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		<id>http://sojourn13.space/w/index.php?title=Draft:Mar%27Qua&amp;diff=4607</id>
		<title>Draft:Mar&#039;Qua</title>
		<link rel="alternate" type="text/html" href="http://sojourn13.space/w/index.php?title=Draft:Mar%27Qua&amp;diff=4607"/>
		<updated>2024-12-20T17:46:48Z</updated>

		<summary type="html">&lt;p&gt;DrFarson: DrFarson moved page User:DrFarson/Mar&amp;#039;Qua to Draft:Mar&amp;#039;Qua without leaving a redirect&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Mar&#039;qua are an alien race of bipedal amphibian aliens in an unwilling alliance with the Sol Federation. Technologically advanced and older than humanity they maintain an aloof approach to intergalactic affairs, kept largely to their own devices and used as a source of taxes and scouting by the Sol Federation.&lt;br /&gt;
&lt;br /&gt;
=== Quick-Start Guide ===&lt;br /&gt;
&lt;br /&gt;
* They have a biology similar to terran cephalopods, with a lithe, flexible body lacking bones and a singular, advanced eye&lt;br /&gt;
* Their culture focuses on peaceful, cautious advancement of the fields of science, with a rampant paranoia of both AI and death.&lt;br /&gt;
* Mar’qua come in a variety of shades, with some being able to alter their own skin colour in a camouflage-esque system&lt;br /&gt;
* The aquatic nature of Mar’qua make them resistant to the cold and better at seeing in the dark compared to a human&lt;br /&gt;
* Not only are the Mar’qua naturally intelligent and long lived, but through genetic manipulation these traits are further emphasized, resulting in a ponderous, wise race. They get +10 to cognition, biology, and mechanical stats. An extra +5 can be gained if their homeworld is chosen in character setup.&lt;br /&gt;
* Perk: Mar&#039;qua gain the perk &amp;quot;Sudden Brilliance&amp;quot;, which grants them +15 to biology, mechanical, and cognition for 10 minutes every 25 minutes.&lt;br /&gt;
* Perk: Mar&#039;qua gain the perk &amp;quot;Inspired Intellect&amp;quot;, which makes them gain insight 1.5x as fast as most races.&lt;br /&gt;
* Perk: Mar&#039;qua gain the perk &amp;quot;Adapted Nervous System&amp;quot;, which makes them immune to addiction and quadruples their NSA threshold.&lt;br /&gt;
&lt;br /&gt;
== Biology ==&lt;br /&gt;
&lt;br /&gt;
Mar’qua biology, although extremely alien in nature, can be more easily compared to the terran cephalopod class of terran animals. They stand on average from 5’2 - 5’8, with a slightly wiry and pliant gait that’s born from their lack of bones, with their body structure instead being supported by advanced lengths of cartilage and ligaments. Their most notable feature to humans lie in their singular eye, located in a similar spot that would be between the eyes of a baseline human. Their face lacks any distinct features outside this singular eye, with their mouth being perfectly sealed outside of it’s use for speech or eating. Where their mouth is rarely used for breathing, the Mar’qua instead use a mix of Cutaneous respiration and the use of gills that are located just below their jawline.&lt;br /&gt;
&lt;br /&gt;
The eye in particular is an important part of the Mar’qua, both in a societal icon and biological significance. With multiple layers of eyelids that cover a wide variety of protection to the sensitive organ underneath and a horizontal ‘pupil’ which both serves to give them a much wider range of vision than one would expect from a singular-eyed organism and contains a sophisticated system for allowing depth perception by taking points of reference from opposite sides of the eye.&lt;br /&gt;
&lt;br /&gt;
With their technological mastery over genetics, the average Mar’qua has little worry over old age, with their advanced treatments staving off death indefinitely to any of their species that have access to it. With this in mind, with their relatively slow metabolism, Mar’Qua naturally live to be between 100-150 years old.&lt;br /&gt;
&lt;br /&gt;
== Society ==&lt;br /&gt;
As cautious people born from their paranoia of the unknown, the Mar’qua, despite being far more ancient than other space-faring nations, expanded from their home system at an incredibly slow pace, taking every measure to minimize risk and rates of mortality.&lt;br /&gt;
&lt;br /&gt;
Mar’quaran colonies tend to be low in number, with a stagnant population maintained by the cryo-freezing of fertilized eggs, only to be unthawed if an individual happens to die in order to replace them. These small ‘dens’ of Mar’qua focus on technological pursuit, observation and the maintenance of local ecosystems and life. The main exceptions to this sparsely populated trend are their massive ‘exploratory’ fleets and their home planet. The former used for both the colonization of new planets, scientific pursuit and the defense of their borders. The latter is their home planet of Mar’hal, an advanced, dense nexus of universities, laboratories and urban sprawls that collect and process data collected from their exploratory fleets and colonies.&lt;br /&gt;
&lt;br /&gt;
The average Mar’qua will go about their day very similar to a human counterpart, but with an extreme level of observation and recording of data. Janitors will record the effectiveness of different chemicals, Botanists the speed of growth of plants in different types of soil and conditions, and even security personnel will meticulously record the performance of their arms and armor. Mar’qua take great pride in each contribution towards the sciences, with doctoral titles being absent in their vocabulary, as every Mar’qua consider themselves a scientist in one shape or another.&lt;br /&gt;
&lt;br /&gt;
Mar’quaran culture outside the fields of sciences will always feel the curiosity embedded naturally in the race. An alien visitor to a Mar’quaran resturant would find a wide range of perfected dishes created in an attempt to appeal to the tastes of their race, curated by countless recordings of previous data as Mar’qua chefs find endless satisfaction in sating alien tastes.&lt;br /&gt;
&lt;br /&gt;
Although one might expect hyper-practical and standardized architecture and aesthetics. Mar’qua find observations to be one of the most important experiences one can have, with a wide range of creative efforts and techniques used in their artistic fields to make sure an individual walking down one of their streets would never see the same sight twice. To an alien individual, some of the choices of colour theory and mixing would seem bizarre or even ugly, especially those lacking in more advanced ocular organs compared to the naturally complex and artificially enhanced Mar’qua ‘Ti’.&lt;br /&gt;
&lt;br /&gt;
== Relationships ==&lt;br /&gt;
Mar&#039;qua have a few classifications for how they view themselves. Specialisations and Observances being the most notable ones. Whereas a specialty is how one views themself, and their plan for personal development, a observance is how one may view another individual, their relationship, or otherwise.&lt;br /&gt;
&lt;br /&gt;
=== Specialties ===&lt;br /&gt;
Specialties are groups within Mar’qua society that denote expertise or authority in fields and positions, and those who have chosen to enter one are seen as dedicating one’s self to a practice - a great honour within Mar’quarian society.&lt;br /&gt;
&lt;br /&gt;
* Lar’Mar: Those who learn through experimenting. - Mathematicians, Physicists, Teachers, Painters, Graphics Designers, and Developers.&lt;br /&gt;
* Lin&#039;Mar: Those who learn through acting. - Government Officials, Military Officers, and Civil Servants.&lt;br /&gt;
* Kar’Mar: Those who learn through doing. - Engineers, Construction Workers, IT Professionals, and Shop Owners&lt;br /&gt;
* Kan&#039;Mar: Those who learn through duty. - Soldiers, Doctors, Police Officers, and Frontline Professionals.&lt;br /&gt;
* Len’Mar: Those who learn through watching. - Miltiary Intelligence, Civil Service Operatives, Covert Positions, Scouts.&lt;br /&gt;
* Ne’Mar: Those who learn in their own way. - Wanderers and Drifters, those that do not fall into an above category.&lt;br /&gt;
&lt;br /&gt;
=== Observances ===&lt;br /&gt;
Obsevanves are classifications within Mar’qua society that denote a relation to another individual, such as familial, platonic or romantic relations. This section is largely incomplete, but serves as a guide for how relatonships should be approached and seen in character. They can be categorised into positive or negative.&lt;br /&gt;
&lt;br /&gt;
* Lai’Lar: An extremely close bond between individuals. This is often used to describe someone to whom you feel romantic, platonic, or familial love towards.&lt;br /&gt;
* Ne’Lar:  An intense hatred of an individual, one with you having an intense rivalry. Often used to describe those you despise, or hate, in the most extreme manner.&lt;br /&gt;
* Lai’Len: A valued friend, one whom you’ve known for many years - perhaps your entire life - and have grown attached to in a bond like none other.&lt;br /&gt;
* Ne&#039;Lin: This is a rival or someone you dislike, and whom you might express distaste for, but not to the point of complete and utter hatred.&lt;br /&gt;
* Lai’Nal:  A familial relationship of any kind. It can be used to refer to any member of your family that you have a deep bond with.&lt;br /&gt;
* Ne’Nal Any form of familial-like bond with someone you hold hatred for. This type of bond is very uncommon, save for conflicting fields of study.&lt;br /&gt;
&lt;br /&gt;
== Technology ==&lt;br /&gt;
Due to the early discovery of bluespace technology and their prolonged contact with a technologically advanced empire early in their history, the Mar’qua had an advanced kickstart into their own technological progress, particularly in the areas of bluespace, genetics, physics and biochemistry. The paranoia caused by their superstition and history with AI, the Mar’qua very reluctantly rely on artificial computing systems out of very basic machines. Instead, the Mar’qua’s advancements in biomachinery allow them to use complex MMIs (man-machine interfaces) to interface and control machinery or computers directly, rather than using algorithms or machine learning.&lt;br /&gt;
&lt;br /&gt;
The field of genetics is also a vast and specialized field to the Mar’qua. Their avoidance of artificial intelligence in all forms and superstition around death pushed them to pursue genetic augmentation in order to increase their own mental capacity to replace any need for computing power. The average Mar’qua will slowly accumulate more and more modifications during their lifetime, with their access to Mar’quaran genetic treatment facilities artificially extending their natural lifespans indefinitely in all but the most destitute dens and colonies. The resulting eldars from this society, especially the Lar’kan possessing mental ability easily rivaling minds such as greyson AI. These elders are possessively kept secret away from the federation, being held safely on Ti’qua, away from prying eyes.&lt;br /&gt;
&lt;br /&gt;
A large part of Mar’quaran culture is the celebration of historic and modern breakthroughs in science, ones of note are those who’s accomplishments can be attributed to the idealistic nature of their solar system, these particular holidays are as follows:&lt;br /&gt;
&lt;br /&gt;
* Lai’nim Day: 18/04 - Celebration attributed to cooling and laser systems advancements&lt;br /&gt;
* Nam’ril Day: 22/10 - Celebration attributed to gas processing and macroengineering&lt;br /&gt;
* Nal’ril Day: 03/12 - Celebration of the advances in extraction and mineral processing&lt;br /&gt;
* Tel’hal Day: 15/05 - Celebration of the xenofauna and xenoflora sciences&lt;br /&gt;
* Mar’hal Day: 01/01 - Celebration of life&lt;br /&gt;
* Rai’hal Day: 05/07 - Celebration of MMI technology and Genetic Augmentation&lt;br /&gt;
* Ne’ril Day: 11/02 - Celebration of Optics and Sensory technology&lt;br /&gt;
&lt;br /&gt;
== Religion ==&lt;br /&gt;
Although the Mar’qua as a people and a culture lack a religion as humans would see it, they hold a superstition or paranoia of the afterlife. With even their advanced sciences they’ve failed to figure out what happens to the living consciousness when they pass over, leading to a split in thought between the Mar’qua people.&lt;br /&gt;
&lt;br /&gt;
One group, colloquially known as the “Introspectors (Len’Qua)”, look to advance Mar’qua life past the possibility of death, avoiding the paranoia altogether. This is usually done through genetic advances, leading to the majority of the Mar’qua people being biologically immortal, lacking a death from old age.&lt;br /&gt;
&lt;br /&gt;
The other are known as the “Extrospectors (Lin’Qua)”, with the Mar’qua’s obsession with observation, these people look to find out what happens after death, this obsession with observation grows passed this and outward to the rest of the universe, in some held hope that they will find the answers if they understand enough.&lt;br /&gt;
&lt;br /&gt;
== Politics ==&lt;br /&gt;
The politics of the Mar’qua is mostly focused on technological advancement and pursuit rather than economics, war, or even personal ideals. The closest thing the Mar’qua have to a governing body is the Lar’Kan and Lar’Kar. The Lar’kan being a group of 20 individuals who hold seats in the capital of Ti’Qua. Each seat of this governing body is an expert in a particular field of science, covering the entirety of scientific basis. The Lar’Kar is a particular individual who is both seen as the ‘face’ and ‘leader’ of the Lar’kan. This individual appoints the leaders of new colonies, fleets and important operations after thorough debate with the seats of the Lar’kan. The Lar’kar is expected to be knowledgeable in all fields of knowledge in order to avoid the bias that a singular field of knowledge would result in.&lt;br /&gt;
&lt;br /&gt;
Outside of technological matters, the Lar’kan do not interfere or dictate how colonies and ‘den’s operate. The only exception to this being Mar’quaran holidays, where a particular subject of a holiday may be changed if a new innovation of technology replaces the subject matter.&lt;br /&gt;
&lt;br /&gt;
Mar&#039;Qua prefer not to involve themselves in politics of other races, preferring to simply explore the universe and observe its inhabitants, though that does not mean they cut themselves off from others. The Observatoriam establishes contact with other races when they see fit, be it as a way to introduce themselves and begin free trade between the empires, or to “push” them into the correct way. Intelligensia also keeps records of any race that has been observed during exploration. Non-sentient races are paid little mind, though races that show low stages of development are observed closely, awaiting their eventual expansion into space or destruction by their own design.&lt;br /&gt;
&lt;br /&gt;
== History of the Mar&#039;Qua ==&lt;br /&gt;
&lt;br /&gt;
=== Early Contact ===&lt;br /&gt;
The Mar’quaran hate for AI can only be speculated to a theorized event thousands of years in their history that surpassed written and oral tradition, instead sowing a seed of fear deep into the very culture of their race. During the early atomic era of their history, before they even had ventured into their stars, they discovered bluespace technology, namely communication using bluespace crystals that had grown upon a meteorite that crashed narrowly into their home planet. Using this newly discovered form of communication, the Mar’qua contacted an unknown alien empire, forming a budding friendship between the two over the following years, this empire sharing technological secrets that would be the base of their advanced technology they use today. This all came to a sudden halt when communication between the two was ended following a brief message warning them of the dangers of advanced artificial intelligence, cutting their moment of alien contact short, never to be heard from again.&lt;br /&gt;
&lt;br /&gt;
=== Expansion ===&lt;br /&gt;
Space flight and FTL travel was quickly achieved shortly after the rapid advancements following the discovery of bluespace crystals, harnessing the power of space-bending technology. Despite their ability to cover lightyears of space in a matter of days, the Mar’qua took their usual curiosity and caution driven approach to their colonial era. Not following a traditional colonial approach, the Mar’qua took to the stars only to colonize their local system, making great use of the natural resources and phenomena before approaching any extra-solar expansion.&lt;br /&gt;
&lt;br /&gt;
Rather than colonizing every habitable planet they came across, the Mar’qua took to building complex, non-invasive satellite stations orbiting the planet, sometimes including a space-elevator for quick surface-to-space transport. These ‘nests’ would house from 100,000-2,000,000 individuals, with facilities for asteroid mining to research, to zero-g construction to leisure. These stations would perform extensive observation, testing and setup of communication infrastructure before the related exploratory fleet would move to the next system, creating a daisy chain of observatories that gave them unparalleled sensory data on their borders.&lt;br /&gt;
&lt;br /&gt;
=== Human Contact ===&lt;br /&gt;
With their advanced optics and extra-solar sensors, the Mar’qua were made aware of the Sol Federation tens of years before making contact with them. Their rapid expansion and growth piqued both a rampant curiosity and morbid paranoia. Heavy debate occupied the Lar’kan up until their impending contact with the humans, with this being the first signs of alien existence since their ancient cousins who’s time with the Mar’qua was lost to archaic written history.&lt;br /&gt;
&lt;br /&gt;
The Lar’kar came to an agreement only a few years prior to their initial contact with the Sol federation, a passive, but cautious approach was taken, avoiding any sparks of senseless war that could cinder between the two powers. With the Sol Federation’s immense numbers, economy and overall ambition to conquer matched up against the Mar’qua’s steadfast infrastructure, accrued data that had already been gathered on their movements and tactics alongside their far superior advancements in numerous fields of technology, it became obvious that any conflict between the two races would create untold catastrophe on both sides.&lt;br /&gt;
&lt;br /&gt;
Reluctantly, the two powers entered a series of trade, scientific and defensive pacts, with the science of the Mar’qua and the expansive resources of the Sol Federation sending the two groups into a miraculous golden age for both sides. Despite this, the Mar’qua kept many areas of technological research hidden away from the humans, notably their genetic manipulation to prevent an abhorrent mix of Mar’quaran intelligence and Human ego and ambition.&lt;br /&gt;
&lt;br /&gt;
=== Bluespace Crash ===&lt;br /&gt;
The bluespace crash came as a sudden catastrophe to most races. The Mar’qua on the other hand, with their advanced knowledge of the nature of bluespace, predicted a chance of such an event happening due to the excessive use of bluespace drives. Due to the growing chances of such an event occurring, the Mar’qua began experimental testing of advanced FTL drives, slowly retrofitting their ships and defunctioning their bluespace drives, even beginning to look into advances in quantum entanglement communication technology.&lt;br /&gt;
&lt;br /&gt;
This led to speculation that the Mar’quaran Technocracy managed to mitigate much of the logistical and infrastructural impact the bluespace crash had on them. It also brewed rumours among the xeno races that the Mar’quaran Technocracy directly caused the bluespace crash itself, perhaps to give themselves an advantage over the other bluespace-reliant species.&lt;br /&gt;
&lt;br /&gt;
Despite this, even with their predictions, not all Nests and Exploratory fleets believed the hypothetical event, with heavy debate stalling any mass mobilization of said retrofits. This left many, especially fringe worlds bordering the Sol Federation stranded along with other xenos. With such a logistical breakdown, and despite the autonomy and self sufficiency of nests and fleets, this led to a growing reliance on other xenos. This change exposed many homogeneous groups of Mar’qua to the diverse and alien mindsets of xenos, causing a radical schism and division between the cautious and methodical Mar’qua and the ones open to the ideas of xenos.&lt;br /&gt;
&lt;br /&gt;
== Relations between other races and the Observatorium ==&lt;br /&gt;
&lt;br /&gt;
=== Human ===&lt;br /&gt;
Their relationship with the Sol Federation is one of hesitant cooperation. Despite their lower numbers, the Mar’qua’s advanced technology would make a war between the two nations catastrophic for both sides, resulting in a series of peace deals and reluctant trade agreements for mutual benefits. The Mar’qua refuse to give the Sol Federation their more advanced and perhaps even esoteric technology, knowing full well what it would be used for and how it would jeopardize their own leverage towards the imperialists.&lt;br /&gt;
&lt;br /&gt;
=== Sablekyne/Kriosan/Akula/Naramad ===&lt;br /&gt;
The more militaristic races are mostly seen as a biological interest rather than a cultural or diplomatic one. Usually this ends with basic, short-term deals involving supplies, testing and passive support rather than any long term relationship between the two races, with the Mar’qua wanting to avoid any chance of violence, war or otherwise unnecessary risk.&lt;br /&gt;
&lt;br /&gt;
=== Cinderites ===&lt;br /&gt;
The Cinderites proved themselves to be a surprising ally to the Mar’qua. With their war-torn history, the Mar’qua expected a short term, simple trade of resources and information. This was quickly proven wrong with the Cinderite’s aversion to war and willingness to work in hazardous conditions. Their dramatically affected and wide diversity of genetics also hold a constant curiosity of Mar’quaran geneticists. To this day the Mar’qua and Cinderites hold a long-lasting alliance through the trade of labor, goods, research and military assistance, with most Mar’quaran exploratory ships hosting a wide number of Cindar individuals used especially for reconnaissance on planets with hazardous weather, terrain or hostile fauna/flora.&lt;br /&gt;
&lt;br /&gt;
=== Opifex ===&lt;br /&gt;
The Opifex are viewed with a mix of endless curiosity and primal horror. Their advances in technologies mirror something completely parallel to the Mar’qua, with cybernetic augmentation and a reliance on artificial machinery and computing. Their more esoteric nature and rivaling levels of intelligence prove themselves to again and again be a hot topic of debate within the Lar’kan. Contact between the two races has been sparse and usually resulting in heated arguments behind the ideal approach to science and research.&lt;br /&gt;
&lt;br /&gt;
=== Cht’Mant ===&lt;br /&gt;
The Cht’mant were originally discovered through second-hand accounts of Soteria’s brutal testing on the race. This series of events did nothing but reinforce the Mar’qua in their cautious approach to science. Directly, the Mar’qua had very little interaction with the Cht’mant, with their homeworlds being so far apart and the Mar’quaran desire to avoid friction with any other bodys of power. Despite this, the Mar’qua do show interest in the cht’maint, Their ability to biologically both alter their own anatomy and communicate through such vast distances without the aid of technology has proven to be a wildly interesting concept to the Mar’qua, who require advanced technology to modify their own genetics.&lt;br /&gt;
&lt;br /&gt;
=== Language Snippets of the Maq&#039;Qua ===&lt;br /&gt;
&lt;br /&gt;
* Hal = Home&lt;br /&gt;
* Kan = Keeper, Holder, Maintainer, Guard&lt;br /&gt;
* Kar = Giver, benefactor&lt;br /&gt;
* Lai = Light&lt;br /&gt;
* Lar = Knowledge&lt;br /&gt;
* Len = Inward&lt;br /&gt;
* Li = Sky&lt;br /&gt;
* Lin = Outward&lt;br /&gt;
* Mar = Observe or to Observe&lt;br /&gt;
* Nal = Rich, Precious&lt;br /&gt;
* Nam = Older Sibling&lt;br /&gt;
* Nar = To sleep, dream&lt;br /&gt;
* Ne  = Distant, Vague, obscure&lt;br /&gt;
* Nim = Younger Sibling&lt;br /&gt;
* Qua = People&lt;br /&gt;
* Rai = Calm, peace, solace&lt;br /&gt;
* Ril = Orb, Sphere, Circle&lt;br /&gt;
* Tel = Green, Plants, Life&lt;br /&gt;
* Ti = Eye&lt;br /&gt;
* Thal = Short, Near, Intimate&lt;br /&gt;
* Thil = Long, Far, Formal&lt;br /&gt;
* Kor = Weapon, Arm&lt;br /&gt;
&lt;br /&gt;
{{Species}}&lt;br /&gt;
[[Category:Lore]]&lt;/div&gt;</summary>
		<author><name>DrFarson</name></author>
	</entry>
	<entry>
		<id>http://sojourn13.space/w/index.php?title=Draft:Psionics&amp;diff=4590</id>
		<title>Draft:Psionics</title>
		<link rel="alternate" type="text/html" href="http://sojourn13.space/w/index.php?title=Draft:Psionics&amp;diff=4590"/>
		<updated>2024-12-12T19:44:43Z</updated>

		<summary type="html">&lt;p&gt;DrFarson: &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;
== Becoming a SI Certified Psion ==&lt;br /&gt;
While gaining a psionic organ is usually a trivial process, some psions or even mundanes are capable of applying for, and receiving a higher-tier psionic organ below the capabilities of a cultured one. Becoming a SI Certified Psion, as they are called is an extremely involved process. &lt;br /&gt;
&lt;br /&gt;
Those who are selected have elected to go through rigourous testing and assaying procedures in order to certify both mental stability and fortitude. These psions are also subject to further oversight from SI and Marshals, in that they are expected to act responsibly and carefully with their newly gained abilities.&lt;br /&gt;
=== Step One: Discrimination ===&lt;br /&gt;
The first component of becoming certified, and gaining the upgraded organ, is that of being psychologically and pyscially asessed for any discrepancies. In the case of existing psions, rejection or abnormal integration is investigated for and if found, disqualifies the individual. Other such things that may disqualify an individual is unstable mental states, physical illness, etcetera.&lt;br /&gt;
=== Step Two: Assaying ===&lt;br /&gt;
Once the discrimination stage is completed, the applicant will then go through a rigourous Assay by an Empath. This Assaying process involves the invocation of a dreamlike state, through use of the empath&#039;s cultured organ, where various dreams of the Dreaming King are pushed into the mind of the subject - to which they are instructed to resist. Failure to resist, or an adverse reaction to the dream, will disqualify the applicant.&lt;br /&gt;
&lt;br /&gt;
=== Step Three: Preparation ===&lt;br /&gt;
Once successfully completing the full assessment process and provided no disqualification have been logged, the subject will proceed to be briefed on the nature of the organ that they will be receiving. They are given details on how they will be subject to oversight going forward, and must maintain a responsible use of the organ as a SI Certified Psion. Provided they consent, they will proceed to the acquisition process.&lt;br /&gt;
&lt;br /&gt;
=== Step Four: Aquisition ===&lt;br /&gt;
Aquisition of the organ itself is done either directly through surgical implantation and/or chemical modification. In cases where a basic psionic organ is already present, the organ will be chemically augmented with various processes to enhance it&#039;s functionality and ability. In rare cases where no organ is initially present, the patient will be given a new psionic organ, which will then be similarly chemically augmented.&lt;br /&gt;
=== Step Five: Training ===&lt;br /&gt;
After the aquisition of the organ is completed, the second-to-last phase begins. The psion is then run through a gauntlet of largely difficult training courses to ensure they are capable of using the organ, and to hone their abilities further. This process is long and involved, and can take anywhere from a few weeks to a few months, often leaving quite an impact on the psion. Provided they complete this training sucessfully, they will be released under observation as a certified psion.&lt;br /&gt;
=== Step Six: Observation ===&lt;br /&gt;
Lastly, observation is done for a short duration to ensure no adverse effects occur as a result of this process. While it&#039;s of note that nearly all psions who complete the entire procedure are stable due to the vetting process, a few fall through the cracks. This period ensures that no mistakes were made, and if adverse reactions are found, retraining will occur.&lt;br /&gt;
&lt;br /&gt;
== Stats and Abilities ==&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;
===Lesser Powers===&lt;br /&gt;
Lesser powers are usually a single point or free to use for a psion, they represent the general abilities any psion can use, though more cognitively impressive psions can use them far more often.&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;
| 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.&lt;br /&gt;
|-&lt;br /&gt;
| Psychosomatic healing (1) || Heal yourself for up to 40 brute AND burn, but you take heavy amounts of agony from the effect and may be stunned. || Toughness may mitigate the effect and allow you to resist both the stun and pain damage, painkillers and racial resistance may help.&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, bullets, or energy beams. || Functions exactly like a standard shield.&lt;br /&gt;
|-&lt;br /&gt;
| Psychosomatic Transference (1) || Instantly refill your nutrition to full at the expense of some of your blood and taking some toxins. || You gain 100% nutrition but lose 54 units of blood (10%) and take 15 toxins. Easy to recover from with the right reagents.&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;
|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;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Greater Powers===&lt;br /&gt;
Greater powers are psionic abilities that cost more essence and may not be usable if you lack the cognition to have enough of a essence pool. These powers are much more useful as a result and range from 2-5 in point cost. 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;
| 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 Construction (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;
|-&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 (3) || 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 your wearing but they disappear if you remove it for any reason. || Your suit provides armor 35 in most areas and comes with neat utility bonuses like +20 cognition if you&#039;re wearing the full set. The gloves and boots are both insulated and the boots prevent slipping. On top of that, the hood provides a mood setting light and the entire thing is space worthy.&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;
&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 Tranquillity(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;
|-&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 all 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;
| Gift of the Psion (7) || 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;
==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 take increased damage from all sources and require a bit more food to support the specialized organs you&#039;ve developed. 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. || Given by your psion organ. Take +20% brute/burn/oxygen/toxins, 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 all stats for the remainder of the shift. This perk is only available to non-psions.&lt;br /&gt;
|}&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>DrFarson</name></author>
	</entry>
	<entry>
		<id>http://sojourn13.space/w/index.php?title=Draft:Psionics&amp;diff=4586</id>
		<title>Draft:Psionics</title>
		<link rel="alternate" type="text/html" href="http://sojourn13.space/w/index.php?title=Draft:Psionics&amp;diff=4586"/>
		<updated>2024-12-12T03:49:01Z</updated>

		<summary type="html">&lt;p&gt;DrFarson: /* Step Four: Aquisition */&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;
== Becoming a SI Certified Psion ==&lt;br /&gt;
While gaining a psionic organ is usually a trivial process, some individuals are capable of applying for one with the additional benefits that come from being certified as a responsible practitioner of psioncs. Becoming a SI Certified Psion, as they are called is an extremely involved process. &lt;br /&gt;
&lt;br /&gt;
Those who are selected have elected to go through rigourous testing and assaying procedures in order to certify both mental stability and fortitude. These psions are also subject to further oversight from SI and Marshals, in that they are expected to act responsibly and carefully with their newly gained resonsibilites.&lt;br /&gt;
=== Step One: Discrimination ===&lt;br /&gt;
The first component of becoming certified, and gaining the upgraded organ, is that of being psychologically and pyscially asessed for any discrepancies. In the case of existing psions, rejection or abnormal integration is investigated for and if found, disqualifies the individual. Other such things that may disqualify an individual is unstable mental states, physical illness, etcetera.&lt;br /&gt;
=== Step Two: Assaying ===&lt;br /&gt;
Once the discrimination stage is completed, the applicant will then go through a rigourous Assay by an Empath. This Assaying process involves the invocation of a dreamlike state, through use of the empath&#039;s cultured organ, where various nightmarish dreams and visions are pushed into the mind of the subject - to which they are instructed to resist. Failure to resist, or an adverse reaction to the dream, will disqualify the applicant.&lt;br /&gt;
=== Step Three: Preparation ===&lt;br /&gt;
Once successfully completing the full assessment process and provided no disqualification have been logged, the subject will proceed to be briefed on the nature of the responsibilites that they must fulfil. They are given details on how they will be subject to oversight going forward, and must maintain a responsible use of the organ as a SI Certified Psion. Provided they consent, they will proceed to the acquisition process.&lt;br /&gt;
&lt;br /&gt;
=== Step Four: Aquisition ===&lt;br /&gt;
Aquisition of the organ itself is done directly through surgical implantation if it is not present already. The patient will be given a new psionic organ, which will then be surgically grafted onto the patient&#039;s brainstem. The patient is checked for rejection of the organ before being released into the next stage.&lt;br /&gt;
&lt;br /&gt;
=== Step Five: Training ===&lt;br /&gt;
After the aquisition of the organ is completed, the second-to-last phase begins. The psion is then run through a gauntlet of largely difficult training courses to ensure they are capable of using the organ, and to hone their abilities further. This process is long and involved, and can take anywhere from a few weeks to a few months, often leaving quite an impact on the psion. Provided they complete this training sucessfully, they will be released under observation as a certified psion.&lt;br /&gt;
=== Step Six: Observation ===&lt;br /&gt;
Lastly, observation is done for a short duration to ensure no adverse effects occur as a result of this process. While it&#039;s of note that nearly all psions who complete the entire procedure are stable due to the vetting process, a few fall through the cracks. This period ensures that no mistakes were made, and if adverse reactions are found, retraining will occur.&lt;br /&gt;
&lt;br /&gt;
== Stats and Abilities ==&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;
===Lesser Powers===&lt;br /&gt;
Lesser powers are usually a single point or free to use for a psion, they represent the general abilities any psion can use, though more cognitively impressive psions can use them far more often.&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;
| 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.&lt;br /&gt;
|-&lt;br /&gt;
| Psychosomatic healing (1) || Heal yourself for up to 40 brute AND burn, but you take heavy amounts of agony from the effect and may be stunned. || Toughness may mitigate the effect and allow you to resist both the stun and pain damage, painkillers and racial resistance may help.&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, bullets, or energy beams. || Functions exactly like a standard shield.&lt;br /&gt;
|-&lt;br /&gt;
| Psychosomatic Transference (1) || Instantly refill your nutrition to full at the expense of some of your blood and taking some toxins. || You gain 100% nutrition but lose 54 units of blood (10%) and take 15 toxins. Easy to recover from with the right reagents.&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;
|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;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Greater Powers===&lt;br /&gt;
Greater powers are psionic abilities that cost more essence and may not be usable if you lack the cognition to have enough of a essence pool. These powers are much more useful as a result and range from 2-5 in point cost. 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;
| 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 Construction (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;
|-&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 (3) || 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 your wearing but they disappear if you remove it for any reason. || Your suit provides armor 35 in most areas and comes with neat utility bonuses like +20 cognition if you&#039;re wearing the full set. The gloves and boots are both insulated and the boots prevent slipping. On top of that, the hood provides a mood setting light and the entire thing is space worthy.&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;
&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 Tranquillity(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;
|-&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 all 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;
| Gift of the Psion (7) || 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;
==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 take increased damage from all sources and require a bit more food to support the specialized organs you&#039;ve developed. 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. || Given by your psion organ. Take +20% brute/burn/oxygen/toxins, 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 all stats for the remainder of the shift. This perk is only available to non-psions.&lt;br /&gt;
|}&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>DrFarson</name></author>
	</entry>
	<entry>
		<id>http://sojourn13.space/w/index.php?title=Draft:Psionics&amp;diff=4585</id>
		<title>Draft:Psionics</title>
		<link rel="alternate" type="text/html" href="http://sojourn13.space/w/index.php?title=Draft:Psionics&amp;diff=4585"/>
		<updated>2024-12-12T03:48:35Z</updated>

		<summary type="html">&lt;p&gt;DrFarson: /* Step Three: Preparation */&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;
== Becoming a SI Certified Psion ==&lt;br /&gt;
While gaining a psionic organ is usually a trivial process, some individuals are capable of applying for one with the additional benefits that come from being certified as a responsible practitioner of psioncs. Becoming a SI Certified Psion, as they are called is an extremely involved process. &lt;br /&gt;
&lt;br /&gt;
Those who are selected have elected to go through rigourous testing and assaying procedures in order to certify both mental stability and fortitude. These psions are also subject to further oversight from SI and Marshals, in that they are expected to act responsibly and carefully with their newly gained resonsibilites.&lt;br /&gt;
=== Step One: Discrimination ===&lt;br /&gt;
The first component of becoming certified, and gaining the upgraded organ, is that of being psychologically and pyscially asessed for any discrepancies. In the case of existing psions, rejection or abnormal integration is investigated for and if found, disqualifies the individual. Other such things that may disqualify an individual is unstable mental states, physical illness, etcetera.&lt;br /&gt;
=== Step Two: Assaying ===&lt;br /&gt;
Once the discrimination stage is completed, the applicant will then go through a rigourous Assay by an Empath. This Assaying process involves the invocation of a dreamlike state, through use of the empath&#039;s cultured organ, where various nightmarish dreams and visions are pushed into the mind of the subject - to which they are instructed to resist. Failure to resist, or an adverse reaction to the dream, will disqualify the applicant.&lt;br /&gt;
=== Step Three: Preparation ===&lt;br /&gt;
Once successfully completing the full assessment process and provided no disqualification have been logged, the subject will proceed to be briefed on the nature of the responsibilites that they must fulfil. They are given details on how they will be subject to oversight going forward, and must maintain a responsible use of the organ as a SI Certified Psion. Provided they consent, they will proceed to the acquisition process.&lt;br /&gt;
&lt;br /&gt;
=== Step Four: Aquisition ===&lt;br /&gt;
Aquisition of the organ itself is done directly through surgical implantation if it is not present already. The patient will be given a new psionic organ, which will then be surgically grafted onto the patient&#039;s brainstem.&lt;br /&gt;
=== Step Five: Training ===&lt;br /&gt;
After the aquisition of the organ is completed, the second-to-last phase begins. The psion is then run through a gauntlet of largely difficult training courses to ensure they are capable of using the organ, and to hone their abilities further. This process is long and involved, and can take anywhere from a few weeks to a few months, often leaving quite an impact on the psion. Provided they complete this training sucessfully, they will be released under observation as a certified psion.&lt;br /&gt;
=== Step Six: Observation ===&lt;br /&gt;
Lastly, observation is done for a short duration to ensure no adverse effects occur as a result of this process. While it&#039;s of note that nearly all psions who complete the entire procedure are stable due to the vetting process, a few fall through the cracks. This period ensures that no mistakes were made, and if adverse reactions are found, retraining will occur.&lt;br /&gt;
&lt;br /&gt;
== Stats and Abilities ==&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;
===Lesser Powers===&lt;br /&gt;
Lesser powers are usually a single point or free to use for a psion, they represent the general abilities any psion can use, though more cognitively impressive psions can use them far more often.&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;
| 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.&lt;br /&gt;
|-&lt;br /&gt;
| Psychosomatic healing (1) || Heal yourself for up to 40 brute AND burn, but you take heavy amounts of agony from the effect and may be stunned. || Toughness may mitigate the effect and allow you to resist both the stun and pain damage, painkillers and racial resistance may help.&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, bullets, or energy beams. || Functions exactly like a standard shield.&lt;br /&gt;
|-&lt;br /&gt;
| Psychosomatic Transference (1) || Instantly refill your nutrition to full at the expense of some of your blood and taking some toxins. || You gain 100% nutrition but lose 54 units of blood (10%) and take 15 toxins. Easy to recover from with the right reagents.&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;
|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;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Greater Powers===&lt;br /&gt;
Greater powers are psionic abilities that cost more essence and may not be usable if you lack the cognition to have enough of a essence pool. These powers are much more useful as a result and range from 2-5 in point cost. 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;
| 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 Construction (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;
|-&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 (3) || 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 your wearing but they disappear if you remove it for any reason. || Your suit provides armor 35 in most areas and comes with neat utility bonuses like +20 cognition if you&#039;re wearing the full set. The gloves and boots are both insulated and the boots prevent slipping. On top of that, the hood provides a mood setting light and the entire thing is space worthy.&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;
&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 Tranquillity(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;
|-&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 all 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;
| Gift of the Psion (7) || 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;
==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 take increased damage from all sources and require a bit more food to support the specialized organs you&#039;ve developed. 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. || Given by your psion organ. Take +20% brute/burn/oxygen/toxins, 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 all stats for the remainder of the shift. This perk is only available to non-psions.&lt;br /&gt;
|}&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>DrFarson</name></author>
	</entry>
	<entry>
		<id>http://sojourn13.space/w/index.php?title=Draft:Psionics&amp;diff=4584</id>
		<title>Draft:Psionics</title>
		<link rel="alternate" type="text/html" href="http://sojourn13.space/w/index.php?title=Draft:Psionics&amp;diff=4584"/>
		<updated>2024-12-12T03:47:37Z</updated>

		<summary type="html">&lt;p&gt;DrFarson: /* Becoming a SI Certified Psion */&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;
== Becoming a SI Certified Psion ==&lt;br /&gt;
While gaining a psionic organ is usually a trivial process, some individuals are capable of applying for one with the additional benefits that come from being certified as a responsible practitioner of psioncs. Becoming a SI Certified Psion, as they are called is an extremely involved process. &lt;br /&gt;
&lt;br /&gt;
Those who are selected have elected to go through rigourous testing and assaying procedures in order to certify both mental stability and fortitude. These psions are also subject to further oversight from SI and Marshals, in that they are expected to act responsibly and carefully with their newly gained resonsibilites.&lt;br /&gt;
=== Step One: Discrimination ===&lt;br /&gt;
The first component of becoming certified, and gaining the upgraded organ, is that of being psychologically and pyscially asessed for any discrepancies. In the case of existing psions, rejection or abnormal integration is investigated for and if found, disqualifies the individual. Other such things that may disqualify an individual is unstable mental states, physical illness, etcetera.&lt;br /&gt;
=== Step Two: Assaying ===&lt;br /&gt;
Once the discrimination stage is completed, the applicant will then go through a rigourous Assay by an Empath. This Assaying process involves the invocation of a dreamlike state, through use of the empath&#039;s cultured organ, where various nightmarish dreams and visions are pushed into the mind of the subject - to which they are instructed to resist. Failure to resist, or an adverse reaction to the dream, will disqualify the applicant.&lt;br /&gt;
=== Step Three: Preparation ===&lt;br /&gt;
Once successfully completing the full assessment process and provided no disqualification have been logged, the subject will proceed to be briefed on the nature of the organ that they will be receiving. They are given details on how they will be subject to oversight going forward, and must maintain a responsible use of the organ as a SI Certified Psion. Provided they consent, they will proceed to the acquisition process.&lt;br /&gt;
=== Step Four: Aquisition ===&lt;br /&gt;
Aquisition of the organ itself is done directly through surgical implantation if it is not present already. The patient will be given a new psionic organ, which will then be surgically grafted onto the patient&#039;s brainstem.&lt;br /&gt;
=== Step Five: Training ===&lt;br /&gt;
After the aquisition of the organ is completed, the second-to-last phase begins. The psion is then run through a gauntlet of largely difficult training courses to ensure they are capable of using the organ, and to hone their abilities further. This process is long and involved, and can take anywhere from a few weeks to a few months, often leaving quite an impact on the psion. Provided they complete this training sucessfully, they will be released under observation as a certified psion.&lt;br /&gt;
=== Step Six: Observation ===&lt;br /&gt;
Lastly, observation is done for a short duration to ensure no adverse effects occur as a result of this process. While it&#039;s of note that nearly all psions who complete the entire procedure are stable due to the vetting process, a few fall through the cracks. This period ensures that no mistakes were made, and if adverse reactions are found, retraining will occur.&lt;br /&gt;
&lt;br /&gt;
== Stats and Abilities ==&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;
===Lesser Powers===&lt;br /&gt;
Lesser powers are usually a single point or free to use for a psion, they represent the general abilities any psion can use, though more cognitively impressive psions can use them far more often.&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;
| 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.&lt;br /&gt;
|-&lt;br /&gt;
| Psychosomatic healing (1) || Heal yourself for up to 40 brute AND burn, but you take heavy amounts of agony from the effect and may be stunned. || Toughness may mitigate the effect and allow you to resist both the stun and pain damage, painkillers and racial resistance may help.&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, bullets, or energy beams. || Functions exactly like a standard shield.&lt;br /&gt;
|-&lt;br /&gt;
| Psychosomatic Transference (1) || Instantly refill your nutrition to full at the expense of some of your blood and taking some toxins. || You gain 100% nutrition but lose 54 units of blood (10%) and take 15 toxins. Easy to recover from with the right reagents.&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;
|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;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Greater Powers===&lt;br /&gt;
Greater powers are psionic abilities that cost more essence and may not be usable if you lack the cognition to have enough of a essence pool. These powers are much more useful as a result and range from 2-5 in point cost. 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;
| 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 Construction (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;
|-&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 (3) || 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 your wearing but they disappear if you remove it for any reason. || Your suit provides armor 35 in most areas and comes with neat utility bonuses like +20 cognition if you&#039;re wearing the full set. The gloves and boots are both insulated and the boots prevent slipping. On top of that, the hood provides a mood setting light and the entire thing is space worthy.&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;
&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 Tranquillity(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;
|-&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 all 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;
| Gift of the Psion (7) || 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;
==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 take increased damage from all sources and require a bit more food to support the specialized organs you&#039;ve developed. 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. || Given by your psion organ. Take +20% brute/burn/oxygen/toxins, 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 all stats for the remainder of the shift. This perk is only available to non-psions.&lt;br /&gt;
|}&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>DrFarson</name></author>
	</entry>
	<entry>
		<id>http://sojourn13.space/w/index.php?title=Draft:Psionics&amp;diff=4583</id>
		<title>Draft:Psionics</title>
		<link rel="alternate" type="text/html" href="http://sojourn13.space/w/index.php?title=Draft:Psionics&amp;diff=4583"/>
		<updated>2024-12-12T03:46:19Z</updated>

		<summary type="html">&lt;p&gt;DrFarson: /* Step Two: Assaying */ removes dreaming king reference&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;
== Becoming a SI Certified Psion ==&lt;br /&gt;
While gaining a psionic organ is usually a trivial process, some psions or even mundanes are capable of applying for, and receiving a psionic organ with the additional benefits that come from being certified as a responsible practitioner of psioncs. Becoming a SI Certified Psion, as they are called is an extremely involved process. &lt;br /&gt;
&lt;br /&gt;
Those who are selected have elected to go through rigourous testing and assaying procedures in order to certify both mental stability and fortitude. These psions are also subject to further oversight from SI and Marshals, in that they are expected to act responsibly and carefully with their newly gained resonsibilites.&lt;br /&gt;
=== Step One: Discrimination ===&lt;br /&gt;
The first component of becoming certified, and gaining the upgraded organ, is that of being psychologically and pyscially asessed for any discrepancies. In the case of existing psions, rejection or abnormal integration is investigated for and if found, disqualifies the individual. Other such things that may disqualify an individual is unstable mental states, physical illness, etcetera.&lt;br /&gt;
=== Step Two: Assaying ===&lt;br /&gt;
Once the discrimination stage is completed, the applicant will then go through a rigourous Assay by an Empath. This Assaying process involves the invocation of a dreamlike state, through use of the empath&#039;s cultured organ, where various nightmarish dreams and visions are pushed into the mind of the subject - to which they are instructed to resist. Failure to resist, or an adverse reaction to the dream, will disqualify the applicant.&lt;br /&gt;
&lt;br /&gt;
=== Step Three: Preparation ===&lt;br /&gt;
Once successfully completing the full assessment process and provided no disqualification have been logged, the subject will proceed to be briefed on the nature of the organ that they will be receiving. They are given details on how they will be subject to oversight going forward, and must maintain a responsible use of the organ as a SI Certified Psion. Provided they consent, they will proceed to the acquisition process.&lt;br /&gt;
=== Step Four: Aquisition ===&lt;br /&gt;
Aquisition of the organ itself is done either directly through surgical implantation. The patient will be given a new psionic organ, which will then be surgically grafted onto the patient&#039;s brainstem.&lt;br /&gt;
=== Step Five: Training ===&lt;br /&gt;
After the aquisition of the organ is completed, the second-to-last phase begins. The psion is then run through a gauntlet of largely difficult training courses to ensure they are capable of using the organ, and to hone their abilities further. This process is long and involved, and can take anywhere from a few weeks to a few months, often leaving quite an impact on the psion. Provided they complete this training sucessfully, they will be released under observation as a certified psion.&lt;br /&gt;
=== Step Six: Observation ===&lt;br /&gt;
Lastly, observation is done for a short duration to ensure no adverse effects occur as a result of this process. While it&#039;s of note that nearly all psions who complete the entire procedure are stable due to the vetting process, a few fall through the cracks. This period ensures that no mistakes were made, and if adverse reactions are found, retraining will occur.&lt;br /&gt;
&lt;br /&gt;
== Stats and Abilities ==&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;
===Lesser Powers===&lt;br /&gt;
Lesser powers are usually a single point or free to use for a psion, they represent the general abilities any psion can use, though more cognitively impressive psions can use them far more often.&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;
| 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.&lt;br /&gt;
|-&lt;br /&gt;
| Psychosomatic healing (1) || Heal yourself for up to 40 brute AND burn, but you take heavy amounts of agony from the effect and may be stunned. || Toughness may mitigate the effect and allow you to resist both the stun and pain damage, painkillers and racial resistance may help.&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, bullets, or energy beams. || Functions exactly like a standard shield.&lt;br /&gt;
|-&lt;br /&gt;
| Psychosomatic Transference (1) || Instantly refill your nutrition to full at the expense of some of your blood and taking some toxins. || You gain 100% nutrition but lose 54 units of blood (10%) and take 15 toxins. Easy to recover from with the right reagents.&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;
|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;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Greater Powers===&lt;br /&gt;
Greater powers are psionic abilities that cost more essence and may not be usable if you lack the cognition to have enough of a essence pool. These powers are much more useful as a result and range from 2-5 in point cost. 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;
| 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 Construction (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;
|-&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 (3) || 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 your wearing but they disappear if you remove it for any reason. || Your suit provides armor 35 in most areas and comes with neat utility bonuses like +20 cognition if you&#039;re wearing the full set. The gloves and boots are both insulated and the boots prevent slipping. On top of that, the hood provides a mood setting light and the entire thing is space worthy.&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;
&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 Tranquillity(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;
|-&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 all 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;
| Gift of the Psion (7) || 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;
==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 take increased damage from all sources and require a bit more food to support the specialized organs you&#039;ve developed. 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. || Given by your psion organ. Take +20% brute/burn/oxygen/toxins, 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 all stats for the remainder of the shift. This perk is only available to non-psions.&lt;br /&gt;
|}&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>DrFarson</name></author>
	</entry>
	<entry>
		<id>http://sojourn13.space/w/index.php?title=Draft:Psionics&amp;diff=4582</id>
		<title>Draft:Psionics</title>
		<link rel="alternate" type="text/html" href="http://sojourn13.space/w/index.php?title=Draft:Psionics&amp;diff=4582"/>
		<updated>2024-12-12T03:45:30Z</updated>

		<summary type="html">&lt;p&gt;DrFarson: /* Becoming a SI Certified Psion */  changes some things&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;
== Becoming a SI Certified Psion ==&lt;br /&gt;
While gaining a psionic organ is usually a trivial process, some psions or even mundanes are capable of applying for, and receiving a psionic organ with the additional benefits that come from being certified as a responsible practitioner of psioncs. Becoming a SI Certified Psion, as they are called is an extremely involved process. &lt;br /&gt;
&lt;br /&gt;
Those who are selected have elected to go through rigourous testing and assaying procedures in order to certify both mental stability and fortitude. These psions are also subject to further oversight from SI and Marshals, in that they are expected to act responsibly and carefully with their newly gained resonsibilites.&lt;br /&gt;
=== Step One: Discrimination ===&lt;br /&gt;
The first component of becoming certified, and gaining the upgraded organ, is that of being psychologically and pyscially asessed for any discrepancies. In the case of existing psions, rejection or abnormal integration is investigated for and if found, disqualifies the individual. Other such things that may disqualify an individual is unstable mental states, physical illness, etcetera.&lt;br /&gt;
=== Step Two: Assaying ===&lt;br /&gt;
Once the discrimination stage is completed, the applicant will then go through a rigourous Assay by an Empath. This Assaying process involves the invocation of a dreamlike state, through use of the empath&#039;s cultured organ, where various dreams of the Dreaming King are pushed into the mind of the subject - to which they are instructed to resist. Failure to resist, or an adverse reaction to the dream, will disqualify the applicant.&lt;br /&gt;
&lt;br /&gt;
=== Step Three: Preparation ===&lt;br /&gt;
Once successfully completing the full assessment process and provided no disqualification have been logged, the subject will proceed to be briefed on the nature of the organ that they will be receiving. They are given details on how they will be subject to oversight going forward, and must maintain a responsible use of the organ as a SI Certified Psion. Provided they consent, they will proceed to the acquisition process.&lt;br /&gt;
=== Step Four: Aquisition ===&lt;br /&gt;
Aquisition of the organ itself is done either directly through surgical implantation. The patient will be given a new psionic organ, which will then be surgically grafted onto the patient&#039;s brainstem.&lt;br /&gt;
=== Step Five: Training ===&lt;br /&gt;
After the aquisition of the organ is completed, the second-to-last phase begins. The psion is then run through a gauntlet of largely difficult training courses to ensure they are capable of using the organ, and to hone their abilities further. This process is long and involved, and can take anywhere from a few weeks to a few months, often leaving quite an impact on the psion. Provided they complete this training sucessfully, they will be released under observation as a certified psion.&lt;br /&gt;
=== Step Six: Observation ===&lt;br /&gt;
Lastly, observation is done for a short duration to ensure no adverse effects occur as a result of this process. While it&#039;s of note that nearly all psions who complete the entire procedure are stable due to the vetting process, a few fall through the cracks. This period ensures that no mistakes were made, and if adverse reactions are found, retraining will occur.&lt;br /&gt;
&lt;br /&gt;
== Stats and Abilities ==&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;
===Lesser Powers===&lt;br /&gt;
Lesser powers are usually a single point or free to use for a psion, they represent the general abilities any psion can use, though more cognitively impressive psions can use them far more often.&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;
| 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.&lt;br /&gt;
|-&lt;br /&gt;
| Psychosomatic healing (1) || Heal yourself for up to 40 brute AND burn, but you take heavy amounts of agony from the effect and may be stunned. || Toughness may mitigate the effect and allow you to resist both the stun and pain damage, painkillers and racial resistance may help.&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, bullets, or energy beams. || Functions exactly like a standard shield.&lt;br /&gt;
|-&lt;br /&gt;
| Psychosomatic Transference (1) || Instantly refill your nutrition to full at the expense of some of your blood and taking some toxins. || You gain 100% nutrition but lose 54 units of blood (10%) and take 15 toxins. Easy to recover from with the right reagents.&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;
|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;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Greater Powers===&lt;br /&gt;
Greater powers are psionic abilities that cost more essence and may not be usable if you lack the cognition to have enough of a essence pool. These powers are much more useful as a result and range from 2-5 in point cost. 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;
| 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 Construction (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;
|-&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 (3) || 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 your wearing but they disappear if you remove it for any reason. || Your suit provides armor 35 in most areas and comes with neat utility bonuses like +20 cognition if you&#039;re wearing the full set. The gloves and boots are both insulated and the boots prevent slipping. On top of that, the hood provides a mood setting light and the entire thing is space worthy.&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;
&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 Tranquillity(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;
|-&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 all 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;
| Gift of the Psion (7) || 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;
==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 take increased damage from all sources and require a bit more food to support the specialized organs you&#039;ve developed. 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. || Given by your psion organ. Take +20% brute/burn/oxygen/toxins, 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 all stats for the remainder of the shift. This perk is only available to non-psions.&lt;br /&gt;
|}&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>DrFarson</name></author>
	</entry>
	<entry>
		<id>http://sojourn13.space/w/index.php?title=Draft:Psionics&amp;diff=4581</id>
		<title>Draft:Psionics</title>
		<link rel="alternate" type="text/html" href="http://sojourn13.space/w/index.php?title=Draft:Psionics&amp;diff=4581"/>
		<updated>2024-12-12T03:29:41Z</updated>

		<summary type="html">&lt;p&gt;DrFarson: /* Step Three: Preparation */ grammar fix&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;
== Becoming a SI Certified Psion ==&lt;br /&gt;
While gaining a psionic organ is usually a trivial process, some psions or even mundanes are capable of applying for, and receiving a higher-tier psionic organ below the capabilities of a cultured one. Becoming a SI Certified Psion, as they are called is an extremely involved process. &lt;br /&gt;
&lt;br /&gt;
Those who are selected have elected to go through rigourous testing and assaying procedures in order to certify both mental stability and fortitude. These psions are also subject to further oversight from SI and Marshals, in that they are expected to act responsibly and carefully with their newly gained abilities.&lt;br /&gt;
=== Step One: Discrimination ===&lt;br /&gt;
The first component of becoming certified, and gaining the upgraded organ, is that of being psychologically and pyscially asessed for any discrepancies. In the case of existing psions, rejection or abnormal integration is investigated for and if found, disqualifies the individual. Other such things that may disqualify an individual is unstable mental states, physical illness, etcetera.&lt;br /&gt;
=== Step Two: Assaying ===&lt;br /&gt;
Once the discrimination stage is completed, the applicant will then go through a rigourous Assay by an Empath. This Assaying process involves the invocation of a dreamlike state, through use of the empath&#039;s cultured organ, where various dreams of the Dreaming King are pushed into the mind of the subject - to which they are instructed to resist. Failure to resist, or an adverse reaction to the dream, will disqualify the applicant.&lt;br /&gt;
&lt;br /&gt;
=== Step Three: Preparation ===&lt;br /&gt;
Once successfully completing the full assessment process and provided no disqualification have been logged, the subject will proceed to be briefed on the nature of the organ that they will be receiving. They are given details on how they will be subject to oversight going forward, and must maintain a responsible use of the organ as a SI Certified Psion. Provided they consent, they will proceed to the acquisition process.&lt;br /&gt;
&lt;br /&gt;
=== Step Four: Aquisition ===&lt;br /&gt;
Aquisition of the organ itself is done either directly through surgical implantation and/or chemical modification. In cases where a basic psionic organ is already present, the organ will be chemically augmented with various processes to enhance it&#039;s functionality and ability. In rare cases where no organ is initially present, the patient will be given a new psionic organ, which will then be similarly chemically augmented.&lt;br /&gt;
=== Step Five: Training ===&lt;br /&gt;
After the aquisition of the organ is completed, the second-to-last phase begins. The psion is then run through a gauntlet of largely difficult training courses to ensure they are capable of using the organ, and to hone their abilities further. This process is long and involved, and can take anywhere from a few weeks to a few months, often leaving quite an impact on the psion. Provided they complete this training sucessfully, they will be released under observation as a certified psion.&lt;br /&gt;
=== Step Six: Observation ===&lt;br /&gt;
Lastly, observation is done for a short duration to ensure no adverse effects occur as a result of this process. While it&#039;s of note that nearly all psions who complete the entire procedure are stable due to the vetting process, a few fall through the cracks. This period ensures that no mistakes were made, and if adverse reactions are found, retraining will occur.&lt;br /&gt;
&lt;br /&gt;
== Stats and Abilities ==&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;
===Lesser Powers===&lt;br /&gt;
Lesser powers are usually a single point or free to use for a psion, they represent the general abilities any psion can use, though more cognitively impressive psions can use them far more often.&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;
| 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.&lt;br /&gt;
|-&lt;br /&gt;
| Psychosomatic healing (1) || Heal yourself for up to 40 brute AND burn, but you take heavy amounts of agony from the effect and may be stunned. || Toughness may mitigate the effect and allow you to resist both the stun and pain damage, painkillers and racial resistance may help.&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, bullets, or energy beams. || Functions exactly like a standard shield.&lt;br /&gt;
|-&lt;br /&gt;
| Psychosomatic Transference (1) || Instantly refill your nutrition to full at the expense of some of your blood and taking some toxins. || You gain 100% nutrition but lose 54 units of blood (10%) and take 15 toxins. Easy to recover from with the right reagents.&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;
|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;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Greater Powers===&lt;br /&gt;
Greater powers are psionic abilities that cost more essence and may not be usable if you lack the cognition to have enough of a essence pool. These powers are much more useful as a result and range from 2-5 in point cost. 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;
| 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 Construction (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;
|-&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 (3) || 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 your wearing but they disappear if you remove it for any reason. || Your suit provides armor 35 in most areas and comes with neat utility bonuses like +20 cognition if you&#039;re wearing the full set. The gloves and boots are both insulated and the boots prevent slipping. On top of that, the hood provides a mood setting light and the entire thing is space worthy.&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;
&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 Tranquillity(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;
|-&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 all 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;
| Gift of the Psion (7) || 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;
==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 take increased damage from all sources and require a bit more food to support the specialized organs you&#039;ve developed. 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. || Given by your psion organ. Take +20% brute/burn/oxygen/toxins, 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 all stats for the remainder of the shift. This perk is only available to non-psions.&lt;br /&gt;
|}&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>DrFarson</name></author>
	</entry>
	<entry>
		<id>http://sojourn13.space/w/index.php?title=Draft:Psionics&amp;diff=4580</id>
		<title>Draft:Psionics</title>
		<link rel="alternate" type="text/html" href="http://sojourn13.space/w/index.php?title=Draft:Psionics&amp;diff=4580"/>
		<updated>2024-12-12T03:28:02Z</updated>

		<summary type="html">&lt;p&gt;DrFarson: /* Step Three: Preparation */ Feedback implementation - rewording&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;
== Becoming a SI Certified Psion ==&lt;br /&gt;
While gaining a psionic organ is usually a trivial process, some psions or even mundanes are capable of applying for, and receiving a higher-tier psionic organ below the capabilities of a cultured one. Becoming a SI Certified Psion, as they are called is an extremely involved process. &lt;br /&gt;
&lt;br /&gt;
Those who are selected have elected to go through rigourous testing and assaying procedures in order to certify both mental stability and fortitude. These psions are also subject to further oversight from SI and Marshals, in that they are expected to act responsibly and carefully with their newly gained abilities.&lt;br /&gt;
=== Step One: Discrimination ===&lt;br /&gt;
The first component of becoming certified, and gaining the upgraded organ, is that of being psychologically and pyscially asessed for any discrepancies. In the case of existing psions, rejection or abnormal integration is investigated for and if found, disqualifies the individual. Other such things that may disqualify an individual is unstable mental states, physical illness, etcetera.&lt;br /&gt;
=== Step Two: Assaying ===&lt;br /&gt;
Once the discrimination stage is completed, the applicant will then go through a rigourous Assay by an Empath. This Assaying process involves the invocation of a dreamlike state, through use of the empath&#039;s cultured organ, where various dreams of the Dreaming King are pushed into the mind of the subject - to which they are instructed to resist. Failure to resist, or an adverse reaction to the dream, will disqualify the applicant.&lt;br /&gt;
&lt;br /&gt;
=== Step Three: Preparation ===&lt;br /&gt;
Once successfully completing the full assessment process without disqualification have been logged, the subject will proceed to be briefed on the nature of the organ that they will be receiving. They are given details on how they will be subject to oversight going forward, and must maintain a responsible use of the organ as a SI Certified Psion. Provided they consent, they will proceed to the acquisition process.&lt;br /&gt;
&lt;br /&gt;
=== Step Four: Aquisition ===&lt;br /&gt;
Aquisition of the organ itself is done either directly through surgical implantation and/or chemical modification. In cases where a basic psionic organ is already present, the organ will be chemically augmented with various processes to enhance it&#039;s functionality and ability. In rare cases where no organ is initially present, the patient will be given a new psionic organ, which will then be similarly chemically augmented.&lt;br /&gt;
=== Step Five: Training ===&lt;br /&gt;
After the aquisition of the organ is completed, the second-to-last phase begins. The psion is then run through a gauntlet of largely difficult training courses to ensure they are capable of using the organ, and to hone their abilities further. This process is long and involved, and can take anywhere from a few weeks to a few months, often leaving quite an impact on the psion. Provided they complete this training sucessfully, they will be released under observation as a certified psion.&lt;br /&gt;
=== Step Six: Observation ===&lt;br /&gt;
Lastly, observation is done for a short duration to ensure no adverse effects occur as a result of this process. While it&#039;s of note that nearly all psions who complete the entire procedure are stable due to the vetting process, a few fall through the cracks. This period ensures that no mistakes were made, and if adverse reactions are found, retraining will occur.&lt;br /&gt;
&lt;br /&gt;
== Stats and Abilities ==&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;
===Lesser Powers===&lt;br /&gt;
Lesser powers are usually a single point or free to use for a psion, they represent the general abilities any psion can use, though more cognitively impressive psions can use them far more often.&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;
| 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.&lt;br /&gt;
|-&lt;br /&gt;
| Psychosomatic healing (1) || Heal yourself for up to 40 brute AND burn, but you take heavy amounts of agony from the effect and may be stunned. || Toughness may mitigate the effect and allow you to resist both the stun and pain damage, painkillers and racial resistance may help.&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, bullets, or energy beams. || Functions exactly like a standard shield.&lt;br /&gt;
|-&lt;br /&gt;
| Psychosomatic Transference (1) || Instantly refill your nutrition to full at the expense of some of your blood and taking some toxins. || You gain 100% nutrition but lose 54 units of blood (10%) and take 15 toxins. Easy to recover from with the right reagents.&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;
|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;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Greater Powers===&lt;br /&gt;
Greater powers are psionic abilities that cost more essence and may not be usable if you lack the cognition to have enough of a essence pool. These powers are much more useful as a result and range from 2-5 in point cost. 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;
| 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 Construction (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;
|-&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 (3) || 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 your wearing but they disappear if you remove it for any reason. || Your suit provides armor 35 in most areas and comes with neat utility bonuses like +20 cognition if you&#039;re wearing the full set. The gloves and boots are both insulated and the boots prevent slipping. On top of that, the hood provides a mood setting light and the entire thing is space worthy.&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;
&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 Tranquillity(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;
|-&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 all 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;
| Gift of the Psion (7) || 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;
==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 take increased damage from all sources and require a bit more food to support the specialized organs you&#039;ve developed. 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. || Given by your psion organ. Take +20% brute/burn/oxygen/toxins, 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 all stats for the remainder of the shift. This perk is only available to non-psions.&lt;br /&gt;
|}&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>DrFarson</name></author>
	</entry>
	<entry>
		<id>http://sojourn13.space/w/index.php?title=Draft:Psionics&amp;diff=4579</id>
		<title>Draft:Psionics</title>
		<link rel="alternate" type="text/html" href="http://sojourn13.space/w/index.php?title=Draft:Psionics&amp;diff=4579"/>
		<updated>2024-12-12T03:09:05Z</updated>

		<summary type="html">&lt;p&gt;DrFarson: /* Step Two: Assaying */&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;
== Becoming a SI Certified Psion ==&lt;br /&gt;
While gaining a psionic organ is usually a trivial process, some psions or even mundanes are capable of applying for, and receiving a higher-tier psionic organ below the capabilities of a cultured one. Becoming a SI Certified Psion, as they are called is an extremely involved process. &lt;br /&gt;
&lt;br /&gt;
Those who are selected have elected to go through rigourous testing and assaying procedures in order to certify both mental stability and fortitude. These psions are also subject to further oversight from SI and Marshals, in that they are expected to act responsibly and carefully with their newly gained abilities.&lt;br /&gt;
=== Step One: Discrimination ===&lt;br /&gt;
The first component of becoming certified, and gaining the upgraded organ, is that of being psychologically and pyscially asessed for any discrepancies. In the case of existing psions, rejection or abnormal integration is investigated for and if found, disqualifies the individual. Other such things that may disqualify an individual is unstable mental states, physical illness, etcetera.&lt;br /&gt;
=== Step Two: Assaying ===&lt;br /&gt;
Once the discrimination stage is completed, the applicant will then go through a rigourous Assay by an Empath. This Assaying process involves the invocation of a dreamlike state, through use of the empath&#039;s cultured organ, where various dreams of the Dreaming King are pushed into the mind of the subject - to which they are instructed to resist. Failure to resist, or an adverse reaction to the dream, will disqualify the applicant.&lt;br /&gt;
&lt;br /&gt;
=== Step Three: Preparation ===&lt;br /&gt;
After the full assessment is completed, and no disqualifications have been logged, the subject will proceed to be prepared and briefed on the nature of the organ they will be receiving. They are given details on how they will be subject to oversight going forward, and must maintain a responsible use of the organ as a SI Certified Psion. Provided they consent, they will proceed to the acquisition process.&lt;br /&gt;
&lt;br /&gt;
=== Step Four: Aquisition ===&lt;br /&gt;
Aquisition of the organ itself is done either directly through surgical implantation and/or chemical modification. In cases where a basic psionic organ is already present, the organ will be chemically augmented with various processes to enhance it&#039;s functionality and ability. In rare cases where no organ is initially present, the patient will be given a new psionic organ, which will then be similarly chemically augmented.&lt;br /&gt;
=== Step Five: Training ===&lt;br /&gt;
After the aquisition of the organ is completed, the second-to-last phase begins. The psion is then run through a gauntlet of largely difficult training courses to ensure they are capable of using the organ, and to hone their abilities further. This process is long and involved, and can take anywhere from a few weeks to a few months, often leaving quite an impact on the psion. Provided they complete this training sucessfully, they will be released under observation as a certified psion.&lt;br /&gt;
=== Step Six: Observation ===&lt;br /&gt;
Lastly, observation is done for a short duration to ensure no adverse effects occur as a result of this process. While it&#039;s of note that nearly all psions who complete the entire procedure are stable due to the vetting process, a few fall through the cracks. This period ensures that no mistakes were made, and if adverse reactions are found, retraining will occur.&lt;br /&gt;
&lt;br /&gt;
== Stats and Abilities ==&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;
===Lesser Powers===&lt;br /&gt;
Lesser powers are usually a single point or free to use for a psion, they represent the general abilities any psion can use, though more cognitively impressive psions can use them far more often.&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;
| 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.&lt;br /&gt;
|-&lt;br /&gt;
| Psychosomatic healing (1) || Heal yourself for up to 40 brute AND burn, but you take heavy amounts of agony from the effect and may be stunned. || Toughness may mitigate the effect and allow you to resist both the stun and pain damage, painkillers and racial resistance may help.&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, bullets, or energy beams. || Functions exactly like a standard shield.&lt;br /&gt;
|-&lt;br /&gt;
| Psychosomatic Transference (1) || Instantly refill your nutrition to full at the expense of some of your blood and taking some toxins. || You gain 100% nutrition but lose 54 units of blood (10%) and take 15 toxins. Easy to recover from with the right reagents.&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;
|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;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Greater Powers===&lt;br /&gt;
Greater powers are psionic abilities that cost more essence and may not be usable if you lack the cognition to have enough of a essence pool. These powers are much more useful as a result and range from 2-5 in point cost. 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;
| 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 Construction (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;
|-&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 (3) || 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 your wearing but they disappear if you remove it for any reason. || Your suit provides armor 35 in most areas and comes with neat utility bonuses like +20 cognition if you&#039;re wearing the full set. The gloves and boots are both insulated and the boots prevent slipping. On top of that, the hood provides a mood setting light and the entire thing is space worthy.&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;
&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 Tranquillity(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;
|-&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 all 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;
| Gift of the Psion (7) || 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;
==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 take increased damage from all sources and require a bit more food to support the specialized organs you&#039;ve developed. 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. || Given by your psion organ. Take +20% brute/burn/oxygen/toxins, 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 all stats for the remainder of the shift. This perk is only available to non-psions.&lt;br /&gt;
|}&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>DrFarson</name></author>
	</entry>
	<entry>
		<id>http://sojourn13.space/w/index.php?title=Draft:Psionics&amp;diff=4578</id>
		<title>Draft:Psionics</title>
		<link rel="alternate" type="text/html" href="http://sojourn13.space/w/index.php?title=Draft:Psionics&amp;diff=4578"/>
		<updated>2024-12-12T02:49:26Z</updated>

		<summary type="html">&lt;p&gt;DrFarson: /* Step Three: Preparation */&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;
== Becoming a SI Certified Psion ==&lt;br /&gt;
While gaining a psionic organ is usually a trivial process, some psions or even mundanes are capable of applying for, and receiving a higher-tier psionic organ below the capabilities of a cultured one. Becoming a SI Certified Psion, as they are called is an extremely involved process. &lt;br /&gt;
&lt;br /&gt;
Those who are selected have elected to go through rigourous testing and assaying procedures in order to certify both mental stability and fortitude. These psions are also subject to further oversight from SI and Marshals, in that they are expected to act responsibly and carefully with their newly gained abilities.&lt;br /&gt;
=== Step One: Discrimination ===&lt;br /&gt;
The first component of becoming certified, and gaining the upgraded organ, is that of being psychologically and pyscially asessed for any discrepancies. In the case of existing psions, rejection or abnormal integration is investigated for and if found, disqualifies the individual. Other such things that may disqualify an individual is unstable mental states, physical illness, etcetera.&lt;br /&gt;
=== Step Two: Assaying ===&lt;br /&gt;
Once the discrimination stage is completed, the applicant will then go through a rigourous Assay by an Empath. This Assaying process involves the invocation of a dreamlike state, through use of the empath&#039;s cultured organ, where various dreams of the Dreaming King are pushed into the mind of the subject - to which they are instructed to resist. Failure to resist, or an adverse reaction to the dream, will disqualify the applicant; Psions regularly experience similar dreams, so preparing for and resisting them is a key component of asessment.&lt;br /&gt;
=== Step Three: Preparation ===&lt;br /&gt;
After the full assessment is completed, and no disqualifications have been logged, the subject will proceed to be prepared and briefed on the nature of the organ they will be receiving. They are given details on how they will be subject to oversight going forward, and must maintain a responsible use of the organ as a SI Certified Psion. Provided they consent, they will proceed to the acquisition process.&lt;br /&gt;
&lt;br /&gt;
=== Step Four: Aquisition ===&lt;br /&gt;
Aquisition of the organ itself is done either directly through surgical implantation and/or chemical modification. In cases where a basic psionic organ is already present, the organ will be chemically augmented with various processes to enhance it&#039;s functionality and ability. In rare cases where no organ is initially present, the patient will be given a new psionic organ, which will then be similarly chemically augmented.&lt;br /&gt;
=== Step Five: Training ===&lt;br /&gt;
After the aquisition of the organ is completed, the second-to-last phase begins. The psion is then run through a gauntlet of largely difficult training courses to ensure they are capable of using the organ, and to hone their abilities further. This process is long and involved, and can take anywhere from a few weeks to a few months, often leaving quite an impact on the psion. Provided they complete this training sucessfully, they will be released under observation as a certified psion.&lt;br /&gt;
=== Step Six: Observation ===&lt;br /&gt;
Lastly, observation is done for a short duration to ensure no adverse effects occur as a result of this process. While it&#039;s of note that nearly all psions who complete the entire procedure are stable due to the vetting process, a few fall through the cracks. This period ensures that no mistakes were made, and if adverse reactions are found, retraining will occur.&lt;br /&gt;
&lt;br /&gt;
== Stats and Abilities ==&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;
===Lesser Powers===&lt;br /&gt;
Lesser powers are usually a single point or free to use for a psion, they represent the general abilities any psion can use, though more cognitively impressive psions can use them far more often.&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;
| 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.&lt;br /&gt;
|-&lt;br /&gt;
| Psychosomatic healing (1) || Heal yourself for up to 40 brute AND burn, but you take heavy amounts of agony from the effect and may be stunned. || Toughness may mitigate the effect and allow you to resist both the stun and pain damage, painkillers and racial resistance may help.&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, bullets, or energy beams. || Functions exactly like a standard shield.&lt;br /&gt;
|-&lt;br /&gt;
| Psychosomatic Transference (1) || Instantly refill your nutrition to full at the expense of some of your blood and taking some toxins. || You gain 100% nutrition but lose 54 units of blood (10%) and take 15 toxins. Easy to recover from with the right reagents.&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;
|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;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Greater Powers===&lt;br /&gt;
Greater powers are psionic abilities that cost more essence and may not be usable if you lack the cognition to have enough of a essence pool. These powers are much more useful as a result and range from 2-5 in point cost. 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;
| 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 Construction (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;
|-&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 (3) || 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 your wearing but they disappear if you remove it for any reason. || Your suit provides armor 35 in most areas and comes with neat utility bonuses like +20 cognition if you&#039;re wearing the full set. The gloves and boots are both insulated and the boots prevent slipping. On top of that, the hood provides a mood setting light and the entire thing is space worthy.&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;
&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 Tranquillity(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;
|-&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 all 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;
| Gift of the Psion (7) || 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;
==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 take increased damage from all sources and require a bit more food to support the specialized organs you&#039;ve developed. 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. || Given by your psion organ. Take +20% brute/burn/oxygen/toxins, 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 all stats for the remainder of the shift. This perk is only available to non-psions.&lt;br /&gt;
|}&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>DrFarson</name></author>
	</entry>
	<entry>
		<id>http://sojourn13.space/w/index.php?title=Draft:Psionics&amp;diff=4577</id>
		<title>Draft:Psionics</title>
		<link rel="alternate" type="text/html" href="http://sojourn13.space/w/index.php?title=Draft:Psionics&amp;diff=4577"/>
		<updated>2024-12-12T02:48:02Z</updated>

		<summary type="html">&lt;p&gt;DrFarson: /* Becoming a SI Certified Psion */  Expands A LOT&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;
== Becoming a SI Certified Psion ==&lt;br /&gt;
While gaining a psionic organ is usually a trivial process, some psions or even mundanes are capable of applying for, and receiving a higher-tier psionic organ below the capabilities of a cultured one. Becoming a SI Certified Psion, as they are called is an extremely involved process. &lt;br /&gt;
&lt;br /&gt;
Those who are selected have elected to go through rigourous testing and assaying procedures in order to certify both mental stability and fortitude. These psions are also subject to further oversight from SI and Marshals, in that they are expected to act responsibly and carefully with their newly gained abilities.&lt;br /&gt;
=== Step One: Discrimination ===&lt;br /&gt;
The first component of becoming certified, and gaining the upgraded organ, is that of being psychologically and pyscially asessed for any discrepancies. In the case of existing psions, rejection or abnormal integration is investigated for and if found, disqualifies the individual. Other such things that may disqualify an individual is unstable mental states, physical illness, etcetera.&lt;br /&gt;
=== Step Two: Assaying ===&lt;br /&gt;
Once the discrimination stage is completed, the applicant will then go through a rigourous Assay by an Empath. This Assaying process involves the invocation of a dreamlike state, through use of the empath&#039;s cultured organ, where various dreams of the Dreaming King are pushed into the mind of the subject - to which they are instructed to resist. Failure to resist, or an adverse reaction to the dream, will disqualify the applicant; Psions regularly experience similar dreams, so preparing for and resisting them is a key component of asessment.&lt;br /&gt;
=== Step Three: Preparation ===&lt;br /&gt;
After the full assessment is completed, and no disqualifications have been logged, the subject will proceed to be prepared and briefed on the nature of the organ they will be receiving. They are given details on how they will be subject to oversight going forward, and must maintain a responsible use of the organ as a SI Certified Psion. Provided they consent, they will proceed to implantation.&lt;br /&gt;
=== Step Four: Aquisition ===&lt;br /&gt;
Aquisition of the organ itself is done either directly through surgical implantation and/or chemical modification. In cases where a basic psionic organ is already present, the organ will be chemically augmented with various processes to enhance it&#039;s functionality and ability. In rare cases where no organ is initially present, the patient will be given a new psionic organ, which will then be similarly chemically augmented.&lt;br /&gt;
=== Step Five: Training ===&lt;br /&gt;
After the aquisition of the organ is completed, the second-to-last phase begins. The psion is then run through a gauntlet of largely difficult training courses to ensure they are capable of using the organ, and to hone their abilities further. This process is long and involved, and can take anywhere from a few weeks to a few months, often leaving quite an impact on the psion. Provided they complete this training sucessfully, they will be released under observation as a certified psion.&lt;br /&gt;
=== Step Six: Observation ===&lt;br /&gt;
Lastly, observation is done for a short duration to ensure no adverse effects occur as a result of this process. While it&#039;s of note that nearly all psions who complete the entire procedure are stable due to the vetting process, a few fall through the cracks. This period ensures that no mistakes were made, and if adverse reactions are found, retraining will occur.&lt;br /&gt;
&lt;br /&gt;
== Stats and Abilities ==&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;
===Lesser Powers===&lt;br /&gt;
Lesser powers are usually a single point or free to use for a psion, they represent the general abilities any psion can use, though more cognitively impressive psions can use them far more often.&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;
| 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.&lt;br /&gt;
|-&lt;br /&gt;
| Psychosomatic healing (1) || Heal yourself for up to 40 brute AND burn, but you take heavy amounts of agony from the effect and may be stunned. || Toughness may mitigate the effect and allow you to resist both the stun and pain damage, painkillers and racial resistance may help.&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, bullets, or energy beams. || Functions exactly like a standard shield.&lt;br /&gt;
|-&lt;br /&gt;
| Psychosomatic Transference (1) || Instantly refill your nutrition to full at the expense of some of your blood and taking some toxins. || You gain 100% nutrition but lose 54 units of blood (10%) and take 15 toxins. Easy to recover from with the right reagents.&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;
|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;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Greater Powers===&lt;br /&gt;
Greater powers are psionic abilities that cost more essence and may not be usable if you lack the cognition to have enough of a essence pool. These powers are much more useful as a result and range from 2-5 in point cost. 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;
| 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 Construction (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;
|-&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 (3) || 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 your wearing but they disappear if you remove it for any reason. || Your suit provides armor 35 in most areas and comes with neat utility bonuses like +20 cognition if you&#039;re wearing the full set. The gloves and boots are both insulated and the boots prevent slipping. On top of that, the hood provides a mood setting light and the entire thing is space worthy.&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;
&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 Tranquillity(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;
|-&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 all 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;
| Gift of the Psion (7) || 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;
==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 take increased damage from all sources and require a bit more food to support the specialized organs you&#039;ve developed. 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. || Given by your psion organ. Take +20% brute/burn/oxygen/toxins, 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 all stats for the remainder of the shift. This perk is only available to non-psions.&lt;br /&gt;
|}&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>DrFarson</name></author>
	</entry>
	<entry>
		<id>http://sojourn13.space/w/index.php?title=Draft:Psionics&amp;diff=4576</id>
		<title>Draft:Psionics</title>
		<link rel="alternate" type="text/html" href="http://sojourn13.space/w/index.php?title=Draft:Psionics&amp;diff=4576"/>
		<updated>2024-12-12T02:06:12Z</updated>

		<summary type="html">&lt;p&gt;DrFarson: /* Becoming a Psion */&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;
== Becoming a Authourised Psion ==&lt;br /&gt;
Becoming a authourised psion is an extremely involved process. Those who are selected have elected to go through rigourous testing and assaying procedures in order to certify both mental stability and fortitude.&lt;br /&gt;
=== Step One: Discrimination ===&lt;br /&gt;
The first step of becoming a psion is being approved as mentally stable during a psych evaluation.&lt;br /&gt;
=== Step Two: Assay ===&lt;br /&gt;
The third step of becoming a psion is being assayed. &lt;br /&gt;
=== Step Three: Preparation ===&lt;br /&gt;
The third step is preparing psychologically and physically for the implantation.&lt;br /&gt;
=== Step Four: Implantation ===&lt;br /&gt;
The fourth step is gaining the organ.&lt;br /&gt;
=== Step Five: Training ===&lt;br /&gt;
The fifth step is learning how that organ functions and training to use the abilities safely.&lt;br /&gt;
=== Step Six: Observation ===&lt;br /&gt;
The final step is routine observation to monitor use of the psionic organ.&lt;br /&gt;
&lt;br /&gt;
== Stats and Abilities ==&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;
===Lesser Powers===&lt;br /&gt;
Lesser powers are usually a single point or free to use for a psion, they represent the general abilities any psion can use, though more cognitively impressive psions can use them far more often.&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;
| 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.&lt;br /&gt;
|-&lt;br /&gt;
| Psychosomatic healing (1) || Heal yourself for up to 40 brute AND burn, but you take heavy amounts of agony from the effect and may be stunned. || Toughness may mitigate the effect and allow you to resist both the stun and pain damage, painkillers and racial resistance may help.&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, bullets, or energy beams. || Functions exactly like a standard shield.&lt;br /&gt;
|-&lt;br /&gt;
| Psychosomatic Transference (1) || Instantly refill your nutrition to full at the expense of some of your blood and taking some toxins. || You gain 100% nutrition but lose 54 units of blood (10%) and take 15 toxins. Easy to recover from with the right reagents.&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;
|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;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Greater Powers===&lt;br /&gt;
Greater powers are psionic abilities that cost more essence and may not be usable if you lack the cognition to have enough of a essence pool. These powers are much more useful as a result and range from 2-5 in point cost. 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;
| 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 Construction (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;
|-&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 (3) || 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 your wearing but they disappear if you remove it for any reason. || Your suit provides armor 35 in most areas and comes with neat utility bonuses like +20 cognition if you&#039;re wearing the full set. The gloves and boots are both insulated and the boots prevent slipping. On top of that, the hood provides a mood setting light and the entire thing is space worthy.&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;
&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 Tranquillity(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;
|-&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 all 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;
| Gift of the Psion (7) || 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;
==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 take increased damage from all sources and require a bit more food to support the specialized organs you&#039;ve developed. 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. || Given by your psion organ. Take +20% brute/burn/oxygen/toxins, 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 all stats for the remainder of the shift. This perk is only available to non-psions.&lt;br /&gt;
|}&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>DrFarson</name></author>
	</entry>
	<entry>
		<id>http://sojourn13.space/w/index.php?title=Draft:Psionics&amp;diff=4575</id>
		<title>Draft:Psionics</title>
		<link rel="alternate" type="text/html" href="http://sojourn13.space/w/index.php?title=Draft:Psionics&amp;diff=4575"/>
		<updated>2024-12-12T02:04:43Z</updated>

		<summary type="html">&lt;p&gt;DrFarson: /* Step Five: Training */&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;
== Becoming a Psion ==&lt;br /&gt;
Becoming a psion is an extremely involved process. Those who are selected have elected to go through rigourous testing and assaying procedures in order to certify both mental stability and fortitude.&lt;br /&gt;
=== Step One: Discrimination ===&lt;br /&gt;
The first step of becoming a psion is being approved as mentally stable during a psych evaluation.&lt;br /&gt;
=== Step Two: Assay ===&lt;br /&gt;
The third step of becoming a psion is being assayed. &lt;br /&gt;
=== Step Three: Preparation ===&lt;br /&gt;
The third step is preparing psychologically and physically for the implantation.&lt;br /&gt;
=== Step Four: Implantation ===&lt;br /&gt;
The fourth step is gaining the organ.&lt;br /&gt;
=== Step Five: Training ===&lt;br /&gt;
The fifth step is learning how that organ functions and training to use the abilities safely.&lt;br /&gt;
=== Step Six: Observation ===&lt;br /&gt;
The final step is routine observation to monitor use of the psionic organ.&lt;br /&gt;
&lt;br /&gt;
== Stats and Abilities ==&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;
===Lesser Powers===&lt;br /&gt;
Lesser powers are usually a single point or free to use for a psion, they represent the general abilities any psion can use, though more cognitively impressive psions can use them far more often.&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;
| 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.&lt;br /&gt;
|-&lt;br /&gt;
| Psychosomatic healing (1) || Heal yourself for up to 40 brute AND burn, but you take heavy amounts of agony from the effect and may be stunned. || Toughness may mitigate the effect and allow you to resist both the stun and pain damage, painkillers and racial resistance may help.&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, bullets, or energy beams. || Functions exactly like a standard shield.&lt;br /&gt;
|-&lt;br /&gt;
| Psychosomatic Transference (1) || Instantly refill your nutrition to full at the expense of some of your blood and taking some toxins. || You gain 100% nutrition but lose 54 units of blood (10%) and take 15 toxins. Easy to recover from with the right reagents.&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;
|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;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Greater Powers===&lt;br /&gt;
Greater powers are psionic abilities that cost more essence and may not be usable if you lack the cognition to have enough of a essence pool. These powers are much more useful as a result and range from 2-5 in point cost. 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;
| 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 Construction (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;
|-&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 (3) || 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 your wearing but they disappear if you remove it for any reason. || Your suit provides armor 35 in most areas and comes with neat utility bonuses like +20 cognition if you&#039;re wearing the full set. The gloves and boots are both insulated and the boots prevent slipping. On top of that, the hood provides a mood setting light and the entire thing is space worthy.&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;
&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 Tranquillity(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;
|-&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 all 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;
| Gift of the Psion (7) || 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;
==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 take increased damage from all sources and require a bit more food to support the specialized organs you&#039;ve developed. 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. || Given by your psion organ. Take +20% brute/burn/oxygen/toxins, 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 all stats for the remainder of the shift. This perk is only available to non-psions.&lt;br /&gt;
|}&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>DrFarson</name></author>
	</entry>
	<entry>
		<id>http://sojourn13.space/w/index.php?title=Draft:Psionics&amp;diff=4574</id>
		<title>Draft:Psionics</title>
		<link rel="alternate" type="text/html" href="http://sojourn13.space/w/index.php?title=Draft:Psionics&amp;diff=4574"/>
		<updated>2024-12-12T02:04:12Z</updated>

		<summary type="html">&lt;p&gt;DrFarson: /* Step Five: Training */&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;
== Becoming a Psion ==&lt;br /&gt;
Becoming a psion is an extremely involved process. Those who are selected have elected to go through rigourous testing and assaying procedures in order to certify both mental stability and fortitude.&lt;br /&gt;
=== Step One: Discrimination ===&lt;br /&gt;
The first step of becoming a psion is being approved as mentally stable during a psych evaluation.&lt;br /&gt;
=== Step Two: Assay ===&lt;br /&gt;
The third step of becoming a psion is being assayed. &lt;br /&gt;
=== Step Three: Preparation ===&lt;br /&gt;
The third step is preparing psychologically and physically for the implantation.&lt;br /&gt;
=== Step Four: Implantation ===&lt;br /&gt;
The fourth step is gaining the organ.&lt;br /&gt;
=== Step Five: Training ===&lt;br /&gt;
The final step is learning how that organ functions and training to use the abilities safely.&lt;br /&gt;
&lt;br /&gt;
== Stats and Abilities ==&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;
===Lesser Powers===&lt;br /&gt;
Lesser powers are usually a single point or free to use for a psion, they represent the general abilities any psion can use, though more cognitively impressive psions can use them far more often.&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;
| 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.&lt;br /&gt;
|-&lt;br /&gt;
| Psychosomatic healing (1) || Heal yourself for up to 40 brute AND burn, but you take heavy amounts of agony from the effect and may be stunned. || Toughness may mitigate the effect and allow you to resist both the stun and pain damage, painkillers and racial resistance may help.&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, bullets, or energy beams. || Functions exactly like a standard shield.&lt;br /&gt;
|-&lt;br /&gt;
| Psychosomatic Transference (1) || Instantly refill your nutrition to full at the expense of some of your blood and taking some toxins. || You gain 100% nutrition but lose 54 units of blood (10%) and take 15 toxins. Easy to recover from with the right reagents.&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;
|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;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Greater Powers===&lt;br /&gt;
Greater powers are psionic abilities that cost more essence and may not be usable if you lack the cognition to have enough of a essence pool. These powers are much more useful as a result and range from 2-5 in point cost. 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;
| 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 Construction (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;
|-&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 (3) || 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 your wearing but they disappear if you remove it for any reason. || Your suit provides armor 35 in most areas and comes with neat utility bonuses like +20 cognition if you&#039;re wearing the full set. The gloves and boots are both insulated and the boots prevent slipping. On top of that, the hood provides a mood setting light and the entire thing is space worthy.&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;
&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 Tranquillity(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;
|-&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 all 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;
| Gift of the Psion (7) || 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;
==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 take increased damage from all sources and require a bit more food to support the specialized organs you&#039;ve developed. 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. || Given by your psion organ. Take +20% brute/burn/oxygen/toxins, 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 all stats for the remainder of the shift. This perk is only available to non-psions.&lt;br /&gt;
|}&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>DrFarson</name></author>
	</entry>
	<entry>
		<id>http://sojourn13.space/w/index.php?title=Draft:Psionics&amp;diff=4573</id>
		<title>Draft:Psionics</title>
		<link rel="alternate" type="text/html" href="http://sojourn13.space/w/index.php?title=Draft:Psionics&amp;diff=4573"/>
		<updated>2024-12-12T02:03:53Z</updated>

