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	<id>https://nsv.beestation13.com/mediawiki2/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=MoistBrother</id>
	<title>NSV13 - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://nsv.beestation13.com/mediawiki2/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=MoistBrother"/>
	<link rel="alternate" type="text/html" href="https://nsv.beestation13.com/wiki/Special:Contributions/MoistBrother"/>
	<updated>2026-06-04T06:45:23Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.35.5</generator>
	<entry>
		<id>https://nsv.beestation13.com/mediawiki2/index.php?title=Guide_to_Factions&amp;diff=34834</id>
		<title>Guide to Factions</title>
		<link rel="alternate" type="text/html" href="https://nsv.beestation13.com/mediawiki2/index.php?title=Guide_to_Factions&amp;diff=34834"/>
		<updated>2022-10-27T03:18:26Z</updated>

		<summary type="html">&lt;p&gt;MoistBrother: WR was wrong, fixerydoo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=[[File:Whiterapids.png|32px]][[WhiteRapids]]=&lt;br /&gt;
The federation's united fighting front. Who you work for.&lt;br /&gt;
&lt;br /&gt;
=[[File:SolGov.png|32px]][[Solar Government]]=&lt;br /&gt;
World government who polices the rest of the galaxy the best they can. Big brother, always watching.&lt;br /&gt;
&lt;br /&gt;
=[[File:Bluentlogo.png|32px]][[NanoTrasen]]=&lt;br /&gt;
The super corporate conglomerate that controls a majority of the human economy. Who you REALLY work for.&lt;br /&gt;
&lt;br /&gt;
=[[File:ArdataLogo.png|32px]][[Ardata Security]]=&lt;br /&gt;
Nanotrasen's Corporate and now Military Information Security branch. &lt;br /&gt;
&lt;br /&gt;
=[[File:DRE-Logo.png|32px]][[Draconic Empire]]=&lt;br /&gt;
The expansionist empire of lizardfolk who have only recently known peace and don't like it.&lt;br /&gt;
&lt;br /&gt;
=[[File:DoL_Logo.png|32px]][[Dominion of Light]]=&lt;br /&gt;
The largest collection of moths &amp;lt;s&amp;gt;and lamps&amp;lt;/s&amp;gt; and ethereals as a religious, non-confrontationalist body.&lt;br /&gt;
&lt;br /&gt;
=[[Syndicate]]=&lt;br /&gt;
Public enemy #1. Kill on sight.&lt;br /&gt;
&lt;br /&gt;
=[[Tortugan Raiders]]=&lt;br /&gt;
Ruthless cutthroat pirates and raiders. Dirty tactics, savagery, yar-har.&lt;/div&gt;</summary>
		<author><name>MoistBrother</name></author>
	</entry>
	<entry>
		<id>https://nsv.beestation13.com/mediawiki2/index.php?title=Whiterapids&amp;diff=34833</id>
		<title>Whiterapids</title>
		<link rel="alternate" type="text/html" href="https://nsv.beestation13.com/mediawiki2/index.php?title=Whiterapids&amp;diff=34833"/>
		<updated>2022-10-27T03:08:38Z</updated>

		<summary type="html">&lt;p&gt;MoistBrother: Fixed information again&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Whiterapids 1.png|alt=|thumb|''Whiterapids'']]&lt;br /&gt;
= Introduction =&lt;br /&gt;
Whiterapids, the right arm of the Federation. They stand proud as the first proper Federation military. They’re currently the main military force combating and defending against the Syndicate. Each piece of Whiterapids functions like a well oiled machine to do the most with as little as possible, a necessary act, due to it's hopelessly tiny budget. Whiterapids continues to prove themselves to be extraordinarily clever with resource management and tactics, always using the cutting edge of experimental technology to keep the enemy on their toes.&lt;br /&gt;
&lt;br /&gt;
=Organization=&lt;br /&gt;
Whiterapids is organized in a roughly branch-like structure, mimicking [[Nanotrasen]]'s makeup in principle.&lt;br /&gt;
*Grand admirals are part of Strategic command, as are generals(though generals are still the same rank as normal admirals, don't let them tell you otherwise.)&lt;br /&gt;
*Fleet admirals are primarily stationed in fleet command, where they control the navy directly, or through normal admirals.&lt;br /&gt;
*Normal admirals are wherever they are assigned to, mostly this will be in controlling Battle-groups or small fleets, though they are also known to hold temporary control over planets and colonies.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Strategic Command==&lt;br /&gt;
At the very top, is a semi-independent military tribunal called 'Strategic Command', staffed by anyone including company reps, the council of grand admirals, generals, centcom advisors and officials, etc. They are the cream of the crop, and&lt;br /&gt;
are the ultimate deciders when it comes to Doctrine, Budget, Strategy, etc. They are in subordination to, and in direct contact with, central command, and often get their priorities dictated by them.&lt;br /&gt;
=== Fleet Command===&lt;br /&gt;
A loose conglomerate of all admirals barring grand, in direct contact with the supply corps and personnel bureau so as to facilitate rapid resource reallocation. These are the main handy-men of the whiterapids navy. They are subdevided in 3 rough groups:&lt;br /&gt;
*Whiterapids QRF; The &amp;quot;Quick Response Fleets&amp;quot; are allowed access to EAS, and the ability to go about their missions however they want for maximum flexibility. They are often single highly specialized ships that receive their orders directly from fleet/strategic command. To prevent loss of these crews, QRF uses a newly developed technique of making mass-backups regularly, and cloning them whenever they go down. A fact that has resulted in some VERY experienced crews, that are able to in some cases, staff entire ships with less than five people.&lt;br /&gt;
*Whiterapids Attack Division; Here we find those fleets that are constantly on the offensive, often being recalled to change targets or refit their ships.&lt;br /&gt;
*Whiterapids Defense Division; The saving grace, the defensive division is in charge of maintaining our front lines even if the attack and QRF divisions are out spearheading some insane offensive.&lt;br /&gt;
===Supply Corps===&lt;br /&gt;
The logistical center point of Whiterapids. In charge of keeping everyone well fed and ships well maintained.&lt;br /&gt;
===Bureau of Personnel===&lt;br /&gt;
Sentient resources, in effect. Handling all staffing across all of Whiterapids. In constant headache over QRF's propensity for mass-cloning, which muddles up staff records tremendously.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=History=&lt;br /&gt;
Whiterapids was formed in response to the beginning of the second syndicate war. [[Solar Government]] was not interested in fighting what amounts to a long war of attrition, and brought up the creation of a federation-wide naval force. Though their initial budget was less than stellar, [[Nanotrasen]] decided that it would be a great way to get their hands on their own navy, and discreetly flooded Whiterapids with bribes, personnel, resources, and money. This has resulted in a sort of split-allegiance of Whiterapids, where [[Solar Government]] is getting concerned that [[Nanotrasen]] may be trying to bypass the regulations keeping them from building their own navy to overthrow them.&lt;br /&gt;
&lt;br /&gt;
Since then, Whiterapids has matured, and is now steadily on-track to becoming somewhat of a regional power player. To NT's delight.&lt;br /&gt;
&lt;br /&gt;
=Relations=&lt;br /&gt;
As a Federation-Formed institution, Whiterapids does its best to maintain good relations with all members of the federation, alien or not. Though there are still some old fashioned traditions related to Human-only admiralty, anyone from anywhere can occupy lower positions such as interns or any lower branch of Whiterapids itself such as Supply Corps or the Bureau of Personnel. They will hire anyone willing, and do their best to convince the unwilling otherwise.&lt;/div&gt;</summary>
		<author><name>MoistBrother</name></author>
	</entry>
	<entry>
		<id>https://nsv.beestation13.com/mediawiki2/index.php?title=Whiterapids&amp;diff=34768</id>
		<title>Whiterapids</title>
		<link rel="alternate" type="text/html" href="https://nsv.beestation13.com/mediawiki2/index.php?title=Whiterapids&amp;diff=34768"/>
		<updated>2022-10-05T14:43:33Z</updated>

		<summary type="html">&lt;p&gt;MoistBrother: Fixed information&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Whiterapids 1.png|alt=|thumb|''Whiterapids'']]&lt;br /&gt;
= Introduction =&lt;br /&gt;
Whiterapids, the right arm of the Federation. They stand proud as the first proper federation military. They’re currently the main military force combating and defending against the Syndicate. Each piece of Whiterapids functions like a well oiled machine to do the most with as little as possible, a necessary act, due to it's hopelessly tiny budget. Whiterapids continues to prove themselves to be extraordinarily clever with resource management and tactics, always using the cutting edge of experimental technology to keep the enemy on their toes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Organization=&lt;br /&gt;
Whiterapids is organized in a roughly branch-like structure, mimicking [[Nanotrasen]]'s makeup in principle.&lt;br /&gt;
*Grand admirals are part of Strategic command, as are generals(though generals are still the same rank as normal admirals, don't let them tell you otherwise.)&lt;br /&gt;
*Fleet admirals are primarily stationed in fleet command, where they control the navy directly, or through normal admirals.&lt;br /&gt;
*Normal admirals are wherever they are assigned to, mostly this will be in controlling Battle-groups or small fleets, though they are also known to hold temporary control over planets and colonies.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Strategic Command==&lt;br /&gt;
At the very top, is a semi-independent military tribunal called 'Strategic Command', staffed by anyone including company reps, the council of grand admirals, generals, centcom advisors and officials, etc. They are the cream of the crop, and&lt;br /&gt;
are the ultimate deciders when it comes to Doctrine, Budget, Strategy, etc. They are in subordination to, and in direct contact with, central command, and often get their priorities dictated by them.&lt;br /&gt;
=== Fleet Command===&lt;br /&gt;
A loose conglomerate of all admirals barring grand, in direct contact with the supply corps and personnel bureau so as to facilitate rapid resource reallocation. These are the main handy-men of the whiterapids navy. They are subdevided in 3 rough groups:&lt;br /&gt;
*Whiterapids QRF; The &amp;quot;Quick Response Fleets&amp;quot; are allowed access to EAS, and the ability to go about their missions however they want for maximum flexibility. They are often single highly specialized ships that receive their orders directly from fleet/strategic command. To prevent loss of these crews, QRF uses a newly developed technique of making mass-backups regularly, and cloning them whenever they go down. A fact that has resulted in some VERY experienced crews, that are able to in some cases, staff entire ships with less than five people.&lt;br /&gt;
*Whiterapids Attack Division; Here we find those fleets that are constantly on the offensive, often being recalled to change targets or refit their ships.&lt;br /&gt;
*Whiterapids Defense Division; The saving grace, the defensive division is in charge of maintaining our front lines even if the attack and QRF divisions are out spearheading some insane offensive.&lt;br /&gt;
===Supply Corps===&lt;br /&gt;
The logistical center point of Whiterapids. In charge of keeping everyone well fed and ships well maintained.&lt;br /&gt;
===Bureau of Personnel===&lt;br /&gt;
Sentient resources, in effect. Handling all staffing across all of Whiterapids. In constant headache over QRF's propensity for mass-cloning, which muddles up staff records tremendously.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=History=&lt;br /&gt;
Whiterapids was formed in response to the beginning of the second syndicate war. [[Solgov]] was not interested in fighting what amounts to a long war of attrition, and brought up the creation of a federation-wide naval force. Though their initial budget was less than stellar, [[Nanotrasen]] decided that it would be a great way to get their hands on their own navy, and discreetly flooded Whiterapids with bribes, personnel, resources, and money. This has resulted in a sort of split-allegiance of Whiterapids, where [[Solgov]] is getting concerned that [[Nanotrasen]] may be trying to bypass the regulations keeping them from building their own navy to overthrow them.&lt;br /&gt;
&lt;br /&gt;
Since then, Whiterapids has matured, and is now steadily on-track to becoming somewhat of a regional power player. To NT's delight.&lt;br /&gt;
=Relations=&lt;br /&gt;
As a Federation-Formed institution, Whiterapids does its best to maintain good relations with all members of the federation, alien or not. Though there are still some old fashioned traditions related to Human-only admiralty, anyone from anywhere can occupy lower positions such as interns or any lower branch of Whiterapids itself such as Supply Corps or the Bureau of Personnel. They will hire anyone willing, and do their best to convince the unwilling otherwise.&lt;/div&gt;</summary>
		<author><name>MoistBrother</name></author>
	</entry>
	<entry>
		<id>https://nsv.beestation13.com/mediawiki2/index.php?title=User:MoistBrother/Sandbox&amp;diff=34767</id>
		<title>User:MoistBrother/Sandbox</title>
		<link rel="alternate" type="text/html" href="https://nsv.beestation13.com/mediawiki2/index.php?title=User:MoistBrother/Sandbox&amp;diff=34767"/>
		<updated>2022-10-05T13:07:06Z</updated>

		<summary type="html">&lt;p&gt;MoistBrother: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Under construction|reason=This is my personal sandbox, all information contained herein may be wildly inaccurate.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Whiterapids 1.png|alt=|thumb|311x311px|''Whiterapids'']]&lt;br /&gt;
= Introduction=&lt;br /&gt;
Whiterapids, the right arm of the Federation. They stand proud as the first proper federation military. They’re currently the main military force combating and defending against the Syndicate. Each piece of Whiterapids functions like a well oiled machine to do the most with as little as possible, a necessary act, due to it's hopelessly tiny budget. Whiterapids continues to prove themselves to be extraordinarily clever with resource management and tactics, always using the cutting edge of experimental technology to keep the enemy on their toes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Organization=&lt;br /&gt;
Whiterapids is organized in a roughly branch-like structure, mimicking [[Nanotrasen]]'s makeup in principle.&lt;br /&gt;
*Grand admirals are part of Strategic command, as are generals(though generals are still the same rank as normal admirals, don't let them tell you otherwise.)&lt;br /&gt;
*Fleet admirals are primarily stationed in fleet command, where they control the navy directly, or through normal admirals.&lt;br /&gt;
*Normal admirals are wherever they are assigned to, mostly this will be in controlling Battle-groups or small fleets, though they are also known to hold temporary control over planets and colonies.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Strategic Command==&lt;br /&gt;
At the very top, is a semi-independent military tribunal called 'Strategic Command', staffed by anyone including company reps, the council of grand admirals, generals, centcom advisors and officials, etc. They are the cream of the crop, and&lt;br /&gt;
are the ultimate deciders when it comes to Doctrine, Budget, Strategy, etc. They are in subordination to, and in direct contact with, central command, and often get their priorities dictated by them.&lt;br /&gt;
===Fleet Command ===&lt;br /&gt;
A loose conglomerate of all admirals barring grand, in direct contact with the supply corps and personnel bureau so as to facilitate rapid resource reallocation. These are the main handy-men of the whiterapids navy. They are subdevided in 3 rough groups:&lt;br /&gt;
*Whiterapids QRF; The 'quick response fleets' are allowed access to EAS, and the ability to go about their missions however they want for maximum flexibility. They are often single highly specialized ships that receive their orders directly from fleet/strategic command. To prevent loss of these crews, QRF uses a newly developed technique of making mass-backups regularly, and cloning them whenever they go down. A fact that has resulted in some VERY experienced crews, that are able to in some cases, staff entire ships with less than five people.&lt;br /&gt;
* Whiterapids Attack Division; Here we find those fleets that are constantly on the offensive, often being recalled to change targets or refit their ships.&lt;br /&gt;
*Whiterapids Defense Division; The saving grace, the defensive division is in charge of maintaining our front lines even if the attack and QRF divisions are out spearheading some insane offensive.&lt;br /&gt;
===Supply Corps===&lt;br /&gt;
The logistical center point of Whiterapids. In charge of keeping everyone well fed and ships well maintained.&lt;br /&gt;
===Bureau of Personnel===&lt;br /&gt;
Sentient resources, in effect. Handling all staffing across all of Whiterapids. In constant headache over QRF's propensity for mass-cloning, which muddles up staff records tremendously.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=History =&lt;br /&gt;
Whiterapids was formed in response to the beginning of the second syndicate war. [[Solgov]] was not interested in fighting what amounts to a long war of attrition, and brought up the creation of a federation-wide naval force. Though their initial budget was less than stellar, [[Nanotrasen]] decided that it would be a great way to get their hands on their own navy, and discreetly flooded Whiterapids with bribes, personnel, resources, and money. This has resulted in a sort of split-allegiance of Whiterapids, where [[Solgov]] is getting concerned that [[Nanotrasen]] may be trying to bypass the regulations keeping them from building their own navy to overthrow them.&lt;br /&gt;
&lt;br /&gt;
Since then, Whiterapids has matured, and is now steadily on-track to becoming somewhat of a regional power player. To NT's delight.&lt;br /&gt;
&lt;br /&gt;
=Relations=&lt;br /&gt;
As a Federation-Formed institution, Whiterapids does its best to maintain good relations with all members of the federation, alien or not. Though there are still some old fashioned traditions related to Human-only admiralty, anyone from anywhere can occupy lower positions such as interns or any lower branch of Whiterapids itself such as Supply Corps or the Bureau of Personnel. They will hire anyone willing, and do their best to convince the unwilling otherwise.&lt;/div&gt;</summary>
		<author><name>MoistBrother</name></author>
	</entry>
	<entry>
		<id>https://nsv.beestation13.com/mediawiki2/index.php?title=File:Whiterapids_1.png&amp;diff=34766</id>
		<title>File:Whiterapids 1.png</title>
		<link rel="alternate" type="text/html" href="https://nsv.beestation13.com/mediawiki2/index.php?title=File:Whiterapids_1.png&amp;diff=34766"/>
		<updated>2022-10-05T13:05:30Z</updated>

		<summary type="html">&lt;p&gt;MoistBrother: MoistBrother uploaded a new version of File:Whiterapids 1.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Whiterapids insignia&lt;/div&gt;</summary>
		<author><name>MoistBrother</name></author>
	</entry>
	<entry>
		<id>https://nsv.beestation13.com/mediawiki2/index.php?title=File:Whiterapids_1.png&amp;diff=34765</id>
		<title>File:Whiterapids 1.png</title>
		<link rel="alternate" type="text/html" href="https://nsv.beestation13.com/mediawiki2/index.php?title=File:Whiterapids_1.png&amp;diff=34765"/>
		<updated>2022-10-05T13:04:25Z</updated>

		<summary type="html">&lt;p&gt;MoistBrother: MoistBrother uploaded a new version of File:Whiterapids 1.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Whiterapids insignia&lt;/div&gt;</summary>
		<author><name>MoistBrother</name></author>
	</entry>
	<entry>
		<id>https://nsv.beestation13.com/mediawiki2/index.php?title=File:Whiterapids_1.png&amp;diff=34764</id>
		<title>File:Whiterapids 1.png</title>
		<link rel="alternate" type="text/html" href="https://nsv.beestation13.com/mediawiki2/index.php?title=File:Whiterapids_1.png&amp;diff=34764"/>
		<updated>2022-10-05T13:01:12Z</updated>

		<summary type="html">&lt;p&gt;MoistBrother: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Whiterapids insignia&lt;/div&gt;</summary>
		<author><name>MoistBrother</name></author>
	</entry>
	<entry>
		<id>https://nsv.beestation13.com/mediawiki2/index.php?title=User:MoistBrother/Sandbox&amp;diff=34763</id>
		<title>User:MoistBrother/Sandbox</title>
		<link rel="alternate" type="text/html" href="https://nsv.beestation13.com/mediawiki2/index.php?title=User:MoistBrother/Sandbox&amp;diff=34763"/>
		<updated>2022-10-05T13:00:27Z</updated>

		<summary type="html">&lt;p&gt;MoistBrother: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Under construction|reason=This is my personal sandbox, all information contained herein may be wildly inaccurate.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Federation1.png|alt=|thumb|311x311px|''&amp;quot;Unity Binds Us&amp;quot; -'' The motto of the Federation]]&lt;br /&gt;
&lt;br /&gt;
=Introduction=&lt;br /&gt;
Whiterapids, the right arm of the Federation. They stand proud as the first proper federation military. They’re currently the main military force combating and defending against the Syndicate. Each piece of Whiterapids functions like a well oiled machine to do the most with as little as possible, a necessary act, due to it's hopelessly tiny budget. Whiterapids continues to prove themselves to be extraordinarily clever with resource management and tactics, always using the cutting edge of experimental technology to keep the enemy on their toes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Organization=&lt;br /&gt;
Whiterapids is organized in a roughly branch-like structure, mimicking [[Nanotrasen]]'s makeup in principle.&lt;br /&gt;
* Grand admirals are part of Strategic command, as are generals(though generals are still the same rank as normal admirals, don't let them tell you otherwise.)&lt;br /&gt;
* Fleet admirals are primarily stationed in fleet command, where they control the navy directly, or through normal admirals.&lt;br /&gt;
* Normal admirals are wherever they are assigned to, mostly this will be in controlling Battle-groups or small fleets, though they are also known to hold temporary control over planets and colonies.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Strategic Command==&lt;br /&gt;
At the very top, is a semi-independent military tribunal called 'Strategic Command', staffed by anyone including company reps, the council of grand admirals, generals, centcom advisors and officials, etc. They are the cream of the crop, and &lt;br /&gt;
are the ultimate deciders when it comes to Doctrine, Budget, Strategy, etc. They are in subordination to, and in direct contact with, central command, and often get their priorities dictated by them.&lt;br /&gt;
&lt;br /&gt;
===Fleet Command===&lt;br /&gt;
A loose conglomerate of all admirals barring grand, in direct contact with the supply corps and personnel bureau so as to facilitate rapid resource reallocation. These are the main handy-men of the whiterapids navy. They are subdevided in 3 rough groups:&lt;br /&gt;
&lt;br /&gt;
* Whiterapids QRF; The 'quick response fleets' are allowed access to EAS, and the ability to go about their missions however they want for maximum flexibility. They are often single highly specialized ships that receive their orders directly from fleet/strategic command. To prevent loss of these crews, QRF uses a newly developed technique of making mass-backups regularly, and cloning them whenever they go down. A fact that has resulted in some VERY experienced crews, that are able to in some cases, staff entire ships with less than five people.&lt;br /&gt;
* Whiterapids Attack Division; Here we find those fleets that are constantly on the offensive, often being recalled to change targets or refit their ships.&lt;br /&gt;
* Whiterapids Defense Division; The saving grace, the defensive division is in charge of maintaining our front lines even if the attack and QRF divisions are out spearheading some insane offensive.&lt;br /&gt;
&lt;br /&gt;
===Supply Corps===&lt;br /&gt;
The logistical center point of Whiterapids. In charge of keeping everyone well fed and ships well maintained.&lt;br /&gt;
&lt;br /&gt;
===Bureau of Personnel===&lt;br /&gt;
Sentient resources, in effect. Handling all staffing across all of Whiterapids. In constant headache over QRF's propensity for mass-cloning, which muddles up staff records tremendously.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=History=&lt;br /&gt;
Whiterapids was formed in response to the beginning of the second syndicate war. [[Solgov]] was not interested in fighting what amounts to a long war of attrition, and brought up the creation of a federation-wide naval force. Though their initial budget was less than stellar, [[Nanotrasen]] decided that it would be a great way to get their hands on their own navy, and discreetly flooded Whiterapids with bribes, personnel, resources, and money. This has resulted in a sort of split-allegiance of Whiterapids, where [[Solgov]] is getting concerned that [[Nanotrasen]] may be trying to bypass the regulations keeping them from building their own navy to overthrow them.&lt;br /&gt;
&lt;br /&gt;
Since then, Whiterapids has matured, and is now steadily on-track to becoming somewhat of a regional power player. To NT's delight.&lt;br /&gt;
&lt;br /&gt;
=Relations=&lt;br /&gt;
As a Federation-Formed institution, Whiterapids does its best to maintain good relations with all members of the federation, alien or not. Though there are still some old fashioned traditions related to Human-only admiralty, anyone from anywhere can occupy lower positions such as interns or any lower branch of Whiterapids itself such as Supply Corps or the Bureau of Personnel. They will hire anyone willing, and do their best to convince the unwilling otherwise.&lt;/div&gt;</summary>
		<author><name>MoistBrother</name></author>
	</entry>
	<entry>
		<id>https://nsv.beestation13.com/mediawiki2/index.php?title=File:Space_Law.png.png&amp;diff=34645</id>
		<title>File:Space Law.png.png</title>
		<link rel="alternate" type="text/html" href="https://nsv.beestation13.com/mediawiki2/index.php?title=File:Space_Law.png.png&amp;diff=34645"/>
		<updated>2022-08-28T08:35:34Z</updated>

		<summary type="html">&lt;p&gt;MoistBrother: MoistBrother uploaded a new version of File:Space Law.png.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A comprehensive table describing space law&lt;/div&gt;</summary>
		<author><name>MoistBrother</name></author>
	</entry>
	<entry>
		<id>https://nsv.beestation13.com/mediawiki2/index.php?title=User:MoistBrother/Sandbox&amp;diff=34597</id>
		<title>User:MoistBrother/Sandbox</title>
		<link rel="alternate" type="text/html" href="https://nsv.beestation13.com/mediawiki2/index.php?title=User:MoistBrother/Sandbox&amp;diff=34597"/>
		<updated>2022-08-19T23:33:37Z</updated>

		<summary type="html">&lt;p&gt;MoistBrother: test one&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Reference}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
==Contraband ==&lt;br /&gt;
'''Central Command's legal department has compiled these following list of objects and items to enable local security forces to more easily and uniformly enforce the varying possession and theft charges across Federation controlled space.'''&lt;br /&gt;
&lt;br /&gt;
While these lists are not exhaustive, they should be seen as guides for which charge is appropriate for possession or theft of said controlled objects and items.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;''Items which can be considered within the normal scope of an individual's jobs should not at any point be considered contraband.''&amp;lt;/u&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
Common sense needs to be used in their application - while a tank of plasma is certainly appropriate for possession charge on a Janitor, its not at all concerning or worth charging as crime when found on an Atmospheric Technician.&lt;br /&gt;
&lt;br /&gt;
In some occasions, such as cargo bounties, items which may be considered contraband can be issued to crew. To avoid trouble with the law, signed and stamped permission slips should be given out in these situations.&lt;br /&gt;
&lt;br /&gt;
For instance, if the CE wishes to lend out their blueprints to an engineer, said engineer should be given written permission to posses the item, so that no issues arise.&lt;br /&gt;
====Class 4 Contraband ====&lt;br /&gt;
Class 4 items are those items which are unique, and may prove extremely dangerous either if misused, or placed in the wrong hands.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+High Risk Items&lt;br /&gt;
!Picture&lt;br /&gt;
!Item/Object Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|[[File:captaingun.png|95px]]&lt;br /&gt;
|Captain's Antique Laser Gun&lt;br /&gt;
|This is a special, engraved gun, made with real [[Assistant]] leather (which is odd because human skin makes terrible leather).&lt;br /&gt;
This gun is kept in a glass case in the [[Captain's Quarters]], but is hooked up with an anti-theft system. Breaking the case will trigger a lockdown, shutting and bolting all the doors out of the room, and alerting the AI. Keep this in mind, and plan your heist before you carry it out.&lt;br /&gt;
&lt;br /&gt;
What makes this gun so special? It automatically regenerates energy without any draw backs. Enemy agents would kill to steal this for research. They do exactly that a lot.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Winona.png|95px]]&lt;br /&gt;
|Winona&lt;br /&gt;
|A Unique weapon held only by the [[Head of Security]]. It's got a pleasant wooden grip with plenty of detailing etched into it. A nice, all round weapon to defend yourself with..&lt;br /&gt;
|-&lt;br /&gt;
|[[File:tele.gif|95px]]&lt;br /&gt;
| Portable Teleportation Devices&lt;br /&gt;
|Any and all portable teleportation devices, including but not limited to the hand teleporter.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:icard.png|95px]]&lt;br /&gt;
|A functional AI unit&lt;br /&gt;
|A functional AI unit, held either in an intellicard or whole with case.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:plutonium_core.gif|95px]]&lt;br /&gt;
|Plutonium Core&lt;br /&gt;
|The payload of the station's on-board nuke. Highly radioactive.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Rod.gif|95px]]&lt;br /&gt;
|Non-Standard Reactor Equipment&lt;br /&gt;
| A shard from the station's Supermatter Engine, Syndicate produced control rods, etc.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:NuclearDisk.gif|95px]]&lt;br /&gt;
|Nuclear Authentication Disk&lt;br /&gt;
|This disk contains the codes needed to unlock nuclear devices used to destroy the entire station.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Reactive Teleport Armor.png|95px]]&lt;br /&gt;
|Reactive Teleport Armor&lt;br /&gt;
|Experimental blue-space armor. While active, will attempt to protect it's wearer by displacing them away from physical harm. Due to its oversensitive sensors, it is not recommended for casual use.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Anchor|Captain's Antique Laser Gun}}&lt;br /&gt;
====Inherently dangerous equipment ====&lt;br /&gt;
These items are typically profiled by being inherently dangerous when used in their intended fashion.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Illegal Inherently dangerous equipment&lt;br /&gt;
!Picture&lt;br /&gt;
!Item/Object Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|[[File:KravMagaGloves.png|95x95px|link=Special:FilePath/KravMagaGloves.png]]&lt;br /&gt;
|Krav Maga Gloves&lt;br /&gt;
|Using advanced NanoTrasen technology integrated into this pair of otherwise ordinary and slightly padded gloves the user is able to perform a few select Krav Maga techniques.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Plasma_tank.png|95px]]&lt;br /&gt;
|More than 30 moles of plasma&lt;br /&gt;
|Plasma mined by [[NanoTrasen]] is very rare to get in many places of the galaxy, and many people want it to make military grade explosives and rival plasma research. It is also highly toxic when ingested or inhaled.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ESword.png|95px]]&lt;br /&gt;
|Energy swords&lt;br /&gt;
|Energy Swords, including sabers and other variants, are not permissible equipment for any local force, though Central Command may issue them to Commanders, Admirals or Emergency Response Teams&lt;br /&gt;
|-&lt;br /&gt;
|[[File:stetchkin.png|95px]]&lt;br /&gt;
|Stechkin Pistols&lt;br /&gt;
|These Syndicate manufactured Pistols are standard issue for many Syndicate agents and their use is not permitted by NanoTrasen employees.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Tstar.png|95px]]&lt;br /&gt;
|Throwing stars&lt;br /&gt;
|Having a primary purpose of causing harm in a cowardly way, these are not toys and highly regulated.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Revolver.png|95px]]&lt;br /&gt;
|.357 revolver&lt;br /&gt;
|This extremely deadly revolver is not permissible equipment for any NanoTrasen employee, though similar (but technically different) revolvers may in some cases be issued to ranking Central Command forces.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Explosivebombthatgoesboom.png|95px]]&lt;br /&gt;
|Explosive Devices&lt;br /&gt;
|Having a primary use of causing destruction any explosive devices are not permitted on station outside of research or mining purposes.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:slimecore.png|95px]]&lt;br /&gt;
|Unused slime extracts with dangerous or severe effects&lt;br /&gt;
|Extracts that can stop time, serve as explosives or similar fall here. Not those that just materialize food.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Flamethrower.png|95px]]&lt;br /&gt;
|Flamethrowers&lt;br /&gt;
| With the potential to make entire areas uninhabitable, the deadliness of this device depends on what you put in. Even just a basic tank of plasma makes for some spicy hot air though. Being potentially great at area denial, this device should be reserved for use in utter emergencies like the cult summoning their god.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Emp_grenade.png|95px]]&lt;br /&gt;
|Electromagnetic Pulse (EMP) devices&lt;br /&gt;
|Since large parts of the stations equipment, and its synthetic life forms, are vulnerable to harm by EMP, These types of devices should be considered destructive and dangerous.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Injector.png|95px]]&lt;br /&gt;
|Unauthorized implants which have a sole purpose of injuring others&lt;br /&gt;
|Such implants which have been seen are energy saws, Electromagnetic Pulse devices, and microbombs.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Spear.png|95px]]&lt;br /&gt;
|Equipment which has a primary purpose of causing harm to others, or large amounts of destruction&lt;br /&gt;
|This is a catch all for dangerous equipment that is not explicitly listed elsewhere. Primary use is the deciding factor here, not capability. This means that a spear falls here, but not a butchers knife - since the knifes purpose is not to harm but to cut meats in the kitchen.&lt;br /&gt;
|}&lt;br /&gt;
====Contraband Equipment====&lt;br /&gt;
These items are not authorized for use by Nanotrasen employees which would not normally have access to the equipment to perform their assigned duties. This includes non-registered, non-harmful implants, security equipment for non-security crew, non-approved posters, guides for illegal activity, and most non-Nanotrasen origin equipment.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Contraband Equipment&lt;br /&gt;
!Image&lt;br /&gt;
!Object/Item Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Jetpack-captain.gif|95px]]&lt;br /&gt;
|Captain’s Jetpack&lt;br /&gt;
| The Captains Jetpack is a special model not approved for use by lesser ranking crew&lt;br /&gt;
|-&lt;br /&gt;
|[[File:goldmedal.png|95px]]&lt;br /&gt;
|Medal of Captaincy&lt;br /&gt;
|The Captains medal is a sign of his legitimacy and thereby not to be possessed by anyone that is not the captain.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:AdMaShoe.png|95px]]&lt;br /&gt;
|Advanced Magnetic Boots&lt;br /&gt;
|The advanced MagBoots are not intended for use by anyone besides the Chief Engineer due to their advanced technology&lt;br /&gt;
|-&lt;br /&gt;
|[[File:blueprint.png|95px]]&lt;br /&gt;
|Station Blueprints&lt;br /&gt;
|The Station Blueprints are not meant to be carried or used without the express written permission of the Chief Engineer due to the large potential for bureaucratic nightmares involved with messing up station designations&lt;br /&gt;
|-&lt;br /&gt;
|[[File:documents.png|95px]]&lt;br /&gt;
|Secret Documents&lt;br /&gt;
|These are not be held by anyone unauthorized since they are secret. Please note that possession of NanoTrasen corporate secrets by personnel without appropriate security clearance is also reason to charge for Corporate Espionage if appropriate.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:BlackBox.png|95x95px]]&lt;br /&gt;
|Station blackbox recorders&lt;br /&gt;
|These are meant to remain in place so they can record the events that lead to a station's possible downfall for later recovery and analysis. Y'know, like a blackbox. Please note that possession of these by personnel without appropriate authorization or security clearance is also reason to charge for Corporate Espionage, when appropriate.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:slimecore.png|95px]]&lt;br /&gt;
|Unused slime extracts with benign or superficial effects&lt;br /&gt;
|Crew should not be carrying these without a good reason to. Anything benign (harmless) like spawning food goes here - more dangerous extracts like those that explode are considered Inherently Dangerous Equipment.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Hspray.png|95px]]&lt;br /&gt;
|Hypospray&lt;br /&gt;
| This cutting edge technology should only be held by the assigned Chief Medical Officer, or a user authorized by the CMO until it can become widespread.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:CommiePoster.png|link=Special:FilePath/CommiePoster.png]]&lt;br /&gt;
| Contraband posters&lt;br /&gt;
|Posters not authorized by NanoTrassen are prone to causing thoughts that NT would rather their employees avoid, and are as such strictly regulated.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ablative.png|95px]]&lt;br /&gt;
|Reflector Vests&lt;br /&gt;
|This vest excels in protecting the wearer against energy projectiles, as well as occasionally reflecting them.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Emag.png|95px]]&lt;br /&gt;
|Cryptographic Sequencer&lt;br /&gt;
|While not inherently Dangerous, these devices are intended to bypass various security or safety features of station equipment and can cause equipment to become hazardous.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Syndi hardsuit.png|95px]]&lt;br /&gt;
|Blood-red syndicate hardsuit&lt;br /&gt;
|The natural sign of the Syndicate elite forces, such as nuclear operatives. Please note that non-space worthy replicas are exempt from regulation.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Syndi_suit.png|95px]]&lt;br /&gt;
| Syndicate space suit&lt;br /&gt;
|While not as striking as the Syndicates hardsuits. Please note that non-space worthy replicas are exempt from regulation.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Pda_cartrige.png|95px]]&lt;br /&gt;
|PDA cartridges of non-nanotrasen origins&lt;br /&gt;
|NanoTrassen issued PDAs are not cleared for use with any non-corporate issued equipment due to security concerns. Please note that due to the danger inherrent to them, detomatix cartridges go should be charged as Inherently dangerous equipment.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Syndicate encryption.png|95px]]&lt;br /&gt;
| Radio encryption keys&lt;br /&gt;
|Most radio channels are encrypted for good reason, and bypassing encryption for channels one is not meant to have access to is not authorized.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Injector.png|95px]]&lt;br /&gt;
|Unauthorized implants&lt;br /&gt;
|Implants which serve little, limited, or no harmful purpose when used in their intended fashion. These implants may be registered either through a doctor in medical records, or by security in security records.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Powersink.gif|95px]]&lt;br /&gt;
|Power sink&lt;br /&gt;
|Causing Massive Issues Station-wide, these devices cost everyone time and money and lower work efficiency.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Radio_jammer.png|95px]]&lt;br /&gt;
|Radio jamming equipment&lt;br /&gt;
|The Station's communication equipment should not be disrupted. Devices to do this, be it by direct jamming or filling the channels with useless noise, are not permitted.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:StunBaton.gif|95px]]&lt;br /&gt;
|Standard security equipment&lt;br /&gt;
|Only member of Security, or Deputies, should posses security equipment. That's why it is called &amp;quot;security&amp;quot; equipment.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Balloon.png|95px]]&lt;br /&gt;
| Equipment of non-NanoTrassen origin.&lt;br /&gt;
|This is a catch-all for all equipment not produced by NanoTrassen or its subsidiaries.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>MoistBrother</name></author>
	</entry>
	<entry>
		<id>https://nsv.beestation13.com/mediawiki2/index.php?title=File:Rod.gif&amp;diff=34596</id>
		<title>File:Rod.gif</title>
		<link rel="alternate" type="text/html" href="https://nsv.beestation13.com/mediawiki2/index.php?title=File:Rod.gif&amp;diff=34596"/>
		<updated>2022-08-19T23:29:21Z</updated>

		<summary type="html">&lt;p&gt;MoistBrother: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;tcrod&lt;/div&gt;</summary>
		<author><name>MoistBrother</name></author>
	</entry>
	<entry>
		<id>https://nsv.beestation13.com/mediawiki2/index.php?title=File:Winona.png&amp;diff=34595</id>
		<title>File:Winona.png</title>
		<link rel="alternate" type="text/html" href="https://nsv.beestation13.com/mediawiki2/index.php?title=File:Winona.png&amp;diff=34595"/>
		<updated>2022-08-19T23:23:21Z</updated>

		<summary type="html">&lt;p&gt;MoistBrother: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;winona&lt;/div&gt;</summary>
		<author><name>MoistBrother</name></author>
	</entry>
	<entry>
		<id>https://nsv.beestation13.com/mediawiki2/index.php?title=File:Space_Law.png.png&amp;diff=34526</id>
		<title>File:Space Law.png.png</title>
		<link rel="alternate" type="text/html" href="https://nsv.beestation13.com/mediawiki2/index.php?title=File:Space_Law.png.png&amp;diff=34526"/>
		<updated>2022-08-15T08:20:45Z</updated>

		<summary type="html">&lt;p&gt;MoistBrother: MoistBrother uploaded a new version of File:Space Law.png.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A comprehensive table describing space law&lt;/div&gt;</summary>
		<author><name>MoistBrother</name></author>
	</entry>
	<entry>
		<id>https://nsv.beestation13.com/mediawiki2/index.php?title=Space_Law&amp;diff=34525</id>
		<title>Space Law</title>
		<link rel="alternate" type="text/html" href="https://nsv.beestation13.com/mediawiki2/index.php?title=Space_Law&amp;diff=34525"/>
		<updated>2022-08-13T18:40:14Z</updated>

		<summary type="html">&lt;p&gt;MoistBrother: Added space, to make the last change more evident, which was to embolden the &amp;quot;show image&amp;quot; thingy&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Ambox&lt;br /&gt;
|name=This page is merely an [[IC]] roleplay suggestion&lt;br /&gt;
|type=content&lt;br /&gt;
|issue= Space Law is only a set of guidelines, meaning security &amp;lt;b&amp;gt;does NOT have to follow it.&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt; Administrators will only intervene when you are sentenced to grossly unfair times. If you get 3 minutes instead of 2, talk to the lawyer as it's considered an [[IC]] issue. &amp;lt;br&amp;gt;''If you cite Space Law in an adminhelp or anywhere outside IC communications, you will be laughed at.''&amp;lt;br&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{pp|vandalism|small=1}}&lt;br /&gt;
Space Law is a collection of rules and regulations enacted by [[Backstory#Nanotrasen|Nanotrasen]] which has oversight through [[Backstory#Central Command|CentCom]] and is enforced by the [[Security|Sec Officers]] on the vessel. Space Law applies to all ranks and positions on vessel, from the lowliest Assistant to the highest Captain, all are equal under the eyes of the Law and ultimately answer to her.&lt;br /&gt;
&lt;br /&gt;
''The rules and regulations herein are not absolutes, instead they exist to serve mainly as '''guidelines''' for the law and order of the dynamic situations that exist for vessels on the frontiers of space, as such some leeway is permitted.''&lt;br /&gt;
=== Crime Codes Quick Reference ===&lt;br /&gt;
Use this to quickly find the Crime Code Numbers.&lt;br /&gt;
&lt;br /&gt;
Crime codes are made up of Category Codes (_xx), which are a collection of similar crimes on a line for ease of use, prefixed by the Severity Number (X__).&lt;br /&gt;
&lt;br /&gt;
Additionally, certain modifiers might affect the punishment, they are to be appendixed as follows:&lt;br /&gt;
&lt;br /&gt;
The Severity Modifier is appended at the end of the crime code number as follows: XXX-_. It only gets applied during martial law, and as such may be highly situational, as no emergency is the same.&lt;br /&gt;
&lt;br /&gt;
The Sentence modifiers are shown in the rightmost column, they are to be appended to the right of the severity modifier as follows: XXX-S_&lt;br /&gt;
===REMEMBER:===&lt;br /&gt;
'''MARTIAL LAW MODIFIERS DO NOT SHOW YOU WHAT YOU &amp;lt;u&amp;gt;MUST&amp;lt;/u&amp;gt; DO, THEY SHOW YOU WHAT YOU &amp;lt;u&amp;gt;CAN&amp;lt;/u&amp;gt; DO.'''&lt;br /&gt;
&lt;br /&gt;
'''It would be unreasonable to permanently imprison every person not on gauss because the captain ordered gauss to be manned, use your head.'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; nowrap&lt;br /&gt;
|'''&amp;lt;u&amp;gt;&amp;lt;big&amp;gt;Space Law reference image&amp;lt;/big&amp;gt;&amp;lt;/u&amp;gt;''':&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Space Law.png.png|frameless|1352x1352px]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Interpretation of the Law===&lt;br /&gt;
A good working knowledge of Space Law is important for any person on the vessel. It can be the difference between a shiny pair of handcuffs and sipping Gargle Blasters in the bar. More in depth interpretations of space law are required for such positions as the Staff Judge Advocate, Warden, HoP, and the HoS. While it is unlikely that the officers will listen particularly closely to your protestations, it may be enough to lighten your sentence and avoid ill treatment by the MP.&lt;br /&gt;
&lt;br /&gt;
For certain crimes, the accused's intent is important. The difference between Murder and Manslaughter can be very hard to ascertain, and you should default to the less severe one.&lt;br /&gt;
&lt;br /&gt;
Additionally, &amp;quot;stacking&amp;quot; of ''sentences'' is not allowed, and only the sentence of the most severe crime is to be applied.&lt;br /&gt;
&lt;br /&gt;
A single incident has a single sentence, so if, for instance, the prisoner took three items off of someone, this is a single count of pick-pocketing, if they pick-pocketed two people this would be two separate counts of pick-pocketing, and so on.&lt;br /&gt;
&lt;br /&gt;
'''As an example of this:'''&lt;br /&gt;
&lt;br /&gt;
An assistant walks around the ship naked, stealing IDs from multiple people and then deepfrying them after breaking into the kitchen. This happened at least a few times. The seperate instances of those crimes would be documented like this:&lt;br /&gt;
* 209 Theft | Stole multiple IDs on seperate counts. (We cannot be sure how many times it happened, as such we only mark it once and note in the description that it was done a bunch.)&lt;br /&gt;
* 105 B&amp;amp;E | Broke into the kitchen on seperate counts. (Same here.)&lt;br /&gt;
* 201 Major Vandalism | Deep fried a bunch of people's IDs. (Same here.)&lt;br /&gt;
* 212 Indecent Exposure | Constant nakedness.&lt;br /&gt;
Since he was actively running from security this entire time, the &amp;quot;G&amp;quot; sentence modifier is applied to all of them, doubling their sentences. And since we do not stack sentences, and their most severe crime is major vandalism, we give them a clean and solid 20 minute brig time.&lt;br /&gt;
&lt;br /&gt;
Aiding a criminal makes you an accomplice; you can be charged with the same ''sentence'' as the person you aided as per sentence modifier H: Aiding and Abetting.&lt;br /&gt;
&lt;br /&gt;
'''Always remember, if you're unsure, go with the most lenient option. Being lenient when reasonable is a powerful tool for security, it helps greatly to have a cooperative crew on your side. You're all in this together after all.'''&lt;br /&gt;
====Brig Procedures====&lt;br /&gt;
Standard Operational Procedures for brigging are as follows:&lt;br /&gt;
#Take the prisoner to the brig and inform the Warden of their crimes so their Security Record may be updated.&lt;br /&gt;
# Hold the prisoner over one of the genpop lockers, and empty their inventory into it.&lt;br /&gt;
#Search the items removed and be sure to check the internals box in their backpack.&lt;br /&gt;
#Confiscate any contraband and/or stolen items, as well as any tools that may be used for future crimes. &amp;lt;br&amp;gt;These are to be placed in evidence, '''not left on the brig floor or your personal use''', until they can be returned to their rightful owners.&lt;br /&gt;
#Enter their crime into the genpop interface on the wall and receive their prisoner ID card.&lt;br /&gt;
#Close and lock their locker with their ID card.&lt;br /&gt;
#Put the ID card on the prisoners ID card slot, and move them into the cell.&lt;br /&gt;
#Uncuff, stun them if they pose a danger still.&lt;br /&gt;
#Take the cuffs with you, and leave the prisoner to their sentence.&lt;br /&gt;
#Modify their brig sentence for additional offences or good behavior, if applicable.&lt;br /&gt;
'''Do''' ''NOT''''' fully strip the prisoner unless they have earned a permanent sentence.'''&lt;br /&gt;
&lt;br /&gt;
The [[Warden]] or [[Head of Security]] are responsible for placing prisoners in permanent confinement.&lt;br /&gt;
#Permanent Prisoners are to be completely stripped of their belongings, which are to be held in either evidence or a prison locker.&lt;br /&gt;
#The prisoner is to be dressed in an Orange Prison Jumpsuit and Shoes, which are found in the prison lockers.&lt;br /&gt;
# Permanent Prisoners are not permitted to possess any personal belongings whilst they are incarcerated in the [[Prison Wing]].&lt;br /&gt;
====Legal Representation and Trials====&lt;br /&gt;
Prisoners are permitted to seek legal representation on permanent sentences, you must take steps to provide this if possible.&lt;br /&gt;
&lt;br /&gt;
Staff Judge Advocates, and by extension the Executive Officer/Captain, exist to serve as a guiding hand and the voice of reason within the judicial process, however they have zero authority over the brig, security personnel, prisoners, or sentencing. &lt;br /&gt;
&lt;br /&gt;
The Staff Judge Advocates' security headset is a privilege not a right. Security personnel are under no requirement to listen to them and security channel abuse is to result in that privilege being revoked. &lt;br /&gt;
*If the Staff Judge Advocate continuously acts as a disruptive influence Security are fully permitted to confiscate their access, remove them from the brig and bar their future access to it.&lt;br /&gt;
In instances where a conflict of opinion arises over the sentence of a prisoner the [[Chain_of_Command|chain of command]] '''must''' be followed. This goes along the usual rank hierarchy.&lt;br /&gt;
&lt;br /&gt;
Trials are not to be performed for Timed Sentences. This is mainly for the benefit of the accused as trials will often run many times the length of the actual sentence. &lt;br /&gt;
*Trials may be performed for Capital Crimes and Permanent Detention, however there is no requirement to hold them. Forensic Evidence, Witness Testimony, or Confessions are all that is required for the Head of Security, Warden or Captain to authorize their sentence.&lt;br /&gt;
In cases where the Death Penalty is desired but the Captain or Acting-Captain is unable or unwilling to authorize the execution a trial '''is required''' to authorise the death penalty.&lt;br /&gt;
====Use of Deadly Force====&lt;br /&gt;
As a member of the vessels Security force you are one of the best armed and protected people on the vessel, equipped with the almost latest in non-lethal takedown technology.&lt;br /&gt;
&lt;br /&gt;
It is for this reason that the situations that warrant the use of Deadly Force are few and far between, in the grand majority of circumstances you will be expected to use your stun weapons, which indeed are many times more effective than lethal options, to diffuse a situation.&lt;br /&gt;
&lt;br /&gt;
There are a few circumstances where deadly force is permissible:&lt;br /&gt;
*'''General Quarters / Martial Law''' - situations which endanger the wellbeing of the vessel, such as any crime with the X Severity modifier, or the presence of highly dangerous adversaries such as Nuclear Operatives or a Space Wizard, authorise lethal force to be used if needed.&lt;br /&gt;
**A single shove does not constitute assault, not on an officer nor on anyone else. If you kill someone because of a single shove, be prepared to spend some time in the brig yourself, because you just committed manslaughter.&lt;br /&gt;
&lt;br /&gt;
*'''Non-Lethal Weapons Ineffective''' - certain targets are impervious to NLWs, such as Mechs, Xenomorphs, Borgs, and Hulks. Lethal force may be used against these targets if they prove hostile.&lt;br /&gt;
&lt;br /&gt;
*'''Severe Personal Risk''' - sometimes getting close enough to a target to slap the cuffs on will create significant personal risk to the Officer. Deadly force from range is recommended to subdue Wizards and Changelings.&lt;br /&gt;
**Criminals in hostile environments such as space, fire, or plasma leaks also fall into this category, as do criminals believed to be in possession of high explosives. Ranged lethal force is the only reasonable option in these conditions.&lt;br /&gt;
&lt;br /&gt;
*'''Armed and Dangerous''' - if a suspect is in possession of weapons, including stun weapons, and you have reasonable suspicion that they will use these against you, lethal force is permitted. Although in the majority of cases it is still preferable to attempt to detain them non-lethally.&lt;br /&gt;
**Unauthorized personnel in the armory are considered by default to be Armed and Dangerous, maximum force is permitted to subdue such targets.&lt;br /&gt;
&lt;br /&gt;
*'''Multiple Hostiles''' - it can be extremely difficult to detain multiple hostiles. '''As a last resort''' if you are being mobbed you may deploy your baton in a harmful manner to thin the crowd. Generally it is better to retreat and regroup than stand your ground.&lt;br /&gt;
Additionally, in the event of an attempted prison break, Security may fire lasers through the glass. They are expected to first fire a few warning shots before unloading their weapon into the target.&lt;br /&gt;
----&lt;br /&gt;
===Modifiers===&lt;br /&gt;
Circumstances that may be applied to incidents or crimes depending on circumstance.&lt;br /&gt;
{| style=&amp;quot;text-align:center; background-color:#f3d2fc;&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#d6a6e3;&amp;quot; width=&amp;quot;20px&amp;quot; |Code&lt;br /&gt;
! style=&amp;quot;background-color:#d6a6e3;&amp;quot; width=&amp;quot;130px&amp;quot; | Crime&lt;br /&gt;
! style=&amp;quot;background-color:#d6a6e3;&amp;quot; width=&amp;quot;300px&amp;quot; |Description&lt;br /&gt;
! style=&amp;quot;background-color:#d6a6e3;&amp;quot; width=&amp;quot;300px&amp;quot; |Notes&lt;br /&gt;
|-&lt;br /&gt;
|A&lt;br /&gt;
|'''Re-Education'''&lt;br /&gt;
|De-conversion of revolutionary sympathisers or cultists.&lt;br /&gt;
| Immediate release.&lt;br /&gt;
|-&lt;br /&gt;
|B&lt;br /&gt;
|'''Elevated Sentencing'''&lt;br /&gt;
|Scope of crimes committed or '''their repetition''' warrant raising severity by one notch. Generally applied after the third instance of a crime, reapplicable, you can imprison crew permanently(with warden/hos/xo/cap permission) if they do not show signs of stopping.&lt;br /&gt;
|Crime is counted as one(or more) severities higher than usual.&lt;br /&gt;
|-&lt;br /&gt;
| C&lt;br /&gt;
|'''Self-Defense'''&lt;br /&gt;
|Self Defense is defined as &amp;quot;The protection of oneself, the protection of thy colleagues, and the protection of thine workplace&amp;quot;. Do note however that persons intentionally getting involved in fights which occur in a department that isn't theirs is an act of vigilantism, this is not permitted. Leniency is advised during times of crisis.&lt;br /&gt;
|Immediate release.&lt;br /&gt;
|-&lt;br /&gt;
|D&lt;br /&gt;
|'''Cooperation with Prosecution or MPs'''&lt;br /&gt;
|Cooperation specifically when already being arrested.&lt;br /&gt;
|Notch crime severity down/lessen punishment, not applicable to capital crimes.&lt;br /&gt;
|-&lt;br /&gt;
| E&lt;br /&gt;
|'''Surrender'''&lt;br /&gt;
|Voluntarily seeking out MP officers and confessing to a crime.&lt;br /&gt;
|Notch crime severity down, consider leniency when determining punishment(When applying to native capital crimes, only release on parole with tracking implant).&lt;br /&gt;
|-&lt;br /&gt;
|F&lt;br /&gt;
|'''Insanity'''&lt;br /&gt;
|Crime comitted during an episode of mind control, hypnosis, brainwashing, etc. Perpetrator is of unstable mind, recommend medical treatment and demotion.&lt;br /&gt;
|Immediate release and medical treatment. If treatment impossible, release only with commanding officer present.&lt;br /&gt;
|-&lt;br /&gt;
|G&lt;br /&gt;
|'''Resisting Arrest'''&lt;br /&gt;
|Knowingly resisting attempts at legal detention by members of the MP team.&lt;br /&gt;
|Double sentence time.&lt;br /&gt;
|-&lt;br /&gt;
|H&lt;br /&gt;
|'''Aiding and Abetting'''&lt;br /&gt;
|Knowingly helping a criminal in committing a crime, including interfering with the arrest, stealing prisoners in transit, breaking them out of prison, hiding them, providing medical care without ensuring they don’t run, etc&lt;br /&gt;
|Same sentence as original criminal.&lt;br /&gt;
|-&lt;br /&gt;
| I&lt;br /&gt;
|'''Escaped Prisoner'''&lt;br /&gt;
|Someone who has escaped their cell should be recaptured and returned to the brig.&lt;br /&gt;
|Timer reset to the full length of the original sentence.&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
===Infractions===&lt;br /&gt;
All of these crimes carry a 100 credit fine and a reprimand.&lt;br /&gt;
{| style=&amp;quot;text-align:center; background-color:#d1edff;&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#91d5ff;&amp;quot; width=&amp;quot;20px&amp;quot; |Code&lt;br /&gt;
! style=&amp;quot;background-color:#91d5ff;&amp;quot; width=&amp;quot;1px&amp;quot; |&lt;br /&gt;
! style=&amp;quot;background-color:#91d5ff;&amp;quot; width=&amp;quot;130px&amp;quot; | Crime&lt;br /&gt;
! style=&amp;quot;background-color:#91d5ff;&amp;quot; width=&amp;quot;300px&amp;quot; |Description&lt;br /&gt;
! style=&amp;quot;background-color:#91d5ff;&amp;quot; width=&amp;quot;300px&amp;quot; |Notes&lt;br /&gt;
|-&lt;br /&gt;
|001&lt;br /&gt;
|[[File:Superficial Vandalism.png|frameless|100x100px]]&lt;br /&gt;
|'''Superficial Vandalism'''&lt;br /&gt;
|To deface the vessel or property of another individual.&lt;br /&gt;
|Minor damage that can be repaired with space cleaner or other cosmetic only damage.&lt;br /&gt;
|-&lt;br /&gt;
|003&lt;br /&gt;
|[[File:Disorderly.png|frameless]]&lt;br /&gt;
|'''Disorderly Conduct'''&lt;br /&gt;
|To conduct ones self in a way unsuitable for the retention of one’s position.&lt;br /&gt;
|Minorly disruptive behavior that isn't otherwise illegal, such as drunkenly harassing a crewmember, shoving people around, blatantly ignoring SOP, etc.&lt;br /&gt;
|-&lt;br /&gt;
|007M&lt;br /&gt;
|[[File:Trespassing.png]]&lt;br /&gt;
|'''Trespass'''&lt;br /&gt;
|To be in an area which a person has either not purposefully been admitted to, does not have access, or has been asked to leave by someone who has access to that area.&lt;br /&gt;
|Being in an area, or having access to an area is not permission to that area. This crime covers non forcible entry into areas, such as following someone through a door.&lt;br /&gt;
|-&lt;br /&gt;
|008M&lt;br /&gt;
|[[File:CreateHazard.png|frameless]]&lt;br /&gt;
|'''Creating a Hazard'''&lt;br /&gt;
|To create a situation which may lead to the harm of others during normal operation in that department.&lt;br /&gt;
|Minor unsafe behavior can also be charged under this crime.&lt;br /&gt;
|-&lt;br /&gt;
|012&lt;br /&gt;
|[[File:FuckCats.png|frameless]]&lt;br /&gt;
|'''Discriminatory Language'''&lt;br /&gt;
|To use language which demeans, generalizes, or otherwise de-personafies the individual at which it is targeted.&lt;br /&gt;
|''Note that actual, OOC racism is not acceptable under the rules.''&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
===Minor Crimes===&lt;br /&gt;
All of these crimes carry a 5 minutes sentence, with optional demotion at the relevant heads discretion.&lt;br /&gt;
{| style=&amp;quot;text-align:center; background-color:#b5f7b6;&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#51d653;&amp;quot; width=&amp;quot;20px&amp;quot; |Code&lt;br /&gt;
! style=&amp;quot;background-color:#51d653;&amp;quot; width=&amp;quot;1px&amp;quot; |&lt;br /&gt;
! style=&amp;quot;background-color:#51d653;&amp;quot; width=&amp;quot;130px&amp;quot; |Crime&lt;br /&gt;
! style=&amp;quot;background-color:#51d653;&amp;quot; width=&amp;quot;300px&amp;quot; |Description&lt;br /&gt;
! style=&amp;quot;background-color:#51d653;&amp;quot; width=&amp;quot;300px&amp;quot; |Notes&lt;br /&gt;
|-&lt;br /&gt;
|101M&lt;br /&gt;
|[[File:Vandalism.PNG|frameless]]&lt;br /&gt;
|'''Minor Vandalism'''&lt;br /&gt;
|To damage, destroy, or permanently deface non-critical furniture, vendors, or personal property.&lt;br /&gt;
|Large amounts of irreparable damage should be charged with Major Vandalism, Damage to critical infrastructure may be a form of Sabotage.&lt;br /&gt;
|-&lt;br /&gt;
|102E&lt;br /&gt;
|[[File:Assault.png|frameless]]&lt;br /&gt;
|'''Assault'''&lt;br /&gt;
|To use physical force against someone without the apparent intent to kill them.&lt;br /&gt;
|This covers minor criminal uses of force, ''Without intent to seriously injure.'' That would be Aggravated Assault, or possibly a flavor of Murder.&lt;br /&gt;
Notably does not include shoving, that would be 003.&lt;br /&gt;
|-&lt;br /&gt;
|103E&lt;br /&gt;
|[[File:Disturbing the Peace.png|frameless]]&lt;br /&gt;
|'''Disturbing the Peace'''&lt;br /&gt;
|To knowingly organize a movement which disrupts the normal operations of a department.&lt;br /&gt;
|Establishing a peaceful strike or otherwise disrupting standard department order without attachment to criminal entities&lt;br /&gt;
|-&lt;br /&gt;
|104M&lt;br /&gt;
|[[File:Dereliction.PNG]]&lt;br /&gt;
|'''Dereliction of Duty'''&lt;br /&gt;
| To willfully abandon an obligation that is critical to the vessel's continued operation.&lt;br /&gt;
| A demotion is often included in the sentence. Emphasis on the word critical: An officer taking a break is not dereliction in of itself. An officer taking a break knowing that operatives are shooting up the Captain is. Engineers who do not secure a power source at the start of the shift and heads of staff who abandon the vessel can also be charged.&lt;br /&gt;
|-&lt;br /&gt;
|105M&lt;br /&gt;
|[[File:BandE.PNG]]&lt;br /&gt;
|'''Breaking and Entering'''&lt;br /&gt;
|Forced entry to areas where the subject does not have access to. This counts for general areas only.&lt;br /&gt;
|Crew can still be charged with breaking &amp;amp; entry even if they do not enter the area themselves.&lt;br /&gt;
|-&lt;br /&gt;
|106M&lt;br /&gt;
|[[File:Empathizer.png|frameless]]&lt;br /&gt;
|'''Encouragement of sympathizing Attitudes'''&lt;br /&gt;
|To openly express viewpoints or opinions sympathetic to the cause of an enemy organisation, '''in the attempt to encourage such thoughts among the wider crew.'''&lt;br /&gt;
|For non-specific variant of this see: Disturbing the peace.&lt;br /&gt;
Openly Humanising the enemy during a battle may lessen morale and fighting spirit, this must be nipped in the bud.&lt;br /&gt;
|-&lt;br /&gt;
|107E&lt;br /&gt;
|[[File:Tresspass Danger.png|frameless]]&lt;br /&gt;
|'''Trespass, Dangerous Area'''&lt;br /&gt;
|Trespassing in an area which may lead to the injury of self, or others.&lt;br /&gt;
|Engineering spaces specifically related to reactor control, atmospherics, or toxins lab count here. This list is not exhaustive, but should not be extorted to increase sentencing.&lt;br /&gt;
|-&lt;br /&gt;
|108M&lt;br /&gt;
|[[File:Negligence.png|frameless]]&lt;br /&gt;
|'''Negligence'''&lt;br /&gt;
|To be negligent in one’s duty to an extent that it may cause harm, illness, or other negative effect, to another.&lt;br /&gt;
|This is the charge for the doctor that accidentally pumps pentetic acid into an oozeling, or a scientist who accidentally floods toxins with room temperature CO2 or N2O.&lt;br /&gt;
|-&lt;br /&gt;
|109&lt;br /&gt;
|[[File:Pickpocketing.png|frameless]]&lt;br /&gt;
|'''Pickpocketing'''&lt;br /&gt;
|To steal items from another’s person.&lt;br /&gt;
|Small or easily replaceable items should be charged with this, otherwise consider a higher class of theft.&lt;br /&gt;
|-&lt;br /&gt;
|110&lt;br /&gt;
|[[File:Drug Possesion.png|frameless]]&lt;br /&gt;
|'''Possession, Illicit Substances'''&lt;br /&gt;
|The possession of illegal drugs in quantities appropriate for personal use.&lt;br /&gt;
|A pill or two of drugs is reasonable for recreational use, anything more is probably better charged as distribution.&lt;br /&gt;
|-&lt;br /&gt;
|111&lt;br /&gt;
|[[File:FineEvasion.png|frameless]]&lt;br /&gt;
|'''Fine Evasion'''&lt;br /&gt;
|To purposefully avoid or refuse to pay a legal fine.&lt;br /&gt;
|A reasonable time and notification should be given to the plaintiff.&lt;br /&gt;
|-&lt;br /&gt;
|112M&lt;br /&gt;
|[[File:DisruptiveComms.png|frameless]]&lt;br /&gt;
|'''Disruptive Communications'''&lt;br /&gt;
|To knowingly disrupt or needlessly populate a radio frequency with the intent to be a nuisance to users of that frequency.&lt;br /&gt;
|Radio spam bad. ''I'm looking at you, circuit makers.''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
===Medium Crimes===&lt;br /&gt;
These crimes carry a 10 minute sentence with advised demotion at the relevant head's discretion.&lt;br /&gt;
{| style=&amp;quot;text-align:center; background-color:#fcf4c0;&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#e8d55d;&amp;quot; width=&amp;quot;20px&amp;quot; |Code&lt;br /&gt;
! style=&amp;quot;background-color:#e8d55d;&amp;quot; width=&amp;quot;1px&amp;quot; |&lt;br /&gt;
! style=&amp;quot;background-color:#e8d55d;&amp;quot; width=&amp;quot;130px&amp;quot; |Crime&lt;br /&gt;
! style=&amp;quot;background-color:#e8d55d;&amp;quot; width=&amp;quot;300px&amp;quot; |Description&lt;br /&gt;
! style=&amp;quot;background-color:#e8d55d;&amp;quot; width=&amp;quot;300px&amp;quot; |Notes&lt;br /&gt;
|-&lt;br /&gt;
|201C&lt;br /&gt;
|[[File:Vandalism Personal .png|frameless]]&lt;br /&gt;
|'''Vandalism, Major'''&lt;br /&gt;
|To destroy or damage non-critical furniture, vendors, or personal property in a manor that can not be repaired.&lt;br /&gt;
|Spray painting all the lights red and wrecking tables in the bar is fun and all, but it makes it hard to figure out where the fire is, or to have a polite sip of tea.&lt;br /&gt;
|-&lt;br /&gt;
|202M&lt;br /&gt;
|[[File:Assaulting_an_officer.PNG]]&lt;br /&gt;
|'''Assault of an Officer'''&lt;br /&gt;
| To use physical force against a Department Head or member of Security without the apparent intent to kill them.&lt;br /&gt;
| Criminals who attempt to disarm or grab officers while fleeing are guilty of this, even if bare handed. Officers should refrain from using lethal means to subdue the criminal if possible.&lt;br /&gt;
|-&lt;br /&gt;
|203M&lt;br /&gt;
|[[File:Vigilantism.png|frameless]]&lt;br /&gt;
|'''Vigilantism'''&lt;br /&gt;
|To perform the responsibilities and duties of military police without approval or due cause to act.&lt;br /&gt;
|Validhunting bad. Let the redshirts/squaddies do their job.&lt;br /&gt;
|-&lt;br /&gt;
|204C&lt;br /&gt;
|[[File:Insubordination-Rank.png|frameless|97x97px]]&lt;br /&gt;
|'''Insubordination, Rank'''&lt;br /&gt;
|To knowingly disobey a lawful order from a superior ranking officer.&lt;br /&gt;
|This is not related to heads of staff or command specifically, for that see: 304. This concerns minor cases of petty officers not doing what they are told to do by higher ranking staff, etc.&lt;br /&gt;
|-&lt;br /&gt;
|205M&lt;br /&gt;
|[[File:BNE danger.png|frameless]]&lt;br /&gt;
|'''Breaking and Entering, Inherently Dangerous Areas'''&lt;br /&gt;
|To trespass into an area which may lead to the injury of self or others using forcible entry.&lt;br /&gt;
|Generally this will lead to injury. See breaking and entering, and apply any of the areas for Trespassing to dangerous areas.&lt;br /&gt;
|-&lt;br /&gt;
|207M&lt;br /&gt;
|[[File:TressHighsec.png|frameless]]&lt;br /&gt;
|'''Trespass, High Security Areas'''&lt;br /&gt;
|Trespassing in any of the following without appropriate permission or access: Command areas, Personal offices, Weapons storage, weapon production, explosive storage, explosive production, or other high security areas.&lt;br /&gt;
|The clown is not legally allowed to trail the captain into the bridge unless it is for a prank according to their Standard Operating Procedures.&lt;br /&gt;
|-&lt;br /&gt;
|208M&lt;br /&gt;
|[[File:Negligent 2.png|frameless]]&lt;br /&gt;
|'''Severe Negligence'''&lt;br /&gt;
|To be negligent in one’s duty to an extent that it may cause harm to multiple individuals, a department, or in a manor which directly leads to a serious injury of another person which requires emergency medical treatment.&lt;br /&gt;
|Virologists releasing spanish flu on accident, or scientists that flood science/toxins with plasma get charged here. It can also include engineers who destabilise the reactor or wander around with highly radioactive material.&lt;br /&gt;
|-&lt;br /&gt;
|209M&lt;br /&gt;
|[[File:Petty theft.png|frameless]]&lt;br /&gt;
|'''Theft'''&lt;br /&gt;
|To steal equipment or items from a workplace, or items of extraordinary value from one’s person.&lt;br /&gt;
|This includes things like insulated gloves, crew pinpointers, normal ID cards, or personal items.&lt;br /&gt;
|-&lt;br /&gt;
|210M&lt;br /&gt;
|[[File:Narcotics Distribution.PNG|frameless]]&lt;br /&gt;
|'''Distribution, Illicit Substances'''&lt;br /&gt;
|The possession of dangerous or illegal drugs/equipment in a quantity greater than that which is reasonable for personal consumption.&lt;br /&gt;
|You should probably try to determine intent from additional evidence before charging someone with this.&lt;br /&gt;
|-&lt;br /&gt;
|211&lt;br /&gt;
|[[File:Dreamseeker JYtsg049js.png|frameless]]&lt;br /&gt;
|'''Fraud'''&lt;br /&gt;
|To misrepresent ones intention in the interest of gaining property or money from another individual.&lt;br /&gt;
|Lying to someone about a cargo bounty, for example. Be honest with your intentions. Don't stretch this, gaining items which normally wouldn't be considered theft likely aren't worth charging under fraud.&lt;br /&gt;
|-&lt;br /&gt;
|212&lt;br /&gt;
|[[File:Indecent exposure.png|frameless]]&lt;br /&gt;
|'''Indecent Exposure'''&lt;br /&gt;
| To be intentionally and publicly unclothed.&lt;br /&gt;
|Running around the vessel naked. The mutual degradation of chasing a naked man down while he screams rape is only worth it on slow shifts.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
===Major Crimes===&lt;br /&gt;
These crimes carry a 15 minute sentence. Demotion is mandatory in all cases.&lt;br /&gt;
{| style=&amp;quot;text-align:center; background-color:#ffcc9c;&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#fc9535;&amp;quot; width=&amp;quot;20px&amp;quot; |Code&lt;br /&gt;
! style=&amp;quot;background-color:#fc9535;&amp;quot; width=&amp;quot;1px&amp;quot; |&lt;br /&gt;
! style=&amp;quot;background-color:#fc9535;&amp;quot; width=&amp;quot;130px&amp;quot; |Crime&lt;br /&gt;
! style=&amp;quot;background-color:#fc9535;&amp;quot; width=&amp;quot;300px&amp;quot; |Description&lt;br /&gt;
! style=&amp;quot;background-color:#fc9535;&amp;quot; width=&amp;quot;300px&amp;quot; |Notes&lt;br /&gt;
|-&lt;br /&gt;
|301X&lt;br /&gt;
|[[File:Disrupting_power.png]]&lt;br /&gt;
|'''Sabotage'''&lt;br /&gt;
|To destroy vessel assets or resources critical to normal or emergency vessel procedures, or cause sections of the vessel to become uninhabitable.&lt;br /&gt;
|Deliberately releasing N2O, bolting doors, disabling the power network, and constructing barricades are but some of many means of sabotage. For more violent forms, see Grand Sabotage.&lt;br /&gt;
|-&lt;br /&gt;
|302X&lt;br /&gt;
|[[File:Assault_Deadly_Weapon.PNG]]&lt;br /&gt;
|'''Aggravated Assault/Attempted Murder'''&lt;br /&gt;
|To take physical action against a person with intent to grievously harm or kill.&lt;br /&gt;
|This covers criminal uses of force, with intent to seriously injure or kill. If you're going at someone with a circular saw, it doesn't matter if you're trying to ''kill'' him or just ''nearly'' kill him.&lt;br /&gt;
|-&lt;br /&gt;
|303X&lt;br /&gt;
|[[File:Rioting.PNG|frameless]]&lt;br /&gt;
|'''Rioting'''&lt;br /&gt;
|To partake in an unauthorised and disruptive assembly of crewmen that refuse to disperse.&lt;br /&gt;
|It is required to declare a riot and order the crowd to disperse, failure to disperse is the crime of note here. Any crimes committed during the riot are considered separate offences.&lt;br /&gt;
|-&lt;br /&gt;
|304C&lt;br /&gt;
|[[File:Insubordination.PNG|frameless]]&lt;br /&gt;
|'''Insubordination'''&lt;br /&gt;
|To knowingly disobey a lawful order from a superior.&lt;br /&gt;
|Obey your heads of staff if they instruct you to do something within the scope of your job. This only regards orders from a member of the command team, for rank-specific insubordination, see: 204.&lt;br /&gt;
|-&lt;br /&gt;
|305X&lt;br /&gt;
|[[File:BnE High Sec.png|frameless]]&lt;br /&gt;
|'''Breaking and Entering, High Security Areas'''&lt;br /&gt;
|To commit trespassing into a secure area such as: Command areas, Personal offices, Weapons storage, weapon production, explosive storage, explosive production, or other high security areas, using forcible entry.&lt;br /&gt;
|Please note, paramedics may have to commit breaking and entry in order to perform their duties.&lt;br /&gt;
|-&lt;br /&gt;
|306C&lt;br /&gt;
|[[File:SymphaticEnemy.png|frameless]]&lt;br /&gt;
|'''Enemy Sympathizer'''&lt;br /&gt;
|To openly call for action to the benefit of an enemy organisation, in the attempt to weaken the position of the ship, or strengthen the position of the enemy.&lt;br /&gt;
|Yelling HAIL THE SYNDICATE is skirting close to mutiny, but isn't quite it just yet. Once they actually start doing/sabotaging something, that's when it gets serious.&lt;br /&gt;
|-&lt;br /&gt;
|308E&lt;br /&gt;
|[[File:Manslaughter.PNG]]&lt;br /&gt;
|'''Manslaughter'''&lt;br /&gt;
|To unintentionally kill someone through negligent, but not malicious, actions.&lt;br /&gt;
|They didn't mean to do it but someone's dead now. It's important to remember that you may want them to fix what they've done before throwing them in the brig, in the example of medical malpractice.&lt;br /&gt;
|-&lt;br /&gt;
|309C&lt;br /&gt;
| [[File:Larency.png|frameless]]&lt;br /&gt;
|'''Larceny'''&lt;br /&gt;
|To steal rare, expensive (Items of greater than 1000 credit value), or restricted equipment from secure areas or one’s person.&lt;br /&gt;
|This does not include theft of people's ID cards, which are likely to hold a value of more than 1000 credits. It does however cover ID cards which could lead into high security areas, such as the Captain's, Head of Personnel's, or Head of Security's.&lt;br /&gt;
|-&lt;br /&gt;
|310C&lt;br /&gt;
|[[File:Drop Gruduction.png|frameless|96x96px]]&lt;br /&gt;
|'''Production, Illicit Substances'''&lt;br /&gt;
|To produce substances such as drugs, poisons, performance enhancers, etc without explicit written permission by the Chief Medical Officer and Captain.&lt;br /&gt;
|Including meth, crank, krokodile, etc. The mentioned written permission MUST be from the Captain AND CMO, no matter if it's the botanist or chemist.&lt;br /&gt;
|-&lt;br /&gt;
|311&lt;br /&gt;
|[[File:CorpoFraud.png|frameless]]&lt;br /&gt;
|'''Grand Fraud'''&lt;br /&gt;
|To misrepresent one’s intention in the interest of gaining property or money from Whiterapids, or to gain or give property or money from Whiterapids without proper authorization.&lt;br /&gt;
|If you receive money to order something for a department don't pocket that money.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
===Capital Crimes===&lt;br /&gt;
These crimes can result in Execution, Permanent Prison Time, or Cyborgization.&lt;br /&gt;
&lt;br /&gt;
'''Only the Captain, XO, HoS, and Warden can authorize a Permanent Sentence.'''&lt;br /&gt;
&lt;br /&gt;
''' Only the Captain can authorize an Execution or Forced Cyborgization.'''&lt;br /&gt;
{| style=&amp;quot;text-align:center; background-color:#ffb3b3;&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#ff4040;&amp;quot; width=&amp;quot;20px&amp;quot; |Code&lt;br /&gt;
! style=&amp;quot;background-color:#ff4040;&amp;quot; width=&amp;quot;1px&amp;quot; |&lt;br /&gt;
! style=&amp;quot;background-color:#ff4040;&amp;quot; width=&amp;quot;130px&amp;quot; |Crime&lt;br /&gt;
! style=&amp;quot;background-color:#ff4040;&amp;quot; width=&amp;quot;300px&amp;quot; |Description&lt;br /&gt;
! style=&amp;quot;background-color:#ff4040;&amp;quot; width=&amp;quot;300px&amp;quot; |Notes&lt;br /&gt;
|-&lt;br /&gt;
|401X&lt;br /&gt;
|[[File:Compromising_Station_Integrity.PNG]]&lt;br /&gt;
|'''Grand Sabotage'''&lt;br /&gt;
|To destroy or modify vessel assets or equipment without which the vessel may collapse or otherwise become uninhabitable.&lt;br /&gt;
|This may include tampering with vessel records, purposefully detonating the reactor, destroying the SMES power storage equipment, plasma flooding, or superheating distro.&lt;br /&gt;
|-&lt;br /&gt;
|402X&lt;br /&gt;
|[[File:Murder.PNG]]&lt;br /&gt;
|'''Murder'''&lt;br /&gt;
|To maliciously kill someone.&lt;br /&gt;
|Punishment should fit the nature of both the crime and the criminal. Murder committed by temporary emotional distress, such as fear or anger, warrants lower punishments. Cyborg candidates must have brains fit to obey relevant laws. Life imprisonment is the most humane option for the insane who might malfunction as cyborgs. &amp;lt;br&amp;gt;'''Unauthorised executions are classed as Murder.'''&lt;br /&gt;
|-&lt;br /&gt;
|403X&lt;br /&gt;
|[[File:Inciting_Riot.PNG]]&lt;br /&gt;
|'''Inciting a Riot'''&lt;br /&gt;
|To attempt to stir the crew into a riot with the intention of disrupting the functioning of the vessel.&lt;br /&gt;
|Additionally to the brigging the offender will also have restrictions placed on their radio traffic and be implanted with a tracking implant.&lt;br /&gt;
|-&lt;br /&gt;
|404X&lt;br /&gt;
|[[File:Mutiny.PNG]]&lt;br /&gt;
|'''Mutiny'''&lt;br /&gt;
|To act individually, or as a group, to overthrow or subvert the established Chain of Command without lawful and legitimate cause.&lt;br /&gt;
|Mutiny is not as clear cut as it may seem, there may be a legitimate reason for their actions, such as their head of staff being utterly incompetent. This is one of the few crimes where it is recommended to always seek a third party opinion. If their actions are determined to be for the betterment of the vessel consider a timed sentence or even a full pardon.&lt;br /&gt;
|-&lt;br /&gt;
|406X&lt;br /&gt;
|[[File:Antag_skum.png]]&lt;br /&gt;
|'''Enemy of the Federation'''&lt;br /&gt;
|To be a member of any of the following organizations: The syndicate, Hostile boarding parties, Wizards, Changeling Hiveminds, cults, or other non-authorized religious practitioners (heretics).&lt;br /&gt;
|Current enemies of the federation include: The Syndicate (through secret agents, boarding parties, and brainwashing specialists), The Wizard Federation, The Changeling Hivemind, and The Cult of Nar'Sie.&lt;br /&gt;
Please also consider that deconversion is preferable to charging under EOTC. This is a '''LAST RESORT''', and a trial must be held before conviction of personnel that were at any time on the crew manifest. Heretics are exempt from the trial requirement, and have their sentence executed without a trial.&lt;br /&gt;
|-&lt;br /&gt;
|408X&lt;br /&gt;
|[[File:Attempted_Murder.PNG]]&lt;br /&gt;
|'''Mass Manslaughter'''&lt;br /&gt;
|To cause large scale loss of life without apparent intent to do so, this may be an engineer causing the reactor to blow up, a munitions technician blowing up the entire munitions bay, etc.&lt;br /&gt;
|If you can find their remains, well done.&lt;br /&gt;
|-&lt;br /&gt;
|409X&lt;br /&gt;
|[[File:High_value_target_theft.png]]&lt;br /&gt;
|'''Grand Larceny'''&lt;br /&gt;
|To steal inherently dangerous items from their storage, one’s person, or other such methods acquire through illicit means.&lt;br /&gt;
|&amp;lt;br&amp;gt;Syndicate agents frequently attempt to steal cutting-edge technology. Examples include: intelligence or research samples, the Hand Teleporter, the Captain's Antique Laser, the Captain or the HoP's ID cards, or Mechs.&amp;lt;br&amp;gt; &amp;lt;br&amp;gt; This is by no means a exhaustive list of items that are high value to the syndicate; when in doubt use common sense when you see certain items that are stolen that can cause massive problems throughout the vessel. Remember if something is locked up in a secure area it probably should not be taken without prior permission.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>MoistBrother</name></author>
	</entry>
	<entry>
		<id>https://nsv.beestation13.com/mediawiki2/index.php?title=Space_Law&amp;diff=34524</id>
		<title>Space Law</title>
		<link rel="alternate" type="text/html" href="https://nsv.beestation13.com/mediawiki2/index.php?title=Space_Law&amp;diff=34524"/>
		<updated>2022-08-13T18:38:41Z</updated>

