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	<id>https://wiki.starlight.network/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Tutle21</id>
	<title>Starlight wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://wiki.starlight.network/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Tutle21"/>
	<link rel="alternate" type="text/html" href="https://wiki.starlight.network/Special:Contributions/Tutle21"/>
	<updated>2026-04-05T19:11:30Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wiki.starlight.network/index.php?title=Science_SOP&amp;diff=1633</id>
		<title>Science SOP</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=Science_SOP&amp;diff=1633"/>
		<updated>2025-11-12T15:14:57Z</updated>

		<summary type="html">&lt;p&gt;Tutle21: several players complained that the wordings regarding assistants doing dangerous experiments is too harsh. reworded it to keep the context the same but more humane sounding.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Starlight Science SOP =&lt;br /&gt;
Science is the primary focus of NanoTrasen&#039;s research stations, and is prioritized above other departments. This SOP is intended to assist the science department in conducting efficient and effective research aboard NanoTrasen vessels. Safe research should also be prioritized when convenient. Breaks of this SOP should be reported to the Research Director, or your nearest internal affairs agent or NT Representative.&lt;br /&gt;
&lt;br /&gt;
== Research Guidelines ==&lt;br /&gt;
&amp;lt;blockquote&amp;gt;These procedures apply to all science members actively performing research, unless otherwise stated in their specific SOP.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Anomaly Research ===&lt;br /&gt;
1. Anomalies may not be generated without express permission from the Research Director for each anomaly generated. It is recommended that anomaly locators be on hand before generating an anomaly.&lt;br /&gt;
&lt;br /&gt;
2. If there are any uncontained anomalies, an anomaly may not be generated.&lt;br /&gt;
&lt;br /&gt;
3. Before generating an anomaly, the Research Director should inform command, and either make a radio announcement or station announcement of intent to generate an anomaly.&lt;br /&gt;
&lt;br /&gt;
4. A generated anomaly must be searched for by at least two (2) members of the science department, unless there are less than 5 department members.&lt;br /&gt;
&lt;br /&gt;
5. All anomalies must be stabilized and contained before being linked to an anomaly vessel. &lt;br /&gt;
&lt;br /&gt;
6. The decision to collapse an anomaly may only be made by the Research Director, or Captain. &lt;br /&gt;
&lt;br /&gt;
7. Department heads may request to have an anomaly removed if it significantly impedes their department&#039;s functions.&lt;br /&gt;
&lt;br /&gt;
8. Anomaly vessels should be clearly marked with the type and location of the linked anomaly.&lt;br /&gt;
&lt;br /&gt;
9. Anomalies that have taken a living host may be sustained or collapsed at the request of the individual crew member.&lt;br /&gt;
&lt;br /&gt;
10. Anomalies with a living host that are to be sustained require an Anomalous Host Consent Form&lt;br /&gt;
&lt;br /&gt;
=== Artifact Research ===&lt;br /&gt;
1. Artifacts should be contained in an appropriately protective area to minimize risk to crew from its activation.&lt;br /&gt;
&lt;br /&gt;
2. Scientists should attempt to work in pairs in case of emergency.&lt;br /&gt;
&lt;br /&gt;
3. Internals should be worn when working on artifacts, in case of accidental gas release.&lt;br /&gt;
&lt;br /&gt;
4. Artifacts being transported out of science must be placed into an artifact container.&lt;br /&gt;
&lt;br /&gt;
5. The Research Director must approve the sale or crushing of an artifact.&lt;br /&gt;
&lt;br /&gt;
== Item Distribution ==&lt;br /&gt;
1. Items made from the protolathe, autolathe, and circuit imprinter require a proper item request form to be distributed to crew.&lt;br /&gt;
&lt;br /&gt;
2. The [[Cargo SOP#Pre-Approved Materials List|pre-approved materials]] list in the Cargo SOP may be used to circumvent this requirement.&lt;br /&gt;
&lt;br /&gt;
3. Violations of [[Corporate Law]] using these items may result in charges against the science department.&lt;br /&gt;
&lt;br /&gt;
== Research Director ==&lt;br /&gt;
1. The Research Director should ensure that research is being done. &lt;br /&gt;
&lt;br /&gt;
2. All research rewards unlocked by the Science department should be approved by the Research Director.&lt;br /&gt;
&lt;br /&gt;
3. The Research Director is permitted to change the station AI&#039;s lawset, according to the [[Command SOP#AI|Command SOP]].&lt;br /&gt;
&lt;br /&gt;
4. The Research Director is to be held accountable alongside the responsible science personnel for any accidents that harm crew members.&lt;br /&gt;
&lt;br /&gt;
== Scientist ==&lt;br /&gt;
1. Scientists report directly to the Research Director.&lt;br /&gt;
&lt;br /&gt;
2. Scientists should follow basic safety protocols when performing research, such as: wearing internals for gas release, wearing a bomb suit for potential explosions, hazardous material containment.&lt;br /&gt;
&lt;br /&gt;
3. Scientists should communicate any potential hazards to the crew, such as: anomaly generation, potential explosions, loose artifacts, and other hazards.&lt;br /&gt;
&lt;br /&gt;
4. Scientists should instruct any Research assistants near them, and are responsible for their safety.&lt;br /&gt;
&lt;br /&gt;
5. Scientists should assign Research Assistants on more dangerous experiments and act as the assistant&#039;s safety net and supervisor.&lt;br /&gt;
&lt;br /&gt;
6. Scientists may NOT assign assistants to experiments that lead to a near guaranteed death.&lt;br /&gt;
&lt;br /&gt;
== Research Assistant ==&lt;br /&gt;
1. Research Assistants report directly to the Research Director.&lt;br /&gt;
&lt;br /&gt;
2. Research Assistants report to the nearest scientist, after the Research Director.&lt;br /&gt;
&lt;br /&gt;
3. Research Assistants should be prioritized on performing riskier experiments, utilizing the proper protection and under guidance of a scientist.&lt;br /&gt;
&lt;br /&gt;
== Roboticist ==&lt;br /&gt;
1. Roboticists report directly to the Research Director.&lt;br /&gt;
&lt;br /&gt;
2. Roboticists must obtain permission from the Hos or Captain, and the Research Director, before any combat oriented mechs or cyborgs can be created.&lt;br /&gt;
&lt;br /&gt;
3. Roboticists should prioritize having an empty cyborg chassis at all times, in case of unplanned MMI insertion.&lt;br /&gt;
&lt;br /&gt;
4. Roboticists must have an appropriately stamped and signed &amp;quot;Cyborg Conversion Form&amp;quot; before transferring a crew member into a cyborg.&lt;br /&gt;
&lt;br /&gt;
5. Roboticists, at the direction of the Captain, HoS, or Research Director, may omit this form for prisoners, or the CMO and Research Director for bloated corpses.&lt;br /&gt;
&lt;br /&gt;
== Appendix ==&lt;br /&gt;
&lt;br /&gt;
=== Documentation &amp;amp; Paperwork ===&lt;br /&gt;
The following forms should be available for use within Science:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Anomaly Research Log&#039;&#039;&#039; – records of generated anomalies, their status, and containment.&lt;br /&gt;
* &#039;&#039;&#039;Artifact Test Record&#039;&#039;&#039; – expected and observed effects of artifact activation.&lt;br /&gt;
* &#039;&#039;&#039;Cyborg Chassis Transfer Record&#039;&#039;&#039; – Documentation of chassis transfer, reasoning, prior and future chassis name.&lt;br /&gt;
* &#039;&#039;&#039;Cyborg Conversion Form&#039;&#039;&#039; – Records individual to be converted, the new chassis, authorization, and reasoning.&lt;br /&gt;
* &#039;&#039;&#039;Cyborg/AI Conversion Consent Form&#039;&#039;&#039; – Records explicit consent by crew member to be converted into a cyborg.&lt;br /&gt;
* &#039;&#039;&#039;Item Request Form&#039;&#039;&#039; – documentation of upgrades, distributed boards, and recipients.&lt;br /&gt;
* &#039;&#039;&#039;Anomalous Host Consent Form&#039;&#039;&#039; – written informed consent for crew hosting anomalies.&lt;br /&gt;
&lt;br /&gt;
All forms should be filed promptly in departmental records and made available for review by the RD, Command, or Internal Affairs.&lt;/div&gt;</summary>
		<author><name>Tutle21</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=Humans&amp;diff=1591</id>
		<title>Humans</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=Humans&amp;diff=1591"/>
		<updated>2025-11-06T02:57:14Z</updated>

		<summary type="html">&lt;p&gt;Tutle21: fixed earth current status&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Template:SpeciesPageHeader|speciesName=Humans|img=Human.png|playability=Round Start|generalFeatures=&amp;lt;nowiki&amp;gt; Jack of all trades, no significant advantage or disadvantage. &amp;lt;/nowiki&amp;gt;|positiveFeatures=&amp;lt;nowiki&amp;gt;None. &amp;lt;/nowiki&amp;gt;|negativeFeatures=&amp;lt;nowiki&amp;gt; Cannot eat raw meat or fibers. &amp;lt;/nowiki&amp;gt;|weaknesses=None.|resistances=None.}}&lt;br /&gt;
&lt;br /&gt;
== Humans ==&lt;br /&gt;
Humans are an omnivore species that is made of flesh and furless originating from the planet Earth. Their homeworld contained a moon and orbits around a yellow star, and the planet was originally lush with life and nature. Due to the wars of the 21st century and deteriorating environment from nuclear fallouts, what&#039;s left of the nations and states became united into the Trans-Solar Federation and taking off into the stars.&lt;br /&gt;
&lt;br /&gt;
Originally made up of countless languages, the human race has since used the &#039;&#039;&#039;solar common&#039;&#039;&#039; language as their dominant language.&lt;br /&gt;
&lt;br /&gt;
== Biology ==&lt;br /&gt;
Originally evolving from monkeys, these modern humans have since become a bipedal species sporting skins and flesh. They have an inner skeleton, and composed of several organs such as the heart, brain, etc with red blood within their circulatory system. Humans rely on their senses of smell from their nose, sight from their eyes, hearing from their ears, and taste using their tongue while they feel touch from their skins. Their skins are not durable, making it easy to harm a human and penetrate their skin using sharp weapons or leave bruises with a blunt weapon. Their lack of fur or outer shell means that they do not have any additional protection from external factors such as heat and pressure.&lt;br /&gt;
&lt;br /&gt;
== Culture ==&lt;br /&gt;
&lt;br /&gt;
=== History ===&lt;br /&gt;
humans were theorized to come from monkeys, where they evolve from the stone age up to the era of space-faring. Their method of survival depended on farming for plants and hunting animals to feed on their meat, though the latter would require them to cook to avoid getting food poisoning. This method has not changed, only improved with time and technology as the years progressed. Wars were not a rare phenomenon among the human race, as these have been fought over ideology, territory, resources, or even pure disagreement. &lt;br /&gt;
&lt;br /&gt;
The planet earth itself has different biomes in different regions, some regions experience snowing and springs while on the other end of the planet, heat and endless dry seasons plague the inhabitants. This difference in environment and the scattered continents made the perfect grounds for a diversity in culture among the humans. Their nature of war and conflict has not dulled out as time progresses, and this cycle reached its climax during the 21st century during the Eastern Seas War, where devastation from weapons technology and nuclear weapons left a permanent mark on their planet with billions of lives lost in the fighting. What&#039;s left of the human race eventually united under the Trans-Solar Federation, with organizations such as the NanoTrasen and Cybersun forming up to benefit from this new federation.&lt;br /&gt;
&lt;br /&gt;
But after several years of events and contacts with other species, internal conflicts reached a breaking point with several planets revolting and establishing the Union of Soviet Socialist Planets, or USSP after being inspired by Ames&#039; manifesto, a socialist manifesto with fashions from the soviet russia. Being marked as a terrorist movement, tensions rose between the TSF and USSP but then another organization emerged from the shadows with the assassination of a highly important figure, the organization being &amp;quot;The Syndicate&amp;quot;. The syndicate were made from the remnants and grudges of people who suffered at the hands of TSF, and secretly supported by Cybersun.&lt;br /&gt;
&lt;br /&gt;
=== Religion ===&lt;br /&gt;
Before reaching space-faring capabilities, the human race have a wide variety of religions in place though many were lost to time or simply grew out of place. After the Eastern Seas War and the development of TSF, a few new religions came to existence:&lt;br /&gt;
&lt;br /&gt;
===== &#039;&#039;&#039;Children of the Waste&#039;&#039;&#039; =====&lt;br /&gt;
The Children of the Waste is a cult formed in the aftermath of the Eastern Seas War. This ragtag group originally consisted of a handful of survivors in the devastated region of Europe, the cult was made out of pure desperation and hopeless dreams made as a last effort to retain any sense of sanity and will to live. This cult eventually grew larger, mostly thanks to the large numbers of survivors suffering the same fate and looking for any chance of salvations or hope.&lt;br /&gt;
&lt;br /&gt;
They believe that the nuclear devastation was a fate bestowed to them by the God of Reclamation, Ratanva, as a way to purge the human race of its sins and allow them to be reborn as reclaimed souls with the radiation slowly cleansing their souls of their past sins. They often call other members as &amp;quot;reclaimer&amp;quot; and followed by their first name. Currently, their cult is lead by &amp;quot;Wilhelm Vander, the pure one&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
Due to their beliefs, these cults often reside in radioactive zones with its home base located in Earth. Though this group is generally neutral, a minority of its cells became more extremists and attempts to spread radiations to other planets by utilizing makeshift uranium weapons or dirty bombs. &lt;br /&gt;
&lt;br /&gt;
===== &#039;&#039;&#039;Galaxum&#039;&#039;&#039; =====&lt;br /&gt;
This religion was a more modern version of its older ancestor, as Galaxum refers to the Grand Lord of Space and Sky as its deity though no one ever knows its name. This religion is one of the dominant religions within humanity after the creation of TSF, with many worshipping it to grant protection in their space travels and daily lives. Its scripts often describe the deity as an ever vigilant deity watching over the galaxy, and often relates major crisis as the deity not watching over them or falling asleep.&lt;br /&gt;
&lt;br /&gt;
=== Family and Community ===&lt;br /&gt;
Throughout their advancements, humanity has achieved several leaps of technology starting from the stone age, agriculture, up to the industrial and modern age before stepping foot into the space-faring era. Due to the diverse landspace of many extremities, communities are often influenced by their environments resulting in stark contrasts between every community. Historically, humanity has formed small local communities from the stone age before reaching the stage of larger communities such as a small town or city. Eventually these social developments results in the creations of so-called &amp;quot;Nations&amp;quot; or &amp;quot;Countries&amp;quot;, where several communities unite under one banner as a general identity. &lt;br /&gt;
&lt;br /&gt;
Unfortunately, the human nature and struggle on their existence caused hostilies to form may that due to difference in ideology, the need of resources or land, or simply out of spite. Wars have been fought between these countries which resulted in the needs of weapons developments and makes it harder for a human to trust one another out of fear of betrayal. The creation of TSF have shifted this from nations into mostly powerful corporations such as NanoTrasen and Cybersun, though earth itself still have its own government.&lt;br /&gt;
&lt;br /&gt;
=== Fashion and aesthetics ===&lt;br /&gt;
Before the creation of space travel, humanity often fashion themselves based on their region of origins. Those who lived in colder climates tend to wear thicker clothes made of cotton while those living in warmer conditions would wear more thinner fiber clothes that covers less of their body than their cold counterparts. The fashion itself becomes a neverending trend that changes, sometimes switching from colour popularity, clothing type, and even bizzare concepts of fashion other species might find weird. When genetics developments became more advanced, some humans choose to genetically modify themselves by adding animalistic parts such as animal ears or tails while others choose to lean more heavily toward cybernetics.&lt;br /&gt;
&lt;br /&gt;
Generally, their infrastructure is made out of decent materials capable of lasting long and offers comfort to its owners. Some regions would specialize their buildings to become more resistant to certain natural disasters such as earthquakes, storms, or even tsunamis. They have also often create multiple housings within a single area due to the ever growing population and lack of living space, creating buildings known as apartments to maximize living space. Though with all these variety, humanity commonly use concrete and bricks as their primary material on building infrastructures due to its availability and durability. Eventually though, this has shifted more toward utilizing steel and plastinium as the race becomes a space-faring species.&lt;br /&gt;
&lt;br /&gt;
== Society ==&lt;br /&gt;
&lt;br /&gt;
=== Governments ===&lt;br /&gt;
Humanity used to have a high number of governments on earth reaching more than 30 countries active and lead by the United Nations. In the aftermath of the [[History|Eastern Seas War]], the economy devastation and nuclear detonations resulted in Less than 4 countries remain standing and the rest either annihilated during the war or fractured into smaller regions such as the United States. The remnants of humanity eventually united into the Trans-Solar Federation, supported by megacorporations such as NanoTrasen and Cybersun.&lt;br /&gt;
&lt;br /&gt;
=== Economy ===&lt;br /&gt;
Pre-TSF, humanity used a variety of local currencies based on their countries with the US dollar being its global currency. After the devastation of the Eastern Seas War, the shattered economy was slowly rebuilt revolving around spesos as its main currency due to the efforts of TSF and the megacorporations, though this would result in monopolies being held exclusively by these corporations and fierce competitions. Though the human economy is often a jack of all trades, providing both essentials, recreational, and materials to its trade partners, its weapons developments become one of its mainstay and trump card. This was often seen in the form of megacorporations providing weaponry and technologies to wars or conflicts, may that be internal wars or external wars.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
&lt;br /&gt;
* The home planet of humanity, &amp;quot;earth&amp;quot;, has restored much of its stability and environmental security after the nuclear fallout. The aftermath results in Earth becoming the most strict in terms of environmental security.&lt;/div&gt;</summary>
		<author><name>Tutle21</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=Humans&amp;diff=1590</id>
		<title>Humans</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=Humans&amp;diff=1590"/>
		<updated>2025-11-05T05:52:33Z</updated>