		<summary type="html">&lt;p&gt;DrFarson: Created page with &amp;quot;= Psionics and You = Psionics are a recent development &amp;#039;&amp;#039;&amp;#039;(as in they first came to be publicly on August 18th, 2650)&amp;#039;&amp;#039;&amp;#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, projec...&amp;quot;&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;
== Becoming a Psion ==&lt;br /&gt;
Becoming a psion is an extremely involved process. Those who are selected have elected to go through rigourous testing and assaying procedures in order to certify both mental stability and fortitude.&lt;br /&gt;
=== Step One: Discrimination ===&lt;br /&gt;
The first step of becoming a psion is being approved as mentally stable during a psych evaluation.&lt;br /&gt;
=== Step Two: Assay ===&lt;br /&gt;
The third step of becoming a psion is being assayed. &lt;br /&gt;
=== Step Three: Preparation ===&lt;br /&gt;
The third step is preparing psychologically and physically for the implantation.&lt;br /&gt;
=== Step Four: Implantation ===&lt;br /&gt;
The fourth step is gaining the organ.&lt;br /&gt;
=== Step Five: Training ===&lt;br /&gt;
The final step is learning how that organ.&lt;br /&gt;
&lt;br /&gt;
== Stats and Abilities ==&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;
===Lesser Powers===&lt;br /&gt;
Lesser powers are usually a single point or free to use for a psion, they represent the general abilities any psion can use, though more cognitively impressive psions can use them far more often.&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;
| 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.&lt;br /&gt;
|-&lt;br /&gt;
| Psychosomatic healing (1) || Heal yourself for up to 40 brute AND burn, but you take heavy amounts of agony from the effect and may be stunned. || Toughness may mitigate the effect and allow you to resist both the stun and pain damage, painkillers and racial resistance may help.&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, bullets, or energy beams. || Functions exactly like a standard shield.&lt;br /&gt;
|-&lt;br /&gt;
| Psychosomatic Transference (1) || Instantly refill your nutrition to full at the expense of some of your blood and taking some toxins. || You gain 100% nutrition but lose 54 units of blood (10%) and take 15 toxins. Easy to recover from with the right reagents.&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;
|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;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Greater Powers===&lt;br /&gt;
Greater powers are psionic abilities that cost more essence and may not be usable if you lack the cognition to have enough of a essence pool. These powers are much more useful as a result and range from 2-5 in point cost. 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;
| 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 Construction (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;
|-&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 (3) || 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 your wearing but they disappear if you remove it for any reason. || Your suit provides armor 35 in most areas and comes with neat utility bonuses like +20 cognition if you&#039;re wearing the full set. The gloves and boots are both insulated and the boots prevent slipping. On top of that, the hood provides a mood setting light and the entire thing is space worthy.&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;
&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 Tranquillity(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;
|-&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 all 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;
| Gift of the Psion (7) || 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;
==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 take increased damage from all sources and require a bit more food to support the specialized organs you&#039;ve developed. 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. || Given by your psion organ. Take +20% brute/burn/oxygen/toxins, 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 all stats for the remainder of the shift. This perk is only available to non-psions.&lt;br /&gt;
|}&lt;br /&gt;
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[[#top|Back to Top]]&lt;br /&gt;
[[Category:Lore]]&lt;br /&gt;
{{Gameplay guides}}&lt;/div&gt;</summary>
		<author><name>DrFarson</name></author>
	</entry>
	<entry>
		<id>http://sojourn13.space/w/index.php?title=Guide_to_Chemistry&amp;diff=4572</id>
		<title>Guide to Chemistry</title>
		<link rel="alternate" type="text/html" href="http://sojourn13.space/w/index.php?title=Guide_to_Chemistry&amp;diff=4572"/>
		<updated>2024-12-11T19:28:16Z</updated>

		<summary type="html">&lt;p&gt;DrFarson: Adds &amp;quot;Other Reactions&amp;quot; outlining reactions either not in SIRC due to bugs or special reactions that are lesser-known of but still in SIRC.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Note from Server Maintainers ==&lt;br /&gt;
Your PDA and Tablet has access to a program called &amp;quot;SIRC&amp;quot; which has every chemical recipe. You should use that as your main reference and come to this page if something isn&#039;t working.&lt;br /&gt;
&lt;br /&gt;
== Chemicals ==&lt;br /&gt;
With the wonders of nature or high technology at your side, the world is at your fingertips. You can make miracle medicines, foam, flash powder, lethal poisons, space lube, and so much more. The limit on mixtures is one that exists only in your creativity (and the game engine). Be sure to be careful though, mixing the wrong chemicals can be bad for the health of yourself and your co-workers. And please make sure you know what a chemical does before you use it. Experiment at your own risk.&lt;br /&gt;
&lt;br /&gt;
=== Chem Dispenser ===&lt;br /&gt;
The backbone of Soteria Biolabs, it can synthesize almost any basic chemical for your usage, given that it&#039;s properly powered.&lt;br /&gt;
&lt;br /&gt;
==== Upgrades ====&lt;br /&gt;
*Power Cell = Increases Max Charge as well as Charge Rate (i.e. How much you can make before letting the machine recharge)&lt;br /&gt;
*Manipulator = Unlocked Chemical Tier (See below. Tiers are additive, you can make anything of the current tier and any lesser tier)&lt;br /&gt;
*Capacitor = Directly Increases Cell Charge Rate (i.e. How fast you can spam chemical buttons)&lt;br /&gt;
&lt;br /&gt;
To Hack/Unhack a Chemical Dispenser, use a Multitool on the machine directly. (Using a Screwdriver to open the panel first isn&#039;t required.)&lt;br /&gt;
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{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;300px&amp;quot; style=&amp;quot;text-align:center; background-color:#FFFFFF;&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:#B452CD;&amp;quot; width=&amp;quot;100px&amp;quot;|Tier 1&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Acetone&#039;&#039;&#039;||&#039;&#039;&#039;Aluminum&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ammonia&#039;&#039;&#039;||&#039;&#039;&#039;Carbon&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Copper&#039;&#039;&#039;||&#039;&#039;&#039;Ethanol&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hydrazine&#039;&#039;&#039;||&#039;&#039;&#039;Hydrochloric Acid&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Iron&#039;&#039;&#039;||&#039;&#039;&#039;Lithium&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mercury&#039;&#039;&#039;||&#039;&#039;&#039;Phosphorus&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Potassium&#039;&#039;&#039;||&#039;&#039;&#039;Radium&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Silicon&#039;&#039;&#039;||&#039;&#039;&#039;Sodium&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Sugar&#039;&#039;&#039;||&#039;&#039;&#039;Sulfur&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Sulphuric Acid&#039;&#039;&#039;||&#039;&#039;&#039;Tungsten&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Water&#039;&#039;&#039;||  &lt;br /&gt;
|}&lt;br /&gt;
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{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;300px&amp;quot; style=&amp;quot;text-align:center; background-color:#FFFFFF;&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:#7FFFD4;&amp;quot; width=&amp;quot;100px&amp;quot;|Tier 2&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Oil&#039;&#039;&#039;||&#039;&#039;&#039;Cryptobiolin&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
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{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;300px&amp;quot; style=&amp;quot;text-align:center; background-color:#FFFFFF;&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:#EADDCA;&amp;quot; width=&amp;quot;100px&amp;quot;|Tier 3&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Toxin (Generic)&#039;&#039;&#039;||&#039;&#039;&#039;Sodium Chloride (Table Salt)&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;300px&amp;quot; style=&amp;quot;text-align:center; background-color:#FFFFFF;&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:#AA4A44;&amp;quot; width=&amp;quot;100px&amp;quot;|Tier 4&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Unstable Mutagen&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;300px&amp;quot; style=&amp;quot;text-align:center; background-color:#FFFFFF;&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:#36454F; color:white&amp;quot; width=&amp;quot;100px&amp;quot;|Tier 5&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Inaprovaline&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;300px&amp;quot; style=&amp;quot;text-align:center; background-color:#FFFFFF;&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:#C41E3A; color:limegreen&amp;quot; width=&amp;quot;100px&amp;quot;|Hacked&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mind Breaker Toxin&#039;&#039;&#039;||&#039;&#039;&#039;Space Cleaner&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Industrial Chem Dispenser ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;300px&amp;quot; style=&amp;quot;text-align:center; background-color:#FFFFFF;&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:#B452CD;&amp;quot; width=&amp;quot;100px&amp;quot;|Tier 1&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Acetone&#039;&#039;&#039;||&#039;&#039;&#039;Aluminum&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ammonia&#039;&#039;&#039;||&#039;&#039;&#039;Copper&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ethanol&#039;&#039;&#039;||&#039;&#039;&#039;Hydrochloric Acid&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hydrazine&#039;&#039;&#039;||&#039;&#039;&#039;Iron&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Phosphorus&#039;&#039;&#039;||&#039;&#039;&#039;Potassium&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Radium&#039;&#039;&#039;||&#039;&#039;&#039;Sulphuric Acid&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Silicon&#039;&#039;&#039;||&#039;&#039;&#039;Sulfur&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Tungsten&#039;&#039;&#039; &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;300px&amp;quot; style=&amp;quot;text-align:center; background-color:#FFFFFF;&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:#7FFFD4;&amp;quot; width=&amp;quot;100px&amp;quot;|Tier 2&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Oil&#039;&#039;&#039;||&#039;&#039;&#039;Cryptobiolin&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Sterilizine&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;300px&amp;quot; style=&amp;quot;text-align:center; background-color:#FFFFFF;&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:#EADDCA;&amp;quot; width=&amp;quot;100px&amp;quot;|Tier 3&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Foaming Agent&#039;&#039;&#039;||&#039;&#039;&#039;Plasticide&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;InstantIce&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;300px&amp;quot; style=&amp;quot;text-align:center; background-color:#FFFFFF;&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:#AA4A44;&amp;quot; width=&amp;quot;100px&amp;quot;|Tier 4&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Polytrinic acid&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;300px&amp;quot; style=&amp;quot;text-align:center; background-color:#FFFFFF;&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:#36454F; color:white&amp;quot; width=&amp;quot;100px&amp;quot;|Tier 5&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;N/A&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;300px&amp;quot; style=&amp;quot;text-align:center; background-color:#FFFFFF;&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:#C41E3A; color:limegreen&amp;quot; width=&amp;quot;100px&amp;quot;|Hacked&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Space Cleaner&#039;&#039;&#039;||&#039;&#039;&#039;Azosurfactant&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Silicate&#039;&#039;&#039;||&#039;&#039;&#039;Coolant&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Formulas ==&lt;br /&gt;
&lt;br /&gt;
These are some sample formulas for you chemists out there, ask about in game to learn more! Experimentation can be dangerous, or rewarding.&lt;br /&gt;
&lt;br /&gt;
== Medicine ==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:100%; text-align:left; border: 3px solic #B452CD;; cellspacing=0; cellpadding=2; background-color:white;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;width:150px; background-color:#B452CD;&#039;|Name&lt;br /&gt;
! scope = &amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;width:150px; background-color:#B452CD&#039;|Recipe&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#B452CD;&#039;|Description&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#B452CD&#039;|Metabolism Rate&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#B452CD;&#039;|Overdose Threshold&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;span id=&amp;quot;Addictol&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|Addictol&amp;lt;span style=&amp;quot;color:#0179e7;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|2 parts Mercury&amp;lt;br&amp;gt;2 parts [[#Purger|Purger]]&amp;lt;br&amp;gt;2 parts [[#Impedrezene|Impedrezene]]&lt;br /&gt;
|&#039;&#039;&#039;After&#039;&#039;&#039; administering a dose greater than 10 units (As in when the drug is fully process out), will permanently treat the patient&#039;s addictions, until they get addicted again.&lt;br /&gt;
|0.1/t in Blood&amp;lt;br&amp;gt;0.05/t in Stomach&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|Alkysine&amp;lt;span style=&amp;quot;color:#FFFF66;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part Hclacid&amp;lt;br&amp;gt;1 part Ammonia&amp;lt;br&amp;gt;1 part [[#Dylovene|Dylovene]]&lt;br /&gt;
|Treats brain damage. Extremely weak painkiller.&lt;br /&gt;
|0.05/t in Blood&amp;lt;br&amp;gt;0.03/t in Stomach&lt;br /&gt;
|30u&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|Aminazine&amp;lt;span style=&amp;quot;color:#88336f;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[#Purger|Purger]]&amp;lt;br&amp;gt;1 part [[#Alkysine|Alkysine]]&lt;br /&gt;
|Suppresses the effects of withdrawal, allowing the patient to be more functional during recovery.&lt;br /&gt;
&lt;br /&gt;
Does not eliminate the cravings.&lt;br /&gt;
|0.1/t in Blood&amp;lt;br&amp;gt;0.05/t in Stomach&lt;br /&gt;
|30u&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|Arithrazine&amp;lt;span style=&amp;quot;color:#008000;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[#Hyronalin|Hyronalin]]&amp;lt;br&amp;gt;1 part Hydrazine&lt;br /&gt;
|Removes radiation from patient&#039;s body more quickly and efficiently than Hyronalin.&lt;br /&gt;
&lt;br /&gt;
Has a chance to cause minor brute damage to patient per tick. Treats toxin damage (1 + 0.05% * effect_multiplier). Does not treat genetic (clone) damage. In most cases, should be administered with [[#Dylovene|Dylovene]].&lt;br /&gt;
|0.05/t in Blood&amp;lt;br&amp;gt;0.03/t in Stomach&lt;br /&gt;
|30u&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|Bicaridine&amp;lt;span style=&amp;quot;color:#BF0000;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[#Inaprovaline|Inaprovaline]]&amp;lt;br&amp;gt;1 part Carbon&amp;lt;br&amp;gt;&#039;&#039;&#039;Without&#039;&#039;&#039; sugar present&lt;br /&gt;
|Treats brute damage at a moderate rate. Will eventually stop external bleeding. Less affective in Cht&#039;mant.&lt;br /&gt;
|0.2/t in Blood&amp;lt;br&amp;gt;0.1/t in Stomach&lt;br /&gt;
|30u&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|Carpotoxin Tincture&amp;lt;span style=&amp;quot;color:#0064C8;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|10 parts Vodka&amp;lt;br&amp;gt;1 part [[#Conccentrated Carpotoxin|Conccentrated Carpotoxin]]&lt;br /&gt;
|An ill advised tincture created from highly concentrated carpotoxin, poppy-seed and strong grain alcohol. Tastes about as good as it smells.&lt;br /&gt;
|0.25/t in Blood&amp;lt;br&amp;gt;0.13/t in Stomach&lt;br /&gt;
|6u&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|Carthatoline&amp;lt;span style=&amp;quot;color:#225722;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[#Dylovene|Dylovene]]&amp;lt;br&amp;gt;2 parts Carbon&amp;lt;br&amp;gt;0.1 parts Toxin&amp;lt;br&amp;gt;5 parts [[#Plasma|Plasma]] (Catalyst)&lt;br /&gt;
|Treats toxin damage at an accelerated rate, while healing damage to the Liver. Purges more types of toxins then [[#Dylovene|Dylovene]]. Works for healing Cht&#039;mant.&lt;br /&gt;
|0.2/t in Blood&amp;lt;br&amp;gt;0.1/t in Stomach&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|Chloral Hydrate&amp;lt;span style=&amp;quot;color:#000067;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part Ethanol&amp;lt;br&amp;gt;3 parts Hclacid&amp;lt;br&amp;gt;1 part Water&lt;br /&gt;
|A powerful sedative that will quickly knock out an individual. Will cause toxic build-up if left in the system for too long.&lt;br /&gt;
|1/t in Blood&amp;lt;br&amp;gt;0.5/t in Stomach&lt;br /&gt;
|15u&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|Citalopram&amp;lt;span style=&amp;quot;color:#FF80FF;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[#Mindbreaker Toxin|Mindbreaker Toxin]]&amp;lt;br&amp;gt;1 part Carbon&lt;br /&gt;
|Mild antidepressant. Helps stabilize the mind. (Pure RP effect)&lt;br /&gt;
|0.01/t in Blood&amp;lt;br&amp;gt;0.01/t in Stomach&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|Cordradaxon&amp;lt;span style=&amp;quot;color:#8B0000;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[#Potassium Chloride|Potassium Chloride]]&amp;lt;br&amp;gt;1 part [[#Blattedin|Blattedin]]&amp;lt;br&amp;gt;0.1 parts [[#Cronexidone|Cronexidone]]&amp;lt;br&amp;gt;5 parts [[#Plasma|Plasma]] (Catalyst)&lt;br /&gt;
|An intense organ repair chemical used to treat damage to the heart. As well as used as a nerve system relaxant.&lt;br /&gt;
|0.2/t in Blood&amp;lt;br&amp;gt;0.1/t in Stomach&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|Cronexidone&amp;lt;span style=&amp;quot;color:#80BFFF;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[#Cryoxadone|Cryoxadone]]&amp;lt;br&amp;gt;1 part Sodium&amp;lt;br&amp;gt;0.1 parts Radium&amp;lt;br&amp;gt;5 parts [[#Plasma|Plasma]] (Catalyst)&amp;lt;br&amp;gt;at temperatures between 22.5K and 45K&lt;br /&gt;
|More effective than Cryoxadone, same effects. Heals internal organs at half the rate of Peridaxon. Also works in dead bodies!&lt;br /&gt;
&lt;br /&gt;
Requires temperatures below 170K to function. Does not work when ingested. Works perfectly in tandem with Cryoxadone, their effects stacking.&lt;br /&gt;
|0.2/t in Blood&amp;lt;br&amp;gt;0.1/t in Stomach&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|Cryoxadone&amp;lt;span style=&amp;quot;color:#8080FF;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[#Dexalin Plus|Dexalin Plus]]&amp;lt;br&amp;gt;1 part Water&amp;lt;br&amp;gt;1 part Acetone&amp;lt;br&amp;gt;at temperatures between 45K and 90K&lt;br /&gt;
|Used in beakers inside cryogenic cells. Treats brute, burn, oxygen deprivation and toxin damage, as well as genetic (cellular) damage.&lt;br /&gt;
&lt;br /&gt;
Requires temperatures below 170K to function. Does not work if ingested. Works on dead bodies too!&lt;br /&gt;
|0.2/t in Blood&amp;lt;br&amp;gt;0.1/t in Stomach&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|Dermahypnodol&amp;lt;span style=&amp;quot;color:#914A01;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[#Dermaline|Dermaline]]&amp;lt;br&amp;gt;1 part [[#Tramadol|Tramadol]]&amp;lt;br&amp;gt;1 part Sodium&amp;lt;br&amp;gt;15 parts Water (Catalyst)&amp;lt;br&amp;gt;&#039;&#039;&#039;Without&#039;&#039;&#039; Kelotane present&lt;br /&gt;
|Dermahypnodol is a complex anti-burn gel that gets applied to the skin. The patient has to be asleep for it to work. It will quickly and effectively clear up burns with a minimal risk of overdose&lt;br /&gt;
|0.2/t in Blood&amp;lt;br&amp;gt;0.1/t in Stomach&lt;br /&gt;
|75u&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|Dermaline&amp;lt;span style=&amp;quot;color:#FF8000;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part Acetone&amp;lt;br&amp;gt;1 part Phosphorus&amp;lt;br&amp;gt;1 part [[#Kelotane|Kelotane]]&lt;br /&gt;
|Treats burn damage. Prevents infection. Works for healing Cht&#039;mant.&lt;br /&gt;
&lt;br /&gt;
More effective than Kelotane in every respect. Has a low overdose threshold. Can be combined with Kelotane in equal parts (commonly known as KeloDerm) to reduce danger of overdose, their effects stacking.&lt;br /&gt;
|0.2/t in Blood&amp;lt;br&amp;gt;0.1/t in Stomach&lt;br /&gt;
|15u&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|Detox&amp;lt;span style=&amp;quot;color:#229e08;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[#Serotrotium|Serotrotium]]&amp;lt;br&amp;gt;3 parts [[#Inaprovaline|Inaprovaline]]&amp;lt;br&amp;gt;at a temperature above 363K&lt;br /&gt;
|Increases maximum Neural System Accumulation threshold, preventing puking.&lt;br /&gt;
|0.1/t in Blood&amp;lt;br&amp;gt;0.05/t in Stomach&lt;br /&gt;
|30u&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|Dexalin&amp;lt;span style=&amp;quot;color:#0080FF;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|2 parts Acetone&amp;lt;br&amp;gt;0.1 parts Iron&amp;lt;br&amp;gt;5 parts [[#Plasma|Plasma]] (Catalyst)&amp;lt;br&amp;gt;&#039;&#039;&#039;Without&#039;&#039;&#039; water present&lt;br /&gt;
|Heals oxygen deprivation damage slowly while removing Lexorin from bloodstream. Can be administered in a sleeper. Does nothing for [[Cht’mant|Cht&#039;mant]], use [[#Diplopterum|Diplopterum]] instead.&lt;br /&gt;
|0.2/t in Blood&amp;lt;br&amp;gt;0.1/t in Stomach&lt;br /&gt;
|30u&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|Dexalin Plus&amp;lt;span style=&amp;quot;color:#0040FF;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[#Dexalin|Dexalin]]&amp;lt;br&amp;gt;1 part Iron&amp;lt;br&amp;gt;1 part Acetone&amp;lt;br&amp;gt;5 parts [[#Plasma|Plasma]] (Catalyst)&lt;br /&gt;
|Heals oxygen deprivation faster than Dexalin. Removes Lexorin from the bloodstream. Also slowly and slightly heals Muscles inside the body. Works for healing Cht&#039;mant.&lt;br /&gt;
|0.2/t in Blood&amp;lt;br&amp;gt;0.1/t in Stomach&lt;br /&gt;
|15u&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|Dylovene&amp;lt;span style=&amp;quot;color:#00A000;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part Silicon&amp;lt;br&amp;gt;1 part Potassium&amp;lt;br&amp;gt;1 part Ammonia&lt;br /&gt;
|Heals toxin damage, shortens the duration of drug-related hallucinations and sleepiness, and removes [[#Pararein|Pararein]], [[#Carpotoxin|Carpotoxin]], [[#Blattedin|Blattedin]] and [[#Toxin|Toxin]] from the blood. Can be administered in a sleeper. Works for healing Cht&#039;mant.&lt;br /&gt;
|0.2/t in Blood&amp;lt;br&amp;gt;0.1/t in Stomach&lt;br /&gt;
|30u&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|Ethylredoxrazine&amp;lt;span style=&amp;quot;color:#605048;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part Acetone&amp;lt;br&amp;gt;1 part [[#Dylovene|Dylovene]]&amp;lt;br&amp;gt;1 part Carbon&lt;br /&gt;
|Purges alcohol from the stomach per unit ingested. Also treats confusion, dizziness, sleepiness, and stuttering to sober up drunkards. Does nothing if injected.&lt;br /&gt;
|0.2/t in Blood&amp;lt;br&amp;gt;0.1/t in Stomach&lt;br /&gt;
|30u&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|Haloperidol&amp;lt;span style=&amp;quot;color:#ba1f04;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|2 parts [[#Dylovene|Dylovene]]&amp;lt;br&amp;gt;1 part [[#Leporazine|Leporazine]]&amp;lt;br&amp;gt;at temperatures between 290K and 340K&lt;br /&gt;
|Purges &#039;&#039;&#039;Toxin &amp;amp; Stimulator&#039;&#039;&#039; class chems on the bloodstream very quickly. 1 unit will induce yawning, 2 will blur eyes, and three onwards will put the patient to sleep. Useful for clearing stuff like [[#Unstable_Mutagen|Unstable Mutagen]], [[#Menace|MENACE]] or [[#Party_Drops|Party Drops]] from the bloodstream without endangering bloodloss through dyalisis.&lt;br /&gt;
&#039;&#039;&#039;Do not administer in tandem with healing Toxin &amp;amp; Stimulator class chems or they&#039;ll be lost!&#039;&#039;&#039;&lt;br /&gt;
|0.1/t in Blood&amp;lt;br&amp;gt;0.05/t in Stomach&lt;br /&gt;
|15u&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|Hyronalin&amp;lt;span style=&amp;quot;color:#408000;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part Radium&amp;lt;br&amp;gt;1 part [[#Dylovene|Dylovene]]&lt;br /&gt;
|Removes radiation from the patient&#039;s system.&lt;br /&gt;
&lt;br /&gt;
Does not treat toxin damage. Does not treat genetic (clone) damage.&lt;br /&gt;
|0.05/t in Blood&amp;lt;br&amp;gt;0.03/t in Stomach&lt;br /&gt;
|30u&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|Imidazoline&amp;lt;span style=&amp;quot;color:#C8A5DC;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part Carbon&amp;lt;br&amp;gt;1 part Hydrazine&amp;lt;br&amp;gt;1 part [[#Dylovene|Dylovene]]&lt;br /&gt;
|Treats damage to the eyes, removing blindness and/or blurring.&lt;br /&gt;
&lt;br /&gt;
Does not cure blindness from genetic mutations.&lt;br /&gt;
(Results in 2u instead of 3u)&lt;br /&gt;
|0.2/t in Blood&amp;lt;br&amp;gt;0.1/t in Stomach&lt;br /&gt;
|30u&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|Inaprovaline&amp;lt;span style=&amp;quot;color:#00BFFF;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part Acetone&amp;lt;br&amp;gt;1 part Carbon&amp;lt;br&amp;gt;1 part Sugar&lt;br /&gt;
|Very weak painkiller. Stabilizes Breathing. Weak Blood Clotting. Weak oxygen deprivation healing.&lt;br /&gt;
|0.1/t in Blood&amp;lt;br&amp;gt;0.05/t in Stomach&lt;br /&gt;
|60u&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|Kelotane&amp;lt;span style=&amp;quot;color:#FFA800;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part Silicon&amp;lt;br&amp;gt;1 part Carbon&lt;br /&gt;
|Treats burn damage. Does not work on [[Cht’mant|Cht&#039;mant]], use [[#Seligitilin|Seligitilin]] instead.&lt;br /&gt;
|0.2/t in Blood&amp;lt;br&amp;gt;0.1/t in Stomach&lt;br /&gt;
|30u&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|Kyphotorin&amp;lt;span style=&amp;quot;color:#7d88e6;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[#Peridaxon|Peridaxon]]&amp;lt;br&amp;gt;1 part [[#Unstable mutagen|Unstable mutagen]]&amp;lt;br&amp;gt;1 part [[#Cronexidone|Cronexidone]]&lt;br /&gt;
|Regenerates missing limbs and deals light brute damage occasionally. Regenerating limbs is &#039;&#039;extremely&#039;&#039; painful. &#039;&#039;&#039;ONLY&#039;&#039;&#039; works in a cryo pod and at temperatures below 170K.&lt;br /&gt;
&lt;br /&gt;
Use five units at a time inside a beaker, and wait until the brute damage gets healed before ejecting the patient from the pod to check status of limbs by examining them. Overdose is extremely lethal, causing fatal cellular damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Works on the dead as well&#039;&#039;&#039;, it will regrow even their heads, but for some reason they won&#039;t have eyes!&lt;br /&gt;
|0.2/t in Blood&amp;lt;br&amp;gt;0.1/t in Stomach&lt;br /&gt;
|19.8u&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|Leporazine&amp;lt;span style=&amp;quot;color:#C8A5DC;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part Silicon&amp;lt;br&amp;gt;1 part Copper&amp;lt;br&amp;gt;5 parts [[#Plasma|Plasma]] (Catalyst)&lt;br /&gt;
|Rapidly stabilises body temperature. Treats fevers caused by infections. (Purely cosmetic effect)&lt;br /&gt;
|0.2/t in Blood&amp;lt;br&amp;gt;0.1/t in Stomach&lt;br /&gt;
|30u&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|Meralyne&amp;lt;span style=&amp;quot;color:#E6666C;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[#Hyperzine|Hyperzine]]&amp;lt;br&amp;gt;2 parts [[#Blattedin|Blattedin]]&amp;lt;br&amp;gt;1 part [[#Tramadol|Tramadol]]&lt;br /&gt;
|Treats brute and burn damage at an exceptionally fast rate. Will eventually stop external bleeding by clotting wounds.&lt;br /&gt;
|0.2/t in Blood&amp;lt;br&amp;gt;0.1/t in Stomach&lt;br /&gt;
|30u&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|Methylphenidate&amp;lt;span style=&amp;quot;color:#BF80BF;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[#Mindbreaker Toxin|Mindbreaker Toxin]]&amp;lt;br&amp;gt;1 part Hydrazine&lt;br /&gt;
|Aids with concentration and focus. General anti-anxiety medicine for ADHD and other mental ailments. Has no mechanical effects (pure RP)&lt;br /&gt;
|0.01/t in Blood&amp;lt;br&amp;gt;0.01/t in Stomach&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|Nanobot Fluid&amp;lt;span style=&amp;quot;color:#c2c2d6;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[#Cronexidone|Cronexidone]]&amp;lt;br&amp;gt;1 part Aluminum&amp;lt;br&amp;gt;1 part Iron&amp;lt;br&amp;gt;0.1 parts [[#Raw Uncapped Nanobots|Raw Uncapped Nanobots]]&amp;lt;br&amp;gt;5 parts [[#Plasma|Plasma]] (Catalyst)&amp;lt;br&amp;gt;at temperatures between 73K and 98K&lt;br /&gt;
|Used in beakers inside cryo cells. Requires temperatures below 170K to function.&lt;br /&gt;
&lt;br /&gt;
Repairs prosthetic limbs and their internal components while in a cryotube. Does not work to repair FBP&#039;s, as they do not have a bloodstream. Also works on dead bodies.&lt;br /&gt;
|0.2/t in Blood&amp;lt;br&amp;gt;0.1/t in Stomach&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|Negative Paragenetic Marker&amp;lt;span style=&amp;quot;color:#022000;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[#Ryetalyn|Ryetalyn]]&amp;lt;br&amp;gt;1 part Carbon&amp;lt;br&amp;gt;at a temperature above 400K&lt;br /&gt;
|A chemical that, when heated to 700K and combined in equal parts with a blood sample, will react to form Positive Paragenetic Marker if the blood comes from a Carrion.&lt;br /&gt;
|0.2/t in Blood&amp;lt;br&amp;gt;0.1/t in Stomach&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|Noexcutite&amp;lt;span style=&amp;quot;color:#bc018a;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[#Oxycodone|Oxycodone]]&amp;lt;br&amp;gt;1 part [[#Dylovene|Dylovene]]&lt;br /&gt;
|Stops convulsions and jittering. If overdosed, will cause paralysis.&lt;br /&gt;
|0.2/t in Blood&amp;lt;br&amp;gt;0.1/t in Stomach&lt;br /&gt;
|30u&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|Ossisine&amp;lt;span style=&amp;quot;color:#660679;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[#Soporific|Soporific]]&amp;lt;br&amp;gt;1 part [[#Cronexidone|Cronexidone]]&amp;lt;br&amp;gt;1 part [[#Bicaridine|Bicaridine]]&lt;br /&gt;
|Repairs bones quickly, but paralyses the patient while processing. It does not set bones in place (unless overdosed). For that, do [[Surgery|surgery]] instead. Overdosing causes &#039;&#039;&#039;fatal&#039;&#039;&#039; cellular (clone) damage.&lt;br /&gt;
|0.3/t in Blood&amp;lt;br&amp;gt;0.15/t in Stomach&lt;br /&gt;
|12u&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|Oxycodone&amp;lt;span style=&amp;quot;color:#800080;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part Ethanol&amp;lt;br&amp;gt;1 part [[#Tramadol|Tramadol]]&amp;lt;br&amp;gt;5 parts [[#Plasma|Plasma]] (Catalyst)&lt;br /&gt;
|Most powerful painkiller. Useful when you run out of Anesthesics and need to keep a patient out of pain during surgery, or if near fatally hurt. Makes the user feel druggy. Overdosing causes hallucinations, drugginess, slurring, and slowed movement, it also stuns if you&#039;re not [[Stats|Tough]] enough.&lt;br /&gt;
|0.1/t in Blood&amp;lt;br&amp;gt;0.05/t in Stomach&lt;br /&gt;
|19.8u&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|Paracetamol&amp;lt;span style=&amp;quot;color:#C8A5DC;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[#Inaprovaline|Inaprovaline]]&amp;lt;br&amp;gt;1 part Ethanol&amp;lt;br&amp;gt;1 part Acetone&lt;br /&gt;
|Weak painkiller. Can be administered in a sleeper.&lt;br /&gt;
|0.1/t in Blood&amp;lt;br&amp;gt;0.05/t in Stomach&lt;br /&gt;
|60u&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|Paroxetine&amp;lt;span style=&amp;quot;color:#FF80BF;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[#Mindbreaker Toxin|Mindbreaker Toxin]]&amp;lt;br&amp;gt;1 part Acetone&amp;lt;br&amp;gt;1 part [[#Inaprovaline|Inaprovaline]]&lt;br /&gt;
|Strongest antidepressant available that greatly stabilizes the mind (Purely RP). Has a chance of destabilizing the mind, causing severe hallucinations.&lt;br /&gt;
|0.01/t in Blood&amp;lt;br&amp;gt;0.01/t in Stomach&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|Peridaxon&amp;lt;span style=&amp;quot;color:#561EC3;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|2 parts [[#Bicaridine|Bicaridine]]&amp;lt;br&amp;gt;0.1 parts [[#Cronexidone|Cronexidone]]&amp;lt;br&amp;gt;5 parts [[#Plasma|Plasma]] (Catalyst)&lt;br /&gt;
|Treats damage to organs, healing them. Does not treat brain damage nor heal bones. Will not work for [[Cht’mant|Cht&#039;mant]], use [[#Fuhrerole|Fuhrerole]] instead.&lt;br /&gt;
|0.2/t in Blood&amp;lt;br&amp;gt;0.1/t in Stomach&lt;br /&gt;
|10u&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|Polystem&amp;lt;span style=&amp;quot;color:#ded890;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[#Polytrinic acid|Polytrinic acid]]&amp;lt;br&amp;gt;1 part Iron&amp;lt;br&amp;gt;3 parts Potassium&amp;lt;br&amp;gt;at temperatures between 124K and 168K&lt;br /&gt;
|Heals both brute and burn damage, albeit slowly. Minor blood clotting. &lt;br /&gt;
&lt;br /&gt;
Can be combined with other medications for faster treatment.&lt;br /&gt;
|0.1/t in Blood&amp;lt;br&amp;gt;0.05/t in Stomach&lt;br /&gt;
|30u&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|Positive Paragenetic Marker&amp;lt;span style=&amp;quot;color:#910000;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[#Negative Paragenetic Marker|Negative Paragenetic Marker]]&amp;lt;br&amp;gt;1 part Blood&amp;lt;br&amp;gt;at a temperature above 700K&lt;br /&gt;
|The result of heating up [[#Negative_Paragenetic_Marker|Negative Paragenetic Marker]] in the prescence of Carrion blood. If you manage to obtain this, report the person to Marshals immediately (and discretely).&lt;br /&gt;
|0.2/t in Blood&amp;lt;br&amp;gt;0.1/t in Stomach&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|Purger&amp;lt;span style=&amp;quot;color:#d4cf3b;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[#Mindbreaker Toxin|Mindbreaker Toxin]]&amp;lt;br&amp;gt;3 parts [[#Dylovene|Dylovene]]&amp;lt;br&amp;gt;at a temperature above 363K&lt;br /&gt;
|Temporarily suppresses the craving effects of addictions, allowing the patient to recover from addictions easier. Also slightly heals both Kidneys inside the body.&lt;br /&gt;
&lt;br /&gt;
Does not remove the effects of withdrawal.&lt;br /&gt;
|0.1/t in Blood&amp;lt;br&amp;gt;0.05/t in Stomach&lt;br /&gt;
|10u&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|Quickclot&amp;lt;span style=&amp;quot;color:#a6b85b;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[#Kelotane|Kelotane]]&amp;lt;br&amp;gt;1 part [[#Cronexidone|Cronexidone]]&amp;lt;br&amp;gt;1 part [[#Plasma|Plasma]] (Catalyst)&lt;br /&gt;
|An extremely fast-acting clotting agent that stops external bleeding. Heals Blood Vessels (the organ) inside the body. Overdosing merely clots wounds faster.&lt;br /&gt;
|0.1/t in Blood&amp;lt;br&amp;gt;0.05/t in Stomach&lt;br /&gt;
|5u&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|Respirodaxon&amp;lt;span style=&amp;quot;color:#000080;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[#Dexalin Plus|Dexalin Plus]]&amp;lt;br&amp;gt;1 part [[#Blattedin|Blattedin]]&amp;lt;br&amp;gt;0.1 parts [[#Cronexidone|Cronexidone]]&amp;lt;br&amp;gt;5 parts [[#Plasma|Plasma]] (Catalyst)&lt;br /&gt;
|An intense organ repair chemical used to treat damage to the lungs.&lt;br /&gt;
|0.2/t in Blood&amp;lt;br&amp;gt;0.1/t in Stomach&lt;br /&gt;
|15u&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|Rezadone&amp;lt;span style=&amp;quot;color:#669900;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[#Cronexidone|Cronexidone]]&amp;lt;br&amp;gt;1 part [[#Cryptobiolin|Cryptobiolin]]&amp;lt;br&amp;gt;1 part Copper&lt;br /&gt;
|Treats genetic degradation (clone damage) very quickly, without the need of a cryotube or low temperature.&lt;br /&gt;
&lt;br /&gt;
Causes facial disfigurement if administered in doses higher than 3u.&lt;br /&gt;
|0.2/t in Blood&amp;lt;br&amp;gt;0.1/t in Stomach&lt;br /&gt;
|12u&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|Ryetalyn&amp;lt;span style=&amp;quot;color:#004000;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[#Arithrazine|Arithrazine]]&amp;lt;br&amp;gt;1 part Carbon&lt;br /&gt;
|Just &#039;&#039;&#039;injecting&#039;&#039;&#039; one unit is enough to eliminate all mutations and disabilities permanently, including beneficial ones. Works on dead people, allowing them to unhusk them if they died with over 400 burn damage.&lt;br /&gt;
|0.3/t in Blood&amp;lt;br&amp;gt;0.15/t in Stomach&lt;br /&gt;
|30u&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|Somnadine&amp;lt;span style=&amp;quot;color:#700122;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[#Bicaridine|Bicaridine]]&amp;lt;br&amp;gt;1 part [[#Tramadol|Tramadol]]&amp;lt;br&amp;gt;1 part Carbon&amp;lt;br&amp;gt;15 parts Water (Catalyst)&amp;lt;br&amp;gt;&#039;&#039;&#039;Without&#039;&#039;&#039; Bicaridine present&lt;br /&gt;
|Somnadine is a complex blunt trauma gel that is applied to the skin. The patient has to be asleep for it to work. It will quickly and effectively clear up cuts and other skin level damage, with a minimal risk of overdose&lt;br /&gt;
|0.2/t in Blood&amp;lt;br&amp;gt;0.1/t in Stomach&lt;br /&gt;
|75u&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|Soporific&amp;lt;span style=&amp;quot;color:#009CA8;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[#Chloral Hydrate|Chloral Hydrate]]&amp;lt;br&amp;gt;4 parts Sugar&lt;br /&gt;
|A slow acting, long-lasting anaesthetic. Not toxic.&lt;br /&gt;
&lt;br /&gt;
Combine with a small amount of Chloral Hydrate for increased effect.&lt;br /&gt;
|1/t in Blood&amp;lt;br&amp;gt;0.5/t in Stomach&lt;br /&gt;
|30u&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|Spaceacillin&amp;lt;span style=&amp;quot;color:#C1C1C1;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[#Cryptobiolin|Cryptobiolin]]&amp;lt;br&amp;gt;1 part [[#Inaprovaline|Inaprovaline]]&lt;br /&gt;
|A theta-lactam antibiotic. Slows progression of diseases. Treats infections as long as 1 units or more are present on the body. Also treats Toxin Damage&lt;br /&gt;
|0.01/t in Blood&amp;lt;br&amp;gt;0.01/t in Stomach&lt;br /&gt;
|30u&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|sterilizer&amp;lt;span style=&amp;quot;color:#00FFFF;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[#Dermaline|Dermaline]]&amp;lt;br&amp;gt;1 part Sodium&amp;lt;br&amp;gt;1 part [[#Sterilizine|Sterilizine]]&amp;lt;br&amp;gt;5 parts [[#Cronexidone|Cronexidone]] (Catalyst)&lt;br /&gt;
|Sterilizing solution used in making medical supplies. Don&#039;t.. drink it.&lt;br /&gt;
|0.2/t in Blood&amp;lt;br&amp;gt;0.1/t in Stomach&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|Sterilizine&amp;lt;span style=&amp;quot;color:#C8A5DC;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part Ethanol&amp;lt;br&amp;gt;1 part [[#Dylovene|Dylovene]]&amp;lt;br&amp;gt;1 part Hclacid&lt;br /&gt;
|Kills germs and cleans up bloodstains more effectively than space cleaner. Useful in surgery to prevent or reduce infection levels, specially when [[Surgery#Necrotic_Tissue_Excision_.28Sepsis_Removal.29|treating septic infections]]&lt;br /&gt;
|0.2/t in Blood&amp;lt;br&amp;gt;0.1/t in Stomach&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|Suppressital&amp;lt;span style=&amp;quot;color:#001aff;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part Blood&amp;lt;br&amp;gt;1 part [[#Citalopram|Citalopram]]&amp;lt;br&amp;gt;at temperatures between 7.7K and 12.7K&lt;br /&gt;
|Medication designed to make breakdowns less likely to happen. Also is a robust nerve relaxant.&lt;br /&gt;
|0.2/t in Blood&amp;lt;br&amp;gt;0.1/t in Stomach&lt;br /&gt;
|30u&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|Synaptizine&amp;lt;span style=&amp;quot;color:#99CCFF;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part Sugar&amp;lt;br&amp;gt;1 part Lithium&amp;lt;br&amp;gt;1 part Water&lt;br /&gt;
|Treats hallucinations, paralysis and purges [[#Mindbreaker_toxin|Mindbreaker Toxin]] off the bloodstream. Functions as a stimulant, counteracting stuns and acting as a mild painkiller.&lt;br /&gt;
&lt;br /&gt;
Moderately toxic. Recommended dosage at under 5 units and paired with [[#Dylovene|Dylovene]]. Metabolizes very slowly. Overdose does nothing.&lt;br /&gt;
|0.02/t in Blood&amp;lt;br&amp;gt;0.01/t in Stomach&lt;br /&gt;
|5u&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|Tramadol&amp;lt;span style=&amp;quot;color:#CB68FC;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[#Paracetamol|Paracetamol]]&amp;lt;br&amp;gt;1 part Sugar&amp;lt;br&amp;gt;1 part Water&lt;br /&gt;
|Medium Painkiller. Generally all around useful for mild to semi-severe damage. Stronger than Paracetamol, weaker than Oxycodone. Overdose causes hallucinations, slurring, and slowdown, and eventually stuns you if you&#039;re not [[Stats|Tough]] enough.&lt;br /&gt;
|0.1/t in Blood&amp;lt;br&amp;gt;0.05/t in Stomach&lt;br /&gt;
|30u&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|Tricordrazine&amp;lt;span style=&amp;quot;color:#8040FF;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[#Inaprovaline|Inaprovaline]]&amp;lt;br&amp;gt;1 part [[#Dylovene|Dylovene]]&lt;br /&gt;
|Heals brute, burn, toxin and oxygen damage, albeit slowly. Clots minor wounds from bleeding. Can be combined with other medications for faster treatment. Can be administered in a sleeper (by mixing Dylovene and Inaprovaline). Does not work on [[Cht’mant|Cht&#039;mant]], use [[#Blattedin|Blattedin]] instead.&lt;br /&gt;
&lt;br /&gt;
Overdose causes massive toxin and brain damage until death. Be careful not to combine more than 10u [[#Inaprovaline|Inaprovaline]]/10u [[#Dylovene|Dylovene]] through a sleeper.&lt;br /&gt;
|0.2/t in Blood&amp;lt;br&amp;gt;0.1/t in Stomach&lt;br /&gt;
|30u&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|Trypsin&amp;lt;span style=&amp;quot;color:#9c3a33;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part Carbon&amp;lt;br&amp;gt;1 part Sacid&amp;lt;br&amp;gt;1 part [[#Dermaline|Dermaline]]&lt;br /&gt;
|A synthetic enzyme designed to assist the body in clearing burned and dead flesh from within. Highly painful a typical dose of five units will serve most uses.&lt;br /&gt;
|0.2/t in Blood&amp;lt;br&amp;gt;0.1/t in Stomach&lt;br /&gt;
|10u&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|Varceptol&amp;lt;span style=&amp;quot;color:#FF69B4;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[#Carthatoline|Carthatoline]]&amp;lt;br&amp;gt;1 part [[#Bicaridine|Bicaridine]]&amp;lt;br&amp;gt;1 part [[#Blattedin|Blattedin]]&amp;lt;br&amp;gt;5 parts [[#Plasma|Plasma]] (Catalyst)&lt;br /&gt;
|A powerful treatment chemical capable of repairing both the body and purging of toxins.&lt;br /&gt;
|0.2/t in Blood&amp;lt;br&amp;gt;0.1/t in Stomach&lt;br /&gt;
|15u&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|Vermicetol&amp;lt;span style=&amp;quot;color:#964e06;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[#Kelotane|Kelotane]]&amp;lt;br&amp;gt;1 part [[#Dermaline|Dermaline]]&amp;lt;br&amp;gt;1 part [[#Blattedin|Blattedin]]&amp;lt;br&amp;gt;0.5 parts [[#Cryoxadone|Cryoxadone]]&amp;lt;br&amp;gt;0.5 parts [[#Cronexidone|Cronexidone]]&amp;lt;br&amp;gt;5 parts [[#Plasma|Plasma]] (Catalyst)&lt;br /&gt;
|A potent chemical that treats physical damage at an exceptional rate.&lt;br /&gt;
|0.2/t in Blood&amp;lt;br&amp;gt;0.1/t in Stomach&lt;br /&gt;
|15u&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
== Stims ==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:100%; text-align:left; border: 3px solic #B452CD;; cellspacing=0; cellpadding=2; background-color:white;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;width:150px; background-color:#B452CD;&#039;|Name&lt;br /&gt;
! scope = &amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;width:150px; background-color:#B452CD&#039;|Recipe&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#B452CD;&#039;|Description&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#B452CD&#039;|Metabolism Rate&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#B452CD;&#039;|Overdose Threshold&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;span id=&amp;quot;Adenosine+&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|Adenosine+&amp;lt;span style=&amp;quot;color:#00FFFF;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[#Dermaline|Dermaline]]&amp;lt;br&amp;gt;1 part [[#Cronexidone|Cronexidone]]&amp;lt;br&amp;gt;1 part [[#Sterilizine|Sterilizine]]&amp;lt;br&amp;gt;1 part [[#Aminazine|Aminazine]]&amp;lt;br&amp;gt;1 part [[#Serotrotium|Serotrotium]]&amp;lt;br&amp;gt;1 part [[#Polystem|Polystem]]&amp;lt;br&amp;gt;1 part [[#Paroxetine|Paroxetine]]&amp;lt;br&amp;gt;1 part [[#Rezadone|Rezadone]]&amp;lt;br&amp;gt;1 part [[#Spaceacillin|Spaceacillin]]&amp;lt;br&amp;gt;1 part [[#Rejuvenating agent|Rejuvenating agent]]&amp;lt;br&amp;gt;1 part [[#Cordradaxon|Cordradaxon]]&amp;lt;br&amp;gt;1 part [[#Carthatoline|Carthatoline]]&amp;lt;br&amp;gt;1 part [[#Dexalin Plus|Dexalin Plus]]&amp;lt;br&amp;gt;5 parts Honey (Catalyst)&lt;br /&gt;
|A SI branded mix of chemicals that are designed to only to work on a dead body to jumpstart the processes so that it lives once more,\&lt;br /&gt;
	 only works if a body has died and its admistred within one minute. For some reason only works on high-intelligent beings.&lt;br /&gt;
|0.2/t in Blood&amp;lt;br&amp;gt;0.1/t in Stomach&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|Bouncer&amp;lt;span style=&amp;quot;color:#682f93;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[#Violence|Violence]]&amp;lt;br&amp;gt;1 part [[#Fuhrerole|Fuhrerole]]&amp;lt;br&amp;gt;1 part [[#Hyperzine|Hyperzine]]&amp;lt;br&amp;gt;at temperatures between 303K and 333K&lt;br /&gt;
|Mildly improves Toughness at the cost of Robustness.&lt;br /&gt;
|0.2/t in Blood&amp;lt;br&amp;gt;0.1/t in Stomach&lt;br /&gt;
|30u&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|Boxer&amp;lt;span style=&amp;quot;color:#0ed750;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|2 parts [[#Bouncer|Bouncer]]&amp;lt;br&amp;gt;1 part [[#Plasma|Plasma]]&amp;lt;br&amp;gt;2 parts [[#Amatoxin|Amatoxin]]&amp;lt;br&amp;gt;at temperatures between 323K and 328K&lt;br /&gt;
|Moderately increases Toughness at the cost of mildly reducing Vigilance and Robustness.&lt;br /&gt;
|0.2/t in Blood&amp;lt;br&amp;gt;0.1/t in Stomach&lt;br /&gt;
|15u&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|Cherry Drops&amp;lt;span style=&amp;quot;color:#9bd70f;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part Iron&amp;lt;br&amp;gt;1 part [[#Psilocybin|Psilocybin]]&amp;lt;br&amp;gt;1 part [[#Plant-B-Gone|Plant-B-Gone]]&amp;lt;br&amp;gt;at temperatures between 303K and 333K&lt;br /&gt;
|Mildly improves Cognition at the cost of Mechanical.&lt;br /&gt;
|0.2/t in Blood&amp;lt;br&amp;gt;0.1/t in Stomach&lt;br /&gt;
|35u&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|Grape Drops&amp;lt;span style=&amp;quot;color:#eb5783;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part Honey&amp;lt;br&amp;gt;2 parts [[#Cherry Drops|Cherry Drops]]&amp;lt;br&amp;gt;2 parts Ethanol&amp;lt;br&amp;gt;at temperatures between 338K and 343K&lt;br /&gt;
|Moderately increases Cognition at the cost of mildly reducing Biology and Mechanical.&lt;br /&gt;
|0.2/t in Blood&amp;lt;br&amp;gt;0.1/t in Stomach&lt;br /&gt;
|25u&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|Greaser&amp;lt;span style=&amp;quot;color:#5f95e2;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|2 parts Coffee&amp;lt;br&amp;gt;1 part [[#Diplopterum|Diplopterum]]&amp;lt;br&amp;gt;1 part Sugar&amp;lt;br&amp;gt;1 part Ethanol&amp;lt;br&amp;gt;at temperatures between 323K and 343K&lt;br /&gt;
|A ethanol based stimulator. Used as pick me up for engineers and technicians.&lt;br /&gt;
|0.2/t in Blood&amp;lt;br&amp;gt;0.1/t in Stomach&lt;br /&gt;
|30u&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|Greasy Lard&amp;lt;span style=&amp;quot;color:#9eb236;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[#Greaser|Greaser]]&amp;lt;br&amp;gt;1 part [[#Tramadol|Tramadol]]&amp;lt;br&amp;gt;1 part [[#Blattedin|Blattedin]]&amp;lt;br&amp;gt;at temperatures between 308K and 318K&lt;br /&gt;
|Potent ethanol based stimulator. Used by engineers and technicians to gain an edge when working with machines.&lt;br /&gt;
|0.2/t in Blood&amp;lt;br&amp;gt;0.1/t in Stomach&lt;br /&gt;
|18u&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|MENACE&amp;lt;span style=&amp;quot;color:#ffb3b7;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[#TURBO|TURBO]]&amp;lt;br&amp;gt;1 part [[#Boxer|Boxer]]&amp;lt;br&amp;gt;1 part [[#Violence Ultra|Violence Ultra]]&amp;lt;br&amp;gt;at temperatures between 358K and 363K&lt;br /&gt;
|Moderately increases Robustness, Toughness and Vigilance at the cost of mildly reducing Biology, Cognition and Mechanical.&lt;br /&gt;
|0.2/t in Blood&amp;lt;br&amp;gt;0.1/t in Stomach&lt;br /&gt;
|12u&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|Party Drops&amp;lt;span style=&amp;quot;color:#ffb3b7;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[#Grape Drops|Grape Drops]]&amp;lt;br&amp;gt;1 part [[#Greasy Lard|Greasy Lard]]&amp;lt;br&amp;gt;1 part [[#UltraSurgeon|UltraSurgeon]]&amp;lt;br&amp;gt;1 part Honey (Catalyst)&lt;br /&gt;
|Moderately increases Biology, Cognition and Mechanical at the cost of mildly reducing Robustness, Toughness and Vigilance.&lt;br /&gt;
|0.2/t in Blood&amp;lt;br&amp;gt;0.1/t in Stomach&lt;br /&gt;
|10u&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|ProSurgeon&amp;lt;span style=&amp;quot;color:#2d867a;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[#Nicotine|Nicotine]]&amp;lt;br&amp;gt;2 parts Sugar&amp;lt;br&amp;gt;2 parts Tungsten&lt;br /&gt;
|A stimulating drug, used to reduce tremor to minimum. Common in medical facilities.&lt;br /&gt;
|0.2/t in Blood&amp;lt;br&amp;gt;0.1/t in Stomach&lt;br /&gt;
|30u&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|Steady&amp;lt;span style=&amp;quot;color:#334183;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[#Pararein|Pararein]]&amp;lt;br&amp;gt;1 part [[#Carpotoxin|Carpotoxin]]&amp;lt;br&amp;gt;1 part Copper&amp;lt;br&amp;gt;1 part Hydrazine&amp;lt;br&amp;gt;at temperatures between 323K and 338K&lt;br /&gt;
|Mildly improves Vigilance at the cost of Toughness.&lt;br /&gt;
|0.2/t in Blood&amp;lt;br&amp;gt;0.1/t in Stomach&lt;br /&gt;
|20u&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|TURBO&amp;lt;span style=&amp;quot;color:#f22168;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[#Steady|Steady]]&amp;lt;br&amp;gt;1 part Adrenaline&amp;lt;br&amp;gt;1 part [[#Synaptizine|Synaptizine]]&amp;lt;br&amp;gt;at temperatures between 288K and 293K&lt;br /&gt;
|Moderately increases Vigilance at the cost of mildly reducing Robustness and Toughness.&lt;br /&gt;
|0.2/t in Blood&amp;lt;br&amp;gt;0.1/t in Stomach&lt;br /&gt;
|12u&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|UltraSurgeon&amp;lt;span style=&amp;quot;color:#0c07c4;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|3 parts [[#ProSurgeon|ProSurgeon]]&amp;lt;br&amp;gt;1 part [[#Noexcutite|Noexcutite]]&amp;lt;br&amp;gt;at temperatures between 243K and 263K&lt;br /&gt;
|Moderately increases Biology at the cost of mildly reducing Cognition and Mechanical.&lt;br /&gt;
|0.2/t in Blood&amp;lt;br&amp;gt;0.1/t in Stomach&lt;br /&gt;
|17u&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|Violence&amp;lt;span style=&amp;quot;color:#75aea5;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|3 parts Blood&amp;lt;br&amp;gt;1 part Ammonia&amp;lt;br&amp;gt;1 part [[#Gewaltine|Gewaltine]]&amp;lt;br&amp;gt;at temperatures between 393K and 423K&lt;br /&gt;
|Mildly improves Robustness at the cost of Vigilance.&lt;br /&gt;
|0.2/t in Blood&amp;lt;br&amp;gt;0.1/t in Stomach&lt;br /&gt;
|20u&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|Violence Ultra&amp;lt;span style=&amp;quot;color:#3d3362;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[#Violence|Violence]]&amp;lt;br&amp;gt;1 part [[#Fuhrerole|Fuhrerole]]&amp;lt;br&amp;gt;1 part [[#Hyperzine|Hyperzine]]&amp;lt;br&amp;gt;at temperatures between 243K and 258K&lt;br /&gt;
|Moderately increases Robustness at the cost of mildly reducing Toughness and Vigilance.&lt;br /&gt;
|0.2/t in Blood&amp;lt;br&amp;gt;0.1/t in Stomach&lt;br /&gt;
|11u|-&lt;br /&gt;
|}&lt;br /&gt;
== Drugs ==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:100%; text-align:left; border: 3px solic #B452CD;; cellspacing=0; cellpadding=2; background-color:white;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;width:150px; background-color:#B452CD;&#039;|Name&lt;br /&gt;
! scope = &amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;width:150px; background-color:#B452CD&#039;|Recipe&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#B452CD;&#039;|Description&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#B452CD&#039;|Metabolism Rate&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#B452CD;&#039;|Overdose Threshold&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;span id=&amp;quot;antihistamine hydrochloride&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|antihistamine hydrochloride&amp;lt;span style=&amp;quot;color:#B33DE2;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[#Tramadol|Tramadol]]&amp;lt;br&amp;gt;1 part [[#Chloral Hydrate|Chloral Hydrate]]&amp;lt;br&amp;gt;1 part [[#Soporific|Soporific]]&amp;lt;br&amp;gt;1 part Sodawater&lt;br /&gt;
|A weak sleeping agent mixed with carbondated water to make it into a drinkable substaince, but unstable in the blood. Oftin mixed with soda or coffee to get a high.&lt;br /&gt;
|0.1/t in Blood&amp;lt;br&amp;gt;0.05/t in Stomach&lt;br /&gt;
|30u&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|Cerebrix&amp;lt;span style=&amp;quot;color:#E700E7;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[#Psilocybin|Psilocybin]]&amp;lt;br&amp;gt;1 part [[#Synaptizine|Synaptizine]]&amp;lt;br&amp;gt;1 part [[#Cryptobiolin|Cryptobiolin]]&lt;br /&gt;
|A rare chemical originally developed by the Soteria, this quasi-stimulant enhances the mind of a psion and restores their psi essence. However its highly addictive and highly dangerous if overdosed. Useless to non-psions. Has a secondary effect when drank that causes the user to enhance their cognitive abilities.&lt;br /&gt;
|0.1/t in Blood&amp;lt;br&amp;gt;0.05/t in Stomach&lt;br /&gt;
|30u&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|Cryptobiolin&amp;lt;span style=&amp;quot;color:#000055;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part Potassium&amp;lt;br&amp;gt;1 part Acetone&amp;lt;br&amp;gt;1 part Sugar&lt;br /&gt;
|Causes confusion and dizzyness.&lt;br /&gt;
&lt;br /&gt;
Sanity Gain = 1&lt;br /&gt;
|0.1/t in Blood&amp;lt;br&amp;gt;0.05/t in Stomach&lt;br /&gt;
|30u&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|Hyperzine&amp;lt;span style=&amp;quot;color:#FF3300;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part Sugar&amp;lt;br&amp;gt;1 part [[#Blattedin|Blattedin]]&amp;lt;br&amp;gt;1 part Sulfur&lt;br /&gt;
|Muscle stimulant. Allows greater freedom of movement.&lt;br /&gt;
&lt;br /&gt;
Side effects include twitching, nervousness and addiction. Can cause minor heart damage due to high BPM.&lt;br /&gt;
(Results in 1u instead of 3u)&lt;br /&gt;
|0.1/t in Blood&amp;lt;br&amp;gt;0.05/t in Stomach&lt;br /&gt;
|19.8u&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|Impedrezene&amp;lt;span style=&amp;quot;color:#C8A5DC;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part Mercury&amp;lt;br&amp;gt;1 part Acetone&amp;lt;br&amp;gt;1 part Sugar&lt;br /&gt;
|A narcotic that impedes one&#039;s ability by slowing down the higher brain cell functions, resulting in brain damage and feelings of drowsiness.&lt;br /&gt;
&lt;br /&gt;
Sanity Gain = 1&lt;br /&gt;
|0.2/t in Blood&amp;lt;br&amp;gt;0.1/t in Stomach&lt;br /&gt;
|30u&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|Mindbreaker Toxin&amp;lt;span style=&amp;quot;color:#B31008;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part Silicon&amp;lt;br&amp;gt;1 part Hydrazine&amp;lt;br&amp;gt;1 part [[#Dylovene|Dylovene]]&lt;br /&gt;
|A powerful hallucinogen&lt;br /&gt;
|0.05/t in Blood&amp;lt;br&amp;gt;0.03/t in Stomach&lt;br /&gt;
|30u&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|Mindwipe&amp;lt;span style=&amp;quot;color:#bfff00;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[#Mindbreaker Toxin|Mindbreaker Toxin]]&amp;lt;br&amp;gt;1 part [[#Psilocybin|Psilocybin]]&amp;lt;br&amp;gt;1 part [[#Sanguinum|Sanguinum]]&amp;lt;br&amp;gt;1 part [[#Dylovene|Dylovene]]&amp;lt;br&amp;gt;1 part Ethanol&lt;br /&gt;
|Shocks the user&#039;s brain hard enough to make him forget about his quirks. Is ill-advised because of side effects&lt;br /&gt;
|0.1/t in Blood&amp;lt;br&amp;gt;0.05/t in Stomach&lt;br /&gt;
|30u&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|Nanoblood&amp;lt;span style=&amp;quot;color:#8a0303;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|3 parts Blood&amp;lt;br&amp;gt;5 parts [[#Raw Uncapped Nanobots|Raw Uncapped Nanobots]]&amp;lt;br&amp;gt;2 parts [[#Sanguinum|Sanguinum]]&amp;lt;br&amp;gt;5 parts [[#Plasma|Plasma]] (Catalyst)&lt;br /&gt;
|A highly dangerous and highly advanced Erythropoiesis-stimulant. Typically reserved for high-end paramedic services or military hospitals - any instance where the low LD-50 and difficulty of synthesis can be considered acceptable in the face of its rapid effectiveness even in low doses. Must be stored at temperatures not significantly higher than the human body.&lt;br /&gt;
|0.2/t in Blood&amp;lt;br&amp;gt;0.1/t in Stomach&lt;br /&gt;
|3u&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|Nicotine&amp;lt;span style=&amp;quot;color:#181818;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part Toxin&amp;lt;br&amp;gt;1 part Carbon&amp;lt;br&amp;gt;1 part Capsaicin&amp;lt;br&amp;gt;1 part Mercury&lt;br /&gt;
|A highly addictive stimulant extracted from the tobacco plant.&lt;br /&gt;
|0.2/t in Blood&amp;lt;br&amp;gt;0.1/t in Stomach&lt;br /&gt;
|30u&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|Nosfernium&amp;lt;span style=&amp;quot;color:#e06270;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|27 parts [[#Sanguinum|Sanguinum]]&amp;lt;br&amp;gt;34 parts [[#Bicaridine|Bicaridine]]&amp;lt;br&amp;gt;1 part Milk&amp;lt;br&amp;gt;29 parts Iron&amp;lt;br&amp;gt;16 parts Lithium&amp;lt;br&amp;gt;8 parts Sugar&amp;lt;br&amp;gt;21 parts [[#Plasma|Plasma]] (Catalyst)&amp;lt;br&amp;gt;at temperatures between 358K and 373K&lt;br /&gt;
|A chemical for when the body is bleed dry, and if its not will ensure you are left a skeleton.&lt;br /&gt;
|0.1/t in Blood&amp;lt;br&amp;gt;0.05/t in Stomach&lt;br /&gt;
|5u&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|Ruined Nanoblood&amp;lt;span style=&amp;quot;color:#8a0303;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[#Nanoblood|Nanoblood]]&lt;br /&gt;
|rotting copper&lt;br /&gt;
|0.2/t in Blood&amp;lt;br&amp;gt;0.1/t in Stomach&lt;br /&gt;
|3u&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|Sanguinum&amp;lt;span style=&amp;quot;color:#e06270;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[#Bicaridine|Bicaridine]]&amp;lt;br&amp;gt;1 part [[#Spaceacillin|Spaceacillin]]&amp;lt;br&amp;gt;1 part Mercury&lt;br /&gt;
|Greatly increases blood restoration. May cause blood coughing.&lt;br /&gt;
|0.2/t in Blood&amp;lt;br&amp;gt;0.1/t in Stomach&lt;br /&gt;
|15u&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|Serotrotium&amp;lt;span style=&amp;quot;color:#202040;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|5 parts Blood&amp;lt;br&amp;gt;1 part [[#Psilocybin|Psilocybin]]&amp;lt;br&amp;gt;5 parts Nutriment (Catalyst)&amp;lt;br&amp;gt;at temperatures between 203K and 273K&lt;br /&gt;
|Promotes concentrated production of the serotonin neurotransmitter in humans.&lt;br /&gt;
&lt;br /&gt;
Sanity gain = 1.5&lt;br /&gt;
|0.05/t in Blood&amp;lt;br&amp;gt;0.03/t in Stomach&lt;br /&gt;
|30u&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|Space drugs&amp;lt;span style=&amp;quot;color:#60A584;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part Mercury&amp;lt;br&amp;gt;1 part Sugar&amp;lt;br&amp;gt;1 part Lithium&lt;br /&gt;
|Causes random movements and feelings of drugginess, lowers the heart rate.&lt;br /&gt;
&lt;br /&gt;
Sanity gain = 1.5&lt;br /&gt;
|0.1/t in Blood&amp;lt;br&amp;gt;0.05/t in Stomach&lt;br /&gt;
|30u&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
== Nanites ==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:100%; text-align:left; border: 3px solic #B452CD;; cellspacing=0; cellpadding=2; background-color:white;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;width:150px; background-color:#B452CD;&#039;|Name&lt;br /&gt;
! scope = &amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;width:150px; background-color:#B452CD&#039;|Recipe&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#B452CD;&#039;|Description&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#B452CD&#039;|Metabolism Rate&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#B452CD;&#039;|Overdose Threshold&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;span id=&amp;quot;A-rad&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|A-rad&amp;lt;span style=&amp;quot;color:#696969;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[#Raw Industrial Nanobots|Raw Industrial Nanobots]]&amp;lt;br&amp;gt;1 part [[#Arithrazine|Arithrazine]]&lt;br /&gt;
|Purges radiation over time.&lt;br /&gt;
|0.2/t in Blood&amp;lt;br&amp;gt;0.1/t in Stomach&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|Control Booster Combat&amp;lt;span style=&amp;quot;color:#696969;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[#Raw Uncapped Nanobots|Raw Uncapped Nanobots]]&amp;lt;br&amp;gt;1 part [[#MENACE|MENACE]]&lt;br /&gt;
|Moderately boost Roubstness, Toughness and Vigiliance, akin to Menace.&lt;br /&gt;
&lt;br /&gt;
Has no side effects.&lt;br /&gt;
|0.2/t in Blood&amp;lt;br&amp;gt;0.1/t in Stomach&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|Control Booster Utility&amp;lt;span style=&amp;quot;color:#696969;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[#Raw Uncapped Nanobots|Raw Uncapped Nanobots]]&amp;lt;br&amp;gt;1 part [[#Party Drops|Party Drops]]&lt;br /&gt;
|Moderately boosts Biology, Cognition and Mechanical, akin to Party Drops.&lt;br /&gt;
&lt;br /&gt;
Has no side effects.&lt;br /&gt;
|0.2/t in Blood&amp;lt;br&amp;gt;0.1/t in Stomach&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|Handyprints&amp;lt;span style=&amp;quot;color:#696969;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[#Raw Uncapped Nanobots|Raw Uncapped Nanobots]]&amp;lt;br&amp;gt;1 part [[#Handyprints|Handyprints]]&lt;br /&gt;
|Alters the user&#039;s fingerprints to obscure identification.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Note: Presently unatainable due to a bugged recipe.)&#039;&#039;&lt;br /&gt;
|0.2/t in Blood&amp;lt;br&amp;gt;0.1/t in Stomach&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|Nanosymbiotes&amp;lt;span style=&amp;quot;color:#696969;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[#Raw Industrial Nanobots|Raw Industrial Nanobots]]&amp;lt;br&amp;gt;1 part [[#Peridaxon|Peridaxon]]&lt;br /&gt;
|Heals brute, burn, toxin and clone damage over time, as well as repairs the brain. &lt;br /&gt;
&lt;br /&gt;
Does not heal other internal organs or mechanical parts.&lt;br /&gt;
|0.2/t in Blood&amp;lt;br&amp;gt;0.1/t in Stomach&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|Nantidotes&amp;lt;span style=&amp;quot;color:#696969;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[#Raw Industrial Nanobots|Raw Industrial Nanobots]]&amp;lt;br&amp;gt;1 part [[#Haloperidol|Haloperidol]]&lt;br /&gt;
|Removes reagents from the bloodstream that is anything but itself. &lt;br /&gt;
&lt;br /&gt;
Does not heal toxin damage.&lt;br /&gt;
|0.2/t in Blood&amp;lt;br&amp;gt;0.1/t in Stomach&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|Oxyrush&amp;lt;span style=&amp;quot;color:#696969;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[#Raw Industrial Nanobots|Raw Industrial Nanobots]]&amp;lt;br&amp;gt;1 part [[#Dexalin|Dexalin]]&lt;br /&gt;
|Greatly heals oxygen damage and provides a constant state of blood oxygenation, equivalent to Dexalin Plus.&lt;br /&gt;
|0.2/t in Blood&amp;lt;br&amp;gt;0.1/t in Stomach&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|Purgers&amp;lt;span style=&amp;quot;color:#696969;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[#Raw Industrial Nanobots|Raw Industrial Nanobots]]&amp;lt;br&amp;gt;1 part [[#Synaptizine|Synaptizine]]&lt;br /&gt;
|Removes other nanites from the bloodstream.&lt;br /&gt;
|0.2/t in Blood&amp;lt;br&amp;gt;0.1/t in Stomach&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|repair nanites&amp;lt;span style=&amp;quot;color:#696969;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[#Raw Industrial Nanobots|Raw Industrial Nanobots]]&amp;lt;br&amp;gt;1 part Silicon&lt;br /&gt;
|Microscopic construction robots programmed to repair internal components.&lt;br /&gt;
|0.2/t in Blood&amp;lt;br&amp;gt;0.1/t in Stomach&lt;br /&gt;
|5u&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|Trauma Control System&amp;lt;span style=&amp;quot;color:#696969;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[#Raw Industrial Nanobots|Raw Industrial Nanobots]]&amp;lt;br&amp;gt;1 part [[#Bicaridine|Bicaridine]]&lt;br /&gt;
|Heals organic organs over time.&lt;br /&gt;
&lt;br /&gt;
Does not heal external damage, or mechanical organs.&lt;br /&gt;
|0.2/t in Blood&amp;lt;br&amp;gt;0.1/t in Stomach&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|Voice mimics&amp;lt;span style=&amp;quot;color:#696969;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[#Raw Uncapped Nanobots|Raw Uncapped Nanobots]]&amp;lt;br&amp;gt;1 part [[#Synaptizine|Synaptizine]]&lt;br /&gt;
|Alters the user&#039;s voice to be unrecognisable and appear as &amp;quot;Unknown&amp;quot;. Hitting the host will disable the nanites.&lt;br /&gt;
|0.2/t in Blood&amp;lt;br&amp;gt;0.1/t in Stomach&lt;br /&gt;
|N/A|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Toxins ==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:100%; text-align:left; border: 3px solic #B452CD;; cellspacing=0; cellpadding=2; background-color:white;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;width:150px; background-color:#B452CD;&#039;|Name&lt;br /&gt;
! scope = &amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;width:150px; background-color:#B452CD&#039;|Recipe&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#B452CD;&#039;|Description&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#B452CD&#039;|Metabolism Rate&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#B452CD;&#039;|Overdose Threshold&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;span id=&amp;quot;Cyanide&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|Cyanide&amp;lt;span style=&amp;quot;color:#CF3600;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|5 parts Toxin&amp;lt;br&amp;gt;3 parts [[#Mindbreaker Toxin|Mindbreaker Toxin]]&amp;lt;br&amp;gt;2 parts [[#Fuhrerole|Fuhrerole]]&amp;lt;br&amp;gt;at temperatures between 10K and 33K&lt;br /&gt;
|An extremely toxic poison.&lt;br /&gt;
|0.05/t in Blood&amp;lt;br&amp;gt;0.03/t in Stomach&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|Lexorin&amp;lt;span style=&amp;quot;color:#C8A5DC;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[#Plasma|Plasma]]&amp;lt;br&amp;gt;1 part Hydrazine&amp;lt;br&amp;gt;1 part Ammonia&lt;br /&gt;
|An extremely effective toxin, preventing the victim from breathing and de-oxygenating the system. &lt;br /&gt;
&lt;br /&gt;
Purged with [[#Dexalin|Dexalin]] and [[#Dexalin_Plus|Dexalin Plus]] (or [[#Diplopterum|Diplopterum]] on [[Cht’mant|Cht&#039;mant]])&lt;br /&gt;
|0.5/t in Blood&amp;lt;br&amp;gt;0.25/t in Stomach&lt;br /&gt;
|30u&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|Oil&amp;lt;span style=&amp;quot;color:#0C0C0C;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part Fuel&amp;lt;br&amp;gt;1 part Carbon&amp;lt;br&amp;gt;1 part Ethanol&amp;lt;br&amp;gt;at a temperature above 480K&lt;br /&gt;
|A precursor to Plasticide. Mildly toxic.&lt;br /&gt;
|0.2/t in Blood&amp;lt;br&amp;gt;0.1/t in Stomach&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|Plant-B-Gone&amp;lt;span style=&amp;quot;color:#49002E;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part Toxin&amp;lt;br&amp;gt;4 parts Water&lt;br /&gt;
|A strong herbicide, but a very weak poison.&lt;br /&gt;
|0.2/t in Blood&amp;lt;br&amp;gt;0.1/t in Stomach&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|Plasticide&amp;lt;span style=&amp;quot;color:#CF3600;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[#Oil|Oil]]&amp;lt;br&amp;gt;1 part Ethanol&amp;lt;br&amp;gt;1 part Silicon&lt;br /&gt;
|A key ingredient in a number of industrial chemical processes.&lt;br /&gt;
&lt;br /&gt;
Extremely toxic.&lt;br /&gt;
|0.2/t in Blood&amp;lt;br&amp;gt;0.1/t in Stomach&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|Polytrinic acid&amp;lt;span style=&amp;quot;color:#8E18A9;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part Sacid&amp;lt;br&amp;gt;1 part Hclacid&amp;lt;br&amp;gt;1 part Potassium&lt;br /&gt;
|A very powerful acid. &lt;br /&gt;
&lt;br /&gt;
Can be used to destroy objects and Hivemind wires.&lt;br /&gt;
|0.4/t in Blood&amp;lt;br&amp;gt;0.2/t in Stomach&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|Potassium Chloride&amp;lt;span style=&amp;quot;color:#FFFFFF;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part Sodiumchloride&amp;lt;br&amp;gt;1 part Potassium&lt;br /&gt;
|A delicious salt that arrests the heart if injected there.&lt;br /&gt;
|0.2/t in Blood&amp;lt;br&amp;gt;0.1/t in Stomach&lt;br /&gt;
|30u&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|Potassium Chlorophoride&amp;lt;span style=&amp;quot;color:#FFFFFF;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[#Potassium Chloride|Potassium Chloride]]&amp;lt;br&amp;gt;1 part Toxin&amp;lt;br&amp;gt;1 part [[#Chloral Hydrate|Chloral Hydrate]]&lt;br /&gt;
|A specific chemical based on Potassium Chloride to arrest the heart for surgery.&lt;br /&gt;
|0.2/t in Blood&amp;lt;br&amp;gt;0.1/t in Stomach&lt;br /&gt;
|20u&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|Tetraricide&amp;lt;span style=&amp;quot;color:;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part Hydrazine&amp;lt;br&amp;gt;1 part [[#Cyanide|Cyanide]]&amp;lt;br&amp;gt;1 part [[#Potassium Chloride|Potassium Chloride]]&amp;lt;br&amp;gt;1 part [[#Lexorin|Lexorin]]&lt;br /&gt;
|A powerful chemical weapon, sometimes referred to as \&lt;br /&gt;
|0.2/t in Blood&amp;lt;br&amp;gt;0.1/t in Stomach&lt;br /&gt;
|15u&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|Unstable mutagen&amp;lt;span style=&amp;quot;color:#13BC5E;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part Radium&amp;lt;br&amp;gt;1 part Phosphorus&amp;lt;br&amp;gt;1 part Hclacid&lt;br /&gt;
|Causes random, uncontrolled mutations with a chance to mildly irradiate the victim and dealing mild toxin damage.&lt;br /&gt;
|0.2/t in Blood&amp;lt;br&amp;gt;0.1/t in Stomach&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|Zombie Powder&amp;lt;span style=&amp;quot;color:#669900;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|5 parts [[#Carpotoxin|Carpotoxin]]&amp;lt;br&amp;gt;5 parts [[#Soporific|Soporific]]&amp;lt;br&amp;gt;5 parts Copper&lt;br /&gt;
|Causes the victim to &#039;&#039;&#039;instantly&#039;&#039;&#039; enter a state of false death and fool all but the most thorough medical tests.&lt;br /&gt;
&lt;br /&gt;
Very weakly toxic but de-oxygenates the body the longer it&#039;s present, potentially causing long-term damage if left too long. Victim can still emote, but will be unable to speak.&lt;br /&gt;
|0.2/t in Blood&amp;lt;br&amp;gt;0.1/t in Stomach&lt;br /&gt;
|N/A|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Other reactions ==&lt;br /&gt;
Certain chemical reactions do not produce a new compound but instead result in other effects, such as the solidification of liquid reagents. These reactions may require specific quantities of reagents rather than merely relying on their relative proportions.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:100%; text-align:left; border: 3px solic #B452CD;; cellspacing=0; cellpadding=2; background-color:white;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;width:150px; background-color:#B452CD;&#039;|Name&lt;br /&gt;
! scope = &amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;width:150px; background-color:#B452CD&#039;|Recipe&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#B452CD;&#039;|Description&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|Cerebrix inhaler&lt;br /&gt;
|30 units [[Guide to Chemistry#Cerebrix|Cerebrix]]&amp;lt;br&amp;gt;30 units water&amp;lt;br&amp;gt;30 units silicon&lt;br /&gt;
|Creates a Cerebrix inhaler&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|Compressed jelly jar&lt;br /&gt;
|100 units slime jelly&lt;br /&gt;
|Creates a compressed jelly jar&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|Plasma sheets&lt;br /&gt;
|5 units Iron&amp;lt;br&amp;gt;5 units [[Guide to Chemistry#Frost Oil|Frost Oil]]&amp;lt;br&amp;gt;20 units Plasma&lt;br /&gt;
|Creates solid plasma sheets&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|Plastic sheets&lt;br /&gt;
|1 unit [[Guide to Chemistry#Polynitric_Acid|Polynitric Acid]]&amp;lt;br&amp;gt;2 units [[Guide to Chemistry#Plasticide|Plasticide]]&lt;br /&gt;
|Creates solid plastic sheets&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|Gold sheets&lt;br /&gt;
|5 units Iron&amp;lt;br&amp;gt;5 units [[Guide to Chemistry#Frost_Oil|Frost Oil]]&amp;lt;br&amp;gt;20 units Gold&lt;br /&gt;
|Creates solid gold sheets&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|Uranium sheets&lt;br /&gt;
|5 units Phosphorus&amp;lt;br&amp;gt;5 units [[Guide to Chemistry#Frost_Oil|Frost Oil]]&amp;lt;br&amp;gt;20 units Uranium&lt;br /&gt;
|Creates solid uranium sheets&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|Silver sheets&lt;br /&gt;
|5 units Iron&amp;lt;br&amp;gt;5 units [[Guide to Chemistry#Frost_Oil|Frost Oil]]&amp;lt;br&amp;gt;20 units Silver&lt;br /&gt;
|Creates solid silver sheets&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|Cardboard sheets&lt;br /&gt;
|5 units Wood pulp&amp;lt;br&amp;gt;5 units Water&lt;br /&gt;
|Creates cardboard sheets&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|Potassium explosion&lt;br /&gt;
|1 unit Water&amp;lt;br&amp;gt;1 unit Potassium&lt;br /&gt;
|Explosive reaction&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|Flash powder&lt;br /&gt;
|1 unit Aluminium&amp;lt;br&amp;gt;1 unit Potassium&amp;lt;br&amp;gt;1 unit Sulfur&lt;br /&gt;
|Creates a bright spark, wear eye protection!&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|EM-Pulse&lt;br /&gt;
|1 unit Uranium&amp;lt;br&amp;gt;1 unit Iron&lt;br /&gt;
|Causes an electromagnetic pulse&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|Napalm&lt;br /&gt;
|1 unit Aluminium&amp;lt;br&amp;gt;1 unit Plasma&amp;lt;br&amp;gt;1 unit [[Guide to Chemistry#Sulphuric Acid|Sulphuric Acid]]&lt;br /&gt;
|Emits a cloud of gaseous Plasma, highly inflammable&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|Smoke&lt;br /&gt;
|1 unit Potassium&amp;lt;br&amp;gt;1 unit Sugar&amp;lt;br&amp;gt;1 unit Phosphorus&lt;br /&gt;
|Emits a cloud of smoke&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|Foam&lt;br /&gt;
|1 unit [[Guide to Chemistry#Azosurfactant|Azosurfactant]]&amp;lt;br&amp;gt;1 unit Water&lt;br /&gt;
|Emits a cloud of foam&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|Metallic foam&lt;br /&gt;
|3 units Aluminium&amp;lt;br&amp;gt;1 unit [[Guide to Chemistry#Foaming Agent|Foaming Agent]]&amp;lt;br&amp;gt;1 unit Polytrinic Acid&lt;br /&gt;
|Emits a cloud of metallic foam&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|Iron foam&lt;br /&gt;
|3 units Iron&amp;lt;br&amp;gt;1 unit [[Guide to Chemistry#Foaming Agent|Foaming Agent]]&amp;lt;br&amp;gt;1 unit Polytrinic Acid&lt;br /&gt;
|Emits a cloud of iron-metallic foam&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|Sterilizer Crystal&lt;br /&gt;
|20 units [[Guide to Chemistry#Sterilizer|Sterilizer]]&amp;lt;br&amp;gt;20 units Sulfur&amp;lt;br&amp;gt;20 units Tungsten&lt;br /&gt;
|Crystallizes into a Sterilizer crystal&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Gameplay guides}}&lt;/div&gt;</summary>
		<author><name>DrFarson</name></author>
	</entry>
	<entry>
		<id>http://sojourn13.space/w/index.php?title=Example_Paperwork&amp;diff=4570</id>
		<title>Example Paperwork</title>
		<link rel="alternate" type="text/html" href="http://sojourn13.space/w/index.php?title=Example_Paperwork&amp;diff=4570"/>
		<updated>2024-12-11T04:55:09Z</updated>