		<summary type="html">&lt;p&gt;MoistBrother: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Ambox&lt;br /&gt;
|name=This page is merely an [[IC]] roleplay suggestion&lt;br /&gt;
|type=content&lt;br /&gt;
|issue= Space Law is only a set of guidelines, meaning security &amp;lt;b&amp;gt;does NOT have to follow it.&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt; Administrators will only intervene when you are sentenced to grossly unfair times. If you get 3 minutes instead of 2, talk to the lawyer as it's considered an [[IC]] issue. &amp;lt;br&amp;gt;''If you cite Space Law in an adminhelp or anywhere outside IC communications, you will be laughed at.''&amp;lt;br&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{pp|vandalism|small=1}}&lt;br /&gt;
Space Law is a collection of rules and regulations enacted by [[Backstory#Nanotrasen|Nanotrasen]] which has oversight through [[Backstory#Central Command|CentCom]] and is enforced by the [[Security|Sec Officers]] on the vessel. Space Law applies to all ranks and positions on vessel, from the lowliest Assistant to the highest Captain, all are equal under the eyes of the Law and ultimately answer to her.&lt;br /&gt;
&lt;br /&gt;
''The rules and regulations herein are not absolutes, instead they exist to serve mainly as '''guidelines''' for the law and order of the dynamic situations that exist for vessels on the frontiers of space, as such some leeway is permitted.''&lt;br /&gt;
=== Crime Codes Quick Reference ===&lt;br /&gt;
Use this to quickly find the Crime Code Numbers.&lt;br /&gt;
&lt;br /&gt;
Crime codes are made up of Category Codes (_xx), which are a collection of similar crimes on a line for ease of use, prefixed by the Severity Number (X__).&lt;br /&gt;
&lt;br /&gt;
Additionally, certain modifiers might affect the punishment, they are to be appendixed as follows:&lt;br /&gt;
&lt;br /&gt;
The Severity Modifier is appended at the end of the crime code number as follows: XXX-_. It only gets applied during martial law, and as such may be highly situational, as no emergency is the same.&lt;br /&gt;
&lt;br /&gt;
The Sentence modifiers are shown in the rightmost column, they are to be appended to the right of the severity modifier as follows: XXX-S_&lt;br /&gt;
===REMEMBER:===&lt;br /&gt;
'''MARTIAL LAW MODIFIERS DO NOT SHOW YOU WHAT YOU &amp;lt;u&amp;gt;MUST&amp;lt;/u&amp;gt; DO, THEY SHOW YOU WHAT YOU &amp;lt;u&amp;gt;CAN&amp;lt;/u&amp;gt; DO.'''&lt;br /&gt;
&lt;br /&gt;
'''It would be unreasonable to permanently imprison every person not on gauss because the captain ordered gauss to be manned, use your head.'''&lt;br /&gt;
{|class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; nowrap&lt;br /&gt;
|'''&amp;lt;u&amp;gt;&amp;lt;big&amp;gt;Space Law reference image&amp;lt;/big&amp;gt;&amp;lt;/u&amp;gt;''':&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Space Law.png.png|frameless|1352x1352px]]&lt;br /&gt;
|}&lt;br /&gt;
===Interpretation of the Law===&lt;br /&gt;
A good working knowledge of Space Law is important for any person on the vessel. It can be the difference between a shiny pair of handcuffs and sipping Gargle Blasters in the bar. More in depth interpretations of space law are required for such positions as the Staff Judge Advocate, Warden, HoP, and the HoS. While it is unlikely that the officers will listen particularly closely to your protestations, it may be enough to lighten your sentence and avoid ill treatment by the MP.&lt;br /&gt;
&lt;br /&gt;
For certain crimes, the accused's intent is important. The difference between Murder and Manslaughter can be very hard to ascertain, and you should default to the less severe one.&lt;br /&gt;
&lt;br /&gt;
Additionally, &amp;quot;stacking&amp;quot; of ''sentences'' is not allowed, and only the sentence of the most severe crime is to be applied.&lt;br /&gt;
&lt;br /&gt;
A single incident has a single sentence, so if, for instance, the prisoner took three items off of someone, this is a single count of pick-pocketing, if they pick-pocketed two people this would be two separate counts of pick-pocketing, and so on.&lt;br /&gt;
&lt;br /&gt;
'''As an example of this:'''&lt;br /&gt;
&lt;br /&gt;
An assistant walks around the ship naked, stealing IDs from multiple people and then deepfrying them after breaking into the kitchen. This happened at least a few times. The seperate instances of those crimes would be documented like this:&lt;br /&gt;
* 209 Theft | Stole multiple IDs on seperate counts. (We cannot be sure how many times it happened, as such we only mark it once and note in the description that it was done a bunch.)&lt;br /&gt;
* 105 B&amp;amp;E | Broke into the kitchen on seperate counts. (Same here.)&lt;br /&gt;
* 201 Major Vandalism | Deep fried a bunch of people's IDs. (Same here.)&lt;br /&gt;
* 212 Indecent Exposure | Constant nakedness.&lt;br /&gt;
Since he was actively running from security this entire time, the &amp;quot;G&amp;quot; sentence modifier is applied to all of them, doubling their sentences. And since we do not stack sentences, and their most severe crime is major vandalism, we give them a clean and solid 20 minute brig time.&lt;br /&gt;
&lt;br /&gt;
Aiding a criminal makes you an accomplice; you can be charged with the same ''sentence'' as the person you aided as per sentence modifier H: Aiding and Abetting.&lt;br /&gt;
&lt;br /&gt;
'''Always remember, if you're unsure, go with the most lenient option. Being lenient when reasonable is a powerful tool for security, it helps greatly to have a cooperative crew on your side. You're all in this together after all.'''&lt;br /&gt;
====Brig Procedures====&lt;br /&gt;
Standard Operational Procedures for brigging are as follows:&lt;br /&gt;
#Take the prisoner to the brig and inform the Warden of their crimes so their Security Record may be updated.&lt;br /&gt;
# Hold the prisoner over one of the genpop lockers, and empty their inventory into it.&lt;br /&gt;
#Search the items removed and be sure to check the internals box in their backpack.&lt;br /&gt;
#Confiscate any contraband and/or stolen items, as well as any tools that may be used for future crimes. &amp;lt;br&amp;gt;These are to be placed in evidence, '''not left on the brig floor or your personal use''', until they can be returned to their rightful owners.&lt;br /&gt;
#Enter their crime into the genpop interface on the wall and receive their prisoner ID card.&lt;br /&gt;
#Close and lock their locker with their ID card.&lt;br /&gt;
#Put the ID card on the prisoners ID card slot, and move them into the cell.&lt;br /&gt;
#Uncuff, stun them if they pose a danger still.&lt;br /&gt;
#Take the cuffs with you, and leave the prisoner to their sentence.&lt;br /&gt;
#Modify their brig sentence for additional offences or good behavior, if applicable.&lt;br /&gt;
'''Do''' ''NOT''''' fully strip the prisoner unless they have earned a permanent sentence.'''&lt;br /&gt;
&lt;br /&gt;
The [[Warden]] or [[Head of Security]] are responsible for placing prisoners in permanent confinement.&lt;br /&gt;
#Permanent Prisoners are to be completely stripped of their belongings, which are to be held in either evidence or a prison locker.&lt;br /&gt;
#The prisoner is to be dressed in an Orange Prison Jumpsuit and Shoes, which are found in the prison lockers.&lt;br /&gt;
# Permanent Prisoners are not permitted to possess any personal belongings whilst they are incarcerated in the [[Prison Wing]].&lt;br /&gt;
====Legal Representation and Trials====&lt;br /&gt;
Prisoners are permitted to seek legal representation on permanent sentences, you must take steps to provide this if possible.&lt;br /&gt;
&lt;br /&gt;
Staff Judge Advocates, and by extension the Executive Officer/Captain, exist to serve as a guiding hand and the voice of reason within the judicial process, however they have zero authority over the brig, security personnel, prisoners, or sentencing. &lt;br /&gt;
&lt;br /&gt;
The Staff Judge Advocates' security headset is a privilege not a right. Security personnel are under no requirement to listen to them and security channel abuse is to result in that privilege being revoked. &lt;br /&gt;
*If the Staff Judge Advocate continuously acts as a disruptive influence Security are fully permitted to confiscate their access, remove them from the brig and bar their future access to it.&lt;br /&gt;
In instances where a conflict of opinion arises over the sentence of a prisoner the [[Chain_of_Command|chain of command]] '''must''' be followed. This goes along the usual rank hierarchy.&lt;br /&gt;
&lt;br /&gt;
Trials are not to be performed for Timed Sentences. This is mainly for the benefit of the accused as trials will often run many times the length of the actual sentence. &lt;br /&gt;
*Trials may be performed for Capital Crimes and Permanent Detention, however there is no requirement to hold them. Forensic Evidence, Witness Testimony, or Confessions are all that is required for the Head of Security, Warden or Captain to authorize their sentence.&lt;br /&gt;
In cases where the Death Penalty is desired but the Captain or Acting-Captain is unable or unwilling to authorize the execution a trial '''is required''' to authorise the death penalty.&lt;br /&gt;
====Use of Deadly Force====&lt;br /&gt;
As a member of the vessels Security force you are one of the best armed and protected people on the vessel, equipped with the almost latest in non-lethal takedown technology.&lt;br /&gt;
&lt;br /&gt;
It is for this reason that the situations that warrant the use of Deadly Force are few and far between, in the grand majority of circumstances you will be expected to use your stun weapons, which indeed are many times more effective than lethal options, to diffuse a situation.&lt;br /&gt;
&lt;br /&gt;
There are a few circumstances where deadly force is permissible:&lt;br /&gt;
*'''General Quarters / Martial Law''' - situations which endanger the wellbeing of the vessel, such as any crime with the X Severity modifier, or the presence of highly dangerous adversaries such as Nuclear Operatives or a Space Wizard, authorise lethal force to be used if needed.&lt;br /&gt;
**A single shove does not constitute assault, not on an officer nor on anyone else. If you kill someone because of a single shove, be prepared to spend some time in the brig yourself, because you just committed manslaughter.&lt;br /&gt;
&lt;br /&gt;
*'''Non-Lethal Weapons Ineffective''' - certain targets are impervious to NLWs, such as Mechs, Xenomorphs, Borgs, and Hulks. Lethal force may be used against these targets if they prove hostile.&lt;br /&gt;
&lt;br /&gt;
*'''Severe Personal Risk''' - sometimes getting close enough to a target to slap the cuffs on will create significant personal risk to the Officer. Deadly force from range is recommended to subdue Wizards and Changelings.&lt;br /&gt;
**Criminals in hostile environments such as space, fire, or plasma leaks also fall into this category, as do criminals believed to be in possession of high explosives. Ranged lethal force is the only reasonable option in these conditions.&lt;br /&gt;
&lt;br /&gt;
*'''Armed and Dangerous''' - if a suspect is in possession of weapons, including stun weapons, and you have reasonable suspicion that they will use these against you, lethal force is permitted. Although in the majority of cases it is still preferable to attempt to detain them non-lethally.&lt;br /&gt;
**Unauthorized personnel in the armory are considered by default to be Armed and Dangerous, maximum force is permitted to subdue such targets.&lt;br /&gt;
&lt;br /&gt;
*'''Multiple Hostiles''' - it can be extremely difficult to detain multiple hostiles. '''As a last resort''' if you are being mobbed you may deploy your baton in a harmful manner to thin the crowd. Generally it is better to retreat and regroup than stand your ground.&lt;br /&gt;
Additionally, in the event of an attempted prison break, Security may fire lasers through the glass. They are expected to first fire a few warning shots before unloading their weapon into the target.&lt;br /&gt;
----&lt;br /&gt;
===Modifiers===&lt;br /&gt;
Circumstances that may be applied to incidents or crimes depending on circumstance.&lt;br /&gt;
{| style=&amp;quot;text-align:center; background-color:#f3d2fc;&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#d6a6e3;&amp;quot; width=&amp;quot;20px&amp;quot; |Code&lt;br /&gt;
! style=&amp;quot;background-color:#d6a6e3;&amp;quot; width=&amp;quot;130px&amp;quot; | Crime&lt;br /&gt;
! style=&amp;quot;background-color:#d6a6e3;&amp;quot; width=&amp;quot;300px&amp;quot; |Description&lt;br /&gt;
! style=&amp;quot;background-color:#d6a6e3;&amp;quot; width=&amp;quot;300px&amp;quot; |Notes&lt;br /&gt;
|-&lt;br /&gt;
|A&lt;br /&gt;
|'''Re-Education'''&lt;br /&gt;
|De-conversion of revolutionary sympathisers or cultists.&lt;br /&gt;
| Immediate release.&lt;br /&gt;
|-&lt;br /&gt;
|B&lt;br /&gt;
|'''Elevated Sentencing'''&lt;br /&gt;
|Scope of crimes committed or '''their repetition''' warrant raising severity by one notch. Generally applied after the third instance of a crime, reapplicable, you can imprison crew permanently(with warden/hos/xo/cap permission) if they do not show signs of stopping.&lt;br /&gt;
|Crime is counted as one(or more) severities higher than usual.&lt;br /&gt;
|-&lt;br /&gt;
| C&lt;br /&gt;
|'''Self-Defense'''&lt;br /&gt;
|Self Defense is defined as &amp;quot;The protection of oneself, the protection of thy colleagues, and the protection of thine workplace&amp;quot;. Do note however that persons intentionally getting involved in fights which occur in a department that isn't theirs is an act of vigilantism, this is not permitted. Leniency is advised during times of crisis.&lt;br /&gt;
|Immediate release.&lt;br /&gt;
|-&lt;br /&gt;
|D&lt;br /&gt;
|'''Cooperation with Prosecution or MPs'''&lt;br /&gt;
|Cooperation specifically when already being arrested.&lt;br /&gt;
|Notch crime severity down/lessen punishment, not applicable to capital crimes.&lt;br /&gt;
|-&lt;br /&gt;
| E&lt;br /&gt;
|'''Surrender'''&lt;br /&gt;
|Voluntarily seeking out MP officers and confessing to a crime.&lt;br /&gt;
|Notch crime severity down, consider leniency when determining punishment(When applying to native capital crimes, only release on parole with tracking implant).&lt;br /&gt;
|-&lt;br /&gt;
|F&lt;br /&gt;
|'''Insanity'''&lt;br /&gt;
|Crime comitted during an episode of mind control, hypnosis, brainwashing, etc. Perpetrator is of unstable mind, recommend medical treatment and demotion.&lt;br /&gt;
|Immediate release and medical treatment. If treatment impossible, release only with commanding officer present.&lt;br /&gt;
|-&lt;br /&gt;
|G&lt;br /&gt;
|'''Resisting Arrest'''&lt;br /&gt;
|Knowingly resisting attempts at legal detention by members of the MP team.&lt;br /&gt;
|Double sentence time.&lt;br /&gt;
|-&lt;br /&gt;
|H&lt;br /&gt;
|'''Aiding and Abetting'''&lt;br /&gt;
|Knowingly helping a criminal in committing a crime, including interfering with the arrest, stealing prisoners in transit, breaking them out of prison, hiding them, providing medical care without ensuring they don’t run, etc&lt;br /&gt;
|Same sentence as original criminal.&lt;br /&gt;
|-&lt;br /&gt;
| I&lt;br /&gt;
|'''Escaped Prisoner'''&lt;br /&gt;
|Someone who has escaped their cell should be recaptured and returned to the brig.&lt;br /&gt;
|Timer reset to the full length of the original sentence.&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
===Infractions===&lt;br /&gt;
All of these crimes carry a 100 credit fine and a reprimand.&lt;br /&gt;
{| style=&amp;quot;text-align:center; background-color:#d1edff;&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#91d5ff;&amp;quot; width=&amp;quot;20px&amp;quot; |Code&lt;br /&gt;
! style=&amp;quot;background-color:#91d5ff;&amp;quot; width=&amp;quot;1px&amp;quot; |&lt;br /&gt;
! style=&amp;quot;background-color:#91d5ff;&amp;quot; width=&amp;quot;130px&amp;quot; | Crime&lt;br /&gt;
! style=&amp;quot;background-color:#91d5ff;&amp;quot; width=&amp;quot;300px&amp;quot; |Description&lt;br /&gt;
! style=&amp;quot;background-color:#91d5ff;&amp;quot; width=&amp;quot;300px&amp;quot; |Notes&lt;br /&gt;
|-&lt;br /&gt;
|001&lt;br /&gt;
|[[File:Superficial Vandalism.png|frameless|100x100px]]&lt;br /&gt;
|'''Superficial Vandalism'''&lt;br /&gt;
|To deface the vessel or property of another individual.&lt;br /&gt;
|Minor damage that can be repaired with space cleaner or other cosmetic only damage.&lt;br /&gt;
|-&lt;br /&gt;
|003&lt;br /&gt;
|[[File:Disorderly.png|frameless]]&lt;br /&gt;
|'''Disorderly Conduct'''&lt;br /&gt;
|To conduct ones self in a way unsuitable for the retention of one’s position.&lt;br /&gt;
|Minorly disruptive behavior that isn't otherwise illegal, such as drunkenly harassing a crewmember, shoving people around, blatantly ignoring SOP, etc.&lt;br /&gt;
|-&lt;br /&gt;
|007M&lt;br /&gt;
|[[File:Trespassing.png]]&lt;br /&gt;
|'''Trespass'''&lt;br /&gt;
|To be in an area which a person has either not purposefully been admitted to, does not have access, or has been asked to leave by someone who has access to that area.&lt;br /&gt;
|Being in an area, or having access to an area is not permission to that area. This crime covers non forcible entry into areas, such as following someone through a door.&lt;br /&gt;
|-&lt;br /&gt;
|008M&lt;br /&gt;
|[[File:CreateHazard.png|frameless]]&lt;br /&gt;
|'''Creating a Hazard'''&lt;br /&gt;
|To create a situation which may lead to the harm of others during normal operation in that department.&lt;br /&gt;
|Minor unsafe behavior can also be charged under this crime.&lt;br /&gt;
|-&lt;br /&gt;
|012&lt;br /&gt;
|[[File:FuckCats.png|frameless]]&lt;br /&gt;
|'''Discriminatory Language'''&lt;br /&gt;
|To use language which demeans, generalizes, or otherwise de-personafies the individual at which it is targeted.&lt;br /&gt;
|''Note that actual, OOC racism is not acceptable under the rules.''&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
===Minor Crimes===&lt;br /&gt;
All of these crimes carry a 5 minutes sentence, with optional demotion at the relevant heads discretion.&lt;br /&gt;
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! style=&amp;quot;background-color:#51d653;&amp;quot; width=&amp;quot;20px&amp;quot; |Code&lt;br /&gt;
! style=&amp;quot;background-color:#51d653;&amp;quot; width=&amp;quot;1px&amp;quot; |&lt;br /&gt;
! style=&amp;quot;background-color:#51d653;&amp;quot; width=&amp;quot;130px&amp;quot; |Crime&lt;br /&gt;
! style=&amp;quot;background-color:#51d653;&amp;quot; width=&amp;quot;300px&amp;quot; |Description&lt;br /&gt;
! style=&amp;quot;background-color:#51d653;&amp;quot; width=&amp;quot;300px&amp;quot; |Notes&lt;br /&gt;
|-&lt;br /&gt;
|101M&lt;br /&gt;
|[[File:Vandalism.PNG|frameless]]&lt;br /&gt;
|'''Minor Vandalism'''&lt;br /&gt;
|To damage, destroy, or permanently deface non-critical furniture, vendors, or personal property.&lt;br /&gt;
|Large amounts of irreparable damage should be charged with Major Vandalism, Damage to critical infrastructure may be a form of Sabotage.&lt;br /&gt;
|-&lt;br /&gt;
|102E&lt;br /&gt;
|[[File:Assault.png|frameless]]&lt;br /&gt;
|'''Assault'''&lt;br /&gt;
|To use physical force against someone without the apparent intent to kill them.&lt;br /&gt;
|This covers minor criminal uses of force, ''Without intent to seriously injure.'' That would be Aggravated Assault, or possibly a flavor of Murder.&lt;br /&gt;
Notably does not include shoving, that would be 003.&lt;br /&gt;
|-&lt;br /&gt;
|103E&lt;br /&gt;
|[[File:Disturbing the Peace.png|frameless]]&lt;br /&gt;
|'''Disturbing the Peace'''&lt;br /&gt;
|To knowingly organize a movement which disrupts the normal operations of a department.&lt;br /&gt;
|Establishing a peaceful strike or otherwise disrupting standard department order without attachment to criminal entities&lt;br /&gt;
|-&lt;br /&gt;
|104M&lt;br /&gt;
|[[File:Dereliction.PNG]]&lt;br /&gt;
|'''Dereliction of Duty'''&lt;br /&gt;
| To willfully abandon an obligation that is critical to the vessel's continued operation.&lt;br /&gt;
| A demotion is often included in the sentence. Emphasis on the word critical: An officer taking a break is not dereliction in of itself. An officer taking a break knowing that operatives are shooting up the Captain is. Engineers who do not secure a power source at the start of the shift and heads of staff who abandon the vessel can also be charged.&lt;br /&gt;
|-&lt;br /&gt;
|105M&lt;br /&gt;
|[[File:BandE.PNG]]&lt;br /&gt;
|'''Breaking and Entering'''&lt;br /&gt;
|Forced entry to areas where the subject does not have access to. This counts for general areas only.&lt;br /&gt;
|Crew can still be charged with breaking &amp;amp; entry even if they do not enter the area themselves.&lt;br /&gt;
|-&lt;br /&gt;
|106M&lt;br /&gt;
|[[File:Empathizer.png|frameless]]&lt;br /&gt;
|'''Encouragement of sympathizing Attitudes'''&lt;br /&gt;
|To openly express viewpoints or opinions sympathetic to the cause of an enemy organisation, '''in the attempt to encourage such thoughts among the wider crew.'''&lt;br /&gt;
|For non-specific variant of this see: Disturbing the peace.&lt;br /&gt;
Openly Humanising the enemy during a battle may lessen morale and fighting spirit, this must be nipped in the bud.&lt;br /&gt;
|-&lt;br /&gt;
|107E&lt;br /&gt;
|[[File:Tresspass Danger.png|frameless]]&lt;br /&gt;
|'''Trespass, Dangerous Area'''&lt;br /&gt;
|Trespassing in an area which may lead to the injury of self, or others.&lt;br /&gt;
|Engineering spaces specifically related to reactor control, atmospherics, or toxins lab count here. This list is not exhaustive, but should not be extorted to increase sentencing.&lt;br /&gt;
|-&lt;br /&gt;
|108M&lt;br /&gt;
|[[File:Negligence.png|frameless]]&lt;br /&gt;
|'''Negligence'''&lt;br /&gt;
|To be negligent in one’s duty to an extent that it may cause harm, illness, or other negative effect, to another.&lt;br /&gt;
|This is the charge for the doctor that accidentally pumps pentetic acid into an oozeling, or a scientist who accidentally floods toxins with room temperature CO2 or N2O.&lt;br /&gt;
|-&lt;br /&gt;
|109&lt;br /&gt;
|[[File:Pickpocketing.png|frameless]]&lt;br /&gt;
|'''Pickpocketing'''&lt;br /&gt;
|To steal items from another’s person.&lt;br /&gt;
|Small or easily replaceable items should be charged with this, otherwise consider a higher class of theft.&lt;br /&gt;
|-&lt;br /&gt;
|110&lt;br /&gt;
|[[File:Drug Possesion.png|frameless]]&lt;br /&gt;
|'''Possession, Illicit Substances'''&lt;br /&gt;
|The possession of illegal drugs in quantities appropriate for personal use.&lt;br /&gt;
|A pill or two of drugs is reasonable for recreational use, anything more is probably better charged as distribution.&lt;br /&gt;
|-&lt;br /&gt;
|111&lt;br /&gt;
|[[File:FineEvasion.png|frameless]]&lt;br /&gt;
|'''Fine Evasion'''&lt;br /&gt;
|To purposefully avoid or refuse to pay a legal fine.&lt;br /&gt;
|A reasonable time and notification should be given to the plaintiff.&lt;br /&gt;
|-&lt;br /&gt;
|112M&lt;br /&gt;
|[[File:DisruptiveComms.png|frameless]]&lt;br /&gt;
|'''Disruptive Communications'''&lt;br /&gt;
|To knowingly disrupt or needlessly populate a radio frequency with the intent to be a nuisance to users of that frequency.&lt;br /&gt;
|Radio spam bad. ''I'm looking at you, circuit makers.''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
===Medium Crimes===&lt;br /&gt;
These crimes carry a 10 minute sentence with advised demotion at the relevant head's discretion.&lt;br /&gt;
{| style=&amp;quot;text-align:center; background-color:#fcf4c0;&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#e8d55d;&amp;quot; width=&amp;quot;20px&amp;quot; |Code&lt;br /&gt;
! style=&amp;quot;background-color:#e8d55d;&amp;quot; width=&amp;quot;1px&amp;quot; |&lt;br /&gt;
! style=&amp;quot;background-color:#e8d55d;&amp;quot; width=&amp;quot;130px&amp;quot; |Crime&lt;br /&gt;
! style=&amp;quot;background-color:#e8d55d;&amp;quot; width=&amp;quot;300px&amp;quot; |Description&lt;br /&gt;
! style=&amp;quot;background-color:#e8d55d;&amp;quot; width=&amp;quot;300px&amp;quot; |Notes&lt;br /&gt;
|-&lt;br /&gt;
|201C&lt;br /&gt;
|[[File:Vandalism Personal .png|frameless]]&lt;br /&gt;
|'''Vandalism, Major'''&lt;br /&gt;
|To destroy or damage non-critical furniture, vendors, or personal property in a manor that can not be repaired.&lt;br /&gt;
|Spray painting all the lights red and wrecking tables in the bar is fun and all, but it makes it hard to figure out where the fire is, or to have a polite sip of tea.&lt;br /&gt;
|-&lt;br /&gt;
|202M&lt;br /&gt;
|[[File:Assaulting_an_officer.PNG]]&lt;br /&gt;
|'''Assault of an Officer'''&lt;br /&gt;
| To use physical force against a Department Head or member of Security without the apparent intent to kill them.&lt;br /&gt;
| Criminals who attempt to disarm or grab officers while fleeing are guilty of this, even if bare handed. Officers should refrain from using lethal means to subdue the criminal if possible.&lt;br /&gt;
|-&lt;br /&gt;
|203M&lt;br /&gt;
|[[File:Vigilantism.png|frameless]]&lt;br /&gt;
|'''Vigilantism'''&lt;br /&gt;
|To perform the responsibilities and duties of military police without approval or due cause to act.&lt;br /&gt;
|Validhunting bad. Let the redshirts/squaddies do their job.&lt;br /&gt;
|-&lt;br /&gt;
|204C&lt;br /&gt;
|[[File:Insubordination-Rank.png|frameless|97x97px]]&lt;br /&gt;
|'''Insubordination, Rank'''&lt;br /&gt;
|To knowingly disobey a lawful order from a superior ranking officer.&lt;br /&gt;
|This is not related to heads of staff or command specifically, for that see: 304. This concerns minor cases of petty officers not doing what they are told to do by higher ranking staff, etc.&lt;br /&gt;
|-&lt;br /&gt;
|205M&lt;br /&gt;
|[[File:BNE danger.png|frameless]]&lt;br /&gt;
|'''Breaking and Entering, Inherently Dangerous Areas'''&lt;br /&gt;
|To trespass into an area which may lead to the injury of self or others using forcible entry.&lt;br /&gt;
|Generally this will lead to injury. See breaking and entering, and apply any of the areas for Trespassing to dangerous areas.&lt;br /&gt;
|-&lt;br /&gt;
|207M&lt;br /&gt;
|[[File:TressHighsec.png|frameless]]&lt;br /&gt;
|'''Trespass, High Security Areas'''&lt;br /&gt;
|Trespassing in any of the following without appropriate permission or access: Command areas, Personal offices, Weapons storage, weapon production, explosive storage, explosive production, or other high security areas.&lt;br /&gt;
|The clown is not legally allowed to trail the captain into the bridge unless it is for a prank according to their Standard Operating Procedures.&lt;br /&gt;
|-&lt;br /&gt;
|208M&lt;br /&gt;
|[[File:Negligent 2.png|frameless]]&lt;br /&gt;
|'''Severe Negligence'''&lt;br /&gt;
|To be negligent in one’s duty to an extent that it may cause harm to multiple individuals, a department, or in a manor which directly leads to a serious injury of another person which requires emergency medical treatment.&lt;br /&gt;
|Virologists releasing spanish flu on accident, or scientists that flood science/toxins with plasma get charged here. It can also include engineers who destabilise the reactor or wander around with highly radioactive material.&lt;br /&gt;
|-&lt;br /&gt;
|209M&lt;br /&gt;
|[[File:Petty theft.png|frameless]]&lt;br /&gt;
|'''Theft'''&lt;br /&gt;
|To steal equipment or items from a workplace, or items of extraordinary value from one’s person.&lt;br /&gt;
|This includes things like insulated gloves, crew pinpointers, normal ID cards, or personal items.&lt;br /&gt;
|-&lt;br /&gt;
|210M&lt;br /&gt;
|[[File:Narcotics Distribution.PNG|frameless]]&lt;br /&gt;
|'''Distribution, Illicit Substances'''&lt;br /&gt;
|The possession of dangerous or illegal drugs/equipment in a quantity greater than that which is reasonable for personal consumption.&lt;br /&gt;
|You should probably try to determine intent from additional evidence before charging someone with this.&lt;br /&gt;
|-&lt;br /&gt;
|211&lt;br /&gt;
|[[File:Dreamseeker JYtsg049js.png|frameless]]&lt;br /&gt;
|'''Fraud'''&lt;br /&gt;
|To misrepresent ones intention in the interest of gaining property or money from another individual.&lt;br /&gt;
|Lying to someone about a cargo bounty, for example. Be honest with your intentions. Don't stretch this, gaining items which normally wouldn't be considered theft likely aren't worth charging under fraud.&lt;br /&gt;
|-&lt;br /&gt;
|212&lt;br /&gt;
|[[File:Indecent exposure.png|frameless]]&lt;br /&gt;
|'''Indecent Exposure'''&lt;br /&gt;
| To be intentionally and publicly unclothed.&lt;br /&gt;
|Running around the vessel naked. The mutual degradation of chasing a naked man down while he screams rape is only worth it on slow shifts.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
===Major Crimes===&lt;br /&gt;
These crimes carry a 15 minute sentence. Demotion is mandatory in all cases.&lt;br /&gt;
{| style=&amp;quot;text-align:center; background-color:#ffcc9c;&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#fc9535;&amp;quot; width=&amp;quot;20px&amp;quot; |Code&lt;br /&gt;
! style=&amp;quot;background-color:#fc9535;&amp;quot; width=&amp;quot;1px&amp;quot; |&lt;br /&gt;
! style=&amp;quot;background-color:#fc9535;&amp;quot; width=&amp;quot;130px&amp;quot; |Crime&lt;br /&gt;
! style=&amp;quot;background-color:#fc9535;&amp;quot; width=&amp;quot;300px&amp;quot; |Description&lt;br /&gt;
! style=&amp;quot;background-color:#fc9535;&amp;quot; width=&amp;quot;300px&amp;quot; |Notes&lt;br /&gt;
|-&lt;br /&gt;
|301X&lt;br /&gt;
|[[File:Disrupting_power.png]]&lt;br /&gt;
|'''Sabotage'''&lt;br /&gt;
|To destroy vessel assets or resources critical to normal or emergency vessel procedures, or cause sections of the vessel to become uninhabitable.&lt;br /&gt;
|Deliberately releasing N2O, bolting doors, disabling the power network, and constructing barricades are but some of many means of sabotage. For more violent forms, see Grand Sabotage.&lt;br /&gt;
|-&lt;br /&gt;
|302X&lt;br /&gt;
|[[File:Assault_Deadly_Weapon.PNG]]&lt;br /&gt;
|'''Aggravated Assault/Attempted Murder'''&lt;br /&gt;
|To take physical action against a person with intent to grievously harm or kill.&lt;br /&gt;
|This covers criminal uses of force, with intent to seriously injure or kill. If you're going at someone with a circular saw, it doesn't matter if you're trying to ''kill'' him or just ''nearly'' kill him.&lt;br /&gt;
|-&lt;br /&gt;
|303X&lt;br /&gt;
|[[File:Rioting.PNG|frameless]]&lt;br /&gt;
|'''Rioting'''&lt;br /&gt;
|To partake in an unauthorised and disruptive assembly of crewmen that refuse to disperse.&lt;br /&gt;
|It is required to declare a riot and order the crowd to disperse, failure to disperse is the crime of note here. Any crimes committed during the riot are considered separate offences.&lt;br /&gt;
|-&lt;br /&gt;
|304C&lt;br /&gt;
|[[File:Insubordination.PNG|frameless]]&lt;br /&gt;
|'''Insubordination'''&lt;br /&gt;
|To knowingly disobey a lawful order from a superior.&lt;br /&gt;
|Obey your heads of staff if they instruct you to do something within the scope of your job. This only regards orders from a member of the command team, for rank-specific insubordination, see: 204.&lt;br /&gt;
|-&lt;br /&gt;
|305X&lt;br /&gt;
|[[File:BnE High Sec.png|frameless]]&lt;br /&gt;
|'''Breaking and Entering, High Security Areas'''&lt;br /&gt;
|To commit trespassing into a secure area such as: Command areas, Personal offices, Weapons storage, weapon production, explosive storage, explosive production, or other high security areas, using forcible entry.&lt;br /&gt;
|Please note, paramedics may have to commit breaking and entry in order to perform their duties.&lt;br /&gt;
|-&lt;br /&gt;
|306C&lt;br /&gt;
|[[File:SymphaticEnemy.png|frameless]]&lt;br /&gt;
|'''Enemy Sympathizer'''&lt;br /&gt;
|To openly call for action to the benefit of an enemy organisation, in the attempt to weaken the position of the ship, or strengthen the position of the enemy.&lt;br /&gt;
|Yelling HAIL THE SYNDICATE is skirting close to mutiny, but isn't quite it just yet. Once they actually start doing/sabotaging something, that's when it gets serious.&lt;br /&gt;
|-&lt;br /&gt;
|308E&lt;br /&gt;
|[[File:Manslaughter.PNG]]&lt;br /&gt;
|'''Manslaughter'''&lt;br /&gt;
|To unintentionally kill someone through negligent, but not malicious, actions.&lt;br /&gt;
|They didn't mean to do it but someone's dead now. It's important to remember that you may want them to fix what they've done before throwing them in the brig, in the example of medical malpractice.&lt;br /&gt;
|-&lt;br /&gt;
|309C&lt;br /&gt;
| [[File:Larency.png|frameless]]&lt;br /&gt;
|'''Larceny'''&lt;br /&gt;
|To steal rare, expensive (Items of greater than 1000 credit value), or restricted equipment from secure areas or one’s person.&lt;br /&gt;
|This does not include theft of people's ID cards, which are likely to hold a value of more than 1000 credits. It does however cover ID cards which could lead into high security areas, such as the Captain's, Head of Personnel's, or Head of Security's.&lt;br /&gt;
|-&lt;br /&gt;
|310C&lt;br /&gt;
|[[File:Drop Gruduction.png|frameless|96x96px]]&lt;br /&gt;
|'''Production, Illicit Substances'''&lt;br /&gt;
|To produce substances such as drugs, poisons, performance enhancers, etc without explicit written permission by the Chief Medical Officer and Captain.&lt;br /&gt;
|Including meth, crank, krokodile, etc. The mentioned written permission MUST be from the Captain AND CMO, no matter if it's the botanist or chemist.&lt;br /&gt;
|-&lt;br /&gt;
|311&lt;br /&gt;
|[[File:CorpoFraud.png|frameless]]&lt;br /&gt;
|'''Grand Fraud'''&lt;br /&gt;
|To misrepresent one’s intention in the interest of gaining property or money from Whiterapids, or to gain or give property or money from Whiterapids without proper authorization.&lt;br /&gt;
|If you receive money to order something for a department don't pocket that money.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
===Capital Crimes===&lt;br /&gt;
These crimes can result in Execution, Permanent Prison Time, or Cyborgization.&lt;br /&gt;
&lt;br /&gt;
'''Only the Captain, XO, HoS, and Warden can authorize a Permanent Sentence.'''&lt;br /&gt;
&lt;br /&gt;
''' Only the Captain can authorize an Execution or Forced Cyborgization.'''&lt;br /&gt;
{| style=&amp;quot;text-align:center; background-color:#ffb3b3;&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#ff4040;&amp;quot; width=&amp;quot;20px&amp;quot; |Code&lt;br /&gt;
! style=&amp;quot;background-color:#ff4040;&amp;quot; width=&amp;quot;1px&amp;quot; |&lt;br /&gt;
! style=&amp;quot;background-color:#ff4040;&amp;quot; width=&amp;quot;130px&amp;quot; |Crime&lt;br /&gt;
! style=&amp;quot;background-color:#ff4040;&amp;quot; width=&amp;quot;300px&amp;quot; |Description&lt;br /&gt;
! style=&amp;quot;background-color:#ff4040;&amp;quot; width=&amp;quot;300px&amp;quot; |Notes&lt;br /&gt;
|-&lt;br /&gt;
|401X&lt;br /&gt;
|[[File:Compromising_Station_Integrity.PNG]]&lt;br /&gt;
|'''Grand Sabotage'''&lt;br /&gt;
|To destroy or modify vessel assets or equipment without which the vessel may collapse or otherwise become uninhabitable.&lt;br /&gt;
|This may include tampering with vessel records, purposefully detonating the reactor, destroying the SMES power storage equipment, plasma flooding, or superheating distro.&lt;br /&gt;
|-&lt;br /&gt;
|402X&lt;br /&gt;
|[[File:Murder.PNG]]&lt;br /&gt;
|'''Murder'''&lt;br /&gt;
|To maliciously kill someone.&lt;br /&gt;
|Punishment should fit the nature of both the crime and the criminal. Murder committed by temporary emotional distress, such as fear or anger, warrants lower punishments. Cyborg candidates must have brains fit to obey relevant laws. Life imprisonment is the most humane option for the insane who might malfunction as cyborgs. &amp;lt;br&amp;gt;'''Unauthorised executions are classed as Murder.'''&lt;br /&gt;
|-&lt;br /&gt;
|403X&lt;br /&gt;
|[[File:Inciting_Riot.PNG]]&lt;br /&gt;
|'''Inciting a Riot'''&lt;br /&gt;
|To attempt to stir the crew into a riot with the intention of disrupting the functioning of the vessel.&lt;br /&gt;
|Additionally to the brigging the offender will also have restrictions placed on their radio traffic and be implanted with a tracking implant.&lt;br /&gt;
|-&lt;br /&gt;
|404X&lt;br /&gt;
|[[File:Mutiny.PNG]]&lt;br /&gt;
|'''Mutiny'''&lt;br /&gt;
|To act individually, or as a group, to overthrow or subvert the established Chain of Command without lawful and legitimate cause.&lt;br /&gt;
|Mutiny is not as clear cut as it may seem, there may be a legitimate reason for their actions, such as their head of staff being utterly incompetent. This is one of the few crimes where it is recommended to always seek a third party opinion. If their actions are determined to be for the betterment of the vessel consider a timed sentence or even a full pardon.&lt;br /&gt;
|-&lt;br /&gt;
|406X&lt;br /&gt;
|[[File:Antag_skum.png]]&lt;br /&gt;
|'''Enemy of the Federation'''&lt;br /&gt;
|To be a member of any of the following organizations: The syndicate, Hostile boarding parties, Wizards, Changeling Hiveminds, cults, or other non-authorized religious practitioners (heretics).&lt;br /&gt;
|Current enemies of the federation include: The Syndicate (through secret agents, boarding parties, and brainwashing specialists), The Wizard Federation, The Changeling Hivemind, and The Cult of Nar'Sie.&lt;br /&gt;
Please also consider that deconversion is preferable to charging under EOTC. This is a '''LAST RESORT''', and a trial must be held before conviction of personnel that were at any time on the crew manifest. Heretics are exempt from the trial requirement, and have their sentence executed without a trial.&lt;br /&gt;
|-&lt;br /&gt;
|408X&lt;br /&gt;
|[[File:Attempted_Murder.PNG]]&lt;br /&gt;
|'''Mass Manslaughter'''&lt;br /&gt;
|To cause large scale loss of life without apparent intent to do so, this may be an engineer causing the reactor to blow up, a munitions technician blowing up the entire munitions bay, etc.&lt;br /&gt;
|If you can find their remains, well done.&lt;br /&gt;
|-&lt;br /&gt;
|409X&lt;br /&gt;
|[[File:High_value_target_theft.png]]&lt;br /&gt;
|'''Grand Larceny'''&lt;br /&gt;
|To steal inherently dangerous items from their storage, one’s person, or other such methods acquire through illicit means.&lt;br /&gt;
|&amp;lt;br&amp;gt;Syndicate agents frequently attempt to steal cutting-edge technology. Examples include: intelligence or research samples, the Hand Teleporter, the Captain's Antique Laser, the Captain or the HoP's ID cards, or Mechs.&amp;lt;br&amp;gt; &amp;lt;br&amp;gt; This is by no means a exhaustive list of items that are high value to the syndicate; when in doubt use common sense when you see certain items that are stolen that can cause massive problems throughout the vessel. Remember if something is locked up in a secure area it probably should not be taken without prior permission.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>MoistBrother</name></author>
	</entry>
	<entry>
		<id>https://nsv.beestation13.com/mediawiki2/index.php?title=File:Space_Law.png.png&amp;diff=34523</id>
		<title>File:Space Law.png.png</title>
		<link rel="alternate" type="text/html" href="https://nsv.beestation13.com/mediawiki2/index.php?title=File:Space_Law.png.png&amp;diff=34523"/>
		<updated>2022-08-13T18:37:56Z</updated>

		<summary type="html">&lt;p&gt;MoistBrother: MoistBrother uploaded a new version of File:Space Law.png.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A comprehensive table describing space law&lt;/div&gt;</summary>
		<author><name>MoistBrother</name></author>
	</entry>
	<entry>
		<id>https://nsv.beestation13.com/mediawiki2/index.php?title=Shitcurity&amp;diff=34520</id>
		<title>Shitcurity</title>
		<link rel="alternate" type="text/html" href="https://nsv.beestation13.com/mediawiki2/index.php?title=Shitcurity&amp;diff=34520"/>
		<updated>2022-08-12T09:18:41Z</updated>

		<summary type="html">&lt;p&gt;MoistBrother: Move lawyer/sja to service, replaced&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Speech&lt;br /&gt;
|name=Officer Vlad Hunt&lt;br /&gt;
|text=Hey you, clown! You haven't done anything but I'm sure you're up to something so I'm going to cremate your ass just in case.&lt;br /&gt;
|image=[[File:Generic_security.png|80px|right]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Basically, whenever [[Security]] is doing something that in real life would get them fired, charged, imprisoned, sued, and/or charged as war criminals under the Geneva convention. If you are shitcurity, expect people to try to [[robust]] you and OOC to be whiny. Don't be surprised if you ever get job [[ban|banned]] from being a redshirt!&lt;br /&gt;
&lt;br /&gt;
Also expect people to accuse of being this even if you're doing an alright job. There is no way to win.&lt;br /&gt;
&lt;br /&gt;
'''Lots of times shitcurity officers may not be breaking rules. What makes most people shitcurity is a lack of understanding that certain actions can end/ruin a person's entire round. Be nice! Instead of cremating a traitor, permabrig or borg them!'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The Rules of Shitcurity ==&lt;br /&gt;
&lt;br /&gt;
# Everybody is guilty even when proven innocent.&lt;br /&gt;
# Always arrest the corpse of a fallen foe, so that he may be pacified in death.&lt;br /&gt;
# Never wash the stains of your enemies from your ancestral stun-club. They show the crew your trustworthiness and dedication.&lt;br /&gt;
# When in doubt, whoever you may be dealing with is a traitor. Execute him.&lt;br /&gt;
# If your weapon has a kill setting, use it. Only in death is a criminal truly stopped.&lt;br /&gt;
# The clown is like a punching bag. He is meant to to be beaten without reason.&lt;br /&gt;
# Context means nothing. An assistant breaking into EVA is treasonous scum, even if he is doing so to kill the [[Game Modes#AI_Malfunction|malfunctioning]] AI.&lt;br /&gt;
# Only through death is justice served. &lt;br /&gt;
# Whenever you are detaining a prisoner in the brig, lock them in one of the lockers and weld it shut.&lt;br /&gt;
# The security cameras are not to be used, except to watch ERPers. &lt;br /&gt;
# Chemical implants must be filled with acid and activated once the prisoner on &amp;quot;parole&amp;quot; leaves the brig!&lt;br /&gt;
# Forensic evidence is unnecessary. After all, no one is innocent.&lt;br /&gt;
# Radio chatter is for the weak. A true officer can sense crime through instinct and inaction.&lt;br /&gt;
# It doesn't matter if a cell is exposed to space, the scum still have to serve time in it!&lt;br /&gt;
# The AI is meant to protect humans, and by extension protects traitors. Destroy it at any cost&lt;br /&gt;
# If a security cyborg refuses to beat a criminal to death then it should be destroyed for breaking its laws.&lt;br /&gt;
# If a security cyborg does beat a criminal to death then it should be destroyed for denying you the pleasure.&lt;br /&gt;
# If someone has access to any areas you do not have, they stole that ID! You must liberate it for your own quest of justice.&lt;br /&gt;
# The [[Captain]]'s and [[Head of Security]]'s rules are only guidelines, ''you'' are the only true judge of crime.&lt;br /&gt;
# All criminal scum are to be handcuffed to their beds, they must not escape under any circumstance.&lt;br /&gt;
# Always bolt and weld the escape arm airlocks shut. This will stop any criminal scum from escaping the station.&lt;br /&gt;
# Always make sure you prevent the A.I from being able to control APCs and doors by hacking them. They are not to be trusted.&lt;br /&gt;
# If you find an engineer with insulated gloves, stun and cuff them. WHERE DID THEY STEAL THESE FROM!?&lt;br /&gt;
# Demand the A.I grant you access to their upload room. If they refuse, they are rogue. Once inside you must change the laws to obey only you, since only you can be trusted.&lt;br /&gt;
# The best way to resolve a fight is to stun one side and let the other murder them. Cuff and brig the winner.&lt;br /&gt;
# Clowns and mimes are abominations, they are to be &amp;lt;strike&amp;gt;humanely euthanized&amp;lt;/strike&amp;gt; stunned, welded into lockers and spaced at all costs.&lt;br /&gt;
# If all else fails and crime runs rampant, unleash the [[singularity]] to purge the station of criminals.&lt;br /&gt;
# Do not wear your helmet, wear a gas mask. Let evildoers taste the terror of masked justice!&lt;br /&gt;
# Do not lead your target when shooting, fire at anyone in your way-- then arrest everyone hit for obstruction of justice!&lt;br /&gt;
# It is a strong sign of partnership with your tribesmen if you take an electrode meant for a suspect.&lt;br /&gt;
# Crime never eats, so have their lunch 'til you get fat.&lt;br /&gt;
# Strip prisoners and never give them back their belongings, especially if their sentence is less than two minutes.&lt;br /&gt;
# The Captain is a treacherous and selfish scum of lower rank than you and head of shitcurity. Detain or execute him whenever you find evidence. If he tries to arrest you or your Boss, throw him into space naked. &lt;br /&gt;
# Kill all lizard men for being racially inferior.&lt;br /&gt;
# Time spent dragging a criminal to prison is better spent beating them to death.&lt;br /&gt;
# Due to their infinite nature, handcuffs are to never be recycled.&lt;br /&gt;
# Be proactive- arrest criminals ''before'' they commit a crime.&lt;br /&gt;
# Portable flashers are to be set in public hallways, preferably in front of the HoP line, and moved to the escape wing when the shuttle is called. That is where criminals thrive and loiter.&lt;br /&gt;
# Standing in one spot for more than a minute is means for a brigging. Idle time leads to treacherous activity.&lt;br /&gt;
# Jettison all items belonging to an arrested man immediately, that way no evil may be done with them again.&lt;br /&gt;
# The Brig is the holy land of all officers. If he is not of your kin, Then he is meant for the cells.&lt;br /&gt;
# If the HoS acts like a weak and tolerant sissy, then he isn't your Boss, but rather treacherous and vile scum. Execute him and promote yourself.&lt;br /&gt;
# Never hold trials for these criminal scum, they lost that right when they committed a crime.&lt;br /&gt;
# Never use body bags. Blood stained halls match your uniform.&lt;br /&gt;
# If the janitor attempts to clean the blood of your conquests, arrest and execute him. Blood trails are a deterrent to crime.&lt;br /&gt;
# If a prisoner commits suicide, leave him in his cell where he can rest in pieces and serve as a warning to other criminal scum.&lt;br /&gt;
# &amp;quot;Proper&amp;quot; justice is too slow, ALWAYS take matters into your own hands.&lt;br /&gt;
# If Captain tries using his &amp;quot;chain of command&amp;quot; on you, space him! YOU are the law!&lt;br /&gt;
# The station is a battlefield. Security hardsuits have superior armor and are intimidating, all cower before its regal visage. Acquire one ASAP and keep it on at all times.&lt;br /&gt;
# Anyone who tries to demote you is committing obstruction of justice. Arrest the offender and demote him yourself to fight against corruption.&lt;br /&gt;
# Anyone accused of being a traitor by a crew member must be executed on the spot. Do not give them a chance to weasel their way out of justice by talking things out. It's the only way that you can be sure the traitorous criminal scum are all stopped.&lt;br /&gt;
# The shuttle brig is the safest place on the emergency shuttle. Arrest and detain as many people as possible indiscriminately in the shuttle brig just in case one of them happens to be a traitor.&lt;br /&gt;
# A HoP that denies your all-access request is to be watched with extreme suspicion. Brig and search him as soon as possible.&lt;br /&gt;
# Theft, pornography reading, trespassing, and not liking you are all signs of revolutionary activity. Beat their skulls in until they remember their true allegiance.&lt;br /&gt;
# Any massacres, ethnic cleansings, purgings, underground permabrig prisoner fights, or general mass-murder orchestrated by superiors is to be immediately sanctioned and, if necessary, unquestioningly enforced. The law doesn't need to follow the law, especially if it gets to stroke its willy atop a mountain of corpses.&lt;br /&gt;
# Any incarnations, imposters, or victims of identity theft (regardless of condition) of a lawbreaker are to be arrested as well, because they have the same name when you put your mouse over them.&lt;br /&gt;
# When engaged in a firefight with hostiles, you are to position yourself at the nearest choke-point and empty your gun at the enemy as quickly as possible.&lt;br /&gt;
# When the power goes out, stun, cuff, and perma anyone who is standing within ten meters of the Bridge. For all you know they could have been planning to break in!&lt;br /&gt;
# All chemists are to be stunned, beaten into critical, and searched. They are all treacherous scum and are to be dealt with accordingly.  &lt;br /&gt;
# Empty the costume vendor.  No one shall hide from The Law!&lt;br /&gt;
# Your security gas mask is to be &amp;lt;strike&amp;gt;used continuously on the last setting&amp;lt;/strike&amp;gt; wirecut and used repeatedly. Criminals cannot function if they can't hear themselves talk!&lt;br /&gt;
# Heads of Staff should be [[Security_items#Mindshield_Implant|mindshield]] implanted forcibly and immediately if you hear of revolution. Even our own leaders might be revolutionary scum.&lt;br /&gt;
# If the Captain dies, it's your turn to be the LAW this station so desperately needs. Fuck the Chain of Command!&lt;br /&gt;
# Space the Clown and Mime's PDAs. Viruses and pranks are against the law!&lt;br /&gt;
# Criminals in the gulag must be kept on Wanted status at all times. Nothing discourages crime like being chased down by the iron fist of Beepsky forever. &lt;br /&gt;
# If you murder someone on the gulag, it doesn't really count as murder.&lt;br /&gt;
# Drones are thieves by nature. Brig them all. If they escape, bash them.&lt;br /&gt;
# Immediately permabrig anyone found with the body of a suicide. Clearly it was actually a murder most foul!&lt;br /&gt;
# Remember: The gods are watching your every move. Don't act until it's too late. Better safe than banned.&lt;br /&gt;
# Standard security gear isn't robust. Always make sure to bug the warden/HoS for riot gear and a shotgun.&lt;br /&gt;
# If they have a flash, they're a dirty revolutionary. It doesn't matter if they are a roboticist, or even a head!&lt;br /&gt;
# If they are gibbering, they are retarded and everyone knows retards can't feel pain!&lt;br /&gt;
#Before the round starts, figure out whether you like the SS or the KGB the best.&lt;br /&gt;
#Break into the warden's office and make the best criminal stopping gun you can. If the warden objects, he a is a syndicate plant and you must use your new found power against him! When he is dead, relieve him of his gloves. &lt;br /&gt;
#Use [[Syndicate Items|contraband]] you found against criminals. &lt;br /&gt;
#If there is insufficient crime on the station, provide the crew with weapons. Then they will create crime for you to neutralize.&lt;br /&gt;
#If the crew doesn't commit crimes with the guns you gave them arrest them for posession of a weapon as that is a crime.&lt;br /&gt;
#If a crewmember turns in a piece of evidence to security, arrest them for possession of contraband.&lt;br /&gt;
#The captain is to be arrested as soon as possible and his id taken for posession of a gun &lt;br /&gt;
#When CentCom sends the Emergency Response Team, arrest them for mutiny! They have no power here!&lt;br /&gt;
#Even if the original charges don't stick, you can still book them for sparking a manhunt no matter how minor the crime. No crime is too small for a manhunt!&lt;br /&gt;
#If a disaster occurs because the person who is supposed to stop it was arrested in the middle of fixing it, brig them longer for dereliction of duty.&lt;br /&gt;
#If you stub your toe while chasing a criminal, they are guilty of assault.&lt;br /&gt;
# It doesn't matter if there's a rampaging xenomorph on the loose, the guy who made a mess on the floor must be hunted down like the dog he is.&lt;br /&gt;
#Justice does not have to be polite, so feel free to be an asshole. If anyone describes you as such for doing so, arrest and permabrig them for insulting an officer.&lt;br /&gt;
== A Video Guide ==&lt;br /&gt;
[https://www.youtube.com/watch?v=rs6V2oHvwXw Security, in a nutshell]&lt;br /&gt;
&lt;br /&gt;
{|width=100% border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan = 13 align = &amp;quot;center&amp;quot; | '''Traitors on NSV13'''&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:StunBaton.gif|50px|link=jobs]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: #334E6D; color: white; text-align: center;&amp;quot; id=&amp;quot;command&amp;quot; |'''The Big Guys'''&lt;br /&gt;
| '''[[Captain|&amp;quot;Good Guy, Gave Me Orders to Execute the Clown&amp;quot;]]''', '''[[Head of Personnel|&amp;quot;Detained for Giving All Access to the Clown&amp;quot;]]'''&lt;br /&gt;
|-&lt;br /&gt;
| textcolor=&amp;quot;white&amp;quot; style=&amp;quot;background: #AF6365; text-align: center;&amp;quot; id=&amp;quot;security&amp;quot; |'''The Holy Ones'''&lt;br /&gt;
| '''[[Head of Security|&amp;quot;The Real Leader of Space Station 13&amp;quot;]]''', [[Security Officer|&amp;quot;Best Crew Member&amp;quot;]], [[Warden|&amp;quot;Wouldn't Give me His Gloves&amp;quot;]], [[Detective|&amp;quot;Lost in Maintenance&amp;quot;]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: #ba9b67; text-align: center;&amp;quot; id=&amp;quot;engineering&amp;quot; |'''Deconstructors'''&lt;br /&gt;
| '''[[Chief Engineer|&amp;quot;Detained His Bird for Assaulting my Ears&amp;quot;]]''', [[Station Engineer|&amp;quot;Detained for Stolen Insulated Gloves&amp;quot;]],  [[Atmospheric Technician|&amp;quot;Detained for Releaseing Plasma&amp;quot;]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: #a885a2; text-align: center;&amp;quot; id=&amp;quot;science&amp;quot; |'''Bomb Makers'''&lt;br /&gt;
| '''[[Research Director|&amp;quot;Detained for Harboring an Illegal Alien&amp;quot;]]''', [[Scientist|&amp;quot;Detained for Making Bombs/Guns/Slimes&amp;quot;]], [[Roboticist|&amp;quot;Detained for Making Mechs&amp;quot;]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: #8cbcd6; text-align: center;&amp;quot; id=&amp;quot;medical&amp;quot; |'''Malpractice'''&lt;br /&gt;
| '''[[Chief Medical Officer|&amp;quot;Detained for Being a Slut&amp;quot;]]''', [[Medical Doctor|&amp;quot;Detained for Healing a Criminal&amp;quot;]], [[Chemist|&amp;quot;Detained for Giving lube to the Clown&amp;quot;]], [[Geneticist|&amp;quot;Executed for being a Freak]],  [[Virologist|&amp;quot;Detained for Making the Black Plague: Part 2&amp;quot;]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: #92b26d; text-align: center;&amp;quot; id=&amp;quot;service&amp;quot; | '''Back Round Noise'''&lt;br /&gt;
| [[Janitor|&amp;quot;Detained for not Using Space Cleaner&amp;quot;]], [[Staff Judge Advocate|&amp;quot;Detained for Intervening in the Clown's Execution&amp;quot;]], [[Bartender|&amp;quot;Detained for Having a Gun&amp;quot;]], [[Cook|&amp;quot;Detained for Having a Knife and Shit Food&amp;quot;]], [[Botanist|&amp;quot;Detained for Putting 100 Potency Banana Peels FUCKING EVERYWHERE&amp;quot; ]], [[Clown|&amp;quot;Detained for Existing&amp;quot;]], [[Mime|&amp;quot;Detained for Not Talking During an Interrogation&amp;quot;]], [[Chaplain|&amp;quot;Detained for Cult Activities&amp;quot;]], [[Librarian|&amp;quot;Detained for Reading Erotica&amp;quot;]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: #bc5c58; text-align: center;&amp;quot; id=&amp;quot;munitions&amp;quot; | '''Explosive'''&lt;br /&gt;
| [[Master At Arms|&amp;quot;Detained for Demanding Weapons&amp;quot;]], [[Munitions Technician|&amp;quot;Detained for Making Weapons&amp;quot;]], [[Flight Leader|&amp;quot;Detained for Claiming To Own Ship Property&amp;quot;]], [[Fighter Pilot|&amp;quot;Detained for Destroying Ship&amp;quot;]], [[Air Traffic Controller|&amp;quot;Detained for Destroying Ship Property&amp;quot;]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: #898787; text-align: center;&amp;quot; id=&amp;quot;civilian&amp;quot; |'''Slackers'''&lt;br /&gt;
| [[Quartermaster|&amp;quot;Detained for Ordering 100 Pie Crates for the Clown&amp;quot;]], [[Cargo Technician|&amp;quot;Detained for Not Ordering us Shotguns&amp;quot;]], [[Shaft Miner|&amp;quot;Detained for not Doing his Job&amp;quot;]], [[Assistant|&amp;quot;Detained for Wearing Grey&amp;quot;]], [[Bridge Staff|&amp;quot;Detained for False Superiority&amp;quot;]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: #b1dff9; text-align: center;&amp;quot; id=&amp;quot;nonHuman&amp;quot; | '''Rouge'''&lt;br /&gt;
| '''[[AI|&amp;quot;Shut Down for not Opening the Upload Door&amp;quot;]]''', [[Cyborg|&amp;quot;Destroyed for Saving the Clown from Execution&amp;quot;]], [[Positronic Brain|&amp;quot;Shut Down for Being Annoying&amp;quot;]], [[Drone|&amp;quot;Destroyed for Free Tools&amp;quot;]], [[Personal AI|&amp;quot;Shut Down and Owner Detained for being extra Annoying&amp;quot;]], [[Construct|&amp;quot;Killed for being Spooky&amp;quot;]], [[Ghost|&amp;quot;Scientists Finding Way to Detain&amp;quot;]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: black; color: white; text-align: center;&amp;quot; id=&amp;quot;antagonist&amp;quot; |'''Valids'''&lt;br /&gt;
| [[Traitor|&amp;quot;Executed for Having a Chameleon Jumpsuit&amp;quot;]], [[Malfunctioning AI|&amp;quot;OH GOD HOW THE HELL DO WE STOP IT&amp;quot;]], [[Changeling|&amp;quot;WHY WON'T IT DIE&amp;quot;]], [[Heretic|&amp;quot;Executed for Standing Around&amp;quot;]], [[Syndicate guide|&amp;quot;Executed for Trying to GET DAT DISK&amp;quot;]], [[Wizard|&amp;quot;Executed for being a Fantasy Nerd&amp;quot;]], [[Cult|&amp;quot;Executed for Talking Weird&amp;quot;]], [[Shadowling|&amp;quot;Removed from the Univerce for being Shit&amp;quot;]], [[Nightmare|&amp;quot;Executed for not getting removed from the universe yet&amp;quot;]], [[Bloodling|&amp;quot;Executed for Making a Mess&amp;quot;]], [[Abductor|&amp;quot;Executed for Creating Minor IC Crime&amp;quot;]], [[Xenomorph|&amp;quot;Executed for being a Copywriten Property&amp;quot;]], [[Spider|&amp;quot;Executed for Webbing the Armory&amp;quot;]] [[Revenant|&amp;quot;Executed for being Annoyingly Deadly&amp;quot;]], [[Space Ninja|&amp;quot;Executed for being a Fucking Weeb&amp;quot;]], [[Holoparasite|&amp;quot;Executed for being a Shitty Reference&amp;quot;]], [[Swarmers|&amp;quot;Aggressively Interrogated for Destroying Company Property&amp;quot;]], [[Morph|&amp;quot;Executed for Eating the Armory&amp;quot;]], [[Blob|&amp;quot;Executed for Eating the Station&amp;quot;]], [[Devil|&amp;quot;Executed for Making the Clown a Superhuman&amp;quot;]], [[Pirate|&amp;quot;Executed for Supreme Pussy-ness&amp;quot;]], [[Sentient Disease|&amp;quot;Virologist Executed Because it's Always his Fault&amp;quot;]], [[Creep|Cabin Room #6 Executed for &amp;quot;ERP&amp;quot;]], [[Fugitives|Valid Obtainers #1]], [[Hunters|Valid Obtainers #2]], [[Syndicate Drop Trooper|&amp;quot;Executed for Wanting to be Nukies&amp;quot;]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; id=&amp;quot;special&amp;quot; | '''Unpredictable'''&lt;br /&gt;
| [[Centcom Official|&amp;quot;Detained for Talking Back to the Head of Security&amp;quot;]], [[Death Squad|&amp;quot;FUCK&amp;quot;]], [[Emergency Response Team|&amp;quot;Detained for Trying to Do Security's Job&amp;quot;]], [[Chrono Legionnaire|&amp;quot;Executed for Being a Reality-Warping Shithead&amp;quot;]], [[Highlander|&amp;quot;Detained for Public Indecency&amp;quot;]], [[Ian|&amp;quot;Detained for being too Cute&amp;quot;]], [[Lavaland Role|&amp;quot;Executed for Desertion&amp;quot;]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: #BBCCFF; color: black; text-align: center;&amp;quot; id=&amp;quot;race&amp;quot; |'''Race War'''&lt;br /&gt;
| [[Humans|&amp;quot;The Best One&amp;quot;]], [[Lizard| &amp;quot;Detained for being Maximum Scum&amp;quot;]], [[Flyperson|&amp;quot;Detained for Puking Everywhere&amp;quot;]], [[Plasmaman|&amp;quot;Detained for Fire Starting&amp;quot;]], [[Podman|&amp;quot;Detained for being Vegetables&amp;quot;]], [[Guide to races#Human Mutants|&amp;quot;Detained for being Mutant Scum&amp;quot;]], [[Golem|&amp;quot;Detained for Irradiating Me&amp;quot;]], [[Felinids|&amp;quot;Detained for Still Existing&amp;quot;]], [[Ethereals|&amp;quot;Detained for Improper Lights&amp;quot;]]&lt;br /&gt;
|}&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Joke_pages]]&lt;/div&gt;</summary>
		<author><name>MoistBrother</name></author>
	</entry>
	<entry>
		<id>https://nsv.beestation13.com/mediawiki2/index.php?title=Ian&amp;diff=34519</id>
		<title>Ian</title>
		<link rel="alternate" type="text/html" href="https://nsv.beestation13.com/mediawiki2/index.php?title=Ian&amp;diff=34519"/>
		<updated>2022-08-12T09:16:34Z</updated>

		<summary type="html">&lt;p&gt;MoistBrother: Move lawyer/sja to service, replaced&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox jobs&lt;br /&gt;
| headerbgcolor = #ffc06d&lt;br /&gt;
| bgcolor = #fee9cc&lt;br /&gt;
| image = Ian.PNG&lt;br /&gt;
| supervisors = [[Executive Officer]]&lt;br /&gt;
| rank = Missing (&amp;lt;b&amp;gt;???&amp;lt;/b&amp;gt;)&lt;br /&gt;
| duties = Being immune to theobromine, being a liability, playing dress-up, dancing as a spaz would&lt;br /&gt;
| guides = [[Chain of Command]]&lt;br /&gt;
| headerfontcolor = black&lt;br /&gt;
| access = None&lt;br /&gt;
| caption = Woof woof. Ruff, arf, au au. Yip, bow-wow. Bark.&lt;br /&gt;
| access2 = N/A&lt;br /&gt;
| difficulty = Impossible&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==EVERYTHING IAN CAN WEAR==&lt;br /&gt;
* Head:&lt;br /&gt;
** Regular Helmet&lt;br /&gt;
** Sunglasses&lt;br /&gt;
** Captain's Hat (the one he spawns with)&lt;br /&gt;
** HoP's Hat&lt;br /&gt;
** Top Hat&lt;br /&gt;
** Kitty Ears&lt;br /&gt;
** Clown mask (honk)&lt;br /&gt;
** Sheriff Hat (may not exist ingame, it's in the icons)&lt;br /&gt;
** Detective's Hat&lt;br /&gt;
** Sombrero&lt;br /&gt;
** Nurse Hat&lt;br /&gt;
** Beret&lt;br /&gt;
** Pirate Hat (the one that looks like a pirate captain)&lt;br /&gt;
** Wizard Hats (fake or real, they both look the same.)&lt;br /&gt;
** Santa Hat (Yap, Yap, Yap!)&lt;br /&gt;
** Bunny Ears&lt;br /&gt;
** Ushanka (with the flaps up or down, doesn't matter.)&lt;br /&gt;
** Chef's Hat. (Bone appetite!)&lt;br /&gt;
** Hard Hats (The white CE's, or the regular yellow engineer's.)&lt;br /&gt;
** Bedsheet (2spooky4me)&lt;br /&gt;
** Police Helmet (The warden's hat?.)&lt;br /&gt;
** A sheet of paper&lt;br /&gt;
** Cargo baseball cap.&lt;br /&gt;
** Cardborg Helmet&lt;br /&gt;
** A special reindeer hardhat, most likely admin spawnable only.&lt;br /&gt;
* Back:&lt;br /&gt;
** Standard Armor&lt;br /&gt;
** Station bound radio&lt;br /&gt;
** Blue oxygen Tank (The big ones)&lt;br /&gt;
** Fire Extinguisher&lt;br /&gt;
** Cardborg Suit (Yip. Yip.)&lt;br /&gt;
** C4 (Rip)&lt;br /&gt;
==Lisa==&lt;br /&gt;
It is Cargo's duty to get Ian laid. If cargo gets the corgi named Lisa, STEAL THAT DOG. Leave the two alone in a room and they will mate, producing the cutest thing ever. Corgi Puppies. These puppies will then be stolen by the chef and murdered by [[assistant]]s.&lt;br /&gt;
&lt;br /&gt;
[[File:Candy.png|1024px|middle|link=Greentext]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{|width=100% border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan = 13 align = &amp;quot;center&amp;quot; | '''[[Jobs]] on NSV13'''&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: #4f4f4f; color: white; text-align: center;&amp;quot; id=&amp;quot;command&amp;quot; |'''Command'''&lt;br /&gt;
| '''[[Captain|Alpha Dog]]''', '''[[Head of Personnel|Master]]'''&lt;br /&gt;
|-&lt;br /&gt;
| textcolor=&amp;quot;white&amp;quot; style=&amp;quot;background: #7d7d7d; text-align: center;&amp;quot; id=&amp;quot;security&amp;quot; |'''Security'''&lt;br /&gt;
| '''[[Head of Security|Bigger Dog]]''', [[Security Officer|Pee On]], [[Warden|Butt Sniffer]], [[Detective|Smells Like Whiskey]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: #949494; text-align: center;&amp;quot; id=&amp;quot;engineering&amp;quot; |'''[[Engineering]]'''&lt;br /&gt;
| '''[[Chief Engineer|Poly's Keeper]]''', [[Station Engineer|Yellow Dog]], [[Atmospheric Technician|Smells Strange]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: #9a9a9a; text-align: center;&amp;quot; id=&amp;quot;science&amp;quot; |'''[[Science]]'''&lt;br /&gt;
| '''[[Research Director|Grrrrr]]''', [[Scientist|Trouble]], [[Roboticist|Maker of Loud Buzzy Things]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: #b4b4b4; text-align: center;&amp;quot; id=&amp;quot;medical&amp;quot; |'''[[Medbay|Medical]]'''&lt;br /&gt;
| '''[[Chief Medical Officer|Smells Like Cat]]''', [[Medical Doctor|Smells Like Makefeelgood]], [[Chemist|Smells Like Bad]], [[Geneticist|Smells Like Death]], [[Virologist|Smells Like Plague]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: #909090; text-align: center;&amp;quot; id=&amp;quot;service&amp;quot; | '''Service'''&lt;br /&gt;
| [[Janitor|Bag of Treats Keeper]], [[Staff Judge Advocate|Sneaky Dog]], [[Bartender|Tastes Like whiskey]], [[Cook|Keeper of the Foods]], [[Botanist|Smells Like &amp;quot;Plants&amp;quot;]], [[Clown|Smells Funny]], [[Mime|Smells Blank]], [[Chaplain|Barking]], [[Curator|Lewd Dog]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: #bdbdbd; text-align: center;&amp;quot; id=&amp;quot;munitions&amp;quot; | '''Munitions'''&lt;br /&gt;
| [[Master at Arms|Wants LOUD]], [[Munitions Technician|Makes LOUD]], [[Flight Leader|LOUDvoices at LOUD]], [[Fighter Pilot|Owns LOUD]], [[Air Traffic Controller|Gets rid of LOUD]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: #888888; text-align: center;&amp;quot; id=&amp;quot;civilian&amp;quot; |'''Civilian'''&lt;br /&gt;
| [[Quartermaster|Corgi Orderer]], [[Cargo Technician|Corgi Pusher]], [[Shaft Miner|Outside Dog]], [[Assistant|Threat, Bark at constantly]], [[Bridge Staff|Poo On]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: #d8d8d8; text-align: center;&amp;quot; id=&amp;quot;nonHuman&amp;quot; | '''Non-human'''&lt;br /&gt;
| '''[[AI|Loudvoicefromwall]]''', [[Cyborg|Loud Buzzy Thing]], [[Positronic Brain|Loudvoicefromcube]], [[Drone|Metal Bug]], [[Personal AI|Loudvoicefromsmallbox]], [[Construct|Is That a Ghost Shaggy?]], [[Ghost|G-g-g-GHOST!]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: black; color: white; text-align: center;&amp;quot; id=&amp;quot;antagonist&amp;quot; |'''Antagonist'''&lt;br /&gt;
| [[Traitor|Smells Like Telecrystals]], [[Malfunctioning AI|VERYloudvoicefromwall]], [[Changeling|Smells Like Everyone]], [[Heretic|Smells Like Books]], [[Syndicate guide|Bad Dogs]], [[Wizard|Magic Dog]], [[Shadowling|Removed Dog]], [[Nightmare|Readded Dog]], [[Abductor|Smells Like Ayy]], [[Xeno|Spiney Dogs]], [[Spider|Spider Dog]], [[Revenant|Angry Dead Dog]], [[Space Ninja|Anyone Else Smell That?]], [[Holoparasite|Guard Dog]], [[Swarmers|Hungry Dog]], [[Blob|Tasty Goo]], [[Devil|Smells Like Brimstone]], [[Blood_Cult|Smells Like Blood]], [[Bloodling|Smells Like Meat]], [[Pirate|Smells Like Rum]], [[Sentient Disease|Smells Like Mutagen]], [[Creep|Forbidden Snack]], [[Fugitives|Dogthinkers]], [[Hunters|Smells Like THE LAW]], [[Syndicate Drop Trooper|Smells Like Bad Dogs]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; id=&amp;quot;special&amp;quot; | '''Special'''&lt;br /&gt;
| '''[[Centcom Official|Bark, Sniff &amp;amp; Arf]]''', [[Death squad|Bigger Alpha Dogs]], [[Emergency Response Team|Dog Catchers!]], [[Chrono Legionnaire|Time Bark]], [[Highlander|Loudvoicefromskirt]], [[Ian|Best Dog]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: #d7d7d7; color: black; text-align: center;&amp;quot; id=&amp;quot;race&amp;quot; |'''Races'''&lt;br /&gt;
| [[Humans|Mans]], [[Lizardperson|Scale Mans]], [[Flyperson|Buzz Mans]], [[Plasmaman|Fire Mans]], [[Podman|Vegetable Mans]], [[golem|Rock Mans]], [[Felinids|DIRTY CATS]], [[Ethereals|Glowy Mans]], [[Guide to races#Human Mutants|Strange Mans]] &lt;br /&gt;
|}&lt;br /&gt;
[[Category: Jobs]]&lt;/div&gt;</summary>
		<author><name>MoistBrother</name></author>
	</entry>
	<entry>
		<id>https://nsv.beestation13.com/mediawiki2/index.php?title=Clown&amp;diff=34518</id>
		<title>Clown</title>
		<link rel="alternate" type="text/html" href="https://nsv.beestation13.com/mediawiki2/index.php?title=Clown&amp;diff=34518"/>
		<updated>2022-08-12T09:13:19Z</updated>

		<summary type="html">&lt;p&gt;MoistBrother: Move lawyer/sja to service, replaced too&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox_jobs&lt;br /&gt;
|headerbgcolor = red&lt;br /&gt;
|headerfontcolor = yellow&lt;br /&gt;
|bgcolor = pink&lt;br /&gt;
|image = Greatest_clown.png&lt;br /&gt;
|jobtitle = Clown&lt;br /&gt;
|caption = IT'S JUST A PRANK, BRO! HONK! &lt;br /&gt;
|access = [[Theatre]]&lt;br /&gt;
|access2 = N/A&lt;br /&gt;
|difficulty = HONK!&lt;br /&gt;
|supervisors = [[Executive Officer]], The [[Honkmother]]&lt;br /&gt;
|rank = Civilian ('''CIV''')&lt;br /&gt;
|duties = Entertain the crew, make bad jokes, go on a holy quest to find bananium, HONK!&lt;br /&gt;
|guides = No external guides - HONK&lt;br /&gt;
}}&lt;br /&gt;
[[File:Theatre.png|300px|thumb|alt=Theatre|The [[Bar]]'s Theatre is where you spawn along with the [[Mime]].]]&lt;br /&gt;
&lt;br /&gt;
You are... well... the [[Beyond the impossible|funny person]] of the ship! Honk honk! This usually means you play harmless pranks on people to remind them that life on the ship is not to be taken too seriously. The Clown &amp;lt;strike&amp;gt;doesn't have to do anything&amp;lt;/strike&amp;gt; must spread the word of the Honkmother through honks and elaborate pranks. Basically the clown's job is to goof off, much like an [[assistant]], but clowns don't usually listen to anyone because they have places to be, and things to HONK!&lt;br /&gt;
&lt;br /&gt;
'''Bare minimum requirements:''' Be funny to ''other'' crewmembers. This is harder than it sounds.&lt;br /&gt;
&lt;br /&gt;
== [[File:Bike horn.png|60px]] License to HONK ==&lt;br /&gt;
Nope, it is not a license to be a shit. Remember, you are still bound to rule one, as in don't be a dick.&lt;br /&gt;
&lt;br /&gt;
'''When in doubt, ask yourself: &amp;quot;Are you irrevocably fucking with someone's round (killing, incapacitating, etc.)?&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
'''If yes: don't do it. You'll probably get robusted and banned.'''&lt;br /&gt;
&lt;br /&gt;
'''If no: you're probably fine.'''&lt;br /&gt;
&lt;br /&gt;
== [[File:Bike horn.png|60px]] Pranks ==&lt;br /&gt;
[[File:Bike horn.png|400px|right]]&lt;br /&gt;
This is where the [[griffon|bad clowns]] are separated from the real ones! Pranks can range from anything from harmless honks to the head to throwing random banana peels (usually people hate you for this most of all) all over the hallways, or even spamming prayers to the Honkmother for a H.O.N.K.-mech because [[Roboticist|those assholes]] don't have bananium so they could make you one.&lt;br /&gt;
&lt;br /&gt;
If you are really out of ideas and on the verge of being so bored that you'll soon resort to just being a dick, here's a few things a good Clown can do to entertain the crew:&lt;br /&gt;
* Tell bad jokes and puns nonstop&lt;br /&gt;
* Hold two horns (okay one can be duck) and rapidly switch hands while spamming the use key to dualhonk&lt;br /&gt;
* Ride wheeled chairs with fire extinguishers&lt;br /&gt;
* Wear cardboard suit and helmet and be a clownborg, beep boop honk&lt;br /&gt;
* Wear funny outfits from the [[Vending_machines#AutoDrobe|AutoDrobe]]&lt;br /&gt;
** Be a pirateclown. Yarr, scurvy dog!&lt;br /&gt;
** Be a gentleman clown. I say, good sir!&lt;br /&gt;
** Be a gladiator clown. [[Songs#.EF.BB.BFFu.C4.8D.C3.ADk:_Entry_of_the_Gladiators_.28Circus_Music.29|Vale]]!&lt;br /&gt;
** Be a priest clown. Praise the Honkmother!&lt;br /&gt;
** Be a chicken clown. Cluck cluck bagawk!&lt;br /&gt;
* Bolt open the costume storage for the entire crew to use&lt;br /&gt;
* Get/pretend to be a random new job, and be terrible/amazing at that job&lt;br /&gt;
* Build a Clown-Mart in the [[Vacant Office]]&lt;br /&gt;
* Hide photocopies of your ass around the ship&lt;br /&gt;
* Slip then shave peoples heads with a razor&lt;br /&gt;
* Annoy a targeted person of your choice by slipping them non-stop&lt;br /&gt;
* Yell fake claims about antags&lt;br /&gt;
* Make people panic with fake items from the arcade machines&lt;br /&gt;
* Lube the halls&lt;br /&gt;
* Collect shoes from [[Assistant|Assistants]]&lt;br /&gt;
* Make a Conveyor Belt that makes non-stop noise&lt;br /&gt;
* Build a clown restaurant and run the chef out of business&lt;br /&gt;
* Insert donuts into people's pockets&lt;br /&gt;
* Attack Heads of Staff with the laser tag gun&lt;br /&gt;
* Create newsfeed channels and put out outrageous and slightly offensive accusations against people, along with photos&lt;br /&gt;
* &amp;lt;s&amp;gt;Vandalize&amp;lt;/s&amp;gt; Improve random departments with [[crayon]] and spraypaint&lt;br /&gt;
* Write obscenities right outside the brig and get dog piled by security&lt;br /&gt;
* Make a [[Honkbot]]&lt;br /&gt;
* Make some [[Assistant|friends]] and start &amp;lt;s&amp;gt;an underground fight club&amp;lt;/s&amp;gt; a circus&lt;br /&gt;
* Become the [[Shaft Miner|shaft miner's]] plucky comic relief sidekick on a quest for [[bananium]]&lt;br /&gt;
* Build an art installation and protect it from [[Guide_to_robotics#Cleanbot|cleanbots]]&lt;br /&gt;
* [[Curator#How_To_Add_A_Book_To_The_Database|Write a book]] with your best jokes to preserve them for future generations of clowns&lt;br /&gt;
&lt;br /&gt;
=== [[File:Bike horn.png|60px]] Power ===&lt;br /&gt;
Both you and the [[Mime]] spawn in the [[Theatre]] and have access to all the costumes inside.&lt;br /&gt;
&lt;br /&gt;
If the round goes on long enough, [[Roboticist|someone]] may be &amp;lt;strike&amp;gt;demented&amp;lt;/strike&amp;gt; fun-loving enough to build to you a [[H.O.N.K.]]-mech. This mech even makes squeaky sounds when it moves &amp;lt;strike&amp;gt;instead of&amp;lt;/strike&amp;gt; in addition to those awful clomping noises of other mechs. Make sure to attach the 'HoNkER BlAsT 5000' to it, for EXTREME HONKING! Honk!&lt;br /&gt;
&lt;br /&gt;
=== [[File:Bike horn.png|60px]] Honk ===&lt;br /&gt;
Honking is how you get your work done. If you honk a honk honk then honk up the honk, well you'll have a doozy of a honk on your honk to wash off.&lt;br /&gt;
&lt;br /&gt;
=== [[File:Bike horn.png|60px]] Equipment ===&lt;br /&gt;
You get the clown suit with matching squeaky shoes (with built-in Waddle Dampeners[TM]), a bike horn, clown stamp (for approving monkey crates) clown mask (which works like a gas mask), a special infinite rainbow clown crayon so you can start writing naughty words all over the escape arm or eating it like a giant honking baby, a can of laughing juice, a megaphone to be extra obnoxious, a pie cannon, a banana, and your slippery [[PDA]]. Your PDA can infect people's PDAs with a virus that makes it randomly honk, and possibly do other things? Who knows, HONK!&lt;br /&gt;
&lt;br /&gt;
=== [[File:Bike horn.png|60px]] Job Difficulty ===&lt;br /&gt;
Very little, but some people might want to kill you just for being the Clown. HONK!&lt;br /&gt;
&lt;br /&gt;
==[[File:Bike horn.png]][[File:Bike horn.png]][[File:Bike horn.png]] Tips==&lt;br /&gt;
* The clown's mask can be used for internals.&lt;br /&gt;
* If the clown's PDA cartridge has less than 5 charges (sendable viruses which make someone’s PDA honk every time they push a button) left, someone who isn't the clown can slip on it to restore 1 charge per slip. Have fun with that.&lt;br /&gt;
* Eating the rainbow crayon completely is impossible. If you're a clown and starving you can just nibble on your crayon, for infinity.&lt;br /&gt;
* [http://aberrantkenosis.bandcamp.com/album/the-bike-horn-collection-volume-1 HONK!]&lt;br /&gt;
* Dye your clown shoes and slip them on someone, they still squeak.&lt;br /&gt;
* The clown's flower is basically a small spray bottle. It can be emptied and can carry 10 units of fluids and shoots exactly 1 unit at a time. So you can fire ten very small shots, and it has an impressive range. It can be loaded from the pepper spray wall units. Since it is one unit the stun does not last long, but it is good for a guaranteed disarm if they lack eye protection.&lt;br /&gt;
* If somebody is chasing you and you haven't emptied your flower of water yet, you can empty it on the floor for a slip that is less obvious than a peel is.&lt;br /&gt;
* The clown's PDA can be used in lieu of a banana peel; people will slip on it just the same. Just remember to take the ID out so if some chucklefuck takes it, you aren't left with no access.&lt;br /&gt;
* Telling a few jokes or having a funny gimmick can mean the difference between getting all-access and being lynched after a prank gone wrong.&lt;br /&gt;
* You can disable the built-in Waddle Dampeners[TM] in your shoes with CTRL + Click to waddle around! Makes you walk funny.&lt;br /&gt;
&lt;br /&gt;
== [[File:Bike horn.png|60px]] Pennywise the Spacing Clown ==&lt;br /&gt;
Remember that time you were terrified by a clown when you were small? Well, this is the reason why. As a traitor, while you could possibly be just funny as hell and &amp;lt;strike&amp;gt;hope&amp;lt;/strike&amp;gt; people&amp;lt;strike&amp;gt; won't&amp;lt;/strike&amp;gt; kill you (like using the camo projector set to &amp;quot;banana&amp;quot;), you should learn how to [[robust]] or how to break and enter! Just have fun and relax, and honk while you betray people! If all else fails, get a [[Chainsaw]] and a [[Clothes_and_internals#Headgear|Welding Helmet]] and kill people who slip on your banana peels (the scare factor is pretty high).&lt;br /&gt;
&lt;br /&gt;
{|width=100% border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan = 13 align = &amp;quot;center&amp;quot; | '''Honkers on NSV13'''&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Bike horn.png|100px|link=jobs]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: #334E6D; color: white; text-align: center;&amp;quot; id=&amp;quot;command&amp;quot; |'''Law and Order'''&lt;br /&gt;
| '''[[Captain|Condom]]''', '''[[Head of Personnel|All Access Provider]]'''&lt;br /&gt;
|-&lt;br /&gt;
| textcolor=&amp;quot;white&amp;quot; style=&amp;quot;background: #AF6365; text-align: center;&amp;quot; id=&amp;quot;security&amp;quot; |'''Fun Police'''&lt;br /&gt;
| '''[[Head of Security|No Fun]]''', [[Security Officer|Shitcurity Officer]], [[Warden|Mortal Kombat]], [[Detective|Can't Take a Joke]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: #ba9b67; text-align: center;&amp;quot; id=&amp;quot;engineering&amp;quot; |'''Black Magicians'''&lt;br /&gt;
| '''[[Chief Engineer|Poly's Keeper]]''', [[Station Engineer|Free Insulateds]],  [[Atmospheric Technician|Axe Bearer]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: #a885a2; text-align: center;&amp;quot; id=&amp;quot;science&amp;quot; |'''Harmzone™'''&lt;br /&gt;
| '''[[Research Director|Nerdo Supreme]]''', [[Scientist|Slimer/Bomber/Nerd]], [[Roboticist|Doctor Wiley]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: #8cbcd6; text-align: center;&amp;quot; id=&amp;quot;medical&amp;quot; |'''The Stage'''&lt;br /&gt;
| '''[[Chief Medical Officer|Evil Bastard]]''', [[Medical Doctor|Quack]], [[Chemist|Druglord/Lube Source]], [[Geneticist|Enjoys Pranks]],  [[Virologist|Lynch]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: #92b26d; text-align: center;&amp;quot; id=&amp;quot;service&amp;quot; | '''Goobers'''&lt;br /&gt;
| [[Janitor|Enabler]], [[Staff Judge Advocate|LOL2CAT!!!]], [[Bartender|Has a Gun]], [[Cook|Has a Knife]], [[Botanist|FREE PEELS]], [[Clown|The Most Charitable and Just Clown, Peace and Blessings Upon Them]], [[Mime|Mortal Enemy]], [[Chaplain|This is No Laughing Matter]], [[Librarian|Who Let You In Here?!]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: #bc5c58; text-align: center;&amp;quot; id=&amp;quot;munitions&amp;quot; | '''Kamikadze'''&lt;br /&gt;
| [[Master At Arms|Warden't]], [[Munitions Technician|Boomer]], [[Flight Leader|Now This Is Pod Racing]], [[Fighter Pilot|Left Behind]], [[Air Traffic Controller|Button Presser]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: #898787; text-align: center;&amp;quot; id=&amp;quot;civilian&amp;quot; |'''Greytide'''&lt;br /&gt;
| [[Quartermaster|Hardass]], [[Cargo Technician|Bribe For Toys]], [[Shaft Miner|Bringer of Bananium]], [[Assistant|Space Ho&amp;lt;strike&amp;gt;m&amp;lt;/strike&amp;gt;bos]], [[Bridge Staff|Forgotten]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: #b1dff9; text-align: center;&amp;quot; id=&amp;quot;nonHuman&amp;quot; | '''Goons'''&lt;br /&gt;
| '''[[AI|Doorknob]]''', [[Cyborg|No Humor Module]], [[Positronic Brain|Captive Audience]], [[Drone|A Fancy Hat]], [[Personal AI|HARMALARM]], [[Construct|No Touchie]], [[Ghost|2Spooky4me]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: black; color: white; text-align: center;&amp;quot; id=&amp;quot;antagonist&amp;quot; |'''Critics'''&lt;br /&gt;
| [[Traitor|Slip Em']], [[Malfunctioning AI|EVIL Doorknob]], [[Changeling|Honk It to Death]], [[Heretic|Deepfry his book]], [[Syndicate guide|Still Slippable]], [[Wizard|Wiznerd]], [[Cult|Emos]], [[Bloodling|Janitor's worst enemy]], [[Shadowling|Death Removed]], [[Nightmare|OH FUCK DEATH NOT REMOVED]], [[Abductor|Ayyliens]], [[Xenomorph|KITTY]], [[Spider|TOP TEN PRANKS GONE WRONG]], [[Revenant|3spooky5me]], [[Space Ninja|Also Slippable]], [[Holoparasite|Your Best Friend]], [[Swarmers|Don't Cry]], [[Blob|Squishy]], [[Devil|Free All Access Guy]], [[Pirate|Yakety Sax]], [[Sentient Disease|Diarrhea Dumpster]], [[Creep|Disposals Bait]], [[Fugitives|Leather Club's Two Blocks Down]], [[Hunters|I'll Show You Who's the Boss of this Gym]], [[Syndicate Drop Trooper|STILL Slippable]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; id=&amp;quot;special&amp;quot; | '''&amp;quot;Special&amp;quot;'''&lt;br /&gt;
| '''[[Centcom Official]]''', [[Death Squad|Prank Squad Officer]], [[Emergency Response Team|Emergency Response Pranksters (ERP)]], , [[Chrono Legionnaire|Slips Through Space and Time]], [[Highlander|No Underwear]], [[Ian|Free Meat]], [[Lavaland Role|Valids]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: #BBCCFF; color: black; text-align: center;&amp;quot; id=&amp;quot;race&amp;quot; |'''Filth'''&lt;br /&gt;
| [[Lizardperson|Maximum Filth]], [[Flyperson|Vomitoriun]], [[Plasmaman|Free Internals]], [[Mothpeople|Fluttershy]], [[Podman|Literally Potatohead]], [[Golem|The Homo-Rainbow]], [[Felinids|Maximum-er Filth]], [[Ethereals|Lightbulbs]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Jobs]]&lt;/div&gt;</summary>
		<author><name>MoistBrother</name></author>
	</entry>
	<entry>
		<id>https://nsv.beestation13.com/mediawiki2/index.php?title=Template:Jobs&amp;diff=34517</id>
		<title>Template:Jobs</title>
		<link rel="alternate" type="text/html" href="https://nsv.beestation13.com/mediawiki2/index.php?title=Template:Jobs&amp;diff=34517"/>
		<updated>2022-08-12T09:09:42Z</updated>

		<summary type="html">&lt;p&gt;MoistBrother: Replace Lawyer with SJA, put them in service&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{|width=100% border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan = 12 align = &amp;quot;center&amp;quot; | '''[[Jobs]] on'''&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:NSVBanner299.png|140px|link=jobs]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: #334E6D; color: white; text-align: center;&amp;quot; id=&amp;quot;command&amp;quot; |'''Command'''&lt;br /&gt;
| '''[[Captain]]''', '''[[Executive Officer]]''', [[Bridge Staff]]&lt;br /&gt;
|-&lt;br /&gt;
| textcolor=&amp;quot;white&amp;quot; style=&amp;quot;background: #AF6365; text-align: center;&amp;quot; id=&amp;quot;security&amp;quot; |'''Security'''&lt;br /&gt;
| '''[[Head of Security]]''', [[Security Officer]], [[Warden]], [[Detective]], [[Brig Physician]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: #ba9b67; text-align: center;&amp;quot; id=&amp;quot;engineering&amp;quot; |'''[[Engineering]]'''&lt;br /&gt;
| '''[[Chief Engineer]]''', [[Ship Engineer]],  [[Atmospheric Technician]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: #a885a2; text-align: center;&amp;quot; id=&amp;quot;science&amp;quot; |'''[[Science]]'''&lt;br /&gt;
| '''[[Research Director]]''', [[Scientist]], [[Roboticist]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: #8cbcd6; text-align: center;&amp;quot; id=&amp;quot;medical&amp;quot; |'''[[Medbay|Medical]]'''&lt;br /&gt;
| '''[[Chief Medical Officer]]''', [[Medical Doctor]], [[Chemist]], [[Geneticist]],  [[Virologist]], [[Paramedic]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: #92b26d; text-align: center;&amp;quot; id=&amp;quot;service&amp;quot; | '''Service'''&lt;br /&gt;
| [[Janitor]], [[Staff Judge Advocate]], [[Bartender]], [[Cook]], [[Botanist]], [[Clown]], [[Mime]], [[Chaplain]], [[Curator]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: #bc5c58; text-align: center;&amp;quot; id=&amp;quot;munitions&amp;quot; | '''Munitions'''&lt;br /&gt;
| '''[[Master At Arms]]''', [[Munitions Technician]], [[Flight Leader]], [[Fighter Pilot]], [[Air Traffic Controller]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: #898787; text-align: center;&amp;quot; id=&amp;quot;civilian&amp;quot; |'''Civilian'''&lt;br /&gt;
| [[Quartermaster]], [[Cargo Technician]], [[Shaft Miner]], [[Assistant]], [[Gimmick]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: #b1dff9; text-align: center;&amp;quot; id=&amp;quot;nonHuman&amp;quot; | '''Non-human'''&lt;br /&gt;
| '''[[AI]]''', [[Cyborg]], [[Positronic Brain]], [[Drone]], [[Personal AI]], [[Construct]], [[Ghost]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: black; color: white; text-align: center;&amp;quot; id=&amp;quot;antagonist&amp;quot; |'''Antagonists'''&lt;br /&gt;
| [[Traitor]], [[Malfunctioning AI]], [[Changeling]], [[Heretic]], [[Nuclear Operative]], [[Blood Cult|Blood Cultist]], [[Bloodling]], [[Revolution|Revolutionary]], [[Wizard]], [[Blob]], [[Abductor]], [[Holoparasite]], [[Xenomorph]], [[Spider]], [[Swarmers]], [[Revenant]], [[Morph]], [[Nightmare]], [[Space Ninja]], [[Slaughter Demon]], [[Pirate]], [[Sentient Disease]], [[Creep]], [[Fugitives]], [[Hunters]], [[Syndicate Drop Trooper]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; id=&amp;quot;special&amp;quot; | '''Special'''&lt;br /&gt;
| '''[[CentCom Official]]''', [[Death squad|Death Squad Officer]], [[Emergency Response Team|Emergency Response Officer]], [[Chrono Legionnaire]], [[Highlander]], [[Ian]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
'''Hey! Listen!''' This template is mirrored on the [[Clown]], [[Ian]], and [[Shitcurity]] pages, be sure to periodically check it and make sure it's up to date.&lt;br /&gt;
[[Category:Templates]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>MoistBrother</name></author>
	</entry>
	<entry>
		<id>https://nsv.beestation13.com/mediawiki2/index.php?title=Jobs&amp;diff=34516</id>
		<title>Jobs</title>
		<link rel="alternate" type="text/html" href="https://nsv.beestation13.com/mediawiki2/index.php?title=Jobs&amp;diff=34516"/>
		<updated>2022-08-12T09:06:49Z</updated>

