
|Hard&lt;br /&gt;
|Above Average&lt;br /&gt;
|Science: 20h&lt;br /&gt;
Scientist: 10h&lt;br /&gt;
&lt;br /&gt;
Robotcist: 5h&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;[[File:ROBOTICIST.png|link=Roboticist|96x96px]]‎&lt;br /&gt;
[[Roboticist]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|A scientist whose purpose is to repair and create mechanoids, cyborgs, and other mechanical creations&lt;br /&gt;
|Average&lt;br /&gt;
|Above Average&lt;br /&gt;
|Science: 4h&lt;br /&gt;
Engineering: 4h&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;[[File:SCIENTIST.png|link=Scientist|96x96px]]‎‎&lt;br /&gt;
[[Scientist]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|Research alien artifacts, unlock new technologies, build newer and better machines around the station, and make everything run more efficiently.&lt;br /&gt;
|Below Average&lt;br /&gt;
|Average&lt;br /&gt;
|Science: 2.5h&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;[[File:RA.png|link=Research_Assistant|96x96px]]‎&lt;br /&gt;
[[Research Assistant]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|Learn the basics of how to research various artifacts, anomalies and robotics.&lt;br /&gt;
|Easy&lt;br /&gt;
|Below Average&lt;br /&gt;
|Science: -5h&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;small&amp;gt;Silicon&amp;lt;/small&amp;gt; ==&lt;br /&gt;
The silicon members of the station are the cyborgs, borgis, and the Station AI, and they are all bound by their laws. They start off the shift with their laws binding them to assist and protect the crew, but often certain circumstances cause these laws to change, leading to the silicons causing untold chaos.&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid;&amp;quot; |Silicon&lt;br /&gt;
!Job&lt;br /&gt;
!Job Description&lt;br /&gt;
!Roleplay&lt;br /&gt;
Difficulty&lt;br /&gt;
!Gameplay&lt;br /&gt;
Difficulty&lt;br /&gt;
!Playtime&lt;br /&gt;
Requirements&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;[[File:SAI.png|link=Station_AI|96x96px]]‎&lt;br /&gt;
[[Station AI]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|Follow your laws, serve the crew.&lt;br /&gt;
|Hard&lt;br /&gt;
|Hard&lt;br /&gt;
|Cyborg: 5h&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;[[File:CYBORG.png|link=Cyborg|96x96px]]‎&lt;br /&gt;
[[Cyborg]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|Half-human, Half-machine. Follow your laws, serve the crew, and hound the science team for upgrades.&lt;br /&gt;
|Hard&lt;br /&gt;
|Above Average&lt;br /&gt;
|Overall: 10h&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;small&amp;gt;Law&amp;lt;/small&amp;gt; ==&lt;br /&gt;
The law department consists of a Magistrate operating with two Internal Affairs Agents as their underlings. They are responsible for making sure that the Space Law is correctly followed by the Security Department, as well as providing a way for criminals to legally defend themselves against the sometimes unfair sentences that are given to them.&lt;br /&gt;
&lt;br /&gt;
Their in-depth knowledge of Space Law allows them to have authority over legal matters, and only a handful of Security members can proudly affirm that they have spent more time studying Space Law.&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid;&amp;quot; |Law&lt;br /&gt;
!Job&lt;br /&gt;
!Job Description&lt;br /&gt;
!Roleplay Difficulty&lt;br /&gt;
!Gameplay Difficulty&lt;br /&gt;
!Playtime&lt;br /&gt;
Requirements&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;[[File:Magistrate.png|link=Magistrate|96x96px]]‎‎&lt;br /&gt;
[[Magistrate]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|Appointed judge over the station, has the final say on corporate law.&lt;br /&gt;
Ensures that prisoners are sentenced and processed fairly.&lt;br /&gt;
Manages the Internal Affairs when not performing legal duties.&lt;br /&gt;
|Hard&lt;br /&gt;
|Average&lt;br /&gt;
|Command: 50h&lt;br /&gt;
Security: 10h &lt;br /&gt;
&lt;br /&gt;
Whitelist&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;[[File:IAA.png|link=Internal_Affairs_Agent|96x96px]]‎‎&lt;br /&gt;
[[Internal Affairs Agent]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|The duties of the internal affairs agent lies within auditing departments and ensuring that S.O.P is followed.&lt;br /&gt;
They report directly to the Magistrate or NanoTrasen Representative. &lt;br /&gt;
They have passed the corporate law and as such are licensed lawyers. &lt;br /&gt;
|Hard&lt;br /&gt;
|Average&lt;br /&gt;
|Command: 10h&lt;br /&gt;
Security: 10h&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;small&amp;gt;Service&amp;lt;/small&amp;gt; ==&lt;br /&gt;
Service is a diverse department that includes the head of personnel and other jobs who exist to serve the station.&lt;br /&gt;
&lt;br /&gt;
It primarily functions as folks who entertain, clean, and serve the rest of the crew, with the exception of passengers who have no particular job beyond getting lost in maintenance.&lt;br /&gt;
&lt;br /&gt;
Keeps the station clean, efficient and sane so that all other departments can do their jobs better and keep their staff happy. They also end up doing most of the paperwork on the station.&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid;&amp;quot; |Service&lt;br /&gt;
!Job&lt;br /&gt;
!Job Description&lt;br /&gt;
!Roleplay Difficulty&lt;br /&gt;
!Gameplay Difficulty&lt;br /&gt;
!Playtime Requirements&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;[[File:HOP.png|link=Head_of_Personnel|96x96px]]‎&lt;br /&gt;
[[Head of Personnel]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|Handle access reassignment fairly using your ID console, manage the service department, and keep Ian safe.&lt;br /&gt;
|Hard&lt;br /&gt;
|Average&lt;br /&gt;
|Civilian: 20h&lt;br /&gt;
Botanist: 3h&lt;br /&gt;
&lt;br /&gt;
Chef: 3h&lt;br /&gt;
&lt;br /&gt;
Janitor: 3h&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;[[File:BARTENDER.png|link=Bartender|96x96px]]&lt;br /&gt;
[[Bartender]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|Manage the bar and keep it lively, give out drinks, and listen to the crew&#039;s stories.&lt;br /&gt;
|Above Average&lt;br /&gt;
|Average&lt;br /&gt;
|Civilian: 30min&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;[[File:BOTANIST.png|link=Botanist|96x96px]]‎&lt;br /&gt;
[[Botanist]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|Grow food for the chef, drugs for medbay, and other plants to keep yourself entertained.&lt;br /&gt;
|Below Average&lt;br /&gt;
|Average&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;[[File:CHAPLAIN.png|link=Chaplain|96x96px]]&lt;br /&gt;
[[Chaplain]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|Preach the good word of your deity and religion, and conduct spiritual healing and miracles with your bible.&lt;br /&gt;
|Above Average&lt;br /&gt;
|Easy&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;[[File:CHEF.png|link=Chef|96x96px]]&lt;br /&gt;
[[Chef]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|Keep the station fed with a variety of food items, butcher dead animals to ensure ammonia doesn&#039;t leak, and help keep the bar lively.&lt;br /&gt;
|Below Average&lt;br /&gt;
|Average&lt;br /&gt;
|Service: 30min&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;[[File:CLOWN.png|link=Clown|96x96px]]&lt;br /&gt;
[[Clown]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|Entertain the crew through elaborate slapstick routines or terrible jokes.&lt;br /&gt;
|Hard&lt;br /&gt;
|Below Average&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;[[File:JANI.png|link=Janitor|96x96px]]‎&lt;br /&gt;
[[Janitor]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|Keep the station clean of any trash or slipping hazards, and help deal with rat infestations.&lt;br /&gt;
|Below Average&lt;br /&gt;
|Easy&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;[[File:LIBRARIAN.png|link=Librarian|96x96px]]&lt;br /&gt;
[[Librarian]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|Manage the library, give out knowledge to any who seek it, and report on activities aboard the station.&lt;br /&gt;
|Above Average&lt;br /&gt;
|Easy&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;[[File:MIME.png|link=Mime|96x96px]]&lt;br /&gt;
[[Mime]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|Entertain the crew through non-vocal means, and engage with light rivalry with the clown.&lt;br /&gt;
|Above Average&lt;br /&gt;
|Below Average&lt;br /&gt;
|Overall: 4h&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;[[File:MUSICIAN.png|link=Musician|96x96px]]‎&lt;br /&gt;
[[Musician]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|Entertain the crew with your unique musical talent, and acquire new instruments to mess around with.&lt;br /&gt;
|Above Average&lt;br /&gt;
|Easy&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;[[File:PASSENGER.png|link=Passenger|96x96px]]‎&lt;br /&gt;
[[Assistant]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|Enjoy your stay aboard the station with no obligations!&lt;br /&gt;
|Easy&lt;br /&gt;
|Easy&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;[[File:SERVICEWORKER.png|link=Service_Worker|96x96px]]‎&lt;br /&gt;
[[Service Worker]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|Learn the basics of bartending, cooking, and growing plants.&lt;br /&gt;
|Average&lt;br /&gt;
|Below Average&lt;br /&gt;
|Civilian: 30min&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;[[File:ZOOKEEPER.png|link=Zookeeper|96x96px]]&lt;br /&gt;
[[Zookeeper]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|Put on a joyful display of cute animals and space carps for all the crew to see. Currently available on Cog and Oasis.&lt;br /&gt;
|Average&lt;br /&gt;
|Average&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;[[File:REPORTER.png|link=Reporter|96x96px]]&lt;br /&gt;
[[Reporter]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|Entertain &amp;amp; inform the crew with your vibrant journalism through wireless cameras, the radio and the news. Currently available on Bagel Station, Cog, Core, Train and Oasis.&lt;br /&gt;
|Above Average&lt;br /&gt;
|Average&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;[[File:BOXER.png|link=Boxer|96x96px]]&lt;br /&gt;
[[Boxer]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|Fight your way to the top! Challenge the head of personnel and get brigged when you win. Currently available on Core and Cog.&lt;br /&gt;
|Above Average&lt;br /&gt;
|Below Average&lt;br /&gt;
|None&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;small&amp;gt;Antagonists&amp;lt;/small&amp;gt; ==&lt;br /&gt;
Antagonists are the driving force of every shift. They are the catalysts for chaos, conflict and mystery in Space Station 14 that also serve to provide a challenge to Nanotrasen and its Security force.&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid;&amp;quot; |Antagonists&lt;br /&gt;
!Job&lt;br /&gt;
!Job Description&lt;br /&gt;
!Roleplay Difficulty&lt;br /&gt;
!Gameplay Difficulty&lt;br /&gt;
!Playtime Requirements&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;[[File:TRAITOR.png|link=Traitor|96x96px]]‎&lt;br /&gt;
[[Traitor]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|An elite agent sent by the Syndicate forces.&lt;br /&gt;
|Above Average&lt;br /&gt;
|Above Average&lt;br /&gt;
|Overall: 3h&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;[[File:NUKEOPS.png|link=Nuclear_Operatives|96x96px]]‎&lt;br /&gt;
[[Nuclear Operatives]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|Find the nuke disk and blow up the station.&lt;br /&gt;
|Hard&lt;br /&gt;
|Hard&lt;br /&gt;
|Overall: 48h&lt;br /&gt;
Security Officer: 1h&lt;br /&gt;
Salvage Specialist: 3h&lt;br /&gt;
Medical: 4h&lt;br /&gt;
Traitor: 1h&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Heavy xenoborg.png|alt=An image of the large and aggressively rectangular heavy xenoborg|center|96x96px]] &lt;br /&gt;
[[Xenoborgs]] &amp;lt;/div&amp;gt;&lt;br /&gt;
|Assimilate all members of the station into xenoborgs.&lt;br /&gt;
|Average&lt;br /&gt;
|Above Average&lt;br /&gt;
|Cyborg: 15h&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;[[File:VAMPIRE.png|link=Vampire|96x96px]]&lt;br /&gt;
[[Vampire]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|[In-lore job description]&lt;br /&gt;
|Above Average&lt;br /&gt;
|Above Average&lt;br /&gt;
|Overall: 24h&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;[[File:Self_agent.png|link=SELF Agent|96x96px]]&lt;br /&gt;
[[SELF Agent]]&lt;br /&gt;
|[In-lore job description]&lt;br /&gt;
|Average&lt;br /&gt;
|Below Average&lt;br /&gt;
|&lt;br /&gt;
Overall: 24h&lt;br /&gt;
Cyborg: 6h&lt;br /&gt;
Scientist: 5h&lt;br /&gt;
Roboticist: 5h&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;[[File:CHANGELING.png|link=Changeling|96x96px]]‎&lt;br /&gt;
[[Changeling]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|Use your shapeshifting abilities to complete your objectives.&lt;br /&gt;
|Above Average&lt;br /&gt;
|Above Average&lt;br /&gt;
|Overall: 24h&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;[[File:THIEF.png|link=Thief|96x96px]]‎&lt;br /&gt;
[[Thief]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|Add some NT property to your personal collection without using violence.&lt;br /&gt;
|Average&lt;br /&gt;
|Above Average&lt;br /&gt;
|Overall: 12h&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;[[File:REV.png|link=Revolutionary|96x96px]]&lt;br /&gt;
[[Revolutionary]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|An infiltrator from the USSP deep in enemy territory, or a mind controlled victim of one. Liberate the station, turn Command and Security to your cause or eliminate them. VIVA!&lt;br /&gt;
|Hard&lt;br /&gt;
|Above Average&lt;br /&gt;
|(Head Revolutionary)&lt;br /&gt;
Overall: 72h&lt;br /&gt;
Security Officer: 1h&lt;br /&gt;
Command: 12h&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;[[File:INITIALINFECTED.png|link=Initial_Infected|96x96px]]&lt;br /&gt;
[[Initial Infected]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|Once you turn, infect as many other crew members as possible.&lt;br /&gt;
|Above Average&lt;br /&gt;
|Hard&lt;br /&gt;
|Overall: 24h&lt;br /&gt;
Medical: 4h&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;[[File:ZOMBIE.png|link=Zombie|96x96px]]&lt;br /&gt;
[[Zombie]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|Turn as many humans as possible into zombies.&lt;br /&gt;
|Below Average&lt;br /&gt;
|Below Average&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;[[File:NINJA.png|link=Ninja|96x96px]]&lt;br /&gt;
[[Ninja]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|Use your stealth to sabotage the station, nom on electrical wires.&lt;br /&gt;
|Hard&lt;br /&gt;
|Hard&lt;br /&gt;
|&lt;br /&gt;
Overall: 24h&lt;br /&gt;
Security Officer: 1h&lt;br /&gt;
Thief: 1h&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;[[File:Abductor.png|alt=Image of an Abductor Agent|96x96px]]&lt;br /&gt;
[[Abductors]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|Kidnap people, stuff them with organs of dubious origin&lt;br /&gt;
|Average&lt;br /&gt;
|Above Average&lt;br /&gt;
|Security Officer: 3h&lt;br /&gt;
Surgeon: 3h&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;[[File:DRAGON.gif|link=Space_Dragon|96x96px]]‎&lt;br /&gt;
[[Space Dragon]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|Create a carp army to take over this quadrant.&lt;br /&gt;
|Average&lt;br /&gt;
|Average&lt;br /&gt;
|Overall: 12h&lt;br /&gt;
Salvage: 3h&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;[[File:REVENANT.png|link=Revenant|96x96px]]‎&lt;br /&gt;
[[Revenant]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|[In-lore job description]&lt;br /&gt;
|Below Average&lt;br /&gt;
|Average&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;[[File:SYNDIREINF.png|link=Syndicate_Reinforcements|96x96px]]‎&lt;br /&gt;
[[Syndicate Reinforcements]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|[In-lore job description]&lt;br /&gt;
|Above Average&lt;br /&gt;
|Above Average&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;[[File:LONEOP.png|link=Lone_Operative|96x96px]]‎‎&lt;br /&gt;
[[Lone Operative]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|[In-lore job description]&lt;br /&gt;
|Hard&lt;br /&gt;
|Hard&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;[[File:TerrorSpider.png|link=Lone Operative|96x96px]]‎‎&lt;br /&gt;
[[Terror Spider]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|[In-lore job description]&lt;br /&gt;
|Average&lt;br /&gt;
|Above Average&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;[[File:Brighteyes.png|link=Brighteye|96x96px]]‎‎&lt;br /&gt;
[[Brighteye]]&lt;br /&gt;
|[In-lore job description]&lt;br /&gt;
|Hard&lt;br /&gt;
|Above Average&lt;br /&gt;
|Overall: 48h&lt;br /&gt;
Species: Shadekin&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;small&amp;gt;Other&amp;lt;/small&amp;gt; ==&lt;br /&gt;
[Other duties summary]&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid;&amp;quot; |Other&lt;br /&gt;
!Job&lt;br /&gt;
!Job Description&lt;br /&gt;
!Roleplay Difficulty&lt;br /&gt;
!Gameplay Difficulty&lt;br /&gt;
!Playtime Requirements&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Kobold.png|alt=An image of a kobold|96x96px]]&lt;br /&gt;
&lt;br /&gt;
[[Animals]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|You are a sentient animal, brought to life through space magic.&lt;br /&gt;
|Easy&lt;br /&gt;
|Easy&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;&lt;br /&gt;
[[File:ShadyCigs Deluxe.png|alt=An image of a secretly sentient ShadyCigs Deluxe|96x96px]]&lt;br /&gt;
&lt;br /&gt;
[[Sentient machine]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|You are a sentient machine, brought to life through space magic.&lt;br /&gt;
|Average&lt;br /&gt;
|Easy&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;[[File:PAI.png|link=Personal_AI|96x96px]]‎&lt;br /&gt;
[[Personal AI]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|Be someone&#039;s electronic pal!&lt;br /&gt;
|Above Average&lt;br /&gt;
|Easy&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
|[photo needed]‎&lt;br /&gt;
[[Visitors]]&lt;br /&gt;
|Arriving on a shuttle from elsewhere. You may be a traveling merchant, a lost cargo technician, or a survivor of a disaster.&lt;br /&gt;
|Above Average&lt;br /&gt;
|Above Average&lt;br /&gt;
|None&lt;br /&gt;
|}&lt;br /&gt;
Roles in Starlight &lt;br /&gt;
&lt;br /&gt;
[template with links to all roles needed]&lt;/div&gt;</summary>
		<author><name>DrPuggers</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=Officer_%22Blue_Shield%22&amp;diff=2139</id>
		<title>Officer &quot;Blue Shield&quot;</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=Officer_%22Blue_Shield%22&amp;diff=2139"/>
		<updated>2026-04-25T14:32:00Z</updated>