		<summary type="html">&lt;p&gt;DrFarson: /* Generic Paperwork */ Adds Personnel Page Request&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Welcome to the most useful page for in-depth role-players! Listed below are the examples of how to properly format in-game paperwork! &#039;&#039;&#039;We do not enforce the use of this paperwork exactly how it is presented here this is simple to give you a good base.&#039;&#039;&#039;  Much of this work has been siphoned off from many different places in the SS13 community. Notable examples being two Separate [http://baystation12.net/forums/viewtopic.php?f=1&amp;amp;t=6193 Baystation] --  [http://baystation12.net/forums/viewtopic.php?f=1&amp;amp;t=6193 forum] posts, and parts of the [https://doku.ss13polaris.com/doku.php?id=game:guides:paperwork:example_paperwork Polaris] wiki. These examples already have most of the special notation included, But if you wish to learn what each of these notes mean, and how to use it in your own custom paperwork also see: [[Guide to Paperwork]]. A lot of forms were pruned recently, they can be found at [[Old Paperwork Archive]]&lt;br /&gt;
&lt;br /&gt;
==Character Records==&lt;br /&gt;
Character records are a &#039;&#039;requirement&#039;&#039; for those playing within the colony itself. Hunters, Visitors, and Outsiders are exempt from needing records, but joining the colony without records can lead to a swift arrest or hassle by security forces. Due to the station of the colony on a dangerous frontier all newcomers are monitored and logged into systems.&lt;br /&gt;
&lt;br /&gt;
Players who are playing colonists should fill out Employment, Security, and Medical records with at least a bare minimum detail. One may go further in depth if desired to provide roleplay and context to one&#039;s records.&lt;br /&gt;
&lt;br /&gt;
These records should be filled out as if they are written by corporate staff, they should &#039;&#039;&#039;NOT&#039;&#039;&#039; be an autobiography of your characters life. (I.e - &amp;quot;I have blue eyes and short hair, a dark and deep past. . . &amp;quot;) &#039;&#039;Please be sure that records do not conflict with lore on the server&#039;&#039; and match our server &amp;quot;[[rules]]&amp;quot;. Remember: some records are better than no records, and sometimes shorter but descriptive records are better than longer records full of filler.&lt;br /&gt;
&lt;br /&gt;
A guide has been provided below along with the records of which parts of records are needed and any notes to go along with what should be in the records section. &lt;br /&gt;
&lt;br /&gt;
=== Employment: ===&lt;br /&gt;
&#039;&#039;&#039;The required sections are:&#039;&#039;&#039; Education Summary, Current Qualifications, and Current Certifications.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Be realistic with your summaries of education, employment, etc. Being employed by an illegal criminal syndicate would not be something you write as an employment record. Similarly keep real-life references to education institutes or real life corporations to a minimum. While something like McRonalds is acceptable something such as: &amp;quot;Graduate of Penn State University&amp;quot; should be omitted.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[b]Education Summary:[/b]&lt;br /&gt;
[b]Current Qualifications[/b]: (If none, put none)&lt;br /&gt;
[b]Current Certifications[/b]: (If none, put none)&lt;br /&gt;
[b]Employment History[/b]&lt;br /&gt;
[Company Name]&lt;br /&gt;
[Employment Start Date] -- [Employment Termination Date]&lt;br /&gt;
[Synopsis of job]&lt;br /&gt;
[Reason for Departure/Termination]&lt;br /&gt;
[Notes]&lt;br /&gt;
&lt;br /&gt;
[Company Name]&lt;br /&gt;
[Employment Start Date] -- [Employment Termination Date]&lt;br /&gt;
[Synopsis of job]&lt;br /&gt;
[Reason for Departure/Termination]&lt;br /&gt;
[Notes]&lt;br /&gt;
&lt;br /&gt;
[b]Disciplinary History[/b]:&lt;br /&gt;
(Any incidents in which employment sanctions were imposed. This is primarily intended for sanctions you may earn while playing your character, but you may add some that happened in your character&#039;s past *within colony factions*. If you add past sanctions, they may be taken into account by Heads if they decide you need a sanction and result in a worse sanction)&lt;br /&gt;
&lt;br /&gt;
[Faction Name]&lt;br /&gt;
[Job Title]&lt;br /&gt;
[Dated Sanction was Imposed]&lt;br /&gt;
[Type of Sanction]&lt;br /&gt;
[Reason for Sanction]&lt;br /&gt;
[Issuer of Sanction (Rank and Name)]&lt;br /&gt;
[Notes]&lt;br /&gt;
 &lt;br /&gt;
[b]Hiring Agent Notes[/b]: [This is a Risk Assessment field, written from an IC standpoint. Feel free to substitute for RA from Sec instead.]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Security: ===&lt;br /&gt;
&#039;&#039;&#039;The required sections are:&#039;&#039;&#039; Race, Identifying Features, and Reason for Joining the Colony. If employed in Blackshield or Marshals the person should have a threat eval filed. If the person is a violent criminal (ex - has crimes on record) a threat evaluation should be conducted.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; this should only contain Information you WANT security to know about you. Do not fill it with any information that you would like to be kept as a... &amp;quot;Surprise&amp;quot;. This can be as long or as short as you like depending on your character, after all, you might never have been arrested before. &lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[b]Ethnicity[/b]:&lt;br /&gt;
[b]Identifying Features:[/b]&lt;br /&gt;
[b]Languages Spoken:[/b]&lt;br /&gt;
[b]Preferred Language:[/b]&lt;br /&gt;
 &lt;br /&gt;
 [b]Arrest History[/b]&lt;br /&gt;
 &lt;br /&gt;
[DD/MONTH/YYYY]: [Arrest Reason, w/ Applicable Laws]&lt;br /&gt;
[Synopsis]&lt;br /&gt;
[b]Admission Date:[/b] [If Applicable]&lt;br /&gt;
[b]Release Date:[/b] [If Applicable]&lt;br /&gt;
[b]Release Reason:[/b] [If Applicable]&lt;br /&gt;
[b]Notes[/b]:&lt;br /&gt;
&lt;br /&gt;
 [b]Threat Assessment[/b]&lt;br /&gt;
&lt;br /&gt;
[b]Threat Capability:[/b] [Low/Medium/High]&lt;br /&gt;
[b]Notes:[/b] [Any notes an interviewing Marshal may have on your character&#039;s combat capability, including species strengths/weaknesses and core implants]&lt;br /&gt;
[b]Threat Likelihood:[/b] [Low/Medium/High]&lt;br /&gt;
[b]Notes:[/b] [Any notes an interviewing Marshal may have on your character&#039;s likelihood to commit crimes or pose a threat]&lt;br /&gt;
[Personal notes from caseworker, optional]&lt;br /&gt;
&lt;br /&gt;
 [b]Reason for Joining the Colony[/b]&lt;br /&gt;
[Shorthand information quoted or written by your character for leaving the Sol Federation to join the colony]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
=== Medical: ===&lt;br /&gt;
&#039;&#039;&#039;The required sections are:&#039;&#039;&#039; Name, Birthdate, Species, Height, Weight, Eye Color, Hair Color, Race/Ethnicity, Last Updated, Psych Evaluation (pass or fail) and the Important Information Section (Post Mortem Instructions, Prosthetic Implants, and Allergies)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Please try and keep illness and disability with-in the scope of our setting. Do not include something that can not be easily recreated within in-game mechanics or easily role-play able. An example being &amp;quot;Needing to breath something other then oxygen to survive.&amp;quot; Can be easily RP&#039;ed with a empty oxygen tank and mask. While having something like &amp;quot;opifex-pox&amp;quot; that causes you to instantly transform into a Opifex when someone sneezes would not work.) This can be as long or as short as it needs to be.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[b]Name:[/b] [surname, fore/middle]&lt;br /&gt;
[b]Date of Birth:[/b] [d/m/y]&lt;br /&gt;
[b]Species:[/b] [insert here]&lt;br /&gt;
[b]Height:[/b] [centimetres/inches]&lt;br /&gt;
[b]Weight:[/b] [kilogram/pounds]&lt;br /&gt;
[b]Eye color:[/b]&lt;br /&gt;
[b]Hair color:[/b]&lt;br /&gt;
[b]Ethnicity:[/b]&lt;br /&gt;
[b]Spoken languages:[/b] [primary/secondary, or native/learned]&lt;br /&gt;
[b]Preferred language:[/b] [probably ___ basic or ___ common]&lt;br /&gt;
[b]Next of kin:[/b] [surname, forename ([relation], [age])]&lt;br /&gt;
[b]Emergency contact:[/b] [surname, forename, relation, phone number (ala &amp;quot;07211 408555&amp;quot;)]&lt;br /&gt;
[b]Last update:[/b] [d/m/y]&lt;br /&gt;
 &lt;br /&gt;
[b][u]Important information[/u][/b]&lt;br /&gt;
  &lt;br /&gt;
[b]Postmortem instructions:[/b]&lt;br /&gt;
[b]Prosthetic(s)/implants(s):[/b] YES/NO - info if yes&lt;br /&gt;
[b]Allergies:[/b] YES/NO - info if yes&lt;br /&gt;
&lt;br /&gt;
[b]Surgical history:[/b]&lt;br /&gt;
Date [d/m/y] - description - surgeon - location&lt;br /&gt;
&lt;br /&gt;
[b]Obstetric history:[/b]&lt;br /&gt;
[surname, forename, gender, age]&lt;br /&gt;
&lt;br /&gt;
[b]Medication history:[/b]&lt;br /&gt;
[medication, dosage, every __ ([date] To [date])]&lt;br /&gt;
&lt;br /&gt;
[b]Current medications/prescriptions:[/b]&lt;br /&gt;
[medication, dosage, every __]&lt;br /&gt;
&lt;br /&gt;
[b]Physical evaluations:[/b]&lt;br /&gt;
[d/m/y] - [pass/fail] - [additional info]&lt;br /&gt;
&lt;br /&gt;
[b]Documented psychological disorders:[/b]&lt;br /&gt;
[either list things here or put n/a]&lt;br /&gt;
 &lt;br /&gt;
[b]Psychological evaluations:[/b]&lt;br /&gt;
[d/m/y] - [pass/fail] - [additional info]&lt;br /&gt;
&lt;br /&gt;
[b]Medical doctor&#039;s notes:[/b]&lt;br /&gt;
[include a short ic note here, likely written by a doctor who has worked on or examined your character before]&lt;br /&gt;
-[doctor [initial] [surname]]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
=== Medical - Synth/FBP: ===&lt;br /&gt;
&#039;&#039;&#039;The required sections are:&#039;&#039;&#039; Name, creation date, Brand, Height, Weight, Eye Color, Hair Color, Model, Last Updated, Psychological/Physical Evaluation (pass or fail) and the Important Information Section (Repair directives, Modifications but not Maintenance Directives)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Of note for synth players; Your repair directives is where you should place things like &#039;do or do not repair, do or do not reactivate, etc&#039;. Functionally synth postmortem. Maintenance directives is for putting roleplay hooks and if you wish you can simply put N/A. For spoken languages remember that all synths get given Technical Cant for free. If a field simply would not apply(No hair, no eyes, etc) put N/A or similar rather than leave blank.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[b]Name/Designation:[/b][last, first Or designation]&lt;br /&gt;
[b]Creation date:[/b][d/m/y]&lt;br /&gt;
[b]Brand:[/b][fbp/creator brand/etc]&lt;br /&gt;
[b]Model:[/b][insert here]&lt;br /&gt;
[b]Height:[/b][cm or feet]&lt;br /&gt;
[b]Weight:[/b][kg or lbs]&lt;br /&gt;
[b]Eye color:[/b][n/a if none.]&lt;br /&gt;
[b]Hair color:[/b][n/a if none]&lt;br /&gt;
[b]Spoken languages:[/b][all languages known.]&lt;br /&gt;
[b]Preferred language:[/b][insert here]&lt;br /&gt;
[b]Last update:[/b][d/m/y]&lt;br /&gt;
&lt;br /&gt;
[b][u]Important information[/u][/b]&lt;br /&gt;
&lt;br /&gt;
[b]Repair directives:[/b][if you should be reactivated upon death or not. Special directions for revival.]&lt;br /&gt;
[b]Modification(s)/implants(s):[/b][any limbs that vary from base model, all implants.]&lt;br /&gt;
[b]Maintenance directives:[/b][special instructions for maintenance, if any.]&lt;br /&gt;
&lt;br /&gt;
 [b]Physical evaluations:[/b]&lt;br /&gt;
[d/m/y] - [pass/fail] - [additional info]&lt;br /&gt;
&lt;br /&gt;
 [b]Documented psychological disorders:[/b]&lt;br /&gt;
[either list things here or put n/a]&lt;br /&gt;
&lt;br /&gt;
 [b]Psychological evaluations:[/b]&lt;br /&gt;
[d/m/y] - [pass/fail] - [additional info]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
==Generic Paperwork==&lt;br /&gt;
===Incident Report===&lt;br /&gt;
For complaining to the lower colony about someone and requesting action be taken regarding them. By WilsonWeave and SingingSpock&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[table][row][cell][center][large][b]NADEZHDA QUANTUM ENTANGLEMENT NETWORK[/b][/large][/center]&lt;br /&gt;
[center][b]FORM NC-QEN-03[/b][/center]&lt;br /&gt;
[center][b]UPPER COLONY INCIDENT REPORT[/b][/center]&lt;br /&gt;
[center][large][b]QUANTUM ENTANGLEMENT TRANSMISSION[/b][/large][/center]&lt;br /&gt;
[row][cell]&lt;br /&gt;
[b]Date: [/b][date]&lt;br /&gt;
[b]Time: [/b][time]&lt;br /&gt;
[row][cell]&lt;br /&gt;
[b]Relevant Department: [/b][field]&lt;br /&gt;
[b]Reporter&#039;s Name: [/b][field]&lt;br /&gt;
[b]Reporter&#039;s Rank: [/b][field]&lt;br /&gt;
[row][cell]&lt;br /&gt;
[b]Priority:[/b][field]&lt;br /&gt;
[b]Subject: [/b][field]&lt;br /&gt;
[row][cell]&lt;br /&gt;
[b]Reason for Fax:[/b]&lt;br /&gt;
[field]&lt;br /&gt;
[b]Requested Action:[/b]&lt;br /&gt;
[field]&lt;br /&gt;
[row][cell]&lt;br /&gt;
[b]Reporter&#039;s signature: [/b][field]&lt;br /&gt;
[field]&lt;br /&gt;
[b]Stamps of applicable authorities below this line.[/b]&lt;br /&gt;
[table]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
===Paper work loss or damage report===&lt;br /&gt;
Paperwork loss or damage report by Valido&lt;br /&gt;
Must accompany any and all lost or damaged paper work replacement requests&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[center][b][u]PW-42-3 Form:[/u][/b][large] Paperwork loss or damage report[/center][/large]&lt;br /&gt;
[br][hr]&lt;br /&gt;
[br][b][u]Name/Aliases of losing party:[/u][/b][i]&lt;br /&gt;
[br][field][/i]&lt;br /&gt;
[br][b][u]Current Job:[/u][/b][i]&lt;br /&gt;
[br][field][/i]&lt;br /&gt;
[br][b][u]Was the paper lost or damaged?:[/u][/b][i]&lt;br /&gt;
[br][field][/i]&lt;br /&gt;
[br][b][u]Other involved parties and occupation:[/u][/b][i]&lt;br /&gt;
[br][field][/i]&lt;br /&gt;
[br][b][u]Other parties culpability in the incident:[/u][/b][i]&lt;br /&gt;
[br][field][/i]&lt;br /&gt;
[br][b][u]How was the paperwork lost or damaged?:[/u][/b][i]&lt;br /&gt;
[br][field][/i]&lt;br /&gt;
[br][b][u]What can be done to avoid this occurring again?:[/u][/b][i]&lt;br /&gt;
[br][field][/i]&lt;br /&gt;
[br][b][u]Head of losing party&#039;s department signature:[/u][/b][i][br][field][/i][br][hr][i][small]New paperwork requests are governed by fair use policy PW-41. The relevant faction witholds the right to deny any and all applications for replacement paperwork dependent on policy PW-41 and any other pertinent criteria designated by law at the time of the denial of application. Excessive paperwork loss or damage as laid out in PW-41-b is to be compensated for out of personal income and accounts as specified under 67c6 and not paperwork expenditure allowances.[/i][/small][br]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Paperwork receipt form===&lt;br /&gt;
Paperwork receipt form by Valido&lt;br /&gt;
The only form that does not require a receipt form is a receipt of delivery form as it is counted as it&#039;s own receipt form.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[center]&lt;br /&gt;
[b][u]PW-1 Form:[/u][/b][large] Paperwork Receipt of Delivery form[/center][/large][br]&lt;br /&gt;
[hr][br]&lt;br /&gt;
[b][u]Name/Aliases of receiving party:[/u][/b][i][br]&lt;br /&gt;
[field][/i][br]&lt;br /&gt;
[b][u]Current Job of receiving party:[/u][/b][i][br]&lt;br /&gt;
[field][/i][br]&lt;br /&gt;
[b][u]Name/Aliases of sending party:[/u][/b][i][br]&lt;br /&gt;
[field][/i][br]&lt;br /&gt;
[b][u]Current Job of sending party:[/u][/b][i][br]&lt;br /&gt;
[field][/i][br]&lt;br /&gt;
[b][u]Paperwork being sent:[/u][/b][i][br]&lt;br /&gt;
[field][/i][br]&lt;br /&gt;
[b][u]Paperwork sent confirmation:[/u][/b][i][br]&lt;br /&gt;
[field][/i][br]&lt;br /&gt;
[b][u]Paperwork recieved confirmation:[/u][/b][i][br]&lt;br /&gt;
[field][/i][br]&lt;br /&gt;
[b][u]Premier reciept processed:[/u][/b][i][br]&lt;br /&gt;
[field][/i][br]&lt;br /&gt;
[hr][i][small]Paper work receipting is managed by the designated paperwork receipting officer, all paperwork receipts must be transferred to the office of the paperwork receipting officer as per policy PW-1C. Failure to file a paperwork receipt is in violation of policy PW-1C and thus the none receipting party will be subject to punitive under the guidelines set out in policy PW-1-1R. PW-1 forms do not require PW-1 forms to filed for them as a PW-1 form is termed as its own receipt via filing, however the PW-1 form must still be receipted in the shift wise paperwork report as well as all monthly, quarterly, annual and decade paperwork reports. New paperwork requests are governed by fair use policy PW-41. The relevant faction withholds the right to deny any and all applications for replacement paperwork dependent on policy PW-41 and any other pertinent criteria designated by law at the time of the denial of application. Excessive paperwork loss or damage as laid out in PW-41-b is to be compensated for out of personal income and accounts as specified under 67c6 and not paperwork expenditure allowances.[/i][/small][br]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Cover and End page for a multi-page report===&lt;br /&gt;
Inter-Departmental Report in this case, by Harpy Eagle&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cover page.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[center][b]Colony Internal Communication[/b]&lt;br /&gt;
[i]Nadezhda Colony[/i]&lt;br /&gt;
[logo]&lt;br /&gt;
[b][u]Fax Transmission[/u][/b]&lt;br /&gt;
[/center]&lt;br /&gt;
[b]From:[/b] [field]&lt;br /&gt;
[b]To:[/b] [field]&lt;br /&gt;
[b]Subject:[/b] [field]&lt;br /&gt;
[hr]&lt;br /&gt;
[b]Summary:[/b]&lt;br /&gt;
[field]&lt;br /&gt;
[b]Contents:[/b]&lt;br /&gt;
[field]&lt;br /&gt;
[b]Total Number of Pages:[/b] [field]&lt;br /&gt;
[hr][small][i]&lt;br /&gt;
This message, and the documents attached hereto, are intended only for the addressee and may contain confidential information. Any unauthorized disclosure is strictly prohibited.&lt;br /&gt;
&lt;br /&gt;
If this transmission is received in error, please notify both the sender and the office of the premier or relevant head of staff immediately so that corrective action may be taken. Failure to comply is a breach of colony regulation and may be prosecuted to the fullest extent of the law, where applicable.&lt;br /&gt;
[/i][/small]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Last page.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[center][b]END TRANSMISSION[/b]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[logo][/center]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Generic Purchase Receipt ===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[center][h1][u]Purchase Receipt[/u][/h1][/center]&lt;br /&gt;
[b]Seller:[/b] [field][hr]&lt;br /&gt;
[b]Buyer:[/b] [field][hr]&lt;br /&gt;
[b]Items bought/sold:[/b]&lt;br /&gt;
[field]&lt;br /&gt;
[field]&lt;br /&gt;
[field]&lt;br /&gt;
[hr]&lt;br /&gt;
[b]Price/trades:[/b]&lt;br /&gt;
[field]&lt;br /&gt;
[field]&lt;br /&gt;
[field]&lt;br /&gt;
[hr]&lt;br /&gt;
[b]Seller&#039;s Signature:[/b] [field][br]&lt;br /&gt;
[b]Buyer&#039;s Signature:[/b] [field][br]&lt;br /&gt;
[b]Comments:[/b] [field][br]&lt;br /&gt;
[b]Transaction happened around [time] on the [date].[/b]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
==Heads of Department==&lt;br /&gt;
===High Council Communication===&lt;br /&gt;
By Persona E. To be sent by heads to contact the high council.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[center][large][b]NADEZHDA QUANTUM ENTANGLEMENT NETWORK[/b][/large][/center]&lt;br /&gt;
[center][b]FORM NC-QEN-01:[/b][/center]&lt;br /&gt;
[center][b]GENERAL TRANSMISSION[/b][/center]&lt;br /&gt;
[center][large][b]QUANTUM ENTANGLEMENT TRANSMISSION[/b][/large][/center]&lt;br /&gt;
[hr]&lt;br /&gt;
[b]Date: [/b][date]&lt;br /&gt;
[b]Time: [/b][field]&lt;br /&gt;
[hr]&lt;br /&gt;
[b]Origin: [/b]Colony&lt;br /&gt;
[b]Department: [/b][field]&lt;br /&gt;
[b]Destination: [/b][field]&lt;br /&gt;
[b]Sender&#039;s Name: [/b][field]&lt;br /&gt;
[b]Sender&#039;s Rank: [/b][field]&lt;br /&gt;
[hr]&lt;br /&gt;
[b]Priority: [/b][field]&lt;br /&gt;
[b]Subject: [/b][field]&lt;br /&gt;
[hr]&lt;br /&gt;
[large][b]Message Body:[/b][/large]&lt;br /&gt;
[field]&lt;br /&gt;
[hr]&lt;br /&gt;
[b]Sender&#039;s signature: [/b][sign]&lt;br /&gt;
[b]Signatures of additional authorities:[/b]&lt;br /&gt;
[field]&lt;br /&gt;
[b]Stamps of applicable authorities below this line.[/b]&lt;br /&gt;
[hr]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
===Internal Transmission===&lt;br /&gt;
By PurplePineapple to be transmitted to your department faction leader.&lt;br /&gt;
Internal Department Transmission&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[center][h1][u]Internal Transmission[/u][/h1][/center]&lt;br /&gt;
[center][small][i]This paper has been transmitted by [field][/i][/small][/center][hr][hr][small]Date: [date]&lt;br /&gt;
Time: [time]&lt;br /&gt;
Name: [field]&lt;br /&gt;
Department: [field]&lt;br /&gt;
Position: [field]&lt;br /&gt;
Priority: [field]&lt;br /&gt;
Subject: [field]&lt;br /&gt;
Transmission:[/small]&lt;br /&gt;
[field]&lt;br /&gt;
[hr][hr][small][i][sign][/i][/small]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
===Emergency Transmission===&lt;br /&gt;
Emergency Transmission by Minijar&lt;br /&gt;
To be sent via Fax Machine to High Council in emergencies&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[center] [large] [b] EMERGENCY TRANSMISSION [/center] [/large] [/b]&lt;br /&gt;
==============================================================&lt;br /&gt;
Sender: [sign]&lt;br /&gt;
Position: [field]&lt;br /&gt;
==============================================================&lt;br /&gt;
Message: [field]&lt;br /&gt;
==============================================================&lt;br /&gt;
Signed: [sign]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Personnel Page Request ===&lt;br /&gt;
Personnel Page Request by Dr. Farson for requesting personnel as needed.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[center] [h2]PERSONNEL PAGE REQUEST [/h2][small][time] | [date][/small][/center]&lt;br /&gt;
[hr][b]Sender&#039;s Name:[/b] [field]&lt;br /&gt;
[b]Sender&#039;s Position:[/b] [field]&lt;br /&gt;
[hr][b]Paged Position(s):[/b] [field]&lt;br /&gt;
[b]Reason for Page:[/b] [field]&lt;br /&gt;
[hr][b]Signed:[/b] [sign]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Employment Sanctions Form ===&lt;br /&gt;
Employment Sanctions form by SingingSpock&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[center][large][b]LC-005 - Sanctions Form[/b][/large][/center][hr]&lt;br /&gt;
[b]Name of employee:[/b] [field]&lt;br /&gt;
[b]Original position:[/b] [field]&lt;br /&gt;
[b]Sanction applied:[/b] [field]&lt;br /&gt;
[b]New position (if demotion):[/b][field]&lt;br /&gt;
[b]Temporary or Permanent:[/b] [field]&lt;br /&gt;
[b]Imposed by:[/b] [field]&lt;br /&gt;
[b]Contested (Yes/No):[/b] [field]&lt;br /&gt;
[b]Reason for Sanction:[/b]&lt;br /&gt;
[field]&lt;br /&gt;
[b]Signature of imposing individual(s):[/b]&lt;br /&gt;
[field]&lt;br /&gt;
[b]Stamps of applicable authorities below this line.[/b]&lt;br /&gt;
[hr]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
===Staff Assessment paperwork===&lt;br /&gt;
Staff Assessment Paperwork by Valido&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[center][b][u]S-112 Form:[/u][/b][large]Shift Departmental Staff Assessment[/center][/large]&lt;br /&gt;
[br][hr]&lt;br /&gt;
[br][b][u]Department:[/u][/b][i]&lt;br /&gt;
[br][field][/i]&lt;br /&gt;
[br][b][u]Name or staff member:[/u][/b][i]&lt;br /&gt;
[br][field][/i]&lt;br /&gt;
[br][b][u]Current Job:[/u][/b][i]&lt;br /&gt;
[br][field][/i]&lt;br /&gt;
[br][b][u]Current Duties:[/u][/b][i]&lt;br /&gt;
[br][field][/i]&lt;br /&gt;
[br][b][u]Does the staff member wear the correct uniform and protective gear?:[/u][/b][i]&lt;br /&gt;
[br][field][/i]&lt;br /&gt;
[br][b][u]Rate the staff members performance between 1 and 10, 10 being the highest:[/u][/b][i]&lt;br /&gt;
[br][field][/i]&lt;br /&gt;
[br][b][u]Does the staff member require further training:[/u][/b][i]&lt;br /&gt;
[br][field][/i]&lt;br /&gt;
[br][b][u]Head of Department:[/u][/b][i]&lt;br /&gt;
[br][field][/i]&lt;br /&gt;
[br][hr][i][small]Contained review materials are not representative of the views of the relevant faction. Said faction is not liable for any bias or offensive language contained within said review materials. The relevant faction in question withholds the right to action upon any information contained within this assessment.[/i][/small][br]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
===Tribunal Ruling form===&lt;br /&gt;
Tribunal paperwork by CDB&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[center][logo][br][h1]LC-001-TD &lt;br /&gt;
[hr]Nadezhda Low Council[br]Tribunal ruling[/h1][hr][/center]&lt;br /&gt;
[b][i][small]Pursuant to Colony Legal Procedure this form shall serve as official record of any and all tribunals conducted by the Nadezhda upper-colony command structure. Attached to this form shall be any documents, pictures or other pieces of faxable information that the Low Council may find prudent to substantiate their decision. This document is to be filled out, signed by all Councilors present for the tribunal, stamped and sent to the High Council following the conclusion of proceedings. [br]&lt;br /&gt;
Please note, A Premiers vote may only be added in the event of a tie. Additionally, though C.B.O and C.R.O&#039;s votes are tracked separately, they collectively hold one vote that shall be considered null if not in agreement between themselves.[/b][/i][/small][hr][h3]&lt;br /&gt;
Accused Person/persons:[field]&lt;br /&gt;
Charges:[field]&lt;br /&gt;
Ruling:[field]&lt;br /&gt;
Punishment:[field]&lt;br /&gt;
Notes:[field]&lt;br /&gt;
[hr][/h3]&lt;br /&gt;
[b][i][small]All applicable signatures below, n/a for absent councilors.[/b][/i][/small][hr]&lt;br /&gt;
[table][row][cell]Councilors Title[cell]Councilors Signature[cell]Councilors Vote&lt;br /&gt;
[row][cell]Premier[cell][field][cell][b][field][/b]&lt;br /&gt;
[row][cell]Guildmaster[cell][field][cell][b][field][/b]&lt;br /&gt;
[row][cell]Chief Executive Officer[cell][field][cell][b][field][/b]&lt;br /&gt;
[row][cell]Chief Biolab Overseer[cell][field][cell][b][field][/b]&lt;br /&gt;
[row][cell]Chief Research Overseer[cell][field][cell][b][field][/b]&lt;br /&gt;
[row][cell]Blackshield Commander[cell][field][cell][b][field][/b]&lt;br /&gt;
[row][cell]Warrant Officer[cell][field][cell][b][field][/b]&lt;br /&gt;
[row][cell]Prime[cell][field][cell][b][field][/b]&lt;br /&gt;
[row][cell]Foreman[cell][field][cell][b][field][/b]&lt;br /&gt;
[/table][hr]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
==Cargo==&lt;br /&gt;
=== Lonestar Shipping Receipt===&lt;br /&gt;
Customer copy, when selling to colonists. By NSD&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[center][h1][u]Lonestar Shipping LLC Receipt[/u][/h1][b][field][small](Time)[/small] on [field][small](Date)[/small][/b][/center][hr]&lt;br /&gt;
[b]Summary of Order:[/b] [field]&lt;br /&gt;
[b]Your Total:[/b] [field] credits&lt;br /&gt;
[b](Optional) Comments:[/b] [field][br]&lt;br /&gt;
[i][small]By signing this form as the undersigned &#039;Recipient&#039;, you affirm that all items listed on this form were present and functioning at the time of signing. You also affirm that after signing, both you and your department as a whole waive the right to pursue any and all financial or legal recourse against Lonestar Shipping LLC and any of it&#039;s employees past, present or future, for any and all relevant damages in perpetuity that may or may not occur as a result of receiving this shipment.[/small][/i][br]&lt;br /&gt;
[b]Recipient Signature:[/b] [Field]&lt;br /&gt;
[b]Lonestar Employee Signature:[/b] [Field]&lt;br /&gt;
[i][small]Please stamp below to confirm.[/small][/i]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
=== Lonestar Shipping Invoice ===&lt;br /&gt;
Internal copy, a record of purchasing items from colonists. By NSD&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[center][h1][u]Lonestar Shipping LLC Sales Invoice[/u][/h1][b][field][small](Time)[/small] on [field][small](Date)[/small][/b]&lt;br /&gt;
[i][small][b]For Internal Use Only[/b][/small][/i][/center]&lt;br /&gt;
[hr]&lt;br /&gt;
[b]Summary of Purchase:[/b] [field][br]&lt;br /&gt;
[b]Standard Value of Purchase from Client (if applicable) (SV):[/b] [field] credits[br]&lt;br /&gt;
[b]Profit-Adjusted Value of Purchase from Client* (PAV):[/b] [field] credits[br]&lt;br /&gt;
[hr]&lt;br /&gt;
[b](Optional) Maximum Allowed Profit Share for Purchasing Employee**:[/b] [field] credits [small][i](SV (or PAV if applicable)/5)[/i][/small]&lt;br /&gt;
[b](Optional) Employee&#039;s Share Taken:[/b] [field] credits[br]&lt;br /&gt;
[small][i]*Profit-Adjusted Value must be lower than Standard Value. Going over is a breach of contract and may result in your demotion.&lt;br /&gt;
**You are entitled to a maximum of 20% of the Profit-Adjusted Value (PAV). Going over is a breach of contract and may result in your demotion. A copy of the customer&#039;s receipt of sale is required to be attached to this paperwork for it to be considered valid.[/small][/i]&lt;br /&gt;
[b]Lonestar Employee Signature: [/b][field]&lt;br /&gt;
[i][small]Please stamp below to confirm.[/small][/i]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
=== Lonestar Sales Invoice ===&lt;br /&gt;
Customer copy, when purchasing items from colonists. By NSD&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[center][h1][u]Lonestar Shipping LLC Sales Invoice[/u][/h1][b][field][small](Time)[/small] on [field][small](Date)[/small][/b][br][/center][hr]&lt;br /&gt;
[b]Summary of Sale:[/b] [field]&lt;br /&gt;
[b]Your Total:[/b] [field] credits&lt;br /&gt;
[b](Optional) Comments:[/b] [field][br]&lt;br /&gt;
[i][small]By signing this form as the undersigned &#039;Recipient&#039;, you affirm that all items listed on this form were present at the time of signing. You also affirm that after signing, both you and any entity you may represent as a whole waives the right to pursue any and all financial or legal recourse against Lonestar Shipping LLC and any of it&#039;s employees past, present or future, for any and all relevant damages in perpetuity that may or may not occur as a result of selling this shipment.[/small][/i][br]&lt;br /&gt;
[b]Recipient Signature:[/b] [Field]&lt;br /&gt;
[b]Lonestar Employee Signature:[/b] [Field]&lt;br /&gt;
[i][small]Please stamp below to confirm.[/small][/i]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
===Lonestar Mining Report===&lt;br /&gt;
Internal copy, used to catalog shipments from miners delivering materials to Cargo. By NSD&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[center][h1][u]Lonestar Mining Receipt[/u][/h1][/center]&lt;br /&gt;
[center][b]Shipment Number:[/b] [field] | [b][field][small](Time)[/small] on [field][small](Date)[/small][/b][/center]&lt;br /&gt;
[center][small][b][i]For Internal Use Only[/i][/b][/small][/center][hr]&lt;br /&gt;
[b]Materials in this shipment:[/b]&lt;br /&gt;
[small]Leave blank, write 0 or N/A if specified material is not present.[/small]&lt;br /&gt;
[list][*]Metal Sheet(s): [field]&lt;br /&gt;
[*]Plasteel Sheet(s): [field]&lt;br /&gt;
[*]Glass Sheet(s): [field]&lt;br /&gt;
[*]Reinforced Glass Sheet(s): [field]&lt;br /&gt;
[*]Sandstone Brick(s):[/b] [field]&lt;br /&gt;
[*]Tritium Ingot(s): [field]&lt;br /&gt;
[*]Metallic Hydrogen Sheet(s): [field]&lt;br /&gt;
[*]Gold Ingot(s): [field]&lt;br /&gt;
[*]Silver Ingot(s): [field]&lt;br /&gt;
[*]Compressed Plasma Crystal(s): [field]&lt;br /&gt;
[*]Borosilicate Glass Sheet(s): [field]&lt;br /&gt;
[*]Reinforced Borosilicate Glass Sheet(s): [field]&lt;br /&gt;
[*]Processed Uranium Sheet(s): [field]&lt;br /&gt;
[*]Plastic Sheet(s): [field]&lt;br /&gt;
[*]Platinum Ingot(s): [field]&lt;br /&gt;
[*]Osmium Ingot(s): [field]&lt;br /&gt;
[*]Compressed Diamond Sheet(s): [field]&lt;br /&gt;
[*]Miscellaneous Items: [Field]&lt;br /&gt;
Description: [field][/list]&lt;br /&gt;
[b]Standard Value of All Materials (SV):[/b] [field] credits&lt;br /&gt;
[hr]&lt;br /&gt;
[b]Were all items immediately sold via the Lonestar Trade Beacon? (Y/N):[/b] [field][br]&lt;br /&gt;
[b]Were any materials immediately sold to other departments? (Y/N):[/b] [field]&lt;br /&gt;
[small][i]If Yes, attach signed delivery receipt copy to this form.[/i][/small]&lt;br /&gt;
[b](Optional) Standard Value of All Materials Sold to Other Departments:[/b] [field] credits&lt;br /&gt;
[b](Optional) Profit-Adjusted Value of All Materials Sold to Other Departments* (PAV):[/b] [field] credits&lt;br /&gt;
[hr]&lt;br /&gt;
[b]The miner(s) is/are entitled to**:[/b] [field] credits [small][i](SV (or PAV if applicable)/10)[/i][/small]&lt;br /&gt;
[b]Miner Signature(s):[/b] [field]&lt;br /&gt;
[b]Were Prospectors or guards present during the mining operation? (Y/N): [/b] [field]&lt;br /&gt;
[b](Optional) The Prospector(s)/Guard(s) is/are entitled to**:[/b] [field] credits[/small]&lt;br /&gt;
[b](Optional) Prospector/Guard Signature(s): [/b][field]&lt;br /&gt;
[hr]&lt;br /&gt;
[b]Maximum Allowed Profit Share for Receiving Employee***: [/b][field] credits [small][i](SV (or PAV if applicable)/5)[/i][/small]&lt;br /&gt;
[b]Employee&#039;s Share Taken: [/b][field] credits&lt;br /&gt;
[small][i] *Profit-Adjusted Value must be higher than Standard Value. Going under is a breach of contract and may result in your demotion.&lt;br /&gt;
**Miners and any Guards or Prospectors accompanying them on the mining session are entitled to a maximum of 10% of total shipment profits made, to be divided between participants. Going over is a breach of contract and may result in your demotion.&lt;br /&gt;
***Receiving Employee is entitled to a maximum of 20% of total shipment profits made. Going over is a breach of contract and may result in your demotion.[/small][/i]&lt;br /&gt;
[b]Lonestar Employee Signature:[/b] [field]&lt;br /&gt;
[small][i]Please stamp below to confirm.[/i][/small]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
===Material Sale Form===&lt;br /&gt;
Customer copy, for selling mineral sheets to colonists. By NSD&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[center][h1][u]Lonestar Material Delivery Reciept[/u][/h1][b][field][small](Time)[/small] on [field][small](Date)[/small][/b][/center][hr]&lt;br /&gt;
[b]Shipment Destination:[/b] [field]&lt;br /&gt;
[b]Materials in this Order:[/b]&lt;br /&gt;
[small][i]Leave blank, write 0 or N/A if specified material is not present.[/i][/small]&lt;br /&gt;
[list][*]Metal Sheet(s): [field]&lt;br /&gt;
[*]Plasteel Sheet(s): [field]&lt;br /&gt;
[*]Glass Sheet(s): [field]&lt;br /&gt;
[*]Reinforced Glass Sheet(s): [field]&lt;br /&gt;
[*]Sandstone Brick(s):[/b] [field]&lt;br /&gt;
[*]Tritium Ingot(s): [field]&lt;br /&gt;
[*]Metallic Hydrogen Sheet(s): [field]&lt;br /&gt;
[*]Gold Ingot(s): [field]&lt;br /&gt;
[*]Silver Ingot(s): [field]&lt;br /&gt;
[*]Compressed Plasma Crystal(s): [field]&lt;br /&gt;
[*]Borosilicate Glass Sheet(s): [field]&lt;br /&gt;
[*]Reinforced Borosilicate Glass Sheet(s): [field]&lt;br /&gt;
[*]Processed Uranium Sheet(s): [field]&lt;br /&gt;
[*]Plastic Sheet(s): [field]&lt;br /&gt;
[*]Platinum Ingot(s): [field]&lt;br /&gt;
[*]Osmium Ingot(s): [field]&lt;br /&gt;
[*]Compressed Diamond Sheet(s): [field][br][/list]&lt;br /&gt;
[b]Your Total:[/b] [field] credits&lt;br /&gt;
[i][small]By signing this form as the undersigned &#039;Recipient&#039;, you affirm that all materials listed on this form were present at the time of signing. You also affirm that after signing, both you and any entity you may represent waives the right to pursue any and all financial or legal recourse against Lonestar Shipping LLC and any of it&#039;s employees past, present or future, for any and all relevant damages in perpetuity that may or may not occur as a result of receiving this shipment.[/small][/i][br]&lt;br /&gt;
[b]Recipient Signature: [/b][Field]&lt;br /&gt;
[b]Lonestar Employee Signature: [/b][Field]&lt;br /&gt;
[small][i]Please stamp below to confirm.[/i][/small]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
==Premier==&lt;br /&gt;
===Transfer Form===&lt;br /&gt;
Transfer Form by by Desisionoflife&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[center][b][i]Transfer Request Form for[/b][/i]&lt;br /&gt;
Name: [field]&lt;br /&gt;
Rank: [field]&lt;br /&gt;
[i][b]Nadezhda Colony[/b][/i][/center][hr]&lt;br /&gt;
From department: [field]&lt;br /&gt;
To department: [field]&lt;br /&gt;
Requested Position: [field]&lt;br /&gt;
Reason(s): [field]&lt;br /&gt;
Sign here: [field]&lt;br /&gt;
[hr]&lt;br /&gt;
Signature of the faction head that is transferring the person: [field]&lt;br /&gt;
Signature of the faction head that is receiving the person: [field]&lt;br /&gt;
Signature of the Premier of the Nadezhda Colony: [field]&lt;br /&gt;
Information: [i]This transfer contract is instant, and cannot be reversed, unless a similar document is signed and agreed to by all parties.[/i][hr]&lt;br /&gt;
Stamp below with the Premier stamp:&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
===Complaint form===&lt;br /&gt;
Complaint form for the premier to give when he doesn&#039;t want to deal with colonist problems. By GauHelldragon&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[b]OFFICE OF THE PREMIER[br]&lt;br /&gt;
Nadezda Colony&lt;br /&gt;
STATEMENT OF COMPLAINT[/b]&lt;br /&gt;
[hr]&lt;br /&gt;
A. Professional Information - (Name of the person you are complaining about)&lt;br /&gt;
Full Name: [field]&lt;br /&gt;
Department: [field]&lt;br /&gt;
[hr]&lt;br /&gt;
B. Complainant (Your) Information&lt;br /&gt;
Full Name: [field]&lt;br /&gt;
Department: [field]&lt;br /&gt;
[hr]&lt;br /&gt;
C. Witnesses with factual knowledge of the events leading to your complaint, if applicable&lt;br /&gt;
First Witness: [field]&lt;br /&gt;
Second Witness, if any: [field]&lt;br /&gt;
[hr]&lt;br /&gt;
D. Description of complaint: Describe your complaint in detail below.&lt;br /&gt;
[field]&lt;br /&gt;
[hr]&lt;br /&gt;
E. Attach copies of related documents and records obtained during the course of the matter, if possible.[br]&lt;br /&gt;
[hr]&lt;br /&gt;
[b] Statement of person filing this Complaint&lt;br /&gt;
I understand that a copy of this complaint, and any additional information attached to this complaint, may be &lt;br /&gt;
sent to the person who is the subject of this complaint.&lt;br /&gt;
Signature of Person Filing this Complaint[/b]:&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
===Access Change Request===&lt;br /&gt;
Access Change Request by MagmaRam&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[b][u]ACCESS CHANGE REQUEST[/b][/u][hr]&lt;br /&gt;
[b]APPLICANT NAME:[/b] [field]&lt;br /&gt;
[b]APPLICANT CURRENT ASSIGNMENT:[/b] [field]&lt;br /&gt;
[b]REQUESTED ACCESS:[/b] [field]&lt;br /&gt;
[b]REASONING FOR ACCESS:[/b] [field]&lt;br /&gt;
[b]SIGNATURE OF APPLICANT:[/b] [field]&lt;br /&gt;
[b]SIGNATURE OF RELEVANT HEAD OF STAFF:[/b] [field]&lt;br /&gt;
[b]SIGNATURE OF PREMIER: [/b] [field]&lt;br /&gt;
[b]DATE AND TIME:[/b] [field]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
==Kitchen/Bar==&lt;br /&gt;
&lt;br /&gt;
===Bar menu=== &lt;br /&gt;
Bar Menu By GauHelldragon.&lt;br /&gt;
The break in the last section is where you have to copy/paste twice, since there is a limit on how much you can write to a paper each time&lt;br /&gt;
Note: in the mixed drinks field, copy paste as many times as needed&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[b]Bar Menu[hr]&lt;br /&gt;
Daily special![field]&lt;br /&gt;
DRINKS[/b][hr]&lt;br /&gt;
Beer- [field] credits&lt;br /&gt;
Iced Beer- [field] credits&lt;br /&gt;
Grog- [field] credits&lt;br /&gt;
Ale- [field] credits&lt;br /&gt;
Gin- [field] credits&lt;br /&gt;
Whiskey-[field] credits&lt;br /&gt;
Tequila- [field] credits&lt;br /&gt;
Vodka- [field] credits&lt;br /&gt;
Vermouth-[field] credits&lt;br /&gt;
Rum- [field] credits&lt;br /&gt;
Wine- [field] credits&lt;br /&gt;
Cognac- [field] credits&lt;br /&gt;
Coffee Liqueur-[field] credits[hr]&lt;br /&gt;
[b]MIXED DRINKS[/b][hr]&lt;br /&gt;
[field]- [field] credits&lt;br /&gt;
[hr]&lt;br /&gt;
[b]NON-ALCOHOLIC DRINKS[/b]&lt;br /&gt;
Coffee- [field] credits&lt;br /&gt;
Tea- [field] credits&lt;br /&gt;
Hot Chocolate- [field] credits&lt;br /&gt;
Iced Tea- [field] credits&lt;br /&gt;
Iced Coffee- [field] credits&lt;br /&gt;
Orange Juice- [field] credits&lt;br /&gt;
Tomato Juice- [field] credits&lt;br /&gt;
Tonic Water- [field] credits&lt;br /&gt;
Sodas- [field] credits&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
===Extended Bar Menu===&lt;br /&gt;
Extended Bar Menu by Phil235&lt;br /&gt;
&lt;br /&gt;
The break in the middle is where you have to copy/paste twice, since there is a limit on how much you can write to a paper each time. Make sure to change the bar name to the one you want&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[b][large][u]THE MALTESE FALCON[/u][/b][/large][br]&lt;br /&gt;
[br]&lt;br /&gt;
[br]&lt;br /&gt;
[b][u]DRINKS[/u][/b][br]&lt;br /&gt;
[br]*[small]= availability not guaranteed[/small][br][br]&lt;br /&gt;
Space Beer[br]Beer from the keg[br]Iced Space Beer[br]Station 13 Grog[br]Magm-Ale[br]Griffeater&#039;s Gin[br]Uncle Git&#039;s Special Reserve[br]Caccavo Guaranteed Quality Tequilla[br]Tunguska Triple Distilled[br]Goldeneye Vermouth[br]Captain Pete&#039;s Cuban Spiced Rum[br]Doublebeard Beared Special Wine[br]Chateau De Baton Premium Cognac[br]Robert Robust&#039;s Coffee Liqueur (Kahlua)[br]Moonshine*[br]&lt;br /&gt;
[br][br][b][u]COCKTAILS[/u][/b][br][br]Allies Cocktail[br]Andalusia[br]Anti-Freeze[br]Bahama Mama[br]Classic Martini[br]Cuba Libre[br]Gin Fizz[br]Gin and Tonic[br]Irish Car Bomb[br]Irish Coffee[br]Irish Cream[br]Long Island Iced Tea[br]Manhattan[br]The Manly Dorf[br]Margarita[br]Screwdriver[br]Syndicate Bomb[br]Pan-Galactic Gargle Blaster[br]Tequilla Sunrise[br]Vodka Martini[br]Vodka and Tonic[br]Whiskey Cola[br]Whiskey Soda[br]White Russian[br]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Goldschlager* [br]Hippie&#039;s Delight* [br]Hooch* [br]Acid Spit* [br]Aloe* [br]Amasec* [br]Atomic Bomb*[br]B-52[br]Barefoot*[br]Beepsky Smash*[br]Bilk [br]Black Russian [br]Bloody Mary[br]Booger*[br]Brave Bull[br]Changeling Sting [br]Demons Blood*[br]Devil&#039;s Kiss* [br]Driest Martini*[br]Erika Surprise*[br]Manhattan Project*[br]Nuka Cola*[br]Neurotoxin*[br]Patron*[br]Sake*[br]Sbiten*[br]Singulo*[br]Snow White[br]Three Mile Island Iced Tea[br]Toxins Special*[br][br][br][b][u]NON-ALCOHOLIC DRINKS[/u][/b][br][br]Coffee[br]Tea[br]Hot Chocolate[br]Iced Tea[br]Iced Coffee[br]Orange Juice[br]Tomato Juice[br]Lime Juice[br]Lemon Juice*[br]Potato Juice*[br]Berry Juice*[br]Watermelon Juice*[br]Tonic Water[br]Sodas[br]Banana Honk*[br]Brown Star[br]Kira Special[br]Lemonade*[br]Cafe Latte[br]Mead*[br]Milk Shake[br]Red Mead*[br]Rewriter[br]Silencer*[br]Soy Latte*[br]The Doctor&#039;s Delight*[br]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Kitchen Menu===&lt;br /&gt;
Kitchen Menu by Phil235&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[center][large][b]KITCHEN MENU[/b][/large][/center][hr]&lt;br /&gt;
[center][large]= A la Carte =[/large][/center][br][hr]&lt;br /&gt;
[u][b]Appetizers[/b][/u][br][list][*]Plump biscuit[*]fortune cookie[*]cracker[*]Popcorn[*]Poppy Pretzel[/list][hr]&lt;br /&gt;
[u][b]Vegetable Recipes[/b][/u][br][list][*]Boiled Rice[*]Stewed soy meat[*]loaded baked potato[*]Eggplant Parmigiana[*]Chawanmushi[*]Cheese slices[*]Tofu[*]Soylen Viridians[*]Cold Chili Stew[*]Hot Chili Stew[/list][hr]&lt;br /&gt;
[u][b]Fries[/b][/u][br][list][*]Carrot Fries[*]Potato Fries[*]Cheesy Fries[/list][hr]&lt;br /&gt;
[u][b]Salads[/b][/u][br][list][*]Herb Salad[*]Aesir Salad[*]Valid Salad[/list][hr]&lt;br /&gt;
[u][b]Soups[/b][/u][br][list][*]Meatball soup[*]Nettle Soup[*]Wish Soup[*]Vegetable Soup[*]Tomato Soup[*]Mushroom Soup[*]Beet Soup[*]Milo Soup[/list][hr]&lt;br /&gt;
[u][b]Breads[/b][/u][br][list][*]Baguette[*]Jelly Toast[*]&#039;Two bread&#039;[*]Regular Bread[*]Meat Bread[*]Tofu Bread[*]Banana-nut Bread[*]Cream Cheese Bread[/list][hr]&lt;br /&gt;
[u][b]Meat Recipes[/b][/u][br][list][*]Meat steak[*]Enchiladas[*]Monkey&#039;s delight[*]Stew[*]Sausage[*]Meatball[*]Kebab[*]Cheese omelette[*]Fried eggs[*]Boiled egg[*]Donk Pocket[*]Fish &#039;n&#039; Chips[*]Fish fingers[*]Cuban Carp[/list][hr]&lt;br /&gt;
[u][b]Burgers[/b][/u][br][list][*]Meat Burger[*]Tofu Burger[*]Jelly Burger[*]Big Bite Burger[*]Super Bite Burger[*]Fillet-o-Carp burger[/list][hr]&lt;br /&gt;
[u][b]Sandwiches[/b][/u][br][list][*]Sandwich[*]Toasted Sandwich[*]Grilled Cheese Sandwich[*]Jelly Sandwich[/list][hr]&lt;br /&gt;
[u][b]Pizzas[/b][/u][br][list][*]Margherita[*]Mushroom Pizza[*]Meat Pizza[*]Vegetable Pizza[/list][hr]&lt;br /&gt;
[u][b]Spaghettis[/b][/u][br][list][*]Boiled Spaghetti[*]Tomato Pasta[*]Spaghetti &amp;amp; meatballs[*]Spesslaw[/list][hr]&lt;br /&gt;
[u][b]Pies[/b][/u][br][list][*]Golden Apple Tart[*]Plump Pie[*]Pumpkin Pie[*]Meat Pie[*]Tofu Pie[*]Cherry Pie[*]Berry Clafoutis[*]Apple Pie[*]Banana Cream Pie[/list][hr]&lt;br /&gt;
[u][b]Cakes[/b][/u][br][list][*]Vanilla Cake[*]Carrot Cake[*]Cheese Cake[*]Birthday Cake[*]Apple Cake[*]Orange Cake[*]Lime Cake[*]Lemon Cake[*]Chocolate Cake[/list][hr]&lt;br /&gt;
[u][b]Desserts[/b][/u][br][list][*]Muffins[*]Candied Apple[*]Rice pudding[*]Chocolate egg[*]Waffle[*]Donut[*]Jelly Donut[/list][hr]&lt;br /&gt;
[u][b]Drinks[/b][/u][br][list][*]Water[*]Milk[*]Orange Juice[*]Watermelon Juice[*]Lime Juice[*]Lemon Juice[*]Berry Juice[*]Potato Juice[/list][hr]&lt;br /&gt;
[u][b]Alcohols[/b][/u][br][list][*]Kahlua[*]wine[*]sake[*]vodka[*]moonshine[/list][br][small]Ask the bartender for cocktails[/small][hr]&lt;br /&gt;
[u][b]Condiments[/b][/u][br][list][*]Hot sauce[*]Cold sauce[*]Ketchup[*]Corn oil[*]Soy sauce[/list]&lt;br /&gt;
[hr][small][i]The availability of each recipe may vary. Restrictions may apply.[/i][/small]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Lonestar Service Receipt ===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[h1][u][center]Lonestar Service Receipt[/u][/center][/h1]&lt;br /&gt;
[b]You were served by:[/b][field]&lt;br /&gt;
[b]You bought the following:[/b][field]&lt;br /&gt;
[b]Amount paid:[/b][field]&lt;br /&gt;
[b](Optional) Amount of tip given:[/b][field][hr]&lt;br /&gt;
[b]Total Amount Paid:[/b][field]&lt;br /&gt;
[b]Buyers Signature[/b][field]&lt;br /&gt;
[b]Comments:[/b][field]&lt;br /&gt;
[b]Transaction happened around [time] on the [date][/b]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Medical==&lt;br /&gt;
===Medical Invoice===&lt;br /&gt;
An invoice for medical services performed by Vex8tion&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[center][large][b]Soteria Institute - Medical Department[/b][/large]&lt;br /&gt;
[i]Medical Services Invoice[/i]&lt;br /&gt;
[small][i]See Soteria Medical Policies for Pricing[/i][/small][/center][hr]&lt;br /&gt;
[b]Attending Physician:[/b] [field]&lt;br /&gt;
[b]Patient&#039;s Name:[/b] [field]&lt;br /&gt;
[b]Treatment Rendered:[/b]&lt;br /&gt;
 - [field]&lt;br /&gt;
Elective Treatment Y/N&lt;br /&gt;
 - [field]&lt;br /&gt;
Emergency Treatment Y/N&lt;br /&gt;
 - [field]&lt;br /&gt;
[b]Credit Total:[/b] [field] cr&lt;br /&gt;
Payment Notes:&lt;br /&gt;
 - [field]&lt;br /&gt;
Attending Physician&#039;s Signature: [field]&lt;br /&gt;
Patient&#039;s or Payer&#039;s Signature: [field][hr][small]By signing this form, you confirm that all the above data is accurate to the best of your knowledge and ability, and waive the Soteria Institute of any liability for incorrect charges.[/small]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
===Prescription Form===&lt;br /&gt;
A form for prescribing patients medicines that they can then pick up later.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[center][large][b]Soteria Medical Department[/b][/large][/center]&lt;br /&gt;
[large][u]Prescription[/u]:[/large][br] [field][hr]&lt;br /&gt;
[u]For[/u]: [field] [br]&lt;br /&gt;
[u]Assignment[/u]: [field][hr]&lt;br /&gt;
[u]Prescribing Doctor[/u]: [field]&lt;br /&gt;
[u]Date[/u]: [field][hr]&lt;br /&gt;
[u]Medical Doctor[/u]: [field] [hr]&lt;br /&gt;
[small]This prescription will not be refilled except under written authorization.[/small]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
===Psychological Evaluation===&lt;br /&gt;
A form for conducting a psychological evaluation, by DrFarson&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[hr][center][h2]Basic Mental Health Asessment[/h2]Nadehzda Colony Medical Department&lt;br /&gt;
[small][b][date] | [time][/small][/b][hr]&lt;br /&gt;
[table][row][cell][center][u][b]Risk Asessment[/b][/u]&lt;br /&gt;
[small](Rate on Scale from 1-5)[/small]&lt;br /&gt;
[small][table][row][cell][b]Self Harm/Suicide[/b][cell][b]Harm To Others[/b][cell][b]Vulnerability[/b]&lt;br /&gt;
[row][cell][center][field][/center][cell][center][field][cell][center][field][/table][/small]&lt;br /&gt;
[u][b]Initial Mental State Examination[/b][/u]&lt;br /&gt;
[small][table][row][cell][b][center]Alertness[/center][/b][cell][field][cell][b][center]Awareness[/center][/b][cell][field]&lt;br /&gt;
[row][cell][b][center]Appearance[/center][/b][cell][field][/b][cell][b][center]Affect[/center][/b][cell][field]&lt;br /&gt;
[row][cell][b][center]Behaviour[/center][/b][cell][field][cell][b]Perception[/b][cell][field]&lt;br /&gt;
[row][cell][b][center]Conversation[/center][/b][cell][field][cell][b][center]Cognition[/center][/b][cell][field][/table][/small][hr][u][b]Interview Findings[/b][/u]&lt;br /&gt;
[small][table][row][cell][center][b]Narrative of Interview[/b]&lt;br /&gt;
[row][cell][center][field][/center][/table][/small]&lt;br /&gt;
[small][table][row][cell][center][b]Main Issues/Problems[/b][br][i]If Applicable[/i][cell][center][b]Diagnoses Made[/b][br][i]If Applicable[/i]&lt;br /&gt;
[row][cell][center][field][/center][cell][center][field][/center][/table][/small]&lt;br /&gt;
[small][table][row][cell][center][b]Plan of Approach[/b]&lt;br /&gt;
[row][cell][center][field][/center][/table][/small][hr][u][b]Treatment Plan[/b][/u]&lt;br /&gt;
[small][table][row][cell][center][b]Y/N[/b][/center][cell][center][b]Type of Treatment[/b][/center][cell][center][b]Administration Details[/b]&lt;br /&gt;
[row][cell][center][field][/center][cell][center]Medication[/center][cell][center][field]&lt;br /&gt;
[row][cell][center][field][/center][cell][center]Compliance Mechanisms[/center][cell][center][field]&lt;br /&gt;
[row][cell][center][field][/center][cell][center]Lifestyle Therapy[/center][cell][center][field]&lt;br /&gt;
[row][cell][center][field][/center][cell][center]Neurological Therapy[/center][cell][center][field]&lt;br /&gt;
[row][cell][center][field][/center][cell][center]Talk Therapy[/center][cell][center][field]&lt;br /&gt;
[row][cell][center][field][/center][cell][center]Cultural or Social Services[/center][cell][center][field]&lt;br /&gt;
[row][cell][center][field][/center][cell][center]Review of Goals[/center][cell][center][field][/table][/small][hr][u][b]Reveiw Information[/b][/u]&lt;br /&gt;
Patient Information&lt;br /&gt;
[small][table][row][cell][center][b]Name[/b][cell][center][b]Date of Birth[/b][cell][center][b]Position[/b]&lt;br /&gt;
[row][cell][center][field][/center][cell][center][field][/center][cell][center][field][/table][/small]Work Fitness&lt;br /&gt;
[small][table][row][cell][center][b][/b][/center][cell][center][b]Current Position[/b][/center][cell][center][b]Standard Position[/b][/center][cell][center][b]High Risk Position &lt;br /&gt;
[row][cell][center][b]Y/N[/b][/center][cell][center][field][/center][cell][center][field][cell][center][field][/table][/small]Evaluation Status &lt;br /&gt;
[small][table][row][cell][cell][b][center]Pass[/center][/b][cell][b][center]Fail[/b]&lt;br /&gt;
[row][cell][b]Y/N[/b][cell][center][field][/center][cell][center][field][/table][/small]Attending Psychiatrist&lt;br /&gt;
[small][table][row][cell][center][b]Name[/b][cell][center][field]&lt;br /&gt;
[row][cell][center][b]Signature[/b][cell][center][field]&lt;br /&gt;
[row][cell][center][b]Date &amp;amp; Time[/b][cell][center][date] | [field][/table][/small][/center][/table]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
===Autopsy Report===&lt;br /&gt;
Autopsy report by Sebastian Schrader&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[center][h1]AUTOPSY REPORT[/h1][/center][hr]&lt;br /&gt;
[center][h3]IDENTIFICATION OF THE DECEASED[/h3][/center]&lt;br /&gt;
[b]Full Name:[/b] [field]&lt;br /&gt;
[b]Age:[/b] [field]&lt;br /&gt;
[b]Gender[/b][small][i](if applicable)[/i][/small][b]:[/b] [field]&lt;br /&gt;
[b]Species:[/b] [field]&lt;br /&gt;
[b]Faction[/b] [small][i](if on duty)[/i][/small][b]:[/b] [field]&lt;br /&gt;
[b]Job:[/b] [field]&lt;br /&gt;
[b]DNA hash:[/b] [field]&lt;br /&gt;
[b]Fingerprints:[/b] [field][hr]&lt;br /&gt;
[center][h3]INVESTIGATIVE FINDINGS:[/h3][/center]&lt;br /&gt;
[b]Date of Death:[/b] [date]&lt;br /&gt;
[b]Time of Death:[/b] [field]&lt;br /&gt;
[b]Approximate location of found body:[/b] [field]&lt;br /&gt;
[b]Cause of Death:[/b] [field]&lt;br /&gt;
[b]Suit sensors status at the time of death:[/b]&lt;br /&gt;
[table][cell]Tracking[cell][field][row][cell]Active&lt;br /&gt;
[cell][field][row][cell]Binary[cell][field][row][cell]Off[cell][field][/table]&lt;br /&gt;
[b]Death alarm implanted[/b]&lt;br /&gt;
[table][cell]Yes[cell][field][row][cell]No[cell][field][/table]&lt;br /&gt;
[center][h3]Description of lesions[/h3][/center]&lt;br /&gt;
[b]Was the body gibbed beyond recovery?[/b]&lt;br /&gt;
[table][row][cell]Yes[cell][field][row][cell]No[cell][field][/table]&lt;br /&gt;
[small][i]If yes, leave the following fields blank or N/A.[/i][/small]&lt;br /&gt;
[b]Description of external wounds:[/b] [field]&lt;br /&gt;
[b]Description of internal wounds:[/b] [field]&lt;br /&gt;
[b]Trace chemicals found in body:[/b] [field][hr]&lt;br /&gt;
[center][h3]POST-MORTEM REQUESTS:[/h3][small][i](In case of revival being impossible)[/i][/small][/center]&lt;br /&gt;
[list][*][field][/list][hr]&lt;br /&gt;
[small][i]I hereby declare that after receiving notice of the death described herein, I took charge of the body and made inquiries regarding the cause of death in accordance with colony laws and Standard Operating Procedure, and that the information contained herein regarding said death is true and correct to the best of my knowledge, information, and belief.[/i][/small]&lt;br /&gt;
[b]Name:[/b] [field]&lt;br /&gt;
[b]Faction:[/b] [field]&lt;br /&gt;
[b]Rank:[/b] [field]&lt;br /&gt;
[b]Signature:[/b] [field]&lt;br /&gt;
[b]Chief Biolab Officer:[/b] [field]&lt;br /&gt;
[b]Signature of Chief Biolab Officer:[/b] [field]&lt;br /&gt;
[i][small]Applicable Chief Biolab Officer must stamp below this line.[/small][/i][hr]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
===Department Health Inspection===&lt;br /&gt;
By Emmanuel Bassil&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[center][b][u]S-113 Form:[/u][/b][large]Shift Departmental Sanitation Assessment[/center][/large]&lt;br /&gt;
[hr]&lt;br /&gt;
[b][u]Department:[/u][/b][i]&lt;br /&gt;
[field][/i]&lt;br /&gt;
[b][u]Inspecting Medical Employee&#039;s Signature:[/u][/b][i]&lt;br /&gt;
[field][/i]&lt;br /&gt;
[b][u]Sanitary state of Department:[/u][/b][i]&lt;br /&gt;
[field][/i]&lt;br /&gt;
[b][u]Sanitary state of Employees:[/u][/b][i]&lt;br /&gt;
[field][/i]&lt;br /&gt;
[b][u]Suggested action:[/u][/b][i]&lt;br /&gt;
[field][/i]&lt;br /&gt;
[b][u]Action Taken. Administrative use only.[/u][/b][i]&lt;br /&gt;
[field][/i]&lt;br /&gt;
[b][u]Chief Biolab Overseer&#039;s Signature.[/u][/b][i]&lt;br /&gt;
[field][/i][hr]&lt;br /&gt;
[i][small]Contained review materials are not representative of the views of the Soteria. The Soteria Institute are not liable for any bias or offensive language contained within said review materials. The Soteria witholds the right to action upon any information contained within this assessment.[/i][/small][br]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
==Research &amp;amp; Development==&lt;br /&gt;
&lt;br /&gt;
===R&amp;amp;D equipment loan form===&lt;br /&gt;
R&amp;amp;D Equipment loan form by Thrain&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[b]Equipment Loan[/b]&lt;br /&gt;
[hr]&lt;br /&gt;
The following item(s) are considered experimental. Neither the colony nor the Soteria Institute can not be held responsible for injury sustained during the use of the item(s). The receiver must use the following item(s) only for their intended purpose. The receiver must not share these items with any other person(s) without direct approval of Soteria command staff.[hr]&lt;br /&gt;
Item(s) loaned:[field]&lt;br /&gt;
Name of receiver: [field]&lt;br /&gt;
Name of colony member loaning the item(s): [field]&lt;br /&gt;
Note: Please make sure this form is stamped bellow the line by related head of staff before the end of one standard work week. [hr]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===R&amp;amp;D Testing Waiver===&lt;br /&gt;
R&amp;amp;D Waiver form by Kazkin&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[b]Testing Liability Waiver[/b][hr]&lt;br /&gt;
The following persons have consented to testing with the Soteria research division. Neither the colony nor the Soteria Institute can not be held responsible for injury sustained during the duration of testing. All injuries, be they mental or physical, are the sole responsibility of the signer and liability may not be placed on the Soteria Institute nor any involved staff.[hr]&lt;br /&gt;
Name of volunteer test subject: [field]&lt;br /&gt;
Research Experiment and Goal(s): [field][hr]&lt;br /&gt;
Signature of Volunteer Test Subject: [field]&lt;br /&gt;
Signature of Soteria Staff: [field][hr]&lt;br /&gt;
Note: Please make sure this form is stamped bellow the line by related head of staff before the end of one standard work week. Should the volunteer test subject become injured Soteria staff are expected to treat said subject to the best of their ability, though they remain without liability for the success or failure of any procedure.[hr]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Soteria Robotic Clinic===&lt;br /&gt;
This is paperwork for selling augmentations. Do not hesitate to change the prices.&lt;br /&gt;
&lt;br /&gt;
====Soteria Robotic Clinic Price List====&lt;br /&gt;
by R4d6&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[center][b][h1]Soteria Robotic Clinic Price List[/h1][/b][/center]&lt;br /&gt;
[h2] Augmentations[/h2]&lt;br /&gt;
300 for the surgery and 200 per augment installed. Only one augment per body part is possible.&lt;br /&gt;
[*] Eyes : Night Vision, Welder Protection, Security Hud [Marshal &amp;amp; Blackshield only], Medical Hud [Doctors and healers only].&lt;br /&gt;
[*] Arms : Armblade, Energy Armblade, Embedded SMG, Embedded Shield, Embedded Taser Engineering Multitool, Surgery Multitool, Mining Multitool, Farming Multitool, Imbedded pouch.&lt;br /&gt;
[*] Legs : Mechanical Muscles.&lt;br /&gt;
[*] Bones : Reinforcement. Need to select 7 times for full-body augmentation.&lt;br /&gt;
[*] Chest : Subdermal Armor.&lt;br /&gt;
[*] Lower Body: Sanguin-Stash, S.N.A.C.K System.&lt;br /&gt;
[*] Head : S.M.H Enhancer, Cortex Support Cyberware, NSA Banker.&lt;br /&gt;
[hr]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
====Soteria Robotic Clinic Order====&lt;br /&gt;
This is for individual patients/clients to list the augments they want installed, and to allow the roboticist to easily count how many augmentions they want, and thus calculate the cost, as well as for record-keeping.&lt;br /&gt;
by R4d6&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[center][b][h1]Soteria Robotic Clinic Order[/h1][/b][/center]&lt;br /&gt;
[h2]I want :[/h2]&lt;br /&gt;
[h3]Augmentations[/h3]&lt;br /&gt;
[*] Head : [Field]&lt;br /&gt;
[*] Upper Body : [Field]&lt;br /&gt;
[*] Lower body : [Field]&lt;br /&gt;
[*] Left Arm : [Field]&lt;br /&gt;
[*] Right Arm : [Field]&lt;br /&gt;
[*] Left Leg : [Field]&lt;br /&gt;
[*] Right Leg : [Field]&lt;br /&gt;
[*] Bones : [Field] [hr]&lt;br /&gt;
Number of augments : [Field]&lt;br /&gt;
Total Cost : [Field]&lt;br /&gt;
Signature : [Field]&lt;br /&gt;
[hr]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Security==&lt;br /&gt;
===Security: Crime Report===&lt;br /&gt;
&lt;br /&gt;
To report all [[Laws|crimes]].&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[large][b][center]Official Marshal Document[/b][/center][/large]&lt;br /&gt;
[i][center]NADEZHDA COLONY[/i][/center]&lt;br /&gt;
[center][small]Crime Report[/small][/center][hr]&lt;br /&gt;
Suspect name: [field]&lt;br /&gt;
Crimes committed: [field]&lt;br /&gt;
Time of occurrence: [field]&lt;br /&gt;
Location(s) of occurrence: [field]&lt;br /&gt;
Persons involved: [field] [hr]&lt;br /&gt;
Details of Crime: [field]&lt;br /&gt;
Evidence of Crime: [field]&lt;br /&gt;
Arresting officer: [field]&lt;br /&gt;
Arresting officer Signature: [field]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===High Crime Report===&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[large][b][center]Official Security Document[/b][/center][/large]&lt;br /&gt;
[i][center]NADEZHDA COLONY[/i][/center]&lt;br /&gt;
[center][small]High Crime Report[/small][/center][hr]&lt;br /&gt;
Suspect name: [field]&lt;br /&gt;
Crimes committed: [field]&lt;br /&gt;
Time of occurrence: [field]&lt;br /&gt;
Location(s) of occurrence: [field]&lt;br /&gt;
Persons involved: [field][hr]&lt;br /&gt;
Details of Crime: [field]&lt;br /&gt;
Evidence of Crime: [field][hr]&lt;br /&gt;
Arresting officer: [field]&lt;br /&gt;
Reviewing officer: [field]&lt;br /&gt;
Reviewer Comment: [field] [hr]&lt;br /&gt;
Arresting officer Signature: [field]&lt;br /&gt;
Reviewing officer Signature: [field]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Colony Security Offense/Incident Report===&lt;br /&gt;
Colony Security Offense/Incident Report by Susan&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[center][b][u]Marshal Security Offense/Incident Report[/b][/u][/center]&lt;br /&gt;
[center][i]Casenumber: 2563-xxxxxx[/i][/center][hr]&lt;br /&gt;
[b][i]Event Information[/i][/b]&lt;br /&gt;
Reported on: [field]&lt;br /&gt;
Incident occurred between: [field]&lt;br /&gt;
Offense: [field]&lt;br /&gt;
Location: [field]&lt;br /&gt;
Forced entry?: [field]&lt;br /&gt;
Weapon type: [field]&lt;br /&gt;
Stolen goods?: [field] [hr]&lt;br /&gt;
[b][i]Clearance Information[/b][/i]&lt;br /&gt;
Officer reporting: [field]&lt;br /&gt;
Division: [field]&lt;br /&gt;
Supervisor: [field][hr]&lt;br /&gt;
[i][b]Victim Information[/i][/b]&lt;br /&gt;
Name: [field]&lt;br /&gt;
Age: [field]&lt;br /&gt;
Race: [field]&lt;br /&gt;
Occupation: [field]&lt;br /&gt;
Sex: [field]&lt;br /&gt;
Cause of death/Extent of injury: [field]&lt;br /&gt;
Hate crime related: [field][hr]&lt;br /&gt;
[i][b]Suspect Information[/i][/b]&lt;br /&gt;
Name: [field]&lt;br /&gt;
Age: [field]&lt;br /&gt;
Race: [field]&lt;br /&gt;
Occupation: [field]&lt;br /&gt;
Sex: [field]&lt;br /&gt;
Hair color: [field]&lt;br /&gt;
Eye color: [field]&lt;br /&gt;
Build: [field]&lt;br /&gt;
Complexion: [field]&lt;br /&gt;
Aliases: [field][hr]&lt;br /&gt;
[i][b]Narrative[/i][/b]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
===Security Guidelines===&lt;br /&gt;
Security Guidelines by moonloon&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[center][b]Security Guidelines[/b][/center][hr]&lt;br /&gt;
[center][b]Golden rule:[/b] Keep communications up at all times on the Security Channel and&lt;br /&gt;
report all movements, arrests and all security matters over the radio.[/center][hr]&lt;br /&gt;
[b]Guidelines[/b]&lt;br /&gt;
[*]Talk first, stun second.&lt;br /&gt;
[*]Always call for backup before attempting to confront a possibly dangerous criminal.&lt;br /&gt;
[*]Charge your weapons after every usage.&lt;br /&gt;
[*]Stay calm under all circumstances, anger and fear show weakness.&lt;br /&gt;
[*]Always lock Security lockers &amp;amp; logout of security terminals after each use.&lt;br /&gt;
[*]Seal off crime scenes and wait for forensics personnel to arrive.&lt;br /&gt;
[*]Avoid using force where possible.&lt;br /&gt;
[*]Inform the Ranger when a criminal is wanted and set their wanted status via your security hud if possible.&lt;br /&gt;
[*]Respect the chain of command! The Ranger outranks you for criminal sentencing. The Warrant Officer outranks them.&lt;br /&gt;
[*]Remember your priorities: One punch is hardly something to arrest anyone over if there is a hostage situation.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
=== Arrest Warrant form===&lt;br /&gt;
Arrest Warrant form by Jakeflex, updated by SingingSpock&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[center][b][large] Arrest Warrant [/center][/b][/large][hr]&lt;br /&gt;
I, [field], with the rank [field] hereby declare that [field] is to be arrested for the following crimes, according to Colony Law:[i] [field][/i][hr]&lt;br /&gt;
Their sentence is to be no less than [field] minutes, with the following modifiers (if applicable): [i][field][/i][hr]&lt;br /&gt;
They will be arrested by any security personnel that spots him/her and that is authorized and/or carrying this warrant.[br]&lt;br /&gt;
Signature of the Authorizing Individual: [field]&lt;br /&gt;
Stamp of the Warrant Officer (if applicable):[field][hr]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
===Armoury Item Request===&lt;br /&gt;
Armory Item Request by Kakashi57&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[center][Large][b]Armoury Item Request[/b][/large]&lt;br /&gt;
[small]For those armoury items that you need.[/small][/center][hr]&lt;br /&gt;
[b]Name:[/b] [field]&lt;br /&gt;
[b]Job:[/b] [field]&lt;br /&gt;
[b]Item(s):[/b] [field]&lt;br /&gt;
[b]Reason:[/b] [field][hr]&lt;br /&gt;
[b][center]Borrower&#039;s Signature:[/b] [u][i][field][/i][/u][/center][hr]&lt;br /&gt;
[center][small](Office to fill)[/small][/center]&lt;br /&gt;
[b]Approval Name:[/b] [field][hr]&lt;br /&gt;
[b][center]Approval&#039;s Signature:[/b] [u][i][field][/i][/u][/center][hr]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Robust Armory Item Request by Bamhalazam&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[table][row][cell][center][b][small]Nadezhda Marshals Department[/small][/b]&lt;br /&gt;
[small][b][date][small][/center][/b][hr][center][table][center][small][i][b]REQUISITIONS INFORMATION [/i][/b]&lt;br /&gt;
[table][row][cell][hr][cell][b][small] [/b]&lt;br /&gt;
[row][cell][b][small]ITEM REGISTRATION NO.[/b][cell][small][i][field][/i]&lt;br /&gt;
[row][cell][b][small]ITEM[/b][cell][small][i][field][/i]&lt;br /&gt;
[row][cell][b][small]DATE OF ISSUE[/b][cell][small][i][field][/i]&lt;br /&gt;
[row][cell][b][small]ISSUING OFFICER[/b][cell][small][i][field][/i]&lt;br /&gt;
[row][cell][small][b]NOTES[/b][cell][small][i][field][/i][/table][hr][center][small][i][b]PERSONAL INFORMATION [/i][/b]&lt;br /&gt;
[table][row][cell][hr][cell][b][small] [/b]&lt;br /&gt;
[row][cell][b][small]NAME[/b][cell][small][i][field][/i]&lt;br /&gt;
[row][cell][b][small]RANK[/b][cell][small][i][field][/i]&lt;br /&gt;
[row][cell][b][small]ACCOUNT NUMBER[/b][cell][small][i][field][/i]&lt;br /&gt;
[row][cell][small][b]NOTES[/b][cell][small][i][field][/i][/table][hr] [small] [center] [i] Attached below are materials belonging to the marshals department. &lt;br /&gt;
Please review them carefully.&lt;br /&gt;
Any and all unauthorised redistribution of this document and all attached &lt;br /&gt;
materials is strictly prohibited and is punishable by law.[hr]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Armory Item Deployment Form===&lt;br /&gt;
Armory Item Deployment Form by Playbahnosh&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[center][b][u]Armory Item Deployment Form[/b][/u][/center][hr]&lt;br /&gt;
[small][i]The following item(s) are issued from the Armory to the recipient for use in accordance with standing security protocols and orders. The recipient must not share these items with any other personnel without direct approval from a commanding officer! All items must be returned to the Armory after use![/i][/small][hr][b]Item(s) issued: [/b]&lt;br /&gt;
[field][br]&lt;br /&gt;
[b]Issued by: [/b][field]&lt;br /&gt;
[b]Reason: [/b][field]&lt;br /&gt;
[b]Recipient&#039;s Name: [/b][field]&lt;br /&gt;
[b]Rank: [/b][field]&lt;br /&gt;
[small][i]This form must be signed by the Recipient and the Supply Specialist![/i][/small]&lt;br /&gt;
[hr][b]Recipient&#039;s Signature: [/b][field]&lt;br /&gt;
[b]Supply Specialist Signature: [/b][field][hr][center][u]Item Return Form[/u][/center]&lt;br /&gt;
[small][i]Fill out in the event of returning the issued items.[/i][/small]&lt;br /&gt;
[b]All issued items returned and accounted for?(yes/no): [/b][field]&lt;br /&gt;
[i]If no, used up/missing items: [/i][field]&lt;br /&gt;
[b]Supply Specialist Signature: [/b][field]&lt;br /&gt;
[hr]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
===Criminal Prosecution Form===&lt;br /&gt;
Criminal Prosecution Form by Playbahnosh&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[center][b][u]Criminal Prosecution Form[/b][/u][/center][small][i]This form records the event and circumstances of the criminal prosecution of this colonist. A fully filled out form is required to validate sentence! Make sure to update criminal database file of the prosecuted in addition to this form![/i][/small][hr]&lt;br /&gt;
[b]Offender&#039;s name: [/b][field]&lt;br /&gt;
[b]Offender&#039;s title: [/b][field]&lt;br /&gt;
[b]Crime(s) committed: [/b][field][br][hr][small][i](Fill out if applicable)[/i][/small]&lt;br /&gt;
[b]Witness(es): [/b][field]&lt;br /&gt;
[b]Interrogation conducted by: [/b][field]&lt;br /&gt;
[i]Transcript attached?(yes/no): [/i][field][br]&lt;br /&gt;
[b]Item(s) taken into evidence: [/b][field][br][hr]&lt;br /&gt;
[b][u]Sentence: [/u][/b][field]&lt;br /&gt;
[i]Modifying factors: [/i][field]&lt;br /&gt;
[b]Sentence interval (if applicable): [/b][field]&lt;br /&gt;
[b]Sentenced by: [/b][field]&lt;br /&gt;
[b]Signature: [/b][field]&lt;br /&gt;
[small][i]Sentences carried out must be validated by the Ranger&#039;s signature! Life sentences Must be validated by the WO or MC! Executions must be validated by the Council![/i][/small][hr][center][b]Prisonner Release Form[/b][/center][small][i]Fill out in the event of releasing this prisonner (if applicable)[/i][/small]&lt;br /&gt;
[b]Sentence served to full extent? (yes/no): [/b][field]&lt;br /&gt;
[i]If no, reason for early release: [/i][field]&lt;br /&gt;
[b]Signature: [/b][field][hr]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Search Warrant===&lt;br /&gt;
Search Warrant by Playbahnosh&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[center][b][u]Search Warrant[/b][/u][/center][small][i]The Security Officer(s) bearing this Warrant are hereby authorized by the Issuer to conduct a one time lawful search of the Suspect&#039;s person/belongings/premises and/or Department for any items and materials that could be connected to the suspected criminal act described below, pending an investigation in progress. The Security Officer(s) are obligated to remove any and all such items from the Suspects posession and/or Department and file it as evidence. The Suspect/Department staff is expected to offer full co-operation. In the event of the Suspect/Department staff attempting to resist/impede this search or flee, they must be taken into custody immediately! All confiscated items must be filed and taken to Evidence![/i][/small][hr]&lt;br /&gt;
[small][i](*if applicable)[/i][/small]&lt;br /&gt;
[b]Suspect&#039;s Name*: [/b][field]&lt;br /&gt;
[b]Suspect&#039;s Title*: [/b][field]&lt;br /&gt;
[b]Department: [/b][field]&lt;br /&gt;
[b]Suspected Crime(s): [/b][field]&lt;br /&gt;
[b]Extent of search: [/b][field]&lt;br /&gt;
[b]Warrant issued by: [/b][field]&lt;br /&gt;
[b]Signature: [/b][field][hr][small][i](To be filled out after search)[/i][/small]&lt;br /&gt;
[b]Search conducted by: [/b][field]&lt;br /&gt;
[b]Item(s) taken as evidence: [/b]&lt;br /&gt;
[field]&lt;br /&gt;
[b]Notes: [/b]&lt;br /&gt;
[field]&lt;br /&gt;
[b]Signature: [/b][field][hr]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
===Interrogation Report===&lt;br /&gt;
Interrogation Report by Playbahnosh&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[center][b][u]Interrogation Report[/b][/u][/center][small][i]An audio recording or transcript of the interview must be attached to this report to be considered valid! In the event of a criminal prosecution, this report is considered as evidence![/i][/small][hr][b]Interviewer&#039;s name: [/b][field]&lt;br /&gt;
[b]Rank: [/b][field]&lt;br /&gt;
[b]Interviewee&#039;s name: [/b][field]&lt;br /&gt;
[b]Title: [/b][field]&lt;br /&gt;
[b]Designation[/b][small][i](Suspect/Witness/Other)[/i][/small][b]: [/b][field]&lt;br /&gt;
[b]Interviewee&#039;s Legal Aid present[/b][small][i](name, title)[/i][/small][b]: [/b][field]&lt;br /&gt;
[b]Other personnel present: [/b][field][hr][b][u]Interview Notes: [/u][/b]&lt;br /&gt;
[field][hr][b]Interviewer&#039;s Signature: [/b][field][hr]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
===Criminal Confession===&lt;br /&gt;
Criminal Confession by Playbahnosh&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[center][b][u]Criminal Confession[/b][/u][/center]&lt;br /&gt;
[i]I,[/i][small](name)[/small] [field][i],[/i][small](title)[/small] [field] [i]hereby declare, that I committed the crime(s) of[/i] [small](crime(s))[/small][field] [i]against[/i][small] (victim(s))[/small] [field] [i]in collaboration with[/i] [small](accomplice(s))[/small][field][i]. I accept the consequences of my actions and face the sanctions deemed appropriate by Nadezhda Law. I understand, that this confession is non-withdrawable, non-changable and is admissible as evidence of my guilt in criminal proceedings.[/i][hr][b]Signature: [/b][field][br][hr]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
===Evidence Log===&lt;br /&gt;
by kazkin&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[b][center][u][large]Evidence/Contraband Inventory Log[/large][/b][/center][/u][hr]&lt;br /&gt;
[b]Time:[/b][field]&lt;br /&gt;
[b]Log Number:[/b][field]&lt;br /&gt;
[b]Listed Confiscations:[/b]&lt;br /&gt;
* [field]&lt;br /&gt;
* [field]&lt;br /&gt;
* [field]&lt;br /&gt;
* [field]&lt;br /&gt;
* [field]&lt;br /&gt;
* [field]&lt;br /&gt;
* [field][hr][b]Confiscating officers signature: [field][/b][hr]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Crime Scene Catalogue===&lt;br /&gt;
by Bamhalazam&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[table][row][cell][center][b][small]Nadezhda Marshals Department[/small][/b]&lt;br /&gt;
[small][b][date][small][/center][/b][hr][b][center][/small]Catalogue Entry&lt;br /&gt;
[small][b][[date]-[field]][/b][hr][center][/small][b][u]1. REFERENCE SECTION[/u][small]&lt;br /&gt;
[table][row][cell][center][b][small]1.1. GENERAL QUICK REFERENCE TABLE[/b][table][row][cell][small][b]Entry Type [i](MARK WITH X)[/i][cell][/small][small]&lt;br /&gt;
[row][cell][/small][small][b]Area of Interest (AoI)[/b][cell][small][field]&lt;br /&gt;
[row][cell][/small][small][b]Person of Interest (PoI)[/b][cell][small][field]&lt;br /&gt;
[row][cell][/small][small][b]Group of Interest (GoI)[/b][cell][small][field]&lt;br /&gt;
[row][cell][/small][small][b]Object[/b][cell][small][field][/table]&lt;br /&gt;
[b]1.2. FILING QUICK REFERENCE TABLE&lt;br /&gt;
[table][row][cell][small][b]Entry No.[/small][cell][small][field]&lt;br /&gt;
[row][cell][small][b]Date Filed[cell][small][field]&lt;br /&gt;
[row][cell][small][b]Filing Officer[cell][small][field]&lt;br /&gt;
[row][cell][small][b]Filing Series[cell][small][field]&lt;br /&gt;
[/table][i][small][hr][/b]Data marked within both of the quick reference fields is intended for&lt;br /&gt;
recordskeeping purposes only. For use as evidence, please proceed&lt;br /&gt;
to the [b]DESCRIPTION[/b] section.&lt;br /&gt;
[/table][hr][center][/small][b][small][u]2. DESCRIPTION SECTION[/u][small]&lt;br /&gt;
[table][row][cell][center][small][b]2.1. GENERAL DESCRIPTION:[/b]&lt;br /&gt;
[field]&lt;br /&gt;
[b]2.2. FORENSIC DATA[/b]&lt;br /&gt;
[i][b]Mark with X if  data present/applicable[/b][/i]&lt;br /&gt;
[table][row][cell][b][field][/b][/table][table][b][i][center]If present, applicable, refer to table below.[/i][/b]&lt;br /&gt;
[row][cell][small][b]Type of Evidence[/small][cell][small]Present (Y/N)[cell][small]Data String [cell][small]Notes/&lt;br /&gt;
Location&lt;br /&gt;
[row][cell][small][b]Fingerprints[/small][cell][small][field][cell][small][field][cell][small][field]&lt;br /&gt;
[row][cell][small][b]Desoxyribonucleic acid (DNA)[/small][cell][small][field][cell][small][field][cell][small][field]&lt;br /&gt;
[row][cell][small][b]Clothing Fibers[/small][cell][small][field][cell][small][field][cell][small][field]&lt;br /&gt;
[row][cell][small][b]Gunpowder Residue[/small][cell][small][field][cell][small][field][cell][small][field]&lt;br /&gt;
[row][cell][small][b]Injury[/small][cell][small][field][cell][small][field][cell][small][field]&lt;br /&gt;
[row][cell][small][b]Miscellaneous (Object)[/small][cell][small][field][cell][small][field][cell][small][field]&lt;br /&gt;
[row][cell][small][b]Miscellaneous (GoI, AoI, PoI)[/small][cell][small][field][cell][small][field][cell][small][field]&lt;br /&gt;
[/table]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Armory Inventory===&lt;br /&gt;
By CookieJarvis / HeleC&lt;br /&gt;
Modified by DasFox&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[center]&lt;br /&gt;
[center][h1]Nadezhda Colony[/h1][small][i]Marshal Offices, Supply Specialist[/i][/small]&lt;br /&gt;
&lt;br /&gt;
[i]Armory Inventory&lt;br /&gt;
Revision No. [field] | [date] | [time] |&lt;br /&gt;
[/i][/center][hr][center][small]Armory - Ballistic Weaponry[/small][/center][hr][list]&lt;br /&gt;
[*][b].257 &#039;Bulldog&#039; Carbines[/b]: [field]&lt;br /&gt;
[*][b].257 &#039;Ostwind&#039; Carbine[/b]: [field]&lt;br /&gt;
[*][b]7.5mm &#039;Nordwind&#039; Precision Rifle[/b]: [field]&lt;br /&gt;
[*][b]20mm &#039;Gladstone&#039; Pump Shotgun[/b]: [field]&lt;br /&gt;
[*][b]20mm &#039;Bull&#039; Pump Shotgun[/b]: [field]&lt;br /&gt;
[*][b]Ammunition Rack Boxes:[/b][/list]&lt;br /&gt;
[hr][center][small]Armory - Energy Weaponry[/small][/center][hr][list]&lt;br /&gt;
[*][b]&#039;Halicon&#039; Ion-Rifles:[/b] [field]&lt;br /&gt;
[*][b]&#039;Zeus&#039; Stun Revolvers[/b]: [field]&lt;br /&gt;
[*][b]&#039;Counselor&#039; Stun Guns[/b]: [field]&lt;br /&gt;
[*][b] &#039;Cog&#039; Laser Carbine[/b] : [field][/list]&lt;br /&gt;
[hr][center][small]Armory - Armor[/small][/center][hr][list]&lt;br /&gt;
[*][b]Maska Helmet[/b]: [field]&lt;br /&gt;
[*][b]Altyn Helmet[/b]: [field]&lt;br /&gt;
[*][b]Flak Vest[/b]: [field][/list]&lt;br /&gt;
[hr][center][small]Armory - Tactical Equipment[/small][/center][hr][list]&lt;br /&gt;
[*][b]40mm &#039;Lenar&#039; Rotary Grenade Launcher[/b]: [field]&lt;br /&gt;
[*][b].60-06 &#039;Penetrator&#039; Anti-Material-Rifle[/b]: [field]&lt;br /&gt;
[*][b].408 &#039;Scout&#039; Heavy Boltgun[/b]: [field]&lt;br /&gt;
[*][b].257 &#039;Takeshi&#039; Suppression Machinegun[/b] : [field]&lt;br /&gt;
&lt;br /&gt;
[*][b]Box Of Baton Rounds[/b]: [field]&lt;br /&gt;
[*][b]Box Of EMP Grenade Shells[/b]: [field]&lt;br /&gt;
[*][b]Box Of Flash Grenade Shells[/b]: [field]&lt;br /&gt;
[*][b]Box Of Frag Grenade Shells[/b]: [field]&lt;br /&gt;
[*][b]Box Of Blast Grenade Shells[/b]: [field]&lt;br /&gt;
[*][b].257 Carbine Rubber Ammunition Box[/b]: [field][/list]&lt;br /&gt;
[hr][center][small]Armory - Mechs[/small][/center][hr]&lt;br /&gt;
[b]&amp;quot;Iron Tyrant&amp;quot; Durand Combat Mech[/b][list]&lt;br /&gt;
[*][i]EZ-13 Mk2 Heavy Pulse Rifle[/i]&lt;br /&gt;
[*][i]MkIV Ion Heavy Cannon[/i]&lt;br /&gt;
[*][i]PBT &#039;Pacifier&#039; Mounted Taser[/i]&lt;br /&gt;
[*][i]SGL-6 Grenade Launcher[/i]&lt;br /&gt;
[*][i]Energy Relay[/i]&lt;br /&gt;
[*][i]RW Armor Booster[/i]&lt;br /&gt;
[*][i]CCW Armor Booster[/i]&lt;br /&gt;
[*][i]Hydraulic Clamp[/i]&lt;br /&gt;
[*][i]Drill[/i][/list]&lt;br /&gt;
[hr][center][small]Armory - Shop[/small][/center][hr]&lt;br /&gt;
[b]Weaponry[/b][list]&lt;br /&gt;
[*][field]&lt;br /&gt;
[*][field]&lt;br /&gt;
[*][field]&lt;br /&gt;
[*][field]&lt;br /&gt;
[*][field]&lt;br /&gt;
[*][field]&lt;br /&gt;
[*][field]&lt;br /&gt;
[*][field]&lt;br /&gt;
[*][field]&lt;br /&gt;
[*][field]&lt;br /&gt;
[*][field]&lt;br /&gt;
[*][field]&lt;br /&gt;
[*][field]&lt;br /&gt;
[*][field]&lt;br /&gt;
[*][field][/list]&lt;br /&gt;
[b]Modifications[/b][list]&lt;br /&gt;
[*][field]&lt;br /&gt;
[*][field]&lt;br /&gt;
[*][field]&lt;br /&gt;
[*][field]&lt;br /&gt;
[*][field]&lt;br /&gt;
[*][field]&lt;br /&gt;
[*][field]&lt;br /&gt;
[*][field][/list]&lt;br /&gt;
[hr][b]Completed By[/b]: [sign]&lt;br /&gt;
[b]Date Completed[/b]: [date] [time]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Thermal Augmentation Insertion===&lt;br /&gt;
by Nightmare&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[center][b][u]Thermal Augmentation Insertion[/b][/u][/center][hr]&lt;br /&gt;
[small][i]The thermal augmentation that the Soteria roboticist/scientist/doctor is giving to the recipient is recognized as minor contraband and will be immediately removed by the same individual upon full usage of said thermals. By signing this, the recipient also agrees to a body scan after the removal of said implant as proof that it was fully removed. Failure to complete the process will result in both individuals being charged with minor contraband and possible other charges.[/i][/small][hr][b]Issued by: [/b][field]&lt;br /&gt;
[b]Reason: [/b][field]&lt;br /&gt;
[b]Recipient&#039;s Name: [/b][field]&lt;br /&gt;
[b]Rank: [/b][field]&lt;br /&gt;
[small][i]This form must be signed by the recipient and one of the following; Soteria scientist, roboticist, or doctor[/i][/small][hr][b]Recipient&#039;s Signature: [/b][field]&lt;br /&gt;
[b]Soteria scientist, roboticist, or doctor&#039;s Signature: [/b][field]&lt;br /&gt;
[b]Time of Signing: [/b][field]&lt;br /&gt;
[b]Time of Expiration: [/b][field][hr][b]Warrant Officer&#039;s Stamp Below To Acknowledge[/b][hr]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Thermal Augmentation Removal===&lt;br /&gt;
by Nightmare&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[center][b][u]Thermal Augmentation Removal[/b][/u][/center][hr]&lt;br /&gt;
[small][i]The thermal augmentation that the soteria roboticist/scientist/doctor has given to the recipient has fully recovered augmentation and secured it. After a body scan, the signing doctor/roboticist/prime is to attach it to this document and turn it in to the proper individual(s).  Failure to complete the process will result in both individuals being charged with minor contraband and possible other charges.[/i][br][/small]&lt;br /&gt;
[b]Recoverer&#039;s Name: [/b][field]&lt;br /&gt;
[b]Returning Recipient&#039;s Name: [/b][field]&lt;br /&gt;
[b]Rank: [/b][field]&lt;br /&gt;
[small][i]This form must be signed by the recipient and one of the following; Soteria scientist, roboticist, or doctor.[/i][/small][br]&lt;br /&gt;
[b]Returning Recipient&#039;s Signature: [/b][field]&lt;br /&gt;
[b]Soteria scientist, roboticist, or doctor&#039;s Signature: [/b][field]&lt;br /&gt;
[b]Time of Signing: [/b][field][hr][b]Warrant Officer&#039;s Stamp Below To Acknowledge[/b][hr]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Xenobiology==&lt;br /&gt;
===Slime Breeding Log===&lt;br /&gt;
Slime Breeding Log by Malsquando&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[b][u][center]Slime Breeding Log[/b][/u][/center][br]&lt;br /&gt;
[br]&lt;br /&gt;
Station Time during observation of breeding:[field][br]&lt;br /&gt;
[br]&lt;br /&gt;
Parent Slime type of bred Slime:[field][br]&lt;br /&gt;
Parent Slime ID# of bred Slime:[field][br]&lt;br /&gt;
[br]&lt;br /&gt;
Bred Slime type:[field][br]&lt;br /&gt;
Bred Slime ID#:[field][br]&lt;br /&gt;
[br]&lt;br /&gt;
Child Slime type of bred Slime:[field][br]&lt;br /&gt;
Child Slime ID# of bred Slime:[field][br]&lt;br /&gt;
[br]&lt;br /&gt;
Child Slime type of bred Slime:[field][br]&lt;br /&gt;
Child Slime ID# of bred Slime:[field][br]&lt;br /&gt;
[br]&lt;br /&gt;
Child Slime type of bred Slime:[field][br]&lt;br /&gt;
Child Slime ID# of bred Slime:[field][br]&lt;br /&gt;
[br]&lt;br /&gt;
Child Slime type of bred Slime:[field][br]&lt;br /&gt;
Child Slime ID# of bred Slime:[field][br]&lt;br /&gt;
[br]&lt;br /&gt;
Notes:[field][br]&lt;br /&gt;
[br]&lt;br /&gt;
Signature of observing scientist:&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Core Experimentation Log===&lt;br /&gt;
Core Experimentation Log by Malsquando&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[b][u][center]Core Experimentation Log[/b][/u][/center][br]&lt;br /&gt;
[br]&lt;br /&gt;
Station Time apon experimentation:[field][br]&lt;br /&gt;
[br]&lt;br /&gt;
Core type:[field][br]&lt;br /&gt;
origin Slime ID#:[field][br]&lt;br /&gt;
[br]&lt;br /&gt;
Injected substance:[field][br]&lt;br /&gt;
Observed Effect:[field][br]&lt;br /&gt;
[br]&lt;br /&gt;
Notes:[field][br]&lt;br /&gt;
[br]&lt;br /&gt;
Signature:&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Prospector==&lt;br /&gt;
===Blackshield Escort Request===&lt;br /&gt;
by DasFox&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[center][h1]Nadezhda Colony[/h1][large]Blackshield Escort Request[/large][/center] [hr] [small][center][i]The following form indicates that the Blackshield Regiment will escort the Prospectors for the duration of their journey. An additional reminder that Troopers and Sergeants are 400 credits per assigned escort, and Corpsman are 600 due to advanced training.[/center][/i][/small] [hr] [u]General Information:[/u] &lt;br /&gt;
Date: [field] &lt;br /&gt;
Time of Departure: [field]&lt;br /&gt;
Location: [field]&lt;br /&gt;
Estimated Threats:[list][*][field][*][field][*][field][*][field][*][field][*][field]&lt;br /&gt;
[/list][u]Requester Information:[/u] &lt;br /&gt;
Name(s): [field] &lt;br /&gt;
Position(s): [field]&lt;br /&gt;
Required Credits: [field]&lt;br /&gt;
OR &lt;br /&gt;
Promised Items: [list][*][field][*][field][*][field][*][field][*][field][*][field][*][field][*][field][*][field][*][field][*][field][*][field][*][field][*][field][*][field][*][field][*][field][*][field][*][field][*][field][*][field][*][field][*][field][/list][small][center][i]NOTE: Items listed, when retrieved, are property of the Blackshield Regiment, and no longer are subject to Salvage Claims by the Prospector Department[/i][/center][/small][hr] [u]Blackshield Escorts:[/u]&lt;br /&gt;
Name: [field] &lt;br /&gt;
Position: [field]&lt;br /&gt;
Name: [field] &lt;br /&gt;
Position: [field]&lt;br /&gt;
Name: [field] &lt;br /&gt;
Position: [field]&lt;br /&gt;
Name: [field] &lt;br /&gt;
Position: [field]&lt;br /&gt;
Name: [field] &lt;br /&gt;
Position: [field] &lt;br /&gt;
[hr] Authorizing Party Signature: [field] &lt;br /&gt;
Requester(s) Signature(s): [field] [small][center][i]NOTE: The below area is to be stamped by the Foreman and/or Blackshield Commander[/i][/center][/small] [hr]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
===Mission Report===&lt;br /&gt;
by kazkin&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[b][large]Nadezhda Colony[/large][/b]&lt;br /&gt;
[i]Mission Report[/i][/center][hr][b]Involved person(s)[/b]:&lt;br /&gt;
[field]&lt;br /&gt;
[b]Mission event(s) description[/b]:&lt;br /&gt;
[field]&lt;br /&gt;
[b]Other Details(s)[/b]:&lt;br /&gt;
[field][hr][small][sign]; Rank: [field]&lt;br /&gt;
This document is void unless stamped.[/small]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
=Blackshield=&lt;br /&gt;
===Blackshield Cadetship Application===&lt;br /&gt;
by DasFox&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[center][h1]Nadezhda Colony[/h1][h3]Blackshield Regiment[/h3][large]Cadetship Application[/center][hr]&lt;br /&gt;
[b]Blackshield Regiment (SURFACE) Cadetship Application[/b]&lt;br /&gt;
DTG: [date], [time]&lt;br /&gt;
Index: [field]&lt;br /&gt;
[b]General Information[/b]&lt;br /&gt;
Full Name: [field]&lt;br /&gt;
Position: [field]&lt;br /&gt;
Faction: [field]&lt;br /&gt;
Prior Firearms Training (Y/N): [field]&lt;br /&gt;
Prior Military Experience (Y/N): [field]&lt;br /&gt;
Prior Police Experience (Y/N):[field]&lt;br /&gt;
[hr][b]Personal Information[/b]&lt;br /&gt;
Species: [field]&lt;br /&gt;
Age: [field]&lt;br /&gt;
Date of Birth: [field]&lt;br /&gt;
Place of Birth: [field]&lt;br /&gt;
Relatives of Note: [field]&lt;br /&gt;
Length of Time within the Colony, and what made you come here?&lt;br /&gt;
[field]&lt;br /&gt;
What made you want to join the Blackshield Regiment?&lt;br /&gt;
[field]&lt;br /&gt;
Applicant&#039;s Signature: [field]&lt;br /&gt;
[hr]&lt;br /&gt;
Blackshield Commander&#039;s Signature: [field]&lt;br /&gt;
Blackshield Sergeant&#039;s Signature (If Applicable): [field]&lt;br /&gt;
[center][small]This document will be reviewed by the relevant authorities within the Brigadier&#039;s Office on the Administrative District. A Commander or Sergeant authorizing this form does not mean an immediate approval, nor does their disapproval mean an immediate rejection.&lt;br /&gt;
Stamp below if applicable.[/center][hr][/small]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
===Gate Log===&lt;br /&gt;
by Nyanlord&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[h3][center][u]Gate Log[/h3][/center][/u][hr][b]Logging Staff:[/b][field]&lt;br /&gt;
[b]Gate Log Number:[/b][field][hr]&lt;br /&gt;
[table][row][cell]Name[cell]Rank[cell]Departure time[cell]Return time[cell]Destination[cell]Notes&lt;br /&gt;
[row][cell][field][cell][field][cell][field][cell][field][cell][field][cell][field]&lt;br /&gt;
[row][cell][field][cell][field][cell][field][cell][field][cell][field][cell][field]&lt;br /&gt;
[row][cell][field][cell][field][cell][field][cell][field][cell][field][cell][field]&lt;br /&gt;
[row][cell][field][cell][field][cell][field][cell][field][cell][field][cell][field]&lt;br /&gt;
[row][cell][field][cell][field][cell][field][cell][field][cell][field][cell][field]&lt;br /&gt;
[row][cell][field][cell][field][cell][field][cell][field][cell][field][cell][field]&lt;br /&gt;
[row][cell][field][cell][field][cell][field][cell][field][cell][field][cell][field]&lt;br /&gt;
[row][cell][field][cell][field][cell][field][cell][field][cell][field][cell][field]&lt;br /&gt;
[row][cell][field][cell][field][cell][field][cell][field][cell][field][cell][field]&lt;br /&gt;
[row][cell][field][cell][field][cell][field][cell][field][cell][field][cell][field]&lt;br /&gt;
[row][cell][field][cell][field][cell][field][cell][field][cell][field][cell][field]&lt;br /&gt;
[/table][b]Always note the name, rank, destination, suit sensor settings, and time that person entered and exited. Always use a new line upon entry or exit.[/b]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
=Hunters Lodge=&lt;br /&gt;
===Hunting Lodge Check-In===&lt;br /&gt;
by Meme Doctor&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[center]&lt;br /&gt;
[large][b]Hunter&#039;s Lodge&lt;br /&gt;
Team Check-in. [date]&lt;br /&gt;
[/b][/large][/center]&lt;br /&gt;
[hr]&lt;br /&gt;
[small][i]This is mostly for my own headache to keep track of who all is here and awake just fill in your name in an available slot based on your role make sure to sign.[/i][/small]&lt;br /&gt;
[u]Lodge Hunt Master:[/u] [field]&lt;br /&gt;
[u]Lodge Hunter 1:[/u] [field]&lt;br /&gt;
[u]Lodge Hunter 2:[/u] [field]&lt;br /&gt;
[u]Lodge Hunter 3:[/u] [field]&lt;br /&gt;
[u]Lodge Hunter 4:[/u] [field]&lt;br /&gt;
[hr]&lt;br /&gt;
[u]Lodge Herbalist 1:[/u] [field]&lt;br /&gt;
[u]Lodge Herbalist 2:[/u] [field]&lt;br /&gt;
[hr]&lt;br /&gt;
[large][b][u]And remember good hunting.[/u][/b][/large]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>DrFarson</name></author>
	</entry>
	<entry>
		<id>http://sojourn13.space/w/index.php?title=Draft:Chemistry&amp;diff=4569</id>
		<title>Draft:Chemistry</title>
		<link rel="alternate" type="text/html" href="http://sojourn13.space/w/index.php?title=Draft:Chemistry&amp;diff=4569"/>
		<updated>2024-12-09T17:21:32Z</updated>

