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	<updated>2026-04-25T15:18:30Z</updated>
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	<entry>
		<id>https://baystation.xyz//index.php?title=Guide_to_Mining&amp;diff=2903</id>
		<title>Guide to Mining</title>
		<link rel="alternate" type="text/html" href="https://baystation.xyz//index.php?title=Guide_to_Mining&amp;diff=2903"/>
		<updated>2024-09-26T19:02:27Z</updated>

		<summary type="html">&lt;p&gt;Liquid1614: Minor fixes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Mining is the Supply department&#039;s bread and butter; apart from exporting crates and manifests, the ship relies on the [[Prospector]] to mine and process enough minerals in order to obtain those sweet, sweet extra credits. Given that in-lore the Prospector is assumed to be experienced, this is a relatively safe job; but every miner must keep their wits about them and be careful, lest they be a feast for hungry xenofauna.&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
Your equipment storage is in Mining Prep, to the aft of the Hangar (on Deck Five). There are two lockers, plus a table of other assorted tools you&#039;d be advised to pick up.&lt;br /&gt;
&lt;br /&gt;
=== Locker Equipment ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Equipment&lt;br /&gt;
!Icon&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|Webbing Vest&lt;br /&gt;
|[[File:Explo webbing.gif|center|frameless]]&lt;br /&gt;
|Equipping this on your jumpsuit will provide you with three extra storage slots.&lt;br /&gt;
|-&lt;br /&gt;
|Gas Analyzer&lt;br /&gt;
|[[File:Gas analyzer.gif|center|frameless]]&lt;br /&gt;
|Clicking on the ground around you will provide information about the atmosphere around you. Considering some planets are extremely hot, cold, have an atmosphere toxic to humans, or are even flammable, it&#039;s best to go in knowledgeable. You also have a built-in gas scanner in your PDA.&lt;br /&gt;
|-&lt;br /&gt;
|Mining Satchel&lt;br /&gt;
|[[File:Mining satchel.png|center|frameless]]&lt;br /&gt;
|Click on a tile with it in your hand to pick up every ore on that tile. You can also empty it into an ore box once your satchel is full.&lt;br /&gt;
|-&lt;br /&gt;
|Lantern&lt;br /&gt;
|[[File:Lantern.png|center|frameless]]&lt;br /&gt;
|Portable light source.&lt;br /&gt;
|-&lt;br /&gt;
|Mining Drill&lt;br /&gt;
|[[File:Mining drill handheld.png|center|frameless]]&lt;br /&gt;
|Walk into rocks or click on them to drill through the rock.&lt;br /&gt;
|-&lt;br /&gt;
|Optical Meson Scanner&lt;br /&gt;
|[[File:Optical meson scanner.png|center|frameless]]&lt;br /&gt;
|Lets you see through walls with a green tint. An absolute must for mining, as you can see all of the ore that is on your screen.&lt;br /&gt;
|-&lt;br /&gt;
|Optical Material Scanner&lt;br /&gt;
|[[File:Optical material scanner.png|center|frameless]]&lt;br /&gt;
|Lets you see only objects through walls.&lt;br /&gt;
|-&lt;br /&gt;
|Ore Detector&lt;br /&gt;
|[[File:Ore scanner.png|center|frameless]]&lt;br /&gt;
|Click on the ground while holding this to obtain a mineral survey of the tile. An excellent tool for figuring out where to set the mining drill head. You can also print out the ore surveys and give them back to supply to gain credits, but it&#039;s very little.&lt;br /&gt;
|-&lt;br /&gt;
|Tool Belt&lt;br /&gt;
|[[File:Tool belt.png|center|frameless]]&lt;br /&gt;
|For holding tools, naturally. Some tools, like screwdrivers and an upgraded welder, spawn on the table in Mining Prep.&lt;br /&gt;
|-&lt;br /&gt;
|Shortwave Radio&lt;br /&gt;
|[[File:Shortwave.gif|center|frameless]]&lt;br /&gt;
|For staying in contact, calling out for help, and just chatting with your team, or yourself. &#039;&#039;&#039;Essential.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Global Positioning System&lt;br /&gt;
|[[File:Gps.gif|center|frameless]]&lt;br /&gt;
|This will show your coordinates (written like x-y-z) on your status tab if the RPD is in your pocket. This is &#039;&#039;&#039;essential&#039;&#039;&#039; for figuring out where your ship is parked and where you are at the moment.&lt;br /&gt;
|}&lt;br /&gt;
[[File:Mining map1.png|thumb|Mining Prep and EVA Storage]]Research &amp;amp; Development can get you upgraded tools relatively early in the matrix process, such as &#039;&#039;&#039;advanced mining drills&#039;&#039;&#039; or &#039;&#039;&#039;plasma cutters&#039;&#039;&#039;. You can also ask for upgraded &#039;&#039;&#039;micro-lasers&#039;&#039;&#039;, &#039;&#039;&#039;matter bins&#039;&#039;&#039;, and &#039;&#039;&#039;power cells&#039;&#039;&#039; to make the big drill more efficient.&lt;br /&gt;
&lt;br /&gt;
=== EVA Equipment ===&lt;br /&gt;
North of Mining Prep is the EVA room. Unlock and open a storage unit, and take out everything. If you are a different species than Human, use the Mining Suit Cycler in the southwest corner of the room to adjust your suit. (Note: The suit cycler can just be unlocked by pressing &#039;unlock unit&#039;.) For more details on EVA equipment, see [[Guide to EVA and Internals]].&lt;br /&gt;
&lt;br /&gt;
Your oxygen tank that comes in a storage unit will only be half-full by default. &#039;&#039;&#039;Make sure to fill it at an oxygen canister.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If you want to make sure you don&#039;t run out of air, take a second oxygen tank from the Tank Storage Unit above the canister and fill it too.&lt;br /&gt;
&lt;br /&gt;
=== Expedition Storage ===&lt;br /&gt;
[[File:Mining map2.png|thumb|Expedition Storage]]&lt;br /&gt;
To the fore of the hangar is storage that contains your big drill and other assorted equipment (mostly for the exploration team).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Mining Drill Parts:&#039;&#039;&#039; Can mine ore automatically from one spot. You need the drill head and two braces for it to work properly. They also run on power cells, meaning it&#039;s a good idea to grab a couple extra.&lt;br /&gt;
* &#039;&#039;&#039;Ore Boxes:&#039;&#039;&#039; An infinite ore storage unit; you should only need one, unless another prospector wants to drag one behind them while they mine on their own. You can empty the contents of your satchel and the big drill into it.&lt;br /&gt;
* &#039;&#039;&#039;Floodlights:&#039;&#039;&#039; Can illuminate a larger area around you, though you should have mesons already.&lt;br /&gt;
* &#039;&#039;&#039;Industrial Suit Control Module:&#039;&#039;&#039; A hardsuit designed for experienced Prospectors. To equip it, put it in your backpack slot and select the &#039;Hardsuit&#039; tab to see options for activating it. It comes with built-in mesons and a plasma cutter, but it limits your vision and you can&#039;t use binoculars while you&#039;re wearing it. See [[Guide to EVA and Internals#Hardsuits|Hardsuits]] for more details on hardsuit operation.&lt;br /&gt;
&lt;br /&gt;
== Preparing an Expedition ==&lt;br /&gt;
At the start of the round, it&#039;s advised to ask the bridge crew or the [[Deck Chief]] for the Torch&#039;s sensor readings. These will give you a list of locations you can go to alongside a bearing. A bearing works on a 360 degree measurement (like a protractor) to tell you which direction to fly to get to said away site.&lt;br /&gt;
&lt;br /&gt;
Your navigation console will also tell you the coordinates (x-y) of an away site at round start.&lt;br /&gt;
&lt;br /&gt;
=== Team or alone? ===&lt;br /&gt;
You have two options when going out on a mission; you can use your access to Exploration comms (&amp;lt;code&amp;gt;:y&amp;lt;/code&amp;gt;) to coordinate with the [[Pathfinder]] or [[Shuttle Pilot]] about heading out on the Charon, or you can head out on your own or with a fellow prospector on the General Utility Pod, or GUP. Both have their own pros and cons; you&#039;ll have backup in the form of a team when going with Exploration, but you&#039;ll get to be your own boss and fly on your own terms when heading out by yourself.&lt;br /&gt;
&lt;br /&gt;
=== Going it alone ===&lt;br /&gt;
If you decide to go on your own, or there&#039;s no exploration team to go with, talk to the supply team about getting the GUP fueled and fully aired. The GUP uses CO2 for moving on the overmap, and hydrogen for making transitions between the Torch, a planet, or open space. The amount of air you have in the ship indicates how much you can cycle the GUP&#039;s airlock and how much of a breathable atmosphere inside the ship you have.&lt;br /&gt;
&lt;br /&gt;
You can check how much CO2 you have by checking the orange-screened thruster console. The GUP does not need much thrust, and as such it&#039;s advised to lower the percentage of thrust on the console so you use less fuel (it can go as low as 10% thrust and still beat the Torch in a race, depending on circumstances).&lt;br /&gt;
&lt;br /&gt;
=== The GUP&#039;s airlock (and how to use it) ===&lt;br /&gt;
The GUP has one door (and one back hatch), and as such the entire ship acts like a large airlock. To properly cycle the GUP and learn how not to inhale chlorine, follow these simple instructions.&lt;br /&gt;
&lt;br /&gt;
# On the right side of the GUP, there is an &#039;&#039;&#039;Airlock Controller&#039;&#039;&#039;. Click it, and it will bring up a menu.&lt;br /&gt;
# On the menu, you have three options; &#039;&#039;&#039;Purge Air&#039;&#039;&#039;, &#039;&#039;&#039;Equalize With Exterior&#039;&#039;&#039;, and &#039;&#039;&#039;Hold&#039;&#039;&#039;. There is also a meter that shows the air pressure of the GUP.&lt;br /&gt;
## Turn on your internals.&lt;br /&gt;
## Turn on your magboots.&lt;br /&gt;
## Select &#039;&#039;&#039;Purge Air&#039;&#039;&#039;.&lt;br /&gt;
# The atmosphere in the GUP will be drained. Once the meter reaches 0-5 kPa, select &#039;&#039;&#039;Hold&#039;&#039;&#039;. This will keep the atmosphere at whatever enters it.&lt;br /&gt;
# Unlatch the doors with &#039;&#039;&#039;Override door safeties&#039;&#039;&#039;.&lt;br /&gt;
# Exit the GUP, and go mining.&lt;br /&gt;
# Once you return to the GUP and are ready to go back to the Torch, head to the controller and select &#039;&#039;&#039;Purge Air&#039;&#039;&#039; again. This will drain all of the planet&#039;s potentially toxic air.&lt;br /&gt;
# Wait until the meter says the atmosphere is at 0kPa again.&lt;br /&gt;
# Under the seat next to where your &#039;&#039;&#039;air canister&#039;&#039;&#039; would be hooked up, there is a valve. This controls the air supply to the ship. Click it to open it.&lt;br /&gt;
# Wait until the pressure is livable (90-101kPa, roughly), then close the valve again.&lt;br /&gt;
&lt;br /&gt;
Congratulations! You can now head back to the hangar without Engineering wanting to skin you alive for gassing the ship.&lt;br /&gt;
&lt;br /&gt;
=== Extra safety tips ===&lt;br /&gt;
&lt;br /&gt;
* Keep track of your internals under the &#039;Status&#039; tab. If your tank pressure is too low, it might be time to swap out your oxygen or return to the ship.&lt;br /&gt;
* The supply warehouse has medical supplies in a cabinet near the stairs. It&#039;s a good idea to take some supplies in case you&#039;re severely injured, to hold out until medical can reach you.&lt;br /&gt;
* Duct tape can patch up suit breaches.&lt;br /&gt;
* &#039;&#039;&#039;Always keep your shortwave radio and relay positioning device on hand.&#039;&#039;&#039;&lt;br /&gt;
* Never be afraid to ask for help. Both the GUP and the Charon have long-range holopads you can use to contact the supply office or the bridge; just step on the pad and click it to bring up who you want to call.&lt;br /&gt;
* The plasma cutter can ignite a flammable atmosphere. Be careful where you use it.&lt;br /&gt;
&lt;br /&gt;
== Mining ==&lt;br /&gt;
Mechanically, mining is simple. To mine ore, click on a rock that has a mineral vein in it; this will bring a little progress bar up. You can click on more than one vein at a time. Once the rock is mined, click on the tile with your mining satchel to pick up the ore. When your satchel is full, empty it into an ore box.&lt;br /&gt;
&lt;br /&gt;
=== Mining Drill 101 ===&lt;br /&gt;
[[File:Mining drill.png|thumb|Inactive drill (above), set up drill (below)]]&lt;br /&gt;
The mining drill, as seen to your left, can be bulky and requires some setup to use properly. However, it can be a very powerful tool, and provides a consistent source of minerals.&lt;br /&gt;
&lt;br /&gt;
==== Setting it up ====&lt;br /&gt;
To set the drill up, you will need a wrench and possibly a screwdriver.&lt;br /&gt;
&lt;br /&gt;
# Use the ore detector to find a good spot for the drill. The higher the number, the better the ore.&lt;br /&gt;
# Drag the head where you scanned, and wrench it together as you found it in storage; head in the middle, braces on either side.&lt;br /&gt;
# Click the head with an empty hand.&lt;br /&gt;
# The drill will start up with an animation.&lt;br /&gt;
&lt;br /&gt;
==== Usage and Maintenance ====&lt;br /&gt;
If there is a pulsing green light on the head, it means that the drill is now working! Occasionally, however, it will flash a red light and stop. Click it with an empty hand to restart it and see the error message:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Resources depleted:&#039;&#039;&#039; Wrench the braces and move the drill elsewhere.&lt;br /&gt;
* &#039;&#039;&#039;Insufficient storage space:&#039;&#039;&#039; The drill is full. Put an ore box above or below the head, right-click the head and select &amp;quot;Unload Drill&amp;quot;.&lt;br /&gt;
* &#039;&#039;&#039;The drill is unpowered:&#039;&#039;&#039; It lacks a (charged) power cell. Click the head with a screwdriver to open its panel, click on it with an empty hand to remove the power cell. Take a charged cell into your hands, click the head to insert it, then use a screwdriver to close it. Click the head again to re-activate it.&lt;br /&gt;
&lt;br /&gt;
== Refining ==&lt;br /&gt;
After a successful mining expedition, ideally, you will come back with a large amount of multiple different ores. In order for them to be worth anything or used in any projects on the Torch, you must refine them using the refinery on the aft (east) edge of the hangar.&lt;br /&gt;
&lt;br /&gt;
# [[File:Mining unloader.gif|frameless]] Put the ore box one tile to the left of the &amp;quot;unloading machine&amp;quot;.&lt;br /&gt;
# [[File:Mining furnace.gif|frameless]] Click the &amp;quot;mining conveyor&amp;quot; below the box to send the ores into the  &amp;quot;material processor&amp;quot;.&lt;br /&gt;
# [[File:Mining console.gif|frameless]] Select the &amp;quot;mining console&amp;quot; to operate the furnace.&lt;br /&gt;
&lt;br /&gt;
To alloy/alloying means to combine multiple ores to make products (see below).&lt;br /&gt;
&lt;br /&gt;
Supply will mostly be using your ore to gain credits. If Research or Robotics is active this shift, they can also send them some materials such as uranium, Phoron, silver, etc.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;IMPORTANT:&#039;&#039;&#039; If you don&#039;t select the right method for each ore, they will turn out to be useless slag.&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; |Processing Method&lt;br /&gt;
|-&lt;br /&gt;
!Name (Raw Ore)&lt;br /&gt;
!Smelting&lt;br /&gt;
!Compressing&lt;br /&gt;
!Alloying&lt;br /&gt;
|-&lt;br /&gt;
|Rough Diamond&lt;br /&gt;
|–&lt;br /&gt;
|Diamond Gem&lt;br /&gt;
|–&lt;br /&gt;
|-&lt;br /&gt;
|Hematite&lt;br /&gt;
|Iron Ingot&lt;br /&gt;
|–&lt;br /&gt;
|Steel Sheet&lt;br /&gt;
|-&lt;br /&gt;
|Raw Hydrogen&lt;br /&gt;
|Tritium Ingot&lt;br /&gt;
|Metallic Hydrogen Sheet&lt;br /&gt;
|–&lt;br /&gt;
|-&lt;br /&gt;
|Native Gold&lt;br /&gt;
|Gold Ingot&lt;br /&gt;
|–&lt;br /&gt;
|–&lt;br /&gt;
|-&lt;br /&gt;
|Native Siler&lt;br /&gt;
|Silver Ingot&lt;br /&gt;
|–&lt;br /&gt;
|–&lt;br /&gt;
|-&lt;br /&gt;
|Phoron&lt;br /&gt;
|–&lt;br /&gt;
|Phoron Crystal&lt;br /&gt;
|–&lt;br /&gt;
|-&lt;br /&gt;
|Pitchblende&lt;br /&gt;
|Uranium Sheet&lt;br /&gt;
|Pitchblende Brick&lt;br /&gt;
|–&lt;br /&gt;
|-&lt;br /&gt;
|Graphene&lt;br /&gt;
|Plastic Sheet&lt;br /&gt;
|Graphene Sheet&lt;br /&gt;
|Steel Sheet&lt;br /&gt;
|-&lt;br /&gt;
|Raw Platinum&lt;br /&gt;
|Platinum Ingot&lt;br /&gt;
|Osmium Ingot&lt;br /&gt;
|Plasteel Sheet&lt;br /&gt;
|-&lt;br /&gt;
|Bauxite&lt;br /&gt;
|Aluminium Sheet&lt;br /&gt;
|Bauxite Brick&lt;br /&gt;
|–&lt;br /&gt;
|-&lt;br /&gt;
|Sand&lt;br /&gt;
|Glass Sheet&lt;br /&gt;
|Sandstone&lt;br /&gt;
|Borosilicate Glass Sheet&lt;br /&gt;
|-&lt;br /&gt;
|Quartz&lt;br /&gt;
|–&lt;br /&gt;
|Quartz&lt;br /&gt;
|–&lt;br /&gt;
|-&lt;br /&gt;
|Pyrite&lt;br /&gt;
|–&lt;br /&gt;
|Pyrite&lt;br /&gt;
|–&lt;br /&gt;
|-&lt;br /&gt;
|Spodumene&lt;br /&gt;
|–&lt;br /&gt;
|Spodumene&lt;br /&gt;
|–&lt;br /&gt;
|-&lt;br /&gt;
|Cinnabar&lt;br /&gt;
|–&lt;br /&gt;
|Cinnabar&lt;br /&gt;
|–&lt;br /&gt;
|-&lt;br /&gt;
|Phosphorite&lt;br /&gt;
|–&lt;br /&gt;
|Phosphorite&lt;br /&gt;
|–&lt;br /&gt;
|-&lt;br /&gt;
|Rock Salt&lt;br /&gt;
|–&lt;br /&gt;
|Rock Salt&lt;br /&gt;
|–&lt;br /&gt;
|-&lt;br /&gt;
|Potash&lt;br /&gt;
|–&lt;br /&gt;
|Potash&lt;br /&gt;
|–&lt;br /&gt;
|-&lt;br /&gt;
|Tetrahedrite&lt;br /&gt;
|Copper&lt;br /&gt;
|–&lt;br /&gt;
|–&lt;br /&gt;
|-&lt;br /&gt;
|Rutile&lt;br /&gt;
|Titanium&lt;br /&gt;
|–&lt;br /&gt;
|–&lt;br /&gt;
|-&lt;br /&gt;
|Borax&lt;br /&gt;
|–&lt;br /&gt;
|Borax Brick&lt;br /&gt;
|Borosilicate Glass Sheet&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; |Alloying&lt;br /&gt;
|-&lt;br /&gt;
!Result&lt;br /&gt;
!Ingredient&lt;br /&gt;
!Ingredient&lt;br /&gt;
|-&lt;br /&gt;
|Osmium-Carbide Plasteel Sheet&lt;br /&gt;
|5 Plasteel&lt;br /&gt;
|3 Osmium&lt;br /&gt;
|-&lt;br /&gt;
|Plasteel Sheet&lt;br /&gt;
|1 Platinum&lt;br /&gt;
|2 Steel&lt;br /&gt;
|-&lt;br /&gt;
|Borosilicate Glass Sheet&lt;br /&gt;
|1 Borax&lt;br /&gt;
|2 Sand&lt;br /&gt;
|-&lt;br /&gt;
|Steel Sheet&lt;br /&gt;
|1 Graphene&lt;br /&gt;
|1 Hematite&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
{{Navbox Guides}}&lt;br /&gt;
[[Category:Supply Guides]][[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Liquid1614</name></author>
	</entry>
	<entry>
		<id>https://baystation.xyz//index.php?title=Guide_to_Exploration&amp;diff=2902</id>
		<title>Guide to Exploration</title>
		<link rel="alternate" type="text/html" href="https://baystation.xyz//index.php?title=Guide_to_Exploration&amp;diff=2902"/>
		<updated>2024-09-26T18:57:34Z</updated>

		<summary type="html">&lt;p&gt;Liquid1614: Fixed some spelling and general mistakes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;As a member of the [[Expeditionary Corps]], your Primary Mission is to go forth and explore the far reaches of space for advancement of Humanity, namely:&lt;br /&gt;
&lt;br /&gt;
# Locate habitable planets&lt;br /&gt;
# Locate exploitable resources, mineral, or biological&lt;br /&gt;
# Locate and contact sapient alien life&lt;br /&gt;
&lt;br /&gt;
You are not just a space looter (even if sometimes you have to scrounge supplies), but a field scientist. Remember to note down things and preferably compile a report of notable things after the mission.&lt;br /&gt;
&lt;br /&gt;
== What to Look For ==&lt;br /&gt;
[[File:Explo map1.png|thumb|The Expeditionary Room on Deck 5.]]&lt;br /&gt;
The main objective of the [[SEV Torch]] is stated to be to search for previously undiscovered sapient alien species. So, your mission should concentrate on looking for any traces of alien presence, odd structures, suspiciously advanced technology devices, and so on.&lt;br /&gt;
&lt;br /&gt;
The five main things you should look out for are:&lt;br /&gt;
&lt;br /&gt;
* Atmosphere composition&lt;br /&gt;
* Mineral deposits&lt;br /&gt;
* Xenoflora&lt;br /&gt;
* Xenofauna&lt;br /&gt;
* Xenoarcheology&lt;br /&gt;
&lt;br /&gt;
All of this will be explained later in this guide.&lt;br /&gt;
&lt;br /&gt;
== Preparing for the Mission ==&lt;br /&gt;
Head to Deck 5 (the lowest deck) and go north from the ladders: this is the Expeditionary Room with (almost) everything you will need. You can (and should!) take other things with you as well but this is the loadout every explorer should (consider to) have.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Exploration Room ===&lt;br /&gt;
Your locker contains:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Gear&lt;br /&gt;
!Icon&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|Shortwave Radio&lt;br /&gt;
|[[File:Shortwave.gif|center|frameless]]&lt;br /&gt;
|Your lifeline during away missions. Keep it in your pocket. Headsets automatically connect to shortwave radios, just use &amp;lt;code&amp;gt;;message&amp;lt;/code&amp;gt; to talk locally.&lt;br /&gt;
|-&lt;br /&gt;
|Global Coordinate System&lt;br /&gt;
|[[File:Gps.gif|center|frameless]]&lt;br /&gt;
|Tells your current location. If you (or your team) gets too far away from the ship and can&#039;t remember your way back, this can be helpful.&lt;br /&gt;
|-&lt;br /&gt;
|Machete Belt&lt;br /&gt;
|[[File:Machetebelt.gif|center|frameless]]&lt;br /&gt;
|A six-slot belt, capable of holding most of your equipment. You can holster or unholster your machete from it by pressing &amp;lt;code&amp;gt;H&amp;lt;/code&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|Bluespace Flare&lt;br /&gt;
|[[File:Explo bluespace flare.gif|center|frameless]]&lt;br /&gt;
|A very situational device but it can save lives. If you activate it planetside, it creates a landing zone. Once it is activated, it cannot be turned off!&lt;br /&gt;
|-&lt;br /&gt;
|Large Webbing&lt;br /&gt;
|[[File:Explo webbing.gif|center|frameless]]&lt;br /&gt;
|Attach it to your uniform. It adds four slots worth of storage. You can access this even through your voidsuit.&lt;br /&gt;
|-&lt;br /&gt;
|Gas Analyzer&lt;br /&gt;
|[[File:Gas analyzer.gif|center|frameless]]&lt;br /&gt;
|Again, a vital device. It tells you the composition of the exoplanet&#039;s atmosphere.&lt;br /&gt;
|-&lt;br /&gt;
|Exploration Bowman Headset&lt;br /&gt;
|[[File:Explo bowman.gif|center|frameless]]&lt;br /&gt;