		<summary type="html">&lt;p&gt;DrPuggers: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RolePageHeader&lt;br /&gt;
|department=[[Roles#Nanotrasen Representatives|Nanotrasen Representative]]&lt;br /&gt;
|roleTitle=Blue Shield Officer&lt;br /&gt;
|img=OBS.png&lt;br /&gt;
|roleplayExpectations=Above Average&lt;br /&gt;
|RequiredGameKnowledge=Above Average&lt;br /&gt;
|hoursRequired=Command: 25h&lt;br /&gt;
Security: 30h&lt;br /&gt;
Brigmedic: 3h&lt;br /&gt;
|access=All Access except Head&#039;s Offices and Armory&lt;br /&gt;
|supervisors=Central Command&lt;br /&gt;
|subordinates=None&lt;br /&gt;
|responsibilities=Protects Nanotrasen Personnel and Command.&lt;br /&gt;
|guides=This is the guide&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Your Superiors ==&lt;br /&gt;
As all other NT Personnel, such as the Nanotrasen Representative and Magistrate, you are corporate-aligned. Which means your goals do not coincide with the station&#039;s. While many may mistake your orders to come from the Captain or the NTR, they actually come from Central Command. &lt;br /&gt;
&lt;br /&gt;
BSO, being a Whitelisted role, is held to a higher RP standard.  &lt;br /&gt;
&lt;br /&gt;
== Getting Started ==&lt;br /&gt;
While your attire may be cool, some of the toys you have are way cooler.&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;
|X-01&lt;br /&gt;
|A self charging Laser. Has 4 fire mods: Disabler, Tazer, Laser and Destroying Beam. With each serving a different purpose. &lt;br /&gt;
|-&lt;br /&gt;
|Spt-91&lt;br /&gt;
|Like any good thinking soldier, a ballistic sidearm can never be a mistake. Chambered in .40 for that extra stopping power.&lt;br /&gt;
|-&lt;br /&gt;
|CommandBuddy&lt;br /&gt;
|Handheld version of the Crew Monitor that only keeps track of Command and Crew that have a Tracking Implant.&lt;br /&gt;
|-&lt;br /&gt;
|Combat Medkit&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|BSO&#039;s rubber stamp&lt;br /&gt;
|A seldom used stamp for verifying important documents. Request an experimental weapon, complain about the NTR and Captain.&lt;br /&gt;
|-&lt;br /&gt;
|Tracking Implant&lt;br /&gt;
|Special bit of technology useful for marking and tracking important individuals. Will report the location if the implantee goes near crit, into crit or dies. Unless the signal gets interfered. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== BlueShield SOP ==&lt;br /&gt;
&lt;br /&gt;
* The BlueShield Officer reports directly to the Captain and NT Representative.&lt;br /&gt;
* The BlueShield Officer is responsible for protecting and defending command members and NT Personnel at all times. If it is not possible to protect both, NT Personnel are to be prioritized.&lt;br /&gt;
* The BlueShield Officer may ignore Corporate Law only when performing actions to protect their charge from an &#039;&#039;&#039;active threat,&#039;&#039;&#039; not a potential one.&lt;br /&gt;
* The BlueShield Officer may not take armory weapons from the armory without a permit, this includes the LMG. Armory permits may only be issued on Blue Alert or higher.&lt;br /&gt;
* The BlueShield Officer is not restricted in the weapons they may carry, so long as armory weapons stay with the Warden&#039;s issued permit. However, their weapons should not be visible and must be holstered or placed in a bag or pocket on any alert level below Red.&lt;br /&gt;
* The BlueShield Officer should focus on protecting their charge, and &#039;&#039;&#039;should not be pursuing&#039;&#039;&#039; potential threats to the detriment of their charge.&lt;br /&gt;
* The BlueShield Officer cannot interfere with the lawful arrest of a Head of Command.&lt;br /&gt;
&lt;br /&gt;
== Your Duties ==&lt;br /&gt;
As a Bodyguard/Paramedic of Command, you are put in charge of managing the safety of those placed in your care. Along with that, anything going on within the confines of the Bridge/Command is in your jurisdiction. Evicting any non-mindshielded personnel, trespassers and assailants.&lt;br /&gt;
&lt;br /&gt;
Pester your Command members to turn on their coordinates, use your state of the art CommandBuddy handheld tracking monitor to keep a close eye on their vitals and location. Respond to hurt, incapacitated or dead Command members and secure their person. Administer first aid and fend off any attacker. &lt;br /&gt;
&lt;br /&gt;
Personnel you will be expected to ensure the safe return to Central Command, in order of importance are as follows:&lt;br /&gt;
&lt;br /&gt;
* Nanotrasen Representative&lt;br /&gt;
* Magistrate&lt;br /&gt;
* Nanotrasen Career Trainer&lt;br /&gt;
* Internal Affairs Agent&lt;br /&gt;
* Captain&lt;br /&gt;
* Remaining Command Staff&lt;br /&gt;
&lt;br /&gt;
While your priorities lay on NT Officials, Captain remains a valuable mark under your care. &lt;br /&gt;
&lt;br /&gt;
== Do-s and Do-Not-s ==&lt;br /&gt;
Your job begins and ends with the safety of Command. Once you have fended off the threat, whether it be incapacitated or retreated, your focus shifts on the wounded or dead command member. Take them to safety and tend to their wounds. Chasing, detaining or killing of the offender is for Security to do. Some exceptions can be made.&lt;br /&gt;
&lt;br /&gt;
A Space Dragon has eaten the CE and you must retrieve their body from the belly of the beast. Xenoborgs are kidnapping the HoS&#039; body for conversion. A Syndicate Agent has gibbed and stolen the RD&#039;s brain. In all of these cases, your duties are to retrieve the body, dead or alive. &lt;br /&gt;
&lt;br /&gt;
== BSO&#039;s Expectations ==&lt;br /&gt;
&lt;br /&gt;
* While the BSO may disregard SOP and Corporate Law, they are expected to keep to their own SOP. And being a whitelisted role, are held to a higher RP standard.&lt;br /&gt;
* Validhunting as BSO can be tempting, but should be avoided at all costs.&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
&lt;br /&gt;
* Tracking the most vulnerable and important members until Cargo can order more trackers. &lt;br /&gt;
* While being glued to the Captain or NTR can be seen as a good strategy, it will only lead to Burnout and a boring shift. Spend some time roleplaying and enjoying your time.&lt;br /&gt;
* Having the best topicals at round start does not mean you are restricted to them. Ask chemistry to cook you up some chemicals and bring some with you. Your topicals won&#039;t last long during those hectic highpop shifts.&lt;br /&gt;
* Paying a visit to each command member can be useful to familiarize yourself with their surroundings, nothing worse than getting to a dying RD while their department is an unnavigable mess.&lt;/div&gt;</summary>
		<author><name>DrPuggers</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=Officer_%22Blue_Shield%22&amp;diff=2138</id>
		<title>Officer &quot;Blue Shield&quot;</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=Officer_%22Blue_Shield%22&amp;diff=2138"/>
		<updated>2026-04-25T14:31:05Z</updated>

		<summary type="html">&lt;p&gt;DrPuggers: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RolePageHeader&lt;br /&gt;
|department=[[Roles#Nanotrasen Representatives|Nanotrasen Representative]]&lt;br /&gt;
|roleTitle=Blue Shield Officer&lt;br /&gt;
|img=OBS.png&lt;br /&gt;
|roleplayExpectations=Above Average&lt;br /&gt;
|RequiredGameKnowledge=Above Average&lt;br /&gt;
|hoursRequired=Command: 20h&lt;br /&gt;
Security: 20h&lt;br /&gt;
|access=All Access except Head&#039;s Offices and Armory&lt;br /&gt;
|supervisors=Central Command&lt;br /&gt;
|subordinates=None&lt;br /&gt;
|responsibilities=Protects Nanotrasen Personnel and Command.&lt;br /&gt;
|guides=This is the guide&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Your Superiors ==&lt;br /&gt;
As all other NT Personnel, such as the Nanotrasen Representative and Magistrate, you are corporate-aligned. Which means your goals do not coincide with the station&#039;s. While many may mistake your orders to come from the Captain or the NTR, they actually come from Central Command. &lt;br /&gt;
&lt;br /&gt;
BSO, being a Whitelisted role, is held to a higher RP standard.  &lt;br /&gt;
&lt;br /&gt;
== Getting Started ==&lt;br /&gt;
While your attire may be cool, some of the toys you have are way cooler.&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;
|X-01&lt;br /&gt;
|A self charging Laser. Has 4 fire mods: Disabler, Tazer, Laser and Destroying Beam. With each serving a different purpose. &lt;br /&gt;
|-&lt;br /&gt;
|Spt-91&lt;br /&gt;
|Like any good thinking soldier, a ballistic sidearm can never be a mistake. Chambered in .40 for that extra stopping power.&lt;br /&gt;
|-&lt;br /&gt;
|CommandBuddy&lt;br /&gt;
|Handheld version of the Crew Monitor that only keeps track of Command and Crew that have a Tracking Implant.&lt;br /&gt;
|-&lt;br /&gt;
|Combat Medkit&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|BSO&#039;s rubber stamp&lt;br /&gt;
|A seldom used stamp for verifying important documents. Request an experimental weapon, complain about the NTR and Captain.&lt;br /&gt;
|-&lt;br /&gt;
|Tracking Implant&lt;br /&gt;
|Special bit of technology useful for marking and tracking important individuals. Will report the location if the implantee goes near crit, into crit or dies. Unless the signal gets interfered. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== BlueShield SOP ==&lt;br /&gt;
&lt;br /&gt;
* The BlueShield Officer reports directly to the Captain and NT Representative.&lt;br /&gt;
* The BlueShield Officer is responsible for protecting and defending command members and NT Personnel at all times. If it is not possible to protect both, NT Personnel are to be prioritized.&lt;br /&gt;
* The BlueShield Officer may ignore Corporate Law only when performing actions to protect their charge from an &#039;&#039;&#039;active threat,&#039;&#039;&#039; not a potential one.&lt;br /&gt;
* The BlueShield Officer may not take armory weapons from the armory without a permit, this includes the LMG. Armory permits may only be issued on Blue Alert or higher.&lt;br /&gt;
* The BlueShield Officer is not restricted in the weapons they may carry, so long as armory weapons stay with the Warden&#039;s issued permit. However, their weapons should not be visible and must be holstered or placed in a bag or pocket on any alert level below Red.&lt;br /&gt;
* The BlueShield Officer should focus on protecting their charge, and &#039;&#039;&#039;should not be pursuing&#039;&#039;&#039; potential threats to the detriment of their charge.&lt;br /&gt;
* The BlueShield Officer cannot interfere with the lawful arrest of a Head of Command.&lt;br /&gt;
&lt;br /&gt;
== Your Duties ==&lt;br /&gt;
As a Bodyguard/Paramedic of Command, you are put in charge of managing the safety of those placed in your care. Along with that, anything going on within the confines of the Bridge/Command is in your jurisdiction. Evicting any non-mindshielded personnel, trespassers and assailants.&lt;br /&gt;
&lt;br /&gt;
Pester your Command members to turn on their coordinates, use your state of the art CommandBuddy handheld tracking monitor to keep a close eye on their vitals and location. Respond to hurt, incapacitated or dead Command members and secure their person. Administer first aid and fend off any attacker. &lt;br /&gt;
&lt;br /&gt;
Personnel you will be expected to ensure the safe return to Central Command, in order of importance are as follows:&lt;br /&gt;
&lt;br /&gt;
* Nanotrasen Representative&lt;br /&gt;
* Magistrate&lt;br /&gt;
* Nanotrasen Career Trainer&lt;br /&gt;
* Internal Affairs Agent&lt;br /&gt;
* Captain&lt;br /&gt;
* Remaining Command Staff&lt;br /&gt;
&lt;br /&gt;
While your priorities lay on NT Officials, Captain remains a valuable mark under your care. &lt;br /&gt;
&lt;br /&gt;
== Do-s and Do-Not-s ==&lt;br /&gt;
Your job begins and ends with the safety of Command. Once you have fended off the threat, whether it be incapacitated or retreated, your focus shifts on the wounded or dead command member. Take them to safety and tend to their wounds. Chasing, detaining or killing of the offender is for Security to do. Some exceptions can be made.&lt;br /&gt;
&lt;br /&gt;
A Space Dragon has eaten the CE and you must retrieve their body from the belly of the beast. Xenoborgs are kidnapping the HoS&#039; body for conversion. A Syndicate Agent has gibbed and stolen the RD&#039;s brain. In all of these cases, your duties are to retrieve the body, dead or alive. &lt;br /&gt;
&lt;br /&gt;
== BSO&#039;s Expectations ==&lt;br /&gt;
&lt;br /&gt;
* While the BSO may disregard SOP and Corporate Law, they are expected to keep to their own SOP. And being a whitelisted role, are held to a higher RP standard.&lt;br /&gt;
* Validhunting as BSO can be tempting, but should be avoided at all costs.&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
&lt;br /&gt;
* Tracking the most vulnerable and important members until Cargo can order more trackers. &lt;br /&gt;
* While being glued to the Captain or NTR can be seen as a good strategy, it will only lead to Burnout and a boring shift. Spend some time roleplaying and enjoying your time.&lt;br /&gt;
* Having the best topicals at round start does not mean you are restricted to them. Ask chemistry to cook you up some chemicals and bring some with you. Your topicals won&#039;t last long during those hectic highpop shifts.&lt;br /&gt;
* Paying a visit to each command member can be useful to familiarize yourself with their surroundings, nothing worse than getting to a dying RD while their department is an unnavigable mess.&lt;/div&gt;</summary>
		<author><name>DrPuggers</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=Officer_%22Blue_Shield%22&amp;diff=2135</id>
		<title>Officer &quot;Blue Shield&quot;</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=Officer_%22Blue_Shield%22&amp;diff=2135"/>
		<updated>2026-04-24T16:36:20Z</updated>

		<summary type="html">&lt;p&gt;DrPuggers: Created guide for the BSO. Have some things to double check, icons to get and maybe rewrite most of it. And of course, to actually see if this others are fine with it&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RolePageHeader&lt;br /&gt;
|department=[[Roles#Nanotrasen Representatives|Nanotrasen Representative]]&lt;br /&gt;
|roleTitle=Blue Shield Officer&lt;br /&gt;
|img=OBS.png&lt;br /&gt;
|roleplayExpectations=Above Average&lt;br /&gt;
|RequiredGameKnowledge=Above Average&lt;br /&gt;
|hoursRequired=Command: 20h&lt;br /&gt;
Security: 20h&lt;br /&gt;
|access=All Access except Head&#039;s Offices and Armory&lt;br /&gt;
|supervisors=Central Command&lt;br /&gt;
|subordinates=None&lt;br /&gt;
|responsibilities=Protects Nanotrasen Personnel and Command.&lt;br /&gt;
|guides=This is the guide&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Your Superiors ==&lt;br /&gt;
As all other NT Personnel, such as the Nanotrasen Representative and Magistrate, you are corporate-aligned. Which means your goals do not coincide with the station&#039;s. While many may mistake your orders to come from the Captain or the NTR, they actually come from Central Command. &lt;br /&gt;
&lt;br /&gt;
BSO, being a Whitelisted role, is held to a higher RP standard. Ensure that you&#039;ve read the [https://wiki.starlight.network/NanoTrasen_Employee_SOP#BlueShield_Officer Blue Shield Officer SOP] before you being. &lt;br /&gt;
&lt;br /&gt;
== Getting Started ==&lt;br /&gt;
While your attire may be cool, some of the toys you have are way cooler.&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;
|X-01&lt;br /&gt;
|A self charging Laser. Has 4 fire mods: Disabler, Tazer, Laser and Destroying Beam. With each serving a different purpose. &lt;br /&gt;
|-&lt;br /&gt;
|Spt-91&lt;br /&gt;
|Like any good thinking soldier, a ballistic sidearm can never be a mistake. Chambered in .40 for that extra stopping power.&lt;br /&gt;
|-&lt;br /&gt;
|CommandBuddy&lt;br /&gt;
|Handheld version of the Crew Monitor that only keeps track of Command and Crew that have a Tracking Implant.&lt;br /&gt;
|-&lt;br /&gt;
|Combat Medkit&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|BSO&#039;s rubber stamp&lt;br /&gt;
|A seldom used stamp for verifying important documents. Request an experimental weapon, complain about the NTR and Captain.&lt;br /&gt;
|-&lt;br /&gt;
|Tracking Implant&lt;br /&gt;
|Special bit of technology useful for marking and tracking important individuals. Will report the location if the implantee goes near crit, into crit or dies. Unless the signal gets interfered. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Your Duties ==&lt;br /&gt;
As a Bodyguard/Paramedic of Command, you are put in charge of managing the safety of those placed in your care. Along with that, anything going on within the confines of the Bridge/Command are in your jurisdiction. Evicting any non-mindshielded personnel, trespassers and assailants.&lt;br /&gt;
&lt;br /&gt;
Pester your Command members to turn on their coordinates, use your state of the art CommandBuddy handheld tracking monitor to keep a close eye on their vitals and location. Respond to hurt, incapacitated or dead Command members and secure their person. Administer first aid and fend off any attacker. &lt;br /&gt;
&lt;br /&gt;
Personnel you will be expected to ensure the safe return to Central Command, in order of importance are as follows:&lt;br /&gt;
&lt;br /&gt;
* Nanotrasen Representative&lt;br /&gt;
* Magistrate&lt;br /&gt;
* Nanotrasen Career Trainer&lt;br /&gt;
* Internal Affairs Agent&lt;br /&gt;
* Captain&lt;br /&gt;
* Remaining Command Staff&lt;br /&gt;
&lt;br /&gt;
While your priorities lay on NT Officials, Captain remains a valuable mark under your care. &lt;br /&gt;
&lt;br /&gt;
== Do-s and Do-Not-s ==&lt;br /&gt;
Your job begins and ends with the safety of Command. Once you have fended off the threat, whether it be incapacitated or retreated, your focus shifts on the wounded or dead command member. Take them to safety and tend to their wounds. Chasing, detaining or killing of the offender is for Security to do. Some exceptions can be made.&lt;br /&gt;
&lt;br /&gt;
A Space Dragon has eaten the CE and you must retrieve their body from the belly of the beast. Xenoborgs are kidnapping the HoS&#039; body for conversion. A Syndicate Agent has gibbed and stolen the RD&#039;s brain. In all of these cases, your duties are to retrieve the body, dead or alive. &lt;br /&gt;
&lt;br /&gt;
== BSO&#039;s Expectations ==&lt;br /&gt;
&lt;br /&gt;
* While the BSO may disregard SOP and Corporate Law, they are expected to keep to their own SOP. And being a whitelisted role, are held to a higher RP standard.&lt;br /&gt;
* Validhunting as BSO can be tempting, but should be avoided at all costs.&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
&lt;br /&gt;
* Tracking the most vulnerable and important members until Cargo can order more trackers. &lt;br /&gt;
* While being glued to the Captain or NTR can be seen as a good strategy, it will only lead to Burnout and a boring shift. Spend some time roleplaying and enjoying your time.&lt;br /&gt;
* Having the best topicals at round start does not mean you are restricted to them. Ask chemistry to cook you up some chemicals and bring some with you. Your topicals won&#039;t last long during those hectic highpop shifts.&lt;br /&gt;
* Paying a visit to each command member can be useful to familiarize yourself with their surroundings, nothing worse than getting to a dying RD while their department is an unnavigable mess.&lt;/div&gt;</summary>
		<author><name>DrPuggers</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=Chemist&amp;diff=1687</id>
		<title>Chemist</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=Chemist&amp;diff=1687"/>
		<updated>2025-11-14T09:44:24Z</updated>