		<summary type="html">&lt;p&gt;DrFarson: /* Solidifications */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Note from Server Maintainers ==&lt;br /&gt;
Your PDA and Tablet has access to a program called &amp;quot;SIRC&amp;quot; which has every chemical recipe. You should use that as your main reference and come to this page if something isn&#039;t working.&lt;br /&gt;
&lt;br /&gt;
== Chemicals ==&lt;br /&gt;
With the wonders of nature or high technology at your side, the world is at your fingertips. You can make miracle medicines, foam, flash powder, lethal poisons, space lube, and so much more. The limit on mixtures is one that exists only in your creativity (and the game engine). Be sure to be careful though, mixing the wrong chemicals can be bad for the health of yourself and your co-workers. And please make sure you know what a chemical does before you use it. Experiment at your own risk.&lt;br /&gt;
&lt;br /&gt;
=== Chem Dispenser ===&lt;br /&gt;
The backbone of Soteria Biolabs, it can synthesize almost any basic chemical for your usage, given that it&#039;s properly powered.&lt;br /&gt;
&lt;br /&gt;
==== Upgrades ====&lt;br /&gt;
*Power Cell = Increases Max Charge as well as Charge Rate (i.e. How much you can make before letting the machine recharge)&lt;br /&gt;
*Manipulator = Unlocked Chemical Tier (See below. Tiers are additive, you can make anything of the current tier and any lesser tier)&lt;br /&gt;
*Capacitor = Directly Increases Cell Charge Rate (i.e. How fast you can spam chemical buttons)&lt;br /&gt;
&lt;br /&gt;
To Hack/Unhack a Chemical Dispenser, use a Multitool on the machine directly. (Using a Screwdriver to open the panel first isn&#039;t required.)&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;300px&amp;quot; style=&amp;quot;text-align:center; background-color:#FFFFFF;&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:#B452CD;&amp;quot; width=&amp;quot;100px&amp;quot;|Tier 1&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Acetone&#039;&#039;&#039;||&#039;&#039;&#039;Aluminum&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ammonia&#039;&#039;&#039;||&#039;&#039;&#039;Carbon&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Copper&#039;&#039;&#039;||&#039;&#039;&#039;Ethanol&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hydrazine&#039;&#039;&#039;||&#039;&#039;&#039;Hydrochloric Acid&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Iron&#039;&#039;&#039;||&#039;&#039;&#039;Lithium&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mercury&#039;&#039;&#039;||&#039;&#039;&#039;Phosphorus&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Potassium&#039;&#039;&#039;||&#039;&#039;&#039;Radium&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Silicon&#039;&#039;&#039;||&#039;&#039;&#039;Sodium&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Sugar&#039;&#039;&#039;||&#039;&#039;&#039;Sulfur&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Sulphuric Acid&#039;&#039;&#039;||&#039;&#039;&#039;Tungsten&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Water&#039;&#039;&#039;||  &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;300px&amp;quot; style=&amp;quot;text-align:center; background-color:#FFFFFF;&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:#7FFFD4;&amp;quot; width=&amp;quot;100px&amp;quot;|Tier 2&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Oil&#039;&#039;&#039;||&#039;&#039;&#039;Cryptobiolin&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;300px&amp;quot; style=&amp;quot;text-align:center; background-color:#FFFFFF;&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:#EADDCA;&amp;quot; width=&amp;quot;100px&amp;quot;|Tier 3&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Toxin (Generic)&#039;&#039;&#039;||&#039;&#039;&#039;Sodium Chloride (Table Salt)&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;300px&amp;quot; style=&amp;quot;text-align:center; background-color:#FFFFFF;&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:#AA4A44;&amp;quot; width=&amp;quot;100px&amp;quot;|Tier 4&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Unstable Mutagen&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;300px&amp;quot; style=&amp;quot;text-align:center; background-color:#FFFFFF;&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:#36454F; color:white&amp;quot; width=&amp;quot;100px&amp;quot;|Tier 5&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Inaprovaline&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;300px&amp;quot; style=&amp;quot;text-align:center; background-color:#FFFFFF;&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:#C41E3A; color:limegreen&amp;quot; width=&amp;quot;100px&amp;quot;|Hacked&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mind Breaker Toxin&#039;&#039;&#039;||&#039;&#039;&#039;Space Cleaner&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Industrial Chem Dispenser ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;300px&amp;quot; style=&amp;quot;text-align:center; background-color:#FFFFFF;&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:#B452CD;&amp;quot; width=&amp;quot;100px&amp;quot;|Tier 1&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Acetone&#039;&#039;&#039;||&#039;&#039;&#039;Aluminum&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ammonia&#039;&#039;&#039;||&#039;&#039;&#039;Copper&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ethanol&#039;&#039;&#039;||&#039;&#039;&#039;Hydrochloric Acid&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hydrazine&#039;&#039;&#039;||&#039;&#039;&#039;Iron&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Phosphorus&#039;&#039;&#039;||&#039;&#039;&#039;Potassium&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Radium&#039;&#039;&#039;||&#039;&#039;&#039;Sulphuric Acid&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Silicon&#039;&#039;&#039;||&#039;&#039;&#039;Sulfur&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Tungsten&#039;&#039;&#039; &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;300px&amp;quot; style=&amp;quot;text-align:center; background-color:#FFFFFF;&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:#7FFFD4;&amp;quot; width=&amp;quot;100px&amp;quot;|Tier 2&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Oil&#039;&#039;&#039;||&#039;&#039;&#039;Cryptobiolin&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Sterilizine&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;300px&amp;quot; style=&amp;quot;text-align:center; background-color:#FFFFFF;&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:#EADDCA;&amp;quot; width=&amp;quot;100px&amp;quot;|Tier 3&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Foaming Agent&#039;&#039;&#039;||&#039;&#039;&#039;Plasticide&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;InstantIce&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;300px&amp;quot; style=&amp;quot;text-align:center; background-color:#FFFFFF;&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:#AA4A44;&amp;quot; width=&amp;quot;100px&amp;quot;|Tier 4&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Polytrinic acid&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;300px&amp;quot; style=&amp;quot;text-align:center; background-color:#FFFFFF;&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:#36454F; color:white&amp;quot; width=&amp;quot;100px&amp;quot;|Tier 5&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;N/A&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;300px&amp;quot; style=&amp;quot;text-align:center; background-color:#FFFFFF;&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:#C41E3A; color:limegreen&amp;quot; width=&amp;quot;100px&amp;quot;|Hacked&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Space Cleaner&#039;&#039;&#039;||&#039;&#039;&#039;Azosurfactant&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Silicate&#039;&#039;&#039;||&#039;&#039;&#039;Coolant&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Formulas ==&lt;br /&gt;
&lt;br /&gt;
These are some sample formulas for you chemists out there, ask about in game to learn more! Experimentation can be dangerous, or rewarding.&lt;br /&gt;
&lt;br /&gt;
== Medicine ==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:100%; text-align:left; border: 3px solic #B452CD;; cellspacing=0; cellpadding=2; background-color:white;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;width:150px; background-color:#B452CD;&#039;|Name&lt;br /&gt;
! scope = &amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;width:150px; background-color:#B452CD&#039;|Recipe&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#B452CD;&#039;|Description&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#B452CD&#039;|Metabolism Rate&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#B452CD;&#039;|Overdose Threshold&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;span id=&amp;quot;Addictol&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|Addictol&amp;lt;span style=&amp;quot;color:#0179e7;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|2 parts Mercury&amp;lt;br&amp;gt;2 parts [[#Purger|Purger]]&amp;lt;br&amp;gt;2 parts [[#Impedrezene|Impedrezene]]&lt;br /&gt;
|&#039;&#039;&#039;After&#039;&#039;&#039; administering a dose greater than 10 units (As in when the drug is fully process out), will permanently treat the patient&#039;s addictions, until they get addicted again.&lt;br /&gt;
|0.1/t in Blood&amp;lt;br&amp;gt;0.05/t in Stomach&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|Alkysine&amp;lt;span style=&amp;quot;color:#FFFF66;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part Hclacid&amp;lt;br&amp;gt;1 part Ammonia&amp;lt;br&amp;gt;1 part [[#Dylovene|Dylovene]]&lt;br /&gt;
|Treats brain damage. Extremely weak painkiller.&lt;br /&gt;
|0.05/t in Blood&amp;lt;br&amp;gt;0.03/t in Stomach&lt;br /&gt;
|30u&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|Aminazine&amp;lt;span style=&amp;quot;color:#88336f;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[#Purger|Purger]]&amp;lt;br&amp;gt;1 part [[#Alkysine|Alkysine]]&lt;br /&gt;
|Suppresses the effects of withdrawal, allowing the patient to be more functional during recovery.&lt;br /&gt;
&lt;br /&gt;
Does not eliminate the cravings.&lt;br /&gt;
|0.1/t in Blood&amp;lt;br&amp;gt;0.05/t in Stomach&lt;br /&gt;
|30u&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|Arithrazine&amp;lt;span style=&amp;quot;color:#008000;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[#Hyronalin|Hyronalin]]&amp;lt;br&amp;gt;1 part Hydrazine&lt;br /&gt;
|Removes radiation from patient&#039;s body more quickly and efficiently than Hyronalin.&lt;br /&gt;
&lt;br /&gt;
Has a chance to cause minor brute damage to patient per tick. Treats toxin damage (1 + 0.05% * effect_multiplier). Does not treat genetic (clone) damage. In most cases, should be administered with [[#Dylovene|Dylovene]].&lt;br /&gt;
|0.05/t in Blood&amp;lt;br&amp;gt;0.03/t in Stomach&lt;br /&gt;
|30u&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|Bicaridine&amp;lt;span style=&amp;quot;color:#BF0000;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[#Inaprovaline|Inaprovaline]]&amp;lt;br&amp;gt;1 part Carbon&amp;lt;br&amp;gt;&#039;&#039;&#039;Without&#039;&#039;&#039; sugar present&lt;br /&gt;
|Treats brute damage at a moderate rate. Will eventually stop external bleeding. Less affective in Cht&#039;mant.&lt;br /&gt;
|0.2/t in Blood&amp;lt;br&amp;gt;0.1/t in Stomach&lt;br /&gt;
|30u&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|Carpotoxin Tincture&amp;lt;span style=&amp;quot;color:#0064C8;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|10 parts Vodka&amp;lt;br&amp;gt;1 part [[#Conccentrated Carpotoxin|Conccentrated Carpotoxin]]&lt;br /&gt;
|An ill advised tincture created from highly concentrated carpotoxin, poppy-seed and strong grain alcohol. Tastes about as good as it smells.&lt;br /&gt;
|0.25/t in Blood&amp;lt;br&amp;gt;0.13/t in Stomach&lt;br /&gt;
|6u&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|Carthatoline&amp;lt;span style=&amp;quot;color:#225722;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[#Dylovene|Dylovene]]&amp;lt;br&amp;gt;2 parts Carbon&amp;lt;br&amp;gt;0.1 parts Toxin&amp;lt;br&amp;gt;5 parts [[#Plasma|Plasma]] (Catalyst)&lt;br /&gt;
|Treats toxin damage at an accelerated rate, while healing damage to the Liver. Purges more types of toxins then [[#Dylovene|Dylovene]]. Works for healing Cht&#039;mant.&lt;br /&gt;
|0.2/t in Blood&amp;lt;br&amp;gt;0.1/t in Stomach&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|Chloral Hydrate&amp;lt;span style=&amp;quot;color:#000067;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part Ethanol&amp;lt;br&amp;gt;3 parts Hclacid&amp;lt;br&amp;gt;1 part Water&lt;br /&gt;
|A powerful sedative that will quickly knock out an individual. Will cause toxic build-up if left in the system for too long.&lt;br /&gt;
|1/t in Blood&amp;lt;br&amp;gt;0.5/t in Stomach&lt;br /&gt;
|15u&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|Citalopram&amp;lt;span style=&amp;quot;color:#FF80FF;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[#Mindbreaker Toxin|Mindbreaker Toxin]]&amp;lt;br&amp;gt;1 part Carbon&lt;br /&gt;
|Mild antidepressant. Helps stabilize the mind. (Pure RP effect)&lt;br /&gt;
|0.01/t in Blood&amp;lt;br&amp;gt;0.01/t in Stomach&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|Cordradaxon&amp;lt;span style=&amp;quot;color:#8B0000;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[#Potassium Chloride|Potassium Chloride]]&amp;lt;br&amp;gt;1 part [[#Blattedin|Blattedin]]&amp;lt;br&amp;gt;0.1 parts [[#Cronexidone|Cronexidone]]&amp;lt;br&amp;gt;5 parts [[#Plasma|Plasma]] (Catalyst)&lt;br /&gt;
|An intense organ repair chemical used to treat damage to the heart. As well as used as a nerve system relaxant.&lt;br /&gt;
|0.2/t in Blood&amp;lt;br&amp;gt;0.1/t in Stomach&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|Cronexidone&amp;lt;span style=&amp;quot;color:#80BFFF;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[#Cryoxadone|Cryoxadone]]&amp;lt;br&amp;gt;1 part Sodium&amp;lt;br&amp;gt;0.1 parts Radium&amp;lt;br&amp;gt;5 parts [[#Plasma|Plasma]] (Catalyst)&amp;lt;br&amp;gt;at temperatures between 22.5K and 45K&lt;br /&gt;
|More effective than Cryoxadone, same effects. Heals internal organs at half the rate of Peridaxon. Also works in dead bodies!&lt;br /&gt;
&lt;br /&gt;
Requires temperatures below 170K to function. Does not work when ingested. Works perfectly in tandem with Cryoxadone, their effects stacking.&lt;br /&gt;
|0.2/t in Blood&amp;lt;br&amp;gt;0.1/t in Stomach&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|Cryoxadone&amp;lt;span style=&amp;quot;color:#8080FF;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[#Dexalin Plus|Dexalin Plus]]&amp;lt;br&amp;gt;1 part Water&amp;lt;br&amp;gt;1 part Acetone&amp;lt;br&amp;gt;at temperatures between 45K and 90K&lt;br /&gt;
|Used in beakers inside cryogenic cells. Treats brute, burn, oxygen deprivation and toxin damage, as well as genetic (cellular) damage.&lt;br /&gt;
&lt;br /&gt;
Requires temperatures below 170K to function. Does not work if ingested. Works on dead bodies too!&lt;br /&gt;
|0.2/t in Blood&amp;lt;br&amp;gt;0.1/t in Stomach&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|Dermahypnodol&amp;lt;span style=&amp;quot;color:#914A01;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[#Dermaline|Dermaline]]&amp;lt;br&amp;gt;1 part [[#Tramadol|Tramadol]]&amp;lt;br&amp;gt;1 part Sodium&amp;lt;br&amp;gt;15 parts Water (Catalyst)&amp;lt;br&amp;gt;&#039;&#039;&#039;Without&#039;&#039;&#039; Kelotane present&lt;br /&gt;
|Dermahypnodol is a complex anti-burn gel that gets applied to the skin. The patient has to be asleep for it to work. It will quickly and effectively clear up burns with a minimal risk of overdose&lt;br /&gt;
|0.2/t in Blood&amp;lt;br&amp;gt;0.1/t in Stomach&lt;br /&gt;
|75u&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|Dermaline&amp;lt;span style=&amp;quot;color:#FF8000;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part Acetone&amp;lt;br&amp;gt;1 part Phosphorus&amp;lt;br&amp;gt;1 part [[#Kelotane|Kelotane]]&lt;br /&gt;
|Treats burn damage. Prevents infection. Works for healing Cht&#039;mant.&lt;br /&gt;
&lt;br /&gt;
More effective than Kelotane in every respect. Has a low overdose threshold. Can be combined with Kelotane in equal parts (commonly known as KeloDerm) to reduce danger of overdose, their effects stacking.&lt;br /&gt;
|0.2/t in Blood&amp;lt;br&amp;gt;0.1/t in Stomach&lt;br /&gt;
|15u&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|Detox&amp;lt;span style=&amp;quot;color:#229e08;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[#Serotrotium|Serotrotium]]&amp;lt;br&amp;gt;3 parts [[#Inaprovaline|Inaprovaline]]&amp;lt;br&amp;gt;at a temperature above 363K&lt;br /&gt;
|Increases maximum Neural System Accumulation threshold, preventing puking.&lt;br /&gt;
|0.1/t in Blood&amp;lt;br&amp;gt;0.05/t in Stomach&lt;br /&gt;
|30u&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|Dexalin&amp;lt;span style=&amp;quot;color:#0080FF;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|2 parts Acetone&amp;lt;br&amp;gt;0.1 parts Iron&amp;lt;br&amp;gt;5 parts [[#Plasma|Plasma]] (Catalyst)&amp;lt;br&amp;gt;&#039;&#039;&#039;Without&#039;&#039;&#039; water present&lt;br /&gt;
|Heals oxygen deprivation damage slowly while removing Lexorin from bloodstream. Can be administered in a sleeper. Does nothing for [[Cht’mant|Cht&#039;mant]], use [[#Diplopterum|Diplopterum]] instead.&lt;br /&gt;
|0.2/t in Blood&amp;lt;br&amp;gt;0.1/t in Stomach&lt;br /&gt;
|30u&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|Dexalin Plus&amp;lt;span style=&amp;quot;color:#0040FF;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[#Dexalin|Dexalin]]&amp;lt;br&amp;gt;1 part Iron&amp;lt;br&amp;gt;1 part Acetone&amp;lt;br&amp;gt;5 parts [[#Plasma|Plasma]] (Catalyst)&lt;br /&gt;
|Heals oxygen deprivation faster than Dexalin. Removes Lexorin from the bloodstream. Also slowly and slightly heals Muscles inside the body. Works for healing Cht&#039;mant.&lt;br /&gt;
|0.2/t in Blood&amp;lt;br&amp;gt;0.1/t in Stomach&lt;br /&gt;
|15u&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|Dylovene&amp;lt;span style=&amp;quot;color:#00A000;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part Silicon&amp;lt;br&amp;gt;1 part Potassium&amp;lt;br&amp;gt;1 part Ammonia&lt;br /&gt;
|Heals toxin damage, shortens the duration of drug-related hallucinations and sleepiness, and removes [[#Pararein|Pararein]], [[#Carpotoxin|Carpotoxin]], [[#Blattedin|Blattedin]] and [[#Toxin|Toxin]] from the blood. Can be administered in a sleeper. Works for healing Cht&#039;mant.&lt;br /&gt;
|0.2/t in Blood&amp;lt;br&amp;gt;0.1/t in Stomach&lt;br /&gt;
|30u&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|Ethylredoxrazine&amp;lt;span style=&amp;quot;color:#605048;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part Acetone&amp;lt;br&amp;gt;1 part [[#Dylovene|Dylovene]]&amp;lt;br&amp;gt;1 part Carbon&lt;br /&gt;
|Purges alcohol from the stomach per unit ingested. Also treats confusion, dizziness, sleepiness, and stuttering to sober up drunkards. Does nothing if injected.&lt;br /&gt;
|0.2/t in Blood&amp;lt;br&amp;gt;0.1/t in Stomach&lt;br /&gt;
|30u&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|Haloperidol&amp;lt;span style=&amp;quot;color:#ba1f04;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|2 parts [[#Dylovene|Dylovene]]&amp;lt;br&amp;gt;1 part [[#Leporazine|Leporazine]]&amp;lt;br&amp;gt;at temperatures between 290K and 340K&lt;br /&gt;
|Purges &#039;&#039;&#039;Toxin &amp;amp; Stimulator&#039;&#039;&#039; class chems on the bloodstream very quickly. 1 unit will induce yawning, 2 will blur eyes, and three onwards will put the patient to sleep. Useful for clearing stuff like [[#Unstable_Mutagen|Unstable Mutagen]], [[#Menace|MENACE]] or [[#Party_Drops|Party Drops]] from the bloodstream without endangering bloodloss through dyalisis.&lt;br /&gt;
&#039;&#039;&#039;Do not administer in tandem with healing Toxin &amp;amp; Stimulator class chems or they&#039;ll be lost!&#039;&#039;&#039;&lt;br /&gt;
|0.1/t in Blood&amp;lt;br&amp;gt;0.05/t in Stomach&lt;br /&gt;
|15u&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|Hyronalin&amp;lt;span style=&amp;quot;color:#408000;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part Radium&amp;lt;br&amp;gt;1 part [[#Dylovene|Dylovene]]&lt;br /&gt;
|Removes radiation from the patient&#039;s system.&lt;br /&gt;
&lt;br /&gt;
Does not treat toxin damage. Does not treat genetic (clone) damage.&lt;br /&gt;
|0.05/t in Blood&amp;lt;br&amp;gt;0.03/t in Stomach&lt;br /&gt;
|30u&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|Imidazoline&amp;lt;span style=&amp;quot;color:#C8A5DC;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part Carbon&amp;lt;br&amp;gt;1 part Hydrazine&amp;lt;br&amp;gt;1 part [[#Dylovene|Dylovene]]&lt;br /&gt;
|Treats damage to the eyes, removing blindness and/or blurring.&lt;br /&gt;
&lt;br /&gt;
Does not cure blindness from genetic mutations.&lt;br /&gt;
(Results in 2u instead of 3u)&lt;br /&gt;
|0.2/t in Blood&amp;lt;br&amp;gt;0.1/t in Stomach&lt;br /&gt;
|30u&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|Inaprovaline&amp;lt;span style=&amp;quot;color:#00BFFF;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part Acetone&amp;lt;br&amp;gt;1 part Carbon&amp;lt;br&amp;gt;1 part Sugar&lt;br /&gt;
|Very weak painkiller. Stabilizes Breathing. Weak Blood Clotting. Weak oxygen deprivation healing.&lt;br /&gt;
|0.1/t in Blood&amp;lt;br&amp;gt;0.05/t in Stomach&lt;br /&gt;
|60u&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|Kelotane&amp;lt;span style=&amp;quot;color:#FFA800;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part Silicon&amp;lt;br&amp;gt;1 part Carbon&lt;br /&gt;
|Treats burn damage. Does not work on [[Cht’mant|Cht&#039;mant]], use [[#Seligitilin|Seligitilin]] instead.&lt;br /&gt;
|0.2/t in Blood&amp;lt;br&amp;gt;0.1/t in Stomach&lt;br /&gt;
|30u&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|Kyphotorin&amp;lt;span style=&amp;quot;color:#7d88e6;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[#Peridaxon|Peridaxon]]&amp;lt;br&amp;gt;1 part [[#Unstable mutagen|Unstable mutagen]]&amp;lt;br&amp;gt;1 part [[#Cronexidone|Cronexidone]]&lt;br /&gt;
|Regenerates missing limbs and deals light brute damage occasionally. Regenerating limbs is &#039;&#039;extremely&#039;&#039; painful. &#039;&#039;&#039;ONLY&#039;&#039;&#039; works in a cryo pod and at temperatures below 170K.&lt;br /&gt;
&lt;br /&gt;
Use five units at a time inside a beaker, and wait until the brute damage gets healed before ejecting the patient from the pod to check status of limbs by examining them. Overdose is extremely lethal, causing fatal cellular damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Works on the dead as well&#039;&#039;&#039;, it will regrow even their heads, but for some reason they won&#039;t have eyes!&lt;br /&gt;
|0.2/t in Blood&amp;lt;br&amp;gt;0.1/t in Stomach&lt;br /&gt;
|19.8u&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|Leporazine&amp;lt;span style=&amp;quot;color:#C8A5DC;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part Silicon&amp;lt;br&amp;gt;1 part Copper&amp;lt;br&amp;gt;5 parts [[#Plasma|Plasma]] (Catalyst)&lt;br /&gt;
|Rapidly stabilises body temperature. Treats fevers caused by infections. (Purely cosmetic effect)&lt;br /&gt;
|0.2/t in Blood&amp;lt;br&amp;gt;0.1/t in Stomach&lt;br /&gt;
|30u&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|Meralyne&amp;lt;span style=&amp;quot;color:#E6666C;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[#Hyperzine|Hyperzine]]&amp;lt;br&amp;gt;2 parts [[#Blattedin|Blattedin]]&amp;lt;br&amp;gt;1 part [[#Tramadol|Tramadol]]&lt;br /&gt;
|Treats brute and burn damage at an exceptionally fast rate. Will eventually stop external bleeding by clotting wounds.&lt;br /&gt;
|0.2/t in Blood&amp;lt;br&amp;gt;0.1/t in Stomach&lt;br /&gt;
|30u&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|Methylphenidate&amp;lt;span style=&amp;quot;color:#BF80BF;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[#Mindbreaker Toxin|Mindbreaker Toxin]]&amp;lt;br&amp;gt;1 part Hydrazine&lt;br /&gt;
|Aids with concentration and focus. General anti-anxiety medicine for ADHD and other mental ailments. Has no mechanical effects (pure RP)&lt;br /&gt;
|0.01/t in Blood&amp;lt;br&amp;gt;0.01/t in Stomach&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|Nanobot Fluid&amp;lt;span style=&amp;quot;color:#c2c2d6;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[#Cronexidone|Cronexidone]]&amp;lt;br&amp;gt;1 part Aluminum&amp;lt;br&amp;gt;1 part Iron&amp;lt;br&amp;gt;0.1 parts [[#Raw Uncapped Nanobots|Raw Uncapped Nanobots]]&amp;lt;br&amp;gt;5 parts [[#Plasma|Plasma]] (Catalyst)&amp;lt;br&amp;gt;at temperatures between 73K and 98K&lt;br /&gt;
|Used in beakers inside cryo cells. Requires temperatures below 170K to function.&lt;br /&gt;
&lt;br /&gt;
Repairs prosthetic limbs and their internal components while in a cryotube. Does not work to repair FBP&#039;s, as they do not have a bloodstream. Also works on dead bodies.&lt;br /&gt;
|0.2/t in Blood&amp;lt;br&amp;gt;0.1/t in Stomach&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|Negative Paragenetic Marker&amp;lt;span style=&amp;quot;color:#022000;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[#Ryetalyn|Ryetalyn]]&amp;lt;br&amp;gt;1 part Carbon&amp;lt;br&amp;gt;at a temperature above 400K&lt;br /&gt;
|A chemical that, when heated to 700K and combined in equal parts with a blood sample, will react to form Positive Paragenetic Marker if the blood comes from a Carrion.&lt;br /&gt;
|0.2/t in Blood&amp;lt;br&amp;gt;0.1/t in Stomach&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|Noexcutite&amp;lt;span style=&amp;quot;color:#bc018a;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[#Oxycodone|Oxycodone]]&amp;lt;br&amp;gt;1 part [[#Dylovene|Dylovene]]&lt;br /&gt;
|Stops convulsions and jittering. If overdosed, will cause paralysis.&lt;br /&gt;
|0.2/t in Blood&amp;lt;br&amp;gt;0.1/t in Stomach&lt;br /&gt;
|30u&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|Ossisine&amp;lt;span style=&amp;quot;color:#660679;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[#Soporific|Soporific]]&amp;lt;br&amp;gt;1 part [[#Cronexidone|Cronexidone]]&amp;lt;br&amp;gt;1 part [[#Bicaridine|Bicaridine]]&lt;br /&gt;
|Repairs bones quickly, but paralyses the patient while processing. It does not set bones in place (unless overdosed). For that, do [[Surgery|surgery]] instead. Overdosing causes &#039;&#039;&#039;fatal&#039;&#039;&#039; cellular (clone) damage.&lt;br /&gt;
|0.3/t in Blood&amp;lt;br&amp;gt;0.15/t in Stomach&lt;br /&gt;
|12u&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|Oxycodone&amp;lt;span style=&amp;quot;color:#800080;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part Ethanol&amp;lt;br&amp;gt;1 part [[#Tramadol|Tramadol]]&amp;lt;br&amp;gt;5 parts [[#Plasma|Plasma]] (Catalyst)&lt;br /&gt;
|Most powerful painkiller. Useful when you run out of Anesthesics and need to keep a patient out of pain during surgery, or if near fatally hurt. Makes the user feel druggy. Overdosing causes hallucinations, drugginess, slurring, and slowed movement, it also stuns if you&#039;re not [[Stats|Tough]] enough.&lt;br /&gt;
|0.1/t in Blood&amp;lt;br&amp;gt;0.05/t in Stomach&lt;br /&gt;
|19.8u&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|Paracetamol&amp;lt;span style=&amp;quot;color:#C8A5DC;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[#Inaprovaline|Inaprovaline]]&amp;lt;br&amp;gt;1 part Ethanol&amp;lt;br&amp;gt;1 part Acetone&lt;br /&gt;
|Weak painkiller. Can be administered in a sleeper.&lt;br /&gt;
|0.1/t in Blood&amp;lt;br&amp;gt;0.05/t in Stomach&lt;br /&gt;
|60u&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|Paroxetine&amp;lt;span style=&amp;quot;color:#FF80BF;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[#Mindbreaker Toxin|Mindbreaker Toxin]]&amp;lt;br&amp;gt;1 part Acetone&amp;lt;br&amp;gt;1 part [[#Inaprovaline|Inaprovaline]]&lt;br /&gt;
|Strongest antidepressant available that greatly stabilizes the mind (Purely RP). Has a chance of destabilizing the mind, causing severe hallucinations.&lt;br /&gt;
|0.01/t in Blood&amp;lt;br&amp;gt;0.01/t in Stomach&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|Peridaxon&amp;lt;span style=&amp;quot;color:#561EC3;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|2 parts [[#Bicaridine|Bicaridine]]&amp;lt;br&amp;gt;0.1 parts [[#Cronexidone|Cronexidone]]&amp;lt;br&amp;gt;5 parts [[#Plasma|Plasma]] (Catalyst)&lt;br /&gt;
|Treats damage to organs, healing them. Does not treat brain damage nor heal bones. Will not work for [[Cht’mant|Cht&#039;mant]], use [[#Fuhrerole|Fuhrerole]] instead.&lt;br /&gt;
|0.2/t in Blood&amp;lt;br&amp;gt;0.1/t in Stomach&lt;br /&gt;
|10u&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|Polystem&amp;lt;span style=&amp;quot;color:#ded890;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[#Polytrinic acid|Polytrinic acid]]&amp;lt;br&amp;gt;1 part Iron&amp;lt;br&amp;gt;3 parts Potassium&amp;lt;br&amp;gt;at temperatures between 124K and 168K&lt;br /&gt;
|Heals both brute and burn damage, albeit slowly. Minor blood clotting. &lt;br /&gt;
&lt;br /&gt;
Can be combined with other medications for faster treatment.&lt;br /&gt;
|0.1/t in Blood&amp;lt;br&amp;gt;0.05/t in Stomach&lt;br /&gt;
|30u&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|Positive Paragenetic Marker&amp;lt;span style=&amp;quot;color:#910000;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[#Negative Paragenetic Marker|Negative Paragenetic Marker]]&amp;lt;br&amp;gt;1 part Blood&amp;lt;br&amp;gt;at a temperature above 700K&lt;br /&gt;
|The result of heating up [[#Negative_Paragenetic_Marker|Negative Paragenetic Marker]] in the prescence of Carrion blood. If you manage to obtain this, report the person to Marshals immediately (and discretely).&lt;br /&gt;
|0.2/t in Blood&amp;lt;br&amp;gt;0.1/t in Stomach&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|Purger&amp;lt;span style=&amp;quot;color:#d4cf3b;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[#Mindbreaker Toxin|Mindbreaker Toxin]]&amp;lt;br&amp;gt;3 parts [[#Dylovene|Dylovene]]&amp;lt;br&amp;gt;at a temperature above 363K&lt;br /&gt;
|Temporarily suppresses the craving effects of addictions, allowing the patient to recover from addictions easier. Also slightly heals both Kidneys inside the body.&lt;br /&gt;
&lt;br /&gt;
Does not remove the effects of withdrawal.&lt;br /&gt;
|0.1/t in Blood&amp;lt;br&amp;gt;0.05/t in Stomach&lt;br /&gt;
|10u&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|Quickclot&amp;lt;span style=&amp;quot;color:#a6b85b;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[#Kelotane|Kelotane]]&amp;lt;br&amp;gt;1 part [[#Cronexidone|Cronexidone]]&amp;lt;br&amp;gt;1 part [[#Plasma|Plasma]] (Catalyst)&lt;br /&gt;
|An extremely fast-acting clotting agent that stops external bleeding. Heals Blood Vessels (the organ) inside the body. Overdosing merely clots wounds faster.&lt;br /&gt;
|0.1/t in Blood&amp;lt;br&amp;gt;0.05/t in Stomach&lt;br /&gt;
|5u&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|Respirodaxon&amp;lt;span style=&amp;quot;color:#000080;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[#Dexalin Plus|Dexalin Plus]]&amp;lt;br&amp;gt;1 part [[#Blattedin|Blattedin]]&amp;lt;br&amp;gt;0.1 parts [[#Cronexidone|Cronexidone]]&amp;lt;br&amp;gt;5 parts [[#Plasma|Plasma]] (Catalyst)&lt;br /&gt;
|An intense organ repair chemical used to treat damage to the lungs.&lt;br /&gt;
|0.2/t in Blood&amp;lt;br&amp;gt;0.1/t in Stomach&lt;br /&gt;
|15u&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|Rezadone&amp;lt;span style=&amp;quot;color:#669900;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[#Cronexidone|Cronexidone]]&amp;lt;br&amp;gt;1 part [[#Cryptobiolin|Cryptobiolin]]&amp;lt;br&amp;gt;1 part Copper&lt;br /&gt;
|Treats genetic degradation (clone damage) very quickly, without the need of a cryotube or low temperature.&lt;br /&gt;
&lt;br /&gt;
Causes facial disfigurement if administered in doses higher than 3u.&lt;br /&gt;
|0.2/t in Blood&amp;lt;br&amp;gt;0.1/t in Stomach&lt;br /&gt;
|12u&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|Ryetalyn&amp;lt;span style=&amp;quot;color:#004000;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[#Arithrazine|Arithrazine]]&amp;lt;br&amp;gt;1 part Carbon&lt;br /&gt;
|Just &#039;&#039;&#039;injecting&#039;&#039;&#039; one unit is enough to eliminate all mutations and disabilities permanently, including beneficial ones. Works on dead people, allowing them to unhusk them if they died with over 400 burn damage.&lt;br /&gt;
|0.3/t in Blood&amp;lt;br&amp;gt;0.15/t in Stomach&lt;br /&gt;
|30u&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|Somnadine&amp;lt;span style=&amp;quot;color:#700122;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[#Bicaridine|Bicaridine]]&amp;lt;br&amp;gt;1 part [[#Tramadol|Tramadol]]&amp;lt;br&amp;gt;1 part Carbon&amp;lt;br&amp;gt;15 parts Water (Catalyst)&amp;lt;br&amp;gt;&#039;&#039;&#039;Without&#039;&#039;&#039; Bicaridine present&lt;br /&gt;
|Somnadine is a complex blunt trauma gel that is applied to the skin. The patient has to be asleep for it to work. It will quickly and effectively clear up cuts and other skin level damage, with a minimal risk of overdose&lt;br /&gt;
|0.2/t in Blood&amp;lt;br&amp;gt;0.1/t in Stomach&lt;br /&gt;
|75u&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|Soporific&amp;lt;span style=&amp;quot;color:#009CA8;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[#Chloral Hydrate|Chloral Hydrate]]&amp;lt;br&amp;gt;4 parts Sugar&lt;br /&gt;
|A slow acting, long-lasting anaesthetic. Not toxic.&lt;br /&gt;
&lt;br /&gt;
Combine with a small amount of Chloral Hydrate for increased effect.&lt;br /&gt;
|1/t in Blood&amp;lt;br&amp;gt;0.5/t in Stomach&lt;br /&gt;
|30u&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|Spaceacillin&amp;lt;span style=&amp;quot;color:#C1C1C1;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[#Cryptobiolin|Cryptobiolin]]&amp;lt;br&amp;gt;1 part [[#Inaprovaline|Inaprovaline]]&lt;br /&gt;
|A theta-lactam antibiotic. Slows progression of diseases. Treats infections as long as 1 units or more are present on the body. Also treats Toxin Damage&lt;br /&gt;
|0.01/t in Blood&amp;lt;br&amp;gt;0.01/t in Stomach&lt;br /&gt;
|30u&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|sterilizer&amp;lt;span style=&amp;quot;color:#00FFFF;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[#Dermaline|Dermaline]]&amp;lt;br&amp;gt;1 part Sodium&amp;lt;br&amp;gt;1 part [[#Sterilizine|Sterilizine]]&amp;lt;br&amp;gt;5 parts [[#Cronexidone|Cronexidone]] (Catalyst)&lt;br /&gt;
|Sterilizing solution used in making medical supplies. Don&#039;t.. drink it.&lt;br /&gt;
|0.2/t in Blood&amp;lt;br&amp;gt;0.1/t in Stomach&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|Sterilizine&amp;lt;span style=&amp;quot;color:#C8A5DC;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part Ethanol&amp;lt;br&amp;gt;1 part [[#Dylovene|Dylovene]]&amp;lt;br&amp;gt;1 part Hclacid&lt;br /&gt;
|Kills germs and cleans up bloodstains more effectively than space cleaner. Useful in surgery to prevent or reduce infection levels, specially when [[Surgery#Necrotic_Tissue_Excision_.28Sepsis_Removal.29|treating septic infections]]&lt;br /&gt;
|0.2/t in Blood&amp;lt;br&amp;gt;0.1/t in Stomach&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|Suppressital&amp;lt;span style=&amp;quot;color:#001aff;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part Blood&amp;lt;br&amp;gt;1 part [[#Citalopram|Citalopram]]&amp;lt;br&amp;gt;at temperatures between 7.7K and 12.7K&lt;br /&gt;
|Medication designed to make breakdowns less likely to happen. Also is a robust nerve relaxant.&lt;br /&gt;
|0.2/t in Blood&amp;lt;br&amp;gt;0.1/t in Stomach&lt;br /&gt;
|30u&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|Synaptizine&amp;lt;span style=&amp;quot;color:#99CCFF;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part Sugar&amp;lt;br&amp;gt;1 part Lithium&amp;lt;br&amp;gt;1 part Water&lt;br /&gt;
|Treats hallucinations, paralysis and purges [[#Mindbreaker_toxin|Mindbreaker Toxin]] off the bloodstream. Functions as a stimulant, counteracting stuns and acting as a mild painkiller.&lt;br /&gt;
&lt;br /&gt;
Moderately toxic. Recommended dosage at under 5 units and paired with [[#Dylovene|Dylovene]]. Metabolizes very slowly. Overdose does nothing.&lt;br /&gt;
|0.02/t in Blood&amp;lt;br&amp;gt;0.01/t in Stomach&lt;br /&gt;
|5u&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|Tramadol&amp;lt;span style=&amp;quot;color:#CB68FC;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[#Paracetamol|Paracetamol]]&amp;lt;br&amp;gt;1 part Sugar&amp;lt;br&amp;gt;1 part Water&lt;br /&gt;
|Medium Painkiller. Generally all around useful for mild to semi-severe damage. Stronger than Paracetamol, weaker than Oxycodone. Overdose causes hallucinations, slurring, and slowdown, and eventually stuns you if you&#039;re not [[Stats|Tough]] enough.&lt;br /&gt;
|0.1/t in Blood&amp;lt;br&amp;gt;0.05/t in Stomach&lt;br /&gt;
|30u&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|Tricordrazine&amp;lt;span style=&amp;quot;color:#8040FF;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[#Inaprovaline|Inaprovaline]]&amp;lt;br&amp;gt;1 part [[#Dylovene|Dylovene]]&lt;br /&gt;
|Heals brute, burn, toxin and oxygen damage, albeit slowly. Clots minor wounds from bleeding. Can be combined with other medications for faster treatment. Can be administered in a sleeper (by mixing Dylovene and Inaprovaline). Does not work on [[Cht’mant|Cht&#039;mant]], use [[#Blattedin|Blattedin]] instead.&lt;br /&gt;
&lt;br /&gt;
Overdose causes massive toxin and brain damage until death. Be careful not to combine more than 10u [[#Inaprovaline|Inaprovaline]]/10u [[#Dylovene|Dylovene]] through a sleeper.&lt;br /&gt;
|0.2/t in Blood&amp;lt;br&amp;gt;0.1/t in Stomach&lt;br /&gt;
|30u&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|Trypsin&amp;lt;span style=&amp;quot;color:#9c3a33;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part Carbon&amp;lt;br&amp;gt;1 part Sacid&amp;lt;br&amp;gt;1 part [[#Dermaline|Dermaline]]&lt;br /&gt;
|A synthetic enzyme designed to assist the body in clearing burned and dead flesh from within. Highly painful a typical dose of five units will serve most uses.&lt;br /&gt;
|0.2/t in Blood&amp;lt;br&amp;gt;0.1/t in Stomach&lt;br /&gt;
|10u&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|Varceptol&amp;lt;span style=&amp;quot;color:#FF69B4;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[#Carthatoline|Carthatoline]]&amp;lt;br&amp;gt;1 part [[#Bicaridine|Bicaridine]]&amp;lt;br&amp;gt;1 part [[#Blattedin|Blattedin]]&amp;lt;br&amp;gt;5 parts [[#Plasma|Plasma]] (Catalyst)&lt;br /&gt;
|A powerful treatment chemical capable of repairing both the body and purging of toxins.&lt;br /&gt;
|0.2/t in Blood&amp;lt;br&amp;gt;0.1/t in Stomach&lt;br /&gt;
|15u&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|Vermicetol&amp;lt;span style=&amp;quot;color:#964e06;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[#Kelotane|Kelotane]]&amp;lt;br&amp;gt;1 part [[#Dermaline|Dermaline]]&amp;lt;br&amp;gt;1 part [[#Blattedin|Blattedin]]&amp;lt;br&amp;gt;0.5 parts [[#Cryoxadone|Cryoxadone]]&amp;lt;br&amp;gt;0.5 parts [[#Cronexidone|Cronexidone]]&amp;lt;br&amp;gt;5 parts [[#Plasma|Plasma]] (Catalyst)&lt;br /&gt;
|A potent chemical that treats physical damage at an exceptional rate.&lt;br /&gt;
|0.2/t in Blood&amp;lt;br&amp;gt;0.1/t in Stomach&lt;br /&gt;
|15u&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
== Stims ==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:100%; text-align:left; border: 3px solic #B452CD;; cellspacing=0; cellpadding=2; background-color:white;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;width:150px; background-color:#B452CD;&#039;|Name&lt;br /&gt;
! scope = &amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;width:150px; background-color:#B452CD&#039;|Recipe&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#B452CD;&#039;|Description&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#B452CD&#039;|Metabolism Rate&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#B452CD;&#039;|Overdose Threshold&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;span id=&amp;quot;Adenosine+&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|Adenosine+&amp;lt;span style=&amp;quot;color:#00FFFF;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[#Dermaline|Dermaline]]&amp;lt;br&amp;gt;1 part [[#Cronexidone|Cronexidone]]&amp;lt;br&amp;gt;1 part [[#Sterilizine|Sterilizine]]&amp;lt;br&amp;gt;1 part [[#Aminazine|Aminazine]]&amp;lt;br&amp;gt;1 part [[#Serotrotium|Serotrotium]]&amp;lt;br&amp;gt;1 part [[#Polystem|Polystem]]&amp;lt;br&amp;gt;1 part [[#Paroxetine|Paroxetine]]&amp;lt;br&amp;gt;1 part [[#Rezadone|Rezadone]]&amp;lt;br&amp;gt;1 part [[#Spaceacillin|Spaceacillin]]&amp;lt;br&amp;gt;1 part [[#Rejuvenating agent|Rejuvenating agent]]&amp;lt;br&amp;gt;1 part [[#Cordradaxon|Cordradaxon]]&amp;lt;br&amp;gt;1 part [[#Carthatoline|Carthatoline]]&amp;lt;br&amp;gt;1 part [[#Dexalin Plus|Dexalin Plus]]&amp;lt;br&amp;gt;5 parts Honey (Catalyst)&lt;br /&gt;
|A SI branded mix of chemicals that are designed to only to work on a dead body to jumpstart the processes so that it lives once more,\&lt;br /&gt;
	 only works if a body has died and its admistred within one minute. For some reason only works on high-intelligent beings.&lt;br /&gt;
|0.2/t in Blood&amp;lt;br&amp;gt;0.1/t in Stomach&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|Bouncer&amp;lt;span style=&amp;quot;color:#682f93;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[#Violence|Violence]]&amp;lt;br&amp;gt;1 part [[#Fuhrerole|Fuhrerole]]&amp;lt;br&amp;gt;1 part [[#Hyperzine|Hyperzine]]&amp;lt;br&amp;gt;at temperatures between 303K and 333K&lt;br /&gt;
|Mildly improves Toughness at the cost of Robustness.&lt;br /&gt;
|0.2/t in Blood&amp;lt;br&amp;gt;0.1/t in Stomach&lt;br /&gt;
|30u&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|Boxer&amp;lt;span style=&amp;quot;color:#0ed750;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|2 parts [[#Bouncer|Bouncer]]&amp;lt;br&amp;gt;1 part [[#Plasma|Plasma]]&amp;lt;br&amp;gt;2 parts [[#Amatoxin|Amatoxin]]&amp;lt;br&amp;gt;at temperatures between 323K and 328K&lt;br /&gt;
|Moderately increases Toughness at the cost of mildly reducing Vigilance and Robustness.&lt;br /&gt;
|0.2/t in Blood&amp;lt;br&amp;gt;0.1/t in Stomach&lt;br /&gt;
|15u&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|Cherry Drops&amp;lt;span style=&amp;quot;color:#9bd70f;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part Iron&amp;lt;br&amp;gt;1 part [[#Psilocybin|Psilocybin]]&amp;lt;br&amp;gt;1 part [[#Plant-B-Gone|Plant-B-Gone]]&amp;lt;br&amp;gt;at temperatures between 303K and 333K&lt;br /&gt;
|Mildly improves Cognition at the cost of Mechanical.&lt;br /&gt;
|0.2/t in Blood&amp;lt;br&amp;gt;0.1/t in Stomach&lt;br /&gt;
|35u&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|Grape Drops&amp;lt;span style=&amp;quot;color:#eb5783;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part Honey&amp;lt;br&amp;gt;2 parts [[#Cherry Drops|Cherry Drops]]&amp;lt;br&amp;gt;2 parts Ethanol&amp;lt;br&amp;gt;at temperatures between 338K and 343K&lt;br /&gt;
|Moderately increases Cognition at the cost of mildly reducing Biology and Mechanical.&lt;br /&gt;
|0.2/t in Blood&amp;lt;br&amp;gt;0.1/t in Stomach&lt;br /&gt;
|25u&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|Greaser&amp;lt;span style=&amp;quot;color:#5f95e2;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|2 parts Coffee&amp;lt;br&amp;gt;1 part [[#Diplopterum|Diplopterum]]&amp;lt;br&amp;gt;1 part Sugar&amp;lt;br&amp;gt;1 part Ethanol&amp;lt;br&amp;gt;at temperatures between 323K and 343K&lt;br /&gt;
|A ethanol based stimulator. Used as pick me up for engineers and technicians.&lt;br /&gt;
|0.2/t in Blood&amp;lt;br&amp;gt;0.1/t in Stomach&lt;br /&gt;
|30u&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|Greasy Lard&amp;lt;span style=&amp;quot;color:#9eb236;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[#Greaser|Greaser]]&amp;lt;br&amp;gt;1 part [[#Tramadol|Tramadol]]&amp;lt;br&amp;gt;1 part [[#Blattedin|Blattedin]]&amp;lt;br&amp;gt;at temperatures between 308K and 318K&lt;br /&gt;
|Potent ethanol based stimulator. Used by engineers and technicians to gain an edge when working with machines.&lt;br /&gt;
|0.2/t in Blood&amp;lt;br&amp;gt;0.1/t in Stomach&lt;br /&gt;
|18u&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|MENACE&amp;lt;span style=&amp;quot;color:#ffb3b7;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[#TURBO|TURBO]]&amp;lt;br&amp;gt;1 part [[#Boxer|Boxer]]&amp;lt;br&amp;gt;1 part [[#Violence Ultra|Violence Ultra]]&amp;lt;br&amp;gt;at temperatures between 358K and 363K&lt;br /&gt;
|Moderately increases Robustness, Toughness and Vigilance at the cost of mildly reducing Biology, Cognition and Mechanical.&lt;br /&gt;
|0.2/t in Blood&amp;lt;br&amp;gt;0.1/t in Stomach&lt;br /&gt;
|12u&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|Party Drops&amp;lt;span style=&amp;quot;color:#ffb3b7;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[#Grape Drops|Grape Drops]]&amp;lt;br&amp;gt;1 part [[#Greasy Lard|Greasy Lard]]&amp;lt;br&amp;gt;1 part [[#UltraSurgeon|UltraSurgeon]]&amp;lt;br&amp;gt;1 part Honey (Catalyst)&lt;br /&gt;
|Moderately increases Biology, Cognition and Mechanical at the cost of mildly reducing Robustness, Toughness and Vigilance.&lt;br /&gt;
|0.2/t in Blood&amp;lt;br&amp;gt;0.1/t in Stomach&lt;br /&gt;
|10u&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|ProSurgeon&amp;lt;span style=&amp;quot;color:#2d867a;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[#Nicotine|Nicotine]]&amp;lt;br&amp;gt;2 parts Sugar&amp;lt;br&amp;gt;2 parts Tungsten&lt;br /&gt;
|A stimulating drug, used to reduce tremor to minimum. Common in medical facilities.&lt;br /&gt;
|0.2/t in Blood&amp;lt;br&amp;gt;0.1/t in Stomach&lt;br /&gt;
|30u&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|Steady&amp;lt;span style=&amp;quot;color:#334183;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[#Pararein|Pararein]]&amp;lt;br&amp;gt;1 part [[#Carpotoxin|Carpotoxin]]&amp;lt;br&amp;gt;1 part Copper&amp;lt;br&amp;gt;1 part Hydrazine&amp;lt;br&amp;gt;at temperatures between 323K and 338K&lt;br /&gt;
|Mildly improves Vigilance at the cost of Toughness.&lt;br /&gt;
|0.2/t in Blood&amp;lt;br&amp;gt;0.1/t in Stomach&lt;br /&gt;
|20u&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|TURBO&amp;lt;span style=&amp;quot;color:#f22168;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[#Steady|Steady]]&amp;lt;br&amp;gt;1 part Adrenaline&amp;lt;br&amp;gt;1 part [[#Synaptizine|Synaptizine]]&amp;lt;br&amp;gt;at temperatures between 288K and 293K&lt;br /&gt;
|Moderately increases Vigilance at the cost of mildly reducing Robustness and Toughness.&lt;br /&gt;
|0.2/t in Blood&amp;lt;br&amp;gt;0.1/t in Stomach&lt;br /&gt;
|12u&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|UltraSurgeon&amp;lt;span style=&amp;quot;color:#0c07c4;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|3 parts [[#ProSurgeon|ProSurgeon]]&amp;lt;br&amp;gt;1 part [[#Noexcutite|Noexcutite]]&amp;lt;br&amp;gt;at temperatures between 243K and 263K&lt;br /&gt;
|Moderately increases Biology at the cost of mildly reducing Cognition and Mechanical.&lt;br /&gt;
|0.2/t in Blood&amp;lt;br&amp;gt;0.1/t in Stomach&lt;br /&gt;
|17u&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|Violence&amp;lt;span style=&amp;quot;color:#75aea5;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|3 parts Blood&amp;lt;br&amp;gt;1 part Ammonia&amp;lt;br&amp;gt;1 part [[#Gewaltine|Gewaltine]]&amp;lt;br&amp;gt;at temperatures between 393K and 423K&lt;br /&gt;
|Mildly improves Robustness at the cost of Vigilance.&lt;br /&gt;
|0.2/t in Blood&amp;lt;br&amp;gt;0.1/t in Stomach&lt;br /&gt;
|20u&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|Violence Ultra&amp;lt;span style=&amp;quot;color:#3d3362;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[#Violence|Violence]]&amp;lt;br&amp;gt;1 part [[#Fuhrerole|Fuhrerole]]&amp;lt;br&amp;gt;1 part [[#Hyperzine|Hyperzine]]&amp;lt;br&amp;gt;at temperatures between 243K and 258K&lt;br /&gt;
|Moderately increases Robustness at the cost of mildly reducing Toughness and Vigilance.&lt;br /&gt;
|0.2/t in Blood&amp;lt;br&amp;gt;0.1/t in Stomach&lt;br /&gt;
|11u|-&lt;br /&gt;
|}&lt;br /&gt;
== Drugs ==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:100%; text-align:left; border: 3px solic #B452CD;; cellspacing=0; cellpadding=2; background-color:white;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;width:150px; background-color:#B452CD;&#039;|Name&lt;br /&gt;
! scope = &amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;width:150px; background-color:#B452CD&#039;|Recipe&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#B452CD;&#039;|Description&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#B452CD&#039;|Metabolism Rate&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#B452CD;&#039;|Overdose Threshold&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;span id=&amp;quot;antihistamine hydrochloride&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|antihistamine hydrochloride&amp;lt;span style=&amp;quot;color:#B33DE2;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[#Tramadol|Tramadol]]&amp;lt;br&amp;gt;1 part [[#Chloral Hydrate|Chloral Hydrate]]&amp;lt;br&amp;gt;1 part [[#Soporific|Soporific]]&amp;lt;br&amp;gt;1 part Sodawater&lt;br /&gt;
|A weak sleeping agent mixed with carbondated water to make it into a drinkable substaince, but unstable in the blood. Oftin mixed with soda or coffee to get a high.&lt;br /&gt;
|0.1/t in Blood&amp;lt;br&amp;gt;0.05/t in Stomach&lt;br /&gt;
|30u&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|Cerebrix&amp;lt;span style=&amp;quot;color:#E700E7;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[#Psilocybin|Psilocybin]]&amp;lt;br&amp;gt;1 part [[#Synaptizine|Synaptizine]]&amp;lt;br&amp;gt;1 part [[#Cryptobiolin|Cryptobiolin]]&lt;br /&gt;
|A rare chemical originally developed by the Soteria, this quasi-stimulant enhances the mind of a psion and restores their psi essence. However its highly addictive and highly dangerous if overdosed. Useless to non-psions. Has a secondary effect when drank that causes the user to enhance their cognitive abilities.&lt;br /&gt;
|0.1/t in Blood&amp;lt;br&amp;gt;0.05/t in Stomach&lt;br /&gt;
|30u&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|Cryptobiolin&amp;lt;span style=&amp;quot;color:#000055;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part Potassium&amp;lt;br&amp;gt;1 part Acetone&amp;lt;br&amp;gt;1 part Sugar&lt;br /&gt;
|Causes confusion and dizzyness.&lt;br /&gt;
&lt;br /&gt;
Sanity Gain = 1&lt;br /&gt;
|0.1/t in Blood&amp;lt;br&amp;gt;0.05/t in Stomach&lt;br /&gt;
|30u&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|Hyperzine&amp;lt;span style=&amp;quot;color:#FF3300;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part Sugar&amp;lt;br&amp;gt;1 part [[#Blattedin|Blattedin]]&amp;lt;br&amp;gt;1 part Sulfur&lt;br /&gt;
|Muscle stimulant. Allows greater freedom of movement.&lt;br /&gt;
&lt;br /&gt;
Side effects include twitching, nervousness and addiction. Can cause minor heart damage due to high BPM.&lt;br /&gt;
(Results in 1u instead of 3u)&lt;br /&gt;
|0.1/t in Blood&amp;lt;br&amp;gt;0.05/t in Stomach&lt;br /&gt;
|19.8u&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|Impedrezene&amp;lt;span style=&amp;quot;color:#C8A5DC;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part Mercury&amp;lt;br&amp;gt;1 part Acetone&amp;lt;br&amp;gt;1 part Sugar&lt;br /&gt;
|A narcotic that impedes one&#039;s ability by slowing down the higher brain cell functions, resulting in brain damage and feelings of drowsiness.&lt;br /&gt;
&lt;br /&gt;
Sanity Gain = 1&lt;br /&gt;
|0.2/t in Blood&amp;lt;br&amp;gt;0.1/t in Stomach&lt;br /&gt;
|30u&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|Mindbreaker Toxin&amp;lt;span style=&amp;quot;color:#B31008;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part Silicon&amp;lt;br&amp;gt;1 part Hydrazine&amp;lt;br&amp;gt;1 part [[#Dylovene|Dylovene]]&lt;br /&gt;
|A powerful hallucinogen&lt;br /&gt;
|0.05/t in Blood&amp;lt;br&amp;gt;0.03/t in Stomach&lt;br /&gt;
|30u&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|Mindwipe&amp;lt;span style=&amp;quot;color:#bfff00;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[#Mindbreaker Toxin|Mindbreaker Toxin]]&amp;lt;br&amp;gt;1 part [[#Psilocybin|Psilocybin]]&amp;lt;br&amp;gt;1 part [[#Sanguinum|Sanguinum]]&amp;lt;br&amp;gt;1 part [[#Dylovene|Dylovene]]&amp;lt;br&amp;gt;1 part Ethanol&lt;br /&gt;
|Shocks the user&#039;s brain hard enough to make him forget about his quirks. Is ill-advised because of side effects&lt;br /&gt;
|0.1/t in Blood&amp;lt;br&amp;gt;0.05/t in Stomach&lt;br /&gt;
|30u&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|Nanoblood&amp;lt;span style=&amp;quot;color:#8a0303;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|3 parts Blood&amp;lt;br&amp;gt;5 parts [[#Raw Uncapped Nanobots|Raw Uncapped Nanobots]]&amp;lt;br&amp;gt;2 parts [[#Sanguinum|Sanguinum]]&amp;lt;br&amp;gt;5 parts [[#Plasma|Plasma]] (Catalyst)&lt;br /&gt;
|A highly dangerous and highly advanced Erythropoiesis-stimulant. Typically reserved for high-end paramedic services or military hospitals - any instance where the low LD-50 and difficulty of synthesis can be considered acceptable in the face of its rapid effectiveness even in low doses. Must be stored at temperatures not significantly higher than the human body.&lt;br /&gt;
|0.2/t in Blood&amp;lt;br&amp;gt;0.1/t in Stomach&lt;br /&gt;
|3u&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|Nicotine&amp;lt;span style=&amp;quot;color:#181818;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part Toxin&amp;lt;br&amp;gt;1 part Carbon&amp;lt;br&amp;gt;1 part Capsaicin&amp;lt;br&amp;gt;1 part Mercury&lt;br /&gt;
|A highly addictive stimulant extracted from the tobacco plant.&lt;br /&gt;
|0.2/t in Blood&amp;lt;br&amp;gt;0.1/t in Stomach&lt;br /&gt;
|30u&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|Nosfernium&amp;lt;span style=&amp;quot;color:#e06270;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|27 parts [[#Sanguinum|Sanguinum]]&amp;lt;br&amp;gt;34 parts [[#Bicaridine|Bicaridine]]&amp;lt;br&amp;gt;1 part Milk&amp;lt;br&amp;gt;29 parts Iron&amp;lt;br&amp;gt;16 parts Lithium&amp;lt;br&amp;gt;8 parts Sugar&amp;lt;br&amp;gt;21 parts [[#Plasma|Plasma]] (Catalyst)&amp;lt;br&amp;gt;at temperatures between 358K and 373K&lt;br /&gt;
|A chemical for when the body is bleed dry, and if its not will ensure you are left a skeleton.&lt;br /&gt;
|0.1/t in Blood&amp;lt;br&amp;gt;0.05/t in Stomach&lt;br /&gt;
|5u&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|Ruined Nanoblood&amp;lt;span style=&amp;quot;color:#8a0303;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[#Nanoblood|Nanoblood]]&lt;br /&gt;
|rotting copper&lt;br /&gt;
|0.2/t in Blood&amp;lt;br&amp;gt;0.1/t in Stomach&lt;br /&gt;
|3u&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|Sanguinum&amp;lt;span style=&amp;quot;color:#e06270;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[#Bicaridine|Bicaridine]]&amp;lt;br&amp;gt;1 part [[#Spaceacillin|Spaceacillin]]&amp;lt;br&amp;gt;1 part Mercury&lt;br /&gt;
|Greatly increases blood restoration. May cause blood coughing.&lt;br /&gt;
|0.2/t in Blood&amp;lt;br&amp;gt;0.1/t in Stomach&lt;br /&gt;
|15u&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|Serotrotium&amp;lt;span style=&amp;quot;color:#202040;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|5 parts Blood&amp;lt;br&amp;gt;1 part [[#Psilocybin|Psilocybin]]&amp;lt;br&amp;gt;5 parts Nutriment (Catalyst)&amp;lt;br&amp;gt;at temperatures between 203K and 273K&lt;br /&gt;
|Promotes concentrated production of the serotonin neurotransmitter in humans.&lt;br /&gt;
&lt;br /&gt;
Sanity gain = 1.5&lt;br /&gt;
|0.05/t in Blood&amp;lt;br&amp;gt;0.03/t in Stomach&lt;br /&gt;
|30u&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|Space drugs&amp;lt;span style=&amp;quot;color:#60A584;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part Mercury&amp;lt;br&amp;gt;1 part Sugar&amp;lt;br&amp;gt;1 part Lithium&lt;br /&gt;
|Causes random movements and feelings of drugginess, lowers the heart rate.&lt;br /&gt;
&lt;br /&gt;
Sanity gain = 1.5&lt;br /&gt;
|0.1/t in Blood&amp;lt;br&amp;gt;0.05/t in Stomach&lt;br /&gt;
|30u&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
== Nanites ==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:100%; text-align:left; border: 3px solic #B452CD;; cellspacing=0; cellpadding=2; background-color:white;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;width:150px; background-color:#B452CD;&#039;|Name&lt;br /&gt;
! scope = &amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;width:150px; background-color:#B452CD&#039;|Recipe&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#B452CD;&#039;|Description&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#B452CD&#039;|Metabolism Rate&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#B452CD;&#039;|Overdose Threshold&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;span id=&amp;quot;A-rad&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|A-rad&amp;lt;span style=&amp;quot;color:#696969;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[#Raw Industrial Nanobots|Raw Industrial Nanobots]]&amp;lt;br&amp;gt;1 part [[#Arithrazine|Arithrazine]]&lt;br /&gt;
|Purges radiation over time.&lt;br /&gt;
|0.2/t in Blood&amp;lt;br&amp;gt;0.1/t in Stomach&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|Control Booster Combat&amp;lt;span style=&amp;quot;color:#696969;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[#Raw Uncapped Nanobots|Raw Uncapped Nanobots]]&amp;lt;br&amp;gt;1 part [[#MENACE|MENACE]]&lt;br /&gt;
|Moderately boost Roubstness, Toughness and Vigiliance, akin to Menace.&lt;br /&gt;
&lt;br /&gt;
Has no side effects.&lt;br /&gt;
|0.2/t in Blood&amp;lt;br&amp;gt;0.1/t in Stomach&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|Control Booster Utility&amp;lt;span style=&amp;quot;color:#696969;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[#Raw Uncapped Nanobots|Raw Uncapped Nanobots]]&amp;lt;br&amp;gt;1 part [[#Party Drops|Party Drops]]&lt;br /&gt;
|Moderately boosts Biology, Cognition and Mechanical, akin to Party Drops.&lt;br /&gt;
&lt;br /&gt;
Has no side effects.&lt;br /&gt;
|0.2/t in Blood&amp;lt;br&amp;gt;0.1/t in Stomach&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|Handyprints&amp;lt;span style=&amp;quot;color:#696969;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[#Raw Uncapped Nanobots|Raw Uncapped Nanobots]]&amp;lt;br&amp;gt;1 part [[#Handyprints|Handyprints]]&lt;br /&gt;
|Alters the user&#039;s fingerprints to obscure identification.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Note: Presently unatainable due to a bugged recipe.)&#039;&#039;&lt;br /&gt;
|0.2/t in Blood&amp;lt;br&amp;gt;0.1/t in Stomach&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|Nanosymbiotes&amp;lt;span style=&amp;quot;color:#696969;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[#Raw Industrial Nanobots|Raw Industrial Nanobots]]&amp;lt;br&amp;gt;1 part [[#Peridaxon|Peridaxon]]&lt;br /&gt;
|Heals brute, burn, toxin and clone damage over time, as well as repairs the brain. &lt;br /&gt;
&lt;br /&gt;
Does not heal other internal organs or mechanical parts.&lt;br /&gt;
|0.2/t in Blood&amp;lt;br&amp;gt;0.1/t in Stomach&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|Nantidotes&amp;lt;span style=&amp;quot;color:#696969;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[#Raw Industrial Nanobots|Raw Industrial Nanobots]]&amp;lt;br&amp;gt;1 part [[#Haloperidol|Haloperidol]]&lt;br /&gt;
|Removes reagents from the bloodstream that is anything but itself. &lt;br /&gt;
&lt;br /&gt;
Does not heal toxin damage.&lt;br /&gt;
|0.2/t in Blood&amp;lt;br&amp;gt;0.1/t in Stomach&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|Oxyrush&amp;lt;span style=&amp;quot;color:#696969;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[#Raw Industrial Nanobots|Raw Industrial Nanobots]]&amp;lt;br&amp;gt;1 part [[#Dexalin|Dexalin]]&lt;br /&gt;
|Greatly heals oxygen damage and provides a constant state of blood oxygenation, equivalent to Dexalin Plus.&lt;br /&gt;
|0.2/t in Blood&amp;lt;br&amp;gt;0.1/t in Stomach&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|Purgers&amp;lt;span style=&amp;quot;color:#696969;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[#Raw Industrial Nanobots|Raw Industrial Nanobots]]&amp;lt;br&amp;gt;1 part [[#Synaptizine|Synaptizine]]&lt;br /&gt;
|Removes other nanites from the bloodstream.&lt;br /&gt;
|0.2/t in Blood&amp;lt;br&amp;gt;0.1/t in Stomach&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|repair nanites&amp;lt;span style=&amp;quot;color:#696969;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[#Raw Industrial Nanobots|Raw Industrial Nanobots]]&amp;lt;br&amp;gt;1 part Silicon&lt;br /&gt;
|Microscopic construction robots programmed to repair internal components.&lt;br /&gt;
|0.2/t in Blood&amp;lt;br&amp;gt;0.1/t in Stomach&lt;br /&gt;
|5u&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|Trauma Control System&amp;lt;span style=&amp;quot;color:#696969;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[#Raw Industrial Nanobots|Raw Industrial Nanobots]]&amp;lt;br&amp;gt;1 part [[#Bicaridine|Bicaridine]]&lt;br /&gt;
|Heals organic organs over time.&lt;br /&gt;
&lt;br /&gt;
Does not heal external damage, or mechanical organs.&lt;br /&gt;
|0.2/t in Blood&amp;lt;br&amp;gt;0.1/t in Stomach&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|Voice mimics&amp;lt;span style=&amp;quot;color:#696969;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[#Raw Uncapped Nanobots|Raw Uncapped Nanobots]]&amp;lt;br&amp;gt;1 part [[#Synaptizine|Synaptizine]]&lt;br /&gt;
|Alters the user&#039;s voice to be unrecognisable and appear as &amp;quot;Unknown&amp;quot;. Hitting the host will disable the nanites.&lt;br /&gt;
|0.2/t in Blood&amp;lt;br&amp;gt;0.1/t in Stomach&lt;br /&gt;
|N/A|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Toxins ==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:100%; text-align:left; border: 3px solic #B452CD;; cellspacing=0; cellpadding=2; background-color:white;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;width:150px; background-color:#B452CD;&#039;|Name&lt;br /&gt;
! scope = &amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;width:150px; background-color:#B452CD&#039;|Recipe&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#B452CD;&#039;|Description&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#B452CD&#039;|Metabolism Rate&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#B452CD;&#039;|Overdose Threshold&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;span id=&amp;quot;Cyanide&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|Cyanide&amp;lt;span style=&amp;quot;color:#CF3600;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|5 parts Toxin&amp;lt;br&amp;gt;3 parts [[#Mindbreaker Toxin|Mindbreaker Toxin]]&amp;lt;br&amp;gt;2 parts [[#Fuhrerole|Fuhrerole]]&amp;lt;br&amp;gt;at temperatures between 10K and 33K&lt;br /&gt;
|An extremely toxic poison.&lt;br /&gt;
|0.05/t in Blood&amp;lt;br&amp;gt;0.03/t in Stomach&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|Lexorin&amp;lt;span style=&amp;quot;color:#C8A5DC;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[#Plasma|Plasma]]&amp;lt;br&amp;gt;1 part Hydrazine&amp;lt;br&amp;gt;1 part Ammonia&lt;br /&gt;
|An extremely effective toxin, preventing the victim from breathing and de-oxygenating the system. &lt;br /&gt;
&lt;br /&gt;
Purged with [[#Dexalin|Dexalin]] and [[#Dexalin_Plus|Dexalin Plus]] (or [[#Diplopterum|Diplopterum]] on [[Cht’mant|Cht&#039;mant]])&lt;br /&gt;
|0.5/t in Blood&amp;lt;br&amp;gt;0.25/t in Stomach&lt;br /&gt;
|30u&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|Oil&amp;lt;span style=&amp;quot;color:#0C0C0C;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part Fuel&amp;lt;br&amp;gt;1 part Carbon&amp;lt;br&amp;gt;1 part Ethanol&amp;lt;br&amp;gt;at a temperature above 480K&lt;br /&gt;
|A precursor to Plasticide. Mildly toxic.&lt;br /&gt;
|0.2/t in Blood&amp;lt;br&amp;gt;0.1/t in Stomach&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|Plant-B-Gone&amp;lt;span style=&amp;quot;color:#49002E;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part Toxin&amp;lt;br&amp;gt;4 parts Water&lt;br /&gt;
|A strong herbicide, but a very weak poison.&lt;br /&gt;
|0.2/t in Blood&amp;lt;br&amp;gt;0.1/t in Stomach&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|Plasticide&amp;lt;span style=&amp;quot;color:#CF3600;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[#Oil|Oil]]&amp;lt;br&amp;gt;1 part Ethanol&amp;lt;br&amp;gt;1 part Silicon&lt;br /&gt;
|A key ingredient in a number of industrial chemical processes.&lt;br /&gt;
&lt;br /&gt;
Extremely toxic.&lt;br /&gt;
|0.2/t in Blood&amp;lt;br&amp;gt;0.1/t in Stomach&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|Polytrinic acid&amp;lt;span style=&amp;quot;color:#8E18A9;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part Sacid&amp;lt;br&amp;gt;1 part Hclacid&amp;lt;br&amp;gt;1 part Potassium&lt;br /&gt;
|A very powerful acid. &lt;br /&gt;
&lt;br /&gt;
Can be used to destroy objects and Hivemind wires.&lt;br /&gt;
|0.4/t in Blood&amp;lt;br&amp;gt;0.2/t in Stomach&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|Potassium Chloride&amp;lt;span style=&amp;quot;color:#FFFFFF;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part Sodiumchloride&amp;lt;br&amp;gt;1 part Potassium&lt;br /&gt;
|A delicious salt that arrests the heart if injected there.&lt;br /&gt;
|0.2/t in Blood&amp;lt;br&amp;gt;0.1/t in Stomach&lt;br /&gt;
|30u&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|Potassium Chlorophoride&amp;lt;span style=&amp;quot;color:#FFFFFF;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[#Potassium Chloride|Potassium Chloride]]&amp;lt;br&amp;gt;1 part Toxin&amp;lt;br&amp;gt;1 part [[#Chloral Hydrate|Chloral Hydrate]]&lt;br /&gt;
|A specific chemical based on Potassium Chloride to arrest the heart for surgery.&lt;br /&gt;
|0.2/t in Blood&amp;lt;br&amp;gt;0.1/t in Stomach&lt;br /&gt;
|20u&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|Tetraricide&amp;lt;span style=&amp;quot;color:;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part Hydrazine&amp;lt;br&amp;gt;1 part [[#Cyanide|Cyanide]]&amp;lt;br&amp;gt;1 part [[#Potassium Chloride|Potassium Chloride]]&amp;lt;br&amp;gt;1 part [[#Lexorin|Lexorin]]&lt;br /&gt;
|A powerful chemical weapon, sometimes referred to as \&lt;br /&gt;
|0.2/t in Blood&amp;lt;br&amp;gt;0.1/t in Stomach&lt;br /&gt;
|15u&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|Unstable mutagen&amp;lt;span style=&amp;quot;color:#13BC5E;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part Radium&amp;lt;br&amp;gt;1 part Phosphorus&amp;lt;br&amp;gt;1 part Hclacid&lt;br /&gt;
|Causes random, uncontrolled mutations with a chance to mildly irradiate the victim and dealing mild toxin damage.&lt;br /&gt;
|0.2/t in Blood&amp;lt;br&amp;gt;0.1/t in Stomach&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|Zombie Powder&amp;lt;span style=&amp;quot;color:#669900;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|5 parts [[#Carpotoxin|Carpotoxin]]&amp;lt;br&amp;gt;5 parts [[#Soporific|Soporific]]&amp;lt;br&amp;gt;5 parts Copper&lt;br /&gt;
|Causes the victim to &#039;&#039;&#039;instantly&#039;&#039;&#039; enter a state of false death and fool all but the most thorough medical tests.&lt;br /&gt;
&lt;br /&gt;
Very weakly toxic but de-oxygenates the body the longer it&#039;s present, potentially causing long-term damage if left too long. Victim can still emote, but will be unable to speak.&lt;br /&gt;
|0.2/t in Blood&amp;lt;br&amp;gt;0.1/t in Stomach&lt;br /&gt;
|N/A|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Solidifications ==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:100%; text-align:left; border: 3px solic #B452CD;; cellspacing=0; cellpadding=2; background-color:white;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;width:150px; background-color:#B452CD;&#039;|Name&lt;br /&gt;
! scope = &amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;width:150px; background-color:#B452CD&#039;|Recipe&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#B452CD;&#039;|Description&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#B452CD&#039;|Metabolism Rate&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#B452CD;&#039;|Overdose Threshold&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|Plastication&amp;lt;span style=&amp;quot;color:#d3d9db;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|2 part [[Guide to Chemistry#Plasticide|Plasticide]]&amp;lt;br&amp;gt;1 part [[Guide to Chemistry#Polytrinic acid|Polytrinic Acid]]&lt;br /&gt;
|Solidifies the solution into sheets of plastic.&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|Gold Solidification&amp;lt;span style=&amp;quot;color:#BB9900;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|2 part CHEMICAL&amp;lt;br&amp;gt;1 part CHEMICAL&lt;br /&gt;
|Solidifies liquid gold into solid gold.&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Beyond the Dispenser ==&lt;br /&gt;
Just because it isn&#039;t found in the dispenser or the guide above doesn&#039;t mean you can&#039;t use it! Slime cores and plenty of other things can provide limitless fun for an enterprising and curious chemist.&lt;br /&gt;
&lt;br /&gt;
{{Gameplay guides}}&lt;/div&gt;</summary>
		<author><name>DrFarson</name></author>
	</entry>
	<entry>
		<id>http://sojourn13.space/w/index.php?title=Draft:Chemistry&amp;diff=4568</id>
		<title>Draft:Chemistry</title>
		<link rel="alternate" type="text/html" href="http://sojourn13.space/w/index.php?title=Draft:Chemistry&amp;diff=4568"/>
		<updated>2024-12-09T17:20:13Z</updated>

