<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>http://sojourn13.space/w/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=ChefDoggo</id>
	<title>Sojourn - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="http://sojourn13.space/w/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=ChefDoggo"/>
	<link rel="alternate" type="text/html" href="http://sojourn13.space/wiki/Special:Contributions/ChefDoggo"/>
	<updated>2026-04-30T05:57:18Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.42.3</generator>
	<entry>
		<id>http://sojourn13.space/w/index.php?title=Psionics&amp;diff=4611</id>
		<title>Psionics</title>
		<link rel="alternate" type="text/html" href="http://sojourn13.space/w/index.php?title=Psionics&amp;diff=4611"/>
		<updated>2024-12-22T03:51:21Z</updated>

		<summary type="html">&lt;p&gt;ChefDoggo: spellchecks trilby: Residence &amp;gt; Resonance&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Psionics and You =&lt;br /&gt;
Psionics are a recent development &#039;&#039;&#039;(as in they first came to be publicly on August 18th, 2650)&#039;&#039;&#039; from Soteria research that has pushed the boundaries of what the human, alien, and abhuman mind is capable of. This expansion of the power is done through a process that grows a muscle-like brain in the head that contains the power and abilities a psion may use. However, this is not without its drawbacks. While the ability to manipulate objects, project your mind, or create kinetic objects may seem like a straight boon, the act of being a psion does strain the body. A psion&#039;s body takes more damage from all sources (about 20% more) and requires a very slight increase in food intake. Equally, some psionic powers may have draw backs, due to how the effect changes the flesh in a way that is direct and in some ways clumsy.&lt;br /&gt;
&lt;br /&gt;
Yet, despite this, psionics are extremely powerful, more so depending on the physical or mental abilities of the psion. Some psionic abilities rely on the physical robustness or toughness of the user, while others go in line with innate skills such as biology or mechanical depending on the application of its effects. Psionic powers contain equal parts utility and offensive ability. For a detailed list, read further below. Becoming a psion requires visiting Soteria between shifts (or having a psion capable of it making you one) while removing your psionic abilities is but one surgical procedure away to remove the enhanced organ. Beware, your body remains weakened even if the organ is removed.&lt;br /&gt;
&lt;br /&gt;
Psions must also &#039;&#039;&#039;always&#039;&#039;&#039; maintain &#039;&#039;&#039;Purity of Body&#039;&#039;&#039;, what is purity of body? It is keeping all mechanical implants, organs, organ modules, or synthetic limbs out of and outside the body. A psion&#039;s body cannot be connected to machines in such a way, causing any implants to painfully and viciously be rejected in such a way that it greatly damages the psion. For what reason psions must maintain purity of body is presently unknown, but trying to ascend with any augmentation, including cruciforms, will be hazardous to your health. Of course, this &#039;&#039;&#039;does not&#039;&#039;&#039; apply to bio-implants, which contain no machine parts, nor gene mods, genetic tampering, or biological meddling.&lt;br /&gt;
&lt;br /&gt;
Finally, be aware what is expected of you in regards of the colonie&#039;s [[Laws]], as committing a crime with your psionic powers increases the fines and time served. Additionally, be wary of using powers like journey to nowhere, as teleporting an unwilling person is at minimum considered attempted murder.&lt;br /&gt;
&lt;br /&gt;
=== How do my stats effect my psionic power? ===&lt;br /&gt;
In the case of specific powers, read below. For general stat effects, your psionics are used by a resource pool you can find in the &#039;&#039;&#039;status&#039;&#039;&#039; menu which shows your current and total psi essence pool. &lt;br /&gt;
&lt;br /&gt;
Your total essence pool is calculated as thus: (Cognition / 10), Minimum 1, Maximum 30, rounded down.&lt;br /&gt;
So, if you have Cognition 24, you have 2 essence points as 24/10 rounded down is 2. If you have cognition 310, you have essence points 30. If you have -15 cognition, you have essence 1.&lt;br /&gt;
&lt;br /&gt;
Essence points are regained naturally every 10 minutes and can be potentially effected by various perks, stimulants, and items. Your essence will always fill to its maximum capacity without you needing to worry about it. If you wish to increase your psi essence regeneration or maximum psi pool, use of objects such as psi inhalants or chemicals such as cerebrix or drug stims will greatly help you regenerate essence or temporarily increase your maximum psi pool, but come with various side effects.&lt;br /&gt;
&lt;br /&gt;
Your cognition also effects the rate at which you restore your psi essence. For every 20 cognition you have, you reduce the amount of time it takes to restore a psi point by 1 minute, up to a maximum of 5 minutes at 100 cognition. Use of psionic grace can reduce this number even further.&lt;br /&gt;
&lt;br /&gt;
You can make cerebrix by combining 1:1:1 of psilocybin, synaptizine, and cryptobiolin, which creates 3 units. You may further refine the process by combining 40:40:40 cerebrix, water, and silicon to create a cerebrix inhaler, which restores 1 psi point instantly with no side effects and may be recycled for one glass and one plastic sheet.&lt;br /&gt;
&lt;br /&gt;
==Powers: Your guide to being a mind wizard==&lt;br /&gt;
Psionic powers have a description you may view in game at any time under the psionic powers tab. The name of the power and its associated cost are in parenthesis next to it, by mousing over the power in the bottom left corner (below your typing window) you&#039;ll see a full explanation of what the power does. Powers are listed here as well, for quick and easy reference.&lt;br /&gt;
&lt;br /&gt;
=== Basic Powers===&lt;br /&gt;
These powers are available all psions and range from powers that require only a little bit of essence up to powers that require a high cognition to have of an essence pool. Greater powers may come with restrictions or other unusual effects.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Power Name (Cost) !! Effect !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Psychosomatic healing (1) || Heal yourself, but take heavy amounts of agony and become stunned. || Heals 30 brute and 30 burn.&lt;br /&gt;
Toughness may mitigate the effect and allow you to resist the pain damage, painkillers and racial resistance will also help.&lt;br /&gt;
Psionic Attunement halves the stun as well as the agony taken.&lt;br /&gt;
|-&lt;br /&gt;
| Telepathic projection (1) || Project your mind into the thoughts of others, allowing you to send telepathic messages over any distance. This is primarily words, but may include brief, vague snippets of emotions or other sensory information. || This does not work on lesser life forms, people with mind shielding such as cruciforms, or synthetic minds.&lt;br /&gt;
|-&lt;br /&gt;
| Psychic Blade (1)|| Create a psionic blade in your hand that functions as a knife, the power of which scales with your robustness per attack. Does not function as a viable tool. || This object is temporary, when it leaves your hand for any reason it disappears. It does not require power and cannot wear down or break. The power of the knife is deceptive, with every attack the damage is actively calculated off your robustness (debuffs mid fight such as flashbangs or defiler venom weaken the weapon). At nine or less, you do the same as a knife. At ten to nineteen you deal the same as a butcher knife. At twenty to twenty nine, you deal the same as a machete. At thirty or higher, you deal the same as a longsword.&lt;br /&gt;
|-&lt;br /&gt;
| Psychic Shield (1) || Create a psionic shield that can block melee attacks.&lt;br /&gt;
If already created in hand, upgrades the shield to block bullets and beams at the cost of 10 shield health but increases blocking chances by 10%.&lt;br /&gt;
If already upgraded, heals the shield by 80 health and increases blocking chances by 5%.&lt;br /&gt;