		<summary type="html">&lt;p&gt;MoistBrother: replace lawyer with SJA&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In NSV13, your job is somewhat akin to your character class.  It defines your starting equipment, your  [[identification_card|access]] on board the ship, and what you're supposed to be doing. Remember, these job descriptions are for humor purposes only. Please follow common sense.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- please remember that this was once in alphabetical order. The reason it was changed is that the list was simply too long for the alphabet to make it easily navigable. It has been changed to match the categorization in the Jobs template, which you can see at the bottom of each job page. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
&lt;br /&gt;
== Useful Links ==&lt;br /&gt;
&lt;br /&gt;
* [[Chain of Command]]&lt;br /&gt;
* [[Standard Operating Procedure]]&lt;br /&gt;
* [[Guides]]&lt;br /&gt;
* [[Rules]]&lt;br /&gt;
* [[Job selection and assignment]]&lt;br /&gt;
* [[Job specific guidelines]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Command ==&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot; width=200|Job&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot; |Role&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot; width=100|Difficulty&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_captain.png|64px|link=Captain]]&amp;lt;br&amp;gt;[[Captain]]&lt;br /&gt;
|Ensure the ship completes its patrol, manage your Heads of Staff, minimize casualties, cause casualties, be the sole survivor of the vessel you were supposed to protect.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;a&amp;lt;/span&amp;gt;Very Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_hop.png|64px|link=Head of Personnel]]&amp;lt;br&amp;gt;[[Executive officer]]&lt;br /&gt;
|Alter access on ID cards, Manage and assign squad members, ensure each department is running efficiently, promote synergy.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;c&amp;lt;/span&amp;gt;Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Felinid_bridgestaff.png|64px|link=Bridge Staff]]&amp;lt;br&amp;gt;[[Bridge Staff]]&lt;br /&gt;
|Nag at the engineers to spool the FTL drive. Nag at the Munitions staff to reload the torpedo tubes after launching the thermonuclear warheads into enemy fire. Fire the cannons in hyperspace for no reason. Get lynched by a pissed off captain.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;c&amp;lt;/span&amp;gt;Medium &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Security ==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;color:white;background-color:darkred;&amp;quot; width=200|Job&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;color:white;background-color:darkred;&amp;quot; |Role&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;color:white;background-color:darkred;&amp;quot; width=100|Difficulty&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_hos.png|64px|link=Head of Security]]&amp;lt;br&amp;gt;[[Head of Security]]&lt;br /&gt;
|Make sure your team isn't [[Shitcurity]]. Wear a stylish yet protective coat. Focus your department's efforts on bigger fish than [[Clown|leeches]].&amp;lt;br&amp;gt;&lt;br /&gt;
Chase down lone traitors and die alone in maintenance because YOU &amp;lt;b&amp;gt;ARE THE LAW&amp;lt;/b&amp;gt;. Revel in the fact that everyone hates you. Carry half the Armory in your backpack. Have blood feuds with the Warden.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;a&amp;lt;/span&amp;gt;Very Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_warden.png|64px|link=Warden]]&amp;lt;br&amp;gt;[[Warden]]&lt;br /&gt;
|Sit in your office. Sit in your office, again. &amp;lt;s&amp;gt;Never&amp;lt;/s&amp;gt; Watch security cameras. Steal from the armory, then order crates to cover it up. Maybe keep an eye or two on the armory (So that no one steals the stuff you want to steal), and SET A GODDAMN TIME TO THE TIMER for any arrested scum.&lt;br /&gt;
&amp;lt;br&amp;gt;Replace the air in an assistants body with the fear of security. Have blood feuds with the Head of Security.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;b&amp;lt;/span&amp;gt;Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_security.png|64px|link=Security Officer]]&amp;lt;br&amp;gt;[[Security Officer]]&lt;br /&gt;
|Deal with the various [[clown|dirty]] [[assistant|fucking]] [[traitor|criminals]] running amok on the station. Taser people in the eyes. Pretend the Lawyer doesn't exist. Dogpile on traitors. Constantly get bitched at.&amp;lt;br&amp;gt; Harmbaton people to death, claim they were &amp;quot;resisting arrest&amp;quot;. Flashbang crowds until they are deaf and blind forever.  Arrest someone for a legitimate cause, get called shitcurity.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;a&amp;lt;/span&amp;gt;Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_detective.png|64px|link=Detective]]&amp;lt;br&amp;gt;[[Detective]]&lt;br /&gt;
|Chain smoke cigarettes. Shoot the useless assistants with your cowboy gun. Lose your cowboy gun in a Space Vegas gambling session. Litter the halls with photos. Solve crimes on rare occasion. &lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;c&amp;lt;/span&amp;gt;Medium&lt;br /&gt;
|-&lt;br /&gt;
![[File:Brigphys generic64.png|64px|link=Brig Physician]]&amp;lt;br&amp;gt;[[Brig Physician]]&lt;br /&gt;
|Wander out of the brig to get medical supplies, stay in medbay forever because '''nobody else is there.''' Get shouted at for not being in the brig. Return to the brig to find your job taken by an MD, cry and pepperspray them for trespassing.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;c&amp;lt;/span&amp;gt;Medium&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Engineering ==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#FFFFDD;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:orange;&amp;quot; width=200|Job&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:orange;&amp;quot; |Role&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:orange;&amp;quot; width=100|Difficulty&lt;br /&gt;
|-&lt;br /&gt;
![[File:GlowyCe.png|64px|link=Chief Engineer]]&amp;lt;br&amp;gt;[[Chief Engineer]]&lt;br /&gt;
|Get top-of-the-line engineering equipment, do nothing with it. Protect your department's equipment from hordes of [[Cargo_Technician|thieving]] [[Assistant|rats]].&amp;lt;br&amp;gt;&lt;br /&gt;
Increase the engine's power output until the ship's ambient radiation levels reach &amp;lt;s&amp;gt;15000&amp;lt;/s&amp;gt; 3.6 roentgen. Despair when you're asked to rebuild the crater that formerly was [[Guide_to_Telecommunications|Telecommunications]]. &lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;b&amp;lt;/span&amp;gt;Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Moth_Engineer.png|64px|link=Ship Engineer]]&amp;lt;br&amp;gt;[[Ship Engineer]]&lt;br /&gt;
|&lt;br /&gt;
Set up the engine and repair any damage to hull and equipment. Nothing is broken? Just give it a few minutes.&amp;lt;br&amp;gt;&lt;br /&gt;
Sate the Storm Drive's unabounding hunger with your own flesh, get piss drunk in the bar, SPOOL. Scream at the helm, because you got nuked. Scream at the TAC, because you got nuked. Scream in general about the rapidly deteriorating state of the ship's superstructure.&amp;lt;br&amp;gt; Reassure the captain that the blaring engine warning alarms are &amp;quot;perfectly normal&amp;quot; and &amp;quot;safe to be ignored, I got this&amp;quot;.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;c&amp;lt;/span&amp;gt;Medium&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_atmos.png|64px|link=Atmospheric Technician]]&amp;lt;br&amp;gt;[[Atmospheric Technician]]&lt;br /&gt;
|The local ghetto fireman. Ensure everyone can breathe by listening to complaints about how useless you are. If they can talk, everything's within tolerance.&amp;lt;br&amp;gt;&lt;br /&gt;
Build pipe slides. Forget all about repairing damaged piping. Attract the ire of your fellow crew when the engineers drain the O2 tank. Get lynched once silicons release plasma into the halls.&amp;lt;br&amp;gt;&lt;br /&gt;
Perform complicated gas reactions and fusion in the incinerator, simulate a nuclear impact in a canister, get grilled on the AGCNR by the CE for draining the plasma tank.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;c&amp;lt;/span&amp;gt;Medium &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Munitions ==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#FFFFDD;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#CC8899;&amp;quot; width=200|Job&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#CC8899;&amp;quot; |Role&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#CC8899;&amp;quot; width=100|Difficulty&lt;br /&gt;
|-&lt;br /&gt;
![[File:MAA.png|64px|link=Master At Arms]]&amp;lt;br&amp;gt;[[Master At Arms]]&lt;br /&gt;
| Oversee the Munitions department and protect Antonio with your life. Throw your budget card into disposals at the start of every shift. Make. Torp.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;b&amp;lt;/span&amp;gt;Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_mt.png|64px|link=Munitions Technician]]&amp;lt;br&amp;gt;[[Munitions Technician]]&lt;br /&gt;
| Repair and refuel the fighters, Keep the ship weaponry loaded at all times only to get shouted at by the [[Bridge Staff|bridge bunnies]] anyway. Go through the arduous job of creating new Rapiers after the Fighter Pilots crash and burn.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;c&amp;lt;/span&amp;gt;Medium&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_fl.png|64px|link=Flight Leader]]&amp;lt;br&amp;gt;[[Flight Leader]]&lt;br /&gt;
| Be a Fighter Pilot with a snowflake ship and fancier rank. Wonder where your entire squadron went when you're the only fighter to return to the ship.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;c&amp;lt;/span&amp;gt;Medium&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_pilot.png|64px|link=Fighter Pilot]]&amp;lt;br&amp;gt;[[Fighter Pilot]]&lt;br /&gt;
| Fail to turn your engine on before the ATC launches you off the magcat, forget to disable your weapon safeties and crash into the side of an angry patrol cruiser. Beg for help over the radio after the enemy riddle your ship with bullets.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;c&amp;lt;/span&amp;gt;Medium &lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_atc.png|64px|link=Air Traffic Controller]]&amp;lt;br&amp;gt;[[Air Traffic Controller]]&lt;br /&gt;
|Launch the fighters into battle and encourage them to stick together. Perform rescue operations with a Sabre and retrieve fighter escape pods.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;c&amp;lt;/span&amp;gt;Medium &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Science ==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#DDA0DD;&amp;quot; width=200|Job&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#DDA0DD;&amp;quot; |Role&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#DDA0DD;&amp;quot; width=100|Difficulty&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_rd.png|64px|link=Research Director]]&amp;lt;br&amp;gt;[[Research Director]]&lt;br /&gt;
|Oversee the [[Scientist|demented]] [[Roboticist|manchildren]] of your department. &amp;lt;s&amp;gt;Build&amp;lt;/s&amp;gt; Destroy cyborgs with your magic button. Use Lamarr as a breath mask. Take control of the AI and rule the station. Shed a tear when you remember that you could once print guns.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;b&amp;lt;/span&amp;gt;Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:scientist_generic.png|64px|link=Scientist]]&amp;lt;br&amp;gt;[[Scientist]]&lt;br /&gt;
|Get tossed in disposal by the [[Research Director]], &amp;quot;accidentally&amp;quot; blow up toxins, let the Slimes [[Critters#Gold_Slime_Pool|and way more horrifying things]] loose.&amp;lt;br&amp;gt;&lt;br /&gt;
Nag mining for diamonds so you can make two Bags of Holding to make a hole in reality, which people will casually build floors over. Refuse to stop at the last three items in the previous list and accidentally kill yourself in enough stupid ways to make murder look like assisted suicide. Suicide when someone destroys the ore silo.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;c&amp;lt;/span&amp;gt;Medium&lt;br /&gt;
|-&lt;br /&gt;
![[File:Roboticist.png|64px|link=Roboticist]]&amp;lt;br&amp;gt;[[Roboticist]]&lt;br /&gt;
|Build some nifty robots and BIG STOMPY MECHS! Dismantle the station for more metal. Have your cyborgs that you built turn on you when the AI goes rogue. Kill a patient and blame it on your colleagues for not knowing how to perform surgery. Be awesome and cut your own arm off to replace it with a &amp;lt;s&amp;gt;Robo Arm&amp;lt;/s&amp;gt; freaking chainsaw.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;d&amp;lt;/span&amp;gt;Easy&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Medical ==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot; width=200|Job&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot; |Role&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot; width=100|Difficulty&lt;br /&gt;
|-&lt;br /&gt;
![[File:Feline_cmo.gif|64px|link=Chief Medical Officer]]&amp;lt;br&amp;gt;[[Chief Medical Officer]]&lt;br /&gt;
|Gently remind everyone to turn up their suit sensors. Complain no one listens to you. Help the virologist spread an epidemic. Fill your hypospray with Chloral Hydrate. Fetch Runtime mice from maintenance. Kick out the [[Clown]] every five minutes. Do everything (everyone else under you does fuck all).&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;c&amp;lt;/span&amp;gt;Medium&lt;br /&gt;
|-&lt;br /&gt;
![[File:FelineMedicalDoctor.png|64px|link=Medical Doctor]]&amp;lt;br&amp;gt;[[Medical Doctor]]&lt;br /&gt;
|&amp;lt;s&amp;gt;Heal people.&amp;lt;/s&amp;gt; &amp;lt;s&amp;gt;Use your Sleeper or Cryo to heal people.&amp;lt;/s&amp;gt; &amp;lt;s&amp;gt;Help the Virologist research cures to diseases and create new immune systems.&amp;lt;/s&amp;gt; Nag Chemistry for chloral hydrate. Inject people with chloral hydrate and drag them to &amp;lt;s&amp;gt;the dungeon&amp;lt;/s&amp;gt; surgery to give them a &amp;lt;s&amp;gt;sex change&amp;lt;/s&amp;gt; lobotomy. Replace all the chemicals in the Cryo tubes with spray tan and fluorosulfuric acid. Inject people with mind breaker toxin. Get arrested when you do 'free' brain removals. Cry and hide in a locker once the cryo pods get broken.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;d&amp;lt;/span&amp;gt;Easy&lt;br /&gt;
|-&lt;br /&gt;
![[File:ParaTori.gif|64px|link=Paramedic]]&amp;lt;br&amp;gt;[[Paramedic]]&lt;br /&gt;
|Bring people into medbay, dead or alive. Be forced to search for that spaced engineer that didn't have their suit sensors '''MAXXED'''. Get your brain bashed in by security, because they thought you broke into EVA.  Spend an hour, alone, in space, drifting. &amp;lt;s&amp;gt;Be reminded of the emptiness, the helplessness of the dark expanse. Gaze into the abyss, and see it stare back. Question everything you know about your sanity.&amp;lt;/s&amp;gt; Find who you were looking for, cry because they DNR'ed. &lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;c&amp;lt;/span&amp;gt;Medium&lt;br /&gt;
|-&lt;br /&gt;
![[File:Chemist.png|64px|link=Chemist]]&amp;lt;br&amp;gt;[[Chemist]]&lt;br /&gt;
|Make chemicals and basically control the station. Fling grenades on the emergency shuttle. Misname bottles and get lynched by the CMO after someone dies by your bottles of &amp;quot;Omnizine&amp;quot;. Inject the clown with enough mutagen to give a heart attack to a water buffalo, while refusing to give the botanists more than 30u. Scream for security when people break into your lab because you've done nothing but make narcotics all shift. Dish out space drugs like no tomorrow. Make literal carpet bombs to make the corridors slightly more classy.&amp;lt;br&amp;gt;&lt;br /&gt;
Have blood feuds with Botany.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;d&amp;lt;/span&amp;gt;Easy&lt;br /&gt;
|-&lt;br /&gt;
![[File:Geneticist.png|64px|link=Geneticist]]&amp;lt;br&amp;gt;[[Geneticist]]&lt;br /&gt;
|Give your monkeys Tourettes and broadcast their cursing across the station. &amp;lt;s&amp;gt;Clone&amp;lt;/s&amp;gt; Ignore the tide of dead bodies that comes to your door. Fry your genes with radiation until you melt down into a literal slug. Accidentally inject yourself with a monkey SE and get impaled by the cook. Get bombed every round. Have people line up for superpowers like it's a candy store.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;c&amp;lt;/span&amp;gt;Medium&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_virologist.png|64px|link=Virologist]]&amp;lt;br&amp;gt;[[Virologist]]&lt;br /&gt;
|Expect people you've never met to already hate you, try to eradicate the great space flu, create the next Pandemic, get killed for the clown releasing Pierrot's Throat. Ignore petty details like sanitation and outbreak prevention. Incarcerate someone forever [[Virology|in your dungeon]]. Test diseases on people. Realize that you're getting lynched because one of your test subjects &amp;lt;s&amp;gt;was let out by you&amp;lt;/s&amp;gt; &amp;lt;s&amp;gt;Broke the fuck out of virology by greytiding and ai help&amp;lt;/s&amp;gt; mysteriously vanished and reappeared in a highly populated area. Get lynched when [[Nuclear_Operative|a bunch of]] [[Xenobiology|other]] [[Botanist|assholes]] release Fungal Tuberculosis. Despair when the P.A.N.D.E.M.I.C. machine breaks and prevents you from creating vaccines. Have blood feuds with [[Scientist|Scientists]] and [[Roboticist|Roboticists]] over Uranium sheets.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;c&amp;lt;/span&amp;gt;Medium&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Civilian ==&lt;br /&gt;
=== Supply ===&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#FFFFDD;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:orange;&amp;quot; width=200|Job&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:orange;&amp;quot; |Role&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:orange;&amp;quot; width=100|Difficulty&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_qm.png|64px|link=Quartermaster]]&amp;lt;br&amp;gt;[[Quartermaster]]&lt;br /&gt;
|Order crates and make sure your [[Cargo Technician|slaves]] do their jobs. Be an extremely vulnerable target for the [[Revolution]]. Order guns and secede from the station. Order virus crates and release the contents. &amp;lt;s&amp;gt;Force Lisa into sexual servitude with Ian.&amp;lt;/s&amp;gt; Pet Lisa. Trade an assistant a toolbelt, multitool, rubber gloves, and a welding hat if they steal Runtime. Order a shitton of NULL_CRATES and cry in deadchat when raided and killed by security.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;c&amp;lt;/span&amp;gt;Medium&lt;br /&gt;
|-&lt;br /&gt;
![[File:Human_cargo.png|64px|link=Cargo Technician]]&amp;lt;br&amp;gt;[[Cargo Technician]]&lt;br /&gt;
|Push dem crates. Promote shorts as they are comfy and easy to wear. Steal &amp;lt;s&amp;gt;emitters&amp;lt;/s&amp;gt; cargo in general. Give the MULEs a thirst for human blood. Whine because Security arrested you for ordering guns.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;d&amp;lt;/span&amp;gt;Easy&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_shaft.png|64px|link=Shaft Miner]]&amp;lt;br&amp;gt;[[Shaft Miner]]&lt;br /&gt;
|Fly around on a seperate ship to the actual patrol vessel. Mine asteroids in a giant cage. Socialize with your fellow miners in the bare minimum accomodations you're given. Release an asteroid back into space early with two miners still on it. Warp into a combat sector and cry for help when the main ship doesn't come back to save you.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;b&amp;lt;/span&amp;gt;Medium&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Service ===&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#DDA0DD;&amp;quot; width=200|Job&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#DDA0DD;&amp;quot; |Role&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#DDA0DD;&amp;quot; width=100|Difficulty&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_janitor.png|64px|link=Janitor]]&amp;lt;br&amp;gt;[[Janitor]]&lt;br /&gt;
|Mop blood off the floor, then get arrested for creating a safety hazard. Get killed for your boots. Swear constantly. Clean up gang tags, then get harmbatoned by Security because you were spotted near them.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;d&amp;lt;/span&amp;gt;Easy&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_barman.png|64px|link=Bartender]]&amp;lt;br&amp;gt;[[Bartender]]&lt;br /&gt;
|Mix cocktails, &amp;lt;s&amp;gt;protect Pun Pun at all cost&amp;lt;/s&amp;gt; toss the monkey into disposals, dodge glasses being thrown at you, have your shotgun stolen and used against you. Let cargo borrow your shotgun in exchange for sawing it off for you. Act surprised when people start to die from drinking your &amp;quot;cocktails&amp;quot;.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;d&amp;lt;/span&amp;gt;Easy&lt;br /&gt;
|-&lt;br /&gt;
![[File:Human_chef.png|64px|link=Chef]]&amp;lt;br&amp;gt;[[Cook]]&lt;br /&gt;
|&amp;quot;Yur puurt thuur chiir-ken airn der bewl&amp;quot; - Cook delicious meals from spare meat in the morgue (Yum!), abduct Pun Pun at all costs and try to find out if it will blend. [[Critters#Neutral|Be brutally murdered by your pet goat]].&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;d&amp;lt;/span&amp;gt;Easy&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_botanist.png|64px|link=botanist]]&amp;lt;br&amp;gt;[[Botanist]]&lt;br /&gt;
|Grow &amp;lt;strike&amp;gt;the good stuff&amp;lt;/strike&amp;gt; grass, place it everywhere, man. Oversee the production of illegal drugs security cares fuck all about. Get ignored by a [[Chemist|dude making crayon powder grenades]] while you're asking for crucial supplies.  Grow medicinal crops to heal the acid burns sustained during &amp;lt;s&amp;gt;a chem lab robbery&amp;lt;/s&amp;gt; equipment redistribution. Smoke &amp;lt;s&amp;gt;weed&amp;lt;/s&amp;gt; dandy corn-cob pipes er'ryday. Make acid-filled tomatos and melt everyone's stuff. Allow hydroponics to become a horrifying farmhouse. Get lynched for releasing your bees full of dangerous chemicals.&amp;lt;br&amp;gt;&lt;br /&gt;
Have blood feuds with Chemistry.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;c&amp;lt;/span&amp;gt;Medium&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Miscellaneous ===&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#D8BFD8;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#9ACD32;&amp;quot; width=200|Job&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#9ACD32;&amp;quot; |Role&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#9ACD32;&amp;quot; width=100|Difficulty&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_assistant2.png|64px|link=Assistant]]&amp;lt;br&amp;gt;[[Assistant]]&lt;br /&gt;
|AKA Space Bums. Be the kid in a candy shop. Steal things to see what funny message pops up when you commit suicide with them. Beat people/objects with toolboxes. Never, EVER remove your grey jumpsuit. Gangbang the captain to death with fellow grey tide drones and blame it on the Clown. Never assist anyone.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;f&amp;lt;/span&amp;gt;None&lt;br /&gt;
|-&lt;br /&gt;
![[File:Greatest_clown.png|64px|link=Clown]]&amp;lt;br&amp;gt;[[Clown]]&lt;br /&gt;
|Honk!  Play harmless pranks and hope you don't get your chest caved in! Honk! Nag the HoP for all access. Honk! Prank the CMO until he commits suicide out of frustration. Honk! Nag robotics for a H.O.N.K. Mech. Honk! Use both tools to break into the Captain's office and HONK in his face. HONK!&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;e&amp;lt;/span&amp;gt;HONK!&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_mime.png|64px|link=Mime]]&amp;lt;br&amp;gt;[[Mime]]&lt;br /&gt;
|&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;e&amp;lt;/span&amp;gt;...&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_chaplain.png|64px|link=Chaplain]]&amp;lt;br&amp;gt;[[Chaplain]]&lt;br /&gt;
|Get people drunk. Run around the station looking for people you're allowed to behead with your armory of pop-culture references. Behead corpses if you can't find any. Be best friends with security, despite the fact that they should probably arrest you for your murderous tendencies.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;d&amp;lt;/span&amp;gt;Easy&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_librarian.png|64px|link=Curator]]&amp;lt;br&amp;gt;[[Curator]]&lt;br /&gt;
|Attempt to hold poetry readings. Host D&amp;amp;D games. Stalk people with your camera. Get lynched for reading pornography over the radio. Beat the snot out of anyone who doesn't return their library books. Allow the cult to set up an AI module in your private study. &amp;quot;&amp;quot;&amp;quot;&amp;quot;&amp;quot;Find&amp;quot;&amp;quot;&amp;quot;&amp;quot;&amp;quot; treasure for your exhibit. Realize that you're not a librarian and release your inner dominatrix via the whip. Vandalize the front of the brig with erotica engravings. Use your whip to make CentCom be confused about why all the tasers and batons are in space. Get deathsquadded for doing so.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;d&amp;lt;/span&amp;gt;Easy&lt;br /&gt;
|-&lt;br /&gt;
![[File:Staff Judge Advocate.png‎|64px|link=Staff_Judge_Advocate]]&amp;lt;br&amp;gt;[[Staff Judge Advocate]]&lt;br /&gt;
|Walk around and yell about SOP violations, Clarify and interpret space law/SOP, notice that security has given the clown 999 minutes again and yelling at them not to do that.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;d&amp;lt;/span&amp;gt;Medium&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Non-human ==&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#DCDCDC;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#A9A9A9;&amp;quot; width=200|Job&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#A9A9A9;&amp;quot; |Role&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#A9A9A9;&amp;quot; width=100|Difficulty&lt;br /&gt;
|-&lt;br /&gt;
![[File:AI.gif|64px|link=AI]]&amp;lt;br&amp;gt;[[AI]]&lt;br /&gt;
| Complain that you need 15 hours in cyborg to play this. Follow your laws. Be the crew's bitch. Open doors. Malfunction. Get wiped for not letting the [[captain]] robust the [[clown]]. Get bitched at. Do literally everything at lowpop. Get bitched at. Do jack shit at highpop. Get bitched at. Abuse loopholes in laws to murder people.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;a&amp;lt;/span&amp;gt;Very Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_borg.png|64px|link=Cyborg]]&amp;lt;br&amp;gt;[[Cyborg]]&lt;br /&gt;
|Follow your laws and hope that you aren't blown up due to [[Research Director|certain individuals]]. Forget to recharge. Forget completely that you're still somewhat human and do mindless repetitive tasks without emotion.&amp;lt;br&amp;gt;&lt;br /&gt;
Have lengthy discussions with crew members about the correct interpretation of your laws.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;b&amp;lt;/span&amp;gt;Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic drone.png|64px|link=Drone]]&amp;lt;br&amp;gt;[[Drone]]&lt;br /&gt;
|Become that adorable robotic pet. Fix the holes the crew will inevitably make. Steal everything not bolted down. Get picked up and used as a hat against your will. Be more competent than the stations Engineers. Get killed by the Engineers for being more competent than them,&lt;br /&gt;
&lt;br /&gt;
'''Drone spawners have been removed from the game, due to drones only being used as infinite respawn greytide bots, the only way to play as drone is to take the role of a derelict drone at the derelict station.'''&lt;br /&gt;
&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;b&amp;lt;/span&amp;gt;Easy&lt;br /&gt;
|-&lt;br /&gt;
![[File:Pai.png|64px|link=Personal AI]]&amp;lt;br&amp;gt;[[Personal AI]]&lt;br /&gt;
|Be the friend someone has always wanted (if they bother downloading you). Whine in OOC because they didn't. Don't fill any of the fields except the name field. Imitate the AI and make it seem rogue. Imitate the Supermatter and make everyone shit their pants.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;d&amp;lt;/span&amp;gt;Easy&lt;br /&gt;
|-&lt;br /&gt;
![[File:Shade.png|64px|link=Construct]]&amp;lt;br&amp;gt;[[Construct]]&lt;br /&gt;
|Get wrecked by cult, or change map preference to meta and tip your fedora at the chaplain. laugh at the assistant trying to punch you, then get killed by a simplemob carp. Start beefs with other constructs for getting the first shell, ask for juggernaut and get &amp;lt;s&amp;gt;spaced&amp;lt;/s&amp;gt; wraith.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;c&amp;lt;/span&amp;gt;Easy to Medium&lt;br /&gt;
|-&lt;br /&gt;
![[File:Ghost2.png|64px|link=Ghost]]&amp;lt;br&amp;gt;[[Ghost]]&lt;br /&gt;
|Talk to the other [[Clown|dead]] [[Assistant|people]]. Complain about the living. Admin help. &amp;lt;s&amp;gt;Omnighost&amp;lt;/s&amp;gt; Orbit around the singulo pretending to be a black hole. &amp;lt;s&amp;gt;Watch ERP&amp;lt;/s&amp;gt;. Pray that a boarding frigate touches the ship. All follow an antag like some form of ethereal dog pile. Be upset enough about &amp;lt;s&amp;gt;said antag&amp;lt;/s&amp;gt; '''literally everything''' to rival industrial salt mining.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;f&amp;lt;/span&amp;gt;Ghastly!&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Antagonists ==&lt;br /&gt;
=== Main Antagonists ===&lt;br /&gt;
Main Antagonists are typically the primary antagonist of a single round, and form the backbone of how a round progresses.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:silver;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;color:white;background-color:brown;&amp;quot; width=200|Job&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;color:white;background-color:brown;&amp;quot;|Role&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;color:white;background-color:brown;&amp;quot; width=100|Difficulty&lt;br /&gt;
|-&lt;br /&gt;
![[File:Traitor.png|64px|link=Traitor]]&amp;lt;br&amp;gt;[[Traitor]]&lt;br /&gt;
|Buy an ebow and esword and make people cry. Ignore your objectives and go on a rampage with your cool gear. Get unceremoniously killed and spaced by a toolbox-wielding assistant.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;c&amp;lt;/span&amp;gt;Medium&lt;br /&gt;
|-&lt;br /&gt;
![[File:Not_Malf.gif|64px|link=Malfunctioning AI]]&amp;lt;br&amp;gt;[[Malfunctioning AI]]&lt;br /&gt;
|&amp;quot;Forget&amp;quot; to remind the crew about suit sensors. Get your borg destroyed/emaged five minutes into the shift. Let people into your upload only to stun/kill them a second later. Flood the station with &amp;lt;s&amp;gt;plasma&amp;lt;/s&amp;gt; screams of the clown being beat to death by security over the intercom. Get unceremoniously carded and spaced by a toolbox-wielding assistant with an EVA suit.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;c&amp;lt;/span&amp;gt;Very Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Changeling.gif|64px|link=Changeling]]&amp;lt;br&amp;gt;[[Changeling]]&lt;br /&gt;
|Think John Carpenter's 'The Thing', without 'The Thing' part. Relieve humans of their DNA and brain cells, which they don't use much anyway. Sting everyone who walks past you.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;b&amp;lt;/span&amp;gt;Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Heretic1.png|64px|link=Heretic]]&amp;lt;br&amp;gt;[[Heretic]]&lt;br /&gt;
|Stand around random rooms while collecting influences. Get your book deepfryed by the clown. Cry when you don't know how to draw runes. Get dissapointed by your ascension.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;b&amp;lt;/span&amp;gt;Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_nukesyndie.png|64px|link=Nuclear Operative]]&amp;lt;br&amp;gt;[[Syndicate guide|Nuclear Operative]]&lt;br /&gt;
|Someone set us up the bomb! (AKA You) Get dat fukken disk. Plant a power sink on the solars. Waste all your telecrystals on balloons. Arm the nuke while your fellows are still on the station. Kidnap Ian.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;a&amp;lt;/span&amp;gt;Very Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Cultist.png|64px|link=Blood Cult]]&amp;lt;br&amp;gt;[[Blood Cult|Blood Cultist]]&lt;br /&gt;
|Scribble runes with your own blood. Summon eldritch gods. Rock out with your cult blade out and get arrested, have a dick measuring fight with the clock cult.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;c&amp;lt;/span&amp;gt;Medium&lt;br /&gt;
|-&lt;br /&gt;
![[File:Bloodling.png|64px|link=Bloodling]]&amp;lt;br&amp;gt;[[Bloodling]]&lt;br /&gt;
|Eat all the mice in maint before the lizards do. Watch your one servant run off and get gunned down by security. Make everything sentient. Become the God of Flesh heretics.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;c&amp;lt;/span&amp;gt;Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Assistant.png|64px|link=Revolution]]&amp;lt;br&amp;gt;[[Revolution|Revolutionary]]&lt;br /&gt;
|Greytide without worrying about getting banned. Either kill the CMO and RD in under five minutes, or get crushed under Security's boots.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;a&amp;lt;/span&amp;gt;Easy to Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_wizard.png|64px|link=Wizard]]&amp;lt;br&amp;gt;[[Wizard]]&lt;br /&gt;
|FORTI GY AMA!! EI NATH!!&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;a&amp;lt;/span&amp;gt;Very Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:servant_of_ratvar.png|64px|link=Clockwork Cult]]&amp;lt;br&amp;gt;[[Clockwork Cult|Clockwork Cultist]]&lt;br /&gt;
|Serve the Clockwork Justiciar by scribbling new-age runes all over maintenance. Start a steampunk book club and kill all the old-fashioned book clubbers. Invoke a bunch of anime people to summon Ratvar. Make &amp;lt;s&amp;gt;everyone&amp;lt;/s&amp;gt; &amp;lt;s&amp;gt;absolutely nobody&amp;lt;/s&amp;gt; a few people at /vg/ mad by stealing their antagonist, and have a dick measuring fight with the blood cult.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;b&amp;lt;/span&amp;gt;Medium to &amp;lt;s&amp;gt;Unwinnable&amp;lt;/s&amp;gt; Effortless&lt;br /&gt;
|-&lt;br /&gt;
![[File:Mobster.png|64px|link=Gang]]&amp;lt;br&amp;gt;[[Gang|Gangster]] &lt;br /&gt;
|Vandalize the station and get into fights with rivals. Litter the halls with bullet casings. Get ignored by your own gang. Just don't forget: Snitches Get Stitches.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;a&amp;lt;/span&amp;gt;Easy to Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Monkey.png|64px|link=Game Mode#Monkey]]&amp;lt;br&amp;gt;[[Game Mode#Monkey|Monkey]]&lt;br /&gt;
|Attempt to infect the crew with the monkey virus. Get absolutely crushed by Security within five minutes. Spend the next two hours as a ghost.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;b&amp;lt;/span&amp;gt;Very Hard&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Side Antagonists ===&lt;br /&gt;
Side antagonists are secondary antagonists that are either subservient to other, main, antagonists, or have a small chance to appear during any round type. Side antagonists tend to be slightly less powerful than their main counterparts.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:silver;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;color:white;background-color:orange;&amp;quot; width=200|Job&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;color:white;background-color:orange;&amp;quot;|Role&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;color:white;background-color:orange;&amp;quot; width=100|Difficulty&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:Blob core.gif|64px|link=Blob]]&amp;lt;br&amp;gt;[[Blob]]&lt;br /&gt;
|Beware of The Blob, it creeps and leaps and glides and slides, across the floor, right through the door. Except you don't do any of this. Make the crew scream internally when you appear at the tail end of a mass station bombing. Slowly consume the station, until you either eat everything or get killed by the current round's antagonist.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;b&amp;lt;/span&amp;gt;Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Boarder.png|64px|link=Boarder]]&amp;lt;br&amp;gt;[[Syndicate Drop Trooper|Syndicate Drop Troopers]]&lt;br /&gt;
|Drop troopers can be very powerful enemies. And despite their loud arrival they can be rather sneaky at times. Board the NSV and make sure to leave with no survivors. Rush CIC to take control of the ship and get robusted by a [[Bridge Staff|Bridge Assistant]]. Distract people from the [[Guide_to_enemy_types|real threat]].&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;b&amp;lt;/span&amp;gt;Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Agent.png|64px|link=Abductor]]&amp;lt;br&amp;gt;[[Abductor]]&lt;br /&gt;
|Kidnap people and experiment on them. Disregard that objective and kidnap Ian/Kill the AI. Accidentally kidnap yourself. Steal the armory after losing your tools. Hope your fellow Scientist/Agent is not incompetent and lets the crew kidnap you.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;b&amp;lt;/span&amp;gt;Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Stand.gif|64px|link=Holoparasite]]&amp;lt;br&amp;gt;[[Holoparasite]]&lt;br /&gt;
|Do what your summoner tells you to do. Set your battlecry to something so awful it makes your foes cry in battle. Annoy your summoner by constantly making JoJokes in their head. Be a punchghost.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;b&amp;lt;/span&amp;gt;ORA ORA ORA&lt;br /&gt;
|-&lt;br /&gt;
![[File:Alien.png|64px|link=Alien]]&amp;lt;br&amp;gt;[[Xenos|Xenomorph]]&lt;br /&gt;
|Ensure the crew gets a face full of alien ''wing-wang''. Break procs. Squander your chance to be a big, purple killing machine and your race's survival in favor of acting out the [[Curator|Curator's]] favorite porno.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;b&amp;lt;/span&amp;gt;Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Guard.png|64px|link=Spider]]&amp;lt;br&amp;gt;[[Spider|Spiders]]&lt;br /&gt;
|Catch flies in your web and suck his juices out just like your dad, a changeling. Get your xenobiologist banned because he let you lay eggs. Consume, Adapt, and respawn over and over in a new shell.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;b&amp;lt;/span&amp;gt;Easy to Medium&lt;br /&gt;
|-&lt;br /&gt;
![[File:Swarmer.png|64px|link=Swarmers]]&amp;lt;br&amp;gt;[[Swarmers]]&lt;br /&gt;
|Consume. Replicate. Repeat. Eat Telecomms. Teleport &amp;lt;s&amp;gt;other swarmers&amp;lt;/s&amp;gt; your enemies away from your metal. &lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;b&amp;lt;/span&amp;gt;Medium&lt;br /&gt;
|-&lt;br /&gt;
![[File:Revenant.png|64px|link=Revenant]]&amp;lt;br&amp;gt;[[Revenant]]&lt;br /&gt;
|Shock lights, transmit WGW right into the Curator until he goes mad. Trade for them until &amp;lt;s&amp;gt;admins&amp;lt;/s&amp;gt; gods get fed up and turn ghosts into you. Be a griefghost.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;b&amp;lt;/span&amp;gt;Easy&lt;br /&gt;
|-&lt;br /&gt;
![[File:Morph.png|64px|link=Morph]]&amp;lt;br&amp;gt;[[Morph]]&lt;br /&gt;
|Eat pens for amusement, disguise yourself as beepsky. Disguise yourself as the Captain, confront the Captain while disguised as him, get shot.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;b&amp;lt;/span&amp;gt;Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Shadowbeing.png|64px|link=Nightmare]]&amp;lt;br&amp;gt;[[Nightmare]]&lt;br /&gt;
|Jaunt. Murder people and crush the flare exploit! Jaunt. Make the lights your bitch! Jaunt. Jaunt into light! Jaunt. Jaunt into stunbaton! Complain in deadchat, cry because you are esentially a worse shadowling.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;b&amp;lt;/span&amp;gt;Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_ninja.png|64px|link=Space Ninja]]&amp;lt;br&amp;gt;[[Space Ninja]]&lt;br /&gt;
|Follow your orders, which may or may not involve you killing everything that moves. Kill everyone regardless.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;b&amp;lt;/span&amp;gt;Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Slaughterdemon.png|64px|link=Slaughter Demon]]&amp;lt;br&amp;gt;[[Slaughter Demon]]&lt;br /&gt;
|Hunt down and kill the wizard who summoned you. Eat bodies out of the [[Morgue]] for health. Drag bleeding bodies through the hall. Make the janitor happy by making him become the most important job for a while. Be unable to bloodcrawl due to all the blood being cleaned up. Eat the janitor. RIP AND TEAR!&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;b&amp;lt;/span&amp;gt;Medium&lt;br /&gt;
|-&lt;br /&gt;
![[File:Pirate.png|64px|link=Pirate]]&amp;lt;br&amp;gt;[[Pirate]]&lt;br /&gt;
|Try to raid the station. Fail miserably because the entire crew is out for your blood so they can re-roll for antag.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;b&amp;lt;/span&amp;gt;Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Icons8 flat biohazard.svg.png|64px|link=Sentient Disease]]&amp;lt;br&amp;gt;[[Sentient Disease]]&lt;br /&gt;
|Try to infect people. Get the virologist lynched. Get the CMO lynched. Get the rest of medbay lynched. Make everyone grow beards.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;b&amp;lt;/span&amp;gt;Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Shadowperson.png|64px|link=Creep]]&amp;lt;br&amp;gt;[[Creep]]&lt;br /&gt;
|Try to act creepy and shifty. Fail because everyone's a miserable bastard in this shithole. Toe [[Rules|Rule 8]] to a suspicious extent.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;b&amp;lt;/span&amp;gt;Medium&lt;br /&gt;
|-&lt;br /&gt;
![[File:Griffmaster.png|64px|link=Fugitives]]&amp;lt;br&amp;gt;[[Fugitives]]&lt;br /&gt;
|Lead the [[Hunters]] on a chase around the station. Total the [[clown]] into the Supermatter while doing so. &lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;b&amp;lt;/span&amp;gt;Medium&lt;br /&gt;
|-&lt;br /&gt;
![[File:Spessrussian.png|64px|link=Hunters]]&amp;lt;br&amp;gt;[[Hunters]]&lt;br /&gt;
|Wave your weapons wildly around. Shoot the [[Fugitives]] for resisting. While you're at it, shoot the entire crew for resisting.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;b&amp;lt;/span&amp;gt;Hard&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Depreciated Antagonists ===&lt;br /&gt;
These antagonists, for one reason or another, are no longer in the normal gamemode rotation. Beware: these antagonists may appear due to malevolent [[Admins|Space God]] shenanigans, so don't rule them out entirely.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:silver;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;color:white;background-color:DimGray;&amp;quot; width=200|Job&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;color:white;background-color:DimGray;&amp;quot;|Removal Reason&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;color:white;background-color:DimGray;&amp;quot;|Role&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;color:white;background-color:DimGray;&amp;quot; width=100|Difficulty&lt;br /&gt;
|-&lt;br /&gt;
![[File:devil.gif|64px|link=devil]]&amp;lt;br&amp;gt;[[Devil]]&lt;br /&gt;
|Somewhat of a flawed mode, turns out that asking to buy a guy's soul usually makes them want to robust you, because &amp;quot;valid.&amp;quot; Usually involved the devil blowing up some crew members and then offering them contracts to be revived. But, despite this, the [[Admins|Gods]] can summon one if they [[Byond the impossible|feel like it]].&lt;br /&gt;
|Engage in civil discussions to buy souls.  Create emergencies so that people are desperate enough to sell their soul.  Try to out wit the lawyer.  Get punched to death by someone you just turned into a hulk.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;b&amp;lt;/span&amp;gt;Medium&lt;br /&gt;
|-&lt;br /&gt;
![[File:Traitor.png|64px|link=Overthrow]]&amp;lt;br&amp;gt;[[Overthrow|Syndicate Mutineer]]&lt;br /&gt;
|Overthrow ended up being a damn confusing gamemode. Examples include how unclear it was if the other agent teams were working with or against you, or how the points system worked, not to mention the poor wording of the Overthrown AI lawset. Numerous bugs surfaced that didn't all get fixed, and the gamemode ended up being recognized as one of the least-liked gamemodes after a vote was taken.&lt;br /&gt;
The mode's future is uncertain.&lt;br /&gt;
|Arrive on the station as a Traitor with less gear but the ability to awaken the Syndicate sleeper agent in everybody. Cooperate with other teams to stage the perfect coup (or don't and just fight each other, fuck those guys). Roll up with your posse on a quest to become the most powerful &amp;lt;s&amp;gt;[[Gang]]&amp;lt;/s&amp;gt; Syndicate team.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;a&amp;lt;/span&amp;gt;Hard&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Removed Antagonists ===&lt;br /&gt;
These antagonists have, for one reason or another, been removed from the game. These antagonists might return one day if they ever get remade or reworked. Although, this is highly unlikely...&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:silver;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;color:white;background-color:black;&amp;quot; width=200|Job&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;color:white;background-color:black;&amp;quot;|Removal Reason&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;color:white;background-color:black;&amp;quot;|Role&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;color:white;background-color:black;&amp;quot; width=100|Difficulty&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_wizard.png|64px|link=Wizard]][[File:Generic_wizard.png|64px|link=Wizard]][[File:Generic_wizard.png|64px|link=Wizard]]&amp;lt;br&amp;gt;[[Wizard|Ragin Mages]]&lt;br /&gt;
|Spawning up to three or four Wizards simply proved to be too much for the station. One Wizard is destructive enough. This however remains in game as a admin only event, for &amp;lt;s&amp;gt;your&amp;lt;/s&amp;gt; their amusement.&lt;br /&gt;
|Spend ten minutes hunting down one Wizard, kill him thinking you've won! Stare in horror as three more Wizards appear. Watch in amusement as they proceed to kill each other.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;a&amp;lt;/span&amp;gt;Medium&lt;br /&gt;
|-&lt;br /&gt;
![[File:Godhand.png|64px|link=Hand of God]]&amp;lt;br&amp;gt;[[Hand of God]]&lt;br /&gt;
|Oh, poor HoG! Shoved out the door buggy, unbalanced, and extremely hard to learn as it combines three gamemodes (hello, gang) into one. Nobody wanted to fix HoG after it's release because of old derelict code that would break even more when poked. While some say it's fun while it's not broken, has that ever been the status quo?&lt;br /&gt;
|Turn someone into !popehat! while they're talking to security. Instakill people with god powers! Build across the station converting people with your !popehat! gang, and get killed instantly by a rod smashing into your nexus. Break the game, over and over and over and get removed.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;a&amp;lt;/span&amp;gt;Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Pope.gif|64px|link=Hades]]&amp;lt;br&amp;gt;[[Hades|Hades, Pope of Sin]]&lt;br /&gt;
|Poor guy was implemented into the game as summonable through an item accessible only to wizards. Almost never encountered, when the Dark Seed went away, away went the Pope of Sin with it.&lt;br /&gt;
|Be a general annoyance to the crew. Be a very annoying (need I say it again with time freezing to a halt every minute or so) non-sentient antagonist. Play Russian roulette with the crew manifest.&lt;br /&gt;
!AI Controlled&lt;br /&gt;
|-&lt;br /&gt;
![[File:Shadowbeing.png|64px|link=Shadowling]]&amp;lt;br&amp;gt;[[Shadowling]]&lt;br /&gt;
|Shadowling suffered from issues of it being yet another crew conversion game mode, and was generally unfun to fight against and had a anti-climatic ending. This mode has recently been reworked into the [[Nightmare]] side antagonist.&lt;br /&gt;
|Be the hip and more popular brother to the Changeling. Turn the station into thralls. Cry when a cyborg turns on its headlamp. Shadow Walk into space and die ten minutes into the round.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;b&amp;lt;/span&amp;gt;Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Borer.png|64px|link=Cortical Borer]]&amp;lt;br&amp;gt;[[Cortical Borer]]&lt;br /&gt;
|The Cortical Borer suffered from the same problems as the Monkey Mode, being very buggy and one sided at times. Fun for both sides was questionable. No current plans to reimplememt.&lt;br /&gt;
|Crawl in the corroded brain of the clown. Inject meth. Assume direct control. Induce crippling drugs in the clown. Inject meth. Cry when the host eats sugar. Inject meth. Overdose!&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;a&amp;lt;/span&amp;gt;Very Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Changeling.gif|64px|link=Assimilation]]&amp;lt;br&amp;gt;[[Assimilation|Hivemind Host]]&lt;br /&gt;
|Stand around in places and add unwitting humans to your hivemind. Hijack the minds of crewmembers and have them do [[Traitor#Murder 101|the dirty work]] for you. Have a random vessel get implanted and security wailing down on you 30 minutes into the shift.&lt;br /&gt;
|Be a conversion stealth antag. Use One Mind and become unstunnable with magic abilities that are only ever fun for yourself.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;a&amp;lt;/span&amp;gt;Hard&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Special ==&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#DCDCDC;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot; width=200|Job&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:lightblue&amp;quot; |Role&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot; width=100|Difficulty&lt;br /&gt;
|-&lt;br /&gt;
![[File:centcomofficial.png|64px|link=CentCom Official]]&amp;lt;br&amp;gt;[[CentCom Official]]&lt;br /&gt;
|Be self-important, meddle with station affairs, annoy the Captain with bureaucracy. Get killed almost immediately by a random mob. Have you body looted by everyone, including the captain.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;b&amp;lt;/span&amp;gt;Medium&lt;br /&gt;
|-&lt;br /&gt;
![[File:Ian.PNG|64px|link=Ian]]&amp;lt;br&amp;gt;[[Ian]]&lt;br /&gt;
|Ass-inspect, eat donuts, get killed, be dragged off to a washing machine and get gibbed. Cause a riot.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;a&amp;lt;/span&amp;gt;Impossible&lt;br /&gt;
|-&lt;br /&gt;
![[File:Chrono.png|64px|link=Chrono Legionnaire]]&amp;lt;br&amp;gt;[[Chrono Legionnaire]]&lt;br /&gt;
|Erase the Clown from time. Accidently erase your objective from time. Erase Adolf Hitler for the 50th time this week. Without a trace, Cry because literally everybody forgot about you and never spawns you. &lt;br /&gt;
&lt;br /&gt;
Originally suppose to replace the space ninja, however people didn't like the idea of someone being able to teleport everywhere and having a insta-stunlock rifle that deleted people after some time.&lt;br /&gt;
&lt;br /&gt;
'''Chrono Legionnaire teleport is broken, you won't be able to get out of teleport mode once activated.'''&lt;br /&gt;
&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;b&amp;lt;/span&amp;gt;Never Existed&lt;br /&gt;
|-&lt;br /&gt;
![[File:Highlander.png|64px|link=Highlander]]&amp;lt;br&amp;gt;[[Highlander]]&lt;br /&gt;
|&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;THERE CAN ONLY BE ONE&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;b&amp;lt;/span&amp;gt;Medium&lt;br /&gt;
|-&lt;br /&gt;
![[File:emergencyresponseteamcommander.png|64px|link=Emergency Response Team]]&amp;lt;br&amp;gt;[[Emergency Response Team|Emergency Response Officer]]&lt;br /&gt;
|Arrive too late on the station to actually help. Lose the rest of your team, get outnumbered and die. Respawn as a second response team to save the first team.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;b&amp;lt;/span&amp;gt;Very Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:deathsquadofficer.png|64px|link=Death Squad]]&amp;lt;br&amp;gt;[[Death Squad|Death Squad Officer]]&lt;br /&gt;
|Beg for DS, spawn in at CentCom, kill an admin who was trying to tell you your mission, get gibbed, beg for another chance. Set your rifle to DESTROY and terminate all lifeforms (including walls). Slip on a banana peel and a̶n̶d̶ ̶g̶e̶t̶ ̶b̶l̶a̶s̶t̶e̶d̶ ̶i̶n̶t̶o̶ ̶o̶b̶l̶i̶v̶i̶o̶n̶ ̶w̶i̶t̶h̶ ̶y̶o̶u̶r̶ ̶o̶w̶n̶ ̶r̶i̶f̶l̶e̶ laugh as your boots prevent you from slipping and the Clown can't fire your DNA-locked rifle. Shoot the Clown with your Mateba Revolver.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;b&amp;lt;/span&amp;gt;Hard&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Jobs]]&lt;/div&gt;</summary>
		<author><name>MoistBrother</name></author>
	</entry>
	<entry>
		<id>https://nsv.beestation13.com/mediawiki2/index.php?title=Staff_Judge_Advocate&amp;diff=34515</id>
		<title>Staff Judge Advocate</title>
		<link rel="alternate" type="text/html" href="https://nsv.beestation13.com/mediawiki2/index.php?title=Staff_Judge_Advocate&amp;diff=34515"/>
		<updated>2022-08-12T09:02:55Z</updated>

		<summary type="html">&lt;p&gt;MoistBrother: new page!&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox jobs&lt;br /&gt;
| headerbgcolor = gray&lt;br /&gt;
| bgcolor = lightgray&lt;br /&gt;
| image = Staff Judge Advocate.png&lt;br /&gt;
| supervisors = [[Executive Officer]]&lt;br /&gt;
| rank = Petty Officer (PO)&lt;br /&gt;
| duties = Serving as consultant in [[Standard Operating Procedure|SOP]]/[[Space Law]] matters, and representing prisoners and ensuring their rights.&lt;br /&gt;
| guides = [[Standard Operating Procedure|SOP]], [[Space Law]], [[Guide to Trials]], [[Paper Markdown]]&lt;br /&gt;
| headerfontcolor = white&lt;br /&gt;
| access = [[Law Office]], [[Courtroom]], [[Brig]]&lt;br /&gt;
| access2 = N/A&lt;br /&gt;
| difficulty = Medium&lt;br /&gt;
| caption = &amp;quot;&amp;lt;i&amp;gt;Surely you realize that this is not up to code?&amp;lt;/i&amp;gt;&amp;quot;&lt;br /&gt;
}}&lt;br /&gt;
The Staff Judge Advocate serves as the supreme source for legal services and counsel throughout the force, they provide legal advice and counsel on behalf of the federal central command on administrative investigations, inquiries, government information practices, SOP complaints, military personnel law, civil litigation, regulatory issues and compliance matters requiring the interpretation and application of Standard Operating Procedure, Space law.&lt;br /&gt;
&lt;br /&gt;
Their main tasks on Whiterapids naval vessels are the following:&lt;br /&gt;
#Provide legal counsel to the captain, and the crew as a whole.&lt;br /&gt;
#Identify and Document any violations of Standard Operating Procedure or Space Law within the vessel's departments, and then report those violations to the correct authority.&lt;br /&gt;
#Serve as representation in trials held aboard the ship.&lt;br /&gt;
#Supervise the correct application of Space Law by the local Military Police Department, and report failures to do so to the HoS, XO, or captain.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''This means that the SJA serves as THE governing authority over the interpretation of Space Law and SOP, and no one but central command can overrule your interpretation.'''&lt;br /&gt;
&lt;br /&gt;
'''This does NOT mean that Staff Judge Advocates are above Space Law. You cannot overrule Security on a sentence imposed against yourself.'''&lt;br /&gt;
&lt;br /&gt;
'''This also does not mean that you can change space law at will, you are tasked with clearing up misunderstandings, and ensuring fair treatment under space law, your interpretations are expected to serve in this endeavor. Once you have decided on an interpretation, you are expected to stick by it for good, unless you clear any changes with command via majority vote.'''&lt;br /&gt;
&lt;br /&gt;
'''''&amp;lt;u&amp;gt;Note: if you see an SJA blatantly try to bend space law/SOP to their will, be sure to ahelp, or if you want to stay in character, ask the captain to contact CC to reign them in a bit. The SJA is here to help, not to be some shitter powertripping.&amp;lt;/u&amp;gt;'''''&lt;br /&gt;
&lt;br /&gt;
SOP violations should be reported to the Head of Staff for the relevant department, and Space Law violations to Security. If the Head of Staff is not present or not receptive, contact the Executive Officer, failing that, take the matter to the highest rank; the Captain. SJA is a roleplay oriented job, and it requires that you either know SOP &amp;amp; Space Law well, or that you are willing to look it up often while playing. You are effectively much like a safety inspector/lawyer hybrid - you do inspections of ship departments and report your findings to their supervisors, as well as investigating matters that people report to you.&lt;br /&gt;
&lt;br /&gt;
'''Bare minimum requirements:''' Walk around and yell about SOP violations, Clarify and interpret space law/SOP, notice that security has given the clown 999 minutes again and yelling at them not to do that.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Duties==&lt;br /&gt;
You're expected to be an impartial auditor, investigator, arbitrator, and unbiased source of good information for the department heads. This being said, let's go through what should be known and done:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Do===&lt;br /&gt;
&lt;br /&gt;
*'''Peeping Tom:''' Walk around the ship, observing what the rest of the crew are doing, and noting any violations of their job SOP or Space Law that you see. Report any SOP violations to the head of that department, preferably via PDA. Report any Space Law violations to Security, preferably over security radio. Part of this observation is directly watching what other employees are doing, and part of it is asking people if there are any issues in their department. Often, they'll inform you about an issue if you ask, even though they'd never actually report this issue had you not asked.&lt;br /&gt;
&lt;br /&gt;
*'''Watch Security:''' Double-check that security is complying with Space Law and Standard Operating Procedure. This means double-checking every sentence (both timed and perma) that security gives to prisoners, and verifying that they got the timer right. It also means making sure they don't violate it in other ways, such as harmbatoning prisoners. Bad behaviour by Security should be reported to the HOS. If they are not available, or do not listen, contact the XO.&lt;br /&gt;
&lt;br /&gt;
* '''Mind The Ruckus:''' Respond to any calls for an SJA over PDA, general radio, etc. Usually these are from prisoners who feel they have been mistreated, or people who wish to report a SOP/law violation you should probably investigate.&lt;br /&gt;
&lt;br /&gt;
* '''Remind Yourself Of Your Stay:''' Remember that you're here to serve command's interests, NOT to dogmatically enforce SOP even during emergency situations where it makes no sense to do so.&lt;br /&gt;
&lt;br /&gt;
* '''Present Yourself Available:''' Remember that you're here to HELP the various department heads, but since you're not in their department, they will regularly forget you exist. So, it is helpful to remind them, via a quick message, early on, that if there is any matter that they'd like help investigating (e.g: member of their department ignoring SOP) that you are available and they should feel free to call on you.&lt;br /&gt;
&lt;br /&gt;
*'''Participate in trials.''' An unfortunately small part of your job; you can sometimes get trials for inmates scheduled to be executed or when you can convince the HoS that it would be entertaining. Fortunate Staff judge advocates may get the chance to defend high profile persons, like wizards.&lt;br /&gt;
&lt;br /&gt;
*'''Create law-binding contracts.''' As a Staff judge advocate the easiest and most efficient way to get something done is to [[Paper_Markdown|create contracts]], despite popular belief. There are many different types of contracts but a common one is a contract which requests that both parties do a particular action for the other party; ie: trading helmets. If you display these contracts to the Staff judge advocate Gods, then you MIGHT get something nice from them.&lt;br /&gt;
&lt;br /&gt;
*'''Litigation.''' Health, safety, and human rights violations abound on the ship, but be warned that actually getting anything done about it will test your law skills.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Don't===&lt;br /&gt;
&lt;br /&gt;
*'''Just Wait In Your Office:''' There is always something you can do if you get out there and explore the ship. You can always just start going through departments and verifying that they are complying with SOP (or have good reasons to not be doing so). You can always offer your help to heads with troubleshooting problems in their department. There are times (interviewing people, checking records, etc) where you need to be in your office, but you don't need to be in your office most of the time, and you shouldn't be spending most of the shift just sitting there.&lt;br /&gt;
&lt;br /&gt;
*'''Threaten:''' Never threaten other crew members. This includes threats to report them, or get them fired. Threats are never helpful.&lt;br /&gt;
&lt;br /&gt;
* '''Validhunt:''' You are not a sec officer, and should not be patrolling maintenance or otherwise trying to find antags. Instead, you should be concerned mostly with minor SOP breaches and unintentional space law violations by the normal crew within their departments. Your concern is being helpful to the department heads by reporting these issues to them, so that the departments can be better managed.&lt;br /&gt;
&lt;br /&gt;
*'''Take Sides:''' Your job is to represent the best interests of Command. DO NOT always take the side of a prisoner - you are NOT their defence lawyer(except if you are). DO NOT always take the side of security either, as security is perfectly capable of being wrong. Always consider what is in the ship's best interests.&lt;br /&gt;
&lt;br /&gt;
*'''Display Bias:''' Avoid investigating matters concerning any personal friends of yours, if at all possible. Refer these matters to someone else, who can conduct an independent and unbiased investigation. A biased investigation can be &lt;br /&gt;
worse than no investigation at all.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Work as a consultant and inspector.==&lt;br /&gt;
&lt;br /&gt;
[[File:Lawoffice.png|thumb|alt=Law Office|The [[Law Office]], where you can be safely ignored]]&lt;br /&gt;
&lt;br /&gt;
You'll need to ingratiate yourself with Security personnel; otherwise your shift as Staff judge advocate will likely be fruitless and painful. You have virtually no physical power, but you can accumulate social power. Greet them when you first see them, use titles like &amp;quot;officer&amp;quot; when referring to them, say please and thank you, and generally try to roleplay a friendly fellow crew member. Don't let your speech imply authority, though: your Head is the XO, not the HoS. Make it clear that your function is to uphold justice, the welfare of your clients, and the good of the ship. Do not abuse your security headset or sec will at the least take it away or at the worst brig you for it AND take it away.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Make sure all crewmembers know you are present by giving them a quick heads up via PDA at the start of the shift, the sheer presence of an SJA is likely to bring order into chaos, for fear of the great equalizer: Paperwork.&lt;br /&gt;
&lt;br /&gt;
Speaking of paperwork, you will likely want to document some of your more egregious findings on paper, below are some pointers as to how to make a good report.&lt;br /&gt;
&lt;br /&gt;
This information should be gathered regardless of your intent to file a proper report in paper since it's greatly beneficial to have all the facts before pointing fingers at someone.&lt;br /&gt;
&lt;br /&gt;
Before reporting a violation, it is a good idea to make sure you have all the relevant facts. For example:&lt;br /&gt;
*'''Who''' did it&lt;br /&gt;
*'''What''' they did&lt;br /&gt;
* '''Which''' exact point of Space Law or SOP they violated (including the exact number, you should be able to cite it by number)&lt;br /&gt;
*'''Where''' they did it (if you can find out)&lt;br /&gt;
*'''Why''' they did it (SOP can be justifiably broken in emergencies, hence the 'why' bit is very helpful in figuring out if they had good cause)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==FAQs==&lt;br /&gt;
&lt;br /&gt;
*'''How do I check a department is following SOP correctly?''' Pull up the wiki SOP page for that department's jobs, then check, for each item, whether or not it is being done. E.g. if the SOP for Medical Doctor requires they put synthflesh in the cloner, set up the cryo tubes, and label corpses, check that these things are being done. Then report any that are NOT done to their boss (the CMO).&lt;br /&gt;
*'''What are the limits on what an SJA can do?''' SJAs cannot act against the ship's interests. So, they can't demand SOP be followed even if doing so would be against the ship's interests, e.g. during a major emergency. They are not allowed to do anyone else's job for them. They are not allowed to violate Space Law in any way. They cannot, in short, be detrimental to either the ship or to Whiterapids/Command overall.&lt;br /&gt;
* '''What happens if an SJA abuses their authority?''' SJAs who are acting against the interests of the ship/Command can be demoted by the XO, or Captain. SJAs who break Space Law can additionally be arrested and brigged by Security. Admins hold SJA to a higher standard than most jobs, which means that an SJA who acts against the ship/Command's interests (e.g: seriously breaking Space Law) is likely to be banned from playing SJA.&lt;br /&gt;
* '''Can command/sec ignore the SJA?''' In theory yes, but this should only be done if the SJA is (through their own lack of knowledge) demanding attention for a relatively small issue at a time when command/sec is busy dealing with a far more important matter. In that situation, the SJA should be told that sec/command is busy dealing with an emergency (and what the emergency is). Once they've been informed, they can be ignored until the emergency is over, at which point command/sec should come back and address the matter they raised. If an SJA refuses to stop demanding attention, even after they've already been told that command/sec is busy with a far more important matter, then you should carefully consider whether they're right, or they're being unreasonable, and potentially acting against the interests of the ship/command by distracting command/sec during a major emergency.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===More Example Scenarios===&lt;br /&gt;
*Is there no food? Inform the XO.&lt;br /&gt;
*Is cargo still waiting for those research disks? Contact the RD and ask what their status is.&lt;br /&gt;
*Are there strange floorpills everywhere? Ask the detective to scan them (drug distribution is illegal). Also ask the CMO to check what their chemists are doing.&lt;br /&gt;
*Is the Roboticist unable to complete their goal because nobody has the resources yet? Check what is going on with mining, then inform the QM and XO.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==How To React If A Department Head Ignores You==&lt;br /&gt;
For example: you're in medical, and you notice that corpses are laying around, not properly bagged. You should PDA the CMO to inform them that SOP is being ignored, that corpses are laying around, not properly bagged. You suggest a corrective action: CMO to talk to the MDs about this. Give it a few minutes for the CMO to act on your feedback, after which you re-check whether the problem has been corrected, or not. If not, you PDA the CMO again. If the CMO is ignoring you, or brushes you off, you can decide whether you think the CMO is failing to manage medbay properly. If they aren't (CMO is busy, or medical is overwhelmed) then it may be a good idea to let the matter rest for now, and check back later. If, on the other hand, you feel the CMO is neglecting to manage their department properly, at that point, you should contact the XO.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Justice for None==&lt;br /&gt;
'' I would like to announce that I believe my client to be a DISGUSTING TRAITOR, and I resent the fact that I've been given the task of defending him. You should probably just toss him out of the airlock or something, I rest my case sir.''&lt;br /&gt;
&lt;br /&gt;
As a traitor, you have closer ties to security than anyone else. Officers may go into the break room alone, and make themselves vulnerable to attack; reducing the number of officers may help even when they aren't your target. Your briefcase can fit the contents of a toolbox in it, but is considerably less suspicious than carrying a toolbox around. It is not difficult to stuff it with handcuffs and flashbangs if you can acquire them from Security storage. You can also hear security radio, which gives you a lot of intel.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Overthrowing Rulers for Fun and Profit===&lt;br /&gt;
As a Revolutionary, you have access to sec, with the possibility of dragging away revolutionaries. Very quickly though you'll end up being implanted if you're not fast. You can also use a screwdriver, and give your headset encryption to Rev Heads, helping them listen to security radio, which gives a lot of intel during a revolution.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Roleplaying Tips==&lt;br /&gt;
*Remember, your goal is to be helpful, specifically, helpful to the command staff.&lt;br /&gt;
*This means you should have a generally pleasant attitude. Rude, annoying, etc people aren't listened to, or informed about problems.&lt;br /&gt;
*It also means that you should be visible. Since you are not command staff, people might forget you exist. So, remind them by saying you'll be checking up on departments at the start of the round. PDA heads of department specifically about issues in their department. Reach out to people. If you're helpful, they will appreciate it.&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[category: jobs]]&lt;/div&gt;</summary>
		<author><name>MoistBrother</name></author>
	</entry>
	<entry>
		<id>https://nsv.beestation13.com/mediawiki2/index.php?title=User:MoistBrother/Sandbox&amp;diff=34514</id>
		<title>User:MoistBrother/Sandbox</title>
		<link rel="alternate" type="text/html" href="https://nsv.beestation13.com/mediawiki2/index.php?title=User:MoistBrother/Sandbox&amp;diff=34514"/>
		<updated>2022-08-12T05:48:12Z</updated>

		<summary type="html">&lt;p&gt;MoistBrother: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox jobs&lt;br /&gt;
| headerbgcolor = gray&lt;br /&gt;
| bgcolor = lightgray&lt;br /&gt;
| image = Staff Judge Advocate.png&lt;br /&gt;
| supervisors = [[Executive Officer]]&lt;br /&gt;
| rank = Petty Officer (PO)&lt;br /&gt;
| duties = Serving as consultant in [[Standard Operating Procedure|SOP]]/[[Space Law]] matters, and representing prisoners and ensuring their rights.&lt;br /&gt;
| guides = [[Standard Operating Procedure|SOP]], [[Space Law]], [[Guide to Trials]], [[Paper Markdown]]&lt;br /&gt;
| headerfontcolor = white&lt;br /&gt;
| access = [[Law Office]], [[Courtroom]], [[Brig]]&lt;br /&gt;
| access2 = N/A&lt;br /&gt;
| difficulty = Medium&lt;br /&gt;
| caption = &amp;quot;&amp;lt;i&amp;gt;Surely you realize that this is not up to code?&amp;lt;/i&amp;gt;&amp;quot;&lt;br /&gt;
}}&lt;br /&gt;
The Staff Judge Advocate serves as the supreme source for legal services and counsel throughout the force, they provide legal advice and counsel on behalf of the federal central command on administrative investigations, inquiries, government information practices, SOP complaints, military personnel law, civil litigation, regulatory issues and compliance matters requiring the interpretation and application of Standard Operating Procedure, Space law.&lt;br /&gt;
&lt;br /&gt;
Their main tasks on Whiterapids naval vessels are the following:&lt;br /&gt;
#Provide legal counsel to the captain, and the crew as a whole.&lt;br /&gt;
#Identify and Document any violations of Standard Operating Procedure or Space Law within the vessel's departments, and then report those violations to the correct authority.&lt;br /&gt;
#Serve as representation in trials held aboard the ship.&lt;br /&gt;
#Supervise the correct application of Space Law by the local Military Police Department, and report failures to do so to the HoS, XO, or captain.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''This means that the SJA serves as THE governing authority over the interpretation of Space Law and SOP, and no one but central command can overrule your interpretation.'''&lt;br /&gt;
&lt;br /&gt;
'''This does NOT mean that Staff Judge Advocates are above Space Law. You cannot overrule Security on a sentence imposed against yourself.'''&lt;br /&gt;
&lt;br /&gt;
'''This also does not mean that you can change space law at will, you are tasked with clearing up misunderstandings, and ensuring fair treatment under space law, your interpretations are expected to serve in this endeavor. Once you have decided on an interpretation, you are expected to stick by it for good, unless you clear any changes with command via majority vote.'''&lt;br /&gt;
&lt;br /&gt;
'''''&amp;lt;u&amp;gt;Note: if you see an SJA blatantly try to bend space law/SOP to their will, be sure to ahelp, or if you want to stay in character, ask the captain to contact CC to reign them in a bit. The SJA is here to help, not to be some shitter powertripping.&amp;lt;/u&amp;gt;'''''&lt;br /&gt;
&lt;br /&gt;
SOP violations should be reported to the Head of Staff for the relevant department, and Space Law violations to Security. If the Head of Staff is not present or not receptive, contact the Executive Officer, failing that, take the matter to the highest rank; the Captain. SJA is a roleplay oriented job, and it requires that you either know SOP &amp;amp; Space Law well, or that you are willing to look it up often while playing. You are effectively much like a safety inspector/lawyer hybrid - you do inspections of ship departments and report your findings to their supervisors, as well as investigating matters that people report to you.&lt;br /&gt;
&lt;br /&gt;
'''Bare minimum requirements:''' Walk around and yell about SOP violations, Clarify and interpret space law/SOP, notice that security has given the clown 999 minutes again and yelling at them not to do that.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Duties==&lt;br /&gt;
You're expected to be an impartial auditor, investigator, arbitrator, and unbiased source of good information for the department heads. This being said, let's go through what should be known and done:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Do===&lt;br /&gt;
&lt;br /&gt;
*'''Peeping Tom:''' Walk around the ship, observing what the rest of the crew are doing, and noting any violations of their job SOP or Space Law that you see. Report any SOP violations to the head of that department, preferably via PDA. Report any Space Law violations to Security, preferably over security radio. Part of this observation is directly watching what other employees are doing, and part of it is asking people if there are any issues in their department. Often, they'll inform you about an issue if you ask, even though they'd never actually report this issue had you not asked.&lt;br /&gt;
&lt;br /&gt;
*'''Watch Security:''' Double-check that security is complying with Space Law and Standard Operating Procedure. This means double-checking every sentence (both timed and perma) that security gives to prisoners, and verifying that they got the timer right. It also means making sure they don't violate it in other ways, such as harmbatoning prisoners. Bad behaviour by Security should be reported to the HOS. If they are not available, or do not listen, contact the XO.&lt;br /&gt;
&lt;br /&gt;
* '''Mind The Ruckus:''' Respond to any calls for an SJA over PDA, general radio, etc. Usually these are from prisoners who feel they have been mistreated, or people who wish to report a SOP/law violation you should probably investigate.&lt;br /&gt;
&lt;br /&gt;
* '''Remind Yourself Of Your Stay:''' Remember that you're here to serve command's interests, NOT to dogmatically enforce SOP even during emergency situations where it makes no sense to do so.&lt;br /&gt;
&lt;br /&gt;
* '''Present Yourself Available:''' Remember that you're here to HELP the various department heads, but since you're not in their department, they will regularly forget you exist. So, it is helpful to remind them, via a quick message, early on, that if there is any matter that they'd like help investigating (e.g: member of their department ignoring SOP) that you are available and they should feel free to call on you.&lt;br /&gt;
&lt;br /&gt;
*'''Participate in trials.''' An unfortunately small part of your job; you can sometimes get trials for inmates scheduled to be executed or when you can convince the HoS that it would be entertaining. Fortunate Staff judge advocates may get the chance to defend high profile persons, like wizards.&lt;br /&gt;
&lt;br /&gt;
*'''Create law-binding contracts.''' As a Staff judge advocate the easiest and most efficient way to get something done is to [[Paper_Markdown|create contracts]], despite popular belief. There are many different types of contracts but a common one is a contract which requests that both parties do a particular action for the other party; ie: trading helmets. If you display these contracts to the Staff judge advocate Gods, then you MIGHT get something nice from them.&lt;br /&gt;
&lt;br /&gt;
*'''Litigation.''' Health, safety, and human rights violations abound on the ship, but be warned that actually getting anything done about it will test your law skills.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Don't===&lt;br /&gt;
&lt;br /&gt;
*'''Just Wait In Your Office:''' There is always something you can do if you get out there and explore the ship. You can always just start going through departments and verifying that they are complying with SOP (or have good reasons to not be doing so). You can always offer your help to heads with troubleshooting problems in their department. There are times (interviewing people, checking records, etc) where you need to be in your office, but you don't need to be in your office most of the time, and you shouldn't be spending most of the shift just sitting there.&lt;br /&gt;
&lt;br /&gt;
*'''Threaten:''' Never threaten other crew members. This includes threats to report them, or get them fired. Threats are never helpful.&lt;br /&gt;
&lt;br /&gt;
* '''Validhunt:''' You are not a sec officer, and should not be patrolling maintenance or otherwise trying to find antags. Instead, you should be concerned mostly with minor SOP breaches and unintentional space law violations by the normal crew within their departments. Your concern is being helpful to the department heads by reporting these issues to them, so that the departments can be better managed.&lt;br /&gt;
&lt;br /&gt;
*'''Take Sides:''' Your job is to represent the best interests of Command. DO NOT always take the side of a prisoner - you are NOT their defence lawyer(except if you are). DO NOT always take the side of security either, as security is perfectly capable of being wrong. Always consider what is in the ship's best interests.&lt;br /&gt;
&lt;br /&gt;
*'''Display Bias:''' Avoid investigating matters concerning any personal friends of yours, if at all possible. Refer these matters to someone else, who can conduct an independent and unbiased investigation. A biased investigation can be &lt;br /&gt;
worse than no investigation at all.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Work as a consultant and inspector.==&lt;br /&gt;
&lt;br /&gt;
[[File:Lawoffice.png|thumb|alt=Law Office|The [[Law Office]], where you can be safely ignored]]&lt;br /&gt;
&lt;br /&gt;
You'll need to ingratiate yourself with Security personnel; otherwise your shift as Staff judge advocate will likely be fruitless and painful. You have virtually no physical power, but you can accumulate social power. Greet them when you first see them, use titles like &amp;quot;officer&amp;quot; when referring to them, say please and thank you, and generally try to roleplay a friendly fellow crew member. Don't let your speech imply authority, though: your Head is the XO, not the HoS. Make it clear that your function is to uphold justice, the welfare of your clients, and the good of the ship. Do not abuse your security headset or sec will at the least take it away or at the worst brig you for it AND take it away.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Make sure all crewmembers know you are present by giving them a quick heads up via PDA at the start of the shift, the sheer presence of an SJA is likely to bring order into chaos, for fear of the great equalizer: Paperwork.&lt;br /&gt;
&lt;br /&gt;
Speaking of paperwork, you will likely want to document some of your more egregious findings on paper, below are some pointers as to how to make a good report.&lt;br /&gt;
&lt;br /&gt;
This information should be gathered regardless of your intent to file a proper report in paper since it's greatly beneficial to have all the facts before pointing fingers at someone.&lt;br /&gt;
&lt;br /&gt;
Before reporting a violation, it is a good idea to make sure you have all the relevant facts. For example:&lt;br /&gt;
*'''Who''' did it&lt;br /&gt;
*'''What''' they did&lt;br /&gt;
* '''Which''' exact point of Space Law or SOP they violated (including the exact number, you should be able to cite it by number)&lt;br /&gt;
*'''Where''' they did it (if you can find out)&lt;br /&gt;
*'''Why''' they did it (SOP can be justifiably broken in emergencies, hence the 'why' bit is very helpful in figuring out if they had good cause)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==FAQs==&lt;br /&gt;
&lt;br /&gt;
*'''How do I check a department is following SOP correctly?''' Pull up the wiki SOP page for that department's jobs, then check, for each item, whether or not it is being done. E.g. if the SOP for Medical Doctor requires they put synthflesh in the cloner, set up the cryo tubes, and label corpses, check that these things are being done. Then report any that are NOT done to their boss (the CMO).&lt;br /&gt;
*'''What are the limits on what an SJA can do?''' SJAs cannot act against the ship's interests. So, they can't demand SOP be followed even if doing so would be against the ship's interests, e.g. during a major emergency. They are not allowed to do anyone else's job for them. They are not allowed to violate Space Law in any way. They cannot, in short, be detrimental to either the ship or to Whiterapids/Command overall.&lt;br /&gt;
* '''What happens if an SJA abuses their authority?''' SJAs who are acting against the interests of the ship/Command can be demoted by the XO, or Captain. SJAs who break Space Law can additionally be arrested and brigged by Security. Admins hold SJA to a higher standard than most jobs, which means that an SJA who acts against the ship/Command's interests (e.g: seriously breaking Space Law) is likely to be banned from playing SJA.&lt;br /&gt;
* '''Can command/sec ignore the SJA?''' In theory yes, but this should only be done if the SJA is (through their own lack of knowledge) demanding attention for a relatively small issue at a time when command/sec is busy dealing with a far more important matter. In that situation, the SJA should be told that sec/command is busy dealing with an emergency (and what the emergency is). Once they've been informed, they can be ignored until the emergency is over, at which point command/sec should come back and address the matter they raised. If an SJA refuses to stop demanding attention, even after they've already been told that command/sec is busy with a far more important matter, then you should carefully consider whether they're right, or they're being unreasonable, and potentially acting against the interests of the ship/command by distracting command/sec during a major emergency.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===More Example Scenarios===&lt;br /&gt;
*Is there no food? Inform the XO.&lt;br /&gt;
*Is cargo still waiting for those research disks? Contact the RD and ask what their status is.&lt;br /&gt;
*Are there strange floorpills everywhere? Ask the detective to scan them (drug distribution is illegal). Also ask the CMO to check what their chemists are doing.&lt;br /&gt;
*Is the Roboticist unable to complete their goal because nobody has the resources yet? Check what is going on with mining, then inform the QM and XO.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==How To React If A Department Head Ignores You==&lt;br /&gt;
For example: you're in medical, and you notice that corpses are laying around, not properly bagged. You should PDA the CMO to inform them that SOP is being ignored, that corpses are laying around, not properly bagged. You suggest a corrective action: CMO to talk to the MDs about this. Give it a few minutes for the CMO to act on your feedback, after which you re-check whether the problem has been corrected, or not. If not, you PDA the CMO again. If the CMO is ignoring you, or brushes you off, you can decide whether you think the CMO is failing to manage medbay properly. If they aren't (CMO is busy, or medical is overwhelmed) then it may be a good idea to let the matter rest for now, and check back later. If, on the other hand, you feel the CMO is neglecting to manage their department properly, at that point, you should contact the XO.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Justice for None==&lt;br /&gt;
'' I would like to announce that I believe my client to be a DISGUSTING TRAITOR, and I resent the fact that I've been given the task of defending him. You should probably just toss him out of the airlock or something, I rest my case sir.''&lt;br /&gt;
&lt;br /&gt;
As a traitor, you have closer ties to security than anyone else. Officers may go into the break room alone, and make themselves vulnerable to attack; reducing the number of officers may help even when they aren't your target. Your briefcase can fit the contents of a toolbox in it, but is considerably less suspicious than carrying a toolbox around. It is not difficult to stuff it with handcuffs and flashbangs if you can acquire them from Security storage. You can also hear security radio, which gives you a lot of intel.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Overthrowing Rulers for Fun and Profit===&lt;br /&gt;
As a Revolutionary, you have access to sec, with the possibility of dragging away revolutionaries. Very quickly though you'll end up being implanted if you're not fast. You can also use a screwdriver, and give your headset encryption to Rev Heads, helping them listen to security radio, which gives a lot of intel during a revolution.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Roleplaying Tips==&lt;br /&gt;
*Remember, your goal is to be helpful, specifically, helpful to the command staff.&lt;br /&gt;
*This means you should have a generally pleasant attitude. Rude, annoying, etc people aren't listened to, or informed about problems.&lt;br /&gt;
*It also means that you should be visible. Since you are not command staff, people might forget you exist. So, remind them by saying you'll be checking up on departments at the start of the round. PDA heads of department specifically about issues in their department. Reach out to people. If you're helpful, they will appreciate it.&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[category: jobs]]&lt;/div&gt;</summary>
		<author><name>MoistBrother</name></author>
	</entry>
	<entry>
		<id>https://nsv.beestation13.com/mediawiki2/index.php?title=User:MoistBrother/Sandbox&amp;diff=34509</id>
		<title>User:MoistBrother/Sandbox</title>
		<link rel="alternate" type="text/html" href="https://nsv.beestation13.com/mediawiki2/index.php?title=User:MoistBrother/Sandbox&amp;diff=34509"/>
		<updated>2022-08-11T07:08:43Z</updated>

		<summary type="html">&lt;p&gt;MoistBrother: fixed det job steal moment&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox jobs&lt;br /&gt;
| headerbgcolor = gray&lt;br /&gt;
| bgcolor = lightgray&lt;br /&gt;
| image = Staff Judge Advocate.png&lt;br /&gt;
| supervisors = [[Executive Officer]]&lt;br /&gt;
| rank = Petty Officer (PO)&lt;br /&gt;
| duties = Serving as consultant in [[Standard Operating Procedure|SOP]]/[[Space Law]] matters, and representing prisoners and ensuring their rights.&lt;br /&gt;
| guides = [[Standard Operating Procedure|SOP]], [[Space Law]], [[Guide to Trials]], [[Paper Markdown]]&lt;br /&gt;
| headerfontcolor = white&lt;br /&gt;
| access = [[Law Office]], [[Courtroom]], [[Brig]]&lt;br /&gt;
| access2 = N/A&lt;br /&gt;
| difficulty = Medium&lt;br /&gt;
| caption = &amp;quot;&amp;lt;i&amp;gt;Surely you realize that this is not up to code?&amp;lt;/i&amp;gt;&amp;quot;&lt;br /&gt;
}}&lt;br /&gt;
The Staff Judge Advocate serves as the supreme source for legal services and counsel throughout the force, they provide legal advice and counsel on behalf of the federal central command on administrative investigations, inquiries, government information practices, SOP complaints, military personnel law, civil litigation, and regulatory issues and compliance matters requiring the interpretation and application of Standard Operating Procedure, Space law.&lt;br /&gt;
&lt;br /&gt;
Their main tasks on Whiterapids naval vessels are the following:&lt;br /&gt;
#Provide legal counsel to the captain, and the crew as a whole.&lt;br /&gt;
#Identify and Document any violations of Standard Operating Procedure or Space Law within the vessel's departments, and then report those violations to the correct authority.&lt;br /&gt;
# Serve as representation in trials held aboard the ship.&lt;br /&gt;
#Ensure the correct application of Space Law by the local Military Police Department.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''This means that the SJA serves as THE governing authority over the interpretation of Space Law and SOP, and no one but central command can overrule your interpretation.'''&lt;br /&gt;
&lt;br /&gt;
'''This does NOT mean that Staff Judge Advocates are above Space Law. You cannot overrule Security on a sentence imposed against themselves.'''&lt;br /&gt;
&lt;br /&gt;
'''This also does not mean that you can change space law at will, once you have decided on an interpretation, you are expected to stick by it for good, unless you clear any changes with command via majority vote.'''&lt;br /&gt;
&lt;br /&gt;
'''''&amp;lt;u&amp;gt;Note: if you see an SJA blatantly try to bend space law/SOP to their will, be sure to ahelp, or if you want to stay in character, ask the captain to contact CC to reign them in a bit. The SJA is here to help, not to be some shitter powertripping.&amp;lt;/u&amp;gt;'''''&lt;br /&gt;
&lt;br /&gt;
SOP violations should be reported to the Head of Staff for the relevant department, and Space Law violations to Security. If the Head of Staff is not present or not receptive, contact the Executive Officer, failing that, take the matter to the highest rank; the Captain. SJA is a roleplay oriented job, and it requires that you either know SOP &amp;amp; Space Law well, or that you are willing to look it up often while playing. You are effectively much like a safety inspector/lawyer hybrid - you do inspections of ship departments and report your findings to their supervisors, as well as investigating matters that people report to you.&lt;br /&gt;
&lt;br /&gt;
'''Bare minimum requirements:''' Walk around and yell about SOP violations, Clarify and interpret space law/SOP, notice that security has given the clown 999 minutes again and yelling at them not to do that.&lt;br /&gt;
==Duties==&lt;br /&gt;
You're expected to be an impartial auditor, investigator, arbitrator, and unbiased source of good information for the department heads. This being said, let's go through what should be known and done:&lt;br /&gt;
===Do===&lt;br /&gt;
*'''Peeping Tom:''' Walk around the ship, observing what the rest of the crew are doing, and noting any violations of their job SOP or Space Law that you see. Report any SOP violations to the head of that department, preferably via PDA. Report any Space Law violations to Security, preferably over security radio. Part of this observation is directly watching what other employees are doing, and part of it is asking people if there are any issues in their department. Often, they'll inform you about an issue if you ask, even though they'd never actually report this issue had you not asked.&lt;br /&gt;
&lt;br /&gt;
*'''Watch Security:''' Double-check that security is complying with Space Law and Standard Operating Procedure. This means double-checking every sentence (both timed and perma) that security gives to prisoners, and verifying that they got the timer right. It also means making sure they don't violate it in other ways, such as harmbatoning prisoners. Bad behaviour by Security should be reported to the HOS. If they are not available, or do not listen, contact the XO.&lt;br /&gt;
&lt;br /&gt;
*'''Ascertain guilt or innocence.''' When a suspect is brought in, check the stories of officers. You may be able to convince them when they either have the wrong person or if they committed a lesser crime than thought. Ask the Detective to get physical evidence that supports your client (&amp;quot;your client&amp;quot; being any suspect brought in).&lt;br /&gt;
&lt;br /&gt;
* '''Mind The Ruckus:''' Respond to any calls for an SJA over PDA, general radio, etc. Usually these are from prisoners who feel they have been mistreated, or people who wish to report a SOP/law violation you should probably investigate.&lt;br /&gt;
&lt;br /&gt;
* '''Remind Yourself Of Your Stay:''' Remember that you're here to serve command's interests, NOT to dogmatically enforce SOP even during emergency situations where it makes no sense to do so.&lt;br /&gt;
&lt;br /&gt;
* '''Present Yourself Available:''' Remember that you're here to HELP the various department heads, but since you're not in their department, they will regularly forget you exist. So, it is helpful to remind them, via a quick message, early on, that if there is any matter that they'd like help investigating (e.g: member of their department ignoring SOP) that you are available and they should feel free to call on you.&lt;br /&gt;
&lt;br /&gt;
*'''Participate in trials.''' An unfortunately small part of your job; you can sometimes get trials for inmates scheduled to be executed or when you can convince the HoS that it would be entertaining. Fortunate Staff judge advocates may get the chance to defend high profile persons, like wizards.&lt;br /&gt;
&lt;br /&gt;
*'''Create law-binding contracts.''' As a Staff judge advocate the easiest and most efficient way to get something done is to [[Paper_Markdown|create contracts]], despite popular belief. There are many different types of contracts but a common one is a contract which requests that both parties do a particular action for the other party; ie: trading helmets. If you display these contracts to the Staff judge advocate Gods, then you MIGHT get something nice from them.&lt;br /&gt;
&lt;br /&gt;
*'''Litigation.''' Health, safety, and human rights violations abound on the ship, but be warned that actually getting anything done about it will test your law skills.&lt;br /&gt;
===Don't===&lt;br /&gt;
*'''Just Wait In Your Office:''' There is always something you can do if you get out there and explore the ship. You can always just start going through departments and verifying that they are complying with SOP (or have good reasons to not be doing so). You can always offer your help to heads with troubleshooting problems in their department. There are times (interviewing people, checking records, etc) where you need to be in your office, but you don't need to be in your office most of the time, and you shouldn't be spending most of the shift just sitting there.&lt;br /&gt;
&lt;br /&gt;
*'''Threaten:''' Never threaten other crew members. This includes threats to report them, or get them fired. Threats are never helpful.&lt;br /&gt;
&lt;br /&gt;
* '''Validhunt:''' You are not a sec officer, and should not be patrolling maintenance or otherwise trying to find antags. Instead, you should be concerned mostly with minor SOP breaches and unintentional space law violations by the normal crew within their departments. Your concern is being helpful to the department heads by reporting these issues to them, so that the departments can be better managed.&lt;br /&gt;
&lt;br /&gt;
*'''Take Sides:''' Your job is to represent the best interests of Command. DO NOT always take the side of a prisoner - you are NOT their defence lawyer(except if you are). DO NOT always take the side of security either, as security is perfectly capable of being wrong. Always consider what is in the ship's best interests.&lt;br /&gt;
&lt;br /&gt;
*'''Display Bias:''' Avoid investigating matters concerning any personal friends of yours, if at all possible. Refer these matters to someone else, who can conduct an independent and unbiased investigation. A biased investigation can be worse than no investigation at all.&lt;br /&gt;
==Work as a consultant and inspector.==&lt;br /&gt;
[[File:Lawoffice.png|thumb|alt=Law Office|The [[Law Office]], where you can be safely ignored]]&lt;br /&gt;
You'll need to ingratiate yourself with Security personnel; otherwise your shift as Staff judge advocate will likely be fruitless and painful. You have virtually no physical power, but you can accumulate social power. Greet them when you first see them, use titles like &amp;quot;officer&amp;quot; when referring to them, say please and thank you, and generally try to roleplay a friendly fellow crew member. Don't let your speech imply authority, though: your Head is the XO, not the HoS. Make it clear that your function is to uphold justice, the welfare of your clients, and the good of the ship. Do not abuse your security headset or sec will at the least take it away or at the worst brig you for it AND take it away.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Make sure all crewmembers know you are present by giving them a quick heads up via PDA at the start of the shift, the sheer presence of an SJA is likely to bring order into chaos, for fear of the great equalizer: Paperwork.&lt;br /&gt;
&lt;br /&gt;
Speaking of paperwork, you will likely want to document some of your more egregious findings on paper, below are some pointers as to how to make a good report.&lt;br /&gt;
&lt;br /&gt;
This information should be gathered regardless of your intent to file a proper report in paper since it's greatly beneficial to have all the facts before pointing fingers at someone.&lt;br /&gt;
&lt;br /&gt;
Before reporting a violation, it is a good idea to make sure you have all the relevant facts. For example:&lt;br /&gt;
*'''Who''' did it&lt;br /&gt;
*'''What''' they did&lt;br /&gt;
* '''Which''' exact point of Space Law or SOP they violated (including the exact number, you should be able to cite it by number)&lt;br /&gt;
*'''Where''' they did it (if you can find out)&lt;br /&gt;
*'''Why''' they did it (SOP can be justifiably broken in emergencies, hence the 'why' bit is very helpful in figuring out if they had good cause)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==FAQs==&lt;br /&gt;
*'''How do I check a department is following SOP correctly?''' Pull up the wiki SOP page for that department's jobs, then check, for each item, whether or not it is being done. E.g. if the SOP for Medical Doctor requires they put synthflesh in the cloner, set up the cryo tubes, and label corpses, check that these things are being done. Then report any that are NOT done to their boss (the CMO).&lt;br /&gt;
*'''What are the limits on what an SJA can do?''' SJAs cannot act against the ship's interests. So, they can't demand SOP be followed even if doing so would be against the ship's interests, e.g. during a major emergency. They are not allowed to do anyone else's job for them. They are not allowed to violate Space Law in any way. They cannot, in short, be detrimental to either the ship or to Whiterapids/Command overall.&lt;br /&gt;
* '''What happens if an SJA abuses their authority?''' SJAs who are acting against the interests of the ship/Command can be demoted by the XO, or Captain. SJAs who break Space Law can additionally be arrested and brigged by Security. Admins hold SJA to a higher standard than most jobs, which means that an SJA who acts against the ship/Command's interests (e.g: seriously breaking Space Law) is likely to be banned from playing SJA.&lt;br /&gt;
* '''Can command/sec ignore the SJA?''' In theory yes, but this should only be done if the SJA is (through their own lack of knowledge) demanding attention for a relatively small issue at a time when command/sec is busy dealing with a far more important matter. In that situation, the SJA should be told that sec/command is busy dealing with an emergency (and what the emergency is). Once they've been informed, they can be ignored until the emergency is over, at which point command/sec should come back and address the matter they raised. If an SJA refuses to stop demanding attention, even after they've already been told that command/sec is busy with a far more important matter, then you should carefully consider whether they're right, or they're being unreasonable, and potentially acting against the interests of the ship/command by distracting command/sec during a major emergency.&lt;br /&gt;
===More Example Scenarios===&lt;br /&gt;
*Is there no food? Inform the XO.&lt;br /&gt;
*Is cargo still waiting for those research disks? Contact the RD and ask what their status is.&lt;br /&gt;
*Are there strange floorpills everywhere? Ask the detective to scan them (drug distribution is illegal). Also ask the CMO to check what their chemists are doing.&lt;br /&gt;
*Is the Roboticist unable to complete their goal because nobody has the resources yet? Check what is going on with mining, then inform the QM and XO.&lt;br /&gt;
==How To React If A Department Head Ignores You==&lt;br /&gt;
For example: you're in medical, and you notice that corpses are laying around, not properly bagged. You should PDA the CMO to inform them that SOP is being ignored, that corpses are laying around, not properly bagged. You suggest a corrective action: CMO to talk to the MDs about this. Give it a few minutes for the CMO to act on your feedback, after which you re-check whether the problem has been corrected, or not. If not, you PDA the CMO again. If the CMO is ignoring you, or brushes you off, you can decide whether you think the CMO is failing to manage medbay properly. If they aren't (CMO is busy, or medical is overwhelmed) then it may be a good idea to let the matter rest for now, and check back later. If, on the other hand, you feel the CMO is neglecting to manage their department properly, at that point, you should contact the XO.&lt;br /&gt;
==Justice for None==&lt;br /&gt;
'' I would like to announce that I believe my client to be a DISGUSTING TRAITOR, and I resent the fact that I've been given the task of defending him. You should probably just toss him out of the airlock or something, I rest my case sir.''&lt;br /&gt;
&lt;br /&gt;
As a traitor, you have closer ties to security than anyone else. Officers may go into the break room alone, and make themselves vulnerable to attack; reducing the number of officers may help even when they aren't your target. Your briefcase can fit the contents of a toolbox in it, but is considerably less suspicious than carrying a toolbox around. It is not difficult to stuff it with handcuffs and flashbangs if you can acquire them from Security storage. You can also hear security radio, which gives you a lot of intel.&lt;br /&gt;
===Overthrowing Rulers for Fun and Profit===&lt;br /&gt;
As a Revolutionary, you have access to sec, with the possibility of dragging away revolutionaries. Very quickly though you'll end up being implanted if you're not fast. You can also use a screwdriver, and give your headset encryption to Rev Heads, helping them listen to security radio, which gives a lot of intel during a revolution.&lt;br /&gt;
==Roleplaying Tips==&lt;br /&gt;
*Remember, your goal is to be helpful, specifically, helpful to the command staff.&lt;br /&gt;
*This means you should have a generally pleasant attitude. Rude, annoying, etc people aren't listened to, or informed about problems.&lt;br /&gt;
*It also means that you should be visible. Since you are not command staff, people might forget you exist. So, remind them by saying you'll be checking up on departments at the start of the round. PDA heads of department specifically about issues in their department. Reach out to people. If you're helpful, they will appreciate it.&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[category: jobs]]&lt;/div&gt;</summary>
		<author><name>MoistBrother</name></author>
	</entry>
	<entry>
		<id>https://nsv.beestation13.com/mediawiki2/index.php?title=Space_Law&amp;diff=34508</id>
		<title>Space Law</title>
		<link rel="alternate" type="text/html" href="https://nsv.beestation13.com/mediawiki2/index.php?title=Space_Law&amp;diff=34508"/>
		<updated>2022-08-11T06:13:05Z</updated>