		<summary type="html">&lt;p&gt;DrFarson: Creates draft page for chemistry workings.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Note from Server Maintainers ==&lt;br /&gt;
Your PDA and Tablet has access to a program called &amp;quot;SIRC&amp;quot; which has every chemical recipe. You should use that as your main reference and come to this page if something isn&#039;t working.&lt;br /&gt;
&lt;br /&gt;
== Chemicals ==&lt;br /&gt;
With the wonders of nature or high technology at your side, the world is at your fingertips. You can make miracle medicines, foam, flash powder, lethal poisons, space lube, and so much more. The limit on mixtures is one that exists only in your creativity (and the game engine). Be sure to be careful though, mixing the wrong chemicals can be bad for the health of yourself and your co-workers. And please make sure you know what a chemical does before you use it. Experiment at your own risk.&lt;br /&gt;
&lt;br /&gt;
=== Chem Dispenser ===&lt;br /&gt;
The backbone of Soteria Biolabs, it can synthesize almost any basic chemical for your usage, given that it&#039;s properly powered.&lt;br /&gt;
&lt;br /&gt;
==== Upgrades ====&lt;br /&gt;
*Power Cell = Increases Max Charge as well as Charge Rate (i.e. How much you can make before letting the machine recharge)&lt;br /&gt;
*Manipulator = Unlocked Chemical Tier (See below. Tiers are additive, you can make anything of the current tier and any lesser tier)&lt;br /&gt;
*Capacitor = Directly Increases Cell Charge Rate (i.e. How fast you can spam chemical buttons)&lt;br /&gt;
&lt;br /&gt;
To Hack/Unhack a Chemical Dispenser, use a Multitool on the machine directly. (Using a Screwdriver to open the panel first isn&#039;t required.)&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;300px&amp;quot; style=&amp;quot;text-align:center; background-color:#FFFFFF;&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:#B452CD;&amp;quot; width=&amp;quot;100px&amp;quot;|Tier 1&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Acetone&#039;&#039;&#039;||&#039;&#039;&#039;Aluminum&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ammonia&#039;&#039;&#039;||&#039;&#039;&#039;Carbon&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Copper&#039;&#039;&#039;||&#039;&#039;&#039;Ethanol&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hydrazine&#039;&#039;&#039;||&#039;&#039;&#039;Hydrochloric Acid&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Iron&#039;&#039;&#039;||&#039;&#039;&#039;Lithium&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mercury&#039;&#039;&#039;||&#039;&#039;&#039;Phosphorus&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Potassium&#039;&#039;&#039;||&#039;&#039;&#039;Radium&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Silicon&#039;&#039;&#039;||&#039;&#039;&#039;Sodium&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Sugar&#039;&#039;&#039;||&#039;&#039;&#039;Sulfur&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Sulphuric Acid&#039;&#039;&#039;||&#039;&#039;&#039;Tungsten&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Water&#039;&#039;&#039;||  &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;300px&amp;quot; style=&amp;quot;text-align:center; background-color:#FFFFFF;&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:#7FFFD4;&amp;quot; width=&amp;quot;100px&amp;quot;|Tier 2&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Oil&#039;&#039;&#039;||&#039;&#039;&#039;Cryptobiolin&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;300px&amp;quot; style=&amp;quot;text-align:center; background-color:#FFFFFF;&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:#EADDCA;&amp;quot; width=&amp;quot;100px&amp;quot;|Tier 3&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Toxin (Generic)&#039;&#039;&#039;||&#039;&#039;&#039;Sodium Chloride (Table Salt)&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;300px&amp;quot; style=&amp;quot;text-align:center; background-color:#FFFFFF;&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:#AA4A44;&amp;quot; width=&amp;quot;100px&amp;quot;|Tier 4&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Unstable Mutagen&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;300px&amp;quot; style=&amp;quot;text-align:center; background-color:#FFFFFF;&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:#36454F; color:white&amp;quot; width=&amp;quot;100px&amp;quot;|Tier 5&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Inaprovaline&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;300px&amp;quot; style=&amp;quot;text-align:center; background-color:#FFFFFF;&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:#C41E3A; color:limegreen&amp;quot; width=&amp;quot;100px&amp;quot;|Hacked&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mind Breaker Toxin&#039;&#039;&#039;||&#039;&#039;&#039;Space Cleaner&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Industrial Chem Dispenser ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;300px&amp;quot; style=&amp;quot;text-align:center; background-color:#FFFFFF;&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:#B452CD;&amp;quot; width=&amp;quot;100px&amp;quot;|Tier 1&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Acetone&#039;&#039;&#039;||&#039;&#039;&#039;Aluminum&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ammonia&#039;&#039;&#039;||&#039;&#039;&#039;Copper&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ethanol&#039;&#039;&#039;||&#039;&#039;&#039;Hydrochloric Acid&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hydrazine&#039;&#039;&#039;||&#039;&#039;&#039;Iron&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Phosphorus&#039;&#039;&#039;||&#039;&#039;&#039;Potassium&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Radium&#039;&#039;&#039;||&#039;&#039;&#039;Sulphuric Acid&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Silicon&#039;&#039;&#039;||&#039;&#039;&#039;Sulfur&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Tungsten&#039;&#039;&#039; &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;300px&amp;quot; style=&amp;quot;text-align:center; background-color:#FFFFFF;&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:#7FFFD4;&amp;quot; width=&amp;quot;100px&amp;quot;|Tier 2&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Oil&#039;&#039;&#039;||&#039;&#039;&#039;Cryptobiolin&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Sterilizine&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;300px&amp;quot; style=&amp;quot;text-align:center; background-color:#FFFFFF;&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:#EADDCA;&amp;quot; width=&amp;quot;100px&amp;quot;|Tier 3&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Foaming Agent&#039;&#039;&#039;||&#039;&#039;&#039;Plasticide&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;InstantIce&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;300px&amp;quot; style=&amp;quot;text-align:center; background-color:#FFFFFF;&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:#AA4A44;&amp;quot; width=&amp;quot;100px&amp;quot;|Tier 4&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Polytrinic acid&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;300px&amp;quot; style=&amp;quot;text-align:center; background-color:#FFFFFF;&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:#36454F; color:white&amp;quot; width=&amp;quot;100px&amp;quot;|Tier 5&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;N/A&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;300px&amp;quot; style=&amp;quot;text-align:center; background-color:#FFFFFF;&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:#C41E3A; color:limegreen&amp;quot; width=&amp;quot;100px&amp;quot;|Hacked&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Space Cleaner&#039;&#039;&#039;||&#039;&#039;&#039;Azosurfactant&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Silicate&#039;&#039;&#039;||&#039;&#039;&#039;Coolant&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Formulas ==&lt;br /&gt;
&lt;br /&gt;
These are some sample formulas for you chemists out there, ask about in game to learn more! Experimentation can be dangerous, or rewarding.&lt;br /&gt;
&lt;br /&gt;
== Medicine ==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:100%; text-align:left; border: 3px solic #B452CD;; cellspacing=0; cellpadding=2; background-color:white;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;width:150px; background-color:#B452CD;&#039;|Name&lt;br /&gt;
! scope = &amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;width:150px; background-color:#B452CD&#039;|Recipe&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#B452CD;&#039;|Description&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#B452CD&#039;|Metabolism Rate&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#B452CD;&#039;|Overdose Threshold&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;span id=&amp;quot;Addictol&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|Addictol&amp;lt;span style=&amp;quot;color:#0179e7;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|2 parts Mercury&amp;lt;br&amp;gt;2 parts [[#Purger|Purger]]&amp;lt;br&amp;gt;2 parts [[#Impedrezene|Impedrezene]]&lt;br /&gt;
|&#039;&#039;&#039;After&#039;&#039;&#039; administering a dose greater than 10 units (As in when the drug is fully process out), will permanently treat the patient&#039;s addictions, until they get addicted again.&lt;br /&gt;
|0.1/t in Blood&amp;lt;br&amp;gt;0.05/t in Stomach&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|Alkysine&amp;lt;span style=&amp;quot;color:#FFFF66;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part Hclacid&amp;lt;br&amp;gt;1 part Ammonia&amp;lt;br&amp;gt;1 part [[#Dylovene|Dylovene]]&lt;br /&gt;
|Treats brain damage. Extremely weak painkiller.&lt;br /&gt;
|0.05/t in Blood&amp;lt;br&amp;gt;0.03/t in Stomach&lt;br /&gt;
|30u&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|Aminazine&amp;lt;span style=&amp;quot;color:#88336f;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[#Purger|Purger]]&amp;lt;br&amp;gt;1 part [[#Alkysine|Alkysine]]&lt;br /&gt;
|Suppresses the effects of withdrawal, allowing the patient to be more functional during recovery.&lt;br /&gt;
&lt;br /&gt;
Does not eliminate the cravings.&lt;br /&gt;
|0.1/t in Blood&amp;lt;br&amp;gt;0.05/t in Stomach&lt;br /&gt;
|30u&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|Arithrazine&amp;lt;span style=&amp;quot;color:#008000;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[#Hyronalin|Hyronalin]]&amp;lt;br&amp;gt;1 part Hydrazine&lt;br /&gt;
|Removes radiation from patient&#039;s body more quickly and efficiently than Hyronalin.&lt;br /&gt;
&lt;br /&gt;
Has a chance to cause minor brute damage to patient per tick. Treats toxin damage (1 + 0.05% * effect_multiplier). Does not treat genetic (clone) damage. In most cases, should be administered with [[#Dylovene|Dylovene]].&lt;br /&gt;
|0.05/t in Blood&amp;lt;br&amp;gt;0.03/t in Stomach&lt;br /&gt;
|30u&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|Bicaridine&amp;lt;span style=&amp;quot;color:#BF0000;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[#Inaprovaline|Inaprovaline]]&amp;lt;br&amp;gt;1 part Carbon&amp;lt;br&amp;gt;&#039;&#039;&#039;Without&#039;&#039;&#039; sugar present&lt;br /&gt;
|Treats brute damage at a moderate rate. Will eventually stop external bleeding. Less affective in Cht&#039;mant.&lt;br /&gt;
|0.2/t in Blood&amp;lt;br&amp;gt;0.1/t in Stomach&lt;br /&gt;
|30u&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|Carpotoxin Tincture&amp;lt;span style=&amp;quot;color:#0064C8;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|10 parts Vodka&amp;lt;br&amp;gt;1 part [[#Conccentrated Carpotoxin|Conccentrated Carpotoxin]]&lt;br /&gt;
|An ill advised tincture created from highly concentrated carpotoxin, poppy-seed and strong grain alcohol. Tastes about as good as it smells.&lt;br /&gt;
|0.25/t in Blood&amp;lt;br&amp;gt;0.13/t in Stomach&lt;br /&gt;
|6u&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|Carthatoline&amp;lt;span style=&amp;quot;color:#225722;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[#Dylovene|Dylovene]]&amp;lt;br&amp;gt;2 parts Carbon&amp;lt;br&amp;gt;0.1 parts Toxin&amp;lt;br&amp;gt;5 parts [[#Plasma|Plasma]] (Catalyst)&lt;br /&gt;
|Treats toxin damage at an accelerated rate, while healing damage to the Liver. Purges more types of toxins then [[#Dylovene|Dylovene]]. Works for healing Cht&#039;mant.&lt;br /&gt;
|0.2/t in Blood&amp;lt;br&amp;gt;0.1/t in Stomach&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|Chloral Hydrate&amp;lt;span style=&amp;quot;color:#000067;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part Ethanol&amp;lt;br&amp;gt;3 parts Hclacid&amp;lt;br&amp;gt;1 part Water&lt;br /&gt;
|A powerful sedative that will quickly knock out an individual. Will cause toxic build-up if left in the system for too long.&lt;br /&gt;
|1/t in Blood&amp;lt;br&amp;gt;0.5/t in Stomach&lt;br /&gt;
|15u&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|Citalopram&amp;lt;span style=&amp;quot;color:#FF80FF;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[#Mindbreaker Toxin|Mindbreaker Toxin]]&amp;lt;br&amp;gt;1 part Carbon&lt;br /&gt;
|Mild antidepressant. Helps stabilize the mind. (Pure RP effect)&lt;br /&gt;
|0.01/t in Blood&amp;lt;br&amp;gt;0.01/t in Stomach&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|Cordradaxon&amp;lt;span style=&amp;quot;color:#8B0000;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[#Potassium Chloride|Potassium Chloride]]&amp;lt;br&amp;gt;1 part [[#Blattedin|Blattedin]]&amp;lt;br&amp;gt;0.1 parts [[#Cronexidone|Cronexidone]]&amp;lt;br&amp;gt;5 parts [[#Plasma|Plasma]] (Catalyst)&lt;br /&gt;
|An intense organ repair chemical used to treat damage to the heart. As well as used as a nerve system relaxant.&lt;br /&gt;
|0.2/t in Blood&amp;lt;br&amp;gt;0.1/t in Stomach&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|Cronexidone&amp;lt;span style=&amp;quot;color:#80BFFF;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[#Cryoxadone|Cryoxadone]]&amp;lt;br&amp;gt;1 part Sodium&amp;lt;br&amp;gt;0.1 parts Radium&amp;lt;br&amp;gt;5 parts [[#Plasma|Plasma]] (Catalyst)&amp;lt;br&amp;gt;at temperatures between 22.5K and 45K&lt;br /&gt;
|More effective than Cryoxadone, same effects. Heals internal organs at half the rate of Peridaxon. Also works in dead bodies!&lt;br /&gt;
&lt;br /&gt;
Requires temperatures below 170K to function. Does not work when ingested. Works perfectly in tandem with Cryoxadone, their effects stacking.&lt;br /&gt;
|0.2/t in Blood&amp;lt;br&amp;gt;0.1/t in Stomach&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|Cryoxadone&amp;lt;span style=&amp;quot;color:#8080FF;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[#Dexalin Plus|Dexalin Plus]]&amp;lt;br&amp;gt;1 part Water&amp;lt;br&amp;gt;1 part Acetone&amp;lt;br&amp;gt;at temperatures between 45K and 90K&lt;br /&gt;
|Used in beakers inside cryogenic cells. Treats brute, burn, oxygen deprivation and toxin damage, as well as genetic (cellular) damage.&lt;br /&gt;
&lt;br /&gt;
Requires temperatures below 170K to function. Does not work if ingested. Works on dead bodies too!&lt;br /&gt;
|0.2/t in Blood&amp;lt;br&amp;gt;0.1/t in Stomach&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|Dermahypnodol&amp;lt;span style=&amp;quot;color:#914A01;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[#Dermaline|Dermaline]]&amp;lt;br&amp;gt;1 part [[#Tramadol|Tramadol]]&amp;lt;br&amp;gt;1 part Sodium&amp;lt;br&amp;gt;15 parts Water (Catalyst)&amp;lt;br&amp;gt;&#039;&#039;&#039;Without&#039;&#039;&#039; Kelotane present&lt;br /&gt;
|Dermahypnodol is a complex anti-burn gel that gets applied to the skin. The patient has to be asleep for it to work. It will quickly and effectively clear up burns with a minimal risk of overdose&lt;br /&gt;
|0.2/t in Blood&amp;lt;br&amp;gt;0.1/t in Stomach&lt;br /&gt;
|75u&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|Dermaline&amp;lt;span style=&amp;quot;color:#FF8000;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part Acetone&amp;lt;br&amp;gt;1 part Phosphorus&amp;lt;br&amp;gt;1 part [[#Kelotane|Kelotane]]&lt;br /&gt;
|Treats burn damage. Prevents infection. Works for healing Cht&#039;mant.&lt;br /&gt;
&lt;br /&gt;
More effective than Kelotane in every respect. Has a low overdose threshold. Can be combined with Kelotane in equal parts (commonly known as KeloDerm) to reduce danger of overdose, their effects stacking.&lt;br /&gt;
|0.2/t in Blood&amp;lt;br&amp;gt;0.1/t in Stomach&lt;br /&gt;
|15u&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|Detox&amp;lt;span style=&amp;quot;color:#229e08;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[#Serotrotium|Serotrotium]]&amp;lt;br&amp;gt;3 parts [[#Inaprovaline|Inaprovaline]]&amp;lt;br&amp;gt;at a temperature above 363K&lt;br /&gt;
|Increases maximum Neural System Accumulation threshold, preventing puking.&lt;br /&gt;
|0.1/t in Blood&amp;lt;br&amp;gt;0.05/t in Stomach&lt;br /&gt;
|30u&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|Dexalin&amp;lt;span style=&amp;quot;color:#0080FF;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|2 parts Acetone&amp;lt;br&amp;gt;0.1 parts Iron&amp;lt;br&amp;gt;5 parts [[#Plasma|Plasma]] (Catalyst)&amp;lt;br&amp;gt;&#039;&#039;&#039;Without&#039;&#039;&#039; water present&lt;br /&gt;
|Heals oxygen deprivation damage slowly while removing Lexorin from bloodstream. Can be administered in a sleeper. Does nothing for [[Cht’mant|Cht&#039;mant]], use [[#Diplopterum|Diplopterum]] instead.&lt;br /&gt;
|0.2/t in Blood&amp;lt;br&amp;gt;0.1/t in Stomach&lt;br /&gt;
|30u&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|Dexalin Plus&amp;lt;span style=&amp;quot;color:#0040FF;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[#Dexalin|Dexalin]]&amp;lt;br&amp;gt;1 part Iron&amp;lt;br&amp;gt;1 part Acetone&amp;lt;br&amp;gt;5 parts [[#Plasma|Plasma]] (Catalyst)&lt;br /&gt;
|Heals oxygen deprivation faster than Dexalin. Removes Lexorin from the bloodstream. Also slowly and slightly heals Muscles inside the body. Works for healing Cht&#039;mant.&lt;br /&gt;
|0.2/t in Blood&amp;lt;br&amp;gt;0.1/t in Stomach&lt;br /&gt;
|15u&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|Dylovene&amp;lt;span style=&amp;quot;color:#00A000;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part Silicon&amp;lt;br&amp;gt;1 part Potassium&amp;lt;br&amp;gt;1 part Ammonia&lt;br /&gt;
|Heals toxin damage, shortens the duration of drug-related hallucinations and sleepiness, and removes [[#Pararein|Pararein]], [[#Carpotoxin|Carpotoxin]], [[#Blattedin|Blattedin]] and [[#Toxin|Toxin]] from the blood. Can be administered in a sleeper. Works for healing Cht&#039;mant.&lt;br /&gt;
|0.2/t in Blood&amp;lt;br&amp;gt;0.1/t in Stomach&lt;br /&gt;
|30u&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|Ethylredoxrazine&amp;lt;span style=&amp;quot;color:#605048;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part Acetone&amp;lt;br&amp;gt;1 part [[#Dylovene|Dylovene]]&amp;lt;br&amp;gt;1 part Carbon&lt;br /&gt;
|Purges alcohol from the stomach per unit ingested. Also treats confusion, dizziness, sleepiness, and stuttering to sober up drunkards. Does nothing if injected.&lt;br /&gt;
|0.2/t in Blood&amp;lt;br&amp;gt;0.1/t in Stomach&lt;br /&gt;
|30u&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|Haloperidol&amp;lt;span style=&amp;quot;color:#ba1f04;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|2 parts [[#Dylovene|Dylovene]]&amp;lt;br&amp;gt;1 part [[#Leporazine|Leporazine]]&amp;lt;br&amp;gt;at temperatures between 290K and 340K&lt;br /&gt;
|Purges &#039;&#039;&#039;Toxin &amp;amp; Stimulator&#039;&#039;&#039; class chems on the bloodstream very quickly. 1 unit will induce yawning, 2 will blur eyes, and three onwards will put the patient to sleep. Useful for clearing stuff like [[#Unstable_Mutagen|Unstable Mutagen]], [[#Menace|MENACE]] or [[#Party_Drops|Party Drops]] from the bloodstream without endangering bloodloss through dyalisis.&lt;br /&gt;
&#039;&#039;&#039;Do not administer in tandem with healing Toxin &amp;amp; Stimulator class chems or they&#039;ll be lost!&#039;&#039;&#039;&lt;br /&gt;
|0.1/t in Blood&amp;lt;br&amp;gt;0.05/t in Stomach&lt;br /&gt;
|15u&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|Hyronalin&amp;lt;span style=&amp;quot;color:#408000;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part Radium&amp;lt;br&amp;gt;1 part [[#Dylovene|Dylovene]]&lt;br /&gt;
|Removes radiation from the patient&#039;s system.&lt;br /&gt;
&lt;br /&gt;
Does not treat toxin damage. Does not treat genetic (clone) damage.&lt;br /&gt;
|0.05/t in Blood&amp;lt;br&amp;gt;0.03/t in Stomach&lt;br /&gt;
|30u&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|Imidazoline&amp;lt;span style=&amp;quot;color:#C8A5DC;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part Carbon&amp;lt;br&amp;gt;1 part Hydrazine&amp;lt;br&amp;gt;1 part [[#Dylovene|Dylovene]]&lt;br /&gt;
|Treats damage to the eyes, removing blindness and/or blurring.&lt;br /&gt;
&lt;br /&gt;
Does not cure blindness from genetic mutations.&lt;br /&gt;
(Results in 2u instead of 3u)&lt;br /&gt;
|0.2/t in Blood&amp;lt;br&amp;gt;0.1/t in Stomach&lt;br /&gt;
|30u&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|Inaprovaline&amp;lt;span style=&amp;quot;color:#00BFFF;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part Acetone&amp;lt;br&amp;gt;1 part Carbon&amp;lt;br&amp;gt;1 part Sugar&lt;br /&gt;
|Very weak painkiller. Stabilizes Breathing. Weak Blood Clotting. Weak oxygen deprivation healing.&lt;br /&gt;
|0.1/t in Blood&amp;lt;br&amp;gt;0.05/t in Stomach&lt;br /&gt;
|60u&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|Kelotane&amp;lt;span style=&amp;quot;color:#FFA800;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part Silicon&amp;lt;br&amp;gt;1 part Carbon&lt;br /&gt;
|Treats burn damage. Does not work on [[Cht’mant|Cht&#039;mant]], use [[#Seligitilin|Seligitilin]] instead.&lt;br /&gt;
|0.2/t in Blood&amp;lt;br&amp;gt;0.1/t in Stomach&lt;br /&gt;
|30u&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|Kyphotorin&amp;lt;span style=&amp;quot;color:#7d88e6;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[#Peridaxon|Peridaxon]]&amp;lt;br&amp;gt;1 part [[#Unstable mutagen|Unstable mutagen]]&amp;lt;br&amp;gt;1 part [[#Cronexidone|Cronexidone]]&lt;br /&gt;
|Regenerates missing limbs and deals light brute damage occasionally. Regenerating limbs is &#039;&#039;extremely&#039;&#039; painful. &#039;&#039;&#039;ONLY&#039;&#039;&#039; works in a cryo pod and at temperatures below 170K.&lt;br /&gt;
&lt;br /&gt;
Use five units at a time inside a beaker, and wait until the brute damage gets healed before ejecting the patient from the pod to check status of limbs by examining them. Overdose is extremely lethal, causing fatal cellular damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Works on the dead as well&#039;&#039;&#039;, it will regrow even their heads, but for some reason they won&#039;t have eyes!&lt;br /&gt;
|0.2/t in Blood&amp;lt;br&amp;gt;0.1/t in Stomach&lt;br /&gt;
|19.8u&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|Leporazine&amp;lt;span style=&amp;quot;color:#C8A5DC;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part Silicon&amp;lt;br&amp;gt;1 part Copper&amp;lt;br&amp;gt;5 parts [[#Plasma|Plasma]] (Catalyst)&lt;br /&gt;
|Rapidly stabilises body temperature. Treats fevers caused by infections. (Purely cosmetic effect)&lt;br /&gt;
|0.2/t in Blood&amp;lt;br&amp;gt;0.1/t in Stomach&lt;br /&gt;
|30u&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|Meralyne&amp;lt;span style=&amp;quot;color:#E6666C;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[#Hyperzine|Hyperzine]]&amp;lt;br&amp;gt;2 parts [[#Blattedin|Blattedin]]&amp;lt;br&amp;gt;1 part [[#Tramadol|Tramadol]]&lt;br /&gt;
|Treats brute and burn damage at an exceptionally fast rate. Will eventually stop external bleeding by clotting wounds.&lt;br /&gt;
|0.2/t in Blood&amp;lt;br&amp;gt;0.1/t in Stomach&lt;br /&gt;
|30u&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|Methylphenidate&amp;lt;span style=&amp;quot;color:#BF80BF;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[#Mindbreaker Toxin|Mindbreaker Toxin]]&amp;lt;br&amp;gt;1 part Hydrazine&lt;br /&gt;
|Aids with concentration and focus. General anti-anxiety medicine for ADHD and other mental ailments. Has no mechanical effects (pure RP)&lt;br /&gt;
|0.01/t in Blood&amp;lt;br&amp;gt;0.01/t in Stomach&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|Nanobot Fluid&amp;lt;span style=&amp;quot;color:#c2c2d6;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[#Cronexidone|Cronexidone]]&amp;lt;br&amp;gt;1 part Aluminum&amp;lt;br&amp;gt;1 part Iron&amp;lt;br&amp;gt;0.1 parts [[#Raw Uncapped Nanobots|Raw Uncapped Nanobots]]&amp;lt;br&amp;gt;5 parts [[#Plasma|Plasma]] (Catalyst)&amp;lt;br&amp;gt;at temperatures between 73K and 98K&lt;br /&gt;
|Used in beakers inside cryo cells. Requires temperatures below 170K to function.&lt;br /&gt;
&lt;br /&gt;
Repairs prosthetic limbs and their internal components while in a cryotube. Does not work to repair FBP&#039;s, as they do not have a bloodstream. Also works on dead bodies.&lt;br /&gt;
|0.2/t in Blood&amp;lt;br&amp;gt;0.1/t in Stomach&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|Negative Paragenetic Marker&amp;lt;span style=&amp;quot;color:#022000;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[#Ryetalyn|Ryetalyn]]&amp;lt;br&amp;gt;1 part Carbon&amp;lt;br&amp;gt;at a temperature above 400K&lt;br /&gt;
|A chemical that, when heated to 700K and combined in equal parts with a blood sample, will react to form Positive Paragenetic Marker if the blood comes from a Carrion.&lt;br /&gt;
|0.2/t in Blood&amp;lt;br&amp;gt;0.1/t in Stomach&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|Noexcutite&amp;lt;span style=&amp;quot;color:#bc018a;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[#Oxycodone|Oxycodone]]&amp;lt;br&amp;gt;1 part [[#Dylovene|Dylovene]]&lt;br /&gt;
|Stops convulsions and jittering. If overdosed, will cause paralysis.&lt;br /&gt;
|0.2/t in Blood&amp;lt;br&amp;gt;0.1/t in Stomach&lt;br /&gt;
|30u&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|Ossisine&amp;lt;span style=&amp;quot;color:#660679;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[#Soporific|Soporific]]&amp;lt;br&amp;gt;1 part [[#Cronexidone|Cronexidone]]&amp;lt;br&amp;gt;1 part [[#Bicaridine|Bicaridine]]&lt;br /&gt;
|Repairs bones quickly, but paralyses the patient while processing. It does not set bones in place (unless overdosed). For that, do [[Surgery|surgery]] instead. Overdosing causes &#039;&#039;&#039;fatal&#039;&#039;&#039; cellular (clone) damage.&lt;br /&gt;
|0.3/t in Blood&amp;lt;br&amp;gt;0.15/t in Stomach&lt;br /&gt;
|12u&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|Oxycodone&amp;lt;span style=&amp;quot;color:#800080;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part Ethanol&amp;lt;br&amp;gt;1 part [[#Tramadol|Tramadol]]&amp;lt;br&amp;gt;5 parts [[#Plasma|Plasma]] (Catalyst)&lt;br /&gt;
|Most powerful painkiller. Useful when you run out of Anesthesics and need to keep a patient out of pain during surgery, or if near fatally hurt. Makes the user feel druggy. Overdosing causes hallucinations, drugginess, slurring, and slowed movement, it also stuns if you&#039;re not [[Stats|Tough]] enough.&lt;br /&gt;
|0.1/t in Blood&amp;lt;br&amp;gt;0.05/t in Stomach&lt;br /&gt;
|19.8u&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|Paracetamol&amp;lt;span style=&amp;quot;color:#C8A5DC;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[#Inaprovaline|Inaprovaline]]&amp;lt;br&amp;gt;1 part Ethanol&amp;lt;br&amp;gt;1 part Acetone&lt;br /&gt;
|Weak painkiller. Can be administered in a sleeper.&lt;br /&gt;
|0.1/t in Blood&amp;lt;br&amp;gt;0.05/t in Stomach&lt;br /&gt;
|60u&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|Paroxetine&amp;lt;span style=&amp;quot;color:#FF80BF;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[#Mindbreaker Toxin|Mindbreaker Toxin]]&amp;lt;br&amp;gt;1 part Acetone&amp;lt;br&amp;gt;1 part [[#Inaprovaline|Inaprovaline]]&lt;br /&gt;
|Strongest antidepressant available that greatly stabilizes the mind (Purely RP). Has a chance of destabilizing the mind, causing severe hallucinations.&lt;br /&gt;
|0.01/t in Blood&amp;lt;br&amp;gt;0.01/t in Stomach&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|Peridaxon&amp;lt;span style=&amp;quot;color:#561EC3;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|2 parts [[#Bicaridine|Bicaridine]]&amp;lt;br&amp;gt;0.1 parts [[#Cronexidone|Cronexidone]]&amp;lt;br&amp;gt;5 parts [[#Plasma|Plasma]] (Catalyst)&lt;br /&gt;
|Treats damage to organs, healing them. Does not treat brain damage nor heal bones. Will not work for [[Cht’mant|Cht&#039;mant]], use [[#Fuhrerole|Fuhrerole]] instead.&lt;br /&gt;
|0.2/t in Blood&amp;lt;br&amp;gt;0.1/t in Stomach&lt;br /&gt;
|10u&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|Polystem&amp;lt;span style=&amp;quot;color:#ded890;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[#Polytrinic acid|Polytrinic acid]]&amp;lt;br&amp;gt;1 part Iron&amp;lt;br&amp;gt;3 parts Potassium&amp;lt;br&amp;gt;at temperatures between 124K and 168K&lt;br /&gt;
|Heals both brute and burn damage, albeit slowly. Minor blood clotting. &lt;br /&gt;
&lt;br /&gt;
Can be combined with other medications for faster treatment.&lt;br /&gt;
|0.1/t in Blood&amp;lt;br&amp;gt;0.05/t in Stomach&lt;br /&gt;
|30u&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|Positive Paragenetic Marker&amp;lt;span style=&amp;quot;color:#910000;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[#Negative Paragenetic Marker|Negative Paragenetic Marker]]&amp;lt;br&amp;gt;1 part Blood&amp;lt;br&amp;gt;at a temperature above 700K&lt;br /&gt;
|The result of heating up [[#Negative_Paragenetic_Marker|Negative Paragenetic Marker]] in the prescence of Carrion blood. If you manage to obtain this, report the person to Marshals immediately (and discretely).&lt;br /&gt;
|0.2/t in Blood&amp;lt;br&amp;gt;0.1/t in Stomach&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|Purger&amp;lt;span style=&amp;quot;color:#d4cf3b;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[#Mindbreaker Toxin|Mindbreaker Toxin]]&amp;lt;br&amp;gt;3 parts [[#Dylovene|Dylovene]]&amp;lt;br&amp;gt;at a temperature above 363K&lt;br /&gt;
|Temporarily suppresses the craving effects of addictions, allowing the patient to recover from addictions easier. Also slightly heals both Kidneys inside the body.&lt;br /&gt;
&lt;br /&gt;
Does not remove the effects of withdrawal.&lt;br /&gt;
|0.1/t in Blood&amp;lt;br&amp;gt;0.05/t in Stomach&lt;br /&gt;
|10u&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|Quickclot&amp;lt;span style=&amp;quot;color:#a6b85b;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[#Kelotane|Kelotane]]&amp;lt;br&amp;gt;1 part [[#Cronexidone|Cronexidone]]&amp;lt;br&amp;gt;1 part [[#Plasma|Plasma]] (Catalyst)&lt;br /&gt;
|An extremely fast-acting clotting agent that stops external bleeding. Heals Blood Vessels (the organ) inside the body. Overdosing merely clots wounds faster.&lt;br /&gt;
|0.1/t in Blood&amp;lt;br&amp;gt;0.05/t in Stomach&lt;br /&gt;
|5u&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|Respirodaxon&amp;lt;span style=&amp;quot;color:#000080;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[#Dexalin Plus|Dexalin Plus]]&amp;lt;br&amp;gt;1 part [[#Blattedin|Blattedin]]&amp;lt;br&amp;gt;0.1 parts [[#Cronexidone|Cronexidone]]&amp;lt;br&amp;gt;5 parts [[#Plasma|Plasma]] (Catalyst)&lt;br /&gt;
|An intense organ repair chemical used to treat damage to the lungs.&lt;br /&gt;
|0.2/t in Blood&amp;lt;br&amp;gt;0.1/t in Stomach&lt;br /&gt;
|15u&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|Rezadone&amp;lt;span style=&amp;quot;color:#669900;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[#Cronexidone|Cronexidone]]&amp;lt;br&amp;gt;1 part [[#Cryptobiolin|Cryptobiolin]]&amp;lt;br&amp;gt;1 part Copper&lt;br /&gt;
|Treats genetic degradation (clone damage) very quickly, without the need of a cryotube or low temperature.&lt;br /&gt;
&lt;br /&gt;
Causes facial disfigurement if administered in doses higher than 3u.&lt;br /&gt;
|0.2/t in Blood&amp;lt;br&amp;gt;0.1/t in Stomach&lt;br /&gt;
|12u&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|Ryetalyn&amp;lt;span style=&amp;quot;color:#004000;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[#Arithrazine|Arithrazine]]&amp;lt;br&amp;gt;1 part Carbon&lt;br /&gt;
|Just &#039;&#039;&#039;injecting&#039;&#039;&#039; one unit is enough to eliminate all mutations and disabilities permanently, including beneficial ones. Works on dead people, allowing them to unhusk them if they died with over 400 burn damage.&lt;br /&gt;
|0.3/t in Blood&amp;lt;br&amp;gt;0.15/t in Stomach&lt;br /&gt;
|30u&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|Somnadine&amp;lt;span style=&amp;quot;color:#700122;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[#Bicaridine|Bicaridine]]&amp;lt;br&amp;gt;1 part [[#Tramadol|Tramadol]]&amp;lt;br&amp;gt;1 part Carbon&amp;lt;br&amp;gt;15 parts Water (Catalyst)&amp;lt;br&amp;gt;&#039;&#039;&#039;Without&#039;&#039;&#039; Bicaridine present&lt;br /&gt;
|Somnadine is a complex blunt trauma gel that is applied to the skin. The patient has to be asleep for it to work. It will quickly and effectively clear up cuts and other skin level damage, with a minimal risk of overdose&lt;br /&gt;
|0.2/t in Blood&amp;lt;br&amp;gt;0.1/t in Stomach&lt;br /&gt;
|75u&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|Soporific&amp;lt;span style=&amp;quot;color:#009CA8;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[#Chloral Hydrate|Chloral Hydrate]]&amp;lt;br&amp;gt;4 parts Sugar&lt;br /&gt;
|A slow acting, long-lasting anaesthetic. Not toxic.&lt;br /&gt;
&lt;br /&gt;
Combine with a small amount of Chloral Hydrate for increased effect.&lt;br /&gt;
|1/t in Blood&amp;lt;br&amp;gt;0.5/t in Stomach&lt;br /&gt;
|30u&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|Spaceacillin&amp;lt;span style=&amp;quot;color:#C1C1C1;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[#Cryptobiolin|Cryptobiolin]]&amp;lt;br&amp;gt;1 part [[#Inaprovaline|Inaprovaline]]&lt;br /&gt;
|A theta-lactam antibiotic. Slows progression of diseases. Treats infections as long as 1 units or more are present on the body. Also treats Toxin Damage&lt;br /&gt;
|0.01/t in Blood&amp;lt;br&amp;gt;0.01/t in Stomach&lt;br /&gt;
|30u&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|sterilizer&amp;lt;span style=&amp;quot;color:#00FFFF;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[#Dermaline|Dermaline]]&amp;lt;br&amp;gt;1 part Sodium&amp;lt;br&amp;gt;1 part [[#Sterilizine|Sterilizine]]&amp;lt;br&amp;gt;5 parts [[#Cronexidone|Cronexidone]] (Catalyst)&lt;br /&gt;
|Sterilizing solution used in making medical supplies. Don&#039;t.. drink it.&lt;br /&gt;
|0.2/t in Blood&amp;lt;br&amp;gt;0.1/t in Stomach&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|Sterilizine&amp;lt;span style=&amp;quot;color:#C8A5DC;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part Ethanol&amp;lt;br&amp;gt;1 part [[#Dylovene|Dylovene]]&amp;lt;br&amp;gt;1 part Hclacid&lt;br /&gt;
|Kills germs and cleans up bloodstains more effectively than space cleaner. Useful in surgery to prevent or reduce infection levels, specially when [[Surgery#Necrotic_Tissue_Excision_.28Sepsis_Removal.29|treating septic infections]]&lt;br /&gt;
|0.2/t in Blood&amp;lt;br&amp;gt;0.1/t in Stomach&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|Suppressital&amp;lt;span style=&amp;quot;color:#001aff;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part Blood&amp;lt;br&amp;gt;1 part [[#Citalopram|Citalopram]]&amp;lt;br&amp;gt;at temperatures between 7.7K and 12.7K&lt;br /&gt;
|Medication designed to make breakdowns less likely to happen. Also is a robust nerve relaxant.&lt;br /&gt;
|0.2/t in Blood&amp;lt;br&amp;gt;0.1/t in Stomach&lt;br /&gt;
|30u&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|Synaptizine&amp;lt;span style=&amp;quot;color:#99CCFF;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part Sugar&amp;lt;br&amp;gt;1 part Lithium&amp;lt;br&amp;gt;1 part Water&lt;br /&gt;
|Treats hallucinations, paralysis and purges [[#Mindbreaker_toxin|Mindbreaker Toxin]] off the bloodstream. Functions as a stimulant, counteracting stuns and acting as a mild painkiller.&lt;br /&gt;
&lt;br /&gt;
Moderately toxic. Recommended dosage at under 5 units and paired with [[#Dylovene|Dylovene]]. Metabolizes very slowly. Overdose does nothing.&lt;br /&gt;
|0.02/t in Blood&amp;lt;br&amp;gt;0.01/t in Stomach&lt;br /&gt;
|5u&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|Tramadol&amp;lt;span style=&amp;quot;color:#CB68FC;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[#Paracetamol|Paracetamol]]&amp;lt;br&amp;gt;1 part Sugar&amp;lt;br&amp;gt;1 part Water&lt;br /&gt;
|Medium Painkiller. Generally all around useful for mild to semi-severe damage. Stronger than Paracetamol, weaker than Oxycodone. Overdose causes hallucinations, slurring, and slowdown, and eventually stuns you if you&#039;re not [[Stats|Tough]] enough.&lt;br /&gt;
|0.1/t in Blood&amp;lt;br&amp;gt;0.05/t in Stomach&lt;br /&gt;
|30u&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|Tricordrazine&amp;lt;span style=&amp;quot;color:#8040FF;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[#Inaprovaline|Inaprovaline]]&amp;lt;br&amp;gt;1 part [[#Dylovene|Dylovene]]&lt;br /&gt;
|Heals brute, burn, toxin and oxygen damage, albeit slowly. Clots minor wounds from bleeding. Can be combined with other medications for faster treatment. Can be administered in a sleeper (by mixing Dylovene and Inaprovaline). Does not work on [[Cht’mant|Cht&#039;mant]], use [[#Blattedin|Blattedin]] instead.&lt;br /&gt;
&lt;br /&gt;
Overdose causes massive toxin and brain damage until death. Be careful not to combine more than 10u [[#Inaprovaline|Inaprovaline]]/10u [[#Dylovene|Dylovene]] through a sleeper.&lt;br /&gt;
|0.2/t in Blood&amp;lt;br&amp;gt;0.1/t in Stomach&lt;br /&gt;
|30u&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|Trypsin&amp;lt;span style=&amp;quot;color:#9c3a33;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part Carbon&amp;lt;br&amp;gt;1 part Sacid&amp;lt;br&amp;gt;1 part [[#Dermaline|Dermaline]]&lt;br /&gt;
|A synthetic enzyme designed to assist the body in clearing burned and dead flesh from within. Highly painful a typical dose of five units will serve most uses.&lt;br /&gt;
|0.2/t in Blood&amp;lt;br&amp;gt;0.1/t in Stomach&lt;br /&gt;
|10u&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|Varceptol&amp;lt;span style=&amp;quot;color:#FF69B4;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[#Carthatoline|Carthatoline]]&amp;lt;br&amp;gt;1 part [[#Bicaridine|Bicaridine]]&amp;lt;br&amp;gt;1 part [[#Blattedin|Blattedin]]&amp;lt;br&amp;gt;5 parts [[#Plasma|Plasma]] (Catalyst)&lt;br /&gt;
|A powerful treatment chemical capable of repairing both the body and purging of toxins.&lt;br /&gt;
|0.2/t in Blood&amp;lt;br&amp;gt;0.1/t in Stomach&lt;br /&gt;
|15u&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|Vermicetol&amp;lt;span style=&amp;quot;color:#964e06;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[#Kelotane|Kelotane]]&amp;lt;br&amp;gt;1 part [[#Dermaline|Dermaline]]&amp;lt;br&amp;gt;1 part [[#Blattedin|Blattedin]]&amp;lt;br&amp;gt;0.5 parts [[#Cryoxadone|Cryoxadone]]&amp;lt;br&amp;gt;0.5 parts [[#Cronexidone|Cronexidone]]&amp;lt;br&amp;gt;5 parts [[#Plasma|Plasma]] (Catalyst)&lt;br /&gt;
|A potent chemical that treats physical damage at an exceptional rate.&lt;br /&gt;
|0.2/t in Blood&amp;lt;br&amp;gt;0.1/t in Stomach&lt;br /&gt;
|15u&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
== Stims ==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:100%; text-align:left; border: 3px solic #B452CD;; cellspacing=0; cellpadding=2; background-color:white;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;width:150px; background-color:#B452CD;&#039;|Name&lt;br /&gt;
! scope = &amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;width:150px; background-color:#B452CD&#039;|Recipe&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#B452CD;&#039;|Description&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#B452CD&#039;|Metabolism Rate&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#B452CD;&#039;|Overdose Threshold&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;span id=&amp;quot;Adenosine+&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|Adenosine+&amp;lt;span style=&amp;quot;color:#00FFFF;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[#Dermaline|Dermaline]]&amp;lt;br&amp;gt;1 part [[#Cronexidone|Cronexidone]]&amp;lt;br&amp;gt;1 part [[#Sterilizine|Sterilizine]]&amp;lt;br&amp;gt;1 part [[#Aminazine|Aminazine]]&amp;lt;br&amp;gt;1 part [[#Serotrotium|Serotrotium]]&amp;lt;br&amp;gt;1 part [[#Polystem|Polystem]]&amp;lt;br&amp;gt;1 part [[#Paroxetine|Paroxetine]]&amp;lt;br&amp;gt;1 part [[#Rezadone|Rezadone]]&amp;lt;br&amp;gt;1 part [[#Spaceacillin|Spaceacillin]]&amp;lt;br&amp;gt;1 part [[#Rejuvenating agent|Rejuvenating agent]]&amp;lt;br&amp;gt;1 part [[#Cordradaxon|Cordradaxon]]&amp;lt;br&amp;gt;1 part [[#Carthatoline|Carthatoline]]&amp;lt;br&amp;gt;1 part [[#Dexalin Plus|Dexalin Plus]]&amp;lt;br&amp;gt;5 parts Honey (Catalyst)&lt;br /&gt;
|A SI branded mix of chemicals that are designed to only to work on a dead body to jumpstart the processes so that it lives once more,\&lt;br /&gt;
	 only works if a body has died and its admistred within one minute. For some reason only works on high-intelligent beings.&lt;br /&gt;
|0.2/t in Blood&amp;lt;br&amp;gt;0.1/t in Stomach&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|Bouncer&amp;lt;span style=&amp;quot;color:#682f93;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[#Violence|Violence]]&amp;lt;br&amp;gt;1 part [[#Fuhrerole|Fuhrerole]]&amp;lt;br&amp;gt;1 part [[#Hyperzine|Hyperzine]]&amp;lt;br&amp;gt;at temperatures between 303K and 333K&lt;br /&gt;
|Mildly improves Toughness at the cost of Robustness.&lt;br /&gt;
|0.2/t in Blood&amp;lt;br&amp;gt;0.1/t in Stomach&lt;br /&gt;
|30u&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|Boxer&amp;lt;span style=&amp;quot;color:#0ed750;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|2 parts [[#Bouncer|Bouncer]]&amp;lt;br&amp;gt;1 part [[#Plasma|Plasma]]&amp;lt;br&amp;gt;2 parts [[#Amatoxin|Amatoxin]]&amp;lt;br&amp;gt;at temperatures between 323K and 328K&lt;br /&gt;
|Moderately increases Toughness at the cost of mildly reducing Vigilance and Robustness.&lt;br /&gt;
|0.2/t in Blood&amp;lt;br&amp;gt;0.1/t in Stomach&lt;br /&gt;
|15u&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|Cherry Drops&amp;lt;span style=&amp;quot;color:#9bd70f;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part Iron&amp;lt;br&amp;gt;1 part [[#Psilocybin|Psilocybin]]&amp;lt;br&amp;gt;1 part [[#Plant-B-Gone|Plant-B-Gone]]&amp;lt;br&amp;gt;at temperatures between 303K and 333K&lt;br /&gt;
|Mildly improves Cognition at the cost of Mechanical.&lt;br /&gt;
|0.2/t in Blood&amp;lt;br&amp;gt;0.1/t in Stomach&lt;br /&gt;
|35u&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|Grape Drops&amp;lt;span style=&amp;quot;color:#eb5783;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part Honey&amp;lt;br&amp;gt;2 parts [[#Cherry Drops|Cherry Drops]]&amp;lt;br&amp;gt;2 parts Ethanol&amp;lt;br&amp;gt;at temperatures between 338K and 343K&lt;br /&gt;
|Moderately increases Cognition at the cost of mildly reducing Biology and Mechanical.&lt;br /&gt;
|0.2/t in Blood&amp;lt;br&amp;gt;0.1/t in Stomach&lt;br /&gt;
|25u&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|Greaser&amp;lt;span style=&amp;quot;color:#5f95e2;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|2 parts Coffee&amp;lt;br&amp;gt;1 part [[#Diplopterum|Diplopterum]]&amp;lt;br&amp;gt;1 part Sugar&amp;lt;br&amp;gt;1 part Ethanol&amp;lt;br&amp;gt;at temperatures between 323K and 343K&lt;br /&gt;
|A ethanol based stimulator. Used as pick me up for engineers and technicians.&lt;br /&gt;
|0.2/t in Blood&amp;lt;br&amp;gt;0.1/t in Stomach&lt;br /&gt;
|30u&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|Greasy Lard&amp;lt;span style=&amp;quot;color:#9eb236;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[#Greaser|Greaser]]&amp;lt;br&amp;gt;1 part [[#Tramadol|Tramadol]]&amp;lt;br&amp;gt;1 part [[#Blattedin|Blattedin]]&amp;lt;br&amp;gt;at temperatures between 308K and 318K&lt;br /&gt;
|Potent ethanol based stimulator. Used by engineers and technicians to gain an edge when working with machines.&lt;br /&gt;
|0.2/t in Blood&amp;lt;br&amp;gt;0.1/t in Stomach&lt;br /&gt;
|18u&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|MENACE&amp;lt;span style=&amp;quot;color:#ffb3b7;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[#TURBO|TURBO]]&amp;lt;br&amp;gt;1 part [[#Boxer|Boxer]]&amp;lt;br&amp;gt;1 part [[#Violence Ultra|Violence Ultra]]&amp;lt;br&amp;gt;at temperatures between 358K and 363K&lt;br /&gt;
|Moderately increases Robustness, Toughness and Vigilance at the cost of mildly reducing Biology, Cognition and Mechanical.&lt;br /&gt;
|0.2/t in Blood&amp;lt;br&amp;gt;0.1/t in Stomach&lt;br /&gt;
|12u&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|Party Drops&amp;lt;span style=&amp;quot;color:#ffb3b7;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[#Grape Drops|Grape Drops]]&amp;lt;br&amp;gt;1 part [[#Greasy Lard|Greasy Lard]]&amp;lt;br&amp;gt;1 part [[#UltraSurgeon|UltraSurgeon]]&amp;lt;br&amp;gt;1 part Honey (Catalyst)&lt;br /&gt;
|Moderately increases Biology, Cognition and Mechanical at the cost of mildly reducing Robustness, Toughness and Vigilance.&lt;br /&gt;
|0.2/t in Blood&amp;lt;br&amp;gt;0.1/t in Stomach&lt;br /&gt;
|10u&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|ProSurgeon&amp;lt;span style=&amp;quot;color:#2d867a;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[#Nicotine|Nicotine]]&amp;lt;br&amp;gt;2 parts Sugar&amp;lt;br&amp;gt;2 parts Tungsten&lt;br /&gt;
|A stimulating drug, used to reduce tremor to minimum. Common in medical facilities.&lt;br /&gt;
|0.2/t in Blood&amp;lt;br&amp;gt;0.1/t in Stomach&lt;br /&gt;
|30u&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|Steady&amp;lt;span style=&amp;quot;color:#334183;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[#Pararein|Pararein]]&amp;lt;br&amp;gt;1 part [[#Carpotoxin|Carpotoxin]]&amp;lt;br&amp;gt;1 part Copper&amp;lt;br&amp;gt;1 part Hydrazine&amp;lt;br&amp;gt;at temperatures between 323K and 338K&lt;br /&gt;
|Mildly improves Vigilance at the cost of Toughness.&lt;br /&gt;
|0.2/t in Blood&amp;lt;br&amp;gt;0.1/t in Stomach&lt;br /&gt;
|20u&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|TURBO&amp;lt;span style=&amp;quot;color:#f22168;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[#Steady|Steady]]&amp;lt;br&amp;gt;1 part Adrenaline&amp;lt;br&amp;gt;1 part [[#Synaptizine|Synaptizine]]&amp;lt;br&amp;gt;at temperatures between 288K and 293K&lt;br /&gt;
|Moderately increases Vigilance at the cost of mildly reducing Robustness and Toughness.&lt;br /&gt;
|0.2/t in Blood&amp;lt;br&amp;gt;0.1/t in Stomach&lt;br /&gt;
|12u&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|UltraSurgeon&amp;lt;span style=&amp;quot;color:#0c07c4;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|3 parts [[#ProSurgeon|ProSurgeon]]&amp;lt;br&amp;gt;1 part [[#Noexcutite|Noexcutite]]&amp;lt;br&amp;gt;at temperatures between 243K and 263K&lt;br /&gt;
|Moderately increases Biology at the cost of mildly reducing Cognition and Mechanical.&lt;br /&gt;
|0.2/t in Blood&amp;lt;br&amp;gt;0.1/t in Stomach&lt;br /&gt;
|17u&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|Violence&amp;lt;span style=&amp;quot;color:#75aea5;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|3 parts Blood&amp;lt;br&amp;gt;1 part Ammonia&amp;lt;br&amp;gt;1 part [[#Gewaltine|Gewaltine]]&amp;lt;br&amp;gt;at temperatures between 393K and 423K&lt;br /&gt;
|Mildly improves Robustness at the cost of Vigilance.&lt;br /&gt;
|0.2/t in Blood&amp;lt;br&amp;gt;0.1/t in Stomach&lt;br /&gt;
|20u&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|Violence Ultra&amp;lt;span style=&amp;quot;color:#3d3362;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[#Violence|Violence]]&amp;lt;br&amp;gt;1 part [[#Fuhrerole|Fuhrerole]]&amp;lt;br&amp;gt;1 part [[#Hyperzine|Hyperzine]]&amp;lt;br&amp;gt;at temperatures between 243K and 258K&lt;br /&gt;
|Moderately increases Robustness at the cost of mildly reducing Toughness and Vigilance.&lt;br /&gt;
|0.2/t in Blood&amp;lt;br&amp;gt;0.1/t in Stomach&lt;br /&gt;
|11u|-&lt;br /&gt;
|}&lt;br /&gt;
== Drugs ==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:100%; text-align:left; border: 3px solic #B452CD;; cellspacing=0; cellpadding=2; background-color:white;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;width:150px; background-color:#B452CD;&#039;|Name&lt;br /&gt;
! scope = &amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;width:150px; background-color:#B452CD&#039;|Recipe&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#B452CD;&#039;|Description&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#B452CD&#039;|Metabolism Rate&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#B452CD;&#039;|Overdose Threshold&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;span id=&amp;quot;antihistamine hydrochloride&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|antihistamine hydrochloride&amp;lt;span style=&amp;quot;color:#B33DE2;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[#Tramadol|Tramadol]]&amp;lt;br&amp;gt;1 part [[#Chloral Hydrate|Chloral Hydrate]]&amp;lt;br&amp;gt;1 part [[#Soporific|Soporific]]&amp;lt;br&amp;gt;1 part Sodawater&lt;br /&gt;
|A weak sleeping agent mixed with carbondated water to make it into a drinkable substaince, but unstable in the blood. Oftin mixed with soda or coffee to get a high.&lt;br /&gt;
|0.1/t in Blood&amp;lt;br&amp;gt;0.05/t in Stomach&lt;br /&gt;
|30u&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|Cerebrix&amp;lt;span style=&amp;quot;color:#E700E7;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[#Psilocybin|Psilocybin]]&amp;lt;br&amp;gt;1 part [[#Synaptizine|Synaptizine]]&amp;lt;br&amp;gt;1 part [[#Cryptobiolin|Cryptobiolin]]&lt;br /&gt;
|A rare chemical originally developed by the Soteria, this quasi-stimulant enhances the mind of a psion and restores their psi essence. However its highly addictive and highly dangerous if overdosed. Useless to non-psions. Has a secondary effect when drank that causes the user to enhance their cognitive abilities.&lt;br /&gt;
|0.1/t in Blood&amp;lt;br&amp;gt;0.05/t in Stomach&lt;br /&gt;
|30u&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|Cryptobiolin&amp;lt;span style=&amp;quot;color:#000055;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part Potassium&amp;lt;br&amp;gt;1 part Acetone&amp;lt;br&amp;gt;1 part Sugar&lt;br /&gt;
|Causes confusion and dizzyness.&lt;br /&gt;
&lt;br /&gt;
Sanity Gain = 1&lt;br /&gt;
|0.1/t in Blood&amp;lt;br&amp;gt;0.05/t in Stomach&lt;br /&gt;
|30u&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|Hyperzine&amp;lt;span style=&amp;quot;color:#FF3300;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part Sugar&amp;lt;br&amp;gt;1 part [[#Blattedin|Blattedin]]&amp;lt;br&amp;gt;1 part Sulfur&lt;br /&gt;
|Muscle stimulant. Allows greater freedom of movement.&lt;br /&gt;
&lt;br /&gt;
Side effects include twitching, nervousness and addiction. Can cause minor heart damage due to high BPM.&lt;br /&gt;
(Results in 1u instead of 3u)&lt;br /&gt;
|0.1/t in Blood&amp;lt;br&amp;gt;0.05/t in Stomach&lt;br /&gt;
|19.8u&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|Impedrezene&amp;lt;span style=&amp;quot;color:#C8A5DC;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part Mercury&amp;lt;br&amp;gt;1 part Acetone&amp;lt;br&amp;gt;1 part Sugar&lt;br /&gt;
|A narcotic that impedes one&#039;s ability by slowing down the higher brain cell functions, resulting in brain damage and feelings of drowsiness.&lt;br /&gt;
&lt;br /&gt;
Sanity Gain = 1&lt;br /&gt;
|0.2/t in Blood&amp;lt;br&amp;gt;0.1/t in Stomach&lt;br /&gt;
|30u&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|Mindbreaker Toxin&amp;lt;span style=&amp;quot;color:#B31008;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part Silicon&amp;lt;br&amp;gt;1 part Hydrazine&amp;lt;br&amp;gt;1 part [[#Dylovene|Dylovene]]&lt;br /&gt;
|A powerful hallucinogen&lt;br /&gt;
|0.05/t in Blood&amp;lt;br&amp;gt;0.03/t in Stomach&lt;br /&gt;
|30u&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|Mindwipe&amp;lt;span style=&amp;quot;color:#bfff00;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[#Mindbreaker Toxin|Mindbreaker Toxin]]&amp;lt;br&amp;gt;1 part [[#Psilocybin|Psilocybin]]&amp;lt;br&amp;gt;1 part [[#Sanguinum|Sanguinum]]&amp;lt;br&amp;gt;1 part [[#Dylovene|Dylovene]]&amp;lt;br&amp;gt;1 part Ethanol&lt;br /&gt;
|Shocks the user&#039;s brain hard enough to make him forget about his quirks. Is ill-advised because of side effects&lt;br /&gt;
|0.1/t in Blood&amp;lt;br&amp;gt;0.05/t in Stomach&lt;br /&gt;
|30u&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|Nanoblood&amp;lt;span style=&amp;quot;color:#8a0303;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|3 parts Blood&amp;lt;br&amp;gt;5 parts [[#Raw Uncapped Nanobots|Raw Uncapped Nanobots]]&amp;lt;br&amp;gt;2 parts [[#Sanguinum|Sanguinum]]&amp;lt;br&amp;gt;5 parts [[#Plasma|Plasma]] (Catalyst)&lt;br /&gt;
|A highly dangerous and highly advanced Erythropoiesis-stimulant. Typically reserved for high-end paramedic services or military hospitals - any instance where the low LD-50 and difficulty of synthesis can be considered acceptable in the face of its rapid effectiveness even in low doses. Must be stored at temperatures not significantly higher than the human body.&lt;br /&gt;
|0.2/t in Blood&amp;lt;br&amp;gt;0.1/t in Stomach&lt;br /&gt;
|3u&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|Nicotine&amp;lt;span style=&amp;quot;color:#181818;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part Toxin&amp;lt;br&amp;gt;1 part Carbon&amp;lt;br&amp;gt;1 part Capsaicin&amp;lt;br&amp;gt;1 part Mercury&lt;br /&gt;
|A highly addictive stimulant extracted from the tobacco plant.&lt;br /&gt;
|0.2/t in Blood&amp;lt;br&amp;gt;0.1/t in Stomach&lt;br /&gt;
|30u&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|Nosfernium&amp;lt;span style=&amp;quot;color:#e06270;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|27 parts [[#Sanguinum|Sanguinum]]&amp;lt;br&amp;gt;34 parts [[#Bicaridine|Bicaridine]]&amp;lt;br&amp;gt;1 part Milk&amp;lt;br&amp;gt;29 parts Iron&amp;lt;br&amp;gt;16 parts Lithium&amp;lt;br&amp;gt;8 parts Sugar&amp;lt;br&amp;gt;21 parts [[#Plasma|Plasma]] (Catalyst)&amp;lt;br&amp;gt;at temperatures between 358K and 373K&lt;br /&gt;
|A chemical for when the body is bleed dry, and if its not will ensure you are left a skeleton.&lt;br /&gt;
|0.1/t in Blood&amp;lt;br&amp;gt;0.05/t in Stomach&lt;br /&gt;
|5u&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|Ruined Nanoblood&amp;lt;span style=&amp;quot;color:#8a0303;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[#Nanoblood|Nanoblood]]&lt;br /&gt;
|rotting copper&lt;br /&gt;
|0.2/t in Blood&amp;lt;br&amp;gt;0.1/t in Stomach&lt;br /&gt;
|3u&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|Sanguinum&amp;lt;span style=&amp;quot;color:#e06270;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[#Bicaridine|Bicaridine]]&amp;lt;br&amp;gt;1 part [[#Spaceacillin|Spaceacillin]]&amp;lt;br&amp;gt;1 part Mercury&lt;br /&gt;
|Greatly increases blood restoration. May cause blood coughing.&lt;br /&gt;
|0.2/t in Blood&amp;lt;br&amp;gt;0.1/t in Stomach&lt;br /&gt;
|15u&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|Serotrotium&amp;lt;span style=&amp;quot;color:#202040;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|5 parts Blood&amp;lt;br&amp;gt;1 part [[#Psilocybin|Psilocybin]]&amp;lt;br&amp;gt;5 parts Nutriment (Catalyst)&amp;lt;br&amp;gt;at temperatures between 203K and 273K&lt;br /&gt;
|Promotes concentrated production of the serotonin neurotransmitter in humans.&lt;br /&gt;
&lt;br /&gt;
Sanity gain = 1.5&lt;br /&gt;
|0.05/t in Blood&amp;lt;br&amp;gt;0.03/t in Stomach&lt;br /&gt;
|30u&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|Space drugs&amp;lt;span style=&amp;quot;color:#60A584;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part Mercury&amp;lt;br&amp;gt;1 part Sugar&amp;lt;br&amp;gt;1 part Lithium&lt;br /&gt;
|Causes random movements and feelings of drugginess, lowers the heart rate.&lt;br /&gt;
&lt;br /&gt;
Sanity gain = 1.5&lt;br /&gt;
|0.1/t in Blood&amp;lt;br&amp;gt;0.05/t in Stomach&lt;br /&gt;
|30u&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
== Nanites ==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:100%; text-align:left; border: 3px solic #B452CD;; cellspacing=0; cellpadding=2; background-color:white;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;width:150px; background-color:#B452CD;&#039;|Name&lt;br /&gt;
! scope = &amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;width:150px; background-color:#B452CD&#039;|Recipe&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#B452CD;&#039;|Description&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#B452CD&#039;|Metabolism Rate&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#B452CD;&#039;|Overdose Threshold&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;span id=&amp;quot;A-rad&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|A-rad&amp;lt;span style=&amp;quot;color:#696969;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[#Raw Industrial Nanobots|Raw Industrial Nanobots]]&amp;lt;br&amp;gt;1 part [[#Arithrazine|Arithrazine]]&lt;br /&gt;
|Purges radiation over time.&lt;br /&gt;
|0.2/t in Blood&amp;lt;br&amp;gt;0.1/t in Stomach&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|Control Booster Combat&amp;lt;span style=&amp;quot;color:#696969;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[#Raw Uncapped Nanobots|Raw Uncapped Nanobots]]&amp;lt;br&amp;gt;1 part [[#MENACE|MENACE]]&lt;br /&gt;
|Moderately boost Roubstness, Toughness and Vigiliance, akin to Menace.&lt;br /&gt;
&lt;br /&gt;
Has no side effects.&lt;br /&gt;
|0.2/t in Blood&amp;lt;br&amp;gt;0.1/t in Stomach&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|Control Booster Utility&amp;lt;span style=&amp;quot;color:#696969;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[#Raw Uncapped Nanobots|Raw Uncapped Nanobots]]&amp;lt;br&amp;gt;1 part [[#Party Drops|Party Drops]]&lt;br /&gt;
|Moderately boosts Biology, Cognition and Mechanical, akin to Party Drops.&lt;br /&gt;
&lt;br /&gt;
Has no side effects.&lt;br /&gt;
|0.2/t in Blood&amp;lt;br&amp;gt;0.1/t in Stomach&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|Handyprints&amp;lt;span style=&amp;quot;color:#696969;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[#Raw Uncapped Nanobots|Raw Uncapped Nanobots]]&amp;lt;br&amp;gt;1 part [[#Handyprints|Handyprints]]&lt;br /&gt;
|Alters the user&#039;s fingerprints to obscure identification.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Note: Presently unatainable due to a bugged recipe.)&#039;&#039;&lt;br /&gt;
|0.2/t in Blood&amp;lt;br&amp;gt;0.1/t in Stomach&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|Nanosymbiotes&amp;lt;span style=&amp;quot;color:#696969;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[#Raw Industrial Nanobots|Raw Industrial Nanobots]]&amp;lt;br&amp;gt;1 part [[#Peridaxon|Peridaxon]]&lt;br /&gt;
|Heals brute, burn, toxin and clone damage over time, as well as repairs the brain. &lt;br /&gt;
&lt;br /&gt;
Does not heal other internal organs or mechanical parts.&lt;br /&gt;
|0.2/t in Blood&amp;lt;br&amp;gt;0.1/t in Stomach&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|Nantidotes&amp;lt;span style=&amp;quot;color:#696969;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[#Raw Industrial Nanobots|Raw Industrial Nanobots]]&amp;lt;br&amp;gt;1 part [[#Haloperidol|Haloperidol]]&lt;br /&gt;
|Removes reagents from the bloodstream that is anything but itself. &lt;br /&gt;
&lt;br /&gt;
Does not heal toxin damage.&lt;br /&gt;
|0.2/t in Blood&amp;lt;br&amp;gt;0.1/t in Stomach&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|Oxyrush&amp;lt;span style=&amp;quot;color:#696969;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[#Raw Industrial Nanobots|Raw Industrial Nanobots]]&amp;lt;br&amp;gt;1 part [[#Dexalin|Dexalin]]&lt;br /&gt;
|Greatly heals oxygen damage and provides a constant state of blood oxygenation, equivalent to Dexalin Plus.&lt;br /&gt;
|0.2/t in Blood&amp;lt;br&amp;gt;0.1/t in Stomach&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|Purgers&amp;lt;span style=&amp;quot;color:#696969;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[#Raw Industrial Nanobots|Raw Industrial Nanobots]]&amp;lt;br&amp;gt;1 part [[#Synaptizine|Synaptizine]]&lt;br /&gt;
|Removes other nanites from the bloodstream.&lt;br /&gt;
|0.2/t in Blood&amp;lt;br&amp;gt;0.1/t in Stomach&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|repair nanites&amp;lt;span style=&amp;quot;color:#696969;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[#Raw Industrial Nanobots|Raw Industrial Nanobots]]&amp;lt;br&amp;gt;1 part Silicon&lt;br /&gt;
|Microscopic construction robots programmed to repair internal components.&lt;br /&gt;
|0.2/t in Blood&amp;lt;br&amp;gt;0.1/t in Stomach&lt;br /&gt;
|5u&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|Trauma Control System&amp;lt;span style=&amp;quot;color:#696969;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[#Raw Industrial Nanobots|Raw Industrial Nanobots]]&amp;lt;br&amp;gt;1 part [[#Bicaridine|Bicaridine]]&lt;br /&gt;
|Heals organic organs over time.&lt;br /&gt;
&lt;br /&gt;
Does not heal external damage, or mechanical organs.&lt;br /&gt;
|0.2/t in Blood&amp;lt;br&amp;gt;0.1/t in Stomach&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|Voice mimics&amp;lt;span style=&amp;quot;color:#696969;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[#Raw Uncapped Nanobots|Raw Uncapped Nanobots]]&amp;lt;br&amp;gt;1 part [[#Synaptizine|Synaptizine]]&lt;br /&gt;
|Alters the user&#039;s voice to be unrecognisable and appear as &amp;quot;Unknown&amp;quot;. Hitting the host will disable the nanites.&lt;br /&gt;
|0.2/t in Blood&amp;lt;br&amp;gt;0.1/t in Stomach&lt;br /&gt;
|N/A|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Toxins ==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:100%; text-align:left; border: 3px solic #B452CD;; cellspacing=0; cellpadding=2; background-color:white;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;width:150px; background-color:#B452CD;&#039;|Name&lt;br /&gt;
! scope = &amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;width:150px; background-color:#B452CD&#039;|Recipe&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#B452CD;&#039;|Description&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#B452CD&#039;|Metabolism Rate&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#B452CD;&#039;|Overdose Threshold&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;span id=&amp;quot;Cyanide&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|Cyanide&amp;lt;span style=&amp;quot;color:#CF3600;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|5 parts Toxin&amp;lt;br&amp;gt;3 parts [[#Mindbreaker Toxin|Mindbreaker Toxin]]&amp;lt;br&amp;gt;2 parts [[#Fuhrerole|Fuhrerole]]&amp;lt;br&amp;gt;at temperatures between 10K and 33K&lt;br /&gt;
|An extremely toxic poison.&lt;br /&gt;
|0.05/t in Blood&amp;lt;br&amp;gt;0.03/t in Stomach&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|Lexorin&amp;lt;span style=&amp;quot;color:#C8A5DC;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[#Plasma|Plasma]]&amp;lt;br&amp;gt;1 part Hydrazine&amp;lt;br&amp;gt;1 part Ammonia&lt;br /&gt;
|An extremely effective toxin, preventing the victim from breathing and de-oxygenating the system. &lt;br /&gt;
&lt;br /&gt;
Purged with [[#Dexalin|Dexalin]] and [[#Dexalin_Plus|Dexalin Plus]] (or [[#Diplopterum|Diplopterum]] on [[Cht’mant|Cht&#039;mant]])&lt;br /&gt;
|0.5/t in Blood&amp;lt;br&amp;gt;0.25/t in Stomach&lt;br /&gt;
|30u&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|Oil&amp;lt;span style=&amp;quot;color:#0C0C0C;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part Fuel&amp;lt;br&amp;gt;1 part Carbon&amp;lt;br&amp;gt;1 part Ethanol&amp;lt;br&amp;gt;at a temperature above 480K&lt;br /&gt;
|A precursor to Plasticide. Mildly toxic.&lt;br /&gt;
|0.2/t in Blood&amp;lt;br&amp;gt;0.1/t in Stomach&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|Plant-B-Gone&amp;lt;span style=&amp;quot;color:#49002E;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part Toxin&amp;lt;br&amp;gt;4 parts Water&lt;br /&gt;
|A strong herbicide, but a very weak poison.&lt;br /&gt;
|0.2/t in Blood&amp;lt;br&amp;gt;0.1/t in Stomach&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|Plasticide&amp;lt;span style=&amp;quot;color:#CF3600;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[#Oil|Oil]]&amp;lt;br&amp;gt;1 part Ethanol&amp;lt;br&amp;gt;1 part Silicon&lt;br /&gt;
|A key ingredient in a number of industrial chemical processes.&lt;br /&gt;
&lt;br /&gt;
Extremely toxic.&lt;br /&gt;
|0.2/t in Blood&amp;lt;br&amp;gt;0.1/t in Stomach&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|Polytrinic acid&amp;lt;span style=&amp;quot;color:#8E18A9;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part Sacid&amp;lt;br&amp;gt;1 part Hclacid&amp;lt;br&amp;gt;1 part Potassium&lt;br /&gt;
|A very powerful acid. &lt;br /&gt;
&lt;br /&gt;
Can be used to destroy objects and Hivemind wires.&lt;br /&gt;
|0.4/t in Blood&amp;lt;br&amp;gt;0.2/t in Stomach&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|Potassium Chloride&amp;lt;span style=&amp;quot;color:#FFFFFF;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part Sodiumchloride&amp;lt;br&amp;gt;1 part Potassium&lt;br /&gt;
|A delicious salt that arrests the heart if injected there.&lt;br /&gt;
|0.2/t in Blood&amp;lt;br&amp;gt;0.1/t in Stomach&lt;br /&gt;
|30u&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|Potassium Chlorophoride&amp;lt;span style=&amp;quot;color:#FFFFFF;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[#Potassium Chloride|Potassium Chloride]]&amp;lt;br&amp;gt;1 part Toxin&amp;lt;br&amp;gt;1 part [[#Chloral Hydrate|Chloral Hydrate]]&lt;br /&gt;
|A specific chemical based on Potassium Chloride to arrest the heart for surgery.&lt;br /&gt;
|0.2/t in Blood&amp;lt;br&amp;gt;0.1/t in Stomach&lt;br /&gt;
|20u&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|Tetraricide&amp;lt;span style=&amp;quot;color:;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part Hydrazine&amp;lt;br&amp;gt;1 part [[#Cyanide|Cyanide]]&amp;lt;br&amp;gt;1 part [[#Potassium Chloride|Potassium Chloride]]&amp;lt;br&amp;gt;1 part [[#Lexorin|Lexorin]]&lt;br /&gt;
|A powerful chemical weapon, sometimes referred to as \&lt;br /&gt;
|0.2/t in Blood&amp;lt;br&amp;gt;0.1/t in Stomach&lt;br /&gt;
|15u&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|Unstable mutagen&amp;lt;span style=&amp;quot;color:#13BC5E;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part Radium&amp;lt;br&amp;gt;1 part Phosphorus&amp;lt;br&amp;gt;1 part Hclacid&lt;br /&gt;
|Causes random, uncontrolled mutations with a chance to mildly irradiate the victim and dealing mild toxin damage.&lt;br /&gt;
|0.2/t in Blood&amp;lt;br&amp;gt;0.1/t in Stomach&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|Zombie Powder&amp;lt;span style=&amp;quot;color:#669900;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|5 parts [[#Carpotoxin|Carpotoxin]]&amp;lt;br&amp;gt;5 parts [[#Soporific|Soporific]]&amp;lt;br&amp;gt;5 parts Copper&lt;br /&gt;
|Causes the victim to &#039;&#039;&#039;instantly&#039;&#039;&#039; enter a state of false death and fool all but the most thorough medical tests.&lt;br /&gt;
&lt;br /&gt;
Very weakly toxic but de-oxygenates the body the longer it&#039;s present, potentially causing long-term damage if left too long. Victim can still emote, but will be unable to speak.&lt;br /&gt;
|0.2/t in Blood&amp;lt;br&amp;gt;0.1/t in Stomach&lt;br /&gt;
|N/A|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Solidifications ==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:100%; text-align:left; border: 3px solic #B452CD;; cellspacing=0; cellpadding=2; background-color:white;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;width:150px; background-color:#B452CD;&#039;|Name&lt;br /&gt;
! scope = &amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;width:150px; background-color:#B452CD&#039;|Recipe&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#B452CD;&#039;|Description&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#B452CD&#039;|Metabolism Rate&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#B452CD;&#039;|Overdose Threshold&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|Plastication&amp;lt;span style=&amp;quot;color:#d3d9db;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|2 part [[Guide to Chemistry#Plasticide|Plasticide]]&amp;lt;br&amp;gt;1 part [[Guide to Chemistry#Polytrinic acid|Polytrinic Acid]]&lt;br /&gt;
|Solidifies the solution into sheets of plastic.&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#B452CD;&#039;|Gold Solidification&amp;lt;span style=&amp;quot;color:#BB9900;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|2 part [[Guide to Chemistry#Plasticide|Plasticide]]&amp;lt;br&amp;gt;1 part [[Guide to Chemistry#Polytrinic acid|Polytrinic Acid]]&lt;br /&gt;
|Solidifies the solution into sheets of plastic.&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Beyond the Dispenser ==&lt;br /&gt;
Just because it isn&#039;t found in the dispenser or the guide above doesn&#039;t mean you can&#039;t use it! Slime cores and plenty of other things can provide limitless fun for an enterprising and curious chemist.&lt;br /&gt;
&lt;br /&gt;
{{Gameplay guides}}&lt;/div&gt;</summary>
		<author><name>DrFarson</name></author>
	</entry>
	<entry>
		<id>http://sojourn13.space/w/index.php?title=Guide_to_Paperwork&amp;diff=4565</id>
		<title>Guide to Paperwork</title>
		<link rel="alternate" type="text/html" href="http://sojourn13.space/w/index.php?title=Guide_to_Paperwork&amp;diff=4565"/>
		<updated>2024-12-08T17:37:41Z</updated>

		<summary type="html">&lt;p&gt;DrFarson: /* Medical: */ Seperates imperial and metric measurement units to avoid confusion.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Writing is an integral part to paperwork and writing books! If you want to write an official department memo, or a good looking book, you&#039;re gonna have to know how to write it.&lt;br /&gt;
&lt;br /&gt;
Listed in [[Example Paperwork]] are samples of how to properly format in-game paperwork! &#039;&#039;&#039;We do not enforce the use of these examples exactly. This is to simply to give you a good base to work from.&#039;&#039;&#039;  Much of this work has been siphoned off from many different places in the SS13 community. Notable examples being two Separate [http://baystation12.net/forums/viewtopic.php?f=1&amp;amp;t=6193 Baystation] --  [http://baystation12.net/forums/viewtopic.php?f=1&amp;amp;t=6193 forum] posts, and parts of the [https://doku.ss13polaris.com/doku.php?id=game:guides:paperwork:example_paperwork Polaris] wiki. These examples already have most of the special notation included,To properly understand how the notation works, you will need a basic grasp of BBCode or HTML. But don&#039;t worry, even if you don&#039;t know either, just try copy pasting the examples and replacing the text with your own! Once you&#039;re comfortable with that, try experimenting with what works together and how.&lt;br /&gt;
&lt;br /&gt;
==Writing tools and Formatting key==&lt;br /&gt;
Writing is performed on paper using any standard writing utensil.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Pens&#039;&#039;&#039; come in a few different colors, black or blue by default, and some departments are provided with red pens. Pens have a variety of functions!&lt;br /&gt;
*&#039;&#039;&#039;Crayons&#039;&#039;&#039; work much like pens, except that they are always bold, and lack the list, horizontal rule, and small tags.&lt;br /&gt;
&lt;br /&gt;
===Formatting Paper:===&lt;br /&gt;
&lt;br /&gt;
====Signature====&lt;br /&gt;
To sign your name, use the [sign] tag. Remember that &#039;&#039;&#039;if you use the [sign] tag, your signature is unique and cannot be forged in most cases.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;pre&amp;gt;Your signature: [sign]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Field====&lt;br /&gt;
To insert a field from which you can start writing (instead of just using the bottom of the paper), use the [field] tag.&lt;br /&gt;
&amp;lt;pre&amp;gt;Reason for Request: [field]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====New Lines====&lt;br /&gt;
New lines can be created by using the [br] tag. Without this, anything you write will continue on the same line until it reaches the end of the page.&lt;br /&gt;
&amp;lt;pre&amp;gt;text above&lt;br /&gt;
[br]&lt;br /&gt;
text below&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Bold====&lt;br /&gt;
To make text bold, enclose it within the [b] and [/b] tags.&lt;br /&gt;
&amp;lt;pre&amp;gt;[b]This text is going to be bold.[/b] This text is not.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Italics====&lt;br /&gt;
To italicize text, enclose it within the [i] and [/i] tags.&lt;br /&gt;
&amp;lt;pre&amp;gt;[i]This text is italicized.[/i] This text is not.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Underlining====&lt;br /&gt;
To underline text, enclose it within the [u] and [/u] tags.&lt;br /&gt;
&amp;lt;pre&amp;gt;[u]This text is underlined.[/u] This text is not.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Centering====&lt;br /&gt;
To center text, enclose it with the [center] and [/center] tags.&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;[center]Type the center tags onto the paper like this![/center]&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Lists====&lt;br /&gt;
Create a list by using the [list] and [/list] tags. For every entry in your list, add a [*] in front of your entry.&lt;br /&gt;
For example;&lt;br /&gt;
 [list][*]Bullet one.[*]Bullet two.[/list]&lt;br /&gt;
&lt;br /&gt;
====Large Text====&lt;br /&gt;
Make text larger, enclose it within the [large] and [/large] tags. Large text like this can be used for emphasis or for titles.&lt;br /&gt;
&amp;lt;pre&amp;gt;[large]This text is much larger[/large] than this text.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Small Text====&lt;br /&gt;
To shrink text, enclose it with the [small] and [/small] tags.&lt;br /&gt;
Shrunken text can be used to fit more information onto your paper.&lt;br /&gt;
&amp;lt;pre&amp;gt;[small]This text is very small![/small] This text is normal-sized.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Horizontal rules====&lt;br /&gt;
To add a horizontal rule, use the [hr] tag.&lt;br /&gt;
&amp;lt;pre&amp;gt;text above&lt;br /&gt;
[hr]&lt;br /&gt;
text below&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====NT Logo====&lt;br /&gt;
To add the NT logo, use the [logo] tag.&lt;br /&gt;
&lt;br /&gt;
= Character Records =&lt;br /&gt;
First you should take a look at the information your character &#039;&#039;should&#039;&#039; have before starting their first day working on station. (&amp;quot;s&#039;&#039;hould&amp;quot; Meaning that this paper work is entirely optional, but would greatly help you and others when role-playing.)&#039;&#039;  Your character should have the following records: Employment, Medical and Security! These should be filled out as if they were being written about your character from a [[NanoTrasen|NT]] or [[List of Trans-Stellar Corporations|another corporation]] staff member&#039;s point of view. &#039;&#039;&#039;&#039;&#039;While we do not enforce how these records are written, Just like your actual character please make sure your records fit with our stations &amp;quot;[[Lore|canon]]&amp;quot; and &amp;quot;[[rules]]&amp;quot;.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Employment: ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;(Note:Like with Security records do not put information you would not want other characters to openly know. &amp;quot;I WORKED AS A SMUGGLER FOR THE PIZZA THE HUT!&amp;quot; is probably not a thing that would be on your records. This list can be as long or as short as you like, you don&#039;t need multiple fields if it isn&#039;t relevant. Example: Your character has only had 1 prior job.)&#039;&#039;&#039;&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&amp;lt;pre&amp;gt; &lt;br /&gt;
EDUCATION SUMMARY:&lt;br /&gt;
 CURRENT QUALIFICATIONS:&lt;br /&gt;
 CURRENT CERTIFICATIONS:&lt;br /&gt;
 EMPLOYMENT HISTORY&lt;br /&gt;
 [Company Name]&lt;br /&gt;
 [Employment Start Date] -- [Employment Termination Date]&lt;br /&gt;
 [Synopsis of job]&lt;br /&gt;
 [Reason for Departure/Termination]&lt;br /&gt;
 [Notes]&lt;br /&gt;
 &lt;br /&gt;
 [Company Name]&lt;br /&gt;
 [Employment Start Date] -- [Employment Termination Date]&lt;br /&gt;
 [Synopsis of job]&lt;br /&gt;
 [Reason for Departure/Termination]&lt;br /&gt;
 [Notes]&lt;br /&gt;
 &lt;br /&gt;
 [Company Name]&lt;br /&gt;
 [Employment Start Date] -- [Employment Termination Date]&lt;br /&gt;
 [Synopsis of job]&lt;br /&gt;
 [Reason for Departure/Termination]&lt;br /&gt;
 [Notes]&lt;br /&gt;
 &lt;br /&gt;
 HIRING AGENT NOTES: [This is a Risk Assessment field, written from an IC standpoint. Feel free to substitute for RA from Sec instead.]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
=== Medical: ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;(Note: Please try and keep illness and disability with-in the scope of our setting. Do not include something that can not be easily recreated within in-game mechanics or easily role-play able. An example being &amp;quot;Needing to breath something other then oxygen to survive.&amp;quot; Can be easily RP&#039;ed with a empty oxygen tank and mask. While having something like &amp;quot;opi-pox&amp;quot; that causes you to instantly transform into an opifex when someone sneezes would not work.)&#039;&#039;&#039; &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 NAME: [surname, fore/middle]&lt;br /&gt;
 BIRTHDATE: [d/m/y]&lt;br /&gt;
 SPECIES: [insert here]&lt;br /&gt;
 HEIGHT: [centimetres] ([feet &amp;amp; inches])&lt;br /&gt;
 WEIGHT: [kilograms] ([pounds])&lt;br /&gt;
 EYE COLOR:&lt;br /&gt;
 HAIR COLOR:&lt;br /&gt;
 RACE/ETHNICITY:&lt;br /&gt;
 SPOKEN LANGUAGES: [primary/secondary, or native/learned]&lt;br /&gt;
 PREFERRED LANGUAGE: [probably ___ Basic or ___ Common]&lt;br /&gt;
 NEXT OF KIN: [surname, forename ([relation], [age])]&lt;br /&gt;
 EMERGENCY CONTACT: [surname, forename, relation, phone number (ala &amp;quot;07211 408555&amp;quot;)]&lt;br /&gt;
 LAST UPDATE: [d/m/y]&lt;br /&gt;
  &lt;br /&gt;
 IMPORTANT INFORMATION&lt;br /&gt;
  &lt;br /&gt;
 POSTMORTEM INSTRUCTIONS:&lt;br /&gt;
 PROSTHETIC(S)/IMPLANTS(S): YES/NO - info if YES&lt;br /&gt;
 ALLERGIES: YES/NO - info if YES&lt;br /&gt;
  &lt;br /&gt;
 SURGICAL HISTORY:&lt;br /&gt;
 Date [d/m/y] - Description - Surgeon - Location&lt;br /&gt;
  &lt;br /&gt;
 OBSTETRIC HISTORY:&lt;br /&gt;
 [surname, forename, gender, age]&lt;br /&gt;
 If blank, put N/A&lt;br /&gt;
  &lt;br /&gt;
 MEDICATION HISTORY:&lt;br /&gt;
 [medication, dosage, every __ ([date] to [date])]&lt;br /&gt;
  &lt;br /&gt;
 CURRENT MEDICATIONS/PRESCRIPTIONS:&lt;br /&gt;
 [medication, dosage, every __]&lt;br /&gt;
  &lt;br /&gt;
 Physical Evaluations:&lt;br /&gt;
 [d/m/y] - [pass/fail] - [additional info]&lt;br /&gt;
 [d/m/y] - [pass/fail] - [additional info]&lt;br /&gt;
  &lt;br /&gt;
 DOCUMENTED PSYCHOLOGICAL DISORDERS:&lt;br /&gt;
 [either list things here or put N/A]&lt;br /&gt;
  &lt;br /&gt;
 Psychological Evaluations:&lt;br /&gt;
 [d/m/y] - [pass/fail] - [additional info]&lt;br /&gt;
 [d/m/y] - [pass/fail] - [additional info]&lt;br /&gt;
  &lt;br /&gt;
 Medical Doctor&#039;s Notes:&lt;br /&gt;
 [include a short IC note here, likely written by a doctor who has worked on or examined your character before]&lt;br /&gt;
 -[Doctor [initial] [surname]]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
=== Security: ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;(Note: this should only contain Information you WANT security to know about you. Do not fill it with any information that you would like to be kept as a... &amp;quot;Surprise&amp;quot; A example would be &amp;quot;Known to steal things...&amp;quot; Verses &amp;quot;...Is the freaked Lupin the 3rd of a Terran Federation General!&amp;quot;. This list, much like work experience, can be as long or as short as needed.)&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
 RACE:&lt;br /&gt;
 IDENTIFYING FEATURES:&lt;br /&gt;
 &lt;br /&gt;
 ARREST HISTORY&lt;br /&gt;
 &lt;br /&gt;
 [DD/MONTH/YYYY]: [Arrest Reason, w/ Applicable Laws]&lt;br /&gt;
 [Synopsis]&lt;br /&gt;
 ADMISSION DATE: [If Applicable]&lt;br /&gt;
 RELEASE DATE: [If Applicable]&lt;br /&gt;
 RELEASE REASON: [If Applicable]&lt;br /&gt;
 NOTES:&lt;br /&gt;
 &lt;br /&gt;
 [DD/MONTH/YYYY]: [Arrest Reason, w/ Applicable Laws]&lt;br /&gt;
 [Synopsis]&lt;br /&gt;
 ADMISSION DATE: [If Applicable]&lt;br /&gt;
 RELEASE DATE: [If Applicable]&lt;br /&gt;
 RELEASE REASON: [If Applicable]&lt;br /&gt;
 NOTES:&lt;br /&gt;
 &lt;br /&gt;
 [DD/MONTH/YYYY]: [Arrest Reason, w/ Applicable Laws]&lt;br /&gt;
 [Synopsis]&lt;br /&gt;
 ADMISSION DATE: [If Applicable]&lt;br /&gt;
 RELEASE DATE: [If Applicable]&lt;br /&gt;
 RELEASE REASON: [If Applicable]&lt;br /&gt;
 NOTES:&lt;br /&gt;
 &lt;br /&gt;
 THREAT ASSESSMENT&lt;br /&gt;
 &lt;br /&gt;
 Physical Capability: [Strengths, weaknesses, etc. (This can be race related such as kriosans stun weakness)]&lt;br /&gt;
 [Threat Level; Low/Medium/High]&lt;br /&gt;
 [Shorthand information]&lt;br /&gt;
 [Personal notes from caseworker, optional]&lt;br /&gt;
 &lt;br /&gt;
REASON FOR JOINING THE COLONY&lt;br /&gt;
 [Shorthand information quoted or written by your character for leaving the Sol Federation to join the colony]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Gameplay guides}}&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>DrFarson</name></author>
	</entry>
	<entry>
		<id>http://sojourn13.space/w/index.php?title=User:DrFarson/Todo&amp;diff=4564</id>
		<title>User:DrFarson/Todo</title>
		<link rel="alternate" type="text/html" href="http://sojourn13.space/w/index.php?title=User:DrFarson/Todo&amp;diff=4564"/>
		<updated>2024-12-08T07:34:35Z</updated>

		<summary type="html">&lt;p&gt;DrFarson: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is the shit i have to get done. Good stars above.&lt;br /&gt;
&lt;br /&gt;
* Publish Old Lore + Review&lt;br /&gt;
** Remove any references to fetishes&lt;br /&gt;
** port forums stuff into wiki&lt;br /&gt;
** port oldlore stuff to wiki&lt;br /&gt;
* Review of Existing Lore&lt;br /&gt;
** review species lore (mainly kriosan, sablekyne, opifex, akula)&lt;br /&gt;
** implement changes and remove references to uncouth things&lt;br /&gt;
* Expand Existing Lore&lt;br /&gt;
** expand mar&#039;qua lore*&lt;br /&gt;
** expand cindarite lore&lt;br /&gt;
** add synthetics lore&lt;br /&gt;
** add new lore as needed&lt;br /&gt;
* Hivemind-Church Bullshit&lt;br /&gt;
** Deal with bullshit from chef and trilby on discord&lt;br /&gt;
** come to conclusion regarding timeline (it&#039;s funky)&lt;br /&gt;
** implement conclusions as it stands&lt;br /&gt;
&lt;br /&gt;
More to come.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;- Done for now, may continue later.&lt;/div&gt;</summary>
		<author><name>DrFarson</name></author>
	</entry>
	<entry>
		<id>http://sojourn13.space/w/index.php?title=Timeline&amp;diff=4563</id>
		<title>Timeline</title>
		<link rel="alternate" type="text/html" href="http://sojourn13.space/w/index.php?title=Timeline&amp;diff=4563"/>
		<updated>2024-12-07T17:40:06Z</updated>