If Psionic Psychosis or Toughness is 60 or higher, automatically upgrades the newly created shield. || Functions exactly like a standard shield.&lt;br /&gt;
When upgrading the shield, have it active in hand.&lt;br /&gt;
If using two shields at once, both are upgraded at the same time.&lt;br /&gt;
|-&lt;br /&gt;
| Telekinetic Prowess (1) || You gain telekinesis, allowing you to pick up objects and move them around, as well as interact with some objects at range. Careful, as you can hurt yourself and others using this (unless that&#039;s what you want). || Can be used to do a variety of things and can only be removed by willingly ending it or through scientific methods. Using this power, once activated, does not cost any psi points.&lt;br /&gt;
|-&lt;br /&gt;
| End Telekinesis (0) || End your telekinesis. You may reactivate telekinesis by spending another psi point. || Useful for if you get tired of picking up random objects or pushing walls when randomly clicking your screen to face various directions.&lt;br /&gt;
|-&lt;br /&gt;
| Telekinetic Fist (1) || Create a one hit use psi fist in your hand which deals damage and knock back based on your current robustness when used. || This is a temporary item that will vanish if it leaves your hand. This power vanishes after one attack, but deals damage that scales the same as the psychic blade while dealing 2/4/6 tile knock-back depending on your robustness.&lt;br /&gt;
|-&lt;br /&gt;
| Pyrokinetic Spark (1) || Expend a single point of your psi essence to create a tiny flickering fire in your hand that will shine light and ignite combustible materials, can be thrown but will extinguish quickly&lt;br /&gt;
|This can light cobwebs on fire.&lt;br /&gt;
|-&lt;br /&gt;
|Psychosomatic Fullness (1)&lt;br /&gt;
|Expend a single point of your psi essence to convince your stomach it&#039;s not actually that hungry, burning fat reserves to keep going strong. Taxing on the mind and causes minor burns.&lt;br /&gt;
|If you have the perk Psionic Attunement take only 5 burn damage as apposed to 10.&lt;br /&gt;
|-&lt;br /&gt;
| Telekinetic Omnitool (2)|| Create an omnitool which has tool qualities based on 80% of your biology and mechanical skills, allowing it to function as a mechanical or surgical tool. It works at 80% speed and cannot be upgraded. || This object is temporary, when it leaves your hand for any reason it disappears. It does not require power and cannot wear down or break.&lt;br /&gt;
|-&lt;br /&gt;
| Psionic Tool Creation (2) || Using an oddity, you create a permanent tool out of it, sacrificing the oddity to have it randomly become a tool. The oddities stats affect what is most likely to be created, but the choice is still random. || Creates one of six potential tools. The tools are lesser than their high tier counterparts, but have odd qualities and come with themes. Some may be used as weapons but generally are not as effective as actual psi-weapons. These can be modified and upgrade.&lt;br /&gt;
|-&lt;br /&gt;
| Meditative Focus (2) || Expend two psi points of your psi essence to focus your mind and increase your sanity.&lt;br /&gt;
|Heals [5 Sanity + Cog/2].&lt;br /&gt;
If the user has Psionic Attunement, heals an additional 10 Sanity.&lt;br /&gt;
If the user has Psionic Psychosis, heals an additional 5 Sanity.&lt;br /&gt;
|-&lt;br /&gt;
|Psionic Swarm (2)&lt;br /&gt;
|Spend two psionic essence to call forth a psionic energy cloud that will rip at foes and protect you for a short time.&lt;br /&gt;
|Lasts 30 life ticks.&lt;br /&gt;
|-&lt;br /&gt;
|Pain Infliction (2)&lt;br /&gt;
|Expend two psi points to inflict pain upon whatever person you are currently grabbing in a tight hold.&lt;br /&gt;
|Must be aggressively grabbing the person.&lt;br /&gt;
|-&lt;br /&gt;
| Psionic Weapon Construction (3) || Using an oddity, you create a permanent weapon out of it, sacrificing the oddity to have it randomly become a range weapon. The oddities stats affect what is most likely to be created, but the choice is still random. Psionic guns &#039;&#039;&#039;do not&#039;&#039;&#039; come loaded. || Creates one six random guns. All guns are 10% to 20% weaker than than their official versions. All weapons come with a specific style, name, and description that makes them more interesting and reveal their nature. These can be modified and upgraded.&lt;br /&gt;
|-&lt;br /&gt;
| Psionic Melee Construction (3) || Using an oddity, you create a permanent weapon out of it, sacrificing the oddity to have it randomly become a melee weapon. The oddities stats affect what is most likely to be created, but the choice is still random. || Creates one six random melee weapons. They have unusual but crappy tool qualities and are suited better as decent weapons, though are easily outshone end game weaponry. All weapons come with a specific style, name, and description that makes them more interesting and reveal their nature. These can be modified and upgraded.&lt;br /&gt;
|-&lt;br /&gt;
| Psychic Call (2) || You call burrowing creatures from all nearby burrows and cracks. What appears is random. None of the things called are inherently friendly to you, meaning you may call things that are hostile and attack you and your allies. || Useful if you need a distraction, cannon fodder, you&#039;re a cht&#039;mant looking to (hopefully) call roaches or spiders to your location. Use at your own risk.&lt;br /&gt;
|-&lt;br /&gt;
| Psychic Banish (4) || You force all burrowing creatures to flee from you, forcing them to go inside their burrows and leave for parts unknown. || Some creatures may actively try to resist the affect. Only works on creatures capable of burrowing and only if a burrow they can reach is nearby. Resisting creatures will still attack if you get close and may give up if they cannot reach the burrow.&lt;br /&gt;
|-&lt;br /&gt;
| Psionic Armor (4) || You create a suit of psionic armor which provides decent all-round protection for you. Using this power destroys whatever armor, boots, gloves, and hat you are wearing. The suit enhances your cognition for each piece you&#039;re wearing but they disappear if you remove it for any reason. || Each Psionic Armor piece gives +5 Cognition for a total of 20.&lt;br /&gt;
Each Psionic Armor piece has an armor value of 8.&lt;br /&gt;
Psionic Armor pieces are all space proof.&lt;br /&gt;
Psionic Armor Gloves and Boots are both insulated and the boots prevent slipping. &lt;br /&gt;
The hood provides a mood setting light.&lt;br /&gt;
Psion Robes however do slow down the wearer.&lt;br /&gt;
|-&lt;br /&gt;
| Journey to Nowhere (5) || You teleport yourself, whatever you are holding or wearing, and any person you are grabbing to the nightmare realm known as Deep Maintenance. You are not guaranteed safety and the effect weakens you on arrival. While you will always land in an empty spot, you may be surrounded by traps or possibly hostile life forms that will rip you limb from limb immediately. || &#039;&#039;&#039;Do not use this unless you are heavily armored, carrying lots of supplies, and prepared. Taking yourself and an unwilling subject is considered attempted murder. Keep in mind, as a psion, if you die in deep maintenance it is unlikely you will be found and rescued.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Job Specific Powers===&lt;br /&gt;
Job specific powers are linked to a specific job and cannot normally be obtained without playing that specific job. Unlike standard or greater powers, these are generally thematic and may cost lesser or more points than either.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Power Name (Cost) !! Effect !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Psychosomatic Restoration (2) || You heal whoever you are presently grabbing for damage similar to psychosomatic healing, but weaker and a little safer. || Heals 30 brute and 30 burn at the cost of double the psi essence. This power, however, doesn&#039;t cause pain like its lesser variant.&lt;br /&gt;
|-&lt;br /&gt;
| Psionic Tranquility (2) || Expend two psi points of your psi essence to calm the mind of another person you are grappling and restore their sanity.&lt;br /&gt;
|Heals [10 Sanity + Cog/2].&lt;br /&gt;