|In case you didn&#039;t spawn with one, switch to this. See shortwave radio for more explanation.&lt;br /&gt;
|-&lt;br /&gt;
|Binoculars&lt;br /&gt;
|[[File:Binoculars.gif|center|frameless]]&lt;br /&gt;
|Let&#039;s you see far ahead. Activate it in your hands to use it. May mess up your UI, depending on your resolution.&lt;br /&gt;
|}&lt;br /&gt;
The research tape is mostly useless. The flashlight can come in handy but your voidsuit already has a built-in light.&lt;br /&gt;
&lt;br /&gt;
Racks and table:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Gear&lt;br /&gt;
!Icon&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|Titanium Machete&lt;br /&gt;
|[[File:Explo machete.gif|center|frameless]]&lt;br /&gt;
|The iconic weapon of explorers, make sure you have one. See machete sheath above for more information.&lt;br /&gt;
|-&lt;br /&gt;
|Ore Detector&lt;br /&gt;
|[[File:Ore scanner.png|center|frameless]]&lt;br /&gt;
|Sweeps the area for underground minerals then stores the data. Activate it in your hand to use it. Once you have collected some, right-click it and select &amp;quot;Get Survey Data&amp;quot;. This disk gives points for Supply.&lt;br /&gt;
|-&lt;br /&gt;
|Flags&lt;br /&gt;
|[[File:Explo flag.gif|center|frameless]]&lt;br /&gt;
|Activate it in your hand to use it. Places a little flag, can be useful for marking points of interest. Reusable.&lt;br /&gt;
|-&lt;br /&gt;
|Botanical Satchel&lt;br /&gt;
|[[File:Botany satchel.gif|center|frameless]]&lt;br /&gt;
|Used to store seeds and crops. Click on a plant with it to harvest it.&lt;br /&gt;
|-&lt;br /&gt;
|Xenolife Scanner&lt;br /&gt;
|[[File:Xeno scanner.gif|center|frameless]]&lt;br /&gt;
|Tells you information about the (captured) species, including what it breathes, what temperature it lives in, and so on.&lt;br /&gt;
|-&lt;br /&gt;
|Plant Analyzer&lt;br /&gt;
|[[File:Plant scanner.png|center|frameless]]&lt;br /&gt;
|Displays information about the plant used on. It needs Trained Botany Skill to give exact information but it will still display what you need to know.&lt;br /&gt;
|-&lt;br /&gt;
|Camera&lt;br /&gt;
|[[File:Camera.png|center|frameless]]&lt;br /&gt;
|For visual documentation. Right-click it and select &amp;quot;Set Camera Focus&amp;quot; to capture larger images.&lt;br /&gt;
|-&lt;br /&gt;
|Geiger Counter&lt;br /&gt;
|[[File:Geiger.gif|center|frameless]]&lt;br /&gt;
|Hidden under the blue folder, it displays the current level of radiation. Activate it in your hand then examine it.&lt;br /&gt;
|-&lt;br /&gt;
|Science Goggles&lt;br /&gt;
|[[File:Sci goggles.gif|center|frameless]]&lt;br /&gt;
|Tells you the tech level of every examined object. If you find something with a high (five or above) tech level, bring it to scientists!&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Exploration EVA ===&lt;br /&gt;
The room to the north is the EVA room. Explorers are issued voidsuits. Click on one of the four Exploration Voidsuit Storage Unit. See [[Guide to EVA and Internals]] for more information on proper use of EVA equipment.&lt;br /&gt;
&lt;br /&gt;
* Unlock and open the unit.&lt;br /&gt;
* Dispense everything.&lt;br /&gt;
* Take the Oxygen Tank and put it into the Canister: [O2].&lt;br /&gt;
** Click on the canister and press the fourth + symbol to maximize the release pressure.&lt;br /&gt;
** Open the valve and wait until the &amp;quot;Tank Pressure&amp;quot; reads 1013 kPA.&lt;br /&gt;
** Close the valve and click &amp;quot;Eject&amp;quot;. This fills your tank to the brim, giving you about 50 minutes worth of breathable air.&lt;br /&gt;
* Go back to the unit. Take the Magboots, Exploration Voidsuit Helmet, and your Oxygen Tank and attach them to the voidsuit.&lt;br /&gt;
&lt;br /&gt;
Upon equipping the suit - unless you are wearing a hat - every piece will be automatically equipped. To remove your O2 tank, navigate to the Object tab and click &amp;quot;Eject Voidsuit Tank&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
On the top-left, new buttons appear as well. Clicking the suit will retract/deploy your helmet. The boots turn on or off the magboots. The helmet icon toggles the helmet light.&lt;br /&gt;
&lt;br /&gt;
== Taking Off ==&lt;br /&gt;
[[File:Explo map3 new.png|thumb|The Hangar with the Charon and the GUP.]]&lt;br /&gt;
Take a look at the image to the right. The bigger ship on the left is called the &amp;quot;Charon&amp;quot;, while the top-right, smaller ship is called the &amp;quot;GUP&amp;quot; (General Utility Pod). Two or (sometimes) three-people missions are usually carried out via the GUP.&lt;br /&gt;
&lt;br /&gt;
The Charon, among many other supplies, has a Sleeper, a first-aid closet, engineering equipment, rations, and a PACMAN generator. Its cargo is usually handled by the leader of the mission and/or the [[Prospector]]. Familiarize yourself with what you can find onboard to know where to look for things in case of an emergency.&lt;br /&gt;
&lt;br /&gt;
In the middle of the ship and in the cockpit, there are two Long-Range Holopads. To use it, stand on top of it, then click it. You can either call the AI or you can make a &amp;quot;call&amp;quot; by clicking on Holocomms. Select whichever place you want to contact (it&#039;s usually the Infirmary or Bridge), then wait until they accept your call. This is usually the job of the Pathfinder or the Pilot&#039;s, but there might be emergencies – see more information about them at the end of this guide.&lt;br /&gt;
&lt;br /&gt;
== On A Mission ==&lt;br /&gt;
The Charon lands, it&#039;s dark and quiet. Soon you will realize what you forgot at home despite all those careful preparations.&lt;br /&gt;
&lt;br /&gt;
Important things to note:&lt;br /&gt;
&lt;br /&gt;
* Your team is alone there. Your radios cannot reach the SEV Torch. Your only communication is the long-range holopad.&lt;br /&gt;
* Again, your team is &#039;&#039;&#039;alone&#039;&#039;&#039; there. In case of an emergency, there are no surgeons, engineers, or armed MAAs to save you. &#039;&#039;&#039;Teamwork and communication is vital.&#039;&#039;&#039; You might be holding a grudge against one of your team members but this is no place for drama. Watch the back of your team and they will watch yours too.&lt;br /&gt;
* Asking for help or guidance is not &amp;quot;lame&amp;quot; or &amp;quot;embarrassing&amp;quot;. Dying alone in a corner because a space carp attacked you, you collapsed, and were too proud to ask for help is embarrassing. The moment your character feels sick, encounters something dangerous or finds something interesting, &#039;&#039;&#039;call it out on the radio&#039;&#039;&#039;.&lt;br /&gt;
* Do &#039;&#039;&#039;not&#039;&#039;&#039; split up. The only people who can help you in an emergency are your fellow explorers and going off into a separate direction from them practically guarantees death.&lt;br /&gt;
&lt;br /&gt;
With these warnings out of the way, let&#039;s see what you can do on a mission. Ideally, your leader tells you what kind of an exoplanet or asteroid you are going to. If it is just an asteroid, chances are it will have nothing but rocks and sand but there is always a chance to find something or someone who has been there before. If it is an exoplanet, things get a bit more complicated.&lt;br /&gt;
&lt;br /&gt;
Whatever you do, just do not forget your Expeditionary Directives.&lt;br /&gt;
[[File:Explo map4.gif|thumb|Example of an away site.]]&lt;br /&gt;
Without trying to tell you exactly what you should do, here is a list of suggestions:&lt;br /&gt;
&lt;br /&gt;
* Use the Geiger Counter to see if the place is irradiated. If yes, let the leader know about it immediately. Your voidsuit is NOT perfectly radiation proof, though it is shielded sufficiently.&lt;br /&gt;
* Use the Gas Analyzer to see what the air consists of. If there is any flammable gas in the air, any kind of a spark will set the entire planet on fire. If the air is flammable, let the leader know about it immediately. Weapon fire, welding and many other things produce sparks.&lt;br /&gt;
* Check the location of the ship with the Relay Positioning Device. Remember or save its coordinates to your Notes.&lt;br /&gt;
* If it is an abandoned station or ship, try to find out what happened to it. If you find corpses, examine their injuries. If you find breached rooms, figure out what damaged them.&lt;br /&gt;
* Collect plants with the Botanical Satchel.&lt;br /&gt;
* Whack things with your Titanium Machete. Especially whack things if they attacked you first.&lt;br /&gt;
* Shoot the local fauna with the Net Gun. Once you capture them, drag and drop them into a Stasis Cage. Hostile fauna can break free from nets.&lt;br /&gt;
* Find alien structures. Try not to activate them and put them into an Anomaly Container instead.&lt;br /&gt;
* Find alien items and try not to die to them.&lt;br /&gt;
&lt;br /&gt;
But most importantly, &#039;&#039;&#039;stay alert at all times&#039;&#039;&#039;. The moment you are less than a hundred percent focused, is the moment accidents happen.&lt;br /&gt;
&lt;br /&gt;
== Safety ==&lt;br /&gt;
&lt;br /&gt;
=== Precautions ===&lt;br /&gt;
In space, no one can hear you scream. However, you can minimize the chance of dying horribly with a few safety measurements.&lt;br /&gt;
&lt;br /&gt;
* Don&#039;t stray too far alone. If you do go alone, keep your team updated where you are.&lt;br /&gt;
* Don&#039;t stay silent on the radio. When given orders, acknowledge. When asked to respond, respond. Explorers are (usually) not chatty because they are bored but this is how they check if everyone is alive and kicking.&lt;br /&gt;
* Don&#039;t leave your own behind, unless you absolutely cannot afford to stay and look for missing or dead team members. If someone died, retrieve their corpse or at least their dog tags. If someone is missing, leave no stones unturned until you find them. Nobody is dead until you see them being dead.&lt;br /&gt;
* Don&#039;t eat alien food or press buttons on alien computers, unless that button is glowing and red.&lt;br /&gt;
* Don&#039;t hide your injuries. If you got injured or contracted a disease, inform your leader as soon as possible. At early stages, most of them are treatable on the Charon. If you let them get worse, you might die to them on the spot.&lt;br /&gt;
* Don&#039;t keep things to yourself. If you find a building, call out its position. If you see a creature, inform your team. Even if it sounds like a trivial piece of information to you, it might save your teammate from running into danger.&lt;br /&gt;
* Don&#039;t force airlocks. Messing up the Charon&#039;s internal air is probably the worst thing you can do and it is very, very, very rarely justified.&lt;br /&gt;
* Don&#039;t run into the Charon cargo chute. It will hurt you, and likely dismember a limb.&lt;br /&gt;
&lt;br /&gt;
=== Emergencies ===&lt;br /&gt;
[[File:Explo map2 new.png|thumb|The Charon&#039;s medical bay.]]&lt;br /&gt;
Someone forgot to pack something vital, ran into a monster, collapsed from an alien virus, set off a bomb - you name it. A hundred things can go wrong during a mission and something will always go wrong. This guide will not prepare you for every situation but here are some tips for dealing with such situations.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Someone is injured:&#039;&#039;&#039; Help them get back to the Charon, cycle in and treat their wounds. Bleeding rarely if ever stops on its own. If you are injured, check if you are bleeding - others cannot see it through your EVA suit. The Sleeper and the first-aid closet should have everything you need. If you have no idea how medical works, use first aid kits and read the instructions on the pouches. If someone is severely injured, put them into the stasis bag.&lt;br /&gt;
** This usually does not apply to [[Unathi]], [[Diona|Dionaea]], [[Positronics|Robots]], and [[Prosthetics#Full Body Prosthetics|Cyborg Humans (FBPs)]]. If they got injured, ask them if they need help.&lt;br /&gt;
* &#039;&#039;&#039;Someone is missing:&#039;&#039;&#039; If someone is not responsive on the radio, always assume they are unconscious. Better safe than sorry. Ask everyone where they had seen them last, ask for help, then immediately go and look for them. Stay alert, they got knocked out for a reason!&lt;br /&gt;
* &#039;&#039;&#039;Someone is stuck in quicksand:&#039;&#039;&#039; Click the tile to help them out.&lt;br /&gt;
* &#039;&#039;&#039;The pilot is KO:&#039;&#039;&#039; Probably the worst that can happen to a mission. If the pilot is dead, dying, or otherwise unconscious and nobody can operate the ship, immediately inform the Bridge or the AI through the Long-Range Holopad. They can either remotely recall it or they can send someone to operate it.&lt;br /&gt;
&lt;br /&gt;
If someone SSD&#039;d for a long time with internals on, press F1 and ahelp if you can move them with a breathable atmosphere and turn their internals off. You will almost always get a permission for it but you need to inform the staff about interacting with a disconnected player. SSD players breathe all the same and their internals will run out eventually. The Charon however, has cryosleeper for SSD safekeeping.&lt;br /&gt;
----&lt;br /&gt;
{{Navbox Guides}}&lt;br /&gt;
[[Category:Exploration Guides]][[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Liquid1614</name></author>
	</entry>
	<entry>
		<id>https://baystation.xyz//index.php?title=Guide_to_EVA_and_Internals&amp;diff=2901</id>
		<title>Guide to EVA and Internals</title>
		<link rel="alternate" type="text/html" href="https://baystation.xyz//index.php?title=Guide_to_EVA_and_Internals&amp;diff=2901"/>
		<updated>2024-09-26T18:52:50Z</updated>

		<summary type="html">&lt;p&gt;Liquid1614: Very minor spellchecks&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Space in Baystation, much like space in real life, is an airless vacuum that is cold enough to freeze most non-synthetics to death in a matter of minutes. To protect against the lack of oxygen and the lack of pressure when going outside the ship, you must wear an oxygen tank, a breathing mask, and some manner of space suit.&lt;br /&gt;
&lt;br /&gt;
== A Beginner&#039;s Guide To Internals ==&lt;br /&gt;
Your &#039;&#039;&#039;internals&#039;&#039;&#039;, a catch-all term for a breath mask and an oxygen tank, can be found in your backpack in your crew survival kit. These keep you breathing safely in the case of toxins in the air or a suddenly depressurized atmosphere.&lt;br /&gt;
&lt;br /&gt;
=== Emergency instructions ===&lt;br /&gt;
Oh no! A dastardly traitor has vented the mess hall whilst you were enjoying a drink at the bar. It is time to act lest you wish to die due to a lack of oxygen.&lt;br /&gt;
&lt;br /&gt;
# With an empty hand active, click on your backpack.&lt;br /&gt;
# You should have a &#039;&#039;&#039;crew survival kit&#039;&#039;&#039; box in there. Click on the box with the same empty hand.&lt;br /&gt;
# Now select your other hand (which should be empty) and click on the box to open it. You will find a &#039;&#039;&#039;breath mask&#039;&#039;&#039; and an &#039;&#039;&#039;oxygen tank&#039;&#039;&#039; inside.&lt;br /&gt;
# Open your &#039;&#039;&#039;clothing inventory&#039;&#039;&#039; (the button on the lower-left side of your interface). Click on the mask to pick it up, then click on your &amp;quot;Mask&amp;quot; slot to wear it.&lt;br /&gt;
# Click on the oxygen tank to hold it.&lt;br /&gt;
&lt;br /&gt;
# On the right side of your screen is an oxygen tank icon. Below it is either &amp;quot;On&amp;quot; or &amp;quot;Off&amp;quot;. If it is &amp;quot;Off&amp;quot;, click on the icon to turn it &amp;quot;On&amp;quot;. You will hear a sound effect alongside your internals turning on. If the tank is &#039;&#039;&#039;green&#039;&#039;&#039;, you are currently breathing from internals.&lt;br /&gt;
# Put the oxygen tank in a pocket (one of the slots to the right of your hand slots), or on your belt or back slot. This way, if you are knocked down, you will not lose the tank (and thus your air).&lt;br /&gt;
&lt;br /&gt;
=== Troubleshooting ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Can&#039;t find internals or lost your box?&#039;&#039;&#039; Find a blue locker with &amp;quot;O2&amp;quot; on it. These contain internals. If the area you&#039;re in isn&#039;t depressurized completely, you can yell for help.&lt;br /&gt;
* &#039;&#039;&#039;Do you have your mask on?&#039;&#039;&#039; Check your clothing inventory to make sure.&lt;br /&gt;
* &#039;&#039;&#039;Are you holding or wearing an oxygen tank?&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Is the oxygen turned on?&#039;&#039;&#039; If the tank status icon on the right-hand side of the screen says &amp;quot;Off&amp;quot;, it isn&#039;t. Click on it to turn it on. If this doesn&#039;t work, keep troubleshooting.&lt;br /&gt;
* &#039;&#039;&#039;Is your mask on your face?&#039;&#039;&#039; If you&#039;re wearing one but it&#039;s down around your neck, you need to adjust it. Click the button showing your mask on the top of your screen to adjust it.&lt;br /&gt;
* &#039;&#039;&#039;Is your oxygen tank full?&#039;&#039;&#039; Hold the tank and double-click on the tank. A pop-up window will show your tank pressure and mask pressure. Your mask pressure should be at least 18 kPa, and if the tank pressure is lower than that, the tank is empty. If it&#039;s empty, you need to find a new tank, obviously.&lt;br /&gt;
* &#039;&#039;&#039;You&#039;ve gotten back to atmosphere and you&#039;re still gasping for breath?&#039;&#039;&#039; There are two possibilities:&lt;br /&gt;
*# &#039;&#039;&#039;Your air tank has run out, but you still have your internals on.&#039;&#039;&#039; In this case, just take off your mask or turn off your internals with the tank status button. If you hear someone else gasping and you&#039;re in atmosphere, this could be the problem (it usually happens when someone goes SSD while wearing an oxygen tank and mask). Click and drag their sprite to your sprite to open an interaction pop-up menu, where you can toggle internals or remove their mask.&lt;br /&gt;
*# &#039;&#039;&#039;You have injuries that are making it hard to get enough air.&#039;&#039;&#039; Possibilities include a collapsed lung (if you were exposed to vacuum, this is the most likely), a chest injury that hurt your heart or lungs (this causes chest pain), or losing more than a fifth of your blood volume. A punctured lung is a medical emergency; chest injuries may or may not be (depending on severity), and blood loss may or may not be (depending on just how much blood you&#039;ve lost). If your character knows first aid, they might be able to stabilize themselves. Otherwise, yell for Medical or get yourself there if you can still walk.&lt;br /&gt;
&lt;br /&gt;
To equip any kind of internals, it is necessary to wear a breathing device on your face and to hold any kind of breathing tank. You then use the tank and can set the distribution pressure as well as read the remaining pressure and open the valve. It is not necessary to manually connect the tank to your mask; you do that by opening the valve.&lt;br /&gt;
&lt;br /&gt;
Storing the tank away into any container or dropping it will sever the connection to your mask (and automatically close the valve). It is recommended to secure the breathing tank as to avoid accidental dropping and subsequent suffocating.&lt;br /&gt;
&lt;br /&gt;
=== Putting internals on someone else ===&lt;br /&gt;
If you find yourself in a vacuum with someone who has lost consciousness, it&#039;s up to you to put their internals on for them. &#039;&#039;&#039;Always remember to put on your own internals first.&#039;&#039;&#039; If you pass out because of asphyxiation while securing your crewmember&#039;s safety, you&#039;ll both die.&lt;br /&gt;
&lt;br /&gt;
To open the inventory of another character, click and drag their character sprite on your own character sprite. With the hand holding the appropriate equipment highlighted, place a breath mask on their face slot and an oxygen tank in their pockets or on their belt or back slot. Should they have the appropriate equipment, the option to &amp;quot;Toggle internals&amp;quot; will appear near the bottom of the popup menu.&lt;br /&gt;
&lt;br /&gt;
If the person has been without air roughly 2 minutes after unconsciousness, they will stop breathing. Confirm the person in question is still breathing after you have set them up by looking at them; if not, CPR or oxygen-supplying medicine is required. To perform CPR, click on a person who is airless on help intent. Oxygen-supplying medications are Inaprovaline, Dexalin, and Dexalin Plus. There is an autoinjector that contains 5 units of Inaprovaline in your crew survival kit.&lt;br /&gt;
&lt;br /&gt;
==== In case of atmospheric lockdown ====&lt;br /&gt;
If emergency shutters have locked down your area or you&#039;re otherwise unable to get somewhere with breathable air, remember the following:&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Remain calm.&#039;&#039;&#039; Panicking helps nobody, least of all yourself, and wastes valuable oxygen. Follow emergency procedures to stay stable and help your crewmembers.&lt;br /&gt;
# &#039;&#039;&#039;Avoid spreading the atmospheric issue.&#039;&#039;&#039; Do &#039;&#039;&#039;NOT&#039;&#039;&#039; open emergency shutters unless there is a makeshift inflatable airlock on the other side. This will spread unusable air, endanger other people, and make Engineering want to flay you alive.&lt;br /&gt;
# &#039;&#039;&#039;Inform others about your situation.&#039;&#039;&#039; Let Medical and others know where you are over communications and what your status is. Be as clear as you can. Enabling your suit sensors (which you can do by right-clicking your clothing and setting it to &#039;Tracking beacon&#039;) will help emergency personnel locate you.&lt;br /&gt;
# &#039;&#039;&#039;Await rescue.&#039;&#039;&#039; Be patient and allow first responders to reach you. Depending on the severity of the situation, you may not be attended to first.&lt;br /&gt;
&lt;br /&gt;