		<summary type="html">&lt;p&gt;Tutle21: finished human lore page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Template:SpeciesPageHeader|speciesName=Humans|img=Human.png|playability=Round Start|generalFeatures=&amp;lt;nowiki&amp;gt; Jack of all trades, no significant advantage or disadvantage. &amp;lt;/nowiki&amp;gt;|positiveFeatures=&amp;lt;nowiki&amp;gt;None. &amp;lt;/nowiki&amp;gt;|negativeFeatures=&amp;lt;nowiki&amp;gt; Cannot eat raw meat or fibers. &amp;lt;/nowiki&amp;gt;|weaknesses=None.|resistances=None.}}&lt;br /&gt;
&lt;br /&gt;
== Humans ==&lt;br /&gt;
Humans are an omnivore species that is made of flesh and furless originating from the planet Earth. Their homeworld contained a moon and orbits around a yellow star, and the planet was originally lush with life and nature. Due to the wars of the 21st century and deteriorating environment from nuclear fallouts, what&#039;s left of the nations and states became united into the Trans-Solar Federation and taking off into the stars.&lt;br /&gt;
&lt;br /&gt;
Originally made up of countless languages, the human race has since used the &#039;&#039;&#039;solar common&#039;&#039;&#039; language as their dominant language.&lt;br /&gt;
&lt;br /&gt;
== Biology ==&lt;br /&gt;
Originally evolving from monkeys, these modern humans have since become a bipedal species sporting skins and flesh. They have an inner skeleton, and composed of several organs such as the heart, brain, etc with red blood within their circulatory system. Humans rely on their senses of smell from their nose, sight from their eyes, hearing from their ears, and taste using their tongue while they feel touch from their skins. Their skins are not durable, making it easy to harm a human and penetrate their skin using sharp weapons or leave bruises with a blunt weapon. Their lack of fur or outer shell means that they do not have any additional protection from external factors such as heat and pressure.&lt;br /&gt;
&lt;br /&gt;
== Culture ==&lt;br /&gt;
&lt;br /&gt;
=== History ===&lt;br /&gt;
humans were theorized to come from monkeys, where they evolve from the stone age up to the era of space-faring. Their method of survival depended on farming for plants and hunting animals to feed on their meat, though the latter would require them to cook to avoid getting food poisoning. This method has not changed, only improved with time and technology as the years progressed. Wars were not a rare phenomenon among the human race, as these have been fought over ideology, territory, resources, or even pure disagreement. &lt;br /&gt;
&lt;br /&gt;
The planet earth itself has different biomes in different regions, some regions experience snowing and springs while on the other end of the planet, heat and endless dry seasons plague the inhabitants. This difference in environment and the scattered continents made the perfect grounds for a diversity in culture among the humans. Their nature of war and conflict has not dulled out as time progresses, and this cycle reached its climax during the 21st century during the Eastern Seas War, where devastation from weapons technology and nuclear weapons left a permanent mark on their planet with billions of lives lost in the fighting. What&#039;s left of the human race eventually united under the Trans-Solar Federation, with organizations such as the NanoTrasen and Cybersun forming up to benefit from this new federation.&lt;br /&gt;
&lt;br /&gt;
But after several years of events and contacts with other species, internal conflicts reached a breaking point with several planets revolting and establishing the Union of Soviet Socialist Planets, or USSP after being inspired by Ames&#039; manifesto, a socialist manifesto with fashions from the soviet russia. Being marked as a terrorist movement, tensions rose between the TSF and USSP but then another organization emerged from the shadows with the assassination of a highly important figure, the organization being &amp;quot;The Syndicate&amp;quot;. The syndicate were made from the remnants and grudges of people who suffered at the hands of TSF, and secretly supported by Cybersun.&lt;br /&gt;
&lt;br /&gt;
=== Religion ===&lt;br /&gt;
Before reaching space-faring capabilities, the human race have a wide variety of religions in place though many were lost to time or simply grew out of place. After the Eastern Seas War and the development of TSF, a few new religions came to existence:&lt;br /&gt;
&lt;br /&gt;
===== &#039;&#039;&#039;Children of the Waste&#039;&#039;&#039; =====&lt;br /&gt;
The Children of the Waste is a cult formed in the aftermath of the Eastern Seas War. This ragtag group originally consisted of a handful of survivors in the devastated region of Europe, the cult was made out of pure desperation and hopeless dreams made as a last effort to retain any sense of sanity and will to live. This cult eventually grew larger, mostly thanks to the large numbers of survivors suffering the same fate and looking for any chance of salvations or hope.&lt;br /&gt;
&lt;br /&gt;
They believe that the nuclear devastation was a fate bestowed to them by the God of Reclamation, Ratanva, as a way to purge the human race of its sins and allow them to be reborn as reclaimed souls with the radiation slowly cleansing their souls of their past sins. They often call other members as &amp;quot;reclaimer&amp;quot; and followed by their first name. Currently, their cult is lead by &amp;quot;Wilhelm Vander, the pure one&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
Due to their beliefs, these cults often reside in radioactive zones with its home base located in Earth. Though this group is generally neutral, a minority of its cells became more extremists and attempts to spread radiations to other planets by utilizing makeshift uranium weapons or dirty bombs. &lt;br /&gt;
&lt;br /&gt;
===== &#039;&#039;&#039;Galaxum&#039;&#039;&#039; =====&lt;br /&gt;
This religion was a more modern version of its older ancestor, as Galaxum refers to the Grand Lord of Space and Sky as its deity though no one ever knows its name. This religion is one of the dominant religions within humanity after the creation of TSF, with many worshipping it to grant protection in their space travels and daily lives. Its scripts often describe the deity as an ever vigilant deity watching over the galaxy, and often relates major crisis as the deity not watching over them or falling asleep.&lt;br /&gt;
&lt;br /&gt;
=== Family and Community ===&lt;br /&gt;
Throughout their advancements, humanity has achieved several leaps of technology starting from the stone age, agriculture, up to the industrial and modern age before stepping foot into the space-faring era. Due to the diverse landspace of many extremities, communities are often influenced by their environments resulting in stark contrasts between every community. Historically, humanity has formed small local communities from the stone age before reaching the stage of larger communities such as a small town or city. Eventually these social developments results in the creations of so-called &amp;quot;Nations&amp;quot; or &amp;quot;Countries&amp;quot;, where several communities unite under one banner as a general identity. &lt;br /&gt;
&lt;br /&gt;
Unfortunately, the human nature and struggle on their existence caused hostilies to form may that due to difference in ideology, the need of resources or land, or simply out of spite. Wars have been fought between these countries which resulted in the needs of weapons developments and makes it harder for a human to trust one another out of fear of betrayal. The creation of TSF have shifted this from nations into mostly powerful corporations such as NanoTrasen and Cybersun, though earth itself still have its own government.&lt;br /&gt;
&lt;br /&gt;
=== Fashion and aesthetics ===&lt;br /&gt;
Before the creation of space travel, humanity often fashion themselves based on their region of origins. Those who lived in colder climates tend to wear thicker clothes made of cotton while those living in warmer conditions would wear more thinner fiber clothes that covers less of their body than their cold counterparts. The fashion itself becomes a neverending trend that changes, sometimes switching from colour popularity, clothing type, and even bizzare concepts of fashion other species might find weird. When genetics developments became more advanced, some humans choose to genetically modify themselves by adding animalistic parts such as animal ears or tails while others choose to lean more heavily toward cybernetics.&lt;br /&gt;
&lt;br /&gt;
Generally, their infrastructure is made out of decent materials capable of lasting long and offers comfort to its owners. Some regions would specialize their buildings to become more resistant to certain natural disasters such as earthquakes, storms, or even tsunamis. They have also often create multiple housings within a single area due to the ever growing population and lack of living space, creating buildings known as apartments to maximize living space. Though with all these variety, humanity commonly use concrete and bricks as their primary material on building infrastructures due to its availability and durability. Eventually though, this has shifted more toward utilizing steel and plastinium as the race becomes a space-faring species.&lt;br /&gt;
&lt;br /&gt;
== Society ==&lt;br /&gt;
&lt;br /&gt;
=== Governments ===&lt;br /&gt;
Humanity used to have a high number of governments on earth reaching more than 30 countries active and lead by the United Nations. In the aftermath of the [[History|Eastern Seas War]], the economy devastation and nuclear detonations resulted in Less than 4 countries remain standing and the rest either annihilated during the war or fractured into smaller regions such as the United States. The remnants of humanity eventually united into the Trans-Solar Federation, supported by megacorporations such as NanoTrasen and Cybersun.&lt;br /&gt;
&lt;br /&gt;
=== Economy ===&lt;br /&gt;
Pre-TSF, humanity used a variety of local currencies based on their countries with the US dollar being its global currency. After the devastation of the Eastern Seas War, the shattered economy was slowly rebuilt revolving around spesos as its main currency due to the efforts of TSF and the megacorporations, though this would result in monopolies being held exclusively by these corporations and fierce competitions. Though the human economy is often a jack of all trades, providing both essentials, recreational, and materials to its trade partners, its weapons developments become one of its mainstay and trump card. This was often seen in the form of megacorporations providing weaponry and technologies to wars or conflicts, may that be internal wars or external wars.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
&lt;br /&gt;
* The home planet of humanity, &amp;quot;earth&amp;quot;, is still undergoing restorations efforts as the planet is still ravaged by nuclear fallout and severe contaminations&lt;/div&gt;</summary>
		<author><name>Tutle21</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=Mail_Technician&amp;diff=1351</id>
		<title>Mail Technician</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=Mail_Technician&amp;diff=1351"/>
		<updated>2025-09-04T08:16:52Z</updated>

		<summary type="html">&lt;p&gt;Tutle21: added on what to do if the target of the mail cyroed or KIA/MIA.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RolePageHeader|department=Cargo|roleTitle=Mail Technician|img=Mail Technician.png|roleplayExpectations=Low|RequiredGameKnowledge=Minimal|hoursRequired=Cargo: 5h|access=Cargo, External, Maintenance|supervisors=[[Head of Personnel]], [[Quartermaster]]|subordinates=None|responsibilities=Deliver supplies and make money for the station, arm the crew to the teeth in times of crisis.|guides=Cargo SOP}}&#039;&#039;Why are we still using mails in space?&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== The mailman/woman/whatever your species is... ==&lt;br /&gt;
You have been trusted to deliver mail and packages to the hardworking crew of the station! The department has issued you with equipment tailored to assist you on delivering them across the station. The following gear are:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Mail trolley&#039;&#039;&#039;- Used to store large amount of packages only, reducing the amount of trips you need to do and allowing better inventory management. Oftentimes you would need to dispense one from a vendor and use a multitool to unpack it. The trolley can only be dragged.&lt;br /&gt;
* &#039;&#039;&#039;Mail bag&#039;&#039;&#039; - It can be put on your belt slot, while having large capacity to put mails only. It also comes with a built-in magnet, capable of collecting nearby mails and storing it automatically making it easier for you to prepare.&lt;br /&gt;
* &#039;&#039;&#039;Roller skates&#039;&#039;&#039; - makes you go faster, but even more prone to slipping. Try to watch where you roll.&lt;br /&gt;
* &#039;&#039;&#039;Boxcutter&#039;&#039;&#039; - Practically speaking, a last resort weapon or when you want to force open a mail/package. This will cause your department to pay fines though...&lt;br /&gt;
* &#039;&#039;&#039;Mailbox&#039;&#039;&#039;- A piece of equipment that generates mails and packages overtime. It is shaped like an oversized mailbox, and usually found in cargo department. alt-clicking it will cause it to empty all the mails/packages it currently have.&lt;br /&gt;
&lt;br /&gt;
== Delivery Procedure ==&lt;br /&gt;
First of all, you&#039;d want to have your mailbag and trolley ready alongside roller skates if the department have one. Then you would head over to the mailbox and collect all the available mails and packages it currently have. Additionally, you may organize the mail based on departments allowing for easier management and prevent possible mistakes of delivering the wrong mail. As mentioned before, you will get 2 different types of items to deliver:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Mail&#039;&#039;&#039; - A small item that usually contains small items such as papers, trash, or sometimes medical items and other trinkets. Can fit in your mailbag.&lt;br /&gt;
* &#039;&#039;&#039;Package&#039;&#039;&#039; - A large item that usually contains large objects such as cakes, medkits, junks, or even somehow contrabands??? Can fit in your mail trolley.&lt;br /&gt;
&lt;br /&gt;
These items will also have 3 different types that determines how you must handle it:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Regular&#039;&#039;&#039; - A plain delivery, no time limit and you don&#039;t have to worry about breaking it&lt;br /&gt;
* &#039;&#039;&#039;Fragile&#039;&#039;&#039; - Given red strips, these deliveries must be done with care and without accidentally dropping or tossing it.&lt;br /&gt;
* &#039;&#039;&#039;Priority&#039;&#039;&#039; - Given bright yellow stripes, these deliveries &#039;&#039;&#039;TAKE PRIORITY TO BE DELIVERED&#039;&#039;&#039; regardless of the target&#039;s role. If the timer runs out, the stripes will stop glowing and your cargo department will earn less money.&lt;br /&gt;
&lt;br /&gt;
You will need to quickly head out and start delivering those mails and packages to each department, ALWAYS PRIORITIZE YELLOW STRIPES MAILS FIRST. Head over to the front desk of the target department, place down the mails and notify the related crew members to come get their mails. Do not attempt to trespass for the sake of delivering mail, you have been warned. After delivery is finished, you may wait for a while for the mailbox to generate new items to deliver. Think about helping your fellow [[Cargo Technician|cargo techs]] or hanging out at the bar.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If the target of your mail has cyroed or confirmed dead/missing, it is better to secure their mails inside the cargo department within a container until the end of the shift instead of letting it fall into the wrong hands.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Pneumatic Delivery ==&lt;br /&gt;
You might encounter disposal bins marked with blue paint, these are actually mailing systems! All departments are able to utilize these to deliver mails or packages to other departments through identical mailing bins. If you&#039;re feeling lazy and your department has a mailing system, go ahead and insert the item into the bin and select the target destination.&lt;br /&gt;
&lt;br /&gt;
== Bomb disposal ==&lt;br /&gt;
You might be wondering why this section exists, well because every once in a while you might get a rigged letter packed with explosives! But don&#039;t worry, this part will help you figure out what to do and how to identify a bomb letter. A bomb letter can be identified by its black wires and parts sticking out from the letter, making it an obvious giveaway that this letter should not be open. If it does explode, it will create a small explosion damaging nearby objects and floors, alongside hurting crew members nearby. These bomb letters are also affected by the 3 types, but the effects are a little different...&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Regular&#039;&#039;&#039; - These bomb letters can only detonate if it is broken open, or opened. Seriously people almost never fall for this.&lt;br /&gt;
* &#039;&#039;&#039;Fragile&#039;&#039;&#039; - Given the usual red stripes, this letter might explode if damaged by dropping or tossing. Handle it WITH CARE.&lt;br /&gt;
* &#039;&#039;&#039;Priority&#039;&#039;&#039; - This letter will be given yellow stripes and a timer, once the timer reaches zero the letter will explode regardless if you open it or not.&lt;br /&gt;
&lt;br /&gt;
If you discover a bomb letter from your mailbox, &#039;&#039;&#039;do not panic!&#039;&#039;&#039; disposing a bomb letter is relatively easy, there are 3 ways for you to handle it:&lt;br /&gt;
&lt;br /&gt;
# Toss the letter into space, it&#039;s space problem now&lt;br /&gt;
# Request a [[Security Officer|security officer]] for bomb disposal, and make it their problem now&lt;br /&gt;
# Put it in an isolated place that will cause the least amount of damage, it&#039;s the next shift&#039;s problem now&lt;br /&gt;
&lt;br /&gt;
For goodness sake, &#039;&#039;&#039;DO NOT DELIVER A BOMB LETTER TO THE INTENDED RECEIVER!!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Useful trivia and tricks ==&lt;br /&gt;
&lt;br /&gt;
* It is recommended that you empty the mailbox periodically, as it will continue to build up more mails and may cause backlog and severe delays.&lt;br /&gt;
* You can wrap a small species into a package, too bad you can&#039;t mail them through the mailing system though...&lt;br /&gt;
* Cutting open a mail will result in your cargo department losing money by paying fines, never do this&lt;br /&gt;
* Delivering mail gives money to cargo department!!!&lt;br /&gt;
* inspecting a mail/package allows you to see the name of the receiver, their role, and what type of mail/package it is alongside the timer and payment&lt;br /&gt;
* Try and get your hands on speedboots if SCI have one! It&#039;ll make your job much more easier&lt;br /&gt;
* Try avoiding burdensome gear as duffel bags and cumberseome suits.&lt;/div&gt;</summary>
		<author><name>Tutle21</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=Humans&amp;diff=1342</id>
		<title>Humans</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=Humans&amp;diff=1342"/>
		<updated>2025-09-02T18:07:34Z</updated>

		<summary type="html">&lt;p&gt;Tutle21: started work on it&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Template:SpeciesPageHeader|speciesName=Humans|img=Human.png|playability=Round Start|generalFeatures=&amp;lt;nowiki&amp;gt; Jack of all trades, no significant advantage or disadvantage. &amp;lt;/nowiki&amp;gt;|positiveFeatures=&amp;lt;nowiki&amp;gt;None. &amp;lt;/nowiki&amp;gt;|negativeFeatures=&amp;lt;nowiki&amp;gt; Cannot eat raw meat or fibers. &amp;lt;/nowiki&amp;gt;|weaknesses=None.|resistances=None.}}&lt;br /&gt;
&lt;br /&gt;
== Humans ==&lt;br /&gt;
Humans are an omnivore species that is made of flesh and furless originating from the planet Earth. Their homeworld contained a moon and orbits around a yellow star, and the planet was originally lush with life and nature. Due to the wars of the 21st century and deteriorating environment from nuclear fallouts, what&#039;s left of the nations and states became united into the Trans-Solar Federation and taking off into the stars.&lt;br /&gt;
&lt;br /&gt;
Originally made up of countless languages, the human race has since used the &#039;&#039;&#039;solar common&#039;&#039;&#039; language as their dominant language.&lt;br /&gt;
&lt;br /&gt;
== Biology ==&lt;br /&gt;
Originally evolving from monkeys, these modern humans have since become a bipedal species sporting skins and flesh. They have an inner skeleton, and composed of several organs such as the heart, brain, etc with red blood within their circulatory system. Humans rely on their senses of smell from their nose, sight from their eyes, hearing from their ears, and taste using their tongue while they feel touch from their skins. Their skins are not durable, making it easy to harm a human and penetrate their skin using sharp weapons or leave bruises with a blunt weapon. Their lack of fur or outer shell means that they do not have any additional protection from external factors such as heat and pressure.&lt;br /&gt;
&lt;br /&gt;
== Culture ==&lt;br /&gt;
&lt;br /&gt;
=== History ===&lt;br /&gt;
humans were theorized to come from monkeys, where they evolve from the stone age up to the era of space-faring. Their method of survival depended on farming for plants and hunting animals to feed on their meat, though the latter would require them to cook to avoid getting food poisoning. This method has not changed, only improved with time and technology as the years progressed. Wars were not a rare phenomenon among the human race, as these have been fought over ideology, territory, resources, or even pure disagreement. &lt;br /&gt;
&lt;br /&gt;
The planet earth itself has different biomes in different regions, some regions experience snowing and springs while on the other end of the planet, heat and endless dry seasons plague the inhabitants. This difference in environment and the scattered continents made the perfect grounds for a diversity in culture among the humans. Their nature of war and conflict has not dulled out as time progresses, and this cycle reached its climax during the 21st century during the Eastern Seas War, where devastation from weapons technology and nuclear weapons left a permanent mark on their planet with billions of lives lost in the fighting. What&#039;s left of the human race eventually united under the Trans-Solar Federation, with organizations such as the NanoTrasen and Cybersun forming up to benefit from this new federation.&lt;br /&gt;
&lt;br /&gt;
But after several years of events and contacts with other species, internal conflicts reached a breaking point with several planets revolting and establishing the Union of Soviet Socialist Planets, or USSP after being inspired by Ames&#039; manifesto, a socialist manifesto with fashions from the soviet russia. Being marked as a terrorist movement, tensions rose between the TSF and USSP but then another organization emerged from the shadows with the assassination of a highly important figure, the organization being &amp;quot;The Syndicate&amp;quot;. The syndicate were made from the remnants and grudges of people who suffered at the hands of TSF, and secretly supported by Cybersun.&lt;br /&gt;
&lt;br /&gt;
=== Religion ===&lt;br /&gt;
(WIP)&lt;/div&gt;</summary>
		<author><name>Tutle21</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=Botanist&amp;diff=1335</id>
		<title>Botanist</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=Botanist&amp;diff=1335"/>
		<updated>2025-09-02T02:00:51Z</updated>