If the user has Psionic Attunement, heals an additional 20 Sanity.&lt;br /&gt;
If the user has Psionic Psychosis, heals an additional 10 Sanity.&lt;br /&gt;
|-&lt;br /&gt;
| Cerebral Regeneration (3) || Heals the mind of whoever you are grappling or yourself if you are currently grabbing nobody. When used on yourself, the power cost is reduced to 0. || This power heals 60 brain damage instantly but does not cure the effect that caused the brain damage so additional healing may be needed. Works on people who are unconscious but not dead. The cost is free if used on yourself.&lt;br /&gt;
|-&lt;br /&gt;
|Peace of Mind (4)&lt;br /&gt;
|Expend four psi points to put whatever person you are currently grabbing to sleep for a short time.&lt;br /&gt;
|Must be aggressively grabbing the person.&lt;br /&gt;
|-&lt;br /&gt;
| Gift of the Psion (4) || You reach into the mind of another you are grappling and attempt to empower them, giving you different effects based on what they are. This power requires massive amounts of essence to use and its highly suggested that you take the time to provide actual psychological help in the mean time. || When grappling someone this power grants different perks based on if the target is a psion or not. In a psion, they gain Psionic Grace and in a non-psion they gain Mind Over Matter. Do keep in mind, using this power &#039;&#039;&#039;logs and messages admins&#039;&#039;&#039;, so be sure to employ actual roleplay and try not to game the benefit too much.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Xenoarchaeology-Aquired Powers === &lt;br /&gt;
Some powers can be learned through the use of artifacts acquired through [[Guide_To_Xenoarchaeology|Xenoarchaeology]], or though crafting.&lt;br /&gt;
&lt;br /&gt;
When inside of a psionic catalysts each power has a resonances that is used in crafting with the E.A.R in S.I.  &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Power Name (Cost) !! Effect !! Notes&lt;br /&gt;
!Recipe                                                                                              &lt;br /&gt;
!Resonance                          &lt;br /&gt;
|-&lt;br /&gt;
| Kinetic Orb (0) || Creates a kinetic orb in hand that functions like a projectile weapon, expending a single psi point per shot to deliver a potentially lethal ranged blast. || Unlike other physical powers, this orb scales off of your cognition. While allowing you to stay at range, it is most costly to use than psychic blade and doesn&#039;t get bonus damage from two handing or having high robustness. Comes in cryo-, pyro- and electro-kinetic variant&lt;br /&gt;
|Cryo: SuppressionAgeClimate&lt;br /&gt;
Pyro: SuppressionClimateHealing&lt;br /&gt;
Eletro: WarmColdClimateHealing&lt;br /&gt;
|Cryo: Cold&lt;br /&gt;
Pyro: Warm&lt;br /&gt;
Electro: Quick&lt;br /&gt;
|-&lt;br /&gt;
|Kinetic Barrier (2)&lt;br /&gt;
|Expend two psi points to create a psychic barrier a short distance from where the psion is facing. It blocks all movement and projectiles, but not vision.&lt;br /&gt;
|Lasts for 10 seconds&lt;br /&gt;
|ProtectionWarm&lt;br /&gt;
|Suppression&lt;br /&gt;
|-&lt;br /&gt;
|Psychoactive Manipulation (2)&lt;br /&gt;
|Expend two points of essence to psionically manipulate an oddity. Unlike other, more refined methods, this process is entirely random. The process could make the oddity or anomaly better or worse.&lt;br /&gt;
|Can be used to fish for perks on an oddity.&lt;br /&gt;
|SeekingGreater&lt;br /&gt;
|Greater&lt;br /&gt;
|-&lt;br /&gt;
|Chosen Control (4)&lt;br /&gt;
|Expend four psi points to clear all effects that impede one&#039;s control. Remove stuns, paralysis, pain, agony, restrainments, and clears the users body of all chemicals and addictions.&lt;br /&gt;
|Removes handcruffs and shoecuffs dropping them on the ground.&lt;br /&gt;
|HealingSuppressionClimateCarbon&lt;br /&gt;
|Suppression&lt;br /&gt;
|-&lt;br /&gt;
|Locate Mind-Essence (5)&lt;br /&gt;
|Expend five points of essence to psionically detect the thoughts and location of another higher life form. Does not work on animals, cruciform bearers, synthetics, or those wearing psionic protection. Can locate lingering echoes of thoughts in the deceased, allowing you to find bodies.&lt;br /&gt;
|Gives coordinates as well as area name&lt;br /&gt;
|ClimateRegicideSuppression&lt;br /&gt;
|Seeking&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Deep Maintenance Powers ===&lt;br /&gt;
Deep Maintenance Powers are found when combating Deep Maintenance monsters, typically found after sifting through the ashes, or though crafting. &lt;br /&gt;
&lt;br /&gt;
When inside of a psionic catalysts each power has a resonances that is used in crafting with the E.A.R in S.I.  &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Power Name (Cost) !! Effect !! Notes&lt;br /&gt;
!Recipe&lt;br /&gt;
!Resonance&lt;br /&gt;
|-&lt;br /&gt;
| Layered Psychic Shield (1) || Creates a layered shield capable of blocking bullets, energy beams, and melee attacks. || Functions exactly like a standard shield.&lt;br /&gt;
Unlike the Psychic Shield, it does not upgrade in-hand shields.&lt;br /&gt;
&lt;br /&gt;
Shield created is upgrade-able by Psychic Shield.&lt;br /&gt;
|ProtectionProtection&lt;br /&gt;
|Protection&lt;br /&gt;
|-&lt;br /&gt;
|Nightmarish Mind (1)&lt;br /&gt;
|Expend a single psi point to realign your mind to that of nightmare stalkers, causing them to not react to your presence, even when you attack them. May have unforeseen consequences.&lt;br /&gt;
|Sets your faction to the same as stalkers.&lt;br /&gt;
If you are a chtmant, or have genetical changed your faction, then this over-rides it.&lt;br /&gt;
|QuickSeeking&lt;br /&gt;
|Night&lt;br /&gt;
|-&lt;br /&gt;
|Rust (1)&lt;br /&gt;
|Expend a single psi point to wither an object, making it rust away and weaken.&lt;br /&gt;
|Only makes the item in your active hand old.&lt;br /&gt;
|QuickQuick&lt;br /&gt;
|Rust&lt;br /&gt;
|-&lt;br /&gt;
|Psionic Suture (1)&lt;br /&gt;
|Expend one of your essence to create a psionic suture in hand, able to stop bleeding. If you are more psionically gifted, it can even help heal wounds.&lt;br /&gt;
|Only dropped by flesh behemoths&lt;br /&gt;
If you have Psionic Attunement, gain 1 more additional use on the summoned suture&lt;br /&gt;
If you have Psionic Harmony, gain 1 more additional use on the summoned suture&lt;br /&gt;
By default deals 1 damage.&lt;br /&gt;
If you have Psionic Attunement, add 5 healing&lt;br /&gt;
If you have Psionic Harmony, add 5 healing&lt;br /&gt;
If you have Mind over Matter, add 5 healing&lt;br /&gt;
If you have Mind Master, multiply healing by 2&lt;br /&gt;
|HealingNull&lt;br /&gt;
|Healing&lt;br /&gt;
|-&lt;br /&gt;
|Meditative Focus (1)&lt;br /&gt;
|Expend a psi points of your psi essence clear out any chemical in your body, helpful or not.&lt;br /&gt;
|Only dropped by flesh behemoths&lt;br /&gt;
When inside a psionic catalyst named Psionic Purify.&lt;br /&gt;
Clears all chemicals on body, in blood and ingested.&lt;br /&gt;
|QuickNullDark&lt;br /&gt;
|Healing&lt;br /&gt;
|-&lt;br /&gt;
|Discombobulate (1)&lt;br /&gt;
|Spend an essence to violently destroy a pile of trash.&lt;br /&gt;
|Only dropped by the ponderous&lt;br /&gt;
When used throws rods and glass as well as items inside around.&lt;br /&gt;
Also makes a small smoke screen.&lt;br /&gt;
If you have Psionic Attunement, removes the psionic cost.&lt;br /&gt;
|WarmClimate&lt;br /&gt;
|Warm&lt;br /&gt;
|-&lt;br /&gt;
|Decay (2)&lt;br /&gt;
|Expend two psi points to wither and rust every object a person you are grabbing is holding or wearing, rendering each object worse and weaker.&lt;br /&gt;
|Is able to delete power cells, make the person ware plasma infected clothing and delete ammo inside of boxes or mags.&lt;br /&gt;
|QuickRust&lt;br /&gt;
|Age&lt;br /&gt;
|-&lt;br /&gt;
|Kings Decorum (2)&lt;br /&gt;
|Expend two psi points to expel gore, blood, and smoke to decorate the world as the king desires.&lt;br /&gt;
|Makes a smoke screen and shakes the camera of anyone around you.&lt;br /&gt;
|AgeRustCarbon&lt;br /&gt;
|Regicide&lt;br /&gt;
|-&lt;br /&gt;
|Reorganize (2)&lt;br /&gt;
|Expend a small amount of essence to compress a scrap pile into a condensed cube for easier transportation.&lt;br /&gt;