== EVA ==&lt;br /&gt;
&#039;&#039;&#039;EVA&#039;&#039;&#039; stands for Extra Vehicular Activity; this refers to any situation in which you are in space. Space is very dangerous if you are not prepared, and there are many ways to go about venturing into it. For the purposes of this guide, EVA will also include depressurized environments within the station.&lt;br /&gt;
&lt;br /&gt;
Note: Be aware that EVA is often used to refer to EVA storage, which is where supplies for EVA can be found.&lt;br /&gt;
&lt;br /&gt;
=== Space suits ===&lt;br /&gt;
Space suits, which come in three main varieties, are required to survive in an under-pressured or over-pressured environment.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Type&lt;br /&gt;
!Image&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|Softsuit&lt;br /&gt;
|[[File:Eva softsuit.png|center|frameless]]&lt;br /&gt;
|Softsuits are the least advanced type of space suit. However, they can be worn by all crew members, regardless of species, and are commonly available. The drawback is that they can be torn very easily. They are not intended to be used outside of emergencies.&lt;br /&gt;
|-&lt;br /&gt;
|Voidsuit&lt;br /&gt;
|[[File:Eva voidsuit.png|center|frameless]]&lt;br /&gt;
|Voidsuits are the most commonly used suit. Although it is only wearable by humans by default, they can be fitted to any other species, besides Vox, using a suit cycler. These are more durable than softsuits, and often come with protection related to the job they are designed for.&lt;br /&gt;
|-&lt;br /&gt;
|Hardsuit&lt;br /&gt;
|[[File:Eva hardsuit.gif|center|frameless]]&lt;br /&gt;
|Hardsuits, often known as RIG suits, are the most advanced variety of space suits. They allow heavy customization and are often specialized for the job they were designed for, but they are harder to operate and often hard to gain access to. Certain varieties are also only able to be operated by one species, usually Humans.&lt;br /&gt;
|}&lt;br /&gt;
Mechs can also serve as EVA capable vehicles, though obviously they have a tough time navigating space. To prepare a mech for EVA, enter a mech and use the buttons on the left side of your screen to &#039;&#039;&#039;close&#039;&#039;&#039; the hatch and turn on the &#039;&#039;&#039;air&#039;&#039;&#039; supply.&lt;br /&gt;
&lt;br /&gt;
==== Prepping a Voidsuit ====&lt;br /&gt;
Most departments have special voidsuits that only they have access to. These can generally be found in EVA storage on Deck Three. Voidsuits are stored in suit storage units, which you click on to interact with.&lt;br /&gt;
&lt;br /&gt;
# Unlock the unit, then open it.&lt;br /&gt;
# The unit should contain a &#039;&#039;&#039;helmet&#039;&#039;&#039;, a &#039;&#039;&#039;voidsuit&#039;&#039;&#039;, a &#039;&#039;&#039;breath mask&#039;&#039;&#039;, an &#039;&#039;&#039;oxygen tank&#039;&#039;&#039;, and &#039;&#039;&#039;magboots&#039;&#039;&#039;.&lt;br /&gt;
# Take your oxygen tank and find a canister of O2.&lt;br /&gt;
## Insert the oxygen tank into the canister.&lt;br /&gt;
## Click on the canister and maximize the canister&#039;s release pressure by pressing the rightmost &#039;&#039;&#039;+&#039;&#039;&#039;.&lt;br /&gt;
## Open the valve.&lt;br /&gt;
## Wait until the &amp;quot;Tank Pressure&amp;quot; reads 1013 kPA.&lt;br /&gt;
## Close the valve.&lt;br /&gt;
## Click &amp;quot;Eject&amp;quot;. Your tank is now full to the brim, giving you about 50 minutes worth of breathable air.&lt;br /&gt;
# Go back to the unit. Take the magboots, helmet, and oxygen tank and attach them to the voidsuit.&lt;br /&gt;
# Use voidsuit at leisure.&lt;br /&gt;
&lt;br /&gt;
==== Hardsuits ====&lt;br /&gt;
Hardsuits are considerably more robust than your average voidsuit at the cost of being more difficult to operate and occupying your backpack slot. Each head of department has a hardsuit in command EVA, and several departments get access to their own hardsuit.&lt;br /&gt;
&lt;br /&gt;
===== Un/Equipping a Hardsuit =====&lt;br /&gt;
To activate a hardsuit, equip the hardsuit on your backpack slot and navigate to the &amp;quot;Hardsuit&amp;quot; tab. Click &amp;quot;Open Hardsuit Interface&amp;quot; and toggle the status of your hardsuit. It&#039;ll take a couple seconds to fully activate, during which you must stay still while your suit turns on – otherwise you must repeat the process again. Be sure to remove any obstructions – such as jackets, armor, hats, and gloves – before attempting to deploy your hardsuit, or it will be unable to fully deploy.&lt;br /&gt;
&lt;br /&gt;
To unequip, simply select &#039;Toggle Hardsuit&#039; again to deactivate the parts one by one. Only then will you be able to take the control module off your back.&lt;br /&gt;
&lt;br /&gt;
===== Modules =====&lt;br /&gt;
Each hardsuit comes with a set of standard modules: a mining hardsuit has a drill and ore scanner, a medical hardsuit has a set of medical syringes, and so on.&lt;br /&gt;
&lt;br /&gt;
The currently selected module can be activated using middle-click on the mouse. This key binding can be changed under the OOC tab using the verb &amp;quot;Toggle Hardsuit Activation Mode&amp;quot;, to use alt-click or control-click instead.&lt;br /&gt;
&lt;br /&gt;
Modules are controlled using the &#039;Hardsuit modules&#039; tab or in the hardsuit interface. Remember that some modules use power, and that a depleted power cell will require premature maintenance (see below).&lt;br /&gt;
&lt;br /&gt;
===== Prepping and Maintenance =====&lt;br /&gt;
To prepare your hardsuit:&lt;br /&gt;
# Apply crowbar to hardsuit module to open the access panel. Some hardsuits may require you to first swipe your ID to unlock the hardsuit.&lt;br /&gt;
# Apply wrench to hardsuit module. This will trigger a popup asking you what you want to remove; select the tank.&lt;br /&gt;
# Fill your tank at the O2 canister.&lt;br /&gt;
# Pop the tank back in your hardsuit module.&lt;br /&gt;
# Apply crowbar to hardsuit module to close the access panel, swipe your ID again to re-lock it.&lt;br /&gt;
Hardsuits are highly modular and customizable – other ways you can maintain and upgrade your hardsuit are as follows:&lt;br /&gt;
&lt;br /&gt;
* You can remove modules and cells from the hardsuit, following the same steps as removing tanks. Modules and cells can both be swapped out, allowing you to add more powerful cells or custom modules to your suit.&lt;br /&gt;
* A hardsuit&#039;s wiring panel can be accessed by opening the access panel and then using a screwdriver to open the wiring panel. This allows you to hack the hardsuit using wirecutters or a multitool, bypassing ID restrictions or sabotaging the suit – see [[Guide to Hacking]] for more details.&lt;br /&gt;
* To repair a broken hardsuit:&lt;br /&gt;
** Use a welder on the hardsuit to repair punctures, or metal sheets on the hardsuit for scorch damage.&lt;br /&gt;
** For electrical issues caused by EMPs, open the access panel and apply nanopaste.&lt;br /&gt;
** For individual damaged modules, remove the module from the hardsuit and apply cable coil for light repairs or nanopaste for full repairs.&lt;br /&gt;
* To forcibly remove a sealed suit from a person, [[Guide to Surgery#Hardsuit Removal|hardsuit removal surgery]] is required. This requires a welding tool or a circular saw, and some sort of operating service (preferably an operating table, though roller beds, chairs, or regular tables will also work). Success chance is based on EVA skill, rather than Medicine or Anatomy.&lt;br /&gt;
&lt;br /&gt;
=== Movement ===&lt;br /&gt;
To move in space, you have several options:&lt;br /&gt;
&lt;br /&gt;
* Move adjacent to a structure. While next to an object such as a wall or a scaffold, you can move normally. Depending on your EVA skill, there&#039;s a chance you may slip and end up floating off, so it&#039;s best to have magboots turned on to remove that chance.&lt;br /&gt;
* Use a jetpack. Like hardsuits, jet packs take up your backpack slot, but allow you to freely move in space. Right-click on a jet pack to turn it on, and make sure to toggle stabilizers so you don&#039;t keep moving after you&#039;ve stopped pressing a direction key.&lt;br /&gt;
* Use a fire extinguisher. Toggle the safety off on the extinguisher, and discharge it facing the opposite of the direction you want to go. Naturally, the jet pack is better than the fire extinguisher due to the lack of precision.&lt;br /&gt;
* Throw medium-and-above-sized items. Throwing objects in the opposite direction of where you want to go will propel you. Keep in mind this is more of a survival tactic than an ideal way to move in space, as your items are limited.&lt;br /&gt;
&lt;br /&gt;
Be careful not to move too far into space. You may switch Z-levels, which will make it very hard to find your way back to your ship, possibly stranding you forever.&lt;br /&gt;
----&lt;br /&gt;
{{Navbox Guides}}&lt;br /&gt;
[[Category: General Guides]][[Category:Guides to Ships and EVA]][[Category: Guides]]&lt;/div&gt;</summary>
		<author><name>Liquid1614</name></author>
	</entry>
	<entry>
		<id>https://baystation.xyz//index.php?title=How_to_Sol_Gov_Guide&amp;diff=2900</id>
		<title>How to Sol Gov Guide</title>
		<link rel="alternate" type="text/html" href="https://baystation.xyz//index.php?title=How_to_Sol_Gov_Guide&amp;diff=2900"/>
		<updated>2024-09-26T18:44:54Z</updated>

		<summary type="html">&lt;p&gt;Liquid1614: Mainly edited words to read easier (&amp;#039;addresses&amp;#039; rather than just &amp;#039;address&amp;#039; and so forth)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This guide is to explain the new setting and thematics that are at work aboard the [[SEV Torch]] that make it starkly different from your average SS13 Server. It will go through the different ranking systems, the behavior, and the style of both the Expeditionary Corps and Fleet aboard the ship - all part of the [[Sol Central Government]].&lt;br /&gt;
&lt;br /&gt;
== The Background ==&lt;br /&gt;
The background of the server, its [[Beginning Lore|lore]] and your characters have drastically changed. Rather than throwing this at the tail end of all the information you&#039;re gonna learn today, it&#039;s best to include this at the very top. Below, you will see descriptions of the various new parts of the Sol Gov that are a part of the server – The Expeditionary Corps and The Fleet. Not only that, but you will see the difference in Enlisted and Officers, and the difference in age in the different Branches.&lt;br /&gt;
&lt;br /&gt;
=== Expeditionary Corps ===&lt;br /&gt;
[[File:Logo ec.png|200x200px|thumb|SCGEC Insignia]]&lt;br /&gt;
The [[Expeditionary Corps]] is a [[Sol Central Government]] scientific agency tasked with exploration of uncharted space and worlds, mineralogy surveys and xenoarchaeological studies and, more recently, [[Expeditionary Tales|making contact with undiscovered sapient life]].&lt;br /&gt;
&lt;br /&gt;
The EC performs a variety of tasks: discovering and cataloging stellar objects in the Observatory, initial surveys of prospective colony sites and space anomalies, in-depth exploration of uncharted worlds, staffing long-term scientific outposts, and studying anomalies and xenoarcheological sites.&lt;br /&gt;
&lt;br /&gt;
While not military, it was modeled in a naval style, with employees having ranks and uniforms, along with falling under the jurisdiction of [[Sol Code of Uniform Justice|SCUJ]]. It consists of uniformed personnel (enlisted and commissioned officers) and corporate contractors hired on a per mission basis. Corpsmen are often highly specialized for the roles they take on their missions, and they are known for their experimental nature and ability to improvise.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Rank&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
!Recruit&lt;br /&gt;
|You can&#039;t believe it&#039;s only been six months since you signed your papers. Six months of training and education to prepare you for whatever comes your way, but it feels like years. Whatever you did before, whoever you worked for, or wherever you lived, you&#039;ve learned something. You took classes about navigation, xenoscience, survival, and first contact. You can salute, and don&#039;t look half bad in a uniform. Wherever you came from, you have a bit more unity with your fellow Expeditioneers. However, you&#039;re still junior, working on a government ship is strange, and a lot of the military personnel look down on you for your &amp;quot;soft&amp;quot; background.&lt;br /&gt;
|-&lt;br /&gt;
!Experienced Enlisted&lt;br /&gt;
|You&#039;ve just about had it with all the newbs wandering around the ship. Half of them don&#039;t know a shield generator from a shower head and haven&#039;t been on an expedition outside of simulations. They&#039;re not ready for the long haul, and in a career as dangerous as frontier exploration, that&#039;s likely to get you all killed. One way or another, they&#039;re going to have to learn, so either you&#039;ll teach them, or you&#039;ll stay out of the way when they get eaten. Better them than you!&lt;br /&gt;
|-&lt;br /&gt;
!New Officer&lt;br /&gt;
|You were lucky, influential, wealthy, or experienced enough to earn a commission in the newly retooled Expeditionary Corps. The Expeditionary Academy hasn&#039;t been easy, but those at the forefront of the new exploration boom will be set for life. You aren&#039;t sure about all these government rules and regulations, but you think you can make a difference here, or at the very least, make some money. But don&#039;t forget - if someone paid for you to get this position, they&#039;ll be wanting something back.&lt;br /&gt;
|-&lt;br /&gt;
!Veteran&lt;br /&gt;
|Things used to be done differently around here. You remember when the Expeditionary Corps meant something, when the point was the beauty and wonder of discovery itself, not to make money or find new weapons. The Corps was small, but it was a family. Now your science department is staffed by corporate peons, and the fleet are barking orders at you and parading around with their spit shined boots. You could have given up and gotten out, but that would have been too easy. You&#039;ll be damned if the defense forces turn your boat into a battleship.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Fleet ===&lt;br /&gt;
[[File:Logo fleet.png|200x180px|thumb|SCGF Insignia]]&lt;br /&gt;
The oldest component of the Defence Forces, the [[Sol Central Government Fleet|Fleet]] considers itself the pinnacle of Human military accomplishment, but tends to overlook some regulations for simplicity&#039;s sake. It is well funded, but seen as complacent and bloated. Until recently the Fleet have not had a serious enemy to deal with, but is generally respected by the populace due to their work keeping away raiders and Vox. Currently undergoing major overhauls to improve efficiency and capabilities, publicly to counter encroachment by the [[Gilgamesh Colonial Confederation]].&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Rank&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
!Recruit&lt;br /&gt;
|You signed on for the benefits, or maybe to serve, and now you know for sure you won&#039;t be fighting raiders or Vox, so you&#039;ll have to find a way to stay sane. All you know for sure is, after Fleet School, you&#039;re a step above all the Expeditionaries and civilians, and you&#039;re ready to get aboard your ship, even if it is a toothless corvette.&lt;br /&gt;
|-&lt;br /&gt;
!Experienced Enlisted&lt;br /&gt;
| You have to remind yourself that you signed up for this when you see the condition of your new billet. While it&#039;s no ship of the line, it beats scrubbing the deck on some cruiser in Sol. At least it&#039;s like your recruiter said: &amp;quot;Join the Fleet, see the Galaxy.&amp;quot; Now you&#039;re working with Expeditionaries and they seem to know far more about it than you ever did. Hopefully there&#039;s still something left to see.&lt;br /&gt;
|-&lt;br /&gt;
!New Officer&lt;br /&gt;
| The best officers take the biggest challenge, or so you were told in the Academy. This expedition is going to be a hell of a challenge. You&#039;re not sure you&#039;ve had enough training to deal with a department of mixed branches and civilians, but you&#039;re hoping for a chance to get your feet wet before the challenge starts.&lt;br /&gt;
|-&lt;br /&gt;
!Veteran&lt;br /&gt;
|A ship like this needs a firm hand to keep in charge. One way or another, you&#039;re going to get the job done. If the civilians and Expeditionaries slow things down, you&#039;ve got the Fleet to keep people in line. SolGov needs a win, and this expedition has to be that win.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==The Behavior ==&lt;br /&gt;
&lt;br /&gt;
===Drill===&lt;br /&gt;
This is made simple for the sake of not being over the top.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Conditions&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
!The Position of Attention&lt;br /&gt;
|The position from which all other drills are born. Head up, shoulders back, eyes straight ahead, with closed hands and closed feet.&lt;br /&gt;
|-&lt;br /&gt;
!Parade Rest&lt;br /&gt;
|A less rigid position, no less sharp. Feet spread at shoulder-width apart, hands in the shape of a knife intersecting at the small of your back.&lt;br /&gt;
|-&lt;br /&gt;
!At Ease&lt;br /&gt;
|Not drill per se, but related. Parade rest, but free to look around, move everything but your right foot, and keep your hands loosely behind your back. Keep your mouth shut unless you&#039;re being talked to by a superior.&lt;br /&gt;
|-&lt;br /&gt;
!At Rest&lt;br /&gt;
|How everyone else is all the time. Free to move and talk.&lt;br /&gt;
|-&lt;br /&gt;
!The Salute&lt;br /&gt;
|Right hand in the shape of a knife, thumb in line with your fingers, up on the brim of your headgear, or side of your head above the eyebrow, arm out straight from your shoulder. Rendered at a walk or at a standstill, never at a run. The Salute is the most important of all military courtesies.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Courtesy ===&lt;br /&gt;
How to behave around superiors and inferiors.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Conditions&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
!Greeting&lt;br /&gt;
|&lt;br /&gt;
*When passing a superior Commissioned or Non-Commissioned Officer for the first time, it is customary to give them the Greeting of the Day loudly and clearly.&lt;br /&gt;
*The Greeting of the Day is Good Morning, Afternoon, or Evening, depending on the time, and the superior Officer&#039;s title.&lt;br /&gt;
*Any time between 0000 and 1159 is Morning, any time between 1200 and 1659 is Afternoon, and any time between 1700 and 2359 is Evening.&lt;br /&gt;
*For Non-Commissioned Officers, this is &amp;quot;Good Morning/Afternoon/Evening (Rank) (Name)&amp;quot; depending on the time.&lt;br /&gt;
*For example: &amp;quot;Good Afternoon Chief Petty Officer Schmuckatelli!&amp;quot; For Commissioned Officers, instead of using name and rank, use Sir, Ma&#039;am, or their rank depending on the Officer&#039;s gender and preference, and accompany the greeting with a salute.&lt;br /&gt;
*The Gender-neutral address “Sar” can be used instead of “Sir” or “Ma&#039;am”. Do not assume “Sir” to be gender-neutral address; this is a notion from Star Trek, not the military. When in doubt, simply use rank.&lt;br /&gt;
* Address any flag officers (Generals or Admirals) with General or Admiral.&lt;br /&gt;
*When greeted, return the greeting of the day to your subordinate. Don&#039;t salute a subordinate first.&lt;br /&gt;
&lt;br /&gt;
Aboard ship, while greeting, it is customary for subordinates to press to the side of a hallway at the position of attention to give superiors room to pass.&lt;br /&gt;
|-&lt;br /&gt;
!Saluting&lt;br /&gt;
|Used in ceremonies, official greetings, and for reporting into superiors.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Persons Entitled to a Salute:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Commissioned Officers of any Sol Central Government Organization, The Colours of Sol Central Government and their respective anthems also rate a salute. When in doubt, salute.&lt;br /&gt;
*Do NOT salute while seated. Do NOT salute out of uniform, inside, when on armed duty, when engaged in work, or when uncovered.&lt;br /&gt;
*The Salute, being a mark of respect, is never wrong to give, even if the person is not entitled to a salute.&lt;br /&gt;
*In the Expeditionary Corps, saluting is optional, with the exception of saluting the Commanding Officer, or an Admiral of the Expeditionary Corps.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;When to Salute Aboard Ship:&#039;&#039;&#039; You instigate saluting a superior officer once a round for each officer.&lt;br /&gt;
&lt;br /&gt;
*You directly address or are addressed directly by the superior officer&lt;br /&gt;
*You directly report to the superior officer either at their office or elsewhere, like if they ask you to come to their office to discuss something&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;When not to Salute:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* You are actively doing something either physically or something doing that requires your direct attention&lt;br /&gt;
* You are sitting.&lt;br /&gt;
* You are not in full uniform, including your cover (hat)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;When to Salute Off-Ship:&#039;&#039;&#039; Whenever you are outside, in uniform and covered (wearing headgear) at any time you&#039;re passing someone that rates a salute, or passing a flag,. If the formal raising or lowering of the flag, or the playing of an anthem is in progress, and you are outside, assume the position of attention, face the direction of the music/flag/both and salute, if in uniform. If a superior passes you while you are outside, be sure to salute them. When saluting a superior, do not drop your salute until they do so.&lt;br /&gt;