		<summary type="html">&lt;p&gt;Tutle21: minor header fix again&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{{RolePageHeader&lt;br /&gt;
|department=[[Service]]&lt;br /&gt;
|roleTitle=Botanist&lt;br /&gt;
|img=BOTANIST.png&lt;br /&gt;
|roleplayExpectations=Medium&lt;br /&gt;
|RequiredGameKnowledge=Below average&lt;br /&gt;
|hoursRequired=None&lt;br /&gt;
|access=Maintenance, Service, Hydroponics (+ Kitchen, Bar on certain stations)&lt;br /&gt;
|supervisors=[[Head of Personnel]]&lt;br /&gt;
|subordinates=None&lt;br /&gt;
|responsibilities=Supply the Chef with all the produce they can carry. Mutate panacea plants to replace Medical. Overrun the station with Kudzu 10 minutes into the shift.&lt;br /&gt;
|guides=This is the guide!}}&lt;br /&gt;
&lt;br /&gt;
Hydroponics is the process of growing plants in nutrient-rich water solutions. Nanotrasen has standardized the use of state-of-the-art hydroponics technology across their many corporate outposts, and employees are encouraged to disregard any evidence that departments on some stations still include rudimentary soil mounds.&lt;/div&gt;</summary>
		<author><name>Tutle21</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=Botanist&amp;diff=1334</id>
		<title>Botanist</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=Botanist&amp;diff=1334"/>
		<updated>2025-09-02T01:49:45Z</updated>

		<summary type="html">&lt;p&gt;Tutle21: updated time requirements on header&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{{RolePageHeader&lt;br /&gt;
|department=[[Service]]&lt;br /&gt;
|roleTitle=Botanist&lt;br /&gt;
|img=BOTANIST.png&lt;br /&gt;
|roleplayExpectations=Undefined&lt;br /&gt;
|RequiredGameKnowledge=Undefined&lt;br /&gt;
|hoursRequired=None&lt;br /&gt;
|access=Maintenance, Service, Hydroponics (+ Kitchen, Bar on certain stations)&lt;br /&gt;
|supervisors=[[Head of Personnel]]&lt;br /&gt;
|subordinates=None&lt;br /&gt;
|responsibilities=Supply the Chef with all the produce they can carry. Mutate panacea plants to replace Medical. Overrun the station with Kudzu 10 minutes into the shift.&lt;br /&gt;
|guides=This is the guide!}}&lt;br /&gt;
&lt;br /&gt;
Hydroponics is the process of growing plants in nutrient-rich water solutions. Nanotrasen has standardized the use of state-of-the-art hydroponics technology across their many corporate outposts, and employees are encouraged to disregard any evidence that departments on some stations still include rudimentary soil mounds.&lt;/div&gt;</summary>
		<author><name>Tutle21</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=Bartender&amp;diff=1333</id>
		<title>Bartender</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=Bartender&amp;diff=1333"/>
		<updated>2025-09-02T01:46:29Z</updated>

		<summary type="html">&lt;p&gt;Tutle21: updated beer goggles&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RolePageHeader|department=[[Service]]|roleTitle=Bartender|img=BARTENDER.png|roleplayExpectations=High|RequiredGameKnowledge=Below average|hoursRequired=Civilian: 30mins|access=Maintenance, Service, bar|supervisors=[[Head of Personnel]]|subordinates=None|responsibilities=mix cocktails and drinks to keep morale high, or just be there to listen to life stories of customers and shoot random critters.|guides=This is the guide!}}&amp;quot;Did i give them a kira&#039;s special or an atomic bomb?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
You are given the assignment of keeping the crew happy by filling their taps and mixing special drinks for your crew to get drunk over with. As a bartender, you&#039;re going to be focused on providing drinks on demand to the crew at your bar and make sure you don&#039;t overdose them with alcohol. As a bartender, you&#039;re given the following equipment:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Soda dispenser&#039;&#039;&#039;: A dispenser that holds non-alcoholic beverages, new bottles or jugs can be inserted if compatible. To use, simply insert a container like a glass then select which drink you want to dispense.&lt;br /&gt;
* &#039;&#039;&#039;Booze dispenser&#039;&#039;&#039;: A dipsenser that holds non-non-alcoholic beverages, new bottles and jugs can be inserted if compatible. To use, simply insert a container like a glass then select which drink you want to dispense. &#039;&#039;(Note that the booze dispenser does not come with all alcohols. get the rest from the boozevend and slot them in).&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Shaker&#039;&#039;&#039;: a container that can contain liquids that you want to shake together for certain drinks. Right click on the shaker and select the shake option to start shaking.&lt;br /&gt;
* &#039;&#039;&#039;Mix spoon&#039;&#039;&#039;: A long smooth spoon that is used for mixing liquids inside a glass/cup, necessary for several drinks. simply equip the spoon and click on the glass you want to stir.&lt;br /&gt;
* &#039;&#039;&#039;Boozevend&#039;&#039;&#039;: A vending machine that dispenses beverages, bartending equipments, and also drinking glasses or flasks. Can be restocked with boozevend restock.&lt;br /&gt;
* &#039;&#039;&#039;Beer goggles&#039;&#039;&#039;: Lets you see how thirsty people are, blue indicates they&#039;re well hydrated while orange shows that they could use a drink.&lt;br /&gt;
* &#039;&#039;&#039;Double barrel shotgun&#039;&#039;&#039;: A firearm that comes loaded with .50 beanbags to ward off unruly customers or critters. Some stations provide .50 flares as a substitute for a more stronger punch.&lt;br /&gt;
* &#039;&#039;&#039;Pun Pun&#039;&#039;&#039;: A vetted monkey from the monkey society, this ghost role entity can assist you in doing bartending chores and mix drinks too! Comes with bar access ID.&lt;br /&gt;
* &#039;&#039;&#039;Nuclear Keg&#039;&#039;&#039;: Some stations come with a nuclear keg, a nuclear item that looks identical to a real nuke but includes a tap and dispenses nuclear soda instead of death rays.&lt;br /&gt;
* &#039;&#039;&#039;Reagent Grinder&#039;&#039;&#039;: used to grind up solid materials into liquid forms. Insert a container and then insert the items you want to grind/juice down.&lt;br /&gt;
&lt;br /&gt;
== Mixing 101 ==&lt;br /&gt;
Congratulations, you just got a customer! Now you need to provide them with the drink they would like, and hopefully they&#039;ll become a regular at your respectable bar. The following steps may be followed:&lt;br /&gt;
&lt;br /&gt;
# Greet and ask what drink the customer would like.&lt;br /&gt;
# Dispense a metamorphic glass or a specific container if the customer requests it.&lt;br /&gt;
# Insert it into the respective dispenser depending on their order.&lt;br /&gt;
# Do the math to make sure your mix results in the drink and fills up the glass fully (usually 30u is full).&lt;br /&gt;
# Stir or shake the mix if needed.&lt;br /&gt;
# Serve to the customer by placing it on the table across them.&lt;br /&gt;
&lt;br /&gt;
== What to mix? ==&lt;br /&gt;
Generally speaking, you can get a full list of drinks you can create by clicking the help icon on the bar-related equipment like booze dispenser. You will get a full range of drinks ranging from generic and classic mix, up to the crazy and borderline illegal drinks that may or may not give your customer radiations. Some of these recipes may require you to get supplies from the chemist at the medical department, or plant supplies from your fellow botanists. Sometimes though, you may need to get help from cargo for a more... exotic materials like uranium.&lt;/div&gt;</summary>
		<author><name>Tutle21</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=Bartender&amp;diff=1332</id>
		<title>Bartender</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=Bartender&amp;diff=1332"/>
		<updated>2025-09-02T01:36:46Z</updated>

		<summary type="html">&lt;p&gt;Tutle21: Bartender page done-ish&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RolePageHeader|department=[[Service]]|roleTitle=Bartender|img=BARTENDER.png|roleplayExpectations=High|RequiredGameKnowledge=Below average|hoursRequired=Civilian: 30mins|access=Maintenance, Service, bar|supervisors=[[Head of Personnel]]|subordinates=None|responsibilities=mix cocktails and drinks to keep morale high, or just be there to listen to life stories of customers and shoot random critters.|guides=This is the guide!}}&amp;quot;Did i give them a kira&#039;s special or an atomic bomb?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
You are given the assignment of keeping the crew happy by filling their taps and mixing special drinks for your crew to get drunk over with. As a bartender, you&#039;re going to be focused on providing drinks on demand to the crew at your bar and make sure you don&#039;t overdose them with alcohol. As a bartender, you&#039;re given the following equipment:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Soda dispenser&#039;&#039;&#039;: A dispenser that holds non-alcoholic beverages, new bottles or jugs can be inserted if compatible. To use, simply insert a container like a glass then select which drink you want to dispense.&lt;br /&gt;
* &#039;&#039;&#039;Booze dispenser&#039;&#039;&#039;: A dipsenser that holds non-non-alcoholic beverages, new bottles and jugs can be inserted if compatible. To use, simply insert a container like a glass then select which drink you want to dispense. &#039;&#039;(Note that the booze dispenser does not come with all alcohols. get the rest from the boozevend and slot them in).&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Shaker&#039;&#039;&#039;: a container that can contain liquids that you want to shake together for certain drinks. Right click on the shaker and select the shake option to start shaking.&lt;br /&gt;
* &#039;&#039;&#039;Mix spoon&#039;&#039;&#039;: A long smooth spoon that is used for mixing liquids inside a glass/cup, necessary for several drinks. simply equip the spoon and click on the glass you want to stir.&lt;br /&gt;
* &#039;&#039;&#039;Boozevend&#039;&#039;&#039;: A vending machine that dispenses beverages, bartending equipments, and also drinking glasses or flasks. Can be restocked with boozevend restock.&lt;br /&gt;
* &#039;&#039;&#039;Beer goggles&#039;&#039;&#039;: &#039;&#039;&#039;&amp;lt;u&amp;gt;(WIP)&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Double barrel shotgun&#039;&#039;&#039;: A firearm that comes loaded with .50 beanbags to ward off unruly customers or critters. Some stations provide .50 flares as a substitute for a more stronger punch.&lt;br /&gt;
* &#039;&#039;&#039;Pun Pun&#039;&#039;&#039;: A vetted monkey from the monkey society, this ghost role entity can assist you in doing bartending chores and mix drinks too! Comes with bar access ID.&lt;br /&gt;
* &#039;&#039;&#039;Nuclear Keg&#039;&#039;&#039;: Some stations come with a nuclear keg, a nuclear item that looks identical to a real nuke but includes a tap and dispenses nuclear soda instead of death rays.&lt;br /&gt;
* &#039;&#039;&#039;Reagent Grinder&#039;&#039;&#039;: used to grind up solid materials into liquid forms. Insert a container and then insert the items you want to grind/juice down.&lt;br /&gt;
&lt;br /&gt;
== Mixing 101 ==&lt;br /&gt;
Congratulations, you just got a customer! Now you need to provide them with the drink they would like, and hopefully they&#039;ll become a regular at your respectable bar. The following steps may be followed:&lt;br /&gt;
&lt;br /&gt;
# Greet and ask what drink the customer would like.&lt;br /&gt;
# Dispense a metamorphic glass or a specific container if the customer requests it.&lt;br /&gt;
# Insert it into the respective dispenser depending on their order.&lt;br /&gt;
# Do the math to make sure your mix results in the drink and fills up the glass fully (usually 30u is full).&lt;br /&gt;
# Stir or shake the mix if needed.&lt;br /&gt;
# Serve to the customer by placing it on the table across them.&lt;br /&gt;
&lt;br /&gt;
== What to mix? ==&lt;br /&gt;
Generally speaking, you can get a full list of drinks you can create by clicking the help icon on the bar-related equipment like booze dispenser. You will get a full range of drinks ranging from generic and classic mix, up to the crazy and borderline illegal drinks that may or may not give your customer radiations. Some of these recipes may require you to get supplies from the chemist at the medical department, or plant supplies from your fellow botanists. Sometimes though, you may need to get help from cargo for a more... exotic materials like uranium.&lt;/div&gt;</summary>
		<author><name>Tutle21</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=Botanist&amp;diff=1331</id>
		<title>Botanist</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=Botanist&amp;diff=1331"/>
		<updated>2025-09-02T01:01:46Z</updated>

		<summary type="html">&lt;p&gt;Tutle21: updated roleplay and knowledge on page header&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{{RolePageHeader&lt;br /&gt;
|department=[[Service]]&lt;br /&gt;
|roleTitle=Botanist&lt;br /&gt;
|img=BOTANIST.png&lt;br /&gt;
|roleplayExpectations=Medium&lt;br /&gt;
|RequiredGameKnowledge=Average&lt;br /&gt;
|hoursRequired=Service Worker: 20min&lt;br /&gt;
|access=Maintenance, Service, Hydroponics (+ Kitchen, Bar on certain stations)&lt;br /&gt;
|supervisors=[[Head of Personnel]]&lt;br /&gt;
|subordinates=None&lt;br /&gt;
|responsibilities=Supply the Chef with all the produce they can carry. Mutate panacea plants to replace Medical. Overrun the station with Kudzu 10 minutes into the shift.&lt;br /&gt;
|guides=This is the guide!}}&lt;br /&gt;
&lt;br /&gt;
Hydroponics is the process of growing plants in nutrient-rich water solutions. Nanotrasen has standardized the use of state-of-the-art hydroponics technology across their many corporate outposts, and employees are encouraged to disregard any evidence that departments on some stations still include rudimentary soil mounds.&lt;/div&gt;</summary>
		<author><name>Tutle21</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=Mining_Specialist&amp;diff=1306</id>
		<title>Mining Specialist</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=Mining_Specialist&amp;diff=1306"/>
		<updated>2025-08-28T09:21:24Z</updated>

		<summary type="html">&lt;p&gt;Tutle21: started work on it&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RolePageHeader|department=Cargo|roleTitle=Mining Specialist|img=Mining Specialist.png|roleplayExpectations=Low|RequiredGameKnowledge=Average|hoursRequired=Cargo: 3h, Overall: 10h|access=Cargo, External, Maintenance, Salvage (?)|supervisors=[[Head of Personnel]], [[Quartermaster]]|subordinates=None|responsibilities=Mine for ores and artifact fragments, explore asteroids, and convert raw ores into usable materials|guides=Cargo SOP, this guide}}&#039;&#039;When i was a hatchling, i yearned for the mines&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
As a miner, you have been given the responsibility of gathering materials for the good of the station using your mining tools. Generally speaking, you might work alongside other fellow miners or do joint operations with salvage specialists but at the end of the day, you&#039;re here to break rock and stone.&lt;br /&gt;
&lt;br /&gt;
The following gear are issued to you to ensure a safe-ish and efficient mining:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Pickaxe&#039;&#039;&#039;: capable of breaking rocks easily and make as an emergency weapon in a pinch. Use wide swings to hit more rocks at once!&lt;br /&gt;
* &#039;&#039;&#039;orebag&#039;&#039;&#039;: A waist bag with a built-in magnet to automatically collect ores, a very handy equipment for ore collection&lt;br /&gt;
* &#039;&#039;&#039;Mining Hardsuit&#039;&#039;&#039;: a hardsuit designed for mining purposes and allows off-station trips.&lt;br /&gt;
* &#039;&#039;&#039;GPS&#039;&#039;&#039;: To know the coordinates you are incase you get lost&lt;br /&gt;
* &#039;&#039;&#039;handheld radio&#039;&#039;&#039;: Maintains contact even during power outages or far away from the station&lt;br /&gt;
* &#039;&#039;&#039;Ore processor&#039;&#039;&#039;: A heavy machinery capable of converting raw ores into usable materials&lt;br /&gt;
* &#039;&#039;&#039;Salvage Magnet&#039;&#039;&#039;: A magnet used to bring in debris and asteroids for exploration&lt;br /&gt;
* &#039;&#039;&#039;Flashlight / flares&#039;&#039;&#039;: Since your suit doesn&#039;t come with a flashlight, better prep them for lighting.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re lucky enough to get tickets to purchase better gear, or SCI provides you with it, you might be able to get these items too:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Ore scanner&#039;&#039;&#039;: a portable scanner that reveals ores hidden inside rocks without needing direct line of sight&lt;br /&gt;
* &#039;&#039;&#039;Advanced ore scanner&#039;&#039;&#039;: an ore scanner with a wider range of detection&lt;br /&gt;
* &#039;&#039;&#039;Drill&#039;&#039;&#039;: a fast attacking drill that can break rocks quickly&lt;br /&gt;
* &#039;&#039;&#039;Diamond tipped drill&#039;&#039;&#039;: a drill that deals very high damage to rocks, making mining a breeze&lt;br /&gt;
* &#039;&#039;&#039;Ore bag of holding&#039;&#039;&#039;: An orebag that can hold a very large amount of ores.&lt;br /&gt;
* &#039;&#039;&#039;handheld mass scanner&#039;&#039;&#039;: to show you nearby mass of objects, making navigation easier.&lt;br /&gt;
* &#039;&#039;&#039;Industrial ore processor&#039;&#039;&#039;: makes more materials per ore, a very good machine to get early on.&lt;br /&gt;
&lt;br /&gt;
== Into the caves ==&lt;br /&gt;
(WIP)&lt;/div&gt;</summary>
		<author><name>Tutle21</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=Mail_Technician&amp;diff=1305</id>
		<title>Mail Technician</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=Mail_Technician&amp;diff=1305"/>
		<updated>2025-08-28T08:20:15Z</updated>