		<summary type="html">&lt;p&gt;DrFarson: Updates date&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Where We Begin=&lt;br /&gt;
The history of Earth is vague, up until the set time below. This means real life events and history shouldn&#039;t be referenced ICly unless substantiated by lore. As a general rule, most major events will be referenced in this page.&lt;br /&gt;
&lt;br /&gt;
==2125 - Terraforming Begins==&lt;br /&gt;
Earth begins unifying under the Mars terraforming process. The larger nations across the globe pool resources to complete what they believe will be an extremely profitable venture.&lt;br /&gt;
&lt;br /&gt;
==2131 - Abhuman Adaptation==&lt;br /&gt;
[[Abhuman]] adaption is invented and quickly becomes a commercial success as various groups begin to modify themselves for planned travel off planet once available.&lt;br /&gt;
&lt;br /&gt;
==2139 - New Homeworlds==&lt;br /&gt;
Other planets that are habitable are discovered, abhuman modifications skyrocket to fit the demand of planetary adaptation in other star systems. A slow form of hyper speed is then created, undergoing heavy development in parallel with colony ships being forged to send large population groups to these new star systems.&lt;br /&gt;
&lt;br /&gt;
==2153 - Pending Financial Collapse==&lt;br /&gt;
Earth starts to bankrupt itself on its Mars terraforming project, incurring massive debt that causes hyperinflation and a failing economy.&lt;br /&gt;
&lt;br /&gt;
==2154 - Escape from Sol==&lt;br /&gt;
Massive groups of populations flee to other systems for a new life, abandoning the failing Sol system.&lt;br /&gt;
&lt;br /&gt;
==2275 - Terraforming Complete==&lt;br /&gt;
The Mars terraforming project is completed, but Sol has bankrupted itself. A period of extreme strife follows for the next century with Mars and Earth falling into decline and the tycoons who worked up the debt through the terraforming project seize all material wealth left before fleeing on colony ships to other systems.&lt;br /&gt;
&lt;br /&gt;
==2383 - Bluespace FTL Invented==&lt;br /&gt;
The remaining stable areas of Mars and Earth, seeking to find a way to fix the economic and political stability, invent the bluespace FTL drive. A revolutionary faster than light travel device capable of cutting trips that once would have taken decades to a few weeks.&lt;br /&gt;
&lt;br /&gt;
==2384 - War Preparation==&lt;br /&gt;
Sol begins a propaganda campaign, blaming all their ills on the fleeing colonists, claiming that they stole the wealth that rightfully belonged to them. Over the next three years, the remaining despairing Sol citizens are rallied under a desperate banner to bring peace to their worlds.&lt;br /&gt;
&lt;br /&gt;
==2387 - War Begins==&lt;br /&gt;
Sol begins the unification wars after weaponizing bluespace drives and pooling the last of their resources into a military-industrial complex, mass-producing ships, soldiers, weaponry, and armaments.&lt;br /&gt;
&lt;br /&gt;
==2387-2562 - The Conquering==&lt;br /&gt;
Several centuries of warfare follow, with Sol utterly destroying, annexing, conquering, or forcing all [[abhuman]] and [[human]] empires to join them. The first phase begins with what is commonly called the Twenty-Year Harrowing, where Sol forces refused any surrender or peace terms, utterly devastating and conquering all nearby star systems in a bloody display of military might. This sets the stage for the remaining centuries of conflict, causing many systems to surrender the moment the Sol fleet entered their star space.&lt;br /&gt;
&lt;br /&gt;
After this twenty-year period of intense bloodshed, Sol reins in its devastating methods and begins using the reputation gained and its rapidly growing industry it has developed to quickly recruit potential conquests through more peaceful means.&lt;br /&gt;
&lt;br /&gt;
==2565 - Unified Federation==&lt;br /&gt;
By this time period, all major empires of human or abhuman origin have been absorbed into the Sol Federation. Those remaining were deemed too distant and insignificant to be profitably conquered. With humanity united, Sol begins a fervent expansion into other areas of space by terraforming new planets and seeking more distant areas for colonization. It is at this time that humanity begins to discover intelligent alien life.&lt;br /&gt;
&lt;br /&gt;
==2567 - Mar&#039;qua Alliance==&lt;br /&gt;
With its beginning expansionism, the Sol Federation is contacted by the [[Mar’qua]] sovereignty who had discovered humanity decades ago and had begun learning of them. A peace treaty and defensive contract is set up on mutually agreed upon terms-- Sol leveraging its superior numbers, military, and economy against Mar&#039;qua&#039;s advanced technology in a mutually beneficial agreement. An uneasy peace is now in place as both empires work together, the Federation eager to get its hands on Mar’qua technology while the Sovereignty seeks using the Federation as a cudgel to protect its borders.&lt;br /&gt;
&lt;br /&gt;
==2569 - Greyson Positronics==&lt;br /&gt;
The small corporation known as Greyson Positronics is formed by joint Federation factions interested in pushing the boundaries of robotics, cybernetics, and mechanical augmentation. The company quickly becomes a massive spanning corporation across the universe thanks to open use of artificial intelligence and robots filling a massive portion of the workforce. Many notable inventions begin and end with Greyson and by 2596 this corporation owns enough planets, armaments, and forces to rival a small empire.&lt;br /&gt;
&lt;br /&gt;
==2572 - Akula Colonization==&lt;br /&gt;
Sol discovers the homeworld of the [[Akula]]. Sol quickly began to colonize the planet, supplying weapons to factions that are pro-Sol to easily conquer the planet in three years, making the Akula official SolFed citizens. Introduction of Akula soldiers and shock troopers are added to military offensives, further increasing the might of federation forces.&lt;br /&gt;
&lt;br /&gt;
==2577-2620 - Period of Discovery==&lt;br /&gt;
Many new species are discovered, with notable ones being listed below in order of importance. Smaller, weaker alien empires are slowly absorbed by the ever expanding Sol Federation borders with many joining willingly and some fighting a losing battle, being annexed shortly after.&lt;br /&gt;
&lt;br /&gt;
==2580 - Naramad ==&lt;br /&gt;
The homeworld of the primitive [[Naramad]] are discovered. The leaders of the Naramadi people mistakenly attack the federation ambassadors, believing they are a similar looking native fauna that stole from them. Retaliation is swift and brutal as the Federation declared a defensive war and dispatched Mar’qua forces from the war council to handle the situation, with the stipulation of no orbital bombardment to preserve planetary industry. In a handful of months the planet is brought to its knees and quickly annexed. Its people are conscripted into the Sol military as shock troops and ship-to-ship breaching parties.&lt;br /&gt;
&lt;br /&gt;
==2582 - Sablekyne==&lt;br /&gt;
The existence of the [[Sablekyne]] home-world is entered into the Federation through Oni, LLC. Integration into the federation proves simple and easy, with Sablekyne making up a decent chunk of frontier area military corps, merchants, and freebooters.&lt;br /&gt;
&lt;br /&gt;
==2583 - Opifex==&lt;br /&gt;
[[Opifex]] ships are discovered by the Mar’qua Observatorium, confirming a century long rumor of scavengers who targeted derelict ships, space hulks, and unprotected colonies. Contact is established and the main Opifex scavenger fleets are eased into a non-aggression treaty. Shortly after, Opifex ships begin attacking and raiding enemies of the Sol Federation for unconfirmed reasons.&lt;br /&gt;
&lt;br /&gt;
==2600 - Cht&#039;mant==&lt;br /&gt;
The [[Cht’mant]] are discovered on a planet marked for resource harvesting due to its hostile environment being unfit for human colonization. The Cht’mant are originally mistaken for animals until a hive queen learns to imitate and use English Common. The Soteria Institute, a xenobiological research organization working with the federation at the time deemed the Cht’mant worth study and collected several hive queens and remaining Cht’mants from the planet. After a brief period of study and secondary schooling, the race remaining Cht’mants were released to their own devices.&lt;br /&gt;
&lt;br /&gt;
==2601 - Cindarite==&lt;br /&gt;
The [[Cindarite]] are discovered by rebel pirates in their death world. Federation forces descended on pirates in the sector, capturing or destroying most ships before a well known pirate struck a deal to reveal all of his information and contacts with the Cindarites located below the surface of their death world. Federation forces quickly initiated diplomatic operations and recruited the Cindarite for their highly specialized evolution to toxic living conditions. Many Cindarites became spacers, spending their entire lives on various ships, allowing them to become well known in a short space of time.&lt;br /&gt;
&lt;br /&gt;
==2605 - Kriosan==&lt;br /&gt;
The [[Kriosans]] Empire is discovered by the Federation and quickly annexed to gain access to their valuable anti-orbital weapons platforms, and the governing dictatorship agrees to terms of surrender, if only officially. Rioting was frequent, but quelled quickly by Solar MPs and Kriosan Police.&lt;br /&gt;
&lt;br /&gt;
==2625 - The Second Conquering==&lt;br /&gt;
Sol continues its aggressive expansion, preparing to conquer the small left over empires of abhumans/humans. Rumors and missives are abound that a new unification war is about to begin and those who have resisted Federation control will soon be conquered, annexed, or given a chance to surrender. Many speculate that this new series of wars will spread throughout the galaxy as decades of preparation begins.&lt;br /&gt;
&lt;br /&gt;
==2628 - Greyson Positronics==&lt;br /&gt;
The galaxy-spanning megacorp Greyson Positronics collapses for unknown reasons. All synthetics, artificial intelligence, and robots under the Greyson network go haywire and begin slaughtering any and all nearby organics. Many areas exclusively owned by Greyson quickly become dead worlds that are abandoned and rendered off limits. Greyson industries and colonies were built on hostile or worthless planets for its cost benefit-- as a result, Federation forces decline wasting resources clearing out these areas as there is little gain to be had in doing so. Greyson sites with galaxy-scale strategic value, or built on profitable locations, are destroyed and reclaimed. The remaining organic Greyson employees who escaped the initial conflict formed the Xiang Jiang and quickly become enemies of the Sol Federation upon discovery of using biomorphs.&lt;br /&gt;
&lt;br /&gt;
==2644 - The Colony Forms==&lt;br /&gt;
The Nadezhda Coalition, formed by several disparate factions and fleets of ships, prepare to leave for the distant world known as Amethyn on the edge of the galaxy. Many ships filter in over the year before the final one, the Soteria fleet, crash lands upon the surface after using an experimental inter-star system teleporter. This event marks the last of the largest ships arriving upon the colony, but smaller transport shuttles filter in over the next few years.&lt;br /&gt;
&lt;br /&gt;
==2645 - Bluespace Crash==&lt;br /&gt;
Bluespace as it is understood crashes, completely and utterly rendering all bluespace devices unstable, with long range devices such as teleporters and bluespace drives becoming so unstable using them is assuredly a death wish. Short range devices prove to still function, yet many show signs of instability and formerly unknown bugs that cause new hazards with use. A large splinter faction calling itself the Vorhut launched a rebellion across the Kriosan Empire, re-establishing Castellan rule and Imperial sovereignty at the cost of around half the rebel forces.&lt;br /&gt;
&lt;br /&gt;
==2653 - Present Day==&lt;br /&gt;
The colony is entirely cut off from the rest of the galaxy due to the bluespace crash, with only the nearby [[Kriosan]] Confederacy able to easily communicate with them. Relations and trade agreements are quickly established.&lt;br /&gt;
&lt;br /&gt;
[[Category:Lore]]&lt;/div&gt;</summary>
		<author><name>DrFarson</name></author>
	</entry>
	<entry>
		<id>http://sojourn13.space/w/index.php?title=Mar%27qua&amp;diff=4562</id>
		<title>Mar&#039;qua</title>
		<link rel="alternate" type="text/html" href="http://sojourn13.space/w/index.php?title=Mar%27qua&amp;diff=4562"/>
		<updated>2024-12-07T01:08:13Z</updated>

		<summary type="html">&lt;p&gt;DrFarson: Adds relationshop section to Mar&amp;#039;Qua. Includes various sub-specialties not yet in game&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Mar&#039;qua are an alien race of bipedal amphibian aliens in an unwilling alliance with the Sol Federation. Technologically advanced and older than humanity they maintain an aloof approach to intergalactic affairs, kept largely to their own devices and used as a source of taxes and scouting by the Sol Federation.&lt;br /&gt;
&lt;br /&gt;
=== Quick-Start Guide ===&lt;br /&gt;
&lt;br /&gt;
* They have a biology similar to terran cephalopods, with a lithe, flexible body lacking bones and a singular, advanced eye&lt;br /&gt;
* Their culture focuses on peaceful, cautious advancement of the fields of science, with a rampant paranoia of both AI and death.&lt;br /&gt;
* Mar’qua come in a variety of shades, with some being able to alter their own skin colour in a camouflage-esque system&lt;br /&gt;
* The aquatic nature of Mar’qua make them resistant to the cold and better at seeing in the dark compared to a human&lt;br /&gt;
* Not only are the Mar’qua naturally intelligent and long lived, but through genetic manipulation these traits are further emphasized, resulting in a ponderous, wise race. They get +10 to cognition, biology, and mechanical stats. An extra +5 can be gained if their homeworld is chosen in character setup.&lt;br /&gt;
* Perk: Mar&#039;qua gain the perk &amp;quot;Sudden Brilliance&amp;quot;, which grants them +15 to biology, mechanical, and cognition for 10 minutes every 25 minutes.&lt;br /&gt;
* Perk: Mar&#039;qua gain the perk &amp;quot;Inspired Intellect&amp;quot;, which makes them gain insight 1.5x as fast as most races.&lt;br /&gt;
* Perk: Mar&#039;qua gain the perk &amp;quot;Adapted Nervous System&amp;quot;, which makes them immune to addiction and quadruples their NSA threshold.&lt;br /&gt;
&lt;br /&gt;
== Biology ==&lt;br /&gt;
&lt;br /&gt;
Mar’qua biology, although extremely alien in nature, can be more easily compared to the terran cephalopod class of terran animals. They stand on average from 5’2 - 5’8, with a slightly wiry and pliant gait that’s born from their lack of bones, with their body structure instead being supported by advanced lengths of cartilage and ligaments. Their most notable feature to humans lie in their singular eye, located in a similar spot that would be between the eyes of a baseline human. Their face lacks any distinct features outside this singular eye, with their mouth being perfectly sealed outside of it’s use for speech or eating. Where their mouth is rarely used for breathing, the Mar’qua instead use a mix of Cutaneous respiration and the use of gills that are located just below their jawline.&lt;br /&gt;
&lt;br /&gt;
The eye in particular is an important part of the Mar’qua, both in a societal icon and biological significance. With multiple layers of eyelids that cover a wide variety of protection to the sensitive organ underneath and a horizontal ‘pupil’ which both serves to give them a much wider range of vision than one would expect from a singular-eyed organism and contains a sophisticated system for allowing depth perception by taking points of reference from opposite sides of the eye.&lt;br /&gt;
&lt;br /&gt;
With their technological mastery over genetics, the average Mar’qua has little worry over old age, with their advanced treatments staving off death indefinitely to any of their species that have access to it. With this in mind, with their relatively slow metabolism, Mar’Qua naturally live to be between 100-150 years old.&lt;br /&gt;
&lt;br /&gt;
== Society ==&lt;br /&gt;
As cautious people born from their paranoia of the unknown, the Mar’qua, despite being far more ancient than other space-faring nations, expanded from their home system at an incredibly slow pace, taking every measure to minimize risk and rates of mortality.&lt;br /&gt;
&lt;br /&gt;
Mar’quaran colonies tend to be low in number, with a stagnant population maintained by the cryo-freezing of fertilized eggs, only to be unthawed if an individual happens to die in order to replace them. These small ‘dens’ of Mar’qua focus on technological pursuit, observation and the maintenance of local ecosystems and life. The main exceptions to this sparsely populated trend are their massive ‘exploratory’ fleets and their home planet. The former used for both the colonization of new planets, scientific pursuit and the defense of their borders. The latter is their home planet of Mar’hal, an advanced, dense nexus of universities, laboratories and urban sprawls that collect and process data collected from their exploratory fleets and colonies.&lt;br /&gt;
&lt;br /&gt;
The average Mar’qua will go about their day very similar to a human counterpart, but with an extreme level of observation and recording of data. Janitors will record the effectiveness of different chemicals, Botanists the speed of growth of plants in different types of soil and conditions, and even security personnel will meticulously record the performance of their arms and armor. Mar’qua take great pride in each contribution towards the sciences, with doctoral titles being absent in their vocabulary, as every Mar’qua consider themselves a scientist in one shape or another.&lt;br /&gt;
&lt;br /&gt;
Mar’quaran culture outside the fields of sciences will always feel the curiosity embedded naturally in the race. An alien visitor to a Mar’quaran resturant would find a wide range of perfected dishes created in an attempt to appeal to the tastes of their race, curated by countless recordings of previous data as Mar’qua chefs find endless satisfaction in sating alien tastes.&lt;br /&gt;
&lt;br /&gt;
Although one might expect hyper-practical and standardized architecture and aesthetics. Mar’qua find observations to be one of the most important experiences one can have, with a wide range of creative efforts and techniques used in their artistic fields to make sure an individual walking down one of their streets would never see the same sight twice. To an alien individual, some of the choices of colour theory and mixing would seem bizarre or even ugly, especially those lacking in more advanced ocular organs compared to the naturally complex and artificially enhanced Mar’qua ‘Ti’.&lt;br /&gt;
&lt;br /&gt;
== Relationships ==&lt;br /&gt;
Mar&#039;qua have a few classifications for how they view themselves. Specialisations and Observances being the most notable ones. Whereas a specialty is how one views themself, and their plan for personal development, a observance is how one may view another individual, their relationship, or otherwise.&lt;br /&gt;
&lt;br /&gt;
=== Specialties ===&lt;br /&gt;
Specialties are groups within Mar’qua society that denote expertise or authority in fields and positions, and those who have chosen to enter one are seen as dedicating one’s self to a practice - a great honour within Mar’quarian society.&lt;br /&gt;
&lt;br /&gt;
* Lar’Mar: Those who learn through experimenting. - Mathematicians, Physicists, Teachers, Painters, Graphics Designers, and Developers.&lt;br /&gt;
* Lin&#039;Mar: Those who learn through acting. - Government Officials, Military Officers, and Civil Servants.&lt;br /&gt;
* Kar’Mar: Those who learn through doing. - Engineers, Construction Workers, IT Professionals, and Shop Owners&lt;br /&gt;
* Kan&#039;Mar: Those who learn through duty. - Soldiers, Doctors, Police Officers, and Frontline Professionals.&lt;br /&gt;
* Len’Mar: Those who learn through watching. - Miltiary Intelligence, Civil Service Operatives, Covert Positions, Scouts.&lt;br /&gt;
* Ne’Mar: Those who learn in their own way. - Wanderers and Drifters, those that do not fall into an above category.&lt;br /&gt;
&lt;br /&gt;
=== Observances ===&lt;br /&gt;
Obsevanves are classifications within Mar’qua society that denote a relation to another individual, such as familial, platonic or romantic relations. This section is largely incomplete, but serves as a guide for how relatonships should be approached and seen in character. They can be categorised into positive or negative.&lt;br /&gt;
&lt;br /&gt;
* Lai’Lar: An extremely close bond between individuals. This is often used to describe someone to whom you feel romantic, platonic, or familial love towards.&lt;br /&gt;
* Ne’Lar:  An intense hatred of an individual, one with you having an intense rivalry. Often used to describe those you despise, or hate, in the most extreme manner.&lt;br /&gt;
* Lai’Len: A valued friend, one whom you’ve known for many years - perhaps your entire life - and have grown attached to in a bond like none other.&lt;br /&gt;
* Ne&#039;Lin: This is a rival or someone you dislike, and whom you might express distaste for, but not to the point of complete and utter hatred.&lt;br /&gt;
* Lai’Nal:  A familial relationship of any kind. It can be used to refer to any member of your family that you have a deep bond with.&lt;br /&gt;
* Ne’Nal Any form of familial-like bond with someone you hold hatred for. This type of bond is very uncommon, save for conflicting fields of study.&lt;br /&gt;
&lt;br /&gt;
== Technology ==&lt;br /&gt;
Due to the early discovery of bluespace technology and their prolonged contact with a technologically advanced empire early in their history, the Mar’qua had an advanced kickstart into their own technological progress, particularly in the areas of bluespace, genetics, physics and biochemistry. The paranoia caused by their superstition and history with AI, the Mar’qua very reluctantly rely on artificial computing systems out of very basic machines. Instead, the Mar’qua’s advancements in biomachinery allow them to use complex MMIs (man-machine interfaces) to interface and control machinery or computers directly, rather than using algorithms or machine learning.&lt;br /&gt;
&lt;br /&gt;
The field of genetics is also a vast and specialized field to the Mar’qua. Their avoidance of artificial intelligence in all forms and superstition around death pushed them to pursue genetic augmentation in order to increase their own mental capacity to replace any need for computing power. The average Mar’qua will slowly accumulate more and more modifications during their lifetime, with their access to Mar’quaran genetic treatment facilities artificially extending their natural lifespans indefinitely in all but the most destitute dens and colonies. The resulting eldars from this society, especially the Lar’kan possessing mental ability easily rivaling minds such as greyson AI. These elders are possessively kept secret away from the federation, being held safely on Ti’qua, away from prying eyes.&lt;br /&gt;
&lt;br /&gt;
A large part of Mar’quaran culture is the celebration of historic and modern breakthroughs in science, ones of note are those who’s accomplishments can be attributed to the idealistic nature of their solar system, these particular holidays are as follows:&lt;br /&gt;
&lt;br /&gt;
* Lai’nim Day: 18/04 - Celebration attributed to cooling and laser systems advancements&lt;br /&gt;
* Nam’ril Day: 22/10 - Celebration attributed to gas processing and macroengineering&lt;br /&gt;
* Nal’ril Day: 03/12 - Celebration of the advances in extraction and mineral processing&lt;br /&gt;
* Tel’hal Day: 15/05 - Celebration of the xenofauna and xenoflora sciences&lt;br /&gt;
* Mar’hal Day: 01/01 - Celebration of life&lt;br /&gt;
* Rai’hal Day: 05/07 - Celebration of MMI technology and Genetic Augmentation&lt;br /&gt;
* Ne’ril Day: 11/02 - Celebration of Optics and Sensory technology&lt;br /&gt;
&lt;br /&gt;
== Religion ==&lt;br /&gt;
Although the Mar’qua as a people and a culture lack a religion as humans would see it, they hold a superstition or paranoia of the afterlife. With even their advanced sciences they’ve failed to figure out what happens to the living consciousness when they pass over, leading to a split in thought between the Mar’qua people.&lt;br /&gt;
&lt;br /&gt;
One group, colloquially known as the “Introspectors (Len’Qua)”, look to advance Mar’qua life past the possibility of death, avoiding the paranoia altogether. This is usually done through genetic advances, leading to the majority of the Mar’qua people being biologically immortal, lacking a death from old age.&lt;br /&gt;
&lt;br /&gt;
The other are known as the “Extrospectors (Lin’Qua)”, with the Mar’qua’s obsession with observation, these people look to find out what happens after death, this obsession with observation grows passed this and outward to the rest of the universe, in some held hope that they will find the answers if they understand enough.&lt;br /&gt;
&lt;br /&gt;
== Politics ==&lt;br /&gt;
The politics of the Mar’qua is mostly focused on technological advancement and pursuit rather than economics, war, or even personal ideals. The closest thing the Mar’qua have to a governing body is the Lar’Kan and Lar’Kar. The Lar’kan being a group of 20 individuals who hold seats in the capital of Ti’Qua. Each seat of this governing body is an expert in a particular field of science, covering the entirety of scientific basis. The Lar’Kar is a particular individual who is both seen as the ‘face’ and ‘leader’ of the Lar’kan. This individual appoints the leaders of new colonies, fleets and important operations after thorough debate with the seats of the Lar’kan. The Lar’kar is expected to be knowledgeable in all fields of knowledge in order to avoid the bias that a singular field of knowledge would result in.&lt;br /&gt;
&lt;br /&gt;
Outside of technological matters, the Lar’kan do not interfere or dictate how colonies and ‘den’s operate. The only exception to this being Mar’quaran holidays, where a particular subject of a holiday may be changed if a new innovation of technology replaces the subject matter.&lt;br /&gt;
&lt;br /&gt;
Mar&#039;Qua prefer not to involve themselves in politics of other races, preferring to simply explore the universe and observe its inhabitants, though that does not mean they cut themselves off from others. The Observatoriam establishes contact with other races when they see fit, be it as a way to introduce themselves and begin free trade between the empires, or to “push” them into the correct way. Intelligensia also keeps records of any race that has been observed during exploration. Non-sentient races are paid little mind, though races that show low stages of development are observed closely, awaiting their eventual expansion into space or destruction by their own design.&lt;br /&gt;
&lt;br /&gt;
== History of the Mar&#039;Qua ==&lt;br /&gt;
&lt;br /&gt;
=== Early Contact ===&lt;br /&gt;
The Mar’quaran hate for AI can only be speculated to a theorized event thousands of years in their history that surpassed written and oral tradition, instead sowing a seed of fear deep into the very culture of their race. During the early atomic era of their history, before they even had ventured into their stars, they discovered bluespace technology, namely communication using bluespace crystals that had grown upon a meteorite that crashed narrowly into their home planet. Using this newly discovered form of communication, the Mar’qua contacted an unknown alien empire, forming a budding friendship between the two over the following years, this empire sharing technological secrets that would be the base of their advanced technology they use today. This all came to a sudden halt when communication between the two was ended following a brief message warning them of the dangers of advanced artificial intelligence, cutting their moment of alien contact short, never to be heard from again.&lt;br /&gt;
&lt;br /&gt;
=== Expansion ===&lt;br /&gt;
Space flight and FTL travel was quickly achieved shortly after the rapid advancements following the discovery of bluespace crystals, harnessing the power of space-bending technology. Despite their ability to cover lightyears of space in a matter of days, the Mar’qua took their usual curiosity and caution driven approach to their colonial era. Not following a traditional colonial approach, the Mar’qua took to the stars only to colonize their local system, making great use of the natural resources and phenomena before approaching any extra-solar expansion.&lt;br /&gt;
&lt;br /&gt;
Rather than colonizing every habitable planet they came across, the Mar’qua took to building complex, non-invasive satellite stations orbiting the planet, sometimes including a space-elevator for quick surface-to-space transport. These ‘nests’ would house from 100,000-2,000,000 individuals, with facilities for asteroid mining to research, to zero-g construction to leisure. These stations would perform extensive observation, testing and setup of communication infrastructure before the related exploratory fleet would move to the next system, creating a daisy chain of observatories that gave them unparalleled sensory data on their borders.&lt;br /&gt;
&lt;br /&gt;
=== Human Contact ===&lt;br /&gt;
With their advanced optics and extra-solar sensors, the Mar’qua were made aware of the Sol Federation tens of years before making contact with them. Their rapid expansion and growth piqued both a rampant curiosity and morbid paranoia. Heavy debate occupied the Lar’kan up until their impending contact with the humans, with this being the first signs of alien existence since their ancient cousins who’s time with the Mar’qua was lost to archaic written history.&lt;br /&gt;
&lt;br /&gt;
The Lar’kar came to an agreement only a few years prior to their initial contact with the Sol federation, a passive, but cautious approach was taken, avoiding any sparks of senseless war that could cinder between the two powers. With the Sol Federation’s immense numbers, economy and overall ambition to conquer matched up against the Mar’qua’s steadfast infrastructure, accrued data that had already been gathered on their movements and tactics alongside their far superior advancements in numerous fields of technology, it became obvious that any conflict between the two races would create untold catastrophe on both sides.&lt;br /&gt;
&lt;br /&gt;
Reluctantly, the two powers entered a series of trade, scientific and defensive pacts, with the science of the Mar’qua and the expansive resources of the Sol Federation sending the two groups into a miraculous golden age for both sides. Despite this, the Mar’qua kept many areas of technological research hidden away from the humans, notably their genetic manipulation to prevent an abhorrent mix of Mar’quaran intelligence and Human ego and ambition.&lt;br /&gt;
&lt;br /&gt;
=== Bluespace Crash ===&lt;br /&gt;
The bluespace crash came as a sudden catastrophe to most races. The Mar’qua on the other hand, with their advanced knowledge of the nature of bluespace, predicted a chance of such an event happening due to the excessive use of bluespace drives. Due to the growing chances of such an event occurring, the Mar’qua began experimental testing of advanced FTL drives, slowly retrofitting their ships and defunctioning their bluespace drives, even beginning to look into advances in quantum entanglement communication technology.&lt;br /&gt;
&lt;br /&gt;
This led to speculation that the Mar’quaran Technocracy managed to mitigate much of the logistical and infrastructural impact the bluespace crash had on them. It also brewed rumours among the xeno races that the Mar’quaran Technocracy directly caused the bluespace crash itself, perhaps to give themselves an advantage over the other bluespace-reliant species.&lt;br /&gt;
&lt;br /&gt;
Despite this, even with their predictions, not all Nests and Exploratory fleets believed the hypothetical event, with heavy debate stalling any mass mobilization of said retrofits. This left many, especially fringe worlds bordering the Sol Federation stranded along with other xenos. With such a logistical breakdown, and despite the autonomy and self sufficiency of nests and fleets, this led to a growing reliance on other xenos. This change exposed many homogeneous groups of Mar’qua to the diverse and alien mindsets of xenos, causing a radical schism and division between the cautious and methodical Mar’qua and the ones open to the ideas of xenos.&lt;br /&gt;
&lt;br /&gt;
== Relations between other races and the Observatorium ==&lt;br /&gt;
&lt;br /&gt;
=== Human ===&lt;br /&gt;
Their relationship with the Sol Federation is one of hesitant cooperation. Despite their lower numbers, the Mar’qua’s advanced technology would make a war between the two nations catastrophic for both sides, resulting in a series of peace deals and reluctant trade agreements for mutual benefits. The Mar’qua refuse to give the Sol Federation their more advanced and perhaps even esoteric technology, knowing full well what it would be used for and how it would jeopardize their own leverage towards the imperialists.&lt;br /&gt;
&lt;br /&gt;
=== Sablekyne/Kriosan/Akula/Naramad ===&lt;br /&gt;
The more militaristic races are mostly seen as a biological interest rather than a cultural or diplomatic one. Usually this ends with basic, short-term deals involving supplies, testing and passive support rather than any long term relationship between the two races, with the Mar’qua wanting to avoid any chance of violence, war or otherwise unnecessary risk.&lt;br /&gt;
&lt;br /&gt;
=== Cinderites ===&lt;br /&gt;
The Cinderites proved themselves to be a surprising ally to the Mar’qua. With their war-torn history, the Mar’qua expected a short term, simple trade of resources and information. This was quickly proven wrong with the Cinderite’s aversion to war and willingness to work in hazardous conditions. Their dramatically affected and wide diversity of genetics also hold a constant curiosity of Mar’quaran geneticists. To this day the Mar’qua and Cinderites hold a long-lasting alliance through the trade of labor, goods, research and military assistance, with most Mar’quaran exploratory ships hosting a wide number of Cindar individuals used especially for reconnaissance on planets with hazardous weather, terrain or hostile fauna/flora.&lt;br /&gt;
&lt;br /&gt;
=== Opifex ===&lt;br /&gt;
The Opifex are viewed with a mix of endless curiosity and primal horror. Their advances in technologies mirror something completely parallel to the Mar’qua, with cybernetic augmentation and a reliance on artificial machinery and computing. Their more esoteric nature and rivaling levels of intelligence prove themselves to again and again be a hot topic of debate within the Lar’kan. Contact between the two races has been sparse and usually resulting in heated arguments behind the ideal approach to science and research.&lt;br /&gt;
&lt;br /&gt;
=== Cht’Mant ===&lt;br /&gt;
The Cht’mant were originally discovered through second-hand accounts of Soteria’s brutal testing on the race. This series of events did nothing but reinforce the Mar’qua in their cautious approach to science. Directly, the Mar’qua had very little interaction with the Cht’mant, with their homeworlds being so far apart and the Mar’quaran desire to avoid friction with any other bodys of power. Despite this, the Mar’qua do show interest in the cht’maint, Their ability to biologically both alter their own anatomy and communicate through such vast distances without the aid of technology has proven to be a wildly interesting concept to the Mar’qua, who require advanced technology to modify their own genetics.&lt;br /&gt;
&lt;br /&gt;
=== Language Snippets of the Maq&#039;Qua ===&lt;br /&gt;
&lt;br /&gt;
* Hal = Home&lt;br /&gt;
* Kan = Keeper, Holder, Maintainer, Guard&lt;br /&gt;
* Kar = Giver, benefactor&lt;br /&gt;
* Lai = Light&lt;br /&gt;
* Lar = Knowledge&lt;br /&gt;
* Len = Inward&lt;br /&gt;
* Li = Sky&lt;br /&gt;
* Lin = Outward&lt;br /&gt;
* Mar = Observe or to Observe&lt;br /&gt;
* Nal = Rich, Precious&lt;br /&gt;
* Nam = Older Sibling&lt;br /&gt;
* Nar = To sleep, dream&lt;br /&gt;
* Ne  = Distant, Vague, obscure&lt;br /&gt;
* Nim = Younger Sibling&lt;br /&gt;
* Qua = People&lt;br /&gt;
* Rai = Calm, peace, solace&lt;br /&gt;
* Ril = Orb, Sphere, Circle&lt;br /&gt;
* Tel = Green, Plants, Life&lt;br /&gt;
* Ti = Eye&lt;br /&gt;
* Thal = Short, Near, Intimate&lt;br /&gt;
* Thil = Long, Far, Formal&lt;br /&gt;
* Kor = Weapon, Arm&lt;br /&gt;
&lt;br /&gt;
{{Species}}&lt;br /&gt;
[[Category:Lore]]&lt;/div&gt;</summary>
		<author><name>DrFarson</name></author>
	</entry>
	<entry>
		<id>http://sojourn13.space/w/index.php?title=Draft:Mar%27Qua&amp;diff=4561</id>
		<title>Draft:Mar&#039;Qua</title>
		<link rel="alternate" type="text/html" href="http://sojourn13.space/w/index.php?title=Draft:Mar%27Qua&amp;diff=4561"/>
		<updated>2024-12-07T01:07:03Z</updated>

		<summary type="html">&lt;p&gt;DrFarson: Fixes some things&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Mar&#039;qua are an alien race of bipedal amphibian aliens in an unwilling alliance with the Sol Federation. Technologically advanced and older than humanity they maintain an aloof approach to intergalactic affairs, kept largely to their own devices and used as a source of taxes and scouting by the Sol Federation.&lt;br /&gt;
&lt;br /&gt;
=== Quick-Start Guide ===&lt;br /&gt;
&lt;br /&gt;
* They have a biology similar to terran cephalopods, with a lithe, flexible body lacking bones and a singular, advanced eye&lt;br /&gt;
* Their culture focuses on peaceful, cautious advancement of the fields of science, with a rampant paranoia of both AI and death.&lt;br /&gt;
* Mar’qua come in a variety of shades, with some being able to alter their own skin colour in a camouflage-esque system&lt;br /&gt;
* The aquatic nature of Mar’qua make them resistant to the cold and better at seeing in the dark compared to a human&lt;br /&gt;
* Not only are the Mar’qua naturally intelligent and long lived, but through genetic manipulation these traits are further emphasized, resulting in a ponderous, wise race. They get +10 to cognition, biology, and mechanical stats. An extra +5 can be gained if their homeworld is chosen in character setup.&lt;br /&gt;
* Perk: Mar&#039;qua gain the perk &amp;quot;Sudden Brilliance&amp;quot;, which grants them +15 to biology, mechanical, and cognition for 10 minutes every 25 minutes.&lt;br /&gt;
* Perk: Mar&#039;qua gain the perk &amp;quot;Inspired Intellect&amp;quot;, which makes them gain insight 1.5x as fast as most races.&lt;br /&gt;
* Perk: Mar&#039;qua gain the perk &amp;quot;Adapted Nervous System&amp;quot;, which makes them immune to addiction and quadruples their NSA threshold.&lt;br /&gt;
&lt;br /&gt;
== Biology ==&lt;br /&gt;
&lt;br /&gt;
Mar’qua biology, although extremely alien in nature, can be more easily compared to the terran cephalopod class of terran animals. They stand on average from 5’2 - 5’8, with a slightly wiry and pliant gait that’s born from their lack of bones, with their body structure instead being supported by advanced lengths of cartilage and ligaments. Their most notable feature to humans lie in their singular eye, located in a similar spot that would be between the eyes of a baseline human. Their face lacks any distinct features outside this singular eye, with their mouth being perfectly sealed outside of it’s use for speech or eating. Where their mouth is rarely used for breathing, the Mar’qua instead use a mix of Cutaneous respiration and the use of gills that are located just below their jawline.&lt;br /&gt;
&lt;br /&gt;
The eye in particular is an important part of the Mar’qua, both in a societal icon and biological significance. With multiple layers of eyelids that cover a wide variety of protection to the sensitive organ underneath and a horizontal ‘pupil’ which both serves to give them a much wider range of vision than one would expect from a singular-eyed organism and contains a sophisticated system for allowing depth perception by taking points of reference from opposite sides of the eye.&lt;br /&gt;
&lt;br /&gt;
With their technological mastery over genetics, the average Mar’qua has little worry over old age, with their advanced treatments staving off death indefinitely to any of their species that have access to it. With this in mind, with their relatively slow metabolism, Mar’Qua naturally live to be between 100-150 years old.&lt;br /&gt;
&lt;br /&gt;
== Society ==&lt;br /&gt;
As cautious people born from their paranoia of the unknown, the Mar’qua, despite being far more ancient than other space-faring nations, expanded from their home system at an incredibly slow pace, taking every measure to minimize risk and rates of mortality.&lt;br /&gt;
&lt;br /&gt;
Mar’quaran colonies tend to be low in number, with a stagnant population maintained by the cryo-freezing of fertilized eggs, only to be unthawed if an individual happens to die in order to replace them. These small ‘dens’ of Mar’qua focus on technological pursuit, observation and the maintenance of local ecosystems and life. The main exceptions to this sparsely populated trend are their massive ‘exploratory’ fleets and their home planet. The former used for both the colonization of new planets, scientific pursuit and the defense of their borders. The latter is their home planet of Mar’hal, an advanced, dense nexus of universities, laboratories and urban sprawls that collect and process data collected from their exploratory fleets and colonies.&lt;br /&gt;
&lt;br /&gt;
The average Mar’qua will go about their day very similar to a human counterpart, but with an extreme level of observation and recording of data. Janitors will record the effectiveness of different chemicals, Botanists the speed of growth of plants in different types of soil and conditions, and even security personnel will meticulously record the performance of their arms and armor. Mar’qua take great pride in each contribution towards the sciences, with doctoral titles being absent in their vocabulary, as every Mar’qua consider themselves a scientist in one shape or another.&lt;br /&gt;
&lt;br /&gt;
Mar’quaran culture outside the fields of sciences will always feel the curiosity embedded naturally in the race. An alien visitor to a Mar’quaran resturant would find a wide range of perfected dishes created in an attempt to appeal to the tastes of their race, curated by countless recordings of previous data as Mar’qua chefs find endless satisfaction in sating alien tastes.&lt;br /&gt;
&lt;br /&gt;
Although one might expect hyper-practical and standardized architecture and aesthetics. Mar’qua find observations to be one of the most important experiences one can have, with a wide range of creative efforts and techniques used in their artistic fields to make sure an individual walking down one of their streets would never see the same sight twice. To an alien individual, some of the choices of colour theory and mixing would seem bizarre or even ugly, especially those lacking in more advanced ocular organs compared to the naturally complex and artificially enhanced Mar’qua ‘Ti’.&lt;br /&gt;
&lt;br /&gt;
== Relationships ==&lt;br /&gt;
Mar&#039;qua have a few classifications for how they view themselves. Specialisations and Observances being the most notable ones. Whereas a specialty is how one views themself, and their plan for personal development, a observance is how one may view another individual, their relationship, or otherwise.&lt;br /&gt;
&lt;br /&gt;
=== Specialties ===&lt;br /&gt;
Specialties are groups within Mar’qua society that denote expertise or authority in fields and positions, and those who have chosen to enter one are seen as dedicating one’s self to a practice - a great honour within Mar’quarian society.&lt;br /&gt;
&lt;br /&gt;
* Lar’Mar: Those who learn through experimenting. - Mathematicians, Physicists, Teachers, Painters, Graphics Designers, and Developers.&lt;br /&gt;
* Lin&#039;Mar: Those who learn through acting. - Government Officials, Military Officers, and Civil Servants.&lt;br /&gt;
* Kar’Mar: Those who learn through doing. - Engineers, Construction Workers, IT Professionals, and Shop Owners&lt;br /&gt;
* Kan&#039;Mar: Those who learn through duty. - Soldiers, Doctors, Police Officers, and Frontline Professionals.&lt;br /&gt;
* Len’Mar: Those who learn through watching. - Miltiary Intelligence, Civil Service Operatives, Covert Positions, Scouts.&lt;br /&gt;
* Ne’Mar: Those who learn in their own way. - Wanderers and Drifters, those that do not fall into an above category.&lt;br /&gt;
&lt;br /&gt;
=== Observances ===&lt;br /&gt;
Obsevanves are classifications within Mar’qua society that denote a relation to another individual, such as familial, platonic or romantic relations. This section is largely incomplete, but serves as a guide for how relatonships should be approached and seen in character. They can be categorised into positive or negative.&lt;br /&gt;
&lt;br /&gt;
* Lai’Lar: An extremely close bond between individuals. This is often used to describe someone to whom you feel romantic, platonic, or familial love towards.&lt;br /&gt;
* Ne’Lar:  An intense hatred of an individual, one with you having an intense rivalry. Often used to describe those you despise, or hate, in the most extreme manner.&lt;br /&gt;
* Lai’Len: A valued friend, one whom you’ve known for many years - perhaps your entire life - and have grown attached to in a bond like none other.&lt;br /&gt;
* Ne&#039;Lin: This is a rival or someone you dislike, and whom you might express distaste for, but not to the point of complete and utter hatred.&lt;br /&gt;
* Lai’Nal:  A familial relationship of any kind. It can be used to refer to any member of your family that you have a deep bond with.&lt;br /&gt;
* Ne’Nal Any form of familial-like bond with someone you hold hatred for. This type of bond is very uncommon, save for conflicting fields of study.&lt;br /&gt;
&lt;br /&gt;
== Technology ==&lt;br /&gt;
Due to the early discovery of bluespace technology and their prolonged contact with a technologically advanced empire early in their history, the Mar’qua had an advanced kickstart into their own technological progress, particularly in the areas of bluespace, genetics, physics and biochemistry. The paranoia caused by their superstition and history with AI, the Mar’qua very reluctantly rely on artificial computing systems out of very basic machines. Instead, the Mar’qua’s advancements in biomachinery allow them to use complex MMIs (man-machine interfaces) to interface and control machinery or computers directly, rather than using algorithms or machine learning.&lt;br /&gt;
&lt;br /&gt;
The field of genetics is also a vast and specialized field to the Mar’qua. Their avoidance of artificial intelligence in all forms and superstition around death pushed them to pursue genetic augmentation in order to increase their own mental capacity to replace any need for computing power. The average Mar’qua will slowly accumulate more and more modifications during their lifetime, with their access to Mar’quaran genetic treatment facilities artificially extending their natural lifespans indefinitely in all but the most destitute dens and colonies. The resulting eldars from this society, especially the Lar’kan possessing mental ability easily rivaling minds such as greyson AI. These elders are possessively kept secret away from the federation, being held safely on Ti’qua, away from prying eyes.&lt;br /&gt;
&lt;br /&gt;
A large part of Mar’quaran culture is the celebration of historic and modern breakthroughs in science, ones of note are those who’s accomplishments can be attributed to the idealistic nature of their solar system, these particular holidays are as follows:&lt;br /&gt;
&lt;br /&gt;
* Lai’nim Day: 18/04 - Celebration attributed to cooling and laser systems advancements&lt;br /&gt;
* Nam’ril Day: 22/10 - Celebration attributed to gas processing and macroengineering&lt;br /&gt;
* Nal’ril Day: 03/12 - Celebration of the advances in extraction and mineral processing&lt;br /&gt;
* Tel’hal Day: 15/05 - Celebration of the xenofauna and xenoflora sciences&lt;br /&gt;
* Mar’hal Day: 01/01 - Celebration of life&lt;br /&gt;
* Rai’hal Day: 05/07 - Celebration of MMI technology and Genetic Augmentation&lt;br /&gt;
* Ne’ril Day: 11/02 - Celebration of Optics and Sensory technology&lt;br /&gt;
&lt;br /&gt;
== Religion ==&lt;br /&gt;
Although the Mar’qua as a people and a culture lack a religion as humans would see it, they hold a superstition or paranoia of the afterlife. With even their advanced sciences they’ve failed to figure out what happens to the living consciousness when they pass over, leading to a split in thought between the Mar’qua people.&lt;br /&gt;
&lt;br /&gt;
One group, colloquially known as the “Introspectors (Len’Qua)”, look to advance Mar’qua life past the possibility of death, avoiding the paranoia altogether. This is usually done through genetic advances, leading to the majority of the Mar’qua people being biologically immortal, lacking a death from old age.&lt;br /&gt;
&lt;br /&gt;
The other are known as the “Extrospectors (Lin’Qua)”, with the Mar’qua’s obsession with observation, these people look to find out what happens after death, this obsession with observation grows passed this and outward to the rest of the universe, in some held hope that they will find the answers if they understand enough.&lt;br /&gt;
&lt;br /&gt;
== Politics ==&lt;br /&gt;
The politics of the Mar’qua is mostly focused on technological advancement and pursuit rather than economics, war, or even personal ideals. The closest thing the Mar’qua have to a governing body is the Lar’Kan and Lar’Kar. The Lar’kan being a group of 20 individuals who hold seats in the capital of Ti’Qua. Each seat of this governing body is an expert in a particular field of science, covering the entirety of scientific basis. The Lar’Kar is a particular individual who is both seen as the ‘face’ and ‘leader’ of the Lar’kan. This individual appoints the leaders of new colonies, fleets and important operations after thorough debate with the seats of the Lar’kan. The Lar’kar is expected to be knowledgeable in all fields of knowledge in order to avoid the bias that a singular field of knowledge would result in.&lt;br /&gt;
&lt;br /&gt;
Outside of technological matters, the Lar’kan do not interfere or dictate how colonies and ‘den’s operate. The only exception to this being Mar’quaran holidays, where a particular subject of a holiday may be changed if a new innovation of technology replaces the subject matter.&lt;br /&gt;
&lt;br /&gt;
Mar&#039;Qua prefer not to involve themselves in politics of other races, preferring to simply explore the universe and observe its inhabitants, though that does not mean they cut themselves off from others. The Observatoriam establishes contact with other races when they see fit, be it as a way to introduce themselves and begin free trade between the empires, or to “push” them into the correct way. Intelligensia also keeps records of any race that has been observed during exploration. Non-sentient races are paid little mind, though races that show low stages of development are observed closely, awaiting their eventual expansion into space or destruction by their own design.&lt;br /&gt;
&lt;br /&gt;
== History of the Mar&#039;Qua ==&lt;br /&gt;
&lt;br /&gt;
=== Early Contact ===&lt;br /&gt;
The Mar’quaran hate for AI can only be speculated to a theorized event thousands of years in their history that surpassed written and oral tradition, instead sowing a seed of fear deep into the very culture of their race. During the early atomic era of their history, before they even had ventured into their stars, they discovered bluespace technology, namely communication using bluespace crystals that had grown upon a meteorite that crashed narrowly into their home planet. Using this newly discovered form of communication, the Mar’qua contacted an unknown alien empire, forming a budding friendship between the two over the following years, this empire sharing technological secrets that would be the base of their advanced technology they use today. This all came to a sudden halt when communication between the two was ended following a brief message warning them of the dangers of advanced artificial intelligence, cutting their moment of alien contact short, never to be heard from again.&lt;br /&gt;
&lt;br /&gt;
=== Expansion ===&lt;br /&gt;
Space flight and FTL travel was quickly achieved shortly after the rapid advancements following the discovery of bluespace crystals, harnessing the power of space-bending technology. Despite their ability to cover lightyears of space in a matter of days, the Mar’qua took their usual curiosity and caution driven approach to their colonial era. Not following a traditional colonial approach, the Mar’qua took to the stars only to colonize their local system, making great use of the natural resources and phenomena before approaching any extra-solar expansion.&lt;br /&gt;
&lt;br /&gt;
Rather than colonizing every habitable planet they came across, the Mar’qua took to building complex, non-invasive satellite stations orbiting the planet, sometimes including a space-elevator for quick surface-to-space transport. These ‘nests’ would house from 100,000-2,000,000 individuals, with facilities for asteroid mining to research, to zero-g construction to leisure. These stations would perform extensive observation, testing and setup of communication infrastructure before the related exploratory fleet would move to the next system, creating a daisy chain of observatories that gave them unparalleled sensory data on their borders.&lt;br /&gt;
&lt;br /&gt;
=== Human Contact ===&lt;br /&gt;
With their advanced optics and extra-solar sensors, the Mar’qua were made aware of the Sol Federation tens of years before making contact with them. Their rapid expansion and growth piqued both a rampant curiosity and morbid paranoia. Heavy debate occupied the Lar’kan up until their impending contact with the humans, with this being the first signs of alien existence since their ancient cousins who’s time with the Mar’qua was lost to archaic written history.&lt;br /&gt;
&lt;br /&gt;
The Lar’kar came to an agreement only a few years prior to their initial contact with the Sol federation, a passive, but cautious approach was taken, avoiding any sparks of senseless war that could cinder between the two powers. With the Sol Federation’s immense numbers, economy and overall ambition to conquer matched up against the Mar’qua’s steadfast infrastructure, accrued data that had already been gathered on their movements and tactics alongside their far superior advancements in numerous fields of technology, it became obvious that any conflict between the two races would create untold catastrophe on both sides.&lt;br /&gt;
&lt;br /&gt;
Reluctantly, the two powers entered a series of trade, scientific and defensive pacts, with the science of the Mar’qua and the expansive resources of the Sol Federation sending the two groups into a miraculous golden age for both sides. Despite this, the Mar’qua kept many areas of technological research hidden away from the humans, notably their genetic manipulation to prevent an abhorrent mix of Mar’quaran intelligence and Human ego and ambition.&lt;br /&gt;
&lt;br /&gt;
=== Bluespace Crash ===&lt;br /&gt;
The bluespace crash came as a sudden catastrophe to most races. The Mar’qua on the other hand, with their advanced knowledge of the nature of bluespace, predicted a chance of such an event happening due to the excessive use of bluespace drives. Due to the growing chances of such an event occurring, the Mar’qua began experimental testing of advanced FTL drives, slowly retrofitting their ships and defunctioning their bluespace drives, even beginning to look into advances in quantum entanglement communication technology.&lt;br /&gt;
&lt;br /&gt;
This led to speculation that the Mar’quaran Technocracy managed to mitigate much of the logistical and infrastructural impact the bluespace crash had on them. It also brewed rumours among the xeno races that the Mar’quaran Technocracy directly caused the bluespace crash itself, perhaps to give themselves an advantage over the other bluespace-reliant species.&lt;br /&gt;
&lt;br /&gt;
Despite this, even with their predictions, not all Nests and Exploratory fleets believed the hypothetical event, with heavy debate stalling any mass mobilization of said retrofits. This left many, especially fringe worlds bordering the Sol Federation stranded along with other xenos. With such a logistical breakdown, and despite the autonomy and self sufficiency of nests and fleets, this led to a growing reliance on other xenos. This change exposed many homogeneous groups of Mar’qua to the diverse and alien mindsets of xenos, causing a radical schism and division between the cautious and methodical Mar’qua and the ones open to the ideas of xenos.&lt;br /&gt;
&lt;br /&gt;
== Relations between other races and the Observatorium ==&lt;br /&gt;
&lt;br /&gt;
=== Human ===&lt;br /&gt;
Their relationship with the Sol Federation is one of hesitant cooperation. Despite their lower numbers, the Mar’qua’s advanced technology would make a war between the two nations catastrophic for both sides, resulting in a series of peace deals and reluctant trade agreements for mutual benefits. The Mar’qua refuse to give the Sol Federation their more advanced and perhaps even esoteric technology, knowing full well what it would be used for and how it would jeopardize their own leverage towards the imperialists.&lt;br /&gt;
&lt;br /&gt;
=== Sablekyne/Kriosan/Akula/Naramad ===&lt;br /&gt;
The more militaristic races are mostly seen as a biological interest rather than a cultural or diplomatic one. Usually this ends with basic, short-term deals involving supplies, testing and passive support rather than any long term relationship between the two races, with the Mar’qua wanting to avoid any chance of violence, war or otherwise unnecessary risk.&lt;br /&gt;
&lt;br /&gt;
=== Cinderites ===&lt;br /&gt;
The Cinderites proved themselves to be a surprising ally to the Mar’qua. With their war-torn history, the Mar’qua expected a short term, simple trade of resources and information. This was quickly proven wrong with the Cinderite’s aversion to war and willingness to work in hazardous conditions. Their dramatically affected and wide diversity of genetics also hold a constant curiosity of Mar’quaran geneticists. To this day the Mar’qua and Cinderites hold a long-lasting alliance through the trade of labor, goods, research and military assistance, with most Mar’quaran exploratory ships hosting a wide number of Cindar individuals used especially for reconnaissance on planets with hazardous weather, terrain or hostile fauna/flora.&lt;br /&gt;
&lt;br /&gt;
=== Opifex ===&lt;br /&gt;
The Opifex are viewed with a mix of endless curiosity and primal horror. Their advances in technologies mirror something completely parallel to the Mar’qua, with cybernetic augmentation and a reliance on artificial machinery and computing. Their more esoteric nature and rivaling levels of intelligence prove themselves to again and again be a hot topic of debate within the Lar’kan. Contact between the two races has been sparse and usually resulting in heated arguments behind the ideal approach to science and research.&lt;br /&gt;
&lt;br /&gt;
=== Cht’Mant ===&lt;br /&gt;
The Cht’mant were originally discovered through second-hand accounts of Soteria’s brutal testing on the race. This series of events did nothing but reinforce the Mar’qua in their cautious approach to science. Directly, the Mar’qua had very little interaction with the Cht’mant, with their homeworlds being so far apart and the Mar’quaran desire to avoid friction with any other bodys of power. Despite this, the Mar’qua do show interest in the cht’maint, Their ability to biologically both alter their own anatomy and communicate through such vast distances without the aid of technology has proven to be a wildly interesting concept to the Mar’qua, who require advanced technology to modify their own genetics.&lt;br /&gt;
&lt;br /&gt;
=== Language Snippets of the Maq&#039;Qua ===&lt;br /&gt;
&lt;br /&gt;
* Hal = Home&lt;br /&gt;
* Kan = Keeper, Holder, Maintainer, Guard&lt;br /&gt;
* Kar = Giver, benefactor&lt;br /&gt;
* Lai = Light&lt;br /&gt;
* Lar = Knowledge&lt;br /&gt;
* Len = Inward&lt;br /&gt;
* Li = Sky&lt;br /&gt;
* Lin = Outward&lt;br /&gt;
* Mar = Observe or to Observe&lt;br /&gt;
* Nal = Rich, Precious&lt;br /&gt;
* Nam = Older Sibling&lt;br /&gt;
* Nar = To sleep, dream&lt;br /&gt;
* Ne  = Distant, Vague, obscure&lt;br /&gt;
* Nim = Younger Sibling&lt;br /&gt;
* Qua = People&lt;br /&gt;
* Rai = Calm, peace, solace&lt;br /&gt;
* Ril = Orb, Sphere, Circle&lt;br /&gt;
* Tel = Green, Plants, Life&lt;br /&gt;
* Ti = Eye&lt;br /&gt;
* Thal = Short, Near, Intimate&lt;br /&gt;
* Thil = Long, Far, Formal&lt;br /&gt;
* Kor = Weapon, Arm&lt;br /&gt;
&lt;br /&gt;
{{Species}}&lt;br /&gt;
[[Category:Lore]]&lt;/div&gt;</summary>
		<author><name>DrFarson</name></author>
	</entry>
	<entry>
		<id>http://sojourn13.space/w/index.php?title=Draft:Mar%27Qua&amp;diff=4560</id>
		<title>Draft:Mar&#039;Qua</title>
		<link rel="alternate" type="text/html" href="http://sojourn13.space/w/index.php?title=Draft:Mar%27Qua&amp;diff=4560"/>
		<updated>2024-12-07T01:03:25Z</updated>

		<summary type="html">&lt;p&gt;DrFarson: /* Specialties */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Mar&#039;qua are an alien race of bipedal amphibian aliens in an unwilling alliance with the Sol Federation. Technologically advanced and older than humanity they maintain an aloof approach to intergalactic affairs, kept largely to their own devices and used as a source of taxes and scouting by the Sol Federation.&lt;br /&gt;
&lt;br /&gt;
=== Quick-Start Guide ===&lt;br /&gt;
&lt;br /&gt;
* They have a biology similar to terran cephalopods, with a lithe, flexible body lacking bones and a singular, advanced eye&lt;br /&gt;
* Their culture focuses on peaceful, cautious advancement of the fields of science, with a rampant paranoia of both AI and death.&lt;br /&gt;
* Mar’qua come in a variety of shades, with some being able to alter their own skin colour in a camouflage-esque system&lt;br /&gt;
* The aquatic nature of Mar’qua make them resistant to the cold and better at seeing in the dark compared to a human&lt;br /&gt;
* Not only are the Mar’qua naturally intelligent and long lived, but through genetic manipulation these traits are further emphasized, resulting in a ponderous, wise race. They get +10 to cognition, biology, and mechanical stats. An extra +5 can be gained if their homeworld is chosen in character setup.&lt;br /&gt;
* Perk: Mar&#039;qua gain the perk &amp;quot;Sudden Brilliance&amp;quot;, which grants them +15 to biology, mechanical, and cognition for 10 minutes every 25 minutes.&lt;br /&gt;
* Perk: Mar&#039;qua gain the perk &amp;quot;Inspired Intellect&amp;quot;, which makes them gain insight 1.5x as fast as most races.&lt;br /&gt;
* Perk: Mar&#039;qua gain the perk &amp;quot;Adapted Nervous System&amp;quot;, which makes them immune to addiction and quadruples their NSA threshold.&lt;br /&gt;
&lt;br /&gt;
== Biology ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Mar’qua biology, although extremely alien in nature, can be more easily compared to the terran cephalopod class of terran animals. They stand on average from 5’2 - 5’8, with a slightly wiry and pliant gait that’s born from their lack of bones, with their body structure instead being supported by advanced lengths of cartilage and ligaments. Their most notable feature to humans lie in their singular eye, located in a similar spot that would be between the eyes of a baseline human. Their face lacks any distinct features outside this singular eye, with their mouth being perfectly sealed outside of it’s use for speech or eating. Where their mouth is rarely used for breathing, the Mar’qua instead use a mix of Cutaneous respiration and the use of gills that are located just below their jawline.&lt;br /&gt;
&lt;br /&gt;
The eye in particular is an important part of the Mar’qua, both in a societal icon and biological significance. With multiple layers of eyelids that cover a wide variety of protection to the sensitive organ underneath and a horizontal ‘pupil’ which both serves to give them a much wider range of vision than one would expect from a singular-eyed organism and contains a sophisticated system for allowing depth perception by taking points of reference from opposite sides of the eye.&lt;br /&gt;
&lt;br /&gt;
With their technological mastery over genetics, the average Mar’qua has little worry over old age, with their advanced treatments staving off death indefinitely to any of their species that have access to it. With this in mind, with their relatively slow metabolism, Mar’Qua naturally live to be between 100-150 years old.&lt;br /&gt;
&lt;br /&gt;
== Society ==&lt;br /&gt;
As cautious people born from their paranoia of the unknown, the Mar’qua, despite being far more ancient than other space-faring nations, expanded from their home system at an incredibly slow pace, taking every measure to minimize risk and rates of mortality.&lt;br /&gt;
&lt;br /&gt;
Mar’quaran colonies tend to be low in number, with a stagnant population maintained by the cryo-freezing of fertilized eggs, only to be unthawed if an individual happens to die in order to replace them. These small ‘dens’ of Mar’qua focus on technological pursuit, observation and the maintenance of local ecosystems and life. The main exceptions to this sparsely populated trend are their massive ‘exploratory’ fleets and their home planet. The former used for both the colonization of new planets, scientific pursuit and the defense of their borders. The latter is their home planet of Mar’hal, an advanced, dense nexus of universities, laboratories and urban sprawls that collect and process data collected from their exploratory fleets and colonies.&lt;br /&gt;
&lt;br /&gt;
The average Mar’qua will go about their day very similar to a human counterpart, but with an extreme level of observation and recording of data. Janitors will record the effectiveness of different chemicals, Botanists the speed of growth of plants in different types of soil and conditions, and even security personnel will meticulously record the performance of their arms and armor. Mar’qua take great pride in each contribution towards the sciences, with doctoral titles being absent in their vocabulary, as every Mar’qua consider themselves a scientist in one shape or another.&lt;br /&gt;
&lt;br /&gt;
Mar’quaran culture outside the fields of sciences will always feel the curiosity embedded naturally in the race. An alien visitor to a Mar’quaran resturant would find a wide range of perfected dishes created in an attempt to appeal to the tastes of their race, curated by countless recordings of previous data as Mar’qua chefs find endless satisfaction in sating alien tastes.&lt;br /&gt;
&lt;br /&gt;
Although one might expect hyper-practical and standardized architecture and aesthetics. Mar’qua find observations to be one of the most important experiences one can have, with a wide range of creative efforts and techniques used in their artistic fields to make sure an individual walking down one of their streets would never see the same sight twice. To an alien individual, some of the choices of colour theory and mixing would seem bizarre or even ugly, especially those lacking in more advanced ocular organs compared to the naturally complex and artificially enhanced Mar’qua ‘Ti’.&lt;br /&gt;
&lt;br /&gt;
== Relationships ==&lt;br /&gt;
Mar&#039;qua have a few classifications for how they view themselves. Specialisations and Observances being the most notable ones. Whereas a specialty is how one views themself, and their plan for personal development, a observance is how one may view another individual, their relationship, or otherwise.&lt;br /&gt;
&lt;br /&gt;
=== Specialties ===&lt;br /&gt;
Specialties are groups within Mar’qua society that denote expertise or authority in fields and positions, and those who have chosen to enter one are seen as dedicating one’s self to a practice - a great honour within Mar’quarian society.&lt;br /&gt;
&lt;br /&gt;
* Lar’Mar: Those who learn through experimenting. - Mathematicians, Physicists, Teachers, Painters, Graphics Designers, and Developers.&lt;br /&gt;
* Lin&#039;Mar: Those who learn through acting. - Government Officials, Military Officers, and Civil Servants.&lt;br /&gt;
* Kar’Mar: Those who learn through doing. - Engineers, Construction Workers, IT Professionals, and Shop Owners&lt;br /&gt;
* Kan&#039;Mar: Those who learn through duty. - Soldiers, Doctors, Police Officers, and Frontline Professionals.&lt;br /&gt;
* Len’Mar: Those who learn through watching. - Miltiary Intelligence, Civil Service Operatives, Covert Positions, Scouts.&lt;br /&gt;
* Ne’Mar: Those who learn in their own way. - Wanderers and Drifters, those that do not fall into an above category.&lt;br /&gt;
&lt;br /&gt;
=== Observances ===&lt;br /&gt;
Obsevanves are classifications within Mar’qua society that denote a relation to another individual, such as familial, platonic or romantic relations. This section is largely incomplete, but serves as a guide for how relatonships should be approached and seen in character. They can be categorised into positive or negative.&lt;br /&gt;
&lt;br /&gt;
* Lai’Lar: An extremely close bond between individuals. This is often used to describe someone to whom you feel romantic, platonic, or familial love towards.&lt;br /&gt;
* Ne’Lar:  An intense hatred of an individual, one with you having an intense rivalry. Often used to describe those you despise, or hate, in the most extreme manner.&lt;br /&gt;
* Lai’Len: A valued friend, one whom you’ve known for many years - perhaps your entire life - and have grown attached to in a bond like none other.&lt;br /&gt;
* Ne&#039;Lin: This is a rival or someone you dislike, and whom you might express distaste for, but not to the point of complete and utter hatred.&lt;br /&gt;
* Lai’Nal:  A familial relationship of any kind. It can be used to refer to any member of your family that you have a deep bond with.&lt;br /&gt;
* Ne’Nal Any form of familial-like bond with someone you hold hatred for. This type of bond is very uncommon, save for conflicting fields of study.&lt;br /&gt;
&lt;br /&gt;
== Technology ==&lt;br /&gt;
Due to the early discovery of bluespace technology and their prolonged contact with a technologically advanced empire early in their history, the Mar’qua had an advanced kickstart into their own technological progress, particularly in the areas of bluespace, genetics, physics and biochemistry. The paranoia caused by their superstition and history with AI, the Mar’qua very reluctantly rely on artificial computing systems out of very basic machines. Instead, the Mar’qua’s advancements in biomachinery allow them to use complex MMIs (man-machine interfaces) to interface and control machinery or computers directly, rather than using algorithms or machine learning.&lt;br /&gt;
&lt;br /&gt;
The field of genetics is also a vast and specialized field to the Mar’qua. Their avoidance of artificial intelligence in all forms and superstition around death pushed them to pursue genetic augmentation in order to increase their own mental capacity to replace any need for computing power. The average Mar’qua will slowly accumulate more and more modifications during their lifetime, with their access to Mar’quaran genetic treatment facilities artificially extending their natural lifespans indefinitely in all but the most destitute dens and colonies. The resulting eldars from this society, especially the Lar’kan possessing mental ability easily rivaling minds such as greyson AI. These elders are possessively kept secret away from the federation, being held safely on Ti’qua, away from prying eyes.&lt;br /&gt;
&lt;br /&gt;
A large part of Mar’quaran culture is the celebration of historic and modern breakthroughs in science, ones of note are those who’s accomplishments can be attributed to the idealistic nature of their solar system, these particular holidays are as follows:&lt;br /&gt;
&lt;br /&gt;
* Lai’nim Day: 18/04 - Celebration attributed to cooling and laser systems advancements&lt;br /&gt;
* Nam’ril Day: 22/10 - Celebration attributed to gas processing and macroengineering&lt;br /&gt;
* Nal’ril Day: 03/12 - Celebration of the advances in extraction and mineral processing&lt;br /&gt;
* Tel’hal Day: 15/05 - Celebration of the xenofauna and xenoflora sciences&lt;br /&gt;
* Mar’hal Day: 01/01 - Celebration of life&lt;br /&gt;
* Rai’hal Day: 05/07 - Celebration of MMI technology and Genetic Augmentation&lt;br /&gt;
* Ne’ril Day: 11/02 - Celebration of Optics and Sensory technology&lt;br /&gt;
&lt;br /&gt;
== Religion ==&lt;br /&gt;
Although the Mar’qua as a people and a culture lack a religion as humans would see it, they hold a superstition or paranoia of the afterlife. With even their advanced sciences they’ve failed to figure out what happens to the living consciousness when they pass over, leading to a split in thought between the Mar’qua people.&lt;br /&gt;
&lt;br /&gt;
One group, colloquially known as the “Introspectors (Len’Qua)”, look to advance Mar’qua life past the possibility of death, avoiding the paranoia altogether. This is usually done through genetic advances, leading to the majority of the Mar’qua people being biologically immortal, lacking a death from old age.&lt;br /&gt;
&lt;br /&gt;
The other are known as the “Extrospectors (Lin’Qua)”, with the Mar’qua’s obsession with observation, these people look to find out what happens after death, this obsession with observation grows passed this and outward to the rest of the universe, in some held hope that they will find the answers if they understand enough.&lt;br /&gt;
&lt;br /&gt;
== Politics ==&lt;br /&gt;
The politics of the Mar’qua is mostly focused on technological advancement and pursuit rather than economics, war, or even personal ideals. The closest thing the Mar’qua have to a governing body is the Lar’Kan and Lar’Kar. The Lar’kan being a group of 20 individuals who hold seats in the capital of Ti’Qua. Each seat of this governing body is an expert in a particular field of science, covering the entirety of scientific basis. The Lar’Kar is a particular individual who is both seen as the ‘face’ and ‘leader’ of the Lar’kan. This individual appoints the leaders of new colonies, fleets and important operations after thorough debate with the seats of the Lar’kan. The Lar’kar is expected to be knowledgeable in all fields of knowledge in order to avoid the bias that a singular field of knowledge would result in.&lt;br /&gt;
&lt;br /&gt;
Outside of technological matters, the Lar’kan do not interfere or dictate how colonies and ‘den’s operate. The only exception to this being Mar’quaran holidays, where a particular subject of a holiday may be changed if a new innovation of technology replaces the subject matter.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Mar&#039;Qua prefer not to involve themselves in politics of other races, preferring to simply explore the universe and observe its inhabitants, though that does not mean they cut themselves off from others. The Observatoriam establishes contact with other races when they see fit, be it as a way to introduce themselves and begin free trade between the empires, or to “push” them into the correct way. Intelligensia also keeps records of any race that has been observed during exploration. Non-sentient races are paid little mind, though races that show low stages of development are observed closely, awaiting their eventual expansion into space or destruction by their own design.&lt;br /&gt;
&lt;br /&gt;
== History of the Mar&#039;Qua ==&lt;br /&gt;
&lt;br /&gt;
=== Early Contact ===&lt;br /&gt;
The Mar’quaran hate for AI can only be speculated to a theorized event thousands of years in their history that surpassed written and oral tradition, instead sowing a seed of fear deep into the very culture of their race. During the early atomic era of their history, before they even had ventured into their stars, they discovered bluespace technology, namely communication using bluespace crystals that had grown upon a meteorite that crashed narrowly into their home planet. Using this newly discovered form of communication, the Mar’qua contacted an unknown alien empire, forming a budding friendship between the two over the following years, this empire sharing technological secrets that would be the base of their advanced technology they use today. This all came to a sudden halt when communication between the two was ended following a brief message warning them of the dangers of advanced artificial intelligence, cutting their moment of alien contact short, never to be heard from again.&lt;br /&gt;
&lt;br /&gt;
=== Expansion ===&lt;br /&gt;
Space flight and FTL travel was quickly achieved shortly after the rapid advancements following the discovery of bluespace crystals, harnessing the power of space-bending technology. Despite their ability to cover lightyears of space in a matter of days, the Mar’qua took their usual curiosity and caution driven approach to their colonial era. Not following a traditional colonial approach, the Mar’qua took to the stars only to colonize their local system, making great use of the natural resources and phenomena before approaching any extra-solar expansion.&lt;br /&gt;
&lt;br /&gt;
Rather than colonizing every habitable planet they came across, the Mar’qua took to building complex, non-invasive satellite stations orbiting the planet, sometimes including a space-elevator for quick surface-to-space transport. These ‘nests’ would house from 100,000-2,000,000 individuals, with facilities for asteroid mining to research, to zero-g construction to leisure. These stations would perform extensive observation, testing and setup of communication infrastructure before the related exploratory fleet would move to the next system, creating a daisy chain of observatories that gave them unparalleled sensory data on their borders.&lt;br /&gt;
&lt;br /&gt;
=== Human Contact ===&lt;br /&gt;
With their advanced optics and extra-solar sensors, the Mar’qua were made aware of the Sol Federation tens of years before making contact with them. Their rapid expansion and growth piqued both a rampant curiosity and morbid paranoia. Heavy debate occupied the Lar’kan up until their impending contact with the humans, with this being the first signs of alien existence since their ancient cousins who’s time with the Mar’qua was lost to archaic written history.&lt;br /&gt;
&lt;br /&gt;
The Lar’kar came to an agreement only a few years prior to their initial contact with the Sol federation, a passive, but cautious approach was taken, avoiding any sparks of senseless war that could cinder between the two powers. With the Sol Federation’s immense numbers, economy and overall ambition to conquer matched up against the Mar’qua’s steadfast infrastructure, accrued data that had already been gathered on their movements and tactics alongside their far superior advancements in numerous fields of technology, it became obvious that any conflict between the two races would create untold catastrophe on both sides.&lt;br /&gt;
&lt;br /&gt;
Reluctantly, the two powers entered a series of trade, scientific and defensive pacts, with the science of the Mar’qua and the expansive resources of the Sol Federation sending the two groups into a miraculous golden age for both sides. Despite this, the Mar’qua kept many areas of technological research hidden away from the humans, notably their genetic manipulation to prevent an abhorrent mix of Mar’quaran intelligence and Human ego and ambition.&lt;br /&gt;
&lt;br /&gt;
=== Bluespace Crash ===&lt;br /&gt;
The bluespace crash came as a sudden catastrophe to most races. The Mar’qua on the other hand, with their advanced knowledge of the nature of bluespace, predicted a chance of such an event happening due to the excessive use of bluespace drives. Due to the growing chances of such an event occurring, the Mar’qua began experimental testing of advanced FTL drives, slowly retrofitting their ships and defunctioning their bluespace drives, even beginning to look into advances in quantum entanglement communication technology.&lt;br /&gt;
&lt;br /&gt;
This led to speculation that the Mar’quaran Technocracy managed to mitigate much of the logistical and infrastructural impact the bluespace crash had on them. It also brewed rumours among the xeno races that the Mar’quaran Technocracy directly caused the bluespace crash itself, perhaps to give themselves an advantage over the other bluespace-reliant species.&lt;br /&gt;
&lt;br /&gt;
Despite this, even with their predictions, not all Nests and Exploratory fleets believed the hypothetical event, with heavy debate stalling any mass mobilization of said retrofits. This left many, especially fringe worlds bordering the Sol Federation stranded along with other xenos. With such a logistical breakdown, and despite the autonomy and self sufficiency of nests and fleets, this led to a growing reliance on other xenos. This change exposed many homogeneous groups of Mar’qua to the diverse and alien mindsets of xenos, causing a radical schism and division between the cautious and methodical Mar’qua and the ones open to the ideas of xenos.&lt;br /&gt;
&lt;br /&gt;
== Relations between other races and the Observatorium ==&lt;br /&gt;
&lt;br /&gt;
=== Human ===&lt;br /&gt;
Their relationship with the Sol Federation is one of hesitant cooperation. Despite their lower numbers, the Mar’qua’s advanced technology would make a war between the two nations catastrophic for both sides, resulting in a series of peace deals and reluctant trade agreements for mutual benefits. The Mar’qua refuse to give the Sol Federation their more advanced and perhaps even esoteric technology, knowing full well what it would be used for and how it would jeopardize their own leverage towards the imperialists.&lt;br /&gt;
&lt;br /&gt;
=== Sablekyne/Kriosan/Akula/Naramad ===&lt;br /&gt;
The more militaristic races are mostly seen as a biological interest rather than a cultural or diplomatic one. Usually this ends with basic, short-term deals involving supplies, testing and passive support rather than any long term relationship between the two races, with the Mar’qua wanting to avoid any chance of violence, war or otherwise unnecessary risk.&lt;br /&gt;
&lt;br /&gt;
=== Cinderites ===&lt;br /&gt;
The Cinderites proved themselves to be a surprising ally to the Mar’qua. With their war-torn history, the Mar’qua expected a short term, simple trade of resources and information. This was quickly proven wrong with the Cinderite’s aversion to war and willingness to work in hazardous conditions. Their dramatically affected and wide diversity of genetics also hold a constant curiosity of Mar’quaran geneticists. To this day the Mar’qua and Cinderites hold a long-lasting alliance through the trade of labor, goods, research and military assistance, with most Mar’quaran exploratory ships hosting a wide number of Cindar individuals used especially for reconnaissance on planets with hazardous weather, terrain or hostile fauna/flora.&lt;br /&gt;
&lt;br /&gt;
=== Opifex ===&lt;br /&gt;
The Opifex are viewed with a mix of endless curiosity and primal horror. Their advances in technologies mirror something completely parallel to the Mar’qua, with cybernetic augmentation and a reliance on artificial machinery and computing. Their more esoteric nature and rivaling levels of intelligence prove themselves to again and again be a hot topic of debate within the Lar’kan. Contact between the two races has been sparse and usually resulting in heated arguments behind the ideal approach to science and research.&lt;br /&gt;
&lt;br /&gt;
=== Cht’Mant ===&lt;br /&gt;
The Cht’mant were originally discovered through second-hand accounts of Soteria’s brutal testing on the race. This series of events did nothing but reinforce the Mar’qua in their cautious approach to science. Directly, the Mar’qua had very little interaction with the Cht’mant, with their homeworlds being so far apart and the Mar’quaran desire to avoid friction with any other bodys of power. Despite this, the Mar’qua do show interest in the cht’maint, Their ability to biologically both alter their own anatomy and communicate through such vast distances without the aid of technology has proven to be a wildly interesting concept to the Mar’qua, who require advanced technology to modify their own genetics.&lt;br /&gt;
&lt;br /&gt;
=== Language Snippets of the Maq&#039;Qua ===&lt;br /&gt;
&lt;br /&gt;
* Hal = Home&lt;br /&gt;
* Kan = Keeper, Holder, Maintainer, Guard&lt;br /&gt;
* Kar = Giver, benefactor&lt;br /&gt;
* Lai = Light&lt;br /&gt;
* Lar = Knowledge&lt;br /&gt;
* Len = Inward&lt;br /&gt;
* Li = Sky&lt;br /&gt;
* Lin = Outward&lt;br /&gt;
* Mar = Observe or to Observe&lt;br /&gt;
* Nal = Rich, Precious&lt;br /&gt;
* Nam = Older Sibling&lt;br /&gt;
* Nar = To sleep, dream&lt;br /&gt;
* Ne  = Distant, Vague, obscure&lt;br /&gt;
* Nim = Younger Sibling&lt;br /&gt;
* Qua = People&lt;br /&gt;
* Rai = Calm, peace, solace&lt;br /&gt;
* Ril = Orb, Sphere, Circle&lt;br /&gt;
* Tel = Green, Plants, Life&lt;br /&gt;
* Ti = Eye&lt;br /&gt;
* Thal = Short, Near, Intimate&lt;br /&gt;
* Thil = Long, Far, Formal&lt;br /&gt;
* Kor = Weapon, Arm&lt;br /&gt;
&lt;br /&gt;
{{Species}}&lt;br /&gt;
[[Category:Lore]]&lt;/div&gt;</summary>
		<author><name>DrFarson</name></author>
	</entry>
	<entry>
		<id>http://sojourn13.space/w/index.php?title=Draft:Mar%27Qua&amp;diff=4559</id>
		<title>Draft:Mar&#039;Qua</title>
		<link rel="alternate" type="text/html" href="http://sojourn13.space/w/index.php?title=Draft:Mar%27Qua&amp;diff=4559"/>
		<updated>2024-12-07T01:02:57Z</updated>

		<summary type="html">&lt;p&gt;DrFarson: /* Specialties */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Mar&#039;qua are an alien race of bipedal amphibian aliens in an unwilling alliance with the Sol Federation. Technologically advanced and older than humanity they maintain an aloof approach to intergalactic affairs, kept largely to their own devices and used as a source of taxes and scouting by the Sol Federation.&lt;br /&gt;
&lt;br /&gt;
=== Quick-Start Guide ===&lt;br /&gt;
&lt;br /&gt;
* They have a biology similar to terran cephalopods, with a lithe, flexible body lacking bones and a singular, advanced eye&lt;br /&gt;
* Their culture focuses on peaceful, cautious advancement of the fields of science, with a rampant paranoia of both AI and death.&lt;br /&gt;
* Mar’qua come in a variety of shades, with some being able to alter their own skin colour in a camouflage-esque system&lt;br /&gt;
* The aquatic nature of Mar’qua make them resistant to the cold and better at seeing in the dark compared to a human&lt;br /&gt;
* Not only are the Mar’qua naturally intelligent and long lived, but through genetic manipulation these traits are further emphasized, resulting in a ponderous, wise race. They get +10 to cognition, biology, and mechanical stats. An extra +5 can be gained if their homeworld is chosen in character setup.&lt;br /&gt;
* Perk: Mar&#039;qua gain the perk &amp;quot;Sudden Brilliance&amp;quot;, which grants them +15 to biology, mechanical, and cognition for 10 minutes every 25 minutes.&lt;br /&gt;
* Perk: Mar&#039;qua gain the perk &amp;quot;Inspired Intellect&amp;quot;, which makes them gain insight 1.5x as fast as most races.&lt;br /&gt;
* Perk: Mar&#039;qua gain the perk &amp;quot;Adapted Nervous System&amp;quot;, which makes them immune to addiction and quadruples their NSA threshold.&lt;br /&gt;
&lt;br /&gt;
== Biology ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Mar’qua biology, although extremely alien in nature, can be more easily compared to the terran cephalopod class of terran animals. They stand on average from 5’2 - 5’8, with a slightly wiry and pliant gait that’s born from their lack of bones, with their body structure instead being supported by advanced lengths of cartilage and ligaments. Their most notable feature to humans lie in their singular eye, located in a similar spot that would be between the eyes of a baseline human. Their face lacks any distinct features outside this singular eye, with their mouth being perfectly sealed outside of it’s use for speech or eating. Where their mouth is rarely used for breathing, the Mar’qua instead use a mix of Cutaneous respiration and the use of gills that are located just below their jawline.&lt;br /&gt;
&lt;br /&gt;
The eye in particular is an important part of the Mar’qua, both in a societal icon and biological significance. With multiple layers of eyelids that cover a wide variety of protection to the sensitive organ underneath and a horizontal ‘pupil’ which both serves to give them a much wider range of vision than one would expect from a singular-eyed organism and contains a sophisticated system for allowing depth perception by taking points of reference from opposite sides of the eye.&lt;br /&gt;
&lt;br /&gt;
With their technological mastery over genetics, the average Mar’qua has little worry over old age, with their advanced treatments staving off death indefinitely to any of their species that have access to it. With this in mind, with their relatively slow metabolism, Mar’Qua naturally live to be between 100-150 years old.&lt;br /&gt;
&lt;br /&gt;
== Society ==&lt;br /&gt;
As cautious people born from their paranoia of the unknown, the Mar’qua, despite being far more ancient than other space-faring nations, expanded from their home system at an incredibly slow pace, taking every measure to minimize risk and rates of mortality.&lt;br /&gt;
&lt;br /&gt;
Mar’quaran colonies tend to be low in number, with a stagnant population maintained by the cryo-freezing of fertilized eggs, only to be unthawed if an individual happens to die in order to replace them. These small ‘dens’ of Mar’qua focus on technological pursuit, observation and the maintenance of local ecosystems and life. The main exceptions to this sparsely populated trend are their massive ‘exploratory’ fleets and their home planet. The former used for both the colonization of new planets, scientific pursuit and the defense of their borders. The latter is their home planet of Mar’hal, an advanced, dense nexus of universities, laboratories and urban sprawls that collect and process data collected from their exploratory fleets and colonies.&lt;br /&gt;
&lt;br /&gt;
The average Mar’qua will go about their day very similar to a human counterpart, but with an extreme level of observation and recording of data. Janitors will record the effectiveness of different chemicals, Botanists the speed of growth of plants in different types of soil and conditions, and even security personnel will meticulously record the performance of their arms and armor. Mar’qua take great pride in each contribution towards the sciences, with doctoral titles being absent in their vocabulary, as every Mar’qua consider themselves a scientist in one shape or another.&lt;br /&gt;
&lt;br /&gt;
Mar’quaran culture outside the fields of sciences will always feel the curiosity embedded naturally in the race. An alien visitor to a Mar’quaran resturant would find a wide range of perfected dishes created in an attempt to appeal to the tastes of their race, curated by countless recordings of previous data as Mar’qua chefs find endless satisfaction in sating alien tastes.&lt;br /&gt;
&lt;br /&gt;
Although one might expect hyper-practical and standardized architecture and aesthetics. Mar’qua find observations to be one of the most important experiences one can have, with a wide range of creative efforts and techniques used in their artistic fields to make sure an individual walking down one of their streets would never see the same sight twice. To an alien individual, some of the choices of colour theory and mixing would seem bizarre or even ugly, especially those lacking in more advanced ocular organs compared to the naturally complex and artificially enhanced Mar’qua ‘Ti’.&lt;br /&gt;
&lt;br /&gt;
== Relationships ==&lt;br /&gt;
Mar&#039;qua have a few classifications for how they view themselves. Specialisations and Observances being the most notable ones. Whereas a specialty is how one views themself, and their plan for personal development, a observance is how one may view another individual, their relationship, or otherwise.&lt;br /&gt;
&lt;br /&gt;
=== Specialties ===&lt;br /&gt;
Specialties are groups within Mar’qua society that denote expertise or authority in fields and positions, and those who have chosen to enter one are seen as dedicating one’s self to a practice - a great honour within Mar’quarian society.&lt;br /&gt;
&lt;br /&gt;
* Lar’Mar: Those who learn through experimenting. - Mathematicians, Physicists, Teachers, Painters, Graphics Designers, and Developers.&lt;br /&gt;
* Lin&#039;Mar: Those who learn through acting. - Government Officials, Military Officers, and Civil Servants.&lt;br /&gt;
* Kar’Mar: Those who learn through doing. - Soldiers, Doctors, Police Officers, and Frontline Professionals.&lt;br /&gt;
* Kan&#039;Mar: Those who learn through duty. - Engineers, Construction Workers, IT Professionals, and Shop Owners&lt;br /&gt;
* Len’Mar: Those who learn through watching. - Miltiary Intelligence, Civil Service Operatives, Covert Positions, Scouts.&lt;br /&gt;
* Ne’Mar: Those who learn in their own way. - Wanderers and Drifters, those that do not fall into an above category.&lt;br /&gt;
&lt;br /&gt;
=== Observances ===&lt;br /&gt;
Obsevanves are classifications within Mar’qua society that denote a relation to another individual, such as familial, platonic or romantic relations. This section is largely incomplete, but serves as a guide for how relatonships should be approached and seen in character. They can be categorised into positive or negative.&lt;br /&gt;
&lt;br /&gt;
* Lai’Lar: An extremely close bond between individuals. This is often used to describe someone to whom you feel romantic, platonic, or familial love towards.&lt;br /&gt;
* Ne’Lar:  An intense hatred of an individual, one with you having an intense rivalry. Often used to describe those you despise, or hate, in the most extreme manner.&lt;br /&gt;
* Lai’Len: A valued friend, one whom you’ve known for many years - perhaps your entire life - and have grown attached to in a bond like none other.&lt;br /&gt;
* Ne&#039;Lin: This is a rival or someone you dislike, and whom you might express distaste for, but not to the point of complete and utter hatred.&lt;br /&gt;
* Lai’Nal:  A familial relationship of any kind. It can be used to refer to any member of your family that you have a deep bond with.&lt;br /&gt;
* Ne’Nal Any form of familial-like bond with someone you hold hatred for. This type of bond is very uncommon, save for conflicting fields of study.&lt;br /&gt;
&lt;br /&gt;
== Technology ==&lt;br /&gt;
Due to the early discovery of bluespace technology and their prolonged contact with a technologically advanced empire early in their history, the Mar’qua had an advanced kickstart into their own technological progress, particularly in the areas of bluespace, genetics, physics and biochemistry. The paranoia caused by their superstition and history with AI, the Mar’qua very reluctantly rely on artificial computing systems out of very basic machines. Instead, the Mar’qua’s advancements in biomachinery allow them to use complex MMIs (man-machine interfaces) to interface and control machinery or computers directly, rather than using algorithms or machine learning.&lt;br /&gt;
&lt;br /&gt;
The field of genetics is also a vast and specialized field to the Mar’qua. Their avoidance of artificial intelligence in all forms and superstition around death pushed them to pursue genetic augmentation in order to increase their own mental capacity to replace any need for computing power. The average Mar’qua will slowly accumulate more and more modifications during their lifetime, with their access to Mar’quaran genetic treatment facilities artificially extending their natural lifespans indefinitely in all but the most destitute dens and colonies. The resulting eldars from this society, especially the Lar’kan possessing mental ability easily rivaling minds such as greyson AI. These elders are possessively kept secret away from the federation, being held safely on Ti’qua, away from prying eyes.&lt;br /&gt;
&lt;br /&gt;
A large part of Mar’quaran culture is the celebration of historic and modern breakthroughs in science, ones of note are those who’s accomplishments can be attributed to the idealistic nature of their solar system, these particular holidays are as follows:&lt;br /&gt;
&lt;br /&gt;
* Lai’nim Day: 18/04 - Celebration attributed to cooling and laser systems advancements&lt;br /&gt;
* Nam’ril Day: 22/10 - Celebration attributed to gas processing and macroengineering&lt;br /&gt;
* Nal’ril Day: 03/12 - Celebration of the advances in extraction and mineral processing&lt;br /&gt;
* Tel’hal Day: 15/05 - Celebration of the xenofauna and xenoflora sciences&lt;br /&gt;
* Mar’hal Day: 01/01 - Celebration of life&lt;br /&gt;
* Rai’hal Day: 05/07 - Celebration of MMI technology and Genetic Augmentation&lt;br /&gt;
* Ne’ril Day: 11/02 - Celebration of Optics and Sensory technology&lt;br /&gt;
&lt;br /&gt;
== Religion ==&lt;br /&gt;
Although the Mar’qua as a people and a culture lack a religion as humans would see it, they hold a superstition or paranoia of the afterlife. With even their advanced sciences they’ve failed to figure out what happens to the living consciousness when they pass over, leading to a split in thought between the Mar’qua people.&lt;br /&gt;
&lt;br /&gt;
One group, colloquially known as the “Introspectors (Len’Qua)”, look to advance Mar’qua life past the possibility of death, avoiding the paranoia altogether. This is usually done through genetic advances, leading to the majority of the Mar’qua people being biologically immortal, lacking a death from old age.&lt;br /&gt;
&lt;br /&gt;
The other are known as the “Extrospectors (Lin’Qua)”, with the Mar’qua’s obsession with observation, these people look to find out what happens after death, this obsession with observation grows passed this and outward to the rest of the universe, in some held hope that they will find the answers if they understand enough.&lt;br /&gt;
&lt;br /&gt;
== Politics ==&lt;br /&gt;
The politics of the Mar’qua is mostly focused on technological advancement and pursuit rather than economics, war, or even personal ideals. The closest thing the Mar’qua have to a governing body is the Lar’Kan and Lar’Kar. The Lar’kan being a group of 20 individuals who hold seats in the capital of Ti’Qua. Each seat of this governing body is an expert in a particular field of science, covering the entirety of scientific basis. The Lar’Kar is a particular individual who is both seen as the ‘face’ and ‘leader’ of the Lar’kan. This individual appoints the leaders of new colonies, fleets and important operations after thorough debate with the seats of the Lar’kan. The Lar’kar is expected to be knowledgeable in all fields of knowledge in order to avoid the bias that a singular field of knowledge would result in.&lt;br /&gt;
&lt;br /&gt;
Outside of technological matters, the Lar’kan do not interfere or dictate how colonies and ‘den’s operate. The only exception to this being Mar’quaran holidays, where a particular subject of a holiday may be changed if a new innovation of technology replaces the subject matter.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Mar&#039;Qua prefer not to involve themselves in politics of other races, preferring to simply explore the universe and observe its inhabitants, though that does not mean they cut themselves off from others. The Observatoriam establishes contact with other races when they see fit, be it as a way to introduce themselves and begin free trade between the empires, or to “push” them into the correct way. Intelligensia also keeps records of any race that has been observed during exploration. Non-sentient races are paid little mind, though races that show low stages of development are observed closely, awaiting their eventual expansion into space or destruction by their own design.&lt;br /&gt;
&lt;br /&gt;
== History of the Mar&#039;Qua ==&lt;br /&gt;
&lt;br /&gt;
=== Early Contact ===&lt;br /&gt;
The Mar’quaran hate for AI can only be speculated to a theorized event thousands of years in their history that surpassed written and oral tradition, instead sowing a seed of fear deep into the very culture of their race. During the early atomic era of their history, before they even had ventured into their stars, they discovered bluespace technology, namely communication using bluespace crystals that had grown upon a meteorite that crashed narrowly into their home planet. Using this newly discovered form of communication, the Mar’qua contacted an unknown alien empire, forming a budding friendship between the two over the following years, this empire sharing technological secrets that would be the base of their advanced technology they use today. This all came to a sudden halt when communication between the two was ended following a brief message warning them of the dangers of advanced artificial intelligence, cutting their moment of alien contact short, never to be heard from again.&lt;br /&gt;
&lt;br /&gt;
=== Expansion ===&lt;br /&gt;
Space flight and FTL travel was quickly achieved shortly after the rapid advancements following the discovery of bluespace crystals, harnessing the power of space-bending technology. Despite their ability to cover lightyears of space in a matter of days, the Mar’qua took their usual curiosity and caution driven approach to their colonial era. Not following a traditional colonial approach, the Mar’qua took to the stars only to colonize their local system, making great use of the natural resources and phenomena before approaching any extra-solar expansion.&lt;br /&gt;
&lt;br /&gt;
Rather than colonizing every habitable planet they came across, the Mar’qua took to building complex, non-invasive satellite stations orbiting the planet, sometimes including a space-elevator for quick surface-to-space transport. These ‘nests’ would house from 100,000-2,000,000 individuals, with facilities for asteroid mining to research, to zero-g construction to leisure. These stations would perform extensive observation, testing and setup of communication infrastructure before the related exploratory fleet would move to the next system, creating a daisy chain of observatories that gave them unparalleled sensory data on their borders.&lt;br /&gt;
&lt;br /&gt;
=== Human Contact ===&lt;br /&gt;
With their advanced optics and extra-solar sensors, the Mar’qua were made aware of the Sol Federation tens of years before making contact with them. Their rapid expansion and growth piqued both a rampant curiosity and morbid paranoia. Heavy debate occupied the Lar’kan up until their impending contact with the humans, with this being the first signs of alien existence since their ancient cousins who’s time with the Mar’qua was lost to archaic written history.&lt;br /&gt;
&lt;br /&gt;
The Lar’kar came to an agreement only a few years prior to their initial contact with the Sol federation, a passive, but cautious approach was taken, avoiding any sparks of senseless war that could cinder between the two powers. With the Sol Federation’s immense numbers, economy and overall ambition to conquer matched up against the Mar’qua’s steadfast infrastructure, accrued data that had already been gathered on their movements and tactics alongside their far superior advancements in numerous fields of technology, it became obvious that any conflict between the two races would create untold catastrophe on both sides.&lt;br /&gt;
&lt;br /&gt;
Reluctantly, the two powers entered a series of trade, scientific and defensive pacts, with the science of the Mar’qua and the expansive resources of the Sol Federation sending the two groups into a miraculous golden age for both sides. Despite this, the Mar’qua kept many areas of technological research hidden away from the humans, notably their genetic manipulation to prevent an abhorrent mix of Mar’quaran intelligence and Human ego and ambition.&lt;br /&gt;
&lt;br /&gt;
=== Bluespace Crash ===&lt;br /&gt;
The bluespace crash came as a sudden catastrophe to most races. The Mar’qua on the other hand, with their advanced knowledge of the nature of bluespace, predicted a chance of such an event happening due to the excessive use of bluespace drives. Due to the growing chances of such an event occurring, the Mar’qua began experimental testing of advanced FTL drives, slowly retrofitting their ships and defunctioning their bluespace drives, even beginning to look into advances in quantum entanglement communication technology.&lt;br /&gt;
&lt;br /&gt;
This led to speculation that the Mar’quaran Technocracy managed to mitigate much of the logistical and infrastructural impact the bluespace crash had on them. It also brewed rumours among the xeno races that the Mar’quaran Technocracy directly caused the bluespace crash itself, perhaps to give themselves an advantage over the other bluespace-reliant species.&lt;br /&gt;
&lt;br /&gt;
Despite this, even with their predictions, not all Nests and Exploratory fleets believed the hypothetical event, with heavy debate stalling any mass mobilization of said retrofits. This left many, especially fringe worlds bordering the Sol Federation stranded along with other xenos. With such a logistical breakdown, and despite the autonomy and self sufficiency of nests and fleets, this led to a growing reliance on other xenos. This change exposed many homogeneous groups of Mar’qua to the diverse and alien mindsets of xenos, causing a radical schism and division between the cautious and methodical Mar’qua and the ones open to the ideas of xenos.&lt;br /&gt;
&lt;br /&gt;
== Relations between other races and the Observatorium ==&lt;br /&gt;
&lt;br /&gt;
=== Human ===&lt;br /&gt;
Their relationship with the Sol Federation is one of hesitant cooperation. Despite their lower numbers, the Mar’qua’s advanced technology would make a war between the two nations catastrophic for both sides, resulting in a series of peace deals and reluctant trade agreements for mutual benefits. The Mar’qua refuse to give the Sol Federation their more advanced and perhaps even esoteric technology, knowing full well what it would be used for and how it would jeopardize their own leverage towards the imperialists.&lt;br /&gt;
&lt;br /&gt;
=== Sablekyne/Kriosan/Akula/Naramad ===&lt;br /&gt;
The more militaristic races are mostly seen as a biological interest rather than a cultural or diplomatic one. Usually this ends with basic, short-term deals involving supplies, testing and passive support rather than any long term relationship between the two races, with the Mar’qua wanting to avoid any chance of violence, war or otherwise unnecessary risk.&lt;br /&gt;
&lt;br /&gt;
=== Cinderites ===&lt;br /&gt;
The Cinderites proved themselves to be a surprising ally to the Mar’qua. With their war-torn history, the Mar’qua expected a short term, simple trade of resources and information. This was quickly proven wrong with the Cinderite’s aversion to war and willingness to work in hazardous conditions. Their dramatically affected and wide diversity of genetics also hold a constant curiosity of Mar’quaran geneticists. To this day the Mar’qua and Cinderites hold a long-lasting alliance through the trade of labor, goods, research and military assistance, with most Mar’quaran exploratory ships hosting a wide number of Cindar individuals used especially for reconnaissance on planets with hazardous weather, terrain or hostile fauna/flora.&lt;br /&gt;
&lt;br /&gt;
=== Opifex ===&lt;br /&gt;
The Opifex are viewed with a mix of endless curiosity and primal horror. Their advances in technologies mirror something completely parallel to the Mar’qua, with cybernetic augmentation and a reliance on artificial machinery and computing. Their more esoteric nature and rivaling levels of intelligence prove themselves to again and again be a hot topic of debate within the Lar’kan. Contact between the two races has been sparse and usually resulting in heated arguments behind the ideal approach to science and research.&lt;br /&gt;
&lt;br /&gt;
=== Cht’Mant ===&lt;br /&gt;
The Cht’mant were originally discovered through second-hand accounts of Soteria’s brutal testing on the race. This series of events did nothing but reinforce the Mar’qua in their cautious approach to science. Directly, the Mar’qua had very little interaction with the Cht’mant, with their homeworlds being so far apart and the Mar’quaran desire to avoid friction with any other bodys of power. Despite this, the Mar’qua do show interest in the cht’maint, Their ability to biologically both alter their own anatomy and communicate through such vast distances without the aid of technology has proven to be a wildly interesting concept to the Mar’qua, who require advanced technology to modify their own genetics.&lt;br /&gt;
&lt;br /&gt;
=== Language Snippets of the Maq&#039;Qua ===&lt;br /&gt;
&lt;br /&gt;
* Hal = Home&lt;br /&gt;
* Kan = Keeper, Holder, Maintainer, Guard&lt;br /&gt;
* Kar = Giver, benefactor&lt;br /&gt;
* Lai = Light&lt;br /&gt;
* Lar = Knowledge&lt;br /&gt;
* Len = Inward&lt;br /&gt;
* Li = Sky&lt;br /&gt;
* Lin = Outward&lt;br /&gt;
* Mar = Observe or to Observe&lt;br /&gt;
* Nal = Rich, Precious&lt;br /&gt;
* Nam = Older Sibling&lt;br /&gt;
* Nar = To sleep, dream&lt;br /&gt;
* Ne  = Distant, Vague, obscure&lt;br /&gt;
* Nim = Younger Sibling&lt;br /&gt;
* Qua = People&lt;br /&gt;
* Rai = Calm, peace, solace&lt;br /&gt;
* Ril = Orb, Sphere, Circle&lt;br /&gt;
* Tel = Green, Plants, Life&lt;br /&gt;
* Ti = Eye&lt;br /&gt;
* Thal = Short, Near, Intimate&lt;br /&gt;
* Thil = Long, Far, Formal&lt;br /&gt;
* Kor = Weapon, Arm&lt;br /&gt;
&lt;br /&gt;
{{Species}}&lt;br /&gt;
[[Category:Lore]]&lt;/div&gt;</summary>
		<author><name>DrFarson</name></author>
	</entry>
	<entry>
		<id>http://sojourn13.space/w/index.php?title=Draft:Mar%27Qua&amp;diff=4558</id>
		<title>Draft:Mar&#039;Qua</title>
		<link rel="alternate" type="text/html" href="http://sojourn13.space/w/index.php?title=Draft:Mar%27Qua&amp;diff=4558"/>
		<updated>2024-12-07T01:02:22Z</updated>