|-&lt;br /&gt;
!Addressing Superiors and Subordinates&lt;br /&gt;
|&#039;&#039;&#039;Superiors:&#039;&#039;&#039; Similar to greetings, superior Commissioned Officers will be addressed as Sir, Ma&#039;am, or their rank, if preferred. Gender-neutral addresses should be used instead of “Sir” or “Ma&#039;am” where requested. Salute at the beginning and end of your conversation. Non-Commissioned Officers will be addressed by their Rank and Name.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Subordinates:&#039;&#039;&#039; While not required, it is good practice to address subordinates by their Rank and Name if Enlisted, or by preferred title (Mr./Ms./Mx./Dr./etc.) if Commissioned.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Other Courtesies:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*When a Commissioned Officer enters a room with multiple people in it talking, the ranking individual should call the room to Attention. The Officer should then put the room at ease or rest if they so desire. A high ranking Non-Commissioned Officer, at least E-8 or above, warrants putting the room at Ease.&lt;br /&gt;
*When addressing civilians, it is customary to address them as Sir or Ma&#039;am, or any formal title they may have.&lt;br /&gt;
*When asked a question, answer in the affirmative or negative, but when instructed to do something, respond &amp;quot;Aye Sir/Ma&#039;am/RankName&amp;quot; to confirm you&#039;ve heard the command and will obey.&lt;br /&gt;
|-&lt;br /&gt;
!Following Orders&lt;br /&gt;
|When to say &amp;quot;Yes Sir,&amp;quot; and when to put your foot down.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Law:&#039;&#039;&#039; SCG personnel are beholden to a few masters, but at the top of it all is the [[Sol Code of Uniform Justice]], an additional set of rules, laws, and regulations that govern the behavior of SolGov Defense Forces and Expeditionary Corps. SCG personnel have a duty to obey ALL lawful orders, and a duty NOT to obey unlawful orders. But just what makes an order lawful or unlawful?&lt;br /&gt;
&lt;br /&gt;
*Unlawful orders are any orders that violate the SCUJ or [[Sol Central Government Law|SCG Law]]. These include orders that require the individual following them to break the law, or orders in and of themselves that break the law. It doesn&#039;t matter if the Secretary-General herself is giving the unlawful order, it&#039;s still unlawful. When in doubt, go with your gut, if you think that an order is wrong morally, it&#039;s probably also wrong legally.&lt;br /&gt;
*Conversely, any lawful order must be obeyed, regardless of how distasteful. For example, a suicide mission in defence of the Sol Central Government, while unfortunate for those obeying the order, is not unlawful.&lt;br /&gt;
*&amp;quot;I was only following orders&amp;quot; has been the shield of the coward for centuries, and has been used unsuccessfully as a legal defense for almost as long. While the individual giving the order has the responsibility for giving the order, the individual that carries out that order is just as responsible in the action. This is a heavy burden, and a major decision to make in a split second, but the citizens of the Sol Central Government are expected to carry out this duty.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Disobeying a Command:&#039;&#039;&#039; While it may be tempting to overreact if given an unlawful order, disrespecting a superior officer will still get you thrown in the brig. The best way (and legal way for that matter) to disobey an order is, upon being given the order and deciding it is unlawful, is to clearly and respectfully tell the superior who has given that order that you cannot obey it. &amp;quot;Sir, I cannot in good conscience carry out that order,&amp;quot; or &amp;quot;No Ma&#039;am, I can not,&amp;quot; are good examples of how to respectfully disobey an order.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Uniform Wear and Standards ==&lt;br /&gt;
More information about the wear of each uniform can be found [[Uniform Guide|here]].&lt;br /&gt;
&lt;br /&gt;
There are three major types of uniforms each part of the Defense Forces and Expeditionary Corps wear, each for different circumstances, the Utility Uniform, the Service Uniform, and the Dress Uniform. There is also the service-specific PT uniform, but these are the basic three. While in uniform, you should take care of your actions, you&#039;re representing not only yourself, but your organisation and your peers. Disrespecting the uniform could also violate regulations. Your uniform reflects the pride you have in yourself and your organisation, keep your headgear on straight, button your buttons, shine your shoes, and keep your creases ironed. Do not smoke, chew gum, eat or drink while walking or put your hands in your pockets while in uniform.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Uniform&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
!Utility Uniform&lt;br /&gt;
|Fatigues, Utes, Cammies, the Field Uniform. Worn both in the field, and while working aboard vessels, the Utility Uniform is for getting work done, and getting dirty while doing so. In the field, you can be a lot more flexible with the wear of this uniform as the mission requires. An undershirt&#039;s required colour typically depends on the type of Utility Uniform. Sleeves can be rolled depending on the CO&#039;s preferences. Rank, name, and Service are indicated on this uniform, but don&#039;t go wearing any medals or ribbons other than Wings, or a branch pin, you&#039;ll look like a tool. Equipment required for a job or task can be worn freely.&lt;br /&gt;
|-&lt;br /&gt;
!Service Uniform&lt;br /&gt;
|The equivalent of a nice suit in a business, the Service Uniform is worn in Garrison and aboard ship during some ceremonies, or in circumstances where you won&#039;t be getting dirty. You have the opportunity to show off all the shiny ribbons and medals you&#039;ve earned for your service.&lt;br /&gt;
|-&lt;br /&gt;
!Dress Uniform&lt;br /&gt;
|The one in all the commercials. Very formal, should look like you&#039;ve put a lot of work into looking good. Worn for formal events, visiting dignitaries, and when you want to impress that one person you&#039;ve been hitting on, you know the one. Time to wear all of your awards, cords, medals, ribbons, and anything else to impress the higher-ups.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Mannerisms===&lt;br /&gt;
Some foibles and actions that might make you seem a bit more military.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Conditions&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
!Respectful&lt;br /&gt;
|Be polite, speak when spoken to, try to be the perfect gentleman or lady. You&#039;ve had some discipline beaten into your thick head, might as well put it to good use. Using formal addresses (&amp;quot;Sir&amp;quot;, &amp;quot;Ma&#039;am&amp;quot;, “Sar”, other preferred addresses, etc.) when you&#039;re speaking to civilians, it&#039;s a good practice. If someone insults you, don&#039;t start a fight, just let it slide off your back.&lt;br /&gt;
|-&lt;br /&gt;
!Alert&lt;br /&gt;
|Situational awareness takes a bit of work to teach, but is a valuable skill. Keep your head on a swivel, don&#039;t be complacent. Don&#039;t stand in the way, be aware of the flow of foot traffic and don&#039;t block hatches with your flabby body.&lt;br /&gt;
|-&lt;br /&gt;
!Thoughtful&lt;br /&gt;
|Problem-solving is hard, but it helps to step back and look at a problem, instead of charging off to meet it head on. The sweet spot for a plan of action is somewhere around 50% of a plan. 100% takes too long, and 0% gets you and your people killed.&lt;br /&gt;
|-&lt;br /&gt;
!Stand Tall&lt;br /&gt;
| You&#039;re a part of something big, be proud of it. Hold your head up high and carry yourself like you&#039;re better – in some ways, you are.&lt;br /&gt;
|-&lt;br /&gt;
!Directness&lt;br /&gt;
|You&#039;ve been trained to communicate quickly and effectively, say what you mean how you mean to say it, confidently. Make eye contact with whoever you&#039;re talking to, and own the conversation.&lt;br /&gt;
|-&lt;br /&gt;
!Teamwork&lt;br /&gt;
|You are one moving part in a larger weapon that is your unit. Without the rest of your unit, you&#039;re nothing, and without you, your unit is nothing. Put your group before yourself, always.&lt;br /&gt;
|-&lt;br /&gt;
!Honor&lt;br /&gt;
|Your word is your bond, but your actions should show even more than your words that you&#039;re reliable and trustworthy.&lt;br /&gt;
|-&lt;br /&gt;
!On the Other Hand&lt;br /&gt;
| Military Service is not a magical machine that turns jerks into heroes, on the contrary, handing a bad person power might just make them worse. There are just as many liars, assholes, and idiots in the military as there are in the real world. What kind of person are you?&lt;br /&gt;
|-&lt;br /&gt;
!Salty Lingo&lt;br /&gt;
|If you listen to older Enlisted, you&#039;ll hear a rough, grumbling language similar to Gutter that Non-Commissioned Officers use to express themselves. Mostly slang and half-baked analogies. e.g. &amp;quot;Life&#039;s like fruit loops! Dey all look different but dey taste the same!&amp;quot;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Ranks of the SCG Expeditionary Corps and Fleet==&lt;br /&gt;
A cheat sheet for finding out who is higher in rank than whom. Higher rank numbers are higher in rank. Rank numbers with multiple sub-ranks are ordered with the higher rank first, and lower ranks below. If two individuals are the same rank, position in the chain, and amount of time as that rank determines who is higher. This also includes average ages for each rank, though this is not always the case, and some people may hold a rank at a younger or older age.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | Enlisted Ranks&lt;br /&gt;
! rowspan=&amp;quot;12&amp;quot; |&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | Officer Ranks&lt;br /&gt;
|-&lt;br /&gt;
!Rank&lt;br /&gt;
!EC&lt;br /&gt;
!Fleet&lt;br /&gt;
!Age&lt;br /&gt;
!Rank&lt;br /&gt;
!EC&lt;br /&gt;
!Age&lt;br /&gt;
!Fleet&lt;br /&gt;
!Age&lt;br /&gt;
|-&lt;br /&gt;
!E-1&lt;br /&gt;
|[[File:Ec e1.png|center|frameless]]&lt;br /&gt;
Explorer Apprentice&lt;br /&gt;
|[[File:Fe1.png|center|frameless]]&lt;br /&gt;
Crewman Recruit&lt;br /&gt;
|18&lt;br /&gt;
!O-1&lt;br /&gt;
|[[File:Ec o1.png|center|frameless]]&lt;br /&gt;
Ensign&lt;br /&gt;
|25+&lt;br /&gt;
|[[File:Fo1.png|center|frameless]]&lt;br /&gt;
Ensign&lt;br /&gt;
|22+&lt;br /&gt;
|-&lt;br /&gt;
!E-2&lt;br /&gt;
|–&lt;br /&gt;
|[[File:Fe2.png|center|frameless]]&lt;br /&gt;
Crewman Apprentice&lt;br /&gt;
|18-19&lt;br /&gt;
!O-2&lt;br /&gt;
|–&lt;br /&gt;
|–&lt;br /&gt;
|[[File:Fo2.png|center|frameless]]&lt;br /&gt;
Sub-Lieutenant&lt;br /&gt;
|23-25&lt;br /&gt;
|-&lt;br /&gt;
!E-3&lt;br /&gt;
|[[File:Ec e3.png|center|frameless]]&lt;br /&gt;
Explorer&lt;br /&gt;
|[[File:Fe3.png|center|frameless]]&lt;br /&gt;
Crewman&lt;br /&gt;
|19-20+&lt;br /&gt;
!O-3&lt;br /&gt;
|[[File:Ec o3.png|center|frameless]]&lt;br /&gt;
Lieutenant&lt;br /&gt;
|30-45&lt;br /&gt;
|[[File:Fo3.png|center|frameless]]&lt;br /&gt;
Lieutenant&lt;br /&gt;
|25-30&lt;br /&gt;
|-&lt;br /&gt;
!E-4&lt;br /&gt;
|–&lt;br /&gt;
|[[File:Fe4.png|center|frameless]]&lt;br /&gt;
Petty Officer 3rd Class&lt;br /&gt;
|20-23&lt;br /&gt;
!O-4&lt;br /&gt;
|–&lt;br /&gt;
|–&lt;br /&gt;
|[[File:Fo4.png|center|frameless]]&lt;br /&gt;
Lieutenant Commander&lt;br /&gt;
|30-36&lt;br /&gt;
|-&lt;br /&gt;
!E-5&lt;br /&gt;
|[[File:Ec e5.png|center|frameless]]&lt;br /&gt;
Senior Explorer&lt;br /&gt;
|[[File:Fe5.png|center|frameless]]&lt;br /&gt;
Petty Officer 2nd Class&lt;br /&gt;
|23-26&lt;br /&gt;
!O-5&lt;br /&gt;
|[[File:Ec o5.png|center|frameless]]&lt;br /&gt;
Commander&lt;br /&gt;
|40-50&lt;br /&gt;
|[[File:Fo5.png|center|frameless]]&lt;br /&gt;
Commander&lt;br /&gt;
|36-44&lt;br /&gt;
|-&lt;br /&gt;
!E-6&lt;br /&gt;
|–&lt;br /&gt;
|[[File:Fe6.png|center|frameless]]&lt;br /&gt;
Petty Officer 1st Class&lt;br /&gt;
|26-30&lt;br /&gt;
!O-6&lt;br /&gt;
|[[File:Ec o6.png|center|frameless]]&lt;br /&gt;
Captain&lt;br /&gt;
|44-60&lt;br /&gt;
|[[File:Fo6.png|center|frameless]]&lt;br /&gt;
Captain&lt;br /&gt;
|44-60&lt;br /&gt;
|-&lt;br /&gt;
!E-7&lt;br /&gt;
|[[File:Ec e7.png|center|frameless]]&lt;br /&gt;
Chief Explorer&lt;br /&gt;
|[[File:Fe7.png|center|frameless]]&lt;br /&gt;
Chief Petty Officer&lt;br /&gt;
|30-36+&lt;br /&gt;
!O-7&lt;br /&gt;
|–&lt;br /&gt;
|–&lt;br /&gt;
|[[File:Fo7.png|center|frameless]]&lt;br /&gt;
Commodore&lt;br /&gt;
|48+&lt;br /&gt;
|-&lt;br /&gt;
!E-8&lt;br /&gt;
|–&lt;br /&gt;
|[[File:Fe8.png|center|frameless]]&lt;br /&gt;
Senior Chief Petty Officer&lt;br /&gt;
|35-40+&lt;br /&gt;
!O-8&lt;br /&gt;
|[[File:Ec o8.png|center|frameless]]&lt;br /&gt;
Admiral&lt;br /&gt;
|48-70&lt;br /&gt;
|[[File:Fo8.png|center|frameless]]&lt;br /&gt;
Rear Admiral&lt;br /&gt;
|55+&lt;br /&gt;
|-&lt;br /&gt;
! E-9&lt;br /&gt;
|–&lt;br /&gt;
|[[File:Fe9.png|center|frameless]]&lt;br /&gt;
Master Chief of the Fleet,&lt;br /&gt;
&lt;br /&gt;
Fleet Master Chief,&lt;br /&gt;
&lt;br /&gt;
Command Master Chief,&lt;br /&gt;
&lt;br /&gt;
Master Chief Petty Officer&lt;br /&gt;
|38-50+&lt;br /&gt;
!O-9&lt;br /&gt;
|–&lt;br /&gt;
|–&lt;br /&gt;
|[[File:Fo9.png|center|frameless]]&lt;br /&gt;
Vice Admiral&lt;br /&gt;
|60+&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
!O-10&lt;br /&gt;
|[[File:Ec o8 alt.png|center|frameless]]&lt;br /&gt;
Commandant of the Expeditionary Corps&lt;br /&gt;
|60-90&lt;br /&gt;
|[[File:Fo10.png|center|frameless]]&lt;br /&gt;
Chief Admiral of the Fleet, Admiral&lt;br /&gt;
|65+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Allowed Ranks for Positions on the Torch==&lt;br /&gt;
For obvious reasons, all ranks cannot play all positions. All leadership (except SEA) must be commissioned officers; Senior roles in departments must be NCOs. Also, the CO must be from the Expeditionary Corps. All Medical Doctors are Officers, but they are Staff Officers, not Line Officers nor Bridge Officers (the difference is these last two groups are your Heads of Departments and the BOs who handle things for the CO. Don&#039;t worry, it&#039;s not as confusing as it sounds).&lt;br /&gt;
----&lt;br /&gt;
{{Navbox Guides}}&lt;br /&gt;
[[Category:General Guides]]&lt;br /&gt;
[[Category: Guides]]&lt;/div&gt;</summary>
		<author><name>Liquid1614</name></author>
	</entry>
	<entry>
		<id>https://baystation.xyz//index.php?title=Skills&amp;diff=2899</id>
		<title>Skills</title>
		<link rel="alternate" type="text/html" href="https://baystation.xyz//index.php?title=Skills&amp;diff=2899"/>
		<updated>2024-09-26T18:38:07Z</updated>

		<summary type="html">&lt;p&gt;Liquid1614: Made several edits to wording across skills to make them read better, added some words that were missing that should help with readability. Fixed some spelling errors.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A character has skills, which are a choice of strengths in different fields that can affect their abilities and chances of success in carrying out actions. The skills that a character has are dependent on their job – it is unlikely that a [[Commanding Officer]] will have a similar set of skills to an [[Engineer]] or [[Janitor]].&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Skill levels&#039;&#039;&#039; ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Skill Levels&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;&#039;&#039;While skill levels mean different things for some skills, the general theme is as follows.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!Unskilled&lt;br /&gt;
|You have no real experience – you&#039;ve flipped through a booklet or watched an introductory video.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;A skill at Untrained just isn&#039;t a part of your interests, career or personal.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!Basic&lt;br /&gt;
|You have a little experience – you&#039;ve taken a one-day practical course or been given minimum training.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;A skill at Basic might be a hobby, something you use rarely, or perhaps you&#039;re just new and junior.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!Trained&lt;br /&gt;
|You have working experience – you&#039;re employable in this field, and have had work experience or been formally taught.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;A skill at Trained is your bread and butter. You use it daily in your job, or you&#039;ve got a degree in it.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!Experienced&lt;br /&gt;
|You&#039;re knowledgeable – this has been part of your daily job for some time, and you have practical knowledge, tricks, and shortcuts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;A skill at Experienced is your main focus. It&#039;s the core of your job, or you teach it.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!Master&lt;br /&gt;
|You &#039;&#039;are&#039;&#039; this skill – you&#039;re a recognized expert, fast and reliable, perhaps even showy.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;A skill at Master is something you&#039;ve built your lift around, or you&#039;re a savant. Perhaps your other skills have suffered for it.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Selecting skills&#039;&#039;&#039; ==&lt;br /&gt;
[[File:Skills-300px.png|thumb|Skill selection screen.]]&lt;br /&gt;
To access the skills selection screen you must click on the name of the job title you will be choosing.&lt;br /&gt;
&lt;br /&gt;
Skills are tied to a character&#039;s occupations rather than the character as a whole. So if you have one character, but you play them as both chef and janitor, you may have moderately different skills across these two roles. To select skills for a position, click on the name of the position itself. This should open up a window like the one on the right (pictured), at the top you should see “&#039;&#039;Skill points remaining”&#039;&#039; - this is how many points you can put into your skills, each of which have costs associated with them. Different positions that demand experience and higher education will have more skill points available than positions that require little to no education, an example is that the [[Executive Officer]] has 40 points available while a [[Passenger]] only has 16.&lt;br /&gt;
&lt;br /&gt;
Ensure the skills you select are entirely relevant to your occupation, they may have mechanical implications. However, while most occupations have their essential skills force-set, there is still some wiggle-room that can affect how your character is played. This means if you want to play a physician that is able to do surgery, but has a chance at making more errors, you can! Be sure to keep in mind that your character will still be expected to perform their job duties to a satisfactory standard, in line with server rules.&lt;br /&gt;
&lt;br /&gt;
= Skill Mechanics =&lt;br /&gt;
In Baystation 12, skills can also have an impact on how your character performs their jobs and other duties; they are not just meant for role-play. The skills you choose and spend points on, in general, go hand in hand with the job your character will be performing. Because of the limited amount of points you will be granted, you should leave spending points on skills not in your job category for last.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;General&#039;&#039;&#039; ==&lt;br /&gt;
These skills apply to day to day life, or to most jobs.&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Athletics&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;Your ability to perform tasks requiring strength, dexterity, and endurance.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!Unskilled&lt;br /&gt;
|You can pull objects but start to generate lactate after tiring out. Your strength increases with level.&lt;br /&gt;
&lt;br /&gt;
You can throw objects. Their speed, thrown distance, and force increases with level.&lt;br /&gt;
|-&lt;br /&gt;
!Basic&lt;br /&gt;
|You can throw &amp;quot;huge&amp;quot; items or normal-sized mobs without getting weakened.&lt;br /&gt;
|-&lt;br /&gt;
!Trained&lt;br /&gt;
|You have sufficient strength and dexterity for even very strenuous tasks, and can work for a long time without tiring.&lt;br /&gt;
|-&lt;br /&gt;
!Experienced&lt;br /&gt;
|You have experience with heavy work in trying physical conditions, and are in excellent shape. You visit the gym frequently.&lt;br /&gt;
|-&lt;br /&gt;
!Master&lt;br /&gt;
|In addition to your excellent strength and endurance, you have a lot of experience with the specific physical demands of your job. You may have competitive experience with some form of athletics.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Extra-Vehicular Activity (EVA)&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;Your ability to safely operate in low gravity with suits and jetpacks.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!Unskilled&lt;br /&gt;
|Increased chance of slipping in no gravity. Can fumble jetpack controls and move in the wrong direction.&lt;br /&gt;
|-&lt;br /&gt;
!Basic&lt;br /&gt;
|Lower chance of slipping, lower chance of fumbling jetpack controls.&lt;br /&gt;
|-&lt;br /&gt;
!Trained&lt;br /&gt;
|Even lower chance of slipping, cannot fumble jetpack controls.&lt;br /&gt;
|-&lt;br /&gt;
!Experienced&lt;br /&gt;
|Cannot slip, cannot fall when moving from no gravity to gravity.&lt;br /&gt;
|-&lt;br /&gt;
!Master&lt;br /&gt;