|Only dropped by the ponderous&lt;br /&gt;
If you have Psionic Attunement, only costs 1 psionic cost.&lt;br /&gt;
|QuickSuppression&lt;br /&gt;
|Suppression&lt;br /&gt;
|-&lt;br /&gt;
|Bring Darkness (3)&lt;br /&gt;
|Expend three psi points to break all the lights connected to the power grid near you. Does not work on independent light sources, sunlight, or grant you sight in darkness.&lt;br /&gt;
|Breaks all lights in the area you are in as well as spawns blood messages that drain sanity.&lt;br /&gt;
|AgeNight&lt;br /&gt;
|Dark&lt;br /&gt;
|-&lt;br /&gt;
|Mindjack (3)&lt;br /&gt;
|Expend three psi points to force a lesser creature to ally with you, changing it to not only ally with colonists but to turn on its former friends. Does not work on creatures incapable of proper violence, such as rats.&lt;br /&gt;
|Only dropped by Hound of the Crown&lt;br /&gt;
When inside a psionic catalyst named &amp;quot;Enslavement&amp;quot;&lt;br /&gt;
Sets faction of the mob to be &amp;quot;mindjacked&amp;quot;&lt;br /&gt;
Sets mob to be a colony ally and friendly to colony.&lt;br /&gt;
|RegicideAgeCarbon&lt;br /&gt;
|Greater&lt;br /&gt;
|-&lt;br /&gt;
|Psionic Temperature Regulate (4)&lt;br /&gt;
|Expend four psi points to eather heat or cool your body.&lt;br /&gt;
|Only dropped by flesh behemoths&lt;br /&gt;
|ColdWarm&lt;br /&gt;
|Climate&lt;br /&gt;
|-&lt;br /&gt;
|Scrap Together (4)&lt;br /&gt;
|Expend some essence to collect trash from deepmaints and pile it in front of you.&lt;br /&gt;
|Only dropped by the ponderous&lt;br /&gt;
If you have Psionic Attunement, only costs 3 psionic cost.&lt;br /&gt;
|QuickSinking&lt;br /&gt;
|Seeking&lt;br /&gt;
|-&lt;br /&gt;
|Psionic Ascension (5)&lt;br /&gt;
|Expend five psi points to ascend someone standing in front of you, making them a psion. The process is extremely damaging to the mind and you must stand still during it.&lt;br /&gt;
|Does not force the person to become a Psion.&lt;br /&gt;
Deals brain damage to the person that uses the Power, not the newly ascended person.&lt;br /&gt;
|SteelRustAgeQuick&lt;br /&gt;
|Carbon&lt;br /&gt;
|-&lt;br /&gt;
|Cerebral Hemorrhage (5)&lt;br /&gt;
|Expend five psi points to destroy the brain of anyone you are grappling. Lesser creatures will be instantly slain in a messy fashion, unless they are harmless.&lt;br /&gt;
|Only dropped by The Dreaming King&lt;br /&gt;
Deals 60 brain damage to any human type mob.&lt;br /&gt;
Directly proc calls gib on mobs that are not human type.&lt;br /&gt;
|CarbonRegicideNight&lt;br /&gt;
|Sinking&lt;br /&gt;
|-&lt;br /&gt;
|Seek the Dream (5)&lt;br /&gt;
|Expend five psi points and wither your body and mind to call three dreaming daemons from somewhere else. They are not inherently allied to you.&lt;br /&gt;
|When inside a psionic catalyst named &amp;quot;Dream Seeker&amp;quot;&lt;br /&gt;
Removes 20 stats other then Viv and Ana.&lt;br /&gt;
Makes everyone within 10 tiles of you have screen shake.&lt;br /&gt;
|SeekingNight&lt;br /&gt;
|Seeking&lt;br /&gt;
|-&lt;br /&gt;
| Void robe (6) || When applied, it creates an ultra-light protected cloak, spurring the wearer to new adventures in the kingdom of the king of dreams! Each part of the kit enhances the psion&#039;s thinking abilities and accelerates his step. || Each Void robe piece gives +5 Cognition for a total of 20.&lt;br /&gt;
Each Void robe piece has a variation in armor level.&lt;br /&gt;
Void robe pieces are all space proof.&lt;br /&gt;
Void robe gloves and boots are both insulated and the boots prevent slipping. &lt;br /&gt;
The hood provides a mood setting light.&lt;br /&gt;
Void robe set speeds up the wearer&lt;br /&gt;
|ProtectionSuppression&lt;br /&gt;
|Protection&lt;br /&gt;
|-&lt;br /&gt;
| Durable shell (8) || Creates a set of very strong armor, using your mind and the environment as the material. Each piece of armor replaces the clothes you are already wearing, and provides additional strength to your body, in exchange for your psionic abilities. || Each Durable shell piece gives +5 Toughness for a total of 20.&lt;br /&gt;
Durable shell robe piece has an armor value of 15 as well as a 100 bomb armor.&lt;br /&gt;
Durable shell pieces are all space proof.&lt;br /&gt;
Durable shell gloves and boots are both insulated.&lt;br /&gt;
The helmet provides a powerful light.&lt;br /&gt;
Durable shell robes however slow down the wearer.&lt;br /&gt;
|SuppressionProtectionProtectionProtection&lt;br /&gt;
|Protection&lt;br /&gt;
|-&lt;br /&gt;
|Merge Flesh and Steel (10)&lt;br /&gt;
|Expend a massive pool of ten psi points and your own body to become something greater. To grasp at perfection, one must make sacrifices...&lt;br /&gt;
|When inside a psionic catalyst named &amp;quot;Heretical Ascension&amp;quot;&lt;br /&gt;
Does not allow you to play/control the greater being.&lt;br /&gt;
|CarbonRustAgeQuick&lt;br /&gt;
|Steel&lt;br /&gt;
|}&lt;br /&gt;
==Psionic Perks==&lt;br /&gt;
Psionic powers may be effected by perks, which can be gained by background character options, oddities, or other effects in round. Psionic perks are usually pretty limited towards what they effect, but can drastically change your play style depending on what they do and what you have. Below is a list of perks that psions may potentially have.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Perk !! Description !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| Psion || You have, through some method you may or may not understand, delved into the secrets of psionic ascension and gained powers beyond your understanding. While your mind has become far stronger, your body has weakened slightly. You require a bit more food to support the specialized organ you&#039;ve developed. &lt;br /&gt;
Additionally, you must always maintain purity of body, any implants, cruciforms, or synthetics will be violently rejected as long as your psionic organ is in your head.&lt;br /&gt;
| Given by your psion organ. -20 Max Health, very minuscule hunger increase, an additional organ in your head, and all non-organic implants, modules, or body parts are forcefully and painfully ejected from the body.&lt;br /&gt;
|-&lt;br /&gt;
| Psionic Psychosis|| You lived a life of unsettled violence. Maybe it was circumstance, maybe it was necessity, or maybe you just liked hurting people. No matter the reason, your mind is attuned to bloody violence and your potential as a psion reflects that. No matter your stats or physical body, you always deal maximum damage when using scaling psionic weaponry you create.|| Any temporary psionic item that scales off of any stat deals its maximum damage regardless of your abilities. (Telekinetic fist always deals 33 damage and has 6 tile knock-back, psychic blade deals 33 damage per hit, etc. etc.)&lt;br /&gt;
|-&lt;br /&gt;
| Psionic Harmony || You have achieved inner harmony, your balance of emotion giving you peace of mind and thus expanding your potential as a psion. With this frame of mind, you retain a higher maximum psi pool than others, increasing your capacity by two.|| Your maximum psi points increases by 2. This effect stacks.&lt;br /&gt;
|-&lt;br /&gt;
| Psionic Attunement || You have, through practice or innate talent, mastered your psionic abilities to such a degree that you have greater control of the negative side effects of your powers. Whenever you use a psionic power that has negative side effects, you take only half the penalties a psion normally would. || You take 50% less penalty when using abilities like psychosomatic healing, psychosomatic transference. etc. etc. You also remove the cost of using telepathy and telekinetic prowess. &lt;br /&gt;
|-&lt;br /&gt;
| Mind Master || Your training as a Soteria psychologist and understanding of psychiatry has given you a deep understanding of how the mind works. As a result, if you became a psion, you have an expanded set of powers that aid you in your work, with additional essence to use your abilities.|| Your maximum psi points increases by 5. This effect stacks.&lt;br /&gt;
|-&lt;br /&gt;
| Psionic Grace || The latent effects of a fellow psion with mastery over the mind has enhanced your abilities. The gifted enhancement allows you to recover your psi essence twice as fast. || The time it takes to recover psi essence is halved.&lt;br /&gt;