		<summary type="html">&lt;p&gt;DrPuggers: Removed half of it because it sucked and will redo it when I figure some things out and check out more uses for stuff to make it more reliable source of information&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RolePageHeader|access=Medical, Chemistry, Maintenance|department=Medical|guides=[[Medical]], [[Medicine]], [[Chemistry]]|hoursRequired=Medical Intern: 4h|RequiredGameKnowledge=above average|roleplayExpectations=low|img=CHEMIST.png|responsibilities=Produce medicinal drugs for the doctors to use, research ethically dubious rare chemicals, and produce weapons of war when enemies of the station arrive.|roleTitle=Chemist|supervisors=[[Chief Medical Officer]]|subordinates=None}}&lt;br /&gt;
&lt;br /&gt;
Chemistry can be one of the most important departments during busy and hectic shifts. While keeping medbay well stocked with anything they need can be daunting task, your role is one of the most appreciated. &lt;br /&gt;
&lt;br /&gt;
== Reagent Metabolization ==&lt;br /&gt;
Every reagent in game behaves in a similar matter. Any time you ingest a reagent, the amount remains in your bloodstream and will metabolize at varying rates. Every time it metabolizes, it&#039;s effects will take hold. For example, 5 units of Bruizine does not heal 45 blunt damage instantly. But rather, it heals 2.25 blunt per metabolized 0.25 units. However, if enough of the reagent is present to be considered an overdose, it&#039;s OD effect will be added to the metabolization, in this case, 1.5 poison damage. &lt;br /&gt;
&lt;br /&gt;
Knowing the OD values is important especially if you want to create new mixes of medicines. &lt;br /&gt;
&lt;br /&gt;
== Reagent Ingestion ==&lt;br /&gt;
There are a number of ways a person can ingest reagents. Be it intentional, accidental or malicious intent, knowing these can be helpful for further optimizing or revolutionising the ways of medical treatment. Even though your job is mostly to create these chemicals, knowledge of ingestion can be used to fine tune your work. &lt;br /&gt;
&lt;br /&gt;
The main methods you will be using are liquid chemicals, pills and patches. Medical Doctors can inject reagents into patients with syringes to instantly being the metabolization, or via pills which kick in after some time has passed. Patches work slightly differently, the mix of both worlds. They immediately being their metabolization but they inject their reagents over time, minimizing the threat of overdose. &lt;br /&gt;
&lt;br /&gt;
More often than not, pills and patches are taken to-go to be used when needed. &lt;br /&gt;
&lt;br /&gt;
Other ways include slipping and falling in a puddle, as well as reagent foams which can be synthesized or happen naturally during events. The latter can prove very deadly, as they apply their reagents in a rapid pace leading to easy overdoses. &lt;br /&gt;
&lt;br /&gt;
== Gears of the Trade ==&lt;br /&gt;
When it comes to toys to play with, you have a plethora. From basic necessities or optional upgrades to situational sidegrades.&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;Beakers&#039;&#039;&#039;[[File:Beaker.png|center|64x64px]][[File:GoldenBeaker.png|center|64x64px]][[File:LargeBeaker.png|center|64x64px]]&lt;br /&gt;
|The most important gear you will use. Comes in multiple sizes and can be inserted into most of your machinery. Beakers hold 100 units of any liquid reagents, small beakers 50 and the vendable golden beakers hold a grand total of 200. They are extremely fragile and will break if you fall or are hit with an explosive, keep your workplace clean. Even though you can, in most cases you won&#039;t want to drink things from it. As of now, heating it does not affect them and they will never break (unless you heat something volatile). Transfer amounts are adjustable by right clicking the beaker. &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&#039;&#039;&#039;Bottles &amp;amp; Vials&#039;&#039;&#039;[[File:Vial.png|center|64x64px]][[File:Bottle.png|center|64x64px]]&lt;br /&gt;
|Smaller reagent containers. Bottles always come with a 30 unit capacity where as vials may vary. The Plasma Vial your locker has holds only 10 units of Plasma. Can be used as output for the ChemMaster 3000. The Vial&#039;s main use is with the Table top Centrifuge. It is not uncommon for medical personnel to carry bottles full of different reagents for easy access on the move. &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&#039;&#039;&#039;Patch Box&#039;&#039;&#039;[[File:PatchPack.png|center|64x64px]]&lt;br /&gt;
|They come empty, it&#039;s your job to make them after all. Once you have your desired chemicals ready, put a patch box into the ChemMaster 3000 and create as many as you want. The Patch Box can hold 5 patches in total and the patches themselves can hold up to 20 units of a reagent. They are excellent for situations that call for large amounts of a reagent with low OD thresholds, as they inject their reagent at a slow but steady pace.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&#039;&#039;&#039;Pill Container&#039;&#039;&#039;[[File:PillCanister.png|center|64x64px]]&lt;br /&gt;
|Same as the Patch Boxes, they come empty. Functionally the same, but they can hold 10 pills in total while the pills have the same reagent capacity. Unlike patches, they apply all their reagents at once after some time has passed depending on how much reagent there is. &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&#039;&#039;&#039;Jugs &amp;amp; Buckets&#039;&#039;&#039;[[File:Jug.png|center|64x64px]][[File:Bucket.png|center|64x64px]]&lt;br /&gt;
|During busy shifts, medbay will go through your supply very quickly. Larger and more readily available containers are Jugs. They hold 200 units and are a great storage for all your medicinal goodness. Buckets hold 250 units, not as readily available but great alternatives to jugs. &lt;br /&gt;
|}&lt;br /&gt;
Aside from the items and handheld gear you get, you get plenty of machinery to aid you in your cooking endeavours. Each of them has a unique use, while it can be slightly overwhelming at first, they are all easy to understand and get used to. &lt;br /&gt;
&lt;br /&gt;
Most of them have their use grounded in reality and with some intuitive thinking, you can breeze through their uses. &lt;br /&gt;
&lt;br /&gt;
=== ChemVend ===&lt;br /&gt;
[[File:ChemVend.png|left|128x128px]]&lt;br /&gt;
&lt;br /&gt;
It holds nearly all basic elements for use in your work. Most notably it&#039;s missing Lead, a common ingredient in the more dangerous poisons for the Syndicate. It&#039;s contents should be more than enough to last you the whole shift, especially with the recent changes making the often used Carbon, Iron and Silicon an infinite resource, mainly dependant on the Chem Dispenser&#039;s cell charge. Simply vend a jug of the wanted chemical and drag it&#039;s sprite onto the Chem Master 4000 to empty it in. You can reuse the Jug by filling it with a medicinal chemical for medbay&#039;s use. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Chemical dispenser ===&lt;br /&gt;
[[File:ChemicalDispenser.png|left|128x128px]][[File:ChemicalDispenserUI.png]]&lt;br /&gt;
&lt;br /&gt;
Your own holy grail. Comes preloaded with most of the elements you will use. It will only accept beakers into it&#039;s inventory and can be dispensed at varying amounts. Elements such as Aluminium, Chlorine, Ethanol, etc. can be dispensed until they run out. Alternatively, you can take the whole jug out and empty it into the ChemMaster 4000. Other elements such as Carbon, Copper, Silicon cannot be taken out and do not have a limit on how much you dispense. Each time you dispense one of the infinite elements, the internal cell will lose some of it&#039;s charge. The cell is interchangeable and chargeable but it also slowly recharges on it&#039;s own as long as the Chem Dispenser is in a powered room. &lt;br /&gt;
&lt;br /&gt;
While it is possible to mix chemicals in the dispenser itself, it&#039;s easier and a much more controlled experience if it&#039;s done in a ChemMaster 4000. &lt;br /&gt;
&lt;br /&gt;
=== ChemMaster 4000 ===&lt;br /&gt;
[[File:ChemMaster4000.png|left|128x128px]][[File:ChemMasterUI.png|604x604px]][[File:ChemMasterUIOutput.png]]&lt;br /&gt;
&lt;br /&gt;
Similarly to the Chem Dispenser, this will be your most used machine. It accepts beakers which will be shown in the upper portion of the UI, it will mix all the reagents which you can access in the buffer in the lower portion. It has an output, for which it accepts bottles, vials, patch boxes and pill containers. While you can make pills and patches even if you don&#039;t put their respective containers into the machine, it will create a mess by dropping all the pills/patches on the ground for you to pick up.&lt;br /&gt;
&lt;br /&gt;
Labeling your pills, patches and all chems in general is a good way to tell your doctors all information they need to know, ranging from the name of the chem to it&#039;s effects, overdose thresholds and recommended injection amounts. &lt;br /&gt;
&lt;br /&gt;
Contrary to the Container element in the input, the Buffer will never mix any reagents and you are free to dump all excess for storage and later use.&lt;br /&gt;
&lt;br /&gt;
== Your duties ==&lt;br /&gt;
While you could leave medbay to fend off sickness and injury with only their topicals, your job is to keep them supplied.&lt;br /&gt;
&lt;br /&gt;
Use your vast instruments to cook up medicinal chems. You do not have to worry about thinking what chemical you should work on because the medical personnel will be sure to &#039;&#039;&amp;lt;small&amp;gt;patiently&amp;lt;/small&amp;gt;&#039;&#039; remind you what it is they&#039;re missing and in need of. It is a good idea to start off with the basics and stock them with general chems for early treatment. Things like Bicardrine, Dermaline and Dylovene. See more at [[Chemistry]].&lt;br /&gt;
&lt;br /&gt;
Label the Jugs you fill up with important information. &lt;br /&gt;
&lt;br /&gt;
Other than replenishing medbay&#039;s every dwindling supplies, you may be approached by the [[Psychologist]], [[Botanist]] or other crew for prescription medicine, mutagen, drugs and more. Check if they have the appropriate documentation, speak to your [[Chief Medical Officer]] and ensure that you are not handing out [https://ss14-starlight.wiki/Medical_SOP#Contraband_Chemicals_List: Chemical Contraband]. &lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
&lt;br /&gt;
* Check in on your team over comms periodically to never leave them without basic chems.&lt;br /&gt;
* While the advanced brute chemicals are much superior to bicardrine, keeping it well stocked as well can help with patients with multiple different brute types as well as for use in automenders. &lt;br /&gt;
* The ChemMaster 4000 is sortable in a number of ways, where the alphabetical order may be the best option, sorting by the oldest first could help you to keep the most commonly used elements at the top of the list.&lt;br /&gt;
* Keeping a small bottle of water to quickly cool down beakers by transferring the liquids between one another is advised if your lab lacks a sink and you do not have a water tank. &lt;br /&gt;
* Pet Walter&lt;/div&gt;</summary>
		<author><name>DrPuggers</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=Chemist&amp;diff=1686</id>
		<title>Chemist</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=Chemist&amp;diff=1686"/>
		<updated>2025-11-14T09:42:59Z</updated>