|Can move faster than normal with jetpacks.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Exosuit Operation&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;Your ability to operate heavy machinery, including exosuits and ground vehicles.Requires Trained EVA.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!Unskilled&lt;br /&gt;
|You are unable to pilot exosuits properly, causing them to move at random when you attempt to operate them.&lt;br /&gt;
|-&lt;br /&gt;
!Trained&lt;br /&gt;
|You are proficient in exosuit operation and safety, and can use them without penalties.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Piloting&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;Your ability and understanding of piloting spacecraft.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!Unskilled&lt;br /&gt;
|Can operate the GUP. Can fumble other ship controls and move in the wrong direction.&lt;br /&gt;
|-&lt;br /&gt;
!Basic&lt;br /&gt;
|You can pilot a small, short-range craft safely, but larger ships are out of your area of expertise. You are by no means an expert, and probably don&#039;t have much training. Skills of this level are typical for deck crew.&lt;br /&gt;
&lt;br /&gt;
* You can operate the Aquila and the Charon.&lt;br /&gt;
* Ship movement is no longer randomized.&lt;br /&gt;
|-&lt;br /&gt;
!Trained&lt;br /&gt;
|You are a trained pilot, and can safely operate anything from a small craft to a corvette. You can spend extended periods of time piloting a spacecraft, and you&#039;re versed in the abilities of different ships, and what makes them function. You can do basic maintenance on smaller vessels, and perform most basic maneuvers. You can use armed spacecraft. You can make basic calculations relating to piloting. Skills of this level are typical for newer pilots. You have probably received formal piloting training.&lt;br /&gt;
&lt;br /&gt;
* You can operate the Torch.&lt;br /&gt;
|-&lt;br /&gt;
!Experienced&lt;br /&gt;
|You are an experienced pilot, and can safely take the helm of many types of craft. You could probably live in a spacecraft, and you&#039;re very well versed in essentially everything related to space-faring vessels. Not only can you fly a ship, but you can perform difficult maneuvers, and make most calculations related to piloting a spacecraft. You can maintain a ship. Skills of this level are typical for very experienced pilots. You have received formal piloting training.&lt;br /&gt;
|-&lt;br /&gt;
!Master&lt;br /&gt;
|Not only are you an exceptional pilot, but you have mastered peripheral functions such as stellar navigation and bluespace jump plotting. You have experience performing complex maneuvers, managing squadrons of small craft, and operating in hostile environments.&lt;br /&gt;
&lt;br /&gt;
* Less meteors will hit the ship while passing through meteor fields.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Organization&#039;&#039;&#039; ==&lt;br /&gt;
These skills apply to handling office politics, information, and money.&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Bureaucracy&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;Your ability to write and complete paperwork, navigate complex organizations, and understand laws and regulations.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!Unskilled&lt;br /&gt;
|You can usually fill out basic paperwork, if with a few errors. You have a vague understanding of the law, gleaned mostly from the news and personal experience.&lt;br /&gt;
|-&lt;br /&gt;
!Basic&lt;br /&gt;
|You are familiar with the paperwork needed to do your job, and can navigate it well. You have some understanding of the law as it applies to you and those around you.&lt;br /&gt;
|-&lt;br /&gt;
!Trained&lt;br /&gt;
|You can navigate most paperwork thrown at you, even if you are unfamiliar with it. You have a good working understanding of the law and any regulations or procedures relevant to you.&lt;br /&gt;
|-&lt;br /&gt;
!Experienced&lt;br /&gt;
|With your experience, you can easily create paperwork for any eventuality, and write reports which are clear and understandable. You have an excellent knowledge of the law, possibly including formal legal training.&lt;br /&gt;
|-&lt;br /&gt;
!Master&lt;br /&gt;
|You can make paperwork dance to your bidding, and navigate the most byzantine bureaucratic structures with ease and familiarity. Your reports are works of literature. Your knowledge of the law is both broad and intimate, and you may be certified to practice law.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Information Technology&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;Your understanding of computers, software, and communication.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!Unskilled&lt;br /&gt;
|You know how to use the computers and communication devices that you grew up with. You can use a computer console, a handheld or wall-mounted radio, and your headset, as well as your PDA. You know what an AI is, but you may see them as either &amp;quot;people made of silicon&amp;quot; or &amp;quot;only machines&amp;quot;; you know they have to obey their laws, but you don&#039;t know much about how or why they work.&lt;br /&gt;
|-&lt;br /&gt;
!Basic&lt;br /&gt;
|You know the basics of programming, but you&#039;re not very good at it and couldn&#039;t do it professionally. You have a pretty good idea of what makes AIs tick. You understand how information is stored in a computer, and you can fix simple computer problems. You&#039;re computer-literate, but you still make mistakes. If you tried to subvert the AI, you might make mistakes in wording your new laws.&lt;br /&gt;
&lt;br /&gt;
* The antagonist access decryption program has a chance to avoid tripping alarms and working more effectively. This increases with level.&lt;br /&gt;
|-&lt;br /&gt;
!Trained&lt;br /&gt;
|At this level, you&#039;re probably working with computers on a daily basis. You understand and can repair the telecommunications network. Your understanding of AI programming and psychology lets you fix problems with the AIs or cyborgs--or create problems, if you so desire. You can program computers and AIs and change their laws effectively.&lt;br /&gt;
&lt;br /&gt;
* You can fully operate the Network Monitor, E-mail Administration, and AI Management Programs.&lt;br /&gt;
|-&lt;br /&gt;
!Experienced&lt;br /&gt;
|You have years of experience with computer networks, AI systems, telecommunications, and sysadmin tasks. You know the systems used on a daily basis intimately, and can diagnose complex problems.&lt;br /&gt;
&lt;br /&gt;
* The antagonist dos program gives extra fake attacking nodes to the system log.&lt;br /&gt;
* You can use the command line on modular computers through either the AI Maintenance program or the Email Administration program (type &amp;quot;man&amp;quot; for a list of commands). Can use the proxy command to obscure your activities as an antagonist.&lt;br /&gt;
|-&lt;br /&gt;
!Master&lt;br /&gt;
|People are probably starting to wonder whether you might be a computer yourself. Computer code is your first language; you relate to AIs as easily as (probably more easily than) organics. You could build a telecommunications network from the ground up.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Finance&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;Your ability to manage money and investments.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!Unskilled&lt;br /&gt;
|Your understanding of money starts and ends with personal finance. While you are able to perform basic transactions, you get lost in the details, and can find yourself ripped off on occasion.&lt;br /&gt;
&lt;br /&gt;
* You get some starting money. Its amount increases with level.&lt;br /&gt;
* You can use the verb &amp;quot;Appraise&amp;quot; to see the value of different objects.&lt;br /&gt;
|-&lt;br /&gt;
!Basic&lt;br /&gt;
|You have some limited understanding of financial transactions, and will generally be able to keep accurate records. You have little experience with investment, and managing large sums of money will likely go poorly for you.&lt;br /&gt;
|-&lt;br /&gt;
!Trained&lt;br /&gt;
|You are good at managing accounts, keeping records, and arranging transactions. You have some familiarity with mortgages, insurance, stocks, and bonds, but may be stumped when facing more complicated financial devices.&lt;br /&gt;
|-&lt;br /&gt;
!Experienced&lt;br /&gt;
|With your experience, you are familiar with any financial entities you may run across, and are a shrewd judge of value. More often than not, investments you make will pan out well.&lt;br /&gt;
|-&lt;br /&gt;
!Master&lt;br /&gt;
|You have an excellent knowledge of finance, will often make brilliant investments, and have an instinctive feel for interstellar economics. Financial instruments are weapons in your hands. You likely have professional experience in the finance industry.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Engineering&#039;&#039;&#039; ==&lt;br /&gt;
These skills apply to construction and demolition, electrical systems, atmospherics, and engines.&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Atmospherics&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;Your knowledge of piping, air distribution and gas dynamics.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!Unskilled&lt;br /&gt;
|You know that the air monitors flash orange when the air is bad and red when it&#039;s deadly. You know that a flashing fire door means danger on the other side. You know that some gases are poisonous, that pressure has to be kept in a safe range, and that most creatures need oxygen to live. You can use a fire extinguisher or deploy an inflatable barrier.&lt;br /&gt;
|-&lt;br /&gt;
!Basic&lt;br /&gt;
|You know how to read an air monitor, how to use an air pump, how to analyze the atmosphere in a space, and how to help seal a breach. You can lay piping and work with gas tanks and canisters. If you work with the engine, you can set up the cooling system. You can use a fire extinguisher easily and place inflatable barriers so that they allow convenient access and airtight breach containment.&lt;br /&gt;
|-&lt;br /&gt;
!Trained&lt;br /&gt;
|You can run the atmospherics system. You know how to monitor the air quality across the installation, detect problems, and fix them. You&#039;re trained in dealing with fires, breaches, and gas leaks, and may have exosuit or fire gear training.&lt;br /&gt;
|-&lt;br /&gt;
!Experienced&lt;br /&gt;
|Your atmospherics experience lets you find, diagnose, and fix breaches efficiently. You can manage complex atmospherics systems without fear of making mistakes, and are proficient with all monitoring and pumping equipment at your disposal.&lt;br /&gt;
|-&lt;br /&gt;
!Master&lt;br /&gt;
|You are an atmospherics specialist. You monitor, modify, and optimize the installation atmospherics system, and you can quickly and easily deal with emergencies. You can modify atmospherics systems to do pretty much whatever you want them to. You can easily handle a fire or breach, and are proficient at securing an area and rescuing civilians, but you&#039;re equally likely to have simply prevented it from happening in the first place.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Construction&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;Your ability to construct various structures, such as walls and floors. Note that constructing devices such as APCs additionally requires the Electronics skill.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!Unskilled&lt;br /&gt;
|You can break furniture, disassemble chairs and tables, bash your way through a window, open a crate, or pry open an unpowered airlock. You can recognize and use basic hand tools and inflatable barriers, though not very well.&lt;br /&gt;
|-&lt;br /&gt;
!Basic&lt;br /&gt;
|You can dismantle or build a wall or window, redecorate a room, and replace floor tiles and carpeting. You can safely use a welder without burning your eyes, and using hand tools is second nature to you.&lt;br /&gt;
&lt;br /&gt;
* You can construct items from Steel, Wood and Plastic.&lt;br /&gt;
|-&lt;br /&gt;
!Trained&lt;br /&gt;
|You can build, repair, or dismantle most things, but will occasionally make mistakes and have things not come out the way you expected.&lt;br /&gt;
&lt;br /&gt;
* You can construct items from Bronze, Gold, Osmium, Plasteel, Platinum, Reinforced Glass, Sandstone, Silver, Deuterium, Metallic Hydrogen, Phoron, Phoron Glass, Tritium, and Uranium.&lt;br /&gt;
* You can construct furniture.&lt;br /&gt;
* You can construct simple objects such as light fixtures, crude weapons, and wall-mounted frames.&lt;br /&gt;
|-&lt;br /&gt;
!Experienced&lt;br /&gt;
|You know how to seal a breach, rebuild broken piping, and repair major damage. You know the basics of structural engineering.&lt;br /&gt;
&lt;br /&gt;
* You can construct items from Osmium-Carbide Plasteel, Titanium, Diamond and make complex objects such as machine and weapon frames.&lt;br /&gt;
|-&lt;br /&gt;
!Master&lt;br /&gt;
|You are a construction worker or engineer. You could pretty much rebuild the installation or ship from the ground up, given supplies, and you&#039;re efficient and skilled at repairing damage.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Electrical Engineering&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;Your knowledge of electronics and the underlying physics.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!Unskilled&lt;br /&gt;
|You know that electrical wires are dangerous and getting shocked is bad; you can see and report electrical malfunctions such as broken wires or malfunctioning APCs. You can change a light bulb, and you know how to replace a battery or charge up the equipment you normally use.&lt;br /&gt;
&lt;br /&gt;
* Every time you open the hacking panel, wires are randomized.&lt;br /&gt;
* Every time you pulse a wire, there is a chance you pulse a different one.&lt;br /&gt;
* Every time you cut a wire, there is a chance you cut/mend extra ones.&lt;br /&gt;
* You can misconnect remote signaling devices.&lt;br /&gt;
|-&lt;br /&gt;
!Basic&lt;br /&gt;
|You can do basic wiring; you can lay cable for solars or the engine. You can repair broken wiring and build simple electrical equipment like light fixtures or APCs. You know the basics of circuits and understand how to protect yourself from electrical shock. You can probably hack a vending machine.&lt;br /&gt;
&lt;br /&gt;
* Every time you open the hacking panel, some wires might be duplicated.&lt;br /&gt;
|-&lt;br /&gt;
!Trained&lt;br /&gt;
|You can repair and build electrical equipment and do so on a regular basis. You can troubleshoot an electrical system and monitor the installation power grid. You can probably hack an airlock.&lt;br /&gt;
&lt;br /&gt;
* You can safely hack machines.&lt;br /&gt;
|-&lt;br /&gt;
!Experienced&lt;br /&gt;
|You can repair, build, and diagnose any electrical devices with ease. You know your way around APCs, SMES units, and monitoring software, and take apart or hack most objects.&lt;br /&gt;
&lt;br /&gt;
* You can safely place remote signaling devices.&lt;br /&gt;
* You can examine one or two wires on the hacking panel.&lt;br /&gt;
|-&lt;br /&gt;
!Master&lt;br /&gt;
|You are an electrical engineer or the equivalent. You can design, upgrade, and modify electrical equipment and you are good at maximizing the efficiency of your power network. You can hack anything on the installation and you can deal with power outages and electrical problems easily and efficiently.&lt;br /&gt;
&lt;br /&gt;
* You can examine most wires on the hacking panel.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Engines&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;Your knowledge of the various engine and generator types common in space.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!Unskilled&lt;br /&gt;
|You know that &amp;quot;delamination&amp;quot; is a bad thing and that you should stay away from the singularity. You know the engine provides power, but you&#039;re unclear on the specifics. If you were to try to set up the engine, you would need someone to talk you through every detail--and even then, you&#039;d probably make deadly mistakes.&lt;br /&gt;
&lt;br /&gt;
* You can read the SM monitor readings with 40% error. This decreases with level.&lt;br /&gt;
|-&lt;br /&gt;
!Basic&lt;br /&gt;
|You know the basic theoretical principles of engine operation. You can try to set up the engine by yourself, but you are likely to need some assistance and supervision, otherwise you are likely to make mistakes. You are fully capable of running a PACMAN-type generator.&lt;br /&gt;
|-&lt;br /&gt;
!Trained&lt;br /&gt;
|You can set up the engine, and you probably won&#039;t botch it up too badly. You know how to protect yourself from radiation in the engine room. You can read the engine monitors and keep the engine going. An engine malfunction may stump you, but you can probably work out how to fix it... let&#039;s just hope you do so quickly enough to prevent serious damage.&lt;br /&gt;
&lt;br /&gt;
* You can fully read the SM monitor readings.&lt;br /&gt;
|-&lt;br /&gt;
!Experienced&lt;br /&gt;
|You have years of experience with engines, and can set them up quickly and reliably. You&#039;re familiar with engine types other than the one you work with.&lt;br /&gt;
&lt;br /&gt;
* You can examine the SM directly for its integrity.&lt;br /&gt;
|-&lt;br /&gt;
!Master&lt;br /&gt;
|Your engine is your baby and you know every minute detail of its workings. You can optimize the engine and you probably have your own favorite custom setup. You could build an engine from the ground up. When things go wrong, you know exactly what has happened and how to fix the problem. You can safely handle singularities and supermatter.&lt;br /&gt;
&lt;br /&gt;
* You can examine the SM directly for an approximate number of its EER.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Medical&#039;&#039;&#039; ==&lt;br /&gt;
These skills have to do with general medical knowledge, chemistry, and other things pertaining to the medical department.&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Anatomy&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;This skill covers the understanding of the body and its organs. It affects the speed of surgeries. It is &#039;&#039;&#039;extremely dangerous&#039;&#039;&#039; to do surgery with a low Anatomy skill.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!Unskilled&lt;br /&gt;
|You know what organs, bones, and such are, and you know roughly where they are. You know that someone who&#039;s badly hurt or sick may need surgery. High chance to fumble all surgery steps. Delicate steps (like attaching organs) fumble even more often.&lt;br /&gt;
|-&lt;br /&gt;
!Basic&lt;br /&gt;
|You&#039;ve taken an anatomy class and you&#039;ve spent at least some time poking around inside actual people. You know where everything is, more or less. You could assist in surgery, if you have the required medical skills. If you have the forensics knowledge, you could perform an autopsy. If you really had to, you could probably perform basic surgery such as an appendectomy, but you&#039;re not yet a qualified surgeon and you really shouldn&#039;t – not unless it&#039;s an emergency. If you&#039;re a xenobiologist, you know how to take out slime cores.&lt;br /&gt;
&lt;br /&gt;
* You can do surgery but you are very likely to fail at every step. Its speed increases with level.&lt;br /&gt;
|-&lt;br /&gt;
!Trained&lt;br /&gt;
|You have some training in anatomy. Diagnosing broken bones, damaged ligaments, shrapnel wounds, and other trauma is straightforward for you. You can splint limbs with a good chance of success, operate a defibrillator competently, and perform CPR well. Surgery is still outside your training.&lt;br /&gt;
&lt;br /&gt;
* Required for cybernetic procedures on organic bodies.&lt;br /&gt;
|-&lt;br /&gt;
!Experienced&lt;br /&gt;
|You&#039;re a surgical resident, or an experienced medical doctor. You can put together broken bones, fix a damaged lung, patch up a liver, or remove an appendix without problems. But tricky surgeries, with an unstable patient or delicate manipulation of vital organs like the heart and brain, are at the edge of your ability, and you prefer to leave them to specialized surgeons. You can recognize when someone&#039;s anatomy is noticeably unusual. You&#039;re trained in working with several species, but you&#039;re probably better at surgery on your own species.&lt;br /&gt;
&lt;br /&gt;
* Required for performing surgery.&lt;br /&gt;
|-&lt;br /&gt;
!Master&lt;br /&gt;
|You are an experienced surgeon. You can handle anything that gets rolled, pushed, or dragged into the OR, and you can keep a patient alive and stable even if there&#039;s no one to assist you. You can handle severe trauma cases or multiple organ failure, repair brain damage, and perform heart surgery. By now, you&#039;ve probably specialized in one field, where you may have made new contributions to surgical technique. You can detect even small variations in the anatomy of a patient – even a changeling probably wouldn&#039;t slip by your notice, provided you could get one on the operating table.&lt;br /&gt;
&lt;br /&gt;
* The penalty from operating on improper operating surfaces is reduced.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Chemistry&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;Your knowledge and practical ability with chemicals and chemistry machinery. This &#039;&#039;&#039;does not&#039;&#039;&#039; include knowledge of the effects of medicines on the body. It is &#039;&#039;&#039;extremely dangerous&#039;&#039;&#039; to do chemistry with a low Chemistry skill.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!Unskilled&lt;br /&gt;