		<summary type="html">&lt;p&gt;Tutle21: fixed roleplay expectations and removed the edit notes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RolePageHeader|department=Cargo|roleTitle=Mail Technician|img=Mail Technician.png|roleplayExpectations=Low|RequiredGameKnowledge=Minimal|hoursRequired=Cargo: 5h|access=Cargo, External, Maintenance|supervisors=[[Head of Personnel]], [[Quartermaster]]|subordinates=None|responsibilities=Deliver supplies and make money for the station, arm the crew to the teeth in times of crisis.|guides=Cargo SOP}}&#039;&#039;Why are we still using mails in space?&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== The mailman/woman/whatever your species is... ==&lt;br /&gt;
You have been trusted to deliver mail and packages to the hardworking crew of the station! The department has issued you with equipment tailored to assist you on delivering them across the station. The following gear are:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Mail trolley&#039;&#039;&#039;- Used to store large amount of packages only, reducing the amount of trips you need to do and allowing better inventory management. Oftentimes you would need to dispense one from a vendor and use a multitool to unpack it. The trolley can only be dragged.&lt;br /&gt;
* &#039;&#039;&#039;Mail bag&#039;&#039;&#039; - It can be put on your belt slot, while having large capacity to put mails only. It also comes with a built-in magnet, capable of collecting nearby mails and storing it automatically making it easier for you to prepare.&lt;br /&gt;
* &#039;&#039;&#039;Roller skates&#039;&#039;&#039; - makes you go faster, but even more prone to slipping. Try to watch where you roll.&lt;br /&gt;
* &#039;&#039;&#039;Boxcutter&#039;&#039;&#039; - Practically speaking, a last resort weapon or when you want to force open a mail/package. This will cause your department to pay fines though...&lt;br /&gt;
* &#039;&#039;&#039;Mailbox&#039;&#039;&#039;- A piece of equipment that generates mails and packages overtime. It is shaped like an oversized mailbox, and usually found in cargo department. alt-clicking it will cause it to empty all the mails/packages it currently have.&lt;br /&gt;
&lt;br /&gt;
== Delivery Procedure ==&lt;br /&gt;
First of all, you&#039;d want to have your mailbag and trolley ready alongside roller skates if the department have one. Then you would head over to the mailbox and collect all the available mails and packages it currently have. Additionally, you may organize the mail based on departments allowing for easier management and prevent possible mistakes of delivering the wrong mail. As mentioned before, you will get 2 different types of items to deliver:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Mail&#039;&#039;&#039; - A small item that usually contains small items such as papers, trash, or sometimes medical items and other trinkets. Can fit in your mailbag.&lt;br /&gt;
* &#039;&#039;&#039;Package&#039;&#039;&#039; - A large item that usually contains large objects such as cakes, medkits, junks, or even somehow contrabands??? Can fit in your mail trolley.&lt;br /&gt;
&lt;br /&gt;
These items will also have 3 different types that determines how you must handle it:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Regular&#039;&#039;&#039; - A plain delivery, no time limit and you don&#039;t have to worry about breaking it&lt;br /&gt;
* &#039;&#039;&#039;Fragile&#039;&#039;&#039; - Given red strips, these deliveries must be done with care and without accidentally dropping or tossing it.&lt;br /&gt;
* &#039;&#039;&#039;Priority&#039;&#039;&#039; - Given bright yellow stripes, these deliveries &#039;&#039;&#039;TAKE PRIORITY TO BE DELIVERED&#039;&#039;&#039; regardless of the target&#039;s role. If the timer runs out, the stripes will stop glowing and your cargo department will earn less money.&lt;br /&gt;
&lt;br /&gt;
You will need to quickly head out and start delivering those mails and packages to each department, ALWAYS PRIORITIZE YELLOW STRIPES MAILS FIRST. Head over to the front desk of the target department, place down the mails and notify the related crew members to come get their mails. Do not attempt to trespass for the sake of delivering mail, you have been warned. After delivery is finished, you may wait for a while for the mailbox to generate new items to deliver. Think about helping your fellow [[Cargo Technician|cargo techs]] or hanging out at the bar.&lt;br /&gt;
&lt;br /&gt;
== Pneumatic Delivery ==&lt;br /&gt;
You might encounter disposal bins marked with blue paint, these are actually mailing systems! All departments are able to utilize these to deliver mails or packages to other departments through identical mailing bins. If you&#039;re feeling lazy and your department has a mailing system, go ahead and insert the item into the bin and select the target destination.&lt;br /&gt;
&lt;br /&gt;
== Bomb disposal ==&lt;br /&gt;
You might be wondering why this section exists, well because every once in a while you might get a rigged letter packed with explosives! But don&#039;t worry, this part will help you figure out what to do and how to identify a bomb letter. A bomb letter can be identified by its black wires and parts sticking out from the letter, making it an obvious giveaway that this letter should not be open. If it does explode, it will create a small explosion damaging nearby objects and floors, alongside hurting crew members nearby. These bomb letters are also affected by the 3 types, but the effects are a little different...&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Regular&#039;&#039;&#039; - These bomb letters can only detonate if it is broken open, or opened. Seriously people almost never fall for this.&lt;br /&gt;
* &#039;&#039;&#039;Fragile&#039;&#039;&#039; - Given the usual red stripes, this letter might explode if damaged by dropping or tossing. Handle it WITH CARE.&lt;br /&gt;
* &#039;&#039;&#039;Priority&#039;&#039;&#039; - This letter will be given yellow stripes and a timer, once the timer reaches zero the letter will explode regardless if you open it or not.&lt;br /&gt;
&lt;br /&gt;
If you discover a bomb letter from your mailbox, &#039;&#039;&#039;do not panic!&#039;&#039;&#039; disposing a bomb letter is relatively easy, there are 3 ways for you to handle it:&lt;br /&gt;
&lt;br /&gt;
# Toss the letter into space, it&#039;s space problem now&lt;br /&gt;
# Request a [[Security Officer|security officer]] for bomb disposal, and make it their problem now&lt;br /&gt;
# Put it in an isolated place that will cause the least amount of damage, it&#039;s the next shift&#039;s problem now&lt;br /&gt;
&lt;br /&gt;
For goodness sake, &#039;&#039;&#039;DO NOT DELIVER A BOMB LETTER TO THE INTENDED RECEIVER!!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Useful trivia and tricks ==&lt;br /&gt;
&lt;br /&gt;
* It is recommended that you empty the mailbox periodically, as it will continue to build up more mails and may cause backlog and severe delays.&lt;br /&gt;
* You can wrap a small species into a package, too bad you can&#039;t mail them through the mailing system though...&lt;br /&gt;
* Cutting open a mail will result in your cargo department losing money by paying fines, never do this&lt;br /&gt;
* Delivering mail gives money to cargo department!!!&lt;br /&gt;
* inspecting a mail/package allows you to see the name of the receiver, their role, and what type of mail/package it is alongside the timer and payment&lt;br /&gt;
* Try and get your hands on speedboots if SCI have one! It&#039;ll make your job much more easier&lt;br /&gt;
* Try avoiding burdensome gear as duffel bags and cumberseome suits.&lt;/div&gt;</summary>
		<author><name>Tutle21</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=Passenger&amp;diff=1304</id>
		<title>Passenger</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=Passenger&amp;diff=1304"/>
		<updated>2025-08-28T08:15:50Z</updated>

		<summary type="html">&lt;p&gt;Tutle21: changed the words of passenger to assistant&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RolePageHeader&lt;br /&gt;
|department=[[Service]]&lt;br /&gt;
|roleTitle=Assistant&lt;br /&gt;
|img=PASSENGER.png&lt;br /&gt;
|roleplayExpectations=Medium&lt;br /&gt;
|RequiredGameKnowledge=Minimal&lt;br /&gt;
|hoursRequired=None&lt;br /&gt;
|access=Maintenance&lt;br /&gt;
|supervisors=[[Head of Personnel]]&lt;br /&gt;
|subordinates=None&lt;br /&gt;
|responsibilities=None&lt;br /&gt;
|guides=This is the guide.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Enjoy your stay aboard the station with no obligations!&lt;br /&gt;
&lt;br /&gt;
Known by several names such as &amp;quot;the tide&amp;quot;, &amp;quot;greyshirts&amp;quot;, and &amp;quot;the greys&amp;quot; among a few variations, passengers have no explicit purpose or responsibility on the station. As such, they are a job with no pressing responsibilities to attend to and generally may roam the areas they have access to without too much worry. Some experienced players enjoy this role as to be free from general responsibility allowing them to pursue small projects or interact with the crew.&lt;br /&gt;
&lt;br /&gt;
The complete lack of responsibility can be dull, which tends to make those who have no restraint start causing problems. The absence of meaningful equipment and access makes pilfering public and private areas of the station somewhat enticing, which generally results in arrests. Assistants are sometimes not easily trusted due to this stigma, but most crew members will be receptive if you act like a normal human being and not like a sociopath released in a murderhobo zoo.&lt;br /&gt;
&lt;br /&gt;
== Too Much Time On My Hands ==&lt;br /&gt;
Without any responsibility, Assistants are a viable role to learn the game from as nobody depends on you for station functions. This also allows passengers time to pursue personal projects without neglecting duties from another job, although finding materials, permission, and access may be an issue. &lt;br /&gt;
&lt;br /&gt;
Assistants are uniquely one of the only roles that have an infinite number of openings, so the role is always available. The [[Head of Personnel]] and the other Heads of Staff may also be looking for eager and somewhat trustworthy hands to work vacant positions in the station, so stopping by to ask if there are any jobs that need doing can also suffice to occupy your time if you find a tider&#039;s life lackluster.&lt;br /&gt;
&lt;br /&gt;
[[Category:Roles]]&lt;br /&gt;
[[Category:Civilian Roles]]&lt;/div&gt;</summary>
		<author><name>Tutle21</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=Roles&amp;diff=1303</id>
		<title>Roles</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=Roles&amp;diff=1303"/>
		<updated>2025-08-28T08:13:38Z</updated>

		<summary type="html">&lt;p&gt;Tutle21: linked the existing assistant page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A 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 Expectations&lt;br /&gt;
!Game knowledge required&lt;br /&gt;
!Server hours required&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;
|high&lt;br /&gt;
|extensive&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;
|high&lt;br /&gt;
|extensive&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;
|medium&lt;br /&gt;
|above average&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;
|medium&lt;br /&gt;
|above average&lt;br /&gt;
|Overall: 5h&lt;br /&gt;
Medical: 3h&lt;br /&gt;
&lt;br /&gt;
Medical Doctor: 1h&lt;br /&gt;
&lt;br /&gt;
Chemist: 1h&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;
|high&lt;br /&gt;
|above average&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;
|medium&lt;br /&gt;
|above 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;
|medium&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 Representives ==&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 Expectations&lt;br /&gt;
!Game knowledge required&lt;br /&gt;
!Server hours required&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;
|medium&lt;br /&gt;
|extensive&lt;br /&gt;
|Command: 20h&lt;br /&gt;
Security: 20h&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;
|high&lt;br /&gt;
|extensive&lt;br /&gt;
|Command: 50h&lt;br /&gt;
Security: 10h&lt;br /&gt;
&lt;br /&gt;
Requirement: 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;
|high&lt;br /&gt;
|extensive&lt;br /&gt;
|Command: 20h&lt;br /&gt;
Requirement: 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 Expectations&lt;br /&gt;
!Game knowledge required&lt;br /&gt;
!Server hours required&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;
|high&lt;br /&gt;
|above average.&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;
|high&lt;br /&gt;
|above average&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;
|medium&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;
|high&lt;br /&gt;
|above average, extensive&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;
|medium&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;
|medium&lt;br /&gt;
|average&lt;br /&gt;
|Overall: 30h&lt;br /&gt;
Security: -15h&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 Expectations&lt;br /&gt;
!Game knowledge required&lt;br /&gt;
!Server hours required&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;
|medium&lt;br /&gt;
|above 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;
|low&lt;br /&gt;
|Minimal&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;
|low&lt;br /&gt;
|minimal&lt;br /&gt;
|Cargo: 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;
|low&lt;br /&gt;
|average&lt;br /&gt;
|Overall: 10h&lt;br /&gt;
Cargo: 3h&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;
|low&lt;br /&gt;
|average&lt;br /&gt;
|Overall: 10&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 Expectations&lt;br /&gt;
!Game knowledge required&lt;br /&gt;
!Server hours required&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;
|medium&lt;br /&gt;
|above average&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;
|low&lt;br /&gt;
|above average&lt;br /&gt;
|Station engineer: 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;
|low&lt;br /&gt;
|average&lt;br /&gt;
|Technical Assistant: 4h&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;
|low&lt;br /&gt;
|Minimal&lt;br /&gt;
|Overall: 1h&lt;br /&gt;
Engineering: -15h&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 Expectations&lt;br /&gt;
!Game knowledge required&lt;br /&gt;
!Server hours required&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;
|medium&lt;br /&gt;
|above average&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;
|low&lt;br /&gt;
|above average&lt;br /&gt;
|Medical Intern: 4h&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;
|medium&lt;br /&gt;
|average&lt;br /&gt;
|Overall: 15h&lt;br /&gt;
Medical Doctor: 4h&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;
|medium&lt;br /&gt;
|above average&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;
|medium&lt;br /&gt;
|average&lt;br /&gt;
|Medical Intern: 4h&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;
|high&lt;br /&gt;
|minimal&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;
|medium&lt;br /&gt;
|minimal&lt;br /&gt;
|Medical: -15h&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 Expectations&lt;br /&gt;
!Game knowledge required&lt;br /&gt;
!Server hours required&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;
|medium&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;
|medium&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;
|low&lt;br /&gt;
|average&lt;br /&gt;
|Research Assistant: 4h&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;
|low&lt;br /&gt;
|minimal&lt;br /&gt;
|Science: -15h&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;small&amp;gt;Silicon&amp;lt;/small&amp;gt; ==&lt;br /&gt;
[Silicon 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; |Silicon&lt;br /&gt;
!Job&lt;br /&gt;
!Job Description&lt;br /&gt;
!Roleplay Expectations&lt;br /&gt;
!Game knowledge required&lt;br /&gt;
!Server hours required&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;
|high&lt;br /&gt;
|extensive&lt;br /&gt;
|Cyborg: 20h&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;
|high&lt;br /&gt;
|above average&lt;br /&gt;
|Overall: 1h&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, aswell 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 Expectations&lt;br /&gt;
!Game knowledge required&lt;br /&gt;
!Server hours required&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;
|high&lt;br /&gt;
|extensive&lt;br /&gt;
|Command: 50h&lt;br /&gt;
Security: 10h Requirement: 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;
|high&lt;br /&gt;
|above 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 Expectations&lt;br /&gt;
!Game knowledge required&lt;br /&gt;
!Server hours required&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;
|high&lt;br /&gt;
|extensive&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;
|high&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: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;
|medium&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: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;
|high&lt;br /&gt;
|minimal&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;
|medium&lt;br /&gt;
|below 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;
|high&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: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;
|medium&lt;br /&gt;
|Minimal&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;
|high&lt;br /&gt;
|minimal&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;
|high&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: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;
|high&lt;br /&gt;
|minimal&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;
[[Passenger|Assistant]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|Enjoy your stay aboard the station with no obligations!&lt;br /&gt;
|medium&lt;br /&gt;
|minimal&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;
|medium&lt;br /&gt;
|minimal&lt;br /&gt;
|None&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;
|high&lt;br /&gt;
|Minimal&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;
|high&lt;br /&gt;
|Minimal&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;
|medium&lt;br /&gt;
|Minimal&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 Expectations&lt;br /&gt;
!Game knowledge required&lt;br /&gt;
!Server hours required&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;
|high&lt;br /&gt;
|average&lt;br /&gt;
|Overall: 1h&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;
|high&lt;br /&gt;
|extensive&lt;br /&gt;
|Overall: 5h&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;
|medium&lt;br /&gt;
|below average&lt;br /&gt;
|Overall 1h&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;
|medium&lt;br /&gt;
|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: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;
|[high, medium, low, etc]&lt;br /&gt;
|[minimal, below average, average, above average, extensive]&lt;br /&gt;
|Overall 1h&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;
|[In-lore job description]&lt;br /&gt;
|[high, medium, low, etc]&lt;br /&gt;
|[minimal, below average, average, above average, extensive]&lt;br /&gt;
|None&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;
|[high, medium, low, etc]&lt;br /&gt;
|[minimal, below average, average, above average, extensive]&lt;br /&gt;
|1h&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;
|[high, medium, low, etc]&lt;br /&gt;
|[minimal, below average, average, above average, extensive]&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;
|[high, medium, low, etc]&lt;br /&gt;
|[minimal, below average, average, above average, extensive]&lt;br /&gt;
|Overall: 5h&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;
|low&lt;br /&gt;
|[minimal, below average, average, above average, extensive]&lt;br /&gt;
|None&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;
|[high, medium, low, etc]&lt;br /&gt;
|[minimal, below average, average, above average, extensive]&lt;br /&gt;
|Overall: 5h&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;
|[high, medium, low, etc]&lt;br /&gt;
|[minimal, below average, average, above average, extensive]&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;
|[high, medium, low, etc]&lt;br /&gt;
|[minimal, below average, average, above average, extensive]&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;
|[high, medium, low, etc]&lt;br /&gt;
|[minimal, below average, average, above average, extensive]&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;
|[high, medium, low, etc]&lt;br /&gt;
|[minimal, below average, average, above average, extensive]&lt;br /&gt;
|None&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 Expectations&lt;br /&gt;
!Game knowledge required&lt;br /&gt;
!Server hours required&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;
|low&lt;br /&gt;
|minimal&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;
|medium&lt;br /&gt;
|minimal&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;
|high&lt;br /&gt;
|minimal&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
|[photo needed]‎&lt;br /&gt;
[[Visitors]]&lt;br /&gt;
|[In-lore job description]&lt;br /&gt;
|[high, medium, low, etc]&lt;br /&gt;
|[minimal, below average, average, above average, extensive]&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>Tutle21</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=Service_Worker&amp;diff=1302</id>
		<title>Service Worker</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=Service_Worker&amp;diff=1302"/>
		<updated>2025-08-28T08:12:51Z</updated>

		<summary type="html">&lt;p&gt;Tutle21: changed passenger to assistant&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{{RolePageHeader&lt;br /&gt;
|department=[[Service]]&lt;br /&gt;
|roleTitle=Service Worker&lt;br /&gt;
|img=SERVICEWORKER.png&lt;br /&gt;
|roleplayExpectations=Undefined&lt;br /&gt;
|RequiredGameKnowledge=Minimal&lt;br /&gt;
|hoursRequired=None&lt;br /&gt;
|access=Service, Maintenance, Bar, Kitchen&lt;br /&gt;
|supervisors=[[Head of Personnel]]&lt;br /&gt;
|subordinates=None&lt;br /&gt;
|responsibilities=Help out around the service departments. Learn to grow and cook food. Resist the urge to steal the shotgun.&lt;br /&gt;
|guides=[[Botanist]], [[Cooking]], [[Bartending]]}}&lt;br /&gt;
&lt;br /&gt;
As Service Worker your job is to assist any of the other service departments ([[hydroponics]], [[Bartender|bar]], [[Chef|kitchen]], etc.) and generally be ready to help if any of them need an extra hand. Note that this role shouldn’t be played as a [[passenger|Assistant]] with extra access, you have a job.&lt;br /&gt;
&lt;br /&gt;
[[Category:Roles]]&lt;br /&gt;
[[Category:Civilian Roles]]&lt;br /&gt;
[[Category:Service Roles]]&lt;/div&gt;</summary>
		<author><name>Tutle21</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=Service_Worker&amp;diff=1301</id>
		<title>Service Worker</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=Service_Worker&amp;diff=1301"/>
		<updated>2025-08-28T07:22:29Z</updated>

		<summary type="html">&lt;p&gt;Tutle21: roleplay expectations updated&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{{RolePageHeader&lt;br /&gt;
|department=[[Service]]&lt;br /&gt;
|roleTitle=Service Worker&lt;br /&gt;
|img=SERVICEWORKER.png&lt;br /&gt;
|roleplayExpectations=Medium&lt;br /&gt;
|RequiredGameKnowledge=Minimal&lt;br /&gt;
|hoursRequired=None&lt;br /&gt;
|access=Service, Maintenance, Bar, Kitchen&lt;br /&gt;
|supervisors=[[Head of Personnel]]&lt;br /&gt;
|subordinates=None&lt;br /&gt;
|responsibilities=Help out around the service departments. Learn to grow and cook food. Resist the urge to steal the shotgun.&lt;br /&gt;
|guides=[[Botanist]], [[Cooking]], [[Bartending]]}}&lt;br /&gt;
&lt;br /&gt;
As Service Worker your job is to assist any of the other service departments ([[hydroponics]], [[Bartender|bar]], [[Chef|kitchen]], etc.) and generally be ready to help if any of them need an extra hand. Note that this role shouldn’t be played as a [[passenger]] with extra access, you have a job.&lt;br /&gt;
&lt;br /&gt;
[[Category:Roles]]&lt;br /&gt;
[[Category:Civilian Roles]]&lt;br /&gt;
[[Category:Service Roles]]&lt;/div&gt;</summary>
		<author><name>Tutle21</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=Roboticist&amp;diff=1300</id>
		<title>Roboticist</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=Roboticist&amp;diff=1300"/>
		<updated>2025-08-28T03:17:31Z</updated>