		<summary type="html">&lt;p&gt;DrPuggers: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RolePageHeader|access=Medical, Chemistry, Maintenance|department=Medical|guides=[[Medical]], [[Medicine]], [[Chemistry]]|hoursRequired=Medical Intern: 4h|RequiredGameKnowledge=above average|roleplayExpectations=low|img=CHEMIST.png|responsibilities=Produce medicinal drugs for the doctors to use, research ethically dubious rare chemicals, and produce weapons of war when enemies of the station arrive.|roleTitle=Chemist|supervisors=[[Chief Medical Officer]]|subordinates=None}}&lt;br /&gt;
&lt;br /&gt;
Chemistry can be one of the most important departments during busy and hectic shifts. While keeping medbay well stocked with anything they need can be daunting task, your role is one of the most appreciated. &lt;br /&gt;
&lt;br /&gt;
== Reagent Metabolization ==&lt;br /&gt;
Every reagent in game behaves in a similar matter. Any time you ingest a reagent, the amount remains in your bloodstream and will metabolize at varying rates. Every time it metabolizes, it&#039;s effects will take hold. For example, 5 units of Bruizine does not heal 45 blunt damage instantly. But rather, it heals 2.25 blunt per metabolized 0.25 units. However, if enough of the reagent is present to be considered an overdose, it&#039;s OD effect will be added to the metabolization, in this case, 1.5 poison damage. &lt;br /&gt;
&lt;br /&gt;
Knowing the OD values is important especially if you want to create new mixes of medicines. &lt;br /&gt;
&lt;br /&gt;
== Reagent Ingestion ==&lt;br /&gt;
There are a number of ways a person can ingest reagents. Be it intentional, accidental or malicious intent, knowing these can be helpful for further optimizing or revolutionising the ways of medical treatment. Even though your job is mostly to create these chemicals, knowledge of ingestion can be used to fine tune your work. &lt;br /&gt;
&lt;br /&gt;
The main methods you will be using are liquid chemicals, pills and patches. Medical Doctors can inject reagents into patients with syringes to instantly being the metabolization, or via pills which kick in after some time has passed. Patches work slightly differently, the mix of both worlds. They immediately being their metabolization but they inject their reagents over time, minimizing the threat of overdose. &lt;br /&gt;
&lt;br /&gt;
More often than not, pills and patches are taken to-go to be used when needed. &lt;br /&gt;
&lt;br /&gt;
Other ways include slipping and falling in a puddle, as well as reagent foams which can be synthesized or happen naturally during events. The latter can prove very deadly, as they apply their reagents in a rapid pace leading to easy overdoses. &lt;br /&gt;
&lt;br /&gt;
== Gears of the Trade ==&lt;br /&gt;
When it comes to toys to play with, you have a plethora. From basic necessities or optional upgrades to situational sidegrades.&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;Beakers&#039;&#039;&#039;[[File:Beaker.png|center|64x64px]][[File:GoldenBeaker.png|center|64x64px]][[File:LargeBeaker.png|center|64x64px]]&lt;br /&gt;
|The most important gear you will use. Comes in multiple sizes and can be inserted into most of your machinery. Beakers hold 100 units of any liquid reagents, small beakers 50 and the vendable golden beakers hold a grand total of 200. They are extremely fragile and will break if you fall or are hit with an explosive, keep your workplace clean. Even though you can, in most cases you won&#039;t want to drink things from it. As of now, heating it does not affect them and they will never break (unless you heat something volatile). Transfer amounts are adjustable by right clicking the beaker. &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&#039;&#039;&#039;Bottles &amp;amp; Vials&#039;&#039;&#039;[[File:Vial.png|center|64x64px]][[File:Bottle.png|center|64x64px]]&lt;br /&gt;
|Smaller reagent containers. Bottles always come with a 30 unit capacity where as vials may vary. The Plasma Vial your locker has holds only 10 units of Plasma. Can be used as output for the ChemMaster 3000. The Vial&#039;s main use is with the Table top Centrifuge. It is not uncommon for medical personnel to carry bottles full of different reagents for easy access on the move. &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&#039;&#039;&#039;Patch Box&#039;&#039;&#039;[[File:PatchPack.png|center|64x64px]]&lt;br /&gt;
|They come empty, it&#039;s your job to make them after all. Once you have your desired chemicals ready, put a patch box into the ChemMaster 3000 and create as many as you want. The Patch Box can hold 5 patches in total and the patches themselves can hold up to 20 units of a reagent. They are excellent for situations that call for large amounts of a reagent with low OD thresholds, as they inject their reagent at a slow but steady pace.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&#039;&#039;&#039;Pill Container&#039;&#039;&#039;[[File:PillCanister.png|center|64x64px]]&lt;br /&gt;
|Same as the Patch Boxes, they come empty. Functionally the same, but they can hold 10 pills in total while the pills have the same reagent capacity. Unlike patches, they apply all their reagents at once after some time has passed depending on how much reagent there is. &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&#039;&#039;&#039;Jugs &amp;amp; Buckets&#039;&#039;&#039;[[File:Jug.png|center|64x64px]][[File:Bucket.png|center|64x64px]]&lt;br /&gt;
|During busy shifts, medbay will go through your supply very quickly. Larger and more readily available containers are Jugs. They hold 200 units and are a great storage for all your medicinal goodness. Buckets hold 250 units, not as readily available but great alternatives to jugs. &lt;br /&gt;
|}&lt;br /&gt;
Aside from the items and handheld gear you get, you get plenty of machinery to aid you in your cooking endeavours. Each of them has a unique use, while it can be slightly overwhelming at first, they are all easy to understand and get used to. &lt;br /&gt;
&lt;br /&gt;
Most of them have their use grounded in reality and with some intuitive thinking, you can breeze through their uses. &lt;br /&gt;
&lt;br /&gt;
=== ChemVend ===&lt;br /&gt;
[[File:ChemVend.png|left|128x128px]]&lt;br /&gt;
&lt;br /&gt;
It holds nearly all basic elements for use in your work. Most notably it&#039;s missing Lead, a common ingredient in the more dangerous poisons for the Syndicate. It&#039;s contents should be more than enough to last you the whole shift, especially with the recent changes making the often used Carbon, Iron and Silicon an infinite resource, mainly dependant on the Chem Dispenser&#039;s cell charge. Simply vend a jug of the wanted chemical and drag it&#039;s sprite onto the Chem Master 4000 to empty it in. You can reuse the Jug by filling it with a medicinal chemical for medbay&#039;s use. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Chemical dispenser ===&lt;br /&gt;
[[File:ChemicalDispenser.png|left|128x128px]][[File:ChemicalDispenserUI.png]]&lt;br /&gt;
&lt;br /&gt;
Your own holy grail. Comes preloaded with most of the elements you will use. It will only accept beakers into it&#039;s inventory and can be dispensed at varying amounts. Elements such as Aluminium, Chlorine, Ethanol, etc. can be dispensed until they run out. Alternatively, you can take the whole jug out and empty it into the ChemMaster 4000. Other elements such as Carbon, Copper, Silicon cannot be taken out and do not have a limit on how much you dispense. Each time you dispense one of the infinite elements, the internal cell will lose some of it&#039;s charge. The cell is interchangeable and chargeable but it also slowly recharges on it&#039;s own as long as the Chem Dispenser is in a powered room. &lt;br /&gt;
&lt;br /&gt;
While it is possible to mix chemicals in the dispenser itself, it&#039;s easier and a much more controlled experience if it&#039;s done in a ChemMaster 4000. &lt;br /&gt;
&lt;br /&gt;
=== ChemMaster 4000 ===&lt;br /&gt;
[[File:ChemMaster4000.png|left|128x128px]][[File:ChemMasterUI.png|604x604px]][[File:ChemMasterUIOutput.png]]&lt;br /&gt;
&lt;br /&gt;
Similarly to the Chem Dispenser, this will be your most used machine. It accepts beakers which will be shown in the upper portion of the UI, it will mix all the reagents which you can access in the buffer in the lower portion. It has an output, for which it accepts bottles, vials, patch boxes and pill containers. While you can make pills and patches even if you don&#039;t put their respective containers into the machine, it will create a mess by dropping all the pills/patches on the ground for you to pick up.&lt;br /&gt;
&lt;br /&gt;
Labeling your pills, patches and all chems in general is a good way to tell your doctors all information they need to know, ranging from the name of the chem to it&#039;s effects, overdose thresholds and recommended injection amounts. &lt;br /&gt;
&lt;br /&gt;
Contrary to the Container element in the input, the Buffer will never mix any reagents and you are free to dump all excess for storage and later use.&lt;br /&gt;
&lt;br /&gt;
=== Hotplate ===&lt;br /&gt;
[[File:Hotplate.png|left|64x64px]]&lt;br /&gt;
&lt;br /&gt;
Any beaker placed onto it will heat up. The speed at which it heats up depends on the amount of reagents inside. A commonly used technique is to use a beaker with only 1 unit of a reagent to quickly increase the temperature for later use. Do be careful as some recipes may have different outcomes based on the temperature of the beaker, such as some ingredients cooking off or evaporating. &lt;br /&gt;
&lt;br /&gt;
=== Sink ===&lt;br /&gt;
Most Chemistry laboratories come with a sink. It&#039;s an endless &#039;recharging&#039; source of water. Best use for it is to cool down beakers to the room temperature, turn water into oxygen and hydrogen or simply dilute certain mixes to round up the amounts for pill creation. If one is not present, a Water Tank sourced from your local maintenance tunnels is your second best option.&lt;br /&gt;
&lt;br /&gt;
=== Reagent Grinder ===&lt;br /&gt;
[[File:ReagentGrinder.png|left|64x64px]]&lt;br /&gt;
&lt;br /&gt;
Use it to grind pills, botanists&#039; produce, random items around the station. While diluting pills in a beaker is possible, the reagent grinder is needed to turn botanists&#039; aloe into it&#039;s cream. It accepts beakers to hold any outputs and can grind 6 items at once. &lt;br /&gt;
=== Tabletop Centrifuge ===&lt;br /&gt;
[[File:TabletopCentrifuge.png|left|64x64px]]   &lt;br /&gt;
 &lt;br /&gt;
It accepts vials of reagents, most commonly used to do a changeling test. Fill a vial with blood, put it into the centrifuge and interact with it to start it. After a short while you will see results. Confirmed changeling blood will create a small explosion that does not damage anything, it will spawn tendrils and destroy the vial. If the suspect was not a changeling, their human blood will be turned into iron, water, sugar and enzymes. &lt;br /&gt;
&lt;br /&gt;
=== Electrolysis Unit ===&lt;br /&gt;
[[File:ElectrolysisUnit.png|left|64x64px]]   &lt;br /&gt;
 &lt;br /&gt;
Another entry of rarely used machinery, putting a beaker of water into this unit will turn it into oxygen and hydrogen. &lt;br /&gt;
&lt;br /&gt;
=== Smart Fridge ===&lt;br /&gt;
[[File:SmartFridge.png|left|64x64px]]   &lt;br /&gt;
 &lt;br /&gt;
It accepts Jugs and Beakers, functions as a vendor only accessible by crew with medical access. It will display labelled jugs appropriately even if they&#039;re color coded. It is a great way to safely store your medicine. Most medical personnel still prefer using a locker to save time since the jug must be taken out of it and then put back in.   &lt;br /&gt;
&lt;br /&gt;
== Walter ==&lt;br /&gt;
[[File:Walter.png|left|128x128px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Walter&lt;br /&gt;
&lt;br /&gt;
== Your duties ==&lt;br /&gt;
While you could leave medbay to fend off sickness and injury with only their topicals, your job is to keep them supplied.&lt;br /&gt;
&lt;br /&gt;
Use your vast instruments to cook up medicinal chems. You do not have to worry about thinking what chemical you should work on because the medical personnel will be sure to &#039;&#039;&amp;lt;small&amp;gt;patiently&amp;lt;/small&amp;gt;&#039;&#039; remind you what it is they&#039;re missing and in need of. It is a good idea to start off with the basics and stock them with general chems for early treatment. Things like Bicardrine, Dermaline and Dylovene. See more at [[Chemistry]].&lt;br /&gt;
&lt;br /&gt;
Label the Jugs you fill up with important information. &lt;br /&gt;
&lt;br /&gt;
Other than replenishing medbay&#039;s every dwindling supplies, you may be approached by the [[Psychologist]], [[Botanist]] or other crew for prescription medicine, mutagen, drugs and more. Check if they have the appropriate documentation, speak to your [[Chief Medical Officer]] and ensure that you are not handing out [https://ss14-starlight.wiki/Medical_SOP#Contraband_Chemicals_List: Chemical Contraband]. &lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
&lt;br /&gt;
* Check in on your team over comms periodically to never leave them without basic chems.&lt;br /&gt;
* While the advanced brute chemicals are much superior to bicardrine, keeping it well stocked as well can help with patients with multiple different brute types as well as for use in automenders. &lt;br /&gt;
* The ChemMaster 4000 is sortable in a number of ways, where the alphabetical order may be the best option, sorting by the oldest first could help you to keep the most commonly used elements at the top of the list.&lt;br /&gt;
* Keeping a small bottle of water to quickly cool down beakers by transferring the liquids between one another is advised if your lab lacks a sink and you do not have a water tank. &lt;br /&gt;
* Pet Walter&lt;/div&gt;</summary>
		<author><name>DrPuggers</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=Chemist&amp;diff=1685</id>
		<title>Chemist</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=Chemist&amp;diff=1685"/>
		<updated>2025-11-14T09:41:46Z</updated>

		<summary type="html">&lt;p&gt;DrPuggers: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RolePageHeader|access=Medical, Chemistry, Maintenance|department=Medical|guides=[[Medical]], [[Medicine]], [[Chemistry]]|hoursRequired=Medical Intern: 4h|RequiredGameKnowledge=above average|roleplayExpectations=low|img=CHEMIST.png|responsibilities=Produce medicinal drugs for the doctors to use, research ethically dubious rare chemicals, and produce weapons of war when enemies of the station arrive.|roleTitle=Chemist|supervisors=[[Chief Medical Officer]]|subordinates=None}}&lt;br /&gt;
&lt;br /&gt;
Chemistry can be one of the most important departments during busy and hectic shifts. While keeping medbay well stocked with anything they need can be daunting task, your role is one of the most appreciated. &lt;br /&gt;
&lt;br /&gt;
== Reagent Metabolization ==&lt;br /&gt;
Every reagent in game behaves in a similar matter. Any time you ingest a reagent, the amount remains in your bloodstream and will metabolize at varying rates. Every time it metabolizes, it&#039;s effects will take hold. For example, 5 units of Bruizine does not heal 45 blunt damage instantly. But rather, it heals 2.25 blunt per metabolized 0.25 units. However, if enough of the reagent is present to be considered an overdose, it&#039;s OD effect will be added to the metabolization, in this case, 1.5 poison damage. &lt;br /&gt;
&lt;br /&gt;
Knowing the OD values is important especially if you want to create new mixes of medicines. &lt;br /&gt;
&lt;br /&gt;
== Reagent Ingestion ==&lt;br /&gt;
There are a number of ways a person can ingest reagents. Be it intentional, accidental or malicious intent, knowing these can be helpful for further optimizing or revolutionising the ways of medical treatment. Even though your job is mostly to create these chemicals, knowledge of ingestion can be used to fine tune your work. &lt;br /&gt;
&lt;br /&gt;
The main methods you will be using are liquid chemicals, pills and patches. Medical Doctors can inject reagents into patients with syringes to instantly being the metabolization, or via pills which kick in after some time has passed. Patches work slightly differently, the mix of both worlds. They immediately being their metabolization but they inject their reagents over time, minimizing the threat of overdose. &lt;br /&gt;
&lt;br /&gt;
More often than not, pills and patches are taken to-go to be used when needed. &lt;br /&gt;
&lt;br /&gt;
Other ways include slipping and falling in a puddle, as well as reagent foams which can be synthesized or happen naturally during events. The latter can prove very deadly, as they apply their reagents in a rapid pace leading to easy overdoses. &lt;br /&gt;
&lt;br /&gt;
== Gears of the Trade ==&lt;br /&gt;
When it comes to toys to play with, you have a plethora. From basic necessities or optional upgrades to situational sidegrades.&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;Beakers&#039;&#039;&#039;[[File:Beaker.png|center|64x64px]][[File:GoldenBeaker.png|center|64x64px]][[File:LargeBeaker.png|center|64x64px]]&lt;br /&gt;
|The most important gear you will use. Comes in multiple sizes and can be inserted into most of your machinery. Beakers hold 100 units of any liquid reagents, small beakers 50 and the vendable golden beakers hold a grand total of 200. They are extremely fragile and will break if you fall or are hit with an explosive, keep your workplace clean. Even though you can, in most cases you won&#039;t want to drink things from it. As of now, heating it does not affect them and they will never break (unless you heat something volatile). Transfer amounts are adjustable by right clicking the beaker. &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&#039;&#039;&#039;Bottles &amp;amp; Vials&#039;&#039;&#039;[[File:Vial.png|center|64x64px]][[File:Bottle.png|center|64x64px]]&lt;br /&gt;
|Smaller reagent containers. Bottles always come with a 30 unit capacity where as vials may vary. The Plasma Vial your locker has holds only 10 units of Plasma. Can be used as output for the ChemMaster 3000. The Vial&#039;s main use is with the Table top Centrifuge. It is not uncommon for medical personnel to carry bottles full of different reagents for easy access on the move. &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&#039;&#039;&#039;Patch Box&#039;&#039;&#039;[[File:PatchPack.png|center|64x64px]]&lt;br /&gt;
|They come empty, it&#039;s your job to make them after all. Once you have your desired chemicals ready, put a patch box into the ChemMaster 3000 and create as many as you want. The Patch Box can hold 5 patches in total and the patches themselves can hold up to 20 units of a reagent. They are excellent for situations that call for large amounts of a reagent with low OD thresholds, as they inject their reagent at a slow but steady pace.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&#039;&#039;&#039;Pill Container&#039;&#039;&#039;[[File:PillCanister.png|center|64x64px]]&lt;br /&gt;
|Same as the Patch Boxes, they come empty. Functionally the same, but they can hold 10 pills in total while the pills have the same reagent capacity. Unlike patches, they apply all their reagents at once after some time has passed depending on how much reagent there is. &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&#039;&#039;&#039;Jugs &amp;amp; Buckets&#039;&#039;&#039;[[File:Jug.png|center|64x64px]][[File:Bucket.png|center|64x64px]]&lt;br /&gt;
|During busy shifts, medbay will go through your supply very quickly. Larger and more readily available containers are Jugs. They hold 200 units and are a great storage for all your medicinal goodness. Buckets hold 250 units, not as readily available but great alternatives to jugs. &lt;br /&gt;
|}&lt;br /&gt;
Aside from the items and handheld gear you get, you get plenty of machinery to aid you in your cooking endeavours. Each of them has a unique use, while it can be slightly overwhelming at first, they are all easy to understand and get used to. &lt;br /&gt;
&lt;br /&gt;
Most of them have their use grounded in reality and with some intuitive thinking, you can breeze through their uses. &lt;br /&gt;
&lt;br /&gt;
=== ChemVend ===&lt;br /&gt;
[[File:ChemVend.png|left|128x128px]]&lt;br /&gt;
&lt;br /&gt;
It holds nearly all basic elements for use in your work. Most notably it&#039;s missing Lead, a common ingredient in the more dangerous poisons for the Syndicate. It&#039;s contents should be more than enough to last you the whole shift, especially with the recent changes making the often used Carbon, Iron and Silicon an infinite resource, mainly dependant on the Chem Dispenser&#039;s cell charge. Simply vend a jug of the wanted chemical and drag it&#039;s sprite onto the Chem Master 4000 to empty it in. You can reuse the Jug by filling it with a medicinal chemical for medbay&#039;s use. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Chemical dispenser ===&lt;br /&gt;
[[File:ChemicalDispenser.png|left|128x128px]][[File:ChemicalDispenserUI.png]]&lt;br /&gt;
&lt;br /&gt;
Your own holy grail. Comes preloaded with most of the elements you will use. It will only accept beakers into it&#039;s inventory and can be dispensed at varying amounts. Elements such as Aluminium, Chlorine, Ethanol, etc. can be dispensed until they run out. Alternatively, you can take the whole jug out and empty it into the ChemMaster 4000. Other elements such as Carbon, Copper, Silicon cannot be taken out and do not have a limit on how much you dispense. Each time you dispense one of the infinite elements, the internal cell will lose some of it&#039;s charge. The cell is interchangeable and chargeable but it also slowly recharges on it&#039;s own as long as the Chem Dispenser is in a powered room. &lt;br /&gt;
&lt;br /&gt;
While it is possible to mix chemicals in the dispenser itself, it&#039;s easier and a much more controlled experience if it&#039;s done in a ChemMaster 4000. &lt;br /&gt;
&lt;br /&gt;
=== ChemMaster 4000 ===&lt;br /&gt;
[[File:ChemMaster4000.png|left|128x128px]][[File:ChemMasterUI.png|604x604px]][[File:ChemMasterUIOutput.png]]&lt;br /&gt;
&lt;br /&gt;
Similarly to the Chem Dispenser, this will be your most used machine. It accepts beakers which will be shown in the upper portion of the UI, it will mix all the reagents which you can access in the buffer in the lower portion. It has an output, for which it accepts bottles, vials, patch boxes and pill containers. While you can make pills and patches even if you don&#039;t put their respective containers into the machine, it will create a mess by dropping all the pills/patches on the ground for you to pick up.&lt;br /&gt;
&lt;br /&gt;
Labeling your pills, patches and all chems in general is a good way to tell your doctors all information they need to know, ranging from the name of the chem to it&#039;s effects, overdose thresholds and recommended injection amounts. &lt;br /&gt;
&lt;br /&gt;
Contrary to the Container element in the input, the Buffer will never mix any reagents and you are free to dump all excess for storage and later use.&lt;br /&gt;
&lt;br /&gt;
=== Hotplate ===&lt;br /&gt;
[[File:Hotplate.png|left|64x64px]]&lt;br /&gt;
&lt;br /&gt;
Any beaker placed onto it will heat up. The speed at which it heats up depends on the amount of reagents inside. A commonly used technique is to use a beaker with only 1 unit of a reagent to quickly increase the temperature for later use. Do be careful as some recipes may have different outcomes based on the temperature of the beaker, such as some ingredients cooking off or evaporating. &lt;br /&gt;
&lt;br /&gt;
=== Sink ===&lt;br /&gt;
Most Chemistry laboratories come with a sink. It&#039;s an endless &#039;recharging&#039; source of water. Best use for it is to cool down beakers to the room temperature, turn water into oxygen and hydrogen or simply dilute certain mixes to round up the amounts for pill creation. If one is not present, a Water Tank sourced from your local maintenance tunnels is your second best option.&lt;br /&gt;
&lt;br /&gt;
=== Reagent Grinder ===&lt;br /&gt;
[[File:ReagentGrinder.png|left|64x64px]]&lt;br /&gt;
&lt;br /&gt;
Use it to grind pills, botanists&#039; produce, random items around the station. While diluting pills in a beaker is possible, the reagent grinder is needed to turn botanists&#039; aloe into it&#039;s cream. It accepts beakers to hold any outputs and can grind 6 items at once. &lt;br /&gt;
=== Tabletop Centrifuge ===&lt;br /&gt;
[[File:TabletopCentrifuge.png|left|64x64px]]   &lt;br /&gt;
 &lt;br /&gt;
It accepts vials of reagents, most commonly used to do a changeling test. Fill a vial with blood, put it into the centrifuge and interact with it to start it. After a short while you will see results. Confirmed changeling blood will create a small explosion that does not damage anything, it will spawn tendrils and destroy the vial. If the suspect was not a changeling, their human blood will be turned into iron, water, sugar and enzymes. &lt;br /&gt;
&lt;br /&gt;
=== Electrolysis Unit ===&lt;br /&gt;
[[File:ElectrolysisUnit.png|left|64x64px]]   &lt;br /&gt;
 &lt;br /&gt;
Another entry of rarely used machinery, putting a beaker of water into this unit will turn it into oxygen and hydrogen. &lt;br /&gt;
&lt;br /&gt;
=== Smart Fridge ===&lt;br /&gt;
[[File:SmartFridge.png|left|64x64px]]   &lt;br /&gt;
 &lt;br /&gt;
It accepts Jugs and Beakers, functions as a vendor only accessible by crew with medical access. It will display labelled jugs appropriately even if they&#039;re color coded. It is a great way to safely store your medicine. Most medical personnel still prefer using a locker to save time since the jug must be taken out of it and then put back in.   &lt;br /&gt;
&lt;br /&gt;
== Walter ==&lt;br /&gt;
[[File:Walter.png|left|128x128px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Walter&lt;br /&gt;
&lt;br /&gt;
== Your duties ==&lt;br /&gt;
While you could leave medbay to fend off sickness and injury with only their topicals, your job is to keep them supplied.&lt;br /&gt;
&lt;br /&gt;
Use your vast instruments to cook up medicinal chems. You do not have to worry about thinking what chemical you should work on because the medical personnel will be sure to &#039;&#039;&amp;lt;small&amp;gt;patiently&amp;lt;/small&amp;gt;&#039;&#039; remind you what it is they&#039;re missing and in need of. It is a good idea to start off with the basics and stock them with general chems for early treatment. Things like Bicardrine, Dermaline and Dylovene. See more at [[Chemistry]].&lt;br /&gt;
&lt;br /&gt;
Label the Jugs you fill up with important information. &lt;br /&gt;
&lt;br /&gt;
Other than replenishing medbay&#039;s every dwindling supplies, you may be approached by the [[Psychologist]], [[Botanist]] or other crew for prescription medicine, mutagen, drugs and more. Check if they have the appropriate documentation, speak to your [[Chief Medical Officer]] and ensure that you are not handing out [https://ss14-starlight.wiki/Medical_SOP#Contraband_Chemicals_List: Chemical Contraband]. &lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
&lt;br /&gt;
* Check in on your team over comms periodically to never leave them without basic chems.&lt;br /&gt;
* While the advanced brute chemicals are much superior to bicardrine, keeping it well stocked as well can help with patients with multiple different brute types as well as for use in automenders. &lt;br /&gt;
* The ChemMaster 4000 is sortable in a number of ways, where the alphabetical order may be the best option, sorting by the oldest first could help you to keep the most commonly used elements at the top of the list.&lt;br /&gt;
* Keeping a small bottle of water to quickly cool down beakers by transferring the liquids between one another is advised if your lab lacks a sink and you do not have a water tank. &lt;br /&gt;
* Pet Walter&lt;/div&gt;</summary>
		<author><name>DrPuggers</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=Chemist&amp;diff=1684</id>
		<title>Chemist</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=Chemist&amp;diff=1684"/>
		<updated>2025-11-14T09:41:20Z</updated>