|You know that chemists work with chemicals; you know that they can make medicine or poison or useful chemicals. You probably know what an element is and have a vague idea of what a chemical reaction is from some chemistry class in your high school days.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grinder:&#039;&#039;&#039; Can fumble and hurt your hands, and has a low yield. Yield increases with skill.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ChemMaster, Thorough Mode:&#039;&#039;&#039; Buffer transfers lose chemicals. Loss decreases with skill.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ChemMaster, Quick Mode&#039;&#039;&#039;: Buffer transfers can move other chemicals as well. Chance decreases with skill.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dispenser:&#039;&#039;&#039; Can add up to 2 contaminants as well. The amount dispensed is inaccurate.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Science glasses/HUD:&#039;&#039;&#039; Allow you to reveal the chemicals in a container by examining. Accuracy increases with skill.&lt;br /&gt;
|-&lt;br /&gt;
!Basic&lt;br /&gt;
|You can make basic chemicals or medication--things like space cleaner or anti-toxin. You have some training in safety and you won&#039;t blow up the lab... probably.&lt;br /&gt;
&lt;br /&gt;
* You can safely use the All-In-One Grinder but lose some ingredients. Its amount decreases with skill level.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dispenser:&#039;&#039;&#039; Can add 1 contaminant as well. The amount dispensed is more accurate.&lt;br /&gt;
|-&lt;br /&gt;
!Trained&lt;br /&gt;
|You can accurately measure out reagents, grind powders, and perform chemical reactions. You may still lose some product on occasion, but are unlikely to endanger yourself or those around you.&lt;br /&gt;
&lt;br /&gt;
* You can fully operate the Chemistry Dispenser.&lt;br /&gt;
|-&lt;br /&gt;
!Experienced&lt;br /&gt;
|You work as a chemist, or else you are a doctor with training in chemistry. If you are a research chemist, you can produce most useful chemicals; if you are a pharmacist, you can make most medications. At this stage, you&#039;re working mostly by-the-book. You can weaponize your chemicals by making grenades, smoke bombs, and similar devices.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Examining A Held Container:&#039;&#039;&#039; Reveals the scannable chemicals it contains.&lt;br /&gt;
|-&lt;br /&gt;
!Master&lt;br /&gt;
|You specialized in chemistry or pharmaceuticals; you are either a medical researcher or professional chemist. You can create custom mixes and make even the trickiest of medications easily. You understand how your pharmaceuticals interact with the bodies of your patients. You are probably the originator of at least one new chemical innovation.&lt;br /&gt;
&lt;br /&gt;
* You can examine held containers for all reagents.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Examining A Held Container&#039;&#039;&#039;: Reveals all of the chemicals it contains.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Medicine&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;Medicine covers the understanding of the human body and medicine. Low levels give general knowledge of basic medicines and simple medical devices. High levels give exact knowledge of medicines and medical devices. It is &#039;&#039;&#039;dangerous&#039;&#039;&#039; to use medicine and medical devices with a low medicine skill.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!Unskilled&lt;br /&gt;
|You know basic first aid, such as how to apply a bandage or ointment to an injury. You can use an autoinjector designed for civilian use, probably by reading the directions printed on it. You can tell when someone is badly hurt and needs a doctor; you can see whether someone has a badly broken bone, is having trouble breathing, or is unconscious. You may not be able to tell the difference between unconscious and dead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Health Analyzer&#039;&#039;&#039; displays partial, badly formatted results.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Body Scanner&#039;&#039;&#039; displays partial, badly formatted results.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Syringes&#039;&#039;&#039; injecting always acts as if on harm; drawing blood can fumble and injure the patient.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;IV Drip&#039;&#039;&#039; removing the IV always rips it out; inserting it can fumble and injure the patient.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sleeper&#039;&#039;&#039; does not display patient status, dialysis and stomach pumping are not available.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Defibrillator&#039;&#039;&#039; can fumble and shock the patient or user.&lt;br /&gt;
|-&lt;br /&gt;
!Basic&lt;br /&gt;
|You&#039;ve taken a first-aid training, nursing, or EMT course. You can stop bleeding, do CPR, apply a splint, take someone&#039;s pulse, apply trauma and burn treatments, and read a handheld health scanner. You probably know that Dylovene helps with poisoning and Dexalin helps people with breathing problems; you can use a syringe or start an IV. You&#039;ve been briefed on the symptoms of common emergencies like a punctured lung, appendicitis, alcohol poisoning, or broken bones, and though you can&#039;t treat them, you know that they need a doctor&#039;s attention. You can recognize most emergencies as emergencies and safely stabilize and transport a patient.&lt;br /&gt;
&lt;br /&gt;
* You can fully operate Defibrillators, Health Analyzers, IV drips, and Syringes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Health Analyzer&#039;&#039;&#039;, &#039;&#039;&#039;Syringes&#039;&#039;&#039;, &#039;&#039;&#039;IV Drip&#039;&#039;&#039;, and &#039;&#039;&#039;Defibrillator&#039;&#039;&#039; work correctly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sleeper&#039;&#039;&#039; can do dialysis and stomach pumping.&lt;br /&gt;
|-&lt;br /&gt;
!Trained&lt;br /&gt;
|You are an experienced EMT, an experienced nurse, or a medical resident. You know how to treat most illnesses and injuries, though exotic illnesses and unusual injuries may still stump you. You have probably begun to specialize in some sub-field of medicine. In emergencies, you can think fast enough to keep your patients alive, and even when you can&#039;t treat a patient, you know how to find someone who can. You can use a full-body scanner, and you know something&#039;s off about a patient with an alien parasite or cortical borer.&lt;br /&gt;
&lt;br /&gt;
* You can fully operate Sleepers.&lt;br /&gt;
* Required for simple surgery (incisions etc).&lt;br /&gt;
* You can apply splints without failing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Body Scanner&#039;&#039;&#039; displays correctly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sleeper&#039;&#039;&#039; displays patient status.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Splints&#039;&#039;&#039; always succeeds when applying to others.&lt;br /&gt;
|-&lt;br /&gt;
!Experienced&lt;br /&gt;
|You are a senior nurse or paramedic, or a practicing doctor. You know how to use all of the medical devices available to treat a patient. Your deep knowledge of the body and medications will let you diagnose and come up with a course of treatment for most ailments. You can perform a full-body scan thoroughly and find important information.&lt;br /&gt;
&lt;br /&gt;
* You can fully operate Body Scanners.&lt;br /&gt;
* Required for delicate surgery (anything involving organs and so on)&lt;br /&gt;
|-&lt;br /&gt;
!Master&lt;br /&gt;
|You are an experienced doctor or an expert nurse or EMT. You&#039;ve seen almost everything there is to see when it comes to injuries and illness and even when it comes to something you haven&#039;t seen, you can apply your wide knowledge base to put together a treatment. In a pinch, you can do just about any medicine-related task, but your specialty, whatever it may be, is where you really shine.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Research&#039;&#039;&#039; ==&lt;br /&gt;
These skills have to do with your ability to research, handle complex devices, and perform scientific research.&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Complex Devices&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;Your ability to assemble complex devices, such as computers, circuits, printers, robots or gas tank assemblies (bombs).&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!Unskilled&lt;br /&gt;
|You know how to use the technology that was present in whatever society you grew up in. You know how to tell when something is malfunctioning, but you have to call tech support to get it fixed.&lt;br /&gt;
|-&lt;br /&gt;
!Basic&lt;br /&gt;
|You use and repair high-tech equipment in the course of your daily work. You can fix simple problems, and you know how to use a circuit printer or autolathe. You can build simple robots such as cleanbots and medibots.&lt;br /&gt;
|-&lt;br /&gt;
!Trained&lt;br /&gt;
|You can build or repair an exosuit or cyborg chassis, use a protolathe and destructive analyzer, and build prosthetic limbs. You can safely transfer an MMI or posibrain into a cyborg chassis.&lt;br /&gt;
&lt;br /&gt;
* You can attach robotic limbs. Its speed increases with level.&lt;br /&gt;
* Required for robotic surgery steps. If meat bodies are involved, also need Trained Anatomy.&lt;br /&gt;
|-&lt;br /&gt;
!Experienced&lt;br /&gt;
|You have years of experience building or reverse-engineering complex devices. Your use of the lathes and destructive analyzers is efficient and methodical. You can design contraptions to order, and likely sell those designs at a profit.&lt;br /&gt;
|-&lt;br /&gt;
!Master&lt;br /&gt;
|You are an inventor or researcher. You can design, build, and modify equipment that most people don&#039;t even know exists. You are at home in the lab and the workshop and you&#039;ve never met a gadget you couldn&#039;t take apart, put back together, and replicate.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Science&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;Your experience and knowledge with scientific methods and processes.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!Unskilled&lt;br /&gt;
|You know what science is and probably have a vague idea of the scientific method from your high school science classes.&lt;br /&gt;
|-&lt;br /&gt;
!Basic&lt;br /&gt;
|You keep up with scientific discoveries. You know a little about most fields of research. You&#039;ve learned basic laboratory skills. You may read about science as a hobby; or you may be working in a field related to science and have learned about science that way. You could design a simple experiment.&lt;br /&gt;
|-&lt;br /&gt;
!Trained&lt;br /&gt;
|You are a scientist, perhaps a graduate student or post-graduate researcher. You can design an experiment, analyze your results, publish your data, and integrate what you&#039;ve learned with the research of other scientists. Your laboratory skills are reliable, and you know how to find information you need when you research a new scientific topic.&lt;br /&gt;
|-&lt;br /&gt;
!Experienced&lt;br /&gt;
|You are a junior researcher. You can formulate your own questions, use the tools at hand to test your hypotheses, and investigate entirely new phenomena. You likely have a track record of success in publishing your conclusions and attracting funding.&lt;br /&gt;
|-&lt;br /&gt;
!Master&lt;br /&gt;
|You are a professional researcher, and you have made multiple new discoveries in your field. Your experiments are well-designed. You are known as an authority in your specialty and your papers often appear in prestigious journals. You may be coordinating the research efforts of a team of scientists, and likely know how to make your findings appealing to investors.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Security&#039;&#039;&#039; ==&lt;br /&gt;
These skills have to do with close combat, forensic science, and weapons handling.&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Close Combat&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;Your training in hand-to-hand combat or melee weapon usage.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!Unskilled&lt;br /&gt;
|You can throw a punch or a kick, but it&#039;ll knock you off-balance. You&#039;re inexperienced and have probably never been in a serious hand-to-hand fight. In a fight, you might panic and run, grab whatever&#039;s nearby and blindly strike out with it, or (if the other guy is just as much of a beginner as you are) make a fool out of yourself.&lt;br /&gt;
&lt;br /&gt;
* You can disarm, grab, and hit. The success chance depends on the fighters&#039; skill difference.&lt;br /&gt;
|-&lt;br /&gt;
!Basic&lt;br /&gt;
|You either have some experience with fistfights, or you have some training in a martial art. You can handle yourself if you really have to, and if you&#039;re a security officer, can handle a stun baton at least well enough to get the handcuffs onto a criminal.&lt;br /&gt;
|-&lt;br /&gt;
!Trained&lt;br /&gt;
|You have had close-combat training, and can easily defeat unskilled opponents. Close combat may not be your specialty, and you don&#039;t engage in it more than needed, but you know how to handle yourself in a fight.&lt;br /&gt;
&lt;br /&gt;
* You can parry with weapons. This increases with level.&lt;br /&gt;
* You can do grab maneuvers (pinning, dislocating).&lt;br /&gt;
|-&lt;br /&gt;
!Experienced&lt;br /&gt;
|You&#039;re good at hand-to-hand combat. You&#039;ve trained explicitly in a martial art or as a close combatant as part of a military or police unit. You can use weaponry competently and you can think strategically and quickly in a melee. You&#039;re in good shape and you spend time training.&lt;br /&gt;
|-&lt;br /&gt;
!Master&lt;br /&gt;
|You specialize in hand-to-hand combat. You&#039;re well-trained in a practical martial art, and in good shape. You spend a lot of time practicing. You can take on just about anyone, use just about any weapon, and usually come out on top. You may be a professional athlete or special forces member.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Forensics&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;Forensics is used to handle forensic evidence safely and to use forensics equipment to hunt down criminals.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!Unskilled&lt;br /&gt;
|You know that detectives solve crimes. You may have some idea that it&#039;s bad to contaminate a crime scene, but you&#039;re not too clear on the details. Increased chance of leaving fingerprints when touching things. Can contaminate evidence when trying to put it in evidence bags.&lt;br /&gt;
|-&lt;br /&gt;
!Basic&lt;br /&gt;
|You know how to avoid contaminating a crime scene. Can safely handle evidence bags, normal chance to leave fingerprints and such.&lt;br /&gt;
|-&lt;br /&gt;
!Trained&lt;br /&gt;
|You are trained in collecting forensic evidence - fibers, fingerprints, the works. You know how autopsies are done, and might&#039;ve assisted performing one.&lt;br /&gt;
&lt;br /&gt;
* You can more easily detect fingerprints. Can use forensics equipment, evidence collections kits and machinery. You no longer contaminate evidence.&lt;br /&gt;
|-&lt;br /&gt;
!Experienced&lt;br /&gt;
|You&#039;re a pathologist, or detective. You&#039;ve seen your share of bizarre cases, and spent a lot of time putting pieces of forensic puzzle together, so you&#039;re faster now.&lt;br /&gt;
&lt;br /&gt;
* You can notice additional details upon examining, such as fibers, partial prints, and gunshot residue. Can detect fibers, prints and GSR on examination up to a tile away.&lt;br /&gt;
|-&lt;br /&gt;
!Master&lt;br /&gt;
|You&#039;re a big name in forensic science. You might be an investigator who cracked a famous case, or you published papers on new methods of forensics. Either way, if there&#039;s a forensic trail, you will find it, period.&lt;br /&gt;
&lt;br /&gt;
* You can notice traces of wiped off blood. Increased detection range to two tiles.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Weapons Expertise&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;Weapons Expertise is required to safely and efficiently handle guns. Without at least basic gun handling skill you&#039;ll be prone to safety-related accidents, while higher skills increase accuracy, especially in stressful conditions.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!Unskilled&lt;br /&gt;
|You know how to recognize a weapon when you see one. You can point a gun and shoot it, though results vary wildly. You might forget the safety, you can&#039;t control burst recoil well, and you don&#039;t have trained reflexes for gun fighting. Can accidentally set safety on while handling guns. Need to examine guns to see safety state. If gun&#039;s not on safety, can accidentally discharge it while putting it in bags/holsters/pockets or taking it out.&lt;br /&gt;
|-&lt;br /&gt;
!Basic&lt;br /&gt;
|You know how to handle weapons safely, and you&#039;re comfortable using simple weapons. Your aim is decent and you can usually be trusted not to do anything stupid with a weapon you are familiar with, but your training isn&#039;t automatic yet and your performance will degrade in high-stress situations.&lt;br /&gt;
&lt;br /&gt;
* You can use firearms. Their accuracy and spread depend on your skill level. Can see the safety state on the gun&#039;s icon when in inventory, and can tell if the gun is jammed. Still not as good in combat situations – accuracy penalty when in pain, can fail at reflexive fire, less accurate automatic fire.&lt;br /&gt;
|-&lt;br /&gt;
!Trained&lt;br /&gt;
|You have had extensive weapons training, or have used weapons in combat. Your aim is better now. You are familiar with most types of weapons and can use them in a pinch. You have an understanding of tactics, and can be trusted to stay calm under fire. You may have military or police experience and you probably carry a weapon on the job. Can ignore accuracy penalty from minor pain, can tell how many rounds are left in the gun, no extra accuracy loss when firing bursts, slightly better accuracy overall, &#039;&#039;&#039;chance&#039;&#039;&#039; to switch safety off when unholstering a weapon with harm intent.&lt;br /&gt;
|-&lt;br /&gt;
!Experienced&lt;br /&gt;
|You&#039;ve used firearms and other ranged weapons in high-stress situations, and your skills have become automatic. Your aim is good. Further accuracy bonus, higher chance to automatically clear a jam, &#039;&#039;&#039;guaranteed&#039;&#039;&#039; to switch safety off when unholstering a weapon with harm intent. You can perform tactical and speed reloads on weapons.&lt;br /&gt;
|-&lt;br /&gt;
!Master&lt;br /&gt;
|You are an exceptional shot with a variety of weapons, from simple to exotic. You use a weapon as naturally as though it were a part of your own body. You may be a sniper or special forces operator of some kind.&lt;br /&gt;
&lt;br /&gt;
* You get extra accuracy for sniper rifles.&lt;br /&gt;
* You automatically eject shells from bolt-action firearms.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Service&#039;&#039;&#039; ==&lt;br /&gt;
These skills have to do with your ability to grow plants, and cook food.&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Botany&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;Required to effectively tend to plants. A low skill level is enough to grow crops, but plant science and xenobotany require a higher level.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!Unskilled&lt;br /&gt;
|You know next to nothing about plants. While you can attempt to plant, weed, or harvest, you are just as likely to kill the plant instead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;General&#039;&#039;&#039;: Cannot recognize whether weeds or pests harm the plant. Planting might not be successful. Attempts at weeding can harm actual plant.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bioballistic Delivery System&#039;&#039;&#039;: Has a chance to fail at extracting the gene. Increases seed degradation more rapidly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lysis-Isolation Centrifuge&#039;&#039;&#039;: Has a chance to fail at extracting the gene. Increases seed degradation more rapidly.&lt;br /&gt;
|-&lt;br /&gt;
!Basic&lt;br /&gt;
|You&#039;ve done some gardening. You can water, weed, fertilize, plant, and harvest, and you can recognize and deal with pests. You may be a hobby gardener.&lt;br /&gt;
&lt;br /&gt;
* You can safely plant and weed normal plants.&lt;br /&gt;
* You can tell weeds and pests apart from each other.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;General&#039;&#039;&#039;: Works normally for non-exotic seeds.&lt;br /&gt;
|-&lt;br /&gt;
!Trained&lt;br /&gt;
|You are proficient at botany, and can grow plants for food or oxygen production. Your plants will generally survive and prosper. You know the basics of manipulating plant genes.&lt;br /&gt;
&lt;br /&gt;
* You can safely plant and weed exotic plants.&lt;br /&gt;
* You can operate xenoflora machines. The sample&#039;s degradation decreases with skill level.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;General&#039;&#039;&#039;: Works normally for exotic seeds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bioballistic Delivery System&#039;&#039;&#039;: Works normally.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lysis-Isolation Centrifuge&#039;&#039;&#039;: Works normally.&lt;br /&gt;
|-&lt;br /&gt;
!Experienced&lt;br /&gt;
|You&#039;re a botanist or farmer, capable of running a facility&#039;s hydroponics farms or doing botanical research. You are adept at creating custom hybrids and modified strains.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bioballistic Delivery System&#039;&#039;&#039;: Slower seed degradation.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lysis-Isolation Centrifuge&#039;&#039;&#039;: Slower seed degradation.&lt;br /&gt;