		<summary type="html">&lt;p&gt;DrFarson: /* Specialties */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Mar&#039;qua are an alien race of bipedal amphibian aliens in an unwilling alliance with the Sol Federation. Technologically advanced and older than humanity they maintain an aloof approach to intergalactic affairs, kept largely to their own devices and used as a source of taxes and scouting by the Sol Federation.&lt;br /&gt;
&lt;br /&gt;
=== Quick-Start Guide ===&lt;br /&gt;
&lt;br /&gt;
* They have a biology similar to terran cephalopods, with a lithe, flexible body lacking bones and a singular, advanced eye&lt;br /&gt;
* Their culture focuses on peaceful, cautious advancement of the fields of science, with a rampant paranoia of both AI and death.&lt;br /&gt;
* Mar’qua come in a variety of shades, with some being able to alter their own skin colour in a camouflage-esque system&lt;br /&gt;
* The aquatic nature of Mar’qua make them resistant to the cold and better at seeing in the dark compared to a human&lt;br /&gt;
* Not only are the Mar’qua naturally intelligent and long lived, but through genetic manipulation these traits are further emphasized, resulting in a ponderous, wise race. They get +10 to cognition, biology, and mechanical stats. An extra +5 can be gained if their homeworld is chosen in character setup.&lt;br /&gt;
* Perk: Mar&#039;qua gain the perk &amp;quot;Sudden Brilliance&amp;quot;, which grants them +15 to biology, mechanical, and cognition for 10 minutes every 25 minutes.&lt;br /&gt;
* Perk: Mar&#039;qua gain the perk &amp;quot;Inspired Intellect&amp;quot;, which makes them gain insight 1.5x as fast as most races.&lt;br /&gt;
* Perk: Mar&#039;qua gain the perk &amp;quot;Adapted Nervous System&amp;quot;, which makes them immune to addiction and quadruples their NSA threshold.&lt;br /&gt;
&lt;br /&gt;
== Biology ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Mar’qua biology, although extremely alien in nature, can be more easily compared to the terran cephalopod class of terran animals. They stand on average from 5’2 - 5’8, with a slightly wiry and pliant gait that’s born from their lack of bones, with their body structure instead being supported by advanced lengths of cartilage and ligaments. Their most notable feature to humans lie in their singular eye, located in a similar spot that would be between the eyes of a baseline human. Their face lacks any distinct features outside this singular eye, with their mouth being perfectly sealed outside of it’s use for speech or eating. Where their mouth is rarely used for breathing, the Mar’qua instead use a mix of Cutaneous respiration and the use of gills that are located just below their jawline.&lt;br /&gt;
&lt;br /&gt;
The eye in particular is an important part of the Mar’qua, both in a societal icon and biological significance. With multiple layers of eyelids that cover a wide variety of protection to the sensitive organ underneath and a horizontal ‘pupil’ which both serves to give them a much wider range of vision than one would expect from a singular-eyed organism and contains a sophisticated system for allowing depth perception by taking points of reference from opposite sides of the eye.&lt;br /&gt;
&lt;br /&gt;
With their technological mastery over genetics, the average Mar’qua has little worry over old age, with their advanced treatments staving off death indefinitely to any of their species that have access to it. With this in mind, with their relatively slow metabolism, Mar’Qua naturally live to be between 100-150 years old.&lt;br /&gt;
&lt;br /&gt;
== Society ==&lt;br /&gt;
As cautious people born from their paranoia of the unknown, the Mar’qua, despite being far more ancient than other space-faring nations, expanded from their home system at an incredibly slow pace, taking every measure to minimize risk and rates of mortality.&lt;br /&gt;
&lt;br /&gt;
Mar’quaran colonies tend to be low in number, with a stagnant population maintained by the cryo-freezing of fertilized eggs, only to be unthawed if an individual happens to die in order to replace them. These small ‘dens’ of Mar’qua focus on technological pursuit, observation and the maintenance of local ecosystems and life. The main exceptions to this sparsely populated trend are their massive ‘exploratory’ fleets and their home planet. The former used for both the colonization of new planets, scientific pursuit and the defense of their borders. The latter is their home planet of Mar’hal, an advanced, dense nexus of universities, laboratories and urban sprawls that collect and process data collected from their exploratory fleets and colonies.&lt;br /&gt;
&lt;br /&gt;
The average Mar’qua will go about their day very similar to a human counterpart, but with an extreme level of observation and recording of data. Janitors will record the effectiveness of different chemicals, Botanists the speed of growth of plants in different types of soil and conditions, and even security personnel will meticulously record the performance of their arms and armor. Mar’qua take great pride in each contribution towards the sciences, with doctoral titles being absent in their vocabulary, as every Mar’qua consider themselves a scientist in one shape or another.&lt;br /&gt;
&lt;br /&gt;
Mar’quaran culture outside the fields of sciences will always feel the curiosity embedded naturally in the race. An alien visitor to a Mar’quaran resturant would find a wide range of perfected dishes created in an attempt to appeal to the tastes of their race, curated by countless recordings of previous data as Mar’qua chefs find endless satisfaction in sating alien tastes.&lt;br /&gt;
&lt;br /&gt;
Although one might expect hyper-practical and standardized architecture and aesthetics. Mar’qua find observations to be one of the most important experiences one can have, with a wide range of creative efforts and techniques used in their artistic fields to make sure an individual walking down one of their streets would never see the same sight twice. To an alien individual, some of the choices of colour theory and mixing would seem bizarre or even ugly, especially those lacking in more advanced ocular organs compared to the naturally complex and artificially enhanced Mar’qua ‘Ti’.&lt;br /&gt;
&lt;br /&gt;
== Relationships ==&lt;br /&gt;
Mar&#039;qua have a few classifications for how they view themselves. Specialisations and Observances being the most notable ones. Whereas a specialty is how one views themself, and their plan for personal development, a observance is how one may view another individual, their relationship, or otherwise.&lt;br /&gt;
&lt;br /&gt;
=== Specialties ===&lt;br /&gt;
Specialties are groups within Mar’qua society that denote expertise or authority in fields and positions, and those who have chosen to enter one are seen as dedicating one’s self to a practice - a great honour within Mar’quarian society.&lt;br /&gt;
&lt;br /&gt;
* Lar’Mar: Those who learn through experimenting. - Mathematicians, Physicists, Teachers, Painters, Graphics Designers, and Developers.&lt;br /&gt;
* Lin&#039;Mar: Those who learn through acting. - Government Officials, Military Officers, and Civil Servants.&lt;br /&gt;
* Kar&#039;Mar: Those who learn through duty. - Engineers, Construction Workers, IT Professionals, and Shop Owners.&lt;br /&gt;
* Kan’Mar: Those who learn through doing. - Soldiers, Doctors, Police Officers, and Frontline Professionals.&lt;br /&gt;
* Len’Mar: Those who learn through watching. - Miltiary Intelligence, Civil Service Operatives, Covert Positions, Scouts.&lt;br /&gt;
* Ne’Mar: Those who learn in their own way. - Wanderers and Drifters, those that do not fall into an above category.&lt;br /&gt;
&lt;br /&gt;
=== Observances ===&lt;br /&gt;
Obsevanves are classifications within Mar’qua society that denote a relation to another individual, such as familial, platonic or romantic relations. This section is largely incomplete, but serves as a guide for how relatonships should be approached and seen in character. They can be categorised into positive or negative.&lt;br /&gt;
&lt;br /&gt;
* Lai’Lar: An extremely close bond between individuals. This is often used to describe someone to whom you feel romantic, platonic, or familial love towards.&lt;br /&gt;
* Ne’Lar:  An intense hatred of an individual, one with you having an intense rivalry. Often used to describe those you despise, or hate, in the most extreme manner.&lt;br /&gt;
* Lai’Len: A valued friend, one whom you’ve known for many years - perhaps your entire life - and have grown attached to in a bond like none other.&lt;br /&gt;
* Ne&#039;Lin: This is a rival or someone you dislike, and whom you might express distaste for, but not to the point of complete and utter hatred.&lt;br /&gt;
* Lai’Nal:  A familial relationship of any kind. It can be used to refer to any member of your family that you have a deep bond with.&lt;br /&gt;
* Ne’Nal Any form of familial-like bond with someone you hold hatred for. This type of bond is very uncommon, save for conflicting fields of study.&lt;br /&gt;
&lt;br /&gt;
== Technology ==&lt;br /&gt;
Due to the early discovery of bluespace technology and their prolonged contact with a technologically advanced empire early in their history, the Mar’qua had an advanced kickstart into their own technological progress, particularly in the areas of bluespace, genetics, physics and biochemistry. The paranoia caused by their superstition and history with AI, the Mar’qua very reluctantly rely on artificial computing systems out of very basic machines. Instead, the Mar’qua’s advancements in biomachinery allow them to use complex MMIs (man-machine interfaces) to interface and control machinery or computers directly, rather than using algorithms or machine learning.&lt;br /&gt;
&lt;br /&gt;
The field of genetics is also a vast and specialized field to the Mar’qua. Their avoidance of artificial intelligence in all forms and superstition around death pushed them to pursue genetic augmentation in order to increase their own mental capacity to replace any need for computing power. The average Mar’qua will slowly accumulate more and more modifications during their lifetime, with their access to Mar’quaran genetic treatment facilities artificially extending their natural lifespans indefinitely in all but the most destitute dens and colonies. The resulting eldars from this society, especially the Lar’kan possessing mental ability easily rivaling minds such as greyson AI. These elders are possessively kept secret away from the federation, being held safely on Ti’qua, away from prying eyes.&lt;br /&gt;
&lt;br /&gt;
A large part of Mar’quaran culture is the celebration of historic and modern breakthroughs in science, ones of note are those who’s accomplishments can be attributed to the idealistic nature of their solar system, these particular holidays are as follows:&lt;br /&gt;
&lt;br /&gt;
* Lai’nim Day: 18/04 - Celebration attributed to cooling and laser systems advancements&lt;br /&gt;
* Nam’ril Day: 22/10 - Celebration attributed to gas processing and macroengineering&lt;br /&gt;
* Nal’ril Day: 03/12 - Celebration of the advances in extraction and mineral processing&lt;br /&gt;
* Tel’hal Day: 15/05 - Celebration of the xenofauna and xenoflora sciences&lt;br /&gt;
* Mar’hal Day: 01/01 - Celebration of life&lt;br /&gt;
* Rai’hal Day: 05/07 - Celebration of MMI technology and Genetic Augmentation&lt;br /&gt;
* Ne’ril Day: 11/02 - Celebration of Optics and Sensory technology&lt;br /&gt;
&lt;br /&gt;
== Religion ==&lt;br /&gt;
Although the Mar’qua as a people and a culture lack a religion as humans would see it, they hold a superstition or paranoia of the afterlife. With even their advanced sciences they’ve failed to figure out what happens to the living consciousness when they pass over, leading to a split in thought between the Mar’qua people.&lt;br /&gt;
&lt;br /&gt;
One group, colloquially known as the “Introspectors (Len’Qua)”, look to advance Mar’qua life past the possibility of death, avoiding the paranoia altogether. This is usually done through genetic advances, leading to the majority of the Mar’qua people being biologically immortal, lacking a death from old age.&lt;br /&gt;
&lt;br /&gt;
The other are known as the “Extrospectors (Lin’Qua)”, with the Mar’qua’s obsession with observation, these people look to find out what happens after death, this obsession with observation grows passed this and outward to the rest of the universe, in some held hope that they will find the answers if they understand enough.&lt;br /&gt;
&lt;br /&gt;
== Politics ==&lt;br /&gt;
The politics of the Mar’qua is mostly focused on technological advancement and pursuit rather than economics, war, or even personal ideals. The closest thing the Mar’qua have to a governing body is the Lar’Kan and Lar’Kar. The Lar’kan being a group of 20 individuals who hold seats in the capital of Ti’Qua. Each seat of this governing body is an expert in a particular field of science, covering the entirety of scientific basis. The Lar’Kar is a particular individual who is both seen as the ‘face’ and ‘leader’ of the Lar’kan. This individual appoints the leaders of new colonies, fleets and important operations after thorough debate with the seats of the Lar’kan. The Lar’kar is expected to be knowledgeable in all fields of knowledge in order to avoid the bias that a singular field of knowledge would result in.&lt;br /&gt;
&lt;br /&gt;
Outside of technological matters, the Lar’kan do not interfere or dictate how colonies and ‘den’s operate. The only exception to this being Mar’quaran holidays, where a particular subject of a holiday may be changed if a new innovation of technology replaces the subject matter.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Mar&#039;Qua prefer not to involve themselves in politics of other races, preferring to simply explore the universe and observe its inhabitants, though that does not mean they cut themselves off from others. The Observatoriam establishes contact with other races when they see fit, be it as a way to introduce themselves and begin free trade between the empires, or to “push” them into the correct way. Intelligensia also keeps records of any race that has been observed during exploration. Non-sentient races are paid little mind, though races that show low stages of development are observed closely, awaiting their eventual expansion into space or destruction by their own design.&lt;br /&gt;
&lt;br /&gt;
== History of the Mar&#039;Qua ==&lt;br /&gt;
&lt;br /&gt;
=== Early Contact ===&lt;br /&gt;
The Mar’quaran hate for AI can only be speculated to a theorized event thousands of years in their history that surpassed written and oral tradition, instead sowing a seed of fear deep into the very culture of their race. During the early atomic era of their history, before they even had ventured into their stars, they discovered bluespace technology, namely communication using bluespace crystals that had grown upon a meteorite that crashed narrowly into their home planet. Using this newly discovered form of communication, the Mar’qua contacted an unknown alien empire, forming a budding friendship between the two over the following years, this empire sharing technological secrets that would be the base of their advanced technology they use today. This all came to a sudden halt when communication between the two was ended following a brief message warning them of the dangers of advanced artificial intelligence, cutting their moment of alien contact short, never to be heard from again.&lt;br /&gt;
&lt;br /&gt;
=== Expansion ===&lt;br /&gt;
Space flight and FTL travel was quickly achieved shortly after the rapid advancements following the discovery of bluespace crystals, harnessing the power of space-bending technology. Despite their ability to cover lightyears of space in a matter of days, the Mar’qua took their usual curiosity and caution driven approach to their colonial era. Not following a traditional colonial approach, the Mar’qua took to the stars only to colonize their local system, making great use of the natural resources and phenomena before approaching any extra-solar expansion.&lt;br /&gt;
&lt;br /&gt;
Rather than colonizing every habitable planet they came across, the Mar’qua took to building complex, non-invasive satellite stations orbiting the planet, sometimes including a space-elevator for quick surface-to-space transport. These ‘nests’ would house from 100,000-2,000,000 individuals, with facilities for asteroid mining to research, to zero-g construction to leisure. These stations would perform extensive observation, testing and setup of communication infrastructure before the related exploratory fleet would move to the next system, creating a daisy chain of observatories that gave them unparalleled sensory data on their borders.&lt;br /&gt;
&lt;br /&gt;
=== Human Contact ===&lt;br /&gt;
With their advanced optics and extra-solar sensors, the Mar’qua were made aware of the Sol Federation tens of years before making contact with them. Their rapid expansion and growth piqued both a rampant curiosity and morbid paranoia. Heavy debate occupied the Lar’kan up until their impending contact with the humans, with this being the first signs of alien existence since their ancient cousins who’s time with the Mar’qua was lost to archaic written history.&lt;br /&gt;
&lt;br /&gt;
The Lar’kar came to an agreement only a few years prior to their initial contact with the Sol federation, a passive, but cautious approach was taken, avoiding any sparks of senseless war that could cinder between the two powers. With the Sol Federation’s immense numbers, economy and overall ambition to conquer matched up against the Mar’qua’s steadfast infrastructure, accrued data that had already been gathered on their movements and tactics alongside their far superior advancements in numerous fields of technology, it became obvious that any conflict between the two races would create untold catastrophe on both sides.&lt;br /&gt;
&lt;br /&gt;
Reluctantly, the two powers entered a series of trade, scientific and defensive pacts, with the science of the Mar’qua and the expansive resources of the Sol Federation sending the two groups into a miraculous golden age for both sides. Despite this, the Mar’qua kept many areas of technological research hidden away from the humans, notably their genetic manipulation to prevent an abhorrent mix of Mar’quaran intelligence and Human ego and ambition.&lt;br /&gt;
&lt;br /&gt;
=== Bluespace Crash ===&lt;br /&gt;
The bluespace crash came as a sudden catastrophe to most races. The Mar’qua on the other hand, with their advanced knowledge of the nature of bluespace, predicted a chance of such an event happening due to the excessive use of bluespace drives. Due to the growing chances of such an event occurring, the Mar’qua began experimental testing of advanced FTL drives, slowly retrofitting their ships and defunctioning their bluespace drives, even beginning to look into advances in quantum entanglement communication technology.&lt;br /&gt;
&lt;br /&gt;
This led to speculation that the Mar’quaran Technocracy managed to mitigate much of the logistical and infrastructural impact the bluespace crash had on them. It also brewed rumours among the xeno races that the Mar’quaran Technocracy directly caused the bluespace crash itself, perhaps to give themselves an advantage over the other bluespace-reliant species.&lt;br /&gt;
&lt;br /&gt;
Despite this, even with their predictions, not all Nests and Exploratory fleets believed the hypothetical event, with heavy debate stalling any mass mobilization of said retrofits. This left many, especially fringe worlds bordering the Sol Federation stranded along with other xenos. With such a logistical breakdown, and despite the autonomy and self sufficiency of nests and fleets, this led to a growing reliance on other xenos. This change exposed many homogeneous groups of Mar’qua to the diverse and alien mindsets of xenos, causing a radical schism and division between the cautious and methodical Mar’qua and the ones open to the ideas of xenos.&lt;br /&gt;
&lt;br /&gt;
== Relations between other races and the Observatorium ==&lt;br /&gt;
&lt;br /&gt;
=== Human ===&lt;br /&gt;
Their relationship with the Sol Federation is one of hesitant cooperation. Despite their lower numbers, the Mar’qua’s advanced technology would make a war between the two nations catastrophic for both sides, resulting in a series of peace deals and reluctant trade agreements for mutual benefits. The Mar’qua refuse to give the Sol Federation their more advanced and perhaps even esoteric technology, knowing full well what it would be used for and how it would jeopardize their own leverage towards the imperialists.&lt;br /&gt;
&lt;br /&gt;
=== Sablekyne/Kriosan/Akula/Naramad ===&lt;br /&gt;
The more militaristic races are mostly seen as a biological interest rather than a cultural or diplomatic one. Usually this ends with basic, short-term deals involving supplies, testing and passive support rather than any long term relationship between the two races, with the Mar’qua wanting to avoid any chance of violence, war or otherwise unnecessary risk.&lt;br /&gt;
&lt;br /&gt;
=== Cinderites ===&lt;br /&gt;
The Cinderites proved themselves to be a surprising ally to the Mar’qua. With their war-torn history, the Mar’qua expected a short term, simple trade of resources and information. This was quickly proven wrong with the Cinderite’s aversion to war and willingness to work in hazardous conditions. Their dramatically affected and wide diversity of genetics also hold a constant curiosity of Mar’quaran geneticists. To this day the Mar’qua and Cinderites hold a long-lasting alliance through the trade of labor, goods, research and military assistance, with most Mar’quaran exploratory ships hosting a wide number of Cindar individuals used especially for reconnaissance on planets with hazardous weather, terrain or hostile fauna/flora.&lt;br /&gt;
&lt;br /&gt;
=== Opifex ===&lt;br /&gt;
The Opifex are viewed with a mix of endless curiosity and primal horror. Their advances in technologies mirror something completely parallel to the Mar’qua, with cybernetic augmentation and a reliance on artificial machinery and computing. Their more esoteric nature and rivaling levels of intelligence prove themselves to again and again be a hot topic of debate within the Lar’kan. Contact between the two races has been sparse and usually resulting in heated arguments behind the ideal approach to science and research.&lt;br /&gt;
&lt;br /&gt;
=== Cht’Mant ===&lt;br /&gt;
The Cht’mant were originally discovered through second-hand accounts of Soteria’s brutal testing on the race. This series of events did nothing but reinforce the Mar’qua in their cautious approach to science. Directly, the Mar’qua had very little interaction with the Cht’mant, with their homeworlds being so far apart and the Mar’quaran desire to avoid friction with any other bodys of power. Despite this, the Mar’qua do show interest in the cht’maint, Their ability to biologically both alter their own anatomy and communicate through such vast distances without the aid of technology has proven to be a wildly interesting concept to the Mar’qua, who require advanced technology to modify their own genetics.&lt;br /&gt;
&lt;br /&gt;
=== Language Snippets of the Maq&#039;Qua ===&lt;br /&gt;
&lt;br /&gt;
* Hal = Home&lt;br /&gt;
* Kan = Keeper, Holder, Maintainer, Guard&lt;br /&gt;
* Kar = Giver, benefactor&lt;br /&gt;
* Lai = Light&lt;br /&gt;
* Lar = Knowledge&lt;br /&gt;
* Len = Inward&lt;br /&gt;
* Li = Sky&lt;br /&gt;
* Lin = Outward&lt;br /&gt;
* Mar = Observe or to Observe&lt;br /&gt;
* Nal = Rich, Precious&lt;br /&gt;
* Nam = Older Sibling&lt;br /&gt;
* Nar = To sleep, dream&lt;br /&gt;
* Ne  = Distant, Vague, obscure&lt;br /&gt;
* Nim = Younger Sibling&lt;br /&gt;
* Qua = People&lt;br /&gt;
* Rai = Calm, peace, solace&lt;br /&gt;
* Ril = Orb, Sphere, Circle&lt;br /&gt;
* Tel = Green, Plants, Life&lt;br /&gt;
* Ti = Eye&lt;br /&gt;
* Thal = Short, Near, Intimate&lt;br /&gt;
* Thil = Long, Far, Formal&lt;br /&gt;
* Kor = Weapon, Arm&lt;br /&gt;
&lt;br /&gt;
{{Species}}&lt;br /&gt;
[[Category:Lore]]&lt;/div&gt;</summary>
		<author><name>DrFarson</name></author>
	</entry>
	<entry>
		<id>http://sojourn13.space/w/index.php?title=User:DrFarson/Todo&amp;diff=4539</id>
		<title>User:DrFarson/Todo</title>
		<link rel="alternate" type="text/html" href="http://sojourn13.space/w/index.php?title=User:DrFarson/Todo&amp;diff=4539"/>
		<updated>2024-11-28T08:41:37Z</updated>

		<summary type="html">&lt;p&gt;DrFarson: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is the shit i have to get done. Good stars above.&lt;br /&gt;
&lt;br /&gt;
* Publish Old Lore + Review&lt;br /&gt;
** Remove any references to fetishes&lt;br /&gt;
** port forums stuff into wiki&lt;br /&gt;
** port oldlore stuff to wiki&lt;br /&gt;
* Review of Existing Lore&lt;br /&gt;
** review species lore (mainly kriosan, sablekyne, opifex, akula)&lt;br /&gt;
** implement changes and remove references to uncouth things&lt;br /&gt;
* Expand Existing Lore&lt;br /&gt;
** expand mar&#039;qua lore&lt;br /&gt;
** expand cindarite lore&lt;br /&gt;
** add synthetics lore&lt;br /&gt;
** add new lore as needed&lt;br /&gt;
* Hivemind-Church Bullshit&lt;br /&gt;
** Deal with bullshit from chef and trilby on discord&lt;br /&gt;
** come to conclusion regarding timeline (it&#039;s funky)&lt;br /&gt;
** implement conclusions as it stands&lt;br /&gt;
&lt;br /&gt;
More to come.&lt;/div&gt;</summary>
		<author><name>DrFarson</name></author>
	</entry>
	<entry>
		<id>http://sojourn13.space/w/index.php?title=User:DrFarson/Todo&amp;diff=4538</id>
		<title>User:DrFarson/Todo</title>
		<link rel="alternate" type="text/html" href="http://sojourn13.space/w/index.php?title=User:DrFarson/Todo&amp;diff=4538"/>
		<updated>2024-11-28T08:38:57Z</updated>

		<summary type="html">&lt;p&gt;DrFarson: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is the shit i have to get done. Good stars above.&lt;br /&gt;
&lt;br /&gt;
* Publish Old Lore + Review&lt;br /&gt;
** Remove any references to fetishes&lt;br /&gt;
** port forums stuff into wiki&lt;br /&gt;
** port oldlore stuff to wiki&lt;br /&gt;
* Review of Existing Lore&lt;br /&gt;
** review species lore (mainly kriosan, sablekyne, opifex, akula)&lt;br /&gt;
** implement changes and remove references to uncouth things&lt;br /&gt;
* Expand Existing Lore&lt;br /&gt;
** expand mar&#039;qua lore&lt;br /&gt;
** expand cindarite lore&lt;br /&gt;
** add new lore as needed&lt;br /&gt;
* Hivemind-Church Bullshit&lt;br /&gt;
** Deal with bullshit from chef and trilby on discord&lt;br /&gt;
** come to conclusion regarding timeline (it&#039;s funky)&lt;br /&gt;
** implement conclusions as it stands&lt;br /&gt;
&lt;br /&gt;
More to come.&lt;/div&gt;</summary>
		<author><name>DrFarson</name></author>
	</entry>
	<entry>
		<id>http://sojourn13.space/w/index.php?title=Talk:Laws&amp;diff=4537</id>
		<title>Talk:Laws</title>
		<link rel="alternate" type="text/html" href="http://sojourn13.space/w/index.php?title=Talk:Laws&amp;diff=4537"/>
		<updated>2024-11-26T03:00:48Z</updated>

		<summary type="html">&lt;p&gt;DrFarson: /* Serial Numbers - DrFarson */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Serial Numbers - DrFarson ==&lt;br /&gt;
&lt;br /&gt;
Question.&lt;br /&gt;
&lt;br /&gt;
To solve the Serial-number gunshot residue issue.&lt;br /&gt;
&lt;br /&gt;
I propose we make all non-serial-numbered guns illegal under MAJOR CONTRABAND.&lt;br /&gt;
&lt;br /&gt;
Opinions?&lt;/div&gt;</summary>
		<author><name>DrFarson</name></author>
	</entry>
	<entry>
		<id>http://sojourn13.space/w/index.php?title=Talk:Laws&amp;diff=4536</id>
		<title>Talk:Laws</title>
		<link rel="alternate" type="text/html" href="http://sojourn13.space/w/index.php?title=Talk:Laws&amp;diff=4536"/>
		<updated>2024-11-26T03:00:34Z</updated>

		<summary type="html">&lt;p&gt;DrFarson: /* Serial Numbers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Serial Numbers - DrFarson ==&lt;br /&gt;
&lt;br /&gt;
Question.&lt;br /&gt;
&lt;br /&gt;
To solve the Serial-number gunshot residue issue.&lt;br /&gt;
&lt;br /&gt;
I propose we make all non-serial-numbered guns illegal under MAJOR CONTRABAND.&lt;/div&gt;</summary>
		<author><name>DrFarson</name></author>
	</entry>
	<entry>
		<id>http://sojourn13.space/w/index.php?title=Talk:Laws&amp;diff=4535</id>
		<title>Talk:Laws</title>
		<link rel="alternate" type="text/html" href="http://sojourn13.space/w/index.php?title=Talk:Laws&amp;diff=4535"/>
		<updated>2024-11-26T03:00:18Z</updated>

		<summary type="html">&lt;p&gt;DrFarson: /* Serial Numbers */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Serial Numbers ==&lt;br /&gt;
&lt;br /&gt;
Question.&lt;br /&gt;
&lt;br /&gt;
To solve the Serial-number gunshot residue issue.&lt;br /&gt;
&lt;br /&gt;
I propose we make all non-serial-numbered guns illegal under MAJOR CONTRABAND.&lt;/div&gt;</summary>
		<author><name>DrFarson</name></author>
	</entry>
	<entry>
		<id>http://sojourn13.space/w/index.php?title=Draft:Mar%27Qua&amp;diff=4527</id>
		<title>Draft:Mar&#039;Qua</title>
		<link rel="alternate" type="text/html" href="http://sojourn13.space/w/index.php?title=Draft:Mar%27Qua&amp;diff=4527"/>
		<updated>2024-11-26T01:52:12Z</updated>

		<summary type="html">&lt;p&gt;DrFarson: /* History of the Maq&amp;#039;Qua */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Mar&#039;qua are an alien race of bipedal amphibian aliens in an unwilling alliance with the Sol Federation. Technologically advanced and older than humanity they maintain an aloof approach to intergalactic affairs, kept largely to their own devices and used as a source of taxes and scouting by the Sol Federation.&lt;br /&gt;
&lt;br /&gt;
=== Quick-Start Guide ===&lt;br /&gt;
&lt;br /&gt;
* They have a biology similar to terran cephalopods, with a lithe, flexible body lacking bones and a singular, advanced eye&lt;br /&gt;
* Their culture focuses on peaceful, cautious advancement of the fields of science, with a rampant paranoia of both AI and death.&lt;br /&gt;
* Mar’qua come in a variety of shades, with some being able to alter their own skin colour in a camouflage-esque system&lt;br /&gt;
* The aquatic nature of Mar’qua make them resistant to the cold and better at seeing in the dark compared to a human&lt;br /&gt;
* Not only are the Mar’qua naturally intelligent and long lived, but through genetic manipulation these traits are further emphasized, resulting in a ponderous, wise race. They get +10 to cognition, biology, and mechanical stats. An extra +5 can be gained if their homeworld is chosen in character setup.&lt;br /&gt;
* Perk: Mar&#039;qua gain the perk &amp;quot;Sudden Brilliance&amp;quot;, which grants them +15 to biology, mechanical, and cognition for 10 minutes every 25 minutes.&lt;br /&gt;
* Perk: Mar&#039;qua gain the perk &amp;quot;Inspired Intellect&amp;quot;, which makes them gain insight 1.5x as fast as most races.&lt;br /&gt;
* Perk: Mar&#039;qua gain the perk &amp;quot;Adapted Nervous System&amp;quot;, which makes them immune to addiction and quadruples their NSA threshold.&lt;br /&gt;
&lt;br /&gt;
== Biology ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Mar’qua biology, although extremely alien in nature, can be more easily compared to the terran cephalopod class of terran animals. They stand on average from 5’2 - 5’8, with a slightly wiry and pliant gait that’s born from their lack of bones, with their body structure instead being supported by advanced lengths of cartilage and ligaments. Their most notable feature to humans lie in their singular eye, located in a similar spot that would be between the eyes of a baseline human. Their face lacks any distinct features outside this singular eye, with their mouth being perfectly sealed outside of it’s use for speech or eating. Where their mouth is rarely used for breathing, the Mar’qua instead use a mix of Cutaneous respiration and the use of gills that are located just below their jawline.&lt;br /&gt;
&lt;br /&gt;
The eye in particular is an important part of the Mar’qua, both in a societal icon and biological significance. With multiple layers of eyelids that cover a wide variety of protection to the sensitive organ underneath and a horizontal ‘pupil’ which both serves to give them a much wider range of vision than one would expect from a singular-eyed organism and contains a sophisticated system for allowing depth perception by taking points of reference from opposite sides of the eye.&lt;br /&gt;
&lt;br /&gt;
With their technological mastery over genetics, the average Mar’qua has little worry over old age, with their advanced treatments staving off death indefinitely to any of their species that have access to it. With this in mind, with their relatively slow metabolism, Mar’Qua naturally live to be between 100-150 years old.&lt;br /&gt;
&lt;br /&gt;
== Society ==&lt;br /&gt;
As cautious people born from their paranoia of the unknown, the Mar’qua, despite being far more ancient than other space-faring nations, expanded from their home system at an incredibly slow pace, taking every measure to minimize risk and rates of mortality.&lt;br /&gt;
&lt;br /&gt;
Mar’quaran colonies tend to be low in number, with a stagnant population maintained by the cryo-freezing of fertilized eggs, only to be unthawed if an individual happens to die in order to replace them. These small ‘dens’ of Mar’qua focus on technological pursuit, observation and the maintenance of local ecosystems and life. The main exceptions to this sparsely populated trend are their massive ‘exploratory’ fleets and their home planet. The former used for both the colonization of new planets, scientific pursuit and the defense of their borders. The latter is their home planet of Mar’hal, an advanced, dense nexus of universities, laboratories and urban sprawls that collect and process data collected from their exploratory fleets and colonies.&lt;br /&gt;
&lt;br /&gt;
The average Mar’qua will go about their day very similar to a human counterpart, but with an extreme level of observation and recording of data. Janitors will record the effectiveness of different chemicals, Botanists the speed of growth of plants in different types of soil and conditions, and even security personnel will meticulously record the performance of their arms and armor. Mar’qua take great pride in each contribution towards the sciences, with doctoral titles being absent in their vocabulary, as every Mar’qua consider themselves a scientist in one shape or another.&lt;br /&gt;
&lt;br /&gt;
Mar’quaran culture outside the fields of sciences will always feel the curiosity embedded naturally in the race. An alien visitor to a Mar’quaran resturant would find a wide range of perfected dishes created in an attempt to appeal to the tastes of their race, curated by countless recordings of previous data as Mar’qua chefs find endless satisfaction in sating alien tastes.&lt;br /&gt;
&lt;br /&gt;
Although one might expect hyper-practical and standardized architecture and aesthetics. Mar’qua find observations to be one of the most important experiences one can have, with a wide range of creative efforts and techniques used in their artistic fields to make sure an individual walking down one of their streets would never see the same sight twice. To an alien individual, some of the choices of colour theory and mixing would seem bizarre or even ugly, especially those lacking in more advanced ocular organs compared to the naturally complex and artificially enhanced Mar’qua ‘Ti’.&lt;br /&gt;
&lt;br /&gt;
== Relationships ==&lt;br /&gt;
Mar&#039;qua have a few classifications for how they view themselves. Specialisations and Observances being the most notable ones. Whereas a specialty is how one views themself, and their plan for personal development, a observance is how one may view another individual, their relationship, or otherwise.&lt;br /&gt;
&lt;br /&gt;
=== Specialties ===&lt;br /&gt;
Specialties are groups within Mar’qua society that denote expertise or authority in fields and positions, and those who have chosen to enter one are seen as dedicating one’s self to a practice - a great honour within Mar’quarian society.&lt;br /&gt;
&lt;br /&gt;
* Lar’Mar: Those who learn through experimenting. - Mathematicians, Physicists, Teachers, Painters, Graphics Designers, and Developers.&lt;br /&gt;
* Lin&#039;Mar: Those who learn through acting. - Government Officials, Military Officers, and Civil Servants.&lt;br /&gt;
* Lin&#039;Mar: Those who learn through duty. - Engineers, Construction Workers, IT Professionals, and Shop Owners.&lt;br /&gt;
* Kan’Mar: Those who learn through doing. - Soldiers, Doctors, Police Officers, and Frontline Professionals.&lt;br /&gt;
* Len’Mar: Those who learn through watching. - Miltiary Intelligence, Civil Service Operatives, Covert Positions, Scouts.&lt;br /&gt;
* Ne’Mar: Those who learn in their own way. - Wanderers and Drifters, those that do not fall into an above category.&lt;br /&gt;
&lt;br /&gt;
=== Observances ===&lt;br /&gt;
Obsevanves are classifications within Mar’qua society that denote a relation to another individual, such as familial, platonic or romantic relations. This section is largely incomplete, but serves as a guide for how relatonships should be approached and seen in character. They can be categorised into positive or negative.&lt;br /&gt;
&lt;br /&gt;
* Lai’Lar: An extremely close bond between individuals. This is often used to describe someone to whom you feel romantic, platonic, or familial love towards.&lt;br /&gt;
* Ne’Lar:  An intense hatred of an individual, one with you having an intense rivalry. Often used to describe those you despise, or hate, in the most extreme manner.&lt;br /&gt;
* Lai’Len: A valued friend, one whom you’ve known for many years - perhaps your entire life - and have grown attached to in a bond like none other.&lt;br /&gt;
* Ne&#039;Lin: This is a rival or someone you dislike, and whom you might express distaste for, but not to the point of complete and utter hatred.&lt;br /&gt;
* Lai’Nal:  A familial relationship of any kind. It can be used to refer to any member of your family that you have a deep bond with.&lt;br /&gt;
* Ne’Nal Any form of familial-like bond with someone you hold hatred for. This type of bond is very uncommon, save for conflicting fields of study.&lt;br /&gt;
&lt;br /&gt;
== Technology ==&lt;br /&gt;
Due to the early discovery of bluespace technology and their prolonged contact with a technologically advanced empire early in their history, the Mar’qua had an advanced kickstart into their own technological progress, particularly in the areas of bluespace, genetics, physics and biochemistry. The paranoia caused by their superstition and history with AI, the Mar’qua very reluctantly rely on artificial computing systems out of very basic machines. Instead, the Mar’qua’s advancements in biomachinery allow them to use complex MMIs (man-machine interfaces) to interface and control machinery or computers directly, rather than using algorithms or machine learning.&lt;br /&gt;
&lt;br /&gt;
The field of genetics is also a vast and specialized field to the Mar’qua. Their avoidance of artificial intelligence in all forms and superstition around death pushed them to pursue genetic augmentation in order to increase their own mental capacity to replace any need for computing power. The average Mar’qua will slowly accumulate more and more modifications during their lifetime, with their access to Mar’quaran genetic treatment facilities artificially extending their natural lifespans indefinitely in all but the most destitute dens and colonies. The resulting eldars from this society, especially the Lar’kan possessing mental ability easily rivaling minds such as greyson AI. These elders are possessively kept secret away from the federation, being held safely on Ti’qua, away from prying eyes.&lt;br /&gt;
&lt;br /&gt;
A large part of Mar’quaran culture is the celebration of historic and modern breakthroughs in science, ones of note are those who’s accomplishments can be attributed to the idealistic nature of their solar system, these particular holidays are as follows:&lt;br /&gt;
&lt;br /&gt;
* Lai’nim Day: 18/04 - Celebration attributed to cooling and laser systems advancements&lt;br /&gt;
* Nam’ril Day: 22/10 - Celebration attributed to gas processing and macroengineering&lt;br /&gt;
* Nal’ril Day: 03/12 - Celebration of the advances in extraction and mineral processing&lt;br /&gt;
* Tel’hal Day: 15/05 - Celebration of the xenofauna and xenoflora sciences&lt;br /&gt;
* Mar’hal Day: 01/01 - Celebration of life&lt;br /&gt;
* Rai’hal Day: 05/07 - Celebration of MMI technology and Genetic Augmentation&lt;br /&gt;
* Ne’ril Day: 11/02 - Celebration of Optics and Sensory technology&lt;br /&gt;
&lt;br /&gt;
== Religion ==&lt;br /&gt;
Although the Mar’qua as a people and a culture lack a religion as humans would see it, they hold a superstition or paranoia of the afterlife. With even their advanced sciences they’ve failed to figure out what happens to the living consciousness when they pass over, leading to a split in thought between the Mar’qua people.&lt;br /&gt;
&lt;br /&gt;
One group, colloquially known as the “Introspectors (Len’Qua)”, look to advance Mar’qua life past the possibility of death, avoiding the paranoia altogether. This is usually done through genetic advances, leading to the majority of the Mar’qua people being biologically immortal, lacking a death from old age.&lt;br /&gt;
&lt;br /&gt;
The other are known as the “Extrospectors (Lin’Qua)”, with the Mar’qua’s obsession with observation, these people look to find out what happens after death, this obsession with observation grows passed this and outward to the rest of the universe, in some held hope that they will find the answers if they understand enough.&lt;br /&gt;
&lt;br /&gt;
== Politics ==&lt;br /&gt;
The politics of the Mar’qua is mostly focused on technological advancement and pursuit rather than economics, war, or even personal ideals. The closest thing the Mar’qua have to a governing body is the Lar’Kan and Lar’Kar. The Lar’kan being a group of 20 individuals who hold seats in the capital of Ti’Qua. Each seat of this governing body is an expert in a particular field of science, covering the entirety of scientific basis. The Lar’Kar is a particular individual who is both seen as the ‘face’ and ‘leader’ of the Lar’kan. This individual appoints the leaders of new colonies, fleets and important operations after thorough debate with the seats of the Lar’kan. The Lar’kar is expected to be knowledgeable in all fields of knowledge in order to avoid the bias that a singular field of knowledge would result in.&lt;br /&gt;
&lt;br /&gt;
Outside of technological matters, the Lar’kan do not interfere or dictate how colonies and ‘den’s operate. The only exception to this being Mar’quaran holidays, where a particular subject of a holiday may be changed if a new innovation of technology replaces the subject matter.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Mar&#039;Qua prefer not to involve themselves in politics of other races, preferring to simply explore the universe and observe its inhabitants, though that does not mean they cut themselves off from others. The Observatoriam establishes contact with other races when they see fit, be it as a way to introduce themselves and begin free trade between the empires, or to “push” them into the correct way. Intelligensia also keeps records of any race that has been observed during exploration. Non-sentient races are paid little mind, though races that show low stages of development are observed closely, awaiting their eventual expansion into space or destruction by their own design.&lt;br /&gt;
&lt;br /&gt;
== History of the Mar&#039;Qua ==&lt;br /&gt;
&lt;br /&gt;
=== Early Contact ===&lt;br /&gt;
The Mar’quaran hate for AI can only be speculated to a theorized event thousands of years in their history that surpassed written and oral tradition, instead sowing a seed of fear deep into the very culture of their race. During the early atomic era of their history, before they even had ventured into their stars, they discovered bluespace technology, namely communication using bluespace crystals that had grown upon a meteorite that crashed narrowly into their home planet. Using this newly discovered form of communication, the Mar’qua contacted an unknown alien empire, forming a budding friendship between the two over the following years, this empire sharing technological secrets that would be the base of their advanced technology they use today. This all came to a sudden halt when communication between the two was ended following a brief message warning them of the dangers of advanced artificial intelligence, cutting their moment of alien contact short, never to be heard from again.&lt;br /&gt;
&lt;br /&gt;
=== Expansion ===&lt;br /&gt;
Space flight and FTL travel was quickly achieved shortly after the rapid advancements following the discovery of bluespace crystals, harnessing the power of space-bending technology. Despite their ability to cover lightyears of space in a matter of days, the Mar’qua took their usual curiosity and caution driven approach to their colonial era. Not following a traditional colonial approach, the Mar’qua took to the stars only to colonize their local system, making great use of the natural resources and phenomena before approaching any extra-solar expansion.&lt;br /&gt;
&lt;br /&gt;
Rather than colonizing every habitable planet they came across, the Mar’qua took to building complex, non-invasive satellite stations orbiting the planet, sometimes including a space-elevator for quick surface-to-space transport. These ‘nests’ would house from 100,000-2,000,000 individuals, with facilities for asteroid mining to research, to zero-g construction to leisure. These stations would perform extensive observation, testing and setup of communication infrastructure before the related exploratory fleet would move to the next system, creating a daisy chain of observatories that gave them unparalleled sensory data on their borders.&lt;br /&gt;
&lt;br /&gt;
=== Human Contact ===&lt;br /&gt;
With their advanced optics and extra-solar sensors, the Mar’qua were made aware of the Sol Federation tens of years before making contact with them. Their rapid expansion and growth piqued both a rampant curiosity and morbid paranoia. Heavy debate occupied the Lar’kan up until their impending contact with the humans, with this being the first signs of alien existence since their ancient cousins who’s time with the Mar’qua was lost to archaic written history.&lt;br /&gt;
&lt;br /&gt;
The Lar’kar came to an agreement only a few years prior to their initial contact with the Sol federation, a passive, but cautious approach was taken, avoiding any sparks of senseless war that could cinder between the two powers. With the Sol Federation’s immense numbers, economy and overall ambition to conquer matched up against the Mar’qua’s steadfast infrastructure, accrued data that had already been gathered on their movements and tactics alongside their far superior advancements in numerous fields of technology, it became obvious that any conflict between the two races would create untold catastrophe on both sides.&lt;br /&gt;
&lt;br /&gt;
Reluctantly, the two powers entered a series of trade, scientific and defensive pacts, with the science of the Mar’qua and the expansive resources of the Sol Federation sending the two groups into a miraculous golden age for both sides. Despite this, the Mar’qua kept many areas of technological research hidden away from the humans, notably their genetic manipulation to prevent an abhorrent mix of Mar’quaran intelligence and Human ego and ambition.&lt;br /&gt;
&lt;br /&gt;
=== Bluespace Crash ===&lt;br /&gt;
The bluespace crash came as a sudden catastrophe to most races. The Mar’qua on the other hand, with their advanced knowledge of the nature of bluespace, predicted a chance of such an event happening due to the excessive use of bluespace drives. Due to the growing chances of such an event occurring, the Mar’qua began experimental testing of advanced FTL drives, slowly retrofitting their ships and defunctioning their bluespace drives, even beginning to look into advances in quantum entanglement communication technology.&lt;br /&gt;
&lt;br /&gt;
This led to speculation that the Mar’quaran Technocracy managed to mitigate much of the logistical and infrastructural impact the bluespace crash had on them. It also brewed rumours among the xeno races that the Mar’quaran Technocracy directly caused the bluespace crash itself, perhaps to give themselves an advantage over the other bluespace-reliant species.&lt;br /&gt;
&lt;br /&gt;
Despite this, even with their predictions, not all Nests and Exploratory fleets believed the hypothetical event, with heavy debate stalling any mass mobilization of said retrofits. This left many, especially fringe worlds bordering the Sol Federation stranded along with other xenos. With such a logistical breakdown, and despite the autonomy and self sufficiency of nests and fleets, this led to a growing reliance on other xenos. This change exposed many homogeneous groups of Mar’qua to the diverse and alien mindsets of xenos, causing a radical schism and division between the cautious and methodical Mar’qua and the ones open to the ideas of xenos.&lt;br /&gt;
&lt;br /&gt;
== Relations between other races and the Observatorium ==&lt;br /&gt;
&lt;br /&gt;
=== Human ===&lt;br /&gt;
Their relationship with the Sol Federation is one of hesitant cooperation. Despite their lower numbers, the Mar’qua’s advanced technology would make a war between the two nations catastrophic for both sides, resulting in a series of peace deals and reluctant trade agreements for mutual benefits. The Mar’qua refuse to give the Sol Federation their more advanced and perhaps even esoteric technology, knowing full well what it would be used for and how it would jeopardize their own leverage towards the imperialists.&lt;br /&gt;
&lt;br /&gt;
=== Sablekyne/Kriosan/Akula/Naramad ===&lt;br /&gt;
The more militaristic races are mostly seen as a biological interest rather than a cultural or diplomatic one. Usually this ends with basic, short-term deals involving supplies, testing and passive support rather than any long term relationship between the two races, with the Mar’qua wanting to avoid any chance of violence, war or otherwise unnecessary risk.&lt;br /&gt;
&lt;br /&gt;
=== Cinderites ===&lt;br /&gt;
The Cinderites proved themselves to be a surprising ally to the Mar’qua. With their war-torn history, the Mar’qua expected a short term, simple trade of resources and information. This was quickly proven wrong with the Cinderite’s aversion to war and willingness to work in hazardous conditions. Their dramatically affected and wide diversity of genetics also hold a constant curiosity of Mar’quaran geneticists. To this day the Mar’qua and Cinderites hold a long-lasting alliance through the trade of labor, goods, research and military assistance, with most Mar’quaran exploratory ships hosting a wide number of Cindar individuals used especially for reconnaissance on planets with hazardous weather, terrain or hostile fauna/flora.&lt;br /&gt;
&lt;br /&gt;
=== Opifex ===&lt;br /&gt;
The Opifex are viewed with a mix of endless curiosity and primal horror. Their advances in technologies mirror something completely parallel to the Mar’qua, with cybernetic augmentation and a reliance on artificial machinery and computing. Their more esoteric nature and rivaling levels of intelligence prove themselves to again and again be a hot topic of debate within the Lar’kan. Contact between the two races has been sparse and usually resulting in heated arguments behind the ideal approach to science and research.&lt;br /&gt;
&lt;br /&gt;
=== Cht’Mant ===&lt;br /&gt;
The Cht’mant were originally discovered through second-hand accounts of Soteria’s brutal testing on the race. This series of events did nothing but reinforce the Mar’qua in their cautious approach to science. Directly, the Mar’qua had very little interaction with the Cht’mant, with their homeworlds being so far apart and the Mar’quaran desire to avoid friction with any other bodys of power. Despite this, the Mar’qua do show interest in the cht’maint, Their ability to biologically both alter their own anatomy and communicate through such vast distances without the aid of technology has proven to be a wildly interesting concept to the Mar’qua, who require advanced technology to modify their own genetics.&lt;br /&gt;
&lt;br /&gt;
=== Language Snippets of the Maq&#039;Qua ===&lt;br /&gt;
&lt;br /&gt;
* Hal = Home&lt;br /&gt;
* Kan = Keeper, Holder, Maintainer, Guard&lt;br /&gt;
* Kar = Giver, benefactor&lt;br /&gt;
* Lai = Light&lt;br /&gt;
* Lar = Knowledge&lt;br /&gt;
* Len = Inward&lt;br /&gt;
* Li = Sky&lt;br /&gt;
* Lin = Outward&lt;br /&gt;
* Mar = Observe or to Observe&lt;br /&gt;
* Nal = Rich, Precious&lt;br /&gt;
* Nam = Older Sibling&lt;br /&gt;
* Nar = To sleep, dream&lt;br /&gt;
* Ne  = Distant, Vague, obscure&lt;br /&gt;
* Nim = Younger Sibling&lt;br /&gt;
* Qua = People&lt;br /&gt;
* Rai = Calm, peace, solace&lt;br /&gt;
* Ril = Orb, Sphere, Circle&lt;br /&gt;
* Tel = Green, Plants, Life&lt;br /&gt;
* Ti = Eye&lt;br /&gt;
* Thal = Short, Near, Intimate&lt;br /&gt;
* Thil = Long, Far, Formal&lt;br /&gt;
* Kor = Weapon, Arm&lt;br /&gt;
&lt;br /&gt;
{{Species}}&lt;br /&gt;
[[Category:Lore]]&lt;/div&gt;</summary>
		<author><name>DrFarson</name></author>
	</entry>
	<entry>
		<id>http://sojourn13.space/w/index.php?title=User:DrFarson/Todo&amp;diff=4526</id>
		<title>User:DrFarson/Todo</title>
		<link rel="alternate" type="text/html" href="http://sojourn13.space/w/index.php?title=User:DrFarson/Todo&amp;diff=4526"/>
		<updated>2024-11-26T01:26:52Z</updated>

		<summary type="html">&lt;p&gt;DrFarson: I HAVE SHIT TO DO NOW&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is the shit i have to get done. Good stars above.&lt;br /&gt;
&lt;br /&gt;
* Publish Old Lore + Review&lt;br /&gt;
** Remove any references to fetishes&lt;br /&gt;
** port forums stuff into wiki&lt;br /&gt;
** port oldlore stuff to wiki&lt;br /&gt;
* Review of Existing Lore&lt;br /&gt;
** review species lore (mainly kriosan, sablekyne, opifex, akula)&lt;br /&gt;
** implement changes and remove references to uncouth things&lt;br /&gt;
* Expand Existing Lore&lt;br /&gt;
** expand mar&#039;qua lore&lt;br /&gt;
** expand cindarite lore&lt;br /&gt;
** add new lore as needed&lt;br /&gt;
* Hivemind-Church Bullshit&lt;br /&gt;
** Cross-reference claims from chef and trilby on discord&lt;br /&gt;
** come to conclusion regarding timeline (it&#039;s funky)&lt;br /&gt;
** implement conclusions as it stands&lt;br /&gt;
&lt;br /&gt;
More to come.&lt;/div&gt;</summary>
		<author><name>DrFarson</name></author>
	</entry>
	<entry>
		<id>http://sojourn13.space/w/index.php?title=Draft:Mar%27Qua&amp;diff=4517</id>
		<title>Draft:Mar&#039;Qua</title>
		<link rel="alternate" type="text/html" href="http://sojourn13.space/w/index.php?title=Draft:Mar%27Qua&amp;diff=4517"/>
		<updated>2024-11-25T20:33:21Z</updated>

		<summary type="html">&lt;p&gt;DrFarson: DrFarson moved page Ser:DrFarson/Mar&amp;#039;Qua to User:DrFarson/Mar&amp;#039;Qua&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Mar&#039;qua are an alien race of bipedal amphibian aliens in an unwilling alliance with the Sol Federation. Technologically advanced and older than humanity they maintain an aloof approach to intergalactic affairs, kept largely to their own devices and used as a source of taxes and scouting by the Sol Federation.&lt;br /&gt;
&lt;br /&gt;
=== Quick-Start Guide ===&lt;br /&gt;
&lt;br /&gt;
* They have a biology similar to terran cephalopods, with a lithe, flexible body lacking bones and a singular, advanced eye&lt;br /&gt;
* Their culture focuses on peaceful, cautious advancement of the fields of science, with a rampant paranoia of both AI and death.&lt;br /&gt;
* Mar’qua come in a variety of shades, with some being able to alter their own skin colour in a camouflage-esque system&lt;br /&gt;
* The aquatic nature of Mar’qua make them resistant to the cold and better at seeing in the dark compared to a human&lt;br /&gt;
* Not only are the Mar’qua naturally intelligent and long lived, but through genetic manipulation these traits are further emphasized, resulting in a ponderous, wise race. They get +10 to cognition, biology, and mechanical stats. An extra +5 can be gained if their homeworld is chosen in character setup.&lt;br /&gt;
* Perk: Mar&#039;qua gain the perk &amp;quot;Sudden Brilliance&amp;quot;, which grants them +15 to biology, mechanical, and cognition for 10 minutes every 25 minutes.&lt;br /&gt;
* Perk: Mar&#039;qua gain the perk &amp;quot;Inspired Intellect&amp;quot;, which makes them gain insight 1.5x as fast as most races.&lt;br /&gt;
* Perk: Mar&#039;qua gain the perk &amp;quot;Adapted Nervous System&amp;quot;, which makes them immune to addiction and quadruples their NSA threshold.&lt;br /&gt;
&lt;br /&gt;
== Biology ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Mar’qua biology, although extremely alien in nature, can be more easily compared to the terran cephalopod class of terran animals. They stand on average from 5’2 - 5’8, with a slightly wiry and pliant gait that’s born from their lack of bones, with their body structure instead being supported by advanced lengths of cartilage and ligaments. Their most notable feature to humans lie in their singular eye, located in a similar spot that would be between the eyes of a baseline human. Their face lacks any distinct features outside this singular eye, with their mouth being perfectly sealed outside of it’s use for speech or eating. Where their mouth is rarely used for breathing, the Mar’qua instead use a mix of Cutaneous respiration and the use of gills that are located just below their jawline.&lt;br /&gt;
&lt;br /&gt;
The eye in particular is an important part of the Mar’qua, both in a societal icon and biological significance. With multiple layers of eyelids that cover a wide variety of protection to the sensitive organ underneath and a horizontal ‘pupil’ which both serves to give them a much wider range of vision than one would expect from a singular-eyed organism and contains a sophisticated system for allowing depth perception by taking points of reference from opposite sides of the eye.&lt;br /&gt;
&lt;br /&gt;
With their technological mastery over genetics, the average Mar’qua has little worry over old age, with their advanced treatments staving off death indefinitely to any of their species that have access to it. With this in mind, with their relatively slow metabolism, Mar’Qua naturally live to be between 100-150 years old.&lt;br /&gt;
&lt;br /&gt;
== Society ==&lt;br /&gt;
As cautious people born from their paranoia of the unknown, the Mar’qua, despite being far more ancient than other space-faring nations, expanded from their home system at an incredibly slow pace, taking every measure to minimize risk and rates of mortality.&lt;br /&gt;
&lt;br /&gt;
Mar’quaran colonies tend to be low in number, with a stagnant population maintained by the cryo-freezing of fertilized eggs, only to be unthawed if an individual happens to die in order to replace them. These small ‘dens’ of Mar’qua focus on technological pursuit, observation and the maintenance of local ecosystems and life. The main exceptions to this sparsely populated trend are their massive ‘exploratory’ fleets and their home planet. The former used for both the colonization of new planets, scientific pursuit and the defense of their borders. The latter is their home planet of Mar’hal, an advanced, dense nexus of universities, laboratories and urban sprawls that collect and process data collected from their exploratory fleets and colonies.&lt;br /&gt;
&lt;br /&gt;
The average Mar’qua will go about their day very similar to a human counterpart, but with an extreme level of observation and recording of data. Janitors will record the effectiveness of different chemicals, Botanists the speed of growth of plants in different types of soil and conditions, and even security personnel will meticulously record the performance of their arms and armor. Mar’qua take great pride in each contribution towards the sciences, with doctoral titles being absent in their vocabulary, as every Mar’qua consider themselves a scientist in one shape or another.&lt;br /&gt;
&lt;br /&gt;
Mar’quaran culture outside the fields of sciences will always feel the curiosity embedded naturally in the race. An alien visitor to a Mar’quaran resturant would find a wide range of perfected dishes created in an attempt to appeal to the tastes of their race, curated by countless recordings of previous data as Mar’qua chefs find endless satisfaction in sating alien tastes.&lt;br /&gt;
&lt;br /&gt;
Although one might expect hyper-practical and standardized architecture and aesthetics. Mar’qua find observations to be one of the most important experiences one can have, with a wide range of creative efforts and techniques used in their artistic fields to make sure an individual walking down one of their streets would never see the same sight twice. To an alien individual, some of the choices of colour theory and mixing would seem bizarre or even ugly, especially those lacking in more advanced ocular organs compared to the naturally complex and artificially enhanced Mar’qua ‘Ti’.&lt;br /&gt;
&lt;br /&gt;
== Relationships ==&lt;br /&gt;
Mar&#039;qua have a few classifications for how they view themselves. Specialisations and Observances being the most notable ones. Whereas a specialty is how one views themself, and their plan for personal development, a observance is how one may view another individual, their relationship, or otherwise.&lt;br /&gt;
&lt;br /&gt;
=== Specialties ===&lt;br /&gt;
Specialties are groups within Mar’qua society that denote expertise or authority in fields and positions, and those who have chosen to enter one are seen as dedicating one’s self to a practice - a great honour within Mar’quarian society.&lt;br /&gt;
&lt;br /&gt;
* Lar’Mar: Those who learn through experimenting. - Mathematicians, Physicists, Teachers, Painters, Graphics Designers, and Developers.&lt;br /&gt;
* Lin&#039;Mar: Those who learn through acting. - Government Officials, Military Officers, and Civil Servants.&lt;br /&gt;
* Lin&#039;Mar: Those who learn through duty. - Engineers, Construction Workers, IT Professionals, and Shop Owners.&lt;br /&gt;
* Kan’Mar: Those who learn through doing. - Soldiers, Doctors, Police Officers, and Frontline Professionals.&lt;br /&gt;
* Len’Mar: Those who learn through watching. - Miltiary Intelligence, Civil Service Operatives, Covert Positions, Scouts.&lt;br /&gt;
* Ne’Mar: Those who learn in their own way. - Wanderers and Drifters, those that do not fall into an above category.&lt;br /&gt;
&lt;br /&gt;
=== Observances ===&lt;br /&gt;
Obsevanves are classifications within Mar’qua society that denote a relation to another individual, such as familial, platonic or romantic relations. This section is largely incomplete, but serves as a guide for how relatonships should be approached and seen in character. They can be categorised into positive or negative.&lt;br /&gt;
&lt;br /&gt;
* Lai’Lar: An extremely close bond between individuals. This is often used to describe someone to whom you feel romantic, platonic, or familial love towards.&lt;br /&gt;
* Ne’Lar:  An intense hatred of an individual, one with you having an intense rivalry. Often used to describe those you despise, or hate, in the most extreme manner.&lt;br /&gt;
* Lai’Len: A valued friend, one whom you’ve known for many years - perhaps your entire life - and have grown attached to in a bond like none other.&lt;br /&gt;
* Ne&#039;Lin: This is a rival or someone you dislike, and whom you might express distaste for, but not to the point of complete and utter hatred.&lt;br /&gt;
* Lai’Nal:  A familial relationship of any kind. It can be used to refer to any member of your family that you have a deep bond with.&lt;br /&gt;
* Ne’Nal Any form of familial-like bond with someone you hold hatred for. This type of bond is very uncommon, save for conflicting fields of study.&lt;br /&gt;
&lt;br /&gt;
== Technology ==&lt;br /&gt;
Due to the early discovery of bluespace technology and their prolonged contact with a technologically advanced empire early in their history, the Mar’qua had an advanced kickstart into their own technological progress, particularly in the areas of bluespace, genetics, physics and biochemistry. The paranoia caused by their superstition and history with AI, the Mar’qua very reluctantly rely on artificial computing systems out of very basic machines. Instead, the Mar’qua’s advancements in biomachinery allow them to use complex MMIs (man-machine interfaces) to interface and control machinery or computers directly, rather than using algorithms or machine learning.&lt;br /&gt;
&lt;br /&gt;
The field of genetics is also a vast and specialized field to the Mar’qua. Their avoidance of artificial intelligence in all forms and superstition around death pushed them to pursue genetic augmentation in order to increase their own mental capacity to replace any need for computing power. The average Mar’qua will slowly accumulate more and more modifications during their lifetime, with their access to Mar’quaran genetic treatment facilities artificially extending their natural lifespans indefinitely in all but the most destitute dens and colonies. The resulting eldars from this society, especially the Lar’kan possessing mental ability easily rivaling minds such as greyson AI. These elders are possessively kept secret away from the federation, being held safely on Ti’qua, away from prying eyes.&lt;br /&gt;
&lt;br /&gt;
A large part of Mar’quaran culture is the celebration of historic and modern breakthroughs in science, ones of note are those who’s accomplishments can be attributed to the idealistic nature of their solar system, these particular holidays are as follows:&lt;br /&gt;
&lt;br /&gt;
* Lai’nim Day: 18/04 - Celebration attributed to cooling and laser systems advancements&lt;br /&gt;
* Nam’ril Day: 22/10 - Celebration attributed to gas processing and macroengineering&lt;br /&gt;
* Nal’ril Day: 03/12 - Celebration of the advances in extraction and mineral processing&lt;br /&gt;
* Tel’hal Day: 15/05 - Celebration of the xenofauna and xenoflora sciences&lt;br /&gt;
* Mar’hal Day: 01/01 - Celebration of life&lt;br /&gt;
* Rai’hal Day: 05/07 - Celebration of MMI technology and Genetic Augmentation&lt;br /&gt;
* Ne’ril Day: 11/02 - Celebration of Optics and Sensory technology&lt;br /&gt;
&lt;br /&gt;
== Religion ==&lt;br /&gt;
Although the Mar’qua as a people and a culture lack a religion as humans would see it, they hold a superstition or paranoia of the afterlife. With even their advanced sciences they’ve failed to figure out what happens to the living consciousness when they pass over, leading to a split in thought between the Mar’qua people.&lt;br /&gt;
&lt;br /&gt;
One group, colloquially known as the “Introspectors (Len’Qua)”, look to advance Mar’qua life past the possibility of death, avoiding the paranoia altogether. This is usually done through genetic advances, leading to the majority of the Mar’qua people being biologically immortal, lacking a death from old age.&lt;br /&gt;
&lt;br /&gt;
The other are known as the “Extrospectors (Lin’Qua)”, with the Mar’qua’s obsession with observation, these people look to find out what happens after death, this obsession with observation grows passed this and outward to the rest of the universe, in some held hope that they will find the answers if they understand enough.&lt;br /&gt;
&lt;br /&gt;
== Politics ==&lt;br /&gt;
The politics of the Mar’qua is mostly focused on technological advancement and pursuit rather than economics, war, or even personal ideals. The closest thing the Mar’qua have to a governing body is the Lar’Kan and Lar’Kar. The Lar’kan being a group of 20 individuals who hold seats in the capital of Ti’Qua. Each seat of this governing body is an expert in a particular field of science, covering the entirety of scientific basis. The Lar’Kar is a particular individual who is both seen as the ‘face’ and ‘leader’ of the Lar’kan. This individual appoints the leaders of new colonies, fleets and important operations after thorough debate with the seats of the Lar’kan. The Lar’kar is expected to be knowledgeable in all fields of knowledge in order to avoid the bias that a singular field of knowledge would result in.&lt;br /&gt;
&lt;br /&gt;
Outside of technological matters, the Lar’kan do not interfere or dictate how colonies and ‘den’s operate. The only exception to this being Mar’quaran holidays, where a particular subject of a holiday may be changed if a new innovation of technology replaces the subject matter.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Mar&#039;Qua prefer not to involve themselves in politics of other races, preferring to simply explore the universe and observe its inhabitants, though that does not mean they cut themselves off from others. The Observatoriam establishes contact with other races when they see fit, be it as a way to introduce themselves and begin free trade between the empires, or to “push” them into the correct way. Intelligensia also keeps records of any race that has been observed during exploration. Non-sentient races are paid little mind, though races that show low stages of development are observed closely, awaiting their eventual expansion into space or destruction by their own design.&lt;br /&gt;
&lt;br /&gt;
== History of the Maq&#039;Qua ==&lt;br /&gt;
&lt;br /&gt;
=== Early Contact ===&lt;br /&gt;
The Mar’quaran hate for AI can only be speculated to a theorized event thousands of years in their history that surpassed written and oral tradition, instead sowing a seed of fear deep into the very culture of their race. During the early atomic era of their history, before they even had ventured into their stars, they discovered bluespace technology, namely communication using bluespace crystals that had grown upon a meteorite that crashed narrowly into their home planet. Using this newly discovered form of communication, the Mar’qua contacted an unknown alien empire, forming a budding friendship between the two over the following years, this empire sharing technological secrets that would be the base of their advanced technology they use today. This all came to a sudden halt when communication between the two was ended following a brief message warning them of the dangers of advanced artificial intelligence, cutting their moment of alien contact short, never to be heard from again.&lt;br /&gt;
&lt;br /&gt;
=== Expansion ===&lt;br /&gt;
Space flight and FTL travel was quickly achieved shortly after the rapid advancements following the discovery of bluespace crystals, harnessing the power of space-bending technology. Despite their ability to cover lightyears of space in a matter of days, the Mar’qua took their usual curiosity and caution driven approach to their colonial era. Not following a traditional colonial approach, the Mar’qua took to the stars only to colonize their local system, making great use of the natural resources and phenomena before approaching any extra-solar expansion.&lt;br /&gt;
&lt;br /&gt;
Rather than colonizing every habitable planet they came across, the Mar’qua took to building complex, non-invasive satellite stations orbiting the planet, sometimes including a space-elevator for quick surface-to-space transport. These ‘nests’ would house from 100,000-2,000,000 individuals, with facilities for asteroid mining to research, to zero-g construction to leisure. These stations would perform extensive observation, testing and setup of communication infrastructure before the related exploratory fleet would move to the next system, creating a daisy chain of observatories that gave them unparalleled sensory data on their borders.&lt;br /&gt;
&lt;br /&gt;
=== Human Contact ===&lt;br /&gt;
With their advanced optics and extra-solar sensors, the Mar’qua were made aware of the Sol Federation tens of years before making contact with them. Their rapid expansion and growth piqued both a rampant curiosity and morbid paranoia. Heavy debate occupied the Lar’kan up until their impending contact with the humans, with this being the first signs of alien existence since their ancient cousins who’s time with the Mar’qua was lost to archaic written history.&lt;br /&gt;
&lt;br /&gt;
The Lar’kar came to an agreement only a few years prior to their initial contact with the Sol federation, a passive, but cautious approach was taken, avoiding any sparks of senseless war that could cinder between the two powers. With the Sol Federation’s immense numbers, economy and overall ambition to conquer matched up against the Mar’qua’s steadfast infrastructure, accrued data that had already been gathered on their movements and tactics alongside their far superior advancements in numerous fields of technology, it became obvious that any conflict between the two races would create untold catastrophe on both sides.&lt;br /&gt;
&lt;br /&gt;
Reluctantly, the two powers entered a series of trade, scientific and defensive pacts, with the science of the Mar’qua and the expansive resources of the Sol Federation sending the two groups into a miraculous golden age for both sides. Despite this, the Mar’qua kept many areas of technological research hidden away from the humans, notably their genetic manipulation to prevent an abhorrent mix of Mar’quaran intelligence and Human ego and ambition.&lt;br /&gt;
&lt;br /&gt;
=== Bluespace Crash ===&lt;br /&gt;
The bluespace crash came as a sudden catastrophe to most races. The Mar’qua on the other hand, with their advanced knowledge of the nature of bluespace, predicted a chance of such an event happening due to the excessive use of bluespace drives. Due to the growing chances of such an event occurring, the Mar’qua began experimental testing of advanced FTL drives, slowly retrofitting their ships and defunctioning their bluespace drives, even beginning to look into advances in quantum entanglement communication technology.&lt;br /&gt;
&lt;br /&gt;
This led to speculation that the Mar’quaran Technocracy managed to mitigate much of the logistical and infrastructural impact the bluespace crash had on them. It also brewed rumours among the xeno races that the Mar’quaran Technocracy directly caused the bluespace crash itself, perhaps to give themselves an advantage over the other bluespace-reliant species.&lt;br /&gt;
&lt;br /&gt;
Despite this, even with their predictions, not all Nests and Exploratory fleets believed the hypothetical event, with heavy debate stalling any mass mobilization of said retrofits. This left many, especially fringe worlds bordering the Sol Federation stranded along with other xenos. With such a logistical breakdown, and despite the autonomy and self sufficiency of nests and fleets, this led to a growing reliance on other xenos. This change exposed many homogeneous groups of Mar’qua to the diverse and alien mindsets of xenos, causing a radical schism and division between the cautious and methodical Mar’qua and the ones open to the ideas of xenos.&lt;br /&gt;
&lt;br /&gt;
== Relations between other races and the Observatorium ==&lt;br /&gt;
&lt;br /&gt;
=== Human ===&lt;br /&gt;
Their relationship with the Sol Federation is one of hesitant cooperation. Despite their lower numbers, the Mar’qua’s advanced technology would make a war between the two nations catastrophic for both sides, resulting in a series of peace deals and reluctant trade agreements for mutual benefits. The Mar’qua refuse to give the Sol Federation their more advanced and perhaps even esoteric technology, knowing full well what it would be used for and how it would jeopardize their own leverage towards the imperialists.&lt;br /&gt;
&lt;br /&gt;
=== Sablekyne/Kriosan/Akula/Naramad ===&lt;br /&gt;
The more militaristic races are mostly seen as a biological interest rather than a cultural or diplomatic one. Usually this ends with basic, short-term deals involving supplies, testing and passive support rather than any long term relationship between the two races, with the Mar’qua wanting to avoid any chance of violence, war or otherwise unnecessary risk.&lt;br /&gt;
&lt;br /&gt;
=== Cinderites ===&lt;br /&gt;
The Cinderites proved themselves to be a surprising ally to the Mar’qua. With their war-torn history, the Mar’qua expected a short term, simple trade of resources and information. This was quickly proven wrong with the Cinderite’s aversion to war and willingness to work in hazardous conditions. Their dramatically affected and wide diversity of genetics also hold a constant curiosity of Mar’quaran geneticists. To this day the Mar’qua and Cinderites hold a long-lasting alliance through the trade of labor, goods, research and military assistance, with most Mar’quaran exploratory ships hosting a wide number of Cindar individuals used especially for reconnaissance on planets with hazardous weather, terrain or hostile fauna/flora.&lt;br /&gt;
&lt;br /&gt;
=== Opifex ===&lt;br /&gt;
The Opifex are viewed with a mix of endless curiosity and primal horror. Their advances in technologies mirror something completely parallel to the Mar’qua, with cybernetic augmentation and a reliance on artificial machinery and computing. Their more esoteric nature and rivaling levels of intelligence prove themselves to again and again be a hot topic of debate within the Lar’kan. Contact between the two races has been sparse and usually resulting in heated arguments behind the ideal approach to science and research.&lt;br /&gt;
&lt;br /&gt;
=== Cht’Mant ===&lt;br /&gt;
The Cht’mant were originally discovered through second-hand accounts of Soteria’s brutal testing on the race. This series of events did nothing but reinforce the Mar’qua in their cautious approach to science. Directly, the Mar’qua had very little interaction with the Cht’mant, with their homeworlds being so far apart and the Mar’quaran desire to avoid friction with any other bodys of power. Despite this, the Mar’qua do show interest in the cht’maint, Their ability to biologically both alter their own anatomy and communicate through such vast distances without the aid of technology has proven to be a wildly interesting concept to the Mar’qua, who require advanced technology to modify their own genetics.&lt;br /&gt;
&lt;br /&gt;
=== Language Snippets of the Maq&#039;Qua ===&lt;br /&gt;
&lt;br /&gt;
* Hal = Home&lt;br /&gt;
* Kan = Keeper, Holder, Maintainer, Guard&lt;br /&gt;
* Kar = Giver, benefactor&lt;br /&gt;
* Lai = Light&lt;br /&gt;
* Lar = Knowledge&lt;br /&gt;
* Len = Inward&lt;br /&gt;
* Li = Sky&lt;br /&gt;
* Lin = Outward&lt;br /&gt;
* Mar = Observe or to Observe&lt;br /&gt;
* Nal = Rich, Precious&lt;br /&gt;
* Nam = Older Sibling&lt;br /&gt;
* Nar = To sleep, dream&lt;br /&gt;
* Ne  = Distant, Vague, obscure&lt;br /&gt;
* Nim = Younger Sibling&lt;br /&gt;
* Qua = People&lt;br /&gt;
* Rai = Calm, peace, solace&lt;br /&gt;
* Ril = Orb, Sphere, Circle&lt;br /&gt;
* Tel = Green, Plants, Life&lt;br /&gt;
* Ti = Eye&lt;br /&gt;
* Thal = Short, Near, Intimate&lt;br /&gt;
* Thil = Long, Far, Formal&lt;br /&gt;
* Kor = Weapon, Arm&lt;br /&gt;
&lt;br /&gt;
{{Species}}&lt;br /&gt;
[[Category:Lore]]&lt;/div&gt;</summary>
		<author><name>DrFarson</name></author>
	</entry>
	<entry>
		<id>http://sojourn13.space/w/index.php?title=Draft:Mar%27Qua&amp;diff=4515</id>
		<title>Draft:Mar&#039;Qua</title>
		<link rel="alternate" type="text/html" href="http://sojourn13.space/w/index.php?title=Draft:Mar%27Qua&amp;diff=4515"/>
		<updated>2024-11-25T20:33:10Z</updated>