		<summary type="html">&lt;p&gt;DrPuggers: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RolePageHeader|access=Medical, Chemistry, Maintenance|department=Medical|guides=[[Medical]], [[Medicine]], [[Chemistry]]|hoursRequired=Medical Intern: 4h|RequiredGameKnowledge=above average|roleplayExpectations=low|img=CHEMIST.png|responsibilities=Produce medicinal drugs for the doctors to use, research ethically dubious rare chemicals, and produce weapons of war when enemies of the station arrive.|roleTitle=Chemist|supervisors=[[Chief Medical Officer]]|subordinates=None}}&lt;br /&gt;
&lt;br /&gt;
Chemistry can be one of the most important departments during busy and hectic shifts. While keeping medbay well stocked with anything they need can be daunting task, your role is one of the most appreciated. &lt;br /&gt;
&lt;br /&gt;
== Reagent Metabolization ==&lt;br /&gt;
Every reagent in game behaves in a similar matter. Any time you ingest a reagent, the amount remains in your bloodstream and will metabolize at varying rates. Every time it metabolizes, it&#039;s effects will take hold. For example, 5 units of Bruizine does not heal 45 blunt damage instantly. But rather, it heals 2.25 blunt per metabolized 0.25 units. However, if enough of the reagent is present to be considered an overdose, it&#039;s OD effect will be added to the metabolization, in this case, 1.5 poison damage. &lt;br /&gt;
&lt;br /&gt;
Knowing the OD values is important especially if you want to create new mixes of medicines. &lt;br /&gt;
&lt;br /&gt;
== Reagent Ingestion ==&lt;br /&gt;
There are a number of ways a person can ingest reagents. Be it intentional, accidental or malicious intent, knowing these can be helpful for further optimizing or revolutionising the ways of medical treatment. Even though your job is mostly to create these chemicals, knowledge of ingestion can be used to fine tune your work. &lt;br /&gt;
&lt;br /&gt;
The main methods you will be using are liquid chemicals, pills and patches. Medical Doctors can inject reagents into patients with syringes to instantly being the metabolization, or via pills which kick in after some time has passed. Patches work slightly differently, the mix of both worlds. They immediately being their metabolization but they inject their reagents over time, minimizing the threat of overdose. &lt;br /&gt;
&lt;br /&gt;
More often than not, pills and patches are taken to-go to be used when needed. &lt;br /&gt;
&lt;br /&gt;
Other ways include slipping and falling in a puddle, as well as reagent foams which can be synthesized or happen naturally during events. The latter can prove very deadly, as they apply their reagents in a rapid pace leading to easy overdoses. &lt;br /&gt;
&lt;br /&gt;
== Gears of the Trade ==&lt;br /&gt;
When it comes to toys to play with, you have a plethora. From basic necessities or optional upgrades to situational sidegrades.&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;Beakers&#039;&#039;&#039;[[File:Beaker.png|center|64x64px]][[File:GoldenBeaker.png|center|64x64px]][[File:LargeBeaker.png|center|64x64px]]&lt;br /&gt;
|The most important gear you will use. Comes in multiple sizes and can be inserted into most of your machinery. Beakers hold 100 units of any liquid reagents, small beakers 50 and the vendable golden beakers hold a grand total of 200. They are extremely fragile and will break if you fall or are hit with an explosive, keep your workplace clean. Even though you can, in most cases you won&#039;t want to drink things from it. As of now, heating it does not affect them and they will never break (unless you heat something volatile). Transfer amounts are adjustable by right clicking the beaker. &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&#039;&#039;&#039;Bottles &amp;amp; Vials&#039;&#039;&#039;[[File:Vial.png|center|64x64px]][[File:Bottle.png|center|64x64px]]&lt;br /&gt;
|Smaller reagent containers. Bottles always come with a 30 unit capacity where as vials may vary. The Plasma Vial your locker has holds only 10 units of Plasma. Can be used as output for the ChemMaster 3000. The Vial&#039;s main use is with the Table top Centrifuge. It is not uncommon for medical personnel to carry bottles full of different reagents for easy access on the move. &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&#039;&#039;&#039;Patch Box&#039;&#039;&#039;[[File:PatchPack.png|center|64x64px]]&lt;br /&gt;
|They come empty, it&#039;s your job to make them after all. Once you have your desired chemicals ready, put a patch box into the ChemMaster 3000 and create as many as you want. The Patch Box can hold 5 patches in total and the patches themselves can hold up to 20 units of a reagent. They are excellent for situations that call for large amounts of a reagent with low OD thresholds, as they inject their reagent at a slow but steady pace.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&#039;&#039;&#039;Pill Container&#039;&#039;&#039;[[File:PillCanister.png|center|64x64px]]&lt;br /&gt;
|Same as the Patch Boxes, they come empty. Functionally the same, but they can hold 10 pills in total while the pills have the same reagent capacity. Unlike patches, they apply all their reagents at once after some time has passed depending on how much reagent there is. &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&#039;&#039;&#039;Jugs &amp;amp; Buckets&#039;&#039;&#039;[[File:Jug.png|center|64x64px]][[File:Bucket.png|center|64x64px]]&lt;br /&gt;
|During busy shifts, medbay will go through your supply very quickly. Larger and more readily available containers are Jugs. They hold 200 units and are a great storage for all your medicinal goodness. Buckets hold 250 units, not as readily available but great alternatives to jugs. &lt;br /&gt;
|}&lt;br /&gt;
Aside from the items and handheld gear you get, you get plenty of machinery to aid you in your cooking endeavours. Each of them has a unique use, while it can be slightly overwhelming at first, they are all easy to understand and get used to. &lt;br /&gt;
&lt;br /&gt;
Most of them have their use grounded in reality and with some intuitive thinking, you can breeze through their uses. &lt;br /&gt;
&lt;br /&gt;
=== ChemVend ===&lt;br /&gt;
[[File:ChemVend.png|left|128x128px]]&lt;br /&gt;
&lt;br /&gt;
It holds nearly all basic elements for use in your work. Most notably it&#039;s missing Lead, a common ingredient in the more dangerous poisons for the Syndicate. It&#039;s contents should be more than enough to last you the whole shift, especially with the recent changes making the often used Carbon, Iron and Silicon an infinite resource, mainly dependant on the Chem Dispenser&#039;s cell charge. Simply vend a jug of the wanted chemical and drag it&#039;s sprite onto the Chem Master 4000 to empty it in. You can reuse the Jug by filling it with a medicinal chemical for medbay&#039;s use. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Chemical dispenser ===&lt;br /&gt;
[[File:ChemicalDispenser.png|left|128x128px]][[File:ChemicalDispenserUI.png]]&lt;br /&gt;
&lt;br /&gt;
Your own holy grail. Comes preloaded with most of the elements you will use. It will only accept beakers into it&#039;s inventory and can be dispensed at varying amounts. Elements such as Aluminium, Chlorine, Ethanol, etc. can be dispensed until they run out. Alternatively, you can take the whole jug out and empty it into the ChemMaster 4000. Other elements such as Carbon, Copper, Silicon cannot be taken out and do not have a limit on how much you dispense. Each time you dispense one of the infinite elements, the internal cell will lose some of it&#039;s charge. The cell is interchangeable and chargeable but it also slowly recharges on it&#039;s own as long as the Chem Dispenser is in a powered room. &lt;br /&gt;
&lt;br /&gt;
While it is possible to mix chemicals in the dispenser itself, it&#039;s easier and a much more controlled experience if it&#039;s done in a ChemMaster 4000. &lt;br /&gt;
&lt;br /&gt;
=== ChemMaster 4000 ===&lt;br /&gt;
[[File:ChemMaster4000.png|left|128x128px]][[File:ChemMasterUI.png|604x604px]][[File:ChemMasterUIOutput.png]]&lt;br /&gt;
&lt;br /&gt;
Similarly to the Chem Dispenser, this will be your most used machine. It accepts beakers which will be shown in the upper portion of the UI, it will mix all the reagents which you can access in the buffer in the lower portion. It has an output, for which it accepts bottles, vials, patch boxes and pill containers. While you can make pills and patches even if you don&#039;t put their respective containers into the machine, it will create a mess by dropping all the pills/patches on the ground for you to pick up.&lt;br /&gt;
&lt;br /&gt;
Labeling your pills, patches and all chems in general is a good way to tell your doctors all information they need to know, ranging from the name of the chem to it&#039;s effects, overdose thresholds and recommended injection amounts. &lt;br /&gt;
&lt;br /&gt;
Contrary to the Container element in the input, the Buffer will never mix any reagents and you are free to dump all excess for storage and later use.&lt;br /&gt;
&lt;br /&gt;
=== Hotplate ===&lt;br /&gt;
[[File:Hotplate.png|left|64x64px]]&lt;br /&gt;
&lt;br /&gt;
Any beaker placed onto it will heat up. The speed at which it heats up depends on the amount of reagents inside. A commonly used technique is to use a beaker with only 1 unit of a reagent to quickly increase the temperature for later use. Do be careful as some recipes may have different outcomes based on the temperature of the beaker, such as some ingredients cooking off or evaporating. &lt;br /&gt;
&lt;br /&gt;
=== Sink ===&lt;br /&gt;
Most Chemistry laboratories come with a sink. It&#039;s an endless &#039;recharging&#039; source of water. Best use for it is to cool down beakers to the room temperature, turn water into oxygen and hydrogen or simply dilute certain mixes to round up the amounts for pill creation. If one is not present, a Water Tank sourced from your local maintenance tunnels is your second best option.&lt;br /&gt;
&lt;br /&gt;
=== Reagent Grinder ===&lt;br /&gt;
[[File:ReagentGrinder.png|left|64x64px]]&lt;br /&gt;
&lt;br /&gt;
Use it to grind pills, botanists&#039; produce, random items around the station. While diluting pills in a beaker is possible, the reagent grinder is needed to turn botanists&#039; aloe into it&#039;s cream. It accepts beakers to hold any outputs and can grind 6 items at once. &lt;br /&gt;
=== Tabletop Centrifuge ===&lt;br /&gt;
[[File:TabletopCentrifuge.png|left|64x64px]]   &lt;br /&gt;
 &lt;br /&gt;
It accepts vials of reagents, most commonly used to do a changeling test. Fill a vial with blood, put it into the centrifuge and interact with it to start it. After a short while you will see results. Confirmed changeling blood will create a small explosion that does not damage anything, it will spawn tendrils and destroy the vial. If the suspect was not a changeling, their human blood will be turned into iron, water, sugar and enzymes. &lt;br /&gt;
&lt;br /&gt;
=== Electrolysis Unit ===&lt;br /&gt;
[[File:ElectrolysisUnit.png|left|64x64px]]   &lt;br /&gt;
 &lt;br /&gt;
Another entry of rarely used machinery, putting a beaker of water into this unit will turn it into oxygen and hydrogen. &lt;br /&gt;
&lt;br /&gt;
=== Smart Fridge ===&lt;br /&gt;
[[File:SmartFridge.png|left|64x64px]]   &lt;br /&gt;
 &lt;br /&gt;
It accepts Jugs and Beakers, functions as a vendor only accessible by crew with medical access. It will display labelled jugs appropriately even if they&#039;re color coded. It is a great way to safely store your medicine. Most medical personnel still prefer using a locker to save time since the jug must be taken out of it and then put back in.   &lt;br /&gt;
&lt;br /&gt;
== Walter ==&lt;br /&gt;
[[File:Walter.png|left|128x128px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Your duties ==&lt;br /&gt;
While you could leave medbay to fend off sickness and injury with only their topicals, your job is to keep them supplied.&lt;br /&gt;
&lt;br /&gt;
Use your vast instruments to cook up medicinal chems. You do not have to worry about thinking what chemical you should work on because the medical personnel will be sure to &#039;&#039;&amp;lt;small&amp;gt;patiently&amp;lt;/small&amp;gt;&#039;&#039; remind you what it is they&#039;re missing and in need of. It is a good idea to start off with the basics and stock them with general chems for early treatment. Things like Bicardrine, Dermaline and Dylovene. See more at [[Chemistry]].&lt;br /&gt;
&lt;br /&gt;
Label the Jugs you fill up with important information. &lt;br /&gt;
&lt;br /&gt;
Other than replenishing medbay&#039;s every dwindling supplies, you may be approached by the [[Psychologist]], [[Botanist]] or other crew for prescription medicine, mutagen, drugs and more. Check if they have the appropriate documentation, speak to your [[Chief Medical Officer]] and ensure that you are not handing out [https://ss14-starlight.wiki/Medical_SOP#Contraband_Chemicals_List: Chemical Contraband]. &lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
&lt;br /&gt;
* Check in on your team over comms periodically to never leave them without basic chems.&lt;br /&gt;
* While the advanced brute chemicals are much superior to bicardrine, keeping it well stocked as well can help with patients with multiple different brute types as well as for use in automenders. &lt;br /&gt;
* The ChemMaster 4000 is sortable in a number of ways, where the alphabetical order may be the best option, sorting by the oldest first could help you to keep the most commonly used elements at the top of the list.&lt;br /&gt;
* Keeping a small bottle of water to quickly cool down beakers by transferring the liquids between one another is advised if your lab lacks a sink and you do not have a water tank. &lt;br /&gt;
* Pet Walter&lt;/div&gt;</summary>
		<author><name>DrPuggers</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=Chemist&amp;diff=1683</id>
		<title>Chemist</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=Chemist&amp;diff=1683"/>
		<updated>2025-11-14T09:41:02Z</updated>