|-&lt;br /&gt;
!Master&lt;br /&gt;
|You&#039;re a specialized botanist. You can care for even the most exotic, fragile, or dangerous plants. You can use gene manipulation machinery with precision, and are often able to avoid the degradation of samples.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Cooking&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;Describes a character&#039;s ability to prepare meals and other consumable goods. This includes mixing alcoholic beverages.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!Unskilled&lt;br /&gt;
|You barely know anything about cooking, and stick to vending machines when you can. The microwave is a device of black magic to you, and you avoid it when possible.&lt;br /&gt;
|-&lt;br /&gt;
!Basic&lt;br /&gt;
|You can make simple meals and do the cooking for your family. Things like spaghetti, grilled cheese, or simple mixed drinks are your usual fare.&lt;br /&gt;
&lt;br /&gt;
* You can safely use the All-In-One Grinder.&lt;br /&gt;
|-&lt;br /&gt;
!Trained&lt;br /&gt;
|You can make most meals while following instructions, and they generally turn out well. You have some experience with hosting, catering, and/or bartending.&lt;br /&gt;
&lt;br /&gt;
* You can fully operate the drink dispensers.&lt;br /&gt;
|-&lt;br /&gt;
!Experienced&lt;br /&gt;
|You can cook professionally, keeping an entire crew fed easily. Your food is tasty and you don&#039;t have a problem with tricky or complicated dishes. You can be depended on to make just about any commonly-served drink.&lt;br /&gt;
|-&lt;br /&gt;
!Master&lt;br /&gt;
|Not only are you good at cooking and mixing drinks, but you can manage a kitchen staff and cater for special events. You can safely prepare exotic foods and drinks that would be poisonous if prepared incorrectly.&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
{{Navbox Guides}}&lt;br /&gt;
[[Category:General Guides]][[Category: Guides]]&lt;/div&gt;</summary>
		<author><name>Liquid1614</name></author>
	</entry>
	<entry>
		<id>https://baystation.xyz//index.php?title=User_Interface&amp;diff=2898</id>
		<title>User Interface</title>
		<link rel="alternate" type="text/html" href="https://baystation.xyz//index.php?title=User_Interface&amp;diff=2898"/>
		<updated>2024-09-26T18:32:07Z</updated>

		<summary type="html">&lt;p&gt;Liquid1614: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The user interface allows you to interact with items in your inventory, change how you interact with items and other players, and to quickly gauge your character&#039;s status.&lt;br /&gt;
&lt;br /&gt;
== Diagram ==&lt;br /&gt;
[[File:Ui example.png|frame|An example of the user interface.]]&lt;br /&gt;
&lt;br /&gt;
# The inventory cluster, bordered in red, contains items equipped to your character. You can collapse this panel by clicking the backpack icon at the lower left.&lt;br /&gt;
# The hands panel, bordered in orange, shows which items you are currently holding.&lt;br /&gt;
#* The E button allows you to equip the held item to your inventory, if the slot is free.&lt;br /&gt;
#* The SWAP button allows you to change your active hand.&lt;br /&gt;
# The pockets panel, bordered in magenta, shows items which are held in your jumpsuit or uniform&#039;s pockets.&lt;br /&gt;
# This panel, bordered in yellow, allows you to change how you interact with objects and other players.&lt;br /&gt;
#* Clicking the RUN button will toggle your movement speed.&lt;br /&gt;
#* The four buttons (with green, HELP, activated in the example) allow you to change your &#039;intent&#039;. Refer to the [[Guide to Combat]] for detailed explanations of the various intent modes.&lt;br /&gt;
#* The picture of the man allows you to select which body part of your target you will interact with. For example, you could use this to target their head to apply bandages, or target their leg to kick them in the shin.&lt;br /&gt;
# The control cluster, bordered in purple, provides clickable buttons for frequently used actions.&lt;br /&gt;
#* The topmost button, FIRE, changes how you interact with ranged weapons such as firearms. Refer to the [[Guide to Combat]] for detailed explanations of this function.&lt;br /&gt;
#* The leftmost button, RESIST, allows you to resist bad things happening. This can help with attempting to escape from a grab or restraints.&lt;br /&gt;
#* The middle button, DROP, drops the item in your active hand to the ground.&lt;br /&gt;
#* The rightmost button, THROW, enters throwing mode. Click this button and then click anywhere in the game world, and your character will attempt to toss the item in your active hand to that location.&lt;br /&gt;
# The status cluster, bordered in blue, provides you with some rough information on the health of your character. Note that not all status images explained in the table below are displayed in the example image. Also, by default, most status indicators are greyed out — this indicates that the warning they represent is not currently active.&lt;br /&gt;
&lt;br /&gt;
== Status Indicators ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Status&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
![[File:Ui internals.gif|center|frameless]]Internals&lt;br /&gt;
|This icon shows whether or not you are currently receiving air from an internal supply, such as an emergency air tank. Clicking this icon serves as a shortcut to toggle any connected air supply.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Ui health.gif|center|frameless]]Pain&lt;br /&gt;
|This icon shows your current pain status for each body part. The color will change from green to red, and finally black, depending on how much pain your character is feeling in that part. Pain does not directly correlate to damage, but it can be used as a rough gauge of your general health.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Ui hud-hunger.gif|center|frameless]]Hunger&lt;br /&gt;
|This icon shows your character&#039;s hunger level. It will display as greyed out when you are not hungry. The icon will change in color from green to yellow to orange to indicate how hungry you are. Hunger impacts a number of things, like how fast you regenerate stamina and lost blood — consider it a reminder to feed your character from time to time.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Ui hud-thirst.gif|center|frameless]]Thirst&lt;br /&gt;
|This icon shows your character&#039;s thirst level. As with hunger, it will display as greyed out when you are not thirsty and will change in color from green to yellow to orange to indicate how thirsty you are. Thirst impacts a number of things, like how fast you regenerate stamina. Thirst can be replenished by drinking water or other liquids.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Ui hud-fire.gif|center|frameless]]Fire&lt;br /&gt;
|This is an indicator that your character is on fire. You can extinguish a fire by using a fire extinguisher, or by using the RESIST button to stop, drop, and roll.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Ui hud-oxygen.gif|center|frameless]]Low Oxygen&lt;br /&gt;
|This is a warning that the air you are breathing does not contain sufficient oxygen.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Ui hud-toxin.gif|center|frameless]]Toxins&lt;br /&gt;
|This is a warning that the air you are breathing contains toxins — usually, chlorine or Phoron.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Ui hud-pressure.gif|center|frameless]]Pressure&lt;br /&gt;
|This is a warning that the atmosphere your character is in is either too high (red pressure indicator), or too low (blue pressure indicator).&lt;br /&gt;
|-&lt;br /&gt;
![[File:Ui hud-temperature.gif|center|frameless]]Temperature&lt;br /&gt;
|This is a warning that the atmosphere your character is in is either too hot, or too cold. The icon changes to indicate the severity of the temperature.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Byond Interface – &#039;&#039;&#039;Tabs&#039;&#039;&#039; ==&lt;br /&gt;
[[File:Ui 300px-tabs.png|thumb|Tabs with OOC selected.]]&lt;br /&gt;
There are a number of tabs available to you. They are visible on the top right side of the screen, just above the chat box. &amp;lt;br&amp;gt;There may be more options, but it depends on your role or objects you have in your hand.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Tab&lt;br /&gt;
!Options&lt;br /&gt;
|-&lt;br /&gt;
!Status&lt;br /&gt;
|&lt;br /&gt;
* &#039;&#039;&#039;Local Date:&#039;&#039;&#039; The in-character date.&lt;br /&gt;
* &#039;&#039;&#039;Round Duration:&#039;&#039;&#039; How long the round has been going on. There is usually a vote at 03:00 whether the players want to continue the round or not.&lt;br /&gt;
* &#039;&#039;&#039;Intent:&#039;&#039;&#039; Shows your current [[Guide to Combat|intent]].&lt;br /&gt;
* &#039;&#039;&#039;Move Mode:&#039;&#039;&#039; Whether you are running or walking.&lt;br /&gt;
|-&lt;br /&gt;
!Preferences&lt;br /&gt;
|&lt;br /&gt;
* Your Global settings, also toggleable from [[Character Creation|Character Setup]].&lt;br /&gt;
|-&lt;br /&gt;
!Examine&lt;br /&gt;
|&lt;br /&gt;
* If you shift-click (or right click and select Examine) something, the same text will appear as it appears in your chat window. It gets saved until you examine something again.&lt;br /&gt;
|-&lt;br /&gt;
!Admin&lt;br /&gt;
|&lt;br /&gt;
* &#039;&#039;&#039;Adminhelp:&#039;&#039;&#039; Sends a private message to every online and offline admin.&lt;br /&gt;
* &#039;&#039;&#039;Staffwho:&#039;&#039;&#039; Displays the currently online staff members.&lt;br /&gt;
* &#039;&#039;&#039;View Tickets:&#039;&#039;&#039; Every message opens a ticket, this is where you communicate with admins. At the end of the conversation, the admin will close your ticket.&lt;br /&gt;
|-&lt;br /&gt;
!IC&lt;br /&gt;
|&lt;br /&gt;
* &#039;&#039;&#039;Add Note:&#039;&#039;&#039; Adds an in-game note, only visible to you. Click on &amp;quot;Notes&amp;quot; (same tab) to see your notes.&lt;br /&gt;
* &#039;&#039;&#039;Check Default Language:&#039;&#039;&#039; If your character knows more than one [[language]], you can see here what they will use. &#039;&#039;&amp;quot;Your current default language is your species or mob type default&amp;quot;&#039;&#039; means that your character will use Galactic Common.&lt;br /&gt;
* &#039;&#039;&#039;Check Known Languages:&#039;&#039;&#039; Displays which languages you can speak and what is their hotkey. For example, if your character can speak Sol Common, you can write &amp;lt;code&amp;gt;say &amp;quot;,1 Hello!&amp;quot;&amp;lt;/code&amp;gt; or if you use the [[Controls|hotkey mode]], press &amp;lt;code&amp;gt;ENTER&amp;lt;/code&amp;gt; and write &amp;lt;code&amp;gt;,1 Hello!&amp;lt;/code&amp;gt; to say hello in Sol Common.&lt;br /&gt;
* &#039;&#039;&#039;Check Species Information:&#039;&#039;&#039; It brings up the information panel about your current species.&lt;br /&gt;
* &#039;&#039;&#039;Examine:&#039;&#039;&#039; Brings up a list of all the objects you can see. Selecting someone will give you information about that object.&lt;br /&gt;
* &#039;&#039;&#039;Face Direction:&#039;&#039;&#039; Makes your character always face that particular direction.&lt;br /&gt;
* &#039;&#039;&#039;Give:&#039;&#039;&#039; If you stand next to someone and you have something in your active hand, you can hand it to the other person. They can choose whether they accept it or not.&lt;br /&gt;
* &#039;&#039;&#039;Join Response Team:&#039;&#039;&#039; When you are a Ghost, sometimes admins spawn an Emergency Response Team. If the prompt comes up, click this button to apply for it. Absolutely not recommended for new players.&lt;br /&gt;
* &#039;&#039;&#039;Join as Actor:&#039;&#039;&#039; Spawns you as an actor into an enclosed, separated area that players can only see through a camera. They are mostly ignored but they can test some items there. [[Rules|Server rules]] still apply, do not grief there!&lt;br /&gt;
* &#039;&#039;&#039;Look up:&#039;&#039;&#039; Check if you have anything above you - a ceiling or a hole.&lt;br /&gt;
* &#039;&#039;&#039;Me:&#039;&#039;&#039; The command for writing an emote, also accessible by pressing &amp;lt;code&amp;gt;F4&amp;lt;/code&amp;gt; or by pressing &amp;lt;code&amp;gt;5&amp;lt;/code&amp;gt; in hotkey mode.&lt;br /&gt;
* &#039;&#039;&#039;Move Down:&#039;&#039;&#039; When you are observing, you can move down a z-level (a floor) with this verb.&lt;br /&gt;
* &#039;&#039;&#039;Move Upwards:&#039;&#039;&#039; Same as above but the other way.&lt;br /&gt;
* &#039;&#039;&#039;Notes:&#039;&#039;&#039; Your in-game notes that contain your account number, pin, and funds. You can manage your bank account by inserting your identification card (ID) into an ATM. You can also find your e-mail address and password in your notes. Your PDA (found in your left pocket) has an e-mail program on it!&lt;br /&gt;
* &#039;&#039;&#039;Pray:&#039;&#039;&#039; Send a prayer to a god... But to which god, that is a mystery. This is effectively an in-character-to-admins message. It is advised to use it rarely if ever.&lt;br /&gt;
* &#039;&#039;&#039;Pull Punches:&#039;&#039;&#039; Whether you are trying to kill people on Kill intent (red) or just downing them. It is recommended to pull your punches by default.&lt;br /&gt;
* &#039;&#039;&#039;Resist:&#039;&#039;&#039; When you are grabbed and want to break out of their grasp, on fire, elbow deep in quicksand, or just in general try to break free from something, use this verb.&lt;br /&gt;
* &#039;&#039;&#039;Rest:&#039;&#039;&#039; Makes your character lie down or get up.&lt;br /&gt;
* &#039;&#039;&#039;Say:&#039;&#039;&#039; The basic talk verb, also accessible by pressing &amp;lt;code&amp;gt;F3&amp;lt;/code&amp;gt; or, in hotkey mode, by pressing &amp;lt;code&amp;gt;T&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;ENTER&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &#039;&#039;&#039;Set Default Language:&#039;&#039;&#039; If you know more than one language, you can select which one you want to speak all the time. If you want to talk in Sol Common for a while and you are tired of writing &amp;lt;code&amp;gt;,1&amp;lt;/code&amp;gt;, set it here and you can omit its key.&lt;br /&gt;
* &#039;&#039;&#039;Sleep:&#039;&#039;&#039; Puts your character to sleep for 20 seconds. You cannot hear, move or see during this time.&lt;br /&gt;
* &#039;&#039;&#039;Stop Pulling:&#039;&#039;&#039; If you are pulling something with &amp;lt;code&amp;gt;CTRL + LEFT-CLICK&amp;lt;/code&amp;gt; or by right-clicking an item and selecting &amp;lt;code&amp;gt;Pull&amp;lt;/code&amp;gt;, you can stop pulling it with this verb. A small dragging icon above your intents do the same.&lt;br /&gt;
* &#039;&#039;&#039;Tie Hair:&#039;&#039;&#039; If your hair is long enough, you can change your hairstyle here.&lt;br /&gt;
* &#039;&#039;&#039;Toggle Gun Mode:&#039;&#039;&#039; Toggles between Normal and Aimed fire. See the [[Guide to Combat#Gun System|Gun System]] for more information.&lt;br /&gt;
* &#039;&#039;&#039;Whisper:&#039;&#039;&#039; If you whisper, only people adjacent to you will hear your words (everyone else gets an obfuscated message). You can also whisper by typing &amp;lt;code&amp;gt;say &amp;quot;:w Hello!&amp;quot;&amp;lt;/code&amp;gt; or in hotkey mode, by pressing &amp;lt;code&amp;gt;ENTER&amp;lt;/code&amp;gt; and typing &amp;lt;code&amp;gt;:w Hello!&amp;lt;/code&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
!OOC&lt;br /&gt;
|&lt;br /&gt;
* &#039;&#039;&#039;Cancel Camera View:&#039;&#039;&#039; If you are looking through a camera, use this to exit it.&lt;br /&gt;
* &#039;&#039;&#039;Change UI:&#039;&#039;&#039; Changes your &#039;&#039;&#039;User Interface&#039;&#039;&#039;&amp;lt;nowiki/&amp;gt;&#039;s colour.&lt;br /&gt;
* &#039;&#039;&#039;Changelog:&#039;&#039;&#039; Displays the server&#039;s latest updates.&lt;br /&gt;
* &#039;&#039;&#039;Character Setup:&#039;&#039;&#039; Opens the [[Character Creation|Character Setup]] page. You cannot edit the character you are currently playing as.&lt;br /&gt;
* &#039;&#039;&#039;Check Round Info:&#039;&#039;&#039; Displays the current roundtype and a short explanation (unless it is &amp;quot;secret&amp;quot;).&lt;br /&gt;
* &#039;&#039;&#039;Custom Event Info:&#039;&#039;&#039; If the admins are running a custom event (and don&#039;t forget to set this), you can find a description of it here.&lt;br /&gt;
* &#039;&#039;&#039;Ghost:&#039;&#039;&#039; Removes you from the round. &#039;&#039;&#039;IMPORTANT:&#039;&#039;&#039; Avoid ghosting in the middle of the hallway! Try to get to a Cryogenic Storage (found on both Deck 1 and Deck 3), the area where you started and enter a cryogenic freezer first. Once you are in, you are free to Ghost.&lt;br /&gt;
* &#039;&#039;&#039;Hotkeys Help:&#039;&#039;&#039; Displays all the available hotkeys.&lt;br /&gt;
* &#039;&#039;&#039;Ignore:&#039;&#039;&#039; If you ignore a user, you will not see their messages in OOC or in deadchat.&lt;br /&gt;
* &#039;&#039;&#039;LOOC:&#039;&#039;&#039; Sends a message to the &amp;quot;local out of character chat&amp;quot;, visible for everyone around you. Read more about [[A Crash Course in Roleplaying#LOOC|LOOC]] here.&lt;br /&gt;
* &#039;&#039;&#039;OOC:&#039;&#039;&#039; Same as LOOC but server-wide. [[A Crash Course in Roleplaying#OOC|OOC]] should never be used for asking questions about in-round events!&lt;br /&gt;
* &#039;&#039;&#039;Show Server Revision:&#039;&#039;&#039; A tool for players for when they want to report a bug.&lt;br /&gt;
* &#039;&#039;&#039;Spin View CCW:&#039;&#039;&#039; Spins your view counter-clockwise. Occasionally makes things look weird.&lt;br /&gt;
* &#039;&#039;&#039;Spin View CW:&#039;&#039;&#039; Same as above but clockwise.&lt;br /&gt;
* &#039;&#039;&#039;Toggle Preference:&#039;&#039;&#039; Opens the same list of the one in your Preferences tab.&lt;br /&gt;
* &#039;&#039;&#039;Toggle hotkey buttons:&#039;&#039;&#039; Toggles the visibility of the small hotkeys above your intents.&lt;br /&gt;
* &#039;&#039;&#039;Unignore:&#039;&#039;&#039; Removes the specified user from your ignore list.&lt;br /&gt;
* &#039;&#039;&#039;Vote:&#039;&#039;&#039; If there is a vote, you can participate in it there.&lt;br /&gt;
* &#039;&#039;&#039;Who:&#039;&#039;&#039; Displays who is online.&lt;br /&gt;
|-&lt;br /&gt;
!Object&lt;br /&gt;
|&lt;br /&gt;
* &#039;&#039;&#039;Activate Held Object:&#039;&#039;&#039; If the object in your hand can be activated, this will activate it. In hotkey mode, &amp;lt;code&amp;gt;Z/Y&amp;lt;/code&amp;gt; does the same.&lt;br /&gt;
* &#039;&#039;&#039;Check pulse:&#039;&#039;&#039; After a short delay, it checks your pulse.&lt;br /&gt;
* &#039;&#039;&#039;Climb:&#039;&#039;&#039; You can climb onto several objects such as low walls and tables.&lt;br /&gt;
* &#039;&#039;&#039;Forced Shutdown:&#039;&#039;&#039; A verb for synthetics, does exactly what it says.&lt;br /&gt;
* &#039;&#039;&#039;Point To:&#039;&#039;&#039; Points to the object you select. Alternatively, you can &amp;lt;code&amp;gt;RIGHT-CLICK&amp;lt;/code&amp;gt; something and select &amp;lt;code&amp;gt;Point To&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &#039;&#039;&#039;Pull:&#039;&#039;&#039; Starts pulling the selected item. Alternatively, you can &amp;lt;code&amp;gt;CTRL + LEFT-CLICK&amp;lt;/code&amp;gt; something to start pulling it or select &amp;lt;code&amp;gt;Pull&amp;lt;/code&amp;gt; after right-clicking it.&lt;br /&gt;
* &#039;&#039;&#039;Read ID Card:&#039;&#039;&#039; Read your own identification card, containing your blood type, DNA and fingerprint hashes.&lt;br /&gt;
* &#039;&#039;&#039;Remove Pen:&#039;&#039;&#039; Remove the pen from your PDA. Click on your PDA to insert it again.&lt;br /&gt;
* &#039;&#039;&#039;Remove Underwear:&#039;&#039;&#039; Remove your underwear for... Whatever reason you want to.&lt;br /&gt;
* &#039;&#039;&#039;Roll Down Jumpsuit:&#039;&#039;&#039; Roll your suit down to your waist.&lt;br /&gt;
* &#039;&#039;&#039;Roll Up Sleeves:&#039;&#039;&#039; Roll your sleeves up to your elbows.&lt;br /&gt;
* &#039;&#039;&#039;Show Held Item:&#039;&#039;&#039; Displays a small message for everyone around you with the item in your active hand. They can click the message to examine your item.&lt;br /&gt;
* &#039;&#039;&#039;Toggle Suit Sensors:&#039;&#039;&#039; Toggles your suit sensors. Strongly suggested to maximize it (set it to Tracking beacon) as soon as you spawn in. The Infirmary monitors the crew with them and if you get injured, it will tell them where you are.&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
{{Navbox Guides}}&lt;br /&gt;
[[Category:General Guides]][[Category: Guides]]&lt;/div&gt;</summary>
		<author><name>Liquid1614</name></author>
	</entry>
	<entry>
		<id>https://baystation.xyz//index.php?title=A_Crash_Course_in_Roleplaying&amp;diff=2893</id>
		<title>A Crash Course in Roleplaying</title>
		<link rel="alternate" type="text/html" href="https://baystation.xyz//index.php?title=A_Crash_Course_in_Roleplaying&amp;diff=2893"/>
		<updated>2024-09-24T20:44:41Z</updated>

		<summary type="html">&lt;p&gt;Liquid1614: Grammatical fixes, filled in some missing words as well&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Welcome to Baystation 12! We are a roleplay server, with a heavy focus on character development and story. This means that you should remain in character as much as possible and only use the OOC or LOOC channels if you need to speak to someone else in a manner that doesn&#039;t fit your character or the game.&lt;br /&gt;
&lt;br /&gt;
That being said there are very few limitations on how you should act in-character so long as you are not breaking any of the [[Rules|Server Rules]].&lt;br /&gt;
&lt;br /&gt;
We also have a standard of Roleplay that the staff team enforces in game to cultivate a High-RP experience across our server. You can read through what we expect of you on Roleplay Standards&lt;br /&gt;