|-&lt;br /&gt;
| Mind over Matter || You felt the grace of a psion touching your mind and bringing about a level of peace and perfection you never quite considered. Now, as a result, your body and mind work beyond any potential they once had. || You gain a +10 to most stats for the remainder of the shift. This perk is only available to non-psions.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= E.A.R =&lt;br /&gt;
The EGO: E.A.R. T-01-92beta S-23 (aka E.A.R) is dark marble machinery that is used to craft different psionic catalysts. &lt;br /&gt;
&lt;br /&gt;
Crafting is based off different &amp;quot;Resonance&amp;quot; found inside a non-used powered psionic catalyst. To see recipes in game you can look to the EGO: E.A.R Music Sheet or use the tables found on this wiki page.&lt;br /&gt;
&lt;br /&gt;
E.A.R has a maximum of four psionic catalysts, if a recipe overlaps it will create more then one psionic catalysts.&lt;br /&gt;
&lt;br /&gt;
When adding psionic catalysts Pillar slot order matters, as when the E.A.R is activated it will go in order from 1st to 4th and grab the Resonance. If a Pillar is unused it will add nothing. Note that you can skip slots and still have successful crafting. &lt;br /&gt;
&lt;br /&gt;
Note that used psionic catalysts turns the resonance to &amp;quot;Null&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== How to use the E.A.R ===&lt;br /&gt;
&lt;br /&gt;
# Gather many different psionic catalysts. More different types the better, you can see &lt;br /&gt;
# Click the psionic catalysts onto the E.A.R and slot them.&lt;br /&gt;
# Once your done slotting in psionic catalysts click the E.A.R with a open hand and activate it.&lt;br /&gt;
&lt;br /&gt;
Once done your hopefully rewarded with new psionic catalysts. &lt;br /&gt;
&lt;br /&gt;
E.A.R Trivia&lt;br /&gt;
* E.A.R has a hidden description that reads as the following &amp;quot;Design and prototyped by a non psionic CRO, many personal touches are engraved in runes, fractal patterns and small engraving of a name starting with a stylized T.&amp;quot;&lt;br /&gt;
* T in T-01 stands for Tech, S in S-23 stands for Sanity.&lt;br /&gt;
* E.A.R stands for Eternal Ascension Resonances.&lt;br /&gt;
* The E.A.R as well as Music Sheet names are inspired by a few different manga. Well the mechanics are inspired by a gacha game. &lt;br /&gt;
&lt;br /&gt;
[[#top|Back to Top]]&lt;br /&gt;
[[Category:Lore]]&lt;br /&gt;
{{Gameplay guides}}&lt;/div&gt;</summary>
		<author><name>ChefDoggo</name></author>
	</entry>
	<entry>
		<id>http://sojourn13.space/w/index.php?title=User:ChefDoggo&amp;diff=4302</id>
		<title>User:ChefDoggo</title>
		<link rel="alternate" type="text/html" href="http://sojourn13.space/w/index.php?title=User:ChefDoggo&amp;diff=4302"/>
		<updated>2024-10-12T01:16:28Z</updated>

		<summary type="html">&lt;p&gt;ChefDoggo: Created page with &amp;quot;[https://www.youtube.com/watch?v=SiJie3Z7DG8&amp;amp;ab tbh]&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[https://www.youtube.com/watch?v=SiJie3Z7DG8&amp;amp;ab tbh]&lt;/div&gt;</summary>
		<author><name>ChefDoggo</name></author>
	</entry>
	<entry>
		<id>http://sojourn13.space/w/index.php?title=Standard_Operating_Procedure_(Soteria_Medical)&amp;diff=4264</id>
		<title>Standard Operating Procedure (Soteria Medical)</title>
		<link rel="alternate" type="text/html" href="http://sojourn13.space/w/index.php?title=Standard_Operating_Procedure_(Soteria_Medical)&amp;diff=4264"/>
		<updated>2024-10-02T01:49:03Z</updated>

		<summary type="html">&lt;p&gt;ChefDoggo: Undo revision 4230 by SingingSpock (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Soteria Institute Biological Laboratory, or Biolab, is a medical facility established on the surface outpost of Nadezhda, and is part of the Soteria Institute’s Medical and Biological Division. It is tasked primarily with providing medical care and services to the surface outpost’s inhabitants, including keeping the Marshals and Blackshield healthy and operational. Secondarily, the Biolab may also engage in scientific medical studies, including chemical testing, tissue modification, and psionic research. The Biolab is also expected to work hand-in-hand with the Soteria Institute Research and Development Facility, which is located in a joint facility with the Biolab.&lt;br /&gt;
== Personnel ==&lt;br /&gt;
=== Soteria Lifeline Technician ===&lt;br /&gt;
Lifeline Technicians, also called SLTs, or LTs, have a broad range of tasks which can be boiled down to acting as both in-house muscle and as paramedical staff. A Lifeline Technician’s first and foremost duty is simple: obey the (legal) orders of the Chief Biolab Overseer. When an SLT is not performing that primary duty, they are also tasked with ensuring the safety of Soteria facilities and personnel, as well as retrieving, stabilizing, and moving injured or dead colonists within the walls to the Biolab, or acting as an extra pair of hands for any on-duty doctors, performing triage and first aid.&lt;br /&gt;
&lt;br /&gt;
They are not required to retrieve dead or injured colonists who are outside the gate or who are in Deep Maintenance; those are Blackshield’s areas, and SLTs are expected to defer to Blackshield for such cases.&lt;br /&gt;
&lt;br /&gt;
SLTs are not expected to perform surgery. If an SLT is certified for basic surgeries in their employment records, they may perform those surgeries when no other surgically-trained staff are available or present. SLTs should not be performing surgeries if a doctor is active just because that doctor is busy with a surgery of their own, unless assistance is requested by the doctor.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Job Competency Requirements:&#039;&#039;&#039;&lt;br /&gt;
* Moderate Proficiency in Medical SOP&lt;br /&gt;
* Moderate Proficiency with firearms, combat, and first aid treatment&lt;br /&gt;
* Familiarity with Authorized Use of Force laws&lt;br /&gt;
* Basic Familiarity with the surface outpost&#039;s layout, including maintenance tunnels, and reading coordinates&lt;br /&gt;
* Basic Proficiency with privacy regulations in General SOP&lt;br /&gt;
* Basic Proficiency with chemicals and medicines&lt;br /&gt;
=== Soteria Doctor ===&lt;br /&gt;
The on-staff doctors for the Biolab may have a range of specialties, from nurses to trauma surgeons to your everyday physicians. All employed MD-level doctors are expected to have the same core skillset, however. These are the individuals who are expected to perform surgeries and general medical treatment beyond simple first aid. All doctors are expected to understand surgery, basic chemistry, and how to operate the organ printer in the surgical theater. The method a doctor uses to treat a patient is left to the attending doctor, though patient consent and desires should be taken into account.&lt;br /&gt;
&lt;br /&gt;
Soteria Medical Students are typically individuals who have completed their higher education learning, but who have not yet attained real-world experience in the medical field. They are not held to the same standards as professional doctors, and may not be sanctioned when their lack of knowledge or competence causes minor issues. If their lack of experience causes serious issues, they may still be found criminally liable or sanctioned, and they are expected to obey any senior doctoral staff.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Job Competency Requirements:&#039;&#039;&#039;&lt;br /&gt;
* Moderate Proficiency in Medical SOP&lt;br /&gt;
* Moderate Proficiency with Medical devices and machinery&lt;br /&gt;
* Moderate Proficiency with the uses of chemicals and medicines&lt;br /&gt;
* Moderate Proficiency in surgical techniques OR non-invasive chemical treatments&lt;br /&gt;
* Moderate Proficiency in first aid and triage&lt;br /&gt;
* Moderate Proficiency with privacy regulations in General SOP&lt;br /&gt;
=== Soteria Psychologist ===&lt;br /&gt;
As with doctors, Psychologists come in many flavors; many still specialize in classical psychology and psychiatry, but a growing number of Soteria mental health employees have begun favoring psycho-neurological methodology, after the discovery and the ongoing research into the psionic organ. Many of Soteria’s foremost psionic researchers are also Empaths, as the specialization has come to be known.&lt;br /&gt;