		<summary type="html">&lt;p&gt;DrFarson: DrFarson moved page Draft:Mar&amp;#039;qua to Ser:DrFarson/Mar&amp;#039;Qua&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Mar&#039;qua are an alien race of bipedal amphibian aliens in an unwilling alliance with the Sol Federation. Technologically advanced and older than humanity they maintain an aloof approach to intergalactic affairs, kept largely to their own devices and used as a source of taxes and scouting by the Sol Federation.&lt;br /&gt;
&lt;br /&gt;
=== Quick-Start Guide ===&lt;br /&gt;
&lt;br /&gt;
* They have a biology similar to terran cephalopods, with a lithe, flexible body lacking bones and a singular, advanced eye&lt;br /&gt;
* Their culture focuses on peaceful, cautious advancement of the fields of science, with a rampant paranoia of both AI and death.&lt;br /&gt;
* Mar’qua come in a variety of shades, with some being able to alter their own skin colour in a camouflage-esque system&lt;br /&gt;
* The aquatic nature of Mar’qua make them resistant to the cold and better at seeing in the dark compared to a human&lt;br /&gt;
* Not only are the Mar’qua naturally intelligent and long lived, but through genetic manipulation these traits are further emphasized, resulting in a ponderous, wise race. They get +10 to cognition, biology, and mechanical stats. An extra +5 can be gained if their homeworld is chosen in character setup.&lt;br /&gt;
* Perk: Mar&#039;qua gain the perk &amp;quot;Sudden Brilliance&amp;quot;, which grants them +15 to biology, mechanical, and cognition for 10 minutes every 25 minutes.&lt;br /&gt;
* Perk: Mar&#039;qua gain the perk &amp;quot;Inspired Intellect&amp;quot;, which makes them gain insight 1.5x as fast as most races.&lt;br /&gt;
* Perk: Mar&#039;qua gain the perk &amp;quot;Adapted Nervous System&amp;quot;, which makes them immune to addiction and quadruples their NSA threshold.&lt;br /&gt;
&lt;br /&gt;
== Biology ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Mar’qua biology, although extremely alien in nature, can be more easily compared to the terran cephalopod class of terran animals. They stand on average from 5’2 - 5’8, with a slightly wiry and pliant gait that’s born from their lack of bones, with their body structure instead being supported by advanced lengths of cartilage and ligaments. Their most notable feature to humans lie in their singular eye, located in a similar spot that would be between the eyes of a baseline human. Their face lacks any distinct features outside this singular eye, with their mouth being perfectly sealed outside of it’s use for speech or eating. Where their mouth is rarely used for breathing, the Mar’qua instead use a mix of Cutaneous respiration and the use of gills that are located just below their jawline.&lt;br /&gt;
&lt;br /&gt;
The eye in particular is an important part of the Mar’qua, both in a societal icon and biological significance. With multiple layers of eyelids that cover a wide variety of protection to the sensitive organ underneath and a horizontal ‘pupil’ which both serves to give them a much wider range of vision than one would expect from a singular-eyed organism and contains a sophisticated system for allowing depth perception by taking points of reference from opposite sides of the eye.&lt;br /&gt;
&lt;br /&gt;
With their technological mastery over genetics, the average Mar’qua has little worry over old age, with their advanced treatments staving off death indefinitely to any of their species that have access to it. With this in mind, with their relatively slow metabolism, Mar’Qua naturally live to be between 100-150 years old.&lt;br /&gt;
&lt;br /&gt;
== Society ==&lt;br /&gt;
As cautious people born from their paranoia of the unknown, the Mar’qua, despite being far more ancient than other space-faring nations, expanded from their home system at an incredibly slow pace, taking every measure to minimize risk and rates of mortality.&lt;br /&gt;
&lt;br /&gt;
Mar’quaran colonies tend to be low in number, with a stagnant population maintained by the cryo-freezing of fertilized eggs, only to be unthawed if an individual happens to die in order to replace them. These small ‘dens’ of Mar’qua focus on technological pursuit, observation and the maintenance of local ecosystems and life. The main exceptions to this sparsely populated trend are their massive ‘exploratory’ fleets and their home planet. The former used for both the colonization of new planets, scientific pursuit and the defense of their borders. The latter is their home planet of Mar’hal, an advanced, dense nexus of universities, laboratories and urban sprawls that collect and process data collected from their exploratory fleets and colonies.&lt;br /&gt;
&lt;br /&gt;
The average Mar’qua will go about their day very similar to a human counterpart, but with an extreme level of observation and recording of data. Janitors will record the effectiveness of different chemicals, Botanists the speed of growth of plants in different types of soil and conditions, and even security personnel will meticulously record the performance of their arms and armor. Mar’qua take great pride in each contribution towards the sciences, with doctoral titles being absent in their vocabulary, as every Mar’qua consider themselves a scientist in one shape or another.&lt;br /&gt;
&lt;br /&gt;
Mar’quaran culture outside the fields of sciences will always feel the curiosity embedded naturally in the race. An alien visitor to a Mar’quaran resturant would find a wide range of perfected dishes created in an attempt to appeal to the tastes of their race, curated by countless recordings of previous data as Mar’qua chefs find endless satisfaction in sating alien tastes.&lt;br /&gt;
&lt;br /&gt;
Although one might expect hyper-practical and standardized architecture and aesthetics. Mar’qua find observations to be one of the most important experiences one can have, with a wide range of creative efforts and techniques used in their artistic fields to make sure an individual walking down one of their streets would never see the same sight twice. To an alien individual, some of the choices of colour theory and mixing would seem bizarre or even ugly, especially those lacking in more advanced ocular organs compared to the naturally complex and artificially enhanced Mar’qua ‘Ti’.&lt;br /&gt;
&lt;br /&gt;
== Relationships ==&lt;br /&gt;
Mar&#039;qua have a few classifications for how they view themselves. Specialisations and Observances being the most notable ones. Whereas a specialty is how one views themself, and their plan for personal development, a observance is how one may view another individual, their relationship, or otherwise.&lt;br /&gt;
&lt;br /&gt;
=== Specialties ===&lt;br /&gt;
Specialties are groups within Mar’qua society that denote expertise or authority in fields and positions, and those who have chosen to enter one are seen as dedicating one’s self to a practice - a great honour within Mar’quarian society.&lt;br /&gt;
&lt;br /&gt;
* Lar’Mar: Those who learn through experimenting. - Mathematicians, Physicists, Teachers, Painters, Graphics Designers, and Developers.&lt;br /&gt;
* Lin&#039;Mar: Those who learn through acting. - Government Officials, Military Officers, and Civil Servants.&lt;br /&gt;
* Lin&#039;Mar: Those who learn through duty. - Engineers, Construction Workers, IT Professionals, and Shop Owners.&lt;br /&gt;
* Kan’Mar: Those who learn through doing. - Soldiers, Doctors, Police Officers, and Frontline Professionals.&lt;br /&gt;
* Len’Mar: Those who learn through watching. - Miltiary Intelligence, Civil Service Operatives, Covert Positions, Scouts.&lt;br /&gt;
* Ne’Mar: Those who learn in their own way. - Wanderers and Drifters, those that do not fall into an above category.&lt;br /&gt;
&lt;br /&gt;
=== Observances ===&lt;br /&gt;
Obsevanves are classifications within Mar’qua society that denote a relation to another individual, such as familial, platonic or romantic relations. This section is largely incomplete, but serves as a guide for how relatonships should be approached and seen in character. They can be categorised into positive or negative.&lt;br /&gt;
&lt;br /&gt;
* Lai’Lar: An extremely close bond between individuals. This is often used to describe someone to whom you feel romantic, platonic, or familial love towards.&lt;br /&gt;
* Ne’Lar:  An intense hatred of an individual, one with you having an intense rivalry. Often used to describe those you despise, or hate, in the most extreme manner.&lt;br /&gt;
* Lai’Len: A valued friend, one whom you’ve known for many years - perhaps your entire life - and have grown attached to in a bond like none other.&lt;br /&gt;
* Ne&#039;Lin: This is a rival or someone you dislike, and whom you might express distaste for, but not to the point of complete and utter hatred.&lt;br /&gt;
* Lai’Nal:  A familial relationship of any kind. It can be used to refer to any member of your family that you have a deep bond with.&lt;br /&gt;
* Ne’Nal Any form of familial-like bond with someone you hold hatred for. This type of bond is very uncommon, save for conflicting fields of study.&lt;br /&gt;
&lt;br /&gt;
== Technology ==&lt;br /&gt;
Due to the early discovery of bluespace technology and their prolonged contact with a technologically advanced empire early in their history, the Mar’qua had an advanced kickstart into their own technological progress, particularly in the areas of bluespace, genetics, physics and biochemistry. The paranoia caused by their superstition and history with AI, the Mar’qua very reluctantly rely on artificial computing systems out of very basic machines. Instead, the Mar’qua’s advancements in biomachinery allow them to use complex MMIs (man-machine interfaces) to interface and control machinery or computers directly, rather than using algorithms or machine learning.&lt;br /&gt;
&lt;br /&gt;
The field of genetics is also a vast and specialized field to the Mar’qua. Their avoidance of artificial intelligence in all forms and superstition around death pushed them to pursue genetic augmentation in order to increase their own mental capacity to replace any need for computing power. The average Mar’qua will slowly accumulate more and more modifications during their lifetime, with their access to Mar’quaran genetic treatment facilities artificially extending their natural lifespans indefinitely in all but the most destitute dens and colonies. The resulting eldars from this society, especially the Lar’kan possessing mental ability easily rivaling minds such as greyson AI. These elders are possessively kept secret away from the federation, being held safely on Ti’qua, away from prying eyes.&lt;br /&gt;
&lt;br /&gt;
A large part of Mar’quaran culture is the celebration of historic and modern breakthroughs in science, ones of note are those who’s accomplishments can be attributed to the idealistic nature of their solar system, these particular holidays are as follows:&lt;br /&gt;
&lt;br /&gt;
* Lai’nim Day: 18/04 - Celebration attributed to cooling and laser systems advancements&lt;br /&gt;
* Nam’ril Day: 22/10 - Celebration attributed to gas processing and macroengineering&lt;br /&gt;
* Nal’ril Day: 03/12 - Celebration of the advances in extraction and mineral processing&lt;br /&gt;
* Tel’hal Day: 15/05 - Celebration of the xenofauna and xenoflora sciences&lt;br /&gt;
* Mar’hal Day: 01/01 - Celebration of life&lt;br /&gt;
* Rai’hal Day: 05/07 - Celebration of MMI technology and Genetic Augmentation&lt;br /&gt;
* Ne’ril Day: 11/02 - Celebration of Optics and Sensory technology&lt;br /&gt;
&lt;br /&gt;
== Religion ==&lt;br /&gt;
Although the Mar’qua as a people and a culture lack a religion as humans would see it, they hold a superstition or paranoia of the afterlife. With even their advanced sciences they’ve failed to figure out what happens to the living consciousness when they pass over, leading to a split in thought between the Mar’qua people.&lt;br /&gt;
&lt;br /&gt;
One group, colloquially known as the “Introspectors (Len’Qua)”, look to advance Mar’qua life past the possibility of death, avoiding the paranoia altogether. This is usually done through genetic advances, leading to the majority of the Mar’qua people being biologically immortal, lacking a death from old age.&lt;br /&gt;
&lt;br /&gt;
The other are known as the “Extrospectors (Lin’Qua)”, with the Mar’qua’s obsession with observation, these people look to find out what happens after death, this obsession with observation grows passed this and outward to the rest of the universe, in some held hope that they will find the answers if they understand enough.&lt;br /&gt;
&lt;br /&gt;
== Politics ==&lt;br /&gt;
The politics of the Mar’qua is mostly focused on technological advancement and pursuit rather than economics, war, or even personal ideals. The closest thing the Mar’qua have to a governing body is the Lar’Kan and Lar’Kar. The Lar’kan being a group of 20 individuals who hold seats in the capital of Ti’Qua. Each seat of this governing body is an expert in a particular field of science, covering the entirety of scientific basis. The Lar’Kar is a particular individual who is both seen as the ‘face’ and ‘leader’ of the Lar’kan. This individual appoints the leaders of new colonies, fleets and important operations after thorough debate with the seats of the Lar’kan. The Lar’kar is expected to be knowledgeable in all fields of knowledge in order to avoid the bias that a singular field of knowledge would result in.&lt;br /&gt;
&lt;br /&gt;
Outside of technological matters, the Lar’kan do not interfere or dictate how colonies and ‘den’s operate. The only exception to this being Mar’quaran holidays, where a particular subject of a holiday may be changed if a new innovation of technology replaces the subject matter.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Mar&#039;Qua prefer not to involve themselves in politics of other races, preferring to simply explore the universe and observe its inhabitants, though that does not mean they cut themselves off from others. The Observatoriam establishes contact with other races when they see fit, be it as a way to introduce themselves and begin free trade between the empires, or to “push” them into the correct way. Intelligensia also keeps records of any race that has been observed during exploration. Non-sentient races are paid little mind, though races that show low stages of development are observed closely, awaiting their eventual expansion into space or destruction by their own design.&lt;br /&gt;
&lt;br /&gt;
== History of the Maq&#039;Qua ==&lt;br /&gt;
&lt;br /&gt;
=== Early Contact ===&lt;br /&gt;
The Mar’quaran hate for AI can only be speculated to a theorized event thousands of years in their history that surpassed written and oral tradition, instead sowing a seed of fear deep into the very culture of their race. During the early atomic era of their history, before they even had ventured into their stars, they discovered bluespace technology, namely communication using bluespace crystals that had grown upon a meteorite that crashed narrowly into their home planet. Using this newly discovered form of communication, the Mar’qua contacted an unknown alien empire, forming a budding friendship between the two over the following years, this empire sharing technological secrets that would be the base of their advanced technology they use today. This all came to a sudden halt when communication between the two was ended following a brief message warning them of the dangers of advanced artificial intelligence, cutting their moment of alien contact short, never to be heard from again.&lt;br /&gt;
&lt;br /&gt;
=== Expansion ===&lt;br /&gt;
Space flight and FTL travel was quickly achieved shortly after the rapid advancements following the discovery of bluespace crystals, harnessing the power of space-bending technology. Despite their ability to cover lightyears of space in a matter of days, the Mar’qua took their usual curiosity and caution driven approach to their colonial era. Not following a traditional colonial approach, the Mar’qua took to the stars only to colonize their local system, making great use of the natural resources and phenomena before approaching any extra-solar expansion.&lt;br /&gt;
&lt;br /&gt;
Rather than colonizing every habitable planet they came across, the Mar’qua took to building complex, non-invasive satellite stations orbiting the planet, sometimes including a space-elevator for quick surface-to-space transport. These ‘nests’ would house from 100,000-2,000,000 individuals, with facilities for asteroid mining to research, to zero-g construction to leisure. These stations would perform extensive observation, testing and setup of communication infrastructure before the related exploratory fleet would move to the next system, creating a daisy chain of observatories that gave them unparalleled sensory data on their borders.&lt;br /&gt;
&lt;br /&gt;
=== Human Contact ===&lt;br /&gt;
With their advanced optics and extra-solar sensors, the Mar’qua were made aware of the Sol Federation tens of years before making contact with them. Their rapid expansion and growth piqued both a rampant curiosity and morbid paranoia. Heavy debate occupied the Lar’kan up until their impending contact with the humans, with this being the first signs of alien existence since their ancient cousins who’s time with the Mar’qua was lost to archaic written history.&lt;br /&gt;
&lt;br /&gt;
The Lar’kar came to an agreement only a few years prior to their initial contact with the Sol federation, a passive, but cautious approach was taken, avoiding any sparks of senseless war that could cinder between the two powers. With the Sol Federation’s immense numbers, economy and overall ambition to conquer matched up against the Mar’qua’s steadfast infrastructure, accrued data that had already been gathered on their movements and tactics alongside their far superior advancements in numerous fields of technology, it became obvious that any conflict between the two races would create untold catastrophe on both sides.&lt;br /&gt;
&lt;br /&gt;
Reluctantly, the two powers entered a series of trade, scientific and defensive pacts, with the science of the Mar’qua and the expansive resources of the Sol Federation sending the two groups into a miraculous golden age for both sides. Despite this, the Mar’qua kept many areas of technological research hidden away from the humans, notably their genetic manipulation to prevent an abhorrent mix of Mar’quaran intelligence and Human ego and ambition.&lt;br /&gt;
&lt;br /&gt;
=== Bluespace Crash ===&lt;br /&gt;
The bluespace crash came as a sudden catastrophe to most races. The Mar’qua on the other hand, with their advanced knowledge of the nature of bluespace, predicted a chance of such an event happening due to the excessive use of bluespace drives. Due to the growing chances of such an event occurring, the Mar’qua began experimental testing of advanced FTL drives, slowly retrofitting their ships and defunctioning their bluespace drives, even beginning to look into advances in quantum entanglement communication technology.&lt;br /&gt;
&lt;br /&gt;
This led to speculation that the Mar’quaran Technocracy managed to mitigate much of the logistical and infrastructural impact the bluespace crash had on them. It also brewed rumours among the xeno races that the Mar’quaran Technocracy directly caused the bluespace crash itself, perhaps to give themselves an advantage over the other bluespace-reliant species.&lt;br /&gt;
&lt;br /&gt;
Despite this, even with their predictions, not all Nests and Exploratory fleets believed the hypothetical event, with heavy debate stalling any mass mobilization of said retrofits. This left many, especially fringe worlds bordering the Sol Federation stranded along with other xenos. With such a logistical breakdown, and despite the autonomy and self sufficiency of nests and fleets, this led to a growing reliance on other xenos. This change exposed many homogeneous groups of Mar’qua to the diverse and alien mindsets of xenos, causing a radical schism and division between the cautious and methodical Mar’qua and the ones open to the ideas of xenos.&lt;br /&gt;
&lt;br /&gt;
== Relations between other races and the Observatorium ==&lt;br /&gt;
&lt;br /&gt;
=== Human ===&lt;br /&gt;
Their relationship with the Sol Federation is one of hesitant cooperation. Despite their lower numbers, the Mar’qua’s advanced technology would make a war between the two nations catastrophic for both sides, resulting in a series of peace deals and reluctant trade agreements for mutual benefits. The Mar’qua refuse to give the Sol Federation their more advanced and perhaps even esoteric technology, knowing full well what it would be used for and how it would jeopardize their own leverage towards the imperialists.&lt;br /&gt;
&lt;br /&gt;
=== Sablekyne/Kriosan/Akula/Naramad ===&lt;br /&gt;
The more militaristic races are mostly seen as a biological interest rather than a cultural or diplomatic one. Usually this ends with basic, short-term deals involving supplies, testing and passive support rather than any long term relationship between the two races, with the Mar’qua wanting to avoid any chance of violence, war or otherwise unnecessary risk.&lt;br /&gt;
&lt;br /&gt;
=== Cinderites ===&lt;br /&gt;
The Cinderites proved themselves to be a surprising ally to the Mar’qua. With their war-torn history, the Mar’qua expected a short term, simple trade of resources and information. This was quickly proven wrong with the Cinderite’s aversion to war and willingness to work in hazardous conditions. Their dramatically affected and wide diversity of genetics also hold a constant curiosity of Mar’quaran geneticists. To this day the Mar’qua and Cinderites hold a long-lasting alliance through the trade of labor, goods, research and military assistance, with most Mar’quaran exploratory ships hosting a wide number of Cindar individuals used especially for reconnaissance on planets with hazardous weather, terrain or hostile fauna/flora.&lt;br /&gt;
&lt;br /&gt;
=== Opifex ===&lt;br /&gt;
The Opifex are viewed with a mix of endless curiosity and primal horror. Their advances in technologies mirror something completely parallel to the Mar’qua, with cybernetic augmentation and a reliance on artificial machinery and computing. Their more esoteric nature and rivaling levels of intelligence prove themselves to again and again be a hot topic of debate within the Lar’kan. Contact between the two races has been sparse and usually resulting in heated arguments behind the ideal approach to science and research.&lt;br /&gt;
&lt;br /&gt;
=== Cht’Mant ===&lt;br /&gt;
The Cht’mant were originally discovered through second-hand accounts of Soteria’s brutal testing on the race. This series of events did nothing but reinforce the Mar’qua in their cautious approach to science. Directly, the Mar’qua had very little interaction with the Cht’mant, with their homeworlds being so far apart and the Mar’quaran desire to avoid friction with any other bodys of power. Despite this, the Mar’qua do show interest in the cht’maint, Their ability to biologically both alter their own anatomy and communicate through such vast distances without the aid of technology has proven to be a wildly interesting concept to the Mar’qua, who require advanced technology to modify their own genetics.&lt;br /&gt;
&lt;br /&gt;
=== Language Snippets of the Maq&#039;Qua ===&lt;br /&gt;
&lt;br /&gt;
* Hal = Home&lt;br /&gt;
* Kan = Keeper, Holder, Maintainer, Guard&lt;br /&gt;
* Kar = Giver, benefactor&lt;br /&gt;
* Lai = Light&lt;br /&gt;
* Lar = Knowledge&lt;br /&gt;
* Len = Inward&lt;br /&gt;
* Li = Sky&lt;br /&gt;
* Lin = Outward&lt;br /&gt;
* Mar = Observe or to Observe&lt;br /&gt;
* Nal = Rich, Precious&lt;br /&gt;
* Nam = Older Sibling&lt;br /&gt;
* Nar = To sleep, dream&lt;br /&gt;
* Ne  = Distant, Vague, obscure&lt;br /&gt;
* Nim = Younger Sibling&lt;br /&gt;
* Qua = People&lt;br /&gt;
* Rai = Calm, peace, solace&lt;br /&gt;
* Ril = Orb, Sphere, Circle&lt;br /&gt;
* Tel = Green, Plants, Life&lt;br /&gt;
* Ti = Eye&lt;br /&gt;
* Thal = Short, Near, Intimate&lt;br /&gt;
* Thil = Long, Far, Formal&lt;br /&gt;
* Kor = Weapon, Arm&lt;br /&gt;
&lt;br /&gt;
{{Species}}&lt;br /&gt;
[[Category:Lore]]&lt;/div&gt;</summary>
		<author><name>DrFarson</name></author>
	</entry>
	<entry>
		<id>http://sojourn13.space/w/index.php?title=Draft:Mar%27Qua&amp;diff=4513</id>
		<title>Draft:Mar&#039;Qua</title>
		<link rel="alternate" type="text/html" href="http://sojourn13.space/w/index.php?title=Draft:Mar%27Qua&amp;diff=4513"/>
		<updated>2024-11-25T05:16:52Z</updated>

		<summary type="html">&lt;p&gt;DrFarson: Draft for New Mar&amp;#039;qua lore. ongoing&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Mar&#039;qua are an alien race of bipedal amphibian aliens in an unwilling alliance with the Sol Federation. Technologically advanced and older than humanity they maintain an aloof approach to intergalactic affairs, kept largely to their own devices and used as a source of taxes and scouting by the Sol Federation.&lt;br /&gt;
&lt;br /&gt;
=== Quick-Start Guide ===&lt;br /&gt;
&lt;br /&gt;
* They have a biology similar to terran cephalopods, with a lithe, flexible body lacking bones and a singular, advanced eye&lt;br /&gt;
* Their culture focuses on peaceful, cautious advancement of the fields of science, with a rampant paranoia of both AI and death.&lt;br /&gt;
* Mar’qua come in a variety of shades, with some being able to alter their own skin colour in a camouflage-esque system&lt;br /&gt;
* The aquatic nature of Mar’qua make them resistant to the cold and better at seeing in the dark compared to a human&lt;br /&gt;
* Not only are the Mar’qua naturally intelligent and long lived, but through genetic manipulation these traits are further emphasized, resulting in a ponderous, wise race. They get +10 to cognition, biology, and mechanical stats. An extra +5 can be gained if their homeworld is chosen in character setup.&lt;br /&gt;
* Perk: Mar&#039;qua gain the perk &amp;quot;Sudden Brilliance&amp;quot;, which grants them +15 to biology, mechanical, and cognition for 10 minutes every 25 minutes.&lt;br /&gt;
* Perk: Mar&#039;qua gain the perk &amp;quot;Inspired Intellect&amp;quot;, which makes them gain insight 1.5x as fast as most races.&lt;br /&gt;
* Perk: Mar&#039;qua gain the perk &amp;quot;Adapted Nervous System&amp;quot;, which makes them immune to addiction and quadruples their NSA threshold.&lt;br /&gt;
&lt;br /&gt;
== Biology ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Mar’qua biology, although extremely alien in nature, can be more easily compared to the terran cephalopod class of terran animals. They stand on average from 5’2 - 5’8, with a slightly wiry and pliant gait that’s born from their lack of bones, with their body structure instead being supported by advanced lengths of cartilage and ligaments. Their most notable feature to humans lie in their singular eye, located in a similar spot that would be between the eyes of a baseline human. Their face lacks any distinct features outside this singular eye, with their mouth being perfectly sealed outside of it’s use for speech or eating. Where their mouth is rarely used for breathing, the Mar’qua instead use a mix of Cutaneous respiration and the use of gills that are located just below their jawline.&lt;br /&gt;
&lt;br /&gt;
The eye in particular is an important part of the Mar’qua, both in a societal icon and biological significance. With multiple layers of eyelids that cover a wide variety of protection to the sensitive organ underneath and a horizontal ‘pupil’ which both serves to give them a much wider range of vision than one would expect from a singular-eyed organism and contains a sophisticated system for allowing depth perception by taking points of reference from opposite sides of the eye.&lt;br /&gt;
&lt;br /&gt;
With their technological mastery over genetics, the average Mar’qua has little worry over old age, with their advanced treatments staving off death indefinitely to any of their species that have access to it. With this in mind, with their relatively slow metabolism, Mar’Qua naturally live to be between 100-150 years old.&lt;br /&gt;
&lt;br /&gt;
== Society ==&lt;br /&gt;
As cautious people born from their paranoia of the unknown, the Mar’qua, despite being far more ancient than other space-faring nations, expanded from their home system at an incredibly slow pace, taking every measure to minimize risk and rates of mortality.&lt;br /&gt;
&lt;br /&gt;
Mar’quaran colonies tend to be low in number, with a stagnant population maintained by the cryo-freezing of fertilized eggs, only to be unthawed if an individual happens to die in order to replace them. These small ‘dens’ of Mar’qua focus on technological pursuit, observation and the maintenance of local ecosystems and life. The main exceptions to this sparsely populated trend are their massive ‘exploratory’ fleets and their home planet. The former used for both the colonization of new planets, scientific pursuit and the defense of their borders. The latter is their home planet of Mar’hal, an advanced, dense nexus of universities, laboratories and urban sprawls that collect and process data collected from their exploratory fleets and colonies.&lt;br /&gt;
&lt;br /&gt;
The average Mar’qua will go about their day very similar to a human counterpart, but with an extreme level of observation and recording of data. Janitors will record the effectiveness of different chemicals, Botanists the speed of growth of plants in different types of soil and conditions, and even security personnel will meticulously record the performance of their arms and armor. Mar’qua take great pride in each contribution towards the sciences, with doctoral titles being absent in their vocabulary, as every Mar’qua consider themselves a scientist in one shape or another.&lt;br /&gt;
&lt;br /&gt;
Mar’quaran culture outside the fields of sciences will always feel the curiosity embedded naturally in the race. An alien visitor to a Mar’quaran resturant would find a wide range of perfected dishes created in an attempt to appeal to the tastes of their race, curated by countless recordings of previous data as Mar’qua chefs find endless satisfaction in sating alien tastes.&lt;br /&gt;
&lt;br /&gt;
Although one might expect hyper-practical and standardized architecture and aesthetics. Mar’qua find observations to be one of the most important experiences one can have, with a wide range of creative efforts and techniques used in their artistic fields to make sure an individual walking down one of their streets would never see the same sight twice. To an alien individual, some of the choices of colour theory and mixing would seem bizarre or even ugly, especially those lacking in more advanced ocular organs compared to the naturally complex and artificially enhanced Mar’qua ‘Ti’.&lt;br /&gt;
&lt;br /&gt;
== Relationships ==&lt;br /&gt;
Mar&#039;qua have a few classifications for how they view themselves. Specialisations and Observances being the most notable ones. Whereas a specialty is how one views themself, and their plan for personal development, a observance is how one may view another individual, their relationship, or otherwise.&lt;br /&gt;
&lt;br /&gt;
=== Specialties ===&lt;br /&gt;
Specialties are groups within Mar’qua society that denote expertise or authority in fields and positions, and those who have chosen to enter one are seen as dedicating one’s self to a practice - a great honour within Mar’quarian society.&lt;br /&gt;
&lt;br /&gt;
* Lar’Mar: Those who learn through experimenting. - Mathematicians, Physicists, Teachers, Painters, Graphics Designers, and Developers.&lt;br /&gt;
* Lin&#039;Mar: Those who learn through acting. - Government Officials, Military Officers, and Civil Servants.&lt;br /&gt;
* Lin&#039;Mar: Those who learn through duty. - Engineers, Construction Workers, IT Professionals, and Shop Owners.&lt;br /&gt;
* Kan’Mar: Those who learn through doing. - Soldiers, Doctors, Police Officers, and Frontline Professionals.&lt;br /&gt;
* Len’Mar: Those who learn through watching. - Miltiary Intelligence, Civil Service Operatives, Covert Positions, Scouts.&lt;br /&gt;
* Ne’Mar: Those who learn in their own way. - Wanderers and Drifters, those that do not fall into an above category.&lt;br /&gt;
&lt;br /&gt;
=== Observances ===&lt;br /&gt;
Obsevanves are classifications within Mar’qua society that denote a relation to another individual, such as familial, platonic or romantic relations. This section is largely incomplete, but serves as a guide for how relatonships should be approached and seen in character. They can be categorised into positive or negative.&lt;br /&gt;
&lt;br /&gt;
* Lai’Lar: An extremely close bond between individuals. This is often used to describe someone to whom you feel romantic, platonic, or familial love towards.&lt;br /&gt;
* Ne’Lar:  An intense hatred of an individual, one with you having an intense rivalry. Often used to describe those you despise, or hate, in the most extreme manner.&lt;br /&gt;
* Lai’Len: A valued friend, one whom you’ve known for many years - perhaps your entire life - and have grown attached to in a bond like none other.&lt;br /&gt;
* Ne&#039;Lin: This is a rival or someone you dislike, and whom you might express distaste for, but not to the point of complete and utter hatred.&lt;br /&gt;
* Lai’Nal:  A familial relationship of any kind. It can be used to refer to any member of your family that you have a deep bond with.&lt;br /&gt;
* Ne’Nal Any form of familial-like bond with someone you hold hatred for. This type of bond is very uncommon, save for conflicting fields of study.&lt;br /&gt;
&lt;br /&gt;
== Technology ==&lt;br /&gt;
Due to the early discovery of bluespace technology and their prolonged contact with a technologically advanced empire early in their history, the Mar’qua had an advanced kickstart into their own technological progress, particularly in the areas of bluespace, genetics, physics and biochemistry. The paranoia caused by their superstition and history with AI, the Mar’qua very reluctantly rely on artificial computing systems out of very basic machines. Instead, the Mar’qua’s advancements in biomachinery allow them to use complex MMIs (man-machine interfaces) to interface and control machinery or computers directly, rather than using algorithms or machine learning.&lt;br /&gt;
&lt;br /&gt;
The field of genetics is also a vast and specialized field to the Mar’qua. Their avoidance of artificial intelligence in all forms and superstition around death pushed them to pursue genetic augmentation in order to increase their own mental capacity to replace any need for computing power. The average Mar’qua will slowly accumulate more and more modifications during their lifetime, with their access to Mar’quaran genetic treatment facilities artificially extending their natural lifespans indefinitely in all but the most destitute dens and colonies. The resulting eldars from this society, especially the Lar’kan possessing mental ability easily rivaling minds such as greyson AI. These elders are possessively kept secret away from the federation, being held safely on Ti’qua, away from prying eyes.&lt;br /&gt;
&lt;br /&gt;
A large part of Mar’quaran culture is the celebration of historic and modern breakthroughs in science, ones of note are those who’s accomplishments can be attributed to the idealistic nature of their solar system, these particular holidays are as follows:&lt;br /&gt;
&lt;br /&gt;
* Lai’nim Day: 18/04 - Celebration attributed to cooling and laser systems advancements&lt;br /&gt;
* Nam’ril Day: 22/10 - Celebration attributed to gas processing and macroengineering&lt;br /&gt;
* Nal’ril Day: 03/12 - Celebration of the advances in extraction and mineral processing&lt;br /&gt;
* Tel’hal Day: 15/05 - Celebration of the xenofauna and xenoflora sciences&lt;br /&gt;
* Mar’hal Day: 01/01 - Celebration of life&lt;br /&gt;
* Rai’hal Day: 05/07 - Celebration of MMI technology and Genetic Augmentation&lt;br /&gt;
* Ne’ril Day: 11/02 - Celebration of Optics and Sensory technology&lt;br /&gt;
&lt;br /&gt;
== Religion ==&lt;br /&gt;
Although the Mar’qua as a people and a culture lack a religion as humans would see it, they hold a superstition or paranoia of the afterlife. With even their advanced sciences they’ve failed to figure out what happens to the living consciousness when they pass over, leading to a split in thought between the Mar’qua people.&lt;br /&gt;
&lt;br /&gt;
One group, colloquially known as the “Introspectors (Len’Qua)”, look to advance Mar’qua life past the possibility of death, avoiding the paranoia altogether. This is usually done through genetic advances, leading to the majority of the Mar’qua people being biologically immortal, lacking a death from old age.&lt;br /&gt;
&lt;br /&gt;
The other are known as the “Extrospectors (Lin’Qua)”, with the Mar’qua’s obsession with observation, these people look to find out what happens after death, this obsession with observation grows passed this and outward to the rest of the universe, in some held hope that they will find the answers if they understand enough.&lt;br /&gt;
&lt;br /&gt;
== Politics ==&lt;br /&gt;
The politics of the Mar’qua is mostly focused on technological advancement and pursuit rather than economics, war, or even personal ideals. The closest thing the Mar’qua have to a governing body is the Lar’Kan and Lar’Kar. The Lar’kan being a group of 20 individuals who hold seats in the capital of Ti’Qua. Each seat of this governing body is an expert in a particular field of science, covering the entirety of scientific basis. The Lar’Kar is a particular individual who is both seen as the ‘face’ and ‘leader’ of the Lar’kan. This individual appoints the leaders of new colonies, fleets and important operations after thorough debate with the seats of the Lar’kan. The Lar’kar is expected to be knowledgeable in all fields of knowledge in order to avoid the bias that a singular field of knowledge would result in.&lt;br /&gt;
&lt;br /&gt;
Outside of technological matters, the Lar’kan do not interfere or dictate how colonies and ‘den’s operate. The only exception to this being Mar’quaran holidays, where a particular subject of a holiday may be changed if a new innovation of technology replaces the subject matter.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Mar&#039;Qua prefer not to involve themselves in politics of other races, preferring to simply explore the universe and observe its inhabitants, though that does not mean they cut themselves off from others. The Observatoriam establishes contact with other races when they see fit, be it as a way to introduce themselves and begin free trade between the empires, or to “push” them into the correct way. Intelligensia also keeps records of any race that has been observed during exploration. Non-sentient races are paid little mind, though races that show low stages of development are observed closely, awaiting their eventual expansion into space or destruction by their own design.&lt;br /&gt;
&lt;br /&gt;
== History of the Maq&#039;Qua ==&lt;br /&gt;
&lt;br /&gt;
=== Early Contact ===&lt;br /&gt;
The Mar’quaran hate for AI can only be speculated to a theorized event thousands of years in their history that surpassed written and oral tradition, instead sowing a seed of fear deep into the very culture of their race. During the early atomic era of their history, before they even had ventured into their stars, they discovered bluespace technology, namely communication using bluespace crystals that had grown upon a meteorite that crashed narrowly into their home planet. Using this newly discovered form of communication, the Mar’qua contacted an unknown alien empire, forming a budding friendship between the two over the following years, this empire sharing technological secrets that would be the base of their advanced technology they use today. This all came to a sudden halt when communication between the two was ended following a brief message warning them of the dangers of advanced artificial intelligence, cutting their moment of alien contact short, never to be heard from again.&lt;br /&gt;
&lt;br /&gt;
=== Expansion ===&lt;br /&gt;
Space flight and FTL travel was quickly achieved shortly after the rapid advancements following the discovery of bluespace crystals, harnessing the power of space-bending technology. Despite their ability to cover lightyears of space in a matter of days, the Mar’qua took their usual curiosity and caution driven approach to their colonial era. Not following a traditional colonial approach, the Mar’qua took to the stars only to colonize their local system, making great use of the natural resources and phenomena before approaching any extra-solar expansion.&lt;br /&gt;
&lt;br /&gt;
Rather than colonizing every habitable planet they came across, the Mar’qua took to building complex, non-invasive satellite stations orbiting the planet, sometimes including a space-elevator for quick surface-to-space transport. These ‘nests’ would house from 100,000-2,000,000 individuals, with facilities for asteroid mining to research, to zero-g construction to leisure. These stations would perform extensive observation, testing and setup of communication infrastructure before the related exploratory fleet would move to the next system, creating a daisy chain of observatories that gave them unparalleled sensory data on their borders.&lt;br /&gt;
&lt;br /&gt;
=== Human Contact ===&lt;br /&gt;
With their advanced optics and extra-solar sensors, the Mar’qua were made aware of the Sol Federation tens of years before making contact with them. Their rapid expansion and growth piqued both a rampant curiosity and morbid paranoia. Heavy debate occupied the Lar’kan up until their impending contact with the humans, with this being the first signs of alien existence since their ancient cousins who’s time with the Mar’qua was lost to archaic written history.&lt;br /&gt;
&lt;br /&gt;
The Lar’kar came to an agreement only a few years prior to their initial contact with the Sol federation, a passive, but cautious approach was taken, avoiding any sparks of senseless war that could cinder between the two powers. With the Sol Federation’s immense numbers, economy and overall ambition to conquer matched up against the Mar’qua’s steadfast infrastructure, accrued data that had already been gathered on their movements and tactics alongside their far superior advancements in numerous fields of technology, it became obvious that any conflict between the two races would create untold catastrophe on both sides.&lt;br /&gt;
&lt;br /&gt;
Reluctantly, the two powers entered a series of trade, scientific and defensive pacts, with the science of the Mar’qua and the expansive resources of the Sol Federation sending the two groups into a miraculous golden age for both sides. Despite this, the Mar’qua kept many areas of technological research hidden away from the humans, notably their genetic manipulation to prevent an abhorrent mix of Mar’quaran intelligence and Human ego and ambition.&lt;br /&gt;
&lt;br /&gt;
=== Bluespace Crash ===&lt;br /&gt;
The bluespace crash came as a sudden catastrophe to most races. The Mar’qua on the other hand, with their advanced knowledge of the nature of bluespace, predicted a chance of such an event happening due to the excessive use of bluespace drives. Due to the growing chances of such an event occurring, the Mar’qua began experimental testing of advanced FTL drives, slowly retrofitting their ships and defunctioning their bluespace drives, even beginning to look into advances in quantum entanglement communication technology.&lt;br /&gt;
&lt;br /&gt;
This led to speculation that the Mar’quaran Technocracy managed to mitigate much of the logistical and infrastructural impact the bluespace crash had on them. It also brewed rumours among the xeno races that the Mar’quaran Technocracy directly caused the bluespace crash itself, perhaps to give themselves an advantage over the other bluespace-reliant species.&lt;br /&gt;
&lt;br /&gt;
Despite this, even with their predictions, not all Nests and Exploratory fleets believed the hypothetical event, with heavy debate stalling any mass mobilization of said retrofits. This left many, especially fringe worlds bordering the Sol Federation stranded along with other xenos. With such a logistical breakdown, and despite the autonomy and self sufficiency of nests and fleets, this led to a growing reliance on other xenos. This change exposed many homogeneous groups of Mar’qua to the diverse and alien mindsets of xenos, causing a radical schism and division between the cautious and methodical Mar’qua and the ones open to the ideas of xenos.&lt;br /&gt;
&lt;br /&gt;
== Relations between other races and the Observatorium ==&lt;br /&gt;
&lt;br /&gt;
=== Human ===&lt;br /&gt;
Their relationship with the Sol Federation is one of hesitant cooperation. Despite their lower numbers, the Mar’qua’s advanced technology would make a war between the two nations catastrophic for both sides, resulting in a series of peace deals and reluctant trade agreements for mutual benefits. The Mar’qua refuse to give the Sol Federation their more advanced and perhaps even esoteric technology, knowing full well what it would be used for and how it would jeopardize their own leverage towards the imperialists.&lt;br /&gt;
&lt;br /&gt;
=== Sablekyne/Kriosan/Akula/Naramad ===&lt;br /&gt;
The more militaristic races are mostly seen as a biological interest rather than a cultural or diplomatic one. Usually this ends with basic, short-term deals involving supplies, testing and passive support rather than any long term relationship between the two races, with the Mar’qua wanting to avoid any chance of violence, war or otherwise unnecessary risk.&lt;br /&gt;
&lt;br /&gt;
=== Cinderites ===&lt;br /&gt;
The Cinderites proved themselves to be a surprising ally to the Mar’qua. With their war-torn history, the Mar’qua expected a short term, simple trade of resources and information. This was quickly proven wrong with the Cinderite’s aversion to war and willingness to work in hazardous conditions. Their dramatically affected and wide diversity of genetics also hold a constant curiosity of Mar’quaran geneticists. To this day the Mar’qua and Cinderites hold a long-lasting alliance through the trade of labor, goods, research and military assistance, with most Mar’quaran exploratory ships hosting a wide number of Cindar individuals used especially for reconnaissance on planets with hazardous weather, terrain or hostile fauna/flora.&lt;br /&gt;
&lt;br /&gt;
=== Opifex ===&lt;br /&gt;
The Opifex are viewed with a mix of endless curiosity and primal horror. Their advances in technologies mirror something completely parallel to the Mar’qua, with cybernetic augmentation and a reliance on artificial machinery and computing. Their more esoteric nature and rivaling levels of intelligence prove themselves to again and again be a hot topic of debate within the Lar’kan. Contact between the two races has been sparse and usually resulting in heated arguments behind the ideal approach to science and research.&lt;br /&gt;
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=== Cht’Mant ===&lt;br /&gt;
The Cht’mant were originally discovered through second-hand accounts of Soteria’s brutal testing on the race. This series of events did nothing but reinforce the Mar’qua in their cautious approach to science. Directly, the Mar’qua had very little interaction with the Cht’mant, with their homeworlds being so far apart and the Mar’quaran desire to avoid friction with any other bodys of power. Despite this, the Mar’qua do show interest in the cht’maint, Their ability to biologically both alter their own anatomy and communicate through such vast distances without the aid of technology has proven to be a wildly interesting concept to the Mar’qua, who require advanced technology to modify their own genetics.&lt;br /&gt;
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=== Language Snippets of the Maq&#039;Qua ===&lt;br /&gt;
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* Hal = Home&lt;br /&gt;
* Kan = Keeper, Holder, Maintainer, Guard&lt;br /&gt;
* Kar = Giver, benefactor&lt;br /&gt;
* Lai = Light&lt;br /&gt;
* Lar = Knowledge&lt;br /&gt;
* Len = Inward&lt;br /&gt;
* Li = Sky&lt;br /&gt;
* Lin = Outward&lt;br /&gt;
* Mar = Observe or to Observe&lt;br /&gt;
* Nal = Rich, Precious&lt;br /&gt;
* Nam = Older Sibling&lt;br /&gt;
* Nar = To sleep, dream&lt;br /&gt;
* Ne  = Distant, Vague, obscure&lt;br /&gt;
* Nim = Younger Sibling&lt;br /&gt;
* Qua = People&lt;br /&gt;
* Rai = Calm, peace, solace&lt;br /&gt;
* Ril = Orb, Sphere, Circle&lt;br /&gt;
* Tel = Green, Plants, Life&lt;br /&gt;
* Ti = Eye&lt;br /&gt;
* Thal = Short, Near, Intimate&lt;br /&gt;
* Thil = Long, Far, Formal&lt;br /&gt;
* Kor = Weapon, Arm&lt;br /&gt;
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{{Species}}&lt;br /&gt;
[[Category:Lore]]&lt;/div&gt;</summary>
		<author><name>DrFarson</name></author>
	</entry>
	<entry>
		<id>http://sojourn13.space/w/index.php?title=Sablekyne&amp;diff=4512</id>
		<title>Sablekyne</title>
		<link rel="alternate" type="text/html" href="http://sojourn13.space/w/index.php?title=Sablekyne&amp;diff=4512"/>
		<updated>2024-11-25T02:02:01Z</updated>

		<summary type="html">&lt;p&gt;DrFarson: Adds blurb about language. elaborates more on Crinos, making it currently undergo a cultural resurgence.&lt;/p&gt;
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&lt;div&gt;&#039;&#039;&amp;quot;Right, as the world goes, is only in question between equals in power, while the strong do what they will and the weak suffer what they must. Be patient and tough; someday this pain will be useful to you.&amp;quot;&#039;&#039;&lt;br /&gt;
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[https://sojourn13.space/w/index.php?title=Sablekyne&amp;amp;action=history History]&lt;br /&gt;
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Sablekyne are a vaguely feline race of horned alien bipeds hailing from the planet of Onkarth. Nearly a century of integration and cooperation with humans have made them openly accept Sol Federation rule and they have allied with them to spread their influence and race to the stars.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;A quick-start guide:&#039;&#039;&#039;&amp;lt;/br&amp;gt;&lt;br /&gt;
* Sablekyne are vaguely feline horned bipedal aliens averaging at 182cm (6’0 ft.) and have thick, stocky bodies built for strength and harsh weather conditions.&lt;br /&gt;
* Sablekyne are strong and tough and get a +5 to their toughness and robustness stats. An extra +5 can be gained if their homeworld is chosen in character setup.&lt;br /&gt;
* Sablekyne can see further in the dark than humans.&lt;br /&gt;
* Sablekyne are at home in extreme heat and cold with bodies built to survive in such environments.&lt;br /&gt;
* Sablekyne have claws and horns that are suited for use as weapons, they deal more damage in unarmed combat and may cause bleeding on hit.&lt;br /&gt;
* Sablekyne primarily draw nutrition from meat and foods containing animal protein as they are carnivores, regular nutriment does not sate hunger nearly as well.&lt;br /&gt;
* Sablekyne hail from the star system Gamma Minoris and the planet Onkarth.&lt;br /&gt;
* Sablekyne are separated by the Northlanders and Southlanders.&lt;br /&gt;
* Sablekyne have their own religion which worships the god of the sun and fire, known as Ferris, followers refer to themselves as Sun-Eaters.&lt;br /&gt;
* [[Perks|Perk]]: Sablekyne gain the perk &amp;quot;Last Stand&amp;quot;, which allows them to ignore the effects of pain for 1 minute every 15 minutes. Nonlethal weapons will have almost no effect, but severe enough injury will still make them fall unconscious. This also doesn&#039;t make them immune to any other effects of injuries.&lt;br /&gt;
* Perk: Sablekyne gain the perk &amp;quot;Bone Plated&amp;quot;, which allows them to withstand 20 more damage before going into shock. This is similar to having 20 more points in Toughness, but with none of the other benefits of raising the stat.&lt;br /&gt;
* Perk: Sablekyne gain the perk &amp;quot;Brawny Build&amp;quot;, which makes them immune to knockdown attacks from many wild critters, and resistant to being shoved by other people. This is identical to the &amp;quot;Immovable Object&amp;quot; job perk given to the Blackshield Commander and Warrant Officer.&lt;br /&gt;
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==Home System and Planet==&lt;br /&gt;
Home System and Planet&lt;br /&gt;
The Sablekyne hail from the star system gamma Minoris, a small system of only three planets that is positioned largely out of the way of the galactic stage. Of the three planets only one is hospitable with the other two being a magma planet and gas giant respectively. The three planets within the Minoris system are named Anzonus, the magma planet closest to the Minoris star. Onkarth, the hospitable desert planet where the Sablekyne reside and Xegetis the gas giant and farthest planet from the sun.&lt;br /&gt;
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Anzonus is a dense metal rich planet extremely high in ore content but completely inhospitable due to volcanic activity throughout the surface of the planet. The systems gas giant, Xegetis, is largely similar to other gas giants and possess nothing in the way of abnormalities. The home planet of the Sablekyne, Onkarth, is mostly a lush planet full of low density forests, thickets and other grassy highlands with intense seasonal heat and freezing winters. Onkarth is also the only planet that has moons, of which it possess two named Cannick and Muros. Onkarth&#039;s moons lead to Sablekyne adopting a more subjective time frame on planet, being loosely kept as cycles of generations or season changes.&lt;br /&gt;
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Still season is marked by extremely calm wind patterns making little to no wind patterns. The Still season leads to water build up, making a small season of heavy raining refills rivers, ponds and lakes. Next is the spring season when vegetation begins to grow rapidly and abundantly near sources of water. Next begins the summer where the late stages are marked with a steady rise in temperature that cause a noticeable drying of all lakes and rivers near the equator that slowly expands outward. The ember season is marked by most of the vegetation dying and small fires due to the heat, a process that releases most vegetation seeds as the flames carry them into the wind. After the long ember season the frost season begins where each night becomes increasingly colder until winter begins and snow begins to fall. The frost season is marked by water freezing slowly making large blankets of snow and thin ice over bodies of water, ending as slow as it started.&lt;br /&gt;
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Onkarth consist of many different thin forests, long stretches&#039; of grassy plains and many different bodies of water. The biodiversity of its planet is mainly herbivores, and insects with only a few types of lizards or birds making Sablekyne the top of the food pyramid were ever they went. Well being the prime carnivores on the planet that doesn&#039;t mean their were not predators and the pray themselves still fight back. Another type of food Sablekyne sustained themselves on were some of the many types of fishes, typically smaller as the larger bodies of water were host to many sea like creatures able to fight back.&lt;br /&gt;
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==Biology: Built Tough==&lt;br /&gt;
The sablekyne are bipeds that are vaguely feline in appearance and closely resemble the standard biped evolution in biology with a handful of major unique features. Sablekyne, with the aid of modern medicine, have a life expectancy equal to humans. A sablekyne’s build depends on if they are from the equatorial desert or the more consistently cold north with the southern sablekyne leaning on the slightly taller and thinner side for better protection from the winds of the open desert, and endurance in travelling to the drifting seasonal oases Northlanders are stockier in build to better protect from the consistently colder climate and harsher winters, not having to range as far for water due to the snow and cavern reservoirs, as well as having to push through thick snowbanks for much of the year when hunting. Both northlander and southlander sablekyne are generally much thicker and stockier than humans, with bodies heavily adapted to survive both the brutal cold and intense heat. To thrive both weather extremes all sablekyne possess a thick and easily shed outer coat of fur and a secondary coat beneath that is extremely compact, providing a highly regulated temperature control to their body. The fur patterns of northlander sablekyne tend to be white, gray, or black, while the fur patterns of the southlanders are blonde, orange, brown, chestnut, or tan.&lt;br /&gt;
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* The most notable feature of Sablekyne is on the skull as all sablekyne possess various shapes of horns. Functionally the horns work as weapons, allowing a sablekyne to headbutt animals with surprising force when charging. The shape and size of the horns vary greatly, but are usually curved or spiraling with ridges or fluting.&lt;br /&gt;
* Starting from the head sablekyne have a notably feline shaped skull with vertical slit eyes adapted for low light environments, giving them excellent vision in the dark, and large pointed cat-like ears below the horns that can swivel and move in response to noise.&lt;br /&gt;
* All sablekyne have extremely large fangs commonly referred to as sabers, of which jut downward from the mouth, and vary from a few inches to half a foot in length. Sablekyne teeth consist entirely of fangs due to being primarily carnivores and have quite long, rough tongues.&lt;br /&gt;
* While a sablekyne can eat plant matter they do not draw much nutrition from it and must eat meat on a regular basis.&lt;br /&gt;
* Sablekyne possess soft, padded skin at the end of each finger and on the palms, as well as sturdy and sharp retractable claws on the end of each finger function well as weapons. A sablekyne’s claws can be forced out of their sheathes by pressure applied in the right place along the knuckle.&lt;br /&gt;
* Sablekyne are bipedal and possess digitrade legs ending in arched feet with claws on the end of each toe that are retractable much like the ones on their hands; and course foot-pads that protect the feet from light damage. Sablekyne lacked any form of proper transportation for most of their evolution, as such they are well adapted to walking and running long distances with little rest, food, or water.&lt;br /&gt;
* Sablekyne have a long tail that they may move at will to maintain balance often when walking or running, and that will often idly flit about when standing.&lt;br /&gt;
* Sablekyne are physically adapted to strength intensive tasks but tend to be rather awkwardly brawny. Though agility and speed can be found among them this is the exception rather than the rule.&lt;br /&gt;
* Across the arms, forearms, shoulders, outer thigh, and shins all sablekyne possess bone-like plating on the extremities that are quite tough and sturdy. While this doesn’t protect them as much as one would guess, it allows them to absorb the impact and force of a strike, leading to their high pain tolerance.&lt;br /&gt;
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==History: Strange Acquaintances==&lt;br /&gt;
The origins of the sablekyne are a product of natural evolution, modern Sablekyne culture has many parallels human culture as one might expect considering the relative technological levels of the two races at first contact. Sablekyne progressed from the stage of tribal to a early modern civilization that had only just begun industrial automation, a slow process due to the lack of easily accessed minerals, until first contact with humans expedited their development.&lt;br /&gt;
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Historically speaking sablekyne history is pockmarked with many wars and conflicts settled into trading agreements and alliances of convenience. Notably the sablekyne home-world lacked the minerals required for mass production of gunpowder and ballistic ordinance which resulted in less bloody wars compared to other races. In the time predating first human contact the sablekyne civilizations had only just reached a record period of little conflict and fighting.&lt;br /&gt;
Despite differences both in culture and physical appearance between the north and south sablekyne trade, inter mingling, and good relations do dot the history as much as conflict. It wasn’t until first contact and the influence of two separate groups of humans that this cultural divide was strengthened. During the centuries following first contact much advancement in science, medicine, and automation thanks to the outside influence drastically improved the quality of life among the sablekyne.&lt;br /&gt;
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==First Contact: The Pivot Point==&lt;br /&gt;
The first contact by humans was actually by a corporation known as Oni, LLC, a geological and anthropological survey institute that scans planets for minerals, rare elements, and intelligent life and then sells the information of these planets on the market. This Japanese company discovered the sablekyne first and chose not to sell the information or report their discovery due to the nearby mineral rich planet of Anzonus. The Oni corporation elected to begin a multi-generational plan to uplift the sablekyne to create allies who would work the nearby mineral rich planet while offering them a large cut of the profits and the technology to do so. The process was a slow and steady plan where the Oni anthropologists were methodical, careful, and respectful towards the more refined southlander sablekyne. Over a period of several decades Oni, LLC prepared the southlanders through the gifts of technology, medicine, and needed supplies that very quickly warmed the sablekyne up to their new allies. From their operational base on the moon of Cannick everything was proceeding nicely with only a few marked discrepancies compared to other alien life. Chiefly, the sablekynes native language, called ‘crinos’ was impossible for a human to speak properly and thus most sablekyne were required to learn human languages to speak with their new allies.&lt;br /&gt;
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Unknown to Oni, LLC a second group had also discovered the planet of Onkarth shortly after they had. A colony ship filled with humans of Gaelic descent had proceeded, illegally, into the uncharted space seeking a new hospitable planet to claim as their own. Having discovered the stable planet of Onkarth they landed in the northlands where the icy temperature seemed far more familiar to the already cold acclimatized humans. Having not realized intelligent life was already present, the humans built a fortified city from their colony ship and began preparing advanced farmland and hunting parties to explore the local regions. It wasn’t long before the northlander sablekyne discovered the human colony and, amazed by the technology on display, made contact first. The humans, surprised and dismayed to discover that an alien race in their new home quickly found the north land sablekyne to be rather receptive to their desire to live among them. What quickly followed was swiftly made alliances, with the northlanders desiring the humans’ technology and weaponry for war and the humans wanting peace for their new colony. Though the relationship did start off as troubled as they lacked a proper form of communication and northlander sablekyne proved as willing to let a discussion devolve into a fist fight as their new human allies.&lt;br /&gt;
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Over time the influence on the sablekyne from their more advanced human allies began to have effects on their culture and thus drove a deeper divide between the two groups. The northland sablekyne became much more jovial, friendly, and kind but equally became just as crass, scrappy, and belligerent; like their human allies. Meanwhile the southlanders grew to be more refined speakers and focused on appearances and honor. While most sablekyne retained much of their culture a few influences can be spotted outside the technological spheres. Firstly, northlanders inspired their Gaelic allies to readopt the use of halberd, as before the introduction of firearms sablekyne commonly used a pole-arm of similar design meant to chop through the heavy carapace of a samak while keeping them at a distance. The southlanders adopted the use of their own pole-arm to hunt skiver and belch worms, but largely own them as a status symbol and rarely use them as an actual weapon.&lt;br /&gt;
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The second most notable influence is speech, with the north land sablekyne speaking English common with the trademark influence of Gaelic speech methods. While this influence is common, modern schooling makes some attempt to curb this speech method to allow sablekyne who move off planet to be more easily understood. To the south this was much more pronounced, with most southlanders speaking perfect English common, though with very little use of contractions. As such many southlanders rarely use words such as &amp;quot;isn&#039;t, aren&#039;t, I&#039;ll&amp;quot; and other similar phrases, opting instead to fully say &amp;quot;it is not, are not, or I will&amp;quot;. They speak softly, carefully, and in low tones compared to their boisterous cousins. The native language of the Sablekyne, Crinos, is nearly unintelligible to humans, a flowing language consisting of rolling r&#039;s, chrips, and other assorted sounds. Once thought to have died out due to extensive SolFed efforts- but later rejuvenated via re-use by Sablekyne (and even Human) linguists, travelers, traders and pilgrims. Reforms in education systems across northern Onkarth in particular has made it mandatory for a local dialect of Crinos to be taught to elementary sections of the structure; an effort made to reinvigorate their language post-occupation.&lt;br /&gt;
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==Culture: Influenced Evolution==&lt;br /&gt;
Early history if Sablekyne is rarely documented do to how little was known and how quickly Sablekyne were able to adapt to humans. What little is known is that Sablekyne were able to relatively easily adapt to learning Common and handling space travel through only a few generations making their uplifting relatively easy, only a few details on the Sablekyne that were not able to be as well adapted survived through folk lore, diaries and some reports made public, that being the more violent towns had mostly same type of Sablekyne leading to more strife making them unwilling to cooperate with humans or any other species with a strong desire to stay isolated. This behavior has shown to resurface from time to time when the Northern and Southern Sablekyne species tend to be apart for long spans of time.&lt;br /&gt;
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Many Early Sablekyne towns, villages and outer settlements had extremely narrowed crafts relying on trade and advanced logistic networks to allow for innovations, dedications and specializations. This honing of skills and crafts still persists through most integration allowing Sablekyne to become valued in many different fields of work that other species would either refuse or be unable to.&lt;br /&gt;
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===Northlanders: The Rowdy===&lt;br /&gt;
Northlander culture has always been rather utilitarian given the colder climate they exist in and they heavily favor a pragmatic approach to most things.&lt;br /&gt;
Of northlander naming conventions, they tend to favor the traditional names of sablekyne that contain hard vowels and roughly spoken words. Male names tend to be short, while female names tend to have more syllables and thus be longer. Common names include &amp;quot;Akari&amp;quot;, &amp;quot;Telk&amp;quot;, &amp;quot;Akridin&amp;quot;, &amp;quot;Crenkindo&amp;quot;, &amp;quot;Jumk&amp;quot;, however, many northlanders will also use traditionally gaelic human names when naming offspring. This is more commonly done if the respective litter was sired by a human/abhuman or if the clan itself has several humans within their number.&lt;br /&gt;
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Of the actual governmental organization, the sablekyne generally organize themselves based on origin. Northlander sablekyne are generally close to a republic with very little over sight on day to day lives of citizens with choices made largely based on what each community wants. This system proves extremely prone to tradition and rarely suffers deviants or radicals, with most ‘reformers’ seen as foolishly young and often times look down upon. &lt;br /&gt;
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Northlanders are also lovers of song, dance, and drink and often have large festivals at the beginning of each season to celebrate the change and use it as an excuse to get absolutely hammered. In addition to this jovial attitude one can easily spot a northlander from a southlander based on if they are accompanied by a shantak. Shantaks are a carapace covered pig like pack animal that has a gem-like exterior. The shantak were originally tamed by northlander sablekyne to be used in hunting and are seen much like dogs are to humans. Young shantaks are known as gruntlings and are common gifts to families expecting children, as when raised beside children the shantak will bond, and become aggressively protective.&lt;br /&gt;
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Up until the modern age northlanders used to distinguish themselves from each other by which clan they belonged to. Clans were organized family groups linked together by the oldest, with prominent members being younger with sizable families of their own. Unique to the northlanders many clans would freely consider humans who married into the clan as one of their own. It was not uncommon for a human to be considered a clansman. In modern times this distinction has weakened and while people will recognize clan affiliation it isn’t as big of a consideration as in previous decades.&lt;br /&gt;
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Northlanders are also extremely averse to being unarmed in their day to day lives thanks to the prevalence of the dangerous and territorial samaks that plague the colder climates year-round. As such northlanders belonging to a clan may openly carry any form of weapon, from a rifle, pistol, or traditional hunting halberd. Those who leave heavily populated areas are commonly seen wearing at the very least armor across the chest. Choosing to adopt their human ally’s fashion, many northlanders also wear kilts to hide additional knives and weapons beneath, where they can easily reach.&lt;br /&gt;
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===Southlanders: The Refined===&lt;br /&gt;
Southlanders are on the opposite side of the spectrum and by comparison are far more reserved. Much of their current culture is more heavily influenced by their Japanese corporate allies and mirror some of the customs as a result. Southlanders even in modern times keep themselves organized in a strict, hierarchical houses that function much like a caste system. Males born into their house remain so forever unless disgraced and females remain so unless they marry into another house. This highly structured system has the unfortunate side effect of making upward mobility for the common southlander significantly more difficult. Southlander names are similar to northlanders in their respect for hard vowels and rough wording, though many southlanders default to traditional Japanese names as a matter of honor and respect towards their human allies. Unlike the northlanders, this practice is far more common.&lt;br /&gt;
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Southlanders are expected to obtain a job early on in their adult life and remain with the company and career they first obtain work with for the rest of their working lives, weathering good and bad times. Those who quit their first jobs are largely shunned depending on the wealth of their house, with more powerful houses seeing greater social reprimand.&lt;br /&gt;
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Unlike the boisterous and combative northlanders, the southlanders find entertainment in competition and games of chance. Southlanders are unabashed gamblers and prize fighting through non-lethal martial arts is a common form of entertainment in many households, with members of the lower social classes dishonored nobles making up most of the fighters, while the higher classes pref. Curiously, much like their northern cousins they also favor drink but tend to choose less powerful spirits during festival times and parties. Southlanders face far less danger in their homeland compared to their northern cousins and as such weapon carrying is far more restricted. A southlander is permitted to carry a polearm and/or knife they are expected to conceal for personal protection.&lt;br /&gt;
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Southlanders also tend to be equally superstitious, in many ways more so, than northlanders and believe deeply in spiritual matters despite being less religious than the devout northlanders. An extension of this is a southlanders honor, a fickle thing as they care deeply about what they view as an insult. Though to a southlander an insult rarely takes the form of words outside of a few select phrases and instead take the form of someone dealing with them in bad faith, someone breaking their word, or the desecration of something sacred/personal. An insulted southlander may choose to challenge the person to a duel if they are of the lower classes, or the higher classes will tend more towards abet or drinking contest. Win or lose it is extremely rare for a southlander to forget such grudges and they will oftentimes remember an insult to their honor for months or even years, bearing the grudge in memory for any further dealings with the offender.&lt;br /&gt;
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===General Culture: The Broad Strokes===&lt;br /&gt;
Both the northern and southern sablekyne celebrate holidays at the beginning of each season and, due to a translation error, refer to these celebrations as Samhain in the north and Majo no Kisetsu in the south. In a curious example of cultural misunderstanding the Gaelic humans introduced Halloween to the northland sablekyne who took to the holiday first out of general amusement and later adopted it as a full celebration. However, the sablekyne mistook the event for happening every season instead of once a year during a specific season. By the time the Gaelic humans noticed the tradition had spread and was now mistakenly called Samhain regardless of when it took place. Eventually this holiday spread to the southlanders who adopted it as well but renamed it to Majo no Kisetsu to better link themselves to their more oriental allies who mistakenly celebrated the holiday as well. &lt;br /&gt;
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Before the introduction of these holidays however, sablekyne did not have many celebrations. Sablekyne do not attach any significance to the day of their birth and feel extravagant displays during times of celebration are at best vain and more often times seen as wasteful. Even the holidays they’ve adopted from humans are often austere and cheap in comparison. The only significant unique gatherings sablekyne have are the Golden Ring, the Scouring, and the Welcoming. The Golden Ring is a holiday common to most sablekyne that marks a time of plenty by all members of a clan, family, or house for their respective community. Those who wish to hold it will invite anyone within their community to a feast laid out for the benefit of those not within the respective family. The Golden Ring is often used as a display of success or status, and is considered one of the few acceptable forms of such displays as it benefits the community as a whole.&lt;br /&gt;
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The Welcoming and the Scouring are holidays equal but opposite to each other. The Welcoming is a small austere celebration welcoming newer additions to a family, should it be through marriage or birth. The Welcoming rarely involves gifts or money exchanging hands and often is little more than a home cooked dinner for close family members and sometimes extended clan mates if those involved are well known in the community. The Scouring is the removal of a family name, be it house or clan, and is often accompanied with the exile or annulment of the person’s name and memory. This can be due to a member failing the clan or house in some way either in life or in death, failing to provide for your family, or showing cowardice in some cases. In the northlands a still living member of a clan who is being scoured will often have their horns broken off by their clan’s leader before being forced to join the lodge of heroes, while in the southlands members are disgraced by losing their house name and status, reducing them to the lowest social class.&lt;br /&gt;
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In sablekyne society, the absolute lowest dregs are those considered lacking in a clan or house and those addicted to a chemical created from the flower known as spirit lilies to the southlanders and hell petals to the northlanders. This flower has extremely addictive but extremely powerful healing properties when the nectar is baked into a certain spice commonly referred to as demon powder. When eaten, the spice causes the user to heal naturally at a much faster rate. While nowhere near a mythical healing factor of legend, users of this drug will see marked increased in strength, speed, healing, and will require very little sleep for several hours. The side effects when the drug wears off include extreme bodily weakness, muscle fatigue, and general irritability. An overdose in the chemical will result in severe hallucinations, brain damage, and potentially heart failure. The drug itself takes years to detox once addicted and only one or two uses before the body gains a dependency on it. Addicted users are looked down upon as the lowest form a sablekyne can sink to, and an affront to the species at a whole, a traditional view dating back to the drug’s discovery during times of conflict. While the drug would allow one side to give their soldiers an edge in battle, the lasting effects would forever cripple them and thus the use was banned. As such, this drug is highly illegal and extremely criminalized.&lt;br /&gt;
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Sablekyne military forces are large and well equipped thanks to their near complete integration into the human federation. Backed by human technology and military acumen most of the sablekyne military and police forces are well trained, efficient, and large in number with groups made of northlanders, southlanders, and humans. Sablekyne justice is often swift and brutal, rarely does the concept of mercy or unfair punishment come up as sablekyne see such displays as weakness. To the average sablekyne, committing a crime is to invite any retribution and while their justice system works towards being fair and reasonable, punishments are often severe. While police forces between the south and north lands work independently military integration and cooperation is a requirement first brokered by the Oni, LLC to ensure stability and safety on the planet. As such, military forces can be made of northlanders, southlanders, humans, and in rare circumstances other human federation species. Sablekyne are extreme in their respect for authority and attitude towards personal success and pride. Sablekyne commanders are loathe to insult or take for granted those under their command, as such direct insults to a subordinate’s honor and pride often times result in duels. Whoever wins, however, is expected to show modesty in his success and any overt bragging is often shamed, as the participants are expected to become friends afterwards.&lt;br /&gt;
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Another key facet to sablekyne society is the organization and structure of the career and training of its members. Long before the time of first contact, sablekyne in the north and southlands had created two divergent methods of large organizations known as lodges and orders respectively. Sablekyne pride personal success, and as such take great pride in a steady work ethic and proper schooling, often becoming competitive in the areas they specialize in but expected to be modest of their accomplishments.&lt;br /&gt;
&lt;br /&gt;
===Lodges===&lt;br /&gt;
Lodges are similar to the human concept of guilds but encompass more than a singular skill or task and often cover every aspect of its specific industry. While not every sablekyne is trained by a lodge they are big industry players in their respective economies and many sablekyne worked for one at some point. Members of a particular lodge are often preferential towards others from the same lodge, seeing it similar to a fraternity that remains ingrained even if both members leave the lodge. As a general rule once a northlander has left the planet they will have cut ties with their lodge, though this is considered normal and does not carry any social penalty.&lt;br /&gt;
&lt;br /&gt;
* Magma Lodge – The lodge that trains miners and drillers for the nearby magma planet as well as producing metallurgist, weapon smiths, gun smiths, and armor smiths due to being heavily invested in the metal trade. They&#039;ve existed before human contact but didn&#039;t grow huge until after they got off planet. The magma lodge began as primitive blacksmiths focused primarily on making tools, weapons, and armor before later growing into a large spanning industry based in military and civilian markets. Many prominent clans and military leaders hail from the magma lodge and its often seen as the most traditionally acceptable lodge to belong to.&lt;br /&gt;
* Beast Lodge – Sablekyne are carnivores and the production of meat is a priority for food. Their industry for butchers ranges from home town cutters to massive meat producers on large ranches. The beast lodge is named as such because they also produce farmers and ranchers who grow food to feed the massive herds of livestock being fattened for later butchering. The beast lodge also includes game hunters and survivalists, and it isn’t uncommon for members to later become explorers and rangers when they go off planet.&lt;br /&gt;
* Hero Lodge – The lodge of the hero traces back to the famous northlander legend of Akari Al-Karth, a northlander clansmen said to have united the entire sablekyne race under a single banner in his life time and the one who first outlawed the use of demon powder. Despite its inspiration, the hero lodge is not one any sablekyne would willingly join. The hero lodge is exclusively reserved for the clan-less northlanders, or disgraced southlanders. Members are required to take the oath of the hero and leave the planet after being sold to the highest bidder as a form of disposable mercenary. To return to Onkarth and be absolved of their failures or social disgrace a member of the lodge must survive ten years of active conflict as a soldier or mercenary. Few, however, return even if they survive their decade long duty.&lt;br /&gt;
&lt;br /&gt;
===Orders===&lt;br /&gt;
Orders function similar to lodges but focus more on specific vocations over a broad area of related industries. Unlike a lodge, an order is something a sablekyne always belongs to even if they move off planet. This spanning influence is commonly used for said orders to exert control off planet and are usually beneficial to both the member and the organization as a whole. That said, an order often cares far more for what benefits it over any individual member.&lt;br /&gt;
&lt;br /&gt;
* Order of the Coin – Southlander sablekyne have always had a lack of easily obtained resources in comparison to the mountainous northlanders. As such, diplomacy and mercantile skills become a prominent factor in a house’s success. The order of the coin trains merchants, traders, stock brokers, and bankers and is considered the most elite of all the orders and lodges, often coupled with being quite elitist, as they rarely allow anyone not from a powerful or wealthy house within their ranks. This favoring of the elite has led to members of the coin being looked down on as representatives of nepotism and con men, extorting people for their services.&lt;br /&gt;
* Order of the Mirror – Southlanders always had an abundance of sand and not much else. This gave way to the practice of creating and sculpting glass into amazing artistic pieces that become the pride of houses and clans. Artists, sculptors, and craftsmen in the modern age have progressed into creating their masterpieces in more than just glass blowing but the order remains heavily invested in glass creations and trade.&lt;br /&gt;
* Order of the Automaton – The only order mostly controlled by humans, and exists off planet at the Oni, LLC moon platform on Cannick. The order of the automaton focuses entirely on robotics, synthetics, and bio-mechanical engineering. Much of its members are quickly assigned internships and later employment at the expansive mining operations on the nearby magma planet of Anzonus. Unlike other orders, the automaton is primarily owned and operated by native humans and will willingly recruit anyone wishing to learn instead of restricting their ranks by ethnicity, wealth, or influence.&lt;br /&gt;
* Order of the Horn – The order of the horn is the most elite of any lodge or order that recruits only those of significant merit or wealth. They train soldiers for the Sol Federation as part of the federation forces, often training said members to become officers, commanders, and rarely commandos. Prospective members are trained on the logistical and leadership aspect of war and heavily preference their accomplishments towards command. That said, all members are expected to be advanced users of various combat styles both ranged and melee. Graduated members of the order of the horn can be differentiated from rank and file due to always carrying a melee weapon, commonly a pole-arm or mace-like weapon due to cultural leanings, that they have mastered the use of.&lt;br /&gt;
&lt;br /&gt;
==Present Day==&lt;br /&gt;
Present day sablekyne have largely assimilated into human society as apart of the Sol Federation and can easily blend in with any human environment quite easily. While they are generally aloof with alien races they tend to be friendly with humans and, although wary of them, human gene splices. Many sablekyne who move off planet tend to hail from one of the Lodges or Orders, going into related work. The spread and travel of sablekyne has given rise to new cultural facets however. To avoid confusion, sablekyne measure their age based on Terran years when stating how old they are.&lt;br /&gt;
&lt;br /&gt;
Sablekyne absolutely loathe Nekomori or ‘cat-girls’ as they liken them to the mutation that creates a subservient pet rather then a fellow being. Few Sablekyne will associate with Nekomori willingly and many Southlander Sablekyne will be passive aggressively insulting while Northlanders are outwardly and openly belligerent. If one thought this prejudice was odd Sablekyne also find ‘exotic’ fur colors something to be laughed at. Many Sablekyne who see brightly colored unnatural fur colors will ridicule the offender relentlessly and in some places beat them severely for ‘offending’ them with what they perceive as an idiotic color patterns. Sablekyne also find speaking in third person incredibly offensive when done by their own kind and other feline type races due to learning of a stereotype of feline races speaking as such. Sablekyne go out of their way to self police this habit.&lt;br /&gt;
&lt;br /&gt;
Outside of present-day cultural impacts from traveling the universe, many sablekyne also carry and use a unique weapon called a bolt lance when employed as soldiers or mercenaries. A modern take on an old crossbow designs the sablekyne modified their original design with the aid of their human allies to create a powered mag fed crossbow that fires superheated bolts. While considered a practical weapon due to requiring only easily made metal rods as ammunition and a power cell they are uncommon outside of sablekynes mercenary and military forces thanks to their archaic appearing design.&lt;br /&gt;
&lt;br /&gt;
Sablekyne have also begun to accept cybernetic implants, synthetic limbs, and robotics as a facet of life due to their last few decades of dangerous mining operations on the planet of Anzonus. Both north and southlanders will take work off planet in the various orbital platforms funded by Oni, LLC for the extravagant pay. Such work has a comparatively high mortality rate and often requires the use of mechanized suits and robotic assistance. Injuries are quite common and it is not unusual to meet a veteran miner who has lost a limb and obtained a synthetic replacement. As a byproduct of these operations, as well as from the influence of the Order of the Automaton, robotics and cybernetics have become a more commonly accepted practice on the sablekyne home world.&lt;br /&gt;
&lt;br /&gt;
{{Species}}&lt;br /&gt;
[[Category:Lore]]&lt;/div&gt;</summary>
		<author><name>DrFarson</name></author>
	</entry>
	<entry>
		<id>http://sojourn13.space/w/index.php?title=Technologies&amp;diff=4511</id>
		<title>Technologies</title>
		<link rel="alternate" type="text/html" href="http://sojourn13.space/w/index.php?title=Technologies&amp;diff=4511"/>
		<updated>2024-11-25T01:35:44Z</updated>

		<summary type="html">&lt;p&gt;DrFarson: Major Lore addition - adds prosthetics lore by @muscogitabat on discord&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Bluespace=&lt;br /&gt;
&lt;br /&gt;
Bluespace, a defining technology of the 24th century, freed from the shackles of FTL technology, near-instantaneous transit across vast quantities of space became possible. breaking the excruciatingly slow speeds of FTL and plunging the galaxy into a state where the measure of a parsec became a reasonable unit of measure for travel.&lt;br /&gt;
 &lt;br /&gt;
Furthermore, the subjugation of colonies became far easier for superpowers. No longer would fleets take weeks, or months of real time to cover the space, but mere hours or days to cover the space. Furthermore, Bluespace transit was simply more comfortable, and the terrors and insanity brought on by FTL exposure were nullified due to the complete alternate means of travel. &lt;br /&gt;
&lt;br /&gt;
Bluespace, at its core, is the unlocking of another dimension of travel, though often simply put as &amp;quot;folding space&amp;quot; to contend with curious minds. The true inner workings of Bluespace drives often confuse even their own maintainers. A scant few researchers have spent enough time researching all the aspects of Bluespace travel to understand exactly the calculations and procedures taken to complete a full jump, start to finish.&lt;br /&gt;
&lt;br /&gt;
Onboard ships, most engineers simply know how to operate the computers and examine statistics to ensure the drive is in good working order, as well as confirm jump calculations are accurate. The complex computations of 4th dimensional travel take drive computers much time, as well as multiple runs to confirm the math checks out. Once completed the complex process of jumping starts, As a pathway through another dimension is formed before the ship, it will accelerate past the point of no return and enter the Bluespace tunnel.&lt;br /&gt;
&lt;br /&gt;
While in fourth-dimensional space, nothing unusual is able to be noted, save for the complete and utter warping of all visual aspects outside of the carefully calculated and formed route. For this reason most of the crew are completely barred from looking outside of a ship during Bluespace travel. Those that have, report, at best, no effect, while other cases result in complete and irrecoverable mental insanity.&lt;br /&gt;
 &lt;br /&gt;
In the early days Bluespace travel was dangerous, taking near a year of research for acceptable levels of loss of vessel percentages to be achieved. Even at its height of use though, Bluespace travel was never 100% safe, with the rare occasional ship being lost to the void. Often blamed on failed maintenance of the drive or improperly calculated jump routes, on rare occasions, ships have returned in varying states of decay or intactness. &lt;br /&gt;
&lt;br /&gt;
Around 2638, the Mar’Qua Alliance posted a bulletin to the galaxy at large, warning of a statistical increase in vessels lost to Bluespace. The margin of increase was deemed too low to be of concern to most, even to some of the Mar’Qua Nest worlds. This bulletin would be the only warning sign of the impending Bluespace crash.&lt;br /&gt;
 &lt;br /&gt;
In the year 2645, on October 19th, at 06:26 and 15 seconds SET (Sol Event Time), Bluespace, as it was known to work, ceased. Ships traveling in groups and arriving one after another around this time would note that any ship arriving before that exact moment would arrive, but anything after the 15th second would never arrive. All ships in Bluespace at this time were lost to the void; further ships wouldn&#039;t receive notice of the crash and would jump into the warp, never to be seen again. By 06:38, SolFed announced the galaxy-wide crash of Bluespace and warned all ships to cease Bluespace travel. From this moment on, Bluespace travel has never worked for long-distance travel, and short-distance teleportation has taken great effort to make work in any meaningful way.&lt;br /&gt;
&lt;br /&gt;
=FTL=&lt;br /&gt;
The Alcubierre drive, in conjunction with long-term cyrosleep, set the stage for the first steps into FTL travel and primed the galaxy for an age of expansion from the core of Sol in the year 2139. At long last, man had overcome one of the fundamental laws of the universe; the stars, oh so distant, were now within grasp. &lt;br /&gt;
&lt;br /&gt;
The effect on the Terra-Martian relationship was instant; the original 9-month flight to the red plant could now be completed in just 3 minutes by the simplest of FTL drives. The entire system of Sol was now easily capable of being unified with this new transit technology. &lt;br /&gt;
&lt;br /&gt;
In the coming years, the means of FTL travel would be developed further, speeds would slowly increase to make long distance travel more and more reasonable, and soon, other stars were in reach as FTL drives reached 500c. However, issues slowly made themselves more and more present as speeds continued to increase.&lt;br /&gt;
&lt;br /&gt;
While moving faster than light, a whole new plethora of particles that only exist at speeds faster than light were found. The colloquial term &amp;quot;tachyon&amp;quot; now applies, as these particles only exist and can only exist at speeds faster than light. At low intensities, these particles had no noticeable effect, but as FTL drives accelerated faster and faster, more and more crews began to report abnormalities in both electronic systems and, more worryingly, in their own thoughts.&lt;br /&gt;
&lt;br /&gt;
Further studies concluded that the particles, while mostly harmless, did impose electronic interference on an atomic level; thus, computers needed to be shielded as best as possible, have redundancies set up, error checking, and self-correction. Through technology, the machines were able to go faster; it was merely the people that could not. &lt;br /&gt;
&lt;br /&gt;
The first known incident of &amp;quot;Starlight Madness&amp;quot; as it was dubbed, was recorded in 2146, when a high-speed FTL test platform, the BlueStar, experienced a sudden and fatal incident when the ship&#039;s engineer appeared to enter a state of psychosis despite having no mental issues on record. After suddenly assaulting and overpowering his two additional crew members, he piloted the test ship into Jupiter&#039;s 17th moon. After a few weeks of searching, a black box was found, revealing the nature of the engineer&#039;s sudden onset of madness as recorded by his microphone.&lt;br /&gt;
&lt;br /&gt;
While concerning, those in cryostorage fared far better at high FTL, oblivious in their unconscious states; at worst, people would awaken with headaches. In time, though, lasting effects were found from FTL travel, even for those in cyro. Permanent damage will impact all who used FTL, in cryo or awake, with the new effect titled &amp;quot;Sudden Sleep Disorder.&amp;quot; SSD, a byproduct of using FTL, impacted previous travelers at random times, causing a sudden, complete catatonic state for seemingly random durations.&lt;br /&gt;
&lt;br /&gt;
In the end FTL remained a viable option despite these drawbacks, however its speed was forever limited by the human and electronic factor. In later testing, it was found that positronic brains offered no extra resilience, making AI-crewed FTL ships worthless. Instead, the standard was to travel at safe speeds and rotate crews in and out of cyrosleep for long journeys, as well as using crew-administered drugs, body modification, and simply picking people less emotional to be crew at higher speeds.&lt;br /&gt;
&lt;br /&gt;
=Subspace=&lt;br /&gt;
Quantum mechanics, A well-known term to even those of the 21st century, became even more of a common term in the 22nd century as its inner workings were better understood, and useful work extracted from them.&lt;br /&gt;
&lt;br /&gt;
With the growing communication lag between earth and mars, the hundred year long trips to deliver messages from one star to another was easily seen as impractical, work was started well before FTL existed to remedy that issue. The solution, Subspace messaging, through the use of quantum mechanics, messages could be instantly delivered over any distance. The drawback, the unpredictability in quantum mechanics.&lt;br /&gt;
&lt;br /&gt;
Subspace messaging servers, ranged in size from small single office rooms, to entire buildings. Needed to be kept cool mostly for superconductors of the non-room temperature variety, the Subspace messaging room became an easy sight to find in any building. Usually a large, extremely sterile room, washed in supercooled nitrogen.&lt;br /&gt;
&lt;br /&gt;
The sheer size of Quantum server rooms has failed to shrink much throughout time. The vast amount of equipment to determine probabilistic existence of incoming message, and begin the process of deciphering a proper message from Quantum interference is a hard task. One that usually take even the best of server rooms, multiple re-transmissions of the message to accurately decipher what the original message was. &lt;br /&gt;
&lt;br /&gt;
The only other limiting factor then became throughput. While a large corporate server building may have the capacity to handle millions of quantum bits, and process each one&#039;s state billions of times a second. Smaller facilities may only have a few dozen quantum bits that they can only process thousands of times a second. Leading to issues with low bitrate, meaning even simple messages can take multiple minutes to transmit even though the message is sent instantaneously in terms of travel time.&lt;br /&gt;
&lt;br /&gt;
Nonetheless Subspace is the de-facto method of communication from planet to planet. Its low bitrate on small worlds has made it well designed for ancient transmission methods brought up to modern standards, such as fax machines, and text messaging. Rather than holo-calls, and voice-calls.&lt;br /&gt;
&lt;br /&gt;
=Prosthetics=&lt;br /&gt;
Prosthetics are replacements for a missing or damaged part. In the most common and obvious example, a prosthetic arm or leg that provides most of the range of motion as an organic limb. Lower end models tend to lack a sense of touch or temperature, and struggle to lift heavier weights, while higher end models will offer more feeling and senses, more strength (on par with an organic limb) and even have synthetic skin layered over. Prosthetic organs simply function in the same way as organic ones, though not without the same measure of function as before. A prosthetic heart may not beat and prosthetic lungs may not swell and deflate with each inhale and exhale. In the situations where an organic body becomes too damaged to repair and the individual has provided informed consent for such a procedure, the brain can be placed into a Man-Machine Interface and then placed into a Full Body Prosthetic, or FBP for short. If one survives the pairing process and the years of therapy required to adapt to a new body, then they can live out their years in as close to organic feeling and form as possible. While it isn’t as exact, it still functions passably to allow for a FBP to function in day to day life.&lt;br /&gt;
&lt;br /&gt;
Synthetic Skin, often abbreviated to Synthskin, comes in two forms: Polymer and Biomimicking. The former is a cheaper option, intended for those affected by disasters to retain their natural appearance despite their prosthesis. Consisting of a plastic semi-elastomer, dyed to look near indistinguishable from normal skin until properly inspected - or touched. This type is mainly used on full-body prosthesis, and such can be manufactured by any colony subsidiary, provided they have a licensing agreement with Soteria. The latter is the premiere option, which is not only visually indistinguishable but functionally so as well - allowing near-full sensation and range of functionality for both the limbs and organ implants available for purchase. The price of some of these options ranges into the tens of thousands of credits, with some limbs costing hundreds of thousands of credits in initial cost, and thousands more in maintenance. Biomimicking components are manufactured exclusively by Soteria, in collaboration with the family and the individual, based upon prior body scans or simply pre-designed custom to-order. They are often paid for in advance of their production, unlike traditional prosthesis. This line of product is unavailable to standard synthetic manufacturers. Given the complexity of the synthetic biomimicry involved, and partially living tissue, consistent and expensive maintenance is required - making these chassis inaccessible to any anyone other than the colony&#039;s super-rich.&lt;br /&gt;
&lt;br /&gt;
In the current day, after so much has become lost or hidden with the Bluespace Crash, most of the current designs on the market are built and machined from blueprints copied from older blueprints and produced on the worlds still capable of making them. These are then traded on ships that ply the trade lanes. In Nadezhda, the presence of several factions equipped with sophisticated manufacturing facilities offers a wealth of options beyond primitive frontier prosthetics and whatever a ship brings along. The church of the absolute offers sturdy prosthetics forged in biomatter, Blackshield provides the majority of military grade prosthetics while Soteria both provides chemical resistant models and is the main provider of synth skin covered models. Soteria also recently acquired the blueprints to manufacture top of the line Greyson Positronic limbs. For all other needs, Lonestar has various models on sale sourced from various traders in addition to the more standard models manufactured in colony, not from any one faction.&lt;br /&gt;
&lt;br /&gt;
=AI=&lt;br /&gt;
WIP&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Cryosleep=&lt;br /&gt;
WIP&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Bio-revival=&lt;br /&gt;
WIP&lt;/div&gt;</summary>
		<author><name>DrFarson</name></author>
	</entry>
	<entry>
		<id>http://sojourn13.space/w/index.php?title=Technologies&amp;diff=4510</id>
		<title>Technologies</title>
		<link rel="alternate" type="text/html" href="http://sojourn13.space/w/index.php?title=Technologies&amp;diff=4510"/>
		<updated>2024-11-25T00:59:17Z</updated>

		<summary type="html">&lt;p&gt;DrFarson: /* Cyrosleep */ fixes spelling error&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Bluespace=&lt;br /&gt;
&lt;br /&gt;
Bluespace, a defining technology of the 24th century, freed from the shackles of FTL technology, near-instantaneous transit across vast quantities of space became possible. breaking the excruciatingly slow speeds of FTL and plunging the galaxy into a state where the measure of a parsec became a reasonable unit of measure for travel.&lt;br /&gt;
 &lt;br /&gt;
Furthermore, the subjugation of colonies became far easier for superpowers. No longer would fleets take weeks, or months of real time to cover the space, but mere hours or days to cover the space. Furthermore, Bluespace transit was simply more comfortable, and the terrors and insanity brought on by FTL exposure were nullified due to the complete alternate means of travel. &lt;br /&gt;
&lt;br /&gt;
Bluespace, at its core, is the unlocking of another dimension of travel, though often simply put as &amp;quot;folding space&amp;quot; to contend with curious minds. The true inner workings of Bluespace drives often confuse even their own maintainers. A scant few researchers have spent enough time researching all the aspects of Bluespace travel to understand exactly the calculations and procedures taken to complete a full jump, start to finish.&lt;br /&gt;
&lt;br /&gt;
Onboard ships, most engineers simply know how to operate the computers and examine statistics to ensure the drive is in good working order, as well as confirm jump calculations are accurate. The complex computations of 4th dimensional travel take drive computers much time, as well as multiple runs to confirm the math checks out. Once completed the complex process of jumping starts, As a pathway through another dimension is formed before the ship, it will accelerate past the point of no return and enter the Bluespace tunnel.&lt;br /&gt;
&lt;br /&gt;
While in fourth-dimensional space, nothing unusual is able to be noted, save for the complete and utter warping of all visual aspects outside of the carefully calculated and formed route. For this reason most of the crew are completely barred from looking outside of a ship during Bluespace travel. Those that have, report, at best, no effect, while other cases result in complete and irrecoverable mental insanity.&lt;br /&gt;
 &lt;br /&gt;
In the early days Bluespace travel was dangerous, taking near a year of research for acceptable levels of loss of vessel percentages to be achieved. Even at its height of use though, Bluespace travel was never 100% safe, with the rare occasional ship being lost to the void. Often blamed on failed maintenance of the drive or improperly calculated jump routes, on rare occasions, ships have returned in varying states of decay or intactness. &lt;br /&gt;
&lt;br /&gt;
Around 2638, the Mar’Qua Alliance posted a bulletin to the galaxy at large, warning of a statistical increase in vessels lost to Bluespace. The margin of increase was deemed too low to be of concern to most, even to some of the Mar’Qua Nest worlds. This bulletin would be the only warning sign of the impending Bluespace crash.&lt;br /&gt;
 &lt;br /&gt;
In the year 2645, on October 19th, at 06:26 and 15 seconds SET (Sol Event Time), Bluespace, as it was known to work, ceased. Ships traveling in groups and arriving one after another around this time would note that any ship arriving before that exact moment would arrive, but anything after the 15th second would never arrive. All ships in Bluespace at this time were lost to the void; further ships wouldn&#039;t receive notice of the crash and would jump into the warp, never to be seen again. By 06:38, SolFed announced the galaxy-wide crash of Bluespace and warned all ships to cease Bluespace travel. From this moment on, Bluespace travel has never worked for long-distance travel, and short-distance teleportation has taken great effort to make work in any meaningful way.&lt;br /&gt;
&lt;br /&gt;
=FTL=&lt;br /&gt;
The Alcubierre drive, in conjunction with long-term cyrosleep, set the stage for the first steps into FTL travel and primed the galaxy for an age of expansion from the core of Sol in the year 2139. At long last, man had overcome one of the fundamental laws of the universe; the stars, oh so distant, were now within grasp. &lt;br /&gt;
&lt;br /&gt;
The effect on the Terra-Martian relationship was instant; the original 9-month flight to the red plant could now be completed in just 3 minutes by the simplest of FTL drives. The entire system of Sol was now easily capable of being unified with this new transit technology. &lt;br /&gt;
&lt;br /&gt;
In the coming years, the means of FTL travel would be developed further, speeds would slowly increase to make long distance travel more and more reasonable, and soon, other stars were in reach as FTL drives reached 500c. However, issues slowly made themselves more and more present as speeds continued to increase.&lt;br /&gt;
&lt;br /&gt;
While moving faster than light, a whole new plethora of particles that only exist at speeds faster than light were found. The colloquial term &amp;quot;tachyon&amp;quot; now applies, as these particles only exist and can only exist at speeds faster than light. At low intensities, these particles had no noticeable effect, but as FTL drives accelerated faster and faster, more and more crews began to report abnormalities in both electronic systems and, more worryingly, in their own thoughts.&lt;br /&gt;
&lt;br /&gt;
Further studies concluded that the particles, while mostly harmless, did impose electronic interference on an atomic level; thus, computers needed to be shielded as best as possible, have redundancies set up, error checking, and self-correction. Through technology, the machines were able to go faster; it was merely the people that could not. &lt;br /&gt;
&lt;br /&gt;
The first known incident of &amp;quot;Starlight Madness&amp;quot; as it was dubbed, was recorded in 2146, when a high-speed FTL test platform, the BlueStar, experienced a sudden and fatal incident when the ship&#039;s engineer appeared to enter a state of psychosis despite having no mental issues on record. After suddenly assaulting and overpowering his two additional crew members, he piloted the test ship into Jupiter&#039;s 17th moon. After a few weeks of searching, a black box was found, revealing the nature of the engineer&#039;s sudden onset of madness as recorded by his microphone.&lt;br /&gt;
&lt;br /&gt;
While concerning, those in cryostorage fared far better at high FTL, oblivious in their unconscious states; at worst, people would awaken with headaches. In time, though, lasting effects were found from FTL travel, even for those in cyro. Permanent damage will impact all who used FTL, in cryo or awake, with the new effect titled &amp;quot;Sudden Sleep Disorder.&amp;quot; SSD, a byproduct of using FTL, impacted previous travelers at random times, causing a sudden, complete catatonic state for seemingly random durations.&lt;br /&gt;
&lt;br /&gt;
In the end FTL remained a viable option despite these drawbacks, however its speed was forever limited by the human and electronic factor. In later testing, it was found that positronic brains offered no extra resilience, making AI-crewed FTL ships worthless. Instead, the standard was to travel at safe speeds and rotate crews in and out of cyrosleep for long journeys, as well as using crew-administered drugs, body modification, and simply picking people less emotional to be crew at higher speeds.&lt;br /&gt;
&lt;br /&gt;
=Subspace=&lt;br /&gt;
Quantum mechanics, A well-known term to even those of the 21st century, became even more of a common term in the 22nd century as its inner workings were better understood, and useful work extracted from them.&lt;br /&gt;
&lt;br /&gt;
With the growing communication lag between earth and mars, the hundred year long trips to deliver messages from one star to another was easily seen as impractical, work was started well before FTL existed to remedy that issue. The solution, Subspace messaging, through the use of quantum mechanics, messages could be instantly delivered over any distance. The drawback, the unpredictability in quantum mechanics.&lt;br /&gt;
&lt;br /&gt;
Subspace messaging servers, ranged in size from small single office rooms, to entire buildings. Needed to be kept cool mostly for superconductors of the non-room temperature variety, the Subspace messaging room became an easy sight to find in any building. Usually a large, extremely sterile room, washed in supercooled nitrogen.&lt;br /&gt;
&lt;br /&gt;
The sheer size of Quantum server rooms has failed to shrink much throughout time. The vast amount of equipment to determine probabilistic existence of incoming message, and begin the process of deciphering a proper message from Quantum interference is a hard task. One that usually take even the best of server rooms, multiple re-transmissions of the message to accurately decipher what the original message was. &lt;br /&gt;
&lt;br /&gt;
The only other limiting factor then became throughput. While a large corporate server building may have the capacity to handle millions of quantum bits, and process each one&#039;s state billions of times a second. Smaller facilities may only have a few dozen quantum bits that they can only process thousands of times a second. Leading to issues with low bitrate, meaning even simple messages can take multiple minutes to transmit even though the message is sent instantaneously in terms of travel time.&lt;br /&gt;
&lt;br /&gt;
Nonetheless Subspace is the de-facto method of communication from planet to planet. Its low bitrate on small worlds has made it well designed for ancient transmission methods brought up to modern standards, such as fax machines, and text messaging. Rather than holo-calls, and voice-calls.&lt;br /&gt;
&lt;br /&gt;
=AI=&lt;br /&gt;
WIP&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Cryosleep=&lt;br /&gt;
WIP&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Bio-revival=&lt;br /&gt;
WIP&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Prosthetics=&lt;br /&gt;
WIP&lt;/div&gt;</summary>
		<author><name>DrFarson</name></author>
	</entry>
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