		<summary type="html">&lt;p&gt;Tutle21: added service borg and info on durrand and gygax. also a tip on using robotics console.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RolePageHeader|department=Science|roleTitle=Roboticist|img=ROBOTICIST.png|roleplayExpectations=Medium|RequiredGameKnowledge=Above average|hoursRequired=Science: 4 hours, Engineering: 4 hours|access=Maintenance, Science|supervisors=Research Director|subordinates=Research Assistants|responsibilities=Create cyborgs, maintain and improve them, and make sure the cyborgs are fully functional and laws consistent.|guides=[[Research and Development|Guide to R&amp;amp;D]], [[Xenoarcheology]], [[Anomalous Research]], [[Robotics]]}}The art of making borgs and survive AI&#039;s virtual nagging on making them an AI borg.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
As a roboticist, you are given the duty of creating mechanical wonders ranging from cyborgs or bots, supplementing SCI with upgrading lathes and creating devices, and to making impressive mech for other departments. In this regards, your main focus should be on maintaining all cyborgs on station and fulfill any robotical needs that other departments might request depending if you have resources to spare or not. Even though you&#039;re designated as a roboticist, you can STILL assist your fellow researchers on their tasks such as artifact research and anomaly handling.&lt;br /&gt;
&lt;br /&gt;
Being a roboticist, you will also familiarize yourself with the exosuit fabricator. This machine is capable of printing all your cyborg and mech related components, given if it has enough materials to do so. Remember that cyborg and mech constructions will consume a &#039;&#039;&#039;large amount of materials to complete&#039;&#039;&#039;, and as such you should pester Cargo department for materials or making order slips, salvage for supplies in maints, nag to your RD to request gold and/or silver from the vault, or dumpster dive in Disposal.&lt;br /&gt;
&lt;br /&gt;
== Borging 101 ==&lt;br /&gt;
Creating a cyborg will be the most common duty you will do, and as such you should be able to understand how to make one. A cyborg is a robot chassis that is controlled by either a Positronic Brain that allows ghost players to control the cyborg, an AI interface which allows the AI direct control, or an MMI (Man-Machine Interface) for when a fellow crew member gets gibbed but their brain is still intact. As a roboticist, you are unable to create a specific chassic for a cyborg as those options are only available to anyone who controls it. You ARE able to add modules to improve their efficiency in the respective field. &#039;&#039;Or give a gun to a borg.&#039;&#039; The following steps are how one can build a cyborg chassis:&lt;br /&gt;
&lt;br /&gt;
# Create the cyborg endoskeleton&lt;br /&gt;
# Print out the necessary bodyparts and put it into the endoskeleton&lt;br /&gt;
# put in 1 lv cable and afterwards 2 flashes&lt;br /&gt;
# Screwdriver the chassis to complete the body&lt;br /&gt;
# Unlock the chassis by alt+left clicking&lt;br /&gt;
# Use screwdriver on the chassis to open the panel&lt;br /&gt;
# Insert a powercell&lt;br /&gt;
# Insert either a positronic brain, an AI interface, or an MMI.&lt;br /&gt;
# Optionally, you can change its name by using the UI panel&lt;br /&gt;
# Screwdriver the chassis again to close the panel&lt;br /&gt;
# &#039;&#039;&#039;LOCK THE DAMN CYBORG BY ALT+LEFT CLICKING&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The chassis you made will be undetermined, meaning that you cannot fit any modules inside until the cyborg has chosen a role-chassis. Another thing to note is to make sure that the cyborg recharging station is ready and available so the cyborgs can charge themselves. You must also always remember to &#039;&#039;&#039;Lock the chassis to prevent tampering&#039;&#039;&#039;. A locked cyborg can only be unlocked by members of the Science department, Command members, or using an Access Breaker.&lt;br /&gt;
&lt;br /&gt;
By standard, a cyborg will follow standard NT laws on the provided chassis. These laws may change due to ion storms or due to external tamperings. If such incidents happen, you must move the brain of the cyborg into a new chassis to default it back to regular NT laws. &#039;&#039;&#039;DO NOT DO THIS WHEN AN AI GOES ROGUE, IT WILL CHANGE NOTHING DUE TO LAW 0 FORCING CYBORGS TO LISTEN TO AI.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The robotics console allows you to keep track of station cyborgs and their status, making it easier to determine if they need repair or a recharge. If you suspect that a cyborg has been emagged and firmly believes they are compromised, try to ask your RD to disable the suspected cyborg using the robotics console. If the cyborg in question does not have its brain ejected, then it is emagged.&lt;br /&gt;
&lt;br /&gt;
== Upgrades people, upgrades ==&lt;br /&gt;
When a cyborg has selected its chassis, it will be granted basic modules related to that chassis free of charge. But of course, there&#039;s always room for improvements on better equipment for them. In regards to this, there&#039;s 2 primary things you can do to improve a cyborg:&lt;br /&gt;
&lt;br /&gt;
* Print out advanced modules and insert it into them by unlocking the panel and interacting with the cyborg while equipping the module&lt;br /&gt;
* Giving better batteries so they recharge less often, with microreactor cells being the best battery&lt;br /&gt;
* &#039;&#039;&amp;lt;s&amp;gt;Give them a gun with an L6 module as a syndie&amp;lt;/s&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A similar method is done when you want to upgrade a mech, such as:&lt;br /&gt;
&lt;br /&gt;
* Giving them modules such as hydraulic clamps, drills, or even weapons by opening the panel, turning on the maintenance mode on its UI, and interacting while equipping the module&lt;br /&gt;
* Better battery as usual&lt;br /&gt;
* Fit the exosuit air tank with cooled O2/N2 for longer lasting air supply (depending on who&#039;s going to pilot it), ask engineering for cooled air.&lt;br /&gt;
&lt;br /&gt;
What if you want to remove something from a cyborg or a mech? These are the following options:&lt;br /&gt;
&lt;br /&gt;
* Removing battery from a cyborg, you can unlock the panel and directly remove the battery by right clicking and select remove option&lt;br /&gt;
* Removing a brain from a cyborg requires you to go to the UI panel and interact with the brain section which will eject it&lt;br /&gt;
* Removing a module uses the UI panel and you clicking the x icon beside the module you want to remove. You CANNOT remove base modules.&lt;br /&gt;
* Removing a battery from a mech requires unlocking the panel with a screwdriver and using a crowbar &#039;&#039;&#039;&amp;lt;u&amp;gt;(need confirmation on how to do this)&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
* Removing the air tank requires you to already remove the power cell first, then ejecting it directly &#039;&#039;&#039;&amp;lt;u&amp;gt;(need confirmation on how to do this)&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
* Removing a mech module using the UI panel and interacting with the x option beside the module &#039;&#039;&#039;&amp;lt;u&amp;gt;(need confirmation on how to do this)&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Types ==&lt;br /&gt;
&lt;br /&gt;
=== Cyborgs ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;medical chassis&#039;&#039;&#039;: A white chassis with a container fluid tank as its main body and several needles or prods attached. This chassis is capable of performing first aid with topicals and inject chemicals into patients. Can receive an advanced medical module for more specialized gears.&lt;br /&gt;
* &#039;&#039;&#039;Engineering chassis&#039;&#039;&#039;: An orange rounded chassis with a lower height. It is capable of repairing, placing wires, contructing objects with materials or use its RCD that constantly recharges. Can receive an advanced engineering module for upgraded versions of their tools and access to an RCD alongside a holofan.&lt;br /&gt;
* &#039;&#039;&#039;Science chassis&#039;&#039;&#039;: A metallic grey chassis with no shell, near identical with an undetermined chassis. Equipped with items that allows for anomaly and artifact scanning, alongside basic engineering tools like crowbars and wrenches.&lt;br /&gt;
* &#039;&#039;&#039;Salvage chassis&#039;&#039;&#039;: A yellow rectangular chassis with tracks. equipped with basic mining and salvage equipments such as a pickaxe, can be upgraded with an advanced salvage module for more protection equipment and upgraded items.&lt;br /&gt;
* &#039;&#039;&#039;Janitor Chassis&#039;&#039;&#039;: A purple rounded chassis with scrubbers. equipped with general cleaning equipment like mops and spray cleaners. Can be upgraded with an advanced cleaning module for advanced mops and other better equipments.&lt;br /&gt;
* &#039;&#039;&#039;Corgi Cyborg/Borgi&#039;&#039;&#039;:  An organic corgi that is capable of being piloted with an MMI/positronic brain/AI interface. Can be equipped with a pet bag and modules. &#039;&#039;&#039;&amp;lt;u&amp;gt;(need more info on this)&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Service Cyborg&#039;&#039;&#039;: A humanoid shaped grey chassis with a fancy suit. Usually utilized in the service department from serving drinks, food, or as a menacing clown.&lt;br /&gt;
&lt;br /&gt;
A general module that is compatible with all cyborgs is the basic tool module (each chassis should already come with one) and the thruster module. It is recommended that engineering and salvage chassis are equipped with a thruster module if they don&#039;t have one yet.&lt;br /&gt;
&lt;br /&gt;
=== Mech ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Ripley&#039;&#039;&#039;: The only mech that is not a sealed mech, which in turn make its user suspectible to external spacing or gas. It is a yellow agile mech that is capable of being fitted with clamps to lift heavy objects. Small hydraulic clamp can only carry small items, while a regular hydraulic clamp can carry crates or large objects. Usually given to Cargo department.&lt;br /&gt;
* &#039;&#039;&#039;Ripley MKII&#039;&#039;&#039; : A ripley given a RipleyMKII upgrade kit, turning it into a sealed mech with a heavier weight slowing it down. Serves as a heavier duty cargo mech and as a stepping stone to the paddy mech.&lt;br /&gt;
* &#039;&#039;&#039;Paddy&#039;&#039;&#039;: A ripley MKII converted into a security mech. Painted with black and red and fitted with sirens, this mech can wield weapons module and maintains its mobility. These mech are given to security department as a general purpose patrol mech.&lt;br /&gt;
* &#039;&#039;&#039;Gygax&#039;&#039;&#039;: An agile armored mech suited for fast-paced combat. This mech prioritizes mobility but still provide decent armor to its user, can be fitted with weapon modules.&lt;br /&gt;
* &#039;&#039;&#039;Durrand&#039;&#039;&#039;: A heavily armored mech, guaranteeing maximum protection its user in an extended firefight at the cost of mobility. Can be fitted with weapon modules.&lt;br /&gt;
* &#039;&#039;&#039;H.A.M.T.R&#039;&#039;&#039;: A brown small mech specialized for the beloved Hamlet. It allows for better protection and navigation for Hammy while in space, can be fitted with clamps &#039;&#039;&#039;&amp;lt;u&amp;gt;(true?)&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;H.O.N.K:&#039;&#039;&#039; A mech designed and built for maximum tomfoolery. It can be fitted with clamps, the banana mortar, or other clown-related mech modules.&lt;br /&gt;
* &#039;&#039;&#039;C.L.A.R.K.E&#039;&#039;&#039;: A yellow large mech with tracks often used for expeditions and mining trips. Can be equipped with salvage/mining related modules and often used by salvies/miners.&lt;br /&gt;
&lt;br /&gt;
=== Bots ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Medibot&#039;&#039;&#039;: A white cubical bot with a green medical mark that automatically go toward the nearest wounded person and injects tric chemical.&lt;br /&gt;
* &#039;&#039;&#039;Cleanbot&#039;&#039;&#039;: A little blue bot with a mop attached, automatically cleans puddles nearby with water. &#039;&#039;&#039;DO NOT PUT THEM NEAR POTASSIUM PUDDLES.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Honkbot&#039;&#039;&#039;: Manifestation of horror and suffering encompassed in an angry grey brick. Its body can trip people who are going fast and occasionally honks. Can be player controlled.&lt;br /&gt;
* &#039;&#039;&#039;Mimebot&#039;&#039;&#039;: A big cubical bot with a head and arms attached, a silent companion for you.&lt;/div&gt;</summary>
		<author><name>Tutle21</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=Roboticist&amp;diff=1299</id>
		<title>Roboticist</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=Roboticist&amp;diff=1299"/>
		<updated>2025-08-28T02:15:20Z</updated>

		<summary type="html">&lt;p&gt;Tutle21: Page near completed, need info on Gygax and durrand. Need confirmation on how to remove power cell and air tank from mechs.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RolePageHeader|department=Science|roleTitle=Roboticist|img=ROBOTICIST.png|roleplayExpectations=Medium|RequiredGameKnowledge=Above average|hoursRequired=Science: 4 hours, Engineering: 4 hours|access=Maintenance, Science|supervisors=Research Director|subordinates=Research Assistants|responsibilities=Create cyborgs, maintain and improve them, and make sure the cyborgs are fully functional and laws consistent.|guides=[[Research and Development|Guide to R&amp;amp;D]], [[Xenoarcheology]], [[Anomalous Research]], [[Robotics]]}}The art of making borgs and survive AI&#039;s virtual nagging on making them an AI borg.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
As a roboticist, you are given the duty of creating mechanical wonders ranging from cyborgs or bots, supplementing SCI with upgrading lathes and creating devices, and to making impressive mech for other departments. In this regards, your main focus should be on maintaining all cyborgs on station and fulfill any robotical needs that other departments might request depending if you have resources to spare or not. Even though you&#039;re designated as a roboticist, you can STILL assist your fellow researchers on their tasks such as artifact research and anomaly handling.&lt;br /&gt;
&lt;br /&gt;
Being a roboticist, you will also familiarize yourself with the exosuit fabricator. This machine is capable of printing all your cyborg and mech related components, given if it has enough materials to do so. Remember that cyborg and mech constructions will consume a &#039;&#039;&#039;large amount of materials to complete&#039;&#039;&#039;, and as such you should pester Cargo department for materials or making order slips, salvage for supplies in maints, nag to your RD to request gold and/or silver from the vault, or dumpster dive in Disposal.&lt;br /&gt;
&lt;br /&gt;
== Borging 101 ==&lt;br /&gt;
Creating a cyborg will be the most common duty you will do, and as such you should be able to understand how to make one. A cyborg is a robot chassis that is controlled by either a Positronic Brain that allows ghost players to control the cyborg, an AI interface which allows the AI direct control, or an MMI (Man-Machine Interface) for when a fellow crew member gets gibbed but their brain is still intact. As a roboticist, you are unable to create a specific chassic for a cyborg as those options are only available to anyone who controls it. You ARE able to add modules to improve their efficiency in the respective field. &#039;&#039;Or give a gun to a borg.&#039;&#039; The following steps are how one can build a cyborg chassis:&lt;br /&gt;
&lt;br /&gt;
# Create the cyborg endoskeleton&lt;br /&gt;
# Print out the necessary bodyparts and put it into the endoskeleton&lt;br /&gt;
# put in 1 lv cable and afterwards 2 flashes&lt;br /&gt;
# Screwdriver the chassis to complete the body&lt;br /&gt;
# Unlock the chassis by alt+left clicking&lt;br /&gt;
# Use screwdriver on the chassis to open the panel&lt;br /&gt;
# Insert a powercell&lt;br /&gt;
# Insert either a positronic brain, an AI interface, or an MMI.&lt;br /&gt;
# Optionally, you can change its name by using the UI panel&lt;br /&gt;
# Screwdriver the chassis again to close the panel&lt;br /&gt;
# &#039;&#039;&#039;LOCK THE DAMN CYBORG BY ALT+LEFT CLICKING&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The chassis you made will be undetermined, meaning that you cannot fit any modules inside until the cyborg has chosen a role-chassis. Another thing to note is to make sure that the cyborg recharging station is ready and available so the cyborgs can charge themselves. You must also always remember to &#039;&#039;&#039;Lock the chassis to prevent tampering&#039;&#039;&#039;. A locked cyborg can only be unlocked by members of the Science department, Command members, or using an Access Breaker.&lt;br /&gt;
&lt;br /&gt;
By standard, a cyborg will follow standard NT laws on the provided chassis. These laws may change due to ion storms or due to external tamperings. If such incidents happen, you must move the brain of the cyborg into a new chassis to default it back to regular NT laws. &#039;&#039;&#039;DO NOT DO THIS WHEN AN AI GOES ROGUE, IT WILL CHANGE NOTHING DUE TO LAW 0 FORCING CYBORGS TO LISTEN TO AI.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Upgrades people, upgrades ==&lt;br /&gt;
When a cyborg has selected its chassis, it will be granted basic modules related to that chassis free of charge. But of course, there&#039;s always room for improvements on better equipment for them. In regards to this, there&#039;s 2 primary things you can do to improve a cyborg:&lt;br /&gt;
&lt;br /&gt;
* Print out advanced modules and insert it into them by unlocking the panel and interacting with the cyborg while equipping the module&lt;br /&gt;
* Giving better batteries so they recharge less often, with microreactor cells being the best battery&lt;br /&gt;
* &#039;&#039;&amp;lt;s&amp;gt;Give them a gun with an L6 module as a syndie&amp;lt;/s&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A similar method is done when you want to upgrade a mech, such as:&lt;br /&gt;
&lt;br /&gt;
* Giving them modules such as hydraulic clamps, drills, or even weapons by opening the panel, turning on the maintenance mode on its UI, and interacting while equipping the module&lt;br /&gt;
* Better battery as usual&lt;br /&gt;
* Fit the exosuit air tank with cooled O2/N2 for longer lasting air supply (depending on who&#039;s going to pilot it), ask engineering for cooled air.&lt;br /&gt;
&lt;br /&gt;
What if you want to remove something from a cyborg or a mech? These are the following options:&lt;br /&gt;
&lt;br /&gt;
* Removing battery from a cyborg, you can unlock the panel and directly remove the battery by right clicking and select remove option&lt;br /&gt;
* Removing a brain from a cyborg requires you to go to the UI panel and interact with the brain section which will eject it&lt;br /&gt;
* Removing a module uses the UI panel and you clicking the x icon beside the module you want to remove. You CANNOT remove base modules.&lt;br /&gt;
* Removing a battery from a mech requires unlocking the panel with a screwdriver and using a crowbar &#039;&#039;&#039;&amp;lt;u&amp;gt;(need confirmation on how to do this)&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
* Removing the air tank requires you to already remove the power cell first, then ejecting it directly &#039;&#039;&#039;&amp;lt;u&amp;gt;(need confirmation on how to do this)&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
* Removing a mech module using the UI panel and interacting with the x option beside the module &#039;&#039;&#039;&amp;lt;u&amp;gt;(need confirmation on how to do this)&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Types ==&lt;br /&gt;
&lt;br /&gt;
=== Cyborgs ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;medical chassis&#039;&#039;&#039;: A white chassis with a container fluid tank as its main body and several needles or prods attached. This chassis is capable of performing first aid with topicals and inject chemicals into patients. Can receive an advanced medical module for more specialized gears.&lt;br /&gt;
* &#039;&#039;&#039;Engineering chassis&#039;&#039;&#039;: An orange rounded chassis with a lower height. It is capable of repairing, placing wires, contructing objects with materials or use its RCD that constantly recharges. Can receive an advanced engineering module for upgraded versions of their tools and access to an RCD alongside a holofan.&lt;br /&gt;
* &#039;&#039;&#039;Science chassis&#039;&#039;&#039;: A metallic grey chassis with no shell, near identical with an undetermined chassis. Equipped with items that allows for anomaly and artifact scanning, alongside basic engineering tools like crowbars and wrenches.&lt;br /&gt;
* &#039;&#039;&#039;Salvage chassis&#039;&#039;&#039;: A yellow rectangular chassis with tracks. equipped with basic mining and salvage equipments such as a pickaxe, can be upgraded with an advanced salvage module for more protection equipment and upgraded items.&lt;br /&gt;
* &#039;&#039;&#039;Janitor Chassis&#039;&#039;&#039;: A purple rounded chassis with scrubbers. equipped with general cleaning equipment like mops and spray cleaners. Can be upgraded with an advanced cleaning module for advanced mops and other better equipments.&lt;br /&gt;
* &#039;&#039;&#039;Corgi Cyborg/Borgi&#039;&#039;&#039;:  An organic corgi that is capable of being piloted with an MMI/positronic brain/AI interface. Can be equipped with a pet bag and modules. &#039;&#039;&#039;&amp;lt;u&amp;gt;(need more info on this)&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A general module that is compatible with all cyborgs is the basic tool module (each chassis should already come with one) and the thruster module. It is recommended that engineering and salvage chassis are equipped with a thruster module if they don&#039;t have one yet.&lt;br /&gt;
&lt;br /&gt;
=== Mech ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Ripley&#039;&#039;&#039;: The only mech that is not a sealed mech, which in turn make its user suspectible to external spacing or gas. It is a yellow agile mech that is capable of being fitted with clamps to lift heavy objects. Small hydraulic clamp can only carry small items, while a regular hydraulic clamp can carry crates or large objects. Usually given to Cargo department.&lt;br /&gt;
* &#039;&#039;&#039;Ripley MKII&#039;&#039;&#039; : A ripley given a RipleyMKII upgrade kit, turning it into a sealed mech with a heavier weight slowing it down. Serves as a heavier duty cargo mech and as a stepping stone to the paddy mech.&lt;br /&gt;
* &#039;&#039;&#039;Paddy&#039;&#039;&#039;: A ripley MKII converted into a security mech. Painted with black and red and fitted with sirens, this mech can wield weapons module and maintains its mobility. These mech are given to security department as a general purpose patrol mech.&lt;br /&gt;
* &#039;&#039;&#039;Gygax&#039;&#039;&#039;: &amp;lt;u&amp;gt;&#039;&#039;&#039;(need info)&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Durrand&#039;&#039;&#039;: &#039;&#039;&#039;&amp;lt;u&amp;gt;(need info)&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;H.A.M.T.R&#039;&#039;&#039;: A brown small mech specialized for the beloved Hamlet. It allows for better protection and navigation for Hammy while in space, can be fitted with clamps &#039;&#039;&#039;&amp;lt;u&amp;gt;(true?)&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;H.O.N.K:&#039;&#039;&#039; A mech designed and built for maximum tomfoolery. It can be fitted with clamps, the banana mortar, or other clown-related mech modules.&lt;br /&gt;
* &#039;&#039;&#039;C.L.A.R.K.E&#039;&#039;&#039;: A yellow large mech with tracks often used for expeditions and mining trips. Can be equipped with salvage/mining related modules and often used by salvies/miners.&lt;br /&gt;
&lt;br /&gt;
=== Bots ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Medibot&#039;&#039;&#039;: A white cubical bot with a green medical mark that automatically go toward the nearest wounded person and injects tric chemical.&lt;br /&gt;
* &#039;&#039;&#039;Cleanbot&#039;&#039;&#039;: A little blue bot with a mop attached, automatically cleans puddles nearby with water. &#039;&#039;&#039;DO NOT PUT THEM NEAR POTASSIUM PUDDLES.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Honkbot&#039;&#039;&#039;: Manifestation of horror and suffering encompassed in an angry grey brick. Its body can trip people who are going fast and occasionally honks. Can be player controlled.&lt;br /&gt;
* &#039;&#039;&#039;Mimebot&#039;&#039;&#039;: A big cubical bot with a head and arms attached, a silent companion for you.&lt;/div&gt;</summary>
		<author><name>Tutle21</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=Roboticist&amp;diff=1276</id>
		<title>Roboticist</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=Roboticist&amp;diff=1276"/>
		<updated>2025-08-27T09:07:57Z</updated>