		<summary type="html">&lt;p&gt;MoistBrother: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Ambox&lt;br /&gt;
|name=This page is merely an [[IC]] roleplay suggestion&lt;br /&gt;
|type=content&lt;br /&gt;
|issue= Space Law is only a set of guidelines, meaning security &amp;lt;b&amp;gt;does NOT have to follow it.&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt; Administrators will only intervene when you are sentenced to grossly unfair times. If you get 3 minutes instead of 2, talk to the lawyer as it's considered an [[IC]] issue. &amp;lt;br&amp;gt;''If you cite Space Law in an adminhelp or anywhere outside IC communications, you will be laughed at.''&amp;lt;br&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{pp|vandalism|small=1}}&lt;br /&gt;
Space Law is a collection of rules and regulations enacted by [[Backstory#Nanotrasen|Nanotrasen]] which has oversight through [[Backstory#Central Command|CentCom]] and is enforced by the [[Security|Sec Officers]] on the vessel. Space Law applies to all ranks and positions on vessel, from the lowliest Assistant to the highest Captain, all are equal under the eyes of the Law and ultimately answer to her.&lt;br /&gt;
&lt;br /&gt;
''The rules and regulations herein are not absolutes, instead they exist to serve mainly as '''guidelines''' for the law and order of the dynamic situations that exist for vessels on the frontiers of space, as such some leeway is permitted.''&lt;br /&gt;
=== Crime Codes Quick Reference ===&lt;br /&gt;
Use this to quickly find the Crime Code Numbers.&lt;br /&gt;
&lt;br /&gt;
Crime codes are made up of Category Codes (_xx), which are a collection of similar crimes on a line for ease of use, prefixed by the Severity Number (X__).&lt;br /&gt;
&lt;br /&gt;
Additionally, certain modifiers might affect the punishment, they are to be appendixed as follows:&lt;br /&gt;
&lt;br /&gt;
The Severity Modifier is appended at the end of the crime code number as follows: XXX-_. It only gets applied during martial law, and as such may be highly situational, as no emergency is the same.&lt;br /&gt;
&lt;br /&gt;
The Sentence modifiers are shown in the rightmost column, they are to be appended to the right of the severity modifier as follows: XXX-S_&lt;br /&gt;
===REMEMBER:===&lt;br /&gt;
'''MARTIAL LAW MODIFIERS DO NOT SHOW YOU WHAT YOU &amp;lt;u&amp;gt;MUST&amp;lt;/u&amp;gt; DO, THEY SHOW YOU WHAT YOU &amp;lt;u&amp;gt;CAN&amp;lt;/u&amp;gt; DO.'''&lt;br /&gt;
&lt;br /&gt;
'''It would be unreasonable to permanently imprison every person not on gauss because the captain ordered gauss to be manned, use your head.'''&lt;br /&gt;
{|class=&amp;quot;mw-collapsible nowrap&lt;br /&gt;
|Space Law reference image:&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Space Law.png.png|frameless|1352x1352px]]&lt;br /&gt;
|}&lt;br /&gt;
===Interpretation of the Law===&lt;br /&gt;
A good working knowledge of Space Law is important for any person on the vessel. It can be the difference between a shiny pair of handcuffs and sipping Gargle Blasters in the bar. More in depth interpretations of space law are required for such positions as the Staff Judge Advocate, Warden, HoP, and the HoS. While it is unlikely that the officers will listen particularly closely to your protestations, it may be enough to lighten your sentence and avoid ill treatment by the MP.&lt;br /&gt;
&lt;br /&gt;
For certain crimes, the accused's intent is important. The difference between Murder and Manslaughter can be very hard to ascertain, and you should default to the less severe one.&lt;br /&gt;
&lt;br /&gt;
Additionally, &amp;quot;stacking&amp;quot; of ''sentences'' is not allowed, and only the sentence of the most severe crime is to be applied.&lt;br /&gt;
&lt;br /&gt;
A single incident has a single sentence, so if, for instance, the prisoner took three items off of someone, this is a single count of pick-pocketing, if they pick-pocketed two people this would be two separate counts of pick-pocketing, and so on.&lt;br /&gt;
&lt;br /&gt;
'''As an example of this:'''&lt;br /&gt;
&lt;br /&gt;
An assistant walks around the ship naked, stealing IDs from multiple people and then deepfrying them after breaking into the kitchen. This happened at least a few times. The seperate instances of those crimes would be documented like this:&lt;br /&gt;
* 209 Theft | Stole multiple IDs on seperate counts. (We cannot be sure how many times it happened, as such we only mark it once and note in the description that it was done a bunch.)&lt;br /&gt;
* 105 B&amp;amp;E | Broke into the kitchen on seperate counts. (Same here.)&lt;br /&gt;
* 201 Major Vandalism | Deep fried a bunch of people's IDs. (Same here.)&lt;br /&gt;
* 212 Indecent Exposure | Constant nakedness.&lt;br /&gt;
Since he was actively running from security this entire time, the &amp;quot;G&amp;quot; sentence modifier is applied to all of them, doubling their sentences. And since we do not stack sentences, and their most severe crime is major vandalism, we give them a clean and solid 20 minute brig time.&lt;br /&gt;
&lt;br /&gt;
Aiding a criminal makes you an accomplice; you can be charged with the same ''sentence'' as the person you aided as per sentence modifier H: Aiding and Abetting.&lt;br /&gt;
&lt;br /&gt;
'''Always remember, if you're unsure, go with the most lenient option. Being lenient when reasonable is a powerful tool for security, it helps greatly to have a cooperative crew on your side. You're all in this together after all.'''&lt;br /&gt;
====Brig Procedures====&lt;br /&gt;
Standard Operational Procedures for brigging are as follows:&lt;br /&gt;
#Take the prisoner to the brig and inform the Warden of their crimes so their Security Record may be updated.&lt;br /&gt;
# Hold the prisoner over one of the genpop lockers, and empty their inventory into it.&lt;br /&gt;
#Search the items removed and be sure to check the internals box in their backpack.&lt;br /&gt;
#Confiscate any contraband and/or stolen items, as well as any tools that may be used for future crimes. &amp;lt;br&amp;gt;These are to be placed in evidence, '''not left on the brig floor or your personal use''', until they can be returned to their rightful owners.&lt;br /&gt;
#Enter their crime into the genpop interface on the wall and receive their prisoner ID card.&lt;br /&gt;
#Close and lock their locker with their ID card.&lt;br /&gt;
#Put the ID card on the prisoners ID card slot, and move them into the cell.&lt;br /&gt;
#Uncuff, stun them if they pose a danger still.&lt;br /&gt;
#Take the cuffs with you, and leave the prisoner to their sentence.&lt;br /&gt;
#Modify their brig sentence for additional offences or good behavior, if applicable.&lt;br /&gt;
'''Do''' ''NOT''''' fully strip the prisoner unless they have earned a permanent sentence.'''&lt;br /&gt;
&lt;br /&gt;
The [[Warden]] or [[Head of Security]] are responsible for placing prisoners in permanent confinement.&lt;br /&gt;
#Permanent Prisoners are to be completely stripped of their belongings, which are to be held in either evidence or a prison locker.&lt;br /&gt;
#The prisoner is to be dressed in an Orange Prison Jumpsuit and Shoes, which are found in the prison lockers.&lt;br /&gt;
# Permanent Prisoners are not permitted to possess any personal belongings whilst they are incarcerated in the [[Prison Wing]].&lt;br /&gt;
====Legal Representation and Trials====&lt;br /&gt;
Prisoners are permitted to seek legal representation on permanent sentences, you must take steps to provide this if possible.&lt;br /&gt;
&lt;br /&gt;
Staff Judge Advocates, and by extension the Executive Officer/Captain, exist to serve as a guiding hand and the voice of reason within the judicial process, however they have zero authority over the brig, security personnel, prisoners, or sentencing. &lt;br /&gt;
&lt;br /&gt;
The Staff Judge Advocates' security headset is a privilege not a right. Security personnel are under no requirement to listen to them and security channel abuse is to result in that privilege being revoked. &lt;br /&gt;
*If the Staff Judge Advocate continuously acts as a disruptive influence Security are fully permitted to confiscate their access, remove them from the brig and bar their future access to it.&lt;br /&gt;
In instances where a conflict of opinion arises over the sentence of a prisoner the [[Chain_of_Command|chain of command]] '''must''' be followed. This goes along the usual rank hierarchy.&lt;br /&gt;
&lt;br /&gt;
Trials are not to be performed for Timed Sentences. This is mainly for the benefit of the accused as trials will often run many times the length of the actual sentence. &lt;br /&gt;
*Trials may be performed for Capital Crimes and Permanent Detention, however there is no requirement to hold them. Forensic Evidence, Witness Testimony, or Confessions are all that is required for the Head of Security, Warden or Captain to authorize their sentence.&lt;br /&gt;
In cases where the Death Penalty is desired but the Captain or Acting-Captain is unable or unwilling to authorize the execution a trial '''is required''' to authorise the death penalty.&lt;br /&gt;
====Use of Deadly Force====&lt;br /&gt;
As a member of the vessels Security force you are one of the best armed and protected people on the vessel, equipped with the almost latest in non-lethal takedown technology.&lt;br /&gt;
&lt;br /&gt;
It is for this reason that the situations that warrant the use of Deadly Force are few and far between, in the grand majority of circumstances you will be expected to use your stun weapons, which indeed are many times more effective than lethal options, to diffuse a situation.&lt;br /&gt;
&lt;br /&gt;
There are a few circumstances where deadly force is permissible:&lt;br /&gt;
*'''General Quarters / Martial Law''' - situations which endanger the wellbeing of the vessel, such as any crime with the X Severity modifier, or the presence of highly dangerous adversaries such as Nuclear Operatives or a Space Wizard, authorise lethal force to be used if needed.&lt;br /&gt;
**A single shove does not constitute assault, not on an officer nor on anyone else. If you kill someone because of a single shove, be prepared to spend some time in the brig yourself, because you just committed manslaughter.&lt;br /&gt;
&lt;br /&gt;
*'''Non-Lethal Weapons Ineffective''' - certain targets are impervious to NLWs, such as Mechs, Xenomorphs, Borgs, and Hulks. Lethal force may be used against these targets if they prove hostile.&lt;br /&gt;
&lt;br /&gt;
*'''Severe Personal Risk''' - sometimes getting close enough to a target to slap the cuffs on will create significant personal risk to the Officer. Deadly force from range is recommended to subdue Wizards and Changelings.&lt;br /&gt;
**Criminals in hostile environments such as space, fire, or plasma leaks also fall into this category, as do criminals believed to be in possession of high explosives. Ranged lethal force is the only reasonable option in these conditions.&lt;br /&gt;
&lt;br /&gt;
*'''Armed and Dangerous''' - if a suspect is in possession of weapons, including stun weapons, and you have reasonable suspicion that they will use these against you, lethal force is permitted. Although in the majority of cases it is still preferable to attempt to detain them non-lethally.&lt;br /&gt;
**Unauthorized personnel in the armory are considered by default to be Armed and Dangerous, maximum force is permitted to subdue such targets.&lt;br /&gt;
&lt;br /&gt;
*'''Multiple Hostiles''' - it can be extremely difficult to detain multiple hostiles. '''As a last resort''' if you are being mobbed you may deploy your baton in a harmful manner to thin the crowd. Generally it is better to retreat and regroup than stand your ground.&lt;br /&gt;
Additionally, in the event of an attempted prison break, Security may fire lasers through the glass. They are expected to first fire a few warning shots before unloading their weapon into the target.&lt;br /&gt;
----&lt;br /&gt;
===Modifiers===&lt;br /&gt;
Circumstances that may be applied to incidents or crimes depending on circumstance.&lt;br /&gt;
{| style=&amp;quot;text-align:center; background-color:#f3d2fc;&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#d6a6e3;&amp;quot; width=&amp;quot;20px&amp;quot; |Code&lt;br /&gt;
! style=&amp;quot;background-color:#d6a6e3;&amp;quot; width=&amp;quot;130px&amp;quot; | Crime&lt;br /&gt;
! style=&amp;quot;background-color:#d6a6e3;&amp;quot; width=&amp;quot;300px&amp;quot; |Description&lt;br /&gt;
! style=&amp;quot;background-color:#d6a6e3;&amp;quot; width=&amp;quot;300px&amp;quot; |Notes&lt;br /&gt;
|-&lt;br /&gt;
|A&lt;br /&gt;
|'''Re-Education'''&lt;br /&gt;
|De-conversion of revolutionary sympathisers or cultists.&lt;br /&gt;
| Immediate release.&lt;br /&gt;
|-&lt;br /&gt;
|B&lt;br /&gt;
|'''Elevated Sentencing'''&lt;br /&gt;
|Scope of crimes committed or '''their repetition''' warrant raising severity by one notch. Generally applied after the third instance of a crime, reapplicable, you can imprison crew permanently(with warden/hos/xo/cap permission) if they do not show signs of stopping.&lt;br /&gt;
|Crime is counted as one(or more) severities higher than usual.&lt;br /&gt;
|-&lt;br /&gt;
| C&lt;br /&gt;
|'''Self-Defense'''&lt;br /&gt;
|Self Defense is defined as &amp;quot;The protection of oneself, the protection of thy colleagues, and the protection of thine workplace&amp;quot;. Do note however that persons intentionally getting involved in fights which occur in a department that isn't theirs is an act of vigilantism, this is not permitted. Leniency is advised during times of crisis.&lt;br /&gt;
|Immediate release.&lt;br /&gt;
|-&lt;br /&gt;
|D&lt;br /&gt;
|'''Cooperation with Prosecution or MPs'''&lt;br /&gt;
|Cooperation specifically when already being arrested.&lt;br /&gt;
|Notch crime severity down/lessen punishment, not applicable to capital crimes.&lt;br /&gt;
|-&lt;br /&gt;
| E&lt;br /&gt;
|'''Surrender'''&lt;br /&gt;
|Voluntarily seeking out MP officers and confessing to a crime.&lt;br /&gt;
|Notch crime severity down, consider leniency when determining punishment(When applying to native capital crimes, only release on parole with tracking implant).&lt;br /&gt;
|-&lt;br /&gt;
|F&lt;br /&gt;
|'''Insanity'''&lt;br /&gt;
|Crime comitted during an episode of mind control, hypnosis, brainwashing, etc. Perpetrator is of unstable mind, recommend medical treatment and demotion.&lt;br /&gt;
|Immediate release and medical treatment. If treatment impossible, release only with commanding officer present.&lt;br /&gt;
|-&lt;br /&gt;
|G&lt;br /&gt;
|'''Resisting Arrest'''&lt;br /&gt;
|Knowingly resisting attempts at legal detention by members of the MP team.&lt;br /&gt;
|Double sentence time.&lt;br /&gt;
|-&lt;br /&gt;
|H&lt;br /&gt;
|'''Aiding and Abetting'''&lt;br /&gt;
|Knowingly helping a criminal in committing a crime, including interfering with the arrest, stealing prisoners in transit, breaking them out of prison, hiding them, providing medical care without ensuring they don’t run, etc&lt;br /&gt;
|Same sentence as original criminal.&lt;br /&gt;
|-&lt;br /&gt;
| I&lt;br /&gt;
|'''Escaped Prisoner'''&lt;br /&gt;
|Someone who has escaped their cell should be recaptured and returned to the brig.&lt;br /&gt;
|Timer reset to the full length of the original sentence.&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
===Infractions===&lt;br /&gt;
All of these crimes carry a 100 credit fine and a reprimand.&lt;br /&gt;
{| style=&amp;quot;text-align:center; background-color:#d1edff;&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#91d5ff;&amp;quot; width=&amp;quot;20px&amp;quot; |Code&lt;br /&gt;
! style=&amp;quot;background-color:#91d5ff;&amp;quot; width=&amp;quot;1px&amp;quot; |&lt;br /&gt;
! style=&amp;quot;background-color:#91d5ff;&amp;quot; width=&amp;quot;130px&amp;quot; | Crime&lt;br /&gt;
! style=&amp;quot;background-color:#91d5ff;&amp;quot; width=&amp;quot;300px&amp;quot; |Description&lt;br /&gt;
! style=&amp;quot;background-color:#91d5ff;&amp;quot; width=&amp;quot;300px&amp;quot; |Notes&lt;br /&gt;
|-&lt;br /&gt;
|001&lt;br /&gt;
|[[File:Superficial Vandalism.png|frameless|100x100px]]&lt;br /&gt;
|'''Superficial Vandalism'''&lt;br /&gt;
|To deface the vessel or property of another individual.&lt;br /&gt;
|Minor damage that can be repaired with space cleaner or other cosmetic only damage.&lt;br /&gt;
|-&lt;br /&gt;
|003&lt;br /&gt;
|[[File:Disorderly.png|frameless]]&lt;br /&gt;
|'''Disorderly Conduct'''&lt;br /&gt;
|To conduct ones self in a way unsuitable for the retention of one’s position.&lt;br /&gt;
|Minorly disruptive behavior that isn't otherwise illegal, such as drunkenly harassing a crewmember, shoving people around, blatantly ignoring SOP, etc.&lt;br /&gt;
|-&lt;br /&gt;
|007M&lt;br /&gt;
|[[File:Trespassing.png]]&lt;br /&gt;
|'''Trespass'''&lt;br /&gt;
|To be in an area which a person has either not purposefully been admitted to, does not have access, or has been asked to leave by someone who has access to that area.&lt;br /&gt;
|Being in an area, or having access to an area is not permission to that area. This crime covers non forcible entry into areas, such as following someone through a door.&lt;br /&gt;
|-&lt;br /&gt;
|008M&lt;br /&gt;
|[[File:CreateHazard.png|frameless]]&lt;br /&gt;
|'''Creating a Hazard'''&lt;br /&gt;
|To create a situation which may lead to the harm of others during normal operation in that department.&lt;br /&gt;
|Minor unsafe behavior can also be charged under this crime.&lt;br /&gt;
|-&lt;br /&gt;
|012&lt;br /&gt;
|[[File:FuckCats.png|frameless]]&lt;br /&gt;
|'''Discriminatory Language'''&lt;br /&gt;
|To use language which demeans, generalizes, or otherwise de-personafies the individual at which it is targeted.&lt;br /&gt;
|''Note that actual, OOC racism is not acceptable under the rules.''&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
===Minor Crimes===&lt;br /&gt;
All of these crimes carry a 5 minutes sentence, with optional demotion at the relevant heads discretion.&lt;br /&gt;
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! style=&amp;quot;background-color:#51d653;&amp;quot; width=&amp;quot;20px&amp;quot; |Code&lt;br /&gt;
! style=&amp;quot;background-color:#51d653;&amp;quot; width=&amp;quot;1px&amp;quot; |&lt;br /&gt;
! style=&amp;quot;background-color:#51d653;&amp;quot; width=&amp;quot;130px&amp;quot; |Crime&lt;br /&gt;
! style=&amp;quot;background-color:#51d653;&amp;quot; width=&amp;quot;300px&amp;quot; |Description&lt;br /&gt;
! style=&amp;quot;background-color:#51d653;&amp;quot; width=&amp;quot;300px&amp;quot; |Notes&lt;br /&gt;
|-&lt;br /&gt;
|101M&lt;br /&gt;
|[[File:Vandalism.PNG|frameless]]&lt;br /&gt;
|'''Minor Vandalism'''&lt;br /&gt;
|To damage, destroy, or permanently deface non-critical furniture, vendors, or personal property.&lt;br /&gt;
|Large amounts of irreparable damage should be charged with Major Vandalism, Damage to critical infrastructure may be a form of Sabotage.&lt;br /&gt;
|-&lt;br /&gt;
|102E&lt;br /&gt;
|[[File:Assault.png|frameless]]&lt;br /&gt;
|'''Assault'''&lt;br /&gt;
|To use physical force against someone without the apparent intent to kill them.&lt;br /&gt;
|This covers minor criminal uses of force, ''Without intent to seriously injure.'' That would be Aggravated Assault, or possibly a flavor of Murder.&lt;br /&gt;
Notably does not include shoving, that would be 003.&lt;br /&gt;
|-&lt;br /&gt;
|103E&lt;br /&gt;
|[[File:Disturbing the Peace.png|frameless]]&lt;br /&gt;
|'''Disturbing the Peace'''&lt;br /&gt;
|To knowingly organize a movement which disrupts the normal operations of a department.&lt;br /&gt;
|Establishing a peaceful strike or otherwise disrupting standard department order without attachment to criminal entities&lt;br /&gt;
|-&lt;br /&gt;
|104M&lt;br /&gt;
|[[File:Dereliction.PNG]]&lt;br /&gt;
|'''Dereliction of Duty'''&lt;br /&gt;
| To willfully abandon an obligation that is critical to the vessel's continued operation.&lt;br /&gt;
| A demotion is often included in the sentence. Emphasis on the word critical: An officer taking a break is not dereliction in of itself. An officer taking a break knowing that operatives are shooting up the Captain is. Engineers who do not secure a power source at the start of the shift and heads of staff who abandon the vessel can also be charged.&lt;br /&gt;
|-&lt;br /&gt;
|105M&lt;br /&gt;
|[[File:BandE.PNG]]&lt;br /&gt;
|'''Breaking and Entering'''&lt;br /&gt;
|Forced entry to areas where the subject does not have access to. This counts for general areas only.&lt;br /&gt;
|Crew can still be charged with breaking &amp;amp; entry even if they do not enter the area themselves.&lt;br /&gt;
|-&lt;br /&gt;
|106M&lt;br /&gt;
|[[File:Empathizer.png|frameless]]&lt;br /&gt;
|'''Encouragement of sympathizing Attitudes'''&lt;br /&gt;
|To openly express viewpoints or opinions sympathetic to the cause of an enemy organisation, '''in the attempt to encourage such thoughts among the wider crew.'''&lt;br /&gt;
|For non-specific variant of this see: Disturbing the peace.&lt;br /&gt;
Openly Humanising the enemy during a battle may lessen morale and fighting spirit, this must be nipped in the bud.&lt;br /&gt;
|-&lt;br /&gt;
|107E&lt;br /&gt;
|[[File:Tresspass Danger.png|frameless]]&lt;br /&gt;
|'''Trespass, Dangerous Area'''&lt;br /&gt;
|Trespassing in an area which may lead to the injury of self, or others.&lt;br /&gt;
|Engineering spaces specifically related to reactor control, atmospherics, or toxins lab count here. This list is not exhaustive, but should not be extorted to increase sentencing.&lt;br /&gt;
|-&lt;br /&gt;
|108M&lt;br /&gt;
|[[File:Negligence.png|frameless]]&lt;br /&gt;
|'''Negligence'''&lt;br /&gt;
|To be negligent in one’s duty to an extent that it may cause harm, illness, or other negative effect, to another.&lt;br /&gt;
|This is the charge for the doctor that accidentally pumps pentetic acid into an oozeling, or a scientist who accidentally floods toxins with room temperature CO2 or N2O.&lt;br /&gt;
|-&lt;br /&gt;
|109&lt;br /&gt;
|[[File:Pickpocketing.png|frameless]]&lt;br /&gt;
|'''Pickpocketing'''&lt;br /&gt;
|To steal items from another’s person.&lt;br /&gt;
|Small or easily replaceable items should be charged with this, otherwise consider a higher class of theft.&lt;br /&gt;
|-&lt;br /&gt;
|110&lt;br /&gt;
|[[File:Drug Possesion.png|frameless]]&lt;br /&gt;
|'''Possession, Illicit Substances'''&lt;br /&gt;
|The possession of illegal drugs in quantities appropriate for personal use.&lt;br /&gt;
|A pill or two of drugs is reasonable for recreational use, anything more is probably better charged as distribution.&lt;br /&gt;
|-&lt;br /&gt;
|111&lt;br /&gt;
|[[File:FineEvasion.png|frameless]]&lt;br /&gt;
|'''Fine Evasion'''&lt;br /&gt;
|To purposefully avoid or refuse to pay a legal fine.&lt;br /&gt;
|A reasonable time and notification should be given to the plaintiff.&lt;br /&gt;
|-&lt;br /&gt;
|112M&lt;br /&gt;
|[[File:DisruptiveComms.png|frameless]]&lt;br /&gt;
|'''Disruptive Communications'''&lt;br /&gt;
|To knowingly disrupt or needlessly populate a radio frequency with the intent to be a nuisance to users of that frequency.&lt;br /&gt;
|Radio spam bad. ''I'm looking at you, circuit makers.''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
===Medium Crimes===&lt;br /&gt;
These crimes carry a 10 minute sentence with advised demotion at the relevant head's discretion.&lt;br /&gt;
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! style=&amp;quot;background-color:#e8d55d;&amp;quot; width=&amp;quot;20px&amp;quot; |Code&lt;br /&gt;
! style=&amp;quot;background-color:#e8d55d;&amp;quot; width=&amp;quot;1px&amp;quot; |&lt;br /&gt;
! style=&amp;quot;background-color:#e8d55d;&amp;quot; width=&amp;quot;130px&amp;quot; |Crime&lt;br /&gt;
! style=&amp;quot;background-color:#e8d55d;&amp;quot; width=&amp;quot;300px&amp;quot; |Description&lt;br /&gt;
! style=&amp;quot;background-color:#e8d55d;&amp;quot; width=&amp;quot;300px&amp;quot; |Notes&lt;br /&gt;
|-&lt;br /&gt;
|201C&lt;br /&gt;
|[[File:Vandalism Personal .png|frameless]]&lt;br /&gt;
|'''Vandalism, Major'''&lt;br /&gt;
|To destroy or damage non-critical furniture, vendors, or personal property in a manor that can not be repaired.&lt;br /&gt;
|Spray painting all the lights red and wrecking tables in the bar is fun and all, but it makes it hard to figure out where the fire is, or to have a polite sip of tea.&lt;br /&gt;
|-&lt;br /&gt;
|202M&lt;br /&gt;
|[[File:Assaulting_an_officer.PNG]]&lt;br /&gt;
|'''Assault of an Officer'''&lt;br /&gt;
| To use physical force against a Department Head or member of Security without the apparent intent to kill them.&lt;br /&gt;
| Criminals who attempt to disarm or grab officers while fleeing are guilty of this, even if bare handed. Officers should refrain from using lethal means to subdue the criminal if possible.&lt;br /&gt;
|-&lt;br /&gt;
|203M&lt;br /&gt;
|[[File:Vigilantism.png|frameless]]&lt;br /&gt;
|'''Vigilantism'''&lt;br /&gt;
|To perform the responsibilities and duties of military police without approval or due cause to act.&lt;br /&gt;
|Validhunting bad. Let the redshirts/squaddies do their job.&lt;br /&gt;
|-&lt;br /&gt;
|204C&lt;br /&gt;
|[[File:Insubordination-Rank.png|frameless|97x97px]]&lt;br /&gt;
|'''Insubordination, Rank'''&lt;br /&gt;
|To knowingly disobey a lawful order from a superior ranking officer.&lt;br /&gt;
|This is not related to heads of staff or command specifically, for that see: 304. This concerns minor cases of petty officers not doing what they are told to do by higher ranking staff, etc.&lt;br /&gt;
|-&lt;br /&gt;
|205M&lt;br /&gt;
|[[File:BNE danger.png|frameless]]&lt;br /&gt;
|'''Breaking and Entering, Inherently Dangerous Areas'''&lt;br /&gt;
|To trespass into an area which may lead to the injury of self or others using forcible entry.&lt;br /&gt;
|Generally this will lead to injury. See breaking and entering, and apply any of the areas for Trespassing to dangerous areas.&lt;br /&gt;
|-&lt;br /&gt;
|207M&lt;br /&gt;
|[[File:TressHighsec.png|frameless]]&lt;br /&gt;
|'''Trespass, High Security Areas'''&lt;br /&gt;
|Trespassing in any of the following without appropriate permission or access: Command areas, Personal offices, Weapons storage, weapon production, explosive storage, explosive production, or other high security areas.&lt;br /&gt;
|The clown is not legally allowed to trail the captain into the bridge unless it is for a prank according to their Standard Operating Procedures.&lt;br /&gt;
|-&lt;br /&gt;
|208M&lt;br /&gt;
|[[File:Negligent 2.png|frameless]]&lt;br /&gt;
|'''Severe Negligence'''&lt;br /&gt;
|To be negligent in one’s duty to an extent that it may cause harm to multiple individuals, a department, or in a manor which directly leads to a serious injury of another person which requires emergency medical treatment.&lt;br /&gt;
|Virologists releasing spanish flu on accident, or scientists that flood science/toxins with plasma get charged here. It can also include engineers who destabilise the reactor or wander around with highly radioactive material.&lt;br /&gt;
|-&lt;br /&gt;
|209M&lt;br /&gt;
|[[File:Petty theft.png|frameless]]&lt;br /&gt;
|'''Theft'''&lt;br /&gt;
|To steal equipment or items from a workplace, or items of extraordinary value from one’s person.&lt;br /&gt;
|This includes things like insulated gloves, crew pinpointers, normal ID cards, or personal items.&lt;br /&gt;
|-&lt;br /&gt;
|210M&lt;br /&gt;
|[[File:Narcotics Distribution.PNG|frameless]]&lt;br /&gt;
|'''Distribution, Illicit Substances'''&lt;br /&gt;
|The possession of dangerous or illegal drugs/equipment in a quantity greater than that which is reasonable for personal consumption.&lt;br /&gt;
|You should probably try to determine intent from additional evidence before charging someone with this.&lt;br /&gt;
|-&lt;br /&gt;
|211&lt;br /&gt;
|[[File:Dreamseeker JYtsg049js.png|frameless]]&lt;br /&gt;
|'''Fraud'''&lt;br /&gt;
|To misrepresent ones intention in the interest of gaining property or money from another individual.&lt;br /&gt;
|Lying to someone about a cargo bounty, for example. Be honest with your intentions. Don't stretch this, gaining items which normally wouldn't be considered theft likely aren't worth charging under fraud.&lt;br /&gt;
|-&lt;br /&gt;
|212&lt;br /&gt;
|[[File:Indecent exposure.png|frameless]]&lt;br /&gt;
|'''Indecent Exposure'''&lt;br /&gt;
| To be intentionally and publicly unclothed.&lt;br /&gt;
|Running around the vessel naked. The mutual degradation of chasing a naked man down while he screams rape is only worth it on slow shifts.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
===Major Crimes===&lt;br /&gt;
These crimes carry a 15 minute sentence. Demotion is mandatory in all cases.&lt;br /&gt;
{| style=&amp;quot;text-align:center; background-color:#ffcc9c;&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#fc9535;&amp;quot; width=&amp;quot;20px&amp;quot; |Code&lt;br /&gt;
! style=&amp;quot;background-color:#fc9535;&amp;quot; width=&amp;quot;1px&amp;quot; |&lt;br /&gt;
! style=&amp;quot;background-color:#fc9535;&amp;quot; width=&amp;quot;130px&amp;quot; |Crime&lt;br /&gt;
! style=&amp;quot;background-color:#fc9535;&amp;quot; width=&amp;quot;300px&amp;quot; |Description&lt;br /&gt;
! style=&amp;quot;background-color:#fc9535;&amp;quot; width=&amp;quot;300px&amp;quot; |Notes&lt;br /&gt;
|-&lt;br /&gt;
|301X&lt;br /&gt;
|[[File:Disrupting_power.png]]&lt;br /&gt;
|'''Sabotage'''&lt;br /&gt;
|To destroy vessel assets or resources critical to normal or emergency vessel procedures, or cause sections of the vessel to become uninhabitable.&lt;br /&gt;
|Deliberately releasing N2O, bolting doors, disabling the power network, and constructing barricades are but some of many means of sabotage. For more violent forms, see Grand Sabotage.&lt;br /&gt;
|-&lt;br /&gt;
|302X&lt;br /&gt;
|[[File:Assault_Deadly_Weapon.PNG]]&lt;br /&gt;
|'''Aggravated Assault/Attempted Murder'''&lt;br /&gt;
|To take physical action against a person with intent to grievously harm or kill.&lt;br /&gt;
|This covers criminal uses of force, with intent to seriously injure or kill. If you're going at someone with a circular saw, it doesn't matter if you're trying to ''kill'' him or just ''nearly'' kill him.&lt;br /&gt;
|-&lt;br /&gt;
|303X&lt;br /&gt;
|[[File:Rioting.PNG|frameless]]&lt;br /&gt;
|'''Rioting'''&lt;br /&gt;
|To partake in an unauthorised and disruptive assembly of crewmen that refuse to disperse.&lt;br /&gt;
|It is required to declare a riot and order the crowd to disperse, failure to disperse is the crime of note here. Any crimes committed during the riot are considered separate offences.&lt;br /&gt;
|-&lt;br /&gt;
|304C&lt;br /&gt;
|[[File:Insubordination.PNG|frameless]]&lt;br /&gt;
|'''Insubordination'''&lt;br /&gt;
|To knowingly disobey a lawful order from a superior.&lt;br /&gt;
|Obey your heads of staff if they instruct you to do something within the scope of your job. This only regards orders from a member of the command team, for rank-specific insubordination, see: 204.&lt;br /&gt;
|-&lt;br /&gt;
|305X&lt;br /&gt;
|[[File:BnE High Sec.png|frameless]]&lt;br /&gt;
|'''Breaking and Entering, High Security Areas'''&lt;br /&gt;
|To commit trespassing into a secure area such as: Command areas, Personal offices, Weapons storage, weapon production, explosive storage, explosive production, or other high security areas, using forcible entry.&lt;br /&gt;
|Please note, paramedics may have to commit breaking and entry in order to perform their duties.&lt;br /&gt;
|-&lt;br /&gt;
|306C&lt;br /&gt;
|[[File:SymphaticEnemy.png|frameless]]&lt;br /&gt;
|'''Enemy Sympathizer'''&lt;br /&gt;
|To openly call for action to the benefit of an enemy organisation, in the attempt to weaken the position of the ship, or strengthen the position of the enemy.&lt;br /&gt;
|Yelling HAIL THE SYNDICATE is skirting close to mutiny, but isn't quite it just yet. Once they actually start doing/sabotaging something, that's when it gets serious.&lt;br /&gt;
|-&lt;br /&gt;
|308E&lt;br /&gt;
|[[File:Manslaughter.PNG]]&lt;br /&gt;
|'''Manslaughter'''&lt;br /&gt;
|To unintentionally kill someone through negligent, but not malicious, actions.&lt;br /&gt;
|They didn't mean to do it but someone's dead now. It's important to remember that you may want them to fix what they've done before throwing them in the brig, in the example of medical malpractice.&lt;br /&gt;
|-&lt;br /&gt;
|309C&lt;br /&gt;
| [[File:Larency.png|frameless]]&lt;br /&gt;
|'''Larceny'''&lt;br /&gt;
|To steal rare, expensive (Items of greater than 1000 credit value), or restricted equipment from secure areas or one’s person.&lt;br /&gt;
|This does not include theft of people's ID cards, which are likely to hold a value of more than 1000 credits. It does however cover ID cards which could lead into high security areas, such as the Captain's, Head of Personnel's, or Head of Security's.&lt;br /&gt;
|-&lt;br /&gt;
|310C&lt;br /&gt;
|[[File:Drop Gruduction.png|frameless|96x96px]]&lt;br /&gt;
|'''Production, Illicit Substances'''&lt;br /&gt;
|To produce substances such as drugs, poisons, performance enhancers, etc without explicit written permission by the Chief Medical Officer and Captain.&lt;br /&gt;
|Including meth, crank, krokodile, etc. The mentioned written permission MUST be from the Captain AND CMO, no matter if it's the botanist or chemist.&lt;br /&gt;
|-&lt;br /&gt;
|311&lt;br /&gt;
|[[File:CorpoFraud.png|frameless]]&lt;br /&gt;
|'''Grand Fraud'''&lt;br /&gt;
|To misrepresent one’s intention in the interest of gaining property or money from Whiterapids, or to gain or give property or money from Whiterapids without proper authorization.&lt;br /&gt;
|If you receive money to order something for a department don't pocket that money.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
===Capital Crimes===&lt;br /&gt;
These crimes can result in Execution, Permanent Prison Time, or Cyborgization.&lt;br /&gt;
&lt;br /&gt;
'''Only the Captain, XO, HoS, and Warden can authorize a Permanent Sentence.'''&lt;br /&gt;
&lt;br /&gt;
''' Only the Captain can authorize an Execution or Forced Cyborgization.'''&lt;br /&gt;
{| style=&amp;quot;text-align:center; background-color:#ffb3b3;&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#ff4040;&amp;quot; width=&amp;quot;20px&amp;quot; |Code&lt;br /&gt;
! style=&amp;quot;background-color:#ff4040;&amp;quot; width=&amp;quot;1px&amp;quot; |&lt;br /&gt;
! style=&amp;quot;background-color:#ff4040;&amp;quot; width=&amp;quot;130px&amp;quot; |Crime&lt;br /&gt;
! style=&amp;quot;background-color:#ff4040;&amp;quot; width=&amp;quot;300px&amp;quot; |Description&lt;br /&gt;
! style=&amp;quot;background-color:#ff4040;&amp;quot; width=&amp;quot;300px&amp;quot; |Notes&lt;br /&gt;
|-&lt;br /&gt;
|401X&lt;br /&gt;
|[[File:Compromising_Station_Integrity.PNG]]&lt;br /&gt;
|'''Grand Sabotage'''&lt;br /&gt;
|To destroy or modify vessel assets or equipment without which the vessel may collapse or otherwise become uninhabitable.&lt;br /&gt;
|This may include tampering with vessel records, purposefully detonating the reactor, destroying the SMES power storage equipment, plasma flooding, or superheating distro.&lt;br /&gt;
|-&lt;br /&gt;
|402X&lt;br /&gt;
|[[File:Murder.PNG]]&lt;br /&gt;
|'''Murder'''&lt;br /&gt;
|To maliciously kill someone.&lt;br /&gt;
|Punishment should fit the nature of both the crime and the criminal. Murder committed by temporary emotional distress, such as fear or anger, warrants lower punishments. Cyborg candidates must have brains fit to obey relevant laws. Life imprisonment is the most humane option for the insane who might malfunction as cyborgs. &amp;lt;br&amp;gt;'''Unauthorised executions are classed as Murder.'''&lt;br /&gt;
|-&lt;br /&gt;
|403X&lt;br /&gt;
|[[File:Inciting_Riot.PNG]]&lt;br /&gt;
|'''Inciting a Riot'''&lt;br /&gt;
|To attempt to stir the crew into a riot with the intention of disrupting the functioning of the vessel.&lt;br /&gt;
|Additionally to the brigging the offender will also have restrictions placed on their radio traffic and be implanted with a tracking implant.&lt;br /&gt;
|-&lt;br /&gt;
|404X&lt;br /&gt;
|[[File:Mutiny.PNG]]&lt;br /&gt;
|'''Mutiny'''&lt;br /&gt;
|To act individually, or as a group, to overthrow or subvert the established Chain of Command without lawful and legitimate cause.&lt;br /&gt;
|Mutiny is not as clear cut as it may seem, there may be a legitimate reason for their actions, such as their head of staff being utterly incompetent. This is one of the few crimes where it is recommended to always seek a third party opinion. If their actions are determined to be for the betterment of the vessel consider a timed sentence or even a full pardon.&lt;br /&gt;
|-&lt;br /&gt;
|406X&lt;br /&gt;
|[[File:Antag_skum.png]]&lt;br /&gt;
|'''Enemy of the Federation'''&lt;br /&gt;
|To be a member of any of the following organizations: The syndicate, Hostile boarding parties, Wizards, Changeling Hiveminds, cults, or other non-authorized religious practitioners (heretics).&lt;br /&gt;
|Current enemies of the federation include: The Syndicate (through secret agents, boarding parties, and brainwashing specialists), The Wizard Federation, The Changeling Hivemind, and The Cult of Nar'Sie.&lt;br /&gt;
Please also consider that deconversion is preferable to charging under EOTC. This is a '''LAST RESORT''', and a trial must be held before conviction of personnel that were at any time on the crew manifest. Heretics are exempt from the trial requirement, and have their sentence executed without a trial.&lt;br /&gt;
|-&lt;br /&gt;
|408X&lt;br /&gt;
|[[File:Attempted_Murder.PNG]]&lt;br /&gt;
|'''Severe Manslaughter'''&lt;br /&gt;
|To cause large scale loss of life without apparent intent to do so, this may be an engineer causing the reactor to blow up, a munitions technician blowing up the entire munitions bay, etc.&lt;br /&gt;
|If you can find their remains, well done.&lt;br /&gt;
|-&lt;br /&gt;
|409X&lt;br /&gt;
|[[File:High_value_target_theft.png]]&lt;br /&gt;
|'''Grand Larceny'''&lt;br /&gt;
|To steal inherently dangerous items from their storage, one’s person, or other such methods acquire through illicit means.&lt;br /&gt;
|&amp;lt;br&amp;gt;Syndicate agents frequently attempt to steal cutting-edge technology. Examples include: intelligence or research samples, the Hand Teleporter, the Captain's Antique Laser, the Captain or the HoP's ID cards, or Mechs.&amp;lt;br&amp;gt; &amp;lt;br&amp;gt; This is by no means a exhaustive list of items that are high value to the syndicate; when in doubt use common sense when you see certain items that are stolen that can cause massive problems throughout the vessel. Remember if something is locked up in a secure area it probably should not be taken without prior permission.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>MoistBrother</name></author>
	</entry>
	<entry>
		<id>https://nsv.beestation13.com/mediawiki2/index.php?title=User:MoistBrother/Sandbox&amp;diff=34507</id>
		<title>User:MoistBrother/Sandbox</title>
		<link rel="alternate" type="text/html" href="https://nsv.beestation13.com/mediawiki2/index.php?title=User:MoistBrother/Sandbox&amp;diff=34507"/>
		<updated>2022-08-11T01:55:56Z</updated>

		<summary type="html">&lt;p&gt;MoistBrother: accountabillity?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox jobs&lt;br /&gt;
| headerbgcolor = gray&lt;br /&gt;
| bgcolor = lightgray&lt;br /&gt;
| image = Staff Judge Advocate.png&lt;br /&gt;
| supervisors = [[Executive Officer]]&lt;br /&gt;
| rank = Petty Officer (PO)&lt;br /&gt;
| duties = Serving as consultant in [[Standard Operating Procedure|SOP]]/[[Space Law]] matters, and representing prisoners and ensuring their rights.&lt;br /&gt;
| guides = [[Standard Operating Procedure|SOP]], [[Space Law]], [[Guide to Trials]], [[Paper Markdown]]&lt;br /&gt;
| headerfontcolor = white&lt;br /&gt;
| access = [[Law Office]], [[Courtroom]], [[Brig]]&lt;br /&gt;
| access2 = N/A&lt;br /&gt;
| difficulty = Medium&lt;br /&gt;
| caption = &amp;quot;&amp;lt;i&amp;gt;Surely you realize that this is not up to code?&amp;lt;/i&amp;gt;&amp;quot;&lt;br /&gt;
}}&lt;br /&gt;
The Staff Judge Advocate serves as the supreme source for legal services and counsel throughout the force, they provide legal advice and counsel on behalf of the federal central command on administrative investigations, inquiries, government information practices, SOP complaints, military personnel law, civil litigation, and regulatory issues and compliance matters requiring the interpretation and application of Standard Operating Procedure, Space law.&lt;br /&gt;
&lt;br /&gt;
Their main tasks on Whiterapids naval vessels are the following:&lt;br /&gt;
#Provide legal counsel to the captain, and the crew as a whole.&lt;br /&gt;
#Identify and Document any violations of Standard Operating Procedure or Space Law within the vessel's departments, and then report those violations to the correct authority.&lt;br /&gt;
# Serve as representation in trials held aboard the ship.&lt;br /&gt;
#Ensure the correct application of Space Law by the local Military Police Department.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''This means that the SJA serves as THE governing authority over the interpretation of Space Law and SOP, and no one but central command can overrule your interpretation.'''&lt;br /&gt;
&lt;br /&gt;
'''This does NOT mean that Staff Judge Advocates are above Space Law. You cannot overrule Security on a sentence imposed against themselves.'''&lt;br /&gt;
&lt;br /&gt;
'''This also does not mean that you can change space law at will, once you have decided on an interpretation, you are expected to stick by it for good, unless you clear any changes with command via majority vote.'''&lt;br /&gt;
&lt;br /&gt;
'''''&amp;lt;u&amp;gt;Note: if you see an SJA blatantly try to bend space law/SOP to their will, be sure to ahelp, or if you want to stay in character, ask the captain to contact CC to reign them in a bit. The SJA is here to help, not to be some shitter powertripping.&amp;lt;/u&amp;gt;'''''&lt;br /&gt;
&lt;br /&gt;
SOP violations should be reported to the Head of Staff for the relevant department, and Space Law violations to Security. If the Head of Staff is not present or not receptive, contact the Executive Officer, failing that, take the matter to the highest rank; the Captain. SJA is a roleplay oriented job, and it requires that you either know SOP &amp;amp; Space Law well, or that you are willing to look it up often while playing. You are effectively much like a safety inspector/lawyer hybrid - you do inspections of ship departments and report your findings to their supervisors, as well as investigating matters that people report to you.&lt;br /&gt;
&lt;br /&gt;
'''Bare minimum requirements:''' Walk around and yell about SOP violations, Clarify and interpret space law/SOP, notice that security has given the clown 999 minutes again and yelling at them not to do that.&lt;br /&gt;
==Duties==&lt;br /&gt;
You're expected to be an impartial auditor, investigator, arbitrator, and unbiased source of good information for the department heads. This being said, let's go through what should be known and done:&lt;br /&gt;
===Do===&lt;br /&gt;
*'''Peeping Tom:''' Walk around the ship, observing what the rest of the crew are doing, and noting any violations of their job SOP or Space Law that you see. Report any SOP violations to the head of that department, preferably via PDA. Report any Space Law violations to Security, preferably over security radio. Part of this observation is directly watching what other employees are doing, and part of it is asking people if there are any issues in their department. Often, they'll inform you about an issue if you ask, even though they'd never actually report this issue had you not asked.&lt;br /&gt;
&lt;br /&gt;
*'''Watch Security:''' Double-check that security is complying with Space Law and Standard Operating Procedure. This means double-checking every sentence (both timed and perma) that security gives to prisoners, and verifying that they got the timer right. It also means making sure they don't violate it in other ways, such as harmbatoning prisoners. Bad behaviour by Security should be reported to the HOS. If they are not available, or do not listen, contact the XO.&lt;br /&gt;
&lt;br /&gt;
*'''Ascertain guilt or innocence.''' When a suspect is brought in, check the stories of officers. You may be able to convince them when they either have the wrong person or if they committed a lesser crime than thought. Ask the Detective for his forensics scanner to get physical evidence that supports your client (&amp;quot;your client&amp;quot; being any suspect brought in).&lt;br /&gt;
&lt;br /&gt;
* '''Mind The Ruckus:''' Respond to any calls for an SJA over PDA, general radio, etc. Usually these are from prisoners who feel they have been mistreated, or people who wish to report a SOP/law violation you should probably investigate.&lt;br /&gt;
&lt;br /&gt;
* '''Remind Yourself Of Your Stay:''' Remember that you're here to serve command's interests, NOT to dogmatically enforce SOP even during emergency situations where it makes no sense to do so.&lt;br /&gt;
&lt;br /&gt;
* '''Present Yourself Available:''' Remember that you're here to HELP the various department heads, but since you're not in their department, they will regularly forget you exist. So, it is helpful to remind them, via a quick message, early on, that if there is any matter that they'd like help investigating (e.g: member of their department ignoring SOP) that you are available and they should feel free to call on you.&lt;br /&gt;
&lt;br /&gt;
*'''Participate in trials.''' An unfortunately small part of your job; you can sometimes get trials for inmates scheduled to be executed or when you can convince the HoS that it would be entertaining. Fortunate Staff judge advocates may get the chance to defend high profile persons, like wizards.&lt;br /&gt;
&lt;br /&gt;
*'''Create law-binding contracts.''' As a Staff judge advocate the easiest and most efficient way to get something done is to [[Paper_Markdown|create contracts]], despite popular belief. There are many different types of contracts but a common one is a contract which requests that both parties do a particular action for the other party; ie: trading helmets. If you display these contracts to the Staff judge advocate Gods, then you MIGHT get something nice from them.&lt;br /&gt;
&lt;br /&gt;
*'''Litigation.''' Health, safety, and human rights violations abound on the ship, but be warned that actually getting anything done about it will test your law skills.&lt;br /&gt;
===Don't===&lt;br /&gt;
*'''Just Wait In Your Office:''' There is always something you can do if you get out there and explore the ship. You can always just start going through departments and verifying that they are complying with SOP (or have good reasons to not be doing so). You can always offer your help to heads with troubleshooting problems in their department. There are times (interviewing people, checking records, etc) where you need to be in your office, but you don't need to be in your office most of the time, and you shouldn't be spending most of the shift just sitting there.&lt;br /&gt;
&lt;br /&gt;
*'''Threaten:''' Never threaten other crew members. This includes threats to report them, or get them fired. Threats are never helpful.&lt;br /&gt;
&lt;br /&gt;
* '''Validhunt:''' You are not a sec officer, and should not be patrolling maintenance or otherwise trying to find antags. Instead, you should be concerned mostly with minor SOP breaches and unintentional space law violations by the normal crew within their departments. Your concern is being helpful to the department heads by reporting these issues to them, so that the departments can be better managed.&lt;br /&gt;
&lt;br /&gt;
*'''Take Sides:''' Your job is to represent the best interests of Command. DO NOT always take the side of a prisoner - you are NOT their defence lawyer(except if you are). DO NOT always take the side of security either, as security is perfectly capable of being wrong. Always consider what is in the ship's best interests.&lt;br /&gt;
&lt;br /&gt;
*'''Display Bias:''' Avoid investigating matters concerning any personal friends of yours, if at all possible. Refer these matters to someone else, who can conduct an independent and unbiased investigation. A biased investigation can be worse than no investigation at all.&lt;br /&gt;
==Work as a consultant and inspector.==&lt;br /&gt;
[[File:Lawoffice.png|thumb|alt=Law Office|The [[Law Office]], where you can be safely ignored]]&lt;br /&gt;
You'll need to ingratiate yourself with Security personnel; otherwise your shift as Staff judge advocate will likely be fruitless and painful. You have virtually no physical power, but you can accumulate social power. Greet them when you first see them, use titles like &amp;quot;officer&amp;quot; when referring to them, say please and thank you, and generally try to roleplay a friendly fellow crew member. Don't let your speech imply authority, though: your Head is the XO, not the HoS. Make it clear that your function is to uphold justice, the welfare of your clients, and the good of the ship. Do not abuse your security headset or sec will at the least take it away or at the worst brig you for it AND take it away.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Make sure all crewmembers know you are present by giving them a quick heads up via PDA at the start of the shift, the sheer presence of an SJA is likely to bring order into chaos, for fear of the great equalizer: Paperwork.&lt;br /&gt;
&lt;br /&gt;
Speaking of paperwork, you will likely want to document some of your more egregious findings on paper, below are some pointers as to how to make a good report.&lt;br /&gt;
&lt;br /&gt;
This information should be gathered regardless of your intent to file a proper report in paper since it's greatly beneficial to have all the facts before pointing fingers at someone.&lt;br /&gt;
&lt;br /&gt;
Before reporting a violation, it is a good idea to make sure you have all the relevant facts. For example:&lt;br /&gt;
*'''Who''' did it&lt;br /&gt;
*'''What''' they did&lt;br /&gt;
* '''Which''' exact point of Space Law or SOP they violated (including the exact number, you should be able to cite it by number)&lt;br /&gt;
*'''Where''' they did it (if you can find out)&lt;br /&gt;
*'''Why''' they did it (SOP can be justifiably broken in emergencies, hence the 'why' bit is very helpful in figuring out if they had good cause)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==FAQs==&lt;br /&gt;
*'''How do I check a department is following SOP correctly?''' Pull up the wiki SOP page for that department's jobs, then check, for each item, whether or not it is being done. E.g. if the SOP for Medical Doctor requires they put synthflesh in the cloner, set up the cryo tubes, and label corpses, check that these things are being done. Then report any that are NOT done to their boss (the CMO).&lt;br /&gt;
*'''What are the limits on what an SJA can do?''' SJAs cannot act against the ship's interests. So, they can't demand SOP be followed even if doing so would be against the ship's interests, e.g. during a major emergency. They are not allowed to do anyone else's job for them. They are not allowed to violate Space Law in any way. They cannot, in short, be detrimental to either the ship or to Whiterapids/Command overall.&lt;br /&gt;
* '''What happens if an SJA abuses their authority?''' SJAs who are acting against the interests of the ship/Command can be demoted by the XO, or Captain. SJAs who break Space Law can additionally be arrested and brigged by Security. Admins hold SJA to a higher standard than most jobs, which means that an SJA who acts against the ship/Command's interests (e.g: seriously breaking Space Law) is likely to be banned from playing SJA.&lt;br /&gt;
* '''Can command/sec ignore the SJA?''' In theory yes, but this should only be done if the SJA is (through their own lack of knowledge) demanding attention for a relatively small issue at a time when command/sec is busy dealing with a far more important matter. In that situation, the SJA should be told that sec/command is busy dealing with an emergency (and what the emergency is). Once they've been informed, they can be ignored until the emergency is over, at which point command/sec should come back and address the matter they raised. If an SJA refuses to stop demanding attention, even after they've already been told that command/sec is busy with a far more important matter, then you should carefully consider whether they're right, or they're being unreasonable, and potentially acting against the interests of the ship/command by distracting command/sec during a major emergency.&lt;br /&gt;
===More Example Scenarios===&lt;br /&gt;
*Is there no food? Inform the XO.&lt;br /&gt;
*Is cargo still waiting for those research disks? Contact the RD and ask what their status is.&lt;br /&gt;
*Are there strange floorpills everywhere? Ask the detective to scan them (drug distribution is illegal). Also ask the CMO to check what their chemists are doing.&lt;br /&gt;
*Is the Roboticist unable to complete their goal because nobody has the resources yet? Check what is going on with mining, then inform the QM and XO.&lt;br /&gt;
==How To React If A Department Head Ignores You==&lt;br /&gt;
For example: you're in medical, and you notice that corpses are laying around, not properly bagged. You should PDA the CMO to inform them that SOP is being ignored, that corpses are laying around, not properly bagged. You suggest a corrective action: CMO to talk to the MDs about this. Give it a few minutes for the CMO to act on your feedback, after which you re-check whether the problem has been corrected, or not. If not, you PDA the CMO again. If the CMO is ignoring you, or brushes you off, you can decide whether you think the CMO is failing to manage medbay properly. If they aren't (CMO is busy, or medical is overwhelmed) then it may be a good idea to let the matter rest for now, and check back later. If, on the other hand, you feel the CMO is neglecting to manage their department properly, at that point, you should contact the XO.&lt;br /&gt;
==Justice for None==&lt;br /&gt;
'' I would like to announce that I believe my client to be a DISGUSTING TRAITOR, and I resent the fact that I've been given the task of defending him. You should probably just toss him out of the airlock or something, I rest my case sir.''&lt;br /&gt;
&lt;br /&gt;
As a traitor, you have closer ties to security than anyone else. Officers may go into the break room alone, and make themselves vulnerable to attack; reducing the number of officers may help even when they aren't your target. Your briefcase can fit the contents of a toolbox in it, but is considerably less suspicious than carrying a toolbox around. It is not difficult to stuff it with handcuffs and flashbangs if you can acquire them from Security storage. You can also hear security radio, which gives you a lot of intel.&lt;br /&gt;
===Overthrowing Rulers for Fun and Profit===&lt;br /&gt;
As a Revolutionary, you have access to sec, with the possibility of dragging away revolutionaries. Very quickly though you'll end up being implanted if you're not fast. You can also use a screwdriver, and give your headset encryption to Rev Heads, helping them listen to security radio, which gives a lot of intel during a revolution.&lt;br /&gt;
==Roleplaying Tips==&lt;br /&gt;
*Remember, your goal is to be helpful, specifically, helpful to the command staff.&lt;br /&gt;
*This means you should have a generally pleasant attitude. Rude, annoying, etc people aren't listened to, or informed about problems.&lt;br /&gt;
*It also means that you should be visible. Since you are not command staff, people might forget you exist. So, remind them by saying you'll be checking up on departments at the start of the round. PDA heads of department specifically about issues in their department. Reach out to people. If you're helpful, they will appreciate it.&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[category: jobs]]&lt;/div&gt;</summary>
		<author><name>MoistBrother</name></author>
	</entry>
	<entry>
		<id>https://nsv.beestation13.com/mediawiki2/index.php?title=User:MoistBrother/Sandbox&amp;diff=34506</id>
		<title>User:MoistBrother/Sandbox</title>
		<link rel="alternate" type="text/html" href="https://nsv.beestation13.com/mediawiki2/index.php?title=User:MoistBrother/Sandbox&amp;diff=34506"/>
		<updated>2022-08-11T01:52:21Z</updated>

		<summary type="html">&lt;p&gt;MoistBrother: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox jobs&lt;br /&gt;
| headerbgcolor = gray&lt;br /&gt;
| bgcolor = lightgray&lt;br /&gt;
| image = Staff Judge Advocate.png&lt;br /&gt;
| supervisors = [[Executive Officer]]&lt;br /&gt;
| rank = Petty Officer (PO)&lt;br /&gt;
| duties = Serving as consultant in [[Standard Operating Procedure|SOP]]/[[Space Law]] matters, and representing prisoners and ensuring their rights.&lt;br /&gt;
| guides = [[Standard Operating Procedure|SOP]], [[Space Law]], [[Guide to Trials]], [[Paper Markdown]]&lt;br /&gt;
| headerfontcolor = white&lt;br /&gt;
| access = [[Law Office]], [[Courtroom]], [[Brig]]&lt;br /&gt;
| access2 = N/A&lt;br /&gt;
| difficulty = Medium&lt;br /&gt;
| caption = &amp;quot;&amp;lt;i&amp;gt;Surely you realize that this is not up to code?&amp;lt;/i&amp;gt;&amp;quot;&lt;br /&gt;
}}&lt;br /&gt;
The Staff judge advocate is tasked with the thankless job of providing legal aid to the crew. This tends to involve defending [[Traitor|Traitors]] in trials, suing [[Security Officer|Security]] or the [[Backstory#Nanotrasen|company]] or [[xenos|aliens]] or anyone else they can think of for endangering the crew. Other duties include hassling the [[Station Engineer|engineers]] and [[scientist]]s over health and safety violations, and general ambulance-chasing. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Staff Judge Advocate serves as the supreme source for legal services and counsel throughout the force, they provide legal advice and counsel on behalf of the federal central command on administrative investigations, inquiries, government information practices, SOP complaints, military personnel law, civil litigation, and regulatory issues and compliance matters requiring the interpretation and application of Standard Operating Procedure, Space law.&lt;br /&gt;
&lt;br /&gt;
Their main tasks on Whiterapids naval vessels are the following:&lt;br /&gt;
# Provide legal counsel to the captain, and the crew as a whole.&lt;br /&gt;
# Identify and Document any violations of Standard Operating Procedure or Space Law within the vessel's departments, and then report those violations to the correct authority.&lt;br /&gt;
# Serve as representation in trials held aboard the ship.&lt;br /&gt;
# Ensure the correct application of Space Law by the local Military Police Department.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''This means that the SJA serves as THE governing authority over the interpretation of Space Law and SOP, and no one but central command can overrule your interpretation.'''&lt;br /&gt;
&lt;br /&gt;
'''This does NOT mean that Staff Judge Advocates are above Space Law. You cannot overrule Security on a sentence imposed against themselves.'''&lt;br /&gt;
&lt;br /&gt;
''Note: if you see an SJA blatantly try to bend space law/SOP to their will, be sure to ahelp, or if you want to stay in character, ask the captain to contact CC to reign them in a bit. The SJA is here to help, not to be some shitter powertripping.''&lt;br /&gt;
&lt;br /&gt;
SOP violations should be reported to the Head of Staff for the relevant department, and Space Law violations to Security. If the Head of Staff is not present or not receptive, contact the Executive Officer, failing that, take the matter to the highest rank; the Captain. SJA is a roleplay oriented job, and it requires that you either know SOP &amp;amp; Space Law well, or that you are willing to look it up often while playing. You are effectively much like a safety inspector/lawyer hybrid - you do inspections of ship departments and report your findings to their supervisors, as well as investigating matters that people report to you.&lt;br /&gt;
&lt;br /&gt;
'''Bare minimum requirements:''' Walk around and yell about SOP violations, Clarify and interpret space law/SOP, notice that security has given the clown 999 minutes again and yelling at them not to do that.&lt;br /&gt;
==Duties ==&lt;br /&gt;
You're expected to be an impartial auditor, investigator, arbitrator, and unbiased source of good information for the department heads. This being said, let's go through what should be known and done:&lt;br /&gt;
=== Do ===&lt;br /&gt;
* '''Peeping Tom:''' Walk around the ship, observing what the rest of the crew are doing, and noting any violations of their job SOP or Space Law that you see. Report any SOP violations to the head of that department, preferably via PDA. Report any Space Law violations to Security, preferably over security radio. Part of this observation is directly watching what other employees are doing, and part of it is asking people if there are any issues in their department. Often, they'll inform you about an issue if you ask, even though they'd never actually report this issue had you not asked.&lt;br /&gt;
&lt;br /&gt;
* '''Watch Security:''' Double-check that security is complying with Space Law and Standard Operating Procedure. This means double-checking every sentence (both timed and perma) that security gives to prisoners, and verifying that they got the timer right. It also means making sure they don't violate it in other ways, such as harmbatoning prisoners. Bad behaviour by Security should be reported to the HOS. If they are not available, or do not listen, contact the XO.&lt;br /&gt;
&lt;br /&gt;
* '''Ascertain guilt or innocence.''' When a suspect is brought in, check the stories of officers. You may be able to convince them when they either have the wrong person or if they committed a lesser crime than thought. Ask the Detective for his forensics scanner to get physical evidence that supports your client (&amp;quot;your client&amp;quot; being any suspect brought in).&lt;br /&gt;
&lt;br /&gt;
* '''Mind The Ruckus:''' Respond to any calls for an SJA over PDA, general radio, etc. Usually these are from prisoners who feel they have been mistreated, or people who wish to report a SOP/law violation you should probably investigate.&lt;br /&gt;
&lt;br /&gt;
* '''Remind Yourself Of Your Stay:''' Remember that you're here to serve command's interests, NOT to dogmatically enforce SOP even during emergency situations where it makes no sense to do so.&lt;br /&gt;
&lt;br /&gt;
* '''Present Yourself Available:''' Remember that you're here to HELP the various department heads, but since you're not in their department, they will regularly forget you exist. So, it is helpful to remind them, via a quick message, early on, that if there is any matter that they'd like help investigating (e.g: member of their department ignoring SOP) that you are available and they should feel free to call on you.&lt;br /&gt;
&lt;br /&gt;
* '''Participate in trials.''' An unfortunately small part of your job; you can sometimes get trials for inmates scheduled to be executed or when you can convince the HoS that it would be entertaining. Fortunate Staff judge advocates may get the chance to defend high profile persons, like wizards.&lt;br /&gt;
&lt;br /&gt;
*'''Create law-binding contracts.''' As a Staff judge advocate the easiest and most efficient way to get something done is to [[Paper_Markdown|create contracts]], despite popular belief. There are many different types of contracts but a common one is a contract which requests that both parties do a particular action for the other party; ie: trading helmets. If you display these contracts to the Staff judge advocate Gods, then you MIGHT get something nice from them.&lt;br /&gt;
&lt;br /&gt;
*'''Litigation.''' Health, safety, and human rights violations abound on the ship, but be warned that actually getting anything done about it will test your law skills.&lt;br /&gt;
=== Don't ===&lt;br /&gt;
* '''Just Wait In Your Office:''' There is always something you can do if you get out there and explore the ship. You can always just start going through departments and verifying that they are complying with SOP (or have good reasons to not be doing so). You can always offer your help to heads with troubleshooting problems in their department. There are times (interviewing people, checking records, etc) where you need to be in your office, but you don't need to be in your office most of the time, and you shouldn't be spending most of the shift just sitting there.&lt;br /&gt;
&lt;br /&gt;
* '''Threaten:''' Never threaten other crew members. This includes threats to report them, or get them fired. Threats are never helpful.&lt;br /&gt;
&lt;br /&gt;
* '''Validhunt:''' You are not a sec officer, and should not be patrolling maintenance or otherwise trying to find antags. Instead, you should be concerned mostly with minor SOP breaches and unintentional space law violations by the normal crew within their departments. Your concern is being helpful to the department heads by reporting these issues to them, so that the departments can be better managed.&lt;br /&gt;
&lt;br /&gt;
* '''Take Sides:''' Your job is to represent the best interests of Command. DO NOT always take the side of a prisoner - you are NOT their defence lawyer(except if you are). DO NOT always take the side of security either, as security is perfectly capable of being wrong. Always consider what is in the ship's best interests.&lt;br /&gt;
&lt;br /&gt;
* '''Display Bias:''' Avoid investigating matters concerning any personal friends of yours, if at all possible. Refer these matters to someone else, who can conduct an independent and unbiased investigation. A biased investigation can be worse than no investigation at all.&lt;br /&gt;
==Work as a consultant and inspector.==&lt;br /&gt;
[[File:Lawoffice.png|thumb|alt=Law Office|The [[Law Office]], where you can be safely ignored]]&lt;br /&gt;
You'll need to ingratiate yourself with Security personnel; otherwise your shift as Staff judge advocate will likely be fruitless and painful. You have virtually no physical power, but you can accumulate social power. Greet them when you first see them, use titles like &amp;quot;officer&amp;quot; when referring to them, say please and thank you, and generally try to roleplay a friendly fellow crew member. Don't let your speech imply authority, though: your Head is the XO, not the HoS. Make it clear that your function is to uphold justice, the welfare of your clients, and the good of the ship. Do not abuse your security headset or sec will at the least take it away or at the worst brig you for it AND take it away.&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
Make sure all crewmembers know you are present by giving them a quick heads up via PDA at the start of the shift, the sheer presence of an SJA is likely to bring order into chaos, for fear of the great equalizer: Paperwork.&lt;br /&gt;
&lt;br /&gt;
Speaking of paperwork, you will likely want to document some of your more egregious findings on paper, below are some pointers as to how to make a good report.&lt;br /&gt;
&lt;br /&gt;
This information should be gathered regardless of your intent to file a proper report in paper since it's greatly beneficial to have all the facts before pointing fingers at someone.&lt;br /&gt;
&lt;br /&gt;
Before reporting a violation, it is a good idea to make sure you have all the relevant facts. For example:&lt;br /&gt;
* '''Who''' did it&lt;br /&gt;
* '''What''' they did&lt;br /&gt;
* '''Which''' exact point of Space Law or SOP they violated (including the exact number, you should be able to cite it by number)&lt;br /&gt;
* '''Where''' they did it (if you can find out)&lt;br /&gt;
* '''Why''' they did it (SOP can be justifiably broken in emergencies, hence the 'why' bit is very helpful in figuring out if they had good cause)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== FAQs ==&lt;br /&gt;
* '''How do I check a department is following SOP correctly?''' Pull up the wiki SOP page for that department's jobs, then check, for each item, whether or not it is being done. E.g. if the SOP for Medical Doctor requires they put synthflesh in the cloner, set up the cryo tubes, and label corpses, check that these things are being done. Then report any that are NOT done to their boss (the CMO).&lt;br /&gt;
* '''What are the limits on what an SJA can do?''' SJAs cannot act against the ship's interests. So, they can't demand SOP be followed even if doing so would be against the ship's interests, e.g. during a major emergency. They are not allowed to do anyone else's job for them. They are not allowed to violate Space Law in any way. They cannot, in short, be detrimental to either the ship or to Whiterapids/Command overall.&lt;br /&gt;
* '''What happens if an SJA abuses their authority?''' SJAs who are acting against the interests of the ship/Command can be demoted by the XO, or Captain. SJAs who break Space Law can additionally be arrested and brigged by Security. Admins hold SJA to a higher standard than most jobs, which means that an SJA who acts against the ship/Command's interests (e.g: seriously breaking Space Law) is likely to be banned from playing SJA.&lt;br /&gt;
* '''Can command/sec ignore the SJA?''' In theory yes, but this should only be done if the SJA is (through their own lack of knowledge) demanding attention for a relatively small issue at a time when command/sec is busy dealing with a far more important matter. In that situation, the SJA should be told that sec/command is busy dealing with an emergency (and what the emergency is). Once they've been informed, they can be ignored until the emergency is over, at which point command/sec should come back and address the matter they raised. If an SJA refuses to stop demanding attention, even after they've already been told that command/sec is busy with a far more important matter, then you should carefully consider whether they're right, or they're being unreasonable, and potentially acting against the interests of the ship/command by distracting command/sec during a major emergency.&lt;br /&gt;
=== More Example Scenarios ===&lt;br /&gt;
* Is there no food? Inform the XO.&lt;br /&gt;
* Is cargo still waiting for those research disks? Contact the RD and ask what their status is.&lt;br /&gt;
* Are there strange floorpills everywhere? Ask the detective to scan them (drug distribution is illegal). Also ask the CMO to check what their chemists are doing.&lt;br /&gt;
* Is the Roboticist unable to complete their goal because nobody has the resources yet? Check what is going on with mining, then inform the QM and XO.&lt;br /&gt;
== How To React If A Department Head Ignores You ==&lt;br /&gt;
For example: you're in medical, and you notice that corpses are laying around, not properly bagged. You should PDA the CMO to inform them that SOP is being ignored, that corpses are laying around, not properly bagged. You suggest a corrective action: CMO to talk to the MDs about this. Give it a few minutes for the CMO to act on your feedback, after which you re-check whether the problem has been corrected, or not. If not, you PDA the CMO again. If the CMO is ignoring you, or brushes you off, you can decide whether you think the CMO is failing to manage medbay properly. If they aren't (CMO is busy, or medical is overwhelmed) then it may be a good idea to let the matter rest for now, and check back later. If, on the other hand, you feel the CMO is neglecting to manage their department properly, at that point, you should contact the XO.&lt;br /&gt;
==Justice for None==&lt;br /&gt;
'' I would like to announce that I believe my client to be a DISGUSTING TRAITOR, and I resent the fact that I've been given the task of defending him. You should probably just toss him out of the airlock or something, I rest my case sir.''&lt;br /&gt;
&lt;br /&gt;
As a traitor, you have closer ties to security than anyone else. Officers may go into the break room alone, and make themselves vulnerable to attack; reducing the number of officers may help even when they aren't your target. Your briefcase can fit the contents of a toolbox in it, but is considerably less suspicious than carrying a toolbox around. It is not difficult to stuff it with handcuffs and flashbangs if you can acquire them from Security storage. You can also hear security radio, which gives you a lot of intel.&lt;br /&gt;
===Overthrowing Rulers for Fun and Profit===&lt;br /&gt;
As a Revolutionary, you have access to sec, with the possibility of dragging away revolutionaries. Very quickly though you'll end up being implanted if you're not fast. You can also use a screwdriver, and give your headset encryption to Rev Heads, helping them listen to security radio, which gives a lot of intel during a revolution.&lt;br /&gt;
== Roleplaying Tips ==&lt;br /&gt;
* Remember, your goal is to be helpful, specifically, helpful to the command staff.&lt;br /&gt;
* This means you should have a generally pleasant attitude. Rude, annoying, etc people aren't listened to, or informed about problems.&lt;br /&gt;
* It also means that you should be visible. Since you are not command staff, people might forget you exist. So, remind them by saying you'll be checking up on departments at the start of the round. PDA heads of department specifically about issues in their department. Reach out to people. If you're helpful, they will appreciate it.&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[category: jobs]]&lt;/div&gt;</summary>
		<author><name>MoistBrother</name></author>
	</entry>
	<entry>
		<id>https://nsv.beestation13.com/mediawiki2/index.php?title=File:Staff_Judge_Advocate.png&amp;diff=34505</id>
		<title>File:Staff Judge Advocate.png</title>
		<link rel="alternate" type="text/html" href="https://nsv.beestation13.com/mediawiki2/index.php?title=File:Staff_Judge_Advocate.png&amp;diff=34505"/>
		<updated>2022-08-11T01:50:50Z</updated>

		<summary type="html">&lt;p&gt;MoistBrother: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;it is what it b e&lt;/div&gt;</summary>
		<author><name>MoistBrother</name></author>
	</entry>
	<entry>
		<id>https://nsv.beestation13.com/mediawiki2/index.php?title=Chain_of_Command&amp;diff=34504</id>
		<title>Chain of Command</title>
		<link rel="alternate" type="text/html" href="https://nsv.beestation13.com/mediawiki2/index.php?title=Chain_of_Command&amp;diff=34504"/>
		<updated>2022-08-11T01:16:13Z</updated>

		<summary type="html">&lt;p&gt;MoistBrother: Removed under construction&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''[[File:Identification_console.png]] Notice:'''&lt;br /&gt;
&lt;br /&gt;
'''Heads can demote their staff by using the [[Identification Console]] and removing the subordinate's access to their department from their ID.'''&lt;br /&gt;
&lt;br /&gt;
'''So if one of your guys isn't acting like an appropriate team player, don't hesitate to show them who's boss.'''&lt;br /&gt;
&lt;br /&gt;
[[File:Chain Of Command.png|1534x1534px]]&lt;br /&gt;
==Heads of Staff==&lt;br /&gt;
[[File:Bridge small.png|thumb|300px|The Bridge, safe haven of the Heads.]]&lt;br /&gt;
'''A.K.A. the command staff.''' These are the men and women charged with the administration of the ship. Each of them have access to the [[Bridge]] and [[Brig]], the keycard authentication devices, the command radio channel (accessed with :c), the ability to make station-wide announcements, access to identification consoles and may call/recall the [[Escape Shuttle]] using a communications console. They are also the targets during a [[Revolution]].&lt;br /&gt;
===[[File:Generic captain.png|64px]] [[Captain]]===&lt;br /&gt;
'''Rank: Captain (CPT.)'''&lt;br /&gt;
&lt;br /&gt;
The Commanding Officer with authority over the entire ship. Eventually dies and has the Executive Officer take over. Limited only by style - Just don't forget the [[High-risk_items#Nuclear_authentication_disk|disk]].&lt;br /&gt;
The only position that can issue death warrants without a trial.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Required knowledge:''' How the AI works. What other Heads should be doing.&lt;br /&gt;
&lt;br /&gt;
'''Round-start to-do list:''' Check in with your Heads of Staff. Secure the nuclear authorization disk and give the pinpointer to [[Clown|someone trustworthy]] for maximum safety.&lt;br /&gt;
&lt;br /&gt;
'''Main tasks:''' Making sure your heads are doing their jobs, figure out what needs to be done and delegate. Keep the disk close to you. &lt;br /&gt;
&lt;br /&gt;
'''Main problems:''' Many [[high-risk items]] start in your office or directly in your possession. And your shiny gold id card is coveted by almost every troublemaker. Expect many attempts to be made on your life for these things.&lt;br /&gt;
===[[File:Generic hop.png|64px]] [[Executive Officer]]===&lt;br /&gt;
'''Rank: Lieutenant Commander(LCDR.)'''&lt;br /&gt;
&lt;br /&gt;
Second in Command of the vessel, acting as an extra arm for the Captain. Becomes acting Captain if the original Captain is dead or MIA. Responsible for staffing and HR-related duties.&lt;br /&gt;
Authority over all civil and supply departments, including the [[Bridge Staff]], [[Janitor]], [[Chef]], [[Barman]], [[Clown]], [[Mime]], [[Assistant]]s, [[Quartermaster]], [[Shaft Miner]]s, [[Lawyer]]s, [[Chaplain]], [[Curator]], [[Botanist]]s and [[Cargo Technician|Cargo Techs]].&lt;br /&gt;
The Executive Officer can either be a Godsend or worse than a banana-flinging clown for the station. He can also savor the prestige or feel shackled to the [[Computers#ID_Modification_Console|ID computer]]. If you find yourself wearing teal, make the most of it by doing your job correctly.&lt;br /&gt;
&lt;br /&gt;
'''1. Support the Captain.'''&lt;br /&gt;
&lt;br /&gt;
Always be on the captain's side, at least publicly. Be sure to work as a team to lead the crew. If he's demanding, be persuasive. If he's soft-spoken, be a task-master. This means anyone annoyed at his leadership style will likely follow yours, but it also means he has to trust you. Earn this trust by making frequent use of command chat (:c) and deferring to him on matters of great importance, like assigning new Heads or calling the shuttle. You are sitting at the Captain's right hand, entrusted to the keys to the station, while all other Heads must beg at your feet for access to so much as the bar. Don't let it go to your head, and the Head of Security won't brain you.&lt;br /&gt;
&lt;br /&gt;
'''2. Uphold the Rights of Crewmen.'''&lt;br /&gt;
&lt;br /&gt;
Only the Captain can authorize a death warrant, and you are sometimes tasked with judging trials under [[Space Law]]. You are normally considered the most impartial officer for this task, which prevents the appearance of a mere kangaroo court. Furthermore, Security often commits excesses and the Captain is either dead or personally involved in a case. For these reasons, you need to be sure to call for trials for high crimes before the accused gets left to rot in a permacell forever. While this may put you at odds with Security, you should find them fanatically loyal to the Captain, who hopefully makes clear his full confidence in you. This delicate balance of power prevents excesses against the crew. Almost always, a weak Captain and Executive Officer will result in [[shitcurity|shitcurity]].&lt;br /&gt;
&lt;br /&gt;
'''3. Follow the Principle of Least Privilege.'''&lt;br /&gt;
&lt;br /&gt;
When assigning new access levels or creating new jobs, ask yourself just how much access is really needed to perform the task. If a hardworking engineer wants EVA access, consider if he really needs access or just for you to open the door for him while he gets a suit. If the chaplain is being proactive about finding bodies but often needs people to open doors, maybe the risk of giving him more access is less than gain from increasing his effectiveness. Decisions like these keep the station more secure from thieves weaseling their way to their targets and cuts down on the number of accidental arrests made by Security for assumed trespassing. Remember to write their increased access or privileged items on a sheet of paper and give it a good stamping so the janitor will be able to show why he's mopping Medbay's floors.&lt;br /&gt;
&lt;br /&gt;
'''4. Talk to the Crew.'''&lt;br /&gt;
&lt;br /&gt;
The Captain gets nervous when someone stands next to him for too long. The Head of Security is too busy beating the clown. The Research Director is on fire, the Chief Medical Officer is up to his elbows in gore, the Master At Arms is taking a joyride in the fighter tug, and the Chief Engineer is trying to keep everyone warm and breathing in a vacuum. You're really the only head able to take time and listen to the crew. Invite crewmen to talk to you when there are conflicts. Defuse the interpersonal and interdepartmental problems you discover during these conversations, and prevent grievances from becoming grief. Advocate on behalf of the robusted to security, and generally reduce the frequency and intensity of mutinies.&lt;br /&gt;
&lt;br /&gt;
'''5. Manage your Department First.'''&lt;br /&gt;
&lt;br /&gt;
While technically you can demote everyone who's ID you seize to assistant, managing civilian workers not under another head is your immediate responsibility. Keeping janitors on task, directing the chef to throw a pizza party, ensuring the [[Quartermaster]] is on top of things, and getting the records up to date are the first thing to do after assigning job and access changes. Demoting bad security officers or stepping in for an absent department head also falls on your desk, but going into other departments to micromanage in front of their head is both bad form and likely to make you reviled. Always clear a demotion with their department head, or ideally, have all the Heads aware they can send troublesome employees your way to be sent to the mining base. This lets you focus on your immediate underlings and avoid stepping on toes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Required knowledge:''' How to use the Identification Console. A rough idea of how access is distributed throughout the ship. What Cargo, Kitchen, Hydroponics and the Janitor should be doing.&lt;br /&gt;
&lt;br /&gt;
'''Round-start to-do list:''' Stay at your desk for at least the first 10 minutes to manage the shift-start rush.&lt;br /&gt;
&lt;br /&gt;
'''Main tasks:''' Ensuring the Captain's orders get followed, Ensuring that the Captain is issuing orders, Managing squads, Managing IDs.&lt;br /&gt;
&lt;br /&gt;
'''Main problems:''' Your department (the civil department) doesn't ever acknowledge you as their boss. It's your duty to make that a thing of the past! &lt;br /&gt;
&lt;br /&gt;
Managing to bring information into the Captain's &amp;lt;s&amp;gt;crayon brain&amp;lt;/s&amp;gt; attention.&lt;br /&gt;
===[[File:Generic hos.png|64px]] [[Head of Security]]===&lt;br /&gt;
'''Rank: First Lieutenant (FLT)'''&lt;br /&gt;
&lt;br /&gt;
Equal rank with all other non-captain Heads of Staff. Although he technically has access, other Heads may deny him from entering their domains. Usually withheld from a promotion to acting Captain if other Heads are available, however in times of crisis he may usually force himself into the position as acting Captain to better control the crisis.&lt;br /&gt;
Oversees security matters with authority over [[Security Officer]]s, the [[Warden]] and the [[Detective]]. Expected to detain and handle those who endanger the ship, including other heads of staff, and in some cases, the Captain.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Required knowledge:''' How to use security equipment, a firm grasp on Space Law, and rough idea of what kind of internal threats the ship will have to face and how to deal with them.&lt;br /&gt;
&lt;br /&gt;
'''Round-start to-do list:''' Get your officers to report in, if they don't, remind them that the security force doesn't work without teamwork and communication, and have them demoted if they're still acting like a lone mute wolf.&lt;br /&gt;
&lt;br /&gt;
'''Main tasks:''' Try to keep the crew as safe as possible. Keep your officers from degenerating to shitcurity when things get rough.&lt;br /&gt;
&lt;br /&gt;
'''Main problems:''' Assistants pushing each other is '''not''' a big problem, you shouldn't have to spend much time on those. Focus on major threats to the crew. Your team will be on the front lines if the Syndicate try to board the ship or some unholy creature gets onboard.&lt;br /&gt;
===[[File:Generic_maa.png|64px]] [[Master At Arms]]===&lt;br /&gt;
'''Rank: Lieutenant (LT)'''&lt;br /&gt;
&lt;br /&gt;
Equal rank with all other non-captain Heads of Staff. You're the person that makes sure the ship can fight back when the ship gets attacked by enemy ships. Manages and maintains the ship's weapons, the ammunition, and fighters. Has authority over [[Munitions Technician]], the [[Flight Leader]], [[Fighter Pilot]], and [[Air Traffic Controller]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Required knowledge:''' Know how to load, arm, and maintain the various ship weapons. Understand torpedo construction. Know how to maintain fighters, fuel them, and load missiles/torpedoes. &lt;br /&gt;
&lt;br /&gt;
'''Round-start to-do list:''' Load all the ship weapons. Check the ammunition stocks and order any extra you may need. Make sure the pilots are prepped and ready to fly. Build torps.&lt;br /&gt;
&lt;br /&gt;
'''Main tasks:''' Manage your squad of Munitions Techs. Keep an eye on the pilots if there's no Air Traffic Controller. Keep the ship weapons loaded at all times. Make sure the guns get maintenance in between fights if needed. Remind munition squads to wear their helmet to prevent hearing loss. Repair and maintain the fighters. Communicate with cargo if you need additional ammo for the guns.&lt;br /&gt;
&lt;br /&gt;
'''Main problems:''' Ship weapons are ammo hungry and require frequent reloading. Make sure the safeties are off during combat. Pilots may get shot down and require rescue, so make sure the bridge is aware of when this happens.&lt;br /&gt;
===[[File:Generic rd.png|64px]] [[Research Director]]===&lt;br /&gt;
'''Rank: Lieutenant (LT)'''&lt;br /&gt;
&lt;br /&gt;
Equal rank with all other non-captain Heads of Staff. Due to AI access, often promoted to acting Captain if there is neither a Captain nor a HoP.&lt;br /&gt;
Oversees research efforts with authority over [[Scientist]]s, [[Roboticist]]s, and [[Geneticist|Genetics Research]]. Maintains the integrity of the [[AI]] and its [[Cyborg]]s.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Required knowledge:''' Know how R&amp;amp;D works, how to upgrade machines, how xenobiology works, how telescience works and how robotics work.&lt;br /&gt;
&lt;br /&gt;
'''Round-start to-do list:''' Make sure one of your scientist is doing R&amp;amp;D and help him out if needed. Ask if there are miners around and request the minerals your R&amp;amp;D and Robotics both need.&lt;br /&gt;
&lt;br /&gt;
'''Main tasks:''' Upgrading machines across the ships. Make sure research is progressing.&lt;br /&gt;
&lt;br /&gt;
'''Main problems:''' Bombs made in toxins usually get sneaked out and exploded. Check on them from time to time.&lt;br /&gt;
===[[File:Generic ce.png|64px]] [[Chief Engineer]]===&lt;br /&gt;
'''Rank: Lieutenant (LT)'''&lt;br /&gt;
&lt;br /&gt;
Equal rank with all other non-captain Heads of Staff.&lt;br /&gt;
Oversees the maintenance of the ship, with authority over [[Station Engineer]]s and [[Atmospheric Technician]]s. Authority over [[Telecoms]] maintenance. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Required knowledge:''' How the telecommunications, atmospherics, solars and the ship [[engine]] work. [[Malfunction|How to deconstruct an APC.]]. Know how to repair the ship's armor.&lt;br /&gt;
&lt;br /&gt;
'''Round-start to-do list:''' Have your team start the [[engine]] correctly and have power flowing to the station. Make sure the atmospheric system is set up correctly. Set the [[Guide to Ship Superstructure and Armor|armor repair well.]]&lt;br /&gt;
&lt;br /&gt;
'''Main tasks:''' Listening the radio for people yelling about ship damage and delegating your engineers there with appropriate tools and materials.&lt;br /&gt;
&lt;br /&gt;
'''Main problems:''' The ship is bound to have explosions or at least minor holes in it during the shift. Learn how to tackle the exploded telecommunications -situation and you'll be irreplaceable in more than one shift, guaranteed.&lt;br /&gt;
===[[File:Generic cmo.png|64px]] [[Chief Medical Officer]]===&lt;br /&gt;
'''Rank: Lieutenant (LT)'''&lt;br /&gt;
&lt;br /&gt;
Equal rank with all other non-captain Heads of Staff. If a Head of Staff is acting medically unstable, it is the CMO's duty to disable and treat them till they are once again fit for duty (which could be never).&lt;br /&gt;
Oversees ship-wide medical issues with authority over the [[Virologist]], [[Chemist]]s, [[Medical Doctor]]s and [[Geneticist|Genetics Cloning]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Required knowledge:''' How to cure viruses and create vaccines. Formulas for the most common medicines. How to prepare and administer clean SEs.&lt;br /&gt;
&lt;br /&gt;
'''Round-start to-do list:''' Make an announcement to the crew about maxing out their suit sensors so you'll be able to help them when they get in trouble. Check that the cryogenic tubes get set up, possibly with a more efficient mixture of chemicals from the chemist.&lt;br /&gt;
&lt;br /&gt;
'''Main tasks:''' Check the Crew Monitoring Console from time to time for dead/dying people.&lt;br /&gt;
&lt;br /&gt;
'''Main problems:''' Medical jobs are a common choice for new players seeking a relevant role. So when not absent, dead, or traitorous, expect your staff to need constant babysitting and guidance on how to perform even basic treatments.&lt;br /&gt;
==Other Management Roles==&lt;br /&gt;
While the following jobs have management roles, they are not Heads of Staff and get none of the perks associated with being a Head of Staff.&lt;br /&gt;
===[[File:Generic_qm.png|64px]] [[Quartermaster]]===&lt;br /&gt;
'''Rank: Chief Petty Officer (CPO)'''&lt;br /&gt;
&lt;br /&gt;
Subordinate to the [[Head of Personnel]].&lt;br /&gt;
Authority over the supply sector, including [[Cargo Technician]]s and [[Shaft Miner]]s.&lt;br /&gt;
&lt;br /&gt;
'''Required knowledge:''' Managing Cargo Tech's, how to operate the Cargo Bay.&lt;br /&gt;
&lt;br /&gt;
'''Round-start to-do list:''' Check how many Cargo Tech's are on shift, get them doing something useful such as collecting crates.&lt;br /&gt;
&lt;br /&gt;
'''Main tasks:''' Processing crew order requests.&lt;br /&gt;
&lt;br /&gt;
'''Main problems:''' Hostile and impatient crew members, syndicate sympathizers, miners not appreciating you taking some plasma for points, inept cargo techs, miners dying in the first five minutes, lava land lizards, and Security. Depending on your loyalty to the ship you will either face problems from Security or revolutionary's/ cultists/ the grey-tide. People telling you that you're not a &amp;quot;real head&amp;quot;, and it hurts because they're right.&lt;br /&gt;
===[[File:Generic_warden.png|64px]] [[Warden]]===&lt;br /&gt;
'''Rank: Gunnery Sergeant (GSGT)'''&lt;br /&gt;
&lt;br /&gt;
Subordinate to the [[Head of Security]].&lt;br /&gt;
Authority over the brig, [[Security Officer]]s, and all personnel of equal rank and below as long as they are within the brig.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Required knowledge:''' Processing prisoners, managing Security operations and personnel and keeping the brig secure.&lt;br /&gt;
&lt;br /&gt;
'''Round-start to-do list:''' Ensure the brig is secure, check if there is a HoS/Sec Officers present.&lt;br /&gt;
&lt;br /&gt;
'''Main tasks:''' Keeping the brig as secure as possible, ensuring no one attempts to loot the brig, keeping prisoners in check and ensuring they are released on schedule. &lt;br /&gt;
&lt;br /&gt;
'''Main problems:''' Non-compliant Security Officers. &amp;lt;s&amp;gt;HoP handing out Armory access.&amp;lt;/s&amp;gt; People attempting to break into the brig.&lt;br /&gt;
===[[File:centcomofficial.png|64px]] [[Centcom Official]]===&lt;br /&gt;
'''Rank: Varies'''&lt;br /&gt;
&lt;br /&gt;
Subordinate to the [[Captain]] while he is on the ship.&lt;br /&gt;
Depending on his rank, he may have the authority to dismiss the Captain from his position, or even outrank the Captain. Otherwise, he possesses no actual authority over anyone on ship and is reliant on ingratiating himself with the command staff.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Required knowledge:''' The Chain of Command, knowing what your assigned task is from Central Command. Having good social skills.&lt;br /&gt;
&lt;br /&gt;
'''Round-start to-do list:''' Inform the command staff of your presence.&lt;br /&gt;
&lt;br /&gt;
'''Main tasks:''' Whatever Central Command assigned you.&lt;br /&gt;
&lt;br /&gt;
'''Main problems:''' Suspicious Security Officers, non-compliant heads of staff and enemies of the corporation.&lt;br /&gt;
===[[File:Captain Ian.png|64px]] [[Ian|Captain Ian]]===&lt;br /&gt;
'''Rank: Super Mega Captain of Being the Goodest Boy'''&lt;br /&gt;
&lt;br /&gt;
The Captain the ship deserves.&lt;br /&gt;
Authority over snacks. Obey.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Required knowledge:''' Yip!&lt;br /&gt;
&lt;br /&gt;
'''Round-start to-do list:''' Get dressed.&lt;br /&gt;
&lt;br /&gt;
'''Main tasks:''' Dance.&lt;br /&gt;
&lt;br /&gt;
'''Main problems:''' The Head of Personnel is often incompetent and needs watching over.&lt;br /&gt;
[[Category:Jobs]]&lt;/div&gt;</summary>
		<author><name>MoistBrother</name></author>
	</entry>
	<entry>
		<id>https://nsv.beestation13.com/mediawiki2/index.php?title=File:Chain_Of_Command.png&amp;diff=34503</id>
		<title>File:Chain Of Command.png</title>
		<link rel="alternate" type="text/html" href="https://nsv.beestation13.com/mediawiki2/index.php?title=File:Chain_Of_Command.png&amp;diff=34503"/>
		<updated>2022-08-11T01:11:21Z</updated>