		<summary type="html">&lt;p&gt;DrPuggers: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RolePageHeader|access=Medical, Chemistry, Maintenance|department=Medical|guides=[[Medical]], [[Medicine]], [[Chemistry]]|hoursRequired=Medical Intern: 4h|RequiredGameKnowledge=above average|roleplayExpectations=low|img=CHEMIST.png|responsibilities=Produce medicinal drugs for the doctors to use, research ethically dubious rare chemicals, and produce weapons of war when enemies of the station arrive.|roleTitle=Chemist|supervisors=[[Chief Medical Officer]]|subordinates=None}}&lt;br /&gt;
&lt;br /&gt;
Chemistry can be one of the most important departments during busy and hectic shifts. While keeping medbay well stocked with anything they need can be daunting task, your role is one of the most appreciated. &lt;br /&gt;
&lt;br /&gt;
== Reagent Metabolization ==&lt;br /&gt;
Every reagent in game behaves in a similar matter. Any time you ingest a reagent, the amount remains in your bloodstream and will metabolize at varying rates. Every time it metabolizes, it&#039;s effects will take hold. For example, 5 units of Bruizine does not heal 45 blunt damage instantly. But rather, it heals 2.25 blunt per metabolized 0.25 units. However, if enough of the reagent is present to be considered an overdose, it&#039;s OD effect will be added to the metabolization, in this case, 1.5 poison damage. &lt;br /&gt;
&lt;br /&gt;
Knowing the OD values is important especially if you want to create new mixes of medicines. &lt;br /&gt;
&lt;br /&gt;
== Reagent Ingestion ==&lt;br /&gt;
There are a number of ways a person can ingest reagents. Be it intentional, accidental or malicious intent, knowing these can be helpful for further optimizing or revolutionising the ways of medical treatment. Even though your job is mostly to create these chemicals, knowledge of ingestion can be used to fine tune your work. &lt;br /&gt;
&lt;br /&gt;
The main methods you will be using are liquid chemicals, pills and patches. Medical Doctors can inject reagents into patients with syringes to instantly being the metabolization, or via pills which kick in after some time has passed. Patches work slightly differently, the mix of both worlds. They immediately being their metabolization but they inject their reagents over time, minimizing the threat of overdose. &lt;br /&gt;
&lt;br /&gt;
More often than not, pills and patches are taken to-go to be used when needed. &lt;br /&gt;
&lt;br /&gt;
Other ways include slipping and falling in a puddle, as well as reagent foams which can be synthesized or happen naturally during events. The latter can prove very deadly, as they apply their reagents in a rapid pace leading to easy overdoses. &lt;br /&gt;
&lt;br /&gt;
== Gears of the Trade ==&lt;br /&gt;
When it comes to toys to play with, you have a plethora. From basic necessities or optional upgrades to situational sidegrades.&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;Beakers&#039;&#039;&#039;[[File:Beaker.png|center|64x64px]][[File:GoldenBeaker.png|center|64x64px]][[File:LargeBeaker.png|center|64x64px]]&lt;br /&gt;
|The most important gear you will use. Comes in multiple sizes and can be inserted into most of your machinery. Beakers hold 100 units of any liquid reagents, small beakers 50 and the vendable golden beakers hold a grand total of 200. They are extremely fragile and will break if you fall or are hit with an explosive, keep your workplace clean. Even though you can, in most cases you won&#039;t want to drink things from it. As of now, heating it does not affect them and they will never break (unless you heat something volatile). Transfer amounts are adjustable by right clicking the beaker. &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&#039;&#039;&#039;Bottles &amp;amp; Vials&#039;&#039;&#039;[[File:Vial.png|center|64x64px]][[File:Bottle.png|center|64x64px]]&lt;br /&gt;
|Smaller reagent containers. Bottles always come with a 30 unit capacity where as vials may vary. The Plasma Vial your locker has holds only 10 units of Plasma. Can be used as output for the ChemMaster 3000. The Vial&#039;s main use is with the Table top Centrifuge. It is not uncommon for medical personnel to carry bottles full of different reagents for easy access on the move. &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&#039;&#039;&#039;Patch Box&#039;&#039;&#039;[[File:PatchPack.png|center|64x64px]]&lt;br /&gt;
|They come empty, it&#039;s your job to make them after all. Once you have your desired chemicals ready, put a patch box into the ChemMaster 3000 and create as many as you want. The Patch Box can hold 5 patches in total and the patches themselves can hold up to 20 units of a reagent. They are excellent for situations that call for large amounts of a reagent with low OD thresholds, as they inject their reagent at a slow but steady pace.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&#039;&#039;&#039;Pill Container&#039;&#039;&#039;[[File:PillCanister.png|center|64x64px]]&lt;br /&gt;
|Same as the Patch Boxes, they come empty. Functionally the same, but they can hold 10 pills in total while the pills have the same reagent capacity. Unlike patches, they apply all their reagents at once after some time has passed depending on how much reagent there is. &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&#039;&#039;&#039;Jugs &amp;amp; Buckets&#039;&#039;&#039;[[File:Jug.png|center|64x64px]][[File:Bucket.png|center|64x64px]]&lt;br /&gt;
|During busy shifts, medbay will go through your supply very quickly. Larger and more readily available containers are Jugs. They hold 200 units and are a great storage for all your medicinal goodness. Buckets hold 250 units, not as readily available but great alternatives to jugs. &lt;br /&gt;
|}&lt;br /&gt;
Aside from the items and handheld gear you get, you get plenty of machinery to aid you in your cooking endeavours. Each of them has a unique use, while it can be slightly overwhelming at first, they are all easy to understand and get used to. &lt;br /&gt;
&lt;br /&gt;
Most of them have their use grounded in reality and with some intuitive thinking, you can breeze through their uses. &lt;br /&gt;
&lt;br /&gt;
=== ChemVend ===&lt;br /&gt;
[[File:ChemVend.png|left|128x128px]]&lt;br /&gt;
&lt;br /&gt;
It holds nearly all basic elements for use in your work. Most notably it&#039;s missing Lead, a common ingredient in the more dangerous poisons for the Syndicate. It&#039;s contents should be more than enough to last you the whole shift, especially with the recent changes making the often used Carbon, Iron and Silicon an infinite resource, mainly dependant on the Chem Dispenser&#039;s cell charge. Simply vend a jug of the wanted chemical and drag it&#039;s sprite onto the Chem Master 4000 to empty it in. You can reuse the Jug by filling it with a medicinal chemical for medbay&#039;s use. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Chemical dispenser ===&lt;br /&gt;
[[File:ChemicalDispenser.png|left|128x128px]][[File:ChemicalDispenserUI.png]]&lt;br /&gt;
&lt;br /&gt;
Your own holy grail. Comes preloaded with most of the elements you will use. It will only accept beakers into it&#039;s inventory and can be dispensed at varying amounts. Elements such as Aluminium, Chlorine, Ethanol, etc. can be dispensed until they run out. Alternatively, you can take the whole jug out and empty it into the ChemMaster 4000. Other elements such as Carbon, Copper, Silicon cannot be taken out and do not have a limit on how much you dispense. Each time you dispense one of the infinite elements, the internal cell will lose some of it&#039;s charge. The cell is interchangeable and chargeable but it also slowly recharges on it&#039;s own as long as the Chem Dispenser is in a powered room. &lt;br /&gt;
&lt;br /&gt;
While it is possible to mix chemicals in the dispenser itself, it&#039;s easier and a much more controlled experience if it&#039;s done in a ChemMaster 4000. &lt;br /&gt;
&lt;br /&gt;
=== ChemMaster 4000 ===&lt;br /&gt;
[[File:ChemMaster4000.png|left|128x128px]][[File:ChemMasterUI.png|604x604px]][[File:ChemMasterUIOutput.png]]&lt;br /&gt;
&lt;br /&gt;
Similarly to the Chem Dispenser, this will be your most used machine. It accepts beakers which will be shown in the upper portion of the UI, it will mix all the reagents which you can access in the buffer in the lower portion. It has an output, for which it accepts bottles, vials, patch boxes and pill containers. While you can make pills and patches even if you don&#039;t put their respective containers into the machine, it will create a mess by dropping all the pills/patches on the ground for you to pick up.&lt;br /&gt;
&lt;br /&gt;
Labeling your pills, patches and all chems in general is a good way to tell your doctors all information they need to know, ranging from the name of the chem to it&#039;s effects, overdose thresholds and recommended injection amounts. &lt;br /&gt;
&lt;br /&gt;
Contrary to the Container element in the input, the Buffer will never mix any reagents and you are free to dump all excess for storage and later use.&lt;br /&gt;
&lt;br /&gt;
=== Hotplate ===&lt;br /&gt;
[[File:Hotplate.png|left|64x64px]]&lt;br /&gt;
&lt;br /&gt;
Any beaker placed onto it will heat up. The speed at which it heats up depends on the amount of reagents inside. A commonly used technique is to use a beaker with only 1 unit of a reagent to quickly increase the temperature for later use. Do be careful as some recipes may have different outcomes based on the temperature of the beaker, such as some ingredients cooking off or evaporating. &lt;br /&gt;
&lt;br /&gt;
=== Sink ===&lt;br /&gt;
Most Chemistry laboratories come with a sink. It&#039;s an endless &#039;recharging&#039; source of water. Best use for it is to cool down beakers to the room temperature, turn water into oxygen and hydrogen or simply dilute certain mixes to round up the amounts for pill creation. If one is not present, a Water Tank sourced from your local maintenance tunnels is your second best option.&lt;br /&gt;
&lt;br /&gt;
=== Reagent Grinder ===&lt;br /&gt;
[[File:ReagentGrinder.png|left|64x64px]]&lt;br /&gt;
&lt;br /&gt;
Use it to grind pills, botanists&#039; produce, random items around the station. While diluting pills in a beaker is possible, the reagent grinder is needed to turn botanists&#039; aloe into it&#039;s cream. It accepts beakers to hold any outputs and can grind 6 items at once. &lt;br /&gt;
=== Tabletop Centrifuge ===&lt;br /&gt;
[[File:TabletopCentrifuge.png|left|64x64px]]   &lt;br /&gt;
 &lt;br /&gt;
It accepts vials of reagents, most commonly used to do a changeling test. Fill a vial with blood, put it into the centrifuge and interact with it to start it. After a short while you will see results. Confirmed changeling blood will create a small explosion that does not damage anything, it will spawn tendrils and destroy the vial. If the suspect was not a changeling, their human blood will be turned into iron, water, sugar and enzymes. &lt;br /&gt;
&lt;br /&gt;
=== Electrolysis Unit ===&lt;br /&gt;
[[File:ElectrolysisUnit.png|left|64x64px]]   &lt;br /&gt;
 &lt;br /&gt;
Another entry of rarely used machinery, putting a beaker of water into this unit will turn it into oxygen and hydrogen. &lt;br /&gt;
&lt;br /&gt;
=== Smart Fridge ===&lt;br /&gt;
[[File:SmartFridge.png|left|64x64px]]   &lt;br /&gt;
 &lt;br /&gt;
It accepts Jugs and Beakers, functions as a vendor only accessible by crew with medical access. It will display labelled jugs appropriately even if they&#039;re color coded. It is a great way to safely store your medicine. Most medical personnel still prefer using a locker to save time since the jug must be taken out of it and then put back in.   &lt;br /&gt;
&lt;br /&gt;
== Walter ==&lt;br /&gt;
[[File:Walter.png|left|128x128px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Your duties ==&lt;br /&gt;
While you could leave medbay to fend off sickness and injury with only their topicals, your job is to keep them supplied.&lt;br /&gt;
&lt;br /&gt;
Use your vast instruments to cook up medicinal chems. You do not have to worry about thinking what chemical you should work on because the medical personnel will be sure to &#039;&#039;&amp;lt;small&amp;gt;patiently&amp;lt;/small&amp;gt;&#039;&#039; remind you what it is they&#039;re missing and in need of. It is a good idea to start off with the basics and stock them with general chems for early treatment. Things like Bicardrine, Dermaline and Dylovene. See more at [[Chemistry]].&lt;br /&gt;
&lt;br /&gt;
Label the Jugs you fill up with important information. &lt;br /&gt;
&lt;br /&gt;
Other than replenishing medbay&#039;s every dwindling supplies, you may be approached by the [[Psychologist]], [[Botanist]] or other crew for prescription medicine, mutagen, drugs and more. Check if they have the appropriate documentation, speak to your [[Chief Medical Officer]] and ensure that you are not handing out [https://ss14-starlight.wiki/Medical_SOP#Contraband_Chemicals_List: Chemical Contraband]. &lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
&lt;br /&gt;
* Check in on your team over comms periodically to never leave them without basic chems.&lt;br /&gt;
* While the advanced brute chemicals are much superior to bicardrine, keeping it well stocked as well can help with patients with multiple different brute types as well as for use in automenders. &lt;br /&gt;
* The ChemMaster 4000 is sortable in a number of ways, where the alphabetical order may be the best option, sorting by the oldest first could help you to keep the most commonly used elements at the top of the list.&lt;br /&gt;
* Keeping a small bottle of water to quickly cool down beakers by transferring the liquids between one another is advised if your lab lacks a sink and you do not have a water tank. &lt;br /&gt;
* Pet Walter&lt;/div&gt;</summary>
		<author><name>DrPuggers</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=Chemist&amp;diff=1682</id>
		<title>Chemist</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=Chemist&amp;diff=1682"/>
		<updated>2025-11-14T09:30:47Z</updated>

		<summary type="html">&lt;p&gt;DrPuggers: Added basic use of different machinery and tips. Will touch up duties, include cryostasis/bluespace gear and add recipes to most basic chems.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RolePageHeader|access=Medical, Chemistry, Maintenance|department=Medical|guides=[[Medical]], [[Medicine]], [[Chemistry]]|hoursRequired=Medical Intern: 4h|RequiredGameKnowledge=above average|roleplayExpectations=low|img=CHEMIST.png|responsibilities=Produce medicinal drugs for the doctors to use, research ethically dubious rare chemicals, and produce weapons of war when enemies of the station arrive.|roleTitle=Chemist|supervisors=[[Chief Medical Officer]]|subordinates=None}}&lt;br /&gt;
&lt;br /&gt;
Chemistry can be one of the most important departments during busy and hectic shifts. While keeping medbay well stocked with anything they need can be daunting task, your role is one of the most appreciated. &lt;br /&gt;
&lt;br /&gt;
== Reagent Metabolization ==&lt;br /&gt;
Every reagent in game behaves in a similar matter. Any time you ingest a reagent, the amount remains in your bloodstream and will metabolize at varying rates. Every time it metabolizes, it&#039;s effects will take hold. For example, 5 units of Bruizine does not heal 45 blunt damage instantly. But rather, it heals 2.25 blunt per metabolized 0.25 units. However, if enough of the reagent is present to be considered an overdose, it&#039;s OD effect will be added to the metabolization, in this case, 1.5 poison damage. &lt;br /&gt;
&lt;br /&gt;
Knowing the OD values is important especially if you want to create new mixes of medicines. &lt;br /&gt;
&lt;br /&gt;
== Reagent Ingestion ==&lt;br /&gt;
There are a number of ways a person can ingest reagents. Be it intentional, accidental or malicious intent, knowing these can be helpful for further optimizing or revolutionising the ways of medical treatment. Even though your job is mostly to create these chemicals, knowledge of ingestion can be used to fine tune your work. &lt;br /&gt;
&lt;br /&gt;
The main methods you will be using are liquid chemicals, pills and patches. Medical Doctors can inject reagents into patients with syringes to instantly being the metabolization, or via pills which kick in after some time has passed. Patches work slightly differently, the mix of both worlds. They immediately being their metabolization but they inject their reagents over time, minimizing the threat of overdose. &lt;br /&gt;
&lt;br /&gt;
More often than not, pills and patches are taken to-go to be used when needed. &lt;br /&gt;
&lt;br /&gt;
Other ways include slipping and falling in a puddle, as well as reagent foams which can be synthesized or happen naturally during events. The latter can prove very deadly, as they apply their reagents in a rapid pace leading to easy overdoses. &lt;br /&gt;
&lt;br /&gt;
== Gears of the Trade ==&lt;br /&gt;
When it comes to toys to play with, you have a plethora. From basic necessities or optional upgrades to situational sidegrades.&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;Beakers&#039;&#039;&#039;[[File:Beaker.png|center|64x64px]][[File:GoldenBeaker.png|center|64x64px]][[File:LargeBeaker.png|center|64x64px]]&lt;br /&gt;
|The most important gear you will use. Comes in multiple sizes and can be inserted into most of your machinery. Beakers hold 100 units of any liquid reagents, small beakers 50 and the vendable golden beakers hold a grand total of 200. They are extremely fragile and will break if you fall or are hit with an explosive, keep your workplace clean. Even though you can, in most cases you won&#039;t want to drink things from it. As of now, heating it does not affect them and they will never break (unless you heat something volatile). Transfer amounts are adjustable by right clicking the beaker. &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&#039;&#039;&#039;Bottles &amp;amp; Vials&#039;&#039;&#039;[[File:Vial.png|center|64x64px]][[File:Bottle.png|center|64x64px]]&lt;br /&gt;
|Smaller reagent containers. Bottles always come with a 30 unit capacity where as vials may vary. The Plasma Vial your locker has holds only 10 units of Plasma. Can be used as output for the ChemMaster 3000. The Vial&#039;s main use is with the Table top Centrifuge. It is not uncommon for medical personnel to carry bottles full of different reagents for easy access on the move. &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&#039;&#039;&#039;Patch Box&#039;&#039;&#039;[[File:PatchPack.png|center|64x64px]]&lt;br /&gt;
|They come empty, it&#039;s your job to make them after all. Once you have your desired chemicals ready, put a patch box into the ChemMaster 3000 and create as many as you want. The Patch Box can hold 5 patches in total and the patches themselves can hold up to 20 units of a reagent. They are excellent for situations that call for large amounts of a reagent with low OD thresholds, as they inject their reagent at a slow but steady pace.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&#039;&#039;&#039;Pill Container&#039;&#039;&#039;[[File:PillCanister.png|center|64x64px]]&lt;br /&gt;
|Same as the Patch Boxes, they come empty. Functionally the same, but they can hold 10 pills in total while the pills have the same reagent capacity. Unlike patches, they apply all their reagents at once after some time has passed depending on how much reagent there is. &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&#039;&#039;&#039;Jugs &amp;amp; Buckets&#039;&#039;&#039;[[File:Jug.png|center|64x64px]][[File:Bucket.png|center|64x64px]]&lt;br /&gt;
|During busy shifts, medbay will go through your supply very quickly. Larger and more readily available containers are Jugs. They hold 200 units and are a great storage for all your medicinal goodness. Buckets hold 250 units, not as readily available but great alternatives to jugs. &lt;br /&gt;
|}&lt;br /&gt;
Aside from the items and handheld gear you get, you get plenty of machinery to aid you in your cooking endeavours. Each of them has a unique use, while it can be slightly overwhelming at first, they are all easy to understand and get used to. &lt;br /&gt;
&lt;br /&gt;
Most of them have their use grounded in reality and with some intuitive thinking, you can breeze through their uses. &lt;br /&gt;
&lt;br /&gt;
=== ChemVend ===&lt;br /&gt;
[[File:ChemVend.png|left|128x128px]]&lt;br /&gt;
&lt;br /&gt;
It holds nearly all basic elements for use in your work. Most notably it&#039;s missing Lead, a common ingredient in the more dangerous poisons for the Syndicate. It&#039;s contents should be more than enough to last you the whole shift, especially with the recent changes making the often used Carbon, Iron and Silicon an infinite resource, mainly dependant on the Chem Dispenser&#039;s cell charge. Simply vend a jug of the wanted chemical and drag it&#039;s sprite onto the Chem Master 4000 to empty it in. You can reuse the Jug by filling it with a medicinal chemical for medbay&#039;s use. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Chemical dispenser ===&lt;br /&gt;
[[File:ChemicalDispenser.png|left|128x128px]][[File:ChemicalDispenserUI.png]]&lt;br /&gt;
&lt;br /&gt;
Your own holy grail. Comes preloaded with most of the elements you will use. It will only accept beakers into it&#039;s inventory and can be dispensed at varying amounts. Elements such as Aluminium, Chlorine, Ethanol, etc. can be dispensed until they run out. Alternatively, you can take the whole jug out and empty it into the ChemMaster 4000. Other elements such as Carbon, Copper, Silicon cannot be taken out and do not have a limit on how much you dispense. Each time you dispense one of the infinite elements, the internal cell will lose some of it&#039;s charge. The cell is interchangeable and chargeable but it also slowly recharges on it&#039;s own as long as the Chem Dispenser is in a powered room. &lt;br /&gt;
&lt;br /&gt;
While it is possible to mix chemicals in the dispenser itself, it&#039;s easier and a much more controlled experience if it&#039;s done in a ChemMaster 4000. &lt;br /&gt;
&lt;br /&gt;
=== ChemMaster 4000 ===&lt;br /&gt;
[[File:ChemMaster4000.png|left|128x128px]][[File:ChemMasterUI.png|604x604px]][[File:ChemMasterUIOutput.png]]&lt;br /&gt;
&lt;br /&gt;
Similarly to the Chem Dispenser, this will be your most used machine. It accepts beakers which will be shown in the upper portion of the UI, it will mix all the reagents which you can access in the buffer in the lower portion. It has an output, for which it accepts bottles, vials, patch boxes and pill containers. While you can make pills and patches even if you don&#039;t put their respective containers into the machine, it will create a mess by dropping all the pills/patches on the ground for you to pick up.&lt;br /&gt;
&lt;br /&gt;
Labeling your pills, patches and all chems in general is a good way to tell your doctors all information they need to know, ranging from the name of the chem to it&#039;s effects, overdose thresholds and recommended injection amounts. &lt;br /&gt;
&lt;br /&gt;
Contrary to the Container element in the input, the Buffer will never mix any reagents and you are free to dump all excess for storage and later use.&lt;br /&gt;
&lt;br /&gt;
=== Hotplate ===&lt;br /&gt;
[[File:Hotplate.png|left|64x64px]]&lt;br /&gt;
&lt;br /&gt;
Any beaker placed onto it will heat up. The speed at which it heats up depends on the amount of reagents inside. A commonly used technique is to use a beaker with only 1 unit of a reagent to quickly increase the temperature for later use. Do be careful as some recipes may have different outcomes based on the temperature of the beaker, such as some ingredients cooking off or evaporating. &lt;br /&gt;
&lt;br /&gt;
=== Sink ===&lt;br /&gt;
Most Chemistry laboratories come with a sink. It&#039;s an endless &#039;recharging&#039; source of water. Best use for it is to cool down beakers to the room temperature, turn water into oxygen and hydrogen or simply dilute certain mixes to round up the amounts for pill creation. If one is not present, a Water Tank sourced from your local maintenance tunnels is your second best option.&lt;br /&gt;
&lt;br /&gt;
=== Reagent Grinder ===&lt;br /&gt;
[[File:ReagentGrinder.png|left|64x64px]]&lt;br /&gt;
&lt;br /&gt;
Use it to grind pills, botanists&#039; produce, random items around the station. While diluting pills in a beaker is possible, the reagent grinder is needed to turn botanists&#039; aloe into it&#039;s cream. It accepts beakers to hold any outputs and can grind 6 items at once. &lt;br /&gt;
=== Tabletop Centrifuge ===&lt;br /&gt;
[[File:TabletopCentrifuge.png|left|64x64px]]   &lt;br /&gt;
 &lt;br /&gt;
It accepts vials of reagents, most commonly used to do a changeling test. Fill a vial with blood, put it into the centrifuge and interact with it to start it. After a short while you will see results. Confirmed changeling blood will create a small explosion that does not damage anything, it will spawn tendrils and destroy the vial. If the suspect was not a changeling, their human blood will be turned into iron, water, sugar and enzymes. &lt;br /&gt;
&lt;br /&gt;
=== Electrolysis Unit ===&lt;br /&gt;
[[File:ElectrolysisUnit.png|left|64x64px]]   &lt;br /&gt;
 &lt;br /&gt;
Another entry of rarely used machinery, putting a beaker of water into this unit will turn it into oxygen and hydrogen. &lt;br /&gt;
&lt;br /&gt;
=== Smart Fridge ===&lt;br /&gt;
[[File:SmartFridge.png|left|64x64px]]   &lt;br /&gt;
 &lt;br /&gt;
It accepts Jugs and Beakers, functions as a vendor only accessible by crew with medical access. It will display labelled jugs appropriately even if they&#039;re color coded. It is a great way to safely store your medicine. Most medical personnel still prefer using a locker to save time since the jug must be taken out of it and then put back in. &lt;br /&gt;
&lt;br /&gt;
== Walter ==&lt;br /&gt;
[[File:Walter.png|left|128x128px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Your duties ==&lt;br /&gt;
While you could leave medbay to fend off sickness and injury with only their topicals, your job is to keep them supplied.&lt;br /&gt;
&lt;br /&gt;
Use your vast instruments to cook up medicinal chems. You do not have to worry about thinking what chemical you should work on because the medical personnel will be sure to &#039;&#039;&amp;lt;small&amp;gt;patiently&amp;lt;/small&amp;gt;&#039;&#039; remind you what it is they&#039;re missing and in need of. It is a good idea to start off with the basics and stock them with general chems for early treatment. Things like Bicardrine, Dermaline and Dylovene. See more at [[Chemistry]].&lt;br /&gt;
&lt;br /&gt;
Label the Jugs you fill up with important information. &lt;br /&gt;
&lt;br /&gt;
Other than replenishing medbay&#039;s every dwindling supplies, you may be approached by the [[Psychologist]], [[Botanist]] or other crew for prescription medicine, mutagen, drugs and more. Check if they have the appropriate documentation, speak to your [[Chief Medical Officer]] and ensure that you are not handing out [https://ss14-starlight.wiki/Medical_SOP#Contraband_Chemicals_List: Chemical Contraband]. &lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
&lt;br /&gt;
* Check in on your team over comms periodically to never leave them without basic chems.&lt;br /&gt;
* While the advanced brute chemicals are much superior to bicardrine, keeping it well stocked as well can help with patients with multiple different brute types as well as for use in automenders. &lt;br /&gt;
* The ChemMaster 4000 is sortable in a number of ways, where the alphabetical order may be the best option, sorting by the oldest first could help you to keep the most commonly used elements at the top of the list.&lt;br /&gt;
* Keeping a small bottle of water to quickly cool down beakers by transferring the liquids between one another is advised if your lab lacks a sink and you do not have a water tank. &lt;br /&gt;
* Pet Walter&lt;/div&gt;</summary>
		<author><name>DrPuggers</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=File:Walter.png&amp;diff=1681</id>
		<title>File:Walter.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=File:Walter.png&amp;diff=1681"/>
		<updated>2025-11-14T09:03:54Z</updated>