&lt;br /&gt;
Whatever the specialization, psychologists are mental health professionals, not trauma doctors; they are not expected to assist the Biolab’s SLTs or physicians in any direct capacity, though they are not barred from doing so if they possess the requisite knowledge, skills, and abilities. Rather, the psychologist’s primary duty is to see to the mental health and stability of the colony’s inhabitants, as well as assisting any ongoing psychological, psychiatric, or psionic research projects. It is to a psychologist that an unstable colonist will be delivered for mental evaluations, and besides the CBO, the psychologist is the only individual who can sign off on unfitness for work forms, when the cause is psychological.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Job Competency Requirements&#039;&#039;&#039;:&lt;br /&gt;
* Moderate Proficiency in Medical SOP&lt;br /&gt;
* High Proficiency with privacy regulations in General SOP&lt;br /&gt;
* Moderate Proficiency in psychological, psychiatric, or psionic techniques&lt;br /&gt;
&lt;br /&gt;
=== Chief Biolab Overseer ===&lt;br /&gt;
Chief Overseers are the Institute’s primary hands in the field; on the surface colony, the Chief Biolab Overseer is in charge of the affairs of the Biolab, as their title would suggest. Their primary duty is not tending to patients, performing chemistry, or even handling surgeries, though they may need to do these things when their staff are unavailable. The CBO is expected to be competent and capable, first and foremost, in managing their team and representing the Soteria Institute&#039;s interests and providing a public face to the surface outpost&#039;s inhabitants. The CBO holds a seat on the Low Council, though it is a joint seat with the CRO. Overseers are reminded that if they cannot agree on a vote, they lose Soteria&#039;s vote for a given council decision.&lt;br /&gt;
&lt;br /&gt;
While a CBO may have a variety of backgrounds, they are all expected to have significant knowledge of the human body, and to a lesser degree the bodies of other sapients, too, and together with the Psychologist are the only other individual capable of signing off on unfitness to work forms, when the cause is psychological.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Job Competency Requirements:&#039;&#039;&#039; &lt;br /&gt;
* High Proficiency in Medical SOP&lt;br /&gt;
* High Proficiency with Medical and Chemistry machinery&lt;br /&gt;
* High Proficiency in surgical techniques&lt;br /&gt;
* High Proficiency in first aid and triage&lt;br /&gt;
* Moderate Proficiency with chemicals and medicines&lt;br /&gt;
* High Familiarity with confidentiality laws and regulations&lt;br /&gt;
* Basic Proficiency in psychological, psychiatric, or psionic techniques&lt;br /&gt;
In addition to:&lt;br /&gt;
* Fulfilling all criteria for Command personnel as outlined in the Command SOP, including familiarity requirements there&lt;br /&gt;
* The ability to speak, read, and write fluently in English Common&lt;br /&gt;
=== Workplace Structure ===&lt;br /&gt;
The Chief Biolab overseer is the highest authority in the Biolab. Medical Doctors and the Psychiatrist are considered to be of equal rank, but cannot overrule each other in their respective fields, and are permitted to give orders to SLTs, where such orders do not conflict with a CBO’s orders. SLTs are the lowest rank in the Biolab, but are generally expected to be able to handle their own duties without direct supervision.&lt;br /&gt;
&lt;br /&gt;
== Procedures ==&lt;br /&gt;
All individuals, regardless of background, inclination, or status, are bound by these procedures whenever they perform the following services under Soteria’s name. This includes cyborgs utilizing Medical modules or machinery.&lt;br /&gt;
=== Medical Oaths ===&lt;br /&gt;
While the Soteria Institute recognizes and respects professionals who take such oaths as the Hippocratic Oath or the Tesselate Oath, employees are reminded that these oaths are not considered legally binding, nor are they a valid exception to following legal orders from superiors or SOP. Overseers are encouraged to exercise discretion when ordering staff to perform antithetical operations, but the decision is ultimately the Overseer’s.&lt;br /&gt;
=== Patient Protection ===&lt;br /&gt;
The following primarily applies to SLTs performing their standard duties, but additionally applies to anyone retrieving patients in the field.&lt;br /&gt;
&lt;br /&gt;
A patient in the field is considered “claimed” when the responding personnel lay hands on the person. Typically, this should be accompanied by a verbal statement as well, but this is not required. Thereafter, if any non-SI personnel attempt to touch or move the patient without the responder’s permission, the responder may take any non-lethal actions necessary to ensure they retain and protect their patient, according to the Authorized Use of Force legal clause. Appropriate use of force is still required, and responders found to use excessive force may face sanctions or criminal charges.&lt;br /&gt;
&lt;br /&gt;
The following applies to patients and SI personnel within the Biolab premises. Once a patient has been brought to the Biolab, they are to be handed off to any on-duty doctors or psychiatrists as needed by their injuries, if available. Otherwise, any existing, capable staff may take over treatment.&lt;br /&gt;
&lt;br /&gt;
While a patient is undergoing treatment within Biolab premises, no non-SI personnel are permitted to interfere, including Marshals or Councilors, and all non-SI personnel should be informed that they must wait in the public lobby. Marshals with a valid warrant, or an order from the Warrant Officer, may remain within the Biolab, but may not interfere with treatment or touch the patient beyond ensuring they are securely restrained unless otherwise specified by the warrant, such as in cases where the patient has been declared DNR after treatment has begun.&lt;br /&gt;
&lt;br /&gt;
Individuals with no valid reason to remain on Biolab premises who refuse to comply with a request to leave may be removed with force.&lt;br /&gt;
=== Payment for Treatment ===&lt;br /&gt;
While the Biolab’s primary purpose isn’t to turn a profit, supplies still have associated costs. The Soteria Institute REQUIRES all personnel in the Medical division to charge for products and treatment according to the chart below, with a handful of exceptions. Personnel from the Marshals and from Blackshield are not to be charged if their injuries are a result of their work protecting the colony (though they may be charged for treatment rendered as a result of, for example, criminal behavior on their part). All colonists who are injured combating a colony-wide threat, such as the Class Seven Biohazard, the Class Eight Biomechanical Infestation, or some external threat, are guaranteed the same free treatment as Blackshield and Marshal colonists.&lt;br /&gt;
&lt;br /&gt;
If a Biolab Overseer is available during a given shift, they may change the following prices as they see fit, or waive them entirely. Moreover, payment for medical treatment may be reasonably delayed for up to two hours based on the availability of doctors or other Biolab staff to handle processing invoices, or if the patient has insufficient funds to pay. This deferred payment may be overruled at any time by a CBO, who may then require payment as immediately as is reasonable. Payment may NOT be deferred in any way for visitors, outsiders, or other non-colonists.&lt;br /&gt;
&lt;br /&gt;
All patients should be informed before treatment that treatment will incur a cost, such as with a public notice in the Biolab lobby, or by individually informing each patient.&lt;br /&gt;
&lt;br /&gt;
Soteria personnel are guaranteed free treatment as part of their employment contract while they are on duty, though frivolous overuse of medical supplies or personnel time may warrant a reprimand.&lt;br /&gt;
&lt;br /&gt;