		<summary type="html">&lt;p&gt;Tutle21: added more progress, borging 101&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RolePageHeader|department=Science|roleTitle=Roboticist|img=ROBOTICIST.png|roleplayExpectations=Medium|RequiredGameKnowledge=Above average|hoursRequired=Science: 4 hours, Engineering: 4 hours|access=Maintenance, Science|supervisors=Research Director|subordinates=Research Assistants|responsibilities=Create cyborgs, maintain and improve them, and make sure the cyborgs are fully functional and laws consistent.|guides=[[Research and Development|Guide to R&amp;amp;D]], [[Xenoarcheology]], [[Anomalous Research]], [[Robotics]]}}The art of making borgs and survive AI&#039;s virtual nagging on making them an AI borg.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
As a roboticist, you are given the duty of creating mechanical wonders ranging from cyborgs or bots, supplementing SCI with upgrading lathes and creating devices, and to making impressive mech for other departments. In this regards, your main focus should be on maintaining all cyborgs on station and fulfill any robotical needs that other departments might request depending if you have resources to spare or not. Even though you&#039;re designated as a roboticist, you can STILL assist your fellow researchers on their tasks such as artifact research and anomaly handling.&lt;br /&gt;
&lt;br /&gt;
== Borging 101 ==&lt;br /&gt;
Creating a cyborg will be the most common duty you will do, and as such you should be able to understand how to make one. A cyborg is a robot chassis that is controlled by either a Positronic Brain that allows ghost players to control the cyborg, an AI interface which allows the AI direct control, or an MMI (Man-Machine Interface) for when a fellow crew member gets gibbed but their brain is still intact. As a roboticist, you are unable to create a specific chassic for a cyborg as those options are only available to anyone who controls it. You ARE able to add modules to improve their efficiency in the respective field. &#039;&#039;Or give a gun to a borg.&#039;&#039; The following steps are how one can build a cyborg chassis:&lt;br /&gt;
&lt;br /&gt;
# Create the cyborg endoskeleton&lt;br /&gt;
# Print out the necessary bodyparts and put it into the endoskeleton&lt;br /&gt;
# put in 1 lv cable and afterwards 2 flashes&lt;br /&gt;
# Screwdriver the chassis to complete the body&lt;br /&gt;
# Unlock the chassis by alt+left clicking&lt;br /&gt;
# Use screwdriver on the chassis to open the panel&lt;br /&gt;
# Insert a powercell&lt;br /&gt;
# Insert either a positronic brain, an AI interface, or an MMI.&lt;br /&gt;
# Screwdriver the chassis again to close the panel&lt;br /&gt;
# &#039;&#039;&#039;LOCK THE DAMN CYBORG BY ALT+LEFT CLICKING&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The chassis you made will be undetermined, meaning that you cannot fit any modules inside until the cyborg has chosen a role-chassis. Another thing to note is to make sure that the cyborg recharging station is ready and available so the cyborgs can charge themselves. You must also always remember to &#039;&#039;&#039;Lock the chassis to prevent tampering&#039;&#039;&#039;. A locked cyborg can only be unlocked by members of the Science department, Command members, or using an Access Breaker.&lt;br /&gt;
&lt;br /&gt;
By standard, a cyborg will follow standard NT laws on the provided chassis. These laws may change due to ion storms or due to external tamperings. If such incidents happen, you must move the brain of the cyborg into a new chassis to default it back to regular NT laws. &#039;&#039;&#039;DO NOT DO THIS WHEN AN AI GOES ROGUE, IT WILL CHANGE NOTHING DUE TO LAW 0 FORCING CYBORGS TO LISTEN TO AI.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Upgrades people, upgrades ==&lt;br /&gt;
(WIP)&lt;/div&gt;</summary>
		<author><name>Tutle21</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=Roboticist&amp;diff=1275</id>
		<title>Roboticist</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=Roboticist&amp;diff=1275"/>
		<updated>2025-08-27T06:54:46Z</updated>

		<summary type="html">&lt;p&gt;Tutle21: switched yapping to virtual nagging, sounds more professional :D&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RolePageHeader|department=Science|roleTitle=Roboticist|img=ROBOTICIST.png|roleplayExpectations=Medium|RequiredGameKnowledge=Above average|hoursRequired=Science: 4 hours, Engineering: 4 hours|access=Maintenance, Science|supervisors=Research Director|subordinates=Research Assistants|responsibilities=Create cyborgs, maintain and improve them, and make sure the cyborgs are fully functional and laws consistent.|guides=[[Research and Development|Guide to R&amp;amp;D]], [[Xenoarcheology]], [[Anomalous Research]], [[Robotics]]}}The art of making borgs and survive AI&#039;s virtual nagging on making them an AI borg.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
As a roboticist, you are given the duty of creating mechanical wonders ranging from cyborgs or bots, supplementing SCI with upgrading lathes and creating devices, and to making impressive mech for other departments.&lt;/div&gt;</summary>
		<author><name>Tutle21</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=Roboticist&amp;diff=1274</id>
		<title>Roboticist</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=Roboticist&amp;diff=1274"/>
		<updated>2025-08-27T06:44:29Z</updated>

		<summary type="html">&lt;p&gt;Tutle21: started work on it&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RolePageHeader|department=Science|roleTitle=Roboticist|img=ROBOTICIST.png|roleplayExpectations=Medium|RequiredGameKnowledge=Above average|hoursRequired=Science: 4 hours, Engineering: 4 hours|access=Maintenance, Science|supervisors=Research Director|subordinates=Research Assistants|responsibilities=Create cyborgs, maintain and improve them, and make sure the cyborgs are fully functional and laws consistent.|guides=[[Research and Development|Guide to R&amp;amp;D]], [[Xenoarcheology]], [[Anomalous Research]], [[Robotics]]}}The art of making borgs and survive AI&#039;s yapping on making them an AI borg.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
As a roboticist, you are given the duty of creating mechanical wonders ranging from cyborgs or bots, supplementing SCI with upgrading lathes and creating devices, and to making impressive mech for other departments.&lt;/div&gt;</summary>
		<author><name>Tutle21</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=Scientist&amp;diff=1273</id>
		<title>Scientist</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=Scientist&amp;diff=1273"/>
		<updated>2025-08-27T06:38:17Z</updated>

		<summary type="html">&lt;p&gt;Tutle21: fixed minor inconsistency on roleplay expectations level&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RolePageHeader&lt;br /&gt;
|department=Science&lt;br /&gt;
|roleTitle=Scientist&lt;br /&gt;
|img=SCIENTIST.png&lt;br /&gt;
|roleplayExpectations=Low&lt;br /&gt;
|RequiredGameKnowledge=Average&lt;br /&gt;
|hoursRequired=Research Assistant: 1 hour&lt;br /&gt;
|access=Maintenance, Science&lt;br /&gt;
|supervisors=Research Director&lt;br /&gt;
|subordinates=Research Assistants&lt;br /&gt;
|responsibilities=Research Protolathe recipes, grant people the items they desire within reason, research funky new technologies and getting all the cool experimental toys.&lt;br /&gt;
|guides=[[Research and Development|Guide to R&amp;amp;D]], [[Xenoarcheology]], [[Anomalous Research]], [[Robotics]]}}&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Overview:&#039;&#039;&#039; ==&lt;br /&gt;
As a Scientist aboard the station, your primary responsibility is to advance technological capabilities and support other departments through research and development. This involves studying artifacts, generating and containing anomalies, and producing advanced equipment to enhance station operations.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Responsibilities:&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Research and Development:&#039;&#039;&#039; Engage in the analysis of alien artifacts through Xenoarchaeology to generate research points. These points can be utilized to unlock new technologies and equipment beneficial to the station. Keep in mind as you pry deeper its effects may become severe and may cause damage or harm to the crew nearby.&lt;br /&gt;
* &#039;&#039;&#039;Anomalous Research:&#039;&#039;&#039; Generate Anomalies and contain it for a stable income of research points, find it and identify if its location is safe enough for containment as having it not secure can damage its surroundings and harm the crew of the station. The anomaly can be set to a higher severity for higher income of points but be careful to not let it go critical or the effects maybe dire.&lt;br /&gt;
* &#039;&#039;&#039;Equipment Fabrication:&#039;&#039;&#039; Utilize devices such as the Protolathe, Autolathe and the Circuit Printer to construct tools, weapons, and machines. These creations should aim to support various departments, including [[Medical]], [[Engineering]], and [[Security]].&lt;br /&gt;
* &#039;&#039;&#039;Interdepartmental Support:&#039;&#039;&#039; Collaborate with other departments by providing necessary equipment and technological solutions. For instance, assisting the [[Medical|Medical Department]] with advanced surgical tools or unlocking Armaments Tech for [[Security]] so that they can fabricate advanced gear.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;Guidelines:&#039;&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Safety Protocols:&#039;&#039;&#039; Always prioritize the safety of the station and its crew during testing of alien artifacts and containment of anomalies, as being neglectful can and will damage the station and its crew if one is not careful.&lt;br /&gt;
* &#039;&#039;&#039;Provisioning:&#039;&#039;&#039; Please be mindful of what you provide to the crew of station as it may make the Science Department liable for that one [[Passenger|Tider]] that requested and is given the advanced experimental tool Jaws of Life to break into areas they&#039;re not supposed to. Always check if the item being requested is within their job roles.&lt;br /&gt;
* &#039;&#039;&#039;Material Acquisition:&#039;&#039;&#039; Providing the crew tools and equipment requires the base materials of Steel, Glass and Plastic. Please coordinate with the [[Cargo|Supply/Cargo Department]] and/or the [[Salvage|Salvage team]] to provide the Science Department a decent supply of materials, higher tiers of equipment requires rarer materials such as Solid Plasma or Diamonds.&lt;br /&gt;
* &#039;&#039;&#039;Communication:&#039;&#039;&#039; Keep open lines of communication with the [[Research Director]] and other department heads. This fosters collaboration and ensures that the unlocked technologies align with the station&#039;s needs.&lt;/div&gt;</summary>
		<author><name>Tutle21</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=Medical_Doctor&amp;diff=1188</id>
		<title>Medical Doctor</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=Medical_Doctor&amp;diff=1188"/>
		<updated>2025-08-14T16:45:36Z</updated>

		<summary type="html">&lt;p&gt;Tutle21: doctor page, cyro not done and cloning half-completed. also need review check for inaccuracies&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RolePageHeader|department=Medical|roleTitle=Medical doctor|img=MD.png|roleplayExpectations=Medium|RequiredGameKnowledge=Average|hoursRequired=Medical intern: 4h|access=Maintenance, Medical|supervisors=[[Chief Medical Officer]]|subordinates=Medical intern|responsibilities=Treat the wounded, inject chemicals, and revive the dead.|guides=[[Medical]], [[Medicine]], [[Virology|Virology]], [[Cryogenic Pods|Cryogenic Pods]], [[Impossibility|Surgery]]}}The crews who keep the station members alive and well, alongside being their only hope in the event of a violet alert.&lt;br /&gt;
&lt;br /&gt;
== Medical License ==&lt;br /&gt;
You are entrusted to take care of the wellbeing and physical integrity of your fellow crewmembers upon the station! You have several items and consumables at your disposal, understanding what these items can do will make the difference between life and death. Generally speaking, you will have access to 2 types of gears:&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Topicals&#039;&#039;&#039; ===&lt;br /&gt;
Topicals are consumables that can be used on yourself or on others to treat a specific injury, usually utilized on the dead. Topicals can be stacked and each use will consume 1 unit from that stack. When you use a stack of topicals, the item will automatically be used until you either run out of it or there&#039;s no more injuries that topical can treat. To get topicals, you can get them from crafting it at a lathe, medical vendors, or found on the station or wrecks.  Generally speaking, you will be introduced to these 4 most common topicals:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Bruise pack&#039;&#039;&#039; - heals a small amount of brute-related injuries such blunt, making it a good first aid item as it is flexible on treating brute injuries.&lt;br /&gt;
* &#039;&#039;&#039;Ointment&#039;&#039;&#039; - Heals a small amount of burn related damage such as cold and heat damage.&lt;br /&gt;
* &#039;&#039;&#039;Gauze&#039;&#039;&#039; - Heals a good amount of puncture and slash damage, alongside stopping bleeding too! useful for post-combat treatment.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Blood pack&#039;&#039;&#039; - compatible with all species, these will restore a set amount of blood level and reducing bloodloss.&lt;br /&gt;
&lt;br /&gt;
Alongside that, your chemist might get productive and create more advanced topicals that treats larger amount of damage:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Medicated suture&#039;&#039;&#039; - restores a good amount of brute related injuries and also stops bleeding&lt;br /&gt;
* &#039;&#039;&#039;Regenerative mesh&#039;&#039;&#039; - Restores a good amount of burn related injuries&lt;br /&gt;
* &#039;&#039;&#039;Aloe cream&#039;&#039;&#039; - restores a good amount of burn related injuries &#039;&#039;(need to check)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Alongside these, you might be issued with medipens and pills with labels attached to it. If you are uncertain what these pills do, you can ask your fellow chemists or the CMO for information. But the medipen is an excellent item to keep a person alive, usually injected to a critical patient to stop bleeding and reduce their asphyxiation. &lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Equipments&#039;&#039;&#039; ===&lt;br /&gt;
As a doctor, you also have access to several equipments to help you in your work. the following are:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;health analyzer&#039;&#039;&#039; - use on a person to receive medical information such as their injuries, blood level, and health status&lt;br /&gt;
* &#039;&#039;&#039;Syringe&#039;&#039;&#039; - Used to inject chemicals unto living beings for treatment, it can be set to inject a determined amount of units to prevent overdose&lt;br /&gt;
* &#039;&#039;&#039;Defibrillator&#039;&#039;&#039; - Used to bring the dead back to life, the patient must NOT be rotting/hollowed and have below 200 damage to work. A soulless body cannot be revived.&lt;br /&gt;
* &#039;&#039;&#039;Beds&#039;&#039;&#039; - Used to put patients in to aid their recovery, these beds can improve injury recovery of burn and brutes.&lt;br /&gt;
* &#039;&#039;&#039;Statis beds&#039;&#039;&#039; - Used to prevent rot progression on dead beings, though will cause asphyxiation and prevent chemicals from being absorbed by the body if a living person is placed&lt;br /&gt;
* &#039;&#039;&#039;Bodybag&#039;&#039;&#039; - A bag used to prevent rot on a corpse and relocate them to another position&lt;br /&gt;
* &#039;&#039;&#039;Brute automender&#039;&#039;&#039; - An automender that treats all brute-related injuries on a person or a body until it runs out of chemicals without risk of overdose. Refilled with 30u Bicaridine.&lt;br /&gt;
* &#039;&#039;&#039;Burn automender&#039;&#039;&#039; - An automender that treats all burn-related injuries on a person or body until it runs out of chemicals without risk of overdose. Refilled with 35u Dermaline.&lt;br /&gt;
&lt;br /&gt;
== Healing 101 ==&lt;br /&gt;
In the event of patients coming toward the medical bay, as a doctor you must be able to quickly respond to these patients and provide care until they&#039;re fully recovered. The following steps should be done to ensure proper care and priority are given:&lt;br /&gt;
&lt;br /&gt;
# Prioritize critically wounded patients and command members and put them to beds (beds make them recover faster)&lt;br /&gt;
# apply epinephrine to the patient if they are in critical condition and have not received a medipen yet to buy you more time&lt;br /&gt;
# Scan the patient and discover which damage is the most severe to be treated first&lt;br /&gt;
# Use your syringe to apply the appropriate chemicals, the chemist should have made jugs of chemicals listed with its effects&lt;br /&gt;
# Do not overdose them&lt;br /&gt;
# Optionally provide pills to treat any leftover injuries that are minor&lt;br /&gt;
&lt;br /&gt;
If you are given a corpse, the whole situation becomes more prolonged as you must treat the corpse until it has come within revivable range. The steps are:&lt;br /&gt;
&lt;br /&gt;
# Prioritize based on rot stages and command members&lt;br /&gt;
# Put them on statis bed to prevent further rotting&lt;br /&gt;
# Use automenders to treat injuries, or use topicals if none are available&lt;br /&gt;
# If the damage is less than 200, preferably around 170 damage. Turn on the defibrillator and shock the body&lt;br /&gt;
# If the body has been revived, quickly move them to a regular bed to prevent asphyxiation and allow chemicals to flow in their body&lt;br /&gt;
# Follow the steps on treating living patients&lt;br /&gt;
# If the body is too damaged or rotted beyond recovery, store the body in a bodybag or the morgue.&lt;br /&gt;
&lt;br /&gt;
== Cyro tech ==&lt;br /&gt;
[cyro related stuff, idk man i rarely use these]&lt;br /&gt;
&lt;br /&gt;
== Cloning ==&lt;br /&gt;
If a body is too damaged or rotted, then a cloning may be done in order to bring the person back. To do this, you must place the patient in the [insert name of object], and have a cloning computer ready and linked to both the [name of object] and the cloning pod. The cloning pod itself must have biomass available, which are obtained from grinding biological beings in biomass reclaimers.&lt;br /&gt;
&lt;br /&gt;
The more rotted a corpse is, the less likely they&#039;ll be successfully clone, instead leaving behind a mess of blood. each failed cloning will decrease the chance of success, so better pray it works. Once cloning is done, allow the fresh clone to take possession of its equipment from the old body, before putting the old body into the biomass reclaimer.&lt;/div&gt;</summary>
		<author><name>Tutle21</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=Medical_Intern&amp;diff=1187</id>
		<title>Medical Intern</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=Medical_Intern&amp;diff=1187"/>
		<updated>2025-08-14T15:54:10Z</updated>