&lt;br /&gt;
== What is roleplaying? ==&lt;br /&gt;
The simplest way to describe roleplaying is that you and all the other players are telling a story. Unlike in most games, where a character&#039;s personality and backstory are pre-written, in Space Station 13 &#039;&#039;you&#039;&#039; get to choose the look, personality, and history of your character. Want to play the always angry [[Shuttle Pilot]] or a humble, lowly [[Janitor]]?&lt;br /&gt;
&lt;br /&gt;
This creative freedom can often be intimidating for new players, so our advice is to start low and work up! Start by playing a low-ranked job, where the gameplay is slower and you have more time to spend developing your character.&lt;br /&gt;
&lt;br /&gt;
== Metagaming ==&lt;br /&gt;
When you join the game it&#039;s important to remember that you should try to see the game world through the eyes of your character. Even if you know something as a player that information may not be available to your character! Using knowledge that your character shouldn&#039;t have to affect things in-game is called metagaming and it is against the rules.&lt;br /&gt;
&lt;br /&gt;
Sharing in-game information through OOC channels, even something that you think is innocuous, is a form of metagaming as well as a breach of the &amp;quot;No IC in OOC&amp;quot; rule. This includes using methods of communication that exist outside of the game such as Skype. If you are ever in doubt about whether some information you&#039;d like to share is considered in-character knowledge it&#039;s best to play it safe and wait until the round has ended before talking about it with anyone else.&lt;br /&gt;
&lt;br /&gt;
Occasionally someone will slip-up using game mechanics and incriminate themselves in such a way that you, as a player, recognize they&#039;re an antagonist while your character should remain unaware. One of the most common examples is when a changeling player is attempting to use the hivemind chat and mistakenly talks about absorbing someone over the common radio channel. The polite thing to do is ignore it and act as if your character never heard it.&lt;br /&gt;
&lt;br /&gt;
If someone shares information with you about their antagonist status in an OOC manner you should do your best to not let that affect how your character acts in-game. If you believe someone has given you IC information in an OOC manner it&#039;s best to ignore the information and report the person via AdminHelp.&lt;br /&gt;
&lt;br /&gt;
If in doubt, remember this!&lt;br /&gt;
&lt;br /&gt;
Even if you know who the traitors are, it&#039;s important to establish a mood for the round. At Baystation 12, rounds typically last 3 hours or more... Wouldn&#039;t it be boring if the antags were all dead within five minutes?&lt;br /&gt;
&lt;br /&gt;
== General tips ==&lt;br /&gt;
When making your character try to decide on some distinguishing trait that helps them stand out a bit from the crowd. They might speak with an accent, have a distinctive laugh, or always ask for a certain drink at the bar. It doesn&#039;t have to be anything overly complicated but it can help to distinguish your character and make them interesting.&lt;br /&gt;
&lt;br /&gt;
If you are new to the game don&#039;t be afraid to ask for help in-character. Doing so can be a great way to both learn something &#039;&#039;and&#039;&#039; make a friend along the way! It&#039;s perfectly fine to make mistakes while performing your job, and doubly so while you&#039;re still learning. Your character is not expected to be perfectly skilled at anything–- in fact a character that performs their job perfectly 100% of the time can seem unrealistic. People make mistakes and your character is no exception to that.&lt;br /&gt;
&lt;br /&gt;
Unless you are one of the round&#039;s antagonists you should always try to act according to your position, e.g. by obeying your superiors. You have no right to ignore the [[Commanding Officer]] or any other person who is considered to be your superior. This is especially true of your department head: the [[Chief Science Officer]] for the science team, the [[Chief of Security]] for the security officers, the [[Chief Engineer]] for the engineering crew, the [[Chief Medical Officer]] for medical, and the [[Executive Officer]] for support roles.&lt;br /&gt;
&lt;br /&gt;
While it might be good roleplay to disobey a superior if the situation calls for it, you should be aware that ignoring orders is a quick way to either get outed as an antagonist or to be fired from your job! There are many in-character solutions when dealing with conflicts between your character and another character.&lt;br /&gt;
&lt;br /&gt;
When roleplaying with others, try using emotions to make your character stand out. Being completely emotionless or unafraid is another way to make your character seem unrealistic. If your character is experiencing pain don&#039;t be afraid to make them scream, cry, or whimper. If they are afraid they can try to run or in moments of sheer panic even curl up in the fetal position. A happy character will smile, laugh, wag their tail, or hug others. Consider what sort of things you, as a player, might do when you feel certain emotions and try to work them into your roleplay!&lt;br /&gt;
&lt;br /&gt;
Try to avoid certain terms that don&#039;t fit within the setting of the game. When talking about a round out of character the term &amp;quot;round&amp;quot; is perfectly fine. In-game, however, your character might refer to it as their shift, and might refer to previous rounds as being past shifts. There is no concrete rule about how much time passes between shifts so feel free to make a reasonable estimate if you need to refer to past shifts in character.&lt;br /&gt;
&lt;br /&gt;
Roleplay is, no matter how you look at it, all about character interaction. Not only is it about creating and playing your character, it’s about that character’s personality interacting with other characters to create interesting arcs and stories. A highly-developed relationship with another character is way more of a motivation to play than a million antagonist rounds, and will probably produce more roleplay too.&lt;br /&gt;
&lt;br /&gt;
== Getting in character ==&lt;br /&gt;
Getting &#039;In Character&#039; can be hard, but the list below should give you an outline for how to do it.&lt;br /&gt;
&lt;br /&gt;
The first challenge of understanding your character is to get an idea of what their personality is like. Experienced roleplayers will notice that the personality of your character changes and evolves over time but it&#039;s still useful to start out with a general idea. A few questions that you should be able to answer include:&lt;br /&gt;
&lt;br /&gt;
* To strangers, is my character shy / extroverted / friendly / arrogant?&lt;br /&gt;
* How much does my character value their job / How obedient are they towards their higher-ups?&lt;br /&gt;
* How would my character react to stress / a combat situation / blood and gore?&lt;br /&gt;
* How much pain can my character take? / Is my character afraid of death?&lt;br /&gt;
* What skills does my character have outside their department?&lt;br /&gt;
&lt;br /&gt;
Ask yourself these questions one by one and answer them. If you can&#039;t answer them right away, consider the way your character has behaved so far and use that as an answer.&lt;br /&gt;
&lt;br /&gt;
Is your character a person who can stay calm in any situation, regularly ignores orders, doesn&#039;t have a problem with bashing in someone&#039;s skull with a toolbox if needed, never even feels slightly sick at the sight of gore, can take ridiculous amounts of pain without flinching, and is only mildly afraid of death? If some or all of these points apply to your character chances are you haven&#039;t been roleplaying. Focusing on your own personal goals while neglecting to have your character act realistically is called power-gaming and, while not necessarily against the rules, it is very much frowned upon.&lt;br /&gt;
&lt;br /&gt;
If you have a character like this and want to try to improve your roleplaying here are a few suggestions for you to try out. Don&#039;t worry if they don&#039;t fit your favorite character, you can always make a new one with different character traits.&lt;br /&gt;
&lt;br /&gt;
* Try being human. Your character has feelings, which can be represented through emotes like &amp;quot;me glares in anger towards his co-worker.&amp;quot;, or &amp;quot;me looks down at the ground.&amp;quot;&lt;br /&gt;
* Try reacting to pain. If someone punches you once or twice in the face try an emote like &amp;quot;winces and puts a hand to his nose to stem the flow of blood.&amp;quot; If someone uses a syringe to inject you or draw blood, grit your teeth. As a caveat to this don&#039;t feel like you need to roleplay during a fight, especially if you&#039;re fighting for your life! Even in real life, adrenaline can keep a person from feeling pain until the danger has passed.&lt;br /&gt;
* Similarly, react to hunger. Why not ask your colleagues out for a meal? Request your favorite food from the [[Steward]]!&lt;br /&gt;
* You&#039;re in space with a strict hierarchy. If you want to carry out a research project, conduct engine maintenance, etc., ask your higher-ups first. People who act on their own and mess up will usually take all the blame.&lt;br /&gt;
* Talk with your colleagues about things. This is difficult in-game because you can&#039;t talk and do stuff at the same time like in real-life but it really can result in some interesting RP.&lt;br /&gt;
* If you need help with something that your character is inexperienced with, ask an in-game friend, the responsible department, or a department head.&lt;br /&gt;
* When someone is killed in front of you try to scream, run away, cry, or otherwise show that this causes extreme emotions with you. Don&#039;t just continue on as usual as if nothing happened.&lt;br /&gt;
&lt;br /&gt;
These are just a few small suggestions and not all of them will fit your character. If you haven&#039;t played out your character to this extent yet give it a shot! Talking with someone else&#039;s character about fictional topics for half an hour and enjoying a virtual beer then puking at the sight of the [[Roboticist]] casually carrying a brain around can be a fun and rewarding way to spend your time!&lt;br /&gt;
&lt;br /&gt;
== Playing a sane and mature character ==&lt;br /&gt;
This is the big one, and arguably the most important roleplay rule we have. Your character has either enlisted in the military, or been hired as part of contracting work, or even part of [[NanoTrasen]]. Because of this, it&#039;s important that characters fit these archetypes, even if their personalities are completely different from one another. The biggest thing most people forget when making characters is &amp;quot;Why would this person be where they are right now?&amp;quot;, and &amp;quot;How did my character get to be aboard this ship?&amp;quot;. Those are two fundamentally different questions that detail a character&#039;s intent and backstory. For example, a [[Sanitation Technician|Janitor]] character might be onboard the ship due to a sense of adventure and loyalty towards his government, and he got onboard through a SolGov employment scheme.&lt;br /&gt;
&lt;br /&gt;
At the end of the day, much of this guide applies to nearly every character type you can create, and will depend entirely on your rank/role/situation, and a million other variables. Go with what your character would do, and be prepared to justify that should it come to it.&lt;br /&gt;
&lt;br /&gt;
== Antagonists and roleplay ==&lt;br /&gt;
Antagonist roles present a unique challenge for roleplaying. While you have no objectives, you are expected to further the round through your actions, and it&#039;s encouraged that you work with your fellow antags to create something fun. Whether you need to kill someone, disfigure them, or steal something from them you should try to keep your eye out for roleplay opportunities. Bear in mind that you should be very discerning about roleplay attempts that might expose you as an antagonist. Even something as simple as offering to trade the [[Brig Chief]] for the ablative armor can clue them in to your antagonist status. Your objectives are your top priority but well-done roleplay can improve the experience not just for yourself but for your target as well. In some cases you might even achieve your goal by using roleplay!&lt;br /&gt;
&lt;br /&gt;
Not all antagonists are secret, and some such roles do not lend themselves well to roleplaying. A bloodthirsty [[Mercenary]] hit-squad isn&#039;t necessarily going to have the time to stop and chat. [[Mutineer|Mutinies]] are an excellent opportunity for roleplay when it comes to stirring up dissent amongst the crew, while [[Vox Raider|Vox Raiders]] are typically more interested in looting and less interested in talking about their feelings.&lt;br /&gt;
&lt;br /&gt;
A poorly-roleplayed antagonist or someone who is power-gaming at the expense of others can lead to conflicts between you and other players and may even get you in trouble! A well-played secret antagonist will usually employ subtlety and stealth to achieve their goals while avoiding suspicion.&lt;br /&gt;
&lt;br /&gt;
=== Acting suspicious ===&lt;br /&gt;
Acting suspicious in-game is a good way to catch the attention of the security team and be targeted for a random search. According to Security SOP, a [[Master at Arms]] or [[Forensic Technician|Criminal Investigator]] can conduct a random search of your character during [[Alert Procedure#Code_Blue|Code Blue]] or [[Alert Procedure#Code_Red|Code Red]] situations. Failure to comply is extremely suspicious and is likely to get you arrested so that they can conduct the search without resistance. If you have contraband you might try to hide it somewhere until you need it to avoid it being discovered during a random search.&lt;br /&gt;
&lt;br /&gt;
Other suspicious activities include:&lt;br /&gt;
&lt;br /&gt;
* Not wearing ID, especially when paired with a mask so that you show up as Unknown to other players.&lt;br /&gt;
* Refusing to do your job or constantly leaving your workplace.&lt;br /&gt;
* Trespassing in other departments, especially in areas with sensitive equipment or dangerous objects.&lt;br /&gt;
* Constructing walls, grilles, or hidden doors where there usually are none. This is particularly true in maintenance tunnels.&lt;br /&gt;
* Carrying a weapon when your job does not allow it. Even something as simple as holding a machete when you are not an [[Explorer]] is likely to raise an eyebrow.&lt;br /&gt;
* Referring to things only an antagonist would know such as the location of a bomb, or talking about absorbing or thralling someone.&lt;br /&gt;
* Stalking your target, especially if you aren&#039;t familiar with them in-character. Try using a handheld crew monitor instead!&lt;br /&gt;
&lt;br /&gt;
If you communicate with others about what you are doing it can be easy to avoid suspicion even as an antagonist. The right excuse can go a long way towards getting you out of a sticky situation. A traitor [[Deck Technician]] walking through maintenance tunnels dragging a crate behind them is a lot less suspicious than a man in a chicken suit with no visible ID hiding in an oxygen closet. [[Engineer|Engineers]] always have a reason to be in maintenance, while [[Passenger|Passengers]] do not. The presence of a [[Medical Technician]] at a crime scene is readily accepted if they can make it look like they were giving the victim medical attention. Whatever your role, consider an appropriate excuse to explain your actions. If you&#039;re really lucky or convincing, a failed assassination attempt might look like a prank gone awry.&lt;br /&gt;
&lt;br /&gt;
=== A target on your back ===&lt;br /&gt;
Sometimes you&#039;ll find out during a shift that you are the target for an antagonist! Usually this happens then they suddenly make their move and attack you, but other times you might find yourself being abducted to a secret place in maintenance for more nefarious deeds. While rare, there are still opportunities for roleplay even when your life might be on the line. A [[Changeling]] who needs access to your department for a short time might agree to leave you welded in a closet in exchange for your gear. A bloodthirsty [[Traitor]] might be open to blackmailing you as an accomplice instead of killing you, which keeps you in the round and gives you the chance to play a pseudo-antagonist as well! Some antagonists aren&#039;t even interested in killing anyone – [[Mutineer|Mutineers]], [[Loyalist|Loyalists]], and [[Cultist|Cultists]] in particular just want to grow their numbers to achieve their goals. Keep in mind that if you are converted into a thrall or Cultist your roleplaying should not give away your newly-acquired status. If you wander off into maintenance to collect space fungus and come back to work talking about joining a strange book club, you might end up giving away that there&#039;s a Cult on board!&lt;br /&gt;
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== Playing your role ==&lt;br /&gt;
When a round begins you&#039;ll find yourself in a job based on your Occupation Preferences. There are many jobs on board the SEV Torch with a wide variety of personalities employed to fill them. It&#039;s entirely up to you how your character might handle their assigned role. A Master at Arms might be a grizzled veteran or a jittery rookie. An Engineer might be fiercely protective of the ship, starting fights over a broken window. Even Command staff can have their foibles. Consider how other media portrays examples of your chosen job. The [[Chief of Security]] might be a paper-pusher who requires an arrest report for everyone brought into the brig, who yells at their subordinates for being loose cannons, demanding they hand over their badge. A [[Deck Technician]] might be overly proud of their exosuit-piloting skills, showing off by driving their mech through the halls. There&#039;s no end to the possibilities that are available to you. Can&#039;t think of a trait that sets your character apart? There&#039;s no shame in borrowing a mannerism from a character in your favorite TV show or book series! Keep it up and eventually you&#039;ll settle into a roleplay style that fits you just fine.&lt;br /&gt;
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== Roleplaying terms ==&lt;br /&gt;
Below are listed a few simple definitions for common terms you might encounter when discussing roleplaying.&lt;br /&gt;
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=== IC ===&lt;br /&gt;
This means &#039;&#039;In Character&#039;&#039;, which refers to everything that the Characters themselves can interact with. This is the thin veil that separates our world from the world of the characters, and allows us to immerse ourselves within the world created. When you are speaking in character to other people you should not refer to things outside of the game.&lt;br /&gt;
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=== OOC ===&lt;br /&gt;
This means &#039;&#039;out of character&#039;&#039;, or how you, as a player, might interact with other players outside of the game. If you are talking about the game itself, including game mechanics and events that happened in a round outside of your character&#039;s knowledge you are talking out of character. This term is also used to describe the OOC channel in-game, used by typing, &amp;quot;OOC &amp;lt;message&amp;gt;&amp;quot; into the text entry field.&lt;br /&gt;
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=== LOOC ===&lt;br /&gt;
This means &#039;&#039;local out of character&#039;&#039; and is used almost exclusively to refer to the in-game channel of the same name. The LOOC channel only broadcasts to people on your screen, although it will show for people who are nearby but not visible due to obstructions so be very cautious when using it to discuss antagonist stuff. Everything said in the LOOC channel shows up for all Admins and Moderators regardless of how close they are to the person using it, so be aware that the &amp;quot;No IC in OOC&amp;quot; rule still applies.&lt;br /&gt;
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=== Low-RP ===&lt;br /&gt;
LRP servers do not generally require any sort of roleplaying from the players, or if they do it&#039;s at a bare minimum. Even if players are required to speak and act in-character there are little to no restrictions on what they are allowed to know in-game, although metagaming is usually still against the rules.&lt;br /&gt;
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=== Medium-RP ===&lt;br /&gt;
MRP servers tend to enforce the idea that your character acts like themselves and not as if they have a player controlling their actions. There are usually very loose restrictions on what your character might know in-game. Your character might be familiar with multiple different jobs and be capable of performing them with ease. Some MRP servers enforce the rule that your character can only know one or two jobs but are otherwise lenient about how you can act in-game.&lt;br /&gt;
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=== High-RP ===&lt;br /&gt;
HRP servers take roleplaying quite seriously. Your character is expected to act consistently with regard to past behavior, to do their job with skill, and to not interfere with the jobs of other crew members without a good reason. As an example if you choose to play a Passenger it is expected that you do not know how to set up the engine like an Engineer.&lt;br /&gt;
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{{Navbox Guides}}&lt;br /&gt;
[[Category:General Guides]]&lt;br /&gt;
[[Category: Guides]]&lt;/div&gt;</summary>
		<author><name>Liquid1614</name></author>
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