The following is the price chart for Medical treatment and services, not including elective procedures, which will be covered later. Unless otherwise noted, these charges are to be allocated according to whether or not the indicated service happened at all, not on a per-unit or per-instance format.&lt;br /&gt;
&lt;br /&gt;
* Sleeper Usage: 40 credits&lt;br /&gt;
* Cryopod Usage: 60 credits&lt;br /&gt;
* Blood Transfusion: 25 credits/bag&lt;br /&gt;
* Unbranded Gauze or Ointment: 5 credits/body part&lt;br /&gt;
* Advanced Kits: 10 credits/body part&lt;br /&gt;
* Soteria Branded Gauze or Ointment: 25 credits/body part&lt;br /&gt;
* Chemicals and Medication: 20-40cr for every 30u (rounded up if below) of unique medicine administered&lt;br /&gt;
* Defibrillation: 75 credits&lt;br /&gt;
&lt;br /&gt;
Surgery should be charged at a rate of 80 credits per body part operated on, such as arms, legs, head, chest, and so on. This cost includes any necessary organs printed for replacement.&lt;br /&gt;
&lt;br /&gt;
Revival procedures, that is, any usage of Medical supplies performed in the process of resuscitating a dead person, should be charged either a flat 350 credits, or the cost of all procedures performed in the course of resuscitation, whichever is &#039;&#039;&#039;cheaper&#039;&#039;&#039;. This includes any and all surgeries, organ replacements, superficial repair (ATK/ABK/gauze/ointment), cryopod usage, sleeper usage, or any other potential procedures needed for revival.&lt;br /&gt;
&lt;br /&gt;
Emergency procedures, which are procedures performed in an attempt to save a patient in critical condition, but who has not yet died, are charged only for sleeper usage, cryopod usage, surgery, and blood transfusions.&lt;br /&gt;
&lt;br /&gt;
Payment for Medical treatment may be rendered either as credits, or as other tangible or intangible bargains -- assistance, supplies, and so on. Non-monetary payment should be duly recorded in the notes section of any invoices which are written. Monetary payments may be deferred, but cannot be waived except by a CBO, in accordance with the guidelines described at the beginning of the section.&lt;br /&gt;
&lt;br /&gt;
=== Treatment Procedures ===&lt;br /&gt;
&lt;br /&gt;
The following procedure is &#039;&#039;&#039;REQUIRED&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
To ensure appropriate documentation and record-keeping for payment and other purposes, all patients who are admitted for treatment are to receive a prior and post-treatment body scan, which must be printed and placed securely in a folder or file cabinet after the treatment is completed. Any additional scans taken during a patient’s treatment should be securely stored with the prior and post scans as well.&lt;br /&gt;
&lt;br /&gt;
Body scans should NOT be left out on tables after a patient has been treated and discharged.&lt;br /&gt;
=== Nonpayment and Debtors ===&lt;br /&gt;
&lt;br /&gt;
Individuals who refuse or are incapable of paying medical fees once they are due are to be blacklisted from Biolab treatment and reported to the Marshals so the debt can be reclaimed. Revival procedures should still be performed, even on blacklisted personnel -- they cannot pay their debts if they are dead, after all.&lt;br /&gt;
&lt;br /&gt;
Marshals and Blackshield cannot be blacklisted from treatment, but they should still be reported to the Marshals for the appropriate legal repercussions.&lt;br /&gt;
=== Elective Procedures and Other Sales ===&lt;br /&gt;
Elective procedures are defined as any procedure which aims to improve a patient’s quality of life, or which is requested by a patient and does not directly relate to an injury. In other words, these are procedures which are not necessary for restoring a person to a full, healthy status, such as providing biological augmentation.&lt;br /&gt;
&lt;br /&gt;
Elective procedures, such as organ modifications, are to be charged according to the following chart. These charges may not be deferred by standard Medical staff as in the case of lifesaving or otherwise health-oriented medical treatment, as these procedures are undergone voluntarily upon the patient’s request. Payment must be decided upon and rendered up-front, and the patient should be informed of the side-effects of the procedure in full before payment is rendered or the procedure is performed. As is the case with the treatment price chart, this chart may be edited or ignored by a CBO as they wish.&lt;br /&gt;
&lt;br /&gt;
* Modification of existing tissues or organs: 75 credits/body part&lt;br /&gt;
* Printing of new tissues, including modification of the printed tissues: 150 credits/organ&lt;br /&gt;
&lt;br /&gt;
Any other elective procedures undergone which are not included in the above cases may be priced by the Soteria Medical staff member who performs the procedure, unless a Biolab Overseer is present, in which case they should set the price. Bargains and nonfinancial payment are acceptable for elective procedures, according to the guidelines set forth in the Payment for Treatment section, with the addition of “voluntary experimentation” being an acceptable method of payment for elective procedures only. Any voluntary sapient experimentation must be accompanied by the appropriate paperwork as indicated in the Soteria Research SOP’s Waiver Clause. If a CBO is present, they may offer and dispense payment to individuals who voluntarily submit to experimentation.&lt;br /&gt;
&lt;br /&gt;
Any injuries or complications which arise as a result of elective procedures are to be treated immediately without cost to the patient. The Biolab staff who botched the procedure should be charged the full amount for any incurred costs.&lt;br /&gt;
=== Selling Chemicals, Stimulants, and Other Supplies ===&lt;br /&gt;
Legal medicines, chemicals, and stimulants may be manufactured by Chemistry for sale to the general populace. Chemical sales should be priced at between 1 and 30 credits per unit of chemical, according to the difficulty of production and demand of the chemical; the scale of this difficulty is left to the staff member’s discretion to determine. An exception is made to this pricing scheme for chemicals when they can be exported for a greater amount than otherwise allowed.&lt;br /&gt;
&lt;br /&gt;
Similarly, the sale of other medical supplies -- such as treatment kits -- may be performed at Medical staff’s discretion. Pricing should defer to the Biolab Overseer if one is available, but may otherwise be set by the Medical staff member who sets up the sale or vendor. Medical staff are forbidden from setting out “charitable” or free supplies, unless given express permission by the resident CBO. Marshals and Blackshield may receive a small amount of free supplies per colonist, at Biolab staff&#039;s discretion.&lt;br /&gt;
=== Consent to Treatment / Right to Refuse Treatment ===&lt;br /&gt;
For any given procedure, including potentially lifesaving procedures, patients must be given the opportunity to provide consent to treatment or refuse treatment. All adult colonists are presumed to be sound of mind and capable of granting or withdrawing consent at will by default.&lt;br /&gt;
&lt;br /&gt;
If an individual is determined to have a limited capacity for decision-making, this right may be overruled by Medical staff. If this right is overruled, any treatment performed should be considered emergency treatment by Medical staff. Note that overruling this right does not permit Medical staff to force a patient to come into the Biolab if they are actively resisting Medical personnel; in such cases, what treatment is possible may be rendered on the scene. Such cases may warrant an intervention by the Marshals if the patient is a danger to others or themselves.&lt;br /&gt;
&lt;br /&gt;
This overruling is possible in the following situations:&lt;br /&gt;
&lt;br /&gt;
* The patient is unconscious and clearly injured, poisoned, or otherwise unhealthy.&lt;br /&gt;
* The patient is in critical condition according to professional Medical knowledge and scanning devices and is unable to provide consent.&lt;br /&gt;