		<summary type="html">&lt;p&gt;Tutle21: fluffed up the text and updated the roleplay expectations&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RolePageHeader&lt;br /&gt;
|department=Medical&lt;br /&gt;
|roleTitle=Medical Intern&lt;br /&gt;
|img=MI.png&lt;br /&gt;
|roleplayExpectations=Medium&lt;br /&gt;
|RequiredGameKnowledge=Minimal&lt;br /&gt;
|hoursRequired=	Overall: 5min, Medical: -15h&lt;br /&gt;
|access=Maintenance, Medical&lt;br /&gt;
|supervisors=[[Chief Medical Officer]], [[Medical Doctor]]&lt;br /&gt;
|subordinates=None&lt;br /&gt;
|responsibilities=Heal people.&lt;br /&gt;
|guides=[[Medical]], [[Medicine]], [[Virology|Virology]], [[Cryogenic Pods|Cryogenic Pods]], [[Impossibility|Surgery]]}}&lt;br /&gt;
This role is functionally indentical to [[Medical Doctor]]. The only difference is that it is meant for players new to the [[Medical]] department similar to the [[Technical Assistant]] and [[Security Cadet]] roles. Make sure to listen to your superiors, primarily the Chief Medical Officer, but also the more experienced Medical Doctors. There&#039;s a reason why you&#039;re the intern and not them.&lt;br /&gt;
&lt;br /&gt;
== Learning experience ==&lt;br /&gt;
As a medical intern, your primary goal is to listen and follow your assigned trainer at all times.  You will learn the basis on how to treat people, how to use chemicals, and how to handle bodies and prioritize patients. Usually you&#039;ll be assigned to a medical doctor to gain experience, though if you&#039;re lucky you might be able to be trained by the CMO themselves. The are several restrictions to prevent accidental (or intentional) malpractice as a medical intern, which are:&lt;br /&gt;
&lt;br /&gt;
* They can&#039;t use chemicals without supervisions&lt;br /&gt;
* They must stay with their assigned trainer&lt;br /&gt;
* They cannot perform elective surgeries for obvious reasons&lt;br /&gt;
* They can be relegated the duties of a medical doctor in emergencies.&lt;br /&gt;
&lt;br /&gt;
See [[Medical Doctor]] for more information.&lt;br /&gt;
&lt;br /&gt;
[[Category:Roles]]&lt;br /&gt;
[[Category:Medical Roles]]&lt;/div&gt;</summary>
		<author><name>Tutle21</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=Mail_Technician&amp;diff=1186</id>
		<title>Mail Technician</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=Mail_Technician&amp;diff=1186"/>
		<updated>2025-08-13T18:20:44Z</updated>

		<summary type="html">&lt;p&gt;Tutle21: mail technician page added, name checks of equipment needed&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RolePageHeader|department=Cargo|roleTitle=Mail Technician|img=Mail Technician.png|roleplayExpectations=roleplay expectations test|RequiredGameKnowledge=Minimal|hoursRequired=Cargo: 5h|access=Cargo, External, Maintenance|supervisors=[[Head of Personnel]], [[Quartermaster]]|subordinates=None|responsibilities=Deliver supplies and make money for the station, arm the crew to the teeth in times of crisis.|guides=Cargo SOP}}&#039;&#039;Why are we still using mails in space?&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== The mailman/woman/whatever your species is... ==&lt;br /&gt;
You have been trusted to deliver mail and packages to the hardworking crew of the station! The department has issued you with equipment tailored to assist you on delivering them across the station. The following gear are:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Mail trolley&#039;&#039;&#039; &#039;&#039;&#039;&#039;&#039;(name check)&#039;&#039;&#039;&#039;&#039;- Used to store large amount of packages only, reducing the amount of trips you need to do and allowing better inventory management. Oftentimes you would need to dispense one from a vendor and use a multitool to unpack it. The trolley can only be dragged.&lt;br /&gt;
* &#039;&#039;&#039;Mail bag&#039;&#039;&#039; &#039;&#039;&#039;&#039;&#039;(name check)&#039;&#039;&#039;&#039;&#039; - It can be put on your belt slot, while having large capacity to put mails only. It also comes with a built-in magnet, capable of collecting nearby mails and storing it automatically making it easier for you to prepare.&lt;br /&gt;
* &#039;&#039;&#039;Roller skates&#039;&#039;&#039; - makes you go faster, but even more prone to slipping. Try to watch where you roll.&lt;br /&gt;
* &#039;&#039;&#039;Boxcutter&#039;&#039;&#039; - Practically speaking, a last resort weapon or when you want to force open a mail/package. This will cause your department to pay fines though...&lt;br /&gt;
* &#039;&#039;&#039;Mail teleporter&#039;&#039;&#039; &#039;&#039;&#039;&#039;&#039;(name check)&#039;&#039;&#039;&#039;&#039; - A piece of equipment that generates mails and packages overtime. It is shaped like an oversized mailbox, and usually found in cargo department. alt-clicking it will cause it to empty all the mails/packages it currently have.&lt;br /&gt;
&lt;br /&gt;
== Delivery Procedure ==&lt;br /&gt;
First of all, you&#039;d want to have your mailbag and trolley ready alongside roller skates if the department have one. Then you would head over to the mailbox and collect all the available mails and packages it currently have. Additionally, you may organize the mail based on departments allowing for easier management and prevent possible mistakes of delivering the wrong mail. As mentioned before, you will get 2 different types of items to deliver:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Mail&#039;&#039;&#039; - A small item that usually contains small items such as papers, trash, or sometimes medical items and other trinkets. Can fit in your mailbag.&lt;br /&gt;
* &#039;&#039;&#039;Package&#039;&#039;&#039; - A large item that usually contains large objects such as cakes, medkits, junks, or even somehow contrabands??? Can fit in your mail trolley.&lt;br /&gt;
&lt;br /&gt;
These items will also have 3 different types that determines how you must handle it:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Regular&#039;&#039;&#039; - A plain delivery, no time limit and you don&#039;t have to worry about breaking it&lt;br /&gt;
* &#039;&#039;&#039;Fragile&#039;&#039;&#039; - Given red strips, these deliveries must be done with care and without accidentally dropping or tossing it.&lt;br /&gt;
* &#039;&#039;&#039;Priority&#039;&#039;&#039; - Given bright yellow stripes, these deliveries &#039;&#039;&#039;TAKE PRIORITY TO BE DELIVERED&#039;&#039;&#039; regardless of the target&#039;s role. If the timer runs out, the stripes will stop glowing and your cargo department will earn less money.&lt;br /&gt;
&lt;br /&gt;
You will need to quickly head out and start delivering those mails and packages to each department, ALWAYS PRIORITIZE YELLOW STRIPES MAILS FIRST. Head over to the front desk of the target department, place down the mails and notify the related crew members to come get their mails. Do not attempt to trespass for the sake of delivering mail, you have been warned. After delivery is finished, you may wait for a while for the mailbox to generate new items to deliver. Think about helping your fellow [[Cargo Technician|cargo techs]] or hanging out at the bar.&lt;br /&gt;
&lt;br /&gt;
== Pneumatic Delivery ==&lt;br /&gt;
You might encounter disposal bins marked with blue paint, these are actually mailing systems! All departments are able to utilize these to deliver mails or packages to other departments through identical mailing bins. If you&#039;re feeling lazy and your department has a mailing system, go ahead and insert the item into the bin and select the target destination.&lt;br /&gt;
&lt;br /&gt;
== Bomb disposal ==&lt;br /&gt;
You might be wondering why this section exists, well because every once in a while you might get a rigged letter packed with explosives! But don&#039;t worry, this part will help you figure out what to do and how to identify a bomb letter. A bomb letter can be identified by its black wires and parts sticking out from the letter, making it an obvious giveaway that this letter should not be open. If it does explode, it will create a small explosion damaging nearby objects and floors, alongside hurting crew members nearby. These bomb letters are also affected by the 3 types, but the effects are a little different...&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Regular&#039;&#039;&#039; - These bomb letters can only detonate if it is broken open, or opened. Seriously people almost never fall for this.&lt;br /&gt;
* &#039;&#039;&#039;Fragile&#039;&#039;&#039; - Given the usual red stripes, this letter might explode if damaged by dropping or tossing. Handle it WITH CARE.&lt;br /&gt;
* &#039;&#039;&#039;Priority&#039;&#039;&#039; - This letter will be given yellow stripes and a timer, once the timer reaches zero the letter will explode regardless if you open it or not.&lt;br /&gt;
&lt;br /&gt;
If you discover a bomb letter from your mailbox, &#039;&#039;&#039;do not panic!&#039;&#039;&#039; disposing a bomb letter is relatively easy, there are 3 ways for you to handle it:&lt;br /&gt;
&lt;br /&gt;
# Toss the letter into space, it&#039;s space problem now&lt;br /&gt;
# Request a [[Security Officer|security officer]] for bomb disposal, and make it their problem now&lt;br /&gt;
# Put it in an isolated place that will cause the least amount of damage, it&#039;s the next shift&#039;s problem now&lt;br /&gt;
&lt;br /&gt;
For goodness sake, &#039;&#039;&#039;DO NOT DELIVER A BOMB LETTER TO THE INTENDED RECEIVER!!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Useful trivia and tricks ==&lt;br /&gt;
&lt;br /&gt;
* It is recommended that you empty the mailbox periodically, as it will continue to build up more mails and may cause backlog and severe delays.&lt;br /&gt;
* You can wrap a small species into a package, too bad you can&#039;t mail them through the mailing system though...&lt;br /&gt;
* Cutting open a mail will result in your cargo department losing money by paying fines, never do this&lt;br /&gt;
* Delivering mail gives money to cargo department!!!&lt;br /&gt;
* inspecting a mail/package allows you to see the name of the receiver, their role, and what type of mail/package it is alongside the timer and payment&lt;br /&gt;
* Try and get your hands on speedboots if SCI have one! It&#039;ll make your job much more easier&lt;br /&gt;
* Try avoiding burdensome gear as duffel bags and cumberseome suits.&lt;/div&gt;</summary>
		<author><name>Tutle21</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=Cargo_Technician&amp;diff=1185</id>
		<title>Cargo Technician</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=Cargo_Technician&amp;diff=1185"/>
		<updated>2025-08-13T17:32:41Z</updated>

		<summary type="html">&lt;p&gt;Tutle21: updated guide and roleplay expectations, need to link the guide&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RolePageHeader&lt;br /&gt;
|department=Cargo&lt;br /&gt;
|roleTitle=Cargo Technician&lt;br /&gt;
|img=CARGOTEC.png&lt;br /&gt;
|roleplayExpectations=Low&lt;br /&gt;
|RequiredGameKnowledge=Minimal&lt;br /&gt;
|hoursRequired=None&lt;br /&gt;
|access=Cargo, External, Maintenance&lt;br /&gt;
|supervisors=[[Head of Personnel]], [[Quartermaster]]&lt;br /&gt;
|subordinates=None&lt;br /&gt;
|responsibilities=Deliver supplies and make money for the station, arm the crew to the teeth in times of crisis.&lt;br /&gt;
|guides=Cargo SOP}}&lt;br /&gt;
Although initially a trivial job, [[Cargo|Cargo Department]] employees can amass any type of items with a little bit of luck, wits and time. Whenever anyone runs out supplies related to their job, they will turn to Cargo Department to resupply. If you&#039;re bored of sitting at the front desk and staring blankly at the corridor wall you can consider roaming the halls for junk to sell or liase with the [[Salvage_Specialist|Salvage team]].&lt;br /&gt;
&lt;br /&gt;
Remember, you can [[Construction|craft]] your own crates from the Craft hotkey (default: {{key press|G}}). You can then open the crate by interacting with it, drop misc items onto, then close it by interacting with it. Some specialised crates you can purchase are lockable to those who have access (signified by a red or green light on it). &lt;br /&gt;
&lt;br /&gt;
Remember that powergaming and revolutions are against the [[Server_Rules|rules]]. If you amass resources for yourself and then don&#039;t have cash to buy urgent supplies like AME fuel your decision can single-handedly destroy the station. It is &#039;&#039;not&#039;&#039; your job to empty the station of everything worth selling/deconstructing. Hallways and maintenance tunnels may have things worth selling and are typically free-game. However regarding objects around a department, you may want to check with the Head of that Department first. Do not take objects that would reasonably be useful where they are. For example selling chairs and tables at a bar, a vending machine in the hallways or medical supplies from [[Medical]] can be annoying to other players (regardless of how much they are worth or how low your funds are). If low on funds, there are plenty of departments that can make you objects to sell (even [[Hydroponics]] can operate without power). Your role is to expect the unexpected and get funds and supplies &#039;&#039;before&#039;&#039; an emergency situation if possible.&lt;br /&gt;
&lt;br /&gt;
Whilst it may be deemed fun to stock up on non-essentials, try to avoid prioritising such. If you do stock up on dangerous items like weapons, try to secure these in a locked crate / locker and possibly behind a welded secure door. If the power goes out, anyone with a crowbar can enter cargo and steal your supplies but you can make it harder for them to do so. If thieves cannot see the supplies as they are in a crate / locker, thieves won&#039;t know that they are there.&lt;br /&gt;
&lt;br /&gt;
Your supervisor is the [[Quartermaster]]. Remember to use the [[Radio]] to work closely with the crew. Many staff will be too busy to come in person to cargo so talk with them and deliver to them.&lt;br /&gt;
&lt;br /&gt;
==Cargo Shuttle==&lt;br /&gt;
&amp;lt;!-- Image needs to be added --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The heart of cargo; the cargo shuttle is what actually brings crates in. Controlled by the shuttle console often found in the [[Quartermaster]]&#039;s office this shuttle is often the most prized thing in cargo.&lt;br /&gt;
&lt;br /&gt;
After it docks it&#039;s your job to unload it. Fortunately it comes with four sets of conveyer belts and blast doors to make unloading it as simple as a short push of a crate. Note that some objects cannot go under the blast doors (e.g. cannisters) but you can open the blast doors.&lt;br /&gt;
&lt;br /&gt;
Once the shuttle is ready to undock you should quickly load anything you want to sell on to the pallets inside the shuttle, this allows you to keep the cargo funds high and keep orders coming. It should be noted you cannot sell anything living (and the shuttle will not recall if there is anything living on board, this includes everything from people to rats).&lt;br /&gt;
&lt;br /&gt;
As of 2024, all goods have to be hauled to and collected from the Automated Trade Station.&lt;br /&gt;
&lt;br /&gt;
It is HIGHLY recommended that you do not damage, steal or even touch the components inside the shuttle as they can be fairly hard to replace and the shuttle depends on them to function properly. Some parts can be [[Construction|constructed]] whilst others can be [[Salvage_Specialist|salvaged]].&lt;br /&gt;
&lt;br /&gt;
==Cargo Ordering Computer==&lt;br /&gt;
[[File:Computer-supply.png|64px]]&lt;br /&gt;
&lt;br /&gt;
You can use the ordering computer to put in the orders you want the shuttle to buy from other stations. When you open the UI you should see a vast list of crates you can order; anything from dice games to firearms. When someone at the front desk asks for something it&#039;s your job to input what they asked for into the computer, preferably under their name. You can click on anything from the list to view its description and price. Just below that is the quantity you are ordering and the name of the person who ordered it as well as the reason it&#039;s being ordered. After you input what you want and are ready to get the cargo shuttle to bring it in, you need to accept the order, which will deduct the funds from the cargo-wide bank account.&lt;br /&gt;
&lt;br /&gt;
==Cargo Request Computer==&lt;br /&gt;
&amp;lt;!-- Image needs to be added --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The request computer is what you use to recall and call the cargo shuttle. It is rather simple to learn however if you screw up it can easily mess up several orders.&lt;br /&gt;
&lt;br /&gt;
Once you have some accepted orders you are going to want to call the shuttle meaning you should open the UI and find the call shuttle button. You should also see all the accepted orders under the button, these are the orders that will be on the shuttle.&lt;br /&gt;
&lt;br /&gt;
After you dock the shuttle and unload it you are going to want to recall it. Once you move the shuttle 250m away from the station you can press the recall button which will have replaced the call button. Before you can call the shuttle again you will have to wait a short time. Recalling the shuttle when there is anything on the cargo pallets will sell those objects. Try to avoid calling the shuttle then immediately recalling it as it will sell all the orders you just called in. At a loss.&lt;br /&gt;
&lt;br /&gt;
==Cargo Shuttle Console==&lt;br /&gt;
&amp;lt;!-- Image of GUI needs to be added. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:External Airlock Example.png|frame|alt=An example of how to use external airlocks. Note the nubs of the airlock pointing at each other.|An example of how to use external airlocks. Note the nubs of the airlock pointing at each other.]]&lt;br /&gt;
&lt;br /&gt;
This is what you use to actually pilot the shuttle. Once the shuttle is called it will appear a short distance out from the station. It&#039;s your job to locate the cargo docking ports and dock while &amp;lt;s&amp;gt;not&amp;lt;/s&amp;gt; avoiding punting the salvagers into deep space. (Usually, salvage is nearby cargo, which means that the &#039;unknown objects&#039; that salvage draws in are usually nearby your docking area.)&lt;br /&gt;
&lt;br /&gt;
Once you have unloaded the shuttle and have put all the items you wish to sell on it, undock with the station and fly 250m away from it.&lt;br /&gt;
&lt;br /&gt;
Left click the shuttle computer to take control of your shuttle.&lt;br /&gt;
&lt;br /&gt;
Controls are:&lt;br /&gt;
*{{key press|WASD}} to strafe forward, left, backwards and right, &lt;br /&gt;
*{{key press|Q}} and {{key press|E}} to spin left and right respectfully, &lt;br /&gt;
*{{key press|Spacebar}} to brake. &#039;&#039;&#039;When in doubt, hold the brakes.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To select &#039;&#039;&#039;docking mode&#039;&#039;&#039;, right click the console and toggle mode. While in docking mode, the previously mentioned {{key press|A}} and {{key press|D}} keys are particularly useful for parallel parking.&lt;br /&gt;
&lt;br /&gt;
External airlock [Docking] are used for docking with ships/stations that also have docking airlocks. Once you have two docking airlocks face to face, right click the docking airlock and select the &#039;&#039;&#039;Dock&#039;&#039;&#039; verb. If successful, the docks will both open and you will be attached to the other vessel. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;IMPORTANT NOTE:&#039;&#039;&#039; Currently docking is finicky and will not always be airtight. Open with caution.&lt;br /&gt;
&lt;br /&gt;
==Automated Trade Station (ATS)==&lt;br /&gt;
&lt;br /&gt;
As of 2024, the Automated Trade Station (ATS) exists in close proximity to the station. You will need to manually haul goods for appraisal &amp;amp; bounties to the ATS and drag anything for sale (bounty or otherwise) to the sales grid and sell them via the appraisal console. Goods you order will appear on the purchase grid likewise.&lt;br /&gt;
&lt;br /&gt;
A recommended contingency is to relocate or rebuild the cargo ordering console to the ATS in the event of a power outage or critical damage to the cargo bay. NOTE that during an attack on the station by [[syndicate]] nuclear ops teams or [[traitor|otherwise]], the ATS may be an early casualty in order to deprive the crew of arms and other key supplies.&lt;br /&gt;
 &lt;br /&gt;
==Making Money==&lt;br /&gt;
&lt;br /&gt;
==== Bounties ====&lt;br /&gt;
A good way to start making some cash is the available &#039;&#039;&#039;[[Bounties]]&#039;&#039;&#039; that Centcom will recompense upon completion. To complete a bounty, simply put the sought-after items in a crate and left-click the crate with the printed bounty.&lt;br /&gt;
&lt;br /&gt;
==== Scavenging ====&lt;br /&gt;
As a [[Cargo Technician]], you start with an Appraisal Tool [[File:Appraisal_tool.png]]. When you hold it in your hand you can left click on most things to find their value. Clicking an inventory will instead put the Appraisal Tool into the inventory, emptying your hand, so be careful. &lt;br /&gt;
&lt;br /&gt;
With your Appraisal tool, you can investigate how to turn raw materials into profit. e.g. 1 steel (10 value) can be turned into other things for more value e.g. 1 steel for a Wrench worth 40. Beware though, automated factories are NOT approved by CentCom as they involve a lot of entity movement and can cause performance issues with little benefit to the station itself. Instead of automated factories for lots of small objects, consider creation of less more complicated/valuable objects e.g. via [[Construction]]. However, you may need to pull the objects onto the shuttle (or build them onto the shuttle and unanchor them). e.g. 2 steel can be used to create a Rack worth 150. With a Circuit Imprinter, you can also turn a tidy profit however ensure you aren&#039;t producing tonnes of little objects. Also, before you rush and sell all the vending machines, consider that each can be restocked from your department. If all the vending machines are empty and theres no [[Bartender]] or [[Chef]] you are letting down the station by not restocking the food and drink machines. Remember selling things of value to players like vending machines and chemical dispensers is against the [[Server Rules]]. &lt;br /&gt;
&lt;br /&gt;
You can deconstruct most things on the station (but not all). For example closets cannot be deconstructed but chairs and machines can be. To deconstruct, you will typically need a screwdriver but sometimes a wrench, crowbar or wirecutters. Note that deconstructing most objects will greatly lessen the value. e.g. a chair may be worth 50 when pulled to the shuttle but deconstructed to 1 steel (worth 10). &lt;br /&gt;
&lt;br /&gt;
{{Important&lt;br /&gt;
|Title=Warning&lt;br /&gt;
|Note=Setting up a factory, selling useful objects from the station or demolishing entire rooms can call the wrath of CentCom on the station. Selling salvage should be your main source of income when available. Objects in Maintenance that are not behind secured doors are also fair game.&lt;br /&gt;
|Image=Wired_Frame.png|80px&lt;br /&gt;
|Color=#F65&lt;br /&gt;
}}If you&#039;re extremely low on cash, you can pester production departments ([[Hydroponics]], [[Chef]], [[Bartender]] and [[Chemistry]]) to make stuff to sell. [[Hydroponics]] can produce 4 aloe cream (100 per stack) per plant per cycle. [[Chef]] can produce breads / pizzas (cuttable at 50 per slice). These are produced simply with an infinite supply of free water (and power).&lt;br /&gt;
&lt;br /&gt;
Whilst prices are in a state of flux, here are some guidelines&lt;br /&gt;
* A cannister of [[Gases#Frezon|Frezon]] (made by a [[Atmospheric Technician]]) is highly valuable&lt;br /&gt;
* Circuit boards are very valuable&lt;br /&gt;
* Racks are cheap yet valuable&lt;br /&gt;
* Plants, plant derivatives and some food are free to make&lt;br /&gt;
*[[Fauna|Corpses]] are worth a lot (even mouse corpses are worth hundreds). Fresh and rotten corpses are both good. Cloneable humans are not advised to be sold but unclonable human corpses are fair game.&lt;br /&gt;
*[[Musical Instruments]] are valuable&lt;br /&gt;
*[[Atmospheric_Technician#Gases|Canisters]] / Fuel / Water tanks are highly valuable and are frequently found in maintenance corridors&lt;br /&gt;
&lt;br /&gt;
==Spending Money==&lt;br /&gt;
If you are sitting on a tonne of money (more than 10k) and have no supplies stocked up, you are only doing half of your job. You will want to have a surplus of funds for emergency situations however remember you can only order supplies when the power is on, and the shuttle is working. Such will not always be the case. &lt;br /&gt;
&lt;br /&gt;
Examples of items to stock up on:&lt;br /&gt;
* AME fuel&lt;br /&gt;
* Steel&lt;br /&gt;
* Plastic&lt;br /&gt;
* Glass&lt;br /&gt;
* Medical Supplies&lt;br /&gt;
* AME parts&lt;br /&gt;
* Internals crate (suits and breathing equipment)&lt;br /&gt;
* Vending machine restock (e.g. the Bar-O-Matic, drinks, food)&lt;br /&gt;
* In a nukie round, get Shotguns / Lasers and lots of ammo&lt;br /&gt;
* Potentially winning big at the lottery &amp;lt;s&amp;gt;(99% of gamblers stop before they win big)&amp;lt;/s&amp;gt;&lt;br /&gt;
==Getting Supplies==&lt;br /&gt;
*[[Scientist|Science]] can replace tools such as the Appraisal Tool, Gas Analyzer, Screwdrivers and Wrenches&lt;br /&gt;
*[[Scientist|Science]] can produce machines and supply parts for how you can [[Construction|craft]] your own Conveyor Belts and Firelocks.&lt;br /&gt;
&lt;br /&gt;
==Useful trivia and tricks==&lt;br /&gt;
* Make sure to close the airlocks properly whenever you go out of the station, otherwise you will risk spacing your department and incurring Quartermaster&#039;s wrath&lt;br /&gt;
* If you ever find yourself among a mess of several empty crates, you can deconstruct them using a screwdriver&lt;br /&gt;
* Make sure to leave some empty paper on your desk, so your crewmates can leave out orders during your absence at the front desk&lt;br /&gt;
* When piloting the shuttle try not to hit any [[Salvaging|salvage]] the salvagers have brought in using their magnet. If you do, and a crewmember is on that wreck, their screen will spin and they may no longer know which way is the station. &lt;br /&gt;
* Do not hit the station at high speeds when using the shuttle as it can cause the entire station to go into a spin and start drifting through space knocking off any engineers or salvagers. If the station is spinning or drifting, [[Salvage_Specialist|Salvagers]] may no longer be safe going into space&lt;br /&gt;
* Everything dead, natural and manmade can be sold, this means you can sell anything that is not useful to the station plus any junk that [[Salvage_Specialist|salvage]] keeps bringing in. Some objects will be worth 0 (e.g. tables).&lt;br /&gt;
* In the likely case that the chef or botanist asks you to have something delivered such as a cow or seeds consider asking if they&#039;d like to help you make money by baking bread and pizza, growing excess plants, and giving you mouse corpses rather than cooking them.&lt;br /&gt;
* A more passionate janitor may often come by to give you junk to sell, and if not it may not take much more than asking to get them to do so, remind them what is valuable to you.&lt;br /&gt;
&lt;br /&gt;
[[Category:Roles]]&lt;br /&gt;
[[Category:Cargo Roles]]&lt;/div&gt;</summary>
		<author><name>Tutle21</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=Detective&amp;diff=1181</id>
		<title>Detective</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=Detective&amp;diff=1181"/>
		<updated>2025-08-13T04:37:37Z</updated>