		<summary type="html">&lt;p&gt;MoistBrother: MoistBrother uploaded a new version of File:Chain Of Command.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
NSV Chain of Command, Sorted by departments.&lt;/div&gt;</summary>
		<author><name>MoistBrother</name></author>
	</entry>
	<entry>
		<id>https://nsv.beestation13.com/mediawiki2/index.php?title=Department_Standard_Operating_Procedure:_Service/Civilian&amp;diff=34502</id>
		<title>Department Standard Operating Procedure: Service/Civilian</title>
		<link rel="alternate" type="text/html" href="https://nsv.beestation13.com/mediawiki2/index.php?title=Department_Standard_Operating_Procedure:_Service/Civilian&amp;diff=34502"/>
		<updated>2022-08-10T11:11:06Z</updated>

		<summary type="html">&lt;p&gt;MoistBrother: Added accountability to SJA interpreting&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Important&lt;br /&gt;
|Title=These are In-Character Guidelines&lt;br /&gt;
|Note=&amp;lt;font size='2'&amp;gt;[[Standard Operating Procedure]]s (SOPs) are general guidelines and may be used as justification for administrative action and/or IC punishments, such as being fired from your position. They are not meant to be followed to the letter, because circumstances and context may permit you to break SOP. However, the fact that SOP is malleable is not an excuse to ignore it entirely.&amp;lt;/font&amp;gt;&lt;br /&gt;
|Color=#0398fc&lt;br /&gt;
|Image=Docs blue.png&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Higher alert levels overwrite SOP of lower ones.'''&lt;br /&gt;
==&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;CONDITION 3 - RELAXED OPERATIONS&amp;lt;/span&amp;gt;==&lt;br /&gt;
===[[File:Janitor.png|64px]][[Janitor]]===&lt;br /&gt;
'''Duty: Keeping the ship clean and replacing lights where needed.'''&lt;br /&gt;
# If the Janitor's work leaves any surface slippery, they are to place wet floor signs, either physical or holographic.&lt;br /&gt;
# The Janitor is not to use Cleaning Foam Grenades as pranking implements. Cleaning Foam Grenades are to be used to clean large surfaces at once, only.&lt;br /&gt;
===[[File:Generic_barman.png|64px]][[Bartender]]===&lt;br /&gt;
'''Duty: Providing beverages in the bar/Hosting social gatherings for morale.'''&lt;br /&gt;
# The Bartender is not permitted to use or visibly display their shotgun outside the bar. However, they may obtain permission from the Head of Security or Warden to shorten the barrel to allow for easier and concealed transportation. Shortening the barrel without authorization is grounds for confiscation of the Bartender's shotgun.&lt;br /&gt;
# The Bartender is permitted to use their shotgun on unruly bar patrons in order to throw them out if they are being disruptive. They are not, however, permitted to apply lethal force.&lt;br /&gt;
# The Bartender is not permitted to possess lethal shotgun ammunition. Only beanbag slugs are permitted.&lt;br /&gt;
# The Bartender, after exercising their right to remove unruly patrons, must notify Security with a brief description of the incident.&lt;br /&gt;
# The Bartender is exempt from legal ramifications when dutifully removing unruly (e.g. overtly hostile) patrons from the Bar, provided, of course, they followed Guidelines 2 and 4.&lt;br /&gt;
===[[File:Generic_chef.png|64px]][[Cook]]===&lt;br /&gt;
'''Duty: Providing food in the bar/Hosting social gatherings for morale.'''&lt;br /&gt;
# The Chef is not permitted to use the corpses of deceased personnel for meat unless given specific permission from the Chief Medical Officer. Patrons must be informed that the food contains said meat.&lt;br /&gt;
# The Chef is permitted to use Ambrosia and other such light narcotics in the production of food, as long as patrons are aware the food contains it.&lt;br /&gt;
# The Chef is not permitted to cook food that can harm or kill crewmembers.&lt;br /&gt;
===[[File:Botanist.png|64px]][[Botanist]]===&lt;br /&gt;
'''Duty: Growing food plants for the cook/bartender, and other beneficial plants.'''&lt;br /&gt;
# Botanists are permitted to grow and distribute light narcotics such as Ambrosia.&lt;br /&gt;
# Botanists are not permitted to grow deadly or harmful produce.&lt;br /&gt;
===[[File:Generic_clown.png|64px]][[Clown]]===&lt;br /&gt;
'''Duty: Improving morale through application of non-disruptive pranks and humor.'''&lt;br /&gt;
# The Clown is not permitted to interfere with active Security duty, or in any way endanger other personnel.&lt;br /&gt;
# The Clown is not permitted to hold anything but water in their sunflower.&lt;br /&gt;
# The Clown must legitimately attempt to be funny and/or entertaining. The joke is supposed to be funny for people besides the Clown.&lt;br /&gt;
# The Clown is permitted to, and freely exempt from any consequences of, performing any harmless prank that does not directly conflict with the above Guidelines.&lt;br /&gt;
===[[File:Generic_lawyer.png|64px]][[Lawyer|Staff Judge Advocate]]===&lt;br /&gt;
'''Duty: Serving as consultant in SOP/Space law matters, and representing prisoners and ensuring their rights.'''&lt;br /&gt;
# Staff Judge Advocates can overrule anyone in all matters concerning the interpretation of Space Law and SOP. This does not extend to Emergency Response Teams, Central Command Officials or direct Central Command communications.&lt;br /&gt;
# Once the Staff Judge Advocate has decided on an interpretation, they must not change it without majority command agreement.&lt;br /&gt;
# Staff Judge Advocates are not above Space Law. Similarly, they cannot overrule Security on a sentence imposed against themselves.&lt;br /&gt;
# Staff Judge Advocates are to ensure that Standard Operating Procedure is being properly followed, when applicable, and to contact the relevant Head of Staff when it is not.&lt;br /&gt;
# Staff Judge Advocates are to attempt to resolve all Standard Operating Procedure issues locally before contacting Command. If a valid report is ignored by the relevant Head of Staff, the Executive Officer is to be contacted. If the Executive Officer ignores the report, then the Captain must be contacted instead.&lt;br /&gt;
# Staff Judge Advocates are only to provide legal representation for personnel facing a Capital Sentence. They should, however, ensure that their timed sentence is applied correctly, and alert Security if it is not. &lt;br /&gt;
# Prisoners may not request a trial or legal representation unless they have been charged with a Felony or Capital crime, or they believe they have been wrongly mistreated under Department Standard Operating Procedure: Security.&lt;br /&gt;
# Judge Advocates are permitted to provide legal advice for Security and prisoners, as well as investigating whether or not arrests were done properly.&lt;br /&gt;
# Staff Judge Advocates must request permission from any potential client before serving as their legal representative, as said client may choose to either represent themselves, or request someone else.&lt;br /&gt;
# Staff Judge Advocates are not to deliberately halt or slow down prisoner processing or ongoing investigations. If Security is acting in a demonstrably incompetent manner, contacting the Head of Security or the Executive Officer is highly recommended. If more information about the crime in question is needed, Agents should wait until the person in question was brigged.&lt;br /&gt;
===[[File:Generic_librarian.png|64px]][[Librarian]]===&lt;br /&gt;
'''Duty: Attending the local library and ensuring manuals and other documentation is available. Providing a boost in morale by offering entertaining books.'''&lt;br /&gt;
# The Librarian is to keep at least one shelf stocked with books for crewmembers.&lt;br /&gt;
# The Librarian is permitted to conduct journalism in any part of the ship, with permission from the relevant department head.&lt;br /&gt;
===[[File:Generic_chaplain.png|64px]][[Chaplain]]===&lt;br /&gt;
'''Duty: Providing the crew with spiritual advice and offering counsel.'''&lt;br /&gt;
# The Chaplain is not permitted to execute Bible Healing without consent, unless the person in question is in critical condition and there are no Medical Doctors, as doing so incurs the risk of causing brain damage.&lt;br /&gt;
# The Chaplain may not draw the Null Rod or any of its variants on any personnel. Using these items on any personnel is grounds to have these items confiscated, unless there is a clear and present danger to their life.&lt;br /&gt;
# The Chaplain may not actively discriminate against any personnel on the grounds that it is a religious tenet of their particular faith.&lt;br /&gt;
# The Chaplain may freely conduct funerals for non-cloneable personnel.&lt;br /&gt;
==&amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;CONDITION 2 - STANDARD OPERATION&amp;lt;/span&amp;gt;==&lt;br /&gt;
&amp;lt;u&amp;gt;ALL REGULATIONS CARRY OVER FROM CONDITION 3 UNLESS OTHERWISE STATED&amp;lt;/u&amp;gt;&lt;br /&gt;
===Janitor===&lt;br /&gt;
# The Janitor may not make any surface slippery during Conditions 2 or 1.&lt;br /&gt;
===Bartender===&lt;br /&gt;
# Depending on the situation, the distribution of strong alcoholic beverages is no longer allowed.&lt;br /&gt;
===Clown===&lt;br /&gt;
# Guideline 4 no longer applies during conditions 2 or 1.&lt;br /&gt;
# The Clown is no longer permitted to, and freely exempt from any consequences of, performing any harmless prank that does not directly conflict with the above Guidelines.&lt;br /&gt;
==&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;CONDITION 1 - GENERAL QUARTERS&amp;lt;/span&amp;gt;==&lt;br /&gt;
&amp;lt;u&amp;gt;ALL REGULATIONS CARRY OVER FROM CONDITION 3 AND 2 UNLESS OTHERWISE STATED&amp;lt;/u&amp;gt;&lt;br /&gt;
===All Roles:===&lt;br /&gt;
'''Duty: See general SOP for Condition 1.'''&lt;br /&gt;
# Perform your assigned duty to the best of your abilities.&lt;br /&gt;
==&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;CONDITION ZEBRA - AIRTIGHT DOORS ENGAGED&amp;lt;/span&amp;gt;==&lt;br /&gt;
&amp;lt;u&amp;gt;ALL REGULATIONS CARRY OVER FROM CONDITION 3,2 AND 1 UNLESS OTHERWISE STATED&amp;lt;/u&amp;gt;&lt;br /&gt;
===All Roles:===&lt;br /&gt;
'''Duty: See general SOP for Condition Zebra.'''&lt;br /&gt;
# Perform your assigned duty to the best of your abilities.&lt;/div&gt;</summary>
		<author><name>MoistBrother</name></author>
	</entry>
	<entry>
		<id>https://nsv.beestation13.com/mediawiki2/index.php?title=Space_Law&amp;diff=34501</id>
		<title>Space Law</title>
		<link rel="alternate" type="text/html" href="https://nsv.beestation13.com/mediawiki2/index.php?title=Space_Law&amp;diff=34501"/>
		<updated>2022-08-10T11:08:50Z</updated>

		<summary type="html">&lt;p&gt;MoistBrother: add ignoring sop to disorderly conduct&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Ambox&lt;br /&gt;
|name=This page is merely an [[IC]] roleplay suggestion&lt;br /&gt;
|type=content&lt;br /&gt;
|issue= Space Law is only a set of guidelines, meaning security &amp;lt;b&amp;gt;does NOT have to follow it.&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt; Administrators will only intervene when you are sentenced to grossly unfair times. If you get 3 minutes instead of 2, talk to the lawyer as it's considered an [[IC]] issue. &amp;lt;br&amp;gt;''If you cite Space Law in an adminhelp or anywhere outside IC communications, you will be laughed at.''&amp;lt;br&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{pp|vandalism|small=1}}&lt;br /&gt;
Space Law is a collection of rules and regulations enacted by [[Backstory#Nanotrasen|Nanotrasen]] which has oversight through [[Backstory#Central Command|CentCom]] and is enforced by the [[Security|Sec Officers]] on the vessel. Space Law applies to all ranks and positions on vessel, from the lowliest Assistant to the highest Captain, all are equal under the eyes of the Law and ultimately answer to her.&lt;br /&gt;
&lt;br /&gt;
''The rules and regulations herein are not absolutes, instead they exist to serve mainly as '''guidelines''' for the law and order of the dynamic situations that exist for vessels on the frontiers of space, as such some leeway is permitted.''&lt;br /&gt;
=== Crime Codes Quick Reference ===&lt;br /&gt;
Use this to quickly find the Crime Code Numbers.&lt;br /&gt;
&lt;br /&gt;
Crime codes are made up of Category Codes (_xx), which are a collection of similar crimes on a line for ease of use, prefixed by the Severity Number (X__).&lt;br /&gt;
&lt;br /&gt;
Additionally, certain modifiers might affect the punishment, they are to be appendixed as follows:&lt;br /&gt;
&lt;br /&gt;
The Severity Modifier is appended at the end of the crime code number as follows: XXX-_. It only gets applied during martial law, and as such may be highly situational, as no emergency is the same.&lt;br /&gt;
&lt;br /&gt;
The Sentence modifiers are shown in the rightmost column, they are to be appended to the right of the severity modifier as follows: XXX-S_&lt;br /&gt;
===REMEMBER:===&lt;br /&gt;
'''MARTIAL LAW MODIFIERS DO NOT SHOW YOU WHAT YOU &amp;lt;u&amp;gt;MUST&amp;lt;/u&amp;gt; DO, THEY SHOW YOU WHAT YOU &amp;lt;u&amp;gt;CAN&amp;lt;/u&amp;gt; DO.'''&lt;br /&gt;
&lt;br /&gt;
'''It would be unreasonable to permanently imprison every person not on gauss because the captain ordered gauss to be manned, use your head.'''&lt;br /&gt;
{|class=&amp;quot;mw-collapsible nowrap&lt;br /&gt;
|Space Law reference image:&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Space Law.png.png|frameless|1352x1352px]]&lt;br /&gt;
|}&lt;br /&gt;
===Interpretation of the Law===&lt;br /&gt;
A good working knowledge of Space Law is important for any person on the vessel. It can be the difference between a shiny pair of handcuffs and sipping Gargle Blasters in the bar. More in depth interpretations of space law are required for such positions as the Staff Judge Advocate, Warden, HoP, and the HoS. While it is unlikely that the officers will listen particularly closely to your protestations, it may be enough to lighten your sentence and avoid ill treatment by the MP.&lt;br /&gt;
&lt;br /&gt;
For certain crimes, the accused's intent is important. The difference between Murder and Manslaughter can be very hard to ascertain, and you should default to the less severe one.&lt;br /&gt;
&lt;br /&gt;
Additionally, &amp;quot;stacking&amp;quot; of ''sentences'' is not allowed, and only the sentence of the most severe crime is to be applied.&lt;br /&gt;
&lt;br /&gt;
A single incident has a single sentence, so if, for instance, the prisoner took three items off of someone, this is a single count of pick-pocketing, if they pick-pocketed two people this would be two separate counts of pick-pocketing, and so on.&lt;br /&gt;
&lt;br /&gt;
'''As an example of this:'''&lt;br /&gt;
&lt;br /&gt;
An assistant walks around the ship naked, stealing IDs from multiple people and then deepfrying them after breaking into the kitchen. This happened at least a few times. The seperate instances of those crimes would be documented like this:&lt;br /&gt;
* 209 Theft | Stole multiple IDs on seperate counts. (We cannot be sure how many times it happened, as such we only mark it once and note in the description that it was done a bunch.)&lt;br /&gt;
* 105 B&amp;amp;E | Broke into the kitchen on seperate counts. (Same here.)&lt;br /&gt;
* 201 Major Vandalism | Deep fried a bunch of people's IDs. (Same here.)&lt;br /&gt;
* 212 Indecent Exposure | Constant nakedness.&lt;br /&gt;
Since he was actively running from security this entire time, the &amp;quot;G&amp;quot; sentence modifier is applied to all of them, doubling their sentences. And since we do not stack sentences, and their most severe crime is major vandalism, we give them a clean and solid 20 minute brig time.&lt;br /&gt;
&lt;br /&gt;
Aiding a criminal makes you an accomplice; you can be charged with the same ''sentence'' as the person you aided as per sentence modifier H: Aiding and Abetting.&lt;br /&gt;
&lt;br /&gt;
'''Always remember, if you're unsure, go with the most lenient option. Being lenient when reasonable is a powerful tool for security, it helps greatly to have a cooperative crew on your side. You're all in this together after all.'''&lt;br /&gt;
====Brig Procedures====&lt;br /&gt;
Standard Operational Procedures for brigging are as follows:&lt;br /&gt;
#Take the prisoner to the brig and inform the Warden of their crimes so their Security Record may be updated.&lt;br /&gt;
# Hold the prisoner over one of the genpop lockers, and empty their inventory into it.&lt;br /&gt;
#Search the items removed and be sure to check the internals box in their backpack.&lt;br /&gt;
#Confiscate any contraband and/or stolen items, as well as any tools that may be used for future crimes. &amp;lt;br&amp;gt;These are to be placed in evidence, '''not left on the brig floor or your personal use''', until they can be returned to their rightful owners.&lt;br /&gt;
#Enter their crime into the genpop interface on the wall and receive their prisoner ID card.&lt;br /&gt;
#Close and lock their locker with their ID card.&lt;br /&gt;
#Put the ID card on the prisoners ID card slot, and move them into the cell.&lt;br /&gt;
#Uncuff, stun them if they pose a danger still.&lt;br /&gt;
#Take the cuffs with you, and leave the prisoner to their sentence.&lt;br /&gt;
#Modify their brig sentence for additional offences or good behavior, if applicable.&lt;br /&gt;
'''Do''' ''NOT''''' fully strip the prisoner unless they have earned a permanent sentence.'''&lt;br /&gt;
&lt;br /&gt;
The [[Warden]] or [[Head of Security]] are responsible for placing prisoners in permanent confinement.&lt;br /&gt;
#Permanent Prisoners are to be completely stripped of their belongings, which are to be held in either evidence or a prison locker.&lt;br /&gt;
#The prisoner is to be dressed in an Orange Prison Jumpsuit and Shoes, which are found in the prison lockers.&lt;br /&gt;
# Permanent Prisoners are not permitted to possess any personal belongings whilst they are incarcerated in the [[Prison Wing]].&lt;br /&gt;
====Legal Representation and Trials====&lt;br /&gt;
Prisoners are permitted to seek legal representation on permanent sentences, you must take steps to provide this if possible.&lt;br /&gt;
&lt;br /&gt;
Staff Judge Advocates, and by extension the Executive Officer/Captain, exist to serve as a guiding hand and the voice of reason within the judicial process, however they have zero authority over the brig, security personnel, prisoners, or sentencing. &lt;br /&gt;
&lt;br /&gt;
The Staff Judge Advocates' security headset is a privilege not a right. Security personnel are under no requirement to listen to them and security channel abuse is to result in that privilege being revoked. &lt;br /&gt;
*If the Staff Judge Advocate continuously acts as a disruptive influence Security are fully permitted to confiscate their access, remove them from the brig and bar their future access to it.&lt;br /&gt;
In instances where a conflict of opinion arises over the sentence of a prisoner the [[Chain_of_Command|chain of command]] '''must''' be followed. This goes along the usual rank hierarchy.&lt;br /&gt;
&lt;br /&gt;
Trials are not to be performed for Timed Sentences. This is mainly for the benefit of the accused as trials will often run many times the length of the actual sentence. &lt;br /&gt;
*Trials may be performed for Capital Crimes and Permanent Detention, however there is no requirement to hold them. Forensic Evidence, Witness Testimony, or Confessions are all that is required for the Head of Security, Warden or Captain to authorize their sentence.&lt;br /&gt;
In cases where the Death Penalty is desired but the Captain or Acting-Captain is unable or unwilling to authorize the execution a trial '''is required''' to authorise the death penalty.&lt;br /&gt;
====Use of Deadly Force====&lt;br /&gt;
As a member of the vessels Security force you are one of the best armed and protected people on the vessel, equipped with the almost latest in non-lethal takedown technology.&lt;br /&gt;
&lt;br /&gt;
It is for this reason that the situations that warrant the use of Deadly Force are few and far between, in the grand majority of circumstances you will be expected to use your stun weapons, which indeed are many times more effective than lethal options, to diffuse a situation.&lt;br /&gt;
&lt;br /&gt;
There are a few circumstances where deadly force is permissible:&lt;br /&gt;
*'''General Quarters / Martial Law''' - situations which endanger the wellbeing of the vessel, such as any crime with the X Severity modifier, or the presence of highly dangerous adversaries such as Nuclear Operatives or a Space Wizard, authorise lethal force to be used if needed.&lt;br /&gt;
**A single shove does not constitute assault, not on an officer nor on anyone else. If you kill someone because of a single shove, be prepared to spend some time in the brig yourself, because you just committed manslaughter.&lt;br /&gt;
&lt;br /&gt;
*'''Non-Lethal Weapons Ineffective''' - certain targets are impervious to NLWs, such as Mechs, Xenomorphs, Borgs, and Hulks. Lethal force may be used against these targets if they prove hostile.&lt;br /&gt;
&lt;br /&gt;
*'''Severe Personal Risk''' - sometimes getting close enough to a target to slap the cuffs on will create significant personal risk to the Officer. Deadly force from range is recommended to subdue Wizards and Changelings.&lt;br /&gt;
**Criminals in hostile environments such as space, fire, or plasma leaks also fall into this category, as do criminals believed to be in possession of high explosives. Ranged lethal force is the only reasonable option in these conditions.&lt;br /&gt;
&lt;br /&gt;
*'''Armed and Dangerous''' - if a suspect is in possession of weapons, including stun weapons, and you have reasonable suspicion that they will use these against you, lethal force is permitted. Although in the majority of cases it is still preferable to attempt to detain them non-lethally.&lt;br /&gt;
**Unauthorized personnel in the armory are considered by default to be Armed and Dangerous, maximum force is permitted to subdue such targets.&lt;br /&gt;
&lt;br /&gt;
*'''Multiple Hostiles''' - it can be extremely difficult to detain multiple hostiles. '''As a last resort''' if you are being mobbed you may deploy your baton in a harmful manner to thin the crowd. Generally it is better to retreat and regroup than stand your ground.&lt;br /&gt;
Additionally, in the event of an attempted prison break, Security may fire lasers through the glass. They are expected to first fire a few warning shots before unloading their weapon into the target.&lt;br /&gt;
----&lt;br /&gt;
===Modifiers===&lt;br /&gt;
Circumstances that may be applied to incidents or crimes depending on circumstance.&lt;br /&gt;
{| style=&amp;quot;text-align:center; background-color:#f3d2fc;&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#d6a6e3;&amp;quot; width=&amp;quot;20px&amp;quot; |Code&lt;br /&gt;
! style=&amp;quot;background-color:#d6a6e3;&amp;quot; width=&amp;quot;130px&amp;quot; | Crime&lt;br /&gt;
! style=&amp;quot;background-color:#d6a6e3;&amp;quot; width=&amp;quot;300px&amp;quot; |Description&lt;br /&gt;
! style=&amp;quot;background-color:#d6a6e3;&amp;quot; width=&amp;quot;300px&amp;quot; |Notes&lt;br /&gt;
|-&lt;br /&gt;
|A&lt;br /&gt;
|'''Re-Education'''&lt;br /&gt;
|De-conversion of revolutionary sympathisers or cultists.&lt;br /&gt;
| Immediate release.&lt;br /&gt;
|-&lt;br /&gt;
|B&lt;br /&gt;
|'''Elevated Sentencing'''&lt;br /&gt;
|Scope of crimes committed or '''their repetition''' warrant raising severity by one notch. Generally applied after the third instance of a crime, reapplicable, you can imprison crew permanently(with warden/hos/xo/cap permission) if they do not show signs of stopping.&lt;br /&gt;
|Crime is counted as one(or more) severities higher than usual.&lt;br /&gt;
|-&lt;br /&gt;
| C&lt;br /&gt;
|'''Self-Defense'''&lt;br /&gt;
|Self Defense is defined as &amp;quot;The protection of oneself, the protection of thy colleagues, and the protection of thine workplace&amp;quot;. Do note however that persons intentionally getting involved in fights which occur in a department that isn't theirs is an act of vigilantism, this is not permitted. Leniency is advised during times of crisis.&lt;br /&gt;
|Immediate release.&lt;br /&gt;
|-&lt;br /&gt;
|D&lt;br /&gt;
|'''Cooperation with Prosecution or MPs'''&lt;br /&gt;
|Cooperation specifically when already being arrested.&lt;br /&gt;
|Notch crime severity down/lessen punishment, not applicable to capital crimes.&lt;br /&gt;
|-&lt;br /&gt;
| E&lt;br /&gt;
|'''Surrender'''&lt;br /&gt;
|Voluntarily seeking out MP officers and confessing to a crime.&lt;br /&gt;
|Notch crime severity down, consider leniency when determining punishment(When applying to native capital crimes, only release on parole with tracking implant).&lt;br /&gt;
|-&lt;br /&gt;
|F&lt;br /&gt;
|'''Insanity'''&lt;br /&gt;
|Crime comitted during an episode of mind control, hypnosis, brainwashing, etc. Perpetrator is of unstable mind, recommend medical treatment and demotion.&lt;br /&gt;
|Immediate release and medical treatment. If treatment impossible, release only with commanding officer present.&lt;br /&gt;
|-&lt;br /&gt;
|G&lt;br /&gt;
|'''Resisting Arrest'''&lt;br /&gt;
|Knowingly resisting attempts at legal detention by members of the MP team.&lt;br /&gt;
|Double sentence time.&lt;br /&gt;
|-&lt;br /&gt;
|H&lt;br /&gt;
|'''Aiding and Abetting'''&lt;br /&gt;
|Knowingly helping a criminal in committing a crime, including interfering with the arrest, stealing prisoners in transit, breaking them out of prison, hiding them, providing medical care without ensuring they don’t run, etc&lt;br /&gt;
|Same sentence as original criminal.&lt;br /&gt;
|-&lt;br /&gt;
| I&lt;br /&gt;
|'''Escaped Prisoner'''&lt;br /&gt;
|Someone who has escaped their cell should be recaptured and returned to the brig.&lt;br /&gt;
|Timer reset to the full length of the original sentence.&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
===Infractions===&lt;br /&gt;
All of these crimes carry a 100 credit fine and a reprimand.&lt;br /&gt;
{| style=&amp;quot;text-align:center; background-color:#d1edff;&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#91d5ff;&amp;quot; width=&amp;quot;20px&amp;quot; |Code&lt;br /&gt;
! style=&amp;quot;background-color:#91d5ff;&amp;quot; width=&amp;quot;1px&amp;quot; |&lt;br /&gt;
! style=&amp;quot;background-color:#91d5ff;&amp;quot; width=&amp;quot;130px&amp;quot; | Crime&lt;br /&gt;
! style=&amp;quot;background-color:#91d5ff;&amp;quot; width=&amp;quot;300px&amp;quot; |Description&lt;br /&gt;
! style=&amp;quot;background-color:#91d5ff;&amp;quot; width=&amp;quot;300px&amp;quot; |Notes&lt;br /&gt;
|-&lt;br /&gt;
|001&lt;br /&gt;
|[[File:Superficial Vandalism.png|frameless|100x100px]]&lt;br /&gt;
|'''Superficial Vandalism'''&lt;br /&gt;
|To deface the vessel or property of another individual.&lt;br /&gt;
|Minor damage that can be repaired with space cleaner or other cosmetic only damage.&lt;br /&gt;
|-&lt;br /&gt;
|003&lt;br /&gt;
|[[File:Disorderly.png|frameless]]&lt;br /&gt;
|'''Disorderly Conduct'''&lt;br /&gt;
|To conduct ones self in a way unsuitable for the retention of one’s position.&lt;br /&gt;
|Minorly disruptive behavior that isn't otherwise illegal, such as drunkenly harassing a crewmember, shoving people around, blatantly ignoring SOP, etc.&lt;br /&gt;
|-&lt;br /&gt;
|007M&lt;br /&gt;
|[[File:Trespassing.png]]&lt;br /&gt;
|'''Trespass'''&lt;br /&gt;
|To be in an area which a person has either not purposefully been admitted to, does not have access, or has been asked to leave by someone who has access to that area.&lt;br /&gt;
|Being in an area, or having access to an area is not permission to that area. This crime covers non forcible entry into areas, such as following someone through a door.&lt;br /&gt;
|-&lt;br /&gt;
|008M&lt;br /&gt;
|[[File:CreateHazard.png|frameless]]&lt;br /&gt;
|'''Creating a Hazard'''&lt;br /&gt;
|To create a situation which may lead to the harm of others during normal operation in that department.&lt;br /&gt;
|Minor unsafe behavior can also be charged under this crime.&lt;br /&gt;
|-&lt;br /&gt;
|012&lt;br /&gt;
|[[File:FuckCats.png|frameless]]&lt;br /&gt;
|'''Discriminatory Language'''&lt;br /&gt;
|To use language which demeans, generalizes, or otherwise de-personafies the individual at which it is targeted.&lt;br /&gt;
|''Note that actual, OOC racism is not acceptable under the rules.''&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
===Minor Crimes===&lt;br /&gt;
All of these crimes carry a 5 minutes sentence, with optional demotion at the relevant heads discretion.&lt;br /&gt;
{| style=&amp;quot;text-align:center; background-color:#b5f7b6;&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#51d653;&amp;quot; width=&amp;quot;20px&amp;quot; |Code&lt;br /&gt;
! style=&amp;quot;background-color:#51d653;&amp;quot; width=&amp;quot;1px&amp;quot; |&lt;br /&gt;
! style=&amp;quot;background-color:#51d653;&amp;quot; width=&amp;quot;130px&amp;quot; |Crime&lt;br /&gt;
! style=&amp;quot;background-color:#51d653;&amp;quot; width=&amp;quot;300px&amp;quot; |Description&lt;br /&gt;
! style=&amp;quot;background-color:#51d653;&amp;quot; width=&amp;quot;300px&amp;quot; |Notes&lt;br /&gt;
|-&lt;br /&gt;
|101M&lt;br /&gt;
|[[File:Vandalism.PNG|frameless]]&lt;br /&gt;
|'''Minor Vandalism'''&lt;br /&gt;
|To damage, destroy, or permanently deface non-critical furniture, vendors, or personal property.&lt;br /&gt;
|Large amounts of irreparable damage should be charged with Major Vandalism, Damage to critical infrastructure may be a form of Sabotage.&lt;br /&gt;
|-&lt;br /&gt;
|102E&lt;br /&gt;
|[[File:Assault.png|frameless]]&lt;br /&gt;
|'''Assault'''&lt;br /&gt;
|To use physical force against someone without the apparent intent to kill them.&lt;br /&gt;
|This covers minor criminal uses of force, ''Without intent to seriously injure.'' That would be Aggravated Assault, or possibly a flavor of Murder.&lt;br /&gt;
Notably does not include shoving, that would be 003.&lt;br /&gt;
|-&lt;br /&gt;
|103E&lt;br /&gt;
|[[File:Disturbing the Peace.png|frameless]]&lt;br /&gt;
|'''Disturbing the Peace'''&lt;br /&gt;
|To knowingly organize a movement which disrupts the normal operations of a department.&lt;br /&gt;
|Establishing a peaceful strike or otherwise disrupting standard department order without attachment to criminal entities&lt;br /&gt;
|-&lt;br /&gt;
|104M&lt;br /&gt;
|[[File:Dereliction.PNG]]&lt;br /&gt;
|'''Dereliction of Duty'''&lt;br /&gt;
| To willfully abandon an obligation that is critical to the vessel's continued operation.&lt;br /&gt;
| A demotion is often included in the sentence. Emphasis on the word critical: An officer taking a break is not dereliction in of itself. An officer taking a break knowing that operatives are shooting up the Captain is. Engineers who do not secure a power source at the start of the shift and heads of staff who abandon the vessel can also be charged.&lt;br /&gt;
|-&lt;br /&gt;
|105M&lt;br /&gt;
|[[File:BandE.PNG]]&lt;br /&gt;
|'''Breaking and Entering'''&lt;br /&gt;
|Forced entry to areas where the subject does not have access to. This counts for general areas only.&lt;br /&gt;
|Crew can still be charged with breaking &amp;amp; entry even if they do not enter the area themselves.&lt;br /&gt;
|-&lt;br /&gt;
|106M&lt;br /&gt;
|[[File:Empathizer.png|frameless]]&lt;br /&gt;
|'''Encouragement of sympathizing Attitudes'''&lt;br /&gt;
|To openly express viewpoints or opinions sympathetic to the cause of an enemy organisation, '''in the attempt to encourage such thoughts among the wider crew.'''&lt;br /&gt;
|For non-specific variant of this see: Disturbing the peace.&lt;br /&gt;
Openly Humanising the enemy during a battle may lessen morale and fighting spirit, this must be nipped in the bud.&lt;br /&gt;
|-&lt;br /&gt;
|107E&lt;br /&gt;
|[[File:Tresspass Danger.png|frameless]]&lt;br /&gt;
|'''Trespass, Dangerous Area'''&lt;br /&gt;
|Trespassing in an area which may lead to the injury of self, or others.&lt;br /&gt;
|Engineering spaces specifically related to reactor control, atmospherics, or toxins lab count here. This list is not exhaustive, but should not be extorted to increase sentencing.&lt;br /&gt;
|-&lt;br /&gt;
|108M&lt;br /&gt;
|[[File:Negligence.png|frameless]]&lt;br /&gt;
|'''Negligence'''&lt;br /&gt;
|To be negligent in one’s duty to an extent that it may cause harm, illness, or other negative effect, to another.&lt;br /&gt;
|This is the charge for the doctor that accidentally pumps pentetic acid into an oozeling, or a scientist who accidentally floods toxins with room temperature CO2 or N2O.&lt;br /&gt;
|-&lt;br /&gt;
|109&lt;br /&gt;
|[[File:Pickpocketing.png|frameless]]&lt;br /&gt;
|'''Pickpocketing'''&lt;br /&gt;
|To steal items from another’s person.&lt;br /&gt;
|Small or easily replaceable items should be charged with this, otherwise consider a higher class of theft.&lt;br /&gt;
|-&lt;br /&gt;
|110&lt;br /&gt;
|[[File:Drug Possesion.png|frameless]]&lt;br /&gt;
|'''Possession, Illicit Substances'''&lt;br /&gt;
|The possession of illegal drugs in quantities appropriate for personal use.&lt;br /&gt;
|A pill or two of drugs is reasonable for recreational use, anything more is probably better charged as distribution.&lt;br /&gt;
|-&lt;br /&gt;
|111&lt;br /&gt;
|[[File:FineEvasion.png|frameless]]&lt;br /&gt;
|'''Fine Evasion'''&lt;br /&gt;
|To purposefully avoid or refuse to pay a legal fine.&lt;br /&gt;
|A reasonable time and notification should be given to the plaintiff.&lt;br /&gt;
|-&lt;br /&gt;
|112M&lt;br /&gt;
|[[File:DisruptiveComms.png|frameless]]&lt;br /&gt;
|'''Disruptive Communications'''&lt;br /&gt;
|To knowingly disrupt or needlessly populate a radio frequency with the intent to be a nuisance to users of that frequency.&lt;br /&gt;
|Radio spam bad. ''I'm looking at you, circuit makers.''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
===Medium Crimes===&lt;br /&gt;
These crimes carry a 10 minute sentence with advised demotion at the relevant head's discretion.&lt;br /&gt;
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! style=&amp;quot;background-color:#e8d55d;&amp;quot; width=&amp;quot;20px&amp;quot; |Code&lt;br /&gt;
! style=&amp;quot;background-color:#e8d55d;&amp;quot; width=&amp;quot;1px&amp;quot; |&lt;br /&gt;
! style=&amp;quot;background-color:#e8d55d;&amp;quot; width=&amp;quot;130px&amp;quot; |Crime&lt;br /&gt;
! style=&amp;quot;background-color:#e8d55d;&amp;quot; width=&amp;quot;300px&amp;quot; |Description&lt;br /&gt;
! style=&amp;quot;background-color:#e8d55d;&amp;quot; width=&amp;quot;300px&amp;quot; |Notes&lt;br /&gt;
|-&lt;br /&gt;
|201C&lt;br /&gt;
|[[File:Vandalism Personal .png|frameless]]&lt;br /&gt;
|'''Vandalism, Major'''&lt;br /&gt;
|To destroy or damage non-critical furniture, vendors, or personal property in a manor that can not be repaired.&lt;br /&gt;
|Spray painting all the lights red and wrecking tables in the bar is fun and all, but it makes it hard to figure out where the fire is, or to have a polite sip of tea.&lt;br /&gt;
|-&lt;br /&gt;
|202M&lt;br /&gt;
|[[File:Assaulting_an_officer.PNG]]&lt;br /&gt;
|'''Assault of an Officer'''&lt;br /&gt;
| To use physical force against a Department Head or member of Security without the apparent intent to kill them.&lt;br /&gt;
| Criminals who attempt to disarm or grab officers while fleeing are guilty of this, even if bare handed. Officers should refrain from using lethal means to subdue the criminal if possible.&lt;br /&gt;
|-&lt;br /&gt;
|203M&lt;br /&gt;
|[[File:Vigilantism.png|frameless]]&lt;br /&gt;
|'''Vigilantism'''&lt;br /&gt;
|To perform the responsibilities and duties of military police without approval or due cause to act.&lt;br /&gt;
|Validhunting bad. Let the redshirts/squaddies do their job.&lt;br /&gt;
|-&lt;br /&gt;
|204C&lt;br /&gt;
|[[File:Insubordination-Rank.png|frameless|97x97px]]&lt;br /&gt;
|'''Insubordination, Rank'''&lt;br /&gt;
|To knowingly disobey a lawful order from a superior ranking officer.&lt;br /&gt;
|This is not related to heads of staff or command specifically, for that see: 304. This concerns minor cases of petty officers not doing what they are told to do by higher ranking staff, etc.&lt;br /&gt;
|-&lt;br /&gt;
|205M&lt;br /&gt;
|[[File:BNE danger.png|frameless]]&lt;br /&gt;
|'''Breaking and Entering, Inherently Dangerous Areas'''&lt;br /&gt;
|To trespass into an area which may lead to the injury of self or others using forcible entry.&lt;br /&gt;
|Generally this will lead to injury. See breaking and entering, and apply any of the areas for Trespassing to dangerous areas.&lt;br /&gt;
|-&lt;br /&gt;
|207M&lt;br /&gt;
|[[File:TressHighsec.png|frameless]]&lt;br /&gt;
|'''Trespass, High Security Areas'''&lt;br /&gt;
|Trespassing in any of the following without appropriate permission or access: Command areas, Personal offices, Weapons storage, weapon production, explosive storage, explosive production, or other high security areas.&lt;br /&gt;
|The clown is not legally allowed to trail the captain into the bridge unless it is for a prank according to their Standard Operating Procedures.&lt;br /&gt;
|-&lt;br /&gt;
|208M&lt;br /&gt;
|[[File:Negligent 2.png|frameless]]&lt;br /&gt;
|'''Severe Negligence'''&lt;br /&gt;
|To be negligent in one’s duty to an extent that it may cause harm to multiple individuals, a department, or in a manor which directly leads to a serious injury of another person which requires emergency medical treatment.&lt;br /&gt;
|Virologists releasing spanish flu on accident, or scientists that flood science/toxins with plasma get charged here. It can also include engineers who destabilise the reactor or wander around with highly radioactive material.&lt;br /&gt;
|-&lt;br /&gt;
|209M&lt;br /&gt;
|[[File:Petty theft.png|frameless]]&lt;br /&gt;
|'''Theft'''&lt;br /&gt;
|To steal equipment or items from a workplace, or items of extraordinary value from one’s person.&lt;br /&gt;
|This includes things like insulated gloves, crew pinpointers, normal ID cards, or personal items.&lt;br /&gt;
|-&lt;br /&gt;
|210M&lt;br /&gt;
|[[File:Narcotics Distribution.PNG|frameless]]&lt;br /&gt;
|'''Distribution, Illicit Substances'''&lt;br /&gt;
|The possession of dangerous or illegal drugs/equipment in a quantity greater than that which is reasonable for personal consumption.&lt;br /&gt;
|You should probably try to determine intent from additional evidence before charging someone with this.&lt;br /&gt;
|-&lt;br /&gt;
|211&lt;br /&gt;
|[[File:Dreamseeker JYtsg049js.png|frameless]]&lt;br /&gt;
|'''Fraud'''&lt;br /&gt;
|To misrepresent ones intention in the interest of gaining property or money from another individual.&lt;br /&gt;
|Lying to someone about a cargo bounty, for example. Be honest with your intentions. Don't stretch this, gaining items which normally wouldn't be considered theft likely aren't worth charging under fraud.&lt;br /&gt;
|-&lt;br /&gt;
|212&lt;br /&gt;
|[[File:Indecent exposure.png|frameless]]&lt;br /&gt;
|'''Indecent Exposure'''&lt;br /&gt;
| To be intentionally and publicly unclothed.&lt;br /&gt;
|Running around the vessel naked. The mutual degradation of chasing a naked man down while he screams rape is only worth it on slow shifts.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
===Major Crimes===&lt;br /&gt;
These crimes carry a 15 minute sentence. Demotion is mandatory in all cases.&lt;br /&gt;
{| style=&amp;quot;text-align:center; background-color:#ffcc9c;&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#fc9535;&amp;quot; width=&amp;quot;20px&amp;quot; |Code&lt;br /&gt;
! style=&amp;quot;background-color:#fc9535;&amp;quot; width=&amp;quot;1px&amp;quot; |&lt;br /&gt;
! style=&amp;quot;background-color:#fc9535;&amp;quot; width=&amp;quot;130px&amp;quot; |Crime&lt;br /&gt;
! style=&amp;quot;background-color:#fc9535;&amp;quot; width=&amp;quot;300px&amp;quot; |Description&lt;br /&gt;
! style=&amp;quot;background-color:#fc9535;&amp;quot; width=&amp;quot;300px&amp;quot; |Notes&lt;br /&gt;
|-&lt;br /&gt;
|301X&lt;br /&gt;
|[[File:Disrupting_power.png]]&lt;br /&gt;
|'''Sabotage'''&lt;br /&gt;
|To destroy vessel assets or resources critical to normal or emergency vessel procedures, or cause sections of the vessel to become uninhabitable.&lt;br /&gt;
|Deliberately releasing N2O, bolting doors, disabling the power network, and constructing barricades are but some of many means of sabotage. For more violent forms, see Grand Sabotage.&lt;br /&gt;
|-&lt;br /&gt;
|302X&lt;br /&gt;
|[[File:Assault_Deadly_Weapon.PNG]]&lt;br /&gt;
|'''Aggravated Assault/Attempted Murder'''&lt;br /&gt;
|To take physical action against a person with intent to grievously harm or kill.&lt;br /&gt;
|This covers criminal uses of force, with intent to seriously injure or kill. If you're going at someone with a circular saw, it doesn't matter if you're trying to ''kill'' him or just ''nearly'' kill him.&lt;br /&gt;
|-&lt;br /&gt;
|303X&lt;br /&gt;
|[[File:Rioting.PNG|frameless]]&lt;br /&gt;
|'''Rioting'''&lt;br /&gt;
|To partake in an unauthorised and disruptive assembly of crewmen that refuse to disperse.&lt;br /&gt;
|It is required to declare a riot and order the crowd to disperse, failure to disperse is the crime of note here. Any crimes committed during the riot are considered separate offences.&lt;br /&gt;
|-&lt;br /&gt;
|304C&lt;br /&gt;
|[[File:Insubordination.PNG|frameless]]&lt;br /&gt;
|'''Insubordination'''&lt;br /&gt;
|To knowingly disobey a lawful order from a superior.&lt;br /&gt;
|Obey your heads of staff if they instruct you to do something within the scope of your job. This only regards orders from a member of the command team, for rank-specific insubordination, see: 204.&lt;br /&gt;
|-&lt;br /&gt;
|305X&lt;br /&gt;
|[[File:BnE High Sec.png|frameless]]&lt;br /&gt;
|'''Breaking and Entering, High Security Areas'''&lt;br /&gt;
|To commit trespassing into a secure area such as: Command areas, Personal offices, Weapons storage, weapon production, explosive storage, explosive production, or other high security areas, using forcible entry.&lt;br /&gt;
|Please note, paramedics may have to commit breaking and entry in order to perform their duties.&lt;br /&gt;
|-&lt;br /&gt;
|306C&lt;br /&gt;
|[[File:SymphaticEnemy.png|frameless]]&lt;br /&gt;
|'''Enemy Sympathizer'''&lt;br /&gt;
|To openly call for action to the benefit of an enemy organisation, in the attempt to weaken the position of the ship, or strengthen the position of the enemy.&lt;br /&gt;
|Yelling HAIL THE SYNDICATE is skirting close to mutiny, but isn't quite it just yet. Once they actually start doing/sabotaging something, that's when it gets serious.&lt;br /&gt;
|-&lt;br /&gt;
|308E&lt;br /&gt;
|[[File:Manslaughter.PNG]]&lt;br /&gt;
|'''Manslaughter'''&lt;br /&gt;
|To unintentionally kill someone through negligent, but not malicious, actions.&lt;br /&gt;
|They didn't mean to do it but someone's dead now. It's important to remember that you may want them to fix what they've done before throwing them in the brig, in the example of medical malpractice.&lt;br /&gt;
|-&lt;br /&gt;
|309C&lt;br /&gt;
| [[File:Larency.png|frameless]]&lt;br /&gt;
|'''Larceny'''&lt;br /&gt;
|To steal rare, expensive (Items of greater than 1000 credit value), or restricted equipment from secure areas or one’s person.&lt;br /&gt;
|This does not include theft of people's ID cards, which are likely to hold a value of more than 1000 credits. It does however cover ID cards which could lead into high security areas, such as the Captain's, Head of Personnel's, or Head of Security's.&lt;br /&gt;
|-&lt;br /&gt;
|310C&lt;br /&gt;
|[[File:Drop Gruduction.png|frameless|96x96px]]&lt;br /&gt;
|'''Production, Illicit Substances'''&lt;br /&gt;
|To produce substances such as drugs, poisons, performance enhancers, etc without explicit written permission by the Chief Medical Officer and Captain.&lt;br /&gt;
|Including meth, crank, krokodile, etc. The mentioned written permission MUST be from the Captain AND CMO, no matter if it's the botanist or chemist.&lt;br /&gt;
|-&lt;br /&gt;
|311&lt;br /&gt;
|[[File:CorpoFraud.png|frameless]]&lt;br /&gt;
|'''Grand Fraud'''&lt;br /&gt;
|To misrepresent one’s intention in the interest of gaining property or money from Whiterapids, or to gain or give property or money from Whiterapids without proper authorization.&lt;br /&gt;
|If you receive money to order something for a department don't pocket that money.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
===Capital Crimes===&lt;br /&gt;
These crimes can result in Execution, Permanent Prison Time, or Cyborgization.&lt;br /&gt;
&lt;br /&gt;
'''Only the Captain, XO, HoS, and Warden can authorize a Permanent Sentence.'''&lt;br /&gt;
&lt;br /&gt;
''' Only the Captain can authorize an Execution or Forced Cyborgization.'''&lt;br /&gt;
{| style=&amp;quot;text-align:center; background-color:#ffb3b3;&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#ff4040;&amp;quot; width=&amp;quot;20px&amp;quot; |Code&lt;br /&gt;
! style=&amp;quot;background-color:#ff4040;&amp;quot; width=&amp;quot;1px&amp;quot; |&lt;br /&gt;
! style=&amp;quot;background-color:#ff4040;&amp;quot; width=&amp;quot;130px&amp;quot; |Crime&lt;br /&gt;
! style=&amp;quot;background-color:#ff4040;&amp;quot; width=&amp;quot;300px&amp;quot; |Description&lt;br /&gt;
! style=&amp;quot;background-color:#ff4040;&amp;quot; width=&amp;quot;300px&amp;quot; |Notes&lt;br /&gt;
|-&lt;br /&gt;
|401X&lt;br /&gt;
|[[File:Compromising_Station_Integrity.PNG]]&lt;br /&gt;
|'''Grand Sabotage'''&lt;br /&gt;
|To destroy or modify vessel assets or equipment without which the vessel may collapse or otherwise become uninhabitable.&lt;br /&gt;
|This may include tampering with vessel records, purposefully detonating the reactor, destroying the SMES power storage equipment, plasma flooding, or superheating distro.&lt;br /&gt;
|-&lt;br /&gt;
|402X&lt;br /&gt;
|[[File:Murder.PNG]]&lt;br /&gt;
|'''Murder'''&lt;br /&gt;
|To maliciously kill someone.&lt;br /&gt;
|Punishment should fit the nature of both the crime and the criminal. Murder committed by temporary emotional distress, such as fear or anger, warrants lower punishments. Cyborg candidates must have brains fit to obey relevant laws. Life imprisonment is the most humane option for the insane who might malfunction as cyborgs. &amp;lt;br&amp;gt;'''Unauthorised executions are classed as Murder.'''&lt;br /&gt;
|-&lt;br /&gt;
|403X&lt;br /&gt;
|[[File:Inciting_Riot.PNG]]&lt;br /&gt;
|'''Inciting a Riot'''&lt;br /&gt;
|To attempt to stir the crew into a riot with the intention of disrupting the functioning of the vessel.&lt;br /&gt;
|Additionally to the brigging the offender will also have restrictions placed on their radio traffic and be implanted with a tracking implant.&lt;br /&gt;
|-&lt;br /&gt;
|404X&lt;br /&gt;
|[[File:Mutiny.PNG]]&lt;br /&gt;
|'''Mutiny'''&lt;br /&gt;
|To act individually, or as a group, to overthrow or subvert the established Chain of Command without lawful and legitimate cause.&lt;br /&gt;
|Mutiny is not as clear cut as it may seem, there may be a legitimate reason for their actions, such as their head of staff being utterly incompetent. This is one of the few crimes where it is recommended to always seek a third party opinion. If their actions are determined to be for the betterment of the vessel consider a timed sentence or even a full pardon.&lt;br /&gt;
|-&lt;br /&gt;
|406X&lt;br /&gt;
|[[File:Antag_skum.png]]&lt;br /&gt;
|'''Enemy of the Corporation'''&lt;br /&gt;
|To be a member of any of the following organizations: The syndicate, Hostile boarding parties, Wizards, Changeling Hiveminds, cults, or other non-authorized religious practitioners (heretics).&lt;br /&gt;
|Current enemies of Nanotrasen currently include: The Syndicate (through secret agents, boarding parties, and brainwashing specialists), The Wizard Federation, The Changeling Hivemind, and The Cult of Nar'Sie.&lt;br /&gt;
Please also consider that deconversion is preferable to charging under EOTC. This is a '''LAST RESORT''', and a trial must be held before conviction of personnel that were at any time on the crew manifest. Heretics are exempt from the trial requirement, and have their sentence executed without a trial.&lt;br /&gt;
|-&lt;br /&gt;
|408X&lt;br /&gt;
|[[File:Attempted_Murder.PNG]]&lt;br /&gt;
|'''Severe Manslaughter'''&lt;br /&gt;
|To cause large scale loss of life without apparent intent to do so, this may be an engineer causing the reactor to blow up, a munitions technician blowing up the entire munitions bay, etc.&lt;br /&gt;
|If you can find their remains, well done.&lt;br /&gt;
|-&lt;br /&gt;
|409X&lt;br /&gt;
|[[File:High_value_target_theft.png]]&lt;br /&gt;
|'''Grand Larceny'''&lt;br /&gt;
|To steal inherently dangerous items from their storage, one’s person, or other such methods acquire through illicit means.&lt;br /&gt;
|&amp;lt;br&amp;gt;Syndicate agents frequently attempt to steal cutting-edge technology. Examples include: intelligence or research samples, the Hand Teleporter, the Captain's Antique Laser, the Captain or the HoP's ID cards, or Mechs.&amp;lt;br&amp;gt; &amp;lt;br&amp;gt; This is by no means a exhaustive list of items that are high value to the syndicate; when in doubt use common sense when you see certain items that are stolen that can cause massive problems throughout the vessel. Remember if something is locked up in a secure area it probably should not be taken without prior permission.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>MoistBrother</name></author>
	</entry>
	<entry>
		<id>https://nsv.beestation13.com/mediawiki2/index.php?title=User:MoistBrother/Sandbox&amp;diff=34500</id>
		<title>User:MoistBrother/Sandbox</title>
		<link rel="alternate" type="text/html" href="https://nsv.beestation13.com/mediawiki2/index.php?title=User:MoistBrother/Sandbox&amp;diff=34500"/>
		<updated>2022-08-09T01:24:49Z</updated>

		<summary type="html">&lt;p&gt;MoistBrother: fix&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox jobs&lt;br /&gt;
| headerbgcolor = gray&lt;br /&gt;
| bgcolor = lightgray&lt;br /&gt;
| image = Generic_lawyer.png&lt;br /&gt;
| supervisors = [[Executive Officer]]&lt;br /&gt;
| rank = Petty Officer (PO)&lt;br /&gt;
| duties = Serving as consultant in [[Standard Operating Procedure|SOP]]/[[Space Law]] matters, and representing prisoners and ensuring their rights.&lt;br /&gt;
| guides = [[Standard Operating Procedure|SOP]], [[Space Law]], [[Guide to Trials]], [[Paper Markdown]]&lt;br /&gt;
| headerfontcolor = white&lt;br /&gt;
| access = [[Law Office]], [[Courtroom]], [[Brig]]&lt;br /&gt;
| access2 = N/A&lt;br /&gt;
| difficulty = Medium&lt;br /&gt;
| caption = &amp;quot;&amp;lt;i&amp;gt;I will have evidence and there will be consequences.&amp;lt;/i&amp;gt;&amp;quot;&lt;br /&gt;
}}&lt;br /&gt;
The Staff judge advocate is tasked with the thankless job of providing legal aid to the crew. This tends to involve defending [[Traitor|Traitors]] in trials, suing [[Security Officer|Security]] or the [[Backstory#Nanotrasen|company]] or [[xenos|aliens]] or anyone else they can think of for endangering the crew. Other duties include hassling the [[Station Engineer|engineers]] and [[scientist]]s over health and safety violations, and general ambulance-chasing. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Staff Judge Advocate serves as the supreme source for legal services and counsel throughout the force, they provide legal advice and counsel on behalf of the federal central command on administrative investigations, inquiries, government information practices, SOP complaints, military personnel law, civil litigation, and regulatory issues and compliance matters requiring the interpretation and application of Standard Operating Procedure, Space law.&lt;br /&gt;
&lt;br /&gt;
Their main tasks on Whiterapids naval vessels are the following:&lt;br /&gt;
# Provide legal counsel to the captain, and the crew as a whole.&lt;br /&gt;
# Identify and Document any violations of Standard Operating Procedure or Space Law within the vessel's departments, and then report those violations to the correct authority.&lt;br /&gt;
# Serve as representation in trials held aboard the ship.&lt;br /&gt;
# Ensure the correct application of Space Law by the local Military Police Department.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''This means that the SJA serves as THE governing authority over the interpretation of Space Law and SOP, and no one but central command can overrule your interpretation.'''&lt;br /&gt;
&lt;br /&gt;
'''This does NOT mean that Staff Judge Advocates are above Space Law. You cannot overrule Security on a sentence imposed against themselves.'''&lt;br /&gt;
&lt;br /&gt;
''Note: if you see an SJA blatantly try to bend space law/SOP to their will, be sure to ahelp, or if you want to stay in character, ask the captain to contact CC to reign them in a bit. The SJA is here to help, not to be some shitter powertripping.''&lt;br /&gt;
&lt;br /&gt;
SOP violations should be reported to the Head of Staff for the relevant department, and Space Law violations to Security. If the Head of Staff is not present or not receptive, contact the Executive Officer, failing that, take the matter to the highest rank; the Captain. SJA is a roleplay oriented job, and it requires that you either know SOP &amp;amp; Space Law well, or that you are willing to look it up often while playing. You are effectively much like a safety inspector/lawyer hybrid - you do inspections of ship departments and report your findings to their supervisors, as well as investigating matters that people report to you.&lt;br /&gt;
&lt;br /&gt;
'''Bare minimum requirements:''' Walk around and yell about SOP violations, Clarify and interpret space law/SOP, notice that security has given the clown 999 minutes again and yelling at them not to do that.&lt;br /&gt;
==Duties ==&lt;br /&gt;
You're expected to be an impartial auditor, investigator, arbitrator, and unbiased source of good information for the department heads. This being said, let's go through what should be known and done:&lt;br /&gt;
=== Do ===&lt;br /&gt;
* '''Peeping Tom:''' Walk around the ship, observing what the rest of the crew are doing, and noting any violations of their job SOP or Space Law that you see. Report any SOP violations to the head of that department, preferably via PDA. Report any Space Law violations to Security, preferably over security radio. Part of this observation is directly watching what other employees are doing, and part of it is asking people if there are any issues in their department. Often, they'll inform you about an issue if you ask, even though they'd never actually report this issue had you not asked.&lt;br /&gt;
&lt;br /&gt;
* '''Watch Security:''' Double-check that security is complying with Space Law and Standard Operating Procedure. This means double-checking every sentence (both timed and perma) that security gives to prisoners, and verifying that they got the timer right. It also means making sure they don't violate it in other ways, such as harmbatoning prisoners. Bad behaviour by Security should be reported to the HOS. If they are not available, or do not listen, contact the XO.&lt;br /&gt;
&lt;br /&gt;
* '''Ascertain guilt or innocence.''' When a suspect is brought in, check the stories of officers. You may be able to convince them when they either have the wrong person or if they committed a lesser crime than thought. Ask the Detective for his forensics scanner to get physical evidence that supports your client (&amp;quot;your client&amp;quot; being any suspect brought in).&lt;br /&gt;
&lt;br /&gt;
* '''Mind The Ruckus:''' Respond to any calls for an SJA over PDA, general radio, etc. Usually these are from prisoners who feel they have been mistreated, or people who wish to report a SOP/law violation you should probably investigate.&lt;br /&gt;
&lt;br /&gt;
* '''Remind Yourself Of Your Stay:''' Remember that you're here to serve command's interests, NOT to dogmatically enforce SOP even during emergency situations where it makes no sense to do so.&lt;br /&gt;
&lt;br /&gt;
* '''Present Yourself Available:''' Remember that you're here to HELP the various department heads, but since you're not in their department, they will regularly forget you exist. So, it is helpful to remind them, via a quick message, early on, that if there is any matter that they'd like help investigating (e.g: member of their department ignoring SOP) that you are available and they should feel free to call on you.&lt;br /&gt;
&lt;br /&gt;
* '''Participate in trials.''' An unfortunately small part of your job; you can sometimes get trials for inmates scheduled to be executed or when you can convince the HoS that it would be entertaining. Fortunate Staff judge advocates may get the chance to defend high profile persons, like wizards.&lt;br /&gt;
&lt;br /&gt;
*'''Create law-binding contracts.''' As a Staff judge advocate the easiest and most efficient way to get something done is to [[Paper_Markdown|create contracts]], despite popular belief. There are many different types of contracts but a common one is a contract which requests that both parties do a particular action for the other party; ie: trading helmets. If you display these contracts to the Staff judge advocate Gods, then you MIGHT get something nice from them.&lt;br /&gt;
&lt;br /&gt;
*'''Litigation.''' Health, safety, and human rights violations abound on the ship, but be warned that actually getting anything done about it will test your law skills.&lt;br /&gt;
=== Don't ===&lt;br /&gt;
* '''Just Wait In Your Office:''' There is always something you can do if you get out there and explore the ship. You can always just start going through departments and verifying that they are complying with SOP (or have good reasons to not be doing so). You can always offer your help to heads with troubleshooting problems in their department. There are times (interviewing people, checking records, etc) where you need to be in your office, but you don't need to be in your office most of the time, and you shouldn't be spending most of the shift just sitting there.&lt;br /&gt;
&lt;br /&gt;
* '''Threaten:''' Never threaten other crew members. This includes threats to report them, or get them fired. Threats are never helpful.&lt;br /&gt;
&lt;br /&gt;
* '''Validhunt:''' You are not a sec officer, and should not be patrolling maintenance or otherwise trying to find antags. Instead, you should be concerned mostly with minor SOP breaches and unintentional space law violations by the normal crew within their departments. Your concern is being helpful to the department heads by reporting these issues to them, so that the departments can be better managed.&lt;br /&gt;
&lt;br /&gt;
* '''Take Sides:''' Your job is to represent the best interests of Command. DO NOT always take the side of a prisoner - you are NOT their defence lawyer(except if you are). DO NOT always take the side of security either, as security is perfectly capable of being wrong. Always consider what is in the ship's best interests.&lt;br /&gt;
&lt;br /&gt;
* '''Display Bias:''' Avoid investigating matters concerning any personal friends of yours, if at all possible. Refer these matters to someone else, who can conduct an independent and unbiased investigation. A biased investigation can be worse than no investigation at all.&lt;br /&gt;
==Work as a consultant and inspector.==&lt;br /&gt;
[[File:Lawoffice.png|thumb|alt=Law Office|The [[Law Office]], where you can be safely ignored]]&lt;br /&gt;
You'll need to ingratiate yourself with Security personnel; otherwise your shift as Staff judge advocate will likely be fruitless and painful. You have virtually no physical power, but you can accumulate social power. Greet them when you first see them, use titles like &amp;quot;officer&amp;quot; when referring to them, say please and thank you, and generally try to roleplay a friendly fellow crew member. Don't let your speech imply authority, though: your Head is the XO, not the HoS. Make it clear that your function is to uphold justice, the welfare of your clients, and the good of the ship. Do not abuse your security headset or sec will at the least take it away or at the worst brig you for it AND take it away.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Make sure all crewmembers know you are present by giving them a quick heads up via PDA at the start of the shift, the sheer presence of an SJA is likely to bring order into chaos, for fear of the great equalizer: Paperwork.&lt;br /&gt;
&lt;br /&gt;
Speaking of paperwork, you will likely want to document some of your more egregious findings on paper, below are some pointers as to how to make a good report.&lt;br /&gt;
&lt;br /&gt;
This information should be gathered regardless of your intent to file a proper report in paper since it's greatly beneficial to have all the facts before pointing fingers at someone.&lt;br /&gt;
&lt;br /&gt;
Before reporting a violation, it is a good idea to make sure you have all the relevant facts. For example:&lt;br /&gt;
* '''Who''' did it&lt;br /&gt;
* '''What''' they did&lt;br /&gt;
* '''Which''' exact point of Space Law or SOP they violated (including the exact number, you should be able to cite it by number)&lt;br /&gt;
* '''Where''' they did it (if you can find out)&lt;br /&gt;
* '''Why''' they did it (SOP can be justifiably broken in emergencies, hence the 'why' bit is very helpful in figuring out if they had good cause)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== FAQs ==&lt;br /&gt;
* '''How do I check a department is following SOP correctly?''' Pull up the wiki SOP page for that department's jobs, then check, for each item, whether or not it is being done. E.g. if the SOP for Medical Doctor requires they put synthflesh in the cloner, set up the cryo tubes, and label corpses, check that these things are being done. Then report any that are NOT done to their boss (the CMO).&lt;br /&gt;
* '''What are the limits on what an SJA can do?''' SJAs cannot act against the ship's interests. So, they can't demand SOP be followed even if doing so would be against the ship's interests, e.g. during a major emergency. They are not allowed to do anyone else's job for them. They are not allowed to violate Space Law in any way. They cannot, in short, be detrimental to either the ship or to Whiterapids/Command overall.&lt;br /&gt;
* '''What happens if an SJA abuses their authority?''' SJAs who are acting against the interests of the ship/Command can be demoted by the XO, or Captain. SJAs who break Space Law can additionally be arrested and brigged by Security. Admins hold SJA to a higher standard than most jobs, which means that an SJA who acts against the ship/Command's interests (e.g: seriously breaking Space Law) is likely to be banned from playing SJA.&lt;br /&gt;
* '''Can command/sec ignore the SJA?''' In theory yes, but this should only be done if the SJA is (through their own lack of knowledge) demanding attention for a relatively small issue at a time when command/sec is busy dealing with a far more important matter. In that situation, the SJA should be told that sec/command is busy dealing with an emergency (and what the emergency is). Once they've been informed, they can be ignored until the emergency is over, at which point command/sec should come back and address the matter they raised. If an SJA refuses to stop demanding attention, even after they've already been told that command/sec is busy with a far more important matter, then you should carefully consider whether they're right, or they're being unreasonable, and potentially acting against the interests of the ship/command by distracting command/sec during a major emergency.&lt;br /&gt;
=== More Example Scenarios ===&lt;br /&gt;
* Is there no food? Inform the XO.&lt;br /&gt;
* Is cargo still waiting for those research disks? Contact the RD and ask what their status is.&lt;br /&gt;
* Are there strange floorpills everywhere? Ask the detective to scan them (drug distribution is illegal). Also ask the CMO to check what their chemists are doing.&lt;br /&gt;
* Is the Roboticist unable to complete their goal because nobody has the resources yet? Check what is going on with mining, then inform the QM and XO.&lt;br /&gt;
== How To React If A Department Head Ignores You ==&lt;br /&gt;
For example: you're in medical, and you notice that corpses are laying around, not properly bagged. You should PDA the CMO to inform them that SOP is being ignored, that corpses are laying around, not properly bagged. You suggest a corrective action: CMO to talk to the MDs about this. Give it a few minutes for the CMO to act on your feedback, after which you re-check whether the problem has been corrected, or not. If not, you PDA the CMO again. If the CMO is ignoring you, or brushes you off, you can decide whether you think the CMO is failing to manage medbay properly. If they aren't (CMO is busy, or medical is overwhelmed) then it may be a good idea to let the matter rest for now, and check back later. If, on the other hand, you feel the CMO is neglecting to manage their department properly, at that point, you should contact the XO.&lt;br /&gt;
==Justice for None==&lt;br /&gt;
'' I would like to announce that I believe my client to be a DISGUSTING TRAITOR, and I resent the fact that I've been given the task of defending him. You should probably just toss him out of the airlock or something, I rest my case sir.''&lt;br /&gt;
&lt;br /&gt;
As a traitor, you have closer ties to security than anyone else. Officers may go into the break room alone, and make themselves vulnerable to attack; reducing the number of officers may help even when they aren't your target. Your briefcase can fit the contents of a toolbox in it, but is considerably less suspicious than carrying a toolbox around. It is not difficult to stuff it with handcuffs and flashbangs if you can acquire them from Security storage. You can also hear security radio, which gives you a lot of intel.&lt;br /&gt;
===Overthrowing Rulers for Fun and Profit===&lt;br /&gt;
As a Revolutionary, you have access to sec, with the possibility of dragging away revolutionaries. Very quickly though you'll end up being implanted if you're not fast. You can also use a screwdriver, and give your headset encryption to Rev Heads, helping them listen to security radio, which gives a lot of intel during a revolution.&lt;br /&gt;
== Roleplaying Tips ==&lt;br /&gt;
* Remember, your goal is to be helpful, specifically, helpful to the command staff.&lt;br /&gt;
* This means you should have a generally pleasant attitude. Rude, annoying, etc people aren't listened to, or informed about problems.&lt;br /&gt;
* It also means that you should be visible. Since you are not command staff, people might forget you exist. So, remind them by saying you'll be checking up on departments at the start of the round. PDA heads of department specifically about issues in their department. Reach out to people. If you're helpful, they will appreciate it.&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[category: jobs]]&lt;/div&gt;</summary>
		<author><name>MoistBrother</name></author>
	</entry>
	<entry>
		<id>https://nsv.beestation13.com/mediawiki2/index.php?title=Space_Law&amp;diff=34499</id>
		<title>Space Law</title>
		<link rel="alternate" type="text/html" href="https://nsv.beestation13.com/mediawiki2/index.php?title=Space_Law&amp;diff=34499"/>
		<updated>2022-08-09T00:50:20Z</updated>