* The patient is clearly mentally unsound and is unable to understand either the condition to be treated or the nature of the treatment, such as patients who have been dosed with hallucinogens. Note: If this mental instability does not have a clear physiological cause, i.e. drugs, alcohol, severe infection, etc., the patient must be assessed by a psychiatrist or Biolab Overseer if one is available. A fax should be sent requesting one if neither is present.&lt;br /&gt;
&lt;br /&gt;
In all of the above cases, a judgment call may be made by Medical personnel on the spot to determine whether an individual is capable of providing consent for treatment or not.&lt;br /&gt;
&lt;br /&gt;
Patients who were unconscious upon being admitted for treatment, but who regain consciousness during treatment, are presumed to consent to continued treatment unless otherwise stated.&lt;br /&gt;
&lt;br /&gt;
In any such case wherein this right to refuse treatment is overruled, all treatment performed is to be considered as emergency treatment according to the Payment for Treatment section; only if the patient withdraws consent, then changes their mind later should they be charged for further treatment normally.&lt;br /&gt;
=== Unfitness for Work ===&lt;br /&gt;
In some cases, colonists may suffer from mental or physical conditions which may be physiological or psychological in nature that prevent them from performing their work, or make performing their work a hazard. In such cases, a Chief Biolab Overseer may formally declare them unfit for work. A Doctor or Psychiatrist, depending on the nature of the condition, may initiate this process without a CBO present, but must fax for a CBO in order to complete the process.&lt;br /&gt;
&lt;br /&gt;
Once the declaration is made, the CBO must write a formal letter indicating the declaration and present it to the Low Council, detailing the nature and reasoning behind the declaration. The Council shall then vote on whether this declaration is valid, as outlined under the Command SOP’s Voting Procedures section. If an individual is found to be unfit for work, they must accept either a suspension as if they had been demoted by the Council, or receive treatment for their condition as soon as possible.&lt;br /&gt;
&lt;br /&gt;
What defines “unfit” may vary from condition to condition. However, conditions which simply lessen a colonist’s capacities are not grounds for a declaration of unfitness for work. Conditions which totally inhibit their ability to perform their job, or which inhibit them from performing their duties in a timely and reasonable manner, may qualify. The nature of the colonist’s job should be taken into account: a Scientist who is wheelchair-bound cannot be assessed as unfit for work simply because they take longer to navigate the labs, but a Marshal Officer who cannot chase criminals cannot perform their duty.&lt;br /&gt;
=== Hygiene and Disease Control ===&lt;br /&gt;
These policies remain in place as precautionary measures and against infections, and in the rare cases of pathological disease. Medical staff are required to wear sterile, non-allergenic clothing while they are treating patients. In this respect, the equipment provided in Medical personnel’s lockers is considered sterile, though SLTs and Doctors are encouraged to keep gloves, boots, and jumpsuits or scrubs washed and clean where available.&lt;br /&gt;
&lt;br /&gt;
The Biolab should be kept as clean and neat as is reasonably possible; debris, shattered glass, blood, vomit, and other messes should be cleaned as soon as possible.&lt;br /&gt;
&lt;br /&gt;
Smoking is strictly &#039;&#039;&#039;disallowed&#039;&#039;&#039; within the Biolab, with the exception of the public lobby and the break room, due to the health and flammability risks. Soteria personnel are &#039;&#039;&#039;required&#039;&#039;&#039; to extinguish their own cigarettes before treating patients, and &#039;&#039;&#039;must&#039;&#039;&#039; request that patients extinguish theirs before entering the Biolab. &lt;br /&gt;
&lt;br /&gt;
Quarantine procedures exist in the case of a disease outbreak. In such a case, all Biolab personnel are required to wear medical-grade masks, sterile gloves, and to regularly sanitize their hands. Any Biolab personnel actively treating patients are required to wear biohazard suits, and the CBO is encouraged to analyze disease vectors to ensure personnel equipment is capable of counteracting any infectious agents.&lt;br /&gt;
&lt;br /&gt;
Additionally, all infected personnel are to be quarantined within the Biolab for their safety and the safety of the colony. Anyone attempting to breach quarantine, in or out, without permission from the CBO or the Low Council, may be removed from the Biolab, by force if needed. Quarantine procedures are to remain in effect until a vaccine or cure can be produced to counteract the disease.&lt;br /&gt;
=== Death ===&lt;br /&gt;
&lt;br /&gt;
For the purposes of Medical SOP, “death” refers to the indefinite cessation of nervous activity and vital biological processes. If a patient is recognized as ‘dead’ by medical scanning equipment, they are medically dead. This state is not necessarily permanent. Patients can often be recovered if their body is intact, provided with the correct treatments, and then defibrillated according to Soteria Medical training materials.&lt;br /&gt;
&lt;br /&gt;
If a defibrillator displays a ‘mental interface error’, the device is unable to restore brain function. If three interface errors are experienced in a row, the cadaver is to be placed in the Morgue for secure storage until they can be transported to the lower colonies for a more intensive revival process.&lt;br /&gt;
&lt;br /&gt;
Any cadavers that are recovered are to be transported via body bags to avoid the potential trauma caused by such a sight on other colonists. Staff are not exempt from this simply because they did not have body bags on their person at the time.&lt;br /&gt;
&lt;br /&gt;
In the event of the total death (wherein an individual cannot be revived, such as by total bodily destruction) of a colonist, the relevant Head of Staff must be informed. Postmortem instructions are to be followed, and the death should not be revealed to other colonists unless consent is given in the deceased’s medical records, or a funeral is requested. A fax is to be sent to the High Council with an autopsy report attached regarding the deceased.&lt;br /&gt;
&lt;br /&gt;
Post-Mortem instructions are to be obeyed whenever possible and reasonable. Unreasonable or unfeasible Post-Mortem instructions need not be obeyed.&lt;br /&gt;
=== DNR and Suicide ===&lt;br /&gt;
&lt;br /&gt;
A “do not revive” or DNR order may be placed in a colonist’s records only under very specific circumstances, and dictates that they should not be revived after death, making any death their final death. Should a DNR be found, the patient is not to be revived. Revival despite a DNR may result in a Negligence charge. In some cases, a DNR may be accompanied by conditions, such as stating that the patient should only remain dead if their death is the result of a specific medical condition. A DNR may be placed under the following circumstances:&lt;br /&gt;
&lt;br /&gt;
A patient who would typically be fit to refuse treatment confirms their desire not to be revived. This requires assessment by a Psychiatrist or CBO.&lt;br /&gt;
A patient has been sentenced to legal execution via proper procedures.&lt;br /&gt;
A patient is an infiltrator, outsider, or known enemy of the colony, and Security staff have declared that they are not to be revived.&lt;br /&gt;
&lt;br /&gt;
The DNR should be added to the patient’s medical records by Biolab staff, and is applicable only for the shift wherein it was applied. A voluntary DNR may be permanently applied to a patient record only after faxing a DNR ratification to Soteria’s offices in the lower colony. This must be signed off on by a CBO. Thereafter, this permanent DNR may be added to post-mortem instructions with the date of the application and the CBO’s name who signed off. If a DNR assessment occurs in the lower colony, a ratification fax is not necessary, but the date of application and a name remain necessary.&lt;br /&gt;
&lt;br /&gt;
For a DNR to be considered valid, it must contain the words “Do Not Revive” or the acronym “DNR”.&lt;/div&gt;</summary>
		<author><name>ChefDoggo</name></author>
	</entry>
</feed>