		<summary type="html">&lt;p&gt;DrPuggers: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Walter&lt;/div&gt;</summary>
		<author><name>DrPuggers</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=File:SmartFridge.png&amp;diff=1680</id>
		<title>File:SmartFridge.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=File:SmartFridge.png&amp;diff=1680"/>
		<updated>2025-11-14T09:00:47Z</updated>

		<summary type="html">&lt;p&gt;DrPuggers: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Smart Fridge sprite&lt;/div&gt;</summary>
		<author><name>DrPuggers</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=File:ElectrolysisUnit.png&amp;diff=1679</id>
		<title>File:ElectrolysisUnit.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=File:ElectrolysisUnit.png&amp;diff=1679"/>
		<updated>2025-11-14T08:56:03Z</updated>

		<summary type="html">&lt;p&gt;DrPuggers: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Electrolysis Unit sprite&lt;/div&gt;</summary>
		<author><name>DrPuggers</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=File:TabletopCentrifuge.png&amp;diff=1678</id>
		<title>File:TabletopCentrifuge.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=File:TabletopCentrifuge.png&amp;diff=1678"/>
		<updated>2025-11-14T08:52:22Z</updated>

		<summary type="html">&lt;p&gt;DrPuggers: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Tabletop Centrifuge sprite&lt;/div&gt;</summary>
		<author><name>DrPuggers</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=File:ReagentGrinder.png&amp;diff=1677</id>
		<title>File:ReagentGrinder.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=File:ReagentGrinder.png&amp;diff=1677"/>
		<updated>2025-11-14T08:48:41Z</updated>

		<summary type="html">&lt;p&gt;DrPuggers: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Reagent Grinder sprite&lt;/div&gt;</summary>
		<author><name>DrPuggers</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=File:Hotplate.png&amp;diff=1676</id>
		<title>File:Hotplate.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=File:Hotplate.png&amp;diff=1676"/>
		<updated>2025-11-14T08:42:06Z</updated>

		<summary type="html">&lt;p&gt;DrPuggers: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hotplate sprite&lt;/div&gt;</summary>
		<author><name>DrPuggers</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=File:ChemVend.png&amp;diff=1675</id>
		<title>File:ChemVend.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=File:ChemVend.png&amp;diff=1675"/>
		<updated>2025-11-14T08:38:26Z</updated>

		<summary type="html">&lt;p&gt;DrPuggers: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;ChemVend sprite&lt;/div&gt;</summary>
		<author><name>DrPuggers</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=Chemist&amp;diff=1674</id>
		<title>Chemist</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=Chemist&amp;diff=1674"/>
		<updated>2025-11-14T06:39:55Z</updated>

		<summary type="html">&lt;p&gt;DrPuggers: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RolePageHeader|access=Medical, Chemistry, Maintenance|department=Medical|guides=[[Medical]], [[Medicine]], [[Chemistry]]|hoursRequired=Medical Intern: 4h|RequiredGameKnowledge=above average|roleplayExpectations=low|img=CHEMIST.png|responsibilities=Produce medicinal drugs for the doctors to use, research ethically dubious rare chemicals, and produce weapons of war when enemies of the station arrive.|roleTitle=Chemist|supervisors=[[Chief Medical Officer]]|subordinates=None}}&lt;br /&gt;
&lt;br /&gt;
Chemistry can be one of the most important departments during busy and hectic shifts. While keeping medbay well stocked with anything they need can be daunting task, your role is one of the most appreciated. &lt;br /&gt;
&lt;br /&gt;
== Reagent Metabolization ==&lt;br /&gt;
Every reagent in game behaves in a similar matter. Any time you ingest a reagent, the amount remains in your bloodstream and will metabolize at varying rates. Every time it metabolizes, it&#039;s effects will take hold. For example, 5 units of Bruizine does not heal 45 blunt damage instantly. But rather, it heals 2.25 blunt per metabolized 0.25 units. However, if enough of the reagent is present to be considered an overdose, it&#039;s OD effect will be added to the metabolization, in this case, 1.5 poison damage. &lt;br /&gt;
&lt;br /&gt;
Knowing the OD values is important especially if you want to create new mixes of medicines. &lt;br /&gt;
&lt;br /&gt;
== Reagent Ingestion ==&lt;br /&gt;
There are a number of ways a person can ingest reagents. Be it intentional, accidental or malicious intent, knowing these can be helpful for further optimizing or revolutionising the ways of medical treatment. Even though your job is mostly to create these chemicals, knowledge of ingestion can be used to fine tune your work. &lt;br /&gt;
&lt;br /&gt;
The main methods you will be using are liquid chemicals, pills and patches. Medical Doctors can inject reagents into patients with syringes to instantly being the metabolization, or via pills which kick in after some time has passed. Patches work slightly differently, the mix of both worlds. They immediately being their metabolization but they inject their reagents over time, minimizing the threat of overdose. &lt;br /&gt;
&lt;br /&gt;
More often than not, pills and patches are taken to-go to be used when needed. &lt;br /&gt;
&lt;br /&gt;
Other ways include slipping and falling in a puddle, as well as reagent foams which can be synthesized or happen naturally during events. The latter can prove very deadly, as they apply their reagents in a rapid pace leading to easy overdoses. &lt;br /&gt;
&lt;br /&gt;
== Gears of the Trade ==&lt;br /&gt;
When it comes to toys to play with, you have a plethora. From basic necessities or optional upgrades to situational sidegrades.&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;Beakers&#039;&#039;&#039;[[File:Beaker.png|center|64x64px]][[File:GoldenBeaker.png|center|64x64px]][[File:LargeBeaker.png|center|64x64px]]&lt;br /&gt;
|The most important gear you will use. Comes in multiple sizes and can be inserted into most of your machinery. Beakers hold 100 units of any liquid reagents, small beakers 50 and the vendable golden beakers hold a grand total of 200. They are extremely fragile and will break if you fall or are hit with an explosive, keep your workplace clean. Even though you can, in most cases you won&#039;t want to drink things from it. As of now, heating it does not affect them and they will never break (unless you heat something volatile). Transfer amounts are adjustable by right clicking the beaker. &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&#039;&#039;&#039;Bottles &amp;amp; Vials&#039;&#039;&#039;[[File:Vial.png|center|64x64px]][[File:Bottle.png|center|64x64px]]&lt;br /&gt;
|Smaller reagent containers. Bottles always come with a 30 unit capacity where as vials may vary. The Plasma Vial your locker has holds only 10 units of Plasma. Can be used as output for the ChemMaster 3000. The Vial&#039;s main use is with the Table top Centrifuge. It is not uncommon for medical personnel to carry bottles full of different reagents for easy access on the move. &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&#039;&#039;&#039;Patch Box&#039;&#039;&#039;[[File:PatchPack.png|center|64x64px]]&lt;br /&gt;
|They come empty, it&#039;s your job to make them after all. Once you have your desired chemicals ready, put a patch box into the ChemMaster 3000 and create as many as you want. The Patch Box can hold 5 patches in total and the patches themselves can hold up to 20 units of a reagent. They are excellent for situations that call for large amounts of a reagent with low OD thresholds, as they inject their reagent at a slow but steady pace.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&#039;&#039;&#039;Pill Container&#039;&#039;&#039;[[File:PillCanister.png|center|64x64px]]&lt;br /&gt;
|Same as the Patch Boxes, they come empty. Functionally the same, but they can hold 10 pills in total while the pills have the same reagent capacity. Unlike patches, they apply all their reagents at once after some time has passed depending on how much reagent there is. &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&#039;&#039;&#039;Jugs &amp;amp; Buckets&#039;&#039;&#039;[[File:Jug.png|center|64x64px]][[File:Bucket.png|center|64x64px]]&lt;br /&gt;
|During busy shifts, medbay will go through your supply very quickly. Larger and more readily available containers are Jugs. They hold 200 units and are a great storage for all your medicinal goodness. Buckets hold 250 units, not as readily available but great alternatives to jugs. &lt;br /&gt;
|}&lt;br /&gt;
Aside from the items and handheld gear you get, you get plenty of machinery to aid you in your cooking endeavours. Each of them has a unique use, while it can be slightly overwhelming at first, they are all easy to understand and get used to. &lt;br /&gt;
&lt;br /&gt;
Most of them have their use grounded in reality and with some intuitive thinking, you can breeze through their uses. &lt;br /&gt;
&lt;br /&gt;
=== Chemical dispenser ===&lt;br /&gt;
[[File:ChemicalDispenser.png|left|128x128px]][[File:ChemicalDispenserUI.png]]&lt;br /&gt;
&lt;br /&gt;
Your own holy grail. Comes preloaded with most of the elements you will use. It will only accept beakers into it&#039;s inventory and can be dispensed at varying amounts. Elements such as Aluminium, Chlorine, Ethanol, etc. can be dispensed until they run out. Alternatively, you can take the whole jug out and empty it into the ChemMaster 4000. Other elements such as Carbon, Copper, Silicon cannot be taken out and do not have a limit on how much you dispense. Each time you dispense one of the infinite elements, the internal cell will lose some of it&#039;s charge. The cell is interchangeable and chargeable but it also slowly recharges on it&#039;s own as long as the Chem Dispenser is in a powered room. &lt;br /&gt;
&lt;br /&gt;
While it is possible to mix chemicals in the dispenser itself, it&#039;s easier and a much more controlled experience if it&#039;s done in a ChemMaster 4000. &lt;br /&gt;
&lt;br /&gt;
=== ChemMaster 4000 ===&lt;br /&gt;
[[File:ChemMaster4000.png|left|128x128px]][[File:ChemMasterUI.png|604x604px]][[File:ChemMasterUIOutput.png]]&lt;br /&gt;
&lt;br /&gt;
Similarly to the Chem Dispenser, this will be your most used machine. It accepts beakers which will be shown in the upper portion of the UI, it will mix all the reagents which you can access in the buffer in the lower portion. It has an output, for which it accepts bottles, vials, patch boxes and pill containers. While you can make pills and patches even if you don&#039;t put their respective containers into the machine, it will create a mess by dropping all the pills/patches on the ground for you to pick up.&lt;br /&gt;
&lt;br /&gt;
Labeling your pills, patches and all chems in general is a good way to tell your doctors all information they need to know, ranging from the name of the chem to it&#039;s effects, overdose thresholds and recommended injection amounts. &lt;br /&gt;
&lt;br /&gt;
Contrary to the Container element in the input, the Buffer will never mix any reagents and you are free to dump all excess for storage and later use.&lt;/div&gt;</summary>
		<author><name>DrPuggers</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=File:ChemMasterUIOutput.png&amp;diff=1673</id>
		<title>File:ChemMasterUIOutput.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=File:ChemMasterUIOutput.png&amp;diff=1673"/>
		<updated>2025-11-14T06:35:49Z</updated>

		<summary type="html">&lt;p&gt;DrPuggers: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;ChemMaster UI output&lt;/div&gt;</summary>
		<author><name>DrPuggers</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=Chemist&amp;diff=1672</id>
		<title>Chemist</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=Chemist&amp;diff=1672"/>
		<updated>2025-11-14T06:31:36Z</updated>