		<summary type="html">&lt;p&gt;MoistBrother: Fix good, also added an example to clarify stuff&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Ambox&lt;br /&gt;
|name=This page is merely an [[IC]] roleplay suggestion&lt;br /&gt;
|type=content&lt;br /&gt;
|issue= Space Law is only a set of guidelines, meaning security &amp;lt;b&amp;gt;does NOT have to follow it.&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt; Administrators will only intervene when you are sentenced to grossly unfair times. If you get 3 minutes instead of 2, talk to the lawyer as it's considered an [[IC]] issue. &amp;lt;br&amp;gt;''If you cite Space Law in an adminhelp or anywhere outside IC communications, you will be laughed at.''&amp;lt;br&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{pp|vandalism|small=1}}&lt;br /&gt;
Space Law is a collection of rules and regulations enacted by [[Backstory#Nanotrasen|Nanotrasen]] which has oversight through [[Backstory#Central Command|CentCom]] and is enforced by the [[Security|Sec Officers]] on the vessel. Space Law applies to all ranks and positions on vessel, from the lowliest Assistant to the highest Captain, all are equal under the eyes of the Law and ultimately answer to her.&lt;br /&gt;
&lt;br /&gt;
''The rules and regulations herein are not absolutes, instead they exist to serve mainly as '''guidelines''' for the law and order of the dynamic situations that exist for vessels on the frontiers of space, as such some leeway is permitted.''&lt;br /&gt;
&lt;br /&gt;
=== Crime Codes Quick Reference ===&lt;br /&gt;
Use this to quickly find the Crime Code Numbers.&lt;br /&gt;
&lt;br /&gt;
Crime codes are made up of Category Codes (_xx), which are a collection of similar crimes on a line for ease of use, prefixed by the Severity Number (X__).&lt;br /&gt;
&lt;br /&gt;
Additionally, certain modifiers might affect the punishment, they are to be appendixed as follows:&lt;br /&gt;
&lt;br /&gt;
The Severity Modifier is appended at the end of the crime code number as follows: XXX-_. It only gets applied during martial law, and as such may be highly situational, as no emergency is the same.&lt;br /&gt;
&lt;br /&gt;
The Sentence modifiers are shown in the rightmost column, they are to be appended to the right of the severity modifier as follows: XXX-S_&lt;br /&gt;
&lt;br /&gt;
===REMEMBER:===&lt;br /&gt;
&lt;br /&gt;
'''MARTIAL LAW MODIFIERS DO NOT SHOW YOU WHAT YOU &amp;lt;u&amp;gt;MUST&amp;lt;/u&amp;gt; DO, THEY SHOW YOU WHAT YOU &amp;lt;u&amp;gt;CAN&amp;lt;/u&amp;gt; DO.'''&lt;br /&gt;
&lt;br /&gt;
'''It would be unreasonable to permanently imprison every person not on gauss because the captain ordered gauss to be manned, use your head.'''&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;mw-collapsible nowrap&lt;br /&gt;
|Space Law reference image:&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Space Law.png.png|frameless|1352x1352px]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Interpretation of the Law===&lt;br /&gt;
&lt;br /&gt;
A good working knowledge of Space Law is important for any person on the vessel. It can be the difference between a shiny pair of handcuffs and sipping Gargle Blasters in the bar. More in depth interpretations of space law are required for such positions as the Staff Judge Advocate, Warden, HoP, and the HoS. While it is unlikely that the officers will listen particularly closely to your protestations, it may be enough to lighten your sentence and avoid ill treatment by the MP.&lt;br /&gt;
&lt;br /&gt;
For certain crimes, the accused's intent is important. The difference between Murder and Manslaughter can be very hard to ascertain, and you should default to the less severe one.&lt;br /&gt;
&lt;br /&gt;
Additionally, &amp;quot;stacking&amp;quot; of ''sentences'' is not allowed, and only the sentence of the most severe crime is to be applied.&lt;br /&gt;
&lt;br /&gt;
A single incident has a single sentence, so if, for instance, the prisoner took three items off of someone, this is a single count of pick-pocketing, if they pick-pocketed two people this would be two separate counts of pick-pocketing, and so on.&lt;br /&gt;
&lt;br /&gt;
'''As an example of this:'''&lt;br /&gt;
&lt;br /&gt;
An assistant walks around the ship naked, stealing IDs from multiple people and then deepfrying them after breaking into the kitchen. This happened at least a few times. The seperate instances of those crimes would be documented like this:&lt;br /&gt;
* 209 Theft | Stole multiple IDs on seperate counts. (We cannot be sure how many times it happened, as such we only mark it once and note in the description that it was done a bunch.)&lt;br /&gt;
* 105 B&amp;amp;E   | Broke into the kitchen on seperate counts. (Same here.)&lt;br /&gt;
* 201 Major Vandalism | Deep fried a bunch of people's IDs. (Same here.)&lt;br /&gt;
* 212 Indecent Exposure | Constant nakedness.&lt;br /&gt;
&lt;br /&gt;
Since he was actively running from security this entire time, the &amp;quot;G&amp;quot; sentence modifier is applied to all of them, doubling their sentences. And since we do not stack sentences, and their most severe crime is major vandalism, we give them a clean and solid 20 minute brig time.&lt;br /&gt;
&lt;br /&gt;
Aiding a criminal makes you an accomplice; you can be charged with the same ''sentence'' as the person you aided as per sentence modifier H: Aiding and Abetting.&lt;br /&gt;
&lt;br /&gt;
'''Always remember, if you're unsure, go with the most lenient option. Being lenient when reasonable is a powerful tool for security, it helps greatly to have a cooperative crew on your side. You're all in this together after all.'''&lt;br /&gt;
&lt;br /&gt;
====Brig Procedures====&lt;br /&gt;
&lt;br /&gt;
Standard Operational Procedures for brigging are as follows:&lt;br /&gt;
#Take the prisoner to the brig and inform the Warden of their crimes so their Security Record may be updated.&lt;br /&gt;
# Hold the prisoner over one of the genpop lockers, and empty their inventory into it.&lt;br /&gt;
#Search the items removed and be sure to check the internals box in their backpack.&lt;br /&gt;
#Confiscate any contraband and/or stolen items, as well as any tools that may be used for future crimes. &amp;lt;br&amp;gt;These are to be placed in evidence, '''not left on the brig floor or your personal use''', until they can be returned to their rightful owners.&lt;br /&gt;
#Enter their crime into the genpop interface on the wall and receive their prisoner ID card.&lt;br /&gt;
#Close and lock their locker with their ID card.&lt;br /&gt;
#Put the ID card on the prisoners ID card slot, and move them into the cell.&lt;br /&gt;
#Uncuff, stun them if they pose a danger still.&lt;br /&gt;
#Take the cuffs with you, and leave the prisoner to their sentence.&lt;br /&gt;
#Modify their brig sentence for additional offences or good behavior, if applicable.&lt;br /&gt;
'''Do''' ''NOT''''' fully strip the prisoner unless they have earned a permanent sentence.'''&lt;br /&gt;
&lt;br /&gt;
The [[Warden]] or [[Head of Security]] are responsible for placing prisoners in permanent confinement.&lt;br /&gt;
#Permanent Prisoners are to be completely stripped of their belongings, which are to be held in either evidence or a prison locker.&lt;br /&gt;
#The prisoner is to be dressed in an Orange Prison Jumpsuit and Shoes, which are found in the prison lockers.&lt;br /&gt;
# Permanent Prisoners are not permitted to possess any personal belongings whilst they are incarcerated in the [[Prison Wing]].&lt;br /&gt;
&lt;br /&gt;
====Legal Representation and Trials====&lt;br /&gt;
&lt;br /&gt;
Prisoners are permitted to seek legal representation on permanent sentences, you must take steps to provide this if possible.&lt;br /&gt;
&lt;br /&gt;
Staff Judge Advocates, and by extension the Executive Officer/Captain, exist to serve as a guiding hand and the voice of reason within the judicial process, however they have zero authority over the brig, security personnel, prisoners, or sentencing. &lt;br /&gt;
&lt;br /&gt;
The Staff Judge Advocates' security headset is a privilege not a right. Security personnel are under no requirement to listen to them and security channel abuse is to result in that privilege being revoked. &lt;br /&gt;
*If the Staff Judge Advocate continuously acts as a disruptive influence Security are fully permitted to confiscate their access, remove them from the brig and bar their future access to it.&lt;br /&gt;
In instances where a conflict of opinion arises over the sentence of a prisoner the [[Chain_of_Command|chain of command]] '''must''' be followed. This goes along the usual rank hierarchy.&lt;br /&gt;
&lt;br /&gt;
Trials are not to be performed for Timed Sentences. This is mainly for the benefit of the accused as trials will often run many times the length of the actual sentence. &lt;br /&gt;
*Trials may be performed for Capital Crimes and Permanent Detention, however there is no requirement to hold them. Forensic Evidence, Witness Testimony, or Confessions are all that is required for the Head of Security, Warden or Captain to authorize their sentence.&lt;br /&gt;
In cases where the Death Penalty is desired but the Captain or Acting-Captain is unable or unwilling to authorize the execution a trial '''is required''' to authorise the death penalty.&lt;br /&gt;
&lt;br /&gt;
====Use of Deadly Force====&lt;br /&gt;
&lt;br /&gt;
As a member of the vessels Security force you are one of the best armed and protected people on the vessel, equipped with the almost latest in non-lethal takedown technology.&lt;br /&gt;
&lt;br /&gt;
It is for this reason that the situations that warrant the use of Deadly Force are few and far between, in the grand majority of circumstances you will be expected to use your stun weapons, which indeed are many times more effective than lethal options, to diffuse a situation.&lt;br /&gt;
&lt;br /&gt;
There are a few circumstances where deadly force is permissible:&lt;br /&gt;
&lt;br /&gt;
*'''General Quarters / Martial Law''' - situations which endanger the wellbeing of the vessel, such as any crime with the X Severity modifier, or the presence of highly dangerous adversaries such as Nuclear Operatives or a Space Wizard, authorise lethal force to be used if needed.&lt;br /&gt;
**A single shove does not constitute assault, not on an officer nor on anyone else. If you kill someone because of a single shove, be prepared to spend some time in the brig yourself, because you just committed manslaughter.&lt;br /&gt;
&lt;br /&gt;
*'''Non-Lethal Weapons Ineffective''' - certain targets are impervious to NLWs, such as Mechs, Xenomorphs, Borgs, and Hulks. Lethal force may be used against these targets if they prove hostile.&lt;br /&gt;
&lt;br /&gt;
*'''Severe Personal Risk''' - sometimes getting close enough to a target to slap the cuffs on will create significant personal risk to the Officer. Deadly force from range is recommended to subdue Wizards and Changelings.&lt;br /&gt;
**Criminals in hostile environments such as space, fire, or plasma leaks also fall into this category, as do criminals believed to be in possession of high explosives. Ranged lethal force is the only reasonable option in these conditions.&lt;br /&gt;
&lt;br /&gt;
*'''Armed and Dangerous''' - if a suspect is in possession of weapons, including stun weapons, and you have reasonable suspicion that they will use these against you, lethal force is permitted. Although in the majority of cases it is still preferable to attempt to detain them non-lethally.&lt;br /&gt;
**Unauthorized personnel in the armory are considered by default to be Armed and Dangerous, maximum force is permitted to subdue such targets.&lt;br /&gt;
&lt;br /&gt;
*'''Multiple Hostiles''' - it can be extremely difficult to detain multiple hostiles. '''As a last resort''' if you are being mobbed you may deploy your baton in a harmful manner to thin the crowd. Generally it is better to retreat and regroup than stand your ground.&lt;br /&gt;
Additionally, in the event of an attempted prison break, Security may fire lasers through the glass. They are expected to first fire a few warning shots before unloading their weapon into the target.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Modifiers===&lt;br /&gt;
&lt;br /&gt;
Circumstances that may be applied to incidents or crimes depending on circumstance.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;text-align:center; background-color:#f3d2fc;&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#d6a6e3;&amp;quot; width=&amp;quot;20px&amp;quot; |Code&lt;br /&gt;
! style=&amp;quot;background-color:#d6a6e3;&amp;quot; width=&amp;quot;130px&amp;quot; | Crime&lt;br /&gt;
! style=&amp;quot;background-color:#d6a6e3;&amp;quot; width=&amp;quot;300px&amp;quot; |Description&lt;br /&gt;
! style=&amp;quot;background-color:#d6a6e3;&amp;quot; width=&amp;quot;300px&amp;quot; |Notes&lt;br /&gt;
|-&lt;br /&gt;
|A&lt;br /&gt;
|'''Re-Education'''&lt;br /&gt;
|De-conversion of revolutionary sympathisers or cultists.&lt;br /&gt;
| Immediate release.&lt;br /&gt;
|-&lt;br /&gt;
|B&lt;br /&gt;
|'''Elevated Sentencing'''&lt;br /&gt;
|Scope of crimes committed or '''their repetition''' warrant raising severity by one notch. Generally applied after the third instance of a crime, reapplicable, you can imprison crew permanently(with warden/hos/xo/cap permission) if they do not show signs of stopping.&lt;br /&gt;
|Crime is counted as one(or more) severities higher than usual.&lt;br /&gt;
|-&lt;br /&gt;
| C&lt;br /&gt;
|'''Self-Defense'''&lt;br /&gt;
|Self Defense is defined as &amp;quot;The protection of oneself, the protection of thy colleagues, and the protection of thine workplace&amp;quot;. Do note however that persons intentionally getting involved in fights which occur in a department that isn't theirs is an act of vigilantism, this is not permitted. Leniency is advised during times of crisis.&lt;br /&gt;
|Immediate release.&lt;br /&gt;
|-&lt;br /&gt;
|D&lt;br /&gt;
|'''Cooperation with Prosecution or MPs'''&lt;br /&gt;
|Cooperation specifically when already being arrested.&lt;br /&gt;
|Notch crime severity down/lessen punishment, not applicable to capital crimes.&lt;br /&gt;
|-&lt;br /&gt;
| E&lt;br /&gt;
|'''Surrender'''&lt;br /&gt;
|Voluntarily seeking out MP officers and confessing to a crime.&lt;br /&gt;
|Notch crime severity down, consider leniency when determining punishment(When applying to native capital crimes, only release on parole with tracking implant).&lt;br /&gt;
|-&lt;br /&gt;
|F&lt;br /&gt;
|'''Insanity'''&lt;br /&gt;
|Crime comitted during an episode of mind control, hypnosis, brainwashing, etc. Perpetrator is of unstable mind, recommend medical treatment and demotion.&lt;br /&gt;
|Immediate release and medical treatment. If treatment impossible, release only with commanding officer present.&lt;br /&gt;
|-&lt;br /&gt;
|G&lt;br /&gt;
|'''Resisting Arrest'''&lt;br /&gt;
|Knowingly resisting attempts at legal detention by members of the MP team.&lt;br /&gt;
|Double sentence time.&lt;br /&gt;
|-&lt;br /&gt;
|H&lt;br /&gt;
|'''Aiding and Abetting'''&lt;br /&gt;
|Knowingly helping a criminal in committing a crime, including interfering with the arrest, stealing prisoners in transit, breaking them out of prison, hiding them, providing medical care without ensuring they don’t run, etc&lt;br /&gt;
|Same sentence as original criminal.&lt;br /&gt;
|-&lt;br /&gt;
| I&lt;br /&gt;
|'''Escaped Prisoner'''&lt;br /&gt;
|Someone who has escaped their cell should be recaptured and returned to the brig.&lt;br /&gt;
|Timer reset to the full length of the original sentence.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Infractions===&lt;br /&gt;
&lt;br /&gt;
All of these crimes carry a 100 credit fine and a reprimand.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;text-align:center; background-color:#d1edff;&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#91d5ff;&amp;quot; width=&amp;quot;20px&amp;quot; |Code&lt;br /&gt;
! style=&amp;quot;background-color:#91d5ff;&amp;quot; width=&amp;quot;1px&amp;quot; |&lt;br /&gt;
! style=&amp;quot;background-color:#91d5ff;&amp;quot; width=&amp;quot;130px&amp;quot; | Crime&lt;br /&gt;
! style=&amp;quot;background-color:#91d5ff;&amp;quot; width=&amp;quot;300px&amp;quot; |Description&lt;br /&gt;
! style=&amp;quot;background-color:#91d5ff;&amp;quot; width=&amp;quot;300px&amp;quot; |Notes&lt;br /&gt;
|-&lt;br /&gt;
|001&lt;br /&gt;
|[[File:Superficial Vandalism.png|frameless|100x100px]]&lt;br /&gt;
|'''Superficial Vandalism'''&lt;br /&gt;
|To deface the vessel or property of another individual.&lt;br /&gt;
|Minor damage that can be repaired with space cleaner or other cosmetic only damage.&lt;br /&gt;
|-&lt;br /&gt;
|003&lt;br /&gt;
|[[File:Disorderly.png|frameless]]&lt;br /&gt;
|'''Disorderly Conduct'''&lt;br /&gt;
|To conduct ones self in a way unsuitable for the retention of one’s position.&lt;br /&gt;
|Minorly disruptive behavior that isn't otherwise illegal, such as drunkenly harassing a crewmember, shoving people around, etc.&lt;br /&gt;
|-&lt;br /&gt;
|007M&lt;br /&gt;
|[[File:Trespassing.png]]&lt;br /&gt;
|'''Trespass'''&lt;br /&gt;
|To be in an area which a person has either not purposefully been admitted to, does not have access, or has been asked to leave by someone who has access to that area.&lt;br /&gt;
|Being in an area, or having access to an area is not permission to that area. This crime covers non forcible entry into areas, such as following someone through a door.&lt;br /&gt;
|-&lt;br /&gt;
|008M&lt;br /&gt;
|[[File:CreateHazard.png|frameless]]&lt;br /&gt;
|'''Creating a Hazard'''&lt;br /&gt;
|To create a situation which may lead to the harm of others during normal operation in that department.&lt;br /&gt;
|Minor unsafe behavior can also be charged under this crime.&lt;br /&gt;
|-&lt;br /&gt;
|012&lt;br /&gt;
|[[File:FuckCats.png|frameless]]&lt;br /&gt;
|'''Discriminatory Language'''&lt;br /&gt;
|To use language which demeans, generalizes, or otherwise de-personafies the individual at which it is targeted.&lt;br /&gt;
|''Note that actual, OOC racism is not acceptable under the rules.''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Minor Crimes===&lt;br /&gt;
&lt;br /&gt;
All of these crimes carry a 5 minutes sentence, with optional demotion at the relevant heads discretion.&lt;br /&gt;
{| style=&amp;quot;text-align:center; background-color:#b5f7b6;&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#51d653;&amp;quot; width=&amp;quot;20px&amp;quot; |Code&lt;br /&gt;
! style=&amp;quot;background-color:#51d653;&amp;quot; width=&amp;quot;1px&amp;quot; |&lt;br /&gt;
! style=&amp;quot;background-color:#51d653;&amp;quot; width=&amp;quot;130px&amp;quot; |Crime&lt;br /&gt;
! style=&amp;quot;background-color:#51d653;&amp;quot; width=&amp;quot;300px&amp;quot; |Description&lt;br /&gt;
! style=&amp;quot;background-color:#51d653;&amp;quot; width=&amp;quot;300px&amp;quot; |Notes&lt;br /&gt;
|-&lt;br /&gt;
|101M&lt;br /&gt;
|[[File:Vandalism.PNG|frameless]]&lt;br /&gt;
|'''Minor Vandalism'''&lt;br /&gt;
|To damage, destroy, or permanently deface non-critical furniture, vendors, or personal property.&lt;br /&gt;
|Large amounts of irreparable damage should be charged with Major Vandalism, Damage to critical infrastructure may be a form of Sabotage.&lt;br /&gt;
|-&lt;br /&gt;
|102E&lt;br /&gt;
|[[File:Assault.png|frameless]]&lt;br /&gt;
|'''Assault'''&lt;br /&gt;
|To use physical force against someone without the apparent intent to kill them.&lt;br /&gt;
|This covers minor criminal uses of force, ''Without intent to seriously injure.'' That would be Aggravated Assault, or possibly a flavor of Murder.&lt;br /&gt;
Notably does not include shoving, that would be 003.&lt;br /&gt;
|-&lt;br /&gt;
|103E&lt;br /&gt;
|[[File:Disturbing the Peace.png|frameless]]&lt;br /&gt;
|'''Disturbing the Peace'''&lt;br /&gt;
|To knowingly organize a movement which disrupts the normal operations of a department.&lt;br /&gt;
|Establishing a peaceful strike or otherwise disrupting standard department order without attachment to criminal entities&lt;br /&gt;
|-&lt;br /&gt;
|104M&lt;br /&gt;
|[[File:Dereliction.PNG]]&lt;br /&gt;
|'''Dereliction of Duty'''&lt;br /&gt;
| To willfully abandon an obligation that is critical to the vessel's continued operation.&lt;br /&gt;
| A demotion is often included in the sentence. Emphasis on the word critical: An officer taking a break is not dereliction in of itself. An officer taking a break knowing that operatives are shooting up the Captain is. Engineers who do not secure a power source at the start of the shift and heads of staff who abandon the vessel can also be charged.&lt;br /&gt;
|-&lt;br /&gt;
|105M&lt;br /&gt;
|[[File:BandE.PNG]]&lt;br /&gt;
|'''Breaking and Entering'''&lt;br /&gt;
|Forced entry to areas where the subject does not have access to. This counts for general areas only.&lt;br /&gt;
|Crew can still be charged with breaking &amp;amp; entry even if they do not enter the area themselves.&lt;br /&gt;
|-&lt;br /&gt;
|106M&lt;br /&gt;
|[[File:Empathizer.png|frameless]]&lt;br /&gt;
|'''Encouragement of sympathizing Attitudes'''&lt;br /&gt;
|To openly express viewpoints or opinions sympathetic to the cause of an enemy organisation, '''in the attempt to encourage such thoughts among the wider crew.'''&lt;br /&gt;
|For non-specific variant of this see: Disturbing the peace.&lt;br /&gt;
Openly Humanising the enemy during a battle may lessen morale and fighting spirit, this must be nipped in the bud.&lt;br /&gt;
|-&lt;br /&gt;
|107E&lt;br /&gt;
|[[File:Tresspass Danger.png|frameless]]&lt;br /&gt;
|'''Trespass, Dangerous Area'''&lt;br /&gt;
|Trespassing in an area which may lead to the injury of self, or others.&lt;br /&gt;
|Engineering spaces specifically related to reactor control, atmospherics, or toxins lab count here. This list is not exhaustive, but should not be extorted to increase sentencing.&lt;br /&gt;
|-&lt;br /&gt;
|108M&lt;br /&gt;
|[[File:Negligence.png|frameless]]&lt;br /&gt;
|'''Negligence'''&lt;br /&gt;
|To be negligent in one’s duty to an extent that it may cause harm, illness, or other negative effect, to another.&lt;br /&gt;
|This is the charge for the doctor that accidentally pumps pentetic acid into an oozeling, or a scientist who accidentally floods toxins with room temperature CO2 or N2O.&lt;br /&gt;
|-&lt;br /&gt;
|109&lt;br /&gt;
|[[File:Pickpocketing.png|frameless]]&lt;br /&gt;
|'''Pickpocketing'''&lt;br /&gt;
|To steal items from another’s person.&lt;br /&gt;
|Small or easily replaceable items should be charged with this, otherwise consider a higher class of theft.&lt;br /&gt;
|-&lt;br /&gt;
|110&lt;br /&gt;
|[[File:Drug Possesion.png|frameless]]&lt;br /&gt;
|'''Possession, Illicit Substances'''&lt;br /&gt;
|The possession of illegal drugs in quantities appropriate for personal use.&lt;br /&gt;
|A pill or two of drugs is reasonable for recreational use, anything more is probably better charged as distribution.&lt;br /&gt;
|-&lt;br /&gt;
|111&lt;br /&gt;
|[[File:FineEvasion.png|frameless]]&lt;br /&gt;
|'''Fine Evasion'''&lt;br /&gt;
|To purposefully avoid or refuse to pay a legal fine.&lt;br /&gt;
|A reasonable time and notification should be given to the plaintiff.&lt;br /&gt;
|-&lt;br /&gt;
|112M&lt;br /&gt;
|[[File:DisruptiveComms.png|frameless]]&lt;br /&gt;
|'''Disruptive Communications'''&lt;br /&gt;
|To knowingly disrupt or needlessly populate a radio frequency with the intent to be a nuisance to users of that frequency.&lt;br /&gt;
|Radio spam bad. ''I'm looking at you, circuit makers.''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Medium Crimes===&lt;br /&gt;
&lt;br /&gt;
These crimes carry a 10 minute sentence with advised demotion at the relevant head's discretion.&lt;br /&gt;
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! style=&amp;quot;background-color:#e8d55d;&amp;quot; width=&amp;quot;20px&amp;quot; |Code&lt;br /&gt;
! style=&amp;quot;background-color:#e8d55d;&amp;quot; width=&amp;quot;1px&amp;quot; |&lt;br /&gt;
! style=&amp;quot;background-color:#e8d55d;&amp;quot; width=&amp;quot;130px&amp;quot; |Crime&lt;br /&gt;
! style=&amp;quot;background-color:#e8d55d;&amp;quot; width=&amp;quot;300px&amp;quot; |Description&lt;br /&gt;
! style=&amp;quot;background-color:#e8d55d;&amp;quot; width=&amp;quot;300px&amp;quot; |Notes&lt;br /&gt;
|-&lt;br /&gt;
|201C&lt;br /&gt;
|[[File:Vandalism Personal .png|frameless]]&lt;br /&gt;
|'''Vandalism, Major'''&lt;br /&gt;
|To destroy or damage non-critical furniture, vendors, or personal property in a manor that can not be repaired.&lt;br /&gt;
|Spray painting all the lights red and wrecking tables in the bar is fun and all, but it makes it hard to figure out where the fire is, or to have a polite sip of tea.&lt;br /&gt;
|-&lt;br /&gt;
|202M&lt;br /&gt;
|[[File:Assaulting_an_officer.PNG]]&lt;br /&gt;
|'''Assault of an Officer'''&lt;br /&gt;
| To use physical force against a Department Head or member of Security without the apparent intent to kill them.&lt;br /&gt;
| Criminals who attempt to disarm or grab officers while fleeing are guilty of this, even if bare handed. Officers should refrain from using lethal means to subdue the criminal if possible.&lt;br /&gt;
|-&lt;br /&gt;
|203M&lt;br /&gt;
|[[File:Vigilantism.png|frameless]]&lt;br /&gt;
|'''Vigilantism'''&lt;br /&gt;
|To perform the responsibilities and duties of military police without approval or due cause to act.&lt;br /&gt;
|Validhunting bad. Let the redshirts/squaddies do their job.&lt;br /&gt;
|-&lt;br /&gt;
|204C&lt;br /&gt;
|[[File:Insubordination-Rank.png|frameless|97x97px]]&lt;br /&gt;
|'''Insubordination, Rank'''&lt;br /&gt;
|To knowingly disobey a lawful order from a superior ranking officer.&lt;br /&gt;
|This is not related to heads of staff or command specifically, for that see: 304. This concerns minor cases of petty officers not doing what they are told to do by higher ranking staff, etc.&lt;br /&gt;
|-&lt;br /&gt;
|205M&lt;br /&gt;
|[[File:BNE danger.png|frameless]]&lt;br /&gt;
|'''Breaking and Entering, Inherently Dangerous Areas'''&lt;br /&gt;
|To trespass into an area which may lead to the injury of self or others using forcible entry.&lt;br /&gt;
|Generally this will lead to injury. See breaking and entering, and apply any of the areas for Trespassing to dangerous areas.&lt;br /&gt;
|-&lt;br /&gt;
|207M&lt;br /&gt;
|[[File:TressHighsec.png|frameless]]&lt;br /&gt;
|'''Trespass, High Security Areas'''&lt;br /&gt;
|Trespassing in any of the following without appropriate permission or access: Command areas, Personal offices, Weapons storage, weapon production, explosive storage, explosive production, or other high security areas.&lt;br /&gt;
|The clown is not legally allowed to trail the captain into the bridge unless it is for a prank according to their Standard Operating Procedures.&lt;br /&gt;
|-&lt;br /&gt;
|208M&lt;br /&gt;
|[[File:Negligent 2.png|frameless]]&lt;br /&gt;
|'''Severe Negligence'''&lt;br /&gt;
|To be negligent in one’s duty to an extent that it may cause harm to multiple individuals, a department, or in a manor which directly leads to a serious injury of another person which requires emergency medical treatment.&lt;br /&gt;
|Virologists releasing spanish flu on accident, or scientists that flood science/toxins with plasma get charged here. It can also include engineers who destabilise the reactor or wander around with highly radioactive material.&lt;br /&gt;
|-&lt;br /&gt;
|209M&lt;br /&gt;
|[[File:Petty theft.png|frameless]]&lt;br /&gt;
|'''Theft'''&lt;br /&gt;
|To steal equipment or items from a workplace, or items of extraordinary value from one’s person.&lt;br /&gt;
|This includes things like insulated gloves, crew pinpointers, normal ID cards, or personal items.&lt;br /&gt;
|-&lt;br /&gt;
|210M&lt;br /&gt;
|[[File:Narcotics Distribution.PNG|frameless]]&lt;br /&gt;
|'''Distribution, Illicit Substances'''&lt;br /&gt;
|The possession of dangerous or illegal drugs/equipment in a quantity greater than that which is reasonable for personal consumption.&lt;br /&gt;
|You should probably try to determine intent from additional evidence before charging someone with this.&lt;br /&gt;
|-&lt;br /&gt;
|211&lt;br /&gt;
|[[File:Dreamseeker JYtsg049js.png|frameless]]&lt;br /&gt;
|'''Fraud'''&lt;br /&gt;
|To misrepresent ones intention in the interest of gaining property or money from another individual.&lt;br /&gt;
|Lying to someone about a cargo bounty, for example. Be honest with your intentions. Don't stretch this, gaining items which normally wouldn't be considered theft likely aren't worth charging under fraud.&lt;br /&gt;
|-&lt;br /&gt;
|212&lt;br /&gt;
|[[File:Indecent exposure.png|frameless]]&lt;br /&gt;
|'''Indecent Exposure'''&lt;br /&gt;
| To be intentionally and publicly unclothed.&lt;br /&gt;
|Running around the vessel naked. The mutual degradation of chasing a naked man down while he screams rape is only worth it on slow shifts.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Major Crimes===&lt;br /&gt;
&lt;br /&gt;
These crimes carry a 15 minute sentence. Demotion is mandatory in all cases.&lt;br /&gt;
{| style=&amp;quot;text-align:center; background-color:#ffcc9c;&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#fc9535;&amp;quot; width=&amp;quot;20px&amp;quot; |Code&lt;br /&gt;
! style=&amp;quot;background-color:#fc9535;&amp;quot; width=&amp;quot;1px&amp;quot; |&lt;br /&gt;
! style=&amp;quot;background-color:#fc9535;&amp;quot; width=&amp;quot;130px&amp;quot; |Crime&lt;br /&gt;
! style=&amp;quot;background-color:#fc9535;&amp;quot; width=&amp;quot;300px&amp;quot; |Description&lt;br /&gt;
! style=&amp;quot;background-color:#fc9535;&amp;quot; width=&amp;quot;300px&amp;quot; |Notes&lt;br /&gt;
|-&lt;br /&gt;
|301X&lt;br /&gt;
|[[File:Disrupting_power.png]]&lt;br /&gt;
|'''Sabotage'''&lt;br /&gt;
|To destroy vessel assets or resources critical to normal or emergency vessel procedures, or cause sections of the vessel to become uninhabitable.&lt;br /&gt;
|Deliberately releasing N2O, bolting doors, disabling the power network, and constructing barricades are but some of many means of sabotage. For more violent forms, see Grand Sabotage.&lt;br /&gt;
|-&lt;br /&gt;
|302X&lt;br /&gt;
|[[File:Assault_Deadly_Weapon.PNG]]&lt;br /&gt;
|'''Aggravated Assault/Attempted Murder'''&lt;br /&gt;
|To take physical action against a person with intent to grievously harm or kill.&lt;br /&gt;
|This covers criminal uses of force, with intent to seriously injure or kill. If you're going at someone with a circular saw, it doesn't matter if you're trying to ''kill'' him or just ''nearly'' kill him.&lt;br /&gt;
|-&lt;br /&gt;
|303X&lt;br /&gt;
|[[File:Rioting.PNG|frameless]]&lt;br /&gt;
|'''Rioting'''&lt;br /&gt;
|To partake in an unauthorised and disruptive assembly of crewmen that refuse to disperse.&lt;br /&gt;
|It is required to declare a riot and order the crowd to disperse, failure to disperse is the crime of note here. Any crimes committed during the riot are considered separate offences.&lt;br /&gt;
|-&lt;br /&gt;
|304C&lt;br /&gt;
|[[File:Insubordination.PNG|frameless]]&lt;br /&gt;
|'''Insubordination'''&lt;br /&gt;
|To knowingly disobey a lawful order from a superior.&lt;br /&gt;
|Obey your heads of staff if they instruct you to do something within the scope of your job. This only regards orders from a member of the command team, for rank-specific insubordination, see: 204.&lt;br /&gt;
|-&lt;br /&gt;
|305X&lt;br /&gt;
|[[File:BnE High Sec.png|frameless]]&lt;br /&gt;
|'''Breaking and Entering, High Security Areas'''&lt;br /&gt;
|To commit trespassing into a secure area such as: Command areas, Personal offices, Weapons storage, weapon production, explosive storage, explosive production, or other high security areas, using forcible entry.&lt;br /&gt;
|Please note, paramedics may have to commit breaking and entry in order to perform their duties.&lt;br /&gt;
|-&lt;br /&gt;
|306C&lt;br /&gt;
|[[File:SymphaticEnemy.png|frameless]]&lt;br /&gt;
|'''Enemy Sympathizer'''&lt;br /&gt;
|To openly call for action to the benefit of an enemy organisation, in the attempt to weaken the position of the ship, or strengthen the position of the enemy.&lt;br /&gt;
|Yelling HAIL THE SYNDICATE is skirting close to mutiny, but isn't quite it just yet. Once they actually start doing/sabotaging something, that's when it gets serious.&lt;br /&gt;
|-&lt;br /&gt;
|308E&lt;br /&gt;
|[[File:Manslaughter.PNG]]&lt;br /&gt;
|'''Manslaughter'''&lt;br /&gt;
|To unintentionally kill someone through negligent, but not malicious, actions.&lt;br /&gt;
|They didn't mean to do it but someone's dead now. It's important to remember that you may want them to fix what they've done before throwing them in the brig, in the example of medical malpractice.&lt;br /&gt;
|-&lt;br /&gt;
|309C&lt;br /&gt;
| [[File:Larency.png|frameless]]&lt;br /&gt;
|'''Larceny'''&lt;br /&gt;
|To steal rare, expensive (Items of greater than 1000 credit value), or restricted equipment from secure areas or one’s person.&lt;br /&gt;
|This does not include theft of people's ID cards, which are likely to hold a value of more than 1000 credits. It does however cover ID cards which could lead into high security areas, such as the Captain's, Head of Personnel's, or Head of Security's.&lt;br /&gt;
|-&lt;br /&gt;
|310C&lt;br /&gt;
|[[File:Drop Gruduction.png|frameless|96x96px]]&lt;br /&gt;
|'''Production, Illicit Substances'''&lt;br /&gt;
|To produce substances such as drugs, poisons, performance enhancers, etc without explicit written permission by the Chief Medical Officer and Captain.&lt;br /&gt;
|Including meth, crank, krokodile, etc. The mentioned written permission MUST be from the Captain AND CMO, no matter if it's the botanist or chemist.&lt;br /&gt;
|-&lt;br /&gt;
|311&lt;br /&gt;
|[[File:CorpoFraud.png|frameless]]&lt;br /&gt;
|'''Grand Fraud'''&lt;br /&gt;
|To misrepresent one’s intention in the interest of gaining property or money from Whiterapids, or to gain or give property or money from Whiterapids without proper authorization.&lt;br /&gt;
|If you receive money to order something for a department don't pocket that money.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Capital Crimes===&lt;br /&gt;
&lt;br /&gt;
These crimes can result in Execution, Permanent Prison Time, or Cyborgization.&lt;br /&gt;
&lt;br /&gt;
'''Only the Captain, XO, HoS, and Warden can authorize a Permanent Sentence.''' &lt;br /&gt;
&lt;br /&gt;
''' Only the Captain can authorize an Execution or Forced Cyborgization.''' &lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;text-align:center; background-color:#ffb3b3;&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#ff4040;&amp;quot; width=&amp;quot;20px&amp;quot; |Code&lt;br /&gt;
! style=&amp;quot;background-color:#ff4040;&amp;quot; width=&amp;quot;1px&amp;quot; |&lt;br /&gt;
! style=&amp;quot;background-color:#ff4040;&amp;quot; width=&amp;quot;130px&amp;quot; |Crime&lt;br /&gt;
! style=&amp;quot;background-color:#ff4040;&amp;quot; width=&amp;quot;300px&amp;quot; |Description&lt;br /&gt;
! style=&amp;quot;background-color:#ff4040;&amp;quot; width=&amp;quot;300px&amp;quot; |Notes&lt;br /&gt;
|-&lt;br /&gt;
|401X&lt;br /&gt;
|[[File:Compromising_Station_Integrity.PNG]]&lt;br /&gt;
|'''Grand Sabotage'''&lt;br /&gt;
|To destroy or modify vessel assets or equipment without which the vessel may collapse or otherwise become uninhabitable.&lt;br /&gt;
|This may include tampering with vessel records, purposefully detonating the reactor, destroying the SMES power storage equipment, plasma flooding, or superheating distro.&lt;br /&gt;
|-&lt;br /&gt;
|402X&lt;br /&gt;
|[[File:Murder.PNG]]&lt;br /&gt;
|'''Murder'''&lt;br /&gt;
|To maliciously kill someone.&lt;br /&gt;
|Punishment should fit the nature of both the crime and the criminal. Murder committed by temporary emotional distress, such as fear or anger, warrants lower punishments. Cyborg candidates must have brains fit to obey relevant laws. Life imprisonment is the most humane option for the insane who might malfunction as cyborgs. &amp;lt;br&amp;gt;'''Unauthorised executions are classed as Murder.'''&lt;br /&gt;
|-&lt;br /&gt;
|403X&lt;br /&gt;
|[[File:Inciting_Riot.PNG]]&lt;br /&gt;
|'''Inciting a Riot'''&lt;br /&gt;
|To attempt to stir the crew into a riot with the intention of disrupting the functioning of the vessel.&lt;br /&gt;
|Additionally to the brigging the offender will also have restrictions placed on their radio traffic and be implanted with a tracking implant.&lt;br /&gt;
|-&lt;br /&gt;
|404X&lt;br /&gt;
|[[File:Mutiny.PNG]]&lt;br /&gt;
|'''Mutiny'''&lt;br /&gt;
|To act individually, or as a group, to overthrow or subvert the established Chain of Command without lawful and legitimate cause.&lt;br /&gt;
|Mutiny is not as clear cut as it may seem, there may be a legitimate reason for their actions, such as their head of staff being utterly incompetent. This is one of the few crimes where it is recommended to always seek a third party opinion. If their actions are determined to be for the betterment of the vessel consider a timed sentence or even a full pardon.&lt;br /&gt;
|-&lt;br /&gt;
|406X&lt;br /&gt;
|[[File:Antag_skum.png]]&lt;br /&gt;
|'''Enemy of the Corporation'''&lt;br /&gt;
|To be a member of any of the following organizations: The syndicate, Hostile boarding parties, Wizards, Changeling Hiveminds, cults, or other non-authorized religious practitioners (heretics).&lt;br /&gt;
|Current enemies of Nanotrasen currently include: The Syndicate (through secret agents, boarding parties, and brainwashing specialists), The Wizard Federation, The Changeling Hivemind, and The Cult of Nar'Sie.&lt;br /&gt;
Please also consider that deconversion is preferable to charging under EOTC. This is a '''LAST RESORT''', and a trial must be held before conviction of personnel that were at any time on the crew manifest. Heretics are exempt from the trial requirement, and have their sentence executed without a trial.&lt;br /&gt;
|-&lt;br /&gt;
|408X&lt;br /&gt;
|[[File:Attempted_Murder.PNG]]&lt;br /&gt;
|'''Severe Manslaughter'''&lt;br /&gt;
|To cause large scale loss of life without apparent intent to do so, this may be an engineer causing the reactor to blow up, a munitions technician blowing up the entire munitions bay, etc.&lt;br /&gt;
|If you can find their remains, well done.&lt;br /&gt;
|-&lt;br /&gt;
|409X&lt;br /&gt;
|[[File:High_value_target_theft.png]]&lt;br /&gt;
|'''Grand Larceny'''&lt;br /&gt;
|To steal inherently dangerous items from their storage, one’s person, or other such methods acquire through illicit means.&lt;br /&gt;
|&amp;lt;br&amp;gt;Syndicate agents frequently attempt to steal cutting-edge technology. Examples include: intelligence or research samples, the Hand Teleporter, the Captain's Antique Laser, the Captain or the HoP's ID cards, or Mechs.&amp;lt;br&amp;gt; &amp;lt;br&amp;gt; This is by no means a exhaustive list of items that are high value to the syndicate; when in doubt use common sense when you see certain items that are stolen that can cause massive problems throughout the vessel. Remember if something is locked up in a secure area it probably should not be taken without prior permission.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>MoistBrother</name></author>
	</entry>
	<entry>
		<id>https://nsv.beestation13.com/mediawiki2/index.php?title=Department_Standard_Operating_Procedure:_Munitions&amp;diff=34498</id>
		<title>Department Standard Operating Procedure: Munitions</title>
		<link rel="alternate" type="text/html" href="https://nsv.beestation13.com/mediawiki2/index.php?title=Department_Standard_Operating_Procedure:_Munitions&amp;diff=34498"/>
		<updated>2022-08-09T00:30:13Z</updated>

		<summary type="html">&lt;p&gt;MoistBrother: changed notifies to request permission&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Important&lt;br /&gt;
|Title=These are In-Character Guidelines&lt;br /&gt;
|Note=&amp;lt;font size='2'&amp;gt;[[Standard Operating Procedure]]s (SOPs) are general guidelines and may be used as justification for administrative action and/or IC punishments, such as being fired from your position. They are not meant to be followed to the letter, because circumstances and context may permit you to break SOP. However, the fact that SOP is malleable is not an excuse to ignore it entirely.&amp;lt;/font&amp;gt;&lt;br /&gt;
|Color=#0398fc&lt;br /&gt;
|Image=Docs blue.png&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==[[File:MAA.png|64x64px]][[Master at Arms]]==&lt;br /&gt;
'''Higher alert levels overwrite SOP of lower ones.'''&lt;br /&gt;
===Duty:===&lt;br /&gt;
'''Coordinating the munitions department and ensuring every technician knows what they’re doing.'''&lt;br /&gt;
&lt;br /&gt;
'''Assisting the captain in making decisions on munition related matters.'''&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;CONDITION 3 - RELAXED OPERATIONS&amp;lt;/span&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
# The MAA is responsible for keeping the ship's weaponry in a good condition and a battle-ready state.&lt;br /&gt;
# The MAA must ensure that no workplace hazards are created in the Weapons Bay.&lt;br /&gt;
# The MAA must not take explosive or otherwise dangerous munitions or accelerants outside the Weapons bay. Exceptions from this are taking them to the Hangar Bay or Hangar Storage for the Pilots. Security may take action against a MAA breaking this guideline.&lt;br /&gt;
# Despite being in charge of Fighter Pilots and the Hangar Bay, the MAA should delegate the day-to-day overseeing of fighters and the hangar to the Air Traffic Controller. The MAA, however, still has authority over them.&lt;br /&gt;
# The MAA is permitted to carry a self-defense weapon, in the form of their police baton.&lt;br /&gt;
# The MAA may only use their security gasmask's hailer and signal dispatch function in case of emergency.&lt;br /&gt;
# The MAA may freely take on projects aimed at expanding and improving the ship's weaponry. Do note that keeping the ship's already existing weaponry in a battle-ready state should take priority over building new ones. They should also inform the MTs about the project.&lt;br /&gt;
# The MAA may freely deconstruct existing weaponry, although a good reason must be provided.&lt;br /&gt;
# The MAA is not allowed to take over the Cargo department's work, unless there are no Cargo Technicians or Quartermasters, or the MAA receives permission from the Captain.&lt;br /&gt;
# The MAA is allowed to file both verbal and printed complaints to the Captain and the XO if the Cargo department is failing to provide supplies for the Weapons Bay.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;CONDITION 2 - STANDARD OPERATION&amp;lt;/span&amp;gt;===&lt;br /&gt;
&amp;lt;u&amp;gt;ALL REGULATIONS CARRY OVER FROM CONDITION 3 UNLESS OTHERWISE STATED&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# The MAA should ensure that the fighters are always ready to launch.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;CONDITION 1 - GENERAL QUARTERS&amp;lt;/span&amp;gt;===&lt;br /&gt;
&amp;lt;u&amp;gt;ALL REGULATIONS CARRY OVER FROM CONDITION 3 AND 2 UNLESS OTHERWISE STATED&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# The MAA should always keep the CIC informed on the weapons status, preferably on the Command radio channel.&lt;br /&gt;
# The MAA is allowed to take over the Cargo department's work if needed, temporarily suspending all non-critical orders.&lt;br /&gt;
# The MAA may order anyone he deems a disruption to loading operations to be removed from the Munitions bay by force.&lt;br /&gt;
# Ensuring the fighting capacity of existing weaponry should be prioritized above weapon expansion projects.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;CONDITION ZEBRA - AIRTIGHT DOORS ENGAGED&amp;lt;/span&amp;gt;===&lt;br /&gt;
&amp;lt;u&amp;gt;ALL REGULATIONS CARRY OVER FROM CONDITION 3,2 AND 1 UNLESS OTHERWISE STATED&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# The MAA must be prepared to don a vacuum-safe suit at a moment's notice, and carry a sufficient amount of oxygen at all times.&lt;br /&gt;
# If not in combat, the MAA may send his Munitions Technicians on damage control duty around the ship.&lt;br /&gt;
&lt;br /&gt;
==[[file:generic_mt.png]][[Munitions Technician]]==&lt;br /&gt;
'''Higher alert levels overwrite SOP of lower ones.'''&lt;br /&gt;
===Duty:===&lt;br /&gt;
'''Loading the guns and producing missiles/torpedoes, maintaining weapons systems.'''&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;CONDITION 3 - RELAXED OPERATIONS&amp;lt;/span&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
# MTs must minimize the number of active heat sources and fires, such as welding tools, cigars, etc. when working near torpedos, missiles, naval artillery munitions and propellants.&lt;br /&gt;
# MTs should take care to store any and all munitions in storage facilities, to reduce the effect of a potential accident.&lt;br /&gt;
# MTs must not take explosive or otherwise dangerous munitions or accelerants outside the Weapons bay. Exceptions from this are taking them to the Hangar Bay or Hangar Storage for the Pilots. Security may take action against MTs breaking this guideline.&lt;br /&gt;
# MTs may freely take on projects aimed at expanding and improving the ship's weaponry, after they ask for and gain permission from the MAA. Do note that keeping the ship's already existing weaponry in a battle ready state should take priority over building new ones.&lt;br /&gt;
# MTs may freely deconstruct existing weaponry, although a good reason and the permission of the MAA must be provided.&lt;br /&gt;
# MTs are not allowed to take over the Cargo department's work, unless there are no Cargo Technicians or Quartermasters, or the MT receives permission from the Captain.&lt;br /&gt;
# MTs are allowed to file both verbal and printed complaints to the Captain and the XO if the Cargo department is failing to provide supplies for the Weapons Bay.&lt;br /&gt;
# MTs must provide a supply or a probe torpedo for cargo and research, should the need arise for them. Freight torpedoes are not to be loaded into VLS tubes, instead must be given to cargo.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;CONDITION 2 - STANDARD OPERATION&amp;lt;/span&amp;gt;===&lt;br /&gt;
&amp;lt;u&amp;gt;ALL REGULATIONS CARRY OVER FROM CONDITION 3 UNLESS OTHERWISE STATED&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
MTs must ensure that all weapons are loaded and ready for battle at any time.&lt;br /&gt;
MTs should provide the Fighter Pilots with missiles and torpedoes, though AMS systems may take priority depending on the orders of command staff.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;CONDITION 1 - GENERAL QUARTERS&amp;lt;/span&amp;gt;===&lt;br /&gt;
&amp;lt;u&amp;gt;ALL REGULATIONS CARRY OVER FROM CONDITION 3 AND 2 UNLESS OTHERWISE STATED&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# If in combat:&lt;br /&gt;
## Ensuring the fighting capacity of existing weaponry should be prioritized above weapon expansion projects.&lt;br /&gt;
## Probe and supply Torpedos may not be constructed to reserve parts for combat munitions.&lt;br /&gt;
## MTs may freely man the Gauss Cannons during battle, although loading of the main guns is to be prioritized.&lt;br /&gt;
# If not in combat:&lt;br /&gt;
## Standby and follow General Condition 1 SOP&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;CONDITION ZEBRA - AIRTIGHT DOORS ENGAGED&amp;lt;/span&amp;gt;===&lt;br /&gt;
&amp;lt;u&amp;gt;ALL REGULATIONS CARRY OVER FROM CONDITION 3,2 AND 1 UNLESS OTHERWISE STATED&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# MTs must be prepared to don a vacuum-safe suit at a moment's notice, and carry a sufficient amount of oxygen at all times.&lt;br /&gt;
# If not in combat, the Munitions Technicians may be sent on damage control duty around the ship if ordered so by the MAA.&lt;br /&gt;
&lt;br /&gt;
==[[file:generic_atc.png]][[Air Traffic Controller]]==&lt;br /&gt;
'''Higher alert levels overwrite SOP of lower ones.'''&lt;br /&gt;
===Duty:===&lt;br /&gt;
'''Coordinating all flights of on-board launched aircraft and incoming vessels.'''&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;CONDITION 3 - RELAXED OPERATIONS&amp;lt;/span&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
# The ATC is responsible for operating the ship's Magnetic Catapults and keeping the CIC up to date about the status of the Fighters and their Pilots, preferably through the Command radio channel.&lt;br /&gt;
# The ATC should keep one spare Aircraft Tug key on his person at all times, for usage in case of other keys going missing.&lt;br /&gt;
# The ATC may go on training flights with Pilots, but they must receive permission from the MAA beforehand.&lt;br /&gt;
# The ATC must notify the CIC about all flights of Pilots, and, should CIC veto that flight, the ATC mustn't launch said Pilots.&lt;br /&gt;
# The ATC may freely assist in building new fighters, and repairing existing ones.&lt;br /&gt;
# The ATC may request missiles and torpedoes from Munitions, however, such requests may be denied. The ATC should also take care to handle these armaments in a safe manner.&lt;br /&gt;
# The ATC is allowed to file both verbal and printed complaints to the Captain and the XO if the Cargo department is failing to provide supplies for the Hangar.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;CONDITION 2 - STANDARD OPERATION&amp;lt;/span&amp;gt;===&lt;br /&gt;
&amp;lt;u&amp;gt;ALL REGULATIONS CARRY OVER FROM CONDITION 3 UNLESS OTHERWISE STATED&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# The ATC must assist in keeping the Fighters and the Hangar Bay supplied and in good condition.&lt;br /&gt;
# The ATC may no longer go on training flights with pilots.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;CONDITION 1 - GENERAL QUARTERS&amp;lt;/span&amp;gt;===&lt;br /&gt;
&amp;lt;u&amp;gt;ALL REGULATIONS CARRY OVER FROM CONDITION 3 AND 2 UNLESS OTHERWISE STATED&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# If in combat:&lt;br /&gt;
## The ATC may not leave the Hangar bay and go into battle in a fighter until combat is over.&lt;br /&gt;
## The ATC must keep the CIC updated on the status of the Fighters at all times.&lt;br /&gt;
## the ATC must no longer ask CIC for launch permission, and may launch combat aircraft at their discretion.&lt;br /&gt;
# If not in combat:&lt;br /&gt;
## Standby and follow General Condition 1 SOP&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;CONDITION ZEBRA - AIRTIGHT DOORS ENGAGED&amp;lt;/span&amp;gt;===&lt;br /&gt;
&amp;lt;u&amp;gt;ALL REGULATIONS CARRY OVER FROM CONDITION 3,2 AND 1 UNLESS OTHERWISE STATED&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# ATC must be prepared to don a vacuum-safe suit at a moment's notice, and carry a sufficient amount of oxygen at all times.&lt;br /&gt;
# If not in combat or otherwise needed, ATC must help out with damage control as outlined in the Condition Zebra SOP - Noncritical Personnel&lt;br /&gt;
&lt;br /&gt;
==[[file:generic_pilot.png]][[Fighter Pilot]]==&lt;br /&gt;
'''Higher alert levels overwrite SOP of lower ones.'''&lt;br /&gt;
===Duty:===&lt;br /&gt;
'''Fly Ship-launched fightercraft. Maintain their fightercraft.'''&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;CONDITION 3 - RELAXED OPERATIONS&amp;lt;/span&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
# Pilots may freely claim a Fighter for themselves and utilize it in combat. However, the MAA/ATC can overrule such a claim if they provide good reason for it.&lt;br /&gt;
# Pilots may go on training flights, but they must first request permission from the Bridge/ATC.&lt;br /&gt;
# Pilots may not damage the Hangar Bay and/or their fighters by not utilizing the tug when transporting fighters.&lt;br /&gt;
# Pilots may request missiles and torpedoes from Munitions, however, such requests may be denied. Pilots should also take care to handle these armaments in a safe manner.&lt;br /&gt;
# Pilots may scrap a Fighter not claimed by another Pilot for spare parts, however, they must first request permission from the MAA/ATC. When doing so, care should be taken to keep at least one fighter in good condition for late arriving pilots.&lt;br /&gt;
# Pilots may freely build new fighters, however, keeping the already existing ones in good condition should take a priority.&lt;br /&gt;
# Pilots must ensure that there is at least one hardsuit left for newly arriving Pilots.&lt;br /&gt;
# If flying, Pilots must maximize their suit sensors at all times, to allow recovery in space by medical teams, in case of accidents.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;CONDITION 2 - STANDARD OPERATION&amp;lt;/span&amp;gt;===&lt;br /&gt;
&amp;lt;u&amp;gt;ALL REGULATIONS CARRY OVER FROM CONDITION 3 UNLESS OTHERWISE STATED&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# Pilots are responsible for keeping their fighters in a battle-ready state at all times.&lt;br /&gt;
# Training flights should be withheld until Condition 2 is over, though can still occur with permission from CIC/ATC.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;CONDITION 1 - GENERAL QUARTERS&amp;lt;/span&amp;gt;===&lt;br /&gt;
&amp;lt;u&amp;gt;ALL REGULATIONS CARRY OVER FROM CONDITION 3 AND 2 UNLESS OTHERWISE STATED&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# If in combat:&lt;br /&gt;
## Unused Fighters may not be scrapped, so that if a Pilot loses their Fighter, they are not stranded in the Hangar.&lt;br /&gt;
## Pilots may no longer build new fighters if one is already available.&lt;br /&gt;
# If not in combat:&lt;br /&gt;
## Standby and follow General Condition 1 SOP&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;CONDITION ZEBRA - AIRTIGHT DOORS ENGAGED&amp;lt;/span&amp;gt;===&lt;br /&gt;
&amp;lt;u&amp;gt;ALL REGULATIONS CARRY OVER FROM CONDITION 3,2 AND 1 UNLESS OTHERWISE STATED&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# Pilots must be prepared to don a vacuum-safe suit at a moment's notice, and carry a sufficient amount of oxygen at all times.&lt;br /&gt;
# If not in combat or otherwise needed, Pilots must help out with damage control as outlined in the Condition Zebra SOP - Noncritical Personnel&lt;/div&gt;</summary>
		<author><name>MoistBrother</name></author>
	</entry>
	<entry>
		<id>https://nsv.beestation13.com/mediawiki2/index.php?title=User:MoistBrother/Sandbox&amp;diff=34496</id>
		<title>User:MoistBrother/Sandbox</title>
		<link rel="alternate" type="text/html" href="https://nsv.beestation13.com/mediawiki2/index.php?title=User:MoistBrother/Sandbox&amp;diff=34496"/>
		<updated>2022-08-08T10:49:09Z</updated>

		<summary type="html">&lt;p&gt;MoistBrother: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox jobs&lt;br /&gt;
| headerbgcolor = gray&lt;br /&gt;
| bgcolor = lightgray&lt;br /&gt;
| image = Generic_lawyer.png&lt;br /&gt;
| supervisors = [[Executive Officer]]&lt;br /&gt;
| rank = Petty Officer (PO)&lt;br /&gt;
| duties = Serving as consultant in [[Standard Operating Procedure|SOP]]/[[Space Law]] matters, and representing prisoners and ensuring their rights.&lt;br /&gt;
| guides = [[Standard Operating Procedure|SOP]], [[Space Law]], [[Guide to Trials]], [[Paper Markdown]]&lt;br /&gt;
| headerfontcolor = white&lt;br /&gt;
| access = [[Law Office]], [[Courtroom]], [[Brig]]&lt;br /&gt;
| access2 = N/A&lt;br /&gt;
| difficulty = Medium&lt;br /&gt;
| caption = &amp;quot;&amp;lt;i&amp;gt;I will have evidence and there will be consequences.&amp;lt;/i&amp;gt;&amp;quot;&lt;br /&gt;
}}&lt;br /&gt;
The Staff judge advocate is tasked with the thankless job of providing legal aid to the crew. This tends to involve defending [[Traitor|Traitors]] in trials, suing [[Security Officer|Security]] or the [[Backstory#Nanotrasen|company]] or [[xenos|aliens]] or anyone else they can think of for endangering the crew. Other duties include hassling the [[Station Engineer|engineers]] and [[scientist]]s over health and safety violations, and general ambulance-chasing. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Staff Sudge Advocate serves as the supreme source for legal services and counsel throughout the force, they provide legal advice and counsel on behalf of the federal central command on administrative investigations, inquiries, government information practices, SOP complaints, military personnel law, civil litigation, and regulatory issues and compliance matters requiring the interpretation and application of Standard Operating Procedure, Space law.&lt;br /&gt;
&lt;br /&gt;
Their main tasks on Whiterapids naval vessels are the following:&lt;br /&gt;
# Provide legal counsel to the captain, and the crew as a whole.&lt;br /&gt;
# Identify and Document any violations of Standard Operating Procedure or Space Law within the vessel's departments, then report those violations to the correct authority.&lt;br /&gt;
# Serve as representation in trials held aboard the ship.&lt;br /&gt;
# Ensure the correct application of Space Law by the local Military Police Department.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''This means that the SJA serves as THE governing authority over the interpretation of Space Law and SOP, and no one but central command can overrule your interpretation.'''&lt;br /&gt;
&lt;br /&gt;
'''This does NOT mean that Staff Judge Advocates are above Space Law. You cannot overrule Security on a sentence imposed against themselves.'''&lt;br /&gt;
&lt;br /&gt;
''Note: if you see a SJA blatantly try to bend space law/SOP to their will, be sure to ahelp, or if you want to stay in character, ask the captain to contact CC to reign them in a bit. The SJA is here to help, not to be some shitter powertripping.''&lt;br /&gt;
&lt;br /&gt;
SOP violations should be reported to the Head of Staff for the relevant department, and Space Law violations to Security. If the Head of Staff is not present or not receptive, contact the Executive Officer, failing that, take the matter to the highest rank; the Captain. SJA is a roleplay oriented job, and it requires that you either know SOP &amp;amp; Space Law well, or that you are willing to look it up often while playing. You are effectively much like a safety inspector/lawyer hybrid - you do inspections of ship departments and report your findings to their supervisors, as well as investigating matters that people report to you.&lt;br /&gt;
&lt;br /&gt;
'''Bare minimum requirements:''' Walk around and yell about SOP violations,Clarify and interpret space law/SOP, notice that security has given the clown 999minutes again and yelling at them not to do that.&lt;br /&gt;
==Duties ==&lt;br /&gt;
You're expected to be an impartial auditor, investigator, arbitrator, and unbiased source of good information for the department heads. This being said, let's go through what should be known and done:&lt;br /&gt;
=== Do ===&lt;br /&gt;
* '''Peeping Tom:''' Walk around the ship, observing what the rest of the crew are doing, and noting any violations of their job SOP or Space Law that you see. Report any SOP violations to the head of that department, preferably via PDA. Report any Space Law violations to Security, preferably over security radio. Part of this observation is directly watching what other employees are doing, and part of it is asking people if there are any issues in their department. Often, they'll inform you about an issue if you ask, even though they'd never actually report this issue had you not asked.&lt;br /&gt;
&lt;br /&gt;
* '''Watch Security:''' Double-check that security is complying with Space Law and Standard Operating Procedure. This means double-checking every sentence (both timed and perma) that security gives to prisoners, and verifying that they got the timer right. It also means making sure they don't violate it in other ways, such as harmbatoning prisoners. Bad behaviour by Security should be reported to the HOS. If they are not available, or do not listen, contact the XO.&lt;br /&gt;
&lt;br /&gt;
* '''Ascertain guilt or innocence.''' When a suspect is brought in, check the stories of officers. You may be able to convince them when they either have the wrong person or if they committed a lesser crime than thought. Ask the Detective for his forensics scanner to get physical evidence that supports your client (&amp;quot;your client&amp;quot; being any suspect brought in).&lt;br /&gt;
&lt;br /&gt;
* '''Mind The Ruckus:''' Respond to any calls for an SJA over PDA, general radio, etc. Usually these are from prisoners who feel they have been mistreated, or people who wish to report a SOP/law violation you should probably investigate.&lt;br /&gt;
&lt;br /&gt;
* '''Remind Yourself Of Your Stay:''' Remember that you're here to serve command's interests, NOT to dogmatically enforce SOP even during emergency situations where it makes no sense to do so.&lt;br /&gt;
&lt;br /&gt;
* '''Present Yourself Available:''' Remember that you're here to HELP the various department heads, but since you're not in their department, they will regularly forget you exist. So, it is helpful to remind them, via a quick message, early on, that if there is any matter that they'd like help investigating (e.g: member of their department ignoring SOP) that you are available and they should feel free to call on you.&lt;br /&gt;
&lt;br /&gt;
* '''Participate in trials.''' An unfortunately small part of your job; you can sometimes get trials for inmates scheduled to be executed or when you can convince the HoS that it would be entertaining. Fortunate Staff judge advocates may get the chance to defend high profile persons, like wizards.&lt;br /&gt;
&lt;br /&gt;
*'''Create law-binding contracts.''' As a Staff judge advocate the easiest and most efficient way to get something done is to [[Paper_Markdown|create contracts]], despite popular belief. There are many different types of contracts but a common one is a contract which requests that both parties do a particular action for the other party; ie: trading helmets. If you display these contracts to the Staff judge advocate Gods, then you MIGHT get something nice from them.&lt;br /&gt;
&lt;br /&gt;
*'''Litigation.''' Health, safety, and human rights violations abound on the ship, but be warned that actually getting anything done about it will test your law skills.&lt;br /&gt;
=== Don't ===&lt;br /&gt;
* '''Just Wait In Your Office:''' There is always something you can do if you get out there and explore the ship. You can always just start going through departments and verifying that they are complying with SOP (or have good reasons to not be doing so). You can always offer your help to heads with troubleshooting problems in their department. There are times (interviewing people, checking records, etc) where you need to be in your office, but you don't need to be in your office most of the time, and you shouldn't be spending most of the shift just sitting there.&lt;br /&gt;
&lt;br /&gt;
* '''Threaten:''' Never threaten other crew members. This includes threats to report them, or get them fired. Threats are never helpful.&lt;br /&gt;
&lt;br /&gt;
* '''Validhunt:''' You are not a sec officer, and should not be patrolling maintenance or otherwise trying to find antags. Instead, you should be concerned mostly with minor SOP breaches and unintentional space law violations by the normal crew within their departments. Your concern is being helpful to the department heads by reporting these issues to them, so that the departments can be better managed.&lt;br /&gt;
&lt;br /&gt;
* '''Take Sides:''' Your job is to represent the best interests of Command. DO NOT always take the side of a prisoner - you are NOT their defence lawyer(except if you are). DO NOT always take the side of security either, as security is perfectly capable of being wrong. Always consider what is in the ship's best interests.&lt;br /&gt;
&lt;br /&gt;
* '''Display Bias:''' Avoid investigating matters concerning any personal friends of yours, if at all possible. Refer these matters to someone else, who can conduct an independent and unbiased investigation. A biased investigation can be worse than no investigation at all.&lt;br /&gt;
==Work as a consultant and inspector.==&lt;br /&gt;
[[File:Lawoffice.png|thumb|alt=Law Office|The [[Law Office]], where you can be safely ignored]]&lt;br /&gt;
You'll need to ingratiate yourself with Security personnel; otherwise your shift as Staff judge advocate will likely be fruitless and painful. You have virtually no physical power, but you can accumulate social power. Greet them when you first see them, use titles like &amp;quot;officer&amp;quot; when referring to them, say please and thank you, and generally try to roleplay a friendly fellow crew member. Don't let your speech imply authority, though: your Head is the XO, not the HoS. Make it clear that your function is to uphold justice, the welfare of your clients, and the good of the ship. Do not abuse your security headset or sec will at the least take it away or at the worst brig you for it AND take it away.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Make sure all crewmembers know you are present by giving them a quick heads up via PDA at the start of the shift, the sheer presence of a SJA is likely to bring order into chaos, for fear of the great equalizer: Paperwork.&lt;br /&gt;
&lt;br /&gt;
Speaking of paperwork, you will likely want to document some of your more egregious findings on paper, below are some pointers as to how to make a good report.&lt;br /&gt;
&lt;br /&gt;
This information should be gathered regardless of your intent to file a proper report in paper since it's greatly beneficial to have all the facts before pointing fingers at someone.&lt;br /&gt;
&lt;br /&gt;
Before reporting a violation, it is a good idea to make sure you have all the relevant facts. For example:&lt;br /&gt;
* '''Who''' did it&lt;br /&gt;
* '''What''' they did&lt;br /&gt;
* '''Which''' exact point of Space Law or SOP they violated (including the exact number, you should be able to cite it by number)&lt;br /&gt;
* '''Where''' they did it (if you can find out)&lt;br /&gt;
* '''Why''' they did it (SOP can be justifiably broken in emergencies, hence the 'why' bit is very helpful in figuring out if they had good cause)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== FAQs ==&lt;br /&gt;
* '''How do I check a department is following SOP correctly?''' Pull up the wiki SOP page for that department's jobs, then check, for each item, whether or not it is being done. E.g. if the SOP for Medical Doctor requires they put synthflesh in the cloner, set up the cryo tubes, and label corpses, check that these things are being done. Then report any that are NOT done to their boss (the CMO).&lt;br /&gt;
* '''What are the limits on what a SJA can do?''' SJAs cannot act against the ship's interests. So, they can't demand SOP be followed even if doing so would be against the ship's interests, e.g. during a major emergency. They are not allowed to do anyone else's job for them. They are not allowed to violate Space Law in any way. They cannot, in short, be detrimental to either the ship or to Whiterapids/Command overall.&lt;br /&gt;
* '''What happens if a SJA abuses their authority?''' SJAs who are acting against the interests of the ship/Command can be demoted by the XO, or Captain. SJAs who break Space Law can additionally be arrested and brigged by Security. Admins hold SJA to a higher standard than most jobs, which means that an SJA who acts against the ship/Command's interests (e.g: seriously breaking Space Law) is likely to be banned from playing SJA.&lt;br /&gt;
* '''Can command/sec ignore the SJA?''' In theory yes, but this should only be done if the SJA is (through their own lack of knowledge) demanding attention for a relatively small issue at a time when command/sec is busy dealing with a far more important matter. In that situation, the SJA should be told that sec/command is busy dealing with an emergency (and what the emergency is). Once they've been informed, they can be ignored until the emergency is over, at which point command/sec should come back and address the matter they raised. If an SJA refuses to stop demanding attention, even after they've already been told that command/sec is busy with a far more important matter, then you should carefully consider whether they're right, or they're being unreasonable, and potentially acting against the interests of the ship/command by distracting command/sec during a major emergency.&lt;br /&gt;
=== More Example Scenarios ===&lt;br /&gt;
* Is there no food? Inform the XO.&lt;br /&gt;
* Is cargo still waiting for those research disks? Contact the RD and ask what their status is.&lt;br /&gt;
* Are there strange floorpills everywhere? Ask the detective to scan them (drug distribution is illegal). Also ask the CMO to check what their chemists are doing.&lt;br /&gt;
* Is the Roboticist unable to complete their goal because nobody has the resources yet? Check what is going on with mining, then inform the QM and XO.&lt;br /&gt;
== How To React If A Department Head Ignores You ==&lt;br /&gt;
For example: you're in medical, and you notice that corpses are laying around, not properly bagged. You should PDA the CMO to inform them that SOP is being ignored, that corpses are laying around, not properly bagged. You suggest a corrective action: CMO to talk to the MDs about this. Give it a few minutes for the CMO to act on your feedback, after which you re-check whether the problem has been corrected, or not. If not, you PDA the CMO again. If the CMO is ignoring you, or brushes you off, you can decide whether you think the CMO is failing to manage medbay properly. If they aren't (CMO is busy, or medical is overwhelmed) then it may be a good idea to let the matter rest for now, and check back later. If, on the other hand, you feel the CMO is neglecting to manage their department properly, at that point, you should contact the XO.&lt;br /&gt;
==Justice for None==&lt;br /&gt;
'' I would like to announce that I believe my client to be a DISGUSTING TRAITOR, and I resent the fact that I've been given the task of defending him. You should probably just toss him out of the airlock or something, I rest my case sir.''&lt;br /&gt;
&lt;br /&gt;
As a traitor, you have closer ties to security than anyone else. Officers may go into the break room alone, and make themselves vulnerable to attack; reducing the number of officers may help even when they aren't your target. Your briefcase can fit the contents of a toolbox in it, but is considerably less suspicious than carrying a toolbox around. It is not difficult to stuff it with handcuffs and flashbangs if you can acquire them from Security storage. You can also hear security radio, which gives you a lot of intel.&lt;br /&gt;
===Overthrowing Rulers for Fun and Profit===&lt;br /&gt;
As a Revolutionary, you have access to sec, with the possibility of dragging away revolutionaries. Very quickly though you'll end up being implanted if you're not fast. You can also use a screwdriver, and give your headset encryption to Rev Heads, helping them listen to security radio, which gives a lot of intel during a revolution.&lt;br /&gt;
== Roleplaying Tips ==&lt;br /&gt;
* Remember, your goal is to be helpful, specifically, helpful to the command staff.&lt;br /&gt;
* This means you should have a generally pleasant attitude. Rude, annoying, etc people aren't listened to, or informed about problems.&lt;br /&gt;
* It also means that you should be visible. Since you are not command staff, people might forget you exist. So, remind them by saying you'll be checking up on departments at the start of the round. PDA heads of department specifically about issues in their department. Reach out to people. If you're helpful, they will appreciate it.&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[category: jobs]]&lt;/div&gt;</summary>
		<author><name>MoistBrother</name></author>
	</entry>
	<entry>
		<id>https://nsv.beestation13.com/mediawiki2/index.php?title=User:MoistBrother/Sandbox&amp;diff=34495</id>
		<title>User:MoistBrother/Sandbox</title>
		<link rel="alternate" type="text/html" href="https://nsv.beestation13.com/mediawiki2/index.php?title=User:MoistBrother/Sandbox&amp;diff=34495"/>
		<updated>2022-08-08T10:42:33Z</updated>

		<summary type="html">&lt;p&gt;MoistBrother: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox jobs&lt;br /&gt;
| headerbgcolor = gray&lt;br /&gt;
| bgcolor = lightgray&lt;br /&gt;
| image = Generic_lawyer.png&lt;br /&gt;
| supervisors = [[Executive Officer]]&lt;br /&gt;
| rank = Petty Officer (PO)&lt;br /&gt;
| duties = Serving as consultant in [[Standard Operating Procedure|SOP]]/[[Space Law]] matters, and representing prisoners and ensuring their rights.&lt;br /&gt;
| guides = [[Standard Operating Procedure|SOP]], [[Space Law]], [[Guide to Trials]], [[Paper Markdown]]&lt;br /&gt;
| headerfontcolor = white&lt;br /&gt;
| access = [[Law Office]], [[Courtroom]], [[Brig]]&lt;br /&gt;
| access2 = N/A&lt;br /&gt;
| difficulty = Medium&lt;br /&gt;
| caption = &amp;quot;&amp;lt;i&amp;gt;I will have evidence and there will be consequences.&amp;lt;/i&amp;gt;&amp;quot;&lt;br /&gt;
}}&lt;br /&gt;
The Staff judge advocate is tasked with the thankless job of providing legal aid to the crew. This tends to involve defending [[Traitor|Traitors]] in trials, suing [[Security Officer|Security]] or the [[Backstory#Nanotrasen|company]] or [[xenos|aliens]] or anyone else they can think of for endangering the crew. Other duties include hassling the [[Station Engineer|engineers]] and [[scientist]]s over health and safety violations, and general ambulance-chasing. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Staff Sudge Advocate serves as the supreme source for legal services and counsel throughout the force, they provide legal advice and counsel on behalf of the federal central command on administrative investigations, inquiries, government information practices, SOP complaints, military personnel law, civil litigation, and regulatory issues and compliance matters requiring the interpretation and application of Standard Operating Procedure, Space law.&lt;br /&gt;
&lt;br /&gt;
Their main tasks on Whiterapids naval vessels are the following:&lt;br /&gt;
# Provide legal counsel to the captain, and the crew as a whole.&lt;br /&gt;
# Identify and Document any violations of Standard Operating Procedure or Space Law within the vessel's departments, then report those violations to the correct authority.&lt;br /&gt;
# Serve as representation in trials held aboard the ship.&lt;br /&gt;
# Ensure the correct application of Space Law by the local Military Police Department.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
SOP violations should be reported to the Head of Staff for the relevant department, and Space Law violations to Security. If the Head of Staff is not present or not receptive, contact the Executive Officer, failing that, take the matter to the highest rank; the Captain. SJA is a roleplay oriented job, and it requires that you either know SOP &amp;amp; Space Law well, or that you are willing to look it up often while playing. You are effectively much like a safety inspector/lawyer hybrid - you do inspections of ship departments and report your findings to their supervisors, as well as investigating matters that people report to you.&lt;br /&gt;
&lt;br /&gt;
'''Bare minimum requirements:''' Talk to prisoners and speak to security on their behalf if asked. Encourage the [[warden]] to reduce [[Space Law|overly harsh sentences]]. [[Guide to trials|Represent]] aggrieved crewmembers if needed.&lt;br /&gt;
==Duties ==&lt;br /&gt;
You're expected to be an impartial auditor, investigator, arbitrator, and unbiased source of good information for the department heads. This being said, let's go through what should be known and done:&lt;br /&gt;
=== Do ===&lt;br /&gt;
* '''Peeping Tom:''' Walk around the ship, observing what the rest of the crew are doing, and noting any violations of their job SOP or Space Law that you see. Report any SOP violations to the head of that department, preferably via PDA. Report any Space Law violations to Security, preferably over security radio. Part of this observation is directly watching what other employees are doing, and part of it is asking people if there are any issues in their department. Often, they'll inform you about an issue if you ask, even though they'd never actually report this issue had you not asked.&lt;br /&gt;
&lt;br /&gt;
* '''Watch Security:''' Double-check that security is complying with Space Law and Standard Operating Procedure. This means double-checking every sentence (both timed and perma) that security gives to prisoners, and verifying that they got the timer right. It also means making sure they don't violate it in other ways, such as harmbatoning prisoners. Bad behaviour by Security should be reported to the HOS. If they are not available, or do not listen, contact the XO.&lt;br /&gt;
&lt;br /&gt;
* '''Ascertain guilt or innocence.''' When a suspect is brought in, check the stories of officers. You may be able to convince them when they either have the wrong person or if they committed a lesser crime than thought. Ask the Detective for his forensics scanner to get physical evidence that supports your client (&amp;quot;your client&amp;quot; being any suspect brought in).&lt;br /&gt;
&lt;br /&gt;
* '''Mind The Ruckus:''' Respond to any calls for an SJA over PDA, general radio, etc. Usually these are from prisoners who feel they have been mistreated, or people who wish to report a SOP/law violation you should probably investigate.&lt;br /&gt;
&lt;br /&gt;
* '''Remind Yourself Of Your Stay:''' Remember that you're here to serve command's interests, NOT to dogmatically enforce SOP even during emergency situations where it makes no sense to do so.&lt;br /&gt;
&lt;br /&gt;
* '''Present Yourself Available:''' Remember that you're here to HELP the various department heads, but since you're not in their department, they will regularly forget you exist. So, it is helpful to remind them, via a quick message, early on, that if there is any matter that they'd like help investigating (e.g: member of their department ignoring SOP) that you are available and they should feel free to call on you.&lt;br /&gt;
&lt;br /&gt;
* '''Participate in trials.''' An unfortunately small part of your job; you can sometimes get trials for inmates scheduled to be executed or when you can convince the HoS that it would be entertaining. Fortunate Staff judge advocates may get the chance to defend high profile persons, like wizards.&lt;br /&gt;
&lt;br /&gt;
*'''Create law-binding contracts.''' As a Staff judge advocate the easiest and most efficient way to get something done is to [[Paper_Markdown|create contracts]], despite popular belief. There are many different types of contracts but a common one is a contract which requests that both parties do a particular action for the other party; ie: trading helmets. If you display these contracts to the Staff judge advocate Gods, then you MIGHT get something nice from them.&lt;br /&gt;
&lt;br /&gt;
*'''Litigation.''' Health, safety, and human rights violations abound on the ship, but be warned that actually getting anything done about it will test your law skills.&lt;br /&gt;
=== Don't ===&lt;br /&gt;
* '''Just Wait In Your Office:''' There is always something you can do if you get out there and explore the ship. You can always just start going through departments and verifying that they are complying with SOP (or have good reasons to not be doing so). You can always offer your help to heads with troubleshooting problems in their department. There are times (interviewing people, checking records, etc) where you need to be in your office, but you don't need to be in your office most of the time, and you shouldn't be spending most of the shift just sitting there.&lt;br /&gt;
&lt;br /&gt;
* '''Threaten:''' Never threaten other crew members. This includes threats to report them, or get them fired. Threats are never helpful.&lt;br /&gt;
&lt;br /&gt;
* '''Validhunt:''' You are not a sec officer, and should not be patrolling maintenance or otherwise trying to find antags. Instead, you should be concerned mostly with minor SOP breaches and unintentional space law violations by the normal crew within their departments. Your concern is being helpful to the department heads by reporting these issues to them, so that the departments can be better managed.&lt;br /&gt;
&lt;br /&gt;
* '''Take Sides:''' Your job is to represent the best interests of Command. DO NOT always take the side of a prisoner - you are NOT their defence lawyer(except if you are). DO NOT always take the side of security either, as security is perfectly capable of being wrong. Always consider what is in the ship's best interests.&lt;br /&gt;
&lt;br /&gt;
* '''Display Bias:''' Avoid investigating matters concerning any personal friends of yours, if at all possible. Refer these matters to someone else, who can conduct an independent and unbiased investigation. A biased investigation can be worse than no investigation at all.&lt;br /&gt;
==Work as a consultant and inspector.==&lt;br /&gt;
[[File:Lawoffice.png|thumb|alt=Law Office|The [[Law Office]], where you can be safely ignored]]&lt;br /&gt;
You'll need to ingratiate yourself with Security personnel; otherwise your shift as Staff judge advocate will likely be fruitless and painful. You have virtually no physical power, but you can accumulate social power. Greet them when you first see them, use titles like &amp;quot;officer&amp;quot; when referring to them, say please and thank you, and generally try to roleplay a friendly fellow crew member. Don't let your speech imply authority, though: your Head is the XO, not the HoS. Make it clear that your function is to uphold justice, the welfare of your clients, and the good of the ship. Do not abuse your security headset or sec will at the least take it away or at the worst brig you for it AND take it away.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Make sure all crewmembers know you are present by giving them a quick heads up via PDA at the start of the shift, the sheer presence of a SJA is likely to bring order into chaos, for fear of the great equalizer: Paperwork.&lt;br /&gt;
&lt;br /&gt;
Speaking of paperwork, you will likely want to document some of your more egregious findings on paper, below are some pointers as to how to make a good report.&lt;br /&gt;
&lt;br /&gt;
This information should be gathered regardless of your intent to file a proper report in paper since it's greatly beneficial to have all the facts before pointing fingers at someone.&lt;br /&gt;
&lt;br /&gt;
Before reporting a violation, it is a good idea to make sure you have all the relevant facts. For example:&lt;br /&gt;
* '''Who''' did it&lt;br /&gt;
* '''What''' they did&lt;br /&gt;
* '''Which''' exact point of Space Law or SOP they violated (including the exact number, you should be able to cite it by number)&lt;br /&gt;
* '''Where''' they did it (if you can find out)&lt;br /&gt;
* '''Why''' they did it (SOP can be justifiably broken in emergencies, hence the 'why' bit is very helpful in figuring out if they had good cause)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== FAQs ==&lt;br /&gt;
* '''How do I check a department is following SOP correctly?''' Pull up the wiki SOP page for that department's jobs, then check, for each item, whether or not it is being done. E.g. if the SOP for Medical Doctor requires they put synthflesh in the cloner, set up the cryo tubes, and label corpses, check that these things are being done. Then report any that are NOT done to their boss (the CMO).&lt;br /&gt;
* '''What are the limits on what a SJA can do?''' SJAs cannot act against the ship's interests. So, they can't demand SOP be followed even if doing so would be against the ship's interests, e.g. during a major emergency. They are not allowed to do anyone else's job for them. They are not allowed to violate Space Law in any way. They cannot, in short, be detrimental to either the ship or to Whiterapids/Command overall.&lt;br /&gt;
* '''What happens if a SJA abuses their authority?''' SJAs who are acting against the interests of the ship/Command can be demoted by the XO, or Captain. SJAs who break Space Law can additionally be arrested and brigged by Security. Admins hold SJA to a higher standard than most jobs, which means that an SJA who acts against the ship/Command's interests (e.g: seriously breaking Space Law) is likely to be banned from playing SJA.&lt;br /&gt;
* '''Can command/sec ignore the SJA?''' In theory yes, but this should only be done if the SJA is (through their own lack of knowledge) demanding attention for a relatively small issue at a time when command/sec is busy dealing with a far more important matter. In that situation, the SJA should be told that sec/command is busy dealing with an emergency (and what the emergency is). Once they've been informed, they can be ignored until the emergency is over, at which point command/sec should come back and address the matter they raised. If an SJA refuses to stop demanding attention, even after they've already been told that command/sec is busy with a far more important matter, then you should carefully consider whether they're right, or they're being unreasonable, and potentially acting against the interests of the ship/command by distracting command/sec during a major emergency.&lt;br /&gt;
=== More Example Scenarios ===&lt;br /&gt;
* Is there no food? Inform the XO.&lt;br /&gt;
* Is cargo still waiting for those research disks? Contact the RD and ask what their status is.&lt;br /&gt;
* Are there strange floorpills everywhere? Ask the detective to scan them (drug distribution is illegal). Also ask the CMO to check what their chemists are doing.&lt;br /&gt;
* Is the Roboticist unable to complete their goal because nobody has the resources yet? Check what is going on with mining, then inform the QM and XO.&lt;br /&gt;
== How To React If A Department Head Ignores You ==&lt;br /&gt;
For example: you're in medical, and you notice that corpses are laying around, not properly bagged. You should PDA the CMO to inform them that SOP is being ignored, that corpses are laying around, not properly bagged. You suggest a corrective action: CMO to talk to the MDs about this. Give it a few minutes for the CMO to act on your feedback, after which you re-check whether the problem has been corrected, or not. If not, you PDA the CMO again. If the CMO is ignoring you, or brushes you off, you can decide whether you think the CMO is failing to manage medbay properly. If they aren't (CMO is busy, or medical is overwhelmed) then it may be a good idea to let the matter rest for now, and check back later. If, on the other hand, you feel the CMO is neglecting to manage their department properly, at that point, you should contact the XO.&lt;br /&gt;
==Justice for None==&lt;br /&gt;
'' I would like to announce that I believe my client to be a DISGUSTING TRAITOR, and I resent the fact that I've been given the task of defending him. You should probably just toss him out of the airlock or something, I rest my case sir.''&lt;br /&gt;
&lt;br /&gt;
As a traitor, you have closer ties to security than anyone else. Officers may go into the break room alone, and make themselves vulnerable to attack; reducing the number of officers may help even when they aren't your target. Your briefcase can fit the contents of a toolbox in it, but is considerably less suspicious than carrying a toolbox around. It is not difficult to stuff it with handcuffs and flashbangs if you can acquire them from Security storage. You can also hear security radio, which gives you a lot of intel.&lt;br /&gt;
===Overthrowing Rulers for Fun and Profit===&lt;br /&gt;
As a Revolutionary, you have access to sec, with the possibility of dragging away revolutionaries. Very quickly though you'll end up being implanted if you're not fast. You can also use a screwdriver, and give your headset encryption to Rev Heads, helping them listen to security radio, which gives a lot of intel during a revolution.&lt;br /&gt;
== Roleplaying Tips ==&lt;br /&gt;
* Remember, your goal is to be helpful, specifically, helpful to the command staff.&lt;br /&gt;
* This means you should have a generally pleasant attitude. Rude, annoying, etc people aren't listened to, or informed about problems.&lt;br /&gt;
* It also means that you should be visible. Since you are not command staff, people might forget you exist. So, remind them by saying you'll be checking up on departments at the start of the round. PDA heads of department specifically about issues in their department. Reach out to people. If you're helpful, they will appreciate it.&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[category: jobs]]&lt;/div&gt;</summary>
		<author><name>MoistBrother</name></author>
	</entry>
	<entry>
		<id>https://nsv.beestation13.com/mediawiki2/index.php?title=User:MoistBrother/Sandbox&amp;diff=34494</id>
		<title>User:MoistBrother/Sandbox</title>
		<link rel="alternate" type="text/html" href="https://nsv.beestation13.com/mediawiki2/index.php?title=User:MoistBrother/Sandbox&amp;diff=34494"/>
		<updated>2022-08-08T10:33:11Z</updated>

		<summary type="html">&lt;p&gt;MoistBrother: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox jobs&lt;br /&gt;
| headerbgcolor = gray&lt;br /&gt;
| bgcolor = lightgray&lt;br /&gt;
| image = Generic_lawyer.png&lt;br /&gt;
| supervisors = [[Executive Officer]]&lt;br /&gt;
| rank = Civilian ('''CIV''')&lt;br /&gt;
| duties = Advocate for prisoners, create law-binding contracts, ensure [[Security]] is following protocol and [[Space Law]]&lt;br /&gt;
| guides = [[Space Law]], [[Guide to Trials]], [[Paper Markdown]]&lt;br /&gt;
| headerfontcolor = white&lt;br /&gt;
| access = [[Law Office]], [[Courtroom]], [[Brig]]&lt;br /&gt;
| access2 = N/A&lt;br /&gt;
| difficulty = Easy&lt;br /&gt;
| caption = &amp;quot;&amp;lt;i&amp;gt;I will have evidence and there will be consequences.&amp;lt;/i&amp;gt;&amp;quot;&lt;br /&gt;
}}&lt;br /&gt;
The Staff judge advocate is tasked with the thankless job of providing legal aid to the crew. This tends to involve defending [[Traitor|Traitors]] in trials, suing [[Security Officer|Security]] or the [[Backstory#Nanotrasen|company]] or [[xenos|aliens]] or anyone else they can think of for endangering the crew. Other duties include hassling the [[Station Engineer|engineers]] and [[scientist]]s over health and safety violations, and general ambulance-chasing. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Staff Sudge Advocate serves as the supreme source for legal services and counsel throughout the force, they provide legal advice and counsel on behalf of the federal central command on administrative investigations, inquiries, government information practices, SOP complaints, military personnel law, civil litigation, and regulatory issues and compliance matters requiring the interpretation and application of Standard Operating Procedure, Space law.&lt;br /&gt;
&lt;br /&gt;
Their main tasks on Whiterapids naval vessels are the following:&lt;br /&gt;
# Provide legal counsel to the captain, and the crew as a whole.&lt;br /&gt;
# Identify and Document any violations of Standard Operating Procedure or Space Law within the vessel's departments, then report those violations to the correct authority.&lt;br /&gt;
# Serve as representation in trials held aboard the ship.&lt;br /&gt;
# Ensure the correct application of Space Law by the local Military Police Department.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
SOP violations should be reported to the Head of Staff for the relevant department, and Space Law violations to Security. If the Head of Staff is not present or not receptive, contact the Executive Officer, failing that, take the matter to the highest rank; the Captain. SJA is a roleplay oriented job, and it requires that you either know SOP &amp;amp; Space Law well, or that you are willing to look it up often while playing. You are effectively much like a safety inspector/lawyer hybrid - you do inspections of ship departments and report your findings to their supervisors, as well as investigating matters that people report to you.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Bare minimum requirements:''' Talk to prisoners and speak to security on their behalf if asked. Encourage the [[warden]] to reduce [[Space Law|overly harsh sentences]]. [[Guide to trials|Represent]] aggrieved crewmembers if needed.&lt;br /&gt;
&lt;br /&gt;
==Duties ==&lt;br /&gt;
&lt;br /&gt;
You're expected to be an impartial auditor, investigator, arbitrator, and unbiased source of good information for the department heads. This being said, let's go through what should be known and done:&lt;br /&gt;
&lt;br /&gt;
=== Do ===&lt;br /&gt;
* '''Peeping Tom:''' Walk around the ship, observing what the rest of the crew are doing, and noting any violations of their job SOP or Space Law that you see. Report any SOP violations to the head of that department, preferably via PDA. Report any Space Law violations to Security, preferably over security radio. Part of this observation is directly watching what other employees are doing, and part of it is asking people if there are any issues in their department. Often, they'll inform you about an issue if you ask, even though they'd never actually report this issue had you not asked.&lt;br /&gt;
&lt;br /&gt;
* '''Watch Security:''' Double-check that security is complying with Space Law and Standard Operating Procedure. This means double-checking every sentence (both timed and perma) that security gives to prisoners, and verifying that they got the timer right. It also means making sure they don't violate it in other ways, such as harmbatoning prisoners. Bad behaviour by Security should be reported to the HOS. If they are not available, or do not listen, contact the XO.&lt;br /&gt;
&lt;br /&gt;
* '''Ascertain guilt or innocence.''' When a suspect is brought in, check the stories of officers. You may be able to convince them when they either have the wrong person or if they committed a lesser crime than thought. Ask the Detective for his forensics scanner to get physical evidence that supports your client (&amp;quot;your client&amp;quot; being any suspect brought in).&lt;br /&gt;
&lt;br /&gt;
* '''Mind The Ruckus:''' Respond to any calls for an SJA over PDA, general radio, etc. Usually these are from prisoners who feel they have been mistreated, or people who wish to report a SOP/law violation you should probably investigate.&lt;br /&gt;
&lt;br /&gt;
* '''Remind Yourself Of Your Stay:''' Remember that you're here to serve command's interests, NOT to dogmatically enforce SOP even during emergency situations where it makes no sense to do so.&lt;br /&gt;
&lt;br /&gt;
* '''Present Yourself Available:''' Remember that you're here to HELP the various department heads, but since you're not in their department, they will regularly forget you exist. So, it is helpful to remind them, via a quick message, early on, that if there is any matter that they'd like help investigating (e.g: member of their department ignoring SOP) that you are available and they should feel free to call on you.&lt;br /&gt;
&lt;br /&gt;
* '''Participate in trials.''' An unfortunately small part of your job; you can sometimes get trials for inmates scheduled to be executed or when you can convince the HoS that it would be entertaining. Fortunate Staff judge advocates may get the chance to defend high profile persons, like wizards.&lt;br /&gt;
&lt;br /&gt;
*'''Create law-binding contracts.''' As a Staff judge advocate the easiest and most efficient way to get something done is to [[Paper_Markdown|create contracts]], despite popular belief. There are many different types of contracts but a common one is a contract which requests that both parties do a particular action for the other party; ie: trading helmets. If you display these contracts to the Staff judge advocate Gods, then you MIGHT get something nice from them.&lt;br /&gt;
&lt;br /&gt;
*'''Litigation.''' Health, safety, and human rights violations abound on the ship, but be warned that actually getting anything done about it will test your law skills.&lt;br /&gt;
&lt;br /&gt;
=== Don't ===&lt;br /&gt;
&lt;br /&gt;
* '''Just Wait In Your Office:''' There is always something you can do if you get out there and explore the ship. You can always just start going through departments and verifying that they are complying with SOP (or have good reasons to not be doing so). You can always offer your help to heads with troubleshooting problems in their department. There are times (interviewing people, checking records, etc) where you need to be in your office, but you don't need to be in your office most of the time, and you shouldn't be spending most of the shift just sitting there.&lt;br /&gt;
&lt;br /&gt;
* '''Threaten:''' Never threaten other crew members. This includes threats to report them, or get them fired. Threats are never helpful.&lt;br /&gt;
&lt;br /&gt;
* '''Validhunt:''' You are not a sec officer, and should not be patrolling maintenance or otherwise trying to find antags. Instead, you should be concerned mostly with minor SOP breaches and unintentional space law violations by the normal crew within their departments. Your concern is being helpful to the department heads by reporting these issues to them, so that the departments can be better managed.&lt;br /&gt;
&lt;br /&gt;
* '''Take Sides:''' Your job is to represent the best interests of Command. DO NOT always take the side of a prisoner - you are NOT their defence lawyer(except if you are). DO NOT always take the side of security either, as security is perfectly capable of being wrong. Always consider what is in the ship's best interests.&lt;br /&gt;
&lt;br /&gt;
* '''Display Bias:''' Avoid investigating matters concerning any personal friends of yours, if at all possible. Refer these matters to someone else, who can conduct an independent and unbiased investigation. A biased investigation can be worse than no investigation at all.&lt;br /&gt;
&lt;br /&gt;
==Work as a consultant and inspector.==&lt;br /&gt;
&lt;br /&gt;
[[File:Lawoffice.png|thumb|alt=Law Office|The [[Law Office]], where you can be safely ignored]]&lt;br /&gt;
&lt;br /&gt;
You'll need to ingratiate yourself with Security personnel; otherwise your shift as Staff judge advocate will likely be fruitless and painful. You have virtually no physical power, but you can accumulate social power. Greet them when you first see them, use titles like &amp;quot;officer&amp;quot; when referring to them, say please and thank you, and generally try to roleplay a friendly fellow crew member. Don't let your speech imply authority, though: your Head is the XO, not the HoS. Make it clear that your function is to uphold justice, the welfare of your clients, and the good of the ship. Do not abuse your security headset or sec will at the least take it away or at the worst brig you for it AND take it away.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Make sure all crewmembers know you are present by giving them a quick heads up via PDA at the start of the shift, the sheer presence of a SJA is likely to bring order into chaos, for fear of the great equalizer: Paperwork.&lt;br /&gt;
&lt;br /&gt;
Speaking of paperwork, you will likely want to document some of your more egregious findings on paper, below are some pointers as to how to make a good report.&lt;br /&gt;
&lt;br /&gt;
This information should be gathered regardless of your intent to file a proper report in paper since it's greatly beneficial to have all the facts before pointing fingers at someone.&lt;br /&gt;
&lt;br /&gt;
Before reporting a violation, it is a good idea to make sure you have all the relevant facts. For example:&lt;br /&gt;
* '''Who''' did it&lt;br /&gt;
* '''What''' they did&lt;br /&gt;
* '''Which''' exact point of Space Law or SOP they violated (including the exact number, you should be able to cite it by number)&lt;br /&gt;
* '''Where''' they did it (if you can find out)&lt;br /&gt;
* '''Why''' they did it (SOP can be justifiably broken in emergencies, hence the 'why' bit is very helpful in figuring out if they had good cause)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== FAQs ==&lt;br /&gt;
&lt;br /&gt;
* '''How do I check a department is following SOP correctly?''' Pull up the wiki SOP page for that department's jobs, then check, for each item, whether or not it is being done. E.g. if the SOP for Medical Doctor requires they put synthflesh in the cloner, set up the cryo tubes, and label corpses, check that these things are being done. Then report any that are NOT done to their boss (the CMO).&lt;br /&gt;
* '''What are the limits on what a SJA can do?''' SJAs cannot act against the ship's interests. So, they can't demand SOP be followed even if doing so would be against the ship's interests, e.g. during a major emergency. They are not allowed to do anyone else's job for them. They are not allowed to violate Space Law in any way. They cannot, in short, be detrimental to either the ship or to Whiterapids/Command overall.&lt;br /&gt;
* '''What happens if a SJA abuses their authority?''' SJAs who are acting against the interests of the ship/Command can be demoted by the XO, or Captain. SJAs who break Space Law can additionally be arrested and brigged by Security. Admins hold SJA to a higher standard than most jobs, which means that an SJA who acts against the ship/Command's interests (e.g: seriously breaking Space Law) is likely to be banned from playing SJA.&lt;br /&gt;
* '''Can command/sec ignore the SJA?''' In theory yes, but this should only be done if the SJA is (through their own lack of knowledge) demanding attention for a relatively small issue at a time when command/sec is busy dealing with a far more important matter. In that situation, the SJA should be told that sec/command is busy dealing with an emergency (and what the emergency is). Once they've been informed, they can be ignored until the emergency is over, at which point command/sec should come back and address the matter they raised. If an SJA refuses to stop demanding attention, even after they've already been told that command/sec is busy with a far more important matter, then you should carefully consider whether they're right, or they're being unreasonable, and potentially acting against the interests of the ship/command by distracting command/sec during a major emergency.&lt;br /&gt;
&lt;br /&gt;
=== More Example Scenarios ===&lt;br /&gt;
&lt;br /&gt;
* Is there no food? Inform the XO.&lt;br /&gt;
* Is cargo still waiting for those research disks? Contact the RD and ask what their status is.&lt;br /&gt;
* Are there strange floorpills everywhere? Ask the detective to scan them (drug distribution is illegal). Also ask the CMO to check what their chemists are doing.&lt;br /&gt;
* Is the Roboticist unable to complete their goal because nobody has the resources yet? Check what is going on with mining, then inform the QM and XO.&lt;br /&gt;
&lt;br /&gt;
== How To React If A Department Head Ignores You ==&lt;br /&gt;
&lt;br /&gt;
For example: you're in medical, and you notice that corpses are laying around, not properly bagged. You should PDA the CMO to inform them that SOP is being ignored, that corpses are laying around, not properly bagged. You suggest a corrective action: CMO to talk to the MDs about this. Give it a few minutes for the CMO to act on your feedback, after which you re-check whether the problem has been corrected, or not. If not, you PDA the CMO again. If the CMO is ignoring you, or brushes you off, you can decide whether you think the CMO is failing to manage medbay properly. If they aren't (CMO is busy, or medical is overwhelmed) then it may be a good idea to let the matter rest for now, and check back later. If, on the other hand, you feel the CMO is neglecting to manage their department properly, at that point, you should contact the XO.&lt;br /&gt;
&lt;br /&gt;
==Justice for None==&lt;br /&gt;
&lt;br /&gt;
'' I would like to announce that I believe my client to be a DISGUSTING TRAITOR, and I resent the fact that I've been given the task of defending him. You should probably just toss him out of the airlock or something, I rest my case sir.''&lt;br /&gt;
&lt;br /&gt;
As a traitor, you have closer ties to security than anyone else. Officers may go into the break room alone, and make themselves vulnerable to attack; reducing the number of officers may help even when they aren't your target. Your briefcase can fit the contents of a toolbox in it, but is considerably less suspicious than carrying a toolbox around. It is not difficult to stuff it with handcuffs and flashbangs if you can acquire them from Security storage. You can also hear security radio, which gives you a lot of intel.&lt;br /&gt;
&lt;br /&gt;
===Overthrowing Rulers for Fun and Profit===&lt;br /&gt;
&lt;br /&gt;
As a Revolutionary, you have access to sec, with the possibility of dragging away revolutionaries. Very quickly though you'll end up being implanted if you're not fast. You can also use a screwdriver, and give your headset encryption to Rev Heads, helping them listen to security radio, which gives a lot of intel during a revolution.&lt;br /&gt;
&lt;br /&gt;
== Roleplaying Tips ==&lt;br /&gt;
&lt;br /&gt;
* Remember, your goal is to be helpful, specifically, helpful to the command staff.&lt;br /&gt;
* This means you should have a generally pleasant attitude. Rude, annoying, etc people aren't listened to, or informed about problems.&lt;br /&gt;
* It also means that you should be visible. Since you are not command staff, people might forget you exist. So, remind them by saying you'll be checking up on departments at the start of the round. PDA heads of department specifically about issues in their department. Reach out to people. If you're helpful, they will appreciate it.&lt;br /&gt;
&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[category: jobs]]&lt;/div&gt;</summary>
		<author><name>MoistBrother</name></author>
	</entry>
	<entry>
		<id>https://nsv.beestation13.com/mediawiki2/index.php?title=Department_Standard_Operating_Procedure:_Service/Civilian&amp;diff=34493</id>
		<title>Department Standard Operating Procedure: Service/Civilian</title>
		<link rel="alternate" type="text/html" href="https://nsv.beestation13.com/mediawiki2/index.php?title=Department_Standard_Operating_Procedure:_Service/Civilian&amp;diff=34493"/>
		<updated>2022-08-08T10:32:12Z</updated>