		<summary type="html">&lt;p&gt;Tutle21: added detective page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RolePageHeader|department=Security|roleTitle=Detective|img=DEC.png|roleplayExpectations=High|RequiredGameKnowledge=Above average, extensive|hoursRequired=Security: 10h|access=Brig, Maintenance, Security, Service|supervisors=[[Head of Security]], [[Security Officer]], [[Warden]] (to some extent)|subordinates=None|responsibilities=Investigate crime scenes, collect evidence, and go undercover.|guides=[[Space Law]], [[Security Officer]], this page}}The sherlock holmes of Space Station 14, nemesis to [[janitor]]. Just please don&#039;t forget to use your gloves.&lt;br /&gt;
&lt;br /&gt;
== Investigations ==&lt;br /&gt;
As a detective, you are expected to be able to respond to a crime scene and figure out what went down. The detective will be alerted first when a [[Security Officer|security officer]] or a crew member reports a crime scene, or suspicious activities that occured in an area. Upon reaching the scene, you are equipped with several equipments that will assist in your investigation.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Forensic gloves&#039;&#039;&#039; - These gloves are finely tuned to leave no traces or fibers behind, allowing you to interact with objects without contaminating the evidence. ALWAYS WEAR THEM.&lt;br /&gt;
* &#039;&#039;&#039;Forensic scanner&#039;&#039;&#039; - A tool used to scan various objects, doors/walls, or even people to obtain trails that are possibly left behind. You may be able to discover DNAs, fingerprints, or most commonly fibers from the results, from which you will need to find out manually by using the criminal records computer. A scan result can be printed, making a small paper.&lt;br /&gt;
* &#039;&#039;&#039;Logprobe&#039;&#039;&#039; - a program installed on your PDA, or installed using the Logprobe cartridge in the detective&#039;s room. This program allows you to see who opened or accessed a door by tapping your PDA to the chosen door. It will create a list of names and the time of their access, making it a handy tool to create a timeline and shorten possibilities. Keep in mind that it will &#039;&#039;only log the most recent 20 access attempts.&#039;&#039; A probe result can be printed, making a small paper.&lt;br /&gt;
&lt;br /&gt;
At the crime scene, you need to scan any left over residue such as blood, spent shells, weapons left behind, and check the doors for any tampering or access logs. Make sure no one else attempts to enter or interact with the scene to ensure clean evidence, and no mops.&lt;br /&gt;
&lt;br /&gt;
== Interrogations ==&lt;br /&gt;
You might be able to get witnesses or get a suspect, from which you need to question to discover what they&#039;ve seen or heard. Try and build a rapport with the person if you suspect they won&#039;t cooperate easily. Small talks, gifts, and tossing a few jokes can ease the tensions and allow for more important questions.&lt;br /&gt;
&lt;br /&gt;
Remember to ask these 5 crucial questions when you question someone.&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;What&#039;&#039;&#039; - What happened? What did you see? What did you hear? What do you think happened?&lt;br /&gt;
# &#039;&#039;&#039;Who&#039;&#039;&#039; - Who did you saw? Who entered or left the room? Who was nearby or acting suspicious?&lt;br /&gt;
# &#039;&#039;&#039;Where&#039;&#039;&#039; - Where did you see it happen? Where was the crime scene? Where is the suspected person now?&lt;br /&gt;
# &#039;&#039;&#039;When&#039;&#039;&#039; - When did it happen? When did you see it? When did they enter?&lt;br /&gt;
# &#039;&#039;&#039;Why&#039;&#039;&#039; - Why did the victim/perpetrator do this? Why did they enter the room? Why did you enter the room?&lt;br /&gt;
&lt;br /&gt;
Remember, &#039;&#039;&#039;witness statements are NOT concrete evidence.&#039;&#039;&#039; They might not be telling the whole truth...&lt;br /&gt;
&lt;br /&gt;
== Developments ==&lt;br /&gt;
With evidences collected from the scene and witnesses, it&#039;s time to start building a timeline and find out what actually happened. Use the criminal records computer to match fingerprints or DNAs, and write down what you have collected so far into a piece of paper. You need to establish who the prime suspect is, how they did it, and why. Remember that you can write down on printed papers from your scanner and log probe to note down which DNAs or prints belong to who using a pen, making it easier to keep track of things. Once you are certain that you have a prime suspect or confirmed that a crew member was the culprit, notify the [[warden]] or [[Head of Security|HOS]] and change the status of the suspect to either &amp;quot;suspect&amp;quot; or &amp;quot;wanted&amp;quot;. It is recommended that you put all your evidence and papers into a folder and submit it to your higherups with your stamps as a final touch.&lt;br /&gt;
&lt;br /&gt;
== Undercover ==&lt;br /&gt;
With authorization from the [[Head of Security]], a detective can go undercover as a different job such as a janitor or any other non-security related jobs. This is most effective when you start your undercover at the start of the shift, as most crew won&#039;t know your real role yet. Going undercover can be useful when you want to gather information discreetly and avoid suspicions or tipping off antagonists that they&#039;re being suspected. If you&#039;re lucky or competent enough, you might be able to infiltrate the antagonist&#039;s connections and pose as one...&lt;br /&gt;
&lt;br /&gt;
* An undercover detective must always have their detective ID for identification, though this doesn&#039;t mean you can&#039;t get a fake ID for your PDA and hide your real one in your backpack...&lt;br /&gt;
* Avoid wearing any visual equipments that shows you are a security member, ranging from uniforms, belts, to even headsets.&lt;br /&gt;
* Ask your Head of Security for a security headset key to insert into your undercover headset, allowing communications with security while keeping the visual disguise.&lt;br /&gt;
* Ensure that the head of whichever department you&#039;re infiltrating knows you, unless the head itself is the suspect.&lt;br /&gt;
* You&#039;re undercover, avoid doing suspicious things like conversing with fellow security officers, playing vigilante, or blatantly opening a security door&lt;br /&gt;
* It is recommended not breaking your cover for small crimes, and instead focus on targeting bigger crimes as once you&#039;re exposed, there&#039;s no going back.&lt;br /&gt;
* Be prepared to suffer the pain of doing a betrayal&lt;br /&gt;
* Ensure that your name does not show as detective in the crew monitoring console, and your icon changed to the respective disguise.&lt;br /&gt;
* &#039;&#039;&#039;NOTIFY YOUR OFFICERS THAT YOU&#039;RE UNDERCOVER AND TELL THEM TO STOP REFERRING YOU AS DETECTIVE!!!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
&lt;br /&gt;
* A detective can be an acting [[Security Officer|security officer]] if authorized by the [[Head of Security]], following the [[Security SOP|SOP]] for [[Security Officer|security officers]].&lt;br /&gt;
* A detective can tag along with another [[Security Officer|security officer]] at all alert levels.&lt;br /&gt;
* a red and black fibers usually means it belongs to a [[Security Officer|security officer]]&#039;s gloves.&lt;br /&gt;
* Objects of interest might be cleaned with rags or soaps removing any evidence, keep that in mind!&lt;br /&gt;
* When undercover, make sure you are alone or in a secluded spot before making a report to your fellow officers about your findings through the headset.&lt;br /&gt;
* When trying to infiltrate an antagonist group, try requesting for a contraband from your [[warden]] to help improve the disguise, such as syndie weapons or even forged weapons.&lt;br /&gt;
* Unknown DNAs usually means animal blood, ranging from pet crews to your average critters.&lt;br /&gt;
* Again, confessions or witness statements are not always concrete evidence.&lt;/div&gt;</summary>
		<author><name>Tutle21</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=Security_Cadet&amp;diff=1180</id>
		<title>Security Cadet</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=Security_Cadet&amp;diff=1180"/>
		<updated>2025-08-13T03:40:18Z</updated>

		<summary type="html">&lt;p&gt;Tutle21: updated roleplay and knowledge on page header&lt;/p&gt;
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&lt;div&gt;{{RolePageHeader&lt;br /&gt;
|department=Security&lt;br /&gt;
|roleTitle=Security Cadet&lt;br /&gt;
|img=SECCAD.png&lt;br /&gt;
|roleplayExpectations=Medium&lt;br /&gt;
|RequiredGameKnowledge=Average&lt;br /&gt;
|hoursRequired=Overall: 30h, Security: -15h&lt;br /&gt;
|access=Brig, Maintenance, Security, Service&lt;br /&gt;
|supervisors=[[Head of Security]], [[Security Officer]], [[Warden]] (to some extent)&lt;br /&gt;
|subordinates=None&lt;br /&gt;
|responsibilities=Learn to serve, protect, and baton&lt;br /&gt;
|guides=[[Space Law]], [[Security Officer]], this page}}&lt;br /&gt;
Learn how to &amp;lt;s&amp;gt;beat people to within an inch of their life without going overboard&amp;lt;/s&amp;gt; serve your fellow man!&lt;br /&gt;
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== Starting Out ==&lt;br /&gt;
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Security Cadet might be your first real job on the station after spending a few rounds as a passenger, or maybe you made the &#039;&#039;&#039;enormous&#039;&#039;&#039; mistake of trying this out as your first role. To be clear, this is not a role for absolute beginners. If you are unprepared for the hardship that comes with this job, I. E. if you do not know what the hell you&#039;re doing, do not take it on. Try out the [[Medical Intern]] or [[Technical Assistant]] training roles first, get a feel for what&#039;s normal and what&#039;s not, then come back.&lt;br /&gt;
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== The Art of Listening ==&lt;br /&gt;
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The most important thing to do when you are starting out as a security officer is to &#039;&#039;&#039;listen&#039;&#039;&#039; to what your commanding officer, the crew, the passengers, and even the clowns are saying to you. If you fly off the handle when confronted with a slightly irritating situation, you will immediately be labeled as &amp;quot;shitsec,&amp;quot; and the people will be right to rise against you. The greatest tool in your tool-belt is not the baton, it&#039;s your ears. When you listen, you will know how to defuse a situation. When you listen, you will come to understand who is lying and who is telling the truth. Some people are bad at speaking, give them the benefit of the doubt and ask follow up questions. Be a good listener.&lt;br /&gt;
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=== Negotiations Have Broken Down ===&lt;br /&gt;
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Sometimes, there&#039;s nothing you can do. The security officers before you were bad at listening, bad at communicating, but very good at showing crew members the business end of their batons. Now, they have it out for you. You are going to need to know how to defend yourself. See the [[Security Officer]] guide for details on the tools at your disposal.&lt;br /&gt;
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== Authority ==&lt;br /&gt;
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As a Security Cadet, you have a lot of pressure put on you to perform well. Do not allow this to get to you. You are expected to call in more experienced people to deal with situations that you are unsure of. If you take the law into your own hands too quickly, there can be consequences under [[Space Law]]. Familiarize yourself with this as well as you can, but know there&#039;s room for goofing up. Don&#039;t allow your authority to get to your head and take things too far, but also don&#039;t allow clown murder to become the norm. No one likes clown murder.&lt;br /&gt;
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== Tips ==&lt;br /&gt;
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* Trust goes in this order:&lt;br /&gt;
# Command Staff&lt;br /&gt;
# Security Staff (except [[Lawyer|Lawyers]])&lt;br /&gt;
# Lawyers&lt;br /&gt;
# Crew&lt;br /&gt;
# Passengers&lt;br /&gt;
# Clowns&lt;br /&gt;
# Mimes&lt;br /&gt;
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* Find a more experienced officer to pair up with&lt;br /&gt;
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* Listen to your radio and the people around you&lt;br /&gt;
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* Police brutality is funny, but the last resort&lt;br /&gt;
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* Get good at communicating with others&lt;br /&gt;
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* ALWAYS listen to Head of Security. What they say goes&lt;br /&gt;
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[[Category:Roles]]&lt;br /&gt;
[[Category:Security Roles]]&lt;/div&gt;</summary>
		<author><name>Tutle21</name></author>
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