		<summary type="html">&lt;p&gt;DrPuggers: Created Guide for the Chemist. I had to cut it short due to an errand, made the basics, will expand upon them. The Chemmaster portion is unfinished and it needs more work. Having issues with icons and did not have time to make it pretty or check grammar. Most likely will be done with it later today.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RolePageHeader|access=Medical, Chemistry, Maintenance|department=Medical|guides=[[Medical]], [[Medicine]], [[Chemistry]]|hoursRequired=Medical Intern: 4h|RequiredGameKnowledge=above average|roleplayExpectations=low|img=CHEMIST.png|responsibilities=Produce medicinal drugs for the doctors to use, research ethically dubious rare chemicals, and produce weapons of war when enemies of the station arrive.|roleTitle=Chemist|supervisors=[[Chief Medical Officer]]|subordinates=None}}&lt;br /&gt;
&lt;br /&gt;
Chemistry can be one of the most important departments during busy and hectic shifts. While keeping medbay well stocked with anything they need can be daunting task, your role is one of the most appreciated. &lt;br /&gt;
&lt;br /&gt;
== Reagent Metabolization ==&lt;br /&gt;
Every reagent in game behaves in a similar matter. Any time you ingest a reagent, the amount remains in your bloodstream and will metabolize at varying rates. Every time it metabolizes, it&#039;s effects will take hold. For example, 5 units of Bruizine does not heal 45 blunt damage instantly. But rather, it heals 2.25 blunt per metabolized 0.25 units. However, if enough of the reagent is present to be considered an overdose, it&#039;s OD effect will be added to the metabolization, in this case, 1.5 poison damage. &lt;br /&gt;
&lt;br /&gt;
Knowing the OD values is important especially if you want to create new mixes of medicines. &lt;br /&gt;
&lt;br /&gt;
== Reagent Ingestion ==&lt;br /&gt;
There are a number of ways a person can ingest reagents. Be it intentional, accidental or malicious intent, knowing these can be helpful for further optimizing or revolutionising the ways of medical treatment. Even though your job is mostly to create these chemicals, knowledge of ingestion can be used to fine tune your work. &lt;br /&gt;
&lt;br /&gt;
The main methods you will be using are liquid chemicals, pills and patches. Medical Doctors can inject reagents into patients with syringes to instantly being the metabolization, or via pills which kick in after some time has passed. Patches work slightly differently, the mix of both worlds. They immediately being their metabolization but they inject their reagents over time, minimizing the threat of overdose. &lt;br /&gt;
&lt;br /&gt;
More often than not, pills and patches are taken to-go to be used when needed. &lt;br /&gt;
&lt;br /&gt;
Other ways include slipping and falling in a puddle, as well as reagent foams which can be synthesized or happen naturally during events. The latter can prove very deadly, as they apply their reagents in a rapid pace leading to easy overdoses. &lt;br /&gt;
&lt;br /&gt;
== Gears of the Trade ==&lt;br /&gt;
When it comes to toys to play with, you have a plethora. From basic necessities or optional upgrades to situational sidegrades.&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;Beakers&#039;&#039;&#039;[[File:Beaker.png|left|64x64px]][[File:GoldenBeaker.png|right|64x64px]][[File:LargeBeaker.png|center|64x64px]]&lt;br /&gt;
|The most important gear you will use. Comes in multiple sizes and can be inserted into most of your machinery. Beakers hold 100 units of any liquid reagents, small beakers 50 and the vendable golden beakers hold a grand total of 200. They are extremely fragile and will break if you fall or are hit with an explosive, keep your workplace clean. Even though you can, in most cases you won&#039;t want to drink things from it. As of now, heating it does not affect them and they will never break (unless you heat something volatile). Transfer amounts are adjustable by right clicking the beaker. &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&#039;&#039;&#039;Bottles &amp;amp; Vials&#039;&#039;&#039;[[File:Vial.png|left|64x64px]][[File:Bottle.png|right|64x64px]]&lt;br /&gt;
|Smaller reagent containers. Bottles always come with a 30 unit capacity where as vials may vary. The Plasma Vial your locker has holds only 10 units of Plasma. Can be used as output for the ChemMaster 3000. The Vial&#039;s main use is with the Table top Centrifuge. It is not uncommon for medical personnel to carry bottles full of different reagents for easy access on the move. &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&#039;&#039;&#039;Patch Box&#039;&#039;&#039;[[File:PatchPack.png|center|64x64px]]&lt;br /&gt;
|They come empty, it&#039;s your job to make them after all. Once you have your desired chemicals ready, put a patch box into the ChemMaster 3000 and create as many as you want. The Patch Box can hold 5 patches in total and the patches themselves can hold up to 20 units of a reagent. They are excellent for situations that call for large amounts of a reagent with low OD thresholds, as they inject their reagent at a slow but steady pace.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&#039;&#039;&#039;Pill Container&#039;&#039;&#039;[[File:PillCanister.png|center|64x64px]]&lt;br /&gt;
|Same as the Patch Boxes, they come empty. Functionally the same, but they can hold 10 pills in total while the pills have the same reagent capacity. Unlike patches, they apply all their reagents at once after some time has passed depending on how much reagent there is. &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&#039;&#039;&#039;Jugs &amp;amp; Buckets&#039;&#039;&#039;[[File:Jug.png|left|64x64px]][[File:Bucket.png|right|64x64px]]&lt;br /&gt;
|During busy shifts, medbay will go through your supply very quickly. Larger and more readily available containers are Jugs. They hold 200 units and are a great storage for all your medicinal goodness. Buckets hold 250 units, not as readily available but great alternatives to jugs. &lt;br /&gt;
|}&lt;br /&gt;
Aside from the items and handheld gear you get, you get plenty of machinery to aid you in your cooking endeavours. Each of them has a unique use, while it can be slightly overwhelming at first, they are all easy to understand and get used to. &lt;br /&gt;
&lt;br /&gt;
Most of them have their use grounded in reality and with some intuitive thinking, you can breeze through their uses. &lt;br /&gt;
&lt;br /&gt;
=== Chemical dispenser ===&lt;br /&gt;
[[File:ChemicalDispenser.png|left|128x128px]][[File:ChemicalDispenserUI.png]]&lt;br /&gt;
&lt;br /&gt;
Your own holy grail. Comes preloaded with most of the elements you will use. It will only accept beakers into it&#039;s inventory and can be dispensed at varying amounts. Elements such as Aluminium, Chlorine, Ethanol, etc. can be dispensed until they run out. Alternatively, you can take the whole jug out and empty it into the ChemMaster 4000. Other elements such as Carbon, Copper, Silicon cannot be taken out and do not have a limit on how much you dispense. Each time you dispense one of the infinite elements, the internal cell will lose some of it&#039;s charge. The cell is interchangeable and chargeable but it also slowly recharges on it&#039;s own as long as the Chem Dispenser is in a powered room. &lt;br /&gt;
&lt;br /&gt;
While it is possible to mix chemicals in the dispenser itself, it&#039;s easier and a much more controlled experience if it&#039;s done in a ChemMaster 4000. &lt;br /&gt;
&lt;br /&gt;
=== ChemMaster 4000 ===&lt;br /&gt;
[[File:ChemMaster4000.png|left|128x128px]]&lt;br /&gt;
[[File:ChemMasterUI.png]]&lt;br /&gt;
&lt;br /&gt;
Similarly to the Chem Dispenser, this will be your most used machine. It accepts beakers which will be shown in the upper portion of the UI, it will mix all the reagents which you can access in the buffer in the lower portion. It has an output, for which it accepts bottles, vials, patch boxes and pill containers. While you can make pills and patches even if you don&#039;t put their respective containers into the machine, it will create a mess by dropping all the pills/patches on the ground for you to pick up.&lt;/div&gt;</summary>
		<author><name>DrPuggers</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=File:LargeBeaker.png&amp;diff=1671</id>
		<title>File:LargeBeaker.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=File:LargeBeaker.png&amp;diff=1671"/>
		<updated>2025-11-14T06:24:24Z</updated>

		<summary type="html">&lt;p&gt;DrPuggers: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Large Beaker sprite&lt;/div&gt;</summary>
		<author><name>DrPuggers</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=File:ChemMasterUI.png&amp;diff=1670</id>
		<title>File:ChemMasterUI.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=File:ChemMasterUI.png&amp;diff=1670"/>
		<updated>2025-11-14T06:22:48Z</updated>

		<summary type="html">&lt;p&gt;DrPuggers: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;ChemMaster UI&lt;/div&gt;</summary>
		<author><name>DrPuggers</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=File:ChemMaster4000.png&amp;diff=1669</id>
		<title>File:ChemMaster4000.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=File:ChemMaster4000.png&amp;diff=1669"/>
		<updated>2025-11-14T06:22:12Z</updated>

		<summary type="html">&lt;p&gt;DrPuggers: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Chem Master 4000 sprite&lt;/div&gt;</summary>
		<author><name>DrPuggers</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=File:ChemicalDispenserUI.png&amp;diff=1668</id>
		<title>File:ChemicalDispenserUI.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=File:ChemicalDispenserUI.png&amp;diff=1668"/>
		<updated>2025-11-14T06:09:39Z</updated>

		<summary type="html">&lt;p&gt;DrPuggers: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Chemical Dispenser UI&lt;/div&gt;</summary>
		<author><name>DrPuggers</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=File:ChemicalDispenser.png&amp;diff=1667</id>
		<title>File:ChemicalDispenser.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=File:ChemicalDispenser.png&amp;diff=1667"/>
		<updated>2025-11-14T06:06:04Z</updated>

		<summary type="html">&lt;p&gt;DrPuggers: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Chemical Dispenser sprite&lt;/div&gt;</summary>
		<author><name>DrPuggers</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=File:Jug.png&amp;diff=1666</id>
		<title>File:Jug.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=File:Jug.png&amp;diff=1666"/>
		<updated>2025-11-14T05:59:41Z</updated>

		<summary type="html">&lt;p&gt;DrPuggers: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Jug sprite&lt;/div&gt;</summary>
		<author><name>DrPuggers</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=File:Bucket.png&amp;diff=1665</id>
		<title>File:Bucket.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=File:Bucket.png&amp;diff=1665"/>
		<updated>2025-11-14T05:59:18Z</updated>

		<summary type="html">&lt;p&gt;DrPuggers: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Bucket sprite&lt;/div&gt;</summary>
		<author><name>DrPuggers</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=File:PillCanister.png&amp;diff=1664</id>
		<title>File:PillCanister.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=File:PillCanister.png&amp;diff=1664"/>
		<updated>2025-11-14T05:54:44Z</updated>

		<summary type="html">&lt;p&gt;DrPuggers: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Pill Canister sprite&lt;/div&gt;</summary>
		<author><name>DrPuggers</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=File:Bottle.png&amp;diff=1663</id>
		<title>File:Bottle.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=File:Bottle.png&amp;diff=1663"/>
		<updated>2025-11-14T05:51:19Z</updated>

		<summary type="html">&lt;p&gt;DrPuggers: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Bottle sprite&lt;/div&gt;</summary>
		<author><name>DrPuggers</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=File:Vial.png&amp;diff=1662</id>
		<title>File:Vial.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=File:Vial.png&amp;diff=1662"/>
		<updated>2025-11-14T05:50:41Z</updated>

		<summary type="html">&lt;p&gt;DrPuggers: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Vial sprite&lt;/div&gt;</summary>
		<author><name>DrPuggers</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=File:PatchPack.png&amp;diff=1661</id>
		<title>File:PatchPack.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=File:PatchPack.png&amp;diff=1661"/>
		<updated>2025-11-14T05:49:22Z</updated>

		<summary type="html">&lt;p&gt;DrPuggers: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Patch Pack sprite&lt;/div&gt;</summary>
		<author><name>DrPuggers</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=File:GoldenBeaker.png&amp;diff=1660</id>
		<title>File:GoldenBeaker.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=File:GoldenBeaker.png&amp;diff=1660"/>
		<updated>2025-11-14T05:43:50Z</updated>

		<summary type="html">&lt;p&gt;DrPuggers: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Golden Beaker sprite&lt;/div&gt;</summary>
		<author><name>DrPuggers</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=File:Beaker.png&amp;diff=1659</id>
		<title>File:Beaker.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=File:Beaker.png&amp;diff=1659"/>
		<updated>2025-11-14T05:42:59Z</updated>

		<summary type="html">&lt;p&gt;DrPuggers: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Beaker sprite&lt;/div&gt;</summary>
		<author><name>DrPuggers</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=File:BrigKit.png&amp;diff=1650</id>
		<title>File:BrigKit.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=File:BrigKit.png&amp;diff=1650"/>
		<updated>2025-11-13T06:44:30Z</updated>

		<summary type="html">&lt;p&gt;DrPuggers: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;BrigKit sprite&lt;/div&gt;</summary>
		<author><name>DrPuggers</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=File:BrigBuddy5000.png&amp;diff=1649</id>
		<title>File:BrigBuddy5000.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=File:BrigBuddy5000.png&amp;diff=1649"/>
		<updated>2025-11-13T06:41:40Z</updated>

		<summary type="html">&lt;p&gt;DrPuggers: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Brig Buddy 5000 sprite&lt;/div&gt;</summary>
		<author><name>DrPuggers</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=File:BrigmedicDefibrillatorBattery.png&amp;diff=1648</id>
		<title>File:BrigmedicDefibrillatorBattery.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=File:BrigmedicDefibrillatorBattery.png&amp;diff=1648"/>
		<updated>2025-11-13T06:38:53Z</updated>

		<summary type="html">&lt;p&gt;DrPuggers: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Brigmedic&#039;s Defibrillator Battery sprite&lt;/div&gt;</summary>
		<author><name>DrPuggers</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=File:BrigmedicDefibrillator.png&amp;diff=1647</id>
		<title>File:BrigmedicDefibrillator.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=File:BrigmedicDefibrillator.png&amp;diff=1647"/>
		<updated>2025-11-13T06:38:19Z</updated>

		<summary type="html">&lt;p&gt;DrPuggers: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Brigmedic Defibrillator sprite&lt;/div&gt;</summary>
		<author><name>DrPuggers</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=File:BrigmedicHeadset.png&amp;diff=1646</id>
		<title>File:BrigmedicHeadset.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=File:BrigmedicHeadset.png&amp;diff=1646"/>
		<updated>2025-11-13T06:30:58Z</updated>

		<summary type="html">&lt;p&gt;DrPuggers: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Brigmedic&#039;s headset sprite&lt;/div&gt;</summary>
		<author><name>DrPuggers</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=Warden&amp;diff=1644</id>
		<title>Warden</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=Warden&amp;diff=1644"/>
		<updated>2025-11-13T03:49:06Z</updated>

		<summary type="html">&lt;p&gt;DrPuggers: Added icons to the gear portion as well as what items are great for unruly prisoners. Shifte some things around, fixed some grammar and generally reorganized things.&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=Moderate|responsibilities=Patrol the security department, hand out weapons from the armory and ensure prisoners are being processed and released in order.|roleplayExpectations=Moderate|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>DrPuggers</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=File:Syringe.png&amp;diff=1643</id>
		<title>File:Syringe.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=File:Syringe.png&amp;diff=1643"/>
		<updated>2025-11-13T03:40:57Z</updated>

		<summary type="html">&lt;p&gt;DrPuggers: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Syringe sprite&lt;/div&gt;</summary>
		<author><name>DrPuggers</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=File:ClothingElectropack.png&amp;diff=1642</id>
		<title>File:ClothingElectropack.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=File:ClothingElectropack.png&amp;diff=1642"/>
		<updated>2025-11-13T03:23:18Z</updated>

		<summary type="html">&lt;p&gt;DrPuggers: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Electropack clothing item sprite&lt;/div&gt;</summary>
		<author><name>DrPuggers</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=File:ClothingStraightJacket.png&amp;diff=1641</id>
		<title>File:ClothingStraightJacket.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=File:ClothingStraightJacket.png&amp;diff=1641"/>
		<updated>2025-11-13T03:22:43Z</updated>

		<summary type="html">&lt;p&gt;DrPuggers: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Straight Jacket clothing item sprite&lt;/div&gt;</summary>
		<author><name>DrPuggers</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=File:Binoculars.png&amp;diff=1640</id>
		<title>File:Binoculars.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=File:Binoculars.png&amp;diff=1640"/>
		<updated>2025-11-13T03:17:25Z</updated>

		<summary type="html">&lt;p&gt;DrPuggers: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Binoculars sprite&lt;/div&gt;</summary>
		<author><name>DrPuggers</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=File:DoorRemoteArmory.png&amp;diff=1639</id>
		<title>File:DoorRemoteArmory.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=File:DoorRemoteArmory.png&amp;diff=1639"/>
		<updated>2025-11-13T03:14:53Z</updated>

		<summary type="html">&lt;p&gt;DrPuggers: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Armory door remote sprite&lt;/div&gt;</summary>
		<author><name>DrPuggers</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=File:RubberStampWarden.png&amp;diff=1638</id>
		<title>File:RubberStampWarden.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=File:RubberStampWarden.png&amp;diff=1638"/>
		<updated>2025-11-13T03:13:23Z</updated>

		<summary type="html">&lt;p&gt;DrPuggers: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Warden&#039;s rubber stamp sprite&lt;/div&gt;</summary>
		<author><name>DrPuggers</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=File:WeaponEnergyShotgun.png&amp;diff=1637</id>
		<title>File:WeaponEnergyShotgun.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=File:WeaponEnergyShotgun.png&amp;diff=1637"/>
		<updated>2025-11-13T03:09:39Z</updated>

		<summary type="html">&lt;p&gt;DrPuggers: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Warden&#039;s energy shotgun sprite&lt;/div&gt;</summary>
		<author><name>DrPuggers</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=Captain&amp;diff=1622</id>
		<title>Captain</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=Captain&amp;diff=1622"/>
		<updated>2025-11-11T15:21:32Z</updated>

		<summary type="html">&lt;p&gt;DrPuggers: Added images of the captain&amp;#039;s loadout&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. insuring that the crew is not revolting or causing to much mayhem|guides=[[Command Guide]], [[Command SOP]]}}The Captain. The big boss 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 vague 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;
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Be the shining beacon of expectation on the station.&lt;br /&gt;
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== 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;
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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.&lt;br /&gt;
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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;
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== 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 will too, 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;
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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;
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=== 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;
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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;
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=== 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;
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==== 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;
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==== 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;
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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;
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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;
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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;
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==== 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;
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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;
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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;
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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;
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== Bridge ==&lt;br /&gt;
The Bridge holds most, if not all, station&#039;s consoles for information and action.&lt;br /&gt;
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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;
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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;
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== 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;
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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;
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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;
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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;
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== Captain&#039;s Expectations ==&lt;br /&gt;
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* 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;
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== 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;/div&gt;</summary>
		<author><name>DrPuggers</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=File:AntiqueLaserGunCaseOpened.png&amp;diff=1621</id>
		<title>File:AntiqueLaserGunCaseOpened.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=File:AntiqueLaserGunCaseOpened.png&amp;diff=1621"/>
		<updated>2025-11-11T15:07:34Z</updated>

		<summary type="html">&lt;p&gt;DrPuggers: &lt;/p&gt;
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&lt;div&gt;Screenshot of the opened case of the antique laser gun&lt;/div&gt;</summary>
		<author><name>DrPuggers</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=File:AntiqueLaserGun.png&amp;diff=1620</id>
		<title>File:AntiqueLaserGun.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=File:AntiqueLaserGun.png&amp;diff=1620"/>
		<updated>2025-11-11T15:06:33Z</updated>

		<summary type="html">&lt;p&gt;DrPuggers: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Screenshot of the antique laser gun item&lt;/div&gt;</summary>
		<author><name>DrPuggers</name></author>
	</entry>
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