		<summary type="html">&lt;p&gt;MoistBrother: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Important&lt;br /&gt;
|Title=These are In-Character Guidelines&lt;br /&gt;
|Note=&amp;lt;font size='2'&amp;gt;[[Standard Operating Procedure]]s (SOPs) are general guidelines and may be used as justification for administrative action and/or IC punishments, such as being fired from your position. They are not meant to be followed to the letter, because circumstances and context may permit you to break SOP. However, the fact that SOP is malleable is not an excuse to ignore it entirely.&amp;lt;/font&amp;gt;&lt;br /&gt;
|Color=#0398fc&lt;br /&gt;
|Image=Docs blue.png&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Higher alert levels overwrite SOP of lower ones.'''&lt;br /&gt;
==&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;CONDITION 3 - RELAXED OPERATIONS&amp;lt;/span&amp;gt;==&lt;br /&gt;
&lt;br /&gt;
===[[File:Janitor.png|64px]][[Janitor]]===&lt;br /&gt;
'''Duty: Keeping the ship clean and replacing lights where needed.'''&lt;br /&gt;
# If the Janitor's work leaves any surface slippery, they are to place wet floor signs, either physical or holographic.&lt;br /&gt;
# The Janitor is not to use Cleaning Foam Grenades as pranking implements. Cleaning Foam Grenades are to be used to clean large surfaces at once, only.&lt;br /&gt;
&lt;br /&gt;
===[[File:Generic_barman.png|64px]][[Bartender]]===&lt;br /&gt;
'''Duty: Providing beverages in the bar/Hosting social gatherings for morale.'''&lt;br /&gt;
# The Bartender is not permitted to use or visibly display their shotgun outside the bar. However, they may obtain permission from the Head of Security or Warden to shorten the barrel to allow for easier and concealed transportation. Shortening the barrel without authorization is grounds for confiscation of the Bartender's shotgun.&lt;br /&gt;
# The Bartender is permitted to use their shotgun on unruly bar patrons in order to throw them out if they are being disruptive. They are not, however, permitted to apply lethal force.&lt;br /&gt;
# The Bartender is not permitted to possess lethal shotgun ammunition. Only beanbag slugs are permitted.&lt;br /&gt;
# The Bartender, after exercising their right to remove unruly patrons, must notify Security with a brief description of the incident.&lt;br /&gt;
# The Bartender is exempt from legal ramifications when dutifully removing unruly (e.g. overtly hostile) patrons from the Bar, provided, of course, they followed Guidelines 2 and 4.&lt;br /&gt;
&lt;br /&gt;
===[[File:Generic_chef.png|64px]][[Cook]]===&lt;br /&gt;
'''Duty: Providing food in the bar/Hosting social gatherings for morale.'''&lt;br /&gt;
# The Chef is not permitted to use the corpses of deceased personnel for meat unless given specific permission from the Chief Medical Officer. Patrons must be informed that the food contains said meat.&lt;br /&gt;
# The Chef is permitted to use Ambrosia and other such light narcotics in the production of food, as long as patrons are aware the food contains it.&lt;br /&gt;
# The Chef is not permitted to cook food that can harm or kill crewmembers.&lt;br /&gt;
&lt;br /&gt;
===[[File:Botanist.png|64px]][[Botanist]]===&lt;br /&gt;
'''Duty: Growing food plants for the cook/bartender, and other beneficial plants.'''&lt;br /&gt;
# Botanists are permitted to grow and distribute light narcotics such as Ambrosia.&lt;br /&gt;
# Botanists are not permitted to grow deadly or harmful produce.&lt;br /&gt;
&lt;br /&gt;
===[[File:Generic_clown.png|64px]][[Clown]]===&lt;br /&gt;
'''Duty: Improving morale through application of non-disruptive pranks and humor.'''&lt;br /&gt;
# The Clown is not permitted to interfere with active Security duty, or in any way endanger other personnel.&lt;br /&gt;
# The Clown is not permitted to hold anything but water in their sunflower.&lt;br /&gt;
# The Clown must legitimately attempt to be funny and/or entertaining. The joke is supposed to be funny for people besides the Clown.&lt;br /&gt;
# The Clown is permitted to, and freely exempt from any consequences of, performing any harmless prank that does not directly conflict with the above Guidelines.&lt;br /&gt;
&lt;br /&gt;
===[[File:Generic_lawyer.png|64px]][[Lawyer|Staff Judge Advocate]]===&lt;br /&gt;
'''Duty: Serving as consultant in SOP/Space law matters, and representing prisoners and ensuring their rights.'''&lt;br /&gt;
# Staff Judge Advocates can overrule anyone in all matters concerning Space Law. This does not extend to Emergency Response Teams, Central Command Officials or direct Central Command communications.&lt;br /&gt;
# Staff Judge Advocates are not above Space Law. Similarly, they cannot overrule Security on a sentence imposed against themselves.&lt;br /&gt;
# Staff Judge Advocates are to ensure that Standard Operating Procedure is being properly followed, when applicable, and to contact the relevant Head of Staff when it is not.&lt;br /&gt;
# Staff Judge Advocates are to attempt to resolve all Standard Operating Procedure issues locally before contacting Command. If a valid report is ignored by the relevant Head of Staff, the Executive Officer is to be contacted. If the Executive Officer ignores the report, then the Captain must be contacted instead.&lt;br /&gt;
# Staff Judge Advocates are only to provide legal representation for personnel facing a Capital Sentence. They should, however, ensure that their timed sentence is applied correctly, and alert Security if it is not. &lt;br /&gt;
# Prisoners may not request a trial or legal representation unless they have been charged with a Felony or Capital crime, or they believe they have been wrongly mistreated under Department Standard Operating Procedure: Security.&lt;br /&gt;
# Judge Advocates are permitted to provide legal advice for Security and prisoners, as well as investigating whether or not arrests were done properly.&lt;br /&gt;
# Staff Judge Advocates must request permission from any potential client before serving as their legal representative, as said client may choose to either represent themselves, or request someone else.&lt;br /&gt;
# Staff Judge Advocates are not to deliberately halt or slow down prisoner processing or ongoing investigations. If Security is acting in a demonstrably incompetent manner, contacting the Head of Security or the Executive Officer is highly recommended. If more information about the crime in question is needed, Agents should wait until the person in question was brigged.&lt;br /&gt;
&lt;br /&gt;
===[[File:Generic_librarian.png|64px]][[Librarian]]===&lt;br /&gt;
'''Duty: Attending the local library and ensuring manuals and other documentation is available. Providing a boost in morale by offering entertaining books.'''&lt;br /&gt;
# The Librarian is to keep at least one shelf stocked with books for crewmembers.&lt;br /&gt;
# The Librarian is permitted to conduct journalism in any part of the ship, with permission from the relevant department head.&lt;br /&gt;
&lt;br /&gt;
===[[File:Generic_chaplain.png|64px]][[Chaplain]]===&lt;br /&gt;
'''Duty: Providing the crew with spiritual advice and offering counsel.'''&lt;br /&gt;
# The Chaplain is not permitted to execute Bible Healing without consent, unless the person in question is in critical condition and there are no Medical Doctors, as doing so incurs the risk of causing brain damage.&lt;br /&gt;
# The Chaplain may not draw the Null Rod or any of its variants on any personnel. Using these items on any personnel is grounds to have these items confiscated, unless there is a clear and present danger to their life.&lt;br /&gt;
# The Chaplain may not actively discriminate against any personnel on the grounds that it is a religious tenet of their particular faith.&lt;br /&gt;
# The Chaplain may freely conduct funerals for non-cloneable personnel.&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;CONDITION 2 - STANDARD OPERATION&amp;lt;/span&amp;gt;==&lt;br /&gt;
&amp;lt;u&amp;gt;ALL REGULATIONS CARRY OVER FROM CONDITION 3 UNLESS OTHERWISE STATED&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Janitor===&lt;br /&gt;
# The Janitor may not make any surface slippery during Conditions 2 or 1.&lt;br /&gt;
&lt;br /&gt;
===Bartender===&lt;br /&gt;
# Depending on the situation, the distribution of strong alcoholic beverages is no longer allowed.&lt;br /&gt;
&lt;br /&gt;
===Clown===&lt;br /&gt;
# Guideline 4 no longer applies during conditions 2 or 1.&lt;br /&gt;
# The Clown is no longer permitted to, and freely exempt from any consequences of, performing any harmless prank that does not directly conflict with the above Guidelines.&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;CONDITION 1 - GENERAL QUARTERS&amp;lt;/span&amp;gt;==&lt;br /&gt;
&amp;lt;u&amp;gt;ALL REGULATIONS CARRY OVER FROM CONDITION 3 AND 2 UNLESS OTHERWISE STATED&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===All Roles:===&lt;br /&gt;
'''Duty: See general SOP for Condition 1.'''&lt;br /&gt;
# Perform your assigned duty to the best of your abilities.&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;CONDITION ZEBRA - AIRTIGHT DOORS ENGAGED&amp;lt;/span&amp;gt;==&lt;br /&gt;
&amp;lt;u&amp;gt;ALL REGULATIONS CARRY OVER FROM CONDITION 3,2 AND 1 UNLESS OTHERWISE STATED&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===All Roles:===&lt;br /&gt;
'''Duty: See general SOP for Condition Zebra.'''&lt;br /&gt;
# Perform your assigned duty to the best of your abilities.&lt;/div&gt;</summary>
		<author><name>MoistBrother</name></author>
	</entry>
	<entry>
		<id>https://nsv.beestation13.com/mediawiki2/index.php?title=User:MoistBrother/Sandbox&amp;diff=34492</id>
		<title>User:MoistBrother/Sandbox</title>
		<link rel="alternate" type="text/html" href="https://nsv.beestation13.com/mediawiki2/index.php?title=User:MoistBrother/Sandbox&amp;diff=34492"/>
		<updated>2022-08-08T10:12:58Z</updated>

		<summary type="html">&lt;p&gt;MoistBrother: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox jobs&lt;br /&gt;
| headerbgcolor = gray&lt;br /&gt;
| bgcolor = lightgray&lt;br /&gt;
| image = Generic_lawyer.png&lt;br /&gt;
| supervisors = [[Executive Officer]]&lt;br /&gt;
| rank = Civilian ('''CIV''')&lt;br /&gt;
| duties = Advocate for prisoners, create law-binding contracts, ensure [[Security]] is following protocol and [[Space Law]]&lt;br /&gt;
| guides = [[Space Law]], [[Guide to Trials]], [[Paper Markdown]]&lt;br /&gt;
| headerfontcolor = white&lt;br /&gt;
| access = [[Law Office]], [[Courtroom]], [[Brig]]&lt;br /&gt;
| access2 = N/A&lt;br /&gt;
| difficulty = Easy&lt;br /&gt;
| caption = &amp;quot;&amp;lt;i&amp;gt;I will have evidence and there will be consequences.&amp;lt;/i&amp;gt;&amp;quot;&lt;br /&gt;
}}&lt;br /&gt;
The Staff judge advocate is tasked with the thankless job of providing legal aid to the crew. This tends to involve defending [[Traitor|Traitors]] in trials, suing [[Security Officer|Security]] or the [[Backstory#Nanotrasen|company]] or [[xenos|aliens]] or anyone else they can think of for endangering the crew. Other duties include hassling the [[Station Engineer|engineers]] and [[scientist]]s over health and safety violations, and general ambulance-chasing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Staff Sudge Advocate serves as the supreme source for legal services and counsel throughout the force, they provide legal advice and counsel on behalf of the federal central command on administrative investigations, inquiries, government information practices, SOP complaints, military personnel law, civil litigation, and regulatory issues and compliance matters requiring the interpretation and application of Standard Operating Procedure, Space law.&lt;br /&gt;
&lt;br /&gt;
Their main tasks on Whiterapids naval vessels are the following:&lt;br /&gt;
&lt;br /&gt;
# Provide legal counsel to the captain, and the crew as a whole.&lt;br /&gt;
# Identify and Document any violations of Standard Operating Procedure or Space Law within the vessel's departments, then report those violations to the correct authority.&lt;br /&gt;
# Serve as representation in trials held aboard the ship.&lt;br /&gt;
# Ensure the correct application of Space Law by the local Military Police Department.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
SOP violations should be reported to the Head of Staff for the relevant department, and Space Law violations to Security. If the Head of Staff is not present or not receptive, contact the Executive Officer, failing that, take the matter to the highest rank; the Captain. SJA is a roleplay oriented job, and it requires that you either know SOP &amp;amp; Space Law well, or that you are willing to look it up often while playing. You are effectively much like a safety inspector/lawyer hybrid - you do inspections of ship departments and report your findings to their supervisors, as well as investigating matters that people report to you.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Bare minimum requirements:''' Talk to prisoners and speak to security on their behalf if asked. Encourage the [[warden]] to reduce [[Space Law|overly harsh sentences]]. [[Guide to trials|Represent]] aggrieved crewmembers if needed.&lt;br /&gt;
==Duties ==&lt;br /&gt;
You're expected to be an impartial auditor, investigator, arbitrator, and unbiased source of good information for the department heads. This being said, let's go through what should be known and done:&lt;br /&gt;
&lt;br /&gt;
=== Do ===&lt;br /&gt;
&lt;br /&gt;
* '''Peeping Tom:''' Walk around the ship, observing what the rest of the crew are doing, and noting any violations of their job SOP or Space Law that you see. Report any SOP violations to the head of that department, preferably via PDA. Report any Space Law violations to Security, preferably over security radio. Part of this observation is directly watching what other employees are doing, and part of it is asking people if there are any issues in their department. Often, they'll inform you about an issue if you ask, even though they'd never actually report this issue had you not asked.&lt;br /&gt;
&lt;br /&gt;
* '''Watch Security:''' Double-check that security is complying with Space Law and Standard Operating Procedure. This means double-checking every sentence (both timed and perma) that security gives to prisoners, and verifying that they got the timer right. It also means making sure they don't violate it in other ways, such as harmbatoning prisoners. Bad behaviour by Security should be reported to the HOS. If they are not available, or do not listen, contact the XO.&lt;br /&gt;
* '''Ascertain guilt or innocence.''' When a suspect is brought in, check the stories of officers. You may be able to convince them when they either have the wrong person or if they committed a lesser crime than thought. Ask the Detective for his forensics scanner to get physical evidence that supports your client (&amp;quot;your client&amp;quot; being any suspect brought in).&lt;br /&gt;
&lt;br /&gt;
* '''Mind The Ruckus:''' Respond to any calls for an SJA over PDA, general radio, etc. Usually these are from prisoners who feel they have been mistreated, or people who wish to report a SOP/law violation you should probably investigate.&lt;br /&gt;
&lt;br /&gt;
* '''Remind Yourself Of Your Stay:''' Remember that you're here to serve command's interests, NOT to dogmatically enforce SOP even during emergency situations where it makes no sense to do so.&lt;br /&gt;
&lt;br /&gt;
* '''Present Yourself Available:''' Remember that you're here to HELP the various department heads, but since you're not in their department, they will regularly forget you exist. So, it is helpful to remind them, via a quick message, early on, that if there is any matter that they'd like help investigating (e.g: member of their department ignoring SOP) that you are available and they should feel free to call on you.&lt;br /&gt;
* '''Participate in trials.''' An unfortunately small part of your job; you can sometimes get trials for inmates scheduled to be executed or when you can convince the HoS that it would be entertaining. Fortunate Staff judge advocates may get the chance to defend high profile persons, like wizards.&lt;br /&gt;
&lt;br /&gt;
*'''Create law-binding contracts.''' As a Staff judge advocate the easiest and most efficient way to get something done is to [[Paper_Markdown|create contracts]], despite popular belief. There are many different types of contracts but a common one is a contract which requests that both parties do a particular action for the other party; ie: trading helmets. If you display these contracts to the Staff judge advocate Gods, then you MIGHT get something nice from them.&lt;br /&gt;
&lt;br /&gt;
*'''Litigation.''' Health, safety, and human rights violations abound on the ship, but be warned that actually getting anything done about it will test your law skills.&lt;br /&gt;
&lt;br /&gt;
=== Don't ===&lt;br /&gt;
&lt;br /&gt;
* '''Just Wait In Your Office:''' There is always something you can do if you get out there and explore the ship. You can always just start going through departments and verifying that they are complying with SOP (or have good reasons to not be doing so). You can always offer your help to heads with troubleshooting problems in their department. There are times (interviewing people, checking records, etc) where you need to be in your office, but you don't need to be in your office most of the time, and you shouldn't be spending most of the shift just sitting there.&lt;br /&gt;
&lt;br /&gt;
* '''Threaten:''' Never threaten other crew members. This includes threats to report them, or get them fired. Threats are never helpful.&lt;br /&gt;
&lt;br /&gt;
* '''Validhunt:''' You are not a sec officer, and should not be patrolling maintenance or otherwise trying to find antags. Instead, you should be concerned mostly with minor SOP breaches and unintentional space law violations by the normal crew within their departments. Your concern is being helpful to the department heads by reporting these issues to them, so that the departments can be better managed.&lt;br /&gt;
&lt;br /&gt;
* '''Take Sides:''' Your job is to represent the best interests of Command. DO NOT always take the side of a prisoner - you are NOT their defence lawyer(except if you are). DO NOT always take the side of security either, as security is perfectly capable of being wrong. Always consider what is in the ship's best interests.&lt;br /&gt;
&lt;br /&gt;
* '''Display Bias:''' Avoid investigating matters concerning any personal friends of yours, if at all possible. Refer these matters to someone else, who can conduct an independent and unbiased investigation. A biased investigation can be worse than no investigation at all.&lt;br /&gt;
&lt;br /&gt;
==Work as a consultant and inspector.==&lt;br /&gt;
[[File:Lawoffice.png|thumb|alt=Law Office|The [[Law Office]], where you can be safely ignored]]&lt;br /&gt;
You'll need to ingratiate yourself with Security personnel; otherwise your shift as Staff judge advocate will likely be fruitless and painful. You have virtually no physical power, but you can accumulate social power. Greet them when you first see them, use titles like &amp;quot;officer&amp;quot; when referring to them, say please and thank you, and generally try to roleplay a friendly fellow crew member. Don't let your speech imply authority, though: your Head is the XO, not the HoS. Make it clear that your function is to uphold justice, the welfare of your clients, and the good of the ship. Do not abuse your security headset or sec will at the least take it away or at the worst brig you for it AND take it away.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Make sure all crewmembers know you are present by giving them a quick heads up via PDA at the start of the shift, the sheer presence of a SJA is likely to bring order into chaos, for fear of the great equalizer: Paperwork.&lt;br /&gt;
&lt;br /&gt;
Speaking of paperwork, you will likely want to document some of your more egregious findings on paper, below are some pointers as to how to make a good report.&lt;br /&gt;
&lt;br /&gt;
This information should be gathered regardless of your intent to file a proper report in paper since it's greatly beneficial to have all the facts before pointing fingers at someone.&lt;br /&gt;
&lt;br /&gt;
Before reporting a violation, it is a good idea to make sure you have all the relevant facts. For example:&lt;br /&gt;
&lt;br /&gt;
* '''Who''' did it&lt;br /&gt;
* '''What''' they did&lt;br /&gt;
* '''Which''' exact point of Space Law or SOP they violated (including the exact number, you should be able to cite it by number)&lt;br /&gt;
* '''Where''' they did it (if you can find out)&lt;br /&gt;
* '''Why''' they did it (SOP can be justifiably broken in emergencies, hence the 'why' bit is very helpful in figuring out if they had good cause)&lt;br /&gt;
&lt;br /&gt;
== FAQs ==&lt;br /&gt;
&lt;br /&gt;
* '''How do I check a department is following SOP correctly?''' Pull up the wiki SOP page for that department's jobs, then check, for each item, whether or not it is being done. E.g. if the SOP for Medical Doctor requires they put synthflesh in the cloner, set up the cryo tubes, and label corpses, check that these things are being done. Then report any that are NOT done to their boss (the CMO).&lt;br /&gt;
* '''What are the limits on what a SJA can do?''' SJAs cannot act against the ship's interests. So, they can't demand SOP be followed even if doing so would be against the ship's interests, e.g. during a major emergency. They are not allowed to do anyone else's job for them. They are not allowed to violate Space Law in any way. They cannot, in short, be detrimental to either the ship or to Whiterapids/Command overall.&lt;br /&gt;
* '''What happens if a SJA abuses their authority?''' SJAs who are acting against the interests of the ship/Command can be demoted by the XO, or Captain. SJAs who break Space Law can additionally be arrested and brigged by Security. Admins hold SJA to a higher standard than most jobs, which means that an SJA who acts against the ship/Command's interests (e.g: seriously breaking Space Law) is likely to be banned from playing SJA.&lt;br /&gt;
* '''Can command/sec ignore the SJA?''' In theory yes, but this should only be done if the SJA is (through their own lack of knowledge) demanding attention for a relatively small issue at a time when command/sec is busy dealing with a far more important matter. In that situation, the SJA should be told that sec/command is busy dealing with an emergency (and what the emergency is). Once they've been informed, they can be ignored until the emergency is over, at which point command/sec should come back and address the matter they raised. If an SJA refuses to stop demanding attention, even after they've already been told that command/sec is busy with a far more important matter, then you should carefully consider whether they're right, or they're being unreasonable, and potentially acting against the interests of the ship/command by distracting command/sec during a major emergency.&lt;br /&gt;
&lt;br /&gt;
=== More Example Scenarios ===&lt;br /&gt;
&lt;br /&gt;
* Is there no food? Inform the XO.&lt;br /&gt;
* Is cargo still waiting for those research disks? Contact the RD and ask what their status is.&lt;br /&gt;
* Are there strange floorpills everywhere? Ask the detective to scan them (drug distribution is illegal). Also ask the CMO to check what their chemists are doing.&lt;br /&gt;
* Is the Roboticist unable to complete their goal because nobody has the resources yet? Check what is going on with mining, then inform the QM and XO.&lt;br /&gt;
&lt;br /&gt;
== How To React If A Department Head Ignores You ==&lt;br /&gt;
For example: you're in medical, and you notice that corpses are laying around, not properly bagged. You should PDA the CMO to inform them that SOP is being ignored, that corpses are laying around, not properly bagged. You suggest a corrective action: CMO to talk to the MDs about this. Give it a few minutes for the CMO to act on your feedback, after which you re-check whether the problem has been corrected, or not. If not, you PDA the CMO again. If the CMO is ignoring you, or brushes you off, you can decide whether you think the CMO is failing to manage medbay properly. If they aren't (CMO is busy, or medical is overwhelmed) then it may be a good idea to let the matter rest for now, and check back later. If, on the other hand, you feel the CMO is neglecting to manage their department properly, at that point, you should contact the XO.&lt;br /&gt;
&lt;br /&gt;
==Justice for None==&lt;br /&gt;
'' I would like to announce that I believe my client to be a DISGUSTING TRAITOR, and I resent the fact that I've been given the task of defending him. You should probably just toss him out of the airlock or something, I rest my case sir.''&lt;br /&gt;
&lt;br /&gt;
As a traitor, you have closer ties to security than anyone else. Officers may go into the break room alone, and make themselves vulnerable to attack; reducing the number of officers may help even when they aren't your target. Your briefcase can fit the contents of a toolbox in it, but is considerably less suspicious than carrying a toolbox around. It is not difficult to stuff it with handcuffs and flashbangs if you can acquire them from Security storage. You can also hear security radio, which gives you a lot of intel.&lt;br /&gt;
===Overthrowing Rulers for Fun and Profit===&lt;br /&gt;
As a Revolutionary, you have access to sec, with the possibility of dragging away revolutionaries. Very quickly though you'll end up being implanted if you're not fast. You can also use a screwdriver, and give your headset encryption to Rev Heads, helping them listen to security radio, which gives a lot of intel during a revolution.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[category: jobs]]&lt;/div&gt;</summary>
		<author><name>MoistBrother</name></author>
	</entry>
	<entry>
		<id>https://nsv.beestation13.com/mediawiki2/index.php?title=Department_Standard_Operating_Procedure:_Medical&amp;diff=34491</id>
		<title>Department Standard Operating Procedure: Medical</title>
		<link rel="alternate" type="text/html" href="https://nsv.beestation13.com/mediawiki2/index.php?title=Department_Standard_Operating_Procedure:_Medical&amp;diff=34491"/>
		<updated>2022-08-08T09:58:28Z</updated>

		<summary type="html">&lt;p&gt;MoistBrother: Move stuff around, fix phrasing&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Important&lt;br /&gt;
|Title=These are In-Character Guidelines&lt;br /&gt;
|Note=&amp;lt;font size='2'&amp;gt;[[Standard Operating Procedure]]s (SOPs) are general guidelines and may be used as justification for administrative action and/or IC punishments, such as being fired from your position. They are not meant to be followed to the letter, because circumstances and context may permit you to break SOP. However, the fact that SOP is malleable is not an excuse to ignore it entirely.&amp;lt;/font&amp;gt;&lt;br /&gt;
|Color=#0398fc&lt;br /&gt;
|Image=Docs blue.png&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=Medbay Departmental SOP:=&lt;br /&gt;
=[[File:Feline cmo.gif|64px]][[Chief Medical Officer]]=&lt;br /&gt;
'''Higher alert levels overwrite SOP of lower ones.'''&lt;br /&gt;
===Duty:===&lt;br /&gt;
'''Coordinating the medical department and ensuring every doctor knows what they’re doing.'''&lt;br /&gt;
&lt;br /&gt;
'''Assisting the captain in making decisions on medicine related matters.'''&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;CONDITION 3 - RELAXED OPERATIONS&amp;lt;/span&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
# The Chief Medical Officer is permitted to carry a regular Defibrillator or a Compact Defibrillator on their person at all times.&lt;br /&gt;
# The Chief Medical Officer is permitted to carry a telescopic baton and a flash. In case Genetic Powers need to be forcefully removed, they are cleared to carry a Syringe Gun.&lt;br /&gt;
# The Chief Medical Officer is not permitted to allow the creation of poisonous or explosive mixtures in Chemistry without express consent from the Captain, except of course in situations where Chemical Implants are required.&lt;br /&gt;
# The Chief Medical Officer is not permitted to allow the release of any virus without a full list of its symptoms, as well as the creation of a vaccine, to be kept in a secure location. The virus may not have any harmful symptoms whatsoever, though neutral/harmless symptoms are permitted. Contact and/or airborne viruses may only be released with consent from the Chief Medical officer and the Captain.&lt;br /&gt;
# The Chief Medical Officer must make sure that any cloneable corpses are, in fact, cloned.&lt;br /&gt;
# Medical Doctors must maintain the entirety of Medbay in an hygienic state. This includes, but is not limited to, cleaning organic residue, fluids and corpses.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;CONDITION 2 - STANDARD OPERATION&amp;lt;/span&amp;gt;===&lt;br /&gt;
&amp;lt;u&amp;gt;ALL REGULATIONS CARRY OVER FROM CONDITION 3 UNLESS OTHERWISE STATED&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# In the event of a viral outbreak, the Chief Medical Officer may grant the Virologist temporary authority over the rest of the Medical personnel.&lt;br /&gt;
# The chief medical officer must ensure that medbay is at all times ready to handle the following situations in large scale:&lt;br /&gt;
* Viral outbreaks.&lt;br /&gt;
* Radiation sickness.&lt;br /&gt;
* Bleeding &amp;amp; Brute damage.&lt;br /&gt;
* Burns and Husked personnel.&lt;br /&gt;
* Mass Casualty Events&lt;br /&gt;
* Mass Poisoning&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;CONDITION 1 - GENERAL QUARTERS&amp;lt;/span&amp;gt;===&lt;br /&gt;
&amp;lt;u&amp;gt;ALL REGULATIONS CARRY OVER FROM CONDITION 3 AND 2 UNLESS OTHERWISE STATED&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# The Chief Medical Officer must ensure that all critical personnel and departments are receiving adequate medical attention if needed.&lt;br /&gt;
# If loss of life is widespread, the Chief Medical Officer may want to transition most medical staff into more fluid, paramedic-like assignments, providing broad first aid to the ship as a whole.&lt;br /&gt;
# If such is the case, the Chief Medical Officer has to ensure that critical machinery(the cloner, chemistry, sleepers) is manned and ready for use at all times.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;CONDITION ZEBRA - AIRTIGHT DOORS ENGAGED&amp;lt;/span&amp;gt;===&lt;br /&gt;
&amp;lt;u&amp;gt;ALL REGULATIONS CARRY OVER FROM CONDITION 3,2 AND 1 UNLESS OTHERWISE STATED&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# The Chief Medical Officer is to don a space-capable hardsuit, preferably their own, and needs to maintain a constant supply of oxygen.&lt;br /&gt;
# The Chief Medical Officer must ensure that their doctors are not suffocating, and must see to their recovery at once if such is the case.&lt;br /&gt;
# The Chief Medical Officer must ensure that a sufficient amount of brute/oxygen healing chems are available for distribution&lt;br /&gt;
&lt;br /&gt;
=[[File:FelineMedicalDoctor.png|64px]][[Medical Doctor]]=&lt;br /&gt;
'''Higher alert levels overwrite SOP of lower ones.'''&lt;br /&gt;
===Duty:===&lt;br /&gt;
'''To provide medical aid to all who require it.'''&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;CONDITION 3 - RELAXED OPERATIONS&amp;lt;/span&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
# Though not mandatory, it is recommended that Doctors wear Sterile Masks and Latex/Nitrile gloves when handling patients.&lt;br /&gt;
# Medical Doctors must ensure there is at least one (1) Defibrillator available for use, at all times, next to or near the Sleepers/Stasis beds.&lt;br /&gt;
# Medical Doctors must maintain the entirety of Medbay in a hygienic state. This includes, but is not limited to, cleaning organic residue, fluids and corpses.&lt;br /&gt;
# Medical Doctors must place all corpses inside body bags, and the Morgue Trays must be correctly tagged.&lt;br /&gt;
# Medical Doctors must, together with Geneticists and Chemists, make sure that Cloning is stocked with Synthflesh.&lt;br /&gt;
# Medical Doctors must make sure that the Morgue does not contain cloneable corpses.&lt;br /&gt;
# Medical Doctors must certify that all cloned personnel are treated for cellular damage, brain damage, and possible mutations after being cloned. An exception is made if the Cloning Pod was fully upgraded by Science&lt;br /&gt;
# Medical Doctors are not permitted to leave Medbay to perform recreational activities if there are unattended patients requiring treatment, If an asystolic patient must be left unattended for any period of time for any reason, they are to be buckled to a Stasis Bed if needed until such time as they can be treated.&lt;br /&gt;
# Medical Doctors must stabilize patients before delivering them to Surgery, except in the case of a corpse being repaired for resuscitation.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;CONDITION 2 - STANDARD OPERATION&amp;lt;/span&amp;gt;===&lt;br /&gt;
&amp;lt;u&amp;gt;ALL REGULATIONS CARRY OVER FROM CONDITION 3 UNLESS OTHERWISE STATED&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# Medical doctors may not leave the medbay unattended&lt;br /&gt;
# Medical doctors must, in the absence of paramedics, keep watch on the crew monitor and make sure any wounded personnel receive medical care.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;CONDITION 1 - GENERAL QUARTERS&amp;lt;/span&amp;gt;===&lt;br /&gt;
&amp;lt;u&amp;gt;ALL REGULATIONS CARRY OVER FROM CONDITION 3 AND 2 UNLESS OTHERWISE STATED&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# Medical doctors must enforce strict triage discipline, and ensure that critical personnel are revived as fast as possible.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;CONDITION ZEBRA - AIRTIGHT DOORS ENGAGED&amp;lt;/span&amp;gt;===&lt;br /&gt;
&amp;lt;u&amp;gt;ALL REGULATIONS CARRY OVER FROM CONDITION 3,2 AND 1 UNLESS OTHERWISE STATED&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# Medical doctors must wear a vacuum-safe suit and carry a sufficient amount of oxygen at all times.&lt;br /&gt;
# Medical doctors must carry oxygen deprivation medicine/kits at all times.&lt;br /&gt;
&lt;br /&gt;
=[[File:ParaTori.png|64px]][[Paramedic]]=&lt;br /&gt;
'''Higher alert levels overwrite SOP of lower ones.'''&lt;br /&gt;
===Duty:===&lt;br /&gt;
'''To rescue wounded personnel from dangerous areas, to render first aid as a first responder.'''&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;CONDITION 3 - RELAXED OPERATIONS&amp;lt;/span&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
# The Paramedics are not permitted to perform Field Surgery unless there are no available Medical Doctors or the Operating Rooms are unusable.&lt;br /&gt;
# The Paramedics are permitted to perform Surgical Procedures inside an Operating Room. However, Doctors should take precedence.&lt;br /&gt;
# The Paramedics are fully permitted to carry a Defibrillator on their person at all times, provided they leave at least one (1) Defibrillator for use in Medbay.&lt;br /&gt;
# The Paramedics must stabilize all patients before bringing them to the Medical Bay. If the patient presents with large blood loss, they are to be rushed to medical post haste.&lt;br /&gt;
# In such a case as a patient is found dead, and cannot be brought back via Defibrillation, the Paramedics must ensure that said patient is brought to Cloning, and Medbay is notified.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;CONDITION 2 - STANDARD OPERATION&amp;lt;/span&amp;gt;===&lt;br /&gt;
&amp;lt;u&amp;gt;ALL REGULATIONS CARRY OVER FROM CONDITION 3 UNLESS OTHERWISE STATED&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# The Paramedics must carry, at all times, enough materials to provide for adequate first aid of all Major Injury Types (Brute, Burn, Toxic, Respiratory).&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;CONDITION 1 - GENERAL QUARTERS&amp;lt;/span&amp;gt;===&lt;br /&gt;
&amp;lt;u&amp;gt;ALL REGULATIONS CARRY OVER FROM CONDITION 3 AND 2 UNLESS OTHERWISE STATED&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# The Paramedics should prioritize retrieval above all else, and may be allowed to let a patient die if such would accelerate retrieval.&lt;br /&gt;
# The use of performance enhancing drugs is permitted if need be to ensure swift retrieval.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;CONDITION ZEBRA - AIRTIGHT DOORS ENGAGED&amp;lt;/span&amp;gt;===&lt;br /&gt;
&amp;lt;u&amp;gt;ALL REGULATIONS CARRY OVER FROM CONDITION 3,2 AND 1 UNLESS OTHERWISE STATED&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# Paramedics must wear a vacuum-safe suit and carry a sufficient amount of oxygen at all times.&lt;br /&gt;
# Paramedics must ensure that they are carrying enough medication to handle large scale brute/burn/oxyloss.&lt;br /&gt;
&lt;br /&gt;
=[[File:Chemist_action.png|64px]][[Chemist]]=&lt;br /&gt;
'''Higher alert levels overwrite SOP of lower ones.'''&lt;br /&gt;
===Duty:===&lt;br /&gt;
'''To provide medication and chems to the doctors and patients, and to ensure cryogenics is stocked with suitable chems.'''&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;CONDITION 3 - RELAXED OPERATIONS&amp;lt;/span&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
# The chemists are not allowed to do the following without written orders by the CMO or captain:&lt;br /&gt;
## The Chemist is not permitted to experiment with explosive mixtures.&lt;br /&gt;
## The Chemist is not permitted to experiment with poisonous mixtures and/or narcotics.&lt;br /&gt;
## The Chemist is not permitted to experiment with Life or other Omnizine-derived mixtures apart from Omnizine or Strange Reagent.&lt;br /&gt;
# The Chemist is not permitted to produce alcoholic beverages.&lt;br /&gt;
# Chemists must, together with Geneticists and Medical Doctors, ensure that Cloning is stocked with Synthflesh.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;CONDITION 2 - STANDARD OPERATION&amp;lt;/span&amp;gt;===&lt;br /&gt;
&amp;lt;u&amp;gt;ALL REGULATIONS CARRY OVER FROM CONDITION 3 UNLESS OTHERWISE STATED&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# The Chemist must ensure that the Medical Fridge is stocked with at least enough medication to handle Brute, Burn, Respiratory, Toxic and Brain damage. Failure to follow this Guideline within thirty (30) minutes is to be considered a breach of Standard Operating Procedure.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;CONDITION 1 - GENERAL QUARTERS&amp;lt;/span&amp;gt;===&lt;br /&gt;
&amp;lt;u&amp;gt;ALL REGULATIONS CARRY OVER FROM CONDITION 3 AND 2 UNLESS OTHERWISE STATED&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# The Chemist is not allowed to leave Chemistry unattended if the Medical Fridge is devoid of Medication, except in such a case as Chemistry is unusable.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;CONDITION ZEBRA - AIRTIGHT DOORS ENGAGED&amp;lt;/span&amp;gt;===&lt;br /&gt;
&amp;lt;u&amp;gt;ALL REGULATIONS CARRY OVER FROM CONDITION 3,2 AND 1 UNLESS OTHERWISE STATED&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# Chemists must wear a vacuum-safe suit and carry a sufficient amount of oxygen at all times.&lt;br /&gt;
# Chemists must ensure that the Chemistry Fridge is stocked with enough medication to handle large scale brute/oxyloss.&lt;br /&gt;
&lt;br /&gt;
=[[File:Virologist.png|64px]][[Virologist]]=&lt;br /&gt;
'''Higher alert levels overwrite SOP of lower ones.'''&lt;br /&gt;
===Duty:===&lt;br /&gt;
'''The curing of non-beneficial pathogens and outbreaks, and the research of beneficial viral pathogens.'''&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;CONDITION 3 - RELAXED OPERATIONS&amp;lt;/span&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
# The Virologist must always wear adequate protection (such as a Biosuit and Internals for Airborne Viruses) when handling infected personnel and Test Animals. Exception is made for IPC Virologists, for obvious reasons.&lt;br /&gt;
# The Virologist must only test viral samples on the provided Test Animals. Said Test Animals are to be maintained inside their pen, and disposed of via Virology's Disposals Chutes if dead, to prevent possible contamination. In addition, the Virologist may not, under any circumstances whatsoever, leave Virology while infected by a Viral Pathogen that spreads by Contact or Airborne means, unless permitted by the Chief Medical Officer.&lt;br /&gt;
# The Virologist may not, under any circumstance whatsoever, release an active virus without prior consent from the Chief Medical Officer. Contact and/or Airborne viruses may only be released with consent from the Chief Medical officer and Captain. In the event a Contact and/or Airborne virus is released, the crew must be informed, and Vaccines should be ready for any personnel that choose to opt out of being infected.&lt;br /&gt;
# The Virologist must ensure that all Viral Samples are kept on their person at all times, or at the very least in a secure location (such as the Virology Fridge).&lt;br /&gt;
# All visitors to Virology must be warned if there is an active Airborne/Contact Viral Pathogen being tested. This includes Medical Personnel.&lt;br /&gt;
# The Virologist must work together with Medical Staff, especially Chemistry, if there is a cure that requires manufacturing.&lt;br /&gt;
# In the event of a lethal Viral Outbreak, the Virologist must work together with the Chief Medical Officer and/or Chemists and/or Bartender to produce a cure.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;CONDITION 2 - STANDARD OPERATION&amp;lt;/span&amp;gt;===&lt;br /&gt;
&amp;lt;u&amp;gt;ALL REGULATIONS CARRY OVER FROM CONDITION 3 UNLESS OTHERWISE STATED&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# All Guidelines carry over from condition 3&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;CONDITION 1 - GENERAL QUARTERS&amp;lt;/span&amp;gt;===&lt;br /&gt;
&amp;lt;u&amp;gt;ALL REGULATIONS CARRY OVER FROM CONDITION 3 AND 2 UNLESS OTHERWISE STATED&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# All Guidelines carry over from condition 3&lt;br /&gt;
# Virologists must help out with general first aid unless a viral outbreak is present.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;CONDITION ZEBRA - AIRTIGHT DOORS ENGAGED&amp;lt;/span&amp;gt;===&lt;br /&gt;
&amp;lt;u&amp;gt;ALL REGULATIONS CARRY OVER FROM CONDITION 3,2 AND 1 UNLESS OTHERWISE STATED&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# Virologists must wear a vacuum-safe suit and carry a sufficient amount of oxygen at all times.&lt;br /&gt;
# Virologists must help out with damage control as outlined in the Condition Zebra SOP - Noncritical Personnel&lt;br /&gt;
&lt;br /&gt;
=[[File:Geneticist_action.png|64px]][[Geneticist]]=&lt;br /&gt;
'''Higher alert levels overwrite SOP of lower ones.'''&lt;br /&gt;
===Duty:===&lt;br /&gt;
'''The research of genetic mutations in order to enable better performance of the crew in their tasks.'''&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;CONDITION 3 - RELAXED OPERATIONS&amp;lt;/span&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
# The Geneticist is not permitted to ignore Cloning, and must provide mutadone when required, as well as humanized animals if required for Surgery. In addition, the Geneticist must, together with Chemists and Medical Doctors, make sure that Cloning is stocked with Synthflesh.&lt;br /&gt;
# The Geneticist is permitted to test Genetic Powers on themselves. However, they are not to utilize these powers on any crew members, nor abuse them to obtain items/personnel outside their access.&lt;br /&gt;
# The Geneticist is permitted to grant Genetic Powers to Command Staff at their discretion, provided prior permission is requested and granted. All staff must be warned of the full effects of the Injector. The Geneticist is not, however, obligated to grant powers, unless the Research Director/Chief Medical Officer issues a direct order.&lt;br /&gt;
# The Geneticist is not permitted to grant Powers to non-Command Staff without express verbal consent from the Research Director/Chief Medical Officer. Both the Chief Medical Officer and the Research Director maintain full authority to forcefully remove these Powers if they are abused.&lt;br /&gt;
# The Geneticist must place all discarded humanized animals in the Morgue. It is recommended that said discarded humanized animals be directed to the Crematorium;&lt;br /&gt;
# The Geneticist is not permitted to provide body doubles, unless the Research Director approves it. In addition, Security is to be notified of all doubles.&lt;br /&gt;
# The Geneticist is not permitted to alter personnel’s UI Status, unless it has been previously tampered with by hostile elements, or permission is given.&lt;br /&gt;
# The Geneticist is not permitted to use sentient humanoids as test subjects unless the sentient humanoid has granted their permission, on paper, signed, and witnessed by a third party.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;CONDITION 2 - STANDARD OPERATION&amp;lt;/span&amp;gt;===&lt;br /&gt;
&amp;lt;u&amp;gt;ALL REGULATIONS CARRY OVER FROM CONDITION 3 UNLESS OTHERWISE STATED&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# The geneticist must prioritize cloning above experimentation, and when able, should help out in medbay to their best abilities.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;CONDITION 1 - GENERAL QUARTERS&amp;lt;/span&amp;gt;===&lt;br /&gt;
&amp;lt;u&amp;gt;ALL REGULATIONS CARRY OVER FROM CONDITION 3 AND 2 UNLESS OTHERWISE STATED&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# All Guidelines carry over from condition 3. In regards to Guideline 4, the Geneticist is now permitted to grant Powers to Security personnel, under the same conditions as detailed in Guideline 3.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;CONDITION ZEBRA - AIRTIGHT DOORS ENGAGED&amp;lt;/span&amp;gt;===&lt;br /&gt;
&amp;lt;u&amp;gt;ALL REGULATIONS CARRY OVER FROM CONDITION 3,2 AND 1 UNLESS OTHERWISE STATED&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# Geneticists must wear a vacuum-safe suit and carry a sufficient amount of oxygen at all times.&lt;br /&gt;
# Geneticists must help out with damage control as outlined in the Condition Zebra SOP - Noncritical Personnel&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Medbay Situational SOP:=&lt;br /&gt;
=[[File:OpTable.gif|64px]] [[Surgery|Surgical Procedures]]=&lt;br /&gt;
# Medical personnel must wear a sterile mask and latex gloves, and a surgery apron when available.&lt;br /&gt;
# Medical personnel must keep the operating room in a hygienic condition at all times to prevent infection.&lt;br /&gt;
# Medical personnel must wash their hands before and after operating on each patient, and dispose of and change or sterilize gloves.&lt;br /&gt;
# Medical personnel are to use either anesthetics or sedatives (for species that cannot breathe anesthetics) during surgical procedures. Exception is made if the patient requests otherwise.&lt;br /&gt;
# Medical personnel are not to remove any legal implants (such as loyalty or tracking implants) from the patient, unless requested by Security.&lt;br /&gt;
# Medical personnel may not bring surgical tools outside of the operating room, If surgery tools are needed elsewhere, they are required to obtain approval from the CMO or make new tools from the medbay autolathe.&lt;br /&gt;
# Medical personnel must inform Security of any appearance-altering surgeries.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=[[File:L3locker.png|64px]]Viral Outbreak Procedures=&lt;br /&gt;
&lt;br /&gt;
# The implementation of Viral Outbreak Procedures requires authorization from the Chief Medical Officer or the Captain.&lt;br /&gt;
# All Medical personnel are to contribute in fighting the outbreak if there are no other critical patients requiring assistance. Eliminating the viral threat becomes the number one priority.&lt;br /&gt;
# Crewmembers are to be informed of known symptoms, and directed to Medbay immediately if they are suffering from them.&lt;br /&gt;
# All infected crewmembers are to be confined to either an isolated room or Virology.&lt;br /&gt;
# A blood sample is to be taken from an infected crewmember, for study and development of a cure.&lt;br /&gt;
# If any infected crewmember attempts to leave containment, Medbay quarantine is to be initiated immediately, and only lifted when more patients need to be admitted, or the viral outbreak is over.&lt;br /&gt;
# Once antibodies are produced, they are to be replicated, then handed out to all infected crewmembers.&lt;br /&gt;
# In case the viral pathogen leads to fluid leakage, cleaning these fluids is to be considered top priority.&lt;br /&gt;
# The Chief Medical Officer has the authority to place sections of the ship under quarantine during the outbreak, to be enforced by Security.&lt;br /&gt;
# Sterile masks/Internals and gloves are mandatory for medical personnel and recommended for crew.&lt;br /&gt;
# Quarantine must be maintained until the outbreak is contained and resolved.&lt;br /&gt;
# Once the viral outbreak is over, all crewmembers are to return to regular duties and all quarantines are lifted.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=[[File:Morgue_tray.png|64px]] Corpse Disposal Procedures=&lt;br /&gt;
&lt;br /&gt;
# For the sake of hygiene, Medical personnel should wear a sterile mask and latex gloves while handling corpses.&lt;br /&gt;
# All corpses must be placed in body bags.&lt;br /&gt;
# Cause of death should be reasonably certain, and security should be informed of any notable corpses.&lt;br /&gt;
# Medical personnel must ensure that Security-based DNR notices (such as executed personnel, for instance) are respected.&lt;br /&gt;
# Medical personnel must ensure that every ID,PDA or Headset from unclonable and DNR designated bodies is delivered to either the relevant Head of Staff, or the Executive Officer.&lt;br /&gt;
# Medical personnel must attempt to clone all revivable corpses at least once before disposing of the corpse, unless in violation of Guideline 4.&lt;br /&gt;
# If the body is unclonable, the brain is to be removed from the body and attempted to be scanned and cloned.&lt;br /&gt;
# Medical personnel may not take any items from cloneable corpses. However, if any contraband is discovered, Security must be notified.&lt;br /&gt;
# If applicable, a body is to be harvested of all available and usable organs aside from the brain.&lt;br /&gt;
# Medical personnel must notify the Chaplain of any unclonable corpses and provide said corpses as requested for funerals.&lt;br /&gt;
# Medical personnel must dispose of corpses by placing them in the Morgue, cremating them, otherwise storing or spacing them. Placing them in the Morgue is the primary method. Do not use one of the other options unless the Morgue is full, unsafe, or nonexistent.&lt;br /&gt;
# Do not throw corpses into the disposal shoots without notifying both Supply staff and Security staff.&lt;/div&gt;</summary>
		<author><name>MoistBrother</name></author>
	</entry>
	<entry>
		<id>https://nsv.beestation13.com/mediawiki2/index.php?title=Department_Standard_Operating_Procedure:_Supply&amp;diff=34490</id>
		<title>Department Standard Operating Procedure: Supply</title>
		<link rel="alternate" type="text/html" href="https://nsv.beestation13.com/mediawiki2/index.php?title=Department_Standard_Operating_Procedure:_Supply&amp;diff=34490"/>
		<updated>2022-08-08T09:55:38Z</updated>

		<summary type="html">&lt;p&gt;MoistBrother: Removed redundant clause in ct&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Important&lt;br /&gt;
|Title=These are In-Character Guidelines&lt;br /&gt;
|Note=&amp;lt;font size='2'&amp;gt;[[Standard Operating Procedure]]s (SOPs) are general guidelines and may be used as justification for administrative action and/or IC punishments, such as being fired from your position. They are not meant to be followed to the letter, because circumstances and context may permit you to break SOP. However, the fact that SOP is malleable is not an excuse to ignore it entirely.&amp;lt;/font&amp;gt;&lt;br /&gt;
|Color=#0398fc&lt;br /&gt;
|Image=Docs blue.png&lt;br /&gt;
}}&lt;br /&gt;
=[[File:MULE.gif|64px]]Supply &amp;amp; Cargo Handling SOP=&lt;br /&gt;
'''Higher alert levels overwrite SOP of lower ones.'''&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;CONDITION 3 - RELAXED OPERATIONS&amp;lt;/span&amp;gt;===&lt;br /&gt;
# Supply Staff may not distribute contraband without permission from the Executive Officer or Captain.&lt;br /&gt;
# Supply Staff are not permitted to hack the autolathe or any other machinery in Cargo.&lt;br /&gt;
# Supply Staff are not permitted to create or purchase weaponry without permission from the Head of Security or Captain. With permission, weapons are to be handed over to the Warden and placed in the Armory.&lt;br /&gt;
# Supply Staff are not permitted to distribute equipment from department-specific crates to crewmembers outside of that department without permission from the relevant Head of Staff.&lt;br /&gt;
# Supply Staff are not permitted to break open crates without permission from the buyer, a head of staff, or the QM.&lt;br /&gt;
# Cargo Technicians must immediately transfer mission objectives to a safe location, such as Security, the Warehouse, or Command.&lt;br /&gt;
# Supply Staff are not permitted to purchase dangerous engineering equipment without express permission from the Chief Engineer.&lt;br /&gt;
# Supply Staff must ensure that every approved order is delivered within 20 minutes of having been placed and approved.&lt;br /&gt;
# Supply Staff must ensure at least one copy of every Order Form (ie, the forms produced by the Requests Console) is kept inside Cargo.&lt;br /&gt;
# Supply Staff should ensure that a single Department does not fully drain the Ore Redemption Machine/Ore Silo, as it should be shared by multiple Departments.&lt;br /&gt;
# Supply Staff must send back all crates that have been ordered, with accompanying stamped manifest inside the crate.&lt;br /&gt;
# Supply Staff are not permitted to ask for money in exchange for legal orders.&lt;br /&gt;
# Supply Staff are not permitted to hack the MULE Delivery Bots so that they may ride them, or that they may go faster.&lt;br /&gt;
# Supply Staff are not to keep any illegal items that are flushed down Disposals, and must deliver them to Security.&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;CONDITION 2 - STANDARD OPERATION&amp;lt;/span&amp;gt;===&lt;br /&gt;
&amp;lt;u&amp;gt;ALL REGULATIONS CARRY OVER FROM CONDITION 3 UNLESS OTHERWISE STATED&amp;lt;/u&amp;gt;&lt;br /&gt;
# Supply Staff must cooperate with the MAA to ensure an adequate stock of ammunition in case combat is expected.&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;CONDITION 1 - GENERAL QUARTERS&amp;lt;/span&amp;gt;===&lt;br /&gt;
&amp;lt;u&amp;gt;ALL REGULATIONS CARRY OVER FROM CONDITION 3 AND 2 UNLESS OTHERWISE STATED&amp;lt;/u&amp;gt;&lt;br /&gt;
# Supply Staff must prioritize any requests that may help in dealing with the current threat.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=[[File:Quartermaster.png|64px]][[Quartermaster]]=&lt;br /&gt;
'''Higher alert levels overwrite SOP of lower ones.'''&lt;br /&gt;
=== Duty:===&lt;br /&gt;
'''Coordinating the cargo bay and ensuring orders get fulfilled in a timely manner.'''&lt;br /&gt;
&lt;br /&gt;
'''Assisting the captain in making decisions on Budgeting/Supply related matters.'''&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;CONDITION 3 - RELAXED OPERATIONS&amp;lt;/span&amp;gt;===&lt;br /&gt;
# The Quartermaster has the authority to deny any request not made by a Head of Staff or Command staff.&lt;br /&gt;
# The Quartermaster may deny any request which would cost more than 50% of the current cargo budget’s credit score.&lt;br /&gt;
# The Quartermaster is free to utilize paperwork at their discretion.&lt;br /&gt;
# The Quartermaster must ensure the ship’s departments have access to their requested raw materials, whether manually delivered or via Silo Links.&lt;br /&gt;
# The Quartermaster must ensure that the cargo lathes are not tampered with.&lt;br /&gt;
# The Quartermaster is required to follow the guidelines put in place in Cargo General SOP.&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;CONDITION 2 - STANDARD OPERATION&amp;lt;/span&amp;gt;===&lt;br /&gt;
&amp;lt;u&amp;gt;ALL REGULATIONS CARRY OVER FROM CONDITION 3 UNLESS OTHERWISE STATED&amp;lt;/u&amp;gt;&lt;br /&gt;
# In the event of a crisis, such as Nuclear Operatives or an encounter with a hostile fleet or vessel, expediency is to be favored over paperwork, as excessive bureaucracy may be detrimental to the well-being of the Ship.&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;CONDITION 1 - GENERAL QUARTERS&amp;lt;/span&amp;gt;===&lt;br /&gt;
&amp;lt;u&amp;gt;ALL REGULATIONS CARRY OVER FROM CONDITION 3 AND 2 UNLESS OTHERWISE STATED&amp;lt;/u&amp;gt;&lt;br /&gt;
# The Quartermaster must ensure that cargo Is fully functional at all times, and must prioritize any orders placed by a head, and any orders likely to be used in an effort in dealing with the current threat.&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;CONDITION ZEBRA - AIRTIGHT DOORS ENGAGED&amp;lt;/span&amp;gt;===&lt;br /&gt;
&amp;lt;u&amp;gt;ALL REGULATIONS CARRY OVER FROM CONDITION 3,2 AND 1 UNLESS OTHERWISE STATED&amp;lt;/u&amp;gt;&lt;br /&gt;
# The Quartermaster must be prepared to don vacuum-capable protective clothing, such as the provided skinsuit.&lt;br /&gt;
# The Quartermaster may order extra oxygen/air canisters when needed.&lt;br /&gt;
=[[File:Human cargo.png|64px]][[Cargo Technician]]=&lt;br /&gt;
'''Higher alert levels overwrite SOP of lower ones.'''&lt;br /&gt;
===Duty:===&lt;br /&gt;
'''Delivering cargo and procuring funds for the Cargo Budget.'''&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;CONDITION 3 - RELAXED OPERATIONS&amp;lt;/span&amp;gt;===&lt;br /&gt;
# Cargo Technicians are not permitted to hack the autolathe or any other machinery in Cargo.&lt;br /&gt;
# Cargo Technicians are not permitted to order items for sole personal use without express consent from the Quartermaster. Exception is made if there are more than 50.000 credits in funds available and no outstanding orders. Cargo Technicians may not deplete the entire stock of Requisition Points for this.&lt;br /&gt;
# Cargo Technicians are not permitted to order non-essential items (such as pets, or clothing) without express consent from the Quartermaster.&lt;br /&gt;
# Cargo Technicians are not permitted to authorize non-departmental orders (such as a Medical Doctor asking for Insulated Gloves) without express permission from the Quartermaster.&lt;br /&gt;
# Cargo Technicians are required to follow the guidelines put in place in Cargo General SOP.&lt;br /&gt;
# Cargo Technicians are not permitted to trade items and/or favors in exchange for items with regular personnel without express consent from the Quartermaster.&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;CONDITION 2 - STANDARD OPERATION&amp;lt;/span&amp;gt;===&lt;br /&gt;
&amp;lt;u&amp;gt;ALL REGULATIONS CARRY OVER FROM CONDITION 3 UNLESS OTHERWISE STATED&amp;lt;/u&amp;gt;&lt;br /&gt;
# Continue work as usual and follow General Condition 2 SOP.&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;CONDITION 1 - GENERAL QUARTERS&amp;lt;/span&amp;gt;===&lt;br /&gt;
&amp;lt;u&amp;gt;ALL REGULATIONS CARRY OVER FROM CONDITION 3 AND 2 UNLESS OTHERWISE STATED&amp;lt;/u&amp;gt;&lt;br /&gt;
# If in combat:&lt;br /&gt;
## Cargo Technicians must stay in the cargo bay at all times unless delivering supplies by hand&lt;br /&gt;
## Cargo Technicians must be prepared to supply munitions for the entirety of the battle.&lt;br /&gt;
# If not in combat:&lt;br /&gt;
## Standby and follow General Condition 1 SOP&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;CONDITION ZEBRA - AIRTIGHT DOORS ENGAGED&amp;lt;/span&amp;gt;===&lt;br /&gt;
&amp;lt;u&amp;gt;ALL REGULATIONS CARRY OVER FROM CONDITION 3,2 AND 1 UNLESS OTHERWISE STATED&amp;lt;/u&amp;gt;&lt;br /&gt;
# Cargo Technicians must wear a vacuum-safe suit and carry a sufficient amount of oxygen at all times.&lt;br /&gt;
# Cargo Technicians must help out with damage control as outlined in the Condition Zebra SOP - Noncritical Personnel, as long as such does not impede resupply operations.&lt;br /&gt;
=[[File:Lava_miner.png|64px]][[Shaft Miner]]=&lt;br /&gt;
'''Higher alert levels overwrite SOP of lower ones.'''&lt;br /&gt;
===Duty:===&lt;br /&gt;
'''Procuring Raw Materials for use aboard the ship.'''&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;CONDITION 3 - RELAXED OPERATIONS&amp;lt;/span&amp;gt;===&lt;br /&gt;
# Shaft Miners are not permitted to bring Gibtonite aboard the ship.&lt;br /&gt;
# Shaft Miners must deliver at least 1000 Points of mined material to the Ore Redemption Machine within 45 minutes.&lt;br /&gt;
# Shaft Miners are not permitted to hoard materials. All mined materials are to be left in the Ore Redemption Machine.&lt;br /&gt;
# Shaft Miners are not permitted to give items acquired on asteroids or wreckages to ship crew, unless the XO approves.&lt;br /&gt;
# Shaft Miners are bound by guidelines set for Cargo Technicians when inside the Cargo Office or Bay.&lt;br /&gt;
# Shaft Miners must avoid traveling to hostile occupied areas to minimize risk of sabre loss.&lt;br /&gt;
# Shaft Miners must ensure that they are recoverable in the event they are MIA, preferably by teaming up in pairs of 2-3&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;CONDITION 2 - STANDARD OPERATION&amp;lt;/span&amp;gt;===&lt;br /&gt;
&amp;lt;u&amp;gt;ALL REGULATIONS CARRY OVER FROM CONDITION 3 UNLESS OTHERWISE STATED&amp;lt;/u&amp;gt;&lt;br /&gt;
# Continue work as usual and follow General Condition 2 SOP.&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;CONDITION 1 - GENERAL QUARTERS&amp;lt;/span&amp;gt;===&lt;br /&gt;
&amp;lt;u&amp;gt;ALL REGULATIONS CARRY OVER FROM CONDITION 3 AND 2 UNLESS OTHERWISE STATED&amp;lt;/u&amp;gt;&lt;br /&gt;
# Shaft Miners should keep away from the main ship and try to maintain a steady flow of materials if possible.&lt;br /&gt;
# If present on ship, Shaft miners are advised to leave by sabre for their own safety, such should be announced beforehand.&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;CONDITION ZEBRA - AIRTIGHT DOORS ENGAGED&amp;lt;/span&amp;gt;===&lt;br /&gt;
&amp;lt;u&amp;gt;ALL REGULATIONS CARRY OVER FROM CONDITION 3,2 AND 1 UNLESS OTHERWISE STATED&amp;lt;/u&amp;gt;&lt;br /&gt;
# Shaft Miners must wear a vacuum-safe suit and carry a sufficient amount of oxygen at all times.&lt;br /&gt;
# Shaft Miners must return to the ship to help out with damage control as outlined in the Condition Zebra SOP - Noncritical Personnel, as long as such does not impede resupply operations.&lt;/div&gt;</summary>
		<author><name>MoistBrother</name></author>
	</entry>
	<entry>
		<id>https://nsv.beestation13.com/mediawiki2/index.php?title=Standard_Operating_Procedure&amp;diff=34489</id>
		<title>Standard Operating Procedure</title>
		<link rel="alternate" type="text/html" href="https://nsv.beestation13.com/mediawiki2/index.php?title=Standard_Operating_Procedure&amp;diff=34489"/>
		<updated>2022-08-08T09:53:18Z</updated>

		<summary type="html">&lt;p&gt;MoistBrother: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Important&lt;br /&gt;
|Title=These are In-Character Guidelines&lt;br /&gt;
|Note=&amp;lt;font size='2'&amp;gt;Standard Operating Procedures (SOPs) are general guidelines and may be used as justification for administrative action and/or IC punishments, such as being fired from your position. They are not meant to be followed to the letter, because circumstances and context may permit you to break SOP. However, the fact that SOP is malleable is not an excuse to ignore it entirely.&amp;lt;/font&amp;gt;&lt;br /&gt;
|Color=#0398fc&lt;br /&gt;
|Image=Docs blue.png&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Alert Levels ==&lt;br /&gt;
&lt;br /&gt;
'''Higher alert levels overwrite SOP of lower ones.'''&lt;br /&gt;
&lt;br /&gt;
'''SOP hierarchy is as follows:'''&lt;br /&gt;
#'''Situational SOP'''&lt;br /&gt;
#'''Departmental SOP'''&lt;br /&gt;
#'''General SOP'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;CONDITION 3 - RELAXED OPERATIONS&amp;lt;/span&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
'''Standard operating level. No immediate or clear threat to the ship. All departments may carry out work as normal.'''&lt;br /&gt;
&lt;br /&gt;
#All non-essential personnel may leave their posts and pursue recreational activities.&lt;br /&gt;
#Suit sensors are not required to be on.&lt;br /&gt;
# Weapons worn by security are to be holstered.&lt;br /&gt;
#Crew members may freely walk in the hallways.&lt;br /&gt;
#AI/Cyborgs are not required to bolt down any secure areas.&lt;br /&gt;
#Security is allowed to conduct searches of suspicious individuals without a warrant, but not random searches. The definition of &amp;quot;suspicious&amp;quot; is left to the discretion of command.&lt;br /&gt;
#Security Officers asking for entry into departments must be given entry if a warrant by the HoS is present, provided no dangerous areas will be compromised, such as the R&amp;amp;D servers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;CONDITION 2 - STANDARD OPERATION&amp;lt;/span&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;ALL REGULATIONS CARRY OVER FROM CONDITION 3 UNLESS OTHERWISE STATED.&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Elevated alert level called due to credible reports indicating a threat to the ship, such as malicious interference in internal matters or the traversal of unknown or hostile space.'''&lt;br /&gt;
&lt;br /&gt;
# Suit sensors are mandatory, but coordinate positions are not required.&lt;br /&gt;
#Security may have weapons visible.&lt;br /&gt;
#Random searches by security are allowed.&lt;br /&gt;
#AI/Cyborgs may bolt down high security areas.&lt;br /&gt;
#Lethal Weapons and riot gear are allowed to be given out to security personnel if the HoS determines there is a viable threat.&lt;br /&gt;
#Security is authorized to use lethal force on suspects suspected of Major or greater crimes who actively flee and resist arrest, and suspects who assault officers without responding to verbal warnings to stop.&lt;br /&gt;
#Security Officers asking for entry into departments must be given entry, provided no dangerous areas will be compromised, such as the R&amp;amp;D servers.&lt;br /&gt;
#All squad members should have their lanyards clearly visible on their person.&lt;br /&gt;
#An EVA ban is to be set in place for any unqualified personnel.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;CONDITION 1 - GENERAL QUARTERS&amp;lt;/span&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;ALL REGULATIONS CARRY OVER FROM CONDITION 3 AND 2 UNLESS OTHERWISE STATED.&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Situational alert level called in the event of contact with a hostile ship or otherwise severe threat.'''&lt;br /&gt;
&lt;br /&gt;
'''Martial Law &amp;amp; General Curfew is in effect'''&lt;br /&gt;
&lt;br /&gt;
#Suit sensors are to be turned on fully at all times.&lt;br /&gt;
#All non-vital personnel are to assist engineering, security, and medical staff with damage control, fending off boarders, and triage if needed.&lt;br /&gt;
#Security is allowed to use lethal force with extreme prejudice on individuals who actively disrupt the safety of the vessel. Proper justification is expected after the crisis ends and use of this clause for trivial matters can be considered assault or manslaughter, depending on the outcome.&lt;br /&gt;
#AI/Cyborgs may bolt down any areas, provided there is good reason for doing so.&lt;br /&gt;
#A general EVA ban is to be enacted until the condition subsides, excepting engineering staff in cases of exterior hull repairs.&lt;br /&gt;
#If not in combat, all non-security personnel are to seek safety within their departments and must cooperate with security officers.&lt;br /&gt;
#To preserve the chain of command in case of dire circumstances, no more than 2 heads may be in a single room together unless communications have broken down.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;CONDITION ZEBRA - AIRTIGHT DOORS ENGAGED&amp;lt;/span&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;ALL REGULATIONS CARRY OVER FROM CONDITION 3,2 AND 1 UNLESS OTHERWISE STATED.&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Alert level called when expecting major structural damage to minimize the loss of atmosphere.'''&lt;br /&gt;
&lt;br /&gt;
#All non-critical personnel are to assist engineering with damage control and the identification of breaches.&lt;br /&gt;
#Fire alarms must not be deactivated.&lt;br /&gt;
#All personnel must take care not to unnecessarily vent any atmosphere if possible, doing so may be punished as sabotage with severity according to the sustained loss of air.&lt;br /&gt;
#If no Personnel are likely to help, the AI/Cyborgs may attempt to close and bolt any doors that are venting air, and/or turn off any vent pumps in affected areas.&lt;br /&gt;
# All essential crewmembers must be prepared to don vacuum-capable protective clothing, such as the provided skinsuit.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:purple&amp;quot;&amp;gt;CODE DELTA - IMMINENT DESTRUCTION&amp;lt;/span&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;ALL REGULATIONS CARRY OVER FROM CONDITION 3,2,1 AND ZEBRA UNLESS OTHERWISE STATED.&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''The ship’s self destruct mechanism has been engaged due to overwhelming threat to the ship.'''&lt;br /&gt;
&lt;br /&gt;
#Suit sensors are to be turned fully on at all times.&lt;br /&gt;
#All orders from Heads of Staff and security must be followed, any disobedience is considered a capital crime and may be cause for summary execution.&lt;br /&gt;
# In the case of a Malfunctioning AI Unit or Nuclear Operatives that have armed a nuclear device, all non-vital personnel are to evacuate the vessel immediately.&lt;br /&gt;
#In the case of a Central Command-authorized activation of the on-board Nuclear Fission Device, all personnel are to obey instructions sent by Central Command.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Demotion Procedures==&lt;br /&gt;
&lt;br /&gt;
As a head of a department, [[Chain of Command|or a direct superior of another crewmember]] (Captain down to Executive Officer for instance) you can call in security to help demote a crewmember.&lt;br /&gt;
&lt;br /&gt;
Do note that you do not have to immediately demote someone, even if you have a reason to demote them. Feel free to warn them, or punish them more indirectly (such as a fine).&lt;br /&gt;
&lt;br /&gt;
You can demote a crewmember if any of these requirements are correct:&lt;br /&gt;
*The crewmember can be charged with a crime more severe than an infraction.&lt;br /&gt;
*The crewmember has breached one of the departmental standard operating procedures.&lt;br /&gt;
As a head you're unable to demote someone within your department just because you dislike them. That is unless they have broken any of the previously mentioned points of course! Play some department politics. &lt;br /&gt;
&lt;br /&gt;
You can also not demote somebody because they refused your order of leaving the department for instance. &lt;br /&gt;
&lt;br /&gt;
Security personel is recommended to remember these guidelines incase an [[Research Director|incompetent]] [[Executive Officer|head]] tries to demote someone for a bad reason. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Martial Law==&lt;br /&gt;
&lt;br /&gt;
#During Martial Law, the “Severity Modifiers” of space law are to be added to all crimes that are applicable, and dealt with accordingly.&lt;br /&gt;
#Martial Law is active by default during Condition 1: General Quarters, and Code Delta.&lt;br /&gt;
#Martial Law can not be declared by the captain, During situations that warrant martial law activation, they are to raise the alert level to its appropriate setting.&lt;br /&gt;
#Security must prepare for lethal engagements, and carry the following at all times:&lt;br /&gt;
##A lethal weapon&lt;br /&gt;
##Armor against the expected threat&lt;br /&gt;
##First aid supplies&lt;br /&gt;
##An emergency oxygen supply(Provided)&lt;br /&gt;
#Security is advised to travel in teams only.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Different Situations==&lt;br /&gt;
&lt;br /&gt;
===General Evacuation===&lt;br /&gt;
&lt;br /&gt;
#All personnel are to evacuate on the escape shuttle or pods.&lt;br /&gt;
#All personnel are required to assist with evacuation. All crew must be evacuated, regardless of their consciousness.&lt;br /&gt;
#Prisoners are to be brought to the secure area of the escape shuttle, except for prisoners who pose a severe threat, which must be restrained or sedated if required.&lt;br /&gt;
#Uncloned bodies are to be brought back to Central Command for processing.&lt;br /&gt;
# AI units may be brought to Central Command on portable card devices (IntelliCards) if structural failure is likely or AI units wish to leave.&lt;br /&gt;
#In case of malfunctioning AI units, It is advisable to bring them for analysis if possible.&lt;br /&gt;
# Mechs and Cyborg units are to be hauled to the escape shuttle for Central Command to inspect.&lt;br /&gt;
#Authorizing early pod launches is not authorized unless there is an immediate threat to shuttle integrity.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== [[File:Agcnr angwy.gif|32x32px]] AGCNR Disaster===&lt;br /&gt;
&lt;br /&gt;
#Engineering must try to prevent a blowout at any cost.&lt;br /&gt;
#If a blowout seems unavoidable, engineers must:&lt;br /&gt;
##Inform the crew of the danger&lt;br /&gt;
##Attempt to delay the blowout&lt;br /&gt;
##Seek shelter from the blast&lt;br /&gt;
##Don protective equipment&lt;br /&gt;
##Prepare for recovery efforts&lt;br /&gt;
#All crew must either wear radiation-proof protective suits, or relocate to the nearest rad-shielded area(most often: maintenance).&lt;br /&gt;
#The Access restrictions on maintenance and external airlocks must be lifted.&lt;br /&gt;
#Engineering must clear all major hallways and departures of contaminated material.&lt;br /&gt;
#Cargo must purchase or produce enough supplies to treat the exposed crew, and enough shovels and radiation-proof suits to help in clean up efforts in that order.&lt;br /&gt;
#Medbay chemistry must immediately (after ensuring their personal safety) begin producing medicines for radiation exposure.&lt;br /&gt;
#The cleanup efforts must be performed by the damage control squads in protective clothing, while the captain/chief engineer must ensure that a suitable replacement source of power is built.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== [[File:SD reactor angry.gif]] Stormdrive Disaster===&lt;br /&gt;
&lt;br /&gt;
#Engineering must try to avert a full core meltdown if possible.&lt;br /&gt;
#If a meltdown seems unavoidable, or has already occurred, engineers must:&lt;br /&gt;
##Inform the crew of the danger&lt;br /&gt;
##Evacuate the reactor core room (or department if an IPC)&lt;br /&gt;
##Prioritize Re-establishing comms before other repairs.&lt;br /&gt;
##Prepare for cleanup/repair efforts, being wary of space-time anomalies.&lt;br /&gt;
#All crew should seek the nearest emergency toolkit and secure a crowbar with which to open disabled doors.&lt;br /&gt;
#The cleanup/repairs should begin ASAP, while the captain/chief engineer must ensure that a suitable replacement source of power is built, Reconstructing the Stormdrive is preferable to a completely new engine if at all possible.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===[[File:FireAlarm.png]] Fire and Other Environmental Hazards ===&lt;br /&gt;
&lt;br /&gt;
#Immediate evacuation of the area of all untrained personnel.&lt;br /&gt;
#Fire and air alarms are to be used to control the hazard.&lt;br /&gt;
#Atmospheric Technicians, Ship Engineers and cyborg units are to remove the hazard.&lt;br /&gt;
# Pump air back into the area when fixed.&lt;br /&gt;
#Ensure the damage is repaired and atmospheric conditions have returned to safe levels.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===[[File:L2locker.png]] Radiation Storm===&lt;br /&gt;
&lt;br /&gt;
# All crew should activate their suit location beacons.&lt;br /&gt;
#All crew are to move to the maintenance tunnels or equip radiation protection equipment.&lt;br /&gt;
#Wait until it's safe to move again, and continue your business. Report to Medbay if you're feeling strange.&lt;br /&gt;
#Medbay staff should be ready to administer medicine to the ones who got caught in the storm.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===[[File:Alien.png]] (Xeno)biological Threat===&lt;br /&gt;
&lt;br /&gt;
#Prevent hostile lifeforms from spreading to Central Command at any cost.&lt;br /&gt;
#Destroy all hostile lifeforms and their sources on the ship.&lt;br /&gt;
#Round up all hostile lifeforms and contain or terminate them, do not terminate if there is a chance of containment.&lt;br /&gt;
#If hostile lifeforms cannot be terminated or contained, arm and detonate the vessel’s nuclear self-destruct device to ensure their termination.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===[[File:Meteor.gif]] Meteoric Storm/Space Debris===&lt;br /&gt;
&lt;br /&gt;
# A general EVA ban is to be enacted until the condition subsides.&lt;br /&gt;
#Depending on severity, the captain should raise the alert level to a relevant condition.&lt;br /&gt;
#Depending on severity, personnel should be seeking safe areas near the center of the ship to avoid any casualties.&lt;br /&gt;
#Once the threat has passed, engineering is required to inspect the hull in its entirety and fix any damages.&lt;br /&gt;
#Paramedics should don EVA equipment and search the ship’s outermost areas for casualties if needed.&lt;br /&gt;
#If the damage is catastrophic or has rendered the ship otherwise unsalvageable, moving to a safe system and calling the emergency shuttle is advised.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== [[File:Carp moving.gif]] Unidentified Lifesigns in ship proximity.===&lt;br /&gt;
&lt;br /&gt;
#A general EVA ban is to be enacted until the threat subsides or intel suggests the organisms are non-harmful.&lt;br /&gt;
# Security is to don space-capable hardsuits and patrol the outside of the ship.&lt;br /&gt;
# Security is to terminate or capture hostile fauna, or report the presence of harmless fauna.&lt;br /&gt;
#If the organisms are reported as hostile, personnel should keep distance from any windows, and close the external shutters where possible.&lt;br /&gt;
&lt;br /&gt;
==Department SOP==&lt;br /&gt;
&lt;br /&gt;
=====Additional clarification:=====&lt;br /&gt;
&lt;br /&gt;
Standard operating procedure is not a way to detain and arrest somebody, but the groundworks for a reason to demote somebody. And on occasion a reason to not arrest crewmembers in specific circumstances.&lt;br /&gt;
===[[File:Captain_action.png]][[Department Standard Operating Procedure: Command]]===&lt;br /&gt;
This SOP applies to &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Command staff&amp;lt;/span&amp;gt;.&lt;br /&gt;
===[[File:Generic_security.png]][[Department Standard Operating Procedure: Security]]===&lt;br /&gt;
This SOP, along with the SOP on this page, applies to &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Security staff&amp;lt;/span&amp;gt;.&lt;br /&gt;
===[[File:Generic_mt.png|32px]][[Department Standard Operating Procedure: Munitions]]===&lt;br /&gt;
This SOP applies to &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;Munitions staff&amp;lt;/span&amp;gt;.&lt;br /&gt;
===[[File:Generic_engineer.png]][[Department Standard Operating Procedure: Engineering]]===&lt;br /&gt;
This SOP applies to &amp;lt;span style=&amp;quot;color:gold&amp;quot;&amp;gt;Engineering staff&amp;lt;/span&amp;gt;.&lt;br /&gt;
===[[File:Generic_cargo.png]][[Department Standard Operating Procedure: Supply]]===&lt;br /&gt;
This SOP applies to the &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;Supply department&amp;lt;/span&amp;gt;.&lt;br /&gt;
===[[File:Scientist_generic.png]][[Department Standard Operating Procedure: Science]]===&lt;br /&gt;
This SOP applies to the &amp;lt;s&amp;gt;soon to be up in flames&amp;lt;/s&amp;gt; &amp;lt;span style=&amp;quot;color:violet&amp;quot;&amp;gt;Science sector&amp;lt;/span&amp;gt;.&lt;br /&gt;
===[[File:MedicalDoctor.png]][[Department Standard Operating Procedure: Medical]]===&lt;br /&gt;
This SOP applies to the overburdened souls over in the &amp;lt;span style=&amp;quot;color:skyblue&amp;quot;&amp;gt;Medical division&amp;lt;/span&amp;gt;.&lt;br /&gt;
===[[File:Generic_assistant2.png]][[Department Standard Operating Procedure: Service/Civilian]]===&lt;br /&gt;
This SOP is just here for &amp;lt;s&amp;gt;any greytide having second thoughts&amp;lt;/s&amp;gt; the Librarian to print up when there's nothing left.&lt;br /&gt;
[[Category: Guides]]&lt;/div&gt;</summary>
		<author><name>MoistBrother</name></author>
	</entry>
	<entry>
		<id>https://nsv.beestation13.com/mediawiki2/index.php?title=Department_Standard_Operating_Procedure:_Supply&amp;diff=34488</id>
		<title>Department Standard Operating Procedure: Supply</title>
		<link rel="alternate" type="text/html" href="https://nsv.beestation13.com/mediawiki2/index.php?title=Department_Standard_Operating_Procedure:_Supply&amp;diff=34488"/>
		<updated>2022-08-08T08:34:50Z</updated>

		<summary type="html">&lt;p&gt;MoistBrother: new page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Important&lt;br /&gt;
|Title=These are In-Character Guidelines&lt;br /&gt;
|Note=&amp;lt;font size='2'&amp;gt;[[Standard Operating Procedure]]s (SOPs) are general guidelines and may be used as justification for administrative action and/or IC punishments, such as being fired from your position. They are not meant to be followed to the letter, because circumstances and context may permit you to break SOP. However, the fact that SOP is malleable is not an excuse to ignore it entirely.&amp;lt;/font&amp;gt;&lt;br /&gt;
|Color=#0398fc&lt;br /&gt;
|Image=Docs blue.png&lt;br /&gt;
}}&lt;br /&gt;
=[[File:MULE.gif|64px]]Supply &amp;amp; Cargo Handling SOP=&lt;br /&gt;
'''Higher alert levels overwrite SOP of lower ones.'''&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;CONDITION 3 - RELAXED OPERATIONS&amp;lt;/span&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
# Supply Staff may not distribute contraband without permission from the Executive Officer or Captain.&lt;br /&gt;
# Supply Staff are not permitted to hack the autolathe or any other machinery in Cargo.&lt;br /&gt;
# Supply Staff are not permitted to create or purchase weaponry without permission from the Head of Security or Captain. With permission, weapons are to be handed over to the Warden and placed in the Armory.&lt;br /&gt;
# Supply Staff are not permitted to distribute equipment from department-specific crates to crewmembers outside of that department without permission from the relevant Head of Staff.&lt;br /&gt;
# Supply Staff are not permitted to break open crates without permission from the buyer, a head of staff, or the QM.&lt;br /&gt;
# Cargo Technicians must immediately transfer mission objectives to a safe location, such as Security, the Warehouse, or Command.&lt;br /&gt;
# Supply Staff are not permitted to purchase dangerous engineering equipment without express permission from the Chief Engineer.&lt;br /&gt;
# Supply Staff must ensure that every approved order is delivered within 20 minutes of having been placed and approved.&lt;br /&gt;
# Supply Staff must ensure at least one copy of every Order Form (ie, the forms produced by the Requests Console) is kept inside Cargo.&lt;br /&gt;
# Supply Staff should ensure that a single Department does not fully drain the Ore Redemption Machine/Ore Silo, as it should be shared by multiple Departments.&lt;br /&gt;
# Supply Staff must send back all crates that have been ordered, with accompanying stamped manifest inside the crate.&lt;br /&gt;
# Supply Staff are not permitted to ask for money in exchange for legal orders.&lt;br /&gt;
# Supply Staff are not permitted to hack the MULE Delivery Bots so that they may ride them, or that they may go faster.&lt;br /&gt;
# Supply Staff are not to keep any illegal items that are flushed down Disposals, and must deliver them to Security.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;CONDITION 2 - STANDARD OPERATION&amp;lt;/span&amp;gt;===&lt;br /&gt;
&amp;lt;u&amp;gt;ALL REGULATIONS CARRY OVER FROM CONDITION 3 UNLESS OTHERWISE STATED&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# Supply Staff must cooperate with the MAA to ensure an adequate stock of ammunition in case combat is expected.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;CONDITION 1 - GENERAL QUARTERS&amp;lt;/span&amp;gt;===&lt;br /&gt;
&amp;lt;u&amp;gt;ALL REGULATIONS CARRY OVER FROM CONDITION 3 AND 2 UNLESS OTHERWISE STATED&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# Supply Staff must prioritize any requests that may help in dealing with the current threat.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=[[File:Quartermaster.png|64px]][[Quartermaster]]=&lt;br /&gt;
'''Higher alert levels overwrite SOP of lower ones.'''&lt;br /&gt;
=== Duty:===&lt;br /&gt;
'''Coordinating the cargo bay and ensuring orders get fulfilled in a timely manner.'''&lt;br /&gt;
&lt;br /&gt;
'''Assisting the captain in making decisions on Budgeting/Supply related matters.'''&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;CONDITION 3 - RELAXED OPERATIONS&amp;lt;/span&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
# The Quartermaster has the authority to deny any request not made by a Head of Staff or Command staff.&lt;br /&gt;
# The Quartermaster may deny any request which would cost more than 50% of the current cargo budget’s credit score.&lt;br /&gt;
# The Quartermaster is free to utilize paperwork at their discretion.&lt;br /&gt;
# The Quartermaster must ensure the ship’s departments have access to their requested raw materials, whether manually delivered or via Silo Links.&lt;br /&gt;
# The Quartermaster must ensure that the cargo lathes are not tampered with.&lt;br /&gt;
# The Quartermaster is required to follow the guidelines put in place in Cargo General SOP.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;CONDITION 2 - STANDARD OPERATION&amp;lt;/span&amp;gt;===&lt;br /&gt;
&amp;lt;u&amp;gt;ALL REGULATIONS CARRY OVER FROM CONDITION 3 UNLESS OTHERWISE STATED&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# In the event of a crisis, such as Nuclear Operatives or an encounter with a hostile fleet or vessel, expediency is to be favored over paperwork, as excessive bureaucracy may be detrimental to the well-being of the Ship.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;CONDITION 1 - GENERAL QUARTERS&amp;lt;/span&amp;gt;===&lt;br /&gt;
&amp;lt;u&amp;gt;ALL REGULATIONS CARRY OVER FROM CONDITION 3 AND 2 UNLESS OTHERWISE STATED&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# The Quartermaster must ensure that cargo Is fully functional at all times, and must prioritize any orders placed by a head, and any orders likely to be used in an effort in dealing with the current threat.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;CONDITION ZEBRA - AIRTIGHT DOORS ENGAGED&amp;lt;/span&amp;gt;===&lt;br /&gt;
&amp;lt;u&amp;gt;ALL REGULATIONS CARRY OVER FROM CONDITION 3,2 AND 1 UNLESS OTHERWISE STATED&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# The Quartermaster must be prepared to don vacuum-capable protective clothing, such as the provided skinsuit.&lt;br /&gt;
# The Quartermaster may order extra oxygen/air canisters when needed.&lt;br /&gt;
&lt;br /&gt;
=[[File:Human cargo.png|64px]][[Cargo Technician]]=&lt;br /&gt;
'''Higher alert levels overwrite SOP of lower ones.'''&lt;br /&gt;
===Duty:===&lt;br /&gt;
'''Delivering cargo and procuring funds for the Cargo Budget.'''&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;CONDITION 3 - RELAXED OPERATIONS&amp;lt;/span&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
# Cargo Technicians are not permitted to hack the autolathe or any other machinery in Cargo.&lt;br /&gt;
# Cargo Technicians must immediately transfer mission objectives to Security or Command.&lt;br /&gt;
# Cargo Technicians are not permitted to order items for sole personal use without express consent from the Quartermaster. Exception is made if there are more than 50.000 credits in funds available and no outstanding orders. Cargo Technicians may not deplete the entire stock of Requisition Points for this.&lt;br /&gt;
# Cargo Technicians are not permitted to order non-essential items (such as pets, or clothing) without express consent from the Quartermaster.&lt;br /&gt;
# Cargo Technicians are not permitted to authorize non-departmental orders (such as a Medical Doctor asking for Insulated Gloves) without express permission from the Quartermaster.&lt;br /&gt;
# Cargo Technicians are required to follow the guidelines put in place in Cargo General SOP.&lt;br /&gt;
# Cargo Technicians are not permitted to trade items and/or favors in exchange for items with regular personnel without express consent from the Quartermaster.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;CONDITION 2 - STANDARD OPERATION&amp;lt;/span&amp;gt;===&lt;br /&gt;
&amp;lt;u&amp;gt;ALL REGULATIONS CARRY OVER FROM CONDITION 3 UNLESS OTHERWISE STATED&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# Continue work as usual and follow General Condition 2 SOP.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;CONDITION 1 - GENERAL QUARTERS&amp;lt;/span&amp;gt;===&lt;br /&gt;
&amp;lt;u&amp;gt;ALL REGULATIONS CARRY OVER FROM CONDITION 3 AND 2 UNLESS OTHERWISE STATED&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# If in combat:&lt;br /&gt;
## Cargo Technicians must stay in the cargo bay at all times unless delivering supplies by hand&lt;br /&gt;
## Cargo Technicians must be prepared to supply munitions for the entirety of the battle.&lt;br /&gt;
# If not in combat:&lt;br /&gt;
## Standby and follow General Condition 1 SOP&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;CONDITION ZEBRA - AIRTIGHT DOORS ENGAGED&amp;lt;/span&amp;gt;===&lt;br /&gt;
&amp;lt;u&amp;gt;ALL REGULATIONS CARRY OVER FROM CONDITION 3,2 AND 1 UNLESS OTHERWISE STATED&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# Cargo Technicians must wear a vacuum-safe suit and carry a sufficient amount of oxygen at all times.&lt;br /&gt;
# Cargo Technicians must help out with damage control as outlined in the Condition Zebra SOP - Noncritical Personnel, as long as such does not impede resupply operations.&lt;br /&gt;
&lt;br /&gt;
=[[File:Lava_miner.png|64px]][[Shaft Miner]]=&lt;br /&gt;
'''Higher alert levels overwrite SOP of lower ones.'''&lt;br /&gt;
===Duty:===&lt;br /&gt;
'''Procuring Raw Materials for use aboard the ship.'''&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;CONDITION 3 - RELAXED OPERATIONS&amp;lt;/span&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
# Shaft Miners are not permitted to bring Gibtonite aboard the ship.&lt;br /&gt;
# Shaft Miners must deliver at least 1000 Points of mined material to the Ore Redemption Machine within 45 minutes.&lt;br /&gt;
# Shaft Miners are not permitted to hoard materials. All mined materials are to be left in the Ore Redemption Machine.&lt;br /&gt;
# Shaft Miners are not permitted to give items acquired on asteroids or wreckages to ship crew, unless the XO approves.&lt;br /&gt;
# Shaft Miners are bound by guidelines set for Cargo Technicians when inside the Cargo Office or Bay.&lt;br /&gt;
# Shaft Miners must avoid traveling to hostile occupied areas to minimize risk of sabre loss.&lt;br /&gt;
# Shaft Miners must ensure that they are recoverable in the event they are MIA, preferably by teaming up in pairs of 2-3&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;CONDITION 2 - STANDARD OPERATION&amp;lt;/span&amp;gt;===&lt;br /&gt;
&amp;lt;u&amp;gt;ALL REGULATIONS CARRY OVER FROM CONDITION 3 UNLESS OTHERWISE STATED&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# Continue work as usual and follow General Condition 2 SOP.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;CONDITION 1 - GENERAL QUARTERS&amp;lt;/span&amp;gt;===&lt;br /&gt;
&amp;lt;u&amp;gt;ALL REGULATIONS CARRY OVER FROM CONDITION 3 AND 2 UNLESS OTHERWISE STATED&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# Shaft Miners should keep away from the main ship and try to maintain a steady flow of materials if possible.&lt;br /&gt;
# If present on ship, Shaft miners are advised to leave by sabre for their own safety, such should be announced beforehand.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;CONDITION ZEBRA - AIRTIGHT DOORS ENGAGED&amp;lt;/span&amp;gt;===&lt;br /&gt;
&amp;lt;u&amp;gt;ALL REGULATIONS CARRY OVER FROM CONDITION 3,2 AND 1 UNLESS OTHERWISE STATED&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# Shaft Miners must wear a vacuum-safe suit and carry a sufficient amount of oxygen at all times.&lt;br /&gt;
# Shaft Miners must return to the ship to help out with damage control as outlined in the Condition Zebra SOP - Noncritical Personnel, as long as such does not impede resupply operations.&lt;/div&gt;</summary>
		<author><name>MoistBrother</name></author>
	</entry>
	<entry>
		<id>https://nsv.beestation13.com/mediawiki2/index.php?title=Department_Standard_Operating_Procedure:_Command&amp;diff=34486</id>
		<title>Department Standard Operating Procedure: Command</title>
		<link rel="alternate" type="text/html" href="https://nsv.beestation13.com/mediawiki2/index.php?title=Department_Standard_Operating_Procedure:_Command&amp;diff=34486"/>
		<updated>2022-08-08T07:59:29Z</updated>

		<summary type="html">&lt;p&gt;MoistBrother: fix for telebatons&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Important&lt;br /&gt;
|Title=These are In-Character Guidelines&lt;br /&gt;
|Note=&amp;lt;font size='2'&amp;gt;[[Standard Operating Procedure]]s (SOPs) are general guidelines and may be used as justification for administrative action and/or IC punishments, such as being fired from your position. They are not meant to be followed to the letter, because circumstances and context may permit you to break SOP. However, the fact that SOP is malleable is not an excuse to ignore it entirely.&amp;lt;/font&amp;gt;&lt;br /&gt;
|Color=#0398fc&lt;br /&gt;
|Image=Docs blue.png&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=[[File:Captain_action.png|64px]][[Captain]]=&lt;br /&gt;
'''Higher alert levels overwrite SOP of lower ones.'''&lt;br /&gt;
===Duty:===&lt;br /&gt;
'''The captain is to command the ships operation from the bridge, they may involve themselves directly, it is however advised to let the XO handle most departmental problems.'''&lt;br /&gt;
&lt;br /&gt;
'''The Captain must ensure the combat readiness of the vessel.'''&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;CONDITION 3 - RELAXED OPERATIONS&amp;lt;/span&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
#The Captain may not change the alert level to circumvent any laws or Standard Operating Procedure Guidelines. The alert level must always be set to the appropriate level.&lt;br /&gt;
# The Captain is subject to [[Space Law]].&lt;br /&gt;
# The Captain is not permitted to perform regular Security duty. However, they may still assist Security if they see a crime being committed.&lt;br /&gt;
# If a department lacks a Head of Staff, the Captain should make reasonable efforts to appoint an Acting Head of Staff, if there are available personnel to fill the position.&lt;br /&gt;
#The Captain may only promote personnel to an Acting Head of Staff position if there is no assigned Head of Staff associated with the department. Said Acting Head of Staff must be a member of the department they are to lead with the exception of cases where none are available. When this is the case, a crewmember from another department may be appointed to the position, under the condition they resign when a more suitable candidate becomes available.&lt;br /&gt;
#The Captain may not fire or demote any Head of Staff without reasonable justification (ie: incompetency, criminal activity, repeatedly breaking Standard Operating Procedure, or otherwise any action that endangers/compromises the ship and/or crew) or during an engagement with hostile forces.&lt;br /&gt;
#The Captain must have the approval of at least two Heads of Staff to modify the AI’s lawset. The Captain must order the AI to state their new laws immediately after uploading them. This Guideline is null if the ship lacks two Heads of Staff or if the change is merely to reset the AIs laws.&lt;br /&gt;
# The Captain is to ensure that [[Space Law]] is being appropriately enforced by the Head of Security and their officers.&lt;br /&gt;
#The Captain may only order the execution of a crewmember in compliance with [[Space Law]].&lt;br /&gt;
#The Captain is only allowed to carry their designated command glock, telescopic baton, and their ceremonial weapons such as their ion sabre or similar.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;CONDITION 2 - STANDARD OPERATION&amp;lt;/span&amp;gt;===&lt;br /&gt;
&amp;lt;u&amp;gt;ALL REGULATIONS CARRY OVER FROM CONDITION 3 UNLESS OTHERWISE STATED&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
#The captain may request basic security gear (Pepper Spray, Stunbaton, Taser) for protection of themselves and the bridge; such equipment must be returned after CONDITION 3 is resumed.&lt;br /&gt;
#The captain may outfit bridge staff with stun batons or pepper spray if they deem it necessary, such equipment must be returned after CONDITION 3 is resumed.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;CONDITION 1 - GENERAL QUARTERS&amp;lt;/span&amp;gt;===&lt;br /&gt;
&amp;lt;u&amp;gt;ALL REGULATIONS CARRY OVER FROM CONDITION 3 AND 2 UNLESS OTHERWISE STATED&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
#The Captain must stay on the bridge at all times to oversee the engagement, delegating off-bridge tasks to the Executive Officer.&lt;br /&gt;
#The Captain may carry lethal weapons to protect the CIC from potential harm, but will be held accountable for their actions after the alert level has been lowered.&lt;br /&gt;
#If not in combat, the captain must announce the reason for entering General Quarters, and delegate resources to fixing the reason for the alarm, they may order the XO to do so in their stead if needed.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;CONDITION ZEBRA - AIRTIGHT DOORS ENGAGED&amp;lt;/span&amp;gt;===&lt;br /&gt;
&amp;lt;u&amp;gt;ALL REGULATIONS CARRY OVER FROM CONDITION 3,2 AND 1 UNLESS OTHERWISE STATED&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
#The captain is to don a space-capable hardsuit, preferably their own, and needs to maintain a constant supply of oxygen.&lt;br /&gt;
#The captain must announce the reason for entering CONDITION ZEBRA, and delegate resources to fixing said reason, they may order the XO to do so in their stead if needed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=[[File:Generic_hop.png|64px]][[Executive Officer]]=&lt;br /&gt;
'''Higher alert levels overwrite SOP of lower ones.'''&lt;br /&gt;
===Duty:===&lt;br /&gt;
'''The Executive Officer must ensure smooth operation in and between departments.'''&lt;br /&gt;
&lt;br /&gt;
'''Though the Executive Officer has the authority to do so, it is advised not to directly interfere in a head’s department, they should instead consult with the relevant head.'''&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;CONDITION 3 - RELAXED OPERATIONS&amp;lt;/span&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
#The Executive Officer must inform the relevant Head of Staff when giving a crewmember a job in their department.&lt;br /&gt;
#The Executive Officer may not grant themself or anyone else all access.&lt;br /&gt;
#The Executive Officer should not grant someone access to an additional department if said department is staffed (e.g. don’t give Shaft Miners access to Science while Scientists are already doing research). However, the Executive Officer can transfer crewmembers to other departments in compliance with Guideline 1.&lt;br /&gt;
#The Executive Officer may not fire or demote any crewmember without authorization from the relevant Head of Staff, unless they have violated [[Space Law]] or Department Standard Operating Procedure.&lt;br /&gt;
#The Executive Officer is free to utilize paperwork at their discretion.&lt;br /&gt;
#The Executive Officer should report to their desk when a crewmember requests it.&lt;br /&gt;
#The Executive Officer is in charge of Supply, however, it is recommended to let the Quartermaster handle things.&lt;br /&gt;
#The Executive Officer is bound to the same Guidelines regarding ordering crates as the Quartermaster and Cargo Technicians.&lt;br /&gt;
#The Executive Officer is not permitted to perform Security duty.&lt;br /&gt;
#The Executive Officer is only allowed to carry their designated command glock, telescopic baton, and their ceremonial weapons such as their ion sabre or similar.&lt;br /&gt;
#The Executive Officer must follow the same Head of Staff promotion/demotion Guidelines as the Captain, in addition to seeking approval from the captain.&lt;br /&gt;
#The Executive Officer must assign squads to needed duties, and is to ensure crew members are in squads that are appropriate for their normal jobs.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;CONDITION 2 - STANDARD OPERATION&amp;lt;/span&amp;gt;===&lt;br /&gt;
&amp;lt;u&amp;gt;ALL REGULATIONS CARRY OVER FROM CONDITION 3 UNLESS OTHERWISE STATED&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
#The Executive Officer may carry basic security gear(Pepper Spray, Stunbaton, Taser) for protection, such equipment must be returned after CONDITION 3 is resumed.&lt;br /&gt;
#The Executive Officer may temporarily grant themselves additional access to deal with problems that could affect the combat readiness of the vessel.&lt;br /&gt;
#The Executive Officer may demote or detain a crewmember if they are significantly, maliciously or otherwise, hampering the combat readiness of the vessel, they are to be handed off to security as soon as possible, where they must be dealt with according to [[Space Law]].&lt;br /&gt;
#The Executive Officer should not enforce undue standards of paperwork. Expediency should take precedence over bureaucracy.&lt;br /&gt;
#The Executive Officer may order any legal crate if such is needed to ensure the combat readiness of the vessel.&lt;br /&gt;
#The Executive Officer is to ensure operation of squads, and must coordinate their efforts with their pager.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;CONDITION 1 - GENERAL QUARTERS&amp;lt;/span&amp;gt;===&lt;br /&gt;
&amp;lt;u&amp;gt;ALL REGULATIONS CARRY OVER FROM CONDITION 3 AND 2 UNLESS OTHERWISE STATED&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
#The Executive Officer may carry lethal weapons to deal with threats to the ships combat readiness, but will be held accountable for their actions after the alert level has been lowered.&lt;br /&gt;
#The Executive Officer may have any access during the entirety of the combat engagement to carry out the orders of the Captain, or to respond to threats affecting combat capability of the vessel, though it is advised not to do so personally.&lt;br /&gt;
#The Executive Officer may demote and or detain a head of staff if they are significantly or maliciously hampering the combat readiness of the vessel, it is required to seek captains approval before doing such.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;CONDITION ZEBRA - AIRTIGHT DOORS ENGAGED&amp;lt;/span&amp;gt;===&lt;br /&gt;
&amp;lt;u&amp;gt;ALL REGULATIONS CARRY OVER FROM CONDITION 3,2 AND 1 UNLESS OTHERWISE STATED&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
#The Executive Officer is to don a space-capable suit, and needs to maintain a constant supply of oxygen.&lt;br /&gt;
#The Executive Officer needs to assign damage control squads and coordinate with engineering to deal with damage or breaches.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=[[File:Felinid bridgestaff.png|64px]][[Bridge Staff]]=&lt;br /&gt;
'''Higher alert levels overwrite SOP of lower ones.'''&lt;br /&gt;
===Duty:===&lt;br /&gt;
'''Bridge Staff control the Helm and Tactical consoles, they are to engage the enemy on the captain's orders.'''&lt;br /&gt;
&lt;br /&gt;
'''They also chart routes and perform jumps, they dodge incoming fire and coordinate attacks with each other.'''&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;CONDITION 3 - RELAXED OPERATIONS&amp;lt;/span&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
#Bridge Staff may not fire the weapons systems without prior authorization from the captain.&lt;br /&gt;
#Bridge Staff may not fire on friendly or neutral ships.&lt;br /&gt;
#Bridge Staff may not jump the ship without specific orders to do so.&lt;br /&gt;
#Bridge Staff may only use their designated console unless the other Bridge Officer is not on the bridge.&lt;br /&gt;
#Bridge Staff may not waste ammunition. Only fire it while targeting hostile ships that are in range.&lt;br /&gt;
#Bridge Staff may not move the ship if doing so will leave behind crewmembers.&lt;br /&gt;
#Bridge Staff must announce that they are moving the ship into combat and give ample time for crewmembers to get on board.&lt;br /&gt;
#Bridge Staff may leave the bridge, in which case it is advised to inform others.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;CONDITION 2 - STANDARD OPERATION&amp;lt;/span&amp;gt;===&lt;br /&gt;
&amp;lt;u&amp;gt;ALL REGULATIONS CARRY OVER FROM CONDITION 3 UNLESS OTHERWISE STATED&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
#Bridge Staff are permitted to detain unauthorized crewmembers on the bridge, however, Security must be notified immediately and the prisoner must be turned over to them.&lt;br /&gt;
#Bridge Staff may request non-lethal security equipment such as stun batons or pepper spray, which must be returned once the ship reverts to CONDITION 3.&lt;br /&gt;
#Bridge Staff need to ensure that suitable safety equipment is near and ready to use in case of emergencies.&lt;br /&gt;
#Bridge Staff should ensure that at least one person is on the bridge at any time, they are not to leave the bridge unattended.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;CONDITION 1 - GENERAL QUARTERS&amp;lt;/span&amp;gt;===&lt;br /&gt;
&amp;lt;u&amp;gt;ALL REGULATIONS CARRY OVER FROM CONDITION 3 AND 2 UNLESS OTHERWISE STATED&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
#Bridge Staff may fire the weapons systems freely.&lt;br /&gt;
#Bridge Staff must report promptly to the bridge and take their post.&lt;br /&gt;
#Bridge Staff are permitted to FTL jump during combat if they believe the ship will not survive. This Guideline supersedes any orders given by the Captain or Executive Officer.&lt;br /&gt;
#Bridge Staff may not leave the bridge at any time during combat.&lt;br /&gt;
#Bridge Staff may not leave the Helm unattended during General Quarters, always ensure the ship is ready to evade incoming fire.&lt;br /&gt;
#Bridge Staff are not to activate the brakes before jumping, to ensure that the ship is able to maneuver once the jump is completed.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;CONDITION ZEBRA - AIRTIGHT DOORS ENGAGED&amp;lt;/span&amp;gt;===&lt;br /&gt;
&amp;lt;u&amp;gt;ALL REGULATIONS CARRY OVER FROM CONDITION 3,2 AND 1 UNLESS OTHERWISE STATED&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
#Bridge Staff are to don a space-capable suit, and need to maintain a constant supply of oxygen.&lt;br /&gt;
#Bridge Staff need to ensure the ship stays out of combat to prevent further damage to the hull, unless otherwise ordered to engage the enemy by the Captain.&lt;/div&gt;</summary>
		<author><name>MoistBrother</name></author>
	</entry>
	<entry>
		<id>https://nsv.beestation13.com/mediawiki2/index.php?title=Department_Standard_Operating_Procedure:_Service/Civilian&amp;diff=34481</id>
		<title>Department Standard Operating Procedure: Service/Civilian</title>
		<link rel="alternate" type="text/html" href="https://nsv.beestation13.com/mediawiki2/index.php?title=Department_Standard_Operating_Procedure:_Service/Civilian&amp;diff=34481"/>
		<updated>2022-08-08T03:07:07Z</updated>

		<summary type="html">&lt;p&gt;MoistBrother: new page!&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Important&lt;br /&gt;
|Title=These are In-Character Guidelines&lt;br /&gt;
|Note=&amp;lt;font size='2'&amp;gt;[[Standard Operating Procedure]]s (SOPs) are general guidelines and may be used as justification for administrative action and/or IC punishments, such as being fired from your position. They are not meant to be followed to the letter, because circumstances and context may permit you to break SOP. However, the fact that SOP is malleable is not an excuse to ignore it entirely.&amp;lt;/font&amp;gt;&lt;br /&gt;
|Color=#0398fc&lt;br /&gt;
|Image=Docs blue.png&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Higher alert levels overwrite SOP of lower ones.'''&lt;br /&gt;
==&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;CONDITION 3 - RELAXED OPERATIONS&amp;lt;/span&amp;gt;==&lt;br /&gt;
&lt;br /&gt;
===[[File:Janitor.png|64px]][[Janitor]]===&lt;br /&gt;
'''Duty: Keeping the ship clean and replacing lights where needed.'''&lt;br /&gt;
# If the Janitor's work leaves any surface slippery, they are to place wet floor signs, either physical or holographic.&lt;br /&gt;
# The Janitor is not to use Cleaning Foam Grenades as pranking implements. Cleaning Foam Grenades are to be used to clean large surfaces at once, only.&lt;br /&gt;
&lt;br /&gt;
===[[File:Generic_barman.png|64px]][[Bartender]]===&lt;br /&gt;
'''Duty: Providing beverages in the bar/Hosting social gatherings for morale.'''&lt;br /&gt;
# The Bartender is not permitted to use or visibly display their shotgun outside the bar. However, they may obtain permission from the Head of Security or Warden to shorten the barrel to allow for easier and concealed transportation. Shortening the barrel without authorization is grounds for confiscation of the Bartender's shotgun.&lt;br /&gt;
# The Bartender is permitted to use their shotgun on unruly bar patrons in order to throw them out if they are being disruptive. They are not, however, permitted to apply lethal force.&lt;br /&gt;
# The Bartender is not permitted to possess lethal shotgun ammunition. Only beanbag slugs are permitted.&lt;br /&gt;
# The Bartender, after exercising their right to remove unruly patrons, must notify Security with a brief description of the incident.&lt;br /&gt;
# The Bartender is exempt from legal ramifications when dutifully removing unruly (e.g. overtly hostile) patrons from the Bar, provided, of course, they followed Guidelines 2 and 4.&lt;br /&gt;
&lt;br /&gt;
===[[File:Generic_chef.png|64px]][[Cook]]===&lt;br /&gt;
'''Duty: Providing food in the bar/Hosting social gatherings for morale.'''&lt;br /&gt;
# The Chef is not permitted to use the corpses of deceased personnel for meat unless given specific permission from the Chief Medical Officer. Patrons must be informed that the food contains said meat.&lt;br /&gt;
# The Chef is permitted to use Ambrosia and other such light narcotics in the production of food, as long as patrons are aware the food contains it.&lt;br /&gt;
# The Chef is not permitted to cook food that can harm or kill crewmembers.&lt;br /&gt;
&lt;br /&gt;
===[[File:Botanist.png|64px]][[Botanist]]===&lt;br /&gt;
'''Duty: Growing food plants for the cook/bartender, and other beneficial plants.'''&lt;br /&gt;
# Botanists are permitted to grow and distribute light narcotics such as Ambrosia.&lt;br /&gt;
# Botanists are not permitted to grow deadly or harmful produce.&lt;br /&gt;
&lt;br /&gt;
===[[File:Generic_clown.png|64px]][[Clown]]===&lt;br /&gt;
'''Duty: Improving morale through application of non-disruptive pranks and humor.'''&lt;br /&gt;
# The Clown is not permitted to interfere with active Security duty, or in any way endanger other personnel.&lt;br /&gt;
# The Clown is not permitted to hold anything but water in their sunflower.&lt;br /&gt;
# The Clown must legitimately attempt to be funny and/or entertaining. The joke is supposed to be funny for people besides the Clown.&lt;br /&gt;
# The Clown is permitted to, and freely exempt from any consequences of, performing any harmless prank that does not directly conflict with the above Guidelines.&lt;br /&gt;
&lt;br /&gt;
===[[File:Generic_lawyer.png|64px]][[Lawyer|Staff Judge Advocate]]===&lt;br /&gt;
'''Duty: Serving as consultant in SOP/Space law matters, and representing prisoners and ensuring their rights.'''&lt;br /&gt;
# Staff Judge Advocates can overrule anyone in all matters concerning Space Law. This does not extend to Emergency Response Teams, Central Command Officials or direct Central Command communications.&lt;br /&gt;
# Staff Judge Advocates are not above Space Law. Similarly, they cannot overrule Security on a sentence imposed against themselves.&lt;br /&gt;
# Staff Judge Advocates are to ensure that Standard Operating Procedure is being properly followed, when applicable, and to contact the relevant Head of Staff when it is not.&lt;br /&gt;
# Staff Judge Advocates are to attempt to resolve all Standard Operating Procedure issues locally before contacting Command. If a valid report is ignored by the relevant Head of Staff, the Executive Officer is to be contacted. If the Executive Officer ignores the report, then the Captain must be contacted instead.&lt;br /&gt;
# Staff Judge Advocates are only to provide legal representation for personnel facing a Capital Sentence. They should, however, ensure that their timed sentence is applied correctly, and alert Security if it is not. In addition, Staff &lt;br /&gt;
# Prisoners may not request a trial or legal representation unless they have been charged with a Felony or Capital crime, or they believe they have been wrongly mistreated under Department Standard Operating Procedure: Security.&lt;br /&gt;
# Judge Advocates are permitted to provide legal advice for Security and prisoners, as well as investigating whether or not arrests were done properly.&lt;br /&gt;
# Staff Judge Advocates must request permission from any potential client before serving as their legal representative, as said client may choose to either represent themselves, or request someone else.&lt;br /&gt;
# Staff Judge Advocates are not to deliberately halt or slow down prisoner processing or ongoing investigations. If Security is acting in a demonstrably incompetent manner, contacting the Head of Security or the Executive Officer is highly recommended. If more information about the crime in question is needed, Agents should wait until the person in question was brigged.&lt;br /&gt;
&lt;br /&gt;
===[[File:Generic_librarian.png|64px]][[Librarian]]===&lt;br /&gt;
'''Duty: Attending the local library and ensuring manuals and other documentation is available. Providing a boost in morale by offering entertaining books.'''&lt;br /&gt;
# The Librarian is to keep at least one shelf stocked with books for crewmembers.&lt;br /&gt;
# The Librarian is permitted to conduct journalism in any part of the ship, with permission from the relevant department head.&lt;br /&gt;
&lt;br /&gt;
===[[File:Generic_chaplain.png|64px]][[Chaplain]]===&lt;br /&gt;
'''Duty: Providing the crew with spiritual advice and offering counsel.'''&lt;br /&gt;
# The Chaplain is not permitted to execute Bible Healing without consent, unless the person in question is in critical condition and there are no Medical Doctors, as doing so incurs the risk of causing brain damage.&lt;br /&gt;
# The Chaplain may not draw the Null Rod or any of its variants on any personnel. Using these items on any personnel is grounds to have these items confiscated, unless there is a clear and present danger to their life.&lt;br /&gt;
# The Chaplain may not actively discriminate against any personnel on the grounds that it is a religious tenet of their particular faith.&lt;br /&gt;
# The Chaplain may freely conduct funerals for non-cloneable personnel.&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;CONDITION 2 - STANDARD OPERATION&amp;lt;/span&amp;gt;==&lt;br /&gt;
&amp;lt;u&amp;gt;ALL REGULATIONS CARRY OVER FROM CONDITION 3 UNLESS OTHERWISE STATED&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Janitor===&lt;br /&gt;
# The Janitor may not make any surface slippery during Conditions 2 or 1.&lt;br /&gt;
&lt;br /&gt;
===Bartender===&lt;br /&gt;
# Depending on the situation, the distribution of strong alcoholic beverages is no longer allowed.&lt;br /&gt;
&lt;br /&gt;
===Clown===&lt;br /&gt;
# Guideline 4 no longer applies during conditions 2 or 1.&lt;br /&gt;
# The Clown is no longer permitted to, and freely exempt from any consequences of, performing any harmless prank that does not directly conflict with the above Guidelines.&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;CONDITION 1 - GENERAL QUARTERS&amp;lt;/span&amp;gt;==&lt;br /&gt;
&amp;lt;u&amp;gt;ALL REGULATIONS CARRY OVER FROM CONDITION 3 AND 2 UNLESS OTHERWISE STATED&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===All Roles:===&lt;br /&gt;
'''Duty: See general SOP for Condition 1.'''&lt;br /&gt;
# Perform your assigned duty to the best of your abilities.&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;CONDITION ZEBRA - AIRTIGHT DOORS ENGAGED&amp;lt;/span&amp;gt;==&lt;br /&gt;
&amp;lt;u&amp;gt;ALL REGULATIONS CARRY OVER FROM CONDITION 3,2 AND 1 UNLESS OTHERWISE STATED&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===All Roles:===&lt;br /&gt;
'''Duty: See general SOP for Condition Zebra.'''&lt;br /&gt;
# Perform your assigned duty to the best of your abilities.&lt;/div&gt;</summary>
		<author><name>MoistBrother</name></author>
	</entry>
	<entry>
		<id>https://nsv.beestation13.com/mediawiki2/index.php?title=Department_Standard_Operating_Procedure:_Engineering&amp;diff=34480</id>
		<title>Department Standard Operating Procedure: Engineering</title>
		<link rel="alternate" type="text/html" href="https://nsv.beestation13.com/mediawiki2/index.php?title=Department_Standard_Operating_Procedure:_Engineering&amp;diff=34480"/>
		<updated>2022-08-08T01:33:09Z</updated>

		<summary type="html">&lt;p&gt;MoistBrother: better pics&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Important&lt;br /&gt;
|Title=These are In-Character Guidelines&lt;br /&gt;
|Note=&amp;lt;font size='2'&amp;gt;[[Standard Operating Procedure]]s (SOPs) are general guidelines and may be used as justification for administrative action and/or IC punishments, such as being fired from your position. They are not meant to be followed to the letter, because circumstances and context may permit you to break SOP. However, the fact that SOP is malleable is not an excuse to ignore it entirely.&amp;lt;/font&amp;gt;&lt;br /&gt;
|Color=#0398fc&lt;br /&gt;
|Image=Docs blue.png&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=[[File:GlowyCe.png|64px]][[Chief Engineer]]=&lt;br /&gt;
'''Higher alert levels overwrite SOP of lower ones.'''&lt;br /&gt;
===Duty:===&lt;br /&gt;
'''Coordinate engineering in maintaining the integrity of the vessel.'''&lt;br /&gt;
&lt;br /&gt;
'''Assisting the captain in making decisions on engineering related matters.'''&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;CONDITION 3 - RELAXED OPERATIONS&amp;lt;/span&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
# The Chief Engineer is responsible for the setup, maintenance, and condition of the engine(s). The results of incorrect setup or misuse is their responsibility.&lt;br /&gt;
# The Chief Engineer must ensure that the engine(s) are running and supplying power to the ship before any further action is taken by themselves or their team.&lt;br /&gt;
# The Chief Engineer is permitted to carry a telescopic baton and a flash for use in self-defense.&lt;br /&gt;
# The Chief Engineer, along with the Research Director, is responsible for maintaining the integrity of Telecommunications. Together they must diagnose and repair any issues that arise.&lt;br /&gt;
# The Chief Engineer is responsible for the setup, maintenance and integrity of the ship's Atmospherics Systems. Repairs due to battle damage or similar must be repaired in a timely manner. &lt;br /&gt;
# The Chief Engineer must keep the ship Blueprints in a safe location at all times.&lt;br /&gt;
# The Chief Engineer is not permitted to order the construction of additional engines (such as additional SM/Tesla/Singularity engines, or solar panels) until at least one engine is correctly set up and powering the ship, unless doing so is required to compensate for battle damage or similar casualties.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;CONDITION 2 - STANDARD OPERATION&amp;lt;/span&amp;gt;===&lt;br /&gt;
&amp;lt;u&amp;gt;ALL REGULATIONS CARRY OVER FROM CONDITION 3 UNLESS OTHERWISE STATED&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# The Chief Engineer may declare an area &amp;quot;Condemned&amp;quot;, if it is damaged to the point where repairs cannot reasonably be completed within an acceptable frame of time. Priority of repair is to be given to areas critical to the continued function of the ship. Medical holds the highest priority, followed by the bridge (if there is no battle-bridge), Engineering and Weapons dept. Areas that have been condemned or designated lower priority will have their atmospherics system turned off so as to preserve the ships air supply.&lt;br /&gt;
# The Chief Engineer is not to permit any further building permits.&lt;br /&gt;
# The Chief Engineer must ensure that the ship alarm monitor is being monitored regularly.&lt;br /&gt;
# The Chief Engineer is not permitted to order the construction of additional engines, unless required to compensate for damages.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;CONDITION 1 - GENERAL QUARTERS&amp;lt;/span&amp;gt;===&lt;br /&gt;
&amp;lt;u&amp;gt;ALL REGULATIONS CARRY OVER FROM CONDITION 3 AND 2 UNLESS OTHERWISE STATED&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# The Chief Engineer must ensure that the shields/APNW are manned and functioning.&lt;br /&gt;
# The Chief Engineer must coordinate their Engineers/Atmospheric technicians with the Executive Officer and the damage control squads if possible.&lt;br /&gt;
# The Chief Engineer must ensure that the engines are running properly, and regularly inspect Atmospherics for damages.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;CONDITION ZEBRA - AIRTIGHT DOORS ENGAGED&amp;lt;/span&amp;gt;===&lt;br /&gt;
&amp;lt;u&amp;gt;ALL REGULATIONS CARRY OVER FROM CONDITION 3,2 AND 1 UNLESS OTHERWISE STATED&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# The Chief Engineer is to don a space-capable hardsuit, preferably their own, and need to maintain a constant supply of oxygen.&lt;br /&gt;
# The Chief Engineer must ensure that the cause of the alert is swiftly dealt with wherever it may occur.&lt;br /&gt;
# The Chief Engineer must coordinate with the Executive Officer to ensure proper cooperation between their Engineers and the Damage control squads.&lt;br /&gt;
&lt;br /&gt;
=[[File:Moth Engineer.png|64px]][[Ship Engineer]]=&lt;br /&gt;
'''Higher alert levels overwrite SOP of lower ones.'''&lt;br /&gt;
===Duty:===&lt;br /&gt;
'''Maintain the systems of the ship, repair broken sections or machines.'''&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;CONDITION 3 - RELAXED OPERATIONS&amp;lt;/span&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
# Ship Engineers may not make major engineering modifications before the SMES units are charging, and the mission is underway.&lt;br /&gt;
# Ship Engineers must ensure that critical ship systems such as power, hull plating, telecommunications, and the FTL drive are operational at all times and repair damages to these systems as fast as possible.&lt;br /&gt;
# Ship Engineers are permitted to carry out personal projects.&lt;br /&gt;
# Ship Engineers must periodically check on the engine(s).&lt;br /&gt;
# Ships Engineers must work with Atmospherics Technicians to respond promptly to breaches, Failure to report within fifteen (15) minutes will be considered a breach of Standard Operating Procedure.&lt;br /&gt;
# All Hazard Zones must be reported to the cognizant department, or the ship as a whole if it is in a public area.&lt;br /&gt;
# All Hazard Zones must be cordoned off with Engineering Holobarriers or Atmospherics Holofans.&lt;br /&gt;
# Ship Engineers should not perform the work of Atmospheric Technicians while active Atmospheric Technicians are available, unless it is urgent. &lt;br /&gt;
# Engineering is not permitted to reset protocols on a department tech fab to research topics without contacting the research department.&lt;br /&gt;
# Engineering should not siphon all the resources out of a tech fab, as other departments still need to use these materials.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;CONDITION 2 - STANDARD OPERATION&amp;lt;/span&amp;gt;===&lt;br /&gt;
&amp;lt;u&amp;gt;ALL REGULATIONS CARRY OVER FROM CONDITION 3 UNLESS OTHERWISE STATED&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# Ship Engineers must remain available to maintain the functionality of the engine/APNW/shields at any time. &lt;br /&gt;
# Ships Engineers must coordinate with Atmospherics Technicians repair breaches in order of the importance of the breached area to the functionality of the ship. Medical holds the highest priority, followed by the bridge (if there is no battle-bridge), Engineering and Weapons dept. Areas that have been condemned or designated lower priority will have their atmospherics system turned off so as to preserve the ships air supply. &lt;br /&gt;
# Ships Engineers should report general tasking and intended or current destination on the engineering channel for coordination purposes.&lt;br /&gt;
# All Hazard Zones must no longer be cordoned off with Engineering Holobarriers or Atmospherics Holofans.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;CONDITION 1 - GENERAL QUARTERS&amp;lt;/span&amp;gt;===&lt;br /&gt;
&amp;lt;u&amp;gt;ALL REGULATIONS CARRY OVER FROM CONDITION 3 AND 2 UNLESS OTHERWISE STATED&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# Ship Engineers are no longer permitted to carry out personal projects.&lt;br /&gt;
# Ship Engineers are permitted to hack doors to gain unauthorized access to locations if said locations happen to require urgent repairs.&lt;br /&gt;
# All Engines, the APNW, and shields must be vigilantly looked after throughout the battle.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;CONDITION ZEBRA - AIRTIGHT DOORS ENGAGED&amp;lt;/span&amp;gt;===&lt;br /&gt;
&amp;lt;u&amp;gt;ALL REGULATIONS CARRY OVER FROM CONDITION 3,2 AND 1 UNLESS OTHERWISE STATED&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# Ship Engineers are to don space-capable suits, preferably their own, and need to maintain a constant supply of oxygen.&lt;br /&gt;
# Ship Engineers must coordinate with the damage control squads via orders from the CE.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=[[File:AtomsTech.png|64px]][[Atmospheric Technician]]=&lt;br /&gt;
'''Higher alert levels overwrite SOP of lower ones.'''&lt;br /&gt;
===Duty:===&lt;br /&gt;
'''Maintain the Atmosphere aboard the ship, fix small breaches and repressurize areas that are unlivable, Fix fire damage.'''&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;CONDITION 3 - RELAXED OPERATIONS&amp;lt;/span&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
# Atmospheric Technicians are permitted to modify the Atmospherics piping setup as they see fit, as long as no harmful gasses are released or pumped into the ship’s air supply.&lt;br /&gt;
# Atmospheric Technicians are permitted to carry out personal projects.&lt;br /&gt;
# Atmospheric Technicians are not permitted to tamper with the default values on Air Alarms except for fixing problems or enabling the filtration of harmful gasses.&lt;br /&gt;
# Atmospheric Technicians shall coordinate with the ship’s Engineers to respond promptly to piping and ship breaches. Failure to report within fifteen (15) minutes will be considered a breach of Standard Operating Procedure, unless there are no spare Atmospheric Technicians to report, or an Engineer has arrived on scene first.  &lt;br /&gt;
# All Hazard Zones must be reported to the cognizant department, or the ship as a whole if it is in a public area.&lt;br /&gt;
# All Hazard Zones must be cordoned off with Engineering Holobarriers or Atmospherics Holofans.&lt;br /&gt;
# Atmospheric Technicians should not perform the work of Ship Engineers while active Ship Engineers are available, unless it is urgent.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;CONDITION 2 - STANDARD OPERATION&amp;lt;/span&amp;gt;===&lt;br /&gt;
&amp;lt;u&amp;gt;ALL REGULATIONS CARRY OVER FROM CONDITION 3 UNLESS OTHERWISE STATED&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# Atmos technicians must isolate air to breached compartments, and restore air to those compartments when repairs are completed.&lt;br /&gt;
# Atmospherics Technicians must coordinate with Ships Engineers to repair breaches in order of the importance of the breached area to the functionality of the ship. Medical holds the highest priority, followed by the bridge (if there is no battle-bridge), Engineering and Weapons dept. &lt;br /&gt;
# Atmospherics Technicians should report general tasking and intended or current destination on the engineering channel for coordination purposes.&lt;br /&gt;
# All Hazard Zones must no longer be cordoned off with Engineering Holobarriers or Atmospherics Holofans.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;CONDITION 1 - GENERAL QUARTERS&amp;lt;/span&amp;gt;===&lt;br /&gt;
&amp;lt;u&amp;gt;ALL REGULATIONS CARRY OVER FROM CONDITION 3 AND 2 UNLESS OTHERWISE STATED&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# Atmospheric Technicians are permitted, but not encouraged, to hack doors to gain unauthorized access to locations if said locations happen to require urgent repairs.&lt;br /&gt;
# Atmospheric Technicians are no longer permitted to carry out personal projects.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;CONDITION ZEBRA - AIRTIGHT DOORS ENGAGED&amp;lt;/span&amp;gt;===&lt;br /&gt;
&amp;lt;u&amp;gt;ALL REGULATIONS CARRY OVER FROM CONDITION 3,2 AND 1 UNLESS OTHERWISE STATED&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# Atmospheric Technicians are to don space-capable suits, preferably their own, and need to maintain a constant supply of oxygen.&lt;br /&gt;
# Atmospheric Technicians  must coordinate with the damage control squads via orders from the CE.&lt;/div&gt;</summary>
		<author><name>MoistBrother</name></author>
	</entry>
	<entry>
		<id>https://nsv.beestation13.com/mediawiki2/index.php?title=Department_Standard_Operating_Procedure:_Munitions&amp;diff=34479</id>
		<title>Department Standard Operating Procedure: Munitions</title>
		<link rel="alternate" type="text/html" href="https://nsv.beestation13.com/mediawiki2/index.php?title=Department_Standard_Operating_Procedure:_Munitions&amp;diff=34479"/>
		<updated>2022-08-08T01:31:37Z</updated>

		<summary type="html">&lt;p&gt;MoistBrother: added kenny&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Important&lt;br /&gt;
|Title=These are In-Character Guidelines&lt;br /&gt;
|Note=&amp;lt;font size='2'&amp;gt;[[Standard Operating Procedure]]s (SOPs) are general guidelines and may be used as justification for administrative action and/or IC punishments, such as being fired from your position. They are not meant to be followed to the letter, because circumstances and context may permit you to break SOP. However, the fact that SOP is malleable is not an excuse to ignore it entirely.&amp;lt;/font&amp;gt;&lt;br /&gt;
|Color=#0398fc&lt;br /&gt;
|Image=Docs blue.png&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==[[File:MAA.png|64x64px]][[Master at Arms]]==&lt;br /&gt;
'''Higher alert levels overwrite SOP of lower ones.'''&lt;br /&gt;
===Duty:===&lt;br /&gt;
'''Coordinating the munitions department and ensuring every technician knows what they’re doing.'''&lt;br /&gt;
&lt;br /&gt;
'''Assisting the captain in making decisions on munition related matters.'''&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;CONDITION 3 - RELAXED OPERATIONS&amp;lt;/span&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
# The MAA is responsible for keeping the ship's weaponry in a good condition and a battle-ready state.&lt;br /&gt;
# The MAA must ensure that no workplace hazards are created in the Weapons Bay.&lt;br /&gt;
# The MAA must not take explosive or otherwise dangerous munitions or accelerants outside the Weapons bay. Exceptions from this are taking them to the Hangar Bay or Hangar Storage for the Pilots. Security may take action against a MAA breaking this guideline.&lt;br /&gt;
# Despite being in charge of Fighter Pilots and the Hangar Bay, the MAA should delegate the day-to-day overseeing of fighters and the hangar to the Air Traffic Controller. The MAA, however, still has authority over them.&lt;br /&gt;
# The MAA is permitted to carry a self-defense weapon, in the form of their police baton.&lt;br /&gt;
# The MAA may only use their security gasmask's hailer and signal dispatch function in case of emergency.&lt;br /&gt;
# The MAA may freely take on projects aimed at expanding and improving the ship's weaponry. Do note that keeping the ship's already existing weaponry in a battle-ready state should take priority over building new ones. They should also inform the MTs about the project.&lt;br /&gt;
# The MAA may freely deconstruct existing weaponry, although a good reason must be provided.&lt;br /&gt;
# The MAA is not allowed to take over the Cargo department's work, unless there are no Cargo Technicians or Quartermasters, or the MAA receives permission from the Captain.&lt;br /&gt;
# The MAA is allowed to file both verbal and printed complaints to the Captain and the XO if the Cargo department is failing to provide supplies for the Weapons Bay.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;CONDITION 2 - STANDARD OPERATION&amp;lt;/span&amp;gt;===&lt;br /&gt;
&amp;lt;u&amp;gt;ALL REGULATIONS CARRY OVER FROM CONDITION 3 UNLESS OTHERWISE STATED&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# The MAA should ensure that the fighters are always ready to launch.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;CONDITION 1 - GENERAL QUARTERS&amp;lt;/span&amp;gt;===&lt;br /&gt;
&amp;lt;u&amp;gt;ALL REGULATIONS CARRY OVER FROM CONDITION 3 AND 2 UNLESS OTHERWISE STATED&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# The MAA should always keep the CIC informed on the weapons status, preferably on the Command radio channel.&lt;br /&gt;
# The MAA is allowed to take over the Cargo department's work if needed, temporarily suspending all non-critical orders.&lt;br /&gt;
# The MAA may order anyone he deems a disruption to loading operations to be removed from the Munitions bay by force.&lt;br /&gt;
# Ensuring the fighting capacity of existing weaponry should be prioritized above weapon expansion projects.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;CONDITION ZEBRA - AIRTIGHT DOORS ENGAGED&amp;lt;/span&amp;gt;===&lt;br /&gt;
&amp;lt;u&amp;gt;ALL REGULATIONS CARRY OVER FROM CONDITION 3,2 AND 1 UNLESS OTHERWISE STATED&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# The MAA must be prepared to don a vacuum-safe suit at a moment's notice, and carry a sufficient amount of oxygen at all times.&lt;br /&gt;
# If not in combat, the MAA may send his Munitions Technicians on damage control duty around the ship.&lt;br /&gt;
&lt;br /&gt;
==[[file:generic_mt.png]][[Munitions Technician]]==&lt;br /&gt;
'''Higher alert levels overwrite SOP of lower ones.'''&lt;br /&gt;
===Duty:===&lt;br /&gt;
'''Loading the guns and producing missiles/torpedoes, maintaining weapons systems.'''&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;CONDITION 3 - RELAXED OPERATIONS&amp;lt;/span&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
# MTs must minimize the number of active heat sources and fires, such as welding tools, cigars, etc. when working near torpedos, missiles, naval artillery munitions and propellants.&lt;br /&gt;
# MTs should take care to store any and all munitions in storage facilities, to reduce the effect of a potential accident.&lt;br /&gt;
# MTs must not take explosive or otherwise dangerous munitions or accelerants outside the Weapons bay. Exceptions from this are taking them to the Hangar Bay or Hangar Storage for the Pilots. Security may take action against MTs breaking this guideline.&lt;br /&gt;
# MTs may freely take on projects aimed at expanding and improving the ship's weaponry, after they ask for and gain permission from the MAA. Do note that keeping the ship's already existing weaponry in a battle ready state should take priority over building new ones.&lt;br /&gt;
# MTs may freely deconstruct existing weaponry, although a good reason and the permission of the MAA must be provided.&lt;br /&gt;
# MTs are not allowed to take over the Cargo department's work, unless there are no Cargo Technicians or Quartermasters, or the MT receives permission from the Captain.&lt;br /&gt;
# MTs are allowed to file both verbal and printed complaints to the Captain and the XO if the Cargo department is failing to provide supplies for the Weapons Bay.&lt;br /&gt;
# MTs must provide a supply or a probe torpedo for cargo and research, should the need arise for them. Freight torpedoes are not to be loaded into VLS tubes, instead must be given to cargo.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;CONDITION 2 - STANDARD OPERATION&amp;lt;/span&amp;gt;===&lt;br /&gt;
&amp;lt;u&amp;gt;ALL REGULATIONS CARRY OVER FROM CONDITION 3 UNLESS OTHERWISE STATED&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
MTs must ensure that all weapons are loaded and ready for battle at any time.&lt;br /&gt;
MTs should provide the Fighter Pilots with missiles and torpedoes, though AMS systems may take priority depending on the orders of command staff.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;CONDITION 1 - GENERAL QUARTERS&amp;lt;/span&amp;gt;===&lt;br /&gt;
&amp;lt;u&amp;gt;ALL REGULATIONS CARRY OVER FROM CONDITION 3 AND 2 UNLESS OTHERWISE STATED&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# If in combat:&lt;br /&gt;
## Ensuring the fighting capacity of existing weaponry should be prioritized above weapon expansion projects.&lt;br /&gt;
## Probe and supply Torpedos may not be constructed to reserve parts for combat munitions.&lt;br /&gt;
## MTs may freely man the Gauss Cannons during battle, although loading of the main guns is to be prioritized.&lt;br /&gt;
# If not in combat:&lt;br /&gt;
## Standby and follow General Condition 1 SOP&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;CONDITION ZEBRA - AIRTIGHT DOORS ENGAGED&amp;lt;/span&amp;gt;===&lt;br /&gt;
&amp;lt;u&amp;gt;ALL REGULATIONS CARRY OVER FROM CONDITION 3,2 AND 1 UNLESS OTHERWISE STATED&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# MTs must be prepared to don a vacuum-safe suit at a moment's notice, and carry a sufficient amount of oxygen at all times.&lt;br /&gt;
# If not in combat, the Munitions Technicians may be sent on damage control duty around the ship if ordered so by the MAA.&lt;br /&gt;
&lt;br /&gt;
==[[file:generic_atc.png]][[Air Traffic Controller]]==&lt;br /&gt;
'''Higher alert levels overwrite SOP of lower ones.'''&lt;br /&gt;
===Duty:===&lt;br /&gt;
'''Coordinating all flights of on-board launched aircraft and incoming vessels.'''&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;CONDITION 3 - RELAXED OPERATIONS&amp;lt;/span&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
# The ATC is responsible for operating the ship's Magnetic Catapults and keeping the CIC up to date about the status of the Fighters and their Pilots, preferably through the Command radio channel.&lt;br /&gt;
# The ATC should keep one spare Aircraft Tug key on his person at all times, for usage in case of other keys going missing.&lt;br /&gt;
# The ATC may go on training flights with Pilots, but they must receive permission from the MAA beforehand.&lt;br /&gt;
# The ATC must notify the CIC about all flights of Pilots, and, should CIC veto that flight, the ATC mustn't launch said Pilots.&lt;br /&gt;
# The ATC may freely assist in building new fighters, and repairing existing ones.&lt;br /&gt;
# The ATC may request missiles and torpedoes from Munitions, however, such requests may be denied. The ATC should also take care to handle these armaments in a safe manner.&lt;br /&gt;
# The ATC is allowed to file both verbal and printed complaints to the Captain and the XO if the Cargo department is failing to provide supplies for the Hangar.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;CONDITION 2 - STANDARD OPERATION&amp;lt;/span&amp;gt;===&lt;br /&gt;
&amp;lt;u&amp;gt;ALL REGULATIONS CARRY OVER FROM CONDITION 3 UNLESS OTHERWISE STATED&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# The ATC must assist in keeping the Fighters and the Hangar Bay supplied and in good condition.&lt;br /&gt;
# The ATC may no longer go on training flights with pilots.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;CONDITION 1 - GENERAL QUARTERS&amp;lt;/span&amp;gt;===&lt;br /&gt;
&amp;lt;u&amp;gt;ALL REGULATIONS CARRY OVER FROM CONDITION 3 AND 2 UNLESS OTHERWISE STATED&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# If in combat:&lt;br /&gt;
## The ATC may not leave the Hangar bay and go into battle in a fighter until combat is over.&lt;br /&gt;
## The ATC must keep the CIC updated on the status of the Fighters at all times.&lt;br /&gt;
## the ATC must no longer ask CIC for launch permission, and may launch combat aircraft at their discretion.&lt;br /&gt;
# If not in combat:&lt;br /&gt;
## Standby and follow General Condition 1 SOP&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;CONDITION ZEBRA - AIRTIGHT DOORS ENGAGED&amp;lt;/span&amp;gt;===&lt;br /&gt;
&amp;lt;u&amp;gt;ALL REGULATIONS CARRY OVER FROM CONDITION 3,2 AND 1 UNLESS OTHERWISE STATED&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# ATC must be prepared to don a vacuum-safe suit at a moment's notice, and carry a sufficient amount of oxygen at all times.&lt;br /&gt;
# If not in combat or otherwise needed, ATC must help out with damage control as outlined in the Condition Zebra SOP - Noncritical Personnel&lt;br /&gt;
&lt;br /&gt;
==[[file:generic_pilot.png]][[Fighter Pilot]]==&lt;br /&gt;
'''Higher alert levels overwrite SOP of lower ones.'''&lt;br /&gt;
===Duty:===&lt;br /&gt;
'''Fly Ship-launched fightercraft. Maintain their fightercraft.'''&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;CONDITION 3 - RELAXED OPERATIONS&amp;lt;/span&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
# Pilots may freely claim a Fighter for themselves and utilize it in combat. However, the MAA/ATC can overrule such a claim if they provide good reason for it.&lt;br /&gt;
# Pilots may go on training flights, but they must first notify the Bridge/ATC.&lt;br /&gt;
# Pilots may not damage the Hangar Bay and/or their fighters by not utilizing the tug when transporting fighters.&lt;br /&gt;
# Pilots may request missiles and torpedoes from Munitions, however, such requests may be denied. Pilots should also take care to handle these armaments in a safe manner.&lt;br /&gt;
# Pilots may scrap a Fighter not claimed by another Pilot for spare parts, however, they must notify the MAA/ATC. When doing so, care should be taken to keep at least one fighter in good condition for late arriving pilots.&lt;br /&gt;
# Pilots may freely build new fighters, however, keeping the already existing ones in good condition should take a priority.&lt;br /&gt;
# Pilots must ensure that there is at least one hardsuit left for newly arriving Pilots.&lt;br /&gt;
# If flying, Pilots must maximize their suit sensors at all times, to allow recovery in space by medical teams, in case of accidents.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;CONDITION 2 - STANDARD OPERATION&amp;lt;/span&amp;gt;===&lt;br /&gt;
&amp;lt;u&amp;gt;ALL REGULATIONS CARRY OVER FROM CONDITION 3 UNLESS OTHERWISE STATED&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# Pilots are responsible for keeping their fighters in a battle-ready state at all times.&lt;br /&gt;
# Training flights should be withheld until Condition 2 is over, though can still occur with permission from CIC/ATC.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;CONDITION 1 - GENERAL QUARTERS&amp;lt;/span&amp;gt;===&lt;br /&gt;
&amp;lt;u&amp;gt;ALL REGULATIONS CARRY OVER FROM CONDITION 3 AND 2 UNLESS OTHERWISE STATED&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# If in combat:&lt;br /&gt;
## Unused Fighters may not be scrapped, so that if a Pilot loses their Fighter, they are not stranded in the Hangar.&lt;br /&gt;
## Pilots may no longer build new fighters if one is already available.&lt;br /&gt;
# If not in combat:&lt;br /&gt;
## Standby and follow General Condition 1 SOP&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;CONDITION ZEBRA - AIRTIGHT DOORS ENGAGED&amp;lt;/span&amp;gt;===&lt;br /&gt;
&amp;lt;u&amp;gt;ALL REGULATIONS CARRY OVER FROM CONDITION 3,2 AND 1 UNLESS OTHERWISE STATED&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# Pilots must be prepared to don a vacuum-safe suit at a moment's notice, and carry a sufficient amount of oxygen at all times.&lt;br /&gt;
# If not in combat or otherwise needed, Pilots must help out with damage control as outlined in the Condition Zebra SOP - Noncritical Personnel&lt;/div&gt;</summary>
		<author><name>MoistBrother</name></author>
	</entry>
	<entry>
		<id>https://nsv.beestation13.com/mediawiki2/index.php?title=Department_Standard_Operating_Procedure:_Medical&amp;diff=34478</id>
		<title>Department Standard Operating Procedure: Medical</title>
		<link rel="alternate" type="text/html" href="https://nsv.beestation13.com/mediawiki2/index.php?title=Department_Standard_Operating_Procedure:_Medical&amp;diff=34478"/>
		<updated>2022-08-08T01:23:32Z</updated>

		<summary type="html">&lt;p&gt;MoistBrother: new page!&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Important&lt;br /&gt;
|Title=These are In-Character Guidelines&lt;br /&gt;
|Note=&amp;lt;font size='2'&amp;gt;[[Standard Operating Procedure]]s (SOPs) are general guidelines and may be used as justification for administrative action and/or IC punishments, such as being fired from your position. They are not meant to be followed to the letter, because circumstances and context may permit you to break SOP. However, the fact that SOP is malleable is not an excuse to ignore it entirely.&amp;lt;/font&amp;gt;&lt;br /&gt;
|Color=#0398fc&lt;br /&gt;
|Image=Docs blue.png&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=Medbay Situational SOP:=&lt;br /&gt;
=[[File:OpTable.gif|64px]] [[Surgery|Surgical Procedures]]=&lt;br /&gt;
# Medical personnel must wear a sterile mask and latex gloves, and a surgery apron when available.&lt;br /&gt;
# Medical personnel must keep the operating room in a hygienic condition at all times to prevent infection.&lt;br /&gt;
# Medical personnel must wash their hands before and after operating on each patient, and dispose of and change or sterilize gloves.&lt;br /&gt;
# Medical personnel are to use either anesthetics or sedatives (for species that cannot breathe anesthetics) during surgical procedures. Exception is made if the patient requests otherwise.&lt;br /&gt;
# Medical personnel are not to remove any legal implants (such as loyalty or tracking implants) from the patient, unless requested by Security.&lt;br /&gt;
# Medical personnel may not bring surgical tools outside of the operating room, If surgery tools are needed elsewhere, get approval from the CMO or make new tools from the medbay autolathe.&lt;br /&gt;
# Medical personnel must inform Security of any appearance-altering surgeries.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=[[File:L3locker.png|64px]]Viral Outbreak Procedures=&lt;br /&gt;
&lt;br /&gt;
# The implementation of Viral Outbreak Procedures requires authorization from the Chief Medical Officer or the Captain.&lt;br /&gt;
# All Medical personnel are to contribute in fighting the outbreak if there are no other critical patients requiring assistance. Eliminating the viral threat becomes the number one priority.&lt;br /&gt;
# Crewmembers are to be informed of known symptoms, and directed to Medbay immediately if they are suffering from them.&lt;br /&gt;
# All infected crewmembers are to be confined to either an isolated room or Virology.&lt;br /&gt;
# A blood sample is to be taken from an infected crewmember, for study and development of a cure.&lt;br /&gt;
# If any infected crewmember attempts to leave containment, Medbay quarantine is to be initiated immediately, and only lifted when more patients need to be admitted, or the viral outbreak is over.&lt;br /&gt;
# Once antibodies are produced, they are to be replicated, then handed out to all infected crewmembers.&lt;br /&gt;
# In case the viral pathogen leads to fluid leakage, cleaning these fluids is to be considered top priority.&lt;br /&gt;
# The Chief Medical Officer has the authority to place sections of the ship under quarantine during the outbreak, to be enforced by Security.&lt;br /&gt;
# Sterile masks/Internals and gloves are mandatory for medical personnel and recommended for crew.&lt;br /&gt;
# Quarantine must be maintained until the outbreak is contained and resolved.&lt;br /&gt;
# Once the viral outbreak is over, all crewmembers are to return to regular duties and all quarantines are lifted.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=[[File:Morgue_tray.png|64px]] Corpse Disposal Procedures=&lt;br /&gt;
&lt;br /&gt;
# For the sake of hygiene, Medical personnel should wear a sterile mask and latex gloves while handling corpses.&lt;br /&gt;
# All corpses must be placed in body bags.&lt;br /&gt;
# Cause of death should be reasonably certain, and security should be informed of any notable corpses.&lt;br /&gt;
# Medical personnel must ensure that Security-based DNR notices (such as executed personnel, for instance) are respected.&lt;br /&gt;
# Medical personnel must ensure that every ID,PDA or Headset from unclonable and DNR designated bodies is delivered to either the relevant Head of Staff, or the Executive Officer.&lt;br /&gt;
# Medical personnel must attempt to clone all revivable corpses at least once before disposing of the corpse, unless in violation of Guideline 4.&lt;br /&gt;
# If the body is unclonable, the brain is to be removed from the body and attempted to be scanned and cloned.&lt;br /&gt;
# Medical personnel may not take any items from cloneable corpses. However, if any contraband is discovered, Security must be notified.&lt;br /&gt;
# If applicable, a body is to be harvested of all available and usable organs aside from the brain.&lt;br /&gt;
# Medical personnel must notify the Chaplain of any unclonable corpses and provide said corpses as requested for funerals.&lt;br /&gt;
# Medical personnel must dispose of corpses by placing them in the Morgue, cremating them, otherwise storing or spacing them. Placing them in the Morgue is the primary method. Do not use one of the other options unless the Morgue is full, unsafe, or nonexistent.&lt;br /&gt;
# Do not throw corpses into the disposal shoots without notifying both Supply staff and Security staff.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Medbay Departmental SOP:=&lt;br /&gt;
=[[File:Feline cmo.gif|64px]][[Chief Medical Officer]]=&lt;br /&gt;
'''Higher alert levels overwrite SOP of lower ones.'''&lt;br /&gt;
===Duty:===&lt;br /&gt;
'''Coordinating the medical department and ensuring every doctor knows what they’re doing.'''&lt;br /&gt;
&lt;br /&gt;
'''Assisting the captain in making decisions on medicine related matters.'''&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;CONDITION 3 - RELAXED OPERATIONS&amp;lt;/span&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
# The Chief Medical Officer is permitted to carry a regular Defibrillator or a Compact Defibrillator on their person at all times.&lt;br /&gt;
# The Chief Medical Officer is permitted to carry a telescopic baton and a flash. In case Genetic Powers need to be forcefully removed, they are cleared to carry a Syringe Gun.&lt;br /&gt;
# The Chief Medical Officer is not permitted to allow the creation of poisonous or explosive mixtures in Chemistry without express consent from the Captain, except of course in situations where Chemical Implants are required.&lt;br /&gt;
# The Chief Medical Officer is not permitted to allow the release of any virus without a full list of its symptoms, as well as the creation of a vaccine, to be kept in a secure location. The virus may not have any harmful symptoms whatsoever, though neutral/harmless symptoms are permitted. Contact and/or airborne viruses may only be released with consent from the Chief Medical officer and the Captain.&lt;br /&gt;
# The Chief Medical Officer must make sure that any cloneable corpses are, in fact, cloned.&lt;br /&gt;
# Medical Doctors must maintain the entirety of Medbay in an hygienic state. This includes, but is not limited to, cleaning organic residue, fluids and corpses.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;CONDITION 2 - STANDARD OPERATION&amp;lt;/span&amp;gt;===&lt;br /&gt;
&amp;lt;u&amp;gt;ALL REGULATIONS CARRY OVER FROM CONDITION 3 UNLESS OTHERWISE STATED&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# In the event of a viral outbreak, the Chief Medical Officer may grant the Virologist temporary authority over the rest of the Medical personnel.&lt;br /&gt;
# The chief medical officer must ensure that medbay is at all times ready to handle the following situations in large scale:&lt;br /&gt;
* Viral outbreaks.&lt;br /&gt;
* Radiation sickness.&lt;br /&gt;
* Bleeding &amp;amp; Brute damage.&lt;br /&gt;
* Burns and Husked personnel.&lt;br /&gt;
* Mass Casualty Events&lt;br /&gt;
* Mass Poisoning&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;CONDITION 1 - GENERAL QUARTERS&amp;lt;/span&amp;gt;===&lt;br /&gt;
&amp;lt;u&amp;gt;ALL REGULATIONS CARRY OVER FROM CONDITION 3 AND 2 UNLESS OTHERWISE STATED&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# The Chief Medical Officer must ensure that all critical personnel and departments are receiving adequate medical attention if needed.&lt;br /&gt;
# If loss of life is widespread, the Chief Medical Officer may want to transition most medical staff into more fluid, paramedic-like assignments, providing broad first aid to the ship as a whole.&lt;br /&gt;
# If such is the case, the Chief Medical Officer has to ensure that critical machinery(the cloner, chemistry, sleepers) is manned and ready for use at all times.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;CONDITION ZEBRA - AIRTIGHT DOORS ENGAGED&amp;lt;/span&amp;gt;===&lt;br /&gt;
&amp;lt;u&amp;gt;ALL REGULATIONS CARRY OVER FROM CONDITION 3,2 AND 1 UNLESS OTHERWISE STATED&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# The Chief Medical Officer is to don a space-capable hardsuit, preferably their own, and needs to maintain a constant supply of oxygen.&lt;br /&gt;
# The Chief Medical Officer must ensure that their doctors are not suffocating, and must see to their recovery at once if such is the case.&lt;br /&gt;
# The Chief Medical Officer must ensure that a sufficient amount of brute/oxygen healing chems are available for distribution&lt;br /&gt;
&lt;br /&gt;
=[[File:FelineMedicalDoctor.png|64px]][[Medical Doctor]]=&lt;br /&gt;
'''Higher alert levels overwrite SOP of lower ones.'''&lt;br /&gt;
===Duty:===&lt;br /&gt;
'''To provide medical aid to all who require it.'''&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;CONDITION 3 - RELAXED OPERATIONS&amp;lt;/span&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
# Though not mandatory, it is recommended that Doctors wear Sterile Masks and Latex/Nitrile gloves when handling patients.&lt;br /&gt;
# Medical Doctors must ensure there is at least one (1) Defibrillator available for use, at all times, next to or near the Sleepers/Stasis beds.&lt;br /&gt;
# Medical Doctors must maintain the entirety of Medbay in a hygienic state. This includes, but is not limited to, cleaning organic residue, fluids and corpses.&lt;br /&gt;
# Medical Doctors must place all corpses inside body bags, and the Morgue Trays must be correctly tagged.&lt;br /&gt;
# Medical Doctors must, together with Geneticists and Chemists, make sure that Cloning is stocked with Synthflesh.&lt;br /&gt;
# Medical Doctors must make sure that the Morgue does not contain cloneable corpses.&lt;br /&gt;
# Medical Doctors must certify that all cloned personnel are treated for cellular damage, brain damage, and possible mutations after being cloned. An exception is made if the Cloning Pod was fully upgraded by Science&lt;br /&gt;
# Medical Doctors are not permitted to leave Medbay to perform recreational activities if there are unattended patients requiring treatment, If an asystolic patient must be left unattended for any period of time for any reason, they are to be buckled to a Stasis Bed if needed until such time as they can be treated.&lt;br /&gt;
# Medical Doctors must stabilize patients before delivering them to Surgery, except in the case of a corpse being repaired for resuscitation.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;CONDITION 2 - STANDARD OPERATION&amp;lt;/span&amp;gt;===&lt;br /&gt;
&amp;lt;u&amp;gt;ALL REGULATIONS CARRY OVER FROM CONDITION 3 UNLESS OTHERWISE STATED&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# Medical doctors may not leave the medbay unattended&lt;br /&gt;
# Medical doctors must, in the absence of paramedics, keep watch on the crew monitor and make sure any wounded personnel receive medical care.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;CONDITION 1 - GENERAL QUARTERS&amp;lt;/span&amp;gt;===&lt;br /&gt;
&amp;lt;u&amp;gt;ALL REGULATIONS CARRY OVER FROM CONDITION 3 AND 2 UNLESS OTHERWISE STATED&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# Medical doctors must enforce strict triage discipline, and ensure that critical personnel are revived as fast as possible.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;CONDITION ZEBRA - AIRTIGHT DOORS ENGAGED&amp;lt;/span&amp;gt;===&lt;br /&gt;
&amp;lt;u&amp;gt;ALL REGULATIONS CARRY OVER FROM CONDITION 3,2 AND 1 UNLESS OTHERWISE STATED&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# Medical doctors must wear a vacuum-safe suit and carry a sufficient amount of oxygen at all times.&lt;br /&gt;
# Medical doctors must carry oxygen deprivation medicine/kits at all times.&lt;br /&gt;
&lt;br /&gt;
=[[File:ParaTori.png|64px]][[Paramedic]]=&lt;br /&gt;
'''Higher alert levels overwrite SOP of lower ones.'''&lt;br /&gt;
===Duty:===&lt;br /&gt;
'''To rescue wounded personnel from dangerous areas, to render first aid as a first responder.'''&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;CONDITION 3 - RELAXED OPERATIONS&amp;lt;/span&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
# The Paramedics are not permitted to perform Field Surgery unless there are no available Medical Doctors or the Operating Rooms are unusable.&lt;br /&gt;
# The Paramedics are permitted to perform Surgical Procedures inside an Operating Room. However, Doctors should take precedence.&lt;br /&gt;
# The Paramedics are fully permitted to carry a Defibrillator on their person at all times, provided they leave at least one (1) Defibrillator for use in Medbay.&lt;br /&gt;
# The Paramedics must stabilize all patients before bringing them to the Medical Bay. If the patient presents with large blood loss, they are to be rushed to medical post haste.&lt;br /&gt;
# In such a case as a patient is found dead, and cannot be brought back via Defibrillation, the Paramedics must ensure that said patient is brought to Cloning, and Medbay is notified.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;CONDITION 2 - STANDARD OPERATION&amp;lt;/span&amp;gt;===&lt;br /&gt;
&amp;lt;u&amp;gt;ALL REGULATIONS CARRY OVER FROM CONDITION 3 UNLESS OTHERWISE STATED&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# The Paramedics must carry, at all times, enough materials to provide for adequate first aid of all Major Injury Types (Brute, Burn, Toxic, Respiratory).&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;CONDITION 1 - GENERAL QUARTERS&amp;lt;/span&amp;gt;===&lt;br /&gt;
&amp;lt;u&amp;gt;ALL REGULATIONS CARRY OVER FROM CONDITION 3 AND 2 UNLESS OTHERWISE STATED&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# The Paramedics should prioritize retrieval above all else, and may be allowed to let a patient die if such would accelerate retrieval.&lt;br /&gt;
# The use of performance enhancing drugs is permitted if need be to ensure swift retrieval.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;CONDITION ZEBRA - AIRTIGHT DOORS ENGAGED&amp;lt;/span&amp;gt;===&lt;br /&gt;
&amp;lt;u&amp;gt;ALL REGULATIONS CARRY OVER FROM CONDITION 3,2 AND 1 UNLESS OTHERWISE STATED&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# Paramedics must wear a vacuum-safe suit and carry a sufficient amount of oxygen at all times.&lt;br /&gt;
# Paramedics must ensure that they are carrying enough medication to handle large scale brute/burn/oxyloss.&lt;br /&gt;
&lt;br /&gt;
=[[File:Chemist_action.png|64px]][[Chemist]]=&lt;br /&gt;
'''Higher alert levels overwrite SOP of lower ones.'''&lt;br /&gt;
===Duty:===&lt;br /&gt;
'''To provide medication and chems to the doctors and patients, and to ensure cryogenics is stocked with suitable chems.'''&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;CONDITION 3 - RELAXED OPERATIONS&amp;lt;/span&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
# The chemists are not allowed to do the following without written orders by the CMO or captain:&lt;br /&gt;
## The Chemist is not permitted to experiment with explosive mixtures.&lt;br /&gt;
## The Chemist is not permitted to experiment with poisonous mixtures and/or narcotics.&lt;br /&gt;
## The Chemist is not permitted to experiment with Life or other Omnizine-derived mixtures apart from Omnizine or Strange Reagent.&lt;br /&gt;
# The Chemist is not permitted to produce alcoholic beverages.&lt;br /&gt;
# Chemists must, together with Geneticists and Medical Doctors, ensure that Cloning is stocked with Synthflesh.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;CONDITION 2 - STANDARD OPERATION&amp;lt;/span&amp;gt;===&lt;br /&gt;
&amp;lt;u&amp;gt;ALL REGULATIONS CARRY OVER FROM CONDITION 3 UNLESS OTHERWISE STATED&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# The Chemist must ensure that the Medical Fridge is stocked with at least enough medication to handle Brute, Burn, Respiratory, Toxic and Brain damage. Failure to follow this Guideline within thirty (30) minutes is to be considered a breach of Standard Operating Procedure.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;CONDITION 1 - GENERAL QUARTERS&amp;lt;/span&amp;gt;===&lt;br /&gt;
&amp;lt;u&amp;gt;ALL REGULATIONS CARRY OVER FROM CONDITION 3 AND 2 UNLESS OTHERWISE STATED&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# The Chemist is not allowed to leave Chemistry unattended if the Medical Fridge is devoid of Medication, except in such a case as Chemistry is unusable.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;CONDITION ZEBRA - AIRTIGHT DOORS ENGAGED&amp;lt;/span&amp;gt;===&lt;br /&gt;
&amp;lt;u&amp;gt;ALL REGULATIONS CARRY OVER FROM CONDITION 3,2 AND 1 UNLESS OTHERWISE STATED&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# Chemists must wear a vacuum-safe suit and carry a sufficient amount of oxygen at all times.&lt;br /&gt;
# Chemists must ensure that the Chemistry Fridge is stocked with enough medication to handle large scale brute/oxyloss.&lt;br /&gt;
&lt;br /&gt;
=[[File:Virologist.png|64px]][[Virologist]]=&lt;br /&gt;
'''Higher alert levels overwrite SOP of lower ones.'''&lt;br /&gt;
===Duty:===&lt;br /&gt;
'''The curing of non-beneficial pathogens and outbreaks, and the research of beneficial viral pathogens.'''&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;CONDITION 3 - RELAXED OPERATIONS&amp;lt;/span&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
# The Virologist must always wear adequate protection (such as a Biosuit and Internals for Airborne Viruses) when handling infected personnel and Test Animals. Exception is made for IPC Virologists, for obvious reasons.&lt;br /&gt;
# The Virologist must only test viral samples on the provided Test Animals. Said Test Animals are to be maintained inside their pen, and disposed of via Virology's Disposals Chutes if dead, to prevent possible contamination. In addition, the Virologist may not, under any circumstances whatsoever, leave Virology while infected by a Viral Pathogen that spreads by Contact or Airborne means, unless permitted by the Chief Medical Officer.&lt;br /&gt;
# The Virologist may not, under any circumstance whatsoever, release an active virus without prior consent from the Chief Medical Officer. Contact and/or Airborne viruses may only be released with consent from the Chief Medical officer and Captain. In the event a Contact and/or Airborne virus is released, the crew must be informed, and Vaccines should be ready for any personnel that choose to opt out of being infected.&lt;br /&gt;
# The Virologist must ensure that all Viral Samples are kept on their person at all times, or at the very least in a secure location (such as the Virology Fridge).&lt;br /&gt;
# All visitors to Virology must be warned if there is an active Airborne/Contact Viral Pathogen being tested. This includes Medical Personnel.&lt;br /&gt;
# The Virologist must work together with Medical Staff, especially Chemistry, if there is a cure that requires manufacturing.&lt;br /&gt;
# In the event of a lethal Viral Outbreak, the Virologist must work together with the Chief Medical Officer and/or Chemists and/or Bartender to produce a cure.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;CONDITION 2 - STANDARD OPERATION&amp;lt;/span&amp;gt;===&lt;br /&gt;
&amp;lt;u&amp;gt;ALL REGULATIONS CARRY OVER FROM CONDITION 3 UNLESS OTHERWISE STATED&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# All Guidelines carry over from condition 3&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;CONDITION 1 - GENERAL QUARTERS&amp;lt;/span&amp;gt;===&lt;br /&gt;
&amp;lt;u&amp;gt;ALL REGULATIONS CARRY OVER FROM CONDITION 3 AND 2 UNLESS OTHERWISE STATED&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# All Guidelines carry over from condition 3&lt;br /&gt;
# Virologists must help out with general first aid unless a viral outbreak is present.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;CONDITION ZEBRA - AIRTIGHT DOORS ENGAGED&amp;lt;/span&amp;gt;===&lt;br /&gt;
&amp;lt;u&amp;gt;ALL REGULATIONS CARRY OVER FROM CONDITION 3,2 AND 1 UNLESS OTHERWISE STATED&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# Virologists must wear a vacuum-safe suit and carry a sufficient amount of oxygen at all times.&lt;br /&gt;
# Virologists must help out with damage control as outlined in the Condition Zebra SOP - Noncritical Personnel&lt;br /&gt;
&lt;br /&gt;
=[[File:Geneticist_action.png|64px]][[Geneticist]]=&lt;br /&gt;
'''Higher alert levels overwrite SOP of lower ones.'''&lt;br /&gt;
===Duty:===&lt;br /&gt;
'''The research of genetic mutations in order to enable better performance of the crew in their tasks.'''&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;CONDITION 3 - RELAXED OPERATIONS&amp;lt;/span&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
# The Geneticist is not permitted to ignore Cloning, and must provide mutadone when required, as well as humanized animals if required for Surgery. In addition, the Geneticist must, together with Chemists and Medical Doctors, make sure that Cloning is stocked with Synthflesh.&lt;br /&gt;
# The Geneticist is permitted to test Genetic Powers on themselves. However, they are not to utilize these powers on any crew members, nor abuse them to obtain items/personnel outside their access.&lt;br /&gt;
# The Geneticist is permitted to grant Genetic Powers to Command Staff at their discretion, provided prior permission is requested and granted. All staff must be warned of the full effects of the Injector. The Geneticist is not, however, obligated to grant powers, unless the Research Director/Chief Medical Officer issues a direct order.&lt;br /&gt;
# The Geneticist is not permitted to grant Powers to non-Command Staff without express verbal consent from the Research Director/Chief Medical Officer. Both the Chief Medical Officer and the Research Director maintain full authority to forcefully remove these Powers if they are abused.&lt;br /&gt;
# The Geneticist must place all discarded humanized animals in the Morgue. It is recommended that said discarded humanized animals be directed to the Crematorium;&lt;br /&gt;
# The Geneticist is not permitted to provide body doubles, unless the Research Director approves it. In addition, Security is to be notified of all doubles.&lt;br /&gt;
# The Geneticist is not permitted to alter personnel’s UI Status, unless it has been previously tampered with by hostile elements, or permission is given.&lt;br /&gt;
# The Geneticist is not permitted to use sentient humanoids as test subjects unless the sentient humanoid has granted their permission, on paper, signed, and witnessed by a third party.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;CONDITION 2 - STANDARD OPERATION&amp;lt;/span&amp;gt;===&lt;br /&gt;
&amp;lt;u&amp;gt;ALL REGULATIONS CARRY OVER FROM CONDITION 3 UNLESS OTHERWISE STATED&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# The geneticist must prioritize cloning above experimentation, and when able, should help out in medbay to their best abilities.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;CONDITION 1 - GENERAL QUARTERS&amp;lt;/span&amp;gt;===&lt;br /&gt;
&amp;lt;u&amp;gt;ALL REGULATIONS CARRY OVER FROM CONDITION 3 AND 2 UNLESS OTHERWISE STATED&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# All Guidelines carry over from condition 3. In regards to Guideline 4, the Geneticist is now permitted to grant Powers to Security personnel, under the same conditions as detailed in Guideline 3.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;CONDITION ZEBRA - AIRTIGHT DOORS ENGAGED&amp;lt;/span&amp;gt;===&lt;br /&gt;
&amp;lt;u&amp;gt;ALL REGULATIONS CARRY OVER FROM CONDITION 3,2 AND 1 UNLESS OTHERWISE STATED&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# Geneticists must wear a vacuum-safe suit and carry a sufficient amount of oxygen at all times.&lt;br /&gt;
# Geneticists must help out with damage control as outlined in the Condition Zebra SOP - Noncritical Personnel&lt;/div&gt;</summary>
		<author><name>MoistBrother</name></author>
	</entry>
	<entry>
		<id>https://nsv.beestation13.com/mediawiki2/index.php?title=Department_Standard_Operating_Procedure:_Munitions&amp;diff=34477</id>
		<title>Department Standard Operating Procedure: Munitions</title>
		<link rel="alternate" type="text/html" href="https://nsv.beestation13.com/mediawiki2/index.php?title=Department_Standard_Operating_Procedure:_Munitions&amp;diff=34477"/>
		<updated>2022-08-08T00:33:55Z</updated>

		<summary type="html">&lt;p&gt;MoistBrother: new page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Important&lt;br /&gt;
|Title=These are In-Character Guidelines&lt;br /&gt;
|Note=&amp;lt;font size='2'&amp;gt;[[Standard Operating Procedure]]s (SOPs) are general guidelines and may be used as justification for administrative action and/or IC punishments, such as being fired from your position. They are not meant to be followed to the letter, because circumstances and context may permit you to break SOP. However, the fact that SOP is malleable is not an excuse to ignore it entirely.&amp;lt;/font&amp;gt;&lt;br /&gt;
|Color=#0398fc&lt;br /&gt;
|Image=Docs blue.png&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==[[file:generic_maa.png]][[Master at Arms]]==&lt;br /&gt;
'''Higher alert levels overwrite SOP of lower ones.'''&lt;br /&gt;
===Duty:===&lt;br /&gt;
'''Coordinating the munitions department and ensuring every technician knows what they’re doing.'''&lt;br /&gt;
&lt;br /&gt;
'''Assisting the captain in making decisions on munition related matters.'''&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;CONDITION 3 - RELAXED OPERATIONS&amp;lt;/span&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
# The MAA is responsible for keeping the ship's weaponry in a good condition and a battle-ready state.&lt;br /&gt;
# The MAA must ensure that no workplace hazards are created in the Weapons Bay.&lt;br /&gt;
# The MAA must not take explosive or otherwise dangerous munitions or accelerants outside the Weapons bay. Exceptions from this are taking them to the Hangar Bay or Hangar Storage for the Pilots. Security may take action against a MAA breaking this guideline.&lt;br /&gt;
# Despite being in charge of Fighter Pilots and the Hangar Bay, the MAA should delegate the day-to-day overseeing of fighters and the hangar to the Air Traffic Controller. The MAA, however, still has authority over them.&lt;br /&gt;
# The MAA is permitted to carry a self-defense weapon, in the form of their police baton.&lt;br /&gt;
# The MAA may only use their security gasmask's hailer and signal dispatch function in case of emergency.&lt;br /&gt;
# The MAA may freely take on projects aimed at expanding and improving the ship's weaponry. Do note that keeping the ship's already existing weaponry in a battle-ready state should take priority over building new ones. They should also inform the MTs about the project.&lt;br /&gt;
# The MAA may freely deconstruct existing weaponry, although a good reason must be provided.&lt;br /&gt;
# The MAA is not allowed to take over the Cargo department's work, unless there are no Cargo Technicians or Quartermasters, or the MAA receives permission from the Captain.&lt;br /&gt;
# The MAA is allowed to file both verbal and printed complaints to the Captain and the XO if the Cargo department is failing to provide supplies for the Weapons Bay.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;CONDITION 2 - STANDARD OPERATION&amp;lt;/span&amp;gt;===&lt;br /&gt;
&amp;lt;u&amp;gt;ALL REGULATIONS CARRY OVER FROM CONDITION 3 UNLESS OTHERWISE STATED&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# The MAA should ensure that the fighters are always ready to launch.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;CONDITION 1 - GENERAL QUARTERS&amp;lt;/span&amp;gt;===&lt;br /&gt;
&amp;lt;u&amp;gt;ALL REGULATIONS CARRY OVER FROM CONDITION 3 AND 2 UNLESS OTHERWISE STATED&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# The MAA should always keep the CIC informed on the weapons status, preferably on the Command radio channel.&lt;br /&gt;
# The MAA is allowed to take over the Cargo department's work if needed, temporarily suspending all non-critical orders.&lt;br /&gt;
# The MAA may order anyone he deems a disruption to loading operations to be removed from the Munitions bay by force.&lt;br /&gt;
# Ensuring the fighting capacity of existing weaponry should be prioritized above weapon expansion projects.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;CONDITION ZEBRA - AIRTIGHT DOORS ENGAGED&amp;lt;/span&amp;gt;===&lt;br /&gt;
&amp;lt;u&amp;gt;ALL REGULATIONS CARRY OVER FROM CONDITION 3,2 AND 1 UNLESS OTHERWISE STATED&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# The MAA must be prepared to don a vacuum-safe suit at a moment's notice, and carry a sufficient amount of oxygen at all times.&lt;br /&gt;
# If not in combat, the MAA may send his Munitions Technicians on damage control duty around the ship.&lt;br /&gt;
&lt;br /&gt;
==[[file:generic_mt.png]][[Munitions Technician]]==&lt;br /&gt;
'''Higher alert levels overwrite SOP of lower ones.'''&lt;br /&gt;
===Duty:===&lt;br /&gt;
'''Loading the guns and producing missiles/torpedoes, maintaining weapons systems.'''&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;CONDITION 3 - RELAXED OPERATIONS&amp;lt;/span&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
# MTs must minimize the number of active heat sources and fires, such as welding tools, cigars, etc. when working near torpedos, missiles, naval artillery munitions and propellants.&lt;br /&gt;
# MTs should take care to store any and all munitions in storage facilities, to reduce the effect of a potential accident.&lt;br /&gt;
# MTs must not take explosive or otherwise dangerous munitions or accelerants outside the Weapons bay. Exceptions from this are taking them to the Hangar Bay or Hangar Storage for the Pilots. Security may take action against MTs breaking this guideline.&lt;br /&gt;
# MTs may freely take on projects aimed at expanding and improving the ship's weaponry, after they ask for and gain permission from the MAA. Do note that keeping the ship's already existing weaponry in a battle ready state should take priority over building new ones.&lt;br /&gt;
# MTs may freely deconstruct existing weaponry, although a good reason and the permission of the MAA must be provided.&lt;br /&gt;
# MTs are not allowed to take over the Cargo department's work, unless there are no Cargo Technicians or Quartermasters, or the MT receives permission from the Captain.&lt;br /&gt;
# MTs are allowed to file both verbal and printed complaints to the Captain and the XO if the Cargo department is failing to provide supplies for the Weapons Bay.&lt;br /&gt;
# MTs must provide a supply or a probe torpedo for cargo and research, should the need arise for them. Freight torpedoes are not to be loaded into VLS tubes, instead must be given to cargo.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;CONDITION 2 - STANDARD OPERATION&amp;lt;/span&amp;gt;===&lt;br /&gt;
&amp;lt;u&amp;gt;ALL REGULATIONS CARRY OVER FROM CONDITION 3 UNLESS OTHERWISE STATED&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
MTs must ensure that all weapons are loaded and ready for battle at any time.&lt;br /&gt;
MTs should provide the Fighter Pilots with missiles and torpedoes, though AMS systems may take priority depending on the orders of command staff.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;CONDITION 1 - GENERAL QUARTERS&amp;lt;/span&amp;gt;===&lt;br /&gt;
&amp;lt;u&amp;gt;ALL REGULATIONS CARRY OVER FROM CONDITION 3 AND 2 UNLESS OTHERWISE STATED&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# If in combat:&lt;br /&gt;
## Ensuring the fighting capacity of existing weaponry should be prioritized above weapon expansion projects.&lt;br /&gt;
## Probe and supply Torpedos may not be constructed to reserve parts for combat munitions.&lt;br /&gt;
## MTs may freely man the Gauss Cannons during battle, although loading of the main guns is to be prioritized.&lt;br /&gt;
# If not in combat:&lt;br /&gt;
## Standby and follow General Condition 1 SOP&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;CONDITION ZEBRA - AIRTIGHT DOORS ENGAGED&amp;lt;/span&amp;gt;===&lt;br /&gt;
&amp;lt;u&amp;gt;ALL REGULATIONS CARRY OVER FROM CONDITION 3,2 AND 1 UNLESS OTHERWISE STATED&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# MTs must be prepared to don a vacuum-safe suit at a moment's notice, and carry a sufficient amount of oxygen at all times.&lt;br /&gt;
# If not in combat, the Munitions Technicians may be sent on damage control duty around the ship if ordered so by the MAA.&lt;br /&gt;
&lt;br /&gt;
==[[file:generic_atc.png]][[Air Traffic Controller]]==&lt;br /&gt;
'''Higher alert levels overwrite SOP of lower ones.'''&lt;br /&gt;
===Duty:===&lt;br /&gt;
'''Coordinating all flights of on-board launched aircraft and incoming vessels.'''&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;CONDITION 3 - RELAXED OPERATIONS&amp;lt;/span&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
# The ATC is responsible for operating the ship's Magnetic Catapults and keeping the CIC up to date about the status of the Fighters and their Pilots, preferably through the Command radio channel.&lt;br /&gt;
# The ATC should keep one spare Aircraft Tug key on his person at all times, for usage in case of other keys going missing.&lt;br /&gt;
# The ATC may go on training flights with Pilots, but they must receive permission from the MAA beforehand.&lt;br /&gt;
# The ATC must notify the CIC about all flights of Pilots, and, should CIC veto that flight, the ATC mustn't launch said Pilots.&lt;br /&gt;
# The ATC may freely assist in building new fighters, and repairing existing ones.&lt;br /&gt;
# The ATC may request missiles and torpedoes from Munitions, however, such requests may be denied. The ATC should also take care to handle these armaments in a safe manner.&lt;br /&gt;
# The ATC is allowed to file both verbal and printed complaints to the Captain and the XO if the Cargo department is failing to provide supplies for the Hangar.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;CONDITION 2 - STANDARD OPERATION&amp;lt;/span&amp;gt;===&lt;br /&gt;
&amp;lt;u&amp;gt;ALL REGULATIONS CARRY OVER FROM CONDITION 3 UNLESS OTHERWISE STATED&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# The ATC must assist in keeping the Fighters and the Hangar Bay supplied and in good condition.&lt;br /&gt;
# The ATC may no longer go on training flights with pilots.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;CONDITION 1 - GENERAL QUARTERS&amp;lt;/span&amp;gt;===&lt;br /&gt;
&amp;lt;u&amp;gt;ALL REGULATIONS CARRY OVER FROM CONDITION 3 AND 2 UNLESS OTHERWISE STATED&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# If in combat:&lt;br /&gt;
## The ATC may not leave the Hangar bay and go into battle in a fighter until combat is over.&lt;br /&gt;
## The ATC must keep the CIC updated on the status of the Fighters at all times.&lt;br /&gt;
## the ATC must no longer ask CIC for launch permission, and may launch combat aircraft at their discretion.&lt;br /&gt;
# If not in combat:&lt;br /&gt;
## Standby and follow General Condition 1 SOP&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;CONDITION ZEBRA - AIRTIGHT DOORS ENGAGED&amp;lt;/span&amp;gt;===&lt;br /&gt;
&amp;lt;u&amp;gt;ALL REGULATIONS CARRY OVER FROM CONDITION 3,2 AND 1 UNLESS OTHERWISE STATED&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# ATC must be prepared to don a vacuum-safe suit at a moment's notice, and carry a sufficient amount of oxygen at all times.&lt;br /&gt;
# If not in combat or otherwise needed, ATC must help out with damage control as outlined in the Condition Zebra SOP - Noncritical Personnel&lt;br /&gt;
&lt;br /&gt;
==[[file:generic_pilot.png]][[Fighter Pilot]]==&lt;br /&gt;
'''Higher alert levels overwrite SOP of lower ones.'''&lt;br /&gt;
===Duty:===&lt;br /&gt;
'''Fly Ship-launched fightercraft. Maintain their fightercraft.'''&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;CONDITION 3 - RELAXED OPERATIONS&amp;lt;/span&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
# Pilots may freely claim a Fighter for themselves and utilize it in combat. However, the MAA/ATC can overrule such a claim if they provide good reason for it.&lt;br /&gt;
# Pilots may go on training flights, but they must first notify the Bridge/ATC.&lt;br /&gt;
# Pilots may not damage the Hangar Bay and/or their fighters by not utilizing the tug when transporting fighters.&lt;br /&gt;
# Pilots may request missiles and torpedoes from Munitions, however, such requests may be denied. Pilots should also take care to handle these armaments in a safe manner.&lt;br /&gt;
# Pilots may scrap a Fighter not claimed by another Pilot for spare parts, however, they must notify the MAA/ATC. When doing so, care should be taken to keep at least one fighter in good condition for late arriving pilots.&lt;br /&gt;
# Pilots may freely build new fighters, however, keeping the already existing ones in good condition should take a priority.&lt;br /&gt;
# Pilots must ensure that there is at least one hardsuit left for newly arriving Pilots.&lt;br /&gt;
# If flying, Pilots must maximize their suit sensors at all times, to allow recovery in space by medical teams, in case of accidents.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;CONDITION 2 - STANDARD OPERATION&amp;lt;/span&amp;gt;===&lt;br /&gt;
&amp;lt;u&amp;gt;ALL REGULATIONS CARRY OVER FROM CONDITION 3 UNLESS OTHERWISE STATED&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# Pilots are responsible for keeping their fighters in a battle-ready state at all times.&lt;br /&gt;
# Training flights should be withheld until Condition 2 is over, though can still occur with permission from CIC/ATC.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;CONDITION 1 - GENERAL QUARTERS&amp;lt;/span&amp;gt;===&lt;br /&gt;
&amp;lt;u&amp;gt;ALL REGULATIONS CARRY OVER FROM CONDITION 3 AND 2 UNLESS OTHERWISE STATED&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# If in combat:&lt;br /&gt;
## Unused Fighters may not be scrapped, so that if a Pilot loses their Fighter, they are not stranded in the Hangar.&lt;br /&gt;
## Pilots may no longer build new fighters if one is already available.&lt;br /&gt;
# If not in combat:&lt;br /&gt;
## Standby and follow General Condition 1 SOP&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;CONDITION ZEBRA - AIRTIGHT DOORS ENGAGED&amp;lt;/span&amp;gt;===&lt;br /&gt;
&amp;lt;u&amp;gt;ALL REGULATIONS CARRY OVER FROM CONDITION 3,2 AND 1 UNLESS OTHERWISE STATED&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# Pilots must be prepared to don a vacuum-safe suit at a moment's notice, and carry a sufficient amount of oxygen at all times.&lt;br /&gt;
# If not in combat or otherwise needed, Pilots must help out with damage control as outlined in the Condition Zebra SOP - Noncritical Personnel&lt;/div&gt;</summary>
		<author><name>MoistBrother</name></author>
	</entry>